Draco Voodoo |
" Do we have to go back through the water?"
Sanvil Trett nods. "That's the only way in and out as far as I know. Just hold your breath and follow the tunnel. Keep your head and you'll pop out at the end." He sends his robot forward to collect The dead man and then turns and sinks into the water. The robot follows closely behind.
The swim through the tunnel is easier this time since you know what to expect. Everyone makes it back into the quarry pool and pull themselves back onto dry land to brush the water off. The moon is already bright overhead as you start down the trail into town. You can just hear the chugging of the odd piped structure at the edge of the lake when Trett turns off toward some buildings. Hiding around a corner, he points out a big building that still looks quite busy. Light streams from a couple windows to illuminate the street between you and the gambling hall.
Jeji the Unstable |
Jeji's head was spinning. They were supposed to be seeking out a weapon to destroy the humans, and they were being helped by one. She didn't know what to make of anything anymore. She wasn't as bloodthirsty as most of her kind, but she still wanted to do what was right for her brethren. She would bide her time, and keep one eye on Trett and the other eye on where the human was indicating.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Drahlneep |
Stealth: 1d20 + 7 ⇒ (13) + 7 = 20
Unused to skulking about in the shadows, Drahlneep does his best to step lightly. Luckily, the combination of his small size and natural nimbleness provide him with a chance to fake it.
Draco Voodoo |
Small, agile and naturally adapted to the dark, the kobolds slink so stealthily through the night that their guide has to stop and peer closely to make sure that they are still following. The group creeps behind the houses that line the street until Garmen and his thugs stop at a warehouse. Glancing around suspiciously, Garmen unlocks and opens the door.
Draco Voodoo |
Jeji moved forward eagerly. Her tools click slightly as she readies them to work on the foor. Everyone freezes nervously, but no alarm is raised. It looks to be a rather complex lock.
Trett waves the kobolds on whispering, "This is as far as I go. I could be recognized and I have some other business to take care of..." He seems to be indicating the robot with Khonnir's corpse that he hid before you staked out the gambling hall. He says that he will be in contact later in the caves below the quarry if you are successful.
Drahlneep |
"We must be wary of that one. He tries to hard to appear helpful and reasonable," Drahlneep whispers after Trett leaves, his innate mistrust of humans rising to the surface. His eyes constantly dart to every corner in sight as Jeji tries to break into the above ground cave.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Jeji the Unstable |
Just when she thinks she's got it, her hands slips and the pick falls out and lands on the ground. She picks it up and starts again with a sigh. This time, her breath catches in her throat as everything else fades away and her attention is fully on the lock.
Disable Device: 1d20 + 11 ⇒ (19) + 11 = 30
Jeji the Unstable |
Jeji slips her tools into a small pouch. She tries to quietly open the door and take a quick peak inside before ushering the other kobolds in. She waves Drahlneep in first, then Sa'rah'then'al, then Reep, then slips in herself and closes the door.
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Drahlneep |
At Jeji's urging, Drahlneep creeps through the door, trying to stay low and keeping his senses open.
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Jeji the Unstable |
Standing in the human town put Jeji on edge. She stood next to the door, holding it open, her head constantly searching the shadows. The darkness was comforting and so too was her tribe, but the fear of being discovered was rising within her. She tried to remind herself that it would all be over soon, but the fear combined with the anticipation of rescuing her brothers was enough to bead her brow with sweat.
Draco Voodoo |
The kobolds are caught off guard. Each is pummeled by a thug except the one on Jeji who lands off balance and misses.
Drahneep-5 hp, Sarahthenal-4, Reep-4 hp
Jeji: 1d20 + 4 ⇒ (5) + 4 = 9
Reep: 1d20 + 1 ⇒ (18) + 1 = 19
Sahrahthenal: 1d20 + 3 ⇒ (4) + 3 = 7
Drahlneep: 1d20 + 3 ⇒ (19) + 3 = 22
Thugs: 1d20 ⇒ 7
Round 1
Drahlneep
Reep
Jeji
Thugs
Drahlneep |
Drahlneep curses under his breath, flies into a rage, and grabs the strange buttoned mace and shield before attempting to bash the thug who injured him.
Neural Inhibitor w/rage: 1d20 + 6 ⇒ (13) + 6 = 19
Damage if hit: 1d6 + 4 ⇒ (3) + 4 = 7 Also the daze effect if hitting, however that works!
Jeji the Unstable |
Jeji knew she was being too trusting of the human, and when the thugs sprung upon them, she blamed herself for leading her kin into the ambush. She raised her spear defensively, trying to keep her attacker off balance.
Spear, fighting defensively: 1d20 + 1 - 4 ⇒ (7) + 1 - 4 = 4
AC 19
Reep the Slick |
HP 10/14
Reep hisses loudly, his frills flaring and his anger rising. How dare humans think they could ambush kobolds! How dare they! Reep slips back away from the thug and fires!
BAM!: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 for 1d10 + 1 ⇒ (1) + 1 = 2 damage!
Draco Voodoo |
Drahlneep strikes his opponent with the buzzing baton with a loud thud and zap. The human loses some control of his movements for a moment and just gazes numbly off in the distance as he totters on his feet. Reep tenses as he pulls the trigger, but nothing happens as the musket jams. Fortunately, the thug flinches anyway and his fist misses. Jeji focuses on defense and ducks her attacker's fist. Sarahthenal bites!: 1d20 + 5 ⇒ (9) + 5 = 14; tooth: 1d4 - 1 ⇒ (4) - 1 = 3; and maw: 1d6 ⇒ 2 catching the surprised thug's wrist and leaving it lacerated and acid burned.
Suddenly, Garmen appears out of nowhere beside Sarahthenal stabbing at the inquisitor with a rapier, but the burned thug knocks into his and ruins his thrust.
Round 1
Sarahthenal
R2
Drahlneep
Reep
Jeji
Thugs
Drahlneep |
If he were not enraged, Drahlneep might have really appreciated the extra effects of the bizarre weapon he had stolen, instead he simply raises it high and brings it down again on the soft-skin before him, hoping to take him down before the human can recover his senses.
Neural Inhibitor w/rage: 1d20 + 6 ⇒ (10) + 6 = 16
Damage if hit: 1d6 + 4 ⇒ (6) + 4 = 10
Draco Voodoo |
Drahlneep takes advantage of his dazed foe's condition and feels a satisfying crunch as he smashes his baton into the human's ribs. The thug falls.
Vornop |
The albino struggles against his bindings, wiggling his small limbs and thin frame against the rope.
Escape Artist: 1d20 + 7 ⇒ (13) + 7 = 20
With -1 if they left his armor on, -3 if he still somehow has his backpack on.
Conversely, I can take 20; even with a -3 fully geared, he'd succeed. If you want rolls due to timing, I'll gladly do that, too.
Perrik |
Perrik tests his bonds briefly, then grimaces in frustration. "Vornop, turn so I can see the ropes on you. I can start them on fire--you'll have to be quick once they're lit."
I just checked, and spark is V *or* S.
Draco Voodoo |
Reep steps away from his attacker and sends a burst of flame over Sarahthenal's head to catch a thug and their leader. Both are burned in the flames and Garmen's long ugly hair catches on fire! Jeji keeps on the defensive, but her thug dodges the tentative spear thrust and strikes her a glancing blow with a corded rope gauntlet. Jeji-5 Reep dodges his assailant. The gang leader tries to reposition to flank Sarahthenal, but stumbles as he notices that his head is on fire. He slashes at the kobold in vexation anyway, injuring him. Sar-6 slash Sarahthenal bites at the hand that wounded him, but misses.
Round 3
Drahlneep
Reep
Jeji
Thugs/Sarahthenal
Vornop- Your gear has been taken from you. An escaping from rope attempt usually takes a minute, but I'm allowing a straight check to slip out in a round.
Perrik- I'll allow spark to damage the rope for 1 hp. So two rounds to burn through.
Drahlneep |
Drahlneep snarls, smelling kobold blood being spilled and turns to defend his new tribe. He charges the human beating on Jeji in an attempt to crack his skull open.
Neural Inhibitor w/rage, charge: 1d20 + 8 ⇒ (8) + 8 = 16
Damage if hit: 1d6 + 4 ⇒ (2) + 4 = 6
Draco Voodoo |
No sooner has one human dropped than Drahlneep spins and assaults another hairy cretin attacking his snarlmate. The strange club kneecaps the thug. Jeji jabs tentatively with her spear keeping up a distraction anyway. Without his gun, Reep is forced into a claw-to-hand scuffle and isn't quite as effective.
bah, go to get to work. I'll finish post later.
Draco Voodoo |
The thug favors his injured leg, but pummels Drahlneep with a combination. Drahlneep-4 bludge Reep's assailant punches him hard in the snout. Reep-6 bludge Sarahthenal finds himself between two thugs and though he dodges a roped fist, he is pierced in the back by Garmen's rapier. The kobold inquisitor gasps and falls to the ground!
Meanwhile, elsewhere in the warehouse, Vornop breaks free of the burned rope.
Round 3
Drahlneep
Reep
Jeji
Thugs/Sar/Vornop and Perrik