GM Hawthwile |
@Telka: A diplomacy check would take a standard action (similarly to using Intimidate to demoralize or Bluff to feint).
@Jethro: How are you targeting the kobold when your light source doesn't reach them?
"Hah! Lies!" the red-scaled kobold yells in response. "Big stinky dwarves, this our home now! You gotta leave!" She leans around the corner and fires again at the dwarf...
Light Crossbow, Rapid Shot vs Telka AC 30: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
Piercing damage: 1d6 + 2 ⇒ (4) + 2 = 6
Light Crossbow, Rapid Shot vs Telka AC 30: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
Piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3
...but in her excitement, she only hits the walls on either side of her target.
Round 1! Bold may act!
Red
Thran
Blue
Tere
Jethro
Telka
Alaric
Shredder
Banon
Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Yellow squares are pressure plates
What do you do?
Jethro Z. |
Very good point. If I can retcon my action, I'll cast light on a stone and move into position so that next round I can toss the stone down to where they are.
GM Hawthwile |
Sounds good, except surprise round limits you to one standard or move. So pick up a rock?
Telka Ibn Jad |
OK, I would have taken the action rather than taking total defence making my AC26.
Jethro Z. |
Yep, just pick up a rock.
GM Hawthwile |
As Thran's call to arms fills the underground, the other kobold takes another potshot at Telka...
Light Crossbow vs Telka AC 26: 1d20 + 6 ⇒ (12) + 6 = 18
Piercing damage: 1d6 ⇒ 4
...but the attack misses.
Round 1! Bold may act!
Red
Thran
Blue
Tere
Jethro
Telka
Alaric
Shredder
Banon
Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Yellow squares are pressure plates
- Inspire Courage +1
What do you do?
Telka Ibn Jad |
Telka sighs, No Tere, no point backing up he says as he pushes forward a little. Look, he says in Draconic, we just want to talk, we arent here to try and evict you, maybe you should get one of your leaders to speak to us.
Alaric Ysande |
"Ok, Shredder, defend me while I do this." says Alaric. He moves up to the door, and attempts to force it, assuming that the diminuative kobolds will flee if presented with a direct force.
Strength: 1d20 + 4 ⇒ (19) + 4 = 23
Banon |
"Telka, I'll open a path back for ya!" Banon calls, moving to the closest doorway. Levering his sword into the gap, he works at widening it.
Str Check: 1d20 + 2 ⇒ (20) + 2 = 22
Jethro Z. |
Jethro moves to the end of the corridor and casts light on the stone that he had picked up. "I don't think they are too interested in chatting! Maybe if we don't outright kill 'em we can talk it over with their leader..."
Thran |
"Just so I'm clear on this...our current plan seems to be to just continue on and...ignore the kobolds shooting at us?"
Thran scratches his head
Not objecting to this course of action, I just find it slightly amusing and definitely unusual and I'm wondering where this is going
Thran shrugs and get a better grip on his weapon to be in a position to defend Alaric if it comes to that.
To hit AC: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Magical slashing damage if hit: 2d4 + 7 + 1 ⇒ (4, 4) + 7 + 1 = 16
To confirm: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Extra crit damage if hit: 2d4 + 7 + 1 ⇒ (1, 2) + 7 + 1 = 11
Sustaining inspire just in case and readying an attack
Banon |
"I can hit 'em with the flat of the blade, it's just a little harder."
Alaric Ysande |
”They are know for their willingness to stand up to larger folk like us. ” says Alaric. ”Let ‘me know we mean business and aren’t gettin funneled into their traps, and they will probably surrender. ”
Tere di Montefeltro |
"No--we retreat to the entrance chamber, then try to parley. Telka and I haven't been trying to advance."
GM Hawthwile |
Are we certain Telka hasn't been advancing?
As Alaric pries open the door, the rubble pushing from the other side breaks the rusty metal off its hinges and slams into the druid...
Alaric Reflex: 1d20 + 3 ⇒ (7) + 3 = 10
Bludgeoning damage: 3d6 ⇒ (6, 5, 3) = 14
...who is not quick enough to dodge out of the way. On the other side, blocks and rubble cover the floor.
Banon opens his door and watches as more bolts fly at Telka...
Red Light Crossbow, RS vs Telka AC 26: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
Piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4
Crit Confirmation: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Crit damage: 1d6 + 2 ⇒ (3) + 2 = 5
Red Light Crossbow, RS vs Telka AC 26: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
Piercing damage: 1d6 + 2 ⇒ (3) + 2 = 5
Blue Light Crossbow vs Telka AC 26: 1d20 + 6 ⇒ (9) + 6 = 15
Piercing damage: 1d6 ⇒ 2
...and the first catches the dwarf off-guard as he turns at the sound of the half-orc's protesting door. "Hah! Take that, stinky dwarf! We no interested in talking with more scary mean people - you leave now!" Somehow the insults are more cutting than most of the other projectiles.
Since Thran already posted his actions, I'm moving him in initiative and marking him as 'acted' for this round.
Round 2! Bold may act!
Red
Blue
Thran
Tere
Jethro
Telka (-9)
Alaric (-14)
Shredder
Banon
Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Yellow squares are pressure plates
- Inspire Courage +1
- Rubble (red square) is extra-difficult terrain, costing 4 squares of movement and a Climb DC 15 check to enter each square
What do you do?
Telka Ibn Jad |
I have been advancing in the hopes of being able to talk them down but that doesnt seem to be working.
Ow, bloody hell that hurt! Why you little...
Breaking off Telka jogs back into the room with the rest of the group. Seeing Alaric and the open door he mutters, I did warn you about that door... and he taps himself with a wand.
We need to find a way through to them. Mayb force one of the doors on the other side of the corridor?
Move, drawing wand as I go, activate it healing 1d8 + 1 ⇒ (8) + 1 = 9
Jethro Z. |
Jethro throws the lit stone down the corridor, aiming to illuminate the room the kobolds are in.
ranged: 1d20 + 1 ⇒ (8) + 1 = 9
Alaric Ysande |
"Damned kobolds!" says Alaric, as he and Shredder move through the rubble. "We'll go flank!"
Double move
GM Hawthwile |
Please remember to mark your movement path on the map. For some reason, it's especially important here.
Delaying Banon.
Alaric and Shredder try to clamber through the fallen rubble...
Alaric Climb vs DC 15: 1d20 + 3 ⇒ (13) + 3 = 16
Shredder Climb vs DC 15: 1d20 + 5 ⇒ (5) + 5 = 10
Nonlethal Bludgeoning damage: 3d6 ⇒ (5, 6, 1) = 12
...but while the druid makes through without too much difficulty, the dinosaur tries to stand on an unstable block and brings down a pile of debris on himself! He tries again to follow his master...
Shredder Climb vs DC 15: 1d20 + 5 ⇒ (7) + 5 = 12
...but is too scared of another accident to make any progress.
Shredder's token has been moved.
Jethro's rock clatters down the hallway, the light jumping and bouncing erratically until the stone comes to rest. At the edge of the light, a pair of kobolds are barely visible.
Given that it's effectively a 40 ft radius, we'll say Jethro can see the kobolds well enough for spellcasting.
Hearing Alaric advance, one of the kobolds steps out of the light and in front of another crack in the wall, firing a pair of bolts at the druid...
Light Crossbow, Point-Blank Shot, RS vs Alaric AC 21: 1d20 + 11 + 1 - 2 ⇒ (3) + 11 + 1 - 2 = 13
Piercing damage, PBS: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Light Crossbow, Point-Blank Shot, RS vs Alaric AC 21: 1d20 + 11 + 1 - 2 ⇒ (17) + 11 + 1 - 2 = 27
Piercing damage, PBS: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
...and the second catches him in the leg! "Stinky dwarf brought more stinky dwarf friends!" she screeches. "We mighty kobold warriors, drive back invaders!" The other kobold cheers in response and lets fly a potshot at Jethro...
Light Crossbow, Cover vs Jethro AC 14: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
Piercing damage: 1d6 ⇒ 5
...that clatters harmlessly off the wall behind the wizard.
Round 3! Bold may act!
Red
Blue
Thran
Tere
Jethro
Telka
Alaric (-19)
Shredder (-12 Nonlethal)
Banon
Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks provide cover except from creatures immediately next to them
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Yellow squares are pressure plates
- Inspire Courage +1
- Rubble (red square) is extra-difficult terrain, costing 4 squares of movement and a Climb DC 15 check to enter each square
What do you do?
Jethro Z. |
Jethro sends a bolt of force back at the kobold that shot at him.
magic missile: 1d4 + 1 ⇒ (3) + 1 = 4
Telka Ibn Jad |
Telka draws out and drinks one of the potions of spider climb we found.
Alaric Ysande |
"Come on you stupid dinosaur!" yells Alaric as he moves up to the wall.
He moves to a covered corner, and triggers his wayfinder for light.
AC Shredder |
climb: 1d20 + 5 ⇒ (14) + 5 = 19
Shredder follows Alaric into the corner after his stern words.
Thran |
Thran seeing no immediate enemy to combat stop encouraging the party as he double times it after Alaric and Shredder
double move
Climb: 1d20 + 10 ⇒ (5) + 10 = 15
GM Hawthwile |
Delaying Banon and Tere
Several Pathfinders rush through the rubble while the others hold back. Jethro's target grunts in pain from the spell, then steps back into the darkness. The other kobold moves away from the crack, still yelling, "We no need big stinky dwarves here! Our home, not yours!"
Round 4! Bold may act!
Red
Blue (-4)
Thran
Tere
Jethro
Telka
Alaric[b] (-19)
[b]Shredder (-12 Nonlethal)
Banon
Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks provide cover except from creatures immediately next to them
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Yellow squares are pressure plates
- Inspire Courage +1
- Rubble (red square) is extra-difficult terrain, costing 4 squares of movement and a Climb DC 15 check to enter each square
What do you do?
Telka Ibn Jad |
Telka puts away his shield and then scrambles up and along the wall, avoiding the rubble entirely.
Spider climb requires you to have both hands free sadly but you do not need to make climb checks.
Banon |
Climb: 1d20 + 6 ⇒ (17) + 6 = 23
Abandoning his own opening in favor of the party's, Banon easily scales the rubble and joins Alaric and Shredder.
Double move by my calculation.
Alaric Ysande |
His wayfinder glowing, Alaric steps to the crack and attempts to force it open.
STR: 1d20 + 4 ⇒ (9) + 4 = 13
He tries again.
STR: 1d20 + 4 ⇒ (12) + 4 = 16
Jethro Z. |
With no targets visible, Jethro nervously follows his comrades... Double move
Climb DC 15: 1d20 + 0 ⇒ (14) + 0 = 14
... but he is unable to scale the rubble.
GM Hawthwile |
Botting Tere
Seeing the rest of his companions clambering through the rubble, Tere tries to join them...
Tere Climb vs DC 15: 1d20 + 7 ⇒ (4) + 7 = 11
...but is also unable to make any progress through the fallen rocks. Alaric similarly struggles with the stone walls, unable to widen the gap in front of him.
It is a standard action to make the Strength check to widen a crack. Other characters can aid, but the primary roller needs to be directly in front of the crack.
"Hah! Big stinky dwarf too big to fit through doors," a familiar kobold voice yells from the other side. "Ugly dwarfs go away - our home!"
Round 5! Bold may act!
Red
Blue (-4)
Thran
Tere
Jethro
Telka
Alaric (-19)
Shredder (-12 Nonlethal)
Banon
Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks provide cover except from creatures immediately next to them
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Yellow squares are pressure plates
- Inspire Courage +1
- Rubble (red square) is extra-difficult terrain, costing 4 squares of movement and a Climb DC 15 check to enter each square
What do you do?
Telka Ibn Jad |
Telka jogs up behind Alaric, drawing a wand as he does so and taps him with it, healing him for 1d8 + 1 ⇒ (3) + 1 = 4
Shouting to the Kobolds in draconic he says, We are coming in here now, you can talk to us or you can get flattened, your choice.
Tere di Montefeltro |
Tere gives up on climbing over the rubble and examines the hall in front of the doorway, trying to detect anything likely to kill him.
Perception check for traps: 1d20 + 13 ⇒ (1) + 13 = 14
Ah, well.
Banon |
Banon moves in to try forcing the door open as well.
Str Check: 1d20 + 2 ⇒ (19) + 2 = 21
Jethro Z. |
Climb DC 15: 1d20 + 0 ⇒ (19) + 0 = 19
Jethro successfully climbs the rubble and then joins his comrades. "Hey, where did those kobolds go?"
Double move
GM Hawthwile |
Tere spies the same pressure plates Telka spoke of earlier, but no other hazards in the hallway.
Botting Alaric
With his companions to help, Alaric again tries to widen the crack...
Strength check, 1 Aid: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
...but is unable to get a good purchase on the stone wall.
Our home! Big stinky dwarves leave us alone, stop wrecking home!”
”Yeah! Big home-wrecker stinky dwarves!”
Round 6! Bold may act!
Red
Blue (-4)
Thran
Tere
Jethro
Telka
Alaric (-15)
Shredder (-12 Nonlethal)
Banon
Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks provide cover except from creatures immediately next to them
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Yellow squares are pressure plates
- Inspire Courage +1
- Rubble (red square) is extra-difficult terrain, costing 4 squares of movement and a Climb DC 15 check to enter each square
What do you do?
Banon |
Seeing little room to work with, Banon continues at widening the gap.
Str Check: 1d20 + 2 ⇒ (14) + 2 = 16
Telka Ibn Jad |
Telka, unlikely to help beak open the wall, taps Alaric with his wand again.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Jethro Z. |
Jethro takes the opportunity to tap himself with a wand of mage armor.
Alaric Ysande |
Alaric tries again, his sinews creaking with the effort.
STR: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
GM Hawthwile |
Botting Thran.
Thran also tries to help Alaric and Banon with the excavation...
Strength to Aid vs DC 10: 1d20 + 4 ⇒ (19) + 4 = 23
...and between the three of them, the Pathfinders open the crack wide enough to move through with (relative) ease! On the other side, a third kobold has joined the resident defenders. All three kobolds have their fingers ready on the triggers of their crossbows.
Round 7! Bold may act!
Red
Blue (-4)
Green
Thran
Tere
Jethro
Telka
Alaric (-13)
Shredder (-12 Nonlethal)
Banon
Environmental Effects:
- No light sources save for what the Pathfinders provide
- Doors are stuck and can be opened either by dealing damage or with a Strength check (Red 'X' is closed, Cyan 'O' is open)
- Cracks (double yellow lines) are difficult terrain for Small creatures and require a move action and Escape Artist DC 15 check for Medium creatures to pass through
- Cracks provide cover except from creatures immediately next to them
- Cracks can be widened to allow easier movement either by dealing damage or with a Strength check
- Widened cracks (double cyan lines) do not impede movement
- Yellow squares are pressure plates
- Inspire Courage +1
- Rubble (red square) is extra-difficult terrain, costing 4 squares of movement and a Climb DC 15 check to enter each square
What do you do?
Telka Ibn Jad |
Telka re-equips his shield and scrambles through the gap.
Tere di Montefeltro |
Tere backs up a few feet to get a running start, then jumps over the row of pressure plates in a graceful leap.
DC 20 Acrobatics check: 1d20 + 13 ⇒ (17) + 13 = 30
Jethro Z. |
Jethro will cast False Life on himself.
temp hp: 1d10 + 3 ⇒ (10) + 3 = 13 3 hour duration