"Good point, well I say stay as far from it as possible and funnel the trogs into a tight space. If anyone can protect against the stench that would be great, if not we'll just have to fight through it. I might be able to hit three or four with that flaming hand if it will answer my call, but we shouldn't count on it... It is scaring me to the point I might abscond with my right hand." Hitticus looks at his palm with fear in his eyes.
“I have an idea, those two smaller chambers just before the one where the trogs are would be a good place to set an ambush, I thinking, but I want to check them out first.
Investigation 18
Mercwri will slip back down the tunnel and carefully search the two side chambers.
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
Mercwri the first chamber is a store room filled with tools and mining equipment. The beasts have left it be, seemingly having no interest in actually working the mine. You do notice a large waxed barrel filled with black powder and a small crate containing what appears to be small red funnels with removable caps. [Intelligence check DC 15 to know more].
This post has potentially manipulated dice roll results.
22 Looking at the stuff in the barrel, Mercwri starts grinning; it looks kinda like the stuff in one of his Explosive Seeds, which he had taken apart once to see if he could figure out how it work: He succeeded but found he lacked the wherewithal to actually make the things. He has visions of dancing trogs flying up, up into the roof - thud! Bits and pieces of them going every which-a-way.
OCC I hope that Mercwri's understanding of the black powder and stuff is not to forward. Seems like the sort of thing a curious gnome would just naturally fall into.
He will slip back to the others with the good news.
OOC: not at all. With that roll you do recognise them indeed. You recognise the boom sticks and understand the basics of making them work. After instruction from Mercwri any of you can make a Dex check with a DC 15 to make 1d4 boom sticks. (You fill the tubes with black powder and screw on the cap carefully) Be warned on a Nat 1 the sticks go boom in your hand for 3d6 damage.
Experimenting is something Alanis has a hard time saying no to, even if she really should.
So she listens intensely to Mewcri‘s instructions and decides to give it a go.
Just like when she is mixing about with no recipe in mind she gets a bit of distance to the her comrades as to not get them caught in the crossfire of a possible failure.
Before trying she plops another candy into her mouth.
This post has potentially manipulated dice roll results.
Stealth. 8. “I’ll try to get closer and when they see me and start after me they should bunch up a bit more and be a good target for one of the bombs. I don’t want to use them all right away, save the rest til we need them really badly. Randrak, I’ll be running madly in your direction so please bash anything trying to kill me. The rest of you use range attacks until you can’t. Anything better?” Mercwri looks at everyone. “Shh, I’ll throw the bomb.”
Mercwri you launch your boomstick into the centre of the room and as the flint rocks in the cap ignite the powder the device ignites.
28 the creature in the centre of the becomes red mist as the explosion tears outward. The force of the blast hits three of the surrounding troglodytes : 10, 7, 8 but you do not know their fate as the entire chamber beyond is filled with dust and debris. You hear cries and snarls in the darkness and the ground begins to rumble beneath your feet.
You all have the space of one action before what ever is left in there emerges.
Badly wounded the Troglodytes begin to emerge from the smoke and ash. Alanis and Freak make your attacks!
Initiative will then roll as follows :
Hitticus
Mercwri
Randrak
Uldran
Freak
Alanis
As usual feel free to post intent ahead of your turn.
PLAYER NOTE :Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Alanis shakes the vial violently, then points it at the approaching Troglodytes. When she releases the cork with her thumb a bolt of fire streaks towards one of the attackers.
"It drives you mad and eats you, I'm surprised they have any control over it. If we get past this one alive I have a way to detect more."
„I have nothing to target a whole area. I‘m sorry.“
Alanis says apologetically.
“Didn’t really seem like they were in control. If anything they might keep it fed so it doesn’t go for them instead.“
Alanis |lvl 3| |gnome artificer| (Stonebound)
"Good point, well I say stay as far from it as possible and funnel the trogs into a tight space. If anyone can protect against the stench that would be great, if not we'll just have to fight through it. I might be able to hit three or four with that flaming hand if it will answer my call, but we shouldn't count on it... It is scaring me to the point I might abscond with my right hand." Hitticus looks at his palm with fear in his eyes.
“I have an idea, those two smaller chambers just before the one where the trogs are would be a good place to set an ambush, I thinking, but I want to check them out first.
Investigation 18
Mercwri will slip back down the tunnel and carefully search the two side chambers.
Panic is a mechanism that strengthens the gene pool.
Mercwri the first chamber is a store room filled with tools and mining equipment. The beasts have left it be, seemingly having no interest in actually working the mine. You do notice a large waxed barrel filled with black powder and a small crate containing what appears to be small red funnels with removable caps. [Intelligence check DC 15 to know more].
The second chamber proves to be completely empty.
DM - Caves of the Kobold Slave Masters
22 Looking at the stuff in the barrel, Mercwri starts grinning; it looks kinda like the stuff in one of his Explosive Seeds, which he had taken apart once to see if he could figure out how it work: He succeeded but found he lacked the wherewithal to actually make the things. He has visions of dancing trogs flying up, up into the roof - thud! Bits and pieces of them going every which-a-way.
OCC I hope that Mercwri's understanding of the black powder and stuff is not to forward. Seems like the sort of thing a curious gnome would just naturally fall into.
He will slip back to the others with the good news.
Panic is a mechanism that strengthens the gene pool.
OOC: not at all. With that roll you do recognise them indeed. You recognise the boom sticks and understand the basics of making them work. After instruction from Mercwri any of you can make a Dex check with a DC 15 to make 1d4 boom sticks. (You fill the tubes with black powder and screw on the cap carefully) Be warned on a Nat 1 the sticks go boom in your hand for 3d6 damage.
DM - Caves of the Kobold Slave Masters
"Alright, we have a plan, choke point, blow them up" Hitticus gets his implements ready
14. 2
Here goes. Well, 💩
Wait, wait Mercwri’s DEX sv has a +4 soooo, that’d be a 16, yes?
Panic is a mechanism that strengthens the gene pool.
Mercwri you manage to fashion two boom sticks. (Anyone else?)
You all begin to gather, ready to draw out the beasts.
DM - Caves of the Kobold Slave Masters
"If any of you don't plan on directly engaging the enemy then I can help keep you safe, otherwise let's purge this mine"
Experimenting is something Alanis has a hard time saying no to, even if she really should.
So she listens intensely to Mewcri‘s instructions and decides to give it a go.
Just like when she is mixing about with no recipe in mind she gets a bit of distance to the her comrades as to not get them caught in the crossfire of a possible failure.
Before trying she plops another candy into her mouth.
Guidance
Dex: 5 + Guidance: 1
(if sucessfull: 1)
Sadly, she doesn‘t geht the hang of it, but at least nothing explodes.
Alanis |lvl 3| |gnome artificer| (Stonebound)
Wanting to be useful, Freak gives it a shot, too.
Dex: 9 for 2 boom sticks.
(that was close...)
"Sorry. I have thick fingers."
You all gather at the entrance to the large cavern. The moments slip by as you work up the nerve to draw the Troglodytes out.
OOC: Whoever is taking point on this roll stealth with your chosen action to decide how this pans out.
DM - Caves of the Kobold Slave Masters
Stealth. 8. “I’ll try to get closer and when they see me and start after me they should bunch up a bit more and be a good target for one of the bombs. I don’t want to use them all right away, save the rest til we need them really badly. Randrak, I’ll be running madly in your direction so please bash anything trying to kill me. The rest of you use range attacks until you can’t. Anything better?” Mercwri looks at everyone. “Shh, I’ll throw the bomb.”
Panic is a mechanism that strengthens the gene pool.
Mercwri you launch your boomstick into the centre of the room and as the flint rocks in the cap ignite the powder the device ignites.
28 the creature in the centre of the becomes red mist as the explosion tears outward. The force of the blast hits three of the surrounding troglodytes : 10, 7, 8 but you do not know their fate as the entire chamber beyond is filled with dust and debris. You hear cries and snarls in the darkness and the ground begins to rumble beneath your feet.
You all have the space of one action before what ever is left in there emerges.
DM - Caves of the Kobold Slave Masters
Freak takes a spot to the front and gets ready with his greataxe to swing at the first enemy that appears.
Alanis pulls another vial off her belt ready to throw a fire bolt at the first assailant she sees.
Alanis |lvl 3| |gnome artificer| (Stonebound)
Badly wounded the Troglodytes begin to emerge from the smoke and ash. Alanis and Freak make your attacks!
Initiative will then roll as follows :
As usual feel free to post intent ahead of your turn.
PLAYER NOTE : Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
DM - Caves of the Kobold Slave Masters
Fire Bolt:
Attack: 14 Damage: 8
Alanis shakes the vial violently, then points it at the approaching Troglodytes. When she releases the cork with her thumb a bolt of fire streaks towards one of the attackers.
Alanis |lvl 3| |gnome artificer| (Stonebound)