[LPF] Darkness Rising

Tyrien, Half-elven Archeress

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Tyrien pokes around the remains and comments, "I think these are akin to assassins. What do you want to bet they deal in poison? I think those other darkfolk I encountered had poisoned blades as well. That is probably the substance we see there on the gloves and weapons."

The half-elven archeress declines to examine the weapons and cloak, hoping the funny-haired man has some arcane skills in that area of expertise.

She gives some thought on the subject of where to sleep and shrugs, "We decided against camping in a known location to avoid being ambushed."

"It made no difference, it looks like. Regardless we are going to have a decent watch set overnight, so we might as well continue as planned."


[sblock=Actions]None[/sblock][sblock=Mini Stats]Tyrien e'Adrianne
Initiative: +7 Perception: +14 (low-light vision)
AC: 23 (18 flat-footed, 16 Touch)
HP: 56 Current: 56
CMB: +8 CMD: 24(19ff) Fort: +6 Reflex: +10 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: PBS, Precise Shot, Arcane Strike (+1 Dmg), Resistance, Ioun Stone illumination (in darkness), Deadly Aim (-2Att/+4dmg), Many Shot, Snap Shot
Current Weapon in Hand: Longbow
Chakrams: 8/8 Remaining

Bardic Performance:
5/5 Rounds Remaining
Spells Remaining: Cantrips: (Message, Resistance, Mending, Prestidigitation)
1st Level 2/2 (Cure Light Wounds, Timely Inspiration)[/sblock]
OOC: No spellcraft on Tyrien.
 

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"But now, the light is giving us away," Larissa says, gesturing to the enormous dome of light over them. "We cannot stay here. We must gather up the creatures' gear and break camp. And one of us who is skilled in woodcraft should try to cover out tracks."
 

Tonris says "I agree with Larissa, we are now in a known location. Even with the best watch it is likely we would not get a good night's sleep." With that said Tonris turns his attention to the magic items saying "I do not have the best spell for determining the nature of these magic items memorized today, but I will do what I can none the less." as he begins examining each of the items as carefully as he can while also attempting not to poison himself on the weapons and gloves.

[sblock=Actions]Spellcraft Roll to Identify Magic Items 1d20+13 Result: 18

Assuming an 18 fails, will take 10 on the roll for a result of 23. If that also fails I will wait for later and try again. This of course depends on how many rolls are actually needed to identify the collection of items... if more rolls are necessary let me know and I will roll more.[/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)
Mage Armor Class: 16 (Flat-Footed: 15 // Touch: 12)
Hit Points: 42 Current // 42 Total
BAB: +3 CMB: +4 CMD: 15
Fort: +4 Ref: +3 Will: +5
Special Resistances: a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +10 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +6
MovementBase Land Speed: 30 feet // Flying Speed: 60 feet

Primary Weapon: M.W. Quarterstaff (Attack Bonus: +5 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +2 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach)
Wands: Wand of Mage Armor (39 Charges remaining), Wand of Neutralize Poison (5 charges remaining), Wand of Daylight (8 charges remaining)

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). Tonris can fly for a number of minutes per day equal to his level (1 / 5 minutes 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).
Slumber: causes the target to fall asleep as per the sleep spell. Range 30 feet. The target is granted a will save to negate the effect. If the save fails the target falls asleep for a number of rounds equal to Tonris’ level. This hex can affect a target of any hit dice level. The target will not wake due to noise or light, but it can be roused by a comrade. This hex ends immediately if the target takes damage. Due to Accursed Hex the target can be targeted again if it succeeds on its save the first time. Otherwise it cannot be targeted again with this hex for a full 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; not set
Third Level Spells (DC - 17): Summon Monster III; Spit Venom; not set[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus

Neutral, Tiny Animal

Init: +6; Senses: Lowlight Vision, Scent; Perception +4
AC: 18, Touch 14, Flat-Footed 16 (+2 Dex, +4 Nat, +2 Size)
Mage Armor AC 21, Touch 14, Flat-Footed 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size)
HP: 14 / 21 (1d8+2 treated as if it had 6d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: – Bite +3, (1d3-1 + poison, 5 foot reach)
Space: 2.5 feet // Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 8, 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.
Eidolon Evolutions: Reach (Bite) (1)
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock]
 

With the bright light available to him, Tonris examines the items carefully, trying to determine what they do. The cloaks are easy, for they are fairly common. Cloaks of the Elvenkind help hide the wearer when they attempt to be sneaky. The second stalker had put that to good use to start with. The first sword stumps Tonris. He has never seen the aura of this enchantment before, or even anything close to it. The second one is different. It has a strange property that copies the energy resistance of the creature struck onto the wielder. It would surely be useful when fighting fire elementals.
[sblock=Treasure]spellcraft to id cloak A: original roll (18) succeeds ~ Cloak of Elvenkind ~ 2,500 gp
Spellcraft to identify cloak B (1d20+13=19) succeeds ~ Cloak of Elvenkind ~ 2,500 gp
Spellcraft to id sword A (1d20+13=14) fails utterly
spellcraft to id sword B (1d20+13=33) succeeds +1 Mimetic shortsword ~ 8,310 gp
2 masterwork shortswords ~ 310 gp each
2 pouches of likely poison ~ ?? gp

Identify has a chance to trigger curses, so no Take 10. You have to beat the DC by 10 to be sure an item is not cursed. You only succeed there on the second sword.

If it was a contact poison instead of injury poison, I would have put that nat 1 to better use. :devil: [/sblock][sblock=plans]Stay in the bright light and not get sleep for a while, or move?
Who is taking which items?
Watch order?[/sblock]
 

Tonris reports to the others what it is that he has found. Indicating that the one sword was beyond his ability to identify. He then says "This sword would probably be very useful if we were to face anything with elemental resistances to the types of attacks it makes. Dragons for example."

[sblock=OOC]I say we move, just because it would be inconvenient to try to get to sleep with a magical ball of daylight hanging right in our eyes all night. Not to mention the fact that said ball of daylight can probably be seen from miles around.[/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)
Mage Armor Class: 16 (Flat-Footed: 15 // Touch: 12)
Hit Points: 42 Current // 42 Total
BAB: +3 CMB: +4 CMD: 15
Fort: +4 Ref: +3 Will: +5
Special Resistances: a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +10 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +6
MovementBase Land Speed: 30 feet // Flying Speed: 60 feet

Primary Weapon: M.W. Quarterstaff (Attack Bonus: +5 || Damage: 1d6+1 / 1d6+1 || Critical: 20/x2 || Double Weapon || Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +2 || Damage: 1d3+2 || Critical: 20/x2 || 10 foot reach)
Wands: Wand of Mage Armor (39 Charges remaining), Wand of Neutralize Poison (5 charges remaining), Wand of Daylight (8 charges remaining)

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). Tonris can fly for a number of minutes per day equal to his level (1 / 5 minutes 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).
Slumber: causes the target to fall asleep as per the sleep spell. Range 30 feet. The target is granted a will save to negate the effect. If the save fails the target falls asleep for a number of rounds equal to Tonris’ level. This hex can affect a target of any hit dice level. The target will not wake due to noise or light, but it can be roused by a comrade. This hex ends immediately if the target takes damage. Due to Accursed Hex the target can be targeted again if it succeeds on its save the first time. Otherwise it cannot be targeted again with this hex for a full 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; not set
Third Level Spells (DC - 17): Summon Monster III; Spit Venom; not set[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus

Neutral, Tiny Animal

Init: +6; Senses: Lowlight Vision, Scent; Perception +4
AC: 18, Touch 14, Flat-Footed 16 (+2 Dex, +4 Nat, +2 Size)
Mage Armor AC 21, Touch 14, Flat-Footed 19 (+2 Dex, +3 Nat, +4 Mage Armor, +2 Size)
HP: 14 / 21 (1d8+2 treated as if it had 6d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: – Bite +3, (1d3-1 + poison, 5 foot reach)
Space: 2.5 feet // Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 8, 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.
Eidolon Evolutions: Reach (Bite) (1)
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master[/sblock]
 

OOC: Looking back, it was just about time to stop for the night and we have not set up camp, nor arrived at the site we were looking for, I think. Daylight only lasts 50 minutes, btw. So we might as well move along. Do we need new Survival Rolls?
 

Tyrien, Half-elven Archeress

LieraAvatar2.jpg


Tyrien shrugs, "Well the daylight will not last for very long. But who is going to find us? We just killed those two, if there are more out there, maybe we should get them to come to us and then deal with them as well."

But, she is not really adamant about camping here where they just fought the battle anyway.

After hearing what the cloaks are, she points out, "I suppose one of those would be useful if I need to do scouting work. I am good at it, but if the cloak is magically enhanced to help, perhaps it will make me practically invisible."

[sblock=Actions]None[/sblock][sblock=Mini Stats]Tyrien e'Adrianne
Initiative: +7 Perception: +14 (low-light vision)
AC: 23 (18 flat-footed, 16 Touch)
HP: 56 Current: 56
CMB: +8 CMD: 24(19ff) Fort: +6 Reflex: +10 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: PBS, Precise Shot, Arcane Strike (+1 Dmg), Resistance, Ioun Stone illumination (in darkness), Deadly Aim (-2Att/+4dmg), Many Shot, Snap Shot
Current Weapon in Hand: Longbow
Chakrams: 8/8 Remaining

Bardic Performance:
5/5 Rounds Remaining
Spells Remaining: Cantrips: (Message, Resistance, Mending, Prestidigitation)
1st Level 2/2 (Cure Light Wounds, Timely Inspiration)[/sblock]
 

"Our goal is not to fight these creatures," observes Larissa. "Our mission requires stealth. Our success will already tell the enemy that there is a force with the ability to oppose them about. I see no reason to give them further intelligence, or to fight their masses. We can gain victory by slipping off and completing our first plan."
 

After a couple minutes, the group comes to a lazy consensus that staying here under a spotlight is the worst possibility of what to do. So, they gather up the valuables and head out looking for the original known campsite that they expected to go to first. But, along the way, Tyrien spots a crag in hillside. Upon further investigation, below the crag is a small, defensible cave that is well hidden from the outside by heavy brush and undergrowth. The twists in the entrance will even block flickering light from escaping.

[sblock=ooc]As to rolls, feel free to add any rolls you think might be useful at any time. Asking and then waiting will slow us down a tad bit. I will also be making several rolls for you based on your mini-stats/wiki sheets. These will be rolls like perception, knowledge nature, sense motive, etc. It is faster to write the narrative if I make the roll continue with what you found out that to do a "Everyone roll perception." and wait. So, when you start a fight against a creature, I will (most of the time) roll the appropriate knowledges and the characters that succeed will get the info relayed to them. But as I just said, if you think of something, feel free to add in your own roll at any time, especially perception.

Agno Survival to find good campsite (1d20+10=16)
Tyrien survival to find a good campsite (1d20+5=25)
didn't bother rolling more after that. :lol:

How are you splitting the treasure? Which characters are getting which items?
Are you keeping the poison?
What is the watch order for sleep? You have a nice secluded cave if you care to use it.[/sblock]
 

Agno Phoenicus, priest of Issolatha

Agno cackles which sets Keeling to flapping his wings in agitation on his perch on a nearby tree branch.

"If stealth is to be our method of advance, then Larissa should take a cloak. Her armor clanks like the, hurrr... bell of a bovine creature." He makes a shooing motion with one hand towards the swords. "Swords are not my favored weapon so someone who favors them more should wield one, if they choose." He cocks his head to one side as he contemplates. "But if none other want the blades I shall wear one. In the, hurrr... event it becomes needed."

When Tyrien points out the crag and the cave is discovered Agno nods as if he expected no less.

"Secrets are revealed in the proper time."

[sblock=OOC]Treasure: whoever wants can use it now as far as I am concerned. Later we can decide who keeps items on a permanent basis or what gets sold to split among everyone. Agno is skittish about the poison and won't use it but won't object if someone else uses it. He won't bother collecting it, though.

Agno is in favor of camping in the cave. Keeling will sleep in the trees outside the cave and provide another layer of defense (of sorts). His perception is +18 before any penalties for sleep, etc. Agno has only used one spell and so will take any watch. If being interrupted/not getting enough sleep prevents the recovery of that spell it isn't that big of a loss.[/sblock]


• • • • Agno Phoenicus • • • •

[sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 18 (15 flat-footed, 13 Touch)
HP: 36 Current: 33
CMB: +4 CMD: 17 Fort: +7 Reflex: +5 Will: +10 (+12 vs. Charm & compulsion effects)
Speed: 40 ft. (50 ft. with Longstrider)

Current Weapon in Hand: shortbow
Ammo (Arrows): 37/40 remaining x
Current Conditions in Effect:

Lightning Arc: 7/7 Remaining
Channel Energy: 4/4 remaining
Agile Feet: 7/7 remaining
Hawkeye: 7/7 remaining

Cleric Spells:
Spells Prepared:
1st level: bless, divine favor, longstrider (D)
0-level: guidance, light, stabilize

Druid Spells:
Spells Prepared:
2nd level: cat's grace, chill metal, lesser restoration, eagle's splendor (D)
1st level: cure light wounds, entangle, faerie fire, shillelagh, aspect of the falcon (D)
0-level: detect magic, detect poison, flare, resistance[/sblock]
 

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