• 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

[sblock=OOC]Doh, forgot to take my action. Amending my post on the previous page to include actions for the round.[/sblock]
 
Last edited:

log in or register to remove this ad

Ni - Round 1

"Oh brother!" yells Ni. "Shocking lizards! What's next - smoldering turtles!?"

Hoping he's wrong about the smoldering turtles, Ni waves his hand in a complex gesture and then whistles; as if on cue, several dust piles in the room coalesce into winged creatures. The bird-forms lay into the lizards.

[sblock=OOC]Summon Monster II from the SM I list: 1d3+1 (+1 from Superior Summoning), so 2+1=3 celestial eagles. Summon them to I2, G2, and G1. Eagles will be 5 feet off the ground so as to avoid being in the water.

Eagles at I2 and G2 get +2 attack from flanking.

Ugh. I do apologize for the copious amount of dice rolls, but unfortunately it's not something I can avoid. I'm assuming this was round 1, and I have another action in round 2 - I'll do that in a separate post in an effort to clarify things a bit.[/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: 7/9
Spells:
- 0: Infinite
- 1: 4/4

Active Magic: Summon Monster II - 3 celestial eagles (with augment summoning)

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]​
 
Last edited:

Ni - Round 2

The eagles continue to lay into the (yellow) lizard, moving on to its companion only when the first has fallen. For his part, Ni remains at the edge of the stairwell, hoping to avoid the electricity-carrying water.

[sblock=OOC]Another full attack by the eagles. I'll hold Ni's action to see the results of the lizards' attacks.

If they down the yellow lizard, Eagles' G1 and G2 will 5' step and go for the green lizard.

Going to roll in Invisible Castle this time to avoid the profusion of rolls.

Eagle at I2: 1d20+5=11, 1d4+2=3, 1d20+5=15, 1d4+2=6, 1d20+5=8, 1d4+2=4
Eagle at G2: 1d20+5=7, 1d4+2=3, 1d20+5=23, 1d4+2=4, 1d20+5=19, 1d4+2=6
Eagle at G1: 1d20+3=4, 1d4+2=5, 1d20+3=8, 1d4+2=4, 1d20+3=9, 1d4+2=6

Boy did that last sucker bork it.

For the record, I'd be glad to resolve Ni's summons' attacks for you if you want to provide the creature's AC. I'm happy either way, I'd just like to avoid being a pain in the [MENTION=40136]SS[/MENTION] as much as possible. :D[/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: 7/9
Spells:
- 0: Infinite
- 1: 4/4

Active Magic: Summon Monster II - 3 celestial eagles (with augment summoning)

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]​
 
Last edited:

OOC: back from Kansas City!!

heinrich does not like the close quarters of this fight, but putting on a brave face he moves to a tactical position.

[action] move as standard action: south east 5 feet, south 10 feet, west 10 feet to J,10
 

OOC: Scott, as far as I can tell the square J-10 doesn't exist and even if it did, there would be no way to get to it from where our characters entered the map... At least not without going back down the stairs and exiting the tower entirely...
 



Between Ni's eagles and Tonris' spell, the lizards don't stand a chance, and both of them go down before they even know they're dead. There doesn't appear to be much else of interest in the room aside from a few animal carcasses.

[sblock=rewards]Experience
Shocker Lizards CR 4 1200 xp total/300 xp each[/sblock]
 

Arianna will do a thorough search of the pool of water for trinkets. (take20=32) She also remembers her other job. "Was anyone hurt by that?"
 
Last edited:

"Ugh, yeah I took a rather big blast of lightning right here..." Tonris says indicating his chest region. He did appear to be slightly singed in that general area. And Rex was hopping from foot to foot squeaking concern for his friend.

[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: 19 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]
 

Into the Woods

Remove ads

Top