Redbadge's Crypt of the Everflame (IC)

Etharia

First Post
OOC: Sounds good to me as long as the others don't object we'll go with that. As to the rations, Nyra needs to eat to.
 
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Redbadge

Explorer
Lissa said:
Hmm what do you think Nyra?

Nyra is not quite keen on eating mushrooms of any flavor. She can eat the cheese and meat from the trail rations, however (not the bread, nuts, or berries). As a growing lion, you'll have to pick the meat and cheese out of 3 days' rations to feed her. The remainder of these rations can be combined into one ration for Lissa and the others.

OOC: To keep it a bit simpler, we'll just keep track of the net -2 rations that Nyra actually consumes.


Joseph said:
Also, 20 lbs of trail rations should last longer with 3 small PC's, I would think.

GM: I was going to share this during your camp tonight, but this is a good time to do it too. To avoid starvation and thirst checks, each of the small PCs eat 0.5 rations per day. Joseph eats 1. Nyra eats 2. Each small PC drinks 1 waterskin per day. Joseph drinks 2, and Nyra drinks 4. This is 4.5 rations per day and 9 full waterskins. You've had plenty to eat and drink today already, so tonight all the PCs can share 1 rations, and Nyra can eat 1 rations. This will be doubled for waterskins tonight, which you actually drink from constantly during the day, but which we will account for every night unless you find ways to refill them in the interim. In other words, you'll use up three of the four waterskins before tomorrow morning.
Also, this is a good time for people to start posting their updated status blocks now that everyone knows what the gear distribution is.

 
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Isklexi

First Post
OOC: I don't think I actually need to change Snaggle's status if Nyra and Joseph are going to be carrying everything. If we need to get food, Snaggle can set traps for animals, but he won't be much help with survival checks.
 

BudroThePious

First Post
"Lissa, I have heard tales that druids can create water using magic. Can you do this?"
OOC: This would be with getting rid of one tent and Nyra would have to carry 20 lbs. of trail rations, 2 full waterskins, and a grappling hook.
Also I slightly changed the format for my carried items because I didn't want to type (backpack) twenty times.
[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

Currently Wielding Nothing (hands free)
Current Armor Scale Mail, Explorer's Outfit
Stowed on Person (Sheaths, straps, pockets, etc.) Greatsword, Morningstar, Dagger, Dagger, Sap, Shortbow, 20 arrows, 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), Belt Pouch B ([11 gp, 3 sp, 2 cp], Potion of Cure Light Wounds), Backpack (Small Tent, Small Tent, Winter Blanket, Winter Blanket, Winter Blanket, Backpack, Backpack, Silver Lantern, Bottle of Local Brandy, Tinderbox and 3 Tindertwigs), Tied to Backpack (Full Waterskin, Full Waterskin, Torch, Torch, Torch)
Current Encumbrance 140 lbs (medium 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, medium encumbrance[/sblock]
 
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Redbadge

Explorer
Joseph said:
Looking at the overland travel rules it looks like we could walk for 7 hours and hustle for 1 hour a day without taking a penalty for it and cover some extra ground. If we hustled for 2 hours a day we would take 1 point of non-lethal damage, but if we hustled the second hour as the last hour of travel it wouldn't make any difference unless we were attacked during that time.
Having arranged your gear, you calculate your pace and expected total time of travel. The current speed of your adventuring party is 20 feet, or 2 miles per hour. The crypt is approximately 40 miles away, along a forest trail (x1). Following the map is easy; you are on a well-marked trail and it is almost trivial to navigate it with the map (DC 10 Survival).

Assuming you make the check, and have no delays, it will take you 20 hours to reach the crypt. If you walk until sunset today (6 hours) and all day tomorrow (8 hours), you will arrive at the crypt after 6 hours of walking on the third day. If you hustle for an extra hour each day (regardless of the actual penalties), you will arrive at the crypt after 1 hour of hustling on the third day.

GM: I'll assume that everyone has made the preparations they want and that the current status information in the first post is indicative of each character. If you'll all please add a perception check and an initiative roll to the last post you made. The distance at which you spot any potential threat will be determined by the highest perception roll. Nyra can make her check with her scent bonus. In the unlikely event you all fail to beat the DC of the perception check, any threats will have the potential to surprise you. Otherwise, you'll spot threats 10' away for every point you beat the DC by.
 


Redbadge

Explorer
4 Neth 4709, (14:11:00)
Forest Trail, 4 Miles South of Kassen, Southern Fangwood, Nirmathas

Your journey has been uneventful up to this point, about 2 hours after you started, and four miles south of the village.

The relatively large forest known as Southern Fangwood consists of a mixture of deciduous and evergreen trees— mostly maples, firs, and spruces. In the forest’s deepest reaches, where the firs grow tall and close, the Fangwood takes on a shadowy, primeval feel that chokes the air and sends many skittish creatures into noise-induced panics. As the fir groves give way to sparser mixes of spruces and relatively rare pines, the underbrush thickens even as the feeling of oppressive dread slackens.

The narrow path winds through the raking claws of the trees, now bereft of their leaves, which crunch loudly underfoot. Up ahead, a fallen tree trunk blocks the path, about 90 feet away. You easily spot the trio of of humanoids hiding behind the log, who suddenly leap up snarling, all greenish skin and fearsome tusks, bellowing vulgar challenges.

[sblock=Orc Warrior]
images
[/sblock][sblock=Combat Status]Init.....Character.....AC/FF/T.....HP.........Effects
..23.....Nyra..............15/11/13....11/11.....
..21.....Joseph..........16/15/11....11/11......Flat-footed
..17.....Snaggle........15/12/14.....8/8.........Flat-footed
..17.....Gamble.........17/15/13.... 8/8.........Flat-footed
..14.....Orc 1............??/??/??.......??/??......Flat-footed
..13.....Orc 2............??/??/??.......??/??......Flat-footed
..07.....Orc 3............??/??/??.......??/??......Flat-footed
..04.....Lissa............18/15/14......8/8.........Flat-footed[/sblock][sblock=Combat Map]
1342667773_first%20fight%2001.jpg
[/sblock]
GM: Since Lissa is currently mounted on Nyra, Nyra will go on Lissa's initiative (until Lissa unmounts, when Nyra will move back to her own initiative as an animal companion). That means Joseph is up first, followed by Snaggle.
 
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BudroThePious

First Post
Joseph moves to confront the orcs, drawing his sword as he does so.[sblock=Actions]Move Action: Move 20 feet to F 03.
Move Action: Move 20 feet to J 03.
Free Action: Draw Greatsword.[/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

Currently Wielding Greatsword
Current Armor Scale Mail, Explorer's Outfit
Stowed on Person (Sheaths, straps, pockets, etc.) Morningstar, Dagger, Dagger, Sap, Shortbow, 20 arrows, 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), Belt Pouch B ([11 gp, 3 sp, 2 cp], Potion of Cure Light Wounds), Backpack (Small Tent, Small Tent, Winter Blanket, Winter Blanket, Winter Blanket, Backpack, Backpack, Silver Lantern, Bottle of Local Brandy, Tinderbox and 3 Tindertwigs), Tied to Backpack (Full Waterskin, Full Waterskin, Torch, Torch, Torch)
Current Encumbrance 140 lbs (medium 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: Medium Encumbrance,
+1 attack and weapon damage rolls (competence), +1 saves versus charm and fear (morale)[/sblock]
OOC: I Are Want Kill Things. Make Stabbity Death.

 
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Isklexi

First Post
Snaggle conjures a magical barrier for protection and slips his spear from its holder as he shuffles around Lissa for a better view.

[sblock=Actions]Standard Action: Cast Mage Armor
Move Action: Draw Spear
Free Action: 5ft step to B3[/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 19, touch 14, FF 16 HP 8/8 Temp HP 0
Fort -1 Ref +3 Will +2 CMB -2 CMD 11

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

Currently Wielding Spear
Current Armor Nothing (Leather Apron, Goggles)
Stowed on Person (Sheaths, straps, pockets, etc.) Thieves Tools, Caltrops, 22 gp
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) None
Current Encumbrance 5.5 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 (600/600), +1 attack and weapon damage rolls (competence), +1 saves versus charm and fear (morale) [/sblock]
 
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