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[LPF] From Whence None Return

kinem

Adventurer
"We should explore the side passages first, anyway. You may still get to ... ah ... work with your iron friend, Weel. At least, this level does not seem to be guarded by undead" Menik says, seeming relieved at that last statement.
 

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jkason

First Post
Weel Naxel, aasimar oracle

Weel smiles.

"Excellent! Then let's meet the door over there first. Just don't be rude and step on the door beneath us that Maui pointed out. No one likes a foot to the face." So saying, the odd, broad-shouldered man makes to cross the room, avoiding the area the druid pointed out contained a trap door.

[sblock=ooc] circumventing the known trap door to start crossing toward the set of doors on the other side of the room.[/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (7/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (5/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]
 
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jbear

First Post
Maui also enters the room carefully pointing out to Taniwha where the trap door lies under the water and telling him not to stand on it no matter what while the speaking spell remains on him. Hepokes his head to look around the corner to the left to see where exactly the lizard has gone, keeping his body behind the wall, shield up an ready in case an ambush awaits around there.
 

Deuce Traveler

Adventurer
Lem follows Maui, stepping gingerly around the area of floor he was warned about. "Plenty of water and some foraging spots nearby... This place would make an excellent base of operations, if one wouldn't mind so much the living out in the middle of nowhere," he notes quietly.
 


kinem

Adventurer
Menik cautiously follows the others inside, staying well away from the trapdoor. "A good base for a hermit, maybe, or a necromancer."
 

Satin Knights

First Post
Weal and Vincenzo make their way carefully to the other side of the room by hugging the east wall before crossing the hallway. The water and stone underneath is slimy and slippery, but steady slow movements wading through the foot deep water get them across without incident.

To the right, it looks like a workbench with a bunch of long rusted tools and a few stone statuettes that are about a foot tall and maybe two inches in diameter. Once getting to the door, it looks like a statuette has been used to hold the door open just a couple of inches. Mud and vines have created a dam in the water, slowing it to a trickle. Only a sliver of the next room can be seen. It appears there are damp steps leading down.

Maui and Taniwha hug the western wall as they enter. Peeking around the first corner, Maui finds a second corner. Moving up to it, he is able to peek into the room. Moss and vines have grown and rooted themselves into the wall in much of the room. A bit of mud has solidified to create a small island above the water where two of the lizards rests. Maui, holding up two fingers to signify the number of lizards he sees is corrected by Vincenzo who instead holds up four fingers. A large shrub stands at the edge of the island in the water. Apparently having continual light, water and a bit of dirt, it seems to be thriving in this environment quite well.

[sblock=Maui]The big plant in AF17 is a Shambling Mound. It is a large, walking bush that likes to strangle its victims. (Grab+constrist)[/sblock][sblock=Menik]The lizards are Shocker Lizards. Commonly kept as familiars, they can individually shock a person. Two or more can work together to do an area effect shock centered on any one lizard at 2d8 per participant. They can sense any electricity use within 100' and immune to it themselves.[/sblock][sblock=OOC]Sorry, the week from hell at work should be finished now. They wanted me to fix a compiled COBOL program. COBOL! [/sblock][sblock=Status]65/65.AC 21 AU24 ~Maui ~ MA 578r, LS 4176r, SwA 2r, DPaS 680r ~ Kn Nature (1d20+9=16)
50/50 AC 22+4 AU25 ~ Taniwha ~ MA 577r, MF 8r ~
79/79 AC 20 BK40 ~ Vincenzo ~ Kn Nature (1d20+3=4)
76/76 AC 21+2 BM40 ~ Weal ~ MVest 4778r, IronWeap 796r ~
44/44 AC 13+4 BI40 ~ Menik ~ MA 2143r ~ Kn Arcana (1d20+14=22)
38/38 AC 23 BM41 ~ Lem ~ ~

??/?? AC ?? Lizard

The yellow light crystal is overhead.
[/sblock][sblock=Map]
map6.png
[/sblock]
 


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