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

Fenris

Adventurer
[sblock=Nurkaz]
[sblock=Game Info]
Race: Dwarf
Class: Monk (Sacred Mountain)
Level: 5
Alignment: LN
Languages: Common, Dwarf
Deity:[/sblock]
[sblock=Abilities]
STR: 17 (13 pts) lvl increase to 18, gauntlets to 20
DEX: 14 (05 pts)
CON: 12 (02 pts) race to 14
INT: 10 (00 pts)
WIS: 12 (02 pts) race to 14, headband to 16
CHA: 08 (-2 pts) race to 6[/sblock]
[sblock=Combat]
HP: 52 = [8+4d8=32] + 10 (CON) + 5 (Toughness) + 5 (favored class)
AC: 20 = 10 + 3 (WIS) + 1 (class) + 2 (DEX) + 1 (ring) + 1 (dodge) + 2 (Nat)
AC Touch: 20 = 10 + 3 (WIS) + 1 (class) + 2 (DEX) + 1 (ring) + 1 (dodge) + 2 (Nat)
AC Flatfooted: 20 = 10 + 3 (WIS) + 1 (class) + 2 (DEX) + 1 (ring) + 1 (dodge) + 2 (Nat)
INIT: +4 = +2 (DEX) + 2 (misc)
BAB: +3 = +3 (Monk)
CMB: +10 = +5 (STR) + 5 (BAB*) *Monk Level (+2 on grapples= + 12)
CMD: 26 = 10 + 5 (STR) + 2 (DEX) + 5 (BAB*) + 3 (WIS) + 1 (Class) *Monk Level
Fort: +6 = +4 (base) + 2 (CON)
Reflex: +6 = +4 (base) + 2 (DEX)
Will: +7 = +4 (base) + 3 (WILL) +9 vs Enchantments
Speed: 30 ft
Damage Reduction:
Spell Resistance: 10 (5 + CL)
Spell Failure:[/sblock]
[sblock=Weapon Stats]
Unarmed (melee): +9 = +3 (BAB) +5 (STR) +1 (feat)/1d8+5 (B), CRIT 20x2
Unarmed: PA: +8 = +3 (BAB) +5 (STR) +1 (feat) -1 (feat)/1d8+7 (B), CRIT 20x2
Unarmed Flurry : +9/+9 = +3 (BAB) +5 (STR) +1 (feat)/1d8+5 (B), CRIT 20x2
Unarmed Flurry PA: +8/+8 = +3 (BAB) +5 (STR) +1 (feat) -1 (feat)/1d8+7 (B), CRIT 20x2
Shuriken: +5 = +3 (BAB) +2 (DEX)/1d2+5 (P), CRIT 20x2, Range 10'
Shuriken Flurry:+5/+5 = +3 (BAB) +2 (DEX)/1d2+5 (P), CRIT 20x2, Range 10'[/sblock]
[sblock=Racial Traits]
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces the hardy racial trait

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon[/sblock]
[sblock=Class Features]
Stunning Fist: DC 15, 5/day
Unarmed Strike
AC Bonus
Flurry of Blows
Iron Monk
Maneuver Training
Still Mind
Fast Movement
Ki Pool (6)
Bastion Stance
Purity of Body
Iron Limb Defense
...[/sblock]
[sblock=Feats & Traits]
Prof. with club, crossbow(light and heavy), dagger, hand axe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear
1st lvl- Ironhide
3rd lvl- Power Attack
5th lvl- Weapon Focus Unarmed
Monk 1st lvl- Dodge
Monk 2nd lvl- Toughness
Monk 2nd lvl-Improved Grapple

Traits:
a)Reactionary (+2 Init)
b)Honored Fist (+1 Ki Pool)
[/sblock]
[sblock=Skills]
Skill Ranks: 20 = [04 (class) + 00 (INT)] x 05 (LvL) + 00 (misc) + 00 (Favored Class)
Max Ranks: 05
ACP: -0

Skills:
() = class skill
^ = trained only
Code:
Total                      Stat   Rank  CS  Misc  ACP
+09 =()Acrobatics          +02    +04   +3  +00   -0   DEX
+00 =  Appraise            +00    +00   +0  +00        INT
+00 =  Bluff               -02    +00   +0  +00        CHA
+09 =()Climb               +05    +01   +3  +00   -0   STR
+07 =()Craft:Stonecraft    +00    +02   +3  +02        INT
-02 =  Diplomacy           -02    +00   +0  +00        CHA
+na =  Disable Device^     +02    +00   +0  +00   -0   DEX
-02 =  Disguise            -02    +00   +0  +00        CHA
+02 =()Escape Artist       +02    +00   +0  +00   -0   DEX
+02 =  Fly                 +02    +00   +0  +00   -0   DEX
+na =  Handle Animal^      -02    +00   +0  +00        CHA
+03 =  Heal                +03    +00   +0  +00        WIS
-02 =()Intimidate          -02    +00   +0  +00        CHA
+na =  Know:Arcana^        +00    +00   +0  +00        INT
+na =  Know:Dungeoneering^ +00    +00   +0  +00        INT
+na =  Know:Engineering^   +00    +00   +0  +00        INT
+na =  Know:Geography^     +00    +00   +0  +00        INT
+na =()Know:History^       +00    +00   +0  +00        INT
+na =  Know:Local^         +00    +00   +0  +00        INT
+na =  Know:Nature^        +00    +00   +0  +00        INT
+na =  Know:Nobility^      +00    +00   +0  +00        INT
+na =  Know:Planes^        +00    +00   +0  +00        INT
+na =()Know:Religion^      +00    +00   +0  +00        INT
+na =  Linguistics^        +00    +00   +0  +00        INT
+11 =()Perception          +03    +05   +3  +00        WIS
-02 =()Perform:_____       -02    +00   +0  +00        CHA
+na =()Profession^:_____   +03    +00   +0  +00        WIS
+02 =()Ride                +02    +00   +0  +00   -0   DEX
+09 =()Sense Motive        +03    +03   +3  +00        WIS
+na =  Sleight of Hand^    +02    +00   +0  +00   -0   DEX
+na =  Spellcraft^         +00    +00   +0  +00        INT
+09 =()Stealth             +02    +04   +3  +00   -0   DEX
+03 =  Survival            +03    +00   +0  +00        WIS
+09 =()Swim                +05    +01   +3  +00   -0   STR
+na =  Use Magic Device^   -02    +00   +0  +00        CHA
[/sblock]
[sblock=Equipment]
Code:
Equipment                            Cost    Weight
Shuriken 25                           5gp   12.5lb
Backpack                             2 gp      2lb    
Monk's outfit                        free      0lb
100 ft silk rope                    20 gp     10lb
Ring of Protection +1            2,000 gp      0lb
Gauntlets of ogre strength +2    4,000 gp      2lb
Headband of Inspired Wisdom +2   4,000 gp      1lb

Total weight carried: 27.5lb (light)
Treasure: 473 gp, sp, cp Gems:
Carrying Capacity:
light- 133 lb
medium-266 lb
heavy-400 lb[/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 75
Height: 4 ft 3 in
Weight: 162 lb
Hair Color: Black
Eye Color: brown
Skin Color: Olive
Appearance: Nurkuz is a stocky dwarf, his long black hair is pulled back in a tight single braid, while his beard is in two braids each reaching to his chest. Nurkuz is tanned and wear loose light clothing, a rarity for a dwarf. Most noticeable are his hands, which are large and muscular, even for a dwarf, and covered with thick calluses.
Demeanor:[/sblock]
[sblock=Background]Nurkuz was a part of the Stone Fists, a group of dwarves who dedicated their lives to the discipline of becoming Monks of the Sacred Mountain. they celebrate their connection with thier mountain home. They train by striking their fists against pillars of stone. Thousands of years of work have crafted these pillars into careful shapes without tools. Nurkuz was born into this clan. he learned what he could and now seeks more enlightenment and to test his steadfastness in the greater world.[/sblock]
[sblock=Adventure Notes] None yet[/sblock][/sblock]
 
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HolyMan

Thy wounds are healed!
The trip to Fair Haven was anything but uneventful. Between wild feral bugbears wielding weapons made of bone and a pair of creatures that looked like a cross between a lizard and a chicken(and might have been mating so hence their irritation at the party tromping near their nest), your trip has had it's share of stories to tell.

But now you stand on the outskirts of Fair Haven, the first elven village to be built in over a 1,000 years, and the first to be built so very far outside the protection of the elven forest. Although Fair Haven is still considered to be well inside the kingdom of the elves it is a lot closer to the capital city of the humans living nearby than that of the elven court. It is also the only known elven settlement to be nestled near the Great Northland Sea.

Seafaring elves?! who would have believed. But even after centuries of living a life nearly perpetually land-locked some elves have decided it was time to evolve. It came about soon after the great battle at Hannor. Humans seeking new lumber for shipbuilding ventured to far into the elven woods and they paid the price for their folly. Soon after a great army came to the outskirts of the elven border, at it's head a begriefed father who had lost two sons whom where with the lumber expedition.

The battle was a long three days of skirmishes followed by one long day of battle. Neither side wished to continue after that bloody day and a truce was called. During the next week during days of long talks of leaders and longer waiting of soldiers a compact was reached.

The humans would withdraw back into their lands and wait for the elves to start up their new profession as lumberjacks. For who better to know which trees to bring low and which to nurture and keep, but the elves. And so still in it's infancy the elves have gone into the business if trading lumber. Log-riders bring the freshly cut trees down river to be shipped across the sea. Fair Haven was built as the operation grew. As workers came to the village to build the first merchant ship, The Nymph's Kiss, and loggers came to need a place to rest a month or more before taking the long walk back up river the village grew.

Now a population of five-hundred and fifty souls eat, sleep, and work in the growing town. Five-hundred and fifty souls that seem on edge as trouble after trouble seems to plague them at every turn. Trouble everyone hopes a small group of heroes can can bring to an end.

OCC: The above is fluff to get you all in the mood, nothing is related to the adventure itself.
 

HolyMan

Thy wounds are healed!
As you look down on the village of Fair Haven you see nothing amiss. But from the reports that have reached the elven elders upriver the town is anything but normal.

The first ship built has not returned from it's madden voyage, The Nymph's Kiss, and figured to be lost at sea.

The lighthouse that sits atop a cliff and can be seen from your vantage point was suppose to be manned and maintained by an ex-adventure. But Lord Gregor disappeared not two weeks after The Nymph's Kiss set sail and all his retainers (including those who were to man the light tower) fled the manor reporting demons were running loose inside the home killing all who didn't flee. Those humans have long since left Fair Haven, and headed back to the human lands, to family and friends happy to be alive.

In those same reports it was stated that the lighthouse was now haunted. It has been seen lit up every couple of weeks but not at any regular time and the light has a strange greenish cast to it. It lights up the night and is dark for days before out of the blue becoming lit once more.

And this is why your group has been called in. Demons, ghosts, and especially the missing elven ship have cause for the elders to worry that perhaps the gods don't wish the elves to venture far from their ancestral forest home.

Prehaps Mayor Alexi will know more. Time to find some answers.

OOC: The above is adventure related and set to get you in the mood.
 

Leif

Adventurer
Caramir Thistledown, Elf Urban Druid5

As Caramir and his compatriots neared the Village of FairHaven, the Druid once again had certain misgivings about what they were about to do. "So, let me get this straight, FairHaven is still a viable settlement, isn't it? Even though there are reports of hauntings in the lighthouse and the manor? Personally, I feel that we should perhaps try to take care of the manor first, because if we do that then the people of FairHaven will perhaps be more kindly disposed to us and more willing to provide help, should we find ourselves in need. I am interested to know everyone else's thoughts."

[sblock=Caramir's sheet]
Code:
Caramir Thistledown
Elf Urban Druid 5
Final Ability Scores
S 12 +1
D 16 +3
C 11 +0
I 13 +1
W 16 +3
C 12 +1

HP=8+6+6+6+6=32
AC: 23 [10+6(armor)+2(shield)+1(amulet)+1(feat)+3(dex)]
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

CMB=+6
CMD=17

FEATS [3]
Dodge [+1AC]
Combat Expertise [trade Att bonus for AC bonus]
Agile Maneuvers [use dex in place of str for CMB]

SKILLS [5 points/level = 25]
Handle Animal [4 ranks, +1 Cha, +5]
Knowledge, Nature [4 ranks, +1 Int, +1 trait +6]
Ride [2 ranks, +3 Dex, +5]
Sense Motive [5 ranks, +3 Wis, +8]
Survival [10 ranks, +3 Wis, +13]

EQUIPMENT
+2 Magical Hide Armor [4,165 gp] [+6 AC]
Heavy Wooden Shield [7 gp] [+2 AC]
Amulet of Natural Armor +1 (2,000 gp)
Brooch of Shielding [1,500 gp] [absorbs 101 hp damage from magic missiles]
+1 Magical Longsword [2,315 gp]
Sickle [1d6 dam, special: trip attack]
Backpack [2gp]
Belt Pouch [1gp]
Everburning Torch [110gp]
Trail Rations, 8 days [4 gp]
Light Horse [combat trained, 110 gp]
Riding Saddle [30gp]
Saddle Bags [4gp]
50' Silk Rope [10gp]
Ink, 5 vials [40gp]
Inkpens, 20 [2gp]
Paper, 50 sheets [20gp]
25 Goodberries
[164gp left to spend]

TRAITS:
Devotee of the Green: +1 trait bonus on Knowledge (geography) and (nature) checks (both were already class skills)
Warrior of Old: [racial/elf trait] +2 trait bonus to initiative checks [total +5 on init. checks!]

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]
 
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Mark Chance

Boingy! Boingy!
Iago Heddwyn Pedr Botolph shrugs his shoulders and then winces. He places his hands in the small of his back and stretches with a sigh. "My thoughts are that I'm tired. And hungry. Also, more than a little thirsty. All journeys must come to an end, and I think this one should at least detour through some place with comfortable chairs, hot stew, and ale."
 

Leif

Adventurer
Caramir Thistledown, Elf Urban Druid5

"I'll second that, friend Iago! That will give us a chance to not only get our bellies full, but also to talk to some townsfolk and get a feel for the general attitudes here, and also see what is commonly known about these 'hauntings'."

[sblock=Caramir's sheet]
Code:
Caramir Thistledown
Elf Urban Druid 5
Final Ability Scores
S 12 +1
D 16 +3
C 11 +0
I 13 +1
W 16 +3
C 12 +1

HP=8+6+6+6+6=32
AC: 23 [10+6(armor)+2(shield)+1(amulet)+1(feat)+3(dex)]
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

CMB=+6
CMD=17

FEATS [3]
Dodge [+1AC]
Combat Expertise [trade Att bonus for AC bonus]
Agile Maneuvers [use dex in place of str for CMB]

SKILLS [5 points/level = 25]
Handle Animal [4 ranks, +1 Cha, +5]
Knowledge, Nature [4 ranks, +1 Int, +1 trait +6]
Ride [2 ranks, +3 Dex, +5]
Sense Motive [5 ranks, +3 Wis, +8]
Survival [10 ranks, +3 Wis, +13]

EQUIPMENT
+2 Magical Hide Armor [4,165 gp] [+6 AC]
Heavy Wooden Shield [7 gp] [+2 AC]
Amulet of Natural Armor +1 (2,000 gp)
Brooch of Shielding [1,500 gp] [absorbs 101 hp damage from magic missiles]
+1 Magical Longsword [2,315 gp]
Sickle [1d6 dam, special: trip attack]
Backpack [2gp]
Belt Pouch [1gp]
Everburning Torch [110gp]
Trail Rations, 8 days [4 gp]
Light Horse [combat trained, 110 gp]
Riding Saddle [30gp]
Saddle Bags [4gp]
50' Silk Rope [10gp]
Ink, 5 vials [40gp]
Inkpens, 20 [2gp]
Paper, 50 sheets [20gp]
25 Goodberries
[164gp left to spend]

TRAITS:
Devotee of the Green: +1 trait bonus on Knowledge (geography) and (nature) checks (both were already class skills)
Warrior of Old: [racial/elf trait] +2 trait bonus to initiative checks [total +5 on init. checks!]

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]
 
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Fenris

Adventurer
Nurkaz stumps along unnaturally fast for his short legs. he laughs and clasps Iago on the shoulder. "Creature comforts aside, I think Iago has the right of it. Let us find an inn first. All things seem easier on a good night's sleep and a full belly. We can gather more information there as well. I would think that letting the villagers know we are here, and that we are going to investigate the manor would bring them some measure of comfort."
 

Scotley

Hero
Fëanáro Amandil Elf Ranger 5

Feanaro takes a moment to Fair Haven in silence as the others banter. "We should seek lodging at an inn and discover what has changed since we were dispatched here."
 

Fenris

Adventurer
Feanaro takes a moment to Fair Haven in silence as the others banter. "We should seek lodging at an inn and discover what has changed since we were dispatched here."

"Like seeing if if the tavern has been able to re-stock after you drank their supply of elven mead dry Fean?" asks Nurkaz to Feanaro with a smile and a raised eyebrow.
 

Herobizkit

Adventurer
Jadinir Ajal, or (JAY-den) to those humans who insist on foregoing his elven name, turned up his nose at the thought of an inn. "I can understand a drink, but must we spend our coin on a box with a bed when the great outdoors can provide for us all?"

OOC: Jadinir is half-elven. Though he is built more like a powerful human, he was raised among the Wild Elves and thus favors his Elven heritage. He's a Barbarian/Bard, a Skald of sorts - while he loves stories and mead, he's not used to being around fancy digs like "houses".
 
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