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[LPF] Mopping Up

Why is he always trying to converse at inopportune times? Even I know that now is not a conducive time to talk.

"I doubt they'll be very study-able when they're discharging energy!"
Ni calls back, then proceeds to yell a few commands to his elementals. They spring into action.

Ni moves into the room cautiously and tosses a small ball of acid at one of the orbs.

[sblock=Actions]Earth Elemental 5' to O -6, attack orb: 1d20+9=12, 1d6+7=11

Air Elemental moves to T -5, attacks orb: 1d20+8=18, 1d4+3=5

Ni moves to O -3, casts Acid Splash on orb at S -4: 1d20+6=21, 1d3=1[/sblock]
[sblock=OOC]
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.
Don't mind me if I choose to sit that one out. :p

Seriously though, DC, calling someone's work "trite, boring, flashy, and predictable" is in exceedingly bad taste, no matter what kind of disclaimer you try to offer. Especially when that person just spent the last few months running a game for us. As sunshadow said, CR is a major limitation on what one can do. You need to do a better job of respecting the other people you play with - differences of opinion occur, but there's no excuse for your repeated inconsiderateness.[/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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As Tonris continues to examine the pillars, he notices that each zap reduces the amount of energy stored in the pillar below, and probably would drain the pillar completely given enough time. The two closest pillars, in particular, seem to be more drained than the back two, which didn't have the release through the cultists' bodies that the other two did. Heinrich and the earth elemental combine to weaken the functionality of one of the orbs, which only shoots out one bolt this round that goes over Heinrich's head to slam into the the ceiling behind him. Arianna and the air elemental are unable to weaken their target as much, and two bolts fly from it once more, one of which buries itself partially in Arianna's toe, doing some very minor damage. The last remaining orb fires off it's bolts harmlessly.

[sblock=Round 7]
SummoningRoomRound7.jpg


Arianna 28(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 (14 damage, 1 bolt only); S, -7; S, -4 (5 damage)) 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.
 

"maybe we stand back und vait out power to be drained, Tonris?" asks Heinrich, backing up carefully.
 

Arianna continues swinging the back end of her spear, but it is not as aerodynamic as the pointy end. She still connects cracks the sphere some more.

[sblock=actions]swift: arcane Strike, 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.(5 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' continued entreaties, combined with his observations, sway Ni. The gnome backs off, and calls to the elementals to stop as well. "Miss Arianna, perhaps we should just let the spheres burn themselves out?"

[sblock=OOC]Ni'll move completely out of the room and let the orbs release all their energy.[/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
- Summon Monster II - Small Air Elemental A - 38 rounds remaining
- Summon Monster II - Small Earth Elemental - 39 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]​
 


OOC: Just for clarification, where did I communicate to Heinrich the fact that the pillars hold the charge of the orbs and that if we were to just let the pillars continue to fire off, they would eventually run dry?
 


OOC: One way or another, the message is able to get across and the party is able to get out of the room without any more hits.


Watching from the doorway, it takes a couple of minutes for the last of the pillars to run out of juice, and it's safe to come back in and check out the dead bodies and the platform. The two that died immediately have absolutely nothing of value on them, and appear to be beginning acolytes. The tiefling and the halfling are more interesting. Both of them are wearing fancier robes and were clearly higher up in the food chain of the cult. They also both have a couple of interesting and useful magic items between the two of them. Examining the dias more thoroughly, the platform itself does a have a ring shape on it from the writing, but like the pillars do not seem to be holding magic right now. You think that the intent was to fill the pillars up with energy, and use the orbs to direct that energy to create a temporary holding cell in the middle of the dias. Finding nothing further of interest in the room, you return to the main room and have a chance to plot your own course without having an obvious threat for the first time since entering the facility.

[sblock=rewards]Experience
The Summoning Chamber CR 6 2400 xp total/600 xp each

Treasure
Wand of Create Pit (5 charges), Potion of Cure Light Wounds, MW Light Crossbow, MW Dagger (x2), MW Slingstaff[/sblock]
 

CommonRoomBase.png


OOC: You can do any healing you want before moving on, but I thought I would give the common room map again so you could think about your next move while you do so.
 

Into the Woods

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