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Previously on Tomb of Annihilation

Starring:
Mannix, level 6 Human Inquisitive Rogue/Wizard
Khaless, level 6 Half-Drow Assassin Rogue
Gillian, level 6 Triton Bard of Whispers
George, level 6 Tortle Battle Master Fighter/Rogue
Therin, level 6 Hill Dwarf Druid of the Moon

The party opted for the cautious, stealthy approach when it came to Wyrmheart Mine, scouting ahead and quietly assassinating kobold guards as they infiltrated the first floor.

Wyrmheart Mine offers a tantalizing mine cart at the entrance, along with a large spiraling water slide-like mine cart track into plunging darkness. My players took a far more cautious approach, beginning with Mannix using his new owl familiar with 120 ft darkvision to scout around the surface level, noting the mine car path, the middle bridge over the chasm, and the kobold guards.

The kobolds were a new addition since Hew’s ill-fated previous expedition. After much deliberation, the party sent Khaless quietly rappelling down nearly 100 feet to take out the nearest kobold guards by the mine track. As an assassin rogue she’s nicely built for this task. With a little help from our massive damage rules (and winning initiative) she was able to take them both out.

However, the guards were in the middle of a lit area. She doused the light but the other kobolds on the north end were suspicious. I kept the PCs in combat, and they fanned out of the entrance to approach the other kobolds, with Therin and Hew on the bridge, George sprinting down the cart path, and Mannix finally jumping in the mine cart itself.

Therin was wanting to hang back but Hew urged him onward, so a wild shaped allosaurus sprang out of the darkness to attack a kobold on the bridge, and George scrambled up 50-ft of rock to the ledge (go go Glove of Climbing) to attack the other.

D&D

The kobold guards were a combination of the Kobold Inventors from Tomb of Annihilation and the Kobold Trapsmith from the Tomb of Beasts. I took the more interesting abilities from each one and gave them the higher HP and AC stats from the Trapsmith, so they could stick around for at least one round, as kobolds are some of the weakest enemies in the game and battling them at level 6 is almost trivial.

With Khaless quietly taking out two of them I had even fewer options, though I did get to throw a basket of centipedes at the Therin-dinosaur.

On his way down to join the fight, Mannix discovered stairs leading to a barred door with draconic writing plastered on it. He cast Comprehend Languages to read its meaning: “DEAD INSIDE.” Mannix nope’d right out of that area.

D&D

On the other side, Khaless was moving to join the fight and found the cave opening leading to another horde of kobolds, where she began firing into it and killing them. Mannix joined her, tripping a Mouse Trap-like boulder trap that rolled out onto the cart path, though both he and Khaless were able to dodge it. With half the party having some rogue-flavoring, DEX saves aren’t usually an issue.

One inventor was down while George was battling the other in the stairs as Mannix and Khaless approached the kobold cave from the other end. They discovered that the kobolds inside weren’t event trying to fight, they were meekly trying to protect the eggs. Mannix convinced them to surrender and stay put, if they knew what was good for them. The kobolds were convinced that their chieftain and dragon-god would destroy these nasty invaders if they delved any deeper, but were willing to stay put to protect their eggs.

The party had successfully made it inside the mine, though with the boulder trap triggered (and lots of combat noise) others deeper down were surely alerted to their presence.

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