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Kobold Caper

Mini Quest

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
the weasel escapes it will hide outside then follow the characters back
into the tunnels where it will try and ambush them from behind.

The crumbling spire of Aldorn Tower stands before you. Once a


watch tower meant to warn the border forts of invasion it was
overrun more than twenty years ago and never rebuilt. Now it stands
as a silent sentinel to events long past.

is a hidden alternative entrance to the kobold lair. The tunnel


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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
to AC for 1 hour).

By the time the group reaches the tower it will be empty. A makeshift
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
trap door on the ground floor. Two kobolds (AC 15, Hp 5, ATK +1 spear,
DMG 1d6-1) are hiding on the other side and will be surprised when
discovered. A five foot high tunnel leads down into the earth.

Tripwire which triggers a large clay jar to fall from the ceiling. Upon
breaking it releases a swarm of insects (AC17, Hp 9, ATK +1, DMG
1d6).

tunnel opens up into a small cavern. Lying on the ground


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bound from neck to ankle in rope is a woman wearing black

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
hisses menacingly towards you as two other weasels slink from the
shadows in an attempt to flank you.

leather armor.
Once untied the woman will introduce himself as Darly Quince, a
wandering minstrel who was captured by the kobolds. She is
extremely thankful and will promise to write a grand tale about the
characters heroic efforts once they get back to civilization.

The three giant weasels will attack and fight to the death (AC 16, HP 13,
ATK +6 Bite (1d6+3), SA Blood Drain).

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
hideout but got captured by the kobolds.

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
one of the far tunnels and a pink eyed weasel sprints across the
cavern an disappears into the opposite corridor.

She will agree to help the


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
magic items, before making her
escape. You should ensure that
she gets away.

Instead of attacking the giant weasel will dash up the long tunnel to area 4.

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TRIBULATION OF THE

DEAD

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JASON CRUM (order #7409364)

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NHEOVRREORR FMANOTRASEY

A cacophony of yelps and barks can be heard echoing from a


chamber up ahead. The cavern contains a large cook fire
surrounded by crude huts of mud and branches. A score of
kobolds are gathered around the fire tearing hungrily at the
carcass of dead cow.

I am Forg bred of Gorg


and I do not fear man
giants. Even giants fear
the wasp and you shall
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.

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.

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The characters can find pretty much any standard piece of equipment
although there is a 30% chance any item in the pile is broken. There
are hundreds of loose coins including 1,050 copper, 182 silver and 35
gold. There is also a silver bracelet worth 75 gold coins.

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
a stone pedestal in the center of the room. The smell is coming
from a muddy pool at the base of the pedestal. It would appear
that part of kobold ritual is to urinate on this shrine or idol.
An astute character will notice that inset in the eyes of the skull are
precious gemstones (each worth 250 gold). Anyone stealing the eyes
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
eating raw meat, petty squabbling with other characters and marking
their territory by urinating. On the next full moon they will turn into a
kobold unless a remove curse spell is used.
Protecting this shrine is a Black Skull Spider (AC 15, Hp 16, ATK Bite
+2, 2 stabs +3 DMG 1d4+poison, 1d6) that will attack if the skull is
desecrated.

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
poorly made tapestry depicting a large black
skull on a gray background.
This is Forg's private chambers. Most of the
items are useless, however, inside the trunk the
characters can find:

A sack of 825 silver pieces, 160 gold pieces, a jar of healing salve (2
applications healing 1d8), a sling +2 and 20 iron sling bullets,

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A crude wooden gate blocks the passage into this cavern. From
beyond the gate you see dozens of animals including sheep, cows
and goats huddled nervously against the back wall.
There are fifty animals in total. They a skiddish about being underground
and may be difficult to control.

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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
piles of more insect parts. Standing in the center of the room is a
kobold wearing the body of a giant spider. A large centipede coils
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.

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
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.

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THIRTEEN
PINES
Available Now

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
present standing on top of the bone chair. He will call out a challenge
to the characters as they enter.

Kobold Warriors (AC 15, Hp 5, ATK +1 spear, DMG 1d6-1)


Forg bred of Gorg (AC 17, Hp 15, ATK +4 sword, DMG 1d6+1)
Possesses a buckler +1.
JASON CRUM (order #7409364)

EPILOGUE
With the livestock in tow the characters can return to Fort Griffon.
Commander Wallace will give them 100 gp each and let them keep
everything found except for the livestock. Little do the characters know
that they are being betrayed by Darly and Gorg is determined to avenge
his son's death in the next chapter:

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.

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
spell or device, reaches the ears of every defender standing upon the wall.

The catapults are firing clay jars filled with swarming insects (AC17,
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
dead. Surrender those responsible for the slaying of his son Forg and the rest will live.

A total of 10 giant spiders (AC 15, Hp 16, ATK Bite +2, 2 stabs +3
DMG 1d4+poison, 1d6) swarm over the wall. Their goal is to
overcome the guards defending the gate and attack the two north
facing perimeter towers.

King Gorg's host consists of 800 kobolds, 30 giant weasels, 10 giant spiders, 20
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
shaman's feet. Enraged, King Gorg will order the attack.

As the spiders are harassing the defenders 100 kobolds (AC 15,
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
kobolds to scale the wall. There are 10 ladders in all and 10
kobolds per ladder. Two can reach the wall per round.

The kobold host cries out filling the air with off tune yelps and howls of anger. A
series of booms marks the firing of the catapults as they hurl their missiles
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
the main gate and defending towers. The wall will do little to impede their eight
legged advance.

To successfully defend the gate and force a retreat the characters


must kill two giant spiders and fifteen kobolds. The other defenders
will handle the rest.

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1. Main Gate & Guard Towers
- 3 Crossbowman & 2 men-atarms in each
- Winch raises the gate
2. Perimeter Towers
- 4 Crossbowman & 4 men-atarms in each
- 1 Ballista and 50 bolts

10. Main Hall


- Final rally point
11.Chapel
- Priest and healing potions (6)

3. Main Courtyard
- 10 men-at-arms

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5. Stables
- 12 horses

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6. Keep Gate & Towers


- 2 crossbowman & 2 men-atarms in each
- Gate raised by winch

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14. War Room


- Map of area
15. Storage
- Food stuff for 1 month and
standard equipment items

16. Kitchen

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7. Keep Towers
- 2 crossbowman & 1 men-atarms

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JASON CRUM (order #7409364)

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17. Armory
- any standard weapon or armor
available.

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12. Guest quarters


- characters accommodations
13.Commanders Quarters
- Locked chest with 1,500 gp

4. Blacksmith

8. Keep Tower
- Secret door to outside

9. Barracks
- Each sleeps 30 men

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MOMENTARY RESPITE
Following the initial attack the kobolds will regroup to plan their next
assault giving the characters some time to rest. The characters might
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
will be surrounded by his 10 bugbear bodyguards at all times.
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
the main kobold force and could be destroyed if the characters acted
swiftly. Each catapult is defended by only six kobolds.
While the kobolds have no sentries their weasels are scouring the area
looking for prey (Stealth +14). For each 30 minutes the characters are
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
weasels (AC 16, HP 13, ATK +6 Bite (1d6+3), SA Blood Drain).
ATTACK FROM BELOW
Commander Wallace will summon the characters to the wall where they
can see the kobolds are mustering for another attack.
You watch as a group of several hundred kobolds charges towards
the main gate. As you ready your weapons a rumbling noise catches
your attention from behind. As you turn the ground of the courtyard
trembles as the earth up-heaves and splits. A giant insect head with
razor sharp mandibles pushed to the surface. It's spear like
appendages lance out at a nearby guard impaling him through the
chest. With an ear splitting shriek it scrambled out of the hole and
charges the main gate. To your horror a second monster insect
appears and rushes out of the hole to attack.

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
the defenders with numbers. The forts defenders, however, stand true
and hold the line.
As the kobold's to the south are forced to regroup for another charge
you hear cries of alarm and battle coming from inside the keep.
Somehow, the kobolds have made it inside.
With attacks coming from both the north and south the characters and the
remaining defenders will have fight a losing battle. Eventually the characters
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
step forward flanked by his bugbears. To their surprise Darly Quince will be
standing at his side.
Darly will point at them, dagger in hand, These are the man-giants that killed
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
lots and lots of gold.
Gorg will laugh, The sirens of Hades call to you man-giants. I Gorg, first of
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
elites in carrying out the sentence. Enough of my pack has died today.
Darly will look indignant, That wasn't our deal!
Gorg will growl, Either kill them or join them:
Gripping her two daggers Darly (AC 16, Hp 20, ATK +3/+2, DMG
1d4+1/1d4+1) will reluctantly join the ten bugbears (AC 17, HP 16, ATK
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:
JASON CRUM (order #7409364)

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