The Nentir Vale is a campaign setting provided to new players of Dungeons & Dragons 4th Edition. It’s present in the Red Box and most of the starting materials. For a party almost all completely new to D&D and a DM re-familiarizing himself with the latest edition, it’s a great place to start a campaign. This will be an ongoing recollection of what happens to the party as they make their way through the Nentir Vale. Enjoy.
I seem to have misplaced the quotes I scribbled down from our last session. Which means this recap will likely be somewhat dull. – DM
They called it Kobold Hall, or Kobold Keep. Some of the more disgruntled denizens of Fallcrest called it Kobold Hole. It was a known nexus of activity for the reptilian raiders, but no individual or group had stepped forward to deal with the threat. Until now.
The band of sellswords from Fallcrest made their way into the old ruin. At the base of what was once a guard tower, they found a trapdoor with rusty hinges. Tugging on the ring revealed stairs leading underground. At the base of the long stair was a dank room dominated by a pit of sludge and patrolled by kobolds. The guards bore spears and slings, while Andrasian hefted his Lifedrinker Battleaxe, Lyria drew her daggers, Melanie began casting spells and Krillorien hewed into the kobolds with longsword and holy words.
Beyond the sludge pit was an ancient tomb converted into a shrine for the kobolds’ twisted rituals. Krillorien bristled at the sight of such graven imagery as the party moved into the room. However, more than reptilians occupied it. The suits of armor situated in alcoves along the walls spat darts on anyone large enough to trigger the connected pressure plates. Lyria, being small and light, breezed over the plates on her way to deliver a series of stabbings to her foes. After the kobolds had fallen, they found the shrine in the corner was to Tiamat, the dire dragon goddess of greed and envy.
The next tomb had been converted into a kobold playground. A large stone, covered in sludge, hung from the ceiling on the end of a long rope. Small animal skulls were arranged on the coffins in the room. The object of the game, it seemed, was to smash the skulls on the coffin – or those of any intruders. Avoiding the stone as it swung through the room was problematic for most of the party, as Lyria’s size again gave her an advantage. However, Andrasian and Krillorien immediately took it upon themselves to spoil the game by severing the rope. Melanie’s spells took care of the players as they made for the doors at the far end of the room. Lyria ran up and across a wall to reach one of the platforms from which the players had cast their ball, only to find a fearsome guard drake waiting for her. The fight that followed was pitched, but in the end the party survived.
Awaiting in the adjoining chamber was a wyrmpriest of Tiamat and his cohort. As the sellswords rushed into the room, a giant boulder crashed out of the side of the room and began rolling towards them. A slightly depressed portion of the floor by an inner chamber kept the boulder rolling around, making positioning difficult. The wyrmpriest was a bit too eager to exercise his ability to breathe ice, and Melanie proved herself a superior spellcaster. For her effort, she found a staff of the war mage on the kobold’s corpse. But the question as to why the kobold’s ability involved cold breath was a somewhat disconcerting one…
All locations, NPCs, spells and equipment copyright Wizards of the Coast unless otherwise noted.