Adventure L1-2 Arnheim: Into the Depths
Second of a series of three level 1 adventures set in Arnheim on the continent of Aorlan.
Setting: The labyrinthine network of mine shafts and tunnels in the Mogn Mine.
Hook: The mine is dark and cramped. The kobolds are desperate and are well-hidden deep within the mine. They have prepared traps and alarms to defend their hiding spot.
Scenes
If the adventurers have the hand-drawn map, they quickly realize the mine goes deeper than their map shows. Randomly select the order these scenes occur but all four should occur before the party spots the well-hidden tunnel entrance leading to the kobold hiding spot.
The kobold chief is a shrewd negotiator who knows enough Common to communicate. However, the other kobolds speak only Draconic and they are all mistrustful of humans. The party can attempt to resolve the situation peacefully, can attack or can fail in negotiation and be attacked. There is a 20' tunnel beyond the hidden entrance which opens up into a natural cavern, egg-shaped and 30 feet long, with an uneven natural floor, ceiling and walls. The chief and two others are in the tunnel at start. There are 8 more kobolds in the cavern. If combat begins, all kobolds join in and it is a deperate fight to the death because the kobolds are cornered in the cave, with children.
Defending their home: If the party succeeds in negotiating, or captures kobolds and can communicate with the captives, the kobolds will explain their predicament: the new logging has forced them from their forest home. If the party and the town want peace, the kobolds demand that all logging stop in their forest and that they be given supplies and tools as reparations. They want a promise that logging will not happen any more - "da fores iz our HOME!" The kobolds will agree to negotiate with the town if the players will assist them in that.
If the kobolds are dead: If the adventurers defeated the kobolds in combat they will discover evidence of their desperation, including four kobold children hiding in the back of the cave, a jumble of supplies from miners, lumberjacks and kobolds, and crude village stuff like crafting tools, awls, furs, flint, fish hooks and line, etc...
End of Adventure L1-2 Arnheim: Into the Depths
Hook: The mine is dark and cramped. The kobolds are desperate and are well-hidden deep within the mine. They have prepared traps and alarms to defend their hiding spot.
Scenes
If the adventurers have the hand-drawn map, they quickly realize the mine goes deeper than their map shows. Randomly select the order these scenes occur but all four should occur before the party spots the well-hidden tunnel entrance leading to the kobold hiding spot.
- In this new, deeper area of the mine rich tin veins are recognized by adventurers with mining knowledge. Many more kobold prints are in evidence back here, in the abundant loose dirt and stone dust.
- A crude pit, 10' deep, is covered with a board which is in turn covered with some loose dirt and dust. Anyone medium sized or larger who steps onto the board will have to make a lucky jump to avoid falling in. Anyone smaller who steps on the board will immediately recognize its springiness beneath their feet, but their weight will not collapse it.
- A crude alarm constructed of an overturned iron mine cart loaded with stones, turned so that it blocks the tunnel. Moving the cart or stones will make clanging noises that alarm the kobold patrol, if they have not already been encountered. Adventurers crawling over the cart will also cause some clanging.
- The kobold patrol is 3-6 of the small creatures. If encountered before the alarm is sounded, they will surprise the party from the dark unless the adventurers are particularly attentive and well-lit. If they have not been encountered when the cart alarm sounds, the kobolds will rush quickly out of the dark at the sound to attack the intruders. If any of the kobolds are captured they will plead for their lives in Draconic and, perhaps, could be persuaded in Draconic to share the plight of the kobolds (below).
The kobold chief is a shrewd negotiator who knows enough Common to communicate. However, the other kobolds speak only Draconic and they are all mistrustful of humans. The party can attempt to resolve the situation peacefully, can attack or can fail in negotiation and be attacked. There is a 20' tunnel beyond the hidden entrance which opens up into a natural cavern, egg-shaped and 30 feet long, with an uneven natural floor, ceiling and walls. The chief and two others are in the tunnel at start. There are 8 more kobolds in the cavern. If combat begins, all kobolds join in and it is a deperate fight to the death because the kobolds are cornered in the cave, with children.
Defending their home: If the party succeeds in negotiating, or captures kobolds and can communicate with the captives, the kobolds will explain their predicament: the new logging has forced them from their forest home. If the party and the town want peace, the kobolds demand that all logging stop in their forest and that they be given supplies and tools as reparations. They want a promise that logging will not happen any more - "da fores iz our HOME!" The kobolds will agree to negotiate with the town if the players will assist them in that.
If the kobolds are dead: If the adventurers defeated the kobolds in combat they will discover evidence of their desperation, including four kobold children hiding in the back of the cave, a jumble of supplies from miners, lumberjacks and kobolds, and crude village stuff like crafting tools, awls, furs, flint, fish hooks and line, etc...
End of Adventure L1-2 Arnheim: Into the Depths