Arien Keyne |
“There is a cave, not far from here. The small spaces within make the little buggers more of a challenge. Perhaps we can find an alchemist's wares, to burn the little critters out.”
Arien Keyne |
Sounds like a good bit of kit. I’ll do the same.
DM Carbide |
Acid and alchemist's fire are both available.
Give me a Diplomacy check by whoever's trying to convince the priestess of Abadar to give you a freebie.
(She's probably amenable to an argument that Rowane's continued safety would be enhanced by you being healthy.
DM Carbide |
Lady Eupaphenia nods graciously. "But of course." She raises the gold key of her office over you and calls upon the power of her patron to restore the party.
Channel to heal: 2d6 ⇒ (4, 4) = 8
DM Carbide |
Yeah, no.
(BTW, you do realize that the chief cleric of Abadar is a woman, right? Hence being referred to as Lady Eupaphenia.)
Master Temperance |
Temperance follows suit and purchases his own vials. "Throatburn whiskey would be better," he says wistfully, and trudges after Huc and the rest.
"Rowane, you speak the language of kobolds? If there was some way for us to hear them from afar, we would have an advantage." The monk steeples his fingers, thinking while walking, and nearly stumbles from the simultaneous actions.
Arien Keyne |
"…If there was some way for us to hear them from afar, we would have an advantage."
Arien’s mouth screws into a grimace underneath the glossy twin orbs of her goggles. “That gilded chainmail makes me think they’ll hear him before he gets close enough to eavesdrop.”
Huc. |
"Ha! Ain't that right," Huc barks before looking over at Rowane, "No offense, man."
He considers as he marches, "but seriously, Rowane, our plan was just to sneak in there and basically ambush them. You have a better plan? Or something else you'd rather us try?" He shrugs, "So far they've been pretty much trying to kill us on sight. Protectin' the town has pretty much required us to do the same to them."
Rowane |
"No, I do not have anything to add. Like I said before, I usually deal with trades and merchants. I would rather try to talk and negotiate, but I doubt that would be of use since they have been attacking on site. So, I say we stick with what has be\e working so far.
DM Carbide |
You return to the lake edge, a fifty-foot-wide stretch of shore strewn with boulders and other remains of the mining operation that used to be here. Rowane, the other three party members know that there are two entrances to the lair here. Previously you entered the northern opening.
Huc. |
Perception, Huc: 1d20 + 7 ⇒ (16) + 7 = 23
Perception, Fynn: 1d20 + 5 ⇒ (7) + 5 = 12; Low-Light
Huc frowns, "Welp, they know we're comin'. Two were hidin' and watchin'. There," he points at first one place, then another, "... and there."
He looks over at Arien, "So .... then we go in hard? Or quiet? I'm good either way."
DM Carbide |
So, north entrance or south?
Arien Keyne |
Sleight of hand for showing off: 1d20 + 7 ⇒ (10) + 7 = 17
A gold piece appears in Arien’s nimble fingers, which she flicks into the air with barely a pause to check the mint. “Crown for the north tunnel, swords for the south?”
1d2 ⇒ 1
North. (I actually could only find one reference to what’s actually engraved on a single coin of Golarion, so I took some liberty…)
DM Carbide |
In Taldor, the coins probably have the Grand Prince at the time of minting on them, but the numismatics of Golarion hasn't been explored much. If at all. I think Chelish gold coins have sails on them, though.
Master Temperance |
"We should go in together, but check for traps. I don't think it's stealth, but deliberation, that we need," says Temperance, in a rare show of complete clarity. "The moss on the stone is covered by an early snow."
DM Carbide |
Who's going first?
Huc. |
When Master Temperance offers, Huc slaps his forehead. "Yah, your size and eyes would be good for up-front." He looks down at his mutt, "Fynn, defend him."
Then the big woodsman falls to the rear-guard position.
That makes a lot more sense. Mister T is actually well-suited for being our point-man in this situation. :D
(And having a dog with scent escorting you can't hurt, either)
Rowane |
Rowane can handle any position, but would be nice suited in the middle where healing can be optimized.
Rowane takes his crossbow and loads a bolt into the slide and racks it back.
"I am ready as I am ever going to be. Just ask me if you want me to light the way."
DM Carbide |
You reenter the northern access and proceed in, past the empty rat kennel, to the well room. There's a tunnel leading east that you haven't been down yet. It turns south after only a few tens of feet, and even Master Temperance can't see any further--there's no light at all down there.
Rowane |
"I can illuminate any item you like. It is actually quite any easy trick"
Just choose and it will be done. I have light prepared. If know one else wants it, I will cast it on my holy symbol and keep it going.
DM Carbide |
Arien has darkvision, and can scout ahead. Fynn would have some issues, though.
DM Carbide |
Sounds good. Keep in mind, though, that it's going to be obvious that you're coming.
Master Temperance |
"On my sword, Rowane. Fynn and I will lead the charge. Any buffs you have are appreciated," says Temperance, again startlingly lucid. His large gnome eyes drink up the small amount of light in the tunnel.
DM Carbide |
The brave gnome and the heroic hound advance through the narrow tunnel. Shortly after the passage turns south, it opens out into a large chamber (with a high enough ceiling that everyone can fight normally). Fynn is unhappy about something, although Master Temperance can see no kobolds at ground level.
Straw is scattered across the floor of the large cave; the ceiling is a full twelve feet above you, with three ledges eight feet up. The dominant feature of the cavern is a five-foot wide trench across it, with a single five-foot-wide natural stone bridge across it. From where you are, you can't see the bottom of the trench.
Fynn's warning alerts the party that something may be up, but no one has any targets until kobolds leap up from concealment on the ledges and send a hail of sling bullets down at the gnome! Master Temperance takes 5 HP and 1 point of nonlethal damage. The party can act!
Round 2:
Initiative Order
Party
Kobolds
Huc Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Master Temperance Initiative: 1d20 ⇒ 20
Rowane Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Kobold Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Arien Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Fynn Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Huc Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Master Temperance Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Rowane Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Sling to gnome: 1d20 + 3 ⇒ (17) + 3 = 20
Sling to gnome: 1d20 + 3 ⇒ (7) + 3 = 10
Sling to gnome: 1d20 + 3 ⇒ (1) + 3 = 4
Sling to gnome: 1d20 + 3 ⇒ (16) + 3 = 19
Sling to gnome: 1d20 + 3 ⇒ (1) + 3 = 4
Sling to gnome: 1d20 + 3 ⇒ (13) + 3 = 16
Sling to gnome: 1d20 + 3 ⇒ (15) + 3 = 18
Sling to gnome: 1d20 + 3 ⇒ (6) + 3 = 9
Stone damage: 1d3 - 1 ⇒ (3) - 1 = 2
Stone damage: 1d3 - 1 ⇒ (2) - 1 = 1
Stone damage: 1d3 - 1 ⇒ (1) - 1 = 0
Stone damage: 1d3 - 1 ⇒ (3) - 1 = 2
Arien Keyne |
Dashing under the nearest ledge, Arien weaves her fingers into a foothold and prepares to lever up the gnome or whoever else obliges. “Master T! Leg up!”
Human Half-elf staircase, anyone?
Master Temperance |
We should go ledge to ledge--all that straw conceals traps, I'd wager. Hup--" says Temperance, accepting a set of woven half-elven fingers as a stirrup for vaulting up to the ledge.
Climb? Acrobatics? Do I need to roll something for this maneuver?
Once up there, Temperance slashes at a kobold.
Temple Sword: 1d20 + 7 ⇒ (4) + 7 = 11
for: 1d6 ⇒ 3
DM Carbide |
Acrobatics check for a vertical leap, adding situational bonuses depending on Arien's roll. Arien, DC 10 to give +2 to Master Temperance, as Aid Another, but every 5 you exceed the DC by gives MT another +2.
Arien Keyne |
Come on, big money!
Acro/AA: 1d20 + 7 ⇒ (7) + 7 = 14 Oooh, SO close to another bonus…
DM Carbide |
Round 2 (ongoing):
Initiative Order
Party (Arien, Master Temperance, Rowane acted)
Kobolds
Even with Arien's help, Master Temperance is unable to manage the jump. Rowane's accuracy with the crossbow is as it was expected to be.
Huc and Fynn, you're up!
Huc. |
Huc moves forward and tries to help lift the gnome up onto the ledge. ”Fynn, defend!” he grunts as he works.
An Aid Another to try to get Master T up there. Then commanding Fynn to defend Huc.
Climb, Aid Another, DC10: 1d20 + 5 ⇒ (17) + 5 = 22; success!
.
Handle Animal, DC10: 1d20 + 8 ⇒ (10) + 8 = 18; success!
DM Carbide |
Huc puts his shoulder into it and manages to get Master Temperance up into the fight, where the gnome misses. The two kobolds on the ledge with him drop their slings, snatch up spears, and stab fruitlessly at Master Temperance. The others focus their attention on the tallest target not in a fight and send a fusillade towards Huc. Only two hit for 1 HP and 1 NL.
Round 3:
Initiative Order
Party
Kobolds
Party up again!
Spear to monk: 1d20 + 1 ⇒ (10) + 1 = 11
Sling to Huc: 1d20 + 3 ⇒ (1) + 3 = 4
Sling to Huc: 1d20 + 3 ⇒ (5) + 3 = 8
Sling to Huc: 1d20 + 3 ⇒ (8) + 3 = 11
Sling to Huc: 1d20 + 3 ⇒ (14) + 3 = 17
Sling to Huc: 1d20 + 3 ⇒ (17) + 3 = 20
Sling to Huc: 1d20 + 3 ⇒ (11) + 3 = 14
Sling damage: 1d3 - 1 ⇒ (1) - 1 = 0
Sling damage: 1d3 - 1 ⇒ (2) - 1 = 1
DM Carbide |
Round 3 (ongoing):
Initiative Order
Party (Huc acted)
Kobolds
Huc prepares for a sling duel with the kobolds, while Fynn growls defiance.