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02 PDF ForbiddenBook CavernsOfKehill Printfriendly V10

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An easy to implement, heroic adventure for 3-5 adventurers of 4th level

For Dungeons & Dragons 5th edition


Concerning the following pages
This is an adventure written by me, StLion, alias Mirko Table of Contents
Hanel. It is written for Dungeons and Dragons 5th edition, The Forbidden Book: Caverns of Kehill
for a 3-5 player party of 4th level. Foreword
For information on copyright ownership, check the lists What once slept
on this page. All works used with permission. Artwork and Getting into the adventure
Logos are under legal protection, as described in the legal Helping an old friend
information section on this page. This adventure is made Caratra's und Al's quest
with the Homebrewery design tool, supplied by Rescue Alithyra, retrieve the book
naturalcrit.com and licensed under the MIT License. I am Journey to Kehill
not the creator nor owner of the Homebrewery and merely Kehill & Guest House
use it to create beautiful and easy to edit content. The Mines
To use this adventure it is recommended to use the Below the Mines
Player's Handbook, the Monster Manual and the Dungeon The Keepers of the Passage
Master's Guide. Official online resources may also help you
out, like D&D Beyond or the D&D SRD. The Dungeon: Caverns of Kehill
Please fully read the adventure before playing and Room 1-3
prepare it according to your timeframe and player group. Dungeon Map: Caverns of Kehill
The adventure may be completed in a normal session of Room 4-5
about 4-6 hours. I highly recommend getting to know the Aftermath
plot beforehand and tinkering with it to fit your current Studying the Forbidden Book
campaign, but that is entirely optional. Magic Items
Village Map: The Quiet Village of Kehill
Legal Information
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Artwork
Forgotten Realms, the dragon ampersand, Player’s Cover - "Can you hear the crickets? Speedpainting",
Handbook, Monster Manual, Dungeon Master’s Guide, artwork by SoldatNordsken
D&D Adventurers League, all other Wizards of the Coast (soldatnordsken.deviantart.com used with friendly
product names, and their respective logos are trademarks permission)
of Wizards of the Coast in the USA and other countries. All Page 1 - "Can you hear the crickets? Speedpainting",
characters and their distinctive likenesses are property of artwork in full by SoldatNordsken
Wizards of the Coast. This material is protected under the (soldatnordsken.deviantart.com used with friendly
copyright laws of the United States of America. Any permission)
reproduction or unauthorized use of the material or Page 3 - "The Black Book", drawn by me
artwork contained herein is prohibited without the express Page 4 - "Seaside Village", by SoldatNordsken
written permission of Wizards of the Coast. (soldatnordsken.deviantart.com used with friendly
©2016 Wizards of the Coast LLC, PO Box 707, Renton, permission)
WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Page 5 - "The Caverns of Kehill", drawn by me
Emile-Boéchat 31, 2800 Delémont, CH. Represented by Page 6 - "Cultists Caverns", drawn by me
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Page 7 - "Caverns of Kehill", drawn by me
Middlesex, UB11 1ET, UK. Page 9 - "Staff of Light" and "Amulet Piece", drawn by
me
On the cover Page 10 - "Kehill" drawn by DarthAsparagus
The small village of Kehill at dawn, as the first fishers (darthasparagus.deviantart.com commissioned
prepare to head out for an early catch. "Can you hear the specifically for this adventure, used with friendly
crickets? Speedpainting", artwork by SoldatNordsken permission - check out his works on the DMs Guild)
(soldatnordsken.deviantart.com used with friendly
permission) Special thanks to
DarthAsparagus, Konrad Ferlangen, SoldatNordsken, my
loving father and my awesome group that plays with me
every Sunday. This would never have happened without
you. I am very grateful to have you as my friends. Game on!

1
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.

THE FORBIDDEN BOOK: CAVERNS OF


KEHILL 2
Helping an old friend Rescue Alithyra, retrieve the
The adventure starts in Blebuff, a town with a population book
of about 2.000 souls, consisting mostly of humans. The The heroes must go to Kehill and find Caratra's friend
tavern the adventure starts in is called "The Tipsy Gipsy" along with the book she was supposed to have acquired.
and features six round tables, a dark interior and the Inn
Keeper Hank, a scrawny, but friendly old man. The town Al got lost in Kehill
around it is mostly build from wood. The sigil of the city is a Close to Blebuff, the village has about 100 people living in
shield with storm clouds and a lightning bolt before a it, mostly humans, some half-orcs. The mayor is Roge, a
golden and white background. Blebuff is ruled by the middle-aged half-orc with big fangs and long brown hair in
Merchant Guilds, however their true secret ruler is a storm braids. Kehill makes most of its money these days by
giant called "Cyne". The city has multiple districts, like the trading the stones from its quarry close to the houses. The
adventurers district, the merchant district, the tanner big white stones are shipped off and mostly used for the
district, the noble district and the blacksmith district. There temples of the region. Kehill is regionally known for its
is a small river running through the city. dried fish, which is, unlike it sounds, not a compliment.
On a rainy night, Caratra enters the tavern and is badly Most half-orcs work in the quarry, some humans fish
wounded and cursed. The adventurers notice her right mostly for their own supply. There is only a single road
away. Her wound is to the side of her right leg and makes it through the village and travelers do not stay long.
impossible for her to adventure on for almost a full week.
Most importantly though, she is worried about her friend The Forbidden Book
Alithyra Dryadsun, whom she lovingly calls "Al". She was Caratra warns the adventurers not to read the book, should
supposed to arrive some three days ago and has yet to they find it. She had to promise not to read it and it is part
return. Caratra urges the players to help her and supplies of her contract. Should the heroes not be able to acquire
them with details about what quest they were on. She is in the book, destroying it could also be an option. She herself
dire need of the heroes. A DC 15 medicine check reveals only has the information she needs, yet she heard of many
that she should have treated the wound earlier and hints at of those books being sighted, and people practicing rituals
the high price she must have paid to fulfill her last quest. with them.
The deep cut seems to have ruptured more than one time
during the healing process. Caratra cannot be healed The Villain Clock is Ticking
because of her curse and she needs to naturally recover. The heroes can leave in the morning and make quick
purchases of supplies for the journey, yet time is of the
Caratra's und Al's quest essence. Alithyra is in danger and Caratra knows this,
because she has a magic amulet, showing Alithyra's life
Both of them more or less were given the same task: signs. It ranges from green to red, with green meaning Al is
retrieve a book from a group of people practicing rituals of alive and well, orange meaning she is wounded and red
some sort. Since there were two books, they split up. While meaning she is badly hurt. The amulet is orange, with a tint
Caratra actually finished her quest, and managed to of red. Caratra lends the adventurers this amulet and it will
retrieve the book, Alithyra went missing. Caratra is deeply slowly go towards red, maybe even a purple and then black.
worried and also mentions, that the persons she found the Black however only means she is unconscious. Use this
book with were schooled in combat. This makes her device to make the party hurry, mentioning it, whenever
uneasy, as she suspects Alithyra to have gotten into a trap. they rest and thus make the rest feel risky. Allow them to
Alithyra was tasked to visit Kehill, a small fishing village rest however, since it is core to the adventure. Alithyra will
a day's journey north of the current city. She was to seek always just be unconscious, when they get to her. If they
the book and bring it to Blebuff, meeting up with her hurry, Caratra is thankful and lends the heroes her +1
friend. Caratra can only offer a share of the reward and her sword and gifts them a potion of healing (DMG p. 187).
deepest gratitude to retrieve the book and find Alithyra.
The reward would be half her reward and if they retrieve
Alithyra with the book she promises to match Alithyra's
reward as well, for a total sum of 1.000 gold pieces. Should How to handle reluctant Heroes
the heroes accept, she is very grateful and also promises Accepting the call to adventure gives roleplay
the adventurers the thanks of her contractors: a noble opportunities: Caratra needs the help of an old
adventurers guild. She also gives them a description of friend, which should address as many people in
Alithyra: blonde, tall, beautiful human with a bow and white the party as possible. Players talking about their
arrows. motivation and engaging the rest of the players
to join is already character building and gives the
emotional level of the conflict some "screen
time".
Anyone unwilling to help a friend should be
prepared to have their alignment changed from
good to at least neutral: Talk to the player directly
and figure out a way to have him or her accept
the adventure. There are many ways to do this, of
course everybody wants to tag along with the
group, but sincere motivation is the spice of any
true adventure. However you convice your
players, never forget to have fun!

THE FORBIDDEN BOOK: CAVERNS OF


3 KEHILL
Journey to Kehill Kehill & Guest House
The journey to Kehill should take the adventurers a little Kehill does not have a tavern for the heroes to approach.
more than a day and involve one long rest. During this rest, Instead it has a small house with guest rooms, which
they encounter three Wolves of Kehill. belongs to an old lady, called Kiora. There is a sign out
These beasts are hungry, one of them is wounded (at half front, dangling in the sun. The lady makes the adventurers
HP) and is the son of the other two. The one leading is the a delicious fish pie and praises her badly smelling dried
male, with a big scar in his face. His teeth are sharp and he fish in the back. Her son Bertom, a half-orc, is occupying
aims to kill. His companion, the female wolf, is concerned one of the rooms in the guest house, yet only
about her wounded son, that has a wound on his torso. communicates via yelling with his mother.
They will stalk the camp of the adventurers and if the The guest house features a kitchen and a small room on
heroes have set up guards, roll against their passive the ground floor. The kitchen has two tables and a cozy
perception and see if the wolves are discovered. fireplace next to the cooking stove. Kiora sleeps in the back
Approaching a camp with a guard gives the wolves room. On the second floor there are 5 rooms, each of which
disadvantage on stealth. If there are no guards set up, the costs 3 silver a night. The food is free, as Kiora uses the
wolves stealth normally and should they succeed, they opportunity to ask the adventurers about their heroic
ambush the adventurers. However, the wolves will not fight stories. This is a chance for them to talk a little about
to the death and attempt to flee once they are badly themselves. And maybe their quest in Kehill.
wounded.
Other ways to conclude the encounter could be for the Alithyra's Room
players to calm the wolves by speaking with them or Almost anyone can tell them, that three days ago Alithyra
providing food. If the beasts are discovered early, they snarl, arrived and took a room at the guest house. It has not been
making themselves known and the female tries to hide her cleaned up and is still in its old state. Kiora can be easily
wounded son behind her, thus providing opportunity for (DC 8) persuaded to let the heroes in and let them do some
those with the ability to talk with animals or animal investigation in the room. Alithyra's clothes are on the floor,
handling to get into contact. The small pack will gladly her equipment is only roughly organized and there are
forgo their attack for a healing spell on their wounded son, signs of a sudden departure. A DC 12 investigation check
openly signaling their need to feed him in order to heal. reveals, that she took all her fighting gear and left her town
They can also be fed and will then leave. Any scenario clothes and traveling equipment, such as a tent and daily
awards the standard amount of experience points for the rations.
encounter (3x200xp). What the heroes always find is a letter on the table:
Noon. Talk to Pete. Strange things in the mines. This is
a note Alithyra took while talking to the mayor Roge, after
Wolf of Kehill which she hastily took to the mines, expecting the ritual to
Large beast, unaligned have started already. Roge can also point the heroes in the
direction of her room and the mines if they seek to
Armor Class 14 approach him. After this hint they should be on their way to
Hit Points 32 (5d10 + 5), Wounded Cup: 12 the mines. If they are not, have a peasant tell them he saw
Speed 45 ft. her run into the mines to speed things up.

STR DEX CON INT WIS CHA The Mines


17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) Standing in front of the mine entrance is a huge half-orc
wielding a pick. He is wearing a standard mining uniform
Skills Perception +3, Stealth +4
and won't let anyone in without a good reason. His foreman
Senses passive Perception 13 Pete Shimmeringisles does not want to be bothered during
Languages - any time. A DC 10 persuasion check should convince him,
Challenge 1 (200 XP) it is harder to intimidate him, with a DC of 15. He will even
show the PCs the entrance area and guide them to the
Keen Hearing and Smell. The wolf has advantage working area. Should they fight, ask the players if the want
on Wisdom (Perception) checks that rely on to use non-lethal attacks and use the stats of a Thug for the
hearing and smell. guard (MM p. 350). In the mines, the players should meet
and engage with Pete Shimmeringisles.
Pack Tactics. The wolf has advantage on an attack
roll against a creature if at least one of the wolf's
allies is within 5 feet of the creature and the ally
isn't incapacitated.

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.

4
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 - Entrance, pickaxe and uniform storage


2 - Storage
3 - Sleeping quarters for the workers
4 - Old mine hall, some tables and chairs. Pete plays cards
with his guards here
5 - Stone quarry
6 - Ore quarry
7 - Palisade of the kobolds, the passage to the underdark

THE FORBIDDEN BOOK: CAVERNS OF


5 KEHILL
Encounter in the Cavern
Adventurers reaching this part of the campaign have Wandering Bugbear
successfully navigated their way through a mine towards Medium humanoid (goblinoid), chaotic evil
the underdark, followed a trail and engaged in much
diplomacy. This is awarded with 750 experience points for Armor Class 16 (hide armor, shield)
each player. Hit Points 27 (5d8 + 5)
The heroes have to combat their way through several Speed 30ft.
monsters inhabiting this upper layer of the underdark. The
monsters are defensive and aware of the presence of the STR DEX CON INT WIS CHA
other monsters; thus, it is hard to surprise them. Noise only
communicates to them that danger is approaching. After 15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)
the first combat it will be almost impossible to surprise the
next monsters, and it is more likely for them to surprise the Skills Stealth +6, Survival +2
adventurers. Senses Darkvision 80 ft., passive Perception 10
Finally, at the end of the dungeon, there is a room used Languages Common, Goblin, Undercommon
for rituals of the local demon cult and the forbidden book, Challenge 1 (200 XP)
which the party is seeking. Alithyra is being held captive
there, unconscious but stable. The last room also features Brute A melee weapon deals one extra die of its
an exit, leading to a burrow not far from town, which the damage when this creature hits with it (included
cultists use to reach their ritual destination. The entire in the attack).
dungeon is in darkness. It was formerly inhabited by Surprise Attack If the bugbear surprises a creature
dwarfs, which used it as a hub to reach the surface, thus and hits it with an attack during the first round of
there is also a ravaged tavern to be found here and some combat, the target takes an extra 7 (2d6) damage
weathered dwarven stonework. from the attack.
Room 1 Actions
The endless tunnels lead the adventurers to this room. Darksteel Morningstar. Melee Weapon Attack: +4
Should the adventurers be accompanied by Nib'Nib, he will to hit, reach 5ft., one target. Hit 11 (2d8 + 2).
stop here and wait for them. There are four braziers here,
filling the room with a smell of burnt wood. The ashes in Darksteel Throwing Knife. Ranged Weapon Attack:
them are almost fresh and the bowls are still hot. The door +4 to hit, range 30/120 ft., one target. Hit: 5
to the west is closed and of dark wood. (1d6 + 2) piercing damage.
Room 2
This room is a resting place for several goblins and
bugbears. Goblins have their faces painted white. The
encounter is of medium difficulty. As the adventurers enter
the room, the bugbear and the goblins seem to be arguing
in their language, both parties draw their weapons Skullface Goblin
immediately and engage in combat with the heroes. On a Small humanoid (goblinoid), chaotic evil
party of 3 members, award an additional potion of healing
after combat (DMG p. 187). Armor Class 15
Hit Points 6 (2d6 - 1)
1 Wandering Bugbear Speed 30 ft.
4 Skullface Goblins
There are some book cases in the room and a barrel, filled STR DEX CON INT WIS CHA
with dwarven ale. The resting place of the goblins is on the 9 (-1) 15 (+2) 11 (+0) 9 (-1) 9 (-1) 9 (-1)
west wall, mainly straw and a few water skins adorned with
bones. There are strange markings on the wall, a DC 13 Skills Stealth +7
arcana check identifies them to be symbols of ancient Senses Darkvision 80 ft., passive Perception 9
goblin races, known to lurk the caverns beneath. They are Languages Common, Goblin
drawings of magic and the goblins believe them to be Challenge 1/4 (50 XP)
magical as well. Should the adventurers take a short rest in
this room, they are ambushed by the bugbears of room 3 at Nimble Escape. This creature can take the
about half the rest. Disengage or Hide action as a bonus action on
each of its turns.
Room 3
There are bugbears in this room which pay close attention Actions
to room 2, since they are in diplomacy discussion with the
goblins, where they want to go next and if they should stay Darksteel Spear. Melee Weapon Attack: +4 to hit,
together. If they hear combat noises, which should be a reach 5ft., one target. Hit 5 (1d6 + 2) slashing
perception check with advantage against a DC of 10, they damage.
will wait for the combat to cool down and wait for their
brethren to come out. Should they not come out, they will
go in after a short while and surprise the adventurers.
2 Wandering Bugbears
THE FORBIDDEN BOOK: CAVERNS OF
KEHILL 6
                    Caverns of Kehill

1 square = 10 ft.

THE FORBIDDEN BOOK: CAVERNS OF


7 KEHILL
Room 4
There is a lone tavern here with a collapsed tunnel to the
north of the room, which the goblins and bugbears took to Cultist of Juiblex
reach this room. There is also a barred door to the south, Medium humanoid (human), chaotic evil
with the wooden bar on the inside of the room. The former
tavern is inhabited by some rats. Armor Class 12
There is a blue fungus in the northern tunnel, that Hit Points 9 (2d8)
Speed 30ft.
spreads from a small hole in the wall, which is what the
goblinoid creatures fled from. Any character with a
poisoner's kit may extract one dose of poison from the STR DEX CON INT WIS CHA
fungus. The extracted poison adds 1d4 poison damage to 11 (+0) 13 (+1) 11 (+0) 11 (+0) 10 (+0) 11 (+0)
the next two attacks, once it is applied and has one use.
There are three tables here and a bar, yet the place is
ravaged by rats. After the encounter the players can easily Skills Religion +3
approach the last door. Short rests in this room add 1d8 to Senses passive Perception 10
Languages Common, Orcish
the hit points recovered, which can be discovered with an Challenge 1/8 (25 XP)
easy (DC 8) survival check. There are crushed dwarven
mugs and bowls to be found here, which hint at the Dark Devotion to Juiblex. Cultists of Juiblex have
dwarven origin of the place. After a short rest, you mave advantage on all saving throws against going
have the amulet, which shows Alithyra's life signs, go to prone, being charmed or being frightened.
white, to show that the adventurers must now hurry.
Room 5 Actions
The last room is not as easy to enter. The door is barred Slimy Ritual Sword. Melee Weapon Attack: +3 to
from the opposite side. A DC 10 strength check may crush hit, reach 5ft., one target. Hit 4 (1d6) slashing
the door enough to open up a small space to crawl through. damage, with an additional 1 poison damage.
A DC 17 strength check may bust the door open, advantage
if more than 3 players all push in at once. A rogue may
unlock the door, by pushing the bar open with thieves' tools
(DC 10 Sleight of Hand check).
In the room is a small raised area to the east, with a Juiblex Cult Leader
ritual stone circle, some barrels and crates, a cage and a Medium humanoid (half-orc), chaotic evil
ladder leading to another exit. There are cultists in dark
robes, chanting along its leader in unholy prayers. Alithyra Armor Class 13 (+1 ring of protection included)
is locked in the cage and unconscious. The demon cult Hit Points 45 (8d8+5)
attacks without hesitation. Speed 30ft.
4 Cultists of Juiblex
1 Juiblex Cult Leader STR DEX CON INT WIS CHA
As soon as the heroes enter, the Juiblex Cult Leader will 11 (+0) 15 (+2) 13 (+1) 11 (+0) 15 (+2) 14 (+2)
use his Oozeform and engage his enemies. He uses the
black book as a spell focus. As long as the Juiblex Cult Skills Deception +4, Persuasion +4, Religion +4
Leader lives a choir can be heard aiding the chants of the Senses passive Perception 10
ritual. The demonic runes in the room drench the air in a Languages Common, Orcish, Undercommon
smell of decay and rot. Anyone attacking with a weapon of Challenge 2 (450 XP)
slashing or bludgeoning damage type hits critically on a
natural 19 and 20 (champions hit critically on a 18, 19 and Dark Devotion to Juiblex. This creature has
20). advantage on all saving throws against going
Once the Juiblex Cult Leader goes down, the rest of the prone, being charmed and being poisoned.
cultists may want to flee the scene and reach the ladder on
the north-eastern wall of the room. Actions
Once the fight is over, Alithyra can be rescued and Multiattack. The Leader makes two melee attacks.
brought back. Holding the book requires a DC 10
willpower save or it cannot be carried for a full hour by that Demonic Ritual Sword. Melee or Ranged Weapon
person, advantage for halflings. There are 200 gold and Attack: +5 to hit, reach 5ft. or range 20/60, one
several items in the cave: target. Hit 4 (1d6) slashing damage, with an
additional 3 (1d4) poison damage.
Staff of Light +1 (page 9)
Ring of Protection (on Juiblex Cult Leader, DMG p. 191) Bonus Actions
Amulet of the Guarding Seas (page 9) Inside Room 5 this creature may use a bonus
The Forbidden Book action after one of its actions.
The exit via the ladder takes the adventurers to the surface. Oozeform (Recharge 5-6). This creature may
The way through the caverns is marked with blood and the transform into a greenish ooze and teleport 50 ft.
steps of the cultists can be easily spotted. They emerge inside of his current room, keeping all stats and
from a secret entrance to these caves, which is close to making him resistant to all damage types. It
Kehill itself. returns to normal at the start of his next turn.

THE FORBIDDEN BOOK: CAVERNS OF


KEHILL 8
Aftermath
After getting Alithyra to safety, healing her or giving her a
long rest, she will come to her senses. A full nights rest in
the guest house should be the best way for her to recover.
Once she awakes, the last thing she can recall is entering
the dungeon and being ambushed. She is thankful for her
rescue and a little ashamed of her failure. When Alithyra
talks with anyone about what happened, she will tear up,
unable to hold back the emotions, for she realizes she just
barely escaped death. After this she will be happy once
more and speak with the adventurers.
Pete Shimmeringisles will visit the adventurers and talk
about their return. He is surprised and happy to see them
all again, bringing wine and delicious food to celebrate. The
cultists were local fishermen, who had fallen in with a
wandering Juiblex Cult Leader. Once returned to the
almost fully healed Caratra, they give the adventurers their
reward and she and Alithyra bring back the books to their
contract giver. They are both in good spirits and rejoice in
reunion, drinking a full night with the adventurers if they
please. Award the players 500 experience points each.
Studying the Forbidden Book
Should any adventurer want to open the book and study it, Magic Items
they must succeed on a DC 10 willpower save or lose a full
hour of memory, during which they will furiously flip Amulet of the Guarding Sea
through the pages and consume the dark magic within. Any Wondrous item, rare (requires attunement)
reader will temporarily lose 2d6 hit points from their This amulet, set with a blue stone has a lighter blue
maximum hit points until the next dawn and seem pale. On swirling point of energy in it. This point of energy always
a successful safe, a reader may study the pages and rituals points towards the nearest ocean and takes about 3
in the book and gain advantage on their next two arcana seconds to find its new location on the edge of the gem.
checks regarding any rituals, markings or dark arts. It also grants resistance against fire damage once per
day against the first source of fire damage, refreshing at
Optional rules for reading the book dawn the next day.
Because the pictures and instructions in the book are
ungodly and promise great power, many players may be Staff of Light +1
drawn towards the book. In order to implement the book Staff, rare (requires attunement by a druid, sorcerer,
into your campaign setting and balancing it, here are some warlock or wizard)
ideas for mechanics in order to handle the trappings of evil This staff can be wielded as a magic quarterstaff that
power into your game: grants +1 bonus to attack and damage rolls made with it. It
Character development - Offer the warlock as a is crowned by a yellowish gem, that splits incoming light
multiclass option for the character into tiny rainbow patterns and adorned with a golden ring.
Plot hook - A side quest to pursue a mighty ritual The golden ring is held in place by a tiny hinge and must be
dagger, which the book revealed to the reader. secured with an additional hand while stealthing.
Corruption points - Which may reappear in the Whenever the wielder attempts to stealth and cannot hold
campaign (just tell your players that they get them the staff in both hands, thus stopping the ring from rattling,
whenever they mess with the dark arts and figure out a he or she gets disadvantage on stealth checks.
system later. Maybe the more points they get, the more The staff has 3 charges. As an action the user may cast
penalties they get for entering temples or holy places?) the light spell, expending one charge, or cast daylight,
Madness for Power - You may have the player become expending 3 charges. The staff refreshes 1d3-1 charges at
mad. First for a short while, then for longer periods of dawn every day. Once there are no more charges left, the
time in exchange for raising their intelligence score by a staff merely loses its color until it refreshes one or more
point (Madness rules on page 258 DMG). Be careful charges.
however, as this system is the most difficult to balance
and could render the character unplayable. Be sure to
handle the risk of character death openly with the player
reading the book.
Failure to deliver the book
Should the players not deliver the book Caratra is
displeased. She is suspicious and warns the adventurers,
that the book is extremely dangerous. However, she values
the life of Alithyra and her friends on the quest more than a
quest.

THE FORBIDDEN BOOK: CAVERNS OF


KEHILL
9
The Quiet Village of Kehill

                                           1

                    2

                           3

                                  1) The Mines of Kehill


                                  2) Mayor Roge's House
                                  3) Guest House of Kehill

THE FORBIDDEN BOOK: CAVERNS OF


KEHILL 10

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