The overland trek is positively miserable, if uneventful. Wind-whipped sand scrapes your face and hands under the scorching sun, and at night, chill winds bring about teeth-chattering freezes. The maps provide guideposts to intermittent shelters along the trail, but getting from checkpoint to checkpoint is a grueling task, and your bedrolls have already taken a beating from the previous week's journey. You surmise that you will either need to mend or replace your travelling gear upon your return if you intend for it to continue protecting you.
If you do not have proficiency in Survival (Bran and Nare), you take 1 HP of damage during your overland travel per night, which can be recovered with rest, except the third day, when you arrive at the kobold tribe's entrance.
It's just a bit before noon when you arrive at the entrance to the lair that Darian mentioned when you first got the mission. There don't appear to be any guards, but kobolds are notoriously good trapmakers, so they may have thought that guarding the entrance was too much of a hassle in this weather.
Make any preparations you like. Once the party is ready, we'll enter the mountain tunnels...
While the rest of the Golden Company prepares to enter the caves. Bran sits quietly and casts 'Divine Sense' (OOC: I cant get the bracket system to work???? - guidance appreciated)
[Bran casts 'Divine Sense' ...]
then;
[Bran rolled investigation: 12]
[Bran - 2 HP (Logged) due to not having proficiency in Survival]
Arvos is really beginning to hate this harsh land, especially seeing the condition of his bedroll. He will use the shawl covering his head to wipe off the sweat on his brow as he takes a closer look at the entrance. If there is a trap the kobolds must Walk around it on a regular basis leaving a pattern.
Perception
8 rolled in game log.
Survival
8 rolled
Arvos is too distracted by his near ruined bedroll to notice any traps or tracks.
"Stand back a bit I am going to try something" He then taps the sprig of mistletoe under his belt and uses mold earth to move the sand/dirt layer by layer away from the entrance in case there is some pressure trap.
Bran has significant sympathy towards how Arvos feels!
He watches Arvos post casting his spell and nods towards him in common understanding. Bran whispers to one of his retainers and asks them to give Arvos his cloak.
He leans towards Arvos, "This is no place for normal peoples, this barren place seeks of bad opportunity!" here keep warm. "I will start a small fire.... if I can find wood?!"
[Bran rolls a survival check: 6 - looking for wood] fail!
Bran goes looking for Darian and says to Arvos; "he's a master at this sort of thing!!"
Darian will try to remain in the shadows (Stealth 11), not leading, but ready to step up and help as required. He keeps a close watch for traps as they approach the entrance (Perception Nat 1 for 5 total).
The sand in his eyes. The heat on his back. This increasingly heavy mask! And the mouse skitter-scattering across his clothes. He tried to hum out some blues. Too bad the wind was practically choking. He couldn't even waste a breath. Ne'haredowell didn't know which was worse: the mental anguish or the physical. He tried to keep his eye out for things useful for bringing back to Duncan. Too bad this place was too barren for that sort.
((Nature check: 8 was trying to find herbs and things for Duncan ))
((Survival 2 + 2 = 4 ))
It was then finally that they got a reprieve from the elements he got the time to sit down and think. He squats by a rock near the entrance. He looks over solemnly at Arvos's bedroll. Same thing happened to him. At least his own fur was kind of cushion-y.
((Perception check: 19 + 4 = 23))
((Investigation check: 20 man a nat 20?! how? he's got the least INT of all the members and he gets it lol maybe animal insticts))
"Yes... something feels off about this." Nare narrows his eyes. "Too good to be true." 'As if the walk here was too good.'He just wished this was done and over with. Petting his tried mouse and feeding him some portions of his own rations, a shiver goes down his spine. Standing up he casts False Life on himself (temporary 4 + 4 = 8 HP for a total of 12/12 HP).
"I do not trust this." He nods as Bran takes the lead. "I will go behind you. Uh. For backup."
After Bran has cast divine sense he isn't able to detect any good or evil creatures (besides he's amazing team-mates).
However, he does detect something...
Quietly Bran says to the Company; 'We must be cautious, I cannot detect anything evil, but ... I do detect a desecrated object nearby', as he finishes he turns back towards the Company and awaits their own thoughts and perceptions before moving forward.
A warm glow emanates from Albert's staff. The light is pale compared to the searing brightness of the midday sun, but in those caves, it should brighten things up quite nicely.
Before you, exposed, is a pressure plate at the base of the entrance. It's not so wide that you can't get around it, but the mules and the carts will definitely trigger that trap.
Albert also sees the plate and sighs: "Eh, my hands are not as dextrous as they used to be, but I've seen plenty of traps in my travels. I can guide whoever wants to try their luck"
Albert will cast Guidance on the player who will try to disarm it. So add a d4 to your skill check!
Also will shine light from his staff to see everything better.
Putting the bones he found from the journey away in his pouch, he wrings his hands as he gets up. Looking around, he too had spotted the pressure plate (and also a bug to which Lennie took the jump on and ate. 'Good for the little guy.') Squinting into the darkness he also notices a lever that would be triggered if stepped on. Being the local street urchin he shakily rose his hand up. "Uh... I might?" We shoots a wary smile over at Albert with a"Thank you" before heading over to the trap.
His paws caress the sides of the pressure trap, looking to discern a certain way to disarm it. He feels the heat on the back of his neck... or is it nerves? He sweats. Nare reaches in to try with all his finesse and might. His hand slips. "Just my luck."He mumbles.
((Sleight of Hand: 2 + 3 + 2 (Lucky Footwork) + 4 (Albert's Guidance which I just rolled a second time on Lucky Footwork since both are d4s) = 11))
Jumping from his spot, believing that the trap would spring, he decides to jump in front of the entrance with his arms out to cover Bran and the others. "WATCH OUT!"
As the anxious harengon stands guard over his companions, a series of clicks go off followed by a grinding *thud*.
Looking over Ne'haredowell's shoulder, you notice that a door in the ceiling of the cave and about 10 feet in has opened slightly... just enough to allow a smoothed, spherical boulder to clang around at its opening. The trap was clumsily disabled, and it appears that you'll need to be careful around it. But as long as you tread lightly, or reinforce the lid holding back the boulder, you should be able to pass safely.
Once you make it gingerly past the opening, Albert's light fills the twisted caverns within, sending arcs of prismatic light to dance of glassy rock and gemstone fragments. For a moment, a barren silence sucks at the air. Then, you hear the ominous yipping of kobolds bounding off the walls of the caves, disorienting the senses with their clambering yammer.
If the trap being clumsily disabled didn't alert the kobolds in the area, the sudden presence of light surely did. I'm presuming that Bran's attendants will follow closely behind with the mules and the carts, and will not engage in combat unless attacked or ordered to assist. The white light reflects good light. The yellow light reflects low-light. The rest of you with dark vision are only limited by what cave walls allow you to see. Currently, no kobolds are visible, but it sounds like they are everywhere. If you have special abilities that let you track in underground (or have any bonuses to dealing with kobolds), you may roll a perception check to determine the best possible location, and state what proficiencies you will be relying on. Without any special training, abilities, or extensive knowledge of kobold tactics, it just sounds like an echo chamber of yipping and howling.
You each have one move and one action, then roll initiative, please.
Arvose treads lightly around the trap and once inside he decides to seem more imposing, so he summons a blossom of white fire in his right hand and holds it ready to hurl it. produce flame
Soma moves EAST One and SOUTH ONE then after hearing Albert's brave attempt to intimidate the Kobolds he feels inspired and 'Bravely' rolls for initiative: and (dum roll ... rolls a ... 3)
Ne'haredowell braces for an impact that was never coming. With wide-eyed stares and clicks and ticks, the barreling boulder does not come crashing down as he expected. He might have been a rabbit pancake if it had. He shakes himself off from that mental image. Lennie squeaks. 'Hey don't you sass me.'He shoots back a glare. The little mouse scurries off his shoulder into his pocket. 'Guess he must've sensed the danger now, huh, too?'
Gingerly moving past the trap was something anybunny could do. Easy. But the yipping yapping! Along with the glittery wall it made his head spin (although the walls were beautiful. He had to give it that. The gemstones! Oh and the shiny rocks! He wondered what kinds they were. The color complements it well and the-)
He smiles and nods at Darian's attempt. Ears flatten against his head and his teeth grit at Albert's comment. "Listen-" He raises one paw up, "We do not want to fight. Just talk."Though, the daggers in his hands beg to differ. As soon as he put his hand up he tries to hide it again, putting it lightly by his side. Slowly, he moves 3 squares diagonally to the northeast. "We are here to investigate the scene of raid of the caravan supplies. No need to worry. You are presumed innocent..." He looks back at his companions,"But we will not hesitate if guilty?"
((Initiative 1 + 3 = 4))
Rollback Post to RevisionRollBack
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Albert's yawp collides along the walls of the cave, surprising the kobolds enough to stop their yammering for a few moments. In that window of time, Darian calls out a common merchant greeting in Yipyak.
...
Several moments go by before sound returns to the area... a low murmuring snaking along the breeze suggests that the kobolds are talking it out with each other. Then from behind the cover of the rocky walls emerge three kobolds, shielding their eyes from the brightness of your magical light and advancing slowly. The greeting seems to have lessened their hostility some, but their slings are still loaded with bullets.
The kobold to the southeast is the first to speak. He puffs out his chest authoritatively, trying to meet eyes with the Hachakee tribesman, but having little luck seeing past Bran. He barks a return greeting to Darian, then glares at the paladin. "Send you back your servants. We not trade today. Leave rabbit as payment for you bother us today. NO TRADE TODAY!" He barks out the last few words and the other kobolds yip in excitement. They all eye the harengon hungrily.
Battle is delayed...depending on how you play this out, but your initiative results are locked in.
Bran is somewhat perturbed after hearing "Leave your rabbit as payment", no one is having 'our rabbit!', Bran rather likes Nare.
Kobolds are nasty and so Bran stands ready and yes yes he knows diplomacy matters yes yes but knowing theres two kobolds somewhere in front of him realises things could go to a pickle quickly.
[Bran stands firm and doesn't move, while not been provocative - tough for a Paladin!]
Rollback Post to RevisionRollBack
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The overland trek is positively miserable, if uneventful. Wind-whipped sand scrapes your face and hands under the scorching sun, and at night, chill winds bring about teeth-chattering freezes. The maps provide guideposts to intermittent shelters along the trail, but getting from checkpoint to checkpoint is a grueling task, and your bedrolls have already taken a beating from the previous week's journey. You surmise that you will either need to mend or replace your travelling gear upon your return if you intend for it to continue protecting you.
If you do not have proficiency in Survival (Bran and Nare), you take 1 HP of damage during your overland travel per night, which can be recovered with rest, except the third day, when you arrive at the kobold tribe's entrance.
It's just a bit before noon when you arrive at the entrance to the lair that Darian mentioned when you first got the mission. There don't appear to be any guards, but kobolds are notoriously good trapmakers, so they may have thought that guarding the entrance was too much of a hassle in this weather.
Make any preparations you like. Once the party is ready, we'll enter the mountain tunnels...
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
"No guards, how odd!" murmurs Bran.
While the rest of the Golden Company prepares to enter the caves. Bran sits quietly and casts 'Divine Sense' (OOC: I cant get the bracket system to work???? - guidance appreciated)
then;
OOC now regret removing mending from my cantrips 😀
Albert looks at the cave entrance: "Oh this is too easy. Nothing ever is so easy. Must check for nasty suprises"
Self guided investigation of 10 :/
Also before entering will cast light on his staff
Arvos is really beginning to hate this harsh land, especially seeing the condition of his bedroll. He will use the shawl covering his head to wipe off the sweat on his brow as he takes a closer look at the entrance. If there is a trap the kobolds must Walk around it on a regular basis leaving a pattern.
Perception
8 rolled in game log.
Survival
8 rolled
Arvos is too distracted by his near ruined bedroll to notice any traps or tracks.
"Stand back a bit I am going to try something" He then taps the sprig of mistletoe under his belt and uses mold earth to move the sand/dirt layer by layer away from the entrance in case there is some pressure trap.
Bran has significant sympathy towards how Arvos feels!
He watches Arvos post casting his spell and nods towards him in common understanding. Bran whispers to one of his retainers and asks them to give Arvos his cloak.
He leans towards Arvos, "This is no place for normal peoples, this barren place seeks of bad opportunity!" here keep warm. "I will start a small fire.... if I can find wood?!"
[Bran rolls a survival check: 6 - looking for wood] fail!
Bran goes looking for Darian and says to Arvos; "he's a master at this sort of thing!!"
Darian will try to remain in the shadows (Stealth 11), not leading, but ready to step up and help as required. He keeps a close watch for traps as they approach the entrance (Perception Nat 1 for 5 total).
((Deducted 2 HP for 4/6 HP left))
The sand in his eyes. The heat on his back. This increasingly heavy mask! And the mouse skitter-scattering across his clothes. He tried to hum out some blues. Too bad the wind was practically choking. He couldn't even waste a breath. Ne'haredowell didn't know which was worse: the mental anguish or the physical. He tried to keep his eye out for things useful for bringing back to Duncan. Too bad this place was too barren for that sort.
((Nature check: 8 was trying to find herbs and things for Duncan ))
((Survival 2 + 2 = 4 ))
It was then finally that they got a reprieve from the elements he got the time to sit down and think. He squats by a rock near the entrance. He looks over solemnly at Arvos's bedroll. Same thing happened to him. At least his own fur was kind of cushion-y.
((Perception check: 19 + 4 = 23))
((Investigation check: 20 man a nat 20?! how? he's got the least INT of all the members and he gets it lol maybe animal insticts))
"Yes... something feels off about this." Nare narrows his eyes. "Too good to be true." 'As if the walk here was too good.' He just wished this was done and over with. Petting his tried mouse and feeding him some portions of his own rations, a shiver goes down his spine. Standing up he casts False Life on himself (temporary 4 + 4 = 8 HP for a total of 12/12 HP).
"I do not trust this." He nods as Bran takes the lead. "I will go behind you. Uh. For backup."
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
After Bran has cast divine sense he isn't able to detect any good or evil creatures (besides he's amazing team-mates).
However, he does detect something...
Quietly Bran says to the Company; 'We must be cautious, I cannot detect anything evil, but ... I do detect a desecrated object nearby', as he finishes he turns back towards the Company and awaits their own thoughts and perceptions before moving forward.
Arvos effort bears fruit as the moving of the sand reveals a pressure plate by the entrance "Does anyone know how to disarm traps?"
A warm glow emanates from Albert's staff. The light is pale compared to the searing brightness of the midday sun, but in those caves, it should brighten things up quite nicely.
Before you, exposed, is a pressure plate at the base of the entrance. It's not so wide that you can't get around it, but the mules and the carts will definitely trigger that trap.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Albert also sees the plate and sighs: "Eh, my hands are not as dextrous as they used to be, but I've seen plenty of traps in my travels. I can guide whoever wants to try their luck"
Albert will cast Guidance on the player who will try to disarm it. So add a d4 to your skill check!
Also will shine light from his staff to see everything better.
Putting the bones he found from the journey away in his pouch, he wrings his hands as he gets up. Looking around, he too had spotted the pressure plate (and also a bug to which Lennie took the jump on and ate. 'Good for the little guy.') Squinting into the darkness he also notices a lever that would be triggered if stepped on. Being the local street urchin he shakily rose his hand up. "Uh... I might?" We shoots a wary smile over at Albert with a "Thank you" before heading over to the trap.
His paws caress the sides of the pressure trap, looking to discern a certain way to disarm it. He feels the heat on the back of his neck... or is it nerves? He sweats. Nare reaches in to try with all his finesse and might. His hand slips. "Just my luck." He mumbles.
((Sleight of Hand: 2 + 3 + 2 (Lucky Footwork) + 4 (Albert's Guidance which I just rolled a second time on Lucky Footwork since both are d4s) = 11))
Jumping from his spot, believing that the trap would spring, he decides to jump in front of the entrance with his arms out to cover Bran and the others. "WATCH OUT!"
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
As the anxious harengon stands guard over his companions, a series of clicks go off followed by a grinding *thud*.
Looking over Ne'haredowell's shoulder, you notice that a door in the ceiling of the cave and about 10 feet in has opened slightly... just enough to allow a smoothed, spherical boulder to clang around at its opening. The trap was clumsily disabled, and it appears that you'll need to be careful around it. But as long as you tread lightly, or reinforce the lid holding back the boulder, you should be able to pass safely.
Once you make it gingerly past the opening, Albert's light fills the twisted caverns within, sending arcs of prismatic light to dance of glassy rock and gemstone fragments. For a moment, a barren silence sucks at the air. Then, you hear the ominous yipping of kobolds bounding off the walls of the caves, disorienting the senses with their clambering yammer.
If the trap being clumsily disabled didn't alert the kobolds in the area, the sudden presence of light surely did. I'm presuming that Bran's attendants will follow closely behind with the mules and the carts, and will not engage in combat unless attacked or ordered to assist. The white light reflects good light. The yellow light reflects low-light. The rest of you with dark vision are only limited by what cave walls allow you to see. Currently, no kobolds are visible, but it sounds like they are everywhere. If you have special abilities that let you track in underground (or have any bonuses to dealing with kobolds), you may roll a perception check to determine the best possible location, and state what proficiencies you will be relying on. Without any special training, abilities, or extensive knowledge of kobold tactics, it just sounds like an echo chamber of yipping and howling.
You each have one move and one action, then roll initiative, please.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Darian attempts to call out an appropriate greeting in Yipyak.
Int check 10
Initiative 13
Albert will move 3 squares right, smash his quarterstaff and shield together, to make loud noise and yell in a very Gandalf way: "SIIIIILENCE"
Intimidation: 6
Initiative: 12
Arvose treads lightly around the trap and once inside he decides to seem more imposing, so he summons a blossom of white fire in his right hand and holds it ready to hurl it. produce flame
Initiative
13
Soma moves EAST One and SOUTH ONE then after hearing Albert's brave attempt to intimidate the Kobolds he feels inspired and 'Bravely' rolls for initiative: and (dum roll ... rolls a ... 3)
Ne'haredowell braces for an impact that was never coming. With wide-eyed stares and clicks and ticks, the barreling boulder does not come crashing down as he expected. He might have been a rabbit pancake if it had. He shakes himself off from that mental image. Lennie squeaks. 'Hey don't you sass me.' He shoots back a glare. The little mouse scurries off his shoulder into his pocket. 'Guess he must've sensed the danger now, huh, too?'
Gingerly moving past the trap was something anybunny could do. Easy. But the yipping yapping! Along with the glittery wall it made his head spin (although the walls were beautiful. He had to give it that. The gemstones! Oh and the shiny rocks! He wondered what kinds they were. The color complements it well and the-)
He smiles and nods at Darian's attempt. Ears flatten against his head and his teeth grit at Albert's comment. "Listen-" He raises one paw up, "We do not want to fight. Just talk." Though, the daggers in his hands beg to differ. As soon as he put his hand up he tries to hide it again, putting it lightly by his side. Slowly, he moves 3 squares diagonally to the northeast. "We are here to investigate the scene of raid of the caravan supplies. No need to worry. You are presumed innocent..." He looks back at his companions, "But we will not hesitate if guilty?"
((Initiative 1 + 3 = 4))
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
Albert's yawp collides along the walls of the cave, surprising the kobolds enough to stop their yammering for a few moments. In that window of time, Darian calls out a common merchant greeting in Yipyak.
...
Several moments go by before sound returns to the area... a low murmuring snaking along the breeze suggests that the kobolds are talking it out with each other. Then from behind the cover of the rocky walls emerge three kobolds, shielding their eyes from the brightness of your magical light and advancing slowly. The greeting seems to have lessened their hostility some, but their slings are still loaded with bullets.
The kobold to the southeast is the first to speak. He puffs out his chest authoritatively, trying to meet eyes with the Hachakee tribesman, but having little luck seeing past Bran. He barks a return greeting to Darian, then glares at the paladin.
"Send you back your servants. We not trade today. Leave rabbit as payment for you bother us today. NO TRADE TODAY!" He barks out the last few words and the other kobolds yip in excitement. They all eye the harengon hungrily.
Battle is delayed...depending on how you play this out, but your initiative results are locked in.
My DM Registry
My Campaigns:
Ibahalii Vriwhulth, the Reaper of Glory v2: IC Thread (PbP); Secrets of the Island (On Discord); Lost Mine of Phendelver (tabletop)
My Characters:
Krik-tul, Thri-kreen monk; Mme Cragmaw, Goblin Artificer; River Kuthraeann, Wood Elf Paladin
Bran is somewhat perturbed after hearing "Leave your rabbit as payment", no one is having 'our rabbit!', Bran rather likes Nare.
Kobolds are nasty and so Bran stands ready and yes yes he knows diplomacy matters yes yes but knowing theres two kobolds somewhere in front of him realises things could go to a pickle quickly.
[Bran stands firm and doesn't move, while not been provocative - tough for a Paladin!]