[LPF] From Whence None Return

Deuce Traveler

Adventurer
Lem moves at his heightened speed, stopping next to Maui and just short of the rising evil creature. "I've been waiting for a special occasion to use this. Looks like that time is here." With that, the halfling cook pulls forth a flask of some unknown liquid and tosses it at the creature.

Actions
[sblock]
Lem moves to P28 and throws a flask of holy water at the undead. He burns a point of ki to gain an extra 20 feet range increment so he takes no attack penalty. Of course, all this only happens if he makes his will save.

1d20+9=28, 1d20+7=22, 1d20+10=23, 2d4=3
Looks like I have a 28 to will save, 22 to initiative, 23 on the ranged touch attack, but only 3 damage from the flask... :(

I do not have holy water throws normally in my mini-stats, but it has a normal range of 10 feet (plus 20 feet from my burning a ki point), and does 2d4 points of damage. Lem also has a BAB of +5 and dex bonus of +5, for a total of +10 to attack rolls.
[/sblock]

Mini-Stats
[sblock]
HP: 44/44
AC: 23, AC Touch: 21, AC Flatfooted: 17
INIT: +7, BAB: +5, CMB: +6, CMD: 23
Fortitude: +6, Reflex:+11, Will: +9
Speed: 40'

Unarmed Strike: Attack: +12 = [BAB (5) + Dex (5) + Size (1) + Weapon Focus (1) + Amulet (0)]
Damage: 1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
Flurry of Blows: Attack: +12/+12/+7 = [Monk(7) + Dex(5) + TWF (-2) +WF(1) +Size(1) + Amulet (0)]
Damage: 1d6+1+1d6 fire/1d6+1+1d6 fire/1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
Ki Pool: 7/7 points
[/sblock]
 

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Satin Knights

First Post
Just after Menik shouts to not let the creature touch you, the two cats go claw and bite the beast. Apparently Menik needs to learn how to speak like a feline. The two cats tear apart the bones and rags in short order, leaving nothing wiggling on its own. The cold is definitely coming from the brown stuff that was covering the creature and inside the sarcophagus. It is painfully bitter.

[sblock=Combat Round 2]
70/74.AC 21 Q29 ~ -8-11 NL Maui ~ MA 303r, LS 3901r, DPaS 405r, Light 4693r, DPoison 4730r BStr 152r Bark 1593r GMF 4798r ~ just 1 STR drain Fort save vs. Disease (1d20+9=28) success, nonlethal cold damage (3d6=11)
50/50 AC 26 M27 ~ -13 NL Taniwha ~ MA 303r BStr 151r MF 5r ~ Fort save vs. Disease (1d20+7=26), nonlethal cold damage (3d6=13)
77/79 AC 20 L29 ~ Vincenzo ~ paralyzed 1 rd
64/85 AC 23+3 N28 ~ -4 NL Weel ~ MVest 4507r, IronWeap 521r, LB 522r, SoF 24r, Levitate 49r ~ nonlethal cold damage (3d6=4)
51/51 AC 17 M29 ~ Menik ~ MA 1868r ~
38/38 AC 23 N27 ~ Lem ~

??-15-32-18-13-12-3/?? AC ?? R29 Mummy - not moving any more, in pieces

The spiked grates are indeed difficult terrain.
The yellow light crystal is overhead.
Red circle=grappled
Yellow triangle= paralyzed
Blue circle=prone
blue X=unconscious
red X=dead[/sblock][sblock=Map]
map39.png
[/sblock]
 

jbear

First Post
Maui let out a roar as the cold continued to seep its claws into his body. But with the magic surging through his body, now was not the time to retreat. Forward at all costs. He could only hope that the cold would kill him slowly enough that he had enough time finish dealing with the undead in the tombs.

With a growl at Taniwha he padded up to the next sarcophagus. He had felt the mold covered creature's fear wash over him. And he had felt the curse reach for him and Taniwha as they tore it to shreds. He reached out for Tane's power, preparing to resist the curse if and when the next one emerged.

Taniwha, meanwhile, obeying his master's growl, padded up beside the next sarcophagus as well, ready to bite anything that might emerge.

[sblock=Actions] Maui moves to the head of next sarcophagus TU29/30 and casts Guidance on himself.
Tells Taniwha to move to the same spot of the next sarcophagus (W28), to flank with him and bite anything that might emerge. (Prepares Power atk Bite if casket opens) [/sblock]
 

Deuce Traveler

Adventurer
Lem tucks his vial of holy water back into his belt. "Well... that was messy...", he says as he moves forward and peers into the sarcophagus.

Mini-Stats
[sblock]
HP: 44/44
AC: 23, AC Touch: 21, AC Flatfooted: 17
INIT: +7, BAB: +5, CMB: +6, CMD: 23
Fortitude: +6, Reflex:+11, Will: +9
Speed: 40'

Unarmed Strike: Attack: +12 = [BAB (5) + Dex (5) + Size (1) + Weapon Focus (1) + Amulet (0)]
Damage: 1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
Flurry of Blows: Attack: +12/+12/+7 = [Monk(7) + Dex(5) + TWF (-2) +WF(1) +Size(1) + Amulet (0)]
Damage: 1d6+1+1d6 fire/1d6+1+1d6 fire/1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
Ki Pool: 7/7 points
[/sblock]
 

jkason

First Post
Weel frowns and shivers as he feels the emanating cold.

"Some doors don't like staying open," he opines, and tries to quickly close the sarcophogus to seal in the painful cold emanating from it and its now dismembered occupant, then he darts forward to aid the big and small cats with whatever the next sarcophagus contains.

[sblock=ooc]As above. Move or standard action to close the sarcophagus and block the nasty cold from the brown stuff if possible (you'd said the thin layer elsewhere wasn't of the damaging sort, I believe?), then use Hasted speed to move up with the others.[/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 27
HP:85 Current: 64
Senses: Perception 6, Sense Motive 2
CMB: +11 CMD: 22 Fort: +7
Reflex: +6
Will: +8
Spell Resistance: 14 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword
* Shield of Faith (9 minutes), +3 deflection to AC.
* Levitate (9 minutes, 900 lbs)
* Haste (+1 attack, +1 dodge to AC, +1 dodge to Reflex, +30 ft move, add 1 attack on full attack) 6/7 rounds



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 (9 minutes, +1 cold iron): 5/6 Remaining
Bracer auto take 10: 1/1 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 (3/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (6/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (4/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (4/4 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
[/sblock]
 

kinem

Adventurer
Impressive. Maui's a beast in more ways than one.

With little he could do right away to help, Menik readies himself to cast magic missiles as soon as a mummy arises from the second sarcophagus, if that were to happen.

[sblock=Menik mini stats]
Menik

AC 17 (touch 13, ff 14) w/mage armor, hp 51/51
Init +3, CMB +4, CMD 17, Fort +5, Reflex +6, Will +6; Perception +9 (low-light vision), Stealth +10

attack longsword +4 (1d8+1, 19/x2) or dagger +4 (1d4+1, 19/x2)

force missile (Sp): (1d4+3, as magic missile, 8/day)

Arcane bond: ring; cast any spell in spellbook 1/day except Abj or Div

DC 15 + spell level; (& = evocation, +1 DC, +3 damage, school spell)
(- = abj, * = div: need 2 slots)
(~ = fire, +1 DC)

spells/day: 4 cantrips, 6+1& 1st, 4+1& 2nd, 3+1& 3rd, 2+1& 4th
concentration: +12 (+5 Int, +7 level)
lesser metamagic rod, selective (3/day, up to 3rd level spell, exclude up to 4 creatures from area of effect)

Level 0: message, disrupt undead (40', +6 ranged touch, 1d6), detect magic*

Level 1: mage armor, magic missile& (1d4+4,1d4+1,1d4+1,1d4+1) (x3),
chill touch (7 touches; 1d6 damage + 1 str damage (Fort part DC 16)
or undead panic 1d4+7 rounds (Will neg DC 16)),
ear-piercing scream& (50', 5d6+3, daze 1 rnd, Fort DC 17 1/2 + no daze),
(empty slot)

Level 2: mirror image (1d4+2, 7 min),
flaming sphere&~ (3d6+3, Reflex neg DC 19, 160' range, 7 rounds) (x2),
toppling magic missile& (1d4+4,1d4+1,1d4+1,1d4+1; trip +12) (x2) (cast 1)

Level 3: haste (7 targets, 7 rounds) (cast)
halt undead (170', Will DC 18 neg (Int only), up to 3 undead, 7 rounds,
ends if they are attacked or take damage),
fireball&~ (9d6+3, Reflex half DC 20, 20' radius, 680' range) (x2) (cast 1)

Level 4: none prepared

Gear: 4 days' rations, potion of CLW (1d8+1), periscope, pearl of power (1st level)
Party gear: scroll of locate object
[/sblock]
 


Satin Knights

First Post
The cats move forward, expecting more of the same from the next sarcophagus. Lem steps forward into the bitter cold to do a lookie-loo. But, it is Weal that works on shutting down the danger, by closing the heavy lid on the stone box, blocking quite a bit of the cold. But, the brown mold has been stirred and trashed, so it is now floating in the air too.

The middle sarcophagus opens, revealing more extreme cold and another undead abomination that looks just like the first. Except, this one is wearing a platinum headband with inlaid opals. It sits up and a wave of despair spreads through the room along with the bone chilling cold. Both Tainiwha and Weel succumb to the sense of hopelessness.

[sblock=Combat Round 3]
70/74.AC 21 Q29 ~ -19-5-9 NL Maui ~ MA 302r, LS 3900r, DPaS 404r, Light 4692r, DPoison 4729r BStr 151r Bark 1592r GMF 4797r ~ just 1 STR drain cold damage (3d6=10)/2=5, second source of cold (3d6=9), Will vs. Despair (1d20+11=18) success
50/50 AC 26 M27 ~ -13-5-9 NL Taniwha ~ MA 302r BStr 150r MF 4r ~ cold damage (3d6=10)/2=5, second source of cold (3d6=9), Will vs. Despair (1d20+5=15) failed, not providing flank, rounds paralyzed (1d4=2)
77/79 AC 20 L29 ~ Vincenzo ~ free from paralysis
64/85 AC 23+3 N28 ~ -4-5-9 NL Weel ~ MVest 4506r, IronWeap 520r, LB 521r, SoF 23r, Levitate 48r ~ cold damage (3d6=10)/2=5, second source of cold (3d6=9), Will vs. Despair (1d20+8=10) fail, paralyzed rounds (1d4=1)
51/51 AC 17 M29 ~ Menik ~ MA 1867r ~ Readied MM Magic Missile damage (4d4+4+3=17) triggered before mummy's action, so you still get an action this round
38/38 AC 23 N27 ~ -5 NL Lem ~ cold damage (3d6=10)/2=5, Will vs. Despair (1d20+9=28) success

??-93/?? AC ?? R29 Mummy - not moving any more, in pieces, destroyed
??/??-17 AC ?? V29 Mummy - open sarcophagus, sit up, DESPAIR aura

The yellow light crystal is overhead.
Red circle=grappled
Yellow triangle= paralyzed
Blue circle=prone
blue X=unconscious
red X=dead[/sblock][sblock=Map]
map40.png
[/sblock]
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Move to R,28
Actions:
move - sheath rapier
move 30 feet, and ready bow as part of move action.

[sblock=Vincenzo's stat block]

Item in hand: bow and arrow
off hand: empty

AC 20 Touch 15, FF 16)
lunging feat: 10 foot reach AC 18 Touch 13, FF 14)

HP: 77/79
Init +2, CMB +9,vs trip: +11, vs diarm: 13 CMD 21, vs trip: 23, vs disarm: 25
Fort +7, Reflex +4, Will +3; Perception +8, Stealth +4

Attack
Rapier +13/+8 (1d6+7, 15-20/x2)
Long comp bow +9/+4 (1d8+2, *3)
arrows used: 2

Gear:
[wand cure light: 49/50]; sunrod X 4; Rations X8; 13 arrows;
[potion: cure light X 13]; [Potion: Cure Moderate X 2]]
[/sblock]
 

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