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About GreasRacial Move:
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:
+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: Krish appears well attuned to the spirits. Perhaps he can help me appease Gorlaug?
+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
Backstab
Flexible Morals
Poisoner
Poison Master
Brewer
Wealth And Taste
Gear:
Load 4/9 Dungeon Rations (4 uses, ration, 1 weight)
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.
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