DCC #7 The Secret of Smuggler's Cave - IC

Herobizkit

Adventurer
Jadinir thumbed his nose at Cara. "I suppose we'd best, given your foul mood. Perhaps I should have offered that gold to YOU instead of Nurkaz."
 

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Leif

Adventurer
Caramir Thistledown, Elf Urban Druid5

"That sounds reasonable to me! I'll accept your gold anytime you feel the need to give me some." :D

[sblock=Stat Block, Caramir]
Caramir Thistledown
Elf Urban Druid 5

S 12 +1; D 16 +3; C 11 +0; I 13 +1; W 16 +3; C 12 +1;

HP=32
AC:23; FF:19; T:15

Init +5
BAB=+3
+1 Longsword, Att = +5, for 1-8+2 hp damage
Sickle, Att = +4, for 1-6+1 hp damage -- spec att = trip

+2 Magical Hide Armor
Hvy Wdn Shield
Brooch of Shielding (101) [-__]
+1 Magical Longsword
Everburning Torch
25 Goodberries [-___]

SPELLS PREPARED
L0[4]: Flare, Guidance, Detect Magic, Resistance
L1[4]: Cure Light Wounds, Cure Light Wounds, Etangle, Jump
L2[3]: Bull's Strength, Resist Energy, Restoration - Lesser
L3[2]: Cure Moderate Wounds, Protection From Energy
[/sblock]
 

Scotley

Hero
The Ranger is unusually taciturn as the others banter. His eyes are fixed on the objective. Maybe he should have had another mead before setting out. "Let's get to the manor and see what we can find."

OOC: Sorry for the slow posting, RL has been kickin' my butt this week.
 

Leif

Adventurer
Caramir Thistledown, Elf Urban Druid5

"To the manor it is then!"

[sblock=Stat Block, Caramir]
Caramir Thistledown
Elf Urban Druid 5

S 12 +1; D 16 +3; C 11 +0; I 13 +1; W 16 +3; C 12 +1;

HP=32
AC:23; FF:19; T:15

Init +5
BAB=+3
+1 Longsword, Att = +5, for 1-8+2 hp damage
Sickle, Att = +4, for 1-6+1 hp damage -- spec att = trip

+2 Magical Hide Armor
Hvy Wdn Shield
Brooch of Shielding (101) [-__]
+1 Magical Longsword
Everburning Torch
25 Goodberries [-___]

SPELLS PREPARED
L0[4]: Flare, Guidance, Detect Magic, Resistance
L1[4]: Cure Light Wounds, Cure Light Wounds, Etangle, Jump
L2[3]: Bull's Strength, Resist Energy, Restoration - Lesser
L3[2]: Cure Moderate Wounds, Protection From Energy
[/sblock]
 

HolyMan

Thy wounds are healed!
Stepping through the crumbling remains of a pair of massive oaken doors, you are greeted by what was once an elaborate entrance hall. The center of the hall contains a large white marble fountain with a statue of a mermaid frolicking with numerous fish. The marble is pitted, the mermaid's arm broken off, and stagnant green water covers the basin. To the left is a large pile of wooden debris. Behind the fountain are a few steps of a wide staircase that end in a pile of rubble.
Down both ends of the hall the group see numerous doors.
 

Attachments

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Mark Chance

Boingy! Boingy!
Iago cracks his knuckles and readies his bastard sword and shield. He steps forward into the hall and sighs, scanning left and right. With a faint hmmph, he starts to stealth to the right. His comrades know he has an uncanny ability to spot traps.

[sblock=OOC Stuff]
Stealth +9, Perception +12 (+13 to locate traps). Heads to the right of the fountain and about half way to the doors on the side of the hall with the double door.
[/sblock]
 

Leif

Adventurer
Caramir Thistledown, Elf Urban Druid5

Caramir takes a single step into the hall behind Iago, being careful to step where Iago stepped, and then he waits for a signal that it is safe to proceed. Caramir is careful to not obstruct any of his friends who are too hasty and who wish to proceed immediately.

[sblock=Stat Block, Caramir]
Caramir Thistledown
Elf Urban Druid 5

S 12 +1; D 16 +3; C 11 +0; I 13 +1; W 16 +3; C 12 +1;

HP=32
AC:23; FF:19; T:15

Init +5
BAB=+3
+1 Longsword, Att = +5, for 1-8+2 hp damage
Sickle, Att = +4, for 1-6+1 hp damage -- spec att = trip

+2 Magical Hide Armor
Hvy Wdn Shield
Brooch of Shielding (101) [-__]
+1 Magical Longsword
Everburning Torch
25 Goodberries [-___]

SPELLS PREPARED
L0[4]: Flare, Guidance, Detect Magic, Resistance
L1[4]: Cure Light Wounds, Cure Light Wounds, Etangle, Jump
L2[3]: Bull's Strength, Resist Energy, Restoration - Lesser
L3[2]: Cure Moderate Wounds, Protection From Energy
[/sblock]
 

HolyMan

Thy wounds are healed!
In short order Iago has the foyer checked for traps and let's everyone know the coast is clear. He makes it halfway to the doors spotting nothing and then let's the more warrior types converge on it for opening.

OOC: Have it that you are down the right (east if top of map is north) corridor. Who opens doors and who stands by ready - after this first go around I will assume it to be SOP unless stated otherwise.
 

Mark Chance

Boingy! Boingy!
In short order Iago has the foyer checked for traps and let's everyone know the coast is clear. He makes it halfway to the doors spotting nothing and then let's the more warrior types converge on it for opening. OOC: Have it that you are down the right (east if top of map is north) corridor. Who opens doors and who stands by ready - after this first go around I will assume it to be SOP unless stated otherwise.

OOC: Correct on the directions. :)

Iago turns around and winks at Caramir before gliding forward to the edge of the double doors. He leans forward a bit and presses an ear to the door. Caramir knows by now that if the gnome doesn't hear anything, he'll give the all-clear so that someone else can open the door. That way, Iago can move in quickly, weapon and shield ready.

[sblock=OOC Stuff]
Stealth +9, Perception +12 (+13 to locate traps).
[/sblock]
 

Leif

Adventurer
Caramir Thistledown, Elf Urban Druid5

Upon receiving the 'all clear' signal from Iago, Caramir steps up to open the door. If it opens outward toward him, Caramir will step to his rear as he opens it, using the door to shield himself from whatever lies beyond it, the rest of the party, likewise, presumably evacuating the exposed area. If it opens inward away from him, Caramir will first open it about six inches and peer through the crack in the doorway to get a sense of what manner of area lies beyond. If he hears or sees any potential threat to himself or the party, he will stop opening the door at this point and re-evaluate the situation. (Two-second pause for a new post.)

[sblock=Stat Block, Caramir]
Caramir Thistledown
Elf Urban Druid 5

S 12 +1; D 16 +3; C 11 +0; I 13 +1; W 16 +3; C 12 +1;

HP=32
AC:23; FF:19; T:15

Init +5
BAB=+3
+1 Longsword, Att = +5, for 1-8+2 hp damage
Sickle, Att = +4, for 1-6+1 hp damage -- spec att = trip

+2 Magical Hide Armor
Hvy Wdn Shield
Brooch of Shielding (101) [-__]
+1 Magical Longsword
Everburning Torch
25 Goodberries [-___]

SPELLS PREPARED
L0[4]: Flare, Guidance, Detect Magic, Resistance
L1[4]: Cure Light Wounds, Cure Light Wounds, Etangle, Jump
L2[3]: Bull's Strength, Resist Energy, Restoration - Lesser
L3[2]: Cure Moderate Wounds, Protection From Energy
[/sblock]

[sblock=HolyMan]
Congrats on your impending 10,000th post! (You have 9,997 as I write this.) You have done well, Padawan.
[/sblock]
 
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