Emarthine Willoway NPC |
Round 2
Emarthine jumps down from the boulder and attacks the kobold before her with ferocious might.
Acrobatics to jump down: 1d20 + 4 ⇒ (20) + 4 = 24
Power Attack with Scythe: 1d20 + 2 ⇒ (20) + 2 = 22
Damage, if hits: 2d4 + 5 ⇒ (3, 3) + 5 = 11
Confirm Crit: 1d20 + 2 ⇒ (2) + 2 = 4 Doesn't confirm
Emarthine drops the remaining kobold guard.
End of combat for now.
GM Ariarh |
Felix, Rhia cast Guidance on you on her recent turn. It lasts a minute or until discharged.
Rhia posed a question as to her stabilising each of the dying kobolds (5 of them) or leaving them to die from blood loss.
Emarthine Willoway NPC |
Emarthine removes a cloth from her pocket and wipes the blood from her masterwork scythe. She heard the oracle's question but left the answer to the beautiful woman's true companions. Instead she moves to the northern entrance of the kobold lair, bends her head down a little and carefully peers inside.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
The Elven Druidess quietly conveys her observations, "The deeper interior of the tunnel is in darkness (The tunnel is unlit). And as I thought, the tunnel is only large enough for the kobolds to move within. From what I can see, the ceiling is about five feet high. The ceilings will be an obstacle for us larger folk."
Inside the Blood Vow lair, medium-sized creatures are inconvenienced by the low ceilings and will take -2 penalty on all attack rolls while inside the lair.
Braylee Mulciberus |
"We agreed to allow those who surrendered to leave the area safely, Rhia. Not those who were aggressive. From what you said earlier, you attempted diplomacy and they refused." Braylee moves up to the opening. "Anyone got a light? Who wants to lead the way?" She shivers. "I hate tight spaces."
Braylee checks the bodies for valuables before the group advances.
Emarthine Willoway NPC |
Braylee, you only find the spears and slings on the Kobold guards. Nothing else of value.
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"I have magical light. If Riley leads, I will follow directly behind. I have been told that he possesses the talent for spotting and disarming their traps."
The Elven Druidess casts light on Riley's blade. (20 min duration or when spell is extinguished.)
A thought enters her mind and she turns to the cat-man, "Unless of course, Felix you would directly follow Riley and then I will come after you."
Rhialtyra Sunaki |
Rhialtyra sighs, but acquiesces. That was, in all fairness, what she'd said. Though she held hope that they were not aggressive of themselves and were seeking only to defend, she knew they did not have time to argue the point - one of them had gotten away.
"I'll stay at the back, as we did in the tower," Rhialtyra decided. "But before we go on...." She touched her forehead and touched each of her companions, murmuring a quick, "Life guides you."
GM Ariarh |
Each of you have Guidance cast on you, with a minute's duration or until discharged.
Braylee, will you be remaining behind Rhia and protecting the group from the rear?
Felix Bramblethorn |
Felix nods and says I'll stay directly behind him so that I can smell potential danger or ambushes. Rhia, I know you don't like it and we are not asking you to dispatch them as they are lying on the ground but just to let nature take it's course with them. Although, such discussions are best left for after our lives aren't in danger don't you agree Braylee? he finishes winking at Braylee. With that he moves forward with Riley when he proceeds.
GM Ariarh |
Time: 12:40pm
Date: Fireday, 1st day of Gozran, 4700 AR
Location: The Blood Vow Lair
The Oracle healer reluctantly agrees to allow nature to take its course in regard to the fallen Kobold guards and quickly bestows a spell on herself and her companions, imbuing them with divine guidance before they enter the enemy's domain.
Riley takes the lead, followed by Felix and then the ladies behind them and the party enter the kobold lair, slightly crouched to traverse the tunnel. The light on Riley's blade helps them see in the darkness which fills the low-ceiling passageway.
Felix's keen nose is suddenly overwhelmed by the foulest of odours, interlaced with the already moldy smell he encountered as soon as he entered the lair. The stench seems to be coming from up ahead, to the northeast of their current location.
1d20 + 11 ⇒ (13) + 11 = 24
1d20 + 11 ⇒ (12) + 11 = 23
1d20 + 11 ⇒ (15) + 11 = 26
1d20 + 11 ⇒ (7) + 11 = 18
1d20 + 11 ⇒ (20) + 11 = 31
I will need Perception checks from everyone at this time.
Note: I have placed Emarthine last in order on the map until I hear back from you guys on the exact order (please see discussion board) and then I can make any necessary adjustments.
GM Ariarh |
Felix's Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Riley halts movement when he gets to the end of the short corridor. Lit blade in hand, he scans the small open space before him but there are no traps in sight.
Riley can see that the small cave/space branches off into two tunnels ahead: one toward the north-north west and the second toward the north-north-east. The tunnel toward the NNW has what appears to be a set of wide steps carved into the rock.
The group do not hear any movement inside the tunnel/s. Felix tells the party that there is a particular foul stench coming from the NNE tunnel.
GM Ariarh |
Because the smell is so foul/prevalent to his nose, Felix scent ability is overwhelmed and he can only discern mould/mouldy straw and no other/additional source at this time. Felix shares that with the group.
GM Ariarh |
1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 4 ⇒ (19) + 4 = 23
1d20 + 4 ⇒ (14) + 4 = 18
The stench is potent the closer you move toward the NNE tunnel and then within. You almost gag at the smell, especially Felix whose nose is assaulted most violently by the stench of mould and droppings. With the light from Riley's blade now shining inside the NNE tunnel, Riley and Felix note five rodent-like creatures among the mouldy straw, their glittering red eyes fixed on the group as they enter the tunnel into the small cave. The creatures all begin scurrying toward the group.
Group's Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Rodent's Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Adventurers win Initiative. So begins Round 1! Remember, due to the low ceilings, you take a -2 penalty on all attack rolls within the lair.
Braylee Mulciberus |
Braylee Round One
Braylee quickly mixes a bomb and tosses it at the rodent in between Riley and Felix.
Fire Bomb vs Touch/flatfooted AC PBS/PS: 1d20 + 7 + 1 - 2 ⇒ (1) + 7 + 1 - 2 = 7
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Miss: 1d8 ⇒ 8
Probably a miss. I rolled the miss chance. It should hit the open square at the north point of the wall that blocks the northern most rodent. It should do 4 splash damage to the two infront of Riley. The wall should give the northern most one cover, so no damage to it.
GM Ariarh |
Should that be 5 pts of splash damage, Braylee? Minimum splash damage would be 1+4, I believe. I've never played an alchemist before...so I'm only going by what I've read on the SRD.
Braylee's bomb misses the intended target: Rodent 2 between Riley and Felix and lands behind and to the side of the rodent. The contents of the bomb splash over rodents 1 and 2, causing them pain, but they are still up and angrier than before.
Reflex Save of Rodent 1 for half damage (DC 15): 1d20 + 5 ⇒ (8) + 5 = 13 Fail
Reflex Save of Rodent 2 for half damage (DC 15): 1d20 + 5 ⇒ (17) + 5 = 22 Succeed
Okay, Rodent 1 takes 5 pts of splash damage and Rodent 2 takes 2 pts of splash damage and both are still standing.
Round 1: Riley, Felix, Rhia and Emarthine are up!
Rhialtyra Sunaki |
Seeing that their foes were numerous and that Braylee had perhaps the best chance of hurting more than one with her attacks, Rhialtyra immediately touched her forehead, incanting, "Life guides you," before pressing her hand to Braylee's back to bless the female with the gods' guidance.
Seeing that there were many, she remained where she was, ready to move out of the way should she need to step back.
I think she can five-foot step back if someone approaches, but I'm not too sure on that o:
Riley "Lucky" Rylin'dar |
PPC Felix Round One
Felix sees Riley react and attacks the one in front of him.
rapier/luck: 1d20 + 6 + 2 - 2 ⇒ (5) + 6 + 2 - 2 = 11
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Lingering Performance
I think it is the one that has already had 2 damage?
GM Ariarh |
Okay, just to clear things up, the rodents are not flatfooted as they had the surprise round on you guys (I should have mentioned that as I rolled those things under the GM screen and I'm sorry about not stating it and just narrating). They moved in on your party during surprise round and then you guys won initiative on round 1. Thanks. :)
Riley attempted to hit the rodent on his left side but the masterwork blade missed its target.
Felix calls upon fortune's favour to aid him in his strike, but alas, the rapier misses its quarry.
From her position in the back, Emarthine transfers her scythe in her off hand and begins casting. A small dart made of acid appears in her hand and she throws it toward the rodent (#1) in front of Riley.
Ranged Touch Attack, 30ft range: 1d20 + 3 - 2 - 4 ⇒ (16) + 3 - 2 - 4 = 13
Acid Damage, if hits: 1d6 + 1 ⇒ (3) + 1 = 4
1 out of 6/day.
It just misses the rodent.
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Round 1: Enemy's turn!
Rodent 1 takes a 5ft step and attacks Riley.
Bite Attack: 1d20 + 1 ⇒ (7) + 1 = 8
Damage, if hits: 1d4 ⇒ 2 plus disease
But it misses.
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1d2 ⇒ 1
1=Riley
2=Felix
Rodent 2 attacks Riley.
Bite Attack: 1d20 + 1 ⇒ (9) + 1 = 10
Damage, if hits: 1d4 ⇒ 3 plus disease
But it, too, misses.
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Rodent 3 attacks Felix.
Bite Attack: 1d20 + 1 ⇒ (12) + 1 = 13
Damage, if hits: 1d4 ⇒ 4 plus disease
And it misses the archaelogist/swashbuckler.
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Rodent 4 moves down and attacks Riley.
Bite Attack: 1d20 + 1 ⇒ (5) + 1 = 6
Damage, if hits: 1d4 ⇒ 1 plus disease
and can't pass through his armour.
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Rodent 5 moves up and attacks Riley.
Bite Attack: 1d20 + 1 ⇒ (13) + 1 = 14
Damage, if hits: 1d4 ⇒ 1 plus disease
and it can't get passed the rogue's armour.
--------------
Worst luck on all the attack rolls! LOL
Round 2: Adventurers are up! Braylee, you still have Rhia's Guidance on you. Felix, you have one more round of lingering performance remaining on your previous Archaeologist's Luck activation. You've used it 1/7 times this day.
Felix Bramblethorn |
Felix flips past the rat to flank with Riley.
Spending a panache point to add 1d6 ⇒ 4 to Acrobatics roll. Acrobatics: 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17
Pirouetting gracefully he stabs out at the rat.
Rapier with luck active and flanking: 1d20 + 6 + 2 + 4 ⇒ (12) + 6 + 2 + 4 = 241d6 + 2 ⇒ (4) + 2 = 6
GM Ariarh |
Felix, the ceilings throughout the lair are less than 5 ft tall, so I'm unsure how Felix is able to flip over the top of the rodent creature with such ease when Felix's already crouching a little to stand in the lair. It would mean at the least there would be a +5 modifier to the required Acrobatics DC to even attempt flipping in a low ceiling/obstructed cavern situation. Which would mean your acrobatics check here would fail, unfortunately. What would you like to do?
Also, for your attack, you get +2 for Archaeologist's Luck, +2 Flanking and -2 to attack for low ceilings. What is the +4 on the attack, please?
Braylee Mulciberus |
Braylee launches an arrow at the rodent at the top of the line.
Bow/PBS/PS/Guidance: 1d20 + 6 + 1 + 1 - 2 ⇒ (20) + 6 + 1 + 1 - 2 = 26
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Possible Crit: 1d20 + 6 + 1 + 1 - 2 ⇒ (14) + 6 + 1 + 1 - 2 = 20
Damage: 2d8 + 2 ⇒ (2, 8) + 2 = 12
GM Ariarh |
Braylee's arrow finds its mark so accurately that the rodent (#4) does not stand a chance (crit confirmed!) and falls to the ground in a large pool of blood.
Nice shot, Braylee!
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Round 2
Emarthine casts again and a new dart filled with acid appears in her hand. The Elven Druidess hurls it at the injured rodent to Riley's left side. (2 acid darts/6 per day.)
Ranged Touch Attack on Rodent 1: 1d20 + 3 - 2 - 4 ⇒ (17) + 3 - 2 - 4 = 14
Acid damage, if hits: 1d6 + 1 ⇒ (6) + 1 = 7
This time the acid dart finds its marks and drops the previously injured rodent to the ground, unmoving and bleeding out.
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Round 2: Felix (action retcon?), Riley and Rhia to go before the rodents. Only three rodents remain standing - and Rodent 2 (the one directly in front of Felix) has taken a little splash damage earlier.
GM Ariarh |
To keep combat moving, I'll bot Felix (his retcon) this round as he generally doesn't post on weekends and I'm not sure if he has proper comp access to post at this point.
Round 2: Felix's retcon action
Seeing that the ceiling is too low to flip over the creatures, Felix strikes out at the injured rodent before him, hoping to put it down.
Attack with Rapier with luck active on Rodent 2: 1d20 + 6 + 2 - 2 ⇒ (10) + 6 + 2 - 2 = 16
Damage, if hits: 1d6 + 2 ⇒ (6) + 2 = 8
Lingering Performance over now.
He is successful and the rodent falls to the ground, bleeding out.
Okay, so Riley and Rhia to go in Round 2 and there are two rodents (at full hp) remaining.
Rhialtyra Sunaki |
Seeing that their efforts were going fairly well - certainly, none of them were injured and the rodents were.... sad. She targeted the rodent before Riley and gestured, calling out, "You shall do as you are bid, and I say you will not attack!"
Casting Forbid Action, but no movement - prepping for a 5-ft step if necessary to get away, though (issat allowed?)
First Level Spell: 1/5 used
GM Ariarh |
Re the no movement at present, that's fine Rhia.
Rhialtyra casts Forbid Action: Do not attack on Rodent 5 directly in front of Riley. (Will save DC 15)
Round 2: Riley left to go and then the rodents.
GM Ariarh |
Round 2: Rodents!
Will save vs Forbid Action (DC 15): 1d20 + 1 ⇒ (19) + 1 = 20
The red-eyed rodent's (#5) will is greater than the spell's hold and it shakes it off and immediately attacks Riley.
Bite Attack on Riley: 1d20 + 1 ⇒ (12) + 1 = 13
damage, if hits: 1d4 ⇒ 1 plus disease
But once again, the rogue's armour proves too sturdy for the rat to bite through and Riley remains unscathed.
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Rodent 3 attacks Felix.
Bite Attack on Felix: 1d20 + 1 ⇒ (16) + 1 = 17
Damage, if hits: 1d4 ⇒ 1 plus disease
Its teeth find quarry in Felix's arm.
Botting Felix as he still has comp woes as per my conversation with him this morning.
Felix's Fort save (DC 11) vs Disease: 1d20 + 1 ⇒ (11) + 1 = 12
The Catfolk bard/swashbuckler's constitution just manages to fend off the effects of the filthy bite.
Felix, you only suffer the 1 pt of damage from the bite attack. Your current HP: 15/16.
----------------------
Okay, we're now onto Round 3: Adventurers are up. Two rodents remain.
Riley "Lucky" Rylin'dar |
Riley 5' steps NE to give Emarthine a spot to move up and attack. He attacks the rodent that bit at him. once again, he misses
Mwk Curveblade: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
"Felix, you have a flank if you want it."
So three 7s in a row. Is that good luck?
GM Ariarh |
Ah, the 7's. In this case, they aren't so lucky for you, Riley. ;)
Riley's attack on the rodent goes awry, but he does manage to get into position to flank with Felix when/if he moves.
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Round 3
Emarthine switches her scythe from her off hand to her true hand and carefully steps around her companions to stand where Riley once stood and attacks the rodent (#5).
Standard Scythe attack on Rodent #5: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
Damage, if hits: 2d4 + 2 ⇒ (2, 4) + 2 = 8
Looks like the 7's have it, Riley! Ha.
but her scythe manages to sluice through air only and the rodent remains hale.
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Round 3: Felix, Braylee, and Rhia to go and then the rodents.
Braylee Mulciberus |
Seeing that Felix has a flanking opportunity with Riley, Braylee aims an arrow at the bottom rodent. She quickly adds acid to the arrow Alchemical Weapon.
Bow/PBS/PS: 1d20 + 6 + 1 - 2 ⇒ (15) + 6 + 1 - 2 = 20
Damage: 1d8 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8
I think the rodent has cover because of the cavern wall which would give it a +4 to AC. I may be wrong.
GM Ariarh |
You're right about the cover, Braylee.
Even with its position by the cavern wall, Braylee's aim is true and manages to hit Rodent #3. It does not fall; however it does appear very badly wounded.
Round 3: Felix and Rhia to go and then the rodents. Rodent 5 is at full HP and Rodent 3 is barely staying upright.
Riley "Lucky" Rylin'dar |
Felix knows he has a flank, but he would rather try to kill the injured one outright instead of having two hurt rodents. He turns and attacks the one behind him that Braylee shot.
Rapier/Lingering: 1d20 + 6 + 2 - 2 ⇒ (8) + 6 + 2 - 2 = 14
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
GM Ariarh: You had said lingering was over, but I don't think it is until after this attack. Round One: My attack for him, Round Two: Your attack for him because of the acrobatics thing, Round Three: This turn. I think his and your attack for him in round two messed you up.
GM Ariarh |
I was calculating it from Felix's last attack on the Kobold guard outside just before entering the tunnel. Riley, I didn't realise you had activated Archaeologist's Luck anew upon your first bot in Round 1. That's fine, it is still in effect this round. Next round, no. That means Felix has activated AL 2 times out of 7 this day.
Felix successfully slices into the injured rodent #3 and it drops to the ground, in a pool of its own blood.
GM Ariarh |
Botting Rhia in Round 3
Rhia, begins to cast, touching the centre of her forehead with her left hand and then touching that hand to the side of Braylee's head. "Life guides you", she murmurs. Then she takes a 5ft step back from the stone stairs in case there is enemy close by in the other tunnel.
Braylee, you have Guidance on you.
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Round 3: Rodent!
1d3 ⇒ 2
1. Riley
2. Emarthine
3. Felix
The remaining rodent looks angry and attacks Emarthine.
Bite Attack on Emarthine: 1d20 + 1 ⇒ (12) + 1 = 13
Damage, if hits: 1d4 ⇒ 2 plus disease
but its teeth cannot get through her masterwork armour and the Druidess remains unscathed.
The rodent scurries 5 ft back.
--------------------
Okay, we're now onto Round 4 and adventurers you're up! One rodent remains at full HP.
GM Ariarh |
The low-lying ceiling proves harder to manoeuvre and Braylee's arrow veers off to the creature's left side and does not hit its intended target.
Can everyone please keep track of their resources and ammunition on their sheets? Thank you! :)
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Round 4
Emarthine takes a 5ft step forward and ferociously attacks the rodent with her scythe.
Power Attack with M/W Scythe: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Damage, if hits: 2d4 + 5 ⇒ (1, 2) + 5 = 8
It hits the rodent hard and renders a gaping wound in its side. The rodent is bleeding quite a bit, but still upright.
Round 4: Riley, Felix and Rhia to go! The rodent (#5) is very badly injured.
GM Ariarh |
Riley's blade slices deeper/expertly into the creature's head and rends the rodent anew, dropping it to the ground in a large pool of blood.
End of combat for now. Nice job, guys (and none of you became diseased)!
Emarthine Willoway NPC |
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Know. Nature re rodents: 1d20 + 9 ⇒ (18) + 9 = 27
Know. Local re Kobolds: 1d20 + 3 ⇒ (14) + 3 = 17
Emarthine looks over the small cavern covered in mouldy straw and then looks back at the rodents. She lifts her free hand to her nose to stave some of the smell and quietly adds,
"Dire rats. It is fortunate you did not fall ill with Filth Fever when one broke the skin of your arm, Felix. There's nothing here but the pungency of their excretions and the staleness of the straw. Let us go and investigate the other tunnel."
Emarthine swiftly heads out of cavern, scythe in hand, and moves to the back of line again, waiting for the others to begin moving up into the NNW tunnel.
Going into formal marching order again. Let me know how you proceed please and make any applicable checks. Thanks.
Riley "Lucky" Rylin'dar |
Riley wipes the blood off of his blade with the bottom of his boot. He turns back to his companions. "Great job, mates. Much better than our first attempt at combat together. Good to have you two now." He points to Emarthine and Braylee.
"Dire rats. It is fortunate you did not fall ill with Filth Fever when one broke the skin of your arm, Felix. There's nothing here but the pungency of their excretions and the staleness of the straw. Let us go and investigate the other tunnel."
"They are nasty little things. I'm beginning to think much less of these Kobolds."
Riley slowly leads the group up(?) the stairs. He listens for trouble and checks for traps as he moves.
Perception: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
GM Ariarh |
Indeed, it is up the stairs.
Riley discovers no traps as he leads the party up the wide steps carved into the rock and into the cavern beyond.
Inside the large cave, you notice a five-foot wide circular pit in the centre of the chamber and its only feature. The well appears to be 15 foot deep and filled with 10 feet of water and you hazard a guess that this is the Blood Vow tribe's main water source and saves them the time and hassle of going outside to get water.
Your party notices two tunnels leading from the cave: one to the north and the other to the east. Felix's keen nose picks up the scent of drying meat and tanning hides coming from the tunnel to the north and quietly informs his companions.
Which tunnel do you guys want to take? The one to the north or the one to the east? And how are you moving - attempting any stealth? If so, toss up some checks, please.
GM Ariarh |
There are some creatures in a cave system that rely on their other senses to perceive/detect presence of others. ;) But no worries.
Emarthine, from her position in the back, scans her eyes before and behind her and attempts to move quietly through the passage, alas her boots give an audible crunch as she walks.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Stealth: 1d20 + 2 ⇒ (2) + 2 = 4
You can see a set of similar stone steps (5 steps) leading up, more narrow than the last and only one person can move up at a time.
Felix's nose begins to pick up the scent of unwashed human flesh and among the normal and unusual scents and gives quiet warning to his companions. Just a FYI: Since this is an occupied kobold lair, then the prevailing stench of kobold will be everywhere, throughout, making it harder/difficult to pinpoint a particular kobold's position via scent.
Felix's Perception with scent: 1d20 + 11 ⇒ (16) + 11 = 27
Felix can readily pick up the smell of several humans.
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 5 ⇒ (19) + 5 = 24
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 5 ⇒ (6) + 5 = 11
Riley, Felix and Braylee can see a few torches wedged into the niches of the cave's rocky walls and they burn fitfully. You can see ropes made out of vines, drying meat handing on trestles as well as the tanning hides.
In the large cave, Riley and Felix can see three, brutalised, filth-covered (but relatively healthy) humans (one male and two females) shackled via chains and manacles driven into the rock with iron spikes. There are also four kobolds in the cave guarding the human prisoners, each holding a spear menacingly before them. They heard your earlier approach up the stairs and moved forward from the back of the cave.
The chained humans see the leaders of your party, too, and all three cry out in fear and shudder.
Rhialtyra Sunaki |
Shocked and appalled by what she could see, Rhialtyra couldn't help but demand, "What is this?" Although these humans were clearly held captive, they had been badly beaten.
"Explain yourselves!" She did not know whether they could understand her, but the humans, she thought, ought to. "Was there not an accord? Why are you here?"
She was upset - she'd heard tell of such things from customers and in stories, but it was disturbing none the less.
I'm not sure what to roll here, but I doubt a diplomacy would work on the kobolds... and it'd be weird to do as much with the humans, I think, since they're currently captives. Uh... Not entirely sure she IS intimidating, but uh... Here's a roll and you can add whichever seems appropriate??
1d20 ⇒ 14