Redbadge's Crypt of the Everflame (IC)


log in or register to remove this ad



As you approach the lake, the source of the noise suddenly comes into focus. Though it is a ways off and partially obscured by the fog, you easily identify what is a long, slender neck ending in a pointed head rising from the surface of the water. The neck has spined fins aligned down the back, and the head has a maw of teeth. Though the creature is several hundred feet out on the lake, a chill still runs down your spine.

[sblock=Serpent of the Gray Lake]
Sea+Serpent.jpg
[/sblock]
 
Last edited:



You return to camp without issue and are able to rest the remainder of the night, though the splashes out on the lake from time to time are certainly disconcerting. Although Snaggle's rest was briefly interrupted, and he'd normally have to sleep an extra hour in the morning, he didn't use any spell slots yesterday that would need to be re-prepared. He also heals without issue.
 

6 Neth 4709 (06:15:32)
The Gray Lake, 32 Miles South of Kassen, Southern Fangwood, Nirmathas

You wake up to frost on the ground. The temperature slipped all night, and now it is just above freezing. Where it was raining before, it is closer to sleet this morning.

As you break down your fire and pack up your camp, the cold bites into you. A cold snap has brought the ambient temperature to just below 40 degrees Fahrenheit.

GM: Unless you take a minimal of precautions (endure elements, Survival skill, cold weather gear, etc.), you must make a Fortitude check now, and once at the start of each additional hour of travel, as specified in the link above. Once everyone has made a post and included their most up-to-date status, I'll post the next update.
 
Last edited:

"S-so much for a r-refreshing morning swim," grins the gnome as he shivers in his less-than-adequate entertainer's garb. "Y-your the wilderness expert, L-lissa. What should we do?"

[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 (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:
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), 1/1 (Prestidigitation), 1/1 (Speak with Animals)
Bardic Performances: 14/14 (Countersong, Distraction, Fascinate, Inspire Courage)

Current Effects and Conditions:
Flat-footed[/sblock]
 

Joseph puts his gear back on as well as his leather cloak and dust scarf. They won't help much, but they can't hurt. He looks around to see if he can tell how long the cold snap will last. "If it helps, we could wrap up in the blankets we have, or just drape em over our shoulders."
OOC: 15 on Survival check to predict weather. (took 10)
15 on Survival check to keep warm. (took 10)
[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, Coin Purse [87 g]), 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 [half full], Tinderbox and 2 Tindertwigs), Tied to Backpack (Short Sword [Masterwork], Full Waterskin, Full Waterskin, Torch, Torch, Torch)
Current Encumbrance 144 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, Cold[/sblock]
 
Last edited:

Remove ads

Top