Thursday, July 3, 2014

Orglosh's Tomb - A very quick Adventure for Next

For everyone like me who has the basic pdf but no FLGS to pick-up the starter set until general release. Enjoy!

Orglosh’s Tomb (worth 190 experience)
Set-Up
The village of Gravelawn has for years been known for it’s crystal waters and healing springs. Legend has it that Orglosh, the great Cleric of Thiseir, used a relic to purify the waters of Gravelawn and grant the springs the healing powers of his goddess.
Now, thousands of years after the cleric’s death the waters have become tainted. The smell, once sweet, has turned fetid and those who bath in the springs develop sickening blisters. The heroes have been hired by the town to travel to Orglosh’s tomb recover the relic he once used.
Dungeon Master’s Notes
The tomb of Orglosh has been over run with a small clan of Kobolds who have defiled the small shrine within the tomb and have been using the relic as a scepter for their chief. The relic is directly tied to the affliction the town of Gravelawn is suffering and the relic will need to be cleansed by a cleric of Thiseir (or an allied deity) before the waters return to their natural state.
Approach
Orglosh’s tomb is located up a steep mountain that is covered in thick vegetation. The earthy smells of the forest dance on the wind. The entrance to the tomb is supposed to be covered by a giant rock, but as the players approach find the rock missing and several kobolds guarding the entrance.
If the players wait and are well hidden (DC 15 Dexterity (stealth) check) they will find a small patrol of 4 more kobolds patrol the area around the camp and that every hour the guards and patrol are replaced.
Monsters – 2 to 6 kobolds
Treasure – combined the kobolds have 30 sp and a ball of lint.
Tomb of Orglosh
(if map doesn't work it can be found here)

A.1 Entrance Ramp
Stone stairs cut from the rock of the cave lead downward. They are somewhat damp and the air here and in the rest of the tomb is chill. A DC 15 Wisdom (Perception) check will alert the players that the left hand stairs are false.
Trap – False Stairs – Any amount of weight heavier than 50 pounds will cause these stairs to collapse into a fifty foot drop leading to an unground river that lets out at the bottom of the mountain. A DC 15 Dexterity (Acrobatics) check or DC 20 Strength (Athletics) check will save any caught in the trap from falling.
If the trap is sprung the noise the stairs make as they fall alert the kobolds in Area 2 (side corridor)
A.2 Side Corridor
This long twisting hall is roughly cut into the mountain. Three kobolds are busy playing dice at the first corner and can be easily taken by surprise. The suite of rooms at the end of the corridor appear unfinished and are utterly empty.
A.3 Main Corridor
A long corridor of worked and finished stone. Both walls are covered in murals depicting the graces of the Goddess Thiseir. Some highlights include the goddess teaching the mortal races to tame fire, the goddess guiding the construction of the first city and so on. At the end of the corridor is another flight of stairs that lead down to the Burial Chamber. Two kobolds yawn tiredly by the stairs.
A.4 The Meketaten Suite (Thiseir’s Shrine)
The three rooms that compose the shrine to the Goddess Thiseir have been destroyed by the kobolds. Statues of the goddess have been rudely repainted, symbols of the kobold’s clan and dragon “god” mark the wall and the stench of urine and fecal matter permeate the whole place. 6 kobolds rest in these rooms. However, their weapons are on them and if the players had made noise else where the kobolds will be ready.
A.5 Burial Chamber.
A rather fat kobold sits at the bottom of the dais that hold a remarkable coffin of living wood. He pays no mind to the players at first as he is too caught up using the relic as a back scratcher. Another kobold, smaller and bent under his thick red robes is attempting to pry the coffin open.
Once noticed by the kobolds the fat one (obviously the leader) will attack, the other kobold, however, will cast “Summon monster I” and then teleport away the very next round.
Concluding the Adventure
Once the kobolds are removed from the tomb a golden light washes through the place and all the damage done to the tomb is erased. The relic, however, still feels tainted and if the players take it to Gravelawn the townsfolk will beg them to find a cleric strong enough to undo the taint.  There is also the remaining question of who the escaped kobold was and why he wanted in Orglosh’s coffin.
Monsters
Kobold
Small Humanoid (Kobold)
Armor Class 11
Hit Points 2(1d6–1)
Speed 30 ft.
Senses darkvision 60 ft.
Str 7 (–2) Dex 12 (+1) Con 8 (–1)
Int 8 (–1) Wis 7 (–2) Cha 8 (–1)
Alignment neutral evil
Languages Common, Draconic

TRAITS
Light Sensitivity:
While in sunlight, the kobold has disadvantage on attack rolls.
Pack Tactics:
The kobold gains a cumulative +1 bonus to attack rolls,  to a maximum of +5, for each friendly creature that is within 5 feet of its target.
ACTIONS
Melee Attack—Dagger: +1 to hit (reach 5ft.; one creature). Hit:3 (1d4+1) piercing damage.
Ranged Attack—Sling: +1 to hit (range 30 ft./120 ft.; one creature). Hit: 3 (1d4+1) bludgeoning damage.

ENCOUNTER BUILDING
Level 1
XP 10

Kobold Leader
Small Humanoid (Kobold)
Armor Class 16 (ring mail, shield)
Hit Points 7 (2d6)
Speed 25ft.
Senses darkvision 60 ft.
Str 10 (+0) Dex 13 (+1) Con 11 (+0)
Int 10 (+0) Wis 9 (–1) Cha 10 (+0)
Alignment neutral evil
Languages Common, Draconic

TRAITS
Light Sensitivity:
While in sunlight, the kobold has disadvantage on attack rolls.
Pack Tactics:
The kobold gains a cumulative +1 bonus to attack rolls,  to a maximum of +5, for each friendly creature that is within 5 feet of its target.

ACTIONS
Melee
Attack—Short Sword: +3 to hit (reach 5 ft.; one creature).
Hit: 4 (1d6+1) piercing damage.
REACTIONS
Shield Block: The kobold imposes disadvantage on a melee or ranged attack that is against a creature within the
kobold’s reach.

ENCOUNTER BUILDING
Level 1
XP 20

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