
By: Sarah B.
A mage has hired the party to get rid of an “insane” kobold that’s been stalking him. However, things aren’t as they seem, and the party might have gotten roped into the tail end of a much bigger adventure.
The players arrive at the door of the wizard’s tower, all having seen an urgent request to help deal with a murderous kobold. Party members can briefly greet each other here before knocking. Deebee, the wizards assistant, brings everyone inside. The tower seems quite lavish, filled with bookshelves and trinkets, and has a spiraling staircase to the upper floor.
The wizard Bartholomew Iscariot walks down the staircase and introduces himself, exchanging pleasantries. He exudes an air of showmanship, nobility, and goofiness. He has a minor reputation in municipal politics as an ambitious man.
Taking on a somber tone, he explains that he’s having trouble with a stalker, an insane kobold named Dorothea who was a former assistant. For whatever reason they’ve developed a murderous grudge and regrettably must be “dealt with”. He also mentions that the maniac has stolen a precious family heirloom, a red jewel, and will pay double for it’s return. He emphasizes that this job is urgent and will pay very well.
After the party accepts the task, Bartholomew casts a spell to improve their odds: He snaps his fingers, and each party member gets 16 temporary HP! However, he fails to mention that the spell also curses the party to hallucinate that Dorothea is pure evil. A DC 20 Arcana check can vaguely reveal this, but otherwise the party is clueless.
Finally, he introduces his new assistant, Deebee. She was briefly a member of Dorothea’s “gang”, and has useful information. He then retreats upstairs into his tower, wishing the party the best of luck.
Deebee is a Kobold Commoner. She seems rather shy, and looks up to Bartholomew. She will describe Dorothea as genuinely insane, and uncomfortable to be around. If asked about Dorothea’s intentions, she will just emphasize that Dorothea is delusional and makes up all sorts of crazy stories. She reveals some of Dorothea’s usual hiding spots in the city.
Deebee holds the view that most kobolds are vermin, but that she’s “one of the good ones.” Bartholomew encourages this. Her dream is to become a powerful wizard, just like Mister Iscariot!
After chatting with her, the party heads out to search for Dorothea in the city.
Small or Medium Humanoid (Wizard), Neutral Evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 12 (+1) | 12 (+1) | 16 (+3) | 12 (+1) | 14 (+2) |
Immortal. Can’t be damaged. This effect can only be removed by Dorothea’s jewel.
Arcane Burst. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 120 ft. Hit: 14 (2d10 + 3) Force damage.
Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
At will: Mage Hand, Prestidigitation
2/day each: Ice Knife, Mage Armor, Thunderwave, Fly
Misty Step (2/Day). The mage casts Misty Step, using the same spellcasting ability as Spellcasting.
Bartholomew is cunning and arrogant under a facade of flamboyance, pomp and generosity. He loves to be playfully dramatic. He’s a human supremacist, but isn’t vocal about it. His horrific experiments bring him genuine joy without a shred of remorse. He’s been slowly, patiently gathering influence until he can finally enact his selfish plans. Dorothea has become quite a big threat to his ambitions, and he’s trying to hide his desperation, fear and bigoted resentment.
If the party decides to fight Bartholomew for whatever reason, they’ll soon realize that he is immortal. He simply stands there and takes it, laughing, taunting. As he seems to finally prepare an attack, a window shatters and fog fills the room. Bartholomew cowardly retreats upstairs in fear of it being Dorothea.
After the wizard locks the door, the culprit is revealed to actually be one of Dorothea’s orphans, Tim. He demands the party follow him. If asked, Tim has no trouble revealing that the party is being escorted to Dorothea’s current hideout. “Any enemy of Bartholomew is a friend of ours!”
1
GETTING IN THE WAY | Stalker
Dorothea and the orphans are hiding in an abandoned dusty warehouse full of tall empty crates. The party may attempt to sneak in as long as everyone passes a DC 12 Stealth check.
If the party is afflicted by Bartholomew’s spell, they’ll see Dorothea as an unreasonable maniac. Any talk from them heard as deranged death threats. Describe “eyes filled with hate,” along with silly dialogue like “You! I’ll cook ya up and eat ya! Die die die!” No spell? Dorothea can simply talk to the party, skip to “Dispelled.”
If the group managed to sneak in, they’ll find Dorothea raving to Jim about plans that sound absurdly evil. Should the party try to talk, Dorothea spins around in a defensive stance and lobs vile death threats, eventually starting a fight if the party doesn’t.
Upon failing to sneak in, the party will find the orphans Tim (unless escorting the party), Jim, and Sal awkwardly standing around. If questioned, they seem to just focus on meaningless small talk, uncomfortable, waiting for something. Suddenly, Dorothea lunges down from a crate, starting a fight! If the entire party fails a DC 20 Perception check, the group is surprised.
Dorothea’s intention during this fight is to remove the parties temporary health. When a player has their temporary health removed, the spell breaks and Dorothea can talk to them normally. They’ll quickly try to recruit the player, asking for help to remove the spell from the others. If a player fights alongside Dorothea, that player’s dialogue becomes similar crazed nonsense to those still afflicted, appearing to betray their party.
If Dorothea dies at any point, they’ll give the party the jewel. Their dying wish is that they kill Bartholomew. Ideally, this doesn’t happen though!
With the spell gone, Dorothea explains their side of things. Bartholomew runs horrid experiments on species he considers “vermin,” with the goal of creating an army of monstrosities to rule the city. They, and the orphans were his “lab rats” until they managed to escape. Dorothea has spent the last couple years searching for a means to defeat him, and found a jewel that can remove his immortality. They ask the party to join them for the final battle. If financial incentive is required, they’re offered first dibs on any loot in the tower.
Tim is a clone of Jim created by Bartholomew. Tim used to have existential dread about not being a real person. Doro helped them both process that, and now they’re inseparable, loving each other as brothers. They both sound like newsies. Sal is incredibly shy and doesn’t talk much, she cries easily. A single small wing rests on her back. The orphans are all Kobold Commoners.
“The beefiest Kobold you’ve ever seen”, Medium, Chaotic Good
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| DORO | 16 (+3) | 12 (+1) | 14 (+2) | 8 (-1) | 14 (+2) | 8 (-1) |
| THEA | 8 (-1) | 12 (+1) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) |
Two in One. Two minds exist within this singular body: Doro is a fierce barbarian, and Thea is a studious wizard. Their eye colour reveals who is in control, orange for Doro, blue for Thea. Anything labeled with a name can only be utilized when that personality is in control, including core stats.
The conditions Frightened and Charmed are applied to each individual personality rather than both.
Doro’s Recklessness. At the start of their turn, Doro can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against Doro and Thea have advantage until the start of their next turn.
Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.
Multiattack. Dorothea makes two attacks: Greataxe or Chromatic Bolt. Thea can replace one attack with a use of Spellcasting.
Doro’s Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) slashing damage.
Thea’s Chromatic Bolt. Ranged Spell Attack: +5 to hit, range 60 feet, one target. Hit: 9 (2d6 + 2) of a type of Thea’s choice: acid, cold, fire, lightning, poison, or thunder.
Thea’s Spellcasting. Thea casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13)
At will: Mage Hand, Prestidigitation
2/day each: Thunderwave, Fog Cloud, Mage Armor
Switch. Immediately swap which personality has control.
Thea is an intelligent, posh sounding woman. She’s playful and a bit oblivious. The sort to use the word “darling” a lot. Doro is a weathered barbarian with a gruff, stoic voice. He’s much more grounded, kinda dumb and unsubtle. Less trusting, paranoid, he’s the one that’s kept them safe. His stoic demeanor shows cracks around the orphans. They both really care for the little ones, feeling a parental responsibility.
During traumatic situations, Doro is likely in control. Doro was the defense mechanism that Thea’s brain created while imprisoned as Bartholomew’s “lab rat”. They’ve learned to accept their strange arrangement and view each other as individuals, vehemently rejecting other opinions.
2
GETTING IN THE WAY | Dorothea
Small Humanoid (Kobold), Any Alignment
Armor Class 10 Hit Points 3 (1d6) Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
Pack Tactics. The kobold commoner has advantage on an attack roll against a creature if at least one of their allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has Disadvantage on ability checks and attack rolls.
Club. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 1 (1d4 - 1) bludgeoning damage.
Large Monstrosity, Neutral
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 15 (+2) | 5 (-3) | 10 (+0) | 7 (-2) |
Headache. On each turn, the transformed abomination must roll a d6. If the result is 1, it must use Wretched Wail with double damage, no Actions, and halves this turns movement speed.
Multiattack. The transformed abomination uses Claws twice.
Claws. Melee Attack Roll: +6, reach 10 ft. Hit: 11 (2d6 + 4) slashing damage.
Feast. Strength Saving Throw: DC 14, The transformed abomination attempts to eat a creature medium sized or less. Failure: The creature takes 12 (2d8 + 4) piercing damage, and becomes Grappled (escape DC 14) by its mouth. The mouth chews every turn, dealing 5 (1d8) piercing damage.
Wretched Wail. The transformed abomination releases an agonizing scream that tortures everyone around it, including itself. It takes 3 (1d4) psychic damage. All creatures within 60 feet must succeed a DC 12 Wisdom saving throw or take double the same damage.
The party returns to the tower to kill Bartholomew. Dorothea would never allow the orphans to tag along. Strangely, the front door is unlocked. The lower floor’s torches are all unlit, creating an unsettling vibe.
Deebee is splayed in the middle of the entrance hall, horribly mutilated and contorted; multiple empty potion bottles strewn beside her. Even if the group is trying to be stealthy, Dorothea rushes in to aid her, deeply dismayed despite her betrayal. Deebee might be trying to apologize to them, but can only gurgle.
Bartholomew addresses the party from somewhere above, his voice echoing through the tower. He gleefully informs them that his experiments are shaping up wonderfully, and that Deebee may be his magnum opus. Maniacally laugher follows, then a door slams.
Suddenly, Deebee lurches. Muscles tear, bones snap, and her screams become more and more monstrous as her flesh rearranges itself into a Transformed Abomination. What used to be Deebee lunges at the party, initiating a fight.
This fight should be horrific! Frequently describe how the Transformed Abomination is suffering, how it moves unnaturally, how it oozes and shudders and lurches. Be vague about describing it’s exact appearance so players can fill in the blanks.
Dorothea will spend the first turn of this fight paralyzed with horror, staring.
Once the Transformed Abomination is killed, Dorothea will request a moment to recuperate and mourn. Consider it a short rest.
A sturdy locked door blocks the players from entering the upper study. It can be lockpicked or smashed. A rancid laboratory awaits, filled with test tubes, preserved specimens, and mystery smells.
Bartholomew is bent over a desk, rushing to prepare something. Prepare what? Doesn’t matter, it’s too late. As he spins around to face the party, Dorothea thrusts the jewel forward. It glows, shatters, and Bartholomew falls to his knees. His immortality is gone. Fury courses through him! He hovers off the ground (casted Fly), and loudly proclaims that the brilliant wizard Bartholomew Iscariot shall never be defeated! Fight!
Even though he’s powerful, he’s meant to be a pushover. Describe his death pathetically.
With Bartholomew dead, Dorothea cathartically mutilates the wizards corpse with their axe. After, they profusely thanks the group. They float the idea of taking the tower for themselves, the orphans may finally have a good place to live! They welcome the party to take any loot they please. The party eventually leaves, the end!
3
GETTING IN THE WAY | Revenge