
GM Ariarh |

1d20 + 5 ⇒ (20) + 5 = 25
Riley, are you going in alone and the others waiting for your word to proceed forward or is the group all moving in together at this time, with you in lead?

GM Ariarh |

The party moves along the tunnel in single file with Felix's four dancing lights moving ahead of the group. Riley does not spy any traps or other obstacles in this section of the cave. On Riley's left side there is a tunnel and straight ahead and then veering to the right there appears to be a second tunnel.
Note: The 4 small orbs on the map are the dancing lights which all must remain within a 10ft radius area and the golden outline is the area (60ft) of light. Remember, you also have the light on Riley's blade.

Felix Bramblethorn |

Felix continues with his lights and follows Riley, sword out and inhaling deeply as much as possible through his nose.

GM Ariarh |

With a work project and a never-ending migraine, I have not been up to multitasking in my work hours, so I am posting in my evenings until I feel better. Sorry for the hold up.
Riley and Felix move up with the dancing lights. Felix's nose can smell kobold everywhere he turns but he does pick up the scent of something dying at the end of the tunnel they just entered. Both males note the tunnel leads out of the lair and is the second entry into the lair they had noted earlier from outside.
Immediately to Riley's left side there is another tunnel. The lair is rife with tunnels and caves, it would seem. They would have to note the way/s out for when they were done dealing with the kobold problem.
The other three move up slowly/cautiously, too, but with the dancing lights up head, they are left in darkness or very dim light. Emarthine quietly dispels the light spell she had cast on Riley's sword and casts it on her scythe, so the three in the back now had some light as well.
So, there are two tunnels yet unexplored: The one between Rhia and Braylee and the new one by Riley and Felix. What do you guys want to do?
I believe Riley used up his boon from Guidance when he made his earlier Perception check? Everyone else still has Guidance on them.

GM Ariarh |

As soon as Riley turns the bend into the new tunnel, he notes a small alcove just ahead and to his right. It is strewn with small limestone boulders and debris. His keen scout's eyes also note there is a clever pit trap hidden in the floor of the passage just ahead.
Riley, you may try to disable the trap (Disable Device DC 22) or you note that the rubble in the alcove (around the edges) is probably safe to walk on (slowly, one at a time) and possibly won't trigger the trap.
The three in the back of the party move up as they see their leaders move out of sight. Emarthine lifts her lit scythe and peers cautiously into the tunnel to her left before she moves ahead.
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
The Elven druidess cannot see or hear any movement within and cautiously makes her way toward the others so she does not fall too far behind.

GM Ariarh |

Rhia moved up and cast her divine guidance on Riley (for Braylee still had the divine guidance active on her person from a few moment's earlier) and then moved back in the line to give her companions space to work on the trap and the fighters room to move forward if trouble found them.
Felix moved the dancing lights forward some to provide better light to the rogue and the alchemist. Riley, with his masterwork thieves' tools and the aid of Braylee's knowledge of traps worked steadily on the pit trap and managed to safely disable its trigger. Riley observed it was a mechanical trap and would need to be reset manually, so unless a kobold came out of hiding to reset it, the party would be fine/safe to cross the tunnel without falling down a hole to their detriment.
Emarthine turned her head to scanned the area behind her, listening also for any footfalls or other sounds of movement within the lair.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
She could not see or hear any threat approaching them from behind and quietly informed those in front.
---------------------------------
The group continue on, carefully traversing over the disabled trap (just as an added precaution) and move further down the tunnel until they enter another small cave.
Felix sends the lights further inside and the small orbs dance about, lighting the alcoves. A mound of what appears to be rotten vegetables, fruit and excrement sits heaped in the middle of the room. A bulging sack sits atop the mound of garbage. Felix's keen nose is assaulted heavily by the stench and everyone else lifts their hand over their nose for the terrible smell coming from the mound.
The adventurers move in and around the mound of refuse.
In the middle of one of the northern alcoves, Riley, Felix and Braylee readily spy a single forlorn kobold sitting; her arms, legs and snout tightly bound with rope and her body lashed to iron spikes driven into the cave wall. When the female kobold sees your party, she begins to squirm and wriggle frantically.
Before Emarthine are two narrow tunnels. Before the tunnel to her right, she spies a stout wooden gate erected all the way to the 5 ft ceiling. It is securely latched in a manner that it will take someone attempting to open the gate a full-round action. Are they trying to keep something inside there?, the druidess muses privately, attempting to listen through the gate bars.
Perception to see/hear in gated tunnel: 1d20 + 10 ⇒ (14) + 10 = 24
With the raised lit scythe, Emarthine can see what appears to be a long, narrow tunnel, but nothing more. She cannot hear any sounds coming from that tunnel from her current vantage.
Please note: The pea-green circle in the centre is the garbage mound described above.

Rhialtyra Sunaki |

Rhialtyra moved carefully forward, taking care to keep up. She looked about curiously as they proceeded, covering her nose when the scents struck her nostrils. As they had remained silent, she did not wish to speak lest she gave them all away and refrained from speech herself.

Riley "Lucky" Rylin'dar |

Riley moves over to the Kobold with his hands up harmlessly. "Easy...Easy." He suddenly realizes the Kobold probably cannot understand him. He pauses and turns to the archer. "Braylee, can you tell her we mean her no harm and that I am going to free her if she doesn't attack?" After she tells her his intentions in Draconic, he pulls out his dagger and cuts the rope binding her snout.
Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10

Braylee Mulciberus |

Braylee passes on Riley's message in Draconic. She thinks about checking out the mound, but figures it may be another trap. Instead, she readies an arrow and watches the other hallways while listening to Riley over her shoulder.

Nightttail The Glib NPC |

Once the tight bonds were released from around her snout, the female kobold drew in a breath and opened and closed her mouth, feeling the strain of the muscles in her jaw held in place too long.
"I won't attack you, if you free me. They call me Nighttail, the Glib." The female kobold spoke their Common tongue but with a thick, velvety cadence.
"If you're insside the lair, then you're looking to change thingss 'round here. I've ssuffered long enough at the sstupid whimss of Chief Roaghaz. If you free me, I'll help you."
-------------------------------------------------------------
Riley's SM: 1d20 + 5 ⇒ (11) + 5 = 16
Braylee's SM: 1d20 ⇒ 10
Felix's SM: 1d20 + 3 ⇒ (18) + 3 = 21
Rhia's SM: 1d20 + 5 ⇒ (20) + 5 = 25
Emarthine's SM: 1d20 + 3 ⇒ (13) + 3 = 16
Felix and Rhia, in particular, assure the party that they strongly believe the kobold is speaking the truth. Riley and Emarthine are inclined to believe the kobold's assurance that she will not attack if released from her bonds and will help them. Rhialtyra has moved closer to look at the kobold, but shies away from the stench of the nearby refuse pile.
Braylee was, however, unsure and remained vigilant with arrow nocked in bow and watchful of the other tunnels. Emarthine listened to the kobold but maintained her place by the high gate, still wondering what lay beyond.
How do you wish to proceed?

Riley "Lucky" Rylin'dar |

Riley squats down and works to release "the glib" from her bonds. "Well met, Nighttail. I am Riley." He offers his hand to help lift the lady up. "Many have suffered due to the Chief's stupidity. Were you involved in collapsing the tower? It is OK if you were. We just need information. Can you help us find him?"

Nightttail The Glib NPC |

The Half-Elf's manner intrigued her but she merely accepted his aid in standing once he had removed all her bonds. She felt the strain in all her muscles but it felt good to stand, unfettered. Nighttail was conscious of the filth upon her person - the refuse being thrown at her daily while she was chained and displayed. But there was nothing she could do at the present time to clean herself.
"The Blood Vowss are a bunch of sspineless cowardss who'll just do whatever their idiot chieftain Roaghaz ssays. No, I didn't help with the Tower. I expresssed grave resservationss about getting involved with the wizard. Live and let live is my motto. The reward for my warningss were thosse chainss!"
The female kobold lifted her deep green eyes and looked at each of the invaders. "I'll aid you in reaching Roaghaz, but I assk a ssmall favour in return. If you help me kill him, I'll take over the Blood Vow tribe and I sswear we'll never bother the humanss again. You have my word on it."
Riley has a feeling the female kobold is a gifted liar, as her epithet suggests, but in this regard he feels she can be trusted to keep her word, if they help her.

Riley "Lucky" Rylin'dar |

"I cannot speak for everyone here, but I plan to help you." He looks at the others to gauge their reactions. Turning back to Nighttail, "Will the others follow you if we overthrow the Chieftain?" He looks at Emarthine. "And would the Baroness honor our treaty?" Riley had no intention of lying to the Kobold.

Emarthine Willoway NPC |

He looks at Emarthine. "And would the Baroness honor our treaty?"
Emarthine's attention is drawn back to the conversation upon the Half-Elf's question. "If you can assure Lady Origena the situation is well in hand, she may. Or once the chieftain is defeated, this Nighttail can lead her tribe away from Belhaim and find a new home elsewhere and it will not be an issue."

Braylee Mulciberus |

Braylee turns and looks at the Kobold. "If she is willing to help, I am all in. I am Braylee." She walks over and stands next to Riley to get a good look at her. "What kind of powers does this Chieftain possess? Is he a warrior?"

Nightttail The Glib NPC |

Rhialtyra Sunaki |

Rhialtyra frowned at this, unhappy with the idea of ranged harm coming upon her companions. "How many bodyguards does he have, Nighttail?" she asked, "As you were in a great enough position to give advice, surely you know much about their strengths and weaknesses...?"
Diplomacy: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14

Rhialtyra Sunaki |

"What forms do his spells take?" Rhialtyra asked next, her expression intent. She was worried - magic was something that could be as deceptive as the surface of a river or as blatant as a fireball to the face. "Are there any traps or trick she might play aside from that? Or others who would come to his aid?"
She paused then, realized that she hadn't even really looked the kobold woman over, and considered the woman's state.
Heal: 1d20 + 6 ⇒ (19) + 6 = 25
"I'm sorry for my abruptness," she said, breathing deeply. She felt a bit sheepish. "I didn't even introduce myself properly!" Considering the kobold before her, she started again: "I am Rhialtyra Sunaki of Oppara, a healer of sorts. Have you any wounds?"
Diplomacy: 1d20 + 11 ⇒ (11) + 11 = 22 Not sure if this one matters since there's already been one roll, but I figured it would be better safe than sorry. c:

Nightttail The Glib NPC |

"Only wound's to my pride. That will dissappear ssoon enough. I joined the Blood Vow tribe a year ago and am not privy to all of Roaghaz'ss magic. I'm no casster and can't tell you which sspellss he hass. Hiss cloak is made of fangss - it can bite. He carriess sscrollss, dagger and wand. The resst you will learn for yoursself when you meet. He'll fight to the death."
Looking at the group, "My friend, Hak, iss held in another chamber. It hass a direct path to the lower chamberss. I musst resscue him before we move on. My gear iss there on the refusse mound. If you help me get my friend, whatever treassure you find along the way iss yourss to keep as payment for your aid. I would go now."
The female kobold moves to the mound and takes the leather sack atop the pile and hefts it to her shoulder. She pushes some of the rotten food and excrement away to uncover her masterwork spear, retrieves it (wiping away any filth stuck to it) and moves to the high gate by Emarthine.
"It iss thiss way. Firsst we break the gate open."
The kobold moves to the latch and placing the metal tip of her fine spear beneath, attempts to breaks it. Emarthine, using her scythe, attempts to give aid. It takes some effort to break the latch but between them they manage to.
Nighttail swings open the gate and looks over her shoulder at the group, "I musst enter firsst or you'll frighten my friend if he sseess you firsst."

Riley "Lucky" Rylin'dar |

Riley stands back to allow Nighttail to enter first. She has done nothing up to this point to make him believe she will trick them. He keeps an eye down the next hallway. "When we encounter the caster, focus our efforts on him first. Maybe the others will give up when he falls."

GM Ariarh |

The party move along the narrow tunnel and only stop when they reach the second stout gate at the other end. Once more they work on the latch and with a little effort the second gate is opened to and they enter through.
This large cave has a twelve-foot high ceiling and here the adventurers can stretch up without the constraints of a low ceiling. Scattered on the earthen floor are dozens of well-chewed deer bones. There is a strong stench of dung and something reptilian in the air.
It's not long before the party discover there is indeed something in the cave. There is a bipedal creature with a large mouth, sharp teeth and short powerful arms ending in claws in the back of the cave.
"Don't attack him!" Nighttail calls out swiftly but steadily.
The creature sees the group, its nose in the air taking in every scent. It shies away at first from the bobbing, dancing lights. Then its eyes settle on Nighttail and it swishes its tail back and forth and leaps forward toward her. The creature bends its head toward the kobold as if waiting for something. Nighttail immediately scratches its head in a familiar way and speaks to it in soft Draconic,
"Wux kepatmasto, drot? Bivai coi ui|ulph taken nomeno drong ekess itrewic ekess wux. Nomenoi xiekivi re thurirli - tir ti lowd. Si tepoha missed wux."
To the group, the kobold announces, "Thiss iss Hak," before hopping onto the creature's back and adding, "Let'ss get going. I'll sstay in the back and guide you from there." Once you move back out of the tunnel, true to her word, the female kobold atop Hak guides you down the other, long tunnel which winds around to the north. (You remain in your formal marching order with Nighttail and Hak in the back now.) Felix recasts his dancing lights spell when the four original orbs flicker out of existence. The new orbs begin moving ahead of the group, casting light before them.
A thick layer of straw covers the entire floor of this cave. The cave's northern end hooks around a corner to the east, and is out of sight from the south.
From the back of the group, Nighttail calls out, "Halt! There'ss a trap ssomewhere before you. Careful where you tread."
At this time, I need a Perception Check from Riley, please, and you get a +2 bonus to your Perception check for Nighttail's warning. Braylee may roll Perception, too, to aid in searching for the trap.

Rhialtyra Sunaki |

She nodded at the information and considered it in her head as the group proceeded, seeking out Hak, Nighttail's friend.
Kn (Nature): 1d20 + 6 ⇒ (12) + 6 = 18
Rhialtyra blinks in surprised at the sight of the allosaurus, but Nighttail's request seemed reasonable enough as it was still young. They again proceeded, though this time Rhialtyra looked her fill. When Nighttail warned of a trap, she looked around, curious, though she knew it was unlikely that she would see anything.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25

Felix Bramblethorn |

Felix takes the news from the Kobold in stride and gives his assent for freeing her. He smiles at the sight of Hak, having a fondness for all such predatory creatures. Felix nods at Riley's words and says Braylee, concentrate on the caster, wait until he begins casting to shoot and you may disrupt it in addition to wounding him.

GM Ariarh |

Rhia, from your position behind the others and the 'bump' in the curved wall, you won't have a clear line of sight to see the trap ahead.
Riley's keen sight notes the trip wire spanning the point where the cave narrows and curves east. He can see a series of spring-loaded darts (3 of them) hidden just under the straw.
Riley, if you would like to disable the trap, I'll need a Disable Device (DC 20) check, please. I'll allow one assist - if Braylee wants to help Riley.

Braylee Mulciberus |

Knowledge Nature: 1d20 + 9 ⇒ (6) + 9 = 15
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
"That is a beautiful allosaurus, glib. Do you mind if I call you glib?" She speaks in the common tongue. She follows the group and attempts to help Riley identify the trap. "I don't really see it, Riley"

Braylee Mulciberus |

Riley points it out to her.
"Rhia, will you give us that blessing you've been passing out?" After receiving guidance, Braylee bends down to assist Riley with the trap.
Disable Device assist vs 10: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10

GM Ariarh |

Botting Rhia
Rhia reaches out and casts Guidance once more on Riley and then on Braylee.
Riley now has +1 from Guidance and +2 from the assist when attempting his DD check.

Riley "Lucky" Rylin'dar |

Disable Device: 1d20 + 12 + 1 + 2 ⇒ (14) + 12 + 1 + 2 = 29
Sweet. Some good rolls!
Riley works on the trap with Braylee's assistance. He wipes the sweat from his brow as he attempts to disable the darts without setting one off. "They take their traps seriously here, Nighttail."

GM Ariarh |

Yes, lucky rolls. :)
Riley and Braylee work on the trap and in good time manage to disable the mechanism holding the three darts. They are careful not to touch the tips of the darts because on closer inspection, they can see the darts have been coated in something.
The substance/poison is Greenblood Oil. This potent oil is created from the distilled blood of certain varieties of fish native to the Underdark. Upon injury, the poison enters the body and causes constitution damage.
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"Our trapss may be called crude, but they are very clever and lethal." There is a touch of pride in Nighttail's voice.
The group then carefully moves forward until they reach the end of the cave/tunnel. In the northeastern corner of the cave you discover a five-foot diameter hole. Looking into the hole, you can see a thick, knitted rope leading 20 ft down to another chamber/cave.
"We'll need to tie a rope around Hak and lower him down the hole. I'll need help."
Felix sends two of his dancing lights down the hole first to light the way. Two remain with them in the cave.
Emarthine pulls her 50 ft rope from her pack and she hands it to Nighttail to tie around her allosaurus. Hak stands on the edge of the hole and the together the group gently lower the creature down the 20ft hole. They let go of the rope once Hak reaches the base.
Then one at a time the party descends after the allosaurus.
Riley's Climb Check (DC 5): Has +5 to Climb, so auto succeeds.
Braylee's Climb Check (DC 5): 1d20 ⇒ 15
Felix's Climb Check (DC 5): 1d20 + 4 ⇒ (13) + 4 = 17
Rhia's Climb Check (DC 5): 1d20 ⇒ 16
Emarthine's Climb Check (DC 5): Has +7 to Climb, so auto succeeds.
Nighttail's Climb Check (DC 5): 1d20 + 1 ⇒ (8) + 1 = 9
The party manage to successfully negotiate the rope and narrow space down to the lower cave. Emarthine gently removes the rope from Hak and rolls it up and places it inside her pack.
Two shallow, murky pools sit in the north and south ends of this ovoid cavern. You can see the hole with the knotted rope above you.
Upon inspection, you can see that the murky pools are three feet deep and filled with sickly-looking tadpoles. "Ssnacking poolss. We breed frogss for food," Nighttail gives way of explanation.
The dancing lights bob about the space when suddenly the party notices a single kobold hovering by the end of the secondary pool, close to the tunnel leading out. He had noticed the group when they descended int the cavern and he turns and runs around the corner, shouting something in Draconic, "Krathin wer snappers!" before disappearing out of sight.
The adventurers (and their allies) note that the tunnel leading out of cavern is cluttered with rubble. (Considered Difficult Terrain.) They get into single file (formal order) with Riley leading the party.
With the aid of the dancing light in front of him, Riley can gauge that the rubble in the tunnel goes on for about 15 to 20 ft and he can see no sign of the kobold who had shouted the earlier warning.

Rhialtyra Sunaki |

They descended carefully - Rhialtyra had been worried that she might fall - and continued carefully forward. The tadpoles in the pools looked sad and though Nighttail explained that they were supposed to be food, she couldn't help but wonder how filling they actually were. She cringed at the path her thoughts had taken and shook her head.
As it had taken some time to come down, she reapplied her blessing of guidance to everyone, including herself and Hak, before they proceeded.
She heard an indecipherable cry and frowned, nervous.

GM Ariarh |

Tadpoles would be permitted to mature into frogs and then would be consumed by the kobolds. :)
Everyone has Guidance on them at this point.
Emarthine calls to the front, "The kobold said "Ready the snappers"," before turning to look at Nighttail.
Nighttail gives a lopsided grin before casually answering, "That'ss what we call ssnapping turtless."
--------------------------------------------------------------------------- --------------------------------------------------------------------------- --------------------------------------------------------------------------- -----------------------------------------------------
Snapping Turtles are water-dwelling reptiles known for their propensity to bite anyone they deem threatening. They have a thick shell which encase their reptile body and only its tail, feet and head fitted with powerful jaws emerge.
--------------------------------------------------------------------------- --------------------------------------------------------------------------- --------------------------------------------------------------------------- -----------------------------------------------------

Riley "Lucky" Rylin'dar |

Riley moves down the passageway cautiously. He stops at the end and peers into next area before stepping out...barely peeking around the corner.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14

GM Ariarh |

Carefully and slowly moving over the rubble, Riley continues down the tunnel. Riley, from your place at the very end of the tunnel and with one of the dancing orbs before you, you can see that a large pool of dark water sitting in the middle of a large but low-ceilinged cavern. You cannot see anything else at present.
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 5 ⇒ (17) + 5 = 22
Clarification: Riley, you're at the end of the tunnel partially peeking out and haven't stepped a foot into the cavern, correct?
Are the rest of you guys slowly following behind Riley at this time?

Braylee Mulciberus |

Knowledge Nature: 1d20 + 9 ⇒ (14) + 9 = 23
"Snapping Turtles are water-dwelling reptiles known for their propensity to bite anyone they deem threatening. They have a thick shell which encase their reptile body and only its tail, feet and head fitted with powerful jaws emerge. Be very careful."
Braylee follows along, keeping an eye on the glib.

GM Ariarh |

From Braylee's current position in the tunnel, she can't see Nighttail to keep an eye on her. But Emarthine is keeping an eye from the back, so don't worry.
The group slowly moves through the rubble-filled tunnel until they come to a stop just behind Riley, who is standing at the end, looking out.
What now, folks?

Rhialtyra Sunaki |

Kn (Nature): 1d20 + 6 ⇒ (1) + 6 = 7
She didn't know much about these turtles, but they sounded... bite-y. Well, normally she wouldn't think of them as being able to move quickly, but considering their proximity to water, she supposed she couldn't really make assumptions.
"Are they quicker than their small cousins?" she asked, voice quiet.
Unable to really see around the bend, Rhialtyra simply began reapplying her blessing, leaning past Felix to touch Braylee and bidding Felix to put his arm back a bit so she could bless him as well.

GM Ariarh |

The previous Guidance is still in effect as it lasts a minute or until discharged. And the Guidance bonus doesn't stack - so Rhia wouldn't be able to cast Guidance again on Riley and Braylee at this time (plus it would take 2 standard actions to accomplish, even if she could reach Riley up in front). A quick question: Did anyone use their bonus from the previous spell because I couldn't see it via the posts once you entered the rubble-filled tunnel?