Paragon Campaign Adventure – The Kobolds Of The Jutting Maw
This is the introductory adventure of the Paragon campaign! Each item will be in an accordion folder for ease of access. For clarity, relevant notes will be in bold and italicized, but any note for the DM will be in parenthesis () – (Daytime) where anything meant to be read as narration to the players will be below the subject in asterisks * – *Approaching the Jutting Maw*. Something that is both for the DM and may lead to something being narrated to the players will not have anything around it and will just be in bold and italicized – Utilizing a Nature or Survival check.
Table of Contents
- Mission Brief
- Topography
- Enemy Behavior
- Treasure
- Lead Up to the Cave
- Inside the Cave
- Inside the Labyrinth
Mission Brief
At the top of a mountain near Acoridge there is a collection of mountains called The Jutting Maw that was said to be the former home of a particularly vicious dragon who has long been deceased. That dragon ruled over those mountains for many years and was said to have a particularly hefty fortune that has either been lost to the ages or slowly pilfered.
Utilizing the latent fear of that mountain range to their advantage, a large band of Kobolds have brazenly taken up in one of the many cave systems and sustain themselves by pillaging nearby villages and wandering merchants. One merchant, in particular, lost a very valuable sword in this raid and is paying good money to get it back. This is the strange part, but find the sword and say its name. That is all the client would say they want you to do concerning the sword. Furthermore, there is bonus pay if you map out where the cave is and systematically slaughter every last Kobold in there to prevent stragglers or other kobolds from using it.
Topgraphy
The road system to Acoridge from Bridgewater (the starting town), is generally safe, doubly so during the day. At night, roving animals and monsters could potentially threaten travelers, but that is not too common and a skilled adventurer can make easy work of most threats in the area. Once you get close to The Jutting Maw, the danger of being plundered by kobolds is obviously much higher as per the mission brief. While it’s unclear where the cave is, there are natural roadways leading up and into the mountains that the Kobolds must be using as they have even stolen entire carriages, an impossible feat unless they had a road straight to where they are residing.
Enemy Behavior
Kobolds
These are your run of the mill Kobolds, but I run them as more intelligent than you may initially suspect. They will purposefully attempt to lead players into traps, ambush them, wait for reinforcements, and retreat when necessary. While they will fight to defend their home, they are mostly opportunistic and prefer running or even negotiating than fighting.
As they have Sunlight Sensitivity, in their caves, they will very quickly notice if someone is using a source of light and will know it’s an intruder if they have any line of sight on the light produced.
Furthermore, since the Labyrinth’s guardian is evoked when the labyrinth is turned green, the kobolds absolutely abhor the color green. They will destroy anything that is green, destroy the green parts of things, target party members wearing predominantly green, etc.
If compelled to, the Kobolds will explain that their exploits were just for survival, necessary goods for them and offerings to the demon. Furthermore, they are willing to take the party to Skritch if asked. Otherwise, they will mostly be begging for their own lives.
Skritch, the Kobold Leader
Like the other Kobolds, Skritch is intelligent and an opportunist. He will fight when cornered, but unlike the other Kobolds, he is more interested in negotiating with the players rather than fighting or retreating.
Minotaur
Minotaurs are prideful, greedy, and territorial creatures. They have no qualms attacking any interlopers and will not retreat even when faced with certain doom.
The Green Demon
The Green Demon is not an efficient hunter, preferring the sport of it and mocking those it’s fighting rather than aiming to eliminate them. The Green Demon will generally refuse to finish off its targets but instead will attempt to round them all up and toss them into a cell to mock and torment them further. If pushed below 25% health, it will then go for the finishing blow on its targets when it’s appropriate to do so (it will prioritize conscious party members over unconscious party members).
Treasure
The Kobold Caverns
Minor Treasure
Coin Pouches and Loose Coins: 50-100 sp, 10-20 gp.
Jewelry and Trinkets: 2-3 pieces worth 10-20 gp each.
Trade Goods: Barrels of cloth, grain, salt, etc., worth 10-15 gp each.
Food Supplies: Enough to feed a large group for a week.
Weapons and Armor: 4-5 basic weapons, 1-2 pieces of light armor.
Art Objects: 2-3 pieces worth 25 gp each.
Potion of Healing: 1-2 potions (heals 2d4+2 HP).
Stolen Letters and Documents: Potential plot hooks or secrets.
Religious Icons: 2-3 icons worth 10-15 gp each.
Animal Pelts and Hides: 3-4 bundles worth 10 gp each.
Stolen Merchant Goods: Cutlery, spices, herbs, worth 5-10 gp each.
Caged Animals: Chickens, goats, or a mule.
Maps and Local Lore: Crude maps with possible treasure locations.
Oddities and Curios: Strange items like glowing mushrooms or carved idols, worth 5-10 gp each.
The Labyrinth
Major Treasure
*In my games, I call any +1 items Masterwork and they are not considered magical. While that matters more in 5e rules, it doesn’t really matter much in One D&D and is purely flavor
Masterwork Greataxe (+1 Greataxe)
Masterwork Scimitar (+1 Scimitar)
Masterwork Shield (+1 Shield)
Shield of the Sentinel
Lightweight Chain Mail (no Stealth disadvantage nor DEX penalty)
Scroll of Misty Step
Scroll of Hold Person
Scroll of Dispel Magic
Scroll of Fireball
Scroll of Haste
Minor Treasure
Silver Dagger (25 gp)
Set of Bone Dice (10 gp)
Rare Shells or Unusual Stones (10-15 gp each)
Bronze Amulet (20 gp)
Small Stone Tablet (15 gp)
Old Pottery Shards (10 gp)
Barrel of Dried Meat (worth 10 gp)
Cask of Fine Ale (worth 15 gp)
Herbs and Spices (worth 20 gp)
100-150 gp in mixed coinage
Potion of Healing (2-3 potions)
Cloak of Comfort (keeps wearer comfortable in any climate)
Lantern of Revealing (reveals invisible creatures/objects, limited charges)
Ornate Horn (25 gp)
Carved Wooden Totem (15 gp)
Bronze Inlaid Goblet (20 gp)
Lead Up To The Cave
As you see The Jutting Maw come into view, the deep red rock looms over the horizon, like a dragon’s teeth gnawing the skyline. While the most terrifying dangers have left the mountain, you can see why the average person would be afraid of it.
*Approaching the Jutting Maw*
The mountains loom ominously over you as the spires pierce even the clouds. Lightning crackles above you as the weather over the Jutting Maw seems to defy the weather of the surrounding area. Leading up to the mountain, you see one road naturally carved into it. If the kobolds are using any road up the mountain, this has to be it.
*Following the road, no check*
(If at night, players will meet a kobold band coming down the mountain. There will be a group of 8 kobolds, 4 with short spears and 4 with crossbows. The kobolds will initially fight, but once half are killed, they will try to escape back up the mountain. If in the morning or early afternoon, Kobolds will be in the cave with some sleeping and some awake)
The road seems to climb and climb and wrap around the mountain for what feels like hours. Despite the time of day, your surroundings begin to gray from all the clouds you’re starting to encounter. Just as it’s starting to get impossible to see, the clouds instantly dissipate and you see the mouth of a cave open up in front of you and obvious footprints in the dust around it.
*Anyone proficient in Nature or Survival can now make a check*
Utilizing a Nature or Survival check, DC 12
Knowing what you do about cave systems, you’d be surprised that this is the only opening into the cave.
Utilizing a Nature or Survival check, DC 15
Knowing what you do about cave systems, you know that this can’t be the only opening to a cave system that’s supposedly this large as there wouldn’t be enough air circulation. There may be smaller inlets around the mountain you may be able to find.
Utilizing a Nature or Survival check, DC 18
Knowing what you do about cave systems, you know that this can’t be the only opening to a cave system that’s supposedly this large as there wouldn’t be enough air circulation. There may be smaller inlets around the mountain you may be able to find. Furthermore, seeing the rock formations and how the cave opens into the mountain, you are pretty confident you could find other entrances to the caves if you’d like.
*Looking For Alternative Cave Entrances*
(If players look for other entrances, they need a DC 15 Nature or Survival check to navigate the mountains in the fog/dark. Lower rolls will put players back on the roadway they climbed up, just a bit lower and a few hours wasted.)
Inside the Cave
Obviously you don’t have to use this map, especially if you aren’t playing on a VTT, but it definitely did the job as it has multiple potential entrances, plenty of hallways for traps and ambushes, and has believable areas.
Whether you use this map or a different one, the caverns are split into a few major areas:
- Hallways (Kobolds would be patrolling be wary of the many traps placed there)
- Sleeping Quarters
- Storeroom
- The Amphitheater
You can adjust the amount of Kobolds to increase or decrease the difficulty as needed. For my party of 6 level 2 adventurers, I had roughly 30 available kobolds to use in fights throughout the cavern.
Hallways
(Daytime)
Only a sparse amount of Kobolds are in the halls as most of them are going to be sleeping or off doing other activities. Despite them being nocturnal creatures, they are less on guard during the day.
(Nighttime)
Kobold activity peaks at night and all Kobolds will be awake with some amount of them roaming the halls, but most of them doing their individual activities such as chatting, cooking, dancing, messing around with items they stole, etc.
*Entering the Cave*
The cave is quite intricate and the kobolds have clearly been utilizing this space for awhile with much debris scattered around, a small amount of adornments on the wall, and obvious foot and cart tracks both new and old. The hallways are quite narrow and take many tight turns making traversing them more difficult for larger humans to enter, but perfect for the smaller kobolds. No matter the time of day, these caves are very dark.
There are also various traps in the hallways to be mindful of and they are much more common at choke points.
Throughout the hallways the players may find sporadic amounts of Minor Treasure which are outlined in the Treasure section.
Traps
Tripwire Snare
Stepping into one of those spaces triggers a DC 13 Dexterity saving throw. On a failed save, the target is suspended 5 feet off the ground and restrained. A DC 14 Sleight of Hand check to untie the rope, DC 16 Athletics check to break the rope, or dealing 5 slashing or elemental damage to the rope will free the target.
Falling Net
A metal net is hidden in the ceiling, held up by a thin, barely visible cord. When the cord is disturbed (by pressure on the ground or a tripwire), the net falls, entangling anyone beneath it.
When you step within the 10 foot cube, make a DC 15 Dexterity saving throw or you’re restrained underneath the metal net. If you are in the net, a DC 18 Athletics check can make one occupant underneath it can toss it away, freeing everyone. For someone not restrained by the net, they can make a DC 14 Athletics check.
Pitfall Trap
A 10 foot cube of ground is covered with loose dirt and leaves or thin planks that break when stepped on. Upon being stepped on, please make a DC 15 Dexterity saving throw to avoid falling. If the target fails, they take 1d6 fall damage and 2d6 piercing damage from the spiky rocks added to the bottom of the pit.
The Fire Trap
A passage is coated with a thin layer of oil, making the ground extremely slippery. At the end of the passage or near the entrance, a kobold waits with a torch or flint to ignite the oil when the party enters.
When someone enters the area, make a DC 14 Dexterity saving throw in order to not slip on the grease and fall prone. When ignited, the oil will burn, dealing 2d6 fire damage over 2 rounds unless someone takes an action to put out the fire.
Sleeping Quarters
*Entering the Sleeping Quarters*
(Daytime)
You see a heap of Kobolds sleeping peacefully on the floor and chattering in their sleep.
(Nighttime)
You see a group of Kobolds split into various activities between tending a fire, talking to one another, and a few are even dancing.
Throughout the room, the players can find a few pieces of Minor Treasure which are outlined in the Treasure section.
Storeroom
*Entering the Storeroom*
Boxes are piled haphazardly in the room, some opened, some destroyed, some still sealed. Additionally, there are some farm animals in cages including a few chickens, a big, and a cow in much too small of a space for its size.
(The players will naturally find 5 pieces of Minor Treasure)
The Amphitheater
*Entering the Amphitheater*
You see a congregation of Kobolds gathered around listening to an armored Kobold (Skritch) standing on a raised platform, talking in Draconic. As he notices your party, he glares at you and says “What could you want?”
(Skritch has the full story of what their deal is. While an Adult Gold Dragon used to claim the Jagged Maw as its home, it has since disappeared. However, that Dragon had a deal with the Minotaurs that lived in the labyrinth below the caves to help protect his assets for a cut of them. Now with the Dragon gone, the Minotaurs have become greedy, now forcing the Kobolds to fetch them things under threat of death if they disobey or attempt to run. The leader of these Minotaurs is a blood-crazed one they call the Green Demon because of his sickly skin color.)
(Skritch will look to negotiate with the players to kill the Green Demon, and if they do, he promises many rewards. However, if the players leave without attacking the Kobolds, he will take that time to evacuate the caves taking everything with them)
(If Party Attacks)
Skritch will prioritize his clan’s safety over his own. While he can likely only mount a meager defense, he will use the opportunity to let the other Kobolds escape and any remaining Kobolds in the cave will attempt to flee.
(The far wall behind Skritch is a false wall leading to the labyrinth. Anyone who runs into it unknowingly will have to make a DC 14 Athletics or Acrobatic check to not accidentally fall into the 20 foot pit)
Inside The Labyrinth
*Behind the False Wall in the Kobold Caverns*
The wall easily gives way revealing a pit with a 20ft drop.
*Bottom of the Pit*
As you reach the bottom of the pit, you see a large hallway give way to a much larger loom with an ominous yellow light oozing through.
(I used this map for the Labyrinth and it worked perfectly. Huge props to the designer. If you are not using this map, the only important part of it is the labyrinth itself. There are rooms to the side as well, but the most important ones are the 8 in the labyrinth itself. Other than that, you just need a clearing in which the players can find the sword)
*Entering the Labyrinth Area*
The stale air and glowing yellow light immediately assaults your senses as you enter the labyrinth. Broken, discarded items are strewn around without a care as even more piles of broken objects pile up in the corners. The two Minotaur statues loom you as you feel like they are somehow tracking you with their eyes.
*Entering the Labyrinth Itself*
The cracked stone walls expand 10 feet up as the labyrinth is a mess of twists and turns.
(If players have a way to see above the walls like a flying Familiar, they can navigate the labyrinth more freely, but they will still have to contend with the 3 Minotaurs. Two of the Minotaurs will be roaming around the Labyrinth while one waits in the center)
(On the sides of the labyrinth)
You find a recessed room that is locked up tight with strong metal bars. Inside you see piles of random objects, most of them broken, but some still in good condition.
(There are 8 of these rooms in the labyrinth and the only way to access them normally is for the Green Demon to be out. There are a mix of Minor and Major Treasure in the piles of the room and you can decide how much to give out at a time. Personally, I said that players have two Investigation checks per room before they feel like they exhausted the pile. Any check DC 16 or up, they got a random Major Item. Any check between a 11-15, I rolled a d100. The initial chance to find a major item is 10% if they rolled an 11 and increases by 10% for each subsequent number with a 15 being a 50% chance of a Major Item, otherwise they find a minor item. Any check 10 or below results in the player not finding anything of value)
*Reaching the end of the labyrinth*
The labyrinth walls clear leading to a small outcrop with a pedestal. Floating ominously above that pedestal is a rather mundane looking sword.
*If a player takes the sword*
Suddenly the lights in the labyrinth snuff out as they are slowly replaced by a deep green hue. You hear laughing echoing off the walls and a voice gruffly say “New puppies to play with?” You hear a lever pulled, metal gates loudly clanging in the distance and the wall give way as The Green Demon slowly steps out smiling. He is at least double the size of a regular Minotaur with sickly green skin and both eyes scratched out. It’s carrying the corpse of a Minotaur who has been badly beaten even after death. The Green Demon cackles and says “I need a new toy, this one is broken” as he drops the corpse in front of the party. Roll Initiative.
(The players now have a choice to run, fight, or run and fight. Running is possible and players can attempt to hide from The Green Demon or use stealth to continue moving without making noise. The DC for these checks is a 16. Furthermore, the previously gated rooms are now opened allowing players to either look for items or hide in them. If a player looks for an item in one of these rooms, the Green Demon will be alerted to their presence based on the noise and you can tell your players that they believe that searching through the pile normally will make a lot of noise. If they wish to search through the pile stealthily, they will have disadvantage on the check)
(To signify the Green Demon coming out, I used these Green variant of the same map that really did the trick)
(From here on in, how you want to handle this fight is up to you and how the player’s react. The sword I presented them with, in my campaign, is a sentient, “cursed” sword named Wrayalith that has a slew of abilities I’ll put below. When one of my party members stayed back to fight while the other members escaped, I had the sword possess him when he went down for the first time which works well narratively and worked within the confines of the weapon’s abilities so that he can continue to fight. From there, I had him perform a slew of progressively easier Wisdom saving throws to regain control of his body. Finally, once my player invoked its name, it activated the ability and evaporated. If you want to handle this differently or change what the sword does, feel free as I want this sword to come back much later in the campaign in the hands of the antagonist.)
Wrayalith, the Sanguine
+3 Longsword
On a hit, the target takes and additional 1d8 necrotic damage and gains a “blood charge”
Any creature hit with this weapon can’t heal through magical nor non magical means until the next long rest.
Once per day, you can invoke Wrayalith as an action to deal 1d8 necrotic damage per blood charge on the enemy
If you would go to 0 health, instead gain half of your max health and your maximum health is reduced to his value until the next long rest and you gain a level of exhaustion. For each additional time this occurs, you gain an additional level of exhaustion.
*If Players Defeat The Green Demon*
With a gruesome death rattle, the Green Demon exhales for a final time and collapses to the ground, even deflating a bit. The labyrinth now stands eerily quiet, almost as if it’s grieving.
(The players can now safely loot all the rooms if they wish, but my players were too paranoid that something else may come for them so they only did a smidgen of looting and left)
*Once Players Return To Town*
They are greeted by their individual Paragon leader to learn that they have passed their trial and have officially become Paragons! For their efforts, they receive 300 gold as base pay and 200 gold if they provide Orvell with a map of the caves and they killed most of the Kobolds (expecting them to literally kill all of them is not that reasonable, so I wouldn’t hold them to it.)