[LPF] From Whence None Return

Maui finished up healing with his wand and approaches the group from behind. "Sorry for te good and te bad news, Menik. Hard to find te tuakana you have lost, and he is lost when you find him." Examining the grates he decides that he has had quite enough of all of the traps. He taps his tongue with another of his magic sticks and as he puts it away he intones a prayer in his cutting language. "Maui does not trust te swamp house of te Leech. I will call for help to find te traps." A moment later a massive lizard the size of a crocodile appears between the two grates. "Tuatara! Haere mai." The lizard skitters towards Maui over the grate. "E tu!" he commands and it stops. "Haere atu!" he barks again and it turns and skitters back down the corridor over the other grate. "E tu!" he commands, taking a second to assess whatever was provoked by the giant lizard's passing over the grates.

If nothing happens Maui will urge Weel to talk to the jibber jabbers about talking to the light stick and moving it ahead as he moves past his companions to cross the two grates first by himself. Taniwha follows straight after him and he tells the others to cross as well in single file, using the same path that he and the tuatara used. He then urges the tuatara forward along the corridor. When the light arrives he also forges ahead.

[sblock=OOC] Use Wand of Speak with Animals on himself
Cast Summon Nature's Ally III (8 rounds) to summon a reskinned monitor lizard (tuatara) in between the two grates.

Commands tuatara to approach over grate, and then turn and cross other grate, stopping on other side with enough room for the party to pass the grate and reach the other side.

If nothing happens Maui crosses as well using the same path the lizard took, followed by Taniwha. He then orders his natural ally (tuatara) to move ahead hopefully as light extends further down the passageway when sun rod is moved. [/sblock]

[sblock=Lvl 8 Stats]
[http://livingpf.wikia.com/wiki/Maui_(jbear1979) Maui]
Initiative: +2
AC: 21 (Touch 14; FFt 18)
HP: 74 Current: 70
CMB: +12 CMD: 25 Fort: +9 Reflex: +8 Will: +11

Conditions: Longstrider (7hrs); Mage Armour (1 hr); Delay Poison (8hrs); Aspect of the Falcon (8 mins; +3 perception)
Poisoned (-1 STR)

Summoned Ally: Monitor Lizard

In Hand:
Cold Iron MW Scimitar: +13 (+12)/+8(+7); 1d6+6 (+5) (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 2/2, Bark Skin, Delay Poison: Used
3rd: Mad Monkeys, Greater Magic Fang, Resinous Skin, Empty Slot: Used to Summon Nature's Ally
4th: Thorn Body, Empty Slot: Used to Summon Nature's Ally
Wild Shape: 3/4 uses left per day

[sblock=Leopard Shape]
Medium animal; Senses: low-light vision, scent;
AC 16 (20), touch 16 , flat-footed 12 (16)
Speed 30 ft., climb 20 ft.
Melee:Bite +13; 1d8+7; 2 Claws: +13; 1d4 +7 dmg
Special: Trip

[/sblock]

[sblock=Lizard Bird Shape]
Deinonychus
Medium animal; Senses: low-light vision, scent;
AC 16 (20), touch 16 , flat-footed 12 (16)
Speed 60 ft.
Melee:Bite +13; 1d6+7; 2 Talons: +13; 1d8+7 dmg; Foreclaws: +7; 1d4+4
Special: Pounce

[/sblock]

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

Wand of CLW Uses: 1/16
Wand of Magic Fang: 45/50
Wand of Speak with Animals: 46/50
Wand of Mage Armor: 46/50
Rod of Lesser Extend: 3/3
Potions: CLW 2/2
Flasks: Holy Water 2/2
Sling Bullets: 19/20

Taniwha
Initiative: +7
AC: 22 (26)
HP: 58 Current: 58
CMB: Trip/Disarm +11 CMD: 26 (29 vs Trip) Fort: +7 Reflex: +11 Will: +5 (+9 vs enchant)

Conditions: Mage Armor (1 hr)


Bite: +11 (+12); 1d6+4 (+5) dmg; special: Trip
2x Claws: +11 ; 1d3+4 dmg
[/sblock]
 

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"Oh, that is handy," Weel says as he watches the others place the remains in the extradimensional bag. As Maui indicates he needs more light, Weel perks up.

"I'm so sorry, little glowy," he says to the sunrod. "You're right, you should run ahead and see what Maui's new friend finds!"

[sblock=ooc]Mage Handing again to get the light further ahead[/sblock]
 


Maui brings in a friend to scout ahead down the dangerous corridor. The lizard is able to move through each of the grates, around the spikes and make its way slowly to the other end of the hall. Following along, over the second grate, looking up, Weel sees the room that was filled with water. Everyone else just sees darkness for no one left a light in that room. With that clue, each of the grates have a shaft above them, probably leading to each of the trap doors above that you had found. The last spiked grate is probably under the first room you entered.

The next grate appears to be where Kyle had fallen. There is a backpack, bow, quiver, a fine rope, belt pouch with a few coins and a potion bottle. On the floor is also one of the statues from above. Weel looks up and sees the bottom sides of the friendly rocks that had rearranged themselves as stairs.
[sblock=Status]
70/74.AC 21 M12 ~ Maui ~ MA 349r, LS 3947r, DPaS 451r, Light 4739r, DPoison 4776r ~ just 1 STR drain
50/50 AC 26 L12 ~ Taniwha ~ MA 349r ~
77/79 AC 20 O11 ~ Vincenzo ~
64/85 AC 23+3 L11 ~ Weel ~ MVest 4550r, IronWeap 567r, LB 568r, SoF 70 ~
51/51 AC 17 M10 ~ Menik ~ MA 1914r ~
38/38 AC 23 O12 ~ Lem ~


The spiked grates are indeed difficult terrain.
The yellow light crystal is overhead.
Red circle=grappled
Blue circle=prone
blue X=unconscious
red X=dead[/sblock][sblock=Map]
map34.png
[/sblock]
 


"Te dead end?" asks Maui out loud to no one in particular. "Or te door is hidden?" He begins to scour the passageway of spikes for a hidden doorway. If he finds nothing he growls in frustration and heads back to the place where he fell. He places Taniwha back on across his shoulders and begins to climb back up the rope to the passageway.

[sblock=Perception check]1d20+15=19 [/sblock]
 

Weel Naxel, aasimar oracle

"Oh, look, all the holes come down here," Weel says, pointing up to the darkness only he can see through. "Well, at least it's efficiently designed, I suppose."

"We should keep these with their friend in your bag, Vincenzo," Weel suggests of the gear the group discovers. "They've spent a lot of time together; it'd be cruel to separate them."

The broadsholdered islander waits to make sure Maui finds nothing, then follows him back to the rope. Glancing up, he frowns.

"You know, it seems like that poor rope's having to do much too much work, while my boots really have been very lazy and only holding me up on solid ground," Weel says. He glances down at his boots, wagging his finger at them. "What do you two have to say for yourselves? You deserve a lashing, really."

Weel reaches into his sporran and pulls out a small loop of leather. Lifting each foot in turn, he does appear to be giving his boots a lashing -- though the flimsy bit of leather seems hardly effective for such a task.

Still, as soon as he's done, the oddly-touched man lifts a few feet off the ground.

"Much better," he says. Holding out a hand, he says, "Anyone care for a lift?"

[sblock=ooc]Since it would take two hands to climb the rope, losing him his weapon (and, honestly, because he has no ranks in Climb and I worry about these things), Weel casts Levitate to get up out of the pit, instead. At this level, the spell can support up to 900 lbs, so he can give folks piggyback rides up to speed ascent (or if anyone's worried about making a climb check). Lasts 9 minutes.

SK, Levitate has a stabilization issue with making melee attacks. Does that extend to skill checks? With the pit open, I figured I might have Weel try picking the door again while levitating after we get everyone back up. Just didn't know if it's detrimental to the check.[/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment) Current: 26
HP:85 Current: 64
Senses: Perception 6, Sense Motive 2
CMB: +11 CMD: 22 Fort: +7
Reflex: +6
Will: +8
Spell Resistance: 14 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)

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 (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, 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 (4/7 remaining)(DC 16): Cure Serious Wounds, Dispel Magic, Keen Edge, Locate Object, Magic Vestment, Stone Shape
4th (4/4 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Freedom of Movement, Versatile Weapon
[/sblock]
 

"We should keep these with their friend in your bag, Vincenzo," Weel suggests of the gear the group discovers. "They've spent a lot of time together; it'd be cruel to separate them."
"Speaking of which . . . . .", Vincenzo hs a nervous look on his face as he peers into his pack to ensure the bloody skeleton has not mysteriously rejoined the armor placed within. Ensuring as such he places [ a backpack, bow, quiver, a fine rope, belt pouch with a few coins and a potion bottle], the remaining belongings of Menic's fallen friend. He treats them with respect, then looks to see if he has Menik's approval of how he treated the items.
 

"Yes, thank you, Vincenzo" Menik says. To calm himself, he takes a deep breath.

"Maybe the door Weel tried to open when the floor opened instead was a real door."
 

Lem simply smirks as he awaits everyone else to cross along the grates. Finally, when it is his turn, he half dances and half bounds his way safely through. "And... that... is .... that! Ta da! Sometimes it really pays not to wear any armor."

OOC: 30 on the Acrobatics check, as he will do a high jump when needed.
1d20+23=30
 

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