Kobold Kapers

Our story starts in a Kobold cave where Glek, a green-skinned Captain, dons his studded leather armor and dual swords preparing for his nightly duty. He is tasked with disposing of a couple goblin scouts who have started to camp in the area, and decides to take on new warrior recruit Drerki. He finds the eager red Kobold polishing his prized “shield”, a pot lid stolen from a human camp in a daring raid. The two mount a pair of gray weasels and head out.

After discovering their prey around a campfire, the two take them by surprise and quickly bury their swords into the unsuspecting goblins. Thrilled by his first battle, Drerki burns the remnants of the Goblin bodies in the fire as a sacrifice to his dragon master.

Upon returning to the caves the queen is impressed by the duos work, and sends them out again on a bigger task: capture the goods of an traveling caravan on the nearby road.

Riding their weasels, Glek and Drerki head back out into the night. The two fell a tree across the road and wait in a treetop to ambush the caravan. As a wagon approaches, driven by two halflings, the kobolds jump on the large woman bodyguard wielding a great sword. After a fierce battle the two are again victorious and the bodyguard falls to the ground. The frightened halflings attempt to flee but are quickly slaughtered.

Glek inspects the wagon and finds a trove of gold and weapons, including a strange sword with a green glow. He packs the loot to take the wagon back home.

Meanwhile Drerki fervently attempts to light a fire from the fallen tree to burn his kills in another sacrifice. Angered by his weak fire Drerki begins to cut down another tree for more fuel while a frustrated Glek tries to get him back on task. As Drerki lifts his sword to foolishly cut the wooden wagon wheel for kindling, Glek has no choice but to strike his comrade to his senses.

Distracted by the outburst neither notice the large troll approaching from the south. The two attempt to flee to their weasels but the troll catches Glek and renders him unconscious with powerful blows. In a rare act of bravery, Drerki dismounts and heads into danger to protect his companion. With a critical animal handling skill, Drerki ties his captain to the weasel and sends him running, heading off on his own weasel in the opposite direction. But the troll is too fast, and catches Drerki before he can escape, killing him in three deadly strikes.

An unconscious Glek, tied to his weasel, escapes into the forest, a faint green glow emanating from the sword tucked into his belt.

Session 8

The session opens at Bufford the blacksmith’s shop in the East Ward of Varbeck. Mac, Kriv, and Gem finalize the transaction for a secure safe, commissioning a 4 X 5 velvet-padded secret compartment with 5 keys to be fastened to the undercarriage. The transaction will cost 80 gold and be completed in 3 days. Mac holds onto the party gold in the meantime.

At Gem’s insistence, the party heads to the safe house to check on Sako and the Tiefling Verde who were freed from Baron Storrick’s prison. Gem had learned Sherriff Ekbert had been on their trail but the team discovers the house empty, with a hidden message saying the two escaped safely.

The party next travels to the affluent West Ward to check in on Bolnast the wizard’s examination of the black liquid from Session 3. Bolnast welcomes them and explains to Mac that the black liquid is of a natural magic of the Dark Fey, of which he knows little. He suggests bringing the sample to the hermit Wizard Triscaeraa, who lives across the Ascentia Sea in the Zildyr forest. If the party continues to investigate and report back to him he offers to reveal more about Kriv’s past.

The vial is returned half empty and when Gem suggests paying the party for the lost sample, Bolnast threatens him with a lightning rod. Gem deftly plucks the rod from his hand but is shocked into unconsciousness at the touch. The party leaves without further incident, carrying Gem out to the street.

At this time Mac reveals that he knows of the Zildyr forest previously known as Karedelast when his people roamed the land. An acorn he carries is the last remnant of a great Tree of Life and he believes he could replant in the sacred wood. The party agrees to commission Lorenz de Graaf of the Golden Hind to sail with on the five day trek across the sea.

Despite the captain’s hatred off bards, Gem is able to sneak in a tune as they sail off…

Off we go in a boat
to sail across the sea
Off we go to Karedelast
So Mac can plant his seed

Off we go sailing
So he can grow a tree
Off on the Golden Hind
My Rapier and me!

The group is attacked by a Water Elemental which kills most of the crew except the Captain. The group narrowly defeats the foe. They finally arrive on the shores of the Sandstone Mountains which butt up against the Zildyr Forest. The Captain asks that they come back and help him man the boat when they are finished. The group gets in a row boat and starts rowing to shore.

Session 7

The party collects their well deserved bounty for the bandits and Gem is able to haggle for additional gold successfully. The party then heads to a master blacksmith and negotiate building them a hidden chest in their wagon. After this Odo and Tesselle exit stage right.

Session 6

The session starts with the party getting a letter from the Sheriff indicating he was impressed with the previous bounty. He says the bounty for the bandits has been increased to 1000GP because a noble traveler was attacked. The party hires a mercenary named Kryll? to assist. They head out to the last known attack point and challenge the bandits. The party wipes the floor with them. They also take back a good amount of booty.

Session 5

The session begins with Gem putting the two guards in the prison to sleep. The guards are locked in a cell. All of the prisoners are freed to provide a distraction while they escape. A Tiefling prisoner by the name of Farideh offers to keep them hidden until things blow over. She offers to patch up Sako Lume.

The party realizes they are dead broke and decides to take on a bounty. They head the Bergerstein Farmstead to try and collect the bounty on the Orcs who have been attacking. They prepare to ambush the Orcs. The Orcs arrive with some dire wolves and are dispatched handily by the party.

The party collects to the bounty on the Orcs. They visit the local Temple of Ester and meet with Grandmother Petunia. She is unable to assist with the black ichor collected previously. She recommends visiting Bolnast the Seer in the West Ward.

The party meets with Bolnast. Bolnast notices Kriv is a magic user and as he rests his hands on his shoulders he goes into a trance state. His eyes roll back in his head and he speaks in Nim’s voice asking “Kriv are you there?”. At this point Kriv gets a jumble of memories of Nim and his previous friends.

Bolnast offers to help Kriv retrieve his memories further if he helps him retrieve some artifacts. He also offers to study the black ichor which will take two days to see what it is. He will determine if it has value and keep it if it does otherwise the party will need to pay to determine what he has found.

Session 4

The session opens with Gem sitting in The Ship’s Wheel Inn & Tavern. He is awaiting a visitor. A hooded man approaches Gem’s table and sits down. The man’s name is Kajori and he is a member of the local thieve’s guild. Kajori provides Gem with a map of the prison where his mentor Sako Lume is located. Gem also purchases a set of Thieve’s Tools off of him. He indicated Gem will owe him a favor in the future when he is called upon or he will face death. A man is poisoned in the tavern to prove this point.

At this point we switch over to the rest of the party approaching Varbeck’s city gates in their carriage. They have difficulty convincing the guards to let them in. Odo presents the writ of passage from Mother Alice and the guard being a worshipper of Ester lets them in. The party convinces an old man to bring them to a nice inn. They discuss that they still need to stop at the local larger Temple of Ester and speak with a local Wizard to get further info on the black ooze they found on the “zombie” man. The party stops at the Knight and Dove Inn, they review the bounty board and find a number of notices:

1. A group of bandits have been attacking caravans at the entrance to the city. Capture the bandits alive. 400GP Bring the bandits heads in. 250GP
2. A tribe of Orcs has been attacking some local farmsteads. Kill all the Orcs and bring their heads in. 250GP

The party meets up with Gem and have a heated discussion about them helping him break his mentor out. In that time Gem uses his silver tongue to successfully garner their help.

The party sneaks in through the sewers as a way to gain access to the prison. They dispatch a number of enemies along the way including a Grick. Mac finds a Grick egg and takes it with him. The party finds the entrance to the prison.

Mac changes into a Rat, slips through the sewer grate and out a hole in the stone wall. He runs along the hallway to find a guard on duty. He attempts to get the guard’s attention by drinking from his ale. The guard swipes at the Rat changing Mac back into his true self. The guard is so shocked that Mac gets a surprise round turning into a Black Bear and ripping the head off of the guard killing him.

Odo argues with Gem about when they should proceed. Odo gets frustrated throwing Gem to the ground and ripping the sewer gate out of the stone opening. The party proceeds into the prison. At this time the outside guards come inside hearing the noise from within. One of the guards asks the other to run for help…

Session 3

As the session begins the party is awakening from a long rest at Ceidil’s home. The party finds that Gem has left unexpectedly. Odo buries Ell in the ground behind Ceidil’s house. Odo and Tessel head to the Temple of Ester. They speak with Mother Alice and ask about having someone to perform last rites for Ell. She says Brother Vargas will be by later to perform the rites. They also ask about the strange body. Mother Alice says she would like to investigate the body tomorrow morning and asks the party to bring her there. Odo and Tessel also visit the magistrate paying off Ceidil’s taxes as well as for two additional years. Meanwhile Mac creates a beautiful lush garden and improves the plants at Ceidil’s home.

The rites are performed for Ell. Mother Alice shows up the next morning. The party and Alice heads out to find the body. On their journey Odo falls into a pit trap and the party is ambushed by Kobolds. During the battle Odo is infected by Rot Grubs but was saved at the last minute by Mother Alice. The party also discovers a Kobold hideout. The party moves on to where they buried the body. They find the plant cairn has withered and is ripped open, there is the same black liquid around opening and the body is missing. The party investigates it but cannot find anything interesting. Mac takes a sample of the liquid in a small container. Mother Alice tells the party this is out of her league and recommends getting further details from a larger Temple of Ester or possible a mage in Varbeck.

The party heads back to Ceidil’s home. At this time a messenger shows up for Tessel bringing a letter from Gem. The letter informs them that Gem has headed to Varbeck to free his mentor and asks them for help. The party discusses the matter and agrees to help Gem. The party purchases two drafts horses and a carriage with all their gold. Odo speaks with Mother Alice asking for further aid. She agrees to provide them with potions in exchange for 15% of the riches found in the Kobold cave when they finally clean it up. The party heads out to Varbeck and arrives at the gates.

Session 2

As the session begins the party is still in the dungeon. Kriv finds a Wand of War Mage floating in the air and retrieves it with Mage Hand. The party finds a Firbolg trapped in amber in a giant tree. The amber cracks and out comes Mac. Odo finds a magical Greatsword. The party finds themselves locked in a room with a ceiling that is rapidly closing in on them, they try everything to no avail, at the last moment the ceiling stops and go backs up. The party defeats a number of enemies and ends up in the final room finding Ceidil. She is unconscious on an altar. The party battles a Quickling defeating it. They find mystic runes on the floor that only Mac can decipher. The party heads back to town and on the way they battle an Owlbear. They also find a dead commoner with black eyes and black viscous liquid seeping out of his mouth. Mac creates a cairn out of plants. They finally arrive back at Ceidil’s house and enjoy a long rest.

Session 1

As the session begins in the early morning we see Odoacer harvesting wheat in the fields. Ell is checking his game traps collecting some rabbits. Geminick is nursing a hangover at the The Blind Mouse Inn. Tessele reports to Sir Rakor for his morning orders. Sir Rakor provides him with a note that should not be opened until after his orders are completed. He asks Tessele to evict Ceidil from her house because of not paying taxes.

On his way to evict Ceidil Tessele notices a wolf sneaking up on some citizens. He lets loose an arrow but unfortunately misses and kills an older man. Odoacer and Ell jump in to assist and three of them take down two wolves.

Tessele knocks on the door of Ceidil and finds she’s not home. He hears some moaning from inside and tries to force his way into the home. Ell and Odoacer see this and head over to find out what is going on. They discover Ceidil is not home but moaning is coming from the basement. They find a trap door to the basement and find a dragonborn laying on a cot nursing his wounds. They discover Ceidil had been taking care of a dragonborn by the name of Kriv. Kriv tells them Ceidil is in trouble and was force to travel to the Schleymoor Forest. At this time Tessele opens the note and finds that he is honorably discharged from the militia. Kriv informs the party that he fought another powerful sorcerer and during the battle he ended up in his land without his higher power and his memories.

Ell tracks Ceidil and another creature heading towards the woods. On their journey they come upon a large Ogre which they take down with ease. They discover a creepy little creature looking down into a hole in the ground next to the forest. Ell yells to the creature and he opens a portal and disappears. Ell goes to investigate the hole and almost falls in but is able to grab on before falling in.

Ell ties a rope to a tree and heads into the chamber. They discover some runes on the pillars that look similar to Elvish. The party discovers a secret chamber with two rotting humanoids. The party enters a room small sarcophagi. A tiny creature (Quickling) with incredible speed runs out and stabs Kriv knocking him unconscious. Tessele pulls Kriv out of the room while Ell, Odoacer and Gem engage. The Quickling kills Ell and knocks Gem unconscious. Odo is able to finish off the creature. Odo hammers pitons in the door and stacks three sarcophagi next to the door barring themselves in. The party starts a long rest, this will require a total of 11 hours for Kriv to come back and 10 hours for Gem to come back.


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