TEXT:  
   
   
  The promises of glory and the chance of riches draws you to Blasingdell, a small village near 
  the infamous Stone Tooth. Within the rocky mountain lay the dwarven stronghold Khundrukar 
  and the fabled Forge of Fury, to which a chance encounter provides you with the location of a 
  hither-to unknown entrance. Are you brave enough to explore this mystery? 
  Will it lead you to wealth or to your doom? 
   
  A Two-Hour Adventure for 1st-4th Level Characters 
   
   
   
  Author 
   
  Adventure Code: DDAL06-01 
  Optimized For: APL 3 
  Version: 1.0 
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  2 
  Welcome to A Thousand Tiny Deaths, a D&D 
  Adventurers League™ adventure, part of the 
  official D&D Adventurers League™ organized play 
  system and the Tales of the Yawning Portal™ 
  storyline season. 
   This adventure is designed for three to seven 
  1st-4th level characters and is optimized for a 
  group of five 3rd level characters. Characters 
  outside this level range cannot participate in this 
  adventure. 
   This adventure takes place in a network of 
  tunnels near the Dark Mere. The swamp lay at the 
  foot of the Stone Tooth—a craggy mountain 30 
  miles north of Blasingdell that houses the 
  dwarven stronghold of Khundrukar. 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, 
  characters of higher or lower levels, and 
  characters that are otherwise a bit more powerful 
  than the adventure is optimized for. You’re not 
  bound to these adjustments; they’re here for your 
  convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of 
  all the characters and divide the total by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s APL. To 
  approximate the party strength for the 
  adventure, consult the following table. 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than   
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than   
  Weak 
  5 characters, APL equivalent   
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than   
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to 
  make adjustments. 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such as 
  a way you’d like to portray an NPC or a tactic 
  you’d like to use in a combat. Become familiar 
  with the adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You 
  provide the narrative and bring the words on 
  these pages to life. To facilitate this, consider the 
  following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to 
  feel out (or ask) what they like in a game, and 
  attempt to deliver the experience they’re after. 
  Everyone should have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can 
  attempt to solve puzzles, engage in combat, and 
  roleplay interactions without getting too 
  frustrated over a lack of information. This gives 
  players “little victories” for figuring out good 
  choices from clues. Watch for stalling—play loses 
  momentum when this happens. At the same time, 
  make sure that the players don’t finish too early; 
  provide them with a full play experience. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  3 
  He felt that the darkness was full of unimaginable 
  horrors—and the trouble with unimaginable horrors 
  was that they were only too easy to imagine... 
    
   
   
  --Terry Pratchett 
  Two hundred years ago, Durgeddin fled with an 
  orc horde on his heels to the Stone Tooth—a 
  forested mountain near the human settlement of 
  Blasingdell. Within the mountain, Durgeddin 
  founded Khundrukar. 
   The century that followed was prosperous, but 
  eventually Durgeddin’s enemies learned the secret 
  location of his stronghold. Soon, a great army of 
  orcs and trolls marched on Khundrukar and would 
  eventually capture the Glitterhame. They would 
  not remain there long, though; the orcs looted it of 
  its wealth and then abandoned it. 
   Recently, a tribe of kobolds has sprung up in the 
  tunnels beneath the stronghold. To make matters 
  worse, they have grown bold in their raids on the 
  surrounding roads. If they’re not stopped, 
  Blasingdell will no doubt be next. 
  The following NPCs and locations feature in this adventure: 
   
  Blasingdell (BLAY-sing-dell). A small town located to the 
  northwest of Mirabar and due south of the Stone Tooth. 
  This small mining town sustains itself on incomes 
  generated by farmed goods sold to Mirabar. 
   
  The Stone Tooth. This rocky crag stands in stark contrast 
  to the rolling, forested hills that surround it. The stronghold 
  of Khundrukar hidden away within. 
   
  Khundrukar (KOON-druh-car). This dwarven stronghold 
  was a closely-held secret until its fall about a century ago. 
  Since then it has become home to monstrous humanoids. 
   
  Nightscale. A fearsome black dragon that resides in the 
  cavernous depths of the Stone Tooth. 
   
  Sik’garuk (SICK-guh-ROOK). This kobold shaman is one of 
  Nightscale’s many spies. He is a cruel, cunning creature, 
  with an over-inflated sense of ego—something that his 
  relationship with Nightscale has made even worse. 
  The adventure is broken down into three parts: 
   Part 1. The characters are attacked in the night 
  and find evidence of kobold activity in the area 
  surrounding the Stone Tooth along with what 
  appears to be a secret entrance into Khundrukar. 
  They may either continue to Blasingdell or head 
  directly to the Stone Tooth and Khundrukar, 
  within. 
   Part2. Having found the entrance to the kobold 
  warren, the characters must navigate the cramped 
  tunnels and survive deadly traps. 
   Part3. The characters encounter Sik’garuk, the 
  kobold scale sorcerer and upon defeating him, find 
  a secret entrance to Khundrukar. 
  Pacing is important here. This adventure’s dynamic should 
  change once the warren is alerted to the characters’s 
  presence; it should be a fast-paced flight from countless, 
  invisible terrors. The incessant, relentless attacks from the 
  kobold commoners are the real threat here! 
   
  Describe the whispers and shuffling footsteps in the 
  darkness, volley after volley of blowgun darts. When 
  retreat isn’t an option, the characters must traverse 
  cunning traps if they are to survive. Resting isn’t an option 
  with all these kobolds running around! 
   
  If you find that the kobold commoners aren’t much of a 
  threat, add one or two more! Don’t go overboard though—
  they can quickly overwhelm the characters. 
  This adventure serves as an expanded adventure 
  hook for its counterpart from Tales from the 
  Yawning Portal—The Forge of Fury. The 
  characters are on their way to Blasingdell—a 
  small town well-known among adventurers 
  headed east from the town of Luskan.  
   If you plan to proceed directly into The Forge of 
  Fury at the conclusion of this adventure, the 
  characters are headed to the town of Blasingdell 
  to equip for their trip to the Stone Tooth, where 
  the allure of treasure and glory is too strong to 
  resist. Use the hooks provided in Tales of the 
  Yawning Portal. Otherwise, consider the following: 
   Orders are Orders. As fledgling members of 
  your faction, you have been instructed to venture 
  to Blasingdell to investigate rumors of non-human 
  bandit activity on the roads outside of the town. 
  Find them and root them out. 
   Caravan, Down. Caravan guarding is reliable 
  work for fledgling adventurers—until your 
  caravan gets attacked and destroyed by filthy, 
  nasty kobolds, that is. As the sole survivor of your 
  expedition, it’s up to you to exact your revenge 
  and make sure it doesn’t happen to others. 
  Blasingdell lies about 30 miles south of the Stone Tooth, a 
  journey of three days on foot or two days on horseback. 
  Blasingdell hosts a diverse population of about 2,000 souls, 
  and is useful as a place to provision before an excursion to 
  the Stone Tooth. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  4 
  Estimated Duration: 30 minutes 
  The adventure begins as the characters rest along 
  the side of the road, about two days’s travel from 
  Blasingdell. 
  The roadside camp has the following general features: 
   
  Terrain. The road cuts through rolling hills covered by 
  thick forests and rocky crags covered with undergrowth. 
   
  Weather. The evening is windy, chilly, and gloomy, with 
  heavy clouds streaked through with lightning and rain.  
   
  Light. The combination of the failing light and the heavy 
  cloud cover has washed away the color and replaced it with 
  dismal shades of grey. The area is dimly lit. 
   
  Smells and Sounds. Rain and fresh, mountain air. Wind 
  whipping through boughs, rustling leaves, rolling thunder. 
  The characters have been tracked by a group of 
  kobolds that attacks them at the first sign of the 
  characters settling down to rest for the evening. 
   Read or paraphrase: 
  Heavy, rain-soaked clouds move quickly across the sky—
  scattering fat drops of rain as they scurry by. 
   
  Crashes of thunder and flashes of lightning send eerie 
  shadows dancing around your camp—doing little to make 
  your stop here comfortable. 
  A winged kobold (urd) spy, and three kobold 
  scouts have happened upon the characters’s 
  camp. Those characters with a passive Perception 
  lower than 13 are surprised as the kobolds attack. 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove the spy and a scout 
  • Weak: Remove the spy 
  • Strong: Add a half-starved dire wolf 
  • Very Strong: Add two half-starved dire wolves 
  Consider the following guidance: 
  Winged Kobold (Urd) Spy. This fella has two sling pots full 
  of diluted Malice poison (see sidebar, below) which it 
  uses against characters engaged in melee by its allies (so 
  as to benefit from Pack Tactics). Any unused poison is 
  destroyed when it dies. It carries three rocks of suitable 
  size and heft for dropping on people’s heads. 
  Even diluted, this poison is still dangerous. A creature hit by 
  (+5 to hit, 30/120 ft., 1d4 + 2 bludgeoning damage) a 
  poisoned sling pot must succeed on a DC 9 Constitution 
  saving throw or be poisoned for 1 hour. A creature 
  poisoned in this way is blinded.  
  Kobold Scouts. The kobolds begin combat using slings, but 
  close into melee range once the element of surprise has 
  been exploited. 
  Dire Wolves. The kobolds have beaten and starved these 
  poor beasts into submission. While this has no 
  mechanical impact on their statistics, they demonstrate 
  little regard for their own well-being. 
  The kobolds carry a collective total of 8 gp in 
  coins, a potion of healing, and a half-eaten mouse. 
  One of them (the spy if present) wears a silver 
  stud earring set with a round piece of polished jet 
  worth 25 gp and a satchel containing a journal 
  belonging to a man named Tholm H’rek (TOLM 
  huh-REK). 
   A character spending an hour reading the 
  journal learns that Tholm was an adventurer from 
  Neverwinter who believes he has discovered an 
  entrance to Khundrukar (see Player Handout 1). 
  Any character that succeeds on a DC 11 
  Intelligence (History) check knows the history of 
  the stronghold. Dwarves and Guild Artisans make 
  the check with advantage. 
   A simple, hand-drawn map (Player Handout 2) 
  bearing two recognizable features—Blasingdell 
  and the Stone Tooth—is folded inside the journal. 
  An “X” is drawn on the Stone Tooth’s eastern side 
  near the words “Dark Mere” in the same 
  handwriting as that of the journal. The marked 
  location appears to be only a day’s travel east, 
  while Blasingdell is two days away at best. 
  The characters are able to rest the remainder of 
  the night without incident. But in the morning, 
  they have a choice to make: do they continue to 
  Blasingdell or head towards directly towards the 
  Stone Tooth? 
   Characters choosing to continue to Blasingdell 
  to provision may do so. Consult the Forge of Fury 
  for additional hooks that will lead them to the 
  Stone Tooth once in town. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  5 
  Estimated Duration: 60 minutes 
  Whether they visit Blasingdell first or head 
  directly to the Stone Tooth, following the map 
  leads the characters to the kobold warren. Within, 
  they find their progress stymied by traps. 
  Population: 30+ kobolds 
  The Sourscale kobolds are so named for their 
  practice of leaving creatures they’ve killed in the 
  brackish waters of the Dark Mere to “pickle” for a 
  while before eating them. 
   Led by Sik’garuk, a consort of Nightscale the 
  dragon, the kobolds of the tribe all bear tell-tale 
  signs of black dragon heritage: mottled or striped 
  patches of black scales and small, ivory horns. 
  The kobolds of Sourscale Warren are nasty little buggers—a 
  trait inherited from and made exacerbated by the potent 
  draconic blood pumping through their veins. 
   
  In addition to Draconic, the Sourscale kobolds speak a 
  smattering of Common and Orcish—enough to insult and 
  threaten most of the humanoid races that have happened 
  upon their lair. While they worship Kurtulmak like most 
  other kobolds, they venerate Nightscale (or at least a 
  version of her derived from the stories that Sik’garuk tells 
  them) as a favored avatar of their deity. And like any good 
  Kurtulmak worshipper, they hate gnomes—like, a lot. 
   
  The kobolds typically use the secondary tunnels due to 
  the ease in which they can navigate the warrens. In times 
  of danger, however, the kobolds abandon the large 
  corridors altogether and take refuge and use the secondary 
  tunnels exclusively—watching the chambers and tunnels 
  for signs of intruders and attacking from holes where they 
  run next to one another. 
  No matter how hard they try to be quiet, the 
  characters may be unable to escape notice. The 
  warren is alerted if of the following occurs: 
   Da Rattlers. The trap at the entrance (see Da 
  Rattlers, below), notifies the kobolds in Area C of 
  an intruder. They immediately move to Area B via 
  the secondary tunnels to investigate—alerting 
  the warren while they do so. 
   Spotted by Kobolds. Even if they disabled the 
  alarm trap, kobold commoners wandering 
  around the warren might happen upon them. To 
  determine whether or not the characters are 
  happened upon by kobolds, roll a d4 at the end of 
  every 10 minutes spent in the warren, and 
  subtract the number of times you’ve rolled the 
  die previously. If the result equals 1 or less, a 
  kobold commoner or two wanders by via the 
  secondary tunnels adjacent to the area the 
  characters are located in. Characters with a 
  passive Perception of 13 or higher hear the 
  kobolds coming with a round’s warning and have 
  enough time to seek out a place to hide and try to 
  avoid notice. The characters can avoid notice with 
  a successful Dexterity (Stealth) group check. If the 
  characters are detected, the kobold flees deeper 
  into the warren to warn the rest of its tribe. If it 
  successfully escapes, the warren goes on alert. 
   Da Door Sealer. If the characters are detected 
  in Area C or further into the warren, the kobolds 
  move to the triggering mechanism for the Da Door 
  Sealer (see Da Door Sealer, below). The trap 
  makes a huge racket, and alerts the warren. 
  Complex trap (level 1-4, deadly threat) 
  The Sourscale kobolds have installed a trap that—in times 
  of emergency—allows the tribe to completely block the 
  entrance to the warren. This is used as a measure of last 
  resort—typically when they know a large number of 
  creatures are coming, or when a smaller group of creatures 
  have penetrated deep into the warren (Area C or further) 
  and fear more with follow suit. The trigger for the trap is 
  just inside the entrance to the secondary tunnel in Area B.  
   
  Trigger. A creature that pulls the rope by the secret door 
  to Area B, below triggers the trap. 
   
  Effect. When triggered, the trap releases a literal ton of 
  stone and rubble that completely fills a 15-foot stretch of 
  the tunnel. Any creature in the area when the trap is 
  triggered must succeed on a DC 11 Dexterity saving throw 
  or take 11 (2d10) bludgeoning damage and be buried 
  (escape DC 11). A buried creature is restrained until freed. 
   
  The entire area is blocked and can’t be traversed without 
  spending 1 downtime day clearing away the rubble. 
   
  Countermeasures. The only clue to this trap’s existence 
  that is visible from the entrance tunnel is a large hole in the 
  ceiling. Without climbing up to investigate, it’s impossible 
  to know that the hollow is actually the open end of a large 
  chamber full of rubble and debris held in place by wooden 
  poles and a net. The triggering mechanism is accessible 
  only in the secondary tunnels that run alongside Area B. 
  Without accessing the inner workings of the trap, disabling 
  it isn’t possible without serious, extended effort.  
  Once the warren is on alert, two kobold 
  commoners spy on each chamber (except 
  Sik’garuk’s lair) from the secondary tunnels at all 
  times. At the end of each round (losing ties) spent 
  in the warren, two random characters are 
  attacked by the kobolds watching the larger 
  chambers using blowguns. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  6 
   If attacked, the kobolds flee until the intruders 
  leave the chamber. The kobolds of Sourscale 
  Warren are experts in hit-and-run tactics; they 
  take great pleasure in fleeing deeper into the 
  warren, only to use the secondary tunnels to flank 
  invaders from behind—especially if the 
  intruders have taken to the tunnels to rest. These 
  attacks stop once five kobold commoners have 
  been slain. If the characters are still in the warren 
  after thirty minutes have passed (especially if the 
  characters try to recuperate with a short rest), the 
  kobolds resume their attacks until five more have 
  been slain. This continues repeats until twenty 
  total kobold commoners have been slain, at 
  which point, self-preservation kick in, and they 
  knock it off for good. 
   
  This part of the adventure begins with the 
  characters having safely navigated the Dark Mere. 
  The warren has the following general features: 
   
  Terrain. The Dark Mere, a murky, mucky, stinking 
  swamp, surrounds the warren. The water is fetid and 
  questionably drinkable. It is much drier inside the warren, 
  but no less stinky. The floors and walls of the warren are 
  relatively flat. 
   
  The corridors are typically 10-feet wide and just over 8-
  feet high (Nightscale demanded they be large enough to 
  accommodate any servants that she might send). 
   
  Chambers. The walls of the chambers that the warren 
  consists of are smooth, hewn stone; and the floors are level 
  and even. Searching a chamber takes 10 minutes. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  7 
   
  Temperature. The warren’s interior is warm and humid. 
   
  Light. Unless otherwise specified, the interior of the 
  warren is completely dark; the only light that is present is 
  that which the characters brought with them. 
   
  Smells and Sounds. Rotting straw and vegetation, fetid 
  water. Whispering chittering (in Draconic), rushed 
  footsteps and scraping that seems to come from behind 
  walls and just around corners. 
   
  Secondary Tunnels. This network of narrow tunnels (the 
  smaller, narrower tunnels on the map) connects the 
  chambers to one another via secret doors. The tunnels run 
  alongside the chambers, and six-inch-wide openings have 
  been cut into the stone that allow the kobolds to see—and 
  attack—intruders within. In locations where the secondary 
  tunnels overlap the larger tunnel, the secondary tunnels 
  pass overhead, allowing the kobolds to drop rocks, feces, or 
  other nasty surprises on the heads of intruders passing 
  beneath them. 
   
  Small creatures are able to navigate these tunnels easily, 
  but larger creatures must squeeze in order to do so. While 
  squeezing, the creature must spend 1 extra foot for every 
  foot it moves, and it has disadvantage on attack rolls and 
  Dexterity saving throws. 
   
  Creatures in the smaller tunnels enjoy half-cover (+2 
  bonus to AC and Dexterity saving throws) against attacks 
  made by creatures in the chambers that aren’t adjacent to 
  the interposing wall. Each chamber has a secret door that is 
  used to enter the secondary tunnels which characters that 
  succeed on a DC 15 Wisdom (Perception) check detect. 
  Read or paraphrase: 
  The slog to where the map indicated took longer than 
  expected due to an inconveniently-placed swamp, but 
  you’ve finally found some reprieve from the wet and bugs. 
   
  The Stone Tooth stands tall over you, and ahead you see 
  a cleft in the stone wall—hidden behind thick undergrowth. 
   
  In front of the undergrowth, the swollen and moldering 
  body of what appears to be a human male lays in a heap 
  beside the remains of its camp. A cloud of buzzing flies 
  takes to the wing in response to your arrival. 
  The body is that of Tholm H’rek, who—despite his 
  lofty aspirations—didn’t get to fulfill his dreams of 
  exploring the warren. During the night, he was 
  found and subsequently killed by the kobolds. 
  Most of his clothing has been stripped away, and 
  he carries nothing of value on his person. 
  The entrance to the warren lay beyond the thick 
  underbrush. There are a number of “tunnels” 
  through the underbrush, but only Small or smaller 
  creatures can easily traverse them. Medium or 
  larger creatures can pass through them with a bit 
  of effort (emerging a bit frayed due to sharp 
  thorns and snagging branches), but unharmed. 
   The corridor leading into the warren hosts two 
  traps—a simple alarm consisting of bone, 
  metal, and wooden chimes (see Da Rattlers, 
  below) and a deadfall (see Da Door Sealer, above) 
  that completely blocks the passage into the 
  warren. Triggering the rattlers will no doubt make 
  their progress through the warrens more difficult. 
  Simple trap (level 1-4, moderate threat) 
  A tripwire is strung across the warren’s entrance that 
  releases a string of bone, metal, and wooden chimes. 
   
  Trigger. A creature that walks past the tripwire without 
  detecting it triggers the trap. 
   
  Effect. When triggered, the tripwire breaks and releases 
  a string of hollow pieces of bone, metal, and wood that fall 
  clattering to the ground in Area C, outside of earshot of the 
  characters. To the characters, there is no immediate effect. 
   
  Countermeasures. Detecting the tripwire would be 
  relatively simple were it not for the heavy undergrowth. 
  Characters need succeed only at a DC 9 Wisdom 
  (Perception) check in order to detect it, but due to the 
  heavy undergrowth, the check is made at disadvantage (this 
  reduces a creature’s passive score by 5, as normal). 
   
  Detecting the trap’s presence is the true challenge here; 
  no check is required to disable it once detected. 
  For detecting and disabling the alarm trap without 
  triggering it, award each character 75 XP. 
  Most of the weaker kobolds that live in the warren 
  reside here. Upon entering, read or paraphrase: 
  The ground here is covered with a number of piles of straw, 
  cloth, and leaves—most of which are wet and smelly. The 
  only other remarkable thing are small openings in the walls. 
   
  Crude pictures have been painted on the walls here; 
  most depicting kobolds doing horrible things to people. 
  If the warren is on alert, this chamber is empty. 
  Otherwise, three kobold commoners are here, 
  play-wrestling with a giant weasel. 
   If the kobolds notice the characters, and have 
  the opportunity to do so, they flee deeper into the 
  warren to warn the rest of the tribe (using the 
  secondary tunnels, if they are able to access the 
  secret door without being seen by the 
  characters). Otherwise, they shout warnings and 
  hope for the best. 
  
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  DDAL06-01 A Thousand Tiny Deaths 
   
   
  8 
   The walls are entirely covered in graffiti, most 
  of which consists of kobolds doing unspeakably 
  mean things to gnomes and tall, ugly humanoids—
  most likely the orcs of Khundrukar. The openings 
  in the wall are about a foot wide and half as tall; 
  they are large enough to see and use a blowgun 
  through, but not much else. 
   The kobolds have dug a pit trap just inside the 
  entrance to the tunnel leading to Area C. 
  Simple trap (levels 1-4, dangerous threat) 
  This 10-foot deep pit is lined with sharpened sticks 
  immersed in a few feet of fetid, murky water. The kobolds 
  avoid the trap by either jumping over it or by using the 
  secondary tunnels. The 5-foot wide pit is covered with a 
  large piece of canvas painted to resemble the floor. 
   
  Trigger. Stepping on the false floor triggers the trap. 
   
  Effect. The triggering character must succeed on a DC 13 
  Dexterity saving throw or fall into the pit and takes 3 (1d6) 
  bludgeoning damage from the fall and 5 (1d10) piercing 
  damage from the spikes at the bottom. As the spikes are 
  submerged in water, if the creature is reduced to zero hit 
  points, they slip beneath the surface of the opaque water. 
   
  Countermeasures. A DC 13 Intelligence (Investigation) 
  check reveals the canvas. If successful, the dimensions of 
  the pit can be discerned from the tunnel floor. It can’t be 
  disabled, but it can be easily avoided. 
  If the characters detect and avoid the pit trap, 
  award each character 75 XP. 
  If the characters thoroughly search the room, they 
  find that the kobolds have hidden a collective 
  treasure of 34 gp worth of coins and gems in the 
  room. Additionally, those that succeed on a DC 13 
  Intelligence (Investigation) check discover that a 
  rock in the area is actually a large sheet of rock-
  colored canvas. Beneath the canvas is a medium-
  sized rock bearing a small, poorly-written sign: 
  “Nothing under here—don’t look.” 
  Disobedient characters find a garnet worth 12 gp 
  in a manky old sock hidden beneath the rock. 
  This area is used as storage for what sparse goods 
  the kobolds possess (aside from the choicest bits 
  claimed by Sik’garuk), as well as the materials 
  they use for trap-making. The small table is used 
  for trap-making by the kobold inventors that live 
  in the warren. Read or paraphrase: 
  This room has a few ratty-looking crates as well as a small 
  table. A handful of various tools and other items lay 
  scattered on the table beside what appears to be a handful 
  of improvised caltrops and a table on the northwest wall 
  appears to contain a small alchemy set. 
   
  A hallway leads to the east and to the southwest. 
  A kobold inventor is here with three of his 
  apprentices—a kobold scout and two kobold 
  commoners. The commoners each throw a vial 
  from the table at the characters before fleeing to 
  the safety of the tunnels. If they escape, they move 
  to trigger Da Door Sealer (see Alert, Alert!, above). 
   The alchemy table on the northwestern wall 
  has a 1d6 vials of alchemical substances 
  remaining. As an action, a creature adjacent to the 
  table can grab a random bottle and hurl it at a 
  creature within 30 feet. A vial loses its potency 
  an hour after being removed from the table. 
  When thrown, roll a d6 and consult the table: 
  d6 
  Result 
  1 
  Goo Sticka. The target must succeed on a DC 11 
  Strength saving throw or be restrained until the 
  end of its next turn by this sticky, green goo. 
  2 
  Burnin’ Snot. The vial contains a viscous, yellow 
  liquid that explodes when exposed to air. The 
  target takes 7 (2d6) fire damage or half damage 
  with a successful DC 11 Dexterity saving throw. 
  3 
  Knockout Gas. This vial contains a thin, white 
  smoke. The target must succeed on a DC 11 
  Constitution saving throw or be knocked 
  unconscious until the end of its next turn 
  4 
  Dream Smoke. This vial is filled with grey smoke 
  and twinkling motes of white light. The target 
  must succeed on a DC 11 Intelligence saving 
  throw or be subject to hallucinations. On its next 
  turn, the target attacks the closest creature to it. 
  If unable to do so, they fight off imaginary snork-
  flappers for the entirety of their turn. 
  5 
  Dust of the Broken Heart. Fine, golden powder 
  swirls inside of this vial. The target must succeed 
  on a DC 11 Wisdom saving throw or be charmed 
  by the thrower until the end of their next turn. 
  The charmed creature refuses to commit any 
  violent acts—instead spending its turn professing 
  its undying love for the thrower. 
  6 
  Self-Pity Putty. This lump of damp, pink goo 
  bounces demoralizingly off of the target who 
  must succeed on a DC 11 Charisma saving throw 
  or be wracked with self-doubt. Until the end of 
  its next turn, whenever the target makes an 
  attack roll or a saving throw, the target must roll 
  a d4 and subtract the number rolled from the 
  attack roll or saving throw. See Treasure, below. 
  
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  DDAL06-01 A Thousand Tiny Deaths 
   
   
  9 
  Consider the following guidance: 
  Kobold Inventor. The effectiveness of the kobold inventor 
  can vary wildly—especially when using swarms. It is 
  recommended that you determine the effect of the 
  Weapon Invention randomly, or take into consideration 
  the strength of the characters before choosing which 
  effect to use—the inventor can make very short work of 
  a very weak group of adventurers. Note that the stat 
  block indicates that the rot grub swarm become a 
  hazard in the square it is dropped in. This means that it 
  doesn’t move. 
  A stretch of the corridor between this chamber 
  and the nesting chamber in Area E is filled with 
  thick, ankle-deep mud—something confirmed by a 
  probing stick or a tentative footstep. The mud also 
  hides a simple trap. If the warren is on alert, the 
  kobolds attack the caltrops’s victims from above. 
  Simple trap (level 1-4 moderate threat) 
  The entire 20-foot long patch of mud (and other, more 
  disgusting stuff) is full of caltrops. The kobolds know the 
  location of the caltrops, and can safely navigate the mud. 
   
  Trigger. Entering the mud triggers the trap. 
   
  Effect. Creatures entering the mud the trap must 
  succeed on a DC 15 Dexterity saving throw every 5 feet or 
  stop moving and take 1 piercing damage. Until they regain 
  at least 1 hit point, its walking speed is reduced by 10 feet. 
  A creature moving at half-speed through the mud 
  automatically succeeds on this saving throw. 
   
  Countermeasures. The caltrops can’t be detected aside 
  from feeling around for them by hand. While doing so gets 
  a character quite filthy, they easily locate the caltrops. 
  Poking around the mud with a stick is ineffective as the 
  caltrops are simply shuffled around. If located, the caltrops 
  can be moved or picked up normally (see Treasure, below). 
  If the characters avoid the caltrops while moving 
  through this corridor, award each character 75 XP. 
  If the characters search the crates here, they find a 
  potion of healing wrapped in straw as well as five 
  battered iron trade bars worth a total of 17 gp. 
  The inventor also has a chunk of emerald worth 
  25 gp in one of his pockets. 
   Any unused alchemical vials can be taken from 
  the table at the end of the combat for later use 
  (though they still fall inert after an hour has 
  passed). If self-pity putty was used during the 
  fight, it can be safely recovered. A character 
  succeeding on a DC 13 Intelligence (Investigation) 
  check notices that it can be used to produce a 
  mirror-image of whatever it is pressed against—
  including a spell scroll. If used in this fashion, the 
  spell can be cast from the putty instead of the 
  scroll, but because the arcane writing is 
  backwards, the creature using the putty must 
  succeed on an Intelligence check with a DC equal 
  to 10 + the spell’s level in order to successfully 
  cast the spell. Once replicated “scroll” has been 
  used (successfully or not) or once an hour passes, 
  the putty crumbles to damp, pink dust. 
   If the characters spend an additional ten 
  minutes searching the mud (see Dirty Foot Spikas, 
  above), they find eight bags’s worth of filthy 
  caltrops—and another bag’s worth on the 
  workbench. They are worth a total of 5 gp. 
  This area serves as a “farm” of sorts for the 
  kobolds. They venture into the swamp now and 
  then to gather vegetation and other materials with 
  which they cultivate the mushrooms—their 
  primary food source. The buckets are used for this 
  and for transporting harvested mushrooms 
  around the warren. 
  There is a 1-in-4 chance that a single kobold 
  commoner is here collecting mushrooms. 
   Read or paraphrase: 
  This chamber is warmer and more humid than elsewhere in 
  the warren, and the air is musty. The ground is littered with 
  leaves and other organic material from which large, red-
  and-blue spotted mushrooms sprout. A pair of empty, 
  wooden buckets lay on the ground beside the entrance. 
  The mushrooms are bubblegut nightcaps, toxic to 
  warm-blooded creatures—something that a DC 13 
  Intelligence (Nature) check reveals. Warm-
  blooded creatures that consume a mushroom 
  must, ten minutes after eating it, succeed on a 
  DC 9 Constitution saving throw or be poisoned for 
  one hour. A poisoned creature has intense 
  stomach cramps and is embarrassingly gassy—
  any Dexterity (Stealth) check made to move 
  quietly is made with disadvantage. Additionally, 
  creatures with Keen Smell automatically detect 
  the poisoned character. 
  A poisoned creature has disadvantage on attack rolls and 
  ability checks. They’ve also got gas—very, very bad gas. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  10 
  Due to its proximity to Sik’garuk’s lair, this nesting 
  area is reserved for those in his favor—typically 
  the strongest, smartest, or most handsome 
  kobolds of the tribe. Read or paraphrase: 
  Much like the chamber you encountered previously, this 
  area is littered with piles of straw, leaves, and scraps of 
  cloth—though the pallets are fewer in number and not 
  quite so moldy. 
   
  It would appear that the kobolds that live in this area of 
  the warren take a little more pride in their surroundings as 
  the area is lacking the rather rude graffiti found elsewhere 
  in the warren. 
  This chamber is currently empty, but due to its 
  size and its proximity to Sik’garuk’s lair, three 
  kobold commoners monitor it for intruders, 
  instead of two (see Alert, Alert!, above). 
  From here, the characters proceed to Part 3, 
  below. 
  The only other (apparent) exit from this room lay to the 
  north. The corridor winds and twists before ending in a 
  curtain of black, scaly leather. Tendrils of acrid vapors curl 
  and sickly, green light escapes from around the edges of 
  the curtain. 
  
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  DDAL06-01 A Thousand Tiny Deaths 
   
   
  11 
  Estimated Duration: 30 minutes 
  In the conclusion of this adventure, the characters 
  find the lair of Sik’garuk, the kobold scale sorcerer 
  that leads the Sourscale tribe. 
  Sik’garuk’s lair has the following general features. 
   
  Terrain. The western side of this room is approximately 
  3-feet higher than the rest of the room. A 4-foot wide hole 
  in the ceiling ascends into darkness (this leads to Area 7. 
  The Chimney, Forge of Fury). This tunnel serves as a “trash 
  disposal.” Though it isn’t much, the kobolds see the scraps 
  of food as tribute from the orcs, who are obviously jealous 
  and terrified of the kobolds. 
   
  Sik’garuk’s “throne” (really, just a pile of broken crates, 
  wood, and miscellaneous debris covered with canvas) sits 
  in the middle of the room’s eastern wall. An alligator skull 
  rests imposingly atop the back of the throne. 
   
  Climate. The air inside the warren is hot and humid, but 
  an acidic tang hangs in the air—burning the eyes and lungs. 
   
  Light. Braziers of black, pitted iron rest around the room, 
  filled with bubbling, green liquid and shedding dim, green 
  light throughout the room. The braziers can be upset as an 
  action, covering a creature within 5 feet in acid. The target 
  must succeed on a DC 11 Dexterity saving throw or take 5 
  (1d10) acid damage. 
   
  Smells and Sounds. Bubbling and sizzling acid. Whispers. 
  Read or paraphrase: 
  Beyond the thick, black-leather curtain that hangs in the 
  opening leading into this room, you see a wide chamber 
  bathed in sickly, green light. Wisps of acidic mist curl 
  around the curtain, burning your nose and throat. 
   
  Within, you can see a three-foot high dais bearing a 
  crude, lumpy throne topped with the skull of an alligator. 
  Behind which are stacked a number of crates. A four-foot 
  wide opening rests in the ceiling of the northern corner. 
  Sik’garuk is here, attended by a pair of winged 
  kobold (urd) spies, and a kobold inventor. 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Replace Sik’garuk with a scale sorcerer with 
  no 2nd level spells; replace both spies with an inventor 
  • Weak: Replace Sik’garuk with a scale sorcerer; replace a 
  spy with a scout 
  • Strong: Add two scouts 
  • Very Strong: Add a spy and two scouts 
  Consider the following guidance: 
  Sik’garuk. Sik’garuk is sitting proudly on his throne when 
  the characters arrive. He indulges the characters with 
  small talk, but grows bored quickly if the discussion 
  doesn’t involve speaking about his greatness. Finally, he 
  simply commands his minions to attack—casting a 
  twinned haste on the spies while doing so. 
  Kobold Inventor. The inventor uses its Weapon Inventions 
  to make reaching Sik’garuk as difficult and as dangerous 
  as possible. Creatures added to the encounter in this 
  manner don’t award XP. 
  Kobold Scouts/Spies. Melee-oriented kobolds keep the 
  attackers at bay and away from Sik’garuk. 
  This spunky kobold is eight-feet tall in spirit, but alas, only 
  three-feet tall in body. He’s heard all these rumors about 
  kobolds being scaredy-cats, and will have no truck with it. 
  He’s mean, headstrong, and cunning. 
   
  His ruddy scales are covered in large splotches of black 
  and a pair of leathery wings sprout from his back—gifts 
  from his matron, Nightscale. 
  Quote: “No! You no be here! Is hers! IS HERS!” 
  Sik’garuk refuses to parley unless his attendants 
  are dead, in which case he does so quite happily. 
  In exchange for his life, he offers his “magic hat” 
  (which is completely worthless) and the contents 
  of his pockets. He also does whatever he can to 
  avoid surrendering the cloak of protection he 
  wears—going so far as to say that it’s not magical, 
  smelly, infested with fleas, etc., all of which are 
  total lies (Deception +1). He would rather leave 
  with his head than his cloak if forced to decide 
  between the two. 
  If slain or convinced to surrender it, the characters 
  recover Sik’garuk’s cloak of protection. He also 
  carries a large chunk of onyx (another gift from 
  Nightscale) worth 250 gp. They also find a potion 
  of acid resistance and a spell scroll of invisibility. 
  The hole in the ceiling leads to Area 7. The 
  Chimney in The Forge of Fury. If the characters 
  won’t be moving on to Tales from the Yawning 
  Portal, the characters can leave the tunnels and 
  continue to Blasingdell with the satisfaction of a 
  job well done. Everyone in the town thanks the 
  characters who have made it safe once more for 
  the caravans to pass through the area. Hooray. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  12 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Total up all combat experience earned for 
  defeated foes, and divide by the number of 
  characters present in the combat. For non-combat 
  experience, the rewards are listed per character. 
  Name of Foe 
   
   
  XP Per Foe 
  Kobold Commoner  
   
  10 
  Giant Weasel 
   
   
  25 
  Kobold Inventor 
   
   
  50 
  Kobold Scout 
   
   
  100 
  Winged Kobold (Urd) Spy 
   
  200 
  Dire Wolf  
   
   
  200 
  Kobold Dragonshield 
   
  200 
  Kobold Scale Sorcerer 
   
  200 
  Sik’garuk  
   
   
  700 
  Task or Accomplishment 
   
  XP Per Character 
  Avoid alarm trap 
   
   
  75 
  Avoid pit trap 
   
   
  75 
  Avoid the muddy caltrops 
   
  75 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, 
  not their purchase price.  
  Item Name 
   
   
  GP Value 
  Jet earring 
   
   
  25 
  Urd’s coins 
   
   
  8 
  Kobold coins 
   
   
  34 
  Secret sock garnet  
   
  12 
  Iron ingots 
   
   
  17 
  Inventor’s emerald  
   
  25 
  Muddy caltrops 
   
   
  5 
  Sik’garuk’s chunk of onyx 
   
  250 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according 
  to the system provided in the Adventurers League 
  Dungeon Master’s Guide. 
  Wondrous Item, uncommon (requires attunement) 
  Made of tattered, patched canvas and stitched 
  together with thick, coarse twine; a homelier cloak 
  you’ll likely never see. The only exceptional 
  component of the beastly thing is the saucer-sized 
  black dragon scale that hangs over the wearer’s 
  chest when the cloak is worn. It is glossy and 
  bears the sigil of Nightscale herself. A description 
  of this unforgivably hideous item can be found in 
  the Player Handout 3. 
  Potion, uncommon 
  This item can be found in the Player’s Handbook. 
  Potion, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  Scroll, uncommon 
  This item can be found in the Dungeon Master’s 
  Guide. 
  The characters earn downtime and renown in 
  accordance with the guidance prescribed by the 
  Adventurers League Dungeon Master’s Guide. 
  In exchange for running the adventure, you earn 
  XP, gp, and downtime days in accordance with the 
  guidance prescribed by the Adventurers League 
  Dungeon Master’s Guide. 
   
  
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  DDAL06-01 A Thousand Tiny Deaths 
   
   
  13 
  Large beast, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 37 (5d10 + 10) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  15 (+2) 
  3 (−4) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 1 (200 XP) 
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target 
  is a creature, it must succeed on a DC 13 Strength 
  saving throw or be knocked prone. 
   
  Medium beast, unaligned 
  Armor Class 13 
  Hit Points 9 (2d8) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  10 (+0) 
  4 (−3) 
  12 (+1) 
  5 (−3) 
    
  Skills Perception +3, Stealth +5 
  Senses darkvision 60 ft., passive Perception 13 
  Languages — 
  Challenge 1/8 (25 XP) 
  Keen Hearing and Smell. The weasel has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  14 
  Small humanoid (kobold), lawful evil 
  Armor Class 12 
  Hit Points 3 (1d6) 
  Speed 20 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0)  
  14 (+2)  10 (+0)  
  10 (+0)  10 (+0)  10 (+0) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Draconic 
  Challenge 0 (10 XP) 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Blowgun. Ranged Weapon Attack: +4 to hit, range 
  25/100 ft., one creature. Hit: 3 piercing damage. 
  Small humanoid (kobold), lawful evil 
  Armor Class 15 (leather, shield) 
  Hit Points 44 (8d6 + 16) 
  Speed 20 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   12 (+1)  
  15 (+2)  14 (+2)  
  8 (−1)  
  9 (−1)  10 (+0) 
   
  Skills Perception +1 
  Damage Resistances see Dragon’s Resistance below 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Draconic 
  Challenge 1 (200 XP) 
  Dragon’s Resistance. The kobold has resistance to 
  acid damage. 
  Heart of the Dragon. If the kobold is frightened or 
  paralyzed by an effect that allows a saving throw, it 
  can repeat the save at the start of its turn to end the 
  effect on itself and all kobolds within 30 feet of it. 
  Any kobold that benefits from this trait (including the 
  dragonshield) has advantage on its next attack roll. 
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Multiattack. The kobold makes two melee attacks. 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 
  1) piercing damage, or 5 (1d8 + 1) piercing damage if 
  used with two hands to make a melee attack. 
   
  
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  DDAL06-01 A Thousand Tiny Deaths 
   
   
  15 
  Small humanoid (kobold), lawful evil 
  Armor Class 12 
  Hit Points 13 (3d6 + 3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (−2) 
  15 (+2) 
  12 (−1) 
  8 (−1) 
  7 (−2) 
  8 (−1) 
    
  Skills Perception +0 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Draconic 
  Challenge 1/4 (50 XP) 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. 
  Weapon Invention. The kobold uses one of the 
  following options (roll a d8 or choose one); the 
  kobold can use each one no more than once per day: 
   1. Acid. The kobold hurls a flask of acid. Ranged 
  Weapon Attack: +4 to hit, range 5/20 ft., one target. 
  Hit: 7 (2d6) acid damage. 
   2. Alchemist’s Fire. The kobold throws a flask of 
  alchemist’s fire. Ranged Weapon Attack: +4 to hit, 
  range 5/20 ft., one target. Hit: 2 (1d4) fire damage at 
  the start of each of the target’s turns. A creature can 
  end this damage by using its action to make a DC 10 
  Dexterity check to extinguish the flames. 
   3. Basket of Centipedes. The kobold throws a small 
  basket into a 5-foot-square space within 20 feet of it. 
  A swarm of insects (centipedes) with 11 hit points 
  emerges from the basket and rolls initiative. At the 
  end of each of the swarm’s turns, there’s a 50 
  percent chance that the swarm disperses. 
   4. Green Slime Pot. The kobold throws a clay pot 
  full of green slime at the target, and it breaks open on 
  impact. Ranged Weapon Attack: +4 to hit, range 5/20 
  ft., one target. Hit: The target is covered in a patch of 
  green slime (see sidebar, below). Miss: A patch of 
  green slime covers a randomly determined 5-foot-
  square section of wall or floor within 5 feet of the 
  target. 
   5. Rot Grub Pot. The kobold throws a clay pot into 
  a 5-foot square space within 20 feet of it, and it 
  breaks open on impact. A swarm of rot grubs (see 
  Volo’s Guide to Monsters, appendix A) emerges from 
  the shattered pot and remains a hazard in that 
  square. 
   6. Scorpion on a Stick. The kobold makes a melee 
  attack with a scorpion tied to the end of a 5-foot-long 
  pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage, and the target must 
  make a DC 9 Constitution saving throw, taking 4 (1d8) 
  poison damage on a failed save, or half as much 
  damage on a successful one. 
   7. Skunk in a Cage. The kobold releases a skunk 
  into an unoccupied space within 5 feet of it. The 
  skunk has a walking speed of 20 feet, AC 10, 1 hit 
  point, and no effective attacks. It rolls initiative and, 
  on its turn, uses its action to spray musk at a random 
  creature within 5 feet of it. The target must make a 
  DC 9 Constitution saving throw. On a failed save, the 
  target retches and can’t take actions for 1 minute. 
  The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. A creature that doesn’t need to breathe or is 
  immune to poison automatically succeeds on the 
  saving throw. Once the skunk has sprayed its musk, it 
  can’t do so again until it finishes a short or long rest. 
   8. Wasp Nest in a Bag. The kobold throws a small 
  bag into a 5-foot-square space within 20 feet of it. A 
  swarm of insects (wasps) with 11 hit points emerges 
  from the bag and rolls initiative. At the end of each of 
  the swarm’s turns, there’s a 50 percent chance that 
  the swarm disperses. 
  This acidic slime devours flesh, organic material, and metal 
  on contact. Bright green, wet, and sticky, it clings to walls, 
  floors, and ceilings in patches. 
   
  A creature that comes into contact with green slime 
  takes 5 (1d10) acid damage. The creature takes the damage 
  again at the start of each of its turns until the slime is 
  scraped off or destroyed. Against wood or metal, green 
  slime deals 11 (2d10) acid damage each round, and any 
  nonmagical wood or metal weapon or tool used to scrape 
  off the slime is effectively destroyed. Sunlight, any effect 
  that cures disease, and any effect that deals cold, fire, or 
  radiant damage destroys a patch of green slime. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  16 
  Small humanoid (kobold), lawful evil 
  Armor Class 13 
  Hit Points 13 (3d6 +3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  16 (+3) 
  12 (+1) 
  11 (+0) 
  13 (+1) 11 (+0) 
    
  Skills Perception +5, Stealth +7, Survival +5 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Draconic 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Sight. The kobold has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Multiattack. The kobold makes two melee attacks or 
  two ranged attacks. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
  Shortbow. Ranged Weapon Attack: +5 to hit, ranged 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage. 
  Small humanoid (kobold), lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 27 (5d6 + 10) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   7 (−2)  
  15 (+2)  14 (+2)  
  10 (+0)  
  9 (−1)  14 (+2) 
   
  Skills Arcana +2, Medicine +1 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Draconic 
  Challenge 1 (200 XP) 
  Spellcasting. The kobold is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 
  to hit with spell attacks). It has the following sorcerer 
  spells prepared: 
   
  Cantrips (at will): acid splash, fire bolt, light, minor illusion, 
  poison spray 
  1st level (4 slots): chromatic orb, shield 
  2nd level (2 slots): invisibility, Melf’s acid arrow 
  Sorcery Points. The kobold has 3 sorcery points. It can 
  spend 1 or more sorcery points as a bonus action to 
  gain one of the following benefits: 
  Heightened Spell: When it casts a spell that forces 
  a creature to make a saving throw to resist the spell’s 
  effects, the kobold can spend 3 sorcery points to give 
  one target of the spell disadvantage on its first saving 
  throw against the spell. 
  Twinned Spell: When the kobold casts a spell that 
  targets only one creature and doesn’t have a range 
  of self, it can spend a number of sorcery points equal 
  to the spell’s level to target a second creature in 
  range with the same spell (1 spell point if a cantrip). 
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.  
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  17 
  Small humanoid (kobold), lawful evil 
  Armor Class 16 (cloak of protection, natural armor) 
  Hit Points 42 (6d6 + 21) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   7 (−2)  
  15 (+2)  14 (+2)  
  12 (+1)  11 (+0)  16 (+3) 
   
  Saving Throws Str -1, Dex +3, Con +3, Int +2, Wis +3, 
  Cha +6 
  Skills Arcana +5, History +5, Perception +2 
  Damage Resistance fire 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Draconic, Dwarvish, Orcish 
  Challenge 3 (700 XP) 
  Draconic Resilience. Sik’garuk’s hit points are 
  increased by 7 and his AC equals 13 + his Dexterity 
  modifier (already included). 
  Elemental Affinity (Acid). When Sik’garuk casts a spell 
  that deals acid damage, the spell deals an additional 
  3 acid damage.  
  Sorcery Points. Sik’garuk has 6 sorcery points. It can 
  spend 1 or more sorcery points as a bonus action to 
  gain one of the following benefits: 
  Heightened Spell: When it casts a spell that forces 
  a creature to make a saving throw to resist the spell’s 
  effects, the kobold can spend 3 sorcery points to give 
  one target of the spell disadvantage on its first saving 
  throw against the spell. 
   Twinned Spell: When the kobold casts a spell that 
  targets only one creature and doesn’t have a range of 
  self, it can spend a number of sorcery points equal to 
  the spell’s level to target a second creature in range 
  with the same spell (1 spell point if a cantrip). 
  Special Equipment. Sik’garuk wears a cloak of 
  protection that grants him a +1 bonus to AC and 
  saving throws (already included). 
  Spellcasting. Sik’garuk is a 5th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 13, +5 
  to hit with spell attacks). It has the following sorcerer 
  spells prepared: 
   
  Cantrips (at will): acid splash*, fire bolt, light, minor 
  illusion, poison spray 
  1st level (4 slots): chromatic orb*, shield 
  2nd level (3 slots): invisibility, Melf’s acid arrow*, mirror 
  image 
  3rd level (2 slots): fireball, haste 
  *Spell that deals acid damage 
  Pack Tactics. Sik’garuk has advantage on an attack roll 
  against a creature if at least one of his allies is within 
  5 feet of the creature and the ally isn’t incapacitated. 
  Sunlight Sensitivity. While in sunlight, Sik’garuk has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.  
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage. 
   
  Medium swarm of Tiny beasts, unaligned  
  Armor Class 12 (natural armor)  
  Hit Points 22 (5d8) 
  Speed 20 ft., climb 20 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (-4) 
  13 (+1) 
  10 (+0) 
  1 (-5) 
  7 (-2) 
  1 (-5) 
   
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages -- 
  Challenge 1/2 (100 XP) 
  Swarm. The swarm can occupy another creature's 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny insect. 
  The swarm can't regain hit points or gain temporary 
  hit points. 
  Paralyzing Bites. A creature reduced to 0 hit points by 
  a swarm of centipedes is stable but poisoned for 1 
  hour, even after regaining hit points, and paralyzed 
  while poisoned in this way. 
  Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one 
  target in the swarm's space. Hit: 10 (4d4) piercing 
  damage or 5 (2d4) piercing damage if the swarm has 
  half of its hit points or fewer. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  18 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 22 (5d8) 
  Speed 20 ft., fly 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  13 (+1) 
  10 (+0) 
  1 (−5) 
  7 (−2) 
  1 (−5) 
    
  Damage Resistances bludgeoning, piercing, slashing 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses blindsight 10 ft., passive Perception 8 
  Languages — 
  Challenge 1/2 (100 XP) 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny insect. 
  The swarm can’t regain hit points or gain temporary 
  hit points. 
  Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., 
  one target in the swarm’s space. Hit: 10 (4d4) 
  piercing damage, or 5 (2d4) piercing damage if the 
  swarm has half of its hit points or fewer. 
   
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 8 
  Hit Points 22 (5d8) 
  Speed 5 ft., climb 5 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   2 (–4)  
  7 (–2)  
  10 (+0)  
  1 (–5)  
  2 (–4)  
  1 (–5) 
   
  Damage Resistances piercing, slashing 
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained 
  Senses blindsight 10 ft., passive Perception 6 
  Languages — 
  Challenge 1/2 (100 XP) 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny maggot. 
  The swarm can’t regain hit points or gain temporary 
  hit points. 
  Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., 
  one creature in the swarm’s space. Hit: The target is 
  infested by 1d4 rot grubs. At the start of each of the 
  target’s turns, the target takes 1d6 piercing damage 
  per rot grub infesting it. Applying fire to the bite 
  wound before the end of the target’s next turn deals 
  1 fire damage to the target and kills these rot grubs. 
  After this time, these rot grubs are too far under the 
  skin to be burned. If a target infested by rot grubs 
  ends its turn with 0 hit points, it dies as the rot grubs 
  burrow into its heart and kill it. Any effect that cures 
  disease kills all rot grubs infesting the target. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL06-01 A Thousand Tiny Deaths 
   
   
  19 
  Small humanoid (kobold), lawful evil 
  Armor Class 15 (studded leather) 
  Hit Points 21 (6d6) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2) 16 (+3) 
    
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Draconic 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the spy can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) 
  damage when it hit s a target with a weapon attack 
  and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the spy that isn't 
  incapacitated and the spy doesn't have disadvantage 
  on the attack roll. 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Pack Tactics. The kobold has advantage on an attack 
  roll against a creature if at least one of the kobold’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage. 
  Dropped Rock. Ranged Weapon Attack: +5 to hit, one 
  target directly below the kobold. Hit: 6 (1d6 + 3) 
  bludgeoning damage. 
   
   
  
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  DDAL06-01 A Thousand Tiny Deaths 
   
   
  20 
  
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  DDAL06-01 A Thousand Tiny Deaths 
   
   
  21 
   
   
   
  
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  DDAL06-01 A Thousand Tiny Deaths 
   
   
  22 
   
   
  
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  DDAL06-01 A Thousand Tiny Deaths 
   
   
  23 
  
  During the course of this adventure, the 
  characters may find the following permanent 
  magic item: 
  Wondrous Item, uncommon (requires attunement) 
  You gain a +1 bonus to AC and saving throws 
  while you wear this cloak. 
   Made of tattered, patched canvas and stitched 
  together with thick, coarse twine; a homelier cloak 
  you’ll likely never see. The only exceptional 
  component of the beastly thing is the saucer-sized 
  black dragon scale that hangs over the wearer’s 
  chest when the cloak is worn. It is glossy and 
  bears the sigil of Nightscale herself. 
   This unforgivably hideous item can be found in 
  the Dungeon Master’s Guide. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S06 - Tales from the Yawning Portal/DDAL6-01 - A Thousand Tiny Deaths.pdf