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[LPF] Mopping Up

Tonris will move closer to the orbs. However doing so prevents him from taking any actions for this turn. Rex on the other hand decides to stay put, hoping that his small size and his location will protect him from the magic missle-like effect of the silly orb things.

[sblock=Actions]Double Move to O,-7[/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)
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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OOC: Go ahead and roll damage. A bit more description now that you have a chance to actually examine the whole setup. The dias itself is the same black obsidian like surface with blood red symbols carved into it that you saw at the front door. The pillars are of a similar material that apparently serves as the battery of the setup, and the heavy metal looking orbs rest on top of the pillars held in place by gravity and a few weak bonds of magic that allow the orbs to serve as conduits and a focus for the energy stored in the pillars.

OOC: I am suddenly not so sure that what he is about to do is such a good idea . . . . . sorry in advance if I kill every one . . . . .


As has happened so many times before, searing heat jetts forth from Heinrich's hand, though it is at a non-moving target. He has targeted one of the orbs!!!

[sblock=stat block]
fire jett [su] damage: 1d6+2 DC 16 Unused: 00000 Used: 00
-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: 14/22
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
* Light
* acid splash

Level 01
* Burning Hands(ev,E,*)
* -shield -
* Feather fall
* Comp Lang
* -magic missile - #

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

LEVEL 3
* Dispel magic
* -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: see invisible
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

Dispel Magic
School abjuration; Level bard 3, cleric 3, druid 4, paladin 3,
sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target or Area one spellcaster, creature, or object
Duration instantaneous
Saving Throw none; Spell Resistance no

You can use dispel magic to end one ongoing spell that has
been cast on a creature or object, to temporarily suppress the
magical abilities of a magic item, or to counter another
spellcaster's spell. A dispelled spell ends as if its duration had
expired. Some spells, as detailed in their descriptions, can't
be defeated by dispel magic. Dispel magic can dispel (but not
counter) spell-like effects just as it does spells. The effect of
a spell with an instantaneous duration can't be dispelled,
because the magical effect is already over before the dispel
magic can take effect.
You choose to use dispel magic in one of two ways: a
targeted dispel or a counterspell.

Targeted Dispel: One object, creature, or spell is the target of
the dispel magic spell. You make one dispel check (1d20 +
your caster level) and compare that to the spell with highest
caster level (DC = 11 + the spell's caster level). If successful,
that spell ends. If not, compare the same result to the spell
with the next highest caster level. Repeat this process until
you have dispelled one spell affecting the target, or you have
failed to dispel every spell.


If you target an object or creature that is the effect of an
ongoing spell (such as a monster summoned by summon
monster), you make a dispel check to end the spell that
conjured the object or creature.


[/sblock]
 



Ni is appalled by the halfling's self-immolation. The thought flashes through his mind, How can a being who calls upon the life force of others be so cavalier with his own life? Still, now is not the time for such musings, especially since, thankfully, it appears as though there will in fact be time for them later.

Ni shakes these thoughts aside and turns his attention to the apparent danger of the summoning platform itself. He calls out to the air elemental to attack the sphere the others are focusing on. When he sees that this will likely not be enough, he animates the earth nearest the sphere to add to the assault.

[sblock=Actions]Ni summons an Earth Elemental at O -5, 5' steps to N 0.

Wind elemental charges to Q -3, attacks sphere at P -4: 1d20+8=15, 1d4+3=5

Earth elemental attacks same pillar/sphere: 1d20+9=14, 1d6+7=13.

Forgot the +2 for flanking on both of those attack rolls: should be 17 and 16, respectively. Apologies. No worries if you exclude it.

I'm assuming the earth elemental can proactively assault the pillar/sphere; if it's too high, I'd like to retcon that summons to an air elemental if possible.[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 7/30
AC: 17 (Touch: 13, 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: 2/11
Spells:
- 0: DC 16; Infinite
- 1: DC 17; 4/5
- 2: DC 18; 1/3

Active Magic:
- Mage Armor (on Lu) - 0/4 hours
- Haste - on Arianna, Ni - 3/4 rounds
- Summon Monster II - Small Air Elemental A - 39 rounds remaining
- Summon Monster II - Small Earth Elemental - 40 rounds remaining

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's HP: 17/17

AC: 19 (Touch: 12; FF: 17)
CMB: +6 CMD: 15 Fort: +6 Ref: +3 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][sblock=Small Air Elemental]Small Air Elemental (w/Augment Summoning)

17/17 HP
AC 17, Touch 14
Fort +6 Ref +6 Will +0[/sblock]​
 
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OOC: The pillars are short enough for a halfling to use the orb, so an earth elemental will do just fine.


Between Arianna's spear, which doesn't do as much damage it normally would though her strength is enough to make it still be noticable, Heinrich's fire damage, and the earth elemental slam, the integrity of the orb is broken to the point where it can no longer focus the raw energy. Tonris takes minor damage as one of the bolts shoots out right at him from the one he is standing by, but no one else takes a hit this round as 5 bolts burry themselves in the rock surrounding the room.

[sblock=Round 6]
SummoningRoomRound6.jpg


Arianna 29(1)/33(29)
Compy 15/15
Heinrich 14/22
Ni 7/30; 1 dex damage
Tonris 26/30
air elemental 7/17
earth elemental 17/17

wild magic orbs (P,-7; S, -7; S, -4) 3 remaining[/sblock]

OOC: The party is up. The orbs have an AC of 11, hardness of 5, 20 hp; piercing does half damage, elemental damage ignores hardness due to the orbs role as an energy focus making it so they couldn't add in extra protection on that front. Touching them counts as getting hit by one of the bolts as the energy discharges into your soft tissue.
 

Heinrich is happy to see that the action of destroying an orb does not cause a cataclysmic event, and to celebrate he blasts the orb at P, -7 next!

[sblock= action] rinse repeat of last round.[/sblock]

[sblock=stat block]
fire jett [su] damage: 1d6+2 DC 16 Unused: 0000 Used: 000
-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: 14/22
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: see invisible
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]
 
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Since the pointy end of her stick is not doing much, Arianna flips her spear around as she steps towards the next target. The first swing misses, and the second wasn't as resounding as she would have liked.
[sblock=actions]swift: arcane Strike, 5' to R-3, Swing spear like a quarterstaff, haste repeat[/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 10', 20'
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 (48 charges)
.......................1 wand of Cure Light Wounds (50 charges)
Loot chosen:

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: 3/day, 1 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, 2 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: 29/1, Current AC: 23 Haste
CMB +7, CMD 18, Fort +5, Reflex +3, Will +8 . . Move 80'
Claw/Claw +7, d4+4+1 Arcane Strike
MW Longspear +8, d8+6+1 Arcane Strike with 10' 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)
In hand: long spear
Conditions: Bless +1 attacks and saves vs fear.(6 rds), Arcane Strike, Haste
Immediate Action: If the eidolon goes to zero, transfer life force from Arianna to Teq for the amount of damage dealt, leaving Arianna at least 2 HP. So, the suit stays in the fight.[/sblock]
 
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Tonris stops to think for a moment and then shouts over the cacophony "Did we ever stop to think that our employer's might actually want to study these orbs?"

[sblock=OOC]Sorry Sunshadow, but you and I have very different definitions of wild magic...

My understanding of the term wild magic is drawn primarily from the old-school D&D Wild Magic Tables where you would roll a percentile dice after casting a wild magic spell and depending on the result you would get a random effect based on that roll that either replaces the spells effect, adds itself onto the spells effect, amplifies the spells effect, or weakens the spells effect. Some of these additional effects could be quite hilarious and chaotic.

Some sample effects include:

"Casters Clothes Itch"
"Caster Glows as per a Light Spell"
"Next phrase spoken by the caster becomes true"
"Caster pivots 180 degree's"
"Caster develops an allergy to all magical items"

and so on so forth. There are a few effects that are beneficial, but the ones that have funny or useless effects far out number the beneficial ones in Typical Wild Magic.

Which is why I find your trite, boring, flashy and predictable theatric orbs to be not very convincing in the wild magic department.

No offense intended.

EDIT: Oh yeah and my personal favorite effect when it happens to an attractive female character: "1,000 lbs. of nonliving matter within 10 feet of target vanishes" sorry to any actual females that are reading this XD[/sblock][sblock=Actions]Talking, Free Action[/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)
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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[sblock=ooc]Sorry, the CR and xp limits I was trying to stick to didn't leave room for the kind of thing you describe, and my focus was on the summoners with this as a annoying distraction. It may not be truly wild magic, but it did what I needed it to do given it's design limitations. I'll be sure to keep your comment in mind for future adventures regarding this lovely group of people, though, as I'll have more of a budget to play with.[/sblock]
 

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