SESSION 42: FIRST ENCOUNTERS
Edging their way forward they come across an east west intersection and an offset corridor leading to the north. Luthers' nose is stuck to the ground and he can madly smell scent, it's everywhere.
As they get to the intersection the ground suddenly gives way under Luther and he falls into a 10ft deep pit trap taking 3pts of damage in the process. [Trone failed a DC20 Perception check to find the trap, he rolled an 8 + 1 Wis = 9. It was 50/50 who would trigger the trap and Luther got unlucky. Luther failed a DC20 Reflex save rolling a 10 + 2 = 12 and so fell in.]
At the sound of the trap being sprung six short reptilian humanoids with scaled skin and a snout filled with tiny teeth come around the corner. They are equipped with spears and are leather armoured. They have been sheltering there in an alcove with a small fire, standing guard over the trap.
HOUSE RULE #7: Monster Reactions. Monster Reactions table used for the game is from D&D Basic (page B24). The table is as follows, 2 = immediate attack, 3-5 = hostile, possible attack, 6-8 = uncertain, monster confused, 9-11 = no attack, monster leaves or considers offers, 12 = enthusiastic friendship with a -2 modifier for invading the monsters home.
The monsters roll 9 – 2 = 7 uncertain and confused.
One of the little Kobolds starts to yell something at the intruders. "Yar yip, yap!!!" but neither Trone nor Lothar understand them. Lothar tells Trone to reach down and see if he can get Luther out of the trap.
As he does the Kobolds start to attack.
ROUND 1A – HEAVY LOAD
Initiative: Kobolds roll 3 + 1 = 4. Party roll 16 + 2 = 18.
• The lid starts to close on the trap, threatening to trap Luther.
• Lothar immediately Channels Negative Energy and uses Selective Channeling to protect Trone and Luther from the power of Asmodeus. The Kobolds get a DC 13 Will save and they have a -1 Will save so they'll need to roll a 14. They roll 10, 9, 4, 5, 18, 12 respectively. He does 3pts of damage to all five of the Kobolds and 1pt of damage to the sixth.
• It's a DC 5 Athletics check to grab Luther followed by a Strength check to haul him out of the trap. Trones' Athletics modifier is -6 for armour penalty +2 for dex = 4. He'll need to roll a 9 or better on a d20. He rolls a 15 and grabs Luther by the scruff of the neck and using all his strength he rolls a 10 and hauls the faithful pet out of the trap.
ROUND 1B – VOLLEY
• The pit door shuts.
• The kobolds let loose with a volley of spears with three targeting Luther and three targeting Trone.
• Two spears miss Luther but the third hits him in the stomach for 1pt of damage.
• All three shots miss Trone.
ROUND 2A – THE WRATH OF ASMODEUS
• Lothar responds by Channeling Negative Energy again. The kobolds need to roll a 14 to save and roll a 9, 12, 2, 11, 13 and 16 to save respectively and five of the six take 5pts of damage with the last taking 2pts of damage. All six are slain outright by the power of Asmodeus.
POST FIGHT
Lothar smiles at Trone "Blessed be those that follow Asmodeus."
Trone chuckles wickedly "Yes, blessed be us. How do you we get across this pit to….."
Trone stops suddenly and listens. He can hear some chittering sound coming from down the western corridor. Out of the gloom a plague of big feverish rats appears.
ROUND 1A&B – PLAGUE RATS
Initiative: Rats roll 15 + 3 = 18. Party roll 17 + 2 = 19.
• Lothar calls "Wait" and Trone Readies his action. Luther however is confused. His default mode is to Guard Luther and he stands his ground and growls at the approaching hoard.
• The rats charge home. Their smaller weight doesn't trigger the pit trap and they quickly come to contact with the party. As the first rats reach Luther and Trone, Lothar Channels Negative Energy and catches seven of the rates under the effect (ie those that he has line of sight too). They have a Will save of +1 and will need to roll a 12 to make their save and roll a 6, 5, 16, 6, 3, 10, 5 for 1 or 0 points respectively.
• Trone lashes out at the first rat with his glaive and he critically hits it in the groin, splitting it in two for 19pts of damage. He laughs with the lust of carnage and Cleaves the rat next to the first but misses it in his enthusiasm.
• The rats have taken their first casualty and must take a morale check. The roll 2d6 and get a 10 which exceeds their leaders' morale of 8. They flee. As they do Trone and Luther get an attack of opportunity each. Trone hits one of the monsters in the right leg, severing it and dealing 9pts of damage, killing it outright. Luther bites a rat and shakes it hard doing 4pts of damage, which isn't quite enough to kill it and it quickly scuttles away. [DM's Note – I've summarised the action in the next picture rather than being too literal. Trones' attack would have been one square away with his reach but it was easier to just depict this way].
"Cowards" chuckles Trone.
"It's all going to plan" adds Lothar. "How do you propose we get across the trap?"
"I'm not sure" responds Trone. "We could help each other and jump but if we've got to get out of here quickly we could be in a bit of trouble. Let's……"
[DMs Note – It's an Athletics DC 5 check to jump across the gap. Both party members would have -4 to their roll (-6 for armour and +2 for Dex). They could assist each other when not in combat but that would be a lot more risky during combat].
DEW