Rogram gives the monk a nod, and his eyes linger on Karib for just a second before he turns and begins moving carefully up the new passage, ready to attack any danger that presents itself.
While Rogram prepares to lead the party further forward into the cavern, Yevele and Karib carry the bound and unconscious captive down the stairs and into the natural cold of the meat locker. The pair brush the heavy leather curtains aside, as has been done before, but this time around as he does so, Karib feels a sudden wave of dizziness and nausea roll through him. His head swims, feeling addled for a brief moment, but even after he collects himself his full strength does not quite return. Mechanically: 5 poison damage and Karib's hit point maximum has been reduced by the same amount.
OOC: Waiting on Rogram moving the party forward until Karib and Yevele have had a chance to react to this situation. The healing word/medicine check has been applied.
A careful inspection of the leather strips as Karib reacts reveals the likely source of his sudden ill feeling. Hundreds of metal barbs are carefully hidden among the strips, unseen by the party on the first passes through the curtain and invisible to the naked eye as the strips lay vertical.
"Oh, we were lucky the first few times through here." Yevele says when Karib shows her the barbs. "We'll have to be more careful passing through those in the future. Are they poisoned? Can you remove the poison from yourself?"
When they exit the room, Yevele will use her long sword to move the leather strips aside, letting Karib pass through first before exiting the chamber herself.
Karib examines the curtain more closely, "If I had a little time, this might be fashioned into a very effective flail or whip. Reinforce the weave, attach the spikes to a chain..." He examines it a little more closely, wondering how long the poisoned barbs might last, carefully examining them to see if the coating looks recently applied and if the hook are designed to hold multiple doses, "Intricate workmanship...not bad for a kobold. GuidanceLend me your insights, Great Maker[/spell]," he says as he [Tooltip Not Found] briefly.
Eventually he looks up an then around a little sheepishly. "Right. Yes. Problem for another day."
As they move off, he moves a little cautiously at first, then answers Yevele, "I am not able to do much about the poison, I'm afraid; I will have to petition Gond's aid in the morning. With his boon, it will soon be gone."
The barbs would be remarkably difficult to remove from the leather strips safely, making it just as difficult to apply more poison after they had been attached. They are small enough that the type of poison is not detectable, but it is obviously potent.
With Yevele's sword providing a safe opening, she and Karib rejoin the others upstairs. Rogram leads the party forward into the tunnel ahead.
As you move forward, Smoke suddenly stumbles, his foot slipping through a sheet of parchment cleverly painted to resemble the surrounding stone. His foot drops through a shallow pit about 2 feet deep, taking 2 piercing damage from the spikes that line the bottom.
Simple oil lamps provide dim, flickering light around a bend ahead. A set of stairs can now be seen that descends toward the lower portion of the room.
This post has potentially manipulated dice roll results.
Karib looks down at the small pit, "We'd better move cautiously like you said." Taking directions from the others, Karib is happy to take the lead, keeping an eye out for more traps or other unusual structures.
After checking on Smoke and scowling at the trap, Rogram conjures an invisible helper and directs it to move back and forth across their path ahead of the group, pushing against the ground in an attempt to uncover anymore hidden traps. The half-dwarf then leads the group at a slow pace 10 feet behind.
As Smoke's foot slips he quickly falls to his hands and single foot to keep himself stable and prevent himself from slipping further into the pit. He grits hit teeth with a growl. A moment passes before he whispers Damn these traps.
He checks his foot for any serious damage then gets back up slowly putting weight onto it to see how it feels and moves forward again somewhat sluggish at first. And makes sure he looks carefully for traps before moving to fast.
This post has potentially manipulated dice roll results.
DM Screen:
5
Smoke Perception: 14
The short, wide passage leads into a lengthy room divided into two sections. The upper part of the chamber wraps around the walls to the left, and a set of stairs ascends further into the cavern midway through this wall. The upper and lower areas of the room are separated by a sharp 10-foot ledge. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet, ending in a closed gate at the bottom. A key hangs on a peg at the top of the steps. The area below is heavily shadowed.
A rack along the southwest wall holds many implements: long poles with lassos at the end; leashes and collars; sharp prods; mock weapons made of wood; human-sized dummies with ridiculous expressions painted on their faces.
Along the upper ledge are five kobolds, including one with a set of wings furled up against its back. The creatures snarl as you enter, raising their daggers and slings. Shouting harshly in their unfamiliar language, they attack.
If Yevele can get to the two kobolds on the upper ledge, she will spend a ki point to do step of the wind. With her action, she will get one of the kobolds: Attack: 11 Damage: 5. She will then use agile parry to raise her AC by 2.
This post has potentially manipulated dice roll results.
Baring his teeth, Rogram moves forward to get within five feet of the three closest kobolds. He swings his sword in a wide arch, aiming for all three of the creatures.
Attack on the winged kobold: Attack: 22 Damage: 12
If that hits: Slashing Flourish. You can expend one use of your Bardic Inspiration to deal extra damage equal to the number you roll on the die to the target you hit and to any other creature within 5 ft. of you. 5 (already clicked the inspiration box)
Karbib moves into the room, his anger rising at the sight of the kobolds who imprisoned him. As he moves forward, he can be heard chanting rhythmically...
If he can target all kobolds and no players in a 20' cube, he casts Faerie Fire on them. Otherwise, he casts bless on himself, Rogram and Yevele.
He then moves to withing 30' of the kobolds, and tries to take cover for the moment.
As they encounter the kobolds Smoke hears them shout at each other and replies to himself and somewhat the others The nursery, they are guards for the nursery.
Seeing his companions move forward Smoke follows them a bit but keeps his distance to not get mobbed again.
He holds his one hand forward and calls out After this rude greeting your strenght will be fleeting!
His other hand gripping his dagger, getting ready for their approach.
Movement: keeping about 20ft distance from the kobolds that are not on the ledge (or a bit closer if needed to get in 30ft range of the winged kobold) Action: Casting Bane on 2 of the regular kobolds and the winged kobold. DC 14 cha.
This post has potentially manipulated dice roll results.
OOC: Faerie fire would not encompass them all, so going the bless route for Karib.
Kobold CHA Save: 14 Kobold CHA Save: 6 Winged Kobold CHA Save: 5
Dagger vs. Yevele (Advantage-Pack Tactics, -Bane): 16
OOC: Splitting into two posts because this stupid bug keeps rearing its ugly head and I'm tired of dealing with it. None of the above dice rolls have changed, but if I make any more dice rolls in this post, they will be re-rolled every time I edit.
Dagger vs. Yevele (Advantage-Pack Tactics, -Bane): 21Damage: 3 Dropped Rock vs. Yevele (Advantage-Pack Tactics, -Bane): 8Damage: 4 Sling vs. Rogram (Advantage-Pack Tactics): 24Damage: 3 Sling vs. Rogram (Advantage-Pack Tactics): 11Damage: 4
While Karib and Smoke cast supportive magic to assist the party, Rogram's run forward is met by a pair of stones that strike painfully into his body, halting his attack effectively. Yevele finds the kobolds to be slippery as well, being struck by a rock herself as the winged kobold takes to the air, hovering 10 feet directly above her and hurling a stone upon her head. The creatures gang up on the monk, darting around her and stabbing at her legs.
Round 2 Order: Players <===== Enemies
Placement: Two kobolds are engaged with Yevele and Rogram in melee combat, 30 feet away from Karib and Smoke. The winged kobold is 10 feet directly above this melee. Two kobolds are along the upper ledge, 20 feet away from Yevele and Rogram, and 50 feet away from Karib and Smoke.
Health: Yevele is wounded. Rogram is lightly wounded. Smoke is lightly wounded.
Rogram gives the monk a nod, and his eyes linger on Karib for just a second before he turns and begins moving carefully up the new passage, ready to attack any danger that presents itself.
DM Screen:
6
3
Yevele DEX Save: 19
Karib DEX Save: 4
While Rogram prepares to lead the party further forward into the cavern, Yevele and Karib carry the bound and unconscious captive down the stairs and into the natural cold of the meat locker. The pair brush the heavy leather curtains aside, as has been done before, but this time around as he does so, Karib feels a sudden wave of dizziness and nausea roll through him. His head swims, feeling addled for a brief moment, but even after he collects himself his full strength does not quite return. Mechanically: 5 poison damage and Karib's hit point maximum has been reduced by the same amount.
OOC: Waiting on Rogram moving the party forward until Karib and Yevele have had a chance to react to this situation. The healing word/medicine check has been applied.
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Karib instantly steps backwards, "What the...?"
He coughs and turns to Yevele, "Did you feel that? Its .. ugh. Foul air or poison?"
He glances around for traps or hidden attackers...
Karib Perception: 18
A careful inspection of the leather strips as Karib reacts reveals the likely source of his sudden ill feeling. Hundreds of metal barbs are carefully hidden among the strips, unseen by the party on the first passes through the curtain and invisible to the naked eye as the strips lay vertical.
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"Oh, we were lucky the first few times through here." Yevele says when Karib shows her the barbs. "We'll have to be more careful passing through those in the future. Are they poisoned? Can you remove the poison from yourself?"
When they exit the room, Yevele will use her long sword to move the leather strips aside, letting Karib pass through first before exiting the chamber herself.
Karib examines the curtain more closely, "If I had a little time, this might be fashioned into a very effective flail or whip. Reinforce the weave, attach the spikes to a chain..." He examines it a little more closely, wondering how long the poisoned barbs might last, carefully examining them to see if the coating looks recently applied and if the hook are designed to hold multiple doses, "Intricate workmanship...not bad for a kobold. GuidanceLend me your insights, Great Maker[/spell]," he says as he [Tooltip Not Found] briefly.
Eventually he looks up an then around a little sheepishly. "Right. Yes. Problem for another day."
As they move off, he moves a little cautiously at first, then answers Yevele, "I am not able to do much about the poison, I'm afraid; I will have to petition Gond's aid in the morning. With his boon, it will soon be gone."
Investigation roll, if useful: 17
(( The above roll was with advantage and should not have been, but 17 was the first roll, and I didn't roll for Guidance: 3 ))
DM Screen:
8
1
Smoke CON Save: 16
For Karib:
The barbs would be remarkably difficult to remove from the leather strips safely, making it just as difficult to apply more poison after they had been attached. They are small enough that the type of poison is not detectable, but it is obviously potent.
With Yevele's sword providing a safe opening, she and Karib rejoin the others upstairs. Rogram leads the party forward into the tunnel ahead.
As you move forward, Smoke suddenly stumbles, his foot slipping through a sheet of parchment cleverly painted to resemble the surrounding stone. His foot drops through a shallow pit about 2 feet deep, taking 2 piercing damage from the spikes that line the bottom.
Simple oil lamps provide dim, flickering light around a bend ahead. A set of stairs can now be seen that descends toward the lower portion of the room.
See my profile for all my PbP threads!
Karib looks down at the small pit, "We'd better move cautiously like you said." Taking directions from the others, Karib is happy to take the lead, keeping an eye out for more traps or other unusual structures.
Perception: 8 (passive 16)
After checking on Smoke and scowling at the trap, Rogram conjures an invisible helper and directs it to move back and forth across their path ahead of the group, pushing against the ground in an attempt to uncover anymore hidden traps. The half-dwarf then leads the group at a slow pace 10 feet behind.
As Smoke's foot slips he quickly falls to his hands and single foot to keep himself stable and prevent himself from slipping further into the pit. He grits hit teeth with a growl. A moment passes before he whispers Damn these traps.
He checks his foot for any serious damage then gets back up slowly putting weight onto it to see how it feels and moves forward again somewhat sluggish at first. And makes sure he looks carefully for traps before moving to fast.
DM Screen:
5
Smoke Perception: 14
The short, wide passage leads into a lengthy room divided into two sections. The upper part of the chamber wraps around the walls to the left, and a set of stairs ascends further into the cavern midway through this wall. The upper and lower areas of the room are separated by a sharp 10-foot ledge. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet, ending in a closed gate at the bottom. A key hangs on a peg at the top of the steps. The area below is heavily shadowed.
A rack along the southwest wall holds many implements: long poles with lassos at the end; leashes and collars; sharp prods; mock weapons made of wood; human-sized dummies with ridiculous expressions painted on their faces.
Along the upper ledge are five kobolds, including one with a set of wings furled up against its back. The creatures snarl as you enter, raising their daggers and slings. Shouting harshly in their unfamiliar language, they attack.
For Smoke:
The shouts are in Draconic.
"The hairless one has escaped!"
"Defend the nursery!"
Initiative:
Karib: 18
Rogram: 13
Smoke: 8
Yevele: 8 (-5)
Average: 10.75
Kobold: 6
Kobold: 10
Kobold: 10
Kobold: 12
Winged Kobold: 16
Average: 8.6
Round 1 Order:
Players <=====
Enemies
Placement:
Two kobolds and the winged kobold are within movement range of the party.
Two kobolds are 50 feet away along the upper ledge.
Health:
Smoke is lightly wounded.
Yevele is lightly wounded.
[Tooltip Not Found]
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If Yevele can get to the two kobolds on the upper ledge, she will spend a ki point to do step of the wind. With her action, she will get one of the kobolds: Attack: 11 Damage: 5. She will then use agile parry to raise her AC by 2.
Baring his teeth, Rogram moves forward to get within five feet of the three closest kobolds. He swings his sword in a wide arch, aiming for all three of the creatures.
Attack on the winged kobold: Attack: 22 Damage: 12
If that hits: Slashing Flourish. You can expend one use of your Bardic Inspiration to deal extra damage equal to the number you roll on the die to the target you hit and to any other creature within 5 ft. of you. 5 (already clicked the inspiration box)
@DM: How far apart from each other are the kobolds?
OOC: You can assume if it's not mentioned directly that they're within 5 feet of each other.
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Karbib moves into the room, his anger rising at the sight of the kobolds who imprisoned him. As he moves forward, he can be heard chanting rhythmically...
If he can target all kobolds and no players in a 20' cube, he casts Faerie Fire on them. Otherwise, he casts bless on himself, Rogram and Yevele.
He then moves to withing 30' of the kobolds, and tries to take cover for the moment.
As they encounter the kobolds Smoke hears them shout at each other and replies to himself and somewhat the others The nursery, they are guards for the nursery.
Seeing his companions move forward Smoke follows them a bit but keeps his distance to not get mobbed again.
He holds his one hand forward and calls out After this rude greeting your strenght will be fleeting!
His other hand gripping his dagger, getting ready for their approach.
OOC: Faerie fire would not encompass them all, so going the bless route for Karib.
Kobold CHA Save: 14
Kobold CHA Save: 6
Winged Kobold CHA Save: 5
Dagger vs. Yevele (Advantage-Pack Tactics, -Bane): 16
OOC: Splitting into two posts because this stupid bug keeps rearing its ugly head and I'm tired of dealing with it. None of the above dice rolls have changed, but if I make any more dice rolls in this post, they will be re-rolled every time I edit.
See my profile for all my PbP threads!
Dagger vs. Yevele (Advantage-Pack Tactics, -Bane): 21 Damage: 3
Dropped Rock vs. Yevele (Advantage-Pack Tactics, -Bane): 8 Damage: 4
Sling vs. Rogram (Advantage-Pack Tactics): 24 Damage: 3
Sling vs. Rogram (Advantage-Pack Tactics): 11 Damage: 4
While Karib and Smoke cast supportive magic to assist the party, Rogram's run forward is met by a pair of stones that strike painfully into his body, halting his attack effectively. Yevele finds the kobolds to be slippery as well, being struck by a rock herself as the winged kobold takes to the air, hovering 10 feet directly above her and hurling a stone upon her head. The creatures gang up on the monk, darting around her and stabbing at her legs.
Round 2 Order:
Players <=====
Enemies
Placement:
Two kobolds are engaged with Yevele and Rogram in melee combat, 30 feet away from Karib and Smoke. The winged kobold is 10 feet directly above this melee.
Two kobolds are along the upper ledge, 20 feet away from Yevele and Rogram, and 50 feet away from Karib and Smoke.
Health:
Yevele is wounded.
Rogram is lightly wounded.
Smoke is lightly wounded.
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