The Shadow on Fallcrest

Session 11: To the Lair
It's a Freaking Lair!

PCs present: Glorien Ethlaron, Joreb Innitu, Merry Merric
Writeup: Faulcon

After a night spent in Winterhaven, Joreb, Gloria, and Merry decided to make their way towards the kobold lair marked by Lord Padraig. A brisk morning stroll and a little light exercise dispatching justice to some vile minor dragon kin sounded like just the treat and possibly a picnic for lunch afterwards.

Reaching the edge of their destination the adventurers started moving more stealthily, at least the halfling and elf did. Joreb didn’t bother trying and just stood waiting for the action to start. Glorien flitted through some trees and then backed out carefully to report nearly a dozen kobolds in sight and probably more besides.

Encounter14 2

Having scouted the terrain, the group decided that a flanking maneouver might be on and swung up above the vermin, intending to drive in on them and hammer them only to surprise two slyblades.

Encounter14 3

Merry and Glorien swiftly dispatched the first of the two slyblades but reinforcements arrived to assist the second and the 3 brave warriors were forced back by sheer weight of numbers. Kobolds dropped like… kobolds… yet there was seemingly always another 2 running forwards with javelin or shortsword poised to stab. Matters were looking somewhat dire when Merry finally dropped the second slyblade with support from Joreb. Glorien was keeping the eastern flank as clear as he could manage but matters were still touch and go.

Encounter14 5

Minions however numerous were in the end no match for the trio and after Joreb finished the Dragonshield with a radiant blast Merry closed in on the slinger and drove his dagger into the final kobold over and over until it dropped. A near run matter but not enough to bring an end to the gallant adventurers.

Still, this was just the welcoming committee, who could say what danger lurked beyond the waterfall? Joreb at least was not keen to find out so soon after barely surviving the ragged group waiting outside and after the others started suggesting a quick look inside was heard to exclaim in disbelief, “It’s a freaking lair!”. After which he murmured a quick repentance for approaching vulgarity like that.

Convincing the others it was not wise and that if they took the rest they needed they wouldn’t be entering the caves until dark they made their way back towards Winterhaven, one victory enough for the day.

Ensconced once again in the barroom Merry began regaling the patrons with tales of his personal prowess until Thair Coalstriker was impressed enough to pull him aside and see if he was interested in a minor commission. With all three gathered he told a tail of woe about how Bairwin was making a fortune without buying any of his produce to sell, without having any custom at all really. The dwarf believed there had to be something suspicious happening here and despite his obvious bias the adventurers were inclined to agree. Especially with the disappearance of old Sara added to the mix.

Some discreet enquiries to Bairwin who had closed his shop early to come for a drink left them with the opportunity to visit the shop first thing the next morning. He was doing well enough that not even the possibility of a sizeable sale could tempt him to reopen the store.

Valruthrun the Prescient wandered over to speak as well, the gregarious old fellow happy to chat about all manner of happenings, also talking about a nearby keep that had shown recent signs of reoccupation. This was of a lot of interest to the group as it finally looked like a lead towards the cultists they had come to Winterhaven seeking.

Valthrun the Prescient: “The keep was built during the height of the old empire. Some sort of watchtower. I can’t recall what for. Some think it was to guard against gnoll marauders, but I don’t think that’s right. Whatever, the keep outlived its usefulness. It’s been a ruin since before I was born. Probably a goblin lair by this time. But you’ve whetted my curiosity. When I return to my tower, I’ll look through my library. The next time you see me here, I will know more.”

XP = 800/3 = 267 each
4 gold, 17 silver.

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Session 10: The Long Road to Winterhaven
or not more kobolds!!!

PCs present: Balasar Torrin, Glorien Ethlaron, Joreb Innitu
Write up: almi85

After the action in the local tavern and their talk with “the one” our adventurers decided to make the long trip to Winterhaven to investigate mysterious cult that had begun abducting people in the area.

Leaving the hapless dwarf and halfling to take their time on the rode Balasar, Glorien and Joreb forged ahead on the road to Winterhaven eager to take a look around and try to put an end to the abduction of innocent villagers.

Encounter13 1

Unfortunately their haste on the road walked them directly into an ambush set by some kobold raiders.

Encounter13 2

Encounter13 3

Encounter13 4

However the trio made short work of the kobold raiders with Glorien even managing to hit a few of the scaly blighters with some arrows (not bad for an elf) after running back behind the statuesque fighter and paladin, who were beset on all sides by minions and dragonshields.

Encounter13 6

After dealing with the kobolds and investigating the local area the graves of three other travellers were found on the roadside. After reading the names all three adventurers agreed that they were of no importance and were likely just fellow travellers that had failed to repel the kobold ambush and without Merry there to suggest some gravedigging the holy influence of the paladin left the trio with no option but to continue onto Winterhaven.

Upoon arriving at Winterhaven the adventurers visited the local tavern to try and find the Lord of Winterhaven but were informed he would arrive shortly so set about talking to some of the locals. However after talking to them all it seemed as if something was amiss as none of them knew anything about abductions or cults but were instead all focussed on those dastardly kobolds.

Upon arrival the Lord of Winterhaven also seemed to know nothing of the abduction of various villagers but was instead completely focussed on the perceived kobold threat. After listening to his obnoxious yammering long enough the adventurers finally relented and agreed to look into the “kobold threat” while investigating the disappearance of the local villagers.

After speaking to the lord the adventurers decided to have a quick chat with an elf ranger who was skulking in the corner and looked out of place with the rest of the townfolk. The discussion here was quite a bit more interesting with the elf advising that the entire town seemed to be either in on the abductions or completely oblivious to them. so with a bit more caution the adventurers bid the elf farewell and began mingling with the locals until the rest of the merry band would turn up.

GM EDIT:

Salvana Wrafton: A man by the name of Douven Staul arrived here from Fallcrest months ago. He had a room here for a time. He had some business with Eilian. Funny thing is he disappeared one day and never returned. I never did find out what happened to him.
Kobolds! Those buggers are getting braver all the time! They aren’t talking about it, but people are worried that things are about to get a lot worse. Farmers from the southern farms haven’t been coming to market.
She denies that there are any real problems… but there’s a worried look in her eye and a nervous glance towards her pantry. Lord Padraig would probably be interested in hearing your story. He’s been trying to get the militia to clear out those vermin for the last few months with no success.

Eilian the Old: You knew Douven? I always wondered what happened to him! He had questions about the old burial site southwest of the village. Thought a dragon might be buried there! I told him it was probably just an old trash heap, but he wouldn’t hear of it, no sir! Well, of course I gave him directions to the place. I am something of a historian of the area, you know! Oh yes, Douven! Well, he took my directions, and we haven’t seen him since. I do hope the poor man is all right!” Eilian pens a small map showing the way to the burial site. He knows nothing else of Douven’s fate, or the nature of the site itself – Eilian never visited the location, he just knows of it from old hunters’ tales. The map Eilian provides is sufficient to find the burial site.
Little red and brown bandits on the road? The old King’s Road? Really? I hadn’t heard. Could be redcaps. They slip out of the Feywild every so often to cause mischief, but I haven’t heard about any . . . well, I’ve never heard about them around here. Are you sure it was redcaps?

Thair Coalstriker: So, you had a run in with the kobold brigands? Yeah, kobolds. Annoying little dragon droppings! We’ve always had a few in the area, but they’ve really been growing more bold in recent months. Some of the traders who visited us on a regular basis have stopped making the trip, and I’m afraid more will follow if something isn’t done to drive off the foul creatures.

Lord Padraig: You’ve encountered the kobolds that have turned the old King’s Road and our outlying farms into their personal hunting grounds? Those beasts vex me sorely. Yet the villagers refuse to recognize the seriousness of the problem. Attacks along the road have grown more frequent over the last few months. Something’s stirring the kobolds up. I don’t suppose you would be interested in taking a commission from me? I promise you, I can pay well for your services.
He pulls out a map that indicates the location of the kobold lair to the east and south of the village. He says that a group of stalwart adventurers who confront the kobolds has a reasonable chance of dispatching the creatures. Padraig indicates they are free to keep whatever loot they find in the kobold lair, even if it is the former property of Winterhaven’s villagers. He also agrees to pay them 100 gp.

Skill Challenge (The Mystery of Old Sara) will run across several sessions. Requires 6 successes before 3 failures:
1st success: PCs learn that an old woman called Old Sara has disappeared from her small home in Winterhaven. No one seems to know what has happened to her.
2nd success: PCs learn from Delphina Moongem at the market that she saw old Sara entering Bairwin’s shop that fatal day she disappeared, as she usually did on her morning walk. “Like to see that Bairwin took care of her old store”, as she used to say, but then she never came over to the market.

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Session 9: One more Ale thanks

PCs present: Banford Coltrane, Glorien Ethlaron, Hazkal, Joreb Innitu, Merry Merric.
Write up: Faulcon

Having cleared matters with Lord Markelhay the group set about taking stock of their current situation and the first order of business was turning random assets into hard cash. Disposing of the various gems that had been collected during their travels to date netted an extra 260 gold coins which Joreb as keeper of the purse added to their funds. Merry was agitating about a new dagger and given the risk of him sourcing one through ‘alternate avenues’, House Azaer was the next stop, Merry shortly the owner of a chilly new Frost Dagger with 600 gold pieces remaining in the kitty.

Encounter12 1

The halfling satisfied and the rest of the party ready to relax they hit up one of the local pubs recommended by Merry, the Blue Moon Alehouse. Business was extremely slow, in fact their seemed to be only one other customer, though he was shortly joined by 3, well call them acquaintances perhaps? Never one to miss out on a social event, Hazkal drunkenly stumbled over to join the conversation in fulsome manner. Perhaps being short is somewhat of a disadvantage when trying to disuade people from violence though because the man who led the others to the stranger’s table declared him to be ‘the one’ and went for his sword.

Encounter12 3

As is the way with Barroom Brawls, things quickly descended into a variation of chaos. Hazkal barged the stranger into the corner taking a couple of lumps intended originally for the other while Joreb, Merry, Glorien, and the recently arrived Banford raced in. Adding another layer of confusion, 4 brutish looking henchmen charged in from where they’d been loitering round the doors.

Encounter12 4

Glorien was in fine form (there’s a first time for everything after all), his arrows driving deep into the brigand leader while Joreb ran past to assist Hazkal who was beset by the two chief underlings. Combat swirled around the two areas of the Alehouse, the petty thugs dropping fast while Merry finished off their leader. With matters looking desperate the last surviving underling tried to run for the door but was cut down well short (though not permanently) by Merry’s sharp new dagger.

Encounter12 8

The band of ruffians dispatched our intrepid Fortune seekers recovered their drinks then set about learning why such a pitiable looking wretch had drawn the attention of a large and well equipped group of crooks. As it happened – and they were fairly certain he was honest in his gushing gratitude – the man was an acolyte from some distant land following a God of Goodness and Stuff (it may have lost a little in the translation) beset by foes most vile along with many others. He alone had managed to escape the fiends and was attempting to find assistance for those left behind somewhere around Winterhaven. The surviving bandit seemed ill inclined to add any meaningful information to Gervais’ tale but neither did he dispute it, so they hauled his worthless self off to the local militia and set a course for Winterhaven.

~
Current wealth, 615gp
+1 battleforged armour (dorf size, left with teldorthan)
Thunderstone
2 healing pots
crossbow, 20 bolts, longsword, chainmail, 2 daggers (with bluemoon alehouse barkeep)

XP = 500/5 members = 100 XP each

(Teldorthan offers you 700 GP for the armour…he says it will make an excellent birthday present for his eldest son)

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Interlude: Coppernight Hold

After defeating the evil intruders you search their bodies and find the following:

Boots of Stealth
The soft leather soles and down lining of these supple boots quiet your footsteps.
Item Slot: Feet
Property: Gain a +2 item bonus to Stealth checks.

260 gp + 2 turqoise gems

You then move back up to the Audience Chamber where you use the communication node to tell Coppernight that it is now safe to emerge from his hiding place. Soon enough he joins you, accompanied by his rag-tag band of survivors. He relates the tale of the attack on the hold, the dwarves fighting retreat, the arrival of the Fallcrest militia during the melee, the decision to lay traps within the mines and the eventual decision that all they could do was hide and hope that help arrived. He thanks you for rescuing and offers you some “small reward” for your troubles though he says with damage to the mine he can spare no coin:

Battleforged Armor +1
The dwarves and the dragonborn argue over which race invented this enchanted armor.
Armor: Plate (Dwarven Size)
Enhancement: AC
Property: If you use your second wind when you are bloodied, regain an extra 1d10 hit points.

Thunderstone
A thunderstone splits when it is strikes a hard surface, mixing the powerful reagents to create a deafening boom. On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back.
Power (Consumable ✦ Thunder): Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Fortitude; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the center of the burst, and deafened (save ends).

2 x Potion of Healing
This simple potion draws on the body’s natural healing ability to cure your wounds.
Power (Consumable ✦ Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

Copperstone says they will remain here and continue to mine the area. He seems unfazed by the whole incident as if it is routine for such an incident to occur. This dwarf is obviously made of hearty stuff! He talks with Hazkal at some length about the situation of the kobold activity in the region. He says that the Hold (once finished) will hopefully provide security in this area and if the PCs ever find themselves in trouble in the future, he will be glad to help them out or offer them a safe-haven.

They bid you farewell and you head back to Fallcrest where you report back to Faren Markelhay. He is shocked to hear of the death of his militia men and seems worried at the mention of Duergar, “These scaly reptiles are one thing, but Duergar are another story all together. Perhaps this recent kobold activity is driven by some other faction. I have heard news from the town of Winterhaven that they are also having trouble with kobolds raiding caravans. If this situation goes on too long it could seriously impede trade.”

The Lord Warden gives you the 200GP you had agreed upon for investigating the missing militia men and thanks you for resolving the mystery.

Quest XP = 1000/6 party members = 166 XP each

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Session 8: Duergar Duergar Duergar!

PCs present: Banford Coltrane, Glorien Ethlaron, Hazkal, Merry Merric.
Writeup: Tomay

So after listening to the dude we headed back into the previously cleared area and stumbled upon a host of enemies including 2 ants, 2 kobold pikers, 3 duergars and a dusk devil. Gloria Estefan knew the dusk devil was an etheral creature prone to slowing attacks.

The team decided to sit back and hit a few shots off with Gloria to create a bottleneck next to the barrel transports and focus our attacks. The enemies all charged in and failed to hit Merry Merric on mutilple attempts, Hazkal and Banford weren’t so lucky. The combat then become cluttered as axes and mauls swang around like crazy, mostly missing everyone, except for Hazkal and Banford. Meanwhile Gloria sat behind the crates shooting arrows into the air missing everyone in the combat.

Gradually the team wore down the opponents. As Banford and Hazkal absorbed the damage, Merry Merric managed to flank the opponents and deal some sneak attack killing blows. Gloria struggled to hit anything, except dealing considerable damage to a Duergar. Hazkal and Banford dealt with the mighty Dust Devil and then the team finished off what was left.

Having checked the bodies and the barrels of water the crew headed further in the cave to discover the dead human guards. Upon further inspection we discovered four armoured devil thingysand upon yelling “Now” the explosion killed one and severely damaged the other. In three quick striked the rest of the team finished of the remainder.

Slowly the team continued on down river in the dark to be confronted by a new bunch of foes including; an ant, two duergar scouts and a duergar wizard. The scouts used their abilites to hide in the shadows and deal considerable damage as the ant clogged the way, leaving the team volnuerable to the magic of the duergar. Glorian finally saved the day with four magnificent shots to kill the scout and the ant in the way. This allowed Hazkal and Merry access to the Theurge where they dealt enough damage to have it nearly dead.

Then from nowhere the Theurge let out a howl and damaged most of the party, including Hazkal who was knocked unconscious. The battle was continuing to ebb and flow as the tide turned continuously. With Hazkal on his deathbed and the rest of the team rather damaged, it was time to end the encounter as soon as possible.

Luckily with the use of Banford’s Paladin powers, Hazkal came back to life to finish off the Theurge. Merry then dealt the final blow to the Scout and ended the encounter.

XP = 1635/4 party members = 408 XP each

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Session 7: Delving to the rescue!

PCs present: Balasar Torrin, Banford Coltrane, Glorien Ethlaron, Hazkal, Joreb Innitu, Merry Merric.
Write up: Barre

After the frantic battle the Blue Moon crew took a rest, they would need their strength for the coming descent through the, no doubt, infested mines. Before too long the crew were alarmed to hear noises coming from the entrance of the mines, quickly arming themselves they were ready to face what ever hideous force was to greet them. As they came into view a gasp of repulsion escaped Merric’s lips, it was worse than thought, Balasar and Banford had arrived.

After a quick run through the crew gathered to venture through the double doors which indicated the start of the mines. It was not long before Glorien picked up the voices of a foe ahead, then out of nowhere a Giant Ant Warrior appeared taking a long gash out of Glorien’s thigh, Glorien withdrew and the fight started in earnest, Merric, Glorien, and Joreb lay into the warrior who was in bad shape in short time.

1

Becoming more aware of their surrounds the crew noticed 3 Duergar guarding what appeared to be a pit covered with a grate, alarmingly a female voice could be heard, struggling to stay above water from the sounds of it. Reacting to the noise a guard grabbed a cup, from which he’d been pouring liquid into the hole, and joined the fray, throwing the contents at Jorreb, much to his distress it was an acid and started to burn away at his skin. The Duergar then flicked his head propelling a spin from beneath his beard towards Jorreb, after slapping the spine from his skin where it struck he quickly turned pale and looked unsteady on his feet.

Following up from the guard was another Giant Ant Warrior who, noticing the acid burning away on Jorreb’s arm pressed in for the kill, adding some of his own bodily fluid to react violently with the acid, leaving Jorreb in quite bad shape, without help, he’d not last long. As the rest of the crew rushed in the lines were drawn and the arm wrestle began. The wounded Giant Ant soon fell, followed by his kin, but the Duergar proved hard to put aside, their armour proving more than a match for the crews’ wayward blows. As the fight appeared to be bogging down Glorien decided to try and buy the captive some time by rushing over and lowering a rope for her to help keep afloat, she took the hint and appeared to be able to hold steady.

2

A loud blast and some very colourful language from Hazkal signaled that Balasar had used his breath weapon at close range, it hurt the group, but it also wore down the guards who started to see they would not get out of this one. Merric was also looking in bad shape but that did not stop him from dodging between the bigger folk for the chance and sticking an exposed hind. A second guard fell and the battle was drawing to a close, Balasar and Hazkal moved to assist with the rescue whilst the others dispatched the final guard.

3

The grate was pulled open and a Dwarven woman was pulled to safety, Hazkal applied some salves to help with her acid burns, after she had recovered a little she revealed that Coppernight was holed up further into the mines when she was captured. It seems the Duergar have been searching the waterways of the mines for something unknown. She had also felt tremours which have been destabilising the mines. Her name was Herquin and she was being interrogated to reveal the location of traps and barricades which have been frustrating the Duergar in their searches.

Finally she brought to our attention the recent efforts of Coppernight to construct a magical communication device, in fact Coopernight is positioned at the receiver for the device which would allow us to talk with him if we managed to get it working. After a squabble between Merric and Hazkal the group agreed to follow Harquin to the device for the attempt.

After a serious of tweaks and tinkering the crew were able to get the machine working and spoke to Coppernight directly. Like Harquin he mentioned there are a considerable amount of defensive devices set in the mines, he instructed the group on how to trigger a blast near any barricade we might find, simply yell and they will detonate.

Alarmingly though he informed the group that the Dwarves were out of food and water, adding to this there has been a cave in which has trapped them in the cavern leaving them only a few hours of air. Merric pressed Coppernight for a reward for the rescue effort, much to the chagrin of the remaining crew, Coppernight however assured him that one would be forthcoming. With the final member convinced the effort is underway.

XP = 1150/6 party memebers = 191 XP each

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Session 6: Hazkals Log, Date FVK4, Year of the Platypus

PCs present: Glorien Ethlaron, Hazkal, Joreb Innitu, Merry Merric.
Write up: chunky04

After a short rest, we explored further into the mine of Kavalar Coppernight, seeking to wrest from those scaly little beasts! The party ventured forth down into the mine, and soon found a room that gave a hint that perhaps this mine was a much grander affair than we’d been led to believe.

Encounter7 1

The mine landing was quite grand, with statues of Dwarf heroes and a lush velvet carpet, and many tapestries of old glories on the walls. Of course, this tale would be much more boring without the scaly menace being present.

Encounter7 2

As Joreb and I rushed forth to bring the kobolds to battle, the reptilian munchkins attacked us with the tapestires. I mean, what sort of honourable combatants use textiles depicting our great triumphs as weapons? Unfortunately for Joreb, he was stuck for some time.

Encounter7 4

Of course, no mere cloth could contain me, and I soon charged the bedamned “Wyrmpriest” and cut him in twain! With their leader destroyed so eloquently, the remaining kobolds were demoralised, and easy picking for such a hardened group of kobold hunters such as ourselves. There were a lot of the blighters though, and we required a bit of a lie down before we progressed into the landing.

Encounter7 5

The next room looked like Coppernights feasting hall, though with still nary a Dwarf to be seen (even in the form of bones), it looks like the room had been put to more nefarious purposes.

Encounter8 1
We quickly became embroiled in a brawl with some of our scaly foes of types we had not yet seen, and I was just preparing to give them a taste of my maul when lo and behold the brother of the dragon we had previously slain showed himself. I believe I shall have to bring Zanros the Destitute on our next expedition, so that he might know wtf a dragon looks like. He made some noise about avenging his brothers death and yadayadablahblahIhithimwithmymaul.
Encounter8 2
Once, I proved vital in the felling of another draconic creature, doing significant damage with my maul, which may one day prove to be as powerful as Wyrmfire in the slaying of the scaled beasts. This time, I say quite proudly, I even finished the encounter concious, though it was a close run thing, and once again the valorous Joreb came to my aid with his powers of healing, though why he finds it necessary to get all touchy feely I shall never know, still, I cannot deny the efficacy of his communion with his god, it certainly makes one feel alive!
Encounter8 6
Verily, after slaying the dragon, we had to finish off the remainder of his minions, including a few sneakers amongst them. I retrieved for myself some more dragon teeth to fashion into jewelry, and we prepared to attempt to broach the door, perhaps into the mine proper. I dread to think that perhaps these two dragons we have faced thus far may perhaps simply be the offspring of whatever lies beneath. I doubt Mummy dragon will be best pleased with us…
Encounter8 7

XP = 1423 / 4 members = 355 XP each

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Session 5: Brand New Journey, Same Old Foe (maybe?)

PCs present: Glorien Ethlaron, Hazkal, Joreb Innitu, Merry Merric
Write up: Faulcon

Following Hazkal’s discussion with Lord Warden Faren Markelhay, the group were enjoying a few drinks down at their regular water hole when a summons arrived. The Lord Warden had lost patience and could not wait for word back from his men any longer, would the adventurers be willing to investigate their disappearance and hopefully bring them back alive?

Naturally such a request could not be refused; still there were some minor concerns that needed to be addressed before charging off into the wilderness. Just little things like what if there were dragons? Even without needing to confer there seemed to be a consensus view that while a veritable army of kobolds might be worth the 200 gold on offer, dragons were an entirely different matter. The Lord Warden was eventually convinced and agreed to provide a further 100 gold coins if the adventurers returned with proof of having killed a dragon, with that it was time to leave.

On the way out of town, they left a message with the publican, if Balasar and Banford woke from their alcohol induced comas they were to head west and meet the party by Kavalar Coppernight’s construction site. It should be easy enough to find them; a trail of Kobold corpses would mark the way.

At the site

Coppernight had elected to construct his fort on good defensive ground, two sides were guarded by sheer cliffs and the other two had been fenced off. As usual the party was attempting to proceed quietly around the fences; as usual the musical clanking of armour from the back of the group gave them away in spite of Glorien’s feather soft footsteps. Out front the elven ranger swiftly drew his bow and two cut off screams could be heard.

Into the fray

Reprisals were swift in coming as kobold minions and slingers leapt out at Glorien and the rest of the party rushed to come to his aid. Minions were dropping like flies but not before stabbing holes into Glorien and Merry while the slingers peppered them with glue pots, fire pots, and stink pots. Everyone present could have sworn Merry was nearly flattened by a well-placed fire pot only to blink in puzzlement as it actually sailed well wide of the little rogue.

No escape

It took little time for the 4 adventurers to destroy their foes, the slingers attempting in vain to flee while the minions were overrun. When the final slinger collapsed with a dagger between his ribs, Joreb, Merry, and Glorien felt a strange yet enervating surge run through them.

XP = 600 / 4 member = 150 XP each

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Interlude: After Kobold Hall

Treasure gained:
Area 1: Nothing
Area 2: Small bag containing 60GP
Area 3: 100GP, ruby, 2 garnets
Area 4: Small silver key
Area 5: 100GP, pearl, +1 lifedrinker longsword
Teldorthan: 200GP

Total GP: 460GP

Quest XP = 500/6 = 83 XP each

Hazkal talks to Zanros the Destitute to try and establish if the dragon he saw was the same one they killed, or a more mature dragon. He also asks around town (especially merchants and caravan guards and other travellers, if anyone has heard the name Irontooth.

Last of all, he’ll talk to the Lord Warden of Fallcrest about whether their endeavours have helped stem the kobold problem.

He’ll also ask Nimozaran the Green about Irontooth.

Zanros the Destitute: “A dragon? what dragon? I’ve never seen a dragon in these parts. Unless you count that woman who used to share my home…You saw a dragon did you, dwarf? Sure you haven’t been drinking some of those Hammerfast spirits? Got any spare for a poor old soul? It’s going to be cold out tonight…”

No one has heard of the name Irontooth but those travelling outside Fallcrest claim the kobolds are getting more adventurous each day. Something seems to be stirring them up.

The Lord Warden is pleased you have cleaned out Kobold Hall but says “I fear these kobolds are under every rock in the Nentir Vale. They are a stain upon the country side and a blight on our prosperity. At this very moment I have two of my own milita investigating a disappearance that those scaly low-lifes are no doubt behind. I will send for you if my men prove not up to the task”

Nimozaran: “Irontooth huh? I bet he has teeth of iron! I will consult my libraries and ask my apprentice to keep an ear out for information”

Merry Merric is going to go and venture out to sell his “rare, magical items retrieved from a dragons den” and try to make some money. I’m also going to go to the Blue Moon to tell of my well embellished tales and try to pick a few pockets of drunken merchants.

Merry is a little bitter that he is surrounded by such a group of do-gooder’s with no knowledge of commerce (in his opinion) and believes he should have gotten more for that armor off the stingy dwarven smith.

No one seems overly keen on the “dragon items” apart from Zanros the Destitute. He claims to have seen a small dragon swooping over the forest as he went for a walk, just an hour ago. “Right after a dwarf asked me about the beasts too. I bet he might be interested in your items!”

Balasar is going to go and visit the temple of Erathis to offer thanks for surviving against the white dragon and pray for better accuracy with his maul in the future, before heading over to Naerumar’s Imports to look for some more freelance work and finishing up at the Nentir Inn for a quiet drink.

Glorien will pay a visit to High Priest Ressilmae Starlight at the Moonsong Temple to see what he knows of Irontooth, or of increased unrest in the country side, he will also ask what he knows of the Lord Warden and Nimozaran, to determine if they are honourable leaders for the people of Fallcrest.

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Session 4: Is it a bit chilly in here?

PCs present: Balasar Torrin, Glorien Ethlaron, Hazkal, Joreb Innitu, Merry Merric.
Write up: almic85

Having taken out the guard drakes in the previous room the adventurers decided to take a more careful approach in the next room letting Merry Merric and Glorien Ethlaron sneak into the room to have a quick look around.

After spotting some kobolds up ahead Glorien decided to use the element of surprise and launch an opening salvo at a dragonshield kobold that was spotted in the distance. However the surprise was on Glorien as a distant rumbling sound suddenly became a lot louder as a large boulder rolled past the elf before crashing into a wall and bouncing off in another direction.

The kobolds then launched a counter attack with a spiretop drake swooping down to attack Balasar and managing to take a fairly chunky bite from the dragonborn warrior before he was able to strike back and hurt the beast. With the added support of Joreb and Merric, Balasar was able to make short work of the spiretop drake while Glorien continued to focus his arrows at the dragonshield kobold he had hit earlier after being immobolised by kobold gluepot.

The large boulder however continued to rumble around the room and managed to squash the hapless halfing Merric underneath its massive weight as his fancy acrobatics proved ineffectual against the height of the boulder. Joreb selflessly ran through the path of the boulder to assist the immobolised Glorien and managed to pull him free of the kobold gluepot just in time for Glorien to move out of the path of the massive boulder before again failing to find the mark with his arrows.
4 1
Having been hit with one of the kobold slingers now infamous gluepots Balasar became stuck to the ground and despite several attempts was unable to muster the strength to pull himself free, leaving him at the mercy of the approaching Dragonshield Kobold, while Merry managed to get himself out from underneath the boulder and climb to the top of the central platform before pushing one of the kobold slingers down into the path of the oncoming boulder.

Hazkal meanwhile charged towards the Kobold Wyrmpriest and managed to land a spectacular blow upon the pesky kobold before finishing off the pesky kobold as he tried to flee from his dwarven strength.
4 2
Following Glorien’s string of poor accuracy Joreb moved up to defend the ranger from the approaching dragonshield and slinger, while Glorien tried to evade the two kobolds. Meanwhile Merry was making short work of the other kobold slinger on top of the central podium and managed to slay the kobold with a flourish of daggers.
4 3
With all the other adventurers having moved further into the dungeon Balasar was left to face the lone Dragonshield kobold with little aid and struggled with the task at hand, before Glorien managed to finally land a shot and cause some damage to the shifty kobold.

Now that Hazkal had finished searching the corpse of the Wyrmpriest he decided to rejoin the fray and charged into the fray alongside Joreb to take on the remaining kobold slinger. Merry leaped down from his perch and landed the killing blow on the remaining dragonsheild while Glorien managed to land the kill shot on the final kobold slinger.

After examining the map and key that Hazkal found on the wyrmpriest a door into the next chamber was found, however before moving onto the next chamber the adventurers decided to block the entrance with a large boulder and take an extended rest in order to recuperate in case of further trouble.

After waking from there extended rest the adventurers decided to continue on through the locked door and into the next chamber. Merry Merric took the lead using his roguish senses to look for traps however the only thing that he did notice was a growing chill in the air as the adventures moved down the narrow corridor. After turning the final corner the adventurers soon discovered the source of the cold to be a young white dragon lurking in the corner of its lair.

Without missing a beat Hazkal fearlessly charged into battle against the dragon becoming a lasting threat for the remainder of the encounter. After gaining some courage from the dwarfs headlong charge Balasar and Joreb moved in to support Hazkal and surround the dragon, while Merry Merric slipped in behind looking for a soft spot to sink his dagger into and Glorien Ethlaron stood back and peppered the dragon with arrows.
4 4
Not liking being surrounded and attacked the dragon let out an icy blast towards Hazkal and Joreb, who were now standing side by side against the threat, before focussing its fury on the chunky dwarf warrior. Luckily Joreb was nearby to lay his healing hands on the dwarf however it did not seem to be enough with the dragon eventually knocking Hazkal unconscious before the diminutive rogue Merry Merric managed to dart in and land the killing blow.

With the dragon defeated the adventures revived Hazkal and Merry Merric set about unlocking the dragons treasure chest. With the dragonhide recovered for Teldorthan and a small treasure trove to split up the adventurers headed back the way they had come towards the town of Fallcrest bringing an end to this adventure.

Total XP (1600) / 5 Party members = 320 XP each

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