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[LPF] Mopping Up


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sunshadow21

Explorer
The party moves forward quickly once Lu is dismissed, not wanting to waste their spells. The turn the corner, and find a makeshift barrricade at the end blocking the entrance to a larger room that appears to serve as the cult's common room, based on the stuff they see in the initial barricade of upturned tables and chairs, as well as similar barricades set up farther in the room. They initially fail to see anyone when things get crazy quickly. Heinrich has just enough time to hear the flying creature in hallway behind them, and even catch a quick glimpse of it's shadow, before things go haywire. Someone crouched behind one of the barricades releases a spell, and three wolves appear just behind the party, hemming them in between the wolves and the initial barricade. The wolf on Ni manages to not only hit, but trip, the gnome, knocking him to the ground. The wolves attacking Heinrich are slightly less successful in their attempts, but one of them manages to deal a bit of damage. Almost simultaneously, Arianna sees a small rock fly out from the western barricade and slam down onto the ground between her and the elemental, causing a loud BOOOM as it hits.

[sblock=round 1]
CommonRoomRound1.jpg

Arianna 33(29)/33(29)
Compy 15/15
Heinrich 19/22
Ni 28/30; prone
Tonris 30/30
earth elemental 11/17

flyer DC 39(19 for Heinrich) Perception to locate (just behind wolves on eastern edge of D7)
blob DC 25 Perception to notice
cultist 1
cultist 2[/sblock]

OOC: I tried to place people in a pattern that seemed logical given party tactics thus far and the posts of how folks were proceeding. The party is up. I'll give you one round of haste before that spell runs out. I need DC 15 Fort saves from everyone to avoid being deafened. The hastily built wall will take a Str check of DC 17 to move out of the way.
 


Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
"Dass Sohn einer Hündin!" exclaims Heinrich when he is bit!

Heinrich remembers to consider his circumstances, rather then act out of habit. A jet of fire issues from an empty hand and terminates at C,4 for a total of 20 feet.

Fire Jett [SU]; damage 1d6+2; dc 16 for half damage or fails for full + on fire to next round for additional 1d6 fire damage.

Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 16 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame.


[sblock=stat block]
fire jett [su] damage: 1d6+2 DC 16 Unused: 00000 0 Used: 0
-Special: Reflex save for 1/2 dmg or catch fire and take additional 1d6(fire) dmg
-Range: 20' line

Crossbow, Light(+1) : Att +5 Dam 1d8, Crit 19-20/x2, range 80 feet, type P
Dagger, Melee: Att +02 Dam 1d4, Crit 19-20/x2, range 10 feet, type P/S
Dagger, Thrown: Att +04 Dam 1d4, Crit 19-20/x2 range 10 feet, type P/S
Ranged touch attack +6

HP: 19/22
AC [NORM] 14; TOUCH 12; FF 12
AC [W/ SHIELD & CAT'S GRACE] 20; TOUCH 20; FF 12

ATTACKS [RANGED] WITH CAT'S GRACE
Crossbow, Light(+1) : Att +7 Dam 1d8, Crit 19-20/x2, range 80 feet, type P
Dagger, Thrown: Att +6 Dam 1d4, Crit 19-20/x2 range 10 feet, type P/S
Ranged touch attack +6

SPELLS

Save DC:
General: 14 + SL
Evocation: 16 + SL
Elemental (Fire): 15 + SL
Evoc + (Fire): 17 + SL

0 Level
* prestidigitation
* Detect Magic
* Light
* acid splash

Level 01
* Burning Hands(ev,E,*)
* -shield -
* Feather fall
* Comp Lang
* magic missile

Level 02
* Burning hands of acid (A,ev,E)
* scorching ray (ev,E)
* -Cat's grace-
* Spectral Hand

LEVEL 3
* Dispel magic
* Fire ball (**,ev,E)
* Haste

( - ) denotes a cast spell
(*) cast at +1 level (trait)
(**) cast at +2 levels (Feat)
(E) elemental: flame school
(ev) evocation
(A) denotes changed to acid
(&) takes 2 spell slots to cast
(#) recalled via pearl of power

spells per level:

cast through bonded item: see invisible
Level 0: 4 =4
Level 1: 3+1(Int)+1(Fire)=4+1 [+4 recallable (pearls of power) 0000]
Level 2: 2+1(Int)+1(Fire)=3+1
Level 3: 1+1(Int)+1(Fire)=2+1
Level 4: 0+1(Int)+1(fire)=0

[/sblock]
 
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Satin Knights

First Post
Arianna drops her spear and tries to push the barricade aside. While unsuccessful in that venture, she notices something. "Blob creature inside here with two humanoids!"

[sblock=actions]free, drop longspear, full round Bust the barriacade, unsuccessful[/sblock][sblock=mini-stats]Arianna Mermaid ~ Perception +6, Sense Motive +6, Stealth +1, Low Light Vision
Base HP 37/0, AC 14, 12 T, 12 FF, Init +2
Current HP: 37
, Current AC: 18
CMB +2, CMD 14, Fort +5, Reflex +4, Will +8 . . Move 10', 20'
MW Long Spear +2, d8 with 10' reach
MW DW Spear Gun +4, d8
Dagger +1, d4 or thrown +3, d4
Active Enhancements: -
In hand: none


Consumables: 33 spear gun bolts, 20 cold iron bolts, 4 days rations,
. . .... . . . . . . . 1 potions of Cure Light Wounds, (in scarf)
. . . . .... . . . . . 1 potion of Lesser Rejuvenate Eidolon (crutch)
. . .... . . . . . . . 1 potion of Cure Light Wounds (crutch)
.......................1 wand of Lesser Rejuvenate Eidolon (48 charges)
.......................1 wand of Cure Light Wounds (50 charges)
Loot chosen:

Summon Monster I: 7/day, 0 used
.Cantrips: unlimited Detect Magic, Mage Hand, Drench, Jolt, Guidance, Breeze
. Orisons: unlimited Stabilize, Detect Poison, Purify Food/Drink
1st Level: 3/day, 1 used Mage Armor, Lesser Rejuvenate Eidolon, Shield, Enlarge Person
1st Level: Memorized Bless, Divine Favor, Longstrider(d)
Lesser Rod of Extend: 3 charges/day, 2 used
Channel Positive Energy:
7/day, 0 used 1d6 healing
Interrupt Abilities: Move HP from Arianna (real) to Teq (temp) to keep above zero

Beast (Teq Oola) ~ Perception +14, Sense Motive +6, Stealth +1, 60' Darkvision and Low Light Vision
Base HP 33/29, AC 17, 11 T, 16/20 FF, Init +1
Current HP: 33/29, Current AC: 21
CMB +7, CMD 18, Fort +5, Reflex +3, Will +8 . . Move 70'
Claw/Claw +7, d4+4+1 Arcane Strike
MW Longspear +8, d8+6+1 Arcane Strike with 10' reach
MW Darkwood Speargun +5, d8+1 Arcane Strike
Dagger +7, d4+4 or thrown +4, d4+4+1 Arcane Strike
Jolt +4, d3, RTA spell

Active Enhancements: Evasion, Mage Armor (8 hours), Longstrider (2 hours), Haste (1 rds)
In hand: nothing [/sblock]
 
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Qik

First Post
Ni shakes his head at Tonris. "Don't worry, Lu won't be suffering whilst he's gone - he's a creature of the planes, not a puppy, I didn't just send him back to his kennel. Time and things work different there. He'll be right as rain, though thanks for your concern..."

As can happen, Ni's mouth gets the better of him this time: he is unprepared for the ambush, and suddenly finds himself on his back.

Eyes widening in fear, he catches sight of Arianna slamming against the barrier in front of them. He yells for the elemental to do the same. From his back, he attempts to shield himself from further attack and call upon the elements for more help, but in his defense, he loses focus.

[sblock=Actions]
Ni Fort: 1d20+3=12
Elemental Fort: 1d20+6=26
Earth Elemental Str Check: 1d20+5=13
Ni Concentration Check: 1d20+10=14

On the (very small) bright side, Ni can still summon with no ill effects from being deafened, since SLAs have no verbal components. [/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 28/30
AC: 18 (Touch: 14, Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +5, Will: +5 (+7 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 9/11
Spells:
- 0: DC 16; Infinite
- 1: DC 17; 4/5
- 2: DC 18; 2/3

Active Magic:
- Mage Armor (on Lu) - 0/4 hours
- Summon Monster II - Small Earth Elemental - 0/4 minutes
- Haste - on Ni, Lu, Earth Elemental, Arianna - 4/4 rounds

Eidolon: Unsummoned
HP: 20/20
Eidolon AC: 21 (Touch: 13; FF: 18)
CMB: +5 CMD: 17 Fort: +4 Ref: +5 Will: +0
Perception: +8
Initiative: +3

Natural Weapons:
- Bite:
+5, 1d6+3
- 2 Claws: +5, 1d4+3[/sblock][sblock=Small Earth Elemental Stats]
Small Earth Elemental
HP: 11/17
AC: 18 (Touch: 11; FF: 17)
CMB: +6 CMD: 15 Fort: +6 Ref: +2 Will: +0
Perception: +5
Initiative: -1

Melee: Slam +8 (1d6+6)
Special Attacks: earth mastery (+1 attack/damage if both it and foe are on ground, -4 if opponent is airborne or waterborne.)[/sblock]
 
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