[LPF] From Whence None Return

jkason

First Post
Weel Naxel, human oracle

Weel shrugs.

"Maybe he just liked pretty lights," Weel offers. "It's not his fault if they make us dizzy. Everyone has a thing that doesn't sit right with them. I mean, I don't ask people to stop cooking with cilantro just because I think it tastes like dish water, do I?"

He pauses a moment, then turns to ask the air above his head, far more uncertainly, "Seriously, do I? I don't remember."

Weel shakes his head and whispers to his blade, something about 'getting gussied up for the bigwigs.' There is a slight glow along its edge, but nothing else noticable.

[sblock=ooc]Casting Keen Edge. Might as well go for broke. though the Macguffin being "thing that kills magic" may make it a waste of time... ;)[/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 28
HP:85 Current: 82 (14 NL damage)
Senses: Perception 8, Sense Motive 2
CMB: +12 CMD: 23 Fort: +7
Reflex: +6 Current +7
Will: +9
Spell Resistance: 15 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword
* Shield of Faith (9 minutes), +3 deflection to AC.
* Levitate (9 minutes, 900 lbs)
* Haste (+1 AC & Ref, attack, extra attack on full, +30' move)
* Keen Edge (Greatsword crit on 17-20)

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +13/+08
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 (9 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, Light, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (3/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (6/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (2/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (5/5 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
5th (2/3 remaining)(DC 18): Cure Light Wounds mass, Major Creation (metal only), Telekinesis, Wall of Stone.
[/sblock]
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
]]Vincenzo- Venzin swordsman
Vincenzo takes his rapier and swishes his sword back and forth to loosen his sword arm. "So, what is the possibility the item we are looking for is in the hands of who or whatever is eventually at the end of this sunken castle? And what are the chances it may be used against us?"
[sblock=Vincenzo's stat block]

Item in hand: Rapier
off hand: empty

AC 21 Touch 15, FF 17) <<----
lunging feat: 10 foot reach AC 19 Touch 13, FF 14)

HP: 110/112
Init +2,
CMB +13,vs trip: +15, vs disarm: 18
CMD 26, vs trip: 28, vs disarm: 31
Fort +9, Reflex +6, Will +4; Perception +11, Stealth +7

Attack
Rapier +18/+13 (1d6+8, 15-20/x2)
Long comp bow +13/+8 (1d8+3, *3)
arrows used: 2

Gear:
[wand cure light: 49/50]; sunrod X 4; Rations X8; 13 arrows;
[potion: cure light X 9]; [Potion: Cure Moderate X 2]]
[/sblock]

[/][/][/][/QUOTE]
 

Systole

First Post
[sblock=OOC]Once you're done buffing up, you can walk past the curtain. At which point I'll need a Will save and a Perception check from every one, because ... oh, no reason.[/sblock]
 

jkason

First Post
Weel Naxel, aasimar oracle

"Alrighty, then. Time to make new friends, right?" Weel says. He waits for the others to agree, then moves in with them.

[sblock=ooc]Will save: [roll0]
Perception: [roll1]

I've no idea if it's relevant, but Weel has SR 15 vs. spells with the evil descriptor / spells & SLA of evil outsiders. [/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 28
HP:85 Current: 82 (14 NL damage)
Senses: Perception 8, Sense Motive 2
CMB: +12 CMD: 23 Fort: +7
Reflex: +6 Current +7
Will: +9
Spell Resistance: 15 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword
* Shield of Faith (9 minutes), +3 deflection to AC.
* Levitate (9 minutes, 900 lbs)
* Haste (+1 AC & Ref, attack, extra attack on full, +30' move)
* Keen Edge (Greatsword crit on 17-20)

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +13/+08
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 (9 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, Light, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (3/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (6/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (2/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (5/5 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
5th (2/3 remaining)(DC 18): Cure Light Wounds mass, Major Creation (metal only), Telekinesis, Wall of Stone. [/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Vincenzo- Venzin swordsman

will save for no reason
[roll0]
perception check for no reason
[roll1]

[sblock=Vincenzo's stat block]

Item in hand: Rapier
off hand: empty

AC 21 Touch 15, FF 17) <<----
lunging feat: 10 foot reach AC 19 Touch 13, FF 14)

HP: 110/112
Init +2,
CMB +13,vs trip: +15, vs disarm: 18
CMD 26, vs trip: 28, vs disarm: 31
Fort +9, Reflex +6, Will +4; Perception +11, Stealth +7

Attack
Rapier +18/+13 (1d6+8, 15-20/x2)
Long comp bow +13/+8 (1d8+3, *3)
arrows used: 2

Gear:
[wand cure light: 49/50]; sunrod X 4; Rations X8; 13 arrows;
[potion: cure light X 9]; [Potion: Cure Moderate X 2]]
[/sblock]

[/][/][/][/QUOTE][/QUOTE]
 

jbear

First Post
[sblock=Saves and Checks]Celestial Tigers were sent in ahead as bait, in case they might trigger something or help alert the rest of us to the immediate danger before we enter. They have the scent ability and will be hunting down any hidden presence/threat in the room, which hopefully indicates to us where to direct our attention as well.

Celestial Tiger 1: Will Save 1d20+3=23 (Crit! Phew!) Perception (with scent) 1d20+8=13
Celstial Tiger 2: Will Save 1d20+3=22 (hehe, lucky stuff! I was certain theywere going to bomb this!) Perception (with scent) 1d20+8=22


Maui Will save 1d20+12=27; Perception (scent) 1d20+12=29
Taniwha Will Save (+4 vs enchantment not included) 1d20+6=20 (24 vs enchantment); Perception (scent) 1d20+5=17

[/sblock]


[sblock= Tiger (large)]
Duration: 10/10 rounds
AC 14
Tiger 1: HP 45/45
Tiger 2: HP 45/45
Saves F/R/W +8/+7/+3
Speed 40 ft
2 claws +10 1d8+6 (grab); Bite +10 2d6+6 (grab)
Special: Pounce, Rake
Perception +8 (scent)
[/sblock]

[sblock=Lvl 10 Stats]
[http://livingpf.wikia.com/wiki/Maui_(jbear1979) Maui]
Initiative: +2
AC: 21 (25) (Touch 14 (18); FFt 18 (21))
HP: 92 Current: 92
CMB: +13 CMD: 26 Fort: +10 Reflex: +9 Will: +12

Conditions: Longstrider (7hrs); Mage Armour (1 hr); Delay Poison (8hrs); Bulls Str (16 mins), Great Magic Fang (8 hrs), Barkskin (160 mins);

In Hand:
Cold Iron MW Scimitar: +14 (+16)/+9(+11); 1d6+6 (+8) (Crit 18-20:x2)
and Heavy Shield

Spells: Orisons: Detect Magic, Guidance, Know Direction, Detect Poison
1st: CLW 0/2; Longstrider: Used, Detect Snares and Pits: Used, Aspect of the Falcon:Used
2nd: Bull's Strength 0/2, Bark Skin: Used, Delay Poison: Used, Empty Slot
3rd: Mad Monkeys, Greater Magic Fang: Used, Resinous Skin, Empty Slot: Used to Summon Nature's Ally
4th: Thorn Body, Empty Slot; Empty Slot: Used to Summon Nature's Ally
5th: Empty Slot ; Using Empty SLot to Cast Summon Nature's Ally V
Wild Shape: 2/5 uses left per day

[sblock=Leopard Shape]
Medium animal; Senses: low-light vision, scent;
AC 16 (23), touch 16 (19) , flat-footed 12 (19)
Speed 30 ft., climb 20 ft.
Melee:Bite +14; 1d8+7; 2 Claws: +14; 1d4 +7 dmg
Special: Trip

[/sblock]

[sblock=Lizard Bird Shape]
Deinonychus
Medium animal; Senses: low-light vision, scent;
AC 16 (23), touch 16 (19) , flat-footed 12 (19)
Speed 60 ft.
Melee:Bite +14; 1d6+7; 2 Talons: +14; 1d8+7 dmg; Foreclaws: +8; 1d4+4
Special: Pounce

[/sblock]

[sblock=Dire Tiger Shape III]
Dire Tiger
Large Animal; Senses: low-light vision, scent;
AC 17 (25) , touch 15 (19) , flat-footed 14 (21)
Speed 40 ft. (70 ft)
Melee:Bite +15 (19); 2d6+8 (+11) (+Grab); 2 Claws: +15 (+18) ; 2d4+8 dmg (+11) (+Grab)
Special: Pounce, Rake
http://s2.hubimg.com/u/6753809_f520.jpg
[/sblock]

Wand of CLW Uses: 0/16
Wand of Magic Fang: 44/50
Wand of Speak with Animals: 46/50
Wand of Mage Armor: 46/50
Rod of Lesser Extend: 0/3
Potions: CLW 0/2
Flasks: Holy Water 2/2
Sling Bullets: 19/20

Taniwha
Initiative: +8
AC: 23 (27)
HP: 83 Current: 83
CMB: Trip/Disarm +11 CMD: 29 (33 vs Trip) Fort: +8 Reflex: +12 (+13) Will: +6 (+10 vs enchant)

Conditions: Mage Armor (1 hr), Bull Strength (16 mins), magic fang (bite); magic fang (both claws)


Bite (silvered;magic): +13 (+16); 1d6+5 (+8) dmg; special: Trip
2x Claws (silvered;magic): +13 (+16) ; 1d3+5 (+8) dmg
[/sblock]
 

jbear

First Post
[sblock=OOC] [MENTION=34958]Deuce Traveler[/MENTION] @kinem Come on guys, make your saves and checks please, so we can move this on and finish up. I am beginning to feel impatient for this to end. [/sblock]
 





jbear

First Post
[sblock=OOC] @Systole Hey mate, when do you think you will get a chance to move this along? Just to mentalise (it helps me be patient :p ; it goes without saying thank you again for picking up where SK left off, its very much appreciated). [/sblock]
 

Systole

First Post
The curtain collapses into a heap of rotting fabric and dust as soon as it's touched by the celestial tigers. After the cloud settles and your vision clears, a throne room comes into view. It's an odd sort of throne room, however, as there is not one but three different thrones. And seated on the three thrones are three different desiccated corpses, dressed in scraps of wizard robes and with dried papery skin stretched tight across their bones. All three clutch an ornate staff in their skeletal hands, and stir as you approach. They look identical -- as far as skeletons go, anyway -- except for the color of their robes.

The tigers sniff the air but look bad to Maui and shakes their heads in unison. There's nothing living here, and the only smells are death and dust, which are too strong for the tigers to smell anything else.

The westernmost lich, dressed in something that might have been red, swivels to face you. "Finally, someone has reached the end of my lair," comes a voice from the general vicinity of its jaw. "Seeking my staff, no doubt. Not that your reasons matter. I would welcome any end to this torment." says the easternmost lich, clad in green. The northern lich, in blue, shakes its head, "If I had only know what it would cost me when I built this dungeon."

All three of the undead rise in unison and present their staffs. "Choose wisely. Solve the riddle. End my curse."

Three undead illusionists holding three staffs, apparently offering no resistance. Somehow, it just seems too easy.

necropolis5.jpg


[sblock=OOC]Sorry about the delay. I've been busy during the week and gone during the weekends.

You are currently about 30' from any of the thrones. I'll get a map up later this week.[/sblock][sblock=Lem]There are suspicious looking panels in front of all three thrones -- some type of trap, probably. It would require a closer look to determine if any of them are false or deactivated.[/sblock][sblock=Menik]There's a trap in front of the westernmost lich. Looks like a pressure plate that triggers something nasty from the ceiling.[/sblock]
 

jbear

First Post
Maui offers a tremendous roar as his reply. It is a good thing that he was not in human form, as the word he had spoken was the worst possible word he could think of and not fit to be heard in any sort of company, not even the lowest sort. His indignation that there is not only one leech but three at the end of their quest is such that he does however forget that he is in feline form completely. A stream of growl and accusing hisses stream from his mouth in what result to the ear as completely intelligible cat nonsense. His gestures become very human (apart from the tail swishing), pointing of clawed fingers, shaking of balled up paws and stamping of feet. At one point he even stands up on his two hind legs and folds his arms, looking away in complete disgust.

At that point his balance almost goes and he realises what he is doing and that no one has understood a thing. He drops back down to a properly fitting feline stance and lowers his head, tail swishing as he awaits the others to respond. As far as he was concerned these liches were pulling his tail. They had spoken no riddle that he had heard, but yet they want them to solve one. The nerve! And when they were back in Vezna and he saw the old git who had sent them here assuring them there were no leeches ...

[sblock=OOC] Did Maui spot the same trap as Menik. His perception roll was 1 point higher than Menik's.
If the riddle consists of divining which of the three liches is the real one, my gut tells me the Blue one. I have very little to back that up with. [/sblock]
 
Last edited:

jkason

First Post
Weel Naxel, aasimar oracle

"Riddles!" Weel all but cheers. "We had one of those before, with the floor that got thirsty and everything. What's your riddle?" the planestouched young man asks.


[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 28
HP:85 Current: 82 (14 NL damage)
Senses: Perception 8, Sense Motive 2
CMB: +12 CMD: 23 Fort: +7
Reflex: +6 Current +7
Will: +9
Spell Resistance: 15 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword
* Shield of Faith (9 minutes), +3 deflection to AC.
* Levitate (9 minutes, 900 lbs)
* Haste (+1 AC & Ref, attack, extra attack on full, +30' move)
* Keen Edge (Greatsword crit on 17-20)

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +13/+08
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 (9 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, Light, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (3/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (6/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Groundswell, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (2/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (5/5 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
5th (2/3 remaining)(DC 18): Cure Light Wounds mass, Major Creation (metal only), Telekinesis, Wall of Stone. [/sblock]
 


Deuce Traveler

Adventurer
"Each of the thrones has a pressure plate in front of them. Traps, no doubt, though I can't tell which might be activated or deactivated. I'm wondering if the wrong choice causes the trap to go off, while the correct pressure plate has a deactivated trap with it." Lem considers each of the liches in turn.
 


jbear

First Post
Maui wanted to bite something and take the staff and leave this god forsaken place. He had had it with traps and riddles. With a growl he sent one of the tigers padding forward to stand in front of the green lich. If there was a trap it was better that the tiger take the brunt of it rather than one of his companions.
 

Systole

First Post
The tiger looks dubiously at Maui, but obediently walks onto the pressure plate. To no one's surprise, a blast of dark energy erupts from the green throne, enveloping the tiger as it tries to twist out of the way. It growls in pain and retreats, the extraplanar stuff from which it is made looking transparent and insubstantial in spots.

The green lich seems unharmed by the blast and betrays no emotion. "You have chosen ... poorly," it says. The northern lich, in blue, says "Listen: I cast no shadow. I will bite the hand that feeds me. I will die cold and hungry, or else be drowned. What am I?"

necropolis5.jpg


[sblock=OOC]Negative energy trap. It's quite lovely and refreshing if you're undead.

jbear and kinem, check your inboxes.[/sblock]
 

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