Browsing the archives for the caves of chaos 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

  • 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!

    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!

    2 Comments

    Caves of Chaos - Orcs

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

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

    Cave B: Irontooth Orcs.

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

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

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

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

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

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

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

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

    Area 8: Guard Room

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Area C: Fearclaw clan.

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

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

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

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

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

    Area 14: This is a common chamber or hall.

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

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

    Area 15: Lounge

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

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

    Area 16: Gripclaw

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

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

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

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

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

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

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

    2 Comments

    More Keep On The Borderlands 4th Edition

    4e D&D, Dungeon Masters, Encounters

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

    Drell’s Keep

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Room 1 gp/night, includes bread and cheese.

    Meals served next door.

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

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

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

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

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

    4 Comments

    Areas of Drell’s Keep Part One

    4e D&D, Dungeon Masters, Encounters

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    5 Comments