[LPF] Darkness Rising

Tyrien, Half-elven Archeress

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Tyrien nocks and draws another arcane energy infused arrow, releasing it to fly at the wounded creature that bounced off the wall in an attempt to finish him off with another daybreak arrow.

Then she moves after the Tengu as she comments snarkily, "Ill prepared and uninformed strikes again. Good thing we are getting paid double for this."

[sblock=Actions]Activate Arcane Strike
Ranged Attack on Creeper A: Daybreak Arrow (AS) (1d20+15=25, 1d8+7=13) - She should still see him, I think. Otherwise Creeper B.
Move to A6 or as far as she can towards it.[/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, Daybreak Arrows (38/40)

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

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Now with two arrows in him, the first creeper falls.

"Bursts of ... Screw that! I am not reciting the mantra in front of the enemy. Kill them and then we'll solve this."

OOC: Waiting on Tonris' and Rex's actions to finish out the round.
[sblock=Combat]
Still Round 2 (Keeling could still act too. :heh:)
63/63 AC 22 Larissa ~ Spellcraft (1d20+7=13) to ID burst missed, channel (3d6=9) moved 15' to G7
33/36 AC 18 Agno ~ bow in hand ~ 9 daybreak arrows, moved quickly to -B8, channeled
18/18 AC 17 Keeling (shoulder perch)
42/42 AC 13 Tonris ~ Spellcraft (1d20+13=20) to ID burst missed
20/21 AC 18 Rex ~
5?/5? AC 16 Relios ~ mace and wand in hand, carefully slow double move
56/56 AC 23Tyrien ~ bow in hand ~ 38 daybreak arrows, shot and moved
-10/19 AC 16 ~ Dark Creeper A ~ bleeding out
19/19 AC 16 ~ Dark Creeper B ~ light blindness, retreated, tripped (blue) prone[/sblock][sblock=map]
cavern7.png
[/sblock]
 

Rex begins moving cautiously over towards Keeling and Agno. Meanwhile Tonris swoops closer towards the edge of the darkness where he begins chanting in a weird arcane language that is unknown to most of the world. "Kuš, maz bērnu, nav teikt vārdu, Tētis ir gonna nopirkt jums Mockingbird. Un, ja tas Mockingbird ne dziedāt, Tētis ir gonna nopirkt jums dimanta gredzenu. Un, ja tas dimanta gredzens griežas misiņš, Tētis ir gonna nopirkt jums spogulis. Un, ja tas spogulis kļūst izputējis, Papa ir gonna nopirkt jums āzis, Un, ja tas āzis neievelk, Tētis ir gonna nopirkt jums grozam un vērša mugurā. Un, ja tas grozā un bullis apgāzties, Tētis ir gonna nopirkt jums suns nosaukts Rover. Un, ja tas suns nosaukts Rover nav ries, Papa ir gonna nopirkt jums zirgu un ratiņi. Un, ja tas zirgs un ratiņi nokrist, Nu jūs joprojām saldākā bērnam pilsētā" the droning sound of this arcane noise is enough to put anyone to sleep, but the intended target is the dark creeper who is only thirty feet away from Tonris now.

[sblock=Actions]Tonris Move Action: Go to C14
Standard Action: Activate Slumber Hex targeting Dark Creeper B (must succeed on a DC 16 Will Save or fall into a magical slumber for 6 rounds or until it takes damage or is roused by a comrade. If the target succeeds on it's will save Tonris can attempt to cast the hex on the creature a second time due to the Accursed Hex feat).

Rex Move Action: Go to -A7[/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]
 

The creeper who was already on the ground, finding the rocks comfortable enough, starts snoring. The third occupant of the exit does his best to turn things to his advantage. Darkness pours out of the exit, engulfing the flying witch.[sblock=map]
cavern8.png
[/sblock]
"Two can play at that game! Illuminus Novae!" While not reaching back into the depths of the exit, the daylight spell at least makes sure the witch is not flying blind.[sblock=Agno]The ground before you (-B9) is squishy and not safe. Agno's channel (1d6=1) It seems to only have solidified for half a round. (maybe you rolling next time will turn out better. :lol: )[/sblock][sblock=Combat]Start of Round 3
63/63 AC 22 Larissa ~
33/36 AC 18 Agno ~ bow in hand ~ 9 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, used wand, moved 15'
56/56 AC 23 Tyrien ~ bow in hand ~ 38 daybreak arrows,
-11/19 AC 16 ~ Dark Creeper A ~ bleeding out stabilize (1d20+2=13) vs DC 20 failed
19/19 AC 16 ~ Dark Creeper B ~ Will (1d20+1=13) failed, snoring 6 rds
39/39 AC 18 ~ Dark Stalker ~ cast deeper darkness and something else
[/sblock][sblock=second map]
cavern9.png
[/sblock]
 

Larissa curses her mistake and immediately backtracks, sword still in-hand.

[sblock=ooc]double move to: -A6[/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]
 


Agno Phoenicus, priest of Issolatha

Agno begins to take a step forward but his foot pushes through the illusion only half-supported by the fading reality brought into being by his divine energy. He stumbles back a step causing Keeling to lose his balance and flap his wings in Agno's face. Sputtering Agno looks worriedly at the illusion.

"Hurrr! It didn't work! It is not solid enough to support my weight. What do I do?"

The tengu doesn't voice the fear that his faith isn't strong enough to grant the group passage across the trap but it is clear in his tone.

[sblock=OOC/Actions]:( Well, that was a waste.[/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 x
Current Conditions in Effect:

Lightning Arc: 7/7 remaining
Channel Energy: 3/4 remaining
Agile Feet: 6/7 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]
 


Tyrien, Half-elven Archeress

LieraAvatar2.jpg


Tyrien moves up beside Agno and remarks ruefully, "We are doing just fine. Really good. Experts in all that we do."

"Masters of... Yeah, we are not doing that great at getting through quickly."


She fires another daybreak arrow into the darkness to help Tonris.

[sblock=Actions]Move to -A8, assuming she can step there
Shoot arrow at D21 to light up the way ahead: Arrow (1d20+15=22)[/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, Daybreak Arrows (37/40)

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

Tyrien's arrow show that the one conscious opponent is attempting to leave, but has as hard as time as you moving through the rough rubble of this cavern.
[sblock=confused]The other half slowing you down is the difficult terrain. The rough gray is difficult terrain. Smooth white (easy path) is normal. Black pit is express route to the afterlife![/sblock][sblock=Combat]Start of Round 3
63/63 AC 22 Larissa ~ double moved
33/36 AC 18 Agno ~ bow in hand ~ 9 daybreak arrows, Pondering...
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, used wand, moved 15'
56/56 AC 23Tyrien ~ bow in hand ~ 38 daybreak arrows, moved and shot
-11/19 AC 16 ~ Dark Creeper A ~ bleeding out stabilize (1d20+2=13) vs DC 20 failed
19/19 AC 16 ~ Dark Creeper B ~ Will (1d20+1=13) failed, snoring 6 rds
39/39 AC 18 ~ Dark Stalker ~ cast deeper darkness and something else[/sblock][sblock=map]
cavern10.png
[/sblock]
 

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