Bandits of Bunglewood DM information adventure background Ambush site the 7 kobold bandits The kobold lair 1 Concluding the adventure 2 3 for the players for the dm Bunglewood Traps 4 5 6 7 a helping hand 8 DM Information The “Bandits of Bunglewood” is an adventure for 4 to 8 player characters of 1st to 3rd levels. There should be about 12 total levels in the party. This adventure takes place in the World of Greyhawk in hex location T/54. This module is specifically suited to making fighters understand that they are not sword wielding gods. Most characters look at kobolds as “cannon fodder,’ and this adventure will set these arrogant fighters straight. Adventure Background This story begins with 7 kobolds who fled from their tribe after failing to steal their chief’s magical horn of fog. To deter other would be thieves, the kobold chief ordered his warriors to hunt down the 7 treacherous kobold bandits. The Drooling Nose tribe chased the exiles to the edge of the Bunglewood forest before the bright sunlight drove them back into the dark heart of the woodland. The kobold escapees stumbled half blind through the open countryside before happening upon a wounded fighter named Jekk. At first, the kobolds thought they could overpower the human. Then they saw the 4 dead ogres stretched out before them and quickly reconsidered their strategy. They immediately dropped to their knees and started whimpering for mercy. Jekk, still recovering from the ogre ambush, found the kobold’s cowardly display quite amusing. Luckily, Jekk understood a smattering of the goblinoid languages, including the kobold language. He had mutilated many kobolds during his brief adventuring career. He listened patiently as the kobold told him that their chieftain wanted them dead for no valid reason whatsoever. Sympathetic to their plight, Jekk agreed to help the kobolds get revenge, if they could offer him something of value in return. Although the kobolds were careful not to let it slip about the magical horn, they did tell Jekk that the chief had a magical ring that rendered the wearer invisible. Jekk never let on that he was a wanted criminal, and that a ring of invisibility was just what he needed to avoid the local authorities. He promised to give the 7 kobolds hours upon hours of military training, provided that they s\would use their new skills to attack the Drooling Nose lair and seize their chieftain’s magical ring. Jekk might have attacked the lair himself if he were not claustrophobic. Kobold lairs are not known for their high ceilings and wide corridors. Knowing that this human could easily kill him, the 7 kobolds quickly accepted his offer. Jekk spent 6 weeks teaching the kobolds military tactics and weapon styles. The kobolds were in awe of the human’s fighting ability. In fact, by the end of the training, each of the kobolds had adopted the name of their mentor. To say that this had created some confusion would be an understatement. In the end the 7 kobolds kept their old names with the prefix “Jekk” attached as a prefix. The 7 deadly Jekks stormed the lair of the drooling Nose tribe and massacred fellow kobolds. After pummeling the heck out of their former chieftain, the kobold renegades cut off the hand with the magical ring on it and gave it to Jekk as a token of their appreciation and gratitude. Jekk discarded the hand and slipped the magical ring into his pocket, and slunk off into the woods, never to be seen again. Neither Jekk nor the kobolds knew that the ring was a ring of delusion and that it conveyed no magical powers at all. The 7 kobold fighters gained a lot of combat experience assaulting the Drooling Nose lair. They also got their magical horn of fog. Rather than fight each other for the magical horn, Jekk's namesakes have agreed to “guard” the magical horn for 1 day each per week. So far the agreement has held up. After routing the Drooling Nose tribe, the Seven Jekks soon found themselves bored and looking for things to do. Romping through the forest and playing war games wasn’t much fun anymore, so they beat up low level druids, local wildlife, and even a few solitary huntsmen. After a month of thrashing through the forest, they started to attack travelers on the nearby trade road, using the horn of fog to enshroud the road and cover their escape. Those who survived the kobold assault found themselves hard pressed to tell the truth about what had happened. The kobold killers have been covered up by stories of gnoll raiders to save face among the kobold forces still alive. Although no one admits the truth of the bandits, it is obvious that something from Bunglewood is attacking the travelers. With so many stories flying about, the characters will have a hard time knowing what to believe. The characters are not going to make vast sums of money just to rid the people nearby of 7 annoying kobolds. For the Players DM: The adventure begins shortly after the characters arrive in the village of Whitebirch, located just 1 mile outside of Bunglewood, which is a thick forest. Unless the characters prefer to camp by the side of the road, the only rooms in town are available at The Swanmay’s Song, a local inn. Shortly after nightfall, a wounded traveler staggers into the inn. Evelyn Gladner, the friendly innkeeper, prepares a hot cup of tea for the wounded visitor. Meanwhile, Evelyn’s 2 daughters, Agnes and Eleanor, gently dress the man’s wounds. The wounds seem to have been inflicted with a short sword and dagger. With his wounds tended and his thirst abated, the man, Emril by name, tells his story. Read or paraphrase the following to the players. PC’s: I paid a gentleman 5 silver coins to travel aboard his wagon, and a comfortable wagon it was. The farmer claimed he was coming to Whitebirch to visit family. By my good fortune, I noticed he had brought his charming daughter and what a handsome girl too. I would have been more forthright with the woman had her 3 brothers not been present. Rather brutish boys they were, but I don’t blame them for being so protective. Alas, the only thing I received from the girl was her name, Clarissa. While passing through the Bunglewood, our wagon was attacked by cloaked marauders brandishing swords and daggers. Before I could set eyes on the bandits, they were upon us! Clarissa’s brothers were handy with pitchforks but not with dealing with the cloaked heathens. From under the wagon, I watched as her brothers and father was stabbed to death. I would have fought the villains myself, had I not seen their terrible rat-like faces peering out through their cowls, and their glowing red eyes! I fled in mortal terror, leaving the screams of the poor girl behind me. For a moment, I thought that I would never escape, but by some miracle they chose not to pursue me more than a few steps. They seemed reluctant to stray from the ambush site and were busy killing the horse and pushing the wagon off the path when I looked back. I have heard stories about creatures more rat than man, who walk on 2 legs one moment and 4 legs the next. There was no chance of saving Carissa. All I could do was come here for sanctuary. DM: Emril is lying about the ambush. He once saw a wererat in the dark alley of some distant city, but he knows that the Bunglewood bandits were not lycanthropes. The kobolds were indeed cowled, to block out the sunlight, but their race could hardly be mistaken. Emril even heard one of the kobolds (Jekk-Zark) shout, “behold our kobold wrath, you farming fatheads!” at the top of his lungs in the common tongue during the attack. Emril was stabbed by kobold daggers and shortswords before fleeing south on foot. After overhearing the tale, one of Evelyn's regular patrons, a farmer named Serrin Tequin, steps forward to challenge Emril’s story. The dm should read or paraphrase the following player’s information to them before they can ask too many questions. PC’s: Wererats you say? I seriously doubt that. Last week I spoke with a traveler who escaped the bandit’s clutches, and he saw no such thing. What he met were monstrous beasts with matted hair and pointed ears! Rugrats. No, that’s not it. Bugbears! That’s it. Five of them, all brandishing spiked clubs! DM: Emril’s wounds are stab wounds, but without the bruises that might come from a bludgeoning weapons like clubs. After Serrin recounts his story, Evelyn's daughter Agnes finds the courage to share her thoughts on the bandits. PC’s: I don’t believe that the bandits were bugbears or wererats. I heard the woods are haunted by restless spirits. Do you remember the halfling whistler who visited the inn about 3 weeks ago? He told us about those huntsmen who lost their way in the woods. A sinister fog surrounded them on all sides, as they ran blindly between the trees; one of them was struck dead by a ghost. DM: The halfling whistler whom Agnes mentioned is an inventive young bard with an overactive imagination. But Agnes’ story invites her sister Eleanor to tell yet another tale. PC’s: You should know better than to trust the words of a halfling bard, Agnes. Remember what happened to Godor? About 3 weeks ago Godor, our blacksmith, went north to purchase some stove piping. He returned that same day, furious because the bandits had ambushed him. He had been heading up the road when he heard a moaning sound coming from the woods. The road became enshrouded by fog, and suddenly sharp claws grabbed him. Good thing he was once an adventurer. He used those keen dwarvish senses to escape the bandits. He never saw their faces, but he said that they sure smelled bad. He knew from the stench they had to be trolls. DM: The blacksmith, Godor Irontoes, would never admit that he was assailed and wounded by mere kobolds. He concocted the troll story to justify his injuries. Evidently, Eleanor knows very little about dwarven pride. Of all the individuals at the inn, only Emril has the statistics of an adventurer. He is a thief looking for a place to settle. Emril won’t encourage the characters to hunt down the bandits, because he doesn’t want to be exposed as a lair and coward. Running away from a handful of kobolds is not very honorable. Evelyn Gladner and the other residents of the village will almost beg the characters to rid the Bunglewood of these notorious bandits “for the good of the heart and the community.” Clarissa also has an uncle who lives in Whitebirch. When news of the bandit attack reaches him at his cobbler shop, he closes for the day and hurries to the inn to plead with anyone to go and rescue his niece3. Clarissa’s uncle has a life savings of 25gp to offer as a reward for his niece’s safe return, provided the characters will need any payment. If needed, the people of Whitebirch will rally to his aid and also offer up to 300gp as a reward. Even if the kobolds have killed Clarissa, the cobbler will want her body back for a proper burial. Any character that refuses to aid the girl will be held in low regard by the people in Whitebirch. If pressured to divulge more information about Clarissa’a fate, Emril admits that one of the bandits was eager to keep her alive. While fleeing the ambush site, Emril heard the kobold say, in broken common, “Let pretty girl live! Take her back to cave.” Naturally, Emril won’t be willing to part with this information. The characters will need to intimidate Emril or play on his sense of guilt. EMRIL: class thief level 3 hp 4 now / 12 at full thaco 19 align neutral ac 7 move 12” str 11 int 11 wis 12 dex 17 con 10 chr 11 morale 5 exp 65 backstab damage x2 arms shortsword / dagger #att 1 weapon pick pockets 40% open locks 33% find / remove traps 30% move silently 27% hide in shadows 20% hear noise 15% climb walls 87% non-weapon proficiency appraising / forgery / tumbling For the DM The weather will be overcast and rainy for the rest of the adventure. Dark clouds fill the sky an hour after Emril tells his story, and rain periodically drenches the landscape. This doesn’t bother the kobolds, who are quite comfortable with the bleak weather. In fact, they prefer such conditions when using their awesome Horn of Fog. The seven Jekks are cunning fighters, using their size and training to best advantage. Although they each have the same basic skills, some of the Jekks are higher in level than the others. Although they have fought side by side for months, some have managed to acquire more combat experience. This is mostly due to luck. The weakest Jekk is still a 1st level fighter. What the kobolds lack in spell craft, they make up in tenacity and gall. Despite their many advanced combat skills, they are still kobolds. When confronted by a superior force, they will usually flee for their lives. Two of the Jekks are multi-classed fighter/thieves. For many kobolds, thievery is instinctive. These particular kobolds learned their skills before stumbling upon Jekk. Despite their new lust for combat, they have maintained and honed their rogue abilities. The party first encounters the kobolds at the ambush site that is described later. The overcast sky enables the kobolds to fight without any penalty from the sunlight. If the ambush doesn’t go well for the kobolds, they retreat to their lair using the horn of fog to cover their escape. The kobolds make their final stand in the lair, where they have the advantage. In the lair all of the kobolds get the close quarters fighting proficiency at no cost. The kobolds will often use the horn of fog in the lair to allow them to fight with no penalty due to their close quarter fighting powers while the characters receive a -4 attack penalty. All of the kobolds have a 60’ range to their infravision. When forced to fight in the sunlight, they get a 1 penalty to their “to hit” rolls. Gnomes get a +1 bonus to hit a kobold. Ambush Site DM: The kobold’s favorite ambush site is located just 4 miles northwest of Whitebirch along the trade road to Stelwerd. The map of the ambush site shows the preferred locations of the kobold bandits. The Letter on the map corresponds to the kobold name such as “U” means Jekk-Urto and “S” means Jekk-Snog. And the list goes on. When the characters get to the ambush site, read or paraphrase the following to the players. PC’s: The road continues unimpeded through the woodlands, flanked on both sides by Bunglewood’s tall trees. Clusters of large boulders lie among the weeds and scrub grass, a few of them the perfect size for a rock throwing giant. Just west of the road is a blood stained cart, evidently intact. East of the road someone has piled rocks into 2 burial cairns. The place is quiet except for the cawing of a lone bird. DM: The cawing is actually Jekk-Irki’s warning to the other kobolds of the party’s approach. They attack the characters 3 rounds after the characters arrive. Any character that dares inspect the cart or burial will be attacked immediately. Before the characters encounter the “killer kobolds,” the dm should decide which kobold possesses the horn of fog. The kobolds love to use this device to obscure the battlefield and use their blind fighting power and keen senses to give them the edge in combat. The horn will be used to cover their retreat if needed. They will die before surrendering the horn of fog. The kobolds carry no treasure, preferring to keep their wealth hidden in their lair. Jekk-Urto, Jekk-Snog, and Jekk-Neglu are hidden behind boulders, waiting to leap out with their swords and daggers. They are the main attack force. Because kobolds are only 3’ tall, they can remain concealed even when standing behind the rocks. Jekk-Irki and Jekk-Zark are hidden inside the cairns with their short bows ready to fire. They enter and exit these cairns via small, carefully hidden openings and gain the benefit of 90% cover while inside. That gives them a -10 bonus to their armor class while inside the cairns. Because of their small size, the kobolds have no trouble moving freely inside the 6’ diameter hollow rock piles. Jekk-Blepp uses his thief abilities to hide in shadows under the cart. When not attacking, he usually clings to the underside of the wagon, making him 90% undetectable unless someone actually crawls beneath the cart. When the opportunity arises, he sneaks out to backstab an unsuspecting character. Jekk-Liklik hides beneath a nearby tree with an arrow nocked to his short bow. Several peep holes have been carved into this tree. This gives the kobold an effective 75% cover and a -7 armor class bonus while behind the tree. The kobolds flee if 2 are killed or three are hurt to more than ½ of their hit points. They immediately retreat to their lair using the thick brush to conceal themselves. Characters that attack the kobolds in the forest get a penalty to their attack rolls because of the dense foliage. In any given round the kobold’s armor class improves by up to 4 points due to the concealment. The kobolds will spread out hoping to divide the would-be pursuers or lure party members into specially prepared woodland traps. See the Bunglewood Traps detailed later. Captured kobolds immediately succumb to their inbred cowardice and beg for mercy. For the promise of freedom or leniency, they will gladly escort the characters safely to their lair, avoiding all of the traps along the way. The repellent little creatures do possess treasure, but most of it is secreted in their lair. The Kobold Bandits Jekk-Urto: class fighter level 3 hp 20 thaco 18 morale 10 align lawful evil ac 4 move 6” weapon specialize shortsword special 2 weapon fighting skill allowing 3 attacks the 1st round and 2 the following round. -2 penalty for the off arm weapon #att 3/2 with shortsword +1 to hit str / +1 specialize exp 120 arms hide armor / 2 shortswords / dagger close quarter fighting +2 bonus to hit when fighting in cramped conditions sp power danger sense / blind fighting information Jekk-Urto is the most charismatic of the kobold gang. His word can usually sway the kobolds to his way of thinking, even though he is not the leader. His low wisdom denotes his likelihood to choose the most wrong course of action. He is very stocky and strong for a kobold and likes showing off his muscles. Str 16 dex 16 con 12 int 11 wis 9 chr 14 to kobolds / 7 otherwise 2 weapon fighting normal chances on primary weapon / -2 to hit with the secondary weapon Jekk-Irki: class fighter level 3 hp 14 thaco 14 morale 9 align lawful evil ac 5 move 6” weapon specialize short sword arms leather armor / shortbow / 15 arrows / 2 shortswords #att 3/2 sword +1 to hit specialize / 2 arrows / 5/2 with 2 shortswords +1 specialize exp 35 damage 1d6 sword +3 specialize / 1d6 arrow str 12 dex 17 con 12 int 9 wis 14 chr 12 / 6 to non-kobolds close quarter fighting +2 bonus to hit when fighting in cramped conditions sp power blind fighting non-weapon proficiency animal noise, can imitate bird noises also / set snares information Jekk-Irki is the most ambitious and ill-tempered of the kobolds. He constantly tries to dominate the weaker members of the gang, but like most bullies, he will buckle when challenged. He loves to use animal noises to communicate with the other kobolds, but the other kobolds rarely know what he is trying to communicate to them. 2 weapon fighting normal chances on primary weapon / -2 to hit with the secondary weapon Jekk-Blepp: class fighter / thief level 2/1 hp 10 thaco 19 morale 9 align lawful evil ac 4 move 6” arms leather armor / sap / shortsword magic items +1 dagger #att 2 dagger +1 to hit dagger / 1d3 sap / 1d6 shortsword backstab damage x2 str 13 int 11 wis 12 dex 18 con 11 chr 9 / 5 to non-kobolds exp 65 pick pockets 52% open locks 42% find / remove traps 29% move silently 40% hide in shadows 40% hear noise 22% climb walls 62% powers 2 weapon fighting skill meaning 2nd weapon has a -2 penalty to hit close quarter fighting +2 bonus to hit when fighting in cramped conditions sp power blind fighting / danger sense non-weapon proficiency set snares information He considers himself a very lucky kobold. His danger sense has saved his life on several occasions and he is the only kobold that has something that once belonged to the human fighter. He stole the +1 dagger from Jekk and proudly displays it when he has the chance. He is rarely seen without the weapon in hand. 2 weapon fighting normal chances on primary weapon / -2 to hit with the secondary weapon Jekk-Snog: class fighter level 2 hp 15 thaco 19 morale 11 align lawful evil ac 6 move 6” str 15 int 6 wis 8 dex 13 con 13 chr 10 / 5 to non-kobolds exp 35 arms hide armor / 2 shortswords / dagger #att 3/2 1 shortsword or 5/2 two shortswords +1 to hit specialize damage 1d4 dagger / 1d6 sword +3 specialize close quarter fighting +2 bonus to hit when fighting in cramped conditions sp power danger sense / blind fighting 2 weapon fighting normal chances on primary weapon / -2 to hit with the secondary weapon information He is not very bright and spends most of each day picking his nose. The kobolds like to send him into battle first because he likes to make called shots. That means he has a 1 point initiative penalty and -4 to hit, but a hit means he could slice a weapon hand and make an opponent drop their weapon, etc. Jekk-Zark: class fighter level 2 hp 11 thaco 19 morale 10 align lawful evil ac 7 move 6” str 11 int 11 wis 13 dex 15 con 10 chr 12 / 6 to non-kobolds exp 65 arms leather armor / shortsword / shortbow / 11 arrows specialize shortsword #att 3/2 sword +1 to hit specialize / 2 dagger damage 1d4 dagger / 1d6 sword +3 specialize close quarter fighting +2 bonus to hit when fighting in cramped conditions sp power blind fighting 2 weapon fighting normal chances on primary weapon / -2 to hit with the secondary weapon non-weapon proficiency animal noise information the kobold can speak several choice insults and slurs learned from Jekk. He doesn’t have the 2 weapon combat proficiency like his fellows. What he lacks in finesse he makes up for in sheer attitude. Jekk-Neglu: class fighter level 1 hp 8 thaco 20 morale 9 align lawful evil ac 8 move 6” special powers 2 weapon fighting / close quarter fighting / blind fighting / alertness str10 int 8 wis 12 dex 12 con 11 chr 10 / 5 to non-kobolds arms hide armor / 4 daggers close quarter fighting +2 bonus to hit when fighting in cramped conditions sp power blind fighting 2 weapon fighting normal chances on primary weapon / -2 to hit with the secondary weapon non-weapon proficiency alertness #att 1 sword or 2 daggers damage 1d4 dagger / 1d6 sword information he prefers to stab people with his dagger. 2 of his daggers are balanced for throwing, but he has no throwing proficiency giving him a 2 point penalty for throwing them. He is usually first in the line when they are moving through the forest. His alertness makes him hard to surprise. Jekk-Liklik: class fighter / thief level 1/1 hp 6 thaco 20 morale 9 align lawful evil ac 5 / 3 move 6” str 9 int 10 wis 10 dex 17 con 9 chr 11 / 6 to non-kobolds arms leather armor / shortsword / short bow / 12 arrows pick pockets 45% open locks 39% find / remove traps 25% move silently 31% hide in shadows 30% hear noise 20% climb walls 71% single weapon style +2 to hit when using a single weapon in combat close quarter fighting +2 bonus to hit when fighting in cramped conditions sp power blind fighting non-weapon proficiency set snares information Jekk-Liklik is a cowardly little creature, always staying at the back of a fight ready to use his bow. He is the only kobold without a weapon specialization skill. The 2 weapon style was too much for this kobold, so Jekk gave him specialized 1 weapon training allowing the kobold to use his shortsword more defensively. Bunglewood Traps The kobolds know the woods quite well. They’ve staged numerous hunting forays here in an effort to hone their combat skills. Several of the kobolds know how to set snares, so the forest is filled with booby traps rigged to confound would-be prey, not just animals. The characters won’t stumble on all the kobold’s traps, Bunglewood is too large, but there is a 10% chance per character per mile traveled that one of these traps will be triggered unless detected first. Characters trying to track or pursue the kobolds will encounter these traps far more often. Characters that are chasing the kobolds will automatically encounter a trap. Pitfalls: These are concealed pits. Characters that are moving through the forest carefully, not running, have a 33% chance of detecting these 6’ wide and 5’ deep pits. Druids and rangers have a 67% chance of detecting the pit. The pits are lined with fire hardened wooden spikes. Anyone falling in the pit takes 1d3 points of falling damage and hits 1d6 -1 spikes. Each spike does 1d4 points of damage. Trip Wire: Characters watching their step have a 1 in 6 chance of spotting these taught ropes. That chance is 3 in 6 for rangers and druids. Yanking, pulling, or otherwise disturbing the trip wire triggers one of 2 possible traps. 1) A small, 3’ long log swings down from a nearby tree with a thaco of 18. Any character it hits takes 1d6 points of damage and is stunned for 1d4 +1 rounds. 2) A large tied back branch lashes out with a thaco of 17 striking a character for 1d4 points of damage and blinding the victim for 1d4 rounds unless he is wearing a great helm. Foot Traps: These wooden-toothed bear traps are easily stepped on by running or unwary characters, but cautious heroes have a 50% chance of spotting them25% of these are in shallow pits about 2’ across. These are detected as pitfalls. The wooden teeth snap shut doing 1d4 +1 points of damage and require a strength roll to open. The victim’s movement is at 25% of normal as long as the bear trap is on the victim. A Helping Hand If the characters stop to rest and heal before continuing their pursuit of the kobolds, they may lose track of the little villains and find themselves wandering aimlessly about the forest. The 7 Jekks have various trapridden routes leading to their lair, some more direct than others. The dm should decide when or if the characters find the lair. Characters able to track the kobolds can travel directly to the former home of the Drooling Nose tribe. The characters can leave the kobolds until later should they want to. If the party becomes lost or lacks the means to track the villainous kobolds, the dm may insert the following optional encounter to lead the characters in the right direction. PC’s: As you move cautiously through the woods, you see a scrawny, orange skinned, devilish creature sitting on a log. A small goatee sprouts from his chin, his ears are pointed, and his claws are long and nimble. The creature seems upset about something because it is shaking its head and cursing. DM: This unusual creature is Erlen Hothands. He is a Forlarren, which is the offspring of a nymph and greater baatezu. He recently killed a low level druid and is now lamenting his evil actions. If approached, he will attack then nearest character for 1 round. After this initial outburst, Erlen either flees, if wounded, or surrenders. In either event, Erlen stops fighting and shows great remorse for his misdeeds, bemoaning his birth, dark father, and his temper. If the characters spare his life, Erlen tries to redeem himself by doing the party 1 favor. He knows where the kobold lair is located and will gladly lead the characters there is asked. Although he is willing to join the party, his temper and lack of self will makes him a threat to the party. Once every hour, the dm should roll a d6 and a 5 or 6 means that Erlen attacks the nearest character for 1d4 rounds. FORLARREN: hd 3 hp 16 thaco 18 morale 18 int semi 3 align neutral ac 2 move 9” #att 2 fists damage 1d4 fist size mansized exp 150 heat metal 1 per day by touch against ac 10 doing 3d6 round 1 and 2d8 round 2 The Kobold Lair If the characters pursue the kobolds fleeing the ambush site, they will eventually stumble upon this lair, provided that they don’t get lost in the forest. The entrance to the kobold lair is little more than 3 small tunnels burrowing into a hillside. Formerly the sanctuary of some 40 kobolds, the lair has since been claimed by the Seven Deadly Jekks. The kobolds of the Drooling Nose Tribe were cannibals. After securing the lair they ate the remaining kobolds and discarded the bones. The only creatures they spared were the tribe’s scorpions and the chieftain’s personal pest which was a pair of giant skunks. The scorpions are in areas #5 and #8 while the skunks are in area #4. The kobold lair was formed by water erosion. The tunnels leading into the lair are 4’ in diameter and smooth and circular. Most caves are 5’ high. Large weapons are useless except in noted areas. Any character using medium sized weapons have a -2 penalty to their attack rolls. Those using small weapons have no penalty to their attack rolls. All of the 7 Jekks are proficient in close quarters fighting. This gives the Jekks a +2 bonus to hit while inside the lair. Anyone shorter than 4’ tall can navigate the lair unhindered and fight without a penalty. Those characters that are 4’ to 4’ 11” tall find the accommodations awkward. Their movement rates are at ½ the normal rate and they suffer a -1 penalty to hit and damage with weapons. The exception is areas #4A, 4C, 7, and 8. Characters of 5’ tall to 7’ tall move at 1/3 the normal rate. They also suffer a -3 penalty to hit and damage. Those larger than 7’ tall move at 1/6 the normal rate and suffer a -5 penalty to hit and damage. None of the kobold caves are illuminated. They rely on their infravision to move through the passageways. They prefer hit and run tactics over long melees and will use their size and knowledge of the lair to their full advantage. If necessary, they can use their Horn of Fog to further impede the characters and make them easier to escape from. 1) Lair Entrance These three tunnels are used by the kobolds with equal frequency. Characters searching the ground will see several sets of small footprints entering and leaving each tunnel. Outside area 1A are 2 piles of gnawed bones, the remains of the Drooling Nose Tribe. Discarded among the bones are several pieces of clothing and leather, as well as worthless personal items. These items include small pouches made of animal skins, bone necklaces, tiny whistles carved out of wood, small wooden shields, bone daggers, etc. Mingled among the bones are the remains of several small forest animals snared and devoured by the 7 Jekks over the last several weeks. All three entrances to the lair are trapped with camouflaged trip wires. Characters searching the ground for traps have a 20% chance of spotting a concealed wire. Thieves may add their chance to find traps to this score. All trip wires and traps here can be removed in the normal way. Tugging or snapping a wire at area 1A discharges a crossbow bolt fired from in the tunnel. The bolt has a thaco of 19 and does 1d4 +1 points of damage. The crossbow can be easily dislodged and used by a character, but there is only 1 bolt. Tripping the wire at area 1B releases a small spear hidden in a nearby tunnel wall. The spear has a thaco of 19 and does 1d6 points of damage. The characters can use the spear once it has been removed from the wall. If the trip wire at area 1C is yanked or cut, a wooden portcullis drops from the ceiling 10’ inside the tunnel and seals off the entrance. The portcullis can withstand 20 points of damage. The portcullis can be raised with a +35% bonus to the chance to lift gates. Anyone caught under the falling portcullis takes 1d6 points of damage and is pinned to the ground. A knock or hold portal spell is useless to raise it or stop it from falling. 2) Narrow Tunnel This winding tunnel descends from the northern cave entrance, area 1A to area 4B. Near the tunnel’s halfway point are two 4’ wide and 5’ deep recesses. The kobolds like to use these alcoves as hiding places from which to ambush intruders. If four or more Jekks are present in the lair, at least one of them will be stationed here, two if there are more than 6 present. 3) Common Quarters The 7 Jekks usually sleep in this 5’ high cave. The kobolds are noisy sleepers, especially Jekk-Snog, who snores like a hill giant. The kobolds sleep heavily and noisily, but they are always sensitive to abnormal noises like armor clinking, approaching torches, faint whispering, etc. Kobolds who detect intruders immediately retreat to area 4B or 4C. The cave is littered with debris, excrement, rat bones, and rags. Placed in niches along the walls are the skulls of various creatures killed by the 7 proud kobold hunters. These include a centaur, a worg, a giant weasel, a wild boar, and an ogre. The cave contains nothing else of interest or value. 4) DM: Nexus Cavern Read the following player character information to the players if they approach from area 1B. PC’s: Beyond the cramped confines of the tunnel you see a higher, more spacious cavern. 20’ away, a natural 7’ high plateau spans the entire cave width. Built atop this plateau are two walls of piled rocks, each no higher than 3’. Several small shapes, vigilant and ready for intruders, are barely visible behind this barrier. DM: If the characters approach from area #2, then read the following. PC’s: Beyond the cramped confines of the tunnel you see a higher, more spacious cavern. Atop this plateau are 2 pairs of rock blinds that are 3’ high walls made of piled rocks. Two of the walls guard the western portion of the cavern, while two others overlook the cavern’s larger southeast section. Protected behind these rock blinds are several small, foul smelling creatures equipped with spears. DM: If the characters approach from area #5 read this: PC’s: The tunnel opens into a spacious cavern. Three large stalagmites rise from the middle of the floor to a height of 9’ or more. Atop a 7’ high ledge to the north, someone has built 2 rock blinds that are 3’ high walls of piled rock. You see small shapes lurking behind these barriers. DM: This large cavern is the nexus of the kobold lair. This is where the remaining Jekks make their final stand before fleeing up the chimney in area #6. The ceiling is 12’ high in areas 4A and 4C. The plateau is higher than the floor so the ceiling there is only 5’ above the plateau. That is the perfect height for the kobold defenders. Most of the kobolds like hiding behind the rock walls of area 4B, but some prefer to conceal themselves behind the sturdy stalagmites of area 4C, especially if the characters are heard approaching from area 5. Although it is possible to cross the cavern by scaling the central plateau, long lost water carved a natural tunnel under the ridge, joining area 4A directly to area 4C. The tunnel is barely wide enough to wield a dagger effectively. The kobolds can travel through the tunnel and fight in there without any difficulty. Built atop the central plateau are 4 archery blinds made of piled rocks. 2 of them face area 4A and 2 face area 4C. These 3’ high walls provide the kobolds with 75% cover meaning a -7 armor class bonus. This is ideal for kobold archers employing their short bows. In addition to the living, breathing kobolds hiding behind these rock blinds, several slain kobolds of the Drooling Nose Tribe have been propped up along the walls to draw enemy fire. Two decoys stand behind each wall. A character must be within 10’ to realize that the kobold is dead. If the characters are using infravision, they will not see the kobold decoys because they are dead and radiate no heat. Hidden behind the rock blinds are 3 loaded light crossbows and 10 small throwing spears for emergency use. The light crossbow bolt does 1d4 points of damage and the small spear does 1d4 +1 points of damage. The Jekks are not proficient with the spear and suffer a -2 penalty when attacking with them. When the characters arrive in this area, the kobolds immediately release the 2 giant skunks to go after the characters. The skunks have been starved to a point and are hungry to a point of dangerousness. They will go after the characters to eat them and will stop when the characters attack the skunks. But then skunks will then turn and spray the characters. These are trained skunks. They are trained to be more aggressive than is the norm. The kobolds do not find the skunk must nauseating and suffer no ill effects of their smell. The skunks will not climb up to the central plateau but will instead travel around the tunnels looking for food. The small size of the tunnels will not impede the skunks at all. SKUNK, GIANT: hd 5 hp 27 thaco 16 morale 8 int animal 1 align neutral ac 7 move 9” #att 1 bite damage 1d6 sp att spray musk in a cloud 2” wide / 2” high / 6” long. Those inside the cloud lose 50% strength and dexterity for 2d8 turns. They must also save vs poison or be blinded for 1d8 hours size mansized exp 300 5) Warrior Cave These 4 caves were once occupied by the tribe’s kobold warriors and their mates. The caves have remained abandoned ever since the Seven Deadly Jekks took over the lair. A rust monster stumbled in and the Jekks were forced to chase it away with wooden spears a few months ago. Each cave holds several small piles of leaves, sticks, and other refuse. This garbage used to be the kobold beds. Bound and gagged in area 5A is Clarissa Farley, the young girl who was recently kidnapped by the kobolds. Jekk-Urto thought Clarissa was “pretty,” so against the other kobold’s better judgments he ordered her taken alive. The kobolds have been offering her scraps of food, but she’s utterly terrified of them and hasn’t eaten a thing. She screams loudly whenever her gag is removed. Clarissa is a 0th level non-combatant with 3 hit points. She has a -5 penalty to hit and has an uncanny knack for placing herself in great danger. Lying on the dirt floor of area #5B is a corked bottle filled with a thin burgundy colored liquid. The bottle sits atop a large concealed mousetrap. Touching the bottle causes the trap to trigger and it does `1d4 points of damage to anyone it hits. Any character that knows about the trap can make a dexterity check to avoid the trap. The liquid inside the bottle is actually kobold blood. Area #5C is an empty lair. In the middle of area #5D lies a 6’ square mat of sewn animal hides. If the characters investigate, they see something writhing underneath. Beneath the mat are the skeletal remains of the kobold chieftain. The skeleton wears the tattered remains of leather armor and is missing the left hand. The left hand was cut off and given to Jekk for the ring. There are 15 normal sized scorpions inside the chest cavity of the skeleton. These will attack the characters until driven off. These creatures have 1 hit point each and a thaco of 20. A sting means save vs poison or suffer a -4 penalty to hit, damage, and saving throws for 12 hours. 6) Chieftain’s Cave This small cave contains little of interest. A heap of garbage piled up against the north wall was once the chief’s bed. There are no items of value hidden within the pile. It has already been searched through by the 7 Jekks. In the ceiling near the east wall, a 3’ diameter, roughly hewn chimney rises twisting up almost 50’ to the hilltop above. The opening is concealed by a mat of grass. A narrow, 5’ high wooden ladder leans against the wall at the bottom of the shaft to assist kobolds who wish to use the chimney as an escape route. The interior of the vertical shaft is riddled with handholds, making the climb or descent a safe one. If the battle in area #4 goes badly for the kobolds, they will retreat to this cave and escape up the chimney shaft. 7) Water Cavern PC’s: A short, descending tunnel leads to this huge, water filled cavern. Only the western rim is above water, yet it is layered with sand and silt. The stagnant water that fills the eastern portion of the cavern occasionally ripples as drops of groundwater fall from the foot long stalactites that cling to the 12’ high ceiling. DM: If the party’s exploration of the caverns have been too easy, the dm can place 3d6 piercers her to help hurt the characters. They will be clinging to the ceiling in the southwestern portion of the carven. Many kobolds have been killed over the years trying to avoid these monsters, while the Jekks will occasionally kill one of them and toss its remains into the water. Many kobold footprints are on the ground here. Some lead to area #8 and others lead to area #4. If there are piercers in here, all of the kobold tracks are very near the western wall. The Jekks are cautious to the point of paranoia when crossing this cavern. So far, none of them have been hurt. PIERCER: hd 3 hp 20 thaco 17 morale 9 int non- 0 align neutral ac 3 move 1” #att 1 damage 3d6 sp att surprise bonus of 7 size small 4’ long exp 120 8) Treasure Cave The 6’ high, roughly hewn tunnel leads to this 8’ high cave. This cave has been chiseled into an uneven staircase. The cave entrance is blocked by a heavy wooden portcullis. A 2nd portcullis is hidden behind a piece of camouflaged leather. This 2nd one seals off an unlit alcove in the northwest corner of the cave. The 2 working portculli are fastened together by a series of hidden ropes, pulleys, and other kobold mechanisms. If one is lifted, then the other rises as well. There is a +50% bonus to the chance of lifting the portculli. This trap is made to protect the kobold’s treasure and is quite insidious for their measures. Opening the northern portcullis releases a huge scorpion to attack the party The easy way for the party to get in without releasing the scorpion is to saw away one or more wooden bars from the portcullis. A warp wood spell can also work. The characters can magically alter their size. The mechanisms that link the 2 portculli together can be recognized and dismantled only from within the cave and a thief must use his find traps power to detect it. The kobolds are small enough to squeeze between the wooden bars without much trouble. Most character races will not be able to squeeze through the bars. The scorpion can’t fit through the bars. Stacked against the east wall of the 8’ high cave are the following treasures. Many of these treasures are valuable only to the kobolds. A) An unlocked wooden chest 2’ x 1.5’ x 1.5’ with 281sp, 95gp, 4 wax candles, a silver candlestick worth 15gp, a small mirror, a jar of ink work 8gp, a wooden flute worth 1gp, a silver holy symbol worth 24gp, a silver holy symbol worth 24gp, 5 gold jingle bells worth 10gp each sewn into a leather strap, 3 empty bottles, a book written in common titled “Which way is up: a spelunker’s guide to caves, which is worth 15gp. B) An unlocked coffer with 21 ornamental and semi-precious stones. 2 white banded agates worth 5gp each / 2 blue azurites worth 10gp each / 3 fire agates worth 25gp each / a carnelian worth 50gp / 4 golden citrines worth 50gp each / and three shiny serpentines worth 75gp each. C) A battered suit of human sized chainmail with a +2 footman’s mace lying under it with a shield over it. These were taken from a corpse of a wandering priest whom the kobolds ambushed. D) A large leather sack containing 632cp, 10 daggers, 5 human and dwarf sized helmets, a traveling spellbook with 1d10 spells of levels 1d4. There are 6 wooden scroll tubes that are empty, a pair of dwarven boots with silver heels worth 2gp each, and an opened keg of honey that is too sweet for the kobolds and worth 10gp. E) A small crate that is 2’ on a side. This has 48 pieces of copper flatware worth 2gp. The Jekks like the way the copper items crash together but have no idea what the plates are used for. The insignia of the owner of the crate is a merchant from Stelwerd. F) 6 poorly handled bales of silk worth 2gp each are here. Inside 1 bale is a wand of metal and mineral detection with 83 charges left on it. G) A covered wooden bucket containing a thief’s tool set5, 12 black and yellow stripped darts, and 6 live scorpions. 3 darts are magical darts of homing. SCORPION, HUGE: hd 4 +4 hp 26 thaco 15 morale 10 int non- 0 align neutral ac 4 move 12” #att 2 claws / 1 sting damage 1d8 claw / 1d3 sting exp 420 poisoned sting save vs poison or take 15 points of damage size mansized 4’ long Concluding the Adventure Clarissa Farley, the young girl captured by the kobolds, has nothing to offer her rescuers except her father’s land. That is a few acres north of Stelwerd. With her father and brothers slain, she has little choice but to stay with her uncle in Whitebirch. The uncle will give 25gp to the characters as a reward, which is his life savings. He will also give the characters free footwear. The people of Whitebirch will be hard pressed to believe that the dreaded Bandits of Bunglewood were nothing more than kobolds. Clarissa will lend credence to the party’s story, as will the wounded Emril, but only if he is pressured. Godor Irontoes, the local dwarven blacksmith, still insists that he was attacked by trolls. Killing or capturing all of the 7 Jekks will be a difficult task, especially given the kobolds’ tendency to retreat. Any kobold driven from their lair will eventually return, hoping to claim any treasure left behind. If any of the Jekks survive, they will resurface in the future to make themselves a problem for the area by attacking small groups.