The Cult of Orcus

Two Kobolds, One Stone, Part I

The party returns to Fallcrest after spending an extra day in Harken to take in the gratitude and hospitality of the townsfolk.

Upon returning, the party, with their chests puffed up and more coin jingling in their pockets, head straight to the Lucky Gnome for a round of celebratory drinks.

While ordering their mugs, they take notice of the only other patron in the tavern; an older priestly-garbed elf who is staring at a lit candle on the table. He appears to be deep in thought. In front of him is a parchment that he occasional scribbles a note or two on.

The PCs recognize him as Ressilmae Starlight, the high priest of the Moonsong Temple, the elven temple in Fallcrest.

The party approaches him, and Ressilmae greets them warm. They ask what seems to be troubling him so greatly, and Ressilmae responds, telling them that he is concerned by the ever-growing kobold attacks in the area. They seem more organized and atypical of the usual attacks that are found in the region. He is unsure what to make of this. He fears that there is some greater evil that is plotting the steps of these creatures and asks the adventurers to investigate.

The party accepts and assures the priest that they have the problem well in hand. A short negotiation over the matter of payment follows, and the priest is willing to pull 100gp from the temple’s coffers, grant the use of his teleportation device to move them directly to the source of the kobolds, and is willing to offer up magical aid in the future should the party need his help. They agree, and Ressilmae asks them to meet him in his tower shortly.

The party finishes their pints and heads to the Half Moon Trading Company to have the gem that they recovered in the goblin stronghold appraised. Inside they speak with Teldorthan Goldcap, the dwarven owner.

Druuk sets the gem on the counter. Teldorthan looks up, grasps the gem, and begins inspecting it. He asks the party where they found such a rare gem, and the party begins to relay the story of how they took down a gang of goblins in Harken, and won the favor of the townsfolk.

Teldorthan asks them if they are interested in any more work. The party listens to his offer. He tells them that some kobold brigands attacked a merchant wagon on the road last night. The merchants were killed and the wagon looted. Among the goods stolen was a green dragon hide that Teldorthan had already paid for, and which he would like recovered from the kobolds.

The party realizes that they are being offered two payments for essentially the same job. They accept and Teldorthan offers 200gp for the return of the hide.

The party returns to Ressilmae’s temple. They walk to the back and knock on the door to the tower. Ressilmae answers and guides them to the top of a spiral staircase and into his private chamber.

Through another set of doors and into a second room off to the side, the PCs are presented with a large circle on the floor that glows with blue crackling energy. The whole room seems to vibrate. Ressilmae asks the party to step into the circle. After doing so, the priest bids them farewell and good luck. And with that there is a brilliant flash of light and the PCs instantly appear on a quiet road along the Cloakwood Forest.

Brocc feels nauseas and expels the contents of his gnome stomach onto the road.

The party can see that around the bend in the road is the merchant cart they are looking for. It has been shoved off of the road and is halfway sitting in a small ditch. Along the side of the wagon is a white skull that was sloppily painted by kobold hands as a warning. More curious though is the lone kobold that is in the back of the wagon attempting to pry open a locked box.

Several of the PCs approach stealthily, but the kobold is alerted when the cleric’s clanging armor gives away position. The PCs are able to determine the direction of the kobold hold, and intimidate the kobold into taking them to the Hall where the other kobolds reside.

Up the hill, the PCs follow a path beaten down by many kobold feet. The captured kobold leads them through some underbrush and up to the tree line, where they can see between breaks in the keep’s wall that more than a half dozen kobolds seem to be milling around, near an excavated hole in the ground. The captured kobold cackles, believing he’ll be freed by his friends who outnumber the PCs by more than two to one. The party’s recent battle with the goblins seems to have honed their skills considerably. They are able to deal a swift blow to the kobolds before heading down the rope ladder into the tunnel below.

The first room they come upon is dimly lit. Centered in the room is a large pit of glowing sludge. Along the far side of the pit stand two kobolds. They screech a warning and pull their spears. They engage the invaders as a slinger launches glue pots from behind a portcullis. The battle ensues and Brocc is able to run under one of the openings in the grating of the portcullis, and engages the slinger. Several more kobolds spill out from the adjoining room. The threat is eliminated, the switch is thrown on the portcullis, and the party continues deeper.

Peering the next room, the party sees four stone coffins in the middle of the room. Two sets of armor stand in alcoves along the east and west wall. Brandish is able to determine that the sets of armor have dart-firing mechanisms behind the faceplates. He also notices that one of the stones on the floor isn’t quite level with the rest of the floor and is a trigger for the dart trap. He is certain that there are more triggering squares in the floor. He cautions the rest of the party members. In addition to the traps, several kobolds pepper the room, including a wyrmpriest standing near an altar at the back of the room. Along with these creatures, a set of iron spiked jaws about five feet tall sit idle near the priest.

The priest raises his staff into the air. The jaws grind to life, and start slowly moving forward. Kobolds dart around the room, too small and light to trigger the floor panels. When the priest is hit with an attack the chomping jaws jerk and shudder. The party continues to batter away at the wyrmpriest until he falls dead. At that same moment, the magic spell is released from the jaws and they screech to a halt. The party deftly picks off the last of the kobolds in the room. After this they disable the armor traps. In searching the room they locate two healing potions and 60gp in a bag on top of the altar.

The party bars the doors and settles in for an extended rest before searching the rest of the complex.



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