
RPGGGM |

The kobolds all jump to their feet the moment they see you enter the clearing greatly distressed to see a tiger and a half-elf. Had they been goblins they would have been terrified of the horse too. They grab their spears.

Celyne |

know nature: 1d20 + 6 ⇒ (8) + 6 = 14
Celyne takes a step back, forcing Luna back too, but at the sight of the kobolds jumping up and grabbing weapons, Luna wants to leap in front and protect Celyne.
handle animal: 1d20 + 6 ⇒ (16) + 6 = 22
"Wait! Stand down, little ones... I mean you no harm... I see you have moon radishes... would you be interested in a trade for them?"
She starts in common, but if they appear not to understand her, she'll try sylvan and draconic too... in that order since she doesn't know any better... yet.

RPGGGM |

The third language seems to ring a bell and they become very, slightly less aggressive. Though they do spread out and they continue to bear their teeth at you like so many angry little dogs.

Celyne |

"We are not your enemies... please, let's just talk...we want to make a trade... what would you like for those radishes you have? We have gold.. or perhaps something else would pique your interest?"
diplomacy: 1d20 + 13 ⇒ (20) + 13 = 33

RPGGGM |

After a solid minute of reasoned discussion (and yapping) they lower their spears and stop overtly threatening you.
You will need a second Diplomacy check to get them to trade their yummy food stuff. Or stop producing uranium or give back Crimea or work toward a two-state solution. 33?! Geez.

Celyne |

lol

Zokon Santyev |

Zokon wakes himself up from the spell Celynes musical voice put him under and remembers there are slightly less aggressive kobolds around. He doesn't move not wanting to spook the little fellows.

Celyne |

"We have other good foods to trade for your radishes... or gold if you'd prefer... We are happy to make such a trade.. and we want to talk to you about other things as well... Why your people are so visible lately... is something or someone troubling you? Perhaps we can help with that as well, as we are here to try to bring some peace to the region... and peace with your people would make us very happy indeed."
diplo: 1d20 + 13 ⇒ (19) + 13 = 32
omg! almost as good as the first roll

RPGGGM |

They confer with one another for a moment and finally come to a consensus and their spokesman steps forward to say...

Celyne |

To the party, in common, she repeats what the spokesman said, and her response to him. so basically, go ahead and read the spoilers

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Fortunately we know all about kobolds thanks to Zokon's dissertation on the subject. :)
Numalar dismounts and approaches. Those who are paying keen attention might notice a brief scowl as Numalar spots the kobolds. But he puts on a smiling face as he enters the clearing.
Figure the DC would be based on taking 10 for something passive like this so:
"ghaH 'ej Duvan! numalar auritonius HutDIch. bImejpa' batlh QaH. nuja' vIHtaHbogh Dochmeyvetlh."
Of the languages that are available in online translators, the one that seemed most suitable for Draconic was Klingon. :)
Basically I am looking for these details:
* What does this statue look like and how big is it?
* Is Tartuk your leader? What is he like? If he isn't your leader, who is and what is he or she like?
* Blue Meanies? Celyne asked already but what are they? (if they are blue dragons the deal's off.)
* Where do we bring the statue when we find it?
* Tell us about your tribe.
Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9
Normally this would be +8 but when dealing with Kobolds I am +5. Not sure if this should be an independent roll or an Aid another, as I think Celyne should be the main speaker here, but if they are friendly the DC is probably the same anyway. Either way I don't think that will cut it.

Zokon Santyev |

Umm kobolds hate gnomes... do you look good with a spear through your chest?

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Umm kobolds hate gnomes... do you look good with a spear through your chest?
Well, they hate elves and dwarves too, and resent humans. Which would make them unfriendly or hostile at first, but Celyne has already taken care of that, and my escape spell can protect me if necessary. The funny part is that I originally envisioned Numalar as a Kobold, but couldn't find a way to make it work mechanically.

RPGGGM |

Umm kobolds hate gnomes....
Listen to the expert.
Sense Motive: 1d20 - 1 ⇒ (12) - 1 = 11
The kobolds are once again agitated and on their guard as Numalar enters the clearing. They raise their spears (and their voices).
"It's used some gnome trickery to mimic the language given to us by Mighty Ones!"
"Dirty gnome!"
"Heretic!"
"It's the curse!"
"Perhaps it is the mean gnomes that have cursed us!"
"Stoopid gnomes always gotta spoil things."
"Tartuk will sacrifice us if he's finds out we told a gnome of the curse!"
"Heretic!!"
"Maybe we sacrifice the gnome!"
"Perhaps the Smooth One is a gnome in disguise!"
"Ugh my stomach hurts."
"Its a trap!"
"*grumble* *grumble* gnome lover...."
Perhaps you can try and sooth things with a new Diplomacy check?
What's everyone doing?

Celyne |

"It's okay... he's going to help me recover the statue of your god, so his tricks will be used for your goals, not his own. he's a gnome, yes, but he's okay... good folk."
diplomacy: 1d20 + 13 ⇒ (13) + 13 = 26
maybe not as good as the first two rolls, but not bloody bad... thank you dice bot!

Sootscale Kobold |

Celyne manages to calm them down (again), but you can tell whatever innocent feelings of hope, joy, respect and love that may have existed within the six kobolds' hearts for their precious Pink Smooth One, has forever been tainted by your affiliations with THEM (meaning gnomes).
Their hearts thus hardened, they become more circumspect in their dealings with you.
Blue Meanies? "They are 'blue' and 'mean.'" pressed for more (which I'll go ahead and assume) "They are neither as tall nor as noble as us Sootscales, but they are as cruel, duplicitous and hideous to look upon as any loathsome gnome." He hisses.
"Our tribe and their's has been at war for some moons now. They camp in an old sycamore out on the plains."
He draws a crude map of the region in the dirt, finishing it with a drawing of big, scary looking dead tree. "That's where they have Ol' Sharptooth's idol."
What's it look like? When asked about Ol' Sharptooth's appearance, the kobold holds out his hands like he was measuring a fish he caught (a fish about 1 cubic foot in size) and then draws a hunched, ferocious-looking, horned and tusked gargoyle in the dirt, which the other kobolds tell him to add bigger fangs to and more scars and fire shooting out of its eyes. Oo oo and put more scars on his face too! Make him eating the gnome! Our God's a big mean God!
Questions about their own leadership structure, and troop deployment are: "Classified." But not being able to come to a satisfactory decision on how or where to rendezvous or even communicate such with the party at a later time leads the kobold to indicate another spot on their dirt map, that may be a lair, where you may meet once the statue is retrieved.
While they speak, other folks see the kobolds drawing in the dirt.
What's everyone else doing?

Poshment Underhill |

Posh remains silent, his hand was near his blade, but he stayed his hand at beautiful Celyne's words and remains watching, relaxing his grip.
He continues to watch this situation, but doesn't dare say or do anything to possibly disrupt what he assumes to be, considering they haven't been attacked yet, a peaceful discussion.

Zokon Santyev |

Zokon studies the drawings just in case
"Can someone note this down on paper please?
Lately dice bot has not been good for me.... well done Celyne awesome diplomacy

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Listen to the expert.
Well, I hadn't realized how big of an issue it would be, but I think Numalar would have done that anyway, just to show that he wasn't afraid of them, and if they attacked this would only confirm his low opinion of them. As a player, I love kobolds, but in-character it makes sense. Too late now anyway.
Besides, we could hardly conceal the fact that there are gnomes in the party forever. If we are going to continue to have dealings with them then we might as well get it out of the way.
"It's okay... he's going to help me recover the statue of your god, so his tricks will be used for your goals, not his own. he's a gnome, yes, but he's okay... good folk."
At the mention of "gnome trickery" Numalar frowns, and his face clouds for a moment. But he stands still, stone-faced, and simply nods as Celyne explains. Guess I should keep my mouth shut for now - not easy for Numalar. :)
Zokon studies the drawings just in case
"Can someone note this down on paper please?
Numalar pulls some blank parchment from his scroll case and begins copying the drawings the kobolds are making.
Lately dice bot has not been good for me.... well done Celyne awesome diplomacy
Yeah, no kidding! Very good timing on the high rolls.

RPGGGM |

Area Map updated.

RPGGGM |

The path ahead leads to a steep misty vale punctuated with several, ghostly white granite tors, breaching the mists like ice in the Lake of Mists and Veils. The cool, damp, clingy air seems to stifle sound around you while somehow punctuating the creaking of a few distant cicada.
Do you continue ahead (the lighting officially becomes 'dim' and it becomes 'foggy') or detour to avoid the area?

Zokon Santyev |

Can we do a guestimate of how far we are from the bandit camp and how big does this valley look?
Geography kn: 1d20 + 5 ⇒ (19) + 5 = 24

RPGGGM |

You believe you are about 12 miles away from the area you are looking for however, this troubling patch of land before you brings up the point that when you get there you might have to spend more time looking for the camp itself within the space around the point marked on the map. One hex encompasses about 144 square miles (373 sq km) of area you can narrow that a bit to roughly 20 sq miles (51.8 sq km) but remember these are not high definition maps (that's part of your mission in scouting the region). They are only going to show the biggest most obvious terrain features.
The size of the depression is tough to judge for the fog and the rough, tree-filled landscape. Either way, going through it or around it will probably necessitate you having to get your bearings once again.

Zokon Santyev |

"Approximately 12 miles away from the bandit camp.. I think we shall have to go around the fog valley"

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"Approximately 12 miles away from the bandit camp.. I think we shall have to go around the fog valley"
Numalar rubs his chin in thought. "Yes, you are most likely right. I wonder if the river runs through there? Perhaps the mist is caused by a waterfall or some such. Hopefully we can find it when we get further downstream."
Numalar nods, and gets ready to continue. "We don't want to get lost in there and keep the bandits waiting... but I look forward to returning and exploring this valley."

Zokon Santyev |

"True may be pretty.. may be a great lair for a beastie? Maybe we can use it if as fog cover on our approach to the bandit lair if it extends that far"

RPGGGM |

Keeping along the edge of the of the fog takes you up and around a steep hill and around again back down again to a narrow gorge whose floor eventually meets up with the forest floor proper, but by then you need to get your bearings again to proceed.
Survival check please. Remember you can aid one another.

Celyne |

survival: 1d20 + 6 ⇒ (19) + 6 = 25

RPGGGM |

Lemme see that dice bot... Hmmmm....
Pointing out various landmarks that your keen half-elven vision allows you to see you quickly find a path that you are confident of and proceed onward.
Later, it starts to grow darker in forest as dusk settles in, what would you like to do?

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Did we find the river? That was the landmark we were looking for and we know the bandit camp is on the river. The plan was to follow the river downstream until we found evidence of the bandits.
Once we hit eight hours of travel time the horses need to rest (we will have pushed them so that they are fatigued and have taken a point of damage from it. But we could proceed quietly on foot. Counting the hour we spent at the Benzens we would have been going for 9 hours at that point; theoretically there should be some daylight left, though in a forest not much of this gets to the ground.

RPGGGM |

Did we find the river? That was the landmark we were looking for and we know the bandit camp is on the river. The plan was to follow the river downstream until we found evidence of the bandits.
Once we hit eight hours of travel time the horses need to rest (we will have pushed them so that they are fatigued and have taken a point of damage from it. But we could proceed quietly on foot. Counting the hour we spent at the Benzens we would have been going for 9 hours at that point; theoretically there should be some daylight left, though in a forest not much of this gets to the ground.
Timewise you are at closer to twelve hours (two hours for Benzen's and another hour for the detour in the misty wood). There is some light, but what filters down here is rapidly rapidly dwindling over the hills to the west.
There have been many streams and tributaries that you've crossed, but none compare in size to the Thorn River which you have indeed found. You could hear its white waters long before you could see them, 120+ feet wide, tumbling down from the rocky, forest highlands, down to the lower hills and plains beyond the wood.

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"Aha! That must be the Thorn River, at last! Let's take a moment to let our horses have a rest and some water. Zokon, perhaps you can look around, and see if there is any sign of the trail the bandits used? Felton said they went along the river until they arrived at their camp."
If we have indeed been travelling that long then our horses are starting to take damage and if we are going to continue we need to continue on foot. Perhaps the sneakier party members can do some scouting?

Zokon Santyev |

Zokon nods at Numalars words and stalks off
Zokon has a look around to try and determine exactly where they are with a subtle touch
stealth: 1d20 + 8 ⇒ (14) + 8 = 22
survival: 1d20 + 5 ⇒ (17) + 5 = 22
perception: 1d20 + 5 ⇒ (7) + 5 = 12

RPGGGM |

Anyone else doing anything in particular?

RPGGGM |


Zokon Santyev |


RPGGGM |


Zokon Santyev |


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Perhaps the sneakier party members can do some scouting?
For the record I was referring to Zokon, Poshment, and myself. Luna too if she could be given instructions by someone other than Celyne - not sure if that works. If we are going to go far it should probably be at least the three of us.

Zokon Santyev |

I missed that part I saw the words you said to me and responded to that I didn't see the blue bit.. maybe less wall of text blue... alot of that info should have been spoken.. which is also easier to read

Poshment Underhill |

Numalar Auritonius wrote:Perhaps the sneakier party members can do some scouting?For the record I was referring to Zokon, Poshment, and myself. Luna too if she could be given instructions by someone other than Celyne - not sure if that works. If we are going to go far it should probably be at least the three of us.
I'm sneaky? *Checks characters sheet* Huh...so used to playing non-sneaky characters. Plus Posh isn't exactly the brave kind.

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I missed that part I saw the words you said to me and responded to that I didn't see the blue bit.. maybe less wall of text blue... alot of that info should have been spoken.. which is also easier to read
OK, I'll keep that in mind.
"Zokon, if you are leaving the group, do you wish others to join you? I may not be able to follow tracks, but I can be quiet when necessary."
I'm sneaky? *Checks characters sheet* Huh...so used to playing non-sneaky characters. Plus Posh isn't exactly the brave kind.
It's a benefit of playing a small size race. At +9, you actually have the best stealth in the party. I have +6 and Zokon has +8 (or +7 with ACP).

Zokon Santyev |

" If your quiet. . There is wisdom in traveling in teams"

RPGGGM |

Looks like Numalar and Zokon are going. About how far out from the horses and your other companions? Terrain-wise most of it is rough terrain. being near the river and all there are a number of game paths however there is also more ground cover. Closer to the river's edge the ground gives way in places to patches of water-smooth boulders.
Numalar, I need, one each, Perception and Stealth checks.

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"Very well. Give me a moment." Numalar pulls out his crossbow and loads it. "We should aim to be back before sundown. I can see in the dark a short ways, but that doesn't help anyone else."
He looks around at the rest of the party. "Anyone else?" Numalar heads off to follow Zokon.

Zokon Santyev |

"1km then assess then another and so on.. until we decide to come back.. yes?
If all are in agreement he heads off.

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Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Stealth: 1d20 + 6 ⇒ (9) + 6 = 15
Gotta love the dice gods...
"Sounds good," Numalar nods. He waves farewell to those who are staying behind.

RPGGGM |

After crossing a narrow stream just above a small waterfall, Zokon and Numalar round a bush and run smack into a pair of men carrying an arm full of branches a piece.
Initiatives please. Everyone was being so gosh darn stealthy nobody noticed anyone until now.