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Abandoned Sharn Stronghold (Deep Shadow Dragon Lair with kobold flunkies)

Entrance Corridor: After a long 5ft wide hallway you see a turn to your left and a thick stone door
directly in front of you.

All doors have: There is a small 1ft circular hole in the side of the stone wall, it twists and all you can see
is darkness, but you can hear inside the next room. It is too small to fit.

Area 1: 35ftx55ft long room with a 15ftx15ft pit in the middle. 1 Door at end of the left corner and on
the far side across the pit. There are solemn elven mosaics on the walls depicting elves leaving on boats
and saying farewells to other races. DC 20 History check. There is a horrendous smell coming from the
pit, with the smell of death, refuse, squalor and a privy. This is the ancient retreat of Illefarn to Evermeet.
Creatures: There is an Otyugh, in the bottom of the pit. Treasure: Rusty battle axe (bloody not rusty
perception dc 15) +1 magic weapon that heals the wielder 1hp every time they do damage (Netherese
Runes, makes bloody slurping sounds). Assorted coins worth 160gp if characters filch. Otyugh is
tame…enough, simply wants poop when it telepathically links hungry emotion. If attacked it goes
berserk.

Area 2: This 25ftx15ft room has running fresh water flowing into a basin. With makeshift mushroom
table and chair (4x) furniture made for small creatures. This room has a lot of clay pots collected near
the basin. Creatures: 4x kobolds are gambling and playing dice. When the door opens they grab their
weapons and fight, if it is an obviously lost battle they run for the door, 1 shoves themselves into the 1ft
hole (not getting stuck). It takes them 2 rounds to get to area 3, easily chased. Treasure: the kobolds
have 5gp in assorted coins strewn about on the table, the dice set is worth 15gp and is made of human
bone.

Area 3: This 35ftx15ft room holds a small armory of kobold made weaponry (all weapons are small). 15
slings with a basket of stone bullets each (50). 15 spears, shields, daggers, clubs, and short swords made
of bone. 15 Suits of leather armor with bone studs and human skulls for helms. Creatures: 4x kobolds
are just about to put away their gear as the PC’s come in. They fight to the death here. Treasure: As
noted above + 7gp of assorted coins on the kobolds.

Area 4: This 15ftx15ft room is a food storage area. 1d10 days of rations of jerky meat can be gained
from here.

Area 5: This 45ftx15ft room is a kitchen with 3 large cooking pits with embers burning in them and a
large table with makeshift cookware and dishes made of clay. Creatures: 12 kobolds are here, only 3
female adults are able to fight. They will fight while the 6 children and younger females run for the door
next to the cook pits.

Area 6: This 15ftx15ft transition area with 4 stone doors, 1 in each corner. Trap: Pit trap in the very
center covered with a thin stone slab (75lbs breaks), 20ft drop onto rock spikes 3d6dmg. Passive
perception dc 13 or active trap sensing dc 13. Dex save for half DC 13, dc 15 to take none. Trap: Air dart
trap affixed to a pressure plate in front of area 7 door. Resets. +4atk, 1d4+1dmg+2d4poison dc 11.
Causes bells to ring in all areas, alerting all denizens.

Area 7: This 25ftx15ft resting room has kobold made furniture from scraps of other races. What once
was an elven couches of luxury are roughly beaten loungers (3x). Creatures: 6x kobolds (2x each couch)
are lounging here. If 2/3 of their number is killed they will surrender. Treasure: 10gp of assorted coins
are on the kobolds. The floor is made out of amethyst and marble mosaic depicting a portal with a
purple vortex. (If the pc’s take an hour they can pry out 150gp worth of amethyst from the floor.

Area 8: This 15ftx15ft transition room has large 5ft tiles and 1 other door in its left corner. Trap: The 4
outlined squares are pitfall traps 10ft down. Passive perception dc 14, active perception of 14. Trap:
Directly above each pitfall is an air dart swarm trap. When someone falls in they get pelted with darts.
4d4 dmg, dex save dc 14 half. No fall damage. Does not reset.

Area 9: This 25ftx15ft room has lots of bones in it. There are no tracks leading this way. Trap: Spear
traps riddle the floors and walls on every 5ft tile. It is obviously trapped. To avoid setting off trap,
acrobatics check dc 15 on every tile moved through. To disable each trap, investigate dc 15, strength
athletics 15, or lockpick check dc 15. Unsuccessfully avoiding the trap allows (2x) +5atk at 1d8+1 dmg.
Constantly reset. Treasure: The bodies in this room have 4x healing potions, 2x healers kits, a magnifying
glass, hand crossbow w/10 bolts, 75gp of assorted coins, one magical suit of armor (+1 elven bronze
leaf weave mail, counts as light armor, AC 15 no max dex and no disadvantage on stealth, form fitting
and bends with wearer (this is with the +1), 15lbs).

Area 10: This 45ftx45ft square room is all purpose warrens for the caretaker female kobolds and
younglings. Creatures: 32 non-combatants and 4 female adults reside here. The females attack to give
the small ones time to flee. Non-combatants give 1xp each. They alert kobolds in 14 and 11. This room
has junk and tiny beds everywhere, whole room is difficult terrain. No treasure.

Area 11: This 35ftx15ft room is an armory similar exactly like area 3 except there is a couch with 2
armed kobolds. Creatures: 2x kobolds with bone splint mail, shields and spears. AC 18. Treasure: +1
spear deals 1 extra dice of psychic damage. Made from a deep Dragon rivals bones. 8gp on the kobolds.

Area 12: This 55ftx35ft room is where adult kobolds sleep. Many beds and bunks are here. Creatures: 5x
kobolds fight to the death here as they know their young are close by. Treasure: 7gp of assorted coins.
3x 15gp amethysts under pillows if Area is searched.

Area 13: This 45ftx35ft room is a large mess hall for kobolds with tables everywhere. Creatures: 8x
youngling kobolds are eating and being supervised by one female adult. They flee if the can. No treasure.

Area 14: This 25ftx15ft room is filled with half eaten bodies and bones with bite marks in them, of all
sorts of races Difficult Terrain. Creature: Frog ghoul. Armor Class 14 (natural armor), Hit Points (36) ,
Speed 30 ft., swim 30 ft. STR 16(+3) DEX 16(+3) CON 12(+1) INT 4(-3) WIS 10(+0) CHA 5(-3). Bite. Melee
Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. The froghoul has
advantage on this attack if the target is grappled by it. Tongue. Melee Weapon Attack: +5 to hit, reach
15 ft., one creature. Hit: 7 (1dS + 3) bludgeoning damage and the target is grappled (escape DC 13) and
pulled 10 feet toward the froghoul. If the target is a creature other than an undead, it must succeed on
a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a success. Treasure: 2 vials of holy
water in the finger bones of a skeleton.

Area 15: This room is a 25ftx15ft kitchen with 3 large cooking pits and 2 large tables. There is no
palatable food here. Creatures: 3 kobold adults that attempt to flee to other rooms but attack with
cooking implements if cornered.
Area 16: This 25ftx15ft room is a food storage area. 1d10 palatable meat jerky rations can be found here.

Area 17: This 45ftx25ft central room has two kobolds posted to each door leading to area 23. Marble
altar in the center of the room crusted with red blood. Elven pictorials show a story of a slow retreating
kingdom. The kingdom shrink further toward the doors leading to 23. If the whole complex is alerted by
area 6, 8 or 9 bells, the adults begin to muster here, armed, all of them. Creatures: 4x kobold armed and
armored guards with bone armor, spears and shields. AC 18. Treasure: 9gp amongst the kobolds. 4x
healing potions.

Area 18: This 45ftx25ft room is a living quarters for younglings. Small beds and nests for young are all
over the ground Difficult Terrain. Creatures: 60x small or helpless baby kobolds mixed with other
younglings. 2 female kobold adults are overseeing the large swarm. There is no way for them to all
escape, females run in cowardice uncaring of the young if the characters make it here. Each of the 60
baby/ youngling kobolds here are worth 1xp each. The females are normal.

Area 19: This 45ftx25ft room is a huge food larder. Massive amounts of makeshift shelves house kobold
food here. There is a mushroom garden along one wall and all the way to the ceiling. This ROOM IS
ILLUMINATED. Treasure: A single magical mushroom can be found, investigate dc 13, when eaten casts
enlarge as per the spell. Can be removed and used later.

Area 20: This 55ftx25ft room is the sleeping quarters for Shishingodid (Brain Venom). This room has
small 1ft circular holes pockmarking the ground, walls and ceiling. Difficult terrain. A large 15ft cube cut
out 10ft up from the floor is in the back wall fashioned with cushions like a dragon nest. Creatures: 2x
kobolds guard this room. Treasure: 4gp in assorted coins on kobolds.

Area 21: This 35ftx25ft room is the hatchery for the kobolds. There are 24 eggs currently being cared for.
Creatures: 10 non-combatant females are caring for the eggs. 6x Kobolds are guarding this area. The
non-combatants throw themselves at the pc's allowing the other kobolds to pelt them with slings. Once
the non-combatants are dead 3x kobolds enter into melee. They all fight to the death. 1 non-combat
kobold rings a bell alerting the complex. Treasure: 14gp in assorted coins.

Area 22: This 55ftx15ft room is the dragon hoard stash. No creatures are here. Secret door to enter
requires perception check DC 20 or investigate 15 around the door area to notice the wall is a door from
feeling air move into the wall. Treasure: An enormous rug made from the hide of a wooly mammoth
(900gp). Roughly 1300gp of assorted coins. 1x 500gp transparent blue spinel, 1x 500gp diamond, 10x
dark smokey quartz, 6x 100gp deep purple amethysts. Charred hazel wood staff with a perfectly
spherical jet orb on the tip: augments all spells that do damage by adding +1dmg per damage dice, and
can always reroll ones, constant spell casting focus of up to 250gp worth. An instrument of the bards
"Doss Lute." +1 Leather armor (1/per day can cast blur on self). +1 Leather armor (reduces damage done
by non-magical sources by 3).

Complete 6 stanzas of the Seldaruine story song "Voices of the Lost." In ancient Seldariune elven
language. DC 20 History Check to acknowledge importance.

Area 23: This 45ftx55ft room has a water basin in the middle of the room that constantly refreshes its
water through a ceiling waterfall. Hole in bottom of basin leads to an underground lake in the middle
dark. Creatures: Shishingodid is here drinking water. Turns into a snake and flees to area 20.
Shishingodid

Statistics: AC(17), HP(90), Speed 40 ft, fly 80 ft, burrow 20 ft.

STR 17(+3) DEX 16(+3) CON 14(+2) INT 13(+1) WIS 11(+0) CHA 14(+2).

Advantage on stealth in darkness or dimlight, +6 stealth, +5 perception ,Immune to Psychic Damage.


Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d12 +3) piercing damage

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (1d10+3) slashing damage.

Psychotropic Breath (Recharge 5–6). The dragon exhales psychotropic gas in a 30ft--line. Each creature
must make a DC 12 wisdom saving throw, taking 30 (6d8) psychic damage on a failed save, and is
poisoned for 1 minute, or half as much damage on a successful one and isn't poisoned.

Area 24: This 15ftx15ft room is a storage room full of all manner of things important to kobolds...Mostly
parts to repair existing traps and dart making kits.

Area 25: This 25ftx25ft room is an area set aside for tool and weapon making. With all manner of parts,
bone, metal, leather, mushroom wood, wood and rat pelts with sinew and strings. Creatures: 2x kobolds
are working on making bone armor here. They fight to the death as their master is in the next room.
Treasure: 15gp in assorted coins.

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