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Mini Quest

Kobold Caper
A
By David Dudka

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 tunnel has several traps that the weasel is trained to avoid. Once
1 The crumbling spire of Aldorn Tower stands before you. Once a
watch tower meant to warn the border forts of invasion it was
the weasel escapes it will hide outside then follow the characters back
into the tunnels where it will try and ambush them from behind.
overrun more than twenty years ago and never rebuilt. Now it stands
as a silent sentinel to events long past. 4 This is a hidden alternative entrance to the kobold lair. The tunnel
contains several traps.
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). 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
By the time the group reaches the tower it will be empty. A makeshift to AC for 1 hour).
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 Tripwire which triggers a large clay jar to fall from the ceiling. Upon
trap door on the ground floor. Two kobolds (AC 15, Hp 5, ATK +1 spear, breaking it releases a swarm of insects (AC17, Hp 9, ATK +1, DMG
DMG 1d6-1) are hiding on the other side and will be surprised when 1d6).
discovered. A five foot high tunnel leads down into the earth.
5 The tunnel opens up into a small cavern. Lying on the ground
2 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
bound from neck to ankle in rope is a woman wearing black
leather armor.
hisses menacingly towards you as two other weasels slink from the Once untied the woman will introduce himself as Darly Quince, a
shadows in an attempt to flank you. wandering minstrel who was captured by the kobolds. She is
extremely thankful and will promise to write a grand tale about the
The three giant weasels will attack and fight to the death (AC 16, HP 13, characters heroic efforts once they get back to civilization.
ATK +6 Bite (1d6+3), SA Blood Drain).

3 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
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
one of the far tunnels and a pink eyed weasel sprints across the hideout but got captured by the kobolds.
cavern an disappears into the opposite corridor.
She will agree to help the
Instead of attacking the giant weasel will dash up the long tunnel to area 4. 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
1 magic items, before making her
escape. You should ensure that
she gets away.
TRIBULATION OF THE
4
DEAD

3
2
5
9 6

8 7 13
10
11 12
SIMONE PIGNOLI (Order #25517016)
NHEOVRREORR FMANOTRASEY
6 A cacophony of yelps and barks can be heard echoing from a
chamber up ahead. The cavern contains a large cook fire
“I am Forg bred of Gorg
and I do not fear man
surrounded by crude huts of mud and branches. A score of giants. Even giants fear
kobolds are gathered around the fire tearing hungrily at the the wasp and you shall
carcass of dead cow. know the sting of my
pack!”
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.

7 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.
11 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
The characters can find pretty much any standard piece of equipment poorly made tapestry depicting a large black
although there is a 30% chance any item in the pile is broken. There skull on a gray background.
are hundreds of loose coins including 1,050 copper, 182 silver and 35
gold. There is also a silver bracelet worth 75 gold coins. This is Forg's private chambers. Most of the
items are useless, however, inside the trunk the

8 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
characters can find:

a stone pedestal in the center of the room. The smell is coming A sack of 825 silver pieces, 160 gold pieces, a jar of healing salve (2
from a muddy pool at the base of the pedestal. It would appear applications healing 1d8), a sling +2 and 20 iron sling bullets,
that part of kobold ritual is to urinate on this shrine or idol.
12 A crude wooden gate blocks the passage into this cavern. From
beyond the gate you see dozens of animals including sheep, cows
An astute character will notice that inset in the eyes of the skull are
precious gemstones (each worth 250 gold). Anyone stealing the eyes and goats huddled nervously against the back wall.
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 There are fifty animals in total. They a skiddish about being underground
eating raw meat, petty squabbling with other characters and marking and may be difficult to control.
their territory by urinating. On the next full moon they will turn into a
kobold unless a remove curse spell is used. 13 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
Protecting this shrine is a Black Skull Spider (AC 15, Hp 16, ATK Bite piles of more insect parts. Standing in the center of the room is a
+2, 2 stabs +3 DMG 1d4+poison, 1d6) that will attack if the skull is kobold wearing the body of a giant spider. A large centipede coils
desecrated. 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.

9 As you enter this small cavern you spot a body lying face down in
the center of the room.
CAN YOU SURVIVE?
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
THIRTEEN
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.
PINES
Available Now
10 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
EPILOGUE
present standing on top of the bone chair. He will call out a challenge
With the livestock in tow the characters can return to Fort Griffon.
to the characters as they enter.
Commander Wallace will give them 100 gp each and let them keep
everything found except for the livestock. Little do the characters know
Kobold Warriors (AC 15, Hp 5, ATK +1 spear, DMG 1d6-1)
that they are being betrayed by Darly and Gorg is determined to avenge
Forg bred of Gorg (AC 17, Hp 15, ATK +4 sword, DMG 1d6+1)
his son's death in the next chapter:
Possesses a buckler +1.
SIMONE PIGNOLI (Order #25517016) R ev en g e o f t he K o bo l d K i n g
Revenge of the Kobold King
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. A Mini Quest
By David Dudka
“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 The catapults are firing clay jars filled with swarming insects (AC17,
spell or device, reaches the ears of every defender standing upon the wall. Hp 9, ATK +1, DMG 1d6). There is a 2 in 6 chance one lands near
the characters.
“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 A total of 10 giant spiders (AC 15, Hp 16, ATK Bite +2, 2 stabs +3
dead. Surrender those responsible for the slaying of his son Forg and the rest will live.” DMG 1d4+poison, 1d6) swarm over the wall. Their goal is to
overcome the guards defending the gate and attack the two north
King Gorg's host consists of 800 kobolds, 30 giant weasels, 10 giant spiders, 20 facing perimeter towers.
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 As the spiders are harassing the defenders 100 kobolds (AC 15,
shaman's feet. Enraged, King Gorg will order the attack. 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
The kobold host cries out filling the air with off tune yelps and howls of anger. A kobolds to scale the wall. There are 10 ladders in all and 10
series of booms marks the firing of the catapults as they hurl their missiles kobolds per ladder. Two can reach the wall per round.
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 To successfully defend the gate and force a retreat the characters
the main gate and defending towers. The wall will do little to impede their eight must kill two giant spiders and fifteen kobolds. The other defenders
legged advance. will handle the rest.

1
1. Main Gate & Guard Towers 9. Barracks
- 3 Crossbowman & 2 men-at- 2 2 - Each sleeps 30 men
arms in each
- Winch raises the gate 10. Main Hall
- Final rally point
2. Perimeter Towers
- 4 Crossbowman & 4 men-at- 11.Chapel
3 - Priest and healing potions (6)
N
arms in each
- 1 Ballista and 50 bolts
12. Guest quarters
3. Main Courtyard - characters accommodations
- 10 men-at-arms 4
13.Commanders Quarters
4. Blacksmith 6 - Locked chest with 1,500 gp

5. Stables 7 7 14. War Room


- 12 horses 9 9 - Map of area

6. Keep Gate & Towers 17 15. Storage


- 2 crossbowman & 2 men-at- - Food stuff for 1 month and
arms in each 5 standard equipment items
- Gate raised by winch 16 10 11
16. Kitchen
7. Keep Towers
- 2 crossbowman & 1 men-at-
12 17. Armory
arms 15 - any standard weapon or armor
available.
8. Keep Tower 14 13
- Secret door to outside 2 7 8 2
.
SIMONE PIGNOLI (Order #25517016)
MOMENTARY RESPITE 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
Following the initial attack the kobolds will regroup to plan their next the defenders with numbers. The forts defenders, however, stand true
assault giving the characters some time to rest. The characters might and hold the line.
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 As the kobold's to the south are forced to regroup for another charge
will be surrounded by his 10 bugbear bodyguards at all times. you hear cries of alarm and battle coming from inside the keep.
Somehow, the kobolds have made it inside.
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 With attacks coming from both the north and south the characters and the
the main kobold force and could be destroyed if the characters acted remaining defenders will have fight a losing battle. Eventually the characters
swiftly. Each catapult is defended by only six kobolds. 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
While the kobolds have no sentries their weasels are scouring the area step forward flanked by his bugbears. To their surprise Darly Quince will be
looking for prey (Stealth +14). For each 30 minutes the characters are standing at his side.
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 Darly will point at them, dagger in hand, “These are the man-giants that killed
weasels (AC 16, HP 13, ATK +6 Bite (1d6+3), SA Blood Drain). 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
ATTACK FROM BELOW lots and lots of gold.”

Commander Wallace will summon the characters to the wall where they Gorg will laugh, “The sirens of Hades call to you man-giants. I Gorg, first of
can see the kobolds are mustering for another attack. 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
You watch as a group of several hundred kobolds charges towards elites in carrying out the sentence. Enough of my pack has died today.”
the main gate. As you ready your weapons a rumbling noise catches
your attention from behind. As you turn the ground of the courtyard Darly will look indignant, “That wasn't our deal!”
trembles as the earth up-heaves and splits. A giant insect head with
razor sharp mandibles pushed to the surface. It's spear like Gorg will growl, “Either kill them or join them:”
appendages lance out at a nearby guard impaling him through the
chest. With an ear splitting shriek it scrambled out of the hole and Gripping her two daggers Darly (AC 16, Hp 20, ATK +3/+2, DMG
charges the main gate. To your horror a second monster insect 1d4+1/1d4+1) will reluctantly join the ten bugbears (AC 17, HP 16, ATK
appears and rushes out of the hole to attack. 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.

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:
SIMONE PIGNOLI (Order #25517016)

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