[LPF] Into the Wilds Part 1

Deuce Traveler

Adventurer
The three goblins gain initiative and strike first, taking some sort of pre-worked signal to all strike out at poor Caius as the man is stuck on the rope bridge. Some sort of chemical on their thrown javelins sparks, threatening to lick into a short flame that threatens both the paladin and the flammable structure he and you are trying to cross.

Attack 1
[roll0]
[roll1]

Attack 2
[roll2]
[roll3]

Attack 3
[roll4]
[roll5]

OOC: Everyone up! Enemies are 30 feet above.

Party HPs:
12/12 Snorri
7/7 Regar
7/14 Brog
2/11 Caius (hit by for 3 hps)
10/10 Maenor
20/20 Kepli
?/? Lizard
 
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GlassEye

Adventurer
Kepli Stormborn


As Kepli casts her sleep spell (DC 14) Scuttle flies above the group of land-bound adventurers in a tight spiral. He continually shrieks a seagull challenge to the bats as if trying to distract them from Kepli's spellcasting.

[sblock=OOC]Full-round action to cast Sleep[/sblock]
[sblock=MiniStats]
[size=+1]Kepli[/size]
Aasimar Shaman 2
Initiative: +1 Perception: +11 (+13 w/ Alertness); Darkvision 60 ft.
AC: 13 (11 touch; 12 flat-footed)
HP: 20 Current: 20
CMB: +2 CMD: 13
Fort:
+1 Ref: +1 Will: +6

In Hand: shortspear
Conditions: None yet
Spells Prepared:
  • 1st level (DC 14): Cure Light Wounds, Cure Light Wounds, Sleep
  • Orisons: Daze, Detect Magic, Guidance, Virtue


Special:

Concentration +7
Spirit Magic: Charm Animal 0/1
Stormburst: 6/6 (target treats foes as if they have concealment, 20% miss, for 1 round)
Fury Hex: 1/target (+2 morale to attack, +2 resistance to save vs fear; 3 rounds)
--Used:
Alchemist's Fire 2/2
sling (9/10 bullets)

[size=+1]Scuttle[/size] Seagull Spirit Animal
Initiative: +2 Perception: +10
AC: 15 (14 touch; 13 flat-footed)
HP: 10 Current: 10
CMB: +1 CMD: 7
Fort: +1 Ref: +4 Will: +5

In Beak: Nothing
Conditions: None yet
Special:
Speed: 10 ft; fly 40 ft
Melee: Bite +5 (1d3-4); 0 ft reach
Improved Evasion

[/sblock]
 

Sezarious

Explorer
image.jpeg
"Uh-oh..." Regar mutters under his breath. He raises his hands and casts one of his spell-like abilities, acid dart at whicher goblin is not targeted or affected by Keplis spell. He does this and then moves along the bridge as quickly as possible.

OOC: Acid dart: 30ft ranged touch attack - 1d6 8/day. I think I've used it 4 times so far since getting here.
[roll0][roll1]



[sblock=Regar Ministats]
Regar Lilothian - Level 1 Elven Wizard (Conjurer)
Alignment: NG
Languages: Common (Venzan), Elven, Gnoll, Goblin, Orc, Sylvan, Draconic (Class), Terran (Linguistics), Deltan (Free (Campaign related))
HP: 7 = [1d6 + CON (0) + FC (1)] (Wizard 1)
AC: 14 = [10 + DEX (4) + Armor (0) + Shield (0) + Natural (0) + Size (0) + Misc (0)]
Touch: 14
Flatfooted: 10
INIT: +8 = [DEX (4) + Misc (+4 Familiar)]
CMB: -1 = [BAB (0) + STR (-1) + Misc (0)]
CMD: 13 = [10 + BAB (0) + STR (-1) + DEX (4) + Misc (0)]
Fortitude: +0 = [Wizard 1 (0) + CON (0) + Misc (0)]
Reflex: +4 = [Wizard 1 (0) + DEX (4) + Misc (0)]
Will: +0 = [Wizard 1 (2) + WIS (-2) + Misc (0)]
Speed: 30'


• Acid Splash +4 (1d3+1 (Acid Flask as focus))
Attack: +4 = [BAB (0) + Ability (4), 25ft Crit: 20/x2, Special: Acid damage
• Acid Dart +4 (1d6)
Attack: +4 = [BAB (0) + Ability (4), 30ft Crit: 20/x2, Special: Acid damage
• Quarterstaff -1 (1d6-1)
Attack: -1 = [BAB (0) + Ability (-1), Crit 20/x2, Bludgeoning


Weapon Proficiencies: Longbow, longsword, rapier, short bow, club, dagger, heavy crossbow, light crossbow, and quarterstaff


[sblock=Familiar: Greensting scorpion (Spike)]


Greensting Scorpion CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
Defense
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
Offense
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Statistics
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Ecology
Environment warm or temperate deserts, forests, plains, or underground
Organization solitary or colony (3–6)
Treasure none
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures.
[/sblock]


[sblock=Class and Racial Features, Feats and Traits]
Low-Light Vision: Can see twice as far in dim-light conditions
Elven Immunities
Elven Magic


Arcane school: Conjuration - Summoner's charm - Whenever you cast a conjuration (Summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (Minimum 1)
Acid dart: Standard action - any foe within 30ft ranged touch attack - 1d6 8/day


Spell focus: Conjuration (Class feature): +1 to Conjuration spell DC
Spell Specialization:Summon monster I (1st Level): Treat the spell as if cast 2 levels higher (Effectively gives 2 extra rounds to the duration of the spell)
Alertness (Familiar): +2 to sense motive and perception with your familiar on you


Capable (Skill): Become proficient in 1 skill and get +1 (Escape Artist)
Two world magic (Magic):Learn one extra cantrip from any list
[/sblock]


[sblock=Skills]
Escape Artist 9
Knowledge (Arcana) 9
Knowledge (Nature) 9
Knowledge (Planes) 9
Knowledge (Religion) 9
Linguistics 9
Spellcraft 9
[/sblock]


[sblock=Spells]
Spells Known:
0 Level: All wizard cantrips plus purify food/drink, minus restricted schools
1st Level: Colour spray, Feather fall, Grease, Mage armor, Mount, Obscuring mist, Protection from evil, Summon monster I
Learnt from scrolls: -Summon Minor Monster, break, burning hands


Spells Prepared (Ready):
0 Level: Read Magic, Detect magic, Acid splash
1st Level: Summon Monster I (Favored school), Mage Armor, Summon Monster I


Spells Expended:
1st level: Feather Fall.
[/sblock]
[/sblock]
 
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Sezarious

Explorer
OOC: Bloody picky system. Don't ever start punching in your rolls in Quick reply and then click on 'go advanced or it confuses the roller. [roll0][roll1]
 

Radaceus

Adventurer
Snorri Ironaxe

[section]
The dwarf reads Regars attack and fires on the same target, aiming for the bat. Seeing the batriders intentions, he wraps a foot in the ropes and reaches back to Caius, 'Hustle!', hoping to help him forward.
[/section]

[sblock=Actions]
[roll0] on the mount of Regar's target
if hit, [roll1]
[/sblock]

[sblock='Mini-Stat Block']
Snorri Ironaxe Stonelord (paladin) 1st level
Initiative: +1 Perception: +1
Darkvision 60 ft.
Speed: 20'

AC: 16/20* (18/22* w/shield) (touch 11; flat-footed 17/21*) HP: 12/ 12 (*+4 vs giant types)
CMB: +3 CMD: 14
Fort: +4 Ref: +1 Will: +3

Relentless: Gain a +2 to Bull Rush and Over-run
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

In Hand:Lt Crossbow: Attack: +2 = [BAB (+1) + Ability (+1) + Misc (0) + Magic (0)] Damage: 1d8+1, Crit: 19-20/x2, Piercing, Range 80'
Off Hand:
Conditions: None yet

Character Sheet
[/sblock]
 

Deuce Traveler

Adventurer
Snorri takes a shot at one of the mounts, but misses. Regar has better luck, with his spell hitting one of the javelin-wielding goblins squarely on the chest, causing him to scream out loud in pain before falling off his mount and plummeting to his death.

Kepli's spell goes off in the center of the flying whirl above, causing the remaining riders to struggle in an attempt to shrug off the spell. Their efforts fail, and both slump in their seats.

OOC: Caius, Brog and Maenor still up.

1st Goblin Save vs Spell
[roll0]
2nd Goblin vs Spell
[roll1]
 

ealt

Explorer
Maenor Thandgur

[section]

Maenor conjures a vial of acid and deftly tosses it at one of the sleeping goblins' mounts. Such cowardly creatures, no sens of fair play at all. He seems indignant at the idea of the goblins not fighting him on even footing. "Come down here and face me steel-to-steel!" He yells up at the goblins despite their obvious state of slumber.
[/section]

[sblock=Actions]
Touch Attack:[roll0]
Damage:[roll1]
[/sblock]

[sblock=Maenor Thandgur Mini-Stats]
Maenor Thandgur
AC: 15 (11 flat-footed, 14 touch)
HP: 10/10
CMB: +0
CMD: 14

Fort: +3
Reflex: +3
Will: +3

Knowledge (Arcana): +7
Knowledge (History): +8
Perception: +2
Spellcraft: +7
Use Magic Device: +4

Arcane Pool: 3/4

Concentration: +6

Prepared Spells:
Cantrips (DC 13)
• Acid Splash
• Light
Level 1 (DC 14)
• Chill Touch

Current Weapon in Hand: Wakizashi, +4 (+5), 1d6+3 (+4), 18-20 x2
Current Conditions in Effect: Enhance Weapon (9 Rounds)
Temporary items in possession: None
Items not currently in possession: None
Items depleted: None
[/sblock]
 
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Deuce Traveler

Adventurer
The struck mount screeches and takes back into the air with a sharp climb out of the range of the deadly attacks of Maenor and Brog. The second mount with a sleeping goblin soon follows, flying in a confused semi-arc over the top of the rocky peak above, as it unsure why its rider doesn't respond. The third mount could attack you as it lacks a rider, but you notice that its bite would be hampered by the harness it wears. It hesitates for a second longer, but it also decides to follow the other two into the rocks above and out of sight. It would seem you have bought yourself some time to easily get across the rope bridge, though Caius is barely hanging in there with the wounds he has sustained.

You can see partly into the cavern connected to this rock platform past the rope bridge. It seems full of stalactites, and you can smell a musky odor of animals inside.
 

Sezarious

Explorer
"Err, Caius doesn't look so good everyone. Do you think if we found a small room further up to barricade off, we might be able to rest up? Unless we have some healing magic on us?"

Regar shrugs indifferently as he moves across the bridge. At this point, he begins to ramble... [sblock=Regar's Ramblings]"I've always wondered about trying to find a way to get some healing magic. I mean someday I'll hopefully I'll be able to summon creatures who can cast such spells for me. What I don't get is how bards are able to utilise arcane magic to heal.... I suspect that where a cleric uses their holy symbol as a conduit, trickling in healing from the positive energy plane is it? That a bard somehow uses the spirit or soul of the person themselves they are healing. But then, that theoretically borders on necromancy.... Everybody knows what happens when you try to sustain life with arcane magic... Undead.... Perhaps the music is the conduit instead? Which in itself raises more questions. Why would music suffice as a conduit in the stead of a god? Does the positive energy plane 'like' music? If only certain sounds appeal to said plane in the form of spells, does that mean that it 'prefers' some music over other music? Is the plane itself sentient? I find it a fascina..........."[/sblock]
 

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