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The Devil Box [Dungeon #109]

Herobizkit

Adventurer
Dreams of fame and fortune have brought each of you to Cauldron, a large city contained within the bowl of an extinct volcano. You have all spent some time in or around Cauldron, living day to day and coin to coin. Tired of the small, thankless jobs and meager pay, you yearn for adventure and glory. While making your daily rounds, you overhear that Erasmus, a gypsy bard, has sent out a call for mercenaries to guard his caravan. You learn that Erasmus requires guards to protect his griffon, a beast he plans to sell to the highest bidder in a town called Muffin’s Honor. As the new day dawns, you find yourselves standing in line to apply for service within the caravan…
[SBLOCK]Ok gang, the ball is rolling. Assume that the three of you are standing in line, in the order of posting; first post is ahead of 2nd ahead of 3rd person. Feel free to describe yourselves fully, strike up conversations with one another (or the random npc to either side of the lead/back person), or whatever. OOC posts go in one of these boxes rather than a 2nd thread; anything goes in these boxes, so joke and ask questions to your heart's content. :) Remember, the "tag" for this box is SBLOCK between square brackets.[/SBLOCK]
 
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A man with a bag attached to a quarterstaff begins tapping his foot on the ground in the lineup to acquire the new job of protecting this griffin. He's dressed in a colorful wizards robe that was mutated into some kind of sleeveless coat.

"Come on already! I have places to be, women to save, dragons to slay. You, good sir! With the shiny head! Hire me already and your bounty will be protected better than any fort.
"

[SBLOCK]

Korrin Westwood
Human [Monk/Sorcerer 2];
HP 15;
Init +6;
Spd 30 ft.;
AC 16;
Attack +4 melee or +3/+3 melee or +3 ranged;
SV Fort +3,
Ref +7 (5+2 for familiar),
Will +5;

Str 17 [+3],
Dex 14 [+2],
Con 11 [0],
Int 10 [+0],
Wis 14 [+2],
Cha 14 [+2]

Languages Spoken: Common.

Skills and feats:
Bluff +7
Climb +8
Jump +10
Knowledge (arcane) +5
Tumble +8

Improved Initiative, [Improved Unarmed Strike], [Stunning Fist], [Combat Reflexes]

Possessions: Masterwork Quarterstaff (1d6; x2), Masterwork Heavy Crossbow, 20 bolts (1d8; 19-20/x2)

Sorcerer Spells Per Day: 6/5
Sorcerer Spells Known:
(0th level) Daze, Ghost Sound, Light, Message, Resistance;
(1st level) Shocking Grasp, Silent Image


Class Features

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Weasel (Familiar)
Size/Type:
Tiny Animal

Hit Dice:
7 HP
Initiative:
+2
Speed:
20 ft. (4 squares), climb 20 ft.

Armor Class:
15 (+2 size, +2 Dex, +1 natural), touch 15,
flat-footed 13

Base Attack/Grapple:
+2/-10
Attack:
Bite +6 melee (1d3-4)

Full Attack:
Bite +6 melee (1d3-4)

Space/Reach:
2½ ft./0 ft.
Special Attacks:
Attach
Special Qualities:
Low-light vision, scent, share spells,
empathic link
Saves:
Fort +2, Ref +4, Will +1
Abilities:
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Skills:
Balance +12, Climb +10, Escape Artist +4,
Hide +11, Move Silently +8, Spot +3

Feats:
Alertness (when in contact w/master),
Agile, Improved Evasion, Weapon FinesseB

These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
Combat
Attach (Ex)
If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills
Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened
[/SBLOCK]
 
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Stepping out

When Rine Fallweather awoke that morning, he knew it was going to be a good day. The sun was shining brightly and the birds singing from the trees. He could smell the sweet air of summer, his wool curtains doing little to hamper the breeze which carried it into his room. Rine was energized by the glory of the new day. Kicking off his covers with zeal, he made his way to the window and drew the window's cloth coverings aside, allowing the warm light to cleanse his room of the previous night's darkness.

With a big yawn and an enormous stretching, Rine worked the sleepiness from his body. Standing in front of his mirror, he took time to examine his body, posing as such to emphasize a particular muscle group, until he was satisfied with his appearance. Once dressed, Rine grabbed hold of the travelers pack and weapons he and left prepared by the door the night before and stepped out into the new day. Having heard about Erasmus' offer of work, Rine made his way over to his caravan. Though he hated to admit it, he was as excited as a child by the prospects of actually seeing a real live Griffin. This was one job he knew was not going to be boring. As he arrived at the caravan, he discovered that he was not the first to come in search of work. There was only one man before him, so he hoped he still had a chance at getting it. Putting his best foot forward, he took a deep breath entered the line. He could hear the man in front of him shouting angrily, at first this made his belly turn to ice, perhaps this man was angry that he didn't get the job or perhaps because all the positions were full! As he listen he realized the man was merely impatient. He dared hope this meant that Erasmus hadn't begun his hiring yet, but he though he might as well ask, just to be sure.

I hope I'm not too late to sign up, it's not everyday a man has such an exciting opportunity present itself, am I right sir?

[sblock] Wow am I ever not happy with this post :P. Sorry about that, kinda rushed through this initial post in order to get started. I know you guys must be chomping at the bit. I'll take more time to get more prose-y stuff in the future (i.e. taking more than a few mins to post). Should be enough info to get rolling though. Oh and here is my char sheet also.

Male Human [Pal 2/Clr2 of Kord]: hp 19; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); BAB +2; Attack +4 melee (+5 with mw Greatsword) , or +4 ranged; SV Fort +7, Ref +5, Will +8; Str 15 [+2], Dex 14 [+2], Con 13 [+1], Int 11 [0], Wis 15 [+2], Cha 16 [+3].

Languages Spoken: Common.

Skill points: Clr 15

Skills and feats: Craft (Armorsmithing) +4, Heal +6, Hide +2, Intimidate +4, Knowledge (History) +5, Knowledge (The Planes) +1, Listen +2, Move Silently +2, Spot +2; Cleave, Power Attack

Possessions: mw Greatsword (2d6+2/19-20 x2), mighty comp. longbow (Str 14), 20 arrows (1d8+2/x3), holy symbol

Cleric Domains: Luck, Strength.
Cleric Spells Per Day: 4/3+1.

Class Abilities:

Turn or Rebuke Undead (Su)
Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell.
Smite Evil (Su)
Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su)
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.[/sblock]

[sblock] update! Expanded my post a bit, so hopefully it's more coherent. This I'm satisfied with, although it may not be as prosaic as I evisioned.[/sblock]
 
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Hi guys, you go on without me--finding that i'm not interested in a lot of stuff these days and this seems to be one of those things. sorry to disappoint but you guys play on and have fun:)
 

The man frowns at the mention of his "shiny head", but beckons you forward with a wag of his finger. "You've got a big mouth, there, whelp," Erasmus scowls, "But at least you got the muscles to back it up. What kind of skills do you have to offer my caravan?"
 
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Erasmus looks you (Rine) up and down, clearly impressed by your physique. "Ye've got a good set of arms on you, lad," Erasmus grins, revealing a golden tooth. "We've always room for hearty men on board. Ye got any other skills or experience in caravan work?"
 

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