Gnomes and Kobolds

The goblin chieftain points the party in the direction of the pub, telling them that there they can find a guide who will take them to the gnomish village. In the pub they find sitting on the floor a slender bearded fellow sitting surrounded by small mugs that once contained goblin ale. The ranger introduces himself as Hannibal and tells him that the goblins have asked him to take the party to the gnomes. The party agrees to this and they set out through the woods. After several days, the party comes to the foot of the mountains. As they climb the trail the trees get sparser until eventually there are only grasses and high altitude shrubbery.

One night the party is attacked by a pack of wolves. The wolves are defeated after a short battle and the party continues underway until they come to a wall fortified by gnomes straddling what looks like giant mounted crossbows. The gnomes point their weapons at the party and the party asks for entrance. Upon showing them their letters received at the goblin village the gnomes lower down a ladder and the party ascends to the wall ramparts. They find that the wall surrounds an entire village situated in a valley surrounded by mountains. 8 sizable buildings surround one exceptionally large building. The party ask a gnome what’s going on and learn that kobolds have been attacking the area. The party looks around town and finds some handy items for purchase. Of note especially is the amulet that Areo Miri purchases, certain that it had at one time belonged to her master. The party goes to the Research and Development Building where they meet the chief scientists (knowledge workers!) of the village and are asked to rid the mines of the kobolds and to investigate the disappearance of several gnomes. For these deeds the party is promised rewards in their choice of the magical items the village develops. The gnome chief points the party in the direction of Als Alcohol for further assistance. Before leaving the building the party notices stairs going up an additional level. The rogue is sent to investigate but he sees sights that are awesome and terrible beyond his comprehension. The party realizes that they lack the knowledge in arcana to understand what the rogue saw and head over to the pub. Before going to Al’s, Bran steps into a shop where he is offered a lesser bag of holding in exchange for filling it up with mushrooms from the mine. There they find a dark man telling stories of his adventures to enraptured gnomes. Occasionally he waves his hand through the air where his descriptions ripple in and out of existence. He introduces himself as Valefor Messeneph. He confirms with the party there mission and then takes them to the entrance of the mine. Aero and Khain call out to the guards in the cave and use their Dragonborn heritage to gain an audience with the Kobold captain. Khain goes with the Kobold captain into his private chamber and learns the specifics of the situation.

The Kobold captain had risen in power on the grounds that the gnomes had not been coexisting peacefully with the kobolds. He argued that even though they shared the same mountain, the gnomes had taken the best of the resources for themselves and left the kobolds to fend for themselves in their poverty. The captain said that they began by invading the mines and taking the workers as prisoners. With these hostages they had managed to raid the gnomish village unhindered. Khain prosposes a treaty that would be beneficial to both races. The captain relents to the dragonborn cleric and escorts him back to his party. Aero then joins them and they go the release the prisoners. Before they get there, the wall explodes and nude gnomes are seen highfiving one another. There happiness disappears at the sight of the kobolds watching them. The kobold guards to forward to detain the gnomes but Khain breathes fire between them and asserts that there can be a peaceful solution to their situation. The kobold captain goes back to the Research and Development Building with Khain and Aero while Bran and Valefor find mushrooms in the mines. Khain successfully negotiates and agreement where the kobolds work the mines and trade raw materials for goods in the city. When Bran returns and drops off his mushrooms at the store, he is then given a Bag of Holding and then he and Valefor regroup with Khain and Aero at the Research and Devlopment building. Once there, they are all then rewarded with their choice of magical items.

The Blue Light and the Goblin Village

The two dragonborn leave the Homely Inn and wander around town looking for Bran. They find the human at The Wet Annie and Aero drags him away in disgust to complete his job. The party returns to the cave and investigates the source of the blue light. They see swirling blue energy that takes the form of small humanoid figure which attacks them. Khain quickly gives a prayer to Bahamut and smites the apparition with divine energy. The figure is quickly defeated and the blue light condenses further into the form of a beautiful blue glowing gem.

Khain goes to pick up the gem and his head is filled with countless voices wailing in fear and confusion in a language he does not recognize. He throws the gem away from himself and it is picked up by Bran. He doesn’t seem especially concerned with a few additional voices in his head. At this the party notices that the room they are in begins to slowly fill up with water. Bran runs to the door to find that it is locked. The dragonborn search the room for other exits. Bran gives the gem to Khain and quickly picks the lock hearing a click only to see 3 more locks magically illuminate on the door. He picks each of them and the door opens into the waterway. The party runs down the waterway to encounter two more magical doors which Bran opens in a skillful (if not timely) manner. By the time the last door is opened, the dragonborn are up to their chests in water and only Bran’s head can be seen. The ascend through the hole in the ceiling using the rope they had tied there.

The returns to the cave entrance to find the goblin standing up straight, clad in a grey mantle, his wounds gone. Bran immediately collapses to the ground and starts snoring silently and Aero finds herself unable to move. The goblin asks for Khain to return to him the gem. The goblin explains that the gem is a soulstone which houses the spirits of generations of his people. He exclaims that this provides the magic which protects the forest where his village dwells. Khain ponders this and decides to return the gem to the nameless goblin. The goblin walks to where his brothers lay buried and their spirits rise from the ground and commune with him in a foreign language and then disappear into the stone, causing it to shine a tiny bit brighter. The goblin explains that his brothers forgive the party for slaying them and thanks them for finding the gem and purifying the terrified spirits within. The goblin offers to take the party to his village and they accept.

Aero, Khain, and Bran return to Lord Roland for their reward. Lord Roland pays them a healthy sum and tells them that his halls are always open to them. Bran decides he wants to accompany the party further, seeing that their travels might bring him adventure and a decent livelihood. The party meets the nameless goblin on the outskirts of town and he takes them east and then north to his village. Khain and Aero speak with the elders of the village and receive thanks and letters of commendation that will grant them access to the hidden gnomish village and the hidden elvish village that they are in league with. The party then decides to stay with the goblins a little while until they decide to leave.

The Beginnings

Lord Roland has sent a request to the Temple of Bahamut asking for them to investigate the corruption of their water supply. Strange things have been happening in the town of Rushwater: people waking up screaming from horrible nightmares, people possessed by strange voices, visions of darkness seen only be the children. The Temple sends one of their order, Khain, and a traveling Paladin, Aero Miri, to investigate and, if possible, find a solution to the Lord Roland’s problems.

Khain and Aero enlist the aid of a dark man by the name of Bran Oakenflake (for a price of course). With his help, the two dragonborn, find the entrance to the cave which houses the beginnings of the waters that feed the river. Directly inside the cave they find two goblins playing cards. They engage the goblins and a third one appears out of the corner and also engages in the battle. The party kills two of the goblins and brutally injures the third. After interrogating the goblin, they find that the goblins were not at all hostile and were only themselves investigating the corruption of the river. The party tends to the goblin’s wounds and sets him back in bed and then continue further into the cave. They find a cramped room with a tunnel leading down into the ground. Inside the tunnel they hear the sound of small figures splashing in water. After lowering the rogue down by rope to investigate, swarms of rats start climbing up to nibble at his face. The paladin hastily pulls the rogue up and Khain breathes a wave of fire down the tunnel. The party then lowers themselves down the hole and find themselves in a waterway filled with the bodies of rats, some of which are still alive. After a long battle, the party returns to the entrance of the cave and gets some rest before investigating the glowing blue light at the end of the waterway.


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