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[LPF] Mopping Up


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"If they are doing something nasty, get interrupted and it goes boom in their face, it is not different than us going boom in there face. Better to screw up their weapon than us having to try in fight it."
 

"I am more concerned with them trying to control the entry of some lower level demon into our plane of existence, and us interrupting them and inadvertently allowing the access to our plane of some higher level demon that we are ill-equipped to handle." Tonris says in response to Arriana's comment.
 

It's hard to pin down precisely what they are doing based on second hard reports, but they definitely seem to be trying to summon something. However, it also sounds like they probably aren't as far along in their ritual as Tonris fears, and while interrupting them would leave a lot of raw magical energy with no focus, the main body of the ritual has not been reached and would likely not be triggered.
 

[sblock=OOC]So basic translation would be like what would happen if we interrupted Bobby mid ritual during this scene:

[ame="http://www.youtube.com/watch?v=qNRIDVgGgiw"]Supernatural - 7x01 - Castiel returns the souls to Purgatory; Leviathan takes over Castiel - YouTube[/ame]

Though in that instance I have a feeling the repercussions of interrupting the ritual would have been worse if not just as bad as what had actually happened... basically what I am looking for is the order of magnitude of the magical energy we are talking about here...[/sblock]
 

[sblock=ooc]The energy seems to be focused on crystal orbs on top of the pillars at the corner of the platform. You think there would have been more stored, but the double blast from earlier caused them to lose a lot of what had been built up, so while definitely annoying, the magnitude wouldn't be immediately lethal.[/sblock]
 


[sblock=ooc]If you entered the room, you would, it's a large open room with the platform near the far end. I will try to get a basic map posted as soon as possible, but basically you have two sets of doors, with a short hallway, leading to a large open space with the unfinished walls full of little nooks and crannies.[/sblock]
 

OOC: Okeey Dokeey then.


Tonris enters the room after the Elementals make their report. Once inside he begins chanting a minor incantation which he then channels into the nearest cultist that he can see. Moving to within 35 feet of the cultist in question if need be. This way he is outside of the Cultists melee range while still being able to deliver the effects of the spell to the Cultist.

[sblock=OOC]Cast Ear-Splitting Scream on the nearest Cultist in hopes of disrupting the ritual before it can be completed. The Target must make a fortitude save against a DC of 15. A failed save means that the target suffers the dazed condition and 3d6 points of damage. A successful save negates the dazed condition and halves the damage.[/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 (1 / 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]
 


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