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Skrelznit and Looseal try again to chase the frog away with bullets and stones.
Sling: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d3 + 3 ⇒ (1) + 3 = 4
Bombard: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d4 + 0 ⇒ (2) + 0 = 2

Grauchi |

Swim: 1d20 - 1 ⇒ (1) - 1 = 0
Grauchi sinks further to the floor of the riverbed. Soon he'll be able to walk to the other side ...
12/14 rounds of breath remaining. I do have a swim spell available/prepared, I can use it next turn if the frog still standing strong. I am being cheap on my spell usages, but I have a feeling spending 2 lvl 1 spells here is a lot. (the spell can be turned into a summon nature's ally spell)

Hokina |

1d100 ⇒ 30
Round 2 end:
Skrelznit and Looseal bombard the frog with bullets and rocks. But other than a few slowly growing bruises.
Sassarra makes a nice scorch mark on the frogs back as Eeper follows up with an arrow to the rear lag.
Mopsank cheers Sarag and Grauchi on.
Frog Swim: 1d20 + 10 ⇒ (9) + 10 = 19
The frog moves closer as Sarag slow down as the thick water and mud holds him back.
Grauchi finds himself nearing the bottom of the river.
Grauchi is near the bottom of the river. So if he wants he can just move 5ft as a full-round. Takes 7 rounds worth of time to get to the other side.
Round 3 start:
Everyone is up.

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You no eats kobolds today, froggie-k-k-k!
Sling: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d3 + 3 ⇒ (2) + 3 = 5
Bombard: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d4 + 0 ⇒ (3) + 0 = 3
Or maybe you do-k-k-k.

Hokina |

Round 3 end:
Having partly cooked it before, Sassarra finishes cooking the frog with a mighty shock.
The frogs body slowly sinks into the water.
Sarag can follow Grauchi is slowly walking along the bottom as he has the con needed hold his breath.
As long as the others cross shortly, combat has ended.
9 rounds before the other two frogs become aggressive.

Grauchi |

Grauchi wrings the water from his cloths as good as possible.
"Lets move away from the frogs, the others will turn hostile soon"
He looks around and tries to see what lies ahead. Maybe some dry grounds?

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While Grauchi cavorts underwater, Skrelznit gathers up and coils the rope for him.
When Grauchi emerges, Skrelznit presents it to him with a flourish.
Here's your rope-k-k-k. Sorry it's so dry-k-k-k.
Skrelznit collapses into a giggling fit on the ground, immensely amused by his own cleverness.

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Skrelznit prepares to leave the frogs behind, replying,
Actually, frog legs pretty tasty-k-k-k. And tongue is delicacy. Bag Island little-men pay pretty coppers for them-k-k-k. Boils them with mustard and onions, mmm tasty-k-k-k.

Hokina |

Moving out of the mire the path continues deeper into the swamp. But after a short while passes before you come upon a clearing.
A terrible stench fills the swamp here, a fetid odor of cheap perfume and rotting flesh. A huge tree stands in the middle of a clearing in the swamp, draped with some sort of huge tent. Lurid, painted faces cover both the tree trunk and tent, and both are decorated with rotting meat body parts and carpets of squirming insects.
The body parts are of humanoids.
The tree is the map to the right of the mire map. It may be hard to see, but under the dead tree is a canopy.

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Survival: 1d20 + 9 ⇒ (15) + 9 = 24
Skrelznit motions the team to hold up.
Waits. Something there eats humanoids like us-k-k-k.
He whistles and motions to Looseal, who flies off to do some aerial scouting.
"Seek" trick to find any living or animate creatures in the area.

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Me is sneaksie, too-k-k-k. I goes with you, Mopsank-k-k-k.
Whichever side of the tent does not have an entrance, Skrelznit would like to sneak up and listen to what's inside.
Stealth: 1d20 + 12 ⇒ (8) + 12 = 20
Perception: 1d20 + 12 ⇒ (19) + 12 = 31
Mopsank, if you have a better idea and post it before the GM replies, I'll go along with you.
@GM, can you mark the obvious entrances/windows we would see as we move around the tent?

Sarag the Strange |

Sarag follows along twittering a bit, talking to himself and arguing with himself about how he was almost eating. He listens to the others rather half heartedly but when it comes to attempting to check in on the others he cuts in. "NOOO...no, we should not splits. We is kobolds and we are all sneaky. Stay together yes?" he said coming up and getting awfully close behind Eepers holding onto his own bow.

Grauchi |

Despite Grauchi stated to send Mopsank up front (I didn't think anyone would agree, least of all Mopsank himself) I do think we need to stick together. Most of us took Stealth Synergy right?
Grauchi agrees with Sarag, "Yess, we don't wants to alone out here's" he casts detect magic to see if there are magic aura's in the tent. We're still some distance off, but I'll cast it again when we get close, keeping it on until there is another action that requires concentration

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Skrelznit whispers,
Let's make them come out to us-k-k-k. If we cuts the support ropes near the flap-k-k-k, they gonna come out to investigate-k-k-k. Then me and Looseal and Mopsank stabsie them by surprise-k-k-k.
He suggests Looseal wait near the tree trunk, while the kobolds fan out counterclockwise in this order: Mopsank, Skrelznit, Grauchi, Sarag, Eepers. After dropping the tent, Mopsank and Skrelznit sneak to the flap and wait while Eepers cuts through the far side of the tent for additional chaos.
@GM, does Skrelznit think cutting the ropes will collapse the tent? Or is it visibly supported from the top?
If we think this plan won't work, we could also try luring them out with a decoy, or doing a surprise tent-cut-and-enter from 5 sides? What do we think, koboldses?

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Does it look like we can collapse the tent by cutting a single rope?

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I don't think Looseal can cut a rope. I was thinking of collapsing the tent to get the occupants outside where we can see them. If I'm cutting the rope I plan on dropping down on an enemy when they least expect it.

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Mopsank, you and me climbs up and cuts ropes. Whaddya say?

Grauchi |

You do realize the chance of this becoming a non-combat situation are next to 0% when we do that? When Kobolds collapse your tent in ambush, you fight. :) Just a remark, I still think its the best course of action. The body parts are already a pretty good indicator the situation will result in combat

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Assuming Mopsank agrees,
Skrelznit sneakily climbs up the tree to find the rope holding the East side of the tent up.
Stealth: 1d20 + 12 ⇒ (9) + 12 = 21
Climb: 1d20 + 7 ⇒ (3) + 7 = 10
Climb bonus: 1d6 ⇒ 3
Once in place, with short sword ready, he signals to Mopsank to cut two ropes simultaneously.
Does he hear anything from the tent?
Perception: 1d20 + 12 ⇒ (14) + 12 = 26

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Skrelznit smiles at the fawning adoration (in his own mind) of the entire group.
Mopsank, if you want to position yourself over the tent like I did we can probably go ahead. I would suggest others position themselves by the tent flap or hide nearby if you're a ranged attacker.
Assuming hemp rope (2 hp) and an automatic hit.
Once everyone is buffed and ready (and also assuming Skrelznit and Mopsank don't hear anything to make them pause), Skrelznit and Mopsank cut their ropes at the same time.
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Grauchi |

Grauchi awaits the result of what comes out. He readies if possible a sling to throw at the first hostile looking creature that comes out of the tent. That would be my action in the suprise round if we get any

Hokina |

Working together Mopsank and Skrelznit make part of the tent fall. Shortly after three twisted abominations of human woman come out. They look around and but don't looks to see anyone.
1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (2) + 7 = 9
The three are ghouls. A type of undead that spreads disease.
Mopsank: 1d20 + 6 ⇒ (5) + 6 = 11
Eepers: 1d20 + 1 ⇒ (2) + 1 = 3
Sassarra: 1d20 + 4 ⇒ (5) + 4 = 9
Skrelznit: 1d20 + 3 ⇒ (18) + 3 = 21
Grauchi: 1d20 + 5 ⇒ (7) + 5 = 12
Sarag: 1d20 + 2 ⇒ (12) + 2 = 14
Ship prostitutes: 1d20 + 2 ⇒ (10) + 2 = 12
Skrelznit (21)
Sarag (14)
Grauchi (12)
Ship Whores (12)
Mopsank (11)
Sassarra (9)
Eepers (3)
surprise round:
Everyone in the party gets a surprise round action.
Also Skrelznit, Grauchi, and Sarag gets round 1 actions.

Sassarra |

Sassarra may not know much about how to tell one undead from another, but she knows they all need to be returned to their graves.
flatfoot touch lightning attack: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d6 + 1 ⇒ (3) + 1 = 4

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Skrelznit follows the first woman (Green) and leaps down at her with a primal scream, after taking on the aspect of the bull. Animal Focus: +2 Str
Short Sword, higher ground, Animal Focus: 1d20 + 6 + 1 + 1 ⇒ (7) + 6 + 1 + 1 = 15 Damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Looseal, following a well-worn pattern, swoops in to the far side.
Looseal has the Attack II trick so she doesn't shy away from unnatural opponents.
Bite, Outflank: 1d20 + 7 + 4 ⇒ (15) + 7 + 4 = 26 Damage: 1d4 + 0 ⇒ (1) + 0 = 1
Skrelznit, in turn, uses the distraction to attack again.
Short Sword, Outflank, Animal Focus: 1d20 + 6 + 4 + 1 ⇒ (4) + 6 + 4 + 1 = 15 Damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9