Kobold Devilspeaker

Greas's page

257 posts. Alias of Infernal Zero.


Full Name

Greas

Race

Kobold

Classes/Levels

Thief | Lvl 4 | XP 4 | HP: 16/19 | Armour 1 | Damage 1d8 | STR 0 | DEX 2 | CON 1 | INT 1 | WIS 2 | CHA 0

Gender

Male

Alignment

Neutral: Avoid detection or infiltrate a location.

Deity

Gorlaug the Corrupter

Languages

Undercommon, Draconic

Occupation

Geo-dislocated Trapsmith

Strength 9
Dexterity 16
Constitution 13
Intelligence 13
Wisdom 16
Charisma 9

About Greas

Racial Move:
When you roll Trap Expert, add the following to the list of questions you can ask the DM:

How can I recreate this trap myself?

You also get a +1 to Defy Danger rolls that involve avoiding a danger from the environment itself.

Background:

As with many kobolds, Greas devoted himself to the making and application of traps. Devising these things and seeing them at work was something he took great pleasure in. He may have had to steal the materials from elsewhere at times...though nobody could prove that. Even if they knew he did it. But semi-recreational theft aside, Greas was just a kobold who took pleasure in working with traps.

As it turns out, traps are pretty unhelpful against a necromancer.

The day Moontower fell, Greas returned from a failed attempt at getting Bastion to pay due tribute to find that something was very wrong in the mountain. The corpses of everyone he'd known were either stuck in the traps he'd personally set so many of, or fighting with anyone left alive as a group of adventurers who were relatively unharmed for having fought a dragon prepared to finish a nearly dead Gorlaug. He knew nobody in here was going to survive - so it was best not to be here.

As Greas heard the eruption of the mountain during his flight, all doubt that someone might have survived left him. In his grief, he set his sights on travellers, killing them as they slept to rob them of honour and stealing the treasures that they made their obsession, stripping them bare of the things that the band that felled Gorlaug sought.

Eventually, his travels took him to Estr, a tiny little town, and soon to be his playground. Skulking through the alleyways, Greas harried the townsfolk, killing them with as much devious cruelty as he could muster. Coinpurses left in abandoned, its contents bathed in poison. Knives flying from alleyways in the night, barely nicking passersby at exactly the places they needed to. And if he felt like it, Greas would walk right up to his victim in the dark, and drive his rapier directly through their throat. It was fun seeing their eyes go wide as the life left them. Not so much when the carelessness of some tiefling prevented a clean getaway after a knife gone astray, and he was beaten unconscious by his target's fists.

As Greas woke up, he knew the mistake he'd made. His gear was gone, and the coin he'd taken repossessed. He was bound by chains to the ground as his prospective target spat in his face and beat him till he was bloody. The face of his captor was one he came to know very well. As it laughed and sneered while Greas was forced to work and nearly starved, he memorised the face of Arman "the Kind". It was beyond Greas how the man earned the name - he was worse than rest of the scum here.

One night in the cells while resisting the Retzack's offer of a necrotic toe, it occurred to him that this turn of events was Gorlaug's punishment for deserting his people and his god and leaving them to die. From here Greas made a resolution - kill the blasted necromancer that defiled his traps and Gorlaug's sacred art, and then everyone else that thought they could kill his God without consequence. Just as soon as he grabbed something that didn't break when he tried to pick the lock.

Bonds:

+1: Retzack is far too naive. I have to educate him before he gets in more trouble.
+2: Retzack deals in fearful abominations. That wretch needs watching carefully.
+3: I know not what Retzack plans, but he shall bring ruin to us all. One day, I will kill that over-ambitious firestarter.

+1: Oadir knows little discretion for an inhabitant of the dark. He may prove a liability.
+2: Oadir reminds me of my old mimic. If can keep him leashed, he'll be just as useful.
+3: Oadir now stands as one of the Bloodguard. He is worthy of respect, and I will ensure he is shown it.

+1: Krish appears well attuned to the spirits. Perhaps he can help me appease Gorlaug?

+1: Scoops seeks things of me that I have no time for. There must be a way to circumvent this.
+2: Sees is under pressures I was not aware of. There is only one traitor here, and she must learn it isn't her.

+1: Thunk is an infuriating enigma. He is an ally, and a talented one at that, but I must figure him out.

Moves:

Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX. On a 10+, hold 3. On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
- Is there a trap here and if so, what activates it?
- What does the trap do when activated?
- What else is hidden here?

Tricks of the Trade
When you pick locks or pockets or disable traps, roll+DEX. On a 10+, you do it, no problem. On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. On a 10+, choose two. On a 7–9, choose one:
- You don’t get into melee with them
- You deal your damage+1d6
- You create an advantage, +1 forward to you or an ally acting on it
- Reduce their armor by 1 until they repair it

Flexible Morals
When someone tries to detect your alignment you can tell them any alignment you like.

Poisoner
You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.
- Bloodweed: (touch) The target deals -1d4 damage ongoing until cured.

Poison Master
After you've used a poison once it's no longer dangerous for you to use.

Brewer
When you have time to gather materials and a safe place to brew you can create three doses of any one poison you’ve used before.

Wealth And Taste
When you make a show of flashing around your most valuable possession, choose someone present. They will do anything they can to obtain your item or one like it.

Gear:

Load 4/9

Dungeon Rations (4 uses, ration, 1 weight)
Leather Armor (1 armor, worn, 1 weight)
Bloodweed (2 uses, 0 weight)
45 Coins
Rapier (close, precise, 1 weight)
2 Throwing Daggers (thrown, near, 0 weight)
Adventuring Gear (0 uses, 1 weight) All out.
Fine Steak Knife (hand, precise, 1 weight)(Has an alabaster horse head at the bottom of the hilt. Very fine, of exceptional quality.)
Empty Healing Potion Bottle (An actual potion heals 10 HP or removes a debility when consumed.)
Pen-like Object ("pen-like implement, no cap. It's glowing faintly but you aren't sure what it does. When you pick it up, the pen changes colour to match your hand-scales.") ("the pen will copy the color of whomever holds it, and will pass along that copied color to the skin of whomever picks it up next. Once the secondary effect triggers, it resets and will absorb the color of the next person to pick it up. You don't know for sure if the effects are temporary or not.") Left to Kibra? No idea who has it.
Arman's Stun Baton/"The Shockstick" - unknown stats. Non-lethal. Given to Smoog.
His Left Pinky and Ring Finger. No weight, a lot of problems with them unattached. Reattached.
Worldly Spirit Totem - Joszinnnix: Once released, the spirit of the Thorn Dragon lasts until the end of battle. When the speaker is struck by a melee attack, the attacker takes damage equal to the Shaman's WIS modifier and the damage ignores armor. One charge.
Gyro Necklace - A strange necklace. There's a diamond-shaped outline forming the pendant, with a gyroscope inside that doesn't move when you shake the necklace. However, when you hold the pendant in your hand, it stands up perfectly straight on your palm without support, and the gyroscope wavers a little. When you approach one of the other kobolds holding it in your palm like this, the gyroscope begins spinning. It ceases spinning when you back away from any of your friends to a distance of about 15 feet. -> The necklace responds in the presence of magic - in the form of traps, active spells, or enchanted items, such as the type many of your comrades wear. Wearing the necklace or being the last one to touch the chain prevents the necklace from reacting to magical items you yourself are wearing.
Sees' Dagger. Don't have the tags.

Trap Catalogue:

Trap Number 1 - The Molten Doorknob/The Rune of Superheating: You study the trapped doorknob and realize that there's a simple rune scratched into the metal. You could easily replicate the rune, but there has to be some kind of magical trigger word or action in relation to it that would activate the spell to make the doorknob hot.
-----Activated with the words "Klaatu barata nikto". Triggered afterward when disturbed. Delaying the words (at least, the last one) seems to funnel extra power into the rune, though it makes it terribly unstable. An option, certainly.
->Hegh looks over Greas' shoulder as the black-scaled kobold studies the rune he recreated. "Klaatu, barata...nickel? Nitrous? Nicodemus?" Greas mutters, trying to remember the final activation word for the rune.
"...Nikto," Hegh finishes, breathing a little of his magic-infused breath onto the rune as he speaks. There's a flash, in front of both your eyes - the visage of a terrifying black dragon appears in your minds' eye for both kobolds. The rune glows a dull red before fading to near-invisibility. However, the power of the incantation was mis-timed from Greas' fumbling of the activation words. Too much power was funneled into this rune. The force of a small fireball is contained within the weapon racks, and you must take care not to jostle the rack too much, or the sensitive trigger will activate.

Trap Number 2 - Toxic Mist: Greas, with Ariza's help you're able to snap the nozzle of a trap off its housing and pocket it. You can mimic and improve upon the design later - possibly Smoog can help you improve it in some way. It appears that you can load the poison onto a needle, which is then injected into a chamber that is treated with a sublimating agent, turning the poison instantly into an aerosol mist. Poisons used this way that needed to be ingested can now simply be inhaled, and contact poisons will function in much the same way, over a wider area.