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Vanarog squeels in joy as he hears the bigfeet start setting off their traps, especially when the ladder falls apart "Oooo time to get a good seat to see the show, yes yes!" He scurries up the hallway, around the hidden traps, to a spot where he can peek around the corner and see the trio.
He leans up against the wall and pulls a small satchel from his cloak, plucking out the most delicious, perfect mauve colored mushroom from it, taking a deep sniff as he does so. What a time for a snack, so wonderful these mushies!

Vrolg |

Hearing the clashing clamor of the bigfeet setting off all of the fun slow fangs, Fazgyn moves forward to join some of his companions and bask in the glories at hand. "Slow fangs are best!" he crows to the others. "Lets see how many more we can get!" He carefully fades into the darkness to lie in wait.
25' move, take 10 stealth for 25

Athrax by Poblano |
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Athrax begins laughing and shouting Draconic Curses at the idiotic big feet who couldnt even see a trap. "Nǐ de mǔqīn shì cāngshǔ, nǐ de fùqīn wén dàole jiēgǔ mù" he ends his tirade with point and a loud laugh.

GM Hmm |

The continuing adventures of Team Blakros vs Team Kobold...
When last we left our intrepid guards in Wave One, they were not looking good. Their Sorcerer went down in the first trap! Guard Green took five points of fire damage, and Guard Grey took a point of con damage and some minor physical damage to the neck.
★ --- ★ --- ★ --- ★
The guards continue to poke their way forward, with Grey still rubbing his neck.
Grey Guard Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Arrow Trap: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
PEW-PEW!
“GAH!” The guard looks down at the hole in his chest...
Grey Fortitude Save vs earlier poison: 1d20 + 4 ⇒ (16) + 4 = 20
...However, he manages to fight off the poison rocketing in him.
“Gah! Let me find those giggling snickering cowards!”
Grey Guard Perception: 1d20 + 3 ⇒ (20) + 3 = 23
He looks around really carefully, noticing the piled bodies, but misses that there is bomb in the middle of them.
KA-POW!!!!
Grey Reflex: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9
The other guards take splash damage as body parts fall all around them! “Ewwwwww!” Red calls. “To think, I just had this uniform mended!”
“Do you think I am trying to walk into these traps?!” Grey calls back.
They struggle to climb up the platform.....
Grey Perception: 1d20 + 3 ⇒ (13) + 3 = 16
POOF!
Glitter rains down everywhere on the hapless guards!
Will Save, Grey: 1d20 + 1 ⇒ (16) + 1 = 17
Will Save, Red: 1d20 + 1 ⇒ (3) + 1 = 4
Will Save, Green: 1d20 + 1 ⇒ (12) + 1 = 13
Red and Green are blinded! “Aaarh! We can’t see!”
Grey looks back at them. “Why didn’t you close your eyes when you saw all that glitter coming at you?”
Grey Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Pew!: 1d20 + 10 ⇒ (3) + 10 = 13
A poisoned dart flies past his head and lands into the wall! Spooked, he runs forward. “Aaaaaaaaaaagh! They’re coming to get me, they’re coming to get me!”
Grey Perception: 1d20 + 3 ⇒ (6) + 3 = 9
The others stumble after him. “Don’t leave us here!!!”
Swinging Axe: 1d20 + 10 ⇒ (6) + 10 = 16
Grey dodges out of the way, but the axe connects with the blinded Green and Red!
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
“OW!”
★ --- ★ --- ★ --- ★
Ye Olde Status Tracker:
The Sorcerer — Dead
Grey — (-1 con, -16 hp)
Red — (blind, -12 hp)
Green — (blind, -17hp)
★ --- ★ --- ★ --- ★
Grey then notices a giggling Vanarog! “I see you, varmint!” He raises his sword, threateningly.
Initiative, Atrax: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative, Engashez: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative, Fazgyn: 1d20 + 5 ⇒ (19) + 5 = 24
Initiative, Pethjun: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative, Skyrahk: 1d20 + 5 ⇒ (4) + 5 = 9
Initiative, Vanarog: 1d20 + 3 ⇒ (9) + 3 = 12
Iniitative, Guards: 1d20 + 1 ⇒ (1) + 1 = 2
The whole party can act! Do you converge upon them to finish them off?

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Vanarog looks up from his mouthful of mushroom, chews a couple times before swallowing "Hello Bigfeet, the Sewer Dragons welcome you!" And with that he points at Gray's head and twirls his claw in circles and runs off down the hallway.
Casting Daze on Grey, DC13 Will. I would say finish them off to save the traps for the next wave, these guys look pretty toasted.

GM Hmm |

Grey Will Save: 1d20 + 1 ⇒ (14) + 1 = 15
Grey’s teeth turn in a snarl. “Why you little tricksy fiend!”
★ --- ★ --- ★ --- ★
Round 1
Active conditions: Blindness on Green and Red
Fazgyn
Pethjun
Engashez
Vanagog
Athrax
Skyrahk
================================
Wave One
Sorcerer DEAD
Grey Guard (-1 Con, -16 hp)
Red Guard (Blind, -12 hp)
Green Guard (Blind, -17 hp)
================================
BOLD IS UP!

Athrax by Poblano |

Sketching out the outcome of his Corpse bomb trap Athrax is most pleased at how it turned out. He slinks into the tunnels perfect for his size swinging around a bend to see the red one standing there.
"Perfect" he says with a gleam of fire in his eyes. Producing the components of yet another bomb he takes aim straight down the tunnel to hit the guard in red clothes.
Heroic Bomb RTA: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Heroic Firey death: 2d6 + 3 + 2 ⇒ (2, 2) + 3 + 2 = 9 DC15 for half
Splash Damage: 7 = 7
"Ah hahahahah.... Ahhh hahahahaha." Athrax is feeling most pleased with himself.

Engashez by Zin |

Engashez hurries on, following Athrax but stopping by Pethjun to grant the same heroic boost. She giggles with glee hearing all of the chaos erupting out in the larger tunnels. "Finish them! The light-walkers are weak!"
Move: 20'
Standard: activate wand of heroism
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
Heroism: CL 5, 50 minutes duration
_______________
@GM Hmm, the purple spell border was actually a grease spell; glitterdust was the orange area of effect. But I can hardly complain when it worked so well!

GM Hmm |

Red Guard Reflex Save: 1d20 + 1 ⇒ (3) + 1 = 4
The Red Guard explodes, and his fellow guards get knocked out from the splash!
-- COMBAT OVER --
If you folks want to position yourselves for the next wave, do so now.

Sedoriku's Pregen of the Month |

Pethjun runs out of her cover with a hissing chuckle. You're all mine! And given your battered state you're no match for the likes of me!" She then rushes in and swings her rapier at the man in grey.
____________
Rapier!: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
I can't seem to find the men on the map, so I don't know where to move to, but I'm assuming their with in the range of a single move.×If I can I'd like to try taking out Mr. Grey, but The red-haired fellow or the one with the nice green eyes works too.
Awwwwwww, dangit that's why I can't find the men...

GM Hmm |

Awww. There’ll be more soon!

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Vanarog pokes his head back around the corner as he hears another explosion "Welcome was a strong word. Maybe not translate well to Bigfeet tongue." He smiles and strides back up the tunnel towards the wooden ramp, scratching a series of runes on it.
"Make sure Bigfeet dead, get good stuff before more come! Don't step here!" He says, looking up from his rune and scurrying off nearby to hide and wait.
Place a trap rune, takes 1 standard action on the wooden ramp. Spoilered below.
Trap Rune (Sp) As a standard action, Varanog can sketch a single, nearly invisible magical rune on any 5-foot-square solid surface. When Varanog creates a rune, pick one of the following energy types: acid, cold, electricity, or fire. While the rune is active, the next creature other than Varanog who steps on or touches the rune's area causes the rune to explode. The rune's explosion deals 1d8+4 points of energy damage to anything in its square (DC 15 Reflex half). The rune is considered a magical trap for the purpose of perceiving it or disabling it. The DC for both Perception and Disable Device checks is the same as the Reflex saving throw to halve the damage. Varanog can use this ability a number of times per day equal to 3 + his Charisma modifier. Each rune lasts for 24 hours or until discharged.

GM Hmm |

Oops! Before I can do TRAPS-A-PALOOZA, part two, we need to do this:
During this time, the PCs can use abilities or items to recuperate, but may also wish to survey the battlefield and hide any obvious signs of battle that may alert the next wave. This is also a good time for the player controlling Athrax to set up bomb traps or Varanog create rune traps.
^ Your GM clearly missed this, and is retconning. Everyone, give me 20 minutes of activity! Go! If you want to reset any traps within that time limit, now is the time.

GM Hmm |

Twenty minutes is roughly three phases!
Due to the timing of this scene, and the nature of PbP, I won't progress in phase-by-phase order. Everyone can just execute. So that no one has to format a wall of text, I've left the blank template for this post HERE
★ --- ★ --- ★ --- ★
Skyrahk
Athrax:
Fazgyn:
Engashez:
Pethjun:
Varanog:

Athrax by Poblano |

Athrax:

Sedoriku's Pregen of the Month |

Pethjun gives a disappointed sound as before she can fully rush in the men she'd been planning on targeting get blown up.
Phase 1: With a sigh she goes over to the axe trap that was sprung and rebuilds the complicated trigger and balance mechanism to keep it in place before recovering it with the covering from before.
Taking 10 for an 18
Phase 2: While she is working on the axe trap, the white true dragon notices an arrow and a crossbow on one of the men Athrax is dragging awa, getting an idea, Pethjun grabs up the arrow. "This will make a good trap for later!"
Taking 10 again
When finished remaking the axe trap, Pethjun scurries over to the wall near where the men enter and digs out a hole in the wall, placing the primed crossbow in it. She tries to angle the thing so it will fly up to the top of the ladder, guaranteeing the best possible chance to hit someone.
Phase 3: Pethjun, out of ideas, decides to help one of the other kobolds with their tasks.
Free aid another! Taking 10 of course!
_________
If I may ask, why the poison dart traps? Unless the poison is really good, aren't arrow traps better? I mean the extra +5 to hit and the 1d8+1 with a x3 crit modifier is pretty good. But I might also be thinking too much like Pethjun and only seeing the more martial option.

Engashez by Zin |

Engashez again needs 2 phases worth of assistance from the other kobolds to set a spell trap.
Engashez, pleased with how the glitterdust trap worked, sets up a grease trap in its place, with the help of another kobold. She then assists with cleaning up the signs of battle.
Engashez:
In the area outlined in purple, that previously had glitterdust. I see now, too, that it was I who swapped the colors in my description the first time; my bad!

GM Hmm |

We just need Vanarog and Fazgyn!

GM Hmm |

It’s been 24 hours, no longer waiting for Vanarog and Fazgyn. If someone else wishes to bot their rounds while I start composing the Wave Two invasion, please do. I am going to start composing it now, and may break this into a couple different posts.

GM Hmm |

WAVE TWO BEGINS!
The second wave coming into the sewers from the Blakros Museum appears to both larger and more competent. A huge burly half-orc with what appears to a permanent sneer on his face is leading the group of eight on their way. Behind him appear to be three scouts in fancy hats carrying lanterns, two more guys in long robes with no armor, and two guards in the same Blakros livery that Engashez identified earlier.
“Alright you louts, the portal can’t be that far. The other team’s already gotten way ahead of us. Move your asses!” the half-orc orders.
“Yes, Raegrath,” one of the scouts says meekly behind him.
“That is RAEGRATH the UNPLEASANT to you! I earned that name, and by Gorum, you will use it!” He jogs them forward when...
Spear Trap: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
The spear goes right through Raegrath the Unpleasant and the scout in the pink hat. “Aaaargh!” Raegrath says. “I ‘eard there were bloody kobolds around this place. If there’s one trap, there’s bound to be more. YOU!” Raegrath shouts to the scout in the Pink Hat. “You’re the one who didn’t warn me about this trap, so YOU get to be the one in front. Look alive, and warn us, or die, and I will put somebody else there!”
The scout in the Pink Hat swallows nervously. “Er. Yes, Raegrath...”
“THE UNPLEASANT!” Raegrath shouts, giving the pink scout a Gibb-slap to the head.
“You sure are...” The pink scout mumbles and steps warily in front and swallows her potion of cure light wounds. “Name’s Rose, by the way.”
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
“Don’t bloody care,” Raegrath says. “MOVE IT!”

GM Hmm |

WAVE TWO, Continued
Damage Tally:
Raegrath the Unpleasant -7
Rose the Scout -1
Rose moves forward, cautiously.
Rose’s Perception: 1d20 + 10 ⇒ (6) + 10 = 16
“Someone’s messed with the ladder. Some of the rungs have been cut clear through.” She scrambles, goat-like, up the wall.
Raegrath grunts and boosts the Teal and Purple-hatted scouts up the wall. “You lot with your fancy hats! Get your asses up there, and look alive!”
Rose’s Perception, Dart Trap: 1d20 + 10 ⇒ (18) + 10 = 28
“Some sort of dart trap along the wall, Raegrath.” Rose reports, then hastily adds, “Er, the Unpleasant!”’
Rose’s Perception, Arrow Trap: 1d20 + 10 ⇒ (16) + 10 = 26
“Oh look... And there’s an arrow trap right next to it!”

GM Hmm |

Doing a brief pause here while I go off to do other things. If anyone wants to bot the missing Fazgyn and Vanarog’s actions during the twenty minutes that they had to prepare for wave two, or their actions NOW, this is a great time for it.

GM Hmm |

Nice!
Arrow Trap — SPRO-OI-OING!: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Rose screams as an arrow hits her!
“OW! I didn’t trigger it! I swear!” Rose shrieks as the arrow hits her in the chest.
“Sure you didn’t.” Raegrath snorts. “Next time, you’ll be less clumsy, or you’ll be dead. Either one’s fine with me.”
____
To be continued, after the GM gets to go off to the gym! Vanarog and Fazgyn, you may still lay down your 20 minutes of prep. After I get back, I will go through and try to do the whole traps-a-palooza all at once.

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Other than his personal rune trap on the wooden platform, Vanarog sets a couple bolt traps in the southwestern most hallway, past the spear trap.
Once the bigfeet start pointing out their clever traps, Vanarog hisses with annoyance "Must kill the smart ones in front!"
He steps forward a bit for a better shot, the eyes of his dragon staff glows, and a bolt of fire erupts from his fingertips towards the smartypants 'Rose' in front.
Reached Scorching Ray, Ranged Touch, Fire vs 'Rose': 1d20 + 6 ⇒ (13) + 6 = 194d6 ⇒ (5, 5, 4, 5) = 19

GM Hmm |

WAVE TWO, CONTINUED
Damage Tally:
Raegrath the Unpleasant -7
Rose the Scout -5
Rose holds up her lamp. “There is a huge pile of bodies over here. Man, those kobolds do not play nice.”
Rose’s Perception: 1d20 + 10 ⇒ (1) + 10 = 11
KA-POW!
As she inspects the bodies, she misses the bomb trap that Athrax hid in there.
Rose’s Reflex Save: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8
Rose explodes, and the scout in the teal hat screams as he takes seven damage from the splash.
Meanwhile, Raegrath hoists himself up. “Bah. YOU in the Blue Hat!”
“Me name’s Azul, sir.” The teal-hatted scout is quivering.
“Like I care what your name is! You! Take lead! Do better than that other flighty scout!”
Azul looks nervously around him, and then quickly drinks his potion of Cure Light Wounds.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
“Ah. That’s better!” Azul says.
“Isn’t that nice?” Raegrath growls. “Move it!”
So Azul moves it, lifting his lantern up so he can see. They edge their way around the fetid lake of sewage. “Oh, this isn’t so bad. Boss, do you think that they might not have set any traps around here?”
Azul’s perception: 1d20 + 10 ⇒ (3) + 10 = 13
Spear Trap Attack!: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
“Yow!” Both Azul and his buddy Morado take 2 points of damage from the spear. “There’s another trap here, and it looks like it’s resetting! Hurry!”
So the group hurries through...
Who does it hit?: 1d5 ⇒ 3
...but one of the sorcerers is not fast enough!
Spear Trap Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Both the Orange and Brown-robed sorcerers take six points of damage! “Oh, that hurts something AWFUL.”
Raegath give them each a Gibbs-slap to the head. “Quit yer cryin’! You gots potions. Drink ‘em!”
Orange and Brown obediently drink their potions.
Orange CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Brown CLW: 1d8 + 1 ⇒ (4) + 1 = 5
After that they look a bit better.
Meanwhile Azul searches ahead!
Azul’s Perception: 1d20 + 10 ⇒ (13) + 10 = 23
“There’s an arrow trap dead ahead, Mr. Unpleasant, sir.” Azul notes. “We can’t get past it without setting it off!”
Raegrath scowls, then flips a coin as he looks at the two scouts he has left.
Coin Flip: 1d2 ⇒ 2
He gives a big tusky grin to the scout in the purple hat. “Your buddy found this trap, so you gets to set it off. GO.”
Arrow Trap!: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
“Oof! Okay, done...”
Morado takes the arrow to the shoulder, and now he’s in the lead...
To be continuned..

GM Hmm |

Other than his personal rune trap on the wooden platform, Vanarog sets a couple bolt traps in the southwestern most hallway, past the spear trap.
Once the bigfeet start pointing out their clever traps, Vanarog hisses with annoyance "Must kill the smart ones in front!"
He steps forward a bit for a better shot, the eyes of his dragon staff glows, and a bolt of fire erupts from his fingertips towards the smartypants 'Rose' in front.
[dice=Reached Scorching Ray, Ranged Touch, Fire vs 'Rose']1d20+6;4d6
Oops. I missed this. We’ll retcon later. Could you have targeted someone else, so I don’t have to retcon the bomb going off?

Athrax by Poblano |

Athrax would be sad if the bomb didnt go off.
Athrax rushes down the tunnels hoping to head of the group and place a quick bomb trap just after the axe trap and scurries back into the tunnels.

Vrolg |

Fazgyn watches in fascination as the many big feet set off so many of his teams creations. Unfortunately, despite their losses they continue to push forward! "Unacceptable! They must be brought down!! The slow fangs MUST work!" he mutters to himself, heading back up towards the middle of the complex after setting off the arrow trap.
Double Move. Do we want to maybe break from stealth and attack from the raised area? This would hit them from the rear hopefully taking out the mages while the scouts would have to come through the traps to get to us.

Sedoriku's Pregen of the Month |

GM Hmm, Those trap posts are amazing! I love how you're able to give them memorable characters with out too many words!
And we can move normally through traped areas right?
Pethjun, slightly annoyed the men are taking a different route so she can't see them falling for the traps like the stupid bigfeet they are, gives a huff and moves around the corridors, making for a good spot to try ambusing the group.
Double move and take ten on jumping the gap (for a 12)

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Vanarog the Majestic wrote:Oops. I missed this. We’ll retcon later. Could you have targeted someone else, so I don’t have to retcon the bomb going off?Other than his personal rune trap on the wooden platform, Vanarog sets a couple bolt traps in the southwestern most hallway, past the spear trap.
Once the bigfeet start pointing out their clever traps, Vanarog hisses with annoyance "Must kill the smart ones in front!"
He steps forward a bit for a better shot, the eyes of his dragon staff glows, and a bolt of fire erupts from his fingertips towards the smartypants 'Rose' in front.
[dice=Reached Scorching Ray, Ranged Touch, Fire vs 'Rose']1d20+6;4d6
Vanarog would prioritize the scouts that are finding the traps, so if I can blast one of those then mission accomplished.

GM Hmm |

WAVE TWO, CONTINUED, RETCON EDITION
As Rose blows up... Vanarog fries Azul!
“Look, a kobold throwing fire!” Raegrath growls. He turns to the two Blakros guards. “You lot! What am I paying you for? It’s just one stinking kobold. Go get ‘im!”
The Blakros guards scramble to go get Vanarog, while the rest of the party follows their path.
^ See that? That is going to be the start of a combat, once I finish the rest of this retcon. Because now I am SPLITTING up the party villains.
Meanwhile...Without Azul, Morado and Raegrath the Unpleasant were hit by that spear. Morado spots the arrow trap, but is still sent off to trigger it by Raegrath the Unpleasant. All other actions remain the same in the trap post in order to preserve both continuity and GM sanity.

GM Hmm |

WAVE TWO — A MINI COMBAT BEGINS
Sent on their mission to take care of the one ‘stinking’ kobold, the two Blakros guards try to make their way up the scaffolding.
“One stinking kobold, he says,” Grey grumbles. “Why doesn’t he go after it, then?”
Wary as heck, they check out the scaffolding.
Grey Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Red Perception: 1d20 + 5 ⇒ (15) + 5 = 20
“Oh hells.” Red says. “They’ve sawn through some of the rungs. Boost me up, and then I’ll lift you from the top.”
So Grey boosts Red up, and....
KA-POW!
...activates the trap rune that was set there.
Red Guard’s Reflex Save: 1d20 + 0 ⇒ (3) + 0 = 3
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
“Ow!” Red shrieks.
Initiative, Atrax: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative, Engashez: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative, Fazgyn: 1d20 + 5 ⇒ (9) + 5 = 14
Initiative, Pethjun: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative, Skyrahk: 1d20 + 5 ⇒ (8) + 5 = 13
Initiative, Vanarog: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative, Guards: 1d20 - 1 ⇒ (5) - 1 = 4
Initiative, Sorcerers: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative, Morado: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative, Raegrath: 1d20 + 5 ⇒ (2) + 5 = 7
Vanarog, you act before the guards. What do you do?
Vanarog is UP!
Also up is just about any other kobold party member that wants to join in tormenting a pair of Blakros guards if you’re nearby.

GM Hmm |

MEANWHILE, A DAMAGE TALLY
Damage tracker:
Raegrath the Unpleasant: -9
Rose: DEAD
Azul: DEAD
Morado: -4
Orange-Robed Sorcerer: Full
Brown-Robed Sorcerer: -1
Red Guard -6
Grey Guard: Full

GM Hmm |

WAVE TWO: TRAPS-A-PALOOZA CONTINUES WITH THE REST OF RAEGRATH’S TEAM
Morado looks back. “Er, shouldn’t we be helping Gris and Rojo?”
GIBBS-SLAP!
Morado rubs the back of his head and looks up at the glaring Raegrath the Unpleasant. “Righto, then. Forward it is.”
Morado raises his lamp and squints off into the distance.
Morado’s Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Arrow Trap — TWANG!: 1d20 + 15 ⇒ (10) + 15 = 25
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
“YOW!” The bleeding Morado mumbles, “Found and disarmed another arrow trap, sir...”

GM Hmm |

Pausing here to allow for the mini-combat to proceed.

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Vanarog rubs his scaly hands together as the pair of bigfeet veer off in his direction "The Sewer Dragon's welcome you Bigfeet! Let Vanarog the Magnificent be your guide!" And with that he waves a cruel clawed finger at Red, launching a small bolt of cold at him before retreating down the hallway.
Ray of Frost, Ranged Touch vs Red: 1d20 + 6 ⇒ (11) + 6 = 171d3 ⇒ 2

GM Hmm |

WAVE TWO, MINI COMBAT CONTINUES
The Ray of Frost hits the already injured Rojo! “Why you little snakehead! I’ll get you!’
Forgetting his promise to boost Gris, he runs after the kobold.
Dart Trap!: 1d20 + 10 ⇒ (18) + 10 = 28
Red’s Fort Save: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d3 ⇒ 1
Strength Damage: 1d2 ⇒ 1
Meanwhile, Gris sighs and starts to climb along the Scaffold’s main supports, and joins Red in running after Vanarog.
Climb: 1d20 + 2 ⇒ (17) + 2 = 19
Swinging Axe Trap!: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Both Gris and Rojo take two points of damage from the Axe! “We’re gonna get you, snakehead!”
It is now Vanarog’s turn!

GM Hmm |

MEANWHILE, A DAMAGE TALLY
Damage tracker:
Raegrath the Unpleasant: -9
Rose: DEAD
Azul: DEAD
Morado: -11
Orange-Robed Sorcerer: Full
Brown-Robed Sorcerer: -1
Red Guard -9, -1 strength, needs fortitude save next turn
Grey Guard: -2

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Vanarog laughs, his floating disc trailing behind him. As the guards come around the corner he fires off another ray of cold at red. "I'm a dragon, not a snake. You best remember this!" As he scurries along further around another corner.
Ray of Frost vs Red: 1d20 + 6 ⇒ (15) + 6 = 211d3 ⇒ 3

Engashez by Zin |

Engashez retrieves the drum that she's had strung over her shoulder, and begins playing an ominous rhythm from her position in the smaller tunnels. The beats echo and reverberate through the tunnels, inspiring the kobolds!
Move: retrieve masterwork drum
Standard: start bardic performance: inspire courage
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Courage: +1
Bardic Performance: 6/13 rounds remaining
Heroism (Athrax): CL5, 30/50 minutes remaining
Heroism (Pethjun): CL5, 30/50 minutes remaining

Vrolg |

Fazgyn heads back down the tunnel to strike at the advancing scouts. He jumps out of the cross passage and hits at the leader as he passes the opening.
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm?[/dice: 1d20 + 7 ⇒ (8) + 7 = 15
Dmg: 1d4 + 5 ⇒ (1) + 5 = 6
Sneak?: 2d6 ⇒ (5, 1) = 6
Crit?: 1d4 + 5 ⇒ (2) + 5 = 7

Sedoriku's Pregen of the Month |

Not to be shown up by Vrolg, Pethjun decides that taking four people on by herself is a much better display of her abilities than taking on two people with others. She slips up through the tunnels stopping just out of sight of the second group. She then starts chanting out taunts at the men. "HEy, stupid bigfeet! I'm right here! Why don't you come and get me?"

GM Hmm |

Rojo the guard takes another three hit points of damage from Vanarog’s ray of frost! “Stop that, Fangface!”
Then Engashez starts drumming and Gris shouts, “One kobold like hell! They’re all around us!”
Fazgyn sneak attacks and crits Rojo, and kills him!
Pethjun calls out a challenge to the group led by Raegrath the unpleasant! Meanwhile, Skyrahk sends her magical weapon off to threaten Raegath the Unpleasant. The half-orc easily ducks the attack and gives a toothy grin. “Well, boys, I think we found more kobolds. Kill them!”
I will be continuing this battle soon!

Athrax by Poblano |

Athrax moves down through the tunnels and sets up a strategic point right at the opening next to the fabulous Axe trap he set earlier.
He Readies to Drink his Extract of fire breath as soon as the larger portion of the group enters his view he will drink and spew forth a blast of Fire from his mouth.
Fire Dmg DC 15 for Half: 4d6 ⇒ (6, 5, 6, 2) = 19