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[LPF] Borric, Nathan, Sylvain, & Zelena

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Borric nods and whispers in reply, "Good. Perhaps we should sit tight and watch for a while and see if anyone moves around."

[sblock=Mini Stats]Borric Hawkins
Initiative:
+4 Perception: +9
AC: 28 (25 w/out shield, 26 flat-footed, 13 Touch)
HP: 83 Current: 83
CMB: +13 CMD: 26 (28 vs. Disarm/ 30 vs. Trip) Fort: +10 Reflex: +6 Will: +5 (+7 vs. Fear) Current CMB +13, CMD 26
Conditions in Effect: Ioun Torch (in darkness), Combat Reflexes (3 AoO), Step Up, Greater Trip

Current Weapon in Hand: Shield
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]
[sblock=OOC]No worries, GE. I was just wondering for clarification. ;) Yeah, I gave up on jkason too. Parking him with the boat is good. We can always get him back in if he suddenly returns.

The plan works for me too. :)[/sblock]
 

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"I can fly for a bit and scout around, if you'd like me too. Waltor and I aren't great at noticing things, however. We're more of big picture guys, than noticing all the little details. We can take to the sky for a few minutes and see if we can focus in on anything out of the ordinary, though"

Sylvain statblock [sblock]

Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 8
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 66 of 66
CMB: +2 CMD: 15 Fort: +6 Ref: +6 Will: +8
In Hand: Nothing

Spells: Arcane

  • (0-level - DC 16) Daze (DC 17), Detect Magic, Message, Stabilize;
  • (1st level - DC 17) Burning Hands (DC 17), Charm Person (DC 18), Enlarge Person, Enlarge Person, Ill Omen, Shocking Grasp;
  • (2nd level - DC 18) Cure Mod. Wounds, Flaming Sphere (DC 18), Hold Person (DC 19), Vomit Swarm, Web;
  • (3rd level - DC 19) Dispel Magic, Fireball (DC 19), Heroism, Stinking Cloud (DC 19)
  • (4th level - DC 20) Confusion (DC 21), Summon Monster IV, Wall of Ice

Hexes DC 20

  • Cackle, Evil Eye, Flight, Fortune, Healing, Misfortune, Slumber--None.
[/sblock][/QUOTE]
 

GM: Gerald, what you can see in the earlier cabin pic is about all Syvain can see from his current location. If you send Sylvain scouting let me know what abilities he's using/preparations he's making and how he would start the scouting (I know you can't get too detailed with the info you currently have).
 



"So here's what I'm thinking...I'll use a charge off the Invisibility wand, and fly around back really quickly. We need to see what other points of egress/ingress he has. I'll be back up here in a jiffy to let you two know I've seen. If I'm not back in around three minutes, please feel free to come running.

Syl also uses his Message cantrip as a backup plan to simply screaming if he finds trouble. "I'll whisper you anything interesting, Zelena. You keep the big guy in the loop."

Sylvain statblock [sblock]

Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 8
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 66 of 66
CMB: +2 CMD: 15 Fort: +6 Ref: +6 Will: +8
In Hand: Nothing

Spells: Arcane

  • (0-level - DC 16) Daze (DC 17), Detect Magic, Message, Stabilize;
  • (1st level - DC 17) Burning Hands (DC 17), Charm Person (DC 18), Enlarge Person, Enlarge Person, Ill Omen, Shocking Grasp;
  • (2nd level - DC 18) Cure Mod. Wounds, Flaming Sphere (DC 18), Hold Person (DC 19), Vomit Swarm, Web;
  • (3rd level - DC 19) Dispel Magic, Fireball (DC 19), Heroism, Stinking Cloud (DC 19)
  • (4th level - DC 20) Confusion (DC 21), Summon Monster IV, Wall of Ice

Hexes DC 20

  • Cackle, Evil Eye, Flight, Fortune, Healing, Misfortune, Slumber--None.
[/sblock][/QUOTE][/QUOTE]
 

"Sounds like a plan." Zelena comments. She keeps watch for any sign of movement or other disturbances especially once Syl starts his reconnaissance of the area.
 


As Sylvain fades from view Zelena, still using her magical sight, sees a faint aura radiating from the now invisible witch. That aura mixes with several other auras on the witch and moves across the still waters to hover above the cabin as Sylvain surveys the area. Zelena also sees a wisp of smoke rising behind the cabin and smells a faint hint of woodsmoke tinged with something cooking.

Sylvain sees that the cabin is perched on the edge of a small island, or perhaps a large sandbar. There is a clear area off to his left where a boat could be run ashore but it is muddy looking. The rest of the island is surrounded by thick undergrowth and trees. A barrel of rainwater sits at the back corner of the cabin and a pile of firewood under a dead tree at the other corner.

Near the center of the clearing is a cookfire with meat turning on a spit tended by a beautiful woman. Suddenly Sylvain hears a whispering drone in his ears and sees the woman look around in consternation.

"What is it, my sisters?" she asks, though Sylvain sees no one else present.

[sblock=Map]Translucent Green squares = heavy undergrowth
Translucent Red squares = shallow bog
[/sblock]
 

Syl wastes no time in beginning to move back toward his friends, as he sensed something unusual with the woman. "I think they know we are here, Zelena. Look aware," he whispers after flying 30' back toward the others.

After heading toward the others, he paused and turned to look again at the woman to see if she gave any other signs of detecting he or the others.

Sylvain statblock [sblock]

Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 8
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 66 of 66
CMB: +2 CMD: 15 Fort: +6 Ref: +6 Will: +8
In Hand: Nothing

Spells: Arcane

  • (0-level - DC 16) Daze (DC 17), Detect Magic, Message, Stabilize;
  • (1st level - DC 17) Burning Hands (DC 17), Charm Person (DC 18), Enlarge Person, Enlarge Person, Ill Omen, Shocking Grasp;
  • (2nd level - DC 18) Cure Mod. Wounds, Flaming Sphere (DC 18), Hold Person (DC 19), Vomit Swarm, Web;
  • (3rd level - DC 19) Dispel Magic, Fireball (DC 19), Heroism, Stinking Cloud (DC 19)
  • (4th level - DC 20) Confusion (DC 21), Summon Monster IV, Wall of Ice

Hexes DC 20

  • Cackle, Evil Eye, Flight, Fortune, Healing, Misfortune, Slumber--None.
[/sblock]
 

Zelena nods to Borric as she draws her weapon and whispers in a strong tone, "Syl says that he thinks they know we are here."

She calls forth her Goddess' power, "Annaya, grant this warrior the ability to walk on water." The small sun of a holy symbol glows golden and infused Borric with magic.

((Cast Water Walk on Borric: Duration 80 minutes))

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric (Annaya) 8
Initiative: +6 Perception: +18
Conditions:
AC: 23 (13 touch; 21 flat-footed)
HP: 66 of 66
CMB: +4 CMD: 16 Fort: +6 Ref: +4 Will: +8
In Hand: Mithral Heavy Mace +1 +7 (1d6+1) and Shield
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Guidance, Stabilize
  • (1st level - DC 14) Bless, Bless, Comprehend Languages, Protection from Evil, Divine Favor, Expeditious Retreat (d)
  • (2nd level - DC 15) Bull's Strength, Pilfering Hand, spiritual Weapon, Sound burst, Align Weapon (good) (d)
  • (3rd level - DC 16) Dispel Magic, Prayer, Water Walk©, Fly (d)
  • (4th level - DC 17) Blessing of Fervor, Summon Monster 4, Holy Smite (d)
Channeling: 7 of 7 attempts remaining; Restorative Touch: 6 of 6 uses Elysium’s Call (Su): 6 of 6 uses remaining.


Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 13 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 

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