
Studious GM |

You make good deal. You teach big monkeys speak proper language like kobolds! We seal deal Grayscale way!
The kobold fishes out a radish from a basket and hands it to Berrik.
You eat radish, we eat something of yours. This make good truce. Incidentally draconic does not have a word for peace.

Studious GM |

As you eat a radish you first get the mild taste of almost a turnip - then a hideous fire spreads through your mouth and the spiciness of the moonturnip is overwhelming. You have a desire to drink lots of water, or beer, or milk or anything to stop the spicy radish from scorching your tongue any further.
The kobold nods approvingly as Berrik eats the whole radish and eats the meat ration - his teeth tear into the jerky.
The kobold pulls out a small fang on a cord and hands it over to Berrik.
Is token of tribe. You tell kobolds we got truce. May not work south, they big dummies. Don't like radish.
The other kobolds count the radish leaves poking out of the soil quickly then pick up their baskets and leave, emitting a rhythmic hissing and roaring you realize is kobold singing.

Dom Riverby |

"East is fine with me - and let us hope all of our encounters could be resolved so swiftly. Would that bandits would renounce their ways for the safety of their root vegetables."

Studious GM |

Don't forget to track your rations! The last thing you want is to be out of food weeks from Oleg's.
The morning before you leave the forest you find your boots filled with pine needles.
As you thunder across the plains out of the forest, leaving the Grayscales behind, you see the sunlight hit the grasslands.
As the day stretches on and the sun begins to set you come across a field of bones.
Roll Knowledge (Nature) DC 10 to identify the bones. Also, roll some Perception!
1d20 + 11 ⇒ (7) + 11 = 18

Dom Riverby |

Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Knowledge: Nature: 1d20 + 2 ⇒ (18) + 2 = 20
"I daresay if we must deal with dragons, I would rather they be the size of our new scaled friends. I am not sure I want to know what lies inside that hole."
Is it worth asking if there is a religious significance? Do you (as GM) tell us when we should make knowledge checks, or do we just give it a go when we feel it is necessary?

Studious GM |

You can ask me what a relevant check is whenever you want, or I can tell you, or you can just give it a go. It's really up to you when to roll outside a combat roll. If I'm looking for something in particular germane to the encounter I'll ask!
Dom sees the crevice as well and notices something...lurking in there. The field is littered with skeletons from boars, deer, bears and a few humans. After some thinking you believe the crevice holds one of the menaces of the Stolen Lands - a giant trapdoor spider.

Dom Riverby |

Raising his finger and smiling, Dom declares, "You will note that there are no Halfling skeletons down there."
"In seriousness, I could perhaps light an arrow and fire it into the hole. Maybe that would flush it out without us venturing too close...and of course I would defer to those of you who may be better shots."

Studious GM |

Given the size of the opening I think AC 15 is your "target" number.
Too bad you don't have one of these.

Dom Riverby |

"I appreciate the encouragement, Berrik. Let us hope this shot is something worthy of one of your tales."
Dom whispers a quick prayer to Erastil while preparing his arrow. Please guide this arrow, Old Deadeye, and protect us as we endeavor to make these lands safe.
Attack: 1d20 + 2 ⇒ (6) + 2 = 8

Dom Riverby |

"Friends, it appears my shot did not have the desired effect, and may indeed have made matters worse. If we have no other ideas, might we just need to gird ourselves for battle and march ahead?"

Big Head |

Or not? I don't know what this creature is, apart from the fact that it's able to kill people, and creatures mightier and faster than people. Berrik seems to think whatever it is set up a bunch of traps here--what's going on?
I'm from the city, I don't have a lot of experience with 100-foot-radius boneyards, and if I'd seen a skeleton menagerie like this in the city, I think my impulse would be to stay away.
If someone has a plan, I could go along with you, I'm just not expecting whatever snacks on people, bears, deer, and--is that a dragon?--to give us a fair fight.

Dom Riverby |

Dom had, apparently incorrectly, assumed that the party was preparing to battle the beast ahead.
"Perhaps in the future, if we are unwilling to engage with a monstrous creature whose passions we have inflamed, we should refrain from urging the most bite-sized party member from taking shots at it."
"I am fine with moving on...I may boast about the lack of halfling bones, but I do not want to be the first to add mine to the pile."

Big Head |

I have no objections to fighting. Can we expect a fight if we press on though? This boneyard suggests that whatever it is prefers to stay here and doesn't roam freely. Yet we have remains of very swift creatures. It seems this creature has a way of keeping prey from running. There are bears here, but their immense strength did not help them. Does it fasten limbs to the ground? Does it immobilize its prey? Or spit poison?
I'm curious as to what the people here left behind that this creature couldn't digest, but unless I know how they got to be food, I suspect it's only too likely we'll end up among their ranks if we press on without preparation.
We've got a couple outdoorsy types, what is this thing, and what does it do? How do we make it not do that thing long enough to kill it?

Laurel Bracey |

Since I now have a longbow, I will also advance with that out and ready to fire. If whatever it is, is fast I am planning on dropping the bow to draw my sword.
Knowledge:Nature: 1d20 + 4 ⇒ (11) + 4 = 15
Survival: 1d20 + 7 ⇒ (10) + 7 = 17
I'm with you Berrik, time to eliminate this monster.