Browsing the archives for the 4th edition module tag.


  • 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

  • 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.

    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!

    No Comments

    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.

    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 - 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