| Kirsdrake |
Searing Light, you mean... where did you find that bit of text, by the way? UMD skill description states that
You make a Use Magic Device check each time you activate a device such as a wand.
It does state under "activate blindly" that you get a +2 bonus after you have successfully used a particular wand once. From that, I read it as yes, you need to make the UMD check each time if you don't have the spell on your class list (and I believe a bard doesn't), but you do get the +2 henceforth.
| Baran 'Elmswright |
I got it on the same page further down where it says: "Use a Wand, Staff, or Other Spell Trigger Item".
Yes, Searing Light. Thanks. I usually don't play spell casters and I'm climbing up the learning curve. Thank you all for your patience.
| Erix Thorn |
I do question Erix's tactic of playing with the little fishes while the big fish is still alive and kicking... The Madcaster reanimates one of the felled phantoms, and then positions itself (on top of the fallen Phin on the map) so Alua, Baran and Erix all start your next round in its aura, so -2 to every single d20 roll until the start of your next round (assuming you are still not within the aura) and 5 points of damage (already reduced from your total.
Because as far as he knows, the Madcaster can have Erix attack his friends every round, turning their best fighter into someone on the enemy side.
He's been trying to tank the Phantasms rather than have that happen.For the record, that's an incredibly powerful ability. The ability to make people burn all their limited resources to damage a friend is huge.
Had there been any avenue of escape, he would have called for it. Sadly once we were all down here, any way back up would mean climbing the rope, which would mean going up single file, 1 per round.
| Kirsdrake |
Well, yes, the Madcaster could try to do it again (you'd get a Will save on the second go, however), but I'm pulling my punched a bit here since you are taking quite a lot of damage as things stand ;^)
This is one of those "use all your abilities and terrain well or fail" -type of battle I warned I like to throw in once in a while. Random flailing and bum-rushing every mob in sight as they come along will only get you in trouble.
| Phin the Raccoon |
Although I totally agree with Eric’s logic, MadCaster can affect him from a distance (I believe) so it doesn’t help with him keeping his distance from him because he can still affect him. Unless I am mistaken then ignore my ramblings :)
| Erix Thorn |
@Phin: Erix has kept out of LOS of the madcaster since that point. The collision with Baran occurred when he was trying to take cover. Things might have been different if he'd not failed the coin flip...
| Kirsdrake |
Right... this does get messy, but assuming Baran casts his latest CLW on Erix instead on Alua (he'd reach either equally well), we'd be in the following HP status:
Baran 15 (the Life Link would keep Baran up, healing the nonlethal damage on its first tick, but it'd mean Erix has lost more HP that I calculated)
Erix 11/31
Alua 7/27
Would this be an acceptable fix to you?
| Baran 'Elmswright |
So... Baran doesn't want to use the single weapon you have that's done major damage to the enemy?
Having been lucky once Baran knows how difficult it is to use the wand (he has to activate it blindly, then succeed at hitting with it, then hope it doesn't backfire). He's not against trying it again but he was going unconscious. It made more sense to him to heal someone with his last spell so that they could fight on. Especially Alua whom he thought was also going to go unconscious. This turned out to be a good idea as she crit'ed that round.
The conditions before he acted have changed since my last post, however. Baran is not unconscious or staggered. Alua is not unconscious. Erix is worse off. If you don't mind, Baran will heal Erix instead so that our status' are at the level you posted above.
He did, however, cast a spell within the threat range of #1. I feel like I'd be pushing if we retcon'd a concentration check to cast defensively.
| Erix Thorn |
@Kirsdrake: works for me! I was worried Baran wasn't going to make it!
If #1 does make an AoO, and Baran acts before Erix, then Erix should be able to make a Bodyguard roll.
@Kirsdrake: Bodyguard says 'adjacent ally', but Aid normally requires the enemy to be in reach. Do these requirements stack, or does Bodyguard's requirement replace Aid Another. Won't make a difference in this case, as both are adjacent.
To echo Baran: this is a complex fight, Kirsdrake, and I appreciate the effort. It's a very easy mistake to make. For the record I don't think Erix would have acted any differently.
| Phin the Raccoon |
So I just wanted to clarify (sorry but I'm having some difficulty picturing things) - we know that both tunnels go to the same location? And we're digging our way through? Or are we only digging our way through one of the tunnels?
| Baran 'Elmswright |
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@Alua - I gave you the wand. I believe you can cast it without a U.M.D. roll.
A reminder of what it does: holds 7 charges (down from 12 originally)
1 to cast Light
2 to cast Blinding Ray
5 to cast Searing Light
caster level 5
it's damaged - there's a 20% chance of something... unwanted... to happen.
| Erix Thorn |
As this is likely to come up...
Plan is that as they are climbing (and thus deprived dex) Erix is going to try to hit them hard enough to knock them off.
It is my belief that they will need to either attack us while holding on, bull rush someone to create space, or acrobatics to get past.
Is that reasonable?
| Kirsdrake |
Damn forum ate my post. Yes, that sounds reasonable. They need to climb to get to your level (unless they show hidden talents at high jumping), and since you hold the ledge it can be hard for them to get up properly. They could hang in there and hack at your feet (four arms does open some opportunities), but you'd still get the high ground bonus to your attacks.
| Erix Thorn |
@Kirsdrake: I'm cool with Erix being thrown off. I was trying to do something similar to the prone guy last turn and couldn't find a maneuver that worked.
Reposition explicitly required a safe place. Pull and Bull Rush could only do directly towards and away. Grapple required 2 rounds. Is there something I missed?
| Kirsdrake |
About how the enemy did the deed? A specific ability that graps one enemy and uses them as a missile weapon, all done in one standard action. Originally intended to throw one enemy into other enemies, push everyone back and drop them prone, but since you ended up fighting in such favorable terrain it seemed reasonable to use it to separate you from each other instead of trying to gather you into one huge ball of flailing hands and feet in a corner of the room.
| Kirsdrake |
Reposition and stuff that builds from it is likely the best bet for throwing people around. Domino Crash is getting close, but requires a lot of investment.
| Erix Thorn |
I need to check my reasoning
1. Erix has never heard of these guys before this as they are uncommon knowledge.
2. They were at war with the Hobs, who are a race that loves going to war, so may not have started it.
3. Quarter and Truce are well known concepts in warfare - even among monstrous sides like the undead and warforged.
4. we are not being paid to fight these people, they're just in the way.
I'm currently leaning towards a truce/withdrawal.
| Kirsdrake |
Both - the DC I had in mind to land in a controlled fashion after being tossed by the Dolgarr and falling 10 feet on a rocky, uneven ground was 15. So she is prone, and needs to use a move action to get up on her feet. You can always use the standard action as another move action to reposition yourself, for example.
| Phin the Raccoon |
Is there anyway that Phin can modify the spearhead so that it would function more like a dagger and less like an improvised weapon? Just wondering if there was a way to lessen the negatives to the attack.
| Baran 'Elmswright |
Is there anyway that Phin can modify the spearhead so that it would function more like a dagger and less like an improvised weapon? Just wondering if there was a way to lessen the negatives to the attack.
Spear is a simple weapon. I have a quarterstaff I haven't been using. Anyone have an applicable skill? Maybe we can lessen the penalty. Ah, but you're relying on weapon finesse - it would be a wash at best. Hmmm...
| Kirsdrake |
I don't mind a shortspear being a finessable weapon out of the box, and you do have some wood for the bracing and platforming... could be done, although some craft skill would be required. Say, a DC 10 Craft (weaponsmith) to make a rudimentary spear that has a -1 to hit and breaks apart after a few battles (and needs some maintenance - no rolls required). Failure will still net you a crude spear, but with a -2 penalty to hits instead, and more frequent maintenance needs. Would take some 10-15 minutes to fashion, since you do reasonable suitable materials at hand.
And if you want to use Baran's staff as a base, we can lower the time needed to 5 minutes - DC is low enough already ;^)
| Phin the Raccoon |
That sounds fair but what happens if no one has a craft(weaponsmith) skill? I'm worried that if we ask someone in camp for help, they'll confiscate the byeshk and we won't have it at all.
| Kirsdrake |
Oh, and just to make one thing clear: the enemy is running. It's not running to hide in the nextvroom but to get help. That will take time considering where said help comes from. But once it arrives your investigation of this ruin is well and truly over. So if you ever want to see what's at the end of the rainbow, you no longer have the option of resting after every encounter.
| Alua Riversong |
So to be clear, the abberration wanted us to come with it and blast through some magical barrier. Now it's running away in the direction of said barrier, looking for help. We are low on HP and stamina, but Baran is chasing the thing. If we follow, we can maybe see where this goes, and/or walk into a deadly ambush. Or we might catch up with the bad guy and eliminate him before he calls in reinforcements. If we leave, he and his buddies might come busting out tomorrow. Did I miss anything?
Any sign of the ghost we've been following?
| the Grand Goblin |
Kirsdrake: How about Lupi's Craft(carpenter) with +10? Given we have some wood, how much time it would take to make a spear?
Was the ledge just 10 feet, so no damage, when voluntarily dropped down?
BTW: Nice encounter :).
If we leave, he and his buddies might come busting out tomorrow. Did I miss anything?
Lupi is more worried that the aberrations returning in five minutes, not tomorrow...
The running Dolgaunt has the knowledge there is no seal keeping them in bay anymore...
They have been waiting for this kind of chance for a couple of millennia...
| Kirsdrake |
Kirsdrake: How about Lupi's Craft(carpenter) with +10? Given we have some wood, how much time it would take to make a spear?
Was the ledge just 10 feet, so no damage, when voluntarily dropped down?
BTW: Nice encounter :).
Carpenter is not quite the right thing but close enough... let's say that increases the DC by 5, but since you have a good rating to begin with, it ends up being easier.
Yes, controlled fall is OK if you don't worry about getting back up again easily.
And thank you for enjoying. Didn't go exactly as planned as Alua invited the party over to here (did end up adding one brute so as not to make the fight too easy, you just holding the ledge against any and all climbers) but hey, you survived ;^)
So to be clear, the abberration wanted us to come with it and blast through some magical barrier. Now it's running away in the direction of said barrier, looking for help. We are low on HP and stamina, but Baran is chasing the thing. If we follow, we can maybe see where this goes, and/or walk into a deadly ambush. Or we might catch up with the bad guy and eliminate him before he calls in reinforcements. If we leave, he and his buddies might come busting out tomorrow. Did I miss anything?
Yeah... Baran wants to set up a rope to allow easier access back up, and then casts more light... means thing go about like this:
The enemy started running on the previous round, taking a double move.
"First" round, Baran sets up the rope and gets down on the room below. Enemy takes another double move away.
"Second" round, Baran casts his light and takes one move to follow the enemy. Enemy takes another double move and now has a head start of 5 move actions and roughly equal movement speed to you, and it knows where it is going, while you are stepping into unknown territory.
Meaning, catching up will be... challenging, although that wouldn't necessarily be immediately obvious. But I will go ahead and show you a bit more map.
Any sign of the ghost we've been following?
Actually, yes, now that the battle is over... will write that in.
| Phin the Raccoon |
Now I'm confused because I thought different than what Alua is thinking now...
I thought the Dolgaunt went down into the dark and so Phin doesn't really want to chase him that way. I thought the goblin voices were on the other side of the door. Goblins would have been fighting against the aberrations, correct?
I thought door with ward was good to go through and maybe we'll find some allies (although they may not like us breaking the ward) and that going deeper into the bowels of this place was bad because we would run into an army of what we just fought.
| Kirsdrake |
- the Dolgaunt went... somewhere. Too many, too recent tracks around to tell for sure. You know it's not hiding here, it didn't go through the closed stone doors to the west. Either it went down the stairs to NE from the door room or down the downward-sloping tunnel to the NE (marked red on the map as the original passage there has collapsed.
- the goblin voices are coming from below the stairs to the NE. The stairs go 20 down to a fire-scorched, moss-dotted floor from which you saw the flimmer of flames.
from behind the stairway to northeast, you could now hear faint chatter and laughter… voices unmistakable to Lupi – goblins, speaking the most ancient dialect of her native language she had ever heard from living lips.
| Kirsdrake |
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So, you have three ways to proceed:
- the tunnel down to the foulspawn stronghold somewhere deep underneath you (please don't choose this as it will take you outside the bounds of the current adventure and will face you against several thousands of various types of Daelkyr-created mutants
- the wardede stone door to the east (difficult to open, as the twin doors weight a TON and haven't been opened in millenia, but definitely possible, only question is how much time and effort are needed)
- the stairs down to the indirectly observed flame-light and goblin voices (which Baran thinks are sounding rather desperate and suspicious) leading NE from the room with the giant doors
| Phin the Raccoon |
In that case, Phin would be willing to check out Option 3 - the stairs and light before breaking through the warded door.
Although, didn't Alua's spirit go through the warded door? I think we should go through that door and check it out before the Dolgaunt comes back with an army. Hopefully whatever they wanted is portable and we can take it with us.