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PLAYING WITH FLESH A CAUTIONARY TALE FOR KOBOLDS FORA PARTY OF 3RD LEVEL CHARACTERS IN THE WORLD'S MOST POPULAR ROLE PLAYING GAME PLAYING WITH FLESH We were fighting off kobolds in the old mines when they turned tail and ran off into the woods. We've recieved word they're holed up in an old warlock’s lair. It isn’t a high priority, but it doesn't seem like a good idea to just leave them there... Gods only know what ancient magic they could be tampering with. BACKGROUND The kobolds have been using the lair as a makeshift base for a number of weeks now. ‘They have a scholar held captive and are fore- ing him to enact a dark summoning ritual left behind by the warlock who used to live there. The kobolds are mighty Kobold Warriors, led by a Kobold Brute. AREAS OF THE DUNGEON 1, ENTRANCE A short staircase leads down to a small hall way. 2. ANTECHAMBER Rubble covers the floor, broken from the wall where the kobolds have attempted to expand the lair and failed. A single brazier casts dim light throughout the room. Three Kobold Warriors stand around the foun- tain in the center of the room. The trap at the north exit can be spotted with a DC 12 Perception check. Itis a pressure plate that reacts to medium creatures, and the ko- bolds can run over it with no difficulty. If the pressure plate is triggered, a net hanging from the ceiling releases several large rocks. Any creature standing beneath must succeed on a DC 13 Dexterity saving throw, taking 11 (2d10) bludgeoning damage and knocked prone on a failed save, or half as much damage ona successful one. Once the trap is triggered, the floor is filled with rubble and becomes dif cult terrain, The west hallway is blocked by a portcullis, which requires a DC 20 Strength check to bypass. The secret door can only be opened from the other side. 3. Livinc AREA A small bed in the corner of the room is snapped in two. 5 gold pieces sit on the small table flanked by simple wooden chairs. Empty barrels spread the scent of rot throughout the room. 4. SHRINE A Kobold Brute and two Kobold Warriors are pouring blood onto a small statue resting on a plinth. A waterfall of blood flows from the plinth, pooling between the cracks in the flag- stone floor. A hidden button (DC12 Perception) opens the secret door. Any character standing in the way of it opening must make a DC10 Dexterity Saving Throw to move out of the way. Ona failed save they take 2d6 force damage and are knocked back. 5. RITUAL ROOM Ifthe ritual room is approached from the south via the portcullis (DC20) without the party en- tering room 4, the Kobold Warriors will at- tempt to hold off the party until the ritual is complete (3 rounds). The Kobold Brute and two Kobold Warriors from room 4 will come to aid upon hearing the fighting. The arcane circle on the ground is obscured by piles of rot- ting flesh. 5a As the characters approach the ritual room they suddenly hear a mountrous roar, followed by screams. The ritual room is now home to a fearsome Flesh Dragon, a hideous construct created by ancient necromancy, in a form of the kobolds choosing. Their captive scholar (C) cowers as the beast goes berserk, attacking the Kobold Warriors in the room. 6. TREASURE ROOM Stashed away in the hidden treasure room is the following: Potion of Healing x2 - 1st Level Spell Scroll (Color Spray) - 800 silver pieces RESOLVING THE ADVENTURE After disrupting the ritual, or defeating the Flesh Dragon, and returning to town, the char- acters will be rewarded with 100 gold pieces and a Greater Potion of Healing, If the captive survives, they will gain a favour from a schol- arly contact should the need arise. KoBop WarrI0R Simaithumanol hobo owl ent STR DEX CON INT. WIS. CHA BET) 142) 1060) BE) 702) BE) Senses davkison 0 passive Perception 8 Languages Common, Daconie CCallonge 1/8 25 XP) ‘Sunligh Sensitviy. While in sunlight, the kobold has disadvantage on attack roll, 2: well az on Wiedom (Perception) checks that rey on sight ack Tactics. The kobold has advantage on an attack rll against a creature fat least one of te kobolds alls Is ‘Within 5 feet ofthe creature and the aly srt incapacitated, Actions: Dagger. Melee Weapon Atack +4 t hit reach Sf, one target Hit (144 + 2) piercing damage ‘Sting. Ranged Weapon Atack +4 hit, range 30/120", one {argel Hie (1d8+2) blodgeoning damage ‘Armor Class 13 (natural armor) HitPoits 85 (10310430) Speed 30 ft STR DEX CON INT. WIS. CHA 1462) 94) 16043) 712)— 62) 34) Damage Immunities ightning, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, polsoned Senses darkvision 60 ft, passive Perception 10 Languages Does not understand language and cannot speak Challenge 2 (280 XP) ‘Aversion of Fre. Ifthe Flesh Dragon takes fire damage, it hae disadvantage on attack rolls and ability checke unt the end of ts next tu. Immutable Frm The Flesh Dragon is immune to any spel refect that would ater ie form. ae Actions. ‘Multattack The flesh dragon makes two slam attacks ‘Slam. Melee Weapon Attack: +4 to hit, reach Sft, one target Hit" T1 (2d8+2) bludgeoning damage Fetid Breath (Recharge 5 6). The flesh dragon exhales pelsonous gas ina Soot cone. Each creature in that area rust make a DC 13 Constitution saving throw, taking 14 (4d6)polson damage on 2faled save, or half as much damage on a successful one. Kosotp Brute ‘Medium humanoid chbol awful eu ‘Armot Class 15 (natural armor) HitPoiats 22 (46814) Speed 30 STR DEX CON INT. WIS. CHA 1462 100) 14042) 712) -91)—513) ‘Skills Athetes +4 Senses darkvision 60, passive Perception 10 Languages Common, Draconic Challange 1/2 (100X°) Brute. A melee weapon deals one extra die ofits damage ‘when the Kobold Brute hits with it (included inthe atack) ‘Sunlight Sensitivity. While in sunlight the Kobold has disadvantage on attack rll, 2= wal a on Wisdom | (Perception) checks that rly on sight Pack Tactics. The kobold has advantage on an attack rll against a creature iat least ane ofthe Kobold allies Is ‘tin 5 feet ofthe creature andthe aly isnt incapacitated, Actions ‘Club, Melee Weapon Attack +5 to hit, reach St, one target Hit: 7 (dd + 2) bludgeoning damage CREDITS Me, THE AUTHOR. Watrock, CREATOR OF THE Se HOMEBREW TEMPLATE, OpstpIANDAWN'S ARCANE CIRCLE BRUSH PACK ‘SPECIAL THANKS TO MATT COLVILLE. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon am- persand, Player's Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are tradle- marks of Wizards of the Coast in the USA and other countries. All characters and their distine- tive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohib- ited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UBI1 1ET, UK.

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