[LPF] From Whence None Return

jkason

First Post
Weel Naxel, aasimar oracle

"Naughty, naughty, little tree," Weel says, clicking his tongue. "Not everyone likes to be hugged when you meet them. Now, you let Maui go. And Maui, you should give our new friend room to come play the killing game with everyone. No fair hogging all the fun."

At the broad shouldered man's words, Maui hears a chittering in his own ears that's usually confined to right around Weel's shoulders. He can't understand any actual language, but feels a surge of magical energy through his form.

Weel holds his greatsword up, shaking it a touch as he starts speaking to it, saying, "Yes, yes, you've been waiting for this and it's all built up inside you. Don't worry. You'll get your chance." Those looking notice a brief glow about the blade, but it doesn't appear to say anything back that anyone else can hear.

[sblock=ooc]Immediate action: Cast Liberating Command on Maui. He can make an immediate action Escape Artist check to get out of the grapple, with an additional +16 to his normal check bonus. If he makes that, I think that'll leave him all his actions for the round to be slashy-bitey tiger.

Standard Action: cast Lead Blades. Greatsword damage bumps up to 3d6

Move: Looks like there's not much of anywhere for Weel to get to that will let him engage, so he'll stay where he is until he can get anywhere. [/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (5/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (5/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Knowledge Nature: Does Vincenzo know the best attack to use on the shambling mound.

1d20+3=22

If He does know that a long sword is better then a rapier, he will

Move action: sheath his rapier
move action: Move to AF - 20 and draw longsword as part of his move action

Next round: lunge attack planned


Edit: knowledge check shows rapier works just as well as longsword and since he prefers rapier, then change as follows:

Move: AF,20 lunge attack to offensive shrubbery.

Attack/Damage: 1d20+13=24, 1d6+7=13

[sblock=Vincenzo's stat block]

Item in hand: Rapier
off hand: empty

AC 20 Touch 15, FF 16)
lunging feat: 10 foot reach AC 18 Touch 13, FF 14)

HP: 79
Init +2, CMB +9,vs trip: +11, vs diarm: 13 CMD 21, vs trip: 23, vs disarm: 25
Fort +7, Reflex +4, Will +3; Perception +8, Stealth +4

Attack
Rapier +13/+8 (1d6+7, 15-20/x2)
Long comp bow +9/+4 (1d8+2, *3)

Gear:
[wand cure light: 49/50]; sunrod X 4; Rations X8; 13 arrows;
[potion: cure light X 13]; [Potion: Cure Moderate X 2]]
[/sblock]
 
Last edited:

jbear

First Post
Maui, infused by Weel's power, reared up and snapped the vines that held him in place. Vincenzo had moved in and sliced into the creature, lopping off a decent chunk of vegetation, and although the druid wasn't smart he was battle savvy. If the Bush Strangler could reach him, it could reach Vincenzo as well. It had no need to continue shambling out of the room to where the were all able to attack it as one if he backed off. It could just reach out for a smaller bite sized meal instead.

In his current form he had no way of communicating this other than with a mighty roar, a rather ambiguous sound at best. He would have to take the creature down as quickly as he could himself, as luring it out had not succeed due to the long whip like vines he had failed to take into account. He stepped in and set about ripping and biting at the shambler with all he was worth.

[sblock=Actions]
Escape granted by Weel: 29 vs CMD 22 = Success (Thanks!)
Move: Taniwha backs off to AF21 (5ft step) Maui steps in with 5ft step occupying 19-20 AG AH
Standard: FUll Atk vs Shambling mound with power attack: Bite 12 vs AC=miss; Claw 30=possible crit; Claw 23=hit for (Crit confirmed 26 vs AC ) crit claw dmg 4d4+22=33; claw dmg 2d4+11 =17
Total Dmg = 50 dmg [/sblock]
 

kinem

Adventurer
Menik casts a magic missile spell, sending three glowing darts into the bush-beast.

ooc: 13 damage

[sblock=Menik mini stats]
Menik

AC 17 (touch 13, ff 14) w/mage armor, hp 44/44
Init +3, CMB +4, CMD 17, Fort +5, Reflex +6, Will +6; Perception +8 (low-light vision), Stealth +9

attack longsword +4 (1d8+1, 19/x2) or dagger +4 (1d4+1, 19/x2)

force missile (Sp): (1d4+3, as magic missile, 8/day)

Arcane bond: ring; cast any spell in spellbook 1/day except Abj or Div

spells prepared: DC 15 + spell level; (& = evocation, +1 DC); (~ = fire, +1 DC)
concentration: +11 (+5 Int, +6 level)
lesser metamagic rod, selective (3/day, up to 3rd level spell, exclude up to 4 creatures from area of effect)

Level 0: message, disrupt undead (40', +6 ranged touch, 1d6), detect magic*

Level 1: mage armor (cast), magic missile& (1d4+4,1d4+1,1d4+1) (x3) (cast 1),
chill touch (6 touches; 1d6 damage + 1 str damage (Fort part DC 16)
or undead panic 1d4+6 rounds (Will neg DC 16)),
ear-piercing scream& (45', 4d6+3, daze 1 rnd, Fort DC 17 for 1/2 + no daze)

Level 2: mirror image (1d4+2, 6 min),
flaming sphere&~ (3d6+3, Reflex neg DC 19, 160' range, 6 rounds) (x2),
toppling magic missile& (1d4+4,1d4+1,1d4+1; trip +11) (x2)

Level 3: haste (6 targets, 6 rounds),
halt undead (160', Will DC 18 neg (Int only), up to 3 undead, 6 rounds,
ends if they are attacked or take damage),
fireball&~ (8d6+3, Reflex half DC 20, 20' radius, 640' range) (x2)

Gear: 4 days' rations, potion of CLW (1d8+1), periscope, pearl of power (1st level)
Party gear: scroll of locate object
[/sblock]
 

Deuce Traveler

Adventurer
Lem rushes forth, saying to the others, "It looks like salad is on the menu tonight, lads!"

Lem punches out in a flurry, as his fists become surrounded by fire.

OOC: I'm reading that Lem is at BM41, but that's not even being shown on the latest map. On the map he is at AE23. I would like him to move to AG19 and attack.

Melee attack did 3 hit points blunt damage, and 3 points fire damage.

1d20+11=16, 1d6+1=3, 1d6=3


OOC: Disregard. Lem moves as close as he can to the melee, but cannot attack this round.
 
Last edited:

jbear

First Post
[sblock=OOC] Lem can't go there unfortunately. Maui takes up that entire space. You will have to attack at range this round until Maui is able to move (unless you can lunge... I am so going to take that as my next feat) . [/sblock]
 

Satin Knights

First Post
Maui breaks free of its grasp and then proceeds to tear apart the wading tree. Three bolts of mana slip around the tiger and strike the tree as well, causing it to slump for a second. The lizards, needing their protector, gather together a bit more and a crackling surge of electricity bursts forth from them. While this energy reanimates the shambler, it stings the tiger. Vincenzo, standing in armor, in water, takes the full brunt of the charge while the leopard and monk are able to squirm and dodge their way out of the wave front and are unhurt.

Reanimated, the limbs of the shambler starts flailing again. One strike is ineffective, but the next leaves more than bruises on the tiger. It tries to wrap around the beast again, but cannot quite succeed in entangling the large beast.

[sblock=Combat round 2]OOC: If you move, Please tell me which squares you step in as you travel.

53-13-14/65.AC 21 AG19 ~Maui ~ MA 577r, LS 4175r, SwA 1r, DPaS 679r ~ Reflex vs. DC 14 (1d20+6=25) saves for 1/2
50/50 AC 22+4+4 AF21 ~ Taniwha ~ MA 576r, MF 7r ~ total defensive stance, Reflex vs. DC 14 (1d20+11=30) saves + evasion = no shock damage
79-26/79 AC 20 AF20 ~ Vincenzo ~ Reflex save vs. DC 14 (1d20+4=11) fail
76/76 AC 21+2 AE23 ~ Weal ~ MVest 4777r, IronWeap 795r, LB 80r ~
44/44 AC 13+4 AJ24 ~ Menik ~ MA 2142r ~
38/38 AC 23 AI20 ~ Lem ~ Reflex save vs. DC 14 (1d20+11=31) succeeds + evasion = no shock damage


67-13-33-17-13=-7+9=2/67 AC 19 AH18 CMD 22 Shambling Mound Con Increase (1d4=1), slam/slam Maui (1d20+11=18, 1d20+11=30) miss/hit for slam damage (2d6+5=14) + grab attempt (1d20+16=27) missed by 1
??/?? AC ?? AG17 Shocker Lizard moved 5' closer * (1d4=3)
??/?? AC ?? AH17 Shocker Lizard moved 5' closer, group shock attack centered on me group shock attack (8d8=26)
??/?? AC ?? AI17 Shocker Lizard moved 5' closer
??/?? AC ?? AH16 Shocker Lizard moved 5' closer


The yellow light crystal is overhead.
Red circle=grappled
[/sblock][sblock=Map]
map8.png
[/sblock]
 

jkason

First Post
Weel Naxel, aasimar oracle

"No one told me we were making things move when they stopped moving!" Weel protests as the shock attack seems to re-animate the mound. He stomps forward, pouting.

"If that's how we're playing, then there's no reason why those poor stones have to sit there and get splashed for no reason." Weel pulls a piece of clay from the pouch at his waist and slaps it on the wall just in front of Vincenzo. With an odd squelching sound, the wall of the throughway does, indeed, slide out of the way, making the passage wider.

"There. Now everyone can play the killing game and the rocks don't have to get bullied for being in the way." Weel says with a smile.

[sblock=ooc] Move to AE 20, passing through AE 21 and 22 on the way.

Standard: Cast Stone Shape, reshaping AF19 & 18 to flatten and spread out, making the passageway another 5' wider. He should be able to reach the stone at AF 19, I assume, since he'd be able to attack that square if it were empty. 18 cubic feet should be enough to clear out the hallway, probably with some overhang but not enough to impede movement.

The spell doesn't say anything about conservation of mass, so I'm assuming I don't need to specify where the 'spread flat' stone goes?

This should mean AF 18 & 19 are now viable squares for combatants, though I imagine AoO are probably something to consider if anyone's moving there.[/sblock]

[sblock=mini-stats]Weel Naxel

Initiative: +1
AC: 21 (23 w/ Magic Vestment)
HP:76 Current: 76
Senses: Perception 4, Sense Motive 2
CMB: +11 CMD: 22 Fort: +6
Reflex: +5
Will: +8
Spell Resistance: 13 vs. evil descriptor / evil outsiders


Conditions:
* Magic Vestment (8 hours)
* Iron Weapon (8 minutes)
* Lead Blades (8 minutes), damage bump to 3d6 on Greatsword

In Hand: Iron Weapon (Greatsword)


Common Attacks:

(Cold) Iron Weapon Options Attack: +12/+07 = [BAB (06/01) + STR (05) + Enhance (01)]
Damage (Greatsword): 2d6+8, Crit: 19-20/x2, S
Damage (Halberd): 1d10+8, Crit: x3, P or S, brace, trip
Damage (Earthbreaker): 2d6+8, Crit: x3, B
Damage (Lucerne Hammer): 1d12+8, Crit: x2, B or P, brace, reach

Conditional: -2/+4 (+6 2H) Power Attack
Furious Focus negates 1st attack penalty for 2H
+1 attack if moving at least 10' during turn

Iron Weapon (8 minutes, +1 cold iron): 5/6 Remaining
Spells: Orisons (DC 13): Create Water, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st (5/7 remaining)(DC 14): Cure Light Wounds, Obscuring Mist, Lead Blades, Liberating Command, Protection from Evil, Shield of Faith, Sun Metal
2nd (7/7 remaining)(DC 15): Align Weapon, Cure Moderate Wounds, Grace, Heat Metal, Levitate, Make Whole, Minor Image, Shatter, Silence
3rd (4/6 remaining)(DC 16): Cure Serious Wounds, Keen Edge, Magic Vestment, Stone Shape
4th (3/3 remaining)(DC 17): Blessing of Fervor, Cure Critical Wounds, Versatile Weapon
[/sblock]
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Maui breaks free of its grasp and then proceeds to tear apart the wading tree. Three bolts of mana slip around the tiger and strike the tree as well, causing it to slump for a second. The lizards, needing their protector, gather together a bit more and a crackling surge of electricity bursts forth from them. While this energy reanimates the shambler, it stings the tiger. Vincenzo, standing in armor, in water, takes the full brunt of the charge while the leopard and monk are able to squirm and dodge their way out of the wave front and are unhurt.

Reanimated, the limbs of the shambler starts flailing again. One strike is ineffective, but the next leaves more than bruises on the tiger. It tries to wrap around the beast again, but cannot quite succeed in entangling the large beast.

[sblock=Combat round 2]OOC:
79-26/79 AC 20 AF20 ~ Vincenzo ~ Reflex save vs. DC 14 (1d20+4=11) fail
??/?? AC ?? AH17 Shocker Lizard moved 5' closer, group shock attack centered on me group shock attack (8d8=26)
[/sblock]

Vincenzo smiles as the walking head of lettuce weaken, but suddenly speaks words of great wisdom, NNNNNNNYYUUUUUUGGGGHHHHHaaaawwwwwwwhhhhh!!!!!!!" he screams as the electricity courses through his wet, metal clad body. "That was so very unnecessary." grumbles the fighter as it strengthens again.

1d20+13=30, 1d6+7=12, 1d20+8=23, 1d6+7=9
crit confirms:
1d20+13=25, 1d20+8=24
and damages:
1d6+7=8, 1d6+7=12
[still lunging]
[sblock=Vincenzo's stat block]

Item in hand: Rapier
off hand: empty

AC 20 Touch 15, FF 16)
lunging feat: 10 foot reach AC 18 Touch 13, FF 14)

HP: 53/79
Init +2, CMB +9,vs trip: +11, vs diarm: 13 CMD 21, vs trip: 23, vs disarm: 25
Fort +7, Reflex +4, Will +3; Perception +8, Stealth +4

Attack
Rapier +13/+8 (1d6+7, 15-20/x2)
Long comp bow +9/+4 (1d8+2, *3)

Gear:
[wand cure light: 49/50]; sunrod X 4; Rations X8; 13 arrows;
[potion: cure light X 13]; [Potion: Cure Moderate X 2]]
[/sblock]
 
Last edited:

kinem

Adventurer
"I hoped the lizards would stay out of this" Menik sighs.

He moves in front of the passage, and casts a spell. There is a flash of light and heat from inside the lizard cave, and a cloud of steam.

[sblock=ooc]Move to AH24. Fireball centered at the back of the lizard cave, 20' radius (should get lizards + shambler); 23 damage, Reflex half DC 20.[/sblock]

[sblock=Menik mini stats]
Menik

AC 17 (touch 13, ff 14) w/mage armor, hp 44/44
Init +3, CMB +4, CMD 17, Fort +5, Reflex +6, Will +6; Perception +8 (low-light vision), Stealth +9

attack longsword +4 (1d8+1, 19/x2) or dagger +4 (1d4+1, 19/x2)

force missile (Sp): (1d4+3, as magic missile, 8/day)

Arcane bond: ring; cast any spell in spellbook 1/day except Abj or Div

spells prepared: DC 15 + spell level; (& = evocation, +1 DC); (~ = fire, +1 DC)
concentration: +11 (+5 Int, +6 level)
lesser metamagic rod, selective (3/day, up to 3rd level spell, exclude up to 4 creatures from area of effect)

Level 0: message, disrupt undead (40', +6 ranged touch, 1d6), detect magic*

Level 1: mage armor (cast), magic missile& (1d4+4,1d4+1,1d4+1) (x3) (cast 1),
chill touch (6 touches; 1d6 damage + 1 str damage (Fort part DC 16)
or undead panic 1d4+6 rounds (Will neg DC 16)),
ear-piercing scream& (45', 4d6+3, daze 1 rnd, Fort DC 17 for 1/2 + no daze)

Level 2: mirror image (1d4+2, 6 min),
flaming sphere&~ (3d6+3, Reflex neg DC 19, 160' range, 6 rounds) (x2),
toppling magic missile& (1d4+4,1d4+1,1d4+1; trip +11) (x2)

Level 3: haste (6 targets, 6 rounds),
halt undead (160', Will DC 18 neg (Int only), up to 3 undead, 6 rounds,
ends if they are attacked or take damage),
fireball&~ (8d6+3, Reflex half DC 20, 20' radius, 640' range) (x2) (cast 1)

Gear: 4 days' rations, potion of CLW (1d8+1), periscope, pearl of power (1st level)
Party gear: scroll of locate object
[/sblock]
 

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