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[LPF] Mopping Up


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What were the pillars and spheres made of? anything valuable? can they be removed for further study?
 

GM: Tonris, you are currently sitting at 9616 xp (7584 to start this part off with, 1350 encounter, and 682 time). You will easily level before we are done, though not likely before the next fight. Heinrich, It would take a long time to try and dismantle pillars, embedded as they are in the dias, and the orbs are all quite heavy, being multiple people carries even with Arianna's strength. The materials are definitely unusual, but you don't know about valuable. The piilars seem to be a variation on the obsidian black dias material, while the orbs are an unusual metal alloy.
 

Ni's fatigue begins to show as the group makes their way out into the common room. He attempts a smile. "All's well that ends well, eh? Though it looks like we've got a little more to inspect down here..."

The gnome sets about summoning his companion, with much less flash than usual. A minute later, Lu sits there, blinking and smiling, though unmoving, as the demon's thorn is still stuck in his side. Ni turns to Arianna. "Mademoiselle, would you mind gracing me with your skills?"

[sblock=OOC]SK - need a heal check to remove the thorn. I'll roll Aid Another.

If we've got more to do, we might need to seriously consider a rest. Ni still has one good fight in him, maybe two, but after that, he'll be tapped out. And if the fights are anything like the last two, I'm not sure that Ni could handle one.

Ni's at 7 HP and has taken 1 Dex damage, so he's in serious need of some healing. Once Lu's de-thorned, he'll go scout for us.[/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 7/30
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: +1)

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) - 1/4 hours

Eidolon: Summoned
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]​
 

"If it's not too much trouble, do you all think we could rest for a while? I kind of have used up most of my spells for the day, and will be of little use if we get into further fights down here. I would very much like to recover my spellcasting abilities before we investigate any further into this place." Tonris explains to the others. Rex coos a little growl of agreement with Tonris.

[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]
 

Heinrich is sporting a few wounds himself, fresh blood oozing out even.

OOC: sorry if I grossed anyone out - I have to pack an abcess wound twice daily so i have a fresh gory picture to go by, however that is no excuse to be callous.
 

Arianna starts administering proper healing to everyone, starting with Lu's thorn.

[sblock=Healing]Lu gets 12, may need more. Ni is at max-2, one dex damage. Both will heal overnight if we rest. Tonris, Heinrich and Arianna are at full.[/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 (47 charges)
.......................1 wand of Cure Light Wounds (49 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: 4/day, 3 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, 5 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: 33/29, Current AC: 22
CMB +7, CMD 18, Fort +5, Reflex +3, Will +8 . . Move 50'
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:
Conditions:
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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Heinrich bows low in gratitude. vee stay here fur naben, or keep goink. You say spells nicht goot? vee stay then?
 

"Thanks Ms. Arianna! I feel almost-but-not-quite right as rain." The gnome gives a single hop and taps his feet mid-air to demonstrate his almost-but-not-quite right as rain-ness. He rubs Lu affectionately on the head.

"Now then, sleep: I'm pretty much all for it, but I've concerns. Such as, not doing it here. Or at least, not down here: perhaps upstairs where the lizard people slept? That could be safer. But not down here. Else-e-tively, should we be concerned about letting some undue horror escape while we rest? I had thought the stone we magic-ed away was a permanent seal, but with all the humanoids down here, it would seem as though they could actually come and go. If so, then I'm not sure us taking a much-needed rest in between sorting things out would be a problem."

"I could always let Lu take a look for us."
The eidolon's eyebrows raise at the prospect of more thorny demons.

[sblock=OOC]I have a scroll of Unfetter; casting it on Lu would allow him to scout way ahead. Then we could at least see what we'll be dealing with. Of course, this would let any remaining baddies know we're here if he gets caught, but I'm not sure how something already doesn't know we're here, given the massive explosion in the common room.

Sleeping down here seems like a great way to get us all killed, so if we do sleep, I vote we do it somewhere else. The top floor should be well defensible. [/sblock]

nimientioquijuil-smaller-e1336011034261.png
lumoies-e1336011022912.png
[sblock=Stats]Nimientioquijuil
HP: 28/30
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: +1)

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) - 1/4 hours

Eidolon: Summoned
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]​
 

Just looking around the main room, the doors on the east wall are both plain single stone doors, more or less the same size with some variation due to the individual opening they had to fill. The remaining double set of stone doors on the west wall are also plain. The floor in front of each of these doors indicates frequent use and they have some minor gaps around the edges as if getting a perfect fit was not a major concern. The double doors at the end are made of the now familiar obsidian black material, and aside from the pair of handles, are unadorned. This set of doors, along with the doors to the summoning chamber, have been fit perfectly with the opening, and the floor shows slightly less frequency of use.
 

Into the Woods

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