Tide of Shadows (D&D)

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#451

Post by Academia Nut »

Aaaaand Volemack crushes the babble with his mighty draconic mind.
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#452

Post by rhoenix »

I'm not going to make any assumptions here as to how this will end up, but I'm going to start planning a new character - just in case.
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#453

Post by Academia Nut »

An allip can't actually kill you, if you get all of your wisdom drained you can be returned to play with the use of a restoration spell, which will cost either 100gp for the diamond dust as part of the material component (but you will have to wait for Bartel to level up), or 40*7+100=380gp to get a priest to cast it. Sucks, but there is nothing in this encounter that can actually kill you. The ghost could grab an anvil I suppose and start using telekinesis to do horrible things to you, but it won't.

Of course, the damage can still be pretty terrible.
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#454

Post by rhoenix »

Academia Nut wrote:An allip can't actually kill you, if you get all of your wisdom drained you can be returned to play with the use of a restoration spell, which will cost either 100gp for the diamond dust as part of the material component (but you will have to wait for Bartel to level up), or 40*7+100=380gp to get a priest to cast it. Sucks, but there is nothing in this encounter that can actually kill you. The ghost could grab an anvil I suppose and start using telekinesis to do horrible things to you, but it won't.

Of course, the damage can still be pretty terrible.
Oh!

Alright, then. Well, Wisdom wasn't his best stat beforehand, so he'd basically have...no common sense whatsoever until its restored.

This could be funny.
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#455

Post by Rogue 9 »

If it's drained to zero, he'll be comatose.
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#456

Post by Academia Nut »

Yeah, so you won't be dead, but you won't be able to do anything until you get healed. And I would play the source of the drain being that you can't focus on things properly because of madness related interference. So the mechanical related penalties to listen could be voices in your head, to spot could be hallucinations at the corners your eyes, to will could be the voices telling you to give in, and the RP related difficulties with decision making could be distraction from the damage to your mind by the allip.

EDIT: Oh, and Nitram, did you transform back into a dragon? And do your gauntlets provide you with any strike like magic ability there? Cause right now the only weapon I can think of that would actually be useful would be your breath weapon, which could put some major hurt on the allip.
Last edited by Academia Nut on Tue Oct 14, 2008 9:28 pm, edited 1 time in total.
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#457

Post by SirNitram »

Human form, the gauntlet's grant me a nasty 1d8+1 pair of attacks. They are magical, but not +1. If the gauntlet's fail, expect breath. He's angry, he's not willing to drop the act yet.
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#458

Post by Academia Nut »

Okay, I'm going to rule that Volemack shoved Fehl out of the way because there is only enough room for two of you to go melee at one time. And since the clawing (which is only 1d6 if your description of the magic item giving you the claw damage of a medium sized dragon is correct) is enhanced by a magic item, I'll let you work with the standard 50% miss chance for magical items. Roll up your attack, damage, and miss (a 2 on a d2 will hit, or whatever other equivalent probability you want to use).

Also, you just made yourself the target for wisdom draining instead of the priest, which while making yourself a target is usually grounds for a sarcastic "Good job" this may actually count as a non-sarcastistic good job, even if you do end up slightly more insane for your trouble.

Incorporeal touch attack on Volemack

Damage

You will hit first however, but considering you can't critically hit an undead creature, I don't think its possible to get the 31 damage necessary to do that in one round.
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#459

Post by SirNitram »

Since I have True Believer and enough HD, it grants me several phantom Monk levels.. Increasing my damage with those gauntlets.











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#460

Post by Academia Nut »

Very good. Also, the fear has finally worn off Eight, so he can now turn around and run the nearly 500 ft back to the fight.
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#461

Post by Rogue 9 »

As a force effect, spiritual weapon has no incorporeal miss chance, though I doubt a ten is going to hit. It will attack every round for the next six rounds.
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#462

Post by LadyTevar »

Just let me know when I can either move or attempt another save.
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#463

Post by Academia Nut »

Unfortunately, until you are attacked you can just sort of watch in horror. But if one of your companions were to spend a standard action snap you out of it, you wouldn't have to wait the remaining three turns. You would still have to save against it again, but you would be in combat and have a +2 bonus to your save.

And yeah, the force mace unfortunately missed there. So we've got Eight who can post that he's turning around now, Volemack can take another turn to attack, and Fehl can still act even if he's not very good at figuring things out now. And remember that only two people can attack at one time unless you shove into the church.
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#464

Post by Academia Nut »

Allip's saving throw:

Miss chance:

And since you didn't roll for damage or your recharge, I figure I might as well throw those in here as well.

Damage:

Recharge:
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#465

Post by rhoenix »

Oh, I can move now?

Lack of Wisdom means Fehl's much less restrained about fire.
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#466

Post by rhoenix »

Burning Hands damage:
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#467

Post by Rogue 9 »

That's better.
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"Live free or die: Death is not the worst of evils." -- General John Stark

"A fortress circumvented ceases to be an obstacle.
A fortress destroyed ceases to be a threat.
Do not forget the difference."

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#468

Post by Academia Nut »

Allip's saving throw:
Miss chance:
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#469

Post by Academia Nut »

D'oh! Forgot to include its attacks.


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#470

Post by Charon »

Should I make a spot check or anything to see where the action is at/if anything else has been stirred up in the town because of the commotion?
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#471

Post by Academia Nut »

Oh... dear. Let's see if that confirms.




And Charon, you should be able to see the flashes of energy from the fire and the force weapon without needing to make a spot check. Your range is 480 so that's -4 to Spot with your spyglass, but no one is really trying to hide despite the fact that its twilight right now, so you should be able to make out that they are fighting something without needing to make a check.
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#472

Post by LadyTevar »

So, I'm being shook? Does that pull me back to full awareness?

Because if I see that ghost hitting my Ward, I'm going Righteous Avenger on it's incorporeal ass.
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#473

Post by Academia Nut »

Yeah, you've been shaken out. You just need to succeed on a DC 16 Will save with a +2 bonus to avoid falling back into the babbling. And once you've saved, you won't be affected by the babbling again. Then you can definitely go righteous avenger for the 6 points of wisdom already drained from Volemack.

EDIT: Also, the dice really seem to hate you guys.
Last edited by Academia Nut on Wed Oct 15, 2008 4:09 pm, edited 1 time in total.
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#474

Post by LadyTevar »


If this fails, we're fucked.

And it doesn't fail.

Nice... Can I see the ghost hitting Volemack?
Last edited by LadyTevar on Wed Oct 15, 2008 5:04 pm, edited 1 time in total.
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#475

Post by Academia Nut »

Oh yeah, you can see the allip hitting Volemack.
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