Redbadge's Crypt of the Everflame (IC) - Page 37




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  1. #361
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    Joseph brings the backpacks back over near the bodies and lays out their contents on the stone.

 

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    7 Neth 4709 (8:12:29)
    Entry Hall, Crypt of the Everflame, Serpent Gorge, 40 Miles South of Kassen, Southern Fangwood, Nirmathas

    The two bodies are badly mauled, but Gamble is able to identify them. They are Gerol and Vark, both from the town of Kassen, and both friends of the mayor.

    Joseph finds that both backpacks are full. One of the packs contains a large pillow and two quivers, each containing 10 blunted arrows. The other pack has 2 days' worth of rations, a full waterskin, a pair of smokesticks, and a healer's kit.
    Last edited by Redbadge; Thursday, 23rd August, 2012 at 03:10 AM.

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    "I still think psychotropic darts would have made a better trap." Snaggle mumbles as he creeps off toward the source of the sound.

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    Snaggle continues to silently creep towards the sound.
    OOC: I'll continue to put replies in this thread, so it doesn't seem like I've dropped off the face of the planet. Redbadge is sending me private messages with what I see; I'll relay the info when I reunite with the group.

    OOC: I'll keep the 20 stealth check unless you want me to make continuous checks.

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    When the last skeleton falls Lissa runs to Nyra's side and throws her arms around the lion's neck. "Thank you for saving her," Lissa says as she ends the embrace. She then searches for her spent bullets and retrieves one. Looking over at the new supplies she points the healers kit and says, "I know how to use that. I'll hold onto it if you like," glancing at the door Snaggle disappeared through she continues, "If we have the time would you mind if I tried to use that kit on Nyra?"
    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 Recoverable Ammunition 1 magic stone bullet
    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 (296/300), 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 HP05/11 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 Come 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
    Last edited by Etharia; Thursday, 23rd August, 2012 at 06:21 PM.

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    "I think your going to need quite a bit of work to treat her wounds with mundane means, Lissa," comments Gamble. "Not that we are in a hurry. I just don't want to see your efforts wasted if Snaggle comes tearing back in here with zombies on his tail."

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    7 Neth 4709 (8:17:12)
    Entry Hall, Crypt of the Everflame, Serpent Gorge, 40 Miles South of Kassen, Southern Fangwood, Nirmathas

    You mill around for a few minutes, and Snaggle has been gone for about 5.

    GM: What are your specific plans while you wait?


    DC 11 Perception
    Underneath the sound of the moaning, you hear the sound of tearing, perhaps as if someone is ripping or shearing cloth, coming from the direction Snaggle went.
    Last edited by Redbadge; Friday, 24th August, 2012 at 01:29 AM.

  • #368
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    "I don't want to wander off until Snaggle gets back, but I think it might be a good idea to get Gamble and Snaggle a club, so they can deal damage to any skeletons we come across farther in the crypt. Any thoughts?"
    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) [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
    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 [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 98.5 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
    Last edited by BudroThePious; Friday, 24th August, 2012 at 01:05 AM.

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    "I don't know. How long do you think it will take?"

    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 (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 (53/100), flat-footed

  • #370
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    "Not sure. Shouldn't be more than ten minutes, though."

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