This post has potentially manipulated dice roll results.
Evendur patiently awaits the kobold advance, watching calmly as two sling stones harmlessly bounce off his shield and armor. He then charges the reamaning kobolds.
Lance:18 Damage:13 Shield bash:10 Interception:8
(Plan is to attack with lance then shove to avoid attack of opportunity when moving beside Kosef (J8) in order to protect him or Bayard with reaction.)
The kobold Evendur bashes is knocked to the ground. The last kobold looks terrified. It starts running as fast as it can. The knocked down kobold says, "Please don't kill me!" in common (with a draconic accent).
OOC: I am not going to bother with a map. The kobold at I10 is knocked down and not moving, and the last living kobold ran 25 ft off the map to the north. Everyone else is dead.
Edit: I realized Evendur would get an opportunity attack on the fleeing kobold, the former occupant of H9.
This post has potentially manipulated dice roll results.
Kosef says, "Stay," to the kobold Evendur knocked prone. He squats next to it, resting the flat of his sword on the kobold's stomach. "If you try to stand before I ask, I promise to slay you." He seeks to be intimidating: 9.
He still holds his sword, feeling for movement, but he watches with concern as the other kobold dashes.
This post has potentially manipulated dice roll results.
Evendur charges after the fleeing kobold. He has never before struck down a fleeing enemy in the back but he realizes it is imperative that the companions visit to the cultist camp will not be announced. He decides however to give the fleeing kobold one last chance to surrender by riding up behind him and bashing him to the ground with his shield.
Shield bash to prone:17
Whether or not he is successful he rides in front of the fleeing kobold and speaks to it in draconic. "Surrender, or I will have no choice but to put you down" Intimidate:25
(With Kendes near the north end of the map and 40' of movement, he might be able to chase after that running kobold, perhaps at least far enough to throw a dart at it, should Evendur's intimidation not be enough.)
This post has potentially manipulated dice roll results.
Kosef's kobold whimpers and remains unmoving, keeping its eyes on Kosef's large sword.
The running kobold tries to dodge Evendur.
Acrobatics: 11
The creature falls to the ground when hit with the shield. With the knight and the lance right next to it, and a dart and arrow waiting to pierce it, the kobold is unwilling to move. All it does is plead in draconic for the good knight and the others to spare its life.
When the kobolds have been properly tied up Evendur interrogates them in draconic. "Tell us what you now about your camp, and if you have any prisoners there?" Intimidation:23 (rolled with advantage, expecting help with this)
(OOC: Any other questions? And what should we do with them now?)
"How many kobolds are there at your camp? Humans? What kind of magic is common there? What is the leader like? Their assistants?" Kosef is happy to try and help. He will whisper these questions to Evendur while looming.
Valas is quiet after the fight. As Sir Evendur and Kosef interrogate the kobolds the elf looks over the dead mournfully. He does keep one eye on the two still breathing prisoners incase one tries to slip away, but turn the rest of his attention to searching the humans and kobolds for any valuables or information that could teach them more about this cult and raiding party.
The cultists have 28 sp between them. One of the lifeless kobolds has a sack with pewter candlesticks, silver dishes, and religious carvings of Chauntea.
The kobolds are nervous, and reply to the questions in high voices. "The camp is big. And hidden in the rocks. We know the way. And there were prisoners. They took many prisoners from the town. Lots of human prisoners. And they have priests. They have healing and other magics, but they never let us have them. Please don't kill us. The leaders are dragon people and wizards and priests. We were helpful. Please let us go." They look up at you pitifully with teary eyes and trembling muzzles.
Kendes frowns at the two kobolds tied up like potato sacks on Bayard's back. His eyes narrow as he tries to judge whether or not releasing the two fearful kobolds would be disastrous for the party or not. Were they being truthful in their desire to flee, and leave the cultists behind? Or were they simply trying to wiggle their way out to give warning to their allies?
Insight: 14
"I don't like taking them with us. It's almost asking for trouble, bringing them to their home camp like this,"Kendes mutters.
"We may need them to guide us to the camp." Kosef talks quietly, far from the kobolds, but close to his allies.
"Even if we are sure we want to leave them alive, I suggest making it difficult for them to out run us and warn the camp, if we want to risk that. We can at least bind them together."
Kendes and Evendur assess the kobolds. They seem to be legitimately cowardly. They are very concerned for their lives, and seem unwilling to put themselves at risk.
Kendes pulls out his rope. „I‘ll make this simple,“ he says to them. „Guide us to the camp, we let you go. Try to rejoin your cultist companions, and you‘ll be the first to end up like the rest of of your pack. If you let the cultists get the drop on us, the last thing I will do is make sure you two die first. Do as we say, and you can both have new, happier, cult-free lives ahead of you.“ As he binds the kobolds, he makes sure to keep them separate from one another.
Once the kobolds are bound, Kosef is ready to search out the camp. He is already wishing he was smaller, sneakier. Most of all, he is hopeful that they will find Leosin. He would make a powerful ally.
This post has potentially manipulated dice roll results.
The camp does not contain much. A pile of four scimitars lie next to a rock, and the slings of the dead kobolds are scattered on the ground. Between the eight kobolds there are 20 sling stones. Some chicken is scattered around the campfire and the kobolds' eating area.
The journey continues on through the plateaus. The kobolds occasionally sniffle as the journey progresses, and try to be as helpful as possible with their directions. When you approach an area with large rocky formations rising on either side Xymor starts making agitated noises (assuming he is there).
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Evendur patiently awaits the kobold advance, watching calmly as two sling stones harmlessly bounce off his shield and armor. He then charges the reamaning kobolds.
Lance:18 Damage:13 Shield bash:10 Interception:8
(Plan is to attack with lance then shove to avoid attack of opportunity when moving beside Kosef (J8) in order to protect him or Bayard with reaction.)
Valas fires another arrow, but it misses the kobold he was aiming at.
Kendes skewers a kobold with his spear, and then punches another one. Both kobolds are killed instantly by the attacks.
Evendur succeeds at getting one of the kobolds with his lance, and then tries to shove one down. The kobold attempts to avoid, acrobatics: 11
The kobold Evendur bashes is knocked to the ground. The last kobold looks terrified. It starts running as fast as it can. The knocked down kobold says, "Please don't kill me!" in common (with a draconic accent).
OOC: I am not going to bother with a map. The kobold at I10 is knocked down and not moving, and the last living kobold ran 25 ft off the map to the north. Everyone else is dead.
Edit: I realized Evendur would get an opportunity attack on the fleeing kobold, the former occupant of H9.
Kosef is up.
Kosef says, "Stay," to the kobold Evendur knocked prone. He squats next to it, resting the flat of his sword on the kobold's stomach. "If you try to stand before I ask, I promise to slay you." He seeks to be intimidating: 9.
He still holds his sword, feeling for movement, but he watches with concern as the other kobold dashes.
Death on the Water and Baldur's Gate Bodyguard
Evendur charges after the fleeing kobold. He has never before struck down a fleeing enemy in the back but he realizes it is imperative that the companions visit to the cultist camp will not be announced. He decides however to give the fleeing kobold one last chance to surrender by riding up behind him and bashing him to the ground with his shield.
Shield bash to prone:17
Whether or not he is successful he rides in front of the fleeing kobold and speaks to it in draconic.
"Surrender, or I will have no choice but to put you down" Intimidate:25
(With Kendes near the north end of the map and 40' of movement, he might be able to chase after that running kobold, perhaps at least far enough to throw a dart at it, should Evendur's intimidation not be enough.)
If all else fails, Valas will try to take down the fleeing kobold with an arrow at range. (OOC: Although hoping Evendur's roll does the trick!)
Attack: 27
Damage: 10
Kosef's kobold whimpers and remains unmoving, keeping its eyes on Kosef's large sword.
The running kobold tries to dodge Evendur.
Acrobatics: 11
The creature falls to the ground when hit with the shield. With the knight and the lance right next to it, and a dart and arrow waiting to pierce it, the kobold is unwilling to move. All it does is plead in draconic for the good knight and the others to spare its life.
When the kobolds have been properly tied up Evendur interrogates them in draconic. "Tell us what you now about your camp, and if you have any prisoners there?"
Intimidation:23 (rolled with advantage, expecting help with this)
(OOC: Any other questions? And what should we do with them now?)
"How many kobolds are there at your camp? Humans? What kind of magic is common there? What is the leader like? Their assistants?" Kosef is happy to try and help. He will whisper these questions to Evendur while looming.
Death on the Water and Baldur's Gate Bodyguard
Valas is quiet after the fight. As Sir Evendur and Kosef interrogate the kobolds the elf looks over the dead mournfully. He does keep one eye on the two still breathing prisoners incase one tries to slip away, but turn the rest of his attention to searching the humans and kobolds for any valuables or information that could teach them more about this cult and raiding party.
The cultists have 28 sp between them. One of the lifeless kobolds has a sack with pewter candlesticks, silver dishes, and religious carvings of Chauntea.
The kobolds are nervous, and reply to the questions in high voices. "The camp is big. And hidden in the rocks. We know the way. And there were prisoners. They took many prisoners from the town. Lots of human prisoners. And they have priests. They have healing and other magics, but they never let us have them. Please don't kill us. The leaders are dragon people and wizards and priests. We were helpful. Please let us go." They look up at you pitifully with teary eyes and trembling muzzles.
"I am afraid we can not let you go, not yet." Unless there are more questions Evendur gags the kobolds and puts them on the back of Bayard.
"Shall we proceed?" Evendur says to the companions and saddles up in front of the kobolds ready to go on.
Kendes frowns at the two kobolds tied up like potato sacks on Bayard's back. His eyes narrow as he tries to judge whether or not releasing the two fearful kobolds would be disastrous for the party or not. Were they being truthful in their desire to flee, and leave the cultists behind? Or were they simply trying to wiggle their way out to give warning to their allies?
Insight: 14
"I don't like taking them with us. It's almost asking for trouble, bringing them to their home camp like this," Kendes mutters.
"Do you think we can trust them not to try to warn the camp, then we will let them go of course." Insight:17
If it seems the kobolds can be trusted Evendur will set the kobolds free before continuing.
"We may need them to guide us to the camp." Kosef talks quietly, far from the kobolds, but close to his allies.
"Even if we are sure we want to leave them alive, I suggest making it difficult for them to out run us and warn the camp, if we want to risk that. We can at least bind them together."
Death on the Water and Baldur's Gate Bodyguard
Kendes and Evendur assess the kobolds. They seem to be legitimately cowardly. They are very concerned for their lives, and seem unwilling to put themselves at risk.
Kendes pulls out his rope. „I‘ll make this simple,“ he says to them. „Guide us to the camp, we let you go. Try to rejoin your cultist companions, and you‘ll be the first to end up like the rest of of your pack. If you let the cultists get the drop on us, the last thing I will do is make sure you two die first. Do as we say, and you can both have new, happier, cult-free lives ahead of you.“ As he binds the kobolds, he makes sure to keep them separate from one another.
Once the kobolds are bound, Kosef is ready to search out the camp. He is already wishing he was smaller, sneakier. Most of all, he is hopeful that they will find Leosin. He would make a powerful ally.
Death on the Water and Baldur's Gate Bodyguard
The camp does not contain much. A pile of four scimitars lie next to a rock, and the slings of the dead kobolds are scattered on the ground. Between the eight kobolds there are 20 sling stones. Some chicken is scattered around the campfire and the kobolds' eating area.
The journey continues on through the plateaus. The kobolds occasionally sniffle as the journey progresses, and try to be as helpful as possible with their directions. When you approach an area with large rocky formations rising on either side Xymor starts making agitated noises (assuming he is there).