[LPF] Kostry Kopec

jackslate45

First Post
Not wanting to run out of resources, Anaerion draws his crossbow, and loads it.

"You really that that bolt will do anything?" his soul quips.

[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (14 flat-footed, 13 Touch )
HP: 44 Current: 44
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand:

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (7/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 9 Rounds

Malkovian:
Timely Inspiration: 1/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by either Anaerion/Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.

Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor ,Grease , Grease, Protection From Evil, Enlarge Person, Comprehend Languages
Level 2: Glittedust, Invisibility, Mirror Image, Web, Create Pit
Level 3: Haste,SM3x1, Sm3: Lantern Archon, Fly
Ring: Available
[/sblock]
 

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Satin Knights

First Post
With another creepy poisonous plant approaching, Kalgor returns to his original plan. He shoots, and then retreats back up the tunnel. Remembering the spells Anaerion just pondered about and memorized before coming down to this mess, "Make the archer fly. She can pepper them from the air."

[sblock=actions for Kalgor]Kalgor shoots, and then retreats back to S9.
Gragnor stays put, out of the way.[/sblock][sblock=mini-stats]Kalgor AC 16 HP 39/54, Init +2, Perception +9/+11 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Handbo +8, d6+4
Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 20
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt
...... . . Mage Cantrips: Read Magic, Prestidigitation, Dancing Lights
.,....Summoner 1st Lvl: 0/4 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 0/1 remaining; Haste, Lesser Evolution Surge
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Enlarge Self*(3m), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (50 minutes)
,.Summoner Monster II:
4/4 remaining; std action SLA summon, (3 min), Celestial Hyena, d3 Celestial dogs, d3 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
2 scrolls of Umbrella, 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility, Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge

Effects:

Gragnor HP: 23/26, AC 25 with Mage Armor ..... Move 40'
Bite +8, d4; Claw +8, d3; Claw +8, d3 (+6 to hit while poisoned, d3-2 damage)
Fort +3, Reflex +7, Will +1, CMB +2, CMD 16, Evasion
Perception +14, Stealth +22, Darkvision
Acrobatics +18, Init +4, Precise Strike
Effects: Mage Armor 1.15 hrs, 11-5 STR, 11-5 CON, +5 Fort from antitoxin potion
+3 base Fort -2 Con +1 Surge +5 antitoxin = +7 vs DC 13
Final result CON 11-3=8, STR 11-5=6[/sblock][sblock=ooc]Last round, center on center looked like a clean shot for Tryien. It was that corner to "any corner" that got my rolling for her.[/sblock]
 
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sunshadow21

Explorer
Ausk decides to change tack briefly as his voice changes and the spirits within cast bless before he moves around the pillar to get a clearer shot (0-15).
 

perrinmiller

Adventurer
Tyrien, Half-elven Archeress

Tyrien keeps firing her barrage of magically infused arrows at the fungi. The first hits the closer one and she rapidly shifts her aim to the next one that she can barely see in the dimness, firing off two more.

[sblock=Actions]Activate Arcane Strike
Full Attack: Rapid Shot/Deadly Aim
At Fungus 2: 1st Arrow (Bless/Haste/PBS) (1d20+12=29, 1d8+11=14) - Should kill with Kalgor's Arrow
Assuming she can actually see the other two Fungus & giving up cover penalty of +4 to their AC.
At Fungus 3(or 4 if no LOS): 2nd Arrow (Bless/Haste) (1d20+11=18, 1d8+10=17); (Might hit with Anaerion's Timely Inspire, then 2nd Arrow Concealment>20 (1d100=42))
3rd Arrow (Bless/Haste) (1d20+11=30, 1d8+10=15); 3rd Arrow Concealment>20 (1d100=72)[/sblock][sblock=Mini Stats]Initiative: +7 Perception: +12 (low-light vision)
AC: 20 (15 flat-footed, 15 Touch)
HP: 48 Current: 48
CMB: +7 CMD: 22(17ff) Fort: +5 Reflex: +9 Will: +4
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: PBS, Precise Shot, Arcane Strike (+1 Dmg), Resistance, Ioun Stone illumination (in darkness), Deadly Aim (-2Att/+4dmg)
Current Weapon in Hand: Longbow
Chakrams: 8/8 Remaining

Bardic Performance:
5/5 Rounds Remaining
Spells Remaining: Cantrips: (Message, Resistance, Mending, Prestidigitation)
1st Level 1/2 (Cure Light Wounds, Timely Inspiration)[/sblock]___________________________________________

LieraAvatar2.jpg
Tyrien e'Adrianne
 

jackslate45

First Post
"See? The lass knows how to handle a bow. Well she might need a little help from me first"

As his soul spoke, a shift occurs in th second arrow...

Use Timely inspiration on his favored archer ;)
 

jkason

First Post
[sblock=ooc]Looks like I mucked up a rule again, and the low light folks should actually only be dealing with concealment (20% miss chance) in the dark area. I'll update the notes to reflect that.[/sblock]

Kalgor's arrow slurps its way into the foul violet fungal form, though as the glorified mushroom continues to advance, Kalgor kicks up a minor wave as he uses his magically-enhanced speed to slosh his way back into the tunnel and through the horde of clustered Anaerions.

The cavern echoes with spectral howls as Ausk calls on his ancestors, and rather than being fearful, his companions find themselves bolstered above and beyond the extra focus their enhanced speed provides.

Apparently finally having found her groove, Tyrien unleashes an array of destruction through the cavern. Faintly glowing arrows barrel forth from her bow at a blinding speed. The first cuts the closest fungus in half, its crenelated form splattering outward with the momentum of the accelerated missle. Without pausing to appreciate her work, Tyrien turns with a quick blur. Two more arrows arc across the cavern at blinding speed. Depite the columns of rock and the concealment of darkened conditions, the half-elf's arrows find the one clear point--a nearly-impossibly small channel to the south of one of the pillars. With Malkovian's intervention, both hit home in the far fungus, which is lifted bodily by the force of the arrows.

Pinned against the rock, its form sags. The arrows and the ichor which slowly runs out of its emptying form create the impression of an unsettling, smiling face on the dead fungus.

The only remaining fungus continues its slow progress forward. Whether coincidence or strategy, it winds up on the small island behind one of the pillars, effectively protecting it from a full assault by Tyrien.

[sblock=ooc]I couldn't find a line between any corners that let Tyrien hit fungus 3, but there was one spot where I made a judgement call on whether she would be hitting or brushing past the pillar against 4, so it went squishy. 3's move definitely puts it under total cover this round, though, so I believe she'll have to move in some fashion if she wants to make a shot against it.[/sblock]

[sblock=Status]NOTES:

* The ioun torch only provides full illumination out to 40' for low light viewers. The next 40' radius provides concealment (20% miss chance) vs. low-light attacks. I've shaded the map to reflect the ioun torch's aura.

* The pale blue 'coastal' area (The 5' adjacent to the walls and the small island) can be walked through as difficult terrain. All other water is 20' deep and requires a DC 10 swim check (calm water) to swim through.

* Any land without a grid on it is actually a wall or pillar. You can't move through it, and it provides cover as normal.

Kalgor: 39/54, Haste 5/6 rounds, Bless
Gragnor: 26/26, Mage Armor, 3 CON and 5 STR damage
Tyrien: 48/48 Haste 5/6 rounds, Bless
Ausk: 82/82 Haste 5/6 rounds, Bless
Anaerion: 44/44, Mage Armor, Mirror Image (3 dupes) Haste 5/6 rounds, Bless

Fungus 1 (AC 15): Dead.
Fungus 2 (AC 15, 22/30 HP): Dead.
Fungus 3 (AC 15, 30/30 HP): Undamaged.
Fungus 4 (AC 15, 30/30 HP): Dead.[/sblock]

GM: PCs up
 

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sunshadow21

Explorer
OOC: Would like to point out that Ausk moved last round to 0=15, which makes a difference this round as it should give him a fairly clear couple of shots.


Ausk pulls back his bow and fires off a couple of arrows at the remaining beast, not being phased by the lack of light and only slightly concerned about the pillars.

OOC: And he proves once again that he is absolutely worthless for doing actual attacks.
 
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perrinmiller

Adventurer
Tyrien, Half-elven Archeress

Tyrien nocks another arcane infused arrow and holds the draw, waiting until the slow fungus becomes visible once more and she gets a clear shot.

[sblock=Actions]Activate Arcane Strike
Standard: Readied Attack w/Deadly Aim once Fungus breaks cover
At Fungus 3: Readied arrow (Bless/Deadly Aim) (1d20+13=18, 1d8+10=11)[/sblock][sblock=Mini Stats]Initiative: +7 Perception: +12 (low-light vision)
AC: 20 (15 flat-footed, 15 Touch)
HP: 48 Current: 48
CMB: +7 CMD: 22(17ff) Fort: +5 Reflex: +9 Will: +4
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: PBS, Precise Shot, Arcane Strike (+1 Dmg), Resistance, Ioun Stone illumination (in darkness), Deadly Aim (-2Att/+4dmg)
Current Weapon in Hand: Longbow
Chakrams: 8/8 Remaining

Bardic Performance:
5/5 Rounds Remaining
Spells Remaining: Cantrips: (Message, Resistance, Mending, Prestidigitation)
1st Level 1/2 (Cure Light Wounds, Timely Inspiration)[/sblock]___________________________________________

LieraAvatar2.jpg
Tyrien e'Adrianne
 

jkason

First Post
With only one target for the full party to focus on, the death of the remaining fungus is largely a waiting game. Tyrien and Ausk use the combination of their skills and arcane enhancements to slosh their way into position but out of reach, and though it's a bit of a slog, with Gragnor cat-calling from down the tunnel to ask if everyone's done playing at being vegetarian, eventually the final fungus slurps into a formless pile like its kindred.

There remains then only the drip of water and echo of the party's breathing as the only sounds and apparent movement within the poisoner's garden.

[sblock=ooc]The fungus only has a 10' move, and mostly that's through difficult terrain, so the readied shot is largely wasted, especially since the twistiness of the cavern and pillars mean it wouldn't fully 'break cover' in regards to Tyrien's shot for several rounds. That being said, I think we're probably pretty clearly in grind territory, so I'm going to call it rather than spend the next week rolling ranged attacks and shifting out of Reach when necessary. With the extra attacks from Haste and other bonuses, I can't imagine that thing's getting to any of you to get in a hit.

800 xp each for the encounter, and the room, as they say, is yours.[/sblock]
 

jackslate45

First Post
Anaerion breathes a sigh of relief. He turns to others and says "We need to find the body of the missing man. Shall we get started?"

Once the search starts, Anaerion tries his best to assist.
 

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