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[LPF] Guard Duty

Rhydius

First Post
Rhydius looks down the dark tunnel then shrugs and pulls out a torch, lighting it before following after Thiera and Cavernous Hode.

[sblock=ooc]Apparently he gets smoke in his face from the torch.:lol:[/sblock]
[sblock=Mini Stats]
Rhydius-face.jpg

Rhydius VanDarver
Initiative: +6
Current Effects: None
AC: 17 (13 Flat-footed, 14 Touch)
HP: 11/11
Move: 30'
CMB: +3 CMD: 17
Fort: +2 Reflex: +6 Will: +1
Weapon in Hand: Shortbow

Weapons:
Dagger: Attack: +05 Damage: 1d4+2
Rapier: Attack: +05 Damage: 1d6+2
Shortbow: Attack: +05(+6*) Damage: 1d6+1*
Normal Arrows (17)
*Point Blank Shot within 30'

Ranger’s Focus: +2 to attack and damage on declared target. Remaining:1/1 per day[/sblock]
 
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sunshadow21

Explorer
Heading down the stairs, the party goes about a quarter of mile of a twisting staircases, tunnels, and caves, all of which seem to have been worked in the same way as the den and first staircase; it's hard to say how long ago it was done, but it is certainly not recent. Some of the path seems to be partially collapsed, and there are spots where Mister Dickens is the only one who doesn't have to squeeze. Eventually, just when the druid comments that they must be getting close to the edge of the plateau, the party sees a ray of light and an opening just ahead. Mister Dickens continues to move forward, but stops when he hears voices.
 

Systole

First Post
Cavernous Hode stops and turns to the party. He holds a finger to his lips, and then begins gesticulating wildly, apparently attempting to communicate a more complex concept. After some trial and error, he manages to convey the message: Mister Dickens ... hears ... voices.

He readies his pick and sneaks forward, directly behind Mister Dickens.

[sblock=Actions]Closing the gap with MD and moving toward the light.

MD will take 10 on Stealth for 21.[/sblock]

[sblock= Mini Stats]
CavernousHode_150.jpg
MisterDickens100.jpg


Cavernous Hode
AC: 15 (13 flat-footed, 12 touch)
HP: 11/11
CMB: +1 CMD: 13
Fort: +4 Reflex: +2 Will: +6
Speed: 20'

Perception: +8
Initiative: +2

Current Weapon in Hand: Heavy Pick (+1, 1d6+1/x4), Wand of CLW
Current Conditions in Effect: None

0th level spells (DC 14): Create Water, Detect Magic, Read Magic, Stabilize
1st level spells (DC 15): Cure Light Wounds, Obscuring Mist


Mister Dickens
AC: 15 (11 flat-footed, 15 touch)
HP: 16/16
CMB: +0 CMD: 13 (17 vs. Trip)
Fort: +4 Reflex: +6 Will: +1
Speed: 40', 20' Swim, 20' Climb

Perception: +5
Initiative: +2

Current Weapon in Hand: Natural weapons (+1, 1d4/x2)
Current Conditions in Effect: None[/sblock]
 

Satin Knights

First Post
Tasanto stops, stands still quietly and surveys the tunnel behind the group to make sure the party doesn't get boxed in. [sblock=mini-stats]
Tasanto AC 18 HP 9/9 real 11/11 temp, Init +2, Darkvision, Perception +7, Sense Motive +5, Move 40'
Claw/Claw +3, d4+2
Bite +3, d6+2
Lucerne Hammer +3, d12+3 with 10' reach
Handbo +3, d6+2
Dagger +3, d4+2
Sling, +3, d4+2..... Sling Bullets 9 Normal
Fort: +1, Reflex +2, Will +6
...Summoner Cantrips: Detect Magic, Read Magic, Mage Hand, Jolt
.,....Summoner 1st Lvl: 0/2 remaining; Lesser Rejuvenate Eidolon, Mage Armor
,...Summon Monster I: 5/5 remaining; std action SLA summon, (1 min), celestial eagles
.............Consumables: 1 Alchemist's Fire, 1 Cure Light Wounds potion
.....Immediate Actions: Fused Link, move HP from real to temp to keep cattaur alive, used down to 2 real
Conditionals: +1 damage when flanking from dirty fighting trait
Effects: mage armor (1 hour)[/sblock]
 

Rhydius

First Post
Rhydius blinks several times as he tries to interpret the dwarfs meaning. Hoping he's got at least some of his companion's intended meaning he stills himself and listens.

[sblock=ooc]That's an interesting turn-around. I hope my rolls start to average out more in the future.:confused:[/sblock]
 
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sunshadow21

Explorer
Coming around the bend of the current tunnel, dousing the light as they do so, because they don't want to tip off whoever is making the noise of their presence, and it's not absolutely necessary at this point, they find themselves looking into a decent sized cave. They can't see anyone because the floor appears to drop off and they can't see past the rocks at the edge of the dropoff, but everyone can clearly make out several voices arguing near the mouth of the cave. Tasanto can make out just enough determine that they seem to be arguing in orc, but can't make out any of the words. Based on the amount of light coming into the cave, it appears to be late morning.

OldCaveApproach.jpg

Solid Black line on the eastern side is the cave entrance. Each green line is a five foot drop. The black outlined area is a mass of rocks that come up about 5 feet from the floor you can see. The brown swirly area seems to be a partially worked area of rock that slopes down gradually to the lower part of the cave. The two bright blue pieces are columns that run all the way from ceiling to floor.
 

Systole

First Post
Cavernous Hode grins hugely. He gestures to the party to come forward and hide behind the rock outcropping. Then he bends down and whispers in Mister Dickens' ear, and the rat scampers down the ramp, chittering loudly.

[sblock=Actions]CH move to J41, ready an attack if anything comes in range.

MD will move to F45 and try and attract some attention by looking meaty and edible (to orcs, anyway). If he gets any attention, he'll run back behind the rock, hopefully with some unsuspecting orcs following.[/sblock]

[sblock= Mini Stats]
CavernousHode_150.jpg
MisterDickens100.jpg


Cavernous Hode
AC: 15 (13 flat-footed, 12 touch)
HP: 11/11
CMB: +1 CMD: 13
Fort: +4 Reflex: +2 Will: +6
Speed: 20'

Perception: +8
Initiative: +2

Current Weapon in Hand: Heavy Pick (+1, 1d6+1/x4), Wand of CLW
Current Conditions in Effect: None

0th level spells (DC 14): Create Water, Detect Magic, Read Magic, Stabilize
1st level spells (DC 15): Cure Light Wounds, Obscuring Mist


Mister Dickens
AC: 15 (11 flat-footed, 15 touch)
HP: 16/16
CMB: +0 CMD: 13 (17 vs. Trip)
Fort: +4 Reflex: +6 Will: +1
Speed: 40', 20' Swim, 20' Climb

Perception: +5
Initiative: +2

Current Weapon in Hand: Natural weapons (+1, 1d4/x2)
Current Conditions in Effect: None[/sblock]
 

Rhydius

First Post
Rhydius follows Cavernous Hode's lead and attempts to move quietly to the edge of the cave drawing an arrow as he does.

[sblock=actions]Rhydius moves to H39 and readies an attack with his shortbow against any enemies that follow MD to within 20ft of his location.[/sblock][sblock=Mini Stats]
Rhydius-face.jpg

Rhydius VanDarver
Initiative: +6
Current Effects: None
AC: 17 (13 Flat-footed, 14 Touch)
HP: 11/11
Move: 30'
CMB: +3 CMD: 17
Fort: +2 Reflex: +6 Will: +1
Weapon in Hand: Shortbow

Weapons:
Dagger: Attack: +05 Damage: 1d4+2
Rapier: Attack: +05 Damage: 1d6+2
Shortbow: Attack: +05(+6*) Damage: 1d6+1*
Normal Arrows (17)
*Point Blank Shot within 30'

Ranger’s Focus: +2 to attack and damage on declared target. Remaining:1/1 per day[/sblock]
 

sunshadow21

Explorer
Mister Dickens moves forward as the rest of the party moves up in support. Both the rat and Thiera can now see the source of the voices. 3 figures, a half-orc, a sylvan, and a half-elf are standing just to the side of the cave mouth arguing with each other in orc. If you had to guess their profession, you would say pirate. None of them seem to notice the party up above, and if they see Mister Dickens, they don't seem to be concerned about him.

OldCaveRecon.jpg
 

Satin Knights

First Post
Tasanto moves up, not so quietly, to H42 and listens intently to the conversation.
[sblock=mini-stats]
Tasanto AC 14 HP 9/9 real 11/11 temp, Init +2, Darkvision, Perception +7, Sense Motive +5, Move 40'
Claw/Claw +3, d4+2
Bite +3, d6+2
Lucerne Hammer +3, d12+3 with 10' reach
Handbo +3, d6+2
Dagger +3, d4+2
Sling, +3, d4+2..... Sling Bullets 9 Normal
Fort: +1, Reflex +2, Will +6
...Summoner Cantrips: Detect Magic, Read Magic, Mage Hand, Jolt
.,....Summoner 1st Lvl: 0/2 remaining; Lesser Rejuvenate Eidolon, Mage Armor
,...Summon Monster I: 5/5 remaining; std action SLA summon, (1 min), celestial eagles
.............Consumables: 1 Alchemist's Fire, 1 Cure Light Wounds potion
.....Immediate Actions: Fused Link, move HP from real to temp to keep cattaur alive, used down to 2 real
Conditionals: +1 damage when flanking from dirty fighting trait
Effects:[/sblock]
 

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