- Adjusted zombie encounters.
- Changed Excavation Site text.
- Added Bugbear Burial Grounds.
- Adjusted kobold ACs based on small-sized creatures and natural +1 AC bonus.
- Added Widdershins Swamp map.
- Toned Mugwop's encounter down.
- Simplified Mugwop Village.
- Added stat-blocks for all kobolds.
- Changed Kobold Walloper.
- Took out the #%$#$@ smilies.
- Added Magda's House, and Blackwater (under Errata).
- Lots of writing fixes (typos, grammar, redundancies, etc)
Legends are rich with tales of lost cities, abandoned by their people and filled with the wealth of fallen empires. For the bold and adventurous, such places offer an oppurtunity for fame and fortune that cannot be ignored. But not every lost city wants to be found.
Ilgrave is an introductory module for Planescape, intended for three to five PCs of 3rd level. Suggestions for adjusting the level requirement are included in each episode. It can be inserted into any normal campaign, and by the end, the PCs should at least be familiar with many of the concepts found in Planescape. Although not at all necessary, owning a copy of the Planar Handbook and a copy of the Manual of the Planes is recommended. Ilgrave is divided into several episodes, with each episode being a self-contained module.
The campaign begins as a fairly standard module, but shortly after the second episode it takes a sharp turn towards matters of planar importance. Whether or not you explain this to your PCs is something that's entirely up to you.
Synopsis
PCs will arrive in Widdershins Swamp searching for the entrance to Ilgrave. They must deal with the two warring tribes of kobolds while simultaneously attempting to extract the necessary information concerning the location of the entrance to the lost city. This can be accomplished through diplomacy, violence, or even skipping the kobolds all together and attempting to find the entrance on their own.
The next episode begins once the PCs have discovered the location of Ilgrave's entrance and set foot in the excavation site.
Hooks
Money is probably the primary motivation for any party searching for Ilgrave. PCs may have heard rumors of a city filled with treasure and magical items buried beneath Widdershins Swamp. There have also been reports of undead wandering around the swamps, harassing travelers.
A dwarven excavation team recently (for dwarves, this translates to 25 years ago) investigated the rumors of a buried city in Widdershins Swamp. Shortly after arriving, all contact was lost with the dwarves. If any of the PCs are dwarves, an emissary from dwarven lands may approach their party and request that the PCs investigate the matter themselves and bring back word of the excavation's eventual fate (offering in return a reward worth no more than 5,000 gold). Additionally, they may be approached by a private treasure-hunter who has heard of the city and wishes to 'sponsor' an investigation by the PCs--he's willing to finance an expedition (up to 1000 gold) in return for 10% off the top of whatever the PCs may find.
Regardless of whether they are hired by a treasure-hunter or are working for the dwarves, the PCs are made aware that the exact location of Ilgrave's entrance has been lost to history and that the only person who may know is an old ranger by the name of Bartleby who lives along the road in Widdershin Swamp. So long as they follow the road to Bartleby's cabin, the PCs should have no trouble finding the guide and asking him for directions to the entrance.
Background
Although the PCs are lead to believe that there is a lost city buried beneath Widdershins Swamp, the only thing they'll find is a dwarven excavation site. This is not the location of the fabled Ilgrave. It is, however, the location of a portal to Ilgrave.
Ilgrave is not on the Prime Material plane. The only reason anyone has come to know of it is because of dwarven records that date back several centuries detailing the existence of the portal, and trade that had been going on between the dwarves and the denizens of Ilgrave. After a few centuries, nothing came through the portal any more and the dwarves assumed Ilgrave had lost interest. Recently, undead have started emerging from the abandoned trading hub--which prompted the dwarves to send in an expeditionary team to see what had happened. The team was never heard from again.
PCs who can make a Knowledge (Planar) check (DC: 15) have heard of Ilgrave, and know that it was a city formed by a cabal of powerful Wizards who established it as a utopia for magic-users throughout the Planes. No one has heard anything about the city for quite a few centuries, however, and all known portals (besides the one in Widdershins Swamp) have either been closed or forgotten about. PCs who can make a Knowledge (History) check (DC: 20) are aware that the dwarves traded with wizards at one time through means of an underground fortress underneath Widdershins Swamp that has since been abandoned. When making this last check, dwarves get a +5 to their roll.
PCs who hope to enlist Bartleby's aid will discover that Bartleby has been killed only a few days prior to the adventure; his attempt to bring peace between the warring kobold tribes in the marshlands cost him his life at the hands of the Mugwop tribe. The PCs will have to deal with the kobolds if they wish to get the information they seek.
Part 1: Widdershins Swamp
Although perhaps a bit more smelly than your average marsh, Widdershins Swamp is typical for wetlands. Most creatures here are fairly unaggressive, as the recent work of the Mugwop kobold tribe has forced many predators (such as the giant crocodiles) out of the region.
There are two kobold tribes within Widdershin Swamps: The Mugwop and the Widdershin. The Mugwop are a tribe of kobolds that broke off from the Widdershin, who have survived in the swamp for over three centuries, but have constantly been rife with tribal in-fighting. The break occurred after the arrival of Horace, a Lawful Good cleric who came to the Widdershin a year ago and started to successfully minister to the kobolds. With Horace's help, the Widdershin became far less savage and much more family-oriented. Some of the militaristic kobolds broke off and formed their own tribe, naming themselves after their leader (Mugwop). The Mugwop occupy the eastern swamplands, while the Widdershin occupy the western swamplands. Skirmishes sometimes occur between the two, but so far there has existed a delicate peace between the tribes. This peace is starting to break down thanks to the Mugwop.
Depending on where the PCs go first--if they venture off the road to the east, west, or go directly to Bartleby's cabin--they will encounter either the Mugwop or the Widdershin first.
There is a 10% chance every hour of the PCs encountering something from the following table. Additionally, you may simply roll or pick from the table below as you see fit to liven up the adventure's pace.
Table 1.1: Widdershins Swamp Encounters
D%.......Encounter..........Average EL.......Source
01-50....1d4+2 Kobolds......3................See Below
51-60....1d6+1 Zombies......2................See Below
61-65....1 Wight............3................Monsterous Manual
66-90....1 Bugbear Zombie...2................See Below
91-100...1 Crocodile........2................Monsterous Manual
AC 16 (leather armor), touch 13, flatfooted 13
HP 8 (1 HD)
Fort +2, Ref +2, Will +0
_____________________________
Spd 30 ft.
Attacks Spear (+0) (1d6-1/x2), Short-Bow (+3) (1d6-1/x2)
Base Atk +1; Grp -4
_____________________________
Abilities Str: 8, Dex 14, Con 10, Int 8, Wis 9, Cha 8
Feats Dodge
Skills Survival +3
Possessions short bow, 10 arrows, spear, leather armor
Depending on where the kobolds are encountered, they will either be part of the Widdershin tribe (Lawful Neutral) or the Mugwop tribe (Lawful Evil). Kobolds encountered along the road or to the east will be of the Widdershin tribe, while kobolds encountered to the west of the road will be Mugwop tribe.
Widdershin kobolds will be frightened of the adventurers and run almost immediately upon seeing them. Mugwop will also usually retreat from the adventurers, but if they outnumber the amount of PCs in the party, there is a 50% chance that they will attack. Whenever any of the kobolds retreat, they head directly to their main camp. Whenever fighting, both kobold tribes prefer to stay at range for as long as possible, pelting party members with arrows.
Zombies (CR 1/2)
As seen in the Monsterous Manual. These zombies are incredibly old, with many of them having been preserved by the swamp's gases. They attack on sight without provocation, and prefer to stay together in packs. Roll 1d4 to determine race (1 is dwarf, 2 or 3 is kobold, 4 is human). Upon killing any target, these zombies will drag their prey back to the Excavation Site. If PCs happen to find this information out, they may use it to follow the zombies back to the Excavation Site.
Bugbear Zombie (CR 2)
As seen in the Monsterous Manual. These zombies have not been emerging from the excavation site--instead, these zombies are the result of Magda (area 5) experimenting with an old Bugbear burial ground (area 6). Any PC who searches the Bugbear body may make a Search check (DC: 18) to notice that the corpse is infused with a strange, toxic oil-like substance. This substance is Blackwater, and will be discussed in detail later. PCs may take a sample of it if they have a vial or flask available. If a Bugbear manages to kill anything (including the PCs), it will attempt to drag the body back to area 5 (Magda's House) and put it into the pond there.
1. Bartleby's House
Bartleby's cabin can be found far north on the road in Widdershins Swamp. PCs can make a Spot check (DC: 15) to notice that several freshly broken kobold arrows dot the area, some of which have dried blood on them. There is nothing else of any particular interest outside of the cabin. Once PCs enter the cabin, read the following text:
The room is filled with the survival gear one would expect of a hermit living in the woods--fishing equipment, hunting equipment, and an iron stove. It is all tightly packed into the room, leaving almost no space to manuever. Of particular interest, however, is a thick leather-bound notebook on the floor besides Bartleby's body.
The interior of Bartleby's house is 10x15 feet, with a ceiling 7 feet high. A successful Search check (DC: 15) will unearth 100 gold pieces buried beneath the floorboards of the room. Otherwise, PCs will find very little of interest here except a fair amount of rations and survival gear for Bartleby. Anyone familiar with kobolds will recognize the arrows almost immediately as kobold-made.
On his person, Bartleby has a plain long-sword, short-sword, a broken composite shortbow, and 10 +1 arrows left in his quiver. Insects and rot have turned his studded leather armor and other equipment useless.
Bartleby's notebook is a daily accounting of the struggle he went through to reunite the Mugwop and Widdershin tribes. It explains the reasons why the Widdershin and Mugwop split, going so far as to mention Horace and his work to pacify the Widdershin (something Bartleby greatly approved of) and Mugwop's decision to split off from the Widdershin. It gives a fairly precise location for both the Widdershin and Mugwop tribes. No mention is made of the location of the entrance of Ilgrave, though Bartleby makes note that Horace has become as familiar with the swamp as he has.
Bartleby's notebook additionally mentions Magda's house, giving a precise location of where it is. He explains how he has been investigating the Witch of the Marsh recently, ever since there has been an upsurge in the appearance of the undead, especially Bugbears.
Rangers or PCs with the Track feat can track the kobolds who attacked Bartleby with a Survival check (DC: 9). There are six sets of kobold tracks, and they all lead back to the Mugwop encampment. If the PCs do this, skip to Part 2: The Mugwop Tribe.
2. Widdershin Village
The Widdershin Village can be found three quarters of a mile to the west of Bartleby's house. The Widdershin tribe is fairly peaceful thanks to the efforts of Horace, the tribe's human cleric and de facto leader. Ever since he arrived to minister to the kobolds (many of whom have been impressed by his abilities to heal their sick and wounded), the tribe has moved from a Lawful Evil mindset to more of a Lawful Neutral mindset. Horace lives in the cottage alone, where he spends most of his time praying or interacting with the kobold tribe's various elders.
There are 35 kobolds in all in the Widdershin tribe; 15 Widdershin Warriors, 15 standard kobolds (as seen in the Monsterous Manual), and 5 Widdershin Adepts (who are under Horace's tutelage). In the unlikely incident that the PCs attack the tribe, keep in mind that Horace himself will come to their aid against the PCs. Both Horace and the kobolds are eager to resolve any difficulties through diplomatic means, but they will not hesitate to defend each other to the death if necessary.
Only the adept kobolds know enough common to talk with the PCs, and they will insist that they go see Horace immediately. All the other kobolds will be too afraid to initially communicate, even if the PCs know how to speak kobold.
AC 16 (leather armor), touch 13, flatfooted 13
HP 8 (1 HD)
Fort +2, Ref +2, Will +0
_____________________________
Spd 30 ft.
Attacks Spear (+0) (1d6-1/x2), Short-Bow (+3) (1d6-1/x2)
Base Atk +1; Grp -4
_____________________________
Abilities Str: 8, Dex 14, Con 10, Int 8, Wis 9, Cha 8
Feats Dodge
Skills Survival +3
Possessions short bow, 10 arrows, spear, leather armor
AC 16 (leather armor), touch 13, flatfooted 13
HP 6 (1 HD)
Fort +0, Ref +0, Will +4
_____________________________
Spd 30 ft.
Attacks Dagger (-1) (1d4-1/x2)
Base Atk +0; Grp -5
Spells Known (CL 1st, 1d20+1 to overcome enemy SR):
0--Cure Minor Wounds, Purify Food and Drink, Light
1st--Cure Light Wounds, Bless
_____________________________
Abilities Str: 8, Dex 9, Con 10, Int 8, Wis 14, Cha 8
Feats Dodge
Skills Heal +5, Survival +3
Possessions dagger, leather armor
2a. Horace's Cabin
The cabin is a single-room home with a 10x10 foot interior and a ceiling seven feet high. Within this cabin is Horace Lightwater. He will be present here at about any time of day, and will want to speak with the PCs immediately. Additionally, a Search check (DC: 15) will find a leather bag of 75 gold behind the holy symbol on the wall.
AC 16, touch 11, flat-footed 16
HP 28
Fort +6, Ref +1, Will +7
_____________________________
Spd 20 ft.
Attacks Morning Star (+4) (1d8+1/x2), Heavy Crossbow (+3/x2) 1d8
Base Atk +3; Grp +4
Spells Known (CL 4th, 1d20+4 to overcome enemy SR):
0--Create Water, Cure Minor Wounds(x2), Purify Food and Drink, Mending
1st--Protection from Evil, Cure Light Wounds(x3), Command
2nd--Aid, Bull's Strength, Cure Moderate Wounds, Restoration (Lesser)
_____________________________
Abilities Str 12, Dex 9, Con 14, Int 10, Wis 16, Cha 17
Feats Brew Potion, Self Sufficient, Diplomacy
Skills Diplomacy +11, Heal +4, Knowledge (History) +1, Concentration +4, Craft (Glass-Blowing) +1, Craft (Alchemy) +1
Possessions Ring of Protection +1, Breast-plate, Morning Star, 150 gp, masterwork masterwork glass-blowing tools, masterwork alchemist tools, heavy crossbow, 25 bolts, Potion of Cure Moderate Wounds (x2), Potion of Bull's Strength (x2)
Horace Lightwater is a young handsome ash-blonde hair cleric with a clear and charismatic voice who has come here to work with the kobolds and try to improve their lives. He has succeeded to some degree in converting the Widdershin kobolds from a violent tribe of self-destructive humanoids into an actual community. However, Mugwop has recently split away from the tribe, and has taken residence in the western swamp. This concerns Horace greatly, as he knows that Mugwop is responsible for the recent death of Bartleby (who Horace considered a friend) and will likely soon attack the Widdershin tribe to regain his dominance and return the kobolds to their violent roots.
So long as the PCs have not killed any Widdershin kobolds, he will be friendly and courteous and willing to help. If the PCs have killed Widdershin kobolds, he shall be abrupt and to-the-point. He is willing to forgive mistakes the PCs have made, but if the PCs show no signs of remorse for their acts it is unlikely he will cooperate with the PCs (and if the PCs show interest in killing the kobold village, he will defend it to the death).
He does not know the specific location of Ilgrave, but he is aware that it is within the territory that the Mugwop tribe now lives in, and he also knows that Mugwop himself is intimately familiar with the area. So long as he feels the PCs are reliable, he will ask the PCs to help him deal with Mugwop--specifically by eliminating Mugwop himself. He feels this is the only option left to him after Mugwop's unwarranted attack on Bartleby. Slaying Mugwop, he believes, will cause the Mugwop tribe to collapse and most of their members to return to the Widdershin tribe.
If the PCs agree to deal with the Mugwop tribe, Horace will give them detailed information on their location as well as the number of kobolds in the tribe and a map of the area (see Part 2: The Mugwop Tribe). He will also give them a Potion of Cure Moderate Wounds and Bull's Strength to help them in their attempt. He recommends that once they deal with Mugwop himself, they search the surrounding area for the entrance. He warns that searching the surrounding area before dealing with Mugwop may be dangerous, as the kobold leader will assuredly take this as a sign of aggression and attack.
If PCs have taken a sample of Blackwater (either from Magda's House, or from a zombified Bugbear corpse) and ask Horace what it is, he comments on having heard some of the older kobold mention it before long ago when he first arrived. It seems to be a toxic substance that runs deep underneath the marsh, and brings a slow painful death to anyone who imbibes it.
5. Magda's House
This ancient termite-ridden single-story house looks as if it was whisked out of a claustrophobic cityscape and dropped harshly right in the middle of the swamp, sitting atop of a mound of dirt besides a stagnant dark green pond. Various signs hang over the door and in front of the house, many of them making such ominous exclamations as STAY AWAY, TRESPASSERS WILL BE POLYMORPHED, and WE DON'T WANT ANY. There is a small black pond filled with lilypads and toads off to the side of the house.
Magda's house is a mile and a half south-east of Bartleby's house (2 miles east of the road). Magda, otherwise known as the Witch of the Marsh, is rumored to be the oldest denizen of Widdershin Swamp. She lived in this rickity old house for as long as anyone can remember, and did not like trespassers. Recently, Bartleby has been investigating the old crone, but since his death she has been able to continue her dangerous experiments unchecked. The final result has been her death. Whenever rolling for encounters within half a mile of Magda's house, the encounter will always be 1d4 Bugbear zombies.
Additionally, if PCs inspect the pond, they find it is filled with a poisonous oil-like substance instead of water. Furthermore, all of the toads in the pond are actually undead. PCs who make a Spot check (DC: 18) will notice that the toads are behaving in a very odd way, and none of them are ribbiting. The toads do not attack, but are mindless (they move away from sources of damage and generally just sit on the lilypads all day).
If PCs knock on the door, they find that it is all ready open.
5a. Inside Magda's House
The stench of death is almost unbearable here. Countless beakers and flasks weigh down the various shelves in this room, each one labeled and filled with the preserved remains of various swampland creatures and their respective organs. Near the center of the room, a large wooden operating table with blood-slits built in to drain fluid down to the floor sits, with the remains of a rotting half-man half-frog corpse laid on top. The creature's chest cavity has been split open, and many of his internal organs have been removed and bottled for study. Nearby, several bottles sit on top of a desk filled with a black ichorous substance that is ominously labeled 'Blackwater'.
This is a single-room house with a 15 foot by 20 foot interior and a ceiling that is 8 feet high. A Search check (DC: 18) will reveal Magda's journal underneath the operating table. In it, she describes her discovery of an underground river flowing through the pond besides her house, as well as discovering the body of a strange half-frog half-man zombie. It was all ready nearly torn apart by the time it reached her, but she managed to stitch it back together and dissect it.
She has also discovered that the underground river carries with it a black oilish substance called Blackwater. This substance has the unique effect of causing any creature who is completely submerged in it for an entire day to become an animated corpse (as the spell Animate Dead). The undead seem to concern themselves with only one thing: Killing whatever they can find and dragging it back into the pond to reanimate it.
The last entry in the journal dates back to several days ago. Magda has been killed and reanimated; she now wanders the swamps much like the Bugbears, mindlessly seeking more enemies to kill and draw back to her pond.
There is over 150 gold pieces worth of alchemical supplies in the room, as well as masterwork alchemy gear.
6. Bugbear Burial Ground
This area is only 500 feet south of Magda's home. There will always be 1d4 undead Bugbears here. They attack the PCs immediately. Otherwise, there is nothing of particular interest to be found here.
_____________________________
Part 2: The Mugwop Tribe
Dealing with the Mugwop tribe is inevitable if the PCs wish to find and enter Ilgrave. The only entrance is directly south of the Mugwop Tribe camp, and because of the undead who have been emerging from it recently, Mugwop considers it dangerous and has it heavily guarded.
3. Mugwop Village
The Mugwop Village can be found one and a half miles north-east of Bartleby's house (1 mile east from the road). PCs who have all ready encountered and attacked Mugwop kobolds (either in self-defense or as an act of aggression) will be attacked on sight (however, refer to a paragraph below this one for circumstances under which Mugwop kobolds will flee). Even if none of the kobolds escaped to return to camp, Mugwop suspects someone or something of murdering one of his kobold scouting parties, and has the camp on high alert. Otherwise, the kobolds will not immediately attack the PCs, but will insist--through gestures and prodding pokes of their spears--that the PCs immediately speak with Mugwop himself. None of the kobolds except Mugwop can speak common.
The village has fifteen level 1 Mugwop Warriors. This does not include Mugwop himself, who is a level 3 Kobold Walloper. At all times, there will be at least two kobolds located in all positions on the map marked 'X', keeping constant watch. However, each kobold has a 50% chance of being asleep (sometimes both). Other kobolds will be found sleeping in the main camp, either in tents or outside in front of the main fire. Mugwop will always be inside of his tent.
If the PCs have killed half or more of the Mugwop Warriors (and the kobolds realize this), all remaining Mugwop Warriors must make a Will save (DC: 12) or immediately flee in terror. Once one kobold screams out the alarm (this is considered a free action, and kobolds will do it immediately on their turn if they are engaging the PCs in battle) Mugwop emerges from his tent 1d4 rounds later to face the PCs alongside his warriors. Mugwop will bring his potion of Cure Moderate Wounds along with him.
Any PCs who can speak kobold or find a way to communicate with the kobolds (assuming they do not immediately attack) will find that the kobolds are in absolute terror of Mugwop's wrath. If PCs somehow manage to overcome this terror, it is plausible that they can convince some kobolds to leave the camp, so long as they promise to protect them from Mugwop's wrath. All of the Warrior kobolds know of the location of the Excavation Site, and may be willing to trade this information for promises of protection (Intimidate or Diplomacy check, DC: 18).
AC 16 (leather armor), touch 13, flatfooted 13
HP 8 (1 HD)
Fort +2, Ref +2, Will +0
_____________________________
Spd 30 ft.
Attacks Spear (+0) (1d6-1/x2), Short-Bow (+3) (1d6-1/x2)
Base Atk +1; Grp -4
_____________________________
Abilities Str: 8, Dex 14, Con 10, Int 8, Wis 9, Cha 8
Feats Dodge
Skills Survival +3
Possessions short bow, 10 arrows, spear, leather armor
3a. Mugwop's Tent
This is Mugwop's tent. He will be located here at almost all times, along with one lietenant. There are 125 arrows here, three short-bows, 5 spears, 2 short-swords, and an unused buckler. Additionally, a Search check (DC: 18) will reveal a Cure Moderate Wounds potion hidden within a niche beneath the tree stump. Finally, the maps on Mugwop's table, while crude, detail the locations of the Widdershin Village, Bartleby's house, Magda's House, and the Excavation Site.
AC 17 (leather armor + buckler), touch 13, flatfooted 14
HP 23 (3 HD)
Fort +4, Ref +3, Will +1
_____________________________
Dazing Blow (Ex): Whenever a Kobold Walloper confirms a critical hit, the target is automatically dazed for the remainder of the round.
Crippling Blow (Ex): Whenever a Kobold Walloper hits a target who is dazed, the target is considered stunned for the next round.
Strike (Ex): If every attack a Kobold Walloper makes during his turn hits, they may make one additional attack at the end of their turn at their full BaB bonus with their main weapon.
Spd 30 ft.
Attacks Short-Sword (+3) (1d6+3/x2), Light Shield (+3) (1d6+3), Short-Bow (+5) (1d6+1/x2)
Base Atk +3; Grp 0
_____________________________
Abilities Str: 12, Dex 15, Con 12, Int 10, Wis 9, Cha 14
Feats Two Weapon Fighting, Improved Shield Bash
Skills Tumble +10, Survival +8, Intimidate +3
Possessions short bow, 25 arrows, short sword, breast plate, buckler, 50 gold
Kobold Wallopers are a specific prestige class for kobolds that can be found at the end of this module.
Mugwop will not be pleased with the PCs having entered his swamp, but he's interested in making a deal. He wants to overcome the Widdershin tribe and acquire leadership of all of the Widdershins Swamp kobolds; to do this, he needs to eliminate Horace. If the PCs make their desire to enter the Ilgrave area known, he is willing to allow the PCs safe passage in return for them eliminating Horace. If the PCs accomplish this task, Mugwop will make good on his word.
If the PCs walk in and simply attack Mugwop, he will fight to the bitter end. Upon slaying the kobold leader, the entire camp will descend into chaos and confusion. Mugwop's charismatic and intimidating hold was the only thing that kept the tribe together--ever since they have left Horace's tribe, the kobolds have been suffering from hunger as a result of a bad hunting seasons (this is why Mugwop attacked Bartleby--to ravage his home for food and supplies). Instead of attacking the PCs, many kobolds will simply run away in terror.
An alternative option is to sneak into Mugwop's tent (most of the kobolds aren't very observant). Killing Mugwop quietly and will cause the kobold tribe to fall apart as soon as his death is discovered (assume at least one hour).
Regardless of how the PCs deal with Mugwop, he is a considerably dangerous combatant. Mugwop will always use a shield bash every round for an extra attack, and if both his attacks hit he gets a third attack with his main-hand weapon. If Mugwop finds himself mortally wounded (reaching or dropping below 10 hit points), he will call for help. Assuming there are any left who can reach the tent, 1d4 kobold warriors will drop what they are doing and rush to his aid. Once Mugwop is slain, however, all kobolds will immediately flee in terror.
4. The Excavation Site
The Excavation Site can be found a quarter of a mile south of Mugwop Village, or one mile east of the main road. Mugwop keeps four level 1 kobold warriors (see Mugwop Village) and one of his lietenants (see below) here on guard-duty at all times. Each kobold has a 50% chance of being asleep when the PCs come across this area. If Mugwop is slain, these kobolds will abandon the site four hours later. Regardless of whether the PCs are friendly with Mugwop or not, these kobolds have been ordered to attack anyone who comes within the vicinity of the ruins without Mugwop's explicit permission. This is because Mugwop believes that agitating the well will only encourage more undead to come out. These particular kobold do not suffer from the Will save mentioned in the Mugwop Village section.
Once PCs have either slain, dealt with, or otherwise eliminated the threat of the kobold warriors, they may enter the Excavation Site without harassment.
AC 16 (leather armor), touch 13, flatfooted 13
HP 15 (2 HD)
Fort +3, Ref +2, Will +0
_____________________________
Dazing Blow (Ex): Whenever a Kobold Walloper confirms a critical hit, the target is automatically dazed for the remainder of the round.
Spd 30 ft.
Attacks Short-Sword (+2) (1d6+2/x2), Short-Bow (+4) (1d6+2/x2)
Base Atk +2; Grp -2
_____________________________
Abilities Str: 9, Dex 14, Con 10, Int 8, Wis 9, Cha 8
Feats Dodge
Skills Tumble +10, Survival +8
Possessions short bow, 25 arrows, short sword, leather armor
4a. Inside the Excavation Site
Once the PCs have reached this area, they have finally made it to the entrance of Ilgrave. The next area will be detailed in Episode 2: The Excavation Site.
Part 3: Errata
Blackwater
Blackwater is a special type of water infused with negative energy. Completely submerging a corpse in Blackwater for a day causes the creature to come back as an animated corpse. They immediately begin to attack any living creatures they come across, and drag any corpses they find into the same pool they first emerged from to reanimate them as well.
If a living creature is completely submerged in Blackwater, they temporarily lose a level. This level is restored immediately when a living creature emerges from Blackwater, but while they are submerged it can not be restored by any means (not even Greater Restoration). If the creature has only one HD, it is instantly slain upon being submerged. While a creature is soaked in Blackwater, all healing effects are divided in half and all healing takes twice as long until the Blackwater is washed away (either with a small sample of blessed water or by washing the creature completely in normal water). Casting Purify Food and Drink or Bless Water on a character covered in Blackwater also nullifies its effects. Purify Food and Drink can be used to effectively 'destroy' small bodies of Blackwater.
Drinking Blackwater has the same effect as if the PC was under the effects of Mummy Rot, and can only be cured with magic.
Kobold Walloper
"GO FOR THE KNEES!"
Although not always kobolds, Kobold Wallopers are attackers who have subscribe to a fighting style best described as 'hitting-below-the-belt'. Its practioners believe that in battle, anything goes, and the person who hits hardest fastest and in the nastiest spot is going to end up being the winner. More often than not, they're proven right.
Hit Die
d10
Requirements
To qualify to become a Kobold Walloper, a character must fulfill all the following criteria.
Race
Kobolds may ignore all additional requirements, and can take Kobold Walloper as if it were a favored base class. All other non-Kobold characters must fulfill the following criteria.
Base Attack Bonus
+5
Feats
Power Attack
Class Skills
The Kobold Walloper's class skills (and the key ability for each skill) are Climb (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).
Skill Points at Each Level
4 + Int modifier.
Class Features
All of the following are Class Features of the Kobold Walloper.
BaB Progression
As Fighter.
Saves
As Fighter.
Weapon and Armor Proficiency
A Kobold Walloper is proficient with all simple and martial weapons, light and medium armor, and shields (but not tower shields).
Heavy Blow (Ex)
Kobold Wallopers know how to throw their punches. Whenever making a melee attack, Kobold Wallopers may add their class level to any damage they do.
Dazing Blow (Ex)
Kobold Wallopers know where to hit. At level 2, whenever they confirm a critical melee attack, their targets are automatically dazed for the rest of their turn. Enemies who are immune to daze (such as Undead and Constructs) are unaffected by this ability.
Crippling Blow (Ex)
Kobold Wallopers know how to capitalize on a good situation. At level 3, whenever they hit a dazed opponent with a melee attack, the target is immediately considered stunned for the entirety of the next round.
Strike (Ex)
When everything goes their way, Kobold Wallopers know exactly what to do. At level 3, if every melee attack they've made during their turn has hit, they may make one additional melee attack at their full BaB score with their main weapon at the end of their turn.
Oppurtunist (Ex)
At fourth level, once per round, Kobold Wallopers may make an AoO against an opponent who has been denied their Dexterity bonus to AC.
Onslaught (Ex)
Whenever a Kobold Walloper hits you, they're just setting you up for the next shot. At level 5, whenever a Kobold Walloper hits a target with a melee attack, they may add a cumulative +2 competence bonus to hit that target again during this round. This bonus is negated once the round has ended. Unlike most competence bonuses, this bonus stacks with itself; however, it never stacks with any competence bonus from any other source.
Re: maps - if you want to just toss up a good verbal description or rough sketch - I've actually got photoshop and a pretty handy map template that we can use to create something really slick if this can get polished up enough for the PSCS.
Let me finish getting dinner into me (and the kitchen clean) and I'll give the module a more through look over. Hopefully others will also take a gander at it and give their thoughts on the matter.