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[LPF] Mopping Up

Qik

First Post
Warily eyeing the smelly fog before him, Ni concentrates as far into the chamber as he can, and summons another earth elemental, only hoping it can avoid the toxic fog.

The elemental appears, quickly assesses the situation, and charges at the closest foe.

[sblock=OOC]Ni summons an earth elemental at Z6. Elemental charges to AD6, attacks dretch.

1d20+11=19, 1d6+7=10[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 30/30
AC: 17 (Current: 18) (Touch: 13 (Current: 14), Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +5, Will: +5 (+7 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 7/11
Spells:
- 0: DC 16; Infinite
- 1: DC 17; 5/5
- 2: DC 18; 2/3

Active Magic:
Haste: on Ni, Tonris, Heinrich, Arianna - 4/4 rounds
Summon Monster II - Earth Elemental - 1/40 rounds

Eidolon: Unsummoned
HP: 20/20
Eidolon AC: 21 (Touch: 13; FF: 18)
CMB: +5 CMD: 17 Fort: +4 Ref: +5 Will: +0
Perception: +8
Initiative: +3

Natural Weapons:
- Bite:
+5, 1d6+3
- 2 Claws: +5, 1d4+3[/sblock][sblock=Small Earth Elemental Stats]Small Earth Elemental
HP: 17/17
AC: 17 (Touch: 10; FF: 17)
CMB: +6 CMD: 15 Fort: +6 Ref: +2 Will: +0
Perception: +5
Initiative: -1

Melee: Slam +8 (1d6+6)
Special Attacks: earth mastery (+1 attack/damage if both it and foe are on ground, -4 if opponent is airborne or waterborne.)[/sblock]​
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Herr Heinrich Schreibersen-Wizard 5-hasted

OOC: Waiting on Heinrich to finish the round off. The dretch is dead; the dwarf is still up, though very much teetering.

OOC: Sorry, got mixed up in the move. still settling down.


Heinrich, still under the haste moves rapidly through the silenced zone. Finding darkness and unease he continues until he bumps into xxxx then moves east and south east until he finds a wall. he follows south untill he finds yyyy the moves to the west to avoid that person
Move 1 and 2: 30 feet south to Z,8; 5 feet east, 15 feet SE [finds wall] to AB,11; southwest 5 feet, using the pillar to navigate, then 5 feet west and finds the scorcerer[?]

if this is right so far, will you let me now? I will be casting a spell defensively at this time
 

sunshadow21

Explorer
OOC: Sorry, got mixed up in the move. still settling down.


Heinrich, still under the haste moves rapidly through the silenced zone. Finding darkness and unease he continues until he bumps into xxxx then moves east and south east until he finds a wall. he follows south untill he finds yyyy the moves to the west to avoid that person
Move 1 and 2: 30 feet south to Z,8; 5 feet east, 15 feet SE [finds wall] to AB,11; southwest 5 feet, using the pillar to navigate, then 5 feet west and finds the scorcerer[?]

if this is right so far, will you let me now? I will be casting a spell defensively at this time

The key I needed to know in all of that is that you're casting a defensive spell. You'll find out shortly why that is. Go ahead and cast your spell, and it will be time for the fun update of the encounter.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
OOC: kk


cast defensively burning hands of acid

[sblock=math]

base dc 14 +2 [feats: school] +1 feat: elemental] =17
dam 4d6
save no
spell res yes

concentration check:
dc 15+ 2x sl=19
vs
d 20+ 4 [int] +5 [cl]= +9
note:
Ranged touch attacks provoke an attack of
opportunity, even if the spell that causes the attacks was cast
defensively.
pg 170 of srd pdf
[/sblock]

[sblock=special info]

Effects active:
Haste from ni
+1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
All of the hasted creature's modes of movement (including land movement,
burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice
the subject's normal speed using that form of movement.
rounds: 00000
shield from self
Shield creates an invisible shield of force that hovers in front
of you. It negates magic missile attacks directed at you. The
disk also provides a +4 shield bonus to AC. This bonus
applies against incorporeal touch attacks, since it is a force
effect. The shield has no armor check penalty or arcane spell
failure chance.
rounds 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
[/sblock]
[sblock=stat block]
fire jett [su] damage: 1d6+2 DC 16 Unused: 00000 00 Used:
-Special: Reflex save for 1/2 dmg or catch fire and take additional 1d6(fire) dmg
-Range: 20' line

Crossbow, Light(+1) : Att +5 Dam 1d8, Crit 19-20/x2, range 80 feet, type P
Dagger, Melee: Att +02 Dam 1d4, Crit 19-20/x2, range 10 feet, type P/S
Dagger, Thrown: Att +04 Dam 1d4, Crit 19-20/x2 range 10 feet, type P/S
Ranged touch attack +6

HP: 22/22
AC [WITH SHIELD & HASTE] 19; TOUCH 17 FF 12

[SBLOCK]
AC [NORM] 14; TOUCH 12; FF 12
AC [W/ SHIELD & CAT'S GRACE] 20; TOUCH 20; FF 12

ATTACKS [RANGED] WITH CAT'S GRACE
Crossbow, Light(+1) : Att +7 Dam 1d8, Crit 19-20/x2, range 80 feet, type P
Dagger, Thrown: Att +6 Dam 1d4, Crit 19-20/x2 range 10 feet, type P/S
Ranged touch attack +6
[/SBLOCK]

SPELLS

Save DC:
General: 14 + SL
Evocation: 16 + SL
Elemental (Fire): 15 + SL
Evoc + (Fire): 17 + SL

0 Level
* prestidigitation
* Detect Magic
* Dancing Lights
* acid splash

Level 01
* Burning Hands(ev,E,*)
* Burning Hands(ev,E,*)
* -magic missile-
* -shield-

Level 02
* -Burning hands of acid- (A,ev,E,*)
* -scorching ray- (ev,E)
* scorching ray (ev,E)
* Cat's grace

LEVEL 3
* Fire ball (**,ev,E)
* Fire ball (**,ev,E)
* Haste

( - ) denotes a cast spell
(*) cast at +1 level (trait)
(**) cast at +2 levels (Feat)
(E) elemental: flame school
(ev) evocation
(A) denotes changed to acid
(&) takes 2 spell slots to cast
(#) recalled via pearl of power

spells per level:

cast through bonded item:
Level 0: 4 =4
Level 1: 3+1(Int)+1(Fire)=4+1 [+4 recallable (pearls of power) 0000]
Level 2: 2+1(Int)+1(Fire)=3+1
Level 3: 1+1(Int)+1(Fire)=2+1
Level 4: 0+1(Int)+1(fire)=0

[/sblock]
 

sunshadow21

Explorer
The sorceress laughs a maniacal laugh of a lunatic as Heinrich douses her with flame and acid, and her next actions seem to confirm the impression. The dwarf and the once-a-tiefling both put both of their hands on the altar and start to chant in the same gruesome sounding tongue you heard earlier amongst the cultists. As they do so, their voices crescendo and at the height of the volume, the modified wall of force surrounding the room collapses in on the altar, bringing all of the magic inside the sanctuary with it and trapping it inside the altar. Everyone feels strange as it passes through them, but feel no lasting ill effects beyond having all active spells dragged along with the wall as it passed; magic items are temporarily drained and suppressed (4 rounds) as it goes by them, but otherwise also suffer no long term damage.

One positive side benefit to all of this is that several flickering dim lights along the edge of the sanctuary are revealed, allowing the humans to see a bit, although they might wish they could go back to the darkness given the way the shadows dance across the bizarre room, and the clear swath carved out by the air elemental doesn't help matters any.
Aside from the door you entered, you can now see what is clearly meant as a private door for the priests behind the altar; its surface is black, but closer inspection reveals that it is in fact bronze.

The effect passes as quickly as it came, and when it is gone, the only active magic in the room is the altar itself, which seems to absorb any detect magic spells that touch it. Even the elemental is gone, sucked into the altar, which is currently appears as a swirling mass of colors on its surfaces. Anyone within 10 feet of the altar feel the insides of their bodies mildly uneasy as they seem to want to try to rearrange themselves where ever it is easily possible to do so. The dwarf, now normal size, and the sorceress, her flesh still oozing a bit, lie dead on the floor beside the altar. Neither of them seem to have any magic on them anymore, and you suspect that the direct touch allowed the altar to draw all of it in with ease.

OOC: Congratulations, you just helped create a minor slightly evil, very chaotic artifact. All opponents are dead and we are out of rounds even though the encounter still isn't technically over because you now have the altar turned artifact to deal with.
 


Satin Knights

First Post
Not understanding what is going on, Arianna runs out of the room and behind cover of solid stone wall.
[sblock=actions]Full withdraw 80'[/sblock]
 

Qik

First Post
Perhaps a bit selfishly, Ni's first thought at the rushing collapse of the room's magical barrier is to be glad he remained outside of it. He warily hovers at the room's entrance until he sees that his companions are ultimately none the worse for wear. "Is everyone...is every beast and body...alright?" he asks hesitantly.

He cautiously makes his way into the room, inspecting the alter magically and becoming none the wiser for it. Frowning to himself slightly, he nods absently in agreement of Heinrich's observation. "Nein, Herr Heinrich."

Ni racks his brains to see if he recognizes the ceremony, then turns his attention to the door behind the alter. "Perhaps I should send a scout in there? Should be able to get through with the barrier now gone."

[sblock=Actions]Know Planes/Arcana/Religion (same modifier) plus Guidance: 1d20+6=18 to glean something from the ceremony.

A well-timed Aid Another might put me over the top...

We can probably scout the next room with an earth elemental, as long as no one has any other thoughts.[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 30/30
AC: 17 (Touch: 13, Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +5, Will: +5 (+7 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 7/11
Spells:
- 0: DC 16; Infinite
- 1: DC 17; 5/5
- 2: DC 18; 2/3

Active Magic:
None

Eidolon: Unsummoned
HP: 20/20
Eidolon AC: 21 (Touch: 13; FF: 18)
CMB: +5 CMD: 17 Fort: +4 Ref: +5 Will: +0
Perception: +8
Initiative: +3

Natural Weapons:
- Bite:
+5, 1d6+3
- 2 Claws: +5, 1d4+3[/sblock]​
 

sunshadow21

Explorer
The party watches the altar as Ni sends an elemental to check out the door. The elemental has no problem moving about, and finds a simple preparation chamber typical of what you would find in most churches where the vestments and other instruments of the service are stored. It opens up into the living quarters near the larger suites. Meanwhile, the altar glows bright with lots of swirly colors for a while, but eventually settles down to a mottled gray and black swirl. Otherwise nothing happens, although the sensation of your insides being turned inside out remains. Ni isn't able to think of anything specific that ties into the events that just unfolded, but some of the minor experiments he helped Andolyn with seem to be along the same lines, so maybe she could provide enlightenment on the current problem. The immediate problem of what to do with the altar remains however; it is clearly a powerful and dangerous artifact, and not something you want falling into the wrong hands.
 

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