Mission: Fate of the Loyalists (EL10) [Archive] - Wizards Community

Post/Author/DateTimePost
MindWandererB

06-11-07, 12:33 PM
This is a mission for Loddick Saffrion to make contact with the Loyalists paramilitary group. If you are not Erithmu or myself, please post any comments in the FotW thread, or wait until the quest is over to post here.

Success!

Questlog for "Fate of the Loyalists" [EL 10]
Week 1: Loddick broke the seige on the Loyalists' headquarters by defeating two elder arrowhawks in guerilla combat.
Week 2: The Coalition for a Unified Gladius was guarded by three half-dragon djinn, which Loddick narrowly defeated.
Week 3: The apparent leader of all these creatures, an air mephit sorcerer, was handled with ease.

Resources used:
Week 1: 9 PP, 18 arrows.
Week 2: 48 PP, 1 arrow.
Week 3: 26 PP, 1 arrow.

Rewards: CR8x2 (1500x2), CR7x3 (1000x3), CR10x1 (3000) = 9000 XP and 17,400 GP.

The Loyalists have been contacted.

http://www.wizards.com/dnd/images/ph2_gallery/97115.jpg
Loddick Saffrion
Male Elan (Medium Abberation)
Ranger 1/Egoist 6/Slayer 3 [ECL10]
Lawful Neutral
50865/55000xp
Hunter of The Living Tree, Defender of the Great Tree
Current Fight Cycle Expenditures:

Free: Craft 320gp


STR...12 [+1]...(04 pts)
DEX...18 [+4]...(10 pts) (+2 item)
CON...14 [+2]...(06 pts)
INT...24 [+7]...(16 pts) (+2 4th,8th +4 item)
WIS...08 [-1]...(00 pts)
CHA...06 [-2]...(00 pts -2 racial)

Hit Points: 66 [8 + 2.5*6 +4.5*3+ 20 con +10 Feat]
-- Resilance (1pp to mitigate 2 hps)
AC 20, Touch 14, Flat 16 [+6 Armor +4dex]
-- +4 Shield (Force Screen)
-- +1 Animal Affinity (dex)
Initiative: +4 [4dex]
BAB/Grap: +7/+8 [+6bab, +1str]
Speed 30 45 Skate

Saves:
Fort +09 [2rng +2psi +1sly +2con +2 enh]
Refl +11 [2rng +2psi +1sly +4dex +2 enh]
Will +09 [0rng +5psi +3sly -1wis +2 enh]
-- +4 racial (1pp Resistance ability)
Lucid Buffer: +4 vs Compulsion/Mind Affecting

Attacks:+x to attacks Precog(off)
+12/+7 Ranged: +1 Seeking Deep Crystal Composite Longbow (+1 str) 1d8+2 [20/x3] [110’ Range]
-- +1to hit and damage w/in 30ft // +2d6 dmg Psionic Shot // +2d6 dmg Deep Crystal
+9/+4 Melee [Ma] Deep Crystal Falchion 2d4+1 [18-20/x2]
-- +2d6 dmg Deep Crystal // Damage w/ AA(str) 1d6+4
+9/+4 Melee [Ma] Deep Crystal Scimitar 1d6+1 [18-20/x2]
-- +2d6 dmg Deep Crystal
+9/+4 Melee [Ma] Deep Crystal Dagger 1d4+1 [19-20/x2]
-- +2d6 dmg Deep Crystal
+14 Telekinetic Thrust
-- +1 to hit and Damage(if applicable) w/in 30ft

Feats:
Point Blank Shot - 1st
Track - Ranger 1
Psionic Body - Psion 1
Psionic Shot - 3rd
EK(Dissolving Weapon) - 6th
EK(Energy Missle) - Psion 5
Fell Shot - 9th

Elan:
-2 charisma
Aberration type: immune to spells that affect only humanoids
Naturally psionic 2 bonus PP
Resistance(SU): spend 1 pp as immediate action to gain +4 racial bonus to saves
Resilience(SU): spend 1 pp as immediate action to reduce damage by 2hp
Repletion(SU): spend 1 pp to sustain self w/out food or water for 24 hrs
Favored Class Psion

Ranger
Track
Wild Empathy d20-1
Favored Enemy (Human)

Psion
Disipline: Egoist
Bonus Feats: 1,5,10,15,20

Slayer
FE +2: Half Giants
Enemy Sense
Brain Nausea
Lucid BufferSkills (Rng 40 Psi 36, 27 sly):
+15 Concentration.............. [13, +2con][4rng +6psi +3sly]
+22 Craft (Arrow Stick Figures) [13, +7int +2 MW Tool][4rng +6psi +6sly(cc)] FA: 320gp
+13 Craft (Bowyer)............. [4, +7int +2 MW Tool][4rng]
+13 Craft (Armorsmith)......... [4, +7int +2 MW Tool][4rng]
+13 Craft (Weaponsmith)........ [4, +7int +2 MW Tool][4rng]
+09 Knowledge (Arcana)......... [2, +7int][2psi]
+11 Knowledge (Dungeoneering).. [4, +7int][4rng]
+08 Knowledge (local).......... [1, +7int][1psi]
+08 Knowledge (Nature)......... [1, +7int][1psi]
+12 Knowledge (Planes)......... [5, +7int][5psi]
+11 Knowledge (Psionics)....... [4, +7int][4psi]
+09 Knowledge (Religion)....... [2, +7int][1psi]
+17 Psicraft .................. [10, +7int][10psi]
+12 Listen..................... [13, -1wis][4rng+9sly]
+12 Spot....................... [13, -1wis][4rng+9sly]
+08 Hide....................... [4, +4dex][4rng]
+08 Move Silently.............. [4, +4dex][4rng]
+03 Balance.................... [0, +4dex -1ACP]
+00 Climb...................... [0, +1str -1ACP]
+00 Jump....................... [0, +1str -1ACP]
Speaks Common, Celestial, Elven, Infernal, Dwarven

ML 8: PP 88/88pp Use: 30 (58Class +28Int +2Race)
PowerAx - The Ax is the augment cost for the power
1- [DC18] VigorA1, Skate, Precognition (offensive)A3, Force ScreenA4, Entangling Ectoplasm
2- [DC19] Animal AffinityA5, Energy Adaptaion(specified)A4,Ego WhipA4, Energy StunA1
--------- Energy MissleEK,A1, Dissolving WeaponEK,A2
3- [DC20] Dispel PsionicsA1, TouchsightA2, Hustle, Energy RetortA1, Telekinetic ThrustA1
4- [DC21] Energy AdaptationA4, Freedom of Movement, Psi D. Door A6

Buffs and Prefight actions:
Psionicly focused
Invisible (Ring at will)

Equipment:
+1 Mithril Breastplate of light Fortification[15 lbs][4000+2100C gp]
+1 Seeking Deepcrystal Composite Longbow (+1str) [3 lbs][8000gp +600C gp]
[Ma] Deepcrystal Falchion[8 lbs][537.5 gp]C
[Ma] Deepcrystal Scimitar[4 lbs][507.5 gp]C
[Ma] Deepcrystal Dagger x7[7 lbs][3506 gp]C
Head: Headband of Intellect +4 16000gp
Cloak: Cloak of Resistance +2 4000gp
Gloves: Gloves of Dexterity +2 4000gp
Ring: Ring of Invisibility 20000gp
Efficent Quiver[2 lbs][1800 gp]
Arrow compartment:
25 Arrows
20 CI Arrows
10 Silvered Arrows
05 Adamantine Arrows
(All other arrows wrapped and stored in Javelin secton, weight ignored due to quiver)
Total Arrows:
39 arrows [6 lbs][2 gp]
122 CI arrows [6 lbs][12 gp]C
30 Silver Arrows [6 lbs][90 gp]C
15 Adamantine Arrows [3 lbs][901 gp]C

Expendable Items (Max = 2450gp): [CL]
Stone: Sythense 25gp

Equipment at home:
Gold: 2165 gp
[Ma]Artisan’s Tools (Arrow Stick Figure kit) 55gp
[Ma]Artisan’s Tools (Bowyer) 55gp
[Ma]Artisan’s Tools (Armorsmithing) 55gp
[Ma]Artisan’s Tools (Weaponsmith) 55gp

Miscellaneous Statistics:
Encumbance: 0-43 (light), 44-86 (medium), 87-130 (heavy)
Weight carried: 37 lbs
Mount weight carried: N/A

Pitlords: snip here down
00600xp/00666gp 3rd ... vs Marcos, Uilo, Jecht
00900xp/00966gp Win ... vs Aragorn
00900xp/00966gp Win ... vs Wieniete
00900xp/00966gp Win ... vs Valek
01298xp/01390gp 2nd ... vs Death, Tan, Danidus
00400xp/00492gp Loss .. vs Khazzzahm
01200xp/01200gp Uncover the Smuggler (TLT Entrance)
01500xp/01725gp Win ... w/ Kitty vs Kaz & Dronnar
00500xp/00658gp Loss .. vs Sunstroke
01500xp/01725gp Win ... vs Riana
01500xp/01725gp Win ... vs War
00600xp/00822gp Loss .. vs Kimahri
01800xp/02154gp Win ... w/ Eraca vs Perius
01800xp/02156gp Win ... vs Pestilence
00600xp/00822gp Loss .. vs Eraca
02700xp/03153gp Win ... w/ Uilo vs Cyra
02100xp/02772gp Win ... w/ Daisy vs Asran
02100xp/02600gp Seeing the Future (EYE Entrance)
01400xp/01918gp 2nd ... vs Kitty vs Neidr
00700xp/01062gp Loss .. w/ Sunstroke vs Nell
01667xp/02862gp 2nd ... vs Morathor vs Little Daisy
Rejoin TLT after EYE is replaced by LOY. Character Change
00000xp/00000gp The Ruins of Cradalart
00800xp/01365gp Loss .. vs Zassl
02400xp/03632gp Win ... w/ Besthirah vs Indivara
02400xp/03632gp Win ... vs Featylec
Character Change
02700xp/04770gp Win ... vs Eraca
00900xp/01770gp Loss .. vs Denshi
02700xp/04770gp Win ... vs 4 Tiefling Wizards
08100xp/13416gp Swamp Thing

Frozen @ ECL 10
Success ... Assault the Free Thinkers [ECL 11]

Ironman Tournament
Loss ... The Wailing Fugue (Returned to Tournament after withdrawal)
Win .... Kraegin
Loss ... Raskos
FFA - 1 Arrow
Aragon - Nothing
Wieniete - 13 Arrows
Valek - 6 Arrows(1gp)
FFA - 21 arrows (1gp)
Khazzzahm - Nothing
MQ - 3 Arrows
Team - 1 Arrow
Sunstroke - None
Refunded - 2 Cognizance Crystals (2000gp)
Riana - None
War - None
Kimahri - 6 Arrows
Crafted: Mithril Breastplate 4200, Deep Crystal Falchion 1075, 40 CI arrows 4gp, 20 Silver arrows 60gp. Total: 2669.5gpX
Sold: Mithril Chain Shirt 550 gp
Purchased: Efficent Quiver 1800gp
Perius - None
Pestilence - None
Eraca - None
Cyra - None
Asran - None
Seeing - None
Purchased: Int headband +2 -> +4, Cloak of Resistance +2 (16000gp total)
FFA - 11 Arrows, 4 silver arrows
Neil - None
FFA - None
Purchased: Dex Gloves +2 (4000gp)
Cradalart - 7 arrows
Indivara - None
Featylec - 1 arrow
Purchased: +1 for M. Breastplate, Added Seeking to bow (+1 equiv) (7000gp)
Eraca - None
Denshi - None
Tieflings - 6 Arrows
Purchased: Light Fortification (+1) to M. Breastplate (3000gp)
Swamp Thing: 25 Arrows, 18 CI Arrows, 5 Silver Arrows (17gp)
Purchased: Ring of Invisibility (20000gp)
CraftedX: 6 Deep Crystal Daggers, 100 Cold Iron Arrows, 19 Silver Arrows, 15 Adamantine Arrows. (3490gp)
MindWandererB

06-11-07, 12:47 PM
As Loddick approached Le château de l'Idéal Puissant, he could not help but notice how empty it seemed. The Loyalists had never had many supporters, but now the building seemed almost abandoned.

A least one reason for this quickly became clear: one fearful servant poked his head out for just a moment, and was forced to quickly slam the door to prevent being fried by a bolt of lightning. Loddick turned to look at the source, and immediately identified the threat: an elder arrowhawk, just cresting over a rooftop. He spotted a second of the beasts as it came into sight on the other side of the building. Neither seemed to have spotted him yet.

http://www.hwx.it/coco/coco.php;v=1;map=city;a=Lodd,M,52,25,Lod dick;b=ArrA,L,16,41,alt. 40';c=ArrB,L,8,27,alt. 40'

Rushing this a bit for obvious reasons. I don't mind being late if you don't; feel free to post tactics for one round, a few rounds, or for the whole fight.
Erithmu

06-11-07, 06:04 PM
Your not going to like this ...

Loddick quickly activated his ring and manifested a pair of protections; one to protect him from the energy blasts, and a second to increase his speed. Sizing up the creatures he took aim and opened fire.

(suppress displays)
Buff: EA (spec - Elec) 3pp
Buff: Skate 1pp

Open with a full attack at one of them, first shot is psi shot. Then move and shoot, When they start to get in attack range reactivate the invis ring, and relocate my attack. Try to regain focus before I attack from invis again.

They don't have spell or psicraft to identify that the attacks are doing much. Try to stay out of melee, stop if it looks like melee is impending.
MindWandererB

06-11-07, 07:10 PM
One of Loddick's arrows strikes true, garnering the attention of the beasts. They close in on him and he becomes invisible to try to sneak away, but the arrowhawks aren't as easily fooled as he had hoped.
All rolls here (http://www.hwx.it/wizards.com/dice.php?sid=1566#).

Rounds 1-2: Loddick, invisible, manifests Energy Adaptation (electricity) and Skate, suppressing the displays, then moves up to 1 range increment. The arrowhawks hover around the building.

Round 3: Loddick launches a full attack {[8]+12-2=18, [12]+7-2=17; damage [2]+[5+3]+2=12}, hitting with a psionically-charged arrow. The arrowhawks fly towards him.

Loddick: 66/66 hp, 84/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), unfocused
Arrowhawk A: 100/112 hp
Arrowhawk B: 112/112 hp
http://www.hwx.it/coco/coco.php;v=1;map=city;a=Lodd,M,52,25,43, 25,Loddick;b=ArrA,L,16,41,26,36,35,29,al t. 40';c=ArrB,L,8,27,20,26,32,26,alt. 40'

Round 4: Loddick activates his invisibility ring again and tries to sneak away {MS [15]+8=23 vs. [17]+21-6=32 and [20]+21-7=34}; the beasts hear him but cannot pinpoint his new location. They each make a guess but are wrong, zapping chunks out of the ground.

Loddick: 66/66 hp, 84/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), invisible, unfocused
Arrowhawk A: 100/112 hp
Arrowhawk B: 112/112 hp
http://www.hwx.it/coco/coco.php;v=1;map=city;a=Lodd,M,43,25,44, 21,Loddick;b=ArrA,L,35,29,43,24,alt. 40';c=ArrB,L,32,26,41,19,alt. 40'
I'm giving you a chance to adapt here. Their Listen checks are pretty darn high; it's unlikely you'll be able to get much distance using this method. I don't see any way, using what you've given me, to prevent them from getting attacks off as soon as you do.
Erithmu

06-11-07, 11:22 PM
Then lets do this ... Regain focus ... trying to keep my location variable. Manifest Energy Retort (sonic).

Switch to: invisible + move, refocus, Attack w/ single arrow + move to prevent charge or bite attacks. Any of the electric attacks might be just out of range (25+20 = 45ft), but I think I can survive the electrical attacks.
MindWandererB

06-12-07, 01:09 PM
Round 5: Loddick regains focus {Refocus 25, MS 27; Listen 37 and 35}. The arrowhawks make some more guesses and are wrong.

Round 6: Loddick manifests Energy Retort (sonic) and moves away. {Conceal display 23 vs. DC 18, MS 17; Listen 19 and 25}. The arrowhawks still can't find him.
http://www.hwx.it/coco/coco.php;v=1;map=city;a=Lodd,M,44,21,44, 17,Loddick;b=ArrA,L,43,24,47,20,alt. 40';c=ArrB,L,40,15,alt. 40'

Loddick: 66/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86), invisible
Arrowhawk A: 100/112 hp
Arrowhawk B: 112/112 hp

Round 7: Loddick shoots {[5]+12=17; damage [5]+[2+2]+2=11}, hitting one more time, and skedaddles. The arrowhawks move in closer and blast away with electricity from their tails {[1!] [20!] Confirm [10]+19=29 (misses only on a 1); damage 16-10=6}, hitting once for a bit of damage--and getting blasted with with sonic energy for its trouble {attack 24, damage 15, save [20!]}.
http://www.hwx.it/coco/coco.php;v=1;map=city;a=Lodd,M,44,17,44, 10,46,10,Loddick;b=ArrA,L,47,20,49,10,al t. 40';c=ArrB,L,40,15,43,10,alt. 40'
Loddick: 60/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86), unfocused
Arrowhawk A: 89/112 hp
Arrowhawk B: 107/112 hp

Round 8: Loddick tries to regain focus, but the bolts of lightning are just a bit distracting. {[1]+15=16} (Not having you take a 5' step here because it would just give them another Listen check.) The arrowhawks fail to find him.

Round 9: Loddick succeeds in refocusing. One of the arrowhawks is completely clueless, but the other nails a lucky shot directly at him! {Listen 18 and 37 vs. 26; guess correct! Attack not a 1, concealment 60% (pass), damage 13-10=3; energy retort [5]+14=19, damage 17, save 32} The arrowhawks are starting to wonder if they need a new strategy.

Loddick: 57/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk A: 89/112 hp
Arrowhawk B: 99/112 hp

Round 10: Loddick fires his bow at the first arrowhawk {[10]+12=22, damage [7]+[3+4]+2=16}, landing yet another solid blow, then ducks between two buildings. The arrowhawks shriek in frustration--they couldn't fly in between those buildings even if they wanted to! Keeping their distance, they launch more lightning, hitting twice, but only one deals damage {[damage 9-10=0 and 13-10=3}. Despite the ineffectiveness of their attacks, they now scream in pleasure, because they have just discovered the maximum range of Loddick's Energy Retort.

http://www.hwx.it/coco/coco.php;v=1;map=city;a=Lodd,M,46,10,48, 10,51,13,51,16,Loddick;b=ArrA,L,49,10,57 ,16,alt. 40';c=ArrB,L,43,10,51,10,alt. 40'
Loddick: 54/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk A: 73/112 hp
Arrowhawk B: 99/112 hp

Round 11: Loddick becomes invisible and relocates himself, staying within the region he knows to be safe from melee attacks. The arrowhawks fail to find him... barely. Bolts strike the ground around him.
Erithmu

06-12-07, 01:12 PM
Yea ... sorry MWB, I gave ya a nasty fight to come back to, I mean I could just blast the crap out of them, but this saves sooooo many pp for later fights.

Although I might need to up a vigor if I get too low in hp.
MindWandererB

06-12-07, 01:43 PM
I have only myself to blame. I'll get back to this when I have time, but I need to deal with the roster and GM stuff first.
Erithmu

06-12-07, 01:52 PM
NP ... Btw I am assuming that this quest/mission is not frozen.

Edit: just noticed: Retort has a touch attack at BAB + Int = +14 (as I'm sure you wanted to roll more dice)
MindWandererB

06-13-07, 06:59 PM
Updated through round 11. No time now, but I'll be speed-rolling for a while, I think.
MindWandererB

06-14-07, 01:39 PM
Here's what I did for the next part of the battle. Assuming that Loddick would get one attack every 3 rounds, and the arrowhawks would counterattack, I rolled one attack for each for those rounds until an arrowhawk was defeated. Then I went back and did all the Listen and Concentration checks in the intervening rounds to see if the arrowhawks got a lucky hit in. That means that the rounds in the roller are off by 1 for every failed refocus (except for the "guesses," which are in the correct rounds).

Round 12: Loddick refocuses. Arrowhawks beat Loddick's MS by 6 and 15. They guess wrong.

Round 13: Loddick hits with a 27 for 16 damage. The arrowhawks hit back; one deals no damage, but the other scores a crit for 16-10=6 damage.
Loddick: 48/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk A: 57/112 hp
Arrowhawk B: 99/112 hp

Round 14: Loddick becomes invisible and moves. The arrowhawks beat his MS by 7 and 8. They guess wrong.

Round 15: Loddick refocuses. Arrowhawks beat his MS by 8 and 14. They guess wrong.

Round 16: Loddick hits with a 21 for 14 damage. The arrowhawks hit as well, but deal no damage.
Loddick: 48/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk A: 43/112 hp
Arrowhawk B: 99/112 hp

Round 17: Loddick becomes invisible and moves. The arrowhawks beat his MS by 10 and 13. They guess wrong.

Round 18: Loddick fails to refocus. The arrowhawks beat his MS by 15 and 13. They guess wrong.

Round 19: Loddick regains focus. The arrowhawks beat his MS by 14 and 19. They guess wrong.

Round 20: Loddick hits with a 29 for 12 damage. The arrowhawks hit but deal no damage.
Loddick: 48/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk A: 31/112 hp
Arrowhawk B: 99/112 hp

Round 21: Loddick becomes invisible and moves. The arrowhawks beat his MS by 18 and 8. They guess wrong.

Round 22: Loddick regains focus. The arrowhawks beat his MS by 0 and 5. They guess wrong.

Round 23: Loddick hits with a 31 for 10 damage. The arrowhawks again deal no damage in return.
Loddick: 48/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk A: 21/112 hp
Arrowhawk B: 99/112 hp

Round 24: Loddick becomes invisible and moves. The arrowhawks fail to beat his MS.

Round 25: Loddick regains focus. One arrowhawk fails to beat his MS, and the other succeeds by 6. It guesses wrong.

Round 26: Loddick hits with a 20 for another 10 damage. The arrowhawks still deal no damage.
Loddick: 48/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk A: 11/112 hp
Arrowhawk B: 99/112 hp

Round 27: Loddick becomes invisible and moves. The arrowhawks beat his MS by 2 and 7. They guess wrong.

Round 28: Loddick regains focus. The arrowhawks beat his MS by 0 and 8. They guess wrong.

Round 29: Loddick misses with a 16. The arrowhawks still (barely) deal no damage.

Round 30: Loddick becomes invisible and moves. The arrowhawks beat his MS by 6 and 17. They guess wrong.

Round 31: Loddick regains focus. The arrowhawks beat his MS by 9 and 11. They guess wrong.

Round 32: Loddick, his confidence waning, misses again with a natural 1. The arrowhawks finally take advantage, hitting once for 15-10=5 damage.
Loddick: 43/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk A: 11/112 hp
Arrowhawk B: 99/112 hp

Round 33: Loddick becomes invisible and moves. One arrowhawk beats his MS by 14, the other fails. It guesses wrong.

Round 34: Loddick regains focus. One arrowhawk fails to hear him, and the other only ties his MS check. It guesses wrong.

Round 35: Loddick finally finishes the first arrowhawk off with a 26 for 13 damage. The surviving arrowhawk deals no damage to him.
Loddick: 43/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk A: -2/112 hp, dying.
Arrowhawk B: 99/112 hp

Pausing here to write my own tactics for the week, and make sure you're okay with finishing it out this way.
Erithmu

06-14-07, 03:54 PM
Looks fine to me. Stop if I get below 20 hp or start to hit round 82 w/ my buffs.
MindWandererB

06-14-07, 07:48 PM
Method continues as described above.

Round 36: Loddick becomes invisible and moves. The arrowhawk beats his MS by 14, and guesses wrong.

Round 37: Loddick fails to refocus. The arrowhawk beats his MS by 19, and guesses right! But the attack misses due to concealment.

Round 38: Loddick regains focus. The arrowhawk beats his MS by 8, and guesses wrong.

Round 39: Loddick hits with a 27 for 11 damage. The arrowhawk deals no damage.
Loddick: 43/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk B: 88/112 hp

Round 40: Loddick becomes invisible and moves. The arrowhawk beats his MS by 12, and guesses wrong.

Round 41: Loddick regains focus. The arrowhawk beats his MS by 25 (pinpoint)! But again, the attack misses due to concealment.

Round 42: Loddick hits with a 20 for 13 damage. The arrowhawk also hits for 13 (dealing only 3).
Loddick: 40/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk B: 75/112 hp

Round 43: Loddick becomes invisible and moves. The arrowhawk beats his MS by 17, and guesses wrong.

Round 44: Loddick fails to regain focus. The arrowhawk beats his MS by 6, and guesses wrong.

Round 45: Loddick regains focus. The arrowhawk beats his MS by 13, and guesses wrong.

Round 46: Loddick misses with a natural 1. The arrowhawk hits with a natural 2, for 14-10=4 damage.
Loddick: 36/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk B: 75/112 hp

Round 47: Loddick becomes invisible and moves. The arrowhawk beats his MS by 16, and guesses wrong.

Round 48: Loddick regains focus. The arrowhawk beats his MS by 19, and guesses wrong.

Round 49: Loddick hits with a 19 for a whopping 18 damage. The arrowhawk hits for a less impressive zero damage.
Loddick: 36/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk B: 57/112 hp

Round 50: Loddick becomes invisible and moves. The arrowhawk fails to beat his MS.

Round 51: Loddick regains focus. The arrowhawk beats his MS by 19, and guesses wrong.

Round 52: Loddick hits yet again, with a 22 for 13 damage. The arrowhawk still fails to hurt him back.
Loddick: 36/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk B: 44/112 hp

Round 53: Loddick becomes invisible and moves. The arrowhawk beats his MS by 2, and guesses wrong.

Round 54: Loddick regains focus. The arrowhawk beats his MS by 7, and guesses wrong.

Round 55: Loddick's arrow almost misses with a 17, but still manages to do 18 more damage. The arrowhawk, wishing it was using a different roleplaying system, crits him right back for 17-10=7 damage.
Loddick: 29/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk B: 26/112 hp

Round 56: Loddick becomes invisible and moves. The arrowhawk beats his MS by 11, and guesses wrong.

Round 57: Loddick regains focus. The arrowhawk beats his MS by 2, and guesses wrong.

Round 58: Loddick hits with a 27 for 14 more damage. The arrowhawk continues its "lucky" streak for 12-10=2 damage.
Loddick: 27/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk B: 12/112 hp

Round 59: Loddick becomes invisible and moves. The arrowhawk beats his MS by 14, and guesses wrong.

Round 60: Loddick regains focus. The arrowhawk beats his MS by 10, and guesses wrong.

Round 61: Loddick prevents the arrowhawk from landing another crit by hitting it one last time with a 23, for 15 damage.
Loddick: 27/66 hp, 79/88 pp, Energy Adaptation (electricity) (80 min.), Skate (round 82), Energy Retort (sonic) (round 86)
Arrowhawk B: -3/112 hp, dyingAfter a long, harrowing game of cat and mouse--or hawk and mouse, rather--Loddick emerges somewhat electricity-seared, but victorious. The arrowhawks laying siege to LOY's headquarters lie dead in the streets.
Erithmu

06-15-07, 06:22 PM
Loddick looked at the two corpses and checked his quiver for arrows. Restocking them if he needed two, shrugging indifferently he moved over to the house where he saw the remnant of the loyalists block himself in. He knocked loudly.
MindWandererB

06-15-07, 08:43 PM
Only 4 misses, so I'll assume 2 arrows recovered/2 lost. 16 hits, also lost.

After a lot of scuffling sounds, the door is opened by a young woman with dark skin. She wears half a suit of armor, the exposed skin covered with electricity burns.

"Thanks for your help. We're a little shorthanded these days." The woman motions for Loddick to come in.

"I am Maya, of the Loyalists. I guess I'm in charge at the moment, with lady Mortiniellia missing. Those creatures appeared outside shortly after she disappeared, so we haven't had a chance to go look for her. We suspect this new "Coalition for a Unified Gladius," which our former members formed, has something to do with it, since we can't think of anyone else that would wish us or lady Mortiniellia harm. Will you come with me to investigate?"

Again, I would have liked to RP this up a little more, but I still hope to be caught up by the end of the third week.
Erithmu

06-15-07, 09:18 PM
Loddick looked the woman up and down taking in her combat ability. "A Unified Gladius ... a rather novel idea. I have no interest or skill in diplomatic relations until they break down, as it seems to have in your case. You should know that I was sent here by the Druids to make contact with what remained of the Loyalists and to inform them that Merisa may become a 'greener' place. As stated I am not a diplomat, but perhaps an investigation will show ... common interest for mutual benefit. Do you happen to have any healers within, I seem to be a little scorched."

Loddick opened his spare quivers and reloaded his used arrows, finding he was running low on standard arrow heads he smiled.

RP it some, Loddick isn't much for words .. think of Loddick as my Besthirah ... but a little nicer.

So ... I just realized ... I negate crits 25% of the time ... not that it matters.

Arrow load out 23 normals 22 CI
MindWandererB

06-15-07, 09:55 PM
The human woman nods curtly. "Of course." As Loddick's wounds are being tended, Maya begins to strap her own armor on. "We would prefer to live in peace with our neighbors, but if you do intend to set up operations in Merisia, we will need more than reassurances. Helping us deal with this 'Coalition' would go a long way in proving we can coexist."

Loddick waits as Maya finishes adjusting the last piece of her plate mail, and she stands. "Shall we go?"
Erithmu

06-16-07, 01:07 AM
Loddick nodded and opened the door for Maya "Forgive my manners, I am Loddick."

He followed her out into Mersia, a place he once called home.
MindWandererB

06-16-07, 02:04 AM
It is only a short trip into the neighboring district of Kailo where, Maya says, the Coalition is based. The two of them find a vantage spot down the street from what used to be the Loyalists' Kailo chapterhouse.

"Hmm, it seems well-guarded. If we want to get inside to look for lady Mortiniellia, we may have to find another way in...." Maya looks around. "The rooftops in this part of the city are flat, and the buildings close together, so we might be able to get in through the top. Or we might be able to find passage through the sewers, and up into the building. Which of those sounds better? Unless you have another idea, of course...?"
Erithmu

06-16-07, 09:17 AM
Loddick surveyed the area. I prefer the open areas, but are you sure that you can make the jumps in that heavy armor? The sewers might be too constricting for moving around. But let us sit and watch for a moment, being in a rush only gets us into more trouble." Loddick surveys the situation a little better making sure that the rooftops remain clear for an extend period of time or at least have a very slow rotation on passing guards.

Can you point out the exact building we are going to?

I only used 9 pp that first fight right? (1 skate, 3 EA(elec), 5 Energy Retort) so I am at 79/88 pp?

If Maya can point out the building, gimme a distance on it.
MindWandererB

06-16-07, 02:36 PM
Correct on the PP (see last round summary). Questlog updated.

I'm going to be doing something a little unusual with the map, if you elect to go in over the top. I'm using the basic layout of the sewer, but with the functions of the terrain changed.

http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=A,D,14,11,Build ings;b=B,D,12,12,Also buildings;c=C,D,14,17,Level ground;d=D,D,17,13,Canopy;e=E,D,17,16,Fo untain
The parts that are normally obstacles in the sewer are the buildings, 20' tall, with flat roofs. The one marked with the red dot is the Coalition HQ.
The parts that are normally dry paths in the sewer are also part of the buildings, no different from A.
The parts that are normally water are the ground, so the alleys are only 5' wide.
The parts that look like turbulent water are cloth canopies. They provide cover and concealment between top and bottom, but are easily destroyed.
The part that is the acid sludge in the sewer is a fountain, treated as water 2 feet deep.You may start anywhere you like on the sewer map. There seem to be no guards or patrols on the rooftops at all. And for sheer metagaming purposes, you can know that you don't really have to worry about Maya; she's not "allowed" to help you with this fight, whichever one you choose.
Erithmu

06-16-07, 03:35 PM
Loddick nods as Maya gives him the lay out. "I'll see what I can do. If you want to make a distraction so that I can see where the guards are it would be much appreciated. Don't endanger yourself, but just enough to get the riled up. When you 'see' me on the far roof, make your move, I'll be hidden from sight." With a quick flick at his hand Loddick disappears from sight and makes his approach.

I figured as much, ok I want to end up on the SW building there and see if there is some roof access points to the building. Then give Maya the signal, I have a preference for places I have mobility.
MindWandererB

06-18-07, 01:03 PM
When Loddick gives the signal, Maya fires an arrow at the headquarters from the north--and, amazingly, every one of the guards takes the bait, chasing after her into the narrow alleys.

Thinking this too good to be true, Loddick's senses are on high alert as he moves toward the rooftop (which, he sees, has a trapdoor for access from the inside). Suddenly, he catches a slight sound, and sees a shimmer of moving air above the building. Something invisible, he realizes... and hopes he hasn't been spotted yet himself!

Sorry I missed the whole weekend, I was sick in bed. So much for catching up on lost time. You have a surprise round, plus whatever gear in hand you want. Initiative has been rolled, and you lost.
Erithmu

06-18-07, 03:06 PM
Touchsight (suppress display), + bow in hand.
MindWandererB

06-18-07, 05:27 PM
Loddick gives himself the ability to sense the unseen, and immediately he can feel two large creatures floating a few feet above the roof of the Coalition's headquarters.

Of the two creatures, he feels one of them stirring, then a voice speaks from directly behind him. "Drop your weapon!" He turns around to see a crowd of soldiers armed with crossbows, all pointed more or less at him, on the rooftops behind him... but his touchsight discerns the entire mob as illusionary.

From somewhere behind the two creatures Loddick can see, he hears a loud noise as if from a great wind. The wind approaches more closely, within Loddick's touchsight range, but it still feels basically just like wind: a small whirlwind, around 5' wide at the base, 15 feet wide at the top, and 25 feet tall. As it gets closer to Loddick, it touches down on the rooftop, tearing away bits of slate and dirt which creates a thick, opaque cloud. Of course, it still doesn't obscure Loddick's touchsight, but clearly the creature or creatures don't know that.

http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Lodd,M,5,5;b=Dj iA,L,13,12;c=DjiB,L,16,7;d=DjiC,H,19,12, 9,7;o=Effect,10,6,2
Erithmu

06-18-07, 05:49 PM
2 quick questions:
1) the 'whirlwind' is invisible?
2) If I manifest Freedom of Movement, am I allowed to ignore getting sucked up?
MindWandererB

06-18-07, 11:19 PM
1) Yes.
2) Ha-hum. Freedom of Movement allows you to act without hindrance, but it doesn't prevent someone or something else from moving you. I would say that it can pick you up and move you around, but when your turn comes around you can walk (or fall) right out of it.
Erithmu

06-19-07, 12:04 AM
Loddick thinks for a moment and decides to reorganize. Drawing a dagger he drops it to the ground and then steps through space to the opposite rooftop.

Ok ... Bait and switch
Move: draw dagger
Free: Drop dagger
Std: D. Door to ... (29,10) Suppress display
MindWandererB

06-19-07, 12:42 PM
The slayer can no longer feel anything with his touchsight, and the only motion he can see is his dagger being whipped up into the air, clearly marking the whirlwind's position with its spinning movement.

Your move.
Erithmu

06-19-07, 01:07 PM
Loddick moves up hoping that the invisible creatures have clustered together

Move up 15ft (aka Move silent)
manifest or ready to mainfest 8pp EM Fire if two or more are in range of the power
MindWandererB

06-19-07, 04:11 PM
At the end of his movement, Loddick senses only a single creature, unmoved from where he last felt it. The green one, from above. There is no sign of movement, other than the natural combat-ready shfting of the one he can "feel."
Erithmu

06-19-07, 04:27 PM
Another 15ft of movement.

Is the dagger still spinning over on the other building?
Are the 2 figures humanoid?
MindWandererB

06-19-07, 04:58 PM
Loddick can now sense two figures, which feel Large, humanoid-shaped, and floating. They are holding objects which, by the size and grip, Loddick judges to be bows. The whirlwind is making passes over the building Loddick formerly occupied. As he approaches, the two creatures he can detect seem to tense up and turn in his direction, as if they heard him.

http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Lodd,M,29,10,26 ,10,23,10;b=DjiA,L,13,12;c=DjiB,L,16,7;d =DjiC,H,9,7,5,6,6,10

Too far away from each other to get with one EM.
Erithmu

06-19-07, 05:33 PM
Ok ... assuming that they will tell the whirlwind, blast them as the whirlwind comes through towards me hitting the whirlwind and then Green or Blue in that order.
MindWandererB

06-19-07, 06:41 PM
Wasn't thinking too clearly... of course they would have told it. Treat my last description as after the blue and green ones' turns, but before the magenta one.

One of the creatures shouts out something--Loddick recognises the language as Auran, even though he doesn't speak it--and the whirlwind moves in Loddick's direction, fast. He is ready for it, and several things happen in quick succession.

First, Loddick blasts at the whirlwind and the furthest creature with fire {Readied action: 42 damage, saves 20! and 1!}. This ends his invisibility, and the two creatures make their appearance, pelting arrows at Loddick {Readied actions: attacks 14 and 25, damage 15}. The whirlwind keeps moving, directly into Loddick's space {saves 16 and 19 vs. DC 24, 7 damage}, battering him and lifting him into the air.

http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Lodd,M,29,10,26 ,10,23,10;b=DjiA,L,13,12;c=DjiB,L,16,7;d =DjiC,H,9,7,5,6,15,10,22,11

Loddick can now see two of the three creatures, despite his precarious position, and quickly deduces what they are. They look at first to be bipedal, armed blue dragons--probably half-dragons. Judging by the fact that they fly without the use of their wings, and the powers they've demonstrated thus far, he decides that they must be half-dragon djinn.

Round 3 summary:
Loddick: 44/66 hp, touchsight (round 80)
Djinni A: 59/59 hp
Djinni B: 38/59 hp
Djinni C: 17/59 hp, whirlwind (round 8)

Loddick is suspended 10 feet in the air. Your move, such as it is.
Erithmu

06-19-07, 06:54 PM
I was about to say use a pp on my rflx save, but it wouldn't save me. (whirlwind is STR based so DC is 24)

Then again I'll take this over what I thought it would be.

Loddick was a little miffed at being in the air and blasted the creature into spare air particles and landed roughly on the ground.

Expend focus for conc check: 8pp EM fire on the whirlwind. Drop to prone after I hit the ground followed by invis.
MindWandererB

06-19-07, 07:05 PM
I must be blind--I tried for quite a while to find what that save was based on, and since I couldn't reverse-engineer it, I figured the DC was a fixed value.

{Damage 37, save 20! Falling damage 1} The whirlwind collapses, showing itself to be another mutant djinni, but now an unconscious one. The other two djinn look worriedly at each other, and each draw and drink a potion.

Round 4 summary:
Loddick: 43/66 hp, touchsight (round 80), prone, unfocused
Djinni A: 59/59 hp, unknown effect
Djinni B: 38/59 hp, unknown effect
Djinni C: -1/59 hp, dying

Loddick becomes invisible again {Stan} and....
Erithmu

06-19-07, 07:15 PM
79-6-8-8 = 57pp remaining

Stand and relocate position ...

Gimme a 5 pp vigor for safety

Then 8pp EM(cold on the hurt one)

Loddick regroups his feet and smells his prey running as he watches the pair drink potions. With the cool of a hunter he augments his defenses and then unleashes cold.
MindWandererB

06-19-07, 08:25 PM
... stands, and takes a step away. One of the djinn fires at one of the spots he might be, and gets it right, the arrow bouncing off Loddick's armor {attack 18, concealment passed; 2nd attack, concealment failed}. The other drops its bow, draws its glaive while floating over to Loddick's roof, and swings at the spot it now knows Loddick to be, but misses completely {concealment failed}.

Round 5 summary:
Loddick: 43/66 hp, 57 PP, touchsight (round 80), unfocused, invisible
Djinni A: 59/59 hp, unknown effect
Djinni B: 38/59 hp, unknown effect

Loddick gently hops over an alley to get some distance, and manifests Vigor. One of the djinn hears him move and tells the other, but they clearly don't have a very good idea where he went. The one with the glaive floats overhead.

Round 6 summary:
Loddick: 25+43/66 hp, 52 PP, touchsight (round 80), unfocused, invisible, Vigor (round 86)
Djinni A: 59/59 hp, unknown effect
Djinni B: 38/59 hp, unknown effect

Loddick, about to end his invisibility anyway, darts further away and fires off cold at the injured djinn {36 damage, save 16}, bringing it almost to its knees. This triggers a readied attack from the further one, which misses {16}. It fires two more times, hitting once {26 and 12, 17 damage}, and the closer one charges {20, 27 damage}.

Round 7 summary:
Loddick: 24/66 hp, 52 PP, touchsight (round 80), unfocused
Djinni A: 59/59 hp, unknown effect
Djinni B: 2/59 hp, unknown effect, charged
http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Lodd,M,23,10,23 ,9,23,12,21,17;b=DjiA,L,13,12;c=DjiB,L,1 6,7,25,7,25,11,24,14
Erithmu

06-19-07, 08:38 PM
Loddick hops back a step and pulls his scimitar, charging it with energy he releases his grip as it floats in the air. Other weapons on his person spring to life and fly at his two targets.

I'm assuming that since the Green djinni charged I can just 5ft step to get out of his range.

So ... 5ft step
draw scimitar charge w/ DC
TK Thrust +14 on every attack
3 daggers at the almost dead one (the charging one)
3 daggers, Falchion, and DC charged Scimitar at the other.
Free: drop prone.
Erithmu

06-20-07, 12:53 AM
Def manifest 3pp EM(cold) at the hurt one, then jump down off the roof at either 21,19 or 21,20, but break cover from the vertical.

From there activate ring + move silent towards middle canopy
Manifest Force Screen + move silent towards middle canopy
Refocus
5pp vigor
Open barrage will be an 8pp EM(Cold) and then we will go from there.
MindWandererB

06-20-07, 01:37 AM
Loddick finishes off the second djinni, then falls off the roof {4 nonlethal damage}.

http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Lodd,M,21,17,22 ,19;b=DjiA,L,13,12;c=DjiB,L,24,14;los=13 ,12,22,19,4
I need clarification here. As you can see, the djinni barely retains LOS to you even at this location. You probably want to pick a different one.
Erithmu

06-20-07, 08:29 AM
Except he is looking through a canopy. (see point D in your map revision)

It is the best I can really do w/ 30 ft of movement, 10 ft to get to the edge and 20 ft of falling.
MindWandererB

06-20-07, 03:07 PM
All right, I'll give it to you. Technically, due to the absurdities of D&D mechanics, he can see you by looking out of his left foot (it's a corner of his square), but it's silly. Not that it helps much....

The djinni flies across and shoots another arrow into Loddick {26, 16 damage}.

Round 8 summary:
Loddick: 8/66 hp (4 nonlethal), 49 PP, touchsight (round 80), unfocused
Djinni A: 59/59 hp, unknown effect

Loddick activates his ring again and moves under the nearest canopy. The djinni seems not to hear him; it floats over the fountain and holds its bow at the ready.

Round 9 summary:
Loddick: 8/66 hp (4 nonlethal), 49 PP, touchsight (round 80), unfocused, invisible
Djinni A: 59/59 hp, unknown effect

Loddick manifests Force screen. The djinni is still oblivious.

Round 10 summary:
Loddick: 8/66 hp (4 nonlethal), 48 PP, touchsight (round 80), unfocused, invisible, Force Screen (round 90)
Djinni A: 59/59 hp, unknown effect

Loddick regains his focus.

Round 11 summary:
Loddick: 8/66 hp (4 nonlethal), 48 PP, touchsight (round 80), invisible, Force Screen (round 90)
Djinni A: 59/59 hp, unknown effect

Loddick manifests Vigor again.

Round 12 summary:
Loddick: 25+8/66 hp (4 nonlethal), 43 PP, touchsight (round 80), invisible, Force Screen (round 90), Vigor (round 92)
Djinni A: 59/59 hp, unknown effect

Loddick finally re-opens hostilities with another energy missile {43 damage, save 1!}. This triggers the djinni's readied action, which is to send an arrow that skitters off Loddick's Force Screen.

http://www.hwx.it/coco/coco.php;v=1;map=sewer;a=Lodd,M,21,17,22 ,19,19,20;b=DjiA,L,13,12,13,20,16,17;los =13,12,22,19,4

You have a move action left this round--use it wisely!
Erithmu

06-20-07, 03:23 PM
Need to check for breaking things on that Fort save... might have broken his bow :) difficult, but not impossible

Move back into the alleyway

Next round is a Move (if needed) + Fell shot arrow + DC
MindWandererB

06-20-07, 03:56 PM
I always forget that rule. The damage is dealt to his armor.

Loddick backs off into the alley. The djinni follows and fires another arrow, which gores the unsuspecting Loddick straight through the head {20! Confirm 28, damage 48}.

Round 13 summary:
Loddick: -15/66 hp (4 nonlethal), 43 PP, touchsight (round 80), Force Screen (round 90)
Djinni A: 16/59 hp, unknown effect

Drat. I thought you had him for sure there. Did I make any other potentially fight-affecting mistakes?
Erithmu

06-20-07, 05:16 PM
Light fortification: 25% chance to live
MindWandererB

06-20-07, 09:33 PM
I will probably never remember that. It's just too odd of a defense. Failed that check with a 62%. Anything else?
Erithmu

06-20-07, 09:39 PM
I thought I had him too, but I've been worried about getting crit for about 7 rounds now ...

Add it up and knock me down. It looks like I'm going to be getting a refund and a new power anyways ...
MindWandererB

06-20-07, 09:55 PM
Done, then. We can either try that again, or send someone else (one of my PCs, or Torel+Antalya). If we send the latter, we can try to contact the Initiates of the Nine Circles with the three level 10 PCs at the same time.
Erithmu

06-20-07, 10:12 PM
Found something!

8pp into my Elan damage absorption = 1hp remaining.

From there go invis + move

then bow shot vs FF + DC + Psi shot

Move after the shot and Hope he can't get get to me.

Hope for a couple of half decent rolls
MindWandererB

06-21-07, 02:27 AM
Round 13 re-summary:
Loddick: 5/66 hp (4 nonlethal), 33 PP, touchsight (round 80), Force Screen (round 90)
Djinni A: 16/59 hp, unknown effect

Loddick goes invisible again and falls back. The djinni readies another attack.

Loddick closes in to point-blank range and fires his last ditch effort shot, with deepcrystal and Psionic Shot... {[19]+12+1=31, damage [3]+[1+4]+[2+4]+2+1=17} which hits, just deeply enough to cause the djinni to lose consciousness.

Round 14 summary:
Loddick: 5/66 hp (4 nonlethal), 33 PP, touchsight (round 80), Force Screen (round 90)
Djinni A: -1/59 hp, unknown effect
Holy crap. Forgot PBS at first, so it's not in the roller, but you had mentioned getting it on IM. That was cutting it awfully close. I hope 33 PPs will be enough to win your last fight... you'll have to be a master of efficiency, I'm afraid.

Half-Blue Dragon Djinni
Large Dragon (augmented outsider) (extraplanar)
Hit Dice: 7d10+14 (59 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 25 (–1 size, +4 Dex, +7 natural, +5 armor), touch 13, flat-footed 21
Base Attack/Grapple: +7/+19
Attack: Slam +14 melee (1d8+8), or Cold Iron Glaive +15 melee (2d8+12), or Longbow +11 ranged (2d6+8)
Full Attack: 2 slams +14 melee (1d8+8) and bite +9 melee (1d8+4), or Cold Iron Glaive +15/+10 melee (2d8+12), or Longbow +11/+6 ranged (2d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Air mastery, spell-like abilities, whirlwind, breath weapon
Special Qualities: Darkvision 60 ft.; low-light vision; immunity to acid, electricity, sleep and paralysis; plane shift; telepathy 100 ft.
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 26, Dex 19, Con 16, Int 16, Wis 15, Cha 17
Skills: Appraise +13, Concentration +13, Craft (Bowyer/Fletcher) +13, Diplomacy +5, Escape Artist +14, Knowledge (Nobility and Royalty) +13, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +13, Spot +12, Use Rope +4 (+6 with bindings)
Feats: Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB
Environment: Elemental Plane of Air
Organization: Solitary, company (2–4), or band (6–15)
Challenge Rating: 7
Treasure: Standard (7200): Masterwork Cold Iron Glaive (332), Masterwork Composite Longbow [+8] (1050C), +1 Mithral Chain Shirt (3200), Ring of Protection +1 (2000), Oil of Magic Weapon (50), Potion of Resist Energy (fire) (300), a whole lot of silver and cold iron arrows
Alignment: Lawful Evil
Level Adjustment: +9

Breath weapon (Su): 60' line of electricity, 6d8 damage, Reflex save 16 half.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.

Spell-Like Abilities: Caster level 20th. The save DCs are Charisma-based.
At will - invisibility (self only);
1/day - create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 18), wind walk.
Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour.


Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet.

A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.

Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 24 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 24 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 24 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.

Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.

The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.
Erithmu

06-21-07, 04:42 PM
Loddick clears his head and looks at his wounds. He quickly checks the creatures for anything that might be useful once inside, or even in getting inside. Climbing back up on the roof, he gathers his lost dagger and then works his way to the roof access.

checking it for safe entry, he activates his ring and pops the hatch, doing his best Djinni impression of not being seen.
MindWandererB

06-21-07, 08:14 PM
Loddick manages to make his way into the tiny room that houses the ladder, then begins sneaking around. It isn't hard with the help of his invisibility; there are few people around, and those that are there clearly aren't on the alert.

Within a short time, Loddick identifies the headquarters' common areas. Other than those, there seems to be only one area, behind a locked but not particularly sturdy door, that could house a prisoner (unless he missed a secret door somewhere).
Erithmu

06-21-07, 08:26 PM
Loddick beings to try to organize the layout of the building in his head thinking about the size the headquarters he started to wonder if there wasn't a basement somewhere. He needed to close some of his wounds as well.

He began looking for the storage room and then onto what might be a set of stairs into a basement.

I hope you aren't being THAT obvious...

Look around for some healing and then just watch for a bit and try to find a way into areas that might be secret. If I can find the commander's room and he isn't in there, read some of the paper work. In general just snoop around, and refresh invis when needed.
MindWandererB

06-21-07, 08:38 PM
As much as I would like to pace this thing casually, I just don't think it's possible. With me AFK for most of the weekend, we have to get through the next fight in basically three days. So I apologize if I seem in a hurry to get to the action.

Loddick manages to loot some healing potions from guard rooms and supply areas, enough to restore him to full health. The small building seemed not to have a basement--it was, after all, still in the early stages of development when the Loyalists lost control of it--and he could find no hidden areas. He also found nothing that seemed to be a commander's quarters, although the locked door he had discovered earlier seemed like a probable guess. As near as he could figure, if they did have a prison area, it was probably accessed through the locked room--an uncommon but not unheard of practice, for very special prisoners (assuming it was indeed the commander's room).
Erithmu

06-21-07, 08:46 PM
Loddick looked at the locked door. He had never been good with ... obstructions ... at least this type. Considering his options he made a quick scan of the floor making sure that there were no traps. Pulling his bow he drew and arrow and coated the end with acid, and then knocked on the door

Prebuff: DW on an arrow

Knock on the door and see what happens.
MindWandererB

06-21-07, 08:57 PM
A squeaky, irritable voice comes from behind the door. "Yes, yes, what is it? Grrr...." Loddick hears the door unlock, then open.

He is amazed to see, of all things, an air mephit hovering on the other side of the door, looking confused at seeing no one there. The room behind him clearly doubles as a bedroom and office, but what really catches Loddick's eye is the iron door set in the far wall. There is also a hawk on a perch.

+----------=-+---
| H |
| | +-
| | |
| | |
| | |
| M | |
+---------=--+ |
L |
---------------+

Cheesy ASCII map! You have surprise, of course.
MindWandererB

06-22-07, 03:47 PM
Surprise: Loddick shoots. {Attack 26, damage 16} He takes a step forward.

Round 0 summary:
Loddick: 66/66 HP, 30 PP.
Mephit: ??-14/?? HP
Hawk: ??/?? HP

"Eek! What are you doing?" the mephit shouts. Fanning itself vigorously with its wings, it floats a step back and casts a spell. Immediately, Loddick {Reflex save [2]+11=13, fail} is encased in a hemisphere of what can only be described as... solid electricity. The energy crackles around him, forming a hard but possibly destroyable barrier.
Erithmu

06-22-07, 04:10 PM
Loddick looks to where the mephit should be. "I come for the Lady Mortiniellia." Loddick watched the mephit, the wall of electricity did not concern him at the moment.

If the wall is 'see-through' then ready to EM(cold) 8pp on manifesting/spellcasting.

If it isn't ... then activate ring and then move through it into the room if possible. If I have to break through it, then break through it and lemme know what I see.
MindWandererB

06-22-07, 04:29 PM
Just for the sake of facilitating things: the wall is Energy Substitution (electricity) Wall of Ice. Which would make it translucent but not transparent, and I don't think sound would travel well through it.
Erithmu

06-22-07, 04:48 PM
Well Loddick doesn't know that (but I figured as much), but he did ask a question, so I felt obliged to answer it.

If I can still do the ready to damage or not as I dont have LOE?

If I can't do the EM(cold) can I ready a TK thrust to fling his desk or bed at him on spellcasting?
MindWandererB

06-22-07, 04:54 PM
Without LOE, you don't have the ability to target the mephit with anything, to the best of my knowledge.
Erithmu

06-22-07, 05:03 PM
Loddick smirks, He draws his scimitar and steps through the wall and ends up on the far side of the Mephit, I said ... I'm here for Lady Mortiniellia"

Grr you built this guy CR style too ...

Move: draw scimitar
Std: D.Door to just northeast of him in base contact.

Edit: Question: did he std action cast, or full round cast (ie sorc or wizard)
MindWandererB

06-22-07, 05:17 PM
Heh... that's so metagaming... but it was a full-round cast. Would have been pretty tough to make a race with a -4 Int modifier into a wizard....

Round 2 summary:
Loddick: 66/66 HP, 23 PP.
Mephit: ??-12/?? HP
Hawk: ??/?? HP

"What? Aack! Guards! Guards!," the mephit calls, as the hawk rises from its perch and lands on the mephit's shoulder. Without waiting for a response, it steps back and casts again, surrounding itself with three identical, presumably illusory, copies of itself (and the hawk).

+----------=-+---
| |
| | +-
| | |
| L | |
| M_ | |
| | | | |
+---------=--+ |
|
---------------+
Erithmu

06-22-07, 05:32 PM
True ... but I figure if you are going to build on CR and not ECL ... I'll metagame ...

Loddick smiles and unleashes a wave of cold striking all four forms of the mephit, and one view of the hawk

EM (cold) 8 pp at all mephit targets and remainder to hawks
MindWandererB

06-22-07, 05:44 PM
Loddick's attack is extremely effective: the images of the mephit vanish, the hawk is uninjured but now exposed (as its two images are now perched in mid-air), and the mephit howls in pain.

Round 3 summary:
Loddick: 66/66 HP, 15 PP.
Mephit: ??-38/?? HP
Hawk: ??/?? HP, 2 images

The hawk takes flight to try to confuse Loddick again, and the mephit casts again, desperately trying to save itself. A spray of golden motes flies out of its hands, but Loddick {Save: 20! vs. Glitterdust}, aside from being covered in the stuff, is otherwise unimpeded.
Erithmu

06-22-07, 05:54 PM
Loddick looks sideways at the hawk before dusting some of the ... dust ... off his shoulder with his bow hand, He draws again on the deep reaches of cold hitting the mephit and his ally again.

Hit him again ... I don't think he moved, so the Hawk should still be w/in 15ft of him if it still has images up. Take my move action to base the mephit and walk him into a corner.
MindWandererB

06-22-07, 06:29 PM
With 8-PP EM again, or bow again? You didn't say.
Erithmu

06-22-07, 06:47 PM
With 8-PP EM again, or bow again? You didn't say.
8pp EM (cold)
MindWandererB

06-22-07, 06:58 PM
Loddick's burst of energy causes the mephit, and the hawk, to collapse stiffly to the ground. A quick search of his unconscious form reveals a key ring.

Wow... full casters are pretty weak unless they set up just the right circumstances, aren't they? I seem to be a very poor judge of CR....

Zephos, the Air Mephit Sorcerer of the Coalition
Small Outsider (Air, Extraplanar)
Hit Dice: 3d8+8d4+11 (44 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 29 (+1 size, +6 Dex, +4 natural, +1 deflection, +3 shield, +4 mage armor), touch 18, flat-footed 23
Base Attack/Grapple: +7/+2
Attack: Claw +7 melee (1d3-1) or longbow +14 (1d6-1/x3)
Full Attack: 2 claws +7 melee (1d3-1) or longbow +14/+9 (1d6-1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2, familiar
Saves: Fort +6, Ref +11, Will +10
Abilities: Str 8, Dex 22, Con 13, Int 6, Wis 12, Cha 23
Skills: Bluff +12, Escape Artist +12, Hide +16, Diplomacy +8, Disguise +6 (+8 acting), Intimidate +8, Knowledge (arcana) +3, Listen +7 (+9 w/ familiar), Move Silently +12, Spellcraft +1, Spot +7 (+10 in bright light) (+9 w/familar), Use Rope +6 (+8 with bindings)
Feats: Dodge, Improved Initiative, Extend Spell, Energy Substitution (electricity)
Environment: Elemental Plane of Air
Challenge Rating: 10
Treasure: Standard (16,000 gp): Cloak of Charisma +2 (4000), Gloves of Dexterity +2, Small Longbow +1 (2375), Ring of Protection +1 (2000), Amulet of Natural Armor +1 (2000), Mithral buckler +2 (5015), oil of Magic Weapon, potion of Protection from Evil, potion of Protection from Good, lots of arrows.
Alignment: Neutral

Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 17 half. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 18, caster level 6th) . The save DC is Charisma-based.

Fast Healing (Ex): An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.

Spells (8/5/3/2/1 known, 6/8/8/6/4 per day): (Extended Mage Armor prebuffed)
0 (DC 15): Read Magic, Detect Magic, Mage Hand, Mending, Prestidigitation, Acid Splash, Arcane Mark, Ghost Sound
1 (DC 16): Shocking Grasp, Burning Hands, True Strike, Reduce Person, Mage Armor
2 (DC 17): Acid Arrow, Glitterdust, Mirror Image
3 (DC 18): Fireball, Flame Arrow
4 (DC 19): Wall of Ice

Familiar: Hawk.
Hit Dice: 11 (22 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 21 (+2 size, +3 Dex, +6 natural), touch 15, flat-footed 14
Base Attack/Grapple: +7/–13
Attack: Talons +12 melee (1d4–2)
Full Attack: Talons +12 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Deliver touch spells
Special Qualities: Low-light vision, share spells, etc.
Saves: Fort +5, Ref +8, Will +9
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +8, Spot +18
Feats: Alertness, Weapon FinesseB
Erithmu

06-22-07, 07:12 PM
Loddick got to work and took the key ring. Stripping the mephit of his now unneeded supplies he went to the desk and took whatever files were there. Moving to the second iron door he unlocked it and opened it ...

Not entirely, Loddick is probably one of my better crafted CoCo characters that is able to take almost anything thrown at him quest or arena. The map doesn't always lend to him, but any mage against fighter/mage in close quarters is brutal. I have decent defenses and the ring of invis is really strong at this level as it makes my opponents keep guessing, then again if they can see me, I normally am not needing it as I blast the crap out of stuff.

You also don't build casters like I do ... where con is the second stat.

Edit: can I also get the xp awards for the ECL 11 encounter there ... base cr3 + 8 associated class levels = 11
MindWandererB

06-22-07, 07:37 PM
CR 3 + 2 unassociated class levels + 6 associated class levels = CR 10. The only critters for whom sorcerer is associated are those who already cast as a sorcerer, like dragons and nagas.

Made Con the third stat, after Dex.Behind the door was a tiny passage, with two cells in it, apparently makeshift but effective. The small, dirty but well-clad woman in one of them fixes Loddick with a firm gaze, and says nothing.
Erithmu

06-22-07, 07:53 PM
"Lady Mortiniellia? I am with Maya Redwine.

Loddick looked to confirm the identity of the woman before stepping forward.
MindWandererB

06-22-07, 08:07 PM
She looks relieved. "Yes, that is I. Please, let me out. Although my captors have been gracious, I have no desire to stay any longer."
Erithmu

06-22-07, 08:19 PM
Loddick moved up to her and helped her to her feet. "This will be a little disorienting." With a quick blink the room warped and the chains that bound her were left in the room. They now stood outside. "Can you move quickly? Maya will be waiting for us"

She nodded and Loddick led her back to the hill where he and Maya looked over the Coalition headquarters.
MindWandererB

06-22-07, 11:36 PM
"Nicely done. Let me help you up, my lady." She takes Lia's hand and pulls her up into Calabash's saddle.

"Now, let us go. Most of the Coalition forces were out, for reasons I was unable to figure out. But we has best be gone before they return," says Lia.
Erithmu

06-23-07, 12:11 AM
Loddick nods as Maya gets up in the saddle, "Maya Redwine, I will be sending some friends who are more skilled in ... discussion than I. I am always at the service of The Living Tree, and its allies. My hope is that you join those we consider allies. If so you may contact me for any hunts that need undertaking.

Maya nodded, Loddick disappeared, Horse and two riders rode off to safety, the Hunter walked home. Rest awaited him, and it was time for some.