CURSE OF THE KOBOLD
OTHERWORLDLY WARLOCKS MODULE: OWL003
For use with any RPG Rule System
--GNOME VILLAGE
A Gnome Guide will always be targeted first by Kobolds.
--FOG BOTTOM FOREST
Players can hear sawing in direction of Kobold Lumberjacks. PC's will be
stalked by the Red Fox, A Wily Kobold Inventor with Dodge +6. He has a series
of Zip Lines in the Trees. He will drop Scorpions, Snakes, etc. on them.
Snares will drag them 20 feet off the ground upside-down while he zips by
slashing with long knives. If Krank is killed Fox will become the new King.
--KOBOLD LUMBERJACKS
Just cutting down the forest. For firewood and Mine Shaft Support.
A couple dozen with Saws, Axes, and ropes. Lots of Yipping and chopping.
They will flee after 3 turns of combat into the Fog.
--KOBOLD HUNTERS
Ten or so riding Giant Weasels. Arrow poison has a slowing effect.
Arrows coming through the Mist are very unnerving. Hit and Run Tactics.
--DEAD GNOMES
Slaughtered Gnome Patrol. Bodies desecrated. Recent Battle.
Some Gear can be recovered. Crossbows, helmets, shields, Short swords.
The Villagers will be grateful if the bodies are recovered.
--KOBOLD SKIRMISHERS
Twenty or so with 3-4 Javelins each. They will stay spread out and make
A fighting withdrawal. Will retreat when they have thrown all their Javelins.
--CAVERN ENTRANCE
Large Cavern Mouth. Steep uneven descent.
--PIT TRAP
Breakaway for anything heavier than a Kobold.
Wooden Spikes on the Bottom. 10 Feet Deep.
--LURKER ABOVE
Feeds on Centipedes and Things that stray into the Caverns.
--MINES
A small network of Shafts. Lots of Rubble. Veins of Iron, Copper, and Lead.
40 or so Miners scattered about. Picks, Hammers, Shovels.
Once alerted they will snuff out their candles and lanterns.
They will attack from darkness for a turn then immediately flee.
--MOLES
Every other turn the Mole will pop out of one of his holes and Whack a PC.
--SHRIEKING MUSHROOMS
These will alert the Commandos and Foragers. Foragers will hide.
--MUSHROOMS
Tree Roots extend into these Caverns. They are covered with Mushrooms.
Water seeps in from the River. Centipedes are all over eating the Mushrooms.
Foragers with Knives are collecting both Mushrooms and Smaller Centipedes.
--GIANT CENTIPEDE NEST
Main Food Source for the local Monsters. They smell terrible.
--ROLLING BOULDER
Activated by a Snare. PC caught in Snare will need to make an extra save to
Cut free before fleeing the oncoming Boulder.
--KOBOLD COMMANDOS
Fifteen Ambushers. They will throw nets then attack with Short Swords.
They wear Centipede Scale Armor: Armor +1. If 10+ are killed the rest will
Flee across the Rope bridge.
--GIANT SPIDER
Tarantula Type. Ambush and Moderate Strength Poison Bite.
The Kobolds fear it but keep it around as a defender.
--PURPLE WORM
Swallows Foes Whole. Inflict 3 Wounds from the inside to
Cut yourself out. Take 1 Wound each turn while inside.
--PIERCERS
The Kobolds avoid this Cavern. Occupied by Four Dormant Piercer Monsters.
Save vs Alertnss and Dodge to avoid.
--ROPE BRIDGE
One Hundred Foot Span. When PC’s are halfway across Kobolds will run out
And Cut the Ropes. Save vs Strength to hold on. A Dozen on the opposite
Ledge will the attack with Slings with Metal bullets.
--TORTURE ROOM
An Elf Wizard is bound to the Wall with multiple minor Wounds. Whipped,
Burned, Stabbed, Scratched. All captives will join the Party if set free.
--UNDERGROUND RIVER
Eventually leads to the Undercity. A Neutral meeting place for many different
Types of Humanoid Races with a bustling Slave Trade.
--TRAINING ROOM
Large Room. A Horde of 100+ Kobolds armed with Spears and Wicker Shields.
They are Marching in Circles and practicing their War Cries.
Some of the Older sergeants have Whips to keep the younger ones steady.
--TROPHY ROOM
Mounted to the Wall are the remains of Sprites, Pixies, Gnomes, Elves,
Dwarves, Halflings, Men, and Cave Bears.
--PRISONER PIT
A Halfling Bard and Thief. Two Human Merchants. Languishing here for
Over a Week. Waiting to be sent up the River.
--SLAVER ROOM
A long dock set against a wall that is flush with the River.
Several Rafts are tied to it. At the far end a Dozen Kobolds are pulling up
Nets filled with Fish and loading them onto Wheelbarrows. Closer is a Raft with
Six Goblins joined by a Dozen Kobolds. They are trading 20 Gold for a pair
of Bound Human Children. When attacked they will try to get away in the rafts.
--CRAFT ROOM
Twenty Kobolds are busy Making various Weapons and Pots. They will fight and throw
The Pots but will eventually retreat to the Main Hall.
--WINGED KOBOLDS
A Dozen occupy ledges high up in this tall Chamber. The will gleefully drop rocks
On PC’s as they flit back and Forth. The Ceiling has a hole to the forest floor and
Sunlight shines down to the floor.
--KITCHEN
A Smoky room filled with Crude Kitchenware. A Dozen Cooks will defend themselves
With Cleavers, Frying pans, and hot liquids. Pots of Fish, Mushrooms, Centipedes, Beer.
A Bound, Naked, Shaven Dwarf Fighter is waiting to get Roasted.
--COLLAPSING CEILING TRAP
The Trip Wire is actually set high above a Kobolds head.
Everyone Save vs Reflexes or roll +5 on the Damage table. Shields help.
--MAIN HALL
A noisy feast with 40+ Drunk Kobolds. This will turn into a large food fight.
They will retreat to the Oil Pool Trap.
--OIL POOL TRAP
A Guard will cause barrels of Oil to empty at the PC’s Feet. Followed by thrown torches.
--SLEEPING CHAMBER
Several Large Chambers. About 300 Kobolds mostly females and young. The Females
Have Daggers. The young will throw Rocks and try to trip the PC’s. The young will also
Throw pet Scorpions, Tortured Rats, and Caltrops.
--RED DRAGON
A Young Male Red named Skryx. Will breathe Fire down the tunnels as PC’s approach.
The Kobolds Worship him. They bring him Gold and Prisoners. He has a Mound of 2000 GP.
His lair opens Directly out of the top of a hillside.
--SHRINE ROOM
There is a Shrine to Tiamat and one to Kurtulmak. Both idols are surrounded by
Demi-human Skulls and lit Candles. The Shaman Kobold stands his ground and will
Utter the Terrible Curse of the Kobold: The Spell will cause players to turn into
Kobolds permanently, or until the curse is broken.
--THRONE ROOM
As the PC’s enter 20 Female Belly-dancers will retreat. King Krank will then have
his Minions attack: 2 Large Trained Boars and 20 Eunuch guards with Spears and
Dragon-scale Shields. The King has a Girdle of Giant Strength for Damage +5.
He has Toughness +4 and Bracers of Defense for Armor +2. He wields a Morningstar in
each hand. They will all fight to the death.
--EGG ROOM
Those fleeing from other parts will grab a Kobold egg as they disappear into the narrow
Escape tunnels, too tight for the PC’s to follow.
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