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THE RAVINE OF THE CROWS

AN OLD HEROES HEAVEN…? A SILENT TOMB…? A BURIED TREASURE…?

THE RAVINE OF THE CROWS CAN BE EVERYTHING OR NOTHING AT THE SAME TIME.

ALL YOU NEED IS A LITTLE EXCUSE TO VISIT IT…CHOSE YOUR POISON, A PROMISE OF
TREASURE, STORIES ABOUT OLD HEROES, A MAIDEN’S FAVOR… BOREDOM.

THE CARAVAN IS STRANDED IN NOTHINGWHERE; STORIES ABOUT THE RAVINE ARE


TOLD AND RETOLD IN “THE BLUE DRAGON” AFTER A ROUND OF BEERS…

A STORY OF CARAVANA BY SEBASTIÁN PÉREZ

FOR DUNGEONS & DRAGONS 5E


DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
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unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

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for such a thing is in the old heaven of the heroes in
INTRODUCTION the ravine.
The ravine of the crows is a chapter of a
larger adventure, The Sheriff of NothingWhere; it is Stories of heroes of old, supposedly these
presented here as an individual encounter that can be "heroes" saved the valley in which the village stands
inserted in any game session without much difficulty from a Blue Dragon, from which comes the name of
and serve the purpose of boosting your own story in the tavern. Interested to know what could have
the direction you want. It is an adventure for level happened to such heroes you go to the only place
three characters. where you could find clues, the ravine.
Promise of treasures; the stories of hidden
PLOT treasures in the old heaven awaken the greed inside
you. You know that you are more daring, brave and
Kobolds are trying to get the materials cunning than all the others who tried before. You will
components (crow feathers and honeycombs) to find the treasure... if there is one.
perform a ritual that allows them to resurrect the Blue
Dragon they worship from their stone prison. A Boredom, two weeks stranded in this village
prison in which it was put by the same adventurers is getting in your nerves, a trip to the ravine is as
who used this place like a heaven so long ago. The good as anything else to kill boredom.
Kobolds do not work alone, behind all this endeavor
there is a cult of Blue Dragons worshipers.
1. Entrance
Almost at the top of a hill there is an entrance
partially obscured by weeds.
A couple of hours walk from the village, you
arrive at your destination; it is the hill where they
say the entrance to the caves is. There is
something strange in all this... the paths seem
more worned than they should.
If it is night: 2 Kobolds (MM page 195) at
the entrance went out to make a round of patrol. The
patrol can return at any time and attack the
adventurers from behind.
If it is daytime: 2 Kobolds (MM page 195)
are sitting in the entrance taking advantage of the
shade. When they see themselves outnumbered they
do not try to fight, but flee within to alert the others.

HISTORY The entrance is covered by weeds. A staircase of


worn steps carved into the stone descends into the
Long ago, the ravines of the crows served as a
darkness.
haven for an intrepid group of adventurers who
disappeared from one moment to another. The inside of the cave is in total darkness, a
Now, the ravine is inhabited only by crows ... character with the ability to see in the dark can see
or so it seems, in "The Blue Dragon", the tavern of the end of the stairs 10 feet below.
the village of NothingWhere, stories have been told At the end of the stairs there is a thin invisible
for a long time of hidden treasures that the wire that activates two crossbows on the opposite
adventurers left behind, many have tried to find them wall. Difficulty DC13/AB +3.
and all of them have returned with empty hands, the
stories are now only drunken tales. 2. Rat’s nest
Hay escombros repartidos por el piso.
REASONS TO GO Montones de piedras por aquí y por allí.
The caravan has been stranded in the village There is rubble scattered on the floor. There
of NothingWhere for a couple of weeks now. There are lots of stones everywhere.
have been many conflicts with goblins, they have The rough and uneven walls suggest that this
attacked a lot of farms and they have assaulted many enclosure is a natural formation. There is rubble
traders along the way. The Sheriff has a group of strewn across the floor.
adventurers working on the matter. And your
employer does not have any work for you at the If anyone decides to investigate the debris a
moment. Swarm of Rats (MM page 339) attacks for a round
and then disperses between the cracks on the walls.
A young man disappeared, weeks before the
To force the investigation you can say:
caravan arrived at NothingWhere. His fiancée is
already desperate and does not have anyone to help Something reflects the light from the torch in a
her; she approaches the adventurers asking for help to corner between the rubble.
find him. The last time she saw him, he said he was
going to get her an engagement ring worthy of her. It may simply be the eyes of rats, or some lost
The only place she thinks he could have gone to look coin.

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3. Deposit The jumping distance is 18 feet. The rope that
they use as bridge is 25 feet away.
Staked boxes in a not orderly manner cover
one of the walls of this cave. A group of 5 Kobolds If you look at the void carefully, you can
(MM page 195) 2 Kobolds Inventor (VG page 166) distinguish a body on a ledge between 20 and 30 feet
and 1 Kobold DragonShield (VG page 195), rest below. To go down to check the body you must make
here waiting for the night to go out on their patrol or a Strength roll to climb down DC15 or DC12 if you
waiting for the patrol that went out if it is night. have a rope. When examining the body. A DC10
Medicine roll may determine that he did not die
A staircase similar to the one you used to get down here. The real cause of death is not the blows he
here leads to an enclosure slightly illuminated by received when falling but a stab. There are iron
the flickering flame of a small fire. Stacked nuggets in the body. A DC10 Intelligence roll may
wooden boxes, sacks and barrels fill a portion of determine that it is iron that was not long ago
the place. extracted from the ground. It is of excellent quality.
The Kobolds attack any intruder. In the 6. Big empty room
boxes, barrels and sacks, there are feathers and
honeycombs. Attacks that miss their target can break There are some boxes staked in one corner.
any of these elements. Feathers flying around the Several torches on the walls lighten the room. On
place can generate disadvantage in ranged attacks, the floor in the center of the room you can
and honeycombs let out Swarms of Bees (MM page distinguish a worn coat of arms. On the right wall
338) that attacks the creature nearest to them. there is an opening and a set of stairs descends to
There is a pit trap in the corridor that another room.
connects this cave with the next, it is hidden.
On the wall opposite to the entrance there is a
Difficulty DC13/1d6 fall damage.
secret door that even the Kobolds who use this place
4. Enemies reservoir have not found yet.
In this part of the cave there is a pair of On the floor there is a door also hidden that
Kobolds (MM page 195) that guards the passage to leads to the chambers used by the leader of the
the other side of the ravine. This room works as a Kobolds as a base of operations.
wild card of enemies, if the combat in the previous
On the stairs there is a small wire very close
room needs more enemies, they come from this room,
to the floor, practically indistinguishable that
if the enemies need to disappear from the other room
activates a dropping net from the ceiling. Difficulty
they can flee to this room. The players do not know
DC13 if a creature is trapped in the net must make a
what is in this room, so it would not be strange that
Dexterity saving throw or fall down to the end of the
reinforcements could come from here or that it was
stairs receiving 1d6 fall damage.
empty and the fleeing kobolds were trying to guide
them into a trap. 7. Despacho
You reach a wide cavern, the walls are covered As you descend through the trapdoor in the
with old banners, several sleeping bags are floor, there is a small room in which a guard sleeps
scattered on the floor. next to a door.

If you placed a couple of guards in the room. Carpets and rugs cover the walls and floors of this
room, there are empty shelves on one of the walls,
At the far end opposite to the entrance the a couple of chests in a corner and a kobold
implements with which a few minutes ago the sleeping on the side of a door.
guards played dice can be found on the floor.
On the other side of the door there is a kind of
If you use the room as a trap. headquarters from where the leader of this band
directs the operations.
As you run across the entrance a part of the floor
sinks under your feet, however not enough to The leader is a Cult Adept of the Blue Dragon
make you fall. Cult, who flees invoking a dimensional door the
moment someone interrupts what he is doing. There
A lot of rocks will fall from the ceiling hitting are 1 Kobold (MM page 195); 1 Kobold
up two creatures. DC14 Dexterity saving throw to DragonShield (MM page 165) and 1 Kobold
avoid half the damage if they enter running. If they Sorcerer (MM page 167) with him.
take the trouble to look for the trap the difficulty is
DC12. 3d6 damage. 8. Heroes rest
The banners are old; you can hardly see the Walking through the secret door:
drawings or the letters of the ancient heroes who used
When you go through the door on the wall you
the place as a lair.
come to a kind of stair ramp that rises and bends
5. Leap of faith to the left. On this ramp there is a lot of stone
There is no apparent way to cross from this rubble... strange, they are not of the same type of
side to the other. The Kobolds extend a rope bridge stone as the walls and a statue of an elf in a
that is on the other side of the crack. strange position for a statue.
Among the rubble of the ground a sword can
be found; a sword with inscriptions; is a +1 sword.

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In the upstairs room there are two statues.
There is an atrium with a book and there are shelves PROMISE OF ADVENTURE
of weapons on the walls, all useless by the passage of Journal of adventurers, the notes of the only
time and barrels with arrows and spears that break readable page of the journal in the secret room,
when touched. In the atrium there is an open book on makes it clear that the heroes were betrayed after
a page that reads "Defeated the dragon, she betrayed defeating the Dragon, the state in which they found
us... it was to be expected. I hope the help arrives on one of the adventurers and the remains of the other
time, if it arrives at all." The book falls apart when lead to think it was a Medusa that turned them into
touched. If a spell is used to repair it, it is again with stone. And probably, somewhere not far away, there
the same page open, and it will fall apart if touched, is a Blue Dragon turned into stone by the same
the magic can repair it but only to the state it was a Medusa.
few minutes ago, not as good as new.
Signs of ritual, boxes of feathers and
This room is ruled by two statues, on the walls honeycombs, some of the adventurers may deduce
there are shelves with swords, bows and barrels that they are materials for a ritual. Some prisoners
full of arrows. When inspecting the elements, you may tell them that they are materials for a ritual;
can see that they are useless. prisoners may reveal that the Blue Dragon Cult
exists, but forcing them to reveal the location or
Statues can attack if the book is destroyed,
purpose does not work, the magic prevents them to
(use statistics from Animated Armor MM page 19)
tell anything to the point of leading them to death.
but do not chase the characters out of the room.
Only when investigating in the village, in the temple
9. Cuarters of wisdom, the adventurers will find out the existence
Kobold barracks. This place is where kobolds of an old little known ritual to free the trapped ones in
sleep and rest. the stone jail of the Medusa.
Dead iron, the missing young man is dead.
You cannot tell what the purpose of this room was There are iron nuggets in his body, which points to
in the past, but now it is obvious, it is a barracks. the abandoned mine. Evidently he did not die here.
There are places to sleep everywhere; there are
several fires burning and cauldrons cooking. The
aroma of what is cooked is penetrating and acidic.
A group of 4 Winged Kobolds (MM page
195) and 1 Kobold Sorcerer (VG page 167) occupy
this room and defend themselves from intruders and
try to escape or surrender when the numerical
advantage in favor of the adventurers becomes
evident.

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