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Crown of the kobold king pdf download

Crown of the kobold king pdf download

GameMastery Module D1: Crown of the Kobold King,Crown of Midnight PDF Details

crown-of-the-kobold-king-pdf 1/19 Downloaded from blogger.com on June 15, by guest times for their favorite novels like this crown of the kobold king pdf, but end up in Download the Module: Kobold Crown GameMastery of King pdf for free; Download GameMastery Module: Crown of the Kobold King free; GameMastery Module: Crown of Revenge of the Kobold King is a dungeon-based adventure for 5th-level characters compatible with the world’s most popular roleplaying game. This takes your heroes back beneath the The original adventures Hollow’s Last Hope, Crown of the Kobold King, and Hungry are the Dead, all expanded and updated for use with Pathfinder Second Edition. Over a hundred Crown of the Kobold King is a low-level dungeonadventure written by Nicolas Logue that pits the players against a mischievousKing of the Kobolds and his noisome minions. A raid on a ... read more




Add Her profile says she works for the company. Don;t despair over it, choose to be confident, if you have insurance see a therapist, and try cognitive behavior methods CBT - CBT is a popular successful method that trains your brain to have normal reactions instead of anxious reactions. Librarians-Ask Us, We Answer. Can someone please clarify this for me. I think she;s trying to find her friend GameMastery Module: Crown of the Kobold King. A small child. if you;re looking for one about Making Money Using the Internet for free, theres one that worked great for me from ImFlatBroke. minority business owners involved in transportation related contracts Moodule: from DOT - Grant The abbot alone knew the safe path through the chamber, which involves skirting the circumference west and then cutting a path east after passing the obelisk and looping back south to the eastern exit. Anyone stepping on a pressure plate unleashes a magical discharge of energy and takes 1d6 electricity damage.


This charge also activates the powerful magnetic quality of the obelisk. The entry doors are yanked shut and jammed by the magnetic pull, just as those over the alcoves are wrenched open. Anyone wearing metal armor is dragged 10 feet toward the central obelisk every round DC 10 Strength check to resist this pull, DC 15 Strength check to move normally, although half speed away from the lodestone. Once pulled to the obelisk, such characters are pinned as in a grapple. Success on a DC 10 Strength check is required to take any action, and a 15 on the check allows a character to pull free of the obelisk. Metal objects secured on a person are ripped free and cling to the obelisk. Metal objects gripped shields or weapons are wrenched from the hands of anyone failing a DC 10 Strength check even if this check is made attacks made with held metal weapons have a —2 penalty.


The lodestone retains its magnetic quality for 1d4 minutes but can be deactivated earlier if it is struck with a second electrical discharge. Monument of the Forge War EL 3 This arched chamber contains two rows of statues, one on the east wall and one on the west. The statues to the east depict fearsome dwarven warriors clad in simple plate armor and hefting their warhammers high. Opposite these are statues of dwarves depicted in grotesque caricatures as overly obese, pig-nosed brutes with huge grinning mouths and beady eyes. The western statues stand in two lines, the front kneeling, and both holding sharp, jutting spears leveled at the smiths opposite them. The corpse of a kobold is impaled on the west wall. His limp body sags on the haft of a stone spear, eye to eye with his statuesque killer. They laid low the elite armies of the King depicted to the west and paved the way for a joyless theocracy dedicated to Droskar, but they perished to the last in the bloody battle.


A DC 20 Knowledge history check reveals this information. Trap: The kobold fell prey to a deadly trap meant to prevent anyone from reaching area 9 beyond. This room is constructed with tumbling gears housed in the walls and pressure plates across the floor near the middle of the room. When triggered the room lurches suddenly on its side, rotating 90 degrees. Those in the room are hurled toward the double line of spears on the west wall. On the following round the smiths charge across the room falling on 12 pulley-suspended cables and smash into anyone pinned by the spears a DC 15 Reflex save avoids the hammer wielding statues.


The chamber rights itself automatically one minute later, resetting the trap. module D1 9. Chronicle of the Faithful This simple room has polished walls of obsidian that bear long lists of Dwarven names. Grasp of Droskar Aura moderate transmutation and divination; CL 10th Slot gauntlet; Price 12, gp Description This left-handed black iron gauntlet appears little more than a dull soot-stained plated glove at first glance, but in truth it is a powerful boon granted by Droskar to his most faithful subjects. Placing the glove on your left hand causes excruciating pain as your appendage curls into a tight fist and then slowly transforms to supernaturally hard black stone.


You cannot use your left hand for anything beyond smashing it into objects or creatures you cannot carry a shield or secondary weapon and you take a —4 on skill checks that usually require two hands. The gauntlet cannot be removed without a successful casting of remove curse, break enchantment, or a similar spell. The item also grants you the ability to use the gauntlet as a secondary natural weapon. In addition, the Grasp of Droskar allows its wearer to use stone shape once per day. A DC 15 Search check locates the trigger. A simple stone bed stands in one corner near a large stone table. A large anvil also rests here, looking somewhat out of place. A massive maul has been attached to the anvil by a crude mechanical arm, and a dwarf skeleton, his skull crushed, rests atop the anvil. The last abbot was a gnarled old dwarven monk named Gristogar Ashbreath, who served Droskar unwaveringly even as the theocracy crumbled around him.


After some contemplation, the abbot went to the forges and painstakingly crafted his final testament of devotion to the Dark Smith, a simple metal machine consisting of a large anvil with a hammer above locked on a mechanical hinge. When activated, the hammer slams to the anvil with thundering force. Gristogar lugged the device back to his quarters, prayed his last, laid his head upon the anvil, and triggered it. The mighty hammer blow pulped his head, sending shards of skull in all directions. His skeleton remains unmolested here, slumped across his gruesome machine. Creature: Gristogar crafted a homunculus to serve him ages ago. Treasure: A half-finished obsidian statuette of an owlbear rests on the table 13 CROWN OF THE KOBOLD KING worth 20 gp. In addition, an obsidian tablet rests on his table carved with a last message to the dark god.


This relic of the old dwarven theocracy is worth gp. A pedestal in the center of the room shows a map of this level, demonstrating the connections of each opening to their dedicated areas of reconnaissance. Creature: An allip agent of the dark fiend that lurks deep below the monastery is here gathering intelligence for its hideous master. Allip CR 3 they are destined to overthrow their king and shaman—or simply torment the pathetic creatures. Area Mess Hall EL Varies Three large stone tables stand in the middle of this room, while the long benches that once stood next to them have been knocked askew and overturned. hp 26; MM 10 Our people have lost their way. They flee the shelter of your great forges. Our fires dim, my master.


We have failed you. No use to you here, I now come to you. I shal join you in the Black Forge, whether to serve at your anvil or stoke its flames with my soul. iron gauntlet. This gauntlet is a magic item invested with power by Droskar himself. The gauntlet is one of several commonly referred to as the Grasp of Droskar. Listening Chamber EL 3 Simple stone benches line the walls of this octagonal room. These benches are positioned near small openings along the west, northwest, and northeast walls. An unusual device that resembles a stone trumpet is attached to the northeast wall near the opening.


A faint whispering sound permeates this chamber. This secret room is where Gristogar Ashbreath spied upon his disciples to ensure their faithful devotion to Droskar. The entire monastery was constructed to channel sound into this room from several places. Gristogar spent many hours here each day listening to his monks at their vespers in the chamber of penance area 16 , conversations over meals in the mess hall area 12 , and secrets whispered to the dead in the ossuary area Three stone 14 Tactics During Combat As soon as any creature enters the chamber the allip begins babbling and attacks. If the PCs arrive here before exploring the rest of this level, they can get an idea of what awaits them by listening at the holes.


The northwest opening allows anyone next to it to hear what transpires in the ossuary. Currently the PCs hear the sobs of the young boy, Savram Vade, who is trapped in area The western opening listens in on the Mess Hall area Listeners there discern the squeaking yaps of kobolds hurling curses and threats, followed by the crack of a stone striking one in the head and squeal of pain. Get out of here! The northeast opening ties into the Chamber of Penance area 16 , where the young kobold mystic named Kerrdremak argues with a handful of kobold warriors. Kerrdremak, the shaman-in-training under Jekkajak, is complaining to the warriors about the troubles befalling their people as of late. He recaps the information in the Adventure Background in a monologue of consternation at the tragedies befalling their tribe, only interrupted by squeaked affirmations from his audience.


If the PCs choose, they might use the trumpet to fool Kerrdremak and his little band of malcontents into believing module D1 This is where the monks of the Crucible took their grim meals of tasteless gruel in silence. Creatures: This chamber is now the site of a heated battle between kobold warriors of Merlokrep and a few of their captives, who escaped their holding pen on level 2 and made it to here before being overtaken. The Gray Eagles were swarmed by a large hunting party of kobolds. Originally dejected by the death of his friends, Edgrin consigned himself to his fate, but when the children were hurled into the holding pen with him Edgrin grew determined to help them escape. The bard and Tyran overwhelmed their guards with more than a little help from the courageous Kimi Eavewalker. As they sprinted for freedom, Tyran and Hollin were felled by paralytic-poison-coated spears, but the other children and Edgrin made it to level 1.


They took a wrong turn toward area 18, where Edgrin watched helplessly as the forge spurned there dragged little Jurin Kreed into the darkness. The escapees reversed direction but the kobolds, fast on their heels, caught up to them here in the Mess Hall. Edgrin and Kimi decided to make a stand and buy Mikra and Savram time to escape. Now the overweight halfling and brave little girl fight for their lives against a band of evil kobolds in a pitched battle. Edgrin is a sweaty, moon-faced little halfling whose heart is as big as his stomach. Edgrin is all courage and spitfire, willing to die to save any of the children. Kimi is a black-haired young half-elf girl with fierce green eyes wearing a leather hunting vest, slacks, and high hard boots, looking like a miniaturized adventurer.


Her bravery flows from her need to protect Mikra, who she treats as her kid brother although he is older than her. Kimi cannot be dissuaded from helping the party save the other children, and if ordered to wait in safety somewhere, she sneaks off to find the others as soon as the PCs turn their backs. Languages Common, Halfling SQ bardic knowledge Gear broken lute, dirty clothes During Combat Hurl javelins from afar, trip or disarm foes with flying talons, or charge with short spear if they are mounted. Morale Bloodscales are brainwashed to fight to the death. They attempt to recapture her without harming her too badly, as Jekkajak wants her alive. Mikra is crying under a table and clutching his head.


The other four kobolds rush to engage the PCs. Morale If Yagrik falls or more then two of their number are slain, the kobolds flee. fear Edgrin Offense Spd 20 ft. Morale Edgrin will die to save the kids. Flying talon This light exotic piercing weapon consists of a three-pronged barbed hook attached to a length of chain. The talon gives its wielder a reach of 10 feet and deals 1d4 piercing damage or 1d3 for Small creatures , threatening a critical on a natural If the opponent resists the trip attempt and tries to trip him in turn, the wielder may drop the talon to avoid falling prone. Cost: 15 gp; Weight: 5 lb 15 CROWN OF THE KOBOLD KING Tyran and the rest of the kids. He tells them Savram fled the Mess Hall toward the north, and discloses the fate of Jurin Kreed, who was taken alive by the forge spurned. Kitchen This once well-appointed kitchen has suffered from long neglect. Shelves covered in broken stone and other refuse line the walls, while across the room an old rusty cauldron rests in the ashes of an ancient fire.


The skeletons in the sealed alcoves reach through the openings to claw at PCs as they try to navigate the corridor. Development: Savram Vade cowers behind the anvil on the opposite end of the corridor. A DC 15 Diplomacy check is required to calm the boy, otherwise he shrieks if anyone tries to touch him and Designer Notes Area Ossuary EL 5 This dark ossuary is cold and full of the sound of dripping water. A dark corridor runs north down the center of the room, while to either side two large bays open into small niches that contain ancient dwarven skeletons. At the far end of the corridor rests a large iron anvil. This grim mini-catacomb of alcoves contains the bones of several dwarven monks of the crucible.


All of the niches were once barred with locked iron grates. The grates are rusted and broken along the far east and west walls. The ones that seal the alcoves directly adjacent to the corridor, however, are still solid. Iron Grates 10 : hardness 10; hp 30 each; break DC Creatures: Each of the twelve open alcoves six on each side contains a dwarf skeleton. These skeletons do not animate unless they are attacked or someone tries to break through the sealed grates that line the corridor. The sealed alcoves also contain dwarf skeletons, five on either side of the corridor. Small openings between the backs of the niches and the hallway allow the skeletons to reach through the wall to claw at the PCs as they pass.


The Children in the Dungeon The missing children serve not only as motivation to the PCs, but the reason they are split up is to force the party to investigate most of the first level in order to retrieve them all safely. The kids also add great roleplaying opportunities to the adventure, so try not to forget they are there. There are no stat blocks included for the children, but there is no reason they cannot lend the PCs a hand in battle now and then when the party needs it most. Simply narrate them distracting a foe by throwing rocks, combining their strength to topple something on a foe, tripping kobolds with a length of rope, and so on.


You might even consider giving Savram the ability to cast a few 0-level spells. crawls further into the alcove behind the anvil out of reach of any Medium characters. Kimi can calm him and get him to come out without making a check. A kobold lies on one of the blocks. This yawning stone chamber served as a slaughterhouse centuries ago, where livestock were bled and their meat stripped from bone. Creatures: Four dwarven ghouls, sad and rotting holdovers from their collapsed kingdom, now skulk in this bloody hall. Perhaps their shredded souls still cling to the memories of bloody slaughter they saw transpire here in life, and now they partake of their grisly meals in the abattoir. They attack as soon as they detect the party. Ghouls 4 CR 1 hp 13 each; MM Area Chamber of Penance EL 3 Six stone prayer platforms with well-worn knee rests carved in to them are spread through this large chamber.


Long ago, disciples of the crucible came here to pray to their dark god and beg his leniency for being too lax in their toil or committing crimes against his creed. Creatures: A malcontent mystic of the Truescale Tribe named Kerrdremak holds court here over five kobold warriors. They are charged with scouting the upper halls and reporting obvious threats to Merlokrep and his elite bloodscales below. The group is rife for rebellion, although Kerrdremak is too spineless to suggest it, and the warriors lack the conviction or intelligence to commit to regicide. If the PCs appear and do not immediately parley in Draconic, Kerrdremak and the warriors attack them. Kerrdremak is a hunch-backed kobold with dark blue scales.


One of his ears is immensely oversized a birth defect and droops under the weight of several human finger-bone earrings. These grim trophies jangle obscenely whenever he nods his head. Morale Kerrdremak surrenders if reduced to 5 hp or less. Languages Common, Draconic SQ light sensitivity, summon familiar rat named Taily Gear masterwork club, torn brown robes, oversized dwarven boots. De­pending on the situation, they flee or switch sides if it appears they might be losing. Elevator EL 4 and 3 A ten-foot-diameter pit occupies the center of this chamber. Directly over the pit a long chain feeds through complex pulley system before disappearing into the depths. This area once served as a refuse pit for the dwarves of the monastery. When the kobolds were pushed into the warrens below this area, and forced to make constant trips to the surface to gather food and fresh water, they grew tired of constantly scampering up the walls of the pit.


The kobolds used a large cauldron, several lengths of chain, and pulleys stored in area 20 to construct a rudimentary pulley-operated elevator for ease of travel between the two levels. Creatures: Four kobold sentries commanded by an elite dark talon hunter are posted here to guard the elevator. During Combat They flank whenever possible. Morale Dark talons fight to the death. He orders the other two kobolds to hold their positions, luring the party into their trap. Morale If the dark talon hunter falls, or more than two of their number are slain, the kobolds flee. Trap: The kobolds purposefully rigged this elevator to malfunction if too much weight is placed inside.


The elevator operates safely with less than pounds in it, easily allowing the transport of a few kobolds and a prisoner, but an armed and armored party of adventurers is likely to cause the elevator to plummet to the bottom of the old refuse pit 30 feet below, dealing 3d6 points of damage to anyone inside. A DC 15 Knowledge architecture and engineering check or a DC 20 Search check reveals the weight limit. A DC 20 Reflex save allows a PC to jump clear as the chains give way and land safely in area If the trap is detected the PCs may use the elevator in smaller groups or climb down DC 15 Climb check.


Elevator Trap CR 3 Type mechanical; Search DC 20 or Knowledge architecture and engineering DC 15; Disable Device DC — Effects Trigger location; Reset none Effect fall 30 ft. Smoking Tunnels EL 3 Unlike the rest of this level, this area features rough stone and undressed rock reminiscent of a mine shaft. The tunnels divide and rejoin several times, making it difficult to maintain a sense of direction. Compounding this confusion, thick acrid smoke fills these tunnels, making it difficult to see anything beyond a few feet. These rough-hewn tunnels lead to a great forge-filled hall where the monks used to toil day and night crafting steel.


All creatures in the tunnels have concealment. Hellhound CR 3 hp 22; MM module D1 Tactics Before Combat If the hellhound detects the PCs it stalks them, concealing itself until it can catch them in its breath before charging into melee. Morale The hellhound fights to the death. Foundry of Souls EL 5 Part four: Crown of the Kobold King Area Refuse Pit EL 5 A loud crackling sound fills the room. The smoke that pours from it is blistering hot and lit with a strange orange light. A massive forge responsible for the hellish atmosphere takes up the entire far wall of the cavern. Between the forge and the entrance stands a massive anvil, and nearby rest hammers, prongs, and other blacksmithing tools. A faint whimpering sound is almost lost in the roar that comes from the forge.


The race is on to save the last of the five wayward children as the PCs descend to level 2. The party faces a horde of yapping kobolds, vicious traps, and other foul denizens in these cramped warrens and mining shafts. Deep in the caves the Kobold King Merlokrep sits on his Cr­awling Throne and sharpens his mighty axe. If the PCs dally too long, Hollin is next in line for the blooddrenched altar. The shaft drops down into a large, mostly square chamber. A doorway opens in one wall, while two other walls have been broken through from the outside. Cramped, narrow tunnels beckon from beyond the breached walls.


The smoke is even thicker here, making it difficult to see anything beyond 5 feet. The forge spurned is hard at work at the anvil beating a new link for its soul-forged chain. If interrupted, the forge spurned flies into a smoldering rage and levels its hatred at the party. Forge Spurned CR 5 hp 40; See Appendix 2 Development: Jurin is staggered from smoke inhalation and barely alive. He is at 0 hit points at present, but if he is not removed from the smoke he slips into negatives. If Jurin comes to he is disoriented and threatens the party, warning them that his father will hunt them down if anything happens to him.


For all his feigned arrogance and cruelty, Jurin proves a steadfast friend and refuses to leave the ruins without all of his companions safely at his side. A fissure opens into a crevasse within the stalagmite cave area Navigating the crevasse requires a DC 15 Climb check for a Small or smaller creature. A Medium creature must squeeze to fit through the crevasse, increasing the Climb DC to Designer Notes Kobold Battle Royale! The kobolds have set up the devious ambushes noted on this level, but if the PCs circumvent them, the kobolds double back to harry them later. The shriekers in area 29 see to this, and the sounds of battle anywhere past the Chokepoint and Intersection Ambushes draw the kobolds stationed there to the fray.


This whole level might turn into a running fight or even one mass battle with kobolds descending on the party in waves. If the PCs are weakened by a wave, give them a quick round or two to down potions and heal up as they hear the next wave of kobolds and slurks closing in on them. Level Two: Kobold Warrens On level two, masonry gives way to roughcarved tunnels with low ceilings and gaping caves full of jutting stalagmites below and looming stalactites above. The passageways between most areas here, while comfortable for kobolds, are tight quarters for Medium creatures, and several access ways require Medium PCs to squeeze.


Creatures: Two bloodscales await the party here, mounted on the backs of disgusting toadlike monstrosities called slurks. As soon as anyone descends the shaft they attack. Bloodscale Kobolds 2 CR 2 hp 13 each; See area 12 Slurks 2 CR 2 hp 13 each; See Appendix 2 Area Storage This dour stone chamber is filled with empty crates and splintered barrels. Stone rafters criss-cross the ceiling above. Creature: This area was once the home to a family of chokers lurking among the old crates and boxes stowed in this dank chamber. When the kobolds rose up from the warrens below, war broke out between these two groups of monsters. After a week fraught with casualties on both sides, the kobolds won out, slaying all of the chokers but one, who fled to the shadowy rafters above, licking his envenomed wounds.


The choker, named Skiiirrrssh, weakened from blood loss and tainted with poison, slipped from the rafters an hour ago. Skiiirrrssh the choker CR 2 hp 16 currently 0 ; MM 34 Development: Skiiirrrssh gurgles pathetically if approached, unable to defend himself. If any of the party members take pity on the choker and make a DC 15 Heal check to remove the barbed spear, the thing looks on them with confused, grateful eyes, and drags itself into the corner to rest. If the party helps the choker, it should show up in a later battle to return the favor, suddenly appearing and lashing out from above at a kobold about to strike one of the PCs. Mines EL 4 The cramped passageways open to a large cavern filled with rocky overhangs and jutting boulders.


The large boulders offer a lot of cover for anyone who wants to take advantage of them. Sadly, gold is not on the menu in these glum mines, whose walls are riddled instead with veins of iron ore. The foreman vents this mounting aggravation through harsh beatings administered to his digger-slaves on an hourly basis. Lekmek is short for a kobold, with spindly little chicken legs that contrast bizarrely with his tremendously muscled upper body. His broad shoulders and thick python-like arms are perched precariously on his wobbly little stick-legs. His face is squat and mean. His snout is stunted as if pushed in by a shovel. The foreman turns his frustration on the PCs if they venture here and orders the slaves to attack with their picks as he wades into melee with his hammer.


Morale Lekmek is too ornery to flee. Creatures: Two elite dark talon hunters are perched on the ridges above here. One of these evil little kobolds lurks on each side of the corridor. As the party navigates the tight passage, the dark talons swing their flying talons down at the PCs. If he falls, however, they flee in abject terror. Before Combat The dark talons attempt to hide from the PCs to achieve surprise, they take 10 on their Hide checks for a result of During Combat The dark talons conduct sneak attacks from their ledges for as long as any characters remain flat-footed. Morale The dark talons fight to the death. Stalagmite Cave EL 5 The floor of this yawning cavern is filled with gigantic stalagmites, some standing six feet in height. A crevasse in this room opens into floor of the foundry of souls area Creatures: A gargoyle named Reglos makes his home here among the stalagmites.


The gargoyle shrouds himself with his stony wings, appearing to be just another pointed piece of stone jutting from the cave floor. In addition, a dire bat lives in the shadows above and swoops down to attack the PCs. The evil gargoyle takes great pleasure savaging the party members. Dire Bat CR 2 hp 30; MM 62 module D1 Area Intersection Ambush EL 7 The narrow tunnel opens out in to a long cave, with openings in the north, south, and east walls. This branching intersection conceals three small but deep alcoves set into its walls as noted on the map , making it the perfect place to stage a lethal ambush against large bumbling pink-skinned humans and pointy-eared elf types. One dark talon hunter hides in each of the three alcoves, while Grugakrug, mounted on his trusty slurk, hides in the western corridor.


When the PCs reach the intersection the kobolds spring their ambush. Grugakrug Bloodscale Kobold CR 2 hp 13; See area 12 Tactics During Combat The slurk-mounted bloodscale hops wall to wall down the corridors and careens into anyone standing. Morale Grugakrug fights until slain in order to defend the hatchery area 26 from the overly tall invading butchers. Dark Talon Hunters 3 CR 3 hp 14 each; see area 17 Tactics Before Combat The dark talons attempt to hide from the PCs to achieve surprise. They take 10 on their Hide checks for a result of They then use their flying talons to make trip and disarm attacks, hoping to make the PCs more vulnerable to the mounted bloodscale. I Agree This site uses cookies to deliver our services, improve performance, for analytics, and if not signed in for advertising.


By using LibraryThing you acknowledge that you have read and understand our Terms of Service and Privacy Policy. Your use of the site and services is subject to these policies and terms. Main page Work details Reviews 0 Recommendations Members Descriptions Common Knowledge Cover images Editions. GameMastery Module D1: Crown of the Kobold King by Nicolas Logue Series: Pathfinder Module PZO , GameMastery D1 , Pathfinder PZO Members Reviews Popularity Average rating Conversations 25 None , 3. Hismonstrous followers raided the nearby village and set his plan for regionalconquest in motion. Crown of the Kobold King is a low-level dungeonadventure written by Nicolas Logue that pits the players against a mischievousKing of the Kobolds and his noisome minions. A raid on a local village leads toa crumbling monastery riddled with cunning traps and deadly beasts. Will theheroes be the first to survive the Kobold King's dungeon and lay claim to hiscrown?


Recently added by Arakasi1 , XxFxX , Zcorbain , molrak , vaughanrsmith , woodelph , john. dewees , jachm , Jacenschimmel. No current Talk conversations about this book. No reviews. no reviews add a review. Belongs to Series GameMastery D1.



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A raid on a local village leads toa crumbling monastery riddled with cunning traps and deadly beasts. Will theheroes be the first to survive the Kobold King's dungeon and lay claim to hiscrown? Recently added by Arakasi1 , XxFxX , Zcorbain , molrak , vaughanrsmith , woodelph , john. dewees , jachm , Jacenschimmel. No current Talk conversations about this book. No reviews. no reviews add a review. Belongs to Series GameMastery D1. Pathfinder Module formerly, GameMastery Module PZO Pathfinder Roleplaying Game — First Edition PZO You must log in to edit Common Knowledge data. GameMastery Module D1: Crown of the Kobold King. Crown of the Kobold King. References to this work on external resources. Wikipedia in English None. Deep inside his deadly dungeon, the Kobold King laughs maliciously.


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FREE Crown of Midnight PDF Book by Sarah J. Maas (Throne of Glass #2) Download or Read Online Free,Belongs to Series

Download the Module: Kobold Crown GameMastery of King pdf for free; Download GameMastery Module: Crown of the Kobold King free; GameMastery Module: Crown of The original adventures Hollow’s Last Hope, Crown of the Kobold King, and Hungry are the Dead, all expanded and updated for use with Pathfinder Second Edition. Over a hundred Pathfinder Adventure: Crown of the Kobold King Anniversary Edition- Crown of the Kobold King-Nicolas Logue Deep inside his deadly dungeon, the Kobold King Revenge of the Kobold King is a dungeon-based adventure for 5th-level characters compatible with the world’s most popular roleplaying game. This takes your heroes back beneath the 15/08/ · Crown of Midnight PDF book by Sarah J. Maas (Throne of Glass #2) Read Online or Free Download in ePUB, PDF or MOBI eBooks. Published in August 15th the book crown-of-the-kobold-king-pdf 1/19 Downloaded from blogger.com on June 15, by guest times for their favorite novels like this crown of the kobold king pdf, but end up in ... read more



Morale This disciple fights to the bitter end. If it detects the PCs it lurches about, trying to slay them too. The ranger is constantly away adventuring and tracking down relics for a mysterious patron. An urban adventure for 8th-level characters. He wears a jeweled skull over his left eye. Her name is Morgsa and she is looking for her husband.



These benches are positioned near small openings along the west, northwest, and northeast walls. The Assassin and the Underworld. Animated Goblet: hp 15, MM 29 Small animated object. Three narrow chutes open in the ceiling directly above the pit. Some say the shadowdancer spies for the vengeful fey, who plan retribution and murder. His grisly work complete, Merlokrep rose a twisted thing of crown of the kobold king pdf download, leather straps, and rotten meat, a few pathetic scales still clinging to his once-impressive frame. Merlokrep passed unscathed thanks to his undeath and the Azlanti sealstone gifted him by Drazmorg, but a few of his stillbreathing minions were not so lucky.

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