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"Well, Ahmandé should probably hold on to the healin' wand. Ren that other one's gotta be for you. Maybe Gruk and I each take a potion? It's not a half orc thing mind you, we just tend to be up where the action is."
Just ideas. Let's put them with where they will be the most useful. And yeah...just a little worried.

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Inspecting the items, Gruk gives a wry smile. "Seems the gods are tryin to tell us something." he states with a wink to Kord.
Looking from one door to the other, he asks "So, should we try opening the one that seems in good condition or continue straight ahead?"
What? Thought it was a half-orc racial that we get all the lootz!

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Kaya looks over the items, ”I agree with your thoughts, those items are much better in the hands of those with a spark of the divine and... gifts of personality.” She shrugs as she honestly still doesn’t know how that kind of magic works.
Wrinkling her nose at the dusty smell, ”we can always leave that door and check out the hallway next.”
I think that is an alternate racial for half orcs, but you give up your share of gold for it. :P

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"Wisdom is best spoken plainly. Those potions are yours, Ahmandé should carry the healing wand and I will hold the restorative wand."
And remember that we use the wand we just found for heals first as it doesn't get used up at the end of the scenario like our own do. :)

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"I'll happily carry that healing wand; good idea." Ahmandé studies the lean of the door, and agrees with Kaya. "Let's explore the hallway, and see if we can't find a the other side of that door some other way. If not, we can always come back. I don't like the looks of it right now."

GM Merisial the risen |

So is the plan to burst in on the corridor via the brown pentagram door. (Which also appears to be jammed shut like the first door).

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"It seems like this door is also jammed shut. Shall we just go back out the first door, and explore the hallway from there?"
Go back into entryway, then enter hallway between two statues (or, explore the door on the other side of the entryway; either is a fair choice).

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Kaya moves back out into the first room and readies to cover Kord again.
Attack + PBS: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 for Cold Iron/Piercing + PBS: 1d6 + 1 ⇒ (1) + 1 = 2

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Hurriedly joining those in the hall, Gruk keeps his blade handy. Peering through the corridor, he strains to listen for trouble.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20

GM Merisial the risen |

As Kord travels down the hallway he he stops as he reaches a twenty foot section that looks like a pressure plate. A lowered portcullis blocks off the end of the hallway to the south. The portcullis is old and rusty, and it no longer fits properly in its grooves. Beyond there
is a grotesque dragon face carved in the stone wall. In its gaping maw it has two dozen round holes where its teeth should be. From behind the portcullis peek two Kobolds raising their crossbows to fire down the hall
Ahmande: 1d20 + 5 ⇒ (17) + 5 = 22
Kaya: 1d20 + 4 ⇒ (17) + 4 = 21
Gruk: 1d20 + 4 ⇒ (20) + 4 = 24
Kord: 1d20 + 1 ⇒ (12) + 1 = 13
Yridhrendir: 1d20 ⇒ 7
kobolds: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative
(bold to act)
Kaya
Kayas is forewarned and gets a surprise round action. Gruk is just plain faster than the kobolds
Gruk
Kobolds
Ahmande
Kaya
Kord
Yridhrendir

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Kaya yells, "watch out, Kobolds!" Then with a small incantation and carefully practiced motion, she casts a spell on herself.
Standard to cast Shield

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Witha large smile at the sight of the creatures, Gruk calls out.
"Kobolds thinken they sneaky
Yet they are quite squeeky.
We'll show 'em
As Kord is comin
With that flail, he's quite freaky!"
"They're behind the wall guys!"
[ooc]Start Inspire Courage Performance as a standard[ooc]

GM Merisial the risen |

The Kobolds fire their crossbows at Kord
crossbow bolt with blue feathers: 1d20 + 6 ⇒ (13) + 6 = 19
crossbow bolt with red feathers: 1d20 + 6 ⇒ (1) + 6 = 7
bolt from the blue damage: 1d6 ⇒ 3
The one on Kords right hits him with a blue feathered bolt for 3 damage
Party to go
Kobols await your worst
Inspire Courage is up
All dors in the hallway open normally if you do go into side rooms please indicate the path you are following
Moved onto separate map as I spotted how awkward it is when a whole page map is used in another game when on phone

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Ahmande begins seeking an alternate path to the kobolds, not liking the way the portcullis separates them.
Move: open door
Move: 30'
Recognizing that the traps they've already discovered are probably not everything in the complex--kobolds are crafty creatures--he continues to look for more traps as he moves.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
He moves up to the distance shown unless he finds a trap along the way.

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Inspired by the wise words of Gruk, Kaya moves up and fires her feathered crossbow bolt at the one that was lucky enough to get a hit in on Kord.
Crossbow + IC: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 for Cold Iron/Piercing + IC: 1d6 + 1 ⇒ (3) + 1 = 4
I agree with the Kobolds and I'm pretty sure crossbow bolts do have feathers, just 2 not 3 of them so they load onto the crossbow. :D

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Covering for his friends as they move through the door and try to close the distance, Ren readies a shot with his light crossbow for when one of the kobolds pokes his head around to shoot.
piercing dmg: 1d8 + 1 ⇒ (7) + 1 = 8

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Round 2
"Well Kord went through the door...
Marching up this corridor'd be a chore.
Your only hope you see
Would be if you flee.
Surrender now or we'll cover ya in gore."
Spouting out another few lines, as he looks down the narrow hall, Gruk shrugs. Stepping through the door his fellow half-orc opened, he grins. "I got this one buddy!"
Taking a hand off his weapon, the bard points it towards the closed door to the east. "Open Sesame Seeds!" he calls out.
Continued Inspire Courage (free), Walk into the room, Cast Open/Close on new door

GM Merisial the risen |

Red areas are traps don’t go in. Kaya’s bolt ricochets off the wall right at the end of the passage and ends up in the eye socket of the dragon statue
Red feathers shoots back at Kaya
red bolt: 1d20 + 6 ⇒ (7) + 6 = 13
Blue scampers away
Party up again red outlines are traps

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Ahmande calls out to the others before he moves further through the room. "Should we use this tongues scroll? It only lasts a short while, not even an hour, but we might want to get ahead of things here before we get to a point where the kobolds won't even listen to us."
No action yet, just conversation.

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Kaya reloads, steps up and watches the end of the hallway, ready to fire if a snout pokes out. She says the following first in a rough version of Elvish, then repeats it in a squeaky sounding Orcish. "I don't think they'll listen to us right now, I'd save the scroll until we at least take one captive... plus they might even know common and just be ignoring us."
Crossbow + IC: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 for Cold Iron/Piercing + IC: 1d6 + 1 ⇒ (4) + 1 = 5

GM Merisial the risen |

Sorry board ate my post last night and I was running out of time this morning
The red square takes in a wall that could be toppled over quite easily. But the kobolds have rigged it to fall back on anyone who tries it. The red circle is an ankle biter trap the floor looks set to give way and snag your feet.

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Gruk continues to recite encouraging sonnets as he follows Kord into the next room. The half-orc points to the door in front of his companions and again recites the key words. "Open Sesame Seed!"
Continue Inspire Courage, Move, Cast Open/Close on the door in front of Kord to open it

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When the red kobold poked it's head out to take that shot on Kaya, did my readied action go off?
Ren moves ahead quickly, going through the nearby door and soon after that the next one, to finally come up behind Kord.
"Desna has truly shown us an interesting path. I am eager to see where it finally leads. Will you kill the kobold, or will you try to question it?"

GM Merisial the risen |

Oops sorry yes it did and it missed (they can ignore the cover provided by the portcullis by sticking the point of the crossbow in a gap you cannot)
Blue feathers snaps off a shot at Kord
blue: 1d20 + 6 ⇒ (13) + 6 = 19
And misses due to the cover of the doorway
The other kobold moves across and slams the door shut in Kords face
party up

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Seeing the kobolds dash across the gap and realizing her allies are giving her a nice distraction, Kaya dashes down the hallway.
Double Move 40 ft.

GM Merisial the risen |

There is a click as Kaya scampers down the corridor and at the far end of the corridor a bolt comes from the dragons eye. Its Kayas and it drops to the floor

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Str Check to open door: 1d20 + 1 ⇒ (18) + 1 = 19
Ren steps to Kord's side, then reaches in front and opens the door again with a remarkably strong shove.
With a small grin he says, "The path is open once more my friends."

GM Merisial the risen |

As you beat his check by more than 5 The kobold gets pushed back and you may enter the square he was in on the other side of the door.
Kord
Gruk
Ahmande
Kobolds
Kaya
Yridhendir (may move beyond door)

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Believing the kobold's wouldn't risk breaking their crossbows, Kord opts to bypass the red clad kobold in favor of attacking the one who shot him.
"C'mere you. We're gonna have words, you and I!"
Flail: 1d20 + 5 ⇒ (1) + 5 = 61d10 + 4 ⇒ (6) + 4 = 10

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"Remember! Valsin wanted that we not antagonize the kobolds; they're not our target here! We should maybe focus on nonlethal attacks!"
Ahmande pulls a small amount of fine sand from his pouch and whispers some arcane words before blowing the sand forward in a puff that turns into iridescent sparkles. The sparkles begin to fly across two rooms into the kobolds corridor.
1 round: cast sleep
1 round casting time, so won't take effect until just before Ahmande's turn next round. Intended area of effect highlighted in green, though this may move depending on party and kobold actions through this round.
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

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"Huh? But they shot fir....Oh, ok." responds the half-orc, dejected. Stepping up to the doorway, he looks at the foe directly ahead.
"You there!" cries out Gruk, stomping his foot. "We're bigger! You listen here, or we'll have to beat on you a bit!"
Intimidate (Demoralize): 1d20 + 8 ⇒ (8) + 8 = 16
Move and Demoralize (as a standard) Allowing Inspire Courage to drop
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

GM Merisial the risen |

Kord manages to miss a kobold whether he he is responding to Ahmande only he knows. Gruk shouts at the kobolds who respond with “I don’t speak common” and ”Me neither”
They then stab ineffectively at Kord before dropping asleep as Ahmande completes his spell
Kord defeats Ahmande magic
its Christmas I’m not going to make Kord roll his save and this does move things out of combat until everyone is good to go again. You should have realised the kobolds were lying. Well the second one at least

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What the...?!?! Alright, did ya hafta go and take my fun? Not sport in killin' sleepin' sentries. Slappin' 'em awake however is a different story." Kord takes a moment to disarm the slumbering kobolds before tying them up. He looks to the bard, "You DO know they shot me right?"

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Smiling at the sight of the sleeping Kobolds, he turns to Kord. "Tis just a flesh wound, no? You're not saying such a meager annoyance will take the big strong orc blooded paladin out of the fight?"
Tossing a wink Kord's way, he adds "And I'm pretty sure the scaly jerks speak common."

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"The kobolds made you bleed and I can understand your desire to repay them in kind." Ren says to Kord sympathetically. "While they deserve no less than a complete thrashing, for now, lets focus on the mission. We have enough enemies with the Aspis on the prowl and Valsin specifically asked us to make nice with the kobolds for the sake of the Nantambu lodge."
Now that the kobolds are tied up, Ren encourages Kord to slap one of the little things awake, but not too hard lest it stay unconscious, or worse simple die. "Please use that silver tongue of yours Gruk and smooth things over with these two when they are awake."

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"I can sell them ocean front property on the moon, but you want us to be friends, right?" replies the bard with a mischievous grin.
"I think I'll let the elven man have a whack at it."

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"Ah, looking for more subtlety, perhaps. I can do that."
Ahmandé kneels down to address the kobolds once they are awake.
"Hello, little friends. Sorry for the misunderstanding here. You do understand Taldane, that I speak, right?" he asks, with the clear understanding that yes, they do know what Ahmandé is saying, if they don't necessarily know the name of the tongue.
"So, we all invested in a very expensive scroll just so that we could speak with you, but it turns out that you know our tongue anyway. No bother; that's our fault, not yours."
"So, we'd like to speak with your leaders. I know, I know; it's so very predictable. But that's just how it goes, on this day in this place, you know?"
"Can you help us? We'll make sure that you go free, unharmed, after you do!"
Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

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Kaya works her way back around to the group and puts her crossbow away. When Ahmande begins his plea she gives a nice smile and adds, ”see? We aren’t here to hurt any Kobolds. We might even be able to help you in return!”
Diplomacy Aid DC 10: 1d20 + 8 ⇒ (17) + 8 = 25

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"Yes children of dragons. As long as you treat us kindly, we mean no harm to you." Ren says with as much sincerity as he can muster.
diplomacy aid: 1d20 + 6 ⇒ (1) + 6 = 7
Unfortunately his frustration at the situation wins out and his tone falls short of pleasant.

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"Ah, see now? Such a honeyed tongue that one." utters the half-orc as he glances towards the kobolds.
"Yes, as my companions were saying...we have no desire to hurt you. We were actually sent to give you assistance."
Diplo Aid: 1d20 + 3 ⇒ (13) + 3 = 16

GM Merisial the risen |

The two kobolds look at each other and at you. Finally their curiousity gets the better of them "Why you come here? You come to worship our Golden God. He very big size of twelve kobolds! Did Golden God send for you" "Nalzak will know" says the other

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Ahmande gives a knowing glance at the others when the kobolds mention their "Golden God." Well, maybe not so much worship....
"We are really looking for another of our own who we think traveled through here, but we'd love to talk with this Nalzak about your Golden God. Can you bring us to Nalzek?"

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12 Kobolds? That's like... one Gruk, can't be that bad."
Kaya shrugs off her thoughts, "and can you please tell me more about this Golden God. I'm always interested in learning about new deities."