[LPF] No Loitering

jkason

First Post
The sleeping orc dies at Siddhartha's hand, and the merman slithers his way around to provide healing where he can, be it bird or humanoid. The late day sun hangs a bit lower, but other than its darkening tint, there is not other change as you choose your next course of action.

[sblock=ooc]My notes say that only Erin's been healed by Aszar's Hex so far today, so anyone else who wants it is free to roll 1d8+2 once and apply that to their current HP. The healing hex only works once for each creature per 24 hrs, so there's no stacking on that like you would with a wand.[/sblock]
 

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FrancisJohn

Explorer
Wilmorn, human male

[sblock=MiniStats][SIZE=+1]Wilmorn[SIZE]/ Human Ranger 1
Initiative +2 Perception +6

AC 16 (12 touch; 14 flat-footed)
HP 21 Current 15
CMB +5 CMD[COLOR] 17 [/COLOR=#0000ff]Fort[COLOR] +3 Ref +4 Will[B/][COLOR/] +2

In Hand Bardiche
Conditions/ Poisoned, reduced strength (-2),
Medium Encumbrance (+3 dex max, -3 ACP, 20' move)
Favored Enemy
  • []Human +2
    []Bluff, Knowledge, Perception, Sense Motive and Survival
    []Weapon Attack and Damage
    []May ID creature untrained (look, it's a human!)

Wild Empathy 1d20-1
Skills

Acrobatics +7, Handle Animal +2, K(Dungeoneering) +5, K(Geography) +5, K(Nature)+5, Perception +6, Stealth +6, Survival +6, Survival(Track) +7

Notes for this trip/
Chain shirt (equipped; removed studded leather)
[/sblock]

"Thank you Aszar!" The ranger feels a good bit better.
[sblock=Heal 6]Aszar Hex: 1D8+2 = [4]+2 = 6
[/sblock]
 
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FrancisJohn

Explorer
Siddhartha the Hunter
[sblock=Mini Stats]Siddhartha the Hunter
HP: 15/17
AC: 18 FF:14 T:14
CMB: +5 CMD: 19
Fort: +2 Reflex: +4 Will: +3
Perception: +3 Stealth: +2
Initiative: +6
Armed: C. Longbow SR2 +6 d8+2
Unarmed: Longsword +6 d8+4
Arrows: 93/100
Common Modifiers: Deadly Aim -1/+2, Point-Blank +1/+1
Items Used: Potion CLW[/sblock]

"Thank you." Siddhartha slowly starts walking in the main entrance, arrow knocked.
[sblock=Heal 3]Aszar Hex: 1D8+2 = [1]+2 = 3
[/sblock]
 

Anastrace

First Post
Erin Vaneese, Magus Initiate

175px-Erin_vaneese_cropped.png

"Well shall we check out the rest of this place, now that the...riff raff has been dealt with?" Erin nervously spins her sword in her hand as an idle motion while she waits.

[sblock=Erin Vaneese Mini Stats]

Erin Vaneese
AC:17 (11 flat-footed, 16 touch)
HP: 14/14
CMB: +2 CMD: 16

Fort: +3 Reflex: +4 Will: +2
Perception: -1 Sense Motive: -1
Initiative: +4

Concentration: +6
Arcane Pool: 3/5
Level 0 Spells Prepared: Detect Magic, Prestidigitation, Ray of Frost
Level 1 Spells Prepared: 1/2 Mirror Strike, Shocking Grasp (Used)

Class Skills: Knowledge (Arcana) +9, Knowledge (Planes) +9, Linguistics +10, Profession (Cook) +4, Spellcraft +9, Stealth +12

Current Weapon in Hand: Wakazashi, +6, 1d6-1, 18-20, S or P
Current Conditions in Effect: Str -3
Temporary items in possession:
Items not currently in possession:
Items depleted: none
[/sblock]
 

GlassEye

Adventurer
Kepli Stormborn, shaman (+Aszar)

[section]
Scuttle hops along his branch making pitiful mewling sounds which sound strange coming from a bird. He makes it close enough for Aszar to reach out and bless him with healing. Much improved Scuttle takes flight shrieking in what one can only suppose is elation at being, if not at full strength, then at least nearly so.

Kepli watches the bird, worry writ across her face. "Thank you, Aszar." She nods at Erin in response to the other woman's question. "I would say so. Though if any are still within we should move carefully. Do you wish to lead?"

Aszar is quiet but speaks up. "I guard the rear and come at my own pace." He glares off to where his horse has stopped to crop at a stand of tall grass.

[/section]
[sblock=OOC]Healing for Scuttle: [roll0][/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: 13
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, Sleep, Cure Light Wounds
  • Orisons: Daze, Detect Magic, Guidance, Virtue
Special:
Concentration +7
Spirit Magic: Charm Animal 1/1
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: Siddhartha
Alchemist's Fire 2/2 (w/ Aszar)
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: 5
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]
 

Anastrace

First Post
Erin Vaneese, Magus Initiate

175px-Erin_vaneese_cropped.png

"I'll gladly take point. Anyone care to join me?"

[sblock=Erin Vaneese Mini Stats]

Erin Vaneese
AC:17 (11 flat-footed, 16 touch)
HP: 14/14
CMB: +2 CMD: 16

Fort: +3 Reflex: +4 Will: +2
Perception: -1 Sense Motive: -1
Initiative: +4

Concentration: +6
Arcane Pool: 3/5
Level 0 Spells Prepared: Detect Magic, Prestidigitation, Ray of Frost
Level 1 Spells Prepared: 1/2 Mirror Strike, Shocking Grasp (Used)

Class Skills: Knowledge (Arcana) +9, Knowledge (Planes) +9, Linguistics +10, Profession (Cook) +4, Spellcraft +9, Stealth +12

Current Weapon in Hand: Wakazashi, +6, 1d6-1, 18-20, S or P
Current Conditions in Effect: Str -3
Temporary items in possession:
Items not currently in possession:
Items depleted: none
[/sblock]
 

jkason

First Post
The party leaves the fallen untouched, their threat neutralized, and slowly makes its way into the fort. Erin takes point with Siddhartha, who had already begun to creep his way past the large, open gates. The others range behind as they can, the inch-worming Aszar taking the far rear guard.

The closest trio of buildings, along the east wall, appear to be individual quarters. The central of the three seems most likely to have belonged to the orc with the familiar. The walls are hung with bone and feather reminiscent of the fetishes which adorned him. The back corner is stacked with small creatures malnourished and quiet. A wood altar sits on the back wall; the red-black stains mixed with bits of feather and fur suggest the intended fate for the pitiful animals yet living here.

The two quarters which flank this one have little to recommend their specific inhabitants. Both are set up as if for military commanders of modest rank; at least, none of them have more than a single cot to suggest any kind of shared sleeping arrangements. The stench, and what might generously be described as decoration, suggest orcs.

The large building in the northeast corner looks to be the general barracks. straw pallets line the walls, at least up to the pile of rock from the back corner's collapse. There seem to be far more pallets than individuals the party has faced, but a good many of the pallets have no personal affects near them, and in fact seem far too fresh to have been occupied. You recall the goblins from the road; perhaps the camp was set up for more recruits like them, who had yet to arrive.

The longish structure along the north wall appears to have once been a stable, but the line of crude clubs, slings, and other simple weapons on one half, and the foul-smelling pots and fire on the other mark it some kind of hybrid armory and mess area. There are more bloodstains on what would originally have been the stall walls, but it's unclear if those predate the current occupants, or if the orcs decided to make their kitchen someplace where food was already sheltered.

You come finally to the more ornate structure in the central field. It's angle suggests it wasn't built to align with the fort walls; its cleanliness suggests it a much newer construction, in general.

The inside doesn't dissuade any of those notions. The structure smells and looks much cleaner than anything else you've encountered. A large cot with a privacy drape occupies the back wall. Another table holds a modestly-made pitcher and bowl, presumably for personal ablutions. There is a stand for but a few weapons; the equpiment nearby suggests they were well cared for.

The central table is spread with papers and maps, a journal of some sort open in the center.

So far as your sweep can determine, there are no further souls living in the fort.
 

GlassEye

Adventurer
Kepli Stormborn, shaman (+Aszar)

[section]
Kepli moves not far behind Erin. It isn't until she sees the cages of animals that she is visibly incensed. Scuttle picks up on her ire and flies around the courtyard shrieking while Kepli moves in and quickly releases the pitiful creatures. She hopes they'll be able to crawl or fly away and fend for themselves; it's the best she can do. She looks for any shamanic implements that she might be needed to dispose of.

She comes into the central shelter, likely that of the warrior-woman leader, as the others are beginning their search. "Are those papers? The White Cloaks will probably want to get a look at those."

Aszar maintains his slow advance/rear guard.

[/section]

[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: 13
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, Sleep, Cure Light Wounds
  • Orisons: Daze, Detect Magic, Guidance, Virtue
Special:
Concentration +7
Spirit Magic: Charm Animal 1/1
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: Siddhartha
Alchemist's Fire 2/2 (w/ Aszar)
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: 5
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]
 

FrancisJohn

Explorer
Siddhartha the Hunter
[sblock=Mini Stats]Siddhartha the Hunter
HP: 15/17
AC: 18 FF:14 T:14
CMB: +5 CMD: 19
Fort: +2 Reflex: +4 Will: +3
Perception: +3 Stealth: +2
Initiative: +6
Armed: C. Longbow SR2 +6 d8+2
Unarmed: Longsword +6 d8+4
Arrows: 93/100
Common Modifiers: Deadly Aim -1/+2, Point-Blank +1/+1
Items Used: Potion CLW[/sblock]

Siddhartha slowly walks around, with a stoically puzzled look wrought upon his face.
 


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