| GM Niles |
Round 3
Michael readies action as posted above.
Lucanor fires and strikes Orange for 9.
Baldur uses his wand to heal himself.
Silas holds his action until...
Kobolds 1 (Leader) The scarred veteran charges! Taking an AoO from Michael and an attack from Michael and Silas casts Daze on him! but he saves and attacks Michael with a savage scream! and misses, Michael is too darn armored.
Hecktor heads for the Red Kobold, he attempts to climb into the alcove. 1d20 + 1 ⇒ (11) + 1 = 12 and he scales the section of wall easily.
Kobolds 2 (RO)
Red throws down his bow and draws a sword. This provokes an attack from Hecktor 1d20 + 10 ⇒ (6) + 10 = 16 2d4 + 9 ⇒ (2, 2) + 9 = 13 who deals with the little scaled menace.
Orange fires at Baldur 1d20 + 4 ⇒ (5) + 4 = 9 but misses.
Round 4 Begins
Michael
Lucanor
Baldur
Silas
Kobold Leader
Hecktor
Orange Kobold
Silas is 15' away.
| Michael Stamford |
Michael steps away to give himself some room and swings at the leader.
Power Attack: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24 Damage: 1d12 + 4 + 2 ⇒ (1) + 4 + 2 = 7
| GM Niles |
Round 4
Michael smacks the leader for 7.
Lucanor fires and misses.
Baldur moves away and heals himself again with his wand 1d8 + 1 ⇒ (3) + 1 = 4
Silas
Kobold Leader
Hecktor
Orange Kobold
| Silas Hawkwinter |
Silas suddenly turns to face Orange points at him and shouts "Boo!" in draconic.
Silas casts daze on orange, DC 16 will save.
| GM Niles |
Round 4
Michael smacks the leader for 7.
Lucanor fires and misses.
Baldur moves away and heals himself again with his wand.
Silas casts daze 1d20 + 1 ⇒ (7) + 1 = 8 and the kobold stares blankly ahead.
Kobold Leader snarls and attacks Silas 1d20 + 4 ⇒ (10) + 4 = 14 but misses.
Hecktor Move down and kill?
Orange Kobold dazed.
Post next rounds actions, this one is pretty much over, barring disaster.
| GM Niles |
Hecktor leaps down from the alcove and decapitates the Kobold threatening Silas.
Combat is over, The archer, upon seeing his leader die throws his weapon down and begins pleading for his life in Draconic. He promises to show you where the other pinkskin is and give you "Shiny Good Good" if you spare him.
Baldur heals Michael Wand: 4d8 + 4 ⇒ (6, 2, 6, 7) + 4 = 25
| Silas Hawkwinter |
Silas notes that Baldur has a few deep scratches so he pulls out the trusty wand...
CLW on Baldur: 2d8 + 2 ⇒ (3, 2) + 2 = 7
| Michael Stamford |
Michael pulls the bolt from his flesh, wincing in pain as he does.
"I'm starting to get really sick of these things. Can't wait until we get out of here and I can take a bath to wash their stench off. And what's that last one babbling about, Silas?"
| Silas Hawkwinter |
"Apparently if we spare his neck he'll lead us to the missing kid and he'll show us where some treasure is. Not sure I trust him, he could tell us the shinies are in the lair of some terrible beast for all we know..."
| GM Niles |
Michael's mention of a bath sends Kibbo and Jarrdreg, who only understand about 20% of the Common they hear, into spasms of activity. One is desperately searching for a basin the other for water.
In a minutes time they arrive at Michael's feet with a banged up helmet full of...well it might be water. They begin cleaning his feet and babbling in their Draconic tongue.
The other Kobold, seeing the look in Lucanor's eye begins spilling his guts about Merlokrep and Jekkajek's plans.
He also describes a few rooms in the cavern you are in.
Map updated
| Michael Stamford |
"Silas... Could you tell our friends here to stop? This is far from what I had in mind, and it's just making me smell worse."
| Silas Hawkwinter |
Silas interposes himself between the overeager Kobolds and an increasingly alarmed Michael.
Diplomancy: 1d20 + 10 ⇒ (15) + 10 = 25
Silas favours the Kobolds with his most winning smile, and he tells them something in their strange tongue.
Silas then winks at Michael and in a deadpan says, "I think they'll stop now."
Next he answers Hecktors question by explaining that, "They're overawed. Killing those who, until moments ago, seemed like strong warriors will tend to do that... One useful thing, it seems the straight route to the kings quartets goes past some sort of noisy territorial monster, I suggest we take the long way..."
Finally Silas asks Lucanor, "Have you ever heard of something that fits the description 'Dark Dark Cold'? Whatever it is, their king hoped to appease it with living sacrifices..."
| Lucanor |
Lucanor raises a brow, "Dark Dark Cold? In a spiritual sense, neither term is used in a positive fashion. Could be undead, many of them are said to have an unnatural chill about them. Let me think on that."
Knowledge Religion: 1d20 + 6 ⇒ (15) + 6 = 21 +3 to identify the abilities or weakness of a creature, not sure if that applies since he's just going by brief words
| GM Niles |
Kibbo and Jarrdreg listen to Silas with rapt attention and begin making an "Ahhhhhh" sound whilst nodding towards Michael with even more admiration and awe.
Lucanor, you can't gather anything from the information with the exception that in some Kobold religions blood sacrifice is required to avert catastrophe, this seems to be the case now. Undead sounds as likely as anything else
Head to room 30 bypassing area 29?
| Lucanor |
"I don't speak Kobold or whatever the language is, but i DO hear tell they can be big on blood sacrifices to avert doom. Whatever the Dark Dark Cold is, it seems to have scared them enough to do it. My bet would still be on some undead, but that's just a guess."
| Michael Stamford |
Michael rubs his temples and shakes his head.
"Lets stay away from noise if we can. I'm already starting to get a headache from the barking and gibbering of these two every time I do something."
| Silas Hawkwinter |
"Agreed."
| GM Niles |
What are you guys doing with the kobold that surrendered?
Room 30
This roomy cavern is filled with dirty straw
nests, scraps of weapons, armor, other junk,
and the discarded remains of the kobold
tribe’s meals.
This is the largest room you have been in, it is also empty of movement. You hear a low keening coming from the west.
| Lucanor |
Good question
Lucanor would hastily bound and gag the kobold that surrendered and hand it over to the other two kobolds that had been cheering on Michael. He tells the bard, "Tell them not to hurt or kill this guy, but do watch over him. Seems a good way to put them to work and keep us freed up, what do you think?"
| Silas Hawkwinter |
Can we see or hear any movement?
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
| GM Niles |
Nothing in the room you are in as far as you can tell. You do hear sounds coming from the caves western end to your ear it sounds like chanting but in no language you have ever heard, a tunnel that leads from what the captive said to the Chief's chambers and the throne room.
Kibbo and Jarrdreg each grab a spear from a fallen kobold and proceed to very seriously guard the captive. They also march around him in with a feigned aura of authority. One of them has put on the dented helmet that they used to collect water to bathe Michael. They are marching around the captive chanting
| Michael Stamford |
"Let's get a move on. We don't know how much longer we've got."
| Silas Hawkwinter |
With quite some trepidation Silas nods and follows the others towards the chanting, weapons at the ready.
| GM Niles |
Ok, before this starts I'm going to remind everyone that you do have hero points available. I'm also going to say...good luck.
Lucanor I assumed that since you wanted to be stealthy you distanced yourself from the others with light sources. Since you don't have darkvision however your visibility is very limited. In fact the only light sources seem to be the Kobold King's axe which is shining and shedding light and the Shaman's dagger, which...is shedding a wierd form of light. Your inquisitor senses go nuts when you see the dagger, its evil. Way evil.
Lucanor you successfully snuck up on the proceedings, you see the Kobold King, three other kobolds and a female kobold. You also see what has been described as Jekkajek the Shaman. They are all keening and babbling in a language you do not know, none have noticed you.
King: 1d20 + 6 ⇒ (11) + 6 = 17
Michael: 1d20 + 3 ⇒ (14) + 3 = 17
Baldur: 1d20 + 4 ⇒ (14) + 4 = 18
Silas: 1d20 + 8 ⇒ (14) + 8 = 22
Lucanor: 1d20 + 2 ⇒ (17) + 2 = 19
Hecktor: 1d20 + 2 ⇒ (9) + 2 = 11
Kobold Guards/Consort: 1d20 + 2 ⇒ (4) + 2 = 6
Jekkajek: 1d20 + 1 ⇒ (3) + 1 = 4
Surprise Round:
Lucanor only
Round 1
Silas
Lucanor
Baldur
King/Michael
Hecktor
Guards
Jekkajek
| Silas Hawkwinter |
Upon seeing the grim tableau, Silas's only thoughts are Oh dear, I think we only have one shot at this, time to go all in...
Silas strides forward and in a clear voice he calls out to Jekkajek in draconic, "Jekkajek my friend! My very good friend, you are in danger here! Treachery! Retreat to the Hatchery while you still can..."
Silas casts charm person on Jekkajek DC 17 will save. I don't know if hero points can augment that somehow anyway, the die is cast...
| Lucanor |
Surprise Round:
Trying to work his way towards the Kobold King, Lucanor hopes he's still as quiet as ever. While there is little light, he looks for one of the children as he does so.
Perception:1d20 + 11 ⇒ (6) + 11 = 17
Okay, I guess Lucanor will move to the Western Side of the cave, still stealthing for his surprise round. His first round action might depend on what he finds or if he's found out
| GM Niles |
Surprise Round:
Lucanor moves silently to the side of the cavern. He is not spotted because the Kobolds all are facing the eastern side and still keening in their incomprehensible language. Lucanor you think you can make out two humanoid forms behind Jekkajek.
Round 1
Silas interrupts the kobolds reverie! Will Save: 1d20 + 9 ⇒ (20) + 9 = 29 Jekkajek fixes his gaze on Silas and stares barefully.
Lucanor
Baldur
King/Michael
Hecktor
Guards
Jekkajek
The hero point rules are outlined in the campaign info tab.
| Silas Hawkwinter |
Seeing Jekkajek's reaction Silas backs away and sighs, "Rats, that just made him mad." As he gets closer to the party, it's plainly evident that Silas is bone weary and his joke wears a little thin, "Oh well, once more unto the breach dear friends, and all that..."
Still you're strangely buoyed by his spirits, and briefly you feel filled with renewed energy! Finally Silas whispers to Baldur, "Now would be a good time if you've got any distractions for these..."
Standard action: Inspire courage - last round of it. Please hit hard!
Move action: Put Silas somewhere in the back line.
I've got 1 spell left, need to make it count! I'll probably try and debuff the target first although if they're going to roll 20's it wont matter :)
| Lucanor |
Lucanor isn't sure what's going on, but he does know that whatever Silas tried didn't work and that dagger is possibly the most evil..thing in the room. He fires his bow at the shaman's head.
Iomedae guide my aim.
To hit: 1d20 + 5 ⇒ (12) + 5 = 17
dmg: 1d8 + 2 ⇒ (6) + 2 = 8
| GM Niles |
Round 1
Silas interrupts the kobolds reverie! Jekkajek fixes his gaze on Silas and stares barefully.
Lucanor fires his bow and catches the Shaman flatfooted dealing 8 damage.
Baldur moves up and casts create pit under the Kobold King's feet! 1d20 + 3 ⇒ (9) + 3 = 12 the King is dropped into a pit and takes 1d6 ⇒ 6 damage.
King/Michael The King screeches in rage and chants in draconic.
Hecktor
Guards
Jekkajek
Round 2 Actions Posted for Silas above
Waiting on Michael and Hecktor
Create Pit 3/3
| Hecktor |
If we are still that way behind Hecktor will have to doublemove on his first turn.
Then this will be for round 2:
Move to nearest guard (that be red likely):
Swing scythe: 1d20 + 8 ⇒ (15) + 8 = 23
Dmg: 2d4 + 6 ⇒ (2, 1) + 6 = 9
"Haaaah!!"
| GM Niles |
Round 1
Silas interrupts the kobolds reverie! Jekkajek fixes his gaze on Silas and stares barefully.
Lucanor fires his bow and catches the Shaman flatfooted dealing 8 damage.
Baldur moves up and casts create pit under the Kobold King's feet! The King is dropped into a pit and takes 6 damage.
King/Michael The King screeches in rage and chants in draconic. Michael holds his turn until after Hecktor I figure he would anyways to let Hecktor get in the way so he can use his bodyguard ability.
Hecktor double moves into melee range
Guards
Jekkajek
Round 2 Actions Posted for Silas above and Hecktor above.
I'll wait for Michael before posting the rest of the Kobold's actions.
| Michael Stamford |
Round 1
Michael dashes forward, stopping his movement beside Hecktor. Double move, ending to the right of Hecktor.
"Let's do this."
Round 2
Michael swings at the kobold in front of him. The albino guy, assuming he hasn't closed the gap or ran. If he has, I want the chance to change my target.
Inspired Power Attack: 1d20 + 7 - 1 + 1 ⇒ (14) + 7 - 1 + 1 = 21
Damage: 1d12 + 4 + 3 + 1 ⇒ (8) + 4 + 3 + 1 = 16
| GM Niles |
Round 1
Silas interrupts the kobolds reverie with a Charm spell! Jekkajek fixes his gaze on Silas and stares barefully.
Lucanor fires his bow and catches the Shaman flatfooted dealing 8 damage.
Baldur moves up and casts create pit under the Kobold King's feet! The King is dropped into a pit and takes 6 damage.
King/Michael The King screeches in rage and chants in draconic.
Hecktor double moves into melee range
Michael also double moves into melee range.
Guards shriek in fear and surprise! Then they draw their weapons, wicked spears with poison glistening from the tips, as they skitter away from Hecktor and his evil looking Scythe.
Red stabs at Hecktor 1d20 + 5 ⇒ (2) + 5 = 7
Pink stabs at Hecktor 1d20 + 5 ⇒ (6) + 5 = 11
Yellow stabs at Hecktor 1d20 + 5 ⇒ (9) + 5 = 14 Hecktor seems unaffected by their pitiful blows.
Vrregma Consort of the Chief, 5' steps and attacks Michael with a dagger fashioned from a creature's claw. 1d20 + 5 ⇒ (3) + 5 = 8 but misses.
Jekkajek barks an order to someone behind him and withdraws out of sight.
Round 2 Actions Posted for Silas, Michael and Hecktor above.
Round 2
Silas inspires +1 att/dam and moves. I actually didn't move Silas since he is already in the back but let me know if you want me to move him.
Lucanor
Baldur
King
Hecktor*
Michael*
Guards
Jekkajek
Pit 2/3
Michael you can revise your action or just choose another target with you earlier roll. Lucanor post your round 2 actions
| Michael Stamford |
Revised round 2 action: 5ft step in front of Hecktor, swinging at the chief if he's in range at that point(it looks like he is, but I don't know what that arrow means). If the chief isn't in range, then the one with purple writing.
| GM Niles |
Round 2
Silas inspires +1 att/dam and moves. I actually didn't move Silas since he is already in the back but let me know if you want me to move him.
Lucanor holds
Baldur begins casting and a Fiery Sphere appears to strike the Kobold guard (Red) Reflex: 1d20 + 2 ⇒ (10) + 2 = 12 for Fire: 3d6 ⇒ (2, 6, 1) = 9
King chants further and blue eldritch light appears in the pit
Hecktor steps left and smacks pink for 9 damage.
Michael steps up and smacks red for 16!
Guards
Jekkajek
the Chief is in a 10ft pit created by Baldur. I'll let Lucanor take his ction before posting for the other kobolds.
Pit 2/3
| GM Niles |
You think 1 hit is gonna kill them? I mean, it might but they have more than 9 hp. Nothing has died yet. Take a look at the map, I have tallies of HP damage taken on that.
Also, Michael because Hecktor moved before you it was impossible for you to 5' step in front of him. Instead I had you hit the red one, then i reread your post and realized that I made a mistake. You wanted Vreggma as your target, I'll have you 5' left and hit her instead.This will let you cover Hecktor with your bodyguard feat. It also puts you in range to hit anything in the room, except the Chief who is 10' below the ground.
| Silas Hawkwinter |
For round 2, Hecktor actually had 24 to hit and 10 dmg thanks to inspire courage. Too bad I'm out of that resource now...