- Mist is thicker here than everywhere else
- Salty taste of seawater not too far away, although all you see are rocks and trees
- (If players go towards the cliff, they'll just make out the ships on the eastern side of the island).
- 7 hours from Vo to the base of Vokodo. 30 minutes from [[Elventree]]
```leaflet
id: firebrandcamp
image: Tribal_Camp_Day_gridless.jpg
height: 450px
minZoom: 7
maxZoom: 10
defaultZoom: 7
zoomDelta: 1
unit: feet
scale: 5
```
### Enemies
- Patrols: 2 Ember Rage Fire Snakes = 2
- Lookouts: 2 Fire Brand Kobolds (archers) = 1/4
- 1 Kobold Trapsmith = 1
- 8 Fire Brand Kobolds, some in tents, some participating in a Ritual of Forgetting, and some guarding the sacrificial area and the shrine. = 2
- 1 Priest of the Bloody Flame, leading the Ritual of Forgetting = 1
- 1 Kobold Chieftain = 4
- 1 Kobold Alchemist = 2
- Reinforcements: 2 Ember Rage Fire Snakes and 1 Priest of the Bloody Flame = 3
- If at any point, kobolds aren't killed off in 2 turns, they will yell for reinforments.
- 3 turns afterwards, reinforcements arrive.
Total CR if they attack willy-nilly: 15 1/4
### Vat of Forgetting
- Rocks are piled over what looks like a small pit, about a foot or two wide
- A banner flutters in the breeze on a stick next to the pile of rocks. On the banner is a red dragon.
- Some of the rocks have been pushed back, and beneath is what looks like molten lava
Anyone of neutral or good alignment who draws within 5 feet of it is struck by horrifying visions of death and destruction. They must make a DC 14 Wisdom saving throw or be frightened for as long as they remain within 5 feet of the altar. This does not affect magic users.
Magic users within 5 feet of the altar make all checks with disadvantage, regardless of alignment. They are not, however, affected by the visions of destruction. Their magical training is too strong for the background radiation of the altar to break through.
### Shrine of the Forgotten Dragon
- Bones of different sizes and what looks like dragon scales line the entrance of this tent, as well as the top of it.
- Kobolds that pass by it genuflect reverently.
- Inside, a sigil is affixed to a ceremonial stone disk.
Kobolds within 5 feet of the shrine get a free bonus action.
DC 14 Strength to remove the sigil, and it becomes inert.
### The Pit
- The ground slopes gradually, and there are large rock formations on either side, like a natural alley.
- You can see there are sharp objects, maybe broken bits of bone that look like they'd been fused or something to the rocks, preventing escape that way.
- Dried and fresh blood spatters stain the grass that is like a cul de sac.
If a player is captured, they are kept here. DC 14 Dexterity to climb out, with disadvantage because the walls are lined with bone shards.
| D10 | Result |
| ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-2 | Pit is empty. |
| 3-4 | A halfling thief named Glion Swiftfoot. He leaves as soon as possible. |
| 5-6 | Goliath Kryn fighter, [[Firsov Iosif Anatolievich]]. He and his brother were transported nearby while on the way to drive back orc tribes in their territory. |
| 7-8 | Dragonborn paladin leaves. Paladins are resistant to disease. She knows more about the origins of Vokodo and Tiamat. |
| 9-10 | Eryn, half-elf. She got taken here and is looking for her fiancé. They got separated. She'll give them 50 gp. |
### Kobold huts
- Made of kobold hide, animal leather, human skin
- 6 foot high, circular, makeshift
DC 14 to get in or sneak around.
Roll a d8:
`dice: 1d8`
#### 1-2
Two kobolds are in here, fast asleep. Their thin, rasping snores fill the tent. Around them are piles of skins as well as the chaotic detritus one expects with kobolds - half-gnawed bones, discarded hunks of metal and paper, chewed wood, and so on. Moving through the tent without detection requires a DC 14 Stealth check.
#### 3-4
Faces. The walls of this tent are hung with the flensed faces of a score of victims. Each has been carefully peeled from the skull, though the skulls themselves are nowhere to be seen. The rest of the hut is austere, with two small pallet beds, a sharpening block, and a number of grotesquely keen knives carefully arrayed on two small wooden tables. These daggers each do 1d6 + 1 damage.
#### 5-6
A kobold cowers in the corner of the tent, hiding ineptly behind a mound of rubbish. This kobold, Dreem, can be threatened into silent obedience with a Charisma (Intimidation) check. If the players fail to secure a promise of silence, the kobold immediately raises the alarmand tries to flee. If the players manage to extract a promise to keep their presence a secret, the kobold proves surprisingly talkative and amenable. The players can ask one question of their choice about the caverns or Mother Krangor.
#### 7-8
A kobold armory, containing racks of poorly made, and poorly maintained weaponry. Two guards, their backs to the players, paw through the weapon stands for the best choices they can find. These kobolds aren't easily cowered and fight back, sounding the alarm as they do so.
If the players search through the pile, they can find a +1 longsword and a +1 dagger jumbled in with the brittle, poorly forged rubbish the kobolds typically rely on.
### Mountain Entrances
- Two 6 foot wide, 8 foot long entrances carved into the side of this rocky mountain.
- The darkness of the cavern is a shock to your eyes after the broad daylight.
- Qresk seems relieved and darts ahead into the darkness as if taking shelter from the sunlight.
Guarded by a Fire Brand Kobold Champion each, who will never leave their posts.