TEXT: Fantasy Renaissance Adventure Module
  NIGHT OF THE MAD KOBOLD
  Written by “Weird Dave” Olson
  An Adventure for 1st-Level Characters
  WK0
  For use with 
  the 5th Edition  
  of the First  
  Fantasy RPG
   
  Wrath of the Kobolds #0
  
  3
  Fantasy Renaissance Adventure Module WK0
  NIGHT OF THE MAD KOBOLD
  WRATH OF THE KOBOLDS #0
  For use with the 5th Edition of the First Fantasy RPG
  Writer: “Weird Dave” Olson
  Editor: Kelly Christensen
  Cover Art: Timothy Wilsie
  Interior Art: Gary Dupuis, Rick Hershey-Empty Room Studios, 
  Timothy Wilsie
  Cartography: “Weird Dave” Olson 
  Layout: “Weird Dave” Olson
  The Cut to the Chase logo is a trademark of Cut to the Chase Games LLC.
  Cut to the Chase Games LLC is not affiliated with Wizards of the CoastTM.
  
  4
  The town of Cresthill enjoys a favorable location 
  along the winding Graywand River. Trade is good, 
  and the prominent gnomes of House Kelver run most 
  of the businesses to the prosperity of the people. Now, 
  however, a dangerous lunatic—a kobold from the 
  nearby Talon Hills—has decided the gnomes of House 
  Kelver need to be a taught a fiery lesson, and only a 
  band of heroes can stop his plot.
  WK0 Night of the Mad Kobold is a short adventure 
  designed for a group of six 1st-level characters. It 
  stands alone but can also serve as an introduction to 
  the WRATH OF THE KOBOLDS module trilogy from Cut 
  to the Chase Games.
  Weird Dave’s Notebook: Kobolds!
  Kobolds have been a pest and threat for low-level 
  characters in fantasy roleplaying games since the 
  beginning. Over the years, however, they have been 
  changed to a more draconic creature, still lowly 
  but perhaps a bit more on the threatening side. This 
  module presents the brown kobold, a genetic variant 
  that split from the main race long ago. They’re 
  a mash-up between dog-like canids and reptilian 
  draconic descendants, but how they appear in your 
  game is entirely up to you—describe them as you see 
  fit, but remember the yipping!
  Appendix Contents
  The combat statistics for monsters and NPCs listed in 
  bold in the text can be found in Appendix A along 
  with reprinted profiles of important NPCs.
  Adventure Background
  In the Talon Hills, a great leader has risen from the 
  ranks of the kobolds. Styling herself the Kobold 
  Queen, she has managed to increase the size of her 
  tribe threefold in a single generation through guile, 
  treachery, and covert warfare—the building blocks of 
  any kobold tribe.
  As befitting one of her status, the Kobold Queen had 
  many litters of kobold pups. Two of her sons stood out 
  above the rest. One of them, the larger and more 
  powerful brother Rigaan, drank in the kobold legends 
  of long ago and vowed to reclaim the kobold legacy. 
  He eventually left the caves of the Talon Hills and found 
  the tomb of a great kobold hero. (Rigaan’s story arc is 
  found in the WRATH OF THE KOBOLDS module trilogy.) 
  His brother, the smaller and more intelligent Rinklo, 
  thrived on the teachings of the tribe alchemist.
  Rinklo quickly learned the secrets of constructing 
  smoke bombs, glue bombs, fire bombs, and a host 
  of other alchemical devices. He did not share in the 
  Kobold Queen’s devotion to the God of Destruction, 
  and as he grew, Rinklo became dissatisfied with life in 
  the Talon Hills. The hated foe of the kobolds, gnomes, 
  lived far away, and he yearned to bring down gnome 
  civilization from the inside. Thus he set out with his 
  mother’s blessing to work chaos upon the world of 
  gnomes.
  A single kobold with determination can go far in the 
  world, and Rinklo survived by avoiding the elements 
  of civilization dangerous to a lone kobold. He grew to 
  despise cities as he traveled in secret, seeing them as 
  festering holes of gnomish corruption. In Rinklo’s eyes, 
  every city represented the injustices of fate. What 
  cruel joke would put the noble and cunning race of 
  kobolds in the wilderness, fighting for scraps, while 
  gnomes and men and others built walls and lived in 
  palaces, fat and happy? He knew that he needed 
  a clever method of bringing them down so that he 
  could survive and continue on his quest to bring down 
  all civilizations. Word reached his pointed ears of a 
  city run by a wealthy family of gnomes—Cresthill.
  The gnomes of House Kelver had managed the affairs 
  of Cresthill for many generations, and the stout walls 
  that protected the northern part of the settlement 
  were testament to their dedication. Cresthill lay upon 
  the banks of the Graywand River and prospered from 
  river trade with the towns and settlements up and 
  down its length.
  After arriving in Cresthill under a disguise, Rinklo began 
  to work on his plan. He wanted to destabilize the 
  power structure of House Kelver and bring it crashing 
  down in a fiery inferno. To that end, he developed a 
  special bomb using alchemy, flour, and a drugged 
  fire beetle. But he needed help to plant his bombs 
  across the city, someone familiar with Cresthill and 
  sympathetic to his anti-gnome agenda.
  Rinklo found a perfect accomplice at a disreputable 
  establishment called the Drowned Rat Tavern in 
  Cresthill’s south side. Bren Kapesh was a member of 
  Cresthill’s town guard, mainly because of his love 
  of violence. Rinklo found him drunk at the Drowned 
  Rat Tavern complaining about the gnomes of House 
  Kelver and managed to lure him to an alley. There the 
  kobold alchemist’s words of revolution and destruction 
  of the gnomes caught Bren’s attention, and he soon 
  became an undercover operative for Rinklo. Over the 
  course of a month, Rinklo and Bren placed their flour 
  bombs in locations across Cresthill. The bombs lacked 
  the key ingredient—the drugged fire beetle—which 
  would be placed in the flour bombs the night of their 
  “revolution.”
  Rinklo, however, doesn’t just want to destroy the 
  gnomes of House Kelver. He wants to taunt them, 
  and so he sent Bren out to place the first flour bomb 
  near the popular Curious Cod Inn. Bren suggested his 
  NIGHT OF THE MAD KOBOLD
  
  5
  immediate supervisor, Captain Errick Kelver, as their 
  target.). Rinklo wrote a taunting letter to the gnome 
  captain and had it delivered the day of a special 
  event in Cresthill—the 50th birthday of the youngest 
  son of House Kelver, an event marked by a night 
  of quiet solitude before a morning of fireworks. The 
  perfect night for the kobold bomber to strike.
  Module Synopsis
  The characters are enjoying an evening at the Curious 
  Cod Tavern in Cresthill along with a handful of other 
  patrons when a hysteric gnome woman bursts inside. 
  Just as she runs to the side of a gnome guard captain 
  enjoying his evening break a roaring boom and flash 
  of yellow light from outside tear through the quiet 
  evening. The characters see that a building across the 
  street from the Curious Cod has exploded!
  After the commotion, the gnomes approach the 
  characters and beg for their assistance. The guard 
  captain is Errick Kelver and the panicked woman 
  is his wife is Isoza. They need help. Earlier in the day 
  Errick received a threatening note indicating that 
  the gnomes of House Kelver would suffer for past 
  transgressions. It was the youngest son of House 
  Kelver’s 50th birthday, an event marked by a night of 
  solitude before a morning of fireworks. Most of the city 
  guards in Cresthill were attending to the well-fortified 
  manor of House Kelver for the night. Errick tried to get 
  more guards but his request was denied, and then the 
  explosion confirmed the note’s promises.
  Errick wants the characters to investigate the explosion 
  and stop any further bloodshed. The building that 
  exploded was an abandoned warehouse, so no one 
  was harmed. The explosion was caused by a giant fire 
  beetle awakening in a barrel of flour, which ignited 
  with terrible results.
  As night descends the characters can follow up on 
  a number of leads that take them around Cresthill 
  and to the slums outside the city walls on the southern 
  bank of the Graywand River. The mad kobold bomber 
  Rinklo is working with a corrupt city guard named Bren 
  Kapesh, who sent the note—he hates the gnomes of 
  House Kelver too but doesn’t want to hurt anyone 
  else.
  Searching for Bren takes the characters to the 
  Drowned Rat, a dingy bar in the southern slum of 
  Cresthill. There they can confront the drunken guard, 
  who gives up Rinklo the moment his life is threatened. 
  The mad kobold bomber is running around Cresthill 
  setting the flour bombs to explode. Having set up the 
  first four bombs himself, Bren knows their locations and 
  surrenders the information.
  The characters must now race to defuse the flour 
  bombs and stop the mad kobold Rinklo. The race 
  through the Cresthill streets is driven largely by the 
  characters’ actions, and if they do not move quickly 
  enough, more buildings will explode before the 
  night is over! The final confrontation with the kobold 
  bomber is largely up to the actions of the characters, 
  but the final target—a fireworks shop—makes for a 
  likely location.
  Future Modules
  Rinklo, the mad kobold bomber, is the son of the 
  Kobold Queen, whose devotion to the God of 
  Destruction brings the characters into her lair in WK1 
  Caves of the Kobold Queen. If the characters capture 
  and interrogate Rinklo they can learn that he has 
  a powerful mother, and the arrival of leaflets from 
  the town of Ormkirk regarding kidnapped men can 
  provide a nice link between WK0 and WK1.
  Also, Rinklo is the brother of Rigaan, who sets the 
  events of the WRATH OF THE KOBOLDS trilogy in motion. 
  Though the characters do not face the powerful 
  kobold warrior until WK3 Revenge of the Over-Kobold, 
  his deeds mark him as a powerful adversary.
  Involving the Characters
  The easiest way to get the characters involved in 
  the module is start with them lodging at the Curious 
  Cod Inn in Cresthill. The events of the module play out 
  from there. Perhaps the characters arrived together 
  and are sitting at one of the tables talking amongst 
  themselves to begin with, or perhaps they are 
  separate travelers who simply find themselves around 
  the same common table when the commotion starts.
  Adapting the Module
  The town of Cresthill fits very easily into most campaign 
  settings that have gnomes as a playable race. The 
  gnomes of House Kelver are not evil or abhorrent 
  in any way, but have simply done very well for 
  themselves as merchants and captains of industry. 
  Cresthill is located along a river used for trade and 
  can be in any temperate climate.
  The entire module takes place within the town of 
  Cresthill, so changing anything about where it is 
  physically located should not have any bearing on 
  the presented events. Rinklo’s obsession with gnomes 
  plays upon a theme common amongst most settings 
  (kobolds hate gnomes).
  
  6
  Time Track
  Once the characters get into PART TWO of the 
  scenario, tracking time becomes important. At that 
  point the characters are going to be racing against 
  the kobold bomber Rinklo, who is setting up fuses 
  across Cresthill. The module represents this abstraction 
  of time by using time segments on a time track.
  The time segments on the time track keep track 
  of where the parties are located relative to each 
  other. The characters are the drivers behind this 
  abstraction—when they move across Cresthill the 
  time track advances and Rinklo is now somewhere 
  else. You may find it helpful to print out the Time Track 
  in the Appendix for easy reference.
  The time track should also help with parties that 
  decide to split up, especially when they first learn the 
  location of the first four flour bombs from Bren Kapesh 
  (he doesn’t know the fifth’s location). While abstract, 
  each time segment represents roughly 10 minutes.
  PART ONE: A DANGEROUS NIGHT IN 
  CRESTHILL
  The module begins with the characters in the common 
  room of the Curious Cod Inn in the city of Cresthill. The 
  evening meal has just been cleaned up by the staff 
  when a distraught female gnome enters and talks 
  with her husband, close enough for the characters 
  to hear. The conversation is interrupted by a fiery 
  explosion outside! 
  Whether the characters take up the investigation on 
  their own or not, the gnome captain of the guard asks 
  for their assistance in stopping whatever mad man 
  caused the explosion. The captain received a note 
  earlier indicating there would be more bombings.
  Goings On at the Curious Cod
  The Curious Cod is a well-regarded inn and tavern in 
  the town of Cresthill. Read the following to begin the 
  module.
  The setting sun bathes the town of Cresthill in brilliant 
  hues of orange and crimson as evening descends. 
  The winding Graywand River cuts through Cresthill, 
  creating a natural divide between the wealthy 
  district on the north side and the make-shift hovels 
  and tents of the poorer district on the south side. The 
  gnomes of House Kelver took over management 
  of the town several generations ago and have 
  turned it into a hub of river shipping. You have 
  booked rooms at the Curious Cod Inn, a quality 
  establishment on the banks of the Graywand River 
  in the northern portion of the town. A fair crowd has 
  gathered around the common room this evening.
  Allow the characters enough time to get their 
  bearings within the Curious Cod. You can show them 
  Player Handout 1 so that they get an idea of Cresthill’s 
  layout as well. The inn is three stories tall with a kitchen, 
  common room, and several private rooms occupying 
  the main floor.
  Cresthill Rumors
  Characters who may have been asking around 
  Cresthill may learn one or more of the rumors below. 
  You can give them out to each player so that they 
  each have something to share or have a single 
  charismatic character pick them up.
  •	
  The gnomes of House Kelver are gathered together 
  at Kelver Manor in honor of the townmaster’s 
  youngest son’s 50th birthday. Tradition dictates the 
  son spend the night in solitude before fireworks in 
  the morning!
  •	
  All the gnomes in Cresthill are connected through 
  blood or marriage to House Kelver. It’s practically 
  incestuous!
  •	
  Townmaster Hurrid Kelver has five sons and three 
  daughters, an unusually large family for a gnome. 
  His eldest child is a son known for his wild behavior 
  who hasn’t been seen for a number of years. 
  Some say he went off in search of adventure!
  
  7
  •	
  River trade keeps the merchants of Cresthill rich 
  and the dock workers well-fed. The people who 
  live in the slum district on the southern banks of the 
  Graywand River are lazy shiftless thieves!
  •	
  Most of the leaders in the town’s guard are gnomes 
  from House Kelver. Some say their loyalty lies first to 
  their family and second to the city, which is why 
  the guards are stationed around Kelver Manor this 
  night.
  •	
  Fireworks are big business in Cresthill. The best 
  fireworks come from Fromm Flinthandle’s Finest 
  Fires, owned by a dwarf alchemist in town. He has 
  much competition from smaller shops, though.
  Gnome Alone
  Anyone looking around for someone out of place 
  can spot a gnome soldier drinking ale at a nearby 
  table. He seems to keep to himself, but isn’t unfriendly 
  if bothered. He introduces himself as Captain 
  Errick Kelver and anyone can tell that he seems 
  preoccupied with something. Captain Errick does 
  not make much conversation, but if coerced by a 
  sympathetic enough ear, he begins to relate some of 
  his troubles.
  Distraught Wife
  After the characters have had a chance to share 
  any rumors they found, a gnome woman bursts into 
  the Curious Cod. She is dressed plainly and carries 
  a handkerchief with the logo of House Kelver on it. 
  Stepping inside the inn, she looks around before 
  finding Captain Errick and rushes over to him.
  The gnome woman is Captain Errick’s wife, Isoza. 
  She is clearly upset and the two begin to talk in low 
  voices. Any character who shows a visible interest is 
  brushed aside by Captain Errick with a brusque “this 
  is a personal matter, no concern of yours” before 
  he attends to his wife. The two talk for moments in 
  whispers in the Gnomish language, punctuated by 
  Isoza’s muffled sobs, but all that a nearby character 
  can catch are the words “children” and “danger.”
  Shattered Night
  The evening’s reveries are broken by an explosion outside 
  the Curious Cod. Read or paraphrase the following. 
  The firelight from the Curious Cod’s hearth begins 
  to cast dancing shadows as the last light of the sun 
  fades outside. BLAM! Suddenly a loud explosion 
  outside shatters the low murmurs of conversation 
  inside the common room. The sounds of falling 
  debris and roaring fire are coming from across 
  the street. Inside the Curious Cod, the people look 
  around in shock, confusion, and terror.
  Captain Errick Kelver leaps to his feet and rushes 
  outside along with any characters interested in 
  investigating. The scene across the street is one of 
  devastation. The building that was there has been 
  reduced to a smoldering pile, with fires still burning 
  in the small crater that was its foundation. Pieces of 
  flaming debris litter the street and smoke billows into 
  the air from the site. A few people stagger to their feet 
  in a daze, though no one is seriously wounded.
  Captain Errick Kelver’s wife rushes outside and 
  clutches her husband’s arm. “I told you they weren’t 
  kidding around!” she shrieks hysterically. The gnome 
  captain’s face is grim as a crowd of people gather 
  around the door to the Curious Cod.
  Invitation to Investigation
  After a moment to let the scene sink in Captain 
  Errick Kelver approaches the characters. Unless a 
  relationship has been previously established, he 
  doesn’t know them personally, but he feels backed 
  into a corner and needs all the help he can get.
  Captain Errick asks for the characters’ help in saving 
  lives in Cresthill. He doesn’t have much to pay the 
  characters and time is of the essence, but he promises 
  a reward from the coffers of House Kelver to get them 
  to assist. In a faltering voice he relates the following 
  points.
  NPC Profile: Errick Kelver, Gnome Captain of the 
  Guard
  A captain in the Cresthill guard, Errick Kelver is a 
  third cousin to the gnomes of House Kelver. Being 
  tied to the merchant family that operates Cresthill 
  has proven a boon for Errick, but his natural 
  leadership skills and down-to-earth attitude has 
  done more to help him ascend the ranks of the 
  town guard. He is second only to Master Ronwyn 
  Kelver, an overly fat and lazy gnome who has 
  managed through guile and trickery to attain 
  ownership of the city’s defenses.
  Errick despises Ronwyn (they’re fourth cousins 
  once removed) but doesn’t let his feelings 
  interfere with his duty. He is an honorable 
  gnome with a good family—his wife Isoza and 
  three children come first in his life. He takes his 
  responsibility to the town of Cresthill very seriously 
  and has earned a reputation amongst the rank-
  and-file guards as a stern but efficient captain. 
  Errick is deeply troubled by the threatening note 
  he received but feels quite powerless to do 
  anything about it.
  
  8
  •	
  This morning he and his wife found a letter on their 
  doorstep. The letter, Player Handout 2 which Errick 
  hands to the characters, threatens the lives of all 
  gnomes in Cresthill for “past transgressions of a 
  cowardly nature.”
  •	
  Captain Errick brought the note to the attention 
  of his superior, Master Ronwyn Kelver, but was 
  dismissed because of the high security employed 
  for the 50th birthday celebration tonight. There are 
  only a handful of guards stationed around Cresthill 
  and not enough to launch a full investigation.
  Captain Errick Kelver requests the characters’ aid in 
  tracking down whomever sent the letter and stopping 
  whatever plans they have for the night. The gnome 
  captain plans on rushing to Kelver Manor but doesn’t 
  feel like he’ll get much help, considering that most of 
  the guards have been stationed around the mansion 
  for the protection of the nobles.
  Whatever the madman is planning, Captain Errick 
  finds it unlikely that Kelver Manor is a target, given the 
  added security. But the rest of Cresthill is left vulnerable 
  to attack, and that frightens him greatly.
  The Explosion Site
  Some clues can be picked up by investigating the 
  building that used to sit across the street from the 
  Curious Cod. Captain Errick confirms that the building 
  was a fishmonger shop but it closed down a month 
  ago and has been abandoned since then.
  Characters checking out the rubble can make DC 
  10  Intelligence (Investigation) checks to learn the first 
  clue in the list below. Additional clues can be found 
  for every 5 above DC 10 a character rolls. Explanations 
  of the clues, not to be revealed to the players, are in 
  [brackets].
  •	
  The blast pattern indicates the explosion happened 
  from inside the building in the basement. [The 
  barrel containing the drugged fire beetle was 
  placed in the basement by Rinklo’s accomplice 
  Bren Kapesh earlier that day.]
  •	
  A fine white powder is found on the ground near 
  the center of the explosion site. Closer examination 
  shows it to be flour. [Rinklo’s explosion is created 
  by a drugged fire beetle awakening in the center 
  of a large barrel of flour. See the sidebar “Flour 
  Bomb of the Mad Kobold” for exact details.]
  •	
  Two legs of a large insect are found amidst the 
  wreckage. Characters proficient in Nature can 
  identify them as from some sort of giant beetle 
  but there’s not enough to narrow it further. [This is 
  what remains of the giant fire beetle that was the 
  catalyst for the flour bomb.]
  There is no immediate danger in the rubble, though 
  small fires continue to burn from the explosion.
  Start with Questions
  Questioning people in the Curious Cod is the best 
  way to start, specifically the bartender Cecilia Staves. 
  She is a human who has lived in Cresthill all her life. 
  As a good bartender, she keeps her eyes open for 
  any troublemakers. Cecilia is quite shaken over the 
  explosion just across the street. If questioned about 
  anything odd lately, she recalls seeing a tall lanky 
  man enter the building about two weeks ago. It’s 
  been a month since the fishmonger closed shop so 
  she thought it was odd and assumed it was a vagrant 
  worker seeking a new home.
  Other people can corroborate this information with 
  a successful DC 10 Charisma (Persuasion) check. 
  Succeeding on the check with a 14 or higher finds 
  someone who remembers seeing the lanky man in 
  the past week going into the abandoned building, 
  dressed like a city guard. Characters can learn this 
  information through talking to the people in and 
  around the Curious Cod without a check if necessary, 
  but it takes more time (increase the time track by 1 
  time segment if the characters need to take the time 
  to ask more questions). Allow each character to try 
  and make the check if they wish.
  Given the description and the location, Captain Errick 
  Kelver identifies the man as Bren Kapesh, a guard 
  under his supervision. Bren hasn’t reported to duty in 
  two days, and with the ceremony, Errick hasn’t had 
  the time to confront him. Bren is a troublemaker who 
  never had anything good to say about the gnomes 
  of House Kelver, but would usually show up for his 
  assigned posts. Errick says the best place to find him is 
  at the Drowned Rat, a dive tavern on the south side of 
  Cresthill across the Graywand River.
  Travel and the Time Track
  In the course of this module the characters are going 
  to be traveling across the length and breadth of 
  Cresthill, and they’ll eventually figure out that moving 
  quickly is going to be the only way to go. The DM’s 
  map of Cresthill shows the primary locations around 
  the town with lines between them to mark the 
  paths. Movement along the lines between individual 
  locations takes 1 time segment, and if the characters 
  are deliberately moving quicker (running, jogging, 
  using a faster mount, or other means) they can 
  reduce the total time required by 1 time segment for 
  that journey segment. If the distance is reduced to 0, 
  the characters arrive at the next time segment.
  
  9
  For example, moving from the Curious Cod to the 
  Drowned Rat would normally require 3 time segments 
  (1 to move to Kelver Manor, 1 to move to High Bridge, 
  and 1 to move to the Drowned Rat). If the characters 
  hurry, it would take them 2 rather than 3. To move 
  then from the Drowned Rat to the Kelver Warehouse 
  location would take 2 time segments or 1 if they hurry.
  The downside of running is that the characters do not 
  have a chance to run into Rinklo, even if he and they 
  are moving between the same locations. The kobold 
  alchemist moves slowly and quietly, trying not to 
  draw attention to his location, but he does notice the 
  characters. What Rinklo does with this information is 
  up to the DM, but it’s possible he suspects someone is 
  on to him if the first explosion hasn’t gone off already.
  Flour Bombs of the Mad Kobold
  Rinklo’s expertise in alchemy and insect anatomy has 
  given him the perfect tool to create very dangerous 
  explosions under the right conditions. To enact his 
  revenge from the safest distance possible, he needed 
  to find a combustible item with a timed trigger. The 
  kobold knew that flour is incredibly combustible when 
  airborne, so much so that the smallest spark can 
  create a tremendous explosion.
  With this material in mind he needed the right trigger. 
  Giant fire beetles are a common insect in cavernous 
  areas, about two feet wide and not particularly 
  dangerous. They get their name from glands on their 
  back, which shed a bright light when the beetle 
  is agitated. Rinklo discovered sacs in the beetle’s 
  backside that inflate when the creature is dormant 
  and deflate when it is roused as a sort of vent to keep 
  the beetle from overheating. The deflation of the air 
  sac was perfect - by burying a dormant giant fire 
  beetle in dry flour, when it awoke it would send flour 
  flying in a large area.
  To create a timed trigger, Rinklo created a special elixir 
  that would incapacitate a giant fire beetle, and after 
  experimenting, he found the right mix of ingredients 
  to be able to control when the insect would awaken, 
  up to a maximum of about eight hours. The kobold 
  alchemist had his timed trigger, but needed some 
  way to ignite the airborne flour. Despite their name, 
  giant fire beetles do not actually produce fire.
  Rinklo again turned to alchemy and insect anatomy. 
  He discovered a particular mix of reagents that, 
  when combined with the stomach juice of a giant 
  fire beetle, burned the creature from the inside and 
  created a flash. This flash was enough to ignite the 
  flour Rinklo discovered while experimenting in caves 
  north along the Graywand River. To complete the 
  bomb, a fragile glass vial of the reagents would be 
  placed inside the stomach of the drugged fire beetle, 
  so when it awoke the glass would shatter, flour would 
  be thrown in a large area, and the beetle would burn, 
  creating the desired explosion. 
  Explosion Results
  If a bomb is not defused and goes off, the resulting 
  explosion levels the building and sends plumes 
  of smoke and fire into the air. Any characters in 
  the immediate vicinity of the bomb take 20d6 fire 
  damage (no save); those near the building take 10d6 
  fire damage, DC 10 Dexterity save for half damage.
  Defusing
  The best way to defuse the flour bomb is to get the 
  flour wet before the beetle awakens and shoots the 
  dry flour into the air. It would take about three gallons 
  of water to sufficiently defuse the bomb before it goes 
  off, with each gallon reducing the effective damage 
  of the bomb by half (20d6 to 10d6, 10d6 to 5d6, 5d6 to 
  2d6). Removing the beetle before it awakens would 
  work as well, though players must be careful—Rinklo’s 
  serum provides a modified version of the sleep spell 
  so that too much jostling can awaken the beetle. 
  Removing the beetle without awakening requires a 
  DC 12 Dexterity (Sleight of Hand) check.
  PART TWO: THE KOBOLD BOMBER’S 
  TRAIL
  With a destroyed building and a mad man on the 
  loose, the characters don’t have much time to rest 
  before heading out into Cresthill. Captain Errick Kelver 
  heads straight to Kelver Manor but doesn’t receive 
  any help there—the vast majority of the guards are 
  occupied with the birthday ceremony throughout the 
  night. The best lead the characters have at this point 
  is Bren Kapesh, the guard Captain Errick pointed out 
  that fit the description of the person lurking around 
  the abandoned fishmonger store that exploded.
  Unbeknownst to the characters, Rinklo is already 
  moving across Cresthill to set up his bombs to ignite. 
  The characters are racing against a clock they may 
  not realize yet!
  Showdown at the Drowned Rat
  The Drowned Rat Tavern is easy to locate once the 
  characters decide to find it. Read the following once 
  they arrive at the Drowned Rat.
  
  10
  Across the High Bridge on the southern banks of 
  the Graywand River, Cresthill becomes a different 
  place. The safety of the town’s walls and cleanliness 
  of its streets are replaced by a muddy, filthy 
  neighborhood filled with lean-tos and shelters in 
  makeshift shantytowns between the few standing 
  buildings. Drunks and ruffians of all sorts stagger 
  around, carousing without a care in the world. The 
  Drowned Rat Tavern, marked by a sign containing 
  a crude drawing of its namesake, stands as the 
  most solid building in the whole neighborhood. It’s 
  still a two-story wooden mess, however.
  Inside the Drowned Rat lives up to its outer appearance 
  as a dingy bar that serves watered-down ale and 
  cheap wine to poor dock workers and travelers low 
  on coin. The bartender is a stout dwarf woman named 
  Mama Stone, late in years with a wicked scar running 
  down her left cheek. She is uncouth and speaks her 
  mind, with no love of fancy-clothes wearing folk. There 
  are about two dozen ruffians inside the Drowned Rat 
  when the characters arrive.
  If asked about Bren Kapesh, Mama Stone can direct 
  the characters to a back table where a lanky man in 
  scuffed leather armor nurses a mug of ale. His three-
  day stubble is getting thick but does little to hide the 
  bags under his eyes. Bren is clearly nervous, twitching 
  and jumping at every shadow, but the drink has dulled 
  his perception what’s going on around him.
  Confronting Bren
  Despite his appearance Bren still has some fight in 
  him, and if confronted about his involvement in the 
  explosion his eyes grow wild and he leaps to his feet, 
  drawing his short sword. He cries out in a drunken slur 
  that the characters are “cursh in the shervice of the 
  greedy Kelversh!” which prompts a few of his fellows 
  to come to his aid. In total there are 5 human thugs 
  confronting the characters (Bren counts as a thug with 
  no special statistics). The thugs can be browbeaten 
  back with a DC 12 Charisma (Intimidation or 
  Persuasion) check or with a suitable display of martial 
  prowess. If combat breaks out the thugs only fight until 
  3 of them are down; the remaining 2 throw down their 
  weapons and surrender.
   
  Bren shouts that “thish night bringsh down the foul 
  shcum of Housh Kelver!” during the fight. As soon as 
  he gets below half HP (or surrenders after his fellows 
  go down), however, he collapses and gives up.
  What Bren Knows
  Bren Kapesh gives up what he knows to any strong 
  voice (or a pretty face) if there is not a gnome 
  in the party. If there is, it takes a DC 12 Charisma 
  (Intimidation) check to get him to talk, or enough 
  threats and promises to eat up 1 time segment.
  NPC Profile: Bren Kapesh, Human Racist Slime 
  and Traitor Guard
  Bren has not had a good life. He grew up with five 
  brothers and two sisters further up the Graywand 
  River, living off what scraps his father and mother 
  could put together from fighting for work in the 
  crowded river docks. His father was a disgraced 
  merchant, drunk most of the time now, who once 
  held a proud position in Cresthill. His own greed 
  and stupidity took his good fortunes away, but 
  he placed the blame squarely on the gnomes of 
  House Kelver.
  Bren and his siblings were raised to hate the 
  Kelvers, and Bren took it to mean that all gnomes 
  were villainous tricksters out for nothing more 
  than an honest man’s gold. Times got tough 
  at home and he was forced to leave, and his 
  short taste of the wilderness left him afraid of 
  the dangerous world. He slunk to Cresthill and 
  worked the docks for a short time, cursing the 
  gnomes across the river every day. Thanks to 
  Bren’s natural tendency towards violence and 
  his skill with a blade, he was selected for a 
  position with the town guard.
  As a guard Bren tried his best to avoid the gnomes, 
  and took every opportunity to exert his position 
  over them. His actions did not go unnoticed and 
  he was transferred to the command of Captain 
  Errick Kelver, who was known for turning around 
  unruly guards. Bren hated Errick with a burning 
  passion, which caught the attention of Rinklo.
  
  11
  Bren relates the following information.
  •	
  Bren has been working with a kobold named 
  Rinklo. Rinklo is a genius at alchemy and hates all 
  gnomes everywhere.
  •	
  Rinklo came up with a plan to blow up buildings 
  in Cresthill that were important to the gnomes of 
  House Kelver, which would destabilize their power 
  and allow some other merchant family to come in 
  and seize control.
  •	
  The bombs were created by some sort of mixture 
  of flour and a giant fire beetle that Rinklo would 
  fill with some sort of alchemical liquid. The beetle 
  would then go dormant for a period of time known 
  only to Rinklo, and when it awoke—kaboom!
  •	
  Bren placed large barrels of very dry flour in four 
  places around Cresthill. The first one was the 
  building across the street from the Curious Cod, 
  which was “just the beginning.”
  •	
  The other three locations Bren can point out on 
  a map. They are a warehouse used by House 
  Kelver, a series of tenements occupied by gnome 
  workers owned by House Kelver, and a forge run 
  by the human smith Tomas Skallgrimm, who forged 
  steel for Kelver Manor. Bren provides descriptions 
  of how to get into these locations and what the 
  barrels look like (they’re marked with a stylized R).
  •	
  Bren knows that Rinklo had a fifth location but he 
  wasn’t involved in setting it up.
  •	
  After hearing the explosion at the Curious Cod, 
  Rinklo left the Drowned Rat to ignite the other 
  bombs. Tonight is the night Cresthill will goes up in 
  flames!
  Weird Dave’s Notebook: What If Bren Dies?
  Hopefully the characters don’t get carried away and 
  kill the only lead they have in their investigation, but 
  if they do all is not lost for the town of Cresthill. 
  You could work in that Bren liked to brag about 
  his work, and since he was the one who set up the 
  flour bombs over the past few weeks he made sure 
  everyone knew he was going to get even with the 
  cursed gnomes. Tracking down the location of the 
  three flour bombs becomes an exercise in hunting 
  down the right witnesses, which should take 1 or 
  2 time segments depending on how the characters 
  proceed. Tick tock!
  Time Track Advances
  The showdown at the Drowned Rat should take 1 time 
  segment to complete unless the characters spend 
  an unusually long time (such as if they render Bren 
  unconscious and have no magical means to rouse 
  him).
  The Kobold Chase
  Armed with the knowledge that the kobold alchemist 
  Rinklo is running around Cresthill setting up bombs to 
  explode, the characters should be ready to move 
  out to try and stop them. Where they are on the time 
  track at this point is going to make a large difference, 
  whether they know it or not.
  Much of the action in his section is going to be dictated 
  by how the characters go about finding and defusing 
  the flour bombs, while trying to catch up to Rinklo to 
  locate the last bomb. Splitting up, while normally a 
  bad idea for adventuring parties, can prove to be an 
  effective strategy here, and may result in catching 
  Rinklo in the act if they’re really lucky.
  Weird Dave’s Notebook: The Gnome Wildcard
  If the characters get stuck or find themselves 
  in desperate need of some official presence, you 
  can use Captain Errick Kelver as a spur of the 
  moment wildcard. While he wasn’t able to convince 
  his superior to commit much support, the tenacious 
  gnome captain did manage to get four guards to 
  come and assist. Use them as you see fit to help 
  (or hinder!) the characters as they run around 
  Cresthill.
  If the characters reach a location in the same time 
  segment that it is set to explode, they still have a 
  chance to reach the flour bomb in time to try and 
  defuse it if at least one character runs to the barrel site 
  without delay.
  For a dramatic effect that puts a lot of reliance on 
  randomness, have involved characters roll initiative. 
  Roll a d20 for the bomb—this is the initiative count that 
  the beetle awakens in during the 2nd round, sending 
  flour into the air. In the 3rd round on the same initiative 
  count the reagents inside the giant fire beetle ignite 
  and spark the bomb, creating a tremendous explosion 
  (see Flour Bombs of the Mad Kobold). This should give 
  the characters one or two rounds to try something. 
  Players are clever and can come up with a wide 
  variety of solutions, but the easiest would be to get the 
  flour wet—anything else is likely to simply throw flour 
  in the air, which ignites after the fire beetle awakes. 
  Killing the beetle once it is awake isn’t enough either, 
  as the reagents inside still ignite (unless the beetle 
  can be disintegrated or otherwise have all its bodily 
  functions instantly stopped).
  Kelver Warehouse
  This is the closest and likely the most difficult to stop 
  for the characters, depending on how they’ve 
  managed the time track (likely without realizing it!). 
  Despite the late hour there are still a number of dock 
  workers unloading a nearby ship and loading its 
  goods into the warehouse. The flour bomb is located 
  in the middle of the main room between large boxes. 
  
  12
  There are a total of fifteen workers, all of whom die in 
  the explosion unless the bomb is defused.
  Characters can try to convince a group of workers to 
  stay away from the warehouse with a DC 15 Charisma 
  (Persuasion) check, made with advantage if the 
  characters mention the explosion at the Curious Cod 
  (which the workers heard). Each group of five workers 
  requires a separate check (three separate checks).
  Kelver Tenements
  This location is a series of three-story apartment 
  buildings owned by House Kelver and rented out to 
  workers in good standing. They are in good shape but 
  wooden, and contain about fifteen families (roughly 
  one hundred people). There are two flour bombs 
  located in the basement of the tenement, which can 
  be accessed from the rear of the building. About half 
  of them die in the explosion if the bomb is not defused, 
  and a quarter of the survivors die of their burn wounds 
  the next day.
  Evacuation of everyone in the building is near 
  impossible because of the late night hour, though 
  Captain Errick and his small contingent of guards can 
  lend credence to any attempt.
  Tomas’ Smithy
  Tomas Skallgrimm is a human smith from the northern 
  reaches of the world. He has worked closely with the 
  gnomes of House Kelver for many years and now does 
  exclusive contract work for them in his forge. He and 
  his five apprentices all live in an attached wooden 
  building next to the forge. The flour bomb is located 
  in the root cellar of the wooden residential building 
  (the smithy itself is made of stone). Tomas and his 
  apprentices do not survive the explosion if the bomb 
  is not defused.
  Waking the people in the wooden building up 
  requires a DC 15 Charisma (Persuasion) check with 
  no advantage for mentioning the Curious Cod 
  explosion; Tomas and his apprentices were sleeping 
  soundly after a hard day at the forge. Tomas is a burly 
  northern man with long blonde hair and iron-corded 
  muscles who greets any stranger with a huge maul in 
  his hands, ready for a fight.
  Final Confrontation
  Bren was not aware that Rinklo had planted a final 
  flour bomb at Flomm Flinthandle’s Fireworks for the 
  “grand finale” of his night, so the characters would 
  need to either figure it out through rumor sifting at 
  the beginning of the module or by confronting Rinklo 
  before he reaches the fireworks place.
  Flomm Flinthandle is away preparing the fireworks for 
  the morning, so there is no one staffing his workshop. 
  No one living, at least. There are 2 animated armors 
  guarding the workshop where Rinklo managed to 
  smuggle a barrel of flour in with other deliveries earlier 
  in the week. Rinklo encounters and deals with the 
  guardians as noted on the time track. If the characters 
  confront Rinklo after he deals with the guardians, he 
  no longer has his potions of healing (having used 
  them after the fight to regain his lost HP).
  The confrontation with the mad kobold alchemist can 
  thus happen at almost any point in the module.
  NPC Profile: Rinklo, the Mad Kobold
  Rinklo’s 
  upbringing 
  is 
  detailed 
  under 
  the 
  ADVENTURE BACKGROUND. He is a thin kobold 
  with ruddy brown skin, patchy black fur, thin 
  scales on his back side, and a crooked pair of 
  glasses perched on his dog-like snout. He waxes 
  eloquently when confronted about how his 
  deeds will bring about the downfall of gnome 
  society, one cursed house at a time, and that his 
  work has only just begun. 
  Rinklo speaks in flaming, rebellious rhetoric 
  against the “tyrannical gnomes who lord over all 
  with their stubby fingers and fat jowls!” Despite 
  his lack of any evidence or personal experience, 
  Rinklo truly believes he is doing the right thing 
  by attacking gnomes and their way of life. He is 
  insane in his methods but brilliant in his practice 
  and his words drip with the caustic spittle of 
  brazen, youthful revolution against a world he 
  willfully doesn’t understand.
  
  13
  The Mad Kobold Bomber
  Rinklo is a scrappy, tough opponent who has put his 
  plan of revenge into motion with no intention of turning 
  back. He is still a kobold, however, and tries his best to 
  use the alchemical bombs at his disposal to distract 
  and avoid a straight combat with the characters.
  EPILOGUE
  If the characters are completely successful, no victims 
  fell to the flour bombs of Rinklo, the mad kobold 
  bomber, in Cresthill on this night. The two people 
  responsible, Rinklo and Bren Kapesh, should be either 
  dead or in custody by the night’s end as well. Fireworks 
  ignite the sky as morning creeps across the land and 
  the people of Cresthill celebrate the 50th birthday of 
  another gnome in House Kelver.
  Few people in the town are truly aware of what 
  happened and the key part the characters played in 
  thwarting the kobold menace. Captain Errick Kelver 
  knows and never forgets—the characters always have 
  a friend in Cresthill for their generous assistance during 
  the night. Captain Errick is less enthused if bombs 
  go off, but as long as Rinklo is brought to justice he 
  respects the work that was done by the characters.
  Rewards
  Captain Errick provides the characters with a small 
  pouch of precious gems worth 100 gold as a modest 
  way of saying thanks. The characters should earn XP 
  for any combat opponents overcome, along with 50 
  XP per bomb that was defused. Award an additional 
  100 XP for stopping Rinklo’s mad plan.
  Next Steps
  With a bit of experience under their belts, the 
  characters may find themselves interested in wanted 
  posters arriving in Cresthill from a small town a few 
  days’ ride away. Ormkirk is having some of their own 
  troubles with kobolds kidnapping their men and they 
  need some adventurers to help get them back. If the 
  characters are interested they can head over and 
  face the dangers that await them in …
  WK1 Caves of the Kobold Queen!
  
  14
  Human thug: Medium Humanoid (Human); AC 12; HP 
  11; Spd 30 ft.; Str 13 (+1), Dex 12 (+1), Con 12 (+1), Int 
  10 (+0), Wis 11 (+0), Cha 10 (+0); AL CE; Challenge 1/8 
  (25 XP)
   
  Pack Tactics: The thug has advantage on an 
  attack roll against a creature if at least one of the 
  thug’s allies is within 5 feet of the creature and the ally 
  isn’t incapacitated.
   
  Melee Attack – Mace: +3 to hit (reach 5 ft., 
  one creature), 4 (1d6+1) bludgeoning damage.
  Animated armor: Medium Construct; AC 18; HP 33; 
  Spd 25 ft.; Str 14 (+2), Dex 11 (+0), Con 13 (+1), Int 1 
  (-5), Wis 3 (-4), Cha 1 (-5); AL Unaligned; Challenge 1 
  (200 XP)
   
  False Appearance: While the armor remains 
  motionless, it is indistinguishable from a normal suit of 
  armor.
  Multiattack: The armor makes two melee attacks.
  Melee Attack – Slam: +4 to hit (reach 5 ft., 1 
  target), 5 (1d6+2) bludgeoning damage.
  Appendix A: Monster and NPC Information
  NPC Profile: Errick Kelver, Gnome Captain of the 
  Guard
  A captain in the Cresthill guard, Errick Kelver is a 
  third cousin to the gnomes of House Kelver. Being 
  tied to the merchant family that operates Cresthill 
  has proven a boon for Errick, but his natural 
  leadership skills and down-to-earth attitude has 
  done more to help him ascend the ranks of the 
  town guard. He is second only to Master Ronwyn 
  Kelver, an overly fat and lazy gnome who has 
  managed through guile and trickery to attain 
  ownership of the city’s defenses.
  Errick despises Ronwyn (they’re fourth cousins 
  once removed) but doesn’t let his feelings 
  interfere with his duty. He is an honorable 
  gnome with a good family—his wife Isoza and 
  three children come first in his life. He takes his 
  responsibility to the town of Cresthill very seriously 
  and has earned a reputation amongst the rank-
  and-file guards as a stern but efficient captain. 
  Errick is deeply troubled by the threatening note 
  he received but feels quite powerless to do 
  anything about it.
  NPC Profile: Bren Kapesh, Human Racist Slime 
  and Traitor Guard
  Bren has not had a good life. He grew up with five 
  brothers and two sisters further up the Graywand 
  River, living off what scraps his father and mother 
  could put together from fighting for work in the 
  crowded river docks. His father was a disgraced 
  merchant, drunk most of the time now, who once 
  held a proud position in Cresthill. His own greed 
  and stupidity took his good fortunes away, but 
  he placed the blame squarely on the gnomes of 
  House Kelver.
  Bren and his siblings were raised to hate the 
  Kelvers, and Bren took it to mean that all gnomes 
  were villainous tricksters out for nothing more 
  than an honest man’s gold. Times got tough 
  at home and he was forced to leave, and his 
  short taste of the wilderness left him afraid of 
  the dangerous world. He slunk to Cresthill and 
  worked the docks for a short time, cursing the 
  gnomes across the river every day. Thanks to 
  Bren’s natural tendency towards violence and 
  his skill with a blade, he was selected for a 
  position with the town guard.
  As a guard Bren tried his best to avoid the gnomes, 
  and took every opportunity to exert his position 
  over them. His actions did not go unnoticed and 
  he was transferred to the command of Captain 
  Errick Kelver, who was known for turning around 
  unruly guards. Bren hated Errick with a burning 
  passion, which caught the attention of Rinklo.
  
  15
  Rinklo, kobold alchemist: Small Humanoid (Kobold); 
  AC 15; HP 11; Spd 30 ft.; Darkvision 60 ft.; Str 8 (-1), Dex 
  15 (+2), Con 11 (+0), Int 14 (+2), Wis 9 (-1), Cha 12 (+1); 
  AL NE; Challenge 1 (200 XP)
  Light 
  Sensitivity: 
  When 
  in 
  sunlight, 
  Rinklo 
  has 
  disadvantage on attack rolls.
   
  Melee Attack – Short sword: +3 to hit (reach 5 
  ft., one creature), 6 (1d6+3) piercing damage.
   
  Alchemical Bombs: As an action, Rinklo hurls 
  a flask that creates a 20-foot-radius cloud in an area 
  within 40 feet of it. Rinklo chooses the effect from the 
  options below, each of which can be used only once.
   
  Fire Bomb: Each creature in the area must 
  make a DC 11 Dexterity saving throw. Failed Save: 4 
  (1d8) fire damage. Successful Save: Half damage.
   
  Glue Bomb: Each creature in the area must 
  make a DC 11 Strength saving throw. Failed Save: The 
  target is restrained. The target or another creature 
  within reach of it can use an action to make a DC 11 
  Strength check; if the check succeeds, the effect on 
  the target ends.
  NPC Profile: Rinklo, the Mad Kobold
  Rinklo’s 
  upbringing 
  is 
  detailed 
  under 
  the 
  ADVENTURE BACKGROUND. He is a thin kobold 
  with ruddy brown skin, patchy black fur, thin 
  scales on his back side, and a crooked pair of 
  glasses perched on his dog-like snout. He waxes 
  eloquently when confronted about how his 
  deeds will bring about the downfall of gnome 
  society, one cursed house at a time, and that his 
  work has only just begun. 
  Rinklo speaks in flaming, rebellious rhetoric 
  against the “tyrannical gnomes who lord over all 
  with their stubby fingers and fat jowls!” Despite 
  his lack of any evidence or personal experience, 
  Rinklo truly believes he is doing the right thing 
  by attacking gnomes and their way of life. He is 
  insane in his methods but brilliant in his practice 
  and his words drip with the caustic spittle of 
  brazen, youthful revolution against a world he 
  willfully doesn’t understand.
  
  16
  Time 
  Segment
  Rinklo
  Characters
  START
  Start at Drowned Rat
  Explosion across the street from the 
  Curious Cod
  1
  Move to High Bridge
  2
  Move to House Kelver 
  warehouse
  3
  Setup flour bomb at House 
  Kelver warehouse
  4
  Move to Kelver Tenements
  5
  Setup flour bomb at Kelver 
  Tenements
  •	 Bomb goes off at Kelver 
  Warehouse
  6
  Move to Tomas’ Smithy
  7
  Setup flour bomb at 
  Tomas’ Smithy
  •	 Bomb goes off at Kelver 
  Tenements
  8
  Move to Flomm 
  Flinthandle’s Fireworks
  9
  Fight with Flomm 
  Flinthandle’s animated 
  armor guardians
  •	 Bomb goes off at the 
  Tomas’ Smithy
  10
  Setup flour bomb at Flomm 
  Flinthandle’s Fireworks
  11
  Move to hiding spot
  12
  •	 Bomb goes off at 
  Flomm Flinthandle’s 
  Fireworks
  Appendix B: Time Track
  
  17
  Tomas’ Smithy
  Curious Cod
  Kelver Manor / 
  Fireworks
  Kelver 
  Tenements
  Kelver 
  Warehouse
  High Bridge
  Drowned 
  Rat Tavern
  Map of Cresthill
  GM’s Map
  
  18
  EPILOGUE
  If the characters are completely successful, no victims 
  fell to the flour bombs of Rinklo, the mad kobold 
  bomber, in Cresthill on this night. The two people 
  responsible, Rinklo and Bren Kapesh, should be either 
  dead or in custody by the night’s end as well. Fireworks 
  ignite the sky as morning creeps across the land and 
  the people of Cresthill celebrate the 50th birthday of 
  another gnome in House Kelver.
  Few people in the town are truly aware of what 
  happened and the key part the characters played in 
  thwarting the kobold menace. Captain Errick Kelver 
  knows and never forgets—the characters always have 
  a friend in Cresthill for their generous assistance during 
  the night. Captain Errick is less enthused if bombs 
  go off, but as long as Rinklo is brought to justice he 
  respects the work that was done by the characters.
  Rewards
  Captain Errick provides the characters with a small 
  pouch of precious gems worth 100 gold as a modest 
  way of saying thanks. The characters should earn XP 
  for any combat opponents overcome, along with 50 
  XP per bomb that was defused. Award an additional 
  100 XP for stopping Rinklo’s mad plan.
  Next Steps
  With a bit of experience under their belts, the 
  characters may find themselves interested in wanted 
  posters arriving in Cresthill from a small town a few 
  days’ ride away. Ormkirk is having some of their own 
  troubles with kobolds kidnapping their men and they 
  need some adventurers to help get them back. If the 
  characters are interested they can head over and 
  face the dangers that await them in …
  WK1 Caves of the Kobold Queen!
  Map of Cresthill
  Player Handout 1
  
  19
  Your night has come. 
  Blood will run in the 
  streets of Cresthill and 
  the cowardly gnomes of 
  House Kelver will taste 
  fear and see their joy 
  turned to ash. Mark my 
  words!
  Player Handout 2
  
  20
  This release of Fantasy Renaissance Adventure 
  Module WK0 Night of the Mad Kobold is done 
  under version 1.0 of the Open Gaming License, 
  and the System Reference Document by per-
  mission from Wizards of the Coast, Inc. Desig-
  nation of Product Identity: The following items 
  are hereby designed as Product Identity in 
  accordance with Section 1(e) of the Open Gam-
  ing License, version 1.0: Fantasy Renaissance 
  Adventure Module, Night of the Mad Kobold, 
  all proper nouns, capitalized terms, italicized 
  terms, artwork, maps, symbols, depictions, and 
  illustrations, except such elements that already 
  appear in the System Reference Document or 
  have been released as Open Content.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of 
  the Coast, Inc. and is Copyright 2000 Wiz-
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  Reserved. 
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  NIGHT OF THE MAD KOBOLD
  Fantasy Renaissance Adventure Module WK0
  For use with the 5th Edition of the First Fantasy RPG
  An Adventure for 1st-level Characters 
   
  Written by “Weird Dave” Olson
  Wrath of the Kobolds #0
  A quiet night in a town turns into a race against time! One 
  insane kobold holds the key to stopping an explosive disas-
  ter but tracking him down is going to take brains and brawn. 
  Can you find out the truth before the end of the … NIGHT OF 
  THE MAD KOBOLD?
  a fantasy renaissance adventure Module brought to you by your friends 
  at cut to the chase gaMes!
  WWW.cuttothechasegaMes.coM 
  cut to the chase gaMes llc 
  Proud coMPany of st. Paul, Mn
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Cut to the Chase/Cut to the Chase - WK0 Night of the Mad Kobold.pdf