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[LPF] Mopping Up

Ni frowns, concerned about this magical barrier. "Can any of you fine folksies tell what's impeding my earthy friend here? I may have a connection with magic, but I'm not exactly learned."

Ni also whispers something to the elemental in its native language.

[sblock=OOC]Ni actually isn't trained in Spellcraft, so no checks for him, unfortunately. Hopefully someone can identify this spell, since if it's something that blocks him from summoning, that'll obviously have a big effect on any potential battle plans.

Note: Ni asked the elemental to prevent anyone from charging into the room before they're all ready.[/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]​
 

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[sblock=ooc]It's a modified wall of force. You can't make out the details of how it is modified, but it's functionality is basically that of a wall of force, only it seems to emphasize chaotic magic protection above the base protection. I'm perfectly willing to share the information in character whenever I can once I know what you want, but you have to ask the questions first.[/sblock]
 

Ni looks to the others. "Well, shall we see what lies behind door number...what is it, four? Five? Oh, whatever..."

"Lady Arianna, what would you say to a little, uhm, enlarging, in case there's danger beyond?"


[sblock=OOC]I know you're a reasonable GM, sunshadow. :)

Once everyone else gives their readiness, Ni'll cast Guidance on the elemental, then have it open the door (presuming that's possible).
[MENTION=6666968]Satin Knights[/MENTION], do you think it'd be helpful to have Ni to cast Enlarge Person on Arianna before we go in? Assuming there's space for it.[/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]​
 

"Yeah, lets try that. But if it gets small and I have to squeeze in there, then dismiss it."
[sblock=actions]Arianna accepts the enlarge spell and has the longspear in hand. While Ni is casting Enlarge Person, Arianna will cast Shield upon herself.

With that spellcraft roll, not really sure what is on the door. But, she is a healer with a lot of HP. So, she should survive.

When we are ready, Arianna will open the door.[/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, 2 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+4shield-2size = 24
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 Longspear +8, 2d6+7+1 Arcane Strike with 20' 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), Shield (40 rounds), Enlarge Person (40 rounds)
In hand: Longspear
Conditions:[/sblock]
 
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Tonris examines the door, not quite sure what to make of it. He also examines the magic surrounding the area around the door trying to determine the exact make up of the area's magical essence.

Meanwhile Rex is cooing next to Tonris trying to make it's presence known.

Once all of that is done Tonris taps both himself and his familiar once each with the wand of mage armor so that they are both protected by the magical force in the wand.

[sblock=OOC]Going to cast Detect Magic, then use the skills Spellcraft, & Knowledge (Arcana) to determine the nature of the magical wall of force.[/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)
Mage Armor AC 21, Touch 14, Flat-Footed 19 (+2 Dex, +3 Nat, +4 Mage Armor, +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]
 

"ein moment bita," Heinrich casts a spell then nods his readiness.

cast shield


[sblock=stat block]
fire jett [su] damage: 1d6+2 DC 16 Unused: 00000 00 Used:
-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: 22/22
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
* Dancing Lights
* acid splash

Level 01
* Burning Hands(ev,E,*)
* Burning Hands(ev,E,*)
* magic missile
* shield

Level 02
* Burning hands of acid (A,ev,E)
* scorching ray (ev,E)
* scorching ray (ev,E)
* Cat's grace

LEVEL 3
* Fire ball (**,ev,E)
* 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:
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]
 

You realize after examining it that it appears to be a wall of force combined with a protection from law effect, with a weaker protection from good effect, that seems to wrap around the whole room, having only been altered around the doors to allow entry while maintaining the protection when the doors were closed.
 



Arianna opens the doors up to reveal the sanctuary, with columns leading to an altar at the end with a couple of figures standing by the altar, though you can't make out to many details about the figures from here as it seems even darker than you would expect with no lights being present; there seems to be benches and seats on the sides of the room and the room seems to narrow as it approaches the altar, though you can't see far enough beyond the altar from your current location to see how much farther it extends. A female voice that seems to invoke every possible emotion at the same time speaks as the door opens, "Please, come in and help us consecrate our master's newest home." You get the impression that she was waiting for you, and you immediately hear that voice, and another gruff male voice starting to cast spells in the darkness. One spell is obvious, as one of the figures grows in size; the other is not immediately apparent. Arianna can also make out a creature off to her left along the east wall.

[sblock=Spellcraft DC 17]The male voice seems to be casting divine favor.[/sblock]

[sblock=round 1]
SanctuaryRound1.jpg

The room has had Protection from Law, Protection from Good, and Darkness cast on it and they feel pretty permanent, functioning in a manner similar to desecrate; these spells affect everyone in the room.

Arianna 33(29)/33(29)
Compy 15/15
Heinrich 22/22
Ni 30/30
Tonris 30/30

Female Sorcereress
Male Cleric; enlarged 30 rounds; divine favor 10 rounds
Magenta Dretch
Red Dretch; Hidden (DC 26 to see; don't forget to account for distance)[/sblock]

OOC:
OOC: The party is up. Who has a light source? I'm assuming you had those cast ahead of time. Ni, did you have Lu summoned or not before opening the door? Remember the spells in effect in the room and location of light sources as you take your actions. Oh, and enjoy the fight, it should be entertaining to see how you deal with it. I'll reveal more details about the room and it's occupants as you can see more.

 

Into the Woods

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