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[LPF] The Forbidden Isle of Ancient Secrets

Satin Knights

First Post
Daylily and his Fury step into the doorway and proceed to smash, crack and break bones on the massive construct, until all that is left is a pile of rubble. The burgundy flames dance throughout the black metal of the longhammer in an excited pattern of blazes and sparks.

[sblock=ooc]The fight is over. Didn't need the crit to finish it off, but it did hit. Daylily got bit twice, so I will need two fort saves.
Time to break out the CR 15 critters. A CR 12 just isn't lasting long enough. :lol:[/sblock]
 

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Satin Knights

First Post
Daylily's muscles start to tense up and stiffen, but he shakes off the magic.

Looking outside the door, the shards of petrified bone scattered about among the field of fallen shale pieces seems to look as natural as this island gets.

[sblock=ooc]Daylily squeaks by. Petrification is one of the few types he doesn't get a bonus to. The full nasty effect was
"The attacks of a fossil golem gradually turn living flesh to stone. Each time the golem hits a target with one of its natural attacks, the target must make a DC 19 Fortitude save or take 1d6 points of Dexterity drain. A creature that is reduced to 0 Dexterity by this attack turns completely to stone, as if by a flesh to stone spell. Casting stone to flesh on the creature removes all Dexterity drain caused by this attack."

But, both of you saved both times. Good thing, because I had few places that I could put a fix in on the island. It is hard to find creatures to throw at you guys that fit the theme of a long deserted/dead island. This one fit the bill. The CR5-7 creatures written in to the module are pointless to throw at you guys at this point. So, I am winging a lot of this to fit your level.

The exit is difficult terrain, but clear enough that you can continue on with your work. :lol:[/sblock]
 

jackslate45

First Post
Aradra focuses the healing power of his wand, taking around a minute and a half to heal himself. Standing back up and moving over towards Daylily, Aradra holds up the wand and says "I doubt there is much left, but you use it if you wish."

Once everyone is healed up, Aradra turns to his companions and says "Let us bring a swift end to this Gerlach. I for one am done with this island." Moving in front of the group again, Aradra takes point and makes a sure shot to the temple thing from yesterday.
[sblock=OOC]
5 Taps5d8+5=29
10 Taps:10d8+10=58

87 + 6 = 94. He will suck up the last 2 HP for now.

There are 10 taps left on the wand, so he is offering it to Daylily to top himself off.

[/sblock]

[sblock=Aradra Stats]
Aradra Longstrider
AC: 21 (15 flat-footed, 16 touch)
HP: 94/96
CMB: +12 CMD: 28
Fort: +9 Reflex: +14 Will: +6
Perception: +15
Initiative: +8
Current Weapon in Hand: Bow +18/+13 1d8+ 3 or +13/+13/+8 1d8+9 1st hit deals double
Current Item in Right Hand Sheath: Wand of Abundent Ammo (42/50)
Current Conditions in Effect: Rapid Shot/Deadly Aim/Endless Ammo (from Bow); Woodland Stride ; Evasion; Clustered Shots; Haste

Used Items: 8 charges of Abundent Ammo. 40 charges of CLW, AntiVenom, 4 Arrows

Adaptation: 100/100 Minutes Remain (Darkvision, Iron Will, Skill Focus Stealth)
Level 1 Spells: Feather Step, Gravity Bow, Longstrider
Level 2 Spells: Perceive Clues, Barkskin (+3)
Extend Rod: 3/3 per Day
Pearl of Power lvl 1: AVAILABLE
[/sblock]
[sblock=Shadow Stats]
Shadow
AC: 22 (20 flat-footed, 11 touch) (-1 DEX from AC +1 NA bonus)
HP: 101/101
CMB: +14 CMD: 27 (31 vs Trip)
Fort: +11 Reflex: +8 Will: +6 (+4 vs Enchantment Charm/Compulsion)
Perception: +14
Initiative: +2
Current Weapon in Hand: Bite (+12/+5 1d8 + 16 + Trip) + d6 Shocking Amulet of Mighty Biting (Not activated)
Current Conditions in Effect: Power Attack, Furious Focus, Evasion, Share Spells; Scent; Lunge;
[/sblock]
 

Satin Knights

First Post
As soon as he has tended to his own wounds, Aradra hastily sets out for the pit, wanting to deal with the supreme foe is a swift manor. Shadow follows along, wanting to play with something, anything along the way. No creatures seem to be coming out to play with the mutt as he follows his master though.

It takes some restraint, but Daylily stays back with his friends that are nearly blind, making sure they don't have trouble sneak up on them. Once starting down into the pit, Aradra sees the same illusion that he saw yesterday. Just a puddle with a couple of rocks in it. Once Daylily gets a chance to look down, he sees
[sblock=Daylily]The water is fake. Where elder said there was a hole, there is a trapdoor. It has been closed.[/sblock][sblock=Status]I assume Daylily is going to have Relic heal him up before trekking across the island. Nudge, nudge.
...17/96 ~ AC 18 ~ Daylily ~ lucerne hammer, Will save (1d20+5+2=24) succeeds
...59/59 ~ AC 14 ~ Relic ~
...94/96 ~ AC 21 ~ Aradra ~ Will save (1d20+6+2=12) fail
101/101 ~ AC 22 ~ Shadow ~ amulet active
./94/94 ~ AC 27 ~ Frost ~ Heroism 648 rds ~
[/sblock][sblock=map]
island93.png
[/sblock]
 

jbear

First Post
Relic sets to work tapping away at the gruesome wounds inflicted upon his friend, trying not to think what might have happened if the beast had had a chance to bite him instead. Once finished he also hurries outside. "Agreed. Today we finish this one way or another. We no longer have a safe place to rest in any case, although with some time to study I could take care of that problem ... but let's not let it come to that!"

[sblock=OOC] Did Relic level after that fight? [/sblock]
 

Systole

First Post
"Ech, the thing Elder Storyteller said was a hole is a door now. Does we have to moving the stick in the ground to makes it open? Oh, and Elder Storyteller, can you using the magic stick?"

[sblock=Actions]I was getting to the healing bit. Daylily's wand has 23 charges at last count.

Healing (1d8+1=3, 1d8+1=2, 1d8+1=9, 1d8+1=3, 1d8+1=5, 1d8+1=2, 1d8+1=5, 1d8+1=2, 1d8+1=5, 1d8+1=2) - 38 points for 10 taps
Healing (1d8+1=7, 1d8+1=5, 1d8+1=3, 1d8+1=7, 1d8+1=6, 1d8+1=6, 1d8+1=9, 1d8+1=2, 1d8+1=6, 1d8+1=3) - stopping at tap #7 for 81 total healed[/sblock]
 

jackslate45

First Post
Aradra looks irritated at not being able to see what the others is talking about.

Drawing his bow, he takes a shot at the water in anger, expecting a splash of water to get all over his companions
[sblock=OOC]
So, I am out of ideas on how to break Aradra of this illusion...
[/sblock]

[sblock=Aradra Stats]
Aradra Longstrider
AC: 21 (15 flat-footed, 16 touch)
HP: 94/96
CMB: +12 CMD: 28
Fort: +9 Reflex: +14 Will: +6
Perception: +15
Initiative: +8
Current Weapon in Hand: Bow +18/+13 1d8+ 3 or +13/+13/+8 1d8+9 1st hit deals double
Current Item in Right Hand Sheath: Wand of Abundent Ammo (42/50)
Current Conditions in Effect: Rapid Shot/Deadly Aim/Endless Ammo (from Bow); Woodland Stride ; Evasion; Clustered Shots; Haste

Used Items: 8 charges of Abundent Ammo. 40 charges of CLW, AntiVenom, 4 Arrows

Adaptation: 100/100 Minutes Remain (Darkvision, Iron Will, Skill Focus Stealth)
Level 1 Spells: Feather Step, Gravity Bow, Longstrider
Level 2 Spells: Perceive Clues, Barkskin (+3)
Extend Rod: 3/3 per Day
Pearl of Power lvl 1: AVAILABLE
[/sblock]
[sblock=Shadow Stats]
Shadow
AC: 22 (20 flat-footed, 11 touch) (-1 DEX from AC +1 NA bonus)
HP: 101/101
CMB: +14 CMD: 27 (31 vs Trip)
Fort: +11 Reflex: +8 Will: +6 (+4 vs Enchantment Charm/Compulsion)
Perception: +14
Initiative: +2
Current Weapon in Hand: Bite (+12/+5 1d8 + 16 + Trip) + d6 Shocking Amulet of Mighty Biting (Not activated)
Current Conditions in Effect: Power Attack, Furious Focus, Evasion, Share Spells; Scent; Lunge;
[/sblock][/QUOTE]
 

Satin Knights

First Post
Since the puddle is only an inch or two deep, the arrow ricochets off the floor beneath the puddle and a wall before coming to rest in the pit. The arrow doesn't throw up a splash.
[sblock=ooc]Okay, that can give you another will save to disbelieve, DC 17.
:lol: Yes. Relic leveled on the 12th. 50,050 XP as of the 12th, a little more now. Details in the first post.
:lol: And, Kalinn levels at midnight. She will be at 105,016 XP on the 18th.
[/sblock]
 

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