GM XaveTheNerd |
The scenario isn't explicitly clear about it. I'm assuming the splots in the map where the wall changes color are, well, those aforementioned cracks. At least, that's my best guess anyway. There are a few in the hallway from what I can tell. I'll circle them with green.
Jerrid, let me know if you'd like to revise your action after seeing where the cracks are.
For ease, I'm going to say all the trap hunting was done in the main room, and nobody has gone down the hallway until Jerrid does so (if he does so). Nobody is able to find traps within sight in the main room. Also of note, at the end of that hallway is a grate that can be seen through, but not walked through. You'll have to find a way around.
{The} Herald |
I suspect that grate at the end of the hallway hides kobold sentries. When we're ready, I can create a blinding flash of light for a momentary diversion.
Not all that blinding, unless you're a kobold. He is offering to cast Light.
{The} Herald |
Herald stands ready to assist Jerrid.
GM XaveTheNerd |
As Jerrid and herald move forward, they begin to hear tiny footsteps.
The Herald: 1d20 + 1 ⇒ (9) + 1 = 10
Jerrid: 1d20 + 3 ⇒ (2) + 3 = 5
Ferdrin: 1d20 ⇒ 2
Orzworth: 1d20 + 2 ⇒ (15) + 2 = 17
Malthus: 1d20 + 3 ⇒ (3) + 3 = 6
Gardol: 1d20 + 6 ⇒ (19) + 6 = 25
???: 1d20 + 3 ⇒ (1) + 3 = 4
You're all made aware of a hostile presence, but you can't quite locate it.
Initiative order - The BOLD may act
We'll be taking this combat a bit slower.
-------------------------
Gardol
Orzworth
Herald
Malthus
Jerrid
???
Ferdrin
Orzworth |
Orzworth moves to the nearest doorway and tries to open it. "We are not alone," he cautions the rest of the group.
Strength: 1d20 + 3 ⇒ (10) + 3 = 13
GM XaveTheNerd |
Orzworth tries to open the door, but finds it's more rusted shut than he thought. It doesn't budge.
Gardol, there are no kobolds in sight. Would you like to ready the action instead?
Initiative order - The BOLD may act
We'll be taking this combat a bit slower.
-------------------------
Gardol
Orzworth
Herald
Malthus
Jerrid
???
Ferdrin
Battlefield conditions:
Note the crack and door rules from above.
{The} Herald |
Herald prepares to cast Light at the location of the first kobold he sees.
Readied Action
GM XaveTheNerd |
Light is a touch range spell, so it may not be readied like that.
Gardol prepares to shoot one of the goblins. Herald, that readied action would only go off if a kobold happens to run directly next to you. If you intend it that way, I'll keep it.
Initiative order - The BOLD may act
We'll be taking this combat a bit slower.
-------------------------
Gardol
Orzworth
Herald
Malthus
Jerrid
???
Ferdrin
Jerrid T'Clur |
Jerrid tries to make the crack in the wall bigger.
Strength Check: 1d20 + 3 ⇒ (5) + 3 = 8
{The} Herald |
Ah, yes. Thanks for catching that.
I'll be right back. Don't die while I'm gone or anything.
Herald moves discreetly around a corner and casts Light on a coin, which he then holds inside a pocket to hide the illumination as best he can.
GM XaveTheNerd |
Jerrid attempts to open a crack, but it appears to be more resilient than he expected. Malthus waits. Herald lights a coin up and hides hit, hoping to catch the kobolds off guard.
"Ssssstinky humanssss. No kilssss. WE KILLSSS!" scream two kobold voices as two kobolds pop out of the lowest crack and fire at Jerrid.
kobold crossbow: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d6 ⇒ 6
kobold crossbow: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d6 ⇒ 3
And Jerrid takes two crossbow bolts to the face. He looks over menacingly with blood streaming down his face, and the kobolds appear a bit more scared.
Initiative order - The BOLD may act
We'll be taking this combat a bit slower.
-------------------------
Gardol
Orzworth
Herald
Malthus
Jerrid (-9)
Kobolds
Ferdrin
Malthus Salvitto |
Coming out of delay…
Malthus springs into action, running straight forward until he stands face-to-face with the kobolds with his blade drawn.
Then reality hits him like a truck.
”Why did I just run straight into danger?!”
Riposte w/CE: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12
GM XaveTheNerd |
Along his way, Malthus triggers a trap, a set of rough, unstable bricks on the ground move a bit, causing the wall to topple down onto the poor swashbuckler. As he gets up and moves MORE forward, well, the next chunk of wall falls too.
Malthus reflex: 1d20 + 6 ⇒ (11) + 6 = 17
Malthus reflex, again: 1d20 + 6 ⇒ (9) + 6 = 15
Malthus takes half of: 4d6 ⇒ (1, 4, 2, 6) = 13 6 damage
He makes it up to the kobolds perfectly fine, otherwise.
The areas marked in red are now difficult terrain, but the wall in the area is no longer there.
Yes Malthus, you did just run straight into danger. It also ran into you!
Initiative order - The BOLD may act
We'll be taking this combat a bit slower.
-------------------------
Gardol
Orzworth
Herald
Jerrid (-9)
Kobolds
Malthus
Ferdrin
Battlefield conditions: Note the crack and door rules above. The red square is difficult terrain, but the walls inside of it are no longer standing.
Ferdrin Ternyth |
Ferdrin runs into the tunnel after his teammates.
What did you all find back here.... oh.
30', move action
He stares down the kobolds and begins reciting the draconic to send bolts of force at them.
Cast magic missile, using Potent Magic (1 arcane reservoir point) to boost to CL4
Missile 1 vs. kobold: 1d4 + 1 ⇒ (4) + 1 = 5
Missile 2 vs. the other kobold: 1d4 + 1 ⇒ (3) + 1 = 4
GM XaveTheNerd |
Added colors. Closest kobold was the red one.
Ferdrin launches missles of force at the kobolds, while gardol sticks an arrow in the closest. The further one appears fine, but the red kobold is, well, quite woozy. He seems barely standing.
Initiative order - The BOLD may act
We'll be taking this combat a bit slower.
-------------------------
Gardol
Orzworth
Herald
Jerrid (-9)
Kobolds (Red -12; Blue -4)
Malthus
Ferdrin
Battlefield conditions: Note the crack and door rules above. The red square is difficult terrain, but the walls inside of it are no longer standing.
Orzworth |
Orzworth picks his way through the rubble and moves into the newly-opened room.
Double move
{The} Herald |
Herald moves back into the hallway and tosses his pebble over the heads of his friends, trying to land it between the two kobolds.
Throw: 1d20 + 3 ⇒ (18) + 3 = 21 Direction if miss: 1d8 ⇒ 2 Distance if miss: 1d4 ⇒ 1
Jerrid T'Clur |
Jerrid makes his way over the rubble caused by the wall and then dashes toward the crack in the wall he spots as he will try to bust it open to make another path to the enemy.
Double Move
GM XaveTheNerd |
Orzworth and Jerrid move further into the room, while Herald chucks a rock to suddenly dazzle the kobolds.
The blue kobold backs up a step and fires his crossbow after reloading it. The other kobold then does the same.
Kobold 1 on Malthus: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Kobold 2 on Malthus: 1d20 + 6 ⇒ (3) + 6 = 9 Does not provoke due to cover
Both bolts go wide, and the battle moves further down the small hallway.
Initiative order - The BOLD may act
We'll be taking this combat a bit slower.
-------------------------
Gardol
Orzworth
Herald
Jerrid (-9)
Kobolds (Red -12; Blue -4)
Malthus
Ferdrin
Malthus Salvitto |
Malthus looks back at The triggered trap in horror.
Mother did always say to look before you leap; didn’t know it was so literal...
Putting the trap behind him (literally), Malthus steps forward to the kobold.
”Have at thee you pint-sized dragon wannabes!”
Swift action: spending 1 Panache to double damage from Precise Strike
Primary vs Red w/CE: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 + 3 + 6 ⇒ (5) + 3 + 6 = 14
Confirmation: 1d20 + 8 ⇒ (16) + 8 = 24
Bonus Damage: 1d6 + 3 ⇒ (4) + 3 = 7
And he gains it right back!
Riposte: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 3 + 3 ⇒ (5) + 3 + 3 = 11
Ferdrin Ternyth |
Why do I get the feeling that there are more of them back there somewhere?
He sends another volley of arcane bolts, this time focusing on the one in back.
Cast magic missile, enhance with potent magic to CL4
Missile 1 force damage vs. blue: 1d4 + 1 ⇒ (2) + 1 = 3
Missile 2 force damage vs. blue: 1d4 + 1 ⇒ (4) + 1 = 5
GM XaveTheNerd |
The red kobold LITERALLY DIES from the clumsy swashbuckler's attack after Gardol's arrow flies wide.
Ferdrin then launches two missiles at the blue kobold, which now appears to also be barely standing.
Initiative order - The BOLD may act
We'll be taking this combat a bit slower.
-------------------------
Gardol
Orzworth
Herald
Jerrid (-9)
Kobold (-12)
Malthus
Ferdrin
Orzworth |
Orzworth moves through the room to the opening Jerrid isn't working at and tries to squeeze through it.
Escape Artist vs DC 15: 1d20 + 6 ⇒ (12) + 6 = 18
Success, but that's both actions to stand on the other side of that wall.
Jerrid T'Clur |
Jerrid throws a couple of strong arm punches at the crack in the wall, trying to burst it open further.
Brawler's Fury
Damage 1: 1d6 + 3 ⇒ (3) + 3 = 6
Damage 2: 1d6 + 3 ⇒ (2) + 3 = 5
{The} Herald |
Herald Double moves up through Rough Terrain closer to the action, ready to provide his shield as needed.
Saving Shield: Immediate action, adjacent ally gets +2 Shield bonus, once/round.
Malthus, I can give you a boon, but you may not like the cost.
Vision of Madness: Melee touch gives +1 to choice of (Attacks, Saves, Skills) but -1 to the other two; 3 rds
Speak now if you wish this boon from my patron.
Malthus Salvitto |
”Uh...from what I’ve heard of your patron, I think I’ll pass...”
GM XaveTheNerd |
Jerrid could nat 1 1: 1d20 ⇒ 2
Jerrid could nat 1 2: 1d20 ⇒ 2
Glad I could get those out of the RNG! Haha!
Orzworth, Jerrid, and Herald all work to close the gap between them and the kobold. Orzworth squeezes through the gap, and as he steps on the other side, the floor below gives way, and his foot sinks into the ground. He feels a bit of pain as he attempts to wriggle his foot free.
Orzworth reflex: 1d20 + 6 ⇒ (14) + 6 = 20
However, the monk quickly pulls his foot out and frees it with no problem. Jerrid punches at the wall, but is unable to even dent it. Unless you've got something for hardness.
The kobold at this point throws down his weapon and says, "Mercccccccy! Mercccccy! I yield! Me no goodssss in melee combatssssessss. Me tellsssss what I knowsssss."
Technically, initiative isn't over yet. But assuming you all accept the surrender it is.
This kobold will actually answer some of your questions.
Malthus Salvitto |
Malthus lowers the tip of his blade and steps up threateningly to the kobold—at least he would be threatening if he weren’t a walking twig of a man.
”The Golden Guardian. Where is it?”
Jerrid T'Clur |
Hearing the call for mercy, Jerrid stops his assault onto the wall and joins the group.
GM XaveTheNerd |
"Out Golden God? Asss big asssss a dozzzen koboldsss! It'sssss in the temple! It liessssss beyond! In the big room! Won't missss it!"
Orzworth |
Orzworth comes over and checks the dead kobold's pulse. "Dead," he says simply, then turns his attention to the still living one. "What can you tell us about the journey to the temple?"
GM XaveTheNerd |
"The temple? You mean, to the Golden God? It'ssssss not far from here. Our homesssss are to the wessst, and the temple issss north from there. You can't go to the sssouthern part of thisss placcce anymore becaussssse a corridor collapssssssed."
"There'sssssss nothing other than koboldsssss and our god here! Promissssse!"
1d20 - 1 ⇒ (3) - 1 = 2
Well.
Now what?
Orzworth |
Sense Motive: 1d20 + 7 ⇒ (15) + 7 = 22
"He's lying," Orzworth says matter-of-factly as he pulls out his rope and healer's kit.
"Your friend is beyond my ability to help, but I can at least stop your bleeding and bind your wounds," he says in a softer (but still gruff) tone as he kneels down in front of the kobold.
Heal: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
{The} Herald |
That's a pretty difficult DC to fail.
Agreed, he's lying. But I don't think we'll get any more out of him without "enhanced interrogation". I say we put a muzzle on him, tie his hands behind his back, and keep him on a leash to lead the way down every corridor.
He'll know how to avoid the traps, of course. But when we pull him back, he'll set off any that he didn't tell us about.
Herald glares at the kobold.
What do you think about that, my little friend?
Ninja'd edit: Orzworth is nicer than I am. :-)
Orzworth |
"We are invading their home," Orzworth bluntly rebukes the Herald. "You would not still be alive if you would not strike back were the roles reversed. He may be our prisoner, but he is not to be mistreated."
{The} Herald |
Herald regards Orzworth as he might regard a gullible little child, but then relents.
Perhaps you're right. My association with my patron is starting to warp my sense of honor.
But you must admit, our little friend is not to be trusted, yes?
Jerrid T'Clur |
Upon hearing the kobold is lying, "You should really tell us the truth. My companion might not want to hurt you and I can abide by that. I know some moves that are extremely painful but don't do any real damage. Shall I show you?"
Jerrid cracks his knuckles and stretches his arms as he starts to reach for the kobold with a wicked grin on his face.
Intimidation: 1d20 + 7 ⇒ (15) + 7 = 22
Ferdrin Ternyth |
Ferdrin agrees with Herald.
He definitely comes with us to help us know about and trip traps.
He doesn't address the kobold directly.
I hope it tells us about whatever else is down here...
GM XaveTheNerd |
"NO! I won't go withsss. The basssilissssk will turn me to stone and gobble me whole! DON'T MAKE ME GO WITH!" The kobold begins sobbing uncontrollably. Before crying: This should be fun
"Grody'ssss probably dead! He went to releassssse the bassilissssk when we noticcced you! He...he......heeeeee'ssss PROBABLY DEEEEAAAAADD! Laaasst time...lasssst time we let it out, it took three dayssss to put it baaack. And we losssssst half the tribe. Pleasssssse don't make me go in there!"
Malthus Salvitto |
A lump catches in Malthus’s throat as he begins sweating nervously.
”Basi-what-now?!”
GM XaveTheNerd |
"BASSILISSSK! Turnssss poor koboldsssss into sssstone when they ssssseeee it!" He then bursts further into tears.