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Zomich, Jungle of the Dead IC


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Ithrinnwen

spacer.pngIthrinnwen and Tha'ali get right to work moving to the outskirts of town with the proffered possession of the missing person to pick up the trail. Ithrinnwen casts her prepared Bloodhound spell as she lets her elven hound get a good whiff of the target's scent.

Ithrinnwen Survival

Tha'ali Scent

Statblocks
[URL=/sheets/?id=1752735][B][SIZE=+1]Ithrinnwen Wernardal[/SIZE][/B][/URL] Female NG Moon Elf Fighter 6/Swordsage 1||Ranger, [B]Level[/B] 7, [B]Init[/B] 4, [B]HP[/B] 75/75, [B]Speed[/B] 40 ft. [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 14, [B]Fort[/B] 8, [B]Ref[/B] 12, [B]Will[/B] 7, [B]Base Attack Bonus[/B] 7/2 [B] Dragonsplit +1 [/B] +10/+5 (1d6+4, 19-20/x2) [B] Dragonsplit +1 [/B] +10/+5 (1d6+2, 19-20/x2) [B] Leafweave Studded Leather Armor +1[/B] (+4 Armor, +3 Dex) [B]Abilities[/B] Str 16, Dex 16, Con 12, Int 13, Wis 12, Cha 14 [B]Condition[/B] None
Ithrinnwen Wernardal
Female NG Moon Elf Fighter 6/Swordsage 1||Ranger, Level 7, Init 4, HP 75/75, Speed 40 ft.
AC 17, Touch 13, Flat-footed 14, Fort 8, Ref 12, Will 7, Base Attack Bonus 7/2
Dragonsplit +1 +10/+5 (1d6+4, 19-20/x2)
Dragonsplit +1 +10/+5 (1d6+2, 19-20/x2)
Leafweave Studded Leather Armor +1 (+4 Armor, +3 Dex)
Abilities Str 16, Dex 16, Con 12, Int 13, Wis 12, Cha 14
Condition None

 

[URL=/sheets/?id=1753094][B][SIZE=+1]Tha'ali[/SIZE][/B][/URL] Male TN Cooshee (Elven Hound) Magical Beast, [B]Level[/B] 6, [B]Init[/B] 4, [B]HP[/B] 66/66, [B]Speed[/B] 50 ft. [B]AC[/B] 22, [B]Touch[/B] 14, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 9, [B]Will[/B] 3, [B]Base Attack Bonus[/B] 4 [B] Bite [/B] +8 (1d8+6, x2) [B] Natural Armor[/B] (+4 Dex, +8 Natural) [B]Abilities[/B] Str 19, Dex 19, Con 13, Int 3, Wis 12, Cha 8 [B]Condition[/B] None
Tha'ali
Male TN Cooshee (Elven Hound) Magical Beast, Level 6, Init 4, HP 66/66, Speed 50 ft.
AC 22, Touch 14, Flat-footed 18, Fort 6, Ref 9, Will 3, Base Attack Bonus 4
Bite +8 (1d8+6, x2)
Natural Armor (+4 Dex, +8 Natural)
Abilities Str 19, Dex 19, Con 13, Int 3, Wis 12, Cha 8
Condition None
Current Condition

Ithrinnwen: 75/75 HP; Tha'ali: 66/66 HP

Elf Favored Enemy (Ex): An elf ranger’s favored enemy ability grants him a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks used against creatures of the chosen type, and a +2 bonus on weapon damage rolls against such creatures. If the elf ranger chooses humanoid (orc), undead, or “servants of Lolth” as her favored enemy, these bonuses rise to +3. “Servants of Lolth” includes drow, monstrous spiders of all sizes, and driders; this is an addition to the normal list of options for a ranger’s favored enemy.

Elven Hound Companion (Ex): A 4th-level elf ranger can select an Elven Hound as her animal companion, even though the creature is a magical beast. For the purpose of any of the ranger’s spells that affect animals, as well as his use of Handle Animal or wild empathy on the companion, the elven hound is treated as an animal.

Hatred: Ithrinnwen suffers a -4 penalty to AC and on attack rolls/skill checks whenever she is not engaged in melee combat with a favored enemy and is close enough that she could engage it.

Foe Specialist: Ithrinnwen suffers a -1 penalty on attack rolls, Bluff, Sense Motive, Spot and Survival checks made against creatures of any kind that isn’t one of her favored enemies.

The Bloodhound spell, from the Spell Compendium permits Ithrinnwen to immediately re-roll a Survival check to pick up a trail she has lost when tracking something while the spell is active using the same DC.

Quote

Exact text: If you fail a Survival check to track a creature while this spell functions, you can immediately attempt another roll against the same DC to reestablish the trail. If the reroll fails, you must search for the trail for 30 minutes (if outdoors) or 5 minutes (if indoors) before trying again.

This spell lasts 24 hours and affects only the caster.

ETA: Ithrinnwen's Survival result is 15 due to Foe Specialist given that we're looking for a human woman, not a 'Servant of Lolth' or an orc.

Edited by Faeryl_ (see edit history)
Name
Ithrinnwen Survival
16
1d20+9 7
Tha'ali Scent
22
1d20+7 15
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The hound sniffs the item of clothing and then the air, he then takes off down the road. The sun gets unbearable around the middle of the day so the party takes a break, getting under the shade gave the party some much-needed rest. The white-haired healer makes a brew of the Eastern Sunset, the drink is surprisingly good. The heat becomes bearable and so you set off once more, you arrive at an old farmstead seemingly in the middle of nowhere. The building is still quite sturdy and only the outer barn shows any sign of recent use, the sky suddenly lights up and a storm announces its arrival. Heavy rain pushes the party inside the barn, the weather had not shown any signs of a storm brewing and thus they were unprepared for the torrent of water.

 

Are you setting a watch order?

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Depending on light conditions in the storm, Ithrinnwen will offer to take either first or last watch with her hound. As an elf, she doesn't need to rest for as long as humans anyhow, so as long as there's some light to see by, she's good.

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image.png.25c74f978a5150f5e909f41945a90179.pngMadison Malum: Binder 6 | Rogue 1/Warlock 5. AC15, hp 60/60


"Buer it is then," Madison says and then finds somewhere private to join with the vestige of Grandmother Huntress.

When she emerges her feet are cloven hooves and her shoes are in her pack.


After the rain falls and they make camp she looks up, "What was the woman's name again? The one we're tracking."

"My eyes aren't great. First or last watch for me where there's a bit of natural light."

Show Buer

BUER, GRANDMOTHER HUNTRESS

Vestige Level: 4th

Binding DC: 20

Special Requirement: Yes

Buer grants binders superior healing as well as powers against poisons and diseases.

Legend: Buer tells many different stories about how she came to be a vestige, so her true origins remain obscure. In various popular versions of the tales, she is a beautiful elf maiden who fell to evil satyrs, a virtuous human ranger killed by a chimera, or a green hag slain by a lammasu. It's likely that Buer herself cannot remember who she was in life or what brought her to her current state, and the stories she tells are cobbled together from the shreds of her memory that remain. Regardless of what her true form once was, most binders believe that she possessed great skill as a hunter and healer in life.

Special Requirement: Buer requires that her seal be drawn outdoors.

Manifestation: Buer's form is that of a five-branched star, or wheel, composed of satyr legs. She has two faces, one positioned on each side of her wheel-shaped body at the center point where the five legs meet. One face is that of a green hag, and the other is a raging, leonine visage with an unruly mane and beard. Buer constantly moves within her seal, rolling from foot to foot as she traverses its circumference. She always keeps her raging face outward, but she speaks from her green hag face in a friendly manner with a gentle voice. When her body rolls in such a way that her hag face cannot see her summoner, Buer grows frustrated and begins yelling curses at her body.

Sign: Your feet turn into satyr's hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes, but magic footwear reshapes to fit you.

Influence: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks.

Granted Abilities: Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world.

Buer's Knowledge: You gain a +4 bonus on Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks as if you were trained, even if you have no ranks in that skill.

Buer's Purity: You have immunity to disease and poison, and making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you.

Delay Diseases and Poisons: Each ally within 30 feet of you gains temporary immunity to poison and disease. Allies within the area make saving throws against disease and poison effects normally, but they do not incur the effects of failure as long as they stay within 30 feet of you. An ally that leaves the area immediately suffers all the effects for any missed saves.

Fast Healing: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level.

Healing Gift: As a standard action, you can cure 1 point of damage to yourself or another creature. As a full round action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). Either version requires that you touch the creature to be cured. If you use the full round cure ability, you cannot use your healing gift again for 5 rounds. The other version is usable at will. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead.

Track: You can track foes as though you possessed the Track feat.

 

 

Edited by hoverfrog (see edit history)
Name
Binding check DC20
17
1d20+8 9
Survival to aid the tracking
7
1d20+3 4
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Zhonall | HP: 122/122 | AC: 24| Touch: 16 | Flat-footed: 21Zhonall_01.jpg.a77033e486c0cee434da1556ee8b5743.jpg


Conditions

+1 Damage from Metal Weapons, -2 AC until Dropping an opponent

Stance: Island of Blades (All allies flank from any adjacent space)

Concentration: n/a


The gargoyle simply grunts and nods as the various maps and items are presented. It bows deeply next to the hunter's hound and takes a giant snuffling whiff as well.

 

When the snorts are presented waves derisively at the creatures. "Zhonall does not ride the squishy beast. Moves faster alone." It begins to walk away, but stops suddenly and taps a claw against it's chin several times. "Zhonall will take one anyway. Maybe wizard-friend-girl needs it."

 

As the crew leaves town, it plods along with the Elf and the Hound, assisting their efforts to follow whatever remnants of a trail still exist...

 

When the storm hits, it grumbles incoherently, flicks it's wings violently outward and upward into a makeshift shelter, and settles in next to the barn door. "Zhonall watches for enemies when needed. The friends will ask at the right time." In an instant it's flesh hardens, seemingly lifeless to all but the most astute observers.


Actions

Aid Another: Help Ithrennwen track (I also have Scent for what it's worth)

 

Stand watch: Whenever is most helpful... Darkvision/Scent

 

Activate Freeze, Spot DC20 to notice it's actually alive.


OOC

Combat Reflexes, AoO/turn (6/6)

 

Edited by HydroGuy (see edit history)
Name
Survival (Track/Scent)
24
1d20+13 11
Spot
33
1d20+15 18
Listen
23
1d20+15 8
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Posted (edited)

image.png.0a3b96dd43ba55986258665347c38790.png

 

Felicity stood looking out into the evening sky, the gargoyle looked a little out of place but she was glad that he was there. The lightning lit up the sky like a powerful lamp, the storm had come from nowhere and was as powerful as they came. Then, at the same time Zhonall, they spy movement. Calling to the others the party prepare for a fight.

Edited by paladinred (see edit history)
Name
Spot
26
1d20+8 18
Initiative
10
1d20 10
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James

spacer.pngJames moves his body stiffly at the warning.

"Some night time exercise. Fantastic. I just hope they are edible."

 

 

Initiative

James

 

[URL=/sheets/?id=1162500][B][SIZE=+1]James Croms[/SIZE][/B][/URL] M NE Half-Troll (Oslecamo ver.(Giant)) Dread Necromancer 6//Half-Troll 2/ Warblade 4, [B]Level[/B] 6, [B]Init[/B] 0, [B]HP[/B] 88/88, [B]DR[/B] 2/BL+Magic, [B]Speed[/B] 20 [B]AC[/B] 18, [B]Touch[/B] 10, [B]Flat-footed[/B] 18, [B]Fort[/B] 10, [B]Ref[/B] 4, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 6/1 [B] Falchion +1 [/B] 9/4 (2d4+3, 18-20/x2) [B] Breastplate +1[/B] (+6 Armor, +2 Natural) [B]Abilities[/B] Str 14, Dex 10, Con 18, Int 12, Wis 8, Cha 18 [B]Condition[/B] Fast Healing: 2 if hit by fire or acid 75% chance lose for 1d3-1 rounds Scent (Ex)
James Croms
M NE Half-Troll (Oslecamo ver.(Giant)) Dread Necromancer 6//Half-Troll 2/ Warblade 4, Level 6, Init 0, HP 88/88, DR 2/BL+Magic, Speed 20
AC 18, Touch 10, Flat-footed 18, Fort 10, Ref 4, Will 5, Base Attack Bonus 6/1
Falchion +1 9/4 (2d4+3, 18-20/x2)
Breastplate +1 (+6 Armor, +2 Natural)
Abilities Str 14, Dex 10, Con 18, Int 12, Wis 8, Cha 18
Condition Fast Healing: 2 if hit by fire or acid 75% chance lose for 1d3-1 rounds
Scent (Ex)

 

 

Name
Initiative
2
1d20 2
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image.png.25c74f978a5150f5e909f41945a90179.pngMadison Malum: Binder 6 | Rogue 1/Warlock 5. AC15, hp 65/65, Init +4 (+2 Dex, +2 Pact Augmentation)


"What can you sense?" Madison asks.

She readies her bow, getting bolts prepared and sticking them in the dirt in from of her.

 

Show Buer

BUER, GRANDMOTHER HUNTRESS

Vestige Level: 4th

Binding DC: 20

Special Requirement: Yes

Buer grants binders superior healing as well as powers against poisons and diseases.

Legend: Buer tells many different stories about how she came to be a vestige, so her true origins remain obscure. In various popular versions of the tales, she is a beautiful elf maiden who fell to evil satyrs, a virtuous human ranger killed by a chimera, or a green hag slain by a lammasu. It's likely that Buer herself cannot remember who she was in life or what brought her to her current state, and the stories she tells are cobbled together from the shreds of her memory that remain. Regardless of what her true form once was, most binders believe that she possessed great skill as a hunter and healer in life.

Special Requirement: Buer requires that her seal be drawn outdoors.

Manifestation: Buer's form is that of a five-branched star, or wheel, composed of satyr legs. She has two faces, one positioned on each side of her wheel-shaped body at the center point where the five legs meet. One face is that of a green hag, and the other is a raging, leonine visage with an unruly mane and beard. Buer constantly moves within her seal, rolling from foot to foot as she traverses its circumference. She always keeps her raging face outward, but she speaks from her green hag face in a friendly manner with a gentle voice. When her body rolls in such a way that her hag face cannot see her summoner, Buer grows frustrated and begins yelling curses at her body.

Sign: Your feet turn into satyr's hooves, giving you a curious tip-toeing gait. These hooves prevent you from wearing normal boots or shoes, but magic footwear reshapes to fit you.

Influence: Under Buer's influence, you are plagued by momentary memory lapses. For an instant, you might forget even a piece of information as familiar as the name of a friend or family member. Furthermore, since Buer abhors the needless death of living creatures other than animals and vermin, the first melee attack you make against such a foe must be for nonlethal damage. In addition, Buer requires that you not make any coup de grace attacks.

Granted Abilities: Buer grants you healing powers, the ability to ignore toxins and ailments, and skills that help you navigate the natural world.

Buer's Knowledge: You gain a +4 bonus on Heal, Knowledge (nature), and Survival checks, and you can make Knowledge (nature) checks as if you were trained, even if you have no ranks in that skill.

Buer's Purity: You have immunity to disease and poison, and making a pact with Buer removes any existing disease and neutralizes any poison that afflicts you.

Delay Diseases and Poisons: Each ally within 30 feet of you gains temporary immunity to poison and disease. Allies within the area make saving throws against disease and poison effects normally, but they do not incur the effects of failure as long as they stay within 30 feet of you. An ally that leaves the area immediately suffers all the effects for any missed saves.

Fast Healing: You gain the fast healing 1, and the rate of healing increases with your effective binder level. You gain fast healing 2 at 10th level, fast healing 3 at 13th level, fast healing 4 at 16th level, and fast healing 5 at 19th level.

Healing Gift: As a standard action, you can cure 1 point of damage to yourself or another creature. As a full round action, you can cure 1d8 points of damage +1 point per effective binder level (maximum 1d8+10 points). Either version requires that you touch the creature to be cured. If you use the full round cure ability, you cannot use your healing gift again for 5 rounds. The other version is usable at will. Both uses of the ability channel positive energy and deal a corresponding amount of damage to undead.

Track: You can track foes as though you possessed the Track feat.

Show Pact Augmentation

+5 hit points
+2 insight bonus on initiative checks

 

Edited by hoverfrog (see edit history)
Name
Initiative
11
1d20+4 7
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Zhonall | HP: 122/122 | AC: 24| Touch: 16 | Flat-footed: 21Zhonall_01.jpg.a77033e486c0cee434da1556ee8b5743.jpg


Conditions

+1 Damage from Metal Weapons, -2 AC until Dropping an opponent

Stance: Island of Blades (All allies flank from any adjacent space)

Concentration: n/a


To arms


Actions

Initiative... (Should have just added this to my last stack... 🤷‍♂️)


OOC

Combat Reflexes, AoO/turn (6/6)

 

Name
Initiative
20
1d20+4 16
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Three shambling figures head towards the party, they are large humanoids roughly the size and shape of ogres, and following them is a great big dinosaur with a maw full of gnashing teeth.

Name
Ogres then dinosaur
12
1d20-2 14
Dinosaur
20
1d20+1 19
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Zhonall | HP: 122/122 | AC: 26| Touch: 18 | Flat-footed: 21Zhonall_01.jpg.a77033e486c0cee434da1556ee8b5743.jpg


Conditions

+1 Damage from Metal Weapons, -2 AC until Dropping an opponent, Frenzy (+4 Str/Dex, -2 R.Attack > 30ft)

Stance: Island of Blades (All allies flank from any adjacent space)

Concentration: n/a


The gargoyle erupts, metaphorically, with life, as well as literally, with dull glow and wisps of acrid sulfuric smoke. It storms across the field, talons kicking up wet clods of earth, as it unspools the length of chain draped over it's chest. It roars with fury and glee, "Zhonall gets the big one!," as it launches itself at the dinosaur in a flurry of steel and living stone.


Actions

Immediate: Activate Frenzy (Duration: 10 rounds)

Full: Charge @ Dinosaur + Pounce (+2 Atk, -2 AC)

 

Hmm, if having DR makes Natural Attacks magical for the purpose of bypassing DR, are Unarmed Strikes also get the benefit? They do count as Natural Weapons...


OOC

Combat Reflexes, AoO/turn (6/6), Threaten within 10ft

 

Edited by HydroGuy (see edit history)
Name
Spiked Chain 1
22
1d20+15 7
Magical Piercing
20
2d4+1+9+5 3,2
Spiked Chain 2
13
1d20+10 3
Magical Piercing
20
2d4+1+9+5 2,3
Snap Kick
29
1d20+14 15
Bludgeon
10
1d6+3+5 2
Claw
20
1d20+8 12
Magical Slashing
7
1d4+3 4
Gore
12
1d20+8 4
Magical Piercing
10
1d6+4 6
Bite
25
1d20+8 17
Magical S/P/B
8
1d6+4 4
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