[LPF] Into the Wilds Part 1

Deuce Traveler

Adventurer
Several long dark stalactites stretch from the ceiling to the floor of this cave. In the far corner you can see what look like riding harnesses, hung on racks built into the wall. Besides the harnesses are stacks of barbed javelins attached to short ropes. The floor of the room is covered in thick white mounds, and you can smell the smoke from a nearby fire.
 

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Sezarious

Explorer
image.jpeg

Regar scratches his cheek as he contemplates... "Hmm. Looks like this is the roost. Do you think those were the same riders as before?" Before waiting for an answer, he casts detect magic, checking everywhere about the cave including the big piles of what he assumes to be bat faeces.

He slows down for a moment... "Wait a minute... Bats don't roost on the ground do they heeheehee... Silly Regar...." With that, he holds still and slowly raises his head to look above him to make sure there are no bats on the ceiling.


[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]
 
Last edited:

ealt

Explorer
Maenor Thandgur

[section]

Maenor looks around the chamber and makes a grimace at the piles of guano. He strides over towards the rack of javelins and picks one up studying it briefly. "Pah! Crude thing." He snaps it over his knee with a swift motion and tosses it aside in disgust.
[/section]

[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]
 


GlassEye

Adventurer
Kepli Stormborn


Kepli followed after the others as they moved into the cave to explore. She didn't have anything in particular she wanted to examine and so stood near the entrance and kept watch. She frowned at Caius' injuries.

"Mayhap we should return so that Caius could get the care of a healer."

[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]
 

Radaceus

Adventurer
[section]
Acknowledging Keplis words, "Shame to give up the egress we've managed," raising a brow at Caius' state,"Bah...we cannae risk his life, have we no means to tend him?."
[/section]

[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
Caius responds, "Why don't you continue and I stay back here? I mean, if we have cleared out the danger I should be alright, but I would not want our enemy to regroup just because of me."

As he says this, and sits to bandage some of his recent wounds, Regar gets a bit too close to one of the stalactites. It hisses at him and unfurls its wings, and a second 'stalactite' does the same. Regar backs up quickly and yells a warning as the two bats attack!

OOC: Roll for initiative! Caius is scrambling to get ready to fight again and is not ready to join the battle, so he is out for now.

Bat Initiative:
[roll0]
 


GlassEye

Adventurer
Kepli Stormborn


Kepli heard a commotion behind her and turned to see what was going on in the cave.

Initiative: [roll0]

[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]
 

ealt

Explorer
Maenor Thandgur

[section]

Maenor glares at the giant bats. "Overgrown, winged rats! I'm a swordsman, not an exterminator!"
[/section]

[sblock=Initiative]
Initiative:[roll0]
[/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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