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

"Ye be in luck," the humans voice drifts from the top of the steps. "It ain't do fir a week. Plenty o' time to see what ye can find afore ye need ta battle an ghost."
 

log in or register to remove this ad

OOC: Low tide isn't due for a week? I don't think "low tide" means what he thinks it means. :)

Iago shoulders his gear, flexing this way and that to get everything settled comfortably in place. He dons his jaunty cap after preening the feather in the band.

"Well, I say we get to this lighthouse as quickly as we can and then reconnoiter the area. Better to do the scout-about during daylight, after all. Less likely to miss important details."
 


Jadinir Adal: HP 50/50 AC 19 F 7 R 7 W 2

Jadinir grins, rubbing his stomach. He had enjoyed three helpings of the foreign food despite the plainness of the eggs. "I really must ask what sort of spices they use in their sauce," he said aloud.

"But to business. I agree that we should fully explore the lighthouse before the ghost appears. Perhaps there may be a clue as to why the beast haunts the place, and perhaps a clue as to how to defeat it."

"And perhaps... it's not a ghost... at all..." Jadinir said the last words slowly, waving his hands as though casting a spell directly in Cara's face. "Wooo-ooo-ooo...!"

[sblock=Combat stuffs]HP: 50
AC: 19 (10 + 5 [+1 mithral shirt] + 1 [ring of protection] + 3 [Dex]); Touch 14, Flat Footed: 16

Fort +7, Ref +7, Will +2 [+1 incl. for +1 cloak of resistance]

Initiative: +3
BAB +4; CMB +8; CMD +11
Movement 40'

All weapons have +1 damage (included) due to Arcane Strike
+1 damage when flanking due to Dirty Fighter trait

+1 heavy flail (Melee/2h/B): +9 (1d10+8, 19-20/x2)
kukri, pair (Melee/Light/1h/S): +8 (1d4+5, 18-20/x2)
Whip (Melee): +8 (1d3+5/x2; Range 15; trip, disarm +2, reach; non-lethal, armor negates damage)
C. Longbow (Ranged): +7 (1d8+4/x3; Range 110')

Spells Known (6/4); Spells/Day (3)
0 (DC 11): know direction, light, mending, message, resistance, summon instrument
1 (DC 12): alarm, expeditious retreat, grease, vanish[/sblock]
 
Last edited:


"But to business. I agree that we should fully explore the lighthouse before the ghost appears. Perhaps there may be a clue as to why the beast haunts the place, and perhaps a clue as to how to defeat it."

"And perhaps... it's not a ghost... at all..." Jadinir said the last words slowly, waving his hands as though casting a spell directly in Cara's face. "Wooo-ooo-ooo...!"

"I agree that a trip before will be good, but as Caramir said, it would be best perhaps if we were there when the tides is lowest. I also think we ought to explore the cliffs at the base of the lighthouse, especially in light of the fact that the ghost does not appear at neap tides, which as Jadin suggests may indicate it is not a ghost at all." suggests Nurkaz
 

A short trek along the rocky cliffs next to the ocean brings you north to Fair Haven's lighthouse.

The stone tower is perhaps two hundred feet high with a white and black painted surface. Near the lighthouse are the crumbling remains of a once-opulent manor house. The roof has collaspe, as has most of the second floor, bu the remaining walls are mostly intact.

A stone wall with a single metal gate blocks entrance to the compound that contains the lighthouse and manor house.

OCC: the gate isn't locked - choices are explore lighthouse or manor.
 

Caramir Thistledown, Elf Urban Druid5

"I agree that a trip before will be good, but as Caramir said, it would be best perhaps if we were there when the tides is lowest. I also think we ought to explore the cliffs at the base of the lighthouse, especially in light of the fact that the ghost does not appear at neap tides, which as Jadin suggests may indicate it is not a ghost at all." suggests Nurkaz
"Since we're here with such favorable tides, should we explore the base of the tower while we yet can?"

Herobizkit said:
"And perhaps... it's not a ghost... at all..." Jadinir said the last words slowly, waving his hands as though casting a spell directly in Caramir's face. "Wooo-ooo-ooo...!"
Caramir is not impressed. "Spare me the buffoonery, we have enough to contend with."

[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]
 
Last edited:

"Since we're here with such favorable tides, should we explore the base of the tower while we yet can?"
[/color]

'I don't think so, the tide will be too high to expose anything that may be of interest. Let us start with the manor." suggests Nurkaz
 

Caramir Thistledown, Elf Urban Druid5

"Very well. Shall we be about it, 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]
 

Remove ads

Top