Blackwater Keep, Lizard Lair I
Finally the team arrives at the general location indicated by the rival Lizard Folk tribe's warrior. After a short bit of scouting they locate the large mangaroo tree grove.
Rue spots both 2-lizard patrols around the grove before they are spotted and the team manages to hide and avoid detection. Noting the patrol patterns of the two patrols (a simple circuit of the grove) the team is easily able to insinuate themselves between the two to look for the entrance. Unfortunately the entrance to the grove doesn't seem to be obvious and they can't spend time searching for it without risking a patrol coming upon them. Falling back to a safe distance, they assess their options.
In the end they decide to monitor the patrols themselves and simply wait for one of them to be relieved, then note how they get back into the grove. As it happens, this isn't necessary. Within two hours they spot a lone hunter appear just to the left side of the grove and begin stalking small game nearby. Taking pains to remain hidden, they wait until he reenters the grove, noting roughly where he did so and then move out between the patrols to search that spot for the entrance. Once they know where to look they find the hidden tunnel easily, pushing through the roots and branches that conceal it without difficulty.
Once inside the entrance Rue casts Invisibility on Toerag who moves out to attempt a quick reconnaissance of the place while Rue and Copper both Hide (taking 20).
Toerag moves into the lair, taking the eastern route first with the intention of making a full circuit before Rue's Invisibility spell runs out. Passing through the first chamber she notes the two harpies there, neither of whom detect her. Onward through the first lizard lair she passes without being heard but in the second she stumbles and draws the attention of several of the lizards resting there. She manages to vacate the room before they begin to make a close examination of the area, though. She passes Kotabas and his mate without detection as well, noting the two human captive unconscious on the floor and marking Kotabas as a Lizard Folk warrior of some rank (or at least unusually well-equipped). Through and into Hiska's room she isn't detected by either the druid or the viper companion and spies Marzena and the last human prisoner there.
From there she takes a left until the passage obviously continues underwater, at which point she doubles back and enters Shukak's chamber. There she notices the crude throne and the Lizard Folk warrior's unusual size and appearance (similar to Kotabas), marking him as either the leader or at least very high in rank. When Shukak hears her moving about, however, she immediately backs up to the entrance as he attempts to locate the origin of the sound. She manages to evade his search and stands still and quiet while he jabs tentatively at the spot where she stood moments ago.
Moving carefully (at half speed) she makes her way out the chamber and continues her reconnoiter. She manages in the end to at least glance into every above ground chamber in the lair, even taking a peek into the garbage room (though she doesn't spot the Otyugh nor does it detect her). Finally she rejoins Copper and Rue at the entrance.
With still a few rounds of her Invisibility left, the team sends Toerag out to locate the two Lizard Folk patrols. Aware that moving through water while invisible isn't going to help much, she nonetheless manages to note their location and report back without being detected. The team then moves out of the lair and out of sight to discuss strategy.
After some discussion the team decides that taking the north to west route would be the least troublesome and most likely allow them to deal with difficulties piece meal. They consider using Rue's Invisibility to simply sneak to those areas where the prisoners are located and liberate them but getting back out would then be all the more dangerous with the soldiers in tow. While the underwater tunnel might provide an escape route it is too much of an unknown to rely on.
In the end they decide a straight forward sneak-and-attack raid is in order. With any luck they can eliminate the common warriors first before engaging the higher ranking fighters and any wizards or clerics within the place.
Rue casts Mage Armor on the three of them before they move out. Taking no light sources so as to maximize their stealth the team reenters the lair with just an hour left until dusk. They turn immediately to the right to assault the first batch of resting warriors in the chamber there. Moving silently and under cover of the lair's own ambient noise they are easily able to approach to the entrance of the chamber without detection. From there they launch a simple surprise attack.
Surprise:
Copper activates his Draconic Aura, Energy Shield and moves into the room. He fires his Breath Weapon at E-Lizard Warrior1: 6 acid damage.
Rue steps into the room and fires at E-Lizard Warrior1: miss
Toerag uses her Spring Attack feat to engage E-Lizard Warrior1, attack and move back 5 feet: miss
1)
Rue fires at E-Lizard Warrior1: hit, 3
Copper attacks E-Lizard Warrior1: miss
E-Lizard Warrior1 stands up, Copper's AOO: hit, 7, killing him
E-Lizard Warrior2 stands up, Copper's AOO: miss. He grabs his club.
E-Lizard Warrior3 stands up, Copper's AOO: hits, 8. He grabs his club.
E-Lizard Warrior4 stands up, Copper's AOO: hits, 4. He grabs his club.
The Lizard Warriors in chamber hear the sounds of battle and one of their number prepares to go and check on it.
2)
Rue fires at E-Lizard Warrior5: hit, 8, killing him
Copper attacks E-Lizard Warrior3: hit, 9, killing him
Toerag spring attacks E-Lizard Warrior2: hit, critical, 12, killing him
E-Lizard Warrior4 moves to engage Copper, AOO: hit, 6. He attacks Copper: hit, 4, (takes 4 acid damage)
D-Lizard Warrior3 arrives at the entrance to the chamber and spies the carnage (all the kobold PC's see him).
3)
Rue casts Magic Missile at D-Lizard Warrior3: 4, 3, 5, killing him
Copper attack E-Lizard Warrior4: hit, 6, killing him
The team moves up the entrance of the next warrior's chamber immediately, taking positions to spring in quickly. The Lizard Folk warriors within are still resting, not concerned as their comrade has only been gone for a moment (and figuring he probably was imagining things anyway). As soon as they are in place they attack.
Surprise:
Copper moves into the room and attacks D-Lizard Warrior1: miss
Toerag moves into the room and engages D-Lizard Warrior4. She attacks: hit, 5+9, miss, killing him
Rue moves into the room and fires at D-Lizard Warrior1: miss
1)
Toerag moves to engage D-Lizard Warrior2, attacks: miss, hit, 3+8, disabling him
D-Lizard Warrior1 stands up and grabs his club, Copper's AOO: hit, 6
D-Lizard Warrior2 stands up, Toerag's AOO: hit, 4, killing him
Rue fires at D-Lizard Warrior1: hit, 8, killing him
Taking a few rounds to insure no other threats are coming this way the team then heads back to search and loot the two chambers they just cleared. Considering the garbage room the team recalls Toerag's description of hand-sized beetles within and decide not to risk another insect swarm fight. They turn instead to the chamber of the next group of warriors. Moving quietly to the entrance of they avoid detection and prepare to assault in the same manner as the last two chambers.
Surprise:
Copper rushes in and attacks C-Lizard Warrior4: miss
Toerag moves in and engages C-Lizard Warrior4, attacking: miss, hit, 6+9, killing him
Rue moves into the entrance and fires at C-Lizard Warrior1: miss
1)
C-Lizard Warrior2 stands and grabs a javelin.
Toerag moves to engage C-Lizard Warrior1, attacks: hit, 5+7, hit, critical, double critical, 15+6, killing him
Rue moves into the room and fires at C-Lizard Warrior3: hit, 7
Copper moves forward and attacks C-Lizard Warrior3: hit, 3
C-Lizard Warrior stands and grabs his club
2)
C-Lizard Warrior2 throws his javelin at Toerag: miss. He grabs his club
Toerag spring attacks C-Lizard Warrior2: hit, critical, 2+10, killing him
Rue fires at C-Lizard Warrior3: hit, 3
B-Lizard Warrior2 arrives in the eastern entrance, spies the battle and throws a javelin at Rue: miss. He yells out in Draconic to the warriors back in his chamber.
C-Lizard Warrior3 moves to engage Rue, her AOO: miss. He attacks: miss
B-Lizard Warrior1 arrives in the doorway behind B-Lizard Warrior2.
3)
B-Lizard Warrior3 moves in behind B-Lizard Warrior1.
Kotabas dashes for B chamber to order the warriors there, finding them already running for C chamber and joins them.
Kotabas' Mate rushes after him, joining him in the line at the door to C Chamber
Toerag springs attacks C-Lizard Warrior3: hit, critical, 18, miss, killing him
Rue fires at B-Lizard Warrior2, miss
Copper moves and attacks B-Lizard Warrior2: miss.
B-Lizard Warrior4 moves inline behind Kotabas' Mate
B-Lizard Warrior2 moves to engage Copper, his AOO: miss. He attacks: miss
B-Lizard Warrior5 moves inline behind the other warriors
B-Lizard Warrior1 moves into the room and engages Rue. Rue's AOO: hit, 4. He attacks: miss
4)
[Green worms begin to crawl from C-Lizard Warrior3's dead body to die on the floor of the chamber. Spying this the two lizards already in the room (B-Lizard Warrior1 and B-Lizard Warrior2) are horrified and prepare to flee the room]
B-Lizard Warrior3 moves into the room and around Copper. Copper's AOO: hit, 6. He attacks: miss
Kotabas moves into the room. He fires his Breath Weapon in Copper's direction. Copper makes his Reflex save: 12 acid damage
Kotabas' Mate moves into the room. Copper's AOO: miss. Attacks Copper: hit, 5 (takes 4 acid damage)
Toerag spring attacks Kotabas' Mate: hit, 5
Rue cast Scorching Ray at Kotabas: hit, 8, miss
Copper attacks Kotabas: hit, 7
B-Lizard Warrior4 moves up to the crowded chamber entrance
B-Lizard Warrior2 withdraws and attempts to flee the room to warn the shaman and the king. Toerag's AOO: hit, 9, killing him.
B-Lizard Warrior5 moves up to the crowded chamber entrance
B-Lizard Warrior1 withdraws and attempts to flee the room to warn the shaman and the king. Copper's AOO: hit, 8, killing him.
5)
[The warriors now engaging the team see the dead worms around the body of their fallen comrade and assume the kobolds are responsible. They fight all the harder.]
B-Lizard Warrior3 attempts to aid Kotabas: fails
Kotabas attacks Copper: miss, miss, miss
Kotabas' Mate attacks Copper: miss
Toerag spring attacks B-Lizard Warrior3: hit, 3
Rue casts Scorching Ray at Kotabas: miss, hit, 8
Copper changes his Draconic Aura to Power type. He attacks Kotabas: hit, 8+2
B-Lizard Warrior4 moves through the outskirts of the battle to engage Toerag. Copper's AOO: miss. Toerag's AOO: hit, 5+2. He attacks Toerag: miss
B-Lizard Warrior5 moves through the outskirts of the battle to engage Toerag. Copper's AOO: miss. Toerag's AOO: miss. He attacks: hit, 6.
6)
B-Lizard Warrior3 attempts to aid Kotabas: succeeds
Kotabas attacks Copper: miss, miss, miss
Kotabas' Mate attacks Copper: miss
Toerag attacks B-Lizard Warrior4: miss, hit, critical, 8+2, killing him
Rue casts Summon Monster III, summoning a Pseudonatural Bison just on the outskirts of the battle.
Copper fires his Breath Weapon at Kosabas: (immune)
B-Lizard Warrior5 attacks Toerag: miss
7)
B-Lizard Warrior3 attempts to aid Kotabas: fails
Kotabas attacks Copper: miss, miss, miss
Kotabas' Mate attacks Copper: hit, 5
PseudoBison attacks B-Lizard Warrior5: hit, 12, killing him
Toerag spring attacks B-Lizard Warrior3: miss
Rue fires at B-Lizard Warrior1: hit, 4
Copper changes his Draconic Aura to Vigor type. He falls back to Toerag, hoping to draw the enemy into PseudoBison's threat range. B-Lizard Warrior3 AOO: miss, B-Lizard Warrior2 AOO: miss, B-Lizard Warrior1 AOO: miss, Kotabas' Mate AOO: miss, Kotabas AOO: miss.
8)
Copper heals 2 points of damage
Kotabas moves to engage Rue, AOO: miss. He attacks Rue: hit, 12
Kotabas' Mate moves to engage Rue. PseudoBison's AOO: hit, critical, 34, killing her
PseudoBison attacks B-Lizard Warrior3: hit, 14, killing him
Toerag spring attacks B-Lizard Warrior1: hit, 6
Rue fires at B-Lizard Warrior1: hit, 3, killing him
Copper steps forward and attacks Kotabas: miss
9)
Copper heals 2 points of damage
Rue heals 2 points of damage
Kotabas takes a 5-step to Rue's flank, fires his Breath Weapon at Rue and Copper. Rue: makes her Reflex save, 10. Copper: makes his Reflex save, 11.
PseudoBison charges Kotabas: hit, 11
Toerag spring attacks Kotabas: hit, critical, 10
Rue takes a 5-step back from Kotabas, cast Scorching Ray at him: hit, 13, hit, 16, killing him
The team takes a moment to catch their breath and listen for any more lizard warriors coming after them. Considering the dead green worms for a moment, they take an empty oil flask from Rue and nudge as many of them as they can into it with sticks torn from the wall. Sealing it tight and rattling it a bit to be sure they aren't still alive, they give it to Rue to store in her haversack.
Finally, at Copper's direction, Rue waits for his aura to heal everyone a bit before using her wand. This takes many rounds, mostly due to Copper being so badly wounded. By then time Rue's Pseudonatural Bison departs and she heals everyone with her wand before they go about looting the corpses and both chambers.
With only one chamber of warriors remaining in the whole lair the team decide to strike while the iron is hot and move into position for another surprise attack.
Surprise:
Copper changes his Draconic Aura to Power type, moves into the chamber and attacks A-Lizard Warrior4: hit, 4+2
Toerag moves in and engages A-Lizard Warrior1. She attacks: miss, hit, 4+2+2
Rue moves into the chamber and fires at A-Lizard Warrior1: hit, 7, killing him
1)
Toerag spring attacks A-Lizard Warrior2: hit, 4+1+2
A-Lizard Warrior2 stands up and grabs his javelin
Copper attacks A-Lizard Warrior4: hit, 8+2, killing him
Rue fires at A-Lizard Warrior2: miss
A-Lizard Warrior3 stands up and grabs his javelin
2)
Toerag spring attacks A-Lizard Warrior2: hit, 5+2, killing him
Copper fires his breath weapon at A-Lizard Warrior3. He makes his Reflex save: 3
Rue fires at A-Lizard Warrior3: hit, 7
A-Lizard Warrior throws his javelin at Copper: miss
3)
Toerag spring attacks A-Lizard Warrior3: hit, critical, 10+2, killing him
Aware now that only two Lizard Folk remain in the lair (not counting the four presumably still on patrol outside) the team moves quietly (after looting the room, of course) on to Kotabas' chamber and the two unconscious human prisoners there. [The players had forgotten about the two harpies in the next room but, since it was then night and both of them were now outside the lair, it didn't matter] Managing to enter the room and approach them without alerting the Lizard Folk in the next room the team speaks softly debating what to do about the prisoners. In the end they opt to gag them and leave them bound before Rue heals them in order to allow for the very probable negative reaction to three kobolds "rescuing" them.
After securing their gags to keep them quiet Rue gives them each two charges of her Wand of Cure Light Wounds, rousing both of them. Rue then attempts a Diplomacy check to convince the two traumatized humans that they are not, in fact, short Lizard Folk and rather have come to rescue them. Managing to convince them of this she advises them to stay as quiet as possible while they go rescue their comrades in the next room. The two men agree and the team releases them from the bonds.
They then move toward the entrance into the next room and prepare to attack.
Surprise:
Copper activates his Draconic Aura, Power type. He moves into the room and attacks Seskitar, the viper companion: hit, 8+2, killing it
Toerag moves to engage Hishka and attacks: hit, 9+2+2, hit, 2+9+2
Rue moves into the room and casts Magic Missile at Hishka: 3, 5, 4
1)
Hishka withdraws out of the room and toward the underwater passage.
Copper pursues him
Toerag pursues him
Rue pursues as well
Shukak spots the tribal shaman dash by with three little kobolds in hot pursuit.
2)
Hishka hits the water and keeps on going, drawing close to the point where it submerges.
Shukak grabs his trident and, with Rue still in view, throws it at her: hit, 13
Toerag turns around and hides, then moves past Copper and Rue into Shukak's chamber.
Copper moves forward and fires his Dragon Breath at Hishka. Hishka makes his save, 4.
Rue casts Summon Monster III, summoning a Pseudonatural Bison in Shukak's chamber and orders it to attack. She moves west a bit to cover and hides, just in case Shukak gets past Toerag and the Bison.
3)
Hishka moves forward and hits the deeper water, going under to escape down the tunnel.
Pseudonatural Bison wastes no time charging Shukak: miss
Shukak sprints for the chamber entrance, Pseudonatural Bison's AOO: miss. Shukak engages Copper. Copper's AOO: miss
Toerag moves to Shukak's flank and attacks: miss, miss
Copper attacks Shukak: miss
Rue uses her Wand of Cure Light Wounds on herself: 7
4)
Hishka is off the map and considered escaped to the egg chamber.
Shukak attacks Toerag: miss, miss, miss
Toerag attacks Shukak: hit, 8+2, miss
Copper attacks Shukak: hit, 4+2
Rue casts Scorching Ray at Shukak: hit, 12, hit, 14
5)
Pseudonatural Bison lumbers around to engage Shukak outside the chamber, AOO: miss. It attacks Shukak: hit, 17+2
Shukak attacks Toerag: hit, 13, miss, miss
Toerag attacks Shukak: miss, miss
Copper attacks Shukak: miss
Rue casts Scorching Ray at Shukak: hit, 18, hit, 17
6)
Pseudonatural Bison attacks Shukak: hit, 10+2, killing him
Rue uses her wand to heal Toerag. They then loot the room before heading off to the shaman's chamber to fetch the two human soldiers they freed so they'll be on hand when they rouse the two captives here. Again Rue uses two charges each from her wand and the team unbinds the captives. With the other two soldiers free and healed behind them it's much easier to convince them their intentions are altruistic. Dropping Allustan's name certainly helps bring Marzena around.
Once everyone is more or less on their feet the team debate chasing after the shaman or simply taking the freed prisoners back to the keep. When Marzena spots her own gear amongst the kobold's loot they turn it over to her gladly (the assumption being that she will help defend the group on the way out of the marsh).
Over the human's objections the kobold team decides to explore the submerged tunnel, offering that the free humans can go on without them if they haven't returned within a couple of hours. When Marzena agrees, having more or less taken charge of the humans, they head for the tunnel.
***
Copper takes another level of Dragon Shaman
Toerag takes another level of Fighter
Rue takes another level of Alienist
***
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