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The Wandering Ogre - 1st level adventure

This short mini adventure starts with a


social encounter with an ogre that has Ogre
been driven away from his cave by Large giant
kobolds. The ogre holds an ominous staff,
which he is willing to trade if the Armor Class 11 (Hide Armor)
characters help him reclaim his cave. Hit Points 59 (7d10 +21)
Speed 40 �.
Bog the Ogre STR DEX CON INT WIS CHA
As the characters tread through the outback, they spot an
ogre from afar. The creature holds a grim staff made of 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
sharp rib cage bones and a human skull at its top. The
characters will also notice a skeleton that approaches the Senses Darkvision 60 feet, passive Percep�on 8
lumbering ogre. A moment later, the ogre turns towards Languages Common, Giant
it and hits it with an arcing slam, shattering its remains Challenge 2 (450 XP)
and sending them into the shallow waters.
When approached, the ogre isn’t immediately hostile, ACTIONS
and will ask the characters who they are in broken
Greatclub. Melee Weapon A�ack: +6 to hit, reach 5 �., one
common.
target. Hit: 13 (2d8 + 4) bludgeoning damage.
The Ogre’s name is Bog. He is native to the Valtiry
Outback and has a cave nearby, although it has been Javelin. Melee or Ranged Weapon A�ack: +6 to hit, reach 5 �.
overrun with “crafty little lizards”. While searching for a or range 30/120 �., one target. Hit: 11 (2d6 + 4) piercing
new home, he found his “back-scratching stick”. damage.
Bog doesn’t like to sleep outside, since skeletons and
zombies bother him all the time. He is certain these Kobolds. There are 14 kobolds in the cave, but only half
undead creatures want his stick, but he doesn’t like of them are capable of fighting (3 kobold snipers and 4
sharing. While it may be clear to the characters that the kobolds). The kobolds prefer to lure creatures into their
staff summons the undead, it has never occurred to Bog. traps before engaging, They will only escape if all the
He likes this stick, it scratches just right, but there’s one traps have failed and they are outnumbered.
thing he likes more: his cave. If the characters help him
remove the little lizards from his home, he will give them
his stick.
1. Cave Entrance
You peer into the opening of this dank, smelly cave. The
Attacking Bog mouth opens up into a larger area about twenty feet
Fighting an ogre at level 1 means death to most ahead. You can hear the faint sound of water flowing
adventuring parties. If you sense the players plan to go from within.
on the offensive, remind them of the ease with which
Bog shattered the skeleton to warn them of the Continuing north will take the characters to area 2.
encounter’s difficulty. Should they slay the ogre, they can Tripwire. The entrance has a tripwire that’s meant to
claim the skeletal staff (page 4) from his corpse.

The Cave
Bog’s cave was seized by a group of kobolds who have
already filled it with traps and alarms in case the ogre
returns. If Bog is with the characters when they approach
his cave, he will tell them that he will remain outside to
catch any lizards that escape.
Topography. The cave’s natural ceiling varies in
height from 10 feet at its lowest to up to 25 feet in the
taller regions. The walls and floors are made of stone
with some patches of loosened earth that can be dug
through.
Water. Some areas of the cave are filled with clear
water up to 5 feet in depth (as displayed on the map).
The water is considered difficult terrain for creatures
without swimming or flying speeds.
Light. The cave is dark unless stated otherwise. The
boxed text assumes that the characters have light sources
or darkvision.

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notify the kobolds of intruders. A character can detect triggered the tripwire or entered the cave with a light
the wire with a successful DC 12 Wisdom (Perception) source, the kobolds will be ready for them.
check and warn their allies to avoid it. If a character Stealth Tunnel. The kobolds dug a small tunnel
crosses the area without checking for traps they will step leading to area 3. It is 2 feet in diameter and 15 feet above
on the wire, releasing a bundle of metal scraps to fall ground level, making it hard to notice. A character that
from above. The character takes 1d4 slashing damage, makes a DC 15 Wisdom (Perception) check spots the
and the kobolds in the cave become alert. tunnel. Due to the tunnel’s size, only Small creatures (or
smaller) can crawl through it. If the kobolds were alerted
2. Large Cavern (i.e., by the tripwire), the tunnel has a kobold sniper
lying in wait. The sniper will wait until a creature falls
You enter a large cavern filled with boulders, rocks, and into the pit (or otherwise discovers the trap) before
occasional patches of loose earth. Ahead, you see a shooting.
pond that dominates most of the chamber; gentle waves
Kobold Sentry. One kobold stands watch (marked
on the map with ‘G’), ready to retreat back to area 4 if
lap against the nearby shores. they spot anyone. Their goal is to lure creatures into the
pit trap. If the kobold hasn’t been alerted, a character can
Aside from the cave entrance, the cavern has two exits surprise the sentry with a successful DC 8 Dexterity
leading to areas 3 and 4. These exits are too small for a (Stealth) check.
large creature to go through, but Medium or smaller Pit Trap. This 20-foot drop is covered with cloth and
creatures can enter. The kobolds in this area guard the dust. A creature that examines the area can detect the
entrance but are typically distracted. If the characters trap with a DC 12 Intelligence (Investigation) check. A

2
Kobold Sniper Kobold
Small humanoid (kobold)
Small humanoid (kobold)

Armor Class 13
Armor Class 12
Hit Points 7 (3d6-3)
Hit Points 5 (2d6-2)
Speed 30 �.
Speed 30 �.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 9 (-1) 10 (+0) 8 (-1) 8 (-1)
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)

Senses Darkvision 60 feet, passive Percep�on 9


Senses Darkvision 60 feet, passive Percep�on 8
Languages Common, Draconic
Languages Common, Draconic
Challenge 1/4 (50 XP)
Challenge 1/8 (25 XP)
Sunlight Sensi�vity. While in sunlight, the kobold has
Sunlight Sensi�vity. While in sunlight, the kobold has
disadvantage on a�ack rolls, as well as on Wisdom
disadvantage on a�ack rolls, as well as on Wisdom
(Percep�on) checks that rely on sight.
(Percep�on) checks that rely on sight.
Pack Tac�cs. The kobold has advantage on an a�ack roll
Pack Tac�cs. The kobold has advantage on an a�ack roll
against a creature if at least one of the kobold's allies is
against a creature if at least one of the kobold's allies is
within 5 feet of the creature and the ally isn't incapacitated.
within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS ACTIONS
Dagger. Melee Weapon A�ack: +5 to hit, reach 5 �., one
Dagger. Melee Weapon A�ack: +4 to hit, reach 5 �., one
target. Hit: 5 (1d4 + 3) piercing damage.
target. Hit: 4 (1d4 + 2) piercing damage.
Blowgun. Ranged Weapon A�ack: +5 to hit, range 25/100 �.,
Sling. Ranged Weapon A�ack: +4 to hit, range 30/120 �.,
Hit: 1 piercing damage plus 3 (1d6) poison damage. If the
one target. Hit: 4 (1d4 + 2) bludgeoning damage.
target is a creature, it must succeed on a DC 11
Cons�tu�on saving throw or be poisoned for 1 minute. The
creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. 4. Northern Tunnel
Hundreds of wooden s�cks s�ck out at various angles
creature that steps into the pit’s area falls to the bottom, from the walls, ground, and ceiling of this narrow tunnel.
and has to make a DC 10 Dexterity saving throw. The
creature takes 2d6 bludgeoning damage on a failed save, The sticks make the area difficult terrain for Medium
or half as much on a success. creatures (Large creatures cannot enter). 2 kobolds and
1 kobold sniper wait in the alcove past the narrow
3. Southern Tunnel section, prepared to shoot creatures who enter the
difficult region. If the characters reach the kobolds in
Tar, twigs and dry leaves cover the ground of this narrow melee, they will retreat to area 5.
tunnel. Glue Traps. Buckets of glue balance atop two stakes
held vertical by tripwires. A Medium creature that
The tunnel leads to area 5, where some of the kobolds crosses the marked spots must succeed on a DC 10
reside. Due to the leaves and twigs, any Dexterity Dexterity saving throw or knock the bucket off, spilling
(Stealth) checks made to cross this tunnel are made at glue on their legs and the ground around them. The
disadvantage. The tunnel is wide enough for Medium creature’s speed becomes 0 for one minute. A creature
creatures to enter. If the kobolds haven’t been alerted, can use its action to make a DC 10 Strength check to free
one kobold sniper stands watch in here near the itself or another glued creature within 5 feet of it.
tripwire (otherwise, they’re in the stealth tunnel leading
to area 2). If the kobold notices the characters are in the 4. Kobold Quarters
corridor, they will manually activate the tripwire and
activate the ignition trap. This cavern is filled with sleeping sacks and debris. A
Ignition Trap. A simple tripwire activates a low-burning fire smolders near the center.
tinderbox, setting the entire corridor aflame. A character
can detect the wire with a successful DC 12 Wisdom Nine kobolds reside in this cavern, but only two are
(Perception) check and warn their allies to avoid it. If capable of fighting (a kobold and a kobold sniper).
triggered, each creature that starts its turn in the area, or Encounter. If a fight breaks out in the quarters, the
enters it for the first time on their turn, takes 1d4 fire kobolds that can’t fight will dash for the escape tunnel.
damage. While the tar burns, the area is heavily Any remaining kobolds in areas 3 and 4 will join the fray
obscured. The fire lasts for a minute. in the second round of combat. If the kobolds are
outnumbered by the player characters, they will escape.

3
Escape Tunnel. This tunnel is too narrow for a
Medium creature to go through, but a Small (or smaller) SUNKEN MEMORIES
creature can use it to get outside. This adventure is a part of Sunken Memories, a
23�page�long supplement I made for my patrons. It
Treasure. The kobolds have collected some valuables includes adventures, creatures, magic items, and plenty of
in a pile, including: 619 cp, 31 sp, 12 gp, a silver nugget (5 lore to inspire numerous sessions in this mysterious
gp), a bear trap, 1 moonstone (50 gp), a silver bracelet marshland. You can find more informa�on �and support a
with filigree depicting a bronze dragon (25 gp), and a small publisher� in this link. Thank you for your
considering!
potion of healing.
Art Credit: Page 1 � Dean Spencer Art
Aftermath
If the characters cleared the cave of kobolds, Bog will �Aviad from Beyond the Screen
thank them and give them his back-scratching stick,
which is a skeletal staff.

Skeletal Staff
Staff (uncommon), requires attunement by a sorcerer, warlock
or wizard
This staff is made of a strung human spine with a skull at
the top and emanates necrotic energy. It has 10 charges
and regains 1d6 + 4 expended charges daily at midnight.
If you expend the last charge, roll a d20. On a 1, the
malevolent spirit that is trapped in the staff is released
and the item loses its magic.
Spells. While holding the staff, you can use an action
and expend some of its charges to cast one of the
following spells from it, using your spell save DC:
animate dead (3 charges), blindness/deafness (2 charges), or
ray of sickness (1 charge).
Gifts of the Dead. While holding this staff, you can
use an action and expend 1 charge to temporarily gain
proficiency in one of the following skills: history, insight,
medicine, perception, or intimidation. If you are already
proficient with the chosen skill, your proficiency bonus is
doubled for any ability check you make that uses it. This
effect lasts for 10 minutes, or until you use this feature
again.
Curse. The staff is cursed and possessed by a malignant
spirit, affecting any creature that attunes to it. Even if the
attunement ends, the curse remains. With each passing
day, the creature’s physical appearance looks more
corpse-like. After seven days, the creature looks like a
walking corpse. These physical changes may frighten
other creatures, but otherwise pose no physical
drawbacks. The curse can be undone by any effect that
removes a curse, such as a greater restoration or remove
curse spell.
If the staff is not attuned to any creature, the trapped
spirit inside will use its charges to repeatedly cast animate
dead, commanding the created undead to take the staff
and search for a creature that can attune to it.

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