TEXT: FOR 5-6 PCS OF 4TH LEVEL
  A 5E WARLOCK MIDGARD ADVENTURE 
  BY CHRIS HARRIS
  thePride
   ofillyria
  
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  edjet stats and the Overcompensating Fire Trap. No other portion of this work 
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  © 2017 Open Design
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  TM
  The remaining Sky Riders, now living outside the walls 
  of Raguza, scheme against the Dragon Empire. They have 
  long suspected Menalcas died or was taken near the tower, 
  and that the guidon may still be there. Recovery of the 
  pennant would do much for morale among the refugees. 
  More importantly, they struck a deal with a shadowmancer 
  to help them infiltrate the area in greater numbers when the 
  time is right.
  Synopsis
  Lady Orania Oreste, commander of the Sky Riders, hires 
  the PCs to infiltrate the tower through a secret tunnel from 
  the nearby sea cliffs. They will encounter the remains of the 
  prisoners left abandoned in the dungeon and Menalcas, now 
  a darakhul, who can reveal where he hid the pennant. They 
  must then ascend the tower, recover the pennant, and use 
  the shadowmancer’s bundle to open a shadow road on the 
  roof without being killed or captured.
  Illumination.  All rooms are unlit except where noted 
  otherwise. Rooms containing windows or archer slots are 
  in dim light, the rest are in total darkness.
  Sound. The thick stone floors keep sound from traveling 
  from floor to floor.
  Battles on the Stairs. The stairs are designed to be defended 
  from above, preventing large numbers from coming into 
  play all at once.
  For the GM
  The Pride of Illyria is set in a nation conquered by the 
  Mharoti Dragon Empire. As an adventure for 4th-level PCs, 
  the “guts” of it can also serve as a small garrisoned tower in 
  any campaign.
  History
  A squadron of Illyrian Sky Riders were retreating on their 
  hippogriff mounts when the forces of the Mharoti Dragon 
  Empire wounded one of their number, a minor noble 
  named Menalcas. When his mount died, Menalcas made 
  his way on foot to a recently abandoned tower with which 
  he was familiar, hoping to avoid capture in the tunnel 
  underneath and to hide the guidon of the Illyrian Sky Riders 
  he carried in his saddlebag.
  He hid the pennant within a secret room and made his 
  way to the hidden dungeon, but he never made it back out. 
  Menalcas was slain by the undead remains of the prisoners 
  left behind when the tower was deserted months before.
  He awoke not long after, transformed into a darakhul, 
  now trapped and no longer able to open the passage out in 
  undeath.
  Seven years passed, and in that time the Dragon Empire 
  garrisoned the tower, never detecting the dungeon’s 
  entrance or the room where the guidon was hidden. 
  THE PRIDE OF ILLYRIA
  Design: Chris Harris
  Editing: Meagan Maricle
  Art Director & Graphic Design: 
  Marc Radle
  Cover Art: Marc Radle
  Cartography: Dyson Logos
  Interior Art: William McAusland
  Publisher: Wolfgang Baur
  
  3
  
  4
  1. TUNNEL FROM THE SEA CLIFFS
  From its concealed entry in a sea cliff to its opposite end, 
  this rough-hewn, man-made tunnel smells of low tide. The 
  close walls and low, jagged ceiling make for uncomfortable 
  walking. Here and there, graffiti can be seen, mainly in the 
  form of lewd carvings that look quite old. 
  Arcane symbols are carved in the shape of a doorway on the 
  wall at the end of the tunnel.  A DC 20 Intelligence (Arcana) 
  check reveals that the door may be opened from either side 
  by channeling an evocation spell into it. The spell is absorbed 
  harmlessly and the door slowly swings open.
  2. STORAGE ROOM
  Pieces of broken furniture, wooden planks, and a barrel full 
  of nails lean against one wall of this small room, and a single, 
  barred door stands half open in another.  
  This room holds little of interest, but the open door to Room 
  3 provides access to the ghouls waiting there who will rush to 
  the attack at the slightest noise.
  3. GUARD’S ROOM
  An unlit lantern hangs from an iron hook in the wall of this 
  room. Two iron doors with viewports lead north and east, and 
  a barred door stands open to the west. 
  Four ghouls languish here, each one bearing wounds from 
  encounters with Menalcas, the darakhul in Area 4. Menalcas 
  occasionally captures one of the ghouls and locks it in a 
  cell for conversation, though it’s never worth the effort. 
  These creatures were ignorant, petty criminals from the 
  countryside and becoming ghouls has not improved their 
  social skills.
  The doors to Areas 4 and 6 are locked (DC 15 Dexterity 
  check with thieves’ tools to pick). Both viewports open  from 
  this side.
  4. BUTTERY
  The smell in this room indicates that it was used to store 
  barrels of beer and, likely, food. Other than the odor, all that 
  remains of the former contents are smashed lumber and 
  twisted bits of iron. A scribe’s desk and chair stands against 
  one wall with an inkpot and quill in their holders.
  Menalcas, now a darakhul (Tome of Beasts), spends most of 
  his time in this room, distracting himself from his hunger 
  with the smell of beer and the feeling of sitting at a desk in a 
  chair “like a civilized person.”
  When he arrived in the dungeon, he barricaded himself in 
  Area 5 to escape the ghouls, only to discover the room was 
  occupied by a darakhul chained to the wall. The creature 
  lunged and bit Menalcas, fatally wounding him and infecting 
  him with darakhul fever. Menalcas slew the creature on 
  rising from death and trapped the ghouls, only to discover 
  that he could no longer open the door to the tunnel since 
  he could no longer cast spells. He has been here ever since, 
  dining on rats. He controls his hunger long enough to 
  parlay, and he gladly tells the PCs where and how to find 
  the guidon. He also offers a bargain: he is not yet ready to 
  truly die, at least not here. If they will allow him to escape 
  through the tunnel, he promises to kill as many Mharoti in 
  the surrounding region as he can. He offers up his sword to 
  sweeten the deal.
  Menalcas’ sword is a silvered vicious longsword with a 
  pommel shaped like an eagle’s claw clutching a star sapphire. 
  5. PUNISHMENT HOLDING CELL
  Four sets of iron shackles hang from rings set high on the walls 
  in the corners of this otherwise bare room. One shackle holds 
  a mummified forearm and hand. A pile of bones and leathery 
  flesh lie below it on the floor.
  This was a punishment cell where uncooperative prisoners 
  were held. The remains belong to the darakhul who killed 
  Menalcas and was later killed by him in turn.
  6. HOLDING CELL
  Wooden benches line the walls of this room. The stone walls 
  are covered in scratched and carved graffiti, most of it obscene, 
  some religious, and some of both. The squeaking of rats 
  occasionally breaks the silence.
  The rats here serve as the only source of food in the dungeons. 
  7. PILLARED ROOM
  A thick pillar dominates the room, carved in the shape of a 
  jackal-headed warrior from far to the south. Pegs jut from 
  the walls here and there, presumably for lanterns. Three 
  thick, wooden doors exit the room, one to the north down a 
  short passage and two to the south. The southwestern door is 
  partially open.
  The door to Area 8 is partially open.
  The pillar is a possessed pillar (Tome of Beasts), looted 
  from a Nurian temple in antiquity by Illyrian raiders. It 
  attacks any creature that enters the room who is not undead 
  or a construct (Menalcas is unaware it is anything more than 
  statuary). A necklace worn by those stationed here once kept 
  the pillar from attacking, but all of these were lost when the 
  tower was deserted.
  The pillar does not support the ceiling, and destroying it 
  will not cause a collapse. 
  8. UPPER OBSERVATION ROOM
  Two closed, barred doors lead to cells (Areas 9, 10). Both 
  are locked and can be opened with a DC 16 Dexterity check 
  made with thieves’ tools. 
  
  5
  9. HAUNTED CELL
  This bare cell contains a long wooden bench against the back 
  wall.
  The ghost of  a jailer who was strangled against the bars of 
  this cell long ago now haunts it. Rarely heard from over the 
  last five decades except when annoyed by some overlooked 
  chore or shoddy discipline among the living jailers, the 
  sound of combat in Area 7 snaps him out of his reverie and 
  angers him enough to attack.
  10. EXPANDED CELL
  This cell is empty. The broken stone and pick strikes covering 
  the back wall indicate that the cell was being expanded when 
  it was abandoned. 
  This cell contains nothing of note. It might serve as a good 
  place to rest, provided the ghost next door is dealt with.
  11. JAILER’S QUARTERS
  This room contains a dusty old cot, a small table almost 
  entirely covered in the wax of melted candle stubs, and a 
  dusty mess kit sitting on the floor near the door.  
  This was the jailer’s quarters when the tower was still in 
  Illyrian hands and has sat empty since its abandonment.
  12. MUSTERING HALL
  Three silk banners hang from the ceiling here, almost touching 
  the floor. One depicts a hunting scene, and the other two bear 
  southern heraldic devices.
  This is the mustering room for changing shifts in the tower. 
  When not in use, it is unoccupied.
  Secret Door. The secret door here requires a DC 20 Wisdom 
  (Perception) check to notice, made more difficult than it 
  would ordinarily be by the banner hanging in front of it. It 
  is obvious and easily opened from the stairway side. This 
  hidden stairway leads to Area 7.
  13. ARCHER STATIONS
  Small wooden platforms, about two feet in height, stand 
  beneath two archer slots in one wall of this narrow room.
  A pair of kobolds in each of these rooms plays a game with 
  chalk on the wall between the archer slots.
  14. ENTRY HALLWAY
  This narrow corridor has an iron door with a latched viewport 
  overlooking the outside. The inner door is identical to the 
  external, but bars from the other side. The walls to either side 
  of the corridor contain two archer slots each.
  A kobold equipped with a signal horn stands ready here to 
  summon those in the courtyard before retreating to Area 12, 
  barring both doors. He also keeps score between the kobolds 
  in both Areas 13.
  15. CLEARING
  A clearing of ancient and cracked flagstones skirts the 
  southern approach to the old tower. Hand carts stacked with 
  lumber sit here and there in orderly rows. Cut stone blocks 
  stand stacked in lines along the rough road.  Lines of wooden 
  stakes surround the tower at some distance, indicating plans 
  for a defensive wall and outlining the footprints of a few 
  buildings. A single stair winds up the side of the tower to a 
  heavy iron door set deep in the wall.
  Seven kobold recruits under the direction of a dragonborn 
  edjet patrol the clearing. Their standing orders are to fall back 
  to the tower and defend it from within should a threat arise. 
  If alerted to a threat within the tower, they will come running.
  DRAGONBORN EDJET 
  This dragonkin wears plate armor and a conical helm and 
  carries a glaive. A red sash crosses his chest, and he has an 
  imperious air about him.
  DRAGONBORN EDJET
  Medium humanoid (dragonborn), lawful neutral
  Armor Class 14 (chain shirt)
  Hit Points 45 (6d10+12)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  12 (+1) 
  14 (+2) 
  10 (+0) 
  13 (+1) 
  13 (+1)
  Saving Throws Str +5, Con +4
  Skills Athletics +5, Perception +3
  Damage Resistances fire
  Senses passive Perception 13
  Languages Draconic, Trade Tongue
  Challenge 3 (700 XP)
  Line of Battle. When the dragonborn edjet is within 5 
  feet of two allies that aren’t incapacitated, it makes any 
  save against becoming frightened with advantage. 
  Martial Advantage. Once per turn , the dragonborn 
  edjet can deal an extra 10 (3d6) damage to a creature it 
  hits with a weapon attack if that creature is within 5 feet 
  of an ally of the edjet that isn’t incapacitated. 
  ACTIONS
  Multiattack. The dragonborn edjet makes two melee or 
  ranged attacks.
  Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 8 (1d10+3) slashing damage.
  
  6
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6+3) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 
  ft., one target. Hit: 4 (1d6+1) piercing damage.
  Fire Breath (Recharge 6). The dragonborn edjet exhales 
  fire in a 15-foot cone. Each creature in that area must 
  make a DC 13 Dexterity saving throw, taking 10 (3d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one.
  The classic edjet are heavy troops of dragonborn devoted to 
  one or another of the elemental gods and commanded by 
  paladins or priests.
  Their general is typically a lesser dragon or major drake, 
  and their officers are timarli. Their numbers include any 
  number of holy warriors and elementalists devoted to Veles 
  and the Four Elemental Gods, as well as heavily armored 
  lizard-riders, and even oliphaunt-riding artillerists. Their 
  rank and file consist of halberdiers, feared as much for their 
  prowess as for their ability to breathe gouts of flame into 
  their enemy’s front line.
  The edjet are raised from birth to believe in the superiority 
  of the scaled folk over all others, and their confidence shows 
  on the battlefield.
  Their charges are swift and crushing, and they fight with 
  a zeal rarely seen elsewhere. The edjet are believers, and this 
  gives them courage to stand tall against giants, magic, or 
  even the walking gods of Nuria Natal.
  16. ADJUTANT’S ROOM
  A writing table and chair stand against one wall. A leather 
  scroll case hangs from a peg nearby.
  A dragonborn edjet adjutant for the tower’s commander 
  works at the table here. The scroll case holds several 
  documents detailing Mharoti forces in the area. These papers 
  would be highly prized by the Illyrian forces in exile and, 
  likely, many others.
  17. EDJETS’ QUARTERS
  Three cots with small sea chests beside them stand against the 
  walls here. A window set deep in the wall looks out to the sea 
  not far to the west.
  Two of the dragonborn edjet occupy the room currently. 
  They respond to the sound of combat in Areas 16-19. The 
  three chests contain an assortment of coins totaling 147 gp 
  in value.
  18. ALCHEMIST’S WORKSHOP
  A scarred, blackened, and pitted wooden table, half-covered 
  in bottles, jars, and small pots, stands against one wall next to 
  a window set deep in the stone wall. Several other instruments 
  of a clearly alchemical nature are scattered here and there 
  throughout the room in a haphazard manner. 
  Trap! The top of the table is trapped, and the trap is a bit 
  more explosive than its creator intended. If triggered, the 
  explosion will destroy most of the contents of the room 
  (GM’s discretion) and blow the shutters out of the window 
  with a highly-visible jet of fire. No creature within visual 
  range of the tower will fail to notice it.
  OVERCOMPENSATING FIRE TRAP
  Mechanical trap
  This trap is activated when the weight of the tabletop lightens 
  by more than 4 ounces (removing two items), which severs 
  a wire and drops a highly explosive bundle under the table. 
  Any creature who removes one object from the table notices 
  the table’s slight shift with a successful DC 15 Wisdom 
  (Perception) check. A DC 15 Intelligence (Investigation) 
  check reveals the nature of the trap and a successful DC 15 
  Dexterity check made with thieves’ tools will disarm the 
  trap. Attempting to disarm the trap, and failing, triggers 
  the trap. Once the trap is activated, creatures within 25 feet 
  of the explosion (the entire room, including the door and 
  window) must make a DC 15 Dexterity saving throw (the 
  door and window automatically fail). A target takes 14 (4d6) 
  fire damage on a failed save, or half as much damage on a 
  successful one.
  The kobold alchemist keeps a well-stocked workshop. 
  Given time, an alchemist’s kit can be cobbled together here, 
  along with enough uncommon ingredients to make a few 
  explosive poison flasks:
  Improvised Exploding Poison Flask. Ranged Weapon 
  Attack: range 30 ft., explodes in  a 10-foot-radius. 
  Creatures in the area take 10 (3d6) poison damage and are 
  poisoned for 1 minute, or take half damage and are not 
  poisoned with a successful DC 13 Dexterity saving throw. 
  A poisoned creature makes a DC 13 Constitution saving 
  throw at the end of each of its turns, ending the poisoned 
  condition on a success.
  19. OVERWATCH
  Three archer slots provide a view of the approach to the tower 
  and the exterior stair.
  Two kobolds cover the approach to the tower with light 
  crossbows here. The kobold alchemist (Tome of Beasts) 
  loiters here for the conversation.
  
  7
  20. HIDDEN ROOM
  Secret Door. If Menalcas gave instructions, then this door 
  is easily found and opened. Otherwise, finding the door 
  requires a successful DC 20 Wisdom (Perception) check to 
  detect the one stone set slightly deeper than the others in 
  the wall at the top of the stairs. If pressed, the stone opens 
  the door to the hidden room.
  A saddlebag lies on the floor of this tiny room, and a round 
  bronze shield painted with the image of a hedgehog passant 
  leans against the wall.
  The saddlebag contains the guidon the PCs were sent to find 
  as well as a velvet pouch containing 12 rubies worth 30 gp 
  each. The shield is an arrow-catching shield, which Menalcas 
  was too weak to carry any further.
  21. BARRACKS
  The sound of snoring fills the air in this room. Hammocks 
  slung like spider webs fill the room almost entirely except for a 
  narrow path leading from one door to another.
  Eighteen kobolds currently occupy this room, all of whom 
  are sleeping soundly after a long shift. All Dexterity (Stealth) 
  checks that the PCs make involving noise are made with 
  advantage due to the loud snoring of the kobolds.
  22. COMMANDER’S QUARTERS
  The commander of the tower, a half-red dragon veteran 
  named Nizar, sorts through reports detailing supplies needed 
  to complete construction of the outbuildings. The secret 
  door to Area 23 stands open. Periodically, Nizar pokes his 
  head out the main door to make sure the kobolds aren’t up 
  to anything destructive.
  23. THE COMMANDER’S HOARD
  An impressive assortment of silver items take up this room, 
  from candlesticks to a large candelabra, to religious symbols 
  and a leather saddle heavily decorated with silver caps.
  The commander sends his kobolds into the countryside to 
  gather what silver they can from the abandoned hillside 
  estates nearby. Most of it will be melted down and spent 
  to complete the expansion of the tower into a walled fort, 
  though all of those garrisoned here look forward to a healthy 
  bonus. The kobolds in Area 21 will fight to the death to 
  protect the silver. The total value of the hoard, when melted 
  down, is roughly 3,500 sp. 
  24. PILLARED PASSAGE
  Intricate carvings cover a stone pillar in the center of the 
  room in depictions of a variety of ships, merfolk, sea serpents, 
  compasses, and various other nautical symbols. Great detail 
  and years of effort clearly went into the work.
  There is nothing of note in this room, but a DC 16 Wisdom 
  (Perception) check based on hearing will detect the sound of 
  muttering kobolds coming from Area 25.
  25. THE WYVERN’S LARDER 
  Slaughtered sheep hang from hooks in the ceiling here. 
  Judging by the odor, they are beginning to rot.
  The kobolds have learned the hard way to keep the wyvern 
  on the roof above well fed. There is a 25% chance that a pair 
  of kobolds are here, preparing to carry a dead sheep up to 
  the roof.
  
  8
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, 
  based on original material by E. Gary Gygax and Dave Arneson.
  Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, 
  Rodrigo Garcia Carmona, and Wolfgang Baur.
  The Pride of Illyria. Author: Chris Harris. © 2017 Open Design.
  26. TOWER ROOF
  Heaps of straw and the cracked and splintered bones of 
  several large animals lie scattered over the stone floor of the 
  tower’s top. The stench of rotten meat comes and goes with the 
  seaside breeze.
  The door to the roof is unlocked, but oaken and sturdy. The 
  application of the shadowmancer’s bundle requires four 
  rounds and a successful DC 16 Intelligence (Arcana) check 
  while placing a number of quail hearts in the cracked mortar 
  of the roof and reciting a poem called ‘Her Name is the Sea’ 
  in Umbral. This is complicated by the presence of the wyvern 
  who nests here when she isn’t patrolling the area from the 
  air. The spectacle of the wyvern in combat will draw the 
  attention of those on the ground below, who will take 1d6 
  rounds to reach the roof.
  CONCLUSION
  Once the shadow road is opened, the PCs can exit the tower 
  through it. It closes after two rounds. Once through the 
  doorway, they must journey for two days along a shadow 
  road before exiting on a hilltop near Raguza. They will 
  find the Lady Orania Oreste very grateful and generous in 
  rewarding them. She certainly has more work for the PCs, 
  should they remain willing to aid the Illyrian exiles’ cause. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock Lair #02 - Pride of Illyria.pdf