
Horst Broadrim |

"Yeah, we're still in good shape I think. And if we leave now they'll definitely know we're coming back."
Horst will check out the stairs - moving more cautiously now looking for other traps

GM Mauve |

Horst slowly moves down the stairs. Knowing kobolds, he suspects traps. But fortunately, none are here. The stairs spiral down deep into the earth before ending in a chamber that looks like it's been prepared specifically to defend against intruders. On one side of the room, a table has been turned on its side to provide cover, while on the other, crates and barrels have been piled up to create a second barrier.
Dragh: 1d20 + 5 ⇒ (12) + 5 = 17
Durnik: 1d20 + 7 ⇒ (4) + 7 = 11
Horst: 1d20 + 7 ⇒ (18) + 7 = 25
Ursk: 1d20 + 7 ⇒ (2) + 7 = 9
?: 1d20 + 7 ⇒ (6) + 7 = 13
And Horst sees two kobolds, one sitting behind the table, and one behind the barrels. They have crossbows loaded and aimed right at him! But they aren't paying the closest attention...
-----------------------
[u]Round 1[/u]
Horst (20/20)
Dragh (18/18 hp)
Green Kobold
Yellow Kobold
Durnik (23/23 hp)
Ursk (16/19 hp)
Horst and Dragh are up!

Dragh Goldenoak |

Dragh looks at the one Kobold that he sees and throws an spell over his comrades heads
Frost ray@green: 1d20 + 7 ⇒ (7) + 7 = 14
Damage, cold: 1d4 + 4 ⇒ (1) + 4 = 5
"We need to leave this stairs!"

Horst Broadrim |

With a quick dash forward, Horst strikes twice at the green kobold.
Short Sword: 1d20 + 8 ⇒ (20) + 8 = 28
Damage, Piercing: 1d6 + 4 ⇒ (3) + 4 = 7
Short Sword: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Damage, Slashing: 1d6 + 4 ⇒ (6) + 4 = 10
If that first crit drops his target, Horst will continue around to get behind the second kobold.

GM Mauve |

Dragh points at the green kobold, hiding behind the table. But the kobold is too well protected and the ray of frost doesn't seem to do anything!
Horst then dashes in to the same kobold. He slashes the kobold hard, but it's still standing despite being covered in blood. Horst slashes again and the kobold falls.
-----------------------
[u]Round 1[/u]
Horst (20/20)
Dragh (18/18 hp)
Green Kobold
Yellow Kobold
Durnik (23/23 hp)
Ursk (16/19 hp)
Durnik and Ursk are up! When they go, Horst and Dragh can go.

Ursk Wildingot |

Ursk moves into the room and takes a defensive stance.
Two Strides and Ready Shield. I'm assuming the stairs count as double movement, if not I'd take the same action and be slightly closer.

Horst Broadrim |

Durnik moved up to attack, despite not moving on the map, so I'm going to assume I can move to flank
Horst steps over the fallen kobold and finishes his circle behind the other one, hoping to strike him down.
Short Sword: 1d20 + 8 ⇒ (5) + 8 = 13
Damage,Piercing: 1d6 + 4 + 1d6 ⇒ (3) + 4 + (4) = 11

GM Mauve |

Durnik stumbles in and smashes his hammer down. Unfortunately, he just hits the adjacent barrel and shards of wood splatter everywhere.
Ursk follows, raising his shield. Doesn't want to risk the kobold shooting a crossbow at him!
Then Horst dashes in, seeing an opportunity to flank! But these kobolds are experts and it easily evades the attack.
-----------------------
[u]Round 2[/u]
Horst (20/20)
Dragh (18/18 hp)
Green Kobold
Yellow Kobold
Durnik (23/23 hp)
Ursk (16/19 hp)
Dragh is up!

GM Mauve |

Dragh moves closer in to the room. He takes aim at the kobold, but unfortunately his aim is off.
The kobold looks around and laughs. "You'll never get by me alive!". He drops his crossbow, takes out his shortsword, and slashes it against Horst before stepping into the corner.
shortsword vs Horst: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d6 ⇒ 2
But Horst is too quick and easily dodges out of the way!
-----------------------
[u]Round 2/3[/u]
Horst (20/20)
Dragh (18/18 hp)
Green Kobold
Yellow Kobold
Durnik (23/23 hp)
Ursk (16/19 hp)
Durnik and Ursk are up! When they go, Horst and Dragh are up!

Durnik Ironmonger |

"Dumb move, now you get your head bashed in."
Durnik steps up and swings his hammer down.
Strike!: 1d20 + 8 ⇒ (13) + 8 = 21 to hit, for Bludgeoning: 1d8 + 3 ⇒ (3) + 3 = 6 damage
He rolls his wrist and comes around with the backhand.
Strike!: 1d20 + 3 ⇒ (7) + 3 = 10 to hit, for Bludgeoning: 1d8 + 3 ⇒ (1) + 3 = 4 damage

Dragh Goldenoak |

I will post my action to be resolved later.
Dragh runs forwards not losing his grasp on magic and throws another ray of frost at the kobold...
Ray of frost: 1d20 + 7 ⇒ (12) + 7 = 19
Damage, cold: 1d4 + 4 ⇒ (3) + 4 = 7

Ursk Wildingot |

"You've got to hand it to these little buggers, at least they have persistence" Ursk says as he moves in. He keeps his shield up and makes an attack of his own.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

GM Mauve |

The heroes manage to defeat the last kobold as it crumbles into a heap of flesh and bones. Searching each kobold, they both have a crossbow with 20 bolts, eggshell necklaces, leather armor, and a shortsword.
Looking around, there are two obvious exits here: one to the north and one to the west. To the north, there are various barrels and crates. Like the barrier on the upper level, these too can be either carefully dismantled (i.e. Crafting or Thievery check) or knocked down (i.e. attack with weapon). The way west is pitch black and there is no way to tell what's in there without going to explore.
DC 20 Perception

Dragh Goldenoak |

Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Dragh moves closer to the barricade and says
"It stinks like a drunk bartender after a week of partying. If we go here we should be careful."
There is still Perception DC20 to hit, feel free to open Dragh spoiler
"Everyone ready to go? I assume kobolds built this barricade to keep something away, just like the undead up above..."
I vote to go North beyond the barricade first

Horst Broadrim |

Meant to ask this earlier, but since it's come up again:
Horst takes a moment to look at one of the necklaces. "Anyone have an idea what kind of egg this might be from? Might be important."
I don't think I've got any relevant skills. Maybe Medicine at a huge stretch?
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
"Yeah, reeks down there. Are you sure you want to go that way?"
Still, unless someone wants to veto it, Horst will start taking the barrier apart.
Thievery: 1d20 + 7 ⇒ (19) + 7 = 26

GM Mauve |

The eggshell necklaces are a bit too nondescript to determine what they are. Though a Nature or Arcana check might apply.
Horst manages to quickly and easily dismantle the barrier heading north.
Beyond the barricade, the passageway meanders briefly. The floor descends slightly and soon becomes flooded by a shallow pool of water. The water appears to be flowing out of a passageway to the right, and a shimmering blue light in that direction reflects off of the water there. The main passageway continues to the left, over the slight depression in the floor where the water has pooled. An overpowering stench drifts from around the bend.
The light coming from the southeast shimmers and fades, as if it were a reflection off the water.
[ooc]Which way do you go? Southeast or north?

Ursk Wildingot |

perception: 1d20 + 7 ⇒ (13) + 7 = 20
"There's something dripping up there too."
I say we may as well go north.
"That light source seems suspicious to me."
1 vote for southeast.

Dragh Goldenoak |

Arcana, to identify : 1d20 + 7 ⇒ (14) + 7 = 21
Dragh takes a look at the shells found and attempts to understand if there is any magic fueling them.

Horst Broadrim |

"I suppose I'll lead the way then." As quietly as he can while wading, Horst will move towards the light.

GM Mauve |

The dwarves decide to head southeast to determine the source of the light. On the far side of the puddle of water is a strange chamber, crackling with magical energy. Pulsing orbs float in three of the four corners of the room. The orb in the southwest is made of brown earth and stone, whereas the one in the northeast looks to be made of glass, and is filled with a swirling cloud. The orb in the far corner holds a roaring flame; opposite that orb are shattered remains and the water that flows down the passageway to the northwest.
As Horst slowly enters the room, he hears a chittering coming from the fire orb. He sees a rat poke it's head out of the flame. It's no ordinary rat! It's made up of burning coal and smoldering flame! And it's ready to attack.
Durnik, perception: 1d20 + 7 ⇒ (15) + 7 = 22
Horst: 1d20 + 7 ⇒ (2) + 7 = 9
Ursk: 1d20 + 7 ⇒ (3) + 7 = 10
Dragh, perception: 1d20 + 5 ⇒ (17) + 5 = 22
rat?: 1d20 + 9 ⇒ (12) + 9 = 21
The rat is covered in smoke. It gains the concealed condition. When you attempt a spell attack roll or Strike the rat, roll a DC 5 flat check or miss the rat.
The smoke also causes anyone near the rat to choke. If you are adjacent to the rat, make a DC 22 Fortitude check. On a failure, you choke and take a -1 statue penalty to all d20 rolls, AC, and DCs for 1 round.
==============
[u]Round 1[/u]
Durnik (23/23 hp)
Dragh (18/18 hp)
Rat
Ursk (16/19 hp)
Horst (20/20)
Durnik and Dragh are up!

Durnik Ironmonger |

"Of course, it's rats. It's always rats in the basements. Of course, this one is on fire, so that's new."
Durnik moves up and swings at the flaming rat with his hammer.
Fort: 1d20 + 8 ⇒ (20) + 8 = 28
Toughing out the smoke and ash, he brings the weapon down hard.
Flat 5: 1d20 ⇒ 18
Strike!: 1d20 + 8 ⇒ (7) + 8 = 15 to hit, for Bludgeoning: 1d8 + 3 ⇒ (7) + 3 = 10
He brings his shield up to protect from the inevitable counterattack.

GM Mauve |

@Durnik, moved you up to the rat
The fighter dashes up towards the rat. The hazy smoke surrounding it causes Durnik to cough, but he's fine. He brings down his hammer... and misses the rat! It's too quick.
Similarly, the wizard struggles to aim, the smoke is too intense. The ray of frost just doesn't hit as the rat hops about.
The rat looks at Durnik and attempts to nibble on him.
jaws: 1d20 + 10 ⇒ (16) + 10 = 26
fire damage: 1d8 + 4 ⇒ (5) + 4 = 9
jaws: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23
fire damage: 1d8 + 4 ⇒ (4) + 4 = 8
jaws: 1d20 + 10 - 10 ⇒ (7) + 10 - 10 = 7
fire damage: 1d8 + 4 ⇒ (4) + 4 = 8
The rat bites and bites HARD! Durnik starts bleeding... but also catches on fire!
Durnik will take 1d4 fire damage at the end of his turns until he's no longer on fire. It is a DC 15 flat check at the end of his turn to see if it goes out (after taking the damage). He can also spend an action to try to do this check. Or he can jump in a pool of water (go prone) and it goes out automatically.
==============
[u]Round 1[/u]
Durnik (6/23 hp) (on fire!)
Dragh (18/18 hp)
Rat
Ursk (16/19 hp)
Horst (20/20)
Ursk and Horst are up! Followed by Durnik and Dragh

Horst Broadrim |

Horst charges in, stabbing through the smoke.
Fortitude: 1d20 + 5 ⇒ (8) + 5 = 13
But he breathes in a lungful of smoke and starts choking.
Flat 5: 1d20 ⇒ 4
And his blow goes wild into the smoke.
Short Sword: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
Damage,Piercing: 1d6 + 4 ⇒ (5) + 4 = 9

Dragh Goldenoak |

Ray of Frost: 1d20 + 7 ⇒ (16) + 7 = 23
Damage, cold: 1d4 + 4 ⇒ (3) + 4 = 7
Flat, DC5: 1d20 ⇒ 14
Dragh moves to the side and shoots another ray of cold at the firry rat.
What would be the check to identify it?

Durnik Ironmonger |

Durnik brings his shield up to ward off the first blow, getting covered in ash and flame as he does.
Using shield Block to ward off 5 of the initial hit, leaving the shield with 15 go and Durnik with 11.
Flat 5: 1d20 ⇒ 17
Strike!: 1d20 + 8 ⇒ (2) + 8 = 10 to hit for Bludgeoning: 1d8 + 3 ⇒ (6) + 3 = 9 damage.
He then positions his shield to block further attacks before stomping and swatting at his smouldering clothing.
Strike, raise shield, extinguish flames

Ursk Wildingot |

Ursk moves a little closer and points his hammer at the rat. "In Torag's name, knock it off!"
1action to Stride, 2 to cast Daze. 4 Damage and DC17 Will Save.
I think it still works the same in the box.

GM Mauve |

Horst charges in but starts coughing as the smoke gets deep into his lungs. He tries to plunge his sword into the rat, but between coughing fits, he can't focus and misses.
Dragh knows this creature to be a type of elemental creature - something known as a Cinder Rat. They are oversized rodents made of smoldering charcoal and elemental fire. Fire and poison are ineffective (immunities to bleed, fire, paralysis, poison, sleep), but cold is very effective (weakness to cold).
Knowing their weakness, the wizard blasts cold air at it. Super effective! It hisses as it takes a little more damage than normal.
Durnik beats out the flames. He then tries to stab the rat, but between the smoke and the fumes, he can't focus and misses.
Will: 1d20 + 6 ⇒ (15) + 6 = 21
Remember that you have to do a DC 22 Fortitude check every turn you begin next to the rat or take a -1 status penalty to all checks and DCs for 1 round!
The rat nibbles on Durnik, then Horst, then Durnik again.
jaws vs Durnik: 1d20 + 10 ⇒ (17) + 10 = 27
fire: 1d8 + 4 ⇒ (6) + 4 = 10
jaws vs Horst: 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11
fire: 1d8 + 4 ⇒ (4) + 4 = 8
jaws vs Durnik: 1d20 + 10 - 10 ⇒ (17) + 10 - 10 = 17
fire: 1d8 + 4 ⇒ (6) + 4 = 10
Only it's first attack against Durnik makes it through! The fighter is back on fire (Durnik will take 1d4 persistant fire damage at the end of his turn unless he puts out the flames)
==============
[u]Round 2/3[/u]
Durnik (1/23 hp) (on fire!)
Dragh (18/18 hp)
Rat (-15 hp)
Ursk (16/19 hp)
Horst (20/20)
Ursk and Horst are up! Followed by Durnik and Dragh

Dragh Goldenoak |

Dragh shoots again with the cold ray
Ray of frost: 1d20 + 7 ⇒ (15) + 7 = 22
Damage, cold: 1d4 + 4 ⇒ (2) + 4 = 6
Flat, DC5: 1d20 ⇒ 18
Then Dragh uses his Force of Bolt to hurt it even more.
Force Bolt, force damage: 1d4 + 1 ⇒ (2) + 1 = 3
Flat, DC5: 1d20 ⇒ 9
The ray of frost flies towards the rat followed by a bolt of pure energy
"Hold on Durnik!"
We need to heal Durnik. Falling into Dying with persistent damage is bad

Ursk Wildingot |

I got ya.
"You aren't finished with this fight yet, Durnik." Ursk asks Torag to help his fellow dwarf and sends divine magic his way.
2 action Heal and a Guidance for good measure. So you'll get a +1 on your next attack Durnik.
Heal: 1d8 + 8 ⇒ (5) + 8 = 13

Horst Broadrim |

Fort: 1d20 + 5 ⇒ (1) + 5 = 6
Still coughing, Horst slashes out into the smoke.
Flat 5: 1d20 ⇒ 5
Short Sword: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Slashing: 1d6 + 4 ⇒ (3) + 4 = 7
Flat 5: 1d20 ⇒ 6
Short Sword: 1d20 + 8 - 1 - 4 ⇒ (3) + 8 - 1 - 4 = 6
Slashing: 1d6 + 4 ⇒ (3) + 4 = 7
Flat 5: 1d20 ⇒ 1
Short Sword: 1d20 + 8 - 1 - 8 ⇒ (9) + 8 - 1 - 8 = 8
Slashing: 1d6 + 4 ⇒ (6) + 4 = 10

GM Mauve |

Ursk moves up to Durnik and the fighter starts feeling refreshed. His burns start to heal slowly, but they may leave a scar!
(Durnik is still on fire. It's persistent damage that does 1d4 fire damage at the end of his turn, then he can roll a DC 15 flat check to see if the flames go out. He can instead spend an action to put out the flame (with a DC 15 flat check) or jump in a puddle (lie prone in water).
Horst sees his opportunity, but the smoke gets in his lungs and he can barely focus. But one of his strikes slashes the rat!
And Dragh blasts the rat with cold air, knowing it will be super effective. Direct hit! The rat squeals and is hurting, but still stands.
==============
[u]Round 3[/u]
Durnik (14/23 hp) (on fire!)
Dragh (18/18 hp)
Rat (-36 hp)
Ursk (16/19 hp)
Horst (20/20)
Durnik is up!

Durnik Ironmonger |

Durnik takes the brunt of the fire rats bite on his shield, unhappy to see the scorch marks and streaks of blue running through its temper.
"Thanks, Ursk! Maybe I can kill it now!"
Flat 5: 1d20 + 5 ⇒ (10) + 5 = 15
Strike!: 1d20 + 9 ⇒ (2) + 9 = 11 to hit, for 1d8 + 3 ⇒ (6) + 3 = 9 Bludgeoning
Fort: 1d20 + 8 ⇒ (17) + 8 = 25
He repeats his prior action, swinging wildly before swiping off the burning bits of his clothes, and raising his shield again
Flat 15: 1d20 ⇒ 13

GM Mauve |

Drunik flails wildly, but can't seem to hit the especially agile rat! The fighter tries to put out the fire engulfing and burning his clothes but is unsuccessful.
Persistent Fire damage: 1d4 ⇒ 3
The rat heaves as it tries to bite out, once at Horst, then Durnik, then Horst.
jaws vs Horst: 1d20 + 10 ⇒ (9) + 10 = 19
Flat: 1d20 ⇒ 19
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
jaws vs Durnik: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12
Flat: 1d20 ⇒ 3
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
jaws vs Horst: 1d20 + 10 - 10 ⇒ (15) + 10 - 10 = 15
Flat: 1d20 ⇒ 13
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
The rat digs deep into Horst's side as the rogue catches fire too!
(Horst now has Persistent Fire damage)
==============
[u]Round 3/4[/u]
Durnik (11/23 hp) (on fire!)
Dragh (18/18 hp)
Rat (-36 hp)
Ursk (16/19 hp)
Horst (10/20) (on fire!)
Ursk and Horst are up, followed by Durnik and Dragh.

Dragh Goldenoak |

Ray of Frost@rat: 1d20 + 7 ⇒ (19) + 7 = 26
Damage, cold: 1d4 + 4 ⇒ (2) + 4 = 6
Flat check, DC5: 1d20 ⇒ 10
The dwarven wizards keep throwing their frozen rays trying to take the rat down.
Then Dragh takes out his crossbow.

Horst Broadrim |

Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Horst finally gets a lungful of clean air and tries to put the fire out.
Fire Flat 15: 1d20 ⇒ 20
Succeeding before it does more than cauterize the bite.
Then he tries again to stab the burning rat.
Flat 5: 1d20 ⇒ 4
Short Sword: 1d20 + 8 ⇒ (10) + 8 = 18
Damage, Piercing: 1d6 + 4 ⇒ (2) + 4 = 6
Flat 5: 1d20 ⇒ 8
Short Sword: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
Damage, Piercing: 1d6 + 4 ⇒ (4) + 4 = 8
But again the smoke confuses him and the rat dodges away.

GM Mauve |

And the rat dies! Horst manages to put out his fire, but Durnik is still ablaze (though he can easily just jump into the water now that the threat is gone).
The heroes can now investigate the two other orbs in this room and they both look relatively stable. One orb is filled with a swirling cloud. The other orb is a deep marbled brown.

Durnik Ironmonger |

Durnik hits the ground and rolls over, putting out the flames surrounding him.
"Damn, that was unpleasant. And it burned up my shield all black and carbonized. Ugh."
Standing up and wiping soot, mud, blood, and grime off himself, Durnik turns to the others.
"So...balls of the elements? What in the world do we do with balls of the elements?"

Ursk Wildingot |

"Seems like we're missing one element," Ursk says as he points to what looks to be the remains of the water orb.
I think we should probably spend time making medicine checks for Durnik and Horst. I'll go ahead and roll two but if someone else can to save time that's cool.

Horst Broadrim |

"I'll be fine, now that Ursk's patched me up a bit. I'm starting to think the kobolds might have been right to wall these sections off. That thing was mean."
Not sure if it'll help, but Horst will take a look at the other orbs as well - trying to see if anything might get set off if they're tampered with.
Is the fire orb still there or did it break or disappear when the Cinder Rat came out?