We recently moved to The Hague, Netherlands where there is a roleplaying group that meets once a month for one-shot adventures. I volunteered to run a game of Legend in the Mist as a way to meet some new people. Because I didn't have enough to do, I created a completely new adventure from scratch featuring one of my favourite monsters, kobolds.

The thing that makes kobolds dangerous in Dungeons and Dragons is their pack tactics. When a kobold is within five feet of an opponent, all of its allies will have advantage on attack rolls as long as the kobold isn't incapacitated. This doesn't translate super well to Legend in the Mist until you consider the Detailed Might rules on page 177 of the Core Book 1, reproduced below.

Might Detailed
Might Scale
Area Size Group
Origin 0
1
Person
Room
Human
Horse
Individual
Handful
Adventure 2
3
4
House
Village
City
Ogre
Giant
Titan
Dozen or two
Crowd
Clan
Greatness 5
6
Region
Kingdom
Dragon
Colossus
Army
Nation

In this adventure, we have groups of a handful to a dozen kobolds acting together. This gives them detailed might of +/-1 or +/-2 in encounters, but only when they're working together.

The Adventure

This one-shot adventure is intended to help players become familiar with the Legend in the Mist rules. The adventure is deliberately non-lethal. The kobolds really have no intention of harming anyone. They just want to get some loot and run away, or if the heroes are already in their home, they want them to leave.

A mysterious barrow outside the town of Camsi has been a lure for children for as long as anyone can remember, but no one has puzzled out the strange writing on the lintel above the massive stone doors. And open the doors? Forget it. Torno the Brute bent a pry bar twenty years ago just trying.

But during a prolonged rainstorm, as lightning thrashed the orchards outside town, someone accomplished the impossible. They moved into the barrow.

Since then, deliveries to local merchants have been robbed. Someone broke into the local library and stole the entire collection of children’s picture books.

If the heroes investigate, the merchants most impacted by the thefts have been greengrocers, butchers, and clothiers. However, in the case of clothiers, only small or children’s size clothes have been stolen.

Recovering between scenes
Because many scenes end with the kobolds running away, it’s fine to allow accumulated levels of Wound, Blinded, or other negative statuses to decrease or dissipate as they move on to the next scene.

In the classic Christmas movie, Die Hard, this is like how John McClane is wounded in scene after scene, but still keeps fighting. If you want to keep the tension high, don’t let the heroes shed all the negative effects. Make them work for a clean slate. This makes good cinema. And it makes a good game.

Rooms

This five room dungeon leans into kobold’s proclivity for traps. Each “room” is a trap of one variety or another. For example, the first encounter (Ambush) begins with the players being trapped on the way to the barrow. The kobolds just want to steal from them, but will engage in combat if the players fight back.

Ambush — combat

While travelling to the barrow the players are ambushed by a party of kobolds returning from a heist of a nearby town. The ambush should end with the kobolds running away and leading the players to the barrow. Ideally, the players should be able to see the kobolds enter but not overhear them.

The trees around the path leading to the barrow close in around you. It gradually becomes dark and hard to see. Around you, the birds become silent.

The pack of kobolds (Detailed Might: Working Together, Group/Handful, +1) have climbed the trees and are ready to spring their net trap. They currently have Hidden-2. The Hard to see tag hinders the heroes efforts to combat them.

Environment
  • Hard to see
Threats & Consequences

Ambush The birds have become silent as the heroes walk along the narrow path between the trees…

  • In the branches above the path, the heroes notice a net strung between the trees ready to drop on them. (Kobolds lose status Hidden-2)
  • The heroes hear guttural speech from the branches of the trees. (Heroes receive Wary-2)
  • Something doesn’t feel right and the heroes slow down just enough that a net falls to the ground in front of them. (Environment receives Trip hazard, kobolds lose status Hidden-2)
  • A branch falls out of the tree striking the hero. When they look up into the tree they spot a small, reptilian face with wide eyes. (Hero receives Wounded-1 and kobolds lose status Hidden-2)
  • Just as the heroes walk beneath the darkest patch of trees a net drops down and entangles them. From the branches they hear excited whooping and speech. (Heroes receive Entangled-3, environment receives Trip hazard, and kobolds lose status Hidden-2)

Ensnare (If the kobolds have been discovered but the net hasn’t been dropped.) The small reptilian creatures pull on the ropes to release the net overhead…

  • As the creatures release the net, the heroes rush forward out of the trap area. (Environment receives Trip hazard)
  • The heroes weren’t fast enough to escape the net completely. (Select heroes to receive Entangled-2 and environment receives Trip hazard)
  • As the creatures release the net, the heroes dash forward to escape but lose their footing. (Heroes receive Prone-2 and environment receives Trip hazard)
  • The creatures were too fast for the heroes. The net falls onto their upturned faces. (Heroes receive Entangled-3 and the environment receives Trip hazard)

Take the shiny (While the heroes are struggling to Detangle themselves or rise from a Prone state…) The reptilian creatures scurry down from the trees. Most of them start whirling slings, but one scampers over to the heroes…

  • The creature digs through the hero’s possessions but whether it couldn’t find anything or didn’t like what it found it gives up.
  • The creature digs through the hero’s possessions and takes something precious. It dances off whooping. (Scratch a tag)
  • After digging through the hero’s possessions, the creature springs up brandishing something shiny. Suddenly, it jumps back as if threatened and the slingers fire. (Scratch a tag and receive Wounded-2)
  • The creature digs through the hero’s possessions but loses its balance. Fearing the worst, the slingers fire. (Receive Wounded-2)

Barrow entrance — puzzle

The path to the barrow winds out from under the trees and up to a large hill.

Two rows of three standing stones line a path leading to enormous stone doors set into the side of a barrow in the desolate countryside. Easily three metres tall, the doors have proven immovable over the years. Carved into the lintel over the door are words in a strange language:

The script over the door reads “Hear me roar” in the language of dragons. Simply saying the word “roar” in that language is sufficient to make the door open. If the heroes followed the kobolds, they may have seen them say something in a different language before the doors opened. To emphasis the relationship, have one of the kobolds point at the words before another one says them.

Because this door prevents the heroes from moving forward, it’s probably best not to require an actual role for them to succeed here. Make them justify why they succeed, but not role, because it would be embarrassing if the game ended here.

For example:

Ibraddo is well versed in Ancient lore and is Well travelled. And Oddaele Learns languages easily. Working together, I think we can puzzle this out.

Resolving the challenge
In the example above, having three tags contributes a considerable advantage (+3) to the outcome of the roll, but there’s still a chance it might fail. What consequences other than not opening the door would the heroes suffer? What consequences would you assign if it were a partial success? Better to just go with a simple outcome (CB1 p150). This puzzle is more about teaching the players how to use the tags their characters have to overcome challenges. Fortunately, the pregenerated characters should include enough tags to allow the players to overcome this challenge.

Barrow foyer — choice

The foyer is immediately inside the doors to the barrow and represents the first hard choice the players will encounter.

The foyer is immediately inside the entrance doors. The ceiling rises to a grand ten metres and sparkles with dim light from unknown stones. Heaps of discarded damp clothes have been scattered around the room.

Hallways lead to the right and left. Directly ahead is a sweeping spiral staircase leading down.

A pair of juvenile kobolds bounce a rubber ball against the wall. When the doors open to admit the heroes, they will run away down opposite corridors scattering jacks on the floor and blowing their whistles to alert the rest of the pack. As they enter a corridor, they yank a rope triggering the trap.

After resolving the challenge, from the hall to the right the heroes can smell cooking meat while from the hall to the left, very observant heroes may hear whispering.

Environment
  • Dimly lit
  • Tripping hazards
Threats & Consequences

Hang on As the diminutive reptiloid races towards the corridor blowing its whistle, it yanks on a rope…

  • The hero is unable to stop the tiny reptile creature from escaping, but they’re quick enough to notice the traps designed to snare them.
  • The hero doesn’t succeed in stopping the tiny reptile creature from escaping and in the confusion, a snare trips them as the trap yanks up towards the ceiling. (Receive status Prone-2)
  • Too startled to stop the tiny reptile creature from escaping, the hero doesn’t notice a snare trap close around their ankles and drag them into the air. Fortunately, they’re too heavy for the snare to lift off the ground. (Receive status Entangled-3)
  • As the hero attempts to stop the reptile creature from escaping, they don’t notice the snare trap until it’s too late. It yanks them up into the air where they bounce helplessly. (Receive status Entangled-4)

The Kitchen — combat

This combat isn’t intended to be lethal. Instead, the kobolds want to drive the heroes out of their new “home”. The juvenile kobold has warned everyone in the kitchen about the heroes, so the door is trapped.

At the end of the corridor is a carved wooden door standing ajar. The irresistible smell of cooking meat fills the corridor.

Threats & Consequences

When is a door not a door? The carved wooden door stands slightly ajar. It opens into the room beyond. Looks like it should be easy to slam open and surprise anyone inside…

  • As the hero approaches the door, they look up and notice… something balanced on top of the door ready to fall the moment the door is opened.
  • The hero kicks open the door and a pot of… something crashes down splashing everywhere. (Receives Sticky-2, environment receives Slipping hazard)
  • The hero shoulders through the door and a pot of… something crashes down on them. (Receives Sticky-2 and Blinded-2, environment receives Slipping hazard)

It’s a bird (If one of the heroes became Sticky.) On the counter beside the door a small reptilian creature raises a sack above its head…

  • The air currents in the kitchen must be wrong, because as the creature dumps out the sack all the feathers within it blow into its face and scatter on the counter. (Remove Slipping hazard from environment)
  • Sniggering the creature up-ends the sack and the air currents in the room blow hundreds of feathers towards the hero that adhere to the sticky mess covering them. (Receive Feathered)
  • The little reptilian creature smacks the hero with the sack and it explodes sending feathers everywhere. (Receive Feathered and Blinded-2, remove Slipping hazard from environment)

Make a salad Around the kitchen, a handful of reptilian creatures of all sizes hold bowls of fruit and vegetables in one arm and prepare to pelt the hero…

  • Fruit flies, cabbage careens, ultimately it’s a potato that pops the hero. (Receive Messy and Wounded-2)
  • In a hail of apples, cabbages, and potatoes, the hero looks up to spy a pair reptilians heaving an oversized gourd. But too late… (Receive Covered in produce and Wounded-3)
Kobolds don’t want to fight
Kobolds prefer traps and hit-and-run tactics. Instead of staying to “fight” with the heroes, they’ll escape from here to the library. If the heroes have already been to the library, the kobolds will attempt to open the bedchamber.

Library — trap

The pack relaxes in the library and teaches school for the weens here.

Bookcases line the walls. Against the far wall is a leather sofa. In the centre of the room is a collection of cushions and open books. A spilled cup and some half-eaten food on small plates completes the picture of an interrupted reading session.

The bookcases have been pulled away from the wall so they can be toppled onto anyone entering the room. When the kobolds in this room were warned by the juvenile from the foyer, they got into position behind the bookcases.

Environment
  • Tripping hazards
Threats & Consequences

Timber! There’s no one here, but one of the bookcases seems to be wobbling…

  • The bookcases come crashing down, but somehow they wedge together forming a small space in the centre of the room where the hero manages to hide.
  • The bookcases come crashing down pelting the hero with books. (Receive Wounded-2)
  • The hero dives to the floor to avoid the crashing bookcase and the raining books. (Receive Prone-2)
  • The hero looks up to see a bookcase come crashing down upon them. (Receive Wounded-2 and Pinned-2)
Kobolds don’t want to fight
Once the bookcases have been toppled, the kobolds attempt to leave the room rather than fight, because there are children present. If the heroes have already been to the kitchen, the kobolds will attempt to open the bedchamber.

Bedchamber — climax

The bedchamber is down the sweeping spiral stairs, but there’s another pair of locked three plus meter doors.

After walking down the sweeping stone steps of the stairs, the heroes arrive at tall double doors. The doors appear to be carved out of enormous planks of wood and feature scenes of dragons doing great deeds.

When the kobolds arrive here, they begin to bang on the door attempting to get in. No matter where the heroes are, they should hear the banging even if quietly. Erlèle Reidar has been asleep and will be cranky when woken. Once he’s woken, the front doors cannot be opened until the heroes deal with him.

Once the doors have opened, the heroes can see the following:

The most prominent feature in the bedchamber is the bed. It’s big. No, bigger than that. It’s at least three metres square. And it looks soft. From the doors, you can just barely see that the sheets are decorated with cute little animals.

Threats & Consequences

All the kobolds will be acting as a group and can take advantage of the detailed might (CB1 pg178) for Group/Dozen for a bonus of +2/-2.

Knock, Knock The kobolds have nowhere else to go and start banging on the door to the bedchamber in an attempt to get in…

  • Nothing seems to happen. (Erlèle Reidar receives Awaken-1)

Once Erlèle receives status Awaken-3 things get interesting. He’s just woken up. He’s confused. There is a pack of kobolds at his door. Someone made a mess of his kitchen. His library is in shambles. There better be an excellent explanation.

Pregenerated characters

Fighters

Don’t think of these characters as being defined by their violent tendencies, or they’ll f*ck you up.

Preele

You’d be surprised how many odd jobs there are for a man who’s good with his hands. Especially when the way’s he’s good with his hands is to put other people in the hospital. But Preele doesn’t do those things any more.

  • Skill or Trade

  • Pugilist
  • Fists like hammers
  • Block a blow
  • Oops, did I break that?
  • Always striving to get the upper hand.
  • Past

  • Former criminal
  • Surprising lore
  • Underworld contacts
  • Trouble with authority
  • That’s not who I am any more.
  • Trait

  • Tenacious
  • Bear the pain
  • Pretend to yield
  • Can’t ask for help
  • I will never give up.
  • Personality

  • Gruff
  • Silence is golden
  • Wasn’t born yesterday
  • Sentimentality
  • Don’t talk so much.

Helefano

There are two ways to deal with being short in a world full of tall people. The first is to develop a jovial disposition. The second is to kill the really annoying ones. Helefano is good at both.

  • Skill or Trade

  • Swordsman
  • Shrugs off wounds
  • Arming sword
  • Don’t show weakness
  • Keep standing, keep fighting
  • Personality

  • Jovial Disposition
  • Life of the party
  • Laugh at despair
  • Inappropriately chirpy
  • Drink, dance, and dream, for today is all we have!
  • People

  • Gnome
  • Short stature
  • Excellent night vision
  • Obsessive
  • There’s nothing small people can’t do!
  • Past

  • Well Travelled
  • Travel stories
  • Gift for languages
  • Wanted by foreign authorities
  • Time to move on!

Ibana

She’s given up her furs and cloak, but don’t ask her to part with her war hammer. Besides, she looks very fetching in a roll neck sweater and wide-leg trousers. (You better say yes.)

  • People

  • Highlander
  • Brawny
  • Spot the details
  • Overly sarcastic
  • Stand free, even if you stand alone.
  • Skill or Trade

  • Skirmisher
  • Tactical awareness
  • War hammer
  • Assumed to be violent
  • Always strive to surprise your foe.
  • Devotion

  • Love the land
  • Know the dangers here
  • Lore of the land
  • Lose track of time
  • I’m but the steward of this land.
  • Personality

  • Patient
  • Laying traps
  • Perfect timing
  • Pushy people
  • All good things come to those who wait.

Priests

The following characters are roughly priestly. They are associated with divinity or a god in some fashion more than magic directly.

Signtino

Divinity can be found in dance. At least that’s what Signtino believes. And he’ll tell you so — or worse, show you — if you let him.

  • Personality

  • Protective
  • Alert to threats
  • Show my support
  • Distracted by worry
  • Without me, they’re in trouble.
  • Magic

  • Divine Magic
  • Light
  • Bless
  • Demands of my god
  • Act as an instrument of my god in the world.
  • Past

  • Student of Twilight
  • Know its forms
  • Hidden lore
  • Horrific dreams
  • The Twilight should never be permitted to return.
  • Trait

  • Winsome Dancer
  • Light on my feet
  • A sensitive heart
  • Dances while thinking
  • Have you tried dance?

Elo

Every town has a cleric that they can count on for healing whether spiritual or bodily. As long as you make an appointment, Elo is your cleric.

  • Circumstance

  • Town Dweller
  • Fine clothes
  • Well read
  • Snobby standards
  • I have every comfort I need in town, why would I travel?
  • Devotion

  • Heal the Sick
  • Ease suffering
  • Folk remedies
  • Requires clean environment
  • I’ll help them all, eventually.
  • Magic

  • Oldways Magic
  • Look at that, you’re feeling better already.
  • Practical charms
  • Unworthy recipient
  • Act with peace, and peace will always be with you.
  • Personality

  • Grudgingly Helpful
  • Inscrutable motives
  • Judge worthiness
  • Terrible first impression
  • What’s the hurry? You’re not going to die from that dog bite.

Elisa

“My dress was pink, but my stupid raven dropped ink in the wash.” Some people are called to serve their gods. Some are pushed. Some are bullied.

  • Personality

  • Foul mouthed
  • Ancient curse words
  • Say what everyone’s thinking
  • Can’t help myself
  • Everyone is entitled to my opinion.
  • Companion

  • Albino Raven
  • Scare the superstitious
  • Otherworldly senses
  • Steals my things
  • Godsdammit! That was mine!
  • Devotion

  • Mother of Ravens
  • Hear stories of the lost
  • Sift truth from lies
  • People think I’m creepy
  • Do you think I like wearing black all the time?
  • Magic

  • Divine Magic
  • Guidance
  • Minor healing
  • She keeps her secrets
  • Let me see that wing, er, arm. I’m sure I can fix it. If the Mother isn’t keen to see you.

Wizards

The following characters have some magical ability whether because they’ve studied, were exposed to the Twilight, or something other than a god.

Mieco

Just because they’re small doesn’t mean their dreams for magic are small.

  • Personality

  • Curious
  • It’s all in my notebook
  • Inventive
  • Overlook danger
  • There’s so much more to see and learn!
  • Past

  • Highborn Education
  • History of the realm
  • Scholary debates
  • Wimpy
  • Knowledge must be passed on or it’s lost to time.
  • Magic

  • Magic Initiate
  • Bolt of flame
  • Light
  • Where’s my spell book?
  • I will learn everything there is to know about magic!
  • People

  • Gnome
  • Short stature
  • Gift of languages
  • No clothes in my size
  • Don’t look at me that way.

Olearia

A little bit of practical magic helps Olearia survive her life on the run. She tries to help those even less fortunate than she is, but it can be hard when you’re moving from place to place.

  • Circumstance

  • Fugative
  • Nothing to lose
  • Blend in
  • Distrusted stranger
  • One day, I won’t be running any more.
  • Magic

  • Practical Magic
  • Animate small items
  • Ignite fire
  • Weaker with an audience
  • My magic is just for me.
  • Past

  • Well Travelled
  • Travel stories
  • Many languages
  • Nowhere feels like home
  • Oh boy! Another journey.
  • Personality

  • Heart of Gold
  • Help those in need
  • Bandages
  • Attracts attention
  • There’s enough hardship to go around.

Odgi

“Would you like to buy some cheese? Are you sure? Tell you what, if you buy two, I won’t tell ya missus about what you did last night.” Odgi makes good cheese. That doesn’t mean he isn’t also a creep.

  • Personality

  • Rumourmonger
  • Curiosity
  • Knows all the stories
  • Invasive busybody
  • The pen is mightier than the sword? Well whispered words are mightier still.
  • Past

  • Seen the Twilight
  • Know its forms
  • Stories of monsters
  • Tainted by the Twilight
  • The Twilight is returning. I don’t know how I feel about that.
  • Magic

  • ESP
  • What’s happening in the next room?
  • Animate small items
  • Need quiet
  • No, it’s not creepy.
  • Skill or Trade

  • Cheesemaker
  • Cheese knife
  • Labourer’s stamina
  • Can’t be rushed
  • Don’t rush, everything’s better the longer you wait.

Misc

Imno

Kids never say, “I wanna be a grave robber when I grow up.” It just happens. Imno’s doing the world a service really. Keeping the economy moving. You’ll thank him someday.

  • Skill or Trade

  • Graverobber
  • Avoid traps
  • Quiet as a mouse
  • Despised in society
  • They don’t need it any more.
  • Trait

  • Keen Eyes
  • See at night
  • Read lips
  • Optical illusions
  • I trust my eyes above all else.
  • Personality

  • Gruff
  • Unexpected kindness
  • Wasn’t born yesterday
  • It gets lonely
  • People talk a lot and say little.
  • Devotion

  • Childhood Sweetheart
  • Strength to go on
  • Serenading
  • Worldly worries
  • Everything I do is for them.

Crislio

Like rats, there’s nothing we can do about folk songs. Crislio plies his living in pubs and taverns in and around Camsir. Don’t get him talking about his run in with a dragon years ago.

  • Skill or Trade

  • Folksinger
  • Lore-rich ballads
  • Musical instrument
  • Wrong time for a song
  • Singing reminds us who we are.
  • Past

  • Seen the Twilight
  • Once confronted a dragon
  • Not afraid of the Twilight
  • Townie intolerance
  • The Twilight is magnificent!
  • Personality

  • Jovial Disposition
  • Lift up spirits
  • Sense what makes others happy
  • Austere people
  • There’s no time like today to have fun.
  • Circumstance

  • Well Regarded
  • Gifts from well-wishers
  • Apologise sincerely
  • Jealous spite
  • Make new friends, but keep the old.

Hedrice

Hedrice and Simra are inseparable, not that Hedrice would notice. She’s the librarian in the nearby town of Camsir where she grudgingly helps patrons while researching her own interests.

  • Skill or Trade

  • Librarian
  • Well read
  • An eye for details
  • Illiterate people
  • Shush!
  • Devotion

  • Uncover the Truth
  • Ancient languages
  • Resist distractions
  • Conspiracy theories
  • I need to know!
  • Companion

  • Elementary School Teacher
  • Reminds me to eat
  • Strong as an ox
  • Absolutely devoted
  • “No, there’s really nothing I’d rather be doing.”
  • Personality

  • Grudgingly Helpful
  • Lend a hand
  • Stockpiled supplies
  • Needy people
  • If I help them right away, how will they learn for themselves?

The monsters

What would an adventure be without monsters? This adventure has the kobolds and a dragon.

Kobold Mook

Sapper

The kobold is a short reptilian humanoid with a long tail. In this cold climate they bundle up warm, wearing long trousers, children’s knit sweaters, and wide-brimmed hats to protect them from the sun. While kobolds are sensitive to the sun, they have excellent night vision. Because they only speak dragon tongue, trade is difficult. Therefore, they often steal their clothing and supplies from nearby towns.

Kobolds are fiercely loyal to their clan, usually an extended family unit. Because they are relatively weak, they favour traps and tactics that allow them to work as a team rather than face-to-face combat. They carry a dagger and a sling which they will use to defend themselves.

Because they know they are not fierce warriors, kobolds defend their homes with clever traps. They know better than to kill intruders, preferring instead to discourage or immobilise them.

Limits

  • Harm 2

Tags & Statuses

  • Trap maker

Threats & Consequences

Pelt The kobold places a stone in the sling and begins to spin it…

  • The kobold releases the stone, but the hero steps out of the way leaving them off balance. (Receive Off Balance-2)
  • The kobold lets the stone fly and it strikes the hero. (Receive Wounded-2)

Stab The kobold brandishes its dagger…

  • The kobold swings at the hero, but they avoid the blow. (Receive Off Balance-2)
  • The kobold swings slicing the hero. (Receive Wounded-2)
  • The kobold darts forward and stabs the hero. (Receive Wounded-3)

Attack as a Pack When attacking as a group, a single kobold advances within dagger range and brandishes its dagger in the distance the rest of the group prepare their slings…

  • The kobold swings at the hero and misses, but a volley of stones still hits. (Receive Wounded-2 + Might)
  • The kobold darts in and shouts something as they stab the hero, a volley of stones hits. (Receive Wounded-3 + Might)

Erlèle Reidar, Dragon

Influence, Aggressor

Erlèle Reidar has been sleeping and will be cranky when woken. He’s wearing a velvet dressing gown lined with silk and tied with a silk sash and gold tassels. On his scaly feet he has fuzzy slippers. And completely incongruously, on his head he’s wearing a long sleep stocking with a pompom on the end. He is cuddling a green plush creature.

He is a tall, sinuous dragon standing approximately three metres tall. No matter where the heroes are in his home they will hear his voice although he does not speak much above a whisper.

Limits

  • Harm 6
  • Satisfy 5
  • Awaken 3 (When Erlèle awakens he immediately delivers one of the Terrorise consequences)

Tags & Statuses

  • Giant ego
  • Impenetrable scales
  • Disarming presence
  • Creature of pure magic

Threats & Consequences

Terrorise Erlèle’s power washes over the heroes…

  • Erlèle asks the heroes what they think they’re doing in his home. (Receive Terrified-3)
  • The dragon asks the heroes to explain their behaviour. (Receive Terrified-3)
  • Hands on his hips, the dragon asks the heroes who’s going to clean up the mess. (Receive Terrified-3)

Dominate Erlèle is offended the hero has resorted to violence, rears up to his full height, and waves a hand dismissively…

  • A wave of force smashes into the hero sending them flying. (Receive Prone-3)
  • Tendrils of force ensnare the hero making it hard to move. (Receive Ensnared-3)

Annihilate The dragon rears up, bears its sharp teeth, and a brilliant light forms in its chest…

  • Just as Erlèle spits a glob of blinding light at the hero, he’s distracted. The swirling ball of brilliance clips the hero. (Receive Wounded-2)
  • Erlèle spits a swirling blob of blinding light that crashes into the hero. (Receive Wounded-4)

After action report

As written this adventure ran a bit short of my expected three hours. The players reached the climax with Erlèle after about two hours. Were I to run this again, I'd move the barrow further away from town and have the heroes hear about the bandits on the road from merchants in town. Then I'd run a journey (page 108 of the Core Book 1) where they travel from town to the barrow. Along the way they might discover some signs of the kobolds, and have some misfortunes. Because the kobold ambush is designed to lead the heroes to the door of the barrow, I'd have the journey end there.

It also makes sense to prep some post bedchamber material should the heroes arrive too early. For example, I'd originally thought Erléle would demand the heroes work with the kobolds to clean up his home, but instead he demanded the heroes travel to the kobolds' village to eradicate an infestation of sentient plants.

The kobold village should be filled with traps that the kobolds know to avoid, but heroes (and sentient plants) would fall prey to. So cleaning out the infestation is just as much about killing the plants as avoiding the traps. That ensures the adventure keeps with the theme of Kobolds ♡ Traps.