• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[LPF] Mopping Up

Wary of their environment, Ni's spirits are buoyed by an uneventful evening. "I must say, Mademoiselle Arianna, I was skeptical, but it looks like you made the right call informed by the right observation buoyed by a wise mind. Your insights are always appreciated," he ends, with a flourish of a bow.

"Now then, fellas-and-fella-ine, where to begin?" After a bit of consideration, Ni points to the obsidian door set into the western wall. "I myself say we leave that sucker for last, but that's just a thought." He raises his eyebrows a few times in accentuation of his point.

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 30/30
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: 11/11
Spells:
- 0: DC 16; Infinite
- 1: DC 17; 5/5
- 2: DC 18; 3/3

Active Magic: None

Eidolon: Summoned
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]​
 
Last edited:

log in or register to remove this ad

"I knew Tanager's blessings would protect us. Here we had control. Outside we would have had an open field with nothing to block their paths. The coral bed is the best bed to sleep in, not the open waters." Looking over the current situation, "That wooden door is probably the best bet to start with. The summoning room was right behind it and did not connect, so it's room should be fairly small. Easiest to deal with the little things first. Maybe it is a closet full of treasure."

If you want to do the summoned search party again, I can bring in a rock head too. I just can't talk to him. How do you say 'Obey him' in terran?"
[sblock=suggesting]The wooden door (first) counter clockwise from the summoning room. If up is north, it would be the western door, but Ni thinks that is obsidian and dangerous. It looks to me that the bottom door is the big nasty one to save until last.

Tricky but, Arianna can cast SMII as a mermaid to get a small earth elemental, Ni can give orders to search while Arianna spends 10 rounds resummoning Teq back. The end of the ritual as Teq appears forces the elemental to disappear. [/sblock][sblock=Ni]Your poison stat damage also heals 1 overnight too, so it is back to full.[/sblock][sblock=casting buffs]After Teq has been summoned, Cast Extended Mage Armor with rod, Cast Extended Longstrider with rod.[/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 15', 25'
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 (47 charges)
.......................1 wand of Cure Light Wounds (49 charges)
Loot chosen: Ring of Protection +1

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: 4/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 18, 12 T, 17/21 FF, Init +1
Current HP: 33/29, Current AC: 22
CMB +7, CMD 18, Fort +5, Reflex +3, Will +8 . . Move 50'
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: Longspear
Conditions:
[/sblock]
 




Arianna thinks better of the situation, "Maybe taking my battle suit off is not such a good idea. You have a lot of rock heads to call on. We can go with them for a while."

"So, this door then? (pointing west) That door over there (pointing east) had a visitor last night. So, we know we have a fight there when we want to get to it."
 

Ni frowns at Heinrich. "I think your bad Terran drove Miss Arianna off her plan," he chides.

"That's okay, Miss Arianna, I can call upon a friend to have a look. Here, rock, have a look for us, please," Ni says, tapping a sizable stone with his palm. It enlarges, animates, and then nods in agreement before moving off.

[sblock=Actions]Ni summons an earth elemental, has him peek into the western (i.e. non-obsidian doored) room via earth glide, and (hopefully) check back in to report what he sees.[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 30/30
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: 10/11
Spells:
- 0: DC 16; Infinite
- 1: DC 17; 5/5
- 2: DC 18; 3/3

Active Magic:
Summon Monster II - Small Earth Elemental - 40/40 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]HP: 17/17

AC: 17 (Touch: 10; FF: 17)
CMB: +6 CMD: 15 Fort: +6 Ref: +3 Will: +0
Perception: +5
Initiative: -1

Melee: Slam +9 (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]​
 

The earth elemental reports empty rooms. After some questioning, you get the impression that is the work wing of the complex as the elemental seems to describe work rooms, labs, and lecture rooms. Curiously, most of the smaller side rooms were still completely empty, as if they were intended for uses not yet developed.
 



Into the Woods

Remove ads

Top