Vendetta
Synopsis
A band of kobolds have been waylaying travellers journeying through a desolate stretch of woodlands. They choose single or small groups to ambush, avoiding any large groups or well armed bands. While enjoying some early success their luck has taken a turn for the worse, in their eyes. A family of woodland fey have caught on to their ambushes and have been warning travellers when possible and generally causing enough of a nuisance to the kobolds to deprive them of their prey. The leader of the band a wily kobold tracker named Sark had an inkling that something was afoot. For the last few weeks he has ordered his band to carry on as usual, but he has hidden himself and thus observed the fey at work.
For their disruptions to his 'trade' as he calls his banditry, the fey have earned his enmity. He has tracked the small fey to their family home and over days discovered both the main entrance and back door to their little cave on a hillock. He has hatched a plan to put an end to them. He noticed they tended to be most active at dawn and dusk, so one day he waited for them to return to their lair, then put his plan into action.
He had his band create a net which they used to cover the opening of the fey's home on top of the hill, then rolled a large rock to cover the back door exit which was located at the base of the hill on the north side. He then lit a smoky fire in front of the entrance and laid a leather tarp over this fire directing the smoke into the entrance to the fey's home. He hopes in this way to put an end to the fey.
However, one fey named Leafnamer was late to arrive back home and thus avoided being captured. However, he has been unable to devise a means of freeing his folks, being outnumbered by the larger and more numerous kobolds. He also knows that time is of the essence and the closest band of allies, some elves, are too distant to reach in time. He will approach the party in hopes of enlisting their aid to free his family. If any elves, half elves or halfling are present he will speak to them first in their native language entreating them to for help. If the party is resistant or looking for remuneration he can offer them several rewards for assistance. The fey know the woods very well and can guide the party to their destination, providing them shortcuts as the road winds through the woods, thus saving them time in their journey; or he can lead them to the kobold lair where he knows they have stashed the spoils of their banditry; and finally if nothing else works he can offer them what little treasure the family has - a few pieces of jewelry given to the fey by their elven friends.
Character Involment
This short encounter can be inserted any time players are traveling through some sparsely populated woodland.
Leafnamer approaches the characters not far from his home. It's best to have this be early morning, so the characters can either see or smell the kobolds smoky fire. Leafnamer will approach any elves, half-elves or halfling first pleading for help and quickly outlining the dire need of his family. When calmed, he can explain what has happened. He knows the number of koblods. Two at northern base of the hill guarding the back door. Another six at the summit by the main entrance.
If the players decide to help their best strategy is to take advantage of the spilt in the kobolds numbers. The players can pick off the guards at the rear, easily freeing the fey. If freed in this way the fey will be too weakened to provide any assistance, as it is, they are not martial in nature anyway. If the players try to draw off some of the kobolds from the summit, Sark will send three kobolds to pursue any players or Leafnamer. That will leave Sark and two kobolds at the summit. If hard pressed Sark will flee to nurse his hatred and hatch plans to get even with the players - even tracking them if possible.
The fey are similar to spites but not spirit beings, rather corporeal and mortal woodland creatures about a foot in height, resembling small elves. They do however possess the capability to fly for short periods of times using their wings. They are non-combatants and have no magical abilities other than flight.
Adversaries:
The Back Door
The fey use this small egress from their caves for emergencies or quick access to the north side of the hill. It is at the base of the hill, hidden behind some large bushes and measures only about a foot high and half a foot wide. The kobolds have placed a large stone over it and have hacked away the bushes around it. They are lounging around it having a laugh and not being very alert. If attacked they will fight but flee if clearly outnumbered, heading to the summit to inform Sark.
Kobolds (2) - personal treasure as GM determines
The Summit
At the top of the wooded hill is a collection of large boulders and in the midst an opening to a series of small caves where the fey make their home. The entrance is two feet by one feet. Over this Sark has throw a fine but tough net using rocks and rope to hold it in place. This is just to impede any escape as his kobolds are closely watching the entrance with weapons at the ready to attack any fey who try to escape. They have also lit a smoky fire at the entrance with a makeshift leather tarp to funnel the smoke into the cave entrance. Leafnamer will volunteer to draw them away into any ambush the players provide. Sark will send 3 of his number to pursue, remaining at the summit to tend the fire and watch the entrance with 2 other kobolds.
Should the players dispatch Sarks crew and assault the summit, Sark will direct his remaining kobolds to attack and will engage for a few rounds, if the party looks too strong he will flee at the earliest opportunity.
The boulders provide cover for Sark and his crew, and they will use them to full advantage if attacked.
Kobolds (5) - personal treasure as GM determines
Sark - a kobold
Lvl: 2 Hits: 43 Move: 5'
DEF: 19 AR: 6 (SL Armor, Helm & Bracers)
Attacks: 7 Short Spear (9); 6 Light Crossbow (9)
Stats: Chr: 8(-1)/4; Con: 10(0)/5; Dex: 14(1)/6;
Int: 14(1)/6; Spd: 13(1)/6; Str: 10(0)/5;
Will: 11(0)/5; Wis: 13(1)/6
Skills: Perc. (5) Stealth ( 8 ) Tracking ( 8 )
Talents: Minor Physical Training
Rewards:
Should the players succeed they will earn the friendship of the fey family. They will happily guide them through the forest and remember them in the future.
If a reward was sought they will give the party some jewelry (value to be determined by the GM), but in this case will not be as friendly should the party encounter them in the future.
Finally, Leafnamer can guide them to the kobold camp. Sark will likely head back to the camp or trail the characters there. He left 2 kobolds to guard the camp. If Sark escapes and heads back to the camp immediately, then it is likely he will flee with the remaining kobolds or optionally he will shadow the pcs and watch them dispatch his guards then continue tracking them to their destination, all the while memorizing their features for future plans of vengeance. The camp is a haphazard collection of sleeping mats and a disarray of foodstuffs. The loot at camp is to be determined by GM but should be mostly weapons, trade goods and personal effects of waylaid travellers. The kobolds distributed any coins as personal treasure.
Kobolds at camp (2) - personal treasure as GM determines