[LPF] Darkness Rising

Tonris swoops closer to the sole remaining conscious dark creeper and proceeds to use his chant from before to try to put it to sleep as well. "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" he chants in a droning tone.

[sblock=Actions]Move to C17
Activate the slumber Hex again this time on the Dark Stalker. Same rules as before apply this time. DC 16 Will save to negate or the creature falls asleep for 6 rounds.

Delaying Rex until after Agno channels.[/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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The fleeing stalker feints and slumps to the ground. All the enemies that the witch can see are unconscious at the moment and not posing a threat.

[sblock=Combat]Agno has a chance to act now or delay until next round...
Still 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 ~ move and another sleep hex
20/21 AC 18 Rex ~ delay
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 ~ snoring 5 rds
39/39 AC 18 ~ Dark Stalker ~ cast deeper darkness and something else, Will save (1d20+2=11) failed, snoring 6 rounds[/sblock][sblock=map]
cavern11.png
[/sblock]
 

Agno Phoenicus, priest of Issolatha

Steeling himself Agno lets Issolatha's divine power flood the area while Keeling maintains his perch.

"Solidify the ground beneath my feet, Goddess!"

He plunges forward trying to move as far as possible but looks back encouragingly to his companions.

"Hurry, friends!"

[sblock=OOC/Actions]Standard: Channel (1d6) I'd rather not know with certainty; please make the roll for me.
Free: activate Agile Feet
Move: to A15 or as far as possible.[/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: 2/4 remaining
Agile Feet: 5/7 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]
 

Agno steps forward gingerly, then races across the newly solid stone until he finds a new edge.

Unconscious, the opposition puts up no resistance to your advances.

Relios follows Agno's beckoning, staying close to, but never touching the outer wall as he moves.

[sblock=Combat]Start Round 4
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, double moved
56/56 AC 23 Tyrien ~ bow in hand ~ 38 daybreak arrows,
-12/19 AC 16 ~ Dark Creeper A ~ bleeding out stabilize? (1d20+2=4) vs DC 21 failed
19/19 AC 16 ~ Dark Creeper B ~ snoring 5 rounds
39/39 AC 18 ~ Dark Stalker ~ snoring 6 rounds
[/sblock][sblock=map]
cavern12.png
[/sblock]
 

Tonris calls out to the others in a voice loud enough to carry to them, but not so loud as to rouse the sleeping dark creepers "We are no longer in any immediate danger of being discovered. The Dark Folk in this cavern are either unconscious or sound asleep. The sleeping ones will not wake unless violently roused." He then takes the time to look for solid footing that isn't an illusion, preferably in the general vicinity (but not on top of) the sleeping and unconscious dark stalkers, rationalizing that an unconscious individual cannot logically believe in an illusion sufficiently for said illusion to support their weight.

Rex meanwhile follows Agno along the path that he has created.

[sblock=Actions]Tonris Free Action: Speak back to the others
Tonris Move Action: Move to C21

Rex Move Action: Move to -B13[/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]
 

Tyrien, Half-elven Archeress

LieraAvatar2.jpg


Tyrien moves up beside Agno again and smiles wickedly, "You don't say, Tonris. Well I will be happy to put an arrow into the darkfolk's eyes again."

"But, I say we gently toss them into the pit after taking their valuables. Easier to do, particularly if that one over there is going to explode again."


[sblock=Actions]Move to A14, assuming she can step there and it is safe
Otherwise stop at -A13[/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]
 

Agno Phoenicus, priest of Issolatha

"Good work, Tonris! And I, hurrr... agree, Tyrien." Agno peers downward into the pit. "As long as it is deep enough."

Turning his attention back to the solid floor and illusion Agno again channels Issolatha's power to extend the solidity of the illusion, hopefully for the last time. Again he uses his god-granted agility to traverse the difficult terrain to move quickly to permanently solid ground.

"Hurry, friends, I do not know how long this floor will last."

[sblock=OOC/Actions]Standard: Channel (1d6) again, please make the roll for me.
Free: activate Agile Feet
Move: to C21[/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: 1/4 remaining
Agile Feet: 4/7 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]
 
Last edited:


[sblock=OOC]Oops. Wrong perrinmiller character. Hey! I'm in three games with PM! I'm allowed to get mixed up once in a while. :D[/sblock]
 

Larissa continues to run forward, her mail clanking despite the cloak as she tries to catch up to the others.

[sblock=ooc]Double move to -A8[/sblock]
 

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