The goal here is to create a randomly-generated dungeon for a level 3 party of four players. The adventure is united by a skill challenge, the goal depending on whatever the DM desires. It can include finding safe passage through the winding warrens, finding the lair of the kobold's dragon master, or simply looting it to their satisfaction.
After every few skill checks, the DM rolls on the encounter table below. The adventure should consister of an 'intro' encounter and a 'finale' encounter, along with 3-5 encounters from the table below. Failure of the skill challenge means the party has to fight another encounter.
1-Level 2- Den of Thieves
1- Bugbear Warrior- 200 XP
2- Goblin Sharpshooter- 250 XP
2- Goblin Cutter- 50 XP
Read: As you progress through the tunnels, you begin to smell fresh air and hear running water. Soon you come across an underground stream. Against the shore is a small rowboat with five hooded figures standing around it. Two wield bows, two seem badly wounded, and one towers over the rest, wielding a massive hammer.
Setup: The goblins attack once they spot the party. The Bugbear is their leader and will fight to the last, but if the last man standing is a Cutter or bloodied Sharpshooter, he will surrender. He will tell the party they were a gang of thieves, and offer to give them their cache of gold if they let him go. Otherwise, the party will only find the treasure if they succeed a DC 25 Perception check.
Treasure: 200 gold and a potion of healing.
2-Level 2- Kobold Scavengers
8- Kobold Minion- 200 XP
3- Kobold Skirmisher- 300 XP
Read: You enter a vast cavern filled with creeping moss and fungus. Over a dozen kobolds mill about, gathering mushrooms. As they spot you, several hiss menacingly, while others cower. A few are armed with spears and seem ready to fight, but most are unarmed.
Setup: In combat, the skirmishers act normally while the minions stand back and throw rocks, avoiding melee if they can. Their spear and javelin attacks are reskinned as claws and thrown rocks, respectively, to reinforce the idea that they’re fairly helpless.
If the party chooses, they can avoid the encounter by engaging in a complexity 1 skill challenge (4 successes before 2 failures). Intimidate can be used to great effect to encourage the kobolds to disperse. Diplomacy, History, Religion and Bluff can be used to convince the kobolds that the party is not a threat. Success means the kobolds agree to leave the party alone if the party leaves them alone; they are basically peasants, and only interested in gathering a meal for their families. Failure means that either the combat begins as normal, or that the kobolds agree to disperse but alert their superiors. In the latter case, add 3 to your next encounter roll, to reflect the enemy’s greater readiness.
3-Level 2- Kobold Patrol
1- Kobold Dragonshield- 125 XP
2- Kobold Slingers- 200 XP
1- Kobold Skirmisher- 100 XP
3- Kobold Minion- 75 XP
Read: As you move through the winding tunnels, you round a corner and find yourself face-to-face with a well-armed kobold patrol.
Setup: The kobolds are a well-trained unit, and work in unison to overcome the party. The battlefield setup is fluid, and can be virtually anywhere, but should not favor either the kobolds or the party.
4-Level 3- Dark Ceremony
1- Carnage Demon- 250 XP
2- Kobold Wyrmpriest- 300 XP
2- Kobold Minion- 50 XP
Read: Not hearing any enemies, you forge ahead. Soon you come across a tall onyx pedestal. Two robed kobolds stand atop it, performing some fell ritual and sacrificing their own kind in eerie silence. They spot you and hiss in Draconic: “Kill them, slaves, and you will be spared the blade yourselves!” Two scared-looking kobolds wearing only loincloths charge you while the priests above cackle.
Once the first kobold (or player) falls, read: As the blood is spilled, you see an ominous glow emanate from the pedestal. A hulking demonic form appears.
Setup: Defining feature of the battlefield is a 10’ high pedestal. A flight of stairs allows access to the top; the stairs are difficult terrain coming up, but not going down. The wyrmpriests fight from atop the pedestal, giving them a height advantage.
Once one of the combatants die, the Carnage Demon is summoned. The Carnage Demon charges the players, trying to defend the wyrmpriests. The wyrmpriest try to focus their fire on one particular player character, trying to bring him or her down to bloodied so the Carnage Demon can use its Bite attack.
5-Level 3- Trapped Room
1- Spear Gauntlet Trap- 125 XP
3- Kobold Slingers- 300 XP
1- Whirling Blades Trap- 200 XP
Read: After reaching several dead ends, you find yourselves walking down a narrow corridor. Soon, the hall opens up, revealing a trio of cocky-looking kobolds. Armed with slings, they look ready to halt you at this natural chokepoint. One of the kobolds chuckles evilly as it pulls a lever, and a bladed whirligig drops in from the ceiling.
Setup: The battle takes place in a 5x20 hallway. The Whirling Blade Trap is activated at the start of combat, dropping onto the party. It should move randomly around the battlefield; consider rolling a d6 to decide which direction it should move in on its initiative.
The slingers are protected by the Spear Gauntlet. The Whirling Blades cannot cross the Spear Gauntlet; the spears will pop up just it time to block it, allowing the whirligig to ricochet off (although it might take out some spears in the process, allowing the party access to the slingers). Slingers use glue pots to try and keep the party in range of the Whirling Blades.
6-Level 3- Guard Room
1- Magic Crossbow Turret- 150 XP
2- Kobold Dragonshield- 250 XP
2- Kobold Skirmisher- 200
Read: You stumble into a well-illuminated room. You see a rack of weapons on the western wall and a small squadron of well-armed kobolds.
Setup: The kobolds are well-trained and fight well, but may flee if badly injured. The Magic Crossbow Turret attacks throughout. It drops in from the ceiling, out of range of melee weapons except for reach weapons.
7-Level 3- Drake Swarm
2- Needlefang Drake Swarm- 250 XP
1- Guard Drake- 125 XP
1- Kobold Dragonshield- 125 XP
1- Kobold Slinger- 100 XP
Read: As you travel along the tunnel, you hear echoing growls and chirrups. As you turn a corner, you are halted by a large kobold with a drake on a leash. The kobold grins as he releases the leash. Suddenly, a portcullis closes behind you, cutting off your escape, and dozens of tiny drakes scamper in from grates on the either wall.
Setup: The Needlefang Swarms begin in a near-flanking position, making this an especially dangerous encounter for this level.
The crank to raise/lower the portcullis in on a 10’ platform guarded by the Kobold Slinger, who attacks throughout. The stairs up to this platform are in turn guarded by the Dragonshield and Guard Drake. The party must decide whether to rush for the lever and try to escape, or to fight against the swarms with their back against the portcullis.
8-Level 3- The Sermon
6- Kobold Minions- 150 XP
1- Kobold Wyrmpriest- 150 XP
2- Kobold Skirmishers- 200 XP
1- Spitting Drake- 150 XP
9-Level 3- The Mercenaries
1- Human Guard- 150 XP
1- Human Mage- 150 XP
1- Orc Berserker- 175 XP
1- Elf Archer- 125 XP
10-Level 3- The Brawl Pit
1- Rage Drake- 200 XP
2- Fire Beetle- 200 XP
1- Spear Gauntlet Trap- 125 XP
3- Kobold Minion- 75 XP
11-Level 3- The Tavern
1- Dwarf Bolter- 175 XP
4- Kobold Minion- 100 XP
2- Goblin Cutter- 50 XP
1- Hobgoblin Warcaster- 150 XP
1- Kobold Dragonshield- 125 XP
12-Level 4- The Haunted Trap
2- Phantom Warrior- 350 XP
1- Elite Pendulum Scythes- 350 XP
13- Level 4- The Assassins
4- Kobold Lurker- 700 XP
14- Level 4- Kruthik Nest
2- Kruthik Adult- 350 XP
2- Kruthik Young- 250 XP
1- Rockslide- 100 XP
15-Level 4- The Cube!
1- Gelatinous Cube(2d6 damage!)- XP 400
2- Giant Rats- XP 50
2- Rat Swarm- XP 250
16-Level 4- The Pact
1- Bugbear Warrior [Demonic Acolyte Template]- 400 XP
2- Imps- 300 XP
17- Level 4-The Barracks
1- Guard Drake- 125 XP
1- Elite Magic Crossbow Turret- 300 XP
2- Kobold Skirmishers- 200 XP
3- Kobold Minions- 75 XP
18-Level 5- Kruthik Hive
1- Kruthik Hive Lord- 500 XP
5- Kruthik Hatchling- 150
2- Kruthik Young- 250
19-Level 5- The Trapped Hallway of Doom
1- Poisoned Dart Wall- XP 250
2- Spear Gauntlet- XP 250
1- False-Floor Pit XP 100
2- Kobold Slinger (Gluepots!) XP 200
Read: You enter an unusually high-ceilinged hallway. Its walls and floors are formed of bare, smooth stone. Overhead, you hear the hissing chuckle of kobolds, and suddenly a crude iron portcullis slams shut behind you.
Setup: Players can’t win this fight. Their only chance is to run through a gauntlet of traps as the slingers above try to stick them in the death-filled hallway with gluepots. The slingers attack from murderholes in the ceiling; there is a small-sized entrance to them located on the right wall, but it has a DC 20 lock on it and requires a DC 22 Perception check to even find. First traps activated are the first Spear Gauntlet and the Poison Dart Wall. The Poison Dart Wall attacks throughout. Halfway through is the False Floor Pit. Anyone inside the pit cannot be attacked by the dart wall, but can be attacked by the slingers. At the end is a door with a DC 15 lock, guarded by the second Spear Gauntlet.
20-Level 6- Intense Negotiations
1- Snaketongue Warrior- 350 XP
1- Kobold Wyrmpriest- 150 XP
1- Rage Drake- 200 XP
3- Kobold Skirmisher- 300 XP
Read: You hear tense, raised voices through the door ahead. Do you want to charge in, or listen at the door for a while?
Listen at Door: You hear two voices discussing something in Draconic. A shrill, yapping voice is making lots of threats and insults. A lower baritone is speaking with a sort of quiet menace. They seem to be arguing about the price of a ‘tithe’.
Barge In!: You charge in to see a robed kobold and a larger humanoid seated at a solid stone table. The larger looks like a human, but something doesn’t seem quite right about him, somehow. Three guards and a massive lizard on a leash rush forward to intercept you as the two at the table fumble to retrieve their weapons.
Setup: If the party barged in, they get a surprise round wherein only the party, the three skirmishers, and the rage drake can act. The warrior and wyrmpriest spend the surprise round drawing their weapons and preparing to attack.
If the party listened at the door, hoping to learn more or hoping the argument would escalate into violence, they are eventually discovered by a skirmisher exiting to answer the call of nature. In this instance, there is no surprise round.
To discourage (but not utterly forbid) the ‘5-minute adventure day’, I’ve also made up a random encounter chart for resting. When the party takes a full rest, the DM should roll a d20 to determine whether or not the party is attacked, and if so, by what. If attacked, they only gain the benefits of a short rest. They may choose to take a full rest if they defeat the ambush. If they do, don’t roll a second time (or do, just to put the fear of God into ‘em, but don’t actually attack them twice).
Rest Encounter Chart:
1-10- The party rests without a disturbance.
11-14- Depending on how well they prepare for the rest, this roll might yield no encounter, or the following standard patrol. The DM should decide before he rolls what the minimum number resulting in an encounter will be.
1- Kobold Dragonshield- 125 XP
2- Kobold Slingers- 200 XP
2- Kobold Skirmisher- 100 XP
3- Kobold Minion- 75 XP
15- Drip, Drip, Drip
2- Ochre Jelly- 600 XP
Read: As you stand watch, you notice something dripping from the ceiling. At first you ignore it, figuring it to be normal cave condensation. But soon the drippings begin to congeal and pulsate, and you just manage to shout for help as the blob attacks!
Setup: The jellies attack mindlessly until dead. The second jelly appears on round 2.
16- Bloodhounds
3- Guard Drakes- 375 XP
1- Kobold Dragonshield- 125 XP
1- Kobold Skirmisher
17- Ettercaps
2- Ettercap Webspinner- 400 XP
1- Ettercap Fang Guard- 175 XP
1- Deathjump Spider- 175 XP
2- Giant Rats [Reskinned as Giant Spiders]- 50 XP
18- Go Team Vecna
1- Kobold Wyrmpriest [Death Master Template]- 300 XP
4- Zombie- 400 XP
19- Ghosts
1- Wraith- 200 XP
3- Phantom Warrior- 525 XP
3- Decrepit Skeleton- 75 XP
20- Vargo the Crusher!
1- Orc Eye of Gruumsh [Savage Berserker Template]- 400 XP
1- Hippogriff [Which Vargo Rides]- 200 XP
12- Kobold Minions- 300 XP
Read: As you all settle down snugly in your bedrolls, you hear a terrible racket as something batters against your defenses. You hear a voice shouting, “I am Vargo the Crusher! I am your destruction!” over and over again. Soon your defenses break, and a large orc (whom you have a hunch is named Vargo the Crusher) rides in on a hippogriff, bringing a small army of kobolds with him.
Setup: Vargo charges the party, attacking relentlessly and recklessly, counting on his Template-granted Regeneration to protect him from the numerous opportunity attacks he’s likely to provoke, using Ranged powers in melee. He dismounts when bloodied, allowing his Hippogriff mount to attack. He can use his ‘Swift Arm of Destruction’ power to grant the Hippogriff and kobolds an extra attack, but they do not gain hit points.
The kobolds attack in two equal waves, the second wave coming when two or less of the first wave is left alive. They are too afraid of Vargo to retreat.
---------------
Obviously, this is not yet complete. Many of the encounters still need fleshing out. I'd like finish this before I use it in game (likely in about two months, maybe sooner). I'd also like to really polish it to the point where other ENWorlders can use this adventure themselves, if they so desire. If this concept proves popular, I'd be more than happy to create similiar 'random dungeons' with different themes or for different levels.
After every few skill checks, the DM rolls on the encounter table below. The adventure should consister of an 'intro' encounter and a 'finale' encounter, along with 3-5 encounters from the table below. Failure of the skill challenge means the party has to fight another encounter.
1-Level 2- Den of Thieves
1- Bugbear Warrior- 200 XP
2- Goblin Sharpshooter- 250 XP
2- Goblin Cutter- 50 XP
Read: As you progress through the tunnels, you begin to smell fresh air and hear running water. Soon you come across an underground stream. Against the shore is a small rowboat with five hooded figures standing around it. Two wield bows, two seem badly wounded, and one towers over the rest, wielding a massive hammer.
Setup: The goblins attack once they spot the party. The Bugbear is their leader and will fight to the last, but if the last man standing is a Cutter or bloodied Sharpshooter, he will surrender. He will tell the party they were a gang of thieves, and offer to give them their cache of gold if they let him go. Otherwise, the party will only find the treasure if they succeed a DC 25 Perception check.
Treasure: 200 gold and a potion of healing.
2-Level 2- Kobold Scavengers
8- Kobold Minion- 200 XP
3- Kobold Skirmisher- 300 XP
Read: You enter a vast cavern filled with creeping moss and fungus. Over a dozen kobolds mill about, gathering mushrooms. As they spot you, several hiss menacingly, while others cower. A few are armed with spears and seem ready to fight, but most are unarmed.
Setup: In combat, the skirmishers act normally while the minions stand back and throw rocks, avoiding melee if they can. Their spear and javelin attacks are reskinned as claws and thrown rocks, respectively, to reinforce the idea that they’re fairly helpless.
If the party chooses, they can avoid the encounter by engaging in a complexity 1 skill challenge (4 successes before 2 failures). Intimidate can be used to great effect to encourage the kobolds to disperse. Diplomacy, History, Religion and Bluff can be used to convince the kobolds that the party is not a threat. Success means the kobolds agree to leave the party alone if the party leaves them alone; they are basically peasants, and only interested in gathering a meal for their families. Failure means that either the combat begins as normal, or that the kobolds agree to disperse but alert their superiors. In the latter case, add 3 to your next encounter roll, to reflect the enemy’s greater readiness.
3-Level 2- Kobold Patrol
1- Kobold Dragonshield- 125 XP
2- Kobold Slingers- 200 XP
1- Kobold Skirmisher- 100 XP
3- Kobold Minion- 75 XP
Read: As you move through the winding tunnels, you round a corner and find yourself face-to-face with a well-armed kobold patrol.
Setup: The kobolds are a well-trained unit, and work in unison to overcome the party. The battlefield setup is fluid, and can be virtually anywhere, but should not favor either the kobolds or the party.
4-Level 3- Dark Ceremony
1- Carnage Demon- 250 XP
2- Kobold Wyrmpriest- 300 XP
2- Kobold Minion- 50 XP
Read: Not hearing any enemies, you forge ahead. Soon you come across a tall onyx pedestal. Two robed kobolds stand atop it, performing some fell ritual and sacrificing their own kind in eerie silence. They spot you and hiss in Draconic: “Kill them, slaves, and you will be spared the blade yourselves!” Two scared-looking kobolds wearing only loincloths charge you while the priests above cackle.
Once the first kobold (or player) falls, read: As the blood is spilled, you see an ominous glow emanate from the pedestal. A hulking demonic form appears.
Setup: Defining feature of the battlefield is a 10’ high pedestal. A flight of stairs allows access to the top; the stairs are difficult terrain coming up, but not going down. The wyrmpriests fight from atop the pedestal, giving them a height advantage.
Once one of the combatants die, the Carnage Demon is summoned. The Carnage Demon charges the players, trying to defend the wyrmpriests. The wyrmpriest try to focus their fire on one particular player character, trying to bring him or her down to bloodied so the Carnage Demon can use its Bite attack.
5-Level 3- Trapped Room
1- Spear Gauntlet Trap- 125 XP
3- Kobold Slingers- 300 XP
1- Whirling Blades Trap- 200 XP
Read: After reaching several dead ends, you find yourselves walking down a narrow corridor. Soon, the hall opens up, revealing a trio of cocky-looking kobolds. Armed with slings, they look ready to halt you at this natural chokepoint. One of the kobolds chuckles evilly as it pulls a lever, and a bladed whirligig drops in from the ceiling.
Setup: The battle takes place in a 5x20 hallway. The Whirling Blade Trap is activated at the start of combat, dropping onto the party. It should move randomly around the battlefield; consider rolling a d6 to decide which direction it should move in on its initiative.
The slingers are protected by the Spear Gauntlet. The Whirling Blades cannot cross the Spear Gauntlet; the spears will pop up just it time to block it, allowing the whirligig to ricochet off (although it might take out some spears in the process, allowing the party access to the slingers). Slingers use glue pots to try and keep the party in range of the Whirling Blades.
6-Level 3- Guard Room
1- Magic Crossbow Turret- 150 XP
2- Kobold Dragonshield- 250 XP
2- Kobold Skirmisher- 200
Read: You stumble into a well-illuminated room. You see a rack of weapons on the western wall and a small squadron of well-armed kobolds.
Setup: The kobolds are well-trained and fight well, but may flee if badly injured. The Magic Crossbow Turret attacks throughout. It drops in from the ceiling, out of range of melee weapons except for reach weapons.
7-Level 3- Drake Swarm
2- Needlefang Drake Swarm- 250 XP
1- Guard Drake- 125 XP
1- Kobold Dragonshield- 125 XP
1- Kobold Slinger- 100 XP
Read: As you travel along the tunnel, you hear echoing growls and chirrups. As you turn a corner, you are halted by a large kobold with a drake on a leash. The kobold grins as he releases the leash. Suddenly, a portcullis closes behind you, cutting off your escape, and dozens of tiny drakes scamper in from grates on the either wall.
Setup: The Needlefang Swarms begin in a near-flanking position, making this an especially dangerous encounter for this level.
The crank to raise/lower the portcullis in on a 10’ platform guarded by the Kobold Slinger, who attacks throughout. The stairs up to this platform are in turn guarded by the Dragonshield and Guard Drake. The party must decide whether to rush for the lever and try to escape, or to fight against the swarms with their back against the portcullis.
8-Level 3- The Sermon
6- Kobold Minions- 150 XP
1- Kobold Wyrmpriest- 150 XP
2- Kobold Skirmishers- 200 XP
1- Spitting Drake- 150 XP
9-Level 3- The Mercenaries
1- Human Guard- 150 XP
1- Human Mage- 150 XP
1- Orc Berserker- 175 XP
1- Elf Archer- 125 XP
10-Level 3- The Brawl Pit
1- Rage Drake- 200 XP
2- Fire Beetle- 200 XP
1- Spear Gauntlet Trap- 125 XP
3- Kobold Minion- 75 XP
11-Level 3- The Tavern
1- Dwarf Bolter- 175 XP
4- Kobold Minion- 100 XP
2- Goblin Cutter- 50 XP
1- Hobgoblin Warcaster- 150 XP
1- Kobold Dragonshield- 125 XP
12-Level 4- The Haunted Trap
2- Phantom Warrior- 350 XP
1- Elite Pendulum Scythes- 350 XP
13- Level 4- The Assassins
4- Kobold Lurker- 700 XP
14- Level 4- Kruthik Nest
2- Kruthik Adult- 350 XP
2- Kruthik Young- 250 XP
1- Rockslide- 100 XP
15-Level 4- The Cube!
1- Gelatinous Cube(2d6 damage!)- XP 400
2- Giant Rats- XP 50
2- Rat Swarm- XP 250
16-Level 4- The Pact
1- Bugbear Warrior [Demonic Acolyte Template]- 400 XP
2- Imps- 300 XP
17- Level 4-The Barracks
1- Guard Drake- 125 XP
1- Elite Magic Crossbow Turret- 300 XP
2- Kobold Skirmishers- 200 XP
3- Kobold Minions- 75 XP
18-Level 5- Kruthik Hive
1- Kruthik Hive Lord- 500 XP
5- Kruthik Hatchling- 150
2- Kruthik Young- 250
19-Level 5- The Trapped Hallway of Doom
1- Poisoned Dart Wall- XP 250
2- Spear Gauntlet- XP 250
1- False-Floor Pit XP 100
2- Kobold Slinger (Gluepots!) XP 200
Read: You enter an unusually high-ceilinged hallway. Its walls and floors are formed of bare, smooth stone. Overhead, you hear the hissing chuckle of kobolds, and suddenly a crude iron portcullis slams shut behind you.
Setup: Players can’t win this fight. Their only chance is to run through a gauntlet of traps as the slingers above try to stick them in the death-filled hallway with gluepots. The slingers attack from murderholes in the ceiling; there is a small-sized entrance to them located on the right wall, but it has a DC 20 lock on it and requires a DC 22 Perception check to even find. First traps activated are the first Spear Gauntlet and the Poison Dart Wall. The Poison Dart Wall attacks throughout. Halfway through is the False Floor Pit. Anyone inside the pit cannot be attacked by the dart wall, but can be attacked by the slingers. At the end is a door with a DC 15 lock, guarded by the second Spear Gauntlet.
20-Level 6- Intense Negotiations
1- Snaketongue Warrior- 350 XP
1- Kobold Wyrmpriest- 150 XP
1- Rage Drake- 200 XP
3- Kobold Skirmisher- 300 XP
Read: You hear tense, raised voices through the door ahead. Do you want to charge in, or listen at the door for a while?
Listen at Door: You hear two voices discussing something in Draconic. A shrill, yapping voice is making lots of threats and insults. A lower baritone is speaking with a sort of quiet menace. They seem to be arguing about the price of a ‘tithe’.
Barge In!: You charge in to see a robed kobold and a larger humanoid seated at a solid stone table. The larger looks like a human, but something doesn’t seem quite right about him, somehow. Three guards and a massive lizard on a leash rush forward to intercept you as the two at the table fumble to retrieve their weapons.
Setup: If the party barged in, they get a surprise round wherein only the party, the three skirmishers, and the rage drake can act. The warrior and wyrmpriest spend the surprise round drawing their weapons and preparing to attack.
If the party listened at the door, hoping to learn more or hoping the argument would escalate into violence, they are eventually discovered by a skirmisher exiting to answer the call of nature. In this instance, there is no surprise round.
To discourage (but not utterly forbid) the ‘5-minute adventure day’, I’ve also made up a random encounter chart for resting. When the party takes a full rest, the DM should roll a d20 to determine whether or not the party is attacked, and if so, by what. If attacked, they only gain the benefits of a short rest. They may choose to take a full rest if they defeat the ambush. If they do, don’t roll a second time (or do, just to put the fear of God into ‘em, but don’t actually attack them twice).
Rest Encounter Chart:
1-10- The party rests without a disturbance.
11-14- Depending on how well they prepare for the rest, this roll might yield no encounter, or the following standard patrol. The DM should decide before he rolls what the minimum number resulting in an encounter will be.
1- Kobold Dragonshield- 125 XP
2- Kobold Slingers- 200 XP
2- Kobold Skirmisher- 100 XP
3- Kobold Minion- 75 XP
15- Drip, Drip, Drip
2- Ochre Jelly- 600 XP
Read: As you stand watch, you notice something dripping from the ceiling. At first you ignore it, figuring it to be normal cave condensation. But soon the drippings begin to congeal and pulsate, and you just manage to shout for help as the blob attacks!
Setup: The jellies attack mindlessly until dead. The second jelly appears on round 2.
16- Bloodhounds
3- Guard Drakes- 375 XP
1- Kobold Dragonshield- 125 XP
1- Kobold Skirmisher
17- Ettercaps
2- Ettercap Webspinner- 400 XP
1- Ettercap Fang Guard- 175 XP
1- Deathjump Spider- 175 XP
2- Giant Rats [Reskinned as Giant Spiders]- 50 XP
18- Go Team Vecna
1- Kobold Wyrmpriest [Death Master Template]- 300 XP
4- Zombie- 400 XP
19- Ghosts
1- Wraith- 200 XP
3- Phantom Warrior- 525 XP
3- Decrepit Skeleton- 75 XP
20- Vargo the Crusher!
1- Orc Eye of Gruumsh [Savage Berserker Template]- 400 XP
1- Hippogriff [Which Vargo Rides]- 200 XP
12- Kobold Minions- 300 XP
Read: As you all settle down snugly in your bedrolls, you hear a terrible racket as something batters against your defenses. You hear a voice shouting, “I am Vargo the Crusher! I am your destruction!” over and over again. Soon your defenses break, and a large orc (whom you have a hunch is named Vargo the Crusher) rides in on a hippogriff, bringing a small army of kobolds with him.
Setup: Vargo charges the party, attacking relentlessly and recklessly, counting on his Template-granted Regeneration to protect him from the numerous opportunity attacks he’s likely to provoke, using Ranged powers in melee. He dismounts when bloodied, allowing his Hippogriff mount to attack. He can use his ‘Swift Arm of Destruction’ power to grant the Hippogriff and kobolds an extra attack, but they do not gain hit points.
The kobolds attack in two equal waves, the second wave coming when two or less of the first wave is left alive. They are too afraid of Vargo to retreat.
---------------
Obviously, this is not yet complete. Many of the encounters still need fleshing out. I'd like finish this before I use it in game (likely in about two months, maybe sooner). I'd also like to really polish it to the point where other ENWorlders can use this adventure themselves, if they so desire. If this concept proves popular, I'd be more than happy to create similiar 'random dungeons' with different themes or for different levels.
Last edited: