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[LPF] Into the Wilds Part 1

Deuce Traveler

Adventurer
The party decides to ignore the chests and other storage containers, as most of the group is more comfortable smashing or blasting things then sneaking around and opening potentially dangerous objects. Up the lone set of unexplored stairs they find that the passage stops at a low ceiling, capped by a trapdoor slightly above head-level. The trapdoor is locked, but does have a keyhole that can be picked if someone in the group has the necessary skills. Still, the hinges appear to be rusted and it might be possible to break the portal open with some concerted effort.
 

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sunshadow21

Explorer
Brog Strongheart

OOC: If no one else took the spear, Brog would have taken it to use against the chief.


Being a dwarf, Brog prefers to check the upper levels first, assuming that the real dangerous stuff is below. He heads to the base of the stairs going up and tries to do some scouting.

Stealth: 1D20+5 = [3]+5 = 8
Perception: 1D20+7 = [9]+7 = 16

[sblock=ministats]AC: 15 (Touch 11, Flatfooted 14) -2 from charge
*+4 vs Giants
HP: 9/14 Initiative: +1
Perception : +7 Sense Motive: +8
CMB: +3 CMD: 14
*+4 vs bull-rush, trip when on ground
Fort: +5 Reflex: +3 Will: +4
*+2 vs poison, spells, spell-like abilities
Current Weapon in Hand: dwarven waraxe (+3, 1d10+2) and shield
Current Conditions in Place:[/sblock]
 


ealt

Explorer
Maenor Thandgur

[section]

Maenor eyes the aged trapdoor. "Perhaps brains might triumph over brawn this time, eh?" He lets out a small chuckle as he traces a rune in the air, conjuring an ornate vial of acid. He attempts to use it to melt through the hinge as best he can.
[/section]

[sblock=Actions]
Cast Acid Splash
[/sblock]

[sblock=OOC]
Yeah, I figured we could try something other than brute force, but f it doesn't work, well you know..
[/sblock]

[sblock=Maenor Thandgur Mini-Stats]
Maenor Thandgur
AC: 15 (11 flat-footed, 14 touch)
HP: 10/10
CMB: +0
CMD: 14

Fort: +3
Reflex: +3
Will: +3

Knowledge (Arcana): +7
Knowledge (History): +8
Perception: +2
Spellcraft: +7
Use Magic Device: +4

Arcane Pool: 3/4

Concentration: +6

Prepared Spells:
Cantrips (DC 13)
• Acid Splash
• Light
Level 1 (DC 14)
• Chill Touch

Current Weapon in Hand: Wakizashi, +5, 1d6+4, 18-20 x2
Current Conditions in Effect: Enhance Weapon (6 Rounds)
Temporary items in possession: None
Items not currently in possession: None
Items depleted: None
[/sblock]
 

Radaceus

Adventurer
Snorri Ironaxe

[section]
"aye, up!" Snorri lets out in approval of the party direction. As he is currently pulling up rear position alongside Kepli, the stonelord slows down through the storage cavern and peers along the walls either side of the stacks of crates, looking for any signs of recent activity.
"if'n we cannae find our troubles up there, might be worth looking for the backside of this ere cavern."
Moving on and up, the dwarf stows his axe and readies his throwing hammer.
[/section]



[sblock='Mini-Stat Block']
Snorri Ironaxe Stonelord (paladin) 1st level
Initiative: +1 Perception: +1
Darkvision 60 ft.
Speed: 20'

AC: 18/22* (touch 11; flat-footed 17/21*) HP: 12/ 12 (*+4 vs giant types)
CMB: +3 CMD: 14
Fort: +4 Ref: +1 Will: +3

Relentless: Gain a +2 to Bull Rush and Over-run
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes
Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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.

In Hand:Lt Hammer: Attack: +3 = [BAB (+1) + Ability (+2) + Misc (0) + Magic (0)]
Damage: 1d4+2, Crit: 20/x2, Bludgeoning, range 20'g
Off Hand:Heavy Wooden Shield: Attack: +3 = [BAB (+1) + Ability (+2) + Misc (0) + Magic (0)]
Damage: 1d4+2, Crit: 20/x2, Bludgeoning

Conditions: None yet

Character Sheet
[/sblock]
 

Deuce Traveler

Adventurer
The lock burns off easily with the application of the acid. You see a hole where the slide bolt mechanism once stood, and you can now easily slide it back to unlock the trap door silently.

Listen Check: DC 18
[sblock]
You can hear the quiet dialogue of two voices speaking calmly to one another in goblin.
[/sblock]
 




ealt

Explorer
Maenor Thandgur

[section]

"Haha!" Maenor lets out soft sound of triumph. He then cocks his head as if straining to here in the distance, but shakes his head. "Well let's get on with it." He begins to pull himself through the opening, seemingly excited at plunging into the unknown.
[/section]

[sblock=Actions]
Perception:[roll0]
[/sblock]

[sblock=Maenor Thandgur Mini-Stats]
Maenor Thandgur
AC: 15 (11 flat-footed, 14 touch)
HP: 10/10
CMB: +0
CMD: 14

Fort: +3
Reflex: +3
Will: +3

Knowledge (Arcana): +7
Knowledge (History): +8
Perception: +2
Spellcraft: +7
Use Magic Device: +4

Arcane Pool: 3/4

Concentration: +6

Prepared Spells:
Cantrips (DC 13)
• Acid Splash
• Light
Level 1 (DC 14)
• Chill Touch

Current Weapon in Hand: Wakizashi, +5, 1d6+4, 18-20 x2
Current Conditions in Effect: Enhance Weapon (6 Rounds)
Temporary items in possession: None
Items not currently in possession: None
Items depleted: None
[/sblock]
 
Last edited:

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