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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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    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.

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    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.

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    Re-Introducing The Keep on The Borderlands

    4e D&D, Dungeon Masters, Encounters

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

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

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

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

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

    Part 1: The Keep

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

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

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

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

    Map of Drell’s Keep Wilderness.

    Background and History for the DM:

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

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

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

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

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

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

    More to come later …

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    Right Sizing the Battle Grid

    Advice/Tools, Dungeon Masters, Props, Tokens, Cards and Maps

    Making a battle grid is essentially as simply as making a large piece of graph paper with 1” by 1” squares.  One question that comes up from time to time is choosing the size of battle grid to use.

    There are two ways to approach this question, but they all tend to come down to the size of the encounter that will be used.  If you are going to use a magnetic battle grid, then the size will be determined by the size of magnetic surface that you purchase.  I recommend getting the largest that can be most easily moved, usually 18” x 36”.

    If you are doing something more fancy, like dwarven forge or some other 3D dungeon then be sure that all of your rooms are large enough for a battle to easily take place.  In general anything smaller than 3”x3” is going to be too small for maneuverability and players with fat fingers will have difficulty.

    No this is not realistic.  There are no buildings that I know of where the smallest rooms are 15’ x 15’.  Most bedrooms are 10’ x 10’ and there is plenty of room for more than 4 people in most of them, but this is one aspect of the game where realism really does get in the way of the fun.

    If possible, I would really recommend that you keep your rooms in general to at least 4 squares wide or deep, and all passageways should be at least 2 squares wide.  This will make for more tactical choices as well as allow for more terrain options and features.  Also players will appreciate the added room for their hands.

    Be sure to have fun with it!

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    Encounter Swapping – The DM’s Best Friend

    Advice/Tools, Dungeon Masters

    Ok, if you’ve read my information on making encounter cards, and have read my information on making monster cards, and have followed it, then this is really the easiest way to run any campaign. In fact, it means you don’t have to do ANY other preparation work whatsoever and can still have a great time. And the best part is: the players will never know the difference.

    So, you went out and spent 40 bucks on the latest zero to thirty level pre-made campaign. You have a couple of great dungeons. You’ve started the PC’s off in a cool town and dropped all the hints you could. You even gave them a map to the dungeon AND told them about the treasure on level two. But those jerks decide to go wandering in the hills for the next thirteen sessions “looking for something to do.”

    Enter encounter swapping.

    I assume at this point that sitting at your side is a pile of encounter cards, all dutifully prepared from the premade campaign (though really once you get the hang of it you can do it yourself in less time). Each of them represents a block of XP and treasure, as well as some interesting NPC’s. All you have to do is hit the party with these encounters, adjusting names as necessary and dropping hints that the party really should go to the dungeon.

    If you think of those goblins in room one not as the servants of Borath the Butt-Ugly, but as 125 XP and 25 GP the party need, this becomes much simpler. During the first day of travel the party will run into the cousins of Borath the Butt-Ugly delivering a message to him. Simply remove encounter 1 from the dungeon.

    Down the road a few miles they will run into Borath’s other cousins. If they keep it up they will eventually run into Borath’s twin brother Dorath the Drop Dead Gorgeous.

    Eventually, of course, you will run out of encounters from that dungeon. What do you do? Move on to the next dungeon, of course. What if the PC’s go back to that dungeon later? You have a couple of options here.

    1. Play the dungeon as is (always makes for a good dose of déjà-vu)
    2. Remove the dungeon entirely. Oh no, an earthquake ate it.
    3. Continue the swapping madness. Now instead of goblins there are orcs there.

    Just be sure to have your handy pile of encounters at your side and you’ll never have to worry where the PC’s go or what they do. Their balanced level progression is guaranteed. Which is seriously important. One of the quickest ways for a party to get completely un-balanced in game terms is for a DM to start throwing ad-hoc encounters together. Many players know this and will exploit it. So do a little prep work and save yourself the headaches later.

    As always, enjoy the game.

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    New D20 Monster by Dragon Blogger

    3rd Edition, Dungeon Masters, Encounters

    This guest post is by Dragon Blogger who is has been playing Dungeons and Dragons for almost sixteen years.

    I have developed many monsters, encounters and custom Dungeon Master information over the years. I have decided to guest feature one of my monster creations here on DnD Corner.

    This monster I wrote several years ago before the DragonLance series was adapted to Third Edition Dungeons and Dragons, I needed a creature that the Draconians used to torture information out of their captives and this little beast fit the bill.

    The drawing is rather crude, but was also by me.

    Draconian Torture Wyrm
    Dimunitive Magical Beast
    Hit Dice: 1d8
    Initiative: +7 (+7 dexterity)
    Speed: 30’
    AC: 22 (+1 natural, +7 dexterity, +4 size)
    Attacks: 1 (+8)
    Damage: bite (1d4)
    Face / Reach: 1’x1’x1’
    Saves: Fort +4, Ref +4, Will +2
    Abilities: Str 5 -3, Dex 24 +7, Con 10
    Int 5 -3, Wis 10, Cha 10
    Skills: Swim +6, Hide +10, Move Silently +8
    Feats: Weapon finesse (bite)
    Climate Terrain: Any, prefer warmer temperate
    Organization: Solitary
    Challenge Rating: 2
    Treasure: None
    Alignment: Chaotic Neutral (Always)
    Advancement Range: 2-4 HD ( Tiny)

    Draconian torture wyrms are not encountered in the wild, in fact the only time someone has ever encountered one has been when captured by draconians. This little creature is used as the most effective torture device, it originally was said to be a magical creation that has spawned and been bred specifically for its purpose. Once the wyrm touches warm flesh it starts burrowing immediately, causing 1d4 dmge per round for 1d6 rounds until it reaches the spot it wants at the base of the neck on the spinal cord. When the wyrm reaches the spinal cord, it sinks its tail into the soft spinal tissue and its mandibles clench onto the brainstem. This forces the victim to make a will save vs. DC 20 or be under the control of the wyrm. If the victim succeeds in a saving throw, the wyrm will try again in 1d4 rounds causing another saving throw. If the victim succeeds twice at saving against the wyrm then the wyrm will savagely burrow and bite causing 1d4 dmge per round until it either kills the victim or decides to try again (50% chance of either).

    While under the control of the wyrm, the victim cannot hide any thoughts or feelings. The wyrm will force the victim to answer whatever questions the draconians ask. The wyrm can even control the victim and make the victim fight at a –4 penalty to attacks and AC. These torture wyrms have a limited form of empathy that is understandable by draconians. While the wyrm is burrowed in the victims flesh, it can be cut out by a successful attack that does equal damage to the host as it does to the draconian. This attack can only be made with small piercing weapons, and only done if the victim lies still and is immobile. In this case the AC to hit the Wyrm is the same to hit the victim and both take equal damage.

    Draconian Torture Worms and their creation and breeding method are kept secret by the Draconian’s, though it is rumored some Lizardfolk and even Drow have discovered the creatures and their value and have captured some to be used for their own nefarious purposes.

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    Orcs with Forks, a Dungeons and Dragons 4th Edition Encounter

    Encounters

    This encounter is designed as a level 8 encounter as a tough challenge for a 5th level party.  The treasure listed with the encounter card is for a level 5 party.  You could easily substitute in a treasure packet of any level appropriate for your party.  The encounter, of course is generic enough to be dropped into any campaign, or used as a random encounter.

     

    The orcs here are led by their leader Hard Fang, an old, scarred orc who has trained his followers in the use of the trident.  Hard Fang has spent years developing his gang, and favors hit and run tactics.  Because of his vast experience, Hard Fang has learned patience, and to wear his enemies down.  His followers, however, are prone to fits of rage and sometimes ignore his commands.

     

    Hard Fang has no problem using muscle from any race, and has brought a pair of gnolls into his group. 

     

    The setup for this encounter involves an ambush for unwary prey.  Everyone in the group is familiar with the terrain and they try to remain mobile, engaging their foes only from superior positions.  The melee combatants do their best to draw the enemies into a position where they can be fired upon easily.

     

     

    You can download the encounter card here.  You can find all of the associated cards on the downloads page.  And if you need more information about how to use encounter cards, there is an article here.

     

    I suggest using the blades camp map from Faiths of Eberron, available from the Wizards of the Coast, though you should definitely choose a map of your liking.

     

    Hard Fang will have blocked off at least one of the entrances to try to force any enemies into the area to the west where he can use cover for his archers. 

     

    Hope this provides some inspiration.

     

    As always, enjoy the game!

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