Ruess Posted August 15, 2023 Author Clone Share Posted August 15, 2023 Resolution There is a moment as Elia joins the fray and fires a blast of her magics from her position on the ceiling. It goes rather poorly, all things being said, and veers closer to her allies than actual targets on the ground. Then Saai Vees comes along makes ends the comedic performance of the two goblins that remain. There is a moment of overwhelming heat and blinding light when she touches her torch upon the flammable grease. And then it is over. There are six cooling bodies on the ground of which two have been spared the scorching flames. There is some smoke lingering as well as the stench of something foul burning. In your ears, you can still hear the squealing of the escaping goblins fading. You take a moment to catch your breath. You have two directions in which to proceed and explore. You have triumphed and gain 167XP each. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
KerlanRayne Posted August 15, 2023 Clone Share Posted August 15, 2023 Ruven Kair Age 20 | Height 6'2" | Weight 180 lbs. | Hair Bleach Blonde | Eyes Blue | Complexion Pale | "My Speech" | 'My thoughts' | My actions. Male, Neutral Good, Lesser Air Genasi Wizard 1, Level 1, Init +3, HP 5/5, Speed 40ft AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +2, BAB +0 Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 2+3 | (1st, DC 15) 0+3+1 | (2nd) 0 | (3rd) 0 Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color Spray Color Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH) , (Grease Grease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item—a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH) *), ( Lesser Orb of Acid *), ( Resinous Tar *) Feats / Abilities FEATS FLAW: Improved Levitation Improved Levitation [General] You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration. Prerequisite: Naturally able to levitate as a spell-like ability. Benefit: You may use your levitate spell-like ability in 10- minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level. For example, if you are an air genasi, you normally have the ability to levitate once per day as a spell-like ability as if cast by a 5th-level sorcerer, allowing you to levitate once per day for up to 50 minutes. With this feat, you can now levitate five times per day, each time for up to 10 minutes. If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have. For example, a creature that could use levitate two times per day as a spell-like ability as if cast by a 5th-level sorcerer would be able to levitate 10 (2x5) times per day, each time for up to 10 minutes. Wizard: Scribe Scroll Scribe Scroll 1st: Cloudy Conjuration Cloudy Conjuration [GENERAL] Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Prerequisites: Spell Focus (conjuration) or conjurer level 1st Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison (S,G) are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat. Source: Complete Mage (CM) 3rd: Blank Blank ABILITIES Improved Levitation As an air genasi, you have the ability to levitate (as the spell) five times per day, each time for up to 10 minutes. 5/5 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 The fire quickly dies down when the grease disappears shortly after the goblins' deaths. ' They don't make secret doors for nothing. I wonder what they are hiding. ' Ruven rushes toward, and then peers around, the corner where the goblins fled. Motioning the others forward, he advises them, " They may be going to get backup. We should follow and see what they have hidden back here. We may be able to stop them before they can get help. " OOC: Ruven wishes to follow after the fleeing goblins. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted August 15, 2023 Clone Share Posted August 15, 2023 (edited) Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 12/14, Speed 30ft, Swim 30ft AC 11, Touch 11, Flat-footed 10, Fort 4, Ref 3, Will 1, Base Attack Bonus 1 Bite +4 (1d8+4, x2) Unarmored (+1 Dex) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14 Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft. Conditions None Kaldakaczil's fangs bit deeply into the poor goblin's neck, quickly and mercifully dispatching the small creature's life. Like a cat with its prey, the green-skinned opponent hung from the large reptile's jaws as the dull gold-scaled dragon eyed the flash fire of grease, briefly contemplated taking advantage of his lingering resilience to heat to charge right through and take advantage of the retreating goblin's surprise... But a brief recall to the last time he was exposed to their wizard's grease spell, and the pride-bruising tumble he took, made him think better of it as he finally spat out the foul tasting denizen of the underground. "Hold, Ruven, we should be mindful they're not planning on leading us to another ambush, or to a waiting trap," the dragon advised as he scurried forward, keeping an eye out for danger (or, even better, treasure) as he tried to get in front of their squishy caster in case his concerns were real with his superior vision and sturdier constitution. "Their leader seemed to have some mind for tactics to them, after all. Which means there could be some use in bringing them in alive to interrogate if we can. They may know something about the attack on the tavern, or at the very least what other threats might lurk in the nearby area." "Besides, if we're fortunate, we might be able to correct their behavior and set them towards a better path!" the dragon continued with a eager flick of his tail, preening like a child expecting praise for repeating a lesson its guardian had taught it earlier. Of course, Ser Aluric wasn't around right now to provide the usual positive reinforcement for his charge acting more like a noble wyrm instead of an avaristic hoarder, but he was sure the elf would do so when he found out about his behavior... When he eventually caught up with the man again. Edited August 17, 2023 by Amoren (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 17 1d20+3 14 Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted August 18, 2023 Clone Share Posted August 18, 2023 Robin Kirkko He casts a healing spell on himself, instantly feeling refreshed. "Praise Sune for giving our enemies into our hands! Oooh, a secret passage! Let's follow it." He looks the scene and bodies over and follows along when everyone is ready to go. Description Robin is a straw haired tomcat. He is tall, strapping, and handsome, with blonde hair carefully tousled for a rakish look, blue eyes, and a strong jaw. He always dresses in clothes that show off his physique. He is, as one would expect of a cleric of Sune, incredibly vain and considers his hair his best feature. His focus on superficial matters might give the impression that he isn't all that bright. One the other hand, be sincerely sees the beauty in other people--whether outer beauty or inner beauty. He carries a shield depicting the face of a beautiful red haired maiden, and has a rosary of glass beads with the same symbol on the end dangling from his belt. Stat Block Robin Kirkko M CG Human Cleric, Level 1, Init 0, HP 9/9, Speed 30 AC 14, Touch 10, Flat-footed 14, Fort 3, Ref 0, Will 2, Base Attack Bonus 0 Morning Star +2 (1d8+2, x2) Dagger (1d4, 19–20/×2) Crossbow, light (Bolts (20)) 0 (1d8, 19–20/×2) Studded Leather Armor, Light Wooden Shield (+3 Armor, +1 Shield) Abilities Str 14, Dex 10, Con 12, Int 12, Wis 16, Cha 14 Condition None OOC Cast: Lesser Vigor Search Roll incoming Name xDiceName xDiceResult xDiceString xDiceRolls Search 15 1d20+1 14 Link to comment Share on other sites More sharing options...
Ryfte Posted August 18, 2023 Clone Share Posted August 18, 2023 DESCRIPTION Elia is a small kobold, well, a dragon really, barely over 2' tall with a tail that is actually a bit longer than she is tall. Her scales are purple, violet, and pink shades, quite vibrant, and her eyes are a luminous aqua blue-green (heavy on the blue). Her fins are more flexible than that of standard kobolds with stronger, more controlled support spines that allow her to flex and relax them, giving her much better control maneuvering in water than her land-bound brethren. Her "leather" armor, a bluish-gray toned material is rough to the touch, covered in small cartilage ridges from the sea eel its crafted from.| SHEETElia Argus Female, Neutral Good, Dragonwrought Water Kobold, Warlock 1 AC/TAC/FFAC: 19/15/15 | HP: 6/6 | S/D/C/I/W/C: -2/+4/+0/+1/+0/+3 | F/R/W: +0/+4/+2 | Move: 30', Swim 30', Climb 20' Darkvision 60'; DR 2 / Cold Iron; Eldritch Blast, 60' RTA +4, 1d6 (20/x2) Elia slipped through the doorway with the others in her own way, stepping along the top and remaining on the ceiling and walls of the corridor that opened ahead of them. Despite being spared the direct impact of the roasted goblin smell it was still quite the potent aroma. * What a stench that is... * She focused on the corridor ahead, attempting to disassociate herself from the odor that seemed to want to cling to her and follow along as they continued. If there were any other creatures nearby they would clearly be able to detect that foul odor and would either be driven away or even worse, be drawn towards it. She could imagine all sorts of grotesque creatures in this place swarming the area and how dangerous it could be. OoC Summary: Moves into the hidden corridor with the others. Full: --- Standard: --- Move: Remains on the ceiling/walls as she moved along with the others. Swift: --- Immediate: --- Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ruess Posted August 19, 2023 Author Clone Share Posted August 19, 2023 (edited) The Results Are Known You allow the smoke to dissipate and swallow your nausea as you explore this new chamber. It is rather spacious, you note first of all. There are some poorly built bunk beds that show recent use, as well as all the... You would not call them comforts of the home, but it looks like this is as close to a home as these creatures could manage. There is a large bundle of straws spread about in one corner, and three large chests made of wood with iron reinforcements about them in the corner opposite the straw. All over the place you will find lit torches in sconces as well as the usual trappings of a campsite fit for small folk who have a very limited understanding of civilization. During this same exploration you chance upon the exit from this room, which is another doorway that is concealed within the stoneworks. You find it because the previous users left it almost open in their hurry to exist. It seems to lead to yet another corridor... You could ransack this campsite or leave it be. Alternatively, you could look around with fullest effort now that you are not in immediate danger. There is loot to be found, surely? If nothing else, then these warrior at least wore some armor and carried weapons. The three iron-bound chests look interesting. You should probably do something about the corpses... You may need to do somethingg about the smoke if you intend to linger here for very long. Edited August 19, 2023 by Ruess (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted August 22, 2023 Clone Share Posted August 22, 2023 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 12/14, Speed 30ft, Swim 30ft AC 11, Touch 11, Flat-footed 10, Fort 4, Ref 3, Will 1, Base Attack Bonus 1 Bite +4 (1d8+4, x2) Unarmored (+1 Dex) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14 Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft. Conditions None Keeping ahead in case something untoward decided to pop out from the campsite's exit, Kaldakaczil cautiously makes his way towards the less than hidden door, then does his best to peer through it to see if there was anything waiting for them on the other side - trusting those who had more dexterous thumbs to go rampaging through their defeated foes possessions. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted August 23, 2023 Clone Share Posted August 23, 2023 (edited) Robin Kirkko Feeling much refreshed by the divine healing, Robin runs his hand through his hair and neatens his clothes again. He steps into the secret chamber and looks about him. "These filthy little beasts must have camped out here and ambushed everyone coming down the elevator. What a service to the realm we've performed in taking them out!" He takes a moment to admire his performance. "Well, who knows if these chests are trapped? Anyone have a way of opening them remotely? I hope they aren't locked." Description Robin is a straw haired tomcat. He is tall, strapping, and handsome, with blonde hair carefully tousled for a rakish look, blue eyes, and a strong jaw. He always dresses in clothes that show off his physique. He is, as one would expect of a cleric of Sune, incredibly vain and considers his hair his best feature. His focus on superficial matters might give the impression that he isn't all that bright. One the other hand, be sincerely sees the beauty in other people--whether outer beauty or inner beauty. He carries a shield depicting the face of a beautiful red haired maiden, and has a rosary of glass beads with the same symbol on the end dangling from his belt. Stat Block Robin Kirkko M CG Human Cleric, Level 1, Init 0, HP 9/9, Speed 30 AC 14, Touch 10, Flat-footed 14, Fort 3, Ref 0, Will 2, Base Attack Bonus 0 Morning Star +2 (1d8+2, x2) Dagger (1d4, 19–20/×2) Crossbow, light (Bolts (20)) 0 (1d8, 19–20/×2) Studded Leather Armor, Light Wooden Shield (+3 Armor, +1 Shield) Abilities Str 14, Dex 10, Con 12, Int 12, Wis 16, Cha 14 Condition None OOC Search Roll incoming Edited August 23, 2023 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Search south chest for traps 6 1d20+1 5 Search middle chest 19 1d20+1 18 Search north chest 16 1d20+1 15 Search room 21 1d20+1 20 Link to comment Share on other sites More sharing options...
KerlanRayne Posted August 23, 2023 Clone Share Posted August 23, 2023 Ruven Kair Age 20 | Height 6'2" | Weight 180 lbs. | Hair Bleach Blonde | Eyes Blue | Complexion Pale | "My Speech" | 'My thoughts' | My actions. Male, Neutral Good, Lesser Air Genasi Wizard 1, Level 1, Init +3, HP 5/5, Speed 40ft AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +2, BAB +0 Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 2+3 | (1st, DC 15) 0+3+1 | (2nd) 0 | (3rd) 0 Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color Spray Color Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH) , (Grease Grease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item—a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH) *), ( Lesser Orb of Acid *), ( Resinous Tar *) Feats / Abilities FEATS FLAW: Improved Levitation Improved Levitation [General] You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration. Prerequisite: Naturally able to levitate as a spell-like ability. Benefit: You may use your levitate spell-like ability in 10- minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level. For example, if you are an air genasi, you normally have the ability to levitate once per day as a spell-like ability as if cast by a 5th-level sorcerer, allowing you to levitate once per day for up to 50 minutes. With this feat, you can now levitate five times per day, each time for up to 10 minutes. If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have. For example, a creature that could use levitate two times per day as a spell-like ability as if cast by a 5th-level sorcerer would be able to levitate 10 (2x5) times per day, each time for up to 10 minutes. Wizard: Scribe Scroll Scribe Scroll 1st: Cloudy Conjuration Cloudy Conjuration [GENERAL] Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Prerequisites: Spell Focus (conjuration) or conjurer level 1st Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison (S,G) are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat. Source: Complete Mage (CM) 3rd: Blank Blank ABILITIES Improved Levitation As an air genasi, you have the ability to levitate (as the spell) five times per day, each time for up to 10 minutes. 5/5 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 ' Another secret door? I fear we may have lost them. ' Ruven follows Kaldakaczil over to the door, taking what cover he can, but prepared to defend them if needed. " What do you see out there? " OOC: Ruven moves over next to Kaldakaczil. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bloodsprite Posted August 24, 2023 Clone Share Posted August 24, 2023 Saai Vees advances and stands near the door and across from two of the chests. "Think they might have anything useful for when we go further on? Like maps or keys?" She tries to use her bastard sword to flip open a latch and lift the lid of the furthest chest while standing as far away as possible. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ryfte Posted August 24, 2023 Clone Share Posted August 24, 2023 (edited) DESCRIPTION Elia is a small kobold, well, a dragon really, barely over 2' tall with a tail that is actually a bit longer than she is tall. Her scales are purple, violet, and pink shades, quite vibrant, and her eyes are a luminous aqua blue-green (heavy on the blue). Her fins are more flexible than that of standard kobolds with stronger, more controlled support spines that allow her to flex and relax them, giving her much better control maneuvering in water than her land-bound brethren. Her "leather" armor, a bluish-gray toned material is rough to the touch, covered in small cartilage ridges from the sea eel its crafted from.| SHEETElia Argus Female, Neutral Good, Dragonwrought Water Kobold, Warlock 1 AC/TAC/FFAC: 19/15/15 | HP: 6/6 | S/D/C/I/W/C: -2/+4/+0/+1/+0/+3 | F/R/W: +0/+4/+2 | Move: 30', Swim 30', Climb 20' Darkvision 60'; DR 2 / Cold Iron; Eldritch Blast, 60' RTA +4, 1d6 (20/x2) The little kobold shook her head as she surveyed the area with the others and frowned. * Like sand fleas... goblins... dirty stupid creatures... always the smell... * Elia, distracted by the stench of the roasted goblins and simply the normal smells of a lived in area by them didn't notice Saai attempting to open the chest until it was too late for her to do anything. Even then her words accompanied the woman's actions, "I could pull on a rope on the latches from the safety of the ceiling above... if you would prefer? It might be safer." OoC Summary: --- Full: --- Standard: --- Move: --- Swift: --- Immediate: --- Edited August 24, 2023 by Ryfte (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ruess Posted August 28, 2023 Author Clone Share Posted August 28, 2023 (edited) The Results Are Known Kaldakaczil & Ruven Kair Your draconic companion leads the way inside. You each wander your own ways within the chamber as you progress towards the open doorway until only two remain: the dragon and the wizard. Together they risk a look into whatever route the two goblins escaped into. It is, as one would expect, a narrow escape path that veers harshly into a cramped looking corridor that you could squeeze into a move in...probably. Someone more familiar with underground worlds would know how to navigate the sharply angled stone faster than eiher of them. The squealing of the fleeing enemies echoes clear and loud, as do their retreating steps. Their stench lingers heavy in the crevice-like tunnel as well. There are no lights in the tunnel be it torches or fungi. It is windy there, though, enough to bring a stink on your noses in a rush of air. Maybe there's a draft? Saai Vees, Elia and Robin Robin does his best and declares that, as far as the young priest can tell, the chests are safe to open. His task accomplished, the handsome young man wanders off. Saai Vees and Elia can both tell the chests are all is of good, solid make despite their past owners. Each chest bears upon its surface has a cavalcade of stains and marks all over the dark colored wood surface and the black metal, which you estimate to be iron, looks to be rusting. The first tentative test of the lid reveals that it is unlocked in addition to Robin's report of a trap's absence. Within the chest, the elf and the kobold discover...well. There's an assortment of pots, pans, crude utensils. firewood and other things that involve food as well as preparation thereof. It looks rather poorly kept, all of it... Although now that you are looking it all over you think a few of the utensils shine brighter than the rest. Appraise, Awareness and Search may all be attempted to see if there is anything of serious interest in the chest. All three skills can be rolled for. You may take 10 or take 20 on your Search and Appraise but not on Awareness. Robin meanwhile has wandered upon the beds and straws. Among the beds he finds, well, the usual get-ups of beds that might be salvageable, several partly eaten rats, plenty of dirty garments that might pass as sleepwear, some trinkets and shiny stones, foot wrapping skicked under the bed, and a whole heap of dirt. The straws look very fresh. Someone has set up a very comfortable little resting spot right in the perfect spot therein with several pillows and a large blanket that looks to have been dyed a very inviting hue of leafy green. On the pillow there is an assortment of small metalline objects made of copper and silver, and beside the pile there is a modestly sized pile of coins both silvery and coppery. Robin would need to exercise great caution and exercise considerable dexterity if he wishes to avoid accidentally collapsing the entire set-up into a small avalanbche of hay. Finding the metal objects and coins therein would be a chore. Chira & Awoo Chira and Awoo observe that the party has scattered throughout the chamber and thus take up watch lest your group be chanced upon by trouble. Their ears are sharp and their focus is on holding vigil. Edited August 28, 2023 by Ruess (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bloodsprite Posted August 31, 2023 Clone Share Posted August 31, 2023 Saai Vees "Just cooking stuff in this one, might be silverware in there but we can check that on way back..." "Anything important in others?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ryfte Posted August 31, 2023 Clone Share Posted August 31, 2023 (edited) DESCRIPTION Elia is a small kobold, well, a dragon really, barely over 2' tall with a tail that is actually a bit longer than she is tall. Her scales are purple, violet, and pink shades, quite vibrant, and her eyes are a luminous aqua blue-green (heavy on the blue). Her fins are more flexible than that of standard kobolds with stronger, more controlled support spines that allow her to flex and relax them, giving her much better control maneuvering in water than her land-bound brethren. Her "leather" armor, a bluish-gray toned material is rough to the touch, covered in small cartilage ridges from the sea eel its crafted from.| SHEETElia Argus Female, Neutral Good, Dragonwrought Water Kobold, Warlock 1 AC/TAC/FFAC: 19/15/15 | HP: 6/6 | S/D/C/I/W/C: -2/+4/+0/+1/+0/+3 | F/R/W: +0/+4/+2 | Move: 30', Swim 30', Climb 20' Darkvision 60'; DR 2 / Cold Iron; Eldritch Blast, 60' RTA +4, 1d6 (20/x2) Elia frowns at the three heavy duty chests. * If they're full of similar things these likely weigh as much as a horse! I wonder if there are any... well... anything really of any value there. No use carting around garbage... * Elia starts emptying out the chest, one piece at a time and sorting the contents neatly into rows and columns to the side, next to the chest. Each item she removes she studies briefly but without much experience in doing so she's more simply guessing and going by her basic logic skills rather than any real knowledge or background that a merchant might have. "I don't know Saii, there's no telling if we'll be back this way, or if we'll have the time to stop for them then either. And besides, if there's nothing of any real value, why bother with it?" She set a plate down with another in their own stack to the side and continued. One item after another. As she cleans out the chest she is quite careful and slides her hands along the inside surface of the chest itself for any irregularities, catches, or false panels that might be in the container. OoC Summary: She takes 20 on both Appraise and Search. Full: --- Standard: --- Move: --- Swift: --- Immediate: --- Edited August 31, 2023 by Ryfte (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
KerlanRayne Posted September 1, 2023 Clone Share Posted September 1, 2023 Ruven Kair Age 20 | Height 6'2" | Weight 180 lbs. | Hair Bleach Blonde | Eyes Blue | Complexion Pale | "My Speech" | 'My thoughts' | My actions. Male, Neutral Good, Lesser Air Genasi Wizard 1, Level 1, Init +3, HP 5/5, Speed 40ft AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +2, BAB +0 Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 2+3 | (1st, DC 15) 0+3+1 | (2nd) 0 | (3rd) 0 Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color Spray Color Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH) , (Grease Grease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item—a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH) *), ( Lesser Orb of Acid *), ( Resinous Tar *) Feats / Abilities FEATS FLAW: Improved Levitation Improved Levitation [General] You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration. Prerequisite: Naturally able to levitate as a spell-like ability. Benefit: You may use your levitate spell-like ability in 10- minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level. For example, if you are an air genasi, you normally have the ability to levitate once per day as a spell-like ability as if cast by a 5th-level sorcerer, allowing you to levitate once per day for up to 50 minutes. With this feat, you can now levitate five times per day, each time for up to 10 minutes. If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have. For example, a creature that could use levitate two times per day as a spell-like ability as if cast by a 5th-level sorcerer would be able to levitate 10 (2x5) times per day, each time for up to 10 minutes. Wizard: Scribe Scroll Scribe Scroll 1st: Cloudy Conjuration Cloudy Conjuration [GENERAL] Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Prerequisites: Spell Focus (conjuration) or conjurer level 1st Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison (S,G) are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat. Source: Complete Mage (CM) 3rd: Blank Blank ABILITIES Improved Levitation As an air genasi, you have the ability to levitate (as the spell) five times per day, each time for up to 10 minutes. 5/5 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 Looking out the doorway and hearing the retreating enemies he comments, " It's too late. They're gone, but they may return. " Ruven then begins looking around at the room, noting the size, the secret doors, and other features of the space. ' Interesting. ' " This place has potential as a useful, and defensible position for future forays below ground. " OOC: Do the secret doors open into or out of the room? Are they both made of stone? How hard are they to open? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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