Utar takes a moment to centre himself and refocus on Villanoah's location, before relaying the information to Boozey. Her warning about the pit trap echoes in his ears as they venture further into the caverns. He keeps a wary eye out on their route.
Kurtulmak was the sworn enemy of Garl Glittergold and other gnome deities gods, although the gnomish gods were not the only ones to call Kurtulmak their sworn enemy. At some point in his legend, Kurtulmak was elevated into divinity by one of the dragon deities of old. Today, Kurtulmak serves as the patron deity of the kobolds, who believe he gave them life and taught them how to survive by stealing, looting, and pillaging. Kobolds often had to compete with gnomes for living space, which fuels an eternal conflict between the races. Kurtulmak was always enraged that the more organized and competent gnomes won most of these clashes over territory.
As a kobold leader, Kurtulmak removed himself from politics and was careful to stay out of the way of beings stronger than himself. He would accept any and all alliances proposed to him only to turn around and rob them blind, all while fronting as an ally against other powers. As a deity, Kurtulmak rarely admitted to his followers that his resident plane had any other major inhabitants, and when forced to admit the truth, he admonished his followers to heed his example regarding forces beyond one's control.
Kurtulmak is mentioned in the Treatise Historical of the Dragon Tyrants, where he is called the first kobold and first of the dragonspawn. According to the document, Kurtulmak was leader of the kobold nation Darastrixhurthi, a vassal-state in service to his creator (a powerful green dragon). When the kobolds began enslaving the newly created gnomes and stealing the gemstones that contained their unborn souls, Garl Glittergold intervened by collapsing the mountain Darastrixhurthi was built in (this collapsed mountain eventually became known as the Shadow Sea in Netheril).
Most of the kobolds died, including Kurtulmak, and most of the survivors were killed by the green dragon herself, in a spur of rage-filled madness. The dragon god Asgorath tried making amends for the destruction by raising Kurtulmak to divinity. This tale may be somewhat apocryphal, however, since other sources place the First Rage of Dragons five hundred years prior to these events.
Kurtulmak's rise to divinity is the most venerated legend in kobold society, though each tribe might differ slightly in telling it. Stories seem to confirm each other to an extent, however, they are rather biased in favor of the kobolds and their deity, while making a caricature of their gnome enemies.
The legend says Kurtulmak was the first kobold, the largest of his race, and their leader. He obediently served his creator, a powerful green dragon, and when she commanded her kobolds to mine the mountains and gather wealth for her, Kurtulmak invented the pickaxe, taught himself sorcery, and minted gold coins in the image of his mistress. The green dragon became the wealthiest dragon of all, so the kobold legends say, and in reward for his excellent service, she freed Kurtulmak and the rest of her kobold servants. They followed their heroic leader as he founded his own lair, dug the most advanced mine yet seen to uncover vast riches, and created a 'fortress fit for dragons' called Darastrixhurthi. According to kobold beliefs, the gnome deity Garl Glittergold was envious of the achievements the kobolds had made, which dwarfed those of his own people. Out of spite, he cruelly collapsed the kobold fortress, massacring them all.
The gods were furious but took no action against Garl the Trickster, who claimed it was all just a joke. Only The Ninefold Dragon (an old dragon deity) took pity on the kobolds and sought restitution on their behalf. He saw that even buried by rubble, Kurtulmak still clung to life, the heroic kobold's soul still fought to free his people. So The Ninefold Dragon gave Kurtulmak a choice, he could either return to life with the strength to rebuild his fortress, or he could step into divinity and become his peoples' hero for all time.
According to another legend, Garl Glittergold stole something from Tiamat's hoard, and Tiamat sent Kurtulmak to retrieve it. Unfortunately for the kobold, the trickster god lured Kurtulmak into a system of caves, which Garl escaped from and collapsed, leaving Kurtulmak trapped for eternity.
Another myth says Kurtulmak stole the gift of sorcery from a dragon deity to give to his people.
Your spell reveals Villonah is not far now. Mapping it out both mentally and through your eyes, you deduce that she is not far past the bend, beyond the shadow-puppetry happening ahead of you.
Before you can reach the bend and puppeteers, however, you spot a suspicious patch ahead that seems more heavily matted by trampled scrub brush than the area around it (this is hard to see in shades of gray only, but you can tell the difference in texture on the path ahead). You also hear a low buzzing sound, like those made by insects.
Assuming that the group will keep moving past the kobold's who are presumably enjoying their campfire storytime, Utar positions himself close enough to the front to point out the suspicious patch of ground that seems to be ominously buzzing. Utar could do without CRAP falling into the same trap that caught Villanoah.
With the aid provided by Utar, Biscuit (and by extension Boozey) navigate around the potential pit trap. The two, if need be, go so far as to climb along the cave walls, though with Boozey disembarking preemptively at any word of concern from his faithful mastiff on managing as one. However, once beyond navigating such danger the pair proceed fully prepared for an upcomming conflict. For unless the path ahead somehow diverged and/or Utar's spell pointed elsewhere, the group would have little choice.
Boozey.... did have a crazy thought once on the other side, and in anticipation of executing it, he wrapped a small length of copper wire around his hand prior to proceeding further down the tunnel.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
DM's Screen:
D: 17 (3) I: 6 (16) S: 13 (7) W: 4 (4)
With Utar's guidance, not only does the pit trap location become obvious to everyone, but avoiding it becomes as simple as making sure you are hugging the wall as you move. Such a simple trap almost feels like an insult to an experienced adventuring party like CRAP. Villonah must have not been paying attention.
Atop Biscuit, Boozey prepares for combat and/or a crazy plan. It is then that Utar's asks the group to halt in anticipation of an imminent fight.
-> Please go ahead and roll initiative. Because you approached making use of Neya's Pass without Trace, the enemies ahead will be surprised (I guess I am putting the elusive passive stealth skill to use this time 😁). In the new rules, this simply translates to disadvantage on the enemies' initiative rolls.
Despite spotting an opportunity to get things started, Raist thinks twice about it and decides to stay put for now. In his palms, the nascent signs of spellcasting begin to brew.
Utar knows his stengths don't lie in stealth. Instead he brandishes his mace and sprints headlong into the next room, braced for a fight and ready to thin any enemy numbers that oppose them. Taking a moment to assess the situation, he hopes his appearance is close enough to that of the human tied to the tree that they might thik him part of the same order. Pulling on Torm's righteuous wrath, he makes sure these kobold's feel his presence.
From H,16 Utar can hopefully reach the kobolds at:
D,19 - Attack: 23 Damage: Unable to parse dice roll.
F,14 - Attack: 18 Damage: 32
G,11 - Attack: 18 Damage: 22
J,15 - Attack: 15 Damage: 39
C,13 - Attack: 22 Damage: 37
Bonus: Adrenaline Rush (Utar activates dash as a bonus action and gains 5 temp hp.
Move: H,16 after dash, ultimately end up at D,13 (hopefully)
(OOC Happy for DM interpretation on Utar's new spell. Ultimately he'd want to maxmime the number of attacks and then postion himself close to the exit of the cave if his turn can't play out as described above.)
(@MB: What a turn! All looks to be above board except for the ending location since {D-13} is not within 5ft of one of the targets. I am placing Utar at {E-13} instead. That's because the creature is {C-13} is inside a cage and it is not a kobold. Assuming you want to hit a kobold, I'm switching your target to the next closest available kobold at {J-14}.)
Utar takes a deep breath and runs into the fray as fast as he can. All kobolds look up and at him, but seem surprised by the unexpected interruption. In Draconic, one exclaims: "He's back from the dead!", undoubtedly referring to the strung up dead cleric of Helm that CRAP came across. The kobolds begin to reach for their weapons but, before they can do anything of significance, Utarbegins moving even faster, appearing to teleport from location to location, before landing a single blow to each of the first five targets he can find. Each hit lands with a heavy thud, critically damaging four kobolds and instantly killing the fifth. (Kobold Sorcerer {D-19} takes 29 force damage; Kobold Shield-bearer#2 {F-14} takes 32 force damage; Kobold Shield-bearer#3 {G-11} takes 30 force damage; Kobold Shield-bearer#1 {J-14} takes 35 force damage; Kobold Warrior {J-14} takes 31 force damage and is DEFEATED.)
Spared from the sudden attack, a kobold carrying a heavy agglomeration of cages, baskets, pots, gadgets, and knickknacks is the first to gather his bearings. He moves a bit closer {I-13} and hurls a clay pot at Utar.
This post has potentially manipulated dice roll results.
-> Roll for damage: 6 (2)
Utar is looking the other way when the clay pot breaks against his back. The sizzle starts right after that, as some homemade acid begins to eat away at the Tormite's tabbard, armor, underclothing, and skin. (Utar takes 2 acid damage.)
Utar had gained some momentary extra resilience a moment earlier, which helps alleviate the impact of the acid pot. (Utar had gained 5 temp HP before taking the acid damage.)
This post has potentially manipulated dice roll results.
Neya rushes to appear around the corner (using Step of the Wind, free trial to O-16). Once she arrives, she brandishes her Splashbow to let arrows loose toward two of the kobolds in the back.
Splashbow vs D-19 Attack: 16 Damage: 10 (nat 1 for 13, 9)
Acid Check: 2 Damage: 1 (2, 4)
Splashbow vs F-14 Attack: 21 Damage: 12 (14, 10)
Acid Check: 7 Damage: 6 (11, 1)
(If either is alive, they suffer from Splashbow's new Mastery effect Slow: reduce speed by 10 feet until start of Neya's next turn)
(edit: Expending heroic inspiration for first attack roll: 14) (23)
Under slightly calmer circumstances both Boozey and Biscuit might've snorted or chuckled at the Kobold's outcry. Instead the pair found themselves immediately rushing around the corner in the wake of their companions, charging down one wounded Kobold with deadly horns. For a moment before giving the command time seemed to slow for Boozey as he locked eyes on Villinoah. 'Villie!' He thought as he started to reach out towards her, only to catch himself and ball the hand up into a tight fist.
"The Grey Patriots sends their regards!"He called out in [draconic], if but to add to the confusion and somehow signaling in that moment for Biscuit to follow through with charge. Before all momentum is lost in the exchange Boozey leapt off and rushed the far off kobold with for a flurry of claw swipes aimed to knock it out. "First you lot, and then that foolish dragonborn leader of yours!"
This post has potentially manipulated dice roll results.
Neya rushes forward {O-16}, following Utar into the fight. Bow in hand, she let's loose two arrows. The first one hits the farthest of opponents, bringing the kobold spell-weaver closer to death. The second arrow is thwarted by a well-timed raised of its target's shield. (Kobold Sorcerer {D-19} takes 9 piercing damage.)
Doozey and Biscuit are not far behind. Arriving on the scene like a knight in shining armor on his steed, the half-badger tramples a nearby kobold with his mount and plans to waste no time in riding forth and then jumping off to attack a second target. (Kobold Shield-bearer#1 {J-14} takes 18 force damage and is knocked prone.)
Before the pair can get too far away to continue with their plan, the fallen kobold has a chance to swipe at Biscuit:
-> Spear (prone) vs. Biscuit: Attack: 8 Damage: Unable to parse dice roll. (original roll to hit: 8. Damage rolll had that "unable to parse" error at first.)
Utar takes a moment to centre himself and refocus on Villanoah's location, before relaying the information to Boozey. Her warning about the pit trap echoes in his ears as they venture further into the caverns. He keeps a wary eye out on their route.
Perception - 17
Raist tries to recall if he had heard the name before
History: 14
Laissez les bons temps rouler
Neya tries to see if she remembers anything about kobold belief systems.
Religion: 18
Extended Signature
@Doozey (general knowledge check):
Kurtulmak was the sworn enemy of Garl Glittergold and other gnome deities gods, although the gnomish gods were not the only ones to call Kurtulmak their sworn enemy. At some point in his legend, Kurtulmak was elevated into divinity by one of the dragon deities of old. Today, Kurtulmak serves as the patron deity of the kobolds, who believe he gave them life and taught them how to survive by stealing, looting, and pillaging. Kobolds often had to compete with gnomes for living space, which fuels an eternal conflict between the races. Kurtulmak was always enraged that the more organized and competent gnomes won most of these clashes over territory.
As a kobold leader, Kurtulmak removed himself from politics and was careful to stay out of the way of beings stronger than himself. He would accept any and all alliances proposed to him only to turn around and rob them blind, all while fronting as an ally against other powers. As a deity, Kurtulmak rarely admitted to his followers that his resident plane had any other major inhabitants, and when forced to admit the truth, he admonished his followers to heed his example regarding forces beyond one's control.
@Raist (history check):
Kurtulmak is mentioned in the Treatise Historical of the Dragon Tyrants, where he is called the first kobold and first of the dragonspawn. According to the document, Kurtulmak was leader of the kobold nation Darastrixhurthi, a vassal-state in service to his creator (a powerful green dragon). When the kobolds began enslaving the newly created gnomes and stealing the gemstones that contained their unborn souls, Garl Glittergold intervened by collapsing the mountain Darastrixhurthi was built in (this collapsed mountain eventually became known as the Shadow Sea in Netheril).
Most of the kobolds died, including Kurtulmak, and most of the survivors were killed by the green dragon herself, in a spur of rage-filled madness. The dragon god Asgorath tried making amends for the destruction by raising Kurtulmak to divinity. This tale may be somewhat apocryphal, however, since other sources place the First Rage of Dragons five hundred years prior to these events.
@Neya (religion check):
Kurtulmak's rise to divinity is the most venerated legend in kobold society, though each tribe might differ slightly in telling it. Stories seem to confirm each other to an extent, however, they are rather biased in favor of the kobolds and their deity, while making a caricature of their gnome enemies.
The legend says Kurtulmak was the first kobold, the largest of his race, and their leader. He obediently served his creator, a powerful green dragon, and when she commanded her kobolds to mine the mountains and gather wealth for her, Kurtulmak invented the pickaxe, taught himself sorcery, and minted gold coins in the image of his mistress. The green dragon became the wealthiest dragon of all, so the kobold legends say, and in reward for his excellent service, she freed Kurtulmak and the rest of her kobold servants. They followed their heroic leader as he founded his own lair, dug the most advanced mine yet seen to uncover vast riches, and created a 'fortress fit for dragons' called Darastrixhurthi. According to kobold beliefs, the gnome deity Garl Glittergold was envious of the achievements the kobolds had made, which dwarfed those of his own people. Out of spite, he cruelly collapsed the kobold fortress, massacring them all.
The gods were furious but took no action against Garl the Trickster, who claimed it was all just a joke. Only The Ninefold Dragon (an old dragon deity) took pity on the kobolds and sought restitution on their behalf. He saw that even buried by rubble, Kurtulmak still clung to life, the heroic kobold's soul still fought to free his people. So The Ninefold Dragon gave Kurtulmak a choice, he could either return to life with the strength to rebuild his fortress, or he could step into divinity and become his peoples' hero for all time.
According to another legend, Garl Glittergold stole something from Tiamat's hoard, and Tiamat sent Kurtulmak to retrieve it. Unfortunately for the kobold, the trickster god lured Kurtulmak into a system of caves, which Garl escaped from and collapsed, leaving Kurtulmak trapped for eternity.
Another myth says Kurtulmak stole the gift of sorcery from a dragon deity to give to his people.
@Utar (perception check):
Your spell reveals Villonah is not far now. Mapping it out both mentally and through your eyes, you deduce that she is not far past the bend, beyond the shadow-puppetry happening ahead of you.
Before you can reach the bend and puppeteers, however, you spot a suspicious patch ahead that seems more heavily matted by trampled scrub brush than the area around it (this is hard to see in shades of gray only, but you can tell the difference in texture on the path ahead). You also hear a low buzzing sound, like those made by insects.
Assuming that the group will keep moving past the kobold's who are presumably enjoying their campfire storytime, Utar positions himself close enough to the front to point out the suspicious patch of ground that seems to be ominously buzzing. Utar could do without CRAP falling into the same trap that caught Villanoah.
With the aid provided by Utar, Biscuit (and by extension Boozey) navigate around the potential pit trap. The two, if need be, go so far as to climb along the cave walls, though with Boozey disembarking preemptively at any word of concern from his faithful mastiff on managing as one. However, once beyond navigating such danger the pair proceed fully prepared for an upcomming conflict. For unless the path ahead somehow diverged and/or Utar's spell pointed elsewhere, the group would have little choice.
Boozey.... did have a crazy thought once on the other side, and in anticipation of executing it, he wrapped a small length of copper wire around his hand prior to proceeding further down the tunnel.
When you realize you're doing too much: Signature.
DM's Screen:
D: 17 (3)
I: 6 (16)
S: 13 (7)
W: 4 (4)
With Utar's guidance, not only does the pit trap location become obvious to everyone, but avoiding it becomes as simple as making sure you are hugging the wall as you move. Such a simple trap almost feels like an insult to an experienced adventuring party like CRAP. Villonah must have not been paying attention.
Atop Biscuit, Boozey prepares for combat and/or a crazy plan. It is then that Utar's asks the group to halt in anticipation of an imminent fight.
-> Please go ahead and roll initiative. Because you approached making use of Neya's Pass without Trace, the enemies ahead will be surprised (I guess I am putting the elusive passive stealth skill to use this time 😁). In the new rules, this simply translates to disadvantage on the enemies' initiative rolls.
Utar's initiative: 17
Neya Inititative: 15
Extended Signature
Raises initiative: 19
Laissez les bons temps rouler
Boozey Initiative: 14.
When you realize you're doing too much: Signature.
(Raist and Utar may take their turns. Note that you can't actually see any of the enemies from where you currently are.)
Raist will follow behind the better armed and armored individuals.
Hold action until attacked
Laissez les bons temps rouler
Despite spotting an opportunity to get things started, Raist thinks twice about it and decides to stay put for now. In his palms, the nascent signs of spellcasting begin to brew.
-> Utar's turn is up next.
Edit: The spell being prepared is Fire bolt.
Utar knows his stengths don't lie in stealth. Instead he brandishes his mace and sprints headlong into the next room, braced for a fight and ready to thin any enemy numbers that oppose them. Taking a moment to assess the situation, he hopes his appearance is close enough to that of the human tied to the tree that they might thik him part of the same order. Pulling on Torm's righteuous wrath, he makes sure these kobold's feel his presence.
Action: Cast steel wind strike
From H,16 Utar can hopefully reach the kobolds at:
D,19 - Attack: 23 Damage: Unable to parse dice roll.
F,14 - Attack: 18 Damage: 32
G,11 - Attack: 18 Damage: 22
J,15 - Attack: 15 Damage: 39
C,13 - Attack: 22 Damage: 37
Bonus: Adrenaline Rush (Utar activates dash as a bonus action and gains 5 temp hp.
Move: H,16 after dash, ultimately end up at D,13 (hopefully)
(OOC Happy for DM interpretation on Utar's new spell. Ultimately he'd want to maxmime the number of attacks and then postion himself close to the exit of the cave if his turn can't play out as described above.)
(@MB: What a turn! All looks to be above board except for the ending location since {D-13} is not within 5ft of one of the targets. I am placing Utar at {E-13} instead. That's because the creature is {C-13} is inside a cage and it is not a kobold. Assuming you want to hit a kobold, I'm switching your target to the next closest available kobold at {J-14}.)
Utar takes a deep breath and runs into the fray as fast as he can. All kobolds look up and at him, but seem surprised by the unexpected interruption. In Draconic, one exclaims: "He's back from the dead!", undoubtedly referring to the strung up dead cleric of Helm that CRAP came across. The kobolds begin to reach for their weapons but, before they can do anything of significance, Utar begins moving even faster, appearing to teleport from location to location, before landing a single blow to each of the first five targets he can find. Each hit lands with a heavy thud, critically damaging four kobolds and instantly killing the fifth. (Kobold Sorcerer {D-19} takes 29 force damage; Kobold Shield-bearer#2 {F-14} takes 32 force damage; Kobold Shield-bearer#3 {G-11} takes 30 force damage; Kobold Shield-bearer#1 {J-14} takes 35 force damage; Kobold Warrior {J-14} takes 31 force damage and is DEFEATED.)
Spared from the sudden attack, a kobold carrying a heavy agglomeration of cages, baskets, pots, gadgets, and knickknacks is the first to gather his bearings. He moves a bit closer {I-13} and hurls a clay pot at Utar.
-> Utar's DEX saving throw {DC 12}: 1
-> Roll for damage: 6 (2)
Utar is looking the other way when the clay pot breaks against his back. The sizzle starts right after that, as some homemade acid begins to eat away at the Tormite's tabbard, armor, underclothing, and skin. (Utar takes 2 acid damage.)
Utar had gained some momentary extra resilience a moment earlier, which helps alleviate the impact of the acid pot. (Utar had gained 5 temp HP before taking the acid damage.)
(Neya and Doozey are up next.)
Neya rushes to appear around the corner (using Step of the Wind, free trial to O-16). Once she arrives, she brandishes her Splashbow to let arrows loose toward two of the kobolds in the back.
Splashbow vs D-19 Attack: 16 Damage: 10 (nat 1 for 13, 9)
Acid Check: 2 Damage: 1 (2, 4)
Splashbow vs F-14 Attack: 21 Damage: 12 (14, 10)
Acid Check: 7 Damage: 6 (11, 1)
(If either is alive, they suffer from Splashbow's new Mastery effect Slow: reduce speed by 10 feet until start of Neya's next turn)
(edit: Expending heroic inspiration for first attack roll: 14) (23)
Extended Signature
Under slightly calmer circumstances both Boozey and Biscuit might've snorted or chuckled at the Kobold's outcry. Instead the pair found themselves immediately rushing around the corner in the wake of their companions, charging down one wounded Kobold with deadly horns. For a moment before giving the command time seemed to slow for Boozey as he locked eyes on Villinoah. 'Villie!' He thought as he started to reach out towards her, only to catch himself and ball the hand up into a tight fist.
"The Grey Patriots sends their regards!" He called out in [draconic], if but to add to the confusion and somehow signaling in that moment for Biscuit to follow through with charge. Before all momentum is lost in the exchange Boozey leapt off and rushed the far off kobold with for a flurry of claw swipes aimed to knock it out. "First you lot, and then that foolish dragonborn leader of yours!"
Movement(Biscuit): Full 40ft to P-14.
Bonus Action(Doozey): Command Biscuit to Attack.
Bonus Action(Biscuit): Dash to K-15.
Action(Biscuit): Gore Rush!
(Melee, Charge, Lethal)Beast Strike - Attack: 15 Damage: 18 of Force Damage. If Hit, target is knocked prone.
Movement(Biscuit-Remaining): To H-15.
Movement(Doozey): Disembark at G-16 with half movement, then E-18.
Action(Doozey): Bold Badger Blitz at Kobold(D-19)!
(Non-Lethal, Unarmed)Predatory Strike - Attack: 11 Damage: 7 slashing.
(Non-lethal, Unarmed)Predatory Strike - Attack: 24 Damage: 11 slashing.
OR(if it would be ruled that Biscuit needed to make an immediate attack once commanded with a bonus action)
Bonus Action(Doozey): Command Biscuit to Hurry.
Movement/Action(Biscuit): Rush to J-17 (or as close as possible to it)
Bonus Action(Biscuit): Rush to C-19.
Action/Movement(Doozey): Same as Above.
When you realize you're doing too much: Signature.
Neya rushes forward {O-16}, following Utar into the fight. Bow in hand, she let's loose two arrows. The first one hits the farthest of opponents, bringing the kobold spell-weaver closer to death. The second arrow is thwarted by a well-timed raised of its target's shield. (Kobold Sorcerer {D-19} takes 9 piercing damage.)
Doozey and Biscuit are not far behind. Arriving on the scene like a knight in shining armor on his steed, the half-badger tramples a nearby kobold with his mount and plans to waste no time in riding forth and then jumping off to attack a second target. (Kobold Shield-bearer#1 {J-14} takes 18 force damage and is knocked prone.)
Before the pair can get too far away to continue with their plan, the fallen kobold has a chance to swipe at Biscuit:
-> Spear (prone) vs. Biscuit: Attack: 8 Damage: Unable to parse dice roll. (original roll to hit: 8. Damage rolll had that "unable to parse" error at first.)