Redbadge's Crypt of the Everflame (IC)

BudroThePious

First Post
"So what we have seen so far has been very forgiving," Joseph says while pulling the crossbow bolt out of his chest. "Someone should search this room for anything useful and we need to figure out whether we will leave Roldare here in this room or send him back to town while we still can."
 

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Isklexi

First Post
"He mentioned some were left unsanitized. That probably means no pillows next time. Most of it was gibberish though. I would have liked a better idea of what other tricks they laid out."
 

Redbadge

Explorer
7 Neth 4709 (9:02:29)
Storage Room, Crypt of the Everflame, Serpent Gorge, 40 Miles South of Kassen, Southern Fangwood, Nirmathas

As your party scans the room, it is obvious that this chamber was used as a storage room during the original construction of the crypt. The boxes and crates you first encountered contain ancient masonry and dungeon construction gear and other supplies, though in decrepit repair.

Recently though, this room was clearly set up as a resting station, perhaps to accommodate your own exploits. You find four bedrolls, a pair of bullseye lanterns with four flasks of oil, five days' worth of rations, and two stoppered glass bottles labeled "healing" that are clearly potions of cure light wounds.

When Roldare hears you discussing his fate, he interrupts. "I'm not going anywhere without Dimira. Are you going to save her? You can take this." He thrusts his masterwork crossbow and remaining bolts towards you.

[sblock=Rewards]+400 XP[/sblock][sblock=Rewards]4 Bedrolls, 2 Bullseye Lanterns, 4 Flasks of Oil, 5 Days' Ration, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Masterwork Light Crossbow, 8 Crossbow Bolts[/sblock]
 
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Etharia

First Post
Lissa quickly stows the oil and the rations in Nyra's saddle pack and hangs the lantern off the back. She hesitates over the healing potions then turns to hand them to Joseph, "you should probably hold onto these." Pulling herself back into the saddle she looks over at Roldare, "if you insist on staying you should rebuild your barricade once we've left."

Nyra and Lissa wait by the door for the others, ready to move on.

[sblock=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: 5/5
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.) Nyra (Exotic riding saddle, Saddlebags, Bullseye Lantern), Saddlebags (3 Oil Flasks, 22 Days' Rations, 3 Full Waterskins, 50' Hempen Rope, Grappling Hook, 2 Smokesticks, Healer's Kit 10/10)
Stored (at campsite) Bedroll, Winter Blanket
Current Encumbrance 17.25 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:
Flat-footed[/sblock][sblock=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 +4, Climb -2, Escape Artist +0,
Intimidate +0, Perception +2 (+10 with scent), Stealth +0, Survival +2, Swim +2

Init +3 Spd 30 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 Lissa
Current Armor None
Stowed on Person (Sheaths, straps, pockets, etc.) Exotic riding saddle, saddlebags, bullseye lantern
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Saddlebags (3 Oil Flasks, 22 Days' Rations, 3 Full Waterskins, 50' Hempen Rope, Grappling Hook, 2 Smokesticks, Healer's Kit, Gamble's Small Light Crossbow, Gamble's Crossbow Bolts)
Current Encumbrance 140.75 lbs (medium 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 Ride
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, medium encumbrance[/sblock]
 
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Courage

First Post
"Also, you should probably keep your crossbow to defend yourself. It is too big for three of us to use, and I'm not sure that Joseph wants it either. If you still want to reward us with it after we rescue your sister, you can do it later. Also, Lissa, you might want to at least leave Roldare one of the lanterns." Gamble joins Lissa by the door, making sure to give Nyra a friendly pat.
 
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Isklexi

First Post
"Let's get moving. The 'voice of death' is probably a necromancer. Dead bodies typically don't get up and move around on their own." Snaggle moves to wait outside the room.
 
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BudroThePious

First Post
Joseph gets ready to continue.[sblock=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 (normal light); Perception +1
AC 16, touch 11, FF 15 HP 6/11 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) [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
Current Armor Scale Mail, Explorer's Outfit
Stowed on Person (Sheaths, straps, pockets, etc.) Greatsword, 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 [4 pp, 87 gp]), Belt Pouch B ([11 gp, 3 sp, 2 cp], Potion of Cure Light Wounds [3]), Backpack (Backpack, Backpack, Sack, 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 99 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[/sblock]
 

Redbadge

Explorer
7 Neth 4709 (9:05:12)
Eastern Hallways, Crypt of the Everflame, Serpent Gorge, 40 Miles South of Kassen, Southern Fangwood, Nirmathas

After returning to the corridors, you have several options on where you can explore next. You can return to the entry chamber (option A), take the western corridor at the northernmost T-intersection (option B), or try the short passage just outside the storage room (option C).
[sblock=Eastern Hallways]
1347666138_eastern%20hallways%20options.jpg
[/sblock]
 



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