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Tee? Low.CRATER
LN ‘ dB Vg 20m PNAS pty ond DsD5E
a (eure
- sg
© WINGHORN PRESSCREDITS AND ACKNOWLEDGMENTS
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
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This work contains material that is copyright Wizards of the Coast and/or
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All other original material in this work is copyright 2016 by Winghorn Press
and published under the Community Content Agreement for Dungeon
Masters Guild,
All images sourced through iStockPhoto and the Dungeon Masters Guild.
Maps created by Winghorn Press using Campaign Cartographer 3
If you enjoy our work and want to check out everything else we do
come along to www.winghornpress.com for blogs, adventures and
much more.Wuat Is THIS ADVENTURE?
The Low Crater is designed to not just be an enjoyable adventure, but
also a fun way to show players that CR alone isn't always a good way
to judge the strength of their enemies.
For much of the adventure almost every single foe they encounter
can easily be wiped out with a single swipe of a sword or lazy wave of a
wand, but that doesn't mean they're going to get through the scenario
unharmed
Kobolds are some of the most iconic D&D monsters and are famed
for their cunning and tricksy ways. They love traps, ambushes and
turning the environment to their advantage - all lessons that clever
players should take to heart!
Don't worry about being unfair to your players in the early stages,
Remember that the Kobolds of the Low Crater are fighting for their
home against a vastly superior foe and will take any chance they can
to even the odds.
RUNNING THE ADVENTURE
Text that appears like this is read-out text, You can either read it out
exactly as it's written, or use it as a jumping-off point for creating your
own descriptions.
Remember to make the adventure your own! Nothing in this booklet is
set in stone and nothing cannot be modified at a moment's notice. After
all, D&.D is a game about shared creation - embrace the possibilities!
A few of the locations mentioned throughout the scenario have maps
associated with them, but most do not. Virtually all of these scenes
should be fairly straight-forward to run from the descriptions, allowing
you to either sketch out your own map or narrate the encounter
through theatre of the mind.
All monsters not mentioned in official D&D 5E books have stat
blocks listed. Considering the subject of The Low Crater you should
probably have your Monster Manual open to page 195 throughout!‘The party comes across a group of battered
and beaten knights who were tasked with
clearing out a warren of tunnels in a crater,
rumoured to hold an abandoned dragon's
lair.
They had heard that the area was only
defended by a band of Kobolds and were
confident that they could wipe out the
pathetic beasts out with ease. However, when
the knights made their assault they found
themselves ambushed from the shadows and
lured into deadly traps.
Dare you venture into the Low Crater in
arch of treasure,
aside by the prospect of fighting Kobolds on
their own turf?
or will you be turned
ADVENTURE HOOKS
The Low much a drop-in
adventure and the only hook needed is the
initial meeting with the Sable Spears.
‘The adventure is written assuming that the
rater is very
encounter occurs at the side of the road, but
it can just as easily take place in a tavern, a
potion shop or anywhere else travellers may
run into one another.
MEETING THE SABLE SPEARS
You have been on the road for four or fives
hours and so far it's been quiet, The trail runs
through lightly wooded hills and meadows and
the sky overhead is clear
As you round a bend you catch the glint of
sunlight on metal. Half-a-dozen
figures are lying down or sitting at the side of
armouredthe road, apparently resting. Most have their
hetms off and you can see that several are
nursing cuts and small injuries.
One of the men, an Elf with long blonde hair
hanging down to his shoulders,
notice you and barks a warning to his allies.
They wearily stumble to their feet and pull
weapons as the Elf hails you with a ye
“Friend or foe?”
seems to
The knights resting at the side of the road are
a group calling themselves the Sable Spears.
They jumpy, having just
suffered a major defeat, but will quickly calm
make it clear they
are extremely
down if the adventurers
don’t want to start a fight
Fraynal, the blonde Elf, will recognise the
party as fellow warriors and ask them to sit
and talk a while. He explains that they could
do with some distraction right now and might
be able to offer the party the chance for
adventure, if the zy enough to take it
The Sable Spears are a brotherhood of
knights sworn to protect the area from evil
forces. Recently they heard that a swarm of
Kobolds was infesting the Low Crater, which
formed when an Earthmote fell from the
‘re c
was
everal year:
The mote was home to an abandoned
dragon's lair before it crashed and it was
always rumoured that the beast's horde was
buried somewhere in the crater.
‘The knights didn't like the idea of Kobolds
stumbling across the wealth or the magic
items likely stashed in the horde and set out
to destroy the pesky little reptiles. However
they were overconfident and as soon as theymade their way into the tunnels they were
ambushed and led into traps. Fraynal says
they must have killed well over a dozen of the
wretches, but the Kobolds kept up their
attacks. One of their number, a Dwarf named
Milgnar, was crushed to death by falling
rocks, while a human named Pitor was
knocked down a deep pit and they couldn't
get him out before they had to retreat.
He and the rest of the knights will be
shocked that mere Kobolds treated them so
roughly. They also feel terribly guilty about
leaving their ally behind, but do not wish to
enter back into the crater for any reason.
If the adventurers wish to try their luck
with the Kobolds then the Silver Sables are
more than happy to give them directions ~
they are actually resting at the point where
the narrow path to the Low Crater meets the
main road.
As far as rewards go, there are the rumours
of magical items in the horde, not to mention
the treasure itself. He also promises 2,000gp
if they can return Pitor alive, or half as much
if they can recover his body or the amulet he
wears around his neck.
Before they go, Fraynal makes sure to warn
the adventurers to be careful.KOBOLD WYRM-WIZARD
‘Smatt Humanotp (Kono), LawFut EviL
KOBOLD WYRM-PRIEST
‘Smatt Humano1 (Koxo1p), Lawrut EVIL
Armor Class 13
Hit Points 20 (8d6-8)
Speed 30 ft.
Armor Class 13
Hit Points 20 (8d6-8)
Speed 30 ft
STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 9 C1) 17 (+3) 7 (-2) 8 CD)
STR DEX CON INT WIS CHA
7 (-2) 16 (43) 9 (-1) 11 (40) 16 (43) 8 (-1)
Skills Arcana +5, Stealth +5
Senses darkvision 60 ft., passive Perception 8
Languages Draconic, Common
Challenge 1 (200 XP)
Skills Religion +5, Stealth +5
Senses darkvision 60 ft., passive Perception 13
‘Languages Draconic, Common
Challenge 1 (200 XP)
‘Sunlight Sensitivity: While in sunlight, the
‘Wyrm-Wizard has disadvantage on attack
rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Pack Tactics: The Wyrm-Wizard has
advantage on an attack roll against a creature
if at least one of its allies is within 5 feet of
the creature and the ally isn't Incapacitated.
‘Spellcasting: The Wyrm-Wizard is a 3rd-level
spellcaster. Its spellcasting ability is
Intelligence (spell save DC 13, +5 to hit with
spell attacks). It has the following wizard
spells prepared:
Cantrips (at will): Fire Bolt, Light,
Prestidigitation
Ist level (4 slots): Burning Hands, Magic
Missile, Shield, Grease
2nd level (2 slots): Invisibility, Scorching Ray.
Sunlight Sensitivity: While in sunlight, the
Wyrm-Priest has disadvantage on attack rolls,
as well as on Wisdom (Perception) checks that
rely on sight,
Pack Tactics: The Wyrm-Priest has
advantage on an attack roll against a creature
if at least one of its allies is within 5 feet of
the creature and the ally isn't Incapacitated.
Spellcasting: The Wyrm-Priest is a 3rd-level
spellcaster. Its spellcasting ability is Wisdom
(spell save DC 13, +5 to hit with spell
attacks). It has the following Cleric spells
prepared!
Cantrips (at will): Sacred Flame, Light,
Mending
Ist level (4 slots): Cure Wounds, Inflict
Wounds, Command, Bless
2nd level (2 slots): Silence, Hold Person.
ACTIONS
Dagger: Melee or Ranged Weapon Attack: +5
to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
ACTIONS
Dagger: Melee or Ranged Weapon Attack: +5
to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.APPROACHING THE Low
CRATER
The path climbs slowly upwards until you are
well into the high hills. Just as you begin to
wonder how much further the crater can be you
come to the top of a ridge and find yourself
staring down into it
From above the Low Crater looks like a bowl
has been cut into the earth itself and filled with
a jumble of rubble, jagged rocks and soil.
Plants are slowly reclaiming the edges of the
depression, but much of the land is still a
mottled brown and grey.
Down below a pair of torches seems to guide
the eye towards the black opening of a tunnel
carved into the debris.
‘The path down to the Entrance Tunnel is
steep and narrow but not incredibly
treacherous. The tunnel itself is around six
feet across and disappears into a large wall of,
compacted earth.
As the adventurers draw close, six Kobolds
emerge from the tunnel and stroll confidently
forwards until they are within around 30 ft. of
the party,
The tallest Kobold ~ still only the size of a
Gnome ~ puffs out its tiny chest and in broken
Common demands that they leave or suffer
the same fate as the last trespassers. If the
adventurers advance or refuse, the Kobolds
will wildly charge forward to attack.
They will not use any real tactics or
coordination. Once three of their number have
fallen any survivors will make a break for it
sprinting back towards the tunnel.
ROLEPLAYING KoBOLDS
The adventureres probably won't be having
all that many drawn out conversations with
the Kobolds, but they can still convey
personality and character.
The tiny creatures are cowardly on their
own but brave and boastful in a crowd. They
also love setting traps, even if they aren't
particularly effective, and will shriek and
whoop with delight when one of their
creations hits its mark. Not given to direct
combat, they enjoy ambushes and traps.1. ENTRANCE TUNNEL
The path descends steeply into the darkness of
the crater. A smell of musty, dry passageways
{fills the air and torches flicker with weak light.
Straight ahead a circle of light marks the end
of the tunnel
The tunnel is perfectly straight and around 80
ft. long
‘There are two traps set for the adventurers.
‘The first is a tripwire that causes a basket of
heavy rocks to fall from a hole in the ceiling,
which is obscured with painted sackcloth. A
creature that sets the trap off must make a
DC14 Dexterity Saving Throw or take 7 (246)
bludgeoning damage, taking half as much on.
a successful save.
Spotting the painted cloth requires a DC 10
Wisdom (Perception) check, while spotting the
tripwire requires a DC 12 Wisdom (Perception)
check, made with advantage if they are aware
of the painted cloth.
‘The second trap is around 20 ft. further
down the tunnel. It is a pit-trap lined with
spikes, hidden by a layer of twigs covered over
with dirt, It will not collapse under the weight,
of a single small creature, such as the
Kobolds, but will trigger if a medium or larger
creature wearing medium or heavy armour
treads on it.
The spike pit is around 10 ft. deep and
wide, Any creature that falls into il takes 10
(444) piercing damage.
Eventually the tunnel comes out into the
Welcoming Chamber.
2. THE WELCOMING CHAMBER
You emerge from the small tunnel into a wide,
high-ceilinged chamber seemingly carved out of
the mud and stone.
A ramshackle wooden tower made from
broken planks and fallen branches stands in
the centre, with a flimsy rope bridge connecting
it to a ledge high up on the rear wall
To the left and right of the tower are two
small walls, only a few feet high. Behind each
of them is a passageway, though the one on
the right is blocked by a mound of fallen rocks.
As you take in the view you catch an odd
smell, and realise that the ground around you
is covered in a thin layer of oily greenish liquid.
Suddenly, a chitterling fills the air and a row
of small Draconic heads peek over the crude
ramparts.
There are 12 Kobolds hidden behind the rocky
walls on the ground and four Kobolds,
carrying pots of Alchemists’ Fire (PHB p148)
up in the tower, which will all begin their
attack as soon as they see the adventurers.
The Kobolds will rely on their ranged attacks
and stick to cover as much as possible,
focussing attacks on unarmoured targets.
If the adventurers get too close or kill most
of their allies the Kobolds will flee.
The ground within 15 ft. of the entrance
has been covered with slippery oil. Creatures
trying to move through the oil must succeed
on a DC12 Dexterity saving throw or fall
prone. In addition, if the oil is ignited the
entire area will burst into flame, and any
creature that starts its turn in or enters the
fire takes 7 (2d6) fire damage
‘The tower is around 20 ft. tall. There is no
ladder but it is relatively easy to climb.
Alternatively, the tower has 10AC and 40 hp,
It is vulnerable to fire damage and resistant to
piercing damage.
‘The ledge is also 20 ft. tall and leads to a
narrow passage towards the Bridge
The passageway to the left of the chamber
leads to the Mortuary.
If the adventurers investigate the blocked
passageway to the right of the chamber, they
find that it is thoroughly filled with rocks,
There is a glint of silvery metal underneath
the dirt, which turns out to be a gauntlet still
worn by the late Milgnar
RETRIEVING MILGNAR
Digging the dead dwarf out of the rubble
would take one adventurer four hours, with
the amount of time reduced as more
adventurers help (it would take two
adventurers two hours, three of them one
hour and twenty minutes, etc.).
For every hour that adventurer spends
working on this must make a DC12
Constitution saving throw or suffer one level
of exhaustion.3. MORTUARY
As you make your way through the passage it
curves round to the left and the scent of death,
decay and fresh blood fills the air.
Ahead, it opens out into a dimly-tit chamber,
maybe 30 ft. across, with a crude mural of a
great dragon etched into the wall.
It's hard to take much notice of the décor,
however, as you take in tall the dead Kobolds,
Maybe 20 of the creatures lie there, some
laying on stone slabs or wrapped in cloth
decorated with Draconic sigils, while others
still wear the leather scraps they died in.
While a handful of the corpses are at least a
few days old, most of the bodies show recent
injuries, As you glance around your eyes take
in hewn limbs and shattered skulls.
You hear a hiss from the shadows as a
quartet of red-robed figures wielding small
sticks emerge from the gloom.
This is the Kobold’s crude mortuary, filled
with victims of the Sable Spears’ abortive
invasion. A DC10 Intelligence (Religion) check,
will reveal that both the mural and the sigils
decorating the grave-sheets honour Tiamat,
the evil goddess of dragons.
‘The four figures wandering the darkness
are Kobold Wyrm-Priests. As well as this,
eight of the Kobolds on the floor are actually
just feigning death and are waiting for the
chance to ambush unwary adventurers.
If they are not spotted, the cunning
creatures will wait until the adventurers are
distracted by the priests’ magic and attempt
to swarm lightly-armoured members of the
party in a surprise round.
Spotting the hiding Kobolds requires a
suspicious adventurer to make a DC14
Wisdom (Perception) check or a DC10
Wisdom (Medicine) check.
If the adventurers take the time to loot tall
the bodies, they will find’ 35cp stuffed into
pockets and pouches.4, MUD BATHS
As you round the corner you are hit by a wave
of warm, wet air and a damp, earthy smell.
Ahead of you, crude stone steps lead down
into a huge pool of bubbling brown mud that
completely fills the center of the chamber.
The only way across the pool seems to be a
series of round, grey stones that dot the surface
every 5 fl. or so.
Through the steam haze you notice a small
figure lying back in the mud with its eyes shut
and elbows resting on the stone steps,
seemingly asleep.
The chamber is roughly 30 ft. wide and 60 ft.
long. There are several stones peeking out
from the mud, each of them only a foot across
and around a foor clear of the pool.
If the adventurers take a closer look at the
mud itself they will find that it is warm and
sticky, but doesn't burn. It's pretty obvious,
that swimming in it would be incredibly
difficult, if not impossible
Safely leaping across the stones is simple,
but safely landing on their slippery surface
requires a DC10 Dexterity save. Each
character only needs to pass this once rather
than repeating it for every stone.
Should they fail they slip forward and
plunge into the mud, requiring a DC15
Strength (Athletics) check to pull themselves
free from the pool.
While most of the stones are fairly sturdy,
the central stone is trapped. The moment that
a medium creature - or a small creature in
heavy armour - steps on it it the stone drops.
into the mud with a loud plop that wakes up
the napping Kobold if he is still alive.
If the character dropped into the mud tries
to swim to a stone they need to pass a DC20
Strength (Athletics) check.
If they fail the check or choose to stay still
they will slowly sink into the mud over the
next six seconds,
When roused the Kobold will flee to the next
room, yelling for help in Draconic. Shortly
afterwards he will return with seven other
Kobolds, and a pair of Kobold Wyrm-
Wizards, which will begin pelting the
adventurers with their slings and spells.
(OU MUST ALWAYS REMEMBER THAT
THERE IS NO SUCH THING AS.
WEAKNESS, ONLY POOR PLANNING
AND WEAK TACTICS.
REALISE IT MAY BE HARD TO KEEP
THIS LESSON IN MIND WHEN A BAND
OF BURLY ORCS IS KICKING YOUR
HEAD IN, HOWEVER.”
- CAPTAIN PLINNO DUMBLE OF THE
STRONGHEART BORDERERS
5. THE BRIDGE
The rocky chamber ahead of you is cool and
you can feel a slight breeze on your face. A few
feet before you there is a deep crack in the
earth, while a thin shaft of daylight filters
down from high above.
An extremely narrow wooden bridge spans
the yawning gap. Despite being maybe one foot
wide and lacking anything resembling a
guardrail it looks sturdy enough to take your
weight.
To the east of the chamber is a small ledge
that overlooks the bridge. A small wall of piled
stones traces the rim of the ledge.Six Kobolds and four Kobold Wyrm-Wizards
are hiding on the ledge. Noticing them
requires a suspicious adventurer to make a
DC15 Wisdom (Perception) check.
The crevice in the middle of the chamber is
around 40 ft. deep. Any creature that falls
into it takes 14 (4d6) bludgeoning damage.
There are two ways to cross the bridge. A
creature can choose to move safely at half
speed, or to attempt a DC15 Dexterity
(Acrobatics) check move at full speed. If they
fail the check they fall.
Any creature that takes damage while
crossing the bridge must make a DC12
Dexterity saving throw or fall
There is no ladder or rope set up at the
bottom of the crevice, but there are plenty of
hand-holds. Climbing up requires a DC10
Strength (Athletics) check. A character that
fails takes 7 (2d6) bludgeoning damage as
they slide back down.
The Kobolds will try and wait until several
adventurers are crossing the bridge at once
before they make their attack.
6. CROSSROADS
The low tunnel comes out at a crossroads. The
dirt floor slopes away to the North.
This is one of the few chambers that is not
trapped, though if the adventurers take a rest
in they might set up a simple tripwire or dig a
shallow pit lined with spikes.
7. EASTERN TUNNELS
As you enter the passageway you feel your
lungs clog with dust. At the far end of the
tunnel you can see the scattered stones and
crumbled masonry left behind when the
enterance was collapsed.
To your right is a small, steep passageway
maye only two-and-a-half feet high.
This narrow, non-descript tunnel is set with a
simple concealed hunting trap (see PHB p152)
The route through to the Welcoming
Chamber is completely blocked, while the
small tunnel to the right leads to the ledge
overlooking the Bridge.
Medium creatures trying to get through the
tunnel will have to crawl on hands and knees.
8. BOULDER RUN
After descending for so long it almost comes as
a surprise when the tunnel begins to head
steeply upwards.
The passage seems to be carved right into
the rock and its walls are strangely smooth.
‘The only other feature you can see is what
appears to be a rope tied across the tunnel at
ankle height. If it's meant to be a trap, it's a
very obvious one by Kobold standards...
‘The tunnel forms the basis of a crude boulder
trap. A group of six Kobolds is waiting at the
top of the passage, ready to push an
enormous round stone down onto the
invaders.
If the adventurers take a look at the rope
they will see that it's been tied between two
small iron hooks. The hooks look extremely
battered and a DC13_ Intelligence
(Investigation) check will allow a character to
see that they have been bent back and forth
several times.
Stepping over
trivial.
‘Once the adventurers get around 60 ft. up
the passage they come into view of a group of
grinning Kobolds peeking around a large
boulder, almost as big as the tunnel itself.
With wild whoops of delight the creatures
will immediately push on the stone, sending it
barreling towards the party.
The adventurers can each make one action
before the boulder reaches them. Unless they
somehow stop the stone they must make a
DC18 Deaterity saving throw, taking 27 (648)
bludgeoning damage on a failed save and half
as much on a success.
the tripwire is completely
Adventurers further down the passage when
the boulder is released may be able to dodge it
entirely with the dash action, but must
succeed on a DC12 Dexterity saving throw to
leap the tripwire while sprinting.
Any character that trips automatically fails
their save to reduce the damage from the
boulder.
Once they have released the boulder, the
Kobolds will flee into the darkness behind
them.9. TEMPLE
The tunnel ends in front of a pair of battered
and broken stone doors, flanked with chipped
and pitted pillars. Through the doors you can
see a large, high-ceilinged chamber lit by
burning braziers.
In the very center of the room you can see a
humanoid figure lying prostrate on an altar,
clad in battered silvery armour. Dark blood
appears to be dripping down the stone slab,
but you can hear the figure moaning slightly.
Five crudely-carved draconie statues with
wide open mouths are arranged on round
plinths set around the altar.
A huge red statue sits furthest away from
the door. Clockwise from it is a blue statue,
then green, white and black.
You notice that the walll directly behind them
is decorated with a series of large banners that
together form the image of a five-headed
dragon. Each of the heads has its own banner
woven with gruesome details showing them
THE TEMPLE
WHITE
GREEN
feasting on the torn bodies of men, elves and
dwarves. The banner to the far left is red,
followed by blue, green, white and black.
Qver to the right you notice another large
stone door, though this one is intact and firmly
closed.
The figure lying on the stone altar is Pitor,
the lost member of the Silver Sables. He has
been horribly tortured by the Kobolds, who
tore out his heart and replaced it with a ruby
infused with draconic magic as part of a dark
ritual to create a half-dragon hybrid
Each of the statues is trapped, and when a
creature gets within 30 ft. of them it will turn
on its plinth and unleash a breath weapon
appropriate for its colour (see Breath
Weapons). If a creature gets within range of
two or more statues at once they will all
attack,
However, they will not fire their breath
weapon within the pentagon enclosed by the
statues. The statues do not detect creatures
flying more than 15 ft. off the ground.
A DCIS Intelligence
(arcana or Religion)
check will allow a
character to be fairly
certain that the
statues are enhanced
by some sort of divine
magic. However, they
will also be pretty
confident that the
Kobold priests or
magicians will have
some way of turning
the attacks off.
This mechanism to
deactivate the statues
lies behind the
banners displaying
the five heads of
Tiamat. Each banner
shows a different
coloured dragon head
and conceals a small
switch that
deactivates the
corresponding statue.HALF-DRAGON PITOR
‘Meprum Humanotp (Human), CHaoric Evin
Armor Class 18 (plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 10 (+0) 10 (+0) 15 (42)
Saving Throws Str +7, Dex +3, Con +6
Damage Resistences Fire
Senses blindsight 10 ft., darkvision 60 ft.,
passive Perception 10
Languages Common, Draconic
Challenge 5 (1,800 XP)
ACTIONS
Multiattack: Pitor makes two greatsword
attacks.
Greatsword: Melee Weapon Altack: +8 to hit,
reach 5 ft., one target. Hit: 12 (2d6 + 5)
slashing damage
Fire Breath (Recharge 5-6): Pitor exhales fire
in a 15-foot cone. Each creature in that area
must make a DC 15 Dexterity saving throw,
taking 24 (7d6) fire damage on a failed save,
or half as much damage on a successful one.
STATUE BREATH WEAPONS
Each of the statues uses a different type of
breath weapon based on its color.
Red: Fire
Blue: Lightning
Green: Poison
White: Cold
Black: Acid
All the attacks are 15 ft. cones and are
used once per round. If more than one target
is within range a statue will attempt to hit
both. If this is not possible it will prioritise
the closest target.
Creatures within the cone must make a
DC15 Dexterity saving throw or take 7 (2d6)
of the appropriate damage type.
If attacked, the statues have AC20, 50hp,
resistance to piercing and slashing damage,
and vulnerability to bludgeoning and force
damage.
"KOBOLDS AIN'T STUPID LIKE BEASTS
AND THEY DON'T GET BY ON
CUNNING LIKE GOBLINS. No, THEY'RE
ACTUALLY INTELLIGENT.
"LUCKY MOST OF 'EM ARE CRAZY AS A
WILD FROG OR WE'D BE IN TROUBLE."
- DANGo HAMMERJAW, HEAD OF SECURITY
AT TAZ'LODE SILVER MINE
If the adventurers approach the young man
on the altar, hideous
transformation.
they witness a
The figure lying on the slab slowly twists its
head and your eyes meet those of a young
blonde man seemingly stricken with agony.
As you glance down to his chest you can
understand why - a jagged rent has been cut
into his plate armour and the flesh below has
been sticed open. You can see something
shining and pulsating in the ruined mess, but
it’s far too big to be a human heart.
The man holds out a blood-stained hand and
whispers a single word.
“Run...”
As soon as the word leaves his lips, the
knight begins to twitch violently. He shudders
and shakes as his eyes roll back. His skin
appears to ripple and tear as crimson scales
erupt across his face. Long, fanged teeth force
their way between his lips and claws spring
through the leather of his gauntlets,
With a roar, the creature that was once
human - now something much worse - jerks
upright. It grabs a long, glittering greatsword
from the rocky floor and glares at you with eyes
that seem to burn with an infernal fire.
The Half-Dragon Pitor will fight until he is
killed. A silver amulet emblazoned with the
crest of the Sable Spears hangs around his
neck and he wields a +1 Greatsword. The
amulet can be presented to the Sable Spear
knights to recieve half the amount promised.
The door to the east of the chamber leads to
the Nest.10. NEST
The stone doors swing back silently to reveal a
huge semi-circular chamber. The far edge is
made up of sheer wall of fallen stones and
compacted earth.
The stark white bones of an enormous
dragon peek out from the rubble, but only two
taloned feet and a vast, toothy skull are visible.
‘The rest of the once-great creature's body is lost
forever in the wreckage of its lair.
A half-dozen Kobolds stand in front of the
skull. Three are in ragged red robes and are
chanting as they hold wicked daggers to the
throats of the others. Before you can react they
make their cuts
As the sacrifices fall to the ground you see
the priests’ eyes roll back in their sockets and
with a gentle sigh they also collapse, seemingly
dead.
In the darkness, the long-dead bones begin
to twitch. Slowly, the massive skull and bone-
DRACOHUSK CLAW
‘Mepium UNeap, Lawrut Evi
Armor Class 17 (Natural Armor)
Hit Points 55 (6d10 + 24)
Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1)
Saving Throws Dex +3, Con +7, Wis +3
Damage Resistances necrotic
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned, prone
Senses blindsight 60 ft., passive Perception 10
Languages -
Challenge 2 (2,900 XP)
Magic Resistance: The Dracohusk Claw has
advantage on saving throws against spells,
and other magical effects.
ACTIONS
Claw: Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) slashing
damage.
white claws shudder and shake their way into
the air.
The vast mouth opens impossibly wide and
lets out a deafening roar as it drifts through the
air towards you, flanked by floating claws.
‘The chamber is around 60 ft. deep and 120 ft.
across at its widest point. Small tunnels only
2 ft. high burrow into the walls, and lead to
winding Kobold nests. Most of the creatures,
are either already dead or hiding and will not
interfere with the adventurers,
As the Dracohusk Skull and two
Dracohusk Claws move towards the
adventurers they will be able to make out a
DRACOHUSK SKULL
Larce UNDEAD, LawFut EviL
Armor Class 17 (Natural Armor)
Hit Points 95 (10d10 + 40)
Speed 0 ft., fly 20 ft. (hover)
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1)
Saving Throws Dex +3, Con +7, Wis +3
Damage Resistances necrotic
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned, prone
Senses blindsight 60 ft., passive Perception 10
Languages -
Challenge 4 (2,900 XP)
Magic Resistance: The Dracohusk Skull has
advantage on saving throws against spells
and other magical effects.
ACTIONS
Bite: Melee Weapon Attack: +7 to hit, reach 10
ft, one target. Hit: 15 (2d10 + 4) piercing
damage.
Necrotic Breath (Recharge 5-6): The
Dracohusk exhales an necrotic blast in a 30
ft. cone. Each creature in the area must make
a DC 15 Constitution saving throw, taking 45
(1048) necrotic damage on a failed save, or
half as much damage on a successful one.heap of glittering gold and fiery red gems
lying under its shattered ribs, half-buried in
the rubble and fallen stones.
The huge undead creature will attempt to
drive the adventurers away, firing blasts of its
necrotic breath weapon and sending out its
claws to rake the adventurers hiding in the
back lines.
All three parts of the Dracohusk will fight
until they are destroyed.
The dead dragon's horde is mostly buried
under the fallen stones, but a few minutes
work will allow the adventurers to collect a
tidy sum,
There is around 1,850 gp in coins and 250
gp worth of rubies, as well as Cloak of
Protection seemingly woven
scales and a Ring of Resistance set with a red
garnet ~ feel free to switch these items out for
others if you wish.
There may potentially be more gold buried
in the rocks, but it will take a huge amount of
out of silver
effort to dig a
collapsing it
ay at the fallen wall without
Any remaining Kobolds will not
approach the adventurers as they try to leave
the Low Crater:
As the adventurers leave the Low Crater they
encounter the Sable Spears
coming down the path towards them. Fraynal
greets the party enthusiastically and asks
how they fared.
If they succeeded in retrieving the
Dracohusk’s the knights will be
extremely impressed. Tentatively, Fraynal will
ask if they found any trace of their fallen
comrades.
He will be upset by any news, but will pay
the adventurers as agreed if they return the
bodies or their amulets.
remaining
horde
‘The remaining Sable Spears say they will
secure the crater and drive off any remaining
Kobolds, which they should be able to deal
with easily enough. They will also try to dig
out their comrades’ bodies if they have not
been retrieved already.
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