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  • The Keep On The Borderlands - Final Notes

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

    Okay this isn’t actually my last post about the Keep On The Borderlands, but pretty close.  I’m going to go in depth on how I made my map of the keep and how I made my map of the Caves of Chaos, which I haven’t previewed yet.  Both are pretty spectacular, and I will begin those for next time.

    Today I just wanted to go over what else is going on besides the keep and the caves.

    First of all there is a small group of lizardmen who occupy a marshy area along the river.  They have no interest in the keep and so long as they are left alone they won’t bother anyone.  Eventually, however, Lord Drell will want to know what is going on in the marshes and will ask the PC’s to investigate.  Or they will go wandering around and find them.

    There are no maps for these encounters in the original module and I haven’t made any either - so do your best.

    Encounter groups in the marshes include:

    1 Visejaw crocodile 4 Soldier 175
    1 Spitting Drake 3 Artillery 150
    1 Stirge 2 Lurker 200

    —————————————————–

    1 Greenscale Darter 5 Lurker 200
    2 Greenscale Hunters 4 Skirmisher 350
    1 Greenscale Marsh Mystic 6 Controller 250

    —————————————————–

    2 Greenscale Hunters 4 Skirmisher 350
    2 Visejaw Crocodiles 4 Soldier 350
    1 Vine Horror 5 Controller 200

    —————————————————–

    1 Greenscale Marsh Mystic 6 Controller 250
    2 Blackscale Bruisers 6 Brute 500
    1 Greenscale Darter 5 Lurker 200
    2 Greenscale Hunters 4 Skirmisher 350

    —————————————————–

    Not much else to say about that.  The other big group is the raiders that are working in conjunction with the temple of Cyric.  They hang out in the woods to the west of the keep and avoid the caves as much as possible.  To start with their group includes Tandoro and :

    2 Elf Archer 2 Artillery 250
    1 Human Guard 3 Soldier 150
    1 Human Mage 4 Artillery 175
    2 Halfling Thief 2 Skirmisher 250
    2 Human Bandits 2 Skirmisher 250

    The raiders will attack pretty much anyone coming from the west or north.  They are avoiding the area around the caves of chaos on purpose.  Flin follows orders pretty well, but he is an opportunistic sort of fellow and will suggest that the PC’s speak with his boss, Simiobolt.  If the PC’s attack him he will look out for his own life before worrying about his troops.

    Throughout the course of the adventure it is possible that the raider group will grow.  Chant Havelove will recruit kobolds, goblins, orcs, possibly even gnolls or bugbears.  If the raiders manage to get a large enough group, Chant will have them attack at night.  He and his followers will arrange to have the gate open.  If the raider group has 30 or more members the raid will be successful.  If there are between 20 and 30 members there is a 50% chance of success plus 5% for each member over 20.  If there are less than 20 members there will be no attack.

    If the PC’s join the raiders, then success or failure will depend on their actions.

    Okay, a quick preview of my map of the Caves of Chaos.  I’ll be explaining what it is and how I made it next time.

    Just a link because it is a very large, non-optimized file.  Map-sample.

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    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.

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    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.

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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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