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[LPF] Mopping Up

OOC: I'll even be nice, and say you did all this healing the deafness stuff while waiting for the fires to subside, giving Ni more time to actually play with his elementals.
 

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[sblock=OOC]Won't get a chance to post properly until tomorrow afternoon, but what do people think of sending in some earth elementals in advance of us?

Edit: thanks ss! :)[/sblock]
 

[sblock=ooc]Using summons to search and expose ambushes is always a good idea. Just keep one or two in reserve for a big fight at the end. The wand is for emergencies, as it is like a wizard's version and very short term.[/sblock]
 

[sblock=OOC]I tend to agree with Satin on this one. Though I suppose it could always be a good idea to ask the Elementals for their opinion on the matter. Afterall they are semi sentient at the very least...[/sblock]
 

"Many thanks, Mademoiselle Arianna!"

Ni thanks the elementals for their report and turns to the others. "This sounds serious," he says, his usual lightness absent for now. "Any creature that would require such an elaborate ritual to summon is going to be a problem. It's going to be a bad thing."

"The elementals have agreed to go in advance of us if we would like. I can summon them some friends to shore up their ranks a bit. Once they've had a chance to get the drop on our friends, we can go in through the door."


Before the elementals get sent off, Ni checks the front door for magic to make sure there are no tricks.

[sblock=OOC]I'm thinking Ni can summon two more earth elementals, then send them in with instructions to each engage one of the cultists inside. Does anybody have suggestions as to whether they should simply attack, or try to grapple the cultists? Not their forte, but could be a good idea nevertheless. They'd grapple at +7 with Augment Summon and Earth Mastery. Summoning two more elementals still leaves Ni with 4 summon SLAs, as well as his spells. Should be good enough.

Ni'll check the door with Detect Magic just to make sure there's nothing fishy there before we execute the plan.[/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 - 2/4 minutes
- Summon Monster II - Small Earth Elemental B - 2/4 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]
 

It's a pair of regular stone doors that open onto a short hall that ends with another set of regular stone doors, which are identical to the first pair, that open up to the room in question. Upon further examination of the room, the elementals notice at least one creature hiding in one of the many nooks and crannies of the room. Also, it occurs to you that interrupting an arcane ritual in progress should probably be done very carefully, especially when you don't know precisely what they are trying to do.
 


[sblock=OOC]Know Planes/Arcana + Guidance to get some specifics on potential problems of interrupting this sort of a ceremony.[/sblock]
 

Knowledge arcana to know of possible repercussions about interrupting that spell.

ooc: grrr! I hate those kind of rolls!!!!

ic: Heinrich seems a bit preoccupied with double checking his hearing. if he has any knowledge of what to do or not to do, he is not sharing, or he knows nothing.
 
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Tonris attempts to figure out the type of ritual that these men are performing as well as the repercussions of interrupting these men mid-ritual.

[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]

OOC: I am going out on a limb and assuming Tonris' rolls are more to your all's liking?
 

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