Redbadge's Crypt of the Everflame (IC) - Page 44





  1. #431
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    ZEITGEIST

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

    Rewards
    4 pp
    Rewards
    +400 XP


    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.

    Eastern Hallways

 

  • #432
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    I Defended The Walls!

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    "Would someone like to check the door for traps?"
    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

  • #433
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    I Defended The Walls!

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    "If you find any, I should be able to disable them."

  • #434
    "I should be able to find any traps on the door, if there are any." And Gamble attempts to do just that.

  • #435
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    ZEITGEIST

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    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.

  • #436
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    I Defended The Walls!

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    "Does this door have a conventional lock or is it another remote locking mechanism?"

  • #437
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    ZEITGEIST

    Ignore Redbadge
    Gamble notes that the lock is a conventional one and should not be too difficult to bypass.

  • #438
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    I Defended The Walls!

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    Snaggle pulls tools from the pockets of his leather apron and begins to work on the lock.

  • #439
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    ZEITGEIST

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

    DC 20 Perception
    ...

  • #440
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    I Defended The Walls!

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    "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 by Isklexi; Wednesday, 5th September, 2012 at 03:15 AM.

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