Legacy of Old Sharptooth (Inactive)

Game Master T.A.U.

A Mythic Kobold Kingmaker AP


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You can post your description/personality and public background here.
Remember, you are members of the same small kobold tribe, so you know each other very well.


AC 13, T12, FF12 | HP 7/7 | F:+0, R:+1, W:+2 | Init : +6 (+10 with Familiar) | Perc +0

Copied from my profile. All of it is publicly known by the tribe:

Background:

Kirtyl was born with an auspicious sign - his dragon-like horns began to grow early on. Gifted with a natural intelligence, it wasn't long before started reading everything he could. Reading texts turned to reading scrolls and reading scrolls turned to studying magic. Somewhere along the line he decided to become something of a lawyer. Words had power, as studying as a wizard had taught him, and words of contracts had power that even spells couldn't match. A barbed tongue and a series of sweet words became his method of ambush and it was one at which he excelled.

It wasn't long after he began his legal work that he turned to the worship of Asmodeus. To Kirtyl it seemed only natural. Asmodeus was logical, rational, and would deal with any that could be trusted. It seemed a match made in heaven...or hell as the case may be. Kirtyl's zeal in coming up with more complicated texts and studying even more magic only grew. He worked with everyone he could, sometimes doing it for no money and only the thrill of the act itself - he found that the good smith Nakpik was a wonderful companion in such endeavors. His knowledge grew as his skills did.

Being blue scaled and slightly different from his tribe, however, he found himself somewhat apart from the others. That, combined with his love of manipulation, drove him to have greater contact with the outside world. Acting as some time ambassador and often time trader and even foreign lawyer, Kirtyl made a quite decent living for himself. He always kept contact with the tribe, but the recent troubles have called him back full time. The new worship of Old Sharptooth has been a minor problem, but he is a pragmatic kobold. He pays lip service to the tribal deity while keeping his worship of Asmodeus an open secret. He suspects Asmodeus doesn't mind.

Description:

Kirtyl is of average height for a kobold with bright blue scales. His horns are large and impressive - reminiscent of a dragon's and affording him great respect. He is actually quite hale for a kobold, a sign of his rather successful trade as a lawyer. He is generally one with a proverbial smile on his face, keeping a pleasant facade being good for business regardless of his mood. His voice is soft and generally pleasant and he is known for keeping his calm.


Male Kobold Snare Setter 1
Stats:
HP 8/8 | AC 17, T14, FF14 | F:-1, R:+5, W:0 | Init : +5 | Perc +6 | Traps (2/3) Bolts (18/20)

Background:
Blokpug grew up hearing stories about the famous ambushes of his tribe. Made up or not, he never cared, he spent most of his time learning how to make traps and where to place him. Because of this, he was often in trouble. Tripping and trapping his tribesman all over the mine. As soon as he could he started to go out with Mikmek the scout and set traps to protect their mine. But what Blokpug enjoyed the most was when he could set a trap that started an ambush. He quickly learned how to set devious traps and the best place to set them.
Blokpug eventually was recognized for his traps and put in one of the patrol teams so that he could use his ambush talents more often and in much more efficient ways. His time spent out showed his genius in when and where to set and ambush and the Sootscale tribe meant to take advantage of it.

Description
Blokpug is short and thin, even for a Kobold. He is also very twitchy unless he is working on something. It is very hard for him to sit still when nothing is going on. But when he is working, he is all business and can stay still and hidden longer than most. His scales are dark grey, much like the rest of the Sootscales. He is easily able to come up with complex ambushes, but also always has a backup plan. He is not afraid to run away, usually because his traps will finish off anything chasing after him, but is very proficient with his crossbow. He is mostly quiet, but when it comes time to plan it is hard to keep him quiet.


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

Backstory:

When Fyrenmar was born, the tribe thought there might be something wrong. His hands were blackened, his head oddly large, and there was a strange birth mark on his shoulder. Within a few years they realized they were the ones who were wrong. All kobolds are decended from dragons and a certain rare few manifest just one of those traits. Fyrenmar manifested 3. His head was slightly large to properly support the red dragon horns that grew in. When he shed his juvenile scales the ones that grew back were a vibrant red and very tough. But the greatest manifestation was the breath weapon. Fyrenmar was more in tune with his draconic heritage than all, including the currant. And though his hands remained blackened and apparently weak, the birhtmark on his shoulder looked remarkably like the holy symbol for their most powerful deity, Tiamat.

Normally such advantages would have the entire clan fawning over the young kobold, almost worshipping him. But with the transition to Old Sharptooth as the clans new deity, things didn't turn out that way. The current chief was jealous of the child's apparent gifts and the Shaman saw him as threat. They saw the young kobold as a challenger to their rule over the Sootscale tribe and banished him from the clan. Or so they tried. Many of the older kobolds who where not as swayed by the new Shaman treated the child with respect and raised him, in secret, in the hopes that he would bring to glory to the clan. They made sure he was well trained in the art of magic and manipulation. Fear and fire would be his weapons and they hoped that one day, he would bring the Sootscale tribe out of the mines and into greatness. Now that the tribe had declared war against the Mite tribe, they were allowing those previously outcast individuals back in to help the war effort.

Personality and Description:

Fyrenmar is small for a Kobold with shiny red scales and blackened arms. But what he lacks in physical abilities he makes up for in force of personality and magic. The red scales, deforemed hands, and powerful looking horns all add to his presence. And being raised with the expectation of him being the next leader has implanted the idea into his own expectations. He knows he is not too welcome within the vast majority of the clan but also has a vast reserve of patience. This war has given him the perfect opportunity to be accepted back into the fold so that he may turn his kin back to their roots and the powerful dragon gods. he hopes to one day lead his people to the surface and to new glory.


HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1

Background
Isk was an aspiring priest of Dahak although he found his connection with the old god to be far weaker than the other priests. When Tartuk joined the clan and enlightened him in the teachings of Old Sharptooth, he found a natural connection. Isk has become a devout follower of Tartuk and his preachings. Although Isk no longer pursues the worship of Dahak, he still holds him in great honor since he is the creator of dragonkind.

Isk has known only religious servitude all his life. He now believes he is an instrument of Old Sharptooth and is ready to do his bidding.

Description
Having been born into and raised by the Sootscale clan, Isk is a proud black-scaled kobold who has a sense of loyalty to his kin.

Isk is a calm, mild-mannered, rational kobold who believes that the dragonblooded are destined to rule all the lands. Isk is willing to do his part to make that happen.

Isk constantly speaks of the importance of embracing Old Sharptooth, and always credits him when something advantageous occurs for the Sootscales. Isk thinks of Tartuk like a demi-god and believes somehow that the Sootscales would have been doomed had Tartuk not found the clan and "saved" them.

Isk wears a black-tinted chain shirt and is well known for his accuracy with blowgun darts. Isk is near-fearless and enjoys getting close to his enemies, which has led him to the blowgun as his favored ranged weapon. Although he shows less combat prowess with melee fighting, he uses an ominous-looking, jagged-bladed greataxe to deal out bloodshed to his enemies.


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

Standing in the chiefs chamber arrayed for dangerous travel Yighuk realized it had been too long since he had last been sent out to fight for the tribe. Guard duty and training were all well and good but a warrior who wasn't showing his prowess against the tribes foes couldn't hope to keep the chiefs favor forever.

Looking around at his fellow clutch and tribe mates he found that most were as well known to him as he was to them. Some chose the way of the sword, others the path of magic or subtlety but he knew all were dedicated to the tribe and would bring their own skills to the patrols.

Interestingly a few kobolds he barely recognized or whom he'd only heard tales were present as well. "The Chief must really see something in the shamans crusade if he's called back exiles." Their presence didn't concern the warrior however, as always he trusted the Chiefs judgement and if he felt they were needed then so be it.

Description of Yighuk:

Yighuk stands tall for a kobold, though still diminutive compared to other races, and is covered in the black scales common to the Sootscale tribe. Years of mock and real combat have built a wiry but strong frame which supports a long powerful tail and heavily muscled jaws. Sharp curved teeth stand out noticeably where they jut from beneath his lips.

His manner of dress clearly marks him as a warrior of his tribe. A brace of javelins counter balance the rolled bedroll and pack slung across his back while a well worn and cared for axe sits tucked in his belt. He holds a wooden shield in his offhand with twisted spikes driven through it and adorned with the tribes insignia in black soot. His scales seem a bit more subtle than most of his tribe but it's hard to judge as much of his form is covered in rings of steel. An onlookers attention is further distracted by the shining flicker of a vicious looking blade attached to his tail which swishes back and forth in anticipation of it's next use.

History:
For some destiny seems a mystery but such was not the case for Yighuk. Larger than his clutch mates from the moment he tore free of his egg, young Yig was immediately marked as a future warrior of his tribe. Raised in classic kobold fashion he quickly learned the ways of the tribe and, while not the craftiest of his fellows, he soon discovered that a stern glare and show of his sizable teeth tended to bring others into line.

As he grew he began to be trained in the fast moving hit and run tactics used by the tribes warriors. In addition to learning skills with axe and shield he found that his jaws and tail were quite a bit more powerful than most (clearly a sign that the blood of some grand dragon progenitor ran thick in him or so he would often tell himself) and so he soon added them to his offensive options. Eventually he began being taken out to battle the mites and other local denizens that might prove a threat to the tribe. He acquitted himself well, first by staying alive and later by showing a natural aptitude for leading other warriors.

It was during this time that he caught the attention of the tribes chief, Sootscale who took the young warrior under his wing. A loyal retainer, Yig signified this new step in his life by adding "huk" to his name. Though still a young warrior Yighuk has proven himself to the chief many times and been rewarded with arms and armor as befits a favored servant including his prized possession, a tail mounted razor presented to him by the chief himself.

Tartuks recent arrival to the tribe, along with his new god, caused a stir with some of the tribe. Yighuk however has never had much use for faith beyond the occasional healed wound. He prefers to trust in his tribe and chief. That Sootscale accepts the purple newcomer is all Yighuk needs to know. When the chief called upon him to head out on patrol as part of the shamans grand crusade Yighuk readied his gear without hesitation.


Extra Background information:

Chief Sootscale, Mikmek, Nakpik:

Sootscale became the Chief some years ago, before all of you were born. He proved that the previous chief was wrong when he challenged him directly questioning his leadership. The former Chief (Blackscale) underestimated his young apprentice and was found dead in the next night. Nobody questioned when Sootscale proclaimed he won the leadership of the tribe, from that day the Blackscale tribe became the Sootscale tribe.
Mikmek and Nakpik are 2 physically identical blackscaled twins, identical even in the eyes of kobolds. Born from the same clutch (someone says from the same egg, if that thing could be possible), but very different in their behaviors. Mikmek always focused on scouting outside, while Nakpik always keeping care of what the tribe need inside the lair.
A lot of elders whisper that the key of Sootscale's reign is having always treated Mikmek and Nakpik as his personal counselors.

Tartuk and the Old Sharptooth:

When Tartuk the purple arrived, a few months ago, he brought with himself a sacred statue of Old Sharptooth, his most precious treasure, the sacred idol. When the old shaman questioned him being a real prophet of that "presumed" god, Tartuk himself showed he was wrong, by simply calling an avatar of the divinity to crush his rival. It was a very quick combat, and at the end Chief Sootscale himself said that the purple shaman and his new god were welcome in the Sootscale tribe.


Current Loot Male Kobold Barbarian 2 | AC 17 T 13 FF 15 | HP 19/19 | F +3 R +2 W -1 | Init +4 | Perc +6
Skills:
Acrobatics +6, Intimidate +2, Stealth +14, Survival +5

Background:
Sszlax was an oddity right from when he hatched. Unlike most Kobolds that take theri time cracking the shell and wriggling their way out, when Sszlax was ready he simply burst his shell open. Sszlax easily overpowered the other Kobolds in his clutch and with his voracious appetite canabalized one of them. As Sszlax grew it became apparent he wasn't quite like the other Kobolds he could easily move around the big rocks in the lair that it would take two or three other Kobolds to move. Chief Sootscale regonized the innate power in Sszlax and quickly made him one of the lead raiders.

This was something Sszlax excelled at, even fighting the humans occasionally. He spent so much time outdoors that unlike most of his brethern the light started to not bother him as much, though he couldn't really see in the lair without some light. While Sszlax is a solid member of the tribe, between the constant raiding and his adaptation to being outside he has never felt nearly as attached to the tribe as the others seemed to be. He followed the rules when they suited him, but the rules of the tribe were not the only thing guiding him. He enjoyed getting away from the tribe from time to time and going out alone to explore the nearby regions.

While a lot of the tribe viewed him as a bit of an outsider, he was their best raider and was stronger then most, if not all of the other Kobolds of the tribe. He was gruff and never had a lot of time to talk with others so most people left him to his own devices. He is more than happy to help out the tribe if the need arises because Chief Sootscale had always been nice to him, giving him good shares from the raids and any fellow kobold can usually negotiate his help with some food or gold. He follows Sootscales orders most of the time, and the ocassions where Sszlax goes off to do his own thing, he usually gets the leeway because of what he brings to the tribe.

Personality/Appearance:
Sszlax has green scales that cover his extremely, for a Kobold, muscular frame. He is big even by Kobold standards almost 4 ft tall with a tail longer then a lot of his brethern are tall. He wears the hide of a big feline he managed to kill and carries a large tree branch that has nails and spikes on the smashing end.

Sszlax seems to be eating all the time and if someone interrupts his meals he can be quire unpleasent. He is a bit of an outsider to the tribe but not so much that the tribe doesn't embrace him. As such, he doesn't talk a lot and when he does it isn't as well spoken as his fellows might speak. Anyone can usually make him friendly by bribing him with food or treasures.


LN Female Kobold Mythic Witch2/Skald1/Archmage1 Init +2; AC13, Touch13, FF11, CMD10; hp 12/17; Fort +1, Ref +2, Will +5; Perception: +8 (darkvision: 60 ft) Mythic Surge (0/5; +1d6)

Oozulla is cool, middle-aged kobold female. She spent several years away from tribe and forget that people need to deal with one and each other. Last month, she started to regain long-lost trust. She is black-scaled, agile, and determined, but not a warrior of any kind. She speaks with her snake and looks like it might understand her. Some kobolds say, she has a bad eye, other - that she has gentle grip.


In the Lair (active players: Ryzztyl and Yighuk)

Chief Sootscales waited for all the summoned kobolds to make silence, before starting to speak.
"Yolp and Yik Klik have reported me, and brought back some of the stolen eggs. The rest of their team is still out, following the trial of the bandits.
Yighuk and Ryzztyl. I want you two to join the members of Team Eggs, and find a way to recover the eggs that we are still missing. For Yolp, Yik Klik and the rest of Team River, I'll need you to do something else here in the lair. Leave me with Yighuk and Ryzztyl for now, we will talk later."

As soon as the chief ended speaking dismissing them, all the others kobolds quickly leave the room leaving only Chief Sootscale, Mikmek, Yighuk and Ryzztyl in it.

Under the big root in the forest (active players: Fyrenmar and Oozulla)

Sunset comes, and on time Szlaax returns from his watch, reporting:
"No big activities from the enemy camp. They still have people on their watching wooden platforms. Their guard turn seems to be of about 4 hours. In each platform I saw a man climbing a rope ladder, and a different man coming down.


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

Yighuk remains on bent knee while the Chief speaks. He thumps his right hand on his chest in salute and acknowledgement of the order to find the remaining eggs but holds his place awaiting further instruction as his fellows depart the room.


LN Female Kobold Mythic Witch2/Skald1/Archmage1 Init +2; AC13, Touch13, FF11, CMD10; hp 12/17; Fort +1, Ref +2, Will +5; Perception: +8 (darkvision: 60 ft) Mythic Surge (0/5; +1d6)

"Great, have a rest, we will discuss a strategy later", said Oozulla, showing him nice hideout.


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

"Have more shown up or are we still dealing with 3 of them?"


Szlaax starts relaxing himself in the cave under the big root.
He shakes his head replying to Fyrenmar:
"When I left them, there were 2 men on the wooden platforms, 2 men on the ground, the ones who had finished their watching turn, and of course there was their female leader too. But the camp is bigger, probably for a total of 13 humans counting their chairs, probably there should be others humans coming back for the night."

I'm still waiting for Ryzztyl on the other scene before going on


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

"That many could be problematic. We'll have to wait for the others then." Five on three was not good odds, especially if the three were kobolds.


Alright, I'll PM to Ryzztyl to see if he is MIA, meanwhile at the Lair....

While the 4 kobolds were still in silence, Mikmek has a eye-twinkle and then whispers something to the chief.

Chief Sootscale nods him and so Mikmek quickly slip out from the room, calling Blokpug inside, and then returning inside the room to the Chief's left.

Fyrenmar and Oozulla if there is something you would like to roleplay you are free to spent some time between your two PCs (but I've to ask to leave the "tired Szlaax" out of the conversation, at least until his player will be back)... Otherwise I'll do a bit of fast-forward in your scene in the forest.


Male Kobold Crossblooded Sorcerer 3 / Archmage 1 | HP 16/17 {effects: none} | AC 20 (T13 FF18) | F+1 R+3 W+0 | Init+2 | darkvision 60', perc +2
Dailies:
Claws: 6/6; Mythic Power: 1/5
Spells:
1st: 5/6

Ryzztyl bobs his head at the Chief's request. Of course, the loss of the eggs is bad for him, so now he needs me to help out instead of keeping me away. And any success we have will be his own. Crafty...

As the rest of his old team, aside from Yighuk, leave, he remains, awaiting further instructions.

Sorry, I hadn't dotted the gameplay (as it hadn't started at the time), so it didn't have it on my list and didn't notice when Team River went inactive. I should see it now (but I am offline weekends)


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

I never expect much posting on weekends.

Camping:
Patience wasn't a virtue many Kobolds had. They didn't have the lifespan to wait. An annoying trait they shared with humans Fyrenmar thought with a snort. It was a virtue he excelled at better than most but sitting in a hole waiting the others of their team to return was getting boring. "I have my own thoughts on the subject but what do you think these humans are doing Oozulla?" he asks, watching her intently.


LN Female Kobold Mythic Witch2/Skald1/Archmage1 Init +2; AC13, Touch13, FF11, CMD10; hp 12/17; Fort +1, Ref +2, Will +5; Perception: +8 (darkvision: 60 ft) Mythic Surge (0/5; +1d6)

Back at home network, but bag still unpacked

Camp:

Oozulla answered: "I am not an expert, but they seem to me as some kind of militia. First, they have chieftain and lieutenants. Probably, they might be settlers coming here to use those lands. What do you think?"


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

Camp:
He snorts a puff of smoke. "I doubt that. A man wearing a mask to incite fear reeks of bandits. And bandits feed off the fear and spoils of others, ergo the raid on our own hatchery. Most likely they think they can use us as a labor force. This land has been wild for a long time. Maybe the humans thought it has been long enough." After the words escape his lips a new thought takes place. They wish to create a civilization here. Thus the need for a labor force. What if we beat them to the punch. Create our own civilization. They obviously want this land. It must be valuable. His draconic heritage begins to show itself. Extreme greed invades his mind but not solely for himself. His whole people could benefit from this. It will be one hell of fight but it might be worth it. Even though he keeps the thoughts to himself they are plainly displayed on his features. Big things were coming.


LN Female Kobold Mythic Witch2/Skald1/Archmage1 Init +2; AC13, Touch13, FF11, CMD10; hp 12/17; Fort +1, Ref +2, Will +5; Perception: +8 (darkvision: 60 ft) Mythic Surge (0/5; +1d6)

Camp:

"But those are our lands! We decided that land be wild and started to dig out our caves. Our tribe were nesting in this region for several dozen of years. They should be stupid to throw such an insult to us", Oozulla was enraged by human's audacity, "I believe some of them will be serving as slaves in our caves, while chieftain do not decide to make a new feast. At least, I'll try to do my part for that!"


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

Camp:
"Indeed they are, on both counts. But something tells me this is just the beginning of something. And I believe both I and the chief would love the irony of turning things around on those humans and making them our slaves. I hope the others get here tomorrow. If not. We'll see what we can do to disrupt them."


Male Kobold Snare Setter 1
Stats:
HP 8/8 | AC 17, T14, FF14 | F:-1, R:+5, W:0 | Init : +5 | Perc +6 | Traps (2/3) Bolts (18/20)

"It appears I am to join you to go after the eggs, Let us get going before something tragic happens to them"


"Indeed, Blokpug is right. You three will join the other three, and altogether will recover the last missing eggs. Blokpug is the one trusted by Mikmek, he will scout ahead your path, Yighuk is the one I trust to protect you, 'cause his strength is mine strength, and mine strenght is the tribe's strength. Ryzztyl will provide the dragon power to cover you if needed. Now go, the tribe is waiting for you to came back with the Stolen Eggs!” says Chief Sootscale effectively dismissing the 3 kobolds.

Mikmek exits the room with the 3 kobolds too, adding some information about the location of the temporary human camp where the former team eggs defeated and recovered the majority of the eggs.
"From there you should be able to follow the horse's tracks. Szlaax, Oozulla and Fyrenmar presumably followed that trail too. Find them and bring back our missing eggs. Save the tribe's future!” adds the chief-scout before leaving them at the Lair's entrance.

...
I'm assuming nobody want to do something else in the Lair, if not you are free to postpone the following interactions.

Also, according to mine timetable the events of talking with the Chief and departing from the Lair occurred in the same time when Oozulla, Szlaax and Fyrenman where tracking the bandit to the forest (before they found the big human camp hidden there). This means that the entire party will met together shortly after the sunrise of the night currently being played by Fyrenmar and Oozulla.

After some hours of traveling you arrive ad the site indicated by Mikmek. From there you have to track the steps of the rest of the team.
To speed up the things I rolled the survival checks for the former 3 members of team river
With some little problems but plenty of time, the trapper rogue, the outcast sorcerer and the chief-loyal fighter are able to follow an older trial of horse's tracks with a more fresh track of 3 kobolds following it.

At the following sunrise Blokpug, Ryzztyl and Yighuk are a bit tired but entered in the deep of the forest, and finally there are able to find their tribe mates: Szlaax the barbarian rider, Oozulla the outcast witch and Fyrenmar the outcast fire oracle.
They are camped in a cave under a big root.

Both the two parts of the new team easily recognize the others 3.
Remember: your tribe is small, so everybody knows each others.
Blokpug, Ryzztyl and Yighuk will probably need some rest too.
I'm controlling Szlaax until his player will be back online, this also means that I'll limit his social interactions to the minimum level, leaving them to the Szlaax's player when he will be with us again.


LN Female Kobold Mythic Witch2/Skald1/Archmage1 Init +2; AC13, Touch13, FF11, CMD10; hp 12/17; Fort +1, Ref +2, Will +5; Perception: +8 (darkvision: 60 ft) Mythic Surge (0/5; +1d6)

Oozulla gently whistled, as she saw other kobolds approaching.

"Great, you found us", she said, "we are camping here, waiting for reinforcements to fight with human camp. I have some cold drink and meat if you are hungry. We need to wait till sun goes down and attack human camp them."


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

Yighuk greets his tribe mates. "What do you know of the humans that have our young? Have you scouted their camp yet?"


Male Kobold Crossblooded Sorcerer 3 / Archmage 1 | HP 16/17 {effects: none} | AC 20 (T13 FF18) | F+1 R+3 W+0 | Init+2 | darkvision 60', perc +2
Dailies:
Claws: 6/6; Mythic Power: 1/5
Spells:
1st: 5/6

Ryzztyl's tongue darts out of his mouth. "Are you expecting other reinforcements beyond us? We were not given any indication of such. Food and rest, however, that is good."

"So this camp of humans were the ones to steal our eggs? I wonder if it is a clutchmate of the fort we found."


LN Female Kobold Mythic Witch2/Skald1/Archmage1 Init +2; AC13, Touch13, FF11, CMD10; hp 12/17; Fort +1, Ref +2, Will +5; Perception: +8 (darkvision: 60 ft) Mythic Surge (0/5; +1d6)

Oozulla were speaking with other kobolds, while her friends were thinking for a moment.
"Sszlak was scouting and he said, camp is pretty big. It had 2 men on wooden platform, 2 were sleeping on the ground, 2 finished their watch and female leader." She quickly thought about being female leader, but then decided that this role doesn't worth much in kobold society. "According to our intel, camp is able to hold 13 people. We killed 3 and send one to chieftain. This makes 7 plus 4 total 11. Let's rest and then send another scout. If moment is good, we can make a fight with 7 humans, but we need to take them by surprise."
She stopped for a moment, looking in her snake eyes.
"When we interrogate one brigand, he said, that there is a fort, where the Stag Lord lives. And those are just bandits, that get orders from him to do a dirty job. Captive said, there are dozen people in camp, so one is still somewhere else. Might be, he is somewhere around - hunting or looking for us. Need to stay alert"


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

"That about explains the situation, though I was expecting the ones that accompanied us last time," he says looking mildly suspicious at the new arrivals. "But no matter. Now we have enough to assault their camp. It is good to see the clans trapper. We could use your skills. Come let us discuss strategy for tonight," he says waving the others into the cave if there is room. Otherwise they will just gather round the log while someone patrols.


Unless you decide to dig, there is only room for 3 small sized characters inside the cave.

Also, about the numbers, there was a bit of confusion. I apologize for this.
The human camp can hold up to 13 humans. 4 male plus their female leader where in the camp last time Szlaax scouted. Of this 4 males where 2 on the wooden platforms, 2 on the ground (not sleeping).
According to Oozulla calculations: 3 where the ones you killed in the previous fight recovering 28 of the 42 eggs, 1 was brought to the Lair as prisoner. 3+1+4+1=9 This mans there are 4 humans missing somewhere else.


Male Kobold Snare Setter 1
Stats:
HP 8/8 | AC 17, T14, FF14 | F:-1, R:+5, W:0 | Init : +5 | Perc +6 | Traps (2/3) Bolts (18/20)

Thinking for a minute Blokpug asks "What is the camp like? Is it open or is there cover leading up to it? If we can separate them and overpower smaller groups it will be much easier than trying to take them all out at once."


LN Female Kobold Mythic Witch2/Skald1/Archmage1 Init +2; AC13, Touch13, FF11, CMD10; hp 12/17; Fort +1, Ref +2, Will +5; Perception: +8 (darkvision: 60 ft) Mythic Surge (0/5; +1d6)

"I haven't seen their camp, but I believe they have some scouting platforms and big campfire. Since they have 4 people elsewhere, might be this is our chance, to catch them on approach. But, we need a trapper for that." she spent a moment thinking and then decided.

"My magic powers are limited: I can try to scary one of them and try to make couple that stand close to one another drowsy and actually fell asleep... I can cut them with my sickle, but I'm mediocre fighter. As well, I can distract their attention by starting fire in one camp corner, while you attack from another."

She mumbled several arcane words and glowing figure of human male, wearing stag's horns appeared. Casting dancing lights
"How do you think, they like seen this one approach from bushes?"


Male Kobold Crossblooded Sorcerer 3 / Archmage 1 | HP 16/17 {effects: none} | AC 20 (T13 FF18) | F+1 R+3 W+0 | Init+2 | darkvision 60', perc +2
Dailies:
Claws: 6/6; Mythic Power: 1/5
Spells:
1st: 5/6

"We saw the fort of the Stag Lord, and brought back a prisoner ourselves. So they are connected."

"I, too, have magic that may bring fear to one. I do not think the Stag Lord glows, nor do we know what he truly looks like. Perhaps we can draw some out and Blokpug can set traps to snare them, or we some ambush? Make torches with the lights as if another group were wandering around? They would see farther off in the dark. Maybe they send a scout or two."


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

"Ambushes certainly are our forte. Lights in the dark would be most effective. Tonight let us draw out the scouts and take them down. Then we can move on the camp. We can use Blokpug's traps to great effect. I warn you know though. This female leader needs to be captured alive. If any in this camp know where the eggs are, she will. Rest now. We will begin before sun down when they are the most tired."


Male Kobold Snare Setter 1
Stats:
HP 8/8 | AC 17, T14, FF14 | F:-1, R:+5, W:0 | Init : +5 | Perc +6 | Traps (2/3) Bolts (18/20)

"Let's figure out where we want them to go and I will set a tar trap on the path. I will be close and try to split them up so some will follow me while hopefully the rest will look at our diversion. If we can get them into two smaller groups we will have no problem."
Blokpug's plan will be to set a tar trap on the path to the diversion, then hide 10 feet from it, and when it is triggered throw his alchemist's fire on the person hit and then run away. He will have a Snare trap set between the trap and his escape route to slow down anyone chasing him. Both DC 13 reflex.


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

"Work with Szzlax. He knows the area already. The rest of us shall wait in ambush. Before dawn they will all be dead or captured." He then looks around at the gathered Kobolds, making sure they are ready. The future or the clan rested in their claws tonight.


Szlaax tries to draw a map of the human camp, to aid his mates in planing a better ambush.

here is the map.
- K1: Tree trunks and logs serve as chairs, all centered about a stonelined campfire. A heap of kindling and smaller sticks lies nearby.
Szlaax counted 13 of those chairs, one clearly better then the other.
- K2 & K3: 2 wooden platforms, 20 feet off the ground, from where you can probably have a great view of the campsite and the trail to the west. Szlaax noticed 1 man on the top of K2 and another one on K3 too.
- K4: Two thick logs lie positioned alongside the forest trail
- K5: The Wagon: An old, broken-down wagon sits here.

But I assume you want to ambush them outside their own camp. So, I'll provide you another forest map

forest-map
Blokpug can place the Tar and the Snare icons in the proper squares where he wants to place the traps. The enemy camp is from the north side of the map

For everyone who doesn't know how beta.ditzie.com works (I'm not sure if I have already used with both the previous teams):
1) When you open the url you can place your icons in the map, and then press Enter to save your changes.
2) This will automatically generate a new url. Post the updated url in your post, so the next one can modify the last version.
3) Use always the last posted url, to avoid missing eventual modifications from the others players.
4) Use “shift + click and drag” to resize an image.


Male Kobold Snare Setter 1
Stats:
HP 8/8 | AC 17, T14, FF14 | F:-1, R:+5, W:0 | Init : +5 | Perc +6 | Traps (2/3) Bolts (18/20)

Map
This is based on the assumption that the edge of the forest is still enough cover to hide in.


Your assumption is correct


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

Yighuk sits quietly as the trappers layout the ambush plan. Confident in his clan mates abilities, he sits back and rests in preparation for the nights activities.

I assume the ambush party will be hiding where the woods jut south.
Map


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

Odd, I can't seem to move anything. Anyway, I think the best strategy would be to have Szzlax and Yighuk (near his current location) opposite Blokpug and us three casters behind him. That way the tanky ones can close off escape while we blast them. Someone will have to move my image. We attack when the enemies reach the edge of the forest after Blokpug sets off the first trap and makes himself known.


LN Female Kobold Mythic Witch2/Skald1/Archmage1 Init +2; AC13, Touch13, FF11, CMD10; hp 12/17; Fort +1, Ref +2, Will +5; Perception: +8 (darkvision: 60 ft) Mythic Surge (0/5; +1d6)

Moved myself a bit closer, in case Blokpug need some help. I will cast Message on him prior starting operation, to be able to communicate via whisper. Oozulla have Cause Fear and nothing to blast. I'd like to keep Sleep for main camp fight.


I've placed Szlaax near Yighuk.
map updated

And I think we can wait for Ryzztyl to came back online tomorrow and place himself on the map, and so have the ambush begin.
Fyrenmar, if you still can't move the images in the map, can you tell me the precise location where you want your PC to be placed?


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

Still can't move. Just put me south and forward of Oozulla.


Male Kobold Crossblooded Sorcerer 3 / Archmage 1 | HP 16/17 {effects: none} | AC 20 (T13 FF18) | F+1 R+3 W+0 | Init+2 | darkvision 60', perc +2
Dailies:
Claws: 6/6; Mythic Power: 1/5
Spells:
1st: 5/6

Moved myself and Frenmar. Hope it was where he was looking to start. Not really sure where the bandits will be coming.
==MAP==

Sorry for the lateness. I've both thrown my back and caught a cold.


Time to fight! I've moved Fyrenmar 1 south and 1 est of Oozulla's position, since he said "south and forward" and Ryzztyl placed him only
forward, if Fyrenmar want to adjust his position he has only to ask that and I'll provide moving him.
You got plenty of time, so everyone can take 20 on his stealth check for this ambush.

After everyone is hidden in the forest, Oozulla starts luring the humans to the traps with her dancing lights cantrips.
The tricks seems to work very well, and two humans came from north to investigate the strange lights.
One of them is too in the left, but the other one arrives directly in the tar-trap location and stumble inside it (reflex 7 vs a DC of 13)

updated map

Initiative
Group A:
- Blokpug
- Fyrenmar
- Oozulla

Enemies

Group B
Ryzztyl
Szlaax
Yighuk

Surprise Round
(all the Kobolds! Go Sootscales!)


Male Kobold Snare Setter 1
Stats:
HP 8/8 | AC 17, T14, FF14 | F:-1, R:+5, W:0 | Init : +5 | Perc +6 | Traps (2/3) Bolts (18/20)

Blokpug will throw his Alchemist's fire at the Human that is in the tar-trap.
Alchemist's Fire: 1d20 + 3 ⇒ (15) + 3 = 181d6 ⇒ 3
Tar Trap Damage: 2d6 ⇒ (4, 4) = 8
Plus one damage to the alchemist's fire if Point-Blank shot bonus is included with splash damage.


Oracle 2 | AC 14 T 11 FF 14 | HP 7/11 | F -1 R +0 W +4 | Init +0 | Senses: Low-Light Vision 60ft | Perc +0

Surprise Round: Move right behind Blokpug's snare.

Round 1: Cast Murderous Command DC15 (DC16 if any of the following are affecting the target before I hit him: blinded, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, or stunned.) will on the one furthest from me. Then move 10 ft back.


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

The wait had been a long one for Yighuk, his concern for the tribes eggs sitting heavily upon his mind. Long generations of kobold tradition and the patience imbued on his peoples by their draconic heritage however kept him nearly motionless as they sat. Only the occasional twitch of his tail blade or flexing of his jaws betrayed the anticipation that flowed just below the surface.

When the dancing lights appeared he peered past them for the warm bloods he hoped...knew would follow.

"No light lover can pass up investigating such a lure in the dark." he thought to himself. It was only moments later that his faith was rewarded as their prey came into view. The slow beat of his heart began to speed at the sight of them, each step bringing them closer. Still he held his place, waiting.

"Only two. Wait for the trap.."

Even when the first called out in alarm at the tar trap he became mired in Yighuk held. All his muscles tightened like overloaded cords ready to snap. The second human turned to look at his companion at the same time Blokpugs fire struck the first, covering him in flame, and it was then that Yighuk sprang forth.

Surprise Round
Attack w/ Charge: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d4 ⇒ 4

Charging forward he was upon the man before his presence was known. Axe raised high he leapt to gain more height and struck the man near his shoulder blade with all the strength he could muster.

AC 17 for a round

Map Updated


Blokpug fires his alchemist's fire at the trapped human. The trapped man burns and screams for few seconds before going down unconscious...

Fyrenmar moves in position (Since there is only one human left, you can change your spell to something else instead of Murderous command for the first round)

Yighuk charges the other humans hitting him, and so does Szlaax, moving in his charge to a flanking position and attacking the man with his earth breaker
Attack: 1d20 + 4 + 2 + 2 ⇒ (18) + 4 + 2 + 2 = 261d10 + 3 ⇒ (1) + 3 = 4

The human is still on his feet, but very bad injured by both the blows

Waiting for Oozulla and Ryzztyl actions to end the Surprise Round

updated map

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