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LPF: Green Fingers - IC posts


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Belyr calls out, but nobody answers. Depending on your perspective, this may or may not be a good thing. The height of the raised beds makes it difficult to clearly observe the aisles between and behind them.

As he cautiously moves down the nearest aisle, Ashril notices some dark scorch marks on some of the wood edging on his left. Despite the generally damp atmosphere inside the greenhouse, it looks as if these boards were exposed to fire in the not too distant past.

OOC

Because it would be a shame to let such a good Perception roll go to waste! Please continue to be precise in terms of describing movement.

chilli-plant-growing-in-greenhouse-EA48Y0.jpg.c9556703825fd149323966287761528a.jpgimg_8030.jpg.c7f1ca9dc0b1d3566a17978e580b9c69.jpgpumpkin.jpeg.022fb9416c3f07861bbd69c9ca306711.jpeg

 

Day2_SmallGreenhouse_3.jpg.8abd54bbb951d4a9decaed98a186a025.jpg

 

 

 

 

Manor_grounds1.jpg.85853c425ecff346251540b717d9d71b.jpg

 

Initiative order and other stuff of note

General observations:

 

Marching order: Ashril, Belyr, Raph, Agitha, Bill (outside), Gecko (outside)

 

Initiative order:

 

Damage:

 

Conditions:

Slight drizzle, overcast, with wisps of fog drifting amongst the trees and across the lawn, obscuring long-range vision.

Raph and Agitha each have a spray gun. Raph's is more potent now.

 

 

 

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Belyr's Status

Belyr Cooper
Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 22/24, Speed 40 ft. base, 30 ft. in Armor
AC 21, Touch 13, Flat-footed 18, CMD 15, Fort 4, Ref 5, Will 6, CMB +2, Base Attack Bonus 2   
MW Scimitar +5 (1d6+3, 18-20/x2)
MW Breastplate (+6 Armor, +3 Dex, +2 Deflection)
Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13
Condition Shield of Faith

Belyr Cooper
spacer.png

"If there is anyone human and alive in here, we need you to speak up! We're about to leave if you don't!" hollers Belyr as he instead steps forward several more steps and looks down the next row of the garden...

 

Mechanics

Move to P10.

Edited by DarkOne7141981 (see edit history)
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Belyr moves further up the aisle to check for incapacitated Barons or terrifying monsters, whatever comes first.The continuing silence is starting to put everyone on edge. Suddenly, as Belyr moves alongside the second raised bed, something starts to move near the middle of that area.

jackfire.jpg.30f1c40ea872cb133722970daa3f7e2b.jpg

One of the pumpkins, which looked utterly innocent and ripening gently mere moments ago, suddenly expands in size to several feet in diameter, as it turns to face you and proceeds to leer malevolently at you, flames spilling from its gaping toothy maw and crudely carved eyesockets. It quickly springs into motion as it slithers down the length of the raised vegetable bed on its multiple leafy tentacles, heading straight towards Belyr! As it progresses, everyone inside the greenhouse feels a sudden surge of unnatural fear emanating from this monstrosity.

 

OOC

Everyone, roll for Initiative please!

The Jack o'Lantern is a Medium-sized creature when not hidden. The X on the map below indicates its starting position.

Also, everyone please also roll a Will save (DC13). Those who fail this save are affected by the Jack o'Lantern's Fear aura, and will be shaken for 2d6 minutes please roll this as well, if it applies to you).

 

Day2_SmallGreenhouse_4.jpg.14821379b2e9b1cc2f2a53269db64327.jpg

 

Manor_grounds1.jpg.85853c425ecff346251540b717d9d71b.jpg

 

Initiative order and other stuff of note

General observations:

 

Marching order: Ashril, Belyr, Raph, Agitha, Bill (outside), Gecko (outside)

 

Initiative order:

 

Damage:

 

Conditions:

Slight drizzle, overcast, with wisps of fog drifting amongst the trees and across the lawn, obscuring long-range vision.

Raph and Agitha each have a spray gun. Raph's is more potent now.

 

 

 

 

Edited by Sandstar (see edit history)
Name
Initiative for Jack o'Lantern
13
1d20-2 15
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Belyr's Status

Belyr Cooper
Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 22/24, Speed 40 ft. base, 30 ft. in Armor
AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6, CMB +2, Base Attack Bonus +2   
MW Scimitar +5 (1d6+3, 18-20/x2)
MW Breastplate (+6 Armor, +3 Dex)
Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13
Condition None

Belyr Cooper
spacer.png

"To arms! Look out!" cries Belyr as he turns to face the new attacker...

 

Name
Will Save, vs DC 13
24
1d20+6 18
Initiative
14
1d20+3 11
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Raphael Statblock

Raphael Freese
Male CG Human Oracle, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 23/23, [B]Speed[/B] 20
[B]AC[/B] 18, [B]Touch[/B] 15, [B]Flat-footed[/B] 14, [B]CMD[/b] 17, [B]Fort[/B] 2, [B]Ref[/B] 5, [B]Will[/B] 4, [B]CMB[/B] +2, [B]Base Attack Bonus[/B] 2   
[B]  Quarterstaff [/B] +1 (1d6, x2)
[B]  Dagger [/B] +1 (1d4, x2)
[B]  Studded Leather[/B] (+3 Armor, +4 Dex)
[B]Abilities[/B] Str 10, Dex 10, Con 13, Int 14, Wis 12, Cha 18
[B]Condition[/B] None
Revelation: Brain Drain - 1x/Day, Will Save Single Target, 3d4 Damage and then can Full Round to pull info from target mind via Knowledge Skill Check for CHA rounds+1
Revelation: Focused Trance - CHA/Day, 1d6 rounds time for +20 to knowledge check
Revelation: Sidestep Secret - CHA replaces DEX for AC

The young healer grimaced at the new threat that seemed to grow out of nothing... Thankfully, his courage was made of sterner stuff in the face of adversity, and he quickly subsumed the feeling of terror through ironclad mental defenses, allowing him to react.

 

Taking a few steps forward, he touched Belyr's shoulder with a few whispered words, filling the warrior's weapon with resurgent power.

 

 

(Assuming nobody else rolls higher than a 24, Raph will move north 2 and give Belyr a Magic Weapon spell for +1 to Attack and Damage.)

 

 

Edited by Erico (see edit history)
Name
Initiative
24
1d20+6 18
Will
16
1d20+4 12
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Agitha.jpg         Agitha, Rat-folk witch


The wave of fear washes over Agitha and her mount. Agitha weathers the mind altering sensation but her mount starts shaking causing her some concern.

Stats

Agitha Basset F N/N Ratfolk Witch, Level 3, Init 3, Speed 20
Abilities Str 8, Dex 16, Con 13, Int 17, Wis 10, Cha 14
HP 20/20
AC 19, Touch 14, Flat-footed 16
 10 +4 Mage Armor, +3 Dex, +1 Size, +1 Deflect
CMD 12
Fort 4, Ref 4, Will 3
Attacks, Base Attack Bonus 1
 Dagger 1 (1d4-1, x2)
 Ray of Enfeeblement   (1d6+1 STR, 1 rd/lvl,  )
Condition None
Loot 

Edited by miteke_mw (see edit history)
Name
initiative
6
1d20+3 3
will save, Agitha
16
1d20+3 13
will save, gecko
7
1d20+2 5
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Quick OOC interlude to resolve Initiative and let everyone complete their post for Round 1:

Raph: 24

Belyr:14

Jack o'Lantern: 13

Ashril: 11

Agitha: 6

 

NB: @miteke_mw, @sunshadow21, the fear aura effect does not extend far enough to affect the mounts outside, at least not in their current position.

Edited by Sandstar (see edit history)
Name
Ashril Initiative
11
1d20+5 6
Ashril DC13 Will save vs. fear aura
14
1d20+4 10
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5 hours ago, miteke_mw said:

@Sandstar

I had not intended to have Agitha dismount.

Ah, apologies, understood! I have amended the map in the previous post. Please continue. Please note that, as a result, the gecko currently takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

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  5QDDzZp.jpg?1

Ashril Swiftstride, halfling ranger

Ashril seems remarkably unshaken by the flying pumpkin. Given everything else the party has encountered thus far, at least this thing can be poked.

Actions

Move to J13; ready action to attack with spear if provoked.

 

Ministats

Ashril Swiftstride
AC: 20 (Touch 13, Flatfooted 15) (Size +1, Dex +3, Armor +5, Shield +1)
HP: 37/37 Initiative: +5
Perception : +11 Sense Motive: +2
CMB: +2 CMD: 15
Fort: +7 Reflex: +8 Will: +4
*+2 vs fear
Current Weapon in Hand: Spear (+5/1d6+1)
Current Conditions in Place:

Spells (CL 1)
1st level (1/day): Longstrider

Potions: Cat's Grace (2), Cure Light Wounds (2)

Bill the brave war pony (animal companion)
AC: 15 (Touch 13, Flatfooted 12) (Dex +3, Nat Armor +2)
HP: 22/22
Perception : +7
CMB: +4 CMD: 17
*+4 vs trip
Fort: +7 Reflex: +6 Will: +2
Current Weapon in Hand: Hooves (x2) (+4, 1d3+3)
Qualities: Low-light Vision, Scent, Endurance, Run
Tricks: Combat Training (Attack, Come, Defend, Down, Guard, Heel), Aid
Animal Companion Buffs: Link, Share Spell
Current Conditions in Place:

 

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Combat, Round 1

jackfire.jpg.30f1c40ea872cb133722970daa3f7e2b.jpg

Each of you draws upon reservoirs of inner strength and confidence to shrug off the momentary wave of fearfulness at the sight of the flaming, moving jeering pumpkin creature. Raph rushes up to Belyr to provide magical aid, while Belyr himself shifts to a defensive pose as the flaming pumpkin crawls on its vine-like limbs towards him along the raised bed with unnerving focus...

 

 

OOC

To be completed...@DarkOne7141981, @miteke_mw could you please confirm whether or not Belyr and Agitha intend to undertake any further actions this first round, before I finish this turn?

For the record, nobody is affected by the fearful presence of the Jack o'Lantern, apart from Agitha's gecko.

 

Day2_SmallGreenhouse_5.jpg.fa92d6239daf69bb6c894396ba0c4e1b.jpg

 

 

Initiative order and other stuff of note

General observations:

 

Marching order: Ashril, Belyr, Raph, Agitha, Bill (outside), Gecko (outside)

 

Initiative order:

 

Damage:

 

Conditions:

Slight drizzle, overcast, with wisps of fog drifting amongst the trees and across the lawn, obscuring long-range vision.

Raph and Agitha each have a spray gun. Raph's is more potent now.

 

 

 

 

Edited by Sandstar (see edit history)
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Agitha.jpg         Agitha, Rat-folk witch


Agitha tries to curse the creature with one of her hexes as it approaches her allies.

DC 14 Misfortune.

Stats

Agitha Basset F N/N Ratfolk Witch, Level 3, Init 3, Speed 20
Abilities Str 8, Dex 16, Con 13, Int 17, Wis 10, Cha 14
HP 20/20
AC 19, Touch 14, Flat-footed 16
 10 +4 Mage Armor, +3 Dex, +1 Size, +1 Deflect
CMD 12
Fort 4, Ref 4, Will 3
Attacks, Base Attack Bonus 1
 Dagger 1 (1d4-1, x2)
 Ray of Enfeeblement   (1d6+1 STR, 1 rd/lvl,  )
Condition None
Loot 

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Belyr's Status

Belyr Cooper
Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 22/24, Speed 40 ft. base, 30 ft. in Armor
AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6, CMB +2, Base Attack Bonus +2   
MW Scimitar +5 (1d6+4, 18-20/x2)
MW Breastplate (+6 Armor, +3 Dex)
Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13
Condition Magic Weapon

Belyr Cooper
spacer.png

With a silent prayer Belyr steps forward to slash at the fearful pumpkin with his scimitar!

 

Mechanics

5-ft step to O10 and attack.

 

Name
MW Scimitar, to hit
12
1d20+5 7
MW Scimitar, damage
6
1d6+4 2
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Combat, Round 1

jackfire.jpg.30f1c40ea872cb133722970daa3f7e2b.jpg

Each of you draws upon reservoirs of inner strength and confidence to shrug off the momentary wave of fearfulness at the sight of the flaming, moving jeering pumpkin creature. First to recover is Belyr, who dives to place himself between his friends and the flaming pumpkin, as it crawls on its vine-like limbs towards him along the raised bed with unnerving focus. The cleric swings his scimitar at the flaming vegetable apparition and manages to score a solid hit, slicing deep into the pumpkin's eldritch animated flesh. A deep gash appears in the pumpkin's side, with flames shining through from within. Raph rushes up to Belyr to provide magical aid to his next strike.

Clearly driven to fury by Belyr's successful hit, the pumpkin creature suddenly opens its fanged gape widely, and a blast of flame rolls out towards the greenhouse door, enveloping Belyr and Raph. The flames lick at the greenhouse windows but do not appear to cause major damage. Belyr manages to dive mostly out of the way and gets singed, but Raph takes a blast of fire right into the face and is much the worse for wear.

Ashril peers over the southernmost raised bed at the carnage unfolding towards his right, and ponders what to do next now that the monstrous pumpkin-creature has hobbled way towards his right on the next raised bed over. Nearly singed by the fiery blast, Agitha attempts to keep her gecko under control as she tries to fire off her tried and trusted Confusion hex, but this time it does not appear to be successful.

 

Everybody is up for Round 2!

 

OOC

@DarkOne7141981, I have shifted Belyr 5 ft to O11, as O10 is part of the raised bed upon which the Jack-o-Lantern is moving, and thus almost a metre off the ground - it would require a Climb or Acrobatics check to get up there. By moving to O11, he would be interjecting himself between his friends and a threat, which seemed to me something that Belyr would do in this situation, but please advise if you would rather end up somewhere else - though the JoL would have got you inside the cone of its breath weapon in either location.

For clarity, all the pale green areas inside the greenhouse are raised beds, approx 2-3 ft above the level of the walkways. The JoL is atop one of the raised beds, while you are all currently standing in the walkways between them at 'ground level'.

 

 

Day2_SmallGreenhouse_5a.jpg.07a59f83a3452543f297a1db2ccb7366.jpg

 

 

 

 

Initiative order and other stuff of note

General observations:

 

Marching order: Ashril, Belyr, Raph, Agitha + gecko, Bill (outside)

 

Initiative order:

Raph: 24

Belyr: 14

Jack o'Lantern: 13

Ashril: 11

Agitha: 6

 

Damage:

Belyr hits JoL for 6 hp

 

Conditions:

Slight drizzle, overcast, with wisps of fog drifting amongst the trees and across the lawn, obscuring long-range vision.

Raph and Agitha each have a spray gun. Raph's is more potent now.

 

 

 

 

Edited by Sandstar (see edit history)
Name
Belyr Ref save vs breath weapon (DC12) for half damage (if saved, take half of damage rolled here)
23; 9
1d20+5; 1d10 [18]; [18,9]
Raph Ref save vs breath weapon (DC12) for half damage (if saved, take half of damage rolled here)
8; 8
1d20+5; 1d10 [3]; [3,8]
Will save Jack o Lantern vs Hex (DC14)
20
1d20+2 18
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Belyr's Status

Belyr Cooper
Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 18/24, Speed 40 ft. base, 30 ft. in Armor
AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6, CMB +2, Base Attack Bonus +2   
MW Scimitar +5 (1d6+4, 18-20/x2)
MW Breastplate (+6 Armor, +3 Dex)
Abilities Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13
Condition Magic Weapon

Belyr Cooper
spacer.png

"Ow, hot!" exclaims Belyr as he steps further down the row of plants and swings his scimitar at the ghoulish gourd again.

 

Mechanics and OoC

I'm fine with the adjustment to Belyr's position - I must have read the map incorrectly.

 

Now, Belyr will 5-ft step to M11 as he attacks.

 

Name
MW Scimitar, to hit
8
1d20+5 3
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