Valgrim |
Valgrim withdraws from his spot backwards to allow Kinn to move up...
GM thunderspirit |
Achmed lets loose a blast of flame!
B DC 18 Refl: 1d20 + 3 ⇒ (11) + 3 = 14
I DC 18 Refl: 1d20 + 3 ⇒ (19) + 3 = 22
V DC 18 Refl: 1d20 + 3 ⇒ (12) + 3 = 15
Endar's pike doesn't quite connect!
Mordenaar misses with Dexter, but Sinister finishes off Violet!
Valgrim withdraws to let Kinn in!
B 5
I 2
Kinn is up!
Kinn |
@ Valgrim: I meant just 5-foot back and shoot, I didn't mean to ask you to avoid combat entirely! Sorry.
Kinn squeezes against the wall to let Valgrim go past and rushes forward to help the others. Sarenrae's fondest weapon slashes down at the blue-shelled turtle's neck.
Scimitar: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22 THREAT Confirm: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Crit Dmg: 1d6 + 3 ⇒ (1) + 3 = 4
Valgrim |
I don't think he could have since it was difficult terrain and thus double movement. he intended to go the route of whichever foe dropped first to create space for you but the turtles threw a wrench in his plan.... darn GM...
GM thunderspirit |
Kinn's blade drops Blue!
Indigo, indignant, retaliates on the paladin!
I on Kinn: 1d20 + 3 ⇒ (18) + 3 = 21
I bite: 1d3 ⇒ 1
I 2
You guys are up!
Mordenaar |
How deep is the water? Currently Mordenaar has no angle, but is willing to step into shallow water.
IF it's shallow:
The slayer wades in and stabs at the last turtle:
Sinister: 1d20 + 6 ⇒ (12) + 6 = 18 for DMG: 1d6 + 3 ⇒ (6) + 3 = 9
Endar the Entertainer |
Endar moves around the pool to flank indigo and atacks it.
pike: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
damage: 1d8 + 4 ⇒ (5) + 4 = 9 plus sneak: 1d6 ⇒ 1
Kinn |
Kinn feels the snap of the turtle's teeth on his booted toe. Annoyed, he cuts down again with his blade.
Scimitar @ Indigo: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
GM thunderspirit |
You all work together to finish off the last snapper, and Achmed's recommendation of soup sounds appealing until you take a closer look at the murky water. (Eww.)
Out of combat!
Shallow pool is rather unshallow (5 ft deep).
Three tunnels head out of this roon, the center one opening into another room almost at once. You do not hear or see anything moving.
GM thunderspirit |
Before Mordenaar stands a wooden gate that stretches up to the ceiling of the low cavern. A fist-sized iron padlock holds the two sides of the gate together.
Endar the Entertainer |
"Of course, my good man!"
Disable Device: 1d20 + 7 ⇒ (8) + 7 = 15
GM thunderspirit |
Endar makes quick work of the lock and Mordenaar moves into the passage beyond with his torch.
A large number of weapons in good shape have been stashed in orderly stacks and piles in the dry cave. There are a dozen Small spears, six score sling bullets, four Small slings, three Small suits of leather armor, and a pair of Small shortbows. Tucked in the far corner, leaning against the wall, is a well-made Medium-sized longsword still in its sheath. It is made of cold iron.
Endar the Entertainer |
"It's all yours, friend. Not my style, you understand."
Valgrim |
"Keep it friend if you need to use it." Valgrim says and moves with the others down the next passage...
Endar the Entertainer |
"Aye, onward my good friends!"
GM thunderspirit |
Endar and Mordenaar lead the way into the south tunnel, which opens into a small cave with a single small pallet heaped with fur sitting along the south wall. As he and the others approached, they found an aged kobold, his green scales dull and his eyes shut tight, lying on the palette. This be Jakkol, whispers Nighttail. Him be great priest of the tribe before Churgri come.
The aged kobold's eyes flutter open, revealing milky, blind orbs. In a raspy voice, he speaks in the Common tongue. Mmm. 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. A mostly toothless grin washes across the old kobold's face. I had hoped to see our ruin before journeying to the afterworld, but I will settle for listening to it. Beware of the great scaly beast, strangers. He seems to speak reason, but his words are poison. Jakkol's body wracks with coughs and a splut of blood comes up with the last one. And his bats, the ones he calls from the darkness...they are harbingers of lunacy and chaos...Dread Lord Aeteperax will surely be your doom as he has been ours.
This final act of speaking evidently too much, the old shaman heaves a sigh and expires.
Mordenaar |
"Desna smiles on our timing. Nighttail, who or what is Aeteperax?"
Despite his gut instincts, Mordenaar adds with a sigh, "Nighttail, what are the death rites of your people. Elders should be respected. We'll see his death properly respected before we go."
Kinn |
You can hang on to it, Mordenaar. I'm good with my scimitar.
Kinn falls dead silent and a dark mood takes him. In mixed sadness and anger, he takes the long curve blade from above his shoulder--for the first time before his companions' eyes--and makes a notch in the handle. Seven now mar the wood. He hastily puts the blade away again, looking withdrawn and uninviting.
Valgrim |
Valgrim says a short prayer over the body of the deceased shaman to hasten his journey to the other side...
GM thunderspirit |
Nighttail solemnly recounts the kobold death rites, including brief Draconic prayers and a disturbing ritual that centers around consuming the entrails of the passed kobold, which she graciously offers to share with the party.
To the question about Aeteperax, she thinks moment before answering. Chief Roaghaz calls him the Great Lord Aeteperax, and says he serves him. She rubs Hak's neck absently as she thinks a bit more. Now Churgri, get a few drinks in her and she'll tell you she thinks Roaghaz is either lying, or crazy, or both, and that this Great Lord Aeteperax isn't real at all. She'll deny she ever said that, though, if you repeat it in front of Roaghaz.
GM thunderspirit |
Moving into the chamber beyond the unfortunate Jakkol, a chamber opens up that allows the Medium-sized to stand upright for a brief respite. A simple wooden barricade blocks access to a cramped cave beyond, where mounds of moldy straw have been stuffed from floor to ceiling. A trio of slavering, ill-tempered dire rats strain and struggle noisily against the barricade, unable to loose their vengeance on your party.
Mordenaar |
"I don't see a need to kill these beasts, but I would like to make SURE they're stuck in here. Endar, can you rig this gate to STAY shut?"
Afterwards Mordenaar gives a hand signal and sneaks towards the remaining area:
Stealth: 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Map up to date.
GM thunderspirit |
Maybe they only provide distraction covering it?
Right. Cos no one ever notices when their pets go bonkers, do they? ;-)
The ceiling in the chamber before Mordenaar rises to a lofty twelve feet. No -2 penalty here! 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.
On the far side of the eastern pit rests a curtain of rock with various openings. Mordenaar's torch lights up an occasional reptillian face and a hail of sling bullets begins to fly!
[spoiler=initiative]
Achmed: 1d20 + 1 ⇒ (4) + 1 = 5
Endar: 1d20 + 8 ⇒ (9) + 8 = 17
Kinn: 1d20 + 0 ⇒ (11) + 0 = 11
Mordenaar: 1d20 + 7 ⇒ (7) + 7 = 14
Valgrim: 1d20 + 3 ⇒ (14) + 3 = 17
kobolds: 1d20 + 1 ⇒ (16) + 1 = 17
Init order:
Endar
Valgrim
kobolds
Mordenaar
Kinn
Achmed
Surprise round (vs. Mordenaar's flat-footed AC):
R sling: 1d20 + 3 ⇒ (3) + 3 = 6
R sling dmg: 1d3 - 1 ⇒ (2) - 1 = 1 Min 1 dmg
O sling: 1d20 + 3 ⇒ (14) + 3 = 17
O sling dmg: 1d3 - 1 ⇒ (2) - 1 = 1 Min 1 dmg
Y sling: 1d20 + 3 ⇒ (19) + 3 = 22
Y sling dmg: 1d3 - 1 ⇒ (2) - 1 = 1 Min 1 dmg
G sling: 1d20 + 3 ⇒ (5) + 3 = 8
G sling dmg: 1d3 - 1 ⇒ (2) - 1 = 1 Min 1 dmg
B sling: 1d20 + 3 ⇒ (10) + 3 = 13
B sling dmg: 1d3 - 1 ⇒ (1) - 1 = 0 Min 1 dmg
I sling: 1d20 + 3 ⇒ (5) + 3 = 8
I sling dmg: 1d3 - 1 ⇒ (1) - 1 = 0 Min 1 dmg
Endar and Valgrim are up! The kobolds have cover from the party behind the curtain of rock.
Valgrim |
Valgrim rushes forward to assist the slayer after hearing him call out in pain like a little child following the stone strikes...
Endar the Entertainer |
"Sigh. When will they learn?"
Endar will try to vault over the pit.
Acro: 1d20 + 7 ⇒ (20) + 7 = 27 HA!
GM thunderspirit |
Ha indeed!
Endar checks the wind looses up a bit, then makes a spectacular leap across the pit, clearing the curtain of rock as well!
The kobolds, naturally, are vexed by Endar's sudden appearance on their side of the pit. Green, Blue, and Indigo drop their slings and pull out their spears to face the interloper!
G spear: 1d20 + 1 ⇒ (2) + 1 = 3
G spear dmg: 1d6 - 1 ⇒ (5) - 1 = 4 Min 1 dmg
B spear: 1d20 + 1 ⇒ (5) + 1 = 6
B spear dmg: 1d6 - 1 ⇒ (6) - 1 = 5 Min 1 dmg
I spear: 1d20 + 1 ⇒ (17) + 1 = 18
I spear dmg: 1d6 - 1 ⇒ (5) - 1 = 4 Min 1 dmg
Red, Orange, and Yellow continue to pelt Mordenaar!
R sling: 1d20 + 3 ⇒ (5) + 3 = 8
R sling dmg: 1d3 - 1 ⇒ (3) - 1 = 2 Min 1 dmg
O sling: 1d20 + 3 ⇒ (7) + 3 = 10
O sling dmg: 1d3 - 1 ⇒ (2) - 1 = 1 Min 1 dmg
Y sling: 1d20 + 3 ⇒ (4) + 3 = 7
Y sling dmg: 1d3 - 1 ⇒ (3) - 1 = 2 Min 1 dmg
You guys are up!
Mordenaar |
Without the ability to run, Mordenaar is loathe to make such an inspired jump, even if it would turn Endar into a killing machine. Instead he dashes across the ledge, trying to get to a point he won't be in harm's way:
Acrobatics to avoid the AoO on the last 5': 1d20 + 3 ⇒ (1) + 3 = 4 DOH!
Gladius to the face: 1d20 + 6 ⇒ (11) + 6 = 17 for DMG if hit: 1d6 + 3 ⇒ (1) + 3 = 4
GM thunderspirit |
Red wants badly to take an attack of opportunity on Mordenaar, but he looks at the slayer, then at his sling, then back at the slayer, then calls Mordenaar's mother something truly unsavory as the gladius hits home!
Endar the Entertainer |
After taking a little spear to his calf, Endar stabs at [yellow] over [blue]'s head.
pike: 1d20 + 4 ⇒ (16) + 4 = 20 damage: 1d8 + 4 ⇒ (7) + 4 = 11
Valgrim |
Not wanting to miss an arrow shot and hit Endar, Valgrim draws his scimitar and strikes at the Kobold flanking the rogue...
Scimitar: 1d20 + 3 ⇒ (5) + 3 = 8...DMG: 1d6 + 2 ⇒ (5) + 2 = 7
GM thunderspirit |
Is the map right? It doesn't seem right.
Fixed. Someone (coulda been me, I dunno) grabbed the main map and moved it.
Mordenaar |
Kinn wrote:Is the map right? It doesn't seem right.Fixed. Someone (coulda been me, I dunno) grabbed the main map and moved it.
ROVAGUG! The Rough Beast cometh!