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Val Kuldor - Part 2 (2nd Level Scenario)

Val Kuldor: The Shamon of Slime

A short adventure designed for four to five characters of 2nd level.

A Goblin Shaman of Jubilex and followers are using the isolated outpost to breed slimes and oozes.

The weather is cold at Val Kuldor. Winds and snows are common and any ranged combat outside will be at Disadvantage.

Random Encounters

The DM can decide that the encounters occur in the like-numbered rooms, and/or use the table to make locations random.

1d6
Encounter
1
Worg (AC 13, hp 26 each, #AT 1, Bite +5 to hit. Damage 2d6 + 3 piercing) and 2 Goblin Archers (AC 15, hp 7 each, #AT 1, Shortbow +4 to hit. Damage 1d6 + 2 piercing) hunt rather large rodents. They will stop their hunt the moment anyone enters. 
2
Stirges (AC 14, hp 2 each, #AT 1, Blood Drain +5 to hit. Damage 1d4 + 3 piercing and 1d4+3 per round) flit about and attack anyone.
3
Goblin (AC 15, hp 6 each, #AT 1, Scimitar +4 to hit. Damage 1d6 + 2 slashing) are sleeping in the room. One Goblin clutches a coin (A Mimic Coin).
Mimic Coin (AC 12, hp 35, #AT 1, Bite +5 to hit. Damage 1d8 + 3 piercing). This is a cursed item. It is totally normal until placed inside a container (bag, sack, backpack, chest) in which case it turns that container into a living biting monster. The coin remains even after the container is destroyed.
4

Goblins (AC 15, hp 7 each, #AT 1, Scimitar +4 to hit. Damage 1d6 + 2 slashing). They are drunk so all attacks are Disadvantaged. They are so loud everyone in the building will know they are here. Treasure The group has 90 sp in a sack hidden in some rubble in the corner. 

5
Worg (AC 13, hp 26 each, #AT 1, Bite +5 to hit. Damage 2d6 + 3 piercing) resting but aware. They look like a pile of fur until ready to attack.
6
Chaotic Neutral Adventurers:
Leader (AC 15, hp 65, #AT 1, Scimitar +5 to hit. Damage 1d6 + 3 slashing)
One Eye (AC 11, hp 32, #AT 1, Axe +4 to hit. Damage 1d6 + 2 slashing)
Spearman (AC 12, hp 11, #AT 1, Spear +5 to hit. Damage 1d6 + 3 piercing) 
Shifty Pete (AC 10, hp 4, #AT 1, Short sword +2 to hit. Damage 1d4 slashing plus Backstab if attacking from behind)
Treasure  The group has 300 gp and a healing potion (heals 2d6 HP).

A1. Battery. This isolated building held the forts canons on the top level and the gunpowder stores in the undercroft beneath. The tower was used for sighting targets. During the siege the gunpowder stores exploded taking out the interior floors and the roof of the battery. Now the empty shell of a building is filled with rubble.

A2. Gunpowder Bridge. The bridge was seriously damaged when the battery exploded and the flooring is gone in places. The bridge can only hold the weight of one armored person at a time. 

A3. Barracks and Common room. The large building has a barracks and storage on the lower level and a common room on the top floor. The East Tower has gardrobes on the lower level, and bathing facilities above. The West tower is the non-comm quarters. 

A4. Kitchen. The bottom level is storage, water cisterns, and a once famous wine cellar. The upper level was the kitchen was a bit primitive as the fortress never secured a Halfling cooking staff as intended. As a result the garrison mostly ate rations and stews and mockingly cursed the name of the appointed chef.

A5. Parade Ground. Because the cold makes martial drills outside impossible most of the year this building was dedicated to drills and weapons practice. The lower floor is used for storage, and once housed the Val Kuldor end of the tunnel to Osst Ar

A6. Shot tower.  This is a four story tower. On the top level is a forge where iron is melted. On the North wall there is a shaft from the top to the bottom of the tower. That molten iron is dropped into the shaft. The iron forms a near perfect sphere, the outer crust of which cools solid as it drops. At the bottom is a basin of water that cooled the sphere in a blast of steam. A small chute/ramp large enough for a cannonball (or vermin) runs through the fortress walls and connects the basement of the shot tower with  A1. Battery at the lower end. At least it did, now anything rolled into the chute will drop out at A2. Gunpowder bridge. 

A7. Command tower. The fortress commander and his staff occupied this four story tower. The upper story was rooms. The middle story were dedicated to offices, paperwork, maps and such. The lower story was used as a cistern. In the winter snow melt from the rooftops is channeled into the cistern, when this is insufficient Dwarves would shovel snow into the cistern directly.

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