[LPF] The Cave of (Un)Death

"Skeleton, you will answer to the name Leopold. Now then Blue, Leopold, drop your scimitars, and go crawl out to that other skeleton, and destroy it. Mr. Hode, Blue and Leopold will handle that last skeleton. Right now can you tell me anything about that circle? I get the distinct feeling that they won't stop coming until we nullilfy it. Mr. Vax, maybe you should assume a position in which you will be more able to nullify?"

[sblock=ooc]
. Thanks. I'll be more explicit about my commands henceforth

! Leopold 5ft crawls towards remaining skellie and will full attack with 2 claws. Leopold will remain prone

! Blue will crawl around to Leopold's west side and morningstar attack. Blue will remain prone.

? I don't know if they need reflex saves to crawl in the grease, but I'll roll them anyway.

? Could I see on the map where the grease is? It's hard for me to imagine for some reason.

edit: facepalm
[/sblock]


[sblock='ministats']
[sblock=aedger]Aedger Beinn, Aasimar cleric (undead lord) 1
init: +2 ac: 15, t:12, ff:13
hp: 02 perception: +9
cmb: +0 cmd: 12 speed: 30ft.
fort: +2 ref: +2 will: +5
resist 5: cold, acid, electric
senses: darkvision 60ft

current effects: none

in hand: Holy Symbol

special powers
channel negative energy 1d6, 6/day, will dc 14 used: 2
death's kiss: 1 round duration, 6/day used: 1
command undead

[sblock='spells prepared:']orisons:
light
guidance
mending
level 1: (dc 14)
cause fear (domain)
bless
cure light wounds
spell like abilities
daylight (1/day)
[/sblock]

attacks:
crossbow, light: +2 attack, 1d8+0, 19/x2, 80' bolts: 28
morningstar: +0 attack, 1d8+0, 20/x2

[sblock='expanded']skills
acrobatics 01
appraise 01
bluff 03
climb -01
craft 01
diplomacy 10
disguise 03
escape artist 01
fly 01
heal 03
intimidate 03
knowledge (religion) 05
perception 09
perform 03
ride 01
sense motive 07
stealth 01
survival 03
swim -01
carrying:
holstered:
Crossbow, light & bolts
morningstar
[sblock='pockets']earplugs (4x)
chalk (3x)
ink (1 oz. Vial)
inkpen (2x)
paper, rice (5 sheets)
[/sblock]
[/sblock]
[/sblock]
[sblock=blue]blue, skeletal companion (medium undead)
init: +2 ac: 17, t:12, ff:15
hp: 11 perception: +0
cmb: +2 cmd: 14 speed: 30ft.
fort: +0 ref: +2 will: +2
immune: cold undead traits
dr: 5/bludgeoning
senses: darkvision 60ft

current effects: none

in hand: Morningstar (l), nothing (r)
attacks:
scimitar +2 (1d6+2,18-20/x2), claw –3 (1d4+1)
or 2 claws +2 (1d4+2)
or dagger +2 (1d4+2), range 10'
or javelin +2 (1d6+2/×2), range 30' remaining: 3

[sblock='expanded']
carrying:
holstered:
scimitar
dagger
javelins
backpack
rope, hemp (50ft)(x2)
plank, collapsable
wandermeal (4 servings)
chalk (6x)
[/sblock][/sblock]
[sblock=pictures]
180px-aedger_beinn.jpg
180px-1342541056597_c6a62.png
[/sblock]

[/sblock]
 
Last edited:

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[sblock] SORRY! I had a very bad week. :( I'll try to keep this moving[/sblock]

Seeing the rocks are not of use at the moment, Damaris will move to give a quick look to the other hallway to check if there's anything coming from that side.
 



Vax drops the now unloaded crossbow and picks 'Crusher' back up. He then moves into range of the glowing circle in case something needs to be smashed. "Never did like those finicky bolt slingers, don't know how anybody hits with those blasted contraptions."

[sblock=ooc]

Hey guys! Sorry for the delay in posting. I had an insanely busy week between classes, homework, job, and getting hired for a second part time job. I should be ok now and I'll try not to let it slip my mind again.

ACTIONS: Anyway, Vax is going to drop the crossbow, pick up his hammer and move into smashing range of the glowing circle.
[/sblock]

[sblock= Vax]
Vax


[sblock=Raging]
AC: 14 (Flat-footed: 12, Touch: 10)
HP: 12/15
CMB: +7 CMD: 19
Fort: +6 Ref: +2 Will: +4
Speed: 30'

Perception: +4
Initiative: +2

Primary Weapon: Crusher (+7, 2d6+9/x3)
Ranged Weapon: Javelin (+3, 1d6+6/x2)
Special Attack Options: Power Attack: -1 Attack, +3 Damage
[/sblock]

[sblock=Not Raging]
AC: 16 (Flat-footed: 14, Touch: 12)
HP: 10/13
CMB: +5 CMD: 17
Fort: +4 Ref: +2 Will: +2
Speed: 30'

Perception: +4
Initiative: +2

Primary Weapon: Crusher (+5, 2d6+6/x3)
Ranged Weapon: Javelin (+3, 1d6+4/x2)
Special Attack Options: Power Attack: -1 Attack, +3 Damage
[/sblock]
Rounds of Rage: 4/6
Current Conditions in Effect: None
Consumables Available: 1 Flask of Alchemists Fire, 1 Potion of Cure Light Wounds, 6 Days of Trail Rations
Carried in Hands: 'Crusher'

Vax (Chronikoce) - Living Pathfinder RPG Wiki
[/sblock]
 

OOC: Hmmm... one of the post that didn't go through but should have,

As the skeletons battle on the group searches the area around the magical circle.

[sblock=OOC] Assuming your using detect magic so studying the circle will take three rounds.

RD 1- the circle is round and magical (very strong necromancy and faint abjuration)

If you all wish we need not go round by round I will tell you what you discovery and play out the skeleton fight.[/sblock]
 

[sblock=ooc]
If you all wish we need not go round by round I will tell you what you discovery and play out the skeleton fight.

I would be okay with that. I was just going to have Leopold and Blue continue their attack, with Aedger guiding them through their best actions.
[/sblock]
 



The skeletons battle on while the group searches the odd magical circle. Neither Blue nor Leopold seem to be able to do any serious damage to their opponent (who now stands above his two adversaries) fighting from their prone positions.

Meanwhile Hode gets some insight into what the circle does.

[sblock=Nat 20 Spellcarft check]
The circle is like an amplifier for whomever it is attuned to and whatever spell it is attuned to. It allows the caster to cast a spell above their normal caster level, effecting things like range, duration, and any other effects based on the caster level.

The circle is only usable by the person who created it. And may only be used to amplify one spell. In this case you know it was a high level necromancy spell.[/sblock]
 

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