Monkey's Monster Madness! (IC)

crazy_monkey1956

First Post
Total XP: 285

Chapter One: Bats in the Belfry​

Wendel Hobstobble, the gnomish apprentice of the local wizard, has a rather delicate problem that he needs help with. The various creatures that he had captured or acquired to study and eventually select a familiar from have escaped, thanks to the cleverness of a monkey who figured out how to open all the cages. Now the creatures have scattered all over town.

Each of the animals has Wendel's arcane mark tattooed on its skin or hide.

The party has located the first of the creatures, a bat, nesting amongst a group of its fellows in the bell tower of the local church of St. Cuthbert. The group stands on the narrow spiral stair, just underneath the trap door in the floor that leads into the bell chamber at the top of the tower.

OOC: Rather than start up a Rogue's Gallery thread, since there's only four PCs, just post your full, complete character sheet in your first post in this thread.

OOC: Enemy Number 1: 10 Bats. Roll Knowledge (Nature) (trained only) to see if your character knows anything useful about bats. The party will get 30 bonus xp each for bringing the marked bat back to Wendel alive and unharmed.
 
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renau1g

First Post
Jerak will laugh when told the tale of the monkey and loose creatures, but quickly cover it up with a joke (Diplomacy (1d20+3=12)). the sorceror had long heard of the wizard and knew well the punishment that awaited the gnome should they be unsuccessful in their efforts.

He looked over the other in their group, Jerak will say "Well, for those that don't know me, I'm Jerak, Arcanist of the Watchful Order, although my talents are somewhat more limited than our benefactor, I'm sure I'll be able to help find some beasties. None of you happen to know anything about these bats we're looking for do you?" as he calmly sips his herbal tea, the pungent aroma filling the room.

[sblock=Character Sheet]

Code:
[B]Name:[/B] Jerak

[B]Class:[/B] Sorceror 1	[b]Starting Level[/b]: 1
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] CG 
[B]Deity:[/B] None

[B]Str:[/B]  9 -1 	[B]Level:[/B] 1	[B]XP[/B]: 0
[B]Dex:[/B] 14 +2 	[B]BAB:[/B] +0		[B]HP:[/B] 6/6
[B]Con:[/B] 14 +2 	[B]Grapple:[/B] -1	[B]Craft Points:[/B] n/a
[B]Int:[/B] 10 +0 	[B]Speed:[/B] 30'	[B]Stat Increases:[/b]0
[B]Wis:[/B] 12 +1 	[B]Init:[/B] +6 	[B]Spell Save:[/B] +3
[B]Cha:[/B] 17 +3 	[B]ACP:[/B] 		[B]Spell Fail:[/B] 0%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+X	+2	+X	+X	+X	+X	12
[B]Touch:[/B]	12	[B]Flatfooted:[/B] 10

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]+2	+0	+2	
[B]Ref:[/B]+2	+0	+2	
[B]Will:[/B]+3	+2	+1	
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Quarterstaff			-1	1d6-1	20	
Light X-Bow                     +2      1d8     19-20/x2

[B]Languages:[/B] Common

[B]Abilities:[/B] 
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)

[B]Feats: [/B]  
Improved Init
Extend Spell


[B]Spells/Day[/B] (Save DC 13 + spell level)
0 - 5; 1st - 5;

[B]Spellbook/Spells Known:[/B]
	0 - 4: Detect Magic, Dancing Lights , Read Magic, Mage Hand
	1st - 2: Colour Spray, Grease
	



[B]Skill Points:[/B] 12 [B]Max Ranks:[/B] 4/1
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Concentration	6	4	2	--
Knowledge(arcana) 4	4	0
Spellcraft	4	4	0	


[B]Notes:[/B]

[B]Equipment:			Cost	Weight[/B]
Quarterstaff			0gp	4lb
Light X-Bow                     35gp    4lb
Bolts (20)                       2gp    2lb
Spell Component Pouch            2gp    -
Sunrods (5)                     10gp    5lb
Scroll of Sleep                 25gp    -



[B]Total Weight:[/B]15lb	[B]Money:[/B] 1gp 0sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	30	60	90	180	450

[B]Age:[/B] 18
[B]Height:[/B] 5' 7" 
[B]Weight:[/B] 174lbs
[B]Eyes:[/B] Blue
[B]Hair:[/B] None
[B]Skin:[/B] Tan
[/sblock]
 
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Myth and Legend

First Post
[sblock=Thorgrim Rumnaheim]

Neutral Good Male Dwarf Fighter 1

Patron Deity: Moradin

EXP: 285

HP: 15

Racial modifiers: +2 Constitution, -2 Charisma

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 20 (+5)
Intelligence 8 (-1)
Wisdom 8 (-1)
Charisma 6 (-2)

Size: Medium
Age: 46
Height: 4' 2"
Weight: 208 lb
Eyes: Light Brown
Hair: Dark Red
Skin: Tan

Appearance: A sturdy, muscular Dwarf with a long red beard braided in four thick braids, tucked in with engraved rings of gray steel. Thorgrim's thick brows and squinting eyes bestow him with an aura of hostility, even though he is kind at heart to those who earn his trust. The years spent as a blacksmith's apprentice have forged his body in to a solid block of rock-hard muscle, granting him physical endurance of exceptional proportions even for one of his kind.


Total Hit Points: 15


Speed: 20 feet

Armor Class: 20 = 10 + 4 [scale] + 4 [tower shield] + 2 [dexterity]

Touch AC: 12
Flat-footed: 18

Initiative modifier: + 6 = + 2 [dexterity] + 4 [improved initiative]
Fortitude save: + 7 = = 2 [base] + 5 [constitution]
Reflex save: + 2 = 0 [base] + 2 [dexterity]
Will save: - 1 = 0 [base] -1 [wisdom]
Attack (handheld): + 4 = 1 [base] + 3 [strength]
Attack (missile): + 2 = 1 [base] + 2 [dexterity]
Grapple check: + 0 = 1 [base] + 3 [strength]



Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.



Languages: Common, Dwarven


Dwarven Waraxe [1d10, crit x3, 8 lb., one-handed, slashing]

Scale mail [medium; + 4 AC; max dex + 3; check penalty -4; 30 lb.]

Tower Shield [ + 4 AC; max dex= + 2; check penalty -10; hardness 5; hp 20; 45 lb.]


Feats:

Dodge (Designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent.)

Improved Initiative (+4 bonus on initiative checks.)




Appraise -1 (+1 for stone or metal items)
Balance -2
Bluff +8
Climb +3
Concentration +5 (4 skills spent)
Craft (Blacksmith) +5
Diplomacy -2
Disguise -2
Escape Artist +2
Forgery -1
Gather Information -2
Heal -1
Hide +2
Intimidate -2
Jump -3 (speed 20)
Listen -1
Move Silently +2
Ride +2
Search -1
Spot -1
Sense Motive +1
Survival -1
Swim +3
Use Rope +2


[sblock=Dwarf]


* +2 Constitution, -2 Charisma.
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
* Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* +2 racial bonus on saving throws against poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +1 racial bonus on attack rolls against orcs and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
* Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
* Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing
[/sblock]


Thorgrim Rumnaheim's Equipment:


Dwarven Waraxe 30 gp 8 lb
Scale mail 50gp 30 lb
Tower Shield 30 gp 45 lb
Backpack 2gp 2lb
Flint and Steel 1 gp
Bedroll 1 sp 5 lb
Blanket, winter 5 sp 3 lb
Rations x 7 3 gp 5 sp 7 lb
Soap 5 sp 1 lb
Waterskins x 3 3 gp 12 lb
Rope (hemp) 1 gp 10 lb
Torch x 5 5cp 5lb
_____
Total: 122 gp and 6 sp ; 128 lb

GP on person: 28 gp, 3 sp, 5 cp

HP:

Lvel 1: 15


Thorgrim Rumnaheim:

Thorgrim grew up around the men of his clan - his father an elite guard in the lower tunnels, his uncle a blacksmith and his grandfather a stonemason. Thorgrim's mother devoted most of her time cooking and tending to his younger sister, so the lad devoted all of his time learning the art of fighting from his father and metalworking from his uncle. He grew in to a muscular adult Dwarven man, with arms as wide as tree trunks and a great red beard.

Albeit somewhat unrefined, Thorgrim is kind and holds no malice. He enjoys toiling away in the forge, or swinging his Waraxe in defense of his people, and drinking wagonloads of mead and ale. Dwarven women did not mind his lack of manners and eloquence, and instead focused on his magnificent muscular frame. Thorgrim left his family at age 46, seeking adventure and glory from the outside world, a decision that was greeted by both his father and grandfather and one on which his mother had no saying at all.

[/sblock]
 
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Myth and Legend

First Post
The burly dwarf spat and bellowed: "HA! What is there ta know 'bout some vermin! I say ye all let me charge ahead, least one o' them winged mice bites trough yer fancy wizard dress!" The dwarf laughed heartily and drew his waraxe from the holster on his back. "Thorgrim's the name, of the Rumnaheinm clan. Now let's be off, them bats will not be guttin' themselves!"
 

Voadam

Legend
Josea Cabranes

Gnome Druid 1
CN small humanoid (gnome)
Move 15'
Low Light vision

str 6
dex 10
con 16
int 12
wis 18
cha 12

HP 11
AC 16 (+1 size, +3 armor, +2 shield) touch 11 flat footed 15 (+4 dodge bonus against giants)
F +5, R +0, W +6 (+2 against illusions)

Sling +1 ranged d3 bludgeoning 50'
dagger -1 melee d3-2 piercing or slashing

Feats
Combat Casting

Skills
Concentration 7 (4 ranks, +3 con) (+4 combat casting)
Listen 10 (4 ranks, +4 wis +2 racial)
Ride 4 (4 ranks)
Spot 8 (4 ranks, +4 wis)
Survival 10 (4 ranks, +4 wis, +2 nature sense)

Speak Burrowing Mammal, Common, Draconic, Druid, Gnome,

Spells: 3, 2 DC 14 + spell level
Prepared:
1 Charm Animal, Speak with Animals
0 Cure Minor x3

1/day spell-like:
dancing lights
ghost sound
prestidigitation

Equip (50 gp total)
hide armor 15 gp
heavy wooden shield 7 gp
sling
10 stones 1sp
Dagger 2 gp
Scroll of Cure light wounds.
9 sp

Animal Companion: Rosemary

Badger CR 1/2

Small Animal

Init +3; Senses low-light vision, scent; Listen +3, Spot +3

Languages —

AC 15(13), touch 14, flat-footed 12
(+1 size, +3 Dex, +1 natural (-2 rage))

hp 6(8) (1 HD (+2 rage))

Fort +4(+6), Ref +5, Will +1 (rage)

Speed 30 ft., burrow 10 ft.

Melee 2 claws +4 (1d2-1(1d2+1)) and bite −1 (1d3-1(1d3+1))

Space 5 ft.; Reach 5 ft.

Base Atk +0; Grp −5(-3) rage

Abilities Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6

Feats Weapon Finesse, Track

Skills Escape Artist +7, Listen +3, Spot +3

Advancement 2 HD (Small)

Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Skills A badger has a +4 racial bonus on Escape Artist checks.

Tricks: attack x2, track, defend, heel, down, stay.

A small wisp of a gnome, Josea harkens back more to the wild fey heritage of his people. He has pledged himself to the Wild Hunt Aspect of the Wyld and has joined with other hunters as his soulpath journey. Hunting dangerous prey comes with risks, and Josea is ready to step in to patch things up after tooth and claw do their business.

Thin and wiry Josea looks more at home out in the wilds. He wears the hides of animals he has hunted himself and his appearance is generally unkempt with wild hair that generally sticks straight up. His eyes are a deep green that extends out to the edges with no white, the irises are actually a dark wood brown.

Josea
 

Voadam

Legend
Josea

The wiry little gnome with the weirdly green eyes says "Their bats. Throw a cloak over 'em and pin 'em. Then its easy to bash em over the coger with a boot or bring em back alive. Rosemary here has the scent of the one we're looking for, she can sort him out. This is a quest to capture hunt, all pounce and no claws. I've also got a few nature tricks to talk em into my hand, so give me a shot first afore you go swinging axes."
 

Voadam

Legend
"Remember, their just bats. They sleep during the day and if we are quiet we can sneak up on em and grab em. An they don't bite people unless they got the rabies. Then you gots to kill the person bit when they start to foam." Josea gives a big grin and a wink.

knowledge nature with nature sense +2 = 17 Roll Lookup
 

Myth and Legend

First Post
Thorgrim brought his thick red eyebrows together and reluctantly lowered his axe. "Aye if the treehugging Gnome says it than it must be true. Just don't be runnin back to ol' Thorgrim if them critters get tangled in that grasspatch ye call hair."
 

Arkhandus

First Post
Uthar Gravelsmasher, Male Dwarf Rogue 1, XP 0
Dark Tan Skin, Short Brown Hair, Short Brown Beard, Flinty Eyes
Age 45, Height 4'-6", Weight 190 lbs., Patron Deity: Moradin
Alignment: Neutral, Languages: Common and Dwarven

Str 18, Dex 15, Con 16, Int 10, Wis 8, Cha 6

HP 9, Nonlethal 0, AC 15, Touch 12, Flat-Footed 13
Fortitude +3, Reflex +5, Will -1, Medium-size, Speed 20 ft.
BAB +0, Grapple +4, Melee +4, Ranged +2, Initiative +2

Attacks:
Rapier +4 melee for 1d6+4 piercing or 1d6+6 piercing 2H (18-20/x2)
Sickle +4 melee for 1d6+4 slashing (20/x2)
Club +4 melee or +2 ranged for 1d6+4 bludgeoning or 1d6+6 bludgeoning 2H (20/x2, 10 ft. increment)
Rapier +2 melee for 1d6+4 piercing and sickle +2 melee for 1d6+2 slashing
Club +2 melee for 1d6+4 bludgeoning and sickle +2 melee for 1d6+2 slashing
Javelin +2 ranged for 1d6+4 damage (20/x2, 30 ft. increment)
Acid flask +2 ranged touch for 1d6 acid/1 splash (20/x2, 10 ft. increment)

Feats:
Two-Weapon Fighting

Skills:
Appraise +1 (1 R, +0 Int), Balance +2 (1 R, +2 Dex, -1 ACP), Climb +4 (1 R, +4 Str, -1 ACP), Disable Device +3 (3 R, +0 Int), Hide +5 (4 R, +2 Dex, -1 ACP), Jump +4 (1 R, +4 Str, -1 ACP), Listen +3 (4 R, -1 Wis), Move Silently +5 (4 R, +2 Dex, -1 ACP), Open Lock +5 (3 R, +2 Dex), Search +4 (4 R, +0 Int), Spot +3 (4 R, -1 Wis), Swim +3 (1 R, +4 Str, -2 ACP), Tumble +2 (1 R, +2 Dex, -1 ACP)

Class Features:
Rogue Proficiencies, Sneak Attack +1d6, Trapfinding

Racial Traits:
Darkvision 60 ft., Stonecunning (+2 Search regarding unusual stonework, auto-Search for it within 10 ft., sense depth underground), ignore speed reductions from armor/load, dwarven urgrosh and waraxe are considered martial, +4 stability to resist bull rushes/trips on solid ground, +2 on saves against spells and spell-like effects, +2 on saves against poison, +1 on attack rolls versus orcs and goblinoids, +4 dodge AC versus giants, +2 on Craft and Appraise checks for metal or stone, favored class: Fighter

Possessions:
Rapier (20 gp, 2 lbs., one-handed melee), Sickle (6 gp, 2 lbs., light melee), Club (0 gp, 3 lbs., one-handed melee), Dwarven Waraxe (30 gp, 8 lbs.), 5 Javelins (5 gp, 10 lbs., ranged thrown), Studded Leather Armor (25 gp, 20 lbs., light, +3 AC, +5 MDB, -1 ACP, 15% ASF), Traveler's Outfit (free, worn), Backpack (2 gp, 2 lbs.), 2 Belt Pouches (2 gp, 1 lb.), Thieves' Tools (30 gp, 1 lb.), Bedroll (1 sp, 5 lbs.), Flint and Steel (1 gp, 0 lbs.), 2 Trail Rations (1 gp, 2 lbs.), 2 Waterskins (2 gp, 8 lbs.), 0 gp, 8 sp, 10 cp

Load 64 lbs., Light 0-100, Medium 101-200, Heavy 201-300

Appearance:
Uthar is somewhat tall for a dwarf, standing roughly 4 and a half feet tall, burly and tough yet not as stout as many dwarves. His skin has a few small but obvious scars, including a triangular one on his left cheek. He looks to be what dwarves would consider slightly handsome, but this is marred by the almost perpetual scowl he wears. When he isn't scowling, he just looks mildly annoyed or bored.

Uthar's skin is a dark tan in shade, marking him as one of the hill dwarves who spends too much time above ground, from a clan that spends too much time aboveground. His brown hair is kept short and roughly cut, and his beard is also worn unusually short for a dwarf, shorn just a few inches from his chin and jawline. Eyes of flinty gray stare back coldly at anyone who bothers to deal with the dwarf. A broad-rimmed hat usually covers the dwarf's head, and sturdy black leather boots protect his feet.

He wears leather armor with a few small plates of steel bolted on over the shoulders, forearms, forelegs, shoulderblades, and chest. A slender sword is sheathed sidelong at the left side of his belt, while a reinforced and sharpened farmer's sickle hangs from the other side, pouches hanging beside each. A cudgel is loosely strapped to the outer side of his right leg, and a broad-headed axe is strapped to his back, wrapped in leather. A brace of javelins is also slung over his back on a simple bandolier, while a backpack covers the axe and the rest of his back. In bad weather, he pulls a hooded cloak out of his pack and wears it overtop, the hat taking its place in the dwarf's backpack.

Background:
Uthar Gravelsmasher is a very dissatisfied young dwarf trying to find his place in the world. Never showing much patience or enthusiasm for craftsmanship or other good old-fashioned dwarven professions, not to mention being a little more insufferable than your average dwarf, Uthar drifted from one thing to another. Despite his dulled sense of compassion making him a potential soldier, Uthar could never manage the respectful or dutiful behavior and discipline needed for such a profession. He quickly dropped it as an option and moved on.

Naturally more nimble and deft of hand than most dwarves, Uthar developed ambidexterity as a child and began to ply his deft touch towards unsavory means as an adolescent, sneaking off with the few other troublemaking youths in his community to steal and pull off stunts just to flaunt their limited freedom from the strictures of dwarven society. By adulthood, still without a profession and now a gross embarressment to the Gravelsmasher clan (a long line of soldiers, siege engineers, sappers, and roadbuilders among the local hill dwarves), Uthar set off on his own after one last heist with his fellow young scoundrels. The only thing of personal importance he brought along was his great-grandfather Rulgath's old waraxe, which Uthar had never really learned to use anyway.

After a few years of wandering and minor thievery, he ran into some strange folks at a roadside inn, and somehow or another he got it in his head that it might be profitable to work with these strangers, despite the silly idealism and spirituality of some. Uthar never had much use for religion, though like most dwarves he at least paid lip service to the Soulforger and held some faint belief in Moradin's importance. Not that the slightest twinges of conscience interfered with Uthar doing whatever he needed to survive, prosper, and find his way in the world. It's not that he doesn't care about anyone, or society in general, but rather that he just doesn't see the significance of many things.
 
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Arkhandus

First Post
"I can try sneakin' up on 'em," the other dwarf, clad in leathers, said quietly. "Jes' keep it quiet down 'ere, an' I'll be back inna kobold's blink. 'Course, I hear that they hear real well, so mebbe they'll hear me first....then ya come in an' help me stun 'em."

"Like I said in the tavern, I'm Uthar Gravelsmasher. A scout an' problem-solver. Sometimes with sharp steel," he adds, patting the sword sheathed at his hip. However, he leaves it sheathed, instead drawing his club as he crept towards the door and tried to head up through it quietly. He tries to stay outside the bats' sight if he can, if they're awake up there.

OOC: Move Silently of 15, and Hide of 10 if it's even needed. Forgot to add ACP to the rolls.
1d20+6=16, 1d20+6=11
 
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