Psychic energy fries the creature's poor reptilian brain from the inside out, and the drakkoth falls convulsing to the floor. Here the group takes advantage of a brief lull to catch their breath.
It isn't long before they are startled by raised voices coming from further down the corridor.
GM: | Short rest of barely five minutes! No APs yet though. You'll need one more encounter. | |
As the group rounds the corner into the connecting passage, they hear that the shouts are coming up from a spiral staircase that winds downward to the left. Slightly louder than this, however, is a surprised,
"Ssssssss Eeeeek!" as a kobold rounds the far corner of the corridor and quickly scampers back in the direction from which it came.
[sblock=Map]
[/sblock]
GM: | The kobold already bolted down the hall. I just put his token there to show you where you saw him last. He headed off to the east down the hallway around the corner.
Decision time: Down the stairs, or give chase to the little squeaker trying to get away. | |
[sblock=Cells]While the thri-kreen and the mage decide who should hold the door, the kobold guard decides to teach the duo a lesson,
"Wux geou nottry batobot tenamalo, geou wux?"
The cell door flings open and the kobold's sword slashes through air and flesh bringing Tikchik to the stone floor of their cell. When he tries to do the same to Sheng, however, the mage simply lifts a finger, and the kobold's sword immediately reverses direction, hammering the hapless reptile on the head, as one of its companions surges forward to his aid, throwing a new padlock on the door,
"Shuiblithfothisevi! zexenuma svaklar wux re. mobi re tisvelkilt youwei persvek nomenoi reskafaric loupon wer vrrar di udoka!"
This second kobold looks at the two quizzically as they don't seem to understand. It waits until they are both looking it in the eye and speaks again,
"Ssssstay in your ssssssells foolsssss!" pounding the newly locked cell door with the pommel of its sword to accentuate the order. When it does, however, the door crashes to the floor on account of the deteriorated hinges. The kobold smiles sheepishly, shrugs, and readies its sword.
Behind it two more kobolds appear, holding daggers that magically bristle with the energy of a gathering storm.[sblock=Enemy Actions]
Kobold Horde 1:
Minor: Open the door
Standard: Overwhelm Surge
Target1: Tikchik
Attack1:
1d20+11=31 vs. Fort Crit!
Target2: Sheng
Attack2:
1d20+11=29 vs. Fort Hit triggers immediate interrupt.
Damage:
1d8+6=11 damage to Sheng and 14 damage to Tikchik.
Both Tikchik is knocked Prone
Minor: Swarm the Fallen
Target: Tikchik
Attack:
1d20+15=26 vs. AC for 1d10+7=8 damage
Kobold Horde 2:
Move: to Q45
Minor: Swarm the fallen
Target: Sheng
Attack: 1d20+15=33 vs. AC for 1d10+7=11 damage
Standard: Lock Door
Wyrmguard Scout 1:
Move: to Q41
Minor: Mark Kobold Horde 1 as ward
Standard: Ready Action
[sblock=Readied Action]
Trigger: Either PC stands
Action: Dragon Clash
Target1: Sheng
Attack1:
1d20+12=22 vs. Fort
Target2: Tikchik
Attack2:
1d20+12=30 vs. Fort
Damage:
3d6+5=16 Lightning Damage[/sblock]Wyrmguard Scout 2:
Move: to P42
Minor: Mark Kobold Horde 2 as ward
Standard: Ready Action
[sblock=Readied Action]
Trigger: Either PC stands
Action: Dragon Clash
Target1: Sheng
Attack1:
1d20+12=28 vs. Fort
Target2: Tikchik
Attack2:
1d20+12=26 vs. Fort
Damage:
3d6+5=14 Lightning Damage[/sblock]
[/sblock][sblock=Status]Tikchik:
R46 48/70HP 7/7HS 1AP Prone
Sheng:
Q46 57/57HP 8/8HS 1AP
Kobold Horde 1:
R45 84/84 Warded by Wyrmguard Scout 1
Kobold Horde 2:
Q45 84/84 Warded by Wyrmguard Scout 2
Wyrmguard Scout 1:
Q41 75/75
Wyrmguard Scout 2:
P42 75/75[/sblock][sblock=Map]
[/sblock][sblock=Enemies]2X
2X
[/sblock][sblock=Terrain]
Cell doors: These provide cover. They require a minior action to open if unlocked. A standard action
Thievery DC 20 will unlock a cell door.
Hole Cells: Trap doors leading to the hole cells provide superior cover to those on opposite sides when they are closed. There is a 2d6 chance that the door will collapse if someone moves into the trap door's square. Creatures caught by a collapsing door do not get a fall save, and take 1d10 fall damage. Hole cells are 10 feet deep and require a standard action
Athletics DC 15 to climb out of. Locked trap doors can be unlocked with a standard action
Thievery DC 20.
Stocks: The stocks can be traversed as normal terrain, but they provide cover.
[/sblock][/sblock]