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The Stone Tooth


Chaz Hoosier

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Brother Christo Vanleaf, Grey Elf Bard-Cleric

spacer.pngQUICK STATS:  AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6  ________________________________________________________________________

Continuing his song of courage, Brother Vanleaf waves Gerbimble forward after dispatching the Orc directly in front of the musical minister with his long sword which was now coated in dark red ichor.

If the Orc along the northern wall is still unconscious, then Christo points and says to the gnome behind him, "Gerbimble, please cover that Orc which Sugrin knocked out with his colorful illusion, and I'll help them take out the leader!"

Assuming Gerbimble does not object to his request and also assuming that Old Yarrick is up and active, then Christo moves forward to stand with Sugrin and bring his razor-sharp long sword to bear upon the large Orc in an effort to end this skirmish, but he swings high and wide in his haste to help!

Show Mechanics

Free Action:   Speak and point

Move:  Move 30 feet

Swift Action:   

Move Action:   

Standard Action:  Attack Old Yarrick if he is still alive. If not, then cover unconscious Orc

Continuing Effects:  ALL PARTY MEMBERS (+1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage)

Edited by Terran (see edit history)
Name
Attack Old Yarrick with Long Sword
4
1d20+3 1
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"Forget that lump -- shoot the one that's trying to kill me! And where's Astra?!" growled Urd as the bard missed the orc. Her mind whirled, weighing her options. She had to take the risk again. Hopefully, Sugrin's "friends" would give her that chance to get out of the way in time. At best, she'd be able to pepper the orc with another arrow and block the other exit if it didn't take him down.

Once more, she attempted another tumble -- this time, towards the right...

 

Actions

Tumble attempt (DC15): 15ft to the right to activate skirmish (looking to get in the way of the right exit as well)

Standard attack & skirmish w/shortbow

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.

 

 

Edited by RedRajah (see edit history)
Name
Tumble attempt (DC15)
20
1d20+2 18
Attack
22
1d20+8 14
Dmg if hit (PBS & Bard buff added)
3
1d6+2 1
Skirmish dmg
6
1d6 6
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spacer.png
With no elves or orcs blocking the way, Gerbimble moves closer to the action.
He narrows his eyes as he aims for the last foe standing and releases a stream of eldritch energy that passes above Sugrin's head.
He then turns his attention to the comatose orc by his feet, ready to punish it, should it try to rise.

 

Mechanics

Move 30 ft, leaving him down and left of the unconscious orc.
He shoots an eldritch blast at the orc. He has the precise shot feat that lets him shoot into melee without penalty.
If the orc should rise, Gerbimble gets an AoO.

Stat block

[URL=/sheets/?id=2733635][B][SIZE=+1]Gerbimble Rampulart[/SIZE][/B][/URL] Male CN Whisper Gnome Cloistered cleric2/Warlock1, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 18/18, [B]Speed[/B] 30 ft. [B]AC[/B] 21, [B]Touch[/B] 14, [B]Flat-footed[/B] 16, [B]Fort[/B] 2, [B]Ref[/B] 5, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 1 [B] Eldritch Blast (ranged touch) [/B] +5 (1d6, x2) [B] Dagger [/B] -2 (1d3, 19-20/x2) [B] Mithral chain shirt[/B], [B] Battle cloak, gnome[/B] (+4 Armor, +1 Shield, +3 Dex, +1 Size) [B]Abilities[/B] Str 6, Dex 16, Con 15, Int 10, Wis 15, Cha 10 [B]Condition[/B] None
Gerbimble Rampulart
Male CN Whisper Gnome Cloistered cleric2/Warlock1, Level 3, Init 3, HP 18/18, Speed 30 ft.
AC 21, Touch 14, Flat-footed 16, Fort 2, Ref 5, Will 5, Base Attack Bonus 1
Eldritch Blast (ranged touch) +5 (1d6, x2)
Dagger -2 (1d3, 19-20/x2)
Mithral chain shirt , Battle cloak, gnome (+4 Armor, +1 Shield, +3 Dex, +1 Size)
Abilities Str 6, Dex 16, Con 15, Int 10, Wis 15, Cha 10
Condition None
Name
Eldritch Blast (ranged touch attack)
13; 5
1d20+7;1d6+2 [6]; [6,3]
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"Is everyone ok?" Gerbimble asks as he lowers his right hand and dismisses the energy he had readied for another blast.
"This area is perhaps better suited for resting. The door to the right can probably be blocked and rigged to alert us if anyone should try to open it.
And the orcs were likely unaware of the secret door leading to the stairs."

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Brother Christo Vanleaf, Grey Elf Bard-Cleric

spacer.pngQUICK STATS:  AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6  ________________________________________________________________________

Brother Vanleaf ends his bard song and smiles when combat successfully concludes as the cleric silently prays for the fallen while wiping his long sword clean orc innards. Next, the holy man sheathes the cleaned weapon and retrieves the long bow which he had to drop in during combat to ensure that there were no pauses in his attacks on the enemy.

Looking over his colleagues, the holy man sincerely asks in a lowered voice, "Is anyone injured or in need of healing?" If so, he will address their wounds immediately. However, if no one has been harmed, then Christo says, "We should probably investigate the other door before searching the room, just to be careful."

"After the door is secured, then we can safely search everything here and hopefully dispose of these bodies, preferably where they will not likely be found or attract the attention of other creatures or monsters," the musical minister adds with a smile as he nocks an arrow in his bow and covers those with the skills to best investigate the yet unexplored portal and what might lay directly beyond.

Show Mechanics

Free Action:   

Move:  

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects:  ALL PARTY MEMBERS (+1 Saves vs. Fear/Charm Effects, +1 all Attacks, and +1 Weapon Damage for 5 rounds after bard quits singing)

Edited by Terran (see edit history)
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"If our luck holds, maybe we can toss the corpses in the chasm as well. Bit of a hike back though. And there's still the risk of possible guard changes." Urd suggested. "Best to shut the secret door in the meantime, maybe see if there's anything useful on these bodies too. Gerbimble, you wanna come with me to check out the other door? See if anything or anyone's moving outside? I could rig up a simple trip rope to alert us just in case any new orcs start poking around..."  Urd carefully walked over to the door on the right to see if she could hear anything suspicious outside or if there was a lock she could turn to take advantage of, giving them some security. She doubted there would be any traps on the door, but one never knew...

Actions

Taking 20 on Search/Move Silently/Spot/Listen for the door on the right. Also, checking to see if the door can be locked.

 

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Sugrin Velicent, Illusionist Extraordinaire


Sugrin.jpg.5950f0040afdf9f8128a135336bee017.jpgMale   Gnome   Illusionist 3  

Init 1 | HP 14/14 | AC 12, Touch 12, FF 11 | Fort 4, Ref 2, Will 4


 

Fine and dandy over here, the gnome beams. You guys thinkin' you want to sleep here tonight? I'll take the first watch.

 

 

 

 

Show Mechanics

 

Actions

Free Action: Speak

Swift Action: 

Move Action:

Standard Action: 

Skill Checks

 


Continuing Effects: +1 save vs fear/charm, +1 attack and weapon damage

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Gerbimble nods to Urd. "In the meantime, would the rest of you check their bodies for valuables and perhaps keys or other stuff that will help us traverse these halls?" The gnome asks the rest of the crew as he moves closer to the dwarf, waiting for her to check and open the door first.

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Brother Christo Vanleaf, Grey Elf Bard-Cleric

spacer.pngQUICK STATS:  AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6  ________________________________________________________________________

Brother Vanleaf is a bit surprised when the door is checked and found to be unlocked and then Gerbimble asks the everyone else in the group to search the bodies for valuables when Urd is preparing to open the unexplored portal.

Nodding his head in the affirmative, reluctantly the musical minister ceases to provide cover fire for the resident thief as he prepares to delve into the unknown and begins searching for the treasures and secrets of the chamber.

While helping to search the bodies and poking about the room relying upon his Elven proclivity to detect secret doors and hidden places, Christo keeps his long bow in hand just in case more trouble arises than currently projected.

Show Mechanics

Free Action:   

Move:  

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects: None

Edited by Terran (see edit history)
Name
Search
19
1d20+1 18
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The crates and barrels contain various low value trade goods the orcs must have raided from caravans and settlements like bolts of low quality cloth, corn, and, and raw flax. One orc in particular has a hand axe of exceptional quality with a seal of Durgeddin the Black etched into the blade. Christo also spots a loose stone, which he pulls out to reveal a little treasure trove.

 

OOC: Loot to be listed on the loot thread.

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"The door is safe. Can you sense anyone moving on the other side, Gerbimble?" Right now, Urd was hoping for a respite from constant battle. This room could be fortified easily enough, but if there were even more orcs nearby, once more rest would be denied them. The scout didn't have magic that needed to be refreshed, but she was surrounded by casters. And Astra's lack of help in the last battle had cut it close -- as evidenced by the vicious slash in her cloak.

OOCTaking 20 on Listen. If Gerbimble's Earth Sense doesn't detect anything moving outside the door, Urd will crack it open for a quick peek. If nothing is out there, she'll shut it and fortify the door with crates so they can finally camp.

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Brother Christo Vanleaf, Grey Elf Bard-Cleric

spacer.pngQUICK STATS:  AC=19, Touch=14, FF=17 / HP=19/19 / Init=2 / Saves: Fort=4, Reflex=5, Will = 6  ________________________________________________________________________

After searching the room and recovering a small trove of gold coins, Brother Vanleaf quietly moves to the door and leans in to use his keen elven hearing in an attempt to detect any sounds that might be emanating from the other side of the portal before it's opened.

Once he has completed his efforts, Christo will slowly and silently back away from the old door and whisper the results, if any, to his colleagues before moving into position to cover whoever opens the door with his old, but reliable long bow of his forefathers.

As the Elven holy man stands watch ready to provide cover fire if needed, the Domain Priest keeps his eyes and ears focused on the immediate surroundings watching and listening for the sight or sound of movement or anything unusual in area.

Show Mechanics

Free Action:   

Move:  

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects: None

Edited by Terran (see edit history)
Name
Listen
23
1d20+6 17
Spot
19
1d20+3 16
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Nothing an be heard through the door, and Gerbimble can't sense anyone nearby. When Urd peeks through the door she sees a narrow passage leading to the right. To the left stands the statue of a fierce looking dwarf in heavy mail armor. The stone warrior holds a sword in one hand and a smith's hammer in the other. The statue stands on large stone pedestal; the whole structure is about 7 feet tall and must weigh many hundreds of pounds.

image.png.7413fd1c75d59296b66f317c7471a7a7.png

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