Endar the Entertainer |
Thanks GM, filth fever would have been VERY annoying. :)
Endar stands there motionless, though his eyes move back and forth frantically.
Mordenaar |
"Heading back isn't a bad idea, but I say we push on a little further, whatever is at work here, I'd rather not give them a chance to get back on their feet. If, however, we find that there is another floor to this place, I'll change my mind."
Also awaiting results of the room search.
GM thunderspirit |
Whoops, missed the Perception check in the flurry of activity.
Mordenaar's once-over of the room reveals, in addition to the cage with iron chests, two small, inch-long slots in the floor; one just east and the other just west of the cage.
Valgrim |
"I agree with Kinn, if there is nothing here of value then we should continue or head back to rest up."
GM thunderspirit |
Any hint as to their function?
Mordenaar would need to make a Kn (engineering) check for that.
what's in the chests?
To find out, Mordenaar would have to open them.
To open them, Mordenaar would have to get inside the cage.Mordenaar |
You drive a hard bargain TS...
"I didn't slay that ghoul to overlook these things. I'm CERTAINLY not walking on by a bunch of chests in a cage. Any idea what those grove-hole things are for?"
The kellid walks to the cage. "Yep, I'll volunteer to check them out if we can get in there."
Engineering MAx 10: 1d20 + 2 ⇒ (6) + 2 = 8
Endar the Entertainer |
Endar inspects the cage for a place it can be unlocked.
Percep: 1d20 + 3 ⇒ (4) + 3 = 7
Then tries to do so.
Disable: 1d20 + 6 ⇒ (1) + 6 = 7 Wow. I am the fail.
GM thunderspirit |
Endar is eaten by a grue...one he did not see. ;-)
Mordenaar doesn't know exactly what either slot is for, though they look like something thin might be able to slip inside of them.
Mordenaar |
GRRRR :-) No I have to search the thread for hints... ;-)
If no one else has insight, then Mord will continue on... quietly.
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Stealth: 1d20 + 3 ⇒ (20) + 3 = 23
Kinn |
"Hold a moment," Kinn says before Mordenaar gets too far. He scans the cage thoroughly, wary of sharps edges or other nefarious architecture. Take 20 Perception for 22. Assuming he finds none: Seeing none, he plants his feet close to the edge of the cage and grips two of the bars, elbows flared out. He pulls as hard as he can to make space to slip through. Str: 1d20 + 3 ⇒ (14) + 3 = 17
GM thunderspirit |
Kinn strains as he pulls and pulls on the bars.
He strains hard enough that he flatulates just a little. The bars do not move, however.
Valgrim |
Valgrim watches the holy warrior struggle and then says "Noble effort" and then moves away upwind from the man...
GM thunderspirit |
Down the tunnel to the north, a pair of low barricades made of timbers and rocks partially blocks the passageway, which opens into a larger cave beyond.
Mordenaar |
Mordenaar looks back and makes a strange, strained face, a hand sign for short, then one for stabbing, then one for choking another person, finally another stabbing motion.
It can mean only one thing; goblins ahead.... or kobolds, or mites,
barricades of debris, always the sign.
-Posted with Wayfinder
Valgrim |
Valgrim slings his bow and takes his scimitar out and then follows the slayer through the passage.
Kinn |
Ah, maybe we're getting somewhere. Kinn breathes slow, deep breaths, allowing his nostrils to fill with the subtle scents of habitation here. Constant detect evil scanning as we move forward.
GM thunderspirit |
Kinn does not detect any evil from the barricade nor from the cave beyond.
As Mordenaar makes his way past the barricade, several broken-off stalactites swing down like
pendulums to strike him!
melee attack: 1d20 + 6 ⇒ (4) + 6 = 10
dmg: 1d8 + 2 ⇒ (4) + 2 = 6
The slayer is nimble enough to avoid the crude trap, however.
Beyond, the large cave appears to have been recently scratched out of the hard-packed earth, and its ceiling a mere five feet high, causing all who enter to stoop. Several tons of debris fill the western portion of the cave, and what appears to be the body of a man lies half buried under the rubble near the north end of the cave.
Valgrim |
Valgrim quickly makes it through the narrw passage and once on the other side he sheathes his sword and draws his bow again...
He then looks around...
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
"Look there..." he says pointing to two bodies on the ground..."2 more Kobolds and they seems to have been digging"
Endar the Entertainer |
Kn.local: 1d20 + 6 ⇒ (5) + 6 = 11 "I do not recognize the body."
Mordenaar |
Heal: 1d20 + 5 ⇒ (7) + 5 = 12
Local: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
"Poor sod was crushed to death. I don't recognize him either, but it's the first human we've seen here. Nice catch Endar, I didn't see them. I figured something like that would be around. Let's be thorough here."
When he says the word "thorough" he spins his gladius in his hand before looking about. Once satisfied that there is neither treasure nor knowledge left to be gained, Mordenaar moves forward quietly.
Achmed Ifit |
heal: 1d20 - 1 ⇒ (4) - 1 = 3
Perception: 1d20 + 0 ⇒ (19) + 0 = 19
"Pathetic creatures...we should move on to discover what they were doing here and if there's more."
GM thunderspirit |
A search of the white-haired, balding human clad in now-tattered finery reveals nothing more than a key ring, on which are a simple iron key and a slightly larger brass one.
The kobold bodies, which succumbed to falling stones and earth like the human, have noting of value on them.
The tunnel winds along, splitting in two. Off to the right, it shortly ends in a small cul-de-sac with a hole in the floor that drops down past the extent of Achmed's darkvision.
Mordenaar |
I'll take the keys. Do they look like they'd fit the slots in the cage room? What about the automaton?
"Let's drop a rope and a light. If we need to return and rest, I'm good for that too. I wouldn't mind bringing the corpse's description back either."
GM thunderspirit |
No. The keys are much too small to fit effectively into the cage room slots. The would take something wider.
The automaton was likely wound up with the floating key in its room.
Mordenaar |
Let's figure out if it's another floor below us. If it is, I suggest we hit it tomorrow before alerting whatever might be down there. I say we back track and determine the locks for these keys.
-Posted with Wayfinder
Kinn |
"These passages do not match those of the tower proper," Kinn observes. "A secret lair? Another faction?"
"There is more to this level. Let us continue here." Kinn notes curiously to himself that he has internalized these fellows as his companions. Odd. I must be more cautious.
I vote left first. Kinn will wait for Valgrim or Mordenaar to take point then follow.
Valgrim |
"Is it wise to press on? I have no manner in which to heal others at this time."
Mordenaar |
"I agree that we should rest before pushing downward, but I'm not a fan of leaving this passage unexplored first. I don't want possible kobolds sneaking up on us. Those two can't have been alone."
Endar the Entertainer |
"We can explore the one more passage, I think. Let's do that, and then rest up."
Valgrim |
Valgrim moves to a position to cover the slayer...
GM thunderspirit |
Mordenaar stealthily creeps down the cave tunnel.
But not as stealthily as he thought, as a bow twang and a number of yips and growls suggests!
Achmed sees two short, reptilian humanoids with scaled skin and a snout close in on the Slayer, while another deeper in the darkness fires her bow at him!
Endar: 1d20 + 8 ⇒ (9) + 8 = 17
Kinn: 1d20 + 0 ⇒ (10) + 0 = 10
Mordenaar: 1d20 + 7 ⇒ (19) + 7 = 26
Valgrim: 1d20 + 3 ⇒ (19) + 3 = 22
Sesserak: 1d20 + 5 ⇒ (6) + 5 = 11
B & G: 1d20 + 1 ⇒ (18) + 1 = 19
Surprise round
Mordenaar
Valgrim
kobolds
Endar
Achmed
S
Kinn
Suddenly the Kellid sees two small shapes leap out of the darkness on either side of him!
Blue surprise round charge on Mordenaar (flat-footed): 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
spear dmg: 1d6 - 1 ⇒ (5) - 1 = 4
Green surprise round charge on Mordenaar (flat-footed): 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
spear dmg: 1d6 - 1 ⇒ (1) - 1 = 0
Both spears hit (five dmg total)!
Achmed gets a Standard action, then the lead kobold, then into Round 1!
Endar the Entertainer |
Posting action for round 1, assuming the action is still legal by then:
Endar moves up behind Mordenaar and stabs past him at a the (southern) kobold with his pike.
boarding pike: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d8 + 4 ⇒ (3) + 4 = 7 GAH!!!!
Achmed Ifit |
Just wondering if its the surprise round. I get a move or standard? right? If so as a move I'll draw my sling.
Achmed draws his sling from his backpack.
"Pathetic creatures"
GM thunderspirit |
Yes, just a Standard (one that you can use as a Move if desired).
Achmed draws his sling!
With a snarl and a *twang*, the bow-wielding kobold shoots at Mordenaar!
pew (w/fav enemy): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
dmg: 1d4 + 2 ⇒ (1) + 2 = 3
On to Round 1!
Round 1
Mordenaar — up
Valgrim — up
kobolds — TBD
Endar — TBD (miss)
Achmed — TBD
S — TBD
Kinn — TBD
Endar calls out, Make way for my mighty pike! ;-)
Mordenaar and Valgrim are up!
Valgrim |
Valgrim shoots an arrow at the closest kobold...
LB+PBS: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
and the dice generator must still hate me
Mordenaar |
The kellid snarls in anger. Without so much as a higher thought, puts the blade to the kobold before him. Gladius: 1d20 + 4 ⇒ (17) + 4 = 21 for DMG: 1d6 + 3 ⇒ (4) + 3 = 7.
If that kills the bastard, I'll spend a move action to study the main kobold, then step a bit closer to him.
GM thunderspirit |
Mordenaar's blade drops Blue, and he studies Green!
Valgrim fires his bow, but misses!
Green stabs at the slayer!
stabbity: 1d20 + 1 ⇒ (16) + 1 = 17
1d6 - 1 ⇒ (5) - 1 = 4
Best kobolds evar!
The little menace then steps alongside its fallen comrade, trying to keep the pink skins at bay!
Endar tries to hit it with his pike, but is unsuccessful!
Round 1
Mordenaar — slice
Valgrim — pew
kobolds — poke
Endar — miss
Achmed — up
S — TBD
Kinn — TBD
Achmed!
Mordenaar |
The slayer's breathing sounds labored as his wounds stack up. Trusting his teammates to take care of the kobold close by, he goes all out after the kobold in the back:
Tumbling past the close one: 1d20 + 2 ⇒ (18) + 2 = 20 If successful and he's not dead:
Die you stupid Kobold!: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 THREAT
I SAID DIE!!!: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 DMG: 2d6 + 6 + 2 ⇒ (4, 3) + 6 + 2 = 15
Mordenaar doesn't care how risky it is. Victory or death. Man I hope it's victory...
GM thunderspirit |
Achmed's sling bullet smacks Green alongside its head!
The kobold in the back shouts something!
She five-foot steps and shoots her bow at Mordenaar!
PBS, Precise Shot, Deadly Aim, fav enemy: 1d20 + 8 + 1 - 1 + 2 ⇒ (2) + 8 + 1 - 1 + 2 = 12
PBS, Deadly Aim, fav enemy: 1d4 + 1 + 2 + 2 ⇒ (3) + 1 + 2 + 2 = 8
But her attack sails wide!
Round 1
Mordenaar — slice
Valgrim — pew
kobolds — poke
Endar — miss
Achmed — sling
S — pew
Kinn — TBD
Kinn to finish the round, then back to the top (Mordenaar's action on deck)!