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GM_NotAngryButUpset's page
848 posts. Alias of djdust.
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Roll20!
The bones seem to be mostly of small animals, although there are a few kobold bone littered about as well. As Ustemir moves close to pick a bone up, what at first seems to be another small boulder begins to stir. Grey, leathery, bat-like wings open to reveal a menacing horned humanoid figure who lashes out hungrily.
Luckily, Stepnik and Waedin are quick to respond to the perilous situation.
Round 1: Bold May Act!
Stepnik
Waedin
Rock Devil
Sebastien
Ustemir
Kolek
Stepnik and Waedin are up! Roll20 updated!
Roll20!
The east tunnel turns south suddenly before opening up into another wide cavern chamber. This one is filled with heavyset boulders along the walls. Almost immediately above you is a fissure in the rock ceiling, from which a reddish fiery glow can be seen. The crack can be reachable from a stone column that reaches from floor to ceiling.
At the far end of the chamber is a large squat boulder, around which the floor is littered with animal bones.
Map updated!
Roll20!
My apologies, the other tunnel leads East.
So, to clarify, the kobolds escaped down the West tunnel, there's an alcove to the North, and another tunnel leading East. Follow the kobolds?
Roll20!
Everyone's back to full health.
While everyone's being patched up, Sebastien scouts ahead, following the exit of the kobolds. He finds a tunnel that curves almost immediately back around towards the south, but can't see further around the bend. A small alcove appears at the far north if the mining operation, and another tunnel leads to the west.
Map updated!
Roll20!
Waedin and Ustemir quickly take down the remaining kobold.
Do you wish to give chase or lick your wounds?

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Roll20!
With the mining supervisor in a firm headlock, Ustemir exacts revenge, pounding stone fist again and again into the kobold's face, until his head explodes into gore! Crit! and Crit! Because of being off-guard!
With their superintendent disposed of thusly, the remaining kobolds experience a loyalty cascade.
Miner 1 Will vs DC 20: 1d20 + 4 ⇒ (14) + 4 = 18
Miner 2 Will vs DC 20: 1d20 + 4 ⇒ (12) + 4 = 16
Miner 3 Will vs DC 20: 1d20 + 4 ⇒ (11) + 4 = 15
Miner 4 Will vs DC 20: 1d20 + 4 ⇒ (16) + 4 = 20
Miner 2 Flat Check vs Persistent Fire: 1d20 ⇒ 15 Success!
The first three squeal and flee at the sight of their bosses grisly demise. They run north then turn left towards a western tunnel. In his flight, the burning kobold douses the flames.
One brave, stupid, kobold remains, and, in a fit of madness, swings wildly at Stepnik.
Miner 4 Strike: L Pick vs Stepnik + Shield: 1d20 + 6 ⇒ (17) + 6 = 23 Hit!
P dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Miner 4 Strike: L Pick vs Stepnik + Shield: 1d20 + 2 ⇒ (15) + 2 = 17 Miss!
Miner 4 Strike: L Pick vs Stepnik + Shield: 1d20 - 2 ⇒ (11) - 2 = 9 Miss!
Stepnik suffers a minor wound at the kobold's desperation.
Round 4: Bold May Act!
Waedin (29 dmg, Prone, Wounded 2)
Mining Supervisor (Dead)
Sebastien (CA 2/4)
Ustemir (1dmg)
Kolek (5dmg)
Kobold Miner 1 (10dmg)
Kobold Miner 2 (7dmg)
Kobold Miner 3
Kobold Miner 4 (5dmg)
Stepnik (Shield, 4dmg)
One kobold remains, the others take flight. Stepnik acts in Round 4, everyone else can act in Round 5!

Roll20!
Stepnik Tumble Through: Acrobatics vs Miner 2 Ref DC: 1d20 + 7 ⇒ (3) + 7 = 10 Fail!
Stepnik finds himself surrounded, his back against the cavern wall, and he's unable to slip past the kobolds.
Moving you back to where you were.
But, he's able to nail the leader with a bomb. Hit!
Round 4!
Waedin snaps her eyes open, grabs her hammer and heals Ustemir.
The boss tries to break free of Ustemir's grip!
Supervisor Escape: Athletics vs Ustemir Ath DC 21: 1d20 + 11 ⇒ (4) + 11 = 15 Fail!
Supervisor Escape: Athletics vs Ustemir Ath DC 21: 1d20 + 6 ⇒ (12) + 6 = 18 Fail!
Struggling, he barks a command at his subordinates:
Kobold Miner 2 Strike: L Pick vs Ustemir: 1d20 + 6 ⇒ (11) + 6 = 17 Miss!
Mining Superviser Flat Check vs Persistent Fire: 1d20 ⇒ 9 Fail!
Things aren't going the mining bosses way, and he continues to burn, grappled in Ustemir's arms.
Round 4: Bold May Act!
Waedin (29 dmg, Prone, Wounded 2)
Mining Supervisor (19dmg, Hunt Prey, Restrained, 1 Persistent Fire)
Sebastien (CA 2/4)
Ustemir (1dmg)
Kolek (5dmg)
Kobold Miner 1 (10dmg)
Kobold Miner 2 (6dmg, 1 Persistent Fire)
Kobold Miner 3
Kobold Miner 4 (5dmg)
Stepnik (Shield)
Can you turn the tide? Sebastien and Ustemir are up!

Roll20!
Sebastien needs to be 30ft from Waedin to cast Soothe, so moved him up and forgo casting Shield.
Ustemir doesn't need to Stride, so Commanding Kolek to close in.
Sebastine moves down the tunnel, closer to the action, and revives Waedin.
Ustemir calls Kolek to his side and grabs at the kobold in charge. He catches the mining boss in his mighty stone fist. Crit Success!
The kobold miners turn their attention on the others after Waedin falls.
Miner 1 Strike: L Pick vs Ustemir: 1d20 + 6 ⇒ (20) + 6 = 26 Crit!
Fatal P dmg: 2d8 + 1 ⇒ (7, 3) + 1 = 11
Miner 1 Strike: L Pick vs Ustemir: 1d20 + 2 ⇒ (13) + 2 = 15 Miss!
Miner 1 Strike: L Pick vs Ustemir: 1d20 - 2 ⇒ (1) - 2 = -1 Miss!
Ustemir in turn, catches a brutal hit from the first miner's pick. He remains standing, for now.
Miner 2 Strike: L Pick vs Kolek: 1d20 + 6 ⇒ (12) + 6 = 18 Miss!
Miner 2 Strike: L Pick vs Kolek: 1d20 + 2 ⇒ (19) + 2 = 21 Hit!
P dmg: 1d4 + 1 ⇒ (4) + 1 = 5
The second miner goes after Kolek, swinging twice and hitting once.
Flat Check vs Persistent Fire: 1d20 ⇒ 1 Fail!
This kobold continues to burn.
The last two focus on Stepnik.
Miner 3 Strike: L Pick vs Stepnik + Shield: 1d20 + 6 ⇒ (3) + 6 = 9 Miss!
Miner 3 Strike: L Pick vs Stepnik + Shield: 1d20 + 2 ⇒ (15) + 2 = 17 Miss!
Miner 4 Strike: L Pick vs Stepnik + Shield: 1d20 + 6 ⇒ (13) + 6 = 19 Miss!
Miner 4 Strike: L Pick vs Stepnik + Shield: 1d20 + 2 ⇒ (11) + 2 = 13 Miss!
Miner 4 Strike: L Pick vs Stepnik + Shield: 1d20 - 2 ⇒ (11) - 2 = 9 Miss!
Stepnik proves nigh impossible to hit!
Round 3: Bold May Act!
Waedin (29 dmg, Prone, Wounded 2)
Mining Supervisor (10dmg, Hunt Prey, Restrained)
Sebastien (CA 2/4)
Ustemir (26dmg)
Kolek (5dmg)
Kobold Miner 1 (10dmg)
Kobold Miner 2 (6dmg, 1 Persistent Fire)
Kobold Miner 3
Kobold Miner 4 (5dmg)
Stepnik (Shield)
Stepnik acts in Round 3, Waedin may go in Round 4!
Roll20!
Stepnik stabs the kobold, who looks hurt, but also angry. Hit!
Round 3!
The mining boss ◆Barks a Command at the first miner,
The underling immediately takes a step, interposing themselves between Waedin and Ustemir.
With a menacing grin, the boss continues to pick away at Waedin!
◆Strike: Greatpick vs Waedin + Shield: 1d20 + 11 ⇒ (20) + 11 = 31 Crit!
Fatal P dmg!: 2d12 + 6 ⇒ (8, 1) + 6 = 15
Waedin crumples to the cavern floor, a victim yet again of another pick crit!
With a proud grunt, the boss then steps over Waedin's impaled body and ◆situates himself next to Ustemir.
Round 3: Bold May Act!
Waedin (Dying 2)
Mining Supervisor (10dmg)
Sebastien (CA 3/4, Shield)
Ustemir (4dmg)
Kolek
Kobold Miner 1 (10dmg, Hunt Prey)
Kobold Miner 2 (5dmg, 1 Persistent Fire)
Kobold Miner 3
Kobold Miner 4 (5dmg)
Stepnik (Shield)

Roll20!
Remember, a creature is Grabbed until the beginning of your next turn (unless they Escape), and you must spend the action to Grapple once again.
Waedin retaliates and strikes true, bashing the supervisor in the face! Crit!
Ustemir tries to take out the first miner and punches them once. Miss! Hit with the +1 from CA!
The kobold is bloodied, but remains standing.
Sebastien tries to make himself useful beyond inspiring Ustemir's fists, but just barely misses. Miss!
Being free of Ustemir's grasp, the first miner strikes back!
Miner 1 Strike: L Pick vs Ustemir: 1d20 + 6 ⇒ (19) + 6 = 25 Hit!
P dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Miner 1 Strike: L Pick vs Ustemir: 1d20 + 2 ⇒ (19) + 2 = 21 Hit!
P dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Miner 1 Strike: L Pick vs Ustemir: 1d20 - 2 ⇒ (1) - 2 = -1 Miss!
Ustemir is inconvenienced, twice. Pushing their luck, the kobold misses on the third swing.
The second kobold closes in on Waedin with one stride, then attacks!
Miner 2 Strike: L Pick vs Waedin + Shield: 1d20 + 6 ⇒ (6) + 6 = 12 Miss!
Miner 2 Strike: L Pick vs Waedin + Shield: 1d20 + 2 ⇒ (5) + 2 = 7 Miss!
The pick swings through empty air.
Persistent Fire Flat Check: 1d20 ⇒ 8 Fail!
The kobold continues to burn!
The third miner also backs up their boss and closes on Waedin, pick in hand!
Miner 3 Strike: L Pick vs Waedin + Shield: 1d20 + 6 ⇒ (12) + 6 = 18 Miss!
Miner 3 Strike: L Pick vs Waedin + Shield: 1d20 + 2 ⇒ (12) + 2 = 14 Miss!
Waedin can thank Gerana for her protection this day!
From the back of the cavern, the fourth miner sprints into the fray. Seeing as how Waedin is occupied, it picks out Stepnik for a target, but will have to wait. Three Strides to get to Stepnik.
Round 2: Bold May Act!
Mining Supervisor (10dmg)
Waedin (14dmg, Shield)
Sebastien (CA 3/4, Shield)
Ustemir (4dmg)
Kolek
Kobold Miner 1 (10dmg, Hunt Prey)
Kobold Miner 2 (5dmg, 1 Persistent Fire)
Kobold Miner 3
Kobold Miner 4
Stepnik
Stepnik is up!
Roll20!
Stepnik blasts one of the kobold miners with a fire grenade. Hit!
The mining supervisor grunts at Waedin's approach, hops off his rocky pedestal and moves towards her. He hefts his mighty greatpick and swings!
Supervisor Strike: Greatpick vs Waedin + Shield - Offguard: 1d20 + 11 ⇒ (16) + 11 = 27 Hit!
P dmg: 1d10 + 6 ⇒ (8) + 6 = 14
Waedin feels like crumbling loose earth as the pick stabs into her chest.
Round 2: Bold May Act!
Mining Supervisor
Waedin (14dmg)
Sebastien (CA 4/4, Shield, Cover)
Ustemir
Kolek
Kobold Miner 1 (grabbed)
Kobold Miner 2 (4dmg, 1 Persistent Fire)
Kobold Miner 3
Kobold Miner 4
Stepnik
Waedin, Sebastien, and Ustemir are up!
Roll20!
Revealed a bit more on Roll20
As Waedin moves forward, she can see a little further still. There's one more kobold miner on the far back wall.
Round 1: Bold May Act!
Mining Supervisor
Waedin
Sebastien (CA 4/4, Shield, Cover)
Ustemir
Kolek
Kobold Miner 1 (grabbed)
Kobold Miner 2
Kobold Miner 3
Kobold Miner 4
Stepnik
Stepnik is up!
Roll20!
As Ustemir rushes in and grabs the kobold Success!, he gets a better view of the cavern. Two more miners work at the far wall, while a short but muscular kobold with a greatpick stands atop a flat boulder near the cavern's center, shouting out orders to the workers. He sneers and spits as the first kobold is apprehended:
The first kobold miner tries to wrest free from Ustemir's grip.
Kobold Miner 1 Acrobatics: 1d20 + 5 ⇒ (9) + 5 = 14 Fail!
Then swings its pick at Ustemir's body!
Kobold Miner 1 Strike: Light Pick: 1d20 + 2 ⇒ (17) + 2 = 19 Miss!
Kobold Miner 1 Strike: Light Pick: 1d20 - 2 ⇒ (14) - 2 = 12 Miss!
Ustemir remains unharmed, and the kobold remains in his grasp!
Round 1: Bold May Act!
Mining Supervisor
Waedin
Sebastien (CA 4/4, Shield, Cover)
Ustemir
Kolek
Kobold Miner 1 (grabbed)
Kobold Miner 2
Kobold Miner 3
Stepnik
Waedin and Stepnik are up! The other kobolds will act in Round 2!
Roll20!
Going with north...
As Waedin approaches the northern tunnel, she hears the sounds of labor, the *tink, tink, tink* of metal on stone, and the crumbling of dirt and rubble. Her innate dwarven intuition may tell her there's a mining operation ahead. She also hears the sounds of a kobold shouting:
The cramped tunnel ahead opens into a large cavern filled with jutting rocky overhangs and large boulders. A single kobold miner works near a pile of rubble just at the cavern's entrance, and although you can't see much beyond that, by the sounds of it, you can assume more kobolds are working deeper within.
The kobold miner startles at your approach!
Round 1: Bold May Act!
Waedin
Sebastien
Ustemir
Kolek
Kobold Miner
Stepnik
Waedin, Sebastien, and Ustemir get the jump on the hapless kobold! Roll20 updated!
Roll20!
Two other options lie before you, tunnels to the north or the west.
Roll20!
Stepnik surmises that the issue with the elevator lies in the crank mechanism up top. The chains remain intact, and so it is operable, but if there is too much weight, the winch fails.
As Ustemir patches everyone up, further shouting and noises can be heard echoing down the cavern tunnels. The kobolds are not attacking, but you may assume they are on high alert and shoring up their defenses.
After 60 mins of healing and resting, everyone is back to full.
Waedin decides to check out the room to the south before pushing further into kobold territory.
Waedin Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Waedin finds a dour storeroom littered with crates and barrels, most of them smashed open, the room strewn with broken debris. Stone rafters criss-cross the ceiling, holding up the fissured bedrock above.
Roll20 updated!
Roll20!
After 20mins:
Ustemir (10dmg)
Waedin (14dmg)
Stepnik (5dmg)
Sebastien
As you recover from the fight, you may be surprised to find no further retaliation from the kobolds, although they must assuredly be aware of your presence by now.
I'm gonna say while Waedin works on her shield and Stepnik brews up more vials, Ustemir can fetch Kolek by climbing the chains and operating the elevator.
From here there are three exits. The fleeing kobold ran down the tunnel to the west, another tunnel leads north, and a large open door frame opens to a room to the south.
Roll20!
The cauldron lays tilted to one side on the broken cavern floor. The cahins are still connected and climb up to the winch above. However, the winch can only be operated from the floor above.
You could climb up the chains and raise the winch, and then lower Kolek down, and then climb back down.
Roll20!
Waedin finally is able to bash the slurk, her warhammer shattering its skull.
Hit! Dead!
Combat Over!
Aftermath:
Ustemir (10dmg)
Waedin (29dmg)
Stepnik (5dmg)
Sebastien (8dmg)

Roll20!
The little halfling pokes his head from the cauldron and scares the oversized slimey toad! Crit Success! Frightened 2
Waedin gets to her feet and continues to approach the slurk through the puddle of slick.
Stepnik lobs two flaming vials at the slurk which burn against its thick slimey skin. Crit because of Frightened 2! and Hit!
The slurk is hurt badly, but it remains stalwart, guarding the tunnel, trained to fight to the death. It lurches its tusks against Waedin again and again.
Strike: Tusks - Frightened 2 vs Waedin + Shield: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16 Miss!
Strike: Tusks - Frightened 2 vs Waedin + Shield: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17 Miss!
Strike: Tusks - Frightened 2 vs Waedin + Shield: 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19 Hit on a nat20!
P dmg: 1d8 + 4 ⇒ (2) + 4 = 6
The slurk gets a lucky hit in on Waedin, which may be the last thing it ever does.
Round 5: Bold May Act!
Ustemir (10dmg)
Kolek
Waedin (Shield, 29dmg)
Stepnik (Shield, 5dmg)
Sebastien (CA 2/3, Shield, 8dmg)
Slurk (32dmg, -5 movement, Frightened 1)
Round 5! Everyone is up!
Roll20!
I promise I'll update tomorrow. I think Stepnik may still act!
Roll20!
The slurk lets out a painful croak as two arrows pierce its slimey, leathery hide. Miss! Hit! Hit!
The fleeing kobold does not reappear.
Round 4: Bold May Act!
Ustemir (10dmg)
Kolek
Waedin (23dmg, Prone)
Stepnik (5dmg)
Sebastien (CA 1/3, Shield, 8dmg)
Slurk (23dmg, -5 movement)
Everyone else is up!
Roll20!
Sebastien decides to shed some further light on the situation.
Waedin moves towards the crouching slurk. By my count, takes 2 Stride actions. As she nears, she steps into the slimey puddle.
Waedin Ref: 1d20 + 4 ⇒ (1) + 4 = 5 Crit Fail!
Instead of whomping the slimey tusked toad creature, she falls flat on her face. Waedin is Prone, and her turn ends.
Stepnik lobs an ice grenade at the slurk, and nails it smack in the face. Friendly GM reminder, Courageous Anthem +1! Crit!
The slurk tries to gore Waedin with its tusks!
Strike: Tusks vs Waedin Off-Guard: 1d20 + 11 ⇒ (4) + 11 = 15 Miss!
Strike: Tusks vs Waedin Off-Guard: 1d20 + 6 ⇒ (18) + 6 = 24 Hit!
P dmg: 1d8 + 4 ⇒ (7) + 4 = 11
Amphibian ivory stabs into Waedin, and the slurk takes a step back to guard the tunnel.
Round 4: Bold May Act!
Ustemir (10dmg)
Kolek
Kobold 1 (fleeing)
Waedin (23dmg, Prone)
Stepnik (5dmg)
Sebastien (CA 2/3, Shield, 8dmg)
Slurk (10dmg, -5 movement)
Ustemir is up!
Roll20!
Step lit a torch last turn.
Roll20!
Ustemir returns to the safety of the cauldron.
Seeing the other two kobolds fall so quickly, the remaining kobold shouts:
And then turns to run down the tunnels behind him.
Balance: Acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24 Success!
The kobold manages to not fall in the puddle of slime and disappears down the dark tunnel to the west.
Round 3: Bold May Act!
Ustemir (10dmg)
Kolek
Kobold 1 (fleeing)
Kobold 2 (Dead)
Kobold 3 (Dead)
Waedin (Shield, 12dmg)
Stepnik (5dmg, Prone)
Sebastien (CA 2/3, Shield, 8dmg)
Slurk
Only the slurk is left to contend with as the last kobold runs away! Waedin, Stepnik, and Sebastien are up!
Roll20!
Waedin snaps her shield in place to block the incoming bolt.
Ustemir pummels the next kobold, who falls in a bloodied heap at his feet. Hit! Dead!
Round 3: Bold May Act!
Ustemir (10dmg)
Kolek
Kobold 1
Kobold 2 (11dmg)
Kobold 3 (Dead)
Waedin (Shield, 12dmg)
Stepnik (5dmg, Prone)
Sebastien (CA 2/3, Shield, 8dmg)
Slurk
Ustemir, you took the kobold down with 1 hit. You can amend your 3rd action if you'd like.
Roll20!
Sebastien whispers a soothing word towards Waedin and her wounds magically heal.
As Waedin pops out of the cauldron, the readied kobold takes his shot.
Readied Strike: Crossbow vs Waedin: 1d20 + 9 ⇒ (20) + 9 = 29 Crit!
P dmg: 1d8 ⇒ 6
This kobold is on fire today.
Despite the pain, Waedin stomps after the fleeing kobold and whomps it to death. Hit! Dead!
Stepnik continues to recover and shed some light on the situation.
From its squatting position, the slurk constricts its back postules and squirts globs of slime in Waedin's direction.
Strike: Slime Squirt: 1d20 + 9 ⇒ (10) + 9 = 19 Miss!
Strike: Slime Squirt: 1d20 + 4 ⇒ (2) + 4 = 6 Miss!
Strike: Slime Squirt: 1d20 - 1 ⇒ (13) - 1 = 12 Miss!
Waedin remains slime free.
Round 3: Bold May Act!
Ustemir (Take Cover, 10dmg)
Kolek
Kobold 1
Kobold 2 (11dmg)
Kobold 3 (Dead)
Waedin (Shield, 12dmg)
Stepnik (5dmg, Prone)
Sebastien (CA 2/3, Shield, 8dmg)
Slurk
Round 3! Ustemir is up!
Roll20!
Since Step is adjacent to Waedin, it's possible she can grab one off his belt as an Interact action, as long as Stepnik is willing.
Roll20!
Ustemir follows Waedin's lead and punches over the edge of the cauldron, smacking a kobold in the face, knocking out a few teeth. Hit!
The crossbow wielding kobold readies his crossbow, waiting for a clear shot.
The other two continues to stab away at Waedin and Ustemir.
Kobold 2 Strike: Shortsword vs Ustemir + Greater Cover: 1d20 + 9 ⇒ (1) + 9 = 10 Miss!
Kobold 2 Strike: Shortsword vs Ustemir + Greater Cover: 1d20 + 5 ⇒ (9) + 5 = 14 Miss!
Kobold 3 Strike: Shortsword vs Waedin + Cover + Shield: 1d20 + 9 ⇒ (2) + 9 = 11 Miss!
Kobold 2 Strike: Shortsword vs Ustemir + Cover + Shield: 1d20 + 5 ⇒ (3) + 5 = 8 Miss!
Both, having taken a hit already, Scamper away from the cauldron. The Scamper action does not provoke any reactions.
Round 2: Bold May Act!
Ustemir (Take Cover, 10dmg)
Kolek
Kobold 1 (readied Strike)
Kobold 2 (11dmg)
Kobold 3 (11dmg)
Waedin (Shield, 20dmg)
Stepnik (Take Cover, 11dmg, Prone)
Sebastien (CA 3/3, 8dmg)
Slurk
Waedin, Stepnik, and Sebastien are up!
Roll20!
Not to get too nitpicky it can be part of any move action.
Roll20!
Waedin is able to whomp one of the kobolds with her hammer from inside the cauldron. Hit!
Sebastien mentally flings a rock across the room in retaliation.
DC 11 Flat Check: 1d20 ⇒ 5 Miss!
Being blind in the dark does not help.
Stepnik takes a sip and covers his head.
Outside, in the distance, the slurk squats low to the floor and secretes a brown, viscous ooze from glands on its back. The ooze puddles on the floor around it and the crossbow kobold. Brown circle on the map is Uneven Ground, Balance DC 18.
Round 2: Bold May Act!
Ustemir (10dmg
Kolek
Kobold 1
Kobold 2
Kobold 3 (11dmg)
Waedin (Shield, 20dmg)
Stepnik (Take Cover, 11dmg, Prone)
Sebastien (CA 3/3, 8dmg)
Slurk
Everyone's in the cauldron. Ustemir is up!
Roll20!
FYI Stepnik: the DC for Grab an Edge is the Climb DC, here it is 15 for a chain, so use your best number out of Ref or Acrobatics.

Roll20!
Ustemir climbs down 10ft of chain and falls the rest. Taking 10 fall dmg.
Sebastien hears something big fall past him and land in the pot with a thunk.
BTW, those of you in the cauldron gain the benefits of Cover. If you're prone in the cauldron I'll give you Greater Cover. Likewise, if you are attacking from within the cauldron, your opponent will get Cover.
The first kobold loads a crossbow and takes a shot at Sebastien hanging on the chain.
Kobold 1 Strike: Crossbow vs Sebastien Off-Guard: 1d20 + 9 ⇒ (18) + 9 = 27 Crit!
P dmg: 1d8 ⇒ 4
Sebastien suddenly feels a sharp pain in his side.
Any rules about taking damage while climbing?
The kobold then reloads.
The other two kobolds close in on the crashed elevator, swords drawn.
Kobold 2 Strike: Shortsword vs Ustemir + Cover: 1d20 + 9 ⇒ (12) + 9 = 21 Miss!
Kobold 2 Strike: Shortsword vs Ustemir + Cover: 1d20 + 5 ⇒ (10) + 5 = 15 Miss!
Kobold 3 Strike: Shortsword vs Waedin + Greater Cover - Off-Guard: 1d20 + 9 ⇒ (13) + 9 = 22 Hit!
P dmg: 1d6 ⇒ 5
Kobold 3 Strike: Shortsword vs Waedin + Greater Cover - Off-Guard: 1d20 + 5 ⇒ (13) + 5 = 18 Miss!
One kobold is feeling extra stabby, and manages to get blade over the edge of the cauldron and down into Waedin.
Sebastien then hears a screaming Stepnik fall past him in the darkness.
Round 1: Bold May Act!
Ustemir (10dmg
Kolek
Kobold 1
Kobold 2
Kobold 3
Waedin (20dmg, Prone)
Stepnik (15dmg, Prone)
Sebastien (Climbing 5ft, 8dmg)
Slurk
Ustemir, Waedin, and Stepnik are in the fallen cauldron. Sebastien is hanging onto a chain 5 ft off the ground. Waedin and Stepnik are prone. Stepnik, you've used one action, you've got 2 more! Waedin and Sebastien are also up!

Roll20!
After Waedin returns and makes her report, Sebastien climbs into the cauldron elevator to join her. At that moment, with his added weight, the repairs Ustemir and Stepnik made fail and the cauldron suddenly drops out at an astonishing 9.8 m/s^2.
Sebastien Ref: 1d20 + 9 ⇒ (18) + 9 = 27 Crit Success!
Waedin Ref: 1d20 + 4 ⇒ (7) + 4 = 11 Fail!
Feeling the floor drop out from under his feet, Sebastien deftly jumps and, after some free fall, grabs on to a chain.
Distance x5: 1d6 ⇒ 5
The heavy steel cauldron, with Waedin in it, falls 30 ft and clangs to the floor below with a resonating boom.
Waedin takes 15 B dmg and ends up prone in the cauldron. Sebastien falls 25 ft and is hanging onto a chain 5ft from the ground.
As Waedin shakes the ringing from her ears, she hears the shouts of kobolds as they come running into the room from their hiding places.
Round 1: Bold May Act!
Ustemir
Kolek
Kobold 1
Kobold 2
Kobold 3
Waedin (15dmg, Prone)
Stepnik
Sebastien (Climbing 5ft)
Slurk
Ustemir and Stepnik can use the chains or rope to climb down, DC 15 Athletics, or you can simply jump down and take the falling damage, I suppose. Ustemir is up!
Roll20!
Yes, there is a crank on the upper level. I see two options for you:
Option 1:The elevator can fit 4, if you trust Ustemir's handiwork. So, Waedin, Sebastien, Stepnik, and Kolek can ride down, followed by Ustemir with the rope.
Option 2: Or, if you don't trust Ustemir's repairs, one at a time with Ustemir going last on the rope.
If Option 2, what is the order?
Roll20!
Ustemir Nature: 1d20 + 6 ⇒ (12) + 6 = 18 Yep! Read above spoilers.
Was Waedin pulled up using the rope or the elevator? What's the plan to get everyone down?
Roll20!
Roll20 updated!
Waedin steps into the cauldron and it doesn't fall. She and Ustemir each grab opposite ends of a rope, just in case. Stepnik begins turning the crank, and with a jolt, the cauldron begins descending down into the hole. Slowly, at 5ft/round.
Waedin descends into darkness, but her dwarven eyes adjust just fine. After 36 seconds of chains rumbling and jangling, the cauldron lands with a thud.
As Waedin peers over the edge of the cauldron she sees she's in a large, mostly rectangular room. The southern, eastern, and most of the northern wall is worked stone masonry, while the western wall is a natural stone cavern formation. A stone archway opens to the south, and cramped, narrow tunnels lead out the natural rock face to the west and north.
Strewn about the room are piles of broken rubble and rubbish. Squatting near the mouth of the tunnel leading west, Waedin spots a strange creature, like a giant white, slimy toad with long tusks.
Roll20!
Ustemir spends 10 minutes shoring up the chain and pulley system until he believes it should hold more weight.
Waedin has offered to go first. Anyone else want to join her?
Roll20!
After going on 2 hours of rest and recuperation, the team decides to finally take the cauldron elevator into the level below.
Once again, a ten foot wide pit lies in the floor of this chamber, descending 30 feet into the levels below. Suspended over the pit is an elevator haphazardly rigged out of a large cauldron, and a system of chains and pulleys. A single crank operates the elevator from this level.
The cauldron appears large enough to hold 4 (medium) creatures, but you have been warned by the turncoat Kerrdremak that the elevator can only hold 2 (small) or 1 (medium) creature at a time.
Roll20!
After Ustemir's healing:
Ustemir (23dmg)
Stepnik (6dmg)
Waedin (22dmg)
Kolek (13dmg)
Sebastien (2dmg)
Stepnik can make 2 vials every 10 minutes, so while Ustemir is performing Medicine checks, he can make 10 vials:
Elixirs of Life: 10d6 ⇒ (4, 4, 6, 6, 5, 1, 6, 1, 4, 6) = 43
So let's distribute these out most effectively...
Ust 19, Wae 18, Step 0, Ust 13, Wae 13, Seb 1, Kol 7, Seb 0, Ust 9, Wae 7
So after 50 mins of Treat Wounds and Elixirs we have:
Ustemir 9dmg
Kolek 7dmg
Waedin 7dmg
10min Elixirs: 2d6 ⇒ (1, 2) = 3
10min Elixirs: 2d6 ⇒ (3, 6) = 9
10min Elixirs: 2d6 ⇒ (2, 2) = 4
10min Elixirs: 2d6 ⇒ (2, 2) = 4
10min Elixirs: 2d6 ⇒ (6, 3) = 9
An additional 50 minutes of brew-ha-ha to get everyone to full.
Roll20!
Wipes sweat from brow...
After facing the wrath of the Forge spirit and his hound, the group barely makes it out intact. As you escape down the smoke filled tunnels you feel the heat of the furnace singing the hairs on the back of your necks. As you emerge out of the tunnels and back into the chamber with the cauldron elevator, you realize no guardian nor hound are following you. You are likely thankful to take your next breath and fill your lungs with clear air once again. Those with the Sickened condition lose it once you clear the tunnels.
Combat Escaped!
Aftermath:
Ustemir (5 temp HP, 34dmg)
Stepnik (19dmg)
Waedin (32dmg, Wounded 1)
Kolek (27dmg, Wounded 2)
Sebastien (16dmg)
It may seem the cauldron before you.remains the only way down, but you have been warned that only one (Medium sized) creature can ride it at a time.
Roll20!
Waedin and Stepnik both scramble out of the room, meeting up with Sebastien back in the smoke filled tunnels and leaving Ustemir and Kolek behind.
The fire dog takes a cue from its master and opens wide its maw, spewing forth a gout of hell fire. 15ft cone. Can only catch Kolek.
Kolek Ref - Sickened: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15 Fail!
Fire dmg: 4d6 ⇒ (1, 2, 6, 5) = 14
Kolek falls again, victim to the hellish heat.
Recharge: 1d4 ⇒ 2
Round 4: Bold May Act!
Ustemir (5 temp HP, 34dmg, Sickened 1, -4 Perception)
Forge Spirit (46dmg)
Stepnik (19dmg, -2 Perception)
Waedin (32dmg, Wounded 1, Prone, Sickened 1, -4 Perception)
Kolek (Dying 2, Sickened 1, -4 Perception)
Fire Dog
Sebastien (16dmg, Sickened 1, -4 Perception)
Kolek is down again, but Ustemir is up! Sebastien acts in Round 4, Ustemir acts in Round 5!
Roll20!
A 19 is exactly a Success. It makes me so happy when those +1s make a difference.
Sebastien bravely jumps into the action, boosts Ustemir's chances of survival, and jumps back out. Cool single action spell there.
Ustemir pushes the flaming dog out of the way, giving Waedin an opportunity for escape. Kolek clears out as commanded.
Cant get to the map atm, but I will soon.
The Forge spirit considers Stepnik, and sees those that had fallen start to get to their feet. He takes a step towards his forge and inhales, drawing in a cloud of ash and cinders from the furnace into his bellows-like chest. Last chance to book it or be incinerated!
Round 4: Bold May Act!
Ustemir (5 temp HP, 34dmg, Sickened 1, -4 Perception)
Kolek (25dmg, Wounded 1, Sickened 1, -4 Perception)
Forge Spirit (46dmg)
Stepnik (19dmg, -2 Perception)
Waedin (32dmg, Wounded 1, Prone, Sickened 1, -4 Perception)
Fire Dog
Sebastien (16dmg, Sickened 1, -4 Perception)
Waedin and Stepnik are up!

Roll20!
Forge Spirit Fort: 1d20 + 15 ⇒ (2) + 15 = 17 Fail!
Waedin's healing magic fills the room, reviving Ustemir and Kolek, easing everyone's pain, and ripping away at the forge guardian's unlife.
Stepnik launches some smithing tools towards the forge spirit, barely missing by an inch! Miss!
The fire dog, not entirely lacking in intelligence, notices Waedin channel healing energy, and snaps its jaws towards her.
Strike: Jaws vs Waedin - Off-guard - Sickened: 1d20 + 13 ⇒ (4) + 13 = 17 Hit!
P + Fire dmg: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (2) = 12
Strike: Jaws vs Waedin - Off-guard - Sickened: 1d20 + 8 ⇒ (3) + 8 = 11 Miss!
Strike: Jaws vs Waedin - Off-guard - Sickened: 1d20 + 3 ⇒ (1) + 3 = 4 Miss!
The burning dog gets a bite in.
Round 3: Bold May Act!
Ustemir (34dmg, Prone, Sickened 1, -4 Perception)
Kolek (25dmg, Wounded 1, Sickened 1, -4 Perception)
Forge Spirit (46dmg)
Stepnik (Cover, 19dmg, -2 Perception)
Waedin (32dmg, Wounded 1, Prone, Sickened 1, -4 Perception)
Fire Dog
Sebastien (16dmg, Sickened 1, -4 Perception)
Update: Ustemir and Kolek are now conscious, but still prone along with Waedin. Sebastien is acts in Round 3, Ustemir in Round 4!

Roll20!
Ustemir heroically pulls through, while his ursine companion is slightly less at risk.
The forge spirit's eyes burn as those around him fall.
He ◆◆stomps across the room towards Stepnik hiding amongst his tool racks, his sinister chain rattling across the floor as he drags it behind him.
◆Strike: Soul Chain vs Stepnik + Cover: 1d20 + 15 ⇒ (11) + 15 = 26 Hit!
S + Fire dmg: 2d8 + 5 + 1d6 ⇒ (8, 7) + 5 + (6) = 26
The red hot chain whips around and smacks into Stepnik, crushing bones and searing flesh alike.
Round 3: Bold May Act!
Ustemir (41dmg, Unconscious, Prone, Sickened 1, -4 Perception)
Kolek (Dying 1, Sickened 1, -4 Perception)
Forge Spirit (39dmg)
Stepnik (Cover, 26dmg, -2 Perception)
Waedin (27dmg, Wounded 1, Prone, Sickened 1, -4 Perception)
Fire Dog
Sebastien (23dmg, Sickened 1, -4 Perception)
Kolek is still dying. Ustemir is stabilized but unconscious. Waedin is wounded, prone, but conscious, with the fire dog looming over her. Stepnik hurt and a little hemmed in (I'd say those two squares to your left with tools are difficult terrain). Sebastien is hurt, but out of danger for now. Stepnik and Waedin are up!
Roll20!
Sebastien fries and cries in the searing blast Fail!, before the lingering heat dissipates. For those conscious enough to hear it, they find his act inspiring, somehow.
Waedin is awakened through the soothing whispers of Sebastien's voice in her mind.
Round 3: Bold May Act!
Ustemir (Dying 2, Sickened 1, -4 Perception)
Kolek (Dying 2, Sickened 1, -4 Perception)
Forge Spirit (39dmg)
Stepnik (Cover, -2 Perception)
Waedin (27dmg, Wounded 1, Prone, Sickened 1, -4 Perception)
Fire Dog
Sebastien (23dmg, Sickened 1, -4 Perception)
Ustemir and Kolek now go before the forge spirit. They can roll their Recovery Checks.

Roll20!
Ok, we have one (maybe more) permadeath situation on the line so I want to really slow things down and think this through carefully.
For one, everyone should have gone into this fight with 3 Hero Points. You earned a lot by completing several quests while in town.
Second, seeing the fire dog rolling two consecutive 20s, I also tested out Stepnik's theory and the next 2 d20 rolls with exact wording were a 17 and 14.
Now, here's how things may play out. Going by initiative, Sebastien should go before Waedin. He's got the capability to bring her to Wounded 1. Of course, we already know the outcome of her Reflex save, which would bring her back to Dying 3. The effect only lasts one round, so, on her next turn she could use her remaining Hero Points to stabilize.
Or, in reading carefully the text of Hero Points, "Spend all your Hero Points (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value."
So, if we let Waedin go before Sebastien, her Dying condition would increase by crit failing her save, which means she could use her remaining Hero Points in that moment to stabilize WITHOUT the Wounded condition.
Then Sebastien could heal her and hopefully not go down again before she can heal Ustemir and Kolek.
Of course, Sebastien still has to take his turn, which means he has to roll his Reflex save first.
That's how I see things standing, any other ideas?

Roll20!
Well let's resolve some things here first...
Forgot to roll the duration of this Forge Breath.
Rounds: 1d4 ⇒ 1
Kolek is caught in the heat waveFail![/ooc, but nevertheless runs up loyally to his master's side.
Ustemir punches the bearded, skull-like visage of the forge guardian, leaving it open for Kolek to bite. [ooc]Hit! and Miss!
Ustemir Ref: 1d20 + 10 - 1 ⇒ (1) + 10 - 1 = 10 Crit Fail!
Fire dmg: 2d6 ⇒ (5, 3) = 8
Kolek Ref: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9 Crit Fail!
Fire dmg: 2d6 ⇒ (2, 4) = 6
Both Ustemir and Kolek are blasted by the heat of the cinder spirit and succumb to their wounds!
Stepnik nimbly avoids even a single spark. Crit Success!
Then nails the spirit with his next ice bomb. Hit!
The flaming dog snarls and snaps its jaws at Waedin!
Jaws: 1d20 + 13 ⇒ (20) + 13 = 33 Crit!
P+Fire dmg: 1d8 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8
Jaws: 1d20 + 8 ⇒ (20) + 8 = 28 Crit!
P+Fire dmg: 1d8 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15
The infernal beast gnashes at Waedin, sinking searing hot canines deep into her flesh, severing several arteries, and the dwarven cleric of Gerana falls.
Round 2: Bold May Act!
Forge Spirit (39dmg)
Ustemir (41dmg, Dying 2, Sickened 1, -4 Perception)
Kolek (32dmg, Dying 2, Sickened 1, -4 Perception)
Stepnik (Cover, -2 Perception)
Fire Dog
Sebastien (Sickened 1, -4 Perception)
Waedin (Dying 2, Sickened 1, -4 Perception)
Y'all. Please see discussion.

Roll20!
Waedin can not identify the angry guardian spirit, but is able to whomp it with her hammer. Hit!
Sebastien fights through bouts of gagging and choking to inspire his comrades, then lobs a stone into the acrid fumes. Miss!
Round 2!
The Forge spirit then ◆◆exhales and unleashes a cloud of burning soot that envelopes Waedin, Kolek, Stepnik, and Sebastien. If you move into or start your turn in the affected area, you must make a DC 21 Basic Reflex Save or take Fire Dmg: 6d6 ⇒ (2, 3, 1, 5, 6, 6) = 23. Failing the save also results in Blind for 1 minute. All creatures within the cloud are Concealed except to the Forge spirit.
Afterwards it smacks Ustemir with its chain!
◆Strike: Soul Chain: 1d20 + 15 ⇒ (12) + 15 = 27 Hit!
S+Fire dmg: 2d8 + 5 + 1d6 ⇒ (4, 8) + 5 + (5) = 22
Round 2: Bold May Act!
Forge Spirit (inflate bellows, 12dmg, Grabbed)
Ustemir (27dmg, Sickened 1, -4 Perception)
Kolek (Sickened 1, -4 Perception)
Stepnik (-2 Perception)
Fire Dog
Sebastien (Sickened 1, -4 Perception)
Waedin (Sickened 1, -4 Perception)
Ustemir and Stepnik are up! Kolek and Stepnik will need a Ref Save at the start of their turn.
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