Browsing the blog archives for February, 2009.


  • Adgitize

  • Ajax CommentLuv Enabled 83e62acbb4ec56b5649a2419913254be
  • Game Blogs - BlogCatalog Blog Directory
  • GameSites200

    Vote on the Dungeons and Dragons Online (DDO) Top 200
    Dungeons and Dragons Online (DDO) Top 200

  • Caves of Chaos - Hobgoblins and Bugbears

    4e D&D, Advice/Tools, Dungeon Masters, Encounters

    If you’ve been following along, then you’ll know that this time I’ll be talking about the hobgoblins and bugbears found in the Caves of Chaos near Drell’s Keep.  This is an update to 4th edition for TSR’s Keep on The Borderlands module B2.

    Cave F:

    The initial entrance to this cave has been swept clean, except for some obvious blood stains on the ground.  A stout iron-reinforced door is here at the back of the cavern it is DC 20 to break through the door.  Over the door is a sign in goblin and common “Come in for dinner!”  The handwriting is very poor, and it appears to be written in blood.

    Terrain: Movement here is normal.  The floors and walls have been worked and are kept clean and neat.  Squares with furniture in them should be considered difficult.

    Lighting: Bright light at night time.  Dim light during the day.  The hobgoblins have lanterns spaced evenly to keep all areas lit.  They shutter the lanterns during the day when they sleep.

    The hobgoblins have claimed this series of caverns as their own.  They have enslaved the goblins, and view the kobolds and bugbears as nothing more than servants.  In their opinion they already own all of Areas A, D, F and H.  They are aware of the cultists in area K and the gnolls in area J, but are ignoring them for the moment in hopes of conquering the orcs first.

    If the PC’s attempt to negotiate with the hobgoblins, they must treat the hobgoblin king as they would any noble.  Derisive remarks or hints that they are not civilized or are less than human will be met with immediate and harsh violence.

    A couple of notes on playing the caverns.  The hobgoblin quarters are cramped and crowded with furniture.  Everything is in neat and precise order as a good military installation should be, but the caverns restrict movement.  The PC’s should take this into consideration in thier tactics.  The hobgoblins are used to these quarters and will certainly us it to their advantage.

    The PC’s should expect a long, drawn-out slugfest here as the hobgoblins all all fight to the death, attempting to amass as many of them together as possible and surround and cut down the PC’s if possible.

    If the PC’s take the time to figure out if Drell can do any mining here they will not find any area that are good prospects.

    Area 23: Common room.  This is where off duty hobgoblins rest.  There are females here and young (represented by the hobgoblin grunts) who will take up arms in defense of the king.

    Name Level Type XP
    8 Hobgolbin Grunts 3 Minion 304
    1 Hobgoblin Commander 5 Soldier 200
    1 Hobgoblin Archer 3 Artillery 150
    encounter Level 2 Total 654

    Area 24: Torture Chamber, Storage, Playroom

    The hobgoblins here attack on site if they haven’t already been alerted.

    Name Level Type XP
    2 Hobgoblin Torturers 3 Brute 300
    1 Hobgoblin Warchief 5 Soldier 200
    encounter Level 1 Total 500

    There are six cells here, five of which hold prisoners, and one which is crammed full of food storage.

    Cell 1: Flid Havrang a member of the lost patrol.  He is a 1st level fighter and will accompany and fight with the party if asked.  He will scavange weapons and armor from dead hobgoblins.  He will stay with the party until they return to Drell’s Keep.

    Cell 2: An Orc.  He is very thin from starvation and more than half crazy.  If released he will immediately scavenge weapons and begin hunting hobgoblins.  He only speaks giant, but will respond only to offers of food, drink, or killing hobgoblins.  When he fights he will mutilate any hobgoblin corpses he finds, often cutting off ears or tongues as souveniers.

    Cell 3: Deliria, a young woman.  She was brought here originally by Chant Havelove, and joined the cult of Cyric.  She is a 1st level cleric.  Since her capture by the hobgoblins and their horrible treatment of her, she has decided that she does not wish to remain in the wild lands, and she will kill Chant Havelove if it is the last thing she does.  If asked how she arrived here, she will explain that she is an adventurer and that her two companions were killed.

    If somebody’s insight beats her bluff, then she can be confronted.  She will not betray the location of the cult or her involvement, but she will admit that she was brought to the area by Chant Havelove.  If further pressed she will explain that Chant betrayed and lied to her and that she wants him dead.  This could be confusing to the players because she will most likely come off as very deceptive and evil whereas hopefully Chant will not be quite as evil.

    Cell 4: Bliss Hardblood a woman-at-arms and companion of Flid and the lost patrol.  She will likewise help out the party until they can get back to the keep.  Bliss is looking for adventure and will ask the party if she can join up with them.

    Cell 5: An insane gnoll.  He speaks broken common, and complains constantly about the snow.  The gnolls finally kicked him out a few weeks ago and the hobgoblins captured him.  He is pretty much oblivous to what goes on and will simply go looking for food and a bed if freed.  He is unable to give clear answers to any questions, but can indicate that his brothers are nearby.

    Area 25:

    Another common living chamber.  See area 23.

    Name Level Type XP
    8 Hobgolbin Grunts 3 Minion 304
    1 Hobgoblin Warchief 5 Soldier 200
    1 Hobgoblin Archer 3 Artillery 150
    encounter Level 2 Total 654

    Area 26: Guard room.

    The guards will challenge the PC’s and threaten them.  If the PC’s choose to negotiate they will offer to accompany them before the king.  The PC’s will be taken to area 25 and asked to wait.  A messenger will go and get the king.  The party will be asked to wait in the center of the room while the hobgoblins will surround them.

    If the PC’s do not negotiate or show signs of weakness or agression the guards will attack.  The first time one of them is bloodied, one of them will attempt to get away and alert the others.

    Name Level Type XP
    3 Hobgoblin Soldiers 3 Soldier 450
    2 Hobgoblin Archers 3 Artillery 300
    1 Hobgoblin Commander 5 Soldier 200
    encounter Level 5 Total 950

    Area 27: Armory

    Anyone entering this area without authorization will be attacked immediately.

    Name Level Type XP
    3 Hobgoblin Soldiers 3 Soldier 450
    encounter Level 1 Total 450

    The racks hold 2 suits of chainmail, 5 longswords, 3 small shields, 3 longbows as well as arrows, spare parts for repairs, tools for sharpening, as well as a stock of oil.

    Area 28:

    This is a store room.  The guards attack all unauthorized visitors.

    Name Level Type XP
    1 Hobgoblin Soldier 3 Soldier 150
    1 Hobgoblin Warchief 5 Soldier 200
    3 Hobgoblin Soldiers 3 Soldier 450
    encounter Level 3 Total 800

    Area 29:

    Another guard room.  See area 27.

    Name Level Type XP
    3 Hobgoblin Soldiers 3 Soldier 450
    2 Hobgoblin Archers 3 Artillery 300
    encounter Level 3 Total 750

    Area 30: King’s chambers.

    If he PC’s manage to get here without alerting them the will attack.

    If the PC’s attempt to negotiate with the king, the hobgoblins will not agree to leave the caverns, but will rather suggest that Drell “return to the slums of Cormyr and build his huts in safety.”  The hobgoblin king will agree to hire the PC’s to exterminate the orcs, agreeing to pay the sum of 100 gp.  However he will double cross the PC’s after they have completed the task and attempt to take them prisoner or kill them.

    If asked about prisoners he will admit that he has three human prisoners from Drell’s keep.  He will demand a ransom of 200gp for each prisoner.  The party should realize that only 2 members of the patrol are unaccounted for, but they may still be unsure.

    If they offer to go and get the ransom he will request that they leave one member behind.  A successful diplomacy or bluff check will convince the king that it is an unecessary precaution.  If the party returns with the money, he will simply take the money and then try to kill or capture them.

    Name Level Type XP
    1 Hobgoblin Hand of Bane 8 Elite Soldier 700
    1 Hobgoblin Warcaster 3 Controller 150
    1 Hobgoblin Commander 5 Soldier 200
    2 Hobgoblin Grunts 3 Minion 72
    encounter Level 5 Total 850

    Area 31: another guard room

    See area 27

    Name Level Type XP
    3 Hobgoblin Soldiers 3 Soldier 450
    2 Hobgoblin Archers 3 Artillery 300
    encounter Level 3 Total 750

    Cave H: The bugbears.

    There are a hodgepodge of signs adorning this entrance in common, goblin, draconic, and giant.  All are very large with very large, neat lettering.  All of them say “Top wages!  Food and money!  Report to the first guard on the left!”

    The bugbears can be extremely difficult opponents if brought into combat while the party is still low level.  If this happens the bugbears will attempt to capture them and then ransom them.  They will demand 50gp each, which Drell will pay, but he will then ask that they repay the amount.  If they don’t have the cash they can either complete their task for free or else “volunteer” for his army for 2 years.

    The sign on the front door should indicate that these creatures would rather make money than fight.  The bugbears will make no hostile moves, but will rather say “put that away before somebody gets hurt.  I never met a face I couldn’t share a drink with.”

    Area 35 Guard Room

    The guards here are drinking and gambling.  Despite the party, they are alert for visitors, and will hear anyone approaching who does not pass a DC 19 stealth check.

    They will offer the PC’s a drink and then ask their business in the caves.  If the PC’s want to talk to the person in charge the bugbear strangler will take them to see “the boss” in area 36.

    If attacked the strangler will go and get the boss and then run and get the guards in areas 38 and 39.

    Name Level Type XP
    2 Bugbear Warrior 5 Brute 400
    1 Bugbear Strangler 6 Lurker 250
    encounter Level 2 Total 650

    Area 36: The boss

    The boss, refers to herself as “Freya the Free Fighter” and will address herself using her name rather than saying I or me, i.e. “Freya thinks that is a bad move.”  She has a gangster mentality and should talk more or less like a mobster.  She is actually part demon and part goblinoid, but is not particularly evil or malicious. I’ve use the stats of an Oni Night Haunter to represent her, but suggest changing the alignment to unaligned.  The bugbear stranglers she keeps around as consorts.  She is hoping to raise her “family” and make them wealthy.

    If the PC’s talk with Freya, she will offer them goods and services.  She runs a small store out of room 37, and offers all basic adventuring equipment as well as simple weapons.  In addition, if the PC’s need a place to sleep, she will allow them to sleep in area 38 for 5 cp per night per person, meals are complimentary.

    If the PC’s ask about work, she will suggest that the hobgoblins are hiring to raid the orcs and the orcs are hiring to raid the hobgoblins, but will also suggest that the hobgoblins can’t be trusted.

    Freya will tell about the “black and red robes” in area K.  She doesn’t know what they are up to, but they have been trading with her and they always pay in coin.  She has only dealt with 3 of them, and doesn’t know how many there are.

    Freya knows about the raiders that camp near the keep.  She has dealt with them in the past, but isn’t sure how many there are.  She will freely admit that she would go to work with them if they offered enough money.

    The PC’s can hire Freya’s gang for the price of 10gp per day per person, though she will not go herself.  The cash needs to be paid in advance so the party will need to come up with the 10 gold first and then the bugbear will work for the next 24 hours.

    If the PC’s ask to look around for areas to mine, Freya will agree for 5 gp.  They will find that areas 40 and 41 are actually old mining starts and probably useful to lord Drell.

    If the PC’s explain that Drell wants to mine in the caves, Freya will want to stay put, but will agree to move for 200gp.  If the hobgoblins are dead she will agree to move there for only 50gp.

    When the PC’s mention Drell, she will want to speak with him in person and will ask them to take her there so that she can negotiate with him face to face.  Drell will agree to see her.  The PC’s will not be part of the negotiation process after that.  Freya will convince Drell to hire her gang as guardswhile his men start to build a little town near the river and to start construction on a ferry and a lumbermill.  Drell is perfectly willing to risk the bugbears’ lives out in the open.

    If the PC’s ask about magic items or the like she will suggest that they explore the abbey across the river.  It is a place of powerful magic.  She will also suggest they find the gnolls and talk to them.  They run a competing trading post and may have what they need.

    Name Level Type XP
    1 Oni Night Haunter 8 Elite Controller 700
    2 Bugbear Strangler 6 Lurker 500
    encounter Level 6 Total 1200

    Area 37: Store room

    Here Freya keeps the goods for her store.  The door is locked and she has the key.  See area 36 for what she has for sale.

    Area 38 Bert’s Tavern.

    There are signs over the entrance to this area labeled “Bert’s Tavern” in a variety of languages.  Bert, the bugbear warrior outlined below keeps his pets here.  He charges 5cp to stay the night and sells drinks and food.  Food is free with a night’s stay.

    Meal 1 cp

    Drink 2 cp

    The drink is fermented beet whiskey.  It is very strong and tastes horrible.  A character will become drunk very quickly drinking this stuff.  There is also water to drink.  The food is a mixture of vegetables (mostly potatoes and cabbage) and bits of unidentified meat.

    Name Level Type XP
    1 Bugbear Warrior 5 Brute 200
    3 Guard Drake 2 Brute 375
    encounter Level 1 Total 575

    Area 39 Dirk’s Gambling Joint

    This is ostentatiously a guard room to look out for the pens in area 40 and 41, but has recently been converted into a casino of types.

    Dirk, the bugbear strangler is dealing blackjack for the two bugbear warriors.  They will suggest to the PC’s that there isn’t much to see here.

    Name Level Type XP
    2 Bugbear Warrior 5 Brute 400
    1 Bugbear Strangler 6 Lurker 250
    encounter Level 1 Total 650

    Area 40: Holding Cell

    If there are prisoners they are kept here.  At the moment they don’t have any.

    Area 41 - Bree’s Place

    A big sign says Bree’s Place.  It is vacant.  If asked, the bugbears will explain that Bree used to be a prostitute that lived and worked there, but since she found her one true love a week or so ago she moved out and is staying with him.  They are looking for someone to start the business again if any of the PC’s are interested.

    Bree is the ogress in cave E.

    Welcome back to Dungeons and Dragons Corner.

    You can find Character Sheets Here.

    Feel free to make a Paypal Donation to support Dungeons and Dragons Corner!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    3 Comments

    D&D Adventure Caves of Chaos - Minotaur & Shunned Cavern

    4e D&D, Advice/Tools, Dungeon Masters, Encounters

    I’m skipping a bit out of sequence for those of you who have been following along.  We’ve covered the kobolds, orcs and goblins.  Today, rather than continue with the hobgoblins I’m going to cover the minotaur cavern and the shunned cave, areas I and G.

    Cave I: Minotaur cave.

    The garden in front of this cave is neatly tended and organized.  Rows of potatoes, turnips, beets, cabbages, carrots, and chard are visible.  The pepper plants appear to have succumbed in the last frost.  Small footprints are visible, and it is clear that whoever works this garden is of small size wearing poorly made shoes (Nature or Perception DC 17).  A DC 18 nature check will reveal that bits of dung in the garden belong to various different creatures including orcs, goblins, and kobolds.  The cave itself has nothing of note about it.  It appears to be a completely natural cavern.  There are no footprints in the unworked stone floor (though a DC 30 perception will reveal movements of a large hooved creature).  There are no small footprints leading into the cave.  A DC 20 perception check will note 1 large hoof print near the cave entrance that is mostly obscured by the other small footprints.

    When he needs food the Minotaur comes out to hunt at night.  Usually he quickly scours around for any stray or careless humanoids and then heads into the hills looking for big game.  He took down a large elk not too long ago, however, and hasn’t needed to leave the valley.  He still likes to come out at night to keep abreast of any changes in the immediate area.  If the PC’s come to the area at night there is a 50% chance that he will not be home and they will encounter him out of doors.  If the minotaur is not in the caves the Minotaur Dizziness effect of his cavern is not in place.

    Terrain: The floors of this cavern are difficult terrain.  It is unworked, natural cavern flooring.

    Lighting: Bright Light from lanterns.  (Minotaurs in this edition don’t have darkvision (or infravision))

    Minotaur Dizziness (zone, arcane, illusion):

    Your head swims.  The walls of this place seem to waver just a bit.  After a moment you feel better, but a faint buzz persists.  You can’t seem to locate the source.

    All (non-minotaur) intelligent creatures that enter the cavern are susceptible to the minotaur dizziness effect.  It is a zone that covers all squares of the minotaur cavern.  A creature that starts its turn in the cavern must make a saving throw.  If it fails each step it moves that round will be in a random direction rather than its intended direction.

    DC 18 arcana check will reveal the presence of the zone.  DC 22 will reveal that it is not native to the area, i.e. that it is caused by a present living force such as a creature rather than being a persistent magical anomaly.  A character can remember a legend about a minotaur that caused people to become lost forever with a DC 20 history check.  After a character has seen the minotaur, a DC 16 arcana check will reveal that the zone is caused subconsciously by the minotaur and that it is not affected by it.

    Suggested implementation:  Make the saving throw secretly for each character each round.  If they fail, wait for them to declare their move and then randomly decide which direction they move.  If you are using minis, then tell them their new location (or place thier mini in the new location) otherwise secretly keep track of where they are.

    Area 42: Stirge Cavern.

    I took this encounter straight from the original.  It is definitely more than should be included, but it can be easily toned down by simply removing some of the stirges.  The stirges are starving and will attack anything with blood in it.  Alternatively you could have the stirges be affected by the Minotaur Dizziness, making them easier prey for the party.

    Name Level Type XP
    13 Stirges 1 Lurker 1300
    encounter Level 6 Total 1300

    Area 43: Fire Beetles

    There are 5 fire beetles scavenging here.  They will not attack unless a character gets within 4 squares of it.  Once provoked, they will fight until reduced to 25% of their HP.

    Name Level Type XP
    5 Fire Beetles 1 Brute 500
    encounter Level 1 Total 500

    Area 44: Spiders

    Silken sticky strands cover the floors, walls and ceilings of this area of the caverns.  The cavern floors are already difficult terrain, but if they weren’t they would be now.  If it comes to matter, the walls and ceilings are also difficult terrain here.  The spiders will only attack creatures that touch their webs.

    Name Level Type XP
    1 Ettercap Webspinner 5 Controller 200
    2 Ettercap Fanguard 4 Skirmisher 350
    2 Deathjump Spider 4 Skirmisher 350
    encounter Level 4 Total 900

    Area 45: Minotaur Den

    Here he lives, the big baddy himself.

    Name Level Type XP
    1 Minotaur Warrior 10 Soldier 500

    Make perception checks for the minotaur as soon as the characters enter the caves.  As soon as he hears them he will begin to hunt them, preferably sneaking up and taking them from behind.  If he encounters the players in the wild he will try to use the same tactics.  If you wish to make the encounter more difficult, then have him use hit and run tactics as he moves throughout the caverns.  With the dizziness in effect he should be able to separate out the party and pick them off.  If this will be too difficult for your players, then have him rush in slashing and goring.

    His home cave is decorated with patterns of bones and skulls.  He has patiently crafted for himself a large throne made from the bones of his victims.  It is held together quite sturdily by sinews taken from his victims.  The throne wieghs 200 pounds and is worth 350 gp if the PC’s can find a buyer.  The throne would only sell to someone with an evil bent or an obsession with death.  There is no-one in the keep who will buy the throne, but Jothran Yolandus, Marlin Drouhust, or the Mason’s Guild can all help them find a buyer.  They will all charge 25 gp for thier services (payable up front) and the transaction will take 3 weeks.  There is a 10% chance that the throne will be lost or stolen.  Jothran will re-imburse 200 gp, Marlin will re-imburse nothing, and the Mason’s Guild will pay full value if this unhappy even happens.

    He keeps a horde of captured items behind a big rock in the back of his cave.  It isn’t really a secret door (DC 12 perception to find) so much as a big rock.  It takes a DC 26 strength check to move to rock enough for a small creature to get through.  Another DC 26 strength check will allow a medium creature to move through.

    Cave G: Shunned Cavern.

    This is a very dark cavern.  It smells musty, even near the entrance.  A DC 19 perception will reveal the sound of dripping water.

    Lighting: Darkness (I’m giving the owlbear darkvision rather than low-light vision)

    Terrain: Difficult.  This is unworked cavern floor.

    Area 32: Waste pit. This is where the owlbear dumps all her trash.  There are scattered bones, bits of tattered clothes and armor and rusted weapons.  There are also 2d4 copper, 1d6 silver, and 1d4 gold scatterd amongs the refuse.  If the characters do any searching, make a perception check for owlbear.  If it beats a DC 27 it will come to investigate.

    Area 33: Underground pool.

    The  sounds of dripping water grow louder here.  In this cavern small rivulets of water drip into a large pool of water.  Something catches your light at the far end of the pool.

    The light at the far end of the pool is a patch of fungus that glows under ultraviolet radiation (like light).  When the characters move within the tremorsense range of the ochre jellies they will move to attack.

    Name Level Type XP
    3 Ochre Jelly 3 Elite Brute 900
    encounter Level 4 Total 900

    Area 34: Owlbear.  This is where the owlbear lives.  She goes out to hunt when she’s hungry, but a surprising amount of creatures come here for the water.  She is hungry and will attack unless given food right away.

    Name Level Type XP
    Owlbear 8 Elite Brute 700
    encounter Level 3 Total 700

    That’s it for today boys and girls.  Back next time with more.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    2 Comments

    Caves of Chaos, Goblins and Ogres

    4e D&D, Advice/Tools, Dungeon Masters, Encounters

    Okay, today its all about goblins.  The ogres are more of a side show.  In the other caves that I’ve outlined so far the creatures were very willing to talk and negotiate.  The goblins will not talk.  They are fiercely territorial and under the thumb of the hobgoblins.  However, they will not fight to the death.

    They will surrender or attempt to surrender in any given battle if they fail a moral saving throw.  Make these checks for each creature, once when the first goblin is killed in a combat and again when half of the creatures have been killed.  Those of you who played basic D&D back in the day may recall this use of the morale rule.

    The PC’s may end up with a bunch of prisoners this way.  Having them role-play what to do could be an interesting dynamic.  The goblins have committed no crimes against the keep that can be proven.  If tried, they will blame the lost patrol’s death on the hobgoblins, and any kobolds involved will corroborate their story.  Lord Drell doesn’t want them around, but he won’t kill them because they haven’t really done anything wrong.  The keep laws won’t allow them to remain in the keep without employment, but they have nowhere to go.  Any prisoners that escape or are turned loose will join the raiders.

    Note that if the hobgoblins are dealt with first, the goblins will try to make peace with the PC’s and save thier own necks.

    Cave D: Goblins

    This cave entrance has been swept clean.  The goblins are neat and tidy (mostly because if they aren’t the hobgoblins will whip them).

    Lighting: All areas are lit with bright light.  The goblins keep oil lanterns burning along the walls at all hours.

    Area 17: Guard Room. The guards will attack on site.

    Name Level Type XP
    2 Goblin Warrior 1 Skirmisher 200
    2 Goblin Sharpshooter 2 Artillery 250
    1 Goblin Blackblade 1 Lurker 100
    encounter Level 1 Total 550

    There is a 50% chance that the goblin blackblade will remember his instructions to alert are 23.

    Area 18:  Guard Room. The guards will attack on site.

    Name Level Type XP
    3 Goblin Blackblade 1 Lurker 300
    2 Goblin Sharpshooter 2 Artillery 250
    encounter Level 1 Total 550

    These goblins are much better trained than those in area 17.  These will also probably be the first goblins the PC’s encounter.  During the first round one goblin will run to the secret door and shout “Bree-yark” into the ogre cave.  He will also toss in a bag of coins.  Bree is the ogre’s name, and yark is giant for help.  Bree, the ogre skirmisher will then push open the secret door and join the fight.  If the goblins surrender, the ogre will move back to her lair if possible, assuming that the battle is over.  If the PC’s try to stop her she will fight to the death, calling through the door for her mate, who will then come and help.

    Area 19: Common room.  These goblins spend their time avoiding hobgoblins.  They will scream and holler before attacking.  One of them will try to run and alert their king in area 20.  This room is piled high with pillows and furs.  There is a small table, but no chairs.  Fires in opposite corners of the room keep the room warm and well lit.  There is a high risk of fire in this room if fighting gets close to the fire places.

    Name Level Type XP
    10 Goblin Cutter 1 Minion 250
    1 Goblin Blackblade 1 Lurker 100
    1 Goblin Skullcleaver 3 Brute 150
    encounter Level 1 Total 550

    Area 20: The goblin King

    The goblin king is really just a pawn of the hobgoblins.  He is more afraid of them than of anything else.  He will fight for his own life and to avoid being killed by the hobgoblins.  If the PC’s subdue him and his guards and manage to take them prisoner, he will cooperate with them only if they succussfully intimidate him.  They must make a DC 24 intimidate check in order for this to happen (They have to beat the hobgoblin king’s intimidate).  Other attempts to pursuade him while he is in the area of the caves will simply fail.  If taken away from the caves he will be much more cooperative, offering information on successful bluff, diplomacy, or intimidate checks.

    Name Level Type XP
    1 Goblin Underboss 4 Elite Controller 350
    2 Goblin Skullcleaver 3 Brute 300
    1 Goblin Hexer 3 Controller 150
    encounter Level 3 Total 800

    The PC’s can learn about the location of the hobgoblins, the orcs, the kobolds, the bugbears and the gnolls from the goblins.  No goblin will voluntarily enter the domain of the hobgoblins or the orcs.  The goblins are not aware of the cult of Cyric, the minotaur, the gnolls, or the owlbear.

    Area 21: Storage

    The goblins keep a guard up in their storage area because stuff has been disappearing.  They have yet to figure out that the hobgoblins are doing it (why would the people that deliver the goods steal the goods?)  The guards will attack on site.

    Name Level Type XP
    3 Goblin Blackblade 1 Lurker 300
    2 Goblin Sharpshooter 2 Artillery 250
    encounter Level 1 Total 550

    There is a secret door here that the hobgoblins use to get in and take what they want.  Perception DC 18 to find it.

    Cave E

    Area 22 Ogre cave. The floor of this cavern is difficult terrain.  It is a large natural cave.  There is a big rock hiding an entrance to the goblin caves in the back.  Perception DC to spot the opening is 16, but it requires a DC 24 strength check to move the rock.

    There is a large fire burning in the middle of the room for warmth and light.  The area is brightly lit.  The ogres will attempt to bullrush opponents into the fire if possible.

    Bree and Iork live here happily.  They are not involved in any of the cave politics, and take pay from the goblins from time to time.  If the PC’s approach peacefully, the ogres will not attack right away (they have plenty of food for now).

    The ogres only speak giant (but they don’t read).  They can be convince to act as mercenaries (by either Drell or Chant Havelove).  They can be convinced to live at the keep, though Drell will only accept this on a DC 26 or higher diplomacy check.  If posted at the keep they will be outfitted as fighters and trained.

    If Chant gets a chance to recruit them they will join the raiders.

    The ogres cannot be convinced to simply pack up and move without a place to go.  If offered no alternative they will fight to the death.

    Name Level Type XP
    1 Ogre Skirmisher 8 Skirmisher 350
    1 Ogre Savage 8 Brute 350
    encounter Level 3 Total 700

    So that leaves F through K, see you again tomorrow!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    2 Comments

    Caves of Chaos - Orcs

    4e D&D, Advice/Tools, Dungeon Masters, Encounters

    Just a note as I progress through this.  The posts on the Keep On The Borderlands should not be considered 100% final.  I really appreciate any feedback I get.  I’ll incorporate that will my own playtest restults when I put up the full module in the downloads section.  If you have ideas and inspiration, let me know.  I really appreciate the feeback that I’ve received so far.  Also, I don’t think I have all the monster cards posted for that I use in this module.  I might, but I’m not 100% sure.  If you can’t find a specific monster and you need its stats, just email me and I’ll get it to you.

    Cave B: Irontooth Orcs.

    Lighting: Orcs in 4th edition don’t have darkvision, so they keep torches or fires burning to light thier caverns when they are awake.  During the day (which is the Orc’s night) all passages will be dark.  Areas 7, 8, 10, and 12 will be dimly light.  Area 9 will be dark.  At night (the Orc’s day), all areas except area 11 will be brightly lit and all passages will be dimly lit.  Area 11 will always be dark.

    Entrance:This cave is littered with many heads of several different humanoid races, including, dwarves, halflings, humans, elves, goblins (many goblins), kobolds, hobgoblins, and orcs.  Some are more fresh than others.  If the characters look closely they will discover that three of the human heads appear to be quite fresh.  A perception check DC 20 will reveal to any character who received the description of the lost patrol that these heads match the description of three of the patrol members.  The heads are on the outside of the cave as well as the entrance to the cave and the entrance area.  One of the heads is an actual live orc who is on watch here.  A DC 22 perception check is required to notice that the head is not damaged like the others.  The orc is on a raised platform and the PC’s will have to climb up to inspect it closer.  If anyone attempts to make this inspection, the orc will run to raise the alarm rather than risk getting stabbed in the eye.

    If the PC’s haven’t learned it already, they will discover that they absolutely must not allow the monsters to band together or the will be overwhelmed by sheer numbers.  If the PC’s fight and then run away, the orcs will be much more watchful for the next month.  Orc losses cannot be replaced, so it may become a tactic to whittle down the orcs bit by bit.  Grimtooth, the chief and his guards will fight to the death if provoked, though the orc eye of Gruumsh (the tribe shaman) will lead away all the orc drudges (minions) to join the Fearclaw clan if half the guards are killed.

    Area 7, Guard Room: The watcher in the alcove of area 8 ducks down and slips another orc head in his place as soon as the PC’s turn their back.  He will alert the other guards in area 8.

    2 Orc Berserker 4 Brute 350
    2 Orc Raider 3 Skirmisher 300
    encounter Level 2 Total 650

    The guards in area 7 will be very tired during the day, and will take a -2 to any perception checks that they make until fully roused.  At night they will be wary.   If the PC’s make no overt threats, they may attempt diplomacy to convince the guards to find someone in charge.  If the watcher has alerted the guards in area 8, they will set up an ambush in the passages between areas 8 and 9.  They will hold their ground, allowing the guards in area 7 to handle the situation.  The guards in area 7 will attempt to push or lure the PC’s into the ambush.  If the sounds of combat die down, the guards will wait for one of their comrades.  After 2 rounds if nobody comes they will send someone to alert their chief in area 12.  The chief will come to join his guards and send the messenger to alert the rest of the tribe in area 10.

    There is a fire burning here, and the area is cluttered.  There is a risk of fire if combat takes place in squares adjacent to the fire.

    If the PC’s try to negotiate, a they will have to speak Giant. Or become creative in how they act (putting away weapons, offering gifts etc.)  Only the chief, and the shaman speak common.  The Bluff/Diplomacy DC is 15 to convince the guards not to attack.  The PC’s can retreat without harm, though they will be warned not to come back.  Another successful bluff/diplomacy check will convince the guards to take them to their chief (in area 12).

    Area 8: Guard Room

    2 Orc Berserker 4 Brute 350
    2 Orc Raider 3 Skirmisher 300
    encounter Level 2 Total 650

    This guard room is set up very much like area 7.  The guards here tend to play more dice and cards and rely heavily on the watcher.  They take a -2 to their perception checks at all times because they are focused on thier gambling.

    If alerted they will attempt to work an ambush.  They will try to take advantage of the darkness in area 9 when setting their ambush.

    Area 9: Banquet Hall. This area is cluttered with tables and chairs.  This room should be considered difficult terrain, and it is dark during the day.  The tables are cluttered with dishes and scraps of food.  Nobody is in this room right now.

    Area 10: Common Quarters. This is where everyone sleeps.  There are beds for the guards, but they will be empty as the guards will be on duty.  The drudges and shaman spend much of their time here.  If you are running a more mature game, then this area would also be treated as an orc brothel.

    If the PC’s have somehow managed to reach this area without alerting the entire tribe, then the shaman will first attempt to negotiate.  The drudges here should be played as women and children.  In combat they will reach for any improvised weapon they can.  It should be clear to the PC’s that they are cutting down innocent bystanders with no aggressive intentions.

    If the PC’s convince the shaman that the guards are dead (either through truth or lies), he will ask to take the women and children to safety.  If allowed he will take them to Cave C area 15.  If the orcs in cave C are dead he will lead them into the wilderness.

    Name Level Type XP
    10 Orc Drudges 4 minion 440
    1 Orc Eye of Gruumsh 5 controller 200
    encounter Level 2 Total 650

    Area 11: Storage. The door is locked.  The chief has the key.  This is a storage area full of food and supplies.  There are two battle axes here in good condition, but otherwise there is nothing of real value here.  The dried meat is from different animals and humanoids.  The alcohol in the barrels appears to have been made with beets.

    Area 12: Chief’s quarters. Grimtooth and his two concubines live here.  He values the females for their ferocity and strength.  The floor is covered with furs, and a fire in the corner keeps things warm.  A tapestry conceals a secret door leading to area 13 and another tapestry covers the small alcove to the west.  The alcove is used as a treasury.

    If the PC’s gain an audience with him, he will happily negotiate.  Otherwise he will fight to the death.

    1 Orc Chieftain 8 Brute 700
    2 Orc Bloodragers 7 Brute 1200
    encounter Level 2 Total 1900

    At this point it should be noted that this combat is going to be extremely difficult for a low-level party, if not impossible.  If combat is going to happen there are different ways of making it easier:

    • Having the bloodragers (guards) be out scouting and return later.
    • Have the PC’s come in during a conflict, i.e. one of the concubines attacks him in a jealous rage or they both attack him to try to supplant him.
    • The Chieftain is sick and unable to fight.

    In any instance modify XP appropriately.  If the PC’s choose to negotiate, and come before him in peaceful terms it should be clear that he is a powerful adversary and will have to be dealt with carefully.

    If the PC’s try to negotiate a deal to explore the caves for ore, he will charge them 10 gp, and allow them to search every room (under guard), except his own quarters.  The treasure room, however, is the only room that shows signs of ore.

    He is willing to hire his guards out as mercenaries to Drell (or pretty much anyone), but Drell will not hire them at any cost.  If the PC’s try to negotiate a deal, allow them to start a skill challenge, but they will fail.  After their failure, Chant Havelove will approach the PC’s and offer to negotiate with the orcs.  Chant will attempt to recruit the orcs to fight for the cult of Cyric.  He will convince the orcs to take their stuff and join the raider camp.  If this happens, the shaman will lead the drudges into the wilderness and the military orcs will all join the raiders.

    Chant’s negotiations should appear to be positive.  The PC’s should be rewarded with XP and treasure for clearing out the cave area.

    The PC’s can also ally themselves with the orcs to attack the goblins and hobgoblins.  Managing such a large group in the narrow tunnels might be difficult, but it could be managed.

    These orcs did not attack or kill the patrol that was sent.  They pay the kobolds to bring them heads.  If asked about the heads they will refer to the kobolds.  The kobolds will inform the PC’s that they heads were collected in the hobgoblin caves.

    Area C: Fearclaw clan.

    This cave is littered with dried leaves and debris.  This debris has been placed here intentionally, and anyone with a DC 18 perception will notice this.  The debris makes sneaking very difficult (stealth at -4).

    The fearclaw orcs are much more subtle and sneaky than their cousins.  They have strung a series of tripwires throughout their halls.  The perception DC to spot a tripwire is 20, but can be disabled with a DC 15 thievery check.  Tripping a tripwire causes  a clutter of debris to fall that makes a loud noise which will alert the guards in room 14 and 15.

    The fearclaw orcs originally migrated here from the abbey across the river.  When the dragon began enslaving the humanoids there they fled here.  None of the orcs like to talk about that past and won’t bring it up.  If asked they will simply say that life is better now than before.  If pressed, any of them might reveal that they fled a dragon beneath the abbey across the river.  If asked how they managed to cross the river, they will tell a terrifying story of building a shoddy raft and many of the orcs drowning in icy waters.

    Lighting: During the day the halls are dark and the rooms are dimly lit by small stoked fires.  At night time, when the orcs are active the halls are dimly lit and the rooms are brightly lit.

    Area 13: This is a secret room linking the chieftains of the two orc tribes.  It is essentially empty, but if either chief is hard pressed they will flee here to get help.  This room is always dark.

    Area 14: This is a common chamber or hall.

    Name Level Type XP
    1 Orc Bloodrager 7 Elite Brute 600
    4 Orc Drudge 4 Minion 175
    encounter Level 3 Total 775

    If any of the wires are tripped, the orcs here will be armed and ready.  The orcs will not immediately attack.  If they are not provoked, they will direct the PC’s to the chieftian.  Then they will move to block the exits.

    Area 15: Lounge

    Name Level Type XP
    6 Orc Drudges 4 Minion 264
    2 Orc Berserker 4 Brute 350
    encounter Level 3 Total 614

    The bulk of the orc population hangs out here.  If no wires have been tripped they will be found eating, drinking, and relaxing.  Otherwise they will behave like the orcs in area 14.

    Area 16: Gripclaw

    These are the quarters of chief Gripclaw and his fellows.  Gripclaw is at heart lazy.  He has no real desire to fight with the PC’s and no real desire to negotiate either.  If they walk away and leave him alone he will be perfectly content.  However it will be immediately obvious to anyone with any mining experience that these caves hold the most promise.

    If pressed to negotiate with Lord Drell, Gripclaw will agree to leave for 100 gp.  He will not accept any offers for mercenary work, but Chant Havelove will seek to participate in negotiations if approached.  Chant won’t be able to convince them the join his side, however, Gripclaw can be bribed to give away Chant’s intentions.

    Gripclaw will join in an attack on the goblins if the PC’s can convince Grimtooth to approach him personally.

    If the tribe faces extenction, Gripclaw will take any remaining followers, including any of the orcs from area B, and flee into the wilderness.  If the raiders are still alive he will find them and join them.  Being driven from his home again and losing everything in the process will stir the bitter taste of revenge in Gripclaw.

    Name Level Type XP
    2 Orc eye of Gruumsh 5 Controller 400
    Orc Chieftain 8 Elite Brute 700
    2 Orc Berserker 4 Brute 350
    encounter Level 3 Total 1450

    If the PC’s attack and withdraw, Gripclaw will try to evaluate their strength.  If none of his men were killed he will try to improve his defenses and stay alert.  If he lost men, he will consider hiring the bugbears or ogres to help him out.  If he lost more than 40% of his force, he will flee.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    2 Comments

    Caves of Chaos - An Overview + Kobolds

    4e D&D, Advice/Tools, Dungeon Masters, Encounters, Props, Tokens, Cards and Maps

    Ok, so we’ve covered the keep.  The most interesting aspect of the adventure should be the Caves of Chaos, although there are plenty of people to talk to in the keep.

    The Caves of Chaos are quite close to the keep, and can be reached in a couple of hours on foot.  There are possible adventures outside of the keep, but I will detail those later.

    First a general description of the caves and how they work.  For those of you who’ve played the original basic D&D module, you’ll remember that they were a winding maze of narrow caverns.  Well, that style of play can be a bit cumbersome to pull off with minis.  So I more or less revised the map with that in mind.  However, the update can be played just fine with the old map, just remember that everything may not fit.  In order to keep the same crowded feel, however I did try to keep some of the passages narrow and some of the rooms small.  Hopefully this will make for a variety of interesting and different combat situations.

    My group likes to talk and interact a lot with the bad guys rather than just bash them in so I’ve tried to include quite a few political/role-playing alternatives in the descriptions.  Please be aware that this is designed for low level characters (1st through 3rd roughly), but to keep in theme with the original I went ahead and included some out of depth monsters.  This means that when GMing the module you will need to be careful.  Make sure the PC’s understand that when they deal with the gnolls, for example, that they will have zero chance of winning a fight, and that they better take the minotaur seriously or he will crush them.  If your players only do bash and grab, then you may want to manually tone down some of those encounters or you may want to just drop some sets of caves entirely.  The orcs, kobolds, goblins, hobgoblins will all be fine.  The bugbears, ogres, dark cavern, minotaur cave and temple of chaos will be challenging and may need a tweak.  The gnolls are dangerous.

    Please note that all of these creatures are nocturnal.  They sleep or lounge during most of the day and are very active at night.  The exception is the kobolds who are scurrying around the caverns doing work for everone else while they sleep.  If the PC’s come at night then some of the guards will be out hunting or scavenging, or else partying riotously.

    Some notes on general politics within the caves (I’ll recap with each description of a cave area):

    The two tribes of orcs are allies.  They have an active gang style war with the goblins and hobgoblins, who are alos allies.

    The kobolds sell their services to everyone.  Their services include janitorial, trap-making, maintenance, fetch and carry, and other menial tasks.  They are on good terms with everyone, except the cult of Cyric.

    The bugbears also sell their services to anyone who can pay - but they don’t come cheap.  Thier services include assassinations, holding prisoners, torturing, and enforcement.  They also run a small trading post.

    The minotaur has no allies and hunts whatever comes his way.  He is active at night and may be encountered outside of his cave if the PC’s are exploring at night.  This is also true of the owlbear, who generally sleeps during the day.

    The gnolls have no allies and have made no enemies.  They are clearly the most powerful, having made an example of the previous occupants of the cave.  They run a shop and keep an eye on everything within the caves.  After the kobolds the gnolls are the most active during the day.  They speak common and will actively choose to engage the PC’s in conversation rather than start a combat.  They are prepared to deal with anyone who comes with reasonable offers, including any of the other humanoids.

    The cult of Cyric is also active during the day, though generally they sleep late and stay up late.  They are aware of the other humanoids, but do not deal with them much.  They supply themselves by raiding travellers, rather than warring with the other occupants of the caves.  They despise the orcs and goblins, but have some limited dealings with the gnolls.  Their primary concern now is dealing with the keep.

    Fire Risk: There are fires in several of the rooms.  These are usually rather open affairs next to rugs and other flammable stuff.  The risk of anything becoming ignited is very high.  If combat takes place in a square adjacent to a fire, there is a 5% chance (1 on d20) that a flammable object like a pillow or blanket has been accitdentally kicked into the fire.  If it ignites the fire will spread at the rate of 1 square in radius, extending from the point of origin, every round.  A creature that starts its turn in a fire square takes 5 fire damage and any unattended flammable objects he or she wears will ignite.  A character that takes 10 fire damage will continue to take 5 fire damage (from ignited clothes and smoke inhalation) after leaving the area (save ends).  Smoke in fire squares provides concealment.

    Lighting: The cave entrances are all unlit, though most have some decoration.  It is clear to any character trained in nature or perception or who has a wisdom of 12 or higher that the area is travelled by humanoids frequently.

    Finally a word about treasure.  I have NOT included treasures in the individual area descriptions.  Rather, I will post a list of the possible treasures that the PC’s can find.  Because this is such an open-ended adventure (i.e. there is no way to know which caves the players will be interested in), I suggest handing out 2 or three of the treasures in each cavern complex.  Be sure that the PC’s get all of the level one treasures about the same time they get enough XP to reach level 2 and so forth.

    Area outside of the caves:

    The caves are located in a little narrow valley.  The valley is filled with grass and trees.  Wisps of smoke are visible coming at random out of the canyon walls.  There are signs that some of the trees have been cut down.  The area appears to be devoid of natural wildlife.

    Cave decoration and description:

    A: A foul odor wafts out of this cave entrance.  Bits of dirt, trash, and dung litter the area.  Parts of the cave, up to about 4′ high on the walls have been painted a variety of different colors using natural and manufactured dyes.  The floor is also splattered with paint.  A fait odor of perfume mixes with the other revolting smells.

    B: This cave is littered with many heads of several different humanoid races, including, dwarves, halflings, humans, elves, goblins (many goblins), kobolds, hobgoblins, and orcs.  Some are more fresh than others.  If the characters look closely they will discover that three of the human heads appear to be quite fresh.  A perception check DC 20 will reveal to any character who received the description of the lost patrol that these heads match the description of three of the patrol members.  The heads are on the outside of the cave as well as the entrance to the cave and the entrance area.  One of the heads is an actual live orc who is on watch here.  A DC 22 perception check is required to notice that the head is not damaged like the others.  The orc is on a raised platform and the PC’s will have to climb up to inspect it closer.  If anyone attempts to make this inspection, the orc will run to raise the alarm rather than risk getting stabbed in the eye.

    C:  This cave is littered with dried leaves and debris.

    D: This cave entrance has been swept clean.

    E: This cave entrance is hidden behind some very large trees.  Sounds of something very large moving can be heard.  A DC 18 perception check will reveal grunts and growls.  If the person speaks giant, they will understand the words “give it back, Bree,” and “No, it’s mine you jerk!”

    F: The initial entrance to this cave has been swept clean, except for some obvious blood stains on the ground.  A stout iron-reinforced door is here at the back of the cavern it is DC 20 to break through the door.  Over the door is a sign in goblin and common “Come in for dinner!”  The handwriting is very poor, and it appears to be written in blood.

    G:This is a very dark cavern.  It smells musty, even near the entrance.  A DC 19 perception will reveal the sound of dripping water.

    H: There are a hodgepodge of signs adorning this entrance in common, goblin, draconic, and giant.  All are very large with very large, neat lettering.  All of them say “Top wages!  Food and money!  Report to the first guard on the left!”

    I: The garden in front of this cave is neatly tended and organized.  Rows of potatoes, turnips, beets, cabbages, carrots, and chard are visible.  The pepper plants appear to have succumbed in the last frost.  Small footprints are visible, and it is clear that whoever works this garden is of small size wearing poorly made shoes (Nature or Perception DC 17).  A DC 18 nature check will reveal that bits of dung in the garden belong to various different creatures including orcs, goblins, and kobolds.  The cave itself has nothing of note about it.  It appears to be a completely natural cavern.  There are no footprints in the unworked stone floor (though a DC 30 perception will reveal movements of a large hooved creature).  There are no small footprints leading into the cave.  A DC 20 perception check will note 1 large hoof print near the cave entrance that is mostly obscured by the other small footprints.

    J: The immediate entrance to this cave is a natural, unworked cave that has nothing of note about it.  DC 19 perception will reveal the presence of footprints that have been concealed.  The guards are actively listening, however, and if the characters make much noise the guards will come to investigate.  When they see that there are intelligent creatures they will put away their weapons and offer to talk.

    K: To quote original text “Red strata intertwines with bulging black veins running through the hewn rock walls beyond the entrance. The wide corridors and chambers are deathly still. A faint groaning sound, and a shrill piping may be occasionally heard, barely perceptible even if the party is absolutely silent and listening.”  This cave has clearly been worked, even to the casual observer.  In addition there is a faint smell of decay on their air, though it is by no means overpowering, and after a few moments inside the characters will get used to it.

    On to the specifics about the caves.  Cave complexes are all labeled with a letter A through K.

    Complex A - The kobold warrens.

    His majesty King Ungblot the Mightily Witted rules the kobolds with an iron claw - that is to say nobody else wants the job after a rock fell on his predecessor and everyone believes the king’s job to be cursed.  They had to have a king, however, so they stole some dice and gambled for it - Unblot lost.

    The tradition of the kobolds is one of diplomacy, stealth, and hiding.  They are puposely active when others are not, keeping a low profile when possible.  They run a janitorial service for all of the major tribes.  If the PC’s are exploring during the day they will encounter the kobolds from area 6 running tasks.  If the PC’s take time to explore the outside area of the caves, then this encounter will happen in the kobold gardens.  Otherwise it will happen just outside of the first other cave the PC’s are about to enter or spend any time exploring.  At night all kobolds will be home.

    Lighting:  The kobold warrens are dark unless otherwise described.  The kobolds actively use their darkvision.

    Terrain: Terrain should be considered normal unless otherwise noted.  Areas with furniture are difficult terrain and provide cover for any small creature that enters their square.

    Area 1:  Entrance and guards. The kobolds have constructed a pit trap across the entrance to their warren.  This is a false floor pit trap see page 87 of the DMG.

    If the kobolds hear the PC’s coming they will send out 1 pikeman as an envoy.  If the PC’s talk, they will send for their king.  The king will not come out himself (he is scared), but he will send word. If it is day, the king will invite the PC’s to meet him at the gardens.  If it is night, he will ask them to come back tomorrow.  If they press, he will invite them to his chambers.  The guards will remain on post, but the guards from area 4 will crowd into the chief’s area.

    In addition there are a few guards here on look out.  They are, of course completely aware of the trap and will avoid it at all costs.

    Name Level Type XP
    1 Kobold Slyblade 4 Lurker 175
    1 Kobold Hurler 2 Artillery 125
    2 Kobold Pikeman 2 Brute 250
    Pit Trap 1 warder 100
    encounter Level 2 Total 650

    Theh pikemen will use their reach to engage enemies across the pit while the hurler will attempt throw stuff from down the narrow passage.  The Slyblade will hang back in hiding in the dark corridors and try to catch PC’s from behind as they chase down the hurler.

    If things go badly the huler will flee for help.

    Area 2: Trash Heap. The source of the fould odors is this room.  The kobolds bring all of the refuse that they cannot otherwise use and dump it here.  Over time it has attracted quite a bit of vermin, which the kobolds use in their traps and projects.

    The rats and scorpions will come out and attack if the trash is bothered by anyone other than the kobold vermin handler.

    Name Level Type XP
    2 Stormclaw Scorpions 1 soldier 200
    2 Rat Swarm 2 skirmisher 250
    encounter Level 1 Total 450

    Area 3: Storage. This room has a door that is locked.  Break DC is 16.  The kobold king has the door.  The door is also rigged with a poison dart that will trigger if the key is not used or the door is hit hard.  It makes one attack +4 vs. Reflex against the person adjacent to the door.  Hit: 1d10 poison damage and ongoing 5 poison damage, save ends.  There is only one dart.  The DC to find and disable trap is 15.  If there is nobody adjacent to the door when the trap triggers it has a range of 2 squares.

    Inside of the room are a variety of sacks, crates, and barrels.  Mostly stuffed with odds and ends gathered from the other tribes.  There are pieces of fur, dried meat, bits of broken furniture, cracked mugs, wooden bowls, and other assorted junk.  Nothing here has any real market value, but the PC’s should get the impression that the kobolds didn’t make this stuff themselves and that most of it did not come from human lands.

    Area 4: Guards These guards usually sit around playing cards or dice.  Since the selection of the new king they are all practicing their skills so that they won’t be next.  If the PC’s are meeting with the king they will follow them to the king’s chambers.  Otherwise they will be here.  If any of the guards escapes in area 1 they will alert the guards here.

    There is a small fire here that the kobolds use to keep warm.  The fire gives off bright light in the room.

    Name Level Type XP
    2 Kobold Dragonshield 2 soldier 250
    2 Kobold Skirmisher 1 skirmisher 200
    1 Kobold Slinger 1 Artillery 100
    encounter Level 1 Total 550

    If the battle goes poorly, the kobolds will attempt to flee in any direction they can find.

    Area 5: King’s Throne Room. This is really just a den for practical jokes and gambling.  The scene should be described as chaotic.  The kobolds will be constantly moving during any conversation, each vying for a better spot from which to listen.  The chief is much more wise and experienced than he lets on.  He has worked hard to extablish peace and to ensure the longevity of the tribe.  He encourages cunning, crafting, and practical jokes among his little tribe.  He has chosen his guards more for thier intelligence than for their strength.

    If the PC’s start a fight, the stronger kobolds will fight while the weaker ones will alert anyone else in the complex and then flee.  They will run to the garden area and hide there.  If possible they will lure the PC’s into the bugbear caverns or into the orcs in area C.  There is a fire in the corner of this room that provides bright light and warmth to the room.

    Name Level Type XP
    Kobold Chieftain 5 Soldier 200
    Kobold Spiker 3 Controller 150
    2 Kobold Slinger 1 Artillery 200
    2 Kobold Dragonshield 1 Soldier 250
    encounter Level 4 Total 800

    King Ungblot the Mightily Witted will listen with interest to anything the PC’s have to say.  He doesn’t know anything about mining, but will allow the PC’s to explore his cavern for 5 gp in goods or coin.  A DC 18 dungeoneering check will reveal that there is ore present and that a shaft could be started in area 4 or in area 3 (though the PC’s will likely have to kill the vermin).

    The King will offer the services of his tribe to Lord Drell, performing the same work they do here, though he will slyly ask for much more money than he is currently getting.  He will ask for the outrageous sum of 5 silvers per week for the services of his entire tribe, but will settle for 1 silver if the PC’s haggle.

    Convincing Lord Drell to take the kobolds is a skill challenge requiring 4 successes DC 18 before 8 failures.  Diplomacy, Bluff, and Streetwise could all be put to good effect here.  The 4 successes must come from any of these possible sources, Lord Drell, Essentia Nells (advisor), Freela (scribe), Harnost (guild master) or Curtis (chaplain).  There is endless room for role-playing this out, such as convincing Curtis that the kobolds seek to join his flock or telling Freela that the kobolds have new and amazing stories to tell.  If the PC’s do get the PC’s into the keep (they will have to relocate to allow for mining to begin) award them with the same XP they would have received for defeating the entire tribe in combat.  This will vary depending on if some of the kobolds are already dead.  The PC’s could then find treasure packets in the abandoned kobold warrens or they could come as awards from Lord Drell.

    If Lord Drell is not willing to hire the kobolds (they fail the challenge), he will be willing to purchase the rights to the kobold warrens from them.  He will offer 25 gold pieces for them to leave.  The kobolds will request that he also give them a cart, a mule, and a permit to travel the king’s road.  Drell will accept these terms.  The kobolds will take every scrap that they can fit onto the cart and head south along the main road into Cormyr.

    Please note that there are many other possible outcomes available here.  The kobolds are very willing to negotiate.  Also, once they vacate the area, the orcs from area B will immediately move in.  They will send guards from area 8 and hire the bugbears from area 38 to begin squatting.

    Area 6: Common Chambers. This is the common sleeping area for the kobolds.  They all share a great big fur rolled out in the room.  There are several pillows, blankets, as well as a large table and a couple of overstuffed sofas.  The kobolds climb all over and around the furniture at will.  The kobold horde described here is really the mass of kobolds that do not qualify as guards or other important people.  The scene should be described as one of chaotic fear if the PC’s enter this area when the kobolds are home.

    There is a fire burning at one end of the room in order to keep the place warm.  If a fire breaks out in the room the kobolds will immediately flee.

    Name Level Type XP
    Kobold Horde 6 Skirmisher 250
    1 Kobold Vermin Handler 3 Artillery 150
    4 Kobold Minion 4 Minion 100
    encounter Level 1 Total 500

    s

    Did you like this post? Want More? Then subscribe to my RSS feed!

    5 Comments

    Keep On The Borderlands - Drell’s Keep Part 3 (and final)

    4e D&D, Dungeon Masters, Encounters, Props, Tokens, Cards and Maps

    Ok, I’m going to put up the last post for the keep itself today.  Starting tomorrow (not Wednesday) I’m going to start posting the individual caves from the Caves of Chaos.  Also, at the end of the post I’ll show some images of the keep map that I am using, which isn’t the same as the map that I posted.

    Area 16: Guild of Masons.  The guild of masons runs everything non-military in the keep.  They control taxation, commerce, public works, and anything else that Lord Drell doesn’t want to deal with.  They issue all permits, oversee general construction activities and supervise appointments of public servants.  The compromise is that they are not allowed any of their personal military within the keep.  They pay for all of their military support through Lord Drell.

    For those of you familiar with Forgotten Realms, you will realize that this guild is something of my own creation.  They are a commerce and trade guild with small holdings throughout Faerun.  They deal in organized crime where it is prudent to do so, but do not consider themselves mercenary or powerful enough to challenge other major organizations.  They dabble in politics only enough to help trade.  Their hold in Drells’ keep is unusual, and therefore all the more important to the organization.  Should the keep become strong enough this will likely become their international headquarters.

    Harnost is the guild master here.  His is a shrewd but friendly halfling who has risen through the ranks of the guild by careful planning and hard work.  He has plans to extend the guild’s reach into the more unseemly side of society.  Already he has quietly garnered support and controls the gambling and prostitution through the inn and tavern.  He has made arrangements to have additional women brought to the keep, and they should begin arriving within the next 10 or 15 days. Harnost likes Kavmen Drell, and enjoys the keep.  He has no desire to assume military authority here and believes that increasing trade and commerce will benefit everyone.

    Harnost has access the scouting reports on the Caves of Chaos and surrounding areas.  The last patrol sent to the caves did not return, and some among them were secret members of his organization.  He will offer the PC’s 50gp for information about the partrol and an additional 50gp for each rescued survivor.  If they can secure the trade routes either by exterminating the entire caves, or by some treaty, he will award them all lifetime guild membership and an additional 100 gp.

    Harnost gets along pleasantly with Chant Havelove, the supposed priest, but he has suspicions about the priest’s authenticity and purposes.  At the moment his suspicions are only a hunch and he has kept the private because he has no proof and cannot think of a reason why the priest would be this far from the rest of civilization.  He has his assisstants watch the priest, but so far has not been able to search his apartments or find any evidence, though he does know that Chant is sending messenger pigeons to someone.

    Harnost has three assisstants that work and live in the guild hall.  In addition Geoff, the banker lives in the guild hall.  They have private appartments on the second floor.  Their offices are located on the bottom floor.

    Trade access:  The guild can get just about any item through its trade network, provided the PC’s are willing to wait and are willing to pay.  In general it will take 10 days for every 1000gp or less of value for any object that they order.

    Area 17: The Chapel. The chapel is a small affair, and is dedicated more to goodness and military might than to any particular diety.  Curtis, the chaplain is a long time friend and adventuring companion of Lord Drell.  He lives here with his young wife.  Together they administer healing and comfort to those who need it.  They perform ceremonial rights for a variety of dieties, but encourage the worship of Amaunator above others.

    In addition to his adventuring gear, curtis keeps 8 gp, 15 sp on his person.  He keeps 6 healing potions ready,

    The chapel has been surrounded with a magic circle (see PHB for ritual description) against shadow, and an undead ward (see PHB for ritual description).

    Curtis spends most of his time working on his alchemical and ritual research.  Drell has alocated him 25 gp per month for his research duties.  Curtis hopes to surround the entire keep with magic protection.  Drell relies heavily on Curtis for decisions, particularly difficult cases of judgment.  Curtis no longer entertains thoughts of adventuring, but prefers to help build the community and add a touch of magic to the keep.

    Areas 18 through 27 are the areas of the inner bailey and towers.  The guards here may be posted to the outer walls as well, depending on duty arrangements.  The captain of the watch and the captain of the guard both work closely together to coordinate efforts.

    Area 18: Inner gatehouse.  The inner gatehouse has quarters for the captain of the guard and the sergeant of the guard.  Only those possessing an invitation, or accompanied by Lord Drell, Essentia Nells, Freela, Harnost, Curtis, or one of the sergeants or captains, will be allowed through.  There are no exceptions to this rule, though messages may be passed on.  The sergeant is a 3rd level fighter, the captain is a 4th level fighter.  Both are loyal to Lord Drell, and attend to thier business.  Neither of them is interested in the PC’s.  The matter of the caves pertains more to the outer bailey.

    Area 19: Small Tower.  The typical tower houses 8 guards, first level fighters.

    Area 20: Guard Tower: This tower would house 24 guards when full, but now only houses 8.  The corporals of the guard are here, both 2nd level fighters.

    Area 21: Inner Bailey. This is the courtyard in front of the keep’s main tower.  Here the soldiers drill and train.

    Area 22: Cavalry Stables.  There are 6 horses stabled here, all property of the military.  They are used by Drell and his officers as necessary.  They are not for sale.  There are 4 attendants (all commoners) on duty to attend to the horses during the day.

    Area 23: Great tower.  This is identical to area 20 above.

    Area 24: The Keep Fortress.  This is a tall, thick, imposing structure with only a few dark rooms inside.  It is kept clean, neat, and business runs like a clock here.  There are quarters here for the scribe, advisor, and for Lord Drell.

    Area 25: Tower.  40′ high hower with battlements pierced for arrows.

    Area 26: Central towers.  Here are the scribe, Freela, a Genasi Bard, and Essentia Nells, an Eladrin wizard who acts as an advisor.  Neither Freela or Essentia Nells owes Lord Drell any particular loyalty, but they both enjoy the keep and respect Drell for his leadership ability.

    Freela came to the keep when she heard about Drell’s commission.  She is interested in new lands and new stories.  She spends all of her free time visiting with newcomers and listening to what they have to say.  She enjoys her job as scribe  because she gets to hear first hand all of the accounts of important events in the keep.  She respects her job, but will give out information if it seems appropriate to do so.  She is aware of the lost patrol, and will give any information to the PC’s that she thinks will help.  She knows that orcs, goblins and kobolds have all been spotted in the area of the caves of chaos.  In addition she knows that campfires have been spotted across the river and that there has been activity of some group of humanoids to the south of the keep.

    Essentia Nells also came to the keep looking for stories, but stories that tell about the history of Faerun and the world at large.  She advises Lord Drell on matters of longevity and persistence of the keep.  She understands that his short life will be but a moment to the stone walls of the keep and she wishes to bring beauty and strength to the land as well as power and majesty.  She has claimed the keep as her own.  She does not wish to rule it, but will do all in her power to see that those who do rule it do so with its continued existence in mind.  She will help the PC’s in their endeavors so long as their goals match those of the keep.  She knows that a short term extinction in the caves will be temporary at best, and would rather see those creatures brought to productive service and commerce with the keep.

    Essentia despises the Mason’s guild and is working quietly to gather resources to supplant them economically.  She is working to bring in other trade organizations, and will offer the PC’s discounts if they will trade through people other than the mason’s guild.  If the PC’s discover Harnost’s plans to increase prostitution and to control illegal activities in the keep and report it to her she will reward them 50 gp, and bring the matter before Lord Drell.  She will help them supplant the guild if they encourage her or indicate an interest - providing they do not wish to engage in illegal or immoral activities.

    Area 27: Castellan’s chambers. This is where Lord Kavmen Drell resides.  Typically he is not here, except to hold council or to debate difficult matters.  He spends most of his time visiting his officers and advisors.  When he meets with the PC’s to issue them thier charter, he will do so at the inner bailey gate.  Requests to see him will go through a chain of command, and the PC’s will be shown to Essentia Nells first.  She will have Freela record their report and decide if the matter needs Drell’s direct attention.

    Kavemen Drell wants the keep to succeed more than life itself.  He is ambitious and believes that his best work is to serve Cormyr and to bring civilization to uncivilized places.  He understands the use of mercenaries, and believes that the PC’s can be useful to his purposes.  He will try to earn their loyalty if they prove useful.

    Initially he will offer the PC’s 50gp for information about a patrol that was lost 3 days ago in the area of what the people of the keep are calling the caves of chaos.  The patrol consisted of 6 members, Hamron, Aaron, Fornst, Robert, Gilpack, and Unther a corporal.  They went on foot with provisions for ten days.  If the PC’s press for more money, he will direct them to Harnost who is offering additional rewards.  Lord Drell does not believe there are any survivors and so does not offer a reward.  If they turn up any survivors, he will offer them 50 gp per survivor.

    He will explain that he needs the caves cleared for mining.  He would like an accurate map of the caves as well as any indications of mining activity, recent or past.  If he can secure the mines, he offers the PC’s 10% interest in the mining profits (which will come to 50 gp per month starting a month after the caves are cleared).  If pressed for cash now, he will buy offer them a flat 500gp.

    DM note:  It will probably not be possible for the PC’s to clear all of the caves.  Some of the monsters are just plain tough.  However, the monsters don’t need to be killed in order for mining to commence.  Likewise the bugbears and gnolls will be willing to negotiate with the PC’s or with the Mason’s Guild for mining rights.  In addition, the kobolds are willing to work for nearly anybody and they have already learned which crops grow well in the area.  They will be willing to negotiate with anyone offering their services.  Drell will be hesitant at first to negotiate with any of the humanoids, but if the PC’s approach Essentai Nells she will influence him to negotiate.

    Okay, folks, that wraps up the description of the keep.  Please be sure to leave your feedback here so that I can make any changes.  I’ll be running some test play with it shortly, so you can expect some modifications before I get the final version up.  Again, starting tomorrow I’ll be posting cave information.

    Now for the version of the map that I am using to run my game.  The file is kinda big so I’m posting a link so as to not slow everyone down.

    Drells Keep

    I’ll post an article, complete with photos soon describing its construction, and hope to get some shots of it in use.  It measures 38″ inches wide and 72″ long, and is constructed from cardboard.

    And if you haven’t checked out the D&D Downloads page, you may want to just because I’ve made a few more updates recently.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    1 Comment

    More Keep On The Borderlands 4th Edition

    4e D&D, Dungeon Masters, Encounters

    Continuing with information about Drell’s Keep.  This is an update to the Keep On The Borderlands module B2, for 4th edition.  I started the posts here and continued it here.

    Drell’s Keep

    I’m using the keep map from page 16 of the original module.

    Area 8: Smithy and Armorer: Brian Blackforge, the smith is a retired adventurer who has entered Lord Drell’s service.  Normally he doesn’t wear his armor around, but he always keeps a weapon handy.  He charges PHB prices for his services, however purchases of armor will require approval from someone above the rank of corporal.  He has 2 suits of chainmail in stock which can be tailored in one day for human sized creatures.  It will take two days for more severe modifications.  He can craft other armor in two weeks and will need half the price in payment up front.  He also has light shields, simple weapons, as well as swords and pole arms.  Brian has three assistants (treat as human rabble) who help him.  He sleeps in a room near the forge and his assisstants sleep wherever they can find a place, ususally in the shop.  He keeps most of his savings in the bank (see area 11), but he has a box with 6 gp, 16 sp, and 21 cp hidden in his room.  Currently he is making parts for a wagon for Marlin Drouhust the trader.

    Area 9: Provisioner.  This is a general store run by the military.  It carries gear described in the player’s handbook.  He has no alchemical or maigcal gear of any kind, including sunrods.  Darvus the provisioner should be treated as human rabble in combat.  All gear is sold at PHB prices.  He buys gear at 20% of PHB prices unless it is alchemical or magical, in which case he will pay 50%.  He keeps 5 gp, 15 sp, and 30 cp on hand to make change during the day.  He empties the till and takes all profits over to the bank each night.  He has 112 gp saved up to buy goods with.  He has a wife, Mary, and a young son, Darvus.  They live in a room above the store.  He does not sell weapons or armor.

    Area 10: Trader.  Marlin Drouhust supervises the warehouse activities and arranges for shipments of furs and other large quantities of trade goods.  If the PC’s look to dispose of items of value such as tapestries, furniture, furs, or other large or awkward (but nonmagical) goods they will be directed to Marlin.  He tries to arrange shipments into Cormyr each week, but wagons and transport are not so reliable.  He always has at least one man at arms (from the keep garrison) with him, but usually has two nearby.  He carries 6 gp, 12 sp, 5 cp with him.  In his home and office he keeps a locked box with 18 pp, 165 gp, 213 sp, 524 cp.  These all the funds that he has to buy trade goods from adventurers, though he may apply for a loan from the bank if anything of great interest appears.

    Area 11: Mason’s Bank.  The bank is owned and operated by the Guild of Masons.  See area 16.  Geoff the Banker is a semi-retired adventurer.  He originally came to the keep with the curate (see area 17), but has found the Guild an attractive alternative.  Despite his genial outward appearance, the half-elf has a deep love of battle and money, and defends the bank with all the zeal that originally drove him to paladinhood.

    The bank will provide savings, loans, and appraisal services.

    Savings: Opening an account is free to members of the Guild of Masons.  For others the fee is 5 gold pieces annually (first year prepaid).  This allows storage of coins and items of up to 1000gp value.  The local bank here will not guarantee items worth more than that, though they will arrange for transport to a more secure bank in Cormyr for a fee of 50gp.  An early withdrawal penalty of 10% (of the withdrawn amount) applies to all withdrawals made before 30 days.  They will also provide a note of transfer of accounts to other branches throughout most civilized lands.

    Loans: Interest rate is 10% per month.  Loans up to 5 gp can be obtained without security.  Anything over that requires security of 150% the loan’s value.

    Appraisal services: Charge is 1% of the item’s value, 1 gp minimum.

    The safe upstairs holds 50 gp, 100 sp, 200 cp at the start of business.  This is cash kept for normal daily transactions.

    There are always 6 men at arms stationed in the bank.  Each of them has a whistle loud enough to alert other members of the guard.  There is usually at least one other person in the bank besides Geoff.  Geoff takes his lunches with Harnost, the guild master.

    A locked, barred, and trapped door leades to the vaults below the bank.  Anyone opening the door without the key (or a successful Thievery skill challenge DC 22, complexity 2 (6 successes before 3 failures) will trigger a poison gas trap.  The trap is exceptionally well hidden and requires a DC 27 perception check (must be actively looking) in order to locate the control mechanism.

    The Thievery DC to pick the lock after the trap has been dealt with is 22.

    The vault beneath the bank contains 12 locked storage compartments.  The DC to pick these locks is 22.

    1. empty
    2. This has Brian Blackforge’s life savings: 277 gp, a potion of healing, 3 gems worth 150 gp each.
    3. A gold altar service worth 1200 gp, which belongs to the chaplain.
    4. Has the same trapping mechanism as the main door.  This contains 501pp, 2213 gp, 1212sp, 3214cp.  These are the total resources of the keep at the moment.
    5. A small gold statue of a harpy worth 155 gp, a ritual book containing gentle repose, animal messenger, water walk, and detect secret doors.  These are the personal property of Harnost the banker.
    6. 67pp, 38 gp, 96 sp, 14 cp, all in individual sacks.  These are personal property of Geoff.
    7. 36pp, 14 gp, a gold and pearl ring worth 650 gp, a pair of jade earrings worth 365 gp.  These are the personal property of Lord Drell.
    8. 3 pearls worth 500 gp, 5 garnets worth 50 gp, a jade and gold ring worth 285 gp.  These are property of Jothran Yolandus.
    9. Has a magic crossbow turret trap See DMG page 88.  Standard action ranged 10, Attack +8 vs. AC, 2d8+3 damage.  Perception DC 25 to find the controls, Thievery DC 20, 2 successes before 4 failures to disable.  The trap guards an alabster and gold statue worth 3000 gp inside of a finely crafted wood and silk case inlaid with silver worth 600 gp.  These items are property of the Guild of Masons being held for transport.
    10. 6pp, 65 gp - The savings of Havlom Prince
    11. empty
    12. A sack with 58 pp and 76 silver pieces.  These are savings of Marlin Drouhust.

    In general the bank is very closely watched.  3 guards will arrive each round after the whistle blows.  Damling Hammerhand will arrive after 3 rounds and will begin directing their efforts.

    Area 12: Watchtower. Phillip, the captain of the watch lives and works here.  He handles the duty rosters of the guards.  In total the keep houses a garrison of 30 men at arms, not including officers.  Phillip is an active adventurer who has taken the job because he enjoys the wild lands.  Once things settle in and a suitable replacement can be found Phillip would like to explore the monastery across the river.  For the present he has promised Lord Drell that he will remain with the keep until it is more established.  Other than his gear, Phillip has a box with 6pp, 38 gp, 64 sp, and a case of brandy worth 55 gp.

    Area 13: Fountain Square: The fountain is where general announcements and public meetings are held.

    Area 14: Bravol’s Inn.  Bravol is  a rather thin, unhealthy looking man who maintains the inn because he thought it would generate some income.  He owes the bank a mortgage and has gambling debts to pay.  Bravol is a quiet man who will simply point to the sign when asked about room.

    Room 1 gp/night, includes bread and cheese.

    Meals served next door.

    Bravol is a greedy man, already bought by Chant Havelove.  He could care less about anyone other than himself and pays his debts only out of fear.  Given an opportunity, he will swipe any valuables left lying around and quickly give them to his debtors.

    Area 15: The Tipsy Mermaid.  This tavern is usually full of off-duty guards.  The few women in the keep generally stay at home.  Havlom Prince owns and operates the establishment.  He employes Braidla as a maid and waitress.  Everyone comes here for rest and relaxation as there is little else to do on the keep.

    Meals can be purchased for 3 sp.  Ale, beer, or mead for 5 cp, wine for 1 sp.  Drinks are also available by the pitcher or bottle.

    Havlom deposits the previous days earnings at the bank each morning.  He keeps 5 gold and 35 silver on hand to make change.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    4 Comments

    Areas of Drell’s Keep Part One

    4e D&D, Dungeon Masters, Encounters

    Continued from last time, we’ll discuss some of the areas and key NPC’s of the keep.

    There is not much of interest going on in the original module, (it doesn’t even include names for the NPC’s) so I’ve updated it with a bit of additional information.

    The module lists 27 areas, which I have kept, though most of these don’t need a lot of details.

    Area 1: The main gate.  There are a pair of men at arms here.  Treat as 1st level fighters.  If the PC’s go wild and start slaughtering the town, then you’ll need to break out some stock NPC’s.

    Area 2: Flanking towers.  Again, not much here other than another dozen men at arms.

    Area 3: Entry Yard.  When the PC’s enter here they will be required to dismount (if they have mounts) and will be interviewed briefly by Bjorn Farnhand - Corporal of the Watch.  Bjorn will explain the rules if the characters have any questions.  He will ask thier names and business.  If they indicate that they have responded to Lord Drell’s call for adventureres he will direct them to the Bravol’s Inn.  If they do not appear to have money or a purpose in the keep he will send someone to get Damling Hammerhorn the bailiff.  Assuming that the PC’s can show that at least one of them has enough silver to pay for room and board for a week (10 silver), they will be allowed entry to the keep.  Damling is normally in area 6.  Damling will determine if the PC’s need to be run out of the keep or offered employement with the guards.  If they appear to be honest and capable he will offer them posts with the guard at 2 sp per day plus room and board.

    Area 4: Stables.  There area  couple of stable hands here (treat as human rabble).  The charge is 2 coppers per day to stable a mount.  Feed can be purchased for another 2 coppers per day.

    Area 5: Warehouse.  There are two guards on duty here at all times.  The warehouse stores some supplies for the garrison as well as any trade goods that the guild has stored.  If the PC’s should acquire large quantities of goods they will be advised to store them here.  Use of the warehouse is free to guild members.  Otherwise the charge is 1 copper for every 10 pounds per week with a 1 silver piece minimum.  Expensive items requiring additional care will be charged at 1% of the item’s value per week.  Additional guards will be placed on duty if requested at the guild house or the Baliff’s Tower.

    Area 6: Bailiff’s Tower.  When not drinking or taking care of other duties Damling Hammerhorn, the bailiff of the outer bailey can be found here.  Damling was an adventurer and prospector in his youth.  He came to Cormyr only recently and entered Drell’s service to help rebuild the keep.  Now that the stonework is complete and the locals aren’t attacking he spends his time visiting with new faces and keeping abreast of the news.  Damling is efficient in his work, disciplined with his troops and generally liked.  He has no particular loyalties to Cormyr or to Drell except that Drell is an excellent leader and the post here is comfortable.

    Area 7 (various):Area 7 is really several different areas.  Each is a private residence or apartment rented or allocated to the resident by the keep.  Most are irrelevant, though there is room to improvise.  The two largest are explained here.

    7a: Merchant.  Jothran Yolandus and his wife Malara are here to review the furs.  They have with them two mercenary bodyguards (fighter level two, see stats for Bjorn Farnhand above).  Each guard also commands a large fighting dog (treat as a hyena see Monster Manual).  Jothran is quite wealthy though he does his best to invite trouble.  In his apartment is a locked iron box with 200 platinum and 100 gold pieces.  Typically he has 8 gold on his person.  Secreted in his belt are 10 gems worth 50 gp each.  If the PC’s inquire about expensive or rare items for trade, they will be directed to Jothran.  Jothran is establishing a regular trade route for furs with the keep and has connections to be able to acquire magic items if the characters are willing to wait for them.  At the moment he is not hiring mercenaries, though he will direct them to collegues in different cities if asked.

    7b: Chant Havelove, priest of Tyr.  Chant passes himself off as a priest of Tyr, but really he is a warlock serving Simiobolt Hold.  Chant is a level 4 warlock and has two very close followers, Liza and Nadara.  Chant uses bluff and his knowledge of religion and arcana to convince others of his genuine fervor, although he doesn’t really have any particular convictions.  Simiobolt pays well and Chant will do anything for money or power.  Currently he is assessing the situation.  He uses messenger pigeons currently to communicate with Simiobolt.  He sends these messages on his walks through the garrison.  As a priest he is given relatively unfettered access through the keep.  He is popular with the troops and folk at the keep.  He is jovial, friendly, and courteous.

    If the PC’s seek his help in healing, he will turn them over to Liza and Nadara who are more skilled than he is, or he will offer them a potion of healing.  He will use the excuse that he spent his youth learning the arts of battle when he should have spent it in better pursuits.  Chant avoids Essentia Nells, the eladrin advisor to Lord Drell, but he is on good terms with Freela, the genasi bard who is acting as Lord Drell’s scribe.  When the PC’s leave the keep, Chant will begin causing trouble in the Keep.  He has alread managed to befriend 6 of the guards, and will rely on their friendship if he is found out.  He is quietly spreading rumors about the dangers outside of the keep to raise the level of fear.  Eventually he will murder or arrange for the murder of a guard at night.  He has asked Simiobolt to have the raiders (led by Tandoro, human swordmage 2) to light a visible fire at night to attract attention and raise suspicion.

    The keep is unlikely to weaken their garrison by sending out troops, but he will then point out Lord Drell’s fear and weakness.  After he can convince some to abandon their posts he will attempt to murder Harnost, the guildmaster or Jothran Yolandus, the merchant.  Eventually he will resort to poisoning the keep’s well.  His goal is to get Drell to abandon the keep rather than to try and take it by force.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    5 Comments

    Re-Introducing The Keep on The Borderlands

    4e D&D, Dungeon Masters, Encounters

    For those of you who’ve been in the game for a number of years this is a throw back to nostalgia.  For those of you new to the game, well welcome to some of my earliest gaming memories re-done 4th edition style.

    I’m sure I’m not the only one out there doing updates and retakes on old modules, but this should interest you anyway.

    Over the next few weeks I’ll be posting my changes and updates to Module B2 Keep on The Borderlands, published for Basic Dungeons and Dragons, in 1981.  I doubt that the majority of the readers have the module or access to it, but no need to worry.  I’ll post revised maps, encounter information and all that.  Though I do recommend that if you can get a copy that you do so.  I had a ton of fun re-reading it.

    First a bit of background.  This module (like many others put out in the early days) was more of a framework than a complete story.  It has a couple of interesting locations, some hints at possible story arcs, some maps, and some monsters and traps.  What it doesn’t have are fleshed out NPC’s, or a story tied to a larger campaign.

    What I’ve done is to redo the encounters into my own personal campaign while maintaining as much as possible the original flavor.  I’ve redone the maps, and fleshed out NPC’s.  I’ll post all of this here, and as I get feedback I’ll make changes that make sense and eventually compile it together as a downloadable .pdf.

    Part 1: The Keep

    Drell’s Keep was recently re-established on the borders between Cormyr and Netheril by Kavmen Drell.  Lord Drell was awarded this post for his unfailing performance of his duty during the recent troubles with Netheril.  He has been ordered to secure and rebuild the keep and to establish it as an outpost and restocking station.  In order to accomplish this Lord Drell understands that he will have to find some long term resources rather than continue to rely on irregular supplies from Cormyr.

    Location: Drell’s Keep is located in the foothills of the Storm Horns near the Stonelands near Netheril.  The exact location can, of course, be applied to any campaign.  I use forgotten realms because I like it.  The keep was originally built centuries ago in motte and bailey style, and is located on a low hill.  There is one road going up the hill and only one gate in.

    The area surrounding the keep is a series of low valleys and hills.  The river Shrill, a relatively small river runs out of the mountains into the Stonelands.  The ruins of an ancient abbey lie on a hill across the river, though Lord Drell has no interest in the abbey at this time because it appears to be relatively calm.  More pressing are the caves only a few miles away in a nearby valley.  Scouts have confirmed that these caves are inhabited by various humanoids.  At least two scouts have not returned, and the area is considered to be dangerous.

    The map on page 15 of the module shows more or less the general area that the keep occupies.  I didn’t redo the map of the general area because the one in the module is adequate.

    Map of Drell’s Keep Wilderness.

    Background and History for the DM:

    Drell is a good man and an excellent leader.  He is also highly ambitious, though thoroughly loyal to Cormyr.  He hopes that he can draw enough followers here to build a thriving town.  Unfortunately he knows that in order to build a town he will have to encourage industry.  There is lumber in abundance, and he has plans for a sawmill.  Iron, however, still has to be brought in.  The humanoids in the area have been seen using crude iron weapons.  Old trappers tell about mines that used to operate in the past, but which were taken over by raiders.  He would like to clear out the caves and begin mining operations again.

    Furs are also available in abundance, but the kobolds and goblins continually raid the trappers.  He is not willing to risk taking his forces out in strength against any single group for fear of reprisals.  He is willing to hire a party of adventurers to either eliminate or negotiate a peace with the various humanoid races that occupy the caves of chaos.

    The bottom line is that Drell will have to clear out the caves in order to establish any kind of base.  He has received permission to commission an adventuring group and is willing to pay them 5 gold per right ear of any orc, kobold, gnoll, or goblinoid.  If there are hostiles in the abbey across the river they have not crossed the river to cause problems and can be ignored for the present.

    The caves are occupied by refugees from different spellplagued outlying regions.  Small families of gnolls, goblins, kobolds, orcs, bugears, and hobgoblins all fled here when their original homelands were destroyed by various other large forces.  Individual motives and ambitions are given in with their individual sections.  The other major force is the domain of Simiobolt Hold, a priest of Cyric.  Because the followers of Cyric have been outlawed and pursued by most, Simiobolt has come here to find peace and to recruit followers.  Simiobolt has discovered that the keep is occupied again, and has sent his servants to find more information.  Until now Kavmen Drell is unaware of Simiobolt’s presence, though he would eradicate the priest if he knew of his activities.

    These rules are posted at the entrance of the keep, as well as on the wall near all government buildings.

    1.    The gate is closed after dark.  It is opened for nobody.
    2.    Cursing in public. Fine 1 sp.
    3.    Spitting in public. Fine 1 sp.
    4.    Loitering. Fine 1 sp.
    5.    Public drunkenness. Fine 2 sp.
    6.    Public indecency. Fine 2 sp.
    7.    Brawling. Fine 5 sp.
    8.    Use of weapons to commit violence.  Fine 1 gp
    9.    Use of magic without authorization. Fine 10 gp
    10.    All persons not registered as permanent residents shall be able to provide proof of employment or purpose to remain more than 3 days within the keep.

    More to come later …

    Did you like this post? Want More? Then subscribe to my RSS feed!

    4 Comments

    Pirate Name Generator

    Advice/Tools, Dungeon Masters, Players

    In my quest to pull together a variety of links that can be helpful to character creators everywhere I’m providing a link today to a pirate name generator.

    This is a pretty good generator that also provides ship names that can be used.  Ship names are often overlooked by DM’s, so this may be one of the more useful aspects of this tool.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    2 Comments

    Creating Suspense

    Advice/Tools, Dungeon Masters, Play

    Creating suspense in a game session is a matter of creating risk for the players.  There are several kinds of risk that are valuable to different players.  The most common is danger to the characters, but other kinds of risk can also be important.  Loss of riches.  Potential gain can also create suspense.

    Once you have decided on a type of risk, then the level of risk needs to be set correctly.  An overwhelming risk – such as a Red Dragon at level one is overwhelming and feels more like insanity than suspense.  If the risk is too low again it doesn’t feel like risk.  Typically the risk should feel slightly beyond the capabilities of the party.  Something that will cause a stretch for them, but which will be worth it in the end.

    Presenting the risk in a meaningful way is also very important.  The presentation must be geared to the players as well as the characters.  Different players value different aspects of the game.  Some appreciate the excitement of combat – others like mysteries and role playing.  Present the risk in a way that appeals to the various players in the group.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    2 Comments

    Taking Inspiration From Fantasy Stories

    Fluff/Inspiration

    When it comes to designing adventures, one of the hang ups can be finding a place to start.

    Building individual components isn’t necessarily all that difficult.  Putting together a monster with a treasure packet is a fairly simple process.  Making a story that makes some degree of sense can be a bit more difficult – especially if the players decide not to play along.

    Building a setting around a fantasy story that you like – a book, a movie, a game – can be an excellent way to build flavor into your game without stressing yourself.

    My main rule of thumb when designing this way is – Keep the setting; make new characters.

    The look and feel of a world, the kinds of creatures found there and their habits add a lot of flavor.  Keep these elements and the players will almost instantly recognize where they are and how they are supposed to act.

    By eliminating over-familiar characters and plot devices the players will be able to find their own adventures.  If there is a personality in the story that you liked a lot, then go ahead and have that personality – but change some aspect.  Change the name, the location, or clue that they are guarding.  Changing these aspects of the characters will keep the players guessing as to what is coming next.

    Taking multiple elements from different stories is an easy way to build in originality.  If you enjoy watching mysteries, then take elements from a modern mystery and apply it to your world.  A serial killer that needs to be caught might use magic instead of weapons.  The flavor and feel of the mystery are the same, but can be applied to your universe and given a unique spin.

    Did you like this post? Want More? Then subscribe to my RSS feed!

    3 Comments

    How to Introduce Diseases into Your Dungeons and Dragons Campaign

    Advice/Tools, Dungeon Masters, Play

    Diseases are an often underutilized tool in the DM’s box of fun tricks.  Typically they come about as a side effect of throwing in a monster that hasn’t been used in a while – such as a lycanthrope.  Only after the rules complications enter play does the DM remember why they don’t use them.

    Then one of two things typically happens – either the party (or at least the afflicted member) dies because the party is completely unprepared, or the disease has almost no effect at all and presents no real challenge or change of pace.

    In order to make diseases interesting they need to be introduced at a point in the campaign when they will be challenging and fun.  Putting in a disease that will cripple or kill a party member in the middle of an already challenging dungeon is a recipe for party wipe.  Put that same disease around the corner from a temple with all the cures at a reasonable price and nobody even notices.

    In 4th edition there are levels associated with the various diseases.  This makes figuring out their difficulty fairly easy.  Once again, however, the options for curing a disease need to be considered carefully as well as their potential effects.

    First, consider how likely a party member is to become afflicted with the disease.  What is the actual likelihood that the afflicting monster will hit with the given attack.  If the character is afflicted, what is the likelihood that a party member will recognize the disease?  Unless the party started somewhere around level 5 you probably have a pretty good idea of their play style and the disease question hasn’t come up yet.  In other words these shouldn’t be difficult questions to answer.

    Consider the consequences of the disease on the party.  Who is most likely to be afflicted and how will they deal with it.  If it all seems too easy, then consider making the challenge a bit more difficult.  In general it is easier to make an encounter or dungeon easier on the fly than it is to make it more difficult, so plan for the party to handle your situation better than anticipated.

    I recommend against introducing a disease if there is only one option for curing it – unless you can carefully control who gets the disease.  One typically very challenging situation is when the party healer gets diseased and nobody can help him out.  If there is only one person who can tend diseases with any reasonable hope of success, then as a DM you should have a backup plan for the party.  An NPC that can cure them, a magic item or something.  They may not need the help, but spending an entire session watching the party healer slowly degrade may not be the most fun.

    There are situations where it is a good idea to afflict the party this way.  There are times when it can be a learning experience for the players and the characters.  It can open up new adventure hooks, but in general it is a better idea to treat diseases like all the other challenges – they are something the party is supposed to beat and be rewarded.

    Like everything else, have fun with diseases!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    5 Comments

    Understanding Probability and Why You Should Care

    Advice/Tools, Play

    According to me, probability is the chance that something will happen.  Look it up in a dictionary and you may find three or four other definitions.  If you play a tabletop RPG, then you should have some bit of understanding of probability.  Because dice are involved, probability is involved.

    If you get onto the forums, you can find some pretty in depth discussions of the topic.  Not surprisingly, Dungeons and Dragons attracts some pretty bright mathematical minds.  Actual statisticians and mathematicians play the game and in their off time they go through studies to determine various outcomes of various theoretical D&D situations.

    For the average player this level of discussion is not necessary.  However, some understanding of probability is necessary.

    For example, what is the difference in damage between something that does 1d8 damage and something that does 2d4 damage?  On average they will both do 4 points of damage per hit.  However, the item that does 2d4 damage will never do only 1 point of damage.  This means that in general your lower damage limit will be higher using the 2d4 damage.  But what about maximum damage?

    This is where probability does come into play.  For something that does 1d8 damage, the probability that you will get max damage is 1 chance in 8 (12.5%).  For something that does 2d4 damage, the probability that you will get maximum damage is 1 chance in 4 times 1 chance in 4 or .25 x .25 or 6.5%.   Because you are rolling more dice, the chance that both dice will come up at maximum is actually less.  The trade off becomes dealing slightly more damage more consistently with less chance of doing maximum damage.

    The concept here is to pay attention to what is actually going on when you are rolling all those dice.

    Two key principles to watch are the law of averages and the gambler’s folly.

    The law of averages says that the more dice you roll the more likely you are to get the average value of those dice.  This means that a 10d6 fireball is more likely to get 30 as its result than anything else and that it will be rare to find anything more than 40 or less than 20 as a result.  It also means that the difference between a 10d6 fireball and an 11d6 fireball is 3 points of damage, not 6.  Take it up to 20 dice and you start to get closer to that average number even more consistently.

    This also means that over time the damage that your character deals will also average out.  If your character wielding her longsword is going to make an average of 50 damage rolls per level (10 encounters with an average of 5 hits per encounter) then he or she is going to do 50d8 damage during that level.  There are enough dice here to fully invoke the law of averages, so the character will do about 200 points of damage – not much more and not much less.  Kick this up to a Battleaxe and you’ll do another 50 points of damage during that level.

    The gambler’s folly is nearly the opposite of the law of averages.  It says that each roll of the die is independent of all other dice rolls.  So just because you rolled 3 20’s in a row doesn’t affect the chance that you are going to roll a 20.  In essence it says that all the superstitions about dice rolling are just bunk, but I’ll leave that up to you to decide.

    The hang-up that players get caught in is when they try to circumvent probability with probability.  Doing more damage by adding more dice is deceptive.  Doing more damage by adding bonuses – by eliminating probability is generally better.  Players read the PHB and when they see an entry like 2d6 they immediately think 12 damage.  The way they should read it is 6 damage with an equal chance of doing 2 or 12 damage.  Only when they roll a 7 damage 6d6 fireball (yep, it happened at my table) do they realize that the odds swing both ways.

    On average something that does 1d4+2 will do more damage than a regular old longsword (1d8).  Though it will never do 8 points of damage, it will always do at least 3 and usually 4 damage, and the odds of doing maximum damage are 25% instead of 12.5% so it may not be a bad choice.

    Math behind probabilities of chances to hit are a bit more complex, but only because you have to also understand the probabilities of different opponents having different defenses.

    What does this all mean, and why should you care?  It means that if you want to get the most from your character you need to look at more than just the numbers in the book.  Think about what they actually mean during play and what they will mean during session ten and twenty.

    Or just skip the math and have fun!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    5 Comments

    You Went The Wrong Way Dummies!

    Advice/Tools, Dungeon Masters, Encounters

    So the party decided to go off in a completely unexpected direction.  Is this the end of the world?  No.  Is it inconvenient?  Maybe.  Can it be solved easily?  Yes.

    Remember that in a game as open ended as Dungeons and Dragons, there is no such thing as the “wrong way.”  There are unexpected directions and events.  There are unplanned and unprepared areas, but there is not a “wrong way.”

    Dealing with the unexpected is an art that can really only be learned by doing, but it isn’t that difficult to get the hang of it.  Understanding the elements of an encounter can help.

    Encounters have 4 essential components.

    -People
    -Place
    -Thing

    So far sounds like the elementary school definition of a noun.  But the fourth element is probably the most important.

    -Purpose

    Getting the people, places, and things together are the bits that make encounters difficult.  These have to be prepared ahead of time.  It takes too much game time and effort to pull together the statistics of monsters on the fly.  Players can get bored pretty quickly while they are waiting for you to pull together the stats of that big red dragon.

    So prepare ahead of time.

    There are some things you can prepare ahead of time and some things you can’t.  In the manufacturing world there are things that can be done while the machine is running and things that can’t – this is referred to as internal and external setup for those of you keeping tabs.  The idea is the same in a game situation.  There are things you can prepare ahead of time and some things you can’t.  Doing as much ahead of time as possible will save you headaches later.

    So what can you prepare ahead of time?

    -Purpose.  This is crucial.  There had better be a purpose to whatever happens, and it is up to the DM to decide this.  So figure it out ahead of time.  Without this you are just playing a mini’s battle game, not an RPG.
    -Things.  The stuff that the NPC’s have.  All of the key items – the stuff relating to the purpose should also be prepared ahead of time.  In most cases things won’t alter the people they are with.  Just stick it in a trapped box and the box then can be put in any encounter you want.
    -Place.  You don’t get to pick the place.  The players do.  But you do get to pick which choices the players have.  I generally divide my encounters into a couple of categories.  Either they will happen in a dungeon, outdoors, or in a town.  What do I prepare ahead of time?  The dungeon map, a couple of outdoor encounter maps, and the town.  In any given session (even a really long session) it is pretty difficult for a party to visit more than one dungeon or town and do much more than knock on a few doors.

    That leaves us with people.  Some people are more key than others.  Random XP fodder can be prepared pretty easily.  Use the monster manual or download monster cards and there you have it.  Make sure that the encounter fits your purpose and you have it.

    Some people need more details.  These are the key NPC’s that you spend time crafting and really want the characters to interact with.  Generally when a party goes “the wrong way” it means that they have chosen not to meet the NPC’s you wanted them to meet in the place you wanted them to meet at the time you wanted them to meet.  Get over it.

    If you really want the interaction of those NPC’s, then move the people to a different place.  Keep the purpose and the things the same and the players will not know the difference.

    The trick here is that the 4 elements of an encounter can all be swapped out at any time.  An encounter’s purpose can be altered simply by the actions of the NPC’s.  The people can be altered by swapping out one stack of stat cards with another.  The things can be swapped out just as easily.

    Make sure that all of the elements are prepared individually, without context, and add the context during the game.  The end result will be encounters that do not lack crucial elements and that don’t take extensive time to set up during the game.

    If you happen to be lucky enough to have your players right where you want them, then even better.  No changes are necessary and you get to enjoy everything just the way you planned it!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    1 Comment