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  • 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!

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    2 Responses

    1. Ameron  •  February 26, 2009 @7:08 am

      It looks like you’ve opted not to post anything about the random encounters that happen between the Keep and the Caves. Was this intentional? Are you going to post them at the end? I ask because in the numerous times I’ve played this module the encounter with the “Mad hermit” has always been memorable. It also gives the PCs a chance to find a magic weapon (a dagger+1), a potion (potion of Invisibility), and a magic ring (ring of protection +1). Obviously this would need to be scaled to 4e, but I’ve found that providing the opportunity for the 1st level PCs to get their hands on some magic loot before reaching the first cave has level the playing field. It’s also gives the PCs a taste for loot. If the players are new to D&D and this is their first module, then that taste is all they need to get hooked.

    2. admin  •  February 26, 2009 @9:46 am

      I’ve left all the encounters between the keep and the caves to the last, but I haven’t put a ton of work into it. Because of the way I do treasures, the GM can easily put out a treasure at any point in conjunction with an encounter. I may add a wandering monster table to the final version.

      Thanks for the input. I will have to do something fun with the mad hermit for the final version (though my group is a bit tired of mad hermits after our last campaign).

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