Knowledge rolls reveal the following:
They are Outsiders from the plane of shadow.
They are not "Shadows" from the MM.
They are slightly more corporeal than above creatures, but are still affected by spells that do damage to "creatures of shadow".
They are hard to hit, despite being corporeal, and move very quickly.
They are bound to a small plum-sized trinket the like of which you've never
heard of or encountered before.
Apparently, they can use enervation or enervation-like effects (see Daurily).
You do not know what they are called.
Also, expect spellbook info very soon. Very sorry for the wait, but work and exhaustion have kept me from a couple of game-related things that I will get to on my next day off, possibly before.
Just waiting to post my action after the first shadow-thing takes its turn. And then I'll be with the stabbity stab stab! :D
Oh, I too will need details concerning my spellbook, though I can't read it yet, so maybe that part can be after Perelia has a chance to give it a look...
Just waiting to post my action after the first shadow-thing takes its turn. And then I'll be with the stabbity stab stab! :D
Oh, I too will need details concerning my spellbook, though I can't read it yet, so maybe that part can be after Perelia has a chance to give it a look...
She'd be more than happy to discuss the finer arts of reading spellbooks at length; every wizard can memorize Read Magic from memory, you know.
She'd be more than happy to discuss the finer arts of reading spellbooks at length; every wizard can memorize Read Magic from memory, you know.
Awesome. Perhaps as I gain experience through my next level (the one going towards wizard) I will be allowed to pick up the ability to cast read magic or prestidigitation with a much longer casting time as a RP progression of my learning, rather than just suddenly able to spam 0 and 1st level spells.
Awesome. Perhaps as I gain experience through my next level (the one going towards wizard) I will be allowed to pick up the ability to cast read magic or prestidigitation with a much longer casting time as a RP progression of my learning, rather than just suddenly able to spam 0 and 1st level spells.
That would be really cool, and one could hardly call it munchkinry or overpowered; heck, Perelia has Prestidigitation up 24/7 ever since she hit level 4, and Read Magic can be emulated with a good Spellcraft score.
DW: I'm afraid the thing can't be tripped, but I'll rule as if that was obvious to Doroga (which it would have been, given the monster's physical form bound to the trinket), and say that your attack and damage rolls were for a regular attack... which, thanks to the damage it took from Perelia's scroll, kills it.
New IC post later tonight when I come home from work. Aftermath of the fight and all that.
I appreciate the DM hand-wave there TSM. Honestly I figured I would do it as a test, seeing as while Perelia knows things about it, Doroga does not. It is vaugly humanoid shaped, and if it has legs it needs them to stand on, or so he thinks.
Posting tonight. Sorry, as usual, for the delay. And also as usual, my excuse is work. My other excuse is shawarma. Way, way too much shawarma.
However, before tonight, if anyone is so inclined, they can post their "rushing onto the scene of the ordeal being all like wtf I'll save you" posts. In my post tonight, I will describe what's up with Herlam and Daurily, and transition into the main part of the Day of the Drow, starting with Step 1 of Key's so-far undisputed plan of Drowdoom.
I'm settled into my dorm, and even though classes start tomorrow I should have plenty of time for posting now. I tried to draw up a map for the White Hart, but it's not all that easy with the tools I have access to. Once, in a distant and better time, I had Adobe Illustrator and could easily whip one of these up in an hour. With a program like GIMP, which I am unused to and is in my experience about as user-friendly as a starved great white shark, I finally had to give up about the time I was trying to make the grid. Besides, I'm sure someone else's setup would be far tactically superior. I was never very good at that side of DnD.
At any rate, I look forward to posting, albeit long, long after everyone else. The initiative gods are fickle indeed.
Last edited by Dragonsong : 08-28-2012 at 08:52 PM.
I'm not particularly good at drawing, and am a total disaster at using map making programs, so I don't think I'll be trying my hand at that. Besides, if I did, I'd be tempted to put a net filled with explosives over the drow, and just cut the rope.
I did find this though. You could always use the ground floor for the map, if you don't want to make one.
- Cheers, Key
__________________ The Kingdom of Arim Campaign - OOCICDice
Spoiler
God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players (i.e. everyone), to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time.
Assuming five foot squares, that map is too big. I've taken the liberty of cropping it down slightly to the 40x60 foot dimensions TSM indicated. I then upsized the image a little bit, as the selected section was really too small for a decent tactical map. I really wish I had photoshop so I could play with this to my heart's content, but alas, that program is lost to me. I may be able to make limited modifications with GIMP, but major changes would be difficult.
How many rounds do we have to prepare? Perelia has several buffs she wants to put up as late as possible (Shield, Protection from Evil, and possibly Mirror Image.)
Forgot this part, but as far as spells and such being active on me, I only needed Invisibility to sneak in here, and I would suppose that's worn off by now.
- Cheers, Key
__________________ The Kingdom of Arim Campaign - OOCICDice
Spoiler
God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players (i.e. everyone), to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time.
You guys basically have as many rounds as you like to prepare.
Taking a look at the proposed map now, and thanks for the work at finding and modifying it!
Expect some rulings on the final battlemap and the first post of combat tomorrow. Work today, as well as tomorrow, but I should have ample time before I go in tomorrow to post and such.
Well, a wizard is always prepared, and so here are Perelia's magical preparations:
1. Mage Armor, cast an hour before the intended meetup time. It has 3 more hours of duration afterwards.
2. Shield, cast as the group approaches. It'll wear out after 10 rounds of combat, which is a lot of combat.
3. Protection from Evil, cast as the group approaches. It'll last 4 minutes.
4. She casts Light on objects all around the room when not doing anything else; the room is filled with a cheerfully bright torch-glow from every direction.
5. The area right in front of the door is filled with Caltrops. They follow the normal rules for caltrops, except they have a +1 enhancement bonus to attack.
6. She has a readied action to cast Glitterdust as soon as the group of them is inside of the room. She'll 'dust them all and let the overflow area be inside of the room, to try to catch anything invisible that may be lurking with them.
5. The area right in front of the door is filled with Caltrops. They follow the normal rules for caltrops, except they have a +1 enhancement bonus to attack.
May I suggest casting it between the door and you and Roen instead? If it was right in front of the door, the first guy through would say "Ouch" and then they'd stop. Stopping them from getting to you two should be good enough.
- Cheers, Key
__________________ The Kingdom of Arim Campaign - OOCICDice
Spoiler
God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players (i.e. everyone), to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time.
Is there any way to cast that glitterdust so I can be within range of the front door without getting hit? I figure if I can trip them up at the door, they're going to have a hard time flooding in.
Male Neutral Good Human - Chondathan - The Dalelands Ranger 1/Barbarian 1/Fighter 2, Level 4, Init +8, HP 37/37, Speed 40 AC 16, Touch 12, Flat-footed 14, Fort +10, Ref +5, Will +2, Base Attack Bonus 4 +1 to Attack, Crystal of Life Drinking (Steals 1 Hit Point per hit, up to 10/day) Masterwork Greatsword (-) +9 (2d6+6, 19-20/x2) Strength +2 Composite Longbow (Arrows, 55) +6 (1d8+2, x3) Gauntlet (-) +8 (1d3+4, x2) Mithral Chain Shirt (+4 Armor, +2 Dex) Abilities Str 18, Dex 14, Con 15, Int 12, Wis 12, Cha 13 Condition None
__________________ The Kingdom of Arim Campaign - OOCICDice
Spoiler
God does not play dice with the universe; He plays an ineffable game of his own devising, which might be compared, from the perspective of any of the other players (i.e. everyone), to being involved in an obscure and complex version of poker in a pitch dark room, with blank cards, for infinite stakes, with a dealer who won't tell you the rules, and who smiles all the time.
Neth Kyor
Female True Neutral Human Druid, Level 4, Init -1, HP 37/37, Speed 30 AC 12, Touch 9, Flat-footed 12, Fort +6, Ref +0, Will +7, Base Attack Bonus +3 Masterwork Quarterstaff +5 (1d6+1/1d6+1, x2) Masterwork Stone Dagger +5 (1d4+1, 19-20 x2) Stone Punching Dagger +4 (1d4+1, x3) Masterwork Hide Armour (+3 Armour, +4 Dex) Darkwood Shield (+2 Armour) Abilities Str 12, Dex 8, Con 14, Int 10, Wis 16, Cha 12
(edit:)
I would also like to cast Shillelagh on my quarterstaff just before the battle, if that's both acceptable and reasonable...?
And I have a spell, "Mass Snake's Swiftness ... allies each immediately make one attack." Is the start a good time for this, or later?
Definately later. We're not all in a good position to attack. Once we've started fighting and are all already making attacks it can be used to best effect.
Caltrops not quite just inside, but between your positions.
Glitterdust during the surprise round.
Perhaps Doroga will be just beyond the caltrops, for to add a second layer of defense.
Also, I would like a list of whose hiding/behind cover and whose out in the open. I'm assuming that at the beginning only the fake Herlam and Daurily will be out in the open? This is sort of what determines that you guys get a surprise round.
The map as-posted will be what we use, as it is close enough in size and such. Good find, by the way.
Also where is the Owl of Fire and Doom?
Also thanks for the stat-blocks!
So, once you tell me where you are in the room, you can make your IC surprise round post. The enemies are arrayed just inside the room, with the two mages still in the doorway. Right in front of the mages, are the priestess and two soldiers flanking her. Five feet to her right and left are two groups of two soldiers. They are in a line.
My next post will involve more clarification, and I will tinker with the map and repost it with NPC and PC positions.
Off to work now! Have fun with the pwnage.
TSM
(And as usual, I would like to extend my sincerest regrets at my sloppy posting schedule of late. Work has picked up unexpectedly and I find myself often too tired to work on game stuff. It's just a matter of getting into the swing of things again. I'm still very much excited about this endevor, and hope that you can all forgive me.)
As the false Herlam, Roen will be in the middle of the room.
Roen Ravensperch
Male Neutral Good Human Rogue, Level 4, Init +3, HP 15/15, Speed 30 AC 17, Touch 13, Flat-footed 14, Fort +2, Ref +7, Will +3, Base Attack Bonus +3 +1 Light Crossbow +7 (1d8+1, 19-20 x2) Dagger +4 (1d4+1, x2) Mithral Shirt (+4 Armor, +6 Max Dex) Abilities STR 13, DEX 16, CON 13, INT 14, WIS 14, CHA 15
I've put some work into the map, and this is what I've got so far. If people would inform me as to where they'd like to be (only our deceivers in the middle have been placed, apart from the drow and the caltrops), I can add them. The red line is the caltrops, strung between the two tables. If people think this line should be moved, just let me know where. D and H stand for Daurily and Herlam, as they seem to be. P stands for Priestess, S for Soldier, and M for Mage.
The ultimate placement of the Drow is, of course, up to TSM. This is just an approximation based on the IC post.
Last edited by Dragonsong : 09-02-2012 at 09:39 AM.
As the false Herlam, Roen will be in the middle of the room.
Roen Ravensperch
Male Neutral Good Human Rogue, Level 4, Init +3, HP 15/15, Speed 30 AC 17, Touch 13, Flat-footed 14, Fort +2, Ref +7, Will +3, Base Attack Bonus +3 +1 Light Crossbow +7 (1d8+1, 19-20 x2) Dagger +4 (1d4+1, x2) Mithral Shirt (+4 Armor, +6 Max Dex) Abilities STR 13, DEX 16, CON 13, INT 14, WIS 14, CHA 15
I've put some work into the map, and this is what I've got so far. If people would inform me as to where they'd like to be (only our deceivers in the middle have been placed, apart from the drow and the caltrops), I can add them. The red line is the caltrops, strung between the two tables. If people think this line should be moved, just let me know where. D and H stand for Daurily and Herlam, as they seem to be. P stands for Priestess, S for Soldier, and M for Mage.
The ultimate placement of the Drow is, of course, up to TSM. This is just an approximation based on the IC post.
Note that the caltrops fill two entire squares, not just a line.
__________________ LGBTitP
Thank you to Akrim.elf for my beautiful avatar.
Last edited by RaggedAngel : 09-02-2012 at 10:17 AM.