Kobold Riding A Weasel...Of Course

Links to wiki pages at the end.

So the basics of last night’s adventure ran thusly: our band of intrepid adventurers found themselves still in the midst of the death trap. A half ton block had…well…blocked the escape route. Trying to open one of the doors triggered a summoning trap that unleashed four carnivorous apes, but by the time the night began, they were all dead. Unfortunately, Valoren smelled poison gas, and soon enough, so did everyone else. The characters doused their clothes (?) in water and wrapped the rags around their mouths…this in the hopes of keeping out the poison. Meanwhile, the group seemed to split their attentions between the four doors to maximize the possability of finding an escape route (good idea, I think). Doren and Kettle slammed through their respective doors with Kettle finding a high end officer’s quarters and Doren finding the barracks. A 3’ high crawl space filled with floor-to-ceiling nests of fur and rags (kobold beds). Beyond it all, a door, but not one that wanted to open.

NIfty used her ring of shrinking so that she could get in there but was then hampered by her size. Valoren carried her in as best as possible, crawling towards Doren and the door. Even Syr tried to get in on the act. So many tall people in a confined space. I really ought to have let you all have it!

As it turned out, though, the key evil figure in this tale of woe was not corporeal or really attackable, but an intangible spirit unleashing poison gas because of some kind of curse he had suffered. Seems he had made some kind of deal with the Drow in getting Ettercaps and spiders to guard the vault (remember them?). As a result, he was turned into something like a poison elemental until he could…

Well, Syr couldn’t get it out of him because he couldn’t make a Charisma check (maybe someone with a higher Cha…ahem. The Czech judge was not impressed), and so whatever that guy knew about Drow deals and that sort of thing stayed with him after the characters’ escape.

…Which happened after Kettle gave up searching the officer’s quarters (mostly because Syr wasn’t likely to survive further exploration) even though the air in the quarters was cleaner than the rest. Oh well… In the end the Bend Bars got everyone out.

The backdoor led back to the big central empty cave. The back side of a secret door! Zavoc had found a panel that controlled the bridge with three positions (missed opportunity there for a player handout picture. Damn.) He moved the bridge without knowing where it had gone. Meanwhile, Shakhraza had put a spike into the stone and was trying to tug it down.

The door closed behind our intrepid adventurers sealing the poison wraith or elemental or whatever away forever Bwuh, hah, hah!

Rest, recuperation. After all, time isn’t exactly of the essence… as far as the characters know at least.

After rest, the ladder is moved to the third position which is directly up against the wall, another secret door. Valoren notices that it is the kind of door that’s easy to trap, and given the kobolds, it’s probably likely trapped. So, he recommends a way to open the door without taking damage.

Everyone prepped up and got ready to open the door. Immediately after it was opened, surprisingly, the group met Gag Mar, riding astride a giant weasel and armed with a lance. The fight began. Lots of fighting, back and forth, Gag Mar threw a potion of confusion, it affected Shakhraza but he mostly stared at the wall. Strangely, it was Nifty who got past the spear and took the little kobold down.

More updates to come when I get the time…

Quasi Wrap Up to the Vault of Gag Mar
Notes on Kobolds and Drow
Kobold Riding A Weasel, the Cursed Thing
Kobold Riding A Weasel, Nifty Notes
Kobold Riding A Weasel, Kettle Notes
Kobold Riding A Weasel, Valoren Notes
Kobold Riding A Weasel, Doren Notes
Kobold Riding A Weasel, Syr Notes

XP Value

7 Single Kobold
270 Giant Weasel
270 Gag Mar
90 Defeat of Creatures
50 Wet down cloth
50 Check multiple doors at once
737 Total
130 Each Character (already adjusted for party size)
Gag Mar Returns

The characters ventured further into Gag Mar’s forward outpost. Did they notice that the traps are all still set? Wasn’t there supposed to be some kind of invader who moved through, tripping all the various and sundry whirligigs and acid filled pits before the characters arrival. One has to wonder, if the place was warding of an assault, would anything and everything have already been toppled and or triggered, but no—that simply doesn’t seem to be the case. Rather than the characters going in to survey the aftermath, they are, instead, assuming the role of the invader.

In this endeavor, the characters explored four rooms: the shaman’s laboratory, the dungeon, the staircase, and the halll beyond the staircase. Before entering the Shaman’s laboratory, however, they were greeted by a self loading, self firing, self aiming (!!!) crossbow. The crossbow, by stint of some strange orb atop its wooden frame, was able to aim itself…that bears repeating. These are kobolds, mechanically inclined, true, but not the brightest of creatures. They certainly aren’t capable of rigging magic to technology in order to make automated turrets. So, where’d that come from?

Beyond it, the wizard’s lab was a bevvy of psychological clues. Poison antidote for spider bites, some spider venom, the makings for mind blank potions, and the makings for charm dispelling potions. What exactly were these Kobolds afraid of?

In the dungeon, the characters found signs of recent torture: a wrack with torture instruments next to it, a dungeon cell with the picture of an Illithid scrawled on it. The Sanhuagin did not seem the slightest bit comfortable with the idea of a mind flayer as an enemy. He suggested, very seriously, that when Illithids are involved, your friends have a way of turning against you.

Good news though, the Shaman’s laboratory was good for a thousand gold, 6 unidentified potions, and a bunch of mundane remedies for poisoning. Bad news, it was home to the wizard’s servant, a Shadow. Having dispatched that monster, the characters moved on to the staircase.

For all of its strangeness, being anchored at the floor, and being suspended by ropes at the other end, the staircase turned out to be a bit of a dud. No real sign of traps except that it didn’t particular lead up to the door very well. Valerin fell, hillarity ensued, but in the end, it was the load laden dwarf who ascended the stairs and found out that they could bear weight without crashing to the ground or setting off a fireball.

Unfortunately, the hall beyond seems to have made up for all the traps not on the stairs. Opening a door released a squad of carnivorous apes and dropped a giant block on the characters’ only exit. What’s more, there’s something in the air and it aint music…


975 Fight With Shadow
700 Fight With Apes
100 Clever idea: Use that Invisible Servant for Everything!
50 Clever idea: unstring the crossbow
50 Clever idea: what kind of potions are they trying to make
50 Clever idea: Is that a mind flayer
50 Clever idea: Climb to the landing (better if it had worked)
100 Good Role Playing: Dwarf without a sense of caution
50 Good Role Playing: Syr doesn’t take chances
50 Good Role Playing: Music soothes the savage shark-man
100 Priest casts Protection from Evil
100 Paladin forces summoned creature to rout
140 Warrior defeats monsters
200 Treasure attained through Thief-y stuff

2715 Total
543 per party member

The Vault of Gag Mar

The characters continue on in their quest to find out what happened to the kobold forward outpost that went silent so as to learn the extent of the enemy they are fighting, especially considering that this enemy may know a way into the New Godder’s prison.

Note: this is the point of this part of the adventure, the warrens have been hit by a force who can rival the Sons of Anarog, but which has yet to really show its face aside from Kongal the conjurer and Reperol the Alchemist, both escaped convicts. Whatever hit Gag Mar’s forward HQ, however, attacked without anyone seeing it done (a third enemy perhaps?!). Anyways, Gag Mar’s HQ is kind of a fact finding mission.

In this particular session, the characters, having beat an Ettercap and a spider horde, set their sights on the vault door. Valerin tried to open the door and got a face full of acid. Nobody else could open the door either so Valerin climbed through the hole in the roof and found his way down through the spider infested catacombs into the treasure room. As luck would have it, his banging on the stone did not immediately attract the attention of the spiders.

However, as the character searched the room beyond, the spiders poured from their hole and the fight began!

XP Award:

2940 Defeated Spiders
100 Valerin finds a way in
50 Ketel gives out the health potions
50 Nifty stands guard
700 Miscellaneous Stuff (finding traps, use of good combat tactics, effective use of spells, etc.)

548 XP per character


Unidentified Scroll
Official writ
Bunch of Copper, Silver and Gems (don’t have the numbers)
3 suits of strange armor
6 Monster Jars

F#&% the Fey
Two down, one to go.

The adventure so far (covering The Sentinel and now Red Tam’s Bones)…

Something bad was going to happen in a little town in the middle of nowhere, and all this according to some temple slave working in the Abbarathian of Seacourt, city of…enormous gutters! The underling directed the characters to head off in that general direction to deal with the horribleness of it, while the Great Northern Army of Seacourt responded to the first prophesies of the Lady High Hierophant, the Oracle of Seacourt: Nosha Cruen. “Something bad cometh from the Reach Highlands!” Let us not forget that the characters’ patron turned out to be a Bane worshipper.

Well, wouldn’t you just know it. Something bad was happening in the village of… Kusnir (sorry, had to look that one up). Seems that their town had been hit by a creature that struck invisibly (uh-oh) and who seemed crazy, killing some, sparing others. Oh the humanity. The peasants were all of one mind: “we bet the little blue people had something to do with it.” And so, having X(vart) marked on your map off you went.

Detours? Oh yeah, some weird scene played out with a Loa by the name of Obo Vye, a kind of trans-dimensional worm used during the construction phase of the universe. Repulsive? Sure, but that didn’t really stop Drothe from falling in love.

Unfortunately, the old Xvart lair wasn’t guarded by Xvarts anymore. Enter Lavinia.

Lavinia, as it turns out, was interested in finding her ancestral estate, later claimed by her ex-husband’s family the Van Artogs. So, here she came into the Reach Highlands. She kicked a bunch of Xvarts out of their house and moved in. She set up a bandit brigade, and then sent her sons out to scout her old villa, and wouldn’t you know it, the Xvarts had moved in there. Even worse, one of her sons died in the process and the other son found the ancient glove artifact of the Van Artog family: the Sentinel. Which means that this favored son of the Van Artog line was suddenly called upon to take up the family business: defend Castle Alderweg against the horrible forces of the Gauntlet! Of course, being Chaotic Evil, that resulted in insanity rather than his (its) taking up the noble quest.

Here’s the snag. Nobody knows where Castle Alderweg actually is. One legend has it one place, another legend has it another place. Supposedly, the key is the Van Artog estate, but when the Skulk returns from taking his brother back to Mum and the fam, the damn estate is gone. Nothing left, but that crazy town. It’s like the villa and town are in the same space on different planes or something. If only someone were to unleash a giant proto-god hell bent on digging holes between worlds…

Characters kill Lavinia and the Van Artog five, unleash an owlbear, nearly get killed by a caterwaul (seriously?) and bemoan the loss of health potions (alas, a common refrain for our heroes). In the process they stumble upon a monk who’s been looking for the Van Artog line (or at least what remained of the monk of the Monastery of the Grey Cowl). And his books! Yes, the history of the Van Artog family. A classic if ever there was one.

What did we learn? We learned that Lavinia Van Artog was the wife of the last of the guardians of Alderweg, Quinnet Van Artog. We learned that she bore him children until they decided to leave Alderweg (nothing had attacked for decades, after all), and headed off to their villa. At that point, Lavinia began to bear him monsters! The Skulks and the half-orcs. Thus, when the Sentinel abandoned his post, his progeny became cursed.

On their way to the villa, the characters found out that the Great Northern Army of Seacourt had begun dealing with an invading goblin army. Those living in the highlands were high-tailing it out as fast as possible. The war, whatever war it happened to be, was beginning.

The villa? Long story short: the characters found it abandoned. The tunnels beneath the manor were infested with xvarts and the manor was in the same spot where the village of Kusnir once stood. After making it through the dungeon crawl, Ketal got the glove and then it all went bad. The hill that housed the manor began to float away into the sky. Unbeknownst to anyone, it was headed off to Cinderham-on-the-Moors where the last Van Artog, Katrina, was making preparation for marriage. Katrina knew information about how to get to Alderweg. Thus, the glove sought her out… This is where it gets tricky.

What do I mean by tricky? Well, for one thing, it’s a bit odd that the characters arrive just when Katrina’s about to get married and pass on her family’s heritage to the nephew of the sinister Abbot of Cinderham-on-the-Moors, right? And oh yeah, the abbot kidnaps everyone and holds them prisoner so that they can’t screw stuff up. And oh yeah, there’s an attack on the village by people posing as fey creatures and half-animals who claim to be under the command of Red Tam. Uh-oh, not the criminal bard Red Tam (dead these five years)!

Then there’s the town. Seems some time ago, back when Lavinia was first undergoing her curse, the confessor of the Van Artog family stole baby Katrina away to take care of her away from her cursed parents before she, took, became corrupted. But wouldn’t mom and dad just hunt her down? Well, no. Seems the confessor had a trick or two up his sleeve. He forced the entire town into the Fade and separated it from the rest of the world. They’ve spent the last 17 years thinking that they’re town was more-or-less out of the loop. Obo Vye, unleashed when Ketal donned the glove, opened up inroads for the characters into that part of the Fade that held Cinderham-on-the-Moors and Katrina.

When the Abbot (the confessor’s successor) discovered that the fey attack was directed by Old Tam, he seized upon a way to keep that resurrected rogue out of his business while at the same time getting a squad of player characters out of the way of the wedding. He sent the characters off to deal with the bandits who had raided the town only the night before and to capture Red Tam. Wouldn’t you just know it though, the gang was under new management: a satyr pretending to be Red Tam so as to intimidate the Abbot. The Satyr was a ruse. And the point… Really, there wasn’t much of a point except that Red Tam wasn’t back from the dead, and that the Fey world was conspiring to stop Katrina’s wedding. When the characters returned from their raid, they found Katrina turned to stone. She’d been singing a song taught her all those years ago by Red Tam himself. There was no cure. Tam took it to his grave.

The abbot, never a man to give up, thought long about the problem until he arrived at a solution. He, a cleric, needed only dabble in a bit of necromancy, and the answer would be his. If Red Tam hadn’t been resurrected, perhaps he could still be raised. All he would need was the bard’s skeleton. And so, contacting his somewhat willing henchman yet again, the abbot sent the characters out onto the moors to search out Red Tam’s secret resting place. Remember the zombie town…that was kind of cool.

What a long strange trip it was. Spiders with goblin heads. Enormous structures like giant peach pits. Strange cages in the middle of nowhere. Plague ogres. A fey court with horrible skeletal bailiffs. “Dig, dig, dig.” Not to mention, the three very fine Fey gentlemen who wanted nothing more than to mess with the characters and to keep them from finding the tomb of old Red Tam.

Somewhere in there, Sygaxxur escaped certain death only by becoming a servant of the Raven Queen, and the party got a gnome: Halomar. Nonetheless, at the end of the quest, Black Abe offered his warning to Drothe. “Beware! The forced that made that glove wants nothing more than to watch this drama unfold.” Fey do this for fun.

Black Abe’s message was clear: if you chase down Alderweg, you will eventually have to face off against the creature who made the glove and its counterpart, the powerful being whose Fey Drama was the conflict of glove against glove. What was certain to be titanic struggle in the world of mortals was only a game to this fey monster… a dangerous creature to be sure, and wouldn’t you know it, Red Tam’s muse!

What next? Captures, strange missions, torture, escape, an army powered by the developmentally disabled! Not to mention, finally, the attack of Cinderham-on-the-Moors by an army of Gnolls. Seems that something has been drawing the horrid creatures far over the Flintridge Mountains to search out the sentinel.

But the gnolls’ attack came only after the Abbot arrived, finally, at an answer by torturing Red Tam’s bones: play the magic Rebeca and awaken fair Katrina. The old Rebeca was given to Red Tam at a fey mansion, burned down years before, known as the Vernal House. The characters managed to escape the city with the statue of Katrina by riding a giant flying Frog-Bat thing, but now they faced a new challenge in the house of Red Tam’s patron.

Good news, bad news. The mistress of the house, a dark muse named Bronach (a lhiannan shee), was too busy throwing an enormous party in celebration of the success of her hellish plan to notice the characters. The bad news was, of course, that the house was filled with very bad things.

Long story short, the characters discovered that the maid of the house was a human woman named Content Not Found: gronya who had been kidnapped at birth. She could not escape her bondage because the muse had her heart. The characters agreed to help Gronya, but offering her aid proved both a bane and a boon. The house reacted out of love for Gronya. Unwilling to lose her, it shuffled the characters off into the servant’s hall to keep the characters from giving Gronya back her heart. This was something of a prison, and would have proven disastrous if the characters had been unable to escape before dawn, but their shuffling into the other side also allowed the characters to move around the house without running into the horrible monsters that were attending the party. Perhaps there’s less glamor in avoiding the great big combat, but then again, a victory is a victory.

Popping out of invisibility, Halmar grabbed the damned Rebeca out of the hands of the Dark Muse’s new artist, a bard named Content Not Found: diarmuid, and then he made a break for it (with a web and an entangle spell going off behind him). The characters ran for it, too, following Avandra’s star out of the fade with the fey monstrosities fast on their heels.

Using the Rebeca, Katrina was revived, and wouldn’t you know it, Katrina and Gronya looked so much alike that they might be sisters… Well, in any case, the Van Artog family secret was revealed. The entrance to Alderweg lay in the village of Gannaway.

So, where does this leave us. The characters have two sisters who are essentially non-combat Van Artogs, last in a long line of sentinels, or perhaps they don’t. They are in a countryside which, on one side of the mirror is being raided by gnolls and on the other side is being overrun by dark beasties from the grim places of the Fey Wyld. Bronach is certainly going to want her Rebeca back. Maybe Diarmud’s with her, maybe he’s free not. Who knows? The Abbot and the leaders of the Chain of Fools made their escape by way of frog-bats. Farlanghn only knows where they made it off to or whether they’re still players in all this. Lyndran and Sygaxxur have contracted lycanthropy. What else?

Oh yeah, you now know how to get to Alderweg (in theory) and so there’s no stopping Ketal, and his glove, on their quest. The directions have been set. Now it’s just a matter of getting through the gnolls without getting caught by a powerful fey, her powerful henchman, a powerful cleric, or his powerful henchman. Is Obo Vye still out there too?

…And now we begin The Gauntlet.

The Horse, part 2

Mostly had a huge fight with a bunch of carnage and rupture demons. This left Cordon and Brigga pretty much KO’d.

I assume we’re going to need this so I’m including it. Here are the rules for fighting in the stomach.

CR1- The Horse's Mouth

CR1, Treasure

Inside Laboola, first chamber

Let’s see.

The characters learned that the gnolls have lost a member, Krink, who has gone rogue and who has taken the doppelgangers with them.
The gnolls are making a deal with a nearby clan of ogres to attack Haresbreath.
The gnolls do not have the horses (or the supplies) for the Thane Wizards. They claim that the horses were eaten.
According to the released prisoners, there’s a Loa out roaming the woods which they call the Old Groom.
One of the old men in the village, Epolt, was possessed by the Old Groom and has disapeared.
Epolt’s son, Teon, has disapeared looking for his father.
The released prisoners explain that, according to the legend, Laboola (the Old Groom’s horse) can be made to puke up the children it has eaten by feeding it a child who has eaten poisoned mushrooms. The prisoners are feeding mushrooms to goats in case they run into Laboola.

And then the characters got eaten by a horse.

CR1- Fear in Fusenhase

CR1, Treasure

Inside Laboola, first chamber

CR1, Scene 4

While on guard, Voyd and Ta received a wagon that was supposed to be loaded with reinforced supplies for Haresbreath from Streckhorn. Instead of three wagons and a bunch of loaded down horses, only one wagon arrived. They’d been attacked by Gnolls coming up the road.

After the attack, the caravan driver made it to Fusenhase where they picked up a group of nobodies to take up the hill (as it turns out, is customary). The nobodies include Hap and Kep from Galton who have come to Haresbreath to get advice from the Thane Wizards about a cursed tree they cut down. They’ve got it’s stump back in their village (it has a face on it) and they have twigs from the trees to show the Thane.

Nobody asked the girl dick.

One of the pilgrims was a decorated officer of the Streckhorn guard named Nander Pry. Nander explained to Arranis that he sought out the Thane’s advice for an upcoming expedition into the Gosh Gelios. Arranis suspects deceit. Pry did not arrive with any maps, nor does his uniform suggest an explorer.

The characters on guard detected a weird aura in the air around Haresbreath, but nonetheless, when pressed into service, were sent by the Thane’s Reconatier Felsbeth to guard one of the two roads leading out of Haresbreath (the low road leading down to Fusenhase).

Utilizing disguise they snuck up on a group of gnolls who had captured a small band of Fusenhasians and their goats and tied them to a tree. The gnolls, revelling in the upcoming feast, were caught unawares and slain piteously, save for one gnoll who was knocked unconscious to await interrogation.

Remedal Shows Her True Colors
Where did that Coon Pookah Go?

As soon as the crown was removed, Remedal became free of whatever bond to Gleneese that had held her in thrall and she, quite suddenly, was free to do whatever. She screamed out in words of power (and in Draconic), Tyrexes, guard my escape. Through the use of a potion of Dragon Control, Isdra was able to keep Tyrexes from breathing acid all over everyone, but no one could keep Remedal from grabbing Duckett and disapearing as if into thin air.

Somebody Moved the Statue
Don't let Jub Jub out of his cage!

The battle with the white dragon was enormous. Atop two semi-permanent towers, the characters found fireworks launchers readied for the parade. The dragon took to the air and prepared itself for dire battle, and as always, I rolled much better than all the players combined—with only two rounds in which the dragon’s breath didn’t recharge.

Drawn to the public spectacle the Grieg came atop their frogs to help quell the dragon, but the real score in the battle came when Isdra knocked the foul beast out of the sky with her new bardic powers, at which point everything jumped on top of the dragon to help keep it down.

In the end, the “dragon” wasn’t really a dragon at all, but some halfling who had come in from the shire to enjoy the festival of the Ascension Queen. Somebody hit him with a polymorph potion and caused the disturbance…a powerful concoction that could have only been produced by an experienced crone.

Smaug had seen one of the gloommasks slip off from the pack and head out, a detail that the characters didn’t want to share with Mauser when he finally showed up. Mison DeLaFont, ever vigilant in his quest to get to the bottom of things, deputized the characters and sent them to Gleneese’s manor to question her and Padrigal.

When the characters arrived, however, they found the door to Gleneese’s mansion wide open. The place was empty, except for a statue of Padrigal standing in front of the cage of Gleneese’s pet cockatrice ‘Jub Jub.’ Thorin noticed that the statue had scrapes behind it in the floor as if it had been moved. Before the characters could learn what to make of it all though, four gloom masks attacked. The characters defended themselves and managed to kill three and knock out the fourth for questioning…


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