Redbadge's Crypt of the Everflame (IC)

BudroThePious

First Post
Joseph plants his feet and swings with all of his considerable strength. He hits the skeleton in front of him clean, knocking it's head off and sending it flying across the room, over Lissa's head, and off the far wall, where it shatters and rattles in the corner. Joseph looks down at the bloody lion, sighs, and trudges over to the last remaining enemy.[sblock=Actions]Standard Action: Attack Skeleton 3.
Move Action: Move to square F6.[/sblock][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) [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.) 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 90.5 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:
+1 attack and weapon damage rolls (competence), +1 saves versus charm and fear (morale)[/sblock]
 
Last edited:

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Redbadge

Explorer
7 Neth 4709 (8:11:36) [Round 4]
Entry Hall, Crypt of the Everflame, Serpent Gorge, 40 Miles South of Kassen, Southern Fangwood, Nirmathas

The final skeleton maintains its assault on the kobold, clawing with futility at the protective bubble.

[sblock=Actions]Skeleton 6: Attack Snaggle with claw, claw (full attack)[/sblock][sblock=Combat Status]
Code:
[B]Init   Creature       AC/ T/FF     HP       Effects
[/B][COLOR=Gray]25     Skeleton 3     16/12/14[/COLOR]      [COLOR=Red]   00[/COLOR][COLOR=Gray]/06     Destroyed[/COLOR]
[COLOR=Gray]23     Skeleton 1     14/12/12[/COLOR]      [COLOR=Red]   00[/COLOR][COLOR=Gray]/05     Destroyed[/COLOR]
[COLOR=Gray]20     Skeleton 4     14/12/12[/COLOR]      [COLOR=Red]   00[/COLOR][COLOR=Gray]/02     Destroyed[/COLOR]
[COLOR=Gray]19     Skeleton 2     16/12/14[/COLOR]      [COLOR=Red]   00[/COLOR][COLOR=Gray]/04     Destroyed[/COLOR]
17     Joseph         16/11/15    11/11     [I]inspire courage +1[/I]
15     Skeleton 6     16/12/14    07/07     
14     Lissa          18/14/15    [COLOR=Pink]05[/COLOR]/08     [I]magic stone[/I] ([COLOR=Red]1[/COLOR]/3), [I]inspire courage +1[/I]
14     Nyra           14/13/11    [COLOR=Red]-01[/COLOR]/11     Unconscious, prone, disabled
[COLOR=Gray]13     Skeleton 3     16/12/14[/COLOR]      [COLOR=Red]   00[/COLOR][COLOR=Gray]/07     Destroyed[/COLOR]
07     Snaggle        23/18/16    08/08     [I]mage armor[/I] (598/600), [I]inspire courage +1[/I], Total Defense
03     Gamble         17/13/15    [COLOR=Pink]05[/COLOR]/08     [I]light [/I](95/100), [I]inspire courage +1[/I]
[/sblock][sblock=Combat Map]
1345558844_entry%20hall%2009.jpg
[/sblock]
GM: Lissa's turn!
 

Etharia

First Post
Lissa misses again.

OOC: Shocking!!


[sblock=Actions]Free: Load slingstaff
Standard: Attack Skeleton 6 with magic stone (firing into melee)[/sblock]
[sblock=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: 0/3, +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), +1 attack and weapon damage rolls (competence), +1 saves versus charm and fear (morale)[/sblock][sblock=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 HP 00/11 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:
Disabled, +1 attack and weapon damage rolls (competence), +1 saves versus charm and fear (morale)[/sblock]
 


Isklexi

First Post
Snaggle moves next to Nyra to help divide the skeleton's attention for Joseph.
[sblock=Actions]Standard Action: total defense
Move Action: move to D6[/sblock]
[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 +3, Climb -1, Craft (trap-making) +7, Disable Device +7, Escape Artist +3, Knowledge (Arcana) +5, Perception +2, Stealth +11, Swim -1

Init +3 Spd 30 ft. Senses Darkvision 60 ft. (normal light); Perception +2
AC 23, touch 18, FF 16 HP 8/8 Temp HP 0
Fort -1 Ref +3 Will +2 CMB -2 CMD 11
Misc +2 saves versus gaze attacks

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

Currently Wielding Spear
Current Armor Nothing (Leather Apron, Goggles)
Stowed on Person (Sheaths, straps, pockets, etc.) Caltrops, Thieves Tools, 22 gp
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) None
Current Encumbrance 3.5 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: 6/6 Trap Rune

Current Effects and Conditions: Mage Armor (597/600), Inspire Courage, Total Defense[/sblock]
 

Courage

First Post
The sound of Gamble's bardic performance softens, moving into a gentle melody. He still sits over Nyra, trying to help her. "Come on, little kitty, time to wake up." The great cat's remaining wounds glow, and the animal kicks awake, lifting her head and obviously startled to see the two-legged lizard creature standing over her in a defensive posture. Gamble smiles, looks to Lissa, and winks.

[sblock=Actions]Free: Continue bardic performance (inspire courage +1)
Standard: Cast Cure Light Wounds on Nyra.[/sblock][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 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 (95/100), +1 attack and weapon damage rolls (competence), +1 saves versus charm and fear (morale)[/sblock]
 
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BudroThePious

First Post
Joseph steps up behind the last skeleton as it continues to harass the kobold. With one solid blow he catches the skeleton across the rib cage and sends it flying off the stairs and rattling into a jumbled pile of debris. "Well, it looks like that's finally over."[sblock=Actions]Standard Action: Attack Skeleton.
Free Action: Speak.[/sblock][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) [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.) 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 90.5 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:
+1 attack and weapon damage rolls (competence), +1 saves versus charm and fear (morale)[/sblock]
 
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Redbadge

Explorer
7 Neth 4709 (8:11:42)
Entry Hall, Crypt of the Everflame, Serpent Gorge, 40 Miles South of Kassen, Southern Fangwood, Nirmathas

With Joseph's final mighty swing, the last skeleton lies shattered on the stone floor. Bones and blood litter the floor of the chamber, and as you stand catching your breath, Kassen leers down on your group, perhaps approvingly. With the sounds of combat ceased and Gamble's whistling finished, the only sound you hear now is the continued distant wail from before, coming faintly through the southeast door.

[sblock=Rewards]+800 XP[/sblock]
 

BudroThePious

First Post
"I have an idea. Why don't we do this: Snaggle can go check out that wailing coming from farther in while his armor spell is still up. If he finds trouble he could run back to us and maybe drop one of those traps he does along the way. Lissa could make sure Nyra is OK, and I could help Gamble thoroughly search this chamber while we wait for Snaggle to get back from exploring. What do you think?" Jospeh says as he retrieves his sword. "And Gamble, could you light this morningstar instead?"
 

Courage

First Post
"I've done what I can for Nyra, Lissa," says Gamble to the halfling before heading over and recasting light on Joseph's morningstar. "Joseph, you can check those backpacks. I'm going to check out these people to make sure they aren't some of ours." Gamble heads over to the corpses.
 

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