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[LPF] Mopping Up


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sunshadow21

Explorer
The party is visibly shaken as all but Arianna and the elemental are unable to shake off the aftereffects of the thunderstone. Heinrich is able to singe one of the wolves, but it doesn't catch on fire. The others are completely ineffective in their goals, though Arianna does notice the fleshy blob like creature around the corner. The blob moves and turns out to be a very fleshy humanoid creature; it seems to concentrate on something, but nothing happens. The wolves at the rear of the party continue to worry away at the casters, are unable to find a suitable spot to bite. Suddenly, a tiny creature appears right in between the casters, apparently emboldened by the success of the thunderstone, slashing at Heinrich, but completely missing in his haste. Now that he is able to see the creature up close, Ni recognizes it to be a quasit, a minor demon. One of the cultists throws a tanglefoot bag at the mercreature, landing a solid hit. The other cultist launches a flask of alchemists fire at the same target, but misjudges the distance horribly, and the flask shatters harmlessly on the ground in between the barriers.

[sblock=round 1]
CommonRoomRound2.jpg


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

quasit
fleshy humanoid
cultist 1
cultist 2
wolves 3 damage to one of them[/sblock]

[sblock=deafened]A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components.[/sblock]

[sblock=tanglefoot bag]When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.[/sblock]

OOC: The party is up. Arianna needs a DC 15 reflex save to avoid being glued to the floor.
 
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Satin Knights

First Post
Arianna manages to slice and break through most of the tanglefoot bag goo, but not quite enough to free herself from it.
[sblock=actions]claw/claw auto damage on goo[/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)
In hand: nothing
Conditions: Entangled, Effective AC 17[/sblock]
 
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DalkonCledwin

First Post
OOC: Okay not sure if this is going to work on the Demon in the room, but its worth trying just in case. There is also the issue of whether or not it will work with the lot of you trying to kill these guys, and the fact that Tonris is deafened...


Tonris begins shouting out to those around him, explaining that they are simply here to discover the origins of this mighty temple to the Dark Gods and that they mean the inhabitants no ill will. He continues speaking about this stuff for as long as is necessary to convince them of the truth of his words, and yet longer still. All the while he is weaving a spell, with the hope that it works.

[sblock=Actions]Cast Enthrall on all the intelligent enemies in the room with the hope that it will sway them in our favor.

DC 16 Will Save to negate. If their race or religion is unfriendly to mine they automatically get a +4 bonus on their saving throw. This effect will turn them to the friendly category if they fail their saving throw. Creatures with 4 or more hit dice or a wisdom score of 16 or higher will instead become indifferent.

If some of the creatures are unfriendly toward Tonris they can attempt to end the effect by making a collective Charisma Check. For this effect use the Charisma bonus of the person with the highest Charisma Score in the group. Others may make Charisma Checks to assist. This ends the spell if it beats my own Charisma check (which I will include below).

If anyone attacks those who are enthralled or performs an overtly hostile act towards them, the spell immediately ends and those who were enthralled immediately become unfriendly toward Tonris. Those with 4 or more HD or a Wisdom Score of 16 or higher immediately become Hostile toward Tonris under such circumstances.


Okay well crap, appears the spell failed XD unfortunately that also means I can take no other actions for this round as the spell requires talking for at least one full round.[/sblock]
[sblock=Tonris, Mini Stats]Initiative: +9
Perception: -1 (it is +1 if within arm’s reach of Familiar)
Armor Class: 13 (Flat-Footed: 12 // Touch: 12)
Mage Armor Class: 17 (Flat-Footed: 15 // Touch: 12)
Hit Points: 30 Current // 30 Total
BAB: +2 CMB: +3 CMD: 14
Fort: +3 Ref: +2 Will: +4
Special Resistances: +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells.
Concentration Check: 1d20 +8 (plus an additional 4 if casting defensively)
Caster Level Check: 1d20 +4

Primary Weapon: M.W. Quarterstaff (Attack Bonus: +4 // Damage: 1d6+1 // Critical: 20/x2 // Double Weapon // Masterwork)
Secondary Natural Weapon: Prehensile Hair (Attack Bonus: +1 // Damage: 1d3+2 // Critical: 20/x2 // 10 foot reach)
Wands: Wand of Mage Armor (42 Charges remaining)

Class Abilities & Spells
Hexes:
Evil Eye:
can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.
Flight: grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day (0 / 1 per day).
Prehensile Hair: Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals (0 / 4 minutes per day).

Prepared Spells
Cantrips (DC – 14): Guidance; Resistance; Detect Magic; Stabilize
First Level (DC – 15): Cure Light Wounds; Burning Hands; Ear Piercing Scream; Ray of Enfeeblement
Second Level (DC – 16): Cure Moderate Wounds; Touch of Idiocy, Enthrall[/sblock]
[sblock=Rex, Mini Stats]
Dinosaur, Compsognathus

Neutral, Tiny Animal

Init: +6; Senses: Lowlight Vision, Scent; Perception +4
AC: 17, Touch 14, Flat-Footed 15 (+2 Dex, +3 Nat, +2 Size)
HP: 13 (1d8+2 treated as if it had 4d8+2)
Saves: Fort +4; Ref +4; Will +4
Speed: 40 ft, Swim 20 ft.
Melee: Bite +3, (1d3-1 + poison)
Space: 2.5 feet // Reach: 0 feet
Ability Scores: STR 8, DEX 15, CON 14, INT 6, WIS 11, CHA 5
Base Attack: +2; CMB +2; CMD 11
Feats: Improved Initiative
Skills: Perception +4, Swim +7, plus all skills that Tonris has ranks in
Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.
Special Abilities Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells[/sblock]
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
still being worried by wolves, Heinrich blasts with another fire jett, noting that the wolves are not frightened by fire as he was told as a child.


[sblock=stat block]
fire jett [su] damage: 1d6+2 DC 16 Unused: 00000 Used: 00
-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 [v]
* acid splash [v]

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

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

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

( - ) 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]
 
Last edited:

Qik

First Post
Ni's elemental throws itself at the barrier before them once more, and once again, the blockade resists.

Desperately, Ni continues to shield himself from the attacking wolf as he focuses on animating the ground behind it. This time, the innate elemental forces of the inanimate rock cooperate, and spring to life. "Get him!" urges the gnome in earth tongue, although the creature needs no such encouragement: it slams into the wolf with abandon.

[sblock=Actions/OOC]Earth Elemental A Str check: 1d20+5=7
Ni Concentration Check: 1d20+10=28

Thank god; some good news.

Ni summons another earth elemental to E5. It attacks the wolf at F6. I'm going to assume it has flanking via Tonris' compy. If not, just subtract 2 off of the attack rolls.

Earth Elemental B Attack: 1d20+11=27
Earth Elemental B Damage: 1d6+7=12[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 28/30
AC: 17 (Touch: 13, 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: 8/11
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 A - 0/4 minutes
- Summon Monster II - Small Earth Elemental B - 0/4 minutes

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 A's HP: 11/17
Small Earth Elemental B's HP: 17/17

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]
 
Last edited:

sunshadow21

Explorer
The party struggles to turn the fight around, and manage to make some progress. Arianna makes progress toward ungluing herself, Heinrich manages to catch one of the wolves on fire, and finds out that while fire in and of itself does not worry them, catching on fire is another matter entirely. The effected wolf tries to run away after a desperate and failed strike at the fire mage, but is pummeled by the second earth elemental as he does. The other wolf in back manages to bite and even trip Heinrich before it too takes off, not wanting to stick around and get burnt itself. The wolf on Ni continues to bite at the prone gnome, despite taking a heavy hit from the elemental, and lands a decent blow. The quasit lashes out at all three casters, but only is able to land a blow on the prone gnome, doing minimal physical damage, but introducing some poison into the gnome's blood at the same time. Up front, the fleshy humanoid seems to hold while the cultists do the entangle/alchemist's fire on the earth elemental, and once more, the tanglefoot bag hits home, but the alchemist's fire lands well short of it's goal.

[sblock=round 3]
CommonRoomRound3.jpg


Arianna 33(29)/33(29); entangled (3 rounds), glued to floor (2 hp remaining)
Compy 15/15; deafened
Heinrich 17/22; prone, deafened
Ni 23/30; prone, deafened
Tonris 30/30; deafened
earth elemental a 11/17; entangled (3 rounds)
earth elemental b 17/17

quasit
fleshy humanoid
cultist 1
cultist 2
wolf 12 damage (seriously hurt)[/sblock]

[sblock=deafened]A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components.[/sblock]

[sblock=tanglefoot bag]When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.[/sblock]

OOC: The party is up. The original earth elemental needs a DC 15 reflex save to avoid being glued to the floor. Ni needs to make a DC 11 fort save or take one point of dex damage.
 

sunshadow21

Explorer
The party struggles to turn the fight around, and manage to make some progress. Arianna makes progress toward ungluing herself, Heinrich manages to catch one of the wolves on fire, and finds out that while fire in and of itself does not worry them, catching on fire is another matter entirely. The effected wolf tries to run away after a desperate and failed strike at the fire mage, but is pummeled by the second earth elemental as he does. The other wolf in back manages to bite and even trip Heinrich before it too takes off, not wanting to stick around and get burnt itself. The wolf on Ni continues to bite at the prone gnome, despite taking a heavy hit from the elemental, and lands a decent blow. The quasit lashes out at all three casters, but only is able to land a blow on the prone gnome, doing minimal physical damage, but introducing some poison into the gnome's blood at the same time. Up front, the fleshy humanoid seems to hold while the cultists do the entangle/alchemist's fire on the earth elemental, and once more, the tanglefoot bag hits home, but the alchemist's fire lands well short of it's goal.

[sblock=round 3]
CommonRoomRound3.jpg


Arianna 33(29)/33(29); entangled (3 rounds), glued to floor (2 hp remaining)
Compy 15/15; deafened
Heinrich 17/22; prone, deafened
Ni 23/30; prone, deafened
Tonris 30/30; deafened
earth elemental a 11/17; entangled (3 rounds)
earth elemental b 17/17

quasit
fleshy humanoid
cultist 1
cultist 2
wolf 12 damage (seriously hurt)[/sblock]

[sblock=deafened]A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components.[/sblock]

[sblock=tanglefoot bag]When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.[/sblock]

OOC: The party is up. The original earth elemental needs a DC 15 reflex save to avoid being glued to the floor. Ni needs to make a DC 11 fort save or take one point of dex damage.
 

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