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[LPF] Mopping Up


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"Ja, much better, Just vhat i axpected." Heinrich looks very pleased with himself. "Hope I von't need to do again. Only one in memory."
 

Arianna uses her drench spell a few times to put out any smoldering hot spots before she enters and steps on one. When the steam gets a bit thick, she casts a breeze to take care of that as well.

"Oooo! A pretty ring. May I have the ring? Please, please?"
 

Ni pauses a moment, stunned, at the sight of the room engulfed in flame. After the party and his elementals take care of the quasit, Ni rests a hand admiringly on Heinrich's shoulder. "Thank you, Herr Heinrich - I was concerned that that was it for us."

The gnome enters the room once Arianna has ensured it is safe. Absently he says, "Of course..." to her request to take the amulet; he is preoccupied by the door. After inspecting it for a moment, he says something to the elementals in their native language, and they move to obey him.

[sblock=Actions]Figured elemental C was destroyed in the fire, but the other two are good.

Should probably heal up. If Arianna channels, Elemental A will stick around a moment to get caught in that.

Knowledge roll from Ni to learn anything about the door. He asked the two elementals to earth glide through the rock to have a peek at what's on the other side. Ideally, they'll just peek in; if nothing's there, they'll move further in to see if they can see something, only taking a minute at most, then return back. They'll stay to the rock, only peeking in momentarily, so as to keep themselves as hidden/protected as possible.

Also, can we heal check to get rid of this deafness?[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 23/30
AC: 17 (Current: 16)(Touch: 13 (Current: 12), Flat-footed: 15)
CMB: 0 CMD: 12 Fort: +3, Ref: +5 (Current: +4), Will: +5 (+7 vs Illusions)
Perception: +2
Initiative: +2

Current Weapon in Hand: None

Summon Monster I: 6/11
Spells:
- 0: DC 16; Infinite
- 1: DC 17; 4/5
- 2: DC 18; 2/3

Active Magic:
- Mage Armor (on Lu) - 0/4 hours
- Summon Monster II - Small Earth Elemental A - 1/4 minutes
- Summon Monster II - Small Earth Elemental B - 1/4 minutes
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]Small Earth Elemental A's HP: 11/17
Small Earth Elemental B's HP: 17/17

AC: 18 (Touch: 11; FF: 17)
CMB: +6 CMD: 15 Fort: +6 Ref: +2 Will: +0
Perception: +5
Initiative: -1

Melee: Slam +8 (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]
 

"Oh, yeah, healing. Gather around. Heeaal! Let's try that again. Heeeeaaaal!"

"Humpf. This place is working against me. Is that good enough for now?"
 
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The door itself is pretty basic; just a heavy stone door. However, you can just barely make out some chanting on the other side. Between that and what the elementals report back, you suspect that someone is doing a summoning ritual of some kind in the room. There are 4 people gathered around a large raised dias and they are apparently channeling energy into orbs on the corners of it right now.
 

[sblock=curing deafened]I'll go ahead and treat it like the quills from eariler. A DC 15 Heal check will remove one aspect of the deafened state. Every 5 points above that, you can remove another aspect. If you fail by more than 5, you take 1d4 nonlethal damage and can remove one aspect. There are 3 things that have to be removed: the chance of spell failure, the penalty to initiative, and the penalties to Perception.[/sblock]
 

"Okay, lets try to fix this ringing in your ears everyone." When they don't hear her, she grabs them by the arm or such.

Spending time trying to fix everyone else in the party the simple home remedy way, Arianna doesn't get very far. She has at least a little luck with gnome and the reptile. So, she brings out the big guns of her faith.

Going back through on everyone, she lays her hands on their ears, "With the power of Tanager's storms, I give you liberty from your pain, freeing you from the shackles of deafness and returning you to the glory of what you once was! Praised be Tanager!"

[sblock=ooc]Reroll once per round for a minute against the original DC for the deafness. If you succeed, the deafness effect ends. An absolutely awesome domain power.[/sblock]

[sblock=actions]Cast Guidance upon myself, then attempt a heal check, repeat process on the next victim.
Didn't get very far. So, another tactic.

Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original
DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier. (5 times for Arianna)
[/sblock]
 
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still cant hear

[sblock=actions]Cast Guidance upon myself, then attempt a heal check, repeat process on the next victim.
Didn't get very far. So, another tactic.

Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original
DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier. (5 times for Arianna)
[/sblock]

ooc: if we are to reroll for ourselves, then . . . . .

in a voice a bit too loud Heinrich says, "Ich kann dich nicht hören! vaaaht? vaht you say?"

He winces at the volume of his own voice and grows a sheepish grin, "oops"

He then looks around at the destrction from his spell

"Ach! oops!" it seems the heat of the fire blast had a bit more effect then what he thought it would do. (ooc: or even what i thought it would do! btw, best roll was at dc +7)
 
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Tonris says a little too loudly "THANK YOU ARIANNA!" as suddenly both he and Rex can begin to hear their surroundings again...

[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 (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]
 

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