GM thunderspirit |
A five-foot-diameter hole in the northeastern corner of the cave leads down into the darkness; a thick, knotted rope hangs down into the hole.
Endar the Entertainer |
Fort round 1: 1d20 + 1 ⇒ (19) + 1 = 20
Fort round 2: 1d20 + 1 ⇒ (6) + 1 = 7
Fort round 3: 1d20 + 1 ⇒ (6) + 1 = 7
Fort round 4: 1d20 + 0 ⇒ (7) + 0 = 7
3 Con damage total.
"Oh my, it seems I've been poisoned. Quickly, someone suck it out!" Endar looks a bit weaker but not overall terribly hurt.
Valgrim |
"Unfortunately friend I have no skill in restoring your health"
Achmed Ifit |
Kinn's usually austere demeanor flares and he almost growls at Achmed. "Quiet!"
Achmed frowns at the paladin. "If he can't be healed by any means we possess. Let's leave and find a priest who can heal him. Will that be better?"
Valgrim |
Valgrim will help hold the rope if someone goes down to scout.
GM thunderspirit |
Endar, it looks like save #1 was sufficient to avoid the worst of the poison, so he shouldn't take any Con damage.
Nighttail has been slightly distracted during Endar's ordeal, and when she makes her way around the bend. Oh! She appears surprised. What happened to longl— er, the human with the lizard?!?
Endar the Entertainer |
Oh, thanks GM, I was thinking it was probably 2 saves to end the effect, but now looking at the poison again, it's just a single save. That's good!
Valgrim |
Valgrim steadies the rope for the paladin...
Endar the Entertainer |
Endar's little buddy squeaks from his bag after hearing the kobold reference him. "I seem to have been poisoned, but it doesn't feel as if I've been affected by it very strongly. I think I can press on."
Kinn |
Kinn looks up, already part-way down the rope. "Apologies, Achmed, I thought..." he grunts. He shakes his head and doesn't finish the sentence.
GM thunderspirit |
Nighttail fusses over Endar as Kinn shimmies down the rope, followed by Mordenaar.
The rope hangs about twenty feet down into an ovoid chamber with a pair of shallow, murky pools. Between them on the far end ins a snoring kobold, a makeshift fishing pole fashioned from a rusty spear and a piece of string propped up next to him, one end in the north pool.
Mordenaar |
Who do we have that's got a ranged weapon? If someone has a good ranged attack with angle to hit, I'll defer, otherwise I'm going to do this because it's too cool not to... I will gladly NOT do this if someone has a better idea...
Mordenaar studies the kobold for a moment, picking his path. He motions to Kinn to get back up the rope. Once alone on the rope, the slayer begins swinging it back and forth trying to get as much angle as possible. He tries to keep it quiet, but he knows it's likely futile. He times it as closely as he can and then launches himself off the rope and at the kobold!
Silent swinging: 1d20 + 4 ⇒ (9) + 4 = 13
Acrobatics to mitigate the falling damage on the landing: 1d20 + 3 ⇒ (4) + 3 = 7
And murder that lousy kobold: 1d20 + 6 ⇒ (12) + 6 = 18 for DMG: 1d6 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6
Kinn |
Kinn quickly assesses the kobold--the make of its weapons, their cleanliness, any bloodstains, the anger in the creases around its eyes... swift detect evil. If not evil, he'll hold up a hand to stop Mordenaar. If evil, he'll do as asked.
Valgrim |
Valgrim follows the men down and redraws his bow upon reaching the bottom...
GM thunderspirit |
Oh wait, did we NOT want to kill everyone? Sorry with the move, etc it's a bit hazy.
You're telling me! ;-)
Kinn detects a dim presence of evil from the sleeping kobold and simply nods at Mordenaar's plan. His "Pitfall" impression falls short, however, when his departure from the vine rope lands him squarely on a rolled ankle, and he falls prone.
The slayer's landing and subsequent curse are enough to wake the would-be victim from his reverie, and with a squeak the Small humanoid leaps to his feet. In a frenzied, high-pitched voice he cries out (in Draconic): Ready the snappers!
Even from his backside, Mordenaar's blow still manages to catch the kobold across the throat, cutting the alarm off in short order.
GM thunderspirit |
1 person marked this as a favorite. |
How much damage did I take?
The pratfall amused the GM enough to say: none. :-D
Valgrim |
Valgrim rushes over to help Mordenaar up. After that he readies his bow to target any threat he sees...
GM thunderspirit |
Everyone hustles into the chamber as Mordenaar dusts himself off, rubbing his posterior but mumbling over and over that he's fine. A few tense moments of listening follow, but the party doesn't hear any imminent threats.
As Mordenaar lights another torch (after the one he held skittered into one of the pools), Achmed notes that the tunnel continues a short way, then turns sharply south.
GM thunderspirit |
The kobold has a rusty spear with a piece of string dangling from it, and a sling that appears to have once doubled as a loincloth (eww).
Endar the Entertainer |
Endar follows as well, ready to stab things if necessary.
GM thunderspirit |
Point of information: is Mordenaar leading, or is Endar (as Mordenaar indicated here)? Asking for no apparent reason whatsoever...
Valgrim |
"Seems like a narrow passage. Should some people check it out first before we all get in there and possibly get trapped?"
GM thunderspirit |
Valgrim notes that it is not only narrow, but difficult terrain.
GM thunderspirit |
The rubble-strewn passage opens before Endar into a large, low-ceilinged cavern, with a large pool of dark water in the middle.
A pair of kobolds, guisarmes in hand, squint at the bright light behind the rogue, and make ready to attack!
k: 1d20 + 1 ⇒ (8) + 1 = 9
s: 1d20 - 1 ⇒ (15) - 1 = 14
Achmed: 1d20 + 1 ⇒ (17) + 1 = 18
Endar: 1d20 + 8 ⇒ (6) + 8 = 14
Kinn: 1d20 + 0 ⇒ (7) + 0 = 7
Mordenaar: 1d20 + 7 ⇒ (3) + 7 = 10
Valgrim: 1d20 + 3 ⇒ (7) + 3 = 10
Achmed
Endar
Mordenaar
Valgrim
kobolds
Kinn
Endar, Achmed, Mordenaar, Valgrim are up!
Reminder: the caves are sized for kobolds (-2 to attack rolls while inside the lair) and the tunnel south of the bend is all difficult terrain.
Valgrim |
"I cant see from back here...what is going on up front?...Are we in a fight?"
Endar the Entertainer |
"More kobolds to be skewered! They really should learn..."
Endar pokes at the kobold to his right (left on the map) with his pike.
pike: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
damage: 1d8 + 4 ⇒ (7) + 4 = 11
...but he misses horribly. He then steps toward the kobold to make room for his allies, who may be of more use.
Mordenaar |
Mordenaar moves to his left to meet the other kobold and prevent the flank. He leads with a savage stab of the gladius:
ATK: 1d20 + 6 ⇒ (9) + 6 = 15 DMG if hit: 1d6 + 3 ⇒ (4) + 3 = 7
Valgrim |
Valgrim moves up tot he spot between the two and shoots at the one facing Mordenaar...
CLB+PBS: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18...DMG: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
GM thunderspirit |
The kobolds desperately wish they had Combat Reflexes as they are mowed down by Mordenaar and Vargrim. One lets out an ear-piercing shriek (descriptive, not spell-like) as he falls, and a trio of sizable, angry-looking turtles emerge from the water!
B on Endar: 1d20 + 3 ⇒ (16) + 3 = 19
B bite: 1d3 ⇒ 3
I on Valgrim: 1d20 + 3 ⇒ (18) + 3 = 21
I bite: 1d3 ⇒ 1
v on Mordenaar: 1d20 + 3 ⇒ (11) + 3 = 14
v bite: 1d3 ⇒ 3
Achmed — probably very happy he delayed — and Kinn are up!
Kinn |
"Get out of the melee, elf!" Kinn shouts in frustration, letting his biases cloud his choice of words.
Delay until after Valgrim. If you five-foot back I'll enter melee.
GM thunderspirit |
With Kinn on delay, and working under the assumption that Achmed is continuing to do so as well, the party is up!
Also: Valgrim cannot five-foot back due to difficult terrain. He can choose to move and provoke, however.
Mordenaar |
Mordenaar spares a quick second to look back and see the traffic jam. He steps a bit to the side to open up some space, and gets ready to make some turtle soup:
Sinister: 1d20 + 4 ⇒ (2) + 4 = 6 for DMG: 1d6 + 3 ⇒ (5) + 3 = 8, and Dexter: 1d20 + 3 ⇒ (19) + 3 = 22 for DMG: 1d6 + 1 ⇒ (3) + 1 = 4
Dexter Confirm: 1d20 + 3 ⇒ (5) + 3 = 8 Extra if confirmed: 1d6 + 1 ⇒ (3) + 1 = 4
Endar the Entertainer |
Endar steps aside and stabs at the nearest turtle.
pike: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9 damage: 1d8 + 4 ⇒ (3) + 4 = 7 Ugh.