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Beschoren
2011-03-19, 10:43 AM
AAAGH! PAIN!!

This is all Mirar's mind can tell him as he feels several fierce strikes on his open wounds.

He opens his eyes startled only to see a pack of rather ugly vultures arround him... The creatures make quite a fuss when they see that their lunch has just moved a bit.

Such a fuss that Janir, Pyrtari and the druid who with you also wake up... felling no much better as a few vultures and ravens are also arround them... and ... er, somebody else? flat, bleeding on the ground?

You don't know why, but you where all uncontious.
You don't know why, but you where all pretty hurt.
You don't know why, but you where all drained of your strenghts.
You don't know why, but you where all alone.
You don't know why, but you are all staggered.
You don't know why, but you are all in a clearing with half-dead trees being eaten by vultures.


you are all prone
you are all at 50% HP
half your spells slots, from each spell level, have been used. (you get to chose wich ones)
your animal companions/psycrystal/tralls/belivers are not immediatly arround.
You can only take partial actions by now
ou are all in a clearing with half-dead trees being eaten by vultures. (not really an encounter)

and you can't remember a god damm thing... (yet the PCs arround you look familiar.)

esorscher
2011-03-19, 11:01 AM
Pyrtari gets to her feet, ruffling her butterfly wigs to frighten off the vultures. She reaches out telepathically to her psicrystal and Bud. Hercules? Bud? She says nothing, however, surveying the surroundings with concern, trying to figure out what happened.

Every morning, Pyrtari manifests Mindlink between her and Bud. I would assume she did so this morning as well.

Knowledge checks to find any clues/ information about the trees, vultures, and where they are. Autohypnosis to recall what happened (possibly).
Geography: [roll0]
Nature: [roll1]
Autohypnosis: [roll2]

zagan
2011-03-19, 11:26 AM
Mirar was very confused at the moment and following the example of the other person get to his feet. Already he could feel his body healing itself slowly (fast healing 1).
His first action was trying to gain as much information about the situation as possible, he concentrate on his vision trying to determine what magic if any was around. At the same time he try to call to mind anything that could be useful in the situation.


My constant Detect magic (http://www.dnd-wiki.org/wiki/SRD:Detect_Magic) allow me to detmerine the number and strength of all magical aura within 60ft of me.
Here a bunch of spellcraft check to determine thier scholl if any.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]

In addition knowledge check about anything and everything around, in particular the vulturea and the creture on the ground.
K(arcana): [roll9]
K(dungeonering): [roll10]
K(the planes): [roll11]
K(geography): [roll12]
K(religion): [roll13]


Stat:

CG Medium Aberation
HP: 29/56 AC: 13 Touch: 13 Flat: 11
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

vollmond
2011-03-19, 04:10 PM
The Rootwalker groans and looks around, slowly climbing to his knees and then his feet and shaking his wings off. He looks around for Katya, but keeps quiet when he doesn't see any sign of her. He glances up at the beautiful woman who stood first. Those wings... why are those wings so familiar? He turns his attention back to himself, stooping to pick his spear off the ground and checking that his few possessions are still in the folds of his clothes. A simple rope hangs about his waist.

"What has happened?"


[roll0]

vollmond
2011-03-19, 04:59 PM
Rootwalker steps over to the one person who isn't at all familiar, then stoops to help - he tries to stop the bleeding.

Didn't notice this guy the first time through.
[roll0] DC15 to stabilize, if he is dying.

Beschoren
2011-03-20, 09:25 PM
Despite you hard effort to understand where you are, you just can't tell... a felling of confusion still is heavy on your minds as the vultures fly out.

Pyrtary can sense her psycrystal not far. it's exact location is hard to tell*, but must be arround 100 feet away. there's no sign of her trall, however.

Rootwalker goes to aid the other fallen humanoid... he's a rough male human on his 50, wearing light armor and with a damaged greatsowrd on his hands... the healing attepmt came too late however. he's been dead for some hours.

The vultures, trees... they radiate no magic, but seem somehow affected by exposure to stressfull enviromental conditions. Some of the twists on the logs are just a bit unnatural. Some of the vultures have eyes in differente colors and uneven feather covarege....

The sky is pretty grey and you can't see the sun.
You can't look far between the trees since they are packed up quite densely.
some of your belongings are scattered arround the ground. nothing is missing...

You are terribly lost, with no idea of why and where you are. you can't have any memory from any civilization nearby either. the last thing you can recall is that you where travelling trought a rather civilized location... but no idea of when was that.

(*OOC: I'm not sure how well the psycrystal can comunicate, move arround, and sense his surroudnings...)

vollmond
2011-03-20, 10:31 PM
Damn, thinks the druid as he watches the vultures flap away. Probably should have tried to get some information out of them. Still not thinking clearly... He turns regretfully from the body before him and rises again to his feet. He gives a long, low whistle, hoping that Katya is near enough to hear it and find her way to him. Then he looks to his living companions and asks, guardedly, "You all are going to have to help me here, but... who are you, again?"

esorscher
2011-03-20, 10:32 PM
"Pyrtari," she says, placing a hand on her chest in introduction. After hearing the name of her companion, Pyrtari picks up any of her items scattered on the ground before kicking off, flying straight up to survey her surroundings for clues. Her psicrystal begins moving toward her (30'/round).

Spot: [roll0]

vollmond
2011-03-20, 11:10 PM
"They call me Rootwalker," he replies before turning to the others expectantly.

zagan
2011-03-21, 05:43 PM
"Hum, I'm Mirar and I'm sorry I have no healing ability to help you." Having said that, he began to search for his equipment.

Stat:

CG Medium Aberation
HP: 30/56 AC: 13 Touch: 13 Flat: 11
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

Beschoren
2011-03-21, 08:35 PM
After the initial shock, you start being able to think and act more clearly (no longer stagerred)...

The psycristal apears hoving after a few moments. it circles the ground between right under pyrtary, waiting for it's master to return to the ground. it cracks with a few energy jolts as it somewhat damaged (50% hp)

After Rootwalker calls for his companion, he has a few moments of tense silence. While presenting yourself to the others, you recognize your animal companion footsteps - Katya comes slowly out of the woods but do seems a little strange, however... it seems to be scared, sad and tired. its wounded as well (50% hp).

Pytary flies up and sees a forest of dead trees... the visibility is greatly reduced, however. it seems that a large fog is opon you all and she can't see much more then 100 feet from above. the terrain is otherwise featureless.

You take back your equipment and a few memories return... some of those itens (like backup wepons, camping itens, and rations) are under your possession for only about 2 weeks or so.

The vultures land again, this time on the top of the trees, looking at you as if just waiting for an assured morsel...

---------------

Sudenly, a spark of an idea crosses you head.... you remembered someting of all this mess....

you are in *great* danger.

vollmond
2011-03-21, 10:46 PM
Rootwalker gasps as the bear slowly plods out of the trees. "Katya! What happened to you?!" He rushes over to her, pulling a wand from nowhere as he goes, tapping it on her wounded flank twice and hugging her great head to comfort her.

He uses the wand twice on himself as well, before seeming to remember the others -- he turns back and offers it to them.

As his memory returns, he says to the others, "Whatever we do, I think we ought not remain here much longer..."

He leaps to Katya's back for the better view and begins to look into their surroundings more closely.


Hoping there was time to use the wand before we have to run.
Wand is Lesser Vigor, 21 charges left after Rootwalker and Katya use it.

Using my Detect Evil SLA and concentrating on it.


Edit: As does this, he speaks in a low voice to Katya, using the language of the forest, to see if she can tell him anything about what happened - were they attacked? Something else?

Using the forest gnome's "simple language that enables them to communicate on a very basic level with forest animals."

zagan
2011-03-22, 01:27 PM
Mirar could feel his mind clearing and he nod to Rootwalker comment.
He began to hurry at reequiping all his equipment, particularly his spellshard.

OOC: Mirar normally cast mag armor each morning and it last 7 hours, I presume it was dispelled (if not ignore the following)
So I use my pearl of power to regain the spell and recast it.

Stat:

CG Medium Aberation
HP: 30/56 AC: 17 Touch: 13 Flat: 14
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 0/1, Spellcasting

esorscher
2011-03-22, 01:44 PM
Pyrtari flies back down to the ground, meeting up with her psicrystal and stowing it in the pocket of her skirt. "There's a thick fog surrounding us. I can't see much through it. I suspect we have moved to a different plane. Let's get going and see if we can't find a way home."

Beschoren
2011-03-22, 06:11 PM
Katia replies to Rootwalker that she dosen't remember anything. she woke up a few moments ago and started tracking for it's master.

Mirar gather's what left of the equipment and checks on his amge armor. it's still there an he dosen't need to cast it again.

Janir, a humanoid sowrdsman, was up and standing already, but shared no words for now. the others recognize him as at least *not* an enemy

As soon as Pyrtary lands, however Rootwalker and Janir turn theyr heads to the side. They notice the low noise and a smoth move between the trees of an elven party trying to sneak up on you all. they realize they've been seen and prepare to dash out in your direction.

Rootwalker gets an upper hand and is able to act just before they get too close.


order in surprise round:
- Rootwalker
- Elven party
- Janir

1Ί round of Regular combat
- Pyrtary, Rootwalker and Mirar
- Elven party
- All PCs


Lm: light armor, melle wepons (2 short blades at this time)
Lr: light armor, ranged wepon (bow)
Uu: unarmed, unarmored (but not totally naked)


----------- surprise round----------
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Crafty Cultist
2011-03-22, 10:10 PM
Janir had remained quiet, trying to make sense of the situation in his head. He was not used to conversation, so for the most part decided to wait and listen upon hearing the elven party, he immediately drew his sword and dropped into an alert stance, nervous about what to do next.

Upon seeing that his enemies were simple humanoids, he knew what to do. Time to hunt.

OOC: I'll post my actions once the elves have moved

vollmond
2011-03-22, 10:23 PM
Rootwalker points and mumbles a Druidic command to Katya, then slides from her back. As the bear lumbers off toward the unarmored elf, the gnome casts his first spell since awakening. What few living plants there are begin to writhe and twist and attempt to grab hold of the other elves in the party.


Free: Command Katya to attack the archer [roll0] DC 12
A couple extra tries, since it's a free action: edit: I just realized I autopass that check. I'm an idiot.
[roll1]
[roll2]
[roll3]
Move: Dismount
Standard: Cast Entangle, placed so all the LMs are in it, but not the LR or Uu (so Katya doesn't get caught). 40-ft radius.

Should I directly control Katya in combat? If so:
Move: up to the unarmored elf (should be in range)
Standard: [roll4] [roll5]
If that hits, free action to start a grapple (no AoO): [roll6] [roll7]

Beschoren
2011-03-23, 07:47 PM
The bear moves and grabs the archer with his huge paw. he is terribly wounded by the attack and tries to escape

two of the melle warriors manage to avoid the worst of the entanglement. they move out of hte spell effect zone. one of them is entangled and tries to break free. The unarmored elf conjures a spell that creats a bolt of eletricity attacking katya.

These elves look like raging maniacs, shouting and screaming and cursing you all the time. one of them won't stop shouting."HERE, HERE, WE FOUND THEM!!!"

afther that the vultures fly away and you hear many shouts from within the woods, just as angry as those of the elves in front of you.... the shouts echoe arround so you don't know if they are far or not (but you may try a listen check, DC 30)


graple to escape katya: [roll0] (katya must make an oposed grapple check)

strenght check to get rid of entnaglement: [roll1]

spell vs katya: [roll2] eletric damage. Ref DC 19 for half damage. if she fails, Will DC 19 or gets stunned for 1 round. spellcraft DC 17 identifies


-------round 1, your turn---------
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Crafty Cultist
2011-03-23, 09:05 PM
Janir rushes to the side of the closest elf, and strikes at him with his short sword

Activating child of shadows stance as a swift action
Moving to K13
Attacking[roll0]
Damage[roll1] plus 1 fire damage(desert wind dodge)
Janir has a +1 dodge bonus to ac and a 20% miss chance until the begginning of his next turn

esorscher
2011-03-23, 10:48 PM
Pyrtari flies up into the air, then lets loose with a barrage of electric missiles. "WHERE IN THE MULTIVERSE ARE WE?" Pyrra cries out, totally bewildered by the attacking elves.

Fly up 20', 20' southwest. Manifesting Energy Missile (electricity), augmenting for 2 pp (5 pp total). Targeting the elves in N16, L16, and L19. Reflex DC 20 for half.

N16: [roll0]
L16: [roll1]
L19: [roll2]

vollmond
2011-03-23, 11:35 PM
Rootwalker swears as he sees the bear lose her hold on the archer, panting from the shock she received.

He takes to the air himself, skimming the ground faster than he can run, before alighting on the ground near the elven mage. He glares at the elf for a moment before changes begin... his ears morph and move to the top of his head, black fur sprouts over his whole body, his hands grow gruesome claws. Before long, a leopard stands where once an unassuming forest gnome was. It growls menacingly at the elf before it.


[roll0]

Moving, in a roundabout way to avoid AoOs, to I-14, then wild shaping into a leopard and growling at the unarmored elf.

Katya, of course, takes no actions.

zagan
2011-03-24, 12:50 PM
Mirar didn't understood why these eleves where attacking but as violent as they seem to be he didn't hesitate to fight back, or have something fight back for him.
He move next to a big tree. (move action in I8)
He then quickly summon an ally, surrounding himself with a fog cloud at the same time. (standard action cast SM III for a Celestial Bison and gain a fog cloud for 1 round around me gaining concealement)

A pure white Bison appear (in H12) and he order it in Celestial to charge the central elf.

He does so immeditaly (ending in K15).

Att: [roll0] (including charging bonus)
Dmg: [roll1]

Stat:

CG Medium Aberation
HP: 31/56 AC: 17 Touch: 13 Flat: 14
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Celestial Bison stat:
(including Augment summoning and Minor esoterica benefit)

Large Magical Beast (Extraplanar)
Hit Dice: 5d8+25+7 (54 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (1d8+12)
Full Attack: Gore +10 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite Evil (+5 dmg)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to acid, cold, and electricity 5, DR 5/Magic, Spell resistance 10
Saves: Fort +9, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Challenge Rating: 2
Advancement: 6–7 HD (Large)

These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting.

A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal.

Combat

Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Beschoren
2011-03-24, 05:30 PM
One elf falls to the ground, unable to resist both Janir's and Pyrtary's attacks. The other falls victim to both the magical assoult and the Bison's charge.

Janir is able to locate most of the raging shouts to south and north of your current position. they are coming from 30 to 100 feet away from your position...

the entnagled elf, now wounded, tries to escape again
[roll0], DC 20

The archer takes another step back and full attacks the Katya
[roll1], damage [roll2]
[roll3], damage [roll4]

The unarmored elf, clearly an spellcaster, uses the same spell - this time on the freshly summuned Celestial Bison (Cb)
[roll5], ref save DC 19 for half damage. if fails ref, will DC 19 or gets stunned for 1 round

despite their severe wounds, the elven party keeps attacking you agressively. As you close in melle to them, it's clear that they care little about their own defense....

-------- round 2, your turn--------
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esorscher
2011-03-24, 06:46 PM
Pyrtari turns north toward the sound of the battlecries, and upon seeing the clustered groups targets the group of four with another barrage of electricity missiles.

Energy Missile augmented 2 pp (total 5 pp), targeting the cluster of four. Ref DC 20 for half.

[roll0]
[roll1]
[roll2]
[roll3]

vollmond
2011-03-24, 07:18 PM
Katya roars at the elf who tried to shoot her, lumbering up to him and again swiping with her great paw, drawing him into her lethal embrace.


[roll0]
[roll1]

If it hits, free grapple, no AoO:
[roll2]
[roll3]

Waiting to post Rootwalker's actions till I know what that bison is going to do.

Crafty Cultist
2011-03-24, 09:11 PM
Janir darts round the newly appeared bison and with a flick of his wrist, sends threads of shadow streaming from his left hand, headed straight for the elven mage's neck

Moving to F10
Using shadow garrote maneuver
ranged touch attack[roll0]
Damage[roll1]
On hit fortitude save(DC17) or be flatfooted for a round

+1 dodge bonus to ac and 20% miss chance until the beggining of my next turn

zagan
2011-03-25, 08:56 AM
Mirar cursed at seeing his bison so stunned.
He moved closer to the entangle area (I5) and calling on his mutation summon another creature. (Using my Minion spell like ability)

This time a big deformed centipede (pseudonatural medium centipede) appear (in J11) next to the entangle elf and Mirar order it to attack.

Att: [roll0] (natural 1)
Dmg: [roll1] plus poison DC 12 or [roll2] dex damage

Ref save against entanglement for start of next round: [roll3] (natural 1)

Stat:

CG Medium Aberation
HP: 31/56 AC: 17 Touch: 13 Flat: 14
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Celestial Bison stat:
(including Augment summoning and Minor esoterica benefit)

Large Magical Beast (Extraplanar)
Hit Dice: 5d8+25+7 (49/54 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (1d8+12)
Full Attack: Gore +10 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite Evil (+5 dmg)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to acid, cold, and electricity 5, DR 5/Magic, Spell resistance 10
Saves: Fort +9, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Challenge Rating: 2
Advancement: 6–7 HD (Large)

These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting.

A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal.

Combat

Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.


Pseudonatural centipede stat:
(including strong minion feat benefit)

Medium Outsider
Hit Dice: 1d8+2 (6/6 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Climb 40ft
Armor Class: 16 (+4 dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/+0
Attack: Bite +4 melee (1d6+1 plus poison)
Full Attack: Bite +4 melee (1d6+1 plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Poison, True strike
Special Qualities: Darkvision 60 ft., vermin traits, Resistance to acid and electricity 5, Spell resistance 11
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 13, Dex 19, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +12, Hide +12, Spot +4
Feats: Weapon FinesseB
Challenge Rating: 1/2

Poison (Ex): A monstrous centipede has a poisonous bite. Fort save DC 12 Constitution-based. 1d3 dex initial and secondary damage.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.

True Strike (Su): Once per day a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition the creature suffer no miss chance against a target that has concealement or total concealement when making this attack.

Alternate form (Su): As a standard action, a pseudonatural creature can take a grotesque form. It's abilities remain unchanged. other creatures receive a -1 morale penalty on their attack roll against a pseudonatural creature when in its alternate form.

vollmond
2011-03-25, 09:28 AM
Rootwalker growls in annoyance at the only remaining elf - trapped in the entanglement and out of his reach. The druid stalks south a ways, ready to face the next wave of enemies.


Move to E14. Not using my standard action.

[roll0] hopefully can pinpoint the southern party a bit more accurately.

Beschoren
2011-03-25, 11:41 AM
the party scarters as it is surrounded by insanely agressive elves. the only one remaining form the first group forgets about the entnaglement and attack the centipede that appeared near him.

The other elves came rushing in with all speed. there seems to be more casters (Uu), archers (Lr) and light melle fighters (Lm). The casters conjure a spell that seems to afect only themselves, the archers fire after moving and the melle warriors keep guarding them.

light melle vs pseudonatural centipede (Pc) [roll0], damage [roll1]
light melle vs pseudonatural centipede (Pc) [roll2], damage [roll3]
archer vs pyrtary [roll4], damage [roll5]
archer vs pyrtary [roll6], damage [roll7]
archer vs pyrtary [roll8], damage [roll9]
archer vs pyrtary [roll10], damage [roll11]
archer vs rootwalker [roll12], damage [roll13]


---------round 3-----------
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(map zoom)

https://lh6.googleusercontent.com/_E4NKciGA1aA/TYzHxGzhenI/AAAAAAAAHSs/bx12KLBnTdQ/s720/Captura%20de%20tela%20inteira%202532011%20134946.j pg
https://lh5.googleusercontent.com/_E4NKciGA1aA/TYzIEzpJbJI/AAAAAAAAHS4/WqWMCa1d-V4/Captura%20de%20tela%20inteira%202532011%20135054.j pg

zagan
2011-03-25, 12:48 PM
Mirar swear at seing not only his centiped missing but also being killed so fast and at seing all the new enemy.
Still the bison was able to act again and himself was not defenless.

First he order his Bison to charge the unarmord elf being him. (U6)

Att: [roll0] (including charging bonus)
Dmg: [roll1]

Then Mirar moved being Janir (M22) and began to summon (SM IV) another creature.
This time a Mephit (Ooze) appear flying 15ft above the ground near the south east group of elf (in N30). Immediatly Mirar spoke to it in aquan and order it use his cloud on the three elf.

The mephit do so and create a stinking cloud (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/spellsS.html#stinking-cloud). (centered at the intersection betwen Q34 and P35, Fort save DC 15 or nauseate for [roll2] rounds)

(summoning the mephit also provide Mirar with a could that grant him concealement)

OOC: Spell duration:
Bison: 5 rounds
Mephit: 7 rounds
Stinking cloud: 6 rounds
Cloudy conjuration: 1 round

Stat:

CG Medium Aberation
HP: 32/56 AC: 17 Touch: 13 Flat: 14
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Celestial Bison stat:
(including Augment summoning and Minor esoterica benefit)

Large Magical Beast (Extraplanar)
Hit Dice: 5d8+25+7 (49/54 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (1d8+12)
Full Attack: Gore +10 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite Evil (+5 dmg)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to acid, cold, and electricity 5, DR 5/Magic, Spell resistance 10
Saves: Fort +9, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Challenge Rating: 2
Advancement: 6–7 HD (Large)

These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting.

A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal.

Combat

Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.


Ooze Mephit stat:
(including Augment summoning and Minor esoterica benefit)

Small Outsider (Extraplanar, Water)
Hit Dice: 3d8+12+7 (32 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Claw +8 melee (1d3+4)
Full Attack: 2 claws +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 18, Dex 10, Con 17, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Challenge Rating: 3
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

Ooze mephits come from the Elemental Plane of Water.

An ooze mephit is about 4 feet tall and weighs about 30 pounds.

Ooze mephits speak Common and Aquan.

Combat

Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.

Skills: An ooze mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

vollmond
2011-03-25, 01:14 PM
Rootwalker snarls and sprints south, leaping and pouncing on the archer, ripping at the elf with fang and claw.

Katya follows in his wake, moving with unexpected speed and violently swinging at the fighter.


Charge to (and pounce on) the elf in J35.
[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

[roll6]
[roll7]

[roll8]
[roll9]

If the bite up top hits, free Grapple, no AoO:
[roll10]
[roll11]

Katya moves and attacks the elf in H33
[roll12]
[roll13]

If that hits, free Grapple, no AoO:
[roll14]
[roll15]

Crafty Cultist
2011-03-25, 01:20 PM
Janir dashes toward the enimies to the south, then dissapears into shadow as he runs. He reappears behind the elves, hidden behind a tree, and tries to remain undetencted

Moving to L29, then shadow jaunt to the branches of the tree at G34
Hide[roll0]
Move silently[roll1]

esorscher
2011-03-25, 01:58 PM
Bleeding profusely, Pyrtari breaks off her sole defense of the northern front, flying south as she rises into the air. She smiles as she spies the bevy of aids her ally has summoned, manifesting further psionic protections.

Fly 40' south, 10' up in the air (at 30' elevation). Force Screen manifested for 1 pp. +4 to AC (AC 24, 26 v. ranged) for six minutes.

Beschoren
2011-03-26, 10:43 PM
The elves, insanely agressive and fighting with ultimate abadon, strike back the best they can. thankfully you can't hear anyone else running to your encoutner.... or is that a bad sign?

-----------
readied attack vs Rootwalker's aproach: [roll0], damage [roll1]
----------
Lr ranged vs Pyrtary [roll2], damage [roll3]
Lr ranged vs Pyrtary [roll4], damage [roll5]
Lr ranged vs Pyrtary [roll6], damage [roll7]

Lm vs Celestial Bison: [roll8], damage [roll9]
Uu defensive casting DC 16: [roll10] (fail. spell wasted)
Uu touch attack VS Celestial Bison: [roll11], damage [roll12] eletric

Uu defensive casting DC 16: [roll13]
Uu touch attack VS Ooze Mephit: [roll14], damage [roll15] eletric

Uu VS Mirar (magic missiles, no avoidence): [roll16]
Uu VS Katya: [roll17] eletric. she must make a ref save DC 19 for half damage. if she fails, she must make a will save DC 19 or gets stunned

Lm vs Rootwaker: [roll18], damage [roll19], [roll20], damage [roll21]

One Lm takes the run action and gets pretty close to Mirar


---- round 4, your turn---------
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https://lh3.googleusercontent.com/_E4NKciGA1aA/TY62RbfvF1I/AAAAAAAAHTc/R7UwbtttWC0/s720/Captura%20de%20tela%20inteira%202732011%20005937.j pg
https://lh6.googleusercontent.com/_E4NKciGA1aA/TY62jn89cwI/AAAAAAAAHTs/xBCsmmKbYt0/s512/Captura%20de%20tela%20inteira%202732011%20010044.j pg

Crafty Cultist
2011-03-27, 12:06 AM
Janir jumps down from the tree and heads for strikes at the unarmed elf, striking in a flash of steel

Switching to assasins stance as a swift action
moving to F31
Attack[roll0]
damage[roll1]
sneak attack[roll2]
If the mage falls, Janir will turn and move to I28

esorscher
2011-03-27, 01:00 AM
Pyrtari flies to the middle of the entangling area, drawing her crossbow and whispering the word controlling her belt. One of the white pearls on the buckle glows as the healing energy courses over her, knitting together her wounds. Sort of.

Fly to T18, draw light crossbow. Activate one charge of her healing belt: [roll0]

vollmond
2011-03-27, 01:14 AM
The great bear whimpers as she is struck again with magical lightning. The leopard that is Rootwalker turns and leaps at the caster to his southeast, ripping at the elf's throat.


Katya is stunned.

Rootwalker takes a 5' step southeast and attacks the caster in J32.
[roll0]
[roll1]

If that hits, free grapple, no AoO:
[roll2]
[roll3]

zagan
2011-03-27, 12:16 PM
Mirar grunted upon taking the missile and grunt again when seeing the elf come next to him.
He step back (J18) and cast a spell on himself. (casting shield (http://www.d20srd.org/srd/spells/shield.htm))

He then order the Bison to attack again.

Att: [roll0]
Dmg: [roll1]

He follow with an order for the Mephit to come back toward him and spray acid on his foe.

OOC: The mephit move in M18 10ft above ground.
And use his breath weapon on the elfs. It's a 10 foot cone so I'm sure on how it work from above. If possible, but I doubt it, both Lms. If not only the one outside the entanglement.

They take [roll2] acid damage ref save for half DC 15 and if they fail thay also take a a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds.
He can reuse is breath weapon in [roll3] rounds.

OOC: Spell duration:
Bison: 4 rounds
Mephit: 6 rounds
Stinking cloud: 5 rounds

Stat:

CG Medium Aberation
HP: 28/56 AC: 21 Touch: 13 Flat: 18 (+2 dex, +4 mage armor, +1 def, +4 shield)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Celestial Bison stat:
(including Augment summoning and Minor esoterica benefit)

Large Magical Beast (Extraplanar)
Hit Dice: 5d8+25+7 (46/54 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (1d8+12)
Full Attack: Gore +10 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite Evil (+5 dmg)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to acid, cold, and electricity 5, DR 5/Magic, Spell resistance 10
Saves: Fort +9, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Challenge Rating: 2
Advancement: 6–7 HD (Large)

These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting.

A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal.

Combat

Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.


Ooze Mephit stat:
(including Augment summoning and Minor esoterica benefit)

Small Outsider (Extraplanar, Water)
Hit Dice: 3d8+12+7 (25/32 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Claw +8 melee (1d3+4)
Full Attack: 2 claws +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 18, Dex 10, Con 17, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Challenge Rating: 3
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

Ooze mephits come from the Elemental Plane of Water.

An ooze mephit is about 4 feet tall and weighs about 30 pounds.

Ooze mephits speak Common and Aquan.

Combat

Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 15 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.

Skills: An ooze mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Beschoren
2011-03-28, 10:13 PM
Janir hits, but dosen't score a kill
Rootwalker barely hits the mage, but is unable to hold him down in a grapple
The bison kills one wounded mage
The mempth acid attack was sucessfull against one foe

The bison is surrounded and attacked several times.
One archer keeps firing at Pyrtary
Another light swodrdsman moves quickly and gets close to Mirar
The swordsman hampered by acid gets in flank position and attack Mirar
The entangled elf keeps fighting the roots
One archer fires at rootwalker as fast as he can
The casters use their spells agasint Janir, Rootwalker and the summuned outsider.


str vs entaglement, DC 18 [roll0]
Lm vs Bison [roll1], damage [roll2]
Lm vs Bison [roll3], damage [roll4]
Lr vs Bison [roll5], damage [roll6]
Lr vs Bison [roll7], damage [roll8]
Lr vs Pyrtary [roll9], damage [roll10]
Lm* vs Mirar [roll11], damage [roll12]
Lm* vs Mirar [roll13], damage [roll14]
*+2 from flank, -2 from acid attack
Lr vs rootwalker [roll15], damage [roll16]
Lr vs rootwalker [roll17], damage [roll18]

Uu magic missile VS mempht: [roll19]

Uu cast defensively [roll20], DC 16
Uu touch attack VS janir: [roll21], damage [roll22] eletric

Uu cast defensively [roll23], DC 16
Uu touch attack VS rootwalker: [roll24], damage [roll25] eletric

EDIT: all attacks from light melle and light ranged are from usual wepons, not magical ones


---------- round 5, your turn-------
https://lh6.googleusercontent.com/_E4NKciGA1aA/TZFPg6SZqGI/AAAAAAAAHUU/aGLmHjGT4jY/s512/rect2832.jpg

vollmond
2011-03-28, 10:44 PM
Rootwalker shrugs off the elves' attacks easily, putting his defenses to good use. At the same time, he tightens his hold on the enemy spellcaster, raking the elf harshly.

Katya recovers (again) from the electrical sting of magic and lumbers off into battle again, attacking another spellcaster who is currently unoccupied.


Rootwalker:
Attack the spellcaster I'm grappling:
[roll0] edit: crit confirm is in ooc thread
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

If that kills him, move to I28

Katya:
Attack the caster in K27:
[roll6]
[roll7]

If that hits, free grapple, no AoO:
[roll8]
[roll9]

Crafty Cultist
2011-03-29, 12:54 AM
Janir flinches as the eletricity courses through his body, but his natural resistance helps to dull the blow. He shifts his stance and circles around the mage, taking a swipe at their flank.

Switching back to child of shadows stance
Moving counter-clockwise around the mage to G33
Attacking the mage[roll0]
damage [roll1]

20% concealment and a +1 dodge bonus to AC until the end of turn
Fast healing restores 1hp. Current HP: 22

esorscher
2011-03-30, 01:42 PM
Pyrtari does not move, using another charge of her healing belt.

[roll0]

zagan
2011-03-30, 02:03 PM
The bison resisted well to the blow with it's heavenly hide.
The Mephit isn't has lucky.
Mirar himself get damaged and his healing didn't seem able to keep up.

First he order the Bison to attack the elf to its right. (T2)

Att: [roll0]
Dmg: [roll1]

Second he order the Mephit to send acid at the most wound elf to his left (I18)

Mephit Acid arrow spell-like ability:

Ranged touch att: [roll2]
Acid Dmg: [roll3] (+2d4 next round, I'll be rolling then) (edit: most likely a miss)

He then order the Mephit to move north-west (In F14 should give it cover against the Uu and the archer of the north because of the tree)

For himself Mirar opt to disappear, trying to avoid an attack he cast a spell on himself and vanish.

I cast invisibility on myself.
Concentration check to avoid Aoo [roll4] DC 17

If I succed I move in the same square as the Mephit (F14) below him.
Move silently check just in case [roll5]

If my concentration check fail I still move in that spot.

OOC: Spell duration:
Bison: 3 rounds
Mephit: 5 rounds
Stinking cloud: 4 rounds

Stat:

CG Medium Aberation
HP: 20/56 AC: 21 Touch: 13 Flat: 18 (+2 dex, +4 mage armor, +1 def, +4 shield)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Celestial Bison stat:
(including Augment summoning and Minor esoterica benefit)

Large Magical Beast (Extraplanar)
Hit Dice: 5d8+25+7 (37/54 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (1d8+12)
Full Attack: Gore +10 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite Evil (+5 dmg)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to acid, cold, and electricity 5, DR 5/Magic, Spell resistance 10
Saves: Fort +9, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Challenge Rating: 2
Advancement: 6–7 HD (Large)

These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting.

A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal.

Combat

Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.


Ooze Mephit stat:
(including Augment summoning and Minor esoterica benefit)

Small Outsider (Extraplanar, Water)
Hit Dice: 3d8+12+7 (19/32 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Claw +8 melee (1d3+4)
Full Attack: 2 claws +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 18, Dex 10, Con 17, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Challenge Rating: 3
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

Ooze mephits come from the Elemental Plane of Water.

An ooze mephit is about 4 feet tall and weighs about 30 pounds.

Ooze mephits speak Common and Aquan.

Combat

Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 15 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.

Skills: An ooze mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Beschoren
2011-03-30, 05:28 PM
Rootwalker bites the neck of the elf sorcerrer, who falls to the ground slow and painfully. Katya kills the other arcanist with minimal effort.
Janir moves arround his opponent, find a weak spot and cuts off a main artery right in the chest. The elf is dead.
Pyrtary keeps at healing herself after the reckless offensive
Mirar vanishes and gets loos of his stalkers. The bison hits but dosen't score a kill. The mempht misses his magical attack so badly you can see him blush lightly.

Most of the elves at the northen flank focus fire on the bison
The two swordsman who where flaking Mirar angrily slash the air trying to find the mage, with no sucess. They are really pissed off!
One elf overcomes the nausea and attacks Katya
The single archer to the south keeps firing, quite desperly.
The unluky entangled elf still fights the roots


Lm vs entalgement, DC 18 [roll0]
Lm vs Bison [roll1], damage [roll2]
Lm vs Bison [roll3], damage [roll4]
Lr vs Bison [roll5], damage [roll6]
Lr vs Bison [roll7], damage [roll8]
Lr vs Bison [roll9], damage [roll10]
Lr vs Bison [roll11], damage [roll12]
Lr vs Bison [roll13], damage [roll14]
Lr vs Bison [roll15], damage [roll16]
Lm vs Katya [roll17], damage [roll18]
Lm vs Katya [roll19], damage [roll20]
Lr vs Rootwalker [roll21], damage [roll22]
Lr vs Janir [roll23], damage [roll24]



round 6, your turn!------
https://lh6.googleusercontent.com/_E4NKciGA1aA/TZOwIKqiGZI/AAAAAAAAHU8/k-XAR5rIecg/s640/Captura%20de%20tela%20inteira%203032011%20193433.j pg
https://lh5.googleusercontent.com/_E4NKciGA1aA/TZOxkb48YmI/AAAAAAAAHVg/BMotauDj66U/s640/Captura%20de%20tela%20inteira%203032011%20194037.j pg

Crafty Cultist
2011-03-30, 09:19 PM
Janir dashes past the archer, slicing with his sword as he moves

Moving past the archer to I29
tumble[roll0]
attack[roll1]
damage[roll2]

Fast healing heals 1hp. Life draining crystal heals 3hp on hit
20% concealment and +1 dodge bonus to AC until beginning of my next turn

vollmond
2011-03-30, 09:29 PM
Rootwalker watches the elf's arrow sail by, before turning his back on the ineffectual archer and running to Katya's aid. Seeing the bear's many wounds, Rootwalker touches his hand paw to Katya's side, filling her with healing energy. Reinvigorated, the bear in turn attacks the elf that assaulted her.


Rootwalker:
Move to H28, then use Cure Serious Wounds SLA on Katya
[roll0]

Katya:
Full attack the LM adjacent to her
[roll1]
[roll2]

[roll3]
[roll4]

[roll5]
[roll6]

If either claw hits, free grapple, no AoO:
[roll7]
[roll8]

esorscher
2011-03-30, 11:37 PM
Pyrtari flies west, descending as she does so until her toes skim the top of the tree she hovers near. She draws herself up into the fetal position in mid-air, then explodes in a burst of electric energy, the globe expanding to cover the four elves near her, but avoid the druid's bear. She lets out a passionate rallying cry.

Move to around N18 (wherever works to manifest the power as described above), Energy Burst (electricity) for [roll0] damage, Ref 19 half.

zagan
2011-03-31, 08:03 AM
The bison endured a storm of attack that severely damage him even with the benefit of his hide.

Mirar didn't give him order this round as to not give away his position, but the bison simply continue attacking.

Att: [roll0]
Dmg: [roll1]

The mephit fly down (probably H16) and attack the nearest elf and attack it with it's claw.

Att: [roll2]
Dmg: [roll3]

(I think that's the way the spell work, in the absence of any order the creature simply attack the enemy)

For his part Mirar decid that a bit of misdirection was need. He use his innate ability to create an image of himself and place it just at the edge of the Mephit cloud. (N26) And made the image pretend to hide (badly).

(Using my copy ability to create a silent image of myself in N26, DC 13 disbelief if interact with)

OOC: Spell duration:
Bison: 2 rounds
Mephit: 4 rounds
Stinking cloud: 3 rounds

Stat:

CG Medium Aberation
HP: 21/56 AC: 21 Touch: 13 Flat: 18 (+2 dex, +4 mage armor, +1 def, +4 shield)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Celestial Bison stat:
(including Augment summoning and Minor esoterica benefit)

Large Magical Beast (Extraplanar)
Hit Dice: 5d8+25+7 (12/54 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (1d8+12)
Full Attack: Gore +10 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite Evil (+5 dmg)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to acid, cold, and electricity 5, DR 5/Magic, Spell resistance 10
Saves: Fort +9, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Challenge Rating: 2
Advancement: 6–7 HD (Large)

These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting.

A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal.

Combat

Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.


Ooze Mephit stat:
(including Augment summoning and Minor esoterica benefit)

Small Outsider (Extraplanar, Water)
Hit Dice: 3d8+12+7 (19/32 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Claw +8 melee (1d3+4)
Full Attack: 2 claws +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 18, Dex 10, Con 17, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Challenge Rating: 3
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

Ooze mephits come from the Elemental Plane of Water.

An ooze mephit is about 4 feet tall and weighs about 30 pounds.

Ooze mephits speak Common and Aquan.

Combat

Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 15 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.

Skills: An ooze mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Beschoren
2011-03-31, 08:07 PM
With your coordinated actions, most of the elves at your southern flank are defeated - slain, eated, shoked or otherwise violently put down. The remaning archers, even being now outnumbered and outmatched, continue to fire


Lr vs Bison [roll0], damage [roll1]
Lr vs Bison [roll2], damage [roll3]
Lr vs Bison [roll4], damage [roll5]
Lr vs Bison [roll6], damage [roll7]
Lr vs Bison [roll8], damage [roll9] (bison dies)
Lr vs Bison Mempth [roll10], damage [roll11] (reduce 1 from attack and damage, add +4 cover AC bonus)
Lr vs Janir [roll12], damage [roll13]
Lr vs Rootwalker [roll14], damage [roll15]

confirm critical: [roll16], damage [roll17]


-----Round 7, your turn!------
https://lh5.googleusercontent.com/_E4NKciGA1aA/TZUmcVGyzzI/AAAAAAAAHV8/Jo88KISic6I/s512/Captura%20de%20tela%20inteira%203132011%20221134.j pg

Crafty Cultist
2011-03-31, 09:14 PM
Janir uses his aklet of translocation to move to H27, then runs to J6

20% concealment and +1 dodge bonus to ac until the end of turn
fast healing restores 1hp

vollmond
2011-03-31, 10:13 PM
Rootwalker turns back and sprints for the archer to his south, repaying pinprick with flurry of claw and fang.

Katya lumbers north to face the newcomers.


Rootwalker:
Charge to the southern archer.
[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

[roll6]
[roll7]

[roll8]
[roll9]

If the bite hits, free grapple, no AoO:
[roll10] edit: this should have only been +6, not +9
[roll11]

Katya:
Double move to L10

esorscher
2011-04-01, 12:12 AM
Pyrtari flies forward, ascending as she fires her crossbow at the lead elf of the northern grouping, resurgent after the expulsion of energy.

Fly up 20' (40' elevation), north 20' to N14.

Light Crossbow (v. K5): [roll0], [roll1]

zagan
2011-04-01, 11:44 AM
The bison fall down and disapear in a cloud of smoke.
An arrow is fired toward the mephit but it miss. (I think so anyway, wouldn't kill him in any case.)

For himself, Mirar was unsure on what to do. Finally he settle on just making his copy move north (in K16 as if taking a double move

He then order the mephit to fly and hide behind the tree (G13, 10ft up). (the order is given in aquan and as quietly as possible)
Just in case he also take out his light crossbow.

OOC: Spell duration:
Mephit: 3 rounds
Stinking cloud: 2 rounds

Stat:

CG Medium Aberation
HP: 22/56 AC: 21 Touch: 13 Flat: 18 (+2 dex, +4 mage armor, +1 def, +4 shield)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Ooze Mephit stat:
(including Augment summoning and Minor esoterica benefit)

Small Outsider (Extraplanar, Water)
Hit Dice: 3d8+12+7 (19/32 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Claw +8 melee (1d3+4)
Full Attack: 2 claws +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 18, Dex 10, Con 17, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Challenge Rating: 3
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

Ooze mephits come from the Elemental Plane of Water.

An ooze mephit is about 4 feet tall and weighs about 30 pounds.

Ooze mephits speak Common and Aquan.

Combat

Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 15 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.

Skills: An ooze mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Beschoren
2011-04-01, 07:42 PM
Pyrtary hits with her crossbow
Rootwalker kills the griefly wounded elf with a storm of fangs

The party quickly faces the northen flank. Janir's speed surely surprise them... but dosen't scare them. they get in line and fire all arrows at the half-vampire


Lr VS Janir [roll0], damage [roll1], miss 1-20 [roll2]
Lr VS Janir [roll3], damage [roll4], miss 1-20 [roll5]
Lr VS Janir [roll6], damage [roll7], miss 1-20 [roll8]
Lr VS Janir [roll9], damage [roll10], miss 1-20 [roll11]
Lr VS Janir [roll12], damage [roll13], miss 1-20 [roll14]
Lr VS Janir [roll15], damage [roll16], miss 1-20 [roll17]

confirm critical: [roll18], damage [roll19]
edit: lucky guy...


-------round 7, your turn-------
(I intentionally cut off Rootwalker from the map since he was so far away. he's on H32. Vollmond can use the previous maps for reference)

https://lh5.googleusercontent.com/_E4NKciGA1aA/TZZxv3WrrtI/AAAAAAAAHWU/dpE9q3Ty37o/s512/Captura%20de%20tela%20inteira%20142011%20214525.jp g

vollmond
2011-04-01, 08:30 PM
Katya sniffs the body suspiciously, before moving on to the still-living elves, doing what she does best.

Rootwalker runs north from the corpse of his latest opponent.


Katya:
Move to N5/O6
Attack the archer:
[roll0]
[roll1]

If that hits, free grapple, no AoO:
[roll2]
[roll3]

Rootwalker:
Run action to L11.

In case it comes up: does the corpse count as an obstacle to charging? I can jump over it with ease.

Crafty Cultist
2011-04-01, 09:20 PM
Janir dodges the volley of arrows with ease, then strikes at one of the archers and runs back behind a tree.

moving to K5, attacking the archer at K4, then continuing my move to I4
attack[roll0]
Damage[roll1]

+1 dodge bonus to AC and 20% miss chance until the end of turn
1 hp healed by fast healing. 3 hp healed if attack hits

OOC: These elves aren't very bright. Even the forum roller knows that you cant shoot a ninja:smallamused:

esorscher
2011-04-01, 10:33 PM
Seeing her allies providing sufficient odds, Pyrtari holds back another energy missile, instead opting to fire her crossbow at the least damaged elf.

Move action to reload, Standard to fire.

[roll0], [roll1]

zagan
2011-04-02, 05:18 AM
Mirar order the Mephit to fly down and use his breath against the two grouped elf.

The mephit fly down (ending in K6 on the ground) and breath acid on the two elves. ([roll0] acid damages ref saves DC 15 for half, if they faill the ave they also take a -4 penalty to AC and a –2 penalty on attack rolls for 3 rounds)

Mirar hesitate but decid to conserve his spell for the moment. he simply make his copy move north-east. (ending in O11)

OOC: Spell duration:
Mephit: 2 rounds
Stinking cloud: 1 rounds

Stat:

CG Medium Aberation
HP: 23/56 AC: 21 Touch: 13 Flat: 18 (+2 dex, +4 mage armor, +1 def, +4 shield)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Ooze Mephit stat:
(including Augment summoning and Minor esoterica benefit)

Small Outsider (Extraplanar, Water)
Hit Dice: 3d8+12+7 (19/32 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Claw +8 melee (1d3+4)
Full Attack: 2 claws +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 18, Dex 10, Con 17, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Challenge Rating: 3
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

Ooze mephits come from the Elemental Plane of Water.

An ooze mephit is about 4 feet tall and weighs about 30 pounds.

Ooze mephits speak Common and Aquan.

Combat

Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 15 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.

Skills: An ooze mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Beschoren
2011-04-02, 12:33 PM
Your group attack the unfortunate archers who fall one by one. they try to fight back but are totally defeated (no need for further rolls).

The unexpected combat is finally over. The dead elves still have anger marked deep on their blodied faces, the vultures quickly return to feed on the still warm flesh... You look arround still with no idea of where you are or who where those elves...

Upon robbing the dead taking the spoils of your victory, you see they have only ordinary wepons and armor - good quality, but no magic itens at all. Besides they wepons and armor, they have rations and water for 5 days, 6 potions labeled in elven and a crude, hastely done sketch map in one of the sorcerrers.

the map show some marking in elven. you have no reference or scale, so it may be difficult to guide yourself from it....
https://lh3.googleusercontent.com/_E4NKciGA1aA/TZddqottPEI/AAAAAAAAHWs/Kee_UpTBxXc/Captura%20de%20tela%20inteira%20242011%20143152.jp g

vollmond
2011-04-02, 12:40 PM
edit: wait, still a leopard. need to decide if I'm staying like this for the next 5 hours.

Rootwalker glances at the potions and lets the others know what the labels say, then looks more attentively at the map.

Rootwalker knows Elven.

Crafty Cultist
2011-04-02, 12:41 PM
Janir tries to drive the vultures away from the nearest elves, ignoring the rations in favour of meatier fare.

vollmond
2011-04-02, 12:43 PM
Rootwalker slowly walks back south, to where one elf is still entangled in the brush, and growls loudly to get his comrades' attention. He waits before attacking, in case anyone wants to question the elf.

This guy's still here, right?

Beschoren
2011-04-02, 12:49 PM
Rootwalker slowly walks back south, to where one elf is still entangled in the brush, and growls loudly to get his comrades' attention. He waits before attacking, in case anyone wants to question the elf.

Confusion strikes at Rootwalker once again.... the shifring weed of the entanglement made the elf seems as he was still moving. in fact he was eletrecuted to death.

Yet perhaps you might find a survivor who in only on the margin of his death.

(looks for survivors)

yep, one is still alive. he's badly wounded (-[roll0] hp) but stable. he will need healing before talking anything.

zagan
2011-04-02, 01:12 PM
Mirar relax a little at seeing the battle end. He was currently invisible and could feel his wound slowly healing. For the moment he chose to remain invisible but to indicated his presence to his ally he moved the copy next to him and maintain it there.
He decid to study the body of the dead elves, in the hope of discovering the cause of their rage.

OOC: Does my constant detect magic detect any magic on them ?
Spellcraft: [roll0]
Also a Knowledge (local) check for humanoid to see if I spot any problem with their body or something.
[roll1]

Stat:

CG Medium Aberation
HP: 23/56 AC: 21 Touch: 13 Flat: 18 (+2 dex, +4 mage armor, +1 def, +4 shield)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

esorscher
2011-04-02, 01:36 PM
Pyrtari tries again to contact Bud, suspecting the elves may have used some sort of psychic buffer in their assault. She lands next to the bodies and inspects them for anything that might strike a chord in her memory--some physical symptom of their madness, or whatever the underlying cause for both is. She keeps her mind open for other possibilities as she looks the corpses over. "So Janir, you're a vampire, then?"

Crafty Cultist
2011-04-02, 01:45 PM
Janir chews on a severed elven arm. "Not sure. Similar. Not all powers. Not all weaknesses. Curse."

Janir pauses for a bit to try and recall some of the basic details of conversation. He can't remember the last time he talked to someone, so this takes a fairly long pause "I only know that I am a hunter"

OOC: Will my partial fast healing have healed me to half hp by now?

Beschoren
2011-04-02, 02:58 PM
Altought there is no actual magic on them, they where surely affected by it. Thinking more carefully you realize the elves where actually insane, with mind mind of their own nor from someone else. They where blinded by anger and rage, but still able to come up with tatics and even spellcasting. their bodies had a few annomalies like lumps, twisted joints and some facial assimetry.

A great exposure to intense evil or a sudden transformation via a powerfull spell could do that.

(OOC:they had the "tainted reaver" template)

Looting the corpses you realize that their rations where very neatly and strangely packed, each daily meal carefully warped up arround paper as if it where an origami. Then you realize... that your own rations had the same kind of warping. And you all also had rations for 5 days (except maybe Janir).

You have a spark of an idea... you remembered something... You where traveling into a dangerous place with a rather large group of elves... You took your rations form the same place... these elves where your allies...


Bud is ok, in Pyrtary pocket. Janir already recovered half his HP by now.

Anyone who reads elvish can read "cure" labeled in the 6 potions. The map says "hunt" on the red circle, "safehouse" on the blue circle "skull" on the black circle at a mountaintop and "city" at the side of the arrow. there's no scale or references on the map.

vollmond
2011-04-02, 08:39 PM
The leopard finally morphs back into the small forest gnome form that is Rootwalker. He looks at the potions and map (and lets anyone who can't read Elvish know what they say), before checking on Katya's wounds. Finding her in good enough shape, he moves on to the unconscious elf. He seats himself at the elf's side, healing wand in hand, but does not use it. He ignores the cannibalization taking place at another corpse, focusing on his.. prisoner? patient? The question of whether to wake the elf weighs heavily on his mind.

esorscher
2011-04-03, 04:31 AM
Pyrtari tries to figure out what exactly Janir is before turning to Rootwalker and saying obtusely, "What kind of dorje is that? I've never seen one made of wood."

For discerning Janir's race/ template:

Religion: [roll0]

vollmond
2011-04-03, 01:14 PM
"It is a wand of healing," the druid replies absently. "With it, I should be able to wake this elf and give him some relief. I am not sure, however, that that would be any great favor, or of any use to us, either. Will he still be mad with rage? Or will having been to Death's door and back return him to his right mind? I do not know."

esorscher
2011-04-03, 04:01 PM
Pyrtari communicates with Bud telepathically.

Where are you? she relays as much information as she knows about her surroundings, including the information detailed on the map. Come to me. Any idea whats going on?

"A wand. Interesting. If he tries to attack us, we can kill him quickly." She points her crossbow menacingly between the elf's eyes, placing her foot on his chest to suppress him should he be woken.

vollmond
2011-04-03, 07:32 PM
Rootwalker considers for a moment, then nods curtly. He is no great fan of killing prisoners, but if the prisoner is insane he might convince himself it was a mercy.

He touches the wand's tip to the elf's breastbone and murmurs a word in Druidic. Nothing seems to happen at first, until half a minute later when the elf takes a sudden breath.

Using charge of Lesser Vigor, granting the elf 11 rounds' worth of Fast Healing 1.

Beschoren
2011-04-03, 09:57 PM
You pin down the fallen elf, totally unable to react.

As the healing takes effect, he wakes up and strugles to get free. menawhile he keeps at shouting and cursing you "I will kill you! die!!! DIEE!!!". it seems that healing did not brought him out of madness... (you can still try to ask questions, diplomacy, intimidate, use spells, etc...)

Bud is able to contact Pyrtary back. At first he was confused, but then recognize Pyrtary "...My lady, I am not sure where I am but I am trapped! I woke up some hours ago inside a hole that I'm unable to climb out! most of my magic is spent, please help me!"

"I think i'm inside a natural pit - the walls are made of natural rock, and are over 60 feet tall... the upwards tunnel is narrow, but here in the bottom there is some flat room. I'm safe from monsters, for now... "

Crafty Cultist
2011-04-03, 10:31 PM
Janir moves slowly toward the prisoner with one of his new blades in his right hand, half and elven arm in his left hand, and an unblinking stare on his face. He wants to see how the elf reacts

Beschoren
2011-04-04, 08:21 PM
Janir moves slowly toward the prisoner with one of his new blades in his right hand, half and elven arm in his left hand, and an unblinking stare on his face. He wants to see how the elf reacts

The elf seems to feel threatened for a moment and coils cack, but then just growls and yellows at you. He's clearly insane, but not immune to fears. (you may roll intimidate on that move)

esorscher
2011-04-04, 10:01 PM
Just cast fly and get out of there. Figure out where you are and I'll give you directions to our location. Leaving the others to question the elf, Pytari flies up 100' (or so) hoping to get a better view, thinking that perhaps the fog may have lifted, both so she can accurately describe the area to Bud and keep an eye out for further attack.

zagan
2011-04-05, 02:23 PM
Before Pytaru fly up Mirar say, "Please look for any place that could be use for us to rest and regroup. We need a safe place to think about our option and our next course of action."

Stat:

CG Medium Aberation
HP: 23/56 AC: 21 Touch: 13 Flat: 18 (+2 dex, +4 mage armor, +1 def, +4 shield)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

Beschoren
2011-04-05, 06:08 PM
Bud replies to pyrtary "My fly spell has been used, I don't know when or how. Perhaps I have no choice but to stay stuck here until I can pray for my spells"

The half-fairy flies up several feet, and when she was about to give up ascending, she finaly pierces the fog.

It is a cloudy day nontheless and you can barely see the sun, but it is there (you may guide yourself if you can tell where north is). To the a far side of the horizon you see a chain of mountains, and rather close to you another chain of moutains - both forming a very wide corridor, where you find yourself.

You seems to be a valley. Below your feet you can only see the fog. You can find no distinct feature on the mountains or the landscape in general (I'm suposing you took 10 on a spot check).

The prisioner is surely displeased at Janir's menacing aproach, but barks back with uninteligeble insults and cries of rage. He still strugles to get free, even while impossible to escape.

esorscher
2011-04-05, 07:22 PM
Do that, then. I will keep you abreast of our location as long as the mindlink holds. When you can prepare spells, fly to our last location as you know it. Has your augury spell been cast? Pyrtari begins transmitting Bud her visual and auditory sensory input over the mindlink, serving as his eyes and ears. Pyrtari flies back down to the ground.

"I'm no terrific scout, but if someone better wants a lift up there, I can fly you, if you don't mind being carried." she says to the group. Seeing the straits the others are in with their investigation, she uses her fey appeal to sway the elf's mood. "Come now, tell us what's going on."

Charm Person SLA. [Don't know why I didn't think of it sooner.]

Beschoren
2011-04-05, 07:42 PM
bud: "no, it has not ben cast, and i have the material component to it... the bad thing is that I don't remeber where was the last place we have been together... I think we where on the road between travels, near the costline..."


will save: [roll0]

The charmed elf takes a few spasms. it stoped yelling but still is very aggitated. he leans his head back and fort in reppetitive motion...

"...angry, so angry...I had a urge to attack... a compusion to kill..." (I'll haste things up and anticipate some questions)

"We where looking for the... lost wizzards and ...avoiding the witch... we where about to give up when...grrr..." (he gets aggitated and angry again. not at you or his situation, but at himself or his past) "sudenlly the voices came.... in one moment the agony of a lifetime!!! AAARRGGHHH!!!!" (he takes a minute but "calms down") "can't think right... since then...!!!... felling wild... insane...."

(any specific question?)

esorscher
2011-04-05, 07:48 PM
I mean whatever location you see me and my allies in last before the mindlink ends. Pyrtari sends, continuing the uninterrupted stream of sensory input.

[Basically Bud is watching Pytari TV, with Pyrtari's eyes as camera and ears as microphone.]

Beschoren
2011-04-05, 08:04 PM
I mean whatever location you see me and my allies in last before the mindlink ends. Pyrtari sends, continuing the uninterrupted stream of sensory input.

[Basically Bud is watching Pytari TV, with Pyrtari's eyes as camera and ears as microphone.]

Bud: "Yes, mistress. Sorry for letting you down..."

vollmond
2011-04-06, 07:15 PM
Rootwalker grimaced as the elf told his story. The information was good to have, but knowing the elf was still in there somewhere meant they couldn't in good conscience kill him, which itself meant tying him up and watching him. Not a welcome prospect.

We must leave before long. Before then, we are going to bind you with rope, such that you can be controlled after this spell wears off. We need you to cooperate with that, for your own good. We will attempt to help you overcome your condition as best we can. Turning to the others, he continues, Someone with a bit of rope should tie him up. We'll have to take him with us.

With that, the gnome takes flight, rising to his own high vantage point where his eagle-sharp eyes could see more of the valley.

[roll0]

Beschoren
2011-04-06, 08:50 PM
Rootwalker takes flight to see from above the mist, where incredibly he finds no winds to hamper his flight. His penetrating eyes and knowledge of nature allow him to take a large deal of information...

He sees that the valey expands for about 25 miles, one side ot the other. the valey keeps going on both to the south and the north - to the south if funnels and gets higher, to the north it widens and the terrain gets lower. Surely the souther parts ends up in a chain of mountains, and the northen part should point to lower lands.

With great effort (taking 20) he can see parts of the vegetation. it seems to be greener on the northen part and more greyish/dead on the south part. the weather down south is also nastier, with dark clouds instead of grey. Likely the nature and structure of the soil itself prevents the vegetation to flourish all arround


The moutains that form the valley are pretty high - climbing over them would be a great challange, leading to who knows where... you stand next to the east side of the mountain chain.

https://lh5.googleusercontent.com/_E4NKciGA1aA/TZ0YRVyivxI/AAAAAAAAHXQ/MQKsFWPAj5U/s640/Captura%20de%20tela%20inteira%20642011%20224920.jp g

---------

while trying to hold the prisioner, you start discussing what kind of aflictions it might have faced. it seems that some extreme and sudden exposure to intense evil or mindtwisting confusion uterly consumed him. only a wish is surely to return him to normal.

vollmond
2011-04-08, 03:06 PM
The gnome flies back down to let the rest know what he has seen. The north looks far more hospitable, if we can trust what I've seen... Given how these elves turned out, I'm not sure how trustworthy anything we see is.

I won't have internet at my new house until the 19th :smalleek: I'm typing this from the old house while my wife vacuums (don't tell her!). I can post from my phone, though not easily. Will do my best.

Crafty Cultist
2011-04-09, 01:38 AM
Janir continues to stare at the elf, ready to pounce if he tries anything

zagan
2011-04-09, 04:50 AM
"North then, not much choice anyway."

Stat:

CG Medium Aberation
HP: 56/56 AC: 21 Touch: 13 Flat: 18 (+2 dex, +4 mage armor, +1 def, +4 shield)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

esorscher
2011-04-09, 05:35 AM
Pyrtari nods.

Beschoren
2011-04-09, 09:34 AM
You start walking on the creppy forest, going away from the deadly landscape spoted by Rootwalker...

The dry trees that surround you still have twisted barks and nightmerish looks, the ground seems to be made of ashes and dirt... no winds blow at you, but vutures and raves seem to stalk your moves, just waiting for an easy meal...

the prisioner sometimes cyres uninteligeble shouts and moans... despite being charmed, he is barely able to cooperate to the point of walking the same direction you are.

Not far from where you where, you spot more corpses on the ground... 6 dead elves, with huge slashing wounds and occasinal decaptations. in the middle of the corpses, there is a fallen thri-kreen, some kind of mantis-like humanoid, next to a bloody greatsword...

You come to check closer and realize that the thri-kreen is still alive. When you raise his head from the dirt, another memory comes for you - this strange humanoid was surely travelling with you... he comes form a distant land, and it's a powerfull warrior... (That's lyndworm. he's at -2hp)

esorscher
2011-04-09, 09:44 AM
"Perhaps a charge from that wand of yours might bring this creature to consciousness, Rootwalker?" Pyrtari suggests, going through the bodies of the other elves.

vollmond
2011-04-09, 01:10 PM
Rootwalker nods and pulls out his wand. He taps it to the creature's.. temple? before jumping back a bit. If this one was affected like the elves, they likely would have an even worse fight on their hands.


Lesser Vigor

Lyndworm
2011-04-09, 02:24 PM
Immediately the creature twitches slightly as the healing magic takes hold. Its breathing becomes less labored and more steady. Within a few seconds the creature's antennae begin flailing and it begins to sit up. "Kinchta..." The thri-kreen's numerous mouthparts begin twitching wildly, occasionally emitting a clicking sound as it speaks. "What... What has happened?" It looks around at the others and, feeling surrounded, scrambles to its feet. "I know you. I know each of you... somehow! Tell me, flesh-beasts, are you clan or quarry?" The mantis warrior seems to have forgotten its sword, but brandishes the tips of all sixteen fingers as if they were lethal weapons.

esorscher
2011-04-09, 03:42 PM
"Clan," Pyrtari says definitively. "We came in here together."

Lyndworm
2011-04-09, 05:25 PM
The thri-kreen ***** its head, adjusting the angle of vision slightly. Apparently it likes this angle better, because it says "This makes sense to me. It... feels right. Alright. Clan." The creature stands up straight, no longer in a defensive stance. As it does so, it seems to notice the greatsword is missing, and retrieves it. "My clan, I do not mean to do you a dishonor, but I remember little. I do not recall even your names, it seems." The mantis warrior again makes a series of incomprehensible clicking noises but they're slower this time, almost melancholy. Affixing the greatsword to the quick-release snaps on the back of its harness, the thri-kreen checks all of its equipment. It seems to find everything in order. Sitting down, it goes through the pack it carries. "Forgive me, my clan, I am still wounded, and very tired. Do you require any nourishment? I have water, though my food stores will not regenerate until dawn." It pulls a leather waterskin from the pack and untwists the cap. After taking a large swig, it holds the skin out to Pyrtari.

esorscher
2011-04-09, 06:03 PM
Pyrtari accepts politely, placing her other hand on her chest as she says her name aloud. "Thank you," she takes a sip before handing it back to the thri-keen.

Lyndworm
2011-04-09, 07:04 PM
Putting the skin back in the pack with two hands, the thri-kreen touches his own chest with another. "Krig'tcha, originally of the Gakrak'ta clan. The shellless call me Krig."

vollmond
2011-04-09, 08:39 PM
The gnome tosses off an irreverent salute and says, "You may call me Rootwalker. That is Katya," he adds, nodding at the bear by his side.

You can beat the forum filter with color tags if its for benign purposes. The mods don't mind.

Crafty Cultist
2011-04-10, 01:17 AM
Janir looks up "Janir. Hunter."

zagan
2011-04-10, 04:00 AM
Mirar look curiously at the insectlike being before noding, Mirar, I'm a wizard.

Beschoren
2011-04-10, 10:14 AM
Krig eventually tells that he remembers the name of this valley... The other can almost anticipate his words as they also remember the name given to this dreadfull palce...

The Witches' Valley

Where they say the wind won't blow
Where they say the rain won't fall
And there's a lady they say who feeds the darkness
With a crying shout she'll search you out
And freeze you where you stand
(the above is like a popular regional verse)

A dangerous place home to a vicious Witch... Reminded of the danger, Rootwalker decides to heal up eveyerone to full vitality before continuing (calculate wand uses, please)


The group resumes the march and keeps heading north. after a few hours marching you carry on incredibly unharmed... until a within a featuresless point in the forest, Janir, Rootwalker and Katya spot a moving mass of flesh, trying to hind behind some trees. the masses of flesh have several eyes and mouths, none o fthem friendly... you see them starting to move at your direction but have time to act before them and then warn your friends

(combat order)

SURPRISE ROUND - only 1 standard action
Janir
Rootwalker/Katya
Aberrant masses of flesh

round 1
Janir
Rootwalker/Katya
Pyrtary
Krig
Aberrant masses of flesh
Mirar

surprise round--- single standard action---- janir, rootwalker and katya.
https://lh5.googleusercontent.com/_E4NKciGA1aA/TaHJFtxxCcI/AAAAAAAAHXk/asxozc98E_U/s512/Captura%20de%20tela%20inteira%201042011%20121257.j pg

Crafty Cultist
2011-04-10, 01:08 PM
Janir runs toward the monsters, drawing his sword as he does so

Moving to Q15

+1 dodge bonus to AC and 20% miss chance until the end of turn

vollmond
2011-04-10, 02:20 PM
Without warning, Katya roars and charges forward, scenting something so other as to be maddening.

Rootwalker's keen eyes catch the creatures at the same time. He takes flight and follows behind his companion, yelling a warning to the rest of the party.

Katya moves to I9/J10. Rootwalker moves to K13 +10'

Beschoren
2011-04-10, 08:39 PM
The creatures - an amorphous mass of flesh filled with mouths and eyes - slowly make their way toward your party. while moving, each of them sends some kind of acidic bile at Katya. one of them was close enought to charge the bear.

The creatures also emit a madning, constant gibbering. you have a hard time to focus yourself on the fight


ranged touch vs Katya: [roll0], damage [roll1] acid. if hit, make fort save DC 18 or gets blinded for [roll2] rounds
ranged touch vs Katya: [roll3], damage [roll4] acid. if hit, make fort save DC 18 or gets blinded for [roll5] rounds
ranged touch vs Katya: [roll6], damage [roll7] acid. if hit, make fort save DC 18 or gets blinded for [roll8] rounds
ranged touch vs Katya: [roll9], damage [roll10] acid. if hit, make fort save DC 18 or gets blinded for [roll11] rounds
bite attack vs katya: [roll12], damage 1. if hit, start grapple as free action: [roll13]

will save DC 13 or confused for [roll14] rounds. this is a sonic mind-affecting compulsion effect. affects Katya, Rootwalker and Janir
will save DC 13 or confused for [roll15] rounds. this is a sonic mind-affecting compulsion effect. affects Katya, Rootwalker and Janir
will save DC 13 or confused for [roll16] rounds. this is a sonic mind-affecting compulsion effect. affects Katya, Rootwalker, Janir and Krig
will save DC 13 or confused for [roll17] rounds. this is a sonic mind-affecting compulsion effect. affects Katya, Rootwalker, Janir and Krig


round 1---------eveyone but Mirar may act
https://lh3.googleusercontent.com/_E4NKciGA1aA/TaJcZ_jJJgI/AAAAAAAAHX8/lrJTNuvGsSI/s512/Captura%20de%20tela%20inteira%201042011%20224121.j pg

Crafty Cultist
2011-04-10, 10:06 PM
Janir ignores the gibbering and charges the nearest monster

Charging the mouther at O8
attack[roll0]
damage[roll1]

-2 Ac from charge. +1 dodge bonus to ac and 20% miss chance until the end of turn

Lyndworm
2011-04-11, 12:04 AM
Momentarily startled by the creature's sudden and grotesque appearance, Krig recovers when it sees Janir take off. Tilting its head to one side, and then the other, the mantis warrior pulls a worn but high quality longbow from its harness as it strides North-Eastward. Taking aim at Janir's target, Krig lets loose an arrow.

Move 40ft to square 16-O, attack the Gibbering Mouther in square 8-O.

Longbow Attack:
[roll0]

Longbow Damage:
[roll1]

esorscher
2011-04-11, 02:54 AM
Pyrtari flies up 30' into the air, honing her psionic senses in on the coming battle.

Precognition, Offensive.

vollmond
2011-04-11, 12:44 PM
The vile creatures splash acid in Katya's eyes, blinding her and enraging her even more, as she lashes out sightlessly at the nearest aberration.

Rootwalker claps his hands to his ears, dropping his spear in the process, unable to bear the hideous sounds the creatures are making. He pries one hand away to draw a sling and fling its stone at the creature between Janir and Katya, before dropping that as well to again block the sounds with his hand.


Katya:
Blinded (3 rounds remaining)
Confused (0 rounds remaining, attack nearest creature)
Full attack on adjacent GM:
[roll0]
[roll1]
[roll2] hit on 1

[roll3]
[roll4]
[roll5] hit on 1

[roll6]
[roll7]
[roll8] hit on 1

If either claw hits, free Grapple, no AoO:
[roll9] edit: this should have been +19
[roll10]
Does being blinded affect a grapple? miss chance if so: [roll11] hit on 1

Rootwalker:
Confused (1 round remaining, attack caster with ranged or melee weapon)
[roll12]
[roll13]

zagan
2011-04-11, 03:44 PM
Repost: I'm dumb I forgot to roll, I'll delete the previous post soon.

OOC: I can't act but I can make a knowkedge check no ? I'm trying to identify the monster.

Knowlegde check [roll0] +15 for arcana, dungeonering and the plane, +6 any other.

Also I presume that the duration of my shield spell as ended (7 min) ?

Stat:

CG Medium Aberation
HP: 56/56 AC: 21 Touch: 13 Flat: 18 (+2 dex, +4 mage armor, +1 def, +4 shield)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

Beschoren
2011-04-12, 07:37 PM
Janir, Krig and Rootwalker all miss their attacks. Katya hits twice but is unable to grapple. Mirar identifies them as Gibbering Mouthers - an abomination immune to critical hits and that might be dangerous if swallows one of you.

the abominations close in to Katya and Janir, biting several times while constinuously spitting acid.

Krig hears more of the maddeing sound and must either focus on battle or get lost on it.


The gibbering mouther have improved grab. if they hit, make a grapple check...
GM bite vs katya: [roll0], 1 damage, grapple [roll1]
GM bite vs katya: [roll2], 1 damage, grapple [roll3]
GM bite vs katya: [roll4], 1 damage, grapple [roll5]
GM bite vs katya: [roll6], 1 damage, grapple [roll7]
GM bite vs katya: [roll8], 1 damage, grapple [roll9]
GM bite vs katya: [roll10], 1 damage, grapple [roll11]
GM bite vs katya: [roll12], 1 damage, grapple [roll13]
GM ranged touch vs katya: [roll14], [roll15] acid damage. fort DC 18 or blind for [roll16]
GM ranged touch vs katya: [roll17], [roll18] acid damage. fort DC 18 or blind for [roll19]

miss 1-20
GM bite vs Janir: [roll20], [roll21], 1 damage, grapple [roll22]
GM bite vs Janir: [roll23], [roll24], 1 damage, grapple [roll25]
GM bite vs Janir: [roll26], [roll27], 1 damage, grapple [roll28]
GM bite vs Janir: [roll29], [roll30], 1 damage, grapple [roll31]
GM bite vs Janir: [roll32], [roll33], 1 damage, grapple [roll34]
GM bite vs Janir: [roll35], [roll36], 1 damage, grapple [roll37]
GM bite vs Janir: [roll38], [roll39], 1 damage, grapple [roll40]
GM ranged touch vs Janir: [roll41], [roll42], [roll43] acid damage. fort DC 18 or blind for [roll44]
GM ranged touch vs Janir: [roll45], [roll46], [roll47] acid damage. fort DC 18 or blind for [roll48]

Krig must make a will save DC 13 or gets confused for [roll49]
Krig must make another will save DC 13 or gets confused for [roll50]
(sonic, mind-affecting, compulsion)


----------round 2-------- all may act
https://lh6.googleusercontent.com/_E4NKciGA1aA/TaTz1w1iWkI/AAAAAAAAHYg/HGgeJisDeNo/s512/Captura%20de%20tela%20inteira%201242011%20215202.j pg

Crafty Cultist
2011-04-12, 08:28 PM
Janir makes it through the flurry of mouths with minimal injury, striking at one of the mouthers as he rushes to cover.

attack on mouther at O8[roll0]
damage[roll1]
moving to P4
Tumble[roll2]
life draining crystal heals 3 hp on a successful attack
fast healing heals 1hp. +1 dodge bonus and 20% concealment until the end of turn

Lyndworm
2011-04-13, 12:11 AM
Krig shakes off the eerie cries once more, and again takes aim. The thri-kreen looses another arrow at the Northward beast, and then stows the bow in the harness.

Attack the Gibbering Mouther in square 8-O, then sheathes the longbow as a Move action.

Longbow Attack:
[roll0]

Longbow Damage:
[roll1]

esorscher
2011-04-13, 01:15 AM
Pyrtari touches her fingers to her temple, and a crackling wall of electricity springs up directly in front of the mouthers, protecting the party. Once the wall springs into place, she flies up another 10', and forward 20'.

Energy Wall (Electricity), DC 19 for half. Along the 8-9 line.

vollmond
2011-04-13, 09:34 AM
Katya hears the crackle of lightning in front of her and smells the scorched air. She stumbles backwards in fright - being blind makes it that much worse. She retreats, seeking out Rootwalker's scent for comfort.

Rootwalker, for his part, is still under the influence of the maddening noises the creatures make. He draws another sling and lets fly, though he has the presence of mind to keep hold of this one afterwards.


Katya:
Blinded (2 rounds remaining)
Full-round to withdraw to K13/L14

Rootwalker:
Confused (0 rounds remaining, attack caster with ranged or melee weapon)
Attack J8 if still alive, H8 if not.
[roll0]
[roll1]

edit: changed Rootwalker's actions to not move, since I realized he can shoot through the wall.

zagan
2011-04-13, 03:59 PM
Seeing the strength of the monster and the effect they seem to have on her allies Mirar choose to stay away. Knowing about this sort of thing he choose to summon creature immune to their confusing chatter. He gesture and called Huge centipedes to his help and tell it/them to attack immediatly. Also a cloud surround me for one round giving me concealement.

Standard action:
I use summon monster IV to summon [roll0] Fiendish Huge Monstrous Centipedes.

EDIT: :smallfurious: I wasted a fourth level spell on one third level summon !

The first one appear in L13-N11 and it move next to Janir and attack the GM next to him.

Bite Att: [roll1]
Dmg: [roll2] + poison [roll3] Dex, DC 16

If a second appear it's in E16-H14 and it move immeditaly next to the bear and attack the GM too (reach).

Bite Att: [roll4]
Dmg: [roll5] + poison [roll6] Dex, DC 16

If I'm a really lucky and a third Centipede appear it's behind the first one in L16-N14 and it move behind Janir to attack the other GM

Bite Att: [roll7]
Dmg: [roll8] + poison [roll9] Dex, DC 16

OOC: My reasoning for summoning vermin was that with their mindless special quality they'll be immune to the gibbering, when they gain the fiendish template they don't lose any special qualities but they do gain an Int of 3. So are they still immune ? And if you rule in that direction do they gain skill and feat ? Also who would choose those the DM or me ?
I may change my action depending on your response, but probably not I don't have much choice.

Spell duration:
Centipedes: 7 rounds
Cloud: 1 round

Stat:

CG Medium Aberation
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Fiendish Huge Monstrous Centipedes stat:
(including Augment summoning and Minor esoterica benefit)

Fiendish Monstrous Centipede, Huge
Size/Type: Huge Magical Beast (Extraplanar)
Hit Dice: 6d8+18+7
1st: (52/52 hp) 2nd: (52/52 hp) 3rd: (52/52 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (–2 size, +2 Dex, +6 natural),, touch 10, flat-footed 14
Base Attack/Grapple: +4/+17
Attack: Bite +7 melee (2d6+7 plus poison)
Full Attack: Bite +7 melee (2d6+7 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, Smite Good
Special Qualities: Darkvision 60 ft., vermin traits, Resistance to cold and fire 5, DR 5/magic, Spell resistance 11
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 21, Dex 15, Con 16, Int 3, Wis 10, Cha 2
Skills: Climb +13, Hide +2, Spot +4
Feats: —

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Poison (Ex): A monstrous centipede has a poisonous bite. DC 16, 1d6 dex intital and secondary damage.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

Beschoren
2011-04-15, 11:14 PM
Janir scores a good hit and get out of reach of the mouthers bites
Krig misses the arrow, Rootwalker misses his slingshot
Pyrtary creates a wall of (eletric?) energy dealing unknown amounts od damage
Mirar summons a creature able to resist the babling of those creatures


Finding the energy wall too harmfull and the summuned mosnter too big, the mouthers turn back their attention to the agile figure behind them. while they move, the shoot acid on the centipede to get rid of it. one of them generates an AoO form the centepide (if it is not blinded, of course)


save vs energy wall, DC 19[roll0]
save vs energy wall, DC 19[roll1]
save vs energy wall, DC 19[roll2]
save vs energy wall, DC 19[roll3]
fort vs posion, DC 16 [roll4]

ranged touch acid vs centipede: [roll5], damage [roll6], fort DC 18 or blind for [roll7] rounds

ranged touch acid vs centipede: [roll8], damage [roll9], fort DC 18 or blind for [roll10] rounds

ranged touch acid vs centipede: [roll11], damage [roll12], fort DC 18 or blind for [roll13] rounds

ranged touch acid vs centipede: [roll14], damage [roll15], fort DC 18 or blind for [roll16] rounds

--------round 3, your turn---------
https://lh5.googleusercontent.com/_E4NKciGA1aA/TakW71N85hI/AAAAAAAAHZE/Hmx4q0--24Y/s512/Captura%20de%20tela%20inteira%201642011%20011051.j pg

Crafty Cultist
2011-04-16, 01:01 AM
Janir disapears in shadow, reappearing on the other side of the energy wall, then ducks behind a tree
Shadow jaunt to O15, then 5ft step to P15

fast healing heals 1hp

esorscher
2011-04-16, 01:19 AM
Sparks and tendrils of lightning creep out from the electric wall, zapping the three southernmost mouthers. Pyrtari draws her crossbow as she flies due north until she hovers 40' above her own wall, then fires at the nearest mouther.

Energy Wall: [roll0] (It is basically like Wall of Fire but with d6 instead of d4. Should I roll the damage each turn in advance? If so:
DC 19
10-20': [roll1]
<10': [roll2]
Pass-through: [roll3])

Light crossbow: [roll4], [roll5]

zagan
2011-04-16, 04:22 PM
The centipede take little damage from the aberration spittle but is blinded by it.

Mirar sign, it really wasn't is lucky day, and order his monster to step back a little. (K14-M12)
Mirar himself choose to move closer to the other (J18) and cast a spell to help everyone.

OOC: Casting Haste one everyone (Mirar, Rootwalker, Krig, Katya, Janir and my Centipede) except Pyrtary (you're flying too high if I target you I can't target anyone else).

Spell duration:
Centipedes: 6 rounds (blinded 2 rounds)
Haste: 7 rounds

Stat:

CG Medium Aberation
Condition: Hasted (+1 attack on full-attack, +1 to Att, +1 dodge to AC and ref saves, speed +30ft)
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Fiendish Huge Monstrous Centipedes stat:
(including Augment summoning and Minor esoterica benefit)

Fiendish Monstrous Centipede, Huge
Condition:
Blinded (-2 to AC, no dex to AC, half-speed, -4 on search, str and dex check, faill spot, total concealement for all opponent)
Hasted (+1 attack on full-attack, +1 to Att, +1 dodge to AC and ref saves, speed +30ft)
Size/Type: Huge Magical Beast (Extraplanar)
Hit Dice: 6d8+18+7 (48/52 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (–2 size, +2 Dex, +6 natural),, touch 10, flat-footed 14
Base Attack/Grapple: +4/+17
Attack: Bite +7 melee (2d6+7 plus poison)
Full Attack: Bite +7 melee (2d6+7 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, Smite Good
Special Qualities: Darkvision 60 ft., vermin traits, Resistance to cold and fire 5, DR 5/magic, Spell resistance 11
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 21, Dex 15, Con 16, Int 3, Wis 10, Cha 2
Skills: Climb +13, Hide +2, Spot +4
Feats: —

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Poison (Ex): A monstrous centipede has a poisonous bite. DC 16, 1d6 dex intital and secondary damage.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

Lyndworm
2011-04-16, 08:48 PM
Frustrated by Pyrtari's wall but invigorated by Mirar's spell, Krig fins itself with a new problem and a new solution. The mantis warrior dashes North-East, and sharply turns North-West, drawing its greatsword as it moves. Ending next to one of the maddening blobs, Krig swings the blade with incredible velocity.

Moving 70ft to 7-P. Standard action attack the GM in 6-O (Power Attacking for -3/+6).

Attack:
[roll0]

Crit (19-20):
[roll1]

Damage:
[roll2]

Beschoren
2011-04-17, 08:58 PM
The mouthers where about to retreat from the wall of energy and ranged attacks when a new delivery of edible food comes slashing in poorly.

The mouthers focus their acid and bite attacks on Krig.
Pyrtary, now closer to the monsters, if affected by their insane babbling
Rootwalker guides katya to the edge of the energy wall, to help Krig when possible.

Also, Krig is himself being damaged by the wall of energy (ref DC 19 or [roll0] damage. sucess halves damage)

attacks on krig

ranged touch acid vs Krig: [roll1], damage [roll2]. if hit, fort DC 18 or blind for [roll3]
ranged touch acid vs Krig: [roll4], damage [roll5]. if hit, fort DC 18 or blind for [roll6]
ranged touch acid vs Krig: [roll7], damage [roll8]. if hit, fort DC 18 or blind for [roll9]
ranged touch acid vs Krig: [roll10], damage [roll11]. if hit, fort DC 18 or blind for [roll12]
Bite attack on Krig: [roll13], damage 1. if hit, starts grapple [roll14]

Bite attacks Krig: [roll15], damage 1. if hit, starts grapple [roll16]
Bite attacks Krig: [roll17], damage 1. if hit, starts grapple [roll18]
Bite attacks Krig: [roll19], damage 1. if hit, starts grapple [roll20]
Bite attacks Krig: [roll21], damage 1. if hit, starts grapple [roll22]
Bite attacks Krig: [roll23], damage 1. if hit, starts grapple [roll24]
Bite attacks Krig: [roll25], damage 1. if hit, starts grapple [roll26]

Krig loses [roll27] constitution is he fails a grapple check while grappling


affecting pyrtary

Pyrtary must make a will save (mind-affecting, compulsion, sonic) DC 13 or gets confused for [roll28] rounds
Pyrtary must make a will save (mind-affecting, compulsion, sonic) DC 13 or gets confused for [roll29] rounds
Pyrtary must make a will save (mind-affecting, compulsion, sonic) DC 13 or gets confused for [roll30] rounds
Pyrtary must make a will save (mind-affecting, compulsion, sonic) DC 13 or gets confused for [roll31] rounds


GM saves vs energy wall. i will roll damage....

from round 3
damage [roll32]
[roll33], DC 19
[roll34], DC 19
[roll35], DC 19

for round 4
damage [roll36]
[roll37], DC 19
[roll38], DC 19
[roll39], DC 19


round 4------yourt turn
https://lh3.googleusercontent.com/_E4NKciGA1aA/TaubjYG-eHI/AAAAAAAAHZk/FHAkg8nYaWM/s512/Captura%20de%20tela%20inteira%201742011%20230124.j pg

Lyndworm
2011-04-17, 10:09 PM
The mantis warrior easily shrugs off everything the maddening blobs throw at it. Krig even goes so far as to ignore the damage from Pyrtari's wall! Drawing back that great blade once more, the thri-kreen pushes it into a blob with tremendous force as it lens forward to savage it with its mouth.

Full-Round attack. First, second, and bite attack versus the GM in 4-J, though if an attack kills it then the other attack(s) shift(s) to the GM in 4-I.

Attack 1:
[roll0]

Damage 1:
[roll1]


Attack 2:
[roll2]

Damage 2:
[roll3]


Bite:
[roll4]

Damage:
[roll5]

zagan
2011-04-18, 01:34 PM
Mirar order the still blind centipede to help Krig, at least to distract the monster.
It move through the wall (do I need to make a save or something ? it stop in G8-I6)
And it attack the closest monster (J4, I4 if J4 is already dead).

Att: [roll0]
Dmg: [roll1] + poison [roll2] dex DC 16
Miss chance from blinded: [roll3] need 51 or more

Mirar on his side choose to come closer (D14) and use his copy ability near the monster to distract them (I1, DC 12).

Spell duration:
Centipedes: 5 rounds (blinded 1 round)
Haste: 6 rounds
Copy: 10 rounds

Stat:

CG Medium Aberation
Condition: Hasted (+1 attack on full-attack, +1 to Att, +1 dodge to AC and ref saves, speed +30ft)
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Fiendish Huge Monstrous Centipedes stat:
(including Augment summoning and Minor esoterica benefit)

Fiendish Monstrous Centipede, Huge
Condition:
Blinded (-2 to AC, no dex to AC, half-speed, -4 on search, str and dex check, faill spot, total concealement for all opponent)
Hasted (+1 attack on full-attack, +1 to Att, +1 dodge to AC and ref saves, speed +30ft)
Size/Type: Huge Magical Beast (Extraplanar)
Hit Dice: 6d8+18+7 (48/52 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (–2 size, +2 Dex, +6 natural),, touch 10, flat-footed 14
Base Attack/Grapple: +4/+17
Attack: Bite +7 melee (2d6+7 plus poison)
Full Attack: Bite +7 melee (2d6+7 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, Smite Good
Special Qualities: Darkvision 60 ft., vermin traits, Resistance to cold and fire 5, DR 5/magic, Spell resistance 11
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 21, Dex 15, Con 16, Int 3, Wis 10, Cha 2
Skills: Climb +13, Hide +2, Spot +4
Feats: —

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Poison (Ex): A monstrous centipede has a poisonous bite. DC 16, 1d6 dex intital and secondary damage.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

Crafty Cultist
2011-04-18, 04:01 PM
Janir moves toward the wall of energy and sends threads of shadow toward the mouther at I5
Moving to I11 and using shadow garrote
ranged touch attack[roll0]
Damage[roll1]
Fort save DC 17 or be flatfooted for 1 turn

fast healing heals 1hp. +1 dodge bonus to ac and 20% miss chance until my next turn.

esorscher
2011-04-18, 07:21 PM
Pyrtari fires a bolt at the nearest mouther, shrugging off the insanity from their inane babbling.

Light crossbow (-4 for firing into melee) [roll0], [roll1]

vollmond
2011-04-19, 09:34 PM
Rootwalker leads Katya over a bit to ready her to charge as soon as her blindness abates.


Katya:
Blinded (0 rounds remaining)
Move to M8/N9

Rootwalker:
Move to M8

Beschoren
2011-04-21, 09:04 PM
Krig manages to slay two of the abominations. Headless of the danger and driven only by hunger, the mouthers keep attacking


ranged touch VS centipede: [roll0], damage [roll1], blind fort DC 18 [roll2] rounds
ranged touch VS katya: [roll3], damage [roll4], blind fort DC 18 [roll5] rounds

bite VS Krig [roll6], damage 1, grapple [roll7]
bite VS Krig [roll8], damage 1, grapple [roll9]
bite VS Krig [roll10], damage 1, grapple [roll11]
bite VS Krig [roll12], damage 1, grapple [roll13]
bite VS Krig [roll14], damage 1, grapple [roll15]
bite VS Krig [roll16], damage 1, grapple [roll17]
if fail a graple check while grappled: [roll18] constitution

bite VS Krig [roll19], damage 1, grapple [roll20]

ref: [roll21], damage [roll22]
ref: [roll23], damage [roll24]

centipede msut make ref save DC 19 or take [roll25]


(Mirar is out of map because he's too far and the action. use previous map coordinates if needed)
-------round 5----- your turn!
https://lh5.googleusercontent.com/_E4NKciGA1aA/TbDhYqveiJI/AAAAAAAAHaA/nygLElkWEFs/s640/Captura%20de%20tela%20inteira%202142011%20230008.b mp.jpg

Crafty Cultist
2011-04-21, 09:15 PM
Janir dashes around the energy field, ending up next to one of the mouthers
double move to L3
Tumble[roll0]

Fast healing heals 1hp. +1 dodge bonus to ac and 20% miss chance until my next turn.

vollmond
2011-04-22, 12:34 AM
Katya roars as the swordsage flashes past her, and follows with all her great size and speed. She draws the aberration into a deceptively gentle hug.


[roll0]
[roll1]

If that hits, free grapple:
[roll2]
[roll3]

Rootwalker takes no actions.

Lyndworm
2011-04-22, 01:21 AM
The mantis warrior deftly avoids the myriad mouths snapping at it, and attempts to evade even the crackling energy emanating from Pyrtari's wall. Bringing its greatsword to bear once again, Krig swings with all it can muster. After a few good swings, the thri-kreen leans in to bite its opponent.

All attacks miss (AC is 25).

Reflex Save (DC 19):
[roll0]

If success, half damage; if failure, full damage: [roll1]

Full-Round attack. All attacks versus the GM in 5-I, though if an attack kills it then any remaining attacks shift to the GM in 4-K.

Attack 1:
[roll2]

Damage 1:
[roll3]


Attack 2:
[roll4]

Damage 2:
[roll5]


Attack 3:
[roll6]

Damage 3:
[roll7]


Bite:
[roll8]

Damage:
[roll9]

zagan
2011-04-22, 04:25 AM
Mirar facepalm upon seing his centiped blinded again but let him attack, you'll never know he may hit this time with the help of his spell.

Att: [roll0]
Dmg: [roll1] + poison [roll2] dex DC 16
Miss chance from blinded: [roll3] need 51 or more

EDIT: Cirt: (copy paste from ooc thread)
Confirm: (1d20+8)[22]
Dmg: (2d6+7)[14]

Att: [roll4]
Dmg: [roll5] + poison [roll6] dex DC 16
Miss chance from blinded: [roll7] need 51 or more

For his part Mirar was unsure on what to do, he had few spell left and if thing keep up he may need them later in the day. Finally he decid to move closer himself (G11), make his copy move next to the mouther (copy in K3, DC 12 still). And finally summon a creature using his change instead of his usual magic.

Move action: Move
free action: Command copy.
Standard action: Using Minion ability to summon a pseudonatural scorpion in G5

It attack immediatly:

Claw Att1: [roll8]
Dmg: [roll9]

Claw Att2: [roll10]
Dmg: [roll11]

Sting Att: [roll12]
Dmg: [roll13] + poison [roll14] con DC 14

Spell duration:
Centipedes: 4 rounds (blinded 2 rounds)
Haste: 5 rounds
Copy: 9 rounds
Scorpion: 7 rounds

Stat:

CG Medium Aberation
Condition: Hasted (+1 attack on full-attack, +1 to Att, +1 dodge to AC and ref saves, speed +30ft)
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Fiendish Huge Monstrous Centipedes stat:
(including Augment summoning and Minor esoterica benefit)

Fiendish Monstrous Centipede, Huge
Condition:
Blinded (-2 to AC, no dex to AC, half-speed, -4 on search, str and dex check, faill spot, total concealement for all opponent)
Hasted (+1 attack on full-attack, +1 to Att, +1 dodge to AC and ref saves, speed +30ft)
Size/Type: Huge Magical Beast (Extraplanar)
Hit Dice: 6d8+18+7 (28/52 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (–2 size, +2 Dex, +6 natural),, touch 10, flat-footed 14
Base Attack/Grapple: +4/+17
Attack: Bite +7 melee (2d6+7 plus poison)
Full Attack: Bite +7 melee (2d6+7 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, Smite Good
Special Qualities: Darkvision 60 ft., vermin traits, Resistance to cold and fire 5, DR 5/magic, Spell resistance 11
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 21, Dex 15, Con 16, Int 3, Wis 10, Cha 2
Skills: Climb +13, Hide +2, Spot +4
Feats: —

Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Poison (Ex): A monstrous centipede has a poisonous bite. DC 16, 1d6 dex intital and secondary damage.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

Pseudonatural Small Scorpion stat:
(including strong minion feat benefit)

Medium Outsider
Hit Dice: 1d8+4 (8/8 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 dex, +1 size, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +0/-3
Attack: Claw +3 melee (1d3+1)
Full Attack: 2 Claws +3 melee (1d3+1) and sting -2 melee (1d3 plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Constrict 1d3+1, improved grab, Poison, True strike, Alternate form
Special Qualities: Darkvision 60 ft., tremorsense 60 ft, vermin traits, Resistance to acid and electricity 5, Spell resistance 11
Saves: Fort +6, Ref +2, Will +0
Abilities: Str 13, Dex 14, Con 18, Int 3, Wis 10, Cha 2
Skills: Climb +5, Hide +8, Spot +4
Feats: Weapon FinesseB
Challenge Rating: 1/2

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. Fort save DC 14 Constitution-based. 1d2 con initial and secondary damage.

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

True Strike (Su): Once per day a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition the creature suffer no miss chance against a target that has concealement or total concealement when making this attack.

Alternate form (Su): As a standard action, a pseudonatural creature can take a grotesque form. It's abilities remain unchanged. other creatures receive a -1 morale penalty on their attack roll against a pseudonatural creature when in its alternate form.

esorscher
2011-04-22, 08:38 AM
Pyrtari does nothing, content to let her party members mop of the remains of the mouthers and hesitant to get too close to the remaining two, lest she be affected by their gibbering.

Beschoren
2011-04-22, 09:58 AM
Your heavy melle hitters make a quick job and slays the remaining mouthers. The mass of flesh dissolves and a few mouths still hopelessly try to bite you as they dismantle from the body. a lot of oozing liquid flows from the aberrations, coloring the ground with stinky purple blood.

xp: 560 each

The group carries on, unsure of what kind of monster they might face next...
Night arrives, leaving the dark forest enve creppier - Hpefully Rootwalker an generate as much light as needed. you move hastely to find some kind of reffuge to avoid sleeping in the open.

closer to the hills, you finally find a cave with a narrow entrance, carved on the ground itself. despite the possible dangers of finding inabitants, it's the only place you found to sleep "safely".

https://lh4.googleusercontent.com/_E4NKciGA1aA/TbGXL3UTf5I/AAAAAAAAHac/-Oeh_HuxuVY/s512/Captura%20de%20tela%20inteira%202242011%20115610.j pg

any preparation? or you're jsut walking in? (katya can squezee trought to enter.)

zagan
2011-04-22, 10:18 AM
Mirar say, "I'll summon something to explore it, it's safer that way."

Summoning a fiendish scorpion (with tremorsense) to explore the cave for 4 rounds and to come back and report to me. (it should at least be able to indicated if their a danger or not)

Stat:

CG Medium Aberation
Condition: Hasted (+1 attack on full-attack, +1 to Att, +1 dodge to AC and ref saves, speed +30ft)
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 1/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Small Fiendish scorpion
(including Augment summoning and Minor esoterica benefit)

Fiendish Monstrous Scorpion, Small
Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4+7 (15/15 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 natural),, touch 11, flat-footed 14
Base Attack/Grapple: +0/–2
Attack: Claw +1 melee (1d3+1)
Full Attack: 2 claws +1 melee (1d3+1) and sting -2 melee (1d3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d3+1, improved grab, poison, Smite Good 1/day
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., Resistance to cold and fire 5, Spell resistance 6
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Skills: Climb +5, Hide +8, Spot +4
Feats: Weapon Finesse

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The save DCs are Consitution- based. The indicated damage is initial and secondary damage.

Size Fort DC Damage
Small 12 1d2 Con

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Beschoren
2011-04-22, 10:49 AM
The scorpion goes inside the cave and back unharmed. he's not aggitated or anything, indicating he could't find anything.

vollmond
2011-04-22, 11:44 AM
After the latest battle, Rootwalker retrieves and reloads his slings, returning them to his myriad sashes.

When darkness comes, the gnome touches the metal head of his spear, which suddenly glows with the light of day, brightening the party's path so they can continue. He relights it each hour as the spell wears off.

When the scorpion returns from the cave unmolested, Rootwalker turns to the others. "Anything else before we take a look?" He offers to light items for the others before they enter the cave.


I believe both my sling attempts missed, so rolls to retrieve ammunition:
[roll0] success on 2
[roll1] success on 2

My Daylight SLA is at will, so if anyone else wants a torch as we go along, just ask.

zagan
2011-04-22, 11:51 AM
Mirar say, "Nothing else for me. I'll appreciate having a light of my own however if you can. My ring should do fine."

OOC: Nearly forget but do I see any magical aura beside those from the character ?

Stat:

CG Medium Aberation
Condition: Hasted (+1 attack on full-attack, +1 to Att, +1 dodge to AC and ref saves, speed +30ft)
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 1/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

Crafty Cultist
2011-04-22, 12:30 PM
Janir takes some elf meat out of his pack andstares at the others while he eats.

Beschoren
2011-04-22, 01:38 PM
The group enters the cave with care and find it large enought on the inside: about 20x20 feet after a 5x40 corridor. The cave smells pretty bad, but dosen't hold anything other then harmless verming. there are no magical auras in there.

inside the cave you can see another sub-cave, a narrow hole in the ground that goes vertical and seems to be quite deep. Rootwalker, with his sharp eyes, darkvision and abundant light can see it's some kind of chimney nearly 5x5 that goes about 60 feet long before entering a chamber.

The tired group take out their rations and prepare to rest... the rations are not tasting really good (not even the elven meat) but it's what you got. still a bit dizy from the events of the day, the poor conditions and extenous action start taking it's toll...

EDIT: the insane elf still babbles and curses arround, even while still under the charm effect. It's really anoying having him with you inside the cave. The charm effect should be over in the middle of the night.


Filth Fever!

Fort DC 12. incubates in [roll0] days.

Other then that the night is terrible. hard time sleeping but casters should manage to recover spells.


https://lh5.googleusercontent.com/_E4NKciGA1aA/TbHLOEtLngI/AAAAAAAAHa0/U5J-Bn1jPFE/Captura%20de%20tela%20inteira%202242011%20153823.j pg

esorscher
2011-04-22, 07:30 PM
Before they entered the cave, Pytari beamed a sensory-capture (like a video but for all her senses) to Bud, with instructions for him to fly to the cave upon regaining his spells. When the charm wears off the elf, she charms him again, for good measure (at will SLA).

Fort: [roll0]

Hopefully she sees him in the morning.

Lyndworm
2011-04-23, 12:02 AM
"If you'd like, I can take watch." Offers the thri-kreen. "My kind do not sleep, nor do we trance as the elves. Our vigilance is eternal." Krig sits near the entrance to the cave, eating with one arm and cleaning the greatsword with the other three.

Fort Save:
[roll0]

Crafty Cultist
2011-04-23, 12:41 AM
Janir takes a seat at the back of the cave, staring at Krig from a distance as he chews his elf-meat.

zagan
2011-04-23, 06:23 AM
The next morning after an uneasy sleep, Mirar prepare his spell using his spellshard. "Now that we are well rest. I think we can go forward more confidently. Our first objective should be finding a way to restore our memory."

Stat:

CG Medium Aberation
Condition: Hasted (+1 attack on full-attack, +1 to Att, +1 dodge to AC and ref saves, speed +30ft)
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 1/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

Beschoren
2011-04-23, 08:52 AM
Pyrtary communicates with Bud, that replies right away "Woah, I was resting, but hey... I think you're in my cave.... I can see some light..."

Right away, you can hear Bud's voice from under that big hole in the ground. Now you will have to fish him out... Flying with your wings down there would be too dangerous, since the chimney is so tight. But Mirar has a good rope, and it is enought to get the cleric out of that hole.

With the magic he has left, he is able to heal you so you should wake up at full physical vigor (Bud must make a fort save VS desiase as well)

The night goes by surprisingly calm, despite Kirg spoting once or twice a few shades in the forest near the entrance... but...

As you wake up, you snatch for your rations again, but... arrgh! just after you chew it some 2 or 3 times, you fell a terrible taste! you feel a urge to vomit the food in your moth and see that your rations (and elven meat) became living maggots - inside your mouth!!

You hastely reach your waterskin to clear that putrid taste and horrible dirty feeling, but then things get worse! inside your mouth, water turned into some thick bluish ichor.

When you try to take a fresh new ration - that looks fine - the effect is the same. After some bites, the food turns into living maggots inside your mouth.... you find yourself unable to eat or drink anythiing in your possession (unless you want to eat the maggots)


(anything else? can we continue?)

esorscher
2011-04-23, 08:56 AM
Pyrtari reestablishes the mindlink with Bud once he gets out of the hole; he uses his own magic to heal himself and anyone who needs it. Through the mindlink, Pytari asks Bud Where is the rest of my entourage before saying to the group at large, "Should we head toward the healthy forest, or deeper into this corruption?"


V. dc 12 1d20+5r

esorscher
2011-04-23, 12:21 PM
Pyrtari gingerly takes a bite of her rations, and as they turn to maggots she does not believe her senses. Bud purifies his own before eating them.

Will Save: [roll0]

zagan
2011-04-23, 12:38 PM
Mirar made a disgust face a the ration tunr into maggot in his mouth and spit them out. As he tries to wash his mouth with water it become some sort of ichor and he spit it out too. Once he recovered he see the same thing happening to the other and understood that something really weird seem to be happening.
After thinking about it a little he speak up, "I think I may ahve a theory on what's happening with the food. The probleme is not with the ration or the water but with us. I think we have have been cursed so that any food we try to eat become maggot and water become this disgusting ichor. It need to be tested with other food but that may become a grave problem very fast, particularly for the water."

OOC:
Knowledge check to see if my theory is possible.
[roll0] +15 for arcana, dungeonering and the plane, +6 any other.

EDIT: :smallsigh: yeah, even with my modifier I doubt I will get anything from that.

Stat:

CG Medium Aberation
Condition: Hasted (+1 attack on full-attack, +1 to Att, +1 dodge to AC and ref saves, speed +30ft)
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

Crafty Cultist
2011-04-23, 12:53 PM
Janir puts his remaining elf meat aside. He is not yet hungry enough to eat maggots, so he'll wait to see if the effects wear off. He swallows the maggots that are in hismouth however - waste not want not.

Beschoren
2011-04-23, 02:03 PM
Bud casts the spell with sucess, but there's no real effect. when you chew the purified food, it turn into living maggots in little time.

Janir EATS the maggots. you can fell them crawling down your trouth and then revolving inside your stomach. not really the nice kind of felling you like on the breakfast, but the half-vampire has a strong stomach... (Fort DC 15 or gets sickned. Janir gets a +4 bonus on this save since he is used to eat raw food)

Mirar, despite his hypotesys, can't really tell what is going on. Katya (she eats rations!?!?) also vomits maggots in disgust and only calms down due to Rootwalkers presence.

Beschoren
2011-04-23, 02:53 PM
While discussing the maggot issue, an enlarged version of a gibbering mouther drops at the entrnace of your cave. It immediatyl roars and start moving at your direction with no cerimonies.

This mouther, despite much larger, also seem enven more twisted then the others you faced. severel blind eyes, broken and abberant theet at oversized motuhs - all in a nightmarish display of corruption and terror.

Krig is the only one able to act before the creature. Hopefully he won't trow himself to death in a sudden and lonly charge attack. You know, bevause the DM is warning and stuff

--------round 1------krig turn only------

https://lh5.googleusercontent.com/_E4NKciGA1aA/TbMuF-GmSbI/AAAAAAAAHbI/N00ebFOq38M/s800/Captura%20de%20tela%20inteira%202342011%20165214.j pg

zagan
2011-04-23, 03:01 PM
OOC: Free action identifying the monster (in case it's a different species of mouther and not just a big one)
Knowledge check:
[roll0] +15 for arcana, dungeonering and the plane, +6 any other.

Stat:

CG Medium Aberation
Condition: Hasted (+1 attack on full-attack, +1 to Att, +1 dodge to AC and ref saves, speed +30ft)
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 3/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

Lyndworm
2011-04-24, 01:42 AM
Easily swallowing its breakfast of maggots, the thri-kreen watching the entrance is the least surprised when the beast shows up. Not wishing to get caught in the cavern's bottleneck, Krig draws the bow it used yesterday and lets an arrow fly. "Arise, my clan! Another beast is upon us."

Move action to draw Krig's longbow, Standard action to attack the giant Mouther.

Attack:
[roll0]

Damage:
[roll1]

Beschoren
2011-04-24, 07:28 PM
Krig's arrow hits one of the creature's many eyes but even so is unable to deal full damage (DR. I forgot mouthers had DR....) The eye keeps blinking and simply spits off the arrow, as the monster slowly aproaches (fast healing)

as it moves, it sends a bulb of acid to damage Krig. It's maddening whispers also echoe in the cave, affecting all of you

ranged touch vs Krig: [roll0], damage [roll1] fort save VS blindness DC 26 for [roll2] rounds

All: Will save DC 17 or confused for [roll3] rounds

Mirar identifies it as a Corrupted mouther. It has fast healing, more powerfull special attacks, and might deal vile damage (vile damage does not heal trought magic)

------------ round 1-------- all may act (including krig again)
https://lh5.googleusercontent.com/_E4NKciGA1aA/TbTACdAXVTI/AAAAAAAAHbc/5yXmN6F8fjg/s800/Captura%20de%20tela%20inteira%202442011%20212720.j pg

Crafty Cultist
2011-04-24, 07:50 PM
Upon hearing the mouthers gibbering, Janir immediately turns to face Mirar, licks his lips and circles round him to strike with his sword.

"Meat"

Switching to assasin's stance and moving to R5
attack[roll0]
damage[roll1]
sneak attack[roll2]

+1 dodge bonus to ac until the end of turn. Healed 3hp upon a successful hit

esorscher
2011-04-24, 08:12 PM
Bud moves to the center of the group, waving his hands and spreading a sea-blue nimbus of light throughout the group. If you look carefully you can see him holding a small slip of paper between his left index finger and thumb. (Mass Conviction, +3 on saves).

Pyrtari, for her part, tests a theory. She moves forward until she is just within 40' of the mouther, and if she is able to maintain her sanity, she taps into her fey heritage to compel the mouther to: "Stop attacking us and guard the entrance." (suggestion, DC 17) attacks Bud feebly. (see OOC)

Will saves:
Bud: [roll0]
Pyrtari: [roll1]

Lyndworm
2011-04-25, 04:03 AM
The thri-kreen shakes its head violently, trying to clear the great mouther's terrible influence. For a split second, the mantis warrior looks up at the mouther and it seems as if Krig had fought free of the madness. This quickly becomes a fantasy when Krig drops the bow and attacks the mighty bear, Katya, however.

Free action to drop the longbow, Move action to enter the square 5-M, Standard action to claw Katya. Power Attacking for -6/+6.

Attack:
[roll0]

Damage:
[roll1]

zagan
2011-04-25, 06:00 AM
Recognizing the being Mirar yell a warning to his companion, "DON'T LET THIS THING TOUCH YOU, THE WOUND IT DEAL ARE NEARLY IMPOSSIBLE TO HEAL !"

Immediatly after that Janir attack him and Mirar grunt under the sudden assault.

He step back (five-foot step in P5) and summon a creature to block the vile mouther. A giant Praying Mantis appear right next to the monster (G5-H4) and attack it.

Claw:
Att: [roll0] // Dmg: [roll1]

Bite:
Att: [roll2] // Dmg: [roll3]

At the same time mirar is surround by a cloud of smoke that briefly protect him. (gain concealement may be important for once)

Spell duration:
Praying Mantis: 7 rounds
Cloud: 1 rounds

Stat:

CG Medium Aberation
Condition: None
HP: 43/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Fiendish Giant Praying Mantis stat:
(including Augment summoning and Minor esoterica benefit)

Fiendish Giant Praying Mantis
Condition: None
Size/Type: Large Magical Beast (extraplanar)
Hit Dice: 4d8+16+7 (41/41 hp)
Initiative: -1
Speed: 20 ft. (4 squares), fly 40 ft. (poor)
Armor Class: 14 (–1 size, –1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +3/+13
Attack: Claws +8 melee (1d8+6)
Full Attack: Claws +8 melee (1d8+6) and bite +3 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, Smite Good
Special Qualities: Darkvision 60 ft., vermin traits, DR 5/magic, Resistance to cold and fire 5, Spell resistance 9
Saves: Fort +8, Ref +0, Will +3
Abilities: Str 23, Dex 8, Con 19, Int 3, Wis 14, Cha 11
Skills: Hide –1*, Spot +6
Feats: --
Alignment: Evil

This patient carnivore remains completely still as it waits for prey to come near.

Improved Grab (Ex): To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).

Skills: A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.


OOC: It's just me or the fact that praying mantis only have one claw attack is weird ? :smallconfused:

vollmond
2011-04-25, 09:55 PM
Katya cowers in fear and braces herself to run from the mouther, before being surprised by the bug-man's claws glancing harmlessly off her hide. She turns and roars in his face, preparing to return the attack.

Rootwalker sees the battle prematurely dissolving around him. His most powerful spells take so long to cast - what might the mouther be capable of in its next breath? He decides to take a chance, and flies toward the abomination, unleashing a sizzling glob of spit at the creature.


Katya should run from the mouther, but has been attacked - should she run and then run back to him on her next turn to attack, or just stay where she is until then?

Rootwalker flies to K4 (at the highest altitude the cave allows) and casts Blinding Spittle at the mouther.
[roll0] (shoot me in the face for preparing something with such a low chance of success.
If it hits, the mouther is blinded until it physically washes out its eyes (no save).

Beschoren
2011-04-26, 03:34 PM
Madness achive it's peak inside the cave as the confused adventures attack each other while fighting a mutant aberration.

The giant praying mantis hits it's claw attack but deals little damage. The few damage it deals seems to be quickly healing.

Rootwalker's spit attack seems to greatly annoy the mouther. it's many eyes start to move in and out the flesh mass, as if the creature was having convulsions. Knowing the praying mantis location, it attacks with its acid and bite attacks


miss chance due to blindness 1-50
ranged touch vs praying mantis: [roll0], miss [roll1] acid [roll2], blind DC 22 for [roll3]
Bite vs praying mantis: [roll4], miss [roll5] damage [roll6] (6 points vile damage), grapple [roll7]
Bite vs praying mantis: [roll8], miss [roll9] damage [roll10] (6 points vile damage), grapple [roll11]
Bite vs praying mantis: [roll12], miss [roll13] damage [roll14] (6 points vile damage), grapple [roll15]
Bite vs praying mantis: [roll16], miss [roll17] damage [roll18] (6 points vile damage), grapple [roll19]
Bite vs praying mantis: [roll20], miss [roll21] damage [roll22] (6 points vile damage), grapple [roll23]
Bite vs praying mantis: [roll24], miss [roll25] damage [roll26] (6 points vile damage), grapple [roll27]

if it fails any 2Ί grapple check: [roll28] con damage Mantis is too large to swallow whole



round 2---confusion has passed-----your turn
https://lh3.googleusercontent.com/_E4NKciGA1aA/Tbcs0Ief9GI/AAAAAAAAHb4/xVALbMA5F4k/s912/Captura%20de%20tela%20inteira%202642011%20173542.j pg

Crafty Cultist
2011-04-26, 03:43 PM
Returning to his senses, Janir runs toward the mouther as shadows surround him. He reaches into the shadows and grabs hold of something, flinging razor threads past the mantis blocking the mouther's approach.

Switching to child of shadows stance and moving to L4
Shadow garrote ranged touch attack[roll0]
Damage[roll1]
fortitude save DC17 or be flatfooted for one turn

+1 dodge bonus to ac and 20% miss chance until the end of turn

OOC: did my attack on Mirar hit? I just need to know if my life draining crystal healed me.(if so sorry about the attack, but at least it didn't go to waste)

zagan
2011-04-27, 12:11 PM
First Mantis Grapple check:
[roll0]
[roll1]

Mirar shudder at seeing the horrid wound on his Mantis but think to himself "Better him than me" he also curse when he see the wound of the creature healing. He say to the other "Does any of you as an ability to deal lot of damage ? My mantis won't last long."

He decid to give a second target to the monster to try and distract it. An illusonary copy of himself appear just behind the mouther. (Copy ability DC 12 if interact with)

The Mantis attack the Mouther again.

Claw:
Att: [roll2] (-4 if grappling)
Dmg: [roll3]

(I think you can make more than one natural attack in a grapple but I'm not sure and it's not clear in the SDR, if so it also attack with his bite, if it's not grappling it attack with the bite of course)

Bite:
Att: [roll4] (-4 if grappling)
Dmg: [roll5]

(The mantis got improved grab and it say that in those case the bite become a primary attack not sure how it work when another creature try is grappling it)

Spell duration:
Praying Mantis: 6 rounds

Stat:

CG Medium Aberation
Condition: None
HP: 44/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Fiendish Giant Praying Mantis stat:
(including Augment summoning and Minor esoterica benefit)

Fiendish Giant Praying Mantis
Condition: None
Size/Type: Large Magical Beast (extraplanar)
Hit Dice: 4d8+16+7 (23/41 hp) (12 vile damages)
Initiative: -1
Speed: 20 ft. (4 squares), fly 40 ft. (poor)
Armor Class: 14 (–1 size, –1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +3/+13
Attack: Claws +8 melee (1d8+6)
Full Attack: Claws +8 melee (1d8+6) and bite +3 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, Smite Good
Special Qualities: Darkvision 60 ft., vermin traits, DR 5/magic, Resistance to cold and fire 5, Spell resistance 9
Saves: Fort +8, Ref +0, Will +3
Abilities: Str 23, Dex 8, Con 19, Int 3, Wis 14, Cha 11
Skills: Hide –1*, Spot +6
Feats: --
Alignment: Evil

This patient carnivore remains completely still as it waits for prey to come near.

Improved Grab (Ex): To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +8 attack bonus).

Skills: A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.


OOC: Sorry for all the question but grappling was never my favorited tactic.

esorscher
2011-04-27, 12:21 PM
Pyrtari moves forward until she is just within 40' of the mouther, then suggests it "Stop attacking us." (suggestion, DC 17).

Bud waits for results of his lady's experiment before acting.

Lyndworm
2011-04-27, 12:53 PM
Regaining its focus, the thri-kreen halts its attack on the great bear, Katya. Furious with the giant mouther, Krig draws the greatsword. The mantis warrior prepares to commence battle.

Move action to draw the sword, Standard action to ready another action. Should the mouther come within striking distance, Krig will, indeed, strike it (Power Attacking for -3/+6).

Attack:
[roll0]

Damage:
[roll1]

esorscher
2011-04-27, 10:22 PM
Seeing Pyrtari's attempt fail, Bud rushes forward, boosting her with a simple spell to further protect her (resistance).

vollmond
2011-04-28, 06:30 AM
Katya recovers and moves over near Rootwalker, but keeps her distance from where the mantis and the mouther are doing battle.

The massive insect having bought the party a bit of time, Rootwalker begins casting a spell.

Begin casting Call Lightning

Beschoren
2011-04-29, 04:26 PM
The mouther starts chewing off the praying mantis as if it where a pice of soft meat. Mirar's illusion can't help but fell useless, since the mouther is blinded


I found no rule that says that blindness hamper grapling, but that's nonsense. so I'm adding -4 on the blind grapple for the megamouther. er sorry, i came back on that. The mouther at elast needs only trow himself at the mantis. thus, consider +4 on all the mouthers checks below..

anyway, both are grapling. The mouther makes a graple check for each attack: each time he succeds, he deals bite damage.

I will roll the grapple for the mantis to speed up things

mouhter grapple-bite [roll0], vs mantis: [roll1], damage [roll2]

mouhter grapple-bite [roll3], vs mantis: [roll4], damage [roll5]

mouhter grapple-bite [roll6], vs mantis: [roll7], damage [roll8]

mouhter grapple-bite [roll9], vs mantis: [roll10], damage [roll11]

mouhter grapple-bite [roll12], vs mantis: [roll13], damage [roll14]

mouhter grapple-bite [roll15], vs mantis: [roll16], damage [roll17]

(that's 26 damage on the mantis, after DR. 18 are vile damage)



your turn

https://lh4.googleusercontent.com/_E4NKciGA1aA/Tbsupg8C7SI/AAAAAAAAHcM/RA9CGjHeNg0/s800/Captura%20de%20tela%20inteira%202942011%20183244.j pg

Crafty Cultist
2011-04-29, 04:58 PM
Janir dissapears in a cloud of shadow, reappearing on the other side of the mouther and trying to remain undetected.

Shadow Jaunt to C5
Move silently[roll0](not including any bonus I might recive for not moving)

esorscher
2011-04-29, 10:11 PM
A frigid ray of ice erupts from the end of Pyrtari's finger. "We've got to be able to take this thing down." Bud looks on in awe, waiting to see where best to use his talents.

Energy Ray (Ice) for 5 pp. [roll0], [roll1]

Lyndworm
2011-04-30, 01:45 AM
Krig decides that enough time has been wasted. The mantis warrior runs forward and leaps into the air, clicking so rapidly and so loudly as to be almost as bad as the mouther. Landing on the great Aberration, the thri-kreen brings the greatsword to bear with incredible force.

Full-Round action to charge the megamouther, including a Jump check to trigger Leap Attack. Power Attacking for -4/+8 (+16 if the Jump check succeeds).

Jump Check:
[roll0]


Attack 1:
[roll1]

Damage 1:
[roll2] (not including PA damage)


Attack 2:
[roll3]

Damage 2:
[roll4] (not including PA damage)

zagan
2011-04-30, 05:21 AM
Mirar just barely manage to not swear when his Mantis disappear in a puff of smoke. (Summoned creature go away if brough below 0 hit point)

Still seeing his comrade go on the offensive seem like a good sign. He decid to keep his big spell for later in the day or in case this one prove more resilient.

He move closer (N5) and after a quick incantation fire a sphere of sonic energy at the monster.

OOC: Use Lesser orb of sound (Spc p151)
Ranged touch atack: [roll0] perhaps a -4 penalty if someone is in melee with the monster.
Damage: [roll1] sonic damage
Mirar is also surround by a cloud that briefly protect him.

Spell duration:
Cloud: 1 rounds.

Stat:

CG Medium Aberation
Condition: None
HP: 45/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

vollmond
2011-04-30, 11:11 PM
Rootwalker finishes casting his spell as a bolt of lightning bursts from the cave's roof into the mouther.


[roll0]

Katya takes no actions, as the tunnel is a bit crowded...

Beschoren
2011-05-01, 11:02 PM
The Megamouther takes a lot of damage in little time - several of his eyes and mouths are ripped apart from him, but seems to have made him even more angry.

He trows his mouths blindly at Krig's direction, spiting acid to some random location

Automisses ranged touch attack (he can't even aim)

miss 1-50
Bite VS krig [roll0], miss [roll1], damage [roll2], grapple [roll3]

Bite VS krig [roll4], miss [roll5], damage [roll6], grapple [roll7]

Bite VS krig [roll8], miss [roll9], damage [roll10], grapple [roll11]

Bite VS krig [roll12], miss [roll13], damage [roll14], grapple [roll15]

Bite VS krig [roll16], miss [roll17], damage [roll18], grapple [roll19]

Bite VS krig [roll20], miss [roll21], damage [roll22], grapple [roll23]

con damage: [roll24]


-----------round 4 -----------your turn!

https://lh3.googleusercontent.com/_E4NKciGA1aA/Tb4tOtcC6II/AAAAAAAAHc0/wOVUKujF1f0/s912/Captura%20de%20tela%20inteira%20252011%20010317.jp g

Crafty Cultist
2011-05-01, 11:28 PM
Janir darts out from behind the curve in the cave entrance, his blade wreathed in shadow. He strikes at the mouther, then heads back to cover

Moving to D4 and back
move silently[roll0]
attack[roll1]
damage[roll2]
Obscuring shadow veil: [roll3] bonus damage and a will save DC18 or have a 50% miss chance (which is kind of irrelevant at the moment)

+1 dodge bonus to AC and 20% miss chance until the end of turn.
Healed 3hp upon a successful hit

esorscher
2011-05-02, 12:03 AM
Pyrtari draws her crossbow, firing at the mouther. Bud again does nothing, but moves forward to the edge of the cave wall, peering out at the battle unfolding.

Pyrtari moves to M5, fires a crossbow bolt at the mouther: [roll0], [roll1]

Bud moves to K3.

Lyndworm
2011-05-02, 12:04 AM
Krig panics and begins struggling wildly, attempting to get free from the mouther's toothy grasp. By this point, the mantis warrior's carapace is noticeably cracked and misshapen. A nearlry translucent orangeish ichor seeps from Krig's wounds. The thri-kreen emits an eerie, wailing tone interspersed with clicking noises as it pushes and pulls.

Raging as a non-action. Full round action to use both attempts to get free. If the first is successful, the second turns into an attack. Either way, the attempts are followed by a bite.

Grapple Check 1:
[roll0]

Grapple Check 2:
[roll1]





Attack, should GC1 succeed:
[roll2]

Damage:
[roll3]


Bite Attack:
[roll4] (-4 if grappling)

Bite Damage:
[roll5]

zagan
2011-05-04, 04:38 AM
Mirar was begining to really worry about their insectile friend. He decid to call on his nature for a creature, in the hope of exchanging it's place with Krig immediatly afterward. As the thing appear he order it to take on it's otherwordly shape.

OOC: Use minion ability to summon a pseudonatural scorpion in J5, it immediatly use his alternate form ability. (-1 penalty on attack roll against him)

Spell duration:
Pseudoscorpion: 7 rounds

Stat:

CG Medium Aberation
Condition: None
HP: 45/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Pseudonatural Small Scorpion stat:
(including strong minion feat benefit)

Medium Outsider
Hit Dice: 1d8+4 (8/8 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 dex, +1 size, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +0/-3
Attack: Claw +3 melee (1d3+1)
Full Attack: 2 Claws +3 melee (1d3+1) and sting -2 melee (1d3 plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Constrict 1d3+1, improved grab, Poison, True strike, Alternate form
Special Qualities: Darkvision 60 ft., tremorsense 60 ft, vermin traits, Resistance to acid and electricity 5, Spell resistance 11
Saves: Fort +6, Ref +2, Will +0
Abilities: Str 13, Dex 14, Con 18, Int -, Wis 10, Cha 2
Skills: Climb +5, Hide +8, Spot +4
Feats: Weapon FinesseB
Challenge Rating: 1/2

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. Fort save DC 14 Constitution-based. 1d2 con initial and secondary damage.

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

True Strike (Su): Once per day a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition the creature suffer no miss chance against a target that has concealement or total concealement when making this attack.

Alternate form (Su): As a standard action, a pseudonatural creature can take a grotesque form. It's abilities remain unchanged. other creatures receive a -1 morale penalty on their attack roll against a pseudonatural creature when in its alternate form.

Beschoren
2011-05-11, 03:47 PM
Rootwalker calls more lighting [roll0] ref DC 19. save: [roll1]

Katya moves close to the abomination and strike it [roll2][roll3] (no improved grab since both ahve the same size)

Beschoren
2011-05-11, 03:52 PM
The mouther gets hit several times (just pyrtary bolt missed) but still uses his energy to eat the mantis warrior. The mouther seems to ignore all else, possibly because he is blind.

grapple checks VS kirg.
if he loses any one, he takes [roll0] con damage. he can't take more then 1d4 con damage/round
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]

---------your turn!------
EDIT: scorpion is on J-5
https://lh6.googleusercontent.com/_E4NKciGA1aA/Tcr3r-MApOI/AAAAAAAAHdc/tioWgkbSbWo/Captura%20de%20tela%20inteira%201152011%20175419.j pg

Lyndworm
2011-05-11, 09:35 PM
Krig redoubles its struggle struggle against the great mouther, but continues to bleed.

Grapple checks to resist Con damage:

1. [roll0] vs DC 29
2. [roll1] vs DC 37
3. [roll2] vs DC 32
4. [roll3] vs DC 38
5. [roll4] vs DC 33
6. [roll5] vs DC 24



At this point, Krig realizes the difficulties involved in escaping. The thri-kreen will attempt to slice its way out of the mouther.

Claw Attack 1:
[roll6]

Claw Damage 1:
[roll7]


Claw Attack 2:
[roll8]

Claw Damage 2:
[roll9]


Claw Attack 3:
[roll10]

Claw Damage 3:
[roll11]


Claw Attack 4:
[roll12]

Claw Damage 4:
[roll13]


Bite Attack:
[rollv]1d20+5/rollv]

Bite Damage:
[roll14]



All attack rolls include the to-hit penalty for being in a grapple. Hopefully they're high enough to hit this dude's FF AC...

esorscher
2011-05-11, 09:40 PM
Pyrtari reaches out mentally to the mouther, attempting to painfully penetrate the deep folds of its feeble mind.

Mindthrust, 5 pp, [roll]5d10[roll] Will DC 17 negates.

Crafty Cultist
2011-05-11, 10:33 PM
Janir moves with stealth once again, dashing into Mirar's copy and striking at the mouther as his blade bursts into flames.

moving to D3, attacking, then moving back to C3
attack[roll0]
damage[roll1]
Burning blade damage[roll2]

move silently[roll3]

+1 dodge bonus to AC and 20% miss chance until the end of turn. 3hp healed on successful hit

zagan
2011-05-13, 06:08 AM
Seeing Krig manage to get out of the monster, Mirar didn't hesitate and use a spell he prepared just for such occasion and swap Krig position with that of his scropion.

Standard action: Benign Transposition (Spc p 27) and with my cloudy conjuration feat (CM p 40) a cloud appear in one square adjacent to the scorpion, a square occupied by the mouther. The mouther is sickened (http://www.d20srd.org/srd/conditionSummary.htm#sickened) for 1 round (no save) unless it's immune to poison and it doesn't benefit from concealmement because it's a large creature so it's not completely covered by the cloud.

Once the scorpion is in place it immediatly attack the Mouther.

(don't have much hope it will help but you'll never know)
Claw1: Att: [roll0] // Dmg: [roll1]
Claw2: Att: [roll2] // Dmg: [roll3]
Sting: Att: [roll4] // Dmg: [roll5]
+ poison [roll6] con DC 14 (remember the sicken penalty to saving throw for that)

Spell duration:
Pseudoscorpion: 6 rounds
Could and sickening effect: 1 rounds

Stat:

CG Medium Aberation
Condition: None
HP: 45/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Pseudonatural Small Scorpion stat:
(including strong minion feat benefit)

Medium Outsider
Hit Dice: 1d8+4 (8/8 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 dex, +1 size, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +0/-3
Attack: Claw +3 melee (1d3+1)
Full Attack: 2 Claws +3 melee (1d3+1) and sting -2 melee (1d3 plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Constrict 1d3+1, improved grab, Poison, True strike, Alternate form
Special Qualities: Darkvision 60 ft., tremorsense 60 ft, vermin traits, Resistance to acid and electricity 5, Spell resistance 11
Saves: Fort +6, Ref +2, Will +0
Abilities: Str 13, Dex 14, Con 18, Int -, Wis 10, Cha 2
Skills: Climb +5, Hide +8, Spot +4
Feats: Weapon FinesseB
Challenge Rating: 1/2

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. Fort save DC 14 Constitution-based. 1d2 con initial and secondary damage.

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

True Strike (Su): Once per day a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition the creature suffer no miss chance against a target that has concealement or total concealement when making this attack.

Alternate form (Su): As a standard action, a pseudonatural creature can take a grotesque form. It's abilities remain unchanged. other creatures receive a -1 morale penalty on their attack roll against a pseudonatural creature when in its alternate form.

vollmond
2011-05-13, 10:40 PM
Rootwalker brings down a fourth bolt of lightning on the creature, sizzling it once again. Katya continues slashing at it.


Rootwalker:
[roll0] (one bolt left after this)

Katya:
[roll1]
[roll2]

[roll3]
[roll4]

[roll5]
[roll6]

Beschoren
2011-05-15, 03:38 PM
The mouther engulfs krig in his shifting form, and the mantis warrior gets dramaticly out of sigh...

(inside there....)

Krig is not sure he could have a worse experience! he gets attacked by millions of theet, acid, and leeching protusions. the smell and texture only makes his rage greater, providing the worse of the waking nightmares...


To your relif, krig comes out of the mouther "body" slashing a way out, with bare ferocity rarely seen by you. on that moment he is teleported and changes place with a small scorpion, too febble to really hurt the mouther.

Janir and Pyrtary attacks have no effect, but Katia tears apart the gravely wounded abomination. a fourth bolt of lighitng finishes off the mouther!

The creatures mouths and eyes detach form the melting mass of flesh, that takes an uncofortable amount of time to finally stop moving. all kinds of fluids, vapors and ichor flow from the creature dissolving corpse.

Some of the eyes on the ground still move and look at you, and a few intact mouths still try to bite your ankles.

Lyndworm
2011-05-15, 03:46 PM
Still quite upset, the thri-kreen begins stomping and kicking at the parts left behind by the dying mouther. The whole time Krig's making an eerie clicking sound, varying in speed but not pitch.

esorscher
2011-05-15, 03:49 PM
Pyrtari hands Bud some of the gear the group took off the elves. "You'll be a bit more useful next time if you've got a blade," she says to her thrall. He nods, swallowing, nervous about seeing combat but totally under his lady's dominion. Bud rushes to Krig, touching his wand to the insect-warrior's carapace. (Lesser Vigor, as many charges as you need). He offers similar aid to anyone who needs it.

"Rootwalker, perhaps Katya could guard the entrance to the cave while we figure out our next move."

Lyndworm
2011-05-15, 05:09 PM
At the feeling of the wand on Krig's shoulder, the thri-kreen turns and hisses. As the healing magic takes hold, however, the mantis warrior calms down and thanks Bud for his efforts.

Krig uses up to 7 charges from the wand (though he's still not technically at full HP due to his Con damage).

esorscher
2011-05-15, 05:24 PM
Pyrtari looks to the group. "Shall we head into the healthy forest, or the corrupt forest?"

Crafty Cultist
2011-05-15, 10:45 PM
Janir stabs at the mouther's eyes sullenly.

"Lets get some real meat. The kind that doesn't turn to maggots"

OOC: 2 charges from the wand of lesser vigor would be much appreciated

vollmond
2011-05-16, 05:55 AM
Rootwalker nods and points Katya to the end of the tunnel. The great bear lumbers down and sits on her haunches, leering out at the blasted world suspiciously.

The druid turns back to the others. "If nothing else, we can hunt and forage better in the healthy forest. I just hope that whoever -- or whatever -- put us in this situation doesn't agree."

zagan
2011-05-16, 06:49 AM
Mirar breath easier after seeing the monster dies. He order his scorpion outside the case to serve as a short live sentry. (tremorsense 60ft for 5 rounds)

He nod to rootwalker proposition. Before the group depart he decid to identify those potion they got the day before in case some of them may prove useful (ooc: we forgot do to that I think)

He spent 1 minutes per potion observing them with his sight to be sure he doesn't miss anything. (constant detect magic and artificer monocle, total 6 minutes)

Stat:

CG Medium Aberation
Condition: None
HP: 45/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Pseudonatural Small Scorpion stat:
(including strong minion feat benefit)

Medium Outsider
Hit Dice: 1d8+4 (8/8 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 dex, +1 size, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +0/-3
Attack: Claw +3 melee (1d3+1)
Full Attack: 2 Claws +3 melee (1d3+1) and sting -2 melee (1d3 plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Constrict 1d3+1, improved grab, Poison, True strike, Alternate form
Special Qualities: Darkvision 60 ft., tremorsense 60 ft, vermin traits, Resistance to acid and electricity 5, Spell resistance 11
Saves: Fort +6, Ref +2, Will +0
Abilities: Str 13, Dex 14, Con 18, Int -, Wis 10, Cha 2
Skills: Climb +5, Hide +8, Spot +4
Feats: Weapon FinesseB
Challenge Rating: 1/2

Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. Fort save DC 14 Constitution-based. 1d2 con initial and secondary damage.

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

True Strike (Su): Once per day a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition the creature suffer no miss chance against a target that has concealement or total concealement when making this attack.

Alternate form (Su): As a standard action, a pseudonatural creature can take a grotesque form. It's abilities remain unchanged. other creatures receive a -1 morale penalty on their attack roll against a pseudonatural creature when in its alternate form.

Beschoren
2011-05-16, 09:01 PM
After the battle the group prepares to leave the cave for good. The temporary sentry finds nothing.

Some of Krig's wounds, however, refuse to heal. they are specially painfull and the wand dosen't work on them. Just like mirar said, that was a corruped creature that deals vile damage - that kind of damage requiseres special healing magic in a hallowed place to heal. otherwise, only time may heal it. (18 points of vile damage, plus any constitution loss)

Mirar identifies the 6 potions: 5 are cure serious wound potions, and one neutralize poison potion.

outside the cave its a gloomy day... the fog left but gave room to dark clouds in the sky. the air is heavy, and it feels it might rain a lot at any moment (plus side: call lighitng deals d10!)

(any preparation or we can move on?)

Beschoren
2011-05-17, 06:21 PM
Walking inf the forest, you that whatever corruption affects the southern part is fading... at at very, very low rate... despite clearly turning away from the wilders part, you still fell prety endangered. at all times.

after about one hour after leaving the cave, janir can clearly listen to the sound of flesh being eaten - he's quite familiar to that sound, you know. He looks arround, sure that the feeding sound came from his west. he could not see anything, however, because of the twisted trees and overgrown bushes arround...

Janir can focus his senses for a while and belives that the sorce of the sound is about 100 feet away. It's likely a single "eater" as he can listen to only one set of jaws mauling the flesh of a juicy, meatfull beast... while his stomach pains, asking for food.

Surely, you can just keep your way and ignore that breakfast someone is having. (but what's the fun in that?)

(how do you aproach the breakfast site? roll for stealth if you want to. it's still not visible, but certainly about 100 feet to the west)

esorscher
2011-05-17, 08:12 PM
Pyrtari manifests, in rapid succession, three powers to aid her in battle, should it arise.

Force shield, and both precognitions, for 1 pp each.

Bud draws the short sword.

Lyndworm
2011-05-17, 08:21 PM
Krig snaps to attention, though its wounds are still quite painful. The thri-kreen attempts to sneak through the underbrush, but a combination of a lack of training and even light armor make it difficult.

Hide:
[roll0]

Move Silently:
[roll1]

Crafty Cultist
2011-05-17, 10:05 PM
Janir takes off through the woods, his haste hindering his desire for stealth

moving 25ft per round using cover if possible, relying on child of shadows for concealment when it's not

hide[roll0]
move silently[roll1]
Both rolls include the -5 penalty for my movement rate

OOC: did bud use his healing wand on Janir?

zagan
2011-05-18, 05:45 AM
Mirar follow the other from some distance away (around 40ft) trying to be as discret as possible and staying behind cover when possible.

OOC:
Hide: [roll0]
Move Silently: [roll1]

Stat:

CG Medium Aberation
Condition: None
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

vollmond
2011-05-18, 06:23 AM
Rootwalker commands Katya to stay, knowing that she will be nearly impossible to hide while they scout this new development. He moves with the others, keeping as quiet as possible.

Take 10 on Handle Animal for 25 (DC 17)

Moving half-speed:
[roll0]
[roll1] (any bonus for flying instead of walking?)

Beschoren
2011-05-19, 05:42 PM
You start moving with care but when you're about to pass some trees that would allow you to see somehting... the eating sound stops. taking a jsut a few more steps you see the fresh carcass of a centaur, with lots of blood arround, but no predator...

Janir was a bit more ahead then the other because of his haste, but then hies eyes see what could not be. The centaur blood forms a path that wind up to... a tree... when he realizes that, he's already too exposed - The tree reveals large, red eyes and open its mouth, bathed in blood. The dark bark soaked in blood and filth, the horrible breaking sound it makes as it prepares to attack, and the vicious looking branches that resemble giant claws gives a you a bad, bad feeling about this.

Before it can move to attack Janir, some in your group are able to act

innitiaitve:

Janir
Pyrtary
Mirar

Evil tree of death

everyone (including this time Rootwalker and Krig)

------------round 1--------------
https://lh3.googleusercontent.com/_E4NKciGA1aA/TdWctZ00jpI/AAAAAAAAHd8/naaArC9t3yU/s800/Captura%20de%20tela%20inteira%201952011%20194111.j pg

Crafty Cultist
2011-05-19, 09:46 PM
Seeing all the blood on the ground, Janir's thoughts imediately simplify.

There is meat.

There is something in the way of meat.

It must die.

He charges the tree with murder in his eyes.

Charging to I9, using obscuring shadow veil
attack[roll0]
damage[roll1]
Obscuring shadow veil[roll2](Will save DC18 or have a 50% miss chance for one turn)

+1 dodge bonus to AC and 20% concealment until the end of turn.
3hp healed upon a successful hit

zagan
2011-05-20, 03:58 AM
Mirar advance, to be in a better position and try to recognize their foe.

OOC:
Move action: Move in P7
Free action: Knowledge check to identify the tree
[roll0] +15 for arcana, dungeon and the plane, +6 all other
I'll wait for the result of that before taking my standard action (and probably the action of my summon)

Stat:

CG Medium Aberation
Condition: None
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

zagan
2011-05-20, 08:12 AM
Upon understanding what they were fighting, Mirar let out a groan and thinking fast he speak up to the other.
"It's imperative that we prevent this Treant from concentrating, he can turn the tree against us !"

While talking he cast a spell summoning a Pure White Lion (in L11/N13) and order it charge and attack with all it's strength.

The lion does so and celestial light flash around one of his front paw (Smite evil)

Smiting Claw:
Att: [roll0] // [roll1]

Claw2: [roll2] // [roll3]

Because it's a charge it can rake twice
Rake1: [roll4] // [roll5]

Rake2: [roll6] // [roll7] natural 1

Bite: [roll8] // [roll9]

(All count as magical because of celestial template)

Spell effect:
Lion: 7 rounds
Cloud around Mirar: 1 round

Stat:

CG Medium Aberation
Condition: None
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Celestial Lion stat:
(including Augment summoning and Minor esoterica benefit)

Large Magical Beast (Extraplanar)
Hit Dice: 5d8+20+7 (49/49 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +3 dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+14
Attack: Claw +9 melee (1d4+7)
Full Attack: 2 Claws +9 melee (1d4+7) and bite +4 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+3, Smite Evil (+5 dmg)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to acid, cold, and electricity 5, DR 5/Magic, Spell resistance 10, natural weapon count as magic
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 25, Dex 17, Con 19, Int 3, Wis 12, Cha 16
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run
Challenge Rating: 3
Advancement: 6–8 HD (Large)

The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics.

Combat

Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +9 melee, damage 1d4+4.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

esorscher
2011-05-20, 01:59 PM
Pyrtari flies due west until she is within range of the treant, then lets loose with a fiery ray at its hopefully flammable bark. She channels the psychic focus she'd carried since awakening into the spell.

Energy Ray for 6 pp, empowered.

Ranged Touch: [roll0], [roll1]+50% +6 (fire) 23 fire damage

Beschoren
2011-05-20, 08:33 PM
THe group rush in to battle in remarkable efficiency.

The ent is able to attack janir as he comes in runing. [roll0], damage [roll1] curse his own slowness as Janir comes in running way to fast and there's nothing the plant could do about it.

There is some kind of energy ressonance when pyrtary uses her power. Sepll resistence is protecting the ent... (rolling for you - [roll2])... and prevents all damage.

The large tree, already pretty damaged, calls in supernatural forces and one of the trees arround you also gain momements. it dosen't even uproots, attacking the Lion at it's back and Mirar at his face from the spot it was in (rolls ooc)

---------round 2 all may act------

*obs: swaped Rootwalker and Pyrtary. curse you, winged creatures.
https://lh5.googleusercontent.com/_E4NKciGA1aA/TdcYgr179TI/AAAAAAAAHek/E02Qg6LyVKo/s912/Captura%20de%20tela%20inteira%202052011%20224152.j pg

zagan
2011-05-21, 10:26 AM
Don't worry about the animated tree, it go back to normal when the Treant is killed, so we need to do that and fast.

Putting word into action, Mirar step back (five foot step in Q6) and cast a spell to speed up his allies. (Casting haste on Lion, Janir, Rootwalker, Pyrtary, Krig, the healer (forgot his name) and himself)

The Lion move south a little (5-foot in J11/K12) and attack again:
Claw:
Att: [roll0] // Dmg: [roll1]

Claw2:
Att: [roll2] // Dmg: [roll3]

Haste Claw1:
Att: [roll4] // Dmg: [roll5]

Bite:
Att: [roll6] // Dmg: [roll7]

(All count as magical because of celestial template)

Spell effect:
Lion: 6 rounds
Haste: 7 rounds

EDIT: if possible the lion attack only after he get the flanking bonus from Janir change in position.

Stat:

CG Medium Aberation
Condition: Haste (+1 attack, +1 att, +1 AC, +1 ref, +30 feet speed)
HP: 45/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Celestial Lion stat:
(including Augment summoning and Minor esoterica benefit)

Large Magical Beast (Extraplanar)
Condition: Haste (+1 attack, +1 att, +1 AC, +1 ref, +30 feet speed)
Hit Dice: 5d8+20+7 (38/49 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +3 dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+14
Attack: Claw +9 melee (1d4+7)
Full Attack: 2 Claws +9 melee (1d4+7) and bite +4 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+3, Smite Evil (+5 dmg)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to acid, cold, and electricity 5, DR 5/Magic, Spell resistance 10, natural weapon count as magic
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 25, Dex 17, Con 19, Int 3, Wis 12, Cha 16
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run
Challenge Rating: 3
Advancement: 6–8 HD (Large)

The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics.

Combat

Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +9 melee, damage 1d4+4.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

Crafty Cultist
2011-05-21, 01:26 PM
Janir darts around the treant, trying to flank with Mirar's lion, then strikes with a flaming blade

Moving to F10, then attacking with burning blade
Tumble check[roll0]
attack[roll1](including flanking bonus)
damage[roll2] and [roll3] fire

+1 dodge bonus to ac and 20% concealment until the end of turn

Lyndworm
2011-05-21, 02:09 PM
Heeding Mirar's advice, Krig runs towards the original treant. Drawing the great blade as it moves, the thri-kreen leaps into the air. With its target clearly in sight, Krig drops onto it as heavily as possible, sweeping wildly with its blows.

Krig charges the original treant, ending movement in 8H. Leap Attack is in effect, because I auto-succeed the Jump check. Power Attacking for -2/+8.

Greatsword Attack 1:
[roll0] +1 (24)

Greatsword Damage 1:
[roll1]

Greatsword Attack 2:
[roll2] +1 (9)

Greatsword Damage 2:
[roll3]

Bite Attack:
[roll4] +1 (26)

Bite Damage:
[roll5]

zagan
2011-05-21, 02:13 PM
OOC, Lindworm:

I think you forgot about haste again.

Lyndworm
2011-05-21, 02:40 PM
That's what I get for skimming. :smallsigh: Sorry, I didn't sleep well. I'll have to remember to check, next time.

Greatsword Attack 0:
[roll0]

Greatsword Damage 0:
[roll1]

Beschoren
2011-05-21, 03:12 PM
Janir strikes the Treant with force and it groans in pain, but when krig comes raining down form the sky, he chops off most of the brances in a series of very powerfull blows.

The tree bleeds a lot from it's wood-wounds, turning the trunk into a pumping fountain of blood. The tree it has animated quickly return to its normal form.

(yay, killed already!)
(XP: 540 to each PC)

esorscher
2011-05-21, 03:22 PM
Seeing the Treant fall, Pyrtari breathes a sigh of relief. Nothing in her arsenal seemed suitable for the power-resistant behemoth. She investigates the corpse to see if she can determine what caused the Treant to have spell/ power resistance.

Knowledge Arcana: [roll0]
Knowledge Nature: [roll1]

OOC: How much XP have we received total so far?

Crafty Cultist
2011-05-21, 03:26 PM
Janir rushes over to the centaur corpse and begins tearing off flesh.

Beschoren
2011-05-21, 03:35 PM
The treant had Spell resistence because he was a fiendish creature - some kind of evil planar version of the normaly gentle treant.

Janir takes large bites at centaur flesh, but.... to his surprise (or not) the meat once again turn into maggots inside his mouth. This suports Mirar hypotesys that you are cursed.

(OOC: you're still not fatigued by hunger, but that may happen in time (24h). eating plenty maggots may cease your hunger, but might affect you otherwise. Mirar can see that the maggots are not magical.)

Crafty Cultist
2011-05-21, 03:40 PM
Janir throws the meat in his hand down angrily, then rushes over to the treant and tries to drink the blood erupting from it.

Beschoren
2011-05-21, 03:44 PM
Janir throws the meat in his hand down angrily, then rushes over to the treant and tries to drink the blood erupting from it.

for a second Janir gets the felling he's finally going to have a meal.

for a second.

on the second second, the blood inside his mouth turns into that horrible, thick ichor.

Crafty Cultist
2011-05-21, 03:57 PM
Janir draws his blade again, stiking madly at the remains of the treant.

zagan
2011-05-21, 04:10 PM
Mirar as sign at seeing his friend rage at his attempt to eat but he couldn't fault his reaction. He was beginning to feel the effect of hunger too. Thankfully his body as still healing slowly as normal. He approche the lion and thank him for his services, asking him to follow him until he could return to his plane.

OOC:

OOC: How much XP have we received total so far?

If I'm not mistaken we should be at 24090 still nearly 4000xp to the next level.

Stat:

CG Medium Aberation
Condition: Haste (+1 attack, +1 att, +1 AC, +1 ref, +30 feet speed)
HP: 46/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Celestial Lion stat:
(including Augment summoning and Minor esoterica benefit)

Large Magical Beast (Extraplanar)
Condition: Haste (+1 attack, +1 att, +1 AC, +1 ref, +30 feet speed)
Hit Dice: 5d8+20+7 (38/49 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +3 dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+14
Attack: Claw +9 melee (1d4+7)
Full Attack: 2 Claws +9 melee (1d4+7) and bite +4 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+3, Smite Evil (+5 dmg)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance to acid, cold, and electricity 5, DR 5/Magic, Spell resistance 10, natural weapon count as magic
Saves: Fort +8, Ref +7, Will +2
Abilities: Str 25, Dex 17, Con 19, Int 3, Wis 12, Cha 16
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run
Challenge Rating: 3
Advancement: 6–8 HD (Large)

The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics.

Combat

Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +9 melee, damage 1d4+4.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.

esorscher
2011-05-21, 04:36 PM
Bud speaks up. "I will prepare Remove Curse tomorrow and see if that sorts out your malady." Pyrtari, meanwhile, flies up to look around.

Beschoren
2011-05-21, 09:01 PM
looking arround the scne you find a small leather bag - it contain 2 precious gems. it was attached to a piece of chord near the centaur. It might be some kind of personal treasure or somehting he intented to use for bargain.

looking arround, there seem to be no more treants or any other monster

(OOC: can we carry on?)

Lyndworm
2011-05-21, 10:40 PM
Crouching to examine the scene, Krig stands up. "Is the clutch ready to move on? The treebeast has wasted enough of our time, I think."

Beschoren
2011-05-21, 10:51 PM
You gather your hunger and carry on, moving away from the florest.

For a while, it gets much more dense then before. the march is tyring as you move over weeds, rocks, and dense vegetation. You notice the ground is getting more soft and more moisty... iafter a while notice some pools of mudy water arround and a change on the vegetation. It seems you're moving into a more swampy area.


PC|Controller|spot|listen|innitiative|fortitude|re flex|will
Janir (http://www.myth-weavers.com/sheetview.php?sheetid=283663)|crafty|[roll0]|[roll1]|[roll2]|[roll3]|[roll4]|[roll5]
Pyrtari (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=46630)|esorcher|[roll6]|[roll7]|[roll8]|[roll9]|[roll10]|[roll11]
unamed (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=46640)|Vollmond|[roll12]|[roll13]|[roll14]|[roll15]|[roll16]|[roll17]
Mirar (http://http://www.coyotecode.net/profiler/view.php?id=10511)|Zangan|[roll18]|[roll19]|[roll20]|[roll21]|[roll22]|[roll23]
Krig (http://www.myth-weavers.com/sheetview.php?sheetid=288395)|Lyndworm|[roll24]|[roll25]|[roll26]|[roll27]|[roll28]|[roll29]
Katya (http://www.thetangledweb.net/forums/profiler/view_char.php?cid=46742)|vollmond|[roll30]|[roll31]|Rootwalker's|[roll32]|[roll33]|[roll34]




after a few hours, Janir predaroty senses helps him again... he stops the party as he lsitens to... music? some kind of slowly playing string instrument..

piercing the warped trees and swampy vegetation, Rootwalker vision notices some slim humanoid shape siting under a half-dead tree, on the center of a very small grove, with it's back to you. it dosen't seem to have noticed you, pehaps too focused on it's own music. its about 80 feet away from you.

It would't be dificult to move arround and avoid it.

esorscher
2011-05-21, 11:37 PM
"Friend or foe?" Pyrtari says, asking the group their opinion, her stomach growling.

Crafty Cultist
2011-05-21, 11:52 PM
Janir stares at the creature without blinking "not friend, possibly foe"

He puts his hand to his sword "Definitely meat"

Lyndworm
2011-05-22, 01:01 AM
"Are my clutchmates not still suffering from earlier wounds? I know that I am weakened considerably." the mantis warrior says. "Perhaps it would be best to leave the strummer to his strumming."

zagan
2011-05-22, 05:10 AM
"I say we avoid it, if this being manage to survive in this environment he is probably very dangerous and I would prefer to not discover that he is aggressive once it's too late."

Stat:

CG Medium Aberation
Condition: Haste (+1 attack, +1 att, +1 AC, +1 ref, +30 feet speed)
HP: 46/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

Beschoren
2011-05-22, 08:44 AM
You take your way arround and avoid the mysterious player with no trouble. It dosen't change his music tone at any second, suggesting it completely missed you.

Not long before leave the player, however, something else attracts your attention. There is a trees with an animal skull attached by a cord - under the skull there are some words carved in the wood. It's using elvish alphabet. Rootwalker recognize them as Sylvan - "Werewolf area. Seek dryad for safe pass."

esorscher
2011-05-22, 09:27 AM
Pyrtari smirks. "Guess that answers that question. Let's be tactful, approach from a visible position, and Janir, try not to eat him. We'll want to stay on his good side if we want his help, and he may appreciate our eradication of that fiendish treant, or he may not."

She turns to Bud. "Before we go in, give us one of your bolstering spells." Bud nods, planning to cast Mass Conviction (+2 to saves) on the party immediately before they encounter the dryad under the tree. All this time, Pyrtari's big brain is at work, recollecting what she knows about dryads and fey.

Knowledge (Nature): [roll0]

zagan
2011-05-23, 04:51 AM
Mirar nod at Pyrtari recommandation, he'll let him do the talking. He also try remembering what he may know about dryad.

K (nature): [roll0]

When bud cast his spell Mirar, thanks bud for the help.

Stat:

CG Medium Aberation
Condition: Conviction +3 moral to saves
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

Beschoren
2011-05-23, 08:23 PM
Pyrtary remembers that dryads are good, usualy peacefull forest fey. it knows some spells and is greatly dependet of a special tree she conects with. Altought it avoids combat, It would defend it's special tree to the death with no remorse. it has damage reduction, pierced by cold iron.

That's for usual fey at least. They are inteligent enought to learn new things on her own (they can get class levels. bewere. bewere!)

You aproach the slim swamp-player... it seems it takes her quite a long time to notice your group, but when you're about to speak up she interupts you
"Here travalers are rare but troublemankers are many... (she looks up) What made you go so far south of the witch's valley?"

That dryad seems to be a bit old... its bakrskin is quite lose in thin arms, its leafhair a faint yelowish-withe, it's eyes shows wisdom and pain from a long life.

esorscher
2011-05-23, 09:08 PM
"I wish I could tell you," Pyrtari begins. "Everything beyond the past day or so is lost to my memory. I regretfully admit I know not where I am or why I am there, nor where the charges under my care have gone to," The loss of her idolizing entourage seems to have affected her, "Nor for that matter where we are going ourselves--though I suspect this witch you speak of is responsible for most of this current aberrant madness. If you'll forgive my boldness, you seem both wise and reasonable. Perhaps you are charitable as well, and can offer us the answers to some of these questions."

Bud shuffles his feet.

Beschoren
2011-05-23, 09:46 PM
The dryad stops playing. Her voice is old and rusty, but even so beautyfull "Perhaps. You came back because of my werewolf sings, yes? I don't like those monsters, so I try to warn those few that go so near they territory if only to prevent them from having another meal."

She gets up - with no dificulty, despite looking old - "The witch is immortal and invencible. She does not extends her influence on this valley because she dosen't wants to. Just forget about her."

She starts walking away, signaling for you to come and fallow - but keeing her eyes on you at all times "I can show you trought a path away form the wherewolve's inner territory. It's unlikely that they meet you there."

(giving some time for you to make questions before resuming)

esorscher
2011-05-23, 09:58 PM
"Invincible, eh? We'll see about that." Pyrtari says quietly, but without concern of being overheard. In her mind she recognizes her present inadequacy, especially when a powerful creature such as a dryad describes a witch as invincible, but also recognizes the possibility of future power. "Tell us more about the werewolves. Are they evil?"

Crafty Cultist
2011-05-23, 10:03 PM
Janir's becomes alert at the mention of a witch. "Witch? Curses? Is that why there is no meat?"

Lyndworm
2011-05-23, 10:32 PM
Krig follows the clutch. It has no questions to ask and no answers to give.

Beschoren
2011-05-23, 11:00 PM
The dryad stops and turns at you, quite surprised "Yes, of course..... The witch made the curse of the wiche's valley."


She stops and seems concerned on your surprise
"Everytime you dream in the witches valley, you are bestowed with a curse!

Haven't you realize that after being so long here? To be so far out here, you must have been traveling for days!"

Crafty Cultist
2011-05-23, 11:04 PM
Janir stares at the dryad with his jet black eyes. "How do I undo the curse? How do I get back my meat?"

esorscher
2011-05-23, 11:10 PM
"Dreams, eh?" Pyrtari thinks of means, magical and mundane, to prevent the witch's power. "Where does the witch's valley end, and begin?" She pulls out the map they pulled off the elves. "Could you perhaps explain the scale of this?"


OOC:
Know: Arcana: [roll0]

Would the dream-suppressing qualities of alcohol prevent this effect? i.e., could we just get raging drunk every night, deal with the consequences of hangover the following morning (maybe with a fortitude save) and avoid being cursed?

zagan
2011-05-24, 03:52 AM
Mirar made a grim smile at having his curse theory confirmed.

OOC to esorscher:

I don't think alcohol would work, if only because it would tunr to ichor as soon as it's in your mouth.


Stat:

CG Medium Aberation
Condition: Conviction +3 moral to saves
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

vollmond
2011-05-24, 06:27 AM
Rootwalker whistles softly, calling Katya back to his side, before following the dryad.

"Are there several curses? Or just the one plaguing us now, regained every night if we were to remove it?"

Beschoren
2011-05-24, 01:52 PM
The dryad slowly makes a stop sing as she is suddenly pummuled with several questions. That seems to have bothered her a bit.

"There are ways to prevent getting the curses - like wearing some trinkets or sleeping in some special palces -, but not allways work. You can remove them one by one with strong abjuration, but it may also fail.

You should have staked some 4 or 5 different curses by now."

"Wait here. I'll go talk to a friend that will help." saying this the dryad moves away. she will quickly get out of sight.

Mirar constant detect magic finds a faint magical aura on her.

zagan
2011-05-25, 04:28 AM
While waiting for teh dryad, Mirar adresse the other "I think we need to appologized, she didn't seem to like being ask so many question at once."

He also try to recognize the magic coming from the dryad.
Spellcraft check: [roll0] to determine the school of magic.

Stat:

CG Medium Aberation
Condition: Conviction +3 moral to saves
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

Beschoren
2011-05-27, 02:25 PM
Mirar sight recognize the magic from the dryad as an ilusion.

After some 3 minutes, The dryad returns.... at her side it's a Large humanoid creature dressed with fine animal skins - likely some kind of forest giant. He dosen't look as friendly as the dryad.

The dryad speak up "I can't get away from my tree, so my fellow here who lives with me will guide you. He's not in the chatty mood, you see, so just follow him and do as he says..."

"You will bypass a pond with some water elementals just nearby. if you just ignore them they will do no harm, but don't even try to target them with a gaze! might be the last thing you do..."

"in some 20 minutes you will be out of the werewolve's reach. at this point My friend will simply return. Is there anything else?"

The forest giant also emanetes a faint magical aura. Mirar can easely recognize it as from the ilusion school.

zagan
2011-05-27, 03:25 PM
Mirar decide to speak up, "Yes, that's sound perfect. Thank you very much for your help; If you'll just wait a minute i've just remembered something that may be of some help but I need to discuss it with my colleague first." He smile and motionned for the other to follow him some distance away.
He adresse them as quietly as possible, "Both the dryad and guide are covered with some sort of illusion, I recommand extreme prudence this is most probably a trap."

OOC: What would be need to disbelieve the illusion (if possible) a spot check ? touching them ?

Stat:

CG Medium Aberation
Condition: Conviction +3 moral to saves
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting

Beschoren
2011-05-27, 04:26 PM
The group gather to talk for a moment and then take a nice second look over the dryad.

You can see that the dryad is, well... not actually a dryad... piercing an illusion spell you see it's actually a much older, more horrific creature. a Hag (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG143.jpg) it is...

Hag sense motive to realize your detection (hunch): [roll0] (DC 20)

Beschoren
2011-05-28, 06:06 PM
your group gives a cold look at the pair of hags. they don't have time to react until you are upon them

surprise round.------your turn

each of you get a standard action (like a spell or partial charge. jumping charge allowed.)

(edit: should not pose much of a challange now that the ambush is reversed)

https://lh6.googleusercontent.com/-q7Ld2eGCU6k/TeF_fOOoL2I/AAAAAAAAHfE/Ay5t_ZI_urI/s640/Captura%252520de%252520tela%252520inteira%25252028 52011%252520200403.jpg

Crafty Cultist
2011-05-28, 08:35 PM
Sensing deception, Janir charges the "dryad", aiming for the jugular

Charging to I10
Activating assasin's stance
attack[roll0]
damage[roll1]
sneak attack[roll2]
+1 dodge bonus to AC until the end of turn

Lyndworm
2011-05-28, 10:26 PM
Krig follows after Janir, drawing the blade at its back. The mantis warrior leaps into the air and attacks the 'dryad' viciously.

Charging and using Leap Attack (auto-succeeding on the roll). Power Attacking for -5/+20.

Greatsword Attack 1:
[roll0] (+2 if flanking)

Greatsword Damage 1:
[roll1]

Greatsword Attack 2:
[roll2] (+2 if flanking)

Greatsword Damage 2:
[roll3]

Bite Attack:
[roll4] (+2 if flanking)

Bite Damage:
[roll5]

zagan
2011-05-29, 07:47 AM
Seeing his ally charge, Mirar immediatly summon a creature to distract it's foe a cloud appaerar to protect him at the same time.

Standard action: Summoning a Anarchic Medium Monstrous Centipeded in G9.

It attack immediatly.

Att: [roll0] // Dmg: [roll1] + poison [roll2] DC 12

Spell duration:
Centipede: 7 rounds
Cloud: 1 rounds

Stat:

CG Medium Aberation
Condition: Conviction +3 moral to saves
HP: 56/56 AC: 17 Touch: 13 Flat: 15 (+2 dex, +4 mage armor, +1 def)
Fort: +4 Ref: +4 Will: +8
Resistance: Fast healing 1, +4 on will save against Mind-Affecting effect and will save DC 13 or 1d4 rounds confusion if though reading
Init: +2
Melee: Dagger +1 (1d4/19-20)
Ranged: Light Crossbow +5 (1d8/19-20)
Ability Score:
Str 10(+0), Dex 14(+2), Con 14(+2), Int 21(+5), Wis 10(+0), Cha 8(-1)
Skill: Spellcraft +18, K(arcana, dungeon, the plane) +15, Concentration +13, K(all other) +6, Listen and Spot -1
Special ability: Constant Detect magic, See invisibility 1/1, Pseudonatural Summon monster (Sp) 2/3, At will Silent Image (myself only), Pearl of power (1st level) 1/1, Spellcasting


Anarchic Medium Monstrous Centipeded
(including Augment summoning and Minor esoterica benefit)

Medium Outsider
Hit Dice: 1d8+2+7 (13/13 hp)
Initiative: +2
Speed: 40 ft. (8 squares), Climb 40ft
Armor Class: 14 (+2 dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/-1
Attack: Bite +2 melee (1d6+1 plus poison)
Full Attack: Bite +2 melee (1d6+1 plus poison)
Space/Reach: 5ft/5ft
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits, Resistance to acid, cold, electricity, fire and sonic 5, Immunity to polymorph and petrification,
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 13, Dex 15, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +12, Hide +10, Spot +4
Feats: Weapon FinesseB
Challenge Rating: 1/2

Poison (Ex): A monstrous centipede has a poisonous bite. Fort save DC 12 Constitution-based. 1d3 dex initial and secondary damage.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.

Smite Evil (Su): Once per day an anarchic creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a lawful foe.

Beschoren
2011-05-29, 09:21 PM
Krig kills the "dryad", a green hag, with his attack.

the large size hag, posing as a forest giant, was only able to follow the assault with the corner of her eye. (others still to go)

esorscher
2011-05-29, 11:41 PM
Pyrtari fires a bolt from her crossbow at the giant, seeing the success her peers have with the first hag and confident this battle does not demand her use her psionic powers. Bud draws the shortsword, moving to stand between the giant and Pyrtari, just 10' away from his liege.

[roll0], [roll1]

vollmond
2011-05-30, 09:34 PM
Rootwalker murmurs a word as he reaches out to touch Katya, then more loudly commands the great bear, pointing at the larger hag.

Katya turns and bounds toward the creature, teeth bared.


Using Protection from Evil SLA on Katya

Short charge:
[roll0]
[roll1]