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Kobold Caper 1 2 3 5 1 6 7 8 9 10 11 12 4 13 The characters have been summoned to Fort Griffon on the northern border of the kingdom where they will meet with Commander Duncan Wallace who has an assignment. “The border forts are vital to defending the realm from the northern hordes and Fort Griffon depends on the farmlands south of here for food. Over the past weeks these farms have been reporting a disturbing number of missing livestock. We've also had a courier carrying 300 gold coins go missing. With winter approaching we need to ensure that whatever menace is behind these disappearances is dealt with swiftly. One of my rangers reported domesticated animal tracks near the ruined watch tower of Aldorn. I want you to investigate the tower for any signs of occupation. The crumbling spire of Aldorn Tower stands before you. Once a watch tower meant to warn the border forts of invasion it was overrun more than twenty years ago and never rebuilt. Now it stands as a silent sentinel to events long past. As the characters approach, a ballista bolt will fire from the upper window. Target one of the characters and roll an attack at +4 (2d6+2 damage). By the time the group reaches the tower it will be empty. A makeshift ballista and a dozen extra bolts can be found on the second floor landing but there is no sign of the attackers. A careful search will reveal a secret trap door on the ground floor. Two kobolds (AC 15, Hp 5, ATK +1 spear, DMG 1d6-1) are hiding on the other side and will be surprised when discovered. A five foot high tunnel leads down into the earth. The tunnel opens up into a larger cavern where a large wolf sized weasel is perched on top of the partially eaten corpse of a goat. It hisses menacingly towards you as two other weasels slink from the shadows in an attempt to flank you. The three giant weasels will attack and fight to the death (AC 16, HP 13, ATK +6 Bite (1d6+3), SA Blood Drain). The floor of this cavern is littered with well chewed bones and tufts of fur. Before you have time to search the area a loud hiss comes from one of the far tunnels and a pink eyed weasel sprints across the cavern an disappears into the opposite corridor. Instead of attacking the giant weasel will dash up the long tunnel to area 4. The tunnel opens up into a small cavern. Lying on the ground bound from neck to ankle in rope is a woman wearing black leather armor. Once untied the woman will introduce himself as Darly Quince, a wandering minstrel who was captured by the kobolds. She is extremely thankful and will promise to write a grand tale about the characters heroic efforts once they get back to civilization. Darly is in fact a neutral evil thief (AC 15, Hp 20, ATK +3, DMG by weapon, Sleight of hand +6). She is responsible for the missing courier and gold. She thought the ruined tower would make a good hideout but got captured by the kobolds. 1 2 The tunnel has several traps that the weasel is trained to avoid. Once the weasel escapes it will hide outside then follow the characters back into the tunnels where it will try and ambush them from behind. This is a hidden alternative entrance to the kobold lair. The tunnel contains several traps. Iron caltrops that inflict 1 point of damage and are coated in fire ant venom (Fortitude DC of 13 or severe pain causes -2 to strike and +2 to AC for 1 hour). Tripwire which triggers a large clay jar to fall from the ceiling. Upon breaking it releases a swarm of insects (AC17, Hp 9, ATK +1, DMG 1d6). 3 4 5 A Mini Quest Mini Quest Mini Quest Mini Quest By David Dudka She will agree to help the characters but her true motive is to recover her equipment and the gold (located in area 7). She'll also rob the characters of anything valuable, especially magic items, before making her escape. You should ensure that she gets away. TRIBULATION OF THE TRIBULATION OF THE TRIBULATION OF THE TRIBULATION OF THE DEAD DEAD DEAD DEAD NEVERMORE HORROR FANTASY JASON CRUM (order #7409364)

Mini Quest Double Feature Revenge of the Kobold King (7409364)

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Page 1: Mini Quest Double Feature Revenge of the Kobold King (7409364)

Kobold Caper

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The characters have been summoned to Fort Griffon on the northern border of the kingdom where they will meet with Commander Duncan Wallace who has an assignment.

“The border forts are vital to defending the realm from the northern hordes and Fort Griffon depends on the farmlands south of here for food. Over the past weeks these farms have been reporting a disturbing number of missing livestock. We've also had a courier carrying 300 gold coins go missing. With winter approaching we need to ensure that whatever menace is behind these disappearances is dealt with swiftly. One of my rangers reported domesticated animal tracks near the ruined watch tower of Aldorn. I want you to investigate the tower for any signs of occupation.

The crumbling spire of Aldorn Tower stands before you. Once a watch tower meant to warn the border forts of invasion it was overrun more than twenty years ago and never rebuilt. Now it stands as a silent sentinel to events long past.

As the characters approach, a ballista bolt will fire from the upper window. Target one of the characters and roll an attack at +4 (2d6+2 damage).

By the time the group reaches the tower it will be empty. A makeshift ballista and a dozen extra bolts can be found on the second floor landing but there is no sign of the attackers. A careful search will reveal a secret trap door on the ground floor. Two kobolds (AC 15, Hp 5, ATK +1 spear, DMG 1d6-1) are hiding on the other side and will be surprised when discovered. A five foot high tunnel leads down into the earth.

The tunnel opens up into a larger cavern where a large wolf sized weasel is perched on top of the partially eaten corpse of a goat. It hisses menacingly towards you as two other weasels slink from the shadows in an attempt to flank you.

The three giant weasels will attack and fight to the death (AC 16, HP 13, ATK +6 Bite (1d6+3), SA Blood Drain).

The floor of this cavern is littered with well chewed bones and tufts of fur. Before you have time to search the area a loud hiss comes from one of the far tunnels and a pink eyed weasel sprints across the cavern an disappears into the opposite corridor.

Instead of attacking the giant weasel will dash up the long tunnel to area 4.

The tunnel opens up into a small cavern. Lying on the ground bound from neck to ankle in rope is a woman wearing black leather armor.

Once untied the woman will introduce himself as Darly Quince, a wandering minstrel who was captured by the kobolds. She is extremely thankful and will promise to write a grand tale about the characters heroic efforts once they get back to civilization.

Darly is in fact a neutral evil thief (AC 15, Hp 20, ATK +3, DMG by weapon, Sleight of hand +6). She is responsible for the missing courier and gold. She thought the ruined tower would make a good hideout but got captured by the kobolds.

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The tunnel has several traps that the weasel is trained to avoid. Once the weasel escapes it will hide outside then follow the characters back into the tunnels where it will try and ambush them from behind.

This is a hidden alternative entrance to the kobold lair. The tunnel contains several traps.

Iron caltrops that inflict 1 point of damage and are coated in fire ant venom (Fortitude DC of 13 or severe pain causes -2 to strike and +2 to AC for 1 hour).

Tripwire which triggers a large clay jar to fall from the ceiling. Upon breaking it releases a swarm of insects (AC17, Hp 9, ATK +1, DMG 1d6).

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A Mini QuestMini QuestMini QuestMini QuestBy David Dudka

She will agree to help the characters but her true motive is to recover her equipment and the gold (located in area 7). She'll also rob the characters of anything valuable, especially magic items, before making her escape. You should ensure that she gets away.

TRIBULATION OF THETRIBULATION OF THETRIBULATION OF THETRIBULATION OF THE

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NNNNEEEEVVVVEEEERRRRMMMMOOOORRRREEEEHHHHOOOORRRRRRRROOOORRRR FFFFAAAANNNNTTTTAAAASSSSYYYYJASON CRUM (order #7409364)

Page 2: Mini Quest Double Feature Revenge of the Kobold King (7409364)

A cacophony of yelps and barks can be heard echoing from a chamber up ahead. The cavern contains a large cook fire surrounded by crude huts of mud and branches. A score of kobolds are gathered around the fire tearing hungrily at the carcass of dead cow.

The twenty kobolds (AC 15, Hp 5, ATK +1 spear, DMG 1d6-1) are preoccupied with their meal giving the characters the opportunity to sneak past, retreat or attack by surprise. If attacked half the surviving kobolds will immediately scatter and regroup in area 9 along with their pack leader and pack shaman.

Inside the huts the characters can find 680 copper pieces, 344 silver pieces and 67 gold pieces. There are three clay jars of foul smelling salve that if applied to wounds heals 1d8 damage.

This room is full of haphazard piles of mundane items, equipment, valuables and garbage. It appears as if any item found by the kobolds is brought here and thrown on top of one of the piles. To search through everything could take hours.

Amongst the items is Darly's equipment which includes two masterwork daggers and thieves tools. There is also a satchel of 300 gold which she murdered the courier for.

The characters can find pretty much any standard piece of equipment although there is a 30% chance any item in the pile is broken. There are hundreds of loose coins including 1,050 copper, 182 silver and 35 gold. There is also a silver bracelet worth 75 gold coins.

The stench of urine is heavy as you approach this area. The tunnel ends in a small cavern where a kobold skull sits on top of a stone pedestal in the center of the room. The smell is coming from a muddy pool at the base of the pedestal. It would appear that part of kobold ritual is to urinate on this shrine or idol.

An astute character will notice that inset in the eyes of the skull are precious gemstones (each worth 250 gold). Anyone stealing the eyes must make a Will save versus 18 or be cursed by the kobold deity. Over the next 24 hours they'll take on kobold characteristics including eating raw meat, petty squabbling with other characters and marking their territory by urinating. On the next full moon they will turn into a kobold unless a remove curse spell is used.

Protecting this shrine is a Black Skull Spider (AC 15, Hp 16, ATK Bite +2, 2 stabs +3 DMG 1d4+poison, 1d6) that will attack if the skull is desecrated.

As you enter this small cavern you spot a body lying face down in the center of the room.

The courier's body is wearing the livery of Fort Griffon but has been stripped of any weapons and is no longer in possession of the 300 gold. The kobolds found the courier already dead and brought him back here for a feast. Anyone examining the body can tell he was expertly killed with a back stab and slit throat. Something beyond the skill of a mere kobold. He was in killed by Darly for the gold.

At the center of this medium sized cavern is a large flat boulder upon which sits a throne made of animal bones. This is the gathering place where the kobold pack leader Forg of the Black Skull clan addresses his warriors. Any kobolds that fled from area 6 will be found here ready to defend their leader. Forg will also be present standing on top of the bone chair. He will call out a challenge to the characters as they enter.

Kobold Warriors (AC 15, Hp 5, ATK +1 spear, DMG 1d6-1)Forg bred of Gorg (AC 17, Hp 15, ATK +4 sword, DMG 1d6+1) Possesses a buckler +1.

A sack of 825 silver pieces, 160 gold pieces, a jar of healing salve (2 applications healing 1d8), a sling +2 and 20 iron sling bullets,

A crude wooden gate blocks the passage into this cavern. From beyond the gate you see dozens of animals including sheep, cows and goats huddled nervously against the back wall.

There are fifty animals in total. They a skiddish about being underground and may be difficult to control.

The tunnel in this area of the caverns is littered with insect legs and carapaces of all sizes. It opens up into a chamber filled with larger piles of more insect parts. Standing in the center of the room is a kobold wearing the body of a giant spider. A large centipede coils around his arms as he cackles maniacally.

This is a kobold insect master (AC 16, Hp 15, ATK 2 spider legs +4, DMG 1d4+poison (DC 11). There are also three giant centipedes under his command (AC 14, HP 5, ATK Bite +2, DMG 1d6-1 + poison). The characters can find two potions of insect control, a potion of invisibility to insects and a potion (grenade) of insect swarm.

EPILOGUEWith the livestock in tow the characters can return to Fort Griffon. Commander Wallace will give them 100 gp each and let them keep everything found except for the livestock. Little do the characters know that they are being betrayed by Darly and Gorg is determined to avenge his son's death in the next chapter:

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giants. Even giants fear the wasp and you shall know the sting of my

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This cavern contains a rough wooden table with stools, a large pile of smelly furs and a wooden chest. Hanging on one wall is a poorly made tapestry depicting a large black skull on a gray background.

This is Forg's private chambers. Most of the items are useless, however, inside the trunk the characters can find:

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CAN YOU SURVIVE?

THIRTEEN

PINESAvailable Now

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JASON CRUM (order #7409364)

Page 3: Mini Quest Double Feature Revenge of the Kobold King (7409364)

Revenge of the Kobold KingA Mini QuestMini QuestMini QuestMini Quest

By David Dudka

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1. Main Gate & Guard Towers- 3 Crossbowman & 2 men-at-arms in each- Winch raises the gate

2. Perimeter Towers- 4 Crossbowman & 4 men-at-arms in each- 1 Ballista and 50 bolts

3. Main Courtyard- 10 men-at-arms

4. Blacksmith

5. Stables- 12 horses

6. Keep Gate & Towers- 2 crossbowman & 2 men-at-arms in each- Gate raised by winch

7. Keep Towers- 2 crossbowman & 1 men-at-arms

8. Keep Tower- Secret door to outside

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The characters are resting at Fort Griffon after their battle with the Black Skull kobolds when they are summoned to the great hall by Commander Wallace.

“I am sorry for disturbing your rest but Hades has cast his eye upon us. My scouts report a vermin host of some measure within a days march of Fort Griffon. They are led by the kobold King Gorg himself. I can only guess that he marches in retribution for the death of the his kin. I have but five score of men against a thousand. I am in dire need of your blades if the fort has any chance of standing.”

The characters have less than a day to prepare. Wallace will give them access to any normal equipment, weapons or armor. The fort defenders include Commander Wallace, 60 men-at-arms, 40 crossbowmen and a priest. He will be reluctant to consider any confrontation with the kobolds in the field, preferring to stay behind the walls.

OPENING ENGAGEMENT

You join Commander Wallace on the walls. To the North you spot a dark horde appear from the foothills. Rough formations of kobold's marching as giant weasels sweep ahead to rout out any scouts or spies. At the center of the formation a mass of spiders form a crawling circle around the kobold King Gorg and his elite bugbear bodyguards. Following behind the main group are teams of boars hauling siegeworks including half a dozen catapults.

As the army reaches the edge of bow range it halts it's advance. A kobold Shaman, his body heavily tattooed steps forward. His voice, augmented by some spell or device, reaches the ears of every defender standing upon the wall.

“Behold man-giants! The great and mighty Gorg has cast his eye upon your hold. The might of his pack shall lay ruin to your walls and carrion crows will feast upon your dead. Surrender those responsible for the slaying of his son Forg and the rest will live.”

King Gorg's host consists of 800 kobolds, 30 giant weasels, 10 giant spiders, 20 bugbears, Izgig (Black Skull Shaman) and a pair of Ankhegs (currently underground). Wallace will refuse their offer by having a single arrow shot into the ground and the shaman's feet. Enraged, King Gorg will order the attack.

The kobold host cries out filling the air with off tune yelps and howls of anger. A series of booms marks the firing of the catapults as they hurl their missiles towards the fort. Even before the missiles land the host of kobolds surges forward. At the vanguard of the attack the giant spiders skitter at speed towards the main gate and defending towers. The wall will do little to impede their eight legged advance.

9. Barracks- Each sleeps 30 men

10. Main Hall- Final rally point

11.Chapel - Priest and healing potions (6)

12. Guest quarters- characters accommodations

13.Commanders Quarters- Locked chest with 1,500 gp

14. War Room- Map of area

15. Storage- Food stuff for 1 month and standard equipment items

16. Kitchen

17. Armory- any standard weapon or armor available.

The catapults are firing clay jars filled with swarming insects (AC17, Hp 9, ATK +1, DMG 1d6). There is a 2 in 6 chance one lands near the characters.

A total of 10 giant spiders (AC 15, Hp 16, ATK Bite +2, 2 stabs +3 DMG 1d4+poison, 1d6) swarm over the wall. Their goal is to overcome the guards defending the gate and attack the two north facing perimeter towers.

As the spiders are harassing the defenders 100 kobolds (AC 15, Hp 5, ATK +1 spear, DMG 1d6-1) will prepare scaling ladders. It will take a total of four rounds from when the spiders attack for the first kobolds to scale the wall. There are 10 ladders in all and 10 kobolds per ladder. Two can reach the wall per round.

To successfully defend the gate and force a retreat the characters must kill two giant spiders and fifteen kobolds. The other defenders will handle the rest.

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JASON CRUM (order #7409364)

Page 4: Mini Quest Double Feature Revenge of the Kobold King (7409364)

MOMENTARY RESPITE

Following the initial attack the kobolds will regroup to plan their next assault giving the characters some time to rest. The characters might notice that the kobolds stick together in their camp and don't set up a picket surrounding the entire fort. King Gorg will not leave the camp and will be surrounded by his 10 bugbear bodyguards at all times.

The characters could use the secret door in area 8 to slip in an out of the fort unnoticed. Wallace will point out the the catapults are sitting apart from the main kobold force and could be destroyed if the characters acted swiftly. Each catapult is defended by only six kobolds.

While the kobolds have no sentries their weasels are scouring the area looking for prey (Stealth +14). For each 30 minutes the characters are outside the walls they will need to make a stealth roll against the weasels tracking roll (+6). If they fail then they will be attacked by 1d4 giant weasels (AC 16, HP 13, ATK +6 Bite (1d6+3), SA Blood Drain).

ATTACK FROM BELOW

Commander Wallace will summon the characters to the wall where they can see the kobolds are mustering for another attack.

You watch as a group of several hundred kobolds charges towards the main gate. As you ready your weapons a rumbling noise catches your attention from behind. As you turn the ground of the courtyard trembles as the earth up-heaves and splits. A giant insect head with razor sharp mandibles pushed to the surface. It's spear like appendages lance out at a nearby guard impaling him through the chest. With an ear splitting shriek it scrambled out of the hole and charges the main gate. To your horror a second monster insect appears and rushes out of the hole to attack.

The first Ankheg (AC 16, HP 30, ATK Bite +5, DMG 2d6+4, SA Spit Acid) will make quick work of a pair of men-at-arms near the gate. Left unchecked it will burrow through the gate in four rounds. Outside hundreds of kobolds stand ready to surge through. The second Ankheg will stay in the courtyard attacking anyone who approaches the gate.

As Wallace and his men repel the attacking kobolds and deal with the Ankheg in the courtyard the characters will have to kill the one at the gate. If the gate falls hundreds of kobolds will begin pouring through. Wallace will order a retreat back to the keep. If both Ankheg's are killed the kobolds will retreat.

BETRAYAL AND FINAL CONFLICT

Unbeknownst to the characters, Darly Quince has betrayed them to the kobold King. She is the one who informed the King of who was responsible for his son's death. With the promise of a great reward she is helping Gorg to get revenge.

Some hours after the second assault the kobolds will launch a third diversionary attack with 300 kobolds on the south side of the castle/keep while Darly searches the north wall for the secret entrance. Once she finds it she'll disable the mechanism and open the secret door. A second force of 100 kobold's will move in from the north and will quickly gain access to the main keep. Read the following:

The kobold attack on the gate is reckless. It is clear that the kobold King has resorted to the desperate tactic of brute force hoping to overwhelm the defenders with numbers. The forts defenders, however, stand true and hold the line.

As the kobold's to the south are forced to regroup for another charge you hear cries of alarm and battle coming from inside the keep. Somehow, the kobolds have made it inside.

With attacks coming from both the north and south the characters and the remaining defenders will have fight a losing battle. Eventually the characters and a handful of men including Wallace will find themselves surrounded on all sides. At this point the attackers will hold their ground and the kobold King will step forward flanked by his bugbears. To their surprise Darly Quince will be standing at his side.

Darly will point at them, dagger in hand, “These are the man-giants that killed your son Forg.” She'll give the characters a shrug, “What can I say. I know you saved my life but the past is in the past. I'm looking to the future. One with lots and lots of gold.”

Gorg will laugh, “The sirens of Hades call to you man-giants. I Gorg, first of the great pack the Black Skull Kobolds and conqueror of these lands sentence you to death.” He will point his spear at Darly, “You shall assist my elites in carrying out the sentence. Enough of my pack has died today.”

Darly will look indignant, “That wasn't our deal!”

Gorg will growl, “Either kill them or join them:”

Gripping her two daggers Darly (AC 16, Hp 20, ATK +3/+2, DMG 1d4+1/1d4+1) will reluctantly join the ten bugbears (AC 17, HP 16, ATK Morning Star +5, DMG d8+3) and advance towards the characters and remaining defenders.

As the two sides clash Darly will attack the character who she believes to be the most honorable. As they battle she'll intentionally miss and get close enough to whisper, “If we kill the King the others will flee. I'll create an opening, you strike.”

Suddenly Darly will shift her attack backstabbing one of the bugbears giving the character a clear line of attack on the King (AC 15, Hp 20, ATK +5 spear, DMG 1d6+3). As opposed to retreating the King welcomes the challenge. He wields Deathskull Fang, a +2 spear, that can cast Bane once per day.

Despite their numbers advantage if King Gorg falls the kobolds will yelp in terror and scatter back to their lair. The bugbears will perform a fighting withdrawal until they get free of the melee and then flee in haste.

Despite her betrayal Darly will expect to be set free for helping the characters. Wallace and his few surviving men will want her arrested for treason but is in no shape to enforce his will. What happens is up to the characters to decide.

Eventually the characters will receive a reward from the Kingdom of 1,000 gold pieces each for their role in the battle.

JASON CRUM (order #7409364)