
Mandraiv Gaborza |

Mandraiv comments, "A shame we don't have a barrel of lamp oil. As it stands the only safe bet is that he's gone straight to Bargle. Probably the best thing to do right now is to see if we can plug the hole."
Mandraiv looks around the room to see what he can see.
Wisdom (Perception) check: 1d20 + 3 ⇒ (7) + 3 = 10

GM BrOp |

Mandraiv searches the throne room for a bit. The most obvious item of value is the throne itself, which sits on a small stone dais along the room's eastern wall. The throne is carved of wood with numerous colored stones in it. Most are worthless glass, but a few seem to be real topazes worth 500 gp each. Other than the throne, there is very little of true value laying about. The chief, or one of his retinue, must have been a trap builder, for there are numerous half-finished projects laying about, along with a sheaf of crudely-bound paper with numerous charcoal sketches of trap designs on it.
The weapons of the kobolds all seem to be quite ordinary and quite poor in quality.
There are five other exits to the room: two to the north (one of which leads to the guard room you've already visited, two the south, and one to the west. The now broken door you came in through lies on the eastern wall.

Mandraiv Gaborza |

Mandraiv takes some of the trap projects and tries to jam them in the hole the chief went through in order to plug it. Then he says to the group, "Let's check out the other room to the north we haven't been to yet."
Mandraiv checks the door and the area nearby it for traps and carefully checks to see if it is locked.
Wisdom (Perception) check: 1d20 + 3 ⇒ (13) + 3 = 16

Oso Legumbe |

Oso laughs out loud as the chief slips out under the table.
"You coward not chief. Run little rat, run. We find you if you stop running!" roars the Garundi. "I need a rest ..... and food. Rest and food so I can make scars."
The warrior leans against the table, blood dripping from his last wound. He shakes a little with the rage bleeding away.
Oso is now fatigued after his frenzy until he has a long rest. He needs a short one to regain hits, probably two hours minimum, three gives him full hits.

Aredhel Morgethai |

Aredhel carefully cleans her blade and then slides it in her scabbard. She examines Oso, and then glances at the bolthole.
"Now is not a good time to stop. The chief has no doubt run to Bargle. If we wait a few hours, then we invite an attack on our own position." Her tone is uncertain; Oso is clearly in need of rest.

GM BrOp |

Mandraiv checks the door and the area nearby it for traps and carefully checks to see if it is locked.
The door does have a deadfall rigged above it, but as it was designed to be used against those coming into the room, it can easily be bypassed from this side. The door is also barred from this side.

GM BrOp |

Mandraiv replies, "How about the small room on the first floor near the top of the stairs?"
Looks like it's "17" on the map.
I'm not sure how defensible that room is. The room has two exists, neither of which have doors. The throne room you're currently in has many doors, but all have barred (except for the one Oso "opened").

Oso Legumbe |

Oso is designed to take short rests and replenish his hits that way. Not so much via healing and so what if the chief runs to Bargle. We don't have to search down a fight and that suits me. We can hole up for two hours and save Imsh's cure spell for one of you later. If they attack we get a single entrance and everyone around it.
Oso shakes his hand at Imsh and waves away the healing. He closes his eyes while the rest decide what next. Waves of tiredness fall through his body.
"Just a couple of hours...."

GM BrOp |

Dm-Could I use my healing spell on Aredhel instead of Oso?
Sure
About an hour into your rest, you begin to hear movement from outside the doors of the room. You can't be sure, but you're guessing it's the kobolds. They seem to be moving about quietly outside, but never get too close to the room you're currently holed up in.

Aredhel Morgethai |

Aredhel gratefully bows her head to Imsh when he offers her healing, and when he's finished casting, gives him a rare and winsome smile of gratitude.
Thereafter, she remains on patrol, moving from door to door to stop and listen intently, attempting to divine the kobold's plans, and pre-empt any outright attack by giving her compatriots warning.
Perception: 1d20 + 4 ⇒ (8) + 4 = 12

GM BrOp |

If no one wants to investigate, I will move things along.
A few hours pass with no interruption and you feel refreshed.

Aredhel Morgethai |

Aredhel never stops pacing, her hand open and closing on the hilt of her sword. Finally she turns to the others.
"Who wants to wager the kobolds have created a number of traps while we rested?"

Oso Legumbe |

Oso smiles gaily at the superficial cuts and bruises that have healed under his dark skin. Only the big one at his hip still exists. He barely notices the way Aredhel paces and positively rubs his hands together at the thought of more fighting.
However when he stands again, the Garundi is still weak from his door smashing rage. He wipes his face and shakes his head.
"I be weak as kitten so no more doors breaking down. Sorry."

Mandraiv Gaborza |

Mandraiv goes to the door he had been checking out before Oso got everybody to take a nap. He ensures that the dead fall trap rigged on the party's side of the door has been disabled. He says to the rest of the group, "I don't know what's going to happen when I open this door, but we need to be ready for anything. Don't stand directly in front of the door."
Mandraiv waits until everybody is ready and then follows his own advice. Standing to one side of the door he removes the bar, and then opens the door with only his hand in front of the door while he does so. He holds his pact blade in battle axe form in his other hand, moving his free hand back away from the door as soon as he can.

GM BrOp |

The door opens without any seeming problems into what appears to be a kitchen. A large fireplace stands in the north wall of this room, with a spit over the open flames. A mostly eaten carcass of what appears to be a dog hangs on the spit. A small shelf next to the fireplace holds a few kitchen impliments and doors open to the east (back into the mustering room where you first attacked the kobolds) and to the west into the unknown.
The rooms seems otherwise unoccupied.

Mandraiv Gaborza |

Mandraiv alters the form of his pact blade to a glaive and carefully probes the floor as he moves cautiously into the room and looks around.
Wisdom (Perception) check: 1d20 + 3 ⇒ (8) + 3 = 11
He then moves to check out the door to the west.
Wisdom (Perception) check: 1d20 + 3 ⇒ (13) + 3 = 16

GM BrOp |

Mandraiv checks out the room and the door to the west but can't find anything unusual on either. The door to the west is locked.

GM BrOp |

Although he is not successful the first time, Mandraiv manages to unlock the door after a few tries.

Mandraiv Gaborza |

Mandraiv stows his thieves tools and draws his longsword, holding it in a one handed grip. He moves to one side of the door and prepares to open it. He says, "Nobody should be directly in front of the door."
Once he is satisfied that everybody is in a reasonably safe spot, Mandraiv opens the door.

GM BrOp |

Mandraiv pops the door open, momentarily revealing another guard room (similar to the one you first fought the kobolds in). A split-second later, a large plank, studded with sharp, rusty metal spikes slams down from the far side of the door, right about at the level where the warlock's head would have been had he been standing in the doorway.
Once everyone has recovered from the surprise, a quick inspection of the room reveals it to be a small 15'x15' chamber with a door in the south wall and a corridor heading further west. A single table with chairs, all sized for kobolds, is set up in the middle of the room. A single squat wooden flask sits on the table, but the room is otherwise empty.

GM BrOp |

Mandraiv's heart sinks when he hears an audible "click!" as he steps through the doorway into the guardroom. Simultaneously, a heavy blade slices down through a false door lintel. The warlocks jumps out of the way at the last second as the blade comes crashing down onto the flagstones of the doorway. Guillotine Door trap: 1d20 + 7 ⇒ (4) + 7 = 11, damage: 2d10 ⇒ (1, 6) = 7

Mandraiv Gaborza |

Mandraiv takes a moment to catch his breath after he narrowly avoids the trap. He turns to the rest of the group and says, "This sort of thing could get annoying after a while."
Mandraiv alters his pact blade into the form of a glaive and carefully probes the floor in front of him as he enters the room. Assuming nothing too much out of the ordinary happens he will again try to check the door to the south.
Wisdom (Perception) check: 1d20 + 3 ⇒ (19) + 3 = 22

GM BrOp |

Mandraiv checks the floor in front of him, but fails to locate any other obvious traps. The door to the south seems to be unlocked.

Mandraiv Gaborza |

Mandraiv changes his blade back to a longsword and sheaths it. Standing to one side of the door, Mandraiv cracks it open a little bit and uses a mirror to check the room out.
Wisdom (Perception) check: 1d20 + 3 ⇒ (2) + 3 = 5

GM BrOp |

The doorway to the south opens into a hallway that travels for 10 feet before dividing in a t-intersection. Two doors can be seen in the branching hallway, both heading further south.

Mandraiv Gaborza |

Took a little longer than I intended but I'm ready to go now.
Mandraiv closes the door to the south and remains the the guard room. He says, "Let's go ahead and check the corridor to the west out."
Mandraiv reforms his pact weapon into a glaive, and carefully testing the floor ahead of him starts down the corridor leading west from the guard room.

GM BrOp |

Mandraiv finds and disarms two more crude traps in the corridor to the west, ones that were obviously quickly put together while you were resting. The corridor ends after only 10 feet, branching north and south. The southern one travels for only five feet before ending in a door, while the northern one quickly opens into a 10'x10' room. A nest of some kind in located in the northwestern corner of the room, and Mandraiv can hear some kind of scuttling in it. The room has only one exit, a corridor that continues north.

Mandraiv Gaborza |

Mandraiv says to the group, "We've got some critters in a nest here. Haven't seen what they are yet."
Mandraiv advances to 10 feet from the nest trying to see what's there. He holds his glaive ready to attack at that distance.