15 Kingdoms

Adventure Log #4

We continued to search for the remaining prisoners. The next room we found was full of animals that had been caged by the kobolds—the scum!—for their nefarious purposes. A filthy kobold “inventor” was inside the room, holding a stick with a scorpion attached to it; weaponizing animals, the monster.

Immediately as we ran in, he tipped a barrel of snakes (a barrel of snakes! can you believe the cruelty!) onto the floor, and two of the poor, terrified creatures began approaching us. At the same time he dropped a box of spiders on the floor, and they swarmed towards us as well.

The group focused our attacks on the kobold; I convinced the group not to harm the snakes, but it’s hard to talk someone into protecting a rot grub that’s biting their leg. I began to calm the snakes, while Bemnar had the—ahem—bright idea to throw a box of wasps at the kobold. The wasps stung their master and then dispersed, likely joyful to be free. AJ had the brilliant idea to create a warm spot on the floor, using magic to draw the snakes to safety before they could hurt anyone. They seemed to be happy to curl up next to the warm spot until we could coax them back into the box for safety.

Once the kobold was unconscious I made sure to give it a few swift kicks as retribution for abusing animals.

Once we moved through, we found the kobold “king”, wearing a pair of wings fashioned from wood and leather, likely to convince the other dim creatures to follow him. He was protected by guards, and we fought them soundly. Despite the fact that he tried to bolt down a hallway as we started bloodying him up, Bemnar and I chased him down and saw to it that he would no longer command the kobolds (or make prisoners of humans) again. We rescued the villagers from the attached bedchamber and found a crude map suggesting a location in which we might find the necromancer who made the zombies.

We returned to town to receive our rewards; the townspeople had begun to gossip about our success and it was clear by the next day that we were considered “town heroes”. Many people offered us drinks and food, and the mayor offered us free lodging in his inn, though only a few of us took him up on it. We geared up in town, but before we left we had a strange encounter with a man named Amadeus von Urick…he pulled AJ aside before disappearing out the door with the mayor, seemingly leaving a case behind. Despite my reservations, the group brought the case outside to investigate it; Amadeus and Rask had already disappeared, so we couldn’t inquire further. Inside the case was an odd assortment of items: a steel gauntlet for the left hand, a children’s book named “The Adventures of Cedric Quickhands and His (Most Likely) imaginary companion Cecil”, a woman’s corset and lingerie, an abacus, a toy pipe that blows bubbles, a sketch of a goblin, a tribal blow gun of some sort, and a brass doorknob.

Wanting to know more, we decided to split up and see if we could find Rask, but he didn’t seem to be in the courthouse or in Lady Kristin’s tower. We left the case at the inn with a note to Rask, asking him to return the case to von Urick, and went on our way to the location indicated by the map.

When we arrived at the ruins at the bottom of the cliffs, we were surprised by reanimated Tiefling skeletons. We dispatched them quickly; our monk is swift and our cleric is mighty. We’re now about to enter an archway that apparently leads to a Tiefling temple. Xiri tells us that Tieflings were born of a great ware between humans and dragonborn, and that Tieflings are humans who made a deal with a god named Asmodeus, who is apparently the king of hell. I have a great fear about this place, but we must move on…

View
Adventure Log Entry #3
Into the Tunnels...

After Fan’s highly successful Sleep spell, we now have 3 kobolds to question. After much convincing, they let us know that they indeed have our villagers. They agree to let us take the villagers and go. For insurance, we gag them and knock them out so they can’t raise an alarm while we traverse deeper into the caverns.

We come to the next set of fortifications, a muddy ravine filled with junk. We move along quietly until Fan kicks some of the junk and the kobolds scatter. We face the remaining kobolds and take them down easily. Lucky for us, because they had a trap set and didn’t have time to set it off

The cave is dark, but Bemnar offers to lead the way. Farther down the path are 2 bridges above our heads. Bemnar tries to investigate, but the bridge snaps when he is nearing the top. His wounds from the fall are not unsubstantial. We decide that all of us being able to see is better than fumbling in the dark. It was a good thing, too, because we had just discovered another trip wire.

The ruckus and light drew in more kobolds. Fan discovered a neat trick of lassoing and pulling them down from the bridges, while the rest of us resigned ourselves to using our ranged weapons.

We come upon a ledge with a waterfall. On the top of the ledge are more kobolds, some of whom can fly. I never thought I’d see a flying kobold. It goes against nature! They too are taken down, though not as quickly as previous ones.

The cave is large, with many tunnels leading off of this central room. We pick a tunnel at random and go down it. It leads us to the nesting grounds, with many mothers, children and eggs. Promising to not hurt them, we are allowed to pass. The mothers direct us to our villagers.

We find a few of our villagers in a prison cell. Most are there, unharmed, but they have taken some of the children. We escort the villagers to the guard tower, knowing they can make it back to town unscathed.

We continue to explore the cave, searching for our missing children. We stumble across an interrogation in progress. A tiny kobold is torturing a large, undead ogre. The poor thing is not making much progress, as this undead was constructed for his brawn, not brains. As we watch, the bindings snap. We surround the ogre and fight valiantly, crushing it beneath our might. See footnote

The kobold is actually more intelligent than we give him credit for. He knows Common, and can answer some of our questions. Meepo (that is his name) tells us that their leader, Flametongue, has taken our villagers because he believes that the problems that befell his tribe stem from our town. Obviously that isn’t true. But there seems to be a magician of some sort controlling minds and making undead constructs in the ruins near the Kirgoth Plateau. We ask a few more questions, and then let Meepo go.

Time to rest up and continue our quest for the rest of our villagers.

*Footnote: ask AJ about his glowing tattoo. Magic? Curse? Look up possibilities when back at temple.

View
Adventure Log Entry #2
Kobolds be damned

//Webs are meant to slow or snare. Blood is meant to nourish. Eight legs are better than two // Dreams of spiders mean nothing to the protectors of the townsfolk. Each spinner produced its last silk.

Destroyers of Kobolds came across beasts large and small. Our merry band proved themselves merciful if the opportunity presented itself. Each creature of the world makes its own way. Who were they to inflict unfettered carnage upon the Fifteen Kingdoms? Who were they indeed?

Slayers of the undead was who they proved to be. Rotting corpses emerged from the wood. The shambled, they advanced, they were dashed to bits. Unfortunately we learned what fate had in store for the original company. A fate worse than undeath.

Our Apple-loving bunch went in search of the Kobolds. Each member of our crew took down Kobolds swiftly. Alarms could not be raised. Sleepy kobolds tell no tales, nor ring any bells. Fan took a few too many Kobold strikes. Spells were cast, axes were thrown, Staves were swung. Kobolds of the Clawtoes were no more. Kobolds of the Clawtoes were done for.

View
Adventure Log Entry #1
"Rotten Apples"

Ah, Redbridge. You can practically taste the scent of apples in the air this time of year. I’ve lived here thirty years, been Mayor for twenty, and every fall, the smell from the apple harvest covers everything else. You’d think people would get sick of it. Then again a few tumblers of Redbridge’s apple-Brandy, or a couple pints of cider (or both if its a good night) and you can’t help but appreciate it.

Maybe that’s why I retired here, years ago. Something about this town made me want to stay. Maybe it could have been any town. We were certainly tired of the constant traveling. Well, most of us were anyway.

Kristen asks me every now and then, “Rask, why here?” I always tell her its no good to be too far away from the best brandy in the Kingdoms. She also asks how I managed to get her to stay as well. To that one I just smile and say, “Just smart business between friends.” But she knows as well as I do. I mean, I bought out her half for the Sheep years ago. She could leave anytime she wanted.

Something about this town draws people here I think. Take the dwarf, Bemnar. This afternoon, I saw him standing near the inn, taking a bite out every apple in a barrel, “testing for freshness”. A brewer from the Dwarven stronghold miles and miles to the north. He’s come a long way from home just to brew beer. My sources tell me that he brews a sleeping drought for the halfling priestess. She was in the square this afternoon as well, over on the steps of the temple reading a book like usual. The two of them are friends with that Gnome naturist that’s always passing through town. And the half-elf, Jack. He was standing there eating pastries with one of Jin’s students. Word is that they have been talking about being adventurers. If they are brave enough, I wish them luck. I also hope they don’t get themselves killed.

I myself was standing on the porch of the Gilded Sheep, enjoying my pipe and a pint, when the boy came running into town. Folk tend to be more nosy than is good for them, gathering around the boy so as I couldn’t tell what the commotion was at first. Someone yelled out that he was hurt though and that definitely drew my attention.

By the time I was able to push my way through, the priestess, Xiri, was tending his wounds. I knew he was from one of the orchards to the east and that gash on his brow didn’t look good. He said it was kobolds and they had taken hostages. As it would happen, our newest would-be adventurers were all nearby. If there was a time to prove their worth, now would be it.

While they ran off to the orchard, I gathered the village council and waited, hoping they would return with both themselves and our people unscathed. For a moment, I feared the worst when only three of them came to the courthouse just over an hour later. Thankfully, the news wasn’t as bad as I though.

As they told it, they found half a dozen kobolds guarding four of our people. The gnome, Fan, caused a distraction and drew half of them away while the others came around from the other direction. Smart move. Looks like these kids DO have the makings of adventurers. Anyway, they were able to make short work of the kobolds, though Jin’s Student, Jalanna apparently got hit right in the face with a rotten apple from a sling!

Then the bad news. It seems most of the kobolds took a number of our people, mostly women and children, off into the Fangwood. Surprisingly, Bemnar, of all people, speaks Draconic and said the kobolds seemed to think they were getting “revenge” for something. After the fight, Fan and Jalanna went to follow the path while Bemnar, Jack, and Xiri escorted those they rescued back here to Redbridge.

I offered them gold to go after the kobolds, rescue our people, and hopefully uncover what has stirred up the little pests. As a last note though, I did feel it necessary to warn Bemnar – the adventurers that came through town last week who turned down my job offer also went into the Fangwood, talking of some “greater threat”. They never returned.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.