:: New!
      :: Popular
      :: Highly Rated
      :: Search
      :: Appendix
      :: Matrix
      :: Submit
      :: Forums
      :: Contact
     

     :: Hook
     :: Scenario
     :: Campaign
     :: NPC
     :: Place


     :: Fantasy
     :: Horror
     :: Post Apocalypse
     :: Science Fiction
     :: Super Hero


     :: 7th Sea
     :: Aberrant
     :: AD&D 2nd Edition
     :: Aliens
     :: Alternity
     :: Beyond the Supernatural
     :: Blue Planet
     :: Call of Cthulhu
     :: Champions
     :: Cyberpunk 2020
     :: D&D Birthright
     :: D&D Darksun
     :: D&D Forgotten Realms
     :: D&D Oriental Adventures
     :: D&D Other
     :: D&D Planescape
     :: D&D Ravenloft
     :: d20 Dungeons and Dragons
     :: d20 Modern
     :: d20 Other
     :: Darwin's World
     :: DC Universe
     :: DeadLands
     :: Dominion
     :: Elric!
     :: Everway
     :: Fading Suns
     :: Feng Shui
     :: Forge: Out of Chaos
     :: Fuzion
     :: Generic
     :: GURPS
     :: Heroes Unlimited
     :: In Nomine
     :: Legend of The Five Rings
     :: Marvel Super Heros
     :: Nightbane
     :: Palladium
     :: Paranoia
     :: Pendragon
     :: Principia Malefex
     :: Puppetland
     :: Rifts
     :: RuneQuest
     :: Shadowrun
     :: Skill Master
     :: SLA Industries
     :: Star Frontiers
     :: Star Trek
     :: Star Wars
     :: Time Lord
     :: Traveller RPG
     :: Unknown Armies
     :: War Hammer
     :: World Of Darkness


      :: RPGHoard.com
      :: RPGSheets.com
      :: RPG News Feeds
      :: RPGObjects.com
      :: GMMastery.com
      :: DarwinRPG.com
      :: RoleplayingTips.com
     

Display a Printer Friendly Version

Tomb of Maeshowe
[comments:(30), views:(13287), rating:(9.5)]

Author: Darren White
Homepage: http://
System: D&D Forgotten Realms
Type: Scenario
Category: Fantasy
Requirements: For 4 characters of 1st or 2nd level.


This is a starting level adventure that takes place in the small halfling village of Kirkwall, set in northern Damara. Kirkwall has been terriorized by a bold band of kobolds that have taken on an old tomb of a forgotten hero as their base.

Graphic: Tomb of Maeshowe
Graphic: Village of Kirkwall

Tomb of Maeshowe

By: Darren White

 

Introduction

 

Tomb of Maeshowe is set in the Forgotten Realms Campaign, taking place in the small halfling village of Kirkwall which is situated in Damara. The village is being raided by a daring band of kobolds. This adventure is the beginning of a series of adventures that are to take place in the Cold Lands. The module was designed to be used by 4 characters that are of 1st-2nd level. Creature encounters can be altered to allow for higher level characters simply by just adding a few enemies, this will change the overall encounter level (EL) of each encounter and increase the amount of experience points available to the adventuring party.

 

The Dungeon Master (DM) will need a copy of the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual is helpful but not necessary (all stat blocks are complete). Kirkwall and its surrounding area (the Kirkwood), were created by me and placed into the Damara setting. The tomb is based on an actual tomb located somewhere in Scotland.

 

Adventure Background

The small halfling village of Kirkwall has acquired a pesky rodent problem. Actually a kobold problem (close enough) to be exact. The winters in the Cold Lands are rough, making the food supply for the kobolds very scarce. In a bold move to prevent further famine, the kobolds have taken refuge in the tomb of an old halfling hero. The kobolds have spent the last few months of winter in the tomb where they secretly stole food and an occasional sheep from the unsuspecting halflings. Now that spring is now here, the kobolds have become more daring as they have begun raiding the village. The tomb itself has been raided several times over the past few centuries, leaving nothing of value behind except the bones of the fabled hero. Unknown to all is that the remains of a map still lie within the forgotten tomb that leads to an ancient relic.

 

The kobold warband is lead by the aggressive rogue known as Pethic the Bold. Pethic killed the previous leader of the tribe as they were starving to death in the mountains. Pethic is familiar with the area as he has stolen sheep from a farm within Kirkwall. The famine has added to the kobold's madness as he has vowed to slay all who oppose his race.

 

Adventure Synopsis

 

The adventure begins outside the halfling village of Kirkwall, which is located in the northwestern part of Damara. The PCs will learn of the kobolds presence in the area (Raid of the Basinait Farm) and eventually of their inhabitance of the Tomb of Maeshowe. The Tomb is that of a fallen halfling hero and the village tries to persuade the PCs into clearing it of kobolds.

 

Unknown to all is that the kobolds are led by the insane kobold, Pethic the Bold. Pethic is far from your ordinary kobold and will prove to be a strong opponent for the PCs. This adventure will continue with a sequel known as The Ring of Brodgar.

 

Character Hooks

The village of Kirkwall is a small farming community that relies on their harvest to last them the winter in order to survive. The kobolds have begun small raids on the homes along the village outskirts, taking food and an occasional life in the process. Below are a few character hooks to involve the PCs:

 

* The PCs just happen to be passing through the immediate area near dusk when they witness the kobold raid of Guillery Basinait's farm. See the encounter description below for more detail on this.

* In a tavern within a human Damara community, a pair of young halflings burst into the taproom looking for assistance. They explain that kobolds are terrorizing their village and plead for the PCs help. They offer a small sum of gold pieces if necessary.

* The PCs learn of the Tomb of Maeshowe by a local rumormonger, unknowing that the tomb has been delved numerous times before already. Upon arrival in Kirkwall, the PCs witness the below mentioned kobold raid of the Basinait's farm. See the encounter description below for more detail on this.

Raid of the Basinait Farm- (EL 4)

 

You are traveling along the road leading into the small halfling hamlet of Kirkwall just as the sun has finished setting. A scream of terror grabs your attention coming from directly west of the trail. Behind what looks to be a farm of sorts is a grouping of small humanoids near a small pond. Upon closer examination, it is apparent that the creatures are kobolds and that they are throwing what looks to be bodies into the water. The vile creatures cheer and throw their hands toward the sky, each time another body is disposed of.

 

If the kobolds are approached, two of them immediately flee to report to the others. The remaining 6 kobolds and their pet dire weasel ready themselves for battle.

 

Kobolds (6): CR 1/2; Small Humanoid (reptilian); HD 1d8 (4 hp each); Init +1 (Dex); Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Atk +0 melee (1d6-2, halfspear), or +3 ranged (1d6, crossbow); SQ Darkvision 60 ft., Light Sensitivity -1; AL LE; Fort +2; Ref +1; Wil +0; Str 6; Dex 13; Con 11; Int 10; Wis 11; Cha 8;

Skills and Feats: Climb +0, Craft (trapmaking) +2, Hide +5, Jump +0, Listen +2, Move Silently + 4, Spot +2, Swim +0, Alertness;

Darkvision: A warrior can see in the dark as though in normal daylight.

Light Sensitivity (Ex): A warrior is sensitive to light and gets a -1 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Possessions: Leather armor, halfspear, crossbow and 10 bolts.

Dire Weasel (1): CR --; small animal; HD 1/2 d8 (effective 5d8); hp 10; Init +2; Spd 20 ft., climb 20 ft.; AC 16, touch 14, flat-footed 14; Base Atk +3; Grp -9; Atk +7 melee (1d3-4, bite); Full Atk +7 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SA attach; SQ improved evasion, low-light vision, scent; AL LE; SV Fort +3, Ref +4, Will +5; Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5.

Skills and Feats: Balance +10, Climb +14, Concentration +4, Hide +10, Jump +0, Move Silently +8, Spot +3; Weapon Finesse.

Attach (Ex): If the dire weasel hits with a bite attack, he latches onto the opponent's body and automatically deals bite damage each round he remains attached. He loses his Dexterity bonus to Armor Class and has an AC of 14. While attached, he can be struck with a weapon or grappled. To remove him through grappling, the opponent must achieve a pin against him.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, the dire weasel takes no damage if he makes a successful saving throw and half damage even if the saving throw fails.

 

Kobolds are cowards by nature and flee when half of their brethren have been slain. The bodies that they were disposing of were the corpses of Guillery Basinait and his family. If the entire premises are searched, it is discovered that all of the Basinait family was slain, except for two children that are missing. The children are Guillery's grandsons, Ancini and Villafane whom are unknowingly being held alive in Maeshowe's Tomb. The kobolds are keeping the boys to insure that they are not all slain if discovered and attacked. The children will not live for more than another two nights as the kobolds will eventually give in to their temptations and devour them.

 

The Village of Kirkwall

 

Kirkwall (halfling village): elected mayor ruler; AL NG; 200 gp limit; 10,000 gp assets; 250 population (95% halfling, 3% elf, 1% human, 1% half-elf).

 

Authority Figure: Ibbott Rook (mayor)(halfling male, Fighter level 5)

 

Important Characters: Cala Graycastle (halfling female, Ranger level 2 & Fighter level 3), Marnel Tague (blacksmith- halfling male, Fighter level 4), Kiejliche (human male, Wizard level 9), Cherian Genaver (halfling female, Cleric level 4).

-----------------------------------------------------------------------------------------------

Kirkwall is a modest halfling settlement stationed in the very rough climate of the Cold Lands. The settlement has outlasted several orcish raids and even a dragon's rage only 3 years past. Due to the wicked climate, the halflings live directly off of its crops. With less than 4 months of warmth, it leaves very little room for error. It is known as one of the smallest and more peaceful communities within Damara.

 

The village of Kirkwall is one of the oldest surviving communities in the region known as Damara. It was nearly unscathed by the Vaasa invasion because it held little assets and was no military threat to the Witch King, Zhengyi. Currently the village is at its pinnacle as a society with Mayor Ibbott Rook leading the way. Rook's brewing of the popular ale, "Boarblood", along with several quality harvests have been the reason for this. The wicked climate makes agriculture very difficult in the Cold Lands and the halflings good fortune has been profitable.

 

Basic produce such as vegetables and fruits are what the farmers grow along with various ale-making components (wheat, barley, etc...). The most famous and accomplished inhabitant is Ibbott Rook, a well-known brew master and mayor of Kirkwall. Below is a listing of the major farmsteads and businesses in Kirkwall:

 

1. Rook Farm and Brewery- Owned and operated by Ibbott Rook (NG halflng male Ftr5) and his family. The Rooks grow all the ingredients for "Boarblood", a popular ale in the Cold Lands known for its rich red color. Ibbott is assisted by his sons Jusino, Helmer, and Dugue in running the brewery. His wife, Lenay (LN halfling female Rog2) oversees the farm which is maintained by a slew of hirelings. Besides being the wealthiest halfling in Kirkwall, Ibbott is also the mayor and chief justice of the village. He is a jolly fellow whom always offers a helping hand to a halfling in need. (Also owns the Lively Run)

 

2. Gleefoot Goat Farm- This small livestock farm is run by the Gleefoot family. Bertrand Gleefoot (CG halfling male Mer2) and his brother-in-law Dekan Buzzell (LG halfling male Ftr2) are the co-owners and are always jocking for control. The farm is primarily a goat farm, but other livestock such as chickens and pigs are breed here too. The Gleefoot Cheeseshop is run by Reva Buzzell (Bertrand's sister) whom makes all its cheese from the products produced here. The entire Gleefoot and Buzzell family (24 halflings total) lives in the one modest-sized home built next to the barn. They sell their products well below (50%) normal market value and always have above average merchandise.

 

3. Uriondo Timmet's Farm- This farm is where Maeshowe's Tomb resides (far back are of plot). See Approaching the Tomb for further details on that. The farm grows various vegetables and has three fields of barley. Uriondo Timmet (LG halfling male Mer7), the oldest resident of Kirkwall owns the farm but allows his son's Lanno (CG halfling male Ftr2) and Lerrick (CN halfling male Rog2) to handle everyday operations. The Timmet family has a working contract where they grow many of the ingredients that Ibbott Rook uses in his popular brew. Lanno and Lerrick are assisted on the farm by their families (21 halflings total). Uriondo still tries to help out but is normally found in the village telling stories of valor and adventure about Kirkwall's former resident (and his great grandfather), Maeshowe.

 

4. Farm of Guillery Basinait- see Raid of the Basinait Farm for current information. A small farm, even by halfling standards was that of Guillery Basinait. If the PCs do not accept the farm as payment in the end, the farm will go up for auction within 3 months.

 

5. Village Commons- In the center of the village is what is known as the Village Commons. This consists of 5 separate businesses and a few miscellaneous homes. The businesses are as follows:

A- The Gleefoot Cheeseshop- Run by Reva Buzzell, sells various cheeses and also is a bakery. Fantastic quality of food.

B- The Lively Run- The town's inn that serves only products made by Rook Farms, because Ibbott Rook owns the building. The inn is operated by Rook's son-in-law, Yordanis Tague (NG halfling male Ftr2). The Inn has a fair-sized gathering hall in the rear that serves for town meetings and ceremonies. It also has 1 room that accommodates human-sized guest. In here is where the PCs can encounter Cala Greycastle, the village's current established adventurer.

 

Cala Graycastle: Female Rgr2/Ftr3; CR 3; Small humanoid (lightfoot halfling); HD 2d10+4, 3d10+6; hp 37; Init +8; Spd 20 ft.; AC 18 (touch 15, flat-footed 14); Atk +10/+10 melee (1d4/19-20/x2, masterwork daggers) or +6 ranged (1d6/x3, masterwork shortbow); SQ favored enemy: humans, halfling traits; AL LE; SV Fort +9, Ref +6, Will +1; Str 11, Dex 18, Con 14, Int 12, Wis 8, Cha 10.

Skills and Feats: Climb +5, Hide +13, Jump +1, Listen +1, Move Silently +9, Spot +4, Swim +3, Use Rope +9, Wilderness Lore +4; Improved Initiative, Track, Twin Sword Style (when fighting with two daggers, may choose one opponent on her action and gain a +2 armor bonus to AC against that target; this bonus stacks with the armor bonus from armor and shield), Weapon Finesse (dagger), Weapon Focus (dagger).

Favored Enemy: The ranger has selected human as a favored enemy. She gains a +1 bonus to her Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against humans. She gets the same bonus to weapon damage rolls against creatures of this type. She also gets the damage bonus with ranged weapons if the target is within 30 feet.

Halfling Traits: +2 morale bonus to saving throws against fear; +1 racial bonus to all saving throws, +1 racial attack bonus with a thrown weapon, +2 racial bonus to Climb, Jump, Listen, and Move Silently checks (already figured into the statistics given above).

Possessions: necklace of fireballs (Type II), 3 sleep arrows, masterwork studded leather armor, 2 masterwork daggers, masterwork short bow, 17 arrows, 50 gp.

 

Greycastle is evil and hates humans, killing them any chance that she gets. However, no one in town knows her true alignment as she masks it well. Cala will join up with the PCs if offered to assist in chasing the kobolds from the Tomb. Mayor Ibbott Rook recommends her to the PCs as a potential aid in the task (and future endeavors).

C- Orkney's Goods- This is a general store that peddles miscellaneous products. The owner, Orkney Mehlen (NG halfling male Wiz1) loves to barter for new items. When he finds out the village has outsiders in the area, he will rush out to trade with them.

D- Marnel's Smithy- A blacksmith whom also does much of Kirkwall's carpentry work as well. It is owned and operated by Marnel Tague (NG halfling male Ftr4), brother of Lively Run innkeeper Yordanis Tague. Marnel actually was an apprentice for several years of EogerFirebeard, a master dwarven blacksmith. Marnel makes quality products of iron and is equally talented in woodworking. He will always charge non-halflings 20% more than he would one of his own.

E- The Kirkwall Market- This actually is not a real market, but a store that sells a collaboration of products. All the various farms bring their products here to have Anitria Breitback (NG halfling female Mer2) sell them for the farms. Breads, vegetables, fruits, meats, wine, and of course some "BoarBlood Ale" are available at very reasonable prices. Anitria runs few caravans to and from Impiltur as well and is always looking for adventurers to guard her cargo.

 

6. Messmer Winery and Vineyard- This small farm is only being in operation for a couple years but has a growing reputation. Korzelius Messmer (LN halfling male Rog2) began the winery when Ibbott Rook failed (though lack of interest) in starting one and sold the slow-growing vineyards to Korzelius. A traveling mage sold Korzelius some potions he said would bolster his crop. Bolster it did, becoming full grown in a matter of weeks. Ever since, the vines come back strong each year and full of flavor. Messmeer sells a variety of wines and the fruit he uses to make it through Anitria Breitback and the Kirkwall Market.

 

7. The Dumbleton Farm- Run by Drisdom Dumbleton (NG halfling male Ftr1) and family, this farm raises livestock- specializing with chickens, domesticated turkeys and pheasants. Besides raising the livestock, the farm grows its own feed for the animals. Drisdom is known as the village "lush" and there are several stories of him and an unlucky goat floating about.

 

8. Kiejliche's Cottage- The lone human to live in Kirkwall and to be accepted as one of their own. Kiejliche (NG human male Wiz 9) is an old necromancer whom looks over the town. Kiejliche loves to travel to hear news of the Realms from beyond Kirkwall. He currently is not Kirkwall, hence the frantic need of help from the halflings. On the door to his cottage, it reads "Gone for Now- Due back Sometime".

 

The Cottage itself is wizard-locked shut and has several wards of protection placed upon it. If the door is opened by any other then Kiejliche, all of its belongings disappear into a Portal of Holding. The Cottage looks fairly modest for an accomplished mage, but the locals keep the gardening up to make its surroundings quite beautiful.

 

9. House of the Harvest- This is a small temple dedicated to Sheela Peryroyl, the halfling goddess of nature, weather and agriculture. Its construction is nearly finished, as it was started only two years ago by a young cleric by the name of Cherian Genaver (LG halfling female Clr 4). Cherian is assisted by 2 young (1st level) acolytes. The temple provides general temple services of healing, and also has a small collection of area maps (Cherian was a cartographer before entering the service of Sheela).

 

10. The Kirkwood- The Kirkwood forest is a small wooded area (so small that it doesn't show up on most maps) that surrounds the village of Kirkwall. The forest consists mainly of coniferous vegetation and the normal wildlife that coincides with that. A strange, yet harmless druid known as Exner (LN human male Druid:Silvanus 5) calls the forest home and protects its wildlife.

 

Approaching the Tomb- (EL 3)

 

Hidden as scouts for the kobolds are 4 lone kobolds placed in the barley field approximately 20' from the tomb. When their general area is approached by anything, they attack loudly to alert their kin of intruders. On top of the grassy knoll where the tomb lays, is another kobold that serves as a lookout. Kobolds have limited vision in the daylight (Spot check -4), but excellent night vision (Spot check +4). When one of the scouts are engaged in combat, the others respond to its aid within 1 round. The lookout will engage the PCs using its short bow, while shouting warnings to the scouts.

 

From afar, all that is visible is a large mound of grass amidst a field of barley. The peaceful looking hill being a chambered tomb of a forgotten hero is hard to believe. A herd of deer graze in the field near the hill, oblivious to your approach. The hill looks to be about 25' high and 116' in diameter.

 

Kobold Scouts (3): CR 1/2; Small Humanoid (reptilian); HD 1d8 (3 hp each); Init +1 (Dex); Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Atk +0 melee (1d6-2, halfspear); SQ Darkvision 60 ft., Light Sensitivity -1; AL LE; Fort +2; Ref +1; Wil +0; Str 6; Dex 13; Con 11; Int 10; Wis 11; Cha 8;

Skills and Feats: Climb +0, Craft (trapmaking) +2, Hide +5, Jump +0, Listen +2, Move Silently + 4, Spot +2, Swim +0, Alertness;

Darkvision: A warrior can see in the dark as though in normal daylight.

Light Sensitivity (Ex): A warrior is sensitive to light and gets a -1 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Possessions: Leather armor, halfspear.

 

Kobold Lookout (1): CR 1/2; Small Humanoid (reptilian); HD 1d8 (3 hp); Init +1 (Dex); Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Atk +0 melee (1d6-2, halfspear), or +3 ranged (1d6, crossbow); SQ Darkvision 60 ft., Light Sensitivity -1; AL LE; Fort +2; Ref +1; Wil +0; Str 6; Dex 13; Con 11; Int 10; Wis 11; Cha 8;

Skills and Feats: Climb +0, Craft (trapmaking) +2, Hide +5, Jump +0, Listen +2, Move Silently + 4, Spot +2, Swim +0, Alertness;

Darkvision: A warrior can see in the dark as though in normal daylight.

Light Sensitivity (Ex): A warrior is sensitive to light and gets a -1 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Possessions: Leather armor, halfspear, and crossbow with 10 bolts.

Outside the Tomb- (EL 3)

When the scouts are disposed of, out of a door set in the hill rushes 4 more kobolds with primitive spears. They grunt wildly as they attack. The remainder of the kobolds close the door to the tomb and prepare for battle.

 

Kobolds (4): CR 1/2; Small Humanoid (reptilian); HD 1d8 (4 hp each); Init +1 (Dex); Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Atk +0 melee (1d6-2, halfspear); SQ Darkvision 60 ft., Light Sensitivity -1; AL LE; Fort +2; Ref +1; Wil +0; Str 6; Dex 13; Con 11; Int 10; Wis 11; Cha 8;

Skills and Feats: Climb +0, Craft (trapmaking) +2, Hide +5, Jump +0, Listen +2, Move Silently + 4, Spot +2, Swim +0, Alertness;

Darkvision: A warrior can see in the dark as though in normal daylight.

Light Sensitivity (Ex): A warrior is sensitive to light and gets a -1 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Possessions: Leather armor, halfspear.

 

Maeshowe's Tomb

 

1. Tomb Entrance-(EL 1) The entrance is large by halfling standards as the tomb's door measures 6' tall. The reinforced door is made of half-rotted oak and only has an HP of 18. On the other side of the door awaits 2 kobolds standing side by side within a much smaller tunnel less than 10' feet from the door. The small reptilians thrusting their spears forward to attack and to keep the PCs out of the tunnel. If those kobolds are defeated, the PCs can enter the tunnel behind them. (Area 2).

 

Kobolds (2): CR 1/2; Small Humanoid (reptilian); HD 1d8 (3 hp each); Init +1 (Dex); Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Atk +0 melee (1d6-2, halfspear); SQ Darkvision 60 ft., Light Sensitivity -1; AL LE; Fort +2; Ref +1; Wil +0; Str 6; Dex 13; Con 11; Int 10; Wis 11; Cha 8;

Skills and Feats: Climb +0, Craft (trapmaking) +2, Hide +5, Jump +0, Listen +2, Move Silently + 4, Spot +2, Swim +0, Alertness;

Darkvision: A warrior can see in the dark as though in normal daylight.

Light Sensitivity (Ex): A warrior is sensitive to light and gets a -1 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Possessions: Leather armor, halfspear.

 

2. Tunnel-(EL 2) A long tunnel resided behind the persistent kobolds that leads deeper into the tomb. With the passage being only 3'x4' it allows for only 1 normal-sized PC to go in at a time. The kobolds leader, Pethic has rigged the tunnel to collapse if the warband was ever invaded. He did this by loosening the center ceiling supports and tying rope to the two center anchor supports (large square pieces of oak that stand from floor to ceiling). The ropes are well hidden under a thin layer of clay that matches the floor right along the sides of the walls. When the order to drop the tunnel is given, the group of kobolds in the Burial Chamber viciously pull the ropes and topple the supports, thus causing the ceiling to cave in on top of any within the tunnel. Once the first PC is near the center, the order to drop comes from Pethic.

 

Collapsing Tunnel Trap: CR 2; ceiling crushing damage (1d4+10) to any in radius; Reflex save (DC 18) ½ damage; Search (DC 22); Disable Device (DC 26)

 

If the tunnel is collapsed, the kobolds have sealed themselves in the tomb. Previously Pethic had his warband start digging an alternate escape route, but it is not finished yet. He will have them begin again after being trapped for more than 2 days, in hopes that those who came have left them for dead. For the PCs to dig back in, it would take several hours with the appropriate equipment. PCs with Mining or Digging skills make it in half the time of those that are unskilled with the tools.

3. Burial Chamber-(EL 4) Within this large circular room is an ancient overturned sarcophagus along with several (6) confused and angry kobolds readying themselves for battle. One of the kobolds release a dire weasel and commands it to attack. Various bones are scattered across the dirt floor, including fragments of a small skull and torso of a horse-like creature. The kobolds fight viciously, like cornered animals to the death.

 

Kobolds (6): CR 1/2; Small Humanoid (reptilian); HD 1d8 (4 hp each); Init +1 (Dex); Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Atk +0 melee (1d6-2, halfspear); SQ Darkvision 60 ft., Light Sensitivity -1; AL LE; Fort +2; Ref +1; Wil +0; Str 6; Dex 13; Con 11; Int 10; Wis 11; Cha 8;

Skills and Feats: Climb +0, Craft (trapmaking) +2, Hide +5, Jump +0, Listen +2, Move Silently + 4, Spot +2, Swim +0, Alertness;

Darkvision: A kobold can see in the dark as though in normal daylight.

Light Sensitivity (Ex): A kobold is sensitive to light and gets a -1 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Possessions: Leather armor, halfspear.

 

Dire Weasel (1): CR --; small animal; HD 1/2 d8 (effective 5d8); hp 10; Init +2; Spd 20 ft., climb 20 ft.; AC 16, touch 14, flat-footed 14; Base Atk +3; Grp -9; Atk +7 melee (1d3-4, bite); Full Atk +7 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft.; SA attach; SQ improved evasion, low-light vision, scent; AL LE; SV Fort +3, Ref +4, Will +5; Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5.

Skills and Feats: Balance +10, Climb +14, Concentration +4, Hide +10, Jump +0, Move Silently +8, Spot +3; Weapon Finesse.

Attach (Ex): If the dire weasel hits with a bite attack, he latches onto the opponent's body and automatically deals bite damage each round he remains attached. He loses his Dexterity bonus to Armor Class and has an AC of 14. While attached, he can be struck with a weapon or grappled. To remove him through grappling, the opponent must achieve a pin against him.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, the dire weasel takes no damage if he makes a successful saving throw and half damage even if the saving throw fails.

 

4. Possessions Chamber-(EL 2) Maeshowe was buried with most of his possessions. Those have all been looted in previous raids over the years. Currently all that remains are several broken pieces of pottery and 3 cowering female kobolds. The kobolds attack and fight to the death if engaged. However, they will gladly agree to a non-violent surrender if possible. The kobolds speak only their native language and cannot communicate otherwise. If the kobolds are spared peacefully, the PCs gain an additional 25xp per kobold surrendered.

 

Kobold, Female (3): CR 1/2; Small Humanoid (reptilian); HD 1d8 (2 hp each); Init +1 (Dex); Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Atk +0 melee (1d6-2, halfspear); SQ Darkvision 60 ft., Light Sensitivity -1; AL CE; Fort +2; Ref +1; Wil +0; Str 6; Dex 13; Con 11; Int 9; Wis 10; Cha 8;

Skills and Feats: Climb +0, Craft (weaving) +2, Hide +5, Jump +0, Listen +2, Move Silently + 4, Spot +2, Swim +0, Alertness;

Darkvision: A kobold can see in the dark as though in normal daylight.

Light Sensitivity (Ex): A kobold is sensitive to light and gets a -1 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Possessions: Leather armor, halfspear.

 

5. Companion Chamber-(EL 3) As in many customs, the dead have their trusted animal companions put down to join their masters in eternal slumber. Maeshowe's pony was buried here, but over the years and recent kobold activity its bones are scattered about. In here currently are 2 female kobolds holding their halfspears to the throats of two small halfling children (the grandsons of Guillery Basinait). The kobolds will attempt to barter for their release in exchange for the halflings lives. Any attack will result in the kobold attempting to slay the child. A Diplomacy roll (DC 26) will convince the kobolds even with the limited communication, if anyone speaks Kobold they gain +10 to their roll. If the PCs actions result in the deaths of the children, each PC involved loses 250xp.

 

Kobold, Female (2): CR 1/2; Small Humanoid (reptilian); HD 1d8 (3 hp each); Init +1 (Dex); Spd 30 ft.; AC 15 (touch 12, flat-footed 14); Atk +0 melee (1d6-2, halfspear); SQ Darkvision 60 ft., Light Sensitivity -1; AL CE; Fort +2; Ref +1; Wil +0; Str 6; Dex 13; Con 11; Int 9; Wis 10; Cha 8;

Skills and Feats: Climb +0, Craft (cooking) +2, Hide +5, Jump +0, Listen +2, Move Silently + 4, Spot +2, Swim +0, Alertness;

Darkvision: A kobold can see in the dark as though in normal daylight.

Light Sensitivity (Ex): A kobold is sensitive to light and gets a -1 circumstance penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Possessions: Leather armor, halfspear.

 

The leader of the kobold warband, Pethic the Bold drinks his potion of invisibility as soon as the Tomb is breached. The reptilian rogue then quietly remains firmly nestled in the back of this chamber, waiting to see what happens in the battle. If the kobolds have the upper hand, he will try to move in for a sneak attack (+3d6). However, if the kobolds are getting slaughtered, Pethic will stay hidden and study the PCs. Pethic will Move Silently (+17) when the Hidden Alcove is discovered and watch the PCs gather the documents (see Hidden Alcove). When the Tomb is exited, he will also make his exit and go off in hopes of gathering up another warband and avenging his slain comrades.

 

Pethic the Bold: Male kobold rogue 4; CR 3; Small humanoid (reptilian); HD 4d6+5; hp 20; Init +4; Spd 30 ft.; AC 20, touch 15, flat-footed 20; Base Atk +3; Grp -2; Atk +8 melee (1d4-1/19-20, short sword) or +9 ranged (1d6/19-20, masterwork light crossbow); Full Atk +8 melee (1d4-1/19-20, short sword) or +9 ranged (1d6/19-20, masterwork light crossbow); SA sneak attack +3d6; SQ darkvision 60 ft., evasion, light sensitivity, trap sense +2, trapfinding, uncanny dodge; AL LE; SV Fort +2, Ref +8, Will +2; Str 9, Dex 18, Con 12, Int 11, Wis 14, Cha 9.

Skills and Feats: Balance +6, Craft (trapmaking) +10, Disable Device +8, Hide +16, Jump +1, Listen +11, Move Silently +17, Search +10, Spot +11, Tumble +12; Alertness, Weapon Finesse.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Pethic takes no damage with a successful saving throw.

Light Sensitivity (Ex): Pethic is dazzled in bright sunlight or within the radius of a daylight spell.

Trap Sense (Ex): Pethic gains a +2 bonus on Reflex saves made to avoid traps and a +2 bonus to AC against attacks made by traps.

Trapfinding: Pethic can use the Search skill to locate traps when the task has a DC higher than 20.

Uncanny Dodge (Ex): Pethic can react to danger before his senses would normally allow him to even be aware of it. He retains his Dexterity bonus to AC (if any) regardless of being caught flat- footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

Possessions: leather armor, short sword, masterwork light crossbow, 10 bolts, potion of invisibility(used).

 

6. Hidden Alcove- When this area is examined, large chunks of hardened clay breaks away from the wall revealing a small 5'x5' secret alcove. Hundreds of years and several delves have come down on this tomb yet this hidden place never was found. It took the blind misfortune of a doomed kobold's spear to discover it. In the center of the room on a marble pedestal in the center of the room is a lone golden scroll case that has a knotted serpent engraved on it and 5 mid-sized emeralds set in it. The case itself has a value of 500-750gp. Inside the scroll case is an ancient parchment that contains a map titled "The Ring of Brodgar". On the floor beside the pedestal is a dusty old leather bound book. The book is a personal journal of Maeshowe and his adventures.

 

Conclusion and Rewards

 

The halfling village throws the PCs a large celebration in their honor and openly welcomes them as members of community. The PCs are offered as much food and drink that they can carry from the various merchants in Kirkwall. For their assistance and valiant efforts, the PCs are offered the farm of the late Guillery Basinait as a reward. However, they must agree to maintain and keep the farm in operation as the small village needs its production. If the PCs rescued the Basinait grandchildren, each receives a 100xp bonus.

 

Ibbott Rook insists that Maeshowe's Journal and the map stay in Kirkwall as "historical documents" of one of their heroes. Kiejliche returns soon after and learns of the PCs heroics. If the PCs are still in Kirkwall (taking a break from traveling are just recuperating) and have given the Journal back to the halflings, Kiejliche will reward them with a few magic items. Determine the items using a random treasure chart, with each PC gaining one item.

 

Future Hooks

 

The map leads to the former stronghold of Maeshowe's adventuring companions, "The Ring of Brodgar". Maeshowe died nearly 3 generations ago, so the chances of the stronghold being forgotten are strong. For a brief time, adventurers from all over the Realms searched far and wide for the lost keep. If the journal is not studied briefly, the PCs will have no idea that the "The Ring of Brodgar" was not an actual ring but a collection of dwarven adventurers.

 

Kirkwall will enlist the services of the PCs to travel to and delve the forgotten keep. The village will fully supply the expedition and send representatives of the village along to assist in the process. Ibbott Rook is very honest when he says that the main focus is gaining more artifacts from their famous citizen. The split would be all items referring or belonging to Maeshowe to be returned to Kirkwall as well as 10% of all treasures found. Ibbott insists of sending Cala Greycastle as the town's emissary for the venture, which will lead to some of her diabolical schemes.

 

If the PCs did not return the Journal and map to the village, then all references regarding Kirkwall can be disregarded. The PCs can delve the stronghold by themselves if they so choose to. If Pethic survives and goes unnoticed, he will gather a warband and ambush the PCs in their journey to the stronghold. Pethic makes an excellent advisory for low-level PCs.

 

References

Forgotten Realms Source Books

D&D Dungeon Masters Guide

D&D Players Handbook

Wizards of the Coast Website

·                    Elite Opponents: Kobolds (template of Hugo), by Andy Collins was used to create Pethic

·                     Realms Personalities- Cala Graycastle by Sean K Reynolds

 

This adventure is copyrighted by Darren White (2004) except for the small portions that are covered by the Open Gaming License. Proper credit is given to the other sources used in the module.

Please email me with any questions or request @ dastbo@yahoo.com.



Top