
![]() |

For generations, the Hookclaw kobolds have lived beneath the city known as Absalom, scratching out a hardscrabble existence by scavenging from the earthpacked ruins of ancient, buried buildings. In all that time, the Hookclaws have never been conquered or wiped out by more powerful forces, which makes them truly prestigious by kobold standards. Unfortunately, this prestige has never resulted in wealth or comfort. For as long as the Hookclaws have existed, they have lived in relative austerity among meager warrens and have simmered with envy at more famous and well-off kobold clans such as the renowned Sewer Dragons.
Yet the smell of change is in the air. Just recently, a party of Hookclaw miners accidentally broke into an underground room that was stuffed full of treasures and luxuries, most of them in far better condition than the time-rotted relics that the Hookclaws typically own. Firm advocates of looking gift horses in the mouth, however, the Hookclaws have rounded up their greatest heroes, most eager volunteers, and most violent misanthropes to explore the mysterious area.
Excitement buzzes in the air throughout the Hookclaw warren. Kobolds drop their work and peer out from the tunnels to watch as you pass. You have been chosen for a most important mission. Tunnelmaster Miknik is anticipating your arrival. As you enter the chamber, the tunnelmaster gives a cue to the nearby workers, who pry away wooden boards and chunks of stone from the narrow mouth of a tunnel. The workers who dug this passage sealed it up as soon as they saw what was on the other side. It has remained closed—waiting for you—until now.
From where you stand, you can see rich fabric on hangers, exquisite vases, and wooden crates with unknown prizes inside. Just a fraction of this wealth could enable the Hookclaws to live in more comfort than they have in generations. But Hookclaws are smart, and they know when things are too good to be true. That’s where you come in.
“Secure the chamber!” Tunnelmaster Miknik barks. Once you ensure the treasure trove is safe, the Hookclaws can claim its valuables. “Standard Hookclaw hazard pay! First pick of anything you find, up to what you can carry! Be careful!”
Go ahead with character intros. You are the first kobolds to explore this mysterious chamber beyond a few cautious glances.

Yet Another Avatar |

“Never fear, Rhin is here! With song and sword we shall prevail!”
With his ocarina and short sword at the ready, Rhin steps into the room and looks around.

Pregen PbP |

Grimmnir knows full well that the chief would be just as pleased if he never came back as came back triumphant. Still... another chance to prove his superiority is always welcome AND it means they recognize his superiority which is even better.
"Allow me to cast a few discovery spells before we enter any further. I should be able to identify anything magical and get an aura."

Yet Another Avatar |

Nearly jumping in excitement, Rhin says “Do you really think there could be magic here? Is it dragon magic?”

![]() |

The familiar smell of earth and musty neglect wafts across your nostrils as you scuttle through the dirt tunnel and into the chamber. From here, you can see past the curtains of rich fabric and giant wooden crates into the rest of the room. Stacks of books and other luxury items are haphazardly crammed onto massive wooden shelves, preserved from mold despite their clear abandonment. Immense piles of furniture, rich with intricate carvings and plush cushions, have been jammed up against the walls. Chests with glittering locks lie on the floor, coated with dust. A pile of casks, sacks, and barrels forms a looming barricade across the western end of the room, which blocks the rest of the chamber from view.

Yet Another Avatar |

Perception: 1d20 + 5 ⇒ (18) + 5 = 23
“Oh look!” Rhin says “Why would someone put lights under a bed?” He points to the west where there are some beds.
He then cautiously moves to where he can see the beds better.

Pregen PbP |

Grimmnir casts spells liberally, trying to show off as best he can, and trying to get forewarning about any traps or magical loot. Hopefully traps, ones that can be taken away and repurposed. He definitely targets the glow as a high priority.
"You betcha, gonna be some magic for sure."

![]() |

Simeek's Initiative Using Search: 1d20 + 6 ⇒ (3) + 6 = 9
Rhin's Initiative Using Avoid Notice: 1d20 + 5 ⇒ (20) + 5 = 25
Izni's Initiative Using Search: 1d20 + 6 ⇒ (14) + 6 = 20
Quizrel's Initiative Using Stealth: 1d20 + 7 ⇒ (8) + 7 = 15
Grimmnir's Initiative Using Stealth: 1d20 + 5 ⇒ (15) + 5 = 20
Beetles: 1d20 + 6 ⇒ (11) + 6 = 17
As you draw near the glow a quartet of three-foot long insects boasting a pair of glowing organs on the back of their abdomens scurry out from underneath the bed, their mandibles clicking furiously.
★★★
Crypt Entrance! Round 1
──────────
BOLD IS UP!:
──────────
➤ Rhin (15/15 HP)
➤ Izni (14/14 HP)
➤ Grimmnir (13/13 HP)
Beetle (Red) (-0 HP)
Beetle (Green) (-0 HP)
Beetle (Yellow) (-0 HP)
Beetle (Blue) (-0 HP)
Quizrel (15/15 HP)
Simeek (18/18 HP)

Pregen PbP |

Grimmnir casts a nice nasty Glutton’s Jaws and scurries forward. His mouth transforms into a shadowy maw bristling with pointed teeth and lots of drool.
** cast
* stride

Yet Another Avatar |

“Are these what are called bed bugs?”
Rhin thinks about all the things he has read about.
Recall Knowledge, Bardic Lore +4
He then starts up a little song to inspire everyone as he draws his sword.
“Flying bugs through the air, biting bugs don’t you dare!”
Recall Knowledge, Cast a spell, Draw a weapon

![]() |

Rhin's Bardic Lore (T): 1d20 + 4 ⇒ (8) + 4 = 12
Rhin isn't sure what type of beetles these are, though it does seem to somehow inspire the rest of the clan. Izni and precious slowly sneak up on the insects as Grimmnir grows quite hungry.
The beetles fly through the air, their mandibles snapping at Rhin and Simeek.
Yellow Mandible vs Simeek AC 18: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Blue Mandible vs Rhin AC 18: 1d20 + 8 ⇒ (4) + 8 = 12
★★★
Crypt Entrance! Round 1/2
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Rhin (15/15 HP)
➤ Izni (14/14 HP)
➤ Grimmnir (13/13 HP)
Beetle (Red) (-0 HP)
Beetle (Green) (-0 HP)
Beetle (Yellow) (-0 HP)
Beetle (Blue) (-0 HP)
➤ Quizrel (15/15 HP)
➤ Simeek (13/18 HP)

Pregen PbP |

Grimmnir surges forward and takes a couple of bites out of green.
Not sure what his to hit is.
Would he use the unarmed attack or some other attack?
to hit: 1d20 ⇒ 12, not sure of bonuses, not sure if it is considered agile
damage: 1d8 ⇒ 2
temp HP gained: 1d6 ⇒ 1
to hit: 1d20 - 4 ⇒ (13) - 4 = 9, not sure of bonuses, not sure if it is considered agile
damage: 1d8 ⇒ 3
temp HP gained: 1d6 ⇒ 2
*step
*attack
*attack

Yet Another Avatar |

Rhin continues his song, takes a step back for a better position, and then swings his sword at Green.
“Sword goes swish! Make bugs go squish!”
short sword, IC: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Slashing, IC: 1d6 + 1 ⇒ (5) + 1 = 6
Inspire Courage, Guarded Step, Strike

Blake's Kobold |

"Ah-ouch!" Simeek shouts as the bug bites him. He runs in a panic around the glowing insect and turns to swing his halberd in a wild, frantic arc.
◆ Stride
◆◆ Power Attack vs. Green (or Yellow): 1d20 + 9 ⇒ (12) + 9 = 21
Slashing: 2d10 + 4 ⇒ (6, 7) + 4 = 17
First reaction to trigger:
↺ Cringe: critically hit
Strike: 1d20 + 9 ⇒ (6) + 9 = 15
Slashing: 1d10 + 4 ⇒ (3) + 4 = 7

![]() |

@Grimmnir- The attack is the exact same bonuses to hit as your fist unarmed strike. So +4 to hit for 1d8+1 damage
Izni's Nature (T): 1d20 + 6 ⇒ (2) + 6 = 8
Simeek cleaves his halberd through the beetle staining the floor with ichor. Rhin stabs his own shortsword through the beetles carapice with a sickening pop, killing it.
Izni isn't sure what sort of beetles these are. Grimmnir gets a decent bite in as the kobold chomps and chews on the side of a beetles wing.
★★★
Crypt Entrance! Round 1/2
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD IS UP!:
──────────
Rhin (15/15 HP)
➤ Izni (14/14 HP)
Grimmnir (13/13 HP) │ Temp HP 1
Beetle (Red) (-0 HP)
Beetle (Blue) (-4 HP)
➤ Quizrel (15/15 HP)
Simeek (13/18 HP)

![]() |

Quizrel lowers her crossbow and takes a couple of pot shots into the bed. Izni moves in behind the box, raising her shield as the beetles swoop in.
Red Mandibles vs Simeek AC 18: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Red Mandibles vs Simeek AC 18: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Blue Mandibles vs Grimmner AC 15: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Crit for 10.
Blue Mandibles vs Grimmner AC 15: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11
Grimmner and Simeek both feel the mandibles latch onto their arm as it begins to tighten.
★★★
Crypt Entrance! Round 2/3
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Rhin (15/15 HP)
➤ Izni (14/14 HP)
➤ Grimmnir (4/13 HP)
Beetle (Red) (-0 HP)
Beetle (Blue) (-4 HP)
➤ Quizrel (15/15 HP)
➤ Simeek (7/18 HP)

Yet Another Avatar |

“Bad bugs! Bad bugs! Watchem Splat!”
Rhin continues singing. The pieces don’t seem to relate to each other, but he maintains a catchy beat. He moves over to give Simeek a flank and then strikes once with his sword.
Movement would provoke.
Sword, IC: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Slashing, IC: 1d6 + 1 ⇒ (1) + 1 = 2
Inspire Courage, Stride, Strike

Pregen PbP |

When you say latch on, does that mean Grimmnir cannot get away?

JW Pregen |

Izni squeaks out a command: "Get that one, Precious!" The cat leaps forward, biting and clawing at the red bug. Then she follows her cat into battle and hits at the same target if it's still up.
Dagger to bug, including inspiration: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Dagger damage, if applicable, incl. inspiration: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Pouncing bite, including inspiration: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Claw, incl. inspiration: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Bite damage, if applicable, incl. inspiration: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Izni: Command an Animal-Stride-Strike
Precious: Cat pounce-claw

Blake's Kobold |

Did the AOO miss or did you miss the AOO?
Simeek yelps. "No! Bad bug! Get off!" He swings his halberd wildly.
◆◆ Power Attack vs. Red: Halberd (T), IC: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Slashing, IC: 2d8 + 4 + 1 ⇒ (8, 7) + 4 + 1 = 20
◆ Strike vs. Red: Halberd (T), IC: 1d20 + 9 - 5 + 1 ⇒ (17) + 9 - 5 + 1 = 22
Slashing, IC: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

![]() |

The AoO did miss. Sorry, will try to be clearer on that in the future.
Simeek's halberd slits through the beetle with ease, leaving bits of the luminescent glow on the end of his blade.
Rhin's own blade misses but Izni finishes off the remaining bug as she pounces on the beetle and begins shredding it apart.
Combat over.
A stacked wall of books, barrels, sacks of salt and sugar, crates of preserves, casks of wine, and jugs of molasses blocks the kobolds from traveling to the west. Unfortunately, this wall was haphazardly built and is highly unstable.
DC 15 Thievery to carefully excavate a path through the wall without upsetting its balance, or DC 17 Athletics to hold up any unstable portions.
Rhin (15/15 HP)
Izni (14/14 HP)
Grimmnir (4/13 HP)
Quizrel (15/15 HP)
Simeek (7/18 HP)

Pregen PbP |

Grimmnir detaches the mandibles from her arm and vows not to do that again. It is one thing to devour rats and another to take on Big Biters.
She scowls a lot as they proceed, hanging back.
Apparently she identified as a male in my former posts.

Yet Another Avatar |

Getting out his healer’s toolkit, Rhin asks “Does anyone want me to attempt treating their wounds?”
Rhin is not good at Medicine, but they are trained.
Feel free to bot at +3 if you want.

JW Pregen |

"I will use yours, Rhin. I am better at healing than you. But you are better at singing."
Treat wounds check on Grimmnir: 1d20 + 5 ⇒ (3) + 5 = 8
Treat wounds check on Simeek: 1d20 + 5 ⇒ (3) + 5 = 8
Maybe Izni is better, if the dice would cooperate. At least they weren't crit fails.

Pregen PbP |

Grimmnir brightens at the suggestion of healing, but settles into a scowl again as Izni botches it, this time aimed at the ineffective healer. Taking the kit from him he shoves it into Rhin's hands.
"You try"
medicine, Rhin: 1d20 + 3 ⇒ (5) + 3 = 8
"Bah!"

Yet Another Avatar |

“Sorry, still trying to figure out how this works.”
He then tries it on Simeek.
Medicine for Simeek: 1d20 + 3 ⇒ (20) + 3 = 23
Healing critical success: 4d8 ⇒ (5, 3, 4, 8) = 20
After he finishes, he very exicitedly says “I think I figured out what went wrong the first time! Clean then bind the wound!”

JW Pregen |

Izni chitters in frustration. "All right, I will use some of my magic."
Unless someone has a better idea, Izni will use her only heal spell to fix up Grimmnir. Since it cures 1d8+8, minimum effect would be enough.
Or we could let the sorcerer stay low on HP, and keep out of the fighting.

Yet Another Avatar |

We have spent 1 hour 10 minutes healing. We could give it one more try to make it basically two hours healing which leaves your heal spell for in combat healing.
I recommend we continue using the healing kit and hope for a good roll. Izni has a much better chance of if working.
“Try healing Grimmnir one more time, Izni. I bet it will work this time.”
While waiting for the healing to happen, Rhin looks through the bookshelves near where they came in. He seems to be most interested in the books with pictures.

![]() |

A stacked wall of books, barrels, sacks of salt and sugar, crates of preserves, casks of wine, and jugs of molasses blocks the kobolds from traveling to the west. Unfortunately, this wall was haphazardly built and is highly unstable.
DC 15 Thievery to carefully excavate a path through the wall without upsetting its balance, or DC 17 Athletics to hold up any unstable portions.
Rhin (15/15 HP)
Izni (14/14 HP)
Grimmnir (4/13 HP)
Quizrel (15/15 HP)
Simeek (18/18 HP)

Pregen PbP |

Grimmnir is tired of being poked and prodded and bats Isni's hands away, making it nearly impossible to dress his wounds.
"No more! No More!"

![]() |

Simmek finds some spare books and helps support the unstabe portions enough to help get the rest of the group up and over the precarious wall.
Just on the other end of the precarious wall a plain hallway is relatively clear of junk, allowing further passage into the back reaches of the tomb. Two rooms lie to the west, their doors wedged open with swells of fungus and huge clusters of mushrooms.

Yet Another Avatar |

“Careful, not all mushrooms are good for you!”
Bardic Lore +4, I would also like to try to identify them.

Pregen PbP |

Grimmnir is still grumbling and complaining as they examine the mushrooms.

![]() |

Izni's Nature (T): 1d20 + 6 ⇒ (19) + 6 = 25
Rhin's Bardic Lore (T): 1d20 + 4 ⇒ (1) + 4 = 5
While the fungus growth in this room appears to be poisonous if ingested. It seems to also be originating from the room to the west as it creeps underneath the door. Harvesting the fungus will give you 4 doses of Belladona.

![]() |

Not in this instance there is not.