[LPF] The Forbidden Isle of Ancient Secrets


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Satin Knights

First Post
Daylily tries to catch the wall, but the humid conditions below make it too slippery to get a grip and sends him in a lazy tumble away from one wall towards the opposite one.

[sblock=ooc]missed the DC 25 with either roll.
Waiting on Frost and Relic's actions before posting Aradra and Shadow's results.[/sblock]
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
"All in, I suppose . . . this could sting a bit!"

Kalinn shrugs fatalistically and makes the leap.

_______________
06PostShot.png


[sblock=Mini Stats]
Kalinn Ari

Current Block
Initiative: +03
AC: 27 (14 Touch, 24 Flat-Footed)
HP: 127/127
CMB: +12 CMD: 26
Fort: +09 Reflex: +07 Will: +07

Standard Block
Initiative: +03
AC: 27 (14 Touch, 24 Flat-Footed)
HP: 127/127
CMB: +12 CMD: 26
Fort: +09 Reflex: +07 Will: +07

Rage Block
Initiative: +03
AC: 25 (12 Touch, 22 Flat-Footed)
HP: 160/160
CMB: +14 CMD: 26
Fort: +12 Reflex: +07 Will: +09

Rage Block (Hafísbíta in Hand)
Initiative: +3
AC: 25 (12 Touch, 22 Flat-Footed)
HP: 155/155
CMB: +13 CMD: 25
Fort: +11 Reflex: +06 Will: +08

Fatigue Block
Initiative: +2
AC: 26 (13 Touch, 24 Flat-Footed)
HP: 127/127
CMB: +11 CMD: 24
Fort: +09 Reflex: +06 Will: +07

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

Special: Rage (Remaining Rounds: 16/16)
Special: Spirit Totem (+9/1d4+2)
Special: Claws (Remaining Rounds: 05/05)

Current Weapon in Hand: None

Hafísbíta Powers Available
Special: Boon: Shield (Remaining Points: 10/10)
Special: Boon: Healing Surge
Special: Boon: Cure Light Wounds (Remaining: 03/03)
Special: Boon: Heroism (Remaining: 01/01)
Special: Boon: Gallant Inspiration (Remaining: 01/01)

Spells Available
  • Level 0: Unlimited
  • Level 1: 7/7 per Day
  • Level 2: 6/6 per Day
  • Level 3: 3/3 per Day
Level 0: Acid Splash, Disrupt Undead, Jolt, Haunted Fey Aspect, Mending, Prestidigitation, Ray of Frost
Level 1: Ear Piercing Scream, Magic Missile, Protection from Evil, Shield
Level 2: Frigid Touch, Protection from Evil (Communal), Resist Energy
Level 3: Fly, Haste
[/sblock]
 
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Satin Knights

First Post
Since the metal opening didn't bite the archer, wolf or disciple as they jumped in, Relic follows suit, jumping into the deep dark pit.

Falling for more than a round in a slow, drifting fashion, is a weird sensation in the dark. After a few seconds, the light from above disappears as you continue falling. Several more seconds later, the party finally comes to the bottom, and keeps going. Sinking in, they find themselves chest deep in water. Luckily, the bottom feels like stone instead of mud. Shadow is able to keep his snout above water, but has to strain his neck to do so. It's dark.

[sblock=Aradra and Daylily]
The room is dark. You are likely to be eaten by a grue.
[/sblock][sblock=Relic and Frost]The walls of the round chamber you are in seem to be just at the edge of your vision. The room is strangely twisted, ribbed walls seemingly grown from the organic shell of some deep-sea creature. Curving, bone-like structures support the high domed ceiling, and stagnant seawater floods the chamber to chest level. To the northeast, a large portion of this organic growth has collapsed, revealing dark bedrock. Three spherical passages sprout from this room.
The water is murky.
underground1.png

[/sblock]
The water stirs slightly, then Shadow yelps. Something below the water bites Daylily as Shadow yelps a second time.
[sblock=Relic]You catch a glimpse of the snake like creatures moving under the water. Electric eels. They have that name because their tails can shock someone. Kn Nature (1d20+11=14).
Kn Arcana (1d20+11=18) Likely passed through a permanent darkness spell on the way down.[/sblock]

[sblock=Combat Round 1]Chest deep water, Firm footing imposes: CRB p.432 and 433.
-2 to slashing/bludgeoning attacks, 1/2 damage. Piercing melee attacks and damage are normal, movement at 1/2 speed. Ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through.

...85/96 ~ AC 18 ~ Daylily ~ glaive guisarme, Perception (1d20+14=17) Effectively blind
...59/59 ~ AC 14 ~ Relic ~ Perception (1d20+9=24)
...94/96 ~ AC 21 ~ Aradra ~ Perception (1d20+15=28) Effectively blind, felt a swish in the water
...94/101 ~ AC 22 ~ Shadow ~ amulet active Perception (1d20+15=26) Effectively blind
...94/94 ~ AC 27 ~ Frost ~ Heroism 639 rds ~ Perception (1d20+10=13) Doesn't see any of the creatures, the one possible on the far side of Shadow

??/?? ~ AC ?? ~ ?? A ~ stealth (1d20+10=29) on Shadow FF attack (1d20+3=20) hits bite (1d6+1=2)
??/?? ~ AC ?? ~ ?? B ~ stealth (1d20+10=11) on Shadow FF attack (1d20+3=19) hits damage (1d6+1=5)
??/?? ~ AC ?? ~ ?? C ~ stealth (1d20+10=17) on Daylily FF smite (useless) attack (1d20+3=4) fumble
??/?? ~ AC ?? ~ ?? D ~ stealth (1d20+10=26) on Daylily FF attack (1d20+3=22) hits bite (1d6+1=3)
??/?? ~ AC ?? ~ ?? E ~ stealth (1d20+10=15) on Frost FF smite attack (1d20+5=16) missed
??/?? ~ AC ?? ~ ?? F ~ stealth (1d20+10=24) on Frost FF smite attack (1d20+5=12) missed
??/?? ~ AC ?? ~ ?? G ~ stealth (1d20+10=29) on Aradra FF attack (1d20+3=10) missed
??/?? ~ AC ?? ~ ?? H ~ stealth (1d20+10=20) on Aradra FF attack (1d20+3=11) missed
[/sblock]
 

jackslate45

First Post
Realizing the lack of a light source is going to get them killed quickly, Aradra closes his eyes quickly, then opens them, hoping to activate whatever ability that allows him to see in the dark.

Shadow meanwhile, will attempt to bite back at one of the creatures that bit him. The snout disappears underwater to attack it...
[sblock=Combat]
Aradra:
Swift(?): Activate Darkvision Adaptation
Other actions to come depending on what Aradra can see.

Shadow:
Attack + Concealment >50 hit: 1d20+12=28, 1d100=100, 1d8+1d6+16=24
[/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; Darkvision 60' (10 Min Remain)

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

Adaptation: 90/100 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: 94/101
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 (Activated)
Current Conditions in Effect: Power Attack, Furious Focus, Evasion, Share Spells; Scent; Lunge;
[/sblock]
 
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Satin Knights

First Post
Shadow dives under the water for a second. When he comes up, he has a snake-like creature in his mouth that wriggles a bit before going limp.

[sblock=ooc]Creature B unconscious. Since Adaptation doesn't list an activation action type, it would be a standard action. [/sblock][sblock=Aradra]Aradra sees several eels surrounding the party. (Can look at Relic and Frost's map 2 posts above.) Kn Nature (1d20+15=29) Electric Eels. Shock with their tail. Breathes air. Normally needs some dim light. Oh, these are fiendish electric eels that see in total darkness.[/sblock]
 
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Systole

First Post
Daylily seems slightly disconcerted by the darkness. "Bite-things! And, uh, this is much dark here! Is there to be light?" He waits a moment for any helpful magics that might be forthcoming, and then begins stabbing at the eels.

[sblock=OOC]Crap, I just realized that a glaive-guisarme is a slashing weapon. However, what Daylily wanted was a thrusting/piercing weapon, which was (I hope) implied by the previous post when Daylily asked for a weapon for stabbing and not swinging. Any chance of a retcon to a halberd instead of what I stupidly assumed? Either way, Daylily will hold his action until everyone else has gone and then full attack. No rage for now. Feel free to roll for me.[/sblock][sblock=Mini Stats]
Daylily_150.jpg


Daylily Falshenaya

-Normal-
AC: 18 (13 touch)
HP: 85/96
CMB: +15 CMD: 27
Fort: +10 Reflex: +5 Will: +5

-Raging-

AC: 16 (11 touch)
HP: 114/114
CMB: +17 CMD: 29

Fort: +12 Reflex: +5 Will: +7

Perception: +15 [includes +2 mutation bonus]
Initiative: +2

Current Weapon in Hand: Adamantine glaive-guisarme (+16/+8, 1d10+19, 20x3]
Current Conditions in Effect: PA/FF, Bless
Rage Remaining: 11/13

Used Items:

Rations, 1
CLW Wand, 14
Javelin, 2
Barbarian chew, 6
Sling bullet, 1
[/sblock]
 

jbear

First Post
"Electric eels" mutters Relic peering into the water, "all around us! Some spell causing this darkness too... and here I am and I haven't even thought to memorise the light cantrip! Here Daylilly, strike here!" With that the old man wacks at the water where he wishes Daylilly to strike.

[sblock=Actions] Dang ... no light spell. Sorry.

Feeling a bit useless. Staff vs eel @24X lol: 25=Possible crit crit confirm=12 3 dmg
[/sblock]

[sblock=Relic lvl 8]

Relic Nevyn
(Lvl 8) Human Wizard 7/Oracle 1
HP: 59/59
AC: 14 Touch 14 FlatFooted 11
Initiative: +8; Temporal Celerity: Rolls initiative twice and can use either result
Status:
Fish Skin: -2 Cha; must get wet or staggered 1/day; +2 Escape Artist checks & CMD vs Grapple
Fort: +3 Ref: +4 Will: +8
Wizards Spells: lvl 0: Prestidigitation, Detect Magic, Read Magic, Mage Hand
Lvl 1: Shocking Grasp; Magic Missile 0/3 Used; Feather Fall:USED
Lvl 2: Summon Monster II, Hideous Laughter, Invisibility; Levitate x2
Level 3: Haste 0/2 Used; Lightning Bolt; Fly
Level 4: Black Tentacles, Summon Monster IV x 2
Bonded Ring:
Pearl of Power (lvl 1):
Pearl of Power (lvl 2):
Lightning Flash 8/8 uses left today
Oracles Orisons: Detect Poison, Create Water, Guidance, Purify Food and Drink
Oracles Spells: lvl 1: 3/3 uses left today
Wand of Mage Armor: (45/50) charges
Wand of CLW: (49/50) charges
Rod of Lesser Extend: 3/3 uses left today
Quarterstaff of Spellstoring: +4; 1d6+1 dmg Charged: No Charge
Consumables: 4/4 CLW Potions; 6/8 trail rations
Scrolls prepared for Battle: Shield, Ray of Enfeeblement, Hypnotism, Moment of Greatness
Curse: Clouded Vision: Max Vision limit 30'; as Darkvision
[/sblock]
 

jackslate45

First Post
"Eels that can see in the dark as well. Definatly not of this world. As for light..."

Aradra dives into his backpack, looking for that stone they found earlier that glowed, hoping that the light would allow the group to be at full fighting force.
[sblock=Combat]
Aradra:
Standard:Activate Darkvision Adaptation
Move: Retireve Ioun stone from Handy Haversack

Shadow:
Attack + Concealment >50 hit: 1d20+12=28, 1d100=100, 1d8+1d6+16=24
[/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; Darkvision 60' (10 Min Remain)

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

Adaptation: 90/100 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: 94/101
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 (Activated)
Current Conditions in Effect: Power Attack, Furious Focus, Evasion, Share Spells; Scent; Lunge;
[/sblock]

EDIT: Are these still considered Animals for FE purposes SK? or are they considered outsiders now, due to thier fiendish nature?
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
[sblock=OOC]@Morrus; Kalinn's updated to 11 and ready for review. Stat Blocks in posts reflect her level up.[/sblock]

Kalinn moves toward the collapsed portion so that the others can follow her voice. "There's a ledge this way, you can get out of the water if you wish!"

As she moves, Kalinn speaks a few simple Draconic syllables as she holds one hand out of the water. "Gul cha'sid!" Her hand glows blue for a moment before she plunges it into the inky blackness and manages to brush her fingertips lightly across a slimy back. "My touch is painful, as well, eh?"

[sblock=Actions]
Move: to W27 (Drawing AoOs)
Free: Speak after Move
Standard: Cast Frigid Touch Defensively (Concentration (1d20+10=22))
vs. Concealment (>50 Misses) (1d100=59)
ReRoll vs. Concealment (>50 Misses) (1d100=34)
Melee Touch Attack (1d20+12=29)
Damage (4d6=11)
[/sblock]

_______________
06PostShot.png


[sblock=Mini Stats]
Kalinn Ari

Current Block
Initiative: +03
AC: 27 (14 Touch, 24 Flat-Footed)
HP: 116/116
CMB: +12 CMD: 26
Fort: +09 Reflex: +07 Will: +07

Standard Block
Initiative: +03
AC: 27 (14 Touch, 24 Flat-Footed)
HP: 127/127
CMB: +12 CMD: 26
Fort: +09 Reflex: +07 Will: +07

Rage Block
Initiative: +03
AC: 25 (12 Touch, 22 Flat-Footed)
HP: 160/160
CMB: +14 CMD: 26
Fort: +12 Reflex: +07 Will: +09

Rage Block (Hafísbíta in Hand)
Initiative: +3
AC: 25 (12 Touch, 22 Flat-Footed)
HP: 155/155
CMB: +13 CMD: 25
Fort: +11 Reflex: +06 Will: +08

Fatigue Block
Initiative: +2
AC: 26 (13 Touch, 24 Flat-Footed)
HP: 127/127
CMB: +11 CMD: 24
Fort: +09 Reflex: +06 Will: +07

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

Special: Rage (Remaining Rounds: 16/16)
Special: Spirit Totem (+9/1d4+2)
Special: Claws (Remaining Rounds: 05/05)

Current Weapon in Hand: None

Hafísbíta Powers Available
Special: Boon: Shield (Remaining Points: 10/10)
Special: Boon: Healing Surge
Special: Boon: Cure Light Wounds (Remaining: 03/03)
Special: Boon: Heroism (Remaining: 01/01)
Special: Boon: Gallant Inspiration (Remaining: 01/01)

Spells Available
  • Level 0: Unlimited
  • Level 1: 6/7 per Day
  • Level 2: 5/6 per Day
  • Level 3: 3/3 per Day
Level 0: Acid Splash, Disrupt Undead, Jolt, Haunted Fey Aspect, Mending, Prestidigitation, Ray of Frost
Level 1: Ear Piercing Scream, Magic Missile, Protection from Evil, Shield
Level 2: Frigid Touch, Protection from Evil (Communal), Resist Energy
Level 3: Fly, Haste
[/sblock]
 
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