[LPF] The Cave of (Un)Death

vmaaxt

First Post
Aedger Beinn (Aasimar Cleric)

While the group eats, Blue patrols outside all night.

After listening to Damaris's singing, Aedger tells tales of his time in the military to the farmer's family and assistants, conspicuously avoiding stories about undead, instead leading off with the time his squad faced an evil wizard, controlling an army of evil bugs, bent on eating everyone in his beloved city. The action scenes are a little repetitive, "And then I stomped on that one too," but this is not the first time he's told this story, and the farmhands are quite amused at his wide array of sound effects, "Squish, splortch, pop, krunch, splurt." Mrs. Jezz is much less amused.

The next morning, Aedger suggests, "We should probably find this Mr. Pip, and ask him about what he knows."

[SBLOCK='MiniStats']
[sblock=Aedger]Aedger Beinn, Aasimar Cleric (Undead Lord) 1
Init:
+2 AC: 15, t:12, ff:13
HP: 08 Perception: +9
CMB: +0 CMD: 12 Speed: 30ft.
Fort: +2 Ref: +2 Will: +5
Resist 5: Cold, Acid, Electric
Senses: Darkvision 60ft

Current Effects: None

In Hand: Nothing

Special Powers
Channel Negative Energy 1d6, 6/day, Will DC 14 Used: 0
Death's Kiss: 1 round duration, 6/day Used: 0
Command Undead

[Sblock='Spells Prepared:']Orisons:
Light
Guidance
Mending
Level 1: (DC 14)
Cause Fear (domain)
Bless
Cure Light Wounds
Spell Like Abilities
Daylight (1/day)
[/Sblock]

Attacks:
Crossbow, Light: +2 Attack, 1d8+0, 19/x2, 80' Bolts: 30
Morningstar: +0 Attack, 1d8+0, 20/x2

[sblock='expanded']Skills
Acrobatics 01
Appraise 01
Bluff 03
Climb -01
Craft 01
Diplomacy 10
Disguise 03
Escape Artist 01
Fly 01
Heal 03
Intimidate 03
Knowledge (Religion) 05
Perception 09
Perform 03
Ride 01
Sense Motive 07
Stealth 01
Survival 03
Swim -01
Carrying:
Holstered:
Crossbow, Light & Bolts
Morningstar
[Sblock='Pockets']Earplugs (4x)
Chalk (3x)
Ink (1 oz. vial)
Inkpen (2x)
Paper, rice (5 sheets)
[/Sblock]
[/sblock]
[/sblock]
[sblock=Blue]Blue, Skeletal Companion (Medium Undead)
Init:
+2 AC: 17, t:12, ff:15
HP: 11 Perception: +0
CMB: +2 CMD: 14 Speed: 30ft.
Fort: +0 Ref: +2 Will: +2
Immune: Cold Undead Traits
DR: 5/bludgeoning
Senses: Darkvision 60ft

Current Effects: None

In Hand: Nothing

Attacks:
Scimitar +2 (1d6+2,18-20/x2), claw –3 (1d4+1)
or 2 claws +2 (1d4+2)
or Dagger +2 (1d4+2), Range 10'
or Javelin +2 (1d6+2/×2), Range 30' Remaining: 3

[sblock='expanded']
Carrying:
Holstered:
Scimitar​
Dagger​
Javelins​
Backpack
Rope, Hemp (50ft)(x2)​
Plank, Collapsable​
Wandermeal (4 servings)​
Chalk (6x)​
[/Sblock][/sblock]
[sblock=pictures]
180px-Aedger_Beinn.jpg
180px-1342541056597_c6a62.png
[/sblock]

[/SBLOCK]
 
Last edited:

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Chronikoce

First Post
Vax consumes his meal with must gusto and engages a considerable amount of willpower to keep himself from indulging in all of the apple brandy. He is content to listen to Damaris sing and Aedger tell his story. He happily wakes up to the smell of baking bread and asks the farmer's wife if there is anything he might have for breakfast.

[sblock=ooc]
I should be able to post 1/day no problem but if there is a missed day it is because I had a tonsillectomy recently and some days are really bad pain wise.

Also should we list Trail Rations under consumables or shall we just mark those off if we have a day where were unable to procure food?
[/sblock]

[sblock= Vax]
Vax


[sblock=Raging]
AC: 14 (Flat-footed: 12, Touch: 10)
HP: 15/15
CMB: +7 CMD: 19
Fort: +6 Ref: +2 Will: +4
Speed: 30'

Perception: +4
Initiative: +2

Primary Weapon: Crusher (+7, 2d6+9/x3)
Ranged Weapon: Javelin (+3, 1d6+6/x2)
Special Attack Options: Power Attack: -1 Attack, +3 Damage
[/sblock]

[sblock=Not Raging]
AC: 16 (Flat-footed: 14, Touch: 12)
HP: 13/13
CMB: +5 CMD: 17
Fort: +4 Ref: +2 Will: +2
Speed: 30'

Perception: +4
Initiative: +2

Primary Weapon: Crusher (+5, 2d6+6/x3)
Ranged Weapon: Javelin (+3, 1d6+4/x2)
Special Attack Options: Power Attack: -1 Attack, +3 Damage
[/sblock]
Current Conditions in Effect: None
Consumables Available: 1 Flask of Alchemists Fire, 1 Potion Cure Light Wounds

Vax (Chronikoce) - Living Pathfinder RPG Wiki
[/sblock]
 
Last edited:

HolyMan

Thy wounds are healed!
[sblock=OOC]Will try to answer all of you here.

Trail Rations should be listed just in case they are needed.

Sorry vmaaxt but Pip didn't play a big part in this proposal and we are done all I am currently approved for, so am moving on. Also the map doesn't show Blue yet he is one square behind you at the moment.

Gaining a club is no problem. Don't know how you travel with Mister Dickens (since he moves faster than Hode - and has more HP :erm: - but for now on the map he is in the same square, you can make it underfoot, overhead (on a small ledge), or in a pack.

Well Damaris's nat 1 is out of the way. Maybe when she has something to sing about she will get a better result.[/sblock]

The group spends most of the morning and afternoon in a futile search for Pip. The farmhand doesn't respond to his name or is he spotted as the group searches the woods.

But so as not to end up wasting a whole day the adventures made their circuit of the forest lead them to the cave that Farmer Jezz believes the necromancer to be.

The tall fir trees and wide cave mouth do give it the look of a demon. And after a cautious search of the area the group ventures forth to the very entrance itself to see what horrors lie beyond.

[sblock=OOC2]Perception checks, light source?? for those who need it, and items in hand if you haven't already listed them.

And so it begins...[/sblock]
 

Attachments

  • cave 1.jpg
    cave 1.jpg
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Systole

First Post
"Ah, so the party of brave adventurers have discovered the cave of death ... or is it the cave of undeath? A cave, to be sure. Cavernous Hode shall proceed forward. Scout away, Mister Dickens, scout away." The rat scurries off quietly.
[sblock=OOC]MD usually paces about 20' in front of CH -- he's the forward observer. He'll move west with a Take 10 on Stealth for 21. CH will move to the rock pile.

And light sources? Pfaugh! Who needs light sources?

EDIT: Not that it will make a difference with a nat 1, but CH gets +2 if the perception roll is for unusual stonework.[/sblock]
[sblock= Mini Stats]
CavernousHode_150.jpg
MisterDickens100.jpg


Cavernous Hode
AC: 15 (13 flat-footed, 12 touch)
HP: 20/20
CMB: +1 CMD: 13
Fort: +5 Reflex: +2 Will: +7
Speed: 20'

Perception: +9
Initiative: +2

Current Weapon in Hand: Heavy pick(+2, 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): Magic Stone, Produce Flame, Shillelagh

Mister Dickens
AC: 15 (11 flat-footed, 15 touch)
HP: 23/23
CMB: +1 CMD: 14 (17 vs. Trip)
Fort: +4 Reflex: +6 Will: +2
Speed: 40', 20' Swim, 20' Climb

Perception: +5
Initiative: +2

Current Weapon in Hand: Natural weapons (+5, 1d4/x2)
Current Conditions in Effect: None[/sblock]
 

Chronikoce

First Post
As the group approaches the entrance to the gave Vax draws out 'Crusher', he looks quite excited to get started. "At the cave at last!" he looks slightly crestfallen as he stares into the darkness of the cave "I don't suppose anyone has the ability to create light do they? I'd prefer not to carry a torch since they tend to inhibit my ability to crush things."

[sblock= Vax]
Vax


[sblock=Raging]
AC: 14 (Flat-footed: 12, Touch: 10)
HP: 15/15
CMB: +7 CMD: 19
Fort: +6 Ref: +2 Will: +4
Speed: 30'

Perception: +4
Initiative: +2

Primary Weapon: Crusher (+7, 2d6+9/x3)
Ranged Weapon: Javelin (+3, 1d6+6/x2)
Special Attack Options: Power Attack: -1 Attack, +3 Damage
[/sblock]

[sblock=Not Raging]
AC: 16 (Flat-footed: 14, Touch: 12)
HP: 13/13
CMB: +5 CMD: 17
Fort: +4 Ref: +2 Will: +2
Speed: 30'

Perception: +4
Initiative: +2

Primary Weapon: Crusher (+5, 2d6+6/x3)
Ranged Weapon: Javelin (+3, 1d6+4/x2)
Special Attack Options: Power Attack: -1 Attack, +3 Damage
[/sblock]
Current Conditions in Effect: None
Consumables Available: 1 Flask of Alchemists Fire, 1 Potion of Cure Light Wounds, 6 Days of Trail Rations
Objects in Hands: Crusher


Vax (Chronikoce) - Living Pathfinder RPG Wiki
[/sblock]
 

vmaaxt

First Post
Aedger Beinn, Aasimar Undead Lord

"Mr. Vax, I do believe I can be of assistance. If I may?" He mumbles a small prayer as he touches Crusher, and as the mighty warhammer begins to glow, he reminds Vax, "It goes dark in 10 minutes. Please dobt get lost before then, Mr. Vax." Aedger pulls out his holy symbol, for easy access, he explains, and continues, "If I may suggest we investigate that debris, over there, before we continue further into the cave?" After pullong a paper and pen from his pocket, and starting to make a map, he rummages through the bag on Blue's back, and pulls out several pieces of chalk, and sets of earplugs, and offers them to the group. "Here. I've it some things for you. The chalk is to help mark our trail. I've fought in caves before, and it's wicked when you get lost. The earplugs are invade we run into any noisy monsters. My platoon danced to the tune of some banshees a while back. Blue here was one of the few soldiers I had that didn't end up so afraid he threw up, or vice versa. Speaking of, there is something you all should probably know before we go any further. Whatever you see, don't worry. It's okay. He is under my command. " He signals to Blue, who lowers his hood, and takes off his mask, revealing a skeletal face, painted a lovely shade of blue. As Blue continues to remove gloves and leggings, Aedger continues, "I am actually a necromancer myself. But I do not work for the forces of evil. I work to better society. I use the gifts my gods give me to help my fellow beings, not to enslave them. If you do not trust me in this cave, I understand, and I apologize for my earlier misdirections. However, I believe my expertise may be useful when fighting the evil undead, so long as you make an exception for Blue. Otherwise, I ask that you let us take our leave, and we will bother you no more."

[sblock=ooc] HM: it's okay. I wasn't expecting to pump him for too much anyway. Farmhands aren't expected to know the minute differences and distinctions of undead.

1: where is Jezz now?
2: suggest we arrange in 2wide formation.
3: earplugs and chalk for anyone who wants them.
4: I'd like to check the rocks, are they blocking the path? Can we see past them?
5: I'm making a map as we go on my paper. Do I need a check for this?
6: still getting used to dice roller. I'm posting from my phone, and it doesn't like the interface
7: first roll(no description) is Aedger's general perception, for whole cave.
8: If nobody objects to Blue, I'd like to move to the rocks. Assuming I get there unharmed, I'd like to look at, and if possible, past them. Dark vision 60'.
[/sblock]

[SBLOCK='MiniStats']
[sblock=Aedger]Aedger Beinn, Aasimar Cleric (Undead Lord) 1
Init:
+2 AC: 15, t:12, ff:13
HP: 08 Perception: +9
CMB: +0 CMD: 12 Speed: 30ft.
Fort: +2 Ref: +2 Will: +5
Resist 5: Cold, Acid, Electric
Senses: Darkvision 60ft

Current Effects: None

In Hand: Light Crossbow

Special Powers
Channel Negative Energy 1d6, 6/day, Will DC 14 Used: 0
Death's Kiss: 1 round duration, 6/day Used: 0
Command Undead

[Sblock='Spells Prepared:']Orisons:
Light
Guidance
Mending
Level 1: (DC 14)
Cause Fear (domain)
Bless
Cure Light Wounds
Spell Like Abilities
Daylight (1/day)
[/Sblock]

Attacks:
Crossbow, Light: +2 Attack, 1d8+0, 19/x2, 80' Bolts: 30
Morningstar: +0 Attack, 1d8+0, 20/x2

[sblock='expanded']Skills
Acrobatics 01
Appraise 01
Bluff 03
Climb -01
Craft 01
Diplomacy 10
Disguise 03
Escape Artist 01
Fly 01
Heal 03
Intimidate 03
Knowledge (Religion) 05
Perception 09
Perform 03
Ride 01
Sense Motive 07
Stealth 01
Survival 03
Swim -01
Carrying:
Holstered:
Crossbow, Light & Bolts
Morningstar
[Sblock='Pockets']Earplugs (4x)
Chalk (3x)
Ink (1 oz. vial)
Inkpen (2x)
Paper, rice (5 sheets)
[/Sblock]
[/sblock]
[/sblock]
[sblock=Blue]Blue, Skeletal Companion (Medium Undead)
Init:
+2 AC: 17, t:12, ff:15
HP: 11 Perception: +0
CMB: +2 CMD: 14 Speed: 30ft.
Fort: +0 Ref: +2 Will: +2
Immune: Cold Undead Traits
DR: 5/bludgeoning
Senses: Darkvision 60ft

Current Effects: None

In Hand: Javelin (L), Scimitar (R)

Attacks:
Scimitar +2 (1d6+2,18-20/x2), claw –3 (1d4+1)
or 2 claws +2 (1d4+2)
or Dagger +2 (1d4+2), Range 10'
or Javelin +2 (1d6+2/×2), Range 30' Remaining: 3

[sblock='expanded']
Carrying:
Holstered:
Scimitar​
Dagger​
Javelins​
Backpack
Rope, Hemp (50ft)(x2)​
Plank, Collapsable​
Wandermeal (4 servings)​
Chalk (6x)​
[/Sblock][/sblock]
[sblock=pictures]
180px-Aedger_Beinn.jpg
180px-1342541056597_c6a62.png
[/sblock]

[/SBLOCK][/QUOTE]
 
Last edited:

soulnova

Explorer
"That is going to be tricky to sing of" she says staring at Blue for a couple of seconds.

"As long as he doesn't want to eat my brains (or love *cough*), I guess it will be alright." she sighs moving in 2x2 formation with them towards the rubble. She stays against the walls, her shortbow ready.

She will cast Detect Magic.



[sblock=Ministats]
Damaris.jpg
Damaris - Bard lvl 1
HP 8/8
AC 16 | Touch 13 | FF 13
CMB+2 | CMD 15
Saves: F+0 | R+5 | W+1

INIT +3
Perception +3 | Sense Motive -1

Shortbow +3 1d6
Longsword +2 1d8+3 (Two-handed)

Bard Cantrips: Dancing Lights, Detect Magic, Read Magic, Ghost Sound.
Bard Spells: Lvl1 Grease, Sleep.
Spell-like ability: Message 1/day.

Combat Feats: Point Blank Shot, Rapid Shot.

Consumables: Oil, Perfume, Firewerk Paper Candle (2), Vermin Repellent, Trial Rations (4), Normal Arrows (20), Alchemist Fire.[/sblock]
 
Last edited:

HolyMan

Thy wounds are healed!
The group moves cautiously over towards the rubble (double move for everyone) and notice the archway to the north leads into a room. But not an empty one!

Four small lizard like looking humanoids, with rotting pale skin and carrying spears meander about until the light from Crusher warns them of the groups approach.

[sblock=OOC]
1)At his farm.
4)Yes I extend the map 60' for those with darkvision.
5) No check needed to map the cave.
6) Is why I try not to post from my phone. I just check in and make notes on what I need to do when I get home.

No one is surprised so we get right into round one. If you beat the INIT below please post your actions. Buit note that if some comes in with a higher INIT they can trump your actions so please watch for that.[/sblock]
 

Attachments

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Systole

First Post
"Huzzah, combat! Soon Cavernous Hode shall be victorious! Now please excuse Cavernous Hode as he gets out of the way of a charge..."

[sblock=ooc]What is the init we have to beat?

EDIT: MD to west of D and attack. CH to SW of D and attack.[/sblock]
[sblock= Mini Stats]
CavernousHode_150.jpg
MisterDickens100.jpg


Cavernous Hode
AC: 15 (13 flat-footed, 12 touch)
HP: 20/20
CMB: +1 CMD: 13
Fort: +5 Reflex: +2 Will: +7
Speed: 20'

Perception: +9
Initiative: +2

Current Weapon in Hand: Heavy pick(+2, 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): Magic Stone, Produce Flame, Shillelagh

Mister Dickens
AC: 15 (11 flat-footed, 15 touch)
HP: 23/23
CMB: +1 CMD: 14 (17 vs. Trip)
Fort: +4 Reflex: +6 Will: +2
Speed: 40', 20' Swim, 20' Climb

Perception: +5
Initiative: +2

Current Weapon in Hand: Natural weapons (+5, 1d4/x2)
Current Conditions in Effect: None[/sblock]
 
Last edited:


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