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Post by at on Sept 5, 2016 3:01:37 GMT -5
[Tag Tink if she wants to reveal herself or not - if not then Tag George as he spots the two riders across the river at a distance]
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Post by (George) 3.5./ ZEM ( 4.0) on Sept 5, 2016 11:52:59 GMT -5
( What is the distance between George and the riders? Could they see us from where we are currently are? I take it yes because we can see them.
I don't wish to alert them to our location.
Im not sure if obscuring mist looks like a natural mist while we are behind a tree line.
Yet we get behind a tree line and thats what im casting from a scroll. (I have 2 more).
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Post by at on Sept 5, 2016 12:10:21 GMT -5
George and his companion can travel away from the riverbank if he doesn't want to be observed - it'll slow the journey down a little but ensure no contact with the other group.
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Post by (George) 3.5./ ZEM ( 4.0) on Sept 5, 2016 16:15:42 GMT -5
Ya george would advoid the army as much as he could, it maybe slower but in his eyes its better to not be seen by the army if he could manage it.
If i need to start posting in other thread let me know.
My goal is to get to the bridge, without army stopping us.
Yet because of his knowledge that nither George or shamious has great Survival skills and does not wish to get lost,
He will keep the running river within earshot but still keeping a good distance away as to not bee seen.
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Post by Jasmine on Sept 5, 2016 20:21:44 GMT -5
Tink will stay hidden. She doesn't think the riders will be interested in giving away the details of their mission.
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Post by harknail on Sept 5, 2016 20:29:12 GMT -5
Alas we can't learn anything if Tink remains hidden. We'll just need to wait till Tink comes and tells us what she wants us to do.
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Post by Jasmine on Sept 6, 2016 2:00:59 GMT -5
Oh, here's an idea. Tink will cast sleep on them. DC 13.
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Post by at on Sept 6, 2016 3:19:42 GMT -5
George reaches the bridge safely (although someone really should have told him about the ogre mage...)
Upstream Tinks spell manages to briefly knock out one of the horses stopping the two men in their tracks as they scan their surroundings for the cause. Still unable to pick out Tink amongst the tress the one with the compass shouts out "show yourself"
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Post by Jasmine on Sept 6, 2016 3:24:40 GMT -5
Sleep again.
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Post by at on Sept 6, 2016 4:50:59 GMT -5
Enough for the second horse. Seeking to pinpoint the location of the attack the lead soldier gazes in Tinks direction, perhaps sensing magic, and utters a dire challenge. Tink can feel a sudden urge to attack him (Will save DC17 or launch an attack to harm him - though Tink may choose to charge, fire any magic missiles she may still have, etc)
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Post by Jasmine on Sept 6, 2016 4:58:50 GMT -5
Will save: NRZzWZP4p_1-20+9
Tink casts her third and final sleep of the day.1-20
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Post by at on Sept 6, 2016 5:27:54 GMT -5
Looking in the right direction, and by Tinks best guess seeing the flash of her casting through some form of detect magic, the second soldier cries out "there!" and his companion advances into the trees towards her, the sleep spell proving ineffective against them. As they advance the lead figure still seems to be having difficulty picking Tink out from amongst the trees.
As she moves to take better concealment a shimmering sword of force sweeps down narrowly missing her. She has seen such spells before - the spiritual weapons of war priests - and aside from the risk of injury it is giving her location away to the others who she can hear closing rapidly.
[Roll init / post actions - I am assuming Tink was in a position of near total concealment 100+ feet away, though the soldiers movement has closed that distance down]
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Post by Jasmine on Sept 6, 2016 5:43:58 GMT -5
Spellcraft to identify the spells? xCRqKrDhp_1-20+11 and p_1-20+11
Initiative: p_1-20+71-20�1-20�1-20
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Post by at on Sept 6, 2016 6:23:46 GMT -5
Tink recognises the Spiritual Weapon spell easily enough. Whatever influence the second man used was not a spell as far as Tink can determine.
Closing the distance quickly the first warriors rounds the tree, ready to strike, while the spiritual weapon makes use of this new distraction to land a blow against the small eladrin (6 damage) - it is clumsy but as an weapon of pure force her magical protections are of little effect against it.
The second soldier that Tink now believes to be a priest of some kind makes his way through the undergrowth as quickly as he can but is less nimble in his armour than his companion and is unable to join the melee before Tink can act.
[Tag Tink - flanked either side by the spiritual weapon and solider, mostly concealed from the more distant third by a tree]
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Post by Jasmine on Sept 6, 2016 6:34:19 GMT -5
Spiritual weapons can't flank IIRC.
Tink uses the withdraw action. She takes advantage of her incorporeality and flies safely into the solid ground for total cover and total concealment, then moves 115 feet away.
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Post by at on Sept 6, 2016 7:10:59 GMT -5
Spiritual weapons can't flank IIRC. Just fluff text - it got a 20 but didn't confirm.Tink slinks away underground (effectively end of combat).
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Post by Jasmine on Sept 6, 2016 7:19:48 GMT -5
She'll keep a safe distance while the spiritual weapon spell times out, keeping track of how long it takes to run down so as to determine its caster level, and listening in on whatever they say.
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Post by at on Sept 6, 2016 7:28:25 GMT -5
(as a divinely imbued weapon Tink knows the sword will track right back in on her should she poke her head above the ground - indeed she is fortunate that it is not tracking her and stabbing at her through the ground and must be wary about when she returns to the surface)
With apparently no means of tracking her Tink finds that they have woken their horses and are discussing some way to prevent a further attack, and the nature of their attacker.
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Post by Jasmine on Sept 6, 2016 7:31:47 GMT -5
She can track it from underground with detect magic. When the aura fades to dim, it should be safe.
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Post by at on Sept 6, 2016 8:24:57 GMT -5
The sword only lasts a few moments longer after Tink flees - by the time she is sure that it is not chasing her and is able to focus on individual auras the sword is gone.
The caster is clearly not of great power but powerful enough to be dangerous (ooc - comparable of other casters Tink may have observed in the 4-6 level range. Semi-heroic by the settings standards)
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The lead soldier speculates that Tink is a fey creature, perhaps with the druids who attacked the others. His companion agrees suggesting that this may be the reason for the speed to their escape through such difficult terrain, and the direction of their travel towards the Fell. They seem concerned about what the druids may be doing to have triggered the ward and discuss the importance of this information reaching their superiors rather than tracking down the specific individuals responsible.
(if Tink does not wish to intervene further the game will progress another half hour-ish and the consequences of her actions will play out)
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