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Redbadge's Crypt of the Everflame (IC)

Isklexi

First Post
Snaggle helps set up tents before readily devouring his share of the stew. He then seeds the surrounding forest with magical trap runes; while he can't completely ward the area around the camp, the runes could be a nasty surprise for a careless interloper.

When his watch is over, Snaggle folds his apron next to him and curls up into a tight ball to sleep in the tent.


[sblock=Status]Snaggle Blanc (Male kobold sorcerer 1)
LN small humanoid (reptilian)
Str 8 Dex 16 Con 9 Int 12 Wis 10 Cha 16

Key Skills: Acrobatics -5, Climb -5, Craft (trap-making) +7, Disable Device -1, Escape Artist -5, Knowledge (Arcana) +5, Perception -8 (asleep), Stealth +3, Swim -5

Init -5 Spd 30 ft. Senses Darkvision 60 ft. (darkness); Perception -8 (asleep)
AC 7, touch 6, FF 7 HP 8/8 Temp HP 0
Fort -1 Ref -5 Will +2 CMB -2 CMD 3

Melee Attack Spear +0 (1d6-1/20)

Currently Wielding Nothing (hands free)
Current Armor Nothing
Stowed on Person (Sheaths, straps, pockets, etc.) None
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) None
Stored in Tent Leather Apron, Goggles, Spear, Thieves' Tools, Caltrops, 22 gp
Current Encumbrance 0 lbs (light load) Medium Load 19.5 lbs Heavy Load 39.75 lbs Max 60 lbs

Active Abilities
1st-Level Spells: 3/4 (Burning Hands, Mage Armor)
Cantrips: ~/~ (Acid Splash, Detect Magic, Mage Hand, Read Magic)
Spell-like Abilities: 0/6 Trap Rune

Current Effects and Conditions: Flat-footed, unconscious (asleep) [/sblock]
 
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Redbadge

Explorer
4 Neth 4709 (21:37:36)
Broken Glade, 16 Miles South of Kassen, Southern Fangwood, Nirmathas

Dinner is pleasant, if somewhat somber. The night is cold, but the fire and blankets are warm, and your tired bodies are eager for sleep. All while setting up camp, preparing the food, eating, and settling down, you continue to hear the howling. The howling continues for over an hour, seeming to grow closer all the while, before becoming eerily silent.

Snaggle takes the first watch with Nyra, finding a nice rock to settle on in front of the fire, with the lion lying just at his feet keeping a watchful eye on Lissa. The night might be very frightening for lesser creatures; the Fangwood is famous for a sinister blight deep within its interior, and all manner of horrors are thought to prowl its depths. The shadows from the leafless trees stretch into long claws away from your fire, and the wind gives them voice. The kobold strains to hear or see any potential threats, but the wind makes it difficult to listen, and beyond his darkvision of 60 feet is nothing but inky blackness.

Just 30 minutes into Snaggle's watch, he and Nyra are startled by a flash and a loud howl of pain.
[sblock=Trapped!]
1343088870_trapped%21.jpg
[/sblock]
A lone wolf has crept towards your firelight, but it triggered one of Snaggle's cleverly placed traps! Despite its high stealthiness, you've spotted it. Having been wounded, the creature looks like it is ready to flee.

GM: Unless Snaggle or Nyra beats the wolf's initiative check, it flees immediately back into the woods on its turn.
 
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Etharia

First Post
OOC: What do you think, if we catch it should I keep it?


Because Nyra has been set to guard she will not leave the perimeter of the camp. She will attempt to pin the injured wolf until Lissa gives her a new command.
 
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Redbadge

Explorer
The lion perks up at the flash and immediately bounds towards the startled wolf. With a leap and a bite, the lion catches the scruff of the scrawny animal's neck and begins wrestling it to the ground. The wolf immediately tries to escape, but fails.

Looking on, Snaggle begins to react...

GM: Snaggle up next, then I'll include the full combat log and status with the next update.
 
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BudroThePious

First Post
OOC: Since this campaign doesn't use hero points I'm OK with the DM making my Initiative checks as well as any knowledge checks or other mandatory checks since I can't change them and all I am able to do is roll. This might let everyone else get a post in or whatnot when I am stuck at work.
 

BudroThePious

First Post
OOC: I would really like to get the wolf for a pet even if it's non-combat and just for flavor.
OOC: Edit: It would take a week to train an animal each trick and the handle animal rules only mention training wild animals from birth, not adulthood.
 
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Isklexi

First Post
Snaggle hops up and heads for Joseph's tent poking him with his spear's butt. He also shouts loudly in an attempt to awaken his companions and perhaps spook off other wolves.

"Wake up!"

[sblock=Actions]Move Action: Stand
Free Action: 5ft step to F3
Free Action: shout
Standard Action: attempt to wake Joseph[/sblock]

OOC: hmm Lissa is a sound sleeper
 
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Redbadge

Explorer
4 Neth 4709 (21:37:42) [Round 2]
Broken Glade, 16 Miles South of Kassen, Southern Fangwood, Nirmathas

OOC: The DC for a shout, small explosion, or battle is -10 + 1 per 10 feet away. Both Lissa and Gamble are awakened by your shout. You awaken Joseph automatically.


As Snaggle moves to wake everyone up, poking at Joseph through the closed tent flap, and startling Lissa and Gamble awake with his cries, Nyra wrestles the wolf to the ground and pins it.

Gamble and Joseph snap out of their sleep to hear a commotion coming from outside their darkened tents, but when Lissa opens her eyes, she can barely see the white fluff of fur that is her lion wrestling with a smaller brown fluff of fur, just beyond some rocks on the other side of Gamble's tent.

[sblock=Actions]Nyra: Attempt to pin the wolf (standard).[/sblock][sblock=Combat Status]
Code:
Init  Character   AC/FF/T     HP      Effects
22    Nyra        9/9/9       11/11   Grappling
21    Gamble      9/9/9       8/8     Flat-footed, Prone, Blind (darkness)
18    Lissa       14/11/14    8/8     Flat-footed, Prone
16    Wolf        8/8/8       [COLOR=Plum]9[/COLOR]/16    Pinned, Fatigued
14    Joseph      8/8/8       11/11   Flat-footed, Prone, Blind (darkness)
05    Snaggle     15/14/12    8/8
[/sblock][sblock=Combat Map]
1343241064_eyes%20in%20the%20dark%20%282%29.jpg
[/sblock][sblock=DC 10 Knowledge (Nature)]This wolf is a lean, starving predator looking for a quick meal.[/sblock]
GM: Gamble is up next, then Lissa!
 
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Courage

First Post
Gamble's body jerks awake, as the gnome is startled by the kobold's shouts, and the other noises that accompany it. The bard acts quickly, reaching over to grab his nearby crossbow and whatever ammunition is closest at hand, thinking
Damn, I knew I should have kept it loaded.

Unable to stand up inside the tent, Gamble rolls out and up against the rocks that he knows are just outside. He is ready to load his crossbow and fire at any threat he can see, or stand up and cast a spell if that course of action seems more pertinent.

[sblock=Actions]Move Action: Grab light crossbow and 1 crossbow bolt.
Move Action: Roll our of small tent (crawl to square E5).
Free Action: Make Knowledge (Nature) check.[/sblock][sblock=Current Status, Gamble]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 +2, Bluff +8, Climb -1, Diplomacy +8, Escape Artist +2, Heal +1, Knowledge (Local) +7, Knowledge (Any) +3, Perception +7, Perform (wind instruments or act) +8, Sense Motive +1, Spellcraft +6, Stealth +10, Swim -1

Init +2 Spd 20 ft. Senses Low-light vision (normal light); Perception +7
AC 13, touch 11, FF 13 (+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: 1/1 (crossbow unloaded)
Misc +1 attack versus reptilians and goblinoids

Currently Wielding Light crossbow and bolt
Current Armor Entertainer's Leggings and Socks
Stowed on Person (Sheaths, straps, pockets, etc.) None
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) None
Stored in Tent Winter Blanker, Entertainer's Shirt and Vest, Entertainer's Sandals, Studded Leather Armor, Buckler, 9 Crossbow Bolts, Dagger, Harmonica, Spell Component Pouch, Flint and Steel, 26 gp
Current Encumbrance 3 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:
Prone[/sblock]
 

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