[LPF] Kostry Kopec

Satin Knights

First Post
After the body is looted, Kalgor gets ready to set out further down the tunnel. "Alright Mr Immortal, time to see what was worth running to." The cat just looks at him and lets out a low growl before slinking off down the tunnel.[sblock=actions]Gragnor 20' ahead, then Kalgor goes down the tunnel. Neither need light.[/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 10 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]
 

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jkason

First Post
The party quickly strips Hyve of his belongings, leaving his looted corspe where he died, and Anaerion sets his mystical sight on the pile of objects. While the crossbow Hyve dropped in the center of the room appears to be of fine make, it shows no magic to the wizard's vision. The poisoner's armor, however, reveals protective magics woven into it, as do the ring and amulet he wore.

[sblock=ooc]Anaerion's Spellcraft is so high I don't see the point of rolling for pretty modest DC's like these. Between the room and Hyve, the party can lay claim to:

Rapier (20 gp)
Masterwork light crossbow, (335 gp)
Bolts (20) (1 gp)
+1 studded leather armor (1175 gp)
Ring of protection +1 (2000 gp)
Amulet of natural armor +1 (2000 gp)
Alchemist’s lab x2 (400 gp)

I'll update the first post after I get this one in for reference.[/sblock]

At his summoner's urging, Gragnor moves ahead down the sloping tunnel, and has barely managed the lead distance Kalgor perfers when the path ends at what presumably is the garden. Partially composed of natural cavern, partially remnants of long-buried buildings and foundations, the ceiling of this dank, 40-foot-tall cavern is supported by several stone pillars. Water drips from numerous spots in the ceiling, pattering into a fungus-choked lake below. Here and there, islands and beaches rise from the sides of the dark lake, but these areas of doubtful land are clogged with hideous-looking fungi.

As seems to be typical for locales in Kostry Kopec, Gragnor can't help but notice the stench wafting from the water itself. It's not the same scent that the Spawn left, but it's certainly unpleasant.

[sblock=ooc]The palest blue areas, adjacent to the walls and land, are walkable as difficult terrain. The rest is a dropoff to 20' water, requiring a DC 10 swim check (no taking 10).[/sblock]
 

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Satin Knights

First Post
Once his master gets to the pool and looks things over, Gragnor says "I thinnk I cann make it." Tensing up and then springing, he jumps to the first rock, then bounds over to the next before getting to the far side. There he searches the little alcove.

[sblock=moves]Gragnor Jump M11, L13, K15. Roll/2 is distance covered.
Gragnor readies a dismiss if Gragnor misses and falls in the water.[/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 10 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]
 
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perrinmiller

Adventurer
Tyrien, Half-elven Archeress

Tyrien is quiet walking behind Ausk. She still has her longbow in hand and the Ioun Torch revolving around her head.

Seeing the water ahead, she hangs back in the dry tunnel, not wanting to get her breeches wet. Who knows what might lurk in the water and she has no desire to experience any little leeches or tiny fish to be swimming in her drawers.

[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
[sblock=ooc]I'm sorry for the confusion, but I think you're mistaking the pillars for rocks. The only 'standable' land are the areas that actually show grid and the light blue edge water which can me walked through as difficult terrain. The other gray rocks are holding the cavern roof up. So the hopscotch option isn't actually on the table. Again, apologies for not making that clearer.

Given what follows (see the Kalgor sblock), and the fact SK explicitly planned to unsummon Gragnor if he got wet, I'll hold off any other move updates for now.[/sblock]

[sblock=Kalgor]As Kalgor moves into position to survey the cavern, his training in woodlore makes apparent what his eidolon couldn't have known: among the tangle of fungus are several Violet Fungi. Feeding on rot and decay, these fungus don't just wait for something to deteriorate: their long (10' reach) tentacles are coated in a poison which can activate a nasty rot in the flesh of their victims (STR and CON damage).[/sblock]

[sblock=ooc]Identifying creatures with Knowledge is 10 +CR, so even looking at the (currently not moving) fungus, Gragnor couldn't recognize it as a threat since he's untrained. Luckily Kalgor took a few ranks in Know: Nature, though.

Technically, I don't think the party can see all of the fungi from where they are, but once you've pointed them out, they aren't exactly hard to spot (they aren't hiding), so I just put them all on the map now to save some time.[/sblock]
 

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Satin Knights

First Post
Kalgor spots the fungi creatures. "Gragnor, get back, you already had enough of their poisons." As he draws his bow, "Get up here little girl, it's time for some target practice." Releasing the arrow, it sinks into the wall next to the first creature. "Don't let them get close. They were the source of the nasty poison and they have tentacles that reach out."
[sblock=actions]Send Gragnor to the back of the line, side step to O12 give Tyrien room up front, shoot K15 [/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 9 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]
 
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jkason

First Post
[sblock=ooc]perrinmiller gave me go ahead to have Tyrien shoot wherever Kalgor points her while he's travelling. I'll go ahead and roll this round, but feel free to roll her attacks yourself if you like going forward while PM is unavailable.[/sblock]

Gragnor slinks backward in the tunnel as his summoner carefully moves to the shallow water.

"He wantss you up front to shoot things," the cat whispers to Tyrien as he passes.

The half-elf archer shuffles forward. However, she hasn't the same eyes for night as Kalgor, so when she finds the water's edge, she produces her Ioun stone again. The light allows her to easily spot the nearby fungus Kalgor points out to her, but the flare of illumination also seems to have caught the attention of the fungus. Tentacles writhe on the embankment, and the bruise-purple, pitted fungus drags itself over its pale yellow, bone white, and similarly-noxious hued 'cousins,' splashing lightly into the shallows.

[sblock=ooc]Kalgor's Darkvision reveals that the other fungi appear to be shifting in response to the light, as well.[/sblock]

Tyrien's bow takes on another momentary glow as she infuses her weapon with a portion of her magic, and she fires off two shots in quick succession. One merely careens off the wall, but the second rips through the fungal body, rending a visible hole in the creature.

[sblock=ooc]Using previous combats as a model, I'm applying Arcane Strike, Deadly Aim, and Rapid Shot to Tyrien's attacks:

PBS Arcane Strike Deadly Aim Rapid Shot; Damage (1d20+10=15, 1d8+11=17, 1d20+10=13, 1d8+11=14)

One hit, 17 damage.[/sblock]

[sblock=Status]NOTE:

* The ioun torch only provides sufficient illumination out to 40' (20' normal, 20' dim). Past that, only the characters with darkvision can see and target effectively. 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
Gragnor: 26/26, Mage Armor, 3 CON and 5 STR damage
Tyrien: 48/48
Ausk: 82/82
Anaerion: 44/44, Mage Armor

Fungus 1 (AC 15): Heavily wounded
Fungus 2 (AC 15): Undamaged.
Fungus 3 (AC 15): Undamaged.
Fungus 4 (AC 15): Undamaged.[/sblock]

GM: Everyone but Tyrien can still act this round if they so desire.
 

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sunshadow21

Explorer
Ausk considers his spell options but decides ultimately to move out of the tunnel just far enough to get a clear shot with his bow for now.

OOC: Move to P-13, fire arrow. Never mind; some days I really hate this dice roller.
 

Satin Knights

First Post
Kalgor fires again at the plant, missing again. "Second thought, withdraw and fall back. There are too many. Get to the other room where we can maneuver and fire with speed."

[sblock=actions]Send Gragnor back further so we can back out, moves past T1 north. Fire and move to Q11 where Ausk just vacated.http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1 [/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 9 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]
 
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jkason

First Post
GM: Not sure if [MENTION=95784]jackslate45[/MENTION] is around atm. I'll give him another day, then we'll NPC Anaerion so things don't get too much slower.
 

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