Teleport, scrying & Vampires
Posted: Wed Aug 17, 2005 6:40 am
Recently IMC this happened:
For those bored to read through all this, read the end
- Wizard casts locate creature (vampire) and roams the land for a few days (only at morning). He locates a vampire's lair from the safe distance of 600' from the entrance where the dominated guard hasn't noticed him.
- Wizard casts scry on the vampire the next morning and founds the coffin resting in the bottom of a small (10' radius) but deep (10') pond full of stagnant water. He studies the pond carefully. He sees the feet of a couple of dominated humanoids. The humanoids see the sensor of the scry and jump in the pond,wake the (lightsleeper) vampire and get out again.
The wizard is under the effect of a magic circle against evil so the gaze attack of the vampire doesn't work at all. The wizard freely studies carefully the vamp's pond.
- The adventurers get away from the inn and within 2 hours they are in a stream outside the village. The wizards studies the area carefully. It is a place without any trees or any considerable shadow in 30' - 40' distance. The river is about 15' wide in this place and about 4' - 5' deep in the middle.
- The wizard casts water breathing on himself from a scroll, invisibility, polymorph, fox cunning, mage armor, mirror image, fly and the cleric casts again circle against evil on the party.
- The wizard casts teleport on himself and teleports in the vamp's pond. Since the dominated thralls are aware that someone may intrude since about 2 hours ago they were scryed upon, some guard the entrance some check the pond.
One of them notices the water level of the pond rising slightly as the wizard's volume is added in the mass. The wizard get's the initiative though! All humanoids except that one are considered surprised and they play quite later than the wizard.
- The wizard casts web in the surprise action. The pond is about 10' radius, the web has 20' radius. So the web ancors on floor and ceiling in a ring around the pond and the 10' radius that would ancor in the pond disappear as they don't have somewhere to ancor.
Both the humanoids that are near the inner ring of the web loose the reflex save. The one that is not surprised spends the time trying to struggle free of the web and enter the pond to wake its master.
The vampire in its coffin in the lake fails the listen check to listen the spellcasting.
- In the first round, the wizard flies up and casts greater shadow conjuration: solid fog around the pond. Now the thralls have to deal with both web and solid fog! Even if they realized that the spell was illusionary (they didn't) they would need much time to disentagle them selves from the web in the thick cloud.
- In the second round the wizard flies down, grabs the coffin and teleports to the river spot about 10 miles from the vampire's lair. The vampire succeeds in its listen check this time and understands that somebody is grabbing the coffin and talking. It spends the round to unbolt the door from the inside (the coffin is bolted and trapped to prevent easy opening). The coffin with the vampire, the water and the reinforcement was weighting about 380 - 400 lbs. The teleport limit was 450 lbs and the wizard. It worked.
- The vamp gets the initiative in the 3rd round. As they appear in the riverbank (around 2 pm in July) it kicks open the coffin's lid dealing 5 subdual to the wizard who hasn't let loose the lid yet.
Instead of its watery grave full of dominated thralls, the vampire faces the summer's sun after 120 years while the river's water flows over it suddenly. Around it there are 2 people holding garlic (in each river bank), a man holding a holy symbol and a man drippind water and with a bloody nose.
The vampire screams as hell let loose and spends the partial action to shut itself again in its watertight coffin.
- The chars merrily break the coffin from a distance. Once water starts getting in the coffin, the vampire (secretly admiting defeat) opens it and for the first time since 120 years jumps over running water (yes, I broke the rules) and lands 10' feet from the PCs (holy symbols, garlik etc).
And dies there. As the sun was scortching its flesh to ash it layed a simple curse (Damn you for eternity mortals!) and bye-bye!
In a few words:
The wizard scryed upon the vampire at morning, prepared himself, teleported in its lake, teleported the vampire with its coffin in a sunny river and destroyed the vampire using most of its known weaknesses. (Running water, garlic, sunlight, holly symbols).
For those bored to read through all this, read the end
- Wizard casts locate creature (vampire) and roams the land for a few days (only at morning). He locates a vampire's lair from the safe distance of 600' from the entrance where the dominated guard hasn't noticed him.
- Wizard casts scry on the vampire the next morning and founds the coffin resting in the bottom of a small (10' radius) but deep (10') pond full of stagnant water. He studies the pond carefully. He sees the feet of a couple of dominated humanoids. The humanoids see the sensor of the scry and jump in the pond,wake the (lightsleeper) vampire and get out again.
The wizard is under the effect of a magic circle against evil so the gaze attack of the vampire doesn't work at all. The wizard freely studies carefully the vamp's pond.
- The adventurers get away from the inn and within 2 hours they are in a stream outside the village. The wizards studies the area carefully. It is a place without any trees or any considerable shadow in 30' - 40' distance. The river is about 15' wide in this place and about 4' - 5' deep in the middle.
- The wizard casts water breathing on himself from a scroll, invisibility, polymorph, fox cunning, mage armor, mirror image, fly and the cleric casts again circle against evil on the party.
- The wizard casts teleport on himself and teleports in the vamp's pond. Since the dominated thralls are aware that someone may intrude since about 2 hours ago they were scryed upon, some guard the entrance some check the pond.
One of them notices the water level of the pond rising slightly as the wizard's volume is added in the mass. The wizard get's the initiative though! All humanoids except that one are considered surprised and they play quite later than the wizard.
- The wizard casts web in the surprise action. The pond is about 10' radius, the web has 20' radius. So the web ancors on floor and ceiling in a ring around the pond and the 10' radius that would ancor in the pond disappear as they don't have somewhere to ancor.
Both the humanoids that are near the inner ring of the web loose the reflex save. The one that is not surprised spends the time trying to struggle free of the web and enter the pond to wake its master.
The vampire in its coffin in the lake fails the listen check to listen the spellcasting.
- In the first round, the wizard flies up and casts greater shadow conjuration: solid fog around the pond. Now the thralls have to deal with both web and solid fog! Even if they realized that the spell was illusionary (they didn't) they would need much time to disentagle them selves from the web in the thick cloud.
- In the second round the wizard flies down, grabs the coffin and teleports to the river spot about 10 miles from the vampire's lair. The vampire succeeds in its listen check this time and understands that somebody is grabbing the coffin and talking. It spends the round to unbolt the door from the inside (the coffin is bolted and trapped to prevent easy opening). The coffin with the vampire, the water and the reinforcement was weighting about 380 - 400 lbs. The teleport limit was 450 lbs and the wizard. It worked.
- The vamp gets the initiative in the 3rd round. As they appear in the riverbank (around 2 pm in July) it kicks open the coffin's lid dealing 5 subdual to the wizard who hasn't let loose the lid yet.
Instead of its watery grave full of dominated thralls, the vampire faces the summer's sun after 120 years while the river's water flows over it suddenly. Around it there are 2 people holding garlic (in each river bank), a man holding a holy symbol and a man drippind water and with a bloody nose.
The vampire screams as hell let loose and spends the partial action to shut itself again in its watertight coffin.
- The chars merrily break the coffin from a distance. Once water starts getting in the coffin, the vampire (secretly admiting defeat) opens it and for the first time since 120 years jumps over running water (yes, I broke the rules) and lands 10' feet from the PCs (holy symbols, garlik etc).
And dies there. As the sun was scortching its flesh to ash it layed a simple curse (Damn you for eternity mortals!) and bye-bye!
In a few words:
The wizard scryed upon the vampire at morning, prepared himself, teleported in its lake, teleported the vampire with its coffin in a sunny river and destroyed the vampire using most of its known weaknesses. (Running water, garlic, sunlight, holly symbols).