M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
I understood the role playing thing completely, and like it. :) If you read the lesser planar ally there should really be little chance of getting a familiar, or even an unaligned creature. I think there should be some control over which plane the wizard is fishing at. Any wizard has complete control as to the creature and/or the good/neutral/evil disposition they summon with a summon monster spell. And as a conjuration specialist that should improve. Here is how I see it: Azaraunt is trying to open a gate into a lawful good plane and is using Numair to call the creature. He may not open the gate to the right plane (so we roll some dice) and if he does we may fail to call the specific creature (so, some additional dice) and finally if the creature comes it could (small chance) be stronger than a typical creature Numair was hoping to call.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
After casting his Shadow Haven and getting everyone inside the wizard thinks about the task for quite a long time. He is somewhat unapproachable for a few hours as he scribbles and mutters and chants and talks to himself. He sets up his writing desk and draws multiple pentagrams and summoning circles, crossing each out before starting on the next. He sketches arcane runes and makes multiple pages of notes. He consults with Imubkar in infernal multiple times and as they confer they seem to argue back and forth, sometimes in a minor way but on one occasion the discussion becomes quite heated. In the end Imbukar sulks away leaving the wizard to add some final notes to a planar diagram alone. Finally he calls over the Paladin. The summoning is possible Numair. Of that both Imbukar and I agree. Your description gives me some hope of being able call the cat of your dreams with your direct involvement. We shall link, you and I, and you shall assist me in the final call. But as we link your will must match the strength of my spell to allow the call to go out. And that alone will not be easy. Should we succeed we will call something, but I cannot know what. This planar call is somewhat like fishing. Your cat is out there and we will be near to it, but when we cast our net another creature may be closer yet, and so be snared. It is of little matter if we are prepared for any result and are able to contain our errors. The wizard pauses and glances at Imbukar for a moment before continuing. If we snare something, undesirable, well we shall throw it back and try again another day. Were we at the inn I might be willing to prepare multiple castings but this requires my most powerful spells and I dare not spend all my power of that level in multiple attempts while we are yet in the desolation. Oh, and there is the small matter of the material components which will cost right at 500 gold per attempt. I have what I need for a few castings but would ask that you replace what we use. If this is acceptable then I shall prepare the circle in the morning and we shall attempt the casting.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
What we are trying to do is outside the rule set, but very cool. We will need LM's ok to do it. First the spell is suppose to summon something based on the caster's deity, but Azaraunt has no deity (He does not worship Asmodius any more than any other deity and finds the idea of worship quaint. But the rules for Planar Ally allow for that but suggests the creature should be of the caster's philosophical alignment and Azaraunt is LN - maybe close enough to LG, but not sure. And maybe an animal initially could be Neutral and shift to good during the bonging with the paladin? But the lesser spell only allows me to "normally" summon a creature of 6 hit dice or less. The greater version of the spell is an 8th level spell. I would argue that Numair has provided enough detail to summon the correct creature, or at least give me a good chance to do so. There should always be dice involved. :)
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Numair Nejem wrote:
Sitting around the fire made me think we did not want the Shadow Haven tonight. And it will be a little tricky to predict the opening and closing of the door, but I think we have stopped early enough to manage it if we want that shelter again. The imp was summoned to this plane through the spell Planar Ally. Azaraunt explains. He was initially bound in a circle of protection while we negotiated the terms of his service. In the end we came to an agreement that served both our purposes and I bound him to me. This is actually the first step in the path if Diabolist and must be done if you wish to truly master the art of dealing with creatures of diabolic nature. Leaning in closer to the paladin and showing interest Azaraunt offers I could perform such a summoning for you. Once the pathway was opened I could do the calling per your instructions but you would need to perform the binding yourself. If you would like to try this I will need to research this creature to understand how to summon it here. Do you know the name of the creature you wish to bond with?
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
I knew the clouds were not natural is all. And yes, any shadows will work. We should have better choices down here in truth. But the door may not seal and unseal at dusk and dawn as it did before. We will have to choose carefully where we place the door.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
I can read that map just fine. The yellow circle did not immediately appear to me, but as I was playing with the map it suddenly popped up. Big place we are in. I recommend we move forward but also use arial scouting as much as possible. I am still a little confused. Do we think the caravan is down here?
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
I know my strengths, and weaknesses. the wizard says pragmatically. I will kill a horse trying to ride it down this path, and likely hurt myself as well. I shall not try. If we are going this way the wizard can either ride down behind Cal or can fly down.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
The wizard looks around Perception: 1d20 + 14 ⇒ (9) + 14 = 23 but only sees the fissure. Imbukar, you have been scouting ahead already, but you have been riding on my shoulder nearly have the time. Would you mind scouting that fissure and looking for signs of the caravan while we rest the horses? The imp mentally grumbles about having to do all the hard work but flies off to do as bid.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Not sure what the hold up is. We move as directly as possible to what we believe the site of the caravan ambush was. If we encounter anything along that path we investigate it. This has always been the plan and since we hoped to find survivors initially we would not deviate from this plan without very good cause.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Lord Manticore wrote: OK so it sounds like you are heading off. Know where you are going, that is, while in the bone storm? Azaraunt follows Cal. Easy to know where he is going. :) I believe the plan is to make for the sight of the caravan ambush.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
The Shadow Haven is totally safe vs the storm. It is not safe if the storm lasts more than 6 hours as we have to leave before the spell ends or risk being stranded on the shadow plane. And IF the door is not in shadow when we try to leave we may not be able to do so. I tried to pick a shady spot when casting, but shady spots move with the sun. You can make a survival roll for that Cal. Might be better just to cast Enforced Environment and go on. Would hate to be blinded though, even for a short while.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
I can offer some protection, but depending on the severity of the storm we can be buffered and cut. Maybe it is better to go back into the Shadow Haven until the storm passes? The shelter will last 16 hours total. The Spell Enforced Environment will protect us mostly but I recall that Elen took some damage in one of these storms even under its protection, correct?
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Azaraunt would sign up for last watch, so he can be preparing his spells first thing in the morning. He will be the last out though and ask Calendir to go check the area before we bring the horses out. Remember we have a window and can see out...
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Then it is agreed. Tolvan will cast the spell nightly while we camp in the desolation. I recommend we still maintain a light watch as we know we are very close to the World Scar and we may face demon, daemon, and devils; all of which could travel to other planes. And we know we are close the plane of shadow when so camped and I would prefer not to have a troop of those denizens come upon us sleeping. Let us search the area well. Then I will cast my spell and we can rest in relative safety.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Shadow Haven will mean that the door will be closed completely from full dark to dawn. We will not be able to exit. That means nothing can get in either. DM's call I guess if an artificial light can cast enough shadow to cause the door to open, but the wizard should know the answer. So as I see it, unless some plane hopping NPC comes along this spell means safe camping every night. LM are you ok with the 4th level spell all but preventing wandering monster encounters? I can't imagine having this spell and not using it. But say the word and I'll switch it out with another spell of the same level in my book and we will use the very cool writing desks to create the Tiny Hut effect, make it blend in as best as possible from the outside, post guards, and camp away.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Azaraunt rides back and examines the undead. Indeed fine shooting Calendir. I am glad you and your bow are with us. I derserve no praise for my shot, as my missiles cannot miss. The wizard laughs a this as if its a funny joke . And expert swordwork Numair. I do enjoy watching your footwork. Dazzling. I do not trust these bodies and would prefer to burn them except the smoke would be seen for miles. Thougths? Options for camp include a rope trick, which leaves out the horses, the Shadowy Haven, which is pretty fool proof, or the writing desks which we can create a dome of protection like the Tiny Hut spell (Opaque sphere of force any color I want, that we can see out of just fine.)iirc. This provides no physical protection except against weather but blocks line of sight so its near impossible for something from outside to attack us without coming inside.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
The wizard lets fly with magic missiles targeting a wolf that Calendir hit but failed to bring down. He will delay until after Calendir goes if he needs to. Magic Missiles: 4d4 + 4 ⇒ (4, 2, 2, 2) + 4 = 14 He will then move with his horse a full move backward, away from the threat.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Seeing how effective Calendir's shots are, Azaraunt hastes the group. He include all party members and both animal companions in the haste. he then moves back behind the paladin and ranger to be in a better defensive position.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
The wizard offers that be can create a Shadowy Haven, ashelter in an extra dimensional space that can hold both themselves and their mounts. (10 creatures of any size). If cast correctly the group should be able to see out the entire night. (this could depend on the moon or the use of a continual light outside the space.)
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Well done! Your bow is mighty. Remind me not to anger you Calendir. Azaraunt still retrieves a Pearl of Power and recalls Protection from evil as he rides towards the two now destroyed undead. Let us examine the area to see that they are truly vanquished and if they left any remains.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
I am headed to a con this weekend where I am in charge of the PFS gaming. Leaving noon central time tomorrow and will be mostly off line for most of the weekend, but will try to check things during any down time.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
We had better get into initiative. That round might have been considered a surprise round. Regardless I think the Prot. Evil goes off on the cat about the same time as Cal shoots. Would be bad all around if we had to put down the cat.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Use the Ghost Touch for sure, but save for when they are a little closer I'd say. Since I want to kill these wandering murderers if we can shooting at them should encourage them to come at us. You might want to hold off until they start rapidly moving our way, only to give us max time to buff. Hmm. I bet The DM would be fine with me including your blanched arrows in my spell since I get 50 pieces of ammo.
M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Thought you said range was your friend? :P If they fly, and I bet the do. they could charge at least 120 feet. And if their possession ability is medium ranged they can possess around or just inside 200 feet. Time to buff I guess. Would be bad if they possess your cat... Those are likely the creatures that killed the dwarf and the elf. Azaraunte explains in a low voice. Non-magical attacks will not hurt these things, so if you can, enchant your cat's weapons. The wizard removes a bundle of arrows from his haversack, casts Flame Arrow on them, and offers them to Calendir. He then moves to where Calendir's cat is and casts an extended Protection from Evil on the creature. 16 minute duration. His next round he will a pearl of power to recall Protection from evil. IF the Screamers are closing on them yet, he will move away from them as he does this.
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