[LPF] From Whence None Return

jbear

First Post
Maui blinks several times, looking to Menik and then to Vincenzo clearly baffled by these new and far too similar words. "What?" he says simply but then turns away. "Never te mind. Maui will pray to Tane for help. Maybe te Water Spirit come and squash te liches."

Maui intones a prayer in his sharp tribal tongue which he finished "Homai te Awhina i tenei wa, E Tane Mahuta. Tonomai te Wairua o te Wai. Kia whakamate e piriawaawa ra!" A few seconds later the waters begin to move and form a swirling pool from which a vaguely humanoid body of water forms, right where the leeches are swimming, catching them in its elemental vortex. "Now te hunter is te hunted" states Maui. "They not be thinking about sucking te blood no more. Light te rod of light so we can see if there are more piriawaawa ... liiiiiches ... in te water. While te spirit chase them away it will be safe to cross. But watching te chase may be fun."

[sblock=OOC] Maui uses his empty lvl 4 slot to Summon Nature's Ally: Medium Water Elemental precisely above the leeches in the water. The water elemental immediately uses its vortex ability

Not sure how exactly to interpret the effects in the leech swarm but it seems like a pretty effective ability to use on them. It kind of seems like not only will the swarm take damage (1d8+4) if they fail a DC 15 reflex save for being touched by the vortex, but if it fails a second DC 15 reflex save then the swarm is basically sucked up into the vortex and suspended taking more damage until it can try and swim out (requires another DC 15 save to do so)

When a sunrod is lit Maui will begin to search for any more leech swarms in the water and then begin directing the water elemental towards them as well. [/sblock]

[sblock=Lvl 8 Stats]
[http://livingpf.wikia.com/wiki/Maui_(jbear1979) Maui]
Initiative: +2
AC: 21 (Touch 14; FFt 18)
HP: 74 Current: 54+16
CMB: +12 CMD: 25 Fort: +9 Reflex: +8 Will: +11

Conditions: Longstrider (7hrs); Mage Armour (1 hr); Guidance: (1 min); Aspect of the Falcon (8 mins; +3 perception)

In Hand:
Cold Iron MW Scimitar: +13/+8; 1d6+6 (Crit 18-20:x2)
and Heavy Shield

Spells: Orisons: Detect Magic, Guidance, Know Direction, Detect Poison
1st: CLW 0/2; Longstrider: Used, Detect Snares and Pits: Used, Aspect of the Falcon:Used
2nd: Bull's Strength 2/2, Bark Skin, Delay Poison
3rd: Mad Monkeys, Greater Magic Fang, Resinous Skin, Empty Slot
4th: Thorn Body, Empty Slot: Use to Summon Nature's Ally
Wild Shape: 3/4 uses left per day

[sblock=Leopard Shape]
Medium animal; Senses: low-light vision, scent;
AC 16 (20), touch 16 , flat-footed 12 (16)
Speed 30 ft., climb 20 ft.
Melee:Bite +13; 1d8+7; 2 Claws: +13; 1d4 +7 dmg
Special: Trip
View attachment 57927
[/sblock]

[sblock=Lizard Bird Shape]
Deinonychus
Medium animal; Senses: low-light vision, scent;
AC 16 (20), touch 16 , flat-footed 12 (16)
Speed 60 ft.
Melee:Bite +13; 1d6+7; 2 Talons: +13; 1d8+7 dmg; Foreclaws: +7; 1d4+4
Special: Pounce
View attachment 57928
[/sblock]

[sblock=Dire Tiger Shape III]
Dire Tiger
Large Animal; Senses: low-light vision, scent;
AC 17 (21) , touch 15 , flat-footed 14 (18)
Speed 40 ft.
Melee:Bite +14; 2d6+8 (+Grab); 2 Claws: +14 ; 2d4+8 dmg (+Grab)
Special: Pounce, Rake
http://s2.hubimg.com/u/6753809_f520.jpg
[/sblock]

Wand of CLW Uses: 10-3/16
Wand of Magic Fang: 45/50
Wand of Speak with Animals: 47/50
Wand of Mage Armor: 46/50
Rod of Lesser Extend: 3/3
Potions: CLW 2/2
Flasks: Holy Water 2/2
Sling Bullets: 19/20

Taniwha
Initiative: +7
AC: 22 (26)
HP: 58 Current: 58
CMB: Trip/Disarm +11 CMD: 26 (29 vs Trip) Fort: +7 Reflex: +11 Will: +5 (+9 vs enchant)

Conditions: Mage Armor (1 hr) Magic Fang (Bite) (1 min)


Bite: +11 (+12); 1d6+4 (+5) dmg; special: Trip
2x Claws: +11 ; 1d3+4 dmg
[/sblock]
 

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Satin Knights

First Post
Maui calls upon the spirits of the water and one appears to do his bidding. The water starts to churn, then spin. Leeches, while quite dangerous to creatures that bleed, are helpless in the crushing waters that the breath and swim in. It takes a few moments, but all the water spirit is able to cleanse the water of all the squirmin' vermin.

The sunrod that Vincenzo activates helps a bit, as the light from it goes a bit farther on illuminating the room. The side walls of the chamber seem to have frescoes. Most of the images that they depict are below the waterline, so they are hard to make out.

Weel can make out that there is a door at the far side of the chamber.

[sblock=Status]OOC: Perfect spell. It takes the elemental 3 rounds to fully crush all the leeches. That gives Maui 5 rounds of other tasks for it, well, if he spoke the right language. :p Without a language, Maui can only point at things for the elemental to attack.
54/74.AC 21 AF20 ~ Maui ~ MA 414r, LS 4012r, DPaS 516r, Light 4796r, SNA 5 ~
50/50 AC 26 AE22 ~ Taniwha ~ MA 414r ~
77/79 AC 20 AD22 ~ Vincenzo ~
76/76 AC 23 AC23 ~ Weel ~ MVest 4615r, IronWeap 632r, LB 633r ~
44/44 AC 17 AD23 ~ Menik ~ MA 1979r ~
38/38 AC 23 AF23 ~ Lem ~


The yellow light crystal is overhead.
Red circle=grappled
Blue circle=prone
blue X=unconscious
red X=dead[/sblock][sblock=Map]
map17.png
[/sblock]
 

jbear

First Post
[sblock=OOC]Nice! Maui healed himself before he cast that spell by the way. He should be back up to 70 HPs. So ... who's going to go into the water and check out the underwater frescoes? :) Not sure how useful it is to rush open the next door to try and get the most out of our water elemental... too many traps for rushing! [/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
OOC: since Vincenzo has a bit of an impetuous streak in him, he may just drop his pack and dive right in!
 

Deuce Traveler

Adventurer
"Wow Maui. You're always handy to have around, but I swear this time you've truly outdone yourself," Lem says, giving his comrade a light punch on the arm. He then follows Vencenzo into the waters, swimming with his pack slightly above his head in a possibly futile attempt to avoid getting his cookery wet.
 

jkason

First Post
Weel Naxel, assimar oracle

Weel's attention sparks up as the elemental comes into being. There's a swift bit of chatter from his haunting spirits as well. While the summoned creature proceeds to crush the leeches, Weel cheers it on in a language wholly unfamiliar to the others. He chatters on in syllables which seem to bear a passing resemblance to the dripping and bubbling of water, with the occasional gushing sound as he cheerfully watches the elemental do its work.

[sblock=Aquan]"Oh, I love the spinny trick. I get ever so dizzy when I try it, but it looks like such fun. Does it give you a tummy ache, though? Having all those little things up inside you getting squish-ified?

"That's probably rude, isn't it? I'm sorry. It's none of my business what it feels like in anyone else's insides. But thank you for taking care of the little ickies. They wouldn't have been fun for us to play with at all."
[/sblock]

At some sharply whispered voices near his ears, Weel stops the gabbing and looks to the others. "Oh, goodness. Am I the only one who talks Water?" he says. He glances across the pond to avoid their gaze, then points. "Oh, there's a door on the other side. Maybe Maui's water friend can help us open it?"

[sblock=ooc]Because his schtick is sort of a twisted "planes-touched," Weel knows all the elemental languages. I don't know if you can provide commands to a summoned creature through an interpreter, but if so, feel free to assume Weel provides translation both ways.[/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (5/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (3/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Vincenzo secures everything on him and hangs the active sunrod from a rope. he looks to the others with a grin and *daloop!* in he goes toward the door
 

Satin Knights

First Post
Vincenzo and Lem enter the water. The currents are a bit swift, with the churning vortex that the elemental is making, and the water is deep once off of the steps. Being ten feet to the bottom, both of the men have to tread water to stay afloat. The sunrod works well, even when wet, and makes seeing the far wall easier. Several symbols and glyphs are on the far wall.

As the elemental moves around, crossing the center of the room, gathering up and squishing the last of the little leeches, a crack and deep rumble is heard. The floor gives way, and the elemental is sucked through the hole. Now the vortex it was creating is has become much larger as the whole room is draining quickly through the newly formed hole.

Vincenzo is able to lunge and slice through the current enough that he is not sucked down with the elemental, but Lem is not so lucky. The small halfling is pulled by the overwhelming current, down through the hole and onto the waiting rusty spikes below. But, his training in bending like a reed leaves him standing on the spike supports between them instead of skewered by them. He has to hold his breath for what seems like an eternity as the rest of the room drains upon his head, but for one trained in mind over body, he does not panic.

It is most definite. His cookery is wet.

It takes a while, but the room does completely drain down upon the poor monk. With the water out of the way, a second trap door can be seen in the area directly in front of the exit door.

[sblock=Lem]Once the water stops and you open your eyes, It's dark. The only light is Vincenzo's sun rod twenty feet above you and it is only showing the ceiling of that room to you. It was a 10x10' pit you fell through.[/sblock][sblock=Status]
74/74.AC 21 AF20 ~ Maui ~ MA 414r, LS 4012r, DPaS 516r, Light 4796r, SNA 5 ~
50/50 AC 26 AE22 ~ Taniwha ~ MA 414r ~
77/79 AC 20 AD22 ~ Vincenzo ~ Swim check DC 15 (1d20+8=15) barely succeeds
76/76 AC 23 AC23 ~ Weel ~ MVest 4615r, IronWeap 632r, LB 633r ~
44/44 AC 17 AD23 ~ Menik ~ MA 1979r ~
38/38 AC 23 AF23 ~ Lem ~ Swim Check DC 15 (1d20+1=3) failed, falling damage negated by slow fall, number of spikes (1d4=1), pit spike attack (1d20+10=15) missed, 20' down in the pit

elemental takes falling damage (2d6=8) + number of spikes (1d4=3) spike attacks (1d20+10=28, 1d20+10=18, 1d20+10=27) three hits for damage (3d4+6=14)

The yellow light crystal is overhead.
Red circle=grappled
Blue circle=prone
blue X=unconscious
red X=dead[/sblock][sblock=Before Map]
map18.png
[/sblock][sblock=After Map]
map19.png
[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
[**bubbles pop up**] Lem![/**bubbles**] then Vincenzo is standing on wet floor. "crap. Lem, what are you doing down there?"

He unsecures his rope and tosses down the end to Lem. "That looks a bit dangerous down there, make sure you have every thing and kindly join us? I figured falling deeper into an abode would be last thing we would want to do, eh? hey, is there anything down there?"

[sblock=where Vincenzo has gone before . . . . .] sinking ever deeper was quite the un-nerving [to a noob pc] adventure http://www.enworld.org/forum/showthread.php?304345-Sinking-Ever-Deeper-IC-(HM-Judging)/page2 [/sblock]
 

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