Lazeram Posted March 26 Clone Share Posted March 26 Gerbimble lets the new dwarf lead the way. Name xDiceName xDiceResult xDiceString xDiceRolls Listen and spot 12; 12 1d20+4;1d20+4 [8]; [8,8] Link to comment Share on other sites More sharing options...
RedRajah Posted March 26 Clone Share Posted March 26 Bow drawn and arrow nocked, Urd followed after Daurant a few steps behind. Sooner or later, their luck had to turn. An orc had to notice the sheer amount of missing fellows, right? Statblock [URL=/sheets/?id=2730594][B][SIZE=+1]Urd Dóttir til Manngi [/SIZE][/B][/URL] F N Deep Dwarf Scout2/Ranger1, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 19/19, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] 5, [B]Ref[/B] 7, [B]Will[/B] 1, [B]Base Attack Bonus[/B] 2 [B] MW Shortbow (40) [/B] +5 (1d6, x3) [B] MW Dwarven Waraxe [/B] +5 (1d10+2, x3) [B] Mithril shirt[/B] (+4 Armor, +2 Dex, +2 Misc) [B]Abilities[/B] Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6 [B]Condition[/B] Darkvision 100ft +3 racial bonus on saving throws against poison +3 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 Sacred bonus to AC Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:. Surface Survival DC Very soft ground 5 Soft ground 10 Firm ground 15 Hard ground 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked -1. Condition Survival DC Modifier Every three creatures in the group being tracked ?1 Size of creature or creatures being tracked 1: Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large ?1 Huge ?2 Gargantuan ?4 Colossal ?8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility 2: Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching 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. Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it. Urd Dóttir til Manngi F N Deep Dwarf Scout2/Ranger1, Level 3, Init 3, HP 19/19, Speed 30 AC 18, Touch 14, Flat-footed 16, Fort 5, Ref 7, Will 1, Base Attack Bonus 2 MW Shortbow (40) +5 (1d6, x3) MW Dwarven Waraxe +5 (1d10+2, x3) Mithril shirt (+4 Armor, +2 Dex, +2 Misc) Abilities Str 14, Dex 15, Con 14, Int 10, Wis 13, Cha 6 Condition Darkvision 100ft +3 racial bonus on saving throws against poison +3 racial bonus on saving throws against spells and spell-like effects +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 Sacred bonus to AC Inspire Courage: +1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Track: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:. Surface Survival DC Very soft ground 5 Soft ground 10 Firm ground 15 Hard ground 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked -1. Condition Survival DC Modifier Every three creatures in the group being tracked ?1 Size of creature or creatures being tracked 1: Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large ?1 Huge ?2 Gargantuan ?4 Colossal ?8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility 2: Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 1 For a group of mixed sizes, apply only the modifier for the largest size category. 2 Apply only the largest modifier from this category. If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching 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. Travel Devotion: Once per day as a swift action, you can activate this ability to move up to your speed as a swift action each round. Thus, you can move your speed and then take a full-round action, or move and take two other actions (two move actions or one move action and one standard action). This effect lasts for 1 minute. You cannot take a 5-foot step in the same round that you use this feat to move as a swift action. You can select this feat multiple times, gaining one additional daily use each time you take it. Name xDiceName xDiceResult xDiceString xDiceRolls Move Silently/Hide/Listen/Spot 9; 18; 11; 19 1d20+7;1d20+7;1d20+6;1d20+6 [2]; [2,11]; [2,11,5]; [2,11,5,13] Link to comment Share on other sites More sharing options...
Terran Posted March 26 Clone Share Posted March 26 (edited) Brother Christo Vanleaf, Grey Elf Bard-Cleric QUICK STATS: AC=19+2, Touch=14, FF=17+2 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6 _____________________________________________________________________________ With the Halflings well supplied and having left for home, Brother Vanleaf says a silent prayer for the pair and then the Evlen holy man follows the rest of the group down the unexplored passageways as they are led by the newcomer Dwarf, Daurant, who has been down these particular hallways recently as an escaped prisoner. With his loaded long bow in hand, Christo quietly moves forward staying unusually close to his old friend Sugrin as the group moves forward through the poorly lit halls and chambers, all the while watching and listening for the sight or sound of movement or anything unusual in the immediate area. Show Mechanics Move: Standard Action: Free Action: Swift Action: Move Action: Continuing Effects: None Edited March 27 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spot 22 1d20+3 19 Listen 12 1d20+6 6 Link to comment Share on other sites More sharing options...
Sorithar Posted March 27 Clone Share Posted March 27 (edited) Daurant, Holy Warrior of Moradin Daurant spares his old cell only a passing glance, actively avoiding looking at it. His eyes are naturally drawn to the dying embers of a fire. "Less any of ye fancy some other option, I say we check that there chamber, which seems ta be an eating one fer the tuskers, seeing as they need no light ta see by..." Unless anyone objects, Daurant leads the way down to the chamber with the sleeping furs and red embers. Show Mechanics Actions Free Action: Swift Action: Move Action: Updated Daurant's location in Roll20, assuming no objections. Standard Action: Skill Checks Spot CheckListen Check Stat Block Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen. [URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] None Daurant, son of Durl, Blood of Durgeddin, of Glitterhame Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20 AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3 Masterwork Waraxe, Dwarven +5 (1d10+2, x3) Masterwork Waraxe, Dwarven +5 (1d10+1, x3) Hammer, throwing (3) +3 (1d6+2, x2) Full plate (+8 Armor, +1 Dex) Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 Condition None Edited March 27 by Sorithar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spot Check 8 1d20 8 Listen Check 15 1d20 15 Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted March 27 Author Clone Share Posted March 27 Christo spots a loose stone in the wall of the natural cavern. Daurant follows the dim glow. Embers smolder in the center of this room, the fire having apparently been hastily put out with a couple buckets next to the fire pit. Battered pots and kettles are stacked all over; clearly this serves as a crude kitchen. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Sorithar Posted March 27 Clone Share Posted March 27 Daurant, Holy Warrior of Moradin Daurant grunts and grins. "If nothin else, guess we can use this as a kitchen to rest if'n we need ta. Embers seem recently doused. Someone been here recently, keep yer eyes and ears sharp!" Daurant sets to carefully searching the kitchen for anything of significance. If he finds nothing, he leaves to lead the party to other unexplored areas. Show Mechanics Actions Free Action: Swift Action: Move Action: Updated Daurant's location in Roll20, assuming nothing found in the kitchen. Standard Action: Skill Checks Take 20 on Search Check for kitchen for a result of 20. Stat Block Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen. [URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] None Daurant, son of Durl, Blood of Durgeddin, of Glitterhame Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20 AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3 Masterwork Waraxe, Dwarven +5 (1d10+2, x3) Masterwork Waraxe, Dwarven +5 (1d10+1, x3) Hammer, throwing (3) +3 (1d6+2, x2) Full plate (+8 Armor, +1 Dex) Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 Condition None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted March 27 Clone Share Posted March 27 Brother Christo Vanleaf, Grey Elf Bard-Cleric QUICK STATS: AC=19+2, Touch=14, FF=17+2 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6 _____________________________________________________________________________ When Brother Vanleaf spies the loose stone in the wall of the natural cavern, the Elven holy man pauses and holds up his hand to stop the group so they can investigate the anomaly. Silently pointing to the key location of the secret spot, Christo whispers, "Looks like a secret door or hidden compartment of some kind." "Even though it's unlikely, I suppose we should check it for a trap before tampering with the stone or attempting to remove it," the Elven holy man adds in the same hushed tone with a sincere smile. Show Mechanics Move: Standard Action: Free Action: Swift Action: Move Action: Continuing Effects: None Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
RedRajah Posted March 27 Clone Share Posted March 27 "On it..." Urd said in a quiet voice. She got out her tools, but paused to listen by the loose stone first before attempting to check for potential traps. If there had been orcs here recently, maybe behind the stone was the opening mechanism to some sort of bolt hole their foes could hide out in. Maybe, for once, the orcs had actually been observant about the fortress they were currently infesting. Actions Taking 20 on Listen and Search. If there's a trap found, let me know to roll. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lazeram Posted April 1 Clone Share Posted April 1 Gerbimble stands back and lets Urd do her thing. He hadn't spotted the loose stone himself, but springing a trap is also a way to find it, he muses to himself as he waits. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted April 1 Author Clone Share Posted April 1 It doesn't look trapped. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted April 2 Author Clone Share Posted April 2 Finding nothing of value in the room, Daurant moves on. He comes to a split in the path. The southern path leads to a dead end. The northern path leads to a well filled with murky water. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
RedRajah Posted April 2 Clone Share Posted April 2 Urd carefully activates/opens the stone... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted April 2 Author Clone Share Posted April 2 Behind the stone Urd finds a metal box containing 180 GP and a flask of holy water. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Terran Posted April 2 Clone Share Posted April 2 (edited) Brother Christo Vanleaf, Grey Elf Bard-Cleric QUICK STATS: AC=19+2, Touch=14, FF=17+2 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6 _____________________________________________________________________________ When Urd uncovers the metal box full of gold and a flask of holy water from the hidden stone that Brother Vanleaf had detected, the Elven holy man smiles and says in a hushed voice, "Nice little haul my friend. Let's take the metal box too!" Continuing to whisper, Christo says, "Urd, you are often up front when we explore. Why don't you carry the flask of holy water. It will give you options should we unexpectantly encounter undead and our weapons are not a viable option." Once the gold is packed away for the party to divide later, the minister resumes his search of the area as the domain priest moves ahead to the position maintained by the newcomer, Daurant. As the padre works his craft, Brother Vanleaf will also keep his eyes and ears focused on the surrounding environment watching and listening for the sight or sound of movement or anything unusual. Show Mechanics Move: Standard Action: Free Action: Swift Action: Move Action: Continuing Effects: None Edited May 2 by Terran (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Search 2 1d20+1 1 Spot 7 1d20+3 4 Listen 10 1d20+6 4 Link to comment Share on other sites More sharing options...
RedRajah Posted April 4 Clone Share Posted April 4 Urd nodded her thanks to the priest. Earlier, she had found a potion of Hide From Undead in her pack that she vaguely remembered picking up on a holiday sale, so this could provide a good counterpart to that. As she caught up to Daurant and the split in the path, she paused. The extinguished cooking fire from earlier was evidence that there were still orcs lurking about. So, she carefully scanned the ground in order to see if there was a direction they may have gone towards... Action Taking 20 on Survival (Track) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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