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[LPF] Mopping Up

[SBLOCK= FOR THE GM]
I need some clarification. could you add a minute detail of where they are coordinates wise? the icons are fuzzy and some have red dots that have no indicator of what it means. thank you in advance.[/sblock]
 

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[sblock=Round 4 map and status update]
SummoningRoomRound4mid.jpg

Green square is a 10' deep pit
U,-3 and U,-4 offer total concealment to anyone more than 5' away, partial concealment at 5'
red dots indicates the presence of injuries

Arianna (O,-3) 33(1)/33(29)
Compy (L,-3) 15/15
Heinrich (L-5) 14/22
Ni (M,0) 7/30; 1 dex damage
Tonris 30/30
earth elemental c (T,-1) 5/17; 38 rounds remaining
air elemental (U, -3) 17/17

halfling summoner (U,-3) staggered
humanoid ARCHER (O, -12)
mud elemental b (T,-4) 29 rounds remaining
fiendish eagle a (L,-3) 3/7 28 rounds remaining
wild magic orbs (P,-7; P,-4, S, -7; S, -4) 4 remaining[/sblock]
 

[sblock= gm]cool! thank you very much!![/sblock]

Heinrich moves 10 feet south (N,-3) Smiles and gives Arianna a quich bow. "Frauline." he points his finger at the archer and 3 bolts of force are launched.

cast magic missile via pearl of power.

[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: 14/22
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

Dispel Magic
School abjuration; Level bard 3, cleric 3, druid 4, paladin 3,
sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object
Duration instantaneous
Saving Throw none; Spell Resistance no

You can use dispel magic to end one ongoing spell that has
been cast on a creature or object, to temporarily suppress the
magical abilities of a magic item, or to counter another
spellcaster's spell. A dispelled spell ends as if its duration had
expired. Some spells, as detailed in their descriptions, can't
be defeated by dispel magic. Dispel magic can dispel (but not
counter) spell-like effects just as it does spells. The effect of
a spell with an instantaneous duration can't be dispelled,
because the magical effect is already over before the dispel
magic can take effect.
You choose to use dispel magic in one of two ways: a
targeted dispel or a counterspell.

Targeted Dispel: One object, creature, or spell is the target of
the dispel magic spell. You make one dispel check (1d20 +
your caster level) and compare that to the spell with highest
caster level (DC = 11 + the spell's caster level). If successful,
that spell ends. If not, compare the same result to the spell
with the next highest caster level. Repeat this process until
you have dispelled one spell affecting the target, or you have
failed to dispel every spell.


If you target an object or creature that is the effect of an
ongoing spell (such as a monster summoned by summon
monster), you make a dispel check to end the spell that
conjured the object or creature.


[/sblock]
 

Tonris sends a quick warning signal to Rex who proceeds to move out of the way of the spell that Tonris is about to cast. Meanwhile Tonris takes a defensive posture and prepares to cast his spell... suddenly a fan of flames erupts from Tonris' fingers engulfing the Fiendish Eagle!

[sblock=Actions]Rex 5' steps to L,-4. Tonris casts Burning Hands Defensively (targeting squares L,-3 to N,-3). Rolls are to follow. DC 15 Reflex Save for half 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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[sblock=Oh boy!]:eek: Does he do more damage to the fire resistant eagle or the fire resistant party member mage?? :p

Another note: The pearl requires a standard action to recharge. So, you can't recharge and cast in the same round.[/sblock]
 

As Arianna pops the dretch, causing it to disappear, Heinrich steps forward and takes out the archer with his force missiles. Meanwhile, Tonris almost lights up both the fiendish eagle and the fire mage, but is able to see Heinrich's action in time to take a step back and get Rex out of the way before launching his spell, though Heinrich does feel a bit of wamth on his backside. The eagle ignores the flames and move along with the witch, landing two weak attacks with a claw and his beak. The mud elemental finishes off the last of the earth elementals as the debris from the whirlwind clears just in time for the party to see the halfling pulls out a flask of alchemist's fire, and with one last glorious cry in the same nasty tongue you heard the other cultists using, opens the cork, pours the contents all over himself and the air elemental, and takes himself out with a miniature fireball, doing a fair bit of damage to the air elemental in the process. The room falls silent as the summoned creatures and the pit disappear and the orbs continue to release their pent up energy, with another bolt striking Arianna, and one bolt going directly over her head.

[sblock=Round 5]
SummoningRoomRound5.jpg

The pit is gone; ignore the green square
red dots indicates the presence of injuries

Arianna (O,-3) 29(1)/33(29)
Compy (L,-3) 15/15
Heinrich (L-5) 14/22
Ni (M,0) 7/30; 1 dex damage
Tonris 28/30
air elemental (U, -3) 10/17; 1 more round of alchemists fire

wild magic orbs (P,-7; P,-4; S, -7; S, -4) 4 remaining[/sblock]

OOC: The party is up. We are still in combat as the "trap" is still active and precise locations still matter.
 
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OOC: A few notes on the orbs: They have each been releasing two magic missile equivalents (minus the auto hit) each round in straight lines away from the orb. The missiles have been bouncing off the walls, ceilings, and floor in all directions.
 

5 ft step to M,-4, flame jet to orb at P,-4

"lets see what happens here . . . . ."

ooc re hot seat from burning hands . .. . . . good thing he has fire resistance 5, eh ;)
 

OOC: Go ahead and roll damage. A bit more description now that you have a chance to actually examine the whole setup. The dias itself is the same black obsidian like surface with blood red symbols carved into it that you saw at the front door. The pillars are of a similar material that apparently serves as the battery of the setup, and the heavy metal looking orbs rest on top of the pillars held in place by gravity and a few weak bonds of magic that allow the orbs to serve as conduits and a focus for the energy stored in the pillars.
 

Arianna sidesteps and swings her spear on the orbs, attempting to shatter one.[sblock=actions]5' step to P-2, swift: arcane strike for extra damage, std longspear attack P-4, Haste attack same orb.[/sblock][sblock=mini-stats]Arianna Mermaid ~ Perception +6, Sense Motive +6, Stealth +1, Low Light Vision
Base HP 37/0, AC 15, 13 T, 13 FF, Init +2
Current HP: 37
, Current AC: 19
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, 2 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 18, 12 T, 17/21 FF, Init +1
Current HP: 29/1, Current AC: 23 Haste
CMB +7, CMD 18, Fort +5, Reflex +3, Will +8 . . Move 80'
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: long spear
Conditions: Bless +1 attacks and saves vs fear.(6 rds), Arcane Strike, Haste
Immediate Action: If the eidolon goes to zero, transfer life force from Arianna to Teq for the amount of damage dealt, leaving Arianna at least 2 HP. So, the suit stays in the fight.[/sblock]
 

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