GM Derek W |
Giovanni goes unnoticed for now, but can't see much without a light source.
If you are using a light spell, no stealth check will keep you hidden.
Nighttail counters Yasmin's suggestion:
"Should I climb down and talk to guard? Get him to join us or not interfere at least? Could give us element of surprise farther on."
GM Derek W |
Sorry if I wasn't clear before, but you could hear something to indicate at least one guard below.
Nighttail turns to Nat:
"Could be risk, but many in tribe upset with chief Roaghaz. Up to you how we proceed, then."
GM Derek W |
Nighttail nods and climbs down the rope. Giovanni hears the exchange between her and another kobold below. He doesn't catch it all since its in Draconic and quiet. But soon you hear her call for you to come down.
Three kobolds appear, and seem ready to obey Nighttail.
"These fighters leave us be. Agree that strongest should lead, so if we can beat chief, they follow me. They say there's an ambush later, just before hole to lowest level. We can try bargain with those fighters too. But most loyal stay close to chief. Those we must fight."
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Nátulcien Ar-Feiniel |
I missed Gio's post, sorry about that. If it's alright, I'll retcon a response before Nighttail goes down.
"Yes, but that would involve making sounds that others might hear," Nat says.
Once the kobolds are brought under control, Nat smiles and nods at Nighttail, following her deeper into the Kobold tunnels.
Yasmin |
Yasmin follows Nighttail, although she seems to be anxious to be having to rely on kobolds, her racial enemy. Probably the kobolds feel the same...
GM Derek W |
sorry again for the prolonged absence. Family and work issues...
The team moves down to the lower level. After passing by the three kobold guards, they follow another narrow passage into a larger room with a shallow pool at the center. You notice two big snapping turtles in the water.
At the south end of the room, there are three passages. The eastern one has a locked door barring the way. The southern passage is open, and you can see the outline of some furniture in a cavern up ahead. The western passage is narrow an windy, with nothing obvious in sight.
GM Derek W |
Nighttail shares some information with you:
"Behind door is where we store our weapons. Most kobold size, but one sword in there was right for elf or human. Straight ahead is bed where old shaman rests. Other passage winds around to next level of caves. Straight path also gets us there."
Giovanni Cicero BrokenCrown |
Giovanni approaches the weapons room. He waves his fingers and speaks an arcane phrase.
School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
CASTING
Casting Time 1 standard action
Component: V, S
EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
He also looks it over for any traps, grinning at the helpful kobold.
perception: 1d20 + 7 ⇒ (20) + 7 = 27
If locked, Giovanni will take out his thieves' tools(mw) and he will begin unlocking it.
disable device: 1d20 + 11 ⇒ (12) + 11 = 23
GM Derek W |
Giovanni sees no magic, and no traps. He easily open the lock and_enters a cache of_weapons. A large number of spears and slings are here, all sized for kobolds. Also a great many sling stones. A single medium longsword is propped up against the wall. It is made of cold iron, and is of excellent workmanship (masterwork).
Nighttail speaks to Nat: "No, not our chief . Old kobold was holy man until Churgri take over job. Churgri and chief Roaghaz have places on lower floor"
-Posted with Wayfinder
Giovanni Cicero BrokenCrown |
Giovanni waves his hand over the sword, viewing for any magical properties.
He then buckles it around his waist. He peers over the rest of the items, smirking as he walks out closing and locking the door behind him.
Standing in front of the door, he waves his hand slowly down it from the top.
Where his hands passes the door changes color to a bright yellow color.
This is my famous yellow sun affect. Any prolonged contact and you will slowly burn away from the inside out!
bluff: 1d20 + 9 ⇒ (6) + 9 = 15
Giovanni turns around, looks at everybody, and smiles.
GM Derek W |
Nighttail's eyes widen a bit with Gio's spell, but she seems comfortable enough for now.
To Nat: "Yes, his name Jakkol. He a priest of infernal duke Vapula. Our tribe follow his teaching until Roaghaz have us swear to serve dragon Aeteperax."
GM Derek W |
Nighttail leads you over to the seer she's been talking about.
A single small palet heaped with furs sits against the south wall of this cave. An aged kobold, his green scales dull and his eyes shut tight, lies on the palette.
As the group entesr the cave, the aged kobold’s eyelids flutter open to reveal milky, blind orbs. In a raspy voice, he calls out in Common.
"I can tell by your scent that you are strangers here. If my nose tells the truth, you bring the destruction I foretold. Good... good. I had hoped to see our ruin before journeying to the afterworld, but I will settle for listening to it. Beware the great scaly beast, strangers. He seems to speak reason, but his words are poison. And his bats, the ones he called from the darkness... they are harbingers of lunacy and chaos... Dread Lord Aeteperax will surely be your doom as he has been ours."
As if the act of speaking was too much, after delivering this cryptic and ominous message the aged kobold dies.
Glancing over the body, you notice that Jakkol clutches a phylactery of faithfulness in his dead hands.
Nátulcien Ar-Feiniel |
Knowledge(religion): 1d20 + 3 ⇒ (19) + 3 = 22
An infernal duke? Hmm... well, at least lawful evil can be reasoned and dealt with, Nat considers.
"Sir, I... sea and sky, he's dead! I had hoped... Well. Nighttail, can you tell us about what he was saying? The dragon Aeteperax you said? Is that who your chief worships now?"
GM Derek W |
Nighttail answers:
"Yes, Roaghaz has thrown in with a dragon calling himself Aeteperax. Many mobiles followed out of respect for our Dragon kinship. But now tribe sees fault in this plan. Errors in ways. Still, as you can see, many kobold fighter still aid chief."
"Nothing else on this level for us. Must go down to fight chief. Probably Churgri too. She priest of Vapula. Powerful."
-Posted with Wayfinder
GM Derek W |
Vapula is an infernal duke, a very powerful devil. He inhabits Dis, and is Master of the Pyrite Vault. Which contains actual treasure despite its name.
Meanwhile Nighttail leads you to another hole with a knotted rope.
"We must go down. Make ready for fight."
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GM Derek W |
Definitely time to buff. And let me know your order.
Nighttail answers:
"Churgri may be alone. Sometimes keeps pet skeleton or two. Roaghaz will have guards. Maybe four or five?"
GM Derek W |
Bueller? Bueller? If you guys are ready I can throw you ahead. No word from Eilis in a while, I'm afraid my slow pacing may have driven her off. But Yasmin should return soon. And Darian was around...
Nátulcien Ar-Feiniel |
She's been very busy with work lately. I'll ping her offline.
Nat casts her spells, and nods to everyone else.
-Posted with Wayfinder
GM Derek W |
Nighttail leads the team down tot he lowest level and directs you up two narrow passageways. They open into a large room and there is a robed female kobold guarded by two human skeletons. They move as if to attack!
The kobold speaks:
"Nighttail! You traitor! I'll slay you and save the chief the trouble!"
skeletons: 1d20 + 6 ⇒ (11) + 6 = 17
Gio: 1d20 + 3 ⇒ (2) + 3 = 5
Darian: 1d20 + 3 ⇒ (19) + 3 = 22
Eilis: 1d20 + 2 ⇒ (8) + 2 = 10
Yasmin: 1d20 + 2 ⇒ (1) + 2 = 3
Nat: 1d20 + 1 ⇒ (20) + 1 = 21
Round One:
Darian <<
Natulcien <<
skeletons
Eilis
Churgri
Giovanni
Yasmin
Nátulcien Ar-Feiniel |
I'm exhausted tonight, will post tomorrow
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Nátulcien Ar-Feiniel |
Sling attack, magic stone, bless: 1d20 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12
Aiming at Red. 5ft step to the east to get better aim. After firing, drop sling and draw longspear.
Nat sends one of her magically enhanced pebbles at the enemy kobold, then swings her spear into position.
-Posted with Wayfinder
Darian D'Tanquil |
Darian steps forward, and engages the skeleton. He knows that he will fare poorly against such a creature, but he must do his part.
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
GM Derek W |
Nat misses with her sling. Darian catches the skelly flat footed, but hurts it just slightly.
The skeleton rakes its claws at him!
Claw: 1d20 + 2 ⇒ (1) + 2 = 3
Claw2: 1d20 + 2 ⇒ (14) + 2 = 16
The other rushes at Nat and swipes a claw.
Take AOO if you like.
Claw: 1d20 + 2 ⇒ (18) + 2 = 20
-Posted with Wayfinder
Giovanni Cicero BrokenCrown |
Giovanni begins to explain about these creatures and how best to destroy them!
knowledge religion taking a 10: 10 + 5 = 15
This ability replaces inspire courage.
He then looks--pointedly--at his rapier and shrugs his shoulders!
GM Derek W |
I'll put Eilis into delay, and now the party and bad guys are bunched for initiative.
Churgri casts a spell.
Gio recognizes the bony creatures as skeletons. Bludgeoning weapons work best against them.
DMG to Nat: 1d4 + 2 ⇒ (1) + 2 = 3
Rest of party is up!
Eilis and Yasmin, then Nat and Darian again.
-Posted with Wayfinder
Yasmin |
In case Yasmin can see the effects of the spell that was cast Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19
Yasmin moves forward so that she can see the kobold and readies a spell. She will cast it as soon as the kobold starts to cast another spell, thereby trying to disrupt the spellcasting.
Readied a magic missile.
GM Derek W |
Yasmin readies her spell, and Eilis steps up to help Darian.
Shortsword: 1d20 + 6 ⇒ (7) + 6 = 13
But her blow is a miss!
Round 2:
Darian <<
Natulcien <<
skeletons
Churgri
Giovanni
Yasmin
Eilis
Back up to Darian and Nat!
Darian D'Tanquil |
Darian, lacking a bludgeoning weapon, tries his best to deal with the skeleton in front of him.
Attack: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Confirm Crit: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Crit Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Nátulcien Ar-Feiniel |
Unable to back away from the Skeleton, Nat switches to her club to defend herself, and calls upon the power of nature to hold it still.
Entangling Curse, Skeleton is entangled for 2 rounds, DC 14 Reflex negates.
GM Derek W |
Darius shatters one of the skeletons with his well-struck blow! Nat entangles one...
Reflex: 1d20 + 2 ⇒ (20) + 2 = 22
But it somehow breaks free!
Now it swipes at her twice!
Claw 1: 1d20 + 2 ⇒ (1) + 2 = 3
Claw 2: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Gio is baffled by the spell.
The Churgri chants something, and several of the team are overcome by a sensation of pain!
Channel Negative, DC 12 Will Save to halve: 2d6 ⇒ (3, 2) = 5
Everyone except Nat and Nighttail are caught in the are of effect, so roll your saves, please! And the party is up again!