[LPF] No Loitering

jkason

First Post
Round 3

The orc dodges Siddhartha's bowshot, but even as he raises his falchion to cut down the retreating bird, his eyes roll up in his head and he falls to the ground, unconscious.

The orc from the wall moves forward, pulling a javelin from his back and calling out gutteral expletives, but his throw is more aimless than Siddhartha's, the weapon sinking into the wood of the trees rather than the flesh of man.

"Lining up so I can kill you all in one, big swing? I'll take it!" the raging woman calls out, giving a bloody grin. She steps forward, opening herself to both her opponents and makes a mighty swing. Whatever her boasts, however, this time she manages to hit neither of her targets.

"Tired man easier to kill," the orc covered in fetishes says, muttering something else that slips from the mind even as you hear it. He moves forward to Wilmorn's northern side, but instead of bringing his morningstar to bear, he reaches out with his empty, clawed hand at the ranger. Wilmorn feels the ill aura from the shaman's hand, but manages to dodge clear of any actual contact. Indeed, the ranger even feels the effects of the preternatural fear slide away.

UPDATED MAP

[SBLOCK=Apologies]I had this update finished before I left on vacation, but Enworld decided that would be the perfect time to stop responding to me. I was out of the country with no internet (I thought I'd have a little, but it was essentially nonexistant). I promise you're almost done, though! [/sblock]

[sblock=Environmental Notes]* Any square with debris in it is difficult terrain.

* Targets on the wall have a cover bonus (+4 AC) against ranged attacks from anyone in a ground-level square adjacent to the wall.

* Targets on the wall have a cover bonus (+4 AC) against ranged attacks which pass through more than 1 plane of walls (e.g., the orc has a bonus against Siddhartha at his current position).

* Targets in ground-level squares adjascent to the wall have a cover bonus (+4 AC) against ranged attacks from anyone on the wall.[/sblock]

[sblock=Actions and Status]Anastrace, Erin's readied attack works sort of like an AoO, since moving to her triggers it, but it doesn't grant an additional AoO on top of that. She'd have to have a reach weapon or other special feat / spell to do that.

Orc 2 fails his save and goes sleepy-bye.

Orc 1 Moves, drawing Javelin as part of movement, and misses Siddhartha.

The human, hoping for a Cleave, moves straight in. That triggers Erin's readied attack, and draws an AoO (AoO from Wilmorn & Erin). Wilmorn's AoO still suffers his Shaken (-2) penalty, though his regular attack this round will be free of it, since his round of shaken will by then be over.

With human-y drawing the AoO, magic-orc casts, then moves in to try to Touch of Fatigue Wilmorn, but totally boffs the touch attack.

STATUS:

Wilmorn 9/21, Str 16/18
Erin 14/14, Str 9/12
Siddhartha 12/17, Guidance charge available for +1 on d20 roll
Kepli 13/20
Scuttle 1/10
Aszar 14/14
Klot'Kar 3/3
Horsie 15/15

Resources used: Aszar: Sleep, Ill Omen,
Kepli: CLW
Erin: Arcane Pool 4 / 5 remain, Aszar's Healing Hex
Siddhartha: potion CLW
Wilmorn: Chakram

Human: 28/40, AC 17 (T:9, FF:16), Rage, Bless (+1 attack & fear) (used: javelin)
Orc 1: 6/6, AC 13 (T:10, FF:13), Dazzled (-1 attacks & Perception), Bless (+1 attack & fear) (used: javelin)
Orc 2: 1/6 (2 nonlethal), AC 13 (T:10, FF:13), Unconscious, Prone, Dazzled (-1 attacks & Perception), Bless (+1 attack & fear)
Orc Shaman: 19/19, AC 13 (T:9, FF: 13), Dazzled (-1 attacks & Perception), Bless (+1 attack & fear) (used: Bless, Cause Fear), Touch of Fatigue charge still viable. [/sblock]

Party's up.
 

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FrancisJohn

Explorer
Siddhartha the Hunter
[sblock=Mini Stats]Siddhartha the Hunter
HP: 12/17
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: 94/100
Common Modifiers: Deadly Aim -1/+2, Point-Blank +1/+1
Items Used: Potion CLW[/sblock]

Map after Siddhartha


As the effects of Kepli's incantation take effect, Siddhartha draws another arrow as he furiously steps forward into his next shot at the closest orc. The hex galvanizes Siddhartha's aim, as the arrow runs right through the orcs neck, causing instant death. Blood spurts on the sandy dirt floor.

[sblock=Actions]Free: Draw Arrow
Move: 15' West
Standard: Ranged Attack Orc 1 Point-Blank/Deadly Aim[/sblock]

[sblock=Note on the Rolls]Forgot to add Kepli's morale bonus to the dice roller... I edited the results in the spoiler titles[/sblock]

[sblock=Attack 28]point-blank, deadly aim: 1D20+6 = [20]+6 = 26
1D8+5 = [5]+5 = 10
[/sblock]

[sblock=Critical 14, total damage 29]Confirm critical: 1D20+6 = [6]+6 = 12
2D8+10 = [7, 2]+10 = 19
[/sblock]
 

FrancisJohn

Explorer
[sblock=OOC]Could Wilmorn target the turtle? Do shamans and witches lose all magic ability without their familiar? Or only ability to recharge next day?[/sblock]
 

jkason

First Post
[sblock=OOC]
Could Wilmorn target the turtle? Do shamans and
witches lose all magic ability without their familiar? Or only ability to recharge next day?

It's actually a toad (I was tired of looking up icons so I just repurposed the turtle icon), but yes, since it's out, he can target it, though your second thought is the correct one. Killing a familiar doesn't have a direct impact on spells already learned. Killing a familiar / spirit animal hurts PCs much more than it does NPCs in most cases for that reason; NPCs rarely have to worry about what happens after the encounter. ;)
[/sblock]
 

FrancisJohn

Explorer
Wilmorn, human male

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

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

In Hand[COLOR] Bardiche
Conditions[COLOR] 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 [COLOR]1d20-1
      Skills[COLOR]
      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[COLOR]
      Chain shirt (equipped; removed studded leather)
      [/sblock]

      Seeing the opportunity, Wilmorn takes a defensive swing at the raging human. He connects, and immediately withdraws. He winds up again, and with all Wilmorn's might the ranger's bardiche flies through the air. He makes even more contact, and his eyes light up at the possibility that the human is nearly brought down.

      [sblock=Actions]AoO Human
      5-Step 5' west
      Standard Attack Human[/sblock]

      [sblock=AoO 22, Damage 10][url=httproll.coyotecode.netlookup.phprollid=89791]3 STR 2 BAB -2 Shaken +2 Human, +3 STR +2 Human 1D20+5 = [17]+5 = 22
      1D10+5 = [5]+5 = 10
      [url][/sblock]

      [sblock=Attack 26, Damage 17][[url=httproll.coyotecode.netlookup.phprollid=89792]3 STR 2 BAB 2 Human -1 Power, 3 STR 2 Human 2 Power 1D20+6 = [20]+6 = 26
      1D10+7 = [10]+7 = 17
      [url][/sblock]

      [sblock=Crit 11 (Fail)][url=http://roll.coyotecode.net/lookup.php?rollid=89793]Crit Confirm: 1D20+6 = [5]+6 = 11
      2D10+14 = [1, 1]+14 = 16
 

GlassEye

Adventurer
Kepli Stormborn, shaman (+Aszar)

[section]
Aszar wants off this crazed four-legged beast. Walkers (Klot'Kar excepted) are nearly incomprehensible when compared to any sane current-swimmer; this creature particularly so. He tries to slide off, curling around Klot'Kar to protect the little turtle but manages to land awkwardly. The horse, freed from its rider, moves away and Aszar rolls over to an upright position and checks on Klot'Kar.

Scuttle sits on his tree branch, wing awkwardly bent and bleeding, and screeches his anger and pain to the world.

The anger from Scuttle pounds at Kepli and she watches with satisfaction as the orc that maimed her familiar falls into a sleep. Even moreso when Siddhartha's arrow drops the other one in a spray of blood. She reaches up to her temple which seems to pound in time with the pulse of Scuttle's fury. At first she isn't sure what she can do but then she realizes she can pass the spirit of fury to someone else. She moves past Siddhartha towards Wilmorn and Erin.

[/section]
New Map
[sblock=OOC]jkason, you have a note of Guidance on Siddhartha. I think it is supposed to be Kepli's Fury hex which grants a +2 to hit and vs. fear saves for three rounds.

Aszar: dismount from uncontrolled mount. I'm guessing it's not really possible to do without taking a fall. He'll do it so he can start contributing. Ride check first: [roll0], then dismount one way or another.

Kepli: double move as on map[/sblock]
[/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: 1
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]
 

jkason

First Post
mid-round update

[sblock=ooc]I'll give [MENTION=6700202]Anastrace[/MENTION] today to resolve AoO and any regular round actions, but since I had the buff wrong on Siddhartha (sorry about that), figured a mid-round status update wouldn't hurt:

STATUS:

Wilmorn 9/21, Str 16/18
Erin 14/14, Str 9/12
Siddhartha 12/17, Fury (+2 attack / vs fear) 2/3 rounds remain
Kepli 13/20
Scuttle 1/10
Aszar 14/14
Klot'Kar 3/3
Horsie 15/15

Resources used: Aszar: Sleep, Ill Omen,
Kepli: CLW
Erin: Arcane Pool 4 / 5 remain, Aszar's Healing Hex
Siddhartha: potion CLW
Wilmorn: Chakram

Human: 1/40, AC 17 (T:9, FF:16), Rage, Bless (+1 attack & fear) (used: javelin)
Orc 1: So very, very Dead.
Orc 2: 1/6 (2 nonlethal), AC 13 (T:10, FF:13), Unconscious, Prone, Dazzled (-1 attacks & Perception), Bless (+1 attack & fear)
Orc Shaman: 19/19, AC 13 (T:9, FF: 13), Dazzled (-1 attacks & Perception), Bless (+1 attack & fear) (used: Bless, Cause Fear), Touch of Fatigue charge still viable.[/sblock]
 

Anastrace

First Post
Erin Vaneese, Magus Initiate

175px-Erin_vaneese_cropped.png

Erin's blade flashes past the human's defenses as she moves in, but only grazes her. She then chants an invocation, but fumbles the words trying to stay away from harm. She then slices at the human again, finding her way past her guard again but again only grazing her. "Damn it, she's good. Still with me Wilmorn? Let's finish her off!"

[sblock=Actions]
Readied Attack from Last Round, should do 1 damage (1-1) =1
Swift Activate Arcane Pool bonus
Standard Attack Human / Cast Ray of Frost (Spell Lost)
(Critical Damage should be 3, 1-1 (1), 2-1 (1) +1 Enhancement from Arcane Pool. (Aka best crit ever. lol)

Readied Attack: 1D20+6 = [15]+6 = 21

Readied Attack Damage: 1D6-1 = [1]-1 = 0

Concentration Check: 1D20+6 = [6]+6 = 12

Attack Roll (Modified for lowered strength) and Arcane Pool Bonus: 1D20+7 = [18]+7 = 25

Critical Threat: 1D20+7 = [17]+7 = 24

Critical Damage: 2D6-2 = [1, 2]-2 = 1

[/sblock]

[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: 4/5
Level 0 Spells Prepared: Detect Magic, Prestidigitation, Ray of Frost
Level 1 Spells Prepared: 2/2 Mirror Strike, Shocking Grasp

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
Round 4

The human laughs at Erin's strike when she closes, but finds herself suddenly unsteady on her legs after Wilmorn takes advantage of the distraction to open up both the warrior's sides. She wobbles, unsteady, and though Erin's next attack is barely a scratch, it seems to be the final push. The human's eyes roll back in her head, her bulk seeming to lessen, and she collapses, bleeding out on the rocky ground.

The fetish-covered orc begins to swear and bellow, turning to order the other warriors to come to his aid, but his turn to look gives him a spectacular view of his clansman's head smashing on the ground, propelled by the magically-enhanced arrow from Siddhartha.

He stands, shocked for a moment, then the creature's eyes turn dark and primal. He decides that Wilmorn's longer blade is more trouble than he's willing to risk, he stumbles back and around his fallen comrade, trying to lash out at the weaker Erin with his morningstar. The spiked ball merely skitters across Erin's ceremonial armor, however, leaving the orc with no success in his desperate gambit.

UPDATED MAP

[sblock=Environmental Notes]* Any square with debris in it is difficult terrain.

* Targets on the wall have a cover bonus (+4 AC) against ranged attacks from anyone in a ground-level square adjacent to the wall.

* Targets on the wall have a cover bonus (+4 AC) against ranged attacks which pass through more than 1 plane of walls (e.g., the orc has a bonus against Siddhartha at his current position).

* Targets in ground-level squares adjascent to the wall have a cover bonus (+4 AC) against ranged attacks from anyone on the wall.[/sblock]

[sblock=ooc]Wilmorn's original 5' was into a square that had rubble, which isn't possible (rubble = difficult terrain). I adjusted to a square he could 5' step to, instead.

It may not be the best crit, but 1 point + 1 nonlethal sends the human unconscious, which ends her rage--and her temp HP from rage. She's stable, but not getting up any time soon.

The only one left standing takes an arc around trying to stay clear of Wilmorn, but because he was on that same difficult terrain, he can't take a 5', either. Wilmorn gets an AoO.

Orc misses Erin, so no damage to the party this round. I imagine it's all done but the mopping, but maybe orcy will get lucky.

STATUS:

Wilmorn 9/21, Str 16/18
Erin 14/14, Str 9/12
Siddhartha 12/17, Fury (+2 attack / vs fear) 2/3 rounds remain
Kepli 13/20
Scuttle 1/10
Aszar 14/14
Klot'Kar 3/3
Horsie 15/15

Resources used: Aszar: Sleep, Ill Omen,
Kepli: CLW
Erin: Arcane Pool 4 / 5 remain, Aszar's Healing Hex
Siddhartha: potion CLW
Wilmorn: Chakram

Human: -6/34 (1 nonlethal), Stable, Unconscious, Prone (used: javelin)
Orc 1: So very, very Dead.
Orc 2: 1/6 (2 nonlethal), AC 13 (T:10, FF:13), Unconscious, Prone, Dazzled (-1 attacks & Perception), Bless (+1 attack & fear)
Orc Shaman: 19/19, AC 13 (T:9, FF: 13), Dazzled (-1 attacks & Perception), Bless (+1 attack & fear) (used: Bless, Cause Fear), Touch of Fatigue charge still viable.[/sblock]

Have at, folks.
 

GlassEye

Adventurer
Kepli Stormborn, shaman (+Aszar)

[section]
Kepli moves towards Erin and Wilmorn where they still battle the orc shaman. She intends to bestow the spirit of fury upon Erin but finds that the warrior-woman is beyond the spirit's influence. Kepli continues her move towards the remaining battle hoping that she'll be able to aid soon. Scuttle's screaming continues to pound at her skull but there is little she can do for the enraged nature spirit just now.

Aszar moves towards Siddhartha inscrutable as ever now that he is no longer on his horse.

[/section]
New Map
[sblock=OOC]Kepli: double move as on map
Scuttle: stay put
Aszar: double move as on map
[/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: 1
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]
 

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