Casting Enervation, Will DC 22 to resist.
no save: it's a ranged touch attack. and you totally nailed that with a 34. Only problem is you'd have to be within 40ft which by my quick-n-dirty count, even if you take double move actions, will take you another round.
...on't suppose there's a chance of you using the first roll I posted?
That's fine. I'll write 16 damage before DR.
Sindran's rays fly wide - but it couldn't have been any closer. Oh well... It's a creature made of pure storm; it's not going to sit still to get shot at.touch AC seems to be about the only thing NOT affected by Enervation. how very convenient for me!
I think that's everyone, although Talon is probably going to do something once the battle hits ground level?
Considering you've all been coordinating attacks and letting the elemental take on the decoy of the treant, I propose forgetting about initiative for this one; one round would be 1) the treant and the elemental, and 2) all of you? Not that it will take much longer.. :-/
On its way down...
"Anyone care to place a wager on how long it will last?"
I'm thinking... maybe even 3 rounds. If I cheat, and you don't notice.
For the sake of moving on, I'm going to assume that no-one from the top floor interrupts its movement - it would only draw the attention away from the treant - which would render the decoy utterly useless.
So, the elemental will spend its 2nd round by A) utterly failing Cala's will save and B) taking a single move action (staggered) straight down.
I'm thinking that Sindran probably has a ready action that triggers right about now, and I think Oret should be allowed to take an attack of opportunity as well. Go for it :)
Treant attack of opportunity: 1d20 + 20 ⇒ (3) + 20 = 23
Sparky charges the treant:
Talon Dalkar wrote:
I enlarged myself, giving a +2 to strength.
so - a plus 1 to your roll from being enlarged; +5 instead of +4. OK that makes perfect sense.
Talon Dalkar wrote:
Extra 1d6 and 1d10 are cold damage because I made Rygat an icy burst weapon and crit.
Elementals don't need to deal with crits. so no extra 1d6 and no 1d10.
It may sound an awful lot like you spent two magus arcana and didn't get anything in return, but look at it this way : you get XP after killing something, so you don't make the same mistakes twice.
Talon Dalkar wrote:
Frigid touch is 6d6 because I empowered it.
m'kay. how much does it cost to do that? do you have enough of 'those' and how many are left?I have a nagging feeling that using the arcane pool in anyway should be a swift action to prevent stacking - but I can't find anything that proves me right.
Oret and Talon wrote:
Well, thanks for clearing that up, guys. Let me see if I can fix it.
It seems the elemental is staggered after Talon's blow - and it is losing small clots of refrigerated lightning as it moves away.
knowledge(planes / arcana) DC15:
Oh? So, the silvery substance contained within those icicles... that's what an elemental's blood looks like? Interesting.
It's only got 1 move action so it can't really get close to the ground. It'll need to spend the turn of round 3 moving to reach the tree. Assuming no one distracts it along the way down.
This leaves me with the math, which seems broken.
frigid touch is 4d6 - not 6d6
For the record, I really like how Oret rolls : every appliccable bonus is explicitely mentioned and that saves a GM a ton of time. I don't have to guess what's what.
Even though Talon struck a mighty blow, he immediately realizes that it wasn't as effective as it should have been.
That is GM speak for: it has DR/- and elementals are not subject to critical hits. So, there's no staggering my quick friend for now ;)
I think the suggestion is so reasonable, it's something the elemental might think of on its own. So you get a small bonus, but that's enough to make it work.
Now that it has released some anger upon Morvius and Talon has cooled its head somewhat, the stormy creature takes a second to re-order the elemental bindings of raw magic that can only translate to its thoughts - not realizing that something, somewhere has tampered with the arrangement of magical mind-strands.
It whispers to itself in its strange language:
Inferior earthlings up here?! No. They couldn't. They were sent by that ...overgrown leaf. Yes.
In a flash, it flies out over the balcony, racing down the side of the horn, gathering even more static energy from the resulting friction.
Those waiting for the elemental downstairs will definitely see it coming. It's Huge, it is crackling furiously, and if that wasn't enough, everyone's hair slowly starts to stand out. Feel free to take or ready your actions; it needs another turn at full speed to reach its nemesis.
to be fair, here's some crunch:
round 1, already acted : Flash > Morvius > Talon > Caladwhen
round 1, not acted yet : Sindran > Oret > Treant, Náriel
round 2 : already acted : Flash(move)
what would you say if I told you that there's a walking tree down there that said your mother was an earth elemental
That. Was. Fabulous.
After careful preparation, Morvius enters the sanctum, where he immedicately draws the attention of the elemental. It charges Morvius.
assuming Cala will cast her Suggestion =>
OK, all buffs taken care of. I believe Morvius has the first move to distract the thing, then Call can make her move. Talon probably wants to be in front of her when the storm hits.
Venorik Rah, espionage check DC 10: 1d20 + 1 ⇒ (1) + 1 = 2
Heitr, connections check DC 10: 1d20 + 1 ⇒ (9) + 1 = 10
1. there is no resistance.2. the town is most concerned with the war in the east; many housewives talk tearfully on the market square about "their Lenny or their Ronnie having gone off to war against the FireAxe." Clearly, no one expects them to return. Otherwise, they mostly believe what the members of Venorik Rah have fed them.
3. you have no idea. Nothing obvious - remember they are stealthy specialists so a few orphans will not find out much.
rumours: 1d20 ⇒ 19
fat drunkard wrote:
rumours: 1d20 ⇒ 7
The Baron Vandermir is a strange one! The elf hardly ever leaves his manor these days.
rumours: 1d20 ⇒ 16
desperate housewive #2 wrote:
. The Knights of the Alerion have gone mad and are blaming the invasion on the temple of Asmodeus. They’re burning anyone with a black cat at the stake! It’s madness! There hasn’t been a cult of Asmodeus in Andoran for twenty years. Someone’s organizing the bugbears, surely, but Asmodeans? Ha!
Ha, indeed. This rumor is a consequence of Tiadora's pleasure cruise.
Oret arrives back at the horn with a few very proud Goblins.
Schedule has been updated to reflect the recent actions.
I assume you'd like to go to the sanctum now, and try to lure the elemental down?
it has initiative: 1d20 + 12 ⇒ (20) + 12 = 32
this should've been in gameplay - but I'm not giving up my initiative ;)
I have updated the schedule. I'm still not sure if it's wise to leave it editable for all; for now, I'll keep it locked down.
- Cala, Sindran; would you please make a Messageboard Alias for your organisation? then you can have your mooks do stuff as you please. And, if you enter the stats, I can look things up.
- I've added some priorities to the schedule. Shout if you don't agree.
I think I'll leave it locked. For now. It's a little hard to keep track of changes unless I'm the one who makes them.
Especially when it comes to sorting, changing priorities, I'd like to be sure that things don't get messed up by accident.
Thanks for being so thorough with regards to crafting requirements BTW. That really helps!
I'm sorry to rain on our parade - but I'd like to get this off my chest.
Earlier this week Aerent surprised me, by letting me know that he can't continue. Considering the reasons he gave me, I think he made a wise but tough decision to free up some time by giving up a beloved hobby.
He hopes to be able to come back later - but that will probably be much later - so, I've called in a favor with Furcas, and sent Aerent on an important side-quest while Aerent's player is taking as much time off as he needs.
I'd like to say thank you, Aerent, for being such a scary bastard with us for almost a year, and I hope that freeing up some time will help you achieve what you are looking for. All the best.
If you have any questions, please PM me; If you have a personal message, I think he'd like to see a PM from you.
And with that bad news being said - take a moment to recover, but as rude as it is, I'd like to direct your focus back to the game.
I'm setting up a google doc spreadsheet which will help us schedule our plans. The link will soon be in your PM.
Remember, it flies. That may pose a problem for the fighty folks.
As ridiculous as it is to turn the lightning elemental on the zombietree, it is probably the path of least resistance. With Náriel channeling negative energy to keep the tree up, this makes a lot of sense...
this particular elemental only exists as a result of years and years of culminating raw magic around the Horn and its seal. Think of it as a giant battery : once drained, it becomes useless. If you can get it to go down, it will probably discharge itself until nothing is left.
Thanks for the count, morvius.
The total treasury is about 50k, give or take a few, to allow for some negotiating in order to get things turned into money.
Now, about that elemental. Let me know when you're ready?
current loot pool is at insignificant levels compared to what's in the treasury.
Current cash pool is significant, though; if someone wants to do a search for 'gp' or 'gold' in this gameplay thread AND the last page of the old thread... I would be so happy that I might not kill their character first chance I get.
of course I'd kill you. gna gna gna.
party loot - as per the contract.
about creating traps:
Once the ritual starts, we'll move in a weekly timescale; as in, one round lasts one week**. You can simply state what projects you'd like to work on during that week. If you can somehow get the required materials and meet any other prerequisites, anything is possible.
Some magic items may take longer than one week to create and in those cases, simply mark the number of days spent on the project in your weekly post'.
**Of course, sometimes stuff happens which requires your personal attention for a while, and we'll deal with those encounters in normal time (one round lasts 6 seconds). The weekly task list helps focus on the tasks at hand - there will of course be plenty of distractions, otherwise this would be rather boring.
I'll go over this in more detail when whe get there; starting the ritual is a big deal. It affects much of how the game will run.
I think Oret is back - shall we go get rid of the Elemental like you wanted?
I'm going to need a clickable source for that - sorry :) I'm leaving a little bit of my work to you all, so I can focus on telling the story of the campaign. I know you won't mind browsing stuff and it helps me *lots*. This will get a little worse as we reach higher levels, but I'm absolutely sure we'll find a way that leave me some time to spend with the kids (ZOMG they're awesome) and gets you whatever the F*K you want
What I found was over yonder and it involves much rolling. Which is meh. So. I will now flood you with the houserules I've hacked for my tabletop game.
Since we'll be here for 6 months - 31 weeks, 222 days of rollings dice... I think now would be an excellent time to take 10; if not simply for speeding things up, then just for the matter of rolling 222 times and taking ten anyway by way of Basic Statistics 101. There's just no way that your rolls are going to matter if you roll 222 times in a row.
So. Whoever crafts whatever, will have to take-10 on their roll; no exceptions - unless you think something very important should be done very quickly AND you manage to make me believe it (which can be done, although it probably involves chocolate).
to set expectations, here's the grit:
For the record: any take-10 roll that exceeds DC by + 5 or more, counts as x2 the result of the normal work. +10 = x3, +15 = x4 etc.
The robed figure looks Talon up and down, appreciating his physical strength. She smiles playfully and points at the undead BaneWog Commander.
"Good Evening to you too. Would you mind telling me who ...upgraded this delightful specimen? It has the techniques of Halimath written all over it - and I don't see those as often as I'd like. I would like to speak to its master, if it isn't too much trouble."
I don't think you're seeing any of this, since you've never mentioned posting guards - but I thought it nice to tell you exactly what happened.
Outside, a figure appears out of the dense jungle. Leaning heavily on a large, yellowed, bone staff, it brushes the leaves and twigs of its robe.
The humanoid creature looks up at the green, shining beacon of the horn. Judging from the wide, toothy smile, the visitor is quite pleased with itself; succesfully arriving at the source of its curiosity, perhaps even its destiny, after what must have been an arduous journey.
Instantly, the figure is approached by both your Mass-Transport-System-Saurus and Kumanda-Risen-By-Elf - but, much to the surprise of anyone watching - instead of tearing the intruder to shreds, the minions show an odd sort of reverence to the new creature. The visiting creature appears to have some sort of unspoken connection with the undead.
The visitor fearlessly and gently pets the hideous skull of the Ankylozombie, which almost purrs like a kitten in response.
Quietly, calmly, the visitor speaks:
"take me to your master, hmm?"
While 'the bus' waits outside, Kumanda quietly leads the visitor inside along the side of the horn.
Aerent Sephim wrote:
"Are you able to create undead with the capacity to speak? If not, do you think Ezra's associates would be able to speak the prayers?"
There's the problem of the holy pulse around the seal - Ezra got hurt pretty badly, so lesser undead would likely be instantly rebuked.
Are you really going to leave a 6 month ritual in the hands of semi-intelligent, semi-trustworthy minions? What if they fail even *once*? Is it even possible to restart the ritual, and what would be the impact on the Cardinal's plans if capturing the Tears of Achlys suddenly ran into a few months' delay - do you even want to know?
You know what they say about minions : If you want something done right, you've got to do it yourself.
Besides - three rituals a day for 222 days; with 6 characters. You'd only need to do it once every 2 days, 111 prayers each. With a simple roster, this would be easy to manage and not much of a bother. Even if for some reason you'd really need to be away from the horn for more than 2 days, you can easily switch your spot on the roster with someone else.
Since a date usually takes place in the evening, and Cala is returned from her pleasant evening, I think it makes sense to continue the conversation the next morning.
But really, I'm just pushing time forward to keep the pressure on. For which I owe Cala my thanks, becasue she helped me greatly with that by turning on the anti-christmas-lights, so to speak.
To keep things focused - this is what I think is happening, and please correct me if I'm wrong.
Things to do within the next 7 days, in random order:
Things to do without particular time pressure:
Morvius Zaan wrote:
"And we are likely to REQUIRE such an army, and that right soon. The entire Horn is lit up like a beacon! Remember the difficulty you had finding it? No one else is likely to have that problem. Quite the reverse."
the effects? Anyone's guess...
Who am I kidding...
Time seems to crawl to a stop as Talon releases the slight Elf's delicate hand, and the determined necromancer allows a few droplets of blood drip onto the third eye of Vetra Kali - the Withering Eye.
Then, the giant jewel comes to life.
An inner fire sparks up inside the gem, shining brightly at first, but then exploding into an ever-extending, sickly greenish light, which soon covers the entire room - but it does not stop there, oh no...
and pretty darn soon, all of the horn is now under the effect of an everburning torch, except it's green. I'm pretty sure you can think of the sickening, disturbing look that would cause. Think Naxxramas, if that means anything. But it's not the light that is the benefit. Oh no.
As soon as the jewel starts whispering, you can see Cala feels some hidden inner strength come to life, and she is ex-tre-me-ly pleased with the results. I'd say The phrase 'giddy as a schoolgirl' would apply, but I can't tell what Cala is doing right now.
Halthus was right - you are going to love this.
Assuming you investigate the stimulating emotion you receive after triggering the eye's ability, you quickly find the following:
The Withering Eye was the magical focus used to first summon Vetra-Kali from the lower planes to the prime material. It is thus perfectly attuned to Vetra-Kali, and as a consequence it is a powerful channel for daemonic energy. The Withering Eye, when placed in the statue of Vetra-Kali, descrecates (as the spell except it affects both undead and daemons) the entire Horn of Abaddon.
oh, and The Eye is also a critical component of the ritual to destroy the Silver Seal and return Vetra-Kali to the prime material plane. but hey, who cares -- You get to have an army, man!
I drink! I drink!
I owe you a result for your awesome roll. So - while the exact workings remain hidden to Caladwhen for now, I will reveal another tidbit to you and you only.
The Withering Eye, like all the Eyes of Vetra-Kali can only be destroyed by permanently slaying Vetra-Kali Eats-the-Eyes on his home plane of Abaddon. If this is ever done, the three eye-jewels shatter into emerald shrapnel, worth a paltry 6,000 gp.
There is a strong chemistry between the three eyes - If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-Kali in the Sanctum, then each of the eyes grants a power onto those within. The details remain vague for now - but you are quite sure it's helpful.
Morvius, there's a document describing the horn in the Campaign Info page. have a look. I'm glad we've ended the exploration phase, so I'm not keen on going back to describing rooms. With Talon's help, you should manage to visit everything interesting in a day.
I'm going to advance the time; There are now only 7 days remaining until 'the deadline' with Hexor and Vexor.