
Rik'tik |

"Or puzzlesss," adds Rik'tik as he considers the mass of gears and pulleys, chest, and holes. He considers the holes and whether there is any pattern to how they are laid out.

Hellewen |

Hellewen leaned closer to inspect the thing. Not that she had much to go on, this was far from her area of expertise. But the thing was intriguing nevertheless. "Perhaps the artisan commissioned was merely inspired?" She considered poking the thing but decided that she liked her fingers. "It is connected to the chest though. Could be one obvious trap. Or other safeguard." Then lastly it was the rays of light and the tiny holes. Which hopefully weren't poisoned dart dispensers because Hellewen was about to put her eyeballs in their line of fire. "Wonder what this is ..."

PF_GM_23 |
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With Hellewen in a position to get a better look at things, she can readily spot the level protruding from the back of the chest. Before she can do more than that, a focused tengu is gently but insistently pushing her aside from the entire arrangement, leaving her to examine the holes in the wall.
Carefully peering into one of the holes--for fear of a dart in the eye--the elf can see quite readily that this isn't something to worry about. And that's because she can see through the hole into the room to the north. Though the size of the hole limits her view, taking a look through the other holes gives her a pretty good overview. The room on the other side is well-lit, has a few pillars and a floor that looks to be a combination of marble and blue tile. It looks completely unlike any of the rough rooms, natural caverns, and hacked out rock chambers that the party has seen thus far.
But far more interesting is the lone kobold she can see part of. And her proximity to the holes also allows Hellewn to hear a soft conversation, in the same unfamiliar language that she heard not too long ago, between at least two other kobolds besides the one she can see.
If you'll look at the map, you'll see the kobold in question.
"What's keeping them? Zolgran's orders were pretty clear, 'get the fish, bring them back here, don't waste time'."
"I don't know, maybe they're having trouble with the unscaled at the fish place? We've been taking a lot from there lately, and they're not that stupid. They have to have noticed by now, and maybe they did something to stop the fish from being taken?"
"If that happened, Zolgran will lose it. The Great One is almost constantly hungry now, and if we have to leave the caves and go out into the woods to hunt for him, she'll have to scrap her plans for the unscaled and their town. And you know what that means."
"Yeah, less sleep for us and more ranting from her. I like the idea of making the unscaled serve us as much as anyone else, it's what they're meant for and all. But she really needs to relax. Get drunk, f%$@ someone, something before she drives one us to run a spear through her."
"Hey now, enough of that! I know how you meant that, but you know what'll happen if someone else hears it and runs back to tell her all about it."
"Right, right. Thanks for the reminder, and for not being the one to go running off like that."
Since Eser isn't here at the moment, I'll do a little botting.
Slipping into the room behind the others, Eser takes in the sight of the mechanical contraption with growing interest. Soon she's pushing past her companions to get a better look. In the process, she opens the chest in an effort to see more of the lever's workings and reveals a bounty of coins, a rolled up bit of parchment, and a small glass box containing an emerald.
The chest's contents come out to a total of 214 copper pennies, 22 silver weights, and 3 gold measures in coinage. If the scroll is unrolled, you'll find that it's clearly a spell of some sort; Surla and Pfil both recognize it as a magic missile spell, a staple offensive spell.
The emerald inside the box is quite beautifully cut and should fetch a good price (20 gp), but the glass box itself isn't too shabby either, cunningly made by someone with a lot of skill. You're not quite sure what it's worth, but it'll almost certainly get something to make it worth the effort of keeping intact.
While Absalom accepts copper coinage as currency in transactions, such coins are almost all of foreign minting. Absalom itself only issues copper pennies as rare, limited-time releases to commemorate significant events or noteworthy people.
The copper pennies within the chest are all minted by Absalom and are, going by the dates on them, quite old. Between that, their overall condition--not visibly worn from daily use and protected from the ravages of time--and the infrequency with which such coins are released, it's a sure bet that these pennies are worth more than their nominal value. How much more, however, is dependent on whether or not you can find a collector.
Craft Check: 1d20 + 4 ⇒ (13) + 4 = 17
"This," she proclaims excitedly after several minutes of poking at gears and carefully manipulating the pulleys. "Is a control for a trap in that other room." Pointing at the lever that Hellewen previously noticed, the tengu continues. "No idea what kind of trap, but this activates it." With that, Eser looks at her companions with an almost puppy-like eagerness. "Let's pull it and see what happens!"

Pfil |

Trained Society: 1d20 + 6 ⇒ (13) + 6 = 19
"Oh, I remember reading about copper coins in Absalom in an abhorrently boring book about minting that I was reading for falling asleep. Absalom only mints very few of them for special occasions. And those are minted by Absalom and old. That means they are rare, and a collector would probably pay us a lot more than their, uhm, printed coiny value.", Pfil explains.
Pfil then takes a look at the holes in the wall:"Hum, they thought of everything. Even added arrow slits to the secret room. Gimme a moment to get ready before you do anything, Eser...someone should probably also be ready to storm the room, I think-"
I do think the holes should be large enough for my arrows? :)

PF_GM_23 |

When you said "arrow slits," I was going to correct that. Until I remembered Pfil's size :D. For her, they would indeed be big enough to get one of her arrows through. That said, having a diameter to get one of your arrows through and being designed for that are two different things; your ranged attacks through the holes will suffer -2 penalty due to you having to angle them awkwardly to reach a target you can see without knocking the walls on their way through.\
A further issue is that the holes aren't within your easy reach from the ground. On a human, they'd be about chest to head height, with the lowest being about pelvic height (and no, they're not glory holes either :p). So you'll need something to stand on, or someone.

Pfil |

"Oi...lets do this!", Pfil looks at the others and gives them the tiniest thumbs-up most have ever seen, then pulls two poisoned arrows from her quiver. "For great glory! Into the hole with you..."
Taking aim, she steps once on Riktik so he can give the signal to the others, then lets fly her first arrow - quickly notching the second one and firing it as well.
Attack 1: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13 Damage: 1d6 ⇒ 6 +Poison
Attack 2: 1d20 + 6 - 2 - 5 ⇒ (20) + 6 - 2 - 5 = 19 Damage: 1d6 ⇒ 1 +Poison
We said the poison is good for 24 hours only, so use it or lose it, I guess...having a chance for them to not run and alarm their nest is totally worth it even on a misfire :/ .

Eser Engo |

Eser wills herself to look up from the box and coins - oh, so very shiny! - which have been repeatedly drawing her gaze even as the others plan. Realizing they are about to spring into action, she puffs her feathers and draws her khakarra, stretching as large as she can. "I shall raid the room with you! Together, the kobolds will fall before us like... rain off a rat!" she finishes, rather rushed and hushed (for Eser), realizing that Pfil has already loosed her arrow.

PF_GM_23 |

Fortitude Check: 1d20 + 4 ⇒ (1) + 4 = 5
Poison Damage: 1d10 ⇒ 5
Welp, that kobold's day just ended badly. I mean, it was probably going to anyway with Eser "Chunker-maker" Engo about to rampage into the room, but there's degrees of bad regardless.
With Rik'tik's assistance, the sprite sends two arrows in rapid succession through one of the peepholes. The first misses, causing the kobold look around curiously. The second, however, catches the small reptilian in the side of the neck, causing it slap at the injury and hiss something as it begins to wobble on its feet before slumping down out of sight. It seems that the venom coating the minute projectile has taken effect.
"Gah, something just stung me! Oh, but I don't feel so good now."
From the unseen kobolds, more hissing is heard, this with a distinct tone of concern that is unmistakable even with the language barrier.
"Bikam, what's wrong? What stung you?"
"Hey, she doesn't look so good. I think we should get some help!"
As soon the second arrow leaves Pfil's bow, Eser, Hellewen, and Surla hurry out of the room and gather in front of the closed door leading to the next room. The tight confines necessitate closing the secret chamber's door, so Rik'tik will have to wait for them to get past before following, but the three are ready the moment that he gives the signal to move.
As soon as Rik'tik posts, we'll do initiative.

PF_GM_23 |

@Pfil: It's not exactly a spoiler, since you'll find out in just a moment for yourselves, but getting into the next room unnoticed isn't possible.
Kobold Group #1 Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Kobold Group #2 Initiative: 1d20 + 6 ⇒ (11) + 6 = 17

PF_GM_23 |

Alrighty, so we've got Surla, Eser, and Rik'tik up first, then Kobold Group #2, then Hellewen and Pfil, and finish with Kobold Group #1.

Eser Engo |

Eser sweeps into the room, her khakarra held high, her head bobbing from side to side, eyes sweeping the room. The tengu bracers herself for the inevitable attack, and the all-encompassing and very violent reaction that will follow.
Move into the room, ready two actions to rage and strike anyone that comes into range.
TEMP HP: 4
HP: 13
AC: 16

PF_GM_23 |

@Rik'tik & Eser: You both received healing, and must adjust your HP total. Rik'tik is at 16/20 and Eser is at 19/21.
@Rik'tik: The minor healing potion used came from the party's general pool, so the one that you removed from your personal inventory should be added back in.
The door to the next room sticks a bit, but not enough to provide a meaningful halt to progress. Still, getting it open causes a fair amount of noise, and Eser and Surla can both here a demand in the kobold tongue as they enter. The demand cuts off in mid-sentence as the kobold making it recognizes that neither Surla nor Eser is the expected kobold arrivals, and only a bare moment later, the kobold is shouting in alarm.
"Great, you're back. Get over here, Bikam need he-."
"Invaders, the unscaled are attacking!"
For their own part, the human and tengu find themselves in a room bearing the faded remnants of past glory, and Hellewen's speculation that this might be a temple of some sort doesn't seem quite so unlikely when this room is considered. A set of four stout pillars support the ceiling--and what is almost certainly some of Otari beyond that--with the tattered remnants of banners still adorning them. The floor likewise shows a high degree of craftsmanship in the form of a tile pattern of some sort, visible even through the centuries of filth and debris covering it. A short flight of steps leads down to a lower section of the room, where a further pair of much thinner pillars rise to provide additional ceiling support. The light that illuminates the room is coming from a number of small glass orbs mounted on a simple, yet elegant, chandelier. (The tile pattern is the area of blue flooring on the map.)
But far more importantly, the duo also see a total of four kobolds at the east side of the room. Three, one of which is currently writhing in agony on the floor with a muzzle covered in bloody foam, are virtually identical to the foursome that they dispatched before. The last, however, is carrying a brace of what look like crude beartraps.
Pausing in surprise at the shouted warning, the trap-carrying kobold and the furthest of the still-standing warriors take a brief look at the incapacitated companion that they were moving to help, then instead switch their attention to the party.
Kobold #1 (Light Blue)
Fortitude Check: 1d20 + 4 ⇒ (18) + 4 = 22
Hearing the alarm, the poisoned kobold rolls over and wearily rises on shaking legs. Bloody saliva hangs in thick ropes from its gaping jaw and its blood-shot eyes are clearly having trouble focusing properly on Eser. Still, it's able to recognize the threat posed by the ready tengu and it stoops briefly to snatch up the spear that it dropped and cocks the weapon back over one shoulder in a throwing position. Fortunately for Eser, the projectile misses (though not by very much) and impacts against the far wall of the room.
Ranged Attack (Spear): 1d20 + 5 ⇒ (9) + 5 = 14
Kobold #2 (Medium Blue)
Taking a cue from its poisoned companion, this kobold likewise hurls a spear at the tengu, then runs from its position beside a pillar to the room's lower segment, at which point it draws a replacement from the quiver on its back. However, the throw is no more successful than the first one, and like wise clatters uselessly against the wall.
Ranged Attack (Spear): 1d20 + 5 ⇒ (8) + 5 = 13
Kobold #3 (Gold)
The last of the three warrior kobolds is a bit better with its aim, even with the greater distance that it has to cover with its throws (though having its target wide open the way that Eser is doesn't hurt either). Launching one spear at Eser, it immediately draws and throws a second, and both strike true, the first catching the tengu high on the right torso and the second sinking deep into the avian's left thigh.
Ranged Attack (Spear #1): 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
Spear Damage (piercing): 1d6 + 1 ⇒ (2) + 1 = 3
Ranged Attack (Spear #2): 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
Spear Damage (piercing): 1d6 + 1 ⇒ (5) + 1 = 6
Having assisted Pfil, Rik'tik rushes to join the others, though it takes a bit of squeezing on his part to get through the door from the secret room and then past Hellwen where she waits in the narrow hallway. As he darts through the door into the temple-like room and hurries down the length of the room's south side, the lizardman passes a shallow alcove where a rather impressive tile fresco of various humanoids is featured. Though he's not completely sure, it looks as though each of the depicted figures' eyes are actually empty, and most likely correspond to the holes through which the light was entering the room on the other side of the wall.

PF_GM_23 |

I'm so sorry, Rik'tik, I forgot all about Grasz. What's he doing? He doesn't really have the speed to keep up with your headlong run into the larger room.

Eser Engo |

Just a note that Eser's readied actions were to 1) rage when someone comes into reach and 2) hit them. Since all the baddies threw spears, Eser has not yet raged. Eser's AC is 17 and the second hit is actually a miss.

PF_GM_23 |

@Surla: I thought you were done with your turn, you made no mention of doing anything further after entering and looking around. But I'm going to guess that you still actions you want to do? If so, I've reset the kobolds to their starting positions (and conditions), and you disregard their action block accordingly.
@Eser: My apologies and noted. Depending on what Rik'tik does with his held action and whatever Surla may do, you might not have any damage at all, let's see.
@Rik'tik: Your action description should have been been above the kobold block, and you still have a held action to use. My apologies, I missed making that edit while I was putting together the post and referencing various things.
In light of the fact the Rik'tik's action was posted at the wrong point and that Surla apparently wasn't done, I've remade the post. This is the definitive round 1 starting post, ignore the one above.
The door to the next room sticks a bit, but not enough to provide a meaningful halt to progress. Still, getting it open causes a fair amount of noise, and Eser and Surla can both here a demand in the kobold tongue as they enter. The demand cuts off in mid-sentence as the kobold making it recognizes that neither Surla nor Eser is the expected kobold arrivals, and only a bare moment later, the kobold is shouting in alarm.
"Great, you're back. Get over here, Bikam need he-."
"Invaders, the unscaled are attacking!"
For their own part, the human and tengu find themselves in a room bearing the faded remnants of past glory, and Hellewen's speculation that this might be a temple of some sort doesn't seem quite so unlikely when this room is considered. A set of four stout pillars support the ceiling--and what is almost certainly some of Otari beyond that--with the tattered remnants of banners still adorning them. The floor likewise shows a high degree of craftsmanship in the form of a tile pattern of some sort, visible even through the centuries of filth and debris covering it. A short flight of steps leads down to a lower section of the room, where a further pair of much thinner pillars rise to provide additional ceiling support. The light that illuminates the room is coming from a number of small glass orbs mounted on a simple, yet elegant, chandelier. (The tile pattern is the area of blue flooring on the map.)
But far more importantly, the duo also see a total of four kobolds at the east side of the room. Three, one of which is currently writhing in agony on the floor with a muzzle covered in bloody foam, are virtually identical to the foursome that they dispatched before. The last, however, is carrying a brace of what look like crude beartraps. Pausing in surprise at the shouted warning, the trap-carrying kobold and the furthest of the still-standing warriors take a brief look at the incapacitated companion that they were moving to help, then instead switch their attention to the party.
Having assisted Pfil, Rik'tik rushes to join the others, though it takes a bit of squeezing on his part to get through the door from the secret room and then past Hellwen where she waits in the narrow hallway. As he darts through the door into the temple-like room and hurries down the length of the room's south side, the lizardman passes a shallow alcove where a rather impressive tile fresco of various humanoids is featured. Though he's not completely sure, it looks as though each of the depicted figures' eyes are actually empty, and most likely correspond to the holes through which the light was entering the room on the other side of the wall. The lizardman comes to halt just beyond the southwest pillar, with a perfect view of four kobolds, one of which is currently prone and clearly in considerable agony.

Surla Stormcrow |

When I was looking on the map, there weren't any foes, so I figured there was like an ambush with readied actions I'd have to endure upon walking in. Apologies.
Surla spying the kobolds fires an arc of electricty at the closest.
Damage, Basic DC 17 Reflex Save: 1d4 + 4 ⇒ (4) + 4 = 8
Light blue is the only in range

PF_GM_23 |

Kobold (Light Blue)
Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20
Fortitude Save: 1d20 + 4 ⇒ (8) + 4 = 12
Poison Damage: 1d12 ⇒ 8
Though the toxiin wracking its body has taken a heavy toll, the kobold still makes an attempt to avoid the spell sent at by Surla. And, had the lightning not been unusually potent, it might have succeeded. Of course, that would have meant little in the end, as the spider venom introduced by Pfil's arrow finally overcomes its attempts to resist. With a pained gurgle, the small reptilian drops to its hand and knees and releases a torrent of blood-streaked vomit onto the floor, after which it drops face-first into the mess and goes still.
Kobold (Medium Blue)
Resisting the urge to rush over and check on its fellow, the kobold peering around the northeast pillar takes aim at the tengu standing boldly in the open and lets fly with one of its spears.
Ranged Strike (Spear): 1d20 + 5 ⇒ (6) + 5 = 11
But bearing witness to its companion's bloody end has apparently shaken its resolve, for the the throw comes nowhere near Eser, and the kobold decides to fall back and ready a second weapon instead of lingering where it is.
Kobold (Gold)
No less horrified by what it has witnessed, the last of the spear-bearing kobolds nonetheless readies its weapon and, after a brief moment of consideration, launches it at Rik'tik.
Ranged Strike (Spear): 1d20 + 5 ⇒ (18) + 5 = 23
Spear Damage (piercing): 1d6 + 1 ⇒ (1) + 1 = 2
Ranged Strike (Spear): 1d20 + 5 ⇒ (6) + 5 = 11
The projectile strikes true but does virtually no damage, and the follow-up throw with a second spear shows that the kobold is feeling the effects of not only watching its fellow's death, but also the unexpected arrival of foes which it knows undoubtedly means that more of its kind lie dead somewhere beyond this room.

Hellewen |

Hellewen dashes into the room gathering a small whirlwind as she goes. With a sweeping gesture and burst of concentration she lets the wind lash out at [Boss Kobold]. Winds take you!
Actions: > to move. > to gather Element + Elemental Blast > Elemental Blast
To hit!: 1d20 + 6 ⇒ (2) + 6 = 8
Damage?: 1d6 ⇒ 6
To hit!: 1d20 + 6 - 5 ⇒ (14) + 6 - 5 = 15
Damage?: 1d6 ⇒ 4

Pfil |

Finding herself alone in the room with a Crocodile after Riktik suddenly rushed out, Pfil does her best to swiftly follow him.
While running and hopping to a cover position behind one of the pillows, the nocks a single arrow and quickly releases it towards whatever Kobold seems most wounded, then presses against the structure, making sure the crododile did not follow.
1d20 + 6 ⇒ (9) + 6 = 15 1d6 ⇒ 2

PF_GM_23 |

Since Pfil is just randomly plinking, I'll roll to pick a target. 1-2 = light blue, 3-4 = trap, and 5-6 = gold.
Pfil's Target: 1d6 ⇒ 6
Neither Hellewen nor Pfil manage to successfully strike their respective targets, and the trap-bearing kobold targeted by the former goes so far as to hiss jeeringly back at the elf. However, the arrival of additional foes gives it cause to rethink its decision to stand and fight, and it begins to edge back, towards the stairwell at its rear, while hissing commands to its two comrades.
"Zolgran needs to be warned, unscaled have to come to slay us and the Great One! Do what you can to hold them back while I inform the others."
With that, the kobold immediately turns tail and begins to run flat-out down the stairs and out of sight, traps rattling loudly against each other as it does. The two kobolds that remain bear expressions of mingled resignation and determination as they clutch their spears.

Rik'tik |

Rik'tik advances and tries to hit the nearest kobold with the flat of his blade.
Shortsword +1, NL: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11; Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Shortsord +1 agile, NL: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3

Eser Engo |

Eser swoops forward bringing her Kharkarra down with every ounce of force she can muster. Her weapon lands with a satisfying crunch; the birdbarian lets loose a trilling yell.
strike blue: 1d20 + 6 ⇒ (20) + 6 = 26
damage, oversized: 1d12 + 3 ⇒ (7) + 3 = 10
critical damage, oversized: 1d12 + 3 ⇒ (8) + 3 = 11
I like Hellewen's style so I'm copying it: Actions >stride >stride >strike blue kobold. Still no rage so AC is 17.

PF_GM_23 |

@Eser: If you keep up this chunky salsa business, I'm going to give you a joke magic item that spews out a handful of tortilla chips in response :p.
I see you've also taken your "birdbarian" designation to heart :D.
Reflex Save: 1d20 + 7 ⇒ (18) + 7 = 25
Though not in the best state of mind at the moment, the kobold that is Surla's next target isn't caught out by her attack, and manages to avoid all but the edge of the lightning that briefly forms a visible line between the wizard's outstretched hand and the stone wall at the kobold's back.
It doesn't have time to celebrate much, however, for it's soon busy fending off Rik'tik's efforts to subdue it. It swats fiercely at the blade with the spear it holds, teeth bared in a rictus, and makes a little noise of triumph when it proves successful.
Melee Strike #1 (spear): 1d20 + 3 ⇒ (5) + 3 = 8
Melee Strike #2 (spear): 1d20 + 3 - 5 ⇒ (10) + 3 - 5 = 8
Almost instantly, it's stabbing back at the lizardman, but the attacks either miss entirely or slide harmlessly off of Rik'tik's armor, and the kobold snarls as it withdraws and hurries down the stairs.
Eser's target isn't anywhere near as fortunate in its own defense attempt, the spear that it raises in a desperate bid to stop the descending club proving no barrier whatsoever. With an impact that shakes dust loose from the walls, the poor reptilian is reduced to little more than a smear in the corner.
Having reached the next floor after a furious sprint down the stairs, the kobold snarls a warning to the two guards waiting behind the barricades, ordering them both to fall back and rejoin the rest of the tribe in the den. As soon as they've done so, it begins to emplace one of its traps in the narrow passage separating the barricade room from the fountain room.
Okay, this a little difficult for me to describe, so bear with me and ask questions if needed. The spiral stairs you see there are not the full set leading down to the second floor. From it's current position, gold kobold would need a further two move actions to appear on the second floor map. So any fighting in that section would be description alone, as I don't have an actual map (not even a s+#%ty hand-drawn one) to use for it.

Hellewen |

Well, for starters, I don't think we can see the 2nd floor so things like "barricade room" and "fountain room" doesn't quite make sense yet :p
And I think Hellewen can reach the kobold with a double move then stab but not a single move + half move. If I'm wrong about that, please add +3 to the damage roll should she hit :)
Hellewen races across the room to slap the kobold with lightning before it manages to prepare any more nasty surprises.
To Hit: 1d20 + 6 ⇒ (13) + 6 = 19
Damage?: 1d6 + 1 ⇒ (3) + 1 = 4

PF_GM_23 |

Well, for starters, I don't think we can see the 2nd floor so things like "barricade room" and "fountain room" doesn't quite make sense yet :p
Someone read the forbidden spoiler (and was foolish enough to cop to it :p)! Doom, doom upon you I say!
And also, it's not gold kobold that's preparing the surprises that you shouldn't know about.
The elf's reckless pursuit of the last kobold warrior catches the latter by surprise before it can properly position itself in the tight confines of the winding stairwell. The blast of shaped wind cuts deep wounds into its small body, and the kobold is definitely on its last leg, but it gamely raises its spear and prepares to strike back against Hellewen.

Pfil |

Telekinetic Projectile: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Pfil, seeing the other Kobolds taken out, rushes after Hellewen, then attempts to throw whatever debris she can see at the Kobold from an unexpected angle.
If there is no debris/stone/whatever to use for this spell, same attack roll but with Phase Bolt(1d4+4) - if Hellewen gives a circumstance bonus to cover, that bonus is reduced by 2.

Eser Engo |

Yes! This was fun! Smashing little enemies and running was a great way to spend a day! Now, where did the last one go?
Eser follows afer Rik'tik, her keen eyes peering into the shadows, watching out for hiding kobolds to bop as she goes.
GM, I have adopted the birdbarian label wholeheartedly :)

PF_GM_23 |

@Pfil: I'll roll to see if there's rubble for your projectile, odd there is, even there isn't.
Rubble Available: 1d4 ⇒ 3
Before the kobold warrior can answer Hellewen's attack with a spear thrust, a small chunk of debris from the wall strikes it right between the eyes with killing force, causing it drop like a marionette with the strings suddenly cut. A few errant twitches stir the body, but the kobold is quite dead, given the way that blood has begun to flow freely from its nostrils and earholes.
Further down the stairs from where the warrior has just died, the trap-carrying kobold has finally finished arranging one of the spiked snares in the corridor. Unfortunately, there's little time to do anything to conceal it, but even that will hopefully provide a delay as the unscaled invaders are forced to disable it before proceeding further into the den.

Rik'tik |

My animal companion is a bonus feature, not that important. I also picked literally the slowest animal companion who will just have to accept being left behind sometimes.
"Bessst keep moving--don't let the crafty kobold ssset the trapsss."