[LPF] From Whence None Return

Deuce Traveler

Adventurer
Lem finally is able to see the rope, and he hides his face partially because he's not too upset. Not at all. "Hoy! I'm alright, I think... but the cookery..." He tries not to wail. "The spices were all mucked up by the fall and the water... I don't... I don't know if I'll be able to pull off a decent meal for you guys tonight." He suppresses another sniffle before grabbing hold of the rope he can now see.

Mini-Stats
[sblock]
HP: 44, AC: 23, AC Touch: 21, AC Flatfooted: 17
INIT: +7, BAB: +5, CMB: +6, CMD: 23
Fortitude: +6, Reflex:+11, Will: +9, Speed: 40'
Ki Pool: 5 points

Unarmed Strike: Attack: +12, Damage: 1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option

Flurry of Blows: Attack: +12/+12/+7, Damage: 1d6+1+1d6 fire/1d6+1+1d6 fire/1d6+1+1d6 fire, Crit: 20/x2, Special: Stunning Fist Option
[/sblock]
 

log in or register to remove this ad

jkason

First Post
Weel Naxel, aasimar oracle

Weel holds his hands up, completely disregarding the fact that the gesture sweeps a large sword into the air, as well.

"You talked to all the right buttons, Maui! Hooray!" he says, then glances over to the hole where Vincenzo is shining light down to Lem.

"I know the subfloor's probably really interesting and knows a lot of dark secrets," Weel says, entirely serious, "But we should probably get going. The lonely stick is waiting for us to rescue it."

[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)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword

In Hand: Iron Weapon (Greatsword), MW Thieves' tools


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
Bracer auto take 10: 1/1 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 (5/7 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 (3/6 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]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
"Ah, But Weel my friend. Our cook extraordinaire is still down there! Lem, I apologize for not realizing You could not see it for it was too dark."
 

jbear

First Post
Maui grunts and turns back from the doorway as he turns and calls Taniwha to come and stand guard in his place. The cheetah pads forward and drops low onto its haunches in the doorway while Maui takes hold of the rope that Vincenzo has and begins pulling it up, along with the halfling attached to it down below. When Lem is safely above once more Maui returns to the doorway and peers out. He waits for the light to make a proper inspection of whatever lies beyond, searching for any signs of more traps as he proceeds carefully forward sword and shield in hand once more.

[sblock=OOC]Taniwha moves to stand guard at doorway in total defense. Maui moves to pull up Lem on the rope. Returns to doorway and when Vincenzo arrives with the light he searches for traps and continues to do so as they move forward drawing his sword and shield once more. [/sblock]
 

Satin Knights

First Post
With the halfling fished out of the pit, Maui can continue forward on the quest. Pulling the doors open, they reveal more stairs. This time, the stairs are going upwards and at the top of them is another of the crystals that sheds light. Getting to the top of the stairs, Maui finds two doors. One to the left, the other to the right, they are nondescript stone doors. While the path to the right seems normal, the path to the left gives Maui the heebie jeebies.

[sblock=Status]
74/74.AC 21 AF20 ~ Maui ~ MA 401r, LS 3999r, DPaS 503r, Light 4783r ~
50/50 AC 26 AE22 ~ Taniwha ~ MA 401r ~
77/79 AC 20 AD22 ~ Vincenzo ~
76/76 AC 23 AC23 ~ Weel ~ MVest 4602r, IronWeap 619r, LB 620r ~
44/44 AC 17 AD23 ~ Menik ~ MA 1966r ~
38/38 AC 23 AF23 ~ Lem ~


The yellow light crystal is overhead.
Red circle=grappled
Blue circle=prone
blue X=unconscious
Yes, the water is gone. I am just being lazy and not redrawing a new stone floor for the room.
red X=dead[/sblock][sblock=Map]
map21.png
[/sblock]
 

jkason

First Post
Weel Naxel, aasimar oracle

Weel, noticing the others moving, follows after.

"Are there more doors that need talking to?" he whispers. "At least no one decided to abuse the steps this time. All those broken floors, it's a shame."

[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)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword

In Hand: Iron Weapon (Greatsword), MW Thieves' tools


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
Bracer auto take 10: 1/1 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 (5/7 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 (3/6 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]
 


jbear

First Post
Maui stops at the junction and observes both doors and the pathway towards each. The series of traps has the druid acting very cautiously. He states his mind out loud. "Te door left gives Maui te jeeby heebies. Te door right nothing. Are we looking for te trouble? Is te Magic Stick going to be te way of te trouble? Or do we look along te path of no jeeby heebies first?"
 

jkason

First Post
Weel Naxel, aasimar oracle

Something pushes Weel's goggles back onto his face with a soft chorus of chittering whispers. The burly man in the kilt shoves the goggles back off again, slightly flummoxed.

"The jibber-jabbers aren't keen on the heebie jeebies," Weel whispers. "I think there may be some family rivalry between them, but they don't really seem like they're ready to talk about it yet."

[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)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword

In Hand: Iron Weapon (Greatsword), MW Thieves' tools


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
Bracer auto take 10: 1/1 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 (5/7 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 (3/6 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]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
"Jibber - Jabbers . . . . .Heebie - Jeebies. Sheesh. I Am going to be following the advice of speculative guessing." Vincenzo just shakes his head.
 

Remove ads

Top