Mission: Inquisition - Act II [EL12] [Archive] - Wizards Community

Post/Author/DateTimePost
TelinArtho

08-09-07, 10:53 AM
Cooperative Mission: Inquisition - Act II (EL12)

This is a cooperative mission between the Celestial Expeditionary Forces (CEF) and the Warfare Alliance (WAR). If you are not SauroGrenom, Erithmu or myself, please do not post here until the mission's completion.

Ignatius and Kracknol are processing Negotiation points to reduce the animosity between the two guilds. They are investigating the possibility of corruption within the upper levels of the CEF.

Mission Log: Inquisition - Act II (EL12) [Success!]

Week 1: Following clues to Mellios, Kracknol, Ignatius and Lydia fall into a trap set by a cunning Osyluth and 3 Morhgs. They manage to make it through alive, barely.
Week 2: Confronted by Mellios and his lover Agatha, Kracknol, Ignatius and Lydia barely survive to learn about the true manipulator.
Week 3: Ignatius and Kracknol uncover the real threat to the CEF - Firfannon, Eater-of-the-Good, a shadowbeast bent on taking down the Celestial Forces. Ignatius lands him to the ground whilst he and Kracknol beat the creature senseless.

Resources Used (first two weeks are on the previous cycle for Iggy - only recording used expendables and resources used in week 3; only recording resources used during cycle for Kracknol):
Ignatius: 4pp (Expansion, Empty Mind), 1 Chain of Personal Superiority, 3 rounds of Boots of Speed
Lydia: 15pp (EM (3,6,6))
Kracknol: Dissipating Touch and Dissolving weapon spellcasting services (Prebuff), 2 Potions of Protection from Law (CL1), 1 charge from a wand of CLW, 2 Powerstones of Dissipating Touch (ML4,aug), 2 Powerstones of Dissolving Weapon (ML3)

Rewards:
Ignatius 3000*3 = 9,000xp - 21.875% = 7,031xp/13,593gp
Kracknol 3000*3 = 9,000xp/17,400gp
TelinArtho

08-09-07, 10:56 AM
http://www.caterane.de/CoCo/Ablage/Ignatius.jpg
Ignatius, Vicar of Bahamut
Gold Half Dragon Duergar Psionic Warrior 3/Monk 2/Warmind 1 (ECL 10)
Age: 57 Height 4' 5" Weight 145lbs
45805/55000xp
LG
Draconic monk of the CEF
3FC Info:

Wk1:
Iggy: 2pp, 1 CoPS, 1rnd BoS
Lydia: 12pp

Wk2:
Ongoing: Iggy: IA just under 3 hrs

Free Action: Making money with Profession 240gp


Str 24 +7 10 +8race [+2 expansion][+2 CoPS]
Dex 14 +2 04 +0race +2item [-2 expansion]
Con 20 +5 10 +4race [+2 CoPS]
Int 14 +2 04 +2race
Wis 19 +4 06 +0race +4item +1 lvl
Cha 08 -1 02 -2race

Hit Points: 61 [8 +4.5*4+5.5*1+30 con] [+6 CoPS]
AC 20, Touch 16, Flat 18 [+4 Natural Armor +4 Wis +2dex]
-- +4 Armor (Inertial Armor)
-- +5 Armor (Inertial Armor (augmented))
-- +4 Shield (Force Screen)
-- -2 Expanded (-1 dex -1 size)
-- +1 Haste
Initiative: +2 [2dex]
BAB/Grap: +4/+15[+20] [+4bab, +7str, 4 feat][+4size,+1str - Expansion][-2 Flurry][+1 CoPS]
Speed 20 35 Skate 40 Haste
When Focused:
Speed 30 45 Skate 60 Haste

Saves:
Fort +15 [3pw +3mnk +2WM +5con +2enh][+1 CoPS]
Refl +10 [1pw +3mnk +2WM +2dex +2enh]Evasion [-1 Expansion][+1 Haste]
Will +10 [1pw +3mnk +0WM +4wis +2enh][+2 or 3 Empty Mind]
+2 vs spells/spell like abilities

Attacks:
Breath Weapon:
Cone of fire 30ft 6d8 (Rflx DC15 for half)[DC 16 w/ CoPS]

Melee: +1 Haste +1 attack on full attack
CoPS: +1 to hit, +1 Damage: +2 to damage on 2H weapons
+12 +1 Adamantine Guisarme 2d4+11 20/x3 -Reach 10ft
+12 MW Cold Iron Guisarme 2d4+10 20/x3 -Reach 10ft
+12 MW Silver Guisarme 2d4+9 20/x3 -Reach 10ft
+11(+6) Bite 1d6+7(1d6+3) 20/x2 (secondary)
+6 Claw 1d4+3(as secondary)
+11 Unarmed Strike 1d6+7 20/x2
+9/+9 Flurry: Unarmed Strike 1d6+7 20/x2
+6 Bolas 1d4+7 (non-lethal) 20/x2 10ft
Trip check: +11 +1 CoPS

Expanded (large): +1 Haste +1 attack on full attack
CoPS: +1 to hit +1 to damage
+12 +1 Adamantine Guisarme 2d6+13 20/x3 -Reach 15-20ft
+12 MW Cold Iron Guisarme 2d6+12 20/x3 -Reach 15-20ft
+12 MW Silver Guisarme 2d6+11 20/x3 -Reach 15-20ft
+11(+6) Bite 1d8+8(1d8+4) 20/x3 (secondary) -Reach 10ft
+6 Claw 1d6+4(as secondary) -Reach 10ft
+11 Unarmed Strike 1d8+8 20/x2 -Reach 10ft
+9/+9 Flurry: Unarmed Strike 1d8+8 20/x2 -Reach 10ft
+4 Bolas 1d4+8 (non-lethal) 20/x2 10ft
Trip check: +16 +1 CoPS

Feats:
C1 Combat Expertise
P1 Improved Trip
M1 Improved Unarmed Strike
M1 Improved Grapple
M2 Combat Reflexes (2 Medium 1 Large)
C3 Speed of Thought
P2 Power Attack
C6 Leadership (10 =10ECL -1 Cha +1 Special Power)

Powers: PP 12/14 Use: 8 (3 racial +6 Wis +3 PW +2 WM)
Psychic Warrior ML:3
1 – Empty Mind, Inertial Armor, Expansion
Warmind ML:1
1 - Force Screen

Per Day abilities
1/1 - Expansion (ML 6)
1/1 - Invisibility (ML 6)
1/1 - Breath Weapon
2/3 - Chain of Personal Superiority (+2 Str/Con)
9/10 - Boots of Speed

Buffs and Prefight actions :
Psionicly focused
Bring Lydia (Cohort) ECL 7 (21.875%)

Speaks: Common, Dwarven, Undercommon, Draconic, Giant
Skills 24 PW +12 monk +4 Warmind
+02 Balance ............. (0, +2dex)
+07 Climb ............... (0, +7str)
+14 Concentration ....... (9, +5con)[4pw+4mnk+1WM]
+11 Jump ................ (4, +7str)[4mnk] +12 w/ Boots of Speed
+10 Knowlege (Psionics) . (8, +2int)[8pw]
+04 Knowledge (History) . (2, +2int)[4pwcc]
+14 Profession (Vicar) .. (8.5, +4wis +2 MW Tool)[6pw +2mnk +1WM(cc)]
+03 Psicraft ............ (1, +2int)[2pwcc]
+05 Tumble .............. (3, +2dex)[2mnk+2WM(cc)]
+05 Spot ................ (0, +4wis +1racial)
+05 Listen .............. (0, +4wis +1racial)
+02 Hide ................ (0, +2dex)
+06 Move Silently ....... (0, +2dex +4racial)Dreugar Traits
+2 con –4cha
Base Speed 20 (movement unaffected by Armor)
Darkvision 120ft
Immune: Paralysis, Phantasms, Poison
+2 racial saves vs spell/spell like abilities
Stability +4 to resist Trip/Disarm checks
Psi like abilities [ML 6] 1/day: Invisibility, Expansion (augment to 60min)
+3 PP
+4 Dodge bonus vs Giants
Light sensitivity
Skills:
+4 Move Silently +1 spot/listen
+2 to appraise and Craft checks related to stone or metal

Gold Half Dragon Traits
Changed to Dragon type
+4 Natural Armor
Bite and Claw Attack (M: 1d6/1d4 // L: 1d8/1d6)
30ft cone of fire 6d8 DC 15 1/day
Immunity to Fire
+8 str, +2 con, +2 int, +2 cha
LA +3

Psychic Warrior
Bonus Feats
Powers

Monk
Flurry of blows (in no armor)
Improved Unarmed strike
Bonus Feat: Improved Grapple
Bonus Feat: Combat Reflexes
Evasion (negated by medium armor)

Warmind
Chain of personal SuperiorityLydia, Voice of Bahamut
Female Aasimar Wilder 6
5' 6" 140 lbs
LG

Str 12 +1 04
Dex 10 +0 02
Con 14 +2 06
Int 10 +0 02
Wis 13 +1 03 +2
Cha 20 +5 08 +2 +1 level + 2 item

HP 33 = 6*3.5 + 12
AC 14 Touch 14 FF 10
Init +0
Bab/Grap +4/+5
Speed 40

Saves:
Fort +4 =2wil +2con
Rflx +2 =2wil +0dex
Will +6 =5wil +1wis

Attacks:
+6 Melee DC Glaive 1d10+1 20/x3

Feats:
Speed of thought
Track
EK(Energy Missile)

Skills
+00 Balance
+01 Climb
+11 Concentration (9)
+00 Hide
+05 Jump +4 speed
+04 Knowledge (Dungeoneering) (4(8 cc))
+12 Listen (9) +2 racial
+00 Move Silently
+04 Spot (1) +2 racial
+09 Tumble (9)
Speaks: Common, Celestial

PP 38/50 1/3: 17 Use: 22 (35 + 15cha)
ML 6: (DC 15+ power level)
1 - Vigor, Def. Precognition
2 - Ego Whip, Energy Missile
3 - Dispel Psionics
Wilder
Wild Surge +2
Psychic Enervation
Elude Touch
Surging Euphoria (+1)
Volitile Mind (1)

Aasimar
+2 Wis, +2 Cha
Daylight 1/day (CL6)
+2 Listen/Spot
R: Acid 5, Cold 5, Elec 5Equipment:
Deep Crystal Glaive 1009gp
Armor: Mithril Chain Shirt 1100
Cloak: Cloak of Charisma +2 4000 gpEquipment:
+1 Adamantie Guisarme 5008gp
[Ma] Cold Iron Guisarme 316gp
[Ma] Silver Guisarme 488gp
8* Bolas 40gp
Neck: Amulet of Wisdom +4 16000gp
Body: Cloak of Resistance +2 4000gp
Hands: Gloves of Dexterity +2 4000gp
Feet: Boots of Speed 12000gp

Expendable Items (Max = 4050gp): [CL]
Stone: Force screen [1] 25gp ea
Stone: Meta Physical Weapon [1] 25gp
Stone: Vigor [4]A 200gp ea

Miscellaneous Statistics:
Encumbrance: 0-233 (light), 234-466 (medium), 467-700 (heavy)
Weight carried: ~50lb
Mount weight carried: N/A

Pitlords snip here

Equipment at home:
Gold: 6470gp
MW Tool (Profession) 55gp

Background:
The Vicar: Ignatius was sent as a servant of Bahamut with the disappearance of Dusk. While Ignatius was able to free Dusk from his prison, he continues to serve the CEF until it becomes known to him that he has a different mission. He is a focused individual serving the paladin's code without being limited by it.

The Voice: Sent to Ignatius to aid him providing strengths to his weaknesses. While she is a capable warrior in her own right, her strengths are in mental manipulation of energy. Her mission is to learn from Ignatius the practices of discipline and mental control. Unknown to her she has been sent to teach Ignatius the principles of passion for his work.1000xp/1200gp - Success - Delivering the Coup - Entrance to CEF
1500xp/1690gp - Win ... vs Hassan
1350xp/1590gp - Win ... vs Ettercap +2 spiders
0500xp/0623gp - Loss .. vs Drac
1625gp/1823gp - Win ... vs Maeril (Level)
3600xp/5142gp - Success - Time of Day
1800xp/2000gp - Win ... vs Monster: Lizardfolk druid (Level)
0700xp/1006gp - Loss .. vs Perius
2100xp/2740gp - Win ... vs Zero
6300xp/7800gp - Success - Between Crusaders (Warmind reqs/Level)
0950xp/1521gp - 3rd ... vs Alagar vs Karen
2400xp/3576gp - Win ... vs Kitty and Destra
4250xp/6168gp - 1st ... Hunter -> Kraegin -> Perius (Level)
0800xp/1404gp - Loss .. vs Chameleon
5649xp/9377gp - Warriors of Light
Frozen
The Gawane Underworld: Reprise
0781xp/1750gp - Loss .. vs Leif
0000xp/0000gp - Inquisition
Delivering the Coup - Stone: Vigor [4]A, Stone: Force Screen[1]
Purchaces: 2*Stone: EA (spec)[3] 3*Stone: Vigor [4]A, 3*stone: Force Screen[1], 5*potion: CLW[1], [Ma]Silver Guisarme (1613gp)
Hassan - Stone: Vigor [4] (200gp)
Monster - Stone: Vigor [4] (200gp)
Drac - Stone: Skate [2] (50gp)
Maeril - Stone: Vigor [4] (200gp)
Purchaces: Vigor [4] *3 (600gp)
Time of Day - Stone: Vigor [4] (200gp)
Purchaces: Boots of Speed (12000gp)
Refunded: 5 potions of CLW (250gp) and Potion of Fly (750gp)X
Monster - Stone: Vigor [4] (200gp)
Perius - None
Zero - Stone: Force screen [1] (25gp)
Purchaces: Stone:Vigor [4] *2, Inertial Armor [1] *2, Potion of Fly [5], Amulet of Wisdom +2 (5200gp)
Between Crusaders: 2x Stone: Vigor [4](400gp)
Purchaces: Vigor [A4] *2 (400gp)
FFA - Stone: Skate [2], IA [1] (75gp)
Kitty/Destra - None
Hunter - IA [1], Vigor [A4] *2, Energy Adapt, spec [3] (gp) (575)
Purchaces: Vigor [A4] *3, +1 Adamantine Guisarme, Enhanced Amulet of wisdom +2->+4, Gloves of dexterity +2, Cloak of resistance +2 (25608gp)
Sold: Chainmail (75gp gained)
Chameleon - Vigor [A4] (200gp)
Warriors of Light: 2*Stone: Vigor [4], Stone Force Screen [1] (425gp)
Purchases: Mithril Chain, Cloak of charisma +2 (5100gp)
Gawane Underground: Frozen
Leif: Potion: Fly; Stone: EA, spec (900gp)
Purchases:8 Bolas (40gp)

http://www.wizards.com/dnd/images/cpsi_gallery/96398.jpg


Time Between Fight:
Prebuffs/Ongoing Effects: None.
Items Used:
Spells or Powerpoints Used:
x/day Abilities Used:
Free Activity: Mission=None.

Kracknol
The deeps are populated with creatures’ best left to their own devices.
Lawful Neutral, Male Duergar Psionic
(Ranger4, Psychic Warrior4, Slayer 1, ECL 10)
53036/55000XP
Founding Member of the Warfare Alliance

STR...18 [+4]...(10 pts)[+4 Expansion][+1@4th&8th]
DEX...14 [+2]...(6 pts)
CON...16 [+3]...(6 pts) [14, +2racial]
INT....14 [+2]...(6 pts)
WIS...14 [+2]...(6 pts)
CHA...6 [-2]...(2 pts) [10, -4racial]

Hit Points:83[9hd][8 (1d8) + 36 (8d8) + 27 (9x3Con) +12hp Feat]
AC 25 [+2dex, +11armor, +1 Natural Armor, +1 Deflection], Touch 13, Flat 23 [+4 Dodge vs Giants] [+4 Shield (Force Screen), +1 Dodge (Plate of Speed)]
Initiative: +2 [+2dex]
BAB/Grap: +8/+12 [+8bab, +4str, (+10 Expansion)] [+1 Racial Bonus vs Orcs and Goblinoids.]
Speed 30(40,70)
Fly (Good) 60 (70,100)

Saves:
Fort +13 [+4 Ranger, +4 PsyWarrior, +2 Resistance, +3 Con]
Refl +9 [+4 Ranger, +1 PsyWarrior, +2 Resistance, +2 Dex]
Will +10 [+1 Ranger, +1 PsyWarrior, +2 Slayer, +2 Resistance, +2 PsiCrystal, +2 Wis]
+2 racial bonus on saves against spells and spell-like effects
Immunity to paralysis, phantasms, and poison.
+1 Dodge bonus to reflex saves when using Haste
+2 Will Save using Empty Mind

Attacks:Expansion Huge Size 15' Reach
+1 Deep Crystal Heavy Flail of PowerStoring +13/+8 melee, 1d10+7 [19-20/x2] Bludgeoning 3d8+10
MW Cold Iron Armor Spikes +13/+8 1d6+4 [20/x2] Piercing 2d6+6
Adamantium Glaive +12/+7 1d10+6 [20/x3] Slashing (+10/+5 if TWF) 3d8+9
[+1 attack Racial Bonus vs Orcs and Goblinoids.]
[+2 Damage Favored Enemy Bonus vs Humans and Half Giants.]
[+4d6 Damage when using greater psionic strike.]
[When using Plate of Speed, +1 to attack rolls and +1 attack roll at full attack bonus in full attack action.]

Ranger Spells:CL2 [1][CL2]
1: [DC 13] Entangle

Powers Known:ML4 [3] [Power Points: 12; Use:4 (Use 4)]
1: [DC 13] Grip of Iron (As immediate action gain +4 on grapple checks for 4rounds.)
1: [DC 13] Empty Mind (As immediate action take +2 on will saves until next action.)
1: [DC 13] Force Screen (+4 Shield Bonus to AC for 4 minutes.)
2: [DC 14] Dissolving Weapon (+4d6 Acid Damage applied to weapon discharges on a hit.)

Feats:
Psionic Weapon [1st lvl] Expend your psionic focus to cause an extra 2d6 damage upon a hit.
Psicrystal Affinity [Psy Warrior Bonus 1st] Gain a Psicrystal. Personality “Resolved” grants +2 bonus on will saves.
Alertness [Psicrystal] If the psicrystal is within 5 feet of Kracknol, then Kracknol gains +2 on spot and listen checks
Speed of Thought [3rd level] When psionicaly focused gain a +10 insight bonus to speed.
Psionic Body [Psy Warrior Bonus 2nd] Bonus +2 HP for all Psionic Feats.
Greater Psionic Weapon [6th level] When psionic focus is used, increase the damage +4d6.
Endurance [3rd Ranger Bonus] +4 on constitution checks to resists nonlethal damage due to swimming and running.
Psi Crystal Containment [9th level] PsiCrystal can hold a psionic focus

UA Content Request: Swap Ranger Combat Feats for Druid shape change and Barbarian Fast Movement

[b]Racial Abilities:
Darkvision: out to 120 feet
Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework.
A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Giant Combat Training: +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants)
Racial Combat Training: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
Light Sensitivity: Duergar are dazzled in sunlight or within the radius of a daylight spell.
Racial Skills: Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (9th level). Invisibility duration is 9 minutes and Expansion duration is 90 minutes and Kracknol can become Huge.
Ranger Class Abilities:
Favored Enemy (Human): The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans.
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): The ranger rolls 1d20 and adds his ranger level and his Charisma bonus (total +4) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.(+2bonus due to Handle Animal Skill)
Animal Companion: Gain animal companion as Druid of 1/2 Ranger level.
Unearthed Arcana Class Variant: Swap Ranger Combat Style Feats for Barbarian Fast Movement and Druid Shape Change.
Slayer Class Abilities:
Favored Enemy: Kracknol is skilled at hunting and slaying half giants. He receives +2 damage, and a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival.
Enemy Sense: Kracknol can sense but not pinpoint Half Giants if they are within 60'.

Skills: (56 Points Ranger, 16 PsiWar, 6Sly):
+12 Concentration [9 rnks, +3con] [3rgr,6psw]
+10 Craft (Weaponsmith) [4 rnks, +2int +2racial +2Tool] [4rgr]
+10 Craft (Armorsmith) [4 rnks, +2int +2racial +2Tool] [4rgr]
+17 Craft (MetalSculpture) [11 rnks, +2wis +2 Racial +2 Tool] [7rgr,4psw] Earns:270gp
+11 Handle Animal [11 rnks, -2cha, +2 MW Tool] [11rgr][+4 Circumstance with regard to Desert Wind]
-1 Hide [0 rnks, +2 Dex, -3ACP]
+0 Jump [0 rnks, +3 str, -3ACP]
+6 Knowlege Dungeonering [4 rnks, +2int] [4rgr]
+9 Listen [4 rnks, +2wis +1racial][4rgr]{+2vs Humans or HalfGiants,+2 Alertness}
+14 Move Silently [11 rnks, +2dex +4racial, -3ACP] [11rgr]
+3 PsiCraft [1 rnks, +2Int] [1Sly]
+14 Ride [10 rnks, +2dex +2synergy(Handle Animal)] [4rgr,6psw]
+14 Spot [9 rnks, +2wis +1 racial][4rgr,5Sly]{+2vs Humans or Halfgiants,+2 Alertness}
-1 Tumble [0 rnks +2 dex, -3ACP ]
Speaks Common, Dwarven, Undercommon, Orc, Giant [2Bonus]

Buffs and Prefight actions:
Gain Psionic Focus, and charge Padparadscha with focus
Padparadscha has self-propulsion active and is in Kracknol's pocket
Address Powerstones
Spell Casting Service to Manifest Dissolving weapon on Heavy Flail.
Spell Casting Service Charge Powerstoring Flail with Augmented Dissipating Touch ML5
Bring Desert Wind along (usually not involved in battles unless specifically mentioned in tactics)

Equipment:
+3 Mithril Full Plate of Speedcrafted [25 lbs][5250 gp][+24000gp][ACP-3][10/10 rounds remaining]
with MW Cold Iron Spikes [+10lbs][+200gp]
Winged Boots [1 lbs][16000 gp][3/3 uses remaining]
Cloak of Resistance +2 [1 lbs][4000 gp]
Amulet of Natural Armor +1 [- lbs][2000 gp]
Ring of Protection +1 [- lbs][2000 gp]

+1 Deep Crystal Heavy Flail of Powerstoringc [10 lbs][507.5 gp][+8000gp]
Adamantine Glaive [8 lbs][1504 gp]

Wand of Cure Light Wounds [CL1] [0.1 lbs][750 gp][46 Charges]
MW Whistle [2 lbs][50 gp]

Expendable Items: (3675gp)
Potion of Protection from Evil [CL1] [0.0 lbs][50 gp]
Potion of Protection from Good [CL1] [0.0 lbs][50 gp]
Potion of Protection from Law [CL1] [0.0 lbs][50 gp]
Potion of Protection from Chaos [CL1] [0.0 lbs][50 gp]
2x Potion of Hide From Animals [CL1] [0.0 lbs][100 gp]
Stone of Escape Detection [ML5] [0.0 lbs][375 gp]
2xStone of Force Screen [ML2] [0.0 lbs][100 gp]
2xStone of Energy Adaptation Specified [ML 3] [0.0 lbs][300 gp]
3xStone of Vigor Augmented [ML 4] [0.0 lbs][600 gp]
2xStone of Dissolving Weapon [ML 3] [0.0 lbs][300 gp]
2xStone of Dissipating Touch Augmented [ML 4] [0.0 lbs][400 gp]
Tanglefoot Bag [4 lbs][50 gp]
Alchemists Fire [1 lbs][50 gp]

Allies and Equipment:
Saddle Bags [8 lbs][4 gp]
Military Riding Saddle [30 lbs][20 gp]

Allies:
[b]Padparadscha (Psicrystal)
Diminutive Construct (Resolved)
Hit Dice: 9hd (46 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 17 (+4 size, +2 Dex*, +1Natural), touch 16, flatfooted 15
Base Attack/Grapple: +6/–10
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Construct traits, hardness 8, psicrystal granted abilities (improved evasion, personality, self-propulsion, share powers, sighted, telepathic link,Deliver touch powers)
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 1*, Dex 15*, Con —, Int 7, Wis 10, Cha 10
Skills: Climb +10*, Handle Animal +11, Listen +6, Move Silently +13, Ride +14, Search +2, Spot +11
Feats: Alertness
*abilities if self-propulsion is active.
Construct Traits: A psicrystal has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Psicrystals do not have the usual construct traits of darkvision and low-light vision.
Psicrystal Granted Abilities: The psicrystal described here has the special abilities of self-propulsion, alertness, improved evasion, share powers, telepathic link, sighted, deliver touch powers and personality (If its master chooses not to activate the self-propulsion ability, the psicrystal reverts to a speed of 0 feet and has no Strength score and no Dexterity score.)
Skills: A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened.
Desert Wind (Camel) (Animal Companion)
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 80' (50 base +30 Enhancement)
Armor Class: 13 (–1 size, +3 Dex, +1 natural) touch 12, flat-footed 10
Attack/Grapple: +2/+10
Attack: Bite +0 melee (1d4+2)
Full Attack: Bite +0 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Share Spells
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Skills: Listen +3, Spot +3
Feats: Endurance, Run
Tricks: 1 Bonus (None), Combat Riding Package (Attack, Come, Defend, Down, Guard, Heel)
Carrying Capacity: A light load for a camel is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A camel can drag 4,500 pounds.

Equipment at home:
Gold: 2111.5
MW Armor Smith tools [5 lbs][55 gp]
MW Weapon Smith tools [5 lbs][55 gp]
MW Metal Sculpture tools [5 lbs][55 gp]

Miscellaneous Statistics:
Encumbance: 0-76 (light), 77-153 (medium), 154-230 (heavy)
Weight carried: 62 lb
Weight of Kracknol: 140 lbs

Character Background:
comming.

Fights results:
1: Aramur, (Usurpator): Book5 (0win/1loss) [+328XP] [+328gp]
2: Solon, (Usurpator): Book5 (1win/1loss) [+675XP] [+675gp]
3: 2 Duergar:Tellish_of_Ket (2win/1loss) [+675XP] [+675gp]
4: Jessie (Oldmangray): Nightbanegod (3win/1loss) [+900XP] [+900gp]
5: Vivi Ornitor Sr (Dr.Funk): Dracazar (4win/1loss) [+900XP] [+900gp]
6: Anya(MindRogue) vs. Kronos(NiQil) vs. Kracknol: Usurpator(4win/2loss) [+400XP] [+484gp]
7: Methos (NiQil) => Kracknol (SauroGrenom) => Maven (Tellish of Ket): Luni (5win/2loss) [+2250 XP] [+2334gp]
8: Donak (Mal-2): Waywreth (6win/2loss) [+1350XP] [+1434gp]
9: Lissa Longfellow (MysticMonk2005): Huan (7win/2loss) [+1593XP] [+1805 gp]
10: Delaria (TelinArtho): DTFarstar (8win/2loss) [+1775XP] [+1998gp]
11: Giant Ant Worker: Caterane (9win/2loss) [+ 300XP] [+405gp]
12: 4 Vargouilles: Vathelokai (10win/2loss) [+ 1500XP] [+1705gp]
13: The First Horseman (nightbanegod): (10win/3loss) [+433XP] [+721gp]
14: Grick (Snommelp): Kaigan (11win/3loss) [+1800XP] [+2144gp]
15: Thelgar (Altaris13): Usurpator (12win/3loss) [+1687XP] [+2091gp]
16: Tezca (Usurpator): Lonewolf (12win/4loss) [+600XP] [+810gp]
17: Kara (Luni): Usurpator (13win/4loss) [+1800XP] [+2144gp]
18: Shakari (Luni): Sindorin (14win/4loss) [+2100XP] [+2775gp]
19: Auburn and Zassl: Gonbow (14win/5loss) [+1400XP] [+1908gp]
20: Barthleby(Pittbull): Caterane (14win/6loss) [+672XP] [+1006gp]
21: Anixx(Iced): Vathelokai (15win/6loss) [+2400XP] [+3600gp]
22: Barthleby(Pittbull): Dracazar (15win/7loss) [+667XP] [+1144gp]
23: Lissa(MysticMonk2005): Zevox (16win/7loss) [+1950XP] [+2762gp]
24: Auburn(Vathelokai): Turin (17win/7loss) [+2000XP] [+2983gp]
25: Auburn(Vathelokai): TheMagister (17win/8loss) [+600XP] [+1049gp]
26: Cyra(Stormwind): Erithmu (17win/9loss) [+600XP] [+1050gp]
27: Gaston(waywreth): Vathelokai (18win/9loss) [+1800XP] [+2750gp]
28: Barthleby(Pittbull): MindwandererB (19win/9loss) [+2314 XP] [+4100gp]
29: Cyra(Stormwind): Erithmu (20win/9loss) [+2314 XP] [+4100 gp]
30: With Cyra(Stormwind) vs Many Giants: Caterane (20win/10loss) [+822 XP] [+1609 gp]
Campaign: With Caterane [+4995 XP] [+8291 gp]
31: Gaston (waywreth): Vathelokai [Frozen IMT Battle]
32: Aerryl (Mindwanderer): Macbrea (21win/10loss) [+2250xp][4593gp]
33: With Besthirah (MindWandererB) vs Jonothan (Abyssal Stalker) and Valen Sky (Hirumajoe) : Zevox (21win/11loss) [+1000xp][2176gp]
34: vs Besthirah (MindWandererB) vs Kraegin (TelinArtho): Zevox (21win/12loss) [+1046xp][2266gp]
Mission: Inquisition (EL12) With Ignatius (Erithmu): Telin (21win/12loss) [Guild Mission Failure]
35: vs Eraca (Zevox) vs Valen (Hirumajoe): Telin (21win/13loss) [2000xp][4136gp]

Past Expenditures
6xStone of Dissolving Weapon ML3 [900gp]
15xStone of Vigor (Augmented) ML4 [3000gp]
1xStone of Dissipating Touch ML4 [200gp]
9xStone of Force Screen ML2 [450gp]
1x Stone of Skate ML1 [25gp]
1xCrawling Tattoo of Force Screen[50gp]
2xCrawling Tattoo of Vigor [100gp]
2xCrawling Tattoo of Mind Thrust [100gp]
15xStone of Animal Affinity ML3 [2150gp]
1xSpell Casting Services for Cone of Energy [150gp]
2xPotion of Shield of Faith [100gp]
3xPotion of Protection from Good [150gp]
1xPotion of Protection from Law [50gp]
1xPotion of Protection from Evil [50gp]
2xPotion of Fly[1500gp]
7xSpell Casting Services for Dissipating Touch [ML5] [350gp]


Mithral Chain Shirt +550gp
Masterwork Kukri +154gp
Torgir the Riding Dog +175
Chain Shirt Barding For Torgir +100
Riding Saddle +12.5
Elixer of Sneaking +150gp
Stone of Metaphysical Weapon +12.5
Stone of Prescience, Offensive +12.5
Stone of Skate +12.5
Stone of Energy Adaptation Specified +75
Crawling Tattoo of Dissolving Touch +150
2xCrawling Tattoo of Mind Thrust +50
2xMithral Large Size non-humanoid chain shirt +2200
MW Longbow +187.5
58Arrows +1.5
TelinArtho

08-09-07, 11:08 AM
After uncovering the deceitful right-hand of Mellios, Kracknol and Ignatius were forced to retreat or face certain death (even within the nimbus). However, the tale was beginning to unfold, and they could not hold themselves back. An osyluth was part of the plot - of that they knew.

But how many other players were involved - well - that could only be discovered through further investigation.

Ignatius heard that Mellios was taking a leave from the Celestial Forces and arranged with Kracknol to shadow the powerful hound archon from a distance. Difficult a task as it was, they managed to stay out of sight long enough to witness an encounter they certainly did not expect.

Not three miles outside of Gladius, a feather-winged woman descended upon Mellios - with most obvious devil-heritage. Prepared to defend his ally, Ignatius felt a strong hand on his shoulder - holding him back. Lydia shook her head to indicate waiting.

The woman descended upon Mellios and then took him up in her arms and flew away - embracing each other. The trio was thoroughly stunned. Confused.

What would Mellios be doing with a devil such as that? What were his plans?

All they could do now though - was to follow as best they could, hoping that the mystery would unfold as they went.

Just giving you guys something to play with while I make the first encounter. Go ahead and roleplay what you want here - though bear in mind that your characters have no knowledge of what the woman was specifically (though the devil heritage is somewhat obvious).
TelinArtho

08-09-07, 11:49 AM
After some time of travel, Ignatius spots a cabin not too far off that could have been the destination of the curious duo. As he points it out however, a distinct cracking noise comes from underfoot and the trio are sent into a cavern below ground.

The air is musty and difficult to breathe. From a quick look of things and the offensive smells, Lydia points out two coffins nearby - they seem to be in a crypt.

Dusting themselves off, they are about to look for a way out when the way seals with a wall of ice.

The room is dark. And there's something moving nearby.


Surprise - Falling into the cave.
[Initiative: Monster 2 and 4, Monster 1, Kracknol, Monster 3, Ignatius, Lydia]

[Round 1]
Monster 2 and 4 do something unheard and unseen
Monster 1 creates a wall of ice overhead (does not become visible because it does not catch any of the heroes)
Kracknol is up.

No opponent is visible, though you suspect the osyluth is somewhere in LOS due to the appearance of the wall.


http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,M,1,30;b= Name,M,2,30;c=Name,M,1,29
Erithmu

08-09-07, 11:50 AM
Ignatius looked back at Lydia and nodded as she removed her hand, he blew a small puff of smoke out of his nostrils and then looked at Kracknol. "The plot thickens ..."
SauroGrenom

08-09-07, 01:40 PM
Seeing the obvious magical powers of the new opponents, Kracknol looks at his allies again. What manner of Devils are these?

I'll usually only be able to post in the evenings... but today I'm not in class because of a doctor's appointment. Anyway, I'm not sure what we're up against except that it's at least one Bone Devil. The other three could also be Bone Devils, but if that's true we've fallen into a situation that's almost for sure a TPK again... Four CR9 monsters and a surprise round and a battlefield of their choosing...That's CR13 before you take into account the effect of surprise and favorable battlefield...Hopefully the others are Hell Cats or Chain Devils... Although I'm not sure if Hell Cats would be using potions.

Because Kracknol cannot sense anyone, Kracknol cannot attack anyone. And he'll spend the round drawing and quaffing a potion of protection from Law... Hopefully the fear thing won't get him this time. Use 1pp for an empty mind if he needs to make a will save (total +14 should give a decent chance, although with 4 rolls he still has a 65% chance of failure vs DC 17).
Erithmu

08-09-07, 01:53 PM
Iggy will do a 1pp IA and move forward some while drawing his guisarme
Lydia will do a 4pp +2 surge vigor.
TelinArtho

08-09-07, 03:08 PM
To clarify - there was no surprise round. The osyluth made the wall of ice on his initiative.

Also - although they all have the same initiative bonus, do not assume they are all the same creature.

Kracknol draws a vial from his belt and drinks from it, surveying the area for anything that might be moving. Ignatius and Lydia protect themselves mentally - preparing for whatever might be down below the surface.

As Ignatius moves forward, two creatures come into the room - vaguely humanoid, but with the gait of a marionette. One of the creatures moves right up to Ignatius, but Ignatius throws his guisarme between its legs and sends it sprawling to the floor. He takes advantage of it falling and swings his guisarme down on it, cutting it deeply. While damaged, he is dismayed to see that it does not bleed.


[Round 1]
Monster 2 and 4 do something unheard and unseen
Monster 1 creates a wall of ice overhead (does not become visible because it does not catch any of the heroes)
Kracknol draws and drinks a potion of Protection from Law.
Monster 3 does something unheard and unseen.
Ignatius manifests inertial armor and moves forward, drawing his guisarme.
Lydia surges a vigor

[Round 2]
Monster 2 moves into the immediate area and is spotted by all 3 heroes. He moves to base Ignatius, but Ignatius trips it and hits on the followup attack.
Monster 4 moves into the immediate area and is again spotted by the heroes. He continues moving along the side of the room out of the reach of Ignatius's guisarme.
Monster 1 does something unheard and unseen.
Kracknol is up.


http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,M,1,30;b= Name,M,2,30,6,26;c=Name,M,1,29;d=Name,M, 9,15,8,24;e=Name,M,5,18,9,27
Erithmu

08-09-07, 04:24 PM
Trip please, Also Iggy has combat reflexes so if the other critter ever moved through my threatened area I'll take that AoO as a trip as well.
TelinArtho

08-09-07, 04:57 PM
Post edited above - AoO to trip was successful and the followup attack hits. Pink is still prone.
Erithmu

08-09-07, 05:11 PM
Ignatius continued to prepare for the devil he knew was nearby. Lydia moved to interpose Ignatius between herself and the marionettes.

Ok ... figured out what the other things are ... bone devil is the scarry one.

Iggy will be manifesting Force Screen and taking a step west. AoOs for trips.
Lydia will move south so that she is directly west of where Iggy is. Readied action: EM(Elec) on bone devil and whatever else she can get on sight of the bone devil.
SauroGrenom

08-09-07, 06:25 PM
Kracknol manifests a minor protection and draws his glaive as he moves to block the second attacker.

Ok, I think I've figure it out also. Here's my idea. These two or three opponents will be tough in melee, but we can wear them down.

Kracknol manifests Force Screen, and draws his glaive while walking to the east a bit. If one of these guys tries to grapple, Kracknol will spend a pp for grip of iron. That way he "guards" from them getting to Lydia w/o some trouble.

The bone devil will be harder, and has DR in addition to all his SLA's. So to beat the DR, I want to hit him with the flail and all its damage boosts when that's an option. Otherwise, Kracknol can fight well with his glaive/armor spikes and we can keep Lydia out of melee. Also it would be good to get some kind of invisibility detection going... I'm planning on buying something soon, but haven't the cash for it right now. Can Iggy do anything about that? Or are we waiting for the bone devil to spring on us...
Erithmu

08-09-07, 07:35 PM
We are waiting on the devil. I don't think these 2 or 3 will be that hard. These two should go down w/out too much difficulty, just lots of HP. I have my AC up so that I shouldn't get shredded by the BD. After the FS I'm going to start laying down some smack down. If the third something comes in, expect some pyro to kick in.

I'm just kinda hoping the 4th monster isn't a summoner, cause that will just irk me.
TelinArtho

08-10-07, 12:45 PM
[Round 2]
Monster 2 moves into the immediate area and is spotted by all 3 heroes. He moves to base Ignatius, but Ignatius trips it and hits on the followup attack.
Monster 4 moves into the immediate area and is again spotted by the heroes. He continues moving along the side of the room out of the reach of Ignatius's guisarme.
Monster 1 does something unheard and unseen.
Kracknol manifests force screen and moves over, drawing his glaive
Monster 3 double moves into the immediate area.
Ignatius takes a 5ft step and manifests Force Screen.
Lydia moves and readies to manifest energy missile on sight of the osyluth.

[Round 3]
Monster 2 gets up and tries to move to base Ignatius, drawing an AoO, so Ignatius tries to trip it again and succeeds. The follow up attack hits as well.
Monster 3 moves up to Kracknol, drawing an AoO from him. Kracknol attacks with his glaive, but he misses. Monster 3 attacks but likewise misses.
Monster 1 does something unseen and unheard.
Kracknol is up.

Status
Kracknol 83/83, Protection from Law (ends 11), Force Screen (ends 42)
Ignatius 61/61, Inertial Armor (ends 3 hours), Force Screen (ends 12)
-- Lydia 33/33, Vigor (+30, ends 61)

Monster 1 (Osyluth) xx/xx, Invisible, Wall of Ice
Monster 2 (pink) xx-33/xx, prone
Monster 3 (brown) xx/xx
Monster 4 (gold) xx/xx


http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,M,1,30,1, 26;b=Name,M,6,26,5,26;c=Name,M,1,29,7,29 ;d=Name,M,8,24,7,24;e=Name,M,9,27,8,29;f =Name,M,20,22,8,22
Erithmu

08-10-07, 01:49 PM
Sigh ... can't pass that up ...

Iggy Delays till after Lydia
Lydia EM(cold) 6+2 on pink and olive.
Iggy will attack a prone Pink +5ft step SW or charge+trip a standing olive.
SauroGrenom

08-10-07, 04:00 PM
Kracknol takes a 5' step back, and uses the speed armor to full attack the creature with +1 to hit and +1 attack.
TelinArtho

08-10-07, 04:27 PM
The two friends worked in unison - Ignatius taking advantage of his strength and putting his two on the ground several times. One finally resists and gets in a shot at him, but it is resisted easily by Ignatius's tough skin. Kracknol activates his armor, giving him the speed of a dervish and swings his glaive in wide arcs at his own opponent.

All of a sudden a wall of ice appears between Ignatius and Kracknol, block Kracknol into the corner of the room and giving Ignatius much less room to work with.


[Round 3]
Monster 2 gets up and tries to move to base Ignatius, drawing an AoO, so Ignatius tries to trip it again and succeeds. The follow up attack hits as well.
Monster 3 moves up to Kracknol, drawing an AoO from him. Kracknol attacks with his glaive, but he misses. Monster 3 attacks but likewise misses.
Monster 1 does something unseen and unheard.
Kracknol steps back and full attacks w/haste, but only hits once for 11.
Monster 4 moves up to Ignatius, drawing an AoO, which Ignatius takes and successfully trips and successfully follows up with a hit for 17. Monster 4 stands, drawing another AoO, but Ignatius misses.
Ignatius delays
Lydia fires off an energy missile (cold) against Monster 2 and 4. Monster 2 saves vs the effect but both take damage.
Ignatius attacks Monster 2 and hits for 15 and then steps back.

[Round 4]
Monster 2 stands and moves towards Ignatius, drawing an AoO for the movement, but Ignatius fails to trip it, but manages to keep his own footing. Monster 2 attacks and misses.
Monster 3 5ft steps and attacks Kracknol and does not confirm a critical for 11 damage. It tries to grapple Kracknol, but with the help of Grip of Iron, Kracknol keeps it away.
Monster 1 creates a wall of ice extending from the wall at (3,30) to the wall at (10,23) - blocking Kracknol in. Since no one was in reach or affected by the wall - it stays invisible.
Kracknol is up.

Status
Kracknol 72/83, Protection from Law (ends 11), Force Screen (ends 42)
Ignatius 61/61, Inertial Armor (ends 3 hours), Force Screen (ends 12)
-- Lydia 33/33, Vigor (+30, ends 61)

Monster 1 (Osyluth) xx/xx, Invisible, Wall of Ice
Monster 2 (pink) xx-64/xx
Monster 3 (brown) xx-11/xx
Monster 4 (gold) xx-49/xx


http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,M,1,30,1, 26;b=Name,M,6,26,5,26,4,25;c=Name,M,1,29 ,7,29,6,29;d=Name,M,8,24,7,24,5,25;e=Nam e,M,9,27,8,29;f=Name,M,20,22,8,22,6,24
SauroGrenom

08-10-07, 05:04 PM
Full attack the creature... Use another round of Haste and hopefully hit a bit more often this time...
Erithmu

08-10-07, 05:14 PM
Ok ... Lydia will draw her glaive and perform an Aid other on Iggy's first attack. Iggy will step back, kick in his boots, kick in CoPS and attack twice at pink going for trips. Iggy will PA for 2
SauroGrenom

08-10-07, 09:45 PM
Telin,
I looked at the roller, and Kracknol's haste grants another +1 to hit on this attacks. I don't know if that effects the rolls in round 3, but check it out. Also quit rolling 1's for his attacks and damage... please.

Don't forget that Kracknol's AC is up to 29 now (30 while hastened).
TelinArtho

08-13-07, 10:21 AM
The +1 for haste is clearly marked in the roller - but even if there is another +1 I am missing - it wouldn't make the 2nd attack a hit. Remember, you are using your glaive - so the attack is +12 with a +1 for haste for a total of +13.

Kracknol steps back away from the creature, his back to the wall and attacks it with his glaive with his enhanced speed. Unfortunately it deflects two of the blows and the third doesn't slow it down at all.

Lydia moves to help Ignatius, but as she does, the familiar chitinous stinger of the osyluth strikes her from out of nowhere.


[Round 4]
Monster 2 stands and moves towards Ignatius, drawing an AoO for the movement, but Ignatius fails to trip it, but manages to keep his own footing. Monster 2 attacks and misses.
Monster 3 5ft steps and attacks Kracknol and does not confirm a critical for 11 damage. It tries to grapple Kracknol, but with the help of Grip of Iron, Kracknol keeps it away.
Monster 1 creates a wall of ice extending from the wall at (3,30) to the wall at (10,23) - blocking Kracknol in. Since no one was in reach or affected by the wall - it stays invisible.
Kracknol 5ft steps back to the wall and activates haste and full attacks and hits once for 15.
Monster 4 steps up to Ignatius and attacks him, but misses.
Lydia moves towards Ignatius and his foes, drawing her glaive, but as she moves, the osyluth shows himself and attacks her with its stinger. (Lydia still has a standard action and can finish her movement if she wants to)

[Status]
Kracknol 72/83, Protection from Law (ends 11), Force Screen (ends 42)
Ignatius 61/61, Inertial Armor (ends 3 hours), Force Screen (ends 12)
-- Lydia 33/33, Vigor (+22, ends 61), poison (check again @14)

Monster 1 (Osyluth) xx/xx, Wall of Ice
Monster 2 (pink) xx-64/xx, prone
Monster 3 (brown) xx-26/xx
Monster 4 (gold) xx-49/xx


http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,M,1,26,2, 26;b=Name,M,4,25;c=Name,M,6,29,5,30;d=Na me,M,7,24,5,25;e=Name,M,8,29,7,29;f=Name ,M,6,24,5,24;n=Effect,3,24,1
Erithmu

08-13-07, 11:20 AM
Lydia will finish her move by moving north up against the wall and then unloading 6+2 EM(cold) on all three targets surrounding Iggy.

Iggy will activate Boots and CoPS, Step N Attack Pink w/ Unarmed strikes (no flurry) for trip and damage, then Gold w/ Guisarme for trip and damage Anything else should be Guisarme on the Bone Devil
TelinArtho

08-13-07, 11:32 AM
I assume you mean to attack pink until it goes down, then gold, etc (as opposed to using one attack on pink, another on gold and anything else on the osyluth).

Back in a bit.
Erithmu

08-13-07, 11:58 AM
Yes
SauroGrenom

08-13-07, 11:52 PM
*shrug* What else can he do? Kracknol continues to slash with the glaive. The haste effect isn't helping much, so quit with that, and save the effect for a needed time later in the quest. Perhaps a bit of luck would work instead? Kracknol only hits on a 14 or better, and the rounds of haste are running out with little effect.

If Iggy needs help, Kracknol can try to bust through the wall and help out. But right now this guy on my side is still going strong... ~75hp left.
TelinArtho

08-14-07, 10:18 AM
Sauro - you are backed against the wall - so you can't take a 5ft step back at this point to be able to get the reach you need with the glaive.
SauroGrenom

08-14-07, 03:30 PM
Well unless Kracknol's backed against the corner, he can just step west along the wall to produce the needed distance.
TelinArtho

08-14-07, 03:55 PM
Actually - looking back I do see that I am incorrect - the wall of ice extends from (3,30) - so you do have 1 more spot to step back to. That said - after that - you won't have more room - so bear that in mind. Be back in a bit to run this some more - got to finish up some other things first.
SauroGrenom

08-14-07, 11:24 PM
Actually - looking back I do see that I am incorrect - the wall of ice extends from (3,30) - so you do have 1 more spot to step back to. That said - after that - you won't have more room - so bear that in mind. Be back in a bit to run this some more - got to finish up some other things first.
Ok, where is this ice wall? It goes from where to where? I understood it went from east to west and cut Kracknol off from Iggi... Thus blocking the north side of the room from the south side of the room.

And why is Kracknol backing toward the corner in the last round, when he could be 5' stepping toward the far wall? According to the map and my understanding of the unmarked ice wall...Kracknol can keep stepping west for a ways till he hits the far side of the room... and there's no reason to back against the north side of the room in the last round... Anyway, I see little reason to fight with the flail while one on one with this guy. If necessary due to the placement of the ice walls, then Kracknol can spend one or two rounds full attacking with armor spikes while taking 5' steps into a position where he can switch back to the glaive.
Erithmu

08-14-07, 11:30 PM
Icewall in Pink
http://www.hwx.it/coco/coco.php;v=1;map=cavern;a=Name,M,2,30;b= Name,M,4,27;c=Name,M,5,30;d=Name,M,3,30, 10,23;e=Name,M,7,29;f=Name,M,5,25,5,24;n =Effect,3,24,1
SauroGrenom

08-14-07, 11:51 PM
for some reason I cannot see that map...
Erithmu

08-14-07, 11:53 PM
I'll try to recreate in ascii ...one sec

|xy|A|B|C|D|E|F|G|H|I|J|K|L|
| 0|*|*|*|*|*|*|*|*|*|*|*|*|
| 1|*| |L|w| |K| | | | | |*|
| 2|*| | | |w| | |4| | | |*|
| 3|*| | | | |w| | |s| | |*|
| 4|*| | | | | |w| | | | |*|
| 5|*| | | |I| | |w|s| | |*|
| 6|*| |1|1| |2| | |w| | |*|
| 7|*| |1|1| |3| | | |w| |*|
| 8|*| | |s| |s| | | | |w|*|
| 9|*| | | | | | | | | | | |
|10|*| | | | | | | | | | | |
|11|*|*|*|*|*|*|*|*|*| | | |
SauroGrenom

08-15-07, 12:17 AM
OK. That helps. I assume that map is the current position of things...and the monsters get to act before we act again. Then Kracknol will use a 5' step and full attack using the glaive. Hit the monster with the first attempt, and use the second to punch a 10' hole in the wall. Then 5' step through the hole. I'll take some cold damage, but you do what you have to do.

I'm thinking that next round he'll drop the glaive, and draw the flail as he charges in toward the Bone Devil.

BTW I just noticed that the normal attack bonus on Kracknol's glaive listed on the sheet is off by +1. It should be +13 b/c it's adamantine and therefore MW. It's been wrong for a long time. [+8BAB, +4 Str, +1 MW]
TelinArtho

08-15-07, 12:11 PM
[Round 4]
Monster 2 stands and moves towards Ignatius, drawing an AoO for the movement, but Ignatius fails to trip it, but manages to keep his own footing. Monster 2 attacks and misses.
Monster 3 5ft steps and attacks Kracknol and does not confirm a critical for 11 damage. It tries to grapple Kracknol, but with the help of Grip of Iron, Kracknol keeps it away.
Monster 1 creates a wall of ice extending from the wall at (3,30) to the wall at (10,23) - blocking Kracknol in. Since no one was in reach or affected by the wall - it stays invisible.
Kracknol 5ft steps back towards the wall and activates haste and full attacks and hits once for 15.
Monster 4 steps up to Ignatius and attacks him, but misses.
Lydia moves towards Ignatius and his foes, drawing her glaive, but as she moves, the osyluth shows himself and attacks her with its stinger.
Lydia finishes moving away from the Osyluth and manifests a frost energy missile (http://invisiblecastle.com/find.py?id=1209813) on all three targets. Both creatures on one side of Ignatius are obliterated. However, Osyluth is unaffected.
Ignatius steps back from the Osyluth, activates his boots of Speed and his chain of Personal Superiority before attacking the Osyluth (http://invisiblecastle.com/find.py?id=1209815). He hits once for 16.

[Round 5]
Monster 3 5ft steps and attacks Kracknol, but it misses. (http://invisiblecastle.com/find.py?id=1209816)

@Sauro - sorry about having to keep asking for clarification. If you attack Monster 3 after 5ft stepping with your glaive, then you'd be TWF if you wanted to then punch the wall (and I assume by "punch" you mean to use your armor spikes). If that is the case, why don't you do two attacks against your opponent? or did you have something else in mind?

As I've mentioned elsewhere, I'm having issues connecting to the roller and mapper - so bear with me.
SauroGrenom

08-16-07, 12:19 AM
Kracknol's going through his haste rounds rather fast, and this is just the first encounter. So I'm going to stop using them up on this foe, and save a few rounds for later. He's not using haste in round5. Also no TWF. Kracknol doesn't have the feats for that. He penalties are huge, and that's a waste.

Just 5' step to 1E, full attack with two attacks +13/+8. Send the first at the monster, and the second at the wall.

I was under the impression from the spell description that any attack at the wall takes out a 10' piece of wall. So Kracknol 5' steps to 1E on Rith's map. Then he full attacks, and one attack goes toward the monster, the second attack goes toward wall section 3F. A 10' wide piece of wall goes down. I figured wall 2E and 3F would be destroyed.

In round 6 Kracknol drops the glaive, and draws the flail while charging at the bone devil. Yea he probably gets a few AoO's going toward him, but I'll accept that.
TelinArtho

08-16-07, 12:51 AM
The problem is - Kracknol is wielding a reach weapon. So when he takes a 5ft step into the corner - he can attack the creature without issue, but the wall is too close.
Erithmu

08-16-07, 12:58 AM
regardless of how Krack works out ... Iggy def manifests a 3pp aug. expansion. Lydia w/ another 6+2 EM(cold)
SauroGrenom

08-16-07, 03:40 AM
The problem is - Kracknol is wielding a reach weapon. So when he takes a 5ft step into the corner - he can attack the creature without issue, but the wall is too close.

But you fail to note that part of the wall is 10' away. So Kracknol simply attacks that part of the wall, as I described above. It doesn't matter that part of the wall is only 5' away. The part that gets hit is 10' away, and that's fine. Here's the detail using Rith's map and basically copied from above.

Kracknol 5' steps to 1E on Rith's map. Then he full attacks, and one attack goes toward the monster (+13), the second attack goes toward wall section 3F (+8 at a distance OK for a reach weapon). A 10' wide piece of wall goes down, because this wall is destroyed in 10' sections. Part of that destroyed section must be 3F, the other part I want to be 2E.
TelinArtho

08-17-07, 10:33 AM
[Round 5]
Monster 3 5ft steps and attacks Kracknol, but it misses.
Monster 1 full attacks Ignatius and hits with its bite for 11 damage.
Kracknol takes a 5ft step and attacks the creature and the wall. He misses the creature, but hits the wall for 12 damage. (ignores hardness, but the wall does have 3hp/inch and is 12 inches thick).
Lydia manifests another cold energy missile on the Osyluth, but fails to beats its spell resistance.
Ignatius steps away and manifests expansion.

[Round 6]
Monster 3 attacks Kracknol but misses.
Monster 1 full attacks Ignatius and hits once with a claw for 5 damage.
Kracknol is up again. (can't take a 5ft step and wall is still up).
Erithmu

08-17-07, 10:45 AM
Step away again so I can use the Guisarme, PA for 2 Touch for trip+Followup.

Lydia will do another 6+2 EM (if she still has the pp left I'm not sure what her status is.
TelinArtho

08-17-07, 11:08 AM
By my count, Lydia has 16pp left (38 to start - Vigor (4) - 3x EM (6 each))

Also - I assume you are 5ft stepping to the south east in order to continue 5ft stepping in the future - correct?
Erithmu

08-17-07, 11:10 AM
Umm ... SURE!
TelinArtho

08-17-07, 11:14 AM
Well it is an important choice to make. By stepping north west - you protect Lydia, but at the same time box yourself in and prohibit Kracknol's ability to move in and attack.
Erithmu

08-17-07, 11:22 AM
I'm looking for the tripping to stop him from getting to Lydia, so step where I can get some more steps if nothing else. Lydia has her glaive out as well ... so If he goes for Lydia I'll work on some flanking.

Edit: If trip succeeds, Take AoO on movement, not him standing up for another trip.
SauroGrenom

08-17-07, 05:45 PM
If Iggi is going to work w/o kracknol, then I'll use my flail on this annoying Mohrg. The dissolving weapon prebuff will be wasted on the devil anyway. And the other damage boosts are things I can decide if I want to spend or not.

Kracknol will drop the glaive, and draw his flail then attack the Mohrg with it. Use the dissolving weapon and deep crystal, but reserve all the other buffs and damage boosts.
TelinArtho

08-18-07, 09:53 PM
Kracknol frustrated at his inability to take care of this foe, drops his glaive, pulls out his flail and slams it with all his might into the creature before him. Devastating though it is, it still stands. It retaliates, but cannot breach his armor further.

Lydia sends off another burst of cold energy - but it once again fizzles against the osyluth's natural defenses. Ignatius trips the osyluth, sending it to the ground. He swings his guisarme on the prone creature, but it dodges to the side. All of a sudden though, it disappears from sight.


[Round 6]
Monster 3 attacks Kracknol but misses.
Monster 1 full attacks Ignatius and hits once with a claw for 5 damage.
Kracknol drops his glaive, draws his flail and attacks the creature, using 2 pp for deep crystal. The attack hits for 36 damage.
Lydia manifests another cold energy missile but still fails to beat the SR of the Osyluth. Enervation is passed.
Ignatius 5ft steps and tries to trip the osyluth. Trip succeeds, follow up attack misses.

[Round 7]
Monster 3 attacks Kracknol but misses.
Monster 1 turns invisible (defensively).
Kracknol is up again.

If you guys want me to run a few rounds, just let me know. We're obviously running a little behind - but I'd rather do that than have you make a mistake because you are rushing or because I was forcing it forward.
SauroGrenom

08-18-07, 11:32 PM
Kracknol continues to pummel his foe with the flail, and wonder how things are going on the other side of the wall.

Rith tells me he thinks things are going fine on his side. So Kracknol will just full attack his opponent. If he falls to the first attack, then switch over to hitting the wall. Stop using the Deep Crystal. I need to save a few PP for later.

I'm fine with you going a few rounds to catch up. Right now Kracknol's plan is to make attacks with the flail and then bust through the wall when finished.

After that he'll try to use his alpha strike on the devil. Hopefully it will be wounded a bit at that point. When it comes time to hit the devil, use all available damage boosts (greater psionic weapon, deep crystal, dissolving weapon).

If the timing isn't terribly urgent, Kracknol can go invisible before charging. That'll give him a great boost on his attack rolls, and protect against an AoO on the way in.

After the first charge, use the haste and try to wear it down with full attacks and the second GPW use a second Deep Crystal as well on that attack. Hopefully there will be enough damage to push through the DR.
TelinArtho

08-18-07, 11:42 PM
What does Iggy want to do about the invisible Osyluth...?

Kracknol swings his flail again at the creature before him, but misses once again. In frustration, he chips some more ice off of the wall beside him.
Erithmu

08-19-07, 03:24 AM
Turn off BoS, Give a single attack at the location where the Devil was.

Lydia will ready another EM cold
TelinArtho

08-19-07, 10:17 AM
I forgot about the 2nd attack in round 6 due to the BoS - it is a hit


[Round 6]
Monster 3 attacks Kracknol but misses.
Monster 1 full attacks Ignatius and hits once with a claw for 5 damage.
Kracknol drops his glaive, draws his flail and attacks the creature, using 2 pp for deep crystal. The attack hits for 36 damage.
Lydia manifests another cold energy missile but still fails to beat the SR of the Osyluth. Enervation is passed.
Ignatius 5ft steps and tries to trip the osyluth. Trip succeeds, follow up attack misses. Another attack hits for 23+4-10=17

[Round 7]
Monster 3 attacks Kracknol but misses.
Monster 1 turns invisible (defensively).
Kracknol swings but misses.
Lydia readies another energy missile on sight of the Osyluth.
Ignatius attacks the former location of the Osyluth, but misses.

[Round 8]
Monster 3 attacks Kracknol
Monster 1 creates another wall of Ice, extending from (B3 to E3) (on 'Rith's map) (1,28) to (4,28) (on the Cavern Map)
Kracknol attacks the creature before him, but misses. He then smashes the flail into the wall next to him and it crumbles. This opens the planned locations and allows an indirect route for Lydia to move out (would have to move past the threatened area of the morhg though).
Lydia and Ignatius are up.

Osyluth is still invisible.

[b]Status
Kracknol 72/83, Protection from Law (ends 11), Force Screen (ends 42)
Ignatius 45+6/61+6, Inertial Armor (ends 3 hours), Force Screen (ends 12), CoPS (ends 14), Expansion (ends 305)
-- Lydia 33/33, Vigor (+22, ends 61), poison (check again @14)

Monster 1 (Osyluth) xx-19/xx, Wall of Ice
Monster 2 (pink) xx-106/xx, destroyed
Monster 3 (brown) xx-62/xx
Monster 4 (gold) xx-91/xx, destroyed
Erithmu

08-19-07, 10:55 AM
You forgot to add the PA for 2 on those attacks. Only thing it changes is +4 damage, speaking of which...

5ft step towards the new wall
Full PA: Flurry/Flurry/Claw/Bite to completely shatter the one that is blocking Lydia in start w/ sections D and E, Then put my hands back on my guisarme
TelinArtho

08-20-07, 10:55 AM
I edited the damage in round 6.

[Round 8]
Monster 3 attacks Kracknol, but misses
Monster 1 creates another wall of Ice, extending from (B3 to E3) (on 'Rith's map) (1,28) to (4,28) (on the Cavern Map) [blocking Lydia in]
Kracknol attacks the creature before him, but misses. He then smashes the flail into the wall next to him and it crumbles. This opens the planned locations and allows an indirect route for Lydia to move out (would have to move past the threatened area of the morhg though).
Lydia readies an Energy Missile on sight of the Osyluth.
Ignatius full attacks (flurries) the wall of ice in front of her and shatters it easily.

[Round 9]
Monster 3 attacks Kracknol, but misses.
Monster 1 full attacks Ignatius (first attack invisible) and hits with a bite, claw and sting for a total of 27
The Osyluth revealed, Lydia's ready is triggered, but she still can't beat its spell resistance.
Kracknol attacks the creature before him, hitting it once, but still not enough to kill it.
Ignatius steps away from the osyluth and trips it, but misses completely.

[Round 10]
Monster 3 attacks Kracknol, but misses.
Lydia is up.

Kracknol 72/83, Protection from Law (ends 11), Force Screen (ends 42)
Ignatius 18+6/61+6, Inertial Armor (ends 3 hours), Force Screen (ends 12), CoPS (ends 14), Expansion (ends 305)
-- Lydia 33/33, Vigor (+22, ends 61), poison (check again @14)

Monster 1 (Osyluth) xx-23/xx, Wall of Ice
Monster 2 (pink) xx-106/xx, destroyed
Monster 3 (brown) xx-77/xx
Monster 4 (gold) xx-91/xx, destroyed
Erithmu

08-20-07, 11:40 AM
I lydia out of pp if not give her another 6+2, but somehow I'm guessing she is out. If she is, have her break the ice that is blocking Krack in.

Also ... after that beating, can you trade that PA usage for CE useage, I really only wanted to use PA in conjunction w/ the BoS.

Next Iggy attack Keep up the CE option.
TelinArtho

08-20-07, 11:51 AM
Kracknol is not blocked in any more.

Lydia has used 34 out of 38 PP available. Sure on the PA and CE switch.
Erithmu

08-20-07, 12:06 PM
4+surge will work.
SauroGrenom

08-20-07, 07:40 PM
I'm totally annoyed that the Mohrg still stands. Kracknol keeps missing over and over... Miff.

Well Kracknol will turn invisible then try to line up a charge for next round. Then attack it with everything he can muster (deep crystal+2d6, GPW+4d6, Dissolving Weapon +5d6). He can attack with a good +17 vs the FF AC of the foe.

BTW Rith, why EM cold? Wouldn't electricity be a better choice? That way you get a +2 on the SR roll and you get a boost on the Save DC, and you get to bypass the cold energy resistance. Honestly I cannot conceive of a reason for the cold as the energy of choice here.

Also I'm not 100% sure what Rith is thinking right now. Iggy is looking worse for wear with only 24hp left. So if he has a different idea, then I'll go with that.
Erithmu

08-20-07, 09:21 PM
Cause I can't think ... *rolls eyes at himself*

Gimme Elec Telin.

Honestly it is Telin's dice right now ... he hasn't rolled below a 15 on some of his full attacks.
TelinArtho

08-21-07, 10:50 AM
Lydia finally manages to get a shot through to the osyluth - but only in enough time to watch it strike down Ignatius like a rag doll. Kracknol disappears from sight - his anger welling up and ready to strike.

[Round 10]
Monster 3 attacks Kracknol, but misses.
Lydia surges an electricity missile this time and actually hits the osyluth slightly for 7 damage (DC on the save was 20 right?).
Monster 1 full attacks Ignatius and strikes him down with a successful bite and sting for a total of 28 damage.
Kracknol turns invisible.
Ignatius stabilizes (-4 HP)

[Round 11]
Monster 3 attacks the invisible Kracknol but misses.
Lydia ??
Monster 1 moves and attacks Lydia, but misses.
Kracknol ??
Ignatius is stable.

@SG - Dissolving weapon on the flail has already been used hasn't it? It was used in round 6.

I should note that Iggy is stable - but at -10+6 (COPS). Chain of Personal Superiority ends at round 14.
SauroGrenom

08-21-07, 07:03 PM
Did I say dissolving weapon? Sorry I meant dissipating touch, the one in the powerstoring effect with the +5d6. The dissolving weapon would barely penetrate the energy resistance anyway.

Telin, Lydia's electricity EM is 10+2(level)+5 (cha mod)+2 (Electricity) +3 (augmented 3dice) = 22 but that's not enough considering that the monster somehow has a +2 on saves from somewhere.

Rith what do you think? Iggy is dead in three rounds unless Kracknol/ Lydia can take out the devil and Mohrg in that time.

I see two options. First is to go ahead with melee and push it crossing our fingers hoping for some luck. The second is to use the invisibility for Kracknol to buff a few things and use his CLW wand to stabilize Iggy.

Offensive strategy is best case Kracknol hits on his alpha strike using expansion augmented for immediate action and dishes average of 53hp-10DR. That Devil has 65hp left... So it's iffy that Kracknol can take down the Devil in time. Kracknol has already spent 4 or 6 pp of his 12. I can continue to use deep crystal and spend the next psionic focus on a GPW. Each Deep crystal hit averages 22-10=12. If the second GPW hits, that's a bonus of +14. Best case scenario is two rounds till the bone devil goes down, and the other attacks can be focused on the Mohrg for a few rounds. That will take another round or two after the Devil goes down...I think Kracknol can take it out and survive this combat, but only great luck will allow it to be in time to save Iggy.

While invisible, Kracknol can use a wand of CLW on you to heal you a bit. That way you'll be stable for the fight. And Kracknol could use his buffs to protect himself some more and slightly increase the damage output (Huge size) to penetrate the DR. But as I've said Iggy and probably Lydia will go down while I do all that. Plus the Bone devil goes invisible, and then Kracknol is waiting around and suffering a miss chance on his attacks.

Hopefully the Devil will drop quickly enough that Kracknol can take a moment to heal Iggy with his wand before switching over to finish the Mohrg.

I'm not sure where Kracknol is right now. Telin hasn't given us a map or coordinates for a while. If Kracknol is in the middle of things, and with large size and 5' step is in range of Bone devil, then just use immediate large size expansion and haste to full attack the devil. Use all the damage boosts, refresh deep crystal in the middle as needed to keep that going. Use the two psionic foci on the first two attacks at full BAB.

I'm going for broke here. If we don't make it, Kracknol's screwed for the 3FC. Lydia can continue with the electricity EM. Surge it for everything you can. Who cares if you get stunned, you're going down anyway if you don't get stunned. I'd say 6pp+2surge electricity EM. That puts the save DC at 24, and your ML at 10 for beating the SR. And you can hit both of them for 8d6.
Erithmu

08-21-07, 08:31 PM
Lydia is out of PP for use in this fight due to the 3fc nature of quests now. I would say throw down your alpha now while you can still see him,

Lydia will use aid other for Krack's alpha.

I would go for the kill now and hope that you can swing a CLW at the end or if the creature goes invis.
TelinArtho

08-22-07, 10:25 AM
[Round 11]
Monster 3 attacks the invisible Kracknol but misses.
Lydia aids Kracknol's next attack
Monster 1 moves and attacks Lydia, but misses.
Kracknol charges and releases an immense amount of force on the osyluth. It takes 38 damage.
Ignatius is stable.

[Round 12]
Monster 3 moves behind Kracknol and attacks him, hitting for 14. Movement provokes an AoO from Lydia, but she misses.
Lydia aids Kracknol's next attack.
Monster 1 full attacks Kracknol, hitting once with a bite for 7.
Kracknol full attacks, using his focus and 2 more pp for deep crystal on the first attack and knocks the Osyluth out. He attacks the morhg with his second attack, but misses.

[Round 13]
Monster 3 attacks Kracknol, but misses.
Lydia attacks the Morhg, and hits for 11.
Kracknol draws his wand and uses it on Ignatius.

[Round 14]
Monster 3 attacks Kracknol, but misses.
[Poison on Lydia - save succeeds - no effect]
Lydia attacks the Morhg and misses.
Kracknol attacks and hits for 11, destroying the Morhg.


Blinded by fury, Kracknol slams his flail again and again into the osyluth while Lydia does her best to distract it. Two more hits and it falls to the ground in a heap. Kracknol, eyeing his friend and the still standing foe, is torn between making sure he is alright and taking care of the threat.

I'll take care of this one - make sure Bahamut's breath is still in him Lydia's voice, strong with determination, carries out the instruction. She slices the creature with her glaive, barely gaining its attention - but enough so that Kracknol can lay a curative spell on Ignatius.

Kracknol then hefts his flail up once more and strikes the creature down one last time. The three strange things immediately turn to dust, but the osyluth that has caused them so much trouble remains - dying in its pool of blood.

It is too late. Mellios is ours to control - and there is nothing to be done about it.

Kracknol barely hears the final words of the creature, as Ignatius sits up slightly, limbs and joints moving stiffly.

Well the dice really cost you a lot in this fight. Had the SR checks gone just a spot better or Kracknol's dice - well - it would've been much different. Anyway - you guys are fully healed between encounters due to a nice store of cure potions stored here.

Finally giving themselves the chance to look around, Ignatius and Kracknol and Lydia find they are indeed in a crypt or tomb of some sort. Exploring slightly, they find an exit route leading back to the surface, which, though sealed, is easily pushed open by the strong dwarves.

Daylight waning, they see two forms not too far from them.

You should have left things alone Iggy. This was not to be your task to see

Ignatius recognized the voice of Mellios before him.

Plains map, you are 100ft away from each other. Mellios is with a winged creature (the Erinyes). Make no assumptions here, this will definitely be a tough fight.

Let me know any prebuffs you have (that would survive a time roll) - SG - Kracknol has another Dissipating touch to put into his flail right? Anything else?

Feel free to roleplay a little while I get things settled up some on my end.
Erithmu

08-22-07, 10:38 AM
Magenta

Ignatius snarled. "Not for me to see?! We are forces of light who do not shy away from the dark things. You have remained hidden for long enough.

I just realized ... Iggy is on his last fight, so I should be able to use that for some good.

Not sure what our strat is going to be here SG, but I think we gotta drop one of them quick. But I suspect that CR4+CR8 does not get by without some advancement.
TelinArtho

08-22-07, 11:32 AM
Forces of light? heh. I haven't been of the light for a while now.

After Jade disappeared, things have changed. I have changed. It will pain me to kill you my friend, but you can still walk away. No one needs to know of this treachery - it will only hurt the Celestial Forces in the end.

Enough talk lover. They mean to stop us - show them the way to their new home - in hell. The woman's voice is cruel and biting - not that of a loved one talking to her lover, but that of a master talking to a slave.

Yes dear, it will be as you wish. Prepare yourself Ignatius, Bahamut's son. This is going to hurt.

The sword that Mellios draws is blackened and glows with a light of an otherworldly place. The plants around him seem to wilt away as life drains from around him. The look on Mellios's face is grim and determined - even a little sad.
TelinArtho

08-22-07, 11:55 AM
Initiative order:
Ignatius (21)
Lydia (18)
Agatha (17+)
Mellios (17-)
Kracknol (15)
Erithmu

08-22-07, 12:02 PM
Well I just realized that you let me burn all of Lydia's pp so she is basically a hp soaker.

Iggy will manifest Force Screen.

"Mellios, you call me friend and yet go against your very nature. You have changed, but you must resist this fiend. Ephraim knew this, and she has survived. Fight against it, it is not love that drives you but illusion and control."
TelinArtho

08-22-07, 12:29 PM
Crap - you're right. I don't know what I was thinking. The worst part about it is that she didn't really succeed at anything in that last encounter either.

Since this is my error - not yours, I'll give you back 10pp. Not a lot - but at least she won't be completely useless.
Erithmu

08-22-07, 01:39 PM
@SG: Ok ... so Lydia has 2 shots ... one significantly weaker than the other. Whos the threat?

I got an EM-elec for the erinyes, and EM-fire for mellios ...
Depending on what Telin has done to these two they might be a little more scary than they appear.

@Telin: any notice of the phrenic Template here (K:psi +10 on Iggy)
TelinArtho

08-22-07, 01:43 PM
Nope.

Stuff you can notice:
Mellios is in his signature mithril breastplate and wields his greatsword (though it seems to have been enchanted since the last time Iggy saw it).

Agatha (the erinyes) wears gloves and wields a bow akin to most of her kind. She also has a longsword at her side.
SauroGrenom

08-22-07, 06:33 PM
Kracknol will use his stones of dissolving weapon and dissipating touch to prebuff his flail (standard stuff).

I'm not sure how many pp he spent in that last battle. 4 or 6 or more? Anyway I'd like to know for future reference. Also I need to know how many rounds of haste he has left.

As for a strategy, this is the plains map. They are both very powerful melee forces. Methos is undoubtedly calculated as an advanced Hound Archon with lots of class levels or outsider HD. His SLA and SR isn't great. Agatha is also a major problem. Neither of us has the necessary weapons to beat the DR, and we don't have much in the way of spell power to spend. So we need to rely on direct damage and we need to punch through the DR repeatedly to wear them down. Whatever we do, we need to focus our attacks on one foe, and then see if we can wear them down quickly enough.

First Methos is more vulnerable to our attacks. His DR is lower, and he has no acid resistance. So we can focus on him then switch over to the devil.

Direct melee with our melee weapons could work, but it will take a while. Another option that's not bad is for Iggy to go large and grapple. Get in there and tie up their primary weapons. The devil cannot attack with the bow, and Kracknol can attack in melee against Methos. Grapple is unlikely to beat the DR, but at least it prevents them from doing much, and it makes it easier for the other guy to hit.

Another option is to try Sundering tactics. Neither of us has a sundering feat, but we both have adamantine weapons with reach... So we could get away with it. Although these outsiders probably have higher BAB than we do...

Right now I'm thinking that for Kracknol he needs to get in there and hit with the flail. Use a force screen, and/or Protection from Law potion first. Then go to melee as much as possible. Take out Methos, then switch over to Agatha and fly as needed to get into melee with her.

Lydia should probably EM with sonic and surge. The lower damage sucks, but at least there's no problem with the energy resistances. Electricity may be worth it since the devil has higher SR and more energy protections where Electricity is the only one to beat it. In the later part of this battle, we'll need help dealing with that Devil, and some damage from electricity now will get us a leg up on that problem.

For Iggy I'm expecting either streight melee, or grapple with Methos. The grapple at least takes his main weapon (and it's new enchantment) out of the picture. The melee is more likely to cause damage because it can beat the DR. I think Iggy can also use his breath weapon while in the grapple, and Methos isn't immune to fire.

Honestly, I think we can take out Methos in short order... But that devil has lots of HP, a powerful attack sequence, and a great DR/SR. So we will have trouble hurting her and surviving all the full attacks.

Once methos is out of the picture, Iggy can the devil as well. That takes her weapons out of the game also, and we can hopefully deal with her DR slowly.
Erithmu

08-22-07, 06:43 PM
Mithos it is then ...

They do have perma teleport so that proves difficult. I had thought about Iggy charging and sundering the bow in the opening round. There is that whole unholy blight at will thing, and the return fire I would take in the opening round w/ Mithos getting a full (and probably nasty) attack.

I think I have a few tricks to deal with Ms. Wings ...

Lydia will try a 6+2 surge EM(sonic) opener, and change Iggy to racial expansion.
TelinArtho

08-23-07, 10:07 AM
I had you guys move away from initial positions in order to prevent Agatha from dropping an Unholy blight on all three of you. If you'd rather that of course, I can have you stay put. Its just going to hurt a bit...

The trio scatter as they prepare themselves. Ignatius doubles in size while Kracknol protects himself with a mind shield. Lydia sends off a sonic burst the odd couple, but Agatha seems unaffected by it. Mellios shrugs it off.


[Round 1]
Ignatius manifests Expansion PLA and moves towards the two.
Lydia manifests a Sonic Energy Missile on the two, but it fails to penetrate Agatha's SR and Mellios takes the full force (14 dmg) and then moves away from Kracknol.
Agatha casts a spell and multiplies into four and then takes to the air (25ft elevation).
Mellios moves closer and holds his greatsword at the ready.
Kracknol moves closer and manifests Force Screen

[Status]
Kracknol 83/83, Dissolving Weapon (prebuff on flail), Dissipating Touch (stored in flail), Force Screen (ends 41)
Ignatius 61/61, Expansion (ends 601)
-- Lydia 33/33

Agatha xx/xx, Mirror Image (3 images), flying at 25ft
Mellios xx-14/xx



http://www.hwx.it/coco/coco.php;v=1;map=plains;a=iggy,L,23,85,2 9,85;b=krac,M,23,83,28,80;c=lyd,M,21,84, 21,90;d=agat,M,45,85,flying;e=mell,M,45, 84,39,84
Erithmu

08-23-07, 10:29 AM
Charge Mellios for a trip follow up will be a disarm. CoPS on.
TelinArtho

08-23-07, 11:05 AM
Aura of Menace as you close in - do you want to use Empty Mind?
Erithmu

08-23-07, 11:43 AM
pp to burn 3pp=+3 to will
TelinArtho

08-23-07, 12:17 PM
[Round 1]
Ignatius manifests Expansion PLA and moves towards the two.
Lydia manifests a Sonic Energy Missile on the two, but it fails to penetrate Agatha's SR and Mellios takes the full force (14 dmg) and then moves away from Kracknol.
Agatha casts a spell and multiplies into four and then takes to the air (25ft elevation).
Mellios moves closer and holds his greatsword at the ready.
Kracknol moves closer and manifests Force Screen

[Round 2]
Ignatius charges Mellios, but as he gets within 20ft of Mellios, he is affected by Mellios' Aura of Menace. Despite that, he successfully trips and disarms Mellios.

[Status]
Kracknol 83/83, Dissolving Weapon (prebuff on flail), Dissipating Touch (stored in flail), Force Screen (ends 41)
Ignatius 61/61, Expansion (ends 601)
-- Lydia 33/33

Agatha xx/xx, Mirror Image (3 images), flying at 25ft
Mellios xx-14/xx, prone, disarmed of sword


Lydia is up.
Erithmu

08-23-07, 12:19 PM
Lydia will enter Delay loop until we have to deal w/ Agatha ...
TelinArtho

08-23-07, 12:25 PM
Two things - did you trip/disarm with your guisarme (that's what I rolled it as) or by hand?

Second - what do you want to do on AoO provoked by Mellios?
Erithmu

08-23-07, 12:34 PM
Guisarme

AoO depends:
- Getting Sword (don't take), Standing (Take: Disarm)
- Standing (don't take), Pick up Sword (Take: Trip)
TelinArtho

08-23-07, 12:42 PM
[Round 1]
Ignatius manifests Expansion PLA and moves towards the two.
Lydia manifests a Sonic Energy Missile on the two, but it fails to penetrate Agatha's SR and Mellios takes the full force (14 dmg) and then moves away from Kracknol.
Agatha casts a spell and multiplies into four and then takes to the air (25ft elevation).
Mellios moves closer and holds his greatsword at the ready.
Kracknol moves closer and manifests Force Screen

[Round 2]
Ignatius charges Mellios, but as he gets within 20ft of Mellios, he is affected by Mellios' Aura of Menace. Despite that, he successfully trips and disarms Mellios.
Lydia delays until they are ready for Agatha.
Agatha casts a spell at Ignatius' polearm, but he dodges the effect. She flies up to 40ft in the air and directly over Ignatius, bow drawn.
Mellios grabs his sword and concentrates to cast Greater Teleport defensively. He disappears and reappears directly behind Ignatius.
[Status]
Kracknol 83/83, Dissolving Weapon (prebuff on flail), Dissipating Touch (stored in flail), Force Screen (ends 41)
Ignatius 61/61, Expansion (ends 601)
-- Lydia 33/33

Agatha xx/xx, Mirror Image (3 images), flying at 25ft
Mellios xx-14/xx



http://www.hwx.it/coco/coco.php;v=1;map=plains;a=iggy,L,23,85,2 9,85,34,85;b=krac,M,23,83,28,80;c=lyd,M, 21,84,21,90;d=agat,M,45,85,35,85,flying; e=mell,M,45,84,39,84,34,86


Kracknol is up
SauroGrenom

08-23-07, 04:02 PM
Question? If you are prone, and then use teleport, does this reverse your prone status? Teleport doesn't cure other kinds of status (like poisoned, stunned and so on), why prone? Wouldn't he just teleport to a new position and remain prone? I don't think that teleport will allow you to escape the need to stand up from the prone status.

This matters for Kracknol. If Methos is prone, then Kracknol will charge him immediately using all available damage boosts.

If Methos is not prone, then draw and quaff a potion of Protection from Law. The extra +2 save and deflection bonus to AC will be nice. Charge next round and continue to force melee with Methos.

Then cross our fingers and hope for the best. Either way, it's going to come down to the dice. After the charge, Kracknol will full attack as best he can targeting Methos. Use the available damage boosts and haste on the full attacks. Press melee with Methos, and hopefully survive the attacks from Agatha long enough to deal with Methos.
TelinArtho

08-23-07, 04:09 PM
I'm willing to discuss it - but I see no reason why you can't reorient yourself physically on a telelport. The purpose of the teleport was two-fold - to prevent the AoO on standing and to base Ignatius. If he can't do that - he will be doing something else (teleporting away most likely).

Go ahead and bring it up in the tavern if you like.
Erithmu

08-23-07, 05:11 PM
Hrum ... need another round to pull this off.

Kick in boots
Trip(hand), Follow up: Disarm(unarmed) (repeat if needed)
Any other attacks, Attack w/ the sword vs Mellios
TelinArtho

08-24-07, 10:21 AM
Here's the updated round 2 with Mellios teleporting away rather than toward. He is still prone.


[Round 1]
Ignatius manifests Expansion PLA and moves towards the two.
Lydia manifests a Sonic Energy Missile on the two, but it fails to penetrate Agatha's SR and Mellios takes the full force (14 dmg) and then moves away from Kracknol.
Agatha casts a spell and multiplies into four and then takes to the air (25ft elevation).
Mellios moves closer and holds his greatsword at the ready.
Kracknol moves closer and manifests Force Screen

[Round 2]
Ignatius charges Mellios, but as he gets within 20ft of Mellios, he is affected by Mellios' Aura of Menace. Despite that, he successfully trips and disarms Mellios.
Lydia delays until they are ready for Agatha.
Agatha casts a spell at Ignatius' polearm, but he dodges the effect. She flies up to 40ft in the air and directly over Ignatius, bow drawn.
Mellios grabs his sword and concentrates to cast Greater Teleport defensively. He disappears and reappears 300ft away.
Kracknol draws and drinks a potion of Protection from law.

[Status]
Kracknol 83/83, Dissolving Weapon (prebuff on flail), Dissipating Touch (stored in flail), Force Screen (ends 41), Protection from Law (ends 12)
Ignatius 61/61, Expansion (ends 601)
-- Lydia 33/33

Agatha xx/xx, Mirror Image (3 images), flying at 25ft
Mellios xx-14/xx, prone
Erithmu

08-24-07, 11:28 AM
IA 1 pp
TelinArtho

08-24-07, 11:39 AM
[Round 1]
Ignatius manifests Expansion PLA and moves towards the two.
Lydia manifests a Sonic Energy Missile on the two, but it fails to penetrate Agatha's SR and Mellios takes the full force (14 dmg) and then moves away from Kracknol.
Agatha casts a spell and multiplies into four and then takes to the air (25ft elevation).
Mellios moves closer and holds his greatsword at the ready.
Kracknol moves closer and manifests Force Screen

[Round 2]
Ignatius charges Mellios, but as he gets within 20ft of Mellios, he is affected by Mellios' Aura of Menace. Despite that, he successfully trips and disarms Mellios.
Lydia delays until they are ready for Agatha.
Agatha casts a spell at Ignatius' polearm, but he dodges the effect. She flies up to 40ft in the air and directly over Ignatius, bow drawn.
Mellios grabs his sword and concentrates to cast Greater Teleport defensively. He disappears and reappears 300ft away.
Kracknol draws and drinks a potion of Protection from law.

[Round 3]
Ignatius manifests an Inertial Armor.
Lydia delays.
Agatha rapid shoots at Ignatius, hitting him twice for 14 and 12.
Mellios stands and teleports next to Ignatius

[Status]
Kracknol 83/83, Dissolving Weapon (prebuff on flail), Dissipating Touch (stored in flail), Force Screen (ends 41), Protection from Law (ends 12)
Ignatius 35/61, Expansion (ends 601)
-- Lydia 33/33

Agatha xx/xx, Mirror Image (3 images), flying at 25ft
Mellios xx-14/xx
SauroGrenom

08-24-07, 04:18 PM
Kracknol charges Methos as mentioned above using all available damage boosts. Continue to press melee as long as possible, and use Haste on the full attacks if any are made.
Erithmu

08-24-07, 04:27 PM
Perform above trip/Disarm sequence
TelinArtho

08-25-07, 08:51 PM
@Sauro - you won't be able to charge since Iggy is in the way. You can move and attack though - so I assume that is still fine.

Be back in a bit to continue on.
SauroGrenom

08-26-07, 02:01 PM
Yea it's OK to move and attack if Charge isn't an option.

You know the basic strategy here. Neither of us has a great many options on these simple melee builds. So I've no problem with you running the whole battle.

If something takes a turn for the worst, there's only a couple things Kracknol can do. His CLW wand could be used. Or he could use a stone of vigor. Aside from those two I don't see much else that Kracknol can do in a melee with Methos.

Don't forget the bonus to AC that we get while in melee with Methos. This applies to ranged attacks from Agatha, since we are in melee with her ally.

Rith you might consider grappling with Methos even if you cannot disarm him of his blade. In a grapple, he's limited to his bite attack, and you get a 50% miss chance on ranged attacks from Agatha. Your own grapple attempts can cause some damage, but Kracknol will be able to full attack Methos and wear him down while you grapple with him.
TelinArtho

08-27-07, 10:36 AM
[Round 3]
Ignatius manifests an Inertial Armor.
Lydia delays.
Agatha rapid shoots at Ignatius, hitting him twice for 14 and 12.
Mellios stands and teleports next to Ignatius
Kracknol moves up to Mellios and attacks him, using his focus for Greater Psionic weapon, but the attack misses.
Does Kracknol use Empty Mind on the Aura of Menace save?

[Round 4]
Ignatius trips Mellios (miss on first attempt) successfully, and tries to wrench the sword from Mellios's grasp, but fails.
I assumed Iggy stepped back to avoid an AoO on the disarm.
Agatha casts Grease under Ignatius's feet, but Ignatius keeps standing. He is balancing.
Mellios stands, provoking an AoO from Kracknol, who hits for 45 damage after DR and attacks Kracknol, but he misses.

[Status]
Kracknol 83/83, Dissolving Weapon (prebuff on flail), Dissipating Touch (stored in flail), Force Screen (ends 41), Protection from Law (ends 12)
Ignatius 35/61, Expansion (ends 601), Inertial Armor (ends 3 hours), Aura of Menace (until a successful hit on Mellios), balancing
-- Lydia 33/33

Agatha xx/xx, Mirror Image (3 images), flying at 25ft, Grease
Mellios xx-59/xx

Would go further - but it is starting to get a little hairy without knowing whether Kracknol got affected by the Aura of Menace (doesn't make a big difference, but it does make a small difference...)
Erithmu

08-27-07, 10:58 AM
Activate BoS ... Flurry Grapple/Pin/Disarm(in pin)
SauroGrenom

08-27-07, 07:15 PM
Yea go ahead and use the Empty Mind for 1pp on the aura of menace, that's what I'd have done w/o prior knowledge. In any case it's over now. All it takes is one hit against the archon to cancel the effect.

How many pp does Kracknol have left?

Full attack with Haste and use the second psionic focus. Try and save the pp for deep crystal on the devil when it's her turn.
TelinArtho

08-28-07, 11:02 AM
[Round 3]
Ignatius manifests an Inertial Armor.
Lydia delays.
Agatha rapid shoots at Ignatius, hitting him twice for 14 and 12.
Mellios stands and teleports next to Ignatius
Kracknol moves up to Mellios and attacks him, using his focus for Greater Psionic weapon, but the attack misses.
Aura of menace doesn't affect Kracknol.

[Round 4]
Ignatius trips Mellios (miss on first attempt) successfully, and tries to wrench the sword from Mellios's grasp, but fails.
I assumed Iggy stepped back to avoid an AoO on the disarm.
Agatha casts Grease under Ignatius's feet, but Ignatius keeps standing. He is balancing.
Mellios stands, provoking an AoO from Kracknol, who hits for 45 damage after DR and attacks Kracknol, but he misses.
Kracknol activates his boots of speed and full attacks Mellios. He hits once, but it is completely absorbed in the hound archon's divine power.

[Round 5]
Ignatius tries to start a grapple with Mellios (forgot Flurry and BoS in roll - but it is successful anyway). He gains hold and deals some damage, and manages to pin Mellios
Hmm - not sure how to rule this. In order to establish a hold, Ignatius moves into the space of Mellios - however, he's balancing in the grease. I think I'm going to ignore it here - because I'd prefer to move this along.
Agatha casts grease over Mellios (who accepts the spell) and flies directly above Kracknol (30ft in the air)
Mellios tries to break the pin and succeeds, tries to break the grapple and succeeds, and attacks Ignatius with his sword - but misses.
Kracknol ??

[Status]
Kracknol 83/83, Dissolving Weapon (used), Dissipating Touch (used), Force Screen (ends 41), Protection from Law (ends 12)
Ignatius 35/61, Expansion (ends 601), Inertial Armor (ends 3 hours), balancing
-- Lydia 33/33

Agatha xx/xx, Mirror Image (3 images), flying at 25ft, Grease
Mellios xx-62/xx

@SG - Kracknol has used 12pp (8pp in the first fight - check the quest log for breakdown, 3pp for dissolving weapon prebuff for the 2nd encounter and 1pp for empty mind). From the looks of things - I don't think he has any pp left for a focus - but since I didn't catch that - I won't worry about it (come to think of it - you missed on both GPW attacks anyway).
Erithmu

08-28-07, 12:54 PM
@SG, whatever Krack does, delay till after iggy's turn.

Flurry/Bos - Same sequence: Grap/pin/Disarm
TelinArtho

08-28-07, 02:08 PM
Went ahead with the delay as that seems a likely action for Kracknol. Iggy fails to start the grapple. Kracknol again.

[Round 5]
Ignatius tries to start a grapple with Mellios (forgot Flurry and BoS in roll - but it is successful anyway). He gains hold and deals some damage, and manages to pin Mellios
Hmm - not sure how to rule this. In order to establish a hold, Ignatius moves into the space of Mellios - however, he's balancing in the grease. I think I'm going to ignore it here - because I'd prefer to move this along.
Agatha casts grease over Mellios (who accepts the spell) and flies directly above Kracknol (30ft in the air)
Mellios tries to break the pin and succeeds, tries to break the grapple and succeeds, and attacks Ignatius with his sword - but misses.
Kracknol delays for Ignatius.

[Round 6]
Ignatius tries to start a grapple with Mellios but cannot get a hold of him.
Kracknol ??
Agatha ??
Mellios ??
SauroGrenom

08-28-07, 06:03 PM
That looks fine to me. Kracknol will full attack with haste. Also note that I asked for Kracknol's dissolving weapon to come from a powerstone. So he has 3pp remaining.

In future rounds, just keep full attacking till Methos is dead, or something terrible happens. There's no point in waiting around for me to tell you that every round.
TelinArtho

08-29-07, 10:48 AM
[Round 6]
Ignatius tries to start a grapple with Mellios but cannot get a hold of him.
Kracknol full attacks with haste and hits once critically for 28 damage.
Agatha full attacks with rapid shot at Kracknol and amazingly misses four times...
Mellios staggered, uses Aid to keep himself standing.

[Status]
Kracknol 83/83, Dissolving Weapon (used), Dissipating Touch (used), Force Screen (ends 41), Protection from Law (ends 12)
Ignatius 35/61, Expansion (ends 601), Inertial Armor (ends 3 hours), balancing
-- Lydia 33/33

Agatha xx/xx, Mirror Image (3 images), flying at 25ft, Grease
Mellios xx-91/xx, Aid

Does Ignatius want to continue trying to grapple with Mellios under the effects of grease?
Erithmu

08-29-07, 10:55 AM
No. Gimme a single trip attack PA 2.

I'm going to be gone all day, so ...

When Mellios is down Lydia will use 4pp + 2 surge EM(Elec) (last of her pp) to remove MI right before Iggy's turn, Iggy will draw/Throw Bolas at her for a trip.
TelinArtho

08-29-07, 11:10 AM
[Round 7]
Ignatius sends his clawed foot under Mellios's legs and send him to the ground. He quickly follows with one of his hardened fists, but just misses the archon.
Kracknol wastes no time however and swings his flail down on the prone archon, but only manages to hit once and not enough to knock the archon out completely.
Agatha rapid shoots at Kracknol again and hits twice for 18 and 16 damage - burning him.
Mellios stands, drawing AoO from both opponents, but they both miss. Mellios attacks Kracknol and hits (failing to confirm) for 22. Mellios falls over - unable to stand any more.

[Round 8]
Lydia sends a flurry of energy missiles at Agatha and knocks out all of the images of her - though she appears unharmed.
Ignatius draws a bola and sends it flying towards Agatha but misses.
Kracknol ??
Agatha ??
[Status]
Kracknol 27/83, Force Screen (ends 41), Protection from Law (ends 12)
Ignatius 35/61, Expansion (ends 601), Inertial Armor (ends 3 hours), balancing
-- Lydia 33/33

Agatha xx/xx, Mirror Image (3 images), flying at 25ft, Grease
Mellios xx-91/xx, dead


Finally able to take Mellios down to the ground, the trio refocuses instantly on Agatha - flying above them. Lydia takes down the images quickly, but Iggy is unable to knock her from the sky with a bola.
SauroGrenom

08-29-07, 06:24 PM
Kracknol activates his boots of flying and takes to the air drawing close to Agatha.

With her damage output, it's a waste of time to try and heal.

Also I think that Agatha's last full attack at Kracknol missed. His AC is 25+1 haste +4 Force Screen +4 (in melee with her ally) +1 Protection from Law = 35 I think. So those two 34's aren't good enough.

Rith,

I'd say stop messing around with the bola crap. Her ranged attacks are kicking our butt, fly up there and grapple her. She has no natural attack or light weapon. So she's helpless in a grapple. Perhaps you can disarm her of the bow and/or sword.

Telin,
Kracknol will simply activate his boots and fly into melee with her. Swing away, and use 2 of the remaining 3pp to charge the deep crystal.

After that continue to try and press melee by closing with her. Chip away with full attacks, and use haste on every full attack.
Erithmu

08-29-07, 06:35 PM
Iggy has no current means of flight ... Expansion doesn't give me the ability to have wings and fly. It just increases my size.
SauroGrenom

08-29-07, 09:21 PM
OK. So if we simply try to melee, we are screwed.

She has teleport, flight and a powerful ranged attack. Iggy cannot fly. So only half of the party can attack her, well Iggy can use his bola's. BFD.

Kracknol's only chance of bringing her down is a string of insane critical hits... Not likely. So we need a different strategy, else we go down to this crazy girl and her superior ranged attacks and mobility.

My suggestion for a strategy is this. First Kracknol flies into base contact with her now. That at least decreases the chance of us from eating another rapid shot full attack.

Next we need to try and stop her from staying at range forever. So Kracknol will expand to huge size using his PLA. He gets 90 minutes as huge, then move into base contact with her.

Then use the flail with huge size and all the associated bonuses to disarm her from a position where there is no AoO (outside of reach or adjacent if she has no melee weapon in hand). Strip the bow, her sword and her quiver of arrows in that order. Then strip any other weapons she has.

Iggy will collect these weapons as they fall to the ground below. He can then use them against her (the bow), or simply hold onto them so she doesn't get them back.

There's lots of things that could go wrong... Lots. But if something happens, there's not much Kracknol can do about it. So that's my strategy for Kracknol.

As you go about this disarm strategy, use haste if Kracknol can full attack or needs it to get into melee range. Otherwise save it. If she's disarmed and Kracknol has more attacks in the round, then continue with full attacks against her. Use any AoO as a disarm attempt to strip one of her weapons, a secondary choice is to actually damage her.

After she's fully disarmed, press full attacks or melee as best possible till Kracknol or Agatha goes down. Cross your fingers, and Telin roll some good dice for me.
Erithmu

08-29-07, 10:21 PM
Lydia will grab and stow Mellios' sword
TelinArtho

08-30-07, 08:12 AM
Just popping in for a moment - but I want to point out that Agatha has precise shot - that's why those two 34s hit.
TelinArtho

08-30-07, 01:55 PM
[Round 8]
Lydia sends a flurry of energy missiles at Agatha and knocks out all of the images of her - though she appears unharmed.
Ignatius draws a bola and sends it flying towards Agatha but misses.
Kracknol activates his boots and flies to base Agatha.
Agatha steps away from Kracknol and rapid shoots at him, but misses.

[Round 9]
Lydia moves to Mellios.
Ignatius delays to pick up any weapons that might fall.
Kracknol uses expansion to huge size and takes a 5ft step to base Agatha.
Agatha dodges Kracknol and moves away, using Shot on the Run. However, as she moves, he takes an AoO to disarm her of the bow, but fails to wrench it free. Her shot hits him and burns him severely for 15 damage.

[Round 10]
Lydia takes Mellios's sword and stows it.
Ignatius follows under Kracknol and Agatha.
Kracknol moves to base Agatha and tries to disarm her again and her bow falls to the ground at Ignatius's feet.
Agatha concentrates briefly to sing a brief limrick and Kracknol feels his psyche being assaulted (empty mind?)

[Status]
Kracknol 12/83, Force Screen (ends 41), Protection from Law (ends 12), Expansion (huge, ends 909)
Ignatius 35/61, Expansion (ends 601), Inertial Armor (ends 3 hours)
-- Lydia 33/33

Agatha xx/xx, flying at 25ft
Mellios xx-91/xx, dead


You think I need my bow to kill you? How nieve you are!

The erinyes puts on a show but is clearly distraught to see her bow fall to the ground, especially in the face of the massive dwarf before her.

Empty mind? Yes or no?
SauroGrenom

08-30-07, 06:26 PM
Yea, use the empty mind. 1pp. Also don't forget the racial bonus on saves vs spells and spell like effects. That's +14 I think.
TelinArtho

08-31-07, 10:38 AM
[Round 10]
Lydia takes Mellios's sword and stows it.
Ignatius follows under Kracknol and Agatha.
Kracknol moves to base Agatha and tries to disarm her again and her bow falls to the ground at Ignatius's feet.
Agatha concentrates briefly to sing a brief limrick and Kracknol feels his psyche being assaulted, but Kracknol overthrows the mental attack easily.

[Round 11]
Lydia delays
Ignatius picks up the bow and hopes Kracknol sends some arrows down to help.
Kracknol has nothing to disarm Agatha of (disarming something that is secured (like a sheathed sword or a quiver), would need to be done in a pin. You could sunder - but that would take a fair amount of time, so I just went with the full attack), so he kicks his armor into action and full attacks, hitting once for 24-5 damage.
Agatha dives towards Ignatius, suffering an AoO from Kracknol (who hits for 20-5), and drawing an AoO from Ignatius (grapple? attack for damage?)
[Status]
Kracknol 12/83, Force Screen (ends 41), Protection from Law (ends 12), Expansion (huge, ends 909)
Ignatius 35/61, Expansion (ends 601), Inertial Armor (ends 3 hours)
-- Lydia 33/33

Agatha xx-34/xx, charging downward
Mellios xx-91/xx, dead

I'm probably being overly-kind here, but there is rhyme for the reason...
Erithmu

08-31-07, 10:46 AM
Trip to stall the flyer :D - Eat dirt.
TelinArtho

08-31-07, 11:09 AM
Okay - trip is successful. Followup attack?
Erithmu

08-31-07, 11:22 AM
Follow up for a fist. Next actions go for flurry/Bos: Grap/pin/Dmg Setting up a dive from Krack.
TelinArtho

08-31-07, 11:29 AM
[Round 11]
Lydia delays
Ignatius picks up the bow and hopes Kracknol sends some arrows down to help.
Kracknol has nothing to disarm Agatha of (disarming something that is secured (like a sheathed sword or a quiver), would need to be done in a pin. You could sunder - but that would take a fair amount of time, so I just went with the full attack), so he kicks his armor into action and full attacks, hitting once for 24-5 damage.
Agatha dives towards Ignatius, suffering an AoO from Kracknol (who hits for 20-5), and drawing an AoO from Ignatius, who trips her and sends her to the ground. He follows up with a fist that hits for 16-5 damage.
Agatha finishes her actions by trying to disarm Ignatius of the bow (unarmed, provoking an AoO (but Iggy can't take one) and from a prone position). She wrenches it from his grasp.

Note that Kracknol can't "dive" - he can't even charge. However, he can take a 5ft step downward and full attack (ah the beauty of being huge...)

After being disarmed - do you still want to grapple? What about Lydia?

[Status]
Kracknol 12/83, Force Screen (ends 41), Protection from Law (ends 12), Expansion (huge, ends 909)
Ignatius 35/61, Expansion (ends 601), Inertial Armor (ends 3 hours)
-- Lydia 33/33

Agatha xx-45/xx, charging downward
Mellios xx-91/xx, dead
Erithmu

08-31-07, 11:34 AM
With the trip she stalls 5ft away from me ... I don't think she has reach to disarm ...

If she does ... since she is prone, BoS: I'll try to disarm back unarmed.

As for Lydia ... what the heck ... she can charge w/ glaive.
TelinArtho

08-31-07, 11:41 AM
Can't charge since Glaive isn't out, but can move and attack - that's fine with me.

As to disarming - when she is stalled - she falls to the ground. Since her approach line was pretty much directly above you (she expected to be attacked on the way in...), she made sure to be as close as possible on the route in.

Continuing in a moment.
TelinArtho

08-31-07, 11:55 AM
[Round 12]
Lydia moves closer, drawing her glaive and attacks Agatha, but misses.
[CoPS ends]
Ignatius kicks on his boots of speed and tries to take back the bow, but fails twice.
[Protection from Law ends]
Kracknol takes a 5ft step downward, kicks on his armor and full attacks (to disarm the bow and then damage) and disarms the bow, and hits once for 21-5 damage.
Agatha picks up the bow, drawing AoO from all three heroes (Kracknol hits for 22-5, Lydia misses, Ignatius ??)

[Status]
Kracknol 12/83, Force Screen (ends 41), Protection from Law (ended), Expansion (huge, ends 909)
Ignatius 35/61, Expansion (ends 601), Inertial Armor (ends 3 hours)
-- Lydia 33/33

Agatha xx-78/xx, charging downward, prone
Mellios xx-91/xx, dead
Erithmu

08-31-07, 12:37 PM
Going for damage output here.
TelinArtho

08-31-07, 12:54 PM
[Round 12]
Lydia moves closer, drawing her glaive and attacks Agatha, but misses.
[CoPS ends]
Ignatius kicks on his boots of speed and tries to take back the bow, but fails twice.
[Protection from Law ends]
Kracknol takes a 5ft step downward, kicks on his armor and full attacks (to disarm the bow and then damage) and disarms the bow, and hits once for 21-5 damage.
Agatha picks up the bow, drawing AoO from all three heroes (Kracknol hits for 22-5, Lydia misses, Ignatius misses) and teleports again - 55ft in the air.

[Round 13]
Lydia delays.
Ignatius delays.
Kracknol moves to base (he couldn't 5ft step. He could charge - but then she can take a 5ft step and attack - so I went with this) and attacks to disarm the bow again and it falls to the ground once more.
Ignatius picks up and stows the bow.
Agatha concentrates again and teleports next to Ignatius, and draws her sword.
Lydia attacks but misses.

[Status]
Kracknol 12/83, Force Screen (ends 41), Protection from Law (ended), Expansion (huge, ends 909)
Ignatius 35/61, Expansion (ends 601), Inertial Armor (ends 3 hours)
-- Lydia 33/33

Agatha xx-78/xx, charging downward, prone
Mellios xx-91/xx, dead


Kracknol still can't dive... (35ft from the ground with a 15ft reach) Total movement in a dive has to be at least 30ft - he moves 15ft and is in reach of Agatha...

Any change in tactics from here? Disarm the sword or just keep going for damage? Trip?
Erithmu

08-31-07, 03:16 PM
5ft step away ... use whatever I have left of the boots. Going for Trip and damage. Try to get her in the guisarme/haste threat range, but use melee furry/flurry/haste otherwise. use 5ft steps if she keeps it up. Lydia will begin to use aid other for Krack's attacks.
SauroGrenom

08-31-07, 03:48 PM
I have no clue about the tactical situation right now.

Charge or dive or whatever. I'm waffling right now. Go for straight damage, or disarm again? I think the disarm thing is working well. At least she'll likely provoke another AoO if she tries to pick it up again.

So keep up the disarm attempts by Kracknol. There's no reason to change the strategy at this point. If he cannot dive, then so be it, just move into range and disarm again. Position so that her escape will provoke if she decides to do that.

Edit: FYI Telin, I noticed that Kracknol's Disarm checks are missing a +2 for being done with a flail. There's a special bonus because of being a flail.
TelinArtho

09-04-07, 03:21 PM
Sorry things have gotten so far off. I've just been slammed this last week. And the campaign is keeping me very busy too...

[Round 14]
Kracknol moves down and disarms Agatha successfully.
Ignatius trips Agatha successfully, and hits once more for 14-5
Agatha has had enough and uses her Unholy blight ability defensively
Lydia uses aid another to help Kracknol's attacks, but fails to do so.

[Status]
Kracknol 8/83, Force Screen (ends 41), Expansion (huge, ends 909)
Ignatius 27/61, Expansion (ends 601), Inertial Armor (ends 3 hours)
-- Lydia 16/33, sickened (ends 15)

Agatha xx-87/xx, prone and disarmed
Mellios xx-91/xx, dead

Essentially at this point, Agatha has given up on standing or even having a weapon in hand. She is going to be using Unholy blight until the situation changes. If you are fine with that - I'll finish it out until one side is down.
Erithmu

09-04-07, 03:24 PM
That works... Iggy will ready vs Spellcasting/SLA to attack.

Keep Lydia in there as I'll get her back at the of the fight anyways.
SauroGrenom

09-04-07, 06:16 PM
Kracknol will just swing away with full attacks and haste till he goes down or she dies. There's nothing else to do in this situation.
TelinArtho

09-05-07, 10:56 AM
Amazing the difference it makes when Kracknol hits three times...

Kracknol swiftly ends the life of Agatha with swings that would fell most giants.

In her dying breath - Agatha is almost serene.

It wasn't Mellios's fault. Our love was indeed true for much of his life. He hated to keep it a secret - but that was what he did.

I still love him - and for that I'll give you this. Proceeding further will only find your death. Firfannon, Eater-of-the-Good, was the puppeteer behind myself and behind Mellios. He's the one who perpetrated the evilness in the CEF - without ever showing his face.

Her hand forms an arrow pointing at the cabin still ahead.

I assume Kracknol will do the same prebuffs as before right? Anything else? The expansion can perhaps outlast the time roll, but will be a little difficult moving into the cabin (medium size entrance). Of course, there's always the possibility of destroying the cabin, but that would certainly change the scene of the final encounter...
Erithmu

09-05-07, 11:10 AM
Iggy resets cycles, so just treat it as dispelled.

Ignatius looks over the weapons and keeps a hold on Agatha's bow and Mellios' sword for the time being. He thought for a moment about the situation that Mellios was put into, and he wasn't sure that there may have been truth to it.

History had shown that many wars began between factions where love had tried to build a bridge.

Turning to Kracknol, Ignatius was not sure that he had done the right thing. "Shall we end this?"
TelinArtho

09-05-07, 11:23 AM
Yeah - I realized that Kracknol does as well - so its a non-issue entirely.
SauroGrenom

09-05-07, 07:28 PM
Kracknol started this mission in week 1 of his 3FC. So he should be treated normally for the whole quest as one single 3FC.

And the answer to your question is yes. Kracknol will use the standard buffs.

If we survive this one, I'm doing a major overhaul of the character (35 or 40 credits). He has 4 levels of ranger, and I think I'll dump 3 of those in for Psiwarrior. That'll boost his manifesting ability, grant a few bonus feats and leave most everything else the same. I'll eat the multiclassing penalty for the extra feats and manifesting.

Looking ahead at the cabin, Kracknol steels his resolve. I am sorry for your loss friend, but it seams that we are not yet finished here.
TelinArtho

09-06-07, 10:08 AM
The cabin seems simple enough and the door is easily opened and unlocked.

Within - it is spartan of furniture - bearing the bare minimum for a simple home - a table and one chair, a cot laid up against the wall and out of the way. A simple fireplace that seems well-used.

After a thorough search however, Ignatius finds a trap door leading out of the cabin and beneath it. The trio follows the corridor downward into the earth, for what seems like an eternity.

At the edge of an area where the corridor opens up into a vast expanse, suddenly the trio feels an edge of queasiness hit their nerves. The cavern is dark and huge in size - spanning at least 60ft in each direction to the side and up, and extending beyond their darkvision range.

What has Mellios brought me for lunch today? asks a cool and mocking voice from an uncertain distance.

Lydia shudders and falls to the ground, convulsing. Ignatius looks at her quickly and with a wide eye at the darkness before them. A single thought burned in his mind. Shadowbeast!

He bends to her aid and she recovers instantly, though clearly disturbed by the loss of control of her body. What is out there?

What? You cannot see me? Well - let's see each other... shall we...

All of a sudden the outer line of the cavern explodes in heat and fire. The cavern is easily 300ft long. The fire doesn't fully light everything, but the creature at the other end is clear to see - a cruel transformation of a brass dragon. Scales that once shown brilliantly were now dull and blackened.

Now come to me my food - for I am hungry.

The cave is 120ft wide, 300ft long with a ceiling at 60ft high. The edge 5ft is wreathed in flame (and will cause damage if you go into it) along the side walls. The corridor you come from is only big enough for large creatures. The flames have bright illumination out to 20ft, and dim illumination for the rest. I will try to produce a map but it might be easier to just work this out with description.

The dragon is brass in color and large size. For story purposes - this is Iggy's shadowbeast for Lydia's transformation. 'Rith - take that any direction you want to before/during/after the fight.

If you have any other questions - let me know. I'll roll initiative shortly.
Erithmu

09-06-07, 10:37 AM
No questions ... just a general 'you suck' ... a dragon ...

Ignatius realizes they are in deep trouble. He doesn't even draw a weapon as he grows in size and moves closer.

3pp expansion. I'm going for the grapple Sauro.

spend 1 pp on the frightful presence Save

Lydia 17 pp to use: EM(cold) 6/6/5 +2 surge those away. Will only start flinging it after Iggy has gotten in the grapple.

If something changes then stop so we can readjust
TelinArtho

09-06-07, 10:53 AM
I try... I really try...


Initiative order: Kracknol, Ignatius, Firfannon, Lydia

[Round 1]
Kracknol ??
Ignatius expands to large size and moves 30ft closer (270ft away)
Firfannon ??
Lydia readies to use Energy Missile (Cold) when Ignatius starts a grapple.
SauroGrenom

09-06-07, 10:19 PM
Sorry I don't have time right now to give more IC stuff or thoughts.

Kracknol has nothing but the old stand bye at this point in the cycle and against this foe.

I'll let Rith come up with an interesting strategy if one is available.

I don't think Kracknol has more than 1pp left. If he has only 1, then hold onto it for the ability to keep a psionic focus. If he has two, then use one for the still mind will save vs fear.

In the first round simply charge after Iggy, and try to hit with the GPW alpha strike.

After that generally try and charge or otherwise get into melee. Use the full attacks with haste whenever possible. Use the psionic focus with GPW on the first two attacks @ full BAB. Go ahead and run the whole battle with this strategy.

The only valuable expendables that could be useful are the tanglefoot bag and a stone of force screen.

Use the tanglefoot bag if the dragon is flying and avoiding Iggy.

Use the stone of force screen if it looks like we are going to be in a slug fest eating full attacks from the dragon.

Use the boots of flying if the dragon flies above and tries to avoid us.

This foe doesn't use weapons, and at this point in the cycle, Kracknol doesn't have any other ways of buffing or hurting his opponents.
TelinArtho

09-07-07, 12:12 PM
[Round 1]
Kracknol advances 40ft, drawing his Flail
Ignatius advances 30ft and manifests Expansion.
Firfannon advances 90ft (180ft from Ignatius, 170ft from Kracknol) [Fear 26 (Kracknol), 27 (Iggy) vs DC21, success] and casts Mirror Image [1d4+2=6]
Lydia (210ft from Firfannon) ??

Well - the first complication... Lydia's tactic was to manifest EM when Firfannon's in the grapple. With mirror images though - just want to make sure that's what you still want to do.

She is not in the fear radius yet by the way.
Erithmu

09-07-07, 12:44 PM
Right ... she won't make that save either ... 3pp EM(cold) to get rid of some images.
TelinArtho

09-07-07, 12:52 PM
EM has a medium range... ML6 = 160ft +20ft (surge)... meaning she's going to need to move into range.

Do you want her to surge it?
Erithmu

09-07-07, 12:58 PM
nah ... have her move 40 and ready no surge
TelinArtho

09-07-07, 01:10 PM
[Round 1]
Kracknol advances 40ft, drawing his Flail
Ignatius advances 30ft and manifests Expansion.
Firfannon advances 90ft (180ft from Ignatius, 170ft from Kracknol) [Fear 26 (Kracknol), 27 (Iggy) vs DC21, success] and casts Mirror Image [1d4+2=6]
Lydia advances 40ft [Fear (210ft from Firfannon) 19 vs DC21, fail; Shaken for 4d6=18 rounds] and readies to manifest Energy Missile when Firfannon is in range.

[Round 2]
Kracknol advances 40ft (130ft) and readies to attack if Firfannon comes into range.
Ignatius advances 60ft. (120ft)
Firfannon does not move and casts a spell. A ball of fire explodes around Ignatius. He avoids the blast, but he does notice that this was not just some ordinary fireball.
Lydia advances 10ft (160ft) and manifests Energy Missile (Cold) on the dragon and his images. She blasts away 4 of the images, but fails to affect the dragon with the last missile.

I am assuming that Kracknol and Ignatius will be spread apart as they advance so as to not be caught in the AoE of spells like fireball and such.

[Round 3]
Kracknol delays for Ignatius.
Ignatius kicks on his boots of speed and charges at Firfannon and tries to grapple him (COPS?)
Erithmu

09-07-07, 01:18 PM
Yes CoPS, and Lydia will use a full power this time 6+2surge with the limited number of images.
TelinArtho

09-07-07, 01:48 PM
[Round 1]
Kracknol advances 40ft, drawing his Flail
Ignatius advances 30ft and manifests Expansion.
Firfannon advances 90ft (180ft from Ignatius, 170ft from Kracknol) [Fear 26 (Kracknol), 27 (Iggy) vs DC21, success] and casts Mirror Image [1d4+2=6]
Lydia advances 40ft [Fear (210ft from Firfannon) 19 vs DC21, fail; Shaken for 4d6=18 rounds] and readies to manifest Energy Missile when Firfannon is in range.

[Round 2]
Kracknol advances 40ft (130ft) and readies to attack if Firfannon comes into range.
Ignatius advances 60ft. (120ft)
Firfannon does not move and casts a spell. A ball of fire explodes around Ignatius. He avoids the blast, but he does notice that this was not just some ordinary fireball.
Lydia advances 10ft (160ft) and manifests Energy Missile (Cold) on the dragon and his images. She blasts away 4 of the images, but fails to affect the dragon with the last missile.

I am assuming that Kracknol and Ignatius will be spread apart as they advance so as to not be caught in the AoE of spells like fireball and such.

[Round 3]
Kracknol delays for Ignatius.
Ignatius kicks on his boots of speed, activates his Chain of Personal Superiority and charges at Firfannon and tries to grapple him [2(Image), 24 vs AC9, miss]
Kracknol advances 80ft.
Firfannon steps away and casts another fireball on Ignatius [Reflex 21, success] but Ignatius is unaffected.
Lydia manifests another Cold Energy Missile, taking care of the last image, and hitting Firfannon squarely. [SR check - pass, Fort save - pass; Dmg 8d6+8=45/2 = 22 + 50% = 33.

[Round 4]
Ignatius steps forward, activates his boots and tries to grapple. (Flurry? just regular grapple?)
Erithmu

09-07-07, 02:06 PM
Haste Flurry Grapple (3 attacks)
TelinArtho

09-07-07, 02:23 PM
[Round 1]
Kracknol advances 40ft, drawing his Flail
Ignatius advances 30ft and manifests Expansion.
Firfannon advances 90ft (180ft from Ignatius, 170ft from Kracknol) [Fear 26 (Kracknol), 27 (Iggy) vs DC21, success] and casts Mirror Image [1d4+2=6]
Lydia advances 40ft [Fear (210ft from Firfannon) 19 vs DC21, fail; Shaken for 4d6=18 rounds] and readies to manifest Energy Missile when Firfannon is in range.

[Round 2]
Kracknol advances 40ft (130ft) and readies to attack if Firfannon comes into range.
Ignatius advances 60ft. (120ft)
Firfannon does not move and casts a spell. A ball of fire explodes around Ignatius. He avoids the blast, but he does notice that this was not just some ordinary fireball.
Lydia advances 10ft (160ft) and manifests Energy Missile (Cold) on the dragon and his images. She blasts away 4 of the images, but fails to affect the dragon with the last missile.

I am assuming that Kracknol and Ignatius will be spread apart as they advance so as to not be caught in the AoE of spells like fireball and such.

[Round 3]
Kracknol delays for Ignatius.
Ignatius kicks on his boots of speed, activates his Chain of Personal Superiority and charges at Firfannon and tries to grapple him [2(Image), 24 vs AC9, miss]
Kracknol advances 80ft.
Firfannon steps away and casts another fireball on Ignatius [Reflex 21, success] but Ignatius is unaffected.
Lydia manifests another Cold Energy Missile, taking care of the last image, and hitting Firfannon squarely. [SR check - pass, Fort save - pass; Dmg 8d6+8=45/2 = 22 + 50% = 33.

[Round 4]
Ignatius steps forward, activates his boots and tries to grapple. He tries three times to catch hold, but each time the shadowbeast fends him off.
Kracknol charges, using a focus for greater psionic weapon, but suffers an AoO from the dragon while moving that hits him for 12. Kracknol misses on the attack.
Firfannon steps away from both opponents again and casts another fireball [Reflex 21 (Ignatius), 11 (Kracknol) vs DC17, Dmg 7d6=20]
Lydia manifests another Cold energy missile, but it has no effect. [SR check - fail; Enervation - pass]

Continue with the grapple?
SauroGrenom

09-09-07, 10:36 PM
I'd say that Iggy should continue with the grapple. He is rolling +29 and Iggy has +19. You're behind by 10 points, but that's better than trying to hit his 27 AC with your +13 attack. If you can get him grappled, then he's unable to attack us with his full attack sequence.

Kracknol will just keep attacking with his previous tactic. Roll nice, and there's nothing Kracknol can do except pray for some hits. That 27 AC is going to be hard for my warrior to hit with his +14 hastened attack bonus, but what else can a warrior do?

Generally, in this battle, we're screwed. We're not tough enough to hit AC27 and chew through 200hp before his natural attacks take us down. Lydia has been rolling crap on her ML checks to beat the SR. So far he's only down to 166hp, Kracknol is down to 50, and Lydia has only 2pp left. He attacks at +24 vs our AC of 26, 18 and 14. So he cannot miss when he begins to full attack, and we haven't been hit by the breath weapon yet. Iggy isn't hurt, but lydia's blade isn't magic... so she won't help in the melee after her next power is done. Each of us is 1 full attack away from death, so there's not much we can do except pray for a miracle string of critical hits by our team. If Iggy grapples him, at least he cannot full attack us, and the battle can be drawn out an extra round or two. I suggest that Lydia manifests one more time, and then runs away. At least then she can be "saved" for your next fight in the 3FC.
TelinArtho

09-10-07, 11:22 AM
I'm sorry Sauro - but I really don't understand the logic there...

1d20+29 vs 1d20+19 on an opposed roll has a very small chance of working (of course, I don't know the exact percentage, but it works out to much less than 50% (since 50% of the time, Iggy auto-fails when Firfannon rolls a 10 or more and 55% of the time, Iggy auto-fails when Iggy rolls an 11 or less. EDIT - by my hand - it looks like Iggy wins 45 out of 400 rolls...

With a +13 attack roll, Iggy would be hitting on a 14 or more, which is a solid 35% of the time. And with a regular attack - Iggy doesn't have to breach DR (which he would with grapples).

The dragon in the grapple will have just as easy a time to hurt Iggy as normal (either by breaking the grapple on one attack action and using the rest of the full attack against him or by just attacking in the grapple - Iggy's AC is too low to matter in that case).

Frankly, tripping the dragon (Iggy +17 vs Dragon +14) is a much better solution. It either a) forces the dragon to attack from prone (-4 on all attacks (just like in a grapple) or b) forces the dragon to stand (provoking AoO). Regardless, it allows Iggy to attack with the better damage of his guisarme (both in dice and DR) and allows him to make the extra attack on a successful trip and gives the dragon an AC penalty (which in the grapple is 0 since it doesn't have a Dex modifier anyway).

Combined with the tanglefoot bag - I think you guys have a very decent shot here. I don't think you need to give up.

Anyway - I'll run it your way if you prefer, but I'll see if 'Rith has a preference.
Erithmu

09-10-07, 11:26 AM
We will go with tripping.
TelinArtho

09-10-07, 11:31 AM
You have to draw the guisarme - do you want to activate the boots of speed this round?
Erithmu

09-10-07, 11:44 AM
Nah ... I don't have a full attack to make it really really useful.
TelinArtho

09-10-07, 12:07 PM
[Round 5]
Ignatius steps away, draws his guisarme and tries to trip the shadowbeast from its feet. The shadowbeast falls to the ground and suffers the guisarme across its flank. [Trip succeeds; Followup Hit, 19 damage]
Kracknol activates his armor, and uses his second focus for greater psionic weapon. The first attack hits for devastating damage (but the dissipating touch fails due to SR). [First attack hits for 50, Massive damage save succeeds; 2nd and 3rd attacks miss]
Kracknol steps away from the dragon.
Firfannon stays prone and concentrates for another fireball [Reflex 24 (Ignatius), 11 (Kracknol) vs DC17; Dmg 7d6=25]
Lydia manifests another Cold energy missile [you have 17-3-6=8pp left. Do you want a 5pp and then a 3pp? something else?]

Ignatius steps away from the vile creature of the shadow and swings his guisarme off of his back and into Firfannon's legs - driving him to the ground. Ignatius wastes no time in slicing the guisarme once more across Firfannon, cutting him deeply.

Kracknol siezes the opportunity and slams his flail into the massive beast and crushes bones in a brutal way. Firfannon glares at the dwarf in a fury and lets loose another strange fireball, further weakening Kracknol. It still fails to effect Ignatius.

Edit - Actually - I think I'm wrong about Lydia's PP - is she down to 2pp?
Erithmu

09-10-07, 12:23 PM
3+6+6 in rounds 2,3,4 ... so she is at 2pp at the start of round 5. She will charge and aid Iggy for attacks, and set up flanking.

Iggy will now activate boots and PA for 2.
TelinArtho

09-10-07, 12:41 PM
[Round 5]
Ignatius steps away, draws his guisarme and tries to trip the shadowbeast from its feet. The shadowbeast falls to the ground and suffers the guisarme across its flank. [Trip succeeds; Followup Hit, 19 damage]
Kracknol activates his armor, and uses his second focus for greater psionic weapon. The first attack hits for devastating damage (but the dissipating touch fails due to SR). [First attack hits for 50, Massive damage save succeeds; 2nd and 3rd attacks miss]
Kracknol steps away from the dragon.
Firfannon stays prone and concentrates for another fireball [Reflex 24 (Ignatius), 11 (Kracknol) vs DC17; Dmg 7d6=25]
Lydia runs closer (160ft-120ft = 40ft away)

[Round 6]
Ignatius activates his boots and full attacks with power attack (-2/+4), and hits twice for 20 and 25 damage.
Kracknol activates his armor once again, steps forward and full attacks and hits twice for 12 and 17 damage.
Firfannon full attacks Kracknol from prone and hits four times for a total of 27 damage.
Lydia double moves to the opposite side of Firfannon, drawing her guisarme along the way - flanking Firfannon.

[Round 7]
Ignatius activates his boots and full attacks with power attack (-2/+4), and hits twice more for 21 and 20 damage.
Firfannon falls.

Lydia closes in to help out in what way she can while Kracknol and Ignatius land blow after blow on the massive shadowbeast. It attacks Kracknol fiercely, but not so much as to be able to drop him to the ground. Just as Lydia sets into a flanking position, the creature momentarily surrounded, Ignatius slams the guisarme through its gullet and it stops moving.

Good timing - Kracknol was at 56/83 (45 non-lethal).
Erithmu

09-10-07, 01:18 PM
ummm ... are rewards correct?

I think 4500xp is the wrong number .. shouldn't it be 3000?
TelinArtho

09-10-07, 01:27 PM
Heh - looked at the CR 13 line for some reason... fixed.