TEXT:  
  Pest Extermination 
   
  A mining town in the Western Galena Mountains has had their mine taken over by kobolds. The 
  kobolds are proving a problem to remove, so word has been sent to the nearby towns for anyone 
  who is capable of removing these pests. Do you happen to be capable of such a task? 
   
  A 4-Hour Adventure for 1st-4th Level Characters 
   
  Jonathan King 
  Author 
   
  Adventure Code:​ HH-DJS 01-01 
  Optimized For:​ APL 3 
  Version:​ 1.0 
   
  Artist: ​Brandon Burt 
  Proofreading: ​Danny Morales, Amber Grey 
  Playtesting ran by: ​Robert Allison 
   
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
   
  Introduction 
  Welcome to ​Pest Extermination​, a ​D&D Halls of 
  Heroes adventure, part of the official D&D Halls of 
  Heroes organized play system and the ​Dark Journal 
  Saga​ storyline.
   
  This adventure is designed for ​three to seven 
  1st-4th level characters​ and is optimized for ​five 
  characters with an average party level (APL) of 3​. 
  Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength​ for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party 
  Strength 
  3-4 characters, APL less than 
  Very weak 
  3-4 characters, APL equivalent 
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
  Weak 
  5 characters, APL equivalent 
  Average 
  5 characters, APL greater than 
  Strong 
  6-7 characters, APL less than 
  Average 
  6-7 characters, APL equivalent 
  Strong 
  6-7 characters, APL greater than 
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
   
  
  Before Play at the Table 
  Before you start play, consider the following: 
  Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself of 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use in 
  a combat. Familiarize yourself with the adventure’s 
  appendices and handouts. 
  Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battle maps. 
  Ask the players to provide you with relevant 
  character information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
  To facilitate this, keep in mind the following: 
  You’re Empowered.​ Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the Halls 
  of Heroes, however; they should be consistent in this 
  regard. 
  Challenge Your Players.​ Gauge the experience 
  level of your ​players​ (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
  Keep the Adventure Moving.​ When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
  Adventure Primer 
  Adventure Background 
  Recently a dark mist covered the surrounding areas 
  in and around Phlan. These dark mists had blanketed 
  the area and only after the death of Vorgansharax, 
  the Maimed Virulence, did it lift. When the mist had 
  vanished, a journal was left in Faerun. This journal 
  was found by kobolds that were fleeing Phlan and 
  took it with them to the Galena Mountains.  
  The kobolds although initially curious about it, found 
  it undecipherable and indestructible. They ended up 
  with a red dragon wyrmling in their care and with its 
  aid took over a mine in the Western Galena 
  Mountains. Since then the journal has been just a 
  piece of the wyrmling’s treasure trove. 
  Quartzwall Mine was operated by a nearby town, 
  Mountainholm. It was one of their most productive 
  mines so its loss has been really hard on the town. 
  Miners have begun to move to other locations, and 
  the town is becoming deserted. 
  Deriel, the local priest of Denier, is not interested in 
  leaving the town. He has sent word to nearby cities 
  about a job opportunity for those brave enough to 
  rid the mines of kobolds. 
  Deriel, though, has a dark secret. He was born with a 
  dark omen read at his birth. The seer predicted that 
  Deriel will commit a dark act that will threaten the 
  world. Deriel has lived most of his life in seclusion 
  under watchful eyes for fear of such acts. He was 
  married to a woman from the Ten-Town areas and 
  they had a son. They moved to Mountainholm as it 
  was a quiet and safe town, for the most part. He feels 
  a dark presence that makes him worried about the 
  kobolds in the mines. It seems to call to him.  
  Location and NPC Summary 
  The following NPCs and locations are featured prominently in 
  this adventure. 
  Mountainholm. ​A small mining town located at the base of 
  West Galena Mountains to the south-east of the Dragon 
  Necropolis. It relies on the ore from its mine to be traded for 
  food and other supplies. 
  Quartzwall Mine. ​A mine that has a bunch of rich veins of 
  gold and other rare metals. Mountainholm relies on it for 
  trading. Recently it was taken over by kobolds with a red 
  dragon wyrmling. 
  Deriel (Day-ree-el). ​ Priest of Denier, God of Writing. He is 
  a very kind and passionate man who really loves his wife and 
  child. He worries about the dark omen placed upon him at 
  birth but keeps it to himself. 
  Ylva (Eel-va). ​ Deriel’s wife and the person who makes sure 
  he is presentable every day. She loves Deriel a lot and is loved 
  in return. 
  Quartzspeaker. ​The foreman of the miners for 
  Mountainholm and also the acting mayor. A goliath with 
  features of a stone giant but not the personality. He loves to 
  talk and laugh with miners and visitors. He always has trusty 
  Rockbreaker at his side, a maul that is a family heirloom. 
  Adventure Overview 
  The adventure is broken down into 3 parts: 
  Part 1.​ The party arrives in Mountainholm and 
  meets Quartzspeaker, Ylva, Eric, and Deriel. Deriel 
  gives them the job to kill kobolds in the nearby mine. 
  Part 2.​ Quartzspeaker guides the party to the mine 
  but there is a goblin ambush on the way. 
  Part 3. ​The party clears out the mine of kobolds 
  who seek to harass and trick the party. At the end, 
  they face the boss, red dragon wyrmling, and a 
  kobold scale sorcerer. 
  Adventure Hooks 
  The adventurers have been contacted by friends, 
  family, or found a poster that has told them about 
  the job opportunity in Mountainholm. Directions to 
  the town are easy enough to get. Caravans pass near 
  the town, although right now they don’t stop at the 
  town since the mine is closed. 
   
  
  Part 1. Welcome to 
  Mountainholm 
  Estimated Duration:​ ## minutes 
  Mountainholm is pretty desolate at the moment. 
  Most of the miners have left looking for work 
  elsewhere but there are still around 10 miners 
  inhabiting the village. 
  The players are greeted by Quartzspeaker, the leader 
  of the town. He engages them by asking about why 
  they have visited. When the job is mentioned, 
  Quartzspeaker will guide them to Deriel’s house. 
  There they will meet Ylva and Eric, Deriel’s wife and 
  son. They should use this time to introduce 
  characters and roleplay with Quartzspeaker, Ylva, 
  and Eric.  
  DM Note​: ​Quartzspeaker, Ylva, Eric, and 
  Deriel are all very important characters throughout the 
  tier 1 storyline and in later tiers so the later events will 
  have much more of an impact if you get the players to 
  actually to get involved and know these characters. 
  There will be choices later on that will be affected by 
  how the players feel about these characters. 
   
  General Features 
  Mountainholm has the following general features. 
  Terrain.​ Mountainholm rests at the base of the 
  Western Galena Mountains. It is rocky, with sparse 
  vegetation. 
  Weather.​ Although the sun is out, the air is cool and bitter.  
  Light.​ It is brightly lit. 
  Smells and Sounds.​ The area is quiet for the most part. The 
  only sound in the area is when villagers decide to strike up a 
  conversation but right now most are keeping to themselves. 
  A. Arriving at Mountainholm 
   
  As you come over the top of the hill you 
  spot your destination. A grouping of stone buildings 
  at the base of the Western Galena Mountains is 
  known as the village of Mountainholm. You see a 
  few miners loitering around. The mine’s closure has 
  put them all out of work. 
  As you get closer, a goliath comes out of the 
  biggest building. Even for a goliath, this one is tall 
  standing probably 9 or 10 feet tall. He seems to 
  resemble a stone giant with grey skin and lanky 
  limbs. He raises his arm and waves in your direction.  
  “Hail, travelers. What brings you to our 
  small village?” he says with a smile on his face. 
   
  Mountainholm consists of 8 stone buildings. 
  The biggest is the town hall and home to Quartzspeaker, 
  the goliath foreman and de facto leader of the town. The 
  second biggest is the barracks which houses all the 
  miners who stay on a short-term basis. Any travelers are 
  allowed to rest there. Currently, it is empty with the 
  mine closed. The other six buildings are occupied by 
  families who made Mountainholm their permanent 
  home.  
  The goliath who greets the characters is 
  Quartzspeaker (Goliath ​commoner​). He stands nine and 
  a half feet tall and has many physical characteristics of a 
  stone giant. Quartzspeaker wears a white tunic with 
  brown suspenders. On his back is a giant maul with 
  runes carved into it. Unusual for most goliaths 
  Quartzspeaker is very social and likes to chat with 
  anyone who will listen.  
  Quartzspeaker will ask the characters what 
  brings them to this far, out-of-the-way village. He will 
  bring up the mine is closed, and he will talk about how 
  most of the miners have left. Even the merchant who 
  normally provides supplies to the town has left. He will 
  try to get the players to tell him about their adventuring 
  characters and their history out of innocent curiosity as 
  he loves to hear tales from other places.  
  If the characters don’t mention that they are 
  here to clear out the mine initially, Quartzspeaker will 
  invite them into the town hall, which also serves as his 
  house. It is a two-story building and the bottom is for 
  common use, while the smaller 2nd floor is used for 
  Quartzspeaker’s private residence. The first floor has a 
  large rectangle table made of wood with 20 chairs 
  around it. In the back left corner, there seems to be a 
  kitchen of sorts. The rest of the area seems to be filled 
  with cabinets and containers that are filled 
  correspondences with other towns, along with 
  agreements made, and maps of mines that have been 
  worked in the area. Quartzspeaker wouldn’t be happy 
  about characters going into his private residence, but if 
  they do, they will find it pretty barren. There is a bed 
  and wardrobe with nothing of interest up there. 
  Quartzspeaker will offer all the characters a mug of 
  poor quality beer, as it is all he has right now with the 
  mine being closed. 
  If the characters don’t mention they are here to 
  clear out the mine after enough time Quartzspeaker will 
  tell them that they look capable enough to do the job of 
  clearing out the mine. Quartzspeaker will tell them that 
  the local priest of the village is the person to talk to 
  about it. Quartzspeaker will escort the characters to a 
  
  building a distance outside of the normal congregation 
  of buildings.  
  On the way, Quartzspeaker will talk about how 
  the priest is named Deriel, and that he worships Denier 
  the god of writing. Deriel arrived 3 years ago with his 
  wife Ylva and son, Eric. Since then he has been caring 
  for the wounded in the village and dealing with most of 
  the written work the town needed. His wife Ylva is a 
  kind woman who often provides food to miners and 
  travelers. Eric, their son, is super curious and talks 
  about how he wants to be an adventurer. Quartzspeaker 
  will warn the characters about how Eric will probably 
  be relentless with questioning them about all sorts of 
  stuff.  
  Deriel’s House 
  Read or paraphrase the boxed text: 
   
  “Well, here we are,” Quartzspeaker says opening the 
  door to the house. “Ylva I brought some people to 
  see Deriel.” 
  The room you enter is very nicely decorated 
  with a table in the middle and different assorted 
  decorations seeming to come from far away 
  locations. You see a plaque with runes on it, a brass 
  dagger with flowery script carved on the edge, a 
  piece of paper with script unlike any you have seen 
  before and other oddities. 
  An Illuskan woman enters the room with 
  pale skin and blonde hair braided down her back. She 
  wears an outfit unusual for the area with a style 
  common around the Ten-Town area in Icewind Dale. 
  She comes in with a smile and a plate full of freshly 
  baked bread.  
  “Deriel is out looking at the mine.” she says, 
  “He should be back shortly. Here is some food while 
  you wait.” She places the plate of bread on the table. 
  Suddenly you hear small feet running through the 
  corner, and a small child slams into the party. 
  He looks up at all of you with excited eyes. 
  “ You are all adventurers, I know it! Tell me all your 
  adventures please,” he begs. 
  Eric, Ylva’s and Deriel’s son, is very persistent 
  in wanting to know everything cool that the characters 
  did or can do. If the characters seem reluctant to engage 
  with Eric, Ylva will encourage Eric to have some bread 
  and run along.  
  When Eric leaves, Ylva tells the characters that 
  Deriel should almost be back. At this time they can talk 
  to Ylva about her and Deriel, if they want to. She will 
  explain: 
  ●
  She lived as part of a tribe of Reghed 
  barbarians that lived around Icewind Dale. 
  ●
  The tribe often traded with a monastery of 
  Denier, god of writing. 
  ●
  They would provide furs and the monks and 
  priests would provide food. 
  ●
  Deriel was one of the priests who dealt with 
  the tribe. 
  ●
  Deriel took care of any wounds and played 
  with the children and over time Ylva fell in 
  love with him 
  ●
  They were wed and within a year Ylva was 
  expecting a child. 
  ●
  After Eric was born they decided to move her 
  after recommendations from other priests in the 
  monastery. 
  When she finishes recounting how Deriel and she came 
  to be here or if you need to keep the adventure moving, 
  Deriel will show up.  
   
  The door opens and a man wearing robes with a 
  symbol of Denier around his neck enters the building. 
  He sees all of you sitting there and a look of surprise 
  shows upon his face. After a second, he raises his 
  finger into the air, “Aww yes, you must be here about 
  the mine. Good heavens, I’m just not used to such a 
  diverse crew of people in my house.” He sits himself 
  down in the empty chair at the table.  
  “Ylva, you are such an angel for entertaining them 
  while I was away. I don’t know what I do without 
  you,” he flatters his wife. She blushes and leaves the 
  room. The priest turns to you. “Excuse me, let me 
  introduce myself. I’m Deriel, the priest for this 
  village. I want your help to save the village and in 
  order to do that we need to get those kobolds out the 
  mine.”  
   
  Deriel introduces himself by giving his name. He is the 
  only priest of the village and worships Denier, god of 
  writing. He cares for wounded both physically and 
  spiritually. He then goes into the job offer: 
  ●
  Kobolds have moved into the Quartzwall 
  Mine. 
  ●
  The village always had issues of kobolds 
  moving into the mine and generally could be 
  scared out of them 
  ●
  This new group has proven to be really 
  entrenched in the mine. 
  ●
  Attempts to remove has resulted in people 
  dying due to traps and ambushes set by the 
  current group of kobolds. 
  He offers 20 gp per person to remove all the kobolds 
  from the mine. He is really concerned as the village is 
  quickly being deserted. The mine is the main source of 
  trade goods for other cities like Glister and Phlan, in the 
  
  area. They use the ore they mined to trade for food and 
  lumber. Without the mine, the people will starve or have 
  to abandon the village. Deriel likes the village and does 
  not want to see it deserted. 
  Other interesting points that could be brought up by 
  dialogue with Deriel: 
  ●
  It is obvious the kobolds did not come in from 
  the entrance that the village uses. Deriel is sure 
  they have another way in, but has not located 
  it. Deriel actually had been out looking for it 
  before he returned home. 
  ●
  The kobolds seem very confident and Deriel 
  knows this is because they have something 
  powerful with them. This could be a powerful 
  leader or monster. 
  ●
  The kobolds seemed to know ahead of time 
  that the miners were approaching when they 
  tried to remove them. They either had a scout 
  inform them or some other means that allowed 
  the kobolds to detect intruders. 
  ●
  Deriel also brings up that there are constantly 
  more kobolds joining them in the mine. He 
  stresses that constant pressure must be kept on 
  them less they will be reinforced. 
   
  Development 
  If the characters agree to the job, Deriel will be very 
  happy and will ask the characters to bring him anything 
  unusual with the kobolds.. He has a feeling that they 
  have gotten hold of something dangerous which worries 
  Deriel. Quartzspeaker offers to guide the party to the 
  mine.  There is no merchant to buy any supplies from as 
  the one merchant in the town left soon after the mine 
  was closed. After the characters finish talking to Deriel 
  and Quartzspeaker, Quartzspeaker will lead them to the 
  mine. 
   
   
   
  
  Part 2- Galena Mountains 
  are not a friendly place. 
   
  The path out of Mountainholm that leads to the 
  Quartzwall mine is littered with rocks and boulders 
  with little to no vegetation around. Ahead lies the 
  peaks that are the Western Galena Mountains, white 
  capped with snow all throughout the year.  
  The path you take was obviously used constantly 
  although it shows only one set of footprints that are 
  recent. The air is chill and it is very quiet, with the 
  only noise being of you walking and sometimes 
  sounds of rocks falling far off. 
  “Although we lie close to the supposed location of 
  the Dragon Necropolis, we have never really had 
  many problems in the area, besides monsters 
  inhabiting one of our mines on occasion.” 
  Quartzspeaker says quietly to you, “Though I worry 
  that because of our lack of activity, creatures might 
  have moved into the area.” 
  Seeming to be a response to what he said, an arrow 
  flies out. You hear words being screamed in an 
  inhuman language behind the boulders in the area. 
  You have walked into an ambush. 
  The players have walked into an ambush of a number of 
  goblins​ equal to the number of players. Anyone with a 
  passive perception of 13 or higher is not surprised and 
  can act on the first turn.  
  Tricks of the Trade: ​The area is strewn with boulders 
  which the goblins use as full cover only jumping out to 
  shoot at the players. They will not try to engage in 
  melee and if forced to will use their bonus action to 
  disengage (from their racial ability Nimble Escape). 
  When half their numbers are killed the goblins will try 
  to flee by jumping from boulder to boulder trying to stay 
  out of sight. 
   
  Quartzspeaker will stay out of combat unless he is 
  threatened and then will try to fight with his +1 Maul. If 
  he dies, his body can be brought back to Deriel who will 
  back to life. This will poorly reflect on the party being 
  unable to protect him.  
  Treasure 
  The goblins have coins and gems worth 50 gp. 
   
   
  Once all the goblins are dead or have fled, the party 
  easily follow the path and can continue to the mine. 
   
   
   
  
  Part 3- Mine if we drop in. 
   
  The path ends at the entrance to what must be the 
  Quartzwall Mine. All the mining equipment outside 
  sit in a state of disuse and although you see lanterns 
  on the side of the tunnel leading in, they are all out. 
  The tunnel leading into the mine slopes down for 
  about 100 feet, then becomes level, making it so you 
  can’t see into the first room. 
  If Quartzspeaker is still with the party, he will mention 
  that they should be careful of the kobolds that are 
  inhabiting the mine because they seem to be very smart 
  and dangerous. If people want to look for the kobolds’ 
  secret way in they will need to do a ​survival DC 13 
  party check. ​This is due to the amount the ground that 
  is needed to be covered in order to find the well-hidden 
  entrance that the kobolds use to enter and leave. If they 
  find the secret tunnel, small races can fit comfortably in 
  the tunnel. Creatures of medium size must squeeze to fit 
  in the tunnel. Large or bigger creatures can’t fit in the 
  tunnel.  The path leads to room 13.  
  DM Note: ​Even if the party clears room 13 first, 
  their job is to clear out all the kobolds so they will 
  still need to clear all the other rooms to make sure 
  they have killed them all. The kobolds once alerted, 
  will try to use their traps to trap the players in room 
  13. 
   
  Otherwise, if the players enter from the main entrance 
  they will enter start in area 1. Refer to Appendix A for 
  the map of the mine. The kobolds in the mine are not 
  going to fight to the death where they are situated. They 
  want to harass and get the characters to fall into traps to 
  weaken them up for their boss, a kobold scale sorcerer 
  and red dragon wyrmling, that are in room 13. They 
  know where traps are located and will avoid them easily 
  when moving from room to room. Also there are 
  tunnels in the mine that are specifically kobold sized. 
  Small characters will find it tough to move through the 
  tunnels and they are unpassable for medium sized 
  characters.  
   
  Taking rests:​ ​If players decide to take any sort of rest 
  in the mine they will find it impossible. The kobolds will 
  make noise, throw rocks down the passage, and do 
  whatever they to in order to aggravate the party. If the 
  players decide to take any rest outside the mine the 
  kobolds will reset the traps and move things around. If 
  players take a long rest outside the mine replenish the 
  kobolds to their original amounts. (12 kobolds, 1 
  Kobold engineer, 2 kobold dragonshields) 
  Reinforcements don’t reward xp. 
   
   
   
   
  General Features 
  Quartzwall Mine has the following general features. 
  Terrain.​ Quartzwall Mine’s entrance walls are smooth 
  stone with a packed dirt floor. As you go deeper into the 
  mine the walls become uneven and the dirt is replaced with 
  gravel. 
  Light.​ The mine has no light and is in darkness. 
  Smells and Sounds.​ There is a little noise. Every now and 
  then you can hear the sounds of yipping ever so slightly. 
  There is a slight hint of a brimstone smell. 
   
  Area 1. Entrance Tunnel 
  The entrance tunnel leads 100 feet long and slopes 
  gently downward before it becomes level and goes for 
  another 50 feet. 20 feet before the end of the tunnel, 
  there is a trap set to alert the kobolds of approaching 
  hostiles. There is a 10-foot patch that has a bunch of 
  arrow shafts covered by a tarp with dirt covering it. Any 
  player who walks onto this patch will cause the shafts to 
  snap alerting the kobolds in area 2 who will sound the 
  alarm alerting all of the other kobolds in the mine. To 
  find the trap, a player will either need to make a ​DC 15 
  perception(wisdom) check ​or have a ​passive 
  perception of 20 or higher.  
   
  Area 2. Staging Area 
   
  The room you enter is full of mining supplies and 
  rocks. In the middle of the room is mine cart track 
  with a minecart sitting near the western exit. There is 
  a winch on the east side of the room that seems to be 
  used to bring the mine cart up the eastern shaft. There 
  is a pile of rocks piled in front of the tunnel that leads 
  north. 
  There are ​2 kobolds​ that are hiding behind the northern 
  pile of rocks keeping watch for intruders. If the trap is 
  triggered in Area 1, they will aim to ambush the 
  characters as they enter and then run down the northern 
  shaft (Area 4). Otherwise, they will act on the normal 
  initiative using their action to make an attack and then 
  going into area 4. 
   
  
  The mine cart can be moved and can be pushed down 
  into Area 3 or 5. If moved into Area 3 it will set off all 
  the traps located in that area. If pushed down Area 5, it 
  will hit the boulder at the bottom destroying the mine 
  cart, and hurting anyone riding inside for 3d6 damage. 
  Because of the boulder on the tracks at the end of Area 
  5, the winch is inoperable.  
  The rest of mining gear in the room is in bad condition 
  and is worthless. 
  Area 3. Western Minecart Track 
  This area consists of a minecart track that descends 20 
  feet into area 6. 
  This area is trapped with a very noticeable tripwire. The 
  problem is there is so many of these trip wires that it is 
  very tough to get through the tunnel without setting off 
  the trap. To get through you need to make​ 3 
  consecutive DC 13 Acrobatics(Dexterity) checks​. 
  Any small character that crawls prone through the shaft 
  can automatically pass through the trap. 
  If the trap is set off the roof collapses doing 2d6 damage 
  to anyone inside the area. People on the edges can make 
  a DC 10 dex save to jump into the neighboring area and 
  take no damage. Anyone in the shaft when it collapses 
  becomes buried, restrained, and start suffocating. An 
  action requiring a​ DC 10 Athletics(Strength) check 
  can clear out 5 feet of rubble. If a shovel is used, the 
  check automatically passes. The trap also alerts kobolds 
  throughout the mine. 
  Area 4. Pulley Shaft 
  This shaft used to have a pulley and ladder for moving 
  stuff that was light enough along with being the path the 
  miners took to get down to the lower level of the mine. 
  When the kobolds moved in, they destroyed the pulley 
  and ladder. They use ropes to go up and down the shaft 
  and have set up a trap at the bottom of the shaft.  
  If the kobolds from Area 2 come into this area they will 
  descend the shaft with the ropes then yank the rope out 
  from under the rock (free object interaction) it was 
  anchored to so there is no easy way to descend the shaft. 
  Once they exit the bottom of the shaft they will pull a 
  rope making a bunch of spears that were laid flat to 
  raise up. This will create a spiked trap at the bottom of 
  the shaft. Anyone who falls into the trap takes 2d10 
  damage. A character can descend safely down the shaft 
  with rope and a​ DC 10 Athletics(Strength) check.​ The 
  spears can be destroyed by attacking them (AC 15, 5 
  hp). Once 3 are destroyed, characters can safely reach 
  the floor. 
   
  Area 5. Eastern Minecart Track 
  The minecart track leads down for 30 feet. The red 
  dragon wyrmling has blocked off the entrance into Area 
  8 with a giant boulder. It requires people with a total 
  strength of 30 and a ​DC 15 Athletics(Strength) check 
  to move the boulder. 
  Area 6.  
  This area used to have a vein of precious metal in it but 
  was mined out. It served as a storage area for the miners 
  until the kobolds moved in. Anything of worth was 
  taken by the dragon and is in Area 13. If the kobolds 
  weren’t alerted of the intrusion, there will be no kobolds 
  in the room. If they were notified there will be ​2 
  kobolds​ in this room from area 8. They will try to 
  surprise the characters and fire one shot each at the 
  characters and then retreat into Area 7 heading to Area 
  10. 
  Area 7. Dummy Room 
  This room was one of the main mining rooms. The 
  kobolds have set up a little dummy that looks like a 
  kobold hiding behind some rocks. If kobolds were 
  alerted of the character’s presence, the trap will be 
  ready. When the first character enters the room ​a 
  kobold ​who is hiding in the tunnel to Area 10 will pull 
  a string, making the crossbow fire (+2 to hit, 1d8 
  damage) at the first character.  
  The dummy is set up in such a way it is hard to see that 
  it is fake requiring a​ DC 13 Perception(Wisdom) 
  check​ to notice. Anyone who gets next to it will 
  instantly notice. If a character gets next to the dummy, 
  the kobolds in the tunnel to area 10 will pull a rope 
  triggering a bunch of rocks to fall on anyone next to the 
  dummy. Characters in range need to make ​DC 11 
  Dexterity save​ to avoid 2d6 damage or half on a save. 
  Area 8. Kobold Commons 
  This room was the main room for the mine. Now it is 
  used by the kobolds as their common living area. If not 
  alerted of intruders, there are ​10 kobolds​ in this room. 
  If alerted, the kobolds spread out: 
  Area 6: ​2 kobolds 
  Area 7: ​2 kobolds 
  Area 10: ​1 kobold 
  Area 11: ​1 kobold 
  The rest will stay in room 8 attacking anyone they can 
  see. If half their numbers die they will proceed to area 7 
  if possible, if not to area 11 heading to area 13. The 
  kobolds in area 2 will reinforce them if they are still 
  
  alive. They have a clear shot at anyone who is coming 
  down the shaft in area 4 and will use the opportunity to 
  attack the character. They also have 3 alchemist fires 
  with them (+4 to hit, 5/20 range, damage: the character 
  hit takes 1d4 fire damage at beginning of their turn. The 
  player can use an action to make a DC 10 dexterity 
  check to end this damage by extinguishing the flames.) 
  Treasure:​ Any unused alchemist fires can be claimed 
  by the characters 
  Area 9. Pitfalls Room  
  This room has 5 quicksand pit traps (marked with X on 
  the map). It takes a ​DC 13 perception(wisdom)​ check 
  to spot or a ​passive perception of 17​ to notice them. 
  Anyone who moves on top of one of the hidden pit traps 
  needs to make a ​DC 13 Dexterity save​ or falls into it. 
  They become restrained (​escape check DC 13​) while in 
  the pit. If any of the kobolds retreated back this far, 
  between 1-2 will be waiting at the entrance to the tunnel 
  that leads to Area 12, and will take a few shots at 
  anyone who fell in the pit before retreating to Area 12. 
  Area 10. Greasy Oil Pit 
  There is a greasy oil slick in the middle of the room 
  taking up a 10’x15’ area. Anyone who enters it must 
  make a ​Dexterity save DC 13 ​or fall prone. Kobolds 
  will be watching from around the corner in Area 9. If 
  they see 1 or more people in the grease pit, they will 
  throw an alchemist fire into the grease, igniting it. It 
  burns for 2 rounds and deals 5 fire damage to anyone in 
  the oil slick. 
  Area 11. The Engineer’s Room 
  A ​kobold engineer​ made this room his laboratory, with 
  tons of little gadgets and weapons in this room. Most of 
  them are ineffective and serve no purpose but the 
  kobold has made 5 alchemist fires which any kobold in 
  the room will use when attacked. When the kobolds lose 
  half their numbers they will retreat into area 13. The last 
  kobold will collapse the stairs leading into that room, 
  which will make a 30-foot drop into area 13. 
  Treasure: Any unused alchemist fire can be claimed as 
  treasure. 
  Area 12 The Guardroom 
  This room is occupied by ​2 kobold dragonshields​. 
  They will stay in this room unless they hear combat 
  coming from area 13 which they will then enter to 
  defend their sorcerer and wyrmling. These kobolds will 
  fight to the death in the guardroom, and any living 
  kobolds that have made it this far will stay and fight 
  until both dragonshields die. Once both dragonshields 
  die, any remaining kobolds will retreat to Area 13. 
  Area 13 The Dragon Hoard and The 
  Sorcerer 
   
  Entering the room you find a giant pile of coins and 
  gems lying in the back of the room. Lying on top of 
  this small hoard sits a kobold with what looks to be 
  fake wings crafted of wood and leather. He is petting 
  what seems to be a giant red lizard. It raises its head 
  alerted by your presence and you realize it is a very 
  young red dragon.  
   A ​red dragon wyrmling​ and ​Kobold Scale Sorcerer 
  occupy this room. Any kobolds that remain will be 
  hiding behind boxes and wait for the sorcerer or 
  wyrmling to issue the command to attack before doing 
  so.  
  The wyrmling goes by the name of Valifurix and will 
  congratulate the characters for making it this far. He 
  will offer them the opportunity to leave alive if they 
  surrender anything of worth they have to him and tell 
  everyone that this mine is now his, forever. He is not 
  interested in negotiating and anything other than 
  agreeing to his terms will be met with him attacking. 
  The sorcerer will allow the wyrmling to do all the 
  talking.  
  When combat starts the sorcerer will use his ​Dragon 
  Grappler (wand of entanglement)​ if all the characters 
  are grouped up otherwise he will use scorching ray and 
  chromatic orbs at the toughest looking character while 
  keeping his distance. The kobolds in the room will 
  attack once combat starts. The wyrmling will try to use 
  his breath whenever it is up hitting the most amount of 
  people he can with it or he will try to go for the 
  character wearing either no armor or wearing leather if 
  any, as he is an opportunist. At this point, all in this 
  room will stay and fight to the death.  
  If players entered from the secret entrance the 
  dragonshields from Area 12 will enter on the second 
  round, moving to protect the wyrmling. 
  Treasure:​ The kobold scale sorcerer will have a wand 
  of entanglement. The wyrmling’s hoard is worth 500 
  gold.  
  In the hoard there is a strange journal in it, it has on its 
  cover a mummified hand holding an eyeball. The text 
  inside it is unreadable even to spells or class abilities 
  that normally allow you to read any language. It radiates 
  magic, but seems to be immune to the identify spell. 
  Attempts to destroy it will not work and even if you 
  leave it behind it will appear in the backpack of the last 
  person who touched it. 
  
   
  Conclusion 
  The characters are hailed as heroes when they return 
  from the mine after clearing out all the kobolds. With 
  the food the village still has, the villagers put together a 
  feast, with all who remain in the village attending. 
  Deriel gives the characters the reward as he promised. 
  At this point, the journal will fall out of the character’s 
  backpack in front of Deriel. Deriel is taken aback by it. 
  He senses the evil in it, but it is unknown what for. He 
  asks the characters if he can have it, so he can find a 
  way to translate the book. If the players refuse they find 
  that the journal slips out of their hands and that it is 
  unable to be picked up but by anyone besides Deriel. 
  Deriel says he will send the characters a request when 
  he finds any more information about the book or ways 
  to translate it. 
   
  
  Rewards 
  Make sure the players note their characters’ rewards on 
  the adventure log sheet. Give your name so players can 
  record who ran the adventure. 
  Experience(Min/Max XP: 900/1200 
  EA.) 
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards are 
  listed per character. 
  Combat Rewards 
  Name of Foe                                     XP per Foe 
  Goblin                                               50 
  Kobold                                              25 
  Kobold Scale Sorcerer                     200 
  Kobold Dragonshield                       200 
  Red Dragon Wyrmling                    1100 
   
  Non-combat Awards 
  Task or Accomplishment                XP per Character 
  Every room where a trap is avoided(max 2)     200 
   
  Treasure 
  The characters receive the following treasure, divided 
  up amongst the party. Treasure is divided as evenly as 
  possible. Gold piece values listed for sellable gear are 
  calculated at their selling price, not their purchase price. 
  Treasure Awards 
  Item Name                                  GP Value 
  Goblin coins                                50 
  Alchemist Fire                             25 ea 
  Dragon Hoard                              500 
  Deriel’s reward                            20 per a character 
  Consumable magic items ​should be divided up however 
  the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide. 
  Permanent magic items ​are divided according to a 
  system detailed in the ​Halls of Heroes Dungeon 
  Master’s Guide​. 
  Dragon Grappler (Wand of Entanglement) 
  Wand, Uncommon (requires attunement by a 
  spellcaster) 
  This rod is covered in red scales that at the top has a 
  dragon head with an orb in its mouth. When used 
  instead of vines, dragon tails will appear and try to bind 
  everyone in the area. There is a story of an evil wizard 
  who sacrificed many baby dragons to create this wand, 
  but there has been no confirmation if this is true or not. 
  Player Rewards 
  For completing this mission, the characters earn 10 
  downtime days and 1 renown for their faction. 
  DM Rewards 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the ​Halls of Heroes Dungeon 
  Master’s Guide ​(ALPG). 
   
  
  Appendix. Dramatis 
  Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   
   
  
  Appendix. Monster/NPC 
  Statistics 
   
  Goblin 
  Small Humanoid(goblinoid), neutral evil 
  Armor Class ​15 (leather armor, shield) 
  Hit Points ​7 (2d6) 
  Speed​ 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1)
  14 (+2)
  10 (+))
  10 (+5)
  8 (-1)
  8 (-1) 
   
  Skills ​Stealth +6 
  Senses​ darkvision 60 ft., passive Perception 9 
  Languages​ Common, Goblin 
  Challenge​ 1/4 (50 XP) 
   
  Nimble Escape​ The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Scimitar. ​Melee Weapon Attack: ​+4 to hit, reach 5ft., one 
  target. ​Hit: ​5(1d6+2) slashing damage. 
   
  Shortbow. ​Ranged Weapon Attack: ​+4 to hit, range 
  80/320., one target. ​Hit: ​5(1d6+2) piercing damage. 
   
   
   
  Kobold 
  Small humanoid (kobold), lawful evil 
  Armor​ ​Class​ 12  
  Hit​ ​Points​ 5 (2d6-2) 
  Speed​ 30 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  7 (-2)
  15 ​(+2​)
  9 (-1​)
  8 (-1)
  7 ​(-2​)
  8 (-1) 
   
  Senses​ darkvision 60 ft., passive Perception 8 
  Languages​ Common, Draconic 
  Challenge​ 1/8 (25 XP) 
  Sunlight Sensitivity. ​While in sunlight, the kobold has 
  disadvantage on attacks rolls, as well as on 
  Wisdom(Perception) checks that rely on sight. 
  Pack Tactics.​ ​The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Dagger. ​Melee Weapon Attack: ​+4 to hit, reach 5 ft., 
  one target. ​Hit: ​4 (1d4 + 2) piercing damage. 
  Light Crossbow. ​Ranged Weapon Attack: ​+4 to hit, 
  range 80/320 ft., one target. ​Hit: ​6 (1d8+2) piercing 
  damage. 
   
   
   
  
  Kobold Inventor 
  Small humanoid (kobold), lawful evil 
  Armor​ ​Class​ 12  
  Hit​ ​Points​ 13 (3d6+3) 
  Speed​ 30 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  7 (-2)
  15 ​(+2​)
  12 (+1​)
  8 (-1)
  7 ​(-2​)
  8 (-1) 
   
  Skills ​Perception +0 
  Senses​ darkvision 60 ft., passive Perception 10 
  Languages​ Common, Draconic 
  Challenge​ 1/4 (50 XP) 
  Sunlight Sensitivity. ​While in sunlight, the kobold has 
  disadvantage on attacks rolls, as well as on 
  Wisdom(Perception) checks that rely on sight. 
  Pack Tactics.​ ​The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Dagger. ​Melee or Ranged Weapon Attack: ​+4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. ​Hit: ​4 (1d4 + 
  2) piercing damage. 
  Light Crossbow. ​Ranged Weapon Attack: ​+4 to hit, 
  range 80/320 ft., one target. ​Hit: ​6 (1d8+2) piercing 
  damage. 
  Alchemist Fire.​ The kobold throws a flask of alchemist’s 
  fire. ​Ranged Weapon Attack: ​+4 to hit, range 5/20 ft., 
  one target. ​Hit: ​2 (1d4) fire damage at the start of each 
  of the target’s turns. A creature can end this damage by 
  using its action to make a DC 10 Dexterity check to 
  extinguish the flames. 
   
   
   
   
   
  Kobold Dragonshield 
  Small humanoid (kobold), lawful evil 
  Armor​ ​Class​ 15 (leather, shield) 
  Hit​ ​Points​ 44 (8d6 + 16) 
  Speed​ 20 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  12 (+1)
  15 ​(+2​)
  14 (+2​)
  8 (-1)
  9 ​(-1​)
  10 (+0) 
   
  Skills ​Perception +1 
  Damage Resistances ​Fire (see Dragon’s Resistance 
  below) 
  Senses​ darkvision 60 ft., passive Perception 11 
  Languages​ Common, Draconic 
  Challenge​ 1 (200 XP) 
  Dragon’s Resistance​ The kobold has resistance to a 
  type of damage based on the color of the dragon that 
  invested it with power. (Fire was chosen.) 
  Heart of the Dragon. ​If the dragon is frightened or 
  paralyzed by an effect that allows a saving throw, it can 
  repeat the save at the start of its turn to end the effect 
  on itself and all kobolds within 30 ft. of it. Any kobold 
  that benefits from this trait (including the 
  dragonshield) have advantage on its next attack roll. 
  Sunlight Sensitivity. ​While in sunlight, the kobold has 
  disadvantage on attacks rolls, as well as on 
  Wisdom(Perception) checks that rely on sight. 
  Pack Tactics.​ ​The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. ​The kobold makes two melee attacks. 
  Shortsword. ​Melee Weapon Attack: ​+4 to hit, reach 5 
  ft., one target. ​Hit: ​5 (1d6 + 2) piercing damage. 
   
   
  
  Kobold Scale Sorcerer 
  Small humanoid (kobold), lawful evil 
  Armor​ ​Class​ 15 (natural armor) 
  Hit​ ​Points​ 27 (5d6+10) 
  Speed​ 30 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  7 (-2)
  15 ​(+2​)
  14 (+2​)
  10 (+0)
  9 ​(-1​)
  14 (+2) 
   
  Skills ​Arcana +2, Medicine +1 
  Senses​ darkvision 60 ft., passive Perception 9 
  Languages​ Common, Draconic 
  Challenge​ 1 (200 XP) 
  Spellcasting. ​The kobold is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). It has the following sorcerer 
  spells prepared: 
  Cantrips (at will): ​fire bolt, mage hand, mending, poison 
  spray 
  1st level (4 slots): ​charm person, chromatic orb, 
  expeditious retreat 
  2nd level (2 slots): ​scorching ray 
  Sorcery Points ​The kobold has 3 sorcery points. It can 
  spend 1 or more sorcery points as a bonus action to 
  gain one of the following benefits: 
  Heightened Spell: ​When it casts a spell that forces a 
  creature to make a saving throw to resist the spell’s 
  effects, the kobold can spend 3 sorcery points to give 
  one target of the spell disadvantage on its first saving 
  throw against the spell. 
  Subtle Spell: ​When the kobold casts a spell, it can 
  spend 1 sorcery point to cast the spell without any 
  somatic or verbal components. 
  Sunlight Sensitivity. ​While in sunlight, the kobold has 
  disadvantage on attacks rolls, as well as on 
  Wisdom(Perception) checks that rely on sight. 
  Pack Tactics.​ ​The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Dagger. ​Melee Weapon Attack: ​+4 to hit, reach 5 ft., 
  one target. ​Hit: ​4 (1d4 + 2) piercing damage. 
   
  Red Dragon Wyrmling 
  Medium dragon, chaotic evil 
  Armor​ ​Class​ 17 (natural armor) 
  Hit​ ​Points​ 75 (10d8 + 30) 
  Speed​ 30 ft., climb 30 ft., fly 60 ft. 
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  19 (+4)
  10 ​(+0​)
  17 (+3​)
  12(+1)
  11 ​(+0​)
  15 (+2) 
   
  Saving Throws ​Dex +2, Con +5, Wis +2, Cha +4 
  Skills ​Perception +4, Stealth +2 
  Damage Immunities ​Fire 
  Senses​ blindsight 10 ft., darkvision 60 ft., passive 
  Perception 14 
  Languages​ Common, Draconic 
  Challenge​ 4 (1,100 XP) 
  Actions 
  Bite. ​Melee Weapon Attack: ​+6 to hit, reach 5 ft., one 
  target. ​ Hit:​ 9 (1d10 + 4) piercing damage plus 3 (1d6) 
  fire damage. 
  Fire Breath (Recharge 5-6). ​The dragon exhales fire in a 
  15-foot cone. Each creature in that area must make a 
  DC 13 Dexterity saving throw, taking 24 (7d6) fire 
  damage on a failed save, or half as much on a 
  successful one. 
   
   
   
   
   
  
  Appendix A. Mine Map 
  (DM Perspective) 
   
   
  
  Dungeon Map (Player Perspective) 
  
  Player Handout 1. Magic 
  Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Dragon Grappler 
  Wand of Entanglement 
  Wand, uncommon(requires attunement by a 
  spellcaster) 
  This wand has 7 charges. While holding it, you can 
  use an action to expend 1 of its charges to cast the 
  entangle ​spell (save DC 13) from it. 
  The wand regains 1d6+1 expended charges daily 
  at dawn. If you expend the wand’s last charge. roll a 
  d20. On a 1, the wand crumbles into ashes and is 
  destroyed. 
  This rod is covered in red scales that at the top has a 
  dragon head with an orb in its mouth. When used 
  instead of vines, dragon tails will appear and try to bind 
  everyone in the area. There is a story of an evil wizard 
  who sacrificed many baby dragons to create this wand, 
  but there has been no confirmation if this is true or not. 
   
  This item can be found in the ​Tales of the Yawning 
  Portal page 229​. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/HH-DJS01-01 Pest Extermination.pdf