Chaz Hoosier Posted September 2, 2023 Clone Share Posted September 2, 2023 Robin Kirkko The cleric frowns, not really thinking picking through dirty straw makes him look his best. "Well, there's plenty of pocket change here. Maybe these beasts have stored the really valuable stuff deeper in their sanctum?" He pulls out a blanket dyed a pretty shade of green. He holds it against his chest for a moment to see if it's his color--wondering if it could be cut up and sewn into a nice shirt or cloak. He sets it aside and tries picking coins out of the mess. 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 Dex Roll incoming Name xDiceName xDiceResult xDiceString xDiceRolls Picking coins out of the haystack 4 1d20 4 Link to comment Share on other sites More sharing options...
Ruess Posted September 5, 2023 Author Clone Share Posted September 5, 2023 The Results Are Known Elia Elia gets to work and goes over he discovers. It is...not all that great, if she is honest. The first chest has little to truly interest her, as she suspected. Pots and pans and ladles and all that could maybe fetch some coin but it's all used and in need of a good wash if nothing else. Unless you plan on melting it all or using it as throable distactions, Elia doesn't think you will find interested buyers in reasonable time. It's not all a wasted effort though, because there's a nice looking silver set of utensiles. It's all kind of stained but shiny is shiny and silver spoons look real nice in the lights you brought with you. Presently, it will fetch some good coin - thirty silver overall or thereabouts, as far as Elia can wrack her brain. The second chest looks promising. It's full of food. None of it is all that delicious looking but neither is it stuffed rat. One of these goblins was a god enough cook that the food would rate somewhere better than rations if you were to eat it. None of it has been designed for long term storage, and you would need to fingle some method for carrying bags and bundles if you want to move these provisions but food is food and there's enough to make twenty-odd proportions here. The third chest is full of this and that, for both good and ill. There are knicks and knacks, shiny stones, a suit of plate armor that is thoroughly broken and in pieces, a helmet that has been re-fashioned into a crown, lots of clothes, three whetsones , four empty waterskins and what looks like a collection of crudely made torches. After the chests, Elia considers the goblins still lyng dead on the floor. There are six dead goblins. Each one possesses the following gear that you can salvage A suit of leather armor, a bundle of bundle of javelins, a small wooden shield and a slightly rusting morningstar. You don't feel interested in looting the clothes from the cadavers. Elia doesn't feel that starved for coin yet. Robin Robin sends the entire nest collapsing in a great if small avalanche of clinking bits. Anyone who wants to try to find any of the shiny things, trinkets or coins will have to go searching in the straw by hand. On the other hand, Robin can tell the blanket it good quality material. It matches with his eyes and his hair. There is rather much of it too, it would make for an excellent billowing cloak to add to Robin's looks once Robin has someone work itt over and measure it to fit Robin's physique. Kaldakaczil takes up vigil at the tunnel entrance. Chira maintains her with her companion Awoo upon the other entrance. And all others are assisting the two primary actorss. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted September 9, 2023 Clone Share Posted September 9, 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 The diminished dragon briefly takes his eyes off of the path forward to look over the party's progress, weighing options for a moment as he eyes the various goblin's equipment. While he half considered trying to fashion some sort of patchwork leather barding with the remains of their armor, he decided better, he'd just have to wait until they finished for the day and returned to the surface, and hope he had better luck than this morning with finding an armorer capable of performing the work. He did, however, slink over to one goblin to pick up a bundle of javelins to store in the backpack Robin had strapped to his side - those could prove useful if he couldn't close to his preferred bite range. "If we're done, we should probably keep moving if we're still fit. At the very least it might prove worthwhile to finish exploring this side passage before we return to the tavern for the night. We should also figure out some means of disposing of their bodies, too... Ser Aluric was quite insistent on not leaving creatures to rot to discourage scavenging monsters such as Carrion Crawlers and mold from taking root, but it can likely wait until we make our way back to the lift." Edited September 9, 2023 by Amoren (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Knowledge: Dungeoneering 16 1d20+6 10 Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted September 11, 2023 Clone Share Posted September 11, 2023 (edited) Robin Kirkko Robin brushes the straw off his clothes like he meant to disperse the mound of bedding across the floor. He wraps up the length of green fabric and puts it in his pack, already imagining how fine he shall look in his new green cloak. "Sure, let's carry on. We could pick out all the measly coppers from his chamber if we want, but let's explore first. I am not sure what's to be done with the corpses--we can hardly bury them and I wouldn't want to build a pyre down here. "Perhaps we can use this chamber for a home base after it's cleaned up? The longer we can stay down here, the better for exploration if you ask me." He heads down the passage with Kal, ready to find more valuable loot. 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 Edited September 11, 2023 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
KerlanRayne Posted September 11, 2023 Clone Share Posted September 11, 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 Listening to his companions, he see the logic in their statements. " Alright, grab the obvious items and lets head out again. We may find a more approrpiate location to dispose of them while we're out exploring. " He looks at those who have yet to respond, awaiting their compliance. OOC: Ruven waits and accompanies the others once they leave. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bloodsprite Posted September 11, 2023 Clone Share Posted September 11, 2023 Saai Vees advances and stands near the door next to the mini dragon and heads down the hall when the others are ready Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ruess Posted September 15, 2023 Author Clone Share Posted September 15, 2023 The Lights In The Dark The group prepares to depart, each in their own way. You have discovered much, but it is not time yet to call it a day... While you do this, your wizard takes a moment to go over the doorway's mechanical aspects. And once that is done, you take a heading into the tunnel. Chira comes last behind you so that she may focus on becalming Awoo, who quietly whines his objection to a path so terribly cramped and entrapping. It is a cramped tunnel indeed that awaits you, that much becomes obvious within the first few steps. It is narrow and thin in nature, and by its make it is both curving and twisting and bending all at once, and were you of suspicious mind you would even say that it feels as though the stone itself shifts to make your passage as tricky as it possible can. A dwarven group would have a much easier time not hitting their heads on the unkind ceiling or scratching their shins upon the jutting rock material! After an uncomfortably long time but less than a hundred steps later you stand in a wider corridor that is barely two men wide and just tall enough to stand in, and in which there is not a single torch or a sconce. Ahead, a doorway lies open. It is similar to the door you opened before, and it leads to another corridor of tiled floors, but this area seems to have suffered heavy collapsed: rubble has collapsed heavily around the doorway. Your way leads forwards, right into precariously jutting rubble. Who dares venture first? AdrielFifth weekday, 23rd49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. 7:49 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted September 15, 2023 Clone Share Posted September 15, 2023 (edited) Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 12/14, Speed 30ft, Swim 30ft AC 15, Touch 15, 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 Total Defense (+4 dodge bonus to AC) Not since he first began to sneak away from his parent's watchful gaze had Kaldakaczil been thankful for the great difference in size between himself and his progenitors, although he still needed to keep his wings folded as close to his back as he could and skulk low along the ground which left the already awkward dragon a touch less sure footed than usual. Although, he only had to be thankful for his wyrmling size because he couldn't use his inborn talent to shapeshift into something far more conductive to the tunnel. A glance back to the shortest of their number who may or may not be walking along the ceiling at the moment betrayed what form he might have favored for a cramped tunnel, but the glance was only a fleeting one as the dragon continued moving forward at a cautious step near the front. When they reached the end, Kaldakaczil stands at the end of the hall, taking up one spot in front of the door to give everyone a chance to form up and investigate the spot in front of them, and past the door, for danger. Once everyone was ready, and there was no seen danger to account for, he'd step forward with whomever formed up at his side, bracing for the inevitable ambush waiting just beyond... OOC Total Defense Actions: +4 dodge bonus to AC. Perception/Search checks for the path and trying to peek/hear what's going on beyond the open door. Edited September 15, 2023 by Amoren (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 7 1d20+3 4 Search 4 1d20+2 2 Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted September 16, 2023 Clone Share Posted September 16, 2023 Robin Kirkko Robin has some issues on account of his strapping physique, and is very concerned to keep his clothes from getting ripped. Of course, even a quest for Beauty itself involves some danger! He squints into the chamber ahead by the light of the torch, ready to cross over with the dragon. 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 Rolls Incoming. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 7 1d20+3 4 Link to comment Share on other sites More sharing options...
bloodsprite Posted September 16, 2023 Clone Share Posted September 16, 2023 (edited) Saai Vees follows Kaldakaczi, the wyrmling, and the human cleric Robin through the narrow corridor, whose absence of torches or sconces only adds to the eerie atmosphere. As they move forward, Saai Vees keeps a close eye on her companions, her senses heightened by the darkness that envelops them. She relies on her Drow heritage to see in the dark; her lavender eyes are sharp, scanning for any signs of danger in the inky blackness through an open doorway. She treads carefully, her footsteps deliberate and cautious as she steps onto the unstable terrain created by the collapsed structure. Her movements are graceful despite the precarious footing, a testament to her agility and grace. Saai Vees is determined to keep up with her companions, ready to face whatever challenges lie ahead in this dark and treacherous underground labyrinth. She knows that her skills and faith in Eilistraee will guide her safely through these perilous passages or, failing that, her bastard sword in her hand. Edited September 16, 2023 by bloodsprite (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 20 1d20+3 17 Link to comment Share on other sites More sharing options...
KerlanRayne Posted September 17, 2023 Clone Share Posted September 17, 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 Ruven scans the area looking for possible hazards in the rubble. OOC: Search and Perception checks. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 18 1d20 18 Search 23 1d20+4 19 Link to comment Share on other sites More sharing options...
Ruess Posted September 17, 2023 Author Clone Share Posted September 17, 2023 The Lights In The Dark You survive the ordeal of the cave and make your way through the precarious looking corridor of stone. You wizard and your elf can both confirm that much effort has been spent here to clear a path that had been brought down by tremendous forces. A grisly tale is told by crushed remains that your wizard uncovers during one inspection: Ruven uncovers several tatters that belonged to someones who became one with stone material around them. The stone is all around you, enclosing and entrapping and encircling... It is a relief when you feel a more solid marble tile flooring under your weight. That relief lasts lost enough to see you to an intersection. Ahead, you spy a wall of bones and skulls barring your way forward. You think you see a very thin opening in their midst but you would need to draw nearer with a sharp eye to make any estimates. The masses of grinning skulls and countless bones don't look to be mobile yet but you have a dire feeling just at the sight of such a macabre piece of construction. On the right the path continues. You can see signs that is collapsed once and was forcibly cleared in more recent times. There are spikes upon the walls and the ceiling as well, jutting harshly with gleaming points. The floor itself features a hole from which you observe a most unwholesome green light emanating. The air in that direction carries a stinging quality and a heavy fragrance of something burning. To the left, the aged tiles look old and worn but at the same time it is a corridor that offers no horrors that you can see. There are sconces on the walls but no torches. There is no light save for what you have brought. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted September 18, 2023 Clone Share Posted September 18, 2023 (edited) Doallyn McClare Character Sheet Male Neutral Good Human Wizard, Init +1 HP: 5/5 Speed: 30 AC: 11 Touch: 11 / Flat-footed: 10, Fort +1 / Ref +1 / Will +3 Base Attack Bonus: +0 Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14 Doallyn grunted to himself from in the back. He'd been quiet for awhile now as the group has pressed forward. Less than thrilled with the continued conflicts down in the darkness. Now the possibility of more undead loomed in front of them. He didnt have a issue with goblins or cultists. They were living things. The dark necromatic energies went against all the principles his mother had instilled within him from a young age. Looking over the three possible directions from the room, he glanced over their options. I would imagine the path to the left, being the most peaceful is probably the one more likely to kill us given how luck seems to transpire, right? He smirked a bit, looking over the other two ways. Any takes on the boney wall? I'm not to keen on the green glowing lights and that burning sensation in the air for path number three. Getting felt up by some skeletons might actually be preferable to having my lungs and eyes burned. Edited September 18, 2023 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 3 1d20+1 2 Spellcraft 8 1d20+6 2 Knowledge: Arcane 15 1d20+6 9 Knowledge: The Planes 10 1d20+5 5 Knowledge: Nature 6 1d20+5 1 Search 2 1d20+1 1 Knowledge: History 22 1d20+5 17 Link to comment Share on other sites More sharing options...
Amoren Posted September 18, 2023 Clone Share Posted September 18, 2023 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 12/14, Speed 30ft, Swim 30ft AC 15, Touch 15, 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 Total Defense (+4 dodge bonus to AC) The dragon's gaze lingered suspiciously upon the bony wall looming in front of them, snapping back to it frequently as if he was expecting a beast to suddenly launch forth from it at any moment. But, at the very least, he spared enough furtive glances towards either direction to take advantage of his superior eye sight to see what lay in the shadows beyond the light they carried. "I don't trust clearing that acid pit, not with my wings being as feeble as they currently are... I thought left would head back towards the hall we were originally on before entering the secret door, but it looks like it instead leads to a set of stairs heading down. Some sort of... cloth or rope hanging that direction, too. The right... Seems to be trying its best to be as uninviting as possible with yet more spikes, and a gate built out of spikes. Perhaps some creature who has no fear of the potent liquids of the pit might frequent that direction." With his reporting done, the dragon then returns to staring down the wall like a cat chasing some unseen or unheard prey to human ears. "Maybe a nest..? Or a trap? There could be a path behind it, but a wall of bone is hardly the most subtle means of disguising another path..." With that said, the dragon began to ruminate on what he had seen, trying to recall the near-faded memories of his adventures with Ser Aluric, the knowledge he had inherited from his progenitor's, and his own scholarly pursuits to try and answer the question on what sort of creature or faith might be responsible for the bones collected in front of them... Or whose fascination with acids and spikes would make them the wardens to the path to the right. Name xDiceName xDiceResult xDiceString xDiceRolls Kn: Nature 25 1d20+6 19 Kn: Religion 24 1d20+6 18 Kn: The Planes 23 1d20+6 17 Kn: Dungeoneering 20 1d20+6 14 Link to comment Share on other sites More sharing options...
bloodsprite Posted September 19, 2023 Clone Share Posted September 19, 2023 Saai Vees begins by carefully examining the area where they stand, taking note of any disturbed or unusual elements. Her lavender eyes scan the ground, walls, and surroundings for any signs of recent goblin passage or activity. Her sharp senses are attuned to even the subtlest of clues. As she examines the corridor and the intersection ahead, she keeps an eye out for any tracks or disturbances in the stone and tile flooring. She's particularly interested in any markings that might indicate goblin footprints, claw marks, or any other traces they might have left behind. Turning her attention to the collapsed path on the right, she notes the signs of recent clearing and the spikes on the walls and ceiling. The unwholesome green light emanating from the hole in the floor raises her suspicion. Saai Vees is careful not to get too close to the hazardous area but still attempts to discern if there are any tracks leading in that direction. Turning her gaze to the left, where the aged tiles seem old and worn, she considers it as a potential avenue. She knows that goblins can be devious and might have taken the less obvious route to evade pursuers. Despite the absence of torches and the reliance on the light her companions carry, Saai Vees trusts in her ability to pick up on the subtlest clues left by the goblins. Her chaotic good nature compels her to find the goblins, not only to protect her group but also to ensure that these underground passageways are free from potential threats. OOCUses her Track Feat from Hunt Domain ------ You can follow the trails of creatures and characters across most types of terrain. Special A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell. Normal Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature's passage using the DCs given above, but you can't use Search to follow tracks, even if someone else has already found them. Name xDiceName xDiceResult xDiceString xDiceRolls Survival Check Note has Track Feat 6 1d20+4 2 Link to comment Share on other sites More sharing options...
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