Redbadge's Crypt of the Everflame (IC)

Joseph will move from one stable area to the next then get the gear before moving again, possibly by a rope tied to it or with help from the other characters. He will also attempt to use the rope to help with the descent and to help the other characters.[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 +1, Bluff +0, Climb +8, Diplomacy +0, Escape Artist +1, Handle Animal +4, Heal +1, Intimidate +0,
Knowledge (Any) +1, Knowledge (Dungeoneering) +5, Perception +1, Sense Motive +1, Stealth +1, Survival +5, Swim +8

Init +1 Spd 30 ft. Senses Normal vision (normal light); Perception +1
AC 11, touch 11, FF 10 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]

Currently Wielding Nothing (hands free)
Current Armor (None), Explorer's Outfit
Stowed on Person (Sheaths, straps, pockets, etc.) Nothing
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Nothing
Stored (Footlockers, etc.) Scale Mail, Greatsword, Morningstar, Dagger, Dagger, Sap, Shortbow, 20 arrows, 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 8 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: F
lat-Footed[/sblock]
 
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Gamble stores his buckler and crossbow and makes his way down the rope with the rest. Once at the bottom, he makes sure to immediately treat the druid and her lion. "Please, let me help."

[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 +1, Bluff +8, Climb -2, Diplomacy +8, Escape Artist +1, Heal +1, Knowledge (Local) +7, Knowledge (Any) +3, Perception +7, Perform (wind instruments or act) +8, Sense Motive +1, Spellcraft +6, Stealth +9, Swim -2

Init +2 Spd 20 ft. Senses Low-light vision (normal light); Perception +7
AC 16, touch 13, FF 14 (+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 Nothing (hands free)
Current Armor Studded Leather Armor, Entertainer's Outfit
Stowed on Person (Sheaths, straps, pockets, etc.) Buckler, Light Crossbow (loaded), 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: 14/14 (Countersong, Distraction, Fascinate, Inspire Courage)

Current Effects and Conditions:
Flat-footed[/sblock]
 
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"Thank you," Lissa says then gestures to the camp she has started to set up, "I think we should call it a day. At the very least we should rest and eat."

[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 8/8 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: 7/7
Melee Attack halfling slingstaff (club) +0 (1d4-1/x2)

Currently Wielding Halfling slingstaff (loaded)
Current Armor Hide Armor, Explorer's Outfit
Stowed on Person (Sheaths, straps, pockets, etc.) 6 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), Bedroll (Nyra), Winter Blanket (Saddlebags), 17 Days' Rations (Saddlebags), 2 Full Waterskins (Saddlebags), 50' Hempen Rope (Saddlebags), Grappling Hook (Saddlebags), 10 lbs Seared Meat (Saddlebags)
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 (Endure Elements/Summon Nature's Ally I)
Cantrips: ~/~
(Guidance, Create Water, Purify Food and Drink)

Current Effects and Conditions:
Flat-footed[/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 +4, Climb -2, Escape Artist +0,
Intimidate +0, Perception +2 (+10 with scent), Stealth +0, Survival +2, Swim +2

Init +3 Spd 30 ft. Senses
Low-light vision (normal light), Scent; Perception +2 (+10 with scent)
AC 14, touch 13, FF 11 HP 4/11 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 Lissa
Current Armor None
Stowed on Person (Sheaths, straps, pockets, etc.) Exotic riding saddle, saddlebags, small bedroll
Stowed in Packs (Backpacks, belt pouches, saddle bags, etc.) Winter Blanket (Saddlebags), 16 Days' Rations (Saddlebags), 2 Full Waterskins (Saddlebags), 50' Hempen Rope (Saddlebags), Grappling Hook (Saddlebags)
Current Encumbrance 126.00 lbs (medium 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 Heel Current Mount Action Ride
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: medium encumbrance
, Flat-footed[/sblock]
 
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Snaggle said:
What's the DC for the reflex save exactly

OOC: It's variable. The DC to avoid slipping any distance at all is 20.

[sblock=Reflex Table]Reflex Save Result
20 or higher The character catches himself before he slides too far and takes no damage.
15–19 The character slides down a short hill before slamming into a tree. The character takes 1d4 points of nonlethal damage.
10–14 The character slides far down the hill, reducing the number of checks that need to be made by one. Unfortunately, the character also slides through a pair of thickets and lands hard on some rocks, taking 1d6 points of damage.
5–9 The character slides down a muddy hill and then falls down a 20-foot cliff, taking 2d6 points of damage. This reduces the number of checks that need to be made by one.
4 or less The character slides all the way to the bottom of the ravine, taking 2d6 points of damage and 1d4 points of Dexterity damage from a horribly sprained ankle.[/sblock]
Part way down, Snaggle catches a particularly slick patch and starts sliding as well. The rope slips from his grasp, and he struggles to stay standing using his walking spear. After sliding for only a short distance, he is able to stop himself by aiming for a tree, though he will still have a bruise where he slammed into it.

Joseph and Gamble are able to make it all the way to the bottom without falling, but Snaggle still has one more third of the descent to make.
 
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The small tree Snaggle slammed against uprooted from the muddy soil, and he tumbled the rest of the way down the hill landing in a semi-comatose heap.
OOC: better than a grease spell
PS: the chances of me failing 2 of those acrobatics checks in a row was 1%

[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 (8 nonlethal) 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.) 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: 4/4 (Burning Hands, Mage Armor)
Cantrips: ~/~ (Acid Splash, Detect Magic, Mage Hand, Read Magic)
Spell-like Abilities: 6/6 Trap Rune

Current Effects and Conditions: Flat-footed, Staggered[/sblock]
 
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Joseph gears back up before checking to see if anyone could use his help.[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
[/sblock]
 

6 Neth 4709 (14:00:02)
Valley of the Crypt, Serpent Gorge, 40 Miles South of Kassen, Southern Fangwood, Nirmathas

For better or worse, you've all made it to the bottom of the ravine, some choosing different methods than others. Snaggle continued to slip, slide, and tumble on his way down, and this time he wasn't as lucky with his encounter with the (same, uprooted) tree. The contact concussed him, and now he has a large lump on his head to go with his various bruises.

GM: Since Snaggle's nonlethal damage equals his current hit points, the kobold is staggered. This condition will go away in 1 hour when the first of the non-lethal damage is healed.

[sblock=Rewards]+400 XP (2,000 XP Total)[/sblock]
 
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