Redbadge's Crypt of the Everflame (IC)

Redbadge

Explorer
Joseph said:
I would like to travel as far as we safely can today.

GM: Since you started at about noon, and have walked about 3 hours, you still have about 5 hours of safe walking ahead of you. If you walk the full 8 hours, you'll be stopping about two hours after dusk (8:00 PM). You'll have traveled 16 miles, with 24 more to go to the crypt. You think you'll probably reach the fork in the road at the Broken Glade area on the map.

 
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Courage

First Post
"We have two arcane spellcasters, and we both need a full 8 hours of sleep. We'll have to manage tonight's watch order carefully."

Gamble begins counting off on his fingers as they walk, "There are four of us, and Nyra can guard us as well, so that makes for five watches, maybe with a few doubled up. Arcane casters need to sleep at the beginning and end in order to avoid interruptions. Here is what I recommend:



  1. Lissa has Nyra guard at the start of the watch. Snaggle and Nyra keep watch for 3 hours, then Snaggle wakes up Lissa so that she can tell her lion to stop guarding, and both Snaggle and Nyra can rest for 8 hours;
  2. Lissa rests for 3 hours, keeps watch for 2 hours, wakes up Joseph, and then rests for 4 more hours before getting up to prepare spells;
  3. Joseph rests for 5 hours, keeps watch for 3 hours, and wakes up me before resting 3 more hours;
  4. I rest for 8 hours, keep watch for 1 hour before waking Lissa up an hour before dawn, and keep watch during the final 2 hours with the halfing as she prepares her spells;
  5. Lissa and I wake up the others, and me and the sorcerer prepare our spells."
[sblock=Watch Schedule]8:00 PM - 11:00 PM: Keep Watch (Snaggle, Nyra), Rest (Gamble, Joseph, Lissa)
11:00 PM - 1:00 AM:
Keep Watch (Lissa), Rest (Snaggle, Gamble, Joseph, Nyra)
1:00 AM - 4:00 AM: Keep Watch (Joseph), Rest (Snaggle, Gamble, Lissa, Nyra)
4:00 AM - 5:00 AM: Keep Watch (Gamble), Rest (Snaggle, Joseph, Lissa, Nyra)
5:00 AM - 6:00 AM: Keep Watch (Gamble), Prepare Spells (Lissa), Rest (Snaggle, Joseph, Nyra)
6:00 AM - 7:00 AM: Keep Watch (Gamble, Lissa), Rest (Snaggle, Joseph, Nyra)
7:00 AM - 7:15 AM:
Keep Watch (Nyra), Break Camp (Lissa, Joseph), Prepare Spells (Gamble, Snaggle)[/sblock]
Before the group gets too much further, and well before night falls, Gamble will exercise a bit more caution, ceasing his musical antics and pulling out and loading his crossbow. Near dusk, just before normal light gives way to dim light, he will cast light on his weapon and sustain the spell every 10 minutes.

[sblock=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 8/8 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 (1 bolt)
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:
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: 10/14 (Countersong, Distraction, Fascinate, Inspire Courage)

Current Effects and Conditions:
Flat-footed, light (100/100)[/sblock]
 
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BudroThePious

First Post
Joseph looks around and starts whistling, though not as well as Gamble could.
OOC: Thought nowhere near as musically gifted as Gamble or an actual performer Joseph can whistle the one tune that he whistles fairly well due to years of practice. He can also whistle at a quite annoyingly loud, though completely non-magical volume.
OOC: I'm thinking of having Joseph whistle the tune that will later be known as the Imperial Anthem.
 
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BudroThePious

First Post
OOC: Joseph takes 10 on a Survival check to help Lissa. Result 15.
Joseph takes his armor off to sleep but puts it back on during his turn to stand watch. He keeps his greatsword close when sleeping and dons all his weapons while on watch. It takes Joseph 4 minutes to don his armor and 1 minute to remove it.
 
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Redbadge

Explorer
4 Neth 4709 (20:09:12)
Broken Glade, 16 Miles South of Kassen, Southern Fangwood, Nirmathas

Night has long since fallen, and the new moon combined with the overcast sky makes the woods pitch black. Only Gamble's light keeps the darkness at bay.
[sblock=DC 5 Perception]After the sun sets, you begin to hear howling off in the distance.[/sblock]
You come to the fork in the road in the area marked Broken Glade on the map. Tomorrow's journey will take you down the left fork, south towards the crypt. Tonight, however, you decide to stop and camp for the night after having already traveled a full 8 hours.

Despite a bit of fumbling, Lissa is still capable of putting together a suitable camp. She has chosen a relatively safe spot, well off from the road, and concealed on all four sides. Though the site doesn't offer much cover from the wind or the inevitable rain, the ground is level, firm, and free of roots and leaves.

There is plenty of dry wood (for now) to start a fire, and Joseph brings back an armload of tinder, kindling, and logs. Under the watchful eye of Lissa, he builds a warm and welcoming fire with his flint and steel and the firewood. The fire gives off light like a torch as long as it is tended, and Joseph has collected enough wood to last 10 hours. You set up the two tents on opposite sides of the fire before sitting down to eat.

If everyone contributes, one of the rations can be cooked into a fine stew (by putting heated stones into the waterskins, and adding the contents of the trail rations; Lissa can even contribute some mushrooms for added flavor). The meat and cheese from another ration can be given to Nyra. Finally, you remember that you have the bottle of brandy, if you choose to pass it around.

GM: Since you have your watch all set, I'll need Perception checks from everyone to determine how alert they are during their turn. Also, remember to note how and where you'll be sleeping (especially in the case of Lissa and Nyra), and whether or not you take off your armor, how far away you keep your gear and weapons, whether they are loaded or not, and any other precautions you may take. Your status block should note the above, including the new weight and total amounts of your food and water.
 
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BudroThePious

First Post
Joseph will help with the food preparation as needed. "If anyone wants some of that booze I have it around here somewhere." Joseph will not drink any of it but won't try to stop the others.
 

Courage

First Post
"I'll take some of that," says Gamble eagerly. He thoroughly enjoys the stew, and is more than happy to wash it down with some fine brandy. He takes care to limit his alcohol intake, however, as he would like to avoid waking up hungover two mornings in a row. After dinner he takes a few minutes to play a low, mournful dirge on his harmonica.

After having set up the tent he'll be sharing with Snaggle, Gamble prepares to take to it first, while the kobold is on watch. He unloads his crossbow, but sets it and the bolts aside inside the tent, well within reach. He removes his armor, shield, and sandals, and stores them at the head of the tent. Taking a long scarf from his entertainer's clothing, he carefully wraps his harmonica, dagger, flint and steel, and coin purse together, and places the package with his armor. He props up his spell pouch inside the tent at a place he can access quickly.

"Joseph, I think I'd like to take one of those blankets, if you don't mind." After retrieving a winter blanket, the gnome lays it out on the ground beneath the tent, with the intention of sleeping on top of half and wrapping the other half up and over him. To make a pillow, Gamble removes his shirt and vest and rolls them into a soft ball. "Goodnight, all." He closes the tent flap to shut out the light of the campfire. Once he is down and comfortable, the bard slips into sleep moments after shutting his eyes.
[sblock=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 -5, Bluff +8, Climb -5, Diplomacy +8, Escape Artist -5, Heal +1, Knowledge (Local) +7, Knowledge (Any) +3, Perception -3 (asleep, blinded), Perform (wind instruments or act) +8, Sense Motive +1, Spellcraft +6, Stealth +3, Swim -5

Init -5 Spd 20 ft. Senses Low-light vision (darkness); Perception -3 (asleep, blinded)
AC 6, touch 6, FF 6 (+4 dodge versus giants) HP 8/8 Temp HP 0
Fort +0 Ref -3 Will +3 CMB -2 CMD 2
Misc +2 saves versus illusions

Ranged Attack light crossbow (80 ft.) -4 (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 Nothing (Hands Free)
Current Armor Entertainer's Leggings and Socks
Stowed on Person (Sheaths, straps, pockets, etc.) Entertainer's Shirt and Vest, Winter Blanket
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) None
Stored in Tent Entertainer's Sandals, Studded Leather Armor, Buckler, Light Crossbow, 10 Crossbow Bolts, Dagger, Harmonica, Spell Component Pouch, Flint and Steel, 26 gp
Current Encumbrance 4 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: 10/14 (Countersong, Distraction, Fascinate, Inspire Courage)

Current Effects and Conditions:
Flat-footed, unconscious (sleeping), blind (darkness)[/sblock]
 
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Etharia

First Post
Lissa removes the gear from Nyra's back and prepares her sleeping space by digging a small trench complete with a runoff towards the forest around her gear with enough room for both herself and Nyra beside it. After eating and making sure Nyra is fed she whispers, "guard," in Nyra's ear. She then claims a blanket and after taking off her armor climbs into her bedroll pulling the blanket over herself and her gear to keep the worst of the weather off and falls asleep.
 

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