Redbadge's Crypt of the Everflame (IC)

Redbadge

Explorer
7 Neth 4709 (8:41:01)
Eastern Hallways, Crypt of the Everflame, Serpent Gorge, 40 Miles South of Kassen, Southern Fangwood, Nirmathas

[sblock=Rewards]4 pp[/sblock][sblock=Rewards]+400 XP[/sblock]

Having defeated the Maze of Pillars, you can see that the next hallway isn't very long. You can see that the hallway heads south for about 30 feet, before ending at a door. Besides the T-intersection you started at, one other hall branches off from this one a little more than halfway down.

The mournful wailing grows louder with each step towards the door at the end of the musty corridor. Your light illuminates a scrolling pattern of villagers fighting off masked bandits and monsters that decorates the 15-foot high walls. This artwork is still in relatively good condition, although water damage and lichen have taken their toll. The stench of mold and rot still hangs heavy in the air. There are a host of bones strewn on the floor here, many of which are cracked and broken. Once you reach the door at the end of the hall, you can tell that the source of the noise is almost certainly in the next room.

[sblock=Eastern Hallways]
1346683946_eastern%20hallways%20%2801%29.jpg
[/sblock]
 

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BudroThePious

First Post
"Would someone like to check the door for traps?"[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 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) [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), 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
You look the door up and down, including the frame and the ceiling and floor, and while you don't find anything out of the ordinary, you do note that the door is locked.
 




Redbadge

Explorer
As you begin to pick the lock, the wailing suddenly becomes quiet. Unfortunately, your attempt is not quite good enough to trip the tumbler.

[sblock=DC 20 Perception]...[/sblock]
 

Isklexi

First Post
"Whatever is making the noise can likely hear us," Snaggle hisses as he continues to work.

OOC: screw it i'll take a 20
 
Last edited:

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