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KOBOLD HALL

CREDITS
Designer: Paul Penna
Story Design: Paul Penna

Cartographer: Paul Penna

Playtesters: Seb Speirs, Michelle Wilkinson

Template Created by William Tian

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
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TABLE OF CONTENTS
Credits ............................................. 1 Wilderness Encounters.................... 6
Table of Contents ............................ 2 Ambush!........................................... 6
Introduction .................................... 3 Discovery ......................................... 6
History of Kobold Hall ..................... 3 In the Grass...................................... 7
Previous Adventuring Party ............ 3 Heavy Rain ....................................... 7
Running the Adventure ................... 4 Uneventful Day................................7
Adventure Start............................... 4 Find Trinket...................................... 7
The Golden Branch Inn.................... 4 Kobold Hall ...................................... 8
Tell me a Story................................. 5 Plateau ............................................. 8
Adventuring Life ..............................5 Appendix A: Villain.........................20
Stable ............................................... 5 Appendix B: Magic Items ...............21
Departure ........................................ 5 Appendix C: Map............................22

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INTRODUCTION
Caravans have been going missing along the Kobold Hall and attacking the occasional
road. The locals don’t know what to do. passing merchant for supplies.
Without trade, their once profitable businesses The locals have been aware of the
will fall on hard times. kobold presence for years, although it has
Of course, they suspect that kobolds always proven pretty easy to chase them off. At
are to blame. They have always had some most, they have been considered a nuisance.
trouble with the diminutive lizard people, but This has changed with the arrival of a
recently, reports of their raids have doubled. lizardfolk warrior named Korth. He was exiled
Local stories tell of a hidden lair, from his tribe for defying the ruling Lizard King,
located in the hills, called Kobold Hall. If there and took a small group of followers across the
are answers to be found, surely that is the place land, where they discovered Kobold Hall.
to look. They just need to find some brave Korth quickly slew the kobold leader
adventurers who would be up to the task. and took over. The kobolds are terrified by their
lizardfolk guests, and have agreed to obey them
in all things. Korth has designs on the local area,
HISTORY OF KOBOLD HALL the first step being increasing raids, and
gathering supplies, which he can use to build an
About a century ago, the red dragonborn wizard army, attracting more kobolds and lizardfolk
Ssotek led a group of kobolds to the local area, into his service.
where he ordered them to set about excavating In time, he plans to return home, and
a structure below ground. This was to be his depose the Lizard King who exiled him.
private retreat, where he could study magic and
engage in worship of the great dragon goddess
Tiamat. PREVIOUS ADVENTURING
He protected his domain with magical
tricks and traps, although his main defensive PARTY
measure was always his elite kobold guard, who
served him loyally. As your players will soon discover, they are not
Time passed, and Ssotek engaged in the first group of adventurers to embark on this
many schemes in service to the great Tiamat, mission. A group of four individuals previously
creating magical objects and traps for her set out to discover the truth behind the
followers. However, none of these schemes increase in the kobold raids.
were ever successful, and when failure became They were a male Human named
obvious, Ssotek retreated back into the Rudolff Canavan, an Elf named Tharivol, there
shadows of his lair. Always he would return and was a female Forest Gnome called Tippletoe
plot anew. and lastly a male Half-Elf called Galvyn Oak.
Until the day, of course, that he did not Each had mounts; three horses and a pony;
return. which was ridden by the Forest Gnome, plus a
The kobolds continued to guard the mule to carry their gear.
dragonborn wizard’s lair, but over the Upon approaching Kobold Hall, the
generations they eventually forgot their party was ambushed.
purpose and the origin of their lair, before long
they were but a group of raiders occupying

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Only Galvyn was able to flee back to the traveling from one city to another, along a well
Golden Branch Inn, where he died from his traveled road.
wounds. The players’ mission is to travel from
The players will likely encounter the the Golden Branch Inn to Kobold Hall. After
remnants of this previous group as they make gaining entry to the lair, the adventurers should
their way through the adventure. attempt to ascertain the reason behind the
kobolds change in behavior and destroy the
villain behind the recent attacks.
RUNNING THE ADVENTURE Within the lair, adventurers will find
monsters to fight and traps to navigate. Not
This is a lower tier adventure, designed for every problem has a single solution and players
novice characters levels 1 to 4. Players should should be encouraged to try whatever approach
expect to advance to the next level at the they think is best.
conclusion of this adventure. While the adventurers should be able to
The adventure has a generic setting and handle most foes by working together, if they
can easily be slotted into most campaign worlds. act foolishly, the situations that they are faced
It should be used as a group of adventurers is with will quickly become lethal.

ADVENTURE START

THE GOLDEN BRANCH INN


The adventuring party is on the road. You can The kitchen has a large larder and a
decide the reason. The simplest reason is that storage room where barrels of alcohol are
the party is traveling from one town or city, to stored.
another. There is also access to the stable
through a side door.
The Inn provides modest lodging, as
As you travel along the country road, you see
defined by the Player’s Handbook. A single
an Inn come into view up ahead. The sign
room 5 sp per day. A mug of ale is 4 cp.
swings in the wind. It names the establishment
Stairs lead upstairs, where there are ten
as the Golden Branch Inn. It is a two story
building with a thatch roof, and a stable on the
rooms available to be rented out. One is
side.
currently occupied. A locked door leads to the
family’s personal rooms.
Upon the characters arrival at the
The Inn is run by Guy and Mavis Hardbuckle. Golden Branch Inn, Mavis will welcome the new
Both are commoners. They live there with their visitors and see if they need lodgings. Her
seven-year old daughter; Davina. husband; Guy, works the bar. He leaves the
The ground floor has a common area business of greeting visitors to his wife, who is
with a bar, and an adjoining kitchen which can better with people.
be reached through a doorway behind the bar. Mavis will mention that it has been a
while since they have received visitors, because
of all the trouble on the road. If she is asked to

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expand on this, she will explain about caravans leave and succeed on a DC 10 Charisma
going missing and how they suspect that (Persuasion) check. On his person the Half-Elf
kobolds are to blame. has a chain shirt, a longsword, a dagger and 25
Some of the businesses along the road gp.
have put together a reward of 200 gp in total, if
a group is able to find a solution to their There is also a letter written in Elvish. If a
problems. character knows Elvish, they will be able to read
Also in the common area is Davina the letter.
Hardbuckle. The young girl has beautiful blonde It reads; “My dearest Galvyn, you leave
hair. She has a brush and she is using it to brush this day and my heart goes with you. I pray that
the hair of a doll. you will be safe on your adventures. I know for
us to be together, that you must seek your
Tell me a Story fortune. I will wait for you. Please return to me
soon, my love. Your beloved, Selene.”
There is also a man in the common area with
Mavis will not allow the characters to
grey hair and a hooded cloak, nursing a mug of
loot the body if she is present in the room.
ale at a table, by himself. His name is Gurney
If the body is examined with a
Howl. He is a commoner.
successful DC 10 Wisdom (Medicine) or
Gurney trades in potions. He has five
Intelligence (Investigation) check, it can be
potions of healing, which each cost 50 gp. There
determined that although Galvyn suffered knife
is also a single potion of climbing which costs 75
wounds, the killing blow was inflicted by a bite.
gp, a single potion of greater healing which
On a roll of 15 or higher, a character can
costs 100 gp and a single potion of water
determine that the bite came from a lizardfolk.
breathing which costs 100 gp.
He can be convinced to half the price if
a character has an interesting story to tell him.
Stable
Gurney enjoys hearing stories from The characters can also visit the mule kept in
adventurers. the stable. The mule belonged to the female
Firstly, a character must tell an Gnome and fled as soon as the group was
interesting story of a past adventure, and they ambushed. Later, a wounded Galvyn came
must do it well. This would be a Charisma across him, and with the mule’s support, made
(Performance) check with a DC 10. it back to the Inn.
The mule’s name is William.
Adventuring Life He wears a saddlebag which contains
10 cp and 5 days of rations. There is also a
Mavis Hardbuckle will also tell the characters
hidden compartment in the bag which can be
that another group of adventurers set out to
located with a DC 15 Wisdom (Perception) or
solve the mystery almost a week ago. A Human,
Intelligence (Investigation) check.
an Elf, a Half-Elf and a Gnome. A day ago the
The compartment holds a potion of
Half-Elf returned with serious injuries. They
linguistic learning (see appendix B) which gives
tried to treat his wounds, but he passed away.
the ability to an individual to speak a language
The body of the Half-Elf is in the
they did not know. A label identifies the potion.
occupied room upstairs. The characters can ask
to examine the body, if they so wish. The Half-
Elf also had a mule with him, which is currently
Departure
being kept in the stable. The Hardbuckles can point the adventurers in
In the room, the Half-Elf is lying on a the direction that the other party went, and
single bed. Mavis will stay in the room with the they can fill them in on the local rumors about
characters, unless the characters ask her to Kobold Hall.

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It is also possible to follow the tracks of
the other party with a DC 10 Wisdom (Survival)
check. The journey to Kobold Hall takes three
days.

WILDERNESS ENCOUNTERS
The journey from the Golden Branch Inn to the characters do not speak Draconic, they can
Kobold Hall takes a total of three days on foot. still duplicate the sound of the word with a DC
During that travel time, for each day of travel, 10 Intelligence check.
roll a d6 to see what event unfolds on that day. The kobolds will not be able to relate an
Match the result on the table below. accurate map of Kobold Hall, becoming
confused and even disagreeing, if there is more
Table Title than one of them.
If the characters ask about the increase
d6 Event in kobold activity, the kobolds will tell them that
they have a new boss – a big, mean, tall, green-
01 Ambush! scale named “Korth”.
02 Discovery Should Ambush! be rolled again, it will
instead be counted as an Uneventful Day.
03 In the Grass
04 Heavy Rain
05 Uneventful Day
06 Find Trinket

Ambush!
Have the group roll a DC 10 Wisdom
(Perception) check. Anyone who fails the check
is surprised when a kobold raiding party
ambushes them. A group of six kobolds attack
the heroes. They will attempt to slay the entire
party, although if anyone surrenders, or is
knocked unconscious but stabilizes, they may
be taken back as prisoners to Kobold Hall.
The characters might also decide to
take some of the kobolds prisoner. The kobolds
will attempt to flee before that happens, but
should they be left with no other options, they Discovery
will surrender to the characters.
Have each character roll a DC 15 Wisdom
On a successful DC 15 Charisma
(Perception) check. On a success, the character
(Intimidation) check, the kobolds will reveal
with the highest roll notices something glinting
that the password to enter the door to Kobold
in a ditch.
Hall is the word “Enter” spoken in Draconic. If

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If the characters approach, they The rain will continue until after the
discover the body of a High Elf. The Elf is party completes their objective in Kobold Hall.
wearing shining silver armor, decorated with For the duration of the rain, while the
dragon imagery. The armor is now covered in characters are outside, they have disadvantage
dried blood. The body is cold. on Wisdom (Perception) checks.
This is Tharivol, who was a member of The characters will need to either take
the other adventuring party. He was felled by a shelter or build a shelter in order to take a long
sword blade, which cut into his side through his rest during the night. Should they try and sleep
armor. outside, without shelter, the characters will not
His decorated plate armor has been get the benefits of a long rest. Instead, they
ruined by the attack, however if the body is gain a level of exhaustion.
searched, several items will be discovered. If Heavy Rain is rolled again, the rain
Tharivol has a ring of dragon speech (see stops early.
appendix B), a +1 greatsword, a holy symbol of
Bahamut and 50 gp. Uneventful Day
The ring of dragon speech and the +1
The day is entirely uneventful. The characters
greatsword are both decorated with draconic
continue on their journey to Kobold Hall
imagery. Also, the ring of dragon speech has an
without interruption.
additional feature, which takes effect when a
character is attuned to it. A character becomes
covetous; with the wearer becoming obsessed
with material wealth.
If Tharivol’s breastplate is removed, it
can be observed that Tharivol has golden scales
running down from his shoulders, and over his
chest. This suggests that the High Elf had
draconic ancestry.
If Discovery is rolled a second or third
time, instead treat it as an Uneventful Day.

In the Grass
With a dice roll, randomly select a member of
the party. Have that character make a DC 10
Wisdom (Perception) check. On a failed check,
the character steps on a poisonous snake. It
gets a surprise round, when it will attempt to Find Trinket
bite the character. Have each of the characters roll Wisdom
On a successful check, the character will (Perception) checks. The character with the
see the snake, and can avoid it. highest roll finds a trinket lying in the grass.
This will be counted as an Uneventful Have them roll on the Trinket Table in
Day if In the Grass is rolled again. the Player’s Handbook.
If they roll a Critical Success on their
Heavy Rain Wisdom (Perception) check, then you can
As the day goes on, it begins to rain, and it soon instead consult the Dungeon Master’s Guide
becomes a heavy downpour. This rain does not and award them a magic item from Magic Item
stop. Table A, or another common magic item of the
DM’s choice.

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ambush the party of adventurers who are
KOBOLD HALL asleep on their doorstep.
Failing that, the DM can send out a
Plateau search party from the dungeon some days later.
The party can avoid being ambushed if
The party arrives outside Kobold Hall midway they hide their camp, and can even witness the
through their fourth day of travel. The doors to return of the raiding party, and listen as they
the dungeon stand ahead of the adventurers. speak the password to open the doors.
If the characters experienced the Heavy The heroes can either attempt to rush
Rain encounter, then the rain is still falling, and the doors, although the kobolds will attempt to
will continue to until the party manages to block their entry, or they can try to duplicate
complete their objective. the spoken phrase with a DC 10 Intelligence
check.
The doors will close after a minute.
After days of travel, you arrive at a rocky
plateau that casts a shadow over the area. The
ground is barren. Nothing grows in the local 1. Entrance Hall
proximity.
Two large stone doors are carved into the
sheer cliff-face. They are massive and heavy. The massive doors open into a large entrance
An inscription is visible on the doors. hall. There are four large pillars which hold up
the high ceiling, which is 30 feet above. In the
center of the room is a stone statue of a
The double stone doors to the dungeon are too dragonborn.
heavy to be forced open; however they are
To the left are large wooden double doors. A
enchanted with strong abjuration magic. If a smaller door is located to the right. The ground
character speaks a special password, the doors is paved with stone tiles.
will magically swing open.
The phrase inscribed into the doors is
written in Draconic and can only be read by a The entrance doors can be reopened by simply
character who understands that language. putting a hand on the closed doors, which
It says “Speak the word, you may enter”. causes the doors to swing magically back open
The password is “Enter” and it must be spoken again.
in Draconic. If a character is able to read the The room is square; 40 feet by 40 feet.
phrase, ask if they read it out loud and translate Lit torches line the walls, illuminating the
it for their companions (if they answer yes, it Entrance Hall.
can be assumed that they spoke the phrase in The statue is a representation of the
Common. They must have the forethought to dragonborn wizard Ssotek. He is an obscure
speak the word out loud in Draconic). historical figure, and only a DC 20 Intelligence
If the characters are unable to open the (History) check will reveal any of the
doors, then they will have to make camp information from the History of Kobold Hall
outside the doors, as they will be unable to section.
enter. An inscription is carved into the base
During the night, the kobold raiding and it is written in Draconic. If a character
party who appears in Ambush! in the previous speaks that language, they can read that it says
section (provided that they have not already “Hear me roar!”
been encountered) appears and attempts to The statue is a magical trap designed to
activate as an alarm.

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If the kobold raiding party returned to 2. Throne Room
Kobold Hall, they will be waiting for the
characters in this area. They will immediately
engage the adventurers. However, one of the
To the west of this sizable room stand two
kobolds will attempt to activate the statue
large stone seats. An old mottled red carpet
alarm, to call for aid.
stretches from the wooden double doors to
Likewise, if the adventuring party has
the east, to the stone seats on the far side of
kobold prisoners, and they are brought into this
the room. Four great stone pillars stand either
area, they will also attempt to activate the
side of the carpet.
statue alarm.
If the raiding party has not been To the north of the room are two wooden
encountered at this point, then the DM can doors, both currently closed.
have them return after the characters have left
this area. When the characters re-enter this
room, roll a d6. On a roll of 1, then the raiding The dimensions of this room are identical to the
party of six kobolds is waiting in the area. Entrance Hall – 40 feet by 40 feet.
1d6 + 2 poisonous snakes slither across This room is used as an audience
the floor. They will, however, ignore the chamber, should the lizardfolk need to impress
characters, unless they are attacked. any visitors from other monstrous tribes.
Should the party return to this area, any Torches are mounted on the walls, and
remaining snakes are gone. they have been soaked with oil, although they
The double doors to the left are locked. are currently unlit.
The lock can be opened by using Thieves' Tools Therefore the only light comes from the
with a DC 20 Dexterity check. The door to the previous room.
right has no lock. The double entrance doors lead from
Dragonborn Statue Trap. The statue is the Entrance Hall, while the doors to the north
a magical trap. It has been ensorcelled with lead to area 3 and area 5. Like the double doors,
abjuration magic. If the stone is touched, it will the doorway to area 5 is locked. It can be
feel warm, and it will glow with red heat. When opened by using Thieves’ Tools with a DC 10
a character removes their hand from the statue, Dexterity check.
the trap will activate. If any loud noise is made by the party in
This effect can be disabled by Dispel this room, they will attract the two lizardfolk
Magic, but only if that spell is cast before an from area 3.
individual removes their hand. They will enter the area cautiously and
Upon activation, the statue will let out a attempt to subdue the characters, so they can
loud roar which will echo through the dungeon. be placed in cells.
The roar will immediately call the twelve Treasure. There is a hidden panel
kobolds from Area 7. After six rounds, the six located in the back of each of the stone thrones.
lizardfolk from Area 9 will also arrive. It takes a successful DC 10 Wisdom (Perception)
These creatures will attack the party without to locate each of them.
hesitation and they will lay down their lives. In the panel, behind the left throne, is a
The attackers will attempt to use non-lethal compartment which contains four 50 gp
force, knocking the characters out. gemstones. They are carnelian, chalcedony,
The exception, is if a gnome is a member of citrine and onyx.
the party, the kobolds will attempt to kill them. The panel on the right side throne hides
If the heroes are knocked unconscious, they a pouch with 250 sp, another pouch with 25 gp
will be imprisoned in Area 3. and a potion of healing.

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3. Torture Chamber 4. Secret Passage

There is a foul smell which hangs in the air. This passage is cramped, leaving only just
Torch light flickers, illuminating blood stains enough room to crawl through. The walls are
splattered on the walls. smooth. The sound of water can be heard
through the walls.
There are three cells on the west side of the
room. A human body is strapped to a rack and
an iron maiden is positioned against the east
wall.
This secret passage links to areas 3, 5 and 8. It is
5 feet by 5 feet, requiring characters to crawl
along it.
Two lizardfolk occupy this room. They are not
watching the door, but once they are aware of There are no natural light sources in the
secret passage.
the intruders, they will attack.
Each entry panel is easy to activate, if it
The lizardfolk will attempt to knock the
is pushed upon, it will click and lift upward.
characters unconscious, rather than killing them
outright, then they will put them in the cells.
One of the lizardfolk carries a ring of 5. Chapel
keys; one key opens the cells, another opens
the double doors between area 1 and 2, and the
last key opens the door to area 5.
The walls of this small octagonal room are
The body of Rudolff Canavan lies on the
decorated with the images of various sea
rack, where he has been tortured to death. His
creatures, carved into the stone.
gear has been placed on the ground next to him.
In the pile is chain mail, a longsword, a shield, a Dominating the room is a massive statue of a
dungeoneer’s pack and 20 gp. five headed dragon. In its claws it holds a bowl,
The first cell, nearest the door, is containing a number of gems.
slightly larger than the other two. It is 10 feet by
15 feet. The door is open. Inside is the body of
the female forest gnome - Tippletoe. She has Because there are no natural light sources in
been badly beaten. If searched, she has a pouch the room, only read the above description if the
of ten mushrooms and 10 cp. If eaten, each party has brought a light source with them, or if
mushroom will do 1 poison damage. they have darkvision.
The other two cell doors are locked and There are four empty sconces on the
are empty. If the characters are captured during walls, equally spaced around the room, where
the adventure, they will be placed in these cells. torches might be placed, but they will need to
Captured characters may take a long rest here. be brought from elsewhere.
Each cell takes a DC 10 Dexterity check The statue is a representation of Tiamat,
with Thieves’ Tools to unlock. the evil goddess of chromatic dragons. The
Secret Door. Located behind the iron room is clearly a place of worship.
maiden is a secret door, which can be located In the stone bowl that Tiamat is holding
with a DC 15 Wisdom (Perception) check. If the there are four gems. There are two 100 gp gems;
square stone panel is pushed, it will click and lift amethyst and jade. There is also a 500 gp gem,
upward, revealing a 5 foot by 5 foot passage which is a black pearl. Finally there is a star ruby,
which can be crawled down. which is a 1,000 gp gem.

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If anyone chooses to examine the greater restoration or remove curse is cast on
statue, on a DC 15 Wisdom (Perception) check the creature within 7 days, then the curse will
or an Intelligence (Investigation) check, a be removed.
character can discover that a panel is built in Beyond that point, only powerful spells
around the bowl and the dragon’s claws. It is like wish will be able to lift the curse and return
designed to tip the bowl back into the body of the creature to their original alignment.
the statue. There is also a thin groove running If the character is killed during the first
around the base of the statue. 7 days of the curse (failing 3 death saving
Any water poured around the base of throws), then Tiamat revives them, restoring
the statue will disappear and the gurgling sound the character to full hit points. However, dispel
of water being drawn down pipes will be heard. evil, greater restoration and remove curse will
Also, over the locked door leading to no longer be effective.
area 2, and the open entrance to the chapel, If the curse is removed, then the
there are thick stone panels designed to drop creature also loses the Blessing of Strength.
down into place. It will, however, take a DC 20
Wisdom (Perception) check or an Intelligence Tiamat Statue Trap. If any gem is removed
(Investigation) check to notice these, and the from the bowl, the mechanism will tip backward,
characters will need to be actively looking. pouring the remaining contents of the bowl into
the Tiamat Statue.
The statue has two functions. This function can be disabled by forcing
an iron spike or piton into the side of the
Tiamat Statue Blessing. If five gems are placed moving panel, jamming it. However, it takes a
within the bowl and equal an amount either the DC 20 Strength check to wedge the spike in
same or greater than 500 gp, then it activates place, and have it be effective. On a 14 or lower,
the statue’s intended purpose. the spike will simply fall to the floor, and any
The bowl will tip back into the Tiamat attempt by anyone to wedge it in again will
Statue and the gems will be consumed, as if activate the trap, even if a character rolls a
they had been used as components in a spell. successful Strength check.
If five gems are placed within the bowl On a roll of 15 to 19, it will only appear
and they equal less than 500 gp in total, then as if the spike has been wedged in successfully.
they will tip back into the statue, but nothing After removing a gem, there will be a slight
will happen. delay, and then the bowl will tip anyway,
On successfully activating the Tiamat causing the spike to drop to the floor.
Statue, the eyes of each dragon head will glow The trap will then activate.
red, and a Blessing of Strength will be granted If open, the secret door (see below) will slam
to the character that placed the final gem in the shut. A stone door will also drop from the
bowl. ceiling, sealing the entryway, and closing the
However, the Curse of Tiamat will also octagonal room.
be placed upon any creature of good or neutral Above the sealed entryway, previously
alignment. Evil characters will be unaffected. hidden by the dropped stone door, a stone
Blessing of Strength. Your Strength grate will be revealed.
score increases by 2, up to a maximum of 22. If any character is standing immediately
Curse of Tiamat. The alignment of any next to the entryway or the secret door, they
good or neutral characters immediately shifts to can choose to make a DC 15 Dexterity saving
evil. It is possible that a character might begin throw to leap through the closing stone doors
to hear Tiamat whispering to them in their mind, before they are sealed. If they fail the saving
coaxing them into her service, and urging them throw, they are knocked back by the closing
to murder their companions. If dispel evil, doors, taking 1 bludgeoning damage. On a

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Critical Failure, they slip, falling under the door If any of these additional doorways are
as it closes, and are crushed to death instantly. broken through, the water will flood into the
The characters should roll initiative. The new area, washing over the dungeon floor. The
trap activates each round on initiative 10. stone grate will cease to pump out water, and
Water will begin to pour out of the stone grate any additional water in the room will be
and will continue to every round. allowed to drain through the base of the Tiamat
The water will fill the octagonal room in Statue.
one minute (ten rounds). A creature can hold
it’s breath for a number of minutes equal to 1 + Secret Door. To the north of the room is a
its Constitution modifier (minimum 30 seconds), secret door, which leads to a secret passage
but after that, it will drown. (area 4). It can be found with a DC 15 Wisdom
After the area has been filled with (Perception) check. If the square stone panel is
water, that water will remain for one hour. pushed, it will click and lift upward, revealing a
After an hour, the trap will reset and the water 5 foot by 5 foot passage.
will drain through the groove around the base
of the Tiamat Statue.
The doors will open and the bowl will 6. Antechamber
remain in place, although it will now be empty.
The characters can attempt to break
through either the main door or the secret door, The door opens into a smaller room. There are
which have both now been sealed. The main burning torches along the walls. This area is
door has 50 hit points and the secret door has bare of furnishings and decorations.
25 hit points. The doors are immune to poison There is another wooden door ahead.
and psychic damage and they have resistance
against piercing and slashing damage. To the left there is a ten meter wide
Any attack will automatically hit, unless passageway.
it is a Critical Failure.
If lightning damage is dealt by someone
standing in the room as it is flooding, then the There are two kobold guards positioned in this
water conducts the electricity and everyone in room. They are called Sprout and Sprocket, and
the octagonal room take half of the lightning neither is very bright.
damage. If they see the characters enter, they
The doors have vulnerability against order for them to halt, and then argue about
bludgeoning and thunder damage. what to do about them. They will only attack
Should the main door reach 0 hit points, once the characters try to move past them or if
the stone shatters, allowing the characters to they attack first.
escape the octagonal room. A second identical The only reason the kobolds will choose
stone door will then slam down in front of the to fight, rather than talk, is if there is a gnome
wooden doorway which leads to area 2. as a member of the party. Kobolds and gnomes
Likewise, if the secret door is breached, both hate each other. They will not stop to talk
the secret doorways which lead to area 3 and to the characters if a gnome is present.
area 8 will immediately slam closed. It is also possible that the kobold key-
The second stone doorway has 50 hit keeper; Gurp, might be encountered here (see
points and each secret door has 25 hit points. below).
If water floods into either of these If the alarm was set off, or if combat
additional areas, then it will take an additional occurred in the Entrance Hall, both Sprout and
ten rounds for the extra space to fill with water. Sprocket will be hiding behind the door, waiting

12
to attack the characters with the element of encourage this, the kobolds can be persuaded
surprise. to go find him and bring him back. Sprocket will
Should combat go poorly for Sprout or go, while Sprout watches the party.
Sprocket, they will attempt to flee to area 7 and The exception would be if Gurp is
rally the kobold there. located in area 12, as then the kobolds will be
The door to area 7 is unlocked. too afraid to disturb his meeting with Korth.
If the characters have taken no hostile
actions, then they can make a DC 20 Charisma
(Persuasion) check, in an attempt to find a
diplomatic solution. If successful, Gurp will
agree to speak to his master on their behalf,
and he will then return a few minutes later.
Gurp will lead the party to area 8.
If a dragonborn (or another type of
saurian character) attempts to persuade Gurp,
then reduce the difficulty by 5. You can also
reduce the difficulty by an extra 5 for every
dragonborn member of the party.
On his person, Gurp carries a ring of
keys. The first of the three keys is for the door
that leads to area 7. Now, this door is already
unlocked, but a character might choose to lock
the door to seal kobolds inside or to lock
themselves in to take a short or long rest. The
second key unlocks the double doors leading
from area 1 to area 2. Finally, the last key
unlocks the door leading from area 2 to area 5.

Gurp, the key-keeper. Gurp is smarter than


7. Barracks
most kobolds. His Intelligence and Wisdom
scores are both 12 (+1). He has seniority among
them and answers directly to their master;
This room has a number of hammocks strung
Korth.
He can be encountered in a number of up against the walls and straw gathered on the
floor. The area is messy, with dirt trampled
areas throughout the dungeon. Roll a d4. On a 1,
across the stone floor.
he can be found here in area 6. Gurp will be
talking to Sprout and Sprocket, giving them From the ceiling, water drips.
orders.
On a roll of 2, he can be located
sleeping in area 7 (unless the alarm has There are twelve kobolds sleeping in this room.
sounded, then he will be found awake, ready to Some are in the hammocks; others are curled
do battle). If a 3 is rolled, then he will be in area up on the straw.
11. On a roll of 4, he is making a report in area No light source is present in this room,
12. although characters should be able to see by
Sprout will suggest getting Gurp to the torchlight from area 6 if they hold the door
Sprocket, should no hostile action be taken by open.
the characters. If the characters hear and If the characters sneak in, they can
catch the kobolds by surprise. However, as soon

13
as any noise is made, or a kobold is attacked, Diplomacy. If the party has secured the aid of
the others will awaken. Gurp, then he will calmly lead them into this
Each kobold in the room is carrying 5 cp. area where Korth and his mate; Zreshi, will be
waiting for them. See areas 12 and 13 for more
Treasure. If the room is searched, the details on the lovers.
characters can easily find 30 gp hidden under Two of the lizardfolk from area 9 will
the straw, with a successful DC 10 check. also be here and the others in area 9 will be on
alert – meaning that the party will be unable to
surprise them.
8. Arena The lizardfolk will be carrying out
cushions from area 12 and piling them on the
overhang where Korth is sat waiting for the
Ahead is a massive stone room lit by torchlight. characters. Thus, the door is unlocked.
There is a high ceiling and two sets of stone Korth will invite whichever character
steps that descend downward to a central pit persuaded Gurp to arrange this meeting to join
level. him, along with any dragonborn (or other
This level is 10 feet lower than the floor of the saurians) in the party.
rest of the chamber. An overhang overlooks Zreshi stands behind Korth, next to the
the lower level to the side. metal wheel.
The lizardfolk leader will request that
An open passage leads to the west and just any other party members descend into the
beyond that, is a closed wooden door. lower level, where his men can keep an eye on
them. He will explain the he and his people are
not quick to trust outsiders. Should the party
The arena area is a massive 75 by 50 foot room. refuse this request; the lizardfolk and kobolds
To the east, located directly behind the will become hostile and attack the group.
overhang is a large metal wheel attached to the Korth is unlikely to stop his raids.
wall. However, he is happy to discuss his motivations
Three kobold keepers and a lizardfolk and his exile. Korth might be willing to leave
supervisor are situated in this room. They are these lands when he has secured enough
responsible for the creature which is located resources to return home and vanquish the
under the overhang and kept behind strong Lizard King.
metal bars. He might also agree to cease hostilities
The cage holds a giant constrictor if the local communities pay him regular tribute
snake. If released, the giant snake will attack (something that the locals would never agree
any members of the party located in the pit to).
area. It would take a DC 25 Wisdom (Animal More likely, Korth will attempt to
Handling) check in order to calm the beast. persuade any adventurers that he has invited to
Once the snake kills all the creatures in sit with him, to join him. He promises them a
the pit, it will return to its cage. fair share of any treasure they take from the
The kobolds will attempt to trick the locals. However, any members of the party
party into descending into the center of the directed to descend into the lower level will not
room and then spinning the metal wheel. be so fortunate.
Should this ruse fail and they take any damage, Any characters directed to the lower
they will attempt to flee to area 9. area are individuals that Korth does not
The door to area 12 is locked and can consider worthy of survival. If an agreement
only be opened by with a DC 20 Dexterity check isn’t made, he will kill them out of spite. If an
using Thieves’ Tools. agreement is made, he will consider their

14
deaths worthy entertainment to celebrate the another 20 feet. This takes the character
success of the negotiations. directly to area 9.
Korth will order his mate to turn the The passage is very narrow, allowing
wheel, opening the cage below. characters to progress only in single file. The
ceiling is 15 feet high.
Fighting Pit. If characters are lured into the The Great Hall is a massive area with
lower level, then an enemy will attempt to turn eight huge stone columns that hold up the 50
the metal wheel located on the eastern wall, foot high ceiling.
causing the cage bars to slide downward into
the ground, releasing the giant constrictor
snake. A Great Hall stands before you. Holding up the
Turning the wheel also causes the stone high ceiling are eight massive stone pillars,
steps to retract into the walls, cutting off the each etched with draconic imagery.
main means of escape. There are similar draconic images etched onto
Turning the wheel takes an action. the walls.
Turning it in the opposite direction will cause
the bars to rise again and the steps to re- Positioned down the center of the room are
emerge. three large braziers which light the room with
Any lizardfolk in the room will attempt flickering flames.
to shove characters into the pit, using a The smell of cooked meat comes from the
Strength (Athletics) check contested by the furthest brazier.
target’s Strength (Athletics) or Dexterity
(Acrobatics).
A fall into the pit will cause 1d6 The first brazier is positioned 20 feet into the
bludgeoning damage and leave a character room, with each subsequent brazier another 15
prone. feet away, and the final brazier 20 feet from the
Climbing out of the pit unaided takes a opposite end of the room.
DC 20 Strength (Athletics) check. Along the east wall are two wooden
doors, leading to areas 12 and 13, both of which
Secret Door. Located along the west wall is a are locked. There are also two open passages
secret door, which can be found with a DC 15 leading to areas 10 and 11.
Wisdom (Perception) check. If the square stone Without the keys, it takes a DC 20
panel is pushed, it will click and lift upward, Dexterity check using Thieves’ Tools to open
revealing the 5 foot by 5 foot passage described each wooden door.
in area 4. There are six lizardfolk gathered around
the far brazier cooking meat. It is horse meat,
the remains of the other adventuring party’s
9. Great Hall mounts.
The open passageway that leads from area 8 to The DM can choose to have lizardfolk
area 9 is well lit. Carved into the walls every 5 wander off into area 10 and 11. However, at
feet on either side are small alcoves which least two lizardfolk will remain in the Great Hall
house lit lanterns. at all times. The other lizardfolk will soon return,
These lanterns extend along the stretch especially if there is the sound of battle.
of the corridor for 30 feet, and then the passage Because the main passageway leading
extends into darkness. More lit lanterns in to area 9 is well lit, any characters entering
alcoves extend around the right corner for from that direction will be immediately seen.
The lizardfolk will not stop to ask questions,

15
they will attack on sight, intent on slaying the the sole source of fresh water in the dungeon
intruders. complex.
The lizardfolk do not carry any extra An old frayed rope is tied to a leaky
equipment beyond their weapons and shields. wooden bucket, which can be lowered into the
well by a winch. The old well is circular and 5
Side Passage. There is a second passage which feet in diameter.
leads into the Great Hall. It extends beyond the Lowering the bucket via the winch and
lit 30 feet of passage for another 90 feet, bringing it back up provides the party with fresh
twisting and turning, before leading to an water.
opening to the west of the Great Hall. No medium or larger creature can fit
This passageway is pitch black. There down the well and they will become stuck if
are alcoves for lanterns every 5 feet, however they should try. However, a small creature can
these alcoves are either empty or they contain wedge themselves in the well shaft and
the smashed metal and glass remains of descend downward.
lanterns. The shaft is lined with loose stone
The ceiling is also much lower, at only bricks, the gaps between them act as natural
10 feet high. Moisture also drips down from hand holds, so traveling down can be done with
cracks in the passage roof. relative ease.
This side passage is used by kobold The well shaft extends down for 25 feet
servants, allowing them access to an old well into a natural cavern.
which sits at the end of the passageway, the
only source of fresh water in the dungeon.
By approaching from the side passage, 9B. Natural Cavern
it is possible to surprise the lizardfolk, as they Not shown on the map, a natural cavern is
will be unable to see any characters lurking in located under the old well. Under the shaft
the darkness. there is a 5 foot drop into water.
The party can search the now empty The size of the cavern is about 40 feet
alcoves in the side passage, should they wish to. by 40 feet. It is almost entirely submerged by
This will involve them reaching into the alcove water. There are cracks along some of the walls,
and feeling around for anything that might be allowing water to flow into the room; however
there. In most cases, they will find only broken none of them are large enough to move
metal and glass shards. through.
If the characters search the alcove 10 There is a treasure chest located on the
feet into the darkness, to the right-hand side, submerged cavern floor.
they will be in for a nasty surprise. A scorpion Remember that a creature can only
has made its home here. It will sting anyone hold it’s breath for a number of minutes equal
who reaches into the alcove. to 1 + its Constitution modifier (minimum 30
However, 15 feet before the characters seconds).
reach the old well, they will find some hidden
treasure in one of the left alcoves. A kobold has Feeding Time. As soon as a character drops into
hidden away a potion of healing here. the cold water, have them roll initiative. On
initiative count 10, a swarm of quippers enter
the cavern through one of the cracks in the wall.
9A. Old Well They act on initiative count 10 every turn,
The old well is located at the end of the dark attacking any creature in the water. Every six
passageway, to the west of the Great Hall. It is turns (a minute), on initiative count 10, if any

16
creatures remain here, a new swarm of loose stone tile. This can be located with a DC
quippers will enter the cavern and attack. 10 Wisdom (Perception) check. Inside the
compartment is a ring of metal keys. These
Treasure Chest. The treasure chest is small three keys open the doors to area 12, area 13
enough to be carried under a character’s arm, and area 14.
but carrying it will make it difficult to ascend the
well shaft.
However, the chest has become lodged 11. Training Room
between rocks at the bottom of the cavern. It
will take a total of three DC 10 Strength checks
in order to pull it free. Each check takes a single The long passageway leads to a large room
action. with weapons racks positioned along the walls.
The chest is locked and there is no key Blood stains the stone floor, splashing over a
in the dungeon. A DC 10 Dexterity check with crude white circle that has been drawn with
Thieves’ Tools can open the lock. chalk.
The contents of the wooden chest have
been damaged by water. Inside there is a
worthless rusty dagger, two stone scroll cases Whatever this room once was, it is now used as
(the scrolls inside have been destroyed by an armory and training room. The white circle
water), an amulet depicting a dragon head with drawn on the floor is used for one-on-one
five claw marks worth 5 gp (which is a holy matches between the lizardfolk, when they
symbol of Tiamat) and 15 gp. engage in trial combat.
The loser is either pushed out of the
circle, or cut down by their opponent.
10. Store Room Wooden weapons racks lean against
the walls. The party will find twelve javelins, a
mace, two spears, a battleaxe, a longsword and
A chill travels up your spine as you enter this a scimitar.
room. This damp stone room appears much There is also a stone alcove carved into
colder than the area you just came from. the east wall, with two lit torches positioned on
Two wooden racks run parallel down the room, either side, which provide the only illumination
but they appear mostly empty. in the room.

Treasure. If the characters look in the stone


The store room is in a poor condition. If the alcove they will find a pair of sending stones
party searches the wooden racks, they will find carved to look like curled up dragons. The
empty wine bottles and a few pieces of rotten lizardfolk sometimes use these stones to co-
meat. The only item of any value here is a set of ordinate larger raids.
brewer’s supplies.
The room is not lit, so the party will
need to carry their own light source.
In the southeast corner of the room,
covered a 10-foot square, is a patch of brown
mold (see “Dungeon Hazards” in chapter 5 of
the Dungeon Master’s Guide).

Hidden Panel. In the northeast corner of the


room is a hidden compartment located under a

17
12. Study
Pigeon Hole Shelves. Stuffed into the pigeon
hole shelves are twelve stone scroll tubes,
however in the case of eight of them, the paper
The room is warm, lit by torchlight and candles
scrolls within have long ago turned to dust. In
that have been scattered over a wooden desk.
the others, characters will find four spells scrolls
A couple of comfy chairs with red velvet (chromatic orb, mage armor, misty step and
upholstery sit in the room and there is a pile of water breathing).
cushions over in the corner. There are also six books; the first is a
Against the wall are some pigeon hole stone Bestiary of Draconic Creatures, the second is a
shelves, which hold books and a number of Catalog of Components, the third is called
stone scroll cases. Chromatic Dragonborn Lineages, the next is a
Prayer Book of Tiamat, there is also Recipes
from the Northlands and lastly the final volume
This was once the study of the red dragonborn is a Travelogue of the Nine Hells.
Ssotek, but it is now occupied by the lizardfolk
outcast called as Korth (see appendix A). Wooden Desk. A search of the desk will turn up
Upon entering the room, Korth will a bottle of ink, a quill, 10 sheets of parchment,
attack the group, enraged by their intrusion into a carved bone statuette of a dragon (worth 25
his private sanctum. gp) and a gold locket with a painted portrait of a
female red dragonborn inside (worth 25 gp).

“How dare you come here!” snarls a lizardfolk


man, who occupies the room. His smile
revealing sharpened teeth.
“I promise, you will not survive this encounter!”

In addition to his weapons, Korth carries a ring


of metal keys. These six keys open the doors to
areas 2, 5, 7, 12, 13 and 14.
The three wooden doors which lead to
area 12 can all be opened by the same key.
An old painting of the dragonborn
wizard Ssotek hangs against the wall, but it is
badly damaged and not worth anything.
The wooden desk is located against the
south wall and a small chest is located next to it.
The pigeon hole shelves are located in
the northeast corner of the room.

Chest. The chest is not locked. Inside the


characters will find 437 sp and 59 gp. This is
money that the lizardfolk have stolen during
their raids. There are also three potions of
healing and a potion of poison (which appears
to be a fourth potion of healing).

18
13. T-Junction 14. Master Bedroom

You stand at a t-junction, with three wooden This chamber is a bedroom, with a large
doors located at each exit point. A single torch double bed, that has silk sheets, a canopy and
fastened to the northern wall flickers. rich red curtains.
The scent of perfume hangs in the air.
Each exit from the t-junction leads to area 9, There is a dressing table against the wall, a
area 12 and area 14. If characters do not have a mirror that hangs above it, and a corner of the
key, they can open each door with Thieves’ room has been sectioned off by a tall room
Tools. Each requires a DC 20 Dexterity check. divider.
The passage is only 5 feet wide,
necessitating that characters move in single file.
The walls toward the northern end of Lying sleepily in the bed is Korth’s lover – Zreshi.
the junction are pitted. A DC 10 Intelligence She is dozing, so it is possible to take her by
(Investigation) check can determine that this surprise. When she is roused, she goes into a
was caused by acid. On a DC 20, a character can fury, demanding to know who the intruders are.
spot holes in the wall, disguised by the pitting. No answer will satisfy her and she will attack.
Zreshi is a lizardfolk shaman. She
Acid Spray Trap. There is a hidden pressure carries 50 gp in a pouch and wears a gold
plate positioned immediately in front of the necklace (worth 25 gp).
door that leads from area 9. If more than 40 The sectioned off northeast corner of
pounds of weight is placed on the floor tile, it the room hides a lavatory and a sink. Ssotek
will sink into the ground and activate the trap. was a brilliant thinker and installed plumbing in
Acid will spray through the hidden holes his dungeon.
in the walls, spreading 15 feet in every direction.
Any creature hit by the acid cloud takes 11 Dressing Table. A duplicate of Korth’s set of
(2d10) acid damage. keys sits on top of the dressing table. There is
The torch on the wall is a lever, pulling also a glass perfume bottle that has a single use
it downward temporarily deactivates the trap left (this grants advantage on a single Charisma
for five minutes, stopping the pressure plate check) and a copper chalice with silver filigree
from depressing. (worth 25 gp). There are six mandragora roots
It takes a DC 10 Wisdom (Perception) or (see appendix B) located in a bowl.
Intelligence (Investigation) check to notice the
pressure plate or the lever, and deduce their
purpose. Conclusion
Wedging an iron spike or other item If the party is able to slay both Korth and Zreshi,
under the pressure plate also deactivates the then any remaining lizardfolk depart from these
trap. lands. The kobolds go back to their usual
activities, becoming no more than a nuisance to
the locals.
The party will be awarded 200 gp in
total (plus they can keep whatever treasure
they uncovered in the dungeon). Each character
should also be awarded an additional 100 XP
each for successfully completing the mission.

19
APPENDIX A: VILLAIN

Lizardfolk Outcast
Lizardfolk are primitive reptilian humanoids that lurk in swamps and jungles. Fiercely territorial, they kill
when it is expedient and do whatever it takes to survive. Occasionally, some lizardfolk are cast out from
their tribe and learn additional skills and techniques when they venture out into the world.

20
APPENDIX B: MAGIC ITEMS

Mandragora Root
Wondrous item, uncommon
A strange, twisted plant root, that is edible. The root is restorative, and next time a creature takes a
short rest after eating this root, they will instead gain the benefits of a long rest. However, anyone
consuming a root must make a DC 15 Constitution saving throw, as the root tastes of spoilt milk. If the
saving throw is failed, the character vomits, and gains no benefits. Once an attempt has been made to
consume a root, it loses its magical properties, whether the attempt was successful or not.

Potion of Linguistic Learning


Potion, common
When you open this potion, the green liquid begins to fizz violently. Upon drinking the liquid, you feel
static in your mind. The first language you hear or read, which you do not know, you instantly learn. You
can understand, read and speak this language for 1 hour. However, you forget all other languages for
the duration. At the end of the hour, roll a d20. On a roll of 1, this new language permanently replaces
one language you already know (which should be determined randomly). On a roll of 20, you learn this
language, in addition to those you already know.

Ring of Dragon Speech


Ring, uncommon (requires attunement)
While wearing this ring, you have advantage on any Charisma checks against creatures of the dragon
type. In addition, you also know the language Draconic, if you do not know it already. This ring also
makes the bearer covetous, with them becoming obsessed with material wealth.

21
APPENDIX C: MAP

22

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