Preparing to leave
The woman at Nollis’ side, clearly his wife, collapses sobbing while the rest of the workers close in around him and lift the stretcher to bear him away. A halfling girl goes to the widow’s side and does her best to comfort the grief-stricken woman, helping her to her feet. The group disappears into the receding mist, the halfling girl’s warbling funerary chant lingering after they disappear from sight. Kolbek watches them go, his hands tightly gripping the table Nollis died on. Those nearby can hear the wood splinter beneath his fingers. He turns to face the party. Sorrow and rage struggle for control of his features. He begins absently picking through the wreckage of breakfast, disturbing a small dinosaur about the size of a chicken that had been quietly helping itself to the overturned dishes. It scuttles away with an indignant high-pitched squeak. Kolbek watches it go while he scoops rice and vegetables into a ceramic bowl.
”Damned chirpers. Get into everything.” He sets the bowl on the table with a grunt. ”I’d meant to treat all of you to an unforgettable breakfast, let you sample the wonders of my plantation. So you could see why it means so much to me.” He picks up a basket, still about half-full of cubical red koaba fruits. A rolled up sheet of parchment is nestled among the fruits. He hands it to Sanae. ”Here you go. Best map I’ve got at the moment. It’s not as detailed as I’d like, but it will have to do.” (See next entry for map and details).
The dwarf girl, who had gone into the house when the rest of the workers left, reappears. She lays a pile of cloth parcels down on the table. Kolbek touches her cheek and smiles weakly as she scurries back inside. ”Suka has put together some food for you. All grown right here. I hope you’ll find tasty as well as nourishing.” He chews the end of his moustache uncertainly for a moment then reaches underneath the table, producing a hitherto unnoticed wooden case.
The case is about four feet long and a foot and a half wide. It is composed of intricately carved cherry wood and has gold hinges and clasps. Kolbek opens it almost reverently. An unusual rod, about 3 1/2 feet long, rests in the red velvet-lined interior. Like the case it is made of cherrywood and gold. One end is curved into a grip, like a crossbow, and studded with Eberron shards. The other end is shaped in the form of a screaming mouth. ”My father commissioned this near the start of the Last War, when he still fought for Karrnath.” An unpleasant memory darkens his expression. ”Crafted by Wevrik the Wonder-Wright himself. My father called it his Thunder Staff. It can be a potent weapon, albeit of limited range. I’d like one of you bear it. Perhaps it will bring you luck.” He cradles it lovingly for a moment. ”Please bring it back safe.” He holds it out and will explain its workings to whoever takes it.
After passing on the heirloom weapon, Kolbek reaches into a pouch and withdraws a small bulb-shaped ceramic jar with a cork stopper. He hands it to Erin. ”It’s kef. You said you were interested in examining some. Be careful with it.”
Kolbek leans back against the table. ”And now I will wish you good fortune and good hunting. Avenge these good people. Make my property safe.” He clasps each party member’s hand in a grip of steel.
Kolbek’s Food: There is enough for 20 person days. Any day that a character eats nothing but that food, the character’s natural healing rate per day, for both hit points and ability damage, is doubled. The character also gets a +2 to Fort saves vs. disease.
The Thunder Staff: As a full round action, wielder may make a ranged touch attack against any target within 30’. If the attack is successful, target takes 1d6 force damage and must make a DC 14 fortitude save to avoid being stunned for 1d4 rounds.
Alternately, the wielder may take a full round action to deal 3d6 force damage to all creatures within a 30’ cone (no save). All creatures within the area of effect must also make a DC 18 fortitude save to avoid being stunned for 2d4 rounds and a separate DC 18 fortitude save to avoid being deafened for 1d6 minutes. Any creature immune to stunning is immune to the deafening effect. If used in this manner, the Thunder Staff loses all functions for 4d6 hours.