Redbadge's Crypt of the Everflame (IC)


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  1. #1
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    ZEITGEIST

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    Redbadge's Crypt of the Everflame (IC)

    Crypt of the Everflame by Jason Bulmahn

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    Campaign Status

    Current Date and Time: 7 Neth, 4709 AR (08:12:29)
    Current Party Location: Entry Hall, Crypt of the Everflame, Serpent Gorge, 40 Miles South of Kassen, Southern Fangwood, Nirmathas, Avistan, Inner Sea Region, Golarion
    Developments: Three days ago, the young heroes of Kassen embarked on the Quest of the Everflame, their coming-of-age ceremony and an old tradition in which they will retrieve a piece of the eternal flame burning in the tomb of the townís founder. Yesterday, the heroes finally arrived. This morning, they have entered the crypt and discovered that an unholy blight has fallen upon the villagers sent ahead of them.

    Current Status, Gamble
    Gamble Benguile (Male gnome bard 1)
    CG small humanoid (gnome)
    Str 8
    Dex 14 Con 10 Int 14 Wis 12 Cha 18

    Key Skills Acrobatics +0, Bluff +8, Climb -3, Diplomacy +8, Escape Artist +0, Heal +1, Knowledge (Local) +7, Knowledge (Any) +3, Perception +7, Perform (wind instruments or act) +8, Sense Motive +1, Spellcraft +6, Stealth +8, Swim -3

    Init +2 Spd 20 ft. Senses Low-light vision (normal light); Perception +7
    AC 17, touch 13, FF 15 (+4 dodge versus giants) HP 5/8 Temp HP 0
    Fort +0 Ref +4 Will +3 CMB -2 CMD 10
    Misc +2 saves versus illusions

    Ranged Attack light crossbow (80 ft.) +3 (1d6/19-20)
    -Crossbow bolts: 10/10 (crossbow loaded)
    Melee Attack dagger +0 (1d3 -1/19-20)
    Misc +1 attack versus reptilians and goblinoids

    Currently Wielding Light Crossbow (loaded)
    Current Armor Studded Leather Armor, Buckler, Entertainer's Outfit
    Stowed on Person (Sheaths, straps, pockets, etc.) 9 Crossbow Bolts, Dagger, Harmonica, Spell Component Pouch, Flint and Steel, 26 gp
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) None
    Current Encumbrance 19.5 lbs (light load) Medium Load 19.51 lbs Heavy Load 39.76 lbs Max 60 lbs

    Active Abilities
    1st-Level Spells:
    0/2 (Cure Light Wounds, Grease)
    Cantrips: ~/~
    (Detect Magic, Light, Mage Hand, Read Magic)
    Spell-like Abilities: 1/1 (
    Dancing Lights), 1/1 (Ghost Sound), 1/1 (Prestidigitation), 1/1 (Speak with Animals)
    Bardic Performances: 10/14 (Countersong, Distraction, Fascinate, Inspire Courage)

    Current Effects and Conditions:
    Light (100/100), flat-footed
    Current Status, Snaggle
    Snaggle Blanc (Male kobold sorcerer 1)
    LN small humanoid (reptilian)
    Str 8 Dex 16 Con 9 Int 12 Wis 10 Cha 16

    Key Skills Acrobatics +3, Climb -1, Craft (trap-making) +7, Disable Device +7, Escape Artist +3, Knowledge (Arcana) +5, Perception +2, Stealth +11, Swim -1

    Init +3 Spd 30 ft. Senses Darkvision 60 ft. (dim light); Perception +2
    AC 19, touch 14, FF 16 HP 8/8 Temp HP 0
    Fort -1 Ref +3 Will +2 CMB -2 CMD 11
    Misc +2 saves versus gaze attacks

    Melee Attack Spear +0 (1d6-1/20)

    Currently Wielding Spear
    Current Armor Nothing (Leather Apron, Goggles)
    Stowed on Person (Sheaths, straps, pockets, etc.) Caltrops, Thieves Tools, 22 gp
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) None
    Current Encumbrance 3.5 lbs (light load) Medium Load 19.5 lbs Heavy Load 39.75 lbs Max 60 lbs

    Active Abilities
    1st-Level Spells: 3/4 (Burning Hands, Mage Armor)
    Cantrips: ~/~ (Acid Splash, Detect Magic, Mage Hand, Read Magic)
    Spell-like Abilities: 6/6 Trap Rune

    Current Effects and Conditions: Mage Armor (588/600), flat-footed
    Current Status, Joseph
    Joseph Gault (Male human fighter 1)
    LN medium humanoid (human)
    Str 18
    Dex 13 Con 13 Int 12 Wis 12 Cha 10

    Key Skills Acrobatics -3, Bluff +0, Climb +4, Diplomacy +0, Escape Artist -3, Handle Animal +4, Heal +1, Intimidate +0,
    Knowledge (Any) +1, Knowledge (Dungeoneering) +5, Perception +1, Sense Motive +1, Stealth -3, Survival +5, Swim +4

    Init +1 Spd 20 ft. Senses Normal vision (normal light); Perception +1
    AC 16, touch 11, FF 15 HP 11/11 Temp HP 0
    Fort +3 Ref +1 Will +1 CMB +5 CMD 16

    Melee Attack Greatsword +5 (2d6 + 6/19-20) [honed, +1 damage with first strike]
    Melee Attack Morningstar +5 (1d8 + 6)
    Melee Attack Dagger +5 (1d4 + 4/19-20) [honed, +1 damage with first strike]
    Melee Attack Sap +5 (1d6 + 4) [non-lethal]
    Ranged Attack Dagger (10 ft.) +2 (1d4 + 4/19-20) [honed, +1 damage with first strike]
    Ranged Attack Shortbow (60 ft.) +2 (1d6/x3)
    -Arrows: 20/20
    -Arrows (Blunt): 10/10

    Currently Wielding Morningstar (light)
    Current Armor Scale Mail, Explorer's Outfit
    Stowed on Person (Sheaths, straps, pockets, etc.) Dagger, Dagger, Sap, Shortbow, Arrows (20), Blunt Arrows (10), Belt Pouch A, Belt Pouch B, Backpack
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Belt Pouch A (Flint and Steel, Whetstone, Map to the Crypt, Coin Purse [87 g]), Belt Pouch B ([11 gp, 3 sp, 2 cp], Potion of Cure Light Wounds), Backpack (Backpack, Backpack, Lamp Oil (2 pints), Silver Lantern, Bottle of Local Brandy [half full], Tinderbox and 2 Tindertwigs), Tied to Backpack (Short Sword [Masterwork], Full Waterskin, Full Waterskin, Torch, Torch, Torch)
    Stored (Footlockers, etc.) At Crypt Entrance (Small Tent, Small Tent, Winter Blanket, Winter Blanket, Winter Blanket, Large Pillow)
    Current Encumbrance 90.5 lbs (light load) Medium Load 100.01 lbs Heavy Load 200.01 lbs Max 300 lbs

    Active Abilities
    Combat Options:
    Charge (full round action), Power Attack (standard action), Cleave (standard action), Quick Draw (free action)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, Trip

    Current Effects and Conditions:
    Flat-footed
    Current Status, Lissa
    Lissa (Female halfling druid 1)
    NG small humanoid (halfling)
    Str 8
    Dex 16 Con 11 Int 12 Wis 16 Cha 14

    Key Skills Acrobatics +0, Bluff +2, Climb -4, Diplomacy +2, Escape Artist +0,
    Handle Animal +6, Heal +7, Knowledge (Any) +1, Knowledge (Nature) +7, Perception +9, Ride +4, Sense Motive +3, Stealth +4, Survival +9, Swim -4, Wild Empathy +3
    Miscellaneous: +4 to Handle Animal and Wild Empathy with animal companion

    Init +3 Spd 15 ft. Senses Normal vision (normal light); Perception +9
    AC 18, touch 14, FF 15 HP 5/8 Temp HP 0
    Fort +3 Ref +4 Will +6 CMB -2 CMD 11

    Ranged Attack halfling slingstaff (80 ft.) +4 (1d6-1/x3)
    -Sling bullets: 4/4, -Magic Stones: 1/3, +5 (1d6/x3); (2d6 + 1 damage versus undead)
    Melee Attack halfling slingstaff (club) +0 (1d4-1/x2)

    Currently Wielding Halfling slingstaff
    Current Armor Hide Armor, Explorer's Outfit
    Stowed on Person (Sheaths, straps, pockets, etc.) 5 sling bullets, sprig of holly (DF), mineral prism (F), 8 sp
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Exotic riding saddle (Nyra), Saddlebags (Nyra), 15 Days' Rations (Saddlebags), 2 Full Waterskins (Saddlebags), 50' Hempen Rope (Saddlebags), Grappling Hook (Saddlebags)
    Stored (at campsite) Bedroll, Winter Blanket
    Current Encumbrance 17.75 lbs (light load) Medium Load 19.51 lbs Heavy Load 39.76 lbs Max 60 lbs

    Active Abilities
    1st-Level Spells:
    0/1 (Cure Light Wounds/Summon Nature's Ally I), 0/1 (Magic Stone/Summon Nature's Ally I)
    Cantrips: ~/~
    (Guidance, Create Water, Purify Food and Drink)

    Current Effects and Conditions:
    Magic stone (287/300), flat-footed
    Current Status, Nyra
    Nyra (Female lion companion 1)
    N medium animal (big cat, lion)
    Str 13
    Dex 17 Con 13 Int 2 Wis 15 Cha 10

    Key Skills Acrobatics +7, Climb +1, Escape Artist +3,
    Intimidate +0, Perception +2 (+10 with scent), Stealth +3, Survival +2, Swim +5

    Init +3 Spd 40 ft. Senses
    Low-light vision (normal light), Scent; Perception +2 (+10 with scent)
    AC 14, touch 13, FF 11 HP 04/11 Temp HP 0
    Fort +4 Ref +6 Will +2 CMB +2 (+4 finesse maneuvers) CMD 15 (19 versus trip)

    Melee attack bite +4 (1d6 + 1)
    Full Attack bite +4 (1d6 + 1), claw +4 (1d4 + 1), claw +4 (1d4 + 1)
    Grapple +2 versus CMD (provokes)

    Rake 2 claw attacks (free action) against creatures grappled since the start of turn

    Current Rider None
    Current Armor None
    Stowed on Person (Sheaths, straps, pockets, etc.) Exotic riding saddle, saddlebags
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) 15 Days' Rations (Saddlebags), 2 Full Waterskins (Saddlebags), 50' Hempen Rope (Saddlebags), Grappling Hook (Saddlebags)
    Current Encumbrance 75 lbs (light load) Medium Load 75.01 lbs Heavy Load 150.01 lbs Max 225 lbs

    Active Abilities
    Handle Companion
    Free action (DC 10, 12 if injured) Push Companion Move action (DC 25, 27 if injured)
    Available Tricks Attack, Come, Defend, Down, Guard, Heel Current Trick Heel Current Mount Action None
    Available Mount Actions Ride (free action, DC 0), Mount/Dismount (move action, DC 0), Fast Mount/Dismount (free action, DC 20), Guide with Knees (free action, DC 5), Stay in Saddle (no action, DC 5), Take Cover Behind Mount (immediate action, DC 15), Have Mount Attack (free action, DC 10), Soft Fall (no action, DC 15), Leap Obstacle (no action, DC 15), Spur Mount (no action, DC 15)

    Current Effects and Conditions:
    Flat-footed


    OOC: Ignore the roll below. I was accidentally looking at the wrong post when I made that roll.
    Last edited by Redbadge; Thursday, 23rd August, 2012 at 05:33 PM.

  2. #2
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    4 Neth 4709, Dawn (6:55:06)
    Town of Kassen, Nirmathas

    Introduction

    It is late autumn, in the small town of Kassen, and the winter winds have already begun to blow. Dawn is beginning to break on the 4th of Neth, and this is a special day for this hamlet of lumberjacks and woodworkers. This is the day in 4535, over 170 years ago, that the founder of the town, Ekat Kassen, set out with his men to locate and destroy the camp of a group of relentless raiders. The raidersí camp, located deep in the heart of the Southern Fangwood, was an ancient crypt later to be called the Crypt of the Everflame.

    Though the villagers of Kassen were victorious, their beloved leader died during the battle at the crypt. Ekat Kassen was interred inside, alongside the other villagers and raiders that were slain. Today, the place serves as a memorial, with an eternal flame having been placed above Kassenís final resting place, so that all who visited might find warmth in the wilderness.

    History of Kassen (DC 10 Knowledge (History))
    Almost 200 years ago, when the land that was to become Nirmathas was still a vassal of the empire of Cheliax, the northern reaches of the Fangwood were a wild and untamed place. The crusades that laid low the Whispering Tyrant to the north were a distant memory, and those who remained were intent upon keeping the orcs of Belkzen and the remaining undead from Ustalav in check. As a result, the great forest was full of danger, from marauding orcs to deadly predators, making it unsafe for merchants hoping to trade with the growing community of Skelt in the foothills of the Mindspin Mountains to the west.

    Ekat Kassen was a crusader and fortune seeker who came to serve Lastwall in the year 4515 AR. While he fought with distinction, he soon realized that he wanted more from life and left the Lastwall military to find his fortune elsewhere. His travels took him all over the region around Lake Encarthan, and he decided to settle down in 4522 after a very profitable adventure. Using a sizable portion of his fortune, he set out to tame a small area of the Fangwood on the banks of the Tourondel River, making it a natural stopover for those traveling up and down the river to Skelt. For the next 10 years, the town, which was then known as Kassenís Hold, grew and prospered.

    All that changed when Asar Vergas came to Kassenís Hold with a host of mercenaries under his command. Asar was an old companion of Ekat, and the two had traveled together for some time before splitting up just after Ekatís last adventure. Over the years, Asar became sure that Ekat had cheated him after that adventure. Promising great wealth to his mercenaries, Asar raided the town relentlessly for 2 months. Finally, the townsfolk managed to locate Asarís camp in an ancient crypt deep in the forest, and Ekat himself went out to deal with his old companion. The battle was terribly bloody, with only a few townsfolk coming back to tell the tale. In the end, Asar was slain and his mercenaries scattered, but Ekat suffered a mortal wound. He died 2 days later, on the 11th day of Neth, 4535. In honor of their beloved founder, the townsfolk buried Kassen in the ancient crypt, interring his bones in a place of honor, above the simple sarcophagi used to inter Asar, his mercenaries, and the townsfolk that lost their lives in the bitter struggle. They placed an eternal flame above Kassenís final resting place, so that all who visited might find warmth in the wilderness.

    OOC: Normally, you want to avoid reading spoilers such as these until after youíve confirmed that youíve succeeded on the required roll in a later post. If you fail the roll, but still choose to read the spoiler, remember that your character does not know the information unless someone later tells him about it. If your character is truly interested, she can ask another PC or NPC that knows about the history of the town. Note that normally Knowledge checks cannot be used untrained, but since this is a DC of 10 or less, anyone can attempt the check. Also, since you are each citizens of Kassen, you get a +2 bonus on your Knowledge (History) check.

    Over the years, the Crypt of the Everflame has become an important part of the history of the town. The townsfolk view the crypt as a testament of those difficult first years of the townís history. Every autumn, a few of the townsfolk make a pilgrimage to the crypt to light a lantern from the flame and bring it back to town, where it is preserved all winter, a symbol of the townís resilience. Most years, the town mayor and a group of dignitaries perform this quest. Every few years, however, a handful of younger townsfolk are given the honor of lighting the lantern. Many see this as a passage into adulthood, a taste of adventure before settling down to work and marriage. The quest starts out as a solemn ceremony in town, where the townsfolk gather to wish the adventurers luck, just as it was when Kassen himself left to fight the raiders. When the adventurers return a few days later, the town holds a great celebration in their honor. This also marks the final harvest celebration before the long winter. Over the years, this ritual has grown more and more elaborate, and the town has prepared something special for this year.

    It has been four years since the mayor last decided to send a group of young heroes to the crypt. This year, it is your turn to reclaim the fire from Kassenís crypt, a quest youíve been waiting for over the last several weeks. Your adventure will begin during a solemn ceremony in the town square, in which you will be sent out to retrieve the Everflame. The quest itself is a relatively simple one. You must travel to the tomb (about 40 miles south of town), venture inside, light the lantern, and return home. With the morning sun starting to peek in at the town, youíll soon be able to begin your journey. The ceremony will begin at noon.

  3. #3
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    Town of Kassen

    Kassen is a small town ruled by Mayor Uptal, a fair, but mildly grim man. While most of the “townsfolk” actually live in small homes or camps in the woods and fields surrounding Kassen proper, the town is quite tightknit. As with most of the folk in Nirmathas, they stand up for one another and refuse to be pushed around.

    KASSEN
    Hamlet conventional (mayor); AL CG; Base Value 500 gp
    DEMOGRAPHICS
    Population 750; Type isolated (human 93%, halfling 3%, half-orc 2%, elf 1%, half-elf 1%)
    AUTHORITY FIGURES
    Jonark Uptal (NG male human aristocrat 3), elected mayor of Kassen; Colbin Vetnar (LN male human expert 3/ rogue 2), woodcutter guildmaster; Gregor Wisslo (LG male human fighter 4), fighter mentor and captain of the guard; Holgast (N male human wizard 6), town sage; Rantal Prasst (NG male human cleric of Erastil 2), priest.



    1. Seven Silvers
    2. Greathall
    3. Woodcutter’s Guildhall
    4. Temple of Erastil
    5. Town Watch Headquarters
    6. Renet’s Steel
    7. Don Blanc’s Home
    8. Sir Dramott’s Home
    9. Braggar’s Shop
    10. Vargidan Estate
    11. Holgast’s Tower
    12. Mayor Uptal’s Home
    13. Arnama’s Home

    With the sun rising, most of the town has already begun to stir. Most are excited about the start of the ceremony and hope to see you off on your journey. Although the ceremony won’t start until noon, each of your mentors will want to talk to you before you head off on your quest later today. In addition, Mayor Uptal would like to see the party before you make your way to the town square. Other than that, you probably have enough time to visit one or two other places in town.

    GM: Please describe yourself as you get up and prepare for your quest today. Include how you’ll be spending the first part of your morning and where your character will be headed first. Also, any time you go to make a post, remember to check the campaign status in the first post, which I will continually update. Don’t forget to put on your armor and prepare any spells you have this morning.

    If you decide to include a “Current Status” block at the bottom of your post, I suggest copying and pasting the block from your character sheet and editing in any necessary adjustments (you can switch between WYSIWYG and CODE editing modes using the little button in the very upper right of the post editor). Normally, you would only need to include your current status in your post if something changed since the last time it was posted. If you have any questions about how to proceed, or what kinds of information would be good or interesting to include in your “Current Status”, post a question in the Metagame/OOC thread.
    Attached Thumbnails Attached Thumbnails Town of Kassen.jpg  
    Last edited by Redbadge; Thursday, 12th July, 2012 at 10:29 PM.

  4. #4
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    Ý Ignore Courage
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    As Gamble awakes with a start, the first thing he notices is his stiff, aching back, and his pounding headache. The next thing he notices, while looking up at the ceiling, is that it seems much, much closer than usual. With a mild groan, the gnome closes his eyes and wills his head to stop spinning.

    A young perky voice calls across the room, “Finally awake are we? You should be up and about then. Father wanted me to drag you both outside after you passed out during your wild night last night, but I convinced him to let you be. By the way, if you find that you are missing your coin purse, I would consult with Jimes.


    Gamble opens his eyes and looks to his left, where Asina, a pretty teenage girl, is gesturing towards a small lump in the corner. The lump seems like it is in even worse shape than Gamble. Gamble smiles and struggles to sit up, when he suddenly realizes why the ceiling is so close. As he slowly crawls out from under the table, he can’t fail to notice that he once again fell asleep in his clothes and armor, and is obviously lacking for a bath on top of that. The pain in the small of his back can easily be explained by the small harmonica still left in the middle of the floor underneath the table.


    After retrieving his harmonica and making sure he didn’t damage it during the night by sleeping on top of it (Gamble concluded that it did much more harm to him than he to it), the bard looks towards where the lump, Jimes “Short Change” Iggins, lays unconscious. The halfling is curled up in the corner formed by the taproom’s small stage and the wall. The awkward position does not look comfortable. Gamble notices that Jimes is clutching something closely to his chest, even as he slumbers.


    Gamble looks to Asina, who has already returned to preparing the inn for the day’s certain rush from the forthcoming activities. He nods at her, putting on his best hungover smile, “Thanks, Miss Asina.” He walks over to the base of the stage and carefully retrieves the coin purse from the Halfling rogue’s hands. Jimes grunts a bit as the stolen money leaves his grip, but otherwise doesn’t move from the contorted position he is in. Gamble feels no remorse about retrieving the gold. After all, he had won it fair and square last night.


    Before he can even begin to set about on his day, he realizes that there is no doubt about it. He needs a bit of tidying. He conjures up his gnomish magic and begins cleaning himself and his gear with
    Prestidigitation. Ah, he thinks to himself, “Just one more good thing about being a gnome… no messing around with that filthy lye soap.” Just as he is finishing up, Asina pauses long enough in her work to speak to him again.

    I suppose you’ll be wanting breakfast as well, then?


    If it is not too much trouble, Miss. I think it’ll help with this headache of mine.


    You mean hangover, don’t you? What possessed you to participate in a night like that anyways, what with the ceremony and your quest starting today.


    Gamble winks at her, and holds up the coin purse. She just laughs.


    While Asina fetches up a plate of food for him (after attempting to wake up Jimes), Gamble performs his daily harmonica ritual, calling upon the bardic magic that gifts him with arcane powers. After playing a few good songs (to the delight of Asina, and the chagrin of Mr. Iggins), and eating the bowl of porridge Asina brings him, Gamble feels fully recharged. Just as he’s getting ready to leave, Asina says, “By the way, Jocyn wanted to talk to you once you were ready.


    Is he still upstairs?” asks Gamble, motioning towards the staircase leading to the second story of the Inn.


    No, he came downstairs before dawn, noticed you were out cold, and asked me to send you after him. He went to Holgast’s.


    What is he doing there?


    He didn’t say.


    OK. Anyways, thanks for the breakfast. I guess I’ll see you at the ceremony?” Seeing the girl nod, Gamble smiles and winks at her once more, then heads out the door towards Holgast’s tower.


    Actions
    Cast Prestidigitation.
    Daily readying of spells (15-minutes concentration).
    Collect and ready gear.
    Head to Area 11 (Holgast's Tower).

    Current Status
    Gamble Benguile (Male gnome bard 1)
    CG small humanoid (gnome)
    Str 8
    Dex 14 Con 10 Int 14 Wis 12 Cha 18

    Key Skills Acrobatics +0, Bluff +8, Climb -3, Diplomacy +8, Escape Artist +0, Heal +1, Knowledge (Local) +7, Knowledge (Any) +3, Perception +7, Perform (wind instruments or act) +8, Sense Motive +1, Spellcraft +6, Stealth +8, Swim -3

    Init +2 Spd 20 ft. Senses Low-light vision (bright light); Perception +7
    AC 17, touch 13, FF 15 (+4 dodge versus giants) HP 8/8 Temp HP 0
    Fort +0 Ref +4 Will +3 CMB -2 CMD 10

    Ranged Attack light crossbow (80 ft.) +3 (1d6/19-20)
    -Crossbow bolts: 10/10 (crossbow unloaded)
    Melee Attack dagger +0 (1d3 -1/19-20)
    Misc +1 attack versus reptilians and goblinoids

    Currently Wielding Nothing (hands free)
    Current Armor Studded Leather Armor (buckler stowed, -1 AC, +1 ACP)
    Stowed on Person (Sheaths, straps, pockets, etc.) Buckler, Light crossbow, 10 Crossbow Bolts, Dagger, Spell Component Pouch, Flint and Steel, Harmonica, 26 gp
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) None
    Current Encumbrance 19.5 lbs (light load) Medium Load 19.51 lbs Heavy Load 39.76 lbs Max 60 lbs

    Active Abilities
    1st-Level Spells:
    2/2 (Cure Light Wounds, Grease)
    Cantrips: ~/~
    (Detect Magic, Light, Mage Hand, Read Magic)
    Spell-like Abilities: 1/1 (
    Dancing Lights), 1/1 (Ghost Sound), 0/1 (Prestidigitation), 1/1 (Speak with Animals)
    Bardic Performances: 14/14 (Countersong, Distraction, Fascinate, Inspire Courage)

    Current Effects and Conditions: Flat-footed


    Last edited by Courage; Thursday, 12th July, 2012 at 11:45 PM.

  5. #5
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    I Defended The Walls!

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    Snaggle's eyes snapped open; he always got up just before dawn thanks to the obnoxious songbirds in the area. Don had discouraged him from setting traps for the birds a long time ago. Snaggle slid out of bed and pulled the bed sheets neatly back into place. It would be a while yet before Don awoke giving Snaggle time to prepare for the day ahead.

    Snaggle crept down the stairs from his attic bedroom heading for the kitchen in complete darkness. He stoked the banked coals in the stove to get the fire burning again and placed a large pot of water on the stove before heading back upstairs. Back in his room, Snaggle sat with his back to the stove's exhaust pipe wrapping his tail around it and letting the warmth sink into him as he meditated. The sizzling of magic in his veins was just as comforting as the heat from the stove.

    The small kobold rose and pulled his leather apron from a peg to don it. He then went through several neatly organized drawers filling the apron's pockets with tools. As he filled the right breast pocket with caltrops, he paused:
    "Hmmm, the last time I was at the Seven Silvers, I had my coins in my lower left pocket, and Short Change is sure to be at the ceremony today."

    Snaggle shifted the caltrops to his lower lefthand pocket. Finally, he fastened his goggles onto his face and pushed them up onto his forehead; he wouldn't need them while all the curtains and shutters in the house were still closed.

    Snaggle slipped back to the kitchen. The water had begun to steam and bubble slightly. He climbed up onto the counter and pulled two mugs out of a cabinet and dried tea leaves from a jar. Putting the leaves into the mugs, he placed the mugs on the kitchen table and ladled some of the hot water into each mug to steep. Snaggle then set about making oatmeal from the rest of the water and food from the pantry.

    As Snaggle stirred the pot, a creaking noise and muffled grumbling came from the hallway. Don had fixed the floorboards in the hall at least a dozen times, and Snaggle had just as diligently "unfixed" them; he liked to know when Don was awake. Snaggle hopped down from the stool he had been standing on and slid his goggles over his eyes. He then scurried around the kitchen pulling aside curtains and opening shutters to let the morning light in.

    Snaggle ladled oatmeal into bowls on the table as the old human sat down in a chair with a groan, and Snaggle broke the silence.


    "Good morning dad; I made breakfast."

    "Yum, looks like oatmeal with berries and uh salted meat? How um thorough of you." replied Don, smiling weakly as he started to eat the questionable meal.

    Snaggle had never quite mastered the subtleties of cooking.


    "I have to go by the Vargidan estate before the ceremony today. Master Vargidan said he wanted to see me beforehand."

    "Did he say why?"

    "No. Maybe he just needs to be reminded what day it is. Some of his springs aren't bouncing back like they used to if you catch my drift."

    Snaggle finished off his food and deposited the dishes into the kitchen wash tub. "
    I made breakfast, so you get to clean the dishes. Don't forget to clean them before going to the ceremony. I don't want you leaving them in the tub all day like yesterday."

    "I know I know. I'll see you at the ceremony, and don't let Moltus keep you too long." said Don running his hand through hair that was more gray than brown now.

    Don smiled wistfully as Snaggle darted out the front door.


    Actions
    Daily readying of spells (15-minutes concentration).
    Collect and ready gear.
    Head to Area 10 (Vargidan's Estate).

    Current Status
    Snaggle Blanc (Male kobold sorcerer 1)
    LN small humanoid (reptilian)
    Str 8 Dex 16 Con 9 Int 12 Wis 10 Cha 16

    Key Skills Acrobatics +3, Climb -1, Craft (trap-making) +7, Disable Device +7, Escape Artist +3, Knowledge (Arcana) +5, Perception +2, Stealth +11, Swim -1

    Init +3 Spd 30 ft. Senses Darkvision 60 ft. (bright light); Perception +2
    AC 15, touch 14, FF 12 HP 8/8 Temp HP 0
    Fort -1 Ref +3 Will +2 CMB -2 CMD 11

    Melee Attack Spear +0 (1d6-1/20)

    Currently Wielding Nothing (hands free)
    Current Armor Nothing (Leather Apron, Goggles)
    Stowed on Person (Sheaths, straps, pockets, etc.) Spear, Thieves Tools, Caltrops, 22 gp
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) None
    Other (Stored in attic bedroom, House of Don Blanc) Backpack, Trail Rations x4 (backpack), Waterskin (backpack)
    Current Encumbrance 5.5 lbs (light load) Medium Load 19.5 lbs Heavy Load 39.75 lbs Max 60 lbs

    Active Abilities
    1st-Level Spells: 4/4 (Burning Hands, Mage Armor)
    Cantrips: ~/~ (Acid Splash, Detect Magic, Mage Hand, Read Magic)
    Spell-like Abilities: 6/6 Trap Rune

    Current Effects and Conditions: Flat-footed
    Last edited by Isklexi; Friday, 13th July, 2012 at 10:29 PM.

  6. #6
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    Jul 2012
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    Alamogordo, NM
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    I Defended The Walls!

    Ý Ignore BudroThePious
    My communities:

    Joseph awoke and rolled out of bed with the dawn, which was, he decided, a useful if still annoying habit. The better part of two years working the night watch after days or half days in his father's smithy had left him with much less of an appreciation for the dawn than most people in his small town, but such is life.

    As he gathered his gear and made sure his packs were secured, Jimes would be at the ceremony later, and while mostly harmless was incorrigible, he paused to run down the list of things he still needed to do.
    I don't have to go by the smithy this morning because father started making arrangements weeks ago to be sure he isn't short-handed. Besides, with the harvest almost done and the festival right here business should be slow anyway. Captain Wisslo still wants me to stop by the HQ before the ceremony so that's really the only place I need to go. I enjoy a simple morning.


    After a quick breakfast of porridge with a mug of beef broth and one of watered wine Joseph closed up the house and decided to make his way over to the town watch headquarters to check in with Captain Wisslo.
    I appreciate that he didn't make me stand watch last night, I believe there was supposed to be quite a crowd over at the Seven Silvers.


    Actions
    Collect and ready gear.
    Head to Area 5 (Town Watch Headquarters).

    Current Status
    Joseph Gault (Male human fighter 1)
    LN medium humanoid (human)
    Str 18
    Dex 13 Con 13 Int 12 Wis 12 Cha 10

    Key Skills Acrobatics -3, Bluff +0, Climb +4, Diplomacy +0, Escape Artist -3, Handle Animal +4, Heal +1, Intimidate +0,
    Knowledge (Any) +1, Knowledge (Dungeoneering) +5, Perception +1, Sense Motive +1, Stealth -3, Survival +5, Swim +4

    Init +1 Spd 20 ft. Senses Normal vision (bright light); Perception +1
    AC 16, touch 11, FF 15 HP 11/11 Temp HP 0
    Fort +3 Ref +1 Will +1 CMB +5 CMD 16

    Melee Attack greatsword +5 (2d6 + 6/19-20)
    Melee Attack morningstar +5 (1d8 + 6)
    Melee Attack dagger +5 (1d4 + 4/19-20)
    Ranged Attack dagger (10 ft.) +2 (1d4 + 4/19-20)
    Ranged Attack shortbow (60 ft.) +2 (1d6/x3)
    -Arrows: 20/20

    Currently Wielding Nothing (hands free)
    Current Armor Scale Mail
    Stowed on Person (Sheaths, straps, pockets, etc.) Greatsword, morningstar, dagger, dagger, shortbow, 20 arrows, Belt Pouch, Belt Pouch, Backpack
    Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Bedroll (Backpack), Sacks (x4, Backpack), Waterskin (x2, Backpack), Flask (Backpack), Flask of Oil (Backpack), Hemp Rope (100 ft., Backpack), Grappling Hook (Backpack), Torch (Backpack), Small Steel Mirror (Backpack), Soap (1 lb., Backpack), Flint and Steel (Belt Pouch), Whetstone (Belt Pouch), 11 gp, 3 sp, 2 cp (Belt Pouch)
    Current Encumbrance 107 lbs (medium load) Medium Load 100.01 lbs Heavy Load 200.01 lbs Max 300 lbs

    Active Abilities
    Combat Options:
    Charge (full round action), Power Attack (standard action), Cleave (standard action), Quick Draw (free action)
    Combat Maneuvers: Bull Rush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, Trip

    Current Effects and Conditions: Flat-footed
    , medium encumbrance

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