TEXT: Fantasy Renaissance Adventure Module
  CURSE OF THE KOBOLD EYE
  Written by “Weird Dave” Olson
  An Adventure for Character Levels 2-4
  WK2
   
  Wrath of the Kobolds #2
  
  CURSE OF THE KOBOLD EYE
  Fantasy Renaissance Adventure Module WK2
  For use with Swords & Wizardry
  An Adventure for Character Levels 2-4 
   
  Written by “Weird Dave” Olson
  Wrath of the Kobolds #2
  What strange curse has befallen you? And what does it have 
  to do with an ancient kobold legend? The answers to these 
  questions lie on a dangerous journey into history and its pint-
  sized makers as you confront the sinister nature of the … 
  CURSE OF THE KOBOLD EYE!
  a fantasy renaissance adventure Module brought to you by your friends 
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  Fantasy Renaissance Adventure Module WK2
  CURSE OF THE KOBOLD EYE
  WRATH OF THE KOBOLDS #2
  For use with the Swords & Wizardry game
  Writer: “Weird Dave” Olson
  Editor: Kelly Christensen
  Cover Art: Timothy Wilsie
  Interior Art: Matt Morrow 
  Cartography: Glynn Seal 
  Layout: “Weird Dave” Olson
  The Cut to the Chase logo is a trademark of Cut to the Chase Games LLC.
  Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew 
  J. Finch. Cut to the Chase Games LLC is not affiliated with Matthew J. Finch, 
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  Swords & Wizardry Compatibility Logo courtesy of Ryan Thompson and 
  Christopher Arendt.
  
  4
  An unusual curse from their last brush with danger 
  befalls a party of adventurers! Haunted by the spectral 
  image of a one-eyed kobold warrior, the heroes 
  must race to unravel the mystery of the curse while 
  avoiding death at the hands of their ghostly visitor. 
  Can they stop the effects of the curse in time before it 
  consumes them entirely? A harrowing journey awaits 
  them!
  WK2 Curse of the Kobold Eye is the second adventure 
  in Cut to the Chase Games’ Fantasy Renaissance 
  Module Adventure module trilogy, WRATH OF THE 
  KOBOLDS. It is designed for a group of 4 to 6 characters 
  levels 2 to 4. The GM should read the module 
  thoroughly before playing to become familiar with 
  the overall plot of the adventure.
  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 transformed a more draconic creature, still 
  lowly but perhaps a bit more on the threatening 
  side. This scenario presents the northern 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, though remember the yipping!
  Appendix Contents
  The combat statistics for monsters and NPCs listed in 
  bold in the text can be found in the Appendix along 
  with reprinted profiles of important NPCs.
  Adventure Background
  Long ago, tribes of kobolds gathered under the 
  banner of a powerful and charismatic leader. He 
  was called Kra-Moth-Ka, which translates to “Bearer 
  of the End of Times” in ancient Kobold. Prophecies 
  from the priests of the god of kobolds foretold that 
  this warlord was destined to unite many tribes and rise 
  in force against non-kobolds. He wielded a powerful 
  spear blessed by the kobold god himself and a suit of 
  resplendent armor bestowed upon him by the queen 
  of evil dragons.
  True to the prophesy, Kra-Moth-Ka united many 
  kobold tribes, but his own peoples’ short-sightedness 
  would prove his undoing. He first rose to power after 
  his conquest of the gnome city of Silvergaeral at the 
  mouth of the broad Valley of Flanheda. Kra-Moth-Ka 
  swept in with his forces, killing their hated gnome foes 
  with reckless abandon and driving them deeper into 
  the tunnels below the mountains. Believing he had 
  won the day by clearing out their city, Kra-Moth-Ka 
  halted pursuit, ransacked the gnome city, and left it 
  in ruins.
  But the gnomes were tricky and not so easily defeated. 
  The illusionist-lord of the gnome city managed to hide 
  away their magical secrets, and together with a small 
  cabal of gnome wizards, warlocks, and sorcerers, 
  they crafted the Ritual of Backbiting designed to turn 
  Kra-Moth-Ka’s most powerful tools against himself—
  the gods’ blessed armor and spear. Perhaps the god 
  of the gnomes smiled upon their efforts, for it is said 
  that only divinity can battle divinity.
  The gnome cabal moved swiftly and joined with a 
  small confederation of human colonies that was 
  preparing its defenses against the kobold army. The 
  illusionist-lord and his group unleashed the Ritual of 
  Backbiting as the battle raged around. The magic 
  succeeded and Kra-Moth-Ka found his life force being 
  sucked out, absorbed by his blessed armor. His spear, 
  a powerful relic, turned on him in a flash, piercing his 
  right eye in the midst of a dangerous melee.
  Kra-Moth-Ka was immobilized by his wounds and his 
  armor. Without the powerful charisma of their leader, 
  the rest of the kobolds lost faith in their mission. The 
  whole army dissolved into the individual tribes, each 
  fighting for their own survival against the human 
  forces arrayed against them. The spear wielded by 
  their leader turned into a destructive force, seemingly 
  bent on killing kobolds and nothing else. The fighting 
  continued as the tribes scrambled for position and 
  eventually fled with what forces they could muster.
  After their victory on the battlefield, the illusionist-lord 
  and his cabal took Kra-Moth-Ka prisoner in his armor 
  and claimed his sacred spear. They returned to the 
  Valley of Flanheda where he had taken root and 
  started his career, imprisoning him deep in the vaults 
  of the gnome city he had plundered. The gnomes 
  performed a sacred ceremony and Kra-Moth-Ka was 
  left to live out the rest of his miserable days a prisoner 
  in the gnomish vault.
  Eventually he died a slow death, but his armor would 
  not allow his spirit to pass into the realm of his god. 
  Instead, he lay tied to the vault that the gnomes had 
  sealed. No resettlement plans were made for the city 
  of Silvergaeral and the evil and deeds of Kra-Moth-Ka 
  were largely forgotten by the outside world.
  Surviving kobolds began to tell legends of Bane Biter, 
  the spear that once skewered twenty kobolds in a 
  single thrust, and the Armor of Betrayal, a suit of armor 
  that imprisoned its wearer. Kra-Moth-Ka became a 
  boogey man of kobold stories, a tragic figure meant 
  to teach young pups the lesson of always finishing a 
  job lest it come back to haunt you. In some tribes, 
  kobolds adopted the phrase “cursed as Kra-Moth-Ka” 
  CURSE OF THE KOBOLD EYE
  
  5
  as a verbal jab.
  In the Talon Hills, these stories became an obsession 
  for one adolescent kobold, Rigaan. Born unto the self-
  stylized Kobold Queen, this young warrior dreamed 
  of fulfilling the destiny of Kra-Moth-Ka one day. He 
  traveled far and wide, gaining much experience, and 
  eventually found the Valley of Flanheda where the 
  kobold warlord had been entombed. He penetrated 
  the vault and released the fallen warlord’s spirit. The 
  spear had long ago passed between other hands, 
  but the armor was still there—and he took it.
  The Kobold Queen heard of her son’s accomplishment 
  and was glad, and knew that Rigaan’s plans of 
  conquest would fit into the machinations of the God 
  of Destruction that she worshipped. Little did she 
  know that the dying words she spat at her killers would 
  resurrect the cursed vengeance of Kra-Moth-Ka!
  Weird Dave’s Notebook: Gods and Divine Things
  This module refers to deities in vague fashions (god of 
  the kobolds, god of the gnomes, etc.) to make it easier 
  for you to move it to your own campaign. Feel free to 
  change these names to fit your campaign’s pantheon 
  of gods. Ultimately it’s all just dressing from the 
  module’s standpoint!
  Module Synopsis
  The characters are laboring under a curse that they 
  are not yet aware of. If they experienced the events 
  of WK1 Caves of the Kobold Queen, the curse’s source 
  is the Kobold Queen herself, laid upon the characters 
  in her final breath before the altar of the god of 
  destruction. If the characters have not gone through 
  that scenario, they could have received the curse 
  from a dying kobold beggar in a city street without 
  even realizing it.
  The curse manifests itself at night when the characters 
  are out on the road. The night sky flares to life with 
  a single, giant, disembodied eye, a vision shared by 
  the characters and no one else. Later, a spectral 
  kobold warrior with a missing eye appears before 
  them, swearing at them in an ancient dialect of 
  Kobold, before launching an attack with a force of 
  hungry zombies from the ground around them. This 
  is the spirit of Kra-Moth-Ka, an ancient and powerful 
  kobold warlord who once ruled over many tribes. 
  The characters don’t yet have the information to fully 
  deal with the kobold wraith permanently, but if they 
  can reduce his power they can push his curse off for 
  a little while.
  Researching the one-eyed kobold and the spectral 
  eye leads the characters to the Lone Library in 
  Liverswood, a solitary refuge of scholars run by an old 
  gnome. Liverswood carries its own problems that the 
  characters must navigate, and upon arriving they find 
  the library besieged by a great bear. Markar Laan, 
  the librarian and last descendent of the illusionist-
  lords that defeated Kra-Moth-Ka long ago, tells the 
  characters that he is also suffering under a kobold 
  curse, which manifested itself and took control of 
  a great bear in Liverswood. Markar Laan asks the 
  characters to deal with the bear, which can mean 
  defeating it or cleansing the curse from its lair.
  The gnome librarian finishes his research and tells 
  the characters that their curse can only be lifted by 
  sprinkling a specially prepared elixir on the tomb of 
  Kra-Moth-Ka. Markar Laan provides both the bottle 
  and the map to the characters. The tomb is located 
  in the Valley of Flanheda.
  The characters travel to the Valley of Flanheda and 
  must find the ancient gnome city of Silvergaeral 
  while avoiding the curse as best they can. There they 
  find the ruins aren’t uninhabited—a band of wicked 
  kobold thieves scour the area for secrets. After 
  dealing with these intruders, the characters find the 
  tomb of Kra-Moth-Ka and have a final confrontation 
  with the ghostly kobold warlord and his minions. The 
  curse is lifted by sprinkling Kra-Moth-Ka’s remains with 
  holy water.
  Future Modules
  This module ends with the lifting of Kra-Moth-Ka’s curse 
  from the characters. However, his defeat raises more 
  questions—where is the kobold warlord’s famous 
  armor and spear? It was taken by the same person who 
  released the entombed spirit, who is now preparing to 
  fulfill his ancestor’s dream of bloody conquest. In WK3 
  Revenge of the Over-Kobold the characters can get 
  a chance to take the fight to this power-mad warrior 
  clad in nearly impenetrable armor!
  Involving the Characters
  The easiest way to get the characters involved is for 
  them to be laboring under the curse without even 
  knowing it. If you wish you can instead use an NPC 
  who travels with the characters, or perhaps simply 
  joins them for a night, though this option loses some 
  of the urgency that comes with affecting characters 
  directly and getting them involved in the events 
  personally.
  Ability Checks in Swords & Wizardry
  At several points during the module the characters 
  are asked to make ability checks (Strength check, 
  Dexterity check, etc.). You are free to use whatever 
  
  6
  method you find the most convenient for your group, 
  but if you’re stuck for something you can use this 
  simple mechanic. A character making an ability 
  check rolls 1d20 and compares the result to the 
  ability in question; if the result is equal to or less than 
  the ability the check is successful. Any modifiers listed 
  in the module text are modifiers to the ability score 
  (a +4 bonus to a Strength check would increase the 
  character’s Strength by 4 for the purpose of the ability 
  check, for example).
  Adapting the Module
  This module tries to use as many generic location 
  names as possible to make it easy to translate to 
  nearly any fantasy campaign setting. Below are 
  the elements of the module that would need to be 
  mapped out and integrated into an existing setting 
  and with notes of how they fit within the adventure.
  Liverswood: An older forest with a sinister reputation 
  that contains a retired gnome wizard running the 
  Lone Library. 
  Town of Cresthill: A prominent settlement on a river run 
  by a family of gnomes. About 5 days’ journey from 
  Liverswood. (Optional use in this module.)
  Wild Mountains: Mountain range away from most 
  civilized areas.
  Valley of Flanheda: Secluded valley in the Wild 
  Mountains that holds the ruins of the gnome city of 
  Silvergaeral.
  Ruins of Silvergaeral: A gnome city that was once 
  ruled by powerful illusionist-lords before the city was 
  sacked by the forces of Kra-Moth-Ka long ago.
  Mausoleum of the Mountain: Tombs used by the 
  gnomes of Silvergaeral to inter their dead, located 
  on the mountain northeast of the city. Also where the 
  body of Kra-Moth-Ka was sealed long ago.
  PART ONE: THE CURSE STRIKES
  The module begins with the characters enjoying a 
  night under the stars. If you wish to use a different 
  setting, adjust the descriptions and encounters 
  accordingly (perhaps the characters are staying at a 
  roadside inn). After dealing with the strange events, 
  the characters have an opportunity to research their 
  situation using the clues from the encounter. The 
  research leads them into Part Two.
  Eye in the Sky
  As the characters prepare the bed down for the 
  night, camped under the stars on a cool autumn 
  evening, a strange shared vision interrupts their rest. 
  Read the following, adjusting as necessary for on the 
  characters’ location.
  Night has descended along with a cool autumn 
  breeze across the land. Your travels have taken 
  you to a small makeshift campsite a stone’s throw 
  from the main road, far enough where you can 
  rest in relative peace from other travelers but close 
  enough to not get lost in the night. Glancing up at 
  the clear night sky, you don’t have much fear of 
  that. Stars twinkle to life as the last light of the day 
  fades over the horizon. Around you, the autumn 
  breeze picks up slightly and you feel the wind tug at 
  your clothing. A fine mist appears in the air above 
  you, moving not in accord with the breeze, and you 
  stare in amazement as the mist takes shape! The 
  leering face of a snarling kobold forms, a ragged 
  scar visible over its empty right socket. The visage is 
  nearly fifteen feet across!
  This is the visage of Kra-Moth-Ka, the one-eyed kobold 
  of legend, making his unearthly presence known to the 
  characters. His appearance is the first manifestation 
  of the curse—only the affected characters can see 
  it hang in the air above them. It lasts for one minute, 
  snarling without making a sound and passing his one-
  eyed gaze to each affected character. It dissipates 
  with a snap of his muzzle.
  Allow the characters some time to puzzle over this 
  strange occurrence. If any of them are kobolds or are 
  
  7
  steeped in kobold lore, they can make an appropriate 
  check to link the face with a legendary figure in kobold 
  lore named Kra-Moth-Ka. Unfortunately, there’s 
  not much else for the character to recall, including 
  specific details about the figure or his history.
  Unearthly Visitors
  About fifteen minutes after the visage of Kra-Moth-
  Ka appears over the cursed characters’ camp, 
  they receive a visit from the other part of the curse. 
  The curse attracted a pack of 8 zombies who have 
  clawed their way up from the earth some distance 
  away along with the Spirit of Kra-Moth-Ka (Stage I), 
  a potent wraith, who materializes from the Ethereal 
  Plane.
  If the characters are not out in the wilderness, the 
  zombies come into whatever area the characters 
  are in (a town perhaps) without making a scene and 
  appearing much as drunk travelers. They bust down 
  doors in taverns and inns to get to the characters.
  Tactics: Characters who were out on patrol or 
  scouting have a 1 in 6 chance of running into the 
  zombies as they approach the camp. If a smaller 
  group of characters engage the zombies away from 
  the main camp the Spirit of Kra-Moth-Ka attacks 
  the group not engaging the zombies in an effort to 
  maximize their effectiveness. The Spirit of Kra-Moth-Ka 
  speaks an ancient dialect of Kobold; characters who 
  speak Kobold can make out the words with a simple 
  Intelligence check.
  The Spirit of Kra-Moth-Ka continues to harass and 
  fight the characters until he is defeated as described 
  under his details.
  Treasure: Once the zombies and ghostly kobold are 
  dealt with, the characters can search the area for 
  where the zombies came from. A shallow grave a 
  short distance away held the bodies that became the 
  zombies. They were buried with a few trinkets from their 
  former lives (all merchants who died in an accident). 
  A gold locket on a silver chain worth 50 gold pieces 
  and a dagger of masterwork quality worth 75 gold 
  pieces can be retrieved from the upturned graves.
  Afterwards
  The characters are likely going to be confused after 
  the first manifestation of the curse. There isn’t much 
  information to act on, but the curse has a secondary 
  effect that is even more insidious. The eye in the sky 
  appearance invades the dreams of the characters, 
  giving them no peace and little rest. But as long as 
  the characters pursue resolving the curse, this effect is 
  merely cosmetic.
  If any of the characters doesn’t believe in the curse 
  or chooses not to participate in trying to remove it, 
  the curse takes a stronger toll as they expend more 
  mental energy to ignore it. The price for this avoidance 
  is a cumulative -1 penalty to attack rolls unless they 
  succeed at a saving throw. Once they accept the 
  curse and decide to deal with it all penalties are 
  removed after a single night’s rest. The kobold curse 
  is still there, but the doubting character’s energy is no 
  longer spent denying its existence.
  Researching the Curse
  The characters should make a connection between 
  the visage in the night sky and the appearance of the 
  ghostly kobold and the zombies. While the details are 
  new, a magic-using character can identify the effects 
  that they witnessed coupled with the appearance of 
  the ghost and zombies as relating to some curse. How 
  often the curse manifests is a mystery to them at this 
  point.
  Weird Dave’s Notebook: Flashback
  If the characters played through WK1 Caves of the 
  Kobold Queen you can use a quick flashback scene to 
  remind the players of the events in the Kobold Queen’s 
  chambers. Her last words formed a curse against 
  them, though the details were vague. One phrase was 
  clear: “cursed as Kra-Moth-Ka.” This reminder should 
  be enough to get the characters into a research 
  mode.
  NPC Profile: Kra-Moth-Ka, Kobold Wraith
  During the adventure the characters are 
  destined to meet the Spirit of Kra-Moth-Ka three 
  times, and each time he is going to be a little 
  stronger and tougher to put down. He is the 
  ethereal manifestation of the powerful kobold 
  warlord, and during combat he shouts orders to 
  his “troops” in an ancient Kobold dialect. If there 
  are any gnomes in the party he targets them 
  with a fury.
  The Spirit of Kra-Moth-Ka is anger personified, 
  and he screeches and yips at the characters. 
  His physical presence in the world is tied to the 
  curse that is laid upon them, and if he kills the 
  last character who labors under that curse, he 
  believes that he can achieve full materialization 
  on the Prime Plane. Whether this is true is up to 
  the GM.
  
  8
  For the purposes of the scenario, the Spirit of Kra-
  Moth-Ka has three phases. He grows stronger and 
  more difficult to put down in each phase. The key 
  manifestations occur at least once in each part of 
  this module, but if the characters are not getting 
  the hint or believe it to be a fluke of some sort, the 
  same phase manifestation of Kra-Moth-Ka can make 
  multiple appearances in a module part. The curse is 
  triggered by the will of Kra-Moth-Ka himself, though his 
  willpower is strongest at night, so there is no apparent 
  pattern to the visitations.
  Figuring out what’s happening to them should 
  be the characters’ first priority, after dealing with 
  any wounded. Temples are their best sources of 
  information for this kind of curse; the key is the ability 
  to find someone willing to cast the divination spell. 
  This is an excellent opportunity to lean on character-
  specific backgrounds—perhaps one of them grew up 
  in a temple or was raised by a witch or warlock who 
  specialized in curses. The key here is to make sure the 
  characters have somewhere to go, and it’s best to tie 
  that somewhere to one or more of them personally.
  Weird Dave’s Notebook: Using WK0
  There are two great ways to use the free module, 
  WK0 Night of the Mad Kobold, at this point in WK2. If 
  your players went through that scenario and helped 
  to save the town of Cresthill from the mad kobold 
  bomber, returning to it to help investigate the curse 
  would be a good destination and the gnomes there 
  can point them to the Lone Library. If your players 
  have not gone through the scenario, you can use the 
  module as an interlude before they find the Lone 
  Library. Though written for 1st-level characters, 
  the module scales quite well to a party of 3rd-level 
  character as the majority of the action takes place 
  hunting down the kobold bomber in the streets at 
  night. Perhaps they need to catch the bomber before 
  Captain Errick Kelver is able to assist them?
  By casting the divination spell (or through specialized 
  processes known only to the ancient crone or wise 
  elder), the characters can learn that they are cursed 
  by the spirit of Kra-Moth-Ka, a kobold warrior with one 
  eye who fought a great battle long ago. Not much 
  is recorded about Kra-Moth-Ka specifically, but after 
  some research or meditation the characters learn 
  that the best source of information about him is from 
  one of the last descendants of the gnome illusionist-
  lords who put the kobold warlord down so long ago. 
  This descendant, Markar Laan, operates the fabled 
  Lone Library of Liverswood some distance away.
  Location of the Lone Library
  The exact locations of the Lone Library and Liverswood 
  are left up to you to decide. The journey should not be 
  incredibly long. If their journey does go long, however, 
  you can cut to their arrival at the forest’s edge rather 
  than playing out each travel day to speed up pacing 
  for the session. Alternately you can use the journey 
  to throw in some random encounters on the road, 
  whatever is appropriate for your campaign.
  PART TWO: LIVERSWOOD OR BUST
  Knowing that they are laboring under the curse of an 
  ancient kobold warlord, the characters have gleaned 
  a location that should help them in getting rid of the 
  curse—the Lone Library of Liverswood. It is maintained 
  by one of the last descendants of the gnome illusionist-
  lords who defeated Kra-Moth-Ka long ago, Markar 
  Laan, but unfortunately Liverswood is suffering under 
  its own fair share of problems. Wilderness creatures, a 
  cursed bear, and another appearance by the Spirit 
  of Kra-Moth-Ka all await the characters in the depths 
  of Liverswood.
  Liverswood Environs
  You can read the following as the characters 
  approach the edge of Liverswood, a forest with a 
  bad reputation.
  
  9
  A few isolated trees and tall grass give way to the 
  edge of a dark and dreary forest. This is Liverswood, 
  an area shunned by the local populace. Even now, 
  with the noonday sun hanging overhead, you feel 
  the shadows in this forest gather too close together, 
  the tree limbs too knotted and gnarled. But in here 
  lies your destination, the Lone Library, and hopefully 
  the cure for the curse that hangs over your heads.
  Liverswood is not a huge swath of forest, but no 
  cartographers have bothered to map the area and 
  few travelers make their way to the Lone Library. Paths 
  are quickly swallowed up by the roots of the trees and 
  the thick moss that grows beneath the shadow of the 
  overhanging canopy.
  Scouring Liverswood for the Lone Library is going 
  to take some searching around. Picking up trails, 
  discovering lost paths, and getting lost are all part of 
  the experience in Liverswood. Traveling to the Lone 
  Library is a dangerous journey requiring two days of 
  travel.
  Unfortunately, Liverswood is a wild environment. Every 
  twelve hours there is a 25% chance of a random 
  encounter (or simply choose an appropriate time 
  for the characters to run into one). Roll on the table 
  below to find out what the characters find.
  1d6
  Liverswood Encounter
  1
  Giant Spider Nest
  2
  Black Bear and Cub
  3
  Dead Traveler
  4
  Nasty Weather
  5
  Stirge Swarm
  6
  Strange Moss
  Giant Spider Nest
  The appearance of several webbed cocoons hanging 
  in the trees gives the characters an idea of the kind 
  of area they’ve stumbled upon. A group of 6 giant 
  spiders have claimed this section of Liverswood, but 
  going around the area would take considerable time 
  (roll another encounter check). Continuing through 
  would surely provoke the spiders, however!
  Tactics: The giant spiders attack with intent to knock 
  the characters unconscious. If anyone becomes 
  unconscious, one of the giant spiders begins to wrap 
  the victim in web and drag them away into the trees.
  Treasure: Several corpses wrapped in spider web hang 
  in a nearby tree, all drained of blood and juices. If the 
  players cut them down, a search reveals a pouch of 
  coins containing 50 gold pieces, a potion of healing, 
  and a long sword +1.
  Black Bear and Cub
  The curse that has created the Beast of Liverswood 
  has had an effect on the other creatures of the forest 
  as well. As the characters are traveling they notice a 
  black bear on the path along with a young cub. The 
  mother black bear growls and moves in a protective 
  stance over her young.
  Tactics: The black bear’s primary goal is protect her 
  cub and to get out of the forest. If any character can 
  speak with animals they can learn that a sickness has 
  overtaken Liverswood and that the forest’s guardian 
  has become corrupted. The black bear does not wish 
  to fight but protects her cub if threatened.
  Dead Traveler
  Not everyone who travels in Liverswood searching for 
  the Lone Library finds it. The characters come upon 
  the body of a simply dressed human monk, obviously 
  dead. Great claw marks gouge the body, perhaps 
  from a bear—but certainly no normal sized animal. A 
  wood staff lies a short distance away, broken in two. 
  The traveler was a pilgrim from a faraway land seeking 
  the Lone Library to expand his knowledge.
  Nasty Weather
  Dark clouds thicken in the sky overhead as a 
  thunderstorm rolls through the area. The storm lasts 
  for 1d12+4 hours, alternating between torrential 
  downpour and steady drizzle. The weather makes 
  tracking difficult.
  Stirge Swarm
  A low buzzing sound can be heard from the forest 
  around the characters. Give them a few rounds to 
  prepare before a swarm of 10 stirges burst from the 
  surrounding area.
  Tactics: Stirges are nuisance creatures in small 
  numbers, but a swarm of them can be difficult to deal 
  with. They focus their attention on two characters at 
  a time (preferably the least obviously armored), but 
  if they are reduced to 4 or less the swarm breaks off 
  and flees.
  Strange Moss
  The curse of Kra-Moth-Ka that has its grip on 
  Liverswood manifests itself in a strange gray moss. As 
  the characters travel they come across a patch of 
  it stubbornly clung to a nearby tree. Where the moss 
  touches the bark, a twisted blackness creeps (the moss 
  has no effect on anyone just touching or handling it). 
  Druids, rangers, and other nature-oriented characters 
  do not recognize the moss as anything occurring in 
  the natural world.
  
  10
  The Lone Library
  After the characters have followed the trail through 
  Liverswood to find the Lone Library, they arrive just 
  in time to see the dangerous Beast of Liverswood 
  attacking. Read or paraphrase the following as the 
  characters approach.
  The thick trees of the Liverswood give way to a large 
  clearing, surrounded on all sides by tall boughs that 
  block out the sky. In the center sits a broad two-
  storied wooden building. Most of the large windows 
  are boarded up, but through a few of them you 
  spot torches burning, illuminating shelves of books 
  inside. Suddenly, a great roar shatters the air and 
  from the western edge of the clearing, the trees 
  burst into a frenzy of movement. A great bear, 
  huge and angry, charges towards the Lone Library.
  As the characters watch, the bear charges the doors 
  to the building. Just as it reaches striking distance, 
  however, a flash of brilliant light from the windows 
  blinds the bear and it stops. The light swirls for a 
  moment around the library and coalesces into the 
  form of an even larger multi-colored bear.
  The characters, witnessing the event from the outside, 
  see it for what it is—an illusion effect crafted by some 
  magic source. It is enough to scare it off the bear, 
  however, and it retreats back to the forest.
  After the bear retreats, the door to the Lone Library 
  opens slowly. A short figure, an aged and white 
  bearded gnome leaning heavily on a cane, exits and 
  hails the characters.
  The Last Illusionist-Lord’s Request
  The gnome introduces himself as Markar Laan and 
  welcomes them to the Lone Library of Liverswood. 
  He invites them inside the cozy building, which is filled 
  from floor to ceiling in each room with books on a 
  wide variety of subjects.
  Markar Laan is old and forgetful, and he tends to get 
  distracted easily by the many volumes of esoteric lore 
  contained within his library. He proudly claims to be 
  the last of the great illusionist-lords of Silvergaeral, a 
  gnome city that has been gone for quite some time.
  The gnome can relate most of the adventure 
  background regarding Kra-Moth-Ka’s rise and fall 
  to the characters, referencing a series of journals 
  handed down through his lineage regarding those 
  terrible events.
  Markar Laan also explains that the Lone Library 
  has fallen under a similar koboldic curse as the 
  characters. A great bear has lived in Liverswood for 
  a long time, but within the past month she seems to 
  have undergone a change. Strange patches of gray 
  moss have gathered on her fur, and she has begun 
  attacking everything indiscriminately.
  Markar Laan connected the bear’s strange behavior 
  to the curse of Kra-Moth-Ka by retrieving a sample of 
  the gray moss after the bear attacked the library a 
  few days ago. The moss exhibited strange properties, 
  and upon investigation, the gnome librarian traced 
  their roots back to the planar home of the kobold 
  god. Some divine curse sent the moss and has driven 
  the bear to frenzied madness.
  Desperate to save his treasured library, Markar Laan 
  offers to research the curse afflicting the characters if 
  they assist in dealing with the cursed bear, the Beast 
  of Liverswood, as it has become known.
  If any character in the party shows an interest in 
  learning or mastering the spells of the illusion school, 
  Markar has much to share, though mostly in the 
  philosophical rather than practical application of 
  magic. He can be a valuable ally to the characters 
  for future adventures, especially if he finds someone 
  that is genuinely excited to take on the teachings of 
  the illusionist-lords (a gnome would be best!).
  The Beast of Liverswood
  Tracking the dangerous Beast of Liverswood to its lair 
  requires a ranger and two hours. If the party does not 
  have a ranger, you can have the characters run into 
  one of the random encounters from earlier instead.
  NPC Profile: Markar Laan, Last of the Illusionist-
  Lords
  Markar Laan is an aged gnome, roughly 195 years 
  old, and is the last descendant of the ancient 
  illusionist-lords of Silvergaeral. He enjoys history 
  and is an accomplished wizard specializing 
  in the school of illusion, though his advanced 
  years and painful arthritis makes him useless in a 
  combat scenario.
  His great many years have worn down any 
  pretenses of social niceties, so Markar speaks 
  his mind and doesn’t worry himself about what 
  others may think. He is proud of his heritage and 
  can speak for hours without end about the stories 
  of his ancestral home of Silvergaeral.
  Markar tends to babble at times, especially 
  when excited, and loves to talk about history. All 
  historic events are fascinating to him, and he has 
  accumulated quite a store of knowledge at the 
  Lone Library.
  
  11
  
  12
  Read or paraphrase the following as the characters 
  approach the beast’s lair.
  Something is not right in this part of Liverswood. The 
  trees are gnarled in wrong and unexpected ways, 
  their branches twisting around themselves and the 
  leaves hanging at near impossible angles. Patches 
  of a strange grayish moss, the same described by 
  the gnome librarian, dot the trunks of many trees. 
  A rough path winds forward and down to a small 
  cave entrance surrounded by the same moss. No 
  birds disturb the daunting wall of silence around 
  you.
  This is the lair of the Beast of Liverswood. The moss is the 
  physical manifestation of the kobold curse over the 
  area. When the spirit of Kra-Moth-Ka awoke with the 
  breaking of his ancient tomb, his vengeance reached 
  out to touch the last descendant of the illusionist-lords 
  that defeated him long ago.
  However, Markar Laan had ancient protective spells 
  cast over the Lone Library, so the curse manifested 
  itself in the woods around him. The moss is from the 
  planar home of the kobold god, summoned forth by 
  Kra-Moth-Ka’s will, and is toxic with long-term exposure. 
  Druids and other characters closely associated with 
  nature can tell that the moss is not naturally occurring 
  and seems to corrupt whatever it touches.
  Dealing with the Beast
  There are two primary ways the characters can deal 
  with the threat from the Beast—defeat it in combat or 
  cleanse the moss from the area.
  Any character that observes the moss for unusual 
  characteristics can make an Intelligence check. On 
  a success they notice that the moss shies away from 
  direct sunlight. The trees in the Liverswood are close 
  enough where this does not impede the moss too 
  greatly, but it gives the characters an idea of how to 
  remove it—expose it to direct sunlight.
  To remove the curse, the moss around the cave and 
  the Beast itself must be exposed to direct sunlight for 
  at least three rounds. The Beast is careful to avoid any 
  area of sunlight as it wanders around the forest and it 
  fights any attempt to keep it bathed in light.
  Award the characters full XP if they manage to drive 
  the kobold moss from the Beast of Liverswood, which 
  turns the bear normal and sends it running away in a 
  panic.
  Tactics: The Beast of Liverswood spends most of the 
  day inside the cave, scratching irritatingly at the moss 
  that patches her hide. Possessed by the curse, the 
  bear ignores normal attempts at calming and attacks 
  any creature on sight with intent to kill.
  At night the Beast leaves the cave and wanders 
  Liverswood seeking fresh meat.
  Treasure: Over the past month the Beast has 
  accumulated a small pile of treasure inside her lair, 
  mainly as the result of travelers and villagers falling 
  prey to her nightly attacks. Searching around the 
  cave finds 210 gold pieces and a potion of invisbility.
  Libraries Are Dangerous Places
  After they deal with the Beast of Liverswood, the 
  characters return to the Lone Library to find Markar 
  Laan in a state of hyper excitement. He ushers them 
  inside to the main study, on the ground floor with a 
  large window that overlooks the yard, where he has a 
  great number of books in piles.
  Excitedly, he begins by saying that he has found the 
  way to remove the curse. Just as he is about to explain, 
  however, his face grows white as he stares outside 
  the window. Following his gaze, the characters see 
  the Spirit of Kra-Moth-Ka outside. The ghostly kobold 
  warlord laughs and points inside with a spectral finger.
  The curse, stronger now as the characters get closer 
  to Kra-Moth-Ka’s tomb, takes on a stronger form as the 
  ghost animates books in the library to attack! There 
  are 8 animated books that fly around, slapping at 
  everyone and attempting to defeat the characters. 
  For the purposes of the combat, Markar Laan is 
  knocked unconscious by one of the books and is out 
  for the rest of the fight.
  The Spirit of Kra-Moth-Ka (Stage II) enters the Lone 
  Library after a round has passed, attempting to 
  destroy the characters. He screeches and shouts 
  about the “worthless gnome” and his “pathetic 
  illusion-worshipping ancestors,” promising that when 
  he is fully materialized they will all suffer.
  After the Books Have Settled
  Once the Spirit of Kra-Moth-Ka is defeated and 
  the animated books put down (they continue on 
  in animation until reduced to 0 hp regardless of 
  the ghost), Markar Laan awakens with a groan. He 
  explains anything left over from the background that 
  the characters didn’t already know.
  He also tells them that the only way to end the curse 
  of Kra-Moth-Ka is to consecrate his remains in their 
  final resting place with a special elixir. Markar Laan 
  happens to dabble in alchemy and puts the elixir 
  together in a glass bottle, which he hands to the 
  characters.
  The elixir, the librarian says, must be sprinkled on the 
  physical bones of Kra-Moth-Ka, which are located 
  somewhere in the ruined gnome city of Silvergaeral 
  
  13
  in the Valley of Flanheda. Markar Laan is in no shape 
  to accompany the characters but he does provide 
  them with a map. He has never been to Silvergaeral 
  but he warns that his ancestors sealed the tomb 
  long ago from intruders. Something or someone has 
  already disturbed the tomb, but traps and guardians 
  likely still stand ready to protect the tomb.
  Markar Laan also provides the characters with a small 
  cache of potions of healing (one for each character).
  PART THREE: VALLEY OF FLANHEDA
  The tomb of Kra-Moth-Ka is located in the Valley of 
  Flanheda. The exact location of this site can be as far 
  away as you need it to be—the only requirement for 
  its location is a somewhat remote mountain range.
  Weird Dave’s Notebook: Gnomes vs. Kobolds
  Who would win in a fight? They’re both crafty 
  and clever, though gnomes have stronger magical 
  tendencies than kobolds. But kobolds have greater 
  numbers on their side and a fondness for debilitating 
  traps. As the characters explore the ruins of 
  Silvergaeral searching for the tomb of Kra-Moth-
  Ka, you can drop hints about some of the similarities 
  between what the gnomes built and what the kobolds 
  built, especially if the characters have also been 
  through WK1 Caves of the Kobold Queen.
  Finding the Valley
  The directions and map provided by Markar Laan are 
  accurate enough to get the characters to the Valley 
  of Flanheda. The journey can be as long or short as 
  you need it to be. The gnome city of Silvergaeral, 
  according to the map, is at the far end of the valley 
  along the shores of Lake Flanheda.
  After the characters have traveled into the mountains 
  and find the Valley of Flanheda, read or paraphrase 
  the following.
  The rugged peaks of the mountains seem to melt 
  away gently in the setting sun, revealing a broad 
  valley in front of you. A small forest of thick pine 
  trees hugs the western edge, but you can see a 
  lake of shimmering water at the far northern end 
  fed by a beautiful waterfall tumbling down from 
  the mountainside. A river winds along the eastern 
  edge of the valley. Even from this distance you can 
  make out a few structures on the shores of the lake.
  The boxed text assumes the characters arrive just at 
  sundown; adjust the description accordingly if they 
  arrive at a different time of day. The ruins spotted on 
  the lakeshore are what’s left of Silvergaeral, at least 
  on the surface.
  Any native speaker of the Gnome language knows 
  that Flanheda means “Land of the Earth Riddle,” and 
  Silvergaeral translates to “City of Silver Defense.”
  The Bounty Hunter
  As the characters enter the valley, they find that they 
  are being watched by a shadowy humanoid figure. 
  The figure is cloaked and armed with sword and bow, 
  though it carries neither as it watches from a short 
  distance. This is a female elf bounty hunter named 
  Meriel Dawnstar. She was drawn to the area following 
  a large contingent of kobolds that came and went 
  (the same that stole the sacred armor from Kra-Moth-
  Ka’s tomb).
  She waits patiently for the characters to make the first 
  move. Meriel is curious what another group of travelers 
  would be doing in this part of the mountains—the 
  Valley of Flanheda has been abandoned for quite 
  some time and few visit it anymore. If not overtly 
  threatened and assured of their goodwill, Meriel 
  reveals herself and tells them that there is a standing 
  bounty on kobold ears. The bounty hunter is in the 
  area following a large force of kobolds that came 
  through the area some months ago, but it appears 
  that they have left the area. The bounty was posted 
  by the townmaster of Ormkirk, a small town near the 
  Talon Hills. Characters who went through WK1 Caves 
  of the Kobold Queen should recognize that as the 
  town from that module.
  If the characters are lagging a bit in physical skills or 
  simply could use a hand, Meriel Dawnstar can be 
  a useful addition to their party. She knows that the 
  ruined gnome city of Silvergaeral sits at the far end 
  of the Valley of Flanheda, and she has heard rumors 
  from other rangers and trackers that a dangerous 
  water spirit protects Silvergaeral (this is a reference to 
  the water weird).
  Weird Dave’s Notebook: Link to WK3
  Meriel Dawnstar’s mention of the kobold bounty 
  can serve as a hook to get the characters back to 
  Ormkirk at the beginning of the next module, WK3 
  Revenge of the Over-Kobold. Though WK2 doesn’t 
  feature many kobolds, the characters have a chance 
  to tussle with a few in the Valley of Flanheda and the 
  promise of gold for the ears can be enough to lure 
  the greedy to the next module’s start.
  
  14
  The Ruins of Silvergaeral
  The ruins of the gnome city of Silvergaeral are relatively 
  easy to find. The winding river that cuts through the 
  heart of the valley leads to Lake Flanheda at the far 
  northern edge, where the city ruins lay.
  Read the following as the characters approach the 
  ruins of Silvergaeral.
  A picturesque scene stands before you as the 
  approach the far end of the valley. Tumbling down 
  from the sheer walls of the mountain, a river plunges 
  some one hundred feet in a dazzling waterfall 
  that fills a tranquil blue lake. On the eastern side 
  of the lake several islands stand out of the water 
  at varying heights. The lake tapers off into a slow 
  moving river at the southwestern corner where a 
  crumbling bridge spans its length to the other side. 
  There you can see a half dozen stone buildings in 
  varying states of collapse along with what appears 
  to be a large coliseum.
  The locations described below key back to the “Ruins 
  of Silvergaeral” map in this module.
  1. 
  Collapsed Bridge and River
  The bridge across the river is not in good shape. Age 
  has removed the middle arch leaving only great stone 
  entry ways at either end. The river is deep and cold 
  at this point, roughly 30 feet across. As it leaves the 
  lake, the river cuts east sharply and follows the eastern 
  border of the valley.
  Fording the river at the slowest point is the smartest 
  move, but unfortunately getting into the water at all 
  attracts the attention of the water weird that protects 
  the area. The kobolds that came earlier to release 
  the spirit of Kra-Moth-Ka managed to drive the weird 
  back, but the magic that keeps it animated returned 
  it to its watchful post. 
  Tactics: The water weird attacks any non-gnomes 
  that cross the river or enter the lake as dictated by its 
  ancient decree. If a gnome character were to speak 
  the language of elementals (Primordial) the water 
  weird can be convinced to let them all pass with a 
  successful Charisma ability check.
  2. 
  Ruined Buildings
  The buildings that encompass the bulk of Silvergaeral’s 
  ruins are quiet and mostly collapsed. Most were the 
  above-ground homes of the gnomes that lived here, 
  and a search around the ruins reveals that each of 
  them had an entrance to an underground tunnel at 
  one point. None of the entrances seem to be open at 
  this point—they are all clogged with rubble and rock 
  from the kobold forces of Kra-Moth-Ka that defeated 
  the gnomes long, long ago.
  By searching around, the characters find remnants 
  of several camps and kobold footprints without too 
  much difficulty. There are 10 kobolds, 6 wild dogs, and 
  1 kobold subchief left in the area after the kobolds 
  looted Kra-Moth-Ka’s tomb.
  Tactics: The kobolds and wild dogs are on alert and 
  notice the characters’ arrival unless they are being 
  unusually sneaky. The subchief has orders to stop 
  anyone from finding the tomb on the cliff (area 
  7) but the appearance of a group of well-armed 
  adventurers gives him pause. If possible he waits with 
  his small contingent of forces for the right moment to 
  strike, keeping their distance and trying to lure the 
  characters into a false sense of security.
  The kobolds know about the water weird in the lake 
  and avoid it as much as possible, and they also avoid 
  the Silvergaeral Commons (area 6) out of fear from 
  the giant badgers that dwell there. Several of their 
  numbers were torn apart by the savage animals in the 
  two months they have been here.
  Treasure: The kobolds left here have but meager 
  personal collections. Between them all they carry YYY 
  gold pieces and YYY silver pieces.
  3. 
  Lake Silvergaeral
  Lake Silvergaeral is a beautiful freshwater lake of 
  crystal blue, sparkling in the sunshine of the valley. 
  Little waves lap at the sandy shores, but ruined statues 
  appear like an eerie army beneath the surface before 
  the lakebed recedes into darkness. Lake Silvergaeral 
  is surprisingly deep, with the ground descending five 
  feet every five feet until a maximum depth of thirty 
  feet.
  Treasure: There are statues of gnomes in the lake, 
  broken and discarded during the sacking of 
  Silvergaeral long ago. While interesting to a collector 
  or historian in gnomish culture, the process to recover 
  the statues from the lakebed and return them to 
  civilization would prove to be a costly venture.
  4. 
  Silver Waterfall
  The showering spray of the Silver Waterfall helps to 
  create the picturesque scene of the lake and its 
  environs. The waterfall tumbles down from a height 
  of about one hundred feet, creating an area of slick 
  rocks all around its cascading length.
  
  15
  Treasure: The water weird that protects Lake 
  Silvergaeral has a small cache of treasure in a cave 
  behind the waterfall. The rocks just to the east of the 
  waterfall are tall enough to stand out of the water if 
  someone were to swim up to them. Inside the cave 
  are the decomposing remains of a handful of kobolds, 
  moldering skeletons of the same from a time long ago, 
  75 gold pieces, and a cloak of protection +1.
  5. 
  Standing Rocks of Silvergaeral
  Rising out of the crystal waters of Lake Silvergaeral 
  are four unusually tall rock pillars with smoothed-over 
  tops. These standing rocks were used by the residents 
  of Silvergaeral long ago as a meditation point. The 
  rocks are slick and reach about fifteen feet above 
  the water but are climbable with a Strength ability 
  check. From atop the rocks, a character has a good 
  vantage point over the entire area (and might have a 
  good chance at seeing the kobolds that scurry about 
  in area 2).
  6. 
  Silvergaeral Commons
  This was the cultural center of Silvergaeral—a 
  broad, stone coliseum set into the earth. Even the 
  marauding hordes of kobolds that decimated the 
  gnome community long ago couldn’t tear down the 
  Silvergaeral Commons. Its stout stone walls reach a 
  height of ten feet with four wide stone arches allowing 
  entrance at each of the cardinal directions (north, 
  east, south, and west).
  Inside, a corridor of stone twenty feet wide encircles 
  the interior, with entrances leading to the center at 
  each of the four cross-cardinal points (northeast, 
  southeast, southwest, and northwest). The remains of 
  counters and market stalls stand in silent testament to 
  the commerce that once existed in this location.
  The center of the Silvergaeral Commons is sixty feet 
  across. At one time it was level and housed tents and 
  all manner of craftsmen, but now it is a churned field 
  of dirt and mud. Holes dot the entire area, and as the 
  characters approach, the heads of 4 giant badgers 
  pop up. The Silvergaeral Commons has become the 
  den of a family of 10 giant badgers, all descended 
  from the badgers that served the gnomes long 
  ago. Their leader is powerful giant badger named 
  Greatpaw.
  Tactics: If the characters take no threatening action 
  towards the giant badgers that they see, a few tense 
  moments of scrutiny pass before a voice bellows out 
  from one of the tunnels, “Who enters the grounds of 
  Greatpaw, chief of the giant badgers?” Emerging 
  from one of the holes in the ground, Greatpaw strides 
  NPC Profile: Greatpaw, Chief of the Giant Badgers
  Greatpaw is a descendant of the giant badgers 
  who were raised by the gnomes of Silvergaeral to 
  be guardians and companions. He is intelligent 
  and able to speak a broken dialect of Common 
  and Gnome. His father before him was able to 
  speak in the tongues of the gnomes, and he has 
  one young pup that is learning it as well.
  Greatpaw is the keeper of the traditions of the 
  “lost people” (gnomes) of Silvergaeral, but over 
  the centuries that oral tradition has become 
  transformed 
  by 
  the 
  simple 
  understanding 
  of the giant badgers. Greatpaw speaks of 
  the time long ago when the “lost people” 
  worked and played on the shores of the lake, 
  when strangers from distant lands would 
  come to “give away their ornaments of shiny 
  stone” and everyone would “have mirth and 
  merriment around great fires that lit the sky.” 
   
  He speaks of the coming of the “nasty ones” 
  (kobolds) as a day of great sadness when the 
  people of Silvergaeral were killed. The badgers 
  tried to help but the number of nasty ones was 
  too great. Greatpaw’s lineage was maintained 
  by the chief of the badger speakers sealing 
  them away in their tunnels below the “circle of 
  stone” (coliseum).
  
  16
  confidently. He is larger and broader than a normal 
  giant badger, with keen green eyes that shine with 
  intelligence.
  If a gnome is among the characters, Greatpaw is 
  beside himself with wonder and proclaims that the 
  “time of the people of the Silver Lake has returned!” 
  The other badgers cannot speak but come out to 
  inspect the gnome “savior” despite any arguments to 
  the opposite.
  If no gnome is with the characters, it takes a 
  Charisma ability check to get Greatpaw to share 
  any information. Once befriended he can relate the 
  following points of information.
  •	
  The “nasty ones” returned to Silvergaeral “two 
  cycles of the moon” ago (Greatpaw does not 
  have a very accurate grasp on the passage 
  of time, but this translates to about two months 
  ago).
  •	
  The “nasty ones” came in large numbers and 
  swept over the area. Any that came into the 
  “circle of stone” (the coliseum) were defeated 
  by the badgers but they dared not go out and 
  face all of them. There too many.
  •	
  The “nasty ones” seemed interested in 
  the ancient burial grounds of the people 
  of Silvergaeral, which sit on a broad ridge 
  overlooking the “circle of stone.” Greatpaw’s 
  people do not dig into the rocky depths of 
  the mountain for fear of disturbing the “stone 
  sleeping place of the dead” there.
  •	
  After the “nasty ones” spent several nights at 
  the burial grounds they left, but something was 
  not right. Something felt “wrong” to Greatpaw 
  and he and his badgers have been worried 
  ever since.
  •	
  Some of the “nasty ones” stayed behind, 
  and they cower among the houses of the 
  lost people. Greatpaw doesn’t want to risk his 
  people’s lives but he feels that the “vile ones” 
  need to be removed from the area.
  If a gnome character convinces Greatpaw that 
  the characters are there to return Silvergaeral to its 
  former glory, the great badger roars in gratitude and 
  promises to help as much as possible. He takes a 
  group of 4 giant badgers and proceeds to hunt down 
  the kobolds in area 2 if they are still around.
  7. 
  Mausoleum of the Mountain Entrance
  The gnomes of Silvergaeral honored their dead by 
  placing them inside a mausoleum set in the side 
  of the mountain. Access was restricted to all but 
  the priests, who tended the gardens in front of the 
  mausoleum’s entrance and entered the tombs 
  through underground caves that linked to some of 
  the houses on the valley floor.
  The ridge that holds the entrance to the mausoleum 
  is 40 feet up from the valley floor. The ridge walls are 
  easily scalable (Strength ability check at +4). Read the 
  following as the characters approach the entrance.
  The rush of the nearby waterfall dims as you reach 
  the broad ridge some forty feet up from the ground. 
  The remnants of rowed gardens dot the sloping 
  ground, now just overgrown tangles of wild weeds 
  and flowers. A great stone archway set into the 
  side of the mountain yawns over a shadow-filled 
  opening in the rock face. The archway, weathered 
  by time like the gardens, still maintains some forms 
  and letters carved into its granite surface. Rubble is 
  strewn about in front of the entrance.
  Barely decipherable, the writing on the archway is in 
  Gnome and reads “Peace be to those who slumber 
  in the womb of the mountain.” On the left side of 
  the archway, scrawled in hastily chiseled script, is a 
  smaller inscription also in Gnome—“May gods and 
  gnomes spit upon the remains of Kra-Moth-Ka.” The 
  entrance is 25 feet away from the ledge.
  This is the entrance to the Mausoleum of the Mountain. 
  There is no light source inside, so characters who need 
  one should need to bring it with them. Just inside the 
  entrance, however, lurks a dangerous poltergeist, 
  the restless spirit of a deceased gnome now trying to 
  prevent anyone from entering the mausoleum.
  Inside, the entry hall is only 10 feet wide by 30 feet 
  long with a 10 foot high ceiling. On the east and west 
  sides stand rubble filled exits which once connected 
  back to the homes of Silvergaeral. The north side of 
  the chamber ends in a broad set of stairs going down 
  to a stone door that has been wedged open (by the 
  kobolds who came to steal the armor from the tomb 
  two months ago). The dark passage beyond leads 
  deeper into the mountain and eventually to the Tomb 
  of Kra-Moth-Ka.
  Tactics: The poltergeist does not leave the shadowed 
  entry hall of the mausoleum. It uses its telekinetic 
  powers to hurl intruders outside the entrance. Any 
  character that is hurled as such must make a saving 
  throw or fall off the side of the ridge, down the 40 feet 
  and suffering 4d6 points of bludgeoning damage.
  The poltergeist says nothing and uses its invisibility 
  
  17
  to always keep moving, hurling characters away or 
  slamming them into walls. The undead monster fights 
  until killed but it does not pursue anyone outside the 
  entry hall (it cannot leave this single area).
  Mausoleum of the Mountain
  Once the characters have made it into the Mausoleum 
  of the Mountain it quickly becomes apparent to them 
  that the gnomes of Silvergaeral built extensive tunnels 
  to house their dead. The area shows extensive signs 
  of being recently disrupted by a large number of 
  kobolds (within the past two months, in keeping with 
  Greatpaw’s timeline).
  The mausoleum contains many halls and passages, 
  most of which have been destroyed in the intervening 
  years. It’s clear from the kobold tracks that they did 
  not have a solid direction—tracks go to dead ends 
  and backtrack to main halls. Following them is the 
  best course of action for the characters, which takes 
  about an hour.
  Read or paraphrase the following as the characters 
  enter the Mausoleum of the Mountain.
  Light from the archway on the side of the mountain 
  spills into the entry hall, which is well-carved of 
  stone though plainly adorned. The dust and debris 
  on the floor is disturbed by the footprints of no small 
  number of kobolds, though they don’t appear to 
  be recent. Several side passages and corridors split 
  off from this main hall, and you can see a staircase 
  leading further below the mountain that speaks of 
  a great labyrinthine structure. The tracks seem to 
  lead further in.
  General Features
   
  Light: There is no light in the mausoleum.
   
  Sound: Despite many of its open chambers, 
  sound does not carry within the mausoleum. This is 
  due to a magical dampening that the gnomes of 
  Silvergaeral placed upon the structure.
   
  Ceiling: The ceiling, unless otherwise noted, is 
  10 feet high.
   
  Doors: Doors are closed and made of stone 
  unless otherwise noted in the individual areas. They 
  are not locked (with the exception of the southern 
  door in area 8) and due to their bulk do not open 
  quickly.
  Mausoleum Encounters
  However, the Mausoleum is still quite large, and 
  wandering the haunted halls the characters are going 
  to run into trouble. You can use the below table to 
  randomly determine what the characters encounter, 
  and as most of them are not combat encounters you 
  can roll as many times as you like (recommended is 
  once every 15 minutes of wandering the mausoleum, 
  which results in 4 checks if the characters follow the 
  kobold tracks.
  1d8
  Mausoleum Encounter
  1
  Ghoul scavengers
  2
  Vermin invaders
  3
  Kobold camp remains
  4
  Eerie whispers
  5
  Mausoleum guardian
  6
  Sealed gnomish vault
  7
  Headache trap
  8
  Double pit trap
   
   
  Ghoul scavengers
  Though the Mausoleum of the Mountain is well 
  protected by its spectral guardian at the main 
  entrance, a pack of ghouls have managed to crawl 
  in from a collapsed passage much further into the 
  complex. There are 6 ghouls that wander the halls, 
  starving and desperate for food as they have not 
  had any luck with the gnomish remains in the various 
  crypts and tombs.
  Tactics: The ghouls have been in the mausoleum halls 
  long enough to know that moving quietly and stealthily 
  has its advantages, so they have a normal chance to 
  surprise the characters. If the ghouls manage to not 
  be noticed they follow for a short time at a distance, 
  waiting until the characters are distracted with some 
  
  18
  other obstacle before they launch their ferocious 
  attack.
  Treasure: One of the ghouls carries a copper necklace 
  laid with pearls and sapphires worth 150 gp that was 
  looted from one of the family crypts in the mausoleum.
  Vermin invaders
  The extermination of vermin was left to the mausoleum 
  guardians, who performed their duties tirelessly and 
  with great skill, but since the kobolds penetrated 
  the area and destroyed some of them insects have 
  begun to gather in the dusty, darkened corridors. 
  The characters stumble upon a colony of 8 giant rats 
  that have crawled their way into the mausoleum and 
  have set upon the remnants of a fallen kobold.
  Tactics: The giant rats protect their carcass with their 
  lives – they are desperate and vicious.
  Treasure: The dead kobold has mostly been picked 
  clean but the body lays on a torn pouch that contains 
  25 gold pieces.
  Kobold camp remains
  The characters come upon the remnants of a camp 
  that the kobold invaders made while they searched for 
  the tomb of Kra-Moth-Ka. The camp consists of a pile 
  of burnt kindling, straw from numerous crude bedrolls, 
  and crude writing scrawled into the stone walls using 
  charcoal. The writing depicts a kobold game similar 
  to tick-tack-to using arrows. A character that makes 
  a Wisdom ability check (rangers automatically 
  succeed) discovers that the camp consisted of about 
  15 kobolds.
  Eerie whispers
  The spirits of the dead that rest within the Mausoleum 
  of the Mountain have been disturbed by their ancient 
  enemies wandering the stone halls. A chill breeze 
  blows done one of the corridors as the characters 
  search around for the tomb of Kra-Moth-Ka, and a 
  single word in Gnome can be heard whispering on 
  the wind. Anyone that speaks Gnome can tell that 
  the word translates to “enemy” though with much 
  more hatred behind it.
  Mausoleum guardian
  The gnomes of Silvergaeral protected their dead 
  with bound creatures from the Plane of Elemental 
  Earth. These creatures served as tireless guardians 
  and custodians of the sacred mausoleum, but since 
  the kobolds came through several of them were 
  destroyed in hut and run tactices. The remaining 
  guardians wander the halls trying to retain some 
  semblance of order, and they view all intruders as 
  hostile. The characters stumble upon one of these 
  guardians, an earth elemental, as it clears a hallway 
  of refuse.
  Tactics: The earth elemental moves to attack as 
  soon as it senses living things. It can be stopped by 
  speaking the command word – “Silvergaeral.” If 
  the characters manage to guess this the elemental 
  ceases to attack immediately and moves back to its 
  business of cleaning the hallway.
  Sealed gnomish vault
  The Mausoleum of the Mountain holds dozens of small 
  vaults and tombs, many of which are empty or contain 
  only the dusty remains of important gnomes buried 
  with no worldly possessions. However, a few gnomes 
  left specific instructions to be entombed with some 
  possessions, and it is these vaults that were sealed. The 
  characters come upon one such vault with a single 
  stone door preventing entrance. The door is marked 
  with the symbols of a great gnome and their family. A 
  stone circle, roughly five feet in diameter, rests on the 
  floor in front of the door.
  The stone door is magically shut, but by carefully 
  studying the words and phrases on the door a 
  character can make an Intelligence check to 
  decipher a logical command phrase (secretly modify 
  the check by -5 without alerting the player). To open 
  the door, a character must stand on the stone circle 
  and speak the command phrase. If the character 
  succeeded on their Intelligence check they guessed 
  correctly and the door opens (see below under 
  Treasure). However, on a failure, a powerful jolt of 
  electricity arcs through the stone circle, dealing 3d6 
  lightning damage to anyone standing on it.
  Treasure: Opening the door reveals a small chamber 
  inside with lavish tomb of a once powerful gnome. You 
  can roll randomly on the below table to determine 
  what kind of gnome was found.
  1d6
  Entombed 
  Gnome
  Treasure
  1
  Wizard
  3 spell scrolls (3rd level, 
  randomly determine 
  spells)
  2
  Priest
  3 spell scrolls (3rd level, 
  randomly determine 
  spells)
  3
  Warrior
  Short sword +1
  4
  Noble
  Luckstone
  5
  Rogue
  Bag of holding
  6
  Trickster
  Bag of devouring
  
  19
  Headache trap
  The gnomes of Silvergaeral protected the mausoleum 
  with more than just elemental guardians. They placed 
  a number of traps around, including one known as the 
  headache trap. The characters are traveling through 
  a ten-foot corridor in the mausoleum when they come 
  upon a section that appears to have dried blood on 
  the walls, ceiling, and floor, in a spray pattern as if 
  someone was hit with something very hard. The blood 
  is from a kobold that met its fate here.
  Trap: The blood should be the clue needed to search 
  for traps, and the pressure plate on the floor can be 
  found with appropriate searching. The pressure plate 
  can be disabled with a thief’s delicate tasks check. 
  If not found and more than 5 pounds of weight are 
  applied to the pressure plate a seven-foot-wide 
  section of the ceiling swings down on a hinge to slam 
  into the person who triggered the trap, dealing 2d8 
  bludgeoning damage unless a saving throw is made 
  (no damage on save).
  Double pit trap
  As the characters explore the Mausoleum of the 
  Mountain, they find themselves in a stone corridor, ten 
  feet wide. Ahead of them is an obvious pit trap, ten 
  feet across and twenty feet deep.
  Trap: The trap is a concealed pit trap on the other side 
  of the obvious pit trap. Anyone who jumps the distance 
  and lands in a ten foot square on the other side of the 
  open pit falls into the concealed trap, which is also 
  twenty feet down (dealing 2d6 bludgeoning damage 
  from the fall) and spiked (which deals an additional  
  1d6 piercing damage). The concealed pit trap can 
  be detected with careful searching and a Wisdom 
  check.
  Deep Tombs
  After following the kobold tracks and making their 
  way through the Mausoleum of the Mountain, the 
  characters finally come upon the Deep Tombs 
  wherein Kra-Moth-Ka is laid to rest along with a 
  number of important gnomish families from the history 
  of Silvergaeral. Refer to the Deep Tombs map for the 
  keyed locations.
  1. 
  Entrance
  The kobold tracks you’ve been following through 
  the catacombs lead to a broad pair of stairs 
  descending further into the mountain. The bodies 
  of four dead kobolds lay sprawled on the stairs in a 
  position suggesting they were fleeing up the stairs. 
  Their skin is pulled tight against the bones and their 
  muzzles are frozen in wordless screams.
  The four dead kobolds were part of the contingent 
  that came searching for the tomb of Kra-Moth-Ka. 
  These ones fled from the specters in area 2 but didn’t 
  make it out before their life was drained.
  2. 
  Crypt of Lesser Families
  The stairs descend into a wide hallway, about 
  twenty feet across, with two rows of squat pillars 
  down its indeterminate length. The pillars are 
  carved with intricate runes interspersed with stone 
  images of gnome faces.
  In this part of the mausoleum the members of the 
  lesser families of Silvergaeral were entombed directly 
  within the pillars. This was the tradition of the gnomes, 
  who used their craftsman skills and magical talents to 
  remember those who had passed.
  There are 4 specters of dead gnomes that dwell in 
  this chamber. They are angry and fight anyone who 
  intrudes in the hallway; their rage at having the kobold 
  warlord Kra-Moth-Ka entombed nearby keeps them 
  tied to the material world.
  Any character that approaches one of the pillars 
  triggers an ancient illusion in the form of a modified 
  magic mouth spell. A stone face on the nearest pillars 
  blinks to life and turns to face the entrance to the 
  crypt. It then speaks in an ancient dialect of Gnome 
  (understandable by anyone who speaks Gnome) and 
  recites their family name and greatest deeds. Below 
  are some suggestions.
  •	
  Milkwed 
  family, 
  great 
  herbalists 
  who 
  discovered the healing properties of the white 
  fly mushrooms
  •	
  Fastcaller family, greatest of the fruit merchants 
  in all of the Valley of Flanheda
  •	
  Kaerpin family, who could polish gems so well 
  that they would hold sunlight itself
  •	
  Uranoenseg 
  family, 
  renowned 
  across 
  Silvergaeral for their fine silken robes
  •	
  Shadoweye family, who made rope that 
  never failed
  Tactics: The specters begin whispering to each other 
  before they attack intruders. Their whispers are cruel 
  jibes about what the characters are wearing or 
  what they look like. Their jokes are mean-spirited and 
  designed to demoralize, but if it doesn’t look like any 
  characters are getting upset the specters launch into 
  an attack.
  
  20
  Treasure: Hidden in one of the pillars is a secret panel 
  that contains a small box. Inside is a potion of giant 
  strength.
  3. 
  Chapel to the Gnome God in Triplicate
  This large chamber holds three large statues against 
  the far wall. The ceiling here reaches twenty feet 
  high and the statues just barely fit. Each statue 
  depicts a gnome dressed in somber robes with 
  an intricately braided beard and a wise, wrinkled 
  face. You notice that they are all the same gnome 
  but each shows a different expression. The statue 
  on the left wears a worried look; the one in the 
  middle a laughing smile; and the one on the right 
  a scowl. The eyes of each statue are gemstones 
  of some sort, though the exact nature is difficult to 
  determine.
  This great chapel is where the God of Gnomes was 
  venerated by the keepers of the mausoleum. The 
  statues represent the three faces of the gnome god—
  worry, mirth, and wrath. Anyone that approaches the 
  statues triggers a powerful illusion, animating the faces 
  of the statues. The statues cannot move, though they 
  lament this fact greatly, and demand to know what 
  the characters are doing in their sacred home.
  The statues of the Gnome God each act in a manner 
  according to their dominant trait. The worrisome 
  one is constantly complaining about the state of the 
  mausoleum (“look at all this dust!”), the jubilant one 
  cracks jokes at everyone’s expense but not in a mean 
  way (“you think you’ve got it bad, try an eternity with 
  these two!”), and the angry one wants to bury his 
  axe (which he does not have) in the skull of a kobold 
  (“filthy creatures that lie and steal—dishonestly!”).
  The statues can relate that long ago (exactly how 
  long none of them can agree) a force of kobolds 
  came and desecrated the mausoleum. Then shortly 
  afterwards, the last remaining illusionist-lords of 
  Silvergaeral entombed some kobold warlord in the 
  lowest hall and sealed it away. Recently, however, 
  more kobolds came and broke into that tomb. The 
  statues do not know why.
  The statues do know that the tomb of the kobold 
  warlord was sealed by ancient magic, and that the 
  only way to open it was through the “hand of the 
  illusionist-lords” or so they recall. They don’t exactly 
  know what this means.
  Weird Dave’s Notebook: Fun with Three Voices
  Make sure to really play up the fun of the three 
  statues in this room. There is a bit of key information 
  for the characters to learn (the hand of the 
  illusionist-lords reference) but that doesn’t mean 
  that three bickering heads should just give this up 
  without a lot of squabbling. Using body language can 
  help bring the statues to life (slump your shoulders 
  and wring your hands with the worried one, smile all 
  the time with the mirthful one, and put on a fierce 
  scowl for the angry one). Have fun with it!
  4. 
  Gallery of the Fallen
  The walls of this great chamber are lined with 
  tapestries in surprisingly good shape. They depict 
  scenes of a city of gnomes at the height of its glory 
  on the shores of a crystal blue lake with a sparkling 
  waterfall. One tapestry shows gnomes buying and 
  selling goods in a grand coliseum while another 
  shows giant badgers and armored gnomes 
  guarding the entrance to their valley home. The 
  idyllic and peaceful tapestries stand in stark contrast 
  to the numerous kobold bodies strewn about the 
  room. Some begin to stir with a low moan.
  A force of kobolds came here searching for Kra-Moth-
  Ka’s tomb and fell victim to the mummified illusionist-
  lord in area 5. Now they have become part of the 
  mausoleum’s undying defense. There are 10 kobold 
  zombies that shamble to life as the characters enter.
  
  21
  Tactics: The zombies do not have anything resembling 
  tactical intelligence. They attack whatever warm 
  body is closest and do not relent unless the characters 
  retreat past area 1.
  Treasure: Searching the kobold bodies turns up a 
  pouch of gemstones (five small amethysts) each 
  worth 20 gold pieces.
  5. 
  Crypt of the First Illusionist-Lord
  A deathly quiet falls over the chamber as you peer 
  inside this room. It is nearly barren except for a 
  single stone sarcophagus standing upright against 
  the south wall. The sarcophagus depicts a noble 
  gnome dressed in lavish robes, his arms crossed 
  over his breast and his eyes closed in peaceful rest. 
  The sarcophagus’ lid is slightly ajar.
   As the characters enter, the lid swings open on hinges 
  and reveals 1 illusionist-lord mummy inside. This is 
  the remains of the first illusionist-lord of Silvergaeral, 
  embalmed and preserved to protect the tomb. He 
  gasps “die” in a voice full of dust and hate before 
  shambling forward.
  Tactics: The gnome mummy attacks anyone who 
  enters the mausoleum and disturbs its rest. It does not 
  like fire, however, and uses its dreadful glare against 
  anyone with obvious pyrotechnic capabilities.
  Treasure: Within the sarcophagus in a small holster 
  hide four +1 bolts, all that remains of the first illusionist-
  lord’s quiver of magic bolts.
  6. 
  Embalming Workshop
  This room is filled with benches and tables, all of 
  which seem to have recently been overturned. 
  Clamps, tongs, crude knives, and clay jars lay 
  scattered on the floor.
  This room is where the attendant priests would prepare 
  the remains of the illusionist-lords for mummification. 
  Regular gnomes were buried in one of the many 
  crypts, but the illusionist-lords were treated special 
  as befitting their status in Silvergaeral. The area was 
  ransacked by the kobolds when they came searching 
  for Kra-Moth-Ka’s tomb.
  Treasure: Spending a few minutes searching through 
  the room finds an ancient book called Rites of the 
  Illusionist-Lords. It is written in Gnome and contains 
  detailed instructions on gnome mummification, which 
  involves removing all of the internal organs and 
  wrapping the body in a specially prepared cloth. The 
  organs are placed in jars and stored in their family 
  home to ward off evil. The book is worth 50 gold pieces 
  to a collector (such as Markar Laan).
  7. 
  Storage Room
  This room was once used for storage based on 
  the numerous stone closets around the walls, all of 
  which have been opened, their contents scattered 
  about the floor. Fur chunks and a few discarded, 
  patchy cloaks litter the room, and a powerful 
  stench of wet dog hangs in the air.
  The kobolds used this room to rest and recuperate 
  while they tried to penetrate Kra-Moth-Ka’s tomb. 
  There is nothing of note amongst the refuse.
  8. 
  Mausoleum Defenders
  The smell of death hangs heavy in the air of 
  chamber. A dozen or so kobold bodies lay strewn 
  about, the victims of some calamitous wrath 
  judging by their multitude of slashing wounds, and 
  none too fresh guessing by the smell. Six great pillars 
  reach up to the twenty-foot ceiling. The pillars are 
  adorned with images of armored gnome warriors 
  holding spears, axes, and swords, standing in rapt 
  attention. You could almost believe that they are 
  ready to leap to life.
  This chamber was originally just to ward off evil with the 
  images of stout gnome warriors ready to take up arms 
  to defend the mausoleum’s inner sanctum. When the 
  illusionist-lords entombed Kra-Moth-Ka here, they took 
  steps to ensure the defense of the kobold warlord’s 
  tomb would never be lax.
  Any character that enters the room triggers the 
  animation of 6 small animated armors. They move 
  silently, one from behind each of the pillars, and wield 
  their weapons to stop anyone from going beyond. 
  The kobolds that came previously managed to defeat 
  them after suffering many losses, but the magic of the 
  tomb brought the armors back after a month had 
  passed.
  The door to the south leads to a flight of stairs that 
  descends to the Tomb of Kra-Moth-Ka. Opening the 
  door requires the hand of one of the illusionist-lords—
  literally a hand. There is a palm print at gnome height 
  in the door instead of a keyhole. If any hand except 
  for that of an illusionist-lord is placed on the print, a 
  powerful electrical surge strikes them for 2d6 points of 
  lightning damage.
  The hand must come from either the illusionist-lord 
  mummy in area 5 or one of the illusionist-lord zombies 
  in area 12.
  
  22
  Tactics: The animated armors focus their attacks on 
  one foe at a time to maximize their efforts and bring 
  down opponents as quickly as possible. They are 
  relentless and pursue anyone who flees to the steps 
  at area 1. 
  9. 
  Meditation Chamber
  This room is bare except for a handful of plain cloth 
  mats on the floor. A sense of peace exudes from 
  inside.
  The priests who tended the Mausoleum of the Mountain 
  used this chamber for meditation on spiritual matters. 
  The sense of peace is calming—any character can 
  gain the benefit of a long rest by spending only half 
  the normal required rest time in this room.
  10. 
  Crypt of Greater Families
  This room is very similar to the first chamber, with 
  two rows of pillars flanking the walls. However, the 
  pillars here appear to be much more intricate—the 
  faces carved into the stone are done with exquisite 
  detail, and the runes are bold and striking. A shrill 
  cry rises up from somewhere in the darkness.
  This is where the eight great families of Silvergaeral 
  interred their most honored dead. There are 4 specters 
  that are bound to protect the wealth stored in this 
  chamber from any who would take it; they fly into a 
  rage if anyone enters the room.
  Just like in area 2, the faces on the pillars come to life 
  when anyone comes close to them. These voices speak 
  in a stiff, forgotten language that combines Gnome 
  with Primordial in a tongue called High Gnomish. The 
  voices declare the greatness of their family’s deeds 
  through the ages in long, somber announcements. 
  The six families and their accomplishments are listed 
  in brief here.
  •	
  House Tikkflanarum, richest of all the families of 
  Silvergaeral, owned the most land
  •	
  House Raslen, luckiest of all the gnomes in the 
  valley, operated gambling establishments
  •	
  House Dinlunarum, the brewmasters of the 
  valley, whose ales were known far and wide
  •	
  House Fenow, who had produced more 
  illusionist-lords than any, kept magical secrets
  •	
  House Segaddurd, known for its painters and 
  skilled artists, and had works of priceless art
  •	
  House Silverskorr, the most devout of the families 
  of the valley, maintained the mausoleum and 
  kept the faith of the God of Gnomes
  Tactics: The specters fight until defeated.
  Treasure: A search of the pillars reveals 10 moss agates 
  (each worth 15 gold pieces) in hidden holes.
  11. 
  Slimy Shrine
  A small shrine dedicated to the God of Gnomes sits 
  at this dead end. Upon closer examination the shrine 
  appears to be wet, but if anyone gets too close, 
  the gray ooze that lies in wait here strikes out with a 
  pseudopod.
  Tactics: The gray ooze followed the kobolds when 
  they entered the Mausoleum of the Mountain and 
  managed to eat some of their metal before it was 
  driven off. It came back to the shrine hoping someone 
  else would come and let it feed.
  12. 
  Great Crypts of the Illusionist-Lords
  A dazzling chamber opens up before you. It is 
  about 50 feet wide and at least that long, with three 
  rows of three ornate coffins laid out in the floor. The 
  ceiling is twenty feet up and pitch black except 
  for the myriad of colored gemstones studded in 
  random clusters. Some sort of natural florescent 
  laid in ribbons on the walls gives the chamber an 
  unearthly glow that catches the sparkling gems, 
  creating the impression of twinkling stars in the night 
  sky.
  This is one of the main chambers where the illusionist-
  lords of Silvergaeral were laid to rest (there were 
  other similar crypts in other areas of the Mausoleum 
  of the Mountain that have been lost). Unfortunately, 
  the foulness of Kra-Moth-Ka’s tomb has corrupted 
  these once noble gnome sorcerers and returned 
  them to unlife as monstrosities. There are 6 illusionist-
  lord zombies that rise from the nearest coffins on the 
  ground.
  Tactics: The zombies are raised by the festering anger 
  of the mausoleum but have none of their former 
  intelligence. The only remnant of their previous power 
  is the persistent blur effect which can make dealing 
  with them much more difficult. They fight until they are 
  defeated. One of the illusionist-lord zombies is missing 
  a hand (it was kept by the kobolds who used it to 
  open Kra-Moth-Ka’s tomb).
  Treasure: If the characters search the crypts after 
  dealing with the illusionist-lord zombies they turn 
  up nine blue velvet masks, one in each coffin and 
  each embroidered with gold thread. The masks 
  
  23
  are remarkably well preserved (each worth 50 gold 
  pieces) and depict a stylized badger face on the 
  front. If shown to Greatpaw, the intelligent badger is 
  in awe and obeys all instructions from those wearing 
  one of the masks.
  Tomb of Kra-Moth-Ka
  Once the characters have placed a hand from one 
  of the undead illusionist-lords into the palm print in 
  area 8, the doors swing open ominously to reveal a 
  flight of stairs leading down into darkness. The stairs 
  continue for about forty feet before ending in the 
  tomb of Kra-Moth-Ka.
  Read or paraphrase the following once the characters 
  arrive.
  The air in this room is charged as if a lightning storm 
  were about to break out. The floor of the circular 
  chamber is black and littered with discarded, 
  ancient equipment—rusted pick axes, pitted 
  swords, and broken wooden spears. At the eastern, 
  western, and southern ends of the room squat ten 
  by ten-foot antechambers shrouded in shadows. 
  In front of the southern antechamber sits a large 
  stone sarcophagus, simple in design but large 
  enough to hold an ogre. The lid to the sarcophagus 
  grinds against stone as it moves of its own accord to 
  crash to the ground. A hollow, mocking laughter—
  not a gnome—comes from within the now lidless 
  sarcophagus. Shuffling comes from each of the 
  antechambers as well.
  This is the final resting place of Kra-Moth-Ka, the 
  place where he was buried after suffering defeat at 
  the hands of the illusionist-lords so long ago. As the 
  characters, watch the spectral form of the Spirit of 
  Kra-Moth-Ka (Stage III) rises from the sarcophagus, 
  while from each of the alcoves stumble out kobold 
  skeletons (9 kobold skeletons total, 3 from each).
  Tactics: Kra-Moth-Ka is at his strongest in this chamber. 
  His physical remains stay in the sarcophagus but now 
  that the characters have come to him personally he 
  can use the fullest extent of his malevolent powers.
  If a character uses the special elixir provided by 
  Markar Laan on the remains in the sarcophagus, Kra-
  Moth-Ka is paralyzed for 1 round as he howls in pain 
  (the skeletons are not affected). The elixir breaks the 
  curse and the characters immediately feel as though 
  a shadow was lifted from them. Kra-Moth-Ka cannot 
  pursue characters beyond this tomb if the curse is 
  lifted.
  Treasure: The most valuable piece of treasure (the 
  Armor of the Over-Kobold) was taken by the force of 
  kobolds that came here before, while the other (the 
  Bane of Kobolds, a spear) was lost long ago. Searching 
  through the remains of Kra-Moth-Ka reveals the 
  following items that were not looted by the kobolds 
  (for fear of angering the great kobold warlord)—10 
  precious gems worth 45 gold pieces each, a ring of 
  fire resistance, and a potion of heroism.
  EPILOGUE
  The characters end the curse when they use the 
  special elixir on the physical remains of Kra-Moth-Ka 
  in the depths of the Mausoleum of the Mountain. The 
  ghost that had haunted them since the beginning of 
  the module fades away (perhaps not permanently if 
  he wasn’t put down in his tomb) and the characters 
  can go back to their lives.
  Greatpaw and the giant badgers who dwell in the 
  coliseum of Silvergaeral are overjoyed that the 
  kobold warlord was laid to rest. They beg for any 
  gnome character to stay behind and help rebuild the 
  community to its former glory.
  Kra-Moth-Ka’s influence over Liverswood ends as 
  well, much to the relief of Markar Laan. If any arcane 
  spellcasting character has an interest in illusion spells, 
  the gnome illusionist-lord can take on a mentorship 
  role and pass on the secrets that are his legacy. The 
  details of this are left up to the GM.
  Rewards
  Besides the experience points for overcoming the 
  threats in the module, the GM may wish to award 
  story rewards as well. Below are some suggestions—
  use your best judgment for where you want your 
  characters to be at the end of the module!
  •	
  Lifting the curse over Liverswood
  •	
  Returning Greatpaw and the giant badgers to 
  safety in Silvergaeral
  •	
  Putting to rest the malevolent spirit of Kra-
  Moth-Ka
  Next Steps
  If you plan on using WK3 Revenge of the Over-
  Kobold, the characters should make their way back 
  to Ormkirk. Perhaps they are looking to turn in the 
  bounty on kobold ears that they learned from the elf 
  bounty hunter Meriel Dawnstar, or perhaps it’s simply 
  the closest town of any size to relax and enjoy the 
  fruits of their work. Unfortunately, fate has other ideas 
  for them!
  
  Appendix: Monster and NPC Information
  Zombie: HD 2; hp 10; AC 8 [11]; Atk 1 strike 
  (1d8); Move 6; Save 16; Special: immune to 
  sleep and charm; AL N; CL/XP 2/30
  Spirit of Kra-Moth-Ka (Stage I): HD 2; hp 12; AC 
  0 [19]; Atk 1 chilling touch (2d6 cold); Move 
  fly 10; Save 13; Special: Magic Resistance 
  50%, magic or silver weapon required to hit, 
  immune to turning; AL C; CL/XP 5/240
  Spirit of Kra-Moth-Ka (Stage II): HD 3; hp 18; AC 
  0 [19]; Atk 1 chilling touch (3d6 cold); Move 
  fly 10; Save 12; Special: Magic Resistance 
  50%, magic or silver weapon required to hit, 
  immune to turning; AL C; CL/XP 6/400
  Spirit of Kra-Moth-Ka (Stage III): HD 4; hp 24; 
  AC 0 [19]; Atk 1 chilling touch (3d6 cold); Move 
  fly 10; Save 11; Special: Magic Resistance 
  50%, magic or silver weapon required to hit, 
  immune to turning; AL C; CL/XP 7/600
  Giant spider: HD 1+1; hp 6; AC 8 [11]; Atk 1 
  bite (1 hp + poison); Move 9; Save 17; Special: 
  poison (save +2 or suffer 1d10 damage); AL 
  N; CL/XP 3/60
  Stirge: HD 1+1; hp 5; AC 7 [12]; Atk 1 proboscis 
  (1d3); Move 3, fly 18; Save 17; Special: blood 
  drain (1d4 per round), +2 to hit bonus; AL N; 
  CL/XP 2/30
  Beast of Liverswood: HD 7; hp 40; AC 2 [17]; 
  Atk 2 claws (1d6+1) and 1 bite (1d10+1); 
  Move 12; Save 9; Special: bear hug (if both 
  claws hit, deals extra 3d6 damage), blood 
  frenzy (if reduced to ½ hp, gains +2 to hit); AL 
  C; CL/XP 8/800
  Animated books: HD 1; hp 4; AC 6 [13]; Atk 1 
  slam (1d4); Move 0, fly 12; Save 17; AL N; CL/
  XP 1/15
  Water weird: HD 4; hp 20; AC 4 [15]; Atk 1 strike 
  (1d10); Move 6, swim 18; Save 12; Special: 
  immune to non-magic weapons; AL N; CL/
  XP 5/240
  Kobold: HD 1d4; hp 3; AC 7 [12]; Atk 1 short 
  sword (1d6) or 1 sling (1d4); Move 6; Save 18; 
  AL C; CL/XP A/5
  Kobold subchief: HD 1; hp 6; AC 6 [13]; Atk 
  1 short sword (1d6) or 1 sling (1d4); Move 6; 
  Save 18; AL C; CL/XP 1/15
  Wild dog: HD 1; hp 4; AC 7 [12]; Atk 1 bite 
  (1d4); Move 15; Save 17; CL/XP 1/15
  Poltergeist: HD 3; hp 15; AC 2 [17]; Atk 1 
  telekinetic slam (2d6); Move 15, fly 30; Save 
  14; Special: telekinetic throw (target must 
  save or be thrown 1d6x10 feet), invisibility; AL 
  C; CL/XP 6/400
  Ghoul: HD 2; hp 11; AC 6 [13]; Atk 2 claws (1d3) 
  and bite (1d4); Move 9; Save 16; Special: 
  paralyzing touch (save or be paralyzed for 
  3d6 turns); AL C; CL/XP 3/60
  Giant rat: HD 1d4; hp 3; AC 7 [12]; Atk 1 bite 
  (1d3); Move 12; Save 18; Special: 1 in 20 carry 
  disease; AL N; CL/XP A/5
  Earth elemental: HD 8; hp 40; AC 2 [17]; Atk 1 
  strike (4d8); Move 6; Save 8; Special: immune 
  to non-magic weapons; AL N; CL/XP 9/1100
  NPC Profile: Kra-Moth-Ka, Kobold Wraith
  During the adventure the characters are 
  destined to meet the Spirit of Kra-Moth-Ka three 
  times, and each time he is going to be a little 
  stronger and tougher to put down. He is the 
  ethereal manifestation of the powerful kobold 
  warlord, and during combat he shouts orders to 
  his “troops” in an ancient Kobold dialect. If there 
  are any gnomes in the party he targets them 
  with a fury.
  The Spirit of Kra-Moth-Ka is anger personified, 
  and he screeches and yips at the characters. 
  His physical presence in the world is tied to the 
  curse that is laid upon them, and if he kills the 
  last character who labors under that curse, he 
  believes that he can achieve full materialization 
  on the Prime Plane. Whether this is true is up to 
  the GM.
  
  Specter: HD 6; hp 26; AC 2 [17]; Atk 1 spectral 
  touch (1d8 + level drain); Move 15, fly 30; 
  Save 11; Special: immune to non-magical 
  weapons, drain 2 levels with hit (save or 
  drain); AL C; CL/XP 9/1,100
  Kobold zombie: HD 2; hp 9; AC 8 [11]; Atk 1 
  strike (1d6); Move 6; Save 16; Special: immune 
  to sleep and charm; AL N; CL/XP 2/30
  Illusionist-lord mummy: HD 4+1; hp 20; AC 
  3 [16]; Atk 1 fist (1d12); Move 6; Save 12; 
  Special: immune to non-magical weapons, 
  rot (damage from fist cannot be healed by 
  magic and heals at 1/10 normal rate), mirror 
  image (1d4 images); AL C; CL/XP 7/600
  Small animated armor: HD 2; hp 10; AC 3 
  [16]; Atk 1 slam (1d8); Move 12; Save 17; AL 
  N; CL/XP 2/30
  Gray ooze: HD 3; hp 12; AC 8 [11]; Atk 1 strike 
  (2d6); Move 1; Save 14; Special: acid (metal 
  objects that touch the ooze must save vs 
  acid or be corroded through), immune to 
  blunt and piercing damage, immune to 
  spells; AL N; CL/XP 5/240
  Illusionist-lord zombie: HD 2; hp 11; AC 8 [11]; 
  Atk 1 strike (1d6); Move 6; Save 16; Special: 
  immune to sleep and charm, blur effect (first 
  attack against zombie suffers -4, subsequent 
  attacks suffer -2); AL N; CL/XP 3/60
  Kobold skeleton: HD 1; hp 4; AC 7 [12]; Atk 1 
  short sword (1d6); Move 12; Save 17; Special: 
  immune to sleep and charm; AL N; CL/XP 
  1/15
  NPC Profile: Markar Laan, Last of the Illusionist-
  Lords
  Markar Laan is an aged gnome, roughly 195 years 
  old, and is the last descendant of the ancient 
  illusionist-lords of Silvergaeral. He enjoys history 
  and is an accomplished wizard specializing 
  in the school of illusion, though his advanced 
  years and painful arthritis makes him useless in a 
  combat scenario.
  His great many years have worn down any 
  pretenses of social niceties, so Markar speaks 
  his mind and doesn’t worry himself about what 
  others may think. He is proud of his heritage and 
  can speak for hours without end about the stories 
  of his ancestral home of Silvergaeral.
  Markar tends to babble at times, especially 
  when excited, and loves to talk about history. All 
  historic events are fascinating to him, and he has 
  accumulated quite a store of knowledge at the 
  Lone Library.
  NPC Profile: Greatpaw, Chief of the Giant Badgers
  Greatpaw is a descendant of the giant badgers 
  who were raised by the gnomes of Silvergaeral to 
  be guardians and companions. He is intelligent 
  and able to speak a broken dialect of Common 
  and Gnome. His father before him was able to 
  speak in the tongues of the gnomes, and he has 
  one young pup that is learning it as well.
  Greatpaw is the keeper of the traditions of the 
  “lost people” (gnomes) of Silvergaeral, but over 
  the centuries that oral tradition has become 
  transformed 
  by 
  the 
  simple 
  understanding 
  of the giant badgers. Greatpaw speaks of 
  the time long ago when the “lost people” 
  worked and played on the shores of the lake, 
  when strangers from distant lands would 
  come to “give away their ornaments of shiny 
  stone” and everyone would “have mirth and 
  merriment around great fires that lit the sky.” 
   
  He speaks of the coming of the “nasty ones” 
  (kobolds) as a day of great sadness when the 
  people of Silvergaeral were killed. The badgers 
  tried to help but the number of nasty ones was 
  too great. Greatpaw’s lineage was maintained 
  by the chief of the badger speakers sealing 
  them away in their tunnels below the “circle of 
  stone” (coliseum).
  
  Ruins of Silvergaeral
  1.
  3.
  2.
  5.
  4.
  6.
  7.
  GM Map
  
  Ruins of Silvergaeral
  Player’s Map
  
  Deep Tombs
  1 square = 5 ft.
  1.
  2.
  3.
  4.
  5.
  7.
  6.
  8.
  9.
  10.
  11.
  12.
  
  Tomb of Kra-Moth-Ka
  1 square = 5 ft.
  
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SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/WK0-3 Wrath of the Kobolds (SW)/WK2 Curse of the Kobold Eye (SW).pdf