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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

Freese tensed up at the presence of a new threat...

 

 

Edited by Erico (see edit history)
Name
Initiative
23
1d20+6 17
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 5QDDzZp.jpg?1

Ashril Swiftstride, halfling ranger

Ashril notches an arrow as he ponders what crazy thing the party gets to deal with this time.

 

Actions

 

 

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: Bow
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
Initiative
25
1d20+5 20
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Pre-combat

Killesberg_park_Stuttgart_pond.jpeg.8b949923fdd6b54055619a2a294b6a5e.jpeg

Belyr continues to stare at the offending patch of leaves to see if anything happens. Nothing does, at least to his eyes. It appears that the creature, whatever it is, has not realized that it has been spotted yet.

Ashril retraces his steps from the boathouse and motions for Bill to follow as he cautiously advances towards the start of the watery footpath.

 

 

OOC

The creature is hiding but does not realize you have seen it. Please feel free to act accordingly.

 

Combat information

Initiative order:

Ashril: 25

?????: 23

Raph: 23

Belyr: 21

Agitha: 21

 

 

Day2_Pond4.jpg.f10754a2d19a2c7c49ed51ee1271ae2a.jpg

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Agitha.jpg         Agitha, Rat-folk witch

Since Belyr is taking the lead, Agitha begins by using a Protective Luck hex on him, then she makes sure to stay with 30' of him so she can maintain it.

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+6/24, Speed 40 ft. base, 30 ft. in Armor 50 ft. base, 40 ft. in Armor
AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6 (+1 vs Fear), CMB +2, Base Attack Bonus +2   
MW Scimitar +6 (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 Longstrider (+10 to movement speed)
Aid (+1 to hit and vs Fear, + some temporary HPs - included above)
 
2+0/3+1 Domain Level 1 Spells Available
2+0/2+1 Domain Level 2 Spells Available
Belyr Cooper
spacer.png

"It doesn't know we've seen it. Move forward carefully and prepare yourselves for battle," says Belyr as he continues to move forward a bit more quickly.

Mechanics

Standard action to cast Longstrider and then move action to continue down the bridge to about V36.

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Posted (edited)

Pre-combat

Killesberg_park_Stuttgart_pond.jpeg.8b949923fdd6b54055619a2a294b6a5e.jpeg

Agitha hustles up to where Belyr and Ashril are to cast her protective hex on the cleric. Belyr then employs some magic of his own and forges ahead towards the largest island, with Ashril leading Bill onto the bridge behind him. Raph brings up the rear, squinting suspiciously at every patch of lilypads following Belyr's revelations. Agitha seemingly will have her work cut out for her to remain within 30 ft of the cleric to maintain her hex.

Kawaakago.jpg.f02f932f06341b1e0a1d0cabd0bdd017.jpg

As Belyr approaches the island, he suddenly observes the suspicious lilypads moving purposefully towards him along the shore. Then, as he is about to step off the bridge, the water beside him explodes as two pads, covered in vicious spines, erupt and attempt to take chunks out of him! The first one fails, thanks to Agitha's hex, but the second pad connects and starts gnawing at Belyr's leg. The cleric suddenly experiences an intense burning sensation, akin to being buried under posion ivy, and struggles to keep things under control.

 

Combat information

Notes:

The creature moved 5 ft and executed a full attack. @DarkOne7141981 please roll a Fortitude save (DC14) to avoid becoming sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 1 minute (10 rounds).

 

 

Initiative order:

Ashril: 25

?????: 23 -> dropping to 21 to match Belyr's initiative

Raph: 23

Belyr: 21

Agitha: 21

 

Conditions:

Ashril:

?????:

Raph:

Belyr: under Protective Luck hex; Longstrider (lasts 3 hours)

Agitha:

 

 

Day2_Pond5.jpg.cba853526b9d5cf3f2cddaea5b5f0e6b.jpg

 

 

 

Edited by Sandstar (see edit history)
Name
Kawa akago bite attack #1 (+hex)
15; 26; 6
1d20+8; 1d20+8; 1d6+3 [7]; [7,18]; [7,18,3]
Kawa akago bite attack #1 (+hex)
21; 28; 8
1d20+8; 1d20+8; 1d6+3 [13]; [13,20]; [13,20,5]
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Agitha.jpg         Agitha, Rat-folk witch

Agitha gasps in surprise, even though she was expecting the attack. Why, she wondered, are all the animate plants so nasty? Even though Belyr is already protected by a charm, she doubles down and attempts to afflict the creature with a DC 14 Misfortune hex between twitters to maintain the fortune hex on Belyr..

"Oh, dear, Belyr could use some healing!"

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)
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Belyr's Status

Belyr Cooper
Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 20/24, Speed 40 ft. base, 30 ft. in Armor 50 ft. base, 40 ft. in Armor
AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6 (+1 vs Fear), CMB +2, Base Attack Bonus +2   
MW Scimitar +6 (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 Longstrider (+10 to movement speed)
Aid (+1 to hit and vs Fear)
 
2+0/3+1 Domain Level 1 Spells Available
2+0/2+1 Domain Level 2 Spells Available
Belyr Cooper
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"It was only a scratch, but it burns!" responds Belyr as he steps around to make room for his allies and fails to strike the plant with his scimitar. "I'll be fine, but watch yourselves!"

Mechanics

Belyr had 6 temporary HPs before the hit and only took 8 damage, so he's doing alright for now.

 

I'm assuming the attack left the plant within reach to attack it back. Belyr will use 5-ft steps to try and get into a flanking position, if possible. Without a map I'm not sure, so I will leave it up to the DM to manage, @Sandstar.

 

Ugh...natural 1 on the roll to hit...

Edited by DarkOne7141981 (see edit history)
Name
Fortitude Save, vs DC 14
24
1d20+4 20
MW Scimitar, to hit
7
1d20+6 1
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 5QDDzZp.jpg?1

Ashril Swiftstride, halfling ranger

Ashril moves up and takes advantage of his smaller size to squeeze past Belyr and attack the plant creature. Bill will move up behind Belyr and try to distract it while also keeping it pinned so that the softer folks behind him are not bothered directly.

 

Actions

Ashril moves to W-35, shoots his bow; creature will probably get an aoo

Bill moves to V-37,8, aids another to improve Belyr's AC

 

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: Bow
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
Knowledge (Nature)
22
1d20+6 16
Ashril attack damage
17; 5
1d20+7;1d4+1 [10]; [10,4]
Bill aid another (Belyr AC)
21
1d20+4 17
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Posted (edited)

Combat, round 2

Killesberg_park_Stuttgart_pond.jpeg.8b949923fdd6b54055619a2a294b6a5e.jpeg

Ashril hustles along the rickety wooden bridge to reach the island and attack this new vegetable menace. As he attempts to slip past Belyr and regain solid footing, one of the spiny leaves reaches out from the water and attempts to grab his leg. It is unfortunately highly successful, and Ashril feels a burning sensation start around the painful bite, but manages to shrug it off. He recalls hearing about these creatures before: called kawa akago, they haunt lakes and ponds and attempt to drag victims down into the water with them. Their bite causes affected victims to try and immerse themselves in water to make the burning stop. Undeterred, Ashril fires an arrow at the thing from mere feet away; the arrow pierces one of the creature's leaves and disappears down into the dark depths of the pond.

Raph, hanging back, shifts into a defensive stance with his quarterstaff while attempting to recall potentially useful information about this kind of creature and, importantly, how to go about killing it. He recalls something about these creature being able to damage their foes by emitting a harmful wailing sound, but the details escape him for the moment

Belyr feels he has the measure of this creature and slashes down at it with his scimitar, but the strike misses badly with the blade briefly embedding itself in one of the support posts holding up the bridge.

Kawaakago.jpg.f02f932f06341b1e0a1d0cabd0bdd017.jpg

Sensing an opening, the creature sends two fanged lilypad-like leaves up to grab the feet of first Belyr, then Ashril. It misses Belyr, but Ashril is once again hit with a painful bite. Thankfully, the effects of the poisonous bite once again fail to take hold. The creature then shifts slightly away from the island alongside the rickety wooden bridge.

Agitha hangs back and attempts to maintain one hex while casting another. She believes she was successful, but will have to wait and see what the creature does next before knowing for sure.

 

Combat information

Notes:

@DarkOne7141981 since we do not use 'Critical Fumble' rules (although happy to instigate this in future games!) no harm comes from Belyr's rolling a 1, just an amusing brief visual of him having to wrench his blade back out of the submerged wooden post.

 

 

Initiative order:

Ashril: 25

Raph: 23

Belyr: 21

kawa akago: 23 -> dropping to 21 to match Belyr's initiative

Agitha: 21

 

Conditions:

Ashril:

kawa akago: 5/? dmg

Raph:

Belyr: under Protective Luck hex; Longstrider (lasts 3 hours)

Agitha:

 

 

Day2_Pond6_2.jpg.e607725ab9e81bf175b7108e1671dd99.jpg

 

Edited by Sandstar (see edit history)
Name
Kawa akago AoO on Ashril (prior to Hex2)
25; 6
1d20+8; 1d6+3 [17]; [17,3]
Ashril DC14 Fort save vs sickening effect from burning poison
22
1d20+7 15
Raph Knowledge(Nature)
18
1d20+2 16
Kawa akago attack Belyr
19; 21; 6
1d20+8; 1d20+8; 1d6+3 [11]; [11,13]; [11,13,3]
Kawa akago attack Ashril
23; 8
1d20+8; 1d6+3 [15]; [15,5]
Kawa akago save vs hex
9
1d20+6 3
Ashril 2nd DC14 Fort save vs sickening effect from burning poison
27
1d20+7 20
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Belyr's Status

Belyr Cooper
Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 20/24, Speed 40 ft. base, 30 ft. in Armor 50 ft. base, 40 ft. in Armor
AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6 (+1 vs Fear), CMB +2, Base Attack Bonus +2   
MW Scimitar +6 (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 Longstrider (+10 to movement speed)
Aid (+1 to hit and vs Fear)
 
2+0/3+1 Domain Level 1 Spells Available
2+0/2+1 Domain Level 2 Spells Available
Belyr Cooper
spacer.png

"Callisto, return to me your good fortune!" prays Belyr out loud as he strikes again at the plant-creature!

Mechanics

I see no reasonable way to flank, especially as we don't know how deep the water is...

Name
MW Scimitar, to hit
13
1d20+6 7
MW Scimitar, damage
5
1d6+4 1
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  • 2 weeks later...
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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

Freese nodded, recalling a detail that he quickly yelled to the others about not letting the new monster scream at them. And then he decided that they could use a bit of reinforcement, since he would be next to useless in fighting in a swamp like this...

 

"Keep it occupied! I'm summoning help!" The young man shouted, and then he immediately went to work on casting a spell of conjuration.

 

Freese begins to cast Summon Monster 1- He will cause a Celestial Poison Frog to join the fight at the start of his next turn.

 

 

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  • 2 weeks later...
Posted (edited)

Combat, round 3

Killesberg_park_Stuttgart_pond.jpeg.8b949923fdd6b54055619a2a294b6a5e.jpeg

Ashril fires another arrow at the fanged lilypads, but this one misses, hitting the water and sinking to the depths without coming close to hitting the thing. Raph attempts to summon an ally combatant, and concentrates on that. Belyr strikes at the creature, but misses.
 

Kawaakago.jpg.f02f932f06341b1e0a1d0cabd0bdd017.jpg

Agitha, cackling wildlly, by now strongly suspects that the creature is now under the effect of her Misfortune hex. The plant creature, meanwhile, changes its tactics. Instead of continuing to attack the creatures in front of it, it dives underneath the footbridge, provoking an attack of opportunity from Belyr, who is successful in chopping off one of its leaves.

It resurfaces on the other side of the bridge, between Bill and Agitha, then opens up the central maw and emits a blood-curdling scream that lingers in the ears of all that hear it. Bill is badly affected, blood starting to run down one ear, and shows signs of beginning to panic.

 

Combat information

Notes:

@miteke_mw, @Erico: Please roll a DC14 Fortitude save to mitigate the effects of the kawa akago's blood-curdling scream on yourselves and the gecko, which upon a fail, bestows 12 pts of sonic damage + causes deafness for 3 rounds to all who hear it within 20 ft of the kawa akago. If you save successfully, the damage is halved and the deafness duration is reduced to 1 round.

@sunshadow21, Bill failed his save, which means he is now deafened for 3 rounds and has just sustained a significant injury. Up to you how you wish to play his and Ashril's response to that?

Initiative order:

Ashril: 25

Raph: 23

Belyr: 21

kawa akago: 23 -> dropping to 21 to match Belyr's initiative

Agitha: 21

 

Conditions:

Ashril:

kawa akago: 9/? dmg

Raph:

Belyr: under Protective Luck hex; Longstrider (lasts 3 hours)

Agitha:

 

 

Day2_Pond7.jpg.0814636ff887fe5baac2bf6be10debc5.jpg

Edited by Sandstar (see edit history)
Name
Ashril attack using shortbow
14; 5
1d20+7;1d4+1 [7]; [7,4]
Belyr AoO using scimitar
16; 4
1d20+5; 1d6+3 [11]; [11,1]
Wail of the Water's Dead effect (DC14 Fort)
12; 3
2d6;1d4+1 [6,6]; [6,6,2]
Bill Fort save vs Wail effects
10
1d20+7 3
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Agitha.jpg         Agitha, Rat-folk witch

Agitha is severely pummeled by the sounds as is her untrustworthy mount which bolts.

"Oh oh!" she screams, as she is carried off 20' before she falls off the creature.

Unperturbed (well, only a little perturbed), she continues to cackle after standing up.

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
DC 14 save
6
1d20+4 2
ride check for soft fall
18
1d20+5 13
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Belyr's Status

Belyr Cooper
Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 20/24, Speed 40 ft. base, 30 ft. in Armor 50 ft. base, 40 ft. in Armor
AC 19, Touch 13, Flat-footed 16, CMD 15, Fort 4, Ref 5, Will 6 (+1 vs Fear), CMB +2, Base Attack Bonus +2   
MW Scimitar +6 (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 Longstrider (+10 to movement speed)
Aid (+1 to hit and vs Fear)
 
2+0/3+1 Domain Level 1 Spells Available
2+0/2+1 Domain Level 2 Spells Available
Belyr Cooper
spacer.png

"Damn it! Make way!" yells Belyr as he does his best to shuffle across the bridge and past Bill to slash at the vicious vine again!

Mechanics

Move to V40 and attack.

Name
MW Scimitar, to hit
19
1d20+6 13
MW Scimitar, damage
10
1d6+4 6
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