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An Eggcellent

Adventure

Design by J.W.H. Verhoeven Cover art by W.W. van der Weel


Bold text refers to monsters whose game
Introduction statistics are presented in appendix A.

Boxed text is meant to be read aloud to


the players as they first encounter the
What is this? corresponding location.

This “Eggcellent adventure” is a starter


adventure for Dungeon & Dragons 5E. It can be
White Foot kobolds
played in a single session and is designed to The kobolds in this adventure are part of the
give new players a taste of the core elements of White Foot clan. As such, they all decorated at
D&D. As such, it features a tiny hamlet, a small least one of their feet to make it appear white
dungeon and a baby dragon. (for instance with paint, bones, or fondant). This
group broke of from the rest of their clan and
Adventure Summary consists of 14 kobolds. All of the kobolds only
speak draconic, except for Arrix, the inventor,
A band of White Foot kobolds have found a
and Urak, the chief, who both also speak
white dragon egg and they have taken it to
common (for the most part).
a shrine in the forest, attempting to hatch it
and welcome their new god into the world. In
preparation of its birth, they gather supplies and
Town and Setting
procure a suitable meal for the baby dragon. This adventure is setting agnostic and can be fit
The adventure starts as the kobolds raid the into your world or run on its own. The adventure
town of Burnwood, where the players happen to starts in the village of Burnwood, a small
reside, and abduct the shopkeeper’s newborn. forester hamlet in the wilderness. The only
The heroes will quest into the forest, find and buildings of note are:
enter the kobold hideout, and attempt to rescue • The Burning Blade, the local inn run by Guido.
the baby Bas. • Sebastian’s Satchel, the general store run by
Amber.
How to run this adventure
All villagers in Burnwood know the local legend
As an adventure for introducing new players,
of the hamlets origin and will freely share it if
it is recommended to start playing quickly and
the characters inquire.
without requiring preparation on the players’
end. As such it is advised to sit everyone down,
Legend tells of St Sebastian who came to these
give them character sheets (such as those
woods to defeat a great green dragon. He fought
provided in appendix B) and explain the basic
his way through the haunted forest until he
flow of the game.
encountered the dragon on a rock. His magical
• The DM (you) describes the situation.
flaming sword broke during the fight but he still
• The players describe what their character
managed to slay the beast, freeing the land from
attempts to do.
its terror. The town of Burnwood was founded
• You ask for any necessary die rolls and
in a clearing left by the epic battle. The great
describe the outcome.
knight is venerated and a shrine in his honor
You can explain the specifics of combat and
was erected inside the rock where St Sebastian
such when it comes up in game.
defeated the dragon. This stone formation is
now known as the “Dragon’s Tooth”.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2023 by J.W.H. Verhoeven and published under the Community Content
Agreement for Dungeon Masters Guild.

2
Starting the Adventure
The story starts with the heroes resting in the
Burning Blade inn on their journey through the
Heroes to the rescue
woods. The inciting incident of the story is At dawn the village gathers in the common
Sebastian’s Satchel being set ablaze during room of the inn to discuss the situation. The
the kobold raid. You can start the game on this villagers have to piece together what happened
action beat as the character wake up to the from Amber’s recollection. Amber is naturally
roar of the fire and the screams of the villagers, distraught with her baby being kidnapped and
or you can start the game the evening before, while she tries to be as helpful as possible, she
allowing for some roleplay and character is unable to recount much details and describes
introductions and letting the players get to know the kobolds as “small demon dogs”. Through
each other and some of the villages’ NPC’s. investigation of the remains of the shop, tracks
leading into the woods and Amber’s wounds the
party can obtain more information such as
We start our adventure in Burnwood, a tiny
• The size of the group (8 kobolds and 2 boars)
hamlet in the wilderness you passed on your
• Their weapons (small daggers, a spear and
journey. It is the beginning of winter and as
rocks)
the first snows have fallen you are all happy
• Their loot (a jug of cooking oil, a bright orange
to have found a comforting meal and a warm
sunscreen and 4 jars of lavender scented oil)
bed in the local inn: the Burning Blade.
• Their nature (kobolds) though it is unlikely
Guido, the innkeep, is happy to have paying that one of the PC’s has previously encountered
customers and serves as a pleasant and them.
unobtrusive host. The only other guest in They may also find flour or shaving cream on
the somewhat desheveled inn is Joost, an the footprints linking these creatures to the
enthusiastic, elderly gentleman who takes up White Foot clan. It is however unlikely that
one of the rooms in the inn after he accidentally anyone will be able deduce anything usefull
burned his house down a few weeks ago. from this information, but it can be found
nonetheless.
Fire
The villagers will agree that something has to
You wake up suddenly as you are roused by be done and that baby Bas has to be rescued
the clamour and screams from outside. You but there are no apparent candidates for such
smell burning wood and through the window a task among the villagers. If the party does
you see the morning dusk disturbed by the not volunteer you can encourage them by
bright orange glow of a great fire further in the having an obviously unsuitable person, such
village. as Joost, a very forgetful village elder, take up
the challenge. As a last resort the villagers will
The kobolds have raided the general store, straight up ask the PC’s to help. The people of
Sebastian’s Satchel, in search of oils and other Burnwood don’t have much but they are willing
flammables. Once there they found Bas, the to part with their savings (totalling about 23
newborn of the shop’s owner Amber. They took gold pieces) to compensate the party.
the baby and in the struggle the building was Fleur, the town herbalist, brought a potion of
set ablaze. healing to tend to Amber, but she is willing to
The rest of the villagers are trying to put out the hand it to the party instead in aid of their quest.
fire, but without aid most of the store will burn
down. Amber is dearly wounded but manages
to get out of the building alive. The villagers will
take her to the inn and ask Fleur, the herbalist to
care for her. The kobolds take their spoils and
return to the Dragon’s Tooth.
3
Journey to the Tooth
The kobolds have retreated to the Dragon’s
the Dragon’s Tooth
Tooth, a giant boulder in the forest about 4
hours walk from the village. It is a known site The dragon’s tooth is a giant rock which lies in
and one of the villagers could easily lead or a small clearing in the woods. A thick plume of
direct the heroes there, but the villagers do not smoke rises from the top. It smells of lavender.
know that this is where the kobolds have made Two kobolds sit atop the tooth under the shade
their den. The following clues could direct the of a bright orange sunscreen as look-outs.
players to find the kobold hideout: Despite the screen they are still at disadvantage
• Tracks left in the fresh snow are easy to seeing things in daylight. Two more kobolds
follow riding a large brass brazier strapped behind two
• A plume of smoke (scented with lavender) giant boars as a sled are patrolling the area.
arises from the tooth There are two entrances to the tooth: a
• One of the villagers recalls having seen decorated stone archway leading to the Shrine
some activity recently at the shrine of St. Sebastian, and a small tunnel dug into the
Unless the party is guided to the Tooth, you can side of the rock which the kobolds use to enter
have one of the PC’s make a survival check to and exit their den. A tripwire is set up in the
determine how quickly and efficiently they find tunnel to collapse it.
their target, and during what part of the day they Stairs to
arrive. If they succeed on a DC 13 survival check upper level
they arrive in the afternoon. Otherwise, they
arrive around or after dusk.

Kobold Trap
Jacques Den
X
While travelling through the woods the PC’s can Inner
spot a freezing and startled gnomish fellow Sanctum
named Jacques, who is dressed in only a cloth
diaper. Jacques was kidnapped a few days
earlier by the kobolds, who mistook him for a Secret
door Shrine
baby man and planned on feeding him to the of St.
baby dragon when it hatches. Jacques, however, Sebastian
does not speak draconic and is unaware of the
10 ft. x 10 ft.
dragon and the kobolds’ plans for him. When
most of the kobolds left on their nightly raid,
Jacques escaped and has been wandering the
The Shrine of St. Sebastian
woods since, trying to find his way home.
The rectangular room that makes up the
shrine is dominated by a large stone statue of
He will be skittish at first but otherwise relieved
a knight with a raised sword in the center of
to see the party. He is somewhat embarrassed
the chamber. The colourful murals that cover
by his current situation but if the party informs
all walls are dark and faded. A large brass
him of their quest, he will tell them what he
brazier lies in a far corner of the room.
knows of the shrine and the kobolds. He will
also request they retrieve his invention, which
he left during his escape. He describes a flat The murals depict the terror of the dragon,
wooden object with four prongs pertruding the arrival of St. Sebastian, and the epic battle
outwards which are inlayed with some crystals. where Sebastian slew the dragon with his
It is a flying device of sorts and he will be most burning sword on top of this very rock. The
happy if they party can manage to retrieve it. murals are darkened by the soot of the braziers
that are lit in honour of Sebastian during
ceremonies. Three of the four braziers that are
4
normally placed in the remaining corners of this
room have been taken by the kobold tribe. Small
Inner sanctum
pools of lamp oil have been spilled on the floor, An alcove in the inner sanctum contains the
though the kobolds have tried to take most of it remains of St. Sebastian held in an urn as well
upstairs. as his broken sword. The existence of this room
is a secret and it is used only by priests. Aside
Secret: The west wall contains a secret door to from the reliquaries, the inner sanctum holds a
the inner sanctum. The door is flush with the large stone table and cupboard with supplies,
wall and the grooves blend in with the mural since looted by the kobolds.
making it difficult to perceive by sight alone
(DC 16). The door magically opens when the Treasure: St. Sebastian’s magical longsword
sword of the statue is lit. Oil has seeped into the was broken in the battle with the dragon. The
porous stone of the sword and making it easy hilt part can still be used as a magical shorts-
to ignite, and the colour of sword is darker than word. Anyone wielding the sword can use a bo-
the rest of the statue as it is covered in soot. nus action to speak the command word and set
the blade on fire. While ignited the blade deals
Optional additions an additional 1d6 fire damage.

At the end of the inner sanctum is a spiral stair-


A prayer to St. Sebastian case that leads up to the top of the Tooth. A
small tunnel leads to the kobold Den.
If you feel the heroes need some help in the
upcoming battle you may add a small prayer On the table sits a small empty cage. Besides it
inscribed in the base of the statue. Anyone who
sits Arrix nursing a human baby and “singing” a
recites the prayer is affected by the Aid spell.
lullaby in draconic. The baby is Bas, the child of
Note that this may divert the players from the
the shopkeep Amber, and Arrix is trying to get
statue’s true purpose of opening the secret
him back to sleep so he can continue working.
door.
Next to the cage lies a disk-like object roughly
two feet in diameter made of metal and wood.
Great Sebastian our hero of light This “drone’ is Jaqcues’ flying machine. It
we pray so hear us in our plight requires magic to activate (a cantrip will do)
Like your blade our hearts burn bright but controlled flight requires expending a first
We ask to aid us in our fight level spell slot. When controlling the drone you
can see and hear through it instead of your own
senses and you can make the drone move on
The ghost of St. Sebastian your turn. The drone has a flying speed of 60 ft,
can hover, and is able to carry the weight of one
If you like to add a bit of challenge or help to medium size creature. Arrix is trying to figure
the adventurers at this point you can have the out how to make the drone work, but is far
ghost of St. Sebastian appear to the party. St. out of his depth.
Sebastian knows about the kobolds and what
they have been doing but does not understand
their motives. He does not approve of the
kobolds’ presence and wants them removed. As
such, he might share information with
the party about the kobold positions,
divulge the secrets of the shrine or even
fight with them. Alternatively, if the heroes
somehow defile or desecrate the sanctum,
the ghost might alert the kobolds to their
presence or attack them.

5
Kobold den Upper level
The kobolds dug a set of tunnels when they The staircase in the inner sanctum leads to the
came to the tooth as they were unable to open top of the tooth.
the secret passage in the sanctum. They use
the tunnel that leads to the outside to enter and As you ascend the staircase you are met with
access the inner sanctum and the upper level. the howling of winds as falling snowflakes
A section of the tunnel is trapped and rigged touch your face. Before you, protected by the
to collapse when the tripwire is pulled. The elevated edges of the rock, hides a waning fire,
tripwire can be spotted with a DC13 perception filling the air with a pungent smell of lavender.
check. A character in caught in the collapse In the centre of the burning brazier lies a large
takes 1d6 bludgeoning damage or half that on a blackened egg. In front of the brazier, on top
successful DC9 Dexterity Saving Throw. of a small pile of coin and trinkets kneels a
The larger part of the tunnels are used as a kobold with a set of makeshift wooden wings
den by the kobolds. Seven kobolds are present strapped to his back. Behind him stands
in the den, four of which are asleep. The other another kobold holding a large brass brazier
three are playing a dice game to distract as a shield.
themselves of the stink (their words) of the
scented oils and the noise of Arrix’ singing.

Stairs to inner
sanctum

Brazier
Treasure
pile

Lookout
10 ft. x 10 ft. sunscreen

Kobold tactics
Generally, kobolds are tiny and feeble creatures. they might take or focussing fire. They will
They are weary to attack anything bigger than however avoid anyone who looks big and scary,
them if they do not have a tactical advantage. especially if they have scars.
When they take any significant wound they Zas is a dumb but(/and) brave. He is tasked
retreat to lure their opponents into a trap, or run with protecting the egg and will under
away altogether. In this adventure, the kobolds no circumstance do anything that might
might try to escape through the trapped tunnel, compromise that goal.
hoping to lure overly bold adventurers into the Arrix is the cleverest of the bunch, which means
trap, or retreat to the top level to hide behind he is most likely to engage the players in
their leader and make use of the high ground. conversation. He is also the most likely to run
While they don’t fight like a raging ogre away, deploying his inventions to slow down the
(because they are weak and puny and would party.
probably get laughed at by their fellow kobolds) Urak is the most dangerous of the kobolds,
they are not tactical geniuses, or even mediocre and if played tactically, he could wipe the party.
footmen for that matter. Aside from Arrix and Urak, however, is not a tactical genius but
Urak - both of whom will happily scold their rather charismatic zealot. When he appears to
fellow kobolds for their idiocy in the middle be winning he is as likely to gloat as to try and
of combat - most kobolds will do dumb shit finish the job.
like forgetting about attacks of opportunity

6
Urak is the clan’s chief who awaits the arrival of speed of 5 ft. It does not develop its breath
their new master. He views the task of bringing weapon and flight, burrow, and swimming
their god into the world as his sacred calling speeds until the next day (or when the DM
and would gladly die to protect his master. deems it dramatically appropriate). Additionally,
Zas never leaves sight of the egg as he is it does not begin to manifest its alignment
tasked as its bodyguard. He wields one of the yet and is effectively a hungry helpless baby
braziers from the shrine as a shield. (though it will already show an appreciation for
On the south side of the raised edge is the shiny things).
bright orange sunscreen beneath which sit
two kobold lookouts, though their attention is
focussed on what is happening outside.
Treasure: The pile of valuables beneath Urak
Ending the Adventure
consist of various copper and silver coins,
shells and trinkets with a total worth of 60 gold While the quest of this adventure is rescuing
pieces. baby Bas – and leaving the rest of the kobolds
While at first sight, the egg looks black, it is and their unborn dragon god to themselves is
actually a white dragon egg stained with soot. an entirely valid approach –, there is a good
Despite being engulfed in fire the egg is cold chance the party may decide to clear out the
to the touch. The egg is ready to hatch but, kobold clan. They might even obtain the dragon
unbeknownst to Urak, the egg needs to be egg and decide to keep the hatchling dragon.
cooled for that to happen. 1d4 hours after egg Either way, I suggest ending the adventure as
is removed from the flame, or 2d10 minutes the heroes return to town where they are hailed
if buried in snow, the egg hatches and a white as heroes for braving this quest (and hopefully
dragon wyrmling emerges. It cannot speak or returning baby Bas to his mother). At this point
understand draconic. For the first hour its bite the player character would also advance to level
attack deal no more than 2 piercing damage 2.
and 1d4 cold damage and it only has a walking
If you and your players had fun and decide
to continue beyond this adventure, you may
choose to pick any of the loose ends remaining
after your playthrough. Depending on how your
adventure ended, options may include:
• Returning to the tooth to deal with the
remaining kobold clan and their new dragon
god.
• Chasing dragon wyrmling that is on the
loose as well as any kobolds that escaped.
• Returning Jacques to his workshop after it
was raided by the kobolds and now houses
a new inhabitant.
• Escaping from or defending the village from
the wrath of the wyrmling’s mother and her
followers.

Thanks for reading and/or playing this adventure. If you have any feedback I would love to hear it. Additionally, I
would like to thank my friends who helped me with creating, editing, and testing this adventure. Lastly, thanks to
Crusifader, Mercurius and Alexandrius for being the first to brave this adventure and rescue baby Bas.

7
Appendix A : Creature stats

Arrix Small humanoid (kobold), lawful evil


Armor Class 12 Speed 30 ft.
Hit points 13 (3d6+3) Senses darkvision 60ft
Strength Dexterity Constitution Intelligence Wisdom Charisma
7 (-2) 15 (+2) 12 (+1) 11 (+0) 7 (-2) 8 (-1)
Sunlight Sensitivity : While in sunlight, the kobold has Pack Tactics : The kobold has advantage on an attack
disadvantage on attack rolls, as well as on Wisdom roll against a creature if at least one of the kobold’s
(perception) checks that rely on sight. allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Dagger : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Weapon Invention. The kobold uses one of the following options (roll a d4 or choose one); the kobold can use each
one no more than once per day:

1- Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking
speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray
musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed
save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison
automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes
a short or long rest.

2- Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid
damage.

3- Scorpion on a Stick: Arrix makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving
throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

4-Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of
insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm’s turns,
there’s a 50 percent chance that the swarm disperses.

Boar Medium beast, unaligned


Armor Class 11 Speed 40 ft.
Hit points 11 (2d8+2)
Strength Dexterity Constitution Intelligence Wisdom Charisma
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
Charge : If the boar moves at least 20 ft. straight toward a Relentless : If the boar takes 7 damage or less that
target and then hits it with a tusk attack on the same turn, would reduce it to 0 hit points, it is reduced to 1 hit point
the target takes an extra 3 (1d6) slashing damage. If the instead.
target is a creature, it must succeed on a DC 11 Strength
saving throw or be knocked prone.
Actions
Tusk : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+1) slashing damage.

8
Kobold Small humanoid (kobold), lawful evil
Armor Class 12 Speed 30 ft.
Hit points 5 (2d6-2) Senses darkvision 60ft
Strength Dexterity Constitution Intelligence Wisdom Charisma
7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Sunlight Sensitivity : While in sunlight, the kobold has Pack Tactics : The kobold has advantage on an attack
disadvantage on attack rolls, as well as on Wisdom roll against a creature if at least one of the kobold’s
(perception) checks that rely on sight. allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Dagger : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.
Sling : Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Urak Small humanoid (kobold), lawful evil


Armor Class 15 Speed 30 ft.
Hit points 27 (5d6+10) Senses darkvision 60ft
Strength Dexterity Constitution Intelligence Wisdom Charisma
7 (-2) 15 (+2) 14 (+2) 10 (+0) 9 (-1) 14 (+2)
Sunlight Sensitivity : While in sunlight, the kobold has Pack Tactics : The kobold has advantage on an attack
disadvantage on attack rolls, as well as on Wisdom roll against a creature if at least one of the kobold’s
(perception) checks that rely on sight. allies is within 5 feet of the creature and the ally isn’t
Spellcasting : Urak is a 3rd-level spellcaster. its incapacitated.
spellcasting ability is Charisma (spell save DC 12, +4 Sorcery points : Urak has 3 sorcery points. He regains all
to hit with spell attacks). Urak has the following spells spent sorcery points when he finishes a long rest. He can
prepared: spend sorcery points on the following options:
Cantrips (at will) : ray of frost, mage hand, mending, Heightened Spell: When Urak casts a spell that forces
guidance a creature to make a saving throw to resist the spell’s
1st level (4 slots) : charm person, chromatic orb, effects, Urak can spend 3 sorcery points to give one
expeditious retreat, magic missile target of the spell disadvantage on its first saving throw
2nd level (2 slots) : Pyrotechnics against the spell.
Subtle Spell: When Urak casts a spell, he can spend 1
sorcery point to cast the spell without any somatic or
verbal components.
Actions
Dagger : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Zas Small humanoid (kobold), lawful evil


Armor Class 15 Speed 20 ft.
Hit points 44 (8d6+16) Senses darkvision 60ft
Strength Dexterity Constitution Intelligence Wisdom Charisma
12(+1) 15 (+2) 14 (+2) 8 (-1) 9 (-1) 10 (+0)
Sunlight Sensitivity : While in sunlight, the kobold has Hot-hot-hot! : Zas’ shield is still coated with a thin film of
disadvantage on attack rolls, as well as on Wisdom oil from its time as a brazier. Dealing any amount of fire
(perception) checks that rely on sight. damage to him ignites it and sets it ablaze, dealing 1d6
Pack Tactics : The kobold has advantage on an attack fire damage each round while Zas holds the shield.
roll against a creature if at least one of the kobold’s Heart of the Dragon : If Zas is frightened or paralyzed
allies is within 5 feet of the creature and the ally isn’t by an effect that allows a saving throw, it can repeat the
incapacitated. save at the start of tis turn to end the effect on itself and
Dragon’s Resistance : Zas has resistance to cold damage. all kobolds within 30 feet of it. Any kobold that benefits
from this trait (including Zas) has advantage on its next
Actions attack roll.
Multiattack. : Zas makes two melee attacks.
Spear : Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing
damage , or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.

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