Little 'n' Large

The Beginning
Session 01

Day 1:

Meet Merrick and Lady Rosalinda Bashir in The Temple inn, in Ravensburgh. They hire us on behalf of Duke Erron Banster to go out adventuring and make a name for ourselves. Once we’re well known enough they expect us to be approached by Duke Zekiel Andrashar for employment, and they want us to accept and to work as undercover agents until such time as we’re needed. We’re to be paid a monthly retainer of 100gp per party member per month. As a first lead for adventuring, we’re informed of a family of wheelwrights going missing on the way from Ravensburgh to Gosfair.

Day 2:

We buy supplies and take the south-east path to Gosfair after a warning from a local resident of kobold attacks on south-west path. We are confronted en route by 3 racist Paladins of Bahamut from Stralen, whom Smax O’Desperation picks a fight with (Encounter 1). Spend the night in an inn in a town called Bridge.

Day 3:

Continue on the way to Gosfair. Find it semi-occupied by a group of Paladins of Bahamut from Stralen called The Order of the Hammer. No sign of the Wheelwright family. Spend the night here (where?).

Day 4:

Travel back towards Ravensburgh by the route not taken previously. No encounters on the first day’s travel. Camp for the night by the path.

Day 5:

Along the rest of the way we find the Wheelwright family’s cart overturned, with kobold corpses around and tracks leading into the forest. We follow the tracks and find the entrance to the kobold caves. Battle sentries (Encounter 2) here, outside the caves and chasing them into the entrance cavern. Searching the cavern afterwards we find a secret entrance into a chamber where a young human girl is about to be sacrificed to Tiamat, and several prisoners in a cage. We interrupt the ritual (Encounter 3) but unfortunately Smax dies in the ensuing battle.

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
Darkspoon???496 (1)
Napoleon???896 (1)
Pennyworth.???896 (1)
Down the Kobold-hole
Session 02

Day 5, continued:

The girl guides us down through corridor to remaining prisoners, along the way the party is joined by two further adventurers, a longtooth shifter called Théorn Deodhoran and a dragonborn called Hollan Darkwing. Fighting through kobolds (Encounter 1) guarding the entrance, we enter a cavern with kobold chieftain and prisoners. Hollan challenges the kobold chieftain to single combat to try avoid unnecessary bloodshed, but a melee ensues after the leader is defeated and the rest attack us anyway (Encounter 2).

We then travel back to Ravensburgh with the Wheelwright family safe and prisoner in tow (Quest completion).

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
Darkspoon???806 (1)
Hollan???860 (1)
Napoleon???1,206 (2)
Pennyworth???1,206 (2)
Théorn???310 (1)
Asmodeus Cultists
Session 03

Day 6:

Deal with prisoner by handing him over to Pastor Waverley after his mother, Ma Fledwin, tries to buy his freedom from us. We then travel east, tracking the Asmodeus worshippers. We spot gnolls on the horizon watching us, but they don’t attack. We are ambushed en route by Kadira and her Raven Wings (Encounter 1), a group of kenku lead by a swordmage. Take an extended rest after the fight and then carry on.

Late that evening we find the shack hiding the entrance to the Asmodeus worshippers. We burn the shack down and move the stone slab covering the entrance to the underground lair. Descending, we fight our way through some guards (Encounter 2) but are eventually blocked by some magic fog. Defacing the demonic symbols clears the fog and we attack Pavel, the leader of the Asmodeus worshippers, and his guards (Encounter 3). We take an extended rest in the lair.

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
Darkspoon???1,304 (2)
Hollan???1,358 (2)
Napoleon???1,704 (2)
Pennyworth???1,754 (2)
Théorn???999 (1)
A new job
Session 04

Day 7:

We discuss the possibilities of using the underground lair as a base or storage area, but when we exit the lair Théorn destroys the ladder behind us.

Heading back west towards Ravensburgh, after an hour’s travel Théorn finds tracks of an injured shifter.

Session 05

Day 11:

We returned to the village, cautiously, but did not face any further resistance, so we entered the mine. The entrance was a short corridor ending by a pulley operated lift heading down about 200ft. We took the lift down and arrived in a large chamber with three sets of train tracks heading off, two into separate corridors on our left and one into a corridor on our right. The first corridor to the left showed signs of fallen debris disrupting the tracks, though it might still have been passable. From the second corridor to the left we could hear sobbing, sounds of anguish and loss.

We decided to head down the corridor towards the sounds of the sobbing. After 100ft the corridor turned to the left slightly and opened up a little into a cavern. There were more signs of rocks falling here, along with a ghostly apparition of a man on his knees in the centre, sobbing. As we entered the cavern he stopped sobbing and turned to us, before screaming loudly as 3 skeletons appeared at the sides of the cavern to join him in attacking us (Encounter 1).

After a difficult fight (though two natural 20s on Théorn’s death saves) we investigated the shaft at the back of the cavern. It seemed to be about 40ft deep and we could see a body buried in the rubble at the bottom of it. Rather than continue further down though, we decided to explore the rest of this level first to ensure we weren’t attacked from behind anywhere.

Returning to the original large cavern we explored the corridor to the right. About 200ft along it opened up a bit and we could hear low moaning and shuffling some distance further down. There was also a creaking noise coming from somewhere closer and to the right, perhaps through some sort of opening in the wall.

Further on we found a side-tunnel to the right, leading into an area that appeared to be hewn a bit more carefully. The tracks continued along the main tunnel, but we decided to explore this side passage first to avoid being flanked further on in case there was anything dangerous down there. This area looked more like a storage and administrative section. We found mining equipment, cases full of rotting food and a makeshift shower. There were also a few rudimentary medical items and we were able to fashion two wound patches. At the end of the passage there was a door, and the creaking sound was coming from behind it. It sounded like an unstable chair.

Hollan and Théorn kicked open the door and we came across a necromancer and some zombies (Encounter 2). We found the necromancer’s initial contract (1,000gp per month) and some letters of correspondence. It seems he had a bit of a chip on his shoulder and was getting tired of summoning zombies. He was researching how to summon a wight.

We burned the bodies to prevent reanimation and headed further on down the corridor to investigate the moaning sounds. Napoleon snuck up to the edge quietly, but the zombies spotted him (natural 20!) and attacked. We formed a line, used powers to set it up as difficult terrain to enemies and mowed down 16 of the walking dead with little difficulty (Encounter 3).

We then burned the bodies and headed back to Eskerry to report the first level mostly cleared and to take another extended rest.

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
Darkspoon???1,540 (2)
Hollan???2,211 (2)
Napoleon???2,557 (3)
Pennyworth???2,557 (3)
Smax O’Doom???1,000 (2)
Théorn???1,852 (2)
The Return of Smax?
Session 06

Day 12:

December decides to attempt to summon a zombie, using one of the scrolls found in the mine the day before. During the process, she inadvertently summons an unknown revenant assassin, who believes she is the Raven Queen and acts upon her whim. She also summons the zombie she was aiming for.

We read the documents from the necromancer’s study in more detail. It contains a letter from Lehane to his friend Zintar.

We then return to the mine. Descending into the first chamber again, we head along the partly blocked path. The ground is unstable and the nameless assassin slips. Théorn notices a skull shape in the rock wall we’re passing, but when checking for a second look we can’t locate it. December recalls information about stone-spawn skeletons, naturally occurring undead that can pass through rocks. Théorn lights a torch and a gas pocket explodes, damaging us all.

We follow the rail tracks further, and it opens into a larger section that still contains broken sections. Théorn spots a skeletal hand passing through wall, and then hears a cry (like a bird) from further in the cavern. It sounds like a bird local to the area, but has an unnatural tone to it as well. We move towards the noise cautiously, the passage opens up into a large cavern covered with large broken boulders. We see a boulder with a bird perched on top. The bird has skeletal head with glowing eyes and the boulder is squashing several body parts. The bird screeches and we’re attacked by the skeletal bird and two stone-spawn skeletons (Encounter 1). We can’t get any further along this way.

We then return to the chamber with the collapsed tunnel and continue along the rails through this tunnel. The corridor continues 50 yards into a cavern with two shafts with working pulleys to descend. We use the shafts to descend another 60 feet in the left shaft. At the bottom there are a set of tracks leading down one corridor and an ore crusher just to the left of the entrance.

We head down corridor. 100 yards in it enters a larger chamber where the tracks go across a 20ft wooden bridge spanning the cavern (60ft width). We secure a rope around Hollan and he crosses safely (just). Théorn then takes his turn, trips and falls. Hollan just barely stops him from falling. Théorn climbs up and Hollan helps pull him up, before securing a rope to help the rest of us pass.

We continue further down the passageway. Napoleon faintly hears footsteps, rasping, groaning and perhaps the squeaking of rats. We send the assassin ahead to scout. He spots a blue glow ahead. The corridor curves round to the left into a cavern. The cavern is split across the middle by a 50ft chasm. The tracks curve to the left on this side of the chasm, leading towards a rickety bridge at the end of the chasm. The assassin spots two shambling corpses on the other side of the chasm but can only identify them as zombies. They seem to be making the noises we heard. The assassin moves a little further and sees two more zombies and a swarm of undead rats. The rats spot him and attack (Encounter 2).

After very narrowly defeating them we return to town to lick our wounds. On the way out we check the body at the bottom of the mine shaft we found earlier.

Back in camp Eskerry asks for a meeting to hear how we’re getting on. We report good progress but further work needed. Théorn notices one of Eskerry’s attendants, a young woman, leaving camp hurriedly back towards the main road after our meeting. Théorn and Hollan chase after her while December and Napoleon ask Eskerry about her. Hollan catches the woman and asks why she’s fleeing. She claims she has chores to do and isn’t fleeing but she is obviously not being honest. Hollan says we’re supposed to be protecting the villagers. She says “So are they.” and further questions reveal that the Paladins of Bahamut have told her we were thieves and murderers, and wanted to be told when we finished clearing the mine. Hollan and Théorn apologise for scaring her, and say they have no problem with the Paladins.

While this is going on December questions Eskerry as to whether she is being honest with us, given the suspicious nature of the woman’s actions. The woman is called Caitlin, and has lost her husband and family to the zombies. December suggests to Eskerry that she would get very angry if we were betrayed. Eskerry shows no response to this threat.

Théorn comes back and reports Caitlin’s excuse. We dispute things a bit, but decide to deal with the Paladins when they arrive. Pennyworth returns with his new chainmail welded on.

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
December???1,856 (2)
Hollan???2,527 (3)
Napoleon???2,873 (3)
Pennyworth???2,557 (3)
Smax???1,316 (2)
Théorn???2,168 (2)
The Scarred One
Session 07

Day 13:

We rest for the night and then return to the mine. We continue to the second level again, back to the second bridged chasm. We face one last corridor, from which we can sense necrotic energy emanating. We send Pavel‘s glowing skull down the corridor to scout. A large dark figure with a glowing miner’s pick crushes Pavel’s skull and attacks us (Encounter 1).

After the fight we rest for 5 minutes, then exit the mine. At the bottom of the 200ft shaft Napoleon hears noises. Suspecting an ambush by paladins we speed up the shaft. At the exit of the mine there are some paladins, including Knight Commander Dergan. “The Scarred One” tells us he’s looking for Smax O’Desperation and something has told him that Smax’s soul still walks in this mine. We debate a little but he isn’t convinced and he attacks us (Encounter 2). We spare some of the paladins, as we’re not trying to antagonise them, but take Knight Commander Dergan’s body for rituals to make sure that can’t be raised again.

We return to town after the fight. Caitlin runs off but December sends Pavel the Familiar to chase her down. December threatens Caitlin and she faints. We talk to Eskerry and explain we’ve cleared everything we could find but that there was a blocked tunnel. Eskerry expresses concerns over the activities of The Order of the Hammer and asks if our business with them is concluded. She mentions in passing that our actions are well worth the 2,000gp fee (we’re only getting paid 500gp!). We then head back towards Ravensburgh for our payment, resting for the night in Bayard.

Day 14:

We arrive back in Ravensburgh an hour before sundown and check in to The Temple for rooms. Napoleon negotiates a discount to 4gp per night (including breakfast). December goes to see Pastor Waverley while the rest of us head out to collect payment from Cezar. Pastor Waverley offers to perform appropriate rituals to bury Knight Commander Dergan for a fee. He also asks for assistance with a problem, which turns out to be that he doesn’t see a need for separate temples when his covers all gods. He has a particular problem with Ferro, halfing priest to Avandra. December offers to be the Knight Commander of the United Church of Ravensburgh, under Pastor Waverley.

Napoleon, Théorn and Pennyworth go to The Orc’s Head to collect payment. Cezar is playing cards, etc. we overhear a tiefling woman, Brysias, at the next table, with two goliath brothers (Obb and Pob), is discussing the purchase and sale of magical items. Cezar gives us our bag of 500gp. We negotiate with him over future jobs. He wants a commission on items found that we find unacceptable and we say we’ll consider things. Moving on to other matters, Cezar knows of Malificent Blacktree and says he finds him amusing. He also says that he used to hire Bathshezella (mentioned in Lehane‘s letter) and The Band of Five, but they left without paying him commission so he doesn’t expect them back.

Pennyworth requests an introduction to Brysias as a gesture of good faith, which Cezar grants. We go to talk to her. She asks if we’re signed up with Cezar yet. We say no, and she says we can perhaps do business she doesn’t wish him to know about and asks us to meet her tomorrow evening in a village to the north-east called Trenton.

Meanwhile December talks to Thena about the nameless dwarf he summoned with the scroll. She talks about a Jeremiah. Who is Jeremiah? Thena refuses to talk of him. She asks December for help. She asks if we know Mayhew. He was an apprentice to one of The Nine. He had a study, two nights’ ride to the north, which she says was looted by The Band of Five but is currently occupied. She wants us to clear it so she can study the contents, and gives us a map.

Day 15:

Those of us that need to sleep for the night. Pennyworth goes shopping for healing potions and buys 5 more (1 each). December buys spell components. We then ride north-east to Trenton. After an hour’s travel we spot some gnolls to the right, about half a mile away, but they don’t bother us. Arriving in Trenton we see Obb (or Pob) waiting outside a tavern. We enter.

Brysias offers a scroll of raise dead and the weapon Théorn was interested in in return for a job. Giving us some background, she has acquired The Spear of the Endless Winter, an item originally crafted by Jakiri, one of the fair-folk, for his master in the Land of the Endless Winter. It’s been in this realm for 100 years and at least two heroes used it. For example, Denea, the First Spear of Anterea is known to have carried it. Brysias bought the spear without knowing it had recently been taken from the hoard of Korax, a green dragon. It is unusual for a dragon to make his lair this far north. She knows of him through worshippers of Tiamat.

Korax knows of Brysias and wishes her dead and beyond resurrection. She thus wants us to slay Korax. She offers us 500gp of store credit in addition to the earlier items to do so. Korax is a green dragon, with a lair somewhere to the south. It is probably several days’ journey and in a forest, but she doesn’t know the exact location. Hollan asks about defences and she says Korax probably also has kobold servants and dragonborn worshippers, amongst others. We agree provisionally to the mission as long as we can do the errand for Thena first. She agrees, albeit reluctantly as she feels time is of the essence.

To help with the time constraints we ride through the night, north towards Mayhew’s study. We follow Thena’s directions and find the entrance seemingly hidden as a cave. Théorn notices tracks that he identifies as owlbears. Entering the cave we see two magical runes, one on each side of the cave, that have been disfigured. One of these is with an axe slash and one with complex chalk marks. Further on into the cave we find a spiral staircase heading down and descend.

There are two statues in the entrance to the laboratory, which appear to be members of The Nine. There are broken statue in the middle of the room, a shabby carpet, a massive chair facing a fireplace and a couple of doors. There is also a painting behind curtains that has been defaced.

We open the double-doors to the left of the entrance and find a corridor with guest beds. We hear the noises of skittering feet and at least one with heavier footfalls. Théorn recognises it’s not owlbears after all, but ankhegs. Turning the corner at the end of the corridor we are attacked by a group of ankhegs (Encounter 3).

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
December???2,696 (3)
Hollan???3,367 (3)
Napoleon???3,713 (3)
Pennyworth???3,397 (3)
Smax???2,249 (3)
Théorn???3,008 (3)
Mayhew's Laboratory
Session 08

Day 15, continued:

After the fight we find no further passages here and return along the corridor and go through other large door. There is a small room with 6 small fist sized holes in wall, benches on sides of room and 3 stones on each bench. Hollan enters the room and draconic writing appears on the wall in fire saying “Correllon, Tiamat, Bahamut, Vecna, Kord and Therizdun. Put these in order of greatness”. Each stone has a symbol for one of the gods. We debate this puzzle for a while, and decide to head through other door first for clues, etc.

Napoleon goes first down the corridor and triggers a pressure plate, causing a jet of flame. We locate the pressure plate and move past it, looking for more. Napoleon can’t see any more ahead of him, so steps forwards. Another jet of flame nearly kills him. Smax disables the pressure plates while Théorn hops across them and finds a library round the corner. Searching the library, Hollan walks into the middle of a gelatinous cube (Encounter 1).

After despatching the gelatinous cube and the oozes we search the library for clues. Hollan finds a depiction of the gods showing someone who had a place in the pantheon before Vecna ascended while Darkspoon finds a book on the undead that interests her. Théorn finds a box containing crudely carved figurines (chess set) as well as an ivory chess set worth 200-250gp. We return to the main entrance and take a long rest.

Day 16:

Returning to the ‘puzzle room’, Théorn places the stones in order of word length. The writing switches to say “Enter” and doors open to a corridor. Further down the corridor opens into a room in the shape of a giant chess set with life-sized pieces at the opposite end. Hollan steps onto a square (King) and is surrounded by a forcefield. The rest of us step onto spaces and the opposing pieces come to life and attack us (Encounter 2).

After defeating the ‘chess pieces’ the far doors open to a corridor full of chess piece statues of another colour. We step into the corridor and they bow as we walk past. At the end is a small room with a preserved corpse on a bed, a desk with a half-finished book and a power jewel. Searching this room further we find some weresquid ink and some fine clothes, but nothing that seems magically enchanted.

We depart the laboratory and send Hollan back to Thena to report to her that we’ve cleared it while the rest of us carry on with our mission to locate and eliminate Korax the green dragon.

Pennyworth recalls that there is a large forest to the south-east of Gosfair named Arden’s Forest, which seems a likely choice for a green dragon’s lair. We ride to the south, making good time and resting for the evening in a village called Bakersfield, some way past Trenton. The locals know nothing of dragons in the area, though they speculate that attacks on trade caravans nearby by barghests might be related or influenced by Korax somehow.

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
Darkspoon???3,290 (3)
Hollan???3,961 (4)

???4,307 (4)
Pennyworth???3,991 (4)
Smax???2,843 (3)
Théorn???3,602 (3)
Shifter negotiations
Session 09

Day 17:

While travelling we notice few villages, but towards the end of the day Théorn catches a scent on the wind that makes him nauseous. He says it smells a little like wolf, but he can identify it as barghest. He knows they tend to ambush from uphill in wolf form before shifting when they attack, so we decide to loop round and try to come at them from downwind if possible. We only have an hour of sunlight to do this, so we press on, and soon Théorn gets the scent again, this time tinged with anticipation or adrenalin. We alter our path so that the loop around is more shallow, though Théorn struggles to lead us stealthily. As the sun sets we see three wolves silhouetted at the crest of a hill, and they charge at us with the sun behind them (Encounter 1). Afterwards Théorn checks the barghest bodies to see if they have stolen items from local shifter tribes. He finds a few trinkets and takes them to pass back to their owners if he can. We make camp here and rest for the night.

Day 18:

Travelling during the morning we pass little besides cows in fields and humanoid figures in the distance. Around noon we find a trail cutting travelling north-east to south-west so we pick up the trail and ride south-west until we come to a village about a mile along. The village is about big enough for 250 to 300 people and is apparently called Winimoocha. As we approach the locals give Théorn odd looks, but he notices a group of 5 or 6 razorclaw shifters on the outskirts of town, sitting smoking long pipes in the sun. Théorn goes to chat to them whilst the rest of us continue to locate a tavern.

The shifter greeting Théorn is Faard of the Tattoia tribe, though he says the humans call him Brent, and his brother is called Theorn. There is some fraternal bickering between the two, and some derogatory comments about humans. They have been trading with the villagers apparently, but Theorn (theirs) isn’t happy. They are cheered up when Théorn (ours) hands over the shifter trinkets he took from the barghests and explains that we killed the ambushers. They ask where we are travelling and Théorn (ours) tells them of our plans. Faard says that Korax is a name that lives in infamy in their tribe and that we should speak to their chief. They invite Théorn (ours) to sit and eat with them this evening before heading to their tribe and chief the following day.

In the meantime the rest of us locate a tavern in town called The Bond of Friendship. It has a symbol of a clawed hand shaking a humanoid one. The people inside are a mix of humans, half-elves and halflings. Napoleon gets a room for the group to stay in and orders some food sent up. Darkspoon starts discussions with some of the locals about death, which a large dragonborn nearby takes exception to. He says he comes from far to the west but that he likes this village, and ‘suggests’ that December buy everyone drinks by way of apology for her disturbing actions. She argues and after some time he stomps off saying that he tires of her. One of the locals tells her that the dragonborn is called Janell and is the protector of the village.

Napoleon and Pennyworth, eating in their room, are disturbed by a knock at the door, where a human tells them that the rooms are all booked up for the night and that they will have to leave. Coming downstairs they find December performing a puppet show for the locals with a floating skull, just in time for Janell to return, armed and in full armour. He demands that Darkspoon leave the village, and we decide that discretion is the better part of valour and go looking to see how Théorn has got on.

As we approach the group of shifters they look worried at Pennyworth’s appearance. Théorn calms them though, and they offer to share their pipes. Pennyworth takes the pipe weed and burns it directly in his furnace, blowing smoke from his ‘ears’ as a performance. December upsets the shifters and Théorn physically carries her some distance from the group and asks her to leave them alone while he negotiates. She rides off, upset, to dance on top of a cow shed all night. The shifters say they ‘do not see’ the rest of us until we sleep under the moon, so Napoleon asks (through Théorn) for advice on the best place to rest and sleeps in the open air in a nearby field.

Day 19:

Napoleon and Pennyworth continue to the south at a slow pace, heading towards where we believe Korax’s lair to be and picking up December and Smax along the way. Meanwhile Théorn runs with the shifters to their camp, a day’s travel to the east. Along the way he explains to the brothers that he is a Moonspeaker for his tribe.

Théorn arrives at the shifter encampment late in the day. There appear to be 80 or 90 shifters in the tribe and he is initially introduced to the chief’s son, Chael. He asks for an audience with the chief but Chael does not seem impressed with him and gives Theorn (theirs) a peculiar look. Théorn (ours) tries negotiating by telling Chael about how we slew the barghests, but he wishes to know if we were the hunters or the hunted. Théorn claims we were the hunters, but is not believed. There is some further debate and Théorn is struggling badly to convince them, but eventually they relent as they feel the chief may find him amusing.

Théorn enters the tent. The chief is old and grey, with a tattered ear and glassy, white eyes. A woman sits holding his hand and another attends to him with a hot drink. Théorn begins a long speech about his visions, but he is asked to speed up as the chief is old and tires quickly. Rushing, Théorn becomes less coherent about what’s going on, but does manage to get out that he’s on a mission to hunt and kill Korax the green dragon. They perk up at this a little, but they’re concerned that if they help us there will be repercussions from Korax and his minions if we fail. They say they will help us, but as a mark of respect and to show our worthiness we must travel south to a grove of ??? and slay a pair of owlbears. Théorn agrees, and exits the tent. Faard asks how it went, but Théorn is downbeat and hurries off to rejoin the rest of us.

The rest of the party arrives at another village after half a day’s gentle ride. It is a small village, but has a sturdy fence around it with humanoid figures on watch on the walls. We wave as we approach and they open the gate. The village is called Sonoris and the guards tell us that there are several taverns in the village and we and our gold are welcome there. We find a nice looking tavern called The Kobold’s Head. The barkeep tells us that business is down due to kobold attacks in Arden’s Forest, and that there is little work to be had because of the economic downturn. We get a room for the night and wait for Théorn.

Day 20:

Théorn runs continuously and arrives around noon to inform us of his dealings with the shifter tribe. He is exhausted from the travelling and collapses asleep and doesn’t wake until the evening. When he wakes he tells us that the grove with the owlbears is a day’s ride to the east so we decide to head there immediately. We travel through the night and arrive at our destination early the following morning.

Day 21:

Shortly after dawn we approach the grove and spot two owlbears. We attack (Encounter 2). Théorn takes their beaks as proof, and we also find an owlbear egg and an owlbear baby, which we take long with us. We set off immediately to travel back to the shifter camp, which takes us a day’s riding and we arrive the following day.

Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
Darkspoon???3,790 (4)
Hollan???3,961 (4)
Napoleon???4,807 (4)
Pennyworth???4,491 (4)
Smax???3,749 (3)
Théorn???4,102 (4)
Korax's caves
Session 10

Day 22:

Théorn and Pennyworth go into the camp to talk. Faard comes out to greet them. Pennyworth entertains the children with his smoking tricks while Théorn goes to discuss things with Chael, the chief‘s son. Théorn hands over the owlbear beaks and they are inspected to make sure they’re fresh rather than bought as false evidence. Satisfied, they agree to give us the location of Korax’s lair as long as we are discreet about where we got the information.

It turns out the Korax is located deep in Arden’s Forest, in a series of caverns amongst the roots below a giant redwood tree. The shifter tribe used to use the caverns as shelter during monsoon seasons but Korax arrived and kicked them out about three years ago. Since that time many braves from their tribe have tried to kill him but all have failed. The shifters warn us that there are several drakes there under his control too, and that several kobold tribes live nearby. The shifters will be shamed if we succeed where they have failed, but they are desperate. Chael asks if they can provide any assistance, and Théorn asks for some healing potion equivalents and some pipe-weed for Pennyworth. Chael disapproves of his people using the weed, and promises us every last scrap of it they have if we return triumphant. He also directs Théorn to their medicine man, where Théorn buys 10 healing potions. He then returns to the group and we head off towards Arden’s Forest. It will take us about a day to get back to near the owlbear grove.

Day 23:

Returning to the area of our previous encounter, we travel through the forest. It’s about half a day’s travel to the redwood tree and shortly after arriving the forest is too thick to travel by horse so we tie them up somewhere safe and continue on foot with Théorn leading the way. The forest is very dark, with little sunlight making its way through the canopy. The ground slopes up a little, leading up to a very large tree. Its trunk is 20 paces around and its root system reaches out 50 yards. There is a cavern entrance at the base of it, between some of the larger roots. Théorn scouts around and finds kobold tracks along with some he identifies as dragonborn or drake. Several are fresh enough to suggest that the entrance is used regularly. December senses fey influence to the tree, and Smax suggests checking for alternative entrances in case of ambush for either side.

We enter the cavern. The air smells damp and musty, of something alive but foul. Fungi and moulds cover the walls. The floor feels squishy with moisture, and we head about 100 yards down the tunnel. Smax hears noises ahead, but can’t identify their origin. It’s lots of little noises amongst a few louder ones. The corridor opens out into a larger cavern. As our torchlight reaches the edge of the cavern a drake rears up at us. We’re attacked by several drakes (Encounter 1).

There are four passages exiting this cavern. We check around the entrances to see how frequently each gets used. All four have footprints suggesting regular use but three only have kobold tracks whereas one has larger footprints. We pick the middle right passage and head down. Théorn spots a wire spun across the tunnel about 20 yards down. We avoid the trap and the passage turns slightly to the left. Another 20 yards along the tunnel splits into two, one forking off to the left and one to the right. Théorn identifies the larger footprints from earlier going between the two. We head right. A further 20 yards on Théorn finds some pressure pad activated traps. Whilst negotiating past them Théorn hears hissing noises in the distance.

We continue on until we reach a t-junction. There’s another, better hidden pressure plate here; a 2 foot diameter circle. We avoid the plate and start to head to the right, curving back towards the larger cavern. Théorn hears a voice speaking draconic saying “If they keep missing all the traps then I’ll set them off myself!”. The circle plate starts to turn and rise and Théorn tells us to scatter as the spinning trap emerges. We’re attacked by a group of kobolds (Encounter 2).

After the fight we continue along the corridor back towards the larger cavern. 20 yards along we find another trip wire. Another 20 yards later we emerge into the large cavern. We return back along the passage to the t-junction where we had the fight and take the other route. After 50 yards a passage splits off to the left. We ignore it for now and continue on another 50 yards, where we find a crossroads with 4 passages.

The passageway to our right has fewer footprints, and we go that way for now. It opens up into a chamber full of fungi of various colours and sizes. Théorn inspects them (3 edible, 3 poisonous, 1 medical) and determines that they can’t be growing naturally and are being cultivated. There are no other exits visible, so we gather up the medicinal fungus and head back the way we came.

We return to the crossroads and turn right (straight across from our earlier path). The corridor curves to the left for a bit and then sharply to the right. Some luminous mould grows on the walls, lighting our way. The floor begins to become solid wood (not floorboards) and the passage ends in a fitted wooden door. The door has no lock, but is closed. Théorn listens at the door but can hear nothing, and we can’t locate any traps, so we open the door and enter. We find a room that looks very civilised. There are tables and chairs and some sort of card game in progress but nobody present. Three more doors (left, right, forward) and a fireplace of sorts with a glowing stone warming the room. Four paintings of abstract images of flowers decorate the walls, but none of us can identify anything interesting about them.

We head right and come to an area with natural light. It is a very orderly garden with flowers and bushes, and a small wooden bridge. The ceiling is 30 feet above us, with light coming down on us, and a passage at the end of the garden. Pennyworth detects some sort of feywild influence, but this jars with the orderly garden.

We return to the room with the chairs and tables and try the door opposite our initial entrance. It opens into a small antechamber, furnished with a small bench and cushions pushed slightly away from the wall (space for tails?). A book is laid out on the bench with a page saved. It appears to be dragonborn romantic literature. Some paintings of mountain landscapes decorate the walls, and there are two further doors from this room.

We go back to the earlier room and check the final door, which opens into a passage with a wooden floor and more luminescent fungus. The passage continues about 20 yards before opening into a wider cavern with signs of food preparation (spit over glowing hot stone, benches, etc.). Two of the tables are for larger (human sized) users, with wooden boards instead of crude bowls. Théorn looks around and notes some of the items seem to have been disturbed. There are two doors exiting from this room.

For now we go back to the crossroads and try the remaining path we’ve not seen. Théorn hears kobold voices retreating along the path we took from the encounter, sounding fearful. Our passageway narrows and shrinks for a while, before opening up into a standard kobold living area. There are lots of open chests in the room, none of them containing anything of value, and space for 25 kobolds to live (no room for children). Two corridors depart from this area, at right-angles to the entrance. We turn down the corridor to the right.

The corridor continues for about 40-50 yards, getting nicer along the way, and ends in a simple wooden door with a lock. Smax unlocks the door and we find ourselves back in the food preparation room. So we return to the kobold living area and take the remaining corridor. It winds back and forth for about 100 yards, ending back up in the first large cavern. We try the final unused corridor, which returns back to the encounter area. Since we’ve now covered all corridors except for the civilised area we head back to the food preparation room. As we enter the room with the tables and the card games, the door opposite opens and a green draconic humanoid enters, shouting “There they are! They lost the place in my book! Kill them!” (Encounter 3).

We then continue to the food preparation room to try get an extended rest before searching further. We barricade the doors and set up watches. Two hours into the first watch we’re woken by banging on one of the doors. Korax breaks down the door and attacks us (Encounter 4). After the fight we explore further and find a dojo, an artisan’s studio, two sleeping quarters (one for Korax, one for dragonborn). There is also a shrine to Tiamat, four connected flower gardens, a set of pedastals with 8 sculptures of humanoids at simple work. In one final room with broken terrain and the remainder of Korax’s hoard.

With Korax dead and his body looted, we return to the corpse to claim the spoils of the victor. Théorn cuts out the dragon’s heart and eats it to gain the strength of the dragon (though this is not without its trials). Pennyworth takes the skull to wear as a helm and Smax cuts off some claws to use in creating magical items.

Korax’s Lair


Character status at end of session:

CharacterHit PointsHealing SurgesDaily Powers usedExperience
December???4,714 (4)
Hollan???3,961 (4)
Napoleon???5,731 (5)
Pennyworth???5,415 (4)
Smax???4,673 (4)
Théorn???5,026 (4)

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.