Drakr |
Oops, forgot.
There is a dead human lying near the bridge. He is dressed in the style of Light Infantry from Vigil - Breastplate, polearm, crossbow.
Marked with an X on the map.
Oh I totally forgot about the body of the Vigil Soldier. Drakr will take the crossbow and bolts before crossing the bridge. "Don't worry, we'll avenge ye and hopefully find some o your companions still alive"
Heal Check: 1d20 + 1 ⇒ (18) + 1 = 19
How long has the man been dead?
When he gets to the other side he checks that the rope is secure and stays to ensure it doesn't come loose.
Conner Nuadha |
"They shot him and left him here. Didn't even bother to push him into the water. Either they don't mind the smell or they were waiting for rot to set in and use parts of him to make contact poisons."
With that, Conner will cross over the bridge with the others and guard them while those in front kill the sleeping kobolds.
Drakr |
"Thanks for that healin magic Conner." Drakr says looking down at the arrow wounds that have magically healed. "Bloody disgusting little critters aren't they." He fishes around in his pack and pulls out a set of manacles but comparing the size of the rings to a kobolds hands and wrists "humph, that's not gonna work." so he gets out his rope and cuts enough to tie the three kobolds together in a chain gang style but with both hands and feet tied. He pulls out an arrow from one of the kobolds quivers. Holding it out for Conner, "We ain't gonna die from some horrible poison are we?"
Lorelei |
Lorelei watches Drakr start to tie up the Kobolds. "Uhm, aren't we just going to finish these off? We aren't going to drag them around with us and there is no guarantee that we'll pass this way again, plus their friends may double back and untie them as soon as we leave."
Drakr |
"I'm a soldier not a murderer. I was just gonna string em up from the middle o that bridge!" Drakr says as he strips the kobolds of their combat gear. "If you've got the stomach for killin' a helpless creature then be my guest."
Jobo |
"They ambushed and killed the law in these parts. I thought that made them murderers and subject to a quick death."
Jobo points to the dead soldier.
"I can make sure three kobolds don't do that again. But then I am the uncivilized one. I don't wear one of those fancy tatoos on my hand either. Drakr, once again we disagree, but I do not disrepect you or your personal codes."
GM post |
Lorelei, Jobo, Conner and Drakr work together to set up a rope-handrail to aid in crossing the bridge.
Drakr scrapes his shield across the ceiling to help him get across first (your shield takes a -2 to all of it's Charisma-based checks, as the pink bunny painted on it's front is a little scratched now).
Conner also crosses, and the others are ready to do so too.
Can I see checks made to cross the bridge, Acrobatics DC 0 - really only necessary for those of you with a negative on Acrobatics.
There is some discussion as to what do with the sleeping kobolds. It takes a few rounds to get everyone across as only one per round can make use of the assistance from the rope. The kobolds will wake soon.
I would like to know what is to become of these three sleeping kobolds.
The dead Vigil soldier also raises a conversation. Jobo can squeeze into his breastplate, though it is a little small for his massive frame (resulting in ACP -6). He inspects the pole arm, reckoning it to be a MW Ranseur. The body has a MW crossbow and bolts, as well as some personal effects. Lorelei hopes to be able to identify the body - he has his dog tags (which are numbered only with the stamp of Vigil and of Iomedae.) He also held a perfumed letter in a pouch close to his heart. It contains notions of [insert drivel here] and is signed Cordelia. Perhaps one day it could be returned her, or to his family.
Drakr thanks Conner for the healing of some wounds caused by kobold arrows. Pedro and Grobnar hang back as though daydreaming of the winter solstice celebrations.
Lorelei |
Lorelei will take the dog tags and letter so that his family (and gf) can be told of his fate.
"Jobo, want to go ahead and finish them off and then we can chase down the rest."
Lorelei will cautiously peer up where the kobolds went, wary of anything being dropped down on her head.
Perception (has lowlight vision if no lightsource up there) 1d20 + 6 ⇒ (13) + 6 = 19
Jobo |
Jobo decides to keep the armor with the Vigil soldier out of respect to the dead and the fact that it doesn't fit. He will take the MW ranseur, as that is a significant upgrade. Jobo quickly reads the love letter as he has never written one before and might need some pointers.
Jobo muses: It is probably bad form to change the signature on a love letter rather than write your own.
When Jobo is across he'll try out the ranseur on the three kobolds.
Drakr |
Drakr shrugs his shoulders and leaves the Kobolds to the others after tying them up.
I mentioned in an early post that Drakr took the crossbow and bolts.
Pedro Thornfoot |
As Pedro is wearing his studded leather armor, not his heavier armor, he needs no acrobatics check.
Pedro shoulders his burden, and crosses the make-to bridge.
I've got an idea". "Let's just shove the little buggers off into the ravine". "if they wish to fly, then they can survive". Pedro then moves off to do what he says.
Conner Nuadha |
Acrobatics check 1d20 + 0 ⇒ (4) + 0 = 4
As he makes his way over the log, the druid agrees with Jobo.
"I do not condone torture; pain and death are part of life but there is no need to prolong suffering. Letting them come to as our prisoners will only lead to us killing them later or being killed by them. Those who are not ready for this path should turn back now."
Grobnar Spinfoodle |
Grobnar mostly stays quiet but then walk over to the Tied kobolds. "The one in the fez appears to be their leader, perhaps we can get a word or two out of him eh."
He also turns his attention to the soldier. "Least we can do is give him a proper burial everyone deserves that."
He also gives himself a zap from his wand.1d8 + 1 ⇒ (3) + 1 = 4
Drakr |
"I figured we'd be comin back this way. Let's see if there's any men left alive further into the lair" Drakr looks up the shaft with the ropes to see how far up it goes.
Perception 1d20 + 1 ⇒ (1) + 1 = 2 with darkvision.
Drakr |
"I Agree we should keep moving." Drakr ties his shield to his pack and begins to climb one of the ropes.
Climb: 1d20 + 4 ⇒ (17) + 4 = 21 AC 17 if I still count as squeezing while I'm climbing.
Pedro Thornfoot |
"Pedro, I also realize bringing light into this cave was a big mistake. My eagerness to get in and see got you shot up pretty bad. I promise to at least thing a bit more about it before I do it again; it is hard to keep a barbarian from a fight."
No apology is necessary. I must plead temporary insanity for trying to sneak into a fully lit room". "Even the Kobolds are smarter than I".
GM post |
Lorelei takes the dog tags and letter from the dead soldier of Vigil so that these may be returned to his family. She looks up to where the kobolds went and…
Jobo decides to leave the armour with the dead soldier, though he takes the ranseur and uses it on two of restrained kobolds. He reads the letter for future reference.
Pedro scoots across the bridge with the rope assistance with ease and shoves the dead kobolds into their own murky-water trap.
Conner also crosses with ease, and pontificates the inevitable fatal end that comes to all prisoners, suggesting that they should all be killed quickly now.
Grobnar heals himself and contemplates a burial for the soldier of Vigil. Drakr and Lorelei remind him that time is of the essence if more of his troop still live within the lair.
Grobnar also believes that the leader of these kobolds may yet be of some use to the party, and Jobo agrees. The kobold with the fez lives – for now. He is tied up Escape Artist DC = Binder’s CMB +20: from Drakr this is 26.
Pedro laments his actions considering the Light – Jobo apologises. Each blames themselves, and a peace is made.
Jobo and Drakr both agree with Lorelei that now is the time to move. Drakr climbs up the 15’ of knotted rope, and as soon as his head clears the top edge a spear-point lunges at his face…
Ready action:
Attack from Higher Ground +1: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Damage 1d6 - 1 ⇒ (4) - 1 = 3
…wielded by an old looking kobold. He misses the dwarf, drops his spear in panic and turns to run away, Yapping loudly.
Drakr can see with his Darkvision, and the rest of the party can hear, several dogs suddenly barking and growling and yelping and leaping and charging at Drakr.
I wasn’t expecting a Climb check from anyone yet. That is my lack of foresight.
.
Conner 1d20 + 2 ⇒ (5) + 2 = 7
Drakr 1d20 + 2 ⇒ (16) + 2 = 18
Grobnar 1d20 + 7 ⇒ (2) + 7 = 9
Jobo 1d20 + 1 ⇒ (14) + 1 = 15
Lorelei 1d20 + 3 ⇒ (4) + 3 = 7
Pedro 1d20 + 2 ⇒ (11) + 2 = 13
Dogs 1d20 + 2 ⇒ (1) + 2 = 3
.
Conner 7
Drakr 18
Grobnar 9
Jobo 14
Lorelei 7
Pedro 13
Dogs 3
Initiative Order:
Drakr
Jobo
Pedro
Grobnar
Lorelei
Conner
Dogs
.
Make a Climb check DC 0 to gain access to the upper level. You will be ready to combat the dogs HOWEVER, having just climbed you will have both hands empty.
.
The caves are much more luxurious for the kobolds here – the ceilings are 6’ above the ground! No squeezing for Medium characters here.
.
IF there is Light from below it will provide Dim Lighting for the 2 squares nearest the edge. There is a single torch burning mounted on the wall, as shown on the map. This provides Normal Light to 20’, Dim Light to 40’. Double these distances IF you have Low-Light Vision. Darkvision is pretty good to have when attacking kobolds in their lair.
.
Drakr has already made his climb check, though he will slot into the initiative order that he rolls.
THE MAP[/b]
Drakr |
AC 19 without squeezing. HP 22
Drakr pulls his axe out and swings double handed at the Kobold. "Oi, point that some place else!"
Atk:1d20 + 8 ⇒ (8) + 8 = 16
Dmg:1d10 + 6 ⇒ (8) + 6 = 14
GM post |
Dang, I forgot about the kobold in the initiative order.
Never mind
Drakr swings his axes at the old kobold, collapsing his collarbone before slashing the leather armour and skin, to hack his ribs from his stern, cut his liver in twain, and puncture his splanch. the lifeless body slurps off the dwarf's axe.
I guess it doesn't matter now.
Lorelei |
climb 1d20 ⇒ 1
ranged touch attack 1d20 + 4 ⇒ (20) + 4 = 24
confirm ranged touch attack 1d20 + 4 ⇒ (10) + 4 = 14
damage 1d6 + 2 ⇒ (2) + 2 = 4
if confirm successful add damage 1d6 + 2 ⇒ (5) + 2 = 7
Making sure that her gear is secure, Lorelei will turn to Jobo. "I'd appreciate a boost up. I'm not much for climbing."
Lorelei rather shakily climbs up the rope, barely making it to the top. Once there she will fire off an acid dart at one of the hounds. "Release the hounds he says...How original."
Jobo |
Jobo climbs up quickly behind Drakr. Although he won't rage for kobolds, the dogs are another story [5 out of 8 rage rounds left].
Jobo moves to J11 unslinging the ranseur while raging and strikes at the smallest looking dog in the front first.
No Power Attack/cleave 1d20 + 10 ⇒ (7) + 10 = 17
Damage 2d4 + 10 ⇒ (4, 4) + 10 = 18
Attack 2 if needed w power attack 1d20 + 9 ⇒ (15) + 9 = 24
Damage 2d4 + 12 ⇒ (1, 2) + 12 = 15
Jobo |
Jobo now has 4/8 rage rounds left and is -4AC (cleaving and raging) and has 2 AoOs. Jobo doesn't need to roll his AoOs and will not turn one down.
Climb+6-armor1d20 + 1 ⇒ (13) + 1 = 14
"There is a pack of dogs here." Jobo roars and snarls at the dogs in barbaric fury.
GM post |
That hit is a critical - well done!
However, the Acid Dart from you Conjuration School says:
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
At the moment you only have 2 levels of Wizard, so that is a single +1 to your damage. At level 4 you will have +2 damage. I thought perhaps the extra was from Point Blank Shot, but you don't have that feat. I'll use the slightly lower number in my calculations.
I've placed you as far as possible from the dogs on the map - that's what I would do as a wizard.
LOL - good work, very effective character.
GM post |
Climb 1d20 - 2
Conner climbs up the rope and then draws his dagger, so he'll be armed if the dogs come running in.
Conner, you can have a full-round's worth of actions, it is just that you needed both hands free to climb. Feel free to Move (drawing your weapon as you go) and Attack, or Move and prepare a Ready Action, etc.
GM post |
"Wait"! "Perhaps I can calm them down". "Oh never mind". Pedro stops watching the drowning Kobalds bobbing about, and heads towards the rope.
You can make a full-round action at the top of the rope, though you begin the round with your hands empty, as you need both hands free to climb up.
Sorry about the delay.GM post |
"Having any trouble up there." Grobnar sarcastically calls out before climbing up as fast as his small frame can carry him. For action will cast grease hoping to drop a few of the dogs.
Are you having trouble with the map? Where would you cast Grease? What's the DC my dogs need to save against?
Pedro Thornfoot |
I considered wild empathy, but I thought it takes a minute to do. Can it be used in combat?
Not sure how it works either...exactly. I'm hoping that it begins right now, with any dogs not in combat, and holds them off for a minute until the final effects have taken place. Not that I think we can keep from attacking for a full minute :-)
GM post |
Pedro, if you want to make a Wild Empathy check DC 25, with a -4 penalty because three of their pack are already dead, please do so soon so I can include it in the upcoming GM Post.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
From Diplomacy:
Starting Attitude Diplomacy DC
Hostile 25 + creature's Cha modifier
Unfriendly 20 + creature's Cha modifier
Indifferent 15 + creature's Cha modifier
Friendly 10 + creature's Cha modifier
Helpful 0 + creature's Cha modifier