• 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

"Okay, we can retrieve any interesting trinkets from there later. How about that door next?" pointing to the one in the north east corner.[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]
 

log in or register to remove this ad

"Sounds good to me, Mademoiselle." Ni them grunts a translation to the earth elemental to check the northeast room out.

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 eastern doors both prove to be ends of the same hallway. This appears to be their living quarters, with quality of sleeping options ranging from multiple bunks in a single room to multiroom suites. There also appears to be a sick room with medical supplies and such. As with the working area, many of the rooms appear to be empty, but there are about a dozen dead bodies that appear to have committed suicide in creative and gruesome ways.There is one bronze door in this section that the earth elemental cannot pass or go around as the walls around it seem to block any such movement. You're thinking it might lead to the same place the large obsidian doors open up to.
 


Ni inspects the door to see if it is safe, and open, before suggesting they try and enter it. "Miss Arianna et al, wouldya mind having a look? Door inspection is not my forte, as much as that may surprise you all."

The elemental has a look, too.

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]​
 



Looking at the final southern door, you realize that the obsidian like material is stone but not stone at the same time, which is why the earth elemental cannot go through it. It appears to be neither locked nor trapped. There are a couple of handles in the middle of the set of double doors, and great care seems to have been taken to fit the space properly for the doors, something a bit unusual from what you've seen thus far. Only the summoning chamber doors have received anything close to this level of treatment.
 

[sblock=OOC]not to nitpick, but unless the walls of the hallway on the otherside of that door are also lined with said material, shouldn't the earth elemental simply be able to shift into one of the walls on this side of the door (not the door though), then travel through the walls to the other side of the door instead of traveling through the door itself?

Also to take a note out of the book of the Avatar: The Last Airbender TV Series... if there is even the smallest impurities in the refining process of the ore that was used to make that bronze door... the Earth Elemental should be able to pass through said door as the Minerals that made up the Ore are technically earth, and unless it has the most absolutely perfect refinements made to it, it would still have traces of those minerals once it has been made into bronze. Hence why Earth Benders can metal bend in Avatar: the Last Airbender, and why Earth Elementals should be capable of traveling through metal doors (with the possible exception of platinum).

EDIT: I also would like to propose that since the Elementals as are defined by most games based on Dungeons and Dragons (Pathfinder included) are in fact actually based upon the Alchemical Elements of Western Europe and not the Periodic Table of Elements. Then it is feasible to argue that metal in all of its variations would fall under the category of the Earth Element since most metals are found in the earth with the exception of those that fall to the earth from the stars. Thus those rare Star-Metals such as Platinum & Gold, would be immune to Earth Elementals, but would instead likely fall under the category of Fire Elementals.


Crap Perrin just told me exactly what the Earth Elementals burrowing ability can do. I still say the Elementals should be able to burrow through the minerals in lower quality metals seeing as how there is no way to completely remove those minerals, especially in metals such as Bronze. But I can't change the rules as written. That doesn't change the fact that my displeasure at your Elemental Proofing the room is significant.[/sblock]
 
Last edited:

[sblock=ooc]Actually, it's not the material stopping the elemental, it's some kind of magical barrier that anyone with spellcraft (which is all of you) thinks is as much to keep something in as it is to keep something out. The doors are the only way in or out, and they seem to be non regular stone for a reason, though what that reason is you don't know just yet.[/sblock]
 

Into the Woods

Remove ads

Top