
![]() |

Mordenaar looks over his shoulder to see Achmed ready. He turns back and winks at the kobolds while stabbing twice. He then laughs while stepping to the side and letting the spell go off.
Sinister: 1d20 + 4 ⇒ (3) + 4 = 7 for DMG: 1d6 + 3 ⇒ (6) + 3 = 9, and Dexter: 1d20 + 3 ⇒ (5) + 3 = 8 for DMG: 1d6 + 1 ⇒ (4) + 1 = 5

GM thunderspirit |

Mordenaar misses twice, but Endar sends another rat to bloodidom!
It looks to me like Endar is the one who'd need to move for Achmed's spell to trigger, unless I'm missing something.

Endar the Entertainer |

I was going to move, but really didn't have a good way to get out of the way, so I decided to just swing. Sorry!

GM thunderspirit |

Got it.
Achmed (whose readied action does not trigger) and Valgrim!

Valgrim |

CLB+PBS: 1d20 + 4 + 1 - 4 ⇒ (18) + 4 + 1 - 4 = 19...DMG: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Valgrim shoots another arrow at the closest foe...hoping he gets a hit...

GM thunderspirit |

Valgrim shoots into melee, but manages to hit, picking off Black!
Achmed makes his hands burn!
DC 18 Refl: 1d20 + 5 ⇒ (17) + 5 = 22
DC 18 Refl: 1d20 + 5 ⇒ (8) + 5 = 13
The ifrit sets Green ablaze, and even though White manages to avoid the most of it, the damage it took before combined with the flames is enough!
Out of combat!

![]() |

Kinn examines the pirate's festering wound with an out-of-practice eye. "The wound does not look good," he admits. "Hold still."
He produces a rag and pours some water onto it from his canteen. Gently, he wipes down the wound, then presses a hand to the injury. A soft glow creeps through the contact, and when he removes his hand the skin is partially knit back together. "At least it is closed, for now."
Heal: 1d20 ⇒ 12
Lay on Hands: 1d6 ⇒ 2 healing

GM thunderspirit |

As the party follows Mordenaar up the short, uneven steps, he trips on a pebble and gives an audible groan. Rubbing his boot toe, he mutters something inaudible that only Kinn hears, who gives him a cold stare for such language. :-)
The torches begin to spit and sputter in this damp chamber; a five-foot-wide circular pit sits in the middle of it. Some five feet down the shimmery surface of a liquid can be seen.

![]() |

Survival: 1d20 + 6 ⇒ (18) + 6 = 24 "Water seems fresh. This is a boon for us if we need to flush them out. He who controls the water controls the universe caves.
Sticking to the left, Mordenaar checks the northern passage.

Valgrim |

earlier
"Good job Achmed."
"If it is safe then we also have a water source to use should our waterskins run dry." Valgrim says following the Kellid.

![]() |

Kinn nods curtly but does not say anything. Lifeblood of kobolds, too... He gazes at the water's surface. Any sense of depth?
When nothing piques his interest, he indicates that he is ready to move on.

GM thunderspirit |

Any sense of depth?
Mordenaar's Survival check is sufficient to estimate the depth at about 10 feet or so.
Mordenaar moves up the stairs to the left; the chamber beyond has dim light emitting from it courtesy of a few torches wedged into the cave's rocky walls, which burn fitfully. The area is clearly used for labor-intensive tasks such as making rope from vines, drying meat, and tanning hides, though the working conditions are squalid at best.
A quartet of kobolds stands guard over three pitiful humans. they rise and shout as Mordenaar comes into view!
Achmed: 1d20 + 1 ⇒ (17) + 1 = 18
Endar: 1d20 + 8 ⇒ (10) + 8 = 18
Kinn: 1d20 + 0 ⇒ (19) + 0 = 19
Mordenaar: 1d20 + 7 ⇒ (20) + 7 = 27
Valgrim: 1d20 + 3 ⇒ (10) + 3 = 13
Round 1
Mordenaar — up
Kinn — up
Endar — up
Achmed — up
kobolds — TBD
Valgrim — TBD
Mordenaar, Kinn, Endar, and Achmed are up! Don't forget that the caves are sized for kobolds (-2 to attack rolls while inside the lair.)

![]() |

"Damned low ceilings! I tire of this!"
Mordenaar closes with the closest kobold, hoping for a quick kill:
Sinister: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 for DMG: 1d6 + 3 ⇒ (2) + 3 = 5

Endar the Entertainer |

Endar double-moves into the next area.

![]() |

Achmed moves quickly into the chamber following his comrades.
FYI I edited my stat block for the mage armor. I think it should be still up. I'm pretty sure I cast it outside. I get an AoO from the one kobold.

![]() |

Kinn hurries forward upon hearing the din of battle ahead. The human prisoners are enough to convince him that these kobolds need not the benefit of the doubt.
Double move and draw scimitar.

GM thunderspirit |

Level 2 mage armor, so yeah, Achmed should have another ninety minutes or so.
Mordenaar navigates the low ceiling and dispatches Red!
Kinn, Endar, and Achmed move in!
Indigo slides easily between column and wall to poke at Achmed!
spear: 1d20 + 1 ⇒ (18) + 1 = 19
dmg: 1d6 - 1 ⇒ (4) - 1 = 3 minimum of 1 dmg
Green attacks Kinn!
spear: 1d20 + 1 ⇒ (2) + 1 = 3
dmg: 1d6 - 1 ⇒ (2) - 1 = 1 minimum of 1 dmg
And Orange moves in on Endar!
spear: 1d20 + 1 ⇒ (9) + 1 = 10
dmg: 1d6 - 1 ⇒ (6) - 1 = 5 minimum of 1 dmg

![]() |

"Come'ere you little runts!" Mordenaar steps next to Kinn and lets the little guy have it:
Two-Weapon Sinister: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10 for DMG: 1d6 + 3 ⇒ (6) + 3 = 9, and Dexter: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16 for DMG: 1d6 + 1 ⇒ (6) + 1 = 7

Endar the Entertainer |

Endar five-foot steps back and stabs at the (red) kobold.
pike: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d8 + 4 ⇒ (8) + 4 = 12

![]() |

Kinn easily blocks his kobold's clumsy thrust with his shield and flicks his blade toward the creature's exposed neck. Unused to the quarters, the scimitar's edge rakes sparks off the ground and casts brief flashes about the dim cavern rather than sink into flesh and blood. Kinn readies his shield, waiting for the next opportunity to counter.
Scimitar @ Green: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

GM thunderspirit |

Mordenaar's blade takes out one, Endar's pike another, and Achmed's flame ends the combat!

![]() |

Achmed looks around at the fallen kobolds.
Perception: 1d20 ⇒ 2
Achmed looks at their bodies for a second and moves to the edge of the passage.
"It appears these things don't have anything of value."

GM thunderspirit |

Despite Achmed's poor Perception check, he is correct; these kobolds carryonly thier spears and makeshift armor, evidently having been relegated to guard duty by ticking off someone higher up.
Kinn labors at the chains and manacles shackled to the rock with iron spikes as the rest of the party speaks with the hapless prisoners. Though brutalized, they've been kept relatively healthy, as kobolds prefer productive slaves.
Bophre Malak, a human female, has been here the longest. She's a farmhand from the Malak dairy in Belhaim who went out for a walk one day a few months ago, only to be captured by the kobolds. The other two are also humans; Carlo and Sela Bellathi are a married couple, caught 2 months ago while travelling east on the Verduran Highway after having plied their wares in Belhaim (various homeopathic "charms"). The three have spend most of their time in this cave.

Endar the Entertainer |

"You poor things! Have some water and food, and tell us your plight. These foul baby dragons must've caused you so much discomfort!"

Valgrim |

Valgrim will listen to the prisoners responses using his Stern Gaze Inquisitor ability to determine if they are lying and then use his detect alignment ability to determine their moral and ethical ethos...

GM thunderspirit |

The captives indicate that there are not, as far as they know; they've seen no one but each other among the kobolds.
Bophre is obviously taken by the exotic Achmed, and asks the ifrit numerous questions — some a little rude — about what it's like to have genie blood in his veins. She is quick to point out that her mother, the matriarch of the Malak Dairy family, may be able to reward her rescue, with coin...or perhaps someone's hand in marriage!
Carlo and Sela are much less animated, though clearly no less grateful. All they had in this world was wrapped up in their business, and with losing that to the kobolds they have little to offer in exchange for their liberation.

![]() |

Remind me, is it a safe trip back, or do we have reason to worry?
Assuming it's safe, "Go, we will check on you upon returning to Bellheim. Meanwhile, we have hard work to do to make sure no one else succumbs to this fate."
Mordenaar heads off in a new direction.

GM thunderspirit |

It's a safe enough trip back, if you get them to the entrance.

GM thunderspirit |

Mordenaar has the torch, I presume?
The party climbs a short set of steps to a large cave. Straw is strewn about the floor of it; here, the ceiling vaults to a height of some twelve feet, offering welcome respite from the hunched over conditions. Three ledges, seven or eight feet off the ground, rise up from the floo of the main cavern. A five-foot wide, twenty-foot-deep trench runs north to south through the western half of the cavern, with only a five-foot wide bridge of natural stone allowing passage from one side to the other.

Endar the Entertainer |
1 person marked this as a favorite. |

Endar follows the others, wondering how the world will screw them on their way back, as it is prone to do. :-P

![]() |

"Not until they have had something to eat," Kinn interjects. He splits a day's ration among the three, and gives each of them a few sips from his waterskin.
Outside in the cool breeze, Kinn gives unorthodox directions back to Bellhaim. "The light of the Dawnflower shall guide your feet. Look for our return." With that, he follows Mordenaar back into the dark.
Perception: 1d20 + 2 ⇒ (4) + 2 = 6

GM thunderspirit |

The slayer begins to climb up the side of the ledge; he is surprisingly quiet as he does so.
Mordenaar Climb check: 1d20 + 3 ⇒ (11) + 3 = 14
Stealth: 1d20 + 5 ⇒ (14) + 5 = 19
Not quiet enough, however, to escape the notice of a pair of kobolds who are lying in cunning ambush, managing to catch Mordenaar by surprise!
What? Oh! Yes! Longlegs! Kill!
Achmed: 1d20 + 1 ⇒ (18) + 1 = 19
Endar: 1d20 + 8 ⇒ (2) + 8 = 10
Kinn: 1d20 + 0 ⇒ (11) + 0 = 11
Mordenaar: 1d20 + 7 ⇒ (9) + 7 = 16
Valgrim: 1d20 + 3 ⇒ (20) + 3 = 23
k: 1d20 + 1 ⇒ (7) + 1 = 8
R spear: 1d20 + 1 ⇒ (15) + 1 = 16
dmg: 1d6 - 1 ⇒ (2) - 1 = 1 minimum of 1 damage
O spear: 1d20 + 1 ⇒ (5) + 1 = 6
dmg: 1d6 - 1 ⇒ (6) - 1 = 5 minimum of 1 damage
The yips and growls of the two on the ledge are met with reply yips and growls from deeper in the cave!
Yay! Good thing they don't know the rest of us are here!
Round 1
You guys are up!

Endar the Entertainer |

Endar somersaults past Mordenaar and stabs upwards at the kobold with his pike.
Acro to avoid AOO: 1d20 + 7 ⇒ (16) + 7 = 23
pike: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d8 + 4 ⇒ (3) + 4 = 7

Valgrim |

Valgrim will have also spent some trail rations to feed the rescued.
seeing as his two companions seem to have the ambushing kobolds under control Valgrim steps forward aiming his knocked arrow at the hallway to their front...