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/qst/ - Quests


You are a dragon, your kind is famous for their power and hunted for their wealth. Let us see what adventures you will have from egg to ancient, if you survive until then that is.

What type of dragon are you?
>Red, fire breath
>Blue, lightning breath
>Green, poison breath
>Black, acid breath
>White, cold breath
>Other (please specify)

Where are you hatchling?
>Dragon nest
>Dragon cultists temple
>Kobold cavern
>Elven dragon riders camp
>Other (please specify)

Since you were hatched you have always been especially good at
>Flying
>Breath weapon
>Talking
>Fighting
>Magic
>Other

And not do good at
>Flying
>Breath weapon
>Talking
>Fighting
>Magic
>Other
>>
>>5090845

What type of dragon are you?
>Gold, gold breath

Where are you hatchling?
>Dragon nest

Since you were hatched you have always been especially good at
>Talking

And not do good at
All others except for talking, which is exceptional
>>
>>5090845
>Silver, cold breath
>Kobold cavern
>Magic
>Flying

As I imagine it, some kobolds found an abandoned dragon egg and took care of it/revered it, so it'll be interesting to see what kind of society we're born into and how we treat these little guys.

I also find it humorous that of all things, we don't quite know how to fly, but we can get around that with some magic.
>>
>>5090845
>Other (Gold)
Fuck chromatics
>Dragon cultists temple
Considering how dragons typically throw their kids at other people to take care of (at least in some old ass splatbook I read) this should be an easy method of gaining followers that care for us in some fashion. Or they stole an egg, either way it will be interesting
>Magic
I'd bet that the dragon shapechange ability is primarily based upon magic capability
>Breath weapon
Substitute in the endless versatility of spells that can straight up do better in nearly every situation sans endurance
>>
>>5090845
>White, cold breath
>Kobold cavern
>Fighting
>Talking
>>
>>5090856
support
>>
>>5090845
>Red, fire breath

>Kobold cavern

>Breath weapon

>Magic

We wake up to kobolds huddling around our egg for warmth. In the cold tundra they did everything they can to keep us warm and now we can keep them warm!
>>
>>5090845
>Other (Gold)
If we could transform randomly as an humanoid, that would be fun!
>Elven Riders Camp
Maybe we could compete with other dragons and meet a strange civilization.
>Talking
>Magic
We can't control ourselves with it.
>>
>>5090845
>Blue, lightning breath
>Dragon nest
>Breath weapon
>Magic
>>
>>5090845
>Green, poison breath
>Kobold cavern
>Talking
>Flying
>>
>>5090848
>>5090853
>>5090856
>>5090899
>>5090904
>>5090916
>>5091300
>>5091314

Locked in with
Type
>Gold llll votes
Borthplace
>Kobold cavern lll votes
Bad at
>Breath weapon ll votes

Please vote to untie what you are good at
>Talking lll
>Magic lll
>>
>>5091407
I'll vote for Magic
>>
>>5091407
>Magic lll
>>
>>5091407
magic
>>
>>5091432
>>5091436
>>5091456

Your first memory is that of the cold tundra wind, you felt it down your throat as you gasped your first breath. You don't know who left you in an icy lake when you were just an egg, what you do know is that the kobolds that fished you out and lost tail and fingers gathering kindling to warm you are your family.
When they saw your golden scales for the first time they rejoiced and showered you with little trinkets, food and even some gold pieces. They patiently waited for you to spit a fire that would warm their bodies and souls but nothing but smoke came out of your mouth. Even then they did not shun you, and in time you learned to produce sparks, not from your mouth but with a twist of a wrist.

You are now finally one month old and Snuv, the oldest of the 22 surviving kobolds comes to you with a worried look on his face
"Oh great sun that has landed, the icy winds are bad as the day we found you, your food and twigs are almost consumed. We fear we might not be able to sustain your fire alone, for we be five times less than we were before."

Seeing your family starving to feed you prompts you to action, you decide to
>Hunt
>Gather kindling
>Look for other kobolds to join your family
>Explore your surroundings
>Other
>>
>>5091497
Hunt
>>
>>5091497
Gather kindling
>>
>>5091497
hunt
>>
>>5091497
>Hunt
>>
>>5091497
>Hunt
>>
>>5091497
>Gather kindling
>>
>>5091497
>Hunt
>>
>>5091499
>>5091507
>>5091522
>>5091526
>>5091591

You awkwardly take flight for the first time, as you push against the frigid winds you survey the snow and rocks below you searching for any hint of movement. On the open tundra you spot a large white furred figure, and near the forest some quick little burrowing creatures.
>Fight the large figure
>Chase down the quick little creatures
>Try your luck fishing in the nearby ponds
>Other

Roll 3d20 best out of 3
>>
Rolled 14 (1d20)

>>5091647
>Fight the large figure
>>
Rolled 5, 15, 16 = 36 (3d20)

>>5091647
Is this a one shot
>>
Rolled 14 (1d20)

>>5091647
>>Fight the large figure
>>
Rolled 10 (1d20)

>>5091647
>Try your luck fishing in the nearby ponds

Dragons have ridiculous heat regulation capabilities
>>
Rolled 20, 20, 6 = 46 (3d20)

>>5091647
>Fight the Large Figure
>>
>>5091679
anon holy shit
>>
>>5091648
>>5091652
>>5091679

20, 20, 6

You decide to hunt the great white fur creature, you fly right above it and then dive with the intention of ripping its neck but halfway down it spots you, surprised you stop your descent but still see a duplicate of yourself flying down to fight the fured one. You stare in awe as the hulking figure keeps swinging, hitting nothing but air with its massive arms until your duplicate explodes into purplish flames, startled, the white figure falls down the mountainside cracking its neck in the descent.

Proud of your achievement you start sizing up the great meal to realise it's simply too big to haul with your small wings. You gorge yourself in its meat and take what you can back to your family.

Your arrival is celebrated, the kobolds waste no part of your haul, they take the fur hide to make coats, they sharpen the bones into javelins and cut up the meat into many rations, eating only a pittance and hoarding the rest for you to eat later.

After a night well rested you decide to
>Gather kindling
>Look for other kobolds to join your family
>Explore your surroundings
>Train in the Arcane arts
>Other
>>
>>5091755
wait, so each person is supposed to roll 3 dice, not one dice per person?

>Gather kindling
>>
>>5091755
>Explore your surroundings
>>
>>5091755
>Explore your surroundings
>>
>>5091755
>Explore your surroundings
>>
>>5091779
Yes, sorry if it wasn't clear

Roll 5d20 best out of 3

Everyone would roll 5 d 20 I would pick the one of the first three results with the greatest total value even if it has less 20s and more 1s (improbable but can happen)
>>
Rolled 19, 13, 17, 5, 12 = 66 (5d20)

>>5091947
>>
Rolled 16, 20, 1, 10, 10 = 57 (5d20)

>>5091947
>>
Rolled 6, 14, 6, 12, 4 = 42 (5d20)

>>5091947
>>
>>5091949
>>5091951
>>5091952

I'm sorry I was just using the roll d20 as an example, should have said

If I say "roll 5d20" etc..
I will be more clear from now on
>>
>>5091958
It is really funny to see anons jump through hoops like this though, you have to admit the conditioning is strong on this board.
>>
>>5091815
>>5091826
>>5091843

Your family has told you that there is little of interest around you, only caves much worse than this one, some with other kobolds others with nasty things. On the east following the mountain range are some dwarves to avoid, they say, and to the west there is a human town made-up of ten villages around some ponds and lakes. To the south there's a long stretch of frozen plains difficult to traverse during winters like this one, full of wild hunter humans. The north, no kobold has had the bad judgment of climbing north and came back.

With this knowledge you beat your wings and go
>North, unknown and possible dangerous
>East, where the dwarves reside
>South, plains and woods of wild humans
>West, settlements of human fishermen
>Other

Roll 3d20 best out of 3
>>
Rolled 5, 12, 14 = 31 (3d20)

>>5091962
>South, plains and woods of wild humans
>>
Rolled 8, 16, 1 = 25 (3d20)

>>5091962
>>South, plains and woods of wild humans
>>
Rolled 19, 16, 5 = 40 (3d20)

>>5091962
>East, where the dwarves reside
I wish to see the dwarves, maybe we can avoid the trope of being mortal enemies and actually establish friendly relations with them
>>
Rolled 2, 13, 4 = 19 (3d20)

>>5091962
>South, plains and woods of wild humans
>>
>>5091963
>>5091964
>>5091983

19, 16, 5

You fly southwards, for quite some time the only thing you see is white plains except for the occasional small collection of pine trees. The trees become more numerous becoming a proper forest, there still high in the sky you spot some tents. As you investigate you can make out three distinct groups of wild humans.
The bonies as you call them, are quite larger than the others, completely hairless and heavily adorned with bones.
The hairy, have long hairs of gold and red and are always filled with hides and furs, they seem to fear the bonies.
And the shorties, their tents are the sturdiest and they seem to spend all their time gathering plants and fishing instead of hunting deer like the other two.

You also spot a rare cave within the forest that seems like a good place to rest, as you fly down to it, small bluish green creatures spew from the cave and start throwing things that explode in the trees freezing then, an arrow also fly in your direction taking two scales with it.
>Fight the pests with tooth and claw
>Use the Arcane to deal with them (open to suggestions)
>Flee back home
>Other

Roll 2d20 best out of 3
>>
Rolled 14, 10 = 24 (2d20)

>>5092009
>Use the Arcane to deal with them (open to suggestions)
If there's any way to communicate with the creatures so we can maybe make a deal with them, we could try that?
>>
Rolled 4, 9 = 13 (2d20)

>>5092009
>Use the Arcane to deal with them (open to suggestions)
stay in the air and begin evasive maneuvers & launch a fireball at one of the creatures throwing explosives to hopefully cause a chain reaction

also how will you handle magic in this quest will there be preset spells or will it be more freeform
>>
Rolled 2, 9 = 11 (2d20)

>>5092009
Voting for this
>>5092016

>>5092054
We are a dragon one of if not the most powerful natural born sorcerers, I think any magic we perform would be okay so long as the scope and what we are specifically trying to do with it isn't to much as in we are just a baby dragon no more than a month old
>>
>>5092016
>>5092054
>>5092081

14, 10

You try to communicate with the hostile little creatures, instinctively you conjure crude illusions of shapes like their own to insinuate that you could gain something from each other, all the while you fly evading their attacks. Most of the goblins stop after seeing your magics, but two pesky ones keep throwing the freezing bomb, one nearly freezes your wings leaving a bad burn.
Angry at those pests you grab the Arcane in your hands as a an almost solid force ad twist it with the intention of producing a great big fire ball, instead you shoot sparks in their direction that seem harmless at first but then react with their bombs, causing them to explode and freeze in place.
Impressed with your show of power the remaining goblins lower their weapons.

>Attempt to convince them to join your family (roll 1d20 first result goes, hard DC)
>Propose an Alliance
>Inquire first more about the creatures to see what they may offer you and at what price
>Other
>>
>>5092180
>Propose an Alliance
>>
>>5092180
>>Inquire first more about the creatures to see what they may offer you and at what price
>>
Rolled 20, 14 = 34 (2d20)

>>5092009
>Use the Arcane to deal with them
Goblins with advanced Alchemy bombs and arrows, far too dangerous for our kobolds and clearly innately hostile. They must be disposed of quickly.
>Use the Arcane to deal with them
BREACH THE CENTER OF THE EARTH AT THEIR LOCATION!
>>
>>5092191
I am sad, for I was too slow to nuke the gobbos
>>
>>5092054
About how magic will be handled

You will learn specific spells but will be able to specificy creative ways to use them, not as restrictive as dnd spells

The spells you now know are
>Sparks (can become fire with grear roll)
>Illusions (visual, normally crude but can be like a duplicate of yourself with a great roll)
>Fairy fire (harmless purple flames that mark your foes)

You will learn new spells organically like with the critical fighting the yeti, by experimenting and by studying scrolls and such.
>>
>>5092197
Alright, ty for that. I assume no chance on banking that 20 and going for
>Attempt to convince them to join your family

So my actual vote is for
>Inquire first more about the creatures to see what they may offer you and at what price
>>
>>5092180
>Inquire first more about the creatures to see what they may offer you and at what price
>>
>>5092208
Sorry for your lost crit :( it would be interesting to see a fireball so soon
>>
>>5092188
>>5092208
>>5092230

The goblins lead you into their cave, you see countless of them frozen within the walls, the result of failed experiments you wonder or maybe infighting..
You feel uncomfortable as they laugh and speak in their strange language pointing at you and swinging their spiked clubs, you fear they might be leading you into an ambush, when you finally arrive at a large chamber. There you can see the goblins mining out some crystals from the walls and putting them in flasks for throwing, a great big furnace sits in the center made of dark stone, it's square and polished craftsmanship stands out from the crude shacks that surround it.

There one of the goblins, the leader you think, for many show him more hostility than respect, draws shapes in the dirt in an attempt to communicate with you. From what you can gather, they are willing to trade frost bombs for lessons in conjuring sparks.

>Try to teach the goblins how to sparks in exchange for frost bombs
>Study their defenses and leave
>Surprise attack the leader
>Other
>>
>>5092268
>Try to teach the goblins how to sparks in exchange for frost bombs
>>
>>5092268
>Try to teach the goblins how to sparks in exchange for frost bombs
>>
>>5092302
>>5092319

You shake your head in agreement, the goblin leader shouts some gibberish and most of the tribe, about thirty or so goblins, look at you attentively. You twist your wrist and turn your clawed fingers producing small sparks, you repeat the motion ever so slowly so they can follow along.

Roll 4d20 best out of 3
>>
Rolled 20, 11, 2, 7 = 40 (4d20)

>>5092336
>>
Rolled 1, 9, 3, 18 = 31 (4d20)

>>5092336
>>
Rolled 6, 7, 8, 1 = 22 (4d20)

>>5092336
>>
>>5092341
>>5092345
>>5092360

20, 11, 2, 7

As you keep repeating the motion to create sparks you feel the strange sense of familiarity in the action, as if you were remembering an ancient memory. This memory gives you a greater understanding of the Arcane forces in the air, your sparks start to multiply and then take form as a continuous flame in your hand.

Learned firebolt spell

The goblins in awe of your flames start practicing like crazy, two produce pitiful sparks but another one produces clear white hot sparks. It immediately uses its new found power to attack the goblin leader and suddenly a bunch of them are fighting.
>Flee with some frost bombs
>Fight alongside the leader
>Fight alongside the spark maker
>Other

Roll 2d20 best out of 3
>>
Rolled 17, 14 = 31 (2d20)

>>5092461
>>Fight alongside the spark maker
so minions, right?
>>
>>5092461
>Fight alongside the spark maker

>>5092465
These goblins seem like loose cannons and they'd probably end up revolting against us like they're doing to their current leader. I think we should ally with the spark maker for now, take note of their defenses, and come back to defeat their remainder. We only need a few slaves to mine the crystals for our 'bolds anyways.

Also keep in mind if they're under new management our old deal with them might not be acknowledged, or they might just try to capture us.
>>
>>5092471
good point, better to use them for as long as we can, and if/when they turn on us we take them out.
>>
Rolled 17, 13 = 30 (2d20)

>>5092471
forgot to roll oop
>>
Rolled 10, 13 = 23 (2d20)

>>5092461
>Flee with some frost bombs
>>
>>5092465
>>5092471
>>5092481

17, 13

You have a hard time distinguishing who is siding with the spark maker and the goblin leader so you decide to focus on the goblin leader. Your claws turn ablaze as you shoot fire bolt after fire bolt, melting the leader's face and killing one of his bodyguards. After a confusion of frost explosions, flames and sparks it is clear that the sparkmaker has the advantage, some goblins run for their lives while others fall in line, offering daggers, earrings and other trinkets as tribute to the new leader.

You turn to the new leader sparkmaker, with a look of pride that only a gold dragon could muster. With a nervous look the sparkmaker turns to the remaining 18 goblins and signals them to bring you a great large bag of frost bombs, so many you question yourself if you can carry them all the way up the mountain.

With the exchange made you decide to leave the cave. When you start flying with the heavy bag you feel pain all over especially on your burned wing. You decide to bury most of the bombs next to a noticible rock and fly back with only a couple of them.

When you arrive at your cave your family surrounds you with horror in their faces as they look at each wound in your body. They start to speak over each other
"O great sun.. "
"Golden one, what have they done to you!"
"Magnificent flame that has landed. You're missing some scales!!"
"Please tell us who did this!"
"You mustn't leave until you are healed my sun of gold"
"Great one please takes us with us, let us protect your glorious golden scales"

Desperate to tell them your tale and to have them calm down and appreciate your bounty, you agree to only go out accompanied until you fully recover from your wounds.

With your family massaging your aching body you fall into a deep sleep and only awake two days later.

Fresh faced but not fully recovered yet, you decide to
>Find a better home for your family
>Gather kindling
>Explore your surroundings
>Train in the Arcane arts
>Other
>>
>>5092555
>Find a better home for your family
>>
>>5092555
>>Find a better home for your family
we can be a glorious majestic dragon, but also caring and loving to our family
>>
>>5092555
>Gather kindling
>>
>>5092555
>Gather kindling
They did say we're almost out
>>
>>5092555
>Gather kindling
Keep the family safe and fed during the winter, during spring we can look to migrate to better homes.
>>
>>5092555
>Gather kindling
Take a spare kobold or two if available
>>
>>5092555
>Find a better home for your family
Our peeps are cold
>>
>>5092555
>Gather kindling
>>
>>5092579
>>5092625
>>5092641
>>5092789

As you walk around your cavernous home stretching your still sore muscles, you see all of the kobolds huddled up next to a dying bonfire. With a twist of the wing you dramatically sit in the embers and start producing a small flame on the palms of your clawed hands.
You see them live up regaining some of their mobility.
"Today you will join me under the rays of the sun, today we shall bring warmth back into our home"

With that said you lead your family down the mountain in the direction of the closest trees, after they have filled their hands with kindling you smell a storm approaching.
>Hurry back to your home
>Try to though it out behind the trees
>Look for shelter close by
>Other

Roll 2d20 best of 3
>>
>>5092823
>drop as much of the wood as we must to ensure we make it back to the cave before the storm hit's if it is impossible to make it back to the cave before the storm hits, then try to locate shelter nearby and build a fire to ride out the storm.

if it is possible for our kobold family to use the skills they have to make shelter from the surrounding wood and pine trees then we should have some build a shelter while other work on the fire
>>
Rolled 18, 10 = 28 (2d20)

>>
>>5092836
Could you clarify something for me anon
Are voting on
A
>drop as much of the wood as we must to ensure we make it back to the cave before the storm hit's if it is impossible to make it back to the cave before the storm hits, then try to locate shelter nearby and build a fire to ride out the storm.

Or

B
>if it is possible for our kobold family to use the skills they have to make shelter from the surrounding wood and pine trees then we should have some build a shelter while other work on the fire

Or are you saying B if possible, if not go with A?
>>
Rolled 12, 17 = 29 (2d20)

>>5092823
>Hurry back to your home
>>
>>5092840
>Or are you saying B if possible, if not go with A?

yeah you got it, I should have clarified I am saying we go with the greentext as the plan, but wanted to ask if the regular text is possible, and if it is then do as you suggested
>>
Rolled 17, 2 = 19 (2d20)

>>5092823
>>Hurry back to your home
>>
>>5092836
>>5092842
>>5092878

12, 17

Fearing the storm will be too strong to tough out, you call out to your family to only carry that which they can run with, and to hurry back home.
Most of the kobolds make it in time but some of the older and tailless kobolds lag behind, suffering the progressively stronger wind. You fly the slowest of the group one by one to safety but you can see there are still five kobolts that will probably be caught in the storm, and Snuv is amongst them.
>Try to fly them one by one, starting with Snuv knowing that some will probably freeze
>Try to fly all five of them despite your small size and wounded wing
>Try to help them using the Arcane arts (feel free to describe what you do)
>Other

Roll 5d20 best of 3
>>
Rolled 1, 12, 18, 18, 19 = 68 (5d20)

>>5092955
>Arcane Arts
Gather the surrounding materials--loose rocks, fallen branches, trees not rooted too deeply--to build and hold together a rough shelter to weather the storm. Ideally close to the ground or taking advantage of the nearby terrain.
>>
Rolled 5, 8, 13, 15, 13 = 54 (5d20)

>>5092955
>Try to help them using the Arcane arts (feel free to describe what you do)
Try to use magic to make ourselves bigger to carry more homies
>>
Rolled 16, 17, 8, 2, 11 = 54 (5d20)

>>5092955
Try to help them using the Arcane arts (feel free to describe what you do)
>>5092959
What this anon says.
>>
Rolled 3, 4, 16, 15, 12 = 50 (5d20)

>>5092959
>>Arcane Arts
>Gather the surrounding materials--loose rocks, fallen branches, trees not rooted too deeply--to build and hold together a rough shelter to weather the storm. Ideally close to the ground or taking advantage of the nearby terrain.
>if the magic plan fails try to move them one at a time
>Family is everything we ride together or die together
>>
>>5092955
>>5093034
meant to like to post sorry
>>
>>5092959
>>5092983
>>5092992
>>5093034

1, 12, 18, 18, 19

With difficulty you fly down to the 5 kobolds and shout for them to gather around you. You desperately grasp at the Arcane trying to hold something more solid than fire, to shield you from the brutal wind. When you try to hear the stone beneath all the snow but you get distracted by the panicked screams of your family.
"Come to me NOW!" you shout
They all run close to your chest as you spread your wings to shield them from the violent storm. You anchor yourself to the ground, every time the wind hits you feel a pounding pain in the claws of your feet, you try to focus on the stone they are grabbing all the while you move your fingers, and start reciting the words Alar Potrac Petrac Arun.. you feel your wounded wing lower its guard for a moment, and hear a thud in the snow, you ignore it as you do anything but the surrounding Arcane energy, suddenly you start hearing the stone crack and shift with it the cold wind disipades.
You open your eyes and see stones piercing the snow and shrouding you from the wind like a rough stone egg, and then you feel a pain greater than any freezing wind, you see Rilbic's body twisted and limp on the snow. The others are reservedly crying around him, as if they're at the same time used to seeing this kind of thing but never ready for it.. You remember how Rilbic would always make you feel better when you saw yourself as useless for not being able to breathe flames, he would always say "When there's a cave in you just dig another path, that's life, you might not breath fire but you still warm our spirits oh shining sun that has landed."

You let out a deep gotheral sound
"Curse the goblins that have wounded me, curse this mountain, curse these weak wings.." "Stop!" Snuv shouts, backed by the other survivors. "You mustn't curse yourself oh child of fire, if you want to curse anyone you will have a long list. We live in this frozen hell because we were driven and prosecuted everywhere we went.. But I have no one to curse really, in the most horrible cold we found you, our fire, our pride and joy“ filled with tears, you await the passing of the storm in silence.

After the winds have stopped you make an opening in the stone wall, and you all go back to the cave carrying Rilbic. A funeral is prepared, Rilbic is buried in the deepest part of the cave so the cold can't hurt him anymore and everyone shares stories of his life..

You sleep next to the fire, with your body warm but your soul cold.
Come morning all you can think about is
>Getting your family out of this damn mountain
>Getting revenge on the goblins that have wounded you
>Getting better at the Arcane to be more prepared for disasters
>Other
>>
>>5093253
>>Getting your family out of this damn mountain
Surely there are warmer places to be.
>>
>>5093253
>>Getting your family out of this damn mountain
Probably a good idea to wait until winter ends, but there's no reason we can't find somewhere to bring them.
>>
>>5093253
>Getting your family out of this damn mountain
>>
>>5093257
>>5093262
>>5093308

You tell your family it is time to prepare to leave the mountain, that Rilbic will be the last of you to die from the cold and the winds.
They all pack up the rations, grab their coats and march to the entrance with javalis in hand.
You depart to
>The foot of the mountain in search of a better cave
>The east where the dwarves reside, if they are there the weather might be better
>The south, to take cover in the woods like the wild humans do
>The south, to take over the goblin cave
>West, closer to the settlements of human fishermen
>Other

Roll 2d20 best of 3
>>
>>5093253
>Other
We are running low on Kobolds; Winter is hard for everyone, but the clan must grow. Let's gather other Kobold to defeat the winter together, then move somewhere nicer
>>
Rolled 12, 7, 13 = 32 (3d20)

>>5093327

Woops, forgot to refresh. Ignore my previous vote

>The foot of the mountain in search of a better cave
Better build a stronghold and relationships than invading someone's territory.
Let's build Koboltopia, the world's most renown scaly city
>>
Rolled 4, 5 = 9 (2d20)

>>5093327
>The foot of the mountain in search of a better cave
>>
Rolled 6, 13 = 19 (2d20)

>>5093333
>>5093327
Damn i suck at counting greater than 1
>>
Rolled 11, 7 = 18 (2d20)

>>5093327
>>The south, to take cover in the woods like the wild humans do

we can dig a burrow in the warm woods
>>
RIP Rilbic, he was too good for this cruel world
>>
>>5093476
We'll build him a big ass shrine or temple in Koboltopia. Something about a memorial of racial discrimination against scalies, to make tourists dwarfs, elfs, humans and firbolgs feel guilty from chasing Kobold away of livable grounds.
>>
>>5093496
sounds like a plan
>>
>>5093327
>>The foot of the mountain in search of a better cave
>>
>>5093327
>>5093333
Support
I think koboltopia would be a great endeavour, much better than fighting humans/dwarves or other when our numbers are so small. Let's win them in a war of culture.
>>
>>5093333
>>5093363
>>5093388
>>5093534
>>5093572

6, 13

You head down the mountain with your family, because of the storm all of the paths down are overfilled with snow, you decide to go slow but safe spending the better part of the day on the descent. As you wait for your family to reach the foot of the mountain you scout the area for caves and you find two possible candidates for your new home, any of them would be better than where you came from, for down here you are more shielded from the wind, even the air is easier to breath.
You lead your family into
>A cave with a large enterance that seems very deep
>A cave with a straight entrance that branches of into multiple passageways
>A spot with good ground where you plan to make an underground home.

Roll 3d20 best of 3
>>
>>5093633
>A cave with a straight entrance that branches of into multiple passageways
>>
Rolled 4, 4, 1 = 9 (3d20)

>>5093633
>A cave with a straight entrance that branches of into multiple passageways
Large entrance is harder to defend. We'll just have to fully explore these passages, make sure nothing else lives inside.
>>
Rolled 10, 18, 4 = 32 (3d20)

>>5093633
>>
Rolled 11, 5, 6 = 22 (3d20)

>>5093633
>>A spot with good ground where you plan to make an underground home.


If we build a warren, we can make as many escape tunnels as we want, build as many rooms as we want, and can make it as camouflaged as we want.
>>
>>5093633
>A cave with a straight entrance that branches of into multiple passageways
>>
>>5093633
>A spot with good ground where you plan to make an underground home.
>>
Rolled 17, 3, 1 = 21 (3d20)

>>5093633
>>A cave with a straight entrance that branches of into multiple passageways
>>
>>5093633
>>A cave with a straight entrance that branches of into multiple passageways
>>
>>5093633
>A spot with good ground where you plan to make an underground home.

Best place to build Koboltopia.
The world might not be ready for it yet, but let's keep the spot in mind. We'll catch back the mana bombs, recruit other Scalies, then go meet the dwarf and try to buy service of a stonemason as a teacher. What do you guys think?
>>
>>5093644
>>5093647
>>5093657
>>5093748
>>5093763
>>5093805

10, 18, 4

You lead your family through the cave with the straight entrance. At times the corridor gets so straight you find yourself folding your wings in an uncomfortable position. You quickly find yourselves in a three way fork, you have the best fighters armed with thick yeti hides and strong yeti bone spears to protect the back and the front of the group while all of you explore one path at a time. After the maze like corridors you find two chambers, one small and one very large with good ventilation, some small fissures in the sealing let in some sunlight.
You are about to settle in when you hear a shouting from the back of the group
-Sssp Spiders!!!

From the corridor walls you see what looked like blocks of ice no larger than the kobolds move with six long legs, surrounding the group
>Fly to the middle of the group and fight fang and claw
>Shoot fire bolts at the spiders
>Create an illusion of more gold dragons to dissuade the spiders
>Other

Roll 4d20 best out of 3
>>
Rolled 14, 10, 7, 11 = 42 (4d20)

>>5093884
>Shoot fire bolts at the spiders
>>
Rolled 1, 5, 20, 17 = 43 (4d20)

>>5093884
>>Shoot fire bolts at the spiders
>>
Rolled 3, 4 = 7 (2d6)

>>5093884
>Fly to the middle of the group and fight fang and claw
>>
Rolled 1, 11, 13, 12 = 37 (4d20)

>>5093901
what the hell do I think I'm rolling?
>>
>>5093884
>>Shoot fire bolts at the spiders

Spiders fear flame, everyone knows this
>>
>>5093887
>>5093891
>>5093901
>>5093908

1, 5, 20, 17

As soon as you see the spiders you start shooting fire bolts, you miss all of them and end up causing a cave-in, separating the front group from the back group. Scared you would cause more cave-ins, you decide to hold off on using more fire. Instead you climb the passages and start biting and scratching the largest spider you find, its armor is hard as rocks, but its eyes are soft, you scratch at them until the cursed thing stops twitching. You see your group holding their own, using their numbers to flank them, finding spots between the armor plates to pierce with their spears. As you finish killing your second for you hear screams from the other side, nervous you run through the maze-like corridors trying to find a way to the other group. You arrive to find several kobolds with minor injuries and an impressive pile of dead spiders. On top of them you see Frec, Frid and Fran, three young sisters that had hardly hunted in the past, the other kobolds tell you how the three of them moved as a single creature, killing most of the spiders one by one.

You lead the back group to the front group and together you thoroughly search each crevice of the cavern for more spiders, killing the few you stumble upon. You also find two nests of spider eggs, you collect the eggs and all of the webbing at your family's request.

Confident that the cavern is secure, everyone starts to unpack. You sit by the fire with the wounded kobolds boiling the spider eggs to add to your supplies, while the rest of the family is busy recovering spider meat to store in the coldhole with the rest of the rations and repurpose the debris from the cave-in you caused to block the entrance to the cave for the night.
Tired from a long day, you all go to sleep huddled up in the smallest chamber.

As a few sunrays pierce the sealing of the large chamber you wake up and decide to
>Improve the cavern (open to suggestions as always)
>Craft tools, weapons or armor out of the spiders chitin
>Suggest your family trains with the three sisters
>Try to teach your family sparks (Roll 3d20)
>Other
>>
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118 KB JPG
>>5093993
>Craft tools, weapons or armor out of the spiders chitin
>Suggest your family trains with the three sisters

Spear, shields, and an iron discipline make excellent tunnel/chokepoint fighters.
>>
>>5093993
>>Craft tools, weapons or armor out of the spiders chitin
>>
>>5093993
>>Improve the cavern (open to suggestions as always)
Set up an area for a mushroom farm and see about musing magic to get us fresh water or hotsprings.
>>Craft tools, weapons or armor out of the spiders chitin
>>
>>5094011
support
>>
we need to stop playing fast and loose with out family we need to fortify and gather food, laying low and gathering strength
>>
>>5094011
support
>>
>>5094011
>>5094029
>>5094030
>>5094065
>>5094189

Wanting your family to be safe you propose they should craft armor and weapons out of the spiders. Hoboc the kobold responsible for the yeti coats oversees the project, he starts by separating the family in many small teams each responsible for a small part of the process, you are made responsible for cutting and drilling holes in the plates, for you are the only one who can. The other teams are responsible for things like extracting the plates, cleaning the plates, and binding the plates together.
After half a day you complete the first sets of armor. Wanting a rest from digging at the plates with your claws, you suggest that they should now go train with Frec, Frid and Fran for they have proven themselves great warriors in the last bout.

As you keep crafting and training for the next couple of days you see the family divide itself into three groups, the 7 fighters that spend all day training, including the three sisters. The 11 crafters that craft armor in the morning, discuss cavern improvements all through lunch and then go back to crafting again, and the rest that seem content either way.

By the end of the fourth day, 7 of your tribe seem ready to face danger while the rest seem at least more prepared in case of an emergency. You were able to produce 5 spider plate armor layered with yeti hide and fur for the sisters and two fighters, and simple spider plate armor for the other 16 kobolds. You also crafted 8 shields, 4 spears with yeti bone shafts and 30 spear heads missing shafts, Jhacs was having so much fun carving them that he ended up making more than we needed.

The next day with the food not looking like it will last more than a week and with very little kindling you decide to go
>Gather wood for shafts and kindling
>Hunting
>Search the nearby caves for mushrooms to bring home and build a farm
>Other

Accompanied by
>The whole family
>The 7 fighters
>A single lucky kobold that gets to ride on your back
>No one, go alone

Roll 1d20 best of 3
>>
Rolled 17 (1d20)

>>5094220
>>Gather wood for shafts and kindling
>The 7 fighters
>>
>>5094220
>>Hunting
>No one, go alone
>>
Rolled 5 (1d20)

>>5094220
>Check the weather outside the tunnel system
>Clear:
>Gather wood for shafts and kindling
>bring the 7 fighters and 3 kobolds that are fine either way
>Not Clear: search the nearby caves for mushrooms and other valuable resources
>>
>>5094226
if it's not clear go alone; others are busy
>>
Rolled 2 (1d20)

>>5094220
>>
>>5094220
>Search the nearby caves for mushrooms to bring home and build a farm
>A single lucky kobold that gets to ride on your back
>>
>>5094220
>Search the nearby caves for mushrooms to bring home and build a farm
>No one, go alone
>>
Rolled 17 (1d20)

>>5094220
let's try my luck
>Search the nearby caves for mushrooms to bring home and build a farm
>A single lucky kobold that gets to ride on your back
>>
Rolled 19 (1d20)

>>5094220
>Search the nearby caves for mushrooms to bring home and build a farm
Food supply mandatory for Koboltopia
>Other
Try to look for other Kobold, or valuables to recruit dwarves. The city must grow.
>>
>>5094220
>Search the nearby caves for mushrooms to bring home and build a farm
>The 7 fighters
>>
>>5094344
Forgot to say, but let's take a lucky Kobold
>>
>>5094223
>>5094226
>>5094236
>>5094266
>>5094276
>>5094344
>>5094415
>>5094429

17

You lead the 7 fighters armed with spears, shields and slings on a short trip to some nearby trees. There you chew off the base of a thin tree and you all haul it back to the cave along with some kindling.
With still some daylight in the day you have the seven pick one amongst them to go with you check some of the nearby caves for mushrooms or allies. They play javelin, stone, scale and Pocpuc is declared the winner, the others thought he would pick stone being a master of the sling himself but he predicted this and chose instead scale every turn.
Pocpuc cries tears of joy while the others go back inside the cave.

The two of you fly to the nearby caves starting with the one with the large entrance you saw before, inside you find quite a bit of palish green moss growing on the floor and the walls, you take some of it before the two of you flee, from a huge furry four legged creature, larger than even the yeti.
You fly for quite a bit while Pocpuc spots caves and crevices with his marksman's eyes, you only find unremarkable shallow caves.
With the day nearly at an end Pocpuc insists you let him explore a crevice that is too narrow for you to pass. You hesitantly allow him to go after he promises to return immediately if sees any sign of trouble.
After a bit of time passes he returns with his arms overflowing with small brown mushrooms and a great big grin on his face.

You come home and celebrate your find with your family, they immediately start spreading the mushrooms and the moss around the cave to see in which spot they grow better.

After a long day of flying you rest your wings by the fire as you hear Pocpuc recounting the adventure the two of you had, over and over again, it lulls you into a deep and comforting sleep.

The following day, now that your family has their basic needs met you decide you should spend the next couple of days
>Leading expeditions to the mushroom crevice to establish enough farms to satisfy all your food needs during the winter
>Leading expeditions to gather all the kindling you need for the winter and maybe some more wood to build hauling sleds
>Hunting with the 7 fighters so you can have more food and hides to sew some backpacks and winter clothes
>Trying to teach sparks to your family so they can better warm and defend themselves
>Other

Roll 2d20 best out of 3
>>
>>5094450
>Hunting with the 7 fighters so you can have more food and hides to sew some backpacks and winter clothes
>>
>>5094450
>Hunting with the 7 fighters so you can have more food and hides to sew some backpacks and winter clothes
>>
Rolled 13, 1 = 14 (2d20)

>>5094450
>>Other
Go on expedition to retrieve frost grenade and bring new kobolds
>>
Rolled 4, 9 = 13 (2d20)

>>5094450
>>5094456

wow forgot to roll
>>
Rolled 19, 15 = 34 (2d20)

>>5094455
>>5094460
Same here
>>
>>5094450
>>Hunting with the 7 fighters so you can have more food and hides to sew some backpacks and winter clothes
>>
>>5094450
>Hunting with the 7 fighters so you can have more food and hides to sew some backpacks and winter clothes
>>
>>5094450
>Hunting with the 7 fighters so you can have more food and hides to sew some backpacks and winter clothes
Also pick up the frost bombs during a hunting trip
>>
>>5094450
>Hunting with the 7 fighters so you can have more food and hides to sew some backpacks and winter clothes
>>
>>5094450
>Hunting with the 7 fighters so you can have more food and hides to sew some backpacks and winter clothes
While I want to try and teach them magic right away, the cold is liable to kill them if they're not prepared for it.
>>
>>5094455
>>5094456
>>5094466
>>5094468
>>5094472
>>5094590
>>5094634
>>5094661

You go out hunting with the 7 fighters, you fly scouting the frozen planes for any prey luckily you spot a herd of at least a hundred musk oxen, you start harassing them by making sparks, herding them in the direction of the hunters.
As the oxen arrive the fighters throw javalis in their direction, finishing those that fall with their spears.
With eight of the large beasts hunted you go to your new home and ask for help carrying them. Even with the full tribe working you take two days to haul all eight oxen.

You stand proud knowing that you have enough food for the better part of the rest of the winter and more hides and furs than you know what to do with.

After a night of resting your worn back, you rise to
>Sew backpacks and coats out of the oxen hides
>Lead an expedition to gather all the kindling you need for the winter and maybe some more wood to build hauling sleds
>Try teaching sparks to your family so they can better warm and defend themselves (roll 2d20)
>Search for kobolds to join your family (roll 2d20)
>Other
>>
>>5094715
>Other
Experiment with fire and ice magic.
>>
>>5094715
>>Sew backpacks and coats out of the oxen hides


let's get our Kobolds clothed and insulated so that what happened on the mountain can never happen again, not one more kobold should be claimed by the cold
>>
>>5094715
>Sew backpacks and coats out of the oxen hides
>>
>>5094715
>Sew backpacks and coats out of the oxen hides
>>5094725
Honestly feels like we should focus on prepping for winter first, then teach and experiment with magic in the safety of our cave during the heavy snowfall
>>
Rolled 9, 2 = 11 (2d20)

>>5094715
>>Search for kobolds to join your family (roll 2d20)
>>
>>5094715
>Sew backpacks and coats out of the oxen hides
>>
>>5094715
>Lead an expedition to gather all the kindling you need for the winter and maybe some more wood to build hauling sleds
They don't really need our help to make gear out of ox hide, and we should stockpile our wood now before the snowfall makes it near impossible to gather anything.
Once we're prepped for a harsh winter, then we can begin their magical tutelage.
Imagine an entire enclave of Kobolds proficient in fire magic.
>>
>>5094715
>>Lead an expedition to gather all the kindling you need for the winter and maybe some more wood to build hauling sleds

We can do all the sewing we want when we're snowed in
>>
>>5094726
>>5094727
>>5094779
>>5094836

In preparation for the peak of winter the family starts working with bone needles and spider thread to sew coats, backpacks and pouches all at Hoboc's direction. After three days you are able to produce the coats, the backs, the pouches and even two large rugs to heat up the floor of the sleeping chamber.

Noticing that it is getting colder by the day you decide to spend the remaining days before the great cold..
>Hunting more furred beasts to isolate the cave and for food
>Leading an expedition to gather all the kindling you need for the winter and maybe some foliage to isolate the cave
>Trying to teach sparks to your family so they can better warm and defend themselves
>Searching for kobolds to join your family that might need your help to survive the great cold
>Practicing the Arcane arts
>Other

Roll 2d20
>>
>>5094715
>Sew backpacks and coats out of the oxen hides

Burn an image of us and Rilbic into one of the horns for us to hang up somewhere. Sorta like a scrimshaw
>>
>>5094880
*Roll 2d20 best out of 3
>>
Rolled 20, 16 = 36 (2d20)

>>5094880
>Leading an expedition to gather all the kindling you need for the winter and maybe some foliage to isolate the cave
Canadian Kobolds.
>>
>>5094880
>>
Rolled 8, 18 = 26 (2d20)

>>5094880
>>Leading an expedition to gather all the kindling you need for the winter and maybe some foliage to isolate the cave
>>
Rolled 4, 16 = 20 (2d20)

>>5094880
let's see what we get.
>Leading an expedition to gather all the kindling you need for the winter and maybe some foliage to isolate the cave
>>
Rolled 4, 17 = 21 (2d20)

>>5094880
>>Leading an expedition to gather all the kindling you need for the winter and maybe some foliage to isolate the cave
>>
>>5094880
>>Leading an expedition to gather all the kindling you need for the winter and maybe some foliage to isolate the cave
>>
>>5094880
>>Leading an expedition to gather all the kindling you need for the winter and maybe some foliage to isolate the cave
>>
>>5094880
>>Leading an expedition to gather all the kindling you need for the winter and maybe some foliage to isolate the cave


this needs to happen
>>
>>5094880
>>Leading an expedition to gather all the kindling you need for the winter and maybe some foliage to isolate the cave
>>
>>5094892
>>5094904
>>5094910
>>5094914
>>5094915
>>5094923
>>5094939
>>5094959

20, 16

Knowing you have to act fast you go with most of your family gathering wood, once again you bite off the base of some small trees and then drag them together to the cave.
With the first woods gathered the 11 crafters work tirelessly building a hauling sled that can be pulled using some rawhide rope made with hide scraps, while the remaining kobolds keep going back and forth between the cave and the trees filling their hands and backpacks with kindling.
With an expertly crafted sled you are able to haul much more wood with half the effort, quickly satisfying your kindling needs for the rest of the winter. As the days grow colder you keep gathering wood to have a nice surplus to use for other things other than fires during great cold, you are accompanied by less and less of your kin, until one day you start to single-handedly haul smaller trees and branches as you feel your body grow stronger.
On one of these days you stumble into a group of six shorties, they quickly lower their axes and speak gibberish at you with wonder in their eyes. You speak back at them properly, asking them what they are doing there, one of them finally starts to make a bit of sense with a mix of hand gestures and loose words in a strange accent
"We friendly no harm no harm" she says as she raises her gloved palms in your direction
"Not know territory of dragon" she says with a sorry look in her face

>Have them help you haul wood
>Inquire how they survive the great cold with no cave
>Ask how they traveled so far from their huts with their short leg
>Other
>>
>>5095109
>>Inquire how they survive the great cold with no cave

let's not just instantly to aggression, but we should also be ready to use it if need be.
>>
>>5095109
>>Inquire how they survive the great cold with no cave
>>
>>5095109
>Inquire how they survive the great cold with no cave

Maybe we should start marking our territory somehow
>>
>>5095110
>>5095118
>>5095143

You ask how they survive the great cold with no caves, she tries to explain while drawing some shapes in the snow.
"Flame on core of hut. The hot smoke trap down of floor, keep hot long"
You attentively memorise every word to later reproduce to the crafters of your family.
As you see them visibly shiver from the cold you produce a hot flame atop your clawed fingers, with the intention of warming them while simultaneously intimidating them.
With the sun low you decide to give them a final prideful glare and hurry home with the sled, fearing that your family might come looking for you in the freezing wind because of your lateness.

You explain the shorties hut design word for word to the crafters, recreating the drawing the best you can to better explain it. They excitedly start debating the details of how they could build a small version of the hut inside the large chamber in order to test the design and even improve it, they are confident they have enough wood for a small one.

With the arrival of the great cold you seal cave entrance and decide it's about time you
>Celebrate a successful winter preparation and honour Rilbic and others like him that were not so fortunate as to survive the winter
>Start building the shorties style hut
>Craft furniture and tools to improve everyday life
>Try to teach sparks to your family so they can better warm and defend themselves
>Practice the Arcane arts
>Other
>>
>>5095183
>>Celebrate a successful winter preparation and honour Rilbic and others like him that were not so fortunate as to survive the winter
>>
>>5095183
>>Celebrate a successful winter preparation and honour Rilbic and others like him that were not so fortunate as to survive the winter


once we do this we need to scout out were the "shorties" live so we know how far they are from us last thing we need is to be cause completely unaware
>>
>>5095183
>Celebrate a successful winter preparation and honour Rilbic and others like him that were not so fortunate as to survive the winter

A little winter feast would improve moral, and we could make it an annual thing
>>
>>5095183
>>Celebrate a successful winter preparation and honour Rilbic and others like him that were not so fortunate as to survive the winter
We have the rest of the winter to build improvements on our cave system, and marking our territory/scoping out where the shorties are can wait until spring.
>>
>>5095183
>Start building the shorties style hut
while they're doing that.
>Practice the Arcane arts
>>
>>5095191
>>5095192
>>5095228
>>5095263

You all start making preparations for your new holiday, the Day of Sealing the day where you say your goodbyes to the tundra winds and focus on appreciating your family by crafting gifts for them.
You go gather some of the musk oxen horns to craft your gift, you carve the largest of the horns by heating the point of your claw, you depict some of your best memories with Rilbic, some of the older kobolds spot you and they too start doing memorial pieces, to those they dearly miss this day.
After you finish your piece you go help others finish their gifts when they need a bit of fire or a strong claw.
At the end of the day you start smelling the great feast that is being prepared, you thankfully have enough supplies to splurge a little on this special day. The family all gathers in the large chamber after hiding their gifts in the crevices of the cave, you all start to enjoy the feast that is composed of several new dishes like moss and mushroom soup, skewers of mushroom, yeti and oxen meat, smoked oxen with fresh moss and meat filled mushrooms, their a special treat, you never know if you will get the spider, the yeti or the oxen filling. As you finish eating and drinking freshly melted snow, one by one your family members go to get their gifts to present them, some like you and elders offer gifts for everyone to enjoy, like the feast, others offer something to a special someone in their heart.
You see all kinds of cool gifts, some made carvings in their friends armor, others crafted tools like pickaxes, carpentry tools or cooking knives, the other 4 fighters made some impressive looking spider head helmets to offer the three sisters for all their hard work. But none received as many gifts as you did, a portrait carved in a wood plank, several tasty treats and best of all a present designed by Hoboc, and worked in by the whole family, a harness made with buckles to perfectly fit you with several bags, so you don't have to carry everything by hand. You all give thanks to each other and finish the day by picking a crevence close to the entrance to mount your bone carvings of those that will always warm your hearts.

Well rested after a wonderful day of celebration you take advantage of your family's high spirits to
>Start building the shorties style hut
>Craft furniture and tools to improve everyday life
>Try to teach sparks to your family so they can better warm and defend themselves
>Practice the Arcane arts
>Appoint some people as masters of a craft such as Hoboc and the three sisters and have the rest of family pick classes to have from them
>Other
>>
>>5095394
>>Start building the shorties style hut
>>
>>5095394
>>Try to teach sparks to your family so they can better warm and defend themselves
Seems like the kind of thing to do in high spirits.
>>
>>5095394
>>Craft furniture and tools to improve everyday life
this would be rather useful and help improve the living standards of our kobolds
>>
>>5095394
>Try to teach sparks to your family so they can better warm and defend themselves
>>
>>5095394
>>Craft furniture and tools to improve everyday life

It saddens me that we didn't have the time to search for other kobolds that might be in need. Perhaps there will be opportunity yet. Though I suppose we aren't strictly limited to kobolds in the family are we?
>>
>>5095421
>Though I suppose we aren't strictly limited to kobolds in the family are we?
yes, this is a kobold only cave
>>
>>5095421
Eh Kobolds just gel easier, I'd argue recruiting more kobolds and just improving relations with the shorties for now. Maybe we can go full metropolitan later on when we're in a better position.
>>
>>5095425
>Maybe we can go full metropolitan later on when we're in a better position.
yeah I can get behind that
>>
>>5095425
>>5095428
Supporting this. We'll need dwarf craftmanship to learn masonry and stone engraving
>Try to teach sparks to your family so they can better warm and defend themselves
>Practice the Arcane arts
>>
>>5095402
>>5095410
>>5095455

With spirits high you gather your family to try teaching them sparks, you start by repeating the motion ever so slowly so everyone can follow along, you then carve in the wall each step they must follow. As the day goes by you walk by your family reviwing and correcting their posture and movements.

Roll 2d20 best out of 4 because of the high spirits
>>
Rolled 15, 5 = 20 (2d20)

>>5095485
>>
Rolled 9, 12 = 21 (2d20)

>>5095485
>>
>>5095485
Even if the kobolds only learn the ability to make small sparks it's still a great thing. With sparks the kobolds can make fires much easier, and in a desperate situation warm themselves if only a little bit.
>>
Rolled 7, 10 = 17 (2d20)

>>5095485
>>
Rolled 18, 8 = 26 (2d20)

>>5095485
>>
>>5095492
>>5095516
>>5095522
>>5095535
>>5095588

18, 8

At the end of the day two kobolds were able to produce sparks. Yucks a muscular kobold fighter that made a couple of sparks one time and then could not do it again and Zigga, a particularly short kobold, that was able to consistently produce bright sparks.
You try to motivate the rest of the family by telling them they can always follow the carvings and practice, eventually some are bound to make a spark, as for Zigga and Yucks you take them under your tutelage vowing to help them with their sparks every couple of days.
You expect Zigga will be able to produce flames as you do, before the winter is over.

After a decent night sleep accounting for the cold you chose to
>Build the shorties style hut
>Craft furniture and tools to improve everyday life
>Practice the Arcane arts
>Appoint some people as masters of a craft such as Hoboc and the three sisters and have the rest of family pick classes to have from them
>Other
>>
>>5095825
>>Craft furniture and tools to improve everyday life
>>
>>5095825
>>Practice the Arcane arts
>>
>>5095825
>>Build the shorties style hut
>>
>>5095825
>Craft furniture and tools to improve everyday life
>>
>>5095825
>Build the shorties style hut
>>
>>5095825
>>Build the shorties style hut
>>
>>5095825
>Craft furniture and tools to improve everyday life
>>
>>5095825
>Build the shorties style hut
>>
>>5095825
>Build the shorties style hut
>>
>>5095825
>Craft furniture and tools to improve everyday life
>>
A little food for thought for everybody voting to build the Huts how exactly are we going to build them if we don't first make tools
>>
>>5095825
>>Craft furniture and tools to improve everyday life
>>
>>5095825
>>Craft furniture and tools to improve everyday life
>>
>>5095825
>Build Shorties style hut
Feasibly all we'd need is some strong saplings and hides (which we seem to have in spades) to make them. And the huts would allow for better conversion of heat and better use of tinder, making the kobolds more self sufficient and less reliant on us. And when there less reliant on us we can do more cool dragon things, like study magic or find more kobolds.
>>
>>5095825
>Build the shorties style hut
>>
>>5095394
>Try to teach sparks to your family so they can better warm and defend themselves
>>
>>5095825
>>Build the shorties style hut
>>
When we do eventually have time to really master pyromancy, I want to work on Geomancy next.
Being able to create stone structures and manipulate earth to find ore would be invaluable. It would also allow us to create a proper lair so we can begin amassing a proper horde.
I have an idea concerning the theme of our lair and its surrounding Kobold settlement.
I say we move to the tallest mountain in this region and start creating a settlement in its interior.
With proficiency in flame and stone magic, it shouldn't be hard to locate a geothermal reservoir and use it to keep the place heated.
>>
>>5095832
>>5095836
>>5095840
>>5095867
>>5095875
>>5095952
>>5095956
>>5095979

As you start to feel it's harder to sleep due to the cold you start to wonder how even harder it must be for your family that does not have an internal fire running all day, you see them desperately trying to stay warm at night using the rugs as blankets and decide something must be done and that something is a shorties hut!
Dighir, an older kobold oversees the construction of such a hut, she and Rilbic used to organize all the construction of warrens back when they were young, back when they had not been driven to the mountains.
After Dighir devises a plan for the construction, the kobolds get to work crafting only the essential tools for the hut such as some hammers, wooden pegs, saws, shovels and pickaxe, all out of spider plates, oxen bones and wood.
You start by digging holes to bury the wooden pillars that will support the whole structure, and then you build a furnace of stone in the center with some gaps, designed in such a way that smoke escapes to the rest of the floor but not the fire, "We don't want to be that warm!" Dighir jests. After a week of work the hut is nearly complete, the only thing missing is what the shorties used to isolate the roof's wooden tiles and the walls. Dighir suggested using hides but we have none left after the sewing of coats, rope and the two rugs..

Even if a bit cramped you all sleep much better inside the hut, or the cave inside the cave as some haven taken to calling it.

After a good night sleep where you feel your muscles warm instead of frozen you decide to
>Craft furniture and tools to improve everyday life
>Practice the Arcane arts
>Appoint some people as masters of a craft such as Hoboc and the three sisters and have the rest of family pick classes to have from them
>Go into the great cold in order to hunt for hides
>Go into the great cold in order to spy on shorties and try to learn their hutcrafting secrets
>Other
>>
>>5096054
>>Appoint some people as masters of a craft such as Hoboc and the three sisters and have the rest of family pick classes to have from them

Start allocating duties so they can work on things in your absence.
>>
>>5096054
>>Craft furniture and tools to improve everyday life

we have put it off for two updates we need to do this guys
>>
>>5096054
>>Craft furniture and tools to improve everyday life
I figure they'll assign themselves certain duties and we don't need to do that part.
>>
>>5096054
>>Craft furniture and tools to improve everyday life

Just thinking here, what could we possibly trade with the shorties? The secrets of smithing and construction would help us greatly.
>>
>>5096119
>Just thinking here, what could we possibly trade with the shorties? The secrets of smithing and construction would help us greatly.
we do need more fur as Dighir pointed out since the roof of the hut is not finished
>>
>>5096054
>>Craft furniture and tools to improve everyday life

>>5096119
Helping them or killing directly their enemies is probably far more appreciated than simple trade for requesting secrets.

We should kill those goblins, before they expand, their nature makes living in the same lands with them impossible. Preferably we attack with some warriors.

Capturing and taming that oxen herd would be also beneficial, though the herd would need a great room in the cave where to live. And food.
We should fortify the entrance of the cave, perhaps even the surroundings outside with a wall and watchtowers
>>
>>5096054
>go into great cold to hunt for hides
We need the hides to finish the hut, and we'd get extra meat from hunting. We'd also get to see how the outside world is doing maybe even meet the shorties again, or some other humanoids.
>>
>>5096252
>>Study the growth of the mushrooms and the moss to establish more productive farms
Or see if we can use the Arcane Arts to get ready/easy access to fresh water.
>>
>>5096058
>>5096061
>>5096119
>>5096148

With housing needs met you follow Snuv's advice to section of the cave into different concept areas like kitchen, workshop, etc.. After that's done you collectively work to make those areas more comfortable and efficient for their designated purposes, you craft tables and stools so the crafters and the cooks don't have to do everything on the floor. Produce hanging racks so tools are organised instead of piled up everywhere and you make note and craft tools that you are in need of from sewing needles to training weapons.
After a week the areas are well established and organically start to develop.
The hut serves as a kitchen during the day seeing it is the best place to cook using the great central oven. Close to the hut several tables and stools are assembled to serve as a messhall so family meals can be had. A corner of the small chamber is reserved for storage and a deep hole with carved stairs and a cellar-like door is dug to store meats and other supplies at very low temperatures. On the far wall behind the hut is the workshop, composed of several work tables for different crafts like sowing, carving, mining and carpentry. Spark exercises are also moved to a dead-end away from the flammables, where you fill the walls with increasingly detailed depictions on how to produce spark and flame.

You wake up, you think larger? It's getting increasingly more difficult to pass through the hut door, it might have to be remade to accommodate you. Some passageways are also becoming a pain to traverse. With the sight of your family making use of the new areas you go ahead and..

>Practice the Arcane arts
>Appoint some people as masters of a craft such as Hoboc and the three sisters and have the rest of family pick classes to have from them
>Go into the great cold in order to hunt for hides
>Go into the great cold in order to contact the shorties and establish some deals
>Build a larger hut so your family does not have to sleep all cramped up
>Study the growth of the mushrooms and the moss to establish more productive farms
>Other
>>
>>5096260
Sorry I posted an incomplete update before that's why I deleted it, I'll count your vote don't worry.
>>
>>5096261
>>Study the growth of the mushrooms and the moss to establish more productive farms

either next update or the one after we need to consider how we are gonna deal with our continuing growth
>>
>>5096261
Aw crap were getting to big, we're gonna need a solution for that soon. But anyways
>go into the cold and hunt for hides

We need those hides to finish the hut, and going out we could find neat stuff. And most importantly of all we could practice our magic and spells, like our illusions and firebolt spell.

I'm not saying we should annihilate a herd of ox with firebolts, but we totally could.
>>
>>5096273
>We need those hides to finish the hut, and going out we could find neat stuff. And most importantly of all we could practice our magic and spells, like our illusions and firebolt spell.


yes we do, but going out in a blizzard is a terrible idea even for a dragon we should wait till the storms let up and winter breaks.

as for our size we will just have to start sleeping outside the hut
>>
>>5096261
>>Appoint some people as masters of a craft such as Hoboc and the three sisters and have the rest of family pick classes to have from them

Now we should have seen enough of the different skills to know who is at least decent at what
>>
>>5096261
>>Appoint some people as masters of a craft such as Hoboc and the three sisters and have the rest of family pick classes to have from them
>>
>>5096261
>>Appoint some people as masters of a craft such as Hoboc and the three sisters and have the rest of family pick classes to have from them
>>
>>5096261
>Appoint some people as masters of a craft such as Hoboc and the three sisters and have the rest of family pick classes to have from them
>>
>>5096261
>Appoint some people as masters of a craft such as Hoboc and the three sisters and have the rest of family pick classes to have from them

We'll need some stonemasons to start enlarging corridors. First, kobold natural digging talent will be enough, then we'll need tutelage from dwarves.
>>
>>5096261
>Study the growth of the mushrooms and the moss to establish more productive farms
>>
>>5096545
>We'll need some stonemasons to start enlarging corridors.

that our accept our fate as a neet dragon and never go outside again
>>
>>5096261
>>Appoint some people as masters of a craft such as Hoboc and the three sisters and have the rest of family pick classes to have from them
>>
>>5096383
>>5096393
>>5096400
>>5096510
>>5096545
>>5096854

You held a meeting with your family where each one discusses who are those especially skilled in a craft, you end up with the following list, that is carved on the cavern walls for all to see:
-Close quarters fighting, Frec, Frid and Fran
-Marksmanship, Pocpuc
-Carpentry, Dighir
-Mining and Masonry, Snuv
-Foraging and farming, Rott and Gotto
-Sewing and armor crafting, Hoboc
-Tools and weapons crafting, Tan
-Arcane arts, The sun that has landed and Zigga
-Trapmaking, Ziggzs
-Cooking, Boc and Yugga

You then proceed to organise some loosely scheduled classes so everyone can improve the skills they are interested in with proper mentorship.
After a few days teaching some sparks classes and assisting in some of the other classes you decide to focus your efforts on
>Practicing the Arcane arts
>Going into the great cold in order to hunt for hides
>Going into the great cold in order to contact the shorties and establish some deals
>Studying the growth of the mushrooms and the moss to establish more productive farms
>Adapting the cave to your growing size
>Other
>>
>>5096874
>start adapting the cave to growing size
We need to deal with this problem, or we'll be stuck in the cave unable to leave, or be outside of the cave unable to get in
>>
>>5096874
>Adapting the cave to your growing size
>>
>>5096874
>Adapting the cave to your growing size

efficiency efficiency efficiency
>>
>>5096874
>Adapting the cave to your growing size
>>
>>5096874
>>Studying the growth of the mushrooms and the moss to establish more productive farms


embace neet Dragon life, never leave/move again accept cavern room as our world.
>>
>>5096874
>>Adapting the cave to your growing size
>>
>>5096874
>>Studying the growth of the mushrooms and the moss to establish more productive farms
>>
>>5096874
>Adapting the cave to your growing size
>>
>>5096875
>>5096877
>>5096880
>>5096901
>>5096914
>>5096995

Fearing you might get trapped inside the cave or worse stuck in some passageway you ask your family for help accommodating the cave to your growing size. Snuv prepares the plans while some more pickaxes are crafted for the task at hand. Ziggzs with no orientation from you or Snuv organises a few of the kobolds to produce candles out of the ox fat and plant fiber you have, these prove invaluable for the mining project, for even a kobold's sight in the dark has its limitations in terms of detail and range.
With the pickaxes and candles at hand your family gets to work mining a main pathway for several days, it is expanded to fit not your corrente size but the size you might have at the end of winter.
During this endeavor you try to help by using the Arcane arts to mold the stone, but such attempts only bring you memories of that fateful day when the storm took Rilbic away from you.. You know how useful you could be for the family with such power but today you don't feel you have the strength to accomplish such a task.

With the passageway complete you feel much better, able to even stretch your wings. You also decide it is time you sleep outside the hut, you don't mind the cold, the cold seems more distant to you everyday, it's the lack of company that gives you pause.

You wake up to see that some of the kobolds, namely those most invested in learning the way of the flame like Zigga came to sleep next to you, outside the hut.
"If we are to learn of fire from the great sun that has landed, we are to set like the sun" she says as the others agree.

With a smile on your face and with room to grow you decide you should
>Practice the Arcane arts
>Go into the great cold in order to hunt for hides
>Go into the great cold in order to contact the shorties and establish some deals
>Study the growth of the mushrooms and the moss to establish more productive farms
>Other
>>
>>5097068
>>Practice the Arcane arts geomancy

we need to get pasted this mental bloke that rilbic's death gave us, earth shaping is a critical skill that can help us and our family not using it or being able to use it is a serious concern that needs to be taken care of quickly.
>>
>>5097071
That's fair, supporting
>>
>>5097068
>>5097071
This
>>
>>5097068
>>5097071
Let's get some Mold Earth going boys
>>
>>5097071
lets do it. Maybe we can find some fresh water while we're doing it.
>>
to be clear did our geomancy in the storm accidently kill rilbic or were we just to slow
>>
>>5097068
>>Go into the great cold in order to contact the shorties and establish some deals
>>
>>5097126
You where too slowand most importantly while you where sheltering the 5 of them with your wings while you moved the rocks your wing injured by the goblins wavered exposing Rilbic to brutal wings.

That's how you remember it anyways
>>
>>5097181
oof that is sad, we should also try to figure out how to get an accurate picture of the event
>>
>>5097071
>>5097079
>>5097085
>>5097091
>>5097113

You walk around the cave determined to overcome your earth moving trauma. You try to go to the hall of remembrance to see the horne you carved in Rilbic's memory. You almost get stuck in the straight passageways until you focus on the stone, you start clawing at the passageway taking big chunks of it as if they were soft mud and not hard stone. Filled with confidence that this power you just demonstrated will help others as it could have helped Rilbic you try to
>Continue the main passageway deeper into the mountain
>Create a third chamber for sleeping, connecter to the large chamber
>Decorate the main passageway with depictions of your families history
>Other

Roll 1d20 best of 3
>>
Rolled 5 (1d20)

>>5097226
>>Continue the main passageway deeper into the mountain
I was torn between this and making a new sleeping chamber.
>>
Rolled 2 (1d20)

>>5097226
>>Decorate the main passageway with depictions of your families history
>>
>>5097226
>>
Rolled 13 (1d20)

>>5097226
>Continue the main passageway deeper into the mountain

Trying that again
>>
>>5097226
>>Continue the main passageway deeper into the mountain
>>
>>5097226
>Fortify and hide the entrance of the cave while it is fine against the elements, you will not risk your family to strange attackers
>>
>>5097226
>continue the main passageway deeper into the mountain
this will be useful practice, as it will give more room for our kobolds and perhaps give us an earth shaping or earth moving spell.
>>
>>5097226
>Continue the main passageway deeper into the mountain
>>
>>5097231
>>5097245
>>5097257
>>5097347
>>5097451

13

When no one is looking, fearing they might see you fail, you go to the far wall of the main corridor and start scratching it, feeling its solid touch on your claws, you try to dig it like you did in the path of remembrance.
The stone seems to soften at your touch, you dig it as if it was only snow, as you gain momentum it gets easier and easier to dig your claws hardly touch the wall before it falls at your feet, and then suddenly it instantly hardens hurting your claws. This keeps repeating again and again over the day, you dig out the passageway but your claws bleed for it.. You feel you need to practice in a more safe way before you end up hurting yourself.

Learning Softening Earth and Stone

After burrowing your claws on the cold snow that falls from the large carven sealing you go into a deep sleep feeling more tired than usual. You endup sleeping a whole day, when you finally awake you try to seize the day by
>Practicing the Arcane arts
>Going into the great cold in order to hunt for hides
>Going into the great cold in order to contact the shorties and establish some deals
>Studying the growth of the mushrooms and the moss to establish more productive farms
>Other
>>
>>5097478
>Other
Heavily fortify the entrance to our cavern and ensure there are guards in it. Create holes for our family to throw rocks, sparks, boiled water or spears from. As well internal fireplaces so the guards can stay warm. The stone that we will use foro fortify will be taken from where we are expanding our halls or tunnels.
Merry Christmas !
>>
>>5097478
>Studying the growth of the mushrooms and the moss to establish more productive farms
Merry Christmas
>>
>>5097478
>>Studying the growth of the mushrooms and the moss to establish more productive farms
>>
>>5097478
>Studying the growth of the mushrooms and the moss to establish more productive farms
>>
>>5097478
>>Studying the growth of the mushrooms and the moss to establish more productive farms
Merry Christmas!

Your fortune: Your heart is two sizes too small.
>>
>>5097478
>>Studying the growth of the mushrooms and the moss to establish more productive farms

merry Christmas boys
>>
>>5097478
>Practicing the Arcane arts
No need for going out in the cold. Arcane is our biggest strength, let's focus on it.
But as everybody have voted on the farms...
Maybe we will be able to grow some rare mushrooms : potions ingredients, delicacies... So we'll trade with other people
>>
>>5097557
we are not leaving the cave we have mushrooms and moss growing in the caves.
>>
>>5097478
>>Studying the growth of the mushrooms and the moss to establish more productive farms
>>
>>5090845
>White
>Elven dragon riders camp
>Magic
>Breath weapon
Did i just make the meta dragon ?
>>
>>5097623
A bit late mate
>>
>>5097576
Indeed, we have everything for the cold season.
But for me main fun of this kind of quests is argumenting decisions.
>>
>>5097487
>>5097490
>>5097491
>>5097505
>>5097516
>>5097542
>>5097621

With your meat rations practically extinguished and still about two weeks left of winter you determine the farms should be reviewed and improved to ensure none of you go hungry before the unsealing of the cavern.
The moss from what your family as seen only grows on open aired spaces that receive some sunlight, like the cave entrance or better yet the large chamber. It grows quicker on the floor but it can also grow quite well on the walls and on those it isn't a walking hazard, many a kobold have tripped and fell after stepping on the slippery flora. As for the mushrooms they seem to prefer dark, narrow places and grow mostly on the walls.
To establish proper farms, good growing spots are marked with mushroom or moss symbols to facilitate specimen transplants from bad growing spots.
Tall ladders are also constructed so specimens can be moved from useful areas like the floors and the low walls where the tool racks and carvings are, to the unused high walls. Finally a rule to recover only from the middle of the mushroom and moss blankets is established to ensure the "fields" regenerate in the quickest way possible.

You go to sleep surrounded by your students of the flame, you don't know if they are getting used to the cold or if the cold is finally giving way to the heat, what you are sure or is that you sleep easier without hearing their shivering bodies.

You wake-up with the sound of a scuffle in the workshop, as you get closer you can hear Dighir and Ziggzs in a shouting match both with a couple of kobolds supporting their side of the conflict.
-Whats going on?
You ask, to no one in particular.
They start talking on top of each other, from what you understand you are almost out of wood except for a pile reserved for kindling. Dighir put aside the last of the wood to craft some cabinets and desks with drawers so crafters don't lose their tools and materials, but Ziggzs and his friends took it during the night to build some support beams to construct a 2nd floor with a murderhole on the cavern entrance. With tensions heating in the cave and the whole family watching you decide to
>Side with Dighir because she had the wood first
>Side with Ziggzs because his use of the wood was more urgent
>Have them share the remaining wood, even though it is not enough for Ziggzs's construction
>Go gather wood with just the two of them as an attempt to teach a family first lesson
>Other

Roll 2d20 best of 3

Merry Christmas!
>>
Rolled 14, 18 = 32 (2d20)

>>5098089
>Go gather wood with just the two of them as an attempt to teach a family first lesson
>>
>>5098089
>>Side with Dighir because she had the wood first
And invite Ziggz to lead a wood-gathering expedition and talk about plans to expand the cavern to a second/third level... and perhaps hypothetically using magic to install a false sun and an underground garden/park/orchard.
>>
Rolled 11, 12 = 23 (2d20)

>>5098099
>>
>>5098089
>>Go gather wood with just the two of them as an attempt to teach a family first lesson
>>
Rolled 4, 11 = 15 (2d20)

>>5098089
>Go gather wood with just the two of them as an attempt to teach a family first lesson
We work together here people, also communication is key
>>
>>5098089
>>Go gather wood with just the two of them as an attempt to teach a family first lesson
>>
Rolled 1, 4 = 5 (2d20)

>>5098089
>Go gather wood with just the two of them as an attempt to teach a family first lesson
>>
>>5098089
>>Go gather wood with just the two of them as an attempt to teach a family first lesson
>>
>>5098089
>Go gather wood with just the two of them as an attempt to teach a family first lesson
>>
>>5098089

>Go gather wood with just the two of them as an attempt to teach a family first lesson

Also, maybe talk with them about doing a festival of remembrance & hope (in which they share stories about their elders and past lives, and decide together what to do in the future) close to the end of the winter storms (that seem to be nearing). Dighir knew Rilbic and the other old kobolds, and maybe a festival to remember how everyone knows each other might bring them together, and talking together as a group about future plans might help to minimise this kind of disputes.
>>
>>5098092
>>5098107
>>5098110
>>5098125
>>5098227
>>5098258
>>5098301
>>5098467

14, 18

You try to calm their spirits by acknowledging that it normal for them to become upset after so much time huddled up inside the cave, but nevertheless this is not the way conflicts should be resolved in your family, you propose they both come with you to the greatcold to gather more wood so they can better appreciate one another.
With the whole family looking at them they begrudgingly agree.
After unsealing the cavern entrance the three of you set off with the sled to the usual tree spot closest to the cave, the heavy snowy winds shakes them to their spine while you are hardly bothered.
They bicker the whole way, when you arrive you produce a two person saw from your many bags strapped to your harness and have them cut down a tree together while you work alone. Wanting to get out of the cold wind's embrace as soon as possible they put their differences aside for a moment and start sawing.
When it stops snowing and you are all hauling the logs into the sled you pick up a wet beast scent you are unfamiliar with. With little time to react you shout.
"Into the Sled NOW!"
>>
File: 20211227_000454.jpg (243 KB, 1346x1210)
243 KB
243 KB JPG
As they hastily grab onto the ropes securing the logs you see four ox sized creatures with great maws and feral looks. They chase you hounding with a twisted person like voice.
You pull the sled with all the vigor you can muster using your wings to make hard turns in an attempt to lose the beasts, Dighir and Ziggzs hold onto dear life, but the beasts keep gaining on you leap by leap.
Dighir releases stone after stone from her sling but they take no effect on the the chasing creatures, that's when Ziggzs takes out from his pouch a rope with three polished stones fixed at each end he swings and swings and then throws it into one of the approaching claws, it tangles on the beasts legs sending it into a tumble, he repeats the feat once more, leaving them fleeing from the remaining two beasts.
Faster than you the two of them split up in an attempt to flank you, the largest one stays at your back trying to take a bite of your family while a lean one eyes you waiting for the right moment to pounce.
With no more of those weighted roped weapons Ziggzs throws some spiked things but these are completely ineffective against the approaching maws. He could feel the foul creatures warm breath thinking this would be his last moment when he hears Dighir scream
"EAT THIS!" swinging the two person saw right into the monstrosities salivating mouth, it keeps chasing with the saw goreshly stuck there, the two of them share a look and then grab each end of the saw and in a unison motion nearly saw the beast's head off, bleeding profusely it falls unmoving.
>>
The remaining creature keeps the chase and then suddenly stops, looking up a cliff. At the cliff you see two piercing blue eyes that betray an intelligence behind them on a great white wolf. You fear for your family's life while you lock eyes with the wolf, noticing it is larger than the beasts, larger than you even. But thankfully it remains at a distance sizing you up until you enter your home.

Terrified you might be attacked, you urge that the cave must be sealed at once with all the stone they can carry. After an hour the entrance stands as thick as the cavern walls.

When you finally let yourself relax you notice that Dighir and Ziggzs are talking as if they were the best of friends, showing a deep respect for each other. Ziggzs's apologies for taking the wood and Dighir even helps him plan out the 2nd floor with the murderhole. They even propose to the family a no dibs policy where when someone wants to use a resource that is nearly spent, they have to ask permission from the family so no fighting like this happens ever again.

You wake up after a few hours unable to sleep, still nervous about the events of yesterday. Seeing that you are up you decide to
>Fortify the entrance following Ziggzs's and Dighir's plans
>Look for a freshwater source so you don't have to boil the snow that comes down the fissures in the sealing everyday
>Construct traps and unconventional weapons following Ziggzs's designs
>Checkup on the progress of the followers of the flame (name the sparks trainees have taken upon themselves)
>Practice the Arcane arts
>Other
>>
>>5098789
>>Fortify the entrance following Ziggzs's and Dighir's plans
>>
>>5098789
>seek out the great wolf, you need to know if they are a friend of enemy, the intellect behind those eyes tell you they are no simple beast
>>
>>5098789
>>Fortify the entrance following Ziggzs's and Dighir's plans
Greenlight this while we, personally do:
>>Look for a freshwater source so you don't have to boil the snow that comes down the fissures in the sealing everyday
After that we can think about seeking the wolf out. It might've scared us, but there's got to be more to it.
>>
>>5098810
Support
>>
>>5098789
>Practice the Arcane arts
>>
>>5098810
Also support
>>
>>5098789
>>Practice the Arcane arts
>>
>>5098789
>>Fortify the entrance following Ziggzs's and Dighir's plans
>>
>>5098793
>>5098810
>>5098817
>>5098847
>>5098913

You start your day by helping your family start the fortifications of the cavern entrance, after carrying the wood and other materials to the entrance you step back from the construction, telling them to call you if your particular skills are required.
You go to the far end of the pathway you previously dug up and place your head against the cold stone, you try to listen for the sound of rushing water, you hear it you think but it seems distant.
>Try to mine directly in the direction on the water's sound
>Try to listen for other cave complexes and mine in the direction of one of those
>Requires the help of some skilled family members to help automate the turning of the snow into freshwater
>Other

Roll 2d20 best of 3
>>
Rolled 10, 3 = 13 (2d20)

>>5098970
>Try to listen for other cave complexes and mine in the direction of one of those
If there's running water, one of the nearby cave systems will have access to it.
Best that we explore inwards anyways given the blizzard and the newfound threats outdoors.
>>
Rolled 11, 19 = 30 (2d20)

>>5098970
>>Requires the help of some skilled family members to help automate the turning of the snow into freshwater
>>
Rolled 1, 9 = 10 (2d20)

>>5098970
>>Try to listen for other cave complexes and mine in the direction of one of those
>>
>>5098970
>>Try to mine directly in the direction on the water's sound
>>
Rolled 11, 15 = 26 (2d20)

>>5098970
>Try to listen for other cave complexes and mine in the direction of one of those
>>
>>5098970
>Try to listen for other cave complexes and mine in the direction of one of those
>>
>>5098970

>Try to listen for other cave complexes and mine in the direction of one of those

Maybe we'll find an inside lake or other large pool of water. And if we find that, we could see where the water gushes from and use its movement in our favor, like a small windmill.
>>
>>5099055
>>5099026
>>5098977
>>5098975
>>5098971
Maybe we need to prepare a stone door in case we open a tunnel right on a wolf den, a slime pool, or whatever atrocity.
Dwarf fortress really prepared me to always send a single dwarf mining with doors and grates to avoid floods.
>>
>>5098971
>>5098975
>>5098977
>>5099026
>>5099055
>>5099070

11, 19

You go around your home with your face close to the ground trying to hear some sign of a cavern complex, as you tap the stone at several different corners you think you hear a very faint echo of stone hitting stone. You go to the nearest passageway and start clawing at it but get mixed results as before, not wanting to hurt your claws you take your time.
You mine deeper and deeper into the earth, you try to not make it too steep so it can be used by your family when you finally find water. Snuv comes to tell you that the family is going to sleep but that the followers of the flame have taken upon themselves to wait for your return at the start of this passageway. You keep digging hoping you are still in the right direction, not having any sound to follow.
Finally your claws give way to a chamber, the darkness here is deeper than any moonless night and the silence is defending, the sound of your steps becomes impossible to ignore, they echo in all directions.

Learned Soften Earth and Stone spell
>>
After bumping your head into the low ceiling you decide to produce a candle like flame from your claw to illuminate your way. You see an unending chamber perfused with several tunnels that continue into the darkness, as you try to decide which of the several paths you should take a shadow starts wrapping around your head, you flail wildly bumbling your body into several stalagmites trying to breath, the shadow releases you screachhing horribly, you see a small shape atop it stabbing it with a long jagged stone, before you can gather yourself four other silhuetas jump to the walls and into the shadow, they grab and pull it to the ground and proceed to stab it over and over long after the screeching stops.

You see five kobolds? They are white as the stone walls, unlike your red brown family and they also seem taller and slimer. They drag the body of the large cloak-like creature to your feet and then speak in a whisper as if they had forgotten how to use their voices.
"Dragon of surface.. You must leave, this place is filled with death. We implore you allow us to accompany you, for your protection"

After hearing a strange deep growl in the distance you decide to quickly return with these kobolds of the deep.
Your family is awoken by the followers of the flame as you quickly seal the passage to impede any strange shadows to follow you. You accompany the five white kobolds to the large chamber, there your family eyes them hesitantly.
In the light of the hut you get a better look at them, their eyes seem to change from pupiless white orbs to regular kobold eyes now that they are out of the shadows, they carry only tattered cloaks and long dagger-like sharp stones.
Slowly the two groups start to engage with each other, the deep kobolds seem to prefer to communicate using gestures instead of their voices, even so they look to be getting along well, you even hear some of your family members commenting on the handsome and beautiful features of these strangers.
After a short rest you prepare yourself to
>Ask the deep kobolds about the large cavern complex they come from
>Make active efforts to integrate the deep kobolds into your family
>Work on constructing a secure gate to the deep cave so you may enter and leave it at will
>Return to the deep cave with the deep kobolds as guides in search of more kobolds and water
>Other
>>
>>5099111
>>Work on constructing a secure gate to the deep cave so you may enter and leave it at will
Then
>>Ask the deep kobolds about the large cavern complex they come from
Then, if feasible
>>Return to the deep cave with the deep kobolds as guides in search of more kobolds and water
>>
>>5099111
>>>Work on constructing a secure gate to the deep cave so you may enter and leave it at will
>>
>>5099111
>>Work on constructing a secure gate to the deep cave so you may enter and leave it at will
>Ask the deep kobolds about the large cavern complex they come from
>Make active efforts to integrate the deep kobolds into your family
>>
>>5099111
>>Ask the deep kobolds about the large cavern complex they come from
>>
>>5099133
>>5099162
>>5099167
>>5099228

You interrupt your work fortifying the cave entrance to spend the next couple of days building two heavy gates at each end of the passage that leads to the deep cave. They are of hardwood surrounded by stone bricks, you use your newfound stone molding abilities to help the miners dig side passages so you can see and injure uninvited guests at the gates.
The pale kobolds keep mostly to themselves and spend their time thoroughly investigating each path and crevice in the cave, some of your family members try their best to share meals and bond with them. During the nights the pale kobolds and the followers of the flame sleep close to you, taking turns to watch the other group, Zigga and Yucks tell you several times that they think the white kobolds are suspicious, they tell of how they move silently in the shadows and how they are always speaking in their weird sign language.
When you are not working on the gates you ask the deep kobolds about their cave, especially if there are any bodies of water and if they have seen other kobolds.
Only two of the pale ones actually speak with you, the others seem to fill in the gaps with gestures.
"Water, yes, a long river cuts through many a chamber, but it is dangerous, there dwells the Stoneyes, many kobolds and other creatures adorn the riverside trapped as statues, we drink only from the puddles formed by the dripping of the sealing.
We have crossed paths with other of our kin many times but we don't know how many there are. It is dangerous to be alone but more dangerous still to be in large groups for it attracts dangers from the dark."

With the gates constructed and a bit more information about the deep caves you decide to
>Make active efforts to integrate the deep kobolds into your family
>Mount an expedition to the deep cave with the deep kobolds and the some other volunteers to search for kobolds and resources (Roll 3d20 best of 3)
>Go back to working on the fortifications to the cavern entrance
>Other
>>
>>5099254
>>Make active efforts to integrate the deep kobolds into your family

we need to do this before this devolves into a full on divide and someone dies

also, stoneeyes, fuck me they are talking about fucking medusa. yeah that deep cavern entrance needs to stay fucking closed we are not nearly ready for that
>>
>>5099254
>>Make active efforts to integrate the deep kobolds into your family
>>
>>5099257
Support. An enemy that strong will require preparation, as well as the other dangers.

The deep kobolds being integrated would help prepare others for an expedition. I'd say maybe we should try doing a surface expedition or two before venturing deeper.

Gain some better equipment, allies, or beasts perhaps.
>>
>>5099280

Also, aren't kobolds supposed to be prolific breeders? Shouldn't we have some newborns around by now? We do have a relatively safe home now.
>>
>>5099282
From what you understand from when Snuv told you about the birds and bolts, the family kobolds mate during the half year when the temperatures are not terrible low and there is sufficient food.
You have yet to witness such temperatures.
>>
>>5099257
Support, also i'm sure it must be one or several basilisks, it's D&D after all
>>
Rolled 5, 17, 8 = 30 (3d20)

>>5099254
>>Mount an expedition to the deep cave with the deep kobolds and the some other volunteers to search for kobolds and resources (Roll 3d20 best of 3)
Let's go for this;
Deep Kobold can form a cast of rogues; we already have crafters and magic users.
>>
>>5099257
>>5099277
>>5099280
>>5099352

You and Snuv prepare a celebration for the end of winter that is just a few days away in an attempt to better integrate the five new additions to the family.
You gather your family and tell them today is The day of Remembrance a day to forget work and share stories from how you are connected to each other, to tell everyone about your roots, and to talk about how you got here and where you hope to be before the next winter.

The whole family comes together in the hut, you join them by protruding your long neck through the doorway after all have entered. As a small feast is prepared they start introducing themselves one by one starting from the oldest Snuv. He tells of how he was born more than half a century ago down south in a warm waren of hundreds of kobolds, how they were driven out of their homes by mischievous gnomes that resented the kobolds for taking some of the leftovers of their many hoarding houses. How the gnomes used Magic in the cruelest of ways by making the earth shake destroying many of their burrows with their youngs still inside and worst of all how they created illusions of dragons to create infighting splitting the waren into several small groups.
You hear story after story of the elders of how dwarves pushed them out of abandoned mines for no good reason or of hobgoblins they enslaved them to fight in wars they knew nothing about. Hearing of the strife your people endured hurts you deeply, you always thought the elders came from the same place but now you see only the youngest like Zigga have memories of the mountains and of no other place.
>>
After the elders speak all look undecided on who should go next, you stop to ask the deep kobolds how old they are, somewhat confused they respond
"We know little of the surface and of this age, we know we haven't been youngins for a long time and there are no elders in the depths, safe for the cursed mindpiercer"

Not wanting to get into what the hell is a mind piercer you ask them to share what they may of their roots and of their hopes for the future.
"In the depths only the quick and silent survive, we hatched at our kins backs for we would be devoured if we had still nests has the ones you have described.
We hide, we drink from the floors, we eat from the walls or what we can grab hold of and we procreate" several of your family members blush at the bluntness of these foreigners.
He continues
"This place is like a dream, but day after day it is still here, it is becoming more real.. no living shadows or hulking monsters.. And so many kin together with no fear of the most terrible of ends, we could not imagine such reality, such life and all in the presence of the dragon of light..
We could not hope for more before the next winter? whatever that thing is.
But we do wonder what if we were never found by the dragon of light, the others.. They know no other life but that of primordial darkness.. "

After a long silence the family splits off into smaller groups sharing stories of their adventures, of time old legends and of projects they have for the hoter seasons ahead, you see the deep kobolds finally beginning to be embraced by the rest of your family.

At night when as you are falling asleep you swear you hear Zigga flirting with Haz the most talkative of the deep kobolds.

Come morning you decide to
>Mount an expedition to the deep cave with the deep kobolds and the some other volunteers to search for kobolds and resources (Roll 3d20 best of 4, due to high morale)
>Finish the fortifications to the cavern entrance
>Construct traps and unconventional weapons following Ziggzs's designs
>Checkup on the progress of the followers of the flame
>Practice the Arcane arts
>Other

Either way roll 3d4 best of 3
>>
Rolled 4, 2, 2 = 8 (3d4)

>>5099523
>>Practice the Arcane arts
>>
Rolled 4, 2, 2 = 8 (3d4)

>>5099523
>>Mount an expedition to the deep cave with the deep kobolds and the some other volunteers to search for kobolds and resources (Roll 3d20 best of 4, due to high morale)
>>
Rolled 1, 3, 2 = 6 (3d4)

>>5099523
>Checkup on the progress of the followers of the flame
>>Finish the fortifications to the cavern entrance
Let's wait to launch an expedition into the depths; we aren't ready for it and it's best to give these deep kobolds time to integrate better/feel a bit more settled/safe before we try to dredge things back up for them.

It's the end of winter, so we want to get started on cultivating food stores and the like for the next winter. Get our hands on some seeds and what all we can find outside the caves.
>>
>>5099523
>>Finish the fortifications to the cavern entrance
>Construct traps and unconventional weapons following Ziggzs's designs
>Checkup on the progress of the followers of the flame

>>5099613
we are not ready we have no support, only ourselves, and we are not ready to solo the underdark.
>>
>>5099523
>>Finish the fortifications to the cavern entrance

Also, we are allowed to choose more than one option, then? This is fine?
>>
>>5099756
You can always choose more than one option and write-ins are highly encouraged.
Now if two or three things happen in a update depends on how feasible it is to happen simultaneously.
Sometimes I will only look at one of multiple votes because I don't what to be writing giant updates all the time.
>>
>>5099645
>>5099746
>>5099756

You spend about a week helping finish the the fortified cave entrance, it is not as grand as Ziggzs's final plan with three levels, magic lights and traps of his own design but it will hold against those large vicious canines you encountered. It is a double gate made of hardwood, between the two gates is a murderhole from where guards can throw javelins and stones. The 2nd floor also as some arrowslits pointing to the exterior, so you can monitor and even land some hits before unwanted guests even reach the first gate.

In the moments where your hulking body was more of an hindrance than help you spent your time teaching sparks and even candle flame to the growing followers of flame, they even count one deep kobold among them now.
You see them tirelessly training, always holding a candle carved with the instructions to produce sparks. After the week of intense sparkmaking each of the followers of the flame makes a small demonstration of their progress in front of the whole family.

Roll 7d20 best of 3
>>
Rolled 13, 6, 19, 17, 16, 16, 14 = 101 (7d20)

>>5099868
>>
Rolled 16, 19, 10, 7, 6, 10, 4 = 72 (7d20)

>>5099868
>>
Rolled 5, 4, 10, 6, 17, 4, 5 = 51 (7d20)

>>5099868
>>
>>5099876

13, 6, 19, 17, 16, 16, 14

The demonstration starts with the least experienced sparkmakers, in this case Haz the white scaled, he moves his hands ever so slowly and then strikes them together producing significant sparks. He is followed by Fran, she tries all the known movements and tricks again and again but is unable to produce a spark, the family claps for her anyways knowing she is an important member of the community with or without sparks. Another unlikely sparkmaker is Minhir a shy elder kobold that is normally seen helping Dighir.
After that starts the demonstration of the most experienced followers of the flame, you watch a pretend fight between Yucks, Liclic and Boc. Both Yucks and Liclic mix the hot flames with their fighting, shooting even firebolts at each other's shields, while Boc with a snap of a finger lights his whole arms ablaze, he moves the fire from them as a whip and looks completely unfazed by the heat.
With the family wildly clapping and whistling in celebration Zigga enters the large chamber and all candle light starts to dim and then goes out. The darkness dissipates as Zigga produces a flaming sphere as big as she is, warming the whole family, the fire always twisting and growing, growing it becomes hotter and the family members sitting in the front take a few steps back. It grows to half your size and stays that way, only you and a few flame followers can take its heat up close. And then as fast as it appeared it turns to air.
In awe of the demonstrations a bunch of your family members gather around the followers of the flame, while they distribute candles with sparks instructions, you feel confident the next demonstration will have quite a few more sparkmakers but most of all you feel a newfound understanding of the flame after watching the demonstration.


Learning Fire Whip spell
Learning Control Flames spell
Learning Flaming Sphere spell


You sleep and dream of dancing flames. Well rested you wake-up to a hotter day than usual, a signal of the end of winter. With the entrance fortified and confident of your families capabilities to protect themselves you decide to
>Lead an expedition in search of shorties to make deals with
>Lead an expedition in search of the wolf on the cliff
>Lead an expedition to the human fishing town in the east.
>Lead an expedition to the dwarf lands to the west.
>Lead an expedition to all the nearby caves and burrows in search of other kobolds
>Other

Roll 3d20 best of 3
>>
>>5100030
>>Lead an expedition to all the nearby caves and burrows in search of other kobolds
>>
Rolled 8, 4, 19 = 31 (3d20)

>>5100030
>>Lead an expedition to all the nearby caves and burrows in search of other kobolds
... Or other resources we can use to improve our lot/ability trade
>>
Rolled 2, 7, 19 = 28 (3d20)

>>5100030
>Lead an expedition to all the nearby caves and burrows in search of other kobolds
>>
>>5100030
> Lead an expedition in search of shorties to make deals with while also looking for the wolf on the cliff

I mean they are the closest sentient race near us as far as we know so a good relation with them is beneficial and that wolf can be a serious threat
>>
Rolled 2, 4, 7 = 13 (3d20)

>>5100030
>>5100058
Forgot to roll
>>
Rolled 16, 10, 5 = 31 (3d20)

>>5100030
>Lead an expedition to all the nearby caves and burrows in search of other kobolds
Our goal in the warm season would be to grow the colony as much as possible.
We need addition from the outside and start breeding. Maybe we can extand the cave to include a nursery and a school system with Arcana (teach by spark children), fighting (teach by the 3 sisters), stealthing (teach by deep kobolds), crafting (teach by Dighir and Ziggz) and maybe farming?
>>
>>5100045
>>5100048
>>5100049
>>5100058
>>5100089

8, 4, 19

You mount an expedition to the outside world in search of new additions to the family as well as anything that might be useful such as kindling that you might come across. You are accompanied by the fighters, the most experienced flame followers and the five deep kobolds that were all extremely curious about the surface and the sun.
For two days you map out the region finding nothing noteworthy on the third day you go south to the beginning of the woods thinking you might as well stock up on wood, as you are in the skyes scouting ahead you spot what at first looked like shorties but you are sure are kobolds after you see them climbing down holes in the snow fleeing from a group of ten or so bonies.
>Go gather your party to fight the bonies
>Try to fight the bonies single handedly
>Try to persuade the bonies to step down
>Other

Roll 2d20 best of 3
>>
Rolled 5, 13 = 18 (2d20)

>>5100098
>>Try to fight the bonies single handedly
Since they're fleeing there may not be time to gather the others; maybe we can call for/signal them, but we should put ourselves between these guys and the other kobolds ASAP. Let's start with a threat display and escalate to violence if they refuse to back down.
>>
Rolled 18, 16 = 34 (2d20)

>>5100098
>Other
Draw the bonie's attention away from the other kobolds while the rest of your family get them out.
>>
>>5100098
>>5100101
preferably by flying and maintaining distance
>>
>>5100098
>>Try to fight the bonies single handedly
>>
Rolled 9, 15 = 24 (2d20)

>>5100098
>Try to fight the bonies single handedly
>>
>>5100099
>>5100101
>>5100104
>>5100106

18, 16

You conjure an illusion of yourself in the direction of your party that explodes into bright purple flames, signaling to them your direction. You then proceed to interrupt the bonies chase with a large roar, instead of being intimidated they look at you with excitement, shoving each other to hurl spears and hand-axes in your direction.
You expertly dodge through the air burning two of the spears mid flight, you then beat your wings to get some distance in the direction of your party.
As they approach you see a volley of javelins, stones and firebolts hit the bonies leaving all but three severely injured in the snow the remaining three keep giving chase with crazed looks about them. As you prepare to face them you see the snow underneath them move, in one synchronized motion the white kobolds burst out of the ground cutting the tendons of the bonies legs, prone and crippled they are dragged to your feet with daggers at their necks.
>Take the surviving bonies with you
>Take the leader of the group and leave the rest for dead
>Kill all the bonnies
>Other
>>
>>5100203
>>Take the surviving bonies with you
>>
>>5100203
>>Take the surviving bonies with you
>>
>Take the surviving bonies with you
Talk with them. Figure out if giving the humans back to their tribe can create some non aggression (or even commercial) agreement between your tribe. If they don't seem able to reason in anyway, side with the hairies to exterminate that potential threat.
>>
>>5100203
>Take the surviving bonies with you
>>
>>5100203
>>Take the surviving bonies with you

If nothing else we can gather information.
>>
>>5100203
>>Take the surviving bonies with you
>>
>>5100214
+1
>>
>>5100205
>>5100207
>>5100214
>>5100237
>>5100241
>>5100276
>>5100470

You patch up the seven bonies that survived despite their wounds, your attempts to communicate are met with incoherent grunts, after one of them tries to spit on you you decide to pile them on the sled and deal with them later.
You go back to the kobold holes, and Pocpuc volunteers to climb down one of them to tell them it is safe to come out. You see a total of 13 kobolds saying things like
"The rumores where true!"
"The Dragon of gold has come to our salvation!"
*The great dragon warriors.. They are even more impressive in person than the tales tell"

With no hesitation they agree to join your growing family, but first offer you a place to rest in their warren seeing that you are filled with nasty bonie prisoners. You climb down a larger sized hole hidden behind some bushes to see a very rough series of tunnels and chambers, it has a hastily built look about them, you try very hard not to bump any of the wooden pillars that support the structure. There an older looking kobold with wooden armor and several furrs and feathers, Grish, tries to speak to the captives on your behalf using a mix of grunts and imposing body poses, she is spet on by every single captive.
"Golden saviour, your kindness is waisted on these ogre brains, all they do is hunt and prepare for hunts, you will be better served by offering them to the clans of Tempus or better yet to the nearby Ten Towns."

After a rest you go back home with the new family members and the prisoners. Inside the confort of your fortified home you and your family take your time getting to know the forest kobolds, you learn they used to number nearly two hundred before the winter, but the constant ashskin raids forced them to sperate into many less noticible groups. They ask for your help rescuing the largest of these groups that took refuge in a nearby cave with an hibernating beast, for they are trapped inside now with the blindmaw.

Befor you can deal with anything else you feel you have to address what to do with the prisoners. Knowing that every attempt to communicate with them has ended in insult you decide to
>Go offer them as a sign of friendship to the Ten Towns
>Go ottert them as a sign of friendship to a tribe of Tempus
>Use them as bait on your hunt for the blindmaw
>Other

Roll 2d20 best of 3
>>
Rolled 12, 17 = 29 (2d20)

>>5100848
>>Go offer them as a sign of friendship to the Ten Towns
>>
Rolled 1, 19 = 20 (2d20)

>>5100848
>>Go ottert them as a sign of friendship to a tribe of Tempus

I feel that we might have better luck with tribals.
>>
Rolled 14, 17 = 31 (2d20)

>>5100848
>>Go offer them as a sign of friendship to the Ten Towns
>>
>>5100848
>Go otter them as a sign of friendship to a tribe of Tempus
>>
>>5100848
>>Go offer them as a sign of friendship to the Ten Towns

we can use the earned good will to save the trapped and scattered Kobolds
>>
>>5100848
>>Go offer them as a sign of friendship to the Ten Towns
>>
Rolled 17, 6 = 23 (2d20)

>>5100848
>Go offer them as a sign of friendship to the Ten Towns
>>
>>5100848
>Go offer them as a sign of friendship to the Ten Towns
>>
>>5100852
>>5100876
>>5100900
>>5100913
>>5100955
>>5100970

14, 17

With still a bit of light in the day and decent weather you prepare to leave again with your party plus Grish and another forest kobold that serve as guides to lead you to Ten Towns. The ashskins captives are given water and are bound to the sled. At Snuvs suggestion you decide to also take some mushrooms and moss to see if they are something the humans might be interested in trading for something.
You travel through the snow fields until you arrive at a road of packed snow, you can barely see some marks left by a large cart, you follow it until you reach a large lake still frozen from the winter. A bit ahead you see the Ten Towns, the name seems too grand for what you see, several wooden shacks alongside a few ruinous looking stone houses. You keep to the road as some humans look at you from a distance, some look curious, most run terrified.

The road ends at the first thing you saw today that you would actually call a town, a stone wall with a heavy gate, with some more impressive houses, a few even towering over the wall.
"I'm experienced with talks with traders of these parts. I shall translate your word and theirs as best I can" whispers Grish into your ear.
From the gate a single guard with just a winter coat and a crossbow nervously asks your business. You present yourself as the Sun that has landed and explain that you are their new neighbours and as so you would like to establish good relations between your family and theirs, as proof you bought some who were quicker to hostilities than words as a gift of sorts.
The guard leaves after you have spoken and another takes its place. With the night close approaching, you wonder if you made the right choice trusting these humans, you start to get nervous and tell your people to get behind you if the humans rain bolts on you.
>>
File: Ten-Town-citisen.jpg (88 KB, 600x436)
88 KB
88 KB JPG
After a long while the gate opens, you see six chainmailed guards accompanying a confident rich looking man and a young robed woman with a walking stick that pulsates Arcane energy.
The man speaks some joyful words you have no understanding of, the robed woman noticing your confusion, speaks in a soft voice an accented version of the language of your people.
"We welcome you to Bryn Shader, capital of Ten Towns, we did not count ourselves lucky enough to be neighbours to a Gold Dragon, specially one that could helps us resolve our problems with the half giant's."
They lead your party to the largest building at the center of the town, a fort-like structure surrounded by a great marketplace. Inside they take you to a room with a long table and a small feast, with some effort you manage to pass the narrow doorways.
"Enjoy, while we discuss how we can be let us say better neighbors"
They show their interest in ridding themselves of the half giants or at least have some protection while harvesting wood from the forest.
You offer (you may pick more than one)
>To escort their woodsmen
>To deal with the ashskins
>Mushrooms and moss
>Other

In trade of (you may pick more than one)
>Seeds and agricultural knowledge
>The services of a master stonemason
>Help finding kobolds
>Arcane lessons from the Robed Woman
>Other

Roll 2d20 best 3
>>
Rolled 5, 16 = 21 (2d20)

>>5101597
Offer to help with the ashskins in exchange for arcane lessons from the Robed Woman, if she can teach some kobolds and us some decent or potent AoE damaging spells, we could surprise nuke them with all our casters and ourselves, dealing a crippling blow and forcing them to either scatter in small (and easier to deal with) groups of survivors, or try to regroup and flee, which would leave them open to another nuking festival and a chance to put them down for good. Then ask if our mushrooms and moss are of any commercial value to them, if so trade in exchange for help finding kobolds, and once that's over keep the trade to get the services of a master stonemason, in order to speed up the improvement of the cave, and once we have enough numbers and those numbers are skilled enough, to both ensure their own safety and that of the woodsmen, offer to escort them in turn for something that we need and/or want at that moment.

Also agriculture is a big no no for us, as our cave and the surrounding landscape is inhospitable to any kind of seeds that we could get, and getting away from it's safety to tend to the plants is a red flag the size of the Tarrasque's ass, so nope, no agriculture for us, not for now at least.

(P.D. i'm from Argentina so sorry is it's a pain to read my English)
>>
Rolled 3, 12 = 15 (2d20)

>>5101704
mostly follow this, though in dealing with the ashskins, let's try and talk to them and see if we can settle things peaceably.
>>
>>5101714
I considered it, but seeing that the last time we tried it, they trowed a lot of hand axes and javelins at us and upon defeat they only kept insulting non-stop and refused to speak i had to reconsider, also they seem to be a thorn on everyone's side, (The city, other tribes and more importantly the kobolds, witch they seem to even hunt) so getting rid of them could be beneficial for us in therms of future friendships/alliances. (Plus i think giants and their relatives don't get along with dragons and their relatives by nature, though i could be wrong, i don't remember that part of the lore very well after all)
>>
>>5101597
>>To escort their woodsmen
>>To deal with the ashskins
For
>Arcane lessons from the Robed Woman
>>
>>5101597
>To escort their woodsmen
>To deal with the ashskins
>Mushrooms and moss

>In trade of
>>Seeds and agricultural knowledge
>>The services of a master stonemason
>>Help finding kobolds
>>Arcane lessons from the Robed Woman

We might as well offer a bunch for a bunch and develop a strong relationship
>>
>>5101597
>To deal with the ashskins
>Mushrooms and moss
>Help finding kobolds
>Arcane lessons from the Robed Woman
>>
Rolled 3, 12 = 15 (2d20)

>>5101597
shit, forgot my dice
>>
>>5101704
>>5101714
>>5101728
>>5101887
>>5101926
>>5101934
>>5101946

5, 16

After some discussion you agree upon excorting the woodsmen in a months time, where they would informe you of the dwellings of the half giants to the best of their knowledge. And for such help they agree you and few others would be able to visit Bryn Shander for Arcane lessons, thats when you notice the men arguing with the robed women, as you notice their little fight the man smiles at you as whispers something through his teeth to the robed woman, she with a more genuine closed lipped smile sugests
"What if I where to accompany you Sun that has landed, then I would be fully available to teach you and yours some lessons in the Arcane, I would expect you to provide me lodgings of somekind and for you to answer my many queries honestly."
Seeing the advantages of her proposal and thinking those who learn your tongue must be worthy of some trust, you agree to her terms.
While she goes to prepare her things for travel you question the worth of your moss and mushrooms to their markets. The man tries to mask his discous of the moss and shows great interest in the mushrooms.
"Those will fetch a good pric.. I mean we could trade for them I suppose, for the services of the stonemason you showed interest in or for any information of kobolds we come across" you hear Grish whisper in your hear, translating the man's words. With the sky already dark you start to leave town. At the gate despite the cold of the nigh you see the woman with just her blue velvet robe adorned with silver details, next to her you is a heavy backpack carried by just air? And behind her a thin traslucid blue disk supporting a quite a few of travel bags, a large chest, a small desk and a chair.

As you tread through the darkness her staff begins to shine a pale bluish light, illuminating your way.
"So young Dragon, I was going to wait a hot before I started with the questions but I can't help myself. How old are you? Where did you come from? Is it true you can breath fire and weakening gas? What about shape-shifting, can you take one form or many?"
Confused by many of her questions you tell her that you shall speak within the safety of your home so not to alert the dangers of the night.
>>
Thankfully you reach your home safely, only hearomg wolfs howling in the night, you choose to ignore them, for now..

Upon your arrival the women seems at the same time fascinated and underwhelmed, seeing no other hut besides tje one chocked full of kobolds. She has her nearly invisible helper prepare a camp on one of the dead-end. You decide to go rest while the followers of the flame quite obviously keep a watchfull eye over the arcanist.

You wake up in the middle of the day and see the arcanist questioning the followers of the flame in matters regarding you and their fire magic. Not wanting to waste the rest of the day you
>Lead a hunt for the Blindmaw to rescue the kobolds trapped in its cave
>Lead an expedition in search of the wolf on the cliff
>Stay home answering the arcanist's questions and have her give lessons to you and your family
>Lead an expedition to the forest in search of kobold warrens and allies against the half giants
>Other

3d20 best of 3
>>
Rolled 8, 3, 20 = 31 (3d20)

>>5101990
>>Lead a hunt for the Blindmaw to rescue the kobolds trapped in its cave
>>
Rolled 3, 15, 20 = 38 (3d20)

>>5101990
>Stay home answering the arcanist's questions and have her give lessons to you and your family

The underdark is still a bit much for us and if the Robed Woman gets too impatient about her questions she might not stay very long
>>
Rolled 11, 1 = 12 (2d20)

>>5101995
Support
>>
Rolled 12, 15, 2 = 29 (3d20)

>>5102008
Damn, i forgot one
>>
File: 20211230_072820.jpg (128 KB, 676x571)
128 KB
128 KB JPG
>>5101995
Just to clear any confusion,
Blindmaw is the creature on the large cave in the snow. The deep cave creature was called a stoneeyes
>>
>>5101990
>>Lead a hunt for the Blindmaw to rescue the kobolds trapped in its cave
>>
>>5101990
>Stay home answering the arcanist's questions and have her give lessons to you and your family
We don't know how long will she stay. First lessons, then go for Blindmaw. Maybe she can come with us.
Can we get a recap on Kobold Numbers and professions?
>>
>>5102065
Total of 39 adult kobolds

21 Original family kobold

Masters:
-Close quarters fighting, Frec, Frid and Fran
-Marksmanship, Pocpuc
-Carpentry, Dighir
-Mining and Masonry, Snuv (oldest)
-Foraging and farming, Rott and Gotto
-Sewing and armor crafting, Hoboc
-Tools and weapons crafting, Tan
-Arcane arts, Zigga
-Trapmaking, Ziggzs
-Cooking, Boc(knows fire how to firewhip) and Yugga

Others:
Minhir, elder sister to Dighir, knows sparks
Yucks and Liclic, fighters who know firebolts
4 others yet unnamed

5 deep kobolds
Haz is the one who talks most and knows sparks.

13 snow forest kobolds
Grish seems to be some kind of leader among them, she knows the language of some of the people of this region and as traded with humans in the past
>>
>>5102152
Thanks for the recap, Queue-Hem
>>
>>5102065
>>5102195
Expanding my previous vote with
>Appoint Grish as Tradekobold Master
>>
>>5101990
>>Stay home answering the arcanist's questions and have her give lessons to you and your family

Blindmaw next turn, when we hopefully have more magic to help us
>>
>>5101990
>>Lead a hunt for the Blindmaw to rescue the kobolds trapped in its cave

This is time sensitive.

Also it's natural for dragons to be able to shapeshift into a human sorcerer right? I think we might have better luck trying to peacefully resolve the half giant problem if we could look more like them.
>>
>>5101990
>Lead a hunt for the Blindmaw to rescue the kobolds trapped in its cave
Tomorrow may be too late to save those kobolds. Ask for the woman's help too.
>>
>>5101990
Lets deal with the Blindmaw. Hook arcane lady up with Snuvs so they can exchange notes and set up a strategy/schedule for the lessons--he's old and wise enough he probably won't share anything damning or dangerous and won't completely feed this lady's "quaint" impression of the family--and take our best fighters and mages on the expedition.
>>
>>5102301
support
>>
>>5101995
>>5102008
>>5102065
>>5102217

(I noticed the vote changed from arcana lesson to blind maw while I was writing, sorry I didn't lock the vote, I will take this into account on the next update)

3, 15, 20

You go to the arcanists corner, you can tell see she looks displeased at her accommodations
"Not quite what I imagined when I said lodgings, I hope you can resolve this issue or make it up for me some other way or I don't know how long I'll be staying here.."

You interrupt her saying she may ask what she pleases if it is followed by a lesson as she promised. She promptly agrees.
"So as I was asking yesterday, where did you come from? Is this gold dragon territory? Or are you alone? How old are you if you don't mind me asking?"
You answer you are the only dragon you know, this is your family's territory, you are never alone and you are a winter old, telling the truth but giving the impression you're at least one year old.
"So interesting, what about shape-shifting? Can you turn yourself into an elf such as myself?"
That's when you notice that her features are finer than that of the humans, it finally makes sense in your head her knowledge in the Arcane despite her young looks.
"I cannot shape-shift" you respond
"Cannot or have not? I bet it's quite a show to see, I won't bother you no longer for today, let us start the lesson"

She takes to the center of the large chamber awaiting her audience, to your surprise every single kobold stops what they are doing to come learn. After everyone is sorted she starts to release small illusions to complement her explanations on the basics of the Arcane, how implements like wands and staffs can improve your spells threefold or how it is always easier to manipulate an existing source than creating one.
After that she asks what kind of magic you would like to learn
>Fire magic, what most are used to doing
>Ice magic, one of her specialities
>Utility magic, things like her air servant or disk of carrying
>Earth magic, to help improve the building of stuff
>Charm magic, another speciality of hers
>Other

Roll 39d20 best of 3
>>
>>5102641
>>Charm magic, another speciality of hers
>>
Rolled 1, 9, 7 = 17 (3d20)

>>5102641
>>
Rolled 6, 10, 4 = 20 (3d20)

>>5102641
>>
>>5102641
>>Ice magic, one of her specialities
>>
>>5102641
>>Charm magic, another speciality of hers
>>
Rolled 17, 13, 11 = 41 (3d20)

>>5102641
>Utility magic, things like her air servant or disk of carrying
>>
Rolled 5, 15, 5, 11, 14, 11, 5, 10, 16, 17, 3, 5, 15, 18, 10, 16, 19, 15, 11, 17, 18, 13, 1, 10, 5 = 285 (25d20)

>>5102712
>>5102641
Wait, did I misread? Is that a 39 roll? For each Kobolds I guess.
>>
>>5102715
Looks like we're limited to 25...
>>
I really mebt for. You to roll 39d20 one for each kobold.
Let's do 10d20 and I'll assume each roll affects 4 kobolds

So please roll 10d20 best of 3
>>
Rolled 10, 4, 6, 2, 20, 14, 13, 6, 20, 10 = 105 (10d20)

>>5102906
>>
Rolled 13, 13, 5, 8, 14, 2, 16, 17, 11, 5 = 104 (10d20)

>>5102906
>>Earth magic, to help improve the building of stuff
>>
Rolled 17, 6, 2, 3, 5, 19, 6, 5, 3, 15 = 81 (10d20)

>>5102641
>Ice magic, one of her specialties
>>
Vote locked in charm magic
>>
>>5102658
>>5102685
>>5102909

10, 4, 6, 2, 20, 14, 13, 6, 20, 10

The elf arcanist hears your request for charm magic and continues her lesson.
"As I said before it is easier to manipulate an existing source than creating a new one. This is true in all Arcana including charm, you will have an easier time if you push your adversary to do what they already want be it to flee be it to give you their aliggence, charm is but part of the art of persuasion not the whole meal."
For a demonstration she asks for a sack of mushrooms and a volunteer, Torv, one of the forest kobolds steps up.
"The first spell I shall teach you will be more of use against foes that you don't intend to have relationship with because it is obvious to the target the effect of the charm, and it won't appreciated it, in my experience"
She shows you a game, each person is given three mushrooms and they must charm each other to gather as much of them as they can, she then proceeds to show what she means by charm with Torv, she repeats a hand sign over and over while reciting Vedui- na i feui in nin hu she then proposes a trade, her biggest mushroom for two of his, Torv's eyes become glassy and purplish in shine and he does as she suggested, he is visibly upset moments after the trade.
"One more thing, perceived hostilities will break most charms, do not forget this warning." she does the spell again, this time demanding Torv gives her his last mushroom in trade of nothing, he strains for a bit and then does as she proposes until she throws a mushroom in his face, he seems to wake up and back off the deal.
After that explanation the whole family starts the mushroom challenge as the elf walks about correcting the incantations and hand gestures.
After hours of practice most kobolds can't even begin to grasp the concept of charm correctly especially those who have learned sparks, but at least you and 7 others, mostly forest kobolds such as Torv and Grish do expertly well according to the elf.
Emboldened by this new found power the forest kobolds dart to the entrance with the intention of facing the Blindmaw.
"We mean no disrespect golden one but family cannot be ignored" says Grish with desperation in her voice.
With your claw forced you
>Try to stop the forest kobolds
>Join the forest kobolds and leave the rest of the family home
>Take whatever fighters and followers of the flame you can grab hold of and join the forest kobolds
>Other

Roll 4d20 best of 3
>>
Rolled 18, 2, 3, 19 = 42 (4d20)

>>5102957
>>Join the forest kobolds and leave the rest of the family home
>>
Rolled 17, 15, 17, 12 = 61 (4d20)

>>5102957
>Join the forest kobolds and leave the rest of the family home
>>
Rolled 10, 7, 13, 13 = 43 (4d20)

>>5102957
Ask them to wait just a moment and:
>>Take whatever fighters and followers of the flame you can grab hold of and join the forest kobolds
>>
>>5102957
>>Take whatever fighters and followers of the flame you can grab hold of and join the forest kobolds
>>
>>5102957
>Take whatever fighters and followers of the flame you can grab hold of and join the forest kobolds
>>
>>5102965
>>5102979
>>5102983
>>5103071

17, 15, 17, 12

You call out
"Fighters, flames, we're hunting the Blindmaw, arm yourselves."
You use your flight speed to catch up with Grish and convince the forest kobolds to wait a moment while the others arm themselves, you entertain them by drawing battle plans on the snow of you in front and of them in the back.
As the backup arrives you see a large spectral eye following the group, you recognise it as a projection of the elf woman's eye. You arrive at the cave to see the blindmaw with blood on its mouth chasing at wolves, the forest kobolds start chanting and the beasts calms, the whole group waits for your signal and the strikes at once, javalis and stones pierce its face while firebolts create a flame out of its thick fur.
Enraged, the blindmaw swings wildly trying to catch the fleeing kobolds, you see your illusions of dragons like yourself being completely ignored. That's when a spark of an idea hits you.
"Flames! Help me bring the flames to its head" you fly around the beast producing firewhips out of your front claws, you use them to grab onto the flames at the creatures back and pull them to its face. With the followers of the flame working with you, a whirlwind of fire twists around the creatures body culminating in its neck close to its jaw, there the flames take on a spherical form encasing the creature's face in an inferno. It coughs wildly, and tries to bury it's head in the snow but the fire is so intense that all it finds is boiling mist. After a moment its enormous body falls limply and the flames go out revealing pitch black bone.

You ask the eye to tell your people to come recover what they can of the beast as you go with your corrente party to explore the cave. Extremely confident you lead them through the large deep tunel. You take notice the cave is very deep and large and overfilled with the moss that has fed you through the winter. After a long march you arrive at chamber with ten small tunnels or so. You shout with a voice deeper than you are used to have.
"The sun that has landed has come to bring glory to your life, do as Grish of the forest master of the human tongue and join my family!"
Dozens of kobolds come running out of the tunnels with wonder in their eyes.
"Grish found the golden one!!?"
"The great sun dragon is real!"
"IT Is my life's honor to meet you great dragon"
You tell them to grab what they can and to follow you home.

You end your long day in a cramped cavern filled with tons of meat and fur of Blindmaw, 68 new family members and a couple of kobold eggs. In the morning with more than a hundred kobolds and counting you decide to
>Move the family to the larger cave
>Expand your home towards the large cave in hope one day they might be connected
>Seperate the family into outposts to share the living quarters burden
>>
>>5103142
>>Expand your home towards the large cave in hope one day they might be connected
Might want to think about some city planning at this rate.
>>
>>5103142
>>Expand your home towards the large cave in hope one day they might be connected
>>Seperate the family into outposts to share the living quarters burden
make a chain of outposts to the larger cave, so that your family has a quick way of reinforcing one another in case one is attacked. We can then expand each outpost as necessary and work on the digging a connection between each cave system from both ends.
>>
>>5103142
>Expand your home towards the large cave in hope one day they might be connected
Idk maybe dig out a large oval with plans to make it a hatchery for the eggs with reinforced pillars in places it makes sense for to start with the expansion

Though keep an eye on the elf while you make the room (personally I don't fully trust her, especially with the whispering from the folks in their town, worried they may try to enslave us or try to gain some leverage, so they could use us as a hammer for any problems they may have or cause because they now have access to a dragon, doesn't really matter if we are a gold dragon they will still try to use us for their own benefit even if we suffer for it, especially with her prying praying we're the only one of our kind in the area red flags on that question, chances are they will try to influence us at the least to their benefit)
>>
>>5103147
I've waited for this day to come. Here's my time to shine.
>>5103142
>Expand your home towards the large cave in hope one day they might be connected

First, we'll need as >>5103160 said a nursery for the eggs.
Then, we'll need to build a proper school for our Kobolds.
But the most important one right now would be to dig a guest chamber for the elf. Let's ask her what accomodation she would prefer and let's create a ornate, top of what we can do, place.
Maybe, if we found some clear quartz or gemstone we can shape them in perfect sphere using our magic and imbue them with sparks to create magical permanent lights? Would improve the standing of the guest room.
>>
>>5103142
>>Expand your home towards the large cave in hope one day they might be connected

The kobolds have picks right? Between us we should be able to make fairly quick progress.
>>
>>5103142
>>5103185 +1
>>
>>5103147
>>5103148
>>5103160
>>5103185
>>5103252
>>5103264

You spend the next couple of weeks expanding your current home in the direction of the large cavern you don't expect you will reach there soon but maybe by next winter you will have them connected.
Snuv as the master miner and elder of the family divides everyone into many mixed groups so all the folks from different backgrounds have a chance to mingle and bond. One group is responsible with the fabrication of more mining tools from all that is left of the spiders, some rudimentary stone tools are also made when no other materials are available.
The deep kobolds are tasked with keeping a watchful eye over the elf, while the followers of the flame work with you and the elf producing some fairy fire candles, just like the flame you used to kill the yeti, fire that is eternal, bright but with no heat or smoke, you work on them for a bit so you can achieve the color just right, gold yellow with no hint of the orange of the common flame.
The rest of the groups work mining a long passageway in the direction of the large cave, different housing, working and teaching chambers are mined perpendicular to it as well as a guest chamber for the elf arcanist, you carve this one yourself following her instruction as a thanks for her help with the lessons and the candles.
The hut is used as a nursery seeing that it is the warmest place in the cave.

After all this hard work you are called to see the hatching of 8 eggs of your starting family.

Roll 8d20 best of 3
>>
Rolled 16, 18, 16, 17, 14, 17, 11, 9 = 118 (8d20)

>>5103438
>>
Rolled 12, 7, 9, 10, 16, 16, 8, 10 = 88 (8d20)

>>5103438
>>
Rolled 8, 13, 14, 14, 10, 12, 12, 15 = 98 (8d20)

>>5103438
>>
>>5103448
what a fucking roll you got there dude
>>
Rolled 10, 18, 17, 11, 4, 16, 1, 5 = 82 (8d20)

>>5103438
>>
File: NiceTry.gif (1.47 MB, 400x224)
1.47 MB
1.47 MB GIF
>>5103624
>>
>>5103448

16, 18, 16, 17, 14, 17, 11, 9

You watch eight healthy kobolds hatching from their eggs and notice something peculiar, while most of them have the expected brownish orange coloring three of them seem to have golden scales mixed in with their regular ones, specially a very small white scaled hatchling that has Zigga's fiery eyes. The family seems to take it as a good omen and celebrates the births, they celebrate so much you expect you will be back at the nursery hut in a few months.

With the housing shortage still unresolved and with your food reserves nearly depleted you decide to
>Have a group of kobolds fortify and occupy the large cavern, taking advantage of the surplus of moss it provides
>Have a group of kobolds fortify and occupy the forest warren, taking advantage of the available forage from the area
>Fortify and occupy both locations
>Request the help of the elf and your Arcane inclined family members to try to speed up the growth of the moss and the mushrooms
>Other

Roll 2d20 best of 3
>>
Rolled 2, 10, 9 = 21 (3d20)

>>5103694
>Fortify and occupy both locations
We have Koboldpower to spare. Let's use the summer time to secure as much territory as possible, and link them together.
Also,
>Start raising cattle
>>
Rolled 5, 10 = 15 (2d20)

>>5103694
>>Fortify and occupy both locations
>>Request the help of the elf and your Arcane inclined family members to try to speed up the growth of the moss and the mushrooms


we need both
>>
Rolled 11, 5 = 16 (2d20)

>>5103715
>>5103694
Dropped the spaghetti once again.
It's good I have 5 years of college education in maths. And still unable to count past 1.
>>
>>5103694
>>Fortify and occupy both locations
both
>>
>>5103732
Support
>>
>>5103715
>>5103732
>>5103742
>>5103794
>>5103885

11, 5

With the help of Snuv and other elders you divide your people evenly in three groups, each with some deep kobolds to works as scouts, elders for councilg and fighters together with flames for defence. One of the groups stays at your home while the other two are sent to fortify and settle on the large cavern and on the woods. Together with the elders you have named each settlement to stop the confusion between caves.
>Pick a name for the original home, large cave and for the warren in the woods

A traveling group of the most elite fighters, flames and charmers is also established to visit the settlements from time to time to take resources that are required in one place and not the other like the cave moss. It is also responsible for helping rotate the kobolds, for knowlage exanges and so nobody gets frostrated for not being able to live next to the Sun that has landed.

You also request the help of Floralyn, the elf arcanist, you ask her for some way to quickly communicate between the settlements like her magic eye, and help in growing the mushrooms and moss, and also assistance in crafting some basic staffs and wands for the flames and charmers she's been giving lesson to. She agrees to help in all three but requires you do something in return, after hearing some suggestions you accept
>Giving her some of your scales
>Take her flying on your back
>Let her see you try to shape-shifting first-hand
>Other

You spend the remaining week and a half helping the new settlers. The large cave entrance is blocked by a wall with a gate and arrowslits, and mushrooms are taken there to cultivate in the narrow passageways. The forest warrens are extended, the entrances are made deeper an narrower so bonies have little chance to infiltrate and many fake entrances are made that lead to deep spikey holes. A single large entrance is made for you with also a death hole so those without wings have little chance of entering through it. A basic watchtower is also build making use of three trees that are particularly close to each other. Mushrooms and moss are also sent there to cultivate.
You feel confident about the large cave defenses but fearful that the forest warren's are not sufficient, specially while there are bonies and goblins in those forests.

After all that you go to Bryn Shander to accompany the woodsman and learn of the half giants whereabouts, you take with you Floralyn, Grish as a guide and
>A large military force so you can defeat any ashskins you come upon
>A group composed of some fighters and all the charmers and flames
>Just the followers of the flame
>Other

Roll 3d20 best of 3
>>
>>5104051
>Rename our original home to "Sun's Landing"
>Take her flying on your back
>A large military force so you can defeat any ashskins you come upon
May as well make it clear that it pays to be friends with us and costs one dearly to be our enemy.
>>
>>5104068
Please don't forget to roll everyone
>>
Rolled 20, 8, 3 = 31 (3d20)

>>5104075
right, my bad
>>5104051
>>
Rolled 6, 19, 6 = 31 (3d20)

>>5104051
Original Home: Winterscale
Large Cave: 'Ole
Warren: Summerpine


>Take her flying on your back
>A large military force so you can defeat any ashskins you come upon
>>
Rolled 4, 12, 10 = 26 (3d20)

>>5104068
Support
>>
>>5104051
Original Home: Winterscale
Large Cave: Maw's Cave
Warren: Summerpine

>Let her see you try to shape-shifting first-hand
>A large military force so you can defeat any ashskins you come upon
>>
Rolled 1, 19, 11 = 31 (3d20)

>>5104051
Original Home: Winterscale
Large Cave: Sun's Landing
Warren: Summerpine
>>Take her flying on your back
Although I'm not opposed to the shape-shifting option.
>A group composed of some fighters and all the charmers and flames
>>
>>5104068
>>5104092
>>5104139
>>5104286
>>5104323
>>5104349



Accepted names
Original Home: Winterscale
Large Cave: Sun's Landing
Forest warren: Summerpine


20, 8, 3

You depart Bryn Shander with 70 kobolds fully armed accompanying the two dozen woodsmen and Floralyn. As you enter the deeper part of the woods, Floralyn gives you a translated summary of what the woodsmen know of the half giants. They are separated into many tribes but they join together in some old towering ruins in the forest every few months or so, like today according to Floralyn's scouting.
You leave the woodsmen to their work leaving some experienced kobold guards with them and take the brunt of your forces to the ashskin's ruinous home.
Scouting from the sky you see it, great pillars of darks stone, and around them many hide tents, you count a hundred heads or so, probably most of if not all the ashskins of the greater region, as you are flying back you start to remember that you saw these kind of stones before, right after your fight with the goblins, you search around for a bit and find your heavy bag of frost bombs, these will do nicely against the ashskins you thinks to yourself.

You instruct your forces to mount ambushes all around the ruins so they catch the ashskins fleeing, and then turn to Floralyn
"Your opportunity to ride the winds has come. We will bring a swift icy death to the half giants"
Not waiting for you to change your mind she starts to climb your harness and finding her footing.
You focus completely on the wind to fly out of javalis reach but at good angles of the large ashskin encampment, Floralyn releases the frost bombs one by one after reciting an encantstion, they expload with a force incomparable to those of the goblins, the floor not only freezes but jagged ice shards expload in every direction. After all but two bombs are thrown the ruins sit completely sill and silent as a graveyard.
You organize your forces in the ruins and find that the ambushes were just as successful as your attack, you have your large force recover anything of value, including ashskin meat and go back to the settlements.
You go meet back with the woodsmen and to your horror see frozen kobold corpses, they were attacked by a group of goblins nearly double their numbers. The woodsman are mostly unharmed protected by the brave kobolds you left them with, several of the party are severely burned by ice, Floralyn tries to help them with their wounds while you go recover the bodies, you count 9 dead and amongst them are Frec the youngest of the warrior sisters and Yucks the talented fighter and flamemaker.
You manage to convince Frid and Fran to go back with you and recover instead of going blind with vengeance after the goblins. After the woodsmen are safe back at Ten Towns with their large carts of wood, you go to Sun's Landing to rest.
>>
By morning several of the survivors of the goblin ambush await your next move, you decide to
>Endebt yourself with the frost mage and go just the two of you deal with the goblins
>Lead an elite small force to kill the goblin leadership and scatter the rest
>Lead a large force to take over the goblin cave that is the source of their bombs
>Other

Roll 2d20 best of 3
>>
Rolled 7, 2 = 9 (2d20)

>>5104373
>>Lead an elite small force to take over the goblin cave that is the source of their bombs
Given how effective we were against these guys alone taking too many would be counter-intuitive.
>>
Rolled 16, 6 = 22 (2d20)

>>5104373
>>Lead an elite small force to kill the goblin leadership and scatter the rest
>>
Rolled 11, 20 = 31 (2d20)

>>5104373
>>
>>5104373
>>Lead a large force to take over the goblin cave that is the source of their bombs
>>
>>5104373
>Lead a large force to take over the goblin cave that is the source of their bombs
Let's aquire nuclear frost.
>>
>>5104522
support
>>
Rolled 19, 4 = 23 (2d20)

>>5104373
>>Lead an elite small force to kill the goblin leadership and scatter the rest
>>
>>5104382
>>5104424
>>5104507
>>5104518
>>5104522
>>5104758
>>5105258

11, 20

You decide to lead a small force to infiltrate the goblin cavern while you leave a larger force preparing an ambush in the surrounding woods.
At the dead of night you lead the deep kobolds, the charmers and the vengeful survivors to the cave, you go to the side of the hill and start digging towards where you remember being the large central chamber. You are surprised to find that the goblins did not sleep through your digging instead they seemed somewhat prepared for your arrival and shower you with frost bombs, with firewhips you deflect most of the bombs but are still pierced by some of the flying ice shards.
You push through raining large firebolts on the goblins while the charms create confusion amongst the goblins and the rest take down all who dare come too close to you. After many firebolts and freezing wounds you manage to push the disorganised dozens of goblins out of the cave.
You nervously wait for the ambushing parties to return, thankfully they all come back unharmed and guarantee you that no goblin left the cave area alive.
With that knowledge you spend the following week fortifying the new settlement and sorting through the goblin Loot, the most notable among these are some staffs the goblin sparkmaker and his followers were using, you give them to the most loyal followers of the flame.
>>
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Hey readers I unfortunately no longer have the time to update this quest, between work and DMing a live game I just don't have the time. I thank you for going with me in this journey of the life of the Sun who has landed. I want to leave you with some sense of conclusion so I will make a final update that describes the following 5 years as you grew from a dragon wyrmling to a young dragon.
One day when I have more time I reckon I will do a new chapter of this quest to see what adventures await the young Sun who as landed and his family.
>>
With your greatest foes defeated and your people spread through the four settlements you spend the next five years building a great kobold heaven, it becomes famous for (you may pick more than one)
>Its enormous size and huge population
>Its great sprawling network of countless outposts in a large region
>Its great diversity with kobolds from all over the world
>Its knowledge and use of the Arcane Arts (You may specify the type/s)
>Its great quality of life, with all the food, warmth and purpose a kobold could dream of
>Its famous crafters/works (Specify things like miners, sculptures, armors, magic candles, etc..)
>Its military might
>Other

During these years you became specially proficient at (you may pick more than one)
>Diplomacy
>The Arcane arts (please specify)
>Crafting (please specify)
>Fighting (be it using magic or otherwise)
>Flying
>Other

You also forge alliances in your region especially with (you may pick more than one)
>Floralyn and her wizard contacts
>The people of Ten Towns
>The peaceful shorties that live in the woods
>The tribes of Tempus
>The winter wolf and her kin
>Other
>>
>>5105414
>>Its great quality of life, with all the food, warmth and purpose a kobold could dream of
>Other (Oral traditions, storytelling, teaching)
>The people of Ten Towns

It was good having you, QM. Best of luck.
>>
>>5105414
>>Its enormous size and huge population
>>Diplomacy
>The Arcane arts of charm
>The people of Ten Towns
>The winter wolf and her kin


it's been real qm had a lot of fun remember to archive the quest that way if you ever have the time and desire to come back you have something to comeback to.
>>
>>5105414
>Its enormous size and huge population
More folks to practice farming and expand watchtowers
>The Arcane arts (transmutation)
Make one thing into another
>The peaceful shorties that live in the woods
definitely druids

Also enjoyed the quest QM hope you enjoy the new year
>>
>>5105414
>Its enormous size and huge population
>Its great diversity with kobolds from all over the world

Diplomacy

>Floralyn and her wizard contacts
>The people of Ten Towns
>The peaceful shorties that live in the woods
>>
>>5105414
>>Its great quality of life, with all the food, warmth and purpose a kobold could dream of
>>Diplomacy
>>The Arcane arts (please specify)
Elemental Magics and Enchanting things
>>Floralyn and her wizard contacts
>>The people of Ten Towns
>>The peaceful shorties that live in the woods

Was a cute little quest, QM. Happy New Year!
>>
>>5105414
City famous for :
>Cosmopolitanism. On its way to become the biggest melting pot of the region.
Sun that never land became specially proficient at
>The Arcane arts : Evocation, Abjuration, Conjuration
>Flying
>Fighting, using both of strong points.

Alliances :
>Floralyn and her wizard contacts
>The people of Ten Towns
>The peaceful shorties that live in the woods
>The tribes of Tempus
>The winter wolf and her kin
>Every other thing that can tolerate diplomacy.
>>
I really loved that quest. Tearing my heart it's gone.
Thanks QM.
>>
>>5105447
>>5105475
>>5105646
>>5105795
>>5105852
>>5105859

You grew immensely during these last five years and not just in size, although you grew so much in that department that most corridors of your sprawling city can't begin to accommodate you, your winds are now so large they hug most tunnels, but in the air they taken you wherever you want with great speed and fitness.
You grew as a diplomat, you learned the languages of all the peoples that surround you from the faerûnish dialect that is spoken in Ten Towns to the strange language you dubbed tempish the tribes of tempus speak that is a mix of faerûnish, northern orchis and giant speech. You even lived a few weeks with each of your neighbours to learn their way of life, with the Ten Towns folk you learned to fish, to haggle and trade as well how to work the stone as the master masons do. Your peoples became close friends, some even call Sunnest, your home, the eleventh town for the streets of their markets are filled with your family and your markets are filled with theirs. With the Winter Wolf and the tribes of Tempus you learned to listen to your body, to let the wind take you, their lessons were of much use against the few tribes who didn't share your vision of a peaceful north.
From the shorties or as they prefer to be called the Coldfootfolk you learned a great many things, they became one of your most intimate allies after they helped you find the kobolds scattered all over the woods in return for your extermination of the violent goblins and ashskins. They taught you how you could work with, instead of against the forest so it provided food and shelter. They helped you turn the cold chambers of your city into warm rooms filled with confort. Some of them even joined your family living side by side with the kobolds and the rare human or dwarf. The group you learned the most was probably Floralyn and her robbed friends from the south, they were fascinated with your proficiency from birth in the Arcane arts and described you as the sorcerer of the century after you proved yourself an impressively quick learner. You studied all kinds of schools of magic, and learned to manipulate the elements specially fire and earth, you also learned how to change the very nature of materials, giving bone the strength of iron and stone the flammability of wood. The discipline you most enjoyed learning was that of charm and miss direction, an art that served you well when common words of diplomacy were not persuasive enough.
You truly grew much in the way of the word that your allies began to be request you as a peacekeeper, when the coldfootfolk had a conflict with the tribes of Tempus or the tribes had some issue with the Ten Towns you were called to resolve it.
"Scales of gold but tongue of silver" is a common phrase used to describe you.
>>
Yes you grew in many ways these past years, but in no ways more so than as a teacher and a leader. To be able to live by your family's side despite your growing size you finally learned how to shape-shift, you can only take one other form yet, that of a large muscular golden scaled kobold, none would mistake you for a regular kobold tough for you kept your wings, and your features are still mostly that of a dragon. You spend many of your days inside in this form and take to your regular dragon self every time you reach the surface or are in a particularly large chamber.
Everything you learned from others your tirestly taught back to your family. In great big chambers you assembled the young and the interested, and with the assistance of more experienced family members you spoke of the theory, always following it with a bit of practice. It was due to these lessons that your family became well versed in the Arcane and other more traditional crafts such as mining, masonry and carpentry.
Together you transformed the four small settlements of Winterscale, Sun's Landing, Summerpine and Calmshards into a great underground interconnected city known as Sunnest. Despite its long tunnels and numerous chambers, Sunnest became a place of great comfort, to rival even the dwellings of the richest folks of Ten Towns. Every single member of your family has a bed to sleep and furniture where to sort their things, their rooms are warmed by magic created by yourself and the followers of the flame, who now spend these times of peace focused on bringing warmth and light to all in this place of cold and dark nights. Every belly is filled with all kinds of plants, moss and mushrooms that grow underground or in the woods, they are accompanied by the occasional meat of spiders, yetis or wargs that come upon your territory. And most of all your family has purpose, they work to create a great haven for all koboldkind and others that take a liking to this way of life.
Such prosperity became legend to the kobolds of the world, from the hot deserts to the misty swamps came all kinds that wished to join your family. Some you still remember vividly when they first showed up, like The Broken Spears a group of giant weasel riding mercenaries or The Trapmakers of Khour so skilled are they that even wizards and kings hire them to secure their belongings. With food and warmth they multiplied, hatching in all sizes and colors, some had blue scales, others pure red, others rarer even where the ones with mixed gold scales that always proved themselves proficient with fire magic and resistant to very hot temperatures.
After five years your family numbers nearly a thousand, even so you still know each one of them by name.

---

That's where we'll leave it. Happy New year to you all!
>>
>>5107018
Thank you and happy new year
>>
>>5107018
>After five years your family numbers nearly a thousand, even so, you still know each one of them by name.
good shit man, good shit, even if the quest is over, I am happy for how it ended
>>
>>5107010
>>5107018
Thanks QM.
Now, my group currently playing in Waterdeep will have to meet some peacefull Kobolds embassy from Sunnest. Thanks again for running.
>>
>>5107018
It was a nice quest QM. I'm sad to see it end so soon, but props for writing an actual ending instead of ghosting. I'll be sure to follow your next quest if you shill it on /qtg/
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>>5107337
>Now, my group currently playing in Waterdeep will have to meet some peaceful Kobolds embassy from Sunnest.

based and red-pilled bro, as long as something isn't forgotten it is never truly gone.
>>
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>>5107018
This was awesome QM, I'm a bit sad to see it end so soon but it was a great one shot nonetheless and I'm definitely using Sunnest in my world building the next time I run a campaign!

I really hope you archive this, don't forget
>>
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>>5107018
>you can only take one other form yet, that of a large muscular golden scaled kobold, none would mistake you for a regular kobold tough for you kept your wings, and your features are still mostly that of a dragon. You spend many of your days inside in this form and take to your regular dragon self every time you reach the surface or are in a particularly large chamber.

Not exact but probably something close to pic related
>>
>>5108509
Nice pic, close to what I imagined

I've archived the quest, https://suptg.thisisnotatrueending.com/qstarchive/2022/5090845/
One day we shall once again see what adventures await The Sun who as landed



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