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Agitha.jpg         Agitha, Rat-folk witch


Changing tactics, Agitha uses the Protective Luck hex on Belyr.

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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Raphael Statblock

Raphael Freese
Male CG Human Oracle, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 22/23, [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

Grimacing as he suffered the full brunt of the flame attack he somehow hadn't seen coming, Raph stumbled north, beating at his clothes furiously to stamp out the embers still trying to burn through his clothing.

 

Badly burned but still functioning, he reached into the satchel that had thankfully been behind him when he'd been blasted full in the face and pulled out one of the scrolls he'd taken with him. Snapping it open, he hissed out the words to a spell he knew by heart, channeling the magic from the parchment rather than his own spirit. It filled his body with healing energy, almost fully causing every bit of charred flesh to fade away, leaving him with only pink puckered skin in spots as if he'd splashed himself with a small amount of boiling water.

 

Move: 3 squares north

Standard: Use a scroll of CLW. Heal for 7.

 

 

Edited by Erico (see edit history)
Name
CLW Scroll
7
1d8+1 6
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Ashril Swiftstride, halfling ranger

With melee combat initiated, Ashril moves to get behind the creature.

Actions

Double move to G9

 

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 2

jackfire.jpg.30f1c40ea872cb133722970daa3f7e2b.jpg

Belyr, fortunately only lightly singed from the blast, shifts position and swings his scimitar at the madly grimacing flaming pumpkin monster. This time, however, the strike goes wide, and Belyr narrowly avoids getting his blade stuck in the wooden edge of the raised bed. Raph, meanwhile, is patching himself up as quickly as he can, while the monster's attention is temporarily focused elsewhere.

The pumpkin creature's fire seems to have dampened a bit following that outburst; instead, its tendrils rise up and attempt to ensnare Belyr, and the monstrous maw edges closer and closer to the cleric... while Belyr is successful in evading the whipping, grasping tendrils, he cannot avoid the monster's toothy bite closing painfully around his arm.

Ashril rushes round the far side of the greenhouse to hopefully outflank the monster and prevent it from retreating. Agitha, hopping up and down with anxious excitement atop her even more anxious gecko, activates another of her hexes, seeking to aid Belyr in his fight with the pumpkin monster.

 

Everybody is up for Round 3!

 

OOC

Based on their Initiative rolls, Agitha's hex will activate during the next round, i.e. the monster gets off one round of attacks before the Protective Luck hex takes effect.

 

Day2_SmallGreenhouse_6.jpg.918fe1a5db5d978c60366714872cd143.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
JoL slam attack with vines on Belyr
9; 5
1d20+3; 1d4+2 [6]; [6,3]
JoL bite attack on Belyr
23; 7
1d20+3; 1d6+2 [20]; [20,5]
confirm potential critical hit JoL
10; 3
1d20+3; 1d6+2 [7]; [7,1]
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Belyr's Status

Belyr Cooper
Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 11/24, 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

"Alright, let's stop playing around, everyone..." mutters Belyr as he attacks the plant, again, and steps back...

 

Mechanics and OoC

5-ft step to O11 after his attack.

 

Name
MW Scimitar, to hit
14
1d20+5 9
MW Scimitar, damage
10
1d6+4 6
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Ashril Swiftstride, halfling ranger

Ashril attacks the creature with his spear as he closes in on the backside of the melee.

Actions

move to L9,attack with spear

 

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:

 

Name
attack, damage
23; 4
1d20+5;1d6+1 [18]; [18,3]
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Combat, Round 3

jackfire.jpg.30f1c40ea872cb133722970daa3f7e2b.jpg

As Ashril comes running to render assistance, Belyr feels unaccountably lucky, perhaps due to the effects of Agitha's hex. Whatever the case, the cleric slashes a second, massive gash into the hideous gourd, and this time it is enough to do some serious damage. The fearful shrieking face turns into a grimace of fear and despair as its fire starts to die down and its vinelike tentacles grow flaccid. By all accounts, the creature is dying and no longer a threat.

Then, suddenly, after a few seconds the flames blaze brightly one last time, and the pumpkin explodes into a cloud of fiery spores! The combination of fire and the sonic boom are enough to pose a serious hazard to anyone standing nearby. Moreover, the shock wave makes several of the glass panes in the greenhouse ceiling shatter with a loud crack! and fall down to the ground, spilling razor-sharp glassy shards everywhere!

 

OOC

The creature's death throes result in an explosion 1 round after being reduced to 0 hp or less (as is the case here). Can I therefore ask the following rolls from everyone:

 

@DarkOne7141981: Reflex save (vs. DC 12) or take 2d6 fire damage (see roll result at the end of this post) and be stunned for 1 round (save halves the fire damage and negates the stun);

Everyone: Please roll Reflex save (DC15) or get hit by falling shards of glass, 1d3 damage (see roll result at the end of this post).

 

As the sound of falling glass quiets down, you pick yourselves up to confirm that everyone is OK. Nothing else moves inside what is now a greenhouse with several large holes in its ceiling, open to the elements.

 

Combat is over.

 

 

Day2_SmallGreenhouse_6.jpg.918fe1a5db5d978c60366714872cd143.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.

 

 

Name
Fire damage from pumpkin exploding (Belyr only; DC 12 Reflex for half)
2
1d6 2
Falling glass shards (DC 15 Reflex avoids)
3
1d3 3
extra roll for fire damage
4
1d6 4
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Raphael Statblock

Raphael Freese
Male CG Human Oracle, [B]Level[/B] 3, [B]Init[/B] 6, [B]HP[/B] 22/23, [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

Raphael's eyes widened as the wild pumpkin exploded in Belyr's face, and the detonation and subsequent cacophony of broken glass scattering downwards had him scrambling, well as he was able, to protect his face. It took an unusual amount of protective dodging, but he did manage to evade it, shaking what little bits he hadn't off of his clothing afterwards. "Well. damn." He muttered, glancing over to Belyr and frowning at the man's wounds. He ventured over in the subsequent silence and steadied the stunned man. "Easy there, let's get you patched up." He muttered, pulling out another scroll to heal his comrade.

 

 

Edited by Erico (see edit history)
Name
Reflex DC 15
17
1d20+5 12
CLW Scroll on Belyr
2
1d8+1 1
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Belyr's Status

Belyr Cooper
Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 7/24, 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

2+1/3+1 Domain Level 1 Spells Available

2+1/2+1 Domain Level 2 Spells Available

Belyr Cooper
spacer.png

Looking much the worse for wear, Belyr gracefully avoids the worst of the explosion only to leap into shards of falling glass. "Ooooh! Those hurt..." he says as he begins to pull the largest out of his skin carefully. "Thank you, Raphael, but I think I'm going to need more than that one spell's worth..."

 

Mechanics and OoC

Does anyone have a Wand of CLW or similar? Or shall I begin using my daily spells to heal up?

 

Edited by DarkOne7141981 (see edit history)
Name
DC 12 Reflex vs explosion
18
1d20+5 13
Dc 15 Reflex vs falling glass
7
1d20+5 2
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5QDDzZp.jpg?1

Ashril Swiftstride, halfling ranger

Taking a moment to catch his breath after barely dodging shattered glass, Ashril pulls a potion out of his pack and hands it to the cleric. "I have a spare potion you can have."

Actions

give potion of CLW to cleric

 

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 (1)

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:

 

Edited by sunshadow21 (see edit history)
Name
Reflex DC 15
16
1d20+8 8
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Agitha.jpg         Agitha, Rat-folk witch


Agitha gets a nasty cut from a shard of glass but someone manages to shield her gecko from the worst of it., if you can call it that. Hurrying forward she treats the worst injured with a charge from her wand. She keeps going until the party is fully healed (I'll make more rolls when I have a better idea of how beat up everyone is).

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
Agitha DC 15 vs. glass
6
1d20+4 2
Gecko DC 15 vs. glass
19
1d20+5 14
CLW
6
1d8+1 5
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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

2+1/3+1 Domain Level 1 Spells Available

2+1/2+1 Domain Level 2 Spells Available

Belyr Cooper
spacer.png

"Let's save the potions, just in case," Belyr says with a shrug. "Thank you, everyone," he continues as he takes the offered wand for a moment and uses it on himself once more before returning it to Agitha.

Mechanics and OoC

Use the wand once more to get to more reasonable HPs.

"Alright, to the next site?" he asks as he finishes up, turning his back on the ruined plant and the mess of glass and charred earth...

Edited by DarkOne7141981 (see edit history)
Name
CLW from the Wand
9
1d8+1 8
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The greenhouse is thoroughly ruined by the explosion, and will likely take some considerable effort to bring back to its former glory. No further movement is evident among the other pumpkins or anywhere else, suggesting that the specimen you encountered might have matured past a certain safe point and become dangerous. Regardless, there is no sign in here of the Baron, or anyone else for that matter.

You step outside and recover your bearings. From here, the nearest path leads past the greenhouse into the woods to the West, while another, slightly further away, heads up towards the hill at an angle before disappearing amongst the trees directly to the North of you. You recall someone at the house saying something about an ornamental pond in that approximate direction.

 

Manor_grounds1.jpg.85853c425ecff346251540b717d9d71b.jpg

 

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Agitha.jpg         Agitha, Rat-folk witch


Agitha sticks her finger into some pumpkin goo and tastes it before leaving.

"Well, I still think headed north is best. I'm thinking that is where the master would be and I'd rather not fight every random abomination set loose before we locate him."

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

2+1/3+1 Domain Level 1 Spells Available

2+1/2+1 Domain Level 2 Spells Available

Belyr Cooper
spacer.png

Belyr nods. "North - let's go," he says as he takes the lead, carefully watching for more roving plant-people...or -animals? Or whatever...

Mechanics and OoC

Perception +12

 

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