Goblins begin to pour from the path into the clearing where Vethran waits alone. Time for that readied action.
With a gesture, Vethran conjures a hissing wall of bubbling acid into being, dumping gallons of the caustic fluid all over the intruding goblins.
Wall begins in J21 and extends to Q21 if I can extend it INTO the foliage (I assume the wall would just disintegrate the underbrush). Otherwise it ends at M21. Goblins in row 21 take 2d6 + 9 ⇒ (2, 5) + 9 = 16 acid damage. The "active" face of the wall will be south, so enemies in rows 22-23 (including G12) take 2d4 ⇒ (3, 4) = 7 acid damage. Enemies in rows 24-25 (if any) take 1d4 ⇒ 3. There is no save for this damage.
Something I'm not entirely clear on... do we have line of sight through the dark green squares? Or is that impenetrable underbrush or something? I know we basically have to squeeze to go anywhere along the path, but can Vethran see the giant cluster of targets ahead just begging to be fireballed?
Getting further into the woods, Vethran decides that now is as good a time as any to layer on his arcane defenses.
Casting mage armor and protection from arrows on myself. Duration: 9 hours.
"I have prepared enough magics to ward 3 of us against the dragon's acidic breath, but the duration of the protection is less than two hours and it will take a moment to complete all the incantations. When we feel we are near the creature's lair, let me know and I will do what I can to protect us."
Did I miss the fact that we had rested at some point since the dragon encounter? If so, I'd like to change out my spell prep for goblin hunting/dragon slaying rather than "civil urban skullduggery."
Vethran remains at the back of the group, muttering to himself about the unpleasantness of heavily wooded areas and how, if the others would let him, he would render the entire forest to ashes.
"Returning to Sandpoint to reacquire the weapon will not be difficult. Given a chance to rest, I can easily teleport back there to retrieve the item and then return to our present location in the morning. Unless we think that leaving it hidden there is the best course of action? I can, of course, return at any time to retrieve it so long as we don't stray too far from Sandpoint."
"As for the dragon," the mage scowls, "I agree that it should be dealt with as soon as possible, before it gets an opportunity to mend its wounds. If dragon slaying is to be on the agenda, I will prepare myself tomorrow morning accordingly."
"Well, we Varisians have no particular love for the Hellknights either. My primary concern is that, while our getaway was indeed effective, I believe it may have exhibited enough of our magical prowess to indicate that we are.... something of a significant threat to them. On our way out of Sandpoint, I picked up a scroll for Elisile to begin copying that will make us aware of any scrying attempts directed at us. I suspect the Hellknights probably have wizards of their own to call on, and as such we can never be certain that we are beyond their ability to reach. But, if it's a fight they want, we can certainly give them one. I suspect that Hellknight commander is looking for vengeance on the elf and the two 'gypsies' that made monkeys out of him and his two toadies," the mage smirks.
"We managed to get out of Magnimar without permanently harming any of the Hellknights. I figured that a non-violent solution would give them less fervor in their inevitable pursuit than if we'd slain them. Still, I'm sure the Hellknight commander did not appreciate 10 minutes in an indestructible fishbowl," the mage smirks.
Vethran thanks Alwyn for the offer of healing and joins the other wounded, helping Elisile limp over as well.
"Ahhh, Sandru! Yes, it would seem my companions and I arrived at precisely the right time to pull your whiskers out of the proverbial fire, eh?" he gives a friendly smirk at the caravan leader.
"It is a shame our meeting could not come under more... auspicious circumstances, but at least we are alive and not nourishing a black dragon at the moment. I see you've met the other half of our group," he gestured towards Alwyn and the others. "Seems we'll be traveling together from here. Magnimar is a bit too hostile for us at the moment."
The badly injured mage floats down to rejoin the others, rolling his corroded sleeves down and sighing heavily. He looks first to Alwyn and nods, then to Hudak and Camlo.
"Well... good seeing you all again, heh," he chuckles. "We ah... ran into some difficulties in Magnimar. Shopping was cut a bit short when the Hellknights thought to arrest us for questioning concerning the whereabouts of Camlo. Needless to say, they were unsuccessful in apprehending us."
Veth has +8 as his touch attack mod there. He can claim the inspire courage for his attack rolls though.
+3 dex, +4 bab, +4 inspire
Oh I thought the inspire was only +3 to attack. So it should've been +9. I'm at -2 for being shaken (frightful presence) on attack rolls.
Aubrey the Demented/Malformed wrote:
The dragon backs off and with a surging crack of its wings it takes to the air, disappearing into the darkness.
Withdrawal action, no AoO. Note that it's flight movement is 120' so it's 240' feet away and in the dark heading south, so I'd be surprised if anyone can see it other than maybe Elisile.
Can I see anything like a silhouette or maybe the smoldering holes that I just burned into it? I don't need to see it specifically, just need to be able to speculate his position within, oh, 20' or so. :D
As the dragon takes flight away from the group, the mage nervously smirks that his gambit appears to have worked. "Coward," he mutters, as if trying to instill confidence in himself while still shaking from the experience.
Taking to the sky once again, Vethran arcs high through the air above the treetops, his blazing dragon tattoo visible even from the ground as he summons up another devastating spell. From his outstretched fingertips spring a trio of white-hot beams that ripple the air and carve blistering wounds into the dragon's flank.
Still recoiling from the horrific burns and knowing he could not survive another hit like that, Vethran grits his teeth against the pain and turns his bloodshot and scalded visage towards the airborne dragon.
"My turn," the wizard seethes.
Empowered fireball centered directly on the dragon's face. Check to beat SR: 1d20 + 14 ⇒ (9) + 14 = 23. Reflex DC 21 for half. 15d6 + 4 ⇒ (1, 6, 6, 5, 3, 2, 5, 3, 4, 6, 6, 3, 5, 5, 4) + 4 = 68 fire damage.
Immediately after delivering his arcane payload, the wizard swiftly dives towards the forest canopy, hoping to seek shelter from the dragon's retaliation.
Moving downward to F-15, through the trees and looking to gain total concealment/cover relative to the dragon. I'm honestly hoping he fails that save (he won't) and will think better of continued aggression.
The wizard gasps and throws his hands over his face, unable to dodge the oncoming acid. The foul liquid crashes into him, searing flesh to the bone and obliterating the hems of his robe.
Vethran's going to attempt to cast fly on himself while in the saddle, which will require TWO Concentration checks. One to cope with the violent movement of the horse and one to cast defensively and avoid AoOs. The first is DC 18, the second DC 21.
Violent motion: 1d20 + 15 ⇒ (5) + 15 = 20 vs. DC 18. Cast defensively: 1d20 + 15 ⇒ (7) + 15 = 22 vs. DC 21.
EDIT: Success!
With a few arcane words and gestures, Vethran hands the reins to his cousin and soars skyward to gain a better vantage of the battleground.
Moving to N23 at a 45-degree angle, so approximately 30' in altitude.
Good point - they were here so if your Perception checks were 20 or more, you are not surprised by them. If you didn't make a Perception check, you can make one now for this purpose.
Can the dragon's color be determined from here? If so, Kn (Arcana): 1d20 + 18 ⇒ (14) + 18 = 32 to know anything about the dragon (weaknesses, immunities, etc.).
Moth: Yeah, Aubrey has a spoilered post for the three of us immediately preceeding his "so endeth the spoilers" comment.
Vethran purchases the scroll and two horses (complete with saddle, bags, bit, etc.) from his own money and gives the scroll to Elisile for transcription. (Since Elisile has more non-specialist slots than Veth, it's better that she be the one to write it in her book. Then you can always produce more scrolls of it in the future if necessary.) Illes and Vethran can share a horse and Elisile can have the other. I've already deducted the amount from my total.
Vethran wants to pick up a couple scrolls of detect scrying before leaving, just to be sure that the Hellknights aren't about to "scry and fry" the group with the aid of a spellcaster. It's a 4th-level spell, meaning each scroll will be 700gp, but I intend to scribe one into my spellbook (or Elisile can, as she can cast 4th-level spells and has more non-specialty slots than I do). Also, with the combination of scrying and teleport, we can catch up to the others tomorrow in the blink of an eye (and with no material component cost). No need to rush out of Sandpoint. Presumably Alwyn will contact Vethran tomorrow morning with his daily sending and I will appraise him of our situation.
"I have no problem with keeping the polearm here, but if the Hellknights have diviners of competence equal to my own, it will only be a short time before we may find ourselves under continued assault. I don't believe the Hellknights know about the polearm, though, so it should be safe in my home for now. Fortunately for us, most common folk are fairly superstitious and generally terrified of a wizard's home. Nothing appears to be stolen so far. I can expect it to remain that way. However, I need to pay a visit to the scrollmaster here in town and see if he has a particular one in stock..." Vethran scratches his chin thoughtfully and nods.
"Stow the polearm underneath my mattress for now... say, Illes, you don't suppose the Sczarnetti here in Sandpoint would be willing to buy the polearm off us for resale elsewhere do you? I'm sure they'd ask for a finder's fee or something in exchange, but it would save us the trouble of lugging this thing all over Avistan looking for a buyer while we're on the lamb."
Engage.
Vethran hastily returns to the room upstairs, piling his effects into the bag of holding, including the new scrying mirror and the alchemical workshop supplies. Once the group had assembled everything and Elisile gripped the massive polearm securely, Vethran shouldered the magic sack, placed his hands on his companions, and uttered a single phrase of arcane power whilst drawing to mind the image of his home in Sandpoint...
There's a 97% chance of this going just fine... and a 3% chance that I f&&$ it up. 1d100 ⇒ 78. Looks like we're right on target!
If Sandpoint is the destination, then Vethran actually has a home of his own there which should most certainly count as "very familiar" and will be out of public sight.
Nope, Vethran hasn't been to any of those places and he doesn't exactly have the luxury of committing to another scrying right now. I can always teleport us somewhere else again tomorrow. Right now, we just need to be "somewhere that isn't here."
Yeah, sounds like we're fine. Even if it was 96 lbs, it would be doable. And Vethran has a bull's strength prepped, which he could slap on himself to raise his max load to 235 for a few minutes, long enough to get out of here with the fork. At caster level 9, I can teleport myself + 3 other creatures with gear up to max load up to 900 miles away. Obviously we'll want to stick with "very familiar" places to minimize the likelihood of a mishap, so the prime targets in Vethran's mind are the Rusty Dragon in Sandpoint and the workshop he set up in Fort Ranneck (assuming that's within the range).
It's a large weapon. How heavy are we talking? I can teleport a creature carrying objects up to their maximum load. For Elisile, that's 175 lbs. Does this thing seriously weigh 200+?!? No way we hauled that down a mountain pass.
Vethran smirks at his cousin. "A minute or two to gather up my things into the magic bag, then we all hold hands and zip away to... well... anywhere you want. Almost anywhere, that is. Within a thousand miles or so," the mage winks. "I can have us out of here by the time fishbowl breaks free." He indicates the trapped Hellknight commander.
Vethran quickly levels a finger at the fallen Hellknight and intones a simple spell that blasts the knight with atrophying necromantic energy.
1d20 + 7 ⇒ (1) + 7 = 8 vs. touch AC. Ray of enfeeblement imposing a 1d6 + 4 ⇒ (5) + 4 = 9 STR penalty for 9 rounds. Fort save DC 17 to halve the penalty. EDIT: Nevermind, that's a miss. :(
"Illes! Can you suggest to these gentlemen that it would be wise to remain here in the inn for awhile until we are gone in the interest of public safety. I am rapidly running out of nonlethal means... and things might get ugly."
His aggressor incapacitated by Illes' spell, the mage steps aside and directs his attention towards the remaining Hellknight attacking Elisile. He mutters a few syllables and begins a throaty hum with his hand outstretched. The Hellknight's weapon begins to vibrate violently in his hands.
Shatter on the Hellknight's sword. Will save (DC 20) or the weapon is destroyed (unless it's a magical weapon).
With no map, I'm just going to assume that Vethran is somewhere other than already in melee with these guys. If possible, he'll put Elisile and Illes between himself and them (no offense guys, but you've got actual armor and HP).
Vethran snorts, steps further back from the altercation, and invokes a powerful entrapment spell upon the Hellknight commander.
Resilient sphere on the leader, DC 22 Reflex save or be trapped for 10 minutes.
"Perish the thought. A debilitating display should be more than enough to send them packing, though. No permanent harm done," he replies to the elf, rolling up his sleeve as the red dragon tattoo pulses with inner light.
Vethran furrows his brow, obviously growing impatient with the local law enforcement. "I scryed his position mere hours ago, and at that time he was traveling with the Shoanti down a road that runs along a cliff by the sea. We truthfully do not know their final destination nor even their exact whereabouts. I'm not sure what else you want from us. Do you want me to teleport you directly to them?!" He balls a fist in anger.
Vethran exchanges curious glances with Elisile and Illes before turning to the armored men. "My companion speaks truth. We do not know the current whereabouts of the individual you seek. I can assure you, however, that he is not currently within the confines of Magnimar nor is he under our protection. Last I knew he was in the company of some Shoanti tribesmen, which means at this point he could be pretty much anywhere in Varisia."
Vethran, who had previously been observing coolly from the far side of the room, steps forward when the validity of their appraisal is brought into question.
"Not all Varisians are vagabonds, as you say. I am Vethran Tallomane, a wizard," he emphasizes the point so as to distinguish himself from the typically sorcerous archetype of Varisian spellcasters "most recently from Sandpoint. I assure you that this artifact is of Thassilonian origin and design."
The mage then launches into an excruciatingly detailed analysis of the item, going above and beyond a mere appraisal and into pure academic overload as he defends the item's authenticity in a way that only a wizard could.
Kn (History): 1d20 + 18 ⇒ (20) + 18 = 38 to point out the historical elements of it's artistic stylings and relevance in the greater scheme of Thassilonian history.
Kn (Arcana): 1d20 + 18 ⇒ (17) + 18 = 35 to describe the enchantments layered upon it.
Kn (Engineering): 1d20 + 18 ⇒ (7) + 18 = 25 to codify it's construction and composition in exacting detail.
Linguistics: 1d20 + 15 ⇒ (19) + 15 = 34 to identify the inscriptions and even the exact dialect in which they were made during the time of construction.
Well, Alwyn is the one who gave up the lock of hair, and his Will save is only +11 anyway. Either one of them needs a natural 20 to succeed so the issue is largely moot.