Huren (the 9th month) 17, 1610 (continued) - Take Kobolds and one retconned barrel of rice to Tent City
The "traitor" Kobold,
Jark, is awoken and seems to confirm the "tribe" has "yip-yip-yip" (3?) captives. Attempts to determine the number of Kobolds simply results in lots of yips.
Return to the Tent-City
The PCs return to the Tent City with the two dead Koblolds and the two captured Kobolds (
Jark and
Uark). It begins to
rain on the return trip.
At the tent city the PCs relay the situation...
- There appears to be a band of Kobolds west of the wreck
- They found eight 250 lbs barrels of food (I retconn that one is returned).
- Interrogation of live Kobolds might be helpful.
Lord Bellweather is happy to hear the news food exists, seems surprised that more food was not brought back. (DM note: to be fair there was a miscommunication on barrel wight and wagon capacity - and the PCs thought they lacked capacity - I've retconned that one barrel was returned (rice) and we explained away that any more than one would have bogged down the wagon in the saturated grass land).
Felpip lobbied for somebody to go and rescue the
Merchant Quincy Delatain , his
son Quincy Delatain and the
pilot Janadine Travis .
Lord Bellweather offers land to anyone willing to rescue the merchant and will send some of the Militia to guard the food (it is getting dark) until more wagons can be sent in the morn.
Kasimir volunteers to lead the militia and help hold the crash site, the other PCs join in.
Lord Pike Bellweather's man-at-arms,
Harlon Olead, arranges for 6 militia men armed with a bow, two swords and 4 pitchforks follow the PCs.
Back to the Crash Site of the Quark
On the way to the crash site, the wagon is attacked by a pack of wolves (DM note: to keep combat reasonable, part of the pack and the militia fade-to-black during the fight so we can focus on the PCs - this leaves one wolf and one Alpha Wolf). The PCs survive, but two militia men are injured.
The rain picks up and the PCs arrive at the crash site of The Quark around 11pm. By midnight the PCs erect the merchant's tent that was also in the ship for the horses.
Felpip takes the first (and only) watch (perhaps fueled by raw coffee beans).
Huren (the 9th month) 18, 1610 - A Kobold "camp / Lair" in the Ruins
The militia stay with the food waiting for the wagons and the PC venture west on foot in pursuit of Kobolds.
The PCs encounter
Ruins of a humanoid city that features:
- Ruins of structures and ruins of windmills scattered throughout
- An eroding sea wall
- A possible harbor and breakwater
- Ruins of a 5-6 ft high perimeter (decorative) wall
- Ruins of an amphitheater
- worn paths through the ruined city that seem to converge on a larger-footprint structure
- Fields with rows of boulders
The city is overgrown with grass and the odd-scattered tree - things of stone and metal remain, but wood is mostly deteriorated and rotted. As they pick their way through city something humanoid is spooked out of a building and runs off with a faint yip. The Kobold was headed to the central structure.
A noted structure in the ruins and Kobolds
Inside the
central structure are the warm remains of a fire, and many cracked open small barrels. Hard dried beans and rice appear spilled and scattered about. There is also evidence of frequent camping (discarded bones, make shift implements, etc.). In the corner of the inner structure is an iron trap door - excited Kobold yips are heard below.
The PCs mount an offensive against six Kobolds who are defeated. A small "treasure horde" of loot is picked up as well as
a fancy ring found by
Felpip.
Statues with writing are inspected - but the language is not recognized by anyone in the party.
Soon the sounds of voices are heard pounding on the other side of a stone door to the south... A key is found on one of the Kobolds and the merchant
Quincy Delatain, his son
Quarton Delatain and their pilot
Janadine Travis are rescued.
Further exploration of the basement
As the group begins to head out...
Kasimir and
Aequus explore a bit down a side passage. They find:
- A bone scroll tube containing a charcoal rubbing of a circular pattern
- A vial with a milky blue liquid in it
- A stone door with a keyhole
The same Kobold key opens a door to a hallway the they eventually discover is trapped and that touching a pair of pillars allows safe passage (some Gnome-throwing was involved).
Beyond the hallway, they find a room that looks to have been some sort of armory.
Felpip claims a copper brazier (a great many jokes are made about his need for a brass brazier to summon his familiar).
Kasimir begins searching for secret doors - he finds none but "tapping" seems to indicate a hollow area beyond most of the north wall. Using his pick he knocks a hole into another room of curious design:
- There is a semi-translucent chest of pristine condition atop a dais
- there is a sunken section of the floor filed with water and also a chest-like shape
- A door on the north wall
- Writing on the east wall
- continual flame torches
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