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)
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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).
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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.