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Combat, round 7

399px-Brachinus_spPCCA20060328-2821B.jpg.a6bcc8d20e991560e3b290d57d8c98ca.jpg

As Bill distracts the beetle in front of him, Ashril suddenly twists his blade just so and then drives it down through the beetle's brains, impaling its head into the ground. At the same time, Agitha manages to chop off one of the creature's legs. The giant insect is unable to withstand such an onslaught and collapses onto the ground, twitches a bit, and then is still. A sour smell starts to emanate from the carcass.

Belyr, meanwhile, is being distracted by the burning black acid squirted at him by 'his' beetle, and his attack misses. The creature appears at death's door, but shows no sign of giving up. With a sudden burst of energy, it scuttles forward and bites again, jaws glistening in the damp morning light, although this might be the last thing it will ever do. The damage sustained to its legs is seemingly preventing it from mounting a successful attack, however.

Raph is clearly getting the measure of this enemy, once again landing a solid blow with his quarterstaff. By this time, the beetle (#2) has unfortunately renewed the contents of its special glands and squirts another smelly black load at the oracle. With a quick sidestep belying his apparent lameness, Raph expertly dodges the goo, and it lands harmlessly on the path behind Bill, where it starts to slowly dissolve the gravel.

 

 

Shed_field_Day2_8.jpg.b6be27e20ca6daaf62a228af4bf3095c.jpg

 

 

Initiative order and other stuff of note

General observations: The walled garden has walls approximately five feet high, made of rough flagstones that have been expertly fitted together without use of cement, and looking surprisingly stable.

 

Marching order:

 

Initiative order:

Belyr: 20

Raph: 20

Agitha: 13

Beetles: 12

Ashril: 8

 

Damage:

Belyr:
Raph:
Agitha:
Ashril:

Beetle1: Dead
Beetle2: 8 dmg
Beetle3: 11 dmg

 

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.

Belyr: +2 to AC (Shield of Faith); affected by beetle spray: –2 circumstance modifier on attack rolls and ability and skill checks for 9 more rounds.

Beetle1: Under Misfortune hex for 1 round + however many rounds Agitha keeps up the cackle.

Beetle2: Under Misfortune hex for 1 round + however many rounds Agitha keeps up the cackle.

Beetle3: Under Misfortune hex for 1 round + however many rounds Agitha keeps up the cackle.

 

 

 

Edited by Sandstar (see edit history)
Name
Raph Reflex save DC12 vs beetle spray
25
1d20+5 20
Beetle#3 attack on Belyr (under hex)
10; 12; 2
1d20+2; 1d20+2; 1d6 [8]; [8,10]; [8,10,2]
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Agitha.jpg         Agitha, Rat-folk witch


Finally able to launch an attack now that the beetle threatening her is down, Agitha twitters (cackles) and casts a DC 13 Daze on Bug 3.

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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Ashril Swiftstride, halfling ranger

Ashril and Bill turn their attention to Beetle #2.

Actions

Bill to 011, aid another (minus to beetle's next attack)

Ashril to M13, attacks beetle#2 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
Bill Aid Another
9
1d20+6 3
Ashril attack, damage
18; 4
1d20+7;1d6+1 [11]; [11,3]
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Raphael Statblock

[URL=http://www.myth-weavers.com/sheet.html#id=2518855][B][SIZE=+1]Raphael Freese[/SIZE][/B][/URL]
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 winced at the hiss of the bug's spray burning away at the ground behind him. His momentary prescience had saved him again. "Don't let that spray hit you!" He shouted out to the others, before taking another swing at the giant insect.

 

Standard: Staff whack again!

 

 

Name
staff whack
21
1d20+1 20
CRIT Damage
7
2d6 4,3
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Belyr's Status

Belyr Cooper https://www.myth-weavers.com/sheets/?id=2542108
Male Chaotic Good Half-Elf (Shoreborn) Cleric, Level 3, Init 3, HP 16/24, 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

"Stubborn bugs!" grunts Belyr as he swings, yet again, at the beetle before him.

Name
MW Scimitar
18
1d20+5 13
MW Scimitar, damage
8
1d6+3 5
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Combat, round 8

399px-Brachinus_spPCCA20060328-2821B.jpg.a6bcc8d20e991560e3b290d57d8c98ca.jpg

Agitha cackles, then attempts to cast her spell. She blinks for a moment, confused, as the magic seems to just wash over the remaining beetles, not affecting them in the slightest. The others, however, have greater success. Ashril and Bill join Raph in his attempts to finish off Beetle #2, and Ashril neatly pins his spear in the gap between the beetle's body and one of its legs, partially lifting it off the ground. This affords Rap a golden opportunity, and he does not miss. Through their collective efforts, the beetle finally expires, legs going limp as Ashril removes his weapon.

Belyr, on the other side of the field, meanwhile succeeds in once again scoring a solid hit on the beetle at his feet. He slices straight through the creature's head, effectively decapitating it. Milky white brain matter leaks into the tidy rows of soil as the third beetle dies.

As you collectively catch your breath, you note that the beetle carcasses start to smell badly. The smell does not seem hazardous, just offensive, like a mixture of rotting cabbages and marsh gas.

Combat over.

 

Shed_field_Day2_9.jpg.3f3df88c072016e1c692b67e87fc201e.jpg

 

Initiative order and other stuff of note

General observations: The walled garden has walls approximately five feet high, made of rough flagstones that have been expertly fitted together without use of cement, and looking surprisingly stable.

 

Marching order:

 

Initiative order:

Belyr: 20

Raph: 20

Agitha: 13

Beetles: 12

Ashril: 8

 

Damage:

Belyr:
Raph:
Agitha:
Ashril:

Beetle1: Dead
Beetle2: Dead
Beetle3: Dead

 

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.

Belyr: +2 to AC (Shield of Faith); affected by beetle spray: –2 circumstance modifier on attack rolls and ability and skill checks for 9 more rounds.

 

 

 

 

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Belyr's Status

Belyr Cooper https://www.myth-weavers.com/sheets/?id=2542108
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

"Whew...tough beetles and poor luck," says Belyr as he looks at his wounds and grimaces in pain. Seeing that everyone else looks uninjured he nods to himself and kneels in the garden soil.

 

"Callisto, please return your blessing of fortune to this, your humble servant. I thank you for your healing power," he prays quietly before rising and going to use Agitha's wand to invoke its magic to heal himself.

 

"Shall we continue?" he asks with pursed lips as he begins walking towards the other end of the garden to investigate the building there.

 

Mechanics

Convert Magic Weapon into a Cure Light Wounds spell.

 

Using a charge from Agitha's wand. Heals for 2 less HPs than the dice roll below.

 

Edited by DarkOne7141981 (see edit history)
Name
Cure Light Wounds
8
1d8+3 5
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Agitha.jpg         Agitha, Rat-folk witch


"I think we got lucky when they all succumbed to the curses I tossed at them. All in all, that went pretty well. shall we investigate the shed?"

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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Ashril Swiftstride, halfling ranger

Ashril seems mostly unphased as he dusts himself off and tosses an apple to Bill. "That is the most normal thing we have seen so far. And probably the most normal thing we will see today."

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: 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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Raphael Statblock

[URL=http://www.myth-weavers.com/sheet.html#id=2518855][B][SIZE=+1]Raphael Freese[/SIZE][/B][/URL]
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

Raph nodded, looking perhaps a little winded but not too put out. "Aye, let's get to the shack. I have some pesticides to make." He looked over to Belyr and noted that the man had healed himself, nodding slightly. "Belyr, you all right or do you need a little more? Anyone else hurt?"

 

 

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With the three beetles defeated, you spend some time checking for injuries. Once this has been adequately resolved, you approach the shed at the far side of the walled garden. It was once clearly of solid construction but, similar to what you observed earlier at the manor house, has seen better days. From the outside, you can see cobwebs in the small windows, and the walls clearly need a new lick of paint.

Caro_token.png.f28941b421144b7774651e49efe5637b.png

Belyr reaches for the door handle and tries to open the door. As he pulls, he realises that something inside is holding it shut. Suddenly, you all see a pale face look out through the window, who shouts: "Thank the gods! Gimme a moment!". There is the sound of wood scraping against wood but then the door opens, revealing a boy, about thirteen or fourteen, leaning on a hoe. He appears to be limping due to an earlier leg injury.

"Thanks for killing them bugs! They nearly got me yesterday! I'm Caro... who are you? And how did you know I was here?"

Looking past him, you get a glimpse of a cramped garden shed, stuffed with gardening implements, pots, jars and various bundles of herbs and other unidentifiable things hanging from the rafters.

istockphoto-478931696-612x612-1_shed.jpg.747379f97c78bfa95f0f8aede2e7a935.jpg

 

 

Initiative order and other stuff of note

General observations: The walled garden has walls approximately five feet high, made of rough flagstones that have been expertly fitted together without use of cement, and looking surprisingly stable.

 

Marching order:

 

Initiative order:

Belyr: 20

Raph: 20

Agitha: 13

Beetles: 12

Ashril: 8

 

Damage:

Belyr:
Raph:
Agitha:
Ashril:

Beetle1: Dead
Beetle2: Dead
Beetle3: Dead

 

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.

Belyr: +2 to AC (Shield of Faith); affected by beetle spray: –2 circumstance modifier on attack rolls and ability and skill checks for 9 more rounds.

 

 

 

 

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


Agitha spends a little time scouting first in the form of climbing to the roof of the shed (curtesy of her sticky toed gecko) while the others enter the shed, but when she hears a new voice she has her mount climb down so she can get a good look at the lad. Tabitha pops out to take a look too.

"Caro? It was just dumb luck that we found you. We came to the shed to see if we could find some kind of poison to use against the army of plants that seem to have invaded this place. The Missus sent us to find out what happened to the Master."

 

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 https://www.myth-weavers.com/sheets/?id=2542108
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

Belyr smiles genuinely at the discovery of the boy, apparently relieved that he's (mostly) uninjured. "It is good to find you, Caro. Let's get you back to the manor house where it is safer. Can you walk, or do you need help?" he asks as he smiles at the young lad and offers a shoulder for him to lean against as they walk.

 

 

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Ashril Swiftstride, halfling ranger

Ashril remains alert to further dangers as the situation unfolds with another survivor being found. "Bill & I will stay here and guard those making new chemicals. Are there any other servants still about that you know of and what else beyond the bugs have you seen?"

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: 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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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

Freese let the others tend to the boy who'd been trapped, although he did ruffle the boy's head a bit and passed him a nibble of food on his way out.

 

The young priest had business in the shed. "Now. If I were going to whip up a more effective, and quicker acting herbicide with common household ingredients and uncommon herb lore..." He mused, cracking his knuckles for a moment before simultaneously focusing and letting his eyes glaze over...

And then he let the

Vision Take HimFocused Trance Activated! Raph gives himself +20 to his next knowledge roll.

 

Blinking rapidly and shaking his head to clear the last of it, Freese nodded. "Right. Then let's see what we can do here." He set to work bustling around the small shed, going on a tear.

 

 

Edited by Erico (see edit history)
Name
Knowledge Nature for Herbicide Making
38
1d20+22 16
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