Round 2 Match 2 Entry
The Champions of the Withered Rose
By Stormborn
An adventure for 4-6 12th level PCs
Koth began as a simple trading post. Built at a crossroads in the Sea of Grass, Koth flourished by facilitating trade between the forested lands of men and elves in the north, the mountain strongholds of the eastern dwarves, and the nomadic tribes of halfling that wandered the great plain. It grew from a trading post to a village, from a village to a town, from town to city, and as a city it bloomed into a place of beauty and majesty. For far and wide the splendor of Koth, the Green Rose of the Plain, was celebrated, and for three hundred years she was the center of a vast trading empire. She grew fat and wealthy and content, until Vanargan noticed its splendor, and came to take her share of its riches. Vanargan was an ancient black dragon, the center of a cult of evil priests and corrupted druids. She sacked the city with an army of half-dragon kobolds and devastated the land with foul spells.
That was generations ago. Now the once proud city is little more than a town. Like a child wearing his grandfather’s armor, a few hundred live in a city built for thousands, still eking out an existence from the foul marshes spawned by Vanargan, and what little trade dares to cross the Despair of the Dragon. The Green Rose of the Plain no more, Koth is now only known as the Withered Rose. A name its populous actually has actually begun to take pride it, claiming that while they were withered they still lived.
As if life were not difficult enough for the Withered Rose, it is now plagued by new problems. A band of black clan kobolds, evil half-dragon creatures of unusual size and ferocity, have begun preying upon the dwarven merchants and other traders that still come to the city. One of them, a dwarven craftsman named Ulric Forgemaker, has been captured and is being held for ransom. Ulric was a gem maker, and was returning to the city with a magical gift for the mayor. The item, also called the Withering Rose, was a music box in which a glowing rose of emerald could be seen. As the music played the rose begins to wither, until the last cord in which its petals fill out and it returns to the beauty it had at the beginning.
In response to this loss, the dwarf’s brother, a rich merchant named Ulgar, sent out a squad of retainers, warriors who guarded his wealth, two score strong. The sole survivor returned to report of the defeat of the band, not at the hands of the kobolds but by a fierce hydra that burned the men with fire.
The city is cut off from the roads to the east, dwarven merchants cannot go home with goods traded for in the city, nor can more arrive. If this situation does not resolve soon, the Withered Rose will wither no more, but die out all together.
Hooks:
The PC may have family or friends who call upon them for aid it the time of crisis.
If there is a dwarf in the party he or she may have connections with either the dwarven merchants who travel to the city or kin who have not heard from them in a while.
Ulgar Forgemaker has put a bounty on the pyrohyrda and the black kobolds as well as a substantial reward for the return of this brother. PCs motivated by money are sure to want to collect.
When Koth was prosperous it had temples dedicated to several gods. A lone caretaker of one of the many ruined temples might summon aid for his city from devout followers to the north.
If the PCs are traveling through a large swampy region they might encounter the black kobolds on their own and later learn of the plight of the city, or may have been in the city on other business when news arrived of the pyrohydra.
Getting Started:
Depending on which hook has been used the PCs begin in one of several places, either in the city, on the road, or in the marsh. However, if they are directly responding to either the request of Ulgar Forgemaker or a local official, whether political or religious, they will be invited to sit down and meet with the leaders of the city and the prominent dwarven merchants at the first opportunity. There they will be told horror stories of the kobolds cunning and strength, and can speak to the surviving dwarven warrior about the pyrohydra. Unfortunately, he was heavily wounded and became confused after his party left the road and so is unable to give any more than a general idea of the location of the kobold/pyrohydra lair.
Suitable rewards and other inducements will be offered to the PCs, including as special one from Ulgar Forgemaker. He has in his possession a magic weapon known as Ymir’s Tongue, a great axe that deals additional frost damage, commissioned by an adventurer in the north. He will offer it to anyone who is willing to go against the hydra, and looks like they can use it. If necessary, Ymir’s Tongue can be a long sword or any other slashing weapon that a PC front line fighter might be able to use. The people of Koth want the road opened up for trade, most likely meaning the death or defeat of the kobolds, and the dwarven merchants want the pyrohydra dead. If they are to collect the full reward offered they must accomplish both of these tasks. However, above all else Ulgar wants his brother back.
Into the Marsh:
Through the marsh lands running to the east is the vague remains of a road, kept viable only by the efforts of dwarven travelers. This is where most of the attacks have occurred, and is thus the most likely place to start looking for the kobolds and the pyrohydra. If the PCs are traveling and have not been to the city the adventure starts here.
The PCs can do several things from this point. A faked merchant caravan can draw out a large force of the kobolds. If they plan to go out alone, they can find traces of kobolds, sufficient for a character with the Track feat to follow back to small camp where kobold scouts wait. If the PCs wander around long enough those same scouts will come to investigate them.
If the PCs wait for them, the kobolds will attack only when it is most convenient for them to do so. They will take full advantage of terrain, weather, and numbers, preferring a ratio of two to one or better in their favor. All Black Clan Kobolds encountered on the road or in the marsh are black half-dragons with a few levels of fighter, rogue, or barbarian.
While on the road or in the surrounding marsh PCs are likely to encounter various types of wandering monsters suited to a warm or temperate marsh. They are also likely to experience fog and periodic rain showers, quicksand and mud, and a variety of other environmental hazards. The kobolds have also laid several traps for the unwary along obvious trails.
Finding the Lair and Fighting the pyrohydra:
The PCs can find the kobold’s lair either by using the Track feat, following fleeing kobolds, interrogation, or magic. If none of these are available a high Spot check can allow a PC to notice small and well-hidden runes that mark the clan’s territory and follow these back to the lair.
The kobolds have taken advantage of a pyrohydra they have led from its hunting grounds to an area near Koth. They have made their lair in a nearby hillside, but keep all the entrances carefully hidden. The only obvious one requires entering through the cave where the pyrohydra rests. Unless the PCs have been especially careful, a kobold scout, or magical warning mechanism, will alert the kobolds in the lair who can then rouse the usually sleeping pyrohydra and duck back into a hiding place.
If the PCs can locate a hidden entrance to the kobold’s lair without rousing the pyrohydra, they will still have to deal with it eventually if they want Ulgar’s reward.
Into the Lair:
The black kobold’s lair is a twisting maze full of traps. A naturally occurring cave system dug by water, the kobolds have expanded and altered it until it goes on for miles in a great knot under the marsh. Most of the tunnels are designed for creatures of small size, creating difficulties for Medium sized PCs, and every effort should be made while describing the lair to emphasize it as cramped, narrow, confining, dark, and oppressive. While PCs of 12th level are expected to have access to a great number of spells that will help overcome some of the difficulties of the lair, the place has been designed to adapt and react to intruders. The PCs will still have to advance carefully. The kobolds use hit and run tactics, attempting to inflict the most damage at the least risk. In their own lair this is fairly easy for them. They may use all or any of the following on the PCs:
- The kobolds try to remove any carried light source from the PCs as soon as possible.
- The kobolds keep burrowing animals, like dire ferrets, and will attempt to lure PCs into their pens. This and other lesser encounters force them to expend resources.
- The kobolds use hidden access panels to drop acid, boiling water, and alchemical substances on PCs.
- The kobolds use arrow slits hidden in the rock to make ranged attacks, including use of their breath weapon.
- Several of the tunnels are dead ends; once the PCs find themselves in such a spot the kobolds collapse the tunnel around them, trapping them.
- The kobolds divert an underground stream to flood tunnels where the PCs are traveling, attempting to not only damage PCs but wash away items such as weapons and spell components.
- Many of the narrow tunnels, where PCs would have to crawl single file, have false bottoms that hide poisoned spikes and other traps.
There are however, two threats that the PCs are sure to face if they enter the kobold’s lair.
The Drums of Panic:
Crafted by followers of Vanargan ages ago, the black kobolds have acquired a set of these hideous instruments. Made from brass tubes covered with humanoid skin, these drums sound like the tread of great dragon when played, magically replicating the Frightful Presence of an adult black dragon. The kobolds have created a special pit with a high roof and steep walls. Near the top of the pit is a shelf where the kobold drummers may sit. Several tunnels can be made to lead into the pit at the bottom. Once their victims are in the pit, the tunnels are collapsed and the drums begin to play. Once the intruders are helpless, the kobolds drop down into the pit and begin the slaughter. Consider holy relics, kobolds would rather destroy a drum than let it fall into the hands of an outsider.
Ulric Forgemaker, the dwarven craftsman, has been subjected to a pit like this since he was captured. Once panicked, the kobolds buried the dwarf up to his neck at the bottom of the pit. His surroundings, and the repeated use of the drums, have effected Ulric’s mind, and giving him one of the worst possible curses for a dwarf, claustrophobia.
The Killing Floor:
If the PCs prove to be a challenge to the kobolds, they will eventually lead them to an area they call the Killing Floor. The Killing Floor is actually a series of several small 20x20 connected rooms, each slightly off set from the other to minimize line of sight as well as to concentrate enemies as they move from one room to the next. In each room the walls have been enchanted with Spike Stone, dealing damage to anyone who gets within 5 feet of them. This is the lair of the chief of the Black Clan, a high-level black half-dragon fighter known as Ghan. Ghan has had his chief aid, a dragon worshiping druid kobold named Drehl, create these room to concentrate his enemies. Ghan has a very unusual disposition for a kobold, most likely the result of his half-dragon heritage. Ghan is a specialist in close quarters fighting, he likes to slay his enemies up close and personal. He uses the properties of the room to concentrate intruders he deems worthy of his attention into one place. Allowing them to move in close to him, Ghan uses his magical sword, Man Slayer, and his Great Cleave feat to take out several enemies at once. It is this tactic that allowed him to rise to the level of chief, and it is this tactic that he expects will keep him there.
Drehl has no real loyalty to Ghan and will likely not aid him in the fight. He will remain hidden nearby, using a convenient escape tunnel if things look like they aren’t going well. If discovered he will try to hurt his enemies and then flee.
Off of the last room, Ghan’s personal quarters, of the Killing Floor are several rooms of goods the kobolds have stolen. Most of the shiny things they keep, being part dragon, but spoil anything that is not apparently useful to them. Unfortunately, the Withered Rose music box can be found smashed for the gems and gold it contained. Ghan wears a piece of it around his neck. It may be repaired, however, if most of it is brought to a dwarven craftsman of sufficient skill.
Getting Out:
Cleaning out the kobold lair will be difficult. However, should their leader fall most of the kobolds will retreat, leaving some nasty surprises in their wake. Finding Ulric and getting him to go through the cramped tunnels will also be difficult. Unless under the effects of a spell or otherwise constrained he will attempt to flee in a random direction. Many traps will remain, and possibly even collapsed tunnels, but without the active resistance of the black kobolds, the PCs will find leaving much easier than getting in.
Back to the Withered Rose
If the PCs return to Koth before they are completely victorious they will be greeted warmly as long as they can show any progress. They will be given a place to stay and food to eat, as well as other small luxuries, for free and can replenish their supplies at cost. However, if they try this too many times, or stay too long before heading back out, they will not be greeted so warmly. Ulgar is likely to demand the return of Ymir’ Tongue, their reputation will suffer, and other citizens and notables of the town may begin to demand compensation for their favors.
If the PCs return to Koth victorious the will be hailed as heroes. They will never have to buy another drink in town again, or at least not for a while. Their reward and reputation will be made. From here they can set off in several different ways.
Follow up:
- If the PCs return Ulric to his brother alive, Ulgar will offer them a job escorting the two of them back to the dwarfholds to the east. Along the way the remains of the black clan may seek revenge.
- Victorious PCs will be offered positions in Koth. Titles can vary but all of them amount to Champions of the City. From there they will be expected to deal with any further problems the city may encounter.
- A group of concerned citizens, probably lead by the religious authority, may approach the PCs to deal with the threat of the Black Dragon, rumored to still be alive somewhere to the south.
- As a crossroads, Koth is the perfect place to meet strange people and wandering merchants. Many of whom will likely want the services of a band of successful heroes.
Ingredients and their uses:
· Eleven-Headed Pyrohydra: The largest single encounter for the PCs. The beast is being used to guard the lair of the black kobolds. It has a bounty on its head(s) placed by the dwarven merchants led by Ulgar Forgemaker, who gives them a weapon that should prove useful in its defeat.
· Drums of Panic: Holy artifacts of the black kobolds, these wondrous items reproduce the effects of an adult dragon’s Frightful Presence. Used as part of a trap, as well as to torture Ulric.
· Great Cleave: Chief Ghan’s favorite tactic. His Killing Floor is designed to bring enemies close to him so he can use it.
· Withered Rose: Nickname for the city of Koth, Ulric was bringing a music box inspired by the name to the leaders of the city when he was captured.
· Spike Stones: The spells in place in the Killing Floor to keep intrudes away from the walls and concentrate them in one place.
· Claustrophobia: The entire complex of the black kobolds is intended to create a feeling of it in the PCs. Ulric’s madness manifests as a fear of enclosed spaces, which makes it difficult on the PCs to escape with him.