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A Goblins Tale Dungeon Masters Guide

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The introduction provides an overview of playing as a goblin tribe and the challenges they may face from humans.

The goblin tribe has been sent to investigate why several members of their tribe never returned from a previous mission.

Based on clues found along a trail, it seems the missing goblins may have been killed by humans, putting the player characters in danger of being hunted down as well if detected.

A Goblin's Tale

Introduction: You control a small tribe of goblins living on the outskirts of the forbidden realms. Can
you lead them to glory and greatness or will the human menace prove too much. Build your dungeons,
raze towns to the ground and make unlikely allies as you strive to become the greatest goblin tribe that
ever lived.

An campaign for 1st to 8th level characters

by Daniel Posner

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only .

Credits

Foreword

Designers: Daniel Posner


Editor: Daniel Posner
Cartographer: Daniel Posner
Producer: Daniel Posner
Project Management: Daniel Posner
Playtesters: Session 1: Thomas Bremner, Mark Combes,
Zachary Cronau, Lachlan Gallhager, Tyler Gibley, Sha
Pop, Daniel Posner.
Session 2: Daniel Posner, Eric Turunen, Lachlan
Gallhager, Matthew Hogan, Zachary Cronay

You are reading a short campaign for the fifth edition of


Dungeons and Dragons. A Goblin's Tale is a campaign
designed by players for players, and juggles the desire for
player freedom with the necessity for some minor
streamlining.

Disclaimer: The following adventure contains glory seeking


adventurers. The author cannot be held liable for characters
who are stabbed, bludgeoned, decapitated or otherwise smited
for the greater good.

To play this campaign optimally, you will need the


Dungeon Masters Guide, Players Handbook, Monster
Manual and the Sword Coast Adventurer's Guide
The campaign is still playable without many of these
supplements, however there are several rules references to
them that may be confusing if a player does not own a
copy of the abovementioned books. With that you're ready
to begin your campaign, so good luck and may Magubliet
be with you.
Daniel Posner
March 2016

Many Thanks
Many thanks to all the playtesters for your support
throughout the campaign, especially the early phases
when it was totally unbalanced. None of us will ever
forget the terror of the poisoned rock. Also, many thanks
to Michael Gow, for allowing me to bounce my ideas off
of him.

Not for resale. Permission granted to print or photocopy this document for personal use only .

Table of Contents

Attacking the Human City ......................................................... 50


Appendix 1 Goblin Gambling Games .................................. 52
Appendix 2 - Unlockable Classes ........................................... 53

Contents

Appendix 3- Traps and Improvements .................................. 55

Introduction........................................................................................4

Appendix 4 - Poisons .................................................................. 55

Recommended Books ...........................................................4

Appendix 5 - Deities and Worship ......................................... 57

Background ...................................................................................4

Appendix 6 Maps ........................................................................ 60

Death in this adventure .............................................................4

Appendix 7 - Adventurers Handbook ................................ 67

How to Run This Adventure ...................................................4

Adventurers .................................................................................. 67

Level 0 Players ............................................................................4

Adventurer Tactics ................................................................ 67

Starting Location .........................................................................4

Level, Numbers, Gear and Tactics of Adventurers in


each party .................................................................................. 67

Starting Dungeon ........................................................................4


World Geography ............................................................................9
Places on the World Map ........................................................... 11
Location 1 - Zhentarim Trading Post ................................ 11
Location 2 - Dryad Grove ..................................................... 11
Location 3 - Human Farm ..................................................... 12

Adventurer Gear.......................................................................... 69
Adventurer Statistics ................................................................ 70
Appendix 8 - Additional Monsters ...................................... 78
Optional Module 1 - A Harsh Lesson ............................. 80
Optional Module 2 - Wandering Monsters ................. 80

Location 4 - Green Hag's Shack ......................................... 12


Location 5 - Bullywug Tribe................................................ 14
Location 6 Goblin Woodland Fortress ............................. 16
Location 7 - Lizardfolk Castle............................................. 17
Location 8- Kobold Cave ...................................................... 21
Location 9 - Tribal Warrior Forest .................................... 23
Terrain Table - Grasslands................................................. 26
Terrain Table - Forest ......................................................... 26
Terrain Table - Swamp ........................................................ 27
Terrain Table - Hills .............................................................. 28
Part 2 ................................................................................................. 31
Part 2 Location 1 Orc Tribe - The Rockeaters ............... 31
The Orcish Plan ....................................................................... 31
A Wizards Wrath ............................................................... 31
Taming The Bulette .......................................................... 33
An Unusual Ally.................................................................. 33
Leading an army to victory ........................................... 34
Part 2 Location 2 Najara (Marsh of Chelimer) .............. 34
Treating with Tharrukamir ........................................................ 36
Treating with Bolkamor: ......................................................... 40
Treating with Najareet ................................................................ 42
Najareet's Dungeon ...................................................................... 44
Attacking the Halfway Inn ........................................................ 47

Not for resale. Permission granted to print or photocopy this document for personal use only .

Introduction
A Goblin's Tale is a short adventure told across this book
and its various supplements. Characters begin as first level
goblins and by the end of the adventure they should
consist of various races and be between 3rd and 5th level.
The ideal party size is 4 or 5 adventurers. If your group is
larger or smaller you can adjust the adventure difficulty
by reducing or increasing the level of the adventurers and
the weapons they are equipped with.
Character Advancement. This adventure works best using
the milestone experience rule since it does not follow a
normal structure. Since the adventure can vary
significantly in length depending on the players, it is
advisable that the dungeonmaster Ad-Hoc's character
advancement.
Good Milestones Some effective milestones are at the end
of a session, when the party has allied with another tribe,
after defeating a party of adventurers or raiding the human
town. Different parties may focus different amounts of
time and energy completing different tasks so use your
discretion as to when your particular group of players
would appreciate the extra level.

Recommended Books
To run this adventure it is recommended players have a
copy of the Dungeons and Dragons 5th Edition Players
Handbook, Dungeon Master's Guide and Monster Manual.

Background
(Present Date - 1500 DR)
Hundreds of years ago there was a small town located
around the Halfway Inn. These people led usually happy
and productive lives, however on occasion were beset by
terrible floods from the nearby marsh. Brimming with
creativity, the townspeople worked with the nearby YuanTi of Najara to extend and deepen the marsh so it could
hold any amount of flood waters. The serpents of Najara
were only too happy to assist, since the marsh extended
their borders onto Evereskan lands.
Over the years, all manner of life flocked to the newly
watered marsh's edge. The forests grew thicker and
healthier, and tribes of various races began to take root.
The tribes fought amongst themselves and over time
created ill defined borders within the forest. However
some tribes found themselves trapped in a nearby moor,
and could scarce gather enough food for themselves.
These tribes would on occasion raid the cattle of a farm
just west of the halfway inn. For a time, the denizens of
the Halfway Inn and its adjourning lands tolerated this, the
occasional loss of a cow or two being the price of
extending the marsh. But as time went by memories faded
and the local farmer grew tired of losing cattle.
So he hired adventurers

Death in this adventure

Life as a goblin is short and deadly. If a goblin dies they


are quickly replaced by the rabble. Allow a player to roll a
new character one level lower than their old character. If
the character is level one or two - replace their goblin with
a generic goblin (see Players Handbook)
That player may keep their religion level as long as it is
not higher than their character level. If the religion level is
higher than the character level, reduce it until it is equal to
their new characters level.
If the PC's have made allies with another species they may
swap a dead character for one of this new species. This
new character is the same level as the players old
character, however its religion level is 2 lower.

How to Run This Adventure


This adventure runs on a turn based system. First the
players take a turn at worldbuilding, undergoing various
actions that will improve the strength of their goblin tribe.
Then the players get to take a turn as adventurers,
travelling to distant lands for great rewards. Occasionally
players will also have to defend their lair from invaders.
In world building the players will choose their actions
from a set list.
When the players take a turn as adventurers treat it as if
they are undergoing a short quest. None of the early
adventures are particularly long and you should use your
discretion as Dungeon Master to decide when to extend
them out or wrap them up early. Do not be afraid to kill
adventuring PC's if they make a foolish decision, the
world is a harsh place for a goblin and there are plenty of
deadly threats lurking around in the world.
Part 2: Notably, in part 2 - all adventures and treks to
unknown locations take 1 turn.
When the players defend their lair from invaders assume
all goblins are present. The assaulting humans should be
somewhat intelligent, they will use a variety of tactics that
for the most part not hesitate to kill players. Reward
creativity, ingenuity and well constructed defenses, and
don't be afraid to have the NPC adventurers fall into a trap
or two, however don't treat the NPC's as stupid, if they fall
into one pit trap they may be on the lookout for more!

Level 0 Players
Players start this adventure as level 0 generic goblins.
After their first combat or recruiting their first allies, let
them level up to level 1 and choose their classes. The
generic goblin template is listed in the Players Handbook.

Starting Location
The players begin on the edge of the Marsh of Chelimer
directly beneath a forest (See Sword Coast Adventuters
Guide P82). The hills are to the east, plains to the south,
forest to the north and swamp to the west.

Starting Dungeon

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The dungeon the PC's begin in is a 25X25 grid with each


square representing 5 feet. The image below is a picture of
the dungeon as it starts, before the PC's have built
anything in it. Feel free to extend it if you have a large
party so there is room for 8 goblins per player (this
dungeon is designed for 4 players)

Not for resale. Permission granted to print or photocopy this document for personal use only .

Turn Structure
Basics
In the PC's turns they will get to take 2 actions. The first
will allow them to micromanage their goblins. Depending
on how many goblins they have, players may be able to
take up to four subactions. Then the players will be able to
choose if they want to go on an adventure with their
adventuring goblins. The players will split their goblins
into groups of 4 to complete actions. Any leftover goblins
loiter around the base and do nothing for the remainder of
the turn. A player has a maximum of four actions per turn.
The goblins begin the game having already unlocked the
Plains terrain table for the Hunt Small Game and Hunt Big
Game actions.

Turn Order
1)The players assign actions to their goblins
2) The players take any non-goblin actions
2) The players feed their goblins
3) The players may choose to go on an adventure
4) The Dungeonmaster secretly rolls for random
adventurers

Number of actions available to a player


0-8 goblins - 1 Action
9-24 goblins - 2 actions
25-100 goblins - 3 actions
101+ goblins - 4 actions

Goblin Tasks
Tasks with a * next to them can be undertaken by any number
of goblins. Multiply any costs or rewards by the number of
goblins /4. Players may only send goblins in multiples of
4(e.g. 4 goblins, 16 goblins, 24 goblins)
Dungeon
Dig Room* (see goblin dungeon p 7)
Dig Corridor* (see goblin dungeon p 7)
Food
1) Collect Fruit and Nuts*
2) Hunt big game (can only be taken if the player has 24
goblins or less)
3) Hunt small game*
4) Rustle Cattle
Defence
1) Craft Armor *
2) Build Traps*
3) Improve Traps*
Miscellaneous
1) Breed (Requires 8 Goblins)*
2) Brew Swampbeer*
3) Trade with Zhentarim
4) Mine for gold*

Goblin task descriptions


Collect fruit and nuts Roll 1d12. Gather food equal to the
number rolled.
Hunt Big Game Pick a terrain table that your goblins have
had at least 1 adventure in (Swamp, Plains, Hills, Forest).
Roll 1d20. Consult the relevant terrain table to see if you
find something. If you do, roll another d20 and consult the
table again to see what you find.
Hunt Small Game: Pick a terrain table that your goblins
have had at least 1 adventure in (Swamp, Plains, Hills,
Forest). Roll 1d20. Consult the relevant terrain table to see
if you find something. If you do, roll another d20 and
consult the table again to see what you find.
Rustle Cattle: See Page 11
Craft Armour You can turn 1 leather into either a goblin
shield (+1 AC) or Goblin Armor (+1 AC) . Alternately
you can improve any leather amour to gain a permanent
+1 to AC if you have Tough Leather.
Build Traps: Choose a trap type and a place in the
dungeon. Roll a d20. On a 12-20 you successfully build
the trap. If 8 goblins attempt to construct the trap it
automatically succeeds.
Improve Traps: Choose an existing trap in the dungoen
and attempt to improve it Roll a d20. On a 12-20 you
successfully improve the trap. If 8 goblins attempt to
improve a trap it automatically succeeds.
Breed: Spawn 1d6 goblins. You lose 4 food for each
goblin spawned this way. If a player has less than 8
goblins, they may spawn 1d10 goblins instead in a goblin
breeding frenzy. You may only breed if there is sufficient
room in your dungeon (see Dungeon P7)
Brew Goblin Ale: Roll 1d10. On a 1-8 you brew 10
Goblin Ale. On a 9 nothing happens. On a 10, the ale
explodes and you lose 1d4 goblins. See (P7 for effects of
goblin ale)
Mine for gold: Gain 1 GP worth of ore for every goblin
that attempts this task.
Trade with Zhentarim: Have the DM read out the
Location Zhentarim Trading Post event

Non-Goblin Task Descriptions


Kobolds: Your goblins now successfully build and
improve traps on a roll of 8-20 instead of 12-20.
Additionally you can build kobold specific traps.
Bullywug. Your goblins now automatically succeed
whenever brewing goblin ale, having been taught the
secrets of fermentation.
Your goblins have access to Rope by gathering the
swamp's reeds and having the bullywugs tie them tautly.
Lizardfolk
Goblins have access to Rope by gathering the swamp's
reeds and having the Lizardfolk tie them tautly Smelt
Goblins gain the following action
Craft metal Weapons/Armor- Create 2 one-handed martial
weapons of your choice or 1 two-handed weapon. If the
PC's want to smelt armour, goblin sized chainmail

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requires 1 turn and anything heavier requires 2 turns.


Hag (Pick one per turn)
Produce Food - the hag's cauldron generates 20 food
Produce Honey - The Hag's cauldron produces 1 honey

Feed Goblins
When feeding Goblins, all goblins are served the same
sized helping of Goblin Stew. All goblins are fed equally,
and depending on the amount they were fed, gain the
benefits or detriments as shown on table 1.1.
1 Food
2-3 Food
4 Food

Goblins get -2 to all checks,


attack rolls and damage
Goblins get -1 to all checks,
attack rolls and damage
No Effect

Player Adventures
At the end of each turn the PC's must determine what they
want their adventurers to do. They can attempt any task
with advantage, or they can go on an adventure to a
distant land. If they go on an adventure, they can also go
hunting for game.

Adventurer Check
After any adventurer attack the DM secretly rolls 1d4. On
a 2-4, the next party of adventurers will attack after that
many turns. The DM will reroll if they roll a 1.
Adventurers will always attack the party at the end of the
first turn (unless they lured the adventurers to their lair in
Chapter 0 - optional module), in which case they attack at
the beginning of the first turn).

Goblin Ale
If consumed, a goblin gains +2 strength +2 constitution -2
Wisdom -2 Intelligence -2 Charisma for the next hour.
Generic goblins gain 3 temporary hit points.

End of Turn Checklist


No of Goblins: _____________________
Food Stored: __________________________
Honey Stored: _________________________
Leather Stored: ________________________
Armor Stored:
Weapons Stored:
Saddles Stored:
Goblin Beer Stored: _____________________
Gold Stored:

Weapons Stored:
________________________
________________________
________________________
Armour/Shields Stored
________________________
________________________
________________________

Goblin Dungeon
The goblins begin this campaign with a small lair. They
can take various actions to make it larger.
A player may only have as many goblins as their rooms
allow for. Each 5ft square allows for 2 goblins. A room
must be at least 10 feet wide. Goblins cannot sleep within
5 feet of a trap.
Escape Route: There must be at least a 5ft corridor
leading safely out of (and into) the dungeon at all times.
Dig Room
4 Goblins can dig a 10X10ft room in a dungeon. You may
do this as many times as you have sets of 4 goblins.
Players may carve the room in whatever shape they want
as long as there are no segments that are 5ft wide or long.
Every 4 goblins allows them to dig 4 5ftX5ft squares.
Dig Corridor
4 Goblins can dig out up to 4 5ftX5ft squares in a
dungeon. You may do this as many times as you have sets
of 4 goblins. Players may carve the corridors in as many
segments as they want. If a corridor is 10ft wide, it counts
as a room for the purposes of how many goblins they are
allowed to have. Every 4 goblins allows them to dig 4
5ftX5ft squares.
Dig Lower Floor
Goblins can dig lower levels into their dungeon. The
number of goblins required to dig a square doubles for
every level below ground level. E.g. to dig a 10ftx10ft
square on level 2 of a dungeon would require 8 goblins
and to dig it on level 3 would require 16 goblins. A player
cannot dig below level 3.

Allies:
________________________
________________________
________________________

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Allying with a Tribe


Allying with a tribe or individual has a number of benefits.
Firstly the PC's get any tribal bonuses affiliated with the tribe.
Secondly the member of the tribe will aid them in attacking
any cities or towns. Thirdly players may trade for any treasure
or items their allies might possess.
If the party allies with the tribe they may unlock a new race or
class. Check the races the PC's have unlocked and if the
players have allied with that race a single player may swap to
the new race, levelling up to the same point as the rest of the
party.

Generic Goblins
Your generic goblins are all treated as being armed as well as
your weakest, most poorly armed goblin.
When your generic goblins are in combat they make a single
attack. This uses an ordinary attack roll, and deals damage =
to the number that can attack the adventurers in a turn (this
will largely depend on the shape of the dungeon). Keep in
mind that if the goblins attack from an excessive range, they
will have disadvantage on the attack roll.

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World Geography
This campaign is set in the Forgotten Realms, east of the
Sword Coast.
Levels 1-4 cover a relatively small amount of land. The
players will begin in the forest by the Marsh of Chelimer
and the Plains north of the Northdark wood. The finale of
this segment of play will end in the independent realm of
Everska just outside the Halfway Inn.
Levels 5-8 will take the players into Najara, the lands of
the Yuan-Ti. It will also take them deep into the desert to
the west of Evereska, before taking them into the nation of
evereska itself

Halfway Inn
The halfway inn lies on the outer reaches of the nation of
Evereska. A small village surrounds the inn, the size of a
small compound. Hunters, Trappers, Prospectors and
smallholders fill the streets with their families and it is
they who staff the inn when travelers come.
Although occasionally a powerful artisan may visit from
the Greycloak hills, by and large the Halfway inn is
lightly defended. Indeed, being haflfway to everywhere an
army could be seen many miles out, and the inn reinforced
by the citizens of Everska. Any barbarian invaders from
the east must first fight their way through the nation of
Everska, a feat that has never been accomplished to date.
Traversing beyond the halfway inn to Evereska is a fools
journey without a guide. The citizens are determined no
outsiders shall look upon their houses without approval
from one of the village elders, and there are many false
trails that appear to lead towards the city, each more
perilous than the last. Magic lingers in the mountains and
seems to have a will of its own, turning outsiders away.
Many fools try to venture from the Halfway Inn to
Evereska but only the guides know the actual route, well
hidden from plain sight. The false pathways are still
watched and passersby turned back by persuasion or
otherwise more forceful means.

Evereksa
Evereska is a semi-powerful independent nation.
Although not as powerful as the groups along the sword
coast, particularly members of the Lords Alliance, the
city holds an unmistakable amount of military might.
They have the loyalty of the elves in the greycloak hills,
albeit they have historically served as guardians and have
never been forced to leave their homeland. Likewise,
many adventurers and mages live peacefully in the city,
alongside beings of greater power whom mask their
appearance. The denizens of Evereska tend not to be the
strongest adventurers, their secluded nature leading to a
sheltered lifestyle (at least compared to the lively stories
told by those who frequent the sword coast), however the
few travelers who do leave (often from the greycloak

hills) are usually either strong or wise, and more than able
to adapt to the rough and tumble of roaming the world.
The guardians of the nation are rumored to fly upon large
griffons, patrolling the skies for intruders. Many of the
locals have come to call their protectors the Sky Knights,
as they number too many to be a mere band of adventurers
but too few to be an army. The Sky Knights are for the
most part armed with martial weapons, with a taut
crossbow strapped to their backs. A few mages patrol their
ranks, but for the most part they travel on foot, their spells
being difficult to aim at altitude, and the risk of falling or
striking ones mount being too great.
The terrain of Evereska provides as strong a defense as
those who defend it. Cliffs and Plateous dot the landscape,
with precarious trails winding in all directions. Magics
cast upon the area long ago always seem to turn invaders
away from the secret city entrances and rather onto a
suicidal trek to the underside of an avalanche. Ones who
dare to try to climb the cliffs and plateaus find themselves
peppered with arrowfire from the skyknights, or worse
once the archmages arrive. The residents say Evereska is
impervious to any attack by foot, and the countries
repeated defence from eastern armies of Orcs and
Goblinoids.
The biggest problem with a secluded lifestyle is that many
of the residents get overinflated egos. The Sky Knights
would be well apt to deal with any threat to Evereska if
they struck in force as a cohesive unit. Unfortunately that
is rarely the case. Squabbles over ultimately trivial matters
such as who is the nobler warrior result in bitter feuds that
divide the otherwise noble order. As such, it is usually
tightly knit groups no larger than a band of adventurers
that are sent after minor threats to the country. Of course,
in the face of a major threat the Sky Knights will come
together, however these events are few and far between.

Greycloak Hills
The Greycloak have been long since settled by the elves
of Evereska. A powerful warding mist looms over the
hills, warning the settlers of intruders and making
divinations malfunction in strange and mysterious ways.
Some say a golem made of solid mist roams the hills for
intruders, crushing them and letting their corpses grow the
hills everslightly.
A complex tunnel network is built into the underside of
the hills. Few individuals know why these tunnels are
being built, however some of the more illustrious figures
in Waterdeep and Baldurs Gate speculate it is to tap into
the rich resources underneath. The townspeople help
propulgate this myth, however the reality is the hills
provide an excellent retreat should Evereska fall.
There is a rumor that becomes more fact each passing day
that the Greycloak Hills arent as secure as the Greycloaks
would like. Naga and serpents from Najara slither around
the border, attempting to divine the hills terrain and
estimate its defences. Of course these divinations are
largely useless and not without their price, howevr they
have continued for over a moons turn and locals are
getting nervous. Worse, in recent weeks a nagas pouch

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was seen to spill dozens of gold pieces right beside the


border. The guards being entrusted with so much gold can
only be an ominous sign.

Orcish Plains
The orcs live on the plains surrounding the Scimitar
Spires (to the east of Everska). They have a mutual
understanding with the phaerimm who live there, both
wishing to see the end of civilization as it is known. Food
is scarce and the orcs scavange to survive, desparate to get
closer to the coast where food is more plentiful.
The orcs have recently been gathering and are a serious
threat to the people of Evereska. Skirmishes have occured
and the two groups are posturing for battle, it seems that
an invasion is all but inevitable.

Marsh of Chelimer:
The marsh of chelimer is a grim inhospitable swamp.
Although creatures such as bullywugs and lizardfolk live
on the fringes, only the hardiest creatures can survive its
toxic waters. The marsh is currently controlled by the
serpents of Najara, who have made a token effort to make
sure all areas of the marsh are manned by some sentient
species, to give them warning of any invasions.

Najara
Najara is a nation of Naga, snakes and Yuan-Ti. By
sending emissaries to the surrounding nations it has
cemented its place in the world, however it is not without
its enemies. The current ruler of Najara is Jarant, a tyrant
who wishes to expand his domain to the East, destroying
the evereskans and securing his borders.

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10

Places on the World Map


Location 1 - Zhentarim Trading Post
A small stone building marks the trading post of the
Zhentarim. One of the few human cultures to accept
goblins the Zhentarim are no ally of anyone, and that
makes them useful. Inside the building sits a man in dark
black robes alongside six Thugs who are sorting through
boxes of loot.
The man greets all guests softly and invites them
to browse his wares. He knows he is in a position of
power and will not haggle with the goblins, knowing
if supplies are truly needed his extravagant prices will
be paid. Also, the six thugs keep a close eye on the
goblins to prevent any mischef (any thievery checks have
disadvantage). The penalty for stealing from the
Zhentarim is death.
The robed man is an Assassain and attempts to slip away
if attacked. He won't hesitate to attack on a PC if the fight
is even or the thugs are winning, but he will flee if the
goblins ever get the upper hand.

Background
This outpost is grumpily tolerated by the people of
Evereska as the Zhentarim have bribed the officials to let
it stand. It's a stash of stolen goods, laundered moneys and
corruption, all in one centralized location.

Purchasing items
The robed man sells information and weapons to the PC's
at a substantial markup (Triple the listed price in the
Players Handbook). If the PC's argue with this pricing, he
explains that as the only supplier, the PC's will pay his
price eventually. On a successful one time diplomacy
check the robed man can be convinced to sell his wares to
the goblins for only double the listed price.
The shopkeeper also deals in information and is willing to
sell the PC's the local town blueprints or information on
how best to stop the adventurers. He is also willing to sell
PC's religious tomes for a hefty price.

Unique items for Sale


Plan to protect the Goblins
Town Blueprints
Tome of Demogorgon
Tome of Magubliet
Tome of Orcus
Tome of Tiamat

100 GP
100 GP
150 GP
150 GP
150 GP
150 GP

Town Blueprints
If the PC's ask for the town blueprints, let them look at the
map of the Halfway Inn Appendix 6 before attacking it.
All the blueprint gives them is the structure of the town
and the name of each building, not detailing what is inside
each building.

Plan to protect the goblins

If the PC's ask for a plan, the merchant responds curtly


that all the problems come from the adventurers tavern
beside the Halfway Inn. If that were to disappear, he
expects the goblins would be able to live free of
wandering adventurers, provided they don't kill too many
townspeople and draw the ire of other towns.

Location 2 - Dryad Grove


Nearby Creatures
The forestry thins to a ring of cherry trees circling a
sole apple tree. A slender feminine figure covered in
leaves shyly hides behind the apple tree clutching
onto a large wooden staff with its head carved into the
shape of a python's mouth. As she positions herself
behind the tree, you hear the thundering roar of a bear
echo throughout the grove.
The feminine figure clinging to the cherry tree is a Dryad
(Monster Manual Page 121). A Brown Bear hides behind
the same tree (Monster Manual Page 319). It is hostile but
won't attack the PC's unless they threaten or attack the
dryad. The dryad dislikes most of the forest tribes,
considering them violent and uncaring towards the
wellbeing of the land. She act in an uncaring aloof
manner, expecting the goblins to be more of the same.

Befriending the Dryad


The dryad will befriend the PC's if help her with a
problem. She fears the neighboring tribes warring will
cause problems for the forest as they have many times in
the past.
The dryad asks the PC's to convince the goblins,
Bullywugs, lizardfolk and tribal people not to disturb the
forest her grove. They won't need much convincing,
having lost several members over the past few hundred
years to the dryads various bear companions they call the
area haunted, and are thankful for a way to "unhaunt" the
area. Simply telling the tribes to stay away from the grove
because a dryad lives there is sufficient. This requires the
PC's to travel to each of those tribes at least once.
Alternately - the dryad may befriend the goblins if they
warn her of the human threat. They must convince her that
they will destroy the forest after they have exterminated
the various tribes. She is skeptical of such a story and
must be convinced with a Skill Challenge

Dryad Skill Challenge


Requires 6 Successes before 3 failures
DC 11 Persuasion Check - Gain 1 success or failure
DC 12 Insight Check - You tell the Dryad what she
wants to hear. Gain 1 success or failure.
DC 11 Nature Check - If successful gain advantage on
your next check, if unsuccessful gain disadvantage on
your next check. Can only be used once per player.

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11

Benefits of befriending the Dryad

The Hut

Even if the PC's recruit the dryad as an ally she cannot


leave the forest. In her stead she gives them her Brown
Bear to follow them as an ally. Additionally, she can warn
them of the dangers of the forest, giving them advantage
on any encounter checks in the forest (allowing the PC's to
pick the result).

The green hag knows about any intruders who approach


Amidst thick leafy trees and spiralling mangroves
stands a warped wooden hut, made from cracked
rotting timber covered in fungi and mould. The forest
has grown through the hut, vines breaking through the
walls and tunneling down through the floorboards. A
creaky wooden door left slightly ajar is the only part
untouched by the encroaching grasp of nature.

Attacking the Dryad


If the PC's decide it's a good idea to attack the dryad she
defends herself, using entangle on the PC's and getting the
bear to attack. The dryad also has a Staff of the Python
that she will use to defend herself (Dungeon Master's
Guide Page . It can be looted if she is killed. The staff
reverts back to its wooden form if the Dryad is killed. The
dryad has the stats of a Dryad (See Monster Manual Page
121)

Location 3 - Human Farm


Local Presence
This farm covers several hectares of land, where
several hundred head of cattle roam amidst the tall
grass. A mesh fence circles the boundaries of the
farm, and a comfortable looking house sits in the
centre.
At any time there is a 50% chance that the sons are out
tending to the farm. If they are killed when in the farm,
their father doesn't find them for 12 hours. After that, the
town goes on Alert (See Page 49).

Farmer's Shack
Inside the shack lives farmer Joe, his wife and his 2 sons.
Unless attacked they are non-combatants, preferring to
hire help to ward off any threats. If given the opportunity
they flee from any danger. If forced into combat, treat the
sons as level 1 Thugs and Farmer Joe (and his wife) as
level 1 commoners. If the goblins pass through the farm,
Farmer Joe sends one of his sons off to warn the
townspeople. This puts the town on Alert (See Page 49).

Hired Goons
If the town is on Alert, Farmer Joe hires 4 bandits to
guard the cattle, each armed with a crossbow and
shortsword. This number increases by 1 each time the
PC's either rustle cattle or put the town on alert (to a
maximum equaling the number of players +1). Any
bandits that die are replaced with new recruits.

Rustling Cattle
When there are no bandits guarding the farm, there is a
100% chance of rustling cattle. If there are bandits
guarding the cattle, rustling them requires a stealth check
(DC 7 +1 for each hired goon). This check has advantage
if the cattle are taken at night.
Rustling cattle results in Farmer Joe hiring recruits (see
Hired Goons).

Location 4 - Green Hag's Shack

Read this on entry


The inside of the hut is covered in flora, as twisting
vines stand in the place of smashed floorboards. In
the far corner of the room is a wooden cage, with a
pair of malnourished goblin females resting against
the bars of the cage. A variety of potions are coiled in
the upper reaches of the house, 8 feet into the air,
besides a satchel full of ingredients.
her domain due to having an innate connection with the
forest, having lived there for years. She uses illusion
magic to assume the species of intruders and hides inside
the cage, begging for help.
The potions are 2 Potions of Healing, 1 Potion of Animal
Friendship and 1 Potion of Growth. The hag lets the PC's
loot them but grows increasingly resentful for each one
they use, making comments about how the PC's shouldn't
disturb the forest balance and how they "wouldn't want to
anger the entity that imprisoned her". For every potion
taken, players will have to make a wandering monster
check whilst lost.

"Saving" the prisoner


Upon freeing the goblin females, one will be revealed to
have had its tongue cut out. This goblin has a festering cut
on its right arm, as if the skin had been gouged. The other
goblin female is simply malnourished, and cannot speak
from extreme hunger and thirst. Even after feeding her, it
will take a long rest before this goblin is ready to speak.
The hag is the goblin with its tongue cut out, using it's
illusory magic to disguise itself. Both goblins will weakly
follow the PC's if freed and try to guide them out of the
swamp (however the hag will ensure the PC's end up
getting lost and fall into all form of traps).
Once a party has recruited the hag she will maintain the
illusion and pretend to be helpless. However she will also
use her magic to make sure the players never find their
way out. Roll a wandering monster check for every potion
the PC's took +1. Additionally, the PC's will encounter 1
pit of deep mud (treat as quicksand - Dungeon Masters
Guide P110) and 1 pit of leeches (see below). After the
PC's have made all wandering monster rolls and
encountered a pit of deep mud and leeches, the tongueless
goblin grows a tongue and begins cackling (see upon
revealing herself).

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12

return them, the hag attacks (See Green Hag Monster


Manual P177).
Hag Random Encounter Table

1-15
16-20

1d4 Giant frogs.


1d4 Alligators

The hag will want the PC's to perform a quest for her (See
The Hag's Quest). If the PC's are unable to recruit her
into their party, she insists they undertake her quest, and
refuses to let them leave otherwise. With a sharp tongue a
player may convince the hag to let the goblins go,
requiring both for all of the potions to be returned and the
character to pass a Charisma Check (DC 14).

Pit of Leeches

Each PC must make a constitution save DC 11 or


have a number of leeches latch onto them. Players
who fail their save take 1d6 damage.
Every hour the players who failed their initial
constitution save will need to make another
constitution save. If they fail, they take another 1d6
damage (to a maximum of 4d6 damage)
A player who fails their constitution save by more
than 5 will begin to feel woozy.
If any PC checks for leeches, they will find them
attached to all players who failed their constitution
saves. Removing the leeches is a simple process
once they are discovered

Deep Mud

In addition to the quicksand rules on P110 of the


Dungeon Master's Guide, the moment the PC's
trigger this event, a load croaking can be heard
echoing throughout the swamp
6 Giant Frogs are heading to the PC's location for a
mating ritual. Regardless of whether the PC's are
allied with the Bullywugs or not, these Giant Frogs
are in a frenzy and will attack the PC's upon their
arrival
There is a clear escape path away from the frogs if
the PC's can escape the quicksand in time
The frogs arrive in 10 rounds from when the PC's
first notice themselves sinking.

The flesh of the female goblin begins to stretch and


warp, flakes dripping off to reveal terrible scabs and
an array of boils and cancerous growths. The creature
takes a vaguely female humanoid shape with long
grey hair and wrinkled green skin, growing in size to
roughly that of a human

Too Much Information


If the PC's tell the hag about the tribal people, unless they
give her a very good reason not to (an alliance between
them and the tribals is insufficient), in 2 turns she will
attack the tribals and wipe them out. She will eat the
female children, spawning 3 female daughters who will
grow into hags.

Recruiting the Hag


If the PC's tell the hag of an intention to raid the
human or tribal warrior settlement, she joins them. If
the raid is successful she agrees to join the goblins,
figuring they're a good lot to get in with.
The hag will also join the PC's if they can convince her
the forest is threatened by the human presence, she won't
hear insults to the other races having lived in the forest for
hundreds of years and realizing they won't disrupt the
balance.

The Hag's Quest


The Hag can be convinced to let the goblins go if they run
an errand for her. She asks that they bring her three kegs
of ale from the Bullywug camp, saying it has dangerous
and exciting alchemical properties. She watches them as
they undertake this task with her glass eye, and if they
stray she hunts them down and will attack them on their
next adventure, using her invisibility and striking when
the PC's are sleeping or already in combat with another
creature. Completing this part of the hag's quest is
sufficient for the hag to let the PC's go.
If the PC's complete the first part of the Hag's Quest, she
states that they are free to go, but if they are able to bring
her a female human infant, she will reward them greatly.
The human town is well guarded, however the PC's can
steal a female human child away from the Tribal Village.
If the PC's bring her a live female human child, the hag
will eat the child in front of them, and then agree to join
up with them (hoping to devour more children). After 1
week the hag will have 1 Hag Child.

Upon revealing herself


Benefits of befriending the Hag
The hag's first concern is what to do with the PC's. If they
have taken her potions, she will first demand them back
and accuse the PC's of being thieves. If the PC's won't

If the Hag joins the PC's she reveals that the pot they use
to cook their food was actually an Alchemy Jug their
ancestors stole from her about seventy years ago. She
reveals that if the phrase "Bubble Bubble Toil and

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13

Trouble" are spoken, the jug activates. The jug is faulty


and can only produce 5 food (mayonnaise), or 2 honey
every fortnight. Being faulty, she doesn't want it back, and
offers it as a gift to the goblins. The Hag will also be
availavble as a playable character (See Appendix 2)

Hag Children
If a hag eats an infant she spawns one Daughter. If the
players are able to spawn 3 Hag Children, the coven will
owe the PC's a great debt, and will cast Scrying (Players
Handbook Page 273) or Contact Other Plane (Players
Handbook Page 226) for them one time as repayment.

Bullywug Tribe - General Features


Size - Small. Other than a few small shacks there isn't
much of interest in the Bullywug swamp.
Wall height - 5.5 Foot Walls
Heat - Hot and Humid (due to the temperate swamp)
Lighting - Natural Light
Hours Awake - 5AM-9PM. Bullywugs rise and sleep by
daylight
Doors - Flimsy wooden doors made from scrap (DC 13
thievery to pick locks, DC 15 Strength to break down
Inhabitants - Bullywugs
Tribename - The Swampswimmers
Population - 35ish

Location 5 - Bullywug Tribe

This building is decorated with reed patterns,


fishbones and hardened dung ornamentation.
Although built lower than the reeds, it lacks not in
decor, with diagonal steeples, strange roof patterns
and overhanging artefacts such as the hardened
swampmuck lantern (ready for use and filled with
fresh dung)

Area 2 Tribal House


Inside this building resides most of the Bullywug
population (20) and the Bullywug chieftan Bigtongue.
Bullywugs have no sense of personal space and sleep
together in a huddle of the floor, sharing space for body
warmth.
Bullywugs spend most of their day drunk on Swampmuck
ale. Being proficient at fishing they never starve like
lower races. Recently the Bullywugs have been interested
in gathering weapons so they can rival the adjourning
lizardfolk tribe. The leader and his two bodyguards all
have flint tipped spears, however they're interested in
obtaining more flint and steel weapons for the rest of the
tribe.
The Bullywugs are arrogant and unhelpful if encountered
but not hostile unless offended or attacked. Calling them
frogs is a sure way for a goblin to get killed and thrown

This muddy attachment to the building is rather


plain, other than the buzzing flies and stench.
There is no door from the outside leading in.
into the great swamp. They aren't keen to help the goblins
and fail to see why goblin woes are their problem.

A mud and dung hut drips sludgily into the lake. A


flimsy wooden door made of mismatched scraps and
reeds marks the entrance. Inside the hut is a small
slimy chest. Scattered across the muddy floor is a
fishbone wand, countless pieces of petrified dung and
a small number of coins.

Area 1 - Abandoned Shack


The floor of the room contains a fishbone wand (a
mundane item with no actual magical properties), five
copper coins and 3 silver coins nestled in the mud. If the
PC's spend 30 minutes sifting through the mud they find
an additional 1d6 gold coins.
The sealed chest at the far side of the hut contains nothing
but a putrid brew of weeds and mould. Anyone inside the
room when this chest is opened must make a fortitude
save (DC 11) or be poisoned until their next long rest.
Collection the poison inside gives a character 8 doses of
Rotting Fish Poison (See Appendix 4).
The Bullywugs in Area's 4 and 6 watch the hut, and begin
following anyone who enters (perception DC 16 to
notice). If they are discovered they flee back into the
swamp and hide, stalking the PC's when they think the
coast is clear.

Area 3 Tribal Storeroom


Chieftan Bigtongue uses this room as a storeroom for all
the tribes food, ale and weapons. He keeps it locked and
holds the only key to the room and the chest. He opens it
at the beginning of each day and feeds all the Bullywugs.
The inner door is made of petrified wood, hardened with
dung cement. It can be broken on a DC 17 Strentgh check
or opened with a thievery check DC 14 or the key.
Inside this room are 20 sharpened wooden spears (with a
wooden tip), 5 barrels of rotting fish (inedible for
goblins), 1 barrel of fresh fish (20 food), 5 barrels of
water, 5 kegs of swampmuck ale (each containing 10
doses) and a locked tribal chest containing 178CP, 92SP
and 31GP, collected by many years by the tribe. It takes a
DC 17 thievery check to open the chest, or a DC 20
A thicket of twisting mangroves trail around the bog.
The buzzing hum of bloodflies echoes in the air as
they suck greedily at the swampmuck below.
strength check to break it open.
(Sharpened Wooden Spears deal 1d4+1 piercing damage)

Area 4 - Mangrove Patch

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14

The PC's may realise some of the mangroves have been


hollowed out (Perception Check DC 13). Close inspection
reveals 3 Bullywugs hiding inside them. They are very
cautious and panicky if found, pointing their spears at the
transgressors, trying to escape into the river.
As the PC's pass by this area, the 3 Bullywugs begin to
stalk them. Make a group stealth check against the PC's
passive perception. If it succeeds the PC's don't know the
Bullywugs are following them. If it fails, the PC's notice a
splash in the mud, or the distinctive sound of brushing
A large muck covered barrel floats gently down the
lake, being dragged downstream by the current.
against reeds. If it fails by 5 or more the PC's notice a
slimy head watching them in the distance.

Area 5 - Floating Barrel


If the PC's inspect the barrel make a perception check (DC
12). On a success they notice a tiny hole in the barrel and
a bulging white eye pressed against it.
Inside this barrel is a Bullywug who decided to watch the
PC's. If anyone touches or tries to open the barrel a
This patch of marsh is deeper and more fetid than its
surroundings. Many of the mangroves have been cut
away and in their place stand old black trees.
Bullywug bursts out, attacks once with his spear then
swims away to the safety of his tribe.

Area 6 - Fetid Swamp


As the PC's pass by this area, 3 Bullywugs hiding amidst
the mangroves begin to stalk them. Make a group stealth
check against the PC's passive perception. If it succeeds
the PC's don't know the Bullywugs are following them. If
it fails, the PC's notice a splash in the mud, or the
distinctive sound of brushing against reeds. If it fails by 5
or more the PC's notice a slimy head watching them in the
distance.
These bullywugs will not attack a party of goblins.
However if the PC's split up, they aren't beyond stabbing a
Tall reeds stretch out over long pools of waist deep
mud. They cover a wide section of the marsh, and the
faintest of croaking's can be heard inside.
goblin, looting them and leaving them to die in the mud.
After all, why give up on easy loot.

goblins. On a 1 the Bullywugs are offended and decide to


kill the goblins for not recognizing their majesty.
Bribery: A sufficient bribe will win the Bullywugs over.
Note the bribe must be shiny and it must be of sufficient
worth for the Bullywugs to risk their lives, a few baubles
will be insufficient as will just a few coins. 100 Gold
pieces worth of goods are sufficient.
Proving the human threat (best done by bringing back a
live captive): Bullywugs are as afraid of the humans as the
goblins are. If the PC's can provide proof that adventurers
are coming (e.g. discarded adventuring equipment), the
Bullywugs will become their allies. Note the gear of a
single adventurer will be insufficient, the PC's will need at
least 2 weapons stolen from human adventurers and 2
suits of armor.
Bringing back rare game: Bullywugs respect powerful
hunters and rare gifts. If the PC's bring the corpse of any
medium or larger animal to the Bullywugs, they can make
a persuasion check DC 13. On a success they recruit the
Bullywugs.

Trading for Swampmuck Ale


The bullywugs are more than happy to trade their
swampmuck ale - for a price. For 3 barrels they insist the
PC's bring them the hide of three giant frogs or two
Alligators as worthy trade. Alternately they can be bought
for 15gp per keg.

Brewing Refined Swampbeer


If the PC's ally with the Bullywugs, they are taught the
secrets of crafting refined swamp beer, which takes no
longer to craft. The secret ingredient is crushed mangrove

Bullywug Alliance
Even if the PC's ally with the bullywigs, the froggish
creatures demand regular tribute of flint, as well as a
share in any cities they help attack. Although the PC's
have a limitless supply of flint, and there is no
practical cost to them, thematically the bullywugs
should always think they're taking more than they're
giving.
root, which can be gathered deep in the swamp. Refined
swampbeer has all the benefits of swmapbeer but doesn't
risk exploding when brewed.

Area 7 - Frog Territory)


Two Giant Frogs have made this patch of reeds their
habitat, preying on any creature that stubmles inside. The
giant frogs are passive until the PC's enter the reeds.
When the PC's enter the reeds the Giant Frogs leap forth
and attack. If the PC's haven't taken precautions the frogs
get a surprise round. Upon either of the frogs losing half
their hp they both retreat

Allying with the Bullywugs


This can be done in a number of ways e.g.
Diplomacy: Each time the PC's meet the Bullywugs they
can make a diplomacy check. On a 19 or more the
Bullywugs decide it is in their best interest to ally with the

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15

Location 6 Goblin Woodland Fortress


Goblin Fortress - General Features
Size - Small - 7 assorted structures and 1 hidden basement.
Wall Height: - 8 ft
Heat: Cool, shady due to nearby trees and forestry
Lighting: Dim natural light from the forest, otherwise none
(goblins rely on darkvision)
Hours Awake: Daylight (5AM-9PM). The goblins who live
here have learned to fear the predators of the night
Doors: Solid Oak Doors Strength Check DC 20 to break
Stealth Check DC 15 to lockpick with thieves tools
Inhabitants: Goblins
Tribename: The GobGob's
Population: 20 goblins

Lodge Description
As you wade deeper into the forest the trees begin to
split apart. A large, dilapidated hunting lodge parts
the greenery about 200 feet ahead of you. It's roof sits
slightly below the treetops making it all but invisible
from a distance. As you draw closer, several other
smaller wooden structures become apparent. Crude
shacks made of splintery timber are scattered around
the lodge. The grass around those patches is short and
brown compared to the lush surroundings of the forest

What's inside the lodge


The inside of this building is considerably less
impressive than one would expect of a lodge. The
tables and chairs have all been ruined and are covered
in tiny teeth marks. It's devoid of any valuables and
has holes smashed in the walls and floor. As you step
onto each floorboard it creaks strain.
Inside this lodge hides the GobGob clan. Too small and
weak to be a fighting force, this tribe has survived by
hiding out in an abandoned hunting lodge down in the
cellar. They hide downstairs when danger comes near, and
don't come out for a full six hours after going down. That
is unless they desperately need food.

Room 1: Fortress
A cursory inspection of the room (no check required)
reveals that although the inside of the building is
damaged, the foundations are still sturdy. On a successful
perception check (DC 11) or passive perception 11 one
notices a secret trapdoor disguised as a creaky floorboard.
The handle is broken off but a hole in the wood beside it
makes an easy access point. It takes 2 goblins to lift from
this hole.

Room 2 - Freshwater Pond


A small freshwater pool gathers here. A number of
tiny fish dart around inside, however the depth of the
water and slippery ground around makes fishing a
precarious endeavour.
The pool is surprisingly deep at 15ft. Originally dug as a
pit trap it connected with an underground channel and
instead created a inland pond.
Any goblin that falls into the pond (or is pushed) has to
swim out. Searching the inside of the pond using a long
stick or net reveals a goblin skeleton at the bottom, hands
clutched onto a stone fishing rod.

Room 3 - Hunting Room


A collapsed segment of the lodge rests rotting here.
The stench is horrendous as brightly colored mould
grows from the decaying wood
This room once hung animal carcasses for smoking. Now
it remains uninhabited due to the awful stench (generated
by the untended meat). Collecting the mould gives the
goblins up to 4 Rotting Meat Poison (see Appendix 4)

Room 4- Clothing Room


This small coatroom holds a small array of moth
ridden clothes, ruined leather coats and mouldy shoes.
All are ruined beyond any hope of repair, and the few
that would be vaguely wearable are torn, as if dragged
along the ground.
Goblins attempting to wear the oversized clothing have
ruined the few remaining outfits here. Clever PC's may try
to salvage the remaining clothes for leather. If they do
this, add 2 Leather to the party inventory. There is nothing
else here of value other than the ruined cloth which can be
collected for a free Hidden Pit Trap upgrade to an existing
pit trap (See Appendix 3).

Room 5- Toilet
The earth opens up like a big hole in the ground. Tree
roots reach down deep into the hole which is filled
with animal filth and a chittering swarm of rats,
gnawing at both the roots and the fetid smelling
contents of the pit.
The goblins use this area as a wastepit, which also
provides food in the form of tree roots and rats. There is a
hostile swarm of rats at the bottom of the pit that
provides 8 food if killed. Climbing down requires an
athletics check DC6, the roots making easy footholds. The
rats can be safely killed from the ledge above.

Room 6 - Religious building Magubliet


In the centre of a ramshackle pile of stones stands a
tall central stone. Several small animal bones lay
shattered around it.
Once a week the goblins gather here to pray for prosperity
This procession begins at midnight, and ends at 1AM. If
any predators are detected the ritual is delayed until its
safe. This is a crude altar to Magubliet. The goblins here

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16

worship magubliet and can teach his ways to the PC's,


allowing them to take the religion.

Room 7 - Cellar
This underground cellar is overflowing with nervous
looking goblins. Several small barrels of food lay
stashed against the wall (16 food total). The room is
filled with bony dice and all the various trinkets of
goblin life.
The goblins spend most of their time here. They are nonhostile but wary if found and ask the PC's not to reveal
their home. They begrudgingly offer the PC's half of their
food stores to keep the secret murmuring about how the
children will starve. If the PC's accept the offering, 1d6
goblins will have starved to death when they next visit.

Allying with the Gobgob tribe


With a sufficient offering (32 food) the PC's can try a
persuasion check (DC 13) to get the GogGob tribe to ally
with them. If this check succeeds the tribe abandons its
home and joins up with the PC's. Giving the goblins 50 or
more food gives this check advantage. This check can be
made once per fortnight (once per turn) as long as the PC's
have sufficient food.

Rewards of Allying with the GobGob tribe


If the PC's ally with th GobGob tribe, half of the goblins
remain in their base, and half (10) join the PC's. These
goblins should be treated as Generic goblins and added to
the population of the PC's tribe, being distributed evenly
across the players

Lizardfolk Castle - General Features


Size - Large - 15 rooms
Wall Height: - 24 ft, 12 ft each floor
Heat: Warm, well insulated castle partly submerged in
boggy water
Lighting: Ordinary lighting from sun, murder holes cut
into walls which light shines through, torches at night
Hours Awake: Nightfall 5PM-9AM
Doors: Reinforced Wooden Dexterity Check 14
Lockpick, Strength Check 17 Break down Door.
Inhabitants: Mostly Lizardfolk
Tribename - The Green Ones
Poupulation: 26 Lizardfolk

Lizardfolk Improvised Weapons


Lizardfolk arm themselves with metal or flint weapons
if they get their hands on metal or flint. Otherwise
they are armed with wooden clubs, shields and stone
tipped spears. If the lizardfolk ally with the PC's,
automatically upgrade all their weapons to a flint
tipped equivalent.
Stone Tipped Spear 1d4 Damage - breaks on a 1 or 2
Flint Tipped Spear - 1d6 Damage - breaks on a 1 or 2
Steel Tipped Spear - 1d6 Damage

Location 7 - Lizardfolk Castle

Lizardfolk Combat Tactics: If it ever comes to combat,


lizardfolk utilize a defensive strategy. They retreat to
narrow passes and secret passageways before surrounding
the PC's and turning the tables.

Level 1
Room 1 Entrance
Faded tapestries and empty torchscones hang from tall
walls. A heavy stone door rests at the far side of the
room, sealed shut and blocked by several large stone
bricks.
If the bricks are removed, the door can be broken open on
a successful strength check (DC 18). If knocked open,
swamp muck will ooze through the opening into the
castle. The castle is far enough submerged that the swamp
will continue to slowly ooze in until the castle s sinks
completely into the swamp. The castle fills at 1ft every
hour until it is submerged.
On a search check DC 15, a PC finds a false wall segment
behind one of the tapestries, revealing a hidden tunnel to
area 2. The lizardfolk know about this tunnel and use it to
reposition themselves and prepare ambushes if attacked.

Room 2 Bathroom
This small room contains several wooden buckets
filled with freshwater, a number of crude scrubbing
brushes cut from reeds and a deep pit into the ground
stretching into the swamp.
This room serves as the castle bathroom. The waste oozes
into the swamp, which more or less masks the stench with
the fumy odor of the swamp itself. Lizardfolk rarely clean
themselves, and usually only after they've been splattered
with some creatures blood.

Room 3 Servants Quarters


Five stone beds rest against the eastern and western
walls of this large room, covered in thick reed
blanked that drape over the sides of the bed and onto
the floor. An equal number of small wooden chests
sits in front of them, albeit none of them are locked. A
number of tiny bones have been shoved aside into a
neat pile in the corner.
This room serves as a sleeping quarters for 6 lizardfolk.
As a honourable race, the lizardfolk have seen no need to
trap or lock their chests from each other. Upon
examination (no check) the bones in this room are
revealed to be a combination of fish and rabbit bones.
If one searches under the beds (Search check DC 11), they
find a stone tipped spear under each .
Chest Contents

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17

1
2
3
4
5
6
7
8
9
10

1 Platinum piece
Six silver pieces
Three gold pieces
A small idol of Orcus
15 feet of coiled reed rope
Wooden Dagger
Nine half copper pieces
Sixteen copper pieces
Nothing
Nothing

Each chest contains a set of plain clothers and assorted


junk. Roll three times on the table below to determine
what else is in each chest.

Room 4 Armoury
The door to this room is reinforced with hardened reed
bands. Several dozen hide shields lean against the walls of
this long thin room. A number of heavy looking clubs
from weapon racks on the western and eastern walls
designed for swords and axes. Two steel tipped spears and
a long wooden pike sit amidst them.
The steel weaponry was crafted from what little iron the
lizardfolk have found over the years. No hierarchy
dictates which lizardfolk gets the steel weaponry but
typically the two spears are held by a pair of lizardfolk
who flank any invaders.
PC's aren't allowed into this room unless they are friendly
with the lizardfolk and even then only under armed escort.
The lizardfolk aren't willing to part with any weapons, and
if a steel weapon is ever found missing, an alarm is
sounded.

If carefully handled, 5 books can be removed and sold for


10gp each to the Zhentarim. These books describe how to
craft various weapons and the art of blacksmithery. On an
intelligence check DC 12 a PC will notice these books
have been transcribed, and are not the original texts.
One lizardfolk sits in this room most of the time, reading
one of the intact books. He has long since given up on
restoring the non-transcribed books, saying that "time kills
everything".

Room 8 - Feast Room


16 Chairs line a large oaken table adorned with
silverware, empty platters and glasses. Three lit
candlesticks dim lighting which gives the room a surreal
glow
Every day the lizardfolk eat two meals, one at 6PM and
one at 1AM. This room is always full during that time,
and usually the table contains an assortment of meats, fish
and a couple of roots. Fruit and vegetables are a rarity as
not many grow in the swamp, and are considered
delicacies.
Level 2

Room 9 Guard station


4 stone beds with reed blankets line the walls of this room,
alongside 4 personalized weapon racks, each containing a
steel spear and hide shield. There are also a quartet of
mannequins each equipped with a suit of leather armour
and with a stone chest at its foot.

Room 5 Recreation Room


A variety of games have been set up in the centre of this
room. A very old wooden table covered in strange round
numbered stones (pool table) sits in the centre, whilst
dozens of dice litter the floor. Several chairs are set up in
the corner of the room.
This is the lizardfolk recreation room. At any time 1d4
lizardfolk are here playing various games of chance. The
goblins can gamble with them if they so choose, playing
either of the two popular goblin gambling games, or
another chance based game you think the party may enjoy.

Room 6 Staircase
This small room just barely contains a wide stepped spiral
stone staircase. The steps show signs of wear and have a
few chips and dints in them, but are otherwise in good
condition.
The staircase connects level 2 and level 1. If the lizardfolk
are attacked they will attempt to shove intruders down the
staircase.

Room 7 - Library
A tall bookcase sits against the eastern wall of this room,
and a number of chairs inside. Most of the books have
aged and turned to dust, however a few remain intact.

Originally a guard room, this room has kept its function as


a sleeping quarters for some of the best armed lizardfolk.
See "Chest Contents" for what's inside the chests
The lizardfolk here don't sleep in their armour but wear it
(and equip their steel weapons) when they're awake. 4
Lizardfolk reside in this room.

Room 10 Kitchen
A large stone pot hangs over a wide fireplace in the
middle of the room. A wooden larder and a half-dozen
barrels sit against the west wall when shelves covered in
both serving dishes and daily crockery alongside a rack of
stone knives line the east.
Kitchen Contents Inside the kitchen is a larder filled with
meat. Recently the lizardfolk hunted down a Giant Frog,
that's been feeding the tribe alongside fish and roots. The
frog has already been butchered into good cuts and the
hide set aside to improve their shields. At all times there is
one lizardfolk inside this room preparing food. If attacked,
the lizardfolk flees and sounds the alarm, throwing stone
knives and crockery as a bonus action (+1 to hit 1d3
damage for knives, + 0 to hit. 1 damage for crockery)
when he makes his escape.

Room 11 Guard station

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18

Several reed nets hang from two stone spikes in the


southern wall, beside a rack of stony spears. A total of
four beds and lockers rest against the western and eastern
walls in this room. The stench of dead fish permeates
every corner of this room.
An examination of the room reveals a few decomposing
fish parts hooked onto the nets or near the beds. The
lizardfolk who live here are the tribes best fisherman, and
also some of the best bullywug "catchers" being experts
with the net and spear. 4 Lizardfolk reside in this room
.

Combat: If it comes to combat these lizardfolk spend the


first round throwing nets over the PC's, then poke players
with their sp
ears.

Room 12 Royal Quarters (2)


A heavy reinforced stone door guards this room, distinct
from the other wooden doors in the castle. These spacious
chambers hold a single king sized bed with two leathery
pillows. A wooden desk with parchment and quill sits
against the eastern wall beside a tall wardrobe filled with
various put together outfits. A single locked chest sits in
front of the bed, and in front of it are two mannequins one
female and one male, both draped in metal armour and
grasping steel swords and hide bucklers.
Painted on the roof is a mural of a human standing next to
the castle. Although the paint has started to fade and peel,
the image is still distinct.
A doorbar sits on the far side of the stone door that can be
used to block it (although the lizardfolk wouldn't do
something so cowardly).
Loot Inside the chest are the majority of the lizardfolks
plunder over the years, 117 gold pieces, 531 silver pieces
and 784 copper pieces. The lock requires a DC 20
thievery check to open, or a DC 23 strength check to
break the chest.
Lizardfolk King The lizardfolk king, Slithers has a metal
key draped around his neck (opens the chest in room 13).
He tells the goblins not to fear for their lives since he
hates stringy goblin meat, and how they're lucky they're
not humans. He immediately upon meeting the goblins
asks if they would like to be his underlings. If the goblins
say yes, he asks them to bring him back a bullywug corpse
as proof. If the PC's do this

Lizardfolk Queen The Lizardfolk Queen, Mell is the


tribe's spiritual leader. She is curious about the goblins
and wants to broker a long term alliance where the goblins
provide the lizardfolk with metals. She is curious why the
goblins are so far from home and impressed if they tell her
the truth. If the PC's are honest with her, give advantage
on any checks to ally with the lizardfolk.
Treat her as an ordinary lizardfolk except she also knows
the spells
Cantrips: Prestidignation, Poison Spray, True Strike
Level 1 Spells (can cast 2 per day): Shield, Magic Missile
Level 2 Spells (can cast 1 per day): Enlarge/Reduce
Room 13 Prison Cell
Heavy stone bars and a stony lock block entry into two
cramped cells. A number of bony scratches can be made
out along the grey stone walls.
Currently the prison cell is empty. The lock can be picked
on a DC 18 or DC13 with thieves tools or the bars broken
down on a DC20 strength check.
When the cell is occupied, the lizardfolk pose a guard to
watch it at all times. The guard is armed with a stone
tipped spear in case the prisoners attack, and a long
pointed wooden pike to prod the prisoners if they get too
noisy which deals 1d2 damage.

Room 14 Guest Quarters (6)


Four stone beds and two wooden ones covered in reedy
sheets reside in this room. In front of each is a stone chest,
with a club and shield resting atop them all. On the far
wall there is a stone plaque with some words etched onto
it. Ten ladders lay stacked against the far wall.
This once served as the guest quarters when the castle was
inhabited. Since then the lizardfolk moved in they

Lizardfolk Laws
Law 1 - No Stealing
Law 2 - No Killing/Injuring other Lizardfolk
Law 3 - No hiding food from other lizardfolk
installed two additional wooden beds and created more
stone chests. The contents of these chests are listed on
page 17
The mural says (in Common) "Welcome Guests to the
castle of Lord Bilsbury. Make yourselves at home."

Room 15 - outer perimiter of castle (ladders


lead down to bog)
These long passageways circle the upper floor of the
castle and overlook the swamp below. A reed ladder
hangs down from the western wall, and a burly looking
lizardfolk keeps watch behind it.
This is the upper layer of the castle and how the lizardfolk
get in and out. Ten more ladders are kept inside the
dungeon at all times (Room 15) in case one breaks or the

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19

lizardfolk need to climb down in a hurry to engage


bullywugs.
Beside the western ladder is a splayed out giant frogskin
with several words etched into it in draconic (See
Lizardfolk Laws) Anyone caught breaching any of these
laws is sentenced to death unless they can receive a royal
pardon (See Queen).

Allying with the Lizardfolk


Allying with the lizardfolk requires the PC's both to
convince them an alliance is in their best interests, and to
soothe their pride. These will be dealt with separately

How to soothe lizardfolk pride


Lizardfolk believe themselves to be superior to goblins
and insist that in any alliance that they "be the bosses".
They actually don't act like bosses and care too much what
they're doing, as long as they get to eat and call
themselves in charge. As long as the PC's call them
"Boss" and don't command the lizardfolk around too
much, their pride will not be a problem. Otherwise, the
lizardfolk won't ally themselves with an "inferior race",
regardless of whether the PC's meet the requirements
listed below.

How to convince the lizardfolk to ally


with the PC's
The lizardfolk of the swamp are in desperate need of new
weapons. If the goblins agree to let the lizardfolk mine the
ore in their mines, let the PC's make a charisma check DC
15 to ally with them.
A charismatic party may win over one of the two
Liazrdfolk leaders if they succeed in a charisma skill
challenge.
If the PC's are successful in the skill challenge the
lizardfolk reveal their interest in joining forces with the
goblins in return for some of their shiny metal. On a
failure the lizardfolk are displeased with the goblins and
insist that they surrender their weapons as a gesture of
good faith (the lizardfolk actually just want the flint). If
unsuccessful, the PC's can plead their case again on
another turn.

to the Royal Quarters (2), they can enter diplomacy with


the lizardfolk king and queen.
Bribing the Guards: Alternately, the PC's can get into
the castle by bribing the guards. The lizardfolk are
prideful, but 20 GP split between the guards (including
payoff money to the guards inside) is enough to get them
to turn their backs for a few minutes. The guards remind
the PC that if they want to talk to someone, they should
find the Lizardfolk King and Queen, and nobody else, as
the other guards are just as like to throw them in the cells.
The Emissary Approach: The PC's can get in the castle
by stating they are emissaries or warning of the human
threat. The guards are suspicious and the PC's must pass a
Diplomacy or Intimidate check respectively (DC 14) to
convince them the goblins are telling the truth. Failure
results in the guards letting the PC's through before
turning on them and throwing them in the jail.
Getting Thrown in Jail
If the players were first thrown in the cells, the lizardfolk
king and queen will still visit them to treat. However they
will also demand an offering of good faith to any peace
treaty - the lizardfolk want (Number of Players) goblin
hostages to make sure the PC's keep faith. These goblins
are subtracted from the parties Generic Goblins and never
returned. Additionally, the PC's flint (or steel) weapons
are not returned.

Charisma Skill Challenge


Requires 4 successes before 2 failures
Diplomacy Check DC 12 - Add 1 Success or Failure
History Check DC 13 - Warn the lizardfolk of the danger
the humans present and give past examples. Gain
advantage or disadvantage on your next check.
Intimidate Check DC 5 - Warn the Lizardfolk the
humans will attack them next. Add 1 Success of Failure.
This may only be used once.
Deception Check DC 8 - Warn the Lizardfolk the
humans are planning to attack them. Add 1 Success or
Failure. This may only be used once.

A temporary alliance
A temporary alliance can be forged if the PC's are
planning a raid on the nearby human town and if their
plan seems to have a reasonable chance of success. The
lizardfolk have only one request, and that is they keep
whatever they plunder.

An Unpleasant Greeting
The lizardfolk defend their castle perimeter with wooden
throwing spears. If the PC's openly approach without
declaring peaceful intentions, they are first warned once
by the guards, then attacked. If the players manage to
sneak in, they are thrown in the dungeon cells when
caught (and their gear confiscated). If they manage to get

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20

Location 8- Kobold Cave


Room 1: Storage room
Several ruined barrels lay messily on the far side of this
small room. Laid over them are several bloodstained
leather tarps. The faint scent of slowly rotting meat
permeates the room. A small pile of crafting materials
including crossbow bolts, rope, wood and sharpened
stones juts out from the tallest barrel.
This is the kobold storage room where they keep their
food. At all times, a pair of particularly trustworthy
kobolds (as far as kobold society goes) guards the food,
one sleeping whilst the other keeps watch. This has
become necessary considering the recent food shortage.
Inspecting the barrels reveals several dead moles, a few
scarce ground vegetables and the rotting carcass of a
sheep (10 food left on it). Clever players may realize this
sheep is the one raided from the nearby human village,
and which has caused the humans to venture out.

Room 2: Trap Room


This long narrow corridor leads straight for no more than
10 feet, veering from side to side. Strange stone plates
cover the ground beneath it, each containing 5 tiny holes.
In actuality this passageway leads into a room designed to
kill any intruders. All the kobolds know not to go in here,
and have memorized where all the various traps and their
locations. Assume that a trap is reset 1d4 hours after it is
triggered using the materials in room 1.
On a search by the PC's (or passive wisdom 13) they
notice a thin wire that connects to the crossbow. On a
higher search check Passive wisdom 14 or search DC 17
they notice that the floor dips towards the centre of the
room. This is actually because the floor is covered by a
thin leather tarp, into a 20ft deep pit. The trap is that one
notices the wire and then steps right into the pit trap.
The door on the other side of the room is false, and opens
up into a brick wall. If someone tries the handle it shatters
and they take 1d3 piercing damage (fortitude dc13 halves)

Room 3: Loot room.


A heavy wooden chest rests on the far side of this small
room. The lid lay slightly ajar. A single everburning torch
hangs above the chest, as the twinkle of gold shines out
from inside.
The chest is untrapped, and is left ajar so the kobolds can
see what has been looted by previous generations. The
kobolds small stash of loot is collected in this chest. It
consists of several thousand stacked coins, mostly copper.
They total 22GP, 150SP, and 3000CP. In the centre of
them is a jet black egg. This is a petrified Green Dragon
egg.

Hatching the Egg The egg will hatch if placed in an area


with sufficient magical energy.
although this will ruin the cauldron and drain it of all
magical effects. If the PC's befriend the dryad she is
willing to hatch the egg as a key part of the forest
ecosystem. If left with the dryad, the egg will hatch after
1d4 turns. The petrified egg has 10HP and a hardness of
12. Breaking it open with force results in a dead dragon.
Alternately the egg will hatch if the goblins reach level X
group worship of Tiamat.
If the PC's are allied with the Hag: The Hag's cauldron
will hatch the egg if it is placed inside. If the players are
allied with the Hag she volunteers this piece of
information.
If the egg is hatched: If the players hatch the egg it
hatches into a Wyrmling Red Dragon (Monster Manual
P98). The dragon immediately bonds with the nearest
player character. The dragons bonded goblin (and only
that goblim) may ride it as a mount.

Room 4: Trap Corridor


This is a spear trap - if 2 small creatures or 1 medium
creatures stands on a tile at once, the trap triggers, firing
The thin passageway veers to the east leading into a
20X20 room. A door rests against the stone wall against
the eastern wall, with a carefully balanced crossbow above
it, pointing towards the entranceway. The floor is covered
by a thick layer of dirt and dust, and the occasional glint
of silver can seen amongst the mess.
up the five spears on the tile. The tile attacks on a +7
modifier and deals 1d6 damage (reflex negates). The trap
resets after 10 seconds then fires again (if the weight is
left on it).

Room 5: Animated Statue Trap


The kobold statues are in fact, just statues. Crafted years
ago by elder kobolds to be animated, the secrets of magic
In this room, 4 lifelike statues of kobolds that are covered
in a thick layer of grime rest against the walls, peering
towards the central corridor. Each one is grasping onto a
small stone dagger. A passageway leads between them
deeper into the dungeon, leading straight for 30ft then
veering to the west.
have been long since lost and now they simply serve as
spooky decoration.
The grime has been infused with toad poison, and over the
years has become highly toxic. Upon touching it, a
character must make a DC13 fortitude save or become
poisoned until they take a long rest (and pass another
save). Ingesting the poison means the PC must make a
fortitude save DC 15 or suffer from the effects of toad
poison.

Room 6:

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21

A large 25X25 foot room serves as the hub of this small


outpost. A few creature comforts can be found sitting
around, dilapidated wooden stools, some large leaves with
trap ideas scrawled upon them, and a boiling pot of meat
stew over a small firepit. Six kobolds loiter around in this
room, each wiry malnourished. Amidst the centre of the
room is a small granite statue to tiamat, with a small
amount of mole blood pooling in each of her five mouths.
At any given time, 6 kobolds can be found loitering
around in this hub, passing the time and speculating new
ideas. They serve as guards for the lair, as well as cooks,
scribes, trapbuilders and general manpower. Each kobold
here is armed with a stone dagger.

Trap Effects
Poisoned Heavy Crossbow Trap: +4 to hit, 1d8+ Poison
(Con save DC 12, 1d4 damage initial, 1d4 secondary).
Pitfall Trap: 20 ft deep, Search DC 17 passive DC 14,
(2d6 fall damage)

Kobold life:
Kobold life typically includes a mixture of guarding the
lair, foraging for food and being bored. Traditionally
kobolds pass the time by revering draconic deities and
performing unholy rites. However this tribe has been
isolated for many generations, and the traditions have all
but died. All that remains is a statue of Tiamat, which they
revere and pray to for purpose

charisma check DC 18, if successful, the players gain


advantage on their next check to win over the kobolds.
Alternately if the humans attack the kobolds, the survivors
beg to throw in with the goblins as refugees, even if the
goblins secretly orchestrated for the humans to attack the
kobold camp.
In the case of an alliance the kobolds won't act suicidally
but will stick with the goblins as long as they're kept well
fed. To keep the tribe allied they must be given 2 food per
turn, which they use to supplement their own foraging.

Kobold Cave - General Features


Size - Small - 6 Rooms
Wall Height: - 24 ft, 12 ft each floor
Heat: Cool
Lighting: Pitch Black
Hours Awake: Nightfall 5PM-9AM
Doors: N/A
Inhabitants: Mostly Kobolds
Tribename - The Trappers
Poupulation: 23

Hunting and Foraging:


Typically half the kobolds guard the lair whilst the other
half search for meager supplies of food. The occasional
adventurer or creature that strays too far from home
demands the kobolds leave a strong presence inside the
lair at all times, however the lack of an effective food
source means this is limited to half their number.

Leadership
The kobolds have no direct leader. All decisions are made
by whatever kobolds are in the lair by a showing of hands,
a tie meaning no change. These decisions are done before
the statue of tiamat.

Allying with the kobolds


The kobolds aren't quick to ally with outsiders but they
also won't shy away from an opportunity. On the verge of
starvation, a gift of .2 food per kobold allows players to
make a charisma check DC 16 to win their allegiance as
well as their gratitude.
If the PC's are allied with the bullywigs or lizardfolk
The PC's can also offer a gift of rope allowing this check
but at DC 12. Sufficient amounts of rope can be obtained
from the Bullywugs or Lizardfolk who regularly craft rope
from reeds.
Alternatively, killing the legendary El Weasel Diablo
makes the kobolds want to throw their lot in with the PC's.
If the PC's search for Big Game in the hills after receiving
this quest, roll 1d4 each time the PC's search for big game
in the hills. On a 4, they find El Weasel Diablo.
Convincing the kobolds of the human threat is a daunting
task and alone won't make the kobolds help. Make a
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22

Location 9 - Tribal Warrior Forest


Tribal Warrior Forest - General
Features
Size - Small - Four Rooms
Wall Height - NA
Heat - Warm and humid due to the temperate forest
Lighting - Shaded forestry
Hours Awake - 5AM-9PM
Doors - NA
Inhabitants - Tribals
Tribename - Children of the Forest
Population - 32
As the PC's approach upon the tribal warriors lair, in
addition to the ordinary random encounters the PC's may
encounter the additional encounters listed in the table
below. When approaching the tribal warriors Roll 1d6. On
a 5 or 6 a random event occurs. In that case, roll a d20 and
consult the table below.
Random Encounters
1-14
15-18
19-20

Hunting Snare
Hunting Party
Food Gathering

Hunting Snare
Make all the PC's roll perception checks. If a PC gets a 15
or higher, they notice a loose looking vine hidden under a
cluster of leaves. It can
easily be avoided. If the Pc's all fail their perception
checks read the following for the PC first in marching
order.
Suddenly [Charactername] is hurled into the air as a nearby
tree snaps back, pulling a vine tautly lashed around
[charactername's] foot. Take 1d4-1 damage as you bang
loudly against the tree. [Charactername] dangles 10 feet
above the ground upside down, hanging by the vine that
caught him.
A tribal hunting party will pass by the snare trap 5
minutes after it is sprung. Upon noticing the captured
target is a goblin, they take it back to their camp after
knocking it unconscious, eager to sacrifice it in the name
of Demogorgon. If the PC's do not hide themselves or try
to escape, run the Hunting Party event.
The trapped PC may try to free themselves. To do so they
must pass a DC16 Athletics Check to right themselves and
cut through the vine. Alternately, an ally may climb the
tree athletics check DC 12, and cut the vine loose.

Hunting Party
Loud chanting in a foreign language can be heard coming
towards you from the east. The darkness of the night is
split slightly by the glow of torchlight. Although the
holders are far in the distance, you can hear them coming
closer, as they shout bloodcurling screams into the night.
The chase begins.

Skill Challenge - Chase


The chase counter begins at 3. If the chase counter
reaches 6 the hunters catch up with the PC's roleplay their capture and bring them to the tribal
leader). If it reaches 0 or the players remain
uncaught for 8 turns the players escape.
At the beginning of the chase, have each player roll
initiative. The turn player chooses what the party
does during any individual event in the chase. Roll
1d8 and consult the table below for what terrain
event the PC's encounter during the chase. Each
event takes approximately 5 minutes
The forest clears up in thickness slightly as you continue
to flee. Although this means you can run faster, so can
your pursuers.
Alternate Actions:
Climb A tree: On a successful athletics check DC 13 a
goblin can climb up a tree. Another goblin can help with
this task to give advantage. Hiding up a tree reduces the
pursuit level by one. If a goblin stays in the tree for too
long however, the tribals eventually find their tracks and
locate the tree. Increase the pursuit level by 1 for every
additional 3 rounds after the tribals pass by the tree the
PC's stay there. This action may only be used once.
Hide: On a successful Stealth check DC 11 the PC's can
hide in the forest for a round. This reduces the pursuit
level by one, however if they remain hidden for too long
the tribals find their tracks and hunt them down. Increase
the pursuit level by 1 for every additional 3 rounds the
PC's stay hidden. This action may only be used once.
Split Up: The tribal hunters do not split up. Have the
hunters follow the largest (or noisiest) group of PC's, if
there are multiple largest groups, have them follow a
random one
1
2
3
4
5
6
7
8

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Clear Forest
Clear Forest
Snake Pit
Cliff Face
Shallow Stream
Wild Animal
Thicket of Bushes
Thick Forest

23

The forest clears up in thickness slightly as you continue to


flee. Although this means you can run faster, so can your
pursuers.
Clear Forest
Have the current PC make a constitution Check (DC 12).
On a failure gain 1 pursuit level. On success lose 1 pursuit
level. On a success by 5 or more lose 2 pursuit levels.
A long dried up creek no more than five feet wide and ten
deep stretches across the path, a slithering of snakes
nestled beneath. Vines hang from the nearby trees over
the pit's breadth. A rickety piece of timber spans across
the channel. It does not look sturdy and is loose and
wobbly.
Snake Pit
If the PC's decide to go around the pit, raise the pursuit
level by 1. If a PC falls in they take 1d6 fall damage and
get attacked by 1d4 poisonous snakes. It takes an athletics
check DC 12 to climb out. Falling in raises the pursuit
level by 1.
The PC's can get across by either swinging on a vine
(Dexterity or Strength check DC 8), jumping (Strength
check DC 11), or going across the plank (Dexterity check
DC 10). Goblins who assist one another or take a running
start get advantage on these checks.
If the PC's stick around to see what the tribals do, the
tribals lash out with long barbed whips, kicking up a noise
and scaring off the snakes before climbing down the pit
and back up the other side. This whole process takes about
60 seconds.
A shallow stream of water no more than a few inches
deep trickles across the ground about 60 feet ahead of
you. You could easily avoid it, or follow it where it goes.
Shallow Stream
If the PC's go in the water and follow it for the round, they
get -1 to their pursuit level due to the water throwing off
their tracks. Additionally the PC's can make a hide check
after they follow the stream. Success ends the chase
immediately. Otherwise nothing happens this round.
As you continue to flee you hear a startled snorting
grunt. Directly in your path is a large wild boar with
shaggy brown fur and razor sharp tusks.
Wild Animal
The boar can be evaded whilst moving quickly on a
successful stealth check DC 10. Alternately the players
can go around the boar, at which point treat this as a clear
forest encounter with a constitution DC of 14 for taking
the long route. The boar can be engaged in combat (Page
319 Monster Manual). For every 5 rounds of combat
increase the pursuit level by one. If the PC's defeat the
boar in less than 5 rounds, do not increase the pursuit
level.
If the PC's agitate the boar without attacking it, it will
become hostile to any creatures trying to pass by it. If
rocks are thrown at the boar once PC's are at a safe

distance or shouts made to agitate the beastreduce the


pursuit level by one as the boar lashes out at the tribal
warriors when they pass by.
The forest grows thicker here, it would be easy to get lost
and end up running right back into the path of your
pursuers, or alternately sneak along a trail that may not
easily be found.
Thick Forest
Have a PC make an intelligence Check DC 10. If they
succeed, they find a hidden route through the forest,
reducing the pursuit level by one. If they fail, they end up
doubling back raising the pursuit level by one as the
hunters draw closer.
A light thicket of bushes runs along the side of your path
and extends for several hundred metres into the forest.
With a little luck and some strength you should be able to
push through, albeit it would be just as easy to go past the
bushes.
Thicket of Bushes
The PC's can either hide in these bushes (Stealth DC 10)
to reduce their pursuit level by one. Upon failure pursuit
level is raised by one. Alternately the PC's can wade
through the thicket. On a successful strength check (DC 9)
they can push through, reducing the pursuit level by one
as the tribals go around, if not the thicket proves too heavy
and the pursuit level is raised by one. Alternately the PC's
can just go around the thicket and ignore it. If they do
treat this like a clear forest encounter.
An elderly looking woman covered by a leafy dress
guides two young children around, one male and one
female. Both carrying wicker baskets half full of juicy
looking berries. None seem to have noticed you.
Food Gathering Party
The woman and children are out collecting berries for the
tribe. The baskets are nearly full and if not disturbed
they'll return to their home in 2 hours. The baskets contain
1 food each. The woman and children flee if attacked and
don't fight back. They have an AC of 10, the children each
having 5 HP and the woman having 7.The woman will
attempt to throw herself between the goblins and the
children and plead for mercy.
If the goblins reveal themselves, the children hide behind
the woman. She will cautiously pick up a stick and offer
one of the baskets to the goblins in fear, slowly raising her
hands into the air afterwards. She then slowly walks back
to the tribe. She will not sound an alarm. She does give
them a formal introduction to (the Tribal Leader)
however, which gives them advantage on related skill
checks.

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24

The Tribe Population 15 (3 children)


Religion - Demogorgon
As you approach, you notice the forest begins to thin.
Several rickety shanty huts made from wood roped
together with vines border a cave entrance in the front of
a hill. The whole area is dimly illuminated in an eerie
orange by two torches hanging in front of the cave.
The tribe worships the "Two Heads of the Forest". Their
practices, cultures and rituals however make them
worshippers of demogorgon in all but name. If the PC's
ask about the religious teachings, they may convert to the
worship of Demogorgon
1) Shanty Hut House
A small shanty hut stands to the northwest of the cave
entrance. Peering inside reveals a trio of leafy mattresses,
two being well sized for a goblin. A small wicker basket
sits in the corner, full of overripe berries.
This is where the woman and 2 children from Food
Gathering Party live. They sleep in this room from
10AM-6PM. Otherwise the room is deserted. There is 2
food worth of berries in the basket.
If the PC's arrive here the elderly woman slowly walks
over to the basket full of berries, offers it to the PC's then
backs away. She will not flee or sound the alarm unless
attacked.
2) Children's Makeshift Hovel
A few leaves have been piled over a large rock to make a
crude shelter. Two battered and bruised looking children,
both female cower together. Both show signs of
malnourishment
These two children have decided to run away, and fend
for themselves. The children are quick to ally with the
goblins, and hide behind them. If the goblins give the
children the berries from Shanty Hut House, they follow
the goblins, giving the goblins advantage on all Charisma
checks made with the tribespeople. Alternatively giving
them cooked meat also achieves this, however cooking
may draw the attention of other tribespeople
3) Religious Circle
A large ring of stones circle around a heaping pile of
burnt wood. Ash and dust still linger from a former
bonfire as burnt grass crumbles before its own weight.
The head of a dog is crudely roped to the head of a cat,
and the two entangled heads placed atop the largest stone.
The tribespeople pray to their fire god to give them food
and fortune. Every week (or when they catch intruders)
they light a huge bonfire and dance religiously around it.
If the PC's are ever captured, the tribespeople raise them
to be thrown into the fire before bursting into argument.
Only after that are they brought to the tribal leader,
unscathed. If the PC tries to fight back when being lifted,
they are thrown into the fire (dealing 1d6 per round).
Extinguishing the fire is an act of war, and adding wood to
the fire is an act of peace. If the PC's ever add wood to the
fire unprompted, the tribals instantly decide not to
sacrifice them.

4) Tribal Cave
Two brightly burning torches hang in front of the cave.
Five beds line each side of the cavern, with a leafy
double bed covered in furs resting in the middle. Atop
this bed is a strange looking tribal, with ash marks under
his eyes and jet black fingernails (Tribal Leader).
10 tribal's sleep in this room alongside the chieftan. If the
chieftan is ever out, the tribals take command, and take
any PC's hostage until the leader arrives. They don't
believe their bonds are escapable (escape artist DC 13) so
someone can slip out when they're not paying attention.
The Tribals will attack the PC's if provoked or threatened.
Tribal Leader
The tribal leader is very curious as to why the goblins are
there. He immediately demands the tribespeople remove
the gags so he may speak to the goblins. He asks them
pointed questions such as "where do you live", "why are
you here" and "What do you know about the "old green
one"". Unless given a good reason, the tribal leader insists
the goblins be used as sacrifices
Escaping Captivity
A good charisma check can convince the tribal leader that
the goblins are not worthy sacrifices (DC 13) and he
releases them from their bonds immediately. He doesn't
however ally with the PC"s if they choose this route.
A successful religion check lets the PC's imitate the
strange behaviours of the tribespeople, which leads to the
PC's being spared. This also begins the Patron Mother
quest (see next page)
Tribespeople Stats
Each wields a Boomerang, a spiked Vine Whip and a
club. Boomerang = 1d2 nonlethal, vine whip = 1d4 lethal,
range 10, no opportunity attack. All the weapons have +3
to hit.
Allying with the tribespeople
If told about the humans, the tribal leader explains his
interest in having his people 'spread their seed' amongst a
similar species. He agrees to ally with the goblins if the
tribespeople are allowed to do what they want with the
townspeople - no question asked. He reminds them that
refusal may end up with the goblins being sacrificed.
Alternately, if the PC's tell them about the Green Hag that
roams the forest and have won her favor, the tribespeople
immediately ally with them, seeing her as a servant of the
"Great two headed one". Ironically if the PC's tell the
green hag about them (and don't convince the hag to join
the PC's, (See Location 4), she butchers the tribe and eats
the children, spawning 3 witch children of her own
children.
If neither of the above options are pursued, the
tribespeople may give the PC's a quest to "Find the Patron
Mother who roams the forest. If the PC's accept, each time
they enter the forest there is now a 1/3 chance they
encounter the Green Hag. They spare the goblins lives but
keep one as a "good faith payment". If the PC's win the
Hag's favor and bring proof, the tribespeople immediately
ally with them.

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25

Terrain Table - Grasslands


When goblins explore the grassy wilderness all manner of
things need to be considered, from critters as a source of
food to wandering monsters such as the carnivorous pack
of lions that roams the grassland and of course the chance
of running into humans.
Chance of finding Critters/Creatures In the grassland
goblins have a 11/20 chance of finding critters and a 5/20
chance of encountering a creature. Roll each of these
separately, PC's can encounter multiple things in a hunting
day. Use the tables below to specify exactly what each
encounter entails.
Specialized Hunting: If the PC's search for a specific
thing, such as a beehive, increase the chances of them
finding it by 2/20 (2 numbers on the d20) when rolling on
the encounter table. They cannot do this for foods they
have a 40% or higher chance of finding initially.

Critters
Rabbit: The staple food of the goblin diet, fat juicy rabbits
1-14
15-18
19-20

Rabbits: (Roll 2d6) Gather 4


food and 0.1 leather per rabbit
Beehive: (1d4) Gather 4 Food
and 3 Honey per Beehive.
Weasel: (1d4-1) Gather 2
Food and 0.1 Leather per
Weasel

infest the southern grasslands like weeds in a garden. The


meat can be eaten raw or cooked, the bones boiled into a
rich soup or stew and the hide chewed and cured into a
crude leather armour. Each rabbit provides the goblin
camp with 3 food and 0.1 Leather.
Beehive: Goblins thrive on a well rounded diet, and the
sugars from honey vitalize them with strength and brain
activity. Eating honey or honeycomb will give a goblin a
temporary +1 dexterity bonus for the next half hour as it
energizes their metabolism.
Weasel A predator and pest of the grassland, these furry
creatures are scrawny bony prey, despite the amount of
rabbit they eat.

Creatures
Goats A small herd of goats wanders along the grassland.
They are more than 100 feet apart but are clearly are
wandering together. Fortunately, when attacked goats flee,
making them little threat to a goblin.
Goats are a rare treat for a goblin. They provide enough
meat to feed most of the goblins in the tribe, enough
leather to make a suit of armour or a cover for a trap and
their horns can be used for drinking or as weapons in a
pinch. Typically goats flee in different directions when
attacked, meaning it's hard to kill more than 1.
Antelope Antelope are the largest and most dangerous
game goblins dare hunt. With their horns and hooves an

1-11

12-16

17-19

20

Goat: Roll 1d4 on a 1-3, 55


Food 3 Leather, on a 4 110
Food 6 Leather
Antelope: - Roll 1d6, on a 1-5
60 Food 4 Leather, on a 6 120
Food Food 8 Leather
Pack of Lions - Roll 1d6, on a
1-2 Roll 1d4 and lose that
many goblins, on a 3-4 gain
Nothing, on a 5-6 Gain 135
Food 10 Leather.
El Weasel Diablo - See Event.

antelope can easily maul a goblin predator. As such, these


noble beasts have to be treated with the utmost caution.
Fortunately, antelope aren't the most intelligent of beasts,
and don't defend one another.
Lions Lions are the natural hunters of the wild and goblins
are the perfect size for a tasty treat. This pack of lions has
been the thing of myth and legend, apparently capable of
decimating a goblin hunting party in seconds. Common
sense says to run.
Giant Weasel El Weasel Diablo! The natural predator of
the wilds, El Weasel Diablo is perhaps the most dangerous
creature, due the face that when encountered it
automatically finds and hunts the PC's, striking lethally
and running off with its prey. Make a perception check
against the weasel's stealth check (PC's get +2 if they have
a goblin with Survival tagged and wisdom over 14). If the
weasel wins, it gets a surprise round. After killing a
goblin, the weasel runs away with its kill between its jaws
as any NPC goblins scream "El Weasel Diablo!". With a
40ft movement speed, it should escape.
El Weasel diablo provides 2 Tough leather leather (+1 to
the ac of any leather armour it's used on) and 2 regular
and 8 Food. It takes 3 goblins to carry. (Giant weasel
stats)

Terrain Table - Forest


When goblins explore the Forests all manner of things
need to be considered, from critters as a source of food to
wandering monsters such as the carnivorous pack of lions
that roams the grassland and of course the chance of
running into humans.
In the forest, the goblins have a 12/20 chance of finding
critters (+5/20 if a goblin is proficient in survival) and a
6/20 chance of encountering a creature. Roll each of these
separately, PC's can encounter multiple things in a hunting
day. Use the tables below to specify exactly what each
encounter entails.
If the PC's search for a specific thing, such as a deer,
increase the chances of them finding it by 2/20 (2 numbers
on the d20) when rolling on the encounter table. They
cannot do this for foods they have a 40% or higher chance
of finding initially.
Forest Habitat

Critters

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26

Creatures
1-12
13-17

18-20

1-7

8-13

14-18
19-20

Rabbits: Roll 2d8. Gather 4


food and 0.1 leather per rabbit.
Squirrels: Roll 2d4. Gather 3
Food and 0.1 leather per
Squirrel. Additionally roll 1d6.
On a 6, gain an additional 3
food per squirrel from finding
a hidden nut stash.
Feral Cats: Roll 1d6. Gather
16 food and 0.2 Leather per
cat.

Deer: - Roll 1d6, on a 1-5 42


Food 4 Leather, on a 6 84
Food 8 Leather
Black Bear: - Roll 1d4. On a 1
lose 1d4 goblins. On a 2-4
gather 100 food and 5 Leather.
Wolf Pack: - (See Wolf Pack
event)
Worg Mated Pair: - (See Worg
Mated Pair event)

Rabbit: The staple food of the goblin diet, fat juicy rabbits
infest the southern grasslands like weeds in a garden. The
meat can be eaten raw or cooked, the bones boiled into a
rich soup or stew and the hide chewed and cured into a
crude leather armour.
Squirrel: Small and lean, these animals are plentiful in the
forest and serve for a quick meal in a pinch. For every
squirrel found there is a chance that the goblins also find a
hidden stash of nuts in a nearby tree.
Feral Cat: A pest and a predator, these creatures fight
back if hunted. That being said - they're a poor match for a
goblin.
Worg Mated Pair
Worgs are fierce, territorial and deadly predators. They
You hear a long low pitched growl echo throughout the
forest. Two large shaggy wolflike creatures with jet black
fur and hateful eyes maliciously step forth from a cover
of trees claws at the ready. The male is noticeably leaner
than the fat female, although she looks just as hungry as
he is. Their teeth form into terrible smiles as the predators
continue to step closer (begin combat).
attack goblins on sight, if only for the sport of killing
them. When reduced to 1/2 HP they flee back into the
forest, deciding to seek easier game. They can be tracked
on a survival check DC 7, by following their footprints
and wounds. If they're heavily bleeding, a check is not
required. After incapacitating a target, a worg will clutch
it in their jaws and run off away from other goblins, so it
may eat its meal safe from predators. Fortunately for the
goblins, the worgs like to see the fear in their preys eyes
before they leap, so they don't attack with surprise.

Killing a Worg provides 60 food, 1 Tough Leather and 2


regular leather.
Taming and Breeding Although difficult it is possible to
tame a Worg. On a successful charisma check on an
incapacitated worg DC 15 they may be tamed by an evil
creature (such as a goblin). This check has disadvantage
during combat, although it can be made. On a failed check
to tame a worg, the beast grows restless and ligers a deep
and burning hatred for whomever tried to tame it, all
future checks from that character failing. Also, if the worg
ever escapes it hunts down that PC personally.
The female worg is several months pregnant and gives
birth to a litter of puppies after 2 weeks of the encounter
(1 turn 2d4 puppies). The puppies are loyal to whomever
raises them, if raised by both goblins and the Worgs they
are loyal to both and attempt to reconcile the parties. The
worgs become loyal to the goblins if the goblins feed them
and the puppies. If the female worg is killed in combat,
the goblins can see something kicking around in her
stomach. The puppies take 20 weeks (10 turns) to mature
and eat 2 food per turn. Until they are matured they have
no combat ability and 1hp.
Deer Deer are large, swift and harmless. Upon seeing a
predator they run away at full speed. Each deer killed
provides 30 food and 4 leather.
Black Bear Black bears aren't always hostile, but they
aren't always friendly either. They defend their territory
jealously, and if goblins accidentally wander too close the
beast will attack. When the PC's roll this encounter make
them make a group perception check. On a 14 or higher
they notice the bear in the far distance and can avoid it.
Otherwise they wander too close and the creature attacks.
A bear provides 5 Leather and 80 food
Wolf Pack A wolf pack is a hostile group of wolves that
fights together until half of them or 2 (whichever is lower)
die or flee, at which point the remainder flee. Each wolf
attacks a different target and flees at 1/3 HP. The loud
howling and pattering of footsteps means a forest wolf
pack is never hidden. Hiding from one is dangerous, the
wolves have advantage on any search checks due to their
heightened sense of smell. A wolf provides 25 food and 2
Leather.
Breeding: Wolves and goblins have a natural affinity and
do not need to be tamed. A player can breed wolves as
their action for a turn, creating a litter of 2d4 wolf pups.
These pups become wolves in 4 turns and consume 1 food
per turn. A wolf must be saddled, which requires 1 leather
and the Craft Armour action to create a saddle (you can
create up to 4 saddles in one turn).

Terrain Table - Swamp


When goblins explore the boggy swamp all manner of
things need to be considered, from critters as a source of
food to wandering monsters such as the dangerous
freshwater alligators lurking in the mire. Check for
monsters and random encounters once when the PC's enter
the swamp and once when they exit it.

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27

In the swamp, the goblins have a 14/20 chance of finding


critters (+3/20 if a goblin is proficient in survival), a 5/20
chance of a random encounter and a 8/20 chance of
encountering a creature. Roll each of these separately,
PC's can encounter multiple things in a hunting day. Use
the tables below to specify exactly what each encounter
entails.
If the PC's search for a specific thing, such as a toad,
increase the chances of them finding it by 2/20 (2 numbers
on the d20) when rolling on the encounter table. They
cannot do this for foods they have a 40% or higher chance
1-10
11-15
16-18

19-20

Fish: - Roll 2d8. Gain 2 food


per fish.
Frogs: - Roll 2d6. Gain 1 food
per frog
Toads: - Roll 1d12. Gain 1
Food and 1/4 Toad Poison per
toad.
Venomous Snakes: - Roll 1d6.
Gain 0.2 leather, 1 Improved
goblin poison and 2 Food per
Snake.

of finding initially.

Critters

Random Encounters
1-10
11-16
17-20
Giant Frog

Alligator

1-8

9-13

Creatures
Giant frogs are never hostile if the PC's are allied with the
bullywugs. Alligators are never hostile if the PC's are
allied with the lizardfolk.

Giant Frog Giant frogs are friendly if the PC's have allied
with the bullywugs. Otherwise they are indifferent
carnivores whom will happily eat the PC's if hungry. They
have a 1/3 chance of being hostile if encountered. Killing
a giant frog provides 20 food and 2 leather.
Alligator: Alligators are hostile unless the PC's have allied
with the lizardfolk. Unless the PC's notice them
(Perception check DC 14) they attack with surprise.
Killing an alligator provides 35 food and 3 leather.

Roll 1d4. On a 1, lose 1d4


goblins. On a 2-4 gain 33 food
and 3 leather.
Roll 1d4 On a 1-2 lose 1d4
goblins. On a 2-4 gain 60 food
4 leather.

Bullywug Guide:
A froggish creature of about your size wades around in the
mud happily. He calls to you "Greetings travellers, are
you by any chance lost? This is the Bullywug forest, and
my kin aren't always too happy to see new faces."
This bullywug goes by the name of Sam. He is a friendly
character and offers to guide the PC's around the swamp
for the length of their stay. There are no more random
encounters this turn nor the next turn the PC's enter the
swamp. PC's also have advantage on finding critters as
Sam guides them on how best to catch food

If the PC's have access to Rope increase the number of


fish by 1d8.

Fish: Each fish caught provides 2 food


Frog: Each frog caught provides 1
Toad: An old goblin adage says to eat a toad is to gamble
with life. Toads secrete a poison which is deadly if gotten
into the mouth, an open wound or the eyes. Only a skilled
goblin can separate the poison from the slimy meat, and
although many goblins believe they know the trick, the
truth is only a few do.
Snake
Snakes provide .2 leather and .5 food each. The snakes
that roam the bog have sharp fangs but are not poisonous,
so no poison can be collected from them.

Deep Mud ( see Location 4


event)
Leeches (see Location 4 event)
Bullywug guide (see event)

14-20

Scrawny Rabbits: - Roll 1d10.


Gain 2 Food and 0.1 Leather
per rabbit.
Moles: - Roll 1d8+1. Gain 1
Food and 1/4 Mole Poison per
mole.
Toads: - Roll 2d6. Gain 1
Food and 1/4 Toad Poison for
each toad.

Terrain Table - Hills


When the goblins explore the northern hills, they need to
remember that the lush foods to the East and South aren't
as plentiful up in the hills. There are less creatures as well,
a blessing for those beset by monsters but a curse for the
hungry.
In the hills the goblins have a 12/20 chance of
encountering critters (+2/20 if a goblin is proficient in
survival) and a 4/20 chance of encountering a creature +
or - 1/20 if a goblin is proficient in survival. Roll each of
these separately, PC's can encounter multiple things in a
hunting day. Use the tables below to specify exactly what
each encounter entails. If the PC's search for a specific
thing, such as Moles or Toads, increase the chances of
them finding it by 10% (2 numbers on the d20). They
cannot do this for foods they have a 40% or higher chance
of finding initially.
Critters
(+1 Rabbit Toad or Mole found if a PC is proficient in
survival, and if so, another +1 found if they have 14 or
more wisdom.

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28

Rabbits The rabbits of the hills are slightly less well fed
than those of the grassland. They're scrawnier, musclier
and harder to catch. They also use the natural landscape to
their advantage, and run into crevices and burrows too
small for goblins to reach into. Each rabbit provides 3
Food and 0.1 Leather.
Moles Small and hard to catch, these burrowing creatures
provide a sub-standard meal for anyone. They're plentiful,
which somewhat makes up for their lack in nutrition.
Fortunately due to their burrows, a hunting party can
always find moles if they look for them and wait patiently
for the mole to leave, unfortunately the party of 4 will
only find 3 Moles in a day if their sole interest is staking
out the mole's lair, a poor hunt by any standard.
The mole's saliva creates a weak neurotoxin that paralyses
its foes, unfortunately they typically can only use it on
animals as small as worms. Still, in experienced hands this
saliva can be harnessed into a somewhat potent poison.
Each mole provides 1/2 food. If party has a goblin with
the Medicine skill tagged, also gain 1/16 Mole Poison.
Toads An old goblin adage says to eat a toad is to gamble
with life. Toads secrete a poison which is deadly if gotten
into the mouth, an open wound or the eyes. Only a skilled
goblin can separate the poison from the slimy meat, and
although many goblins believe they know the trick, the
truth is only a few do.
If you have a goblin with Medicine tagged and at least 14
Wisdom you may separate the poison and the meat with
0% fail rate, otherwise there's a 20% chance that any toad
is improperly prepared. The toad meat is mixed with the
venom in this situation, a deadly combination. Collect 1/4
Food and 1 Toad poison.
Toad Poison Toad poison causes intense pain, blindness
and inflamation to the eyes mouth and nose if it touches
their membrane (goblin poison).
If it touches the eyes, the subject must make a constitution
save (DC10) or be temporarily blinded, if the eyes aren't
washed in water within 1 minute, make another
constitution save (DC10). If this save fails the blinding
becomes permanent.
If it touches the mouth, nose or an open wound the intense
irritation makes the subject Poisoned for 1d20 Minutes
(DC 10 Constitution Save). The subject suffers from
intense vomiting, irritation and pain, and their movement
speed is halved.
If eaten, the user suffers from rapid heartbeat and
delusions as the world grows blurry and vision doubles.
Subject must make a Constitution Save (DC 14) or
becomes poisoned, taking 1d4 damage. Additionally,
make an additional constitution save after 1 minute, if the
poison has not been cured by a spell or antidote, the
subject suffers another 1d4 damage.

wandering together. Fortunately, when attacked goats flee,


making them little threat to a goblin.
Goats are a rare treat for a goblin. They provide enough
meat to feed most of the goblins in the tribe, enough
leather to make a suit of armour or a cover for a trap and
their horns can be used for drinking or as weapons in a
pinch. Typically goats flee in different directions when
attacked, meaning it's hard to kill more than 1. Each goat
killed provides 65 Food and 3 Leather.
LLama Llama's graze amidst the northern hills, a prized
hunt for most any creature. Unfortunately they are fast and
elusive, fleeing the moment they're attacked, running their
movement speed and taking a dash action in the same
turn. Unless killed or crippled swiftly, they provide scarce
meat for anyone. (use deer stats with 2d8 HP) A llama
provides 80 Food and 4 Leather.
Sheep These woolly hill sheep are lean compared to their
domesticated kin. Their wool is thick and rugged and
harder to weave with. It is however warmer than the stuff
humans use. Unfortunately, goblins have no need for wool
(unless PC's can think of some use). Killing a sheep
provides 20 Food and 1 leather.
Bear The great black bears of the hill have claws and
1-7

8-12
13-16
17-19

20

Goat: - Roll 1d4 on a 1-3, 55


Food 3 Leather, on a 4 110
Food 6 Leather
LLama: - Gain 80 Food and 4
Leather
Sheep: - Gain 15 Food and 1
Leather
Black Bear: - Roll 1d4. On a 1,
lose 1d4 goblins. On a 2,
nothing happens. On a 3-4,
gain 100 food 5 leather.
Giant Goat: - (See Event)

teeth strong enough to rip a goblin clean in two.. Killing a


black bear provides 100 Meat, 3 leather. The claws and
teeth of the beast which can be fashioned into weapons
and jewlery worth 10GP.
Giant Goat Legend has it that the greatest goat to ever
live is somewhere in these hills. Unlike most goats, if
attacked the Giant goat tries to kill its pursuers, and has a
jaw strong enough to chew through flesh (it doesn't have a
bite attack but eats its victims afterwards). Fortunately,
although the beast is omnivorous, it won't eat meat unless
it's attacked (and kills its attacker.) The Giant Goat if slain
provides 120 Food and 4 Tough Leather (+1 to the AC of
any leather armour made or improved with this). (See
Monster Manual P326)

Creatures
Goat A small herd of goats wanders along the grassland.
They are more than 100 feet apart but are clearly are
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29

Breeding and Taming Wolves


Taming the Wolves: If the PC's knock out at least two
wolves they can attempt to breed and tame them. A
player may take an action to attempt to tame the wolves.
To succeed, a player must pass a DC 13 Animal Handling
check
Breeding the Wolves: If the players have 2 or more
wolves, they may take as one of their actions "Breed
Wolves". This spawns 1d4 wolves for every four wolves
the PC's own. If the PC's own less than 4 wolves it
spawns 1d4 wolves -1.
Saddling the Wolves to Ride: To ride a wolf requires a
special saddle. When taking the "Craft Armour" action, a
goblin may use 1 leather to create a saddle.
Bred wolves have only 7 HP
Wolves require 6 food per turn each.

Breeding and Taming Worgs


Taming the Worgs: If the PC's knock out at least two
Worgs they can attempt to breed and tame them. A
player may take an action to attempt to tame the wolves.
To succeed, a player must pass a DC 15 Animal
Handling check. Failure results in the Worgs eating 1d4
goblins
Breeding the Worgs: If the players have 2 or more
wolves, they may take as one of their actions "Breed
Wolves". This spawns 1d4-1 Worgs for every four
Worgs the PC's own. If the PC's own less than 4 Worgs it
spawns 1d4 Worgs -2.
Saddling the Worgs to Ride: To ride a wolf requires a
special saddle. When taking the "Craft Armour" action, a
goblin may use1 leather to create a saddle.
Bred Worgs only have 13HP
Worgs require 10 food per turn each.

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30

Part 2
Part 2 Location 1 Orc Tribe - The
Rockeaters
The Rockeaters are an infamous orcish horde living in the
Scimitar Spires, east of Evereska.
For the past century, the tribe has been steadily growing,
recruiting orcish tribes forcefully into their ranks. Their
huge numbers have oftentimes been problematic, as food
in the spires is scarce. The tribe earned its name during the
great famine of 1300 DR where the orcs rapidly
degenerated to canibalism, and would suck at rocks,
hoping to find some insect or perhaps some mould. Rock
stew, although barely nutritious, is a staple meal of the
Rockeaters, albeit care must be taken in finding nutritious
rocks.
The lack of food has resulted in the Rockeaters turning
towards the east. The fertile lands of the Sword Coast are
as tempting a lure as any. Unfortunately, the Evereskan's
have never been pleased with the idea of an Orcish horde
rampaging through their lands, and as such they have
always dispatched an army to turn the orcs away. The
most recent clash between the Evereskans and the
Rockeaters was 5 years ago, with a decisive victory
against the orcs.
In 1430DR the Rockeaters launched an attack on Evereska
whilst in the throes of starvation. Hungry and ill prepared
to deal with the flying mounts of the Sky Knights, the
Orcs swiftly found their ranks butchered and broken,
fleeing after losing a third of their number. Ironically, this
assault served its purpose, albeit in not the way the orcs
expected. The corpses of their bretherin provided food for
the tribe, whilst the reduced numbers meant that it was
shared in less portions. Nevertheless, the Rockeaters bear
a heavy grudge, and swear retribution against the
Evereskans.
Diplomacy
The Orcs will respond differently to the PC's depending
on how many goblins they send as an emissary. If just the
PC's show up, they will need to convince a total of 10
emmisaries. If they bring with at least 10 other goblins
this number reduces to 8, and if they bring with at least 40
other goblins this number reduces to 6. Finally if they
bring at least 100 goblins, this number is reduced to 5 and
the players have advantage on the first check.
The PC's each get 1 action and can undertake one of the
below options.
1) Bribe an Emissary. With a sufficient bribe, an
emissary can be bought. Notably, food makes a much
better bribe than gold due to the starving state of the tribe.
A bribe of 45 food is guaranteed to win over one
emissary. Alternately, 100 gold pieces will also bribe an
emissary. A maximum of 2 emissaries can be bribed
2) Diplomacy. A silver tongue can go a far way in
winning over an emissary. If a player wins on a diplomacy
check (DC 14), they can win over one emissary.

3) Intimidation. Threats are a guaranteed failure. In


addition, the PC's get disadvantage on their next check
against a threatened emissary and all bribes that emissary
would require are doubled permanently.
4) Display of Strength. A PC can enter an unarmed fight
with one of the orcish emissaries. Knocking the other
party out results in successful diplomacy and wins over
the emissary. Magic cannot be used in this fight and party
members cannot assist the combatant.
The players may try to win over more emissaries on future
turns. Diplomacy with the orcs is a slow and grueling
process of winning their trust.

The Orcish Plan


The orcs plan for the PC's to strike in Balimer - The
hidden town (located between evereska and the halfway
inn) whilst they engage the main army to the north. They
hope the players can bring allies to their side and disrupt
the Evereskan peoples plans by causing general havock
and razing one of their heartland cities. Realizing the
difficulty in a full frontal assualt, the orcs require the PC's
to go on 3 quests before they launch the attack. The orcs
provide guides and reconnaissance, however leave the
main fighting up to the players and whatever allies they
can gather. These quests are
1) "A Wizard's Wrath"
2) Taming The Bulette),
3) An Unusual Ally
After the PC's have finished the quests the PC's can then
attempt a 4th quest where they attack the city "see
Underground Attack"

A Wizards Wrath
The mage Abigail Stormforth mans an impressive tower
to the east of the town. Carefully built into the side of a
crag, the tower is undetectable unless one already knows
its there. The tower serves as a communication post
between Balimer and Evereska. The wizard, although a
competent combatant, spends most of her time researching
and relaying messages from town to town.
Abigail knows the day will come when his tower comes
under siege, perhaps by a rival wizard or a mob of
superstitious Halflings. As such, she has crammed the
lower layers full of nonlethal defenses and deterrents to
turn innocents away, whilst placing a number of devious
and deadly traps on the upper levels of the tower.
Prologue: The orcish chieftan walks up to you,
attempting to look even bigger than his brutish self and
speaks in a large arrogant tone
"To attack the city successfully you will need to prepare 3
things in advance, none of which are easy or fast. It may

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31

take months or years of prepararion, but your commitment


to winning us over indicates that this won't be a problem.
Firstly...
Secondly there is a great Archmage who watches over the
city of Balimer from afar. The arrogant elf thinks her lair
is impenetrable, and worse, thinks that we do not even
know of its existence. Although you may attack the city
without dealing with her, we would advise eliminating the
wizard. She is a dangerous ally of the citizens, and will
undoubtedly come to the cities aid. Since you will come to
battle, best to attack before the invasion. Maybe you'll
even find a store of elvish weaponry hidden away there,
something your people could surely use.
Entering the Dungeon: Hidden away in one of the many
rocky cliffs of evereska is a tower, blended almost
perfectly into an adjacent cliff face. Even looking at it you
cannot be sure it exists, and you feel the ever so slight
urge to look away and undertake your search elsewhere.
Examining the tower: As the players draw closer the
urge to leave gets stronger. It's nothing irresistible, just a
general annoyance that keeps buzzing in their heads. The
tower itself is protected by a Major Image spell, however
if the PC's try to touch the cliff face where the tower is,
they can feel a wooden door. The door is magically locked
and can be opened with a knock spell, picked with a DC20
thievery check or broken down with a DC20 strength
check. The illusion ends as players pass through the door.
General Tower Features: The entire tower is under the
effect of a permanent Guards and Wards spell. There is
also a permanent unseen servant spell cast, which removes
any unconscious characters from the tower.
Room 1:
Rubble and dirt litter this room. Although perhaps once it
was an entranceway, rocks and dirt now block further
passage
Upon any investigation by the players: The rocks and
rubble are actually just a second Major Image spell, used
to deter would be trespassers. Any attempt to tocuh the
rubble reveals it is an illusion. Once realizing it is an
illusion, one can look through the rubble to see a redwood
door (DC 15 to break 15 to pick). Opening the passage
reveals a staircase leading to level 2
Room 2 (L2): As the players walk up the staircase they
fall under the effect of a sleep spell, which can effect up to
45 hit points worth of creatures. Awake creatures can
simply shake sleeping creatures awake. If the players all
fall unconscious they awake far outside the tower with the
illusion changed. It will take them another turn to find the
newly disguised entrance.
Room 3 - Polymorph Trap
This large room is filled with a number of large lifelike
cat statues. A small but well-fed tomcat scurries around
the room, playfully chasing after a perpetually moving
ball of yarn. It has but a glint of mischief in its eyes. The
key to the next room is hidden inside the ball of yarn. If

the players search the yarn they will find it. If they try the
door with the key it opens without a hitch.
If the PC's try the door without using the key all creatures
in the room are affected by a Polymorph spell (Save DC
15) that turns them into mice. Four of the cat statues turn
into cats, and the creatures attempt to eat the weakened
PC's. Notably, characters retain their Full hp as mice,
rather than a reduced HP total. Also, cats have a +10 hit
bonus against mice and deal 1d10 damage.
Room 4 - Animate Objects Trap
A pair of stone lion statues with Amber eyes stand tall in
this room, with a spiral staircase up directly between
them. Any attempts to pass by these statues results in an
Animate Objects spell being cast on them (Use statistics
on Animate Objects (players handbook P213)). If a player
strokes each lion at least once, they may pass without
activating the spell.
If the players attempt to loot the amber the lions attack.
There are 4 amber pieces worth 100 GP each.
Room 5 - Library
The staircase seems to lead onward for at least 200 feet
before eventually taking you to a shut door. Inside is a
small library, filled with dozens of cats of every breed and
gender alongside enough food and water for them all. A
redwood door with a picture of a smiling cat etched onto
the front rests on the far side of the library.
Looting the Library: The library is split into two distinct
sections. There is a small bookshelf dedicated to the
raising of cats, with books listing every breed and
technique used to raise them known to man. The larger
section of the library is focused on the study of the arcane
and filled with dusty tomes, most which have some mild
magical protection to prevent the cats from maltreating
them.
Books: If the players take all the books in the wizards side
of the library they can be sold for 2000 Gold pieces.
Oddly enough the books on cats are worth a goodly
amount as well, the archmage Abigail having collected a
plethora of old and rare tomes on them as well. These
tomes sell for 500 GP However attempting to take any of
the books alerts the wizard in Room 6 of the PC's
presence, and brings her out to greet them (with some
hostility).
Additionally, any goblin wizard, sorcerer or warlock who
spends 1 day studying the collection can gain 1 point in
Intelligence, Wisdom or Charisma. This effect can only
happeon once per player
Attacking the Cats: If by some foolish notion the PC's
think attacking the cats is a good idea, Abigail bursts
through the door and attacks them in blinding fury.
Room 6: Archmage Chambers
This is a large room covered in purple draping. Tapestries
covered in cat pictures hang from the walls as a
comfortable queen-sized bed sits near a pane-glass

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32

window. An oaken chest lay slightly ajar on the far side of


the room, beside a well kept alchemy kit and a wooden
desk.
Chest Contents
Loot: 8 Garnets (100 GP Each), 467 Gold Pieces, 83
Platinum Pieces.
Gray Bag of Tricks (Cursed): This bag of tricks is cursed
in that it only summons cats (Dungeon Masters Guide
P154)
2 Figurines of Wondrous Power (Golden Lions)
(Dungeon Masters Guide P169)
2 Potion of Animal Friendship (Dungeon Masters Guide
P187)

Abigail Stormforth
Abigail Stormforth is a powerful elvish archwizard who
has dubbed herself "Defender of Balimer". From a young
age she displayed an uncanny talent for magic, and as the
years passed on she continued to grow more talented
where other wizards grew stagnant.
Abigail has a soft spot in her heart for cats. Her childhood
home had a cat and she bonded with it like only a little
girl can. When it passed on she was devastated, and with
wizardly dedication devoted herself to that cat. Long ago
she paid to have it resurrected, however her obsession
never ended. Some say her love for animals is what drove
her to the arcane arts, so she could bond with them in a
way that the druids of the land can only dream of.
As a wizard Abigail never forgot her origins. The majority
of her magic has been in some way dedicated to cats, even
if they serve no arcane purpose. If she ever defeats an
adversary, instead of killing them she has them undergo a
strange ritual that permanently polymorphs them into a
cat. She sees this as doing them a kindness, and her
victims can only meow in complaint.
Combat: Abigail opens combat with Time Stop and casts
the following spells on herself in the following order. She
always stops casting spells on herself in her last extra turn
and casts an offensive spell.
1 ) Stoneskin
2) Mage Armor
3) Globe of Invulnerability
4) Mind Blank
After this she releases a flurry of offensive spells,
focusing on Lightning Bolt and Cone of Cold, being
careful not to hit any of the cats.
Abigael always wears a Ring of Resistance (Fire)
(Dungeon Masters Guide P192) which is studded with a
red garnet
If reduced to 25 or less HP: If the archmage gets a turn
after being reduced to 20 or less HP she curses the PC's
and teleports away. She will not flee earlier out of fear of
what the PC's will do to her cats. If the archmage escapes
the PC's have failed to kill her and will suffer the
consequences of her being alive in "Attacking Balimer"

Taming The Bulette


Finding the Bulette: To tame a bullete the PC's must first
venture out into the desert near the Scimitar Spires. Once
there, the PC's must then track the beast. This requires a
survival check DC (11) from any of the PC's (all must roll
checks). The PC's must succeed on 4 of these checks
before 2 failures. If they do, they successfully follow the
trail of eaten plants and loose sand to find a roaming
bulette.
The roaming bulette tunnels through the sandy earth as if
it were water. It sends tremors through the ground as it
dives in and out from beneath, ripping up the glib plantlift
roots and all, sand dripping off its back.
To tame a bullete first the PC's must knock it out. In
additon to its base statistics (Monster Manual Page 34),
the bulette cannot be put to sleep nor charmed when it is
rampaging or hunting. The only way to stop a rampaging
bulette is to knock it out. To do so, the PC's must make
non-lethal attacks against the bulette.
Once knocked out, a bulette will wake after exactly 13
hours. Once awakened, the beast will be initially hostile to
its captors, however in a severely weakened state (30 HP).
To tame a bulette, a PC must make three successful
animal handling checks against a Bulette (DC 15) whilst
in this state. If the PC's can restrain the bulette, these
checks have advantage.
Keeping the Bulette: A tame Bulette is still not a safe
pet. The creature requires immense amounts of food to
feed (40 per turn), not including what it eats when
roaming the land.. If unfed, a bulette will turn on its
masters in an instant. Bulettes have a rudimentary
intelligence and can follow instructions such as dig and
attack, however are far too wild to be ridden. If a player
tries to ride a bullete, they are liable to have their head
slammed into the ground, as the beast digs a tunnel wide
enough only for itself, the hapless rider clinging on top.
This deals 4d6 bludgeoning damage from the initial
impact, and an additional 2d6 bludgeoning damage every
turn until the rider is unstrapped, as the bullete tries to
force its way into the ground.
Some ancient societies are rumored to have used bullete
taping as a method of execution. Strapping a person to a
tame bullete was an effective death sentence, as the owner
commanded the beast to dig and crush the poor inhabitant
atop it.

An Unusual Ally
The Rockeaters although eager for war are not foolish.
The serpents of Najara would make excellent allies
against their mutual enemies in Evereska. They tell the
players as much, and insist that the PC's draw the
evereskan people to their side.
The orcish intelligence network shows that Najara is a
land filled with serpents and Yuan-Ti, ruled by a vicious
dictator named Jarant alongside his two advisors. The orcs

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33

know that in recent years, the tame voice to Jarant's side


has grown softer, whilst the aggressive urgings of his
consort and advisor Emikaiwufeg have been steadily
pushing him towards war.

Leading an army to victory


When the players are ready to attack they may have their
bulette create a tunnel for them to attack through, bringing
with all their allies and generic goblins. Begin the
adventure "Attacking Balimer"

Part 2 Location 2 Najara (Marsh of


Chelimer)
Geography
Marsh of Chelimer: The marsh of chelimer is a grim and
inhospitable land, filled with sulforuous pools that release
streams pockets of gas and flame into the air. Inhospitable
to most creatures, and indeed, even most serpents, the
Marsh is populated largely by lizardfolk (tie back to
lizardfolk bit) who have sword fealty to the king of
Najara.
Najara: Beyond the marsh of Chelimer lay a swath of
land that is home to a kingdom of serpentile creatures,
mostly Naga, Yuan Ti, Lizardfolk and a sizeable host of
snakes. Its borders are well protected by the natural terrain
features of the land, the serpent hills to the north west, the
forest of wyrms to the southwest and the winding water
providing a sizable blockade to any eastern hosts.
Najara is ruled by an evil spirit naga Jarant who dons the
Malspire of Najara, which is a silver crown fashioned into
the shape of a snake eating its own tail. The crown itself
holds protective and other magical abilities. Even without
the powers of his crown, Jarant is an exceptional
archmage and the strongest Naga in Najara. Occasionally
he has been known to kidnap other magi through his
advisors and have them pick their brains, sending Dhosun
or Emikaiwufeg depending on his mood and the hapless
magi's willingness to talk.
Although Jarant may be king, and indeed to say otherwise
would mean a swift and brutal death, many murmor that
true power lies with the king's closest advisor, a Yuan Ti
pureblood named Dhosun. Dhosun is the king's eyes and
ears. He treats with outsiders, sorts out many matters of
local and foreign policy, and advises the king in all
matters. Jarant keeps Dhosun on a tight leash for fear of
rebellion, however Dhosun is loyal to a fault, and the fear
of Dhosun stealing the Marlspire is unfounded.
Dhosun has been known to occasionally act behind the
king's back, in the name of honor, especially when dealing
with prisoners. Because of Dhosun's reputation, and the
uses of having an honoroable member on his council,
Jarant accepts these infractions without reproaching
Dhosun. However these actions have made Dhosun bolder
over the years, and more willing to act, resulting in
Jarant's growing paranoia about Dhosun's intentions and

making sure Dhosun is at his side as oftentimes as


possible.
The second advisor at court is the green dragon
Emikaiwufeg, called by locals the "emerald daughter".
She is an Adult Green dragon, who magically changes her
form into that of a beautiful Yuan-Ti female wearing
dangerously revealing clothing. She does this so she can
pass through the tunnels leading to Jarant's palace, having
grown too large to travel in her ordinary form. She has a
cunning and sharp wit, and a sickly vicious nature, taking
great pleasure in the death and torture of her foes. A
excellent manipulator, Emikawufeg is the king's justice
from the shadows, and her agents root out dissidents or
otherwise problematic citizens from the nation of Najara,
a stark contrast to the honorable and generally good
natured Dhosun. King Jarant trusts her even less than
Dhosun, especially as she recently has been whispering to
him about the possibility of an alliance with the many
chromatic dragons in the Serpent Hills. Although usually
reliant on Emikawufeg, Jarant is uneasy to unite the
dragons of the serpent hills to a common cause, fearing
both their and Emikawufeg's ambitions may conflict with
his crown.
Although a powerful nation, the Najaran's are not an
explorative people. The denizens do not fear warfare, and
indeed, are even now making preparations to take
Evereska for themselves, however they do not send out
near as many adventurers as typical civilizations, rather
relying on sheer military might.
Winding Water: Dozens of Yuan Ti and Naga patrols
roam the Winding Water and guard Najara's borders.
These guards have strict instructions to observe and guide
any notable trespassers into Najara, for the pleasures of
Dhosun or Emikaiwufeg. Ordinary trespassers are not to
be let accross the border, or kidnapped if possible. The
guards only use lethal force in the face of seasoned
troublemaking adventurers, intruders set upon committing
a serious crime such as robbery or murder or an invading
host. Kidnapped intruders are typically sold as slaves,
unless one of the kings advisors takes a fancy to them.
A decade ago, Emikaifuweg commanded an underground
pass is to be built below the winding water. To create such
a thing under a river is no easy feat, however after 10 long
years the passage is near completion. Some naga murmur
to themselves that the only reason Emikaifuweg has not
tunneled through to the other side is she does not want the
denizens of the Forgotten Realms to know of the tunnels
existence.
Hidden beneath the Winding Water is also the great
Najaran jail of SSlazikthusi. Although valuable prisoners
are transferred further inland , Wnujauwyfeg serves to
break more troublesome intruders through the use of her
innovative "Water Cells". A constant flow of water from
the river trickles through the bottom of each cell, not
enough to drown the residents, but enough to disturb sleep
and thought. The only entrance and exits are from above
the cells, and the guards often delight in releasing various
amounts of riverwater into the cells, never enough to kill
the prisoners but plenty enough to torment them. Of

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34

course, the jail is also well supplied with torture


instruments, and they are used at every opportunity. This
water invariably drains off over the next 6 hours. The
simple innovation grants prisoners no relief even in rest,
and according to Emikaiwufeg their minds break much
faster here than in ordinary cells
As coldblooded creatures, many of Najara's denizens
prefer to live underground, and as such there are a string
of underground cities throughout the nation. Notably, a
steady line of towns, hamlets and cities follow the
winding river, both for the pleasure of bathing on the
waterfront and so the denizens can guard the border whilst
being close to home.

Buying Slaves in Najara:


Citizens and allies of Najara are allowed to freely buy
slaves from the serpents. Slaves are a prized commodity,
and do not come cheaply. Goblin slaves cost 20 GP per
goblin. Human slaves are also purchasable for 20 GP.
The Najaran's will not sell lizardfolk, Naga or Yuan-Ti
slaves for obvious reasons, nor bullywug slaves as they
are still ultimately dwellers of the land.
Human slaves can be added to the goblin army like a
generic goblin, however can add some flavor to the army
dynamic.

Adventuring to Najara (this takes 1


turn) (If Approaching by the Winding Water)read the
following
A patrol of 12 Yuan-Ti purebloods slither up from inside
the Winding Water and appear before you. One hisses
something at you, however you cannot make out the
words.
These are Yuan-Yi pureblood guards who have been
tasked with guarding the Winding Water. They are not
hostile to the players, however neither do they want the
characters to cross the river before communicating with
them. If a player knows Yuan-Ti or casts sense languages,
the Yuan-Ti said "By the Crown of Jarant,What bringsss
you here to the Nationsss of Najara."
If the players respond that they are adventurers, emissaries
or the like, half of the Yuan-Ti will slither off, and emerge
with a small boat to cross the Winding Water 30 minutes
later. After the PC's have crossed, one of the Yuan-Ti will
scrawl out a map for them and give them each an iron coin
with a serpent etched into the front, which they say should
grant the PC's safe passage.
If the PC's try to downplay themselves as travelers or
ordinary goblins, the Yuan-Ti will ask them to leave. If
the players insist on crossing, the Yuan-Ti will send off a
single member to fetch another patrol which will hide
underwater. The yuan-Ti will bring a rickety boat 1 hour
later, and the moment the players arrive at the other side,
the Yuan-Ti will throw nets over them and threaten to kill
them if they resist. With 24 Yuan Ti surrounding the PC's,
this is a very real threat, albeit if the PC's try to fight back
(and don't kill more than 2 Yuan-Ti), the guards will try to

beat the PC's into submission, not attacking any party


member who doesn't engage in combat. Afterwards, if the
players are captured, their hands and feet are bound by
Iron Shackles and they are taken to either SSlazikthusi as
prisoners if they resisted, or the Serpent Hills to be sold as
slaves. If the player's didn't fight back, they can try to talk
their way out of the situation (Diplomacy DC 16), or
suggest they are powerful adventurers that could easily
overwhelm the patrol (Intimidate DC 18). Success on
either of these checks results in the Yuan-Ti freeing the
PC's and leaving them to their own devices.

Troublesome Prisoners
If the players are imprisoned in SSlazikthusi they are
placed in water cells, two player characters per cell. Each
day the guards will beat and torture the player characters,
dealing 1d6 subdual damage per day. Due to the cruel
nature of the cells, calls from the guards in the middle of
the night and the trickling water beneath the players it is
impossible for characters to have a Long rest and gain the
healing benefits of one.
If the players have not met with Emikawufeg, she visits
them after 10 days, curious to see why goblin adventurers
would travel to Najara.
If the Players have sided with Emikawufeg and
recruited at least 1 dragon: a message is immediately
relayed (by means of sorcery) to the prison to release the
players and grant them every hospitality they require.

The Royal Council (quest)


The players prestence does not go un-noticed in Najara
and before long, a messenger is sent to the PC's. The
messenger commands that the PC's by Jarant's will travel
to his palace and converse with the mighty Emikaiwufeg
about a matter of utmost importance.
Emikaiwufeg's Plan: Emikaiwufeg's plan is to rally the
dragons in the Serpent Hills to their cause. She promises
that although the dragons would demand hefty tribute,
what Jarant wants is the land of Evereska and the dragons
would be more interested in the wealth of the towns. Of
course, if she were to unite the dragons, they would burn
the cities to the ground, killing everyone there in their
search for precious metals. She also mentions that with a
draconic army behind her, she could expand the borders in
all directions taking as they pleased. She does promise
however to leave the lands of the goblins and their allies
untoutched if they side with her, as well as fantastic
rewards.
Emikaiwufeg figures the orcs to the north are an excellent
distraction, and that the dragons will turn on them
afterwards, but is unconcerned for their welfare and insists
the needs of Evereska are that the savages die.
Read the followjng

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35

The first dragon youll need to find is a fiendish Red


dragon who goes by the title Najjareet. Even for a dragon
he is vain and greedy, and you can expect a long list of
demands. It is Jarants will however that we recruit
Najjareet to our cause, and as such you have the full
backing of Najara and all its wealth. He lives deep inside
an active volcano that the commoners call 'Blackstone
Mountain" and the fire itself defends his lair, so you will
need to fight your way to the top.
The second dragon you seek is a wily Blue dragon who
goes by the name of Bolkamor. He is a strange dragon,
living in an abandoned Dwarvern mine shaft and spends
little time sleeping unlike most of my kin. He keeps his
motives hidden even from myself. Needless to say, help
him in whatever way is necessary to gain his allegiance.
Youll need a map to find my kin, but Im afraid the
mappers rarely return. We cannot tell you exactly where
they live, but judging from the times people went missing,
we can make a pretty good guess. Ill circle the relevant
areas on your map here. Keep your eyes out for anything
unusual in the circled areas that might guide your path.
Godspeed adventurers, and may Jarant be with you
Nestled away in the serpent hills is a tribe of particularly
stupid ogres that serve the Red dragon Tharrukamir.
Living off a volcanic rock garden, these brutes roam their
hilltop and defend Tharrukamir's lands. You'll hear them
a mile away from their brutish laughter. Still, killing them
all may anger Tharrukamir, and my kin are seldom happy
to have goblins sneaking into their lair, so you'll have to
win the oversized louts over if you are to have any hope
of befriending him.

Treating with Tharrukamir


Tharrukamir
Tharrukamir is an adult red dragon who lives in his
voclano lair. He has recruited a local tribe of ogres into his
service and is content to rule over his section of the
serpent hill, that is until a better opportunity comes along.
Finding Tharrukamir's Lair:
Tharrukamir's volcano lair is located 50 miles within the
Serpent Hills. The pathway is filled with monstrosities,
natural dangers and savage creatures. For every 5 miles
the players travel roll a d20 and make a wandering
monster check. On an 18-20 roll a 2nd d20 and run the
encounter as listed on the table below
1-5
6-7
8-9
10-11
12
13-18
19-20

6 Yuan-Ti Outcasts
1d4 Harpies
1 Earth Elemental
1 Fire Elemental
Basilisk Lair
1 Troll
Half-Dragon Warden
(Dragonname)

Yuan Ti Outcasts: Five Yuan Ti Purebloods and a


Yuan-Ti Abomination roam the serpent hills, exiled for
orchestrating an elaborate but ultimately unsuccessful
scheme to murder Dhosun. The serpents treat the PC's
with curiosity, and ask about their motives. If the PC's
reveal that they're allying with Jarant, the outcasts attack
in a fit of rage. The outcasts are armed with non-magical
weapons
If the PC's do not reveal they are working with Jarant the
outcasts give the PC's detailed directions of where they
need to go and wish them luck, hoping to curry their
favor. They mention they had their weapons stolen at
club-point by a band of ogres, and if the PC's obtain them,
would owe them a great debt. Treat this as an additional
10 miles travelled without needing to make any wandering
monster checks
If the PC's somehow return the scimitar to the Yuan-Ti (a
difficult task considering Tharrukamir wants it), they
reveal to the PC's the location of a Basilisk Lair, telling
them it is filled with valuables. The dragon will be
satisfied if one of the magical items from the basilisk lair
is given to it in place of the Scimitar. Telling the Yuan-Ti
it is in possession of a dragon disappoints them, and they
leave, swearing vengeance against the ogres.
Harpies: A number of harpies sing an irresistible lure off
the edge of the mountain trail. If the PC's fail their saving
throws, they plummet 50 feet before hitting the ground
with a sickening thud.
Earth Elemental: This creature is a servant of
Tharrukamir, and passes through the rocky mountains in
search of gems gold and silver. Unless attacked it ignores
the PC's and continues on its never-ending search for rare
minerals. If killed, the elemental has a half dozen
Bloodstone gems on its corpse (50 GP each) as well as
100GP worth of silver.
Fire Elemental: Spawned from Tharrukamir's volcano,
these creatures attack any living thing they find, be it
trees, goblins, Yuan-Ti or even dragons.
Basilisk Lair: The players encounter a small cave with a
half dozen serpentine statues standing out the front. If they
venture inside they are attacked by a Basilisk. Searching
the lair and the statues reveals (2 greater healing potions
and a small hoard of 14 Electrium and 63 gold pieces
Troll: The serpent hills are plagued with an infestation of
mildly intelligent trolls. Any troll encountered will chop
off its little finger before engaging the PC's in combat,
dealing itself 5 damage in the process. If the PC's win, the
troll regenerates and attacks them again after the PC's
have travelled another 15 miles, using its sinewy legs and
knowledge of the mountainous terrain to catch up. If the
troll is killed with an acid or fire attack, it does not
regenerate.

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36

Ogres: Each ogre wears crude rags fashioned from tall


grasses woven together and wields a crude wooden club.
Their stink can be smelt from 100 yards in any direction,
all forms of caked muck clinging to their bodies.

Ogre Guards
A smattering of hulking ogres are littered across volcano.
Each has a dragon tattoo on their left arm that stretches
from elbow to hand. There are 17 ogres scattered across
the hills in total
Upon arriving: A particularly large ogre walks clumsily
towards the players, holding a broken tree trunk in hand.
This ogre is Theo, the leader of the tribe. Theo will not let
the PC's pass to see his leader, the dragon Tharrukamir.
Any attempts to pass by without his permission result in
him roaring curses at them, before calling all the ogres to
attack. He dares not let them pass, having strict
instructions from the Red Dragon in the volcano
Theo's Plan: Theo, although afraid of Tharrukamir, is
willing to "look the other way" if the players help him
with a small task. Theo wants his closest rival, Leo dead.
According to Theo, when a band of Yuan-Ti arrived in the
hills, the ogres smashed them and took their stuff. All the
magical loot was supposed to be given to Tharrukamir,
but Leo kept a scimitar for himself. Theo offers to let the
player pass in return for the blade, saying he wishes
scimitar to himself and not speak another word of it, if
pressed attacking the PC's). Theo always travels with two
other ogres by his side who serve as his bodyguards.
Leo's Counteroffer: Leo travels with a single ogre in a
two-man patrol. If threatened or told of Theo's plans, Leo
thanks the "little goblins" for telling him. Leo pleads
instead that the players obtain a suitable gift for the
dragon so he may take them himself. Leo then tells the
goblins that Theo has been stealing gold from
Tharrukamir's hoard for years, and has a sizeable amount
stashed away in a burlap sack that he hid somewhere
inside the cave. This gold would surely win Tharrukamir's
favor, and turn the dragon against Theo. The scimitar can
been seen on Leo's person if looked, the ogre making no
attempt to hide it. If the players steal Theo's gold, Leo will
take them to Tharrukamir as honored guests.
Theo's Cave. This cave is unoccupied between 8AM and
8PM. The ogre roams the hills during the day and returns
to his lair during the night. The cave is not trapped, and
the burlap sack (which contains 173 gold pieces, and 312
silver pieces) is inside the small dug hole at the back of
the cave. A huge rock sits on top of the hole. Removing
the rock requires a strength check DC 20. If four or more
creatures attempt to lift it, this check has advantage.
Failure by more than 5 results in a PC dropping the rock.
If a PC drops the rock, roll a d6, and on a 5 or 6 Theo
hears, gand comes roaring into his cave alongside his 2
ogre bodyguards , attacking any non-ogres he sees. If the
PC's try to take or find theo's stash whilst he's there, he
attacks them.

Ogre Patrols
Ogres roam the small area of the serpent hills in patrols of
2. There are six ogre patrols, as well as Leo's party and
Theo's party.
Poor Friends: If the PC's are completing a quest for Leo
or Theo, then their respective parties will not come to the
fight, unwilling to attack the other in the sight of their kin
and also unwilling to hinder the PC's.
Treating with the Tharrukamir:
Read the following if the players were let through
If the players sided with Leo
I see you've brought some guest's Leo. And it appears they
have something of mine. As so happens, so do you. Hand
it over.
Tharrukamir's reactions: If the players hand the
treasure over, Leo begrudgingly parts with his scimitar.
The dragon will wait patiently for the treasure to be placed
back on his hoard but will use his breath weapon to block
the exit if the players try to leave before returning the
treasure.
If the players sided with Theo
"It seems Theo has brought some guests. And it seems
that he has something that belongs to me. So little goblins
I task you with retrieving what once was mine (chuckles).
Kill him.
Tharriukamir's ReactionL If the players hand the scimitar
over the dragon speaks of it no-more. Tharrukamir will
wait patiently for the treasure to be placed back on his
hoard but will use his breath weapon to block the exit if
the players try to leave before returning the treasure.
If the players have been butchering the ogres, the
dragon is hostile. This will fail the quest and likely result
in the players having to roll new characters.
If the players have snuck in, the dragon will shoo them
out with his breath attack on the entrance as they try to
enter, as the dragon will lazily call "why should I listen to
you. Talk to my minions, threy grow ever so bored".
After the players throw the treasure on the pile: So, am
I to believe you goblins wandered to this secluded area of
the treacherous serpent hills and happenchanced upon my
lair or mayhaps did someone tell you about me?
As long as the players are honest and treat fairly with the
dragon, he will happily join them. Additionally, if any
PC's are worshippers of Tiamat, the dragon will pluck a
Potion of Greater Healing (Dungeon Masters Guide P188)
out from his hoard and grant it to them as a boon,
reminding them that to spread the word of Tiamat they
must survive the tasks ahead.

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37

Magubliet Specific Traps


Collapsing Ceiling Trap (Materials: Requires at least a
20X20 foot room and 16 goblins). To extend 10 feet in
any direction requires another 4 goblins
(See P122 Dungeon Master's Guide except deals an
additional 2d10 damage on level 2, and 4d10 damage on
level 3. This destroys whatever was built directly above
the trap)
Rolling Boulder Trap (Materials: Requires a straight
corridor or room no wider than 10 feet at least 60 feet
long and at least 16 goblins). To extend 15 feet requires
another 4 goblins.
(See P123 Dungeon Masters Guide except deals 6d10
damage)
Wall of Crossbows Trap (Materials 32 Goblins, Rope), A
wall of crossbows trap is 20 crossbow traps rigged to fire
on the same tripwire sending a hail of arrows down a
passage. Spot DC 10, +7 to hit, attacks all enemies in a
straight line, 8d10 Damage.

Magubliet Specific Improvements


Dig Pit Trap (Max 40 feet)
Carefully Camouflaged Pit Trap: (Materials: X
Leather), Increase the Spot DC of an existing pit trap to
18

every round or take 2d10 Poison damage. Creatures who


fail their save must pass a second save or become
Poisoned.
Releases gas from walls. Must be built inside a room.
Bloody Pool Pit Trap (Requires 8 Goblins and a sacrifice
of 30 food and 4 goblins)
This pit trap is filled with an oozing bloodlike substance
that sucks any creatures deeper inside. Anyone who falls
inside this trap suffers no fall damage. Treat this substance
like quicksand (See P110 Dungeon Masters Guide),
except the DC to escape is 15 + the number of feet sunk.
Additionally, any character who falls into this trap must
make a Constitution Save DC 14 or succumb to Blood
Fever. A character infected with Blood Fever suffers from
a random Long- Term Madness (Dungeon Masters Guide
P260). Characters may make another Constitution saving
throw whenever they take a long rest. On a success, they
shrug off the disease.
Edvards tentacle trap (max 1) (Requires 12 Goblins and
a sacrifice of 8 Goblins.
This trap can be built on any 20 foot square within the
dungeon. The goblins draw a summoning circle in blood
to draw upon the power of Demogorgon. Whenever a
creature steps on this circle, the spell Evard's Black
Tentacles (See Players Handbook P238) is cast centered
on the circle. This effect can only occur once per day.

Tiamat Specific Traps


Flame Breath Statue (Materials: 20 Goblin Ale, 8
Goblins): This dragon shaped statue breathes flaming ale
in a line when a creature steps on a nearby pressure plate.
Spot DC 15 to see pressure plate, 4d6 damage in a 30 foot
long line Reflex DC 15 halves
False Dragon Door Handle Trap (Materials: 8 Goblins):
This trap looks like a dragon head statue has been built
around the handle of a stone door, however when
someone tries the knob, the head clamps down on their
hand, trapping them. Deals 2d6 damage (Reflex DC 14
negates) and the target is grappled until the door is broken
(AC 17, 20 Hit Points)

Tiamat Specific Improvements


Goblin Ale Trap Mk2: (Materials 8 Goblins, 50 Goblin
Ale). Your Explosive Keg of Ale trap gets a lot larger and
more deadly. Increase the damage to 7d10, the radius to
50 feet, the full damage radius to 25 feet and the reflex
save DC to 15.

Demogorgon Specific Traps


Poison Gas Trap (Requires 12 Goblins, a sealed room or
corridor with no more than 6 5x5 ft squares and at least
4 doses of any poison). No goblins may inhabit this room
Poisonous gas spews out from tiny holes in the walls,
choking any creature trapped inside the room. Each
character inside must make a Constitution Save DC 14
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38

Optional Module 1 - Vanity Items


When the PC's visit the Zhentarim shop they may also
purchase the following vanity items. These items have no
effect on gameplay but may be used to give individual
goblins or tribes a sense of uniqueness or flair.

Head
Item
Monicle
Top Hat
Straw Hat

Cost
2 GP
5 GP
5 CP

Weight
----------

Cost
3 SP
1 SP
1 GP

Weight
2 lb.
---(Same as previous
armor)

1 GP
10 GP

1 lb.
1 lb.

Cost
1 SP
1 GP
2 CP
1 GP

Weight
-------------

Cost
2 CP
1 SP
2 GP

Weight
---1 lb.
----

Cost
5 GP
10 GP
20 GP

Weight
------1 lb.

Cost
1000 GP

Weight
200 lb

2000 GP

200 lb

20000 GP

200 lb

Torso
Item
Cultist's Robes
Emblazoned Shirt
Emblazoned
Armor
(same type as PC
was wearing
before)
Emblazoned Cloak
Goblin Suit

Hands
Item
Leather Gloves
Dueling Gloves
Mittens
Fingerless Gloves

Feet
Item
Sandals
Boots
Dress Shoes

Accessories
Item
Solid Gold Dice
Dragonbone Dice
Gem Encrusted
Dagger

Religious Artifacts
Item
Statue of (Deity) Iron
Statue of (Deity) Silver
Statue of (Deity) Gold

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39

Treating with Bolkamor:


Finding the lair
After several days of wandering you stumble across a
huge dwarvern door at least 20 feet tall and covered in
magical runes, built into the side of a cliff face. Beside it
is a tablet attached to the cliff with several words in
dwarvish scrawled on it.
If Read: Please knock three times if you wish to enter.
Leave your weapons inside by the door and meet me
deeper inside.
Finding Bolkamor's lair is significantly easier than the
other two dragons. Bolkamor usually disguises his lair
with powerful illusion magic to repel intruders. However
like his kin, he knows why the goblins are coming and is
intrigued by them, scheming to make use of
Emikaiwufeg's vauge instructions for his own insideous
plans. As such he dispels his magical protections as the
PC's draw closer, making his lair painfully obvious.
If the players knock 3 times: The massive stone doors
swing open to reveal a cavernous mine tunnel leading
deep into the cliff. For the most part this tunnel seems
sturdy, although several support pillars show signs of
wear.
Each support pillar has 50HP AC 15, and if collapsed
causes the roof in a 50 foot radius around the pillar to
collapse, dealing 3d6 crushing damage and burying any
creatures caught under it (See Monster Manual 92 - Blue
Dragon Lair Effects).
If the players attempt to force the door open: The door
is enchanted with a permanent dispel magic enchantment,
dispelling any spells of 5th level or lower cast upon it. It is
over 10 feet thick and due to the magical protections is
virtually indestructible. Any attempts to dispel magic
simply fade one of the hundreds of runes, with it reappearing 1d8 rounds later. Any physical attempts to force
the door open trigger a "Disintegrate trap (Dex Save
DC17, see Player Handbook P233)". The wall repairs any
damage dealt to itself after 1d20 minutes.
After several minutes travel: A huge Blue Dragon
gracefully steps through the mine shaft, its wings tucked
by its side. "So she sends goblins" he chuckles "but not
very many. I know full well why you're here and it turns
out you have exactly what I want. The real question is,
can I trust you?"
If the players respond no: That is a shame. I had hoped
you would have had more sense. I will give you time to
reconsider, I have a vast hoard of treasure and would be
only too happy to part with some small part of it, if only
we could work together. I'll give you until the end of the
day to reconsider.
If the players still respond no after the day: Bolkamor
dismisses the PC's politely and hides the entrance to his
dungeon again. Any further attempts at diplomacy with
this dragon automatically fail. Emikaiwufeg is furious
with the PC's, but ultimately does not act against them.
She should reprimand them in their next encounter with
her however.

If the players respond yes:


"Excellent. There are only 3 things I want and it just so
happens you have one in your possession. Firstly I want
whatever gold and lands I take, something that any ally of
mine could surely agree to. Secondly I want a tribe of my
own, a group that I can mould into loyal minions to do my
bidding. You goblins have quite the influence in your little
area, and I'm sure you could sway some group or other to
my side. I want the entire tribe so as to ensure their
loyalties and as a personal trophy of sorts, and I won't
settle for a single member less."
The third thing I want is trickier. I am of the age where
one begins to seek a mate, but what dragon is worthy of
my affections. There are none in the world, but there is
one that could be. I admire the ambition and success of
Emikaiwufeg, but she does not see in me what I see in
her. However buried away, deep underneath the castle of
Ss'zuraass'nee she has hidden an egg. Join me, and bring
back the egg so I may carve it into my ideal mate, and you
shall have your alliance.
Bolkamor is willing to converse with the PC's on a
number of topics. He can tell them about the nearby tribes,
what they want and desire and even hints at how to get it.
He warns them of Emikaiwufeg's fickleness and how she
violently turns upon anyone she perceives as traitors,
regardless of whether it is true. If prompted he will also
happily guide the PC's to his treasure hoard.
Treasure Hoard: This hoard is a massive pile of Copper,
Silver and Gold coins with a smattering of iron ingots
mixed between them. There are a total of 26000 copper
pieces, 15000 silver pieces, 10000 gold pieces, 400
Platinum Pieces alongside the following magical items
hidden amongst the coins.
6 Cloak of Elvenkind (Dungeon Masters Guide P158)
6 pairs of Boots of Elvenkind (Dungeon Masters Guide
p155
1 Potion of Speed (Dungeon Masters Guide P188)
1 Potion of Supreme Healing (Dungeon Masters Guide
P188)
2 Potion of Greater Healing (Dungeon Masters Guide
P188)
Nolzur's Marvellous Pigmints (Dungeon Masters Guide
P183)

Quest 1 - Finding a Tribe: Many tribes may


be loyal to the PC's and offered to the dragon as a gift.
Suitable tribes may be the Bullywugs, Kobolds, Tribal
People, or the Hags (if the hag had at least 2 children).
Once this quest is complete, if a player in the party is a
worshipper of Tiamat, that character may make a
diplomacy check (DC 16) to goad a reward out of
Bolkamor. On a success, the dragon reaches into his hoard
and gives each of the PC's 1 Cloak of Elvenkind and 1
Boots of Elvenkind. If asked where he got them, the
dragon curtly replies "Elves".

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40

Quest 2 - Stealing an Egg


Emikaiwufeg keeps a frozen dragon egg deep in the
depths beneath the castle in Ss'zuraass'nee. If asked about
its existence she denies it but Bolkamor knows the truth.
The dragon insists he join the PC's polymorphing himself
into a Yuan-Ti form, and travelling with them to help
ensure their success. That being said, he cannot cast spells
in his humanoid form and transforming back into a dragon
would alert Emikaiwufeg so he warns the PC's he can only
act as a guide.
(Naturally if the PC's can't obtain the egg, Bolkamor won't
join them as an ally)
Bolkamor fights with the statistics of a Yuan-Ti Malison
(Monster Manual P309), fearing that to take any stronger
form would draw unwanted attention
Getting into the lair
Getting into the lair is surprisingly easy. Bolkamor knows
that Emikaiwufeg keeps a secret tunnel in the castle
gardens, an area rarely frequented by any. He figures it
won't be guarded so as to not draw anyones attention, and
any magical protections would be on the inside. Before he
enters, bolkamor places 4 scrolls by the entrance. "These
may buy us some time if things go sour" he explains.
(They are scrolls of dispel magic, each lasting 5 minutes).

Room 1 - Winding Tunnels


Pitch black tunnels sprawl as far as the eye can't see for
miles in all directions, zigzagging into each other. The
darkness is something supernatural, for you cannot see
through it with your darkvision. Bolkamor beckons the
PC's to stay close, warning them that if they get lost he
won't have time to save them.
After about 10 minutes of following Bolkamor, the red
glare of two hateful eyes beams into the tunnels "Look
away goblins Bolkamor cries, a Basilisk (Monster Manual
P24)
Have a random 2 PC's make an immediate constitution
save against the basilisk's Petrifying Gaze prior to combat
starting. The dragon is immune to this effect.
After another 5 minutes: The tunnels wind to a close
with a single door a the end Bolkamor gingerly tests the
door eyeing it carefully for traps before pushing it open.

Room 2 - Yuan-Ti Zombie Room


As the door slowly creaks, you can see Twelve Yuan-Ti
with unusually chalky skin shuffling lifelessly around
before turning their heads to you. "The living dead"
Bolkamor groans "creatures that need no sustenance but
still have some cursory level of brain function. I can only
dream of seeing Emikaiwufeg's laboratory for how she
created these things. Nevertheless, they must be destroyed
(sigh's)".
12 Yuan-Ti Purebloods (Monster Manual P310) with the
additional effect: If damage reduces the Yuan-Ti to 0 hit
points it must make a constitution saving throw of at least
the damage taken unless the damage is radiant or from a

critical hit. On a success, the Yuan-Ti drpos to 1 hit point


instead.

Room 3 - Snake Trap Guardian


Bolkamor steps forward to the next door. "So it seems that
this entire place is trapped. Nothing that would stop a
dragon of course, but enough to stop any would-be
intruders. I can only think it will get more dangerous as
we travel further in. Sooner or later I fear there may be a
trap that dispels my polymorphed self. You will need to
test the remaining doors"
Read this to whoever opens the next door: As you push
the door open a poisonous snake springs from the ground
hissing angrily and lunging towards your neck (Treat this
as a surprise round of combat).
Poisonous Snake (Monster Manual 334). The snake has
the following ability
Every time the snake is hit by an attack or affected by a
spell it splits into 2 more full HP snakes unaffected by any
ailments of the former snake. These snakes in turn split
into 2 snakes when hit.
(Read if there are 20 or more snakes). Killing them
doesn't seem to be working" roars Bolkamor, Quickly,
press forward to the next room and lock the door behind
us. We can figure out how to deal with these damnable
snakes later.

Room 4 - Emikaiwufeg's Avatar


Inside the next room is a spectral copy of Emikaiwufeg in
all her glory and anger. "WHO DARES DISTURB MY
LAIR" the copy roars, before breathing a spray of
translucent poison over you (6d6 poison damage DC 13
constitution save halves)
During round 1 of combat Bolkamor "The scrolls,
they've been activated, and the tunnels take 15 minutes to
go through. We have 5 minutes, then we must turn back,
with or without our prize.
As you kill the dragon: The ghostly figure dissolves into
the air, filling the room with a greenish mist. Slowly but
surely the mist begins to reform in the same shape.
Fortunately, this seems to take a long time, longer than
you'll be here for at least"

Room 5 - Egg Room


As you open the door to this room an unnatural chill
blows out. The room is icy cold and frosted over on all
sides. In the centre is a single green dragon egg, encased
in a block of ice. Bolkamor grabs the egg and calls
"Quickly, let's get out of here before it's too late"

Escaping:
Escaping in time: As the PC's get to the entrance,
Bolkamor warns them that the dispel magic aura will turn
him back into a dragon. He pulls out a scroll of Mass
Invisibility and casts it on the PC's, the effects simply
bouncing off him. He tells the PC's to wait until the 20
minutes are up then get on his back.
Sure enough, the moment the 20 minutes are off a terrible
draconic roar echoes through the gardens. Simultaneously,
Bolkamor sheds his human forms, transforming back into
his glorious draconic self, flying off into the sunset with

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41

the players innocuously on his back. The naga fire a few


token spells at him, but the dragon is gone before any
reach him.
If the players fail to escape in time: The alarm alerts
Emikaiwufeg to the characters inside the dugneon, and
she arrives in 5 minures. Even if she does not catch them
in the act, the dragon is furious, and will send assassins
after them in Attacking the Human City
If the PC's don't leave at all
If the PC's don't leave, Emikaiwufeg finds and eats the lot
of them, not caring for excuses. If Bolkamor is with them,
she gives him an angry glare before collapsing the tunnel
with the PC's and dragon in it, before hundreds of YuanTi guards pop out and surround the area, attacking with
lethal force. If the PC"s get caught and don't escape, their
characters should be killed by Emikaiwufeg, they've well
and truly earned it.

removing any benefits from taking a long rest until the


smog dissipates or the players leave the area.
Travel Time: It takes 3 days travel to arrive at the
smoking volcano from where the PCs are, and the smoke

Treating with Najareet

Climbing the Mountain

Najareets lair
As you draw closer to the circled area you notice the
surrounding land is sorely lacking for vegetation.
Charcoal trees occasionally stand alone in some corner,
but much more frequent are the piles of charcoal and ash.
In the mountain range ahead of you, you can see a steady
flow of smoke rising, albeit whatever it is rising from is
obscured by the landscape.
The billowing volcano is Najjareets lair. The volcano
occasionally spews out smoke and ash as the dragon stirs.
The dragon knows of the players existence through
scrying magic and his curiosity has led him to lure them
closer. By breathing flame into the volcano he has created
a smoky lure in which he hopes to draw the PCs closer.

Terrain Effects:
Najareet's extravagance has had the side effect of
releasing ash across Najjareets section of the serpent
hills. For the first day a light drizzle of ash sprinkles down
sporadically across the hills, layering the ground with a
fine grey powder. This has no negative side effects except
it gives advantage on any tracking checks due to
footprints standing out in the powder.
After travelling for two days, the sprinkle of powder
becomes slightly thicker. A light layer of dust clings to the
air as creatures travel. At the end of each day, characters
must make a constitution save (DC 10) or suffer from 1
level of exhaustion.
After travelling for three days, Najjareet gets impatient.
Until the players either arrive or leave the dragon alone,
the dragon spews ash from the volcano at a much more
rapid pace. Once per day characters travelling through this
acrid smog must make a constitution save (DC 1 higher
than earlier) or suffer 1 level of exhaustion and 2d6
damage from inhaling toxic fumes. Additionally, the toxic
smog inhibits the natural healing of most creatures,

Mountain Table 1
1-4
5
6

Fall*
Open a lava pocket
Trigger a Rockslide

has agitated the creatures living nearby, resulting in more


random encoutners. Roll 3 times each day for random
encounters. Players may travel at a slow, average or fast
pace.
Slow pace means takes twice as long to arrive but PCs
are able to make a DC 13 stealth check to avoid a random
encounter (or begin it with a surprise round)
Medium pace is average
Fast pace means players travel twice the speed, but
random encounters will always have a surprise round
against the PCs.

After days of travel you arrive at a huge smoking


volcano. Faintly humanoid shapes formed from fire
slowly spawn from oozing streams of lava that trickle
down the volcano. These creatures scour the mountainside
for fuel, leaving a trail of flame and ash in their wake.
Every hour the PC's spend climbing the mountain roll a
d20 and make a wandering monster check. On a 16-20
they encounter 1 Fire Elemental.
Climbing: You climb at a rate of 500 feet per 30 minutes
without climbing gear or 300feet with climbing gear
taking the necessary precautions. The mountain is 3000
feet tall.
Every 30 minutes each player must make a climb check
(DC 12). If the PC's have climbing gear this check has
advantage. Upon failure a PC rolls 1d6 and consults the
table below.
Even from a distance the PCs can feel the sapping effect
of the volcanos dry heat. (subdual damage?)
Climbing Blackstone mountain is no easy feat. There are
no stairs nor is there a beaten path so instead characters
must climb the 3000 foot volcano.
Attempts to fly up the mountain are met rudely. All
surviving fire elementals will spew fireballs every round
at anyone trying to fly up the mountain (Reflex save DC
14 per fireball, 6d6 damage on hit, halved on a miss).
These fireballs will ground any mount the PCs may be
riding and likely kill any players trying to fly up the
mountain. If a player does manage to fly to the top, treat
them the same as a player who climbed (albeit they
probably had a harder time).
Fall: Your character falls. If your characters have
climbing gear equipped, your harness catches you and

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42

slams you into the side of the mountain, dealing 1d6


damage.
If your characters do not have climbing gear equipped and
have taken no precautions make a DC 14 Reflex save. On
a success you fall 10 feet before catching yourself, taking
1d6 damage. On a failure you fall 1d4X10 feet before
catching yourself and take 1d6 damage for every 10 feet
fallen.
Open a Lava Pocket:
As the character pulls away a loose rock, lava sprays out
and burns them. The character must make a dexterity save
or take 2d10 fire damage. They take an additional d10 fire
damage if they don't immediately scrape the lava off.
Trigger a Rockslide
As the player tugs away a loose stone a loud crunching
sound can be heard as a thin crack rapidly climbs up the
mountain sending thousands of rocks hurtling down. Have
all of the players make a DC 16 constitution save) or take
3d10 bludgeoning damage.

Upon reaching the top


Once the players reach the top of the volcano they are
greeted by Samam, a red skinned Efreeti long bound to
Najareet's service. He snidely greets the player characters
and tells them to put down their weapons and follow him
into Najareet's lair. If the players are uncomfortable about
relinquishing their weapons the Efreeti insists, however if
the PC's are still persistent he guides them on anyways,
knowing that it is more like than not they be incinerated.
There is a large cave carved into the westmost inner face
of the volcano. There is a narrow pathway that Salam will
gude the PC's down which winds towards the draconic
lair. He travels very slowly and advises the PC's to cling
on to the edge, as more than a few would be visitors were
so rude as to die before speaking to his master.
Najareet:
If the players have come armed: If the players have come
armed, the dragon insists upon receiving the most
powerful magical item as tribute, not believing any friend
would bring a magical weapon into its lair other than as a
gift. If the player does not give up the item, the dragon
simply reaches over with a claw and takes it, knowing the
goblins are in no position to resist. If the players decide to
fight Najareet they may be rolling new characters very
quickly.

yourselves to my lair" asks the dragon, its voice echoing


throughout the volcano.
After the PC's tell the dragon their plan read the
following
Attacking a nation is no small task. Say what you will,
this plan reeks of Emikaiwufeg, she is the only one I know
whom would dare call upon me for such a risky
endeavour. There are a few things I will require before I
agree to help.
Firstly the treasure. What I take is mine. If I raze a village,
the plunder is mine. If I claim a hill, no other is to claim it
from me, no matter how much gold, silver or iron rests
inside.
Secondly I want hostages. There are three famous priests
in Najara. I want them all. My friend Salam will watch
over them until our endeavour is completed. Also, I want
each of you to provide me with 8 goblins. If you cannot
trust me with your kin, I can hardly be expected to trust
you.
Finally, I want a certain magical item, which can be found
in a certain place. Even now my rivals watch me, and
although no dragon in the serpent hills will dare raid
anothers lair thanks to an unspoken truce, they would little
doubt try to steal the item for themselves if they saw me
searching. Their spies are everywhere so I must insist it is
you who find it, and not the Najaran's. (Najarareet pulls a
leather scroll case out of her hoard). This map will lead
you to the item in question. Show nobody, lest you wish
to suffer the wrath of Najareet.
"One of you shall stay behind, as a gesture of good faith.
Salam shall see to your every need, just refrain from
leaving my lair. Should you try to escape I fear I'll have
no choice but to eat you."

Any hostages left with Najareet when the assault on


Balimer begins are eaten. The dragon was more interested
in receiving the hostages to prove the PC's good faith then
giving them back, and figures that weakening the varying
factions can only boost her relative power in the world.
Upon Completion: If the players return with all the
requested items the dragon agrees to aid them with their
war. It praises their resourcefulness and releases any PC
captives. On a successful diplomacy check (DC 15) the
dragons agrees to release 4 of each players goblin
hostages.

Negotiating with Najareet


As you carefully traverse the narrow path you peer into
the cave. A tremendous pile of coins shine magnificently,
illuminated by the surrounding lava. Atop this pile sits a
huge adult dragon, with scales as red as the surrounding
lava. The dragon tilts its head slightly as you arrive and
licks its lips. "What foolishness brings goblins like

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43

Najareet's Dungeon
Dungeon General Features
Dungeon Size - Large (14 rooms)
Lighting: Everburning green torches
Heat: Cool
Population: One Mind Flayer, one Cursed Spirit, 1d6
intellect devourers
Doors: N/A
Wall Height: 10 Feet
Finding the Dungeon
Room 1 - Entrance tunnel
The tunnel leading into the dungeon is blocked by a rusted
iron gate. On a spot check (DC 13) the PC's notice a small
hole in the ceiling. Climbing this hole reveals tunnel A1,
leading past the grate.
The grate itself has an AC of 17 and 50 hit points. It is
enchanted with a level 11 shocking grasp spell (Players
Handbook P275). Any character who strikes it with a
metal weapon or touches it must pass a reflex save (DC
15) or take 3d8 lightning damage. Alternately, a knock
spell unlocks the gate and removes the enchantment for 1
minute.
The grate is locked by a good quality lock (DC15 to pick
with thieves tools, DC 17 otherewise). Every attempt will
shock the PC and deal 3d8 damage unless the gate has
already been opened, a dispel magic spell has been cast or
the players have found some way to not conduct
electricity (e.g. wearing thick gloves).
Room 2 - Warning Room
Dozens of headless skeletons both humanoid and animal
litter this room. Etched on the far wall is a warning that
reads
"Leave now or forever stay in the domain of the mighty
Toppenteim."
The skeletons were originally placed here by the wizard
toppenteim to ward off potential intruders who made it
past the gate. In recent years, the dungeon's newest
inhabitant, a mind flayer and his intellect devourers have
been hunting for food, and the skeletons were simple prey.
Room 3 - Water room
A large and dried up stone water fountain sits in the
middle of the room with a number of rusted tin cups by its
side. A smattering of fish skeletons lay at the bottom of
the fountain.
This room once served to provide water to the dungeons
inhabitants. The fountain has long since dried up and the
intellect devourers have had no interest in fish, so the
room has been left untouched.
Room 4 - Bedroom + Secret Passage
Several rough looking stone beds line the east walls of this
room. A single painting in a bronze frame hangs from the
western wall, however the picture has long since faded
away revealing the wall behind the frame. Broken
skeletons and shattered bones lay scattered around the

room, particularly on the eastern side under and around


the beds.
The painting is actually a crude magical trap. If a player
touches the wall behind the painting they activate a
Thunderwave trap. Each creature within 15 feet of the
painting must make a constitution check (DC 15) or take
2d8 damage and be pushed back 10 feet. On a successful
save a character takes 1d8 damage and is not pushed back.
If the beds are inspected (Search DC 16) one is revealed
to be a fake bed, and the top of the stone mattress is
actually a carefully designed hatch leading to a lower
layer. The latch is heavy and requires at least 2 goblins to
lift.
Room 5 - Storage Room
Dozens of rotting boxes and cracked barrels covered in a
thin lining of mould line this room. The only thing not
covered in dust is a small metal lockbox resting in the
eastern corner, locked tight. Several fat looking rats with
greasy greenish residue on their fur scurry around the
room hungrily, hiding in the corners as you draw closer.
Mimic. The lockbox is actually a mimic (Monster Manual
P220) who feasts on the carcasses of any animals in the
dungeon. Typically it eats rats and the like who can scurry
through the gate and into its lair. If the players attempt to
open the lockbox it attacks.
Disturbing the Barrels or Crates: If the barrels or crates
are disturbed (or opened) they burst open, releasing
thousands of pores into the air. Players must make a DC
14 Constitution save or be afflicted by Airborne Rotting
Meat Poison
Collecting Poison. A character with a sealed empty
container can collect up to 10 doses of (Airborne Rotting
Meat Poison (more damage and airborne))

Room 6 - Kitchen
The floor of this room is littered with dozens of rusted
through pots and pans with the occasional rat sleeping
inside one. A broken stone shelf stands on the far wall.
(There is nothing of interest in this room)

Level 2
Room 7 - Chained Spirits
The harrowing screams of dozens of humans echo through
your head as you enter this room. Countless humanoid
ghosts wander this room aimlessly, tethered by spectral
chains to a stone slab in the centre of the room. A stone
face is carved into the wall behind you, its eyes watching
your every movement
If the players try to leave: The stone face begins to move
its lips as an elderly strained voice croaks out the follwing
" I'm sorry but I cannot allow you to leave. If you try to
escape I'll be left with no choice but to destroy you. Feel
free to explore the rest of my abode, for it is here you shall
remain for all eternity."
If the players continue to try to leave (and enter one of the
previous rooms) the slab in the rooms centre glows a
ghastly orange as the spirits cry out in pain. Any players

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44

in this room must make a wisdom save (DC 14) or take


2d6 psychic damage. Run "Exiting the Dungeon event"
Room 8 - Intellect Devourer Room
As you open the door you reveal astone room filled with
various glass and metal canisters, containing preserved
and pickled human body parts. A much greater number of
broken apparati lay on the floor. Even a cursory
examination shows that these items are of a tremendous
age. A number of grotesque monsters that resemble
oversized brains with lionlike paws for legs. They appear
to be sleeping.
These intellect devourers are awakened when a PC enters
the room, the psychic hum of their brainwaves acting as a
lure to these carnivorous beasts. Once awoken they
immediately attack.
1d6 Intellect Devourers (See Monster Manual P191
Room 9 - Magic Trap - Gibbering Mouther
Strange magical runes are carved into the floor of this
room. If the players are careful they can step around them.
Otherwise, a player triggers the trap, which summons a
Gibbering Mouther.
Worshippers of Demogorgon: A worshipper of
demogorgon can learn to create this trap after having
witnessed its activation. It requires the sacrifice of 12
goblins to create and always succeeds.
Room 10 - Puzzle Entrance - Cloudkill Trap
A sturdy double wooden door blocks passage further
into the dungeon, with dozens of powerful looking
runes etched in front of it. It reads Intruders Beware.
Opening this door reveals a small stone room with 4
lifelike zombie statues inside. On the far side is an
identical second door. Etched above the door is a question
however the print is too fine to read from a distance.
A PC must be inside the room to read (or answer) the
question. The question reads "I am alive but I am not. I
have a soul yet I have no heart. I do not age but I do
decay. What am I?:
The correct answer is "A Lich"
(Note - Ironically the inhabitant of this dungeon never
ascended to lichdom. His experiments proved fruitless and
rather he ended as a spirit, bound to this dungeon. His
tomb was created before his failings though, back when he
was a necromancer brimming with unholy confidence.
Every round each PC can guess 1 answer.
Upon an incorrect answer: Both doors swing shut as the
runes inscribed upon them glow. A slow but constant
spray of yellow green fog begins pouring out of the
zombie statues, slowly enveloping the room. Every round
the fog expands 5 feet, until it occupies the entire room.
The fog remains for 10 minutes.
The flow can be blocked by shoving something in the
statues mouth. Any character wandering close enough to
the statue to do this however must make a constitution
save against the effects of the fog.
Upon the correct answer: Both doors swing open. The
poisonous fog does not leave the room so exiting through
either door is an effective means of escape. The poison

continues to fill the room and still remains for 10 minutes


if an incorrect answer was given however.
Breaking the Statues: The statues are enchanted to
release the cloudkill spell when an incorrect answer is
given. Breaking them dispels this magic and makes giving
an incorrect answer harmless.
Breaking the Doors: The doors are magically protected.
Any attempt to open the doors before giving the correct
answer is immediately treated as a wrong answer. To open
them requires a Strength Check (DC 22). Two Knock
spells will be required to break the enchantment on the
door before it can be opened normally. The door can be
broken down by dealing it 20 damage (AC 20, Resistance
to Piercing/Slashing, Immune to Magic).

Fog Effects:
This fog functions as the spell Cloudkill cast at the 5th
level
It expands 5 feet in every direction each round
When a character starts their turn in the spells area or
moves through it (not cumulative) It deals 5d8 poison
damage on a failed Constitution save (DC 15) and half
that on a successful one. Creatures are affected even if
they hold their breath.
The effect is magical and can be dispelled by a Dispel
Magic spell (DC 15)
Room 11 - Library
A large bookshelf, a comfortable stone chair and a stony
coffee table are the only objects of note in this room.
Examining the bookshelf: The bookshelf contains a
number of tomes, some rare and some common.
Inside the bookcase is the Tome of Clear Thought
(Dungeon Masters Guide P268) that Najareet was after.
The 10 most valuable books (which are various records of
histories and spells) can be sold onto the Zhentarim for
200 GP each. They are all very old and delicate (except
for the Tome of Clear Thought), and if mistreated crumble
to dust. A cursory examination of the books show the
majority have to do with unlife, human sacrifice and
lichdom.
There is also a mouldy spellbook nestled in the back of
the bookshelf. This book can be resold for an additional
1000GP. Wizards who read it learn the following spells:
3rd Level: Animate Dead, Bestow Curse, Vampiric Touch
4th Level: Blight
5th Level: Cloudkill
Room 12 - Sleeping Quarters
As you open the door you see a well decorated bedroom.
A stone bed lay at the far corner and the walls are covered
with various artistic carvings. A desk and chair mark a
workspace, as well as a quill and inkwell filled with
something that looks suspiciously like blood and
parchment as waxy as skin. A heavy oaken chest stands at
the far end of the bed.
In the middle of this room stands an illithid, 5'8 feet tall.
He eyes you curiously as you enter, not saying a word.

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45

The illithid is cautious yet friendly. If the PC's attack him


he fights back to the death. (The cursed spirit will attack
the PC's as well if they attack the illthid (or as he believes
his future host).
If the PC's converse with the illithid he reveals he was
trapped here by a creature whom he suspects to be a
weakened demilich. He warns the PC's that any who try to
leave are attacked. If the PC's are persuasive (DC 15
persuasion check), they can convince the Illithid to help
them escape (and escape himself in the process). The
illithid is eternally grateful if the PC's do this, and offers
all the possessions in the dungeon as payment, in addition
to the mind flayer becoming available as a player
character (see Appendix 2)

Treasure: The chest is unlocked and untrapped, since no


guests ever come by. If the players try to loot the chest,
the mind flayer attempts to stop them, afraid they'll use
the weapon inside against him.
The chest contains 184 Platinum Pieces, 732 Gold Pieces,
1 Sword of Life Stealing, a Black Opal (Worth 1000GP)
and 2 Potions of Greater Healing.

Exiting the Dungeon


An elderly spectral figure appears from the darkness
before you. "You have come too far" he croaks in a
decrepit voice, and cannot go back. Stay and live or leave
and perish. The choice is yours". If the PC's initiate
combat or try to leave the figure attacks. The figure has
the stats of a Cursed Spirit
Cursed Spirit
120HP
AC 12
+11 to hit, Save DC 16
57/62 damage per round
Resistance to (see ghost)
Immunity to (See ghost)
Senses:
Cursed spirit can make 2 Withering Touch attacks, and
cast necrotic wail each turn. Alternately the Cursed Spirit
can cast posession.
Necrotic Wail: (aoe damage)
Withering Touch:
Possession
Reaction: Cursed Spirit may cast the Shield (Players
Handbook P275) Spell as a reaction, gaining +5 AC
whenever attacked. Cursed Spirit can only use this ability
once per round and it wears off at the beginning of the
next round

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46

Attacking the Halfway Inn


Introduction
The time is now. The goblins are frenzied, your allies
thirst for blood and the stars are aligned (probably). The
humans have holed up in their town for too long and it's
time for the PC's to drive them out, or die trying.
The town is filled with NPC's, probably too many for the
players to kill simultaneously. Fortunately the majority of
townspeople are non-combatants and even the combatants
won't all join the fray at once.

Town History
As a precautionary measure against flooding, the founders
of the town diverted half the flow of the river into a
nearby forest. Unfortunately, this provided the dried up
forest with lifeblood, attracting all manner of creatures
from the surrounding areas.
Slowly as the forest came to life, villagers stopped
wandering into it, as not all who wandered in came back.
Fortunately, due to the river acting as a blockade, all the
nasty creatures living in the forest were quarantined from
the otherwise cultivated lands. As the years went on
however, villagers saw promise in the land just over the
horizon, and so bridges were built as the legacy of the
forest was forgotten.
Recently, Farmer Joe has been losing a number of sheep
to goblin raids, and he's well and truly fed up. He's
offering a reward of 1gp per goblin head brought to him.
The local adventurers tavern has decided that this is a
golden opportunity to rid the forest of the creatures within,
and offers an additional gp for each goblin head brought
to the farmer (2gp total). A number of young, ambitious
adventurers have recently seen the messages spread far
and wide, and taken up the farmers call.

If the town is on Alert


If the town is on Alert during round 1, 2 additional guards
and 1 additional Mob attacks the PC's. These guards and
Mob do not count towards the total number of enemies in
the town.

Surprise Attacks:
If the players sneak into the adventurers tavern or nearby
they may be able to begin the attack with surprise.
Alternately they may simply decide to attack. In either
case, consult the events below.
Without Surprise: The adventurers meet the party out in
the open. One adventurer will not be present and will be
occupied elsewhere with the raid. The adventurer will
return after 5 rounds

With Surprise: If the players attack the tavern itself with


surprise push back the round counter to -1. In addition,
run the following events.
Round -1: Heroes Arm Themselves (Reduce the AC of
the characters by the following)
Round 0: The adventurers split into 2 parties, at least 1
adventurer leaving the combat to help shepherd NPC's out
of the building. This character returns after 5 rounds.
Typically this would be a Cleric or Fighter.
Note: Wizards will not cast fireball indoors out of fear of
injuring innocent NPC's. If the players ambush the wizard
inside he will use his other spells.
Outdoor Attack (With Surprise):
Push back the round counter by 1

List of Enemies in the town


There are a finite number of enemies in the town. After
these numbers are depleted, characters will not respawn. If
the players are attacking the non-adventurer NPC's here is
the total amount of characters available to the town
5 Mobs
12 Guards (guardhouse)
3 Level 3 Clerics (church)
1 Level 5 retired fighter (owner of adventurers tavern)
Adventurers

Set Piece Events


When combat begins the townspeople won't just sit back
and wait for the players to butcher them. The townspeople
and adventurers take the following actions during the
rounds. Note that if a character has been attacked or
engaged in combat, they will automatically respond as
well.
Round 1: One Mob attacks the PC's intent on driving
them out of town. They are led by 4 Guards.
Round 2: A second mob rallies up and prepares to join
the fray
Round 3: A second mob of PC's led by 4 Guards joins the
combat
Round 4: Nothing happens
Round 5:
If the adventurers have not been engaged : The
adventurers arrive on the scene with the owner of the
adventurers tavern, thirsty for blood and fully armed.
If the adventurers have been engaged: 1 Cleric arrives
on the scene, sent to help fight off the devil worshipping
goblins whilst the remaining clerics help protect the sickly
and weak.
Round 8: The townspeople gather for a last ditch attack in
desperation. All remaining guards and 3 mobs gather
together to attack the PC's.
Random Events:
Attacking a town can be unpredictable. Every other round
starting at round 2 (so rounds 2, 4, 6 etc), roll 1d8 and
consult the table below. Feel free to use these events
randomly or insert them as you see fit.

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47

1-2

4-5

Homefield Advantage: The


humans gather their courage.
Two mobs join the fray
Holy Assistance: The clerics
of Pelor decide they need to
help the adventurers. 1 level 3
Cleric enters the fray
(Kobolds) The area you're in
catches fire. Consult the
relvant table
(Tribal Warriors) A small
group of tribal warriors fight
their way into the combat...
and strike the players from
behind. Their first attack has
advantage. This band of tribal
warriors figures there will be
more loot to go around if the
goblin leaders are killed. 4
Tribal Warriors (monster
Manual p350) attack the PC's.
(Bullywugs) Bullywugs strike
out at the reinforcing humans
with deadly efficiency.
Remove the next 2 mobs that
would attack the PC's.
(Lizardfolk) A lizardfolk
comes out of the woodwork
and joins the fray on your side.
Add 1 Lizardfolk) to the PC
party. The DM controls this
character.

Town Layout
1) Guardhouse
2) Church
3) Adventurers Tavern / The Halfway Inn
4) Stables
5) General Housing

4-5

Outdoor fire
An outdoor fire rages across the town, creating chaos and
destruction indiscriminate of sides. Every 5 rounds roll
1d6 and consult the table below.
1-3
4-5

Fire
If the PC's ally with kobolds the human town is likely to
be razed. The effects of this fire will depend on whether it
was lit indoors or outdoors
Catching on fire: Any characters who have caught on fire
take 1d6 damage per round. As a movement action, a
player can 'stop, drop and roll', which extinguishes the
fire.
Indoor Fire: An indoor fire rages inside a building and is
a threat to any characters inside. Every 3 rounds all
characters must make a constitution check DC 10 or gain
1 level of exhaustion from smoke inhalation. This check
increases by 1 DC every 3 rounds.
Additionally, all characters suffer -1 to hit characters more
than 5 feet away due to the thick smoke.
Every 3 rounds roll 1d6 and consult the table below.
1-3

A blaze of flame surges


across the room. One random
combatant and any adjacent
combatants to that character
take 1d10 burning damage and
must make a constitution save
DC 11 or catch on fire
A chunk of the ceiling
collapses. It falls on and
around a random character in a
15ft square centred on them.
Any characters on these
squares must make a reflex
save DC 13 or take 2d8
crushing damage and be
pinned. Characters who are
pinned for more than 2 rounds
catch on fire. To free a
character the player must pass
a DC 14 strength check. If
someone is helping this check
has advantage.

Nothing Happens
The fire rages as townspeople
frantically attempt to protect
their belongings. Remove 1
Mob from the map.
A chunk of the ceiling
collapses. A ring of fire with a
40ft radius circles the player
characters. Passing through
this ring of flame causes
creatures to suffer 2d6 burning
damage (Constitution Save DC
12 halves).

Victory Conditions
When the adventurers have been defeated and the tavern
razed to the ground the remaining townspeople throw
down their arms and flee. Alternately when all the mobs
have been slain the adventurers and guards lose the thing
they were attempting to defend and flee. The players can
choose to either let them escape or massacre them with the
following consequences

Nothing Happens

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48

Let Them Escape: The townspeople escape. Although


the goblin horde destroyed the town, the Evereskan
officials have bigger threats to deal with to the east,
namely an Orcish Horde.
Massacre: The PC's are able to loot an additional
1000GP from the townspeoples corpses. However the
figureheads in Evereska cannot ignore such an atrocity
and send stronger patrols to deal with the PC's.
(Note, the PC's can butcher a few innocent humans
without incurring any penalties, however the en-mass
killing of humans incurs the massacre penalty. No
penalties are earned for killing hostile enemies).

Allies
It is presumed your allies go on a rampage when you are
attacking the town. This will affect random events as
well as having the following effects:
Lizardfolk: An additional adventurer has to break off to
prevent the lizardfolk massacring innocents. Remove 1
random adventurer from the party. This character arrives after
1d10 + 1d10 rounds.
Bullywugs: Remove 1d4 guards from the map.
Kobolds: No Effect (kobolds will enable certain random
events)
Tribal Warriors: Remove 2 Groups of Commoners from the
map
Hag: In round 4, a cleric does not arrive. He has been
murdered by the Hag.

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49

Attacking the Human City


Assassin
If the players were caught raiding Emikaiwufeg' lair she
sends an assasain after them. Have the assasain reveal
himself and attack at a timely point in the middle of the
attack, ideally when the PC's are already engaged.

Setting your Generic Goblins to Work


If the party has more than 100 generic goblins they may
attempt to scale the walls. Make a climb check DC (15).
On a success, the generic goblins climb over the walls and
set upon the guards. This removes the generic goblins
from the combat, however it also kills all the guards on
the walls

Attacking the City - Walls and


Gatehouse
Walls: Attacking the walls is no easy feat. Guards on the
walls gain +2 AC from cover. The players may send 100
generic goblins to overwhelm the guards. This removes
the generic goblins and the guards from the combat for the
remainder of this encounter. If the players do not attack
the guards they will pepper the PC's with arrows for the
duration the PC's stay. If the PC's stay away from the
walls the guards will come down the wall in groups of 5
every 2 rounds and chase after the PC's.
Gatehouse: The guards at the gatehouse have strict
instructions not to leave their post. From inside they can
shoot arrows through murder holes, and have a +5 total
cover AC bonus. They will not attack the PC's unless
approached. It is un-necessary to take the gatehouse since
the PC's have tunneled inside.

Allied Bonuses:
For this attack it is crucial to have a number of allies.
There are hundreds of hostile NPC's in the town and alone
the PC's have a very slim chance of victory. Fortunately
the players allies may make attacking the town
significantly easier.
Act 1
Hag: The hag incites fear in the townspeople before the
attack. 10 of the guards and 5 mobs move inside the
church and do not leave for the duration of combat.
Bullywugs: The bullywugs swarm the library and attack
the acolytes, angered by the mages sense of superiority.
Although they are butchered, they kill 15 of the Acolytes
and 1 Mage.
Lizardfolk: The Lizardfolk pridefully attack the
guardhouse and engage the guards. This kills 10 of the
guards in the guardhouse
Kobolds: The kobolds sneak into the town and sabotage
as many of the Sky Knight's saddles as they can get their
hands on before the fight. When the sky knights attempt to
take off in round 3, kill 8 of them (4 of each type).s

Tribal Warriors: The tribal warriors attack the easiest


prey they can find, the mobs scattered around the town.
Kill 10 mobs.
Act 2:
Tharrukamir: See Event 6
Bolkomor No Effect. Tharrukamir has no interest in the
goblins success or failure and has taken no action to help
or hinder you.
Najareet: hired some corrupt merchants to poison the
town's liquor supply. Unfortunately, the only tavern who
bought from him was the second adventurers tavern. The
second adventuring party is Poisoned for the duration of
the attack.

Set Piece Events:


Round 3: The townspeople rally together, well prepared
for this day. A glorious parade of knights mounted on
griffons soar into the air, armed with crossbows and well
prepared to rain death upon you.
Round 4: The adventurers charge out of "Tavern 1"
weapons equipped to meet you, followed by 20 Guards
Round 5: Young griffon riding knights soar in from
hidden crevices behind the cliffs, towards you their amour
shining like 1000 suns. 6 Sky Knights join the combat
wearing "Shining Armour", which grants them a +1
dazzling bonus to AC in addition to all regular bonuses.
Round 6: Read the Following if Tharrukamir is an ally.
Tharrukamir flies overhead, with two dozen grizzled sky
knights in close pursuit. Flashes of lightning and fire
illuminate the sky as the fierce aerial battle soars past. As
Tharrukamir passes by, he dives sharply towards the town,
breathing a terrible spray of fire over the church, the
building exploding into rubble before the impact
All characters inside the church take 18d6 damage (DC21
reflex save halves). This is likely to kill all the NPC's
inside
Read the Following if Tharrukamir is not an ally.
A level 7 halfling cleric charges out of the church on
a magnificent white stallion, followed by 6 Priests riding
fit white mares (see Monster Manual P348)
Round 8: A second party of adventurers forms up outside
the second adventurers tavern. They look significantly less
experienced than the other group but still plenty
dangerous. (This party of adventurers should consist of
randomly generated characters 2 and 4 levels below the
PC's.
Round 10: (if Abigail Stormforth is still alive). The
wizard Abigail Stormforth teleports into the city, armed
and ready for combat. She attacks the PC's alongside 3
mages and 20 apprentices. If Abigail has been killed, the 3
mages and 20 apprentices attack the PC's instead. If the
library has been destroyed do not run this event.
Round 15: All remaining humans muster together for a
final offensive. Any remaining NPC's inside the town
begin to move towards the player characters to kill them.

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50

Victory Conditions:
Victory conditions should be kept secret from the players
until they have been completed.
1) Destroy the following buildings (Church, Guardhouse,
Adventurers Tavern, Library (mage's guild)).
2) Overrun the town and kill all the commoners
Random Events (roll for these every 3 turns)
1-3

6-7

A squadron of sky knights


arrives. 2d4 sky knights arrive
after 1d4 rounds.
Orcish reinforcements
arrive: 2d4 Trolls go on a
rampage in the town, drawn to
the mages who can harm them,
killing 2 of the 3 mages and 10
apprentices.
Yuan-Ti Reinforcements
Arrive: 3d10 Yuan-Ti
Purebloods surge through the
town, cutting down civilians as
they slither past. Kill 10 Mobs
Ankheg Attack: Ankhegs are
drawn to the blood and start
attacking indiscriminately. 1d6
Ankhegs arrive and attack
random targets within 50 feet
of the PC's (including the
PC's).
Magical Fire: A hissing
bluish flame surges through
the town and into the library.
Any character who casts a
spell in the next 5 rounds
attracts the flame which shoots
towards them, dealing 6d10
damage (Dexterity save DC 15
halves). The library is
destroyed in an explosion of
magical fire, and all
inhabitants are killed.

PC's adventuring Party


Adventurers Tavern (2)
Randomized adventuring party 2-4 levels lower than PC's.
Walls
20 Guards
Gatehouse
10 Guards
(Crossbow Guard Statblock)
Town Layout
1) Adventurers tavern 1
2) Library
3) Adventurers Tavern 2
4) Walls
5) Church
6) Guardhouse
7) Housing District
8) Gatehouse

Buildings and Inhabitants


Chruch
12 Priests
1 Cleric (one high level)
Library
3 Mages
20 Apprentices (create new statblock)
(archmage teleports in later)
Guardhouse
20 Guards
Sky Knight Guardhouse
10 Sky Knights (less any killed)
10 Crossbow Sky Knights (less any killed)
Housing District
25 Mobs (each containing 100 commoners)
Adventurers Tavern (1)
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51

Appendix 1 Goblin
Gambling Games
If the players ever want to gamble as goblins - here are a
few sample goblin games that highlight the better spots of
goblin gambling. Although players can't wager goblins
against one another, they can wager gold, weapons,
Leather, Swampbeer and pretty much anything else of
value.
Scissors Paper Gold: Scissors paper gold is a simple
game. It has the same rules as scissors paper rock, except
it is played for 5 rounds and if a player wins with gold
(which is functionally the same as rock), they gain 2
points instead of 1. This typical alteration of a human
game showcases the highlights of goblin ingenuity, and
adds a totally unnecessary layer of complexity to the game
Lotsa Dice: Lotsa dice is another simple goblin game.
One goblin rolls one dice. The next goblin rolls 2 dice and
has to roll a higher number than goblin 1. The next goblin
rolls 3 dice and has to roll higher than goblin 2. If a goblin
ever rolls a lower number they are out. The next goblin
still rolls 1 more dice (e.g. if a goblin went out rolling 3
dice the next goblin would still roll 4 dice). This game is
fun for goblins as it involves rolling lots of things and the
effect of loaded dice (which every goblin has) is greatly
reduced.

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52

Appendix 2 - Unlockable
Classes
Beneath is a list of the different classes the players may
unlock and the advantages/penalties of each
Some races have a level adjustment. You have to subtract
the level adjustment from your characters level to
determine what level your new character is. Races with
level adjustments tend to be significantly more powerful
than other races. Your religion level can go up to your
character level + any level adjustments.

Hag (+2 Level Adjustment)


Ability Score Increase. Your Strength score is increased
by 4.
Ability Score Increase. Your Constitution score is
increased by 2.
Alignment. Green hags revel in the failings and tragedies
of other creatures. As such they are almost invariably evil.
Size. A typical green hag stands between 5 and 6 feet tall
and weighs about 155 pounds.
Speed. Your base walking speed is 30 feet
Languages. You can speak and write Common.
Hit Points. Gain +15 Hit Points
Spells. You may cast Dancing Lights, Minor Illusion and
Vicious Mockery at will.
Mimicry. The hag may mimic animal sounds and
humanoid voices. A creature can tell they're imitations on
DC14 insight check.
Illusory Appearance. The hag covers herself and anything
she is wearing or carrying with a magical illusion that
makes her look like another creature of her general size
and humanoid shape. The illusion ends if the hag takes a
bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to
physical inspection. For example, the hag could appear to
have smooth skin, but someone touching her would feel
her very rough flesh. Otherwise a creature must take an
action to visually inspect the illusion and succeed on a DC
20 investigation check to discern the hag is disguised.
Claw Attack. Melee weapon attack: (proficiency + str
modifier to hit), reach 5 ft.,, one target. Hit. 2d8(+str
modifier) slashing damage

Size. Bullywugs stand between 3 and 4 feet tall and


average about 55 to 60 pounds.
Speed. Your base walking speed is 20 feet. Your base
swimming speed is 40 feet.
Languages. You can speak read and write Bullywug. You
can speak Common.
Amphibious. The Bullywug can breathe air and water.
Speak with Frogs and Toads. The bullywug can
communicate simple concepts to frogs and toads when it
speaks in Bullywug
Swamp Camoflague. The bullywug has advantage on
stealth checks made to hide in swampy terrain
Standing Leap. The Bullywug's long jump is up to 20 feet
and its high jump is up to 10 feet with or without a
running start.

Winged Kobold Traits


Ability Score Decrease. Your Strength score is reduced
by 4.
Ability Score Increase. Your Dexterity score is increased
by 2.
Alignment. Most kobolds are craven reptilian humanoids
that worship evil dragons as demigods. Due to their
subservient nature, they tend to be lawful and due to the
dark nature of their overlords, the vast majority of kobolds
are evil.
Size. Kobolds stand between 2 feet and 2'6" feet and
average about 35 to 45 pounds.
Speed. Your base walking speed is 30 feet. Your base
flying speed is 30 feet.
Darkvision. Accustomed to life underground you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light
and in darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.
Languages. You can read and write draconic. You can
speak Common.
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll
against a creature if at least one of the kobold's allies is
within 5 feet of the creature and the ally isn't
incapacitated.

Goblin Traits
Bullywug Traits
Ability Score Decrease. Your Charisma score is reduced
by 2.
Ability Score Decrease. Your Intelligence score is
reduced by 2.
Alignment. Most Bullywugs are evil, valuing self interest
over laws and friendship. They tend to be chaotic, having
total disregard for most laws and a belief that other
species are inferior.

Ability Score Decrease. Your Strength score is reduced


by 2.
Ability Score Increase. Your Dexterity score is increased
by 2.
Alignment. Goblins are small, black hearted, selfish and
usually evil. They crave power and rely on overwhelming
numbers to succeed. They tend to have no regard to the
laws of ordinary civilisation and are usually chaotic

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53

Size. Goblins average about 3 and a half feet in height


weighing between 35 and 45 pounds.
Speed. Your base walking speed is 30 feet.
Languages. Goblins can speak Common and Goblin.
Darkvision. Accustomed to life underground you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light
and in darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.
Nimble Escape. The Goblin can take the Disengage

Goblin Boss Traits (+1 Level


Adjustment)
In addition to all ordinary goblin traits gain the following
Hit Points. Gain +8 HP
Multiattack. The goblin boss makes an extra attack with a
melee weapon. The extra attack has disadvantage

Lizardfolk Traits
Ability Score Decrease. Your Intelligence score is
reduced by 2.
Ability Score Increase. Your Strength score is increased
by 2.
Alignment. Lizardfolk follow no specific trends in
alignment, some tribes being good and other evil. Size.
Lizardfolk stand between 6 and 7 feet tall and can weigh
between 200 and 250 pounds.
Speed. Your base walking speed is 30 feet. Your base
swimming speed is 30 feet.
Languages. Lizardfolk can speak Draconic and Common.
Natural Armour. Lizardfolk gain a +3 natural armour
bonus to AC. This bonus cannot bring your AC higher
than 20.
Hold Breath. The lizardfolk can hold its breath for up to
15 minutes.

Lizardfolk Shaman Traits


In addition to all ordinary Lizardfolk traits gain the
following
Change Shape. The Lizardfolk can magically polymorph
into a crocodile remaining in that form for up to 1 hour. It
can revert to its true form as a bonus action. Its statistics,
other than its size are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It
reverts to its true form if it dies. You must take a long or
short rest to recharge this ability after using it.
Spellcasting (Lizardfolk form only). You may cast the
following spells at spell save DC 12
1st Level (2 slots) Entangle, Fog Cloud
3rd level (1 slot) Conjure animal (always summons 1
crocodile)

Yuan-Ti Pureblood Traits


Ability Score Increase. Your Charisma score is increased
by 2.
Ability Score Increase. Your Dexterity score is increased
by 2.
Alignment. Long ago the yuan-ti forsook their humanity
through foul sorcery and breeding with snakes. The
horrors of their past flows through their blood, and as such
most yuan-ti are evil.
Size. The average yuan-ti is between 5 and 6 feet tall and
weighs about 180 pounds.
Speed. Your base walking speed is 30 feet.
Languages. You can speak Common, Draconic, Yuan-Ti
and Abyssal.

Magic Resistance. The Yuan-Ti has advanage on saving


throws against spells and other magical effects.
Innate Spellcasting. The yuan-ti's spellcasting ability is
Charisma based (10+ modifier). The yuan-ti can innately
cast the following spells, requiring no material
components
At Will: Animal Friendship (snakes only)
1/Day: Suggestion, Poison Spray

Orc Traits
Ability Score Decrease. Your Intelligence score is
reduced by 2.
Ability Score Increase. Your Strength score is increased
by 2.
Alignment. Orcs have short tempers and prefer violent
solutions to problems. This tends towards an evil and
unpredictable lifestyle.
Size. The average Orc is between 6 and 6.5 feet tall and
weighs about 215 pounds.
Speed. Your base walking speed is 30 feet.
Language. You can speak Common and Orcish
Darkvision. Accustomed to life underground you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light
and in darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.
Aggressive. As a bonus action, the Orc can move up to its
speed towards a hostile creature that it can see.

Ogre Traits (+1 Level Adjustment)


Ability Score Decrease. Your Intelligence score is
reduced by 6.
Ability Score Decrease. Your Wisdom score is reduced
by 4.
Ability Score Decrease. Your Charisma score is reduced
by 4.
Ability Score Decrease. Your Dexterity score is reduced
by 2.

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54

Ability Score Increase. Your Strength score is increased


by 4.
Ability Score Increase. Your Constitution score is
increased by 1.
Alignment: Ogres are too lazy of mind to follow any laws
and tend to live off raiding or tribute, leading towards a
chaotic evil lifestyle.
Size. The average ogre is between 9 and 10 feet tall and
weighs about 570 pounds
Speed. Your base walking speed is 40 feet.
Language. You can speak Common and Giant.

Mind Flayer Traits (+3 Level


Adjustment)
Ability Score Increase: Your Intelligence score is
increased by 3
Ability Score Increase: Your Wisdom score is increased
by 2
Alignment. Mind flayers are an alien race and the
morality of humanity is foreign to them, so they tend to be
evil. They are swift learners however and are rational
calculating beings, tending towards a lawful alignment
Size: The average mind flayer is between 6 and 6'5 feet
weighing between 120 and 200 pounds.
Speed 30 ft.
Languages Deep Speech, Undercommon, Telepathy 120
ft, Common
Magic Resistance: You have advantage on all saving
throws against spell and magical effects.
Innate Spellcasting (Psionics) Your innate spellcasting
ability is intelligence. You can innately cast the following
spells with no components
At will: Levitate
1/week: Dominate Monster
Attack - Tentacles. 25 (2d10+4) psychic damage. If the
target is medium or smaller it is grappled (escape DC 15)
and must succeed on an intelligence saving throw or be
stunned for 1 turn.
Attack - Extract Brain Melee Weapon Attack: +7 to hit,
reach 5 ft, one creature grappled and stunned by the mind
flayer. Hit; The target takes 55 (10d10) piercing damage.
If this damage reduces the target to 0 hit points the mind
flayer kills its target by extracting and devouring its brain.
Ability - Natural Spellcaster: The first 3 levels you take
in a spellcasting class count as 2 levels for the purposes of
learning new spells and spellcasting requirements
Bonus Hit Points: Mind flayers get an additional 12
bonus hit points

Appendix 3- Traps and


Improvements
(Note traps cannot close off an excape route)

Sample Traps - Levels 1-4

Simple Pit Trap (10 ft) A simple pit trap is a 10 foot long
5 foot wide hole dug in the ground camoflauged by a large
cloth. It has a Spot DC of 10 and deals1d6 Bludgeoning
Damage for every 10 ft deep). A player may use an
additional 4 goblins when building this trap to make it 5
feet longer or wider (but not deeper). They may do this as
many times as they desire.
Explosive Keg of Ale Trap (Materials: 10 goblin ale) An
explosive keg of ale trap is constructed by filling a large
barrel with a particularly volatile batch of goblin ale. The
trap must be manually lit by a goblin, and will detonate 1
round after being lit. It deals damage in a 20 foot radius,
dealing 2d10 damage to characters within 10 feet and
1d10 damage to characters within 20 feet. A dexterity
save (DC 12) halves this damage.
Falling Net Trap (Materials: Rope) See Page 122
Dungeon Master's Guide
Poison Needle Trap (Materials: 1 Poison) A poison
needle trap must be attached to an existing container such
as a chest or barrel. It is noticed on a DC 15 spot check. If
activated, it applies 1 poison to whoever opened the
container.
Hidden Crossbow Trap (Materials: Rope) Spot DC 15,
+10 to hit, 1d10 Piercing Damage per crossbow (max 2)
Controlled Rockslide Trap This trap dumps a large bucket
of rocks on top of the unwitting adventurers. The
adventrers spot this trap on a wisdom check DC14. It
deals 2d10 bludgeoning damage, however a reflex save
DC 11 halves this.

Sample Improvements - Levels 1-4


Dig Pit Trap (max 20ft without kobolds, max 30ft with
kobolds). An existing Pit Trap becomes 10 feet deeper.
Add 1d6 bludgeoning damage to an existing pit trap.
Disguised Pit Trap (Materials: 1 Leather) Increase Spot
DC of an existing pit trap to 14.
Spiked Pit Trap Add 2d10 piercing damage to an existing
pit trap. Players can no longer use Dig Pit Trap on this pit.
Poisoned Pit Trap (can only be used on Spiked Pit Trap)
(Materials: 4 poison)
Add effects of one poison to pit trap
Hoisted Explosive Keg of Ale Trap (Materials: 10 goblin
ale - Rope)
Spot DC 13. If the explosive keg lands on a character,
they take an additional 1d10 damage. The hoisted version
of this trap does not need to be manually lit by a goblin.
Poisoned Crossbow Trap (Materials: 1 poison)
Add the effects of 1 poison to 1 Crossbow Trap

Appendix 4 - Poisons
Rotting Fish Poison is applied if a character inhales it,
and as such must be stored within a sealed container. The
inhaler is poisoned until their next long rest (Constitution
Save DC 10 negates).
Rotting Meat Poison is a highly odourous liquid that can
be either inhaled or applied through contact with a targets
blood (target must suffer at least 1 damage through a

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55

slashing or piercing effect). If inhaled, the subject must


pass a DC 12 Constitution save or be poisoned until their
next long rest. If applied through blood, the poison causes
violent illness for 1d10 rounds (Constition Save DC 11
negates) and is incapacitated for this time.
Snake Poison as its name infersis gathered from the
glands of poisonous snakes. If applied to a piercing or
slashing weapon, that weapon deals an extra 2d4 poison
damage (DC 10 Constitution Save negates).
Toad Poison has a variety of effects depending on what
part of the body it is administered to. If it touches the
eyes, the subject must make a constitution save (DC10) or
be temporarily blinded until their next long rest. If it
touches the mouth, nose or an open wound the intense
irritation makes the subject Poisoned for 1d20 Minutes
(DC 10 Constitution Save). The subject suffers from
intense vomiting, irritation and pain, and their movement
speed is halved. If a subject ingests more than 4 doses of
Toad Poison, they must make a Constitution Save (DC 15)
or suffer 4d8 poison damage as they froth at the mouth.
Basic Goblin Poison
The secrets for basic goblin poison have been passed
down for generations. A combination of rotting animal
carcasses, plant matter and goblin toe fungus are mixed in
a small container until the brew is sufficiently toxic. This
poison is applied on contact with blood (through a
piercing or slashing attack) and deals 1d6 damage
(Constitution save DC 8 negates).
Improved Goblin Poison
This poison is the same as Basic goblin poison but adds
snake venom. Increase the save DC to 12 and the damage
to 1d10.

Magubliet Specific Traps


Collapsing Ceiling Trap (Materials: Requires at least a
20X20 foot room and 16 goblins). To extend 10 feet in
any direction requires another 4 goblins
(See P122 Dungeon Master's Guide except deals an
additional 2d10 damage on level 2, and 4d10 damage on
level 3. This destroys whatever was built directly above
the trap)
Rolling Boulder Trap (Materials: Requires a straight
corridor or room no wider than 10 feet at least 60 feet
long and at least 16 goblins). To extend 15 feet requires
another 4 goblins.
(See P123 Dungeon Masters Guide except deals 6d10
damage)
Wall of Crossbows Trap (Materials 32 Goblins, Rope), A
wall of crossbows trap is 20 crossbow traps rigged to fire
on the same tripwire sending a hail of arrows down a
passage. Spot DC 10, +7 to hit, attacks all enemies in a
straight line, 8d10 Damage.

Magubliet Specific Improvements


Dig Pit Trap (Max 40 feet)

Carefully Camouflaged Pit Trap: (Materials: X


Leather), Increase the Spot DC of an existing pit trap to
18

Tiamat Specific Traps


Flame Breath Statue (Materials: 20 Goblin Ale, 8
Goblins): This dragon shaped statue breathes flaming ale
in a line when a creature steps on a nearby pressure plate.
Spot DC 15 to see pressure plate, 4d6 damage in a 30 foot
long line Reflex DC 15 halves
False Dragon Door Handle Trap (Materials: 8 Goblins):
This trap looks like a dragon head statue has been built
around the handle of a stone door, however when
someone tries the knob, the head clamps down on their
hand, trapping them. Deals 2d6 damage (Reflex DC 14
negates) and the target is grappled until the door is broken
(AC 17, 20 Hit Points)

Tiamat Specific Improvements


Goblin Ale Trap Mk2: (Materials 8 Goblins, 50 Goblin
Ale). Your Explosive Keg of Ale trap gets a lot larger and
more deadly. Increase the damage to 7d10, the radius to
50 feet, the full damage radius to 25 feet and the reflex
save DC to 15.

Demogorgon Specific Traps


Poison Gas Trap (Requires 12 Goblins, a sealed room or
corridor with no more than 6 5x5 ft squares and 4 of any
poison). No goblins may inhabit this room Poisonous gas
spews out from tiny holes in the walls, choking any
creature trapped inside the room. Each character inside
must make a Constitution Save DC 14 every round or take
2d10 Poison damage. Creatures who fail their save must
pass a second save or become Poisoned.
Releases gas from walls. Must be built inside a room.
Bloody Pool Pit Trap (Requires 8 Goblins and a sacrifice
of 30 food and 4 goblins)
This pit trap is filled with an oozing bloodlike substance
that sucks any creatures deeper inside. Anyone who falls
inside this trap suffers no fall damage. Treat this substance
like quicksand (See P110 Dungeon Masters Guide),
except the DC to escape is 15 + the number of feet sunk.
Additionally, any character who falls into this trap must
make a Constitution Save DC 14 or succumb to Blood
Fever. A character infected with Blood Fever suffers from
a random Long- Term Madness (Dungeon Masters Guide
P260). Characters may make another Constitution saving
throw whenever they take a long rest. On a success, they
shrug off the disease.
Edvards tentacle trap (max 1) (Requires 12 Goblins and
a sacrifice of 8 Goblins.
This trap can be built on any 20 foot square within the
dungeon. The goblins draw a summoning circle in blood

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56

to draw upon the power of Demogorgon. Whenever a


creature steps on this circle, the spell Evard's Black
Tentacles (See Players Handbook P238) is cast centered
on the circle. This effect can only occur once per day.

Appendix 5 - Deities and


Worship
In "A Goblin's Tale" the PC's can worship a variety of evil
deities. Doing so provides both individual benefits and
benefits to the entire tribe.
Worship Worship requirements are what a PC needs to do
to level up the effects of their chosen deity. Worship
begins at 0 for all deities and goes up when requirements
are met.
Worship can go up several levels if an event occurs. This
is highlighted in "A Goblin's Tale" by placing the word
event after the worship level requirement e.g. (Level 4 Event:)
If a PC goes up a level in worship, they gain the
corresponding individual benefit and all previous benefits
e.g. level 4 worship gives the level 1, 2, 3 and 4 individual
benefits. If the tribe worships that particular god, every
member of the tribe also gets the group benefit and all
previous group benefits.
A PC can only worship one deity at a time. If a PC begins
worshipping another deity, they lose all the benefits of
their previous worship.
Individual These benefits only affect an individual PC.
Typically they are much stronger than group benefits. To
gain an individual benefit a PC must have the
Group These benefits effect the entire tribe (as long as
they worship the same deity). As well as being granted to
the individual PC's, the generic mobs in the tribe also gain
the same bonuses.

Worship of Orcus:
Leveling Up
Level 1 Event: To reach level 1 worship of Orcus a
player must either train under a worshipper of Orcus or
possess the tome of Orcus. Additionally, one friendly ally
must be sacrificed in a gruesome ceremony to Orcus.
Level 2: Level up and worship Orcus
Level 3: Level up and worship Orcus
Level 4 Event: Be at least level 4, worship Orcus, destroy
at least one building in a town, kill at least 3 innocent
civilians and worship Orcus
Level 5: Level up and worship Orcus
Level 6: Level up and worship Orcus
Level 7: Level up and worship Orcus
Level 8 Event: Sacrifice an intelligent ally or friend to
Orcus.

Group Benefits
Level 1 Group: No Effect

Level 2 Group: All worshippers gain +2 Max HP


Level 3 Group: All worshippers gain advantage on
saving throws against Fear
Level 4 Group: All worshippers gain the bonus of +1
Strength +1 Constitution
All worshippers suffer the drawback of -1 Dexterity -1
Charisma -1 Intelligence -1 Wisdom
Level 5 Group: Your worshippers deal an additional
damage on all melee attacks
Level 6 Group: Your worshippers gain +1 constitution
Level 7 Group: Your worshippers gain +3 Max HP -1
intelligence
Level 8 Group: Your worshippers gain +1 strength

Individual Benefits
Level 1 Individual: You may cast False Life once per day
as a Bonus Action
Level 2 Individual: Gain the blessing of Orcus. You can
turn 1d4 small corpses into Skeletons per day. Unarmed
Skeletons use a slam attack (+2 to hit 1d4 damage). Small
skeletons deal 1d3 damage. Skeletons may be armed with
weapons to increase their damage to 1d6. You may only
control up to 4 skeletons at one time.
Level 3 Individual: Orcus blesses your weapon with
unholy power. Your current weapon gains a permanent +1
bonus and radiates a faint necrotic aura.
Level 4 Individual: Gain the blessing of Orcus. You can
turn 1d8 small or medium corpses into Skeletons or
Zombies. Skeletons must be armed with weapons
Unarmed Skeletons use a slam attack (+2 to hit 1d4
damage). Small skeletons deal 1d3 damage. Skeletons
may be armed with weapons to increase their damage to
1d6. You may only control a total of 8 skeletons and
zombies at one time. Small zombies only deal 1d4 damage
Level 5 Individual: No Effect
Level 6 Individual: Gain the blessing of Orcus. You can
turn 1d12 small or medium corpses into Skeletons or
Zombies or 1d4 large corpses into zombies. Large
Zombies (see monster manual Zombie Ogre p316).
Level 7 Individual: Orcus blesses your weapon granting
it a +2 attack and damage bonus.
Level 8 Individual: Reincarnation: Any enemy that your
undead minions kill is brought back to life as a zombie
under your control. You can control a maximum of 4
zombies this way at any one time.

Worship of Magubliet
Leveling Up
Level 1 Event: To reach level 1 worship of Magubliet a
player must either train under a worshipper of Magubliet
or possess the tome of Magubliet. Additionally a player
must sacrifice creatures that have a food value of 10 and
offer them as a gift to Magubliet.
Level 2: Level up and Worship Magubliet
Level 3: Level up and Worship Magubliet
Level 4 Event: Be at least level 4. Light at least 7
buildings on fire (or all the buildings in the settlement if
there are less than 7) when raiding a settlement.
Level 5: Level up and worship Magubliet
Level 6: Level up and worship Magubliet

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57

Level 7: Level up and worship Magubliet


Level 8 Event: Have at least 200 goblins

Group Benefits
Level 1 Group: Goblins who worship Magibliet spawn
1d8 young instead of 1d6
Level 2 Group: Goblins who worship Magibliet spawn
1d10 young instead of 1d8
Level 3 Group: Goblins who worship Magibliet spawn
2d6 young instead of 1d10
Level 4 Group: Goblins who worship Magibliet spawn
2d8 young instead of 2d6
Level 5 Group: You unlock magubliet specific traps
Level 6 Group: Your goblins breed 2d10 young instead
of 2d8
Level 7 Group: No Effect
Level 8 Group: Generic goblins gain +1 on their attack
and damage rolls if they outnumber their foes

Individual Benefits
Level 1 Individual: You gain +3 HP
Level 2 Individual: You gain +1 to hit with slings and
daggers when your opponents are outnumbered.
Level 3 Individual: No Effect
Level 4 Individual: You gain the blessing of Magubliet.
Gain +2 Dexterity.
Level 5 Individual: You deal an additional 2 damage on
melee or ranged attacks if your party outnumbers your
opponents
Level 6 Individual: No Effect
Level 7 Individual: You gain +1 dodge AC
Level 8 Individual: You may bring an ordinary goblin
with you adventuring as a bodyguard. He blocks the first
attack that would hit you in combat.

Worship of Tiamat
Leveling Up
Level 1: To reach level 1 worship of Tiamat a player must
either train under a worshipper of Tiamat or possess the
tome of Tiamat. Additionally a player must sacrifice 5
different species of animals to Tiamat. Critters do not
count towards this requirement
Level 2: Level up and Worship Tiamat
Level 3: Level up and Worship Tiamat
Level 4: Find a dragon egg or light at least 5 buildings on
fire.
Level 5: Level up and Worship Tiamat
Level 6: Level up and Worship Tiamat
Level 7: Level up and Worship Tiamat
Level 8 Event: Hatch a dragon or have 2 draconic allies

Level 3 Group: Your fingernails grow sharp and


clawlike. +1 damage to any unarmed attacks .
Level 4 Group: All members learn to speak draconic.
Level 5 Group: You can now build Tiamat specific traps
Level 6 Group: No Effect
Level 7 Group: You can automatically hatch any dragon
eggs in your possession regardless of what they would
otherwise require
Level 8 Group: Your followers gain resistance to fire
damage

Individual Benefits
Level 1 Individual: You learn to speak Draconic
Level 2 Individual: Gain resistance to Fire Damage
Level 3 Individual: No Effect
Level 4 Individual: You gain Fire Breath standard action
(range 30 cone), deals 2d6 fire damage, dexterity DC 13
save to halve, usable once per day.
Level 5 Individual: Gain Immunity to fire damage
Level 6 Individual: Your Fire Breath deals 3d6 damage
Level 7 Individual: Your fire Breath deals 4d6 damage
Level 8 Individual: You grow a pair of clumsy wings
(Flight speed 30 ft)

Worship of Demogorgon
Leveling Up
Level 1 Event: To reach level 1 worship of Demogorgon
a player must either train under a worshipper of
Demogorgon or possess the tome of Demogorgon.
Additionally a player must host a ceremony where every
worshipper cuts their finger and lets the blood spill into an
altar.
Level 2: Level up and worship Demogorgon
Level 3: Level up and worship Demogorgon
Level 4 Event: Be at least level 4, worship Demogorgon,
sacrifice at least 4 creatures whose total levels equal at
least 10 in a frenzied ritual to demogorgon. (you may
sacrifice more than 4 creatures to get a higher level total).
Level 5: Level up and worship Demogorgon
Level 6: Level up and worship Demogorgon
Level 7: Level up and worship Demogorgon
Level 8 Event: Suffer a near death exeperience (reduced
to at least 0 hp).

Group Benefits
Level 1 Group: All worshippers share in a random form
of indefinite madness (see DMG page 260). This does not
go away even if worship ends.
Level 2 Group: All worshippers gain proficiency in a
random skill (the same skill).
Level 3 Group: Nothing Happens
Level 4 Group: Roll a d6 and consult the table below

Group Benefits
Level 1 Group: No Effect
Level 2 Group: Gain advantage on any charisma checks
to befriend dragons

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58

1-2

Level 5 Group: All worshippers gain advantage on melee


weapon damage rolls against clerics and priests of other
faiths.
Level 6 Group: All worshippers gain +1 to a random stat
and -1 to another random stat
Level 7 Group You gain Demogorgon Specific traps
Level 8 Group Your followers suffer from horrible
deformities and have advantage on any intimidate checks.

3-4

5-6

Individual Benefits

All followers hands become


webbed. giving them
advantage on any athletics
checks when swimming.
All followers grow an extra
finger on their left hand giving
them advantage on athletics
checks when climbing
All followers gain an extra toe
on each foot giving them
advantage on athletics checks
to maintain their balance

Level 1 Individual: No Effect


Level 2 Individual: You gain resistance against any
affects that would leave your character frightened
Level 3 Individual: Gain +1 in one random stat and +2 in
another random stat. Gain -2 in a random remaining stat,
and -1 in a random remaining stat.
Level 4 Individual: A second voice in your head tells you
when danger is near. You gain a permanent +2 bonus to
AC. Whenever this AC would let you dodge an attack that
you otherwise wouldn't, your character must make a
Charisma save DC 13 or suffer from a random form of
long term madness. The player may repeat this save every
time they take a long rest. On a success, the madness goes
away
Level 5 Individual: The voices in your head grow louder
as they compel you to act before your enemies. Gain the
Alert feat (Players Handbook P165)
Level 6 Individual: Your character gains advantage on
saving throws against mind altering effects
Level 7 Individual: You share the voices in your head
with the world. Once per day as a regular action you may
have all creatures within 10 feet of you (including
yourself) make a Charisma Save DC (9+ charisma
modifier). On a failure, that character is afflicted with a
random form of short-term madness (p259 Monster
Manual). A character who passes this save cannot be
affected by this madness for another 24 hours.
Level 8 Individual: Roll 1d4. Demogorgon rewards your
loyalty with a magic item.
1
2
3

Tentacle Rod (Dungeon


Masters Guide P208)
Staff of Withering (Dungeon
Masters Guide P205)
Figurine of Wondrous Power
(Ebony Fly) (Dungeon
Masters Guide P169)
Deck of Many Things (13
cards) (Dungeon Masters
Guide P162)

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59

Appendix 6 Maps
Bullywug Swamp

Goblin Woodland Fortress

Not for resale. Permission granted to print or photocopy this document for personal use only .

60

Lizardfolk Castle Level 1

Lizardfolk Castle Level 2

Not for resale. Permission granted to print or photocopy this document for personal use only .

61

Kobold Cave

Tribal Warrior Forest

Not for resale. Permission granted to print or photocopy this document for personal use only .

62

World Map

Starting Dungeon Map (4 Players)

Not for resale. Permission granted to print or photocopy this document for personal use only .

63

Halfway Inn Map

Balimer Map

Not for resale. Permission granted to print or photocopy this document for personal use only .

64

Emikaiwufeg's Lair Map

Dungeon Map

Not for resale. Permission granted to print or photocopy this document for personal use only .

65

Archwizards Tower Map

Not for resale. Permission granted to print or photocopy this document for personal use only .

66

Appendix 7 - Adventurers
Handbook
Adventurers
Level, Numbers, Gear and Tactics
of Adventurers in each party
Numbers: There should be 1 adventurer for
each player character unless an event in the
Adventurer Tactics tab says otherwise. You can
add more or less depending on how tough you
want your adventurers to be, but any more has a
serious risk of a Total Party Kill, and any less
may not be threatening to intelligent PC's.
Level: The adventurers should always be a
higher level or equal level to the players. As a
general rule, adventurers should be 1-2 levels
above the players. If the players encounter a
leader (this will be noted in the Dungeon
Masters Guide) , that character should not be
more than 3 levels above the characters.
Adventurers should generally level up to the
next tier after 1 to 2 encounters with the
players, depending on the speed your players
complete subquests and explore the world.
Every encounter should be harder than the last
however, so if you want to run the same level
encounter twice, add a leader to the adventuring
party.

Adventurer Tactics
In this campaign, adventurers will be significantly
stronger than the player characters and are likely to
win any "fair" engagement. Encourage players to
use unfair tactics, create strings of traps and act
generally evil to get the upper hand.
The adventurers should be played as an
unintelligent party may be played. If they fall into a
pit trap, they will be on the lookout for more pit
traps, but still liable to walk into them. They'll
chase most decoys, flee from bad situations and
trigger most traps the first time they encounter
them, especially if it's in combat. They'll unload
their best spells at the first thing they see,
regardless of its strength (within reason).
The adventurers should each focus on either a
specific player or a specific group of generic
goblins. This should keep them from pulling off
any "overly too clever" tactics and allow the
players to get the upper hand through pre-planned
(or ad-hoc) strategies.
Tactical Retreat: The adventurers will retreat if
over half their party is knocked unconscious or
killed. They will attempt to pick up the bodies
and flee if their comrades are unconscious. If at
least half the adventurers escape alive, do the
actions in Return Attacks. If not, run the
actions in Retalliation

Gear: All adventurers have the gear listed on the


Level 3 Adventurer tab. Consult the instructions
above the gear lists to see when an adventurer is
entitled to be carrying more stuff.

Return Attacks
Adventurers aren't stupid. If they survive an
attack, the adventurer will remember any traps
the party previously fell into. These should be
listed for future reference.

Tactics: When the players would encounter


adventurers roll 1d6. On a 5 or 6, roll a1d4 and
run one of the Adventurer Tactics events as
listed on Table 1.1 below.

Retaliation
Add an additional member to the next
adventuring party. This adventuring party is
guaranteed to have a leader.

Table 1.1

Fool Me Once
If the adventurers fall into a pit trap, they will be
on the lookout for more pit traps. The PC's have
+2 on any checks to spot any traps after falling
into a similar trap (e.g. pit traps, crossbow
traps).

1
2
3
4

Prolonged Siege

Prolonged Siege
Sheep Herder Attack
Ambush (only if the PC's have
more than 1 entrance)
Crusade

Leader:
If an adventuring party has a leader, that
character is 2 levels higher than the rest of the
party. Roll 1d4. On a 4, they also have level
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(Adventurers Handbook)
67
appropriate gear.

The adventurers come prepared, with barrels of


trail rations, saltbeef and water. They make
camp outside the entrance to your lair, ready to
strike anyone who enters or exits unless the
entire tribe surrenders.
Players cannot gather food or hunt for game
until these adventurers are dealt with. The
adventurers will attack the starved goblins after
a 3 turn siege.
If the PC's have built a second entrance or exit to
their dungeon they can use that to gather food.
However if the adventuring party has a level (5)
or higher mage, they will probe around the
outside of the dungeon and destroy all entrances
but one (which they will watch). In this
circumstance the PC's cannot gather food.
Attacking the adventurers
The adventurers have situated themselves on a
small hill with the sun at their backs. If the PC's
attack the sieging adventurers the adventurers
have +1 to hit due to the high ground. Due to the
strength of the adventurers, a frontal attack is ill
advised and a likely suicidal tactic.
A sneak attack can be highly effective but is
difficult due to the adventurers being alert. The
players must each make a stealth check DC 14 to
sneak out of the dungeon and around the
adventurers. This check has advantage if the
PC's have more than one dungeon entrance or
exit. If a sneak attack is successful, the PC's have
surprise on the first round of combat and the
adventurers first Move action is spent picking
up their weapons.

the remainder pepper the goblins with ranged


attacks.

Sheep Herder Attack


The adventurers bring with them a sheep herder
and 5 sheep (40 food each). The adventurers
send the sheep in one at a time to trigger any
traps the goblins might have laid. If the goblins
start attacking the sheep, the adventurers go
into the dungeon just far enough to ward off the
goblins before sending the sheep further in.
After the 5 sheep have been killed, or have
traversed through the dungeon safely, the
adventurers attack, using the safe path as shown
by the sheep.

Ambush
The adventurers don't attack through the main
entrance but instead charge into the side. Treat
this like any adventurer attack except they enter
through a different route.

Crusade
These adventurers have come on a holy quest to
exterminate the goblins. They are all equipped
with gear from their own tier and they have a
leader equipped with gear from his/her own
tier.

A feint where the goblins pretend to surrender


can catch the adventurers by surprise. The
goblins must make a Charisma (Deception)
check DC13. If successful, the adventures don't
suspect a thing and the goblins (and potentially
the entire tribe) can exit the dungeon and
spread themselves out in front of the
adventurers. If failed, combat is initiated
however the adventurers act on initiative count
20 due to their pre-emptive attack. The
adventurers use their strongest attacks on the
Generic Goblins in a the first of combat, dealing
massive damage.
A Distraction to lure the adventurers away from
their fortified position and to give the goblins
time to stream out of the dungeon is a difficult
maneuver to pull off. The adventurers are
entrenched on the hilltop, and won't budge
unless overwhelmed. Even fighters will use their
crossbows. The only exception is that if a small
band of goblins harasses the adventurers, they
may send one or two members into melee whilst

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(Adventurers Handbook)

68

Adventurer Gear
Level 3 Party:
50 GP Each
Barbarian: 1 Greataxe, 4 Handaxes
Cleric: 1 Mace, Leather Armor, Light Crossbow,
Shield, Holy symbol of Pelor and 20 Crossbow
Bolts, 1d4-1 Potion of Healing (Dungeon Masters
Guide P188)
Fighter: Chainmail, Longsword, Shield, Light
Crossbow, 20 Crossbow Bolts, 10 Torches, 50
Feet Rope (enough for 2 traps),
Ranger: Scale Mail. Two Shortswords, Longbow,
20 Arrows
Rogue: Shortsword, Shortbow, 20 Arrows, 2
Daggers, Leather Armor, Thieves Tools.
Wizard

Level 5 party
(Roll 1d6. On a 1-5 a random party member has 1
magic item. On a 6 1d4 members have a magic
item).
150 GP Each
Barbarian: +1 Greataxe
Cleric: +1 Shining Mace (SeeP142 Dungeon
Masters Guide - Beacon), 1d4 Potion of Greater
Healing (Dungeon Masters Guide P188)
Fighter: Arrow-Catching Shield (Dungeon
Masters Guide P152)
Ranger: Bracers of Archery (Dungeon Masters
Guide P156), 2 +1 arrows.
Rogue: Dust of Sneezing and Choking (Dungeon
Masters Guide P166)
Wizard: Wand of Magic Missiles (Dungeon
Masters Guide P211) (5 charges)

Rogue: Cloak of Protection (Dungeon Masters


Guide P159)
Barbarian: Boots of Speed (Dungeon Masters
Guide P155)

Level 9 Party
500 GP Each
Roll 1d4 for each party member. On a 1 they
have no magical items. On a 2 they have level 5
magical items. On a 3 they have level 7 magical
items. On a 4 they have level 9 magical items.
Wizard: Wand of the War Mage +2 (Dungeon
Masters Guide P212), Mantle of Spell Resistance
(Dungeon Masters Guide P180)
Ranger: Bow of Piercing (See below)
Cleric: Spell Scroll (Dungeon Masters Guide
P200) Heal (Players Handbook P250), Spell
Scroll Word of Recall (players Handbook P289)
(must pass a spellcasting check DC 16 to cast
either spell scroll, otherwise the scroll disappears)
Fighter: +2 Chainmail Armor of Fire Resistance
(Dungeon Masters Guide P 152), +2 Holy
Longsword (Deals an additional 1d6 radiant
damage on hit).
Barbarian: Brass Horn of Vahalla (Dungeon
Masters Guide P175)
Rogue: Ring of Evasion (Dungeon Masters Guide
P191), +1 Dagger
Bow of Piercing
Weapon (longbow), rare
When you use this bow to make an attack the
attack deals an additional 2d6 piercing damage.

Level 7 Party
250 GP Each
Roll 1d4 for each party member. On a 1-2 they
have no magical items. On a 3 they have level 5
magical items. On a 4 they have level 7 magical
items.
Cleric: Staff of Healing (P202 Dungeon Masters
Guide)
Wizard: Wand of Fireballs (3 charges)
Fighter: +1 Adamantine Chainmail Armor
(Dungeon Masters Guide P150)
Ranger: 3 +1 Flaming arrows (deal an
additional 1d6 burning damage on hit).

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(Adventurers Handbook)

69

Level 5 Mountain Dwarf Fighter


Dwarf, Lawful Good

Adventurer Statistics

Armor Class 20
Hit Points 70 (5d10+20)
Speed 25 ft.

Level 3 Mountain Dwarf Fighter


Dwarf, Lawful Good
Armor Class 20
Hit Points 39 (3d10+9)
Speed 25 ft.

STR

DEX

CON

INT

WIS

CHA

17 (+3)

12 (+1)

18 (+4)

13 (+2)

10 (+0)

8 (-1)

Saving Throws Str +6, Con, +7


Senses Darkvision 60 ft., passive Perception 10
Damage Resistances Resistance to Poison
Challenge 5 (200 XP)

STR

DEX

CON

INT

WIS

CHA

16 (+3)

12 (+1)

17 (+3)

13 (+1)

10 (+0)

8 (-1)

Saving Throws Str +5, Con, +5


Senses Darkvision 60 ft., passive Perception 10
Damage Resistances Resistance to Poison
Challenge 3 (200 XP)

ACTIONS
Mountain Dwarf Fighter may make 2 Warhammer
Attacks per turn
Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8+3) Bludgeoning Damage

ACTIONS
Mountain Dwarf Fighter may make 1 Warhammer
Attack per turn
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8+3) Bludgeoning Damage.
Second Wind (Bonus Action): Mountain Dwarf Fighter recovers
8 (1d10+3hp). 1d10. Mountain Dwarf Fighter must take a short
rest before using this ability again
Action Surge: (Free Action) Mountain Dwarf Fighter may take
an additional attack action or move action this turn. This ability
may only be used once per day.
Improved Critical: Attacks score a critical hit on a 19 or 20.

Second Wind (Bonus Action): Mountain Dwarf Fighter recovers


10 (1d10+5hp).. Mountain Dwarf Fighter must take a short rest
before using this ability again
Action Surge: Mountain Dwarf Fighter may take an additional
attack action or move action this turn. This ability may only be
used once per day.
Improved Critical: Attacks score a critical hit on a 19 or 20.

Level 9 Mountain Dwarf Fighter


Dwarf, Lawful Good

Armor Class 20
Hit Points 135 (9d10+45)
Speed 25 ft.

Level 7 Mountain Dwarf Fighter


Dwarf, Lawful Good
Armor Class 20
Hit Points 98 (7d10+28)
Speed 25 ft.
STR

DEX

CON

INT

WIS

CHA

18 (+4)

12 (+1)

19 (+4)

13 (+1)

10 (+0)

8 (-1)

Saving Throws Str +7, Con, +7


Senses Darkvision 60 ft., passive Perception 10
Damage Resistances Resistance to Poison
Challenge 7 (200 XP)

ACTIONS
Mountain Dwarf Fighter may make 2 Warhammer
Attacks per turn
Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8+4) Bludgeoning Damage
Second Wind (Bonus Action): Mountain Dwarf Fighter recovers
12 (1d10+7hp). Mountain Dwarf Fighter must take a short rest
before using this ability again
Action Surge: Mountain Dwarf Fighter may take an additional
attack action or move action this turn. This ability may only be
used once per day.

STR

DEX

CON

INT

WIS

CHA

19 (+4)

12 (+1)

20 (+5)

13 (+1)

10 (+0)

8 (-1)

Saving Throws Str +8, Con, +9


Senses Darkvision 60 ft., passive Perception 10
Damage Resistances Resistance to Poison
Challenge 9 (200 XP)

ACTIONS
Mountain Dwarf Fighter may make 2 Warhammer
Attacks per turn
Warhammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d8+4) Bludgeoning Damage
Second Wind (Bonus Action): Mountain Dwarf Fighter recovers
14 (1d10+9hp). Mountain Dwarf Fighter must take a short rest
before using this ability again
Action Surge: Mountain Dwarf Fighter may take an additional
attack action or move action this turn. This ability may only be
used once per day.
Indomitable: You may reroll any one saving throw you fail
once per day
Improved Critical: Attacks score a critical hit on a 19 or 20.

Improved Critical: Attacks score a critical hit on a 19 or 20.


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(Adventurers Handbook)

70

Level 3 Human Barbarian

Level 5 Human Barbarian

Armor Class 15
Hit Points 45 (3d12+9)
Speed 30 ft.

Armor Class 16
Hit Points 80 (5d12+20)
Speed 40 ft.

Human, Lawful Good

Human, Lawful Good

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

15 (+2)

14 (+2)

16 (+3)

9 (-1)

13 (+1)

11 (+0)

15 (+2)

14 (+2)

18 (+4)

9 (-1)

13 (+1)

11 (+0)

Saving Throws Str +4, Con, +5


Senses Passive Perception 11
Challenge 3 (200 XP)

Saving Throws Str +5, Con, +7


Senses Passive Perception 11
Challenge 3 (200 XP)

ACTIONS
Human Barbarian may make 1 Greataxe or handaxe
Attack per turn

ACTIONS
Human Barbarian may make 2 Greataxe or handaxe
Attacks per turn

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 8 (1d12+2) Slashing Damage (+2 if Raging).
Handaxe: Range (20/60) +X to hit, Hit: 5 (1d6+2) Slashing
Damage
Rage: (Bonus Action (3 times per day)): You may enter a rage
that lasts for one minute. For this duration you have advantage
on strength checks and saving throws, deal an additional (2)
damage and have resistance to bludgeoning, piercing and
slashing damage.
For the duration of the rage you may make an additional melee
attack as a bonus action.
Danger Sense: You have advantage on dexterity saving throws
against traps and spells.
Reckless Attack: When you make a melee attack you may gain
advantage on all melee attack rolls until the end of turn. Until
your next turn, attack rolls have advantage against you

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 8 (1d12+2) Slashing Damage (+2 if Raging).
Handaxe: Range (20/60) +X to hit, Hit: 5 (1d6+2) Slashing
Damage
Rage: (Bonus Action (3 times per day)): You may enter a rage
that lasts for one minute. For this duration you have advantage
on strength checks and saving throws, deal an additional (2)
damage and have resistance to bludgeoning, piercing and
slashing damage.
For the duration of the rage you may make an additional melee
attack as a bonus action.
Danger Sense: You have advantage on dexterity saving throws
against traps and spells.
Reckless Attack: When you make a melee attack you may gain
advantage on all melee attack rolls until the end of turn. Until
your next turn, attack rolls have advantage against you

Improved Critical: Attacks score a critical hit on a 19 or a 20


Improved Critical: Attacks score a critical hit on a 19 or a 20.

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Adventurers Handbook)

71

Level 7 Human Barbarian

Level 9 Human Barbarian

Armor Class 16
Hit Points 104 (7d12+28)
Speed 40 ft.

Armor Class 16
Hit Points 128 (9d12+28)
Speed 40 ft.

Human, Lawful Good

Human, Lawful Good

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

15 (+2)

14 (+2)

18 (+4)

9 (-1)

13 (+1)

11 (+0)

17 (+3)

14 (+2)

18 (+4)

9 (-1)

13 (+1)

11 (+0)

Saving Throws Str +5, Con, +7


Senses Passive Perception 11
Challenge 3 (200 XP)

Saving Throws Str +7, Con, +8


Senses Passive Perception 11
Challenge 3 (200 XP)

ACTIONS
Human Barbarian may make 2 Greataxe or handaxe
Attacks per turn

ACTIONS
Human Barbarian may make 2 Greataxe or handaxe
Attacks per turn

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 8 (1d12+2) Slashing Damage (+2 if Raging).

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 9 (1d12+3) Slashing Damage (+2 if Raging).

Handaxe: Range (20/60) +X to hit, Hit: 5 (1d6+2) Slashing


Damage

Handaxe: Range (20/60) +X to hit, Hit: 5 (1d6+2) Slashing


Damage

Rage: (Bonus Action (4 times per day)): You may enter a rage
that lasts for one minute. For this duration you have advantage
on strength checks and saving throws, deal an additional (2)
damage and have resistance to bludgeoning, piercing and
slashing damage. For the duration of the rage you cannot be
charmed or frightened. For the duration of the rage you may
make an additional melee attack as a bonus action.

Rage: (Bonus Action (4 times per day)): You may enter a rage
that lasts for one minute. For this duration you have advantage
on strength checks and saving throws, deal an additional (2)
damage and have resistance to bludgeoning, piercing and
slashing damage. For the duration of the rage you cannot be
charmed or frightened. For the duration of the rage you may
make an additional melee attack as a bonus action.

Danger Sense: You have advantage on dexterity saving throws


against traps and spells.

Danger Sense: You have advantage on dexterity saving throws


against traps and spells.

Reckless Attack: When you make a melee attack you may gain
advantage on all melee attack rolls until the end of turn. Until
your next turn, attack rolls have advantage against you

Reckless Attack: When you make a melee attack you may gain
advantage on all melee attack rolls until the end of turn. Until
your next turn, attack rolls have advantage against you

Improved Critical: Attacks score a critical hit on a 19 or a 20.

Improved Critical: Attacks score a critical hit on a 19 or a 20.


Roll an extra weapon die for determining damage for a melee
critical hit

Improved Intiative: Human Barbarian has advantage on


initiative rolls

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(Adventurers Handbook)

72

Level 3 Wood Elf Rogue

Level 5 Wood Elf Rogue

Armor Class 15
Hit Points 27 (3d8+3)
Speed 35 ft.

Armor Class 16
Hit Points 45 (5d8+5)
Speed 35 ft.

Elf , Lawful Good

Elf , Lawful Good

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

14 (+2)

17 (+3)

12 (+1)

10 (+0)

14 (+2)

8 (-1)

14 (+2)

19 (+4)

12 (+1)

10 (+0)

14 (+2)

8 (-1)

Saving Throws Dex +5 Int +2


Senses Passive Perception 12
Challenge 3 (200 XP)

Saving Throws Dex +7 Int +3


Senses Passive Perception 12
Challenge 3 (200 XP)

ACTIONS
Wood Elf Rogue may make 1 Shortsword or Crossbow
attack per turn

ACTIONS
Wood Elf Rogue may make 1 Shortsword or Crossbow
attack per turn

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d6+3) Piercing Damage

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one


target. Hit: 8 (1d6+4) Piercing Damage

Crossbow: Ranged Weapon Attack +5 to hit, Reach 80/320 ft,


Hit: 1d8+3 damage

Crossbow: Ranged Weapon Attack +7 to hit, Reach 80/320 ft,


Hit: 1d8+4 damage

Sneak Attack: If you have advantage on a melee attack roll


against an opponent, add 2d6 to the damage dice

Sneak Attack: If you have advantage on a melee attack roll


against an opponent, add 3d6 to the damage dice

Disarm Trap: A Rogue may use a bonus action to attempt to


disarm a trap. They have a 75% chance of disabling a goblin trap
and a 50% chance of disabling a kobold trap.

Uncanny Dodge: You have resistance to ranged attacks (50%


damage).

Targeted Attack: You gain advantage on your next attack. You


may use this ability up to twice per day.
Trapsense: You may automatically roll to detect and avoid any
traps this character may step on

Disarm Trap: A Rogue may use a bonus action to attempt to


disarm a trap. They have a 75% chance of disabling a goblin trap
and a 50% chance of disabling a kobold trap.
Targeted Attack: You gain advantage on your next attack. You
may use this ability up to three times per day.
Trapsense: You may automatically roll to detect and avoid any
traps this character may step on

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Adventurers Handbook)

73

Level 9 Wood Elf Rogue


Elf , Lawful Good

Level 7 Wood Elf Rogue


Elf , Lawful Good

Armor Class 16
Hit Points 45 (9d8+9)
Speed 35 ft.

Armor Class 16
Hit Points 45 (7d8+7)
Speed 35 ft.
STR

DEX

CON

INT

WIS

CHA

14 (+2)

19 (+4)

12 (+1)

10 (+0)

14 (+2)

8 (-1)

Saving Throws Dex +7 Int +3


Senses Passive Perception 12
Challenge 3 (200 XP)

ACTIONS
Wood Elf Rogue may make 1 Shortsword or Crossbow
attack per turn
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d6+4) Piercing Damage
Crossbow: Ranged Weapon Attack +8 to hit, Reach 80/320 ft,
Hit: 1d8+4 damage
Sneak Attack: If you have advantage on a melee attack roll
against an opponent, add 4d6 to the damage dice
Uncanny Dodge: You have resistance to ranged attacks (50%
damage). Any spell or ability that requires you to make a
dexterity save for half damage deals half damage on a failed save
and no damage on a successful one.
Disarm Trap: A Rogue may use a bonus action to attempt to
disarm a trap. They have a 75% chance of disabling a goblin trap
and a 50% chance of disabling a kobold trap.
Targeted Attack: You gain advantage on your next attack. You
may use this ability up to three times per day.
Whirlwind: Make a melee Attack against all enemies in melee
range. This may only be done once per day.
Trapsense: You may automatically roll to detect and avoid any
traps this character may step on

STR

DEX

CON

INT

WIS

CHA

14 (+2)

20 (+5)

12 (+1)

10 (+0)

15 (+2)

8 (-1)

Saving Throws Dex +9 Int +4


Senses Passive Perception 12
Challenge 3 (200 XP)

ACTIONS
Wood Elf Rogue may make 1 Shortsword or Crossbow
attack per turn
Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 9 (1d6+5) Piercing Damage
Crossbow: Ranged Weapon Attack +9 to hit, Reach 80/320 ft,
Hit: 1d8+5 damage
Sneak Attack: If you have advantage on a melee attack roll
against an opponent, add 5d6 to the damage dice
Uncanny Dodge: You have resistance to ranged attacks (50%
damage). Any spell or ability that requires you to make a
dexterity save for half damage deals half damage on a failed save
and no damage on a successful one.
Disarm Trap: A Rogue may use a bonus action to attempt to
disarm a trap. They have a 75% chance of disabling a goblin trap
and a 50% chance of disabling a kobold trap.
Targeted Attack: You gain advantage on your next attack. You
may use this ability up to three times per day.
Whirlwind: Make a melee Attack against all enemies in melee
range. This may only be done twice per day.
Trapsense: You may automatically roll to detect and avoid any
traps this character may step on

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Adventurers Handbook)

74

Level 3 Stout Halfling Ranger


Elf , Lawful Good

Level 5 Stout Halfling Ranger


Elf , Lawful Good

Armor Class 15
Hit Points 33 (3d10+3)
Speed 25 ft.

Armor Class 15
Hit Points 55 (5d10+5)
Speed 25 ft.

STR

DEX

CON

INT

WIS

CHA

10 (+0)

17 (+3)

12 (+1)

8 (-1)

15 (+2)

11 (+0)

Saving Throws Str +2 Dex +5


Senses Passive Perception 12
Challenge 3 (200 XP)

STR

DEX

CON

INT

WIS

CHA

10 (+0)

18 (+4)

12 (+1)

8 (-1)

16 (+3)

11 (+0)

Saving Throws Str +3, Dex +7


Senses Passive Perception 13
Challenge 3 (200 XP)

ACTIONS
Stout Halfling Ranger may make 1 Shortbow attack per
turn
Shortbow: Ranged Weapon Attack +7 to hit, Reach 80/320 ft,
Hit: 1d6+3 damage

Once per turn if you make a


weapon attack, you may make a second weapon
attack with the same weapon against a different
creature within 5ft of your target
Horde Breaker:

ACTIONS
Stout Halfling Ranger may make 2 Shortbow attacks
per turn
Shortbow: Ranged Weapon Attack +9 to hit, Reach 80/320 ft,
Hit: 1d6+4 damage

Once per turn if you make a


weapon attack, you may make a second weapon
attack with the same weapon against a different
creature within 5ft of your target
Horde Breaker:

Level 7 Stout Halfling Ranger


Elf , Lawful Good

Level 9 Stout Halfling Ranger


Elf , Lawful Good

Armor Class 15
Hit Points 77 (7d10+7)
Speed 25 ft.
STR

DEX

CON

INT

WIS

CHA

10 (+0)

18 (+4)

12 (+1)

8 (-1)

16
(+3)

11
(+0)

Armor Class 15
Hit Points 99 (9d10+9)
Speed 25 ft.
STR

10 (+0)

Saving Throws Str +3 Dex +7


Senses Passive Perception 13
Challenge 3 (200 XP)

ACTIONS
Stout Halfling Ranger may make 2 Shortbow attacks
per turn
Shortbow: Ranged Weapon Attack +10 to hit, Reach 80/320
ft, Hit: 1d6+4 damage

Once per turn if you make a


weapon attack, you may make a second weapon
attack with the same weapon against a different
creature within 5ft of your target
Horde Breaker:

Escape the Horde: Opportunity attacks made


against you have disadvantage

DEX

20(+5)

CON

12 (+1)

INT

WIS

CHA

8 (-1)

16
(+3)

11
(+0)

Saving Throws Srt +4 Dex +9


Senses Passive Perception 13
Challenge 3 (200 XP)

ACTIONS
Stout Halfling Ranger may make 2 Shortbow attacks
per turn
Shortbow: Ranged Weapon Attack +11 to hit, Reach 80/320
ft, Hit: 1d6+5 damage

Twice per turn if you make a


weapon attack, you may make a second weapon
attack with the same weapon against a different
creature within 5ft of your target
Horde Breaker:

Escape the Horde: Opportunity attacks made


against you have disadvantage
Nimble: No terrain is treated as difficult terrain
for Stout Halfling Ranger

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Adventurers Handbook)

75

Level 3 Gnome Wizard

Level 5 Gnome Wizard

Armor Class 12
Hit Points 24 (3d6+6)
Speed 25 ft.

Armor Class 12
Hit Points 40 (5d6+10)
Speed 25 ft.

Gnome , Lawful Good

Gnome , Lawful Good

STR

DEX

CON

INT

WIS

CHA

STR

DEX

CON

INT

WIS

CHA

8 (-1)

14 (+2)

14 (+2)

17 (+3)

10 (+0)

12 (+1)

8 (-1)

14 (+2)

14 (+2)

19 (+4)

10 (+0)

12 (+1)

Saving Throws Int +5, Wis +2


Senses Passive Perception 12
Challenge 3 (200 XP)

Saving Throws Int + 7, Wis +3


Senses Passive Perception 12
Challenge 3 (200 XP)

ACTIONS
Gnome wizard may cast 1 ordinary spell and one bonus
spell per turn

ACTIONS
Gnome wizard may cast 1 ordinary spell and one bonus
spell per turn

Fire Bolt: Cast Fire Bolt (unlimited uses)


Shield (reaction): Shield (Max 1 use)
Magic Missiles: Cast Magic Missiles as a 2nd level
spell (max 2 uses), or as a 1st level spell (max 4
uses)

Fire Bolt: Cast Fire Bolt (unlimited uses)


Bonus Spell: Shield (Max 2 uses)
Magic Missiles: Cast Magic Missiles as a 2nd level
spell (max 2 uses), or as a 1st level spell (max 4
uses)
Fireball: Cast fireball (Max 2 uses)

Level 7 Gnome Wizard


Gnome , Lawful Good

Level 9 Gnome Wizard


Gnome , Lawful Good

Armor Class 12
Hit Points 56 (7d6+14)
Speed 25 ft.
STR

DEX

CON

INT

WIS

CHA

8 (-1)

14 (+2)

14 (+2)

19 (+4)

10 (+0)

12 (+1)

Saving Throws Int +7 Wis +3


Senses Passive Perception 12
Challenge 3 (200 XP)

ACTIONS
Gnome wizard may cast 1 ordinary spell and one bonus
spell per turn

Fire Bolt: Cast Fire Bolt (unlimited uses)


Bonus Spell: Shield (Max 3 uses)
Magic Missiles: Cast Magic Missiles as a 3rd level
spell (max 2 uses), or as a 1st level spell (max 4
uses)
Fireball: Cast fireball
Wall of Fire: Cast wall of fire (max 1 use)

Armor Class 12
Hit Points 72 (9d6+18)
Speed 25 ft.
STR

DEX

CON

INT

WIS

CHA

8 (-1)

14 (+2)

14 (+2)

20 (+5)

10 (+0)

13 (+1)

Saving Throws Int +9 Wis +4


Senses Passive Perception 12
Challenge 3 (200 XP)

ACTIONS
Gnome wizard may cast 1 ordinary spell and one bonus
spell per turn

Fire Bolt: Cast Fire Bolt (unlimited uses)


Bonus Spell: Shield (Max 3 uses)
Magic Missiles: Cast Magic Missiles as a 4th level
spell (max 2 uses), or as a 1st level spell (max 4
uses)
Fireball: Cast fireball
Wall of Fire: Cast wall of fire (max 3 uses)
Improved Fireball: (Your fireball spell deals an
extra 2d6 damage,You may only use this ability
twice per day)

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Adventurers Handbook)

76

Level 3 Stout Halfling Cleric

Level 7 Stout Halfling Cleric

Halfling, Lawful Good

Halfling, Lawful Good

Armor Class 17, Shield


Hit Points 26 (3d8+9)
Speed 25 ft.

Armor Class 17, Shield


Hit Points 56 (7d8+21)
Speed 25 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1)

12(+1)

16 (+3)

8 (-1)

14 (+2)

13 (+1)

Saving Throws Wis +4, Cha +3

STR

DEX

CON

INT

WIS

CHA

12 (+1)

12(+1)

16 (+3)

8 (-1)

16 (+3)

13 (+1)

Resistances: Poison
Senses Passive Perception 11
Challenge 3 (200 XP)

Saving Throws Wis +7, Cha +5

ACTIONS
Mace: Melee Weapon Attack: +3 to hit, reach 5ft, one
target. Hit 5 (1d6+1) bludgeoning damage. (the spear is
always used as a 2handed weapon)

Your healing spells also heal you 2+spell level aswell as your target

Resistances: Poison
Senses Passive Perception 11
Challenge 7 (XXX)

Spells
4/Day: Cure Wounds. Heal one ally 1d8+ 5 HP
2/Day Healing word (reaction spell, can be cast in additon
to regular action). Heal one ally 1d4+6 HP.
Turn Undead: See Players Handbook P59

Level 5 Stout Halfling Cleric

ACTIONS
Mace: Melee Weapon Attack: +5 to hit, reach 5ft, one
target. Hit 5 (1d6+1) bludgeoning damage. (the spear is
always used as a 2handed weapon)
Spells
4/Day: Cure Wounds. Heal one ally 1d8+ 6 HP
3/Day: Healing word (reaction spell, can be cast in additon
to regular action). Heal one ally 1d4+7 HP.
3/Day: Mass Healing Word reaction spell, can be cast in
additon to regular action).. Heal up to 6 allies 1d4+8

Halfling, Lawful Good

HP

Armor Class 17, Shield


Hit Points 41 (5d8+15)
Speed 25 ft.

P246)

Turn Undead: See Players Handbook P59


1/Day: Guardian of Faith (See Players Handbook

STR

DEX

CON

INT

WIS

CHA

12 (+1)

12(+1)

16 (+3)

8 (-1)

16 (+3)

13 (+1)

Saving Throws Wis +6, Cha +4

Resistances: Poison
Senses Passive Perception 11
Challenge 5 (XXX)

Level 9 Stout Halfling Cleric


Halfling, Lawful Good
Armor Class 17, Shield
Hit Points 71 (9d8+27)
Speed 25 ft.
STR

DEX

CON

INT

WIS

CHA

12 (+1)

12(+1)

16 (+3)

8 (-1)

18 (+4)

13 (+1)

ACTIONS
Mace: Melee Weapon Attack: +4 to hit, reach 5ft, one
target. Hit 5 (1d6+1) bludgeoning damage. (the spear is
always used as a 2handed weapon)

Saving Throws Wis +9, Cha +6

Spells
4/Day: Cure Wounds. Heal one ally 1d8+ 6 HP
3/Day: Healing word (reaction spell, can be cast in additon
to regular action). Heal one ally 1d4+7 HP.
2/Day: Mass Healing Word reaction spell, can be cast in
additon to regular action).. Heal up to 6 allies 1d4+8

Your healing spells also heal you 2+spell level aswell as your target

HP

Turn Undead: See Players Handbook P59

Resistances: Poison
Senses Passive Perception 11
Challenge 7 (XXX)

ACTIONS
Mace: Melee Weapon Attack: +5 to hit, reach 5ft, one
target. Hit 5 (1d6+1) bludgeoning damage +1d8 radiant
damage. (the spear is always used as a 2handed weapon)
Spells
4/Day: Cure Wounds. Heal one ally 1d8+ 7 HP
3/Day: Healing word (reaction spell, can be cast in additon
to regular action). Heal one ally 1d4+8 HP.
3/Day: Mass Healing Word reaction spell, can be cast in
additon to regular action).. Heal up to 6 allies 1d4+9

HP

Turn Undead: See Players Handbook P59


3/Day: Guardian of Faith (See Players Handbook

P246)
1/Day: Mass Cure Wounds Heal up to 6
creatures within a 30ft sphere of you 3d8+11

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(Adventurers Handbook)

77

Appendix 8 - Additional Monsters


Apprentice

Assorted Races , Lawful Good

El Weasel Diablo

Large Beast, Unaligned

Armor Class 14 (Mage armor)


Hit Points 9 (2d6+2)
Speed 30 ft.

Armor Class 13 (natural armor and dexterity)


Hit Points 19 (3d10+3)
Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

10 (+0)

10(+0)

12 (+1)

13(+1)

12 (+1)

12 (+1)

STR

DEX

CON

INT

WIS

CHA

12 (+1)

14(+2)

12 (+1)

3 (-4)

12 (+1)

6 (-2)

Senses Passive Perception 10


Challenge .5 (50 XP)

Senses Passive Perception 11


Challenge 1 (200 XP)

ACTIONS
Dagger: Melee Weapon Attack: +2 to hit, reach 5ft, one
target. Hit 4 (1d4+1) piercing damage.

ACTIONS
Charging Bite: El Weasel Diablo travels 60 feet in one
direction, making a bite attack against a single enemy and
continuing to run after that attack is made (regardless of
success or failure)

Apprentice may cast the following spells


At Will: Light, Fire Bolt
3/Day: Magic Missile, Protection from Evil

Bite: Melee Weapon Attack: +3 to hit, reach 5ft, one target.


Hit 5 (1d4+1) piercing damage. Target must make a
strength save (DC 13) or is incapacitated and trapped
within El Weasel Diablo's jaws. Any subsequent bite attacks
against an incapacitated target automatically hit and do
not give the target a strength save.

Guard

Human , Lawful Good


Armor Class 14 (Chain Shirt)
Hit Points 11 (2D8+2)
Speed 30 ft.
STR

DEX

CON

INT

WIS

CHA

13 (+1)

12(+1)

12 (+1)

11 (+0)

10 (+0)

10 (+0)

Senses Passive Perception 12


Challenge 1/8 (25 XP)

ACTIONS
Stout Halfling Ranger may make 2 Shortbow attacks
per turn
Crossbow: Ranged Weapon Attack +11 to hit, Reach 80/320
ft, Hit: 1d6+5 damage
Spear: Melee Weapon Attack: +3 to hit, reach 5ft, one
target. Hit 5 (1d6+1) piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Adventurers Handbook)

78

Sky Knight

Tribal Leader

Assorted Race , Lawful Good

Medium Humanoid (any race), any alignment

Armor Class 15
Hit Points 33(5d10+5)
Speed 30 ft (flying).

Armor Class 13 (hide armor)


Hit Points 22 (4d8 +4)
Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

14 (+2)

14(+2)

12 (+1)

10 (+0)

10 (+0)

10 (+0)

Senses Passive Perception 10


Challenge 2 (450XP)
A griffon cannot attack when a Sky Knight is riding it

ACTIONS
Ranged Weapon Attack +6 to hit, Reach 100/400ft, Hit: 8
(1d10+2 damage)
Lance: Melee Weapon Attack: +8 to hit, reach 10ft, one
target. Hit 9 (1d12+2) piercing damage.
Charging Lance: Melee Weapon Attack: +8 to hit, reach
10ft, one target. Hit 13 (1d12+6) piercing damage.

STR

DEX

CON

INT

WIS

CHA

14 (+2)

12(+1)

12 (+1)

8 (-1)

11 (+0)

8 (-1)

Senses Passive Perception 11


Challenge 1 (200 XP)

Pack Tactics: Thje leader has advantage on an attack roll if


at least one of the leaders allies is within 5 feet of the
creature and the ally isn't incapacitated
ACTIONS
The tribal leader may make 2 spear attacks
Spear: Melee Weapon Attack: +4 to hit, reach 5ft, one
target. Hit 5 (1d8+1) piercing damage. (the spear is always
used as a 2handed weapon)

Mob

Large - Assorted Races, any alignment


Armor Class 8
Hit Points 20
Speed 25 ft.
STR

12 (+1)

DEX

6 (-2))

CON

12 (+1)

INT

WIS

CHA

8 (-1)

16
(+3)

11
(+0)

Senses Passive Perception 8

Resistances: Bludgeoning, Piercing and Slashing damage


Vulnerabilities: Any attack that affects an area larger than a
5ft square
Challenge 1/8 (25 XP)
ACTIONS
Swarm: Melee weapon attack, +4 to hit, reach 0 ft, one
target. Hit (1d6+1 bludgeoning damage)

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Adventurers Handbook)

79

Optional Module 1 - A Harsh Lesson


This optional module kills the PC's at a very early stage.
Although it only kills generic goblins the players are
unlikely to be attached to; it still arbitrarily kills the player
characters, which players may see as unfair and
potentially unfun. Use this module at your discretion
The crisp spring air blows soothingly along the plains and
over your skin. It has been too long since your last
expedition. The tribe is all riled up about some foragers
who went missing. More likely than not they just defected
since there's never enough food back home. Still, it's your
job to find out what happened to them, and you're not
expected back for another twoday.

Possible player actions


The players may choose to do anything. Here is a list of
events for some of the more likely player actions
Laze around: If the players decide to abandon their
mission and just laze around for the two days nothing of
note happens. Since the goblins haven't been out and
about the humans don't find them, but nor is the tribe
warned of the human threat. The tribe, unappreciative of
the pending danger fritters another fortnight before
realizing of any potential danger, reducing the number of
turns before the first human attack by 1)
Investigate the surrounding area: Investigation of the
surrounding plains takes 4 hours. On a successful (DC 10)
survival check the PC's find a trail of downtrodden grass
littered with the occasional crumpled leaf or rabbit bone.
Follow the Path: If the players have investigated the
surrounding area they can follow the path for 1d4 hours.
On a successful check they realize that goblins aren't the
only creatures to have walked the path, mail trodden boots
too big for a goblin have crunched the grass and left deep
footprints in the earth. If the players continue to follow the
path after 1 hour they encounter 4 goblin heads stuck on
top of a bloody pike by the roadside.
The adventurers will start hunting the PC's as they follow
the path down even if they don't arrive at the pike. Begin
the Hunted event. If the PC's arrive at the bloody pike, the
adventurers attack within 1d4-1 hours.
Search for Food: The players may decide their task is
overall too difficult and just to search for food. Consult
the relvant terrain tables for what they find and use terrain
table "Plains". Unfortunately, hunting is not a subtle
business, especially when goblins are involved. The
adventurers find the goblins tracks after 3d8 hours,
beginning the Hunted event.
Prepare an ambush Wily players may realize
something's been hunting the goblins and set an ambush.
If the players simply hide, naturally they don't stumble
across the adventurers, after all, they don't know where to
look. If the players hide by the side of the road, or
intentionally leave a trail/bait, have them roll a Hide
Check (DC 15). Do not tell them if they are successful.
If successful, the players watch the adventurers approach
and begin to track them. After 30 minutes rounds the

adventurers realize they may be being watched and search


for the PC's. The PC's can attack at any point with surprise
or flee if their whereabouts aren't known. However fleeing
goblins are tracked after 1 hour, and the Hunted event
should be run. Note that even if the players attack with
surprise, they are still likely to be massacred.

Hunted
The humans want goblin blood and they aren't taking any
prisoners. Led by a plucky elf ranger, they track the PC's
with ruthless speed and precision. It takes 1d4 hours for
the humans to catch up with the goblins. When they do,
make the PC's roll a perception check. On 10 or less, the
adventurers attack with surprise. Otherwise the PC's see
the adventurers coming at the last moment.
This fight is likely to be a slaughter. Without any special
abilities the generic goblins are comically weak when
compared to the adventurers. It is likely all the PC's are
killed in the first few rounds. It is possible that if a single
goblin turns tail and runs at the start of combat they can
escape when the adventurers are killing the other players.
In the unlikely chance the PC's do win the combat, let
them drag back as much loot as their characters can carry.
The first adventuring party contains 1 adventurer per PC.
All of the characters are level 3.
After the combat is over, win or lose, proceed to begin the
game in the goblin lair as per a normal campaign. If any
goblins encountered the adventurers and survived, they
automatically level up.

Optional Module 2 - Wandering


Monsters
As an optional module you can add wandering monsters
when the players adventure. Roll on the relevant terrain
table for Creatures whenever the PC's explore an area, and
if they roll a 16-20, they encounter a wandering monster.
Consult the terrain table for what they find
Wandering Monsters:

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Adventurers Handbook)

80

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