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Ethendril winces as the spear cuts his shin, but charges to the front.
"Surrender and we will spare you!" he offers the kobolds, though it is clear he will not stop until they lay down their arms.
Greatsword Attack: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 for damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9

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"You can use this winch. It's how I get my Hak up and down."
Wayreth and Ethendril make their way down first. Wayreth goes down unnoticed; but, neither does he notice the kobold in here. When the clanking Ethendril makes his way down, a kobold screams: "Get the snappers!"
[dice=Spear]1d20, [dice=Damage]1d6-1
The paladin gets stuck by a spear.
The party is up first, then the kobolds.
Is it possible to shoot down at the kobolds from the top of the hole?

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The real problem is the narrow passageway...can't get past, can't see around the corner.

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"Nighttail, can you go sort this out and end it peaceably before it esculates? We should try to converse our strength for the chief and gather those who would waver to your cause." Harlis states to the new kobold ally. He then quickly checks his gear is secured and looks squarely at Daylight and stating clearly "Defend.". Then he climbs down the rope to aid his fellows.

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Hotspur slowly climbs down the rope.

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I like Harlis' idea. Nighttail will try to diffuse the situation with the kobolds, but the party will have to deal with the snappers. I'll remove all the kobolds from combat as they will be "enagage" with your ally.
The party is up first. Then the snappers will act.
Ethendril charged.
Hotspur climbed down.
Wayreth notices things moving in the water. These might be the "snappers."
Everyone else may act.

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OK. The "snappers" act. They are some kind of turtle. The come out of the water and attack those party members who have already descended.
1d20 ⇒ 6
1d20 ⇒ 6
1d20 ⇒ 10
And they all miss. The party is up, again. Knowledge nature to know more about the turtles. Basically, they're just cranky snapping turtles.

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Oops sorry I didn't realise you were waiting on me. I moved up behind Ethendril but could not do more since I could not see around the corner or reach anyone to attack.

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I assume they are in the pools of the chamber we descended into.
Harlis moves forward to engage them with shield before him seeing if he can fend them back with his blade.
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Longsword: 1d6 + 1 ⇒ (5) + 1 = 6

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Ethendril circles in melee as the turtles come toward him. He swings powerfully at one of them as it comes at him.
greatsword atk, power atk: 1d20 + 4 ⇒ (18) + 4 = 222d6 + 9 ⇒ (5, 3) + 9 = 17

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"I've heard of fish in a barrel...I guess snappers in a pond is a close approximate," Wayreth quips as he fires his crossbow.
attack roll: 1d20 + 5 ⇒ (15) + 5 = 20
damage roll: 1d8 ⇒ 3

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Ethendril puts his blade to another turtle.
"Strange guardians these kobolds employ!"
greatsword atk: 1d20 + 5 ⇒ (14) + 5 = 192d6 + 6 ⇒ (2, 2) + 6 = 10

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Harlis nods while remaining focused on the foes in front of him. "We best try not to take too long, a movement of allegiance tends to move like a wave and has momentum."
Longsword: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

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Wayreth reloads and fires again.
attack roll: 1d20 + 5 ⇒ (20) + 5 = 25
damage roll: 1d8 ⇒ 4

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Seeing Nighttail return Harlis looks up the shaft to those above. "We best reassemble and continue. Where do you suggest now Nighttail? Do we continue to approach the Chief or seek other allies?" He asks the kobold looking at it in the eyes.

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Ethendril nods.
Once the others are down the rope, he says "We should take extra care. They have trapped their lair so far. Perhaps you can point those out to us, Nighttail," he suggests as he leads the way to the south.

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A large pool of dark water sits in the middle of this large but low-ceilinged cavern. There are no enemies in here.
B12 is an armory. It's locked.
B13 is where the "elder seer" is. Nighttail tells you this. The seer is a venerable kobold. "He is probably not a threat. We might get good information from him," Nighttail suggests.

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"Yes...information is always good to have," Wayreth mutters absently as he searches the locked armory door for traps.
"Know of any traps on this thing, Mr Tail?"
perception: 1d20 + 6 ⇒ (13) + 6 = 19

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"Ms." she says with a smile, flicking her tail at Wayreth. "There are no traps here; the elder would not be able to avoid them well. Though some tribemates sympathetic to the old priest still bring him food or water, he's essentially been left here to die. "
The party proceeds further into the cave. A single small palet heaped with furs sits against the south wall of this cave. An 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, clutching a phylactery of faithfulness in his dead hands.

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Room B14: This cramped cave has a three-foot-high ceiling. Mounds of moldy straw have been stuffed into it from floor to ceiling. There are three dire rats here. I'm going to hand-wave this combat, if you all don't mind. :-)
Room B15: The ceiling of this chamber rises to a lofty twelve feet. The cave floor drops away into a pair of long, ten-foot-deep pits. Between them, a ridge of stone forms a dubious walkway to a landing on the opposite side, where a five-foot-wide shaft with a knotted rope hanging down into it awaits.
The darker areas on the map are "curtains" of rock. There are 6 enemy kobolds in here. You won't be able to negotiate with them, sorry. The party can go first. To reach the kobolds that are behind the "curtain" in melee, you have to go around the rocks. You can fire through the rock, but the "curtain" provides improved cover.

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"Have you met this 'great, scaly beast,' Nighttail?" Ethendril asks the kobold as they walk.
However, the past-his-prime paladin then hears the kobolds scurrying around and readies himself for combat.
"Put down your weapons and we will spare you!" he says to them.
He moves quickly to engage in melee, however, knowing they have been slow to negotiate.
double move

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Wayreth will be proceeding stealthily.
stealth: 1d20 + 13 ⇒ (11) + 13 = 24

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I think its Wayreth trying to sneak up on them. :)
Seeing battle engaged Harlis rides forth on Daylight, sharply turning the bend he moves the last steps to engage those behind the cover in melee grim determination to see them unable to snipe into his allies.
Longsword: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Ride: 1d20 + 8 ⇒ (8) + 8 = 16
Move forward and around on Daylight up to 60' then attack the kobold with his longsword.

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Hotspur fires at a kobold...
point-blank single barrel ranged touch attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d12 + 1 ⇒ (7) + 1 = 8

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Harlis pushes forward to engage the two hanging back, directing Daylight to attack while he swings at the foes, a chant to Iomedae under his breath to steady and hold his pace.
Longsword Attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Longsword Damage: 1d6 + 1 ⇒ (1) + 1 = 2
ride: 1d20 + 8 ⇒ (17) + 8 = 25
Daylight Hooves: 1d20 + 2 ⇒ (19) + 2 = 21
Hoof damage: 1d3 + 1 ⇒ (2) + 1 = 3
Daylight Hooves: 1d20 + 2 ⇒ (6) + 2 = 8

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Hotspur advances and fires on another kobold...
single barrel ranged touch attack point-blank: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d12 + 1 ⇒ (10) + 1 = 11

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Wayreth reloads his crossbow and moves further into the cave.
Can't do more this turn.