
GM TOP |

The halfling looks with wide eyes as Engashez sits next to her. But without anything happening, she eventually returns to watching the show as the first act begins.

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Ssself grab little person or watch ssshow?
"We're hoping to get her to come willingly, so let's let Enga try to talk her way through this," she whispers back, equally loud. "You go ahead and watch the show and I'll tap you when we need to move."

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With Engashez taking a seat next to Yiddlepode, Ruinor finds a seat near one of the exits in case the "halfling" makes a run for it.

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Rather than sit in a seat, Voices climbs up onto the balcony rail and sits there with his feet dangling over the edge and Cat on his shoulder.
Ssself ready. Ssstart ssshow.

GM TOP |

It is quite a sight to see and the music is beautiful.
About an hour and a half of sitting and enjoying the show, there is an intermission. At least you guess this might be an intermission. The stage clears, the lights raise and people get up to stretch. A few head to the restrooms outside. But it definitely doesn't feel like the end of the show, more like a pause in the action. The halfling you believe to be Yiddlepode stays where she is.

GM TOP |

The halfling jumps to her feet and looks for an exit while hissing, "You bounty hunters won't take me alive!"
Diplomacy could calm things down. Other things could be tried, but no guarantees on their results.

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In response to Voices' question, Ruinor glances back at Engashez to see if she is talking to Yiddlepode. Seeing the halfling on her feet and apparently agitated, he frowns and turns back to the nagaji. "It looks like the latter but let's give Engashez a moment to see if she can get things under control."
He watches as his companion looks around the room, a confused look on his face. Ruinor quickly replays the conversation in his mind, wondering what Voices is looking for.
"Not ladder. I said latter," he says emphasizing the t's. "It means the second thing you said which was to grab her," he adds just in case his companion has already forgotten what he said. He motions for Voices to wait to see what Engashez does before moving to block the nearest exit if necessary.

Engashez. |

Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17
Engashez lets her illusory disguise go down and speaks in draconic, "No bounty hunters, chief. I am true blood, like you. We try to find you. Come, sit back down. The show will start soon."

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You get me. You really get me. As I was reading you post, I was getting ready to type, "Voices looks around for a ladder to climb."
Voices sits and waits for instructions.

GM TOP |

The halfling glares at the kobold and shushes her, "Idiot, put the glamour back up! Do you want us BOTH arrested and hung?!?"
Assuming she does, Yiddlepode continues, "Now, tell me who sent you and what you want and maaaaaybe I'll consider helping. Just because we are the same race doesn't mean I trust you. I don't even trust some of my own tribe. Also, I ain't no Chief so stop using that."
I don't want to give you exactly what is necessary here, but I will say that Yiddlepode's attitude has not yet been improved. But she also isn't fleeing, so maybe something said or a group effort could help y'alls case?

GM TOP |

Failing to convince the kobold their intentions are pure, she eyes Engeshaz and moves to a different spot in the balcony, "Why don't you think about what you want to say and ask me after the Opera ends."
The groups sits quietly through the second act. As the lights come up, Yiddlepode stands and prepares to leave.
Per the Adventure, you get one final Diplomacy Check here to move her attitude to friendly. Good luck! You are welcome to try other tactics but they may negate the opportunity to attempt Diplomacy.

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Thyste sighs; she's not dressed for this. She's not dressed at all. But...
She moves up to the kobold.
"Hey, I'm with that one," she says, pointing. "I'm just gonna be honest. We're Pathfinders, and we've been tasked with getting your tribe to stop raiding our supply transports through the sewers without violence. We figured the best way to do that would be to approach you."
She snorts a chunk of black smoke. "No intention of scaring you," says the enormous fox rippling with malice, "but we need to make sure those raids stop."
Diplomacy Aid If Engashez Rolls, Not Aid If She Doesn't: 1d20 ⇒ 16

Engashez. |

Diplo; aids not accounted for: 1d20 + 10 ⇒ (20) + 10 = 30
"What they say is true Yiddlepode. There is an opportunity here for the true bloods of Absalom. The Pathfinder Society is a powerful ally with a great reach of influence. They have many a ruler or close asking favors of them. Surely the great true blood tribe of Absalom should be in such company."

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Ruinor stands up at the end of the performance and looks back at Yiddlepode. Seeing a few of the group interacting with her, he motions for Voices to wait where they are.
"Let's see if they are able to talk her into helping us. I think our presence might be too threatening," he says looking the nagaji up and down before turning back to see how things will end with Yiddlepode.

GM TOP |

As the name of Xarcious is mentioned, Yiddlepode's features soften quite a bit, "OH? He trusted you enough to send you? How is the old bastard doing, well I hope."
Then Engeshez and Thyste manage to convince her to sit down for a chat, "I guess you all can't be that bad. But seriously, why was it so hard just to tell me what was up? I mean, it's not like if we got found out we'd all be thrown in prison or anything... heh heh..."
She listens intently to the pathfinders request for a truce or agreement with her tribe. The halfling taps her chin, "Listen, I'm all for it. But as I said earlier I'm not the chief. I can't make that call. I also know FOR A FACT that my dad, the current chief isn't going to be nearly as nice as me. If you don't provide significant tribute, he will probably make an example of you to his tribe."
She stands to leave, “I would like to see a lasting partnership between the Society and my tribe but I cannot act against my father’s wishes. For now you will have to deal with him. He is convinced that if he has a showdown with the Pathfinder Society and defeats their agents, we will be able to demand tribute from the Society and bring the other kobold tribes under our leadership. When you finish bargaining with my father, perhaps we will have an opportunity for an extended conversation about a truce and I will have a bit more leeway.”
Where or what next? You do know of an entrance that might get you into the kobold base.

GM TOP |

She chuckles, "Oh yeah sure. I'm sure bringing back a pack of pathfinders would totally NOT get me exiled from my tribe and completely negate any chance I have of taking power. What do you think that we are goblins and stupid? Yeah, good plan big lady."
She goes to leave.

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Cat sidles over and rubs his chin/cheeks on Yiddlepode's ankles and feet.
Mrowr grsh hisseth.
Cat sssaysss he ...
Ylowr mrsehs!
Uhmm... Cat sssaysss not sssay what Cat sssaysss.
Cat is sent marking Yiddlepode, so he can try to follow her back to the tribal lair.

GM TOP |

Yiddlepode jumps away as cat nuzzles her leg, ”Gross! I thought this place was clean of vermin.”
She leaves.
Survival Check for cat to track by scent.

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Aww... Cat isss nice. ... Well ... Sssorta nice. ... Sssometimesss nice. ... Cat not too bad.
Hst grwers shmis.
Ok
Voices starts following Cat and casting guidance on him continuously.
survival check 1: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
survival check 2: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
survival check 3: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
survival check 4: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
survival check 5: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
survival check 6: 1d20 + 1 + 1 ⇒ (1) + 1 + 1 = 3
survival check 7: 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5
survival check 8: 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9
survival check 9: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 13
Not sure how many you want in order to follow her all the way to a sewer entrance while following, losing, and regaining the trail. Let me know if you want more.
If any of the rest of you have a different idea or better chance/method to follow her, feel free.

GM TOP |

Cat has a couple misses, but manages to pick up the trail after each one. He arrives at a sewer grate and points to it. Obviously a cat of this size won't be able to lift the grate. Oddly enough several landmarks seem very familiar to the group. Almost as though they recently recall being given directions to here. But at least they can pretty easily confirm this is the right place!
Once they head down, things get quite stinky and the trail is lost.
The age of these tunnels shows in its crumbling walls, and the walkways along the deep central sewage channel are treacherously narrow, making footing uncertain. Near the intersection Xarcious indicated, territorial markings fill the walls, smattered with warnings written in the common tongue: “Keep out.” Scorch marks on the ground and walls smell faintly of ozone. Xarcious’s directions indicate that the entrance to the Sewer Dragons’ lair is through a grate in the east passage off a large, four-way intersection.
Knowledge Arcana, Dungeoneering OR Nature to learn more about the scorch markes. Survival to look for Tracks and ID any that are found. Map is up, please check it to see if the marching order is acceptable. It is currently 100% dark so tell me who is carrying light and I'll reveal as appropriate. It does not take ANY knowledge check to know that falling into the sludge in the middle will expose you to all sorts of diseases.

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Darkvision, yo!
Thyste grins. "Gotten pretty good at following people into dark alleys," she chuckles. She's gotten back into her armor at this point, naturally, and has her shield strapped on her arm, her spear in the other.
Survival: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21

GM TOP |

Map opened up to reflect Thyste's Darkvision.
Thyste notices a large number of foot prints on the walkways. Her best guess is they were made by bipedal reptiles.

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"Didn't know kobolds had such greasy feet, damn."
If there's no objection from the group, she'll happily lead them along to follow the tracks.
...While keeping an eye out for traps because, y'know. Kobolds.
Feel free to roll any +6 perception rolls in secret for me, GM. It's better that way ;D
Of course, she's polite enough to wait for the blind to light their torches or cast their light spells or whatever.

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Seeing how dark the sewer is, Ruinor pauses. He holds his staff, staring at the top of it, his mouth slightly open as if he's about to speak. He then closes his eyes as if trying to remember something. He shrugs his shoulders and shakes his head.
"I guess I didn't think I might need to cast light today when I was preparing spells," he says with a nervous chuckle. "All is not lost though. Unless someone else has a way to create light, I can just use an old trusty torch," he says as he removes his backpack to retrieve a torch and his flint and steel.
Knowledge(Arcana): 1d20 + 10 ⇒ (7) + 10 = 17

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Thyste grins. "Convenient. If we run into a swarm down here, I'll just pour some oil on myself and you can light me up."

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Cat doesn't like the greasy floor and climbs back up on Voices' shoulder, while he cast light on the head of his hammer. He follows behind Thyste.
Decide how much of a lead you want, since we are not silent and are carrying a light.

GM TOP |

Ruinor believes the scorch marks are from some sort of large electrical discharge, likely from a dragon’s breath weapon, magical lightning, or similar effect. Engashez thinks they are graffiti.
With light resolved and cat deciding not to scout, Thyste leads the way into danger. Creeping up to the corner she peaks around to see what she can see.
She doesn't see anything worth worrying about. The sewer seems completely and utterly safe (other than the diseases obviously).
DC 7 Acrobatics check to hop over any of the sewer channels. DC 14 if you don't get at least a 10 foot running start. I have the various vision types represented on the map. Fentar please check in so I know you are still with us.

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Generally speaking, I'm of the opinion that anyone without darkvision should try to stay about 1 torchlight's distance away to avoid giving me (and maybe Garsita and Engashez) away. That being said, we are theoretically planning on running into kobolds, who (like Engie) have darkvision, so... maybe just keep 10 empty feet between me and y'all so that any traps don't flatten all of us?)
Thyste snorts; no problem here, no danger there...
She follows the kobold steps where they go, keeping an eye out for traps as best she can.
You know, as far as I know, we're not in a terrible hurry. How feasible would it be to Take 20 on Perception checks? If it's every square, probably not, but if it's every 60 feet, mayyyyyyybe...????

GM TOP |

I'll do you one better, I'll allow you take take 20 every 15 feet. You still have penalties and such for distance and anything else, but I'll start moving you down the path and see how this plays out. I need to work on the map and run some numbers though so have patience for my next post.

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Works for me! But yeah, the kobold tracks aren't explicitly laid out, so just scoot me along when you can ;D

GM TOP |

Thyste takes a short running hop and clears the channel. The footprints clearly indicate east as a more traveled path. She moves up fifteen feet (to the white X) and crouches a little to take her time looking.
The ceilings here are an annoyance for her actually. Only seven feet tall, she can stand but can tell that it might effect combat if it comes to it (not mechanically though unless you are large).
She glances back at her allies then refocuses down the tunnel. Two alcoves are visible on the sides. Both have grates and obviously lead down somewhere. She squints hard at the South Side grate. It looks pretty weak and rusted. Probably wouldn't support one's weight.
Area marked in red. Do not stand there unless you like falling into holes.
Thyste probably advises her allies of this danger then steps forward and a dark shape detaches from the next alcove and the tiefling hears the snap of a crossbow bolt being fired.
Small Reptilian Humanoid Crossbow vs. Thyste FF in Surprise Round: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
The crossbow bolt shatters against her shield.
Initiative
Thyste: 1d20 + 2 ⇒ (18) + 2 = 20
Voices: 1d20 + 2 ⇒ (17) + 2 = 19
Fentar: 1d20 + 1 ⇒ (14) + 1 = 15
Garsita: 1d20 ⇒ 19
Engashez: 1d20 + 1 ⇒ (18) + 1 = 19
Ruinor: 1d20 + 9 ⇒ (15) + 9 = 24
Red Enemy: 1d20 + 3 ⇒ (10) + 3 = 13
Blue Enemy: 1d20 + 3 ⇒ (13) + 3 = 16
Round 1: AMBUSH!
Ruinor
Thyste
Voices
Engashez
Garsita
Blue Reptilian Humanoid
Fentar
Red Reptilian Humanoid
Bold are up. Please pay attention to environmental and light details.
Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen.

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Thyste grins; "Got a ballista back there?" she sneers, stepping forward, shield raised. "We're just here to talk."
Her allies can hear her biting back more words; she clearly wants to be a lot more threatening, but...
Well, this is supposed to be a diplomatic mission.
Move, then Total Defense for a +4 to her AC.

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Hearing Thyste speaking to someone snaps Ruinor's attention back to the present, having been thinking about how badly he was going to need a bath after this. With no room to move anywhere except into the sludge, Ruinor waits for the others to move. He has no desire to end up in the sludge and so will wait for room to get a running jump to cross.

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Garsita gets a running jump
acrobatics, DC 7: 1d20 - 6 ⇒ (17) - 6 = 11
and sails over the muck. She then continues to move forward.
double move, using up two spaces for the backing up to run and the run forward to jump

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Hearing the fight start ahead, Voices rushes forward. Hiss...
double move, so...
acrobatics: 1d20 + 1 ⇒ (9) + 1 = 10
He slips and slides but manages to stay on the ledge.

GM TOP |

Garsita will also need a DC 10 Acrobatics check from the double move.
Engashez and Ruinor are up!

GM TOP |

Surprisingly, even the heavily armored pathfinders manage to negotiate the nasty sludge gaps and slick walkways. They advance upon the kobold!
Adjusted Garsita's positioning based upon her having her armor on and thus being slower. I assume everyone's armor was put back on before going into the sewers. The map now shows current visibility.
Voices does notice a large boulder jammed into the end of the sewer tunnel (this is outside the range of anyone with darkvision at the moment).
Round 1: AMBUSH!
Thyste
Voices
Engashez
Garsita
Ruinor
Blue Reptilian Humanoid
Fentar
Red Reptilian Humanoid
Bold are up. Please pay attention to environmental and light details.
Environmental Details. DC 7 to jump across a sewer channel with a running start, DC 14 without. The pathways are slick and narrow so any character Charging OR Moving More than their Standard Speed needs to make a DC 10 Acrobatics Check. If anyone does this and fails, bad things could happen. Engashez's angled jump is an acceptable jump.

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Seeing Eng jump across to the far corner and with everyone out of the way, Ruinor tries to do the same.
Acrobatics: 1d20 + 3 ⇒ (9) + 3 = 12
He sighs in relief when he lands on his feet out of the sludge.