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01:30, 6th May 2024 (GMT+0)

Battle 2: The Wrath of Nature.

Posted by GorumFor group 0
Gorum
GM, 44 posts
Our Lord in Iron
Sun 15 May 2022
at 20:51
  • msg #1

Battle 2: The Wrath of Nature

As the party's tracker, Puck was well aware that trying to hunt down their enemies directly was probably a lost cause.  The manticore could fly, the phase spider could become ethereal, and a satyr's own knowledge of the wilderness was a match for Puck's own, especially in the Satyr's home forest.  It could lead them on a merry chase for days, if it wanted, leading them into a variety of hazardous terrain and beast dens until the party was exhausted and vulnerable.

Fortunately, the party didn't have to find their enemies if they could make the "forest defenders" come to them.  The ruins of Estig's Point was a full day's hike from the nearest village, and was rapidly being reclaimed by the forest.  The roofs had been knocked off of every building and the wooden floors torn out, leaving only bare earth below.  Mortared walls stuck out from the earth mostly intact, having apparently been deemed too much effort to demolish completely.  Lighting a bonfire in the early morning would serve as the necessary bait, and after that, it was simply a matter of watching and waiting for the creatures' response.

This response came a few hours before nightfall, as the faint sounds of piping came drifting over the trees from a distance.  Despite the usually light sound of pan-pipes, the music was fast and threatening, and an obvious threat.

OOC: This time the fight is coming to you.  You can place your characters anywhere you want, and can make any preparations that could reasonably be done in a few hours.  You may start with any spells or effects lasting at least one hour already active.  I can extend the map beyond what is shown here if you want, though it's fairly dense forest in every direction.

The trees are large conifers, and block line of sight.  You can move through the outermost squares of a tree: while within these squares you have cover, but are also entangled.

The building walls are approximately 8' tall, and 1' thick.  The stone fence along the paths is waist height, and can be vaulted with a DC 10 acrobatics check by spending 10' movement, or with a full move action and no check.

The well has no guard rail, and is a 50' drop into deep water.


NameInitiativePositionHPACTouchFFFortRefWillCMDNotes
Arashi+2 35/35121210+3+3+613 
Koji+1 44/44181117+10+5+419 
Koyrai+8 22/22141212+1+3+412 
Puck+11 23/23161313+4+7+218 
Uluchi+7 43/43211418+9+9+314 
Veana+2 37/37221022+11+6+917 


This message was last edited by the GM at 20:53, Sun 15 May 2022.
Koyrai Dellex
player, 33 posts
HP 17/17, AC 17
Samsaran Arcanist
Mon 16 May 2022
at 16:43
  • msg #2

Battle 2: The Wrath of Nature

Koyrai's heart began to beat faster as the sound of pan pipes began to fill the air. It meant the battle would start soon. A battle Koyrai was not certain they could win. But considering they had an ambush prepared, the mage thought their chances were good.

In preparation for the oncoming battle he had bestowed Mage Armor on himself, cast a Floating Disk, and consumed an antitoxin. He also used his Arcanist abilities to then swap out his armor spell for an illusion spell, and his disk spell for a deja vu spell. He cast his Silent Image over the campfire area while remaining hidden himself, peeking over a tall wall. The illusion was of a well-armored dwarf sitting on a blanket between the well and the fire. The dwarf was sharpening an axe as if preparing to challenge the local intruding monsters. Koyrai's hope was that the monsters would try attacking the illusion before attacking any of his very real party members. Also, the illusion could potentially mask any traps Puck may have wanted to place under the blanket below the dwarf's butt.

Koyrai remained in hiding, keeping his illusion active with his concentration. His familiar waited with him, watching his back. It was almost time...



Koyrai and Pebble are at Q23, hidden. He should be able to peek over the 8 foot wall from atop his floating disk. His illusion is currently at O16. The spell's area should allow it to move anywhere around the fire or well though, if Koyrai wishes. I will spend an Arcane Reservoir point to bump the illusion DC up to 18.

Preparations:
Cast Mage Armor on self. (AC 17)
Cast Prestidigitation on self.
Eat an antitoxin (+5 on fort saves vs poison for 1 hour).
Consume a level 2 spell slot for 2 Arcane Reservoir (AR) points.
Use an AR point to swap Mage Armor for Silent Image.
Cast Floating Disk.
Use an AR point to swap Floating Disk for Deja Vu.
Cast Silent Image, using 1 AR point to increase the DC by 1.

Edit: Adding stealth roll.
16:03, Today: Koyrai Dellex rolled 4 using 1d20+2.  Stealth, with Aid.
Forgot to add the aid bonus, so the result is actually a 6. Apparently Koyrai is not a good hider.

Edit 2: I forgot to mention casting Floating Disk in this OOC section. Added it now.

This message was last edited by the player at 15:14, Tue 17 May 2022.
Puck
player, 59 posts
Player 6
Wild Elf Hunter
Tue 17 May 2022
at 06:10
  • msg #3

Battle 2: The Wrath of Nature

Puck spent last few hours preparing trap, costing him two of his noisy fire-things that Sesa prepared, who knew magic could produce watery thing that explodes like flammable sap and isn't sticky?

Satisfied with his work, he helped others to properly hide, even if wizard's hat poked above the stony ruin he hid within ... he just looked with surprise for a moment before deciding that he doesn't understand wizards, and proceeded to climb the tree he picked up first. Readying himself and making sure that he's covered by the branches.

He made some owl noises when he was ready. Waiting for the approach of the enemies. Satyrs are very nasty spirits, hairy like dwarves !

OOC: Puck hides on G20, up on the tree ~15' to 20', DC 22 for Perception.
Exploding trap(with Burning upgrade) on O16, intended to hide under Silent Image, Reflex DC 11, d6+2 fire damage on all adjanced squares second Reflex save or you catch fire for d4 rounds for d6 fire dmg per round. Takes full-round action to extinguish fire on yourself, alongside successful Reflex save.
Feral Focus Stealth +4, Dexterity +2.

07:59, Today: Puck rolled 22 using 1d20+16.  Stealth check.

Koji D'agh
player, 37 posts
Tue 17 May 2022
at 15:11
  • msg #4

Battle 2: The Wrath of Nature

Koji had picked her spot because it was close to the interior of the former village.  She could get there quickly and hoped to put a foe down quickly.  She had all two potions laid on a stone for easy access once she heard something.

Make her initial hiding spot U18 and ready to rumble, blade in hand and 2 potions on a stone and 1 in hand.

17:30, Today: Koji D'agh rolled 22 using 1d20+3.  Stealth.

Veana
player, 41 posts
Angelkin Paladin
Warrior of the Holy Light
Tue 17 May 2022
at 15:31
  • msg #5

Battle 2: The Wrath of Nature

Without too many preparations to make ahead of time, Veana stood against a wall of one of the ruined structures, not far from Koyrai. She held her shield in one hand, but her sword remained sheathed for the time being. Her other hand held a potion, which she was preparing to drink at the first sign of danger. She did her best to hide within the structure, pulling her cloak over her head, but she wasn't particularly subtle as she stood there in her full plate armor, holding a heavy steel shield.

OOC: Her initial "hiding spot" will be at O24.

11:24, Today: Veana rolled 9 using 1d20-5.  Stealth? LOL.

This message was last edited by the player at 17:47, Thu 19 May 2022.
Uluchi Sesa
player, 22 posts
Cyro Serpent
Wed 18 May 2022
at 00:07
  • msg #6

Battle 2: The Wrath of Nature

Uluchi looks up from her ersatz collection of ferns, mushrooms and moss at the sound of pipes. A moment later and she rises smoothly to a standing position, brushing off the debris collected from her seat on the aged wood.

Peering around the corner of the building she notes the dwarf, giving the apparition a brief nod and casting her hooded gaze out across the rest of the camp and then the woods out beyond.

Above her gloved hand air becomes mist and in turn coalesces into crystal ice, slowly growing while she waits for a target.




Initial location: L7
Initial Stealth: 16:51, Today: Uluchi Sesa rolled 1 using 1d20. ; Hit the button before writing out what it was for; but with modifiers, a 15
Ongoing buffs: Blood-boiling pill, already correct on round status

Turn 1:
Standard: Ready, Action: Fire Cold Blast w/ Extended Range at enemy, Trigger: Obtain LOS to any enemy (defined as creature that is not a PC/familiar/companion/illusion created by a PC)
Move action: Change from sitting to standing.

Arashi
Player, 5 posts
Kitsune Life Oracle
Wed 18 May 2022
at 22:59
  • msg #7

Battle 2: The Wrath of Nature

Arashi stood inside one of the ruined buildings, leaning on a wall that seems somewhat solid. His arms were crossed on the makeshift armor of force, already threatening destabilization. In each of his hands, he held a scroll. More hung from the strap of his bag, each contained within a small box. He had burned a small fortune for this battle alone, but it was an investment. Hopefully, one that will pay in both gold and glory.

OOC:
Initial Location: H12
Stealth: 7
Hodling Scroll of Cat's Grace and Eagle's Splendor.
In scroll cases are scrolls for 2 Delay Poison and Summon Monster II

Prep:
Lifelink is established for everyone except Veana.
Cast Mage Armor from Scroll. (requesting Koyrai's assistance cuz I don't wanna roll for UMD)
Use Antitoxin

Rolls:
Arashi rolled 7 using 1d20+4.  Aided Stealth.

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