TEXT: 1
  Out of the Box Encounters Promo: Seizing the Means
  Seizing the Means
  Seizing the Means
  Environment
  Deep forest
  Suggested level
  13 (Hard difficulty for 
  party of 4)
  Monsters
  Kobold harrier (8)
  Gaunt green dragon
  Treasure
  Staff of power
  Kobolds have gone through a meta-
  morphosis several times in the history 
  of this game we all love. Back in the 
  day the doglike creatures were hateful 
  and murderous, particularly towards 
  fey creatures like pixies and gnomes. 
  Since then kobolds have become more 
  draconic — but they still have a mad 
  on for gnomes.
  Like so many other creatures, the gods 
  have had a hand in kobold develop-
  ment. Sometimes benefactor, some-
  times detractor, the cruel indifference 
  of deities shapes physical, mental, 
  emotional and spiritual qualities of ko-
  bolds. Individually, they’re considered 
  weak and subservient. But in large 
  numbers kobolds can be a formidable 
  threat.
  Kobolds learn to adapt and even 
  thrive, despite the best attempts of 
  gods and mortals to keep the little rep-
  tilian humanoids down. They’re clever 
  and plentiful, making up for their 
  vulnerabilities through sheer numbers 
  and devious traps.
  So what happens when a band of 
  kobolds, fed up with being put down 
  by the majority of entities in the mul-
  tiverse, discovers a way to steer the 
  course of their own destiny? With all 
  the changes wrought to their species 
  over time, what will their future hold 
  when they seize the means of their 
  own development?
  Introduction
  Description
  The adventurers find themselves in 
  an ancient forest, en route to their 
  next goal. Travel through the primeval 
  woods is a challenge without a path 
  to follow, the huge gnarled trees and 
  twisting roots encroaching on all sides 
  and thick moss carpeting the forest 
  floor. Even with the sun (or suns!) at 
  the zenith, only the faintest slivers of 
  light slice through the thick canopy.
  Characters who succeed on a DC 17 Wis-
  dom (Survival) check discover a distinct 
  lack of signs of any wildlife beyond birds 
  and small rodents. Any sort of larger 
  game is conspicuous by its absence. 
  A character who succeeds on a DC 17 
  Intelligence (Nature) check recognizes 
  the thickets in the area are unnaturally 
  overgrown, with small gaps and passag-
  es winding throughout these abundant 
  bushes. The thickets block sight, and 
  it is difficult terrain for any creature 
  attempting to move through. 
  In addition, a creature moving through 
  thickets must make a DC 13 Dexterity 
  saving throw once each round it’s in the 
  thicket or take 3 (1d6) piercing damage 
  from the thorns. Creatures moving 
  within the thicket who succeed on a 
  DC 17 Wisdom (Perception) check hear 
  shambling sounds from deeper within 
  the thicket, while small birds and ro-
  dents eye such creatures curiously.
  Eventually, whether making their way 
  through the thickets or when the party 
  makes camp, a low-hanging fog begins 
  to creep over the ground, tendrils of 
  acrid vapor snaking through the thick 
  vegetation. 
  
  2
  Out of the Box Encounters Promo: Seizing the Means
  Creatures exposed to the fog must make a DC 12 Constitu-
  tion saving throw or be poisoned for 1 hour. At the end of 
  the hour, poisoned creatures can repeat the saving throw, 
  ending the effect on a success.
  Creatures traveling through the thicket who succeed on a 
  DC 17 Intelligence (Nature) or Wisdom (Survival) check 
  manage to navigate using the small unnatural passageways 
  and find their way to a large clearing 150 feet in diameter 
  deep, deep within the woods.
  An enormous mound, covered in thick, lush moss, rises 
  from the ground against the farther perimeter of the clear-
  ing. The mound rises 20 feet high at the top of the heap. 
  Characters who succeed on a DC 17 Wisdom (Perception) 
  check notice two round, dark patches near the base of 
  the mound. The acrid fog emanates from these two holes, 
  clinging to the ground and spreading out to the forest.
  Whether the adventurers discover the mound on their own, 
  or hunker down in the woods surrounded by the prying 
  eyes of small animals and the claustrophobic atmosphere 
  caused by the dense trees and acrid fog, characters who 
  succeed on a DC 17 Wisdom (Perception) check notice other 
  sets of eyes watching them from the branches of trees 
  above. There are four kobold harriers observing the party 
  warily.
  While in the trees, the kobold harriers have three-quarters 
  cover. They speak only Draconic, and if hailed they will 
  bark back in that language. Characters who succeed on a 
  DC 13 Wisdom (Insight) check intuit these kobolds do not 
  have a threatening demeanor. Instead they appear some-
  what sheepish and guarded. If they can be coaxed down 
  from their lofty perches, they will glide down to the ground 
  on winglike membranes that stretch from wrist to ankle. 
  Each kobold is bright green, with a crest that begins near 
  their eyes and continues down their spine.
  One of the kobolds, Zux, asks the party for help. Any char-
  acter who spoke Draconic will get the attention of Zux. If 
  no character spoke Draconic, she’ll attempt to communi-
  cate with the most wizardly looking character. 
  In lieu of spoken language, Zux points to the 
  mound and tells an elaborate tale through 
  pantomime and gestures.
  The mound is actually a gaunt green dragon 
  in a magical slumber, covered by millenia of forest 
  growth over its coiled body — but it is indeed waking 
  up. The surrounding region is becoming inhospitable and 
  affecting the kobolds’ way of life. 
  Generations ago, this kobold tribe discovered this green drag-
  on, Invidiadorax, when they tunneled up from beneath the 
  earth. Characters who succeed on a DC 25 Intelligence (Histo-
  ry) check recognize the name from extremely ancient history. 
  Called Envy of Gods, Invidiadorax was contained within its lair 
  by heroes of myth. According to the myth, the heroes set out 
  to destroy the terrible wyrm, and neither they nor the dragon 
  were heard from again. Feel free to substitute myths and leg-
  ends from your own setting for history on Invidiadorax. 
  “Kobold tunnelled up from the Big Dark. Kobold 
  found the green dragon asleep in mound! Kobold 
  promised to serve but boss never woke up. Not 
  even for shinies! Kobold big magic borrowed 
  power boss’s power. Now kobold fly and breathe 
  death. But boss starting to wake up and kobold 
  scared to get eaten and give power back!”
  
  3
  Where to begin?!
  Characters might very well notice, then stalk, ambush and 
  kill the kobold harriers before anyone can get a word out. If 
  that’s the case, you’ve still managed to introduce a strange 
  new kobold and give characters a change to navigate some 
  tricky terrain.
  If the tribe is assembled for the ritual, characters might be 
  tempted to take arms against the gathered kobolds. They 
  are much weaker than the party, but even the weakest 
  creature poses a threat in numbers. 
  Even a couple of kobolds, along with the kobold harriers 
  and gaunt green dragon, quickly becomes an extremely 
  Deadly combat encounter. Assuage jittery characters by 
  describing how meek the kobolds are, especially since the 
  party is helping them.
  Meeting and interacting with Zux can raise lots of ques-
  tions, too. These kobolds are experimenting with using 
  Invidiadorax’s blood to cause mutations in their tribe. 
  Within their warrens there might be all sorts of different, 
  new kobolds, perhaps signaling a growing threat.
  Skill challenges can be tricky to implement as well. Often 
  players want to cast spells, use class features and so forth. 
  It’s important to be explicit from the get go that this is a 
  challenge for the characters’ skills. Layering on narrative 
  elements during a skill challenge — from both you and the 
  players — helps turn what is essentially a handful of dice 
  rolls into a colorful storytelling experience.
  Lastly, there is a lot to draw the attention of curious charac-
  ters in this encounter. The history of Invidiadorax, possibly 
  more treasure, and how exactly the kobolds were able to 
  siphon and use the draconic power are all great hooks for 
  further adventures. 
  You can add to your world’s culture and lore by exploring 
  draconic history, or create your own new myths to help 
  bring your setting to life.
  Complications
  The story is very old and obscure, and only the most 
  knowledgeable characters ought to have heard it at all.
  If the party agrees to help Zux, she will summon her tribe’s 
  shaman, who will arrive with dozens of kobolds. The 
  shaman is a kobold with the knowledge of how to siphon 
  power from Invidiadorax and bestow it to the tribe, which 
  has been passed down for many generations of kobolds (a 
  handful of years). 
  The shaman has tried many times to put the dragon back 
  to sleep, but has no real magical ability. Nevertheless, they 
  will attempt to enact a ritual and maybe with these adven-
  turers’ help it will work!
  The shaman arranges crude talismans and charms, and 
  characters who succeed on a DC 12 Intelligence (Arcana) 
  check recognize this ritual appears to have no discernible 
  arcane connection. The shaman is completely certain of 
  the ritual’s efficacy, and any magical characters in the party 
  reinforce their belief that it will work.
  Helping the shaman complete the ritual is a skill challenge 
  requiring five successful skill checks before three failed skill 
  checks. 
  Characters can attempt a particular skill check only once 
  each, and only if they are proficient in the skill. The skills are 
  Arcana, History, Medicine, Nature, Performance and Religion.
  Encourage players to describe how they are using their skill 
  to help the shaman, and consider giving them the oppor-
  tunity to use other skills if they can describe how it would 
  help, within reason. If the skill challenge is successful, 
  Invidiadorax remains in its magical slumber. The poisonous 
  fog, dangerous overgrowth and absence of wildlife subsides 
  over the next few weeks.
  As a reward, Zux offers the party a staff of power as a 
  reward. The kobolds assume the staff is magical but are 
  totally unable to use the item. The staff belonged to one of 
  the heroes who confronted Invidiadorax, a wizard who per-
  ished along with their companions in the epic battle where 
  they were able to put the wyrm into stasis.
  If the ritual fails, the Invidiadorax awakens. The gaunt 
  green dragon bursts forth from the mound, shaking the 
  growth of centuries from its wan scales. It immediately 
  snatches up several kobolds in its Hungry Jaws, ravenous 
  from untold years without sustenance, and turns its greedy 
  gaze upon the party.
  Out of the Box Encounters Promo: Seizing the Means
  
  4
  Did you enjoy this encounter?
  There’s 55 more encounters waiting for the right moment 
  to enrich your campaign world inside Out of the Box: En-
  counters for 5th Edition.
  Each of the encounters in the book has full-color art and 
  maps. The ArcKnight pack expands encounters further 
  with flat plastic pawns and battlemats with transparent 
  object and terrain pieces.
  The stats for kobold harriers and the gaunt green dragon 
  are over at Nerdarchy the Website here. But for a fast and 
  dirty version of these monsters use the following:
  For kobold harriers use kobolds with these changes: 
  increase hit points to 28 (8d6), add fly 20 ft., damage 
  resistance to poison, a Flyby feature, and the kobold harrier 
  falls at the end of a turn if it’s airborne and the only thing 
  holding it aloft is its flying speed.
  For the gaunt green dragon use a young green dragon 
  with these changes: decrease hit points to 88 (16d10), halve 
  all its movement speeds, its Poison Breath has Recharge 
  (6), and when the dragon does damage with its Bite attack 
  it gains 5 temporary hit points.
  Progress on the book and other items from the Kickstarter 
  is moving forward very steadily. Everyone on the team feels 
  confident we’ll deliver on the pledges ahead of the estimat-
  ed delivery date.
  If you believe you’re experiencing an issue with you the 
  Nerdarchy Pledge Manager, email us at KSSupport@
  Nerdarchy.com with the subject line SUPPORT and we’ll 
  help you out.
  Thank you again for your support and as always, stay 
  nerdy!
  Out of the Box Encounters Promo: Seizing the Means
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Nerdarchy Team/Seizing the Means.pdf