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[LPF] Mopping Up

[sblock=OOC]with the ruckus those wild orbs caused, I am surprised what remains of any occupation down here isn't already making a beeline to intercept us in order to salvage their operation...

The problem I see with sleeping in the top floor of the tower is that it is also easily destroyable... just take Heinrich's fireballs (as an example) for ammunition and launch them at the towers foundations and we would be pretty much dead.

We may not be in an overly defensive spot, but if it is a choice between dying in a collapsing building and dying in an underground catacomb that seemingly has fairly sturdy structural integrity... I know which I would chose.[/sblock]
 

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[sblock=OOC]Point taken about napping at the top floor. Still, I think staying down here is just asking for trouble.

If the upper floors are out, I'd say we camp right outside the tower.[/sblock]
 

"In the other main room, we have six barricade benches, and only four doors. So, we use the barricades to block the doors and give us a bit of protection, and we keep them separated down here instead of letting them roam and regroup."
 

Ni smiles in enthusiastic acceptance, then trundles over with Lu to inspect the doors. "That's a great plan, Madam Arianna, your usually brainy self. Just need to make sure the doors open outward, not inward, yeah?"

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]​
 



[sblock=OOC]Unfortunately, the door that does open into the hallway kind of muddles things. We may be setting ourselves up to be ambushed. As roughshod as we are currently, we'll be in much more dire straights if we get jumped while we're sleeping, watch or no.

I'm not trying to draw this out, but sleeping down here seems like a bad idea if we're not able to ensure our safety. If I'm alone in my concern, I'll back off, but I'm not comfortable with the plan/circumstances as-is.[/sblock]
 

[sblock=ooc]We have the thunderstones, alchemist's fires, acid flask to toss at things. The wand of create pit in the doorway does a decent job of blocking advances. The wand of Summ Monster helps as well. And if we get overwhelmed, it is a straight run north and out the way we came in. So, I think we can barricade and hold up here just fine.
We have the terrain advantage here. They have to spend a round opening a door to find trouble. So, we have a round to wake. The don't get intel of what is in the room until they open the door. (That is as long as nobody got away through a different door before the fireball.)[/sblock]
 

You set up the barricades to your advantage, and are not bothered even once as you rest. The closest you get is someone seeming to attempt to briefly open the barricaded doors to the east, but without any followup when they don't budge.
 

Yaaaawwwwwnnnn.
Heinrich drinks and eats from his rations as he prepares his spells through study.

When he finishes he stands and brushes himself off, little tendrils of flame consume dirt and grime on himself and his clothing. He next moves his hans as if washing and his skin becomes clean - little motes of sparks fall as dieing embers to the mine shaft floor. Then a little bit of humming and he moves as if applying cologne and bursts of sparks fly from him.
[prestidigitation to freshen and clean up. sparks are fluff only.]

VV please note the change in spells preped VV
[sblock=stat block]
fire jett [su] damage: 1d6+2 DC 16 Unused: 00000 00 Used:
-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: 22/22
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:
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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Into the Woods

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