Skull and Shackles: How to drown a Kobold

Game Master Hokina

The Ship
Crew, Ships, and Towns data
loot sheet
Old recruitment topic
Sea Map

Battle Map

Infamy: 10
Disrepute: 10
Ships:
Dragons' Kin | 1620/1620 HP | 20/20 Crew


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Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag brings the song up to a shriller level to be able to be heard over the screaming cowards. He turns his attention to one of the newcommers with the white shirt and fired.

Arrow away: 1d20 + 4 + 1 - 4 ⇒ (16) + 4 + 1 - 4 = 17
Damage if hit: 1d4 ⇒ 3


With the change of action, Green is still up but hurt. We will just say he is so freaked out over the number of dead bodies left in the wake of the kobolds that he is unable to make AOO.

Inspire courage counts for CMB's. So 26 on Hydraulic Push.
Grauchi sends out a wave of water sending the offers flying 10 feet back and off the ship.

Sassarra and Skrelznit and Looseal's attacks would drop White. So Sarag's shot can go to someone else.

If Eepers has not posted by tonight ~12 hours I will roll that he attack that guy next to him.


Kobold Draconic Bloodrager 2

Sorry had to unexpectedly leave town, this may be my only post today, but I should be able to post again this evening. The map isn't loading, so I'll attack "that guy next to him". If I need to 5ft step, I do.

Claw #1: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Claw #2: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 5 ⇒ (4) + 5 = 9


Round 9:
Grauchi sends out a wave of water sending the offers flying 10 feet back and off the ship.

A blast from Sassarra rips into White. Before he is able to shake it off Skrelznit and Looseal come down on him leaving only a bloody corpse behind.

Sarag arrow hits green's chest. But he continues to stand.

Eepers locks onto Red with his claws. Like Skrelznit he only leaves the a corpse bleeding out on the deck.

shark: 1d100 ⇒ 64 No sharks attack.
A voice from the water cries out, "Get the boat down," while swinging her pike in the water.

Green looking to the water, the boat, and the kobolds; drops his weapon. "I surrender," he cries out almost as much as he is bleeding out.

Purple shifts over to quickly try to free the starboard boat. Purple still in shock of the demons that have been taring into his friends; is unable to get much done.
Profession (sailor): 1d20 + 4 ⇒ (3) + 4 = 7

End of round 9:
Red was killed by Eepers.
Greeen took 3 damage from Sarag.
White was killed by Grauchi, Skrelznit, and Looseal.

Green has giving up.
Officer is in the water.
Purple is the last man you see still fighting you.

----------

Round 10:
More of the fog shifts and starts to fad. You can see others of your crew, even a few of the kobolds, roping up many of the Rahadomi crew.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Ha-ha, we gots 'em-k-k-k!

Skrelznit moves past Green to engage Purple as Looseal lands on the gunwale of the dinghy.

Sword, Inspire Courage, Outflank: 1d20 + 6 + 1 + 4 ⇒ (15) + 6 + 1 + 4 = 26 Damage, two handed+Animal Focus, Inspire Courage: 1d4 + 7 + 1 ⇒ (1) + 7 + 1 = 9

Bite, Inspire Courage: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12 Damage, Inspire Courage: 1d4 + 1 ⇒ (2) + 1 = 3


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

Active spells/effects:
Shillelagh : 13/20 rounds remaining = 1d8+1 magic weapon
Inspire Courage: An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

If purple is still alive, grauchi attacks him.
Attack: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

If purple is already down, Grauchi moves up to the side of the ship and yells at the officer in the water:
"Need a rope? If yous surrender we mights get yous back on board! Throw your weapon aways and we'll throws yous a rope."
I fully intend to accept surrender, I'm not toying with her.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Sasarra watches, with electricity crackling over her fingers. They are mostly subdued, but she stands ready to punish any who still show signs of fight.

delay

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Oops, I forgot the Outflank bonus to hit for Looseal:

dice wrote:
Bite, Inspire Courage, Outflank: (4) + 7 + 1 + 4 = 16 Damage, Inspire Courage: 1d4 + 1 ⇒ (2) + 1 = 3


Kobold Draconic Bloodrager 2

Surrender? You're taking the fun out of this! Fine, but I can't promise we won't eat you later.

Eepers' mouth curls into a slight, evil-looking grin.

Delay


Purple falls to skrelznit and Looseal's assault.

The officer drops her weapon and is lifted back onto the ship.
End of battle.

The fog dissipates and you can see the Wormwood (your ship) crew pushing a line of prisoners over to the Wormwood. Cheers go up all around.
Early into the evening the Captain and his offers meet and divvy up the plunder.

party's plunder:
3 potions of cure moderate wounds.
1 potion of invisibility.
Amulet of Natural armor +1
Each get 325 Gold

---------------------------

A party is started that last almost two days. No work gets done as everyone is reveling in the life of a pirate.
You can take up to 5 ship actions, or just revel and drink like pirate crews do!

After almost two days of partying, the bell rings at the creak of dawn calling all crew to deck. For anyone who has been heavy in the rum, they cover their ears in pain.

Little of the party is left in the crew who have worn themselves out partying. You see a few of the crew just standing up on deck from where they fell asleep the night before.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Skrelznit parties, Parties, PARTIES!!! until he can't party no more, getting to know some of the crew a little better and putting in the good word for Skrelznit's general usefulness. Looseal does not approve of the shenanigans and spends her time hunting alone or preening in the upper rigging.

Influence, Barnabas Harrigan: 1d20 + 0 ⇒ (17) + 0 = 17
Influence, Maheem: 1d20 + 0 ⇒ (5) + 0 = 5
Influence, Tam “Narwhal” Tate: 1d20 + 0 ⇒ (3) + 0 = 3

He finds that Looseal is probably right: Skrelznit is an obnoxious drunk.

***

In the morning, Skrelznit drags himself up on deck with a nasty hangover.

What's going on-k-k-k?


Kobold Draconic Bloodrager 2

Revel and DRIIIINK!!!!

In the morning

What are we all looking at?


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

Grauchi will visit Habbly Quarne again and try and talk him over. Seeing what work he has to do in repairing the ship etc.
Influence, Habbly Quarne: 1d20 - 1 ⇒ (18) - 1 = 17

He'll also visit the prisoners and see how they are fairing. I will of course say nothing of how bad our own situation is. Just smoothing up to them, asking what they were carrying for load, if it was something special etc. "good cop"
Diplomacy, Female Prisoner Officer take 20 for 19


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Sassarra is going to enjoy the evening. Drinking a little, singing and enjoying the revelry.


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Diplomacy on Slippery: 1d20 + 11 ⇒ (12) + 11 = 23
Diplomacy on Ratline: 1d20 + 11 ⇒ (3) + 11 = 14
Diplomacy on Barefoot: 1d20 + 11 ⇒ (14) + 11 = 25
Diplomacy on Tam: 1d20 + 11 ⇒ (19) + 11 = 30
Diplomacy on Shivikah: 1d20 + 11 ⇒ (14) + 11 = 25

Sarag spent most of the time while the others were partying taking care of the others. He slipped up to Grauchi and Eepers early on in the partying and put a hand on their backs while they were busy drinking and talking.

CLW on Grauchi: 1d8 + 2 ⇒ (7) + 2 = 9
CLW on Eepers: 1d8 + 2 ⇒ (1) + 2 = 3
CLW on Eepers: 1d8 + 2 ⇒ (4) + 2 = 6


You see a line of the crew of the other ship. All their hands tied with rope.
Harrigan turns to them. "You have seen the joys of our life. Join us and my crew. This life could turn around your bad luck. Just step up."
A few step up and Master Scourge cuts their bonds. They move over to stand with their new crew.

Harrigan looks over to his crew. "All right, you scurvy tars! You’ve done a right good job by me—we’ve got a second ship now, and she’s quite a prize from the looks of her. But I still have only one crew. So here’s the plan—the Wormwood will sail on to our planned destination with our new shipmates here, while Mr. Plugg will pick a skeleton crew to sail the Man’s Promise to Port Peril, where she’ll be worth a pretty penny as salvage."
“As for these fine fellows here”
—Harrigan gestures at the remainder of the captured ship’s crew—“some of them will no doubt be worth a hefty ransom from their families back in Azir. And for the rest, if the life of a pirate’s not for them, they can spend the rest of their lives at sea"

Harrigan grabs one of the, still tied, sailors and pushes him overboard. The crew cheers and laughs. More of them step up to join Harrigan's crew.

What is left of the sailors are taking below decks into the hold. Mr. Plugg and Master Scourge starts picking out crew. He smiles evilly as he picks out each of you to join on the other ship.
"Now you all be on the ship in 20 minutes to set sail!
You notices that other then officers, almost everyone you know on ship has been picked; even the ships cook.

You have a few minutes to shop at the ships store, say goodbyes to Grok, and the like.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Skrelznit sees nothing in the ship's stores that he needs, and does not have any close friends on board to speak of.

He gathers his gear and moves into the Captain's cabin on the other ship, unless he's stopped.

Skrelznit is a LOT more assertive than I am.


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag goes down to the stores and shares one last laugh with Grok and a drink before gathering up his stuff and waddling his way on over to the other ship.

He felt better after surviving the first combat and none of the others losing their lives. He felt useful and not as alienated for once. He had a small spring in his step even though he felt rather loaded down with all the gear he was carrying including his tools to fix a ship.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Sassarra will ghather up her stuff, say goodbye to a few of the crew staying behind, and head over. She will catch Skrelznit before he makes a mistake by claiming the cabin, "Are you looking to get whipped and then keelhauled? Plugg's in charge and he doesn't look kindly on us." She then leans in and whispers, [smaller]"We should wait until the Wormy is out of sight before acting."

Likewise, as she gets people alone where they can't be overheard, she'll suggest they act once the two ships are separated.


Kobold Draconic Bloodrager 2

Hmm... it's hard to take a boat you aren't on. I suppose this new rig is good enough though, we can make it our own, even better than what we leave here today.

To Sassarra

Let's wait till we get to Port Peril, we may even find crew there.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

"We're not usually on the top of the food chain with this long fellows. We should grab the reins before we get there if we wish to keep the ship."

Grauchi tries to grab as much loot from the ships store as he possible can without being too obvious about it.

any of the potions and/or scrolls unattended?


The quartermaster, Grok, is in the ships 'shop'.

When Sarag visits Grok she almost looks to shed a tear and says how lonely it will be while you and the cook are away. She hands Sarag 2 flasks of holy water, 2 flask of alchemist’s fire, and a flask of acid. She also hands him a scroll of mage armor telling him to stay safe.

When the party gets on the Man’s Promise (ships name), they find that two of the Rahadoumi sailors have also been picked to join this crew.

Mr. Plugg assign where the crew will bed on the ship. He smiles as he tells his cronies that they will be using the Officers’ Quarters. He also assigns Cuss-Cuss, and Quinn to the Officers' Quarters.

Plugg himself as the captain will take the Captain's Quarters. Ambrose Kroop takes the cook's cabin, and the rest of the crew stay in the Crew Berths.
Plugg has Owlbear Hartshorn tied to the mast.

"Work here will not be like on the wormwood - lackadaisical. We are a undersized crew. So everyone will have to work a lot harder! There will be no more entertainment or rum rations. I don't want to see any of you above deck unless you are working or I or Master Scourge give you leave."

--------
Day 2:
A day of backbreaking work passes. The next day rumors are flying that claim Mr. Plugg plans to take the Man’s Promise for himself and establish himself as a pirate captain.

In the after noon of the 2nd days Kroop speaks up. "The ship changed heading over night. I think we are heading for Rickety’s Squibs. For a price you can have a ship refitted so it does not look like its old self. I don't care for Plugg, but if you plan to take any action you should wait till we are a few days away from the Wormwood and find the right moment."

-------
Day 4:
A bad storm comes in. So bad that most are unable to see their claw in front of their face. The crew is forced to work much harder trying to keep the ship under control.

------
Day 5:
Day comes as the crew finds that the ship has run some coral reefs. Mr. Plugg orders some of the deck pulled up to repair the ship as it is taking on water. The the ship’s water barrel has also burst.

Mr. Plugg orders the 6 of you to take the cutter boat and go ashore with a couple of empty barrels to get water.

"I give you two days to get back here before we need to set sail."

After roll call Quinn and Cog are found missing.

Percpetion DC 15:

You find Quinn's holy symbol next to some tracks that look like they belong to tentacles.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

perception: 1d20 + 8 ⇒ (19) + 8 = 27 Any extra information for beating it by 10?

Sassarra picks up Besmara's symbol. She says to the others, where Plugg can't hear, "We need to find her and Cog. We have two days to figure it out, save her and find a water source. And then we return, kill Plugg and take the ship ourselves."

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Perception: 1d20 + 12 ⇒ (16) + 12 = 28

Isn't they octopus-food already-k-k-k?

Skrelznit looks forward to giving Plugg his proper "reward".


Male Kobold Unchained Rogue 3

"Maybe Mopsank get him in his sleep. Why bother with the girl, though? Already lost, waste of time."


Kobold Draconic Bloodrager 2

What will Plugg do if we take too long, leave without drinkable water? Helping them can only help us when we return.


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Sarag walks up to the other two and whispers in a low voice.
"It shouldn't take too long, water easy to make. Leave plenty time for searching. We can look during day and night...Sarag eyes are weird, can see fine during day. Sarag can do search during day. Others can search at night. We search good that way, yes?" he said rubbing at his claws.


If you beat it by 10 (so 25), than you are able to see the print clear for an ID. It would be a Dungeoneering check.

"I don't care about the two and don't want you wasting time looking for them. It is better to lose a few expendable scum and get the ship to port. It will take some time to repair the ship. If you take to long getting back then you are dead and we would lose more people trying to get the water from that island," Mr. Plugg Says with a smile.

I put the island map up on the ship link.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Skrelznit can make water too-k-k-k. We finds Quinn & Cog if we can-k-k-k. Only question is-k-k-k, do we take ship before or after repairs?


Mr. Plugg grunts. "I don't want none of your magic'ed water. Don't trust the stuff; might be poisoned. The repairs will take a day and a half. So you got two days to get my that water or I will leave you on the island.


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

"We take ship after repairs. Wes not wanting to do the repairs ourselves."


Kobold Draconic Bloodrager 2

For some reason I was thinking we were hiding our conversation, I had no intention of Plugg or anyone else hearing or being a part of this. Since he is, we should at least stop repeatedly talking about taking the ship lol

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Wow, Mr. Plugg hears everything. We'd better be careful. ;-)


Just me miss reading things thinking that someone was asking if you guys should take the boat to the island before or after the repairs. :)
If he hears you that is what he thinks you are talking about.


Kobold Draconic Bloodrager 2

Oh... well... uhhh... yea, that's totally what we meant. We're playing Kobolds, the most noble and honest creatures in all the lands. We would never ever ever consider doing something like stealing a boat from someone we don't like...

In all seriousness though, we forgot to say we were whispering, I didn't think about the fact it was a separate day Sassara was whispering with us. Our bad!


When everyone is ready:
From the little boat you can see to the eastern end of the island A glowering fist of rough granite rises from the jungle.
As you get closer to the land you can see a little fishing village on the edge of a salt marsh.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Skrelznit searches for a safe place to make landing, and any indications about what sort of welcome to expect from the natives.

Perception: 1d20 + 12 ⇒ (14) + 12 = 26

Looseal circles high over the village, looking for anything unusual.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

She seems to be distracted by a skittering rat.


Kobold Draconic Bloodrager 2

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Be wary of the unknown, but maybe we'll find assistance in that small village on the coast


Skrelznit and Eepers can't see any active or fishing boats near the village. But the dock area is still clear out allowing for a good landing.

Looseal does not notices anything.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Nothing to worry about here, guys. Onward! What could go wrong?


Kobold 19/19 HP, Bard 7/9 Bard Perf, AC 16/13/14, Fort+2/Ref+5/Will+6, Lvl 1 Spells 3/3 Int +2, Perception +8

Sarag hops back and forth on his feet eager to feel the land underneath his toes. It had been a while since they had felt the dirt beneath his toes. "I hope there is something tasty to eat...maybe fruit."


A small gathering of collapsed mud huts sits on the island’s northern beach. A path leads from the water deeper into the swamp.


♀ N Undine Aquakineticist | Init +4 | Perc: +15, SM +7 | Wounds 44 / 44 (4 NL) | AC 19; T 14; FF 15 | CMB +7(+9); CMD +15 (+17) | F+8; R+9; W+4 | Speed 30' | Burn 1/6

Sassarra will advance slowly and stealthily towards the huts.

stealth: 1d20 + 11 ⇒ (12) + 11 = 23 Modified per stealth synergy

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Stealth Synergy: 1d20 + 12 ⇒ (3) + 12 = 15

-Posted with Wayfinder


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

Grauchi joins in the stealthy approach.
Stealth synergy: 1d20 + 12 ⇒ (13) + 12 = 25


Male Kobold Saurian Shaman 5 | HP: 38/38 | AC: 22 (14 Tch, 19 FF) | CMD: 16 | F: +6*, R: +4, W: +7* | Init: +5* | Perc: +11, SenseM: +3

Grauchi wonders how long ago these huts seem to have collapsed?

Is it possible the inhabitants moved inland? ie we can expect humanoid inhabitants

What seems the cause of the collapse? Weather/combat/... I have knowledge nature, local and geography


Sneaking around the party finds that some of the huts have collapsed and the village fire pit filled with mud. No bodies are found. But many of the signs point to the village being unused for years.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Skrelznit searches for any obvious sources of fresh water, or old trails leading out of the village.

Knowledge Nature: 1d20 + 5 ⇒ (4) + 5 = 9
Survival Tracking: 1d20 + 10 ⇒ (16) + 10 = 26


Skrelznit does not see any sources of fresh water near by. Even the swamp is a saltwater swamp. Other then paths along the shore, there is only one path that leads deeper into the swamp.

The Exchange

Small Male Kobold Hunter/4 Rogue/3 (HP 42/53 | AC:21 T:16 FF:16 | CMB:+8 CMD:23 | F:+7 R:+12 Evasion W:+6 | Init:+5 | Perc:+16 Darkvision 60ft | Move:30ft) +1 HB Trident +11 (1d6+7/20x2) | Panache 1/1 | AF 2/2 | Spells 1:4/5 2:1/3
Looseal:
Bird/6 (HP 23/39 | AC:21 T:14 FF:17 | CMB:+5 CMD:19 | F:+6 R:+8 (+12 vs Ench) W:+4 | Init:+4 | Perc:+6 Low-light vision | Move:10ft, Fly +11 80ft Avg) Bite +11 d4+2/20x2 | Attack,Bombard,Come,Deliver,Down,Flank,Seek,Watch
Skills:
Acro +13 Clmb +12 DD +12 EA +9 Fly +6 HA +5 Heal +8 Int +4 (Arcana) +2 (Dung) +5 (Geog) +5 (Local) +6 (Nature) +5 Perc +17 (Traps) +18 Prof Sailor +10 Ride +9 SM +8 SoH +9 SC +6 Stlth +18 Surv +13 (Track) +15 Swim +10 UMD +6

Old trail leading into the swamp. Whatever it leads to probably didn't kill this entire village. C'mon, what could go wrong?

Skrelznit begins sniffing at the edge of the path.

This way-k-k-k. I founds a trail-k-k-k.

Skrelznit takes the lead unless someone objects.

Take 10 on Tracking and Perception.

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