Chapter Ten

 

Day One


The party returns Scarlett to her family who cry with joy at seeing their daughter unharmed. They give what reward they can: 6000 gp.  

The party agree that they should return to Copry to discover what more can be known about the goods they plundered from the bandits. On their way to the Academy, however, the party is accosted by a mob who back Targo and seek his reward. With a bit of persuasion, the mob realize’s the error of it’s perspective. Once the facts are known, the crowd dispurses. All but five. 4 ruffians still seek the reward, regardless of the truth, and Targo steps out of the shadows with a vengeful smile on his lips.  The thugs prove to be very little threat and are dispatched with quickly. Targo sees the route of his champions, and after making a couple of valiant swings, he turns to run, in fear for his life. Lothriel calls upon her bow once more and drops Targo before he can get away. 

At the Academy, the party discovers the wholly remarkable nature of their magic items which will likely become useful in the near future. 


Day Two


Eeore Donahue helps the party discover the powers of the items recovered and assists in pointing the way to gain further understanding of their foes. 

They turn to the Abby who collectively assist Icky in her needs to retool her skills. The Abbess herself sits dow with the party and imparts this general information about kobolds:

The legend says that while the Gnomish God Garl Glitter Gold in his escape from Tiamat, he stumbled upon a lone egg.  This egg was larger than the rest and he took it thinking it would be a good meal.  Midway through his escape the egg burst open and a fully conscious and very angry, Katrulimak the First Kobold was born.  They fought but ultimately did not finish the fight as Tiamat in her pursuit of the thieving gnome caused both to flee before she arrived. 


Katrulimak then went underground to make a life for himself, but as he was horribly deformed for a dragon—being wingless and upright—he couldn't reveal himself: deformed dragons are slain.  He made friends with some of animals around him but most notably were the Rats and Dogs.  By some unknown means, although the Kobolds claim Katrulimak's magic, the rats and dogs bore kobold children.  


This is, of course, is a legend and I would say that long ago in the  evolution of dragon kind there must have been a split of that turned into upright dragons.  Both Kobolds and Dragonborn are very close in familial ties and somewhere coming from this theorized missing link.  Although, Kobolds still do have Dog and Ratlike features.


The Abbess continues:

Their eyes are usually red and can see very well in the dark.  The eyes even glow a bright red in darker environments too.


They are short usually only 3 feet tall at most.  They have wide flat-topped heads that taper down to narrow snouts, giving them a dog-like lizard head.  The eyebrow ridges create a small crest.  They have small spikes, which are actually small horns covered by scales that are on the top of their heads and eyebrow ridges.  These nobs are usually symmetrical and have many patterns.  While not entirely unique between individuals, they can be an indicator of a specific Kobold due to the varied patterns. Their legs are bent backward at the knee with high ankles like the hind legs of a dragon or cat.  If needed they can stretch, like a human standing on their toes, to make themselves about 6 inches taller.


Their tails usually stretching to be 2 feet or so, are long and thin giving them a rat-like appearance.  These tails, unlike a rat, are scaled and somewhat prehensile.  They can use their tails to do many things but they don't quite bend well enough to grab objects.


Kobolds will eat only once per day when food is plentiful and only once a week when scarce.  They can survive weeks without food though, only losing strength towards the tail end of starvation.  Kobolds engorge on a feast that usually lasts a few hours.  Their primary food source is mushrooms.  In addition, they will have other subterranean vegetation, fish, insects and the like. When possible they eat meat.  They do need meat to survive but it is only required occasionally.  


They will not eat any dragonkin or dragons and stay away from rats, dogs, and humanoids in general.  They use clever traps in their hunt and meat is easily gained when game is nearby.


She ends. Although helpful generally, she can’t answer specific question about this particular kobold enclave. The party considers their options and turns to the Thieves Guild, since they knew of the Ember Heart and where it’s located.  


Murmur greets them within the brothel and takes them to someplace a little more private to talk. 


Kobolds are clever and devious trap makers.  There isn't really a usual "Kobold" trap as much as they use many factors of the terrain to cleverly hide a devious surprise.  Since they are primarily a subterranean race, they know how to carve out the stone to conceal weapons.  Anything from spikes, to acid, cutting wires, darts, blades, and even runes and spells can be employed into a trap.  Here is a list of observed traps we know of:

If a stone floor is wet from unusual moisture, watch for a supported ramp that slides into spikes or acid. They use pressure plate that look like part of the surrounding rock. A trigger is released which will drop a false stalactite from above. Seemingly still water pools that are electrically charged via magic. Water that gradually heats to lethal levels but slow enough to avoid detection by most.

These are just a few, but all of the clever traps observed had claimed many victims.


Kobolds, as mentioned before, live mostly underground.  They dig complex cave systems that house a city of many Kobolds.  These burrows can be in almost any climate, frozen tundra while rare are possible as long as they can dig that deep.  These tunnels are constantly worked on, patching and fixing them every day is important.  They never line the tunnels with stone or otherwise and prefer the dirt, natural stone, or whatever material they dug their way through.  


Most burrows contain many families of Kobolds, usually with well over hundreds of total members.  With such large numbers, they often have separate areas for many aspects of life.  Training, Raising Children, Hatching, Eating, Sleeping, Organized Events, Private Chambers, Watering Hole, Mining, Storage, and Discussion are almost always present in their complex.  The large rooms that make up the complex are connected by many tunnels.  Privacy, Sleeping, and Discussion chambers are always a dead end though.


Kobolds are smarter than one would expect.  Not only are they fully sentient thinking creatures like any humanoid but also incredibly spatially intelligent and devious.  They are creative in trap making, skilled at deception, and excellent at remembering information even hundreds of years removed from learning it.


Kobolds in relative terms are evil.  The issue is that as a whole the race is very cruel to outsiders.  They make exceptions, but trespassers and enemies are slaughtered and looted with little thought.  Except for Gnomes, Kobolds make no move for conquest or eliminating others, in truth if they deem an outsider benign they can be convinced to only keep an eye on them.


All other creatures are treated with distrust and caution.  Once an individual creature (not a whole kind) is considered benign or friendly then they will attempt to communicate or work with them.  Most often Kobolds decide that others are not to be trusted and will slay an intruder.  Wild creatures they encounter are killed on site and eaten if the meat is good.


“One of Many” is the philosophy that each Kobold lives by.  Nothing is done alone because it can always be done better with help.  Kobolds are a tight-knit community that works together in the common goal of survival.  Most often Kobolds rely on other Kobolds so much that being alone causes so much mental duress that they can mentally break down very quickly.  That is of course only if they can not get back to their community.


Kobolds are in constant communication and talk frequently.  There are little secrets in the community if any at all as most focus on what needs to be done to do their part.  This way of society is what many goodly races strive for but are held in check by personal value.  The kobolds achieve this by little personal value.  In fact, the only thing that is owned by any Kobold is their own clothes and gear.  Hence why they value it so much, it is equivalent to their identity.  


Relaxation and time to not work do occur and it is also taken as seriously as work.  There are many games and events that the whole community, except for patrols, participate in.  They have their own sports, events, plays, and friendly contests that help relieve the stress of work each night.  


The party asks what about these specific kobolds and Murmur slyly pulls a scroll from inside his coat and unrolls it on the table. It’s a map of the inside of the cavernous city complex. 



It’s marked with a few of the known traps. How did he come by such an extraordinary document? He doesn’t say, but he does offer the assistance of 2 of his more accomplished rogues.  The party accepts the offer, which turns out to be fortuitous. The rogues created the map.

With this knowledge secure, the party adds a few more necessary supplies, then journey to Helna Wood. 


Day Three


On their journey through the forest, the party has an uncanny feeling that they are being watched. They can even see movement in the shadows but when they investigate or pursue they can find no trace. 

As they travel into the night, however, they can see a fire burning and figures walking around it. They move closer to see more clearly, and they can see that two women are agitated but staying close to the flickering fire. The party can hear crying. 

As they get closer to assist the women, the party sees something amiss. The fire isn’t really a fire at all, but rather 3 Will o’ Wisp and the women are ethereal specters, tragic visages of women murdered. Their dresses are in tatters, their throats slit and one’s head caved in from a heavy blow. 

The Wisps are unnaturally evil and move to attack, but the ghosts move closer and evaluate the party. The Wisps ethereal nature allows them to move between planes, and although they give the party fits, they cannot land much of an attack and they eventually fall. 

Icky tries to communicate with the deceased women but isn’t clear to the ghosts and the dead grow frustrated and attack. Once more the party is put to a skirmish and although the non corporeal bodies of the ghosts prove taxing, the party ultimately wins out. 


Day Four


The party investigates the scene and most specifically the bodies of the two women. Nothing remains but the mostly decomposed bodies and one silk kerchief embroidered with an “S” and an “M.” Having no idea whose this could be nor where to find answers, they still take it. 

The party continues their journey to Helna City.  The gnomes welcome the party with an impromptu parade. Music, lights, skipping and dancing, lots of flowers. Each of the party members have little shelters constructed for them. The huts are very comfortable and feel every bit as good as the nicest inns in Copry.

King Felcorin and Queen Lorina greet the party with a great feast. After the celebration, however, they take a more serious tone. They echo some of what the Abbess and Murmur have said, but with their own perspective. 

Kobolds and Gnomes hate each other. This isn’t news. The biggest Kobold curse is to call someone a Gnome.  And we are happy to never mention kobolds.

While a lone Kobold will not strike out at a gnome, a group of 2 or more will.  This isn't just about resources or territory. The first kobold hunted our first father Garl Glitter Gold. The kobolds have hunted us ever since. This is a religious war that will never end.”

While the hatred is very real, King Felcorin describes the kobolds with an angry admiration:

Kobolds are excellent crafters if they chose to be.  Their spears, shields, and even armor sometimes is mistaken for Dwarven crafting, but this only shows the observer’s ignorance and is a grievous insults to the Dwarves.

“Kobolds also craft in groups rather than a single forger.  As many as 4 crafters will make a simple short sword.  This gives them the ability to craft many items quickly.  When crafting a magical item shaman are involved in making the weapon or armor much more powerful.  They do not infuse the finished weapon with enchantments but rather the materials themselves while in the process of forging.  This can be dangerous but a dozen kobold lives (or gnome, or dwarf, or human...), whose souls are usually also infused into the item by a shaman, is worth a powerful weapon.


“Kobolds are excellent miners and work hard to retrieve materials for crafting.  They favor precious metals but do go after gems and other more rare materials.  Kobolds usually don't sell the materials gained but add them to weapons and armor, or use them for trade with themselves or allies.  They will hoard back piles of gems for later use.


“We know that the first kobold had relations with rats and dogs and still share many features of both.  Now, kobolds tend to breed with each other. They start as an egg that hatches after 60 days. These eggs are kept in a warm egg chamber and watched over by protective elite soldiers.  Once hatched the young Kobolds are taken to the designated children chamber.  These education areas are where they will spend the first 6 years of their lives.  In these growing chambers, the kobolds learn their nefarious skills.  Kobolds that excel at a certain task are chosen to execute that task for the community.  Ones who do not show much affinity or ambition are usually set to be miners. The elite  become warriors


“Kobolds are organized fighters.  They usually use spears and shields to keep opponents back and Kobolds safe.  They will throw javelins, spells, and any projectile while holding behind a protective interlocked shielding position.  This can be troublesome for opponents as getting close to Kobolds means dealing with their defenses head-on.  When the line breaks they usually stick to one-handed sword and shield style of fighting.  They will surround foes and attack the legs, arms, and other disabling areas to minimize damage by an opponent.


“If caught off-guard, or even when not scared, Kobolds will retreat to a more defensible position and further asses the battle plans.  They are calculating fighters that will constantly communicate when in battle with their constant yipping.  With practiced maneuvers that any Kobold knows they can route, herd, surround, and even feint opponents like trained soldiers. They come out of the very walls.”


The party can see the gnome army is well equipped and ready for battle. Their bloodlust (what bloodlust a gnome can muster) is palpable. The army now has: 

- 100 Archers equipped in leather armor and carrying short bows; 

- 500 Infantry clad in chain mail and carrying shields and short swords or maces;

- 200 Warriors also in chain mail and using two-handed glaives

- 25 Elite Warrior Commanders in full plate mail and wielding great swords

- 20 Illusionists


The Illusionists know the following spells:

Cantrips:

- Dancing Lights

- Mage Hand

- Message

- Minor Illusion

-Shocking Grasp

1st Level spells

- Chromatic Orb

- Color Spray

- Charm Person

- Sleep

2nd Level spells

- Blindness/Deafness

- Darkness

- Invisibility

3rd Level spells 

- Hypnotic Pattern

- Major Image

- Tongues


The total army also includes 2 human thieves and 2 treants. 

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