Having decided he didn't appreciate the quarrygeist's proximity to him, he steps back and casts a spell, seeking to trap the quarrygeist's shadow to its location. 5-foot step back diagonally, and casting Shadow Trap. DC 18 Will save.
Arcavic frowns as the creature resists his attempt to pull its fears from its mind. Taking a different approach, he casts a reliable spell and sends glittery motes of light at the creature. Casting Glitterdust, DC 17 Will save or the target is blinded. Regardless, it is outlined in glittery motes of light that provide a -40 on Stealth checks and visibly outline invisible creatures for the duration of the spell (8 rounds).
Korvak enters Dragon Style and flurries at the creature. He will also spend a Ki point for another attack. Unarmed attacks count as magic, cold iron, and silver. Magical unarmed ki strike attack 1: 1d20 + 16 ⇒ (11) + 16 = 27
Magical unarmed ki strike Flurry attack: 1d20 + 16 ⇒ (19) + 16 = 35
Magical unarmed Ki Strike Attack 2: 1d20 + 11 ⇒ (9) + 11 = 20
Magical uanrmed Ki Strike Ki Bonus Attack: 1d20 + 16 ⇒ (3) + 16 = 19
I copied what he did in the last fight exactly.
Arcavic coughs as the gasses spray over him, though he is able to avoid the worst of it. "What in the Darklands is that thing?" he asks, coughing. Knowledge (arcana) to know caustic gas spell?: 1d20 + 14 ⇒ (19) + 14 = 33
"Okay, let's see how strong your mind is." Arcavic weaves his own magic, trying to make the flying creature see something...something it fears more than anything. Everyone else sees only a vague shape of something. Casting Phantasmal Killer. DC 21 Will save to disbelieve - if it fails that, it has to make a DC 21 Fortitude save or die. Damage if it succeeds the Fort Save: 3d6 ⇒ (3, 4, 4) = 11
As the party leaps form a cliff, Arcavic activates an ability of his Drow lineage, catching them and causing them to fall to the floor as soft as a feather. Once they safely land on the ground, he confidently strides forward, then activates another of his in-born abilities and lifts Arzool up the 40 feet the the other side of the chasm. He then does the same to himself. I moved myself and Arzool.
Arcavic shrugs. "I don't have any rope, sorry. I also fail to see how Arzool is going to climb the rope." I don't know if any of us has rope, but you don't have rope and I don't have rope, and Arzool can't climb rope. Let's just jump and I'll use feather fall to make us all land safely. Then I'll levitate myself and Arzool up.
"That is likely the best solution, although an alternate is that we all jump off the cliff at the same time. I'll slow our fall to the ground below. We walk across the base of the chasm, then Lillie and Korvak climb up while I levitate myself and Arzool. You would either climb or airwalk, whichever you preferred." I always wanted to propose jumping off a cliff as a viable solution to solving a problem - and playing a Drow does that!
Arcavic grimaces at the sight of dead humans. That's two villagers we can't save... he thinks to himself. The dead hobgoblin, however, suggested that the Ironfang weren't responsible for this rockfall, however. Arcavic turns his attention to the stone blocks, studying them for signs of being worked. Perception, stonecunning: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
"Agreed, but let's be cautious. We should avoid unnecessary noise. I don't think it's Morlocks that have the villagers - they tend to be more cannibalistic and savage than that, and typically lack the cunning needed to take captives. The collapse was likely a ruse by the Ironfang - there is something in here they want."
GM, could I reasonably know something about Morlocks based on my history? Possibly with Knowledge (dungeoneering)? Arcavic frowns as Valasca points out the fake tunnel collapse. "Possible, if the Morlocks are that cunning. Or the Ironfang are using the mine for something else, and faked the collapse to throw the villagers off in case someone came to investigate. We should use caution as we advance." The good thing about being underground was that Arcavic felt much more comfortable. There was something relaxing about not having the sun overhead - though his home was on the surface, he did not mind being under ground again.
Arcavic listens as the town's survivors tell their tale of the Ironfang's occupation. He highly doubts they'll be able to locate any survivors, but if the Ironfang had gone for the mine, that meant there was something they wanted or needed from it - and it was vital it stay out of the Ironfang's hands. "I think we need to investigate the mine - there might be some sign of what the Ironfang were looking for, and we need to know what it is." Arcavic will attempt to learn what he can of the mine. Diplomacy to Gather Information: 1d20 + 15 ⇒ (7) + 15 = 22
"We'll have to be more cautious, but I think we can move to the next town. If it looks like we're getting to a point that's too dangerous, we'll back off and camp." Honestly, I have a real hard time justifying stopping now, especially since I have cast 1 3rd level and 1 1st level spell (which will last for 12 hours total). And hobgoblins aren't going to automatically be able to resist my battlefield control spells.
Arcavic moves back as the mist flows forward. Well, it's a mist, so it probably doesn't need eyes to see, it floats so there's no point in making the ground slick or dropping it down a pit... Arcavic racks his brain for something he can use to affect the mist, then tries to cast a spell that might stop it. Out of curiosity, which knowledge was it to ID the Mist? I have the same modifier for Knowledge (arcana). Also, do we know if the Mist is immune to mind-affecting effects? Arcavic will take a move action to move back 30 feet, then do one of two things, depending on the answer to this question: does it have a shadow? If so, Arcavic will cast shadow trap for a DC 18 Will save or else the Trench Mist is entangled and pinned to its current spot, and can not move farther than 5 feet from its current location. If it has no shadow, then Arcavic will use his other move action to draw out his wand of magic missiles.
|