[LPF] Mopping Up

OOC: I'll give Heinrich another couple days to post, as I know weekend posting is hard for many, and let Arianna adjust her action to reflect the corrected map.


[sblock=Tonris]You were part of an earlier group of mercs hired to help clean up the Barony of the Lost Hills for Lord Maskon. Having arrived back in Silverton after a quick and easy job cleaning up some would be bandits on a ruined farm, you hear that another batch of mercs have arrived, and one of them, a crazy little gnome, apparently hails from the same place you do.

OOC: I'll try to look over your sheet today and hopefully this current combat won't last too much longer, and I can have you join the group. Until then, if you have questions about the area, feel to rp them; there are plenty of npcs around that can answer them.
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[sblock=Tonris]Tonris starts exploring the area, talking to the people around town trying to get a feel for what this town is like. At one point he makes a stop at one of the centers of learning in this town, a library, school or other such establishment in order to do some research into the history of the town. All this so that he can get a feel for what has transpired here since the closing of trade between Venza and this area.[/sblock]
 


Herr Heinrich Schreibersen-Wizard 4

Heinrich moves to (H,10) and casts burning hands. flames jet forth and engulf H,9, G,8 - I,8 and G,7 - I, 7.

[sblock= spell data]
School evoc [fire]
damage=5d4
reflex 1/2 dc 18
relevent feats:
Spell Focus [Evocation] (Wizard 1): +1 Bonus to DC of Evocation Spells
Gtr Spell Focus [Evocation] (Human): +1 Bonus to DC of Evocation Spells
(Stacks with Spell Focus)
Elemental Focus [Fire] (Level 1): +1 Bonus to DC of 'Fire' Spells

relevent trait: gifted adept- +1 level with burning hands

i have been waiting for an opportunity to use this!
[/sblock]
 
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[sblock=Tonris]The history is easily acquired. In the not so distant past, the barony was quite prosperous with its mines producing lots of rare ores that folks in Gist were eager to buy. When the Silver Road opened, and the Venzan market opened up, it looked like things could only go up, and they did, for a generation, but underneath the success was a unspoken concern. The mines were running out, and a new commodity would be needed to replace the ore; there was hope that the Silver Road would keep commerce going long enough to establish a new commodity or service that would keep bringing in the money, but it was not to be. The family that controlled the Silver Road collapsed, and with them, any hopes of finding a sustainable future. A lot of folks left, but a lot of folks stayed, due to loyalty or an inability to move. They were able to sustain the core of the barony with what little trade they could still muster with Gist, but the outlying areas were left to slowly decay. A few years ago, the old baron finally died after years of decaying at the same rate the barony was, too lost in his own misery to change course. His son has sought to correct that course, however, and has sought ways to once more increase trade to Gist, and even reopen the road to Venza, where the wood from the barony commands a high price as good ship wood. His patience finally paid off when he was approached by one of the remaining branches of the family that originally built the Silver Road. An alliance was sought to rebuild the road not as the domain of a single family, but as the property of all who lived along it. That alliance was eagerly accepted, and thus you and many other mercs now find yourself here helping to cleanup the cobwebs that have built up around the edges of the barony.

At some point, you are summoned by one of Lord Maskon's men for a new opportunity. A small group of mercs is cleaning out a small tower to the east, and is a bit shorthanded. You are sent to reinforce them, and show up just in time to see one of them blast a spider swarm to bits.[/sblock]


The swarm goes up in a giant ball of foul smelling seared flesh and smoke as hundreds of itty bity spiders drop to the ground dead. Those that survive scatter to the shadows, their desire for lunch no longer able to overcome their desire to live.
As you watch them scatter, you hear a noise behind you, and see a single human walking up, a small reptile at his feet trying hard to keep up.

[sblock=rewards]Experience
Spiders CR 3 800 xp total/267 xp each[/sblock]
 

Tonris watches in admiration as the mage works his spell on the spiders. He notices there is a rather unusual looking creature amongst their group as well as a small Gnome. 'I wonder if that is the Gnome I heard about... the one from Illi Esse?' he thinks to himself as he walks towards the group he turns towards the small lizard and says "Keep up Rex we don't have all day you know." to which he gets a nasty hiss from the small lizard like creature, though the creature does hasten its movement so as to keep up with the man. After a short while he arrives at where the group of three individuals and says "Well hello there. My name is Tonris, and I was told you could use an extra hand or two in dealing with what you are working on?"

[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)
Hit Points: 26 Current // 26 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)

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 (0 / 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]
 

The mage, whose hair is as red as the flames that jetted from his hands, turns to the two and asks, "Wer hat Sie? Who to us you be sent?" His thick accent and sentence syntax show him as a native of the landonal baronies.
 

"Huh... Well, you are an inquisitive fellow. Suffice it to say I was sent here by one of the Baron's men. He wanted me to help you out or some such like that. Truth be told I had heard of your little group I think. I kind of was interested in finding you, assuming you are who I had heard about that is." He turns his attention from Heinrich and looks at the Gnome saying in a dialect of Gnomish that is unique to the Isle of Illi Esse "I was hoping to find a gnome here. Tell me are you perhaps, possibly, maybe, perchance from the Isle of Illi Esse? If so when did you leave, and how long have you been in this area? I only just arrived in Venza a few weeks ago, and got sent here as one of my first jobs in the area. What brings you here?" he says all this in the usual out of breath manner typical of gnomes, and with surprising fluency for a human. All the while the little reptile walks up to Arianna and starts looking at her inquisitively trying to figure out exactly what she happens to be.

[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)
Hit Points: 26 Current // 26 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)

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 (0 / 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]
 

Although he initially shares Heinrich's suspicion, Tonris' knowledge of their situation convinces Ni that he is who he says he is. His eyes widen when Tonris speaks his mother tongue, and inquiries about his homeland. He responds in Common, though, so as not to estrange his friends.

"Why, yesyesyes, I am from the Isle of a Thousand Doors! How curious and interesting and coincidental and such to meet another Essen."

"Now who's inquisitive!?"
Ni looks around, taking in their dilapidated surroundings, and says, "Unfortunately, I do not find the present setting to be conducive to a proper summarization. Suffice it to say I am fairly new to the southern continent myself. As to why I am here..." Ni breaks out into his familiar Cheshire Cat smile. "Why, curiosity, of course."

"Now, shall we see what we can see while we can see it?"
Ni grunts out a few words in Terran, and the earth elemental rushes up the stairs.

[sblock=OOC/Actions]Ni would be glad to chat Tonris' ear off, but even he can see that now is not the best time to become properly acquainted. ;)

Ni'll ask the earth elemental to have a quick peek upstairs and hurry back down and report. Should be able to glean at least a bit of information before the creature unsummons.[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 23/23
AC: 17 (Touch: 13, Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +3, Will: +4 (+6 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 8/9
Spells:
- 0: Infinite
- 1: 4/4

Active Magic: Summon Monster II - Small Earth Elemental (0/3 min)

Eidolon: Unummoned
HP: 10/10
Eidolon AC: 18 (Touch: 14; FF: 15)
CMB: 0 CMD: 13 Fort: +3 Ref: +5 Will: +0
Perception: +17
Initiative: +3

Natural Weapons:
- Bite:
+1, 1d6[/sblock][sblock=Small Earth Elemental Stats]
Small Earth Elemental
HP: 17/17
AC: 17 (Touch: 10; FF: 17)
CMB: +6 CMD: 15 Fort: +6 Ref: +2 Will: +0
Perception: +5
Initiative: -1

Melee: Slam +8 (1d6+7)
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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