Drow

Arcavic Vytharia's page

251 posts. Alias of Phntm888.


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It's okay. Thank you for running the game. We game for fun - and if you're not having fun, then there's not much point to the game.


I'm aware. I'm also aware that he'll probably be a pincushion by the time his next turn comes around, but Arcavic would prefer not to be slam attacked.


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 at the quarrygeist as it appears next to him. "Pardon, but I don't particularly appreciate your proximity to me."

Does the quarrygeist have a Shadow?


Arcavic pulls out his wand of magic missile and looses a blast at the remaining quarrygeist.

Magic Missile CL 5: 3d4 + 3 ⇒ (2, 4, 4) + 3 = 13


Arcavic, annoyed at finding them spread out, casts a spell to heighten everyone's reactions and allow them to move quicker.

Casting haste. Everyone gets +30 foot move speed, +1 AC, +1 reflex, and 1 extra attack if you full attack.


Arcavic looks at where Valasca is pointing, then looks at the two miners. "Valasca, our cleric, has noticed that this ceiling appears to be rigged to collapse. Do either of you know how we could brace or disarm it?"


That's fair. If you aren't having fun, then it's definitely a good idea to back away. Thank you for telling us and not just disappearing.


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
Damage: 1d10 + 13 ⇒ (7) + 13 = 20

Magical unarmed ki strike Flurry attack: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 1d10 + 10 ⇒ (7) + 10 = 17

Magical unarmed Ki Strike Attack 2: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d10 + 10 ⇒ (5) + 10 = 15

Magical uanrmed Ki Strike Ki Bonus Attack: 1d20 + 16 ⇒ (3) + 16 = 19
Damage: 1d10 + 10 ⇒ (10) + 10 = 20

I copied what he did in the last fight exactly.


A Knowledge (religion) check would be helpful, please.


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
Knowledge (arcana) to know pit: 1d20 + 14 ⇒ (7) + 14 = 21

"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


"Agreed. Valasca, we will likely need your air walk spell for this one."


Arcavic nods. ”We were told about the collapse. Are there any other survivors down here who may be trapped? Any of the Ironfang left alive?”


Arcavic gives them food and his waterskin as Valasca heals the two men. If they show hesitation, he will show them it isn't poisoned by eating and drinking some himself.

Once they have their strength back a bit, he again asks, "Are you from the village, Radya's Hollow?"


Any response to my earlier question?


Arcavic looks at the human and dwarf, then says, "Greetings. Despite our appearances, we are not here to cause you harm or pain. Are either of you from Radya's Hollow? Would you like some food or water?"

Diplomacy: 1d20 + 15 ⇒ (20) + 15 = 35


Literally posted a minute apart.


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.


"On the count of three then. One, two, three!"

Arcavic leaps off with the others. Once they have done so, he immediately activates his ability to slow their fall.

Feather fall SLA. Should get us to the ground safely.


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.


"I'm not too concerned with the expenditure of my abilities - I'm a rather poor climber, and these likely won't be of much use in a fight."


"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!


How wide is the chasm?


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


Arcavic stoops next to one of the bodies, examining it to try and determine what the body is.


I traveled for my niece's birthday, so that's perfectly fine.


Arcavic follows Korvak and Valasca with Lillie behind him. He feels that, back underground, his magic may be regaining some of its previous strength.

Ready to proceed.


"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."


Knowledge (dungeoneering): 1d20 + 14 ⇒ (14) + 14 = 28


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.


So...someone want to tell me what the Perception spoiler I botched says?


Perception And Int: 1d20 + 2 + 3 ⇒ (1) + 2 + 3 = 6

Typical arcane spellcaster Perception check there. I don't suppose Knowledge (dungeoneering) could apply to this check, could it?


Arcavic will also grant Arzool the ability to see in the dark. Before following Korvak, Valasca, and Arzool into the caves.


Retcon

"The way is clear. Let us descend into the mines. Before we do so, let us ensure that light won't give us away." Arcavic casts a spell on Valasca, granting her improved nightvision.

Casting darkvision on Valasca. Does her wolf need it, too?


Ooof. That does not sound like an easy decision, and it is one I do not envy you. I believe that means we should head down into the mines, seeing as the way is clear.


"I will assist you in that endeavor, Valasca. Let us see what can be found."

Perception, Aid Another: 1d20 + 2 ⇒ (16) + 2 = 18


"See here - this was the recent collapse, although I cannot tell if it was accidental or intentional. What is that pale creature - not a human, that I can tell."


Arcavic studies the rock slide, looking to see if there is any evidence this happened naturally, as the result of a mining accident, or if this was an intentional trap.

Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Knowledge (dungeoneering): 1d20 + 14 ⇒ (18) + 14 = 32


I hate it when those updates roll through - it's so annoying.


Sounds good. I hope you feel better soon. Being sick is no fun.


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


Nope. No Disable Device here, either. I think we relied on one of the other original posters to handle that.


We are leaving and pressing on, yes.


"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.


"I feel that perhaps we should press on - there is still daylight left, and we should see if we can cover as much ground as possible."

How long will it take us to get to the Ironfang camp from where we are? Would we have to camp anyway?


Arcavic activates his racial ability to detect magic auras, walking among the village and looking for any signs of the magic that may have contributed to the Trench Mist's creation, as well as any magical items.


Everyone remembered to add in haste to their Reflex saves and attacks right?

"Indeed, it is quite sad. We should search for survivors regardless, but I do not have much hope. We should also verify that the Ironfang were the ones who did this - just in case there are other threats we don't know of."


Okay. Then Arcavic will replace his standard with a move to draw out his wand of magic missile (since it is not a weapon, it cannot be drawn as part of his move).


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.

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