Children of the Mud

kinem

Adventurer
ooc: What happened to the one Menik magic missiled?

"We have what we need" Menik says. He inspects the bodies for usable parts.
 

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sunshadow21

Explorer
OOC: Sorry about that; it is severely wounded.


The party can find all the body parts they need to enter the cave.

[sblock=Marsh Jelly rewards]Marsh Jellies CR 6: 2400 xp/600 xp each[/sblock]
 
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Deuce Traveler

Adventurer
"Did we get everything we need? If so, how about we not press the fight? I'm not feeling all that well about our actions as it is," Lem confesses. He prepares to enter the cave with the rest.

Mini-Stats
[sblock]
HP: 51/56, AC: 26, AC Touch: 24, AC Flatfooted: 19
INIT: +8, BAB: +6, CMB: +8, CMD: 26
Fortitude: +7, Reflex:+13, Will:+10, Speed: 50'

-Unarmed Strike: Attack: +16 = [BAB (6) + Dex (6) + Size (1) + Weapon Focus (1) + Amulet (2)]
Damage: 1d8+3+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
-Flurry of Blows: Attack: +17/+17/+12/+12 = [Monk(9) + Dex(6) + TWF (-2) +WF(1) +Size(1) + Amulet (2)]
Damage: 1d8+3+1d6 fire/1d8+3+1d6 fire/1d8+3+1d6 fire/1d8+3+1d6 fire, Crit: 20/x2, Special: Stunning Fist
- Stunning Fist (9/9 day): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Can also choose to make target fatigued or sickened.

Ki Powers:
Ki Pool, 8/8 points
- ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
- Ki Pool Cold Iron/Silver (Cla Feat, Lvl 7): Unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool, a monk can do one of the following:
- Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
- Ki Weapons (Class Feat, Lvl 5): Spend 1 point from his ki pool to deal damage equal to his unarmed strike damage with an improvised weapon for 1 round.
- Increase his speed by 20 feet for 1 round, or
- Give himself a +4 dodge bonus to AC for 1 round.
- incr range 20' for imp thrown or shuriken
- Wholeness of Body (Class Feat, Lvl 7): Heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki.
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mfloyd3

Explorer
"Yes, let us proceed," concurs Larissa. Stonefaced, she sorts through the creatures' remains until she finds what they are looking for.



[sblock=Larissa stat block]
Larissa
Initiative: +0
AC: 22 (22 flat-footed, 11 Touch)
HP: 93 Current: 93
CMB: +11 CMD: 22
Fort: +10 Reflex: +2 Will: +9 (currently wearing Cloak of Resistance)
PER Roll: +3
Move: 30’ (w/boots of Striding & Springing)
Current Weapon in Hand: Greatsword

Weapons:
+2 Greatsword Attack: +14/+9 = [BAB(6/1) + STR(4) + WF(1) + Magic(2)]
Damage: 2d6+8, Crit: 19-20/x2,
Special: pommel is hollow, contains scripture
Pow Att w/+2 Greatsword Attack: +12/+7 = [BAB(6/1) + STR(4) + WF(1) + Magic(2) +PA(-2)]
Damage: 2d6+14, Crit: 19-20/x2,




Spells prepared:
0 Level (4) Level 01 (5+1) Level 02 (4+1)
* Detect Magic * Bless * Shatter
* Read Magic * Protection from Evil * Resist Energy
* Light * Detect Evil * Grace
* Guidance * Obscuring Mist * Zone of Truth
* *unassigned * D: Spiritual Weapon
* D: Shield of Faith


Level 03 (4+1) Level 04 (2+1)

* Speak with Dead * Summon Monster IV
* Remove Curse * Divination
* D: Holy Smite
* Dispel Magic
* Searing Light
* D: Heroism



Channeling at current level: Channel 4d6,
DC 18 =(10 + 1/2 Cleric lvl + CHA +2 for Glory) for
Undead to Save.





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Maidhc O Casain

Na Bith Mo Riocht Tá!
[section]



Weylyn allows the rage to drain from his body, sagging slightly in weariness as he nods. "Aye, it's enough. Let 'em be."
[/section]

[sblock=Actions/Rolls]--[/sblock]

[sblock=StatBlock]
Weylyn Wealbetwyn
Male aasimar bloodrager 9 (Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 121/128 (9d10+36)
Fort +9, Ref +5, Will +6; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge; DR 1/—; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 50 ft.
Melee cold iron dagger +12/+7 (1d4+3/19-20) or
. . muutos +13/+8 (2d6+5/×3) or
. . silver cestus +12/+7 (1d4+3/19-20)
Special Attacks blood casting, bloodrage (23 rounds/day), staggering strike
Spell-Like Abilities (CL 9th; concentration +11)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 14)
Bloodrager Spells Known (CL 9th; concentration +11)
. . 2nd (2/day)—elemental touch[APG], glitterdust (DC 14), ironskin, stone discus[ACG]
. . 1st (3/day)—blade lash[ACG], blurred movement[ACG], enlarge person (DC 13), magic missile, stone fist[APG], thunderstomp[ACG]
. . Bloodline Aberrant
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 15
Base Atk +9; CMB +12; CMD 25
Feats Bludgeoner[UC], Combat Reflexes, Dodge, Enforcer[APG], Eschew Materials, Extra Rage, Iron Will, Power Attack
Traits armor expert, resilient (will)
Skills Acrobatics +12 (+20 to jump), Climb +9, Handle Animal +6, Intimidate +14, Linguistics +3, Perception +12, Sense Motive +2, Spellcraft +4, Survival +5 (+7 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Swim +9
Languages Aklo, Celestial, Custom Language, Dwarven, Low Landellan
SQ abnormal reach, fast movement, truespeaker
Other Gear +1 mithral breastplate, muutos[UE], cold iron dagger, silver cestus[APG], boots of swift fury[ACG], ring of vengeful blood magic[ACG], basic maps (major landmarks only), bedroll, blanket[APG], candle (2), chalk, everburning torch, flint and steel, hammer, hammock[UE], knife, utility (0.5 lb), masterwork backpack[APG], mess kit[UE], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), torch (2), trail rations (6), waterskin (2), 161 gp, 1 sp
--------------------
Special Abilities
--------------------
Abnormal Reach (Su) Increase reach by 5 ft when raging.
Armor Expert -1 Armor check penalty.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (23 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Boots of swift fury While raging, +4 def to AC vs. AoO from moving through or out of threat area, or casting spell.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of vengeful blood magic (3/day) While bloodraging, cast spell (std act or less) as Attack of Opportunity.
Staggering Strike (DC 17) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg).
Truespeaker Learn two languages for each rank you put in Linguistics.
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sunshadow21

Explorer
OOC: After doing the math, Lem can report to the character leveling thread as he has enough to level. A map will be made tomorrow night; I was unable to get one completed tonight.


After making your sacrifices, the door opens and you find yourself in a dark mud cave that looks more like a maze than anything else with a light path before you. The only consistent direction of the floor is a down slope and there is always only just barely enough path for you to follow to get through the tangle of mud columns, walls, stalactites, and stalagmytes that fill this downward tunnel like maze. Everything else makes your most surreal dream seem normal. The slope varies from barely present to practically a straight drop; the ceilings ranges from something you can't see to something that even Lem has to duck a bit to get through; the walls range from very wide apart to barely enough room to squeeze through; even your light source plays the same kind of tricks, varying from a candle to something akin to sunlight on a cloudy day. After several hundred feet of this surreal experience, the slope finally evens out and the cave seems to open up a bit more consistently. You can see what appears to be a dimly lit open space a little bit ahead of you. On the opposite side is a large rock with a large crablike monstrosity sitting on it. In front of this creature is a single man wearing like a heavy coat meditating in front of the rock.
 

Deuce Traveler

Adventurer
"Hey there... ummmm... so it looks like you have a bad case of the crabs. Don't take that the wrong way. I just notice things," Lem tells the gentleman in the way of greeting, attempting to get him out of his meditations. He then looks at the others, "What? Were we going for quiet time?
 

mfloyd3

Explorer
Larissa opens her mouth, for an instant desperate to find some way to distract attention from the irreverant Halfling. Then she stops herself, remembering that the situation demands insanity and she should not interfere the group's expert in that area.




[sblock=Larissa stat block]
Larissa
Initiative: +0
AC: 22 (22 flat-footed, 11 Touch)
HP: 93 Current: 93
CMB: +11 CMD: 22
Fort: +10 Reflex: +2 Will: +9 (currently wearing Cloak of Resistance)
PER Roll: +3
Move: 30’ (w/boots of Striding & Springing)
Current Weapon in Hand: Greatsword

Weapons:
+2 Greatsword Attack: +14/+9 = [BAB(6/1) + STR(4) + WF(1) + Magic(2)]
Damage: 2d6+8, Crit: 19-20/x2,
Special: pommel is hollow, contains scripture
Pow Att w/+2 Greatsword Attack: +12/+7 = [BAB(6/1) + STR(4) + WF(1) + Magic(2) +PA(-2)]
Damage: 2d6+14, Crit: 19-20/x2,




Spells prepared:
0 Level (4) Level 01 (5+1) Level 02 (4+1)
* Detect Magic * Bless * Shatter
* Read Magic * Protection from Evil * Resist Energy
* Light * Detect Evil * Grace
* Guidance * Obscuring Mist * Zone of Truth
* *unassigned * D: Spiritual Weapon
* D: Shield of Faith


Level 03 (4+1) Level 04 (2+1)

* Speak with Dead * Summon Monster IV
* Remove Curse * Divination
* D: Holy Smite
* Dispel Magic
* Searing Light
* D: Heroism



Channeling at current level: Channel 4d6,
DC 18 =(10 + 1/2 Cleric lvl + CHA +2 for Glory) for
Undead to Save.





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sunshadow21

Explorer
The man seems to be startled but quickly comes to his senses as he calls out, "To work, Slimy. We have initiates that must be prepared for proper communion with the Prophet." In response to this, a flying 2 headed snake comes down from the ceiling, stops about 10 feet away from Lem's head, and one of it's necks stretch out as the associated head snaps at unsuspecting halfling, catching Lem unaware as it's teeth dig into the halfling's flesh, but oddly, it doesn't seem to be going to draw blood. As it is doing this, the man casts a spell (Spellcraft DC 15: Shield).

[sblock=Round 1 status]Larissa:
Lem: took 9 points of nonlethal in the surprise round
Menik:
Weylyn:

Crab:
Thrax:
Slimy:[/sblock]

[sblock=map]Most of the area of this portion of the cave is dim lighting, unless you provide additional light.
Cave1.jpg.png[/sblock]

OOC: The party is up. The flying snake is about 10 feet off of the floor just in front of Lem.
 

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