
Biltri Gimhargruest |

Perception (E): 1d20 + 9 ⇒ (13) + 9 = 22
"Most monsters can see in the dark. Wonder what the torches are for," Biltri mutters his comment as he approaches the nearest torch. "Think dousing them will give us an advantage or alert them?"

Biltri Gimhargruest |
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He frowns as he hears the sound of scuffling feet. "Yeah. Douse the torch and see what happens."

GM Doug H |

You douse the nearest lights.
Do you jump over the pressure plates and enter the intersection to douse the others?
You may remember the cult is recruiting, so many kinds of creatures may be coming and going here.

GM Doug H |

Biltri, Search: 1d20 + 9 ⇒ (6) + 9 = 15
Dethor, Avoid Notice: 1d20 + 11 ⇒ (1) + 11 = 12
Lucius Caligari, Investigate: 1d20 + 11 ⇒ (15) + 11 = 26
Nandipha, Survival: 1d20 + 11 ⇒ (3) + 11 = 14
1: 1d20 + 7 ⇒ (11) + 7 = 18
2: 1d20 + 7 ⇒ (10) + 7 = 17
3: 1d20 + 7 ⇒ (2) + 7 = 9
4: 1d20 + 7 ⇒ (6) + 7 = 13
T: 1d20 + 7 ⇒ (9) + 7 = 16
T: 1d20 + 13 ⇒ (12) + 13 = 25
I am going to assume Biltri hops over the panels to douse the other torches.
Biltri sees a series of cells to his left — blocked off by a metal portcullis — there are several kobolds in there! They have crossbows. One of them starts running for a strange panel along the wall behind the gate.
It has a big red button on it.
Push the Button!
You can automatically Leap over the panels marked on the map. Keep line of sight in mind as well, several of you cannot see the kobolds.
The gate is shut — you need to make a DC 19 thievery check (2-actions) to open or a DC 20 Athletics check to break open. It provides cover.
Lucius
Baux
Kobold 1
Kobold 2
Kobold Trapper
Nandipha
Biltri
Kobold 3
Kobold 4
Dethor

Bauxite Dolgrin |

Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12
“Might want ta talk b’fore ya press that button. Especially If’n yer with that group of kobolds we displaced. Bet there are betta options than workin’ as minions ta Lamashtu worshippers.”
Not sure how many actions you would call that. If I have the actions, I would raise shield.
Lucius and others, if you want the fight, go for it. I am fine with fighting them as well. From the looks of my roll, we are probably going to fight this out anyways.

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"You want me to get dat gate up? Ain't gonna be no big deal."

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Lucius, unsure what's going on, delays.
"I have talked kobolds into helping us before."
Lucius will follow someone else's lead.

GM Doug H |

OK so that 12 is a fail for sure. I guess the dice can decide! Baux raises his shield.
Baux shouts something at the kobolds from around the corner but fails to make a good argument.
Kobold 1 moves to the control panel and pushes the big button. He cackles and steps back. Some mechanism clicks in the ceiling, and you hear liquid running through pipes above…
Kobold 2 loads her crossbow and shoots at Biltri, but the bolt ricochets off a bar of the portcullis!
The kobold trapper pulls rusty spikes and shattered bits of glass from her bandolier and sets up a nasty-looking trap at the foot of the control panel.
Kobold 2 fires her crossbow at Biltri, but the bolt ricochets off the iron bars.
Push the Button? Push the Button.
You can automatically Leap over the panels marked on the map. Keep line of sight in mind as well, several of you cannot see the kobolds.
The gate is shut — you need to make a DC 19 thievery check (2-actions) to open or a DC 20 Athletics check to break open. It provides cover.
Baux, shield raised
Kobold 1
Kobold 2
Kobold Trapper
Lucius, Delayed
Nandipha
Biltri
Kobold 3
Kobold 4
Dethor

Biltri Gimhargruest |

Biltri's answer to Dethor's question is to roar as he leaps across the entire intersection, pops the portcullis off of its track and hefts it toward the ceiling. He then repositions his hold on the chain of his meteor hammer and glares at the kobolds.
Leap (powerful leap), Force Open, Interact (change grip)
Reaction: Rage (reactive rage)
Athletics (E): 1d20 + 12 ⇒ (2) + 12 = 14
Athletics (E), Hero Point: 1d20 + 12 ⇒ (9) + 12 = 21

GM Doug H |

The portcullis bends inwards with a crash, leaving the area mostly exposed!
Push the Button? Push the Button.
You can automatically Leap over the panels marked on the map. Keep line of sight in mind as well, several of you cannot see the kobolds.
Baux, shield raised
Kobold 1
Kobold 2
Kobold Trapper
Lucius, Delayed
Nandipha
Biltri
Kobold 3
Kobold 4
Dethor

GM Doug H |

P: 1d6 ⇒ 2
Xbow: 1d20 + 9 ⇒ (13) + 9 = 22
1d8 ⇒ 4
One of the kobolds drops his crossbow and moves in and stabs Biltri in the neck! Crit[ for……… FOUR damage It makes him very angry!
The other moves back, loads, and shoots at Nandipha. Even through cover it pierces the Ganzi’s flesh for 4 damage.
Push the Button? Push the Button.
You can automatically Leap over the panels marked on the map. Keep line of sight in mind as well, several of you cannot see the kobolds.
Something Happens
--
Baux, shield raised
--
Kobold 1
Kobold 2
Kobold Trapper, -14 HP
--
Nandipha, -4 HP
Biltri, -4 HP, raging
--
Kobold 3
Kobold 4
Dethor
Lucius, Delayed

Biltri Gimhargruest |

Biltri's dark eyes blaze and flames run down the length of his chain as the kobold stabs him in the neck. His gaze appears especially full of vengeful hatred for the poor kobold who stabbed him.
That was #4, I assume.

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Lucius uses his Occult Pendant to cast Guidance on Dethor, then hops over the trap and moves to the other side of the hall, where he attempts to hide around the corner.

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"Guess I ainta gonna need t' open that gate thanks to Biltri. So I best get a stabbin'"
Dethor moves up and leaps over the pressure plate, pulling out Ol' Bonky so that he has weapons in both hands.

GM Doug H |

Something gurgles and hisses above; the nozzles spray gouts of flame in the intersection and the first 10 feet of each hallway!
Fire, DC 22 Basic reflex: 3d6 ⇒ (3, 2, 4) = 9
Lucius, Biltri, and Dethor are caught in the trap.
This is a trap with a routine so it will be doing this every round until disabled or turned off.
The kobolds laugh as the flame whooshes down!
Push the Button? Push the Button.
You can automatically Leap over the panels marked on the map. Keep line of sight in mind as well, several of you cannot see the kobolds.
Trap
--
Baux, shield raised
--
Kobold 1
Kobold 2
Kobold Trapper, -14 HP
--
Nandipha, -4 HP
Biltri, -4 HP, raging, DC 22 Basic Reflex vs 9 Fire
--
Kobold 3
Kobold 4
Dethor, DC 22 Basic Reflex vs 9 Fire
Lucius, DC 22 Basic Reflex vs 9 Fire

Bauxite Dolgrin |

“Dethor, If’n ya had a ladder would it help ya stop that blasted trap? Is thar room ta git past it?”
If Dethor indicates he would use the ladder to deactivate the trap, Baux would get out his feather token, move into position between Dethor and Biltri, and then activate it for Dethor.
Talkng is still allowed upside your turn, right?
I don’t see a way past the trap without tumbling through an opponent’s square.

GM Doug H |

yes they are trying to block you and use terrain to their advantage. The trap has 4 nozzles, each of which point down a corridor and each need to be deactivated separately; of course, there is also the switch where you can deactivate it — Dethor or Lucius could each just move once and turn it off before the trap goes again..

Bauxite Dolgrin |

Sounds like since we didn't do it before activation the ladder is not worth it.
Baux delays.

GM Doug H |

stab: 1d20 + 9 ⇒ (15) + 9 = 24
P: 1d6 ⇒ 3
xbow: 1d20 + 9 ⇒ (4) + 9 = 13
Kobold 1 tumbles through nandipha and stabs her with his short sword, doing 3 damage.
Kobold 2 shoots at Biltri then dears a sword and flanks with the trapmaster.
The trapmaster makes another trap…
Push the Button? Push the Button.
You can automatically Leap over the panels marked on the map. Keep line of sight in mind as well, several of you cannot see the kobolds.
Trap
--
Baux,
--
Kobold 1
Kobold 2
Kobold Trapper, -14 HP
--
Nandipha, -7 HP
Biltri, -4 HP, raging, DC 22 Basic Reflex vs 9 Fire
Baux, delayed
--
Kobold 3
Kobold 4
Dethor, DC 22 Basic Reflex vs 9 Fire
Lucius, DC 22 Basic Reflex vs 9 Fire

Biltri Gimhargruest |
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Reflex: 1d20 + 7 ⇒ (12) + 7 = 19
As the conflagration subsides around Biltri, the chains in his hand and the steel fist smolder with red hot heat. He whips the flaming meteor hammer over his head and sweeps it toward the kobold in front of him and snaps it back.
Assuming those don't hit...
He snarls in frustration and bull rushes the kobold, trying to shove him back down the hall.
Strike, Strike, Shove (assurance)
+1 Meteor Hammer: 1d20 + 11 ⇒ (4) + 11 = 15
Magic, B, +4 Fire Rage, Vengeful Hatred: 2d8 + 4 + 4 + 2 ⇒ (8, 2) + 4 + 4 + 2 = 20
+1 Meteor Hammer, Backswing: 1d20 + 11 - 5 + 1 ⇒ (9) + 11 - 5 + 1 = 16
Magic, B, +4 Fire Rage, Vengeful Hatred: 2d8 + 4 + 4 + 2 ⇒ (4, 6) + 4 + 4 + 2 = 20
Athletics (Assurance): Shove & Follow: 18 = 18

GM Doug H |

p: 2d8 ⇒ (5, 2) = 7
Biltri successfully shoves the kobold back onto the trap. The creature days something in draconic that needs no translation. 3 damage after save
His other attacks miss.

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reflex: 1d20 + 12 ⇒ (1) + 12 = 13
Yeah, no... reroll
reflex: 1d20 + 12 ⇒ (1) + 12 = 13
Well that was nice. SIGH. Stupid RNG
Can Dethor see where to disarm it?

Bauxite Dolgrin |

GM Doug H |

Biltri takes 9 fire but resists 2 of it. Dethor unfortunately takes 18. The smell of burning dwarf fills the hallway. He curses loudly.
Dethor sees a button along the wall 10 feet in front. He can get there and turn it off with 2 actions, or anyone else can.
Push the Button? Push the Button.
You can automatically Leap over the panels marked on the map. Keep line of sight in mind as well, several of you cannot see the kobolds.
Trap
--
Baux,
--
Kobold 1
Kobold 2
Kobold Trapper, -14 HP
--
Nandipha, -7 HP
Biltri, -11 HP, raging
Baux, delayed
--
Kobold 3
Kobold 4
Dethor, -18 HP
Lucius, DC 22 Basic Reflex vs 9 Fire

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Dethor moves and turns off the trap. You could turn it on later if you wanted.
Nandipha flanks with Biltri.
Ganzi Tail (Brawling, Sweep) + Striking Rune: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Bludgeoning damage: 2d6 + 3 ⇒ (5, 5) + 3 = 13
Ganzi Tail (Brawling, Sweep) + Striking Rune: 1d20 + 9 + 1 - 5 ⇒ (5) + 9 + 1 - 5 = 10
Bludgeoning damage: 2d6 + 3 ⇒ (4, 6) + 3 = 13

GM Doug H |

P: 1d6 ⇒ 2
1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 25
P: 1d6 ⇒ 1
1d20 + 9 - 1 - 5 ⇒ (4) + 9 - 1 - 5 = 7
Kobold 3 shoots at Nandipha and misses.
Kobold 4 steps out of the flank and grazes Bltri with his sword. 1 damage.
What button!?
You can automatically Leap over the panels marked on the map. Keep line of sight in mind as well, several of you cannot see the kobolds.
Kobold 1
Kobold 2
Kobold Trapper, -14 HP
--
Nandipha, -7 HP
Biltri, -12 HP, raging
--
Kobold 3
Kobold 4
--
Dethor, -18 HP
Lucius, DC 22 Basic Reflex vs 9 Fire
Baux, Delayed

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Reflex save: 1d20 + 9 ⇒ (9) + 9 = 18 Ouch!
Lucius moves in to flank kobold 4 with Biltri and devises a plan to attack.
Devise a Stratagem: 1d20 ⇒ 10
Devil's Lantern: 10 + 8 = 18
Damage: 1d6 ⇒ 3
Precise Strike: 1d6 ⇒ 4

Bauxite Dolgrin |

Baux just hustles his way into a corner where the kobolds can't flank him.
Stride x3
Provokes from every kobold except #3

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Dethor moves around, avoiding the spike trap.
He then attacks with both Ol' Stabby and Ol' Bonky on red, with the flank he creates.
Double Slice, both are agile, actually, so neither has any MAP, and their damage is combined if both hit
ol' stabby: 1d20 + 11 ⇒ (9) + 11 = 20 P (or S) magic, striking + precision: 2d6 + 4 + 1d6 ⇒ (1, 3) + 4 + (6) = 14
If red drops, this will be at #1
Ol' Bonky: 1d20 + 11 ⇒ (4) + 11 = 15 B, striking + precision): 2d4 + 4 + 1d6 ⇒ (4, 2) + 4 + (6) = 16

GM Doug H |

K1, SS 1: 1d20 + 9 ⇒ (12) + 9 = 21
P: 1d6 ⇒ 5
K2, SS 1 vs FF: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14
K2, SS 1 vs Dethor FF (not really): 1d20 + 9 ⇒ (15) + 9 = 24
1d6 ⇒ 3
K2, SS 2 vs Dethor FF (not really): 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 17
K2, SS 2 vs Dethor FF (not really): 1d20 + 9 - 10 ⇒ (17) + 9 - 10 = 16
Lucius hits the kobold!
The kobolds choose not to attack Baux.
Dethor cannot flank but hits once for 7 damage.
—
The kobolds attack Baux and Dethor, but only hit a couple of times. They seem frustrated at how strangely difficult it is to flank Dethor. However, Dethor is strangely frustrated at how hard HE is finding it to flank too… Discussed OOC, but there's no flank right now.
The trapmaster opts to place her last trap before Biltri's feet!
What button!?
You can automatically Leap over the panels marked on the map. Keep line of sight in mind as well, several of you cannot see the kobolds.
Kobold 1
Kobold 2
Kobold Trapper, -21 HP
--
Nandipha, -7 HP
Biltri, -11 HP, raging
--
Kobold 3
Kobold 4, -7 HP
--
Dethor, -21 HP
Lucius, DC 22 Basic Reflex vs 9 Fire
Baux, -5 HP

Biltri Gimhargruest |

Biltri takes no time to savor the misfortune of the kobold he shoved into the trap. He swings the smoldering steel fist over his head and launches it at the kobold (#4) once more. He yanks the weight back from behind the kobold. "And I'm going to keep beating you like a stubborn rod until you're flat as a plow share!" he shouts in the common language.
Strike, Strike, Demoralize
Presumably not versus Flat-footed due to kobold's deny advantage, but I think it's a wash with cover and wouldn't make a difference even without cover.
+1 Meteor Hammer: 1d20 + 11 ⇒ (3) + 11 = 14
Magic, B, +4 Fire Rage: 2d8 + 4 + 4 ⇒ (3, 6) + 4 + 4 = 17
+1 Meteor Hammer, Backswing: 1d20 + 11 - 5 + 1 ⇒ (15) + 11 - 5 + 1 = 22
Magic, B, +4 Fire Rage, VH: 2d8 + 4 + 4 + 1 ⇒ (4, 2) + 4 + 4 + 1 = 15
Intimidate (demoralize): 1d20 + 6 ⇒ (11) + 6 = 17 -4 if they don't understand Taldane

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Ganzi Tail (Brawling, Sweep) + Striking Rune: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Bludgeoning damage: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Ganzi Tail (Brawling, Sweep) + Striking Rune: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Bludgeoning damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10
Nandipha strikes the trapmaster once — he looks bloodied — then moves to provide a flank for Dethor.

GM Doug H |

Biltri strikes the pesky kobold once, but it's enough to drop him! The kobolds understand what he's saying, and seem a little afraid… Put demoralize on trapmaster?
The trapmaster looks bloodied…
Acrobatice: 1d20 + 7 ⇒ (11) + 7 = 18 Tumble Through vs DC 17 = Success
The third kobold screams and runs through Biltri's space and into the hallway. He reaches for his shortsword but realizes he's out of actions… his eyes move to the pressure plates and the empty hallway beyond…
What button!?
You can automatically Leap over the panels marked on the map. Keep line of sight in mind as well, several of you cannot see the kobolds.
Kobold 1
Kobold 2
Kobold Trapper, -26 HP, Fright. 1
--
Nandipha, -7 HP
Biltri, -11 HP, raging
--
Kobold 3, xbow in hand
--
Dethor, -21 HP
Lucius, DC 22 Basic Reflex vs 9 Fire
Baux, -5 HP

Bauxite Dolgrin |

Baux swings his hammer at Kobold #1, hoping to cut down on the number of enemies. He raises his shield as well.
"Hope this ain't nother den of kobolds. On the gud side, unlikely these have dragon leadin' 'em."
+1 Striking Warhammer: 1d20 + 9 ⇒ (4) + 9 = 13
Bludgeoning: 2d8 + 2 ⇒ (7, 3) + 2 = 12
+1 Striking Warhammer, MAP: 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23
Bludgeoning: 2d8 + 2 ⇒ (6, 5) + 2 = 13
Strike, Strike, Raise Shield

GM Doug H |

Baux gives Kobold 1 a solid whack!
What button!?
You can automatically Leap over the panels marked on the map. Keep line of sight in mind as well, several of you cannot see the kobolds.
Kobold 1, -13 HP
Kobold 2
Kobold Trapper, -21 HP
--
Nandipha, -7 HP
Biltri, -11 HP, raging
--
Kobold 3, xbow in hand
--
Dethor, -21 HP
Lucius, DC 22 Basic Reflex vs 9 Fire
Baux, -5 HP

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Basic Reflex Save: 1d20 + 9 ⇒ (18) + 9 = 27
Lucius thinks he sees achance and moves to strike the trap master!
Devise a Stratagem: 1d20 ⇒ 7
I like the damage, so I will use a hero point
Devise a Stratagem: 1d20 ⇒ 16
Devil's Lantern: 16 + 8 = 24
Damage: 1d6 ⇒ 6
Precise Strike: 1d6 ⇒ 4

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Dethor grins as Nandi gives him a flank. Ol' Stabby and Ol' Bonky swing out as he tries to take the kobold #2 out. Double-slice
ol' stabby: 1d20 + 11 ⇒ (15) + 11 = 26 P (or S) magic, striking + precision: 2d6 + 4 + 1d6 ⇒ (3, 1) + 4 + (5) = 13
Ol' Bonky: 1d20 + 11 ⇒ (7) + 11 = 18 B, striking + precision): 2d4 + 4 + 1d6 ⇒ (2, 1) + 4 + (6) = 13
He then swings at the trapmaster, just in case, but does not manage to land a blow.
ol' stabby: 1d20 + 11 - 8 ⇒ (2) + 11 - 8 = 5 P (or S) magic, striking : 2d6 + 4 ⇒ (3, 4) + 4 = 11

GM Doug H |

Lucius and Dethor take out the trapmaster and kobold 2.
Kobold 1 screams and starts to run away, but is too boxed in to get very far.
We can call the combat here if you want to just narrate the end of it or let them escape..

Nandipha |
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Nandipha thrashes her tail at the kobold on its way out, saying, "Don't come back! If you cannot be peaceable, best be elsewhere!"
Ganzi Tail (Brawling, Sweep) + Striking Rune: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Bludgeoning damage: 2d6 + 3 ⇒ (3, 3) + 3 = 9

Bauxite Dolgrin |

Seeing that the kobolds are on the run, Baux makes sure they leave and then goes over to Dethor.
“Looks like it is time ta git out the healin’ kit again.”
Medicine: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 Crit success
Healing on Dethor: 4d8 ⇒ (8, 4, 4, 7) = 23
I suspect Biltri will take care of the others who need healing.

GM Doug H |

The kobolds flee; their screams echo in the hallway.
The doors opposite you the ones on the right side of the map boom twice, struck from the other side by something rather large. Perhaps a meaty fist? The bangs are followed by shouted words:
Byng Höt!!
None of you know the language, but it sounds like whoever's on the other side of the doors is an angry neighbor.
❧ ❧ ❧
Status:
Nandipha, -7 HP
Biltri, -11 HP
Dethor, -0 HP
Lucius, -4 HP
Baux, -5 HP
I'm fine if you want to cycle LoH or just narrate medicine checks before moving on. Dethor can also disable the snares.

Biltri Gimhargruest |

Biltri strikes his hand against his chest, causing a flare of sparks and a clang of metal as Angradd's power heals his wounds. "Will prepare to channel more power but might be interrupted," he grumbles as the door bangs.
+12 hp to Biltri
I'm happy to Refocus and Cast on Nandipha next while Baux is fixing Dethor. Can repeat for Baux while he fixes Lucious if we have the time.

Bauxite Dolgrin |

“I think they yelled for us to keep quiet.”
Baux continues to provide medical help while Biltri is taking care of others.
Narrating the healing is fine with me.
Once everyone is healed up, he asks “So, which way now?”
Looks like there isn’t anything more in the kobold area. I assume someone searched for treasure as the healing happened.

GM Doug H |

You check the kobolds' area while you heal up. Inside, you find some forgotten treasure!
A skeleton key, a shining arrow, and a moderate thunderstone.
Indeed — where to next?

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Dethor takes the time to disable the snares
Thievery(E): 1d20 + 12 ⇒ (18) + 12 = 30
Thievery(E): 1d20 + 12 ⇒ (12) + 12 = 24
Thievery(E): 1d20 + 12 ⇒ (8) + 12 = 20
Thievery(E): 1d20 + 12 ⇒ (13) + 12 = 25
Thievery(E): 1d20 + 12 ⇒ (10) + 12 = 22
"Thank's Baux. That feels much better."

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"We need to find this Mwibah."
I'm designating Mwibah, the cult leader, as the lead of my case, since I forgot to do it earlier lol

GM Doug H |

There are two ways to go: forward (top of map) and right (closed doors with the angry neighbors). You can also disable the large trap, though knowing where the activation button is and where the pressure plates also make it safe.