Post by waysoftheearth on Aug 19, 2012 17:41:16 GMT -6
The moment that Firas reaches out and sets his grasp upon a root, the entirety of the vegetation jerks away from his touch and violently retracts into the buckled ceiling! Within a gasp only the swirling mist and dust remains where the vegetation was, and the misbegotten column is fully revealed to the torch light.
It is clear now that the carved figures occur in three layers. At the base are three ugly, horned things, squatting in the underworld -- one forming the foundation of each column. A spout protrudes from the mouth of one. Above these are a jumble of dwarfs, or half scale men, in the middle tier and from amid these another spout protrudes. At the opt tier are three graceful, flighted forms whose extended wings blend into the ceiling. The carry harps and bugles, and one such bugle is fashioned around another spout.
So, three columns of three layers with three spouts -- one protruding from each layer...
Post by waysoftheearth on Aug 19, 2012 17:49:31 GMT -6
Meanwhile, Tirandir and Vangelis are keeping an eye on the further reaches of the room...
[Ref rolls to check whether or not either hears a sound; 1d6=5 so Tirandir does, 1d6=3 so Vangelis doesn't].
Vangelis sees that there are two empty torch scones on each wall, and makes his way to the near of these in order to place a torch in one of them... but Tirandir's elvish ears pick out an echo from the open door arches in that direction... is that the slap of wet feet in passages..? Or is it just an echo of the constantly dripping water?
Post by mgtremaine on Aug 19, 2012 19:26:26 GMT -6
Tirandir would give a quick, short, whistle and point with his right arm towards the opening from which the phantom noise came. He would be holding the bow and arrow firmly in his left hand, to complete the gesture, then return to the half drawn state and move slowly towards the archway.
Last Edit: Aug 19, 2012 19:26:59 GMT -6 by mgtremaine
Post by waysoftheearth on Aug 20, 2012 17:16:27 GMT -6
Mab the dwarf can see no obvious lever to operate the water spouts, but it is quite clear to her that the central tier of stone work could be rotated -- with the appropriate leverage. Nothing is quite so unclear to the others examining the thing. The tentative prods and pushes of Firas and Gaspard produce no movements, and the figures are so aged and worn that any particular religious significance is difficult to divine.
Tirandir gives a warning whistle, to which Dram and Vangelis respond. Dram readies his arms and calls Spaz to his side (the mutt splashing through the misty water toward him), while Vangelis calmly places his torch in the wall-mounted scone before equipping his mace.
Spaz turns his head and gives a long, low warning growl. Tirandir sees a number of shadowy, dwarf-sized figures approaching the chamber from the dark passageway. They are only visible to him, looking directly down the dark passageway, and will arrive imminently...
[No surprise roll is necessary, since the players have light, and Tirandir has already heard them approaching].
"Look, see," motions Mab. "This part in the middle, it spins around. Be careful; if this thing starts spraying, it could knock us off our feet and into the water. Maybe worse if it's full of acid or something!"
The dwarf is as yet unaware of the intruders down the hall, focused as she is on the column...
Vangelis loudly stage whispers "Intruders! That way!" in case there are any who still haven't heard. Then he attempts to assume a position with his back to the wall next to the passageway, ready to slam one in the head as they enter.
Post by Sean Michael Kelly (SMKSensei) on Aug 21, 2012 6:16:08 GMT -6
Jaras, having replaced his rope in his pack, holds his torch in one hand, his dagger in another and braces for an opportunity. If a suitable place to mount his torch can be found, he'll sheath his dagger and ready his bow.
Post by waysoftheearth on Aug 21, 2012 6:56:39 GMT -6
Tirandir lets fly his arrow and catches one of the figures in the throat. It goes down with a squeal and a splash, but the throng of them break into a squawking run and the rush into the room.
Vangelis smashes one of the reptiles in the face as they pass through the door arch, dropping it convincingly, but the remainder of the throng pour into the chamber, splashing and yelping and brandishing knobbly bones and maces.
Mot and Gaspard loose missiles, and Mot's shot drops another while Gaspard's clatters wide. Meanwhile, Javas lodges his torch in a scone and readies his short bow, by which time the squealing kobolds have leaped and bounded across the short gap and are about to crash into the company of adventurers.
Tirandir's attack roll 1d20=14 is adjusted by +2 due to the range being short, but -2 for firing into the semi-darkness. However, a 14 would hit AC 5, and it is enough to hit. 1d6=5 points of damage are scored. The enemy can't have more than 5 hit points, so there's no need to roll for them.
With this hostility, there is no need make a reaction roll, the kobolds charge. The referee rolls and determines that there are 15 (of a possible 24) of them.
As they charge into the room, Vangelis rolls to see whether his attack takes them by surprise; 1d6=5, it does! His attack will go unanswered, and will be at +2; 1d20=12 adjusted by +2 makes 14, which is enough to hit AC 6. It's a hit, and Vangelis rolls 1d6=3 points of damage. Referee determines the target has 2 hit points, so it is slain.
Missiles can be fired safely into the charging mass before melee is joined, so Mot and Gaspard fire their missiles as the remaining 13 kobolds pour into the chamber.
Mot rolls a 1d20=12, adjusted by +1 because hurled missiles are always considered to be at medium range, making a 13 which is exactly enough to hit AC 7, so it is a hit. 1d6=2 damage is scored, and the referee determines that the target has only 1 hit point, so it too is slain.
Gaspard's sling shot 1d20=7 goes awry, however.
The distance is closed and it will be melee in the imminent next round... do you have any special instructions?
Vangelis will favor attacking any that may have slipped by him unaware of his presence, so as to get the advantage of attacking them from behind. Once that advantage is lost, he'll try to coordinate his attacks with his fellows such that the kobolds may be pressed toward the crack in the floor, surveying them for any which might stand out; spell casters, higher ranks, etc.
Tirandir would look for another opportunity to shoot, while keeping some distance between the mass and himself. He would always move in the direction of the entry should the fight turn bad.
OOC: First is rate of fire 1 on a bow? Or do I get a second shot in a round. Second is the 50% chance to hit friendlies when firing into melee only if you miss? Seeing how I am unarmored my intent is to use my bow whenever possible and stay out of hand to hand. If pressed into it Tirandir would draw his dagger and do his best.
Last Edit: Aug 22, 2012 7:45:29 GMT -6 by mgtremaine
Gaspard will retreat and loose another sling stone, if possible. Failing that, he will take a defensive position behind one of his more formidable and armored allies--using his fists or even his sling as a garrote if necessary.
Last Edit: Aug 22, 2012 5:33:40 GMT -6 by verhaden
Post by Sean Michael Kelly (SMKSensei) on Aug 21, 2012 19:19:37 GMT -6
....Jaras steps back to quickly re-quiver his arrow and draw his dagger to attack. A the nearest opportunity, he's going to light an additional torch from the previous one. This torch will be wielded in his left hand, dagger in his right hand.
Post by waysoftheearth on Aug 23, 2012 6:54:32 GMT -6
The main throng of kobolds crash and bound into the disarrayed company of adventurers, squealing and hacking with their cudgels, maces and pronged bones.
At the rear of the melee, two of them spin about to face Vangelis as he falls on them from behind, but he can't catch them before they dart around him, and one of the cunning fiends smashes him a blow with its cudgel.
Meanwhile the other 11 kobolds launch themselves into battle! The fighting is loud and furious, but the kobolds have the initial advantage. Dishmab the dwarf is bludgeoned to death in the fighting, as is Firas the sorcerer beaten down before he can complete his enchantment. Gaspard, Javas and Dram all take grievous hurts, but somehow continue to fight.
The company deal savage blows in retribution, slaying three and knocking a fourth senseless in the brutal melee. Tirandir has retreated to the base of the stair before loosing his missile, but it miraculously cuts through the battle without scratching anyone!
Two kobolds turn to tackle Vangelis [1d6 initiative; Vangelis=4 kobolds=3] but he has the jump on them and hooves in with his mace [1d20=12] but the cunning little things dodge him before retaliating [2d20=4,17] and one of them cracks him with a cudgel for [1d6=2] 2 hit points.
Meanwhile the kobold charge crunches home en mass! [11 attacks allocated to random targets excluding Vangelis and Tirandir; 1=Firas, 2=Javas, 3=Dishmab, 4=Gaspard, 5=Dram, 6=Spaz, 7=Mot; 10d7=1, 2, 2, 3, 3, 4, 5, 5, 5, 7, 7]
Tirandir retreats all the way to the foot of the stair, and is out of immediate danger, but Firas and Gaspard are attacked once each, Dishmab, Mot and Javas twice, and Dram thrice. Attack rolls 1d20; vs Firas=14, vs Gaspard=15, vs Dishmab=19, 2, vs Mot=3, 1, vs Javas=6, 11, vs Dram=20, 8, 6.
Damage is rolled for hits.
Firas is hit for 3 hp -- His enchantment is ruined before he can complete it, and worse Firas is slain! Gaspard is hit for 1 hp, Dishmab is hit for once 6 hp, Dishmab is slain, Javas is hit once for 2 hp, Dram is hit once for 6 hp.
The company retaliate [Attack rolls; gaspard=16, dram=15, spaz=6, jaras=20, tirandir=2, mot=10].
Gaspard punches a kobold in the face with a stone in his fist for [1d6=4] 4 points of subdual damage, knocking it unconscious. Dram [1d6=6] eviscerates one of his attackers, slashing it in half with his sword, but Spaz misses. Javas [1d6=5] guts one with his dagger. Tirandir's shot flies wide, and Mot [1d6=5] presses his dagger into a kobold's eye socket, slaying it instantly.
The referee will make a morale roll to determine how the kobolds react next round.
Tirandir will hold the stairs assuming the worst and the party has to flee. Seeing the massive melee before him he will not fire into it, but if any Kobold tries to flee he would be willing to try to shoot them. If anyone kobolds come within range of the stairs he will knife them.