[LPF] The Forbidden Isle of Ancient Secrets

Satin Knights

First Post
After returning down to the ground floor and settling down in the foul smelling nest, Relic is able to get a bit of studying done. The chaotic energies of this island and that machine take their toll on each of your bodies as you try to rest.

[sblock=Relic]Your skin condition is worsening as the first couple hours pass. Skin must be kept wet, or it cracks painfully (–2 penalty to Charisma; character must submerge herself in water at least once per day; if skin dries out, character is staggered until immersed in water) After that, it seems to have plateaued in its annoyances. Total results: +2 escape artist and CMD vs Grapple, but must get wet daily.[/sblock][sblock=Daylily]Your headache is getting worse after a couple of hours. Your eyes feel puffy and bulge out a bit, your nose flattens, and your lips crack. As the headache goes on, your hair starts to fall out. Your eyes move subtly toward the sides of the head (+2 on Perception checks). The curse of the island has pounced upon you now that you are sitting still.[/sblock][sblock=Iosef]You notice that Daylily's eyes are kind of separating a bit and sliding around his head a little. Your cough is getting worse. Daylily points at you and tells you that fishy gills are forming on your neck. Vestigial gill slits appear on sides of neck, breathing becomes wet and labored (character is fatigued while doing so, but can breathe water for a number of rounds equal to character’s Constitution bonus).[/sblock][sblock=Frost]The island is not being kind to you, although you seem to be resisting its affects better than the others. Your eyes are puffy at first, then they start to weep a thick black blood. After a long while, Daylily will point out in his charming way that your eyes have turned black as the night. (additional +30' darkvision)[/sblock][sblock=Aradra]It has taken longer to set in than with the old, frail man, but you seem to have the same affliction as him. At first, your skin becomes clammy and moist, with oily sweat. Then your skin develops coating of slimy mucus (+2 on Escape Artist checks and CMD to resist grapples). Finally, your skin must be kept wet, or it cracks painfully (–2 penalty to Charisma; character must submerge herself in water at least once per day; if skin dries out, character is staggered until immersed in water).

Shadow is uncomfortable as well. Sitting around has let his affliction set in. His Limbs elongate, bones warp and thicken (+1
natural armor bonus), then the warping takes him some more. His back hunches, limbs twist, paws become fully webbed (–2 penalty to Dexterity, speed reduced by 5 feet, but gain +4 bonus on Swim checks).[/sblock]
[sblock=Accomplished]Relic studying:
1st Hour: Study Comprehend Languages (Take 10 = Spellcraft DC 25;success)
2nd Hour: Copy Comprehend Languages into Spellbook: 1pg/ 10gp ink used
3rd Hour: Study Lightning Bolt (Take 10 = Spellcraft DC 25; success)
4-6th Hour: Copy Lightning Bolt into Spellbook: 3pgs/ 90 gp ink used

Daylily: Lunch and dinner
Iosef: After 1st hour of prayer filling the 2nd level spell slot, can cast 1 first or second level spell. (suggest Lesser Restoration) which can be cast in the hours before this combat starts.
Frost: After 1st hour, spell slots gained by leveling are energized are ready to use with new spells learned.
Shadow: There isn't a clean spot to sit down down here and all your bones ache. Upstairs smelled better, even if something mean and funky smelling was up there.
Aradra: gets about 4 hours of uncomfortable sleep.
[/sblock]

After spending a little over six hours holed up here, Daylily and Shadow hear a bit of commotion outside. Quietly and intently listening, it seems a roving party of four skum have found the great lizard, minus several steaks.

You have surprise.
[sblock=map]
tower6.png
[/sblock]
 

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Systole

First Post
"Fuyaji melezh!" Daylily swears, feeling his hair come out in handfuls. He looks somewhat worried. "In Jirago, there are place where the rock are glow like the moon, where the Stonefather have old scar. The rock there, it make you sick like this. This is not be good magics. We should smashing these things, to make the magic going away."

When the skum show up, he leaps to his feet and runs to the doorway. "Oyeh, you! Go aways, and do not be touching my meat!" he bellows at the skum.
[sblock=OOC]What parts are difficult terrain again? And do I have Daylily's HP right? If he was down more than 4-6, he'd take another wand tap.[/sblock]

[sblock=Mini Stats]
Daylily_150.jpg


Daylily Falshenaya

-Normal-
AC: 18 (18 flat-footed, 13 touch)
HP: 67/69
CMB: +10 CMD: 22
Fort: +8 Reflex: +4 Will: +4

-Raging-
AC: 16 (16 flat-footed, 11 touch)
HP: 79/81
CMB: +12 CMD: 24
Fort: +10 Reflex: +4 Will: +6

Perception: +13 [+2 mutation bonus]
Initiative: +2

Current Weapon in Hand: Earthbreaker
Current Conditions in Effect: Lingering rage
Rage Remaining: 13/13

Used Items:
Rations, 1
CLW Wand, 14
Javelin, 2
Barbarian chew, 3
Sling bullet, 1[/sblock]
 

Satin Knights

First Post
Well, you had surprise on your side. Daylily's bellowing has drawn the attention of this patrol and they are coming this way. Of course, their webbed feet are having a slow time making it into the tower.

The party is up.
[sblock=Terrain]The brown and gray shale field is difficult terrain due to jagged rocks and is likely to have more fall upon you each round. The green sections are knee high jungle vines that are also difficult terrain.[/sblock][sblock=Combat]Iosef did a good job of bringing the party up to nearly full with a channel.
67/69 ~ AC 18 ~ Daylily ~
27/27 (before -CON is 45/45) -18 hp due to Con damage ~ AC 14 ~ Relic ~ ended at -5 CON
78/78 ~ AC 21 ~ Aradra ~ sleeping
72/72 ~ AC 19 ~ Shadow ~ amulet active,
76/79 ~ AC 23 ~ Iosef ~
92
/92 ~ AC 25 ~ Frost ~ 1 grr left

20/20 ~ AC 13 ~ Skum green, double moved
20/20 ~ AC 13 ~ Skum pink, double moved
20/20 ~ AC 13 ~ Skum cyan, double moved
20/20 ~ AC 13 ~ Skum blue, double moved
[/sblock][sblock=map]
tower7.png
[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
OOC: Well, crap. For once Frost was actually going to make it into the fight - was going to have her run out and jump the difficult terrain, and rolled a 33 on her Jump Check. I don't suppose I can use that 19 (on the dice) on her first attack roll?
_______________
06PostShot.png


[sblock=Mini Stats]
Kalinn Ari

Standard Block
Initiative: +03
AC: 25 (13 Touch, 22 Flat-Footed)
HP: 92/92
CMB: +10 CMD: 23
Fort: +08 Reflex: +06 Will: +06

Rage Block
Initiative: +03
AC: 23 (11 Touch, 20 Flat-Footed)
HP: 119/119
CMB: +12 CMD: 23
Fort: +11 Reflex: +06 Will: +08

Rage Block (Hafísbíta in Hand)
Initiative: +3
AC: 23 (11 Touch, 20 Flat-Footed)
HP: 114/114
CMB: +11 CMD: 22
Fort: +10 Reflex: +05 Will: +07

Fatigue Block
Initiative: +2
AC: 24 (12 Touch, 22 Flat-Footed)
HP: 92/92
CMB: +09 CMD: 21
Fort: +08 Reflex: +05 Will: +06

Senses: DarkVision
Perception: +10, Sense Motive: +0

Special: Rage (Remaining Rounds: 10/10)
Special: Spirit Totem (+8/1d4+2)
Special: Claws (Remaining Rounds: 05/05)
Special: Boon: Shield (Remaining Points: 10/10)
Special: Boon: Healing Surge

Current Weapon in Hand: None

Spells Available (Cantrips: Unlimited, 1st Level: 7/7 per Day, 2nd Level: 4/4 per Day)
Cantrips: Acid Splash, Disrupt Undead, Jolt, Haunted Fey Aspect, Mending, Ray of Frost
1st Level: Ear Piercing Scream, Magic Missile, Protection from Evil, Shield
2nd Level: Frigid Touch, Protection from Evil (Communal)
[/sblock]
 

jbear

First Post
When Daylily begins shouting at the entrance way the only sign that Relic has registered what is going on is that the old man raises one bushy eyebrow, though he remains buried in his book.
 

Satin Knights

First Post
[sblock=jump ooc]As a charging jump, you can land in BN 28,29 or 30 and then strike once. If you are just moving to BN 24 and providing a greeting wall waiting for the enemy to approach, then no, I shouldn't let you carry the die roll over to the next round. If you had a decent ranged weapon, I would let you switch the die roll to that weapon's attack this round.[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
OOC: Good thing she took your advice and bought a couple of daggers, then :D

At Daylilly's outraged cry, Kalinn rushes forward to his side. She immediately sees the source of the elf's ire, and almost casually flicks a dagger from the sheath at her thigh. Her missile flies true, sinking into the chest of the leading skum with a meaty thunk.

Actions
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06PostShot.png


[sblock=Mini Stats]
Kalinn Ari

Standard Block
Initiative: +03
AC: 25 (13 Touch, 22 Flat-Footed)
HP: 92/92
CMB: +10 CMD: 23
Fort: +08 Reflex: +06 Will: +06

Rage Block
Initiative: +03
AC: 23 (11 Touch, 20 Flat-Footed)
HP: 119/119
CMB: +12 CMD: 23
Fort: +11 Reflex: +06 Will: +08

Rage Block (Hafísbíta in Hand)
Initiative: +3
AC: 23 (11 Touch, 20 Flat-Footed)
HP: 114/114
CMB: +11 CMD: 22
Fort: +10 Reflex: +05 Will: +07

Fatigue Block
Initiative: +2
AC: 24 (12 Touch, 22 Flat-Footed)
HP: 92/92
CMB: +09 CMD: 21
Fort: +08 Reflex: +05 Will: +06

Senses: DarkVision
Perception: +10, Sense Motive: +0

Special: Rage (Remaining Rounds: 10/10)
Special: Spirit Totem (+8/1d4+2)
Special: Claws (Remaining Rounds: 05/05)
Special: Boon: Shield (Remaining Points: 10/10)
Special: Boon: Healing Surge

Current Weapon in Hand: None

Spells Available (Cantrips: Unlimited, 1st Level: 7/7 per Day, 2nd Level: 4/4 per Day)
Cantrips: Acid Splash, Disrupt Undead, Jolt, Haunted Fey Aspect, Mending, Ray of Frost
1st Level: Ear Piercing Scream, Magic Missile, Protection from Evil, Shield
2nd Level: Frigid Touch, Protection from Evil (Communal)
[/sblock]
 

Systole

First Post
Daylily shrugs. "Okay, so it be like this. But when you are deads, you should remembers that I first asked to gets off my lawn in a nicely way."

[sblock=OOC]Stay put. Ready attack on the first one into melee range. No rage.

Let them deal with the rock showers. Daylily is at the final square that's not getting avalanched on, correct?[/sblock][sblock=Mini Stats]
Daylily_150.jpg


Daylily Falshenaya

-Normal-
AC: 18 (18 flat-footed, 13 touch)
HP: 67/69
CMB: +10 CMD: 22
Fort: +8 Reflex: +4 Will: +4

-Raging-
AC: 16 (16 flat-footed, 11 touch)
HP: 79/81
CMB: +12 CMD: 24
Fort: +10 Reflex: +4 Will: +6

Perception: +13 [+2 mutation bonus]
Initiative: +2

Current Weapon in Hand: Earthbreaker (+11/+4, 2d6+13, 20x3)
Current Conditions in Effect: Lingering rage

Rage Remaining: 13/13

Used Items:
Rations, 1
CLW Wand, 14
Javelin, 2
Barbarian chew, 3
Sling bullet, 1[/sblock]
 


jackslate45

First Post
The wolf, after looking towards his sleeping master, looks up expectently at Frost, hoping for some guidence since his master is Zzz'ed out.

[sblock=OOC]
I doubt that you will need to wake up Aradra, but Shadow still needs to be handeled in order to attack. Aradra normally auto makes it.
[/sblock]
 

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