How (ko)Bold of You!

The local Vosian ruin, long ago thought to be looted of valuable magitech, has seen new activity as of late and Alderman Krastigen is trying to find a new group of adventurers to go see what is brewing in the ruin since the group he hired two days hence has failed to return.

This is a five room dungeon of sorts. It’s designed to get 1st level players going and introduce them to a small part of Raidethe.

Synopsis:

In this adventure, the Characters will briefly explore a Vosian ruin before getting attacked by Kobolds and dragged into a short dungeon, with more Kobolds and a young dragon. They will fight a goblin boss trying to activate Vosian technology and maybe raid the sealed armory if they can find a way in.


Opening Monologue

Welcome to the 8th age of Raidethe, the Broken world, a low magic setting of repeatedly destroyed post apocalypse fantasy world. Modern societies are built upon the ruins of ages long destroyed, and  signs of a new impending doom are appearing. One such apocalypse absorbed most of the magic of the world, another killed off most of the dragons, one pushed the gods away, leaving few but powerful but dangerous magic wielders. 

The Broken world is populated with countless ruins and dungeons that are poised to be explored and plundered for the secrets of the downfall of those that populated the world in times past. The greatest of these previous civilizations were the human magitec space faring society known as the Great Vosian Hegemony. The history of their most distant ancestors is mostly unknown but modern societies are built upon the corpses of the cultures that rose and fell before them, having themselves been formed upon the bones of civilizations that formed in their own ages past.

A new Doom is looming. Are we poised on the brink of ruin and the start of the 9th age?

Adventure Key:

There are several sections to the adventure. The first is an optional roleplaying section in the town of Prynn as an intro to the game. The second is the entrance to a minor Vosian ruin thought to be looted long ago. The third is the dungeon, further broken up into sections.

Ruins of Shardhome (ambush)

(entrance) The adventurers enter the ruin, the sky growing from blue to purple as they ascend the hill. When they explore, they immediately find three corpses in ruins, one frozen and two stabbed to death  (small amount of loot, Short sword, dagger, axe, shield, mangled leather and hide armor) Roll perception 13 for small footprints leading away. 

If the adventurers go in stealthily, they will get advantage on the initiative roll, but either way they are attacked by three Kobolds, the final of which will run off and give the location of the secret magic door in. 

Read or paraphrase the following:

The team approaches a low grassy hill that is topped with a Vosian ruin of dark green/blue hued crystalline structures broken off at weird angels. Its impossible to tell what the original structure was as only the shape of the foundation seems to remain.

You clamber up the hill to the edge of the ruin and immediately find three corpses. They were clearly adventurers. And now they are dead up against a broken wall. 

Give a moment for the team to decide if they want to try to sneak for advantage on initiative or if they just turn the corner.

You hear a yip, like a small bark. Then a small red humanoid lizard runs around the corner, hefting a dagger and rushing at you.

Roll for Initiative!

Attacked by 3 Kobolds. Interrupt the fight after two have died and the last one dashes around the corner. When the adventurers follow, they find the Kobold attempting to push its way into what appears to be a featureless wall of Vosian crystal, yelling in a panicked voice that they locked him out. 

Interrogating the Kobold

(Puzzle)If the players knock out, intimidate or otherwise interrogate the Kobold, it will yelp in broken common that they locked the door. If they continue he will spill his lil’ dragonoid guts and tell them that they don’t worship the stupid dragon anymore, that Kragen is more powerful and he will become even more powerful when he gets the ancient magic machines working. 

If the players have had a chance to interrogate, intimidate or otherwise chat with the last Kobold and have not made a desisive decision, have the Kobold escape capture if necessary and make a break for it: don’t wait for the players indefinitely to discuss what they will do, force them to make a decision about chasing the Kobold or attacking it, letting it go and after having to solve the puzzle.

One of the two Kobold corpses will have a partial Vosian battery, with only three of the ten runes glowing green. The crystal structures will always show magic if someone casts detect magic. If the player that has the battery touches the crystal structures, they will glow green emanating locally from the spot being touched, and if they touch the one that the Kobold was trying to force it’s way into, it will have a portal shaped area glow even brighter than normal. Should the player with the battery touch the battery to the portal space on the crystal, it will open a swirling portal of black on blacker. as soon as a PC touches it, they are sucked in and spit out into the dungeon.

Vosian Battery: The rune on a battery turns yellow after one charge is used, red after a second and stops glowing when the runes have been used a third time, each battery can have 30 charges total when full. Vosian batteries will be an important resource for this and many adventures to follow.

Optional Post-Ambush Opening:

The adventurers enter Bailin’s Bluff off of the Flotsam Galleria. Bailin himself is at the age-worn bar, cleaning well used ceramic jugs. When he sets his eyes upon the adventurer’s, he cocks his head to the side, indicating the direction the adventurers should go.

In the far left corner of the Bailin’s Bluff Tavern, Alderman Krastigen sits at a three-quarter circle booth around an aged wooden table. A candle, a mug of ale and a small pile of paperwork sit upon the table. The Alderman peers above his small square reading glasses as the adventurer’s approach. 

Explaining that the local Vosian ruin known to the locals as Shardhome was thought to be empty and uninhabited, the Alderman feels that things seem to have changed lately. The last group they hired was sent out three days ago and hasn’t returned. Offers the group 60 gold pieces (has up to 100 GP if the party roleplays well or succeeds in a dc 16 persuasion or intimidation check) but will not pay in advance due to believing that the last party took his money and left for the city of Raymarath. Hes says to bring him proof here at Bailin’s Bluff during daytime hours over the next two days. Make a perception check DC 13 to see a pirate-looking individual get up and leave after they accept the job.

When the team exists Bailin’s Bluff they are met by Dralael “the immortal” whom existed the back door of the tavern and has a counter offer for the team. He offers the group 75 gold, but wants a fully charged battery which he expects the team to come across, and the possibility of further jobs since he is attempting to make an adventuring guild of sorts and needs some recruits now that he is out of the sky pirate game. The group cannot report to the Alderman after if they want to get paid. He will wait at the Bluff at night for their return.

Shardhome is a two hour brisk walk from the edge of the town, exiting via the main bridge that runs from the Galleria straight to the countryside and a small set of fields dedicated to several crop varieties. Once out of the city, the ruin is supposedly just past the horizon to the northwest.


Dungeon Key 

Below you will find maps of the adventure and the information needed to use them. The Dungeon is separated into a few broad sections: The cave, the dragons lair, the Vosian cellar and the Armory above.

The Cave: the Vosian door opens up a few feet up on the southern wall of the entrance and leads into the small cave maze. 

General Features

Ceiling: The dungeon is tight, with ceilings only about 10 feet up, space to swing a weapon but only barely.

Light: Unless otherwise noted, the dungeon is dark and characters without a way to see in the dark, such as a natural ability, a torch or a light spell are considered to be Blinded. Luckily for them, the Kobolds have Darkvision.

Each Area is numbered and referenced after the map to describe the corresponding areas.

Area 1: Entrance

After activating the magitec entrance the Vosian door opens up a few feet up on the southern wall of the entrance and leads into the small cave maze. 

The portal spits you out four feet above the ground, and for a moment you can see the inside of a dungeon complex then the portal closes and you are in the pitch dark 

Area 2: Forks in the tunnels, does the team stay together or separate, go left or right? Such choices. 

There is the hint of light from the right of the fork. 

Area 3: ( Setback) Dragon Lair.There is light in this area. The White Dragon Wyrmling is asleep and a dc10 stealth check is needed to stop it from awakening when anyone moves within 30 feet. 

It is in the center of the room upon a pile of it’s own filth, with offal along the walls and heaped up in the corners. There are bones of small animals strewn about mixed with those of at least one humanoid corpse. And broken bits of magitec.

Within the large chamber lit form behind two small rough stone walls somehow, you can see a small white dragon like creature, which appears to be asleep on the chamber floor. 

It is surrounded by small bones and at least one fresh set of chewed on humanoid bones. Just beyond the small circumference of bones, you see ancient vosian artifacts dashed to pieces, through rendered through time or abuse, it is impossible to determine at this point. 

The wyrmling is a bit tough for the PCs at lvl 1, so have the

Area 4: Behind a set of near-rot through boxes, hides a terrified Kobold. His name is Kliky, and depending on whether the players have killed the white dragon or not, will determine just how terrified he is.

If the Wyrmling is still alive: Kliky is upset that Kragen is feeding Kobolds to the White Dragon Wyrmling when they fail to figure out how the Vosian technology works. If they search and find Kliky behind the box, he will point a dagger at the character that finds him, but have a look of fear on his face. If asked, he will inform the team why he is upset at Kragen, inform them of where he is and mention that there is a secret door into Kragen’s little armory, and suggest that the adventurers be quiet when in the room. When asked a question that he doesn’t have an answer to, he will say “Kliky not know.” If they pass a DC 15 persuasion check to bring him along to fight by their side: if they fail, he says that he will wait here in the dark and to take the potions on the far shelf (Loot! 3 potions of healing).

If the Wrymling is dead: Kliky is terrified beyond belief, as before he didn’t want to be eaten by the dragon and now he is afraid the murder-hobos, er, I mean adventurers will kill him as well. The player(s) can hear a whimpering and shaking form behind the rotting boxes, and if they say anything or get within 5 feet of the bones he is hiding behind, Kliky will squeak out a yelp of “Kliky give up!” followed by throwing his hands up, at which time he will notice he has a dagger in each hand and then drop them in a panic. He will excitedly explain the Kragen is a big mean boss that feeds Kobolds to the dragon when they fail him. When asked a question that he doesn’t have an answer to, he will say “No kill Kliky” and hides his face in his hands. If they pass a DC 10 persuasion check to bring him along to fight by their side: if they fail, he says that he will wait here in the dark and to take the potions on the far shelf (Loot! 3 potions of healing).

Kliky is a Kobold with +1 extra to hit at range and max hit points. If he drops to 0 hit points while fighting with the team, he gets to make Death Saves as a PC. He should stay one level behind the PCs and advances as a ranged based fighter. He will focus on finding higher ground in a fight, but will also use the shoulder of a tank like character or a Large sized PC as a perch to fire his short bow, so long as that PC never tried to hurt him.

Area 5: refuse and broken vosian tech. If the adventurer’s search through the detritus, they will find a fox sized crystal magitech machine. It has a spot to insert a vosian battery in the back and can bring the magitec fox to life for one hour per charge. 

Area 6: small armory with a spear, shield, two short swords, short bow, 20 arrows, all of which is a bit dirty and low grade. In a corner, the light catches a +1 longsword. If Kliky is with the team, he will offer to take the short bow, stating that he is the best with them in the whole tribe.

Area 7: (climax) Kragen is standing behind an alter or work bench. There is Vosian crystal and pieces of tech across it. There is a broken Vosian Wolf machine on the table. There is Light in this area. A spiral staircase ascends upwars in the northeast corner of the room to a dark floor above.

Kragen is a Kobold with 20 extra hit points and a Vosian Bolt Rifle (magic missile spell, each bolt (up to three) can be fired as a magic action, and each bolt consumes one charge. The battery he has is 8 shots remaining. 

He is joined by 3 Kobolds that were facing away from the door towards Kragen and the alter when the party enters form either the double doors or the small armory via the secret door. 

Reinforcements: on the second round of combat, the Kobolds from Area 8 enter, unless combat isn’t going so well, then wait another turn. 

If Kliky is with the team (and how bound in some way), after the first Kobold gets killed he must make a willpower save at dc10, if he fails he runs for a door to leave. A PC can try a DC 15 persuasion, deception or intimidation check depending on how they react, to return him to the fight.

Loot! When Kragen and his minions are dead, he has a pouch with 15 gold and 23 silver pieces. 

Area 8: Four Kobolds are sleeping in this room and will join the fight in room seven on turn two, or three if the fight is not going well.

Area 9: Kragen’s office, desk of a larger, greater creature in the room. 

Loot! Upon the desk there is a scroll of Ray of Enfeeblement, Potion of Comprehension and a fully Charged Vosian battery. 

Area 10: A small room stripped of every useful scrap and a locked door at the ceiling as the stairs continue to raise up to it. The door latch and lock are heavily scratched and gouged. 

The players need a vosian battery with at least one charge left and to pass a dc 15 sleight of hand check after a minute of work (good lock, complex difficulty

Area 11: (resolution) Sealed and untouched for ages, the ancient armory looks to be unlooted or at least not in a very long time. Dust clings to everything except the table and a few small implements on it. 

Loot! There is very little of value up here other than some random piles of gold (5d20+100, and 5d20+250 silver, a Silvered Short Sword and a Mystery Key. 

Attacked by Table Mimic and the first player to touch the table is stuck to it. 
Loot! spills from its body as it dies, dropping: Four potions of Healing, 3d12 gold and 5d20 silver, a scroll of Revivify and a diamond worth 300 GP to cast the spell.


Finishing Up

The adventurers can set up for a long rest within the dungeon if it is cleared out, or in the ruins if the Kobolds were dealt with within without worry. If any Kobolds escaped, they will be waylaid by a D4+2 Kobolds as a surprise attack in the middle of their rest trying to avenge Kragen.

Politics and problems are awaiting the team when they return to Prymm.

Vosian Knight Rochard is waiting for the group when they return to town, unless they specifically avoid entering the way they left, over the main bridge. He has expectations of securing any found artifacts. a DC 16 deception check is needed to lie to Rochard entirely, but only DC12 if they hand over at least one magitec item. The knight from Medero is willing to fight if necessary, but will likely make threats of returning with enough help to take what is rightfully his.

Alderman Krastigen can be found at the Bailin’s Bluff during the day, while Dralael “the immortal” can be found there “after hours”.

The Alderman will ask the adventurers for details, and only cares if there are monsters left. If they mention the wyrmling, he will be shocked and talk about bringing the matter to the other alderman’s. He will ask if they found any sign of the previous party sent out to check the ruin, and will say they can keep the down payment as a bonus if they found it. He will believe the PCs unless they try to pull a spectacular lie and will deny any additional payment, stating that he wont ask for or tax what they found but that he is running low on funds and will need them for the next job, which he hopes they will take.

Dralael will be sceptical if they fail to give him the full battery, requiring a DC12 deception roll to fool him, but will accept a lower charge battery handed over if they say that’s all they found. He informs them that he is trying to collect some Vosian gear to help him support the start of a guild of adventurers, that he is tired of the dangerous life and wants to sit back and get paid to send others on those adventures, with the benefits of the prospective guild behind them for support. He is not ready to discuss his past yet.

The adventures can visit Dralael at night, and then the Alderman the following day after returning so long as they did not make two long rests after leaving the town for the ruin. If they made two long rests, be it in the wild or in town, the Alderman will have heard they were back in town and went elsewhere and will refuse to pay. If they go to the Alderman first, Dralael will know they met the Alderman first, as he said not to.

Whomever the players report back to, they pay the team, tell them to get some rest and meet back here the next day/night for another job.


Designer’s Notes:

In the distant past I used to DM a lot. Like, I almost never got a chance to play and instead was relegated to running adventures or not roleplaying. During college breaks, I even somehow found myself taking over running games for the group I played with in High School at the behest of our legacy DM. Big shoes to fill, and while my memory may be fragmentary and possibly compromised by years. 

Then, I didn’t run a game for well over a decade. 

I started running Pathfinder games for my wife and friends. The conception was  that since I loved Dungeons and Dragons 3.5 and could run games without really needing the books, I would have an easier time running a game in that system. One thing I was proud of was being able to make a game up on the fly by simply starting with a basid idea and seeing where the players took me. It was truly fun for me and my players. I presumed that my experience was all I needed, and I just started running a game. 

Wrong. Just fucking wrong.

While I put effort into making sure that I didn’t run the same kind of games over and over, and I focused on making sure everyone was having fun. But I was barely planning anything and just kind of winging it with a plan of where I wanted to get and what I wanted to fight when we got there. The players seemed to have fun all the time and there were honest instances of being upset in a a good way, and excitement around some fun mid-campaign change-ups to keep things interesting. yet, the entire time I felt like I was keeping things together by the skin of my teeth: that ability to make a game up on the fly that kept players engaged and allowed them to feel agency without fucking my plans over just didn’t exist anymore.

Over the past few weeks I have been obsessing over YouTube for re-learning the role of the Dungeon Master. This adventure was more or less stolen from Dadi over on the Mystic Arts channel. He has been insanely inspirational to me, but instead of just running the first level starter adventure he gave away, I chose to alter it for the world that I have been working on: Could I put an adventure together in a day or two. Well, I just did it. Can I reproduce the map he used by myself. Also yes.

Tech has changed TTRPGS a lot since I relied on photocopied character sheets and pads of graph paper. Now we are creating characters on DnD Beyond and referencing searchable digital books at the table while I use my chromebook as a DM screen. So, I decided to move my version of the adventure from Google Drive, to my website. Feel free to use my version, but, the original back at Mystic Arts is certainly better.


This work is shared using the SRD V5.2.1



Tyson

Obsessive and neurotic collector of little plastic men, novels about the same little plastic men and paints to make the little plastic men pretty. Married to Kera, who puts up with him and pretends that she doesn’t hear him speaking to the little plastic men in between making pew pew noises in the hobby room. Requires adult supervision. A menace to himself but rarely to others. More beard than man

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