02 PDF ForbiddenBook CavernsOfKehill Printfriendly V10
02 PDF ForbiddenBook CavernsOfKehill Printfriendly V10
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The Forbidden Book: Caverns of Kehill
L
ong has it been, since the days around the
local towns and strongholds were drowned in Getting into the
dark clouds, rainstorms and forgotten
dreams of demons trying to manifest in the adventure
world. Although they are almost forgotten, The adventure starts with the players meeting an old friend
but a century away, there is a new danger of theirs: Caratra Glorygem. Of course this happens in a
lurking. Hidden beneath the surface of the tavern. She is alone and badly wounded, asking for their
world, a strange force aims to establish a new age of demon help. To make it easy on the players, their characters
reign and it is approaching the final stages. For the already know her from their previous adventures. Pick up
Forbidden Book is almost complete and the demon lords on the backgrounds of your players characters and figure
may break the veil once more. out how many and who could be her friend. Make sure the
connections are positive and induce them directly into their
Foreword lives. They may have some good memories fighting with
her, maybe they once fought an ogre and she saved their
The Forbidden Book - Caverns of Kehill is an adventure for lives.
3-5 players of 4th level. The experience should be enough to Better yet: Ask a player how Caratra ties positively into
get them well on their way towards 5th level, should you their background and give them some room for
use the experience system over the milestone system. The improvisation. Whatever option you choose, remember to
story of the adventure aims to keep combat interesting by keep it fun and playful. Know your players and pick what
giving it context. Most importantly, I tried to keep this fits their style and comfort zone, pick an outgoing, creative
adventure easy to integrate by making the opening player if you are unsure. You may also let them know
somewhat modular. Caratra's best friend Alithyra Dryadsun, a human ranger
Should you want to play in this adventure, don't read it! important to the adventure. You may veto any facts they
Give it your DM and let him prepare it for you. If this is come up with. Do this right before the game starts.
your first time reading, try to get a feel for the opponents in
order get a grasp for the encounters prepared on the Who is Caratra Glorygem?
following pages. The document may help you run those The female dwarf has been badly hurt and cursed during
encounters, as most stat blocks are provided on the pages. her mission to rescue her friend. She is a rogue arcane
trickster and fights with two daggers, carrying a big sword
What once slept and bow on her back as backup. Her armor is of black
The Forbidden Book is an old demonic artifact, that was leather and silver accessories shimmer in the light of
destroyed and is manifesting after two hundred years. tavern fire. The more perceptive characters may see the
There are cults practicing rituals all over the world and the pockets next to them, into which those trinkets can be
heroes will find one of them. easily stored away to stealth.
This is the story of a group of adventurers, that stands She has a kind heart and the rogue profession came to
valiantly against the coming doom and, if they succeed, her as a necessity. Caratra grew up in the caverns of a
become heroes of the small town of Kehill. The Forbidden dwarven fort in the north and took off to find her luck
Book is an artifact of the demon lord Juiblex, trying to elsewhere, taking jobs from wealthy merchants as well as
extend its reaches into the realm of mortals and making its lousy thugs in harbor towns. She is currently on a quest for
presence known. The books that appear in this adventure a noble guild of adventurers. Her alignment is neutral good.
won't be this final Forbidden Book. Both books are She favors her own luck, yet has learned to rely on her
potential precursors to the final artifact, as would be fitting friends. Her best friend and companion is the human
to 4th level narrative, but still establishing a narrative of Alithyra Dryadsun.
potential evil for future settings. Who is Alithyra "Al" Dryadsun?
Al is a human ranger, of the hunter archetype. She is tall,
The starting town blonde and kind to look at. Compared to Caratra she is
The adventure can begin in any tavern or town, much younger, in the middle of her twenties, with rosy
but it features a specific village later on. They can cheeks and freckles. On a normal day, she carries a bow, a
all be changed to resemble other towns. Should green cape and two swords on her side. The arrows in her
you play setting agnostic I have provided a quiver, which are carved from different woods and bones,
sketched starting town for you (Blebuff) and you are all painted in white, with lean white feathers on the end.
may insert it into whatever map you play on. I All of her armor is in grey or brown, creating a patchwork
find it is most sensible to have the first scene of different leather types.
start in a tavern, since many parties rest in one Alithyra is not as talkative as Caratra, she is calm and
and it seems normal for adventurers to meet dreamy. Her prestine ability to hunt has made her
there. The small fishing village of Kehill is the indispensable to most of her contractors. She is chaotic
only place that I would keep unchanged and put good, and interprets her hunting of beasts as a necessary
about one to two days travel away from the evil. She would do anything for her friends and has a strong
starting town. bond to her family far away, whom she frequently writes
letters to.
Actions
Bite Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 10 (2d6 + 3) piercing damage. If
the target is a creature, it must succeed on a DC
13 Strength saving throw or be knocked prone.
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Below the Mines The Keepers of the Passage
The cavern system beyond the fortified mines smells of
Pete Shimmeringisles mold. It is made of rough stone. The kobold shaman
Pete is a man of average size, bolstering a curly mustache of Kat'Ungun is the leader of the kobolds in the mines,
incredible size. Compared to the other men in the mine he
guarding the passage to the caverns leading to the upper
underdark. As Pete and the heroes approach their
looks dashing, clothed in fine fabrics. His hands are soft and
entrance, Kat'Ungun is already alerted by the kobold
one can easily see, that he does not work here himself. Pete sentries. When they arrive at the palisade, the kobolds have
talks in a high voice and fancies big words for unimportant already manned it and Kat'Ungun talks to the adventurers
things. It wasn't his dream to work in a mine, but his former in the human tongue.
boss wanted him out of the picture for good. So he was He let Alithyra pass, as she was very friendly to the
advised to become a foreman. Pete enjoys playing cards kobolds and offered them many trinkets of dead beasts.
with the guards and besting them at it, the only way he Kat'Ungun has a tooth of a dragon around his neck from
gained respect in the last year. He is, however, the actual
her, which he bolsters proudly. He will accept any trinket, or
a payment of 10 gold pieces or more to let the heroes pass,
leader of the mining activities in Kehill and all obey, at least
because he himself likes Alithyra and fears for her. He even
with outsiders present. Should the heroes have taken down provides the heroes with a kobold guide, a small goblin
the guard, he is first skeptical, yet becomes friendlier over called Nib'Nib, to get them through cavern to the place,
the conversation, since he didn't like the front guard anyway. where Alithyra wanted to go. The kobolds themselves do
not go there, yet speak of old walls, made by an ancient
Pete Shimmeringisles will be as helpful as he can be to the race.
heroes. He has seen Alithyra and even helped her to get Kat'Ungun will also tell the adventurers to be very
into the mines, he feels guilty and thinks she is in danger as careful, for the dangers lurking towards the above-ground
well. Alithyra left a good impression with everyone and Pete grow unrestful. Many of the feral goblin tribes below seek
even mentions her wanting the play cards with the him, new living space. For something in the dark below is
after she returned. Al did go down about two days before driving them away. He can sense it in his bones. He has
the heroes arrived in Kehill and has not yet returned. He read it in the blood of his enemies, and whatever it is, it is
advised her not to go, but she went at her own risk. She growing stronger.
took a passage known to the miners, yet in the hands of
kobolds, that do not usually allow passage. This unexplored Beloved Nib'Nib, the Guide
passage may lead to deep cavern systems and even the Nib'Nib is a small and friendly kobold, that uses a small stick
underdark. to hit rocks on his way down. He likes to talk and engages
Roge, the mayor of Kehill, and Pete have struck a deal the adventurers in conversation on his way down to the
with these kobolds: they are left alone as long as they caves to which Alithyra went. His wet, sloppy steps on the
protect the miners against any threats from the caves below
the mine. Pete Shimmeringles side of the bargain with rocks of the tunnels may give the impression, that he has no
them is easy: he supplies them with cheap liquor in idea what he is doing, yet he is the best. Nib'Nib will always
exchange for rumors beyond the cave and assistance. look out for the adventurers should they get lost in the
Sometimes, the kobolds send their shaman to help out with cavern network below Kehill.
cave-ins, dangers or location of iron ore. So far, the kobolds
were true to their side of the deal, yet let almost
no one through their territory. Against the
will of his guards, Pete will bring the
adventurers to Kat'Ungun.
1 square = 10 ft.
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