[LPF] No Loitering

Wilmorn, human male

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

AC: 16 (12 touch; 14 flat-footed)
HP: 12 Current: 4
CMB: +5 CMD: 17 Fort: +3 Ref: +4 Will: +2

In Hand: Morningstar
Conditions: Poisoned, reduced strength (-3),
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)
Spider meat x4
[/sblock]

Wilmorn cringes slightly as the tiefling and the fishman make short work of the prone goblin. He quickly steps aside and kneels, and tries to stabilize the apparent goblin leader. As he does so, he winces from the pain of the wound from the goblin. "Someone help me please! We may be able to get some information out of them. If we can stabilize them, perhaps we can take them off the road and see about what they know."

[sblock=ooc]If we can keep any alive, we may be able to get some info. Sadly, Wilmorn failed his check on the leader.

Heal (First Aid DC15, untrained) on goblin leader: 1D20+2 = [7]+2 = 9

[/sblock]
 

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The party surrounds the final goblin, and his bravado quickly fades as he falls onto his backside from Wilmorn's attack and Aszar stabs him in the belly. His grip on his sword goes slack, as does his body.

The lead goblin's muscles have shrunken with the loss of his consciousness and the growing pool of blood in which he lies. Likewise, a smaller pool bubbles forth from the final goblin's belly as Aszar wrenches his longspear from the wound.

While he doesn't awaken, the goblin Kepli downed seems to breathe a bit easier.

With the gutteral invectives of goblins silenced, it is only the party moving at the suddenly-quiet crossroads.

[sblock=ooc]One of the goblins stabilized. The other two are still dying. There appears to be no other threat. Combat is effectively over, but since it's unclear what the party's intentions may be regarding their downed enemies, I'll leave the status stuff going.

Also, good lord, no, I'm not going to try to keep track of an attack roll made today whenever the next combat comes around. Call me lazy, but it's way too much tracking to carry over attack rolls like that.[/sblock]

[sblock=General Combat notes]

Wilmorn 4/12, Str 15/18
Erin 4/8, Str 8/12
Siddhartha 1/9
Kepli 12/12
Scuttle 5/6
Aszar 8/8
Klot'Kar 3/3
Horsie 15/15

Resources used: Stormburst 5/6 remaining
Healing Hex (Erin)
Arcane Pool 4/5 remaining
Siddhartha bow dropped (see map)
Spells cast: Mirror Strike, Ill Omen, Daze

Goblin 1: -5/6 HP, Dying
Goblin 2: -1/6 HP, Stable
Mean Gobber: -10/19 HP, Dying[/sblock]
 

175px-Erin_vaneese_cropped.png

Erin frowns. "If you can get one conscious, I can interpret. I'm not a healer though. I'm better at causing wounds than fixing them."


[sblock=Erin Vaneese Mini Stats]

Erin Vaneese
AC:16 (11 flat-footed, 15 touch)
HP: 4/8
CMB: +1 CMD: 15

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

Concentration: +5
Arcane Pool: 4/5
Level 0 Spells Prepared: Prestidigitation, Ray of Frost
Level 1 Spells Prepared: 0/1 Mirror Strike

Class Skills: Knowledge (Arcana) +8, Knowledge (Planes) +8, Linguistics +9, Profession (Cook) +3, Spellcraft +8, Stealth +11

Current Weapon in Hand: Wakazashi, +3, 1d6-1, 18-20, S or P
Current Conditions in Effect: Str -4
Temporary items in possession:
Items not currently in possession:
Items depleted: none
[/sblock]
 

Kepli Stormborn, shaman

[section]
Kepli doesn't comment on the wisdom of healing goblins (although the expression on her face is telling) and instead kneels down next to the nearest and begins to work.

"Lady Oleander, guide my hand," she mumbles. After a few minutes of working diligently she rocks back on her heels and wipes a bit of sweat from her brow. She shakes her head. "I'm just not skilled enough. I mean, they're humanoid but there are enough subtle differences that I'm just not helping anything." She stares at the blood on her hands and then wipes it on the grass.

"How are all of you? Siddhartha, you look... peaked. I'm sorry but Lady Oleander refuses to aid me further today." She casts a quick look to her side at nothing apparently and frowns.

Scuttle, sitting quietly on the road after the battle, suddenly begins making weak croaking noises and dragging one wing. Kepli rushes to the seagull and scoops him up checking for wounds. When she only finds a small scratch she scold the bird who responds by tweaking her nose and flying off to a nearby tree where he glares at the group.

[/section]

[sblock=OOC/Actions]Kepli missed both Heal checks.
[/sblock]
[sblock=MiniStats][size=+1]Kepli[/size] Aasimar Shaman 1
Initiative: +1 Perception: +10 (+12 w/ Alertness); Darkvision 60 ft.

AC: 13 (11 touch; 12 flat-footed)
HP: 12 Current: 12
CMB: +1 CMD: 12 Fort: +1 Ref: +1 Will: +5

In Hand: shortspear
Conditions: None yet
Spells Prepared:
  • 1st level (DC 14): Cure Light Wounds, Sleep
  • Orisons: Daze, Detect Magic, Guidance
Special:
Concentration +6
Spirit Magic: Charm Animal 1/1
Stormburst: 5/6 (target treats foes as if they have concealment, 20% miss, for 1 round)
Alchemist's Fire 2/2 (w/ Aszar)
sling (9/10 bullets)

[size=+1]Scuttle[/size] Seagull Spirit Animal
Initiative: +2 Perception: +6

AC: 15 (14 touch; 13 flat-footed)
HP: 6 Current: 5
CMB: +0 CMD: 6 Fort: +1 Ref: +4 Will: +4

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

[/sblock]
 

Wilmorn, human male

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

AC: 16 (12 touch; 14 flat-footed)
HP: 12 Current: 4
CMB: +5 CMD: 17 Fort: +3 Ref: +4 Will: +2

In Hand: Morningstar
Conditions: Poisoned, reduced strength (-3),
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)
Spider meat x4
[/sblock]

Wilmorn wipes the sweat off his brow as he turns to work on the other goblin. He manages to stem the flow of the blood, and with an exhale Wilmorn stands, wavering a little as he does. "That's the best I can do here." His breathing a bit heavy still, he looks tiredly at the party. "I don't know if I can go much further, and I am definitely not in any shape to run into another encounter like these goblins." He looks down the paths at the intersection, and at the woods nearby, before returning to the party. "I suggest we try to find a clearing a little ways away from the paths, and perhaps try to get some information from these goblins once they wake while we rest." If they wake...

[sblock=ooc]Wilmorn managed the minion goblin.

Heal (First Aid DC15, untrained) on goblin: 1D20+2 = [18]+2 = 20

[/sblock]
 


Siddhartha the Hunter
[sblock=Mini Stats]Siddhartha the Hunter
HP: 1/9
AC: 18 FF:14 T:14
CMB: +5 CMD: 19
Fort: +1 Reflex: +4 Will: +3
Perception: +3 Initiative: +6
Unarmed: C. Longbow SR2 +5 d8+2
Armed: Longsword +5 d8+4
Arrows: 98/100
Common Modifiers: Deadly Aim -1/+2, Point-Blank +1/+1[/sblock]

"Kepli, I've been better, but I'm alright. The sun is still shining and the day is still glorious." He forces a smile as he stands up, wincing in pain. He retrieves his weapons, then walks over to the other injured goblin. "Let me take a look." He spits in his hand and grabs a clump of dirt. He rubs his hands together to get rid of any large chunks of debris. Once the muddy mixture is refined enough for his liking, he smooths the mixture onto his wound. Speaking up to no one in particular, "He might not get better, but he might not get worse."

After working on the goblin, he meanders around the area looking for his lost arrow. After a few minutes he concludes his fruitless search. "I wouldn't mind resting for the night, Wilmorn. What about the rest of you?"

[sblock=Heal = 16]Heal +3: 1D20+3 = [13]+3 = 16
[/sblock]

[sblock=OOC]That's what I would have thought about the dice roll, I just wanted to be transparent about it in case you ever looked at the history.[/sblock]
 

Aszar Kzolp, Merfolk witch

merfolk.jpg

The merman's eyes remain calm and stoic as ever, he says nothing about healing the goblins, as he considers that their fate was sealed by themselves, and aiding them just to get the information out of them didn't seem such a good idea to him. He, however, seems concerned about the wounds on his party members. He slithers towards Siddhartha extending his now cyan glowing hand towards the warrior's wound on the side. "Stay still." he declares, having noted previously his mistrusted glare when he healed Erin. If he does, the places his hand over the wound opened by the horse-chopper, and water starts flowing from it. The water clears the blood and starts closing the wound, if not completely (Heals 4 hp). "The wound is too important to heal completely." he explains.
He also approaches the seated Wilmorn, places his right hand on his shoulder and leans over him, to reach his wound with his left hand, producing another surge of healing sea water. It might be perhaps that Aszar doesn't feel threatened by the ranger that makes this healing hex more powerful, restoring Wilmorn to his full strength (max healing! 9hp).
The merfolk looks at Erin sorry state but declares "The sea is plentiful, but you have already been granted its gift today."
 

Wilmorn, human male

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

AC: 16 (12 touch; 14 flat-footed)
HP: 12 Current: 12
CMB: +5 CMD: 17 Fort: +3 Ref: +4 Will: +2

In Hand: Morningstar
Conditions: Poisoned, reduced strength (-3),
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)
Spider meat x4
[/sblock]

"Thank you Aszar." The ranger looks at the merman in awe, having seen first hand his proficiency with the spear and his healing powers from the sea. "The world is a bigger place than I have ever imagined. You are a wonder, ser." Wilmorn takes one last look at the goblins. "I'll see if there's a good place to set camp for the day. We may be able to bound them and take them with us. Dead or alive, we should not leave trails for others to find, if we can help it. I'll be back to let you know if I think I've found a place for us." He starts to move off the path, and nearly stumbles adjusting his backpack while avoiding a bush. Wilmorn returns and smiles apologetically at the group. "Eh...would you mind keeping this with you here? The weight is making things difficult for me, in my weakened state."

[sblock=ooc]Wilmorn is going to check a little bit into the woods around the paths, and see if there is a good place for a camp that won't be readily seen from the path.[/sblock]
 

The party members do the messy work of stabilizing all three of the goblins, shifting their enemies' bloody gear out of their way so that they might focus their energies on the wounds they themselves caused.

The blood red of the light as the sun begins to set thankfully does not prove an ill omen. The party manages to staunch the flow of blood from the two goblins who were bleeding out. Though the creatures remain unconscious, their armor rises and falls with more steady breath.

Aszar's magics help some of the rest of the party, though Erin and Siddhartha are far from unscathed, and Wilmorn and Erin still carry the burdon of the spiders' venom.

While the goblins clearly aren't going anywhere, the day's light is. From the intelligence in their paperwork, the party is fairly certain the camp they're after is another half-day's journey, at least. As twilight falls at the crossroads, the party is left to decide: what next?

[sblock=ooc]More info that may be relevant to decision making:

* Without further healing, the stablizied goblins still won't have a chance to wake up for another hour. The one who stabilized on his own will have to make a second check to see if it starts bleeding again around the same time.

* Use CMB rolls to determine how well you bind victims (assuming someone has rope. I've not checked sheets).

* Ability damage from poison naturally heals at a rate of 1 / day.

* HP heal at a rate of 1 / level / day with 8 hours' rest

* The Long Term Care option for Heal can increase recovery rates, but requires the healer to be awake for the 8 hours of care. Not sleeping can lead to fatigue (DC 15 Fort check), which has its own penalties.

* If you decide to camp for the night, please provide a watch rotation if you're setting a watch (or let me know you're not setting a watch :devil: ). Keep light sources in mind for those without darkvision. Keep spell recovery in mind (you need a continuous 8 hours' sleep or you can't prepare again) for prepared arcane casters (I think that only applies to Erin).

Feel free to discuss until you're ready. I'll check in periodically, but currently there are no immediate threats requiring you to rush any decisions.

Also, It's Thanksgiving weekend coming up here in the US. Personally, I'm going out of town Sunday - Monday. Posting from me may slow down between Thursday and next Tuesday. [/sblock]
 

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