[LPF] Darkness Rising

Agno Phoenicus, priest of Issolatha

Agno's eyes are wide and gleam in the semi-darkness as he considers Tyrien's suspicions.

"If you do not trust the father I shall endeavor to keep him under observation." He pauses and cocks his head to one side as he considers that in relation to some other issue he has thought of. "In that case, is it wise for the father to carry our wand? Hurrr, I shall be near him, just in case."


• • • • Agno Phoenicus • • • •

[sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 18 (15 flat-footed, 13 Touch)
HP: 36 Current: 36
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
10 arrows w/
Current Conditions in Effect:

Lightning Arc: 7/7 remaining
Channel Energy: 4/4 remaining
Agile Feet: 7/7 remaining
Hawkeye: 7/7 remaining
Totem Transformation: 2/4 minutes remaining

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

Druid Spells:
Spells Prepared:
2nd level: chill metal, lesser restoration, share language, 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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"If they are waiting, it means they discovered the tunnel and the illusion -- Possibly to their sorrow," Larissa points out. "If they pit stymied them, they were unlikely to find the exit. So the natural place to post guards is at the edge of the illusion."
 

"Don't trust me? Don't trust me?!? I am the one showing you how to break into MY citadel. I am the one telling you how to get past the deadly trap. And you whine you don't trust me behind my back while I am standing right in front of you? Sheesh! Shut up, do exactly, I said exactly as I said and go kill the dark critters. I did hire you to do exactly that, didn't I?"

"At least Lady Larissa is not a fool. Of course I expect are enemy is on the other side of the pit. I even told you so. Tricking them into falling in won't work if they already know its there. So, get ready to shoot and slice them up."

"Ready yet? Lady Larissa, have at it."
[sblock=map]
cavern1.png
[/sblock]
 

"Father, stay your anger and your haste," cautions Larissa, looking both to him and her companions. "As all of us should mind our own distrust. We cannot let our own fears do the work of the Dark Ones for them."

She frowns, thinking again of the possibility of scouting, but decides it wiser not to leave more time for tongues to wag. "Let us proceed, single file, in the same order we have taken so far."

The swordmaiden leads the group down the hall, testing her footing carefully as she goes until she finds the very edge of the pit with the toe of her boot. "Lady Kamara, share your strength with me," she murmurs, channeling the energies into their surroundings.
 

Larissa's eyes tell her nothing has changed after summoning Kamara's strength, but her toes tell her different. Where there was a drop off, now it is solid. The light of her weapon only shines part way across the cavern. Tyrien's elven eyes are able to use the dim light to see to the far side. Yes, indeed there are two short creatures in ragged clothes. These look like the same ones she had fought in, well under, a desert town a while ago.

With a group coming at them, one of the creatures invokes and uses their standard defense against the surface dwellers. What Tyrien saw at the other side falls into darkness, even for her eyes.

[sblock=combat]
63/63 AC 22 Larissa ~ channeled channel (3d6=12)
33/36 AC 18 Agno ~ bow ready ~ 10 daybreak arrows
18/18 AC 17 Keeling (shoulder perch)
42/42 AC 13 Tonris ~
20/21 AC 18 Rex ~
5?/5? AC 16 Relios ~ mace and wand in hand
56/56 AC 23 Tyrien ~ bow ready ~ 40 daybreak arrows Kn Local (1d20+5=19) Dark Creepers burst into light and use poison

19/19 AC 16 ~ Dark Creeper A ~ cast Darkness
19/19 AC 16 ~ Dark Creeper B
[/sblock][sblock=map]
cavern2.png
[/sblock]
 

Agno Phoenicus, priest of Issolatha

Agno nocks one of his daybreak arrows and holds his bow ready for the moment that he can see a target.

"I wish Iago were here," mutters the tengu. He would light up those, hurrr... stalkers."

Agno advances with the others as they move forward.

[sblock=OOC/Actions]Standard: Ready action to fire at stalker when it becomes visible.[/sblock]


• • • • Agno Phoenicus • • • •

[sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 18 (15 flat-footed, 13 Touch)
HP: 36 Current: 36
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
10 arrows w/daybreak
Current Conditions in Effect:

Lightning Arc: 7/7 remaining
Channel Energy: 4/4 remaining
Agile Feet: 7/7 remaining
Hawkeye: 7/7 remaining
Totem Transformation: 2/4 minutes remaining

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

Druid Spells:
Spells Prepared:
2nd level: chill metal, lesser restoration, share language, 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]
 

Larissa murmurs a prayer to the Host, and then proceeds out across the floor. She checks her footing carefully, wanting to find the furthest edge of the effect before drawing upon the Saints' power again.

[sblock=ooc]If I understood Reinos correctly, the channeling should make about 30' of the surface solid, correct? For Larissa, that makes it a double move to reach the edge, meaning she must channel again at the top of the next round, followed by a Move, then a Move and then channel again.
[/sblock]



[sblock=Larissa stat block]
Larissa
Initiative: +0
AC: 22 (22 flat-footed, 11 Touch)
HP: 63 Current: 63
CMB: +7 CMD: 17
Fort: +8 Reflex: +1 Will: +6 (currently wearing Cloak of Elvenkind, not Protection)
PER Roll: +2
Current Weapon in Hand: Greatsword

Weapons:
+1 Greatsword Attack: +9 = [BAB(4) + STR(3) + WF(1) + Magic(1)]
Damage: 2d6+4, Crit: 19-20/x2,
Special: pommel is hollow, contains scripture
Pow Att w/+1 Greatsword Attack: +7 = [BAB(4) + STR(3) + WF(1) + Magic(1)]
Damage: 2d6+10, Crit: 19-20/x2,

Pilum: Attack: +4 = [BAB(4) + DEX(0) + Misc(0) + Magic(0)]
Damage: 1d8+3, Crit: 20/x2, 20' Range incr.
Special: successful strike fouls a shield

Spells prepared:
0 Level (4) Level 01 (4+1) Level 02 (3+1) Level 03 (1+1)
* Detect Magic * Bless * Bull's Strength CAST:* Daybreak Arrow
* Read Magic * Protection from Evil * Bull's Strength CAST: * D: Heroism
* Light * Detect Evil * Grace
* Guidance * Remove Fear * D: Bless Weapon
* D: Shield of Faith



Channeling at current level: Channel 3d6,
DC 16 =(10 + 1/2 Cleric lvl + CHA +2 for Glory) for
Undead to Save. 5x/day, Selective (skip up to 2 targets)


Weapons:
+1 Greatsword Attack: +9 = [BAB(4) + STR(3) + WF(1) + Magic(1)]
Damage: 2d6+4, Crit: 19-20/x2,
Special: pommel is hollow, contains scripture
Pow Att w/+1 Greatsword Attack: +7 = [BAB(4) + STR(3) + WF(1) + Magic(1)]
Damage: 2d6+10, Crit: 19-20/x2,

Pilum: Attack: +4 = [BAB(4) + DEX(0) + Misc(0) + Magic(0)]
Damage: 1d8+3, Crit: 20/x2, 20' Range incr.
Special: successful strike fouls a shield

[/sblock]
 

Tyrien, Half-elven Archeress

LieraAvatar2.jpg


With the front ranks advancing into the chamber, Tyrien hisses at the crotchety old man, "Your fee has now doubled, or you can liberate your citadel on your own. We will finish this discussion later, you old fart."

With a daybreak arrow nocked, she moves past Larissa to send it towards the last known position of the creatures.

"Be careful of these things. Obviously they use the cover of magical darkness... again. And, they like poison as well."

[sblock=Actions]Activate Arcane Strike
Move to D5
Ranged Attack on CreeperA: Daybreak Arrow (DA/AS/Miss on 51-100) (1d20+13=17, 1d8+11=16, 1d100=13)[/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), 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: Sorry, with DC busy I was expecting to have some RPing while we waited.
 

After making the illusion solid, Larissa moves forward gingerly, looking for the new edge. Agno follows in lock step, waiting for a target that he can see. Having seen briefly where is quarry is, Tyrien moves up for a cleaner shot, then fires. The arrow, sticking firmly in the chest of the creeper lights up the other side of the cavern. The exit and and two creepers guarding it are now visible.

[sblock=ooc]Larissa: Short answer, basically yes. But, channel move. move channel. move move. channel finish line should do it.

Timing corrections: The party decides to go with the old fart's plan. Everyone moves up slowly until Larissa finds the edge. Larissa takes a deep breath and triggers combat. All of the rough grey is difficult terrain. The smooth light grey is normal terrain, but the old fart warned you "The easy path leads to failure".
Larissa channels (std) and move (15 forward)
creeper A's Darkness goes off
Agno moves 15 forward and readies
Tyrien moves 15 forward and shoots, hits and lights up other side, negating darkness momentarily.
targets available for Agno now for ready to go off
rest still have first round to act

I have been checking on DC. He is at least logging in and posting in other games, so I am proceeding. If he doesn't post actions, I will pick something relatively useful for him as a default and continue on.
[/sblock][sblock=Combat]Still Round 1
63/63 AC 22 Larissa ~ channeled channel (3d6=12) and moved 15'
33/36 AC 18 Agno ~ bow ready ~ 10 daybreak arrows, moved 15' readied
18/18 AC 17 Keeling (shoulder perch)
42/42 AC 13 Tonris ~
20/21 AC 18 Rex ~
5?/5? AC 16 Relios ~ mace and wand in hand
56/56 AC 23Tyrien ~ bow ready ~ 40 daybreak arrows Kn Local (1d20+5=19) Dark Creepers burst into light and use poison. moved 15, shot and hit

19/19 AC 16 ~ Dark Creeper A ~ cast Darkness
19/19 AC 16 ~ Dark Creeper B
[/sblock][sblock=map]
cavern3.png
[/sblock]
 

Rex starts jabbering "COOOO COOO COOO GREEE GRRR" it is an incomprehensible series of noises to anyone other than Tonris who realizes Rex is saying 'Master, why do we have to put up with this silly human who is leading us into a trap.' Tonris for his part simply laughs at his comrade in arms. In the mean time, both Rex and Tonris move into a better position from which to assault the stupid Darkstalkers. Rex moving up closer to Larissa, while Tonris flies into the darkness between the Darkstalkers and the party.

[sblock=OOC]Tonris Standard Action: Activate the Flight Hex
Tonris Move Action: Fly to -A11

Rex Free Action: Speak with Master
Rex Move Action: Move to E6

Apologies for my inactivity. I had been taking a college course that was stressing me out way too much and asking way too much from me. I just caught up with my games on all my forums after having dropped out of the college course due to stress reasons, and should now be more than capable of keeping up... hopefully.[/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 (0 / 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]
 

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