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[LPF] Mopping Up

Arianna moves up the stairwell with the longspear still in hand. When she sees the lizardfolk, she giggles, "Mamma's home." If one of them makes a hostile move, she pokes the front lizardman with the spear.

[sblock=actions]Move up the stairwell to F5, free talk, std readied action to strike D6 if any of the three commit a hostile action.[/sblock][sblock=mini-stats]Arianna Mermaid ~ Perception +4, Sense Motive +6, Stealth +1, Low Light Vision
Base HP 25/0, AC 14, 12 T, 12 FF, Init +2
Current HP: 25
, Current AC: 14
CMB +1, CMD 13, Fort +4, Reflex +3, Will +8 . . Move 10'
MW Long Spear +1, d8 with 10' reach
MW DW Spear Gun +3, d8
Dagger +0, d4 or thrown +2, d4
Active Enhancements: -
In hand: none


Consumables: 33 spear gun bolts, 20 cold iron bolts, 4 days rations,
. . .... . . . . . . . 2 potions of Cure Light Wounds, (in scarf)
. . .... . . . . . . . 1 potion of Summon Eidolon, (in scarf)
. . .... . . . . . . . 1 potion of Lesser Eidolon Surge, (in scarf)
. . .... . . . . . . . 0vial of Acid (in scarf)
. . . . .... . . . . . 1 potion of Lesser Rejuvenate Eidolon (crutch)
. . .... . . . . . . . 1 potion of Cure Light Wounds (crutch)
.......................1 wand of Lesser Rejuvenate Eidolon (48 charges)
.......................1 wand of Cure Light Wounds (50 charges)
Loot chosen:

Summon Monster I: 7/day, 0 used
.Cantrips: unlimited Detect Magic, Mage Hand, Drench, Jolt, Guidance
. Orisons: unlimited Stabilize, Guidance, Purify Food/Drink
1st Level: 3/day, 1 used Mage Armor, Lesser Rejuvenate Eidolon, Shield
1st Level: Memorized Bless, Divine Favor, Longstrider(d)
Channel Positive Energy: 7/day, 1 used 1d6 healing
Interrupt Abilities: Move HP from Arianna (real) to Teq (temp) to keep above zero

Beast (Teq Oola) ~ Perception +12, Sense Motive +6, Stealth +1, 60' Darkvision and Low Light Vision
Base HP 25/20, AC 15, 11 T, 14 FF, Init +1
Current HP: 25/20, Current AC: 19
CMB +6, CMD 17, Fort +4, Reflex +2, Will +8 . . Move 30'
Claw/Claw +6, d4+4
MW Longspear +7, d8+6 with 10' reach
MW Darkwood Speargun +4, d8
Dagger +6, d4+4 or thrown +3, d4+4
Jolt +3, d3, RTA spell

Active Enhancements: Evasion, Mage Armor
In hand: longspear[/sblock]
 

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Heinrich casts shield on himself the moment he hears the cry from Lu. He stands ready to cast magic missile.

[sblock=stat block] work in progress[/sblock]
 
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Ni stiffens at the rarely-heard sound of Lu's voice, his normal joviality gone. Sprinting (for a gnome, anyway) up the stairs, he passes the retreating Lu, coming onto the next floor to face his attackers head-on. Waving his hands and speaking an increasingly-familiar incantation, Ni transmutes two piles of rubble into much-more-useful eagles, which lay into one of the lizards.

[sblock=Actions]Ni moves to G6 and summons 1+1=2 celestial eagles, with Augment Summoning stats, at E6 and C6. Eagles full attack baddie at D6, with flanking, and smite evil. Smite Evil damage wasn't included in the below rolls; +1 damage for each roll if the target is evil.

Eagle at E6: 1d20+5=8, 1d4+2=6, 1d20+5=16, 1d4+2=3, 1d20+5=24, 1d4+2=3
Eagle at C6: 1d20+5=19, 1d4+2=4, 1d20+5=13, 1d4+2=5, 1d20+5=10, 1d4+2=6[/sblock]
nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 23/23
AC: 17 (Touch: 13, Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +3, Will: +4 (+6 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 6/9
Spells:
- 0: Infinite
- 1: 4/4

Active Magic: Summon Monster II - 2 celestial eagles (with augment summoning), 0/3 minutes

Eidolon: Summoned
HP: 10/10
Eidolon AC: 18 (Touch: 14; FF: 15)
CMB: 0 CMD: 13 Fort: +3 Ref: +5 Will: +0
Perception: +17
Initiative: +3

Natural Weapons:
- Bite:
+1, 1d6[/sblock][sblock=Celestial Eagle Microstats]Celestial Eagles (with augment summoning)
HP: 7
AC: 14[/sblock]​
 
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Tonris prepares for the opportunity to cast a spell on the first of his enemies that he see's that is within range of him.

[sblock=OOC]Ready an Action. The first enemy to become visible to Tonris and whom is within range while also not in a threatened area of one of my allies will receive the effects of a Ray of Enfeeblement Spell. This will deal 1d6+2 STR Damage on a successful Ranged Touch Attack. A Fortitude Save with a DC of 15 reduces this effect by half.

Rolls for this spell will follow[/sblock][sblock=Tonris, Mini Stats]Initiative: +9
Perception: -1 (it is +1 if within arm’s reach of Familiar)
Armor Class: 13 (Flat-Footed: 12 // Touch: 12)
Hit Points: 19 Current // 26 Total
BAB: +2 CMB: +3 CMD: 14
Fort: +3 Ref: +2 Will: +4
Special Resistances: +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +8 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +4

Primary Weapon: M.W. Quarterstaff (Attack Bonus: +4 // Damage: 1d6+1 // Critical: 20/x2 // Double Weapon // Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +1 // Damage: 1d3+2 // Critical: 20/x2 // 10 foot reach)

Class Abilities & Spells
Hexes:
Evil Eye:
can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.
Flight: grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day (0 / 1 per day).
Prehensile Hair: Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals (0 / 4 minutes per day).

Prepared Spells
Cantrips (DC – 14): Guidance; Resistance; Detect Magic; Stabilize
First Level (DC – 15): Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement
Second Level (DC – 16): Cure Moderate Wounds; Touch of Idiocy; Enthrall[/sblock][sblock=Rex, Mini Stats]
Dinosaur, Compsognathus

Neutral, Tiny Animal

Init: +6; Senses: Lowlight Vision, Scent; Perception +4
AC: 17, Touch 14, Flat-Footed 15 (+2 Dex, +3 Nat, +2 Size)
HP: 13 (1d8+2 treated as if it had 4d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: Bite +3, (1d3-1 + poison)
Space: 2.5 feet // Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 6, WIS 11, CHA 5
Base Attack: +2; CMB +2; CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +7, plus all skills that Tonris has ranks in
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells[/sblock]
 

As soon as the lizardfolk have a chance to react, they do a full withdrawal up the stairs to the next floor, with one of them taking up a defensive stance up near the top of the stairs (F-9).

OOC: The party is up. We are still in combat rounds.

 


OOC: I think sunshadow is handling initiative.

Will do a proper post when I have the time (sister-in-law's wedding this weekend), but I wanted to mention that the eagles should have gotten AoOs on the lizard they were flanking even if he used the withdraw action (unless he acrobatics'ed away). Did they manage to land any of their attacks?
 

OOC: One of them looked pretty beat up after getting hit 3 times for 10 damage. He was the first one to flee. And they are neutral, not evil.
 
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Seeing the lizard folk tactically withdraw, Heinrich climbs cautiously and lets his magic missile fly at the defensive one at the top of the stairs from the bottom.
 

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