TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  TITLE 
  1 
  Droop’s Dilemma 
   
   
   
  Big Trouble in Droop’s Keep 
   
   
   
  Introduction: Droop has been living the dream by goblin standards 
  ever since he came to live in the rebuilt Cragmaw Castle. That is 
  until recently. Lately Droop has been plagued by attempted break-ins 
  and is beginning to think that he should just move away. He is 
  unsure of what the villains are after, but has gathered a few clues 
  and is desperately searching for a group of brave adventurers to 
  help him solve this mystery. Why are they attacking his home? What 
  do they want? And more importantly, how can they be stopped. 
   
   
  A 4-hour adventure for 4th-6th level characters 
   
   
   
    
   
  By Dave Cecil 
   
   
   
   
   
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  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  TITLE 
  2 
   
  Assumptions 
  It is assumed that the DM and the 
  players have played the Lost Mines of 
  Phandelver (LMoP) by Wizards of the Coast, 
  prior to beginning this adventure, 
  but this adventure can be played on 
  its own.  In LMoP, the players 
  encounter a pitiful goblin named 
  Droop. When first encountered, he is 
  the slave to a couple of Bugbears 
  that beat on him for fun. That 
  encounter lends itself to several 
  possible outcomes, but the most 
  likely are: 
  1. Players somehow missed the room 
  that Droop is first seen in and 
  skipped his scene altogether. 
  If this is the case, the DM 
  should use back story 1 for 
  Droop as clearly some other 
  band of adventurers rescued 
  him. 
  2. Players charged into that room 
  (Room 9 LMoP) and slaughtered 
  every living thing in there. In 
  this case, shame on you all. 
  Lol the DM should use back 
  story 2. 
  3. Players beat up Droop’s captors 
  and allow the pitiful 
  pessimistic goblin to leave the 
  area on his own. Here the DM 
  should use back story 3. 
  4. Players rescue Droop and keep 
  him along for a while. In most 
  groups that may have done this, 
  Droop likely stayed with them 
  until every monster encounter 
  they had was just too deadly 
  for the little guy and they 
  allowed his retirement. (This 
  happened in my own group for 
  example) If this is the case, 
  there are likely some members 
  of the group who may inquire 
  from time to time what happened 
  to Droop.  The DM is welcome to 
  make any story that fits his 
  campaign as well as increase 
  the monsters shown if that 
  original group (assumed higher 
  level) wants to help out their 
  old buddy.  But in case of time 
  constraint, use back story 1 
  with name substitutions as 
  appropriate. The DM should know 
  his/her group best and go with 
  the best one. 
  Materials needed 
  If you are like us, you have a strange 
  addiction to purchasing every single 
  Wizards of the Coast 5e D&D book they 
  publish and you already have all of 
  them, but this adventure assumes you 
  have the following at a minimum. 
  Required Books 
   
  Players Handbook 
   
  Monster Manual 
   
  Dungeon Masters Guide 
  If you don’t have them, GET THEM, 
  they are awesome.  Great layouts, 
  Fantastic Artwork and full of a 
  wealth of gaming goodness. Wizards of 
  the Coast really knocked it out of 
  the park with this edition and you 
  really need this books in your life.  
  Stop reading at once and race to your 
  friendly local game store and buy 
  them.   
  Recommended books  
   
  D&D 5E Starter set, including the Lost 
  Mines of Phandelver adventure. Droops 
  debut adventure and an instant 
  classic. 
   
  Sword Coast Adventure Guide, A 
  valuable tool for players and 
  DMs alike for additional flavor 
  to the game.  
  Other Materials that will help 
  Dice – lots of them 
  Friends – 3 to 5 plus a DM if you can 
  find them, but they don’t necessarily 
  have to be friends I guess. 
  Paper - obviously 
  Pencils – while you can still 
  purchase them, they will be obsolete 
  someday. 
  Big Table - and hopefully enough 
  chairs, DM automatically gets the 
  best chair, otherwise all players are 
  at disadvantage until the DM gets a 
  better chair. 
  Miniatures – Hopefully another 
  addiction we share. I would have a 
  handful hidden behind the DM screen, 
  but you don’t have to use them if you 
  don’t absolutely want to.   
  
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  TITLE 
  3 
  Bandits Plan 
  The bandits have figured out where the 
  master’s key is hidden, but they 
  haven’t found a way to get in. Some of 
  the bandits are escapees from 
  Phandalin that got out while the 
  adventurers were cleaning the old 
  manor house. They realize that the 
  skills of the adventures in problem 
  solving is much better than their own. 
  If they can find a way to get those 
  guys involved, it would be easier to 
  take the masters key from them, after 
  the hard work is done. They believe 
  the answer lies with the castle in 
  some way and have decided that if they 
  cause enough havoc there, there that 
  Droop will send for his friends. Once 
  help has arrived, the bandits will 
  lure the party into getting the key 
  for them. 
   
  Adventure Hooks 
  Below are a few hooks that the DM can 
  use if needed to get the Players into 
  the game quickly.  DM will know 
  his/her players best, so pick and 
  choose from these as you see fit. 
   
  Droops Letter 
  As Droop cannot write in the common 
  tongue, he has attempted scribe a 
  letter in best way he can that 
  translates to: 
  “Dear Adventurers, HELP, Bad men have 
  come on 3 nights trying to attack us. 
  They got in once and stole all the 
  cheese. I need some brave people to come 
  to Cragmaw Keep and help me figure out 
  how to stop them.  Please hurry, I don’t 
  know how long I can hold them off.” 
   
  Droop has scrawled this letter on a 
  piece of parchment and copied it 
  several times. He sent one copy to 
  each of the towns he visited on his 
  journey with the adventures and threw 
  one in a bottle and put it in the 
  river.  Droop is desperate for help.  
  Will the party answer his plea? 
   
  Strange Men in the woods 
  Townsfolk of Phandalin reports seeing 
  strange men going into the woods at 
  night. In this scenario, the townsfolk 
  nearby suspect bandits are setting up 
  operations just off the road.  The 
  party is asked to investigate.  Once 
  they investigate, they find Droops 
  letter which leads them to Cragmaw 
  Castle. 
   
  Player previous knowledge of “the 
  Masters Key” 
  In this hook, one or more of the 
  players know about the magic item that 
  the bandits are searching for. The 
  player knows some of its powers and 
  may be searching for the item for 
  ulterior motives. Perhaps the player 
  has been sent by some thieves’ guild 
  master on a quest, or works for a wise 
  and learned old mage wishing to study 
  the key. This option allows the DM to 
  collaborate with the player to create 
  a tailor made hook. 
   
   
   
   
   
   
   
   
   
   
   
  
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  TITLE 
  4 
  Encounter keys 
   
  Droop’s Castle 
  Droop was given the castle by the 
  adventures after they cleared it. It 
  is likely that someone out there 
  actually may be an heir and really own 
  it, but no one has staked a claim as 
  of yet.  It is intended that the 
  players not spend a great amount of 
  time here but just in case, the 
  details are below. 
   
  Key to areas at the castle 
   
  1. Main Entrance 
  The main doors to the castle have been 
  repaired and rehung.  These doors are 
  large bronze covered wood.  The bottom 
  3 feet of the doors have been somewhat 
  polished while the upper parts still 
  show the bluish green signs of age. 
  Droop never comes in this way as first 
  he lacks the strength to open them and 
  also it’s not the door he and the 
  original party used when they 
  originally came, so he is still 
  convinced that the door at area 10 is 
  the main entrance. 
  A pair of large bronze doors stand as the 
  main gate for the keep, the doors look to 
  be quite old, however the lower part of 
  the door shows signs that someone tried 
  to polish them.  The upper portion of the 
  doors are corroded and blued from ages of 
  weather.  It looks like they would be a 
  challenge to open to all but the 
  strongest of people.  A large brass ring 
  is affixed to the right door, obviously 
  some kind of knocker. 
  If the party tries to open the door, 
  they will find it is barred from the 
  inside.  
  Knocking on the door will bring Barg 
  from area 7 to open the door.  He is 
  simple minded as they come.  Someone 
  knocks, he opens, if they are looking 
  for a fight he will oblige, otherwise 
  he will instruct the party to go 
  around to area 10. 
   
  2. This area isn’t marked on the map, 
  seems that Droop forgot to label it, 
  so it doesn’t exist. 
   
  3. Archer Posts 
  These areas would be great to look 
  over the main entry way to the keep, 
  however as Droop does not employ any 
  guards there are none to watch over 
  Area 1. There are however 2 shortbows 
  and 20 arrows in each of the rooms, 
  left over from days past. 
  This small room is mostly empty save for 
  a pair of short bows and 20 arrows lying 
  next to the arrow slit. 
  4. The room without a door 
  This nice sized but oddly shaped room 
  has no door to get in.  Seems that 
  Droop forgot to mention the need to 
  get into the room. If someone looks 
  through the arrow slit, they will see 
  a table and 4 chairs that sit unused. 
   
  5. Storage room   
  The castle receives regular shipments 
  of salted meat, pickled fish, ale and 
  cheese from Phandalin as part of a 
  trade arrangement made with the town. 
  There is enough food here to feed the 
  castles 5 inhabitants for several 
  months, but no one tracks inventory. 
  Oddly, all the crates marked “cheese” 
  are empty. 
  This room contains several barrels and 
  crates.  A faint odor of pickled fish and 
  cheese past its prime lingers in the air. 
  
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  TITLE 
  5 
  6. Armory 
  This room is the armory that Droop has 
  created with all the left over weapons 
  that were left behind by the original 
  inhabitants. 
  Mounted in racks on the walls are spears, 
  swords of various kinds, a pair of 
  morningstars and a few crossbows.  There 
  are enough weapons here for a small 
  platoon size force, if one were ever to 
  be here. 
  There are a total of 5 spears, 1 
  greatsword, 3 longswords, 12 
  shortswords, 3 daggers, 2 
  morningstars, 3 crossbows and 40 bolts 
  here 
   
  7.  Barg’s Hall  
  This large room used to be a banquet 
  hall back in the glory days of the 
  castle.  Now it only entertains Barg 
  as it has become his room. 
  As you enter this large hall you are hit 
  with a strong odor of smelly feet and 
  sweat. In this room are two large banquet 
  size tables.  Between the tables are a 
  pile of assorted blankets and pillows.  
  Bits of meat and cheese litter one of the 
  tables, while the other has a large club 
  laying on it. 
  There is a 25% chance that Barg is in 
  the room unless he is known to be 
  somewhere else.  If he is here, he 
  won’t like any visitors and will 
  insist they leave.  Under his blankets 
  are 2 small sacks, which contain his 
  loot.  37cp 21sp and 14 gp.  He also 
  has various small worthless trinkets 
  lying about. 
   
  8. Central Hall 
  The hall hasn’t changed much since 
  Droop moved in.  He now uses it as a 
  sitting area for guests, although he 
  hasn’t had any yet.   
  This room was probably a chapel at some 
  point in its history.  The walls have 
  Angelic figures sculpted into the stone.  
  On the center of the northern wall is a 
  stone brazier that burns red with coal 
  most of the time.  A dozen small chairs 
  are scattered randomly about the room in 
  a rough circular pattern.  The center of 
  the floor is covered by 4 rugs of ornate 
  design. 
  Under the ashes in the brazier is a 
  lump of melted gold. It was a statue 
  that was hidden but never found. It’s 
  worth 80gp based on weight. 
   
  9. Shrine of Light 
  Droop’s only contact with religion was 
  with Everiss. He only knows that 
  Everiss’s God has something to do with 
  light. 
  This is the brightest room in the castle.  
  There are scores of candles burning all 
  about the area on tables and crates and 
  some just on the floor.  There are also 6 
  hooded lanterns that burn constantly in 
  the room. Scattered about in between the 
  candles are drawings of the sun.  There 
  is a sun shaped buckler of some kind 
  hanging on the wall. Its about 12 inches 
  across with 9 points around it. It just 
  be sheer luck that the room hasn’t caught 
  fire, yet. 
  Resting on the ledge of the arrow slit 
  is a silver dagger, worth 25gp.  Droop 
  believes this a holy dagger and fits 
  the décor.  The sun shaped buckler 
  will be needed later at the “stone 
  wall” 
   
  10. The Real Main Entrance 
  This is the door that Droop first 
  entered into the castle, way back 
  
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  TITLE 
  6 
  when, so he is convinced this is the 
  best way in.  
  This small stairway is adorned with 
  pretty flowers and kept immaculately 
  clean.  The narrow stairway leads up to a 
  simple wooden reinforced door. A small 
  mat lays before the door, with a simple 
  sketch of a smiling goblin painted on it. 
  The door is typically locked, but if 
  Droop is awake, he tends to forget and 
  leave it unlocked. 
   
  11. Secondary Store Room 
  This area is missing a couple of interior 
  walls and is more of an unfinished work.  
  There are 6 barrels of Ale here and a 
  small stone statue of a horse.  
  Droop thinks the horse is magical but 
  it is not. Every day he attempts to 
  figure out the command word to 
  activate its wondrous powers.  Droop 
  also insists on using the door to area 
  8 every time he goes through that 
  room. 
   
  12. Guest Chamber 
  This is where any guests to the castle 
  would stay.  There is a shelf on the west 
  wall filled with blankets and pillows. 
  Enough for a dozen or more guests.  
  Unfortunately all of the blankets are 
  goblin sized. 
  13. Study 
  Around the walls of this room on the 
  floor are various books that Droop has 
  found. They are arranged in a chaotic 
  fashion with titles and subject seemingly 
  as random as possible 
  This could be a way for the DM to 
  provide any hints that the party may 
  need to figure out what the bandits 
  are after.  For example a history of 
  Cragmaw Castle would talk about it 
  being the storage place of a key that 
  would open the tomb where the master’s 
  key is held.  Or there could be a book 
  describing the rock at which the 
  bandits are camped near… Use whatever 
  creativity is needed if they are off 
  track. 
   
  14. The Master Suite (of sorts) 
  This is Droop, Stoop and Poop’s bedroom.  
  There are two large pallets made out of 
  various furs and blankets in the northern 
  side of the room.  There is also a table 
  and 4 chairs with lots of food still on 
  it from the past few days.  Wooden toys 
  liter the floor haphazardly.  On the 
  arrow slit ledge is a nice looking 
  dagger.  Droops gear is also here, strewn 
  about in no particular order. 
  The closet area in the Northwest 
  corner is the treasury.  Where Droop 
  and Stoop keep their collective worth 
  as well as where Poop sleeps most of 
  the time. 
  In a pile in the center of the room 
  are: 
  1240 Gp 
   
  130 Sp 
   
  900 Cp 
   
  3 large gems worth 100gp each 
   
  A collection of dried insects 
   
  A small suit of leather armor 
  Key encounters on the trail 
  to the hide out. 
  These encounters can occur in any 
  order on the trail.  They need not all 
  be used if time is an issue.  Just as 
  long as encounter 6 occurs last in the 
  
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  TITLE 
  7 
  order.  No map of the trail is 
  provide, it can occur in any place in 
  the woods around Droops Castle. 
   
  1. Wereboar   
  As you follow the narrow trail deeper 
  into the forest, you reach an 
  intersection of another larger trail.  
  The trail looks to have been made by some 
  kind of animal passing through the 
  forest. Probably just doing its daily 
  foraging. 
  If the party moves on without 
  investigating, the wereboar will 
  follow them on their trail measuring 
  them up to learn if they would be easy 
  prey. (check passive perception to see 
  if anyone notices they are being 
  followed) If he is noticed, he will be 
  in boar form and attempt to act 
  natural and sander back to his trail.   
  If the party does investigate the 
  original trail, they will notice 
   
  Those with tracking abilities will 
  notice boar tracks. (perception DC 
  10) 
   
  A maul laying just of the path 
  against a tree.  (perception DC 12) 
   
  a small thatch hut deeper into the 
  forest (at the end of the trail) 
  Heading towards the Maul will result 
  in; 
  As you move thru the brush towards the 
  maul, something moves just to the left, 
  it’s a large boar and he seems to be 
  running towards the maul. 
  If the boar thinks he will not make it 
  to the maul, he will try his charge 
  attack on whomever is racing him to 
  it.  Otherwise he will change into the 
  hybrid form mid sprint, grab the maul 
  and attack. 
   
  Heading to the end of the trail, or 
  towards the hut, will cause the boar 
  to grab the maul and attack as well. 
   
  If he dies, he will revert back to his 
  original form, a half orc. 
   
  After the battle, the party may 
  investigate the hut. There is a bed of 
  random pieces of fur. They will find 
  various strips of dried meat on a 
  makeshift table.  As well as some 
  halforc size common clothes.  His only 
  treasure is hidden in a small sack 
  tied to the top of the hut on the 
  inside.  Inside is 30gp, 14sp, and a 
  small jade ring worth 50 gp. 
   
  2. Pack of Displacer Beasts 
  The trail leads into a circular clearing 
  about 60 feet across.  The clearing is 
  mostly covered with tall grass.  So tall 
  that anyone under 36 inches will not be 
  able to see more than 5 feet in any 
  direction. There is a single tree in the 
  center of the clearing. 
  Lying in wait near the tree is a pack 
  of 3 displacer beasts which will 
  attack as soon as the party nears the 
  tree.  
   
  They are actually guarding the tree. 
  They were left behind by their master, 
  a thief that was arrested. He planned 
  to return to collect his loot after he 
  had escaped his pursuers. If the 
  beasts are killed, the party may see 
  that the tree has a hollowed section 
  near the roots. Inside is a small 
  wooden box painted black. Lying next 
  to the tree are a pile of bones. 
  (leftovers from the bandits that were 
  killed on their way through the first 
  time.)  
  
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  TITLE 
  8 
   
  Inside the box is a potion of 
  invisibility, a spell scroll with 5 
  spells; cloud of daggers, levitate, 
  misty step, silent image, unseen 
  servant(or match what any spellcaster 
  in your game would need), a necklace 
  worth 50gp and 175gp in loose coinage. 
  This could lead to a future adventure 
  for the party if the thief ever comes 
  looking for his stash. 
   
  3. Trap 
  You come to the edge of a small ravine.  
  It is 30 feet acrossed and over 20 feet 
  deep. A tree trunk has been placed 
  acrossed to create a bridge to the other 
  side.  The tree is large and looks fairly 
  solid. The ravine is only about 200 feet 
  long, but the brush is dense all around. 
  The tree is actually the safe way to 
  cross. To cross one simply needs a 
  DC10 athletics roll. 
   
  To the left and right of the tree, 
  traps are set.  The traps are simple 
  saplings tied back with spikes 
  attached to the ends. Anyone walking 
  down the ravine in either direction 
  will trigger the trap.  Dexterity save 
  of 15 to avoid. Anyone hit by the trap 
  will take 2d6 piercing damage plus 
  need a strength save of 10 to avoid 
  falling into the ravine for another 
  2d6 bludgeoning damage from the fall. 
   
  4. Bandit lookout. 
  The trail passes under a canopy of 
  thick trees.  Up in the trees are 4 
  bandits who will signal the campsite 
  that the party is coming with a horn 
  that sounds like a hoot owl. 
   
  Passive perception of 12 will notice 
  that something is odd about the grove 
  of trees, the canopy has been woven 
  together and is unnatural. Wood elves 
  would notice this automatically.   
   
  Perception roll DC 15 will be needed 
  to spot the bandits, they are hidden 
  well in the canopy.  If seen they will 
  sound the horn and attempt to flee 
  thru the trees. Remember their plan is 
  not to kill the party. If a fight is 
  inevitable, they will of course defend 
  themselves as appropriate.  They are 
  not willing to die for the cause, but 
  they will not voluntarily surrender 
  either.  
   
  6. The campsite at the rock 
  The bandits have been camping in front 
  of the entry way to the tomb, hoping 
  that the adventures will take the 
  bait. 
  If the horn has been sounded; 
  The trail leads up to the side of a hill, 
  the front face of the hill is a large 
  flat rock wall.  An odd shape is carved 
  into the stone.  It is circular with many 
  points, resembling the sun. There are 
  signs that a small group was camped here 
  recently, several bedrolls still lay 
  about, and a smoldering campfire 
  indicates they haven’t been away long. 
  Near the stone wall is a body. Perhaps 
  the last of the bandits that were camped 
  here. 
  If the horn has not sounded. 
  
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  TITLE 
  9 
  The trail leads up to the side of a hill, 
  the front face of the hill is a large 
  flat rock wall.  An odd shape is carved 
  into the stone.  It is circular with many 
  points, resembling the sun. There are 6 
  rough looking humans camped here, they 
  are sitting around a smoldering fire pit 
  talking and eating some kind of jerky and 
  cheese. Near the stone wall is a body, 
  maybe a victim of theirs or a fallen 
  comrade. They haven’t noticed you yet. 
  As soon as a fight breaks out, most of 
  the bandits will attempt to do a 
  believable retreat.  Hoping to come 
  back after the party have gotten the 
  door open and have retrieved the 
  master’s key. Each bandit will run in 
  a different direction and keep going 
  until they have out ran their 
  pursuers. 
   
  After the fight, the party will likely 
  examine the body and the wall. The 
  body is a bandit that was wounded by 
  the displacer beasts and then died 
  from his wounds. The bandits have 
  looted his body already but they have 
  left a scroll with the body to help 
  with the riddle on the wall. 
   
  The stone wall 
  The stone wall is actually a doorway 
  into the dungeon. It is locked by an 
  Arcane Lock spell. It can only be 
  opened by inserting the sun shaped 
  talisman into the carving. Hopefully, 
  the players will remember seeing this 
  at the Castle, if not provide hints or 
  allow rolls to see if their characters 
  remember.  This may come with the 
  realization that they have to go back 
  to the castle to get it.  
   
  Once the talisman is placed in the 
  carving; 
  The wall begins to faintly glow, then a 
  purple rectangle the size of a standard 
  door appears on the face of the stone. A 
  soft hiss can be heard as long trapped 
  air escapes from the chambers within.  
  The door opens as soon as it is pushed 
  inward.  The talisman can be removed, 
  and the door will close again.  There 
  is a second carving on the inside of 
  the door with the same shape.  
  Key to areas at the dungeon 
   
  The dungeon was created for one 
  purpose, it was the storage area for 
  the wizard. He kept all of his 
  adventuring gear there. Most of which 
  was taken to the battle with him that 
  day, but the precautions he took to 
  protect his belongings are still in 
  place.  The dungeon itself was created 
  using spells.  He also left constructs 
  and traps in place to guarantee that 
  his belongings would remain safe. 
  1. Spare Bedroom 
  You enter a small room with a simple 
  wooden bed and a dresser. Both appear to 
  be in good condition. Above the bed is a 
  mural of the woods outside, in the 
  distance the castle can be seen. 
  This small room is one of the few safe 
  places in the dungeon. Inside the room 
  is a simple wooden bed and a dresser. 
  Both are in surprisingly good 
  condition. The dresser is empty. 
   
  If any clothing is placed in the 
  dresser, and left for an hour, the 
  clothes will be clean and mended after 
  that hour.  Anyone resting here will 
  awake refreshed after 4 hours as 
  though they had had a long rest. 
   
   
  
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  TITLE 
  10 
  2. Study 
  The walls of this 20x30 room are lined 
  with bookshelves, most are full of old 
  books. There is one section that is 
  obviously empty. May have been where the 
  wizard kept his spellbooks, or maybe it 
  just an empty spot for new additions that 
  never arrived.  In the center of the room 
  is a large desk with a candle on it. A 
  solid chair looks like it was custom 
  crafted to match the desk.  In front of 
  the doorway is an 8x6 rug, stitched with 
  fine thread. 
   
  If the party lights the candle within 
  one minute of entering the room. They 
  will be safe here.  If the candle 
  remains unlit, the room will be quite 
  surprising to them as some of the 
  books are animated, as well as the rug 
  and the chair. Once the party lights 
  the candle or leave the room the 
  animated objects will resume their 
  positions and stay there until the 
  next time someone fails to light the 
  candle. 
  The books are similar to Animated 
  Object, Flying Sword. There are 12 of 
  them.  The differences are; AC 14 HP 4 
  (instead of AC17 HP 17) and Actions 
  Book, melee weapon attack: +1 to hit 
  1d4 bludgeoning damage. Otherwise use 
  stats on pg 20 of Monster manual. 
  The chair use the stats for Animated 
  Armor pg19 Monster manual, with one 
  change add damage vulnerability of 
  fire.  The rug is a rug of smothering. 
   
  Inside the desk are some writing 
  instruments, paper and ink.  Also 
  there is a false bottom in the bottom 
  drawer. Inside the secret compartment 
  is a triangular shaped ruby worth 
  100gp, which will be needed later (see 
  area 7) 
  3. Trap room 
  As you turn down this hallway, you notice 
  a lever halfway down on the north wall. 
  At the end of the hall is a room. 20x30. 
  On the East wall hangs a golden key on a 
  peg. Upon entering the room, you see that 
  the key is the only thing here. 
  The lever in the hall does nothing 
  until the key is removed from the peg. 
  Once this happens a 10x10 stone block 
  falls in the last section of the hall, 
  blocking off exit from the room.  
  Anyone under the block must succeed in 
  a DC 15 Dexterity save or be crushed 
  for 4d6 damage and be trapped under 
  the stone block. Once the key has been 
  lifted from the peg, the room is 
  sealed until someone pulls the lever 
  in the hall and the key is placed back 
  on the peg.  This resets the trap. 
   
  4. Hall of trophies 
  The rectangular room is home to all 
  manner of stuff beasts and humanoids. 
  There are 13 in all. Some are quite 
  normal, a wolf, a snake, a fire beetle 
  and a badger for example, posed in attack 
  stance and expertly preserved. But others 
  are odd. There is a young deer with 
  wings, a rabbit with 8 legs, a pink ape 
  and a three headed rat for example.  A 
  Stuffed bullwug, an Owlbear, a Kuo-toa, 
  and a Drow priestest are the largest. But 
  in the center of them all in a glass case 
  is a Pseudo-dragon in all his glory, 
  mounted upon a golden book.  Frozen in 
  time thru taxidermy, they all seem to 
  stare at you. 
  The bullwug and the drow are actually 
  flesh golems and will attack if anyone 
  touches the glass case or either of 
  them. The drow priestess holds a gem 
  in her belt pouch. The gem is a 
  diamond shaped saphire and will be 
  
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  TITLE 
  11 
  needed in Area 7 later.  Both golems 
  will fight until the party has left 
  the room or until they are both 
  destroyed. Asking the drow “may I 
  share your burden” is the phrase that 
  will get her to hand over the gem, but 
  there is no way the party will know 
  that unless they get creative. Like 
  speak with dead for example on one of 
  the other stuffed creatures.  The 
  problem with this is that only one of 
  them could speak a language the party 
  may know. (pseudo dragon) Let the 
  party get creative here if they can, 
  otherwise they will need to fight it 
  out. 
  Treasure in the room other than the 
  gem are the stuffed creatures 
  themselves and the golden book.  The 
  book is worth 200 gp, but the dragon 
  on top could be worth more to a 
  collector. 
  5. Dining Hall 
  This large hall is the fanciest room in 
  the dungeon. A large oak table dominates 
  the room.  16 chairs are around the 
  table, all crafted by a master carpenter. 
  Bright tapestries hang from all the walls 
  and a bronze chandelier lights itself as 
  you enter. Upon the table is a banquet of 
  epic proportions. Roast pigs, breads and 
  cheeses fill the center surrounded by 
  fruits of all lands.  Tankards of ale sit 
  before each place setting. At the head of 
  the table sits a suit of armor that 
  appears to have once belonged to a noble 
  warrior. 
  As the party enters the room, the 
  armor begins to fill with an errie red 
  light, it is actually a Helmed Horror. 
  It will stand and motion for the group 
  to sit. If the party sits at the table 
  and eats he will sit back down and 
  watch.  The food is magical, but acts 
  as though it has been poisoned with 
  sleep poison, Constitution save of 15 
  to avoid falling into a sleep that 
  will last 8 hours. If the party all 
  falls asleep, he will drag them one by 
  one out of the dungeon and return to 
  his spot. If one or more is awake he 
  will point towards the door. Failing 
  to leave and take their party members 
  with them will provoke an attack. He 
  has an eye shaped emerald inside his 
  breast plate that will be needed in 
  area 7. He will hand over if told “I 
  need the gem”. 
   
  6. Hall of bones 
  Lining the walls of this room are 12 
  skeletons, they are wearing studded 
  leather armor and have shortswords 
  attached to their belts. They are 
  motionless.  At the northern end of the 
  room is a 13th skeleton dressed in fine 
  robes.  
  The robed skeleton wears a necklace 
  with a circular shaped Onyx attached 
  to it. Standing at the doorway and 
  saying “bring it to me” is the only 
  way to avoid a fight. If the party 
  somehow actually does this, the 
  skeleton in robes will bring the gem 
  to whomever said this and hand it 
  over, then return to the spot at the 
  far end of the room. The other 
  skeletons will stand motionless until 
  they are touched or someone touches 
  the robed skeleton. At which point 
  they will attack until destroyed. The 
  13th skeleton will not attack. 
  7. The pyramid safe 
  This is the largest room in the dungeon, 
  yet it holds only one feature. A large 
  blue pyramid in the center of the room. 
  On each face of the pyramid is a sculpted 
  hand, open palm up. Carved into the 4 
  hands are symbols. I, II, III, and IV.   
  
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  TITLE 
  12 
  This room houses the Master’s Key.  It 
  is locked away in the pyramid and each 
  of the four gems will need to be 
  placed in the correct hand in order 
  for the cap stone to slide over 
  allowing access to the Masters key.  
  Each hand has a symbol that 
  corresponds to the shape of the gem 
  that must be placed in it. Based on 
  number of lines to draw the shape. 
  I     II   III    IV 
   
   
   
   
  Failure to place them all in the 
  correct order will result in the group 
  being teleported outside the dungeon 
  and the gems being placed in their 
  original locations. 
   
  Finale 
  As the party emerges from the dungeon, 
  the bandit gang is lying in wait 
  hidden at the edges of the campsite. 
  They will wait until the party has 
  closed the door to the dungeon, or at 
  least stepped away from the door. 
  After ages of being hidden in the dark 
  dungeon, the Master’s Key is finally in 
  sunlight.  Stepping out into the 
  campsite, you hear a voice.  “Thank you 
  my friends for getting my key, I couldn’t 
  have done it without you” The leader of 
  the bandits says as he steps out of the 
  tall brush and into the campsite.  
  “Before we fight, I will provide you with 
  this one chance to hand over the key and 
  walk away” He extends his hand. 
  Most likely the party will not give 
  him the key, but if they actually do, 
  then that is all he wants, he will 
  leave, and they can go about their 
  business.  But probably, they will 
  attack. 
   
  What they don’t know is the rest of 
  the gang is lying in wait. 
  Bandits, (2 per party member) 
   
  Bandit Leader 
   
  Hill Giant 
   
  If at any time the Bandit Leader can 
  get the key and flee, he will do so.  
  He feels he can always get some new 
  thugs, but the key is the objective 
  here. 
   
  Wrap up 
  After the big battle, the party will 
  likely return to the castle for a 
  feast of dried meat and cheese, 
  assuming there is any. 
   
  Droop will thank them all, and tell 
  them they are always welcome to stay. 
  Hopefully, the master’s key will not 
  be left with Droop.  A goblin with 
  that key could wreak havoc. 
  A note of thanks 
  Thank you for playing the adventure.  
  I hope that you and your players 
  enjoyed it.  Please feel free to add 
  comments on the review section.  I 
  will be writing additional stuff soon.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  TITLE 
  13 
  NPCs 
  Droop 
  Small humanoid (goblinoid), neutral 
  If the DM needs these stats, something may have 
  went horribly wrong. 
  Armor Class  16 (tailor fit studded leather) 
  Hit Points  21 (6d6) 
  Speed  25 ft. (bum knee) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7(-2) 
  14(+2) 10 (+0) 8(-1) 
  10(+0) 7(-2) 
  Skills Steath +6 
  Senses darkvision 60ft, passive perception 8 
  Languages Goblin, common, some elf words 
  Challenge ½ (100xp) only I would deduct points 
  for killing Droop 
  Nimble escape, Droop can take disengage or hide 
  action as a bonus action on each of his turns. 
  Actions 
  Shortsword melee weapon attack +3 to hit, reach 
  5 ft, one target Hit 1d6+1 slashing damage 
  Shortbow ranged weapon attack +4 to hit, range 
  80/320 ft, one target Hit 1d6+2 piercing damage 
   
  Stoop 
  Small humanoid (goblinoid), neutral evil 
  Droop’s dearly beloved wife, she is completely 
  controlling, argumentative and sometimes just 
  plain mean, but she is still his dearly beloved wife. 
  Armor Class  17 (chain shirt, shield) 
  Hit Points  25 (6d6) 
  Speed  30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10(+0) 14(+2) 10 (+0) 10(+0) 8(-1) 
  9(-1) 
  Skills Steath +6 
  Senses darkvision 60ft, passive perception 8 
  Languages Goblin, common 
  Challenge 1 (200xp)  
   
  Nimble escape, Droop can take disengage or hide 
  action as a bonus action on each of his turns. 
  Actions 
  Multiattack Stoop makes two attacks with her 
  shortsword, the second attack is at disadvantage 
  Shortsword melee weapon attack +3 to hit, reach 
  5 ft, one target Hit 1d6+1 slashing damage 
   
   
  Poop 
  Mischieveous son of Droop and Stoop.  Has 
  recenty discovered that he rather enjoys the taste 
  of cheese.  He is only half grown, but already a 
  handful. 
  Armor Class  13 (oversized clothes) 
  Hit Points  4 (1d6) 
  Speed  15 ft. (short legs) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  4(-3) 
  14(+2) 8(-1) 
  5(-3) 
  1(-5) 
  12(+1) 
  Skills Steath +8 
  Senses darkvision 60ft, passive perception 5 
  Languages Goblin (broken) 
  Challenge none  
  Nimble escape, Droop can take disengage or hide 
  action as a bonus action on each of his turns. 
  Actions 
  No attacks that do any real harm 
   
  LuLu 
  The family’s pet mouse, Lulu is exceedingly 
  overweight because of the scraps left behind by 
  Barg. 
  Seriously you are looking for stats for a field mouse, 
  come on man! 
   
  Barg 
  Loyal yet exceeding stupid Ogre friend. Came to 
  live in the castle after helping Droop round up all 
  the wagons.  Also enjoys eating cheese. 
  See ogre stats in Monster Manual page 237 only 
  change being alignment.  Barg is Chaotic Neutral. 
   
  Barg came to know Droop and Stoop while they 
  were adventuring.  He was amused by their 
  arguments and began to follow them just to watch 
  the two wrestle around. After a while, they noticed 
  him.  At first they were afraid of him, but he came 
  to their aid in a fight against some lizard men.  
  Later, Barg stuck around because of the free food. 
  His duties at the castle are limited to moving heavy 
  stuff and answering the door.  For this he is kept 
  well fed and has a shelter better than any ogre he 
  knows. 
   
  
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  TITLE 
  14 
  Everiss 
  Half elf Cleric to Lathander, lives in Phandalin, 
  friend of Droop. 
  Armor Class  17 (chain shirt, shield) 
  Hit Points  36 (6d8+12) 
  Speed  30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15(+2) 14(+2)    16 (+3) 12(+1) 17(+3)     13(+2) 
  Skills Medicine +7, Persuasion +3, Religion +5 
  Senses darkvision 60ft, passive perception 13 
  Languages Common, Elven, Dwarvish, Goblin 
  Challenge 2 (450xp)  
   
  Fey Ancestry, Everiss has advantage on saving 
  throws against being charmed and magic cant put 
  him to sleep. 
  Divine Eminence, As a bonus action, Everiss can 
  expend a spell slot to do an extra 3d6 radiant 
  damage on a successful hit. 
  Spell Casting, Everiss is a 6th level spellcaster, 
  spell save DC13 +5 to hit with spell attacks 
  Cantrips: at will: Guidance, light, spare the dying, 
  thaumaturgy 
  1st level: 4 slots; bless, guiding bolt, healing word, 
  shield of faith 
  2nd level 3 slots; lessor restoration, prayer of 
  healing, spiritual weapon 
  3rd level 3 slots; Daylight, mass healing word, 
  remove curse 
  Actions 
  Mace melee weapon attack +5 to hit, reach 5 ft, 
  one target Hit 1d6+2 bludgeoning damage 
   
  Thrandilan 
  Wood Elf Ranger, lives in the wood near Cragmaw 
  Castle, friend of Droop. 
  Thrandilan is a wood elf, who occasionally visits 
  with Droop and Stool.  He was briefly an 
  adventure, but had difficulty dealing with the 
  politics of the group.  Not wanting to live in the 
  towns and go off to sea, he retired back to his 
  home in the woods.  He has learned that there are 
  about a dozen bandits lurking about in the woods. 
   
  Use stats for Scout page 348 in the monster 
  manual 
   
  Roberto Nathan Steel (Bandit Leader) 
  Only concerned with getting the key, if his men die 
  in the process, oh well. 
   
  Roberto, or Rob as he likes to be called, first 
  learned about the master’s key while in jail in 
  Baldor’s Gate.  At first he believed it was just a 
  rumor, but he has since learned that it is a fact.  
  The key was hidden and he plans to use some 
  adventuring party to do his dirty work. 
   
  Use stats for Bandit Captain page 344 in the 
  Monster manual 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  TITLE 
  15 
  Backstories 
  Backstory one 
  After months and months of brutal 
  servitude to the bugbears, Droop had 
  nearly given up hope of ever having 
  a life again.  Not that living with 
  the goblins had been much better, 
  Droop had been picked on for his 
  whole life and that didn’t seem like 
  it would ever end.  Then one fate-
  filled day, while playing a vicious 
  game of “front hand, back hand” with 
  his captors, Droop heard the 
  distinct sound of a longsword 
  clanging against armor.  Someone was 
  attacking the bandit hideout. Surely 
  at any moment the door would burst 
  open and an epic battle would ensue. 
  The mere thought of such a battle, 
  made Droop even weaker in the knees 
  than normal. “We are all going to 
  die” Droop thought as he blacked 
  out. As he awoke, he saw the 
  Bugbears had left the room, he 
  followed, in part to be sure they 
  didn’t want to resume the game. With 
  a large knot on his head from 
  hitting the bedpost as he fell, and 
  a red jaw from a losing round of the 
  game, Droop peered into the hall. 
  Near the end of the hall, he saw his 
  former captors, sprawled out on the 
  floor.  A noble warrior standing 
  over their bodies. “Come here little 
  one” the man called.  Knowing that 
  it was his turn to meet the steel of 
  the man’s blade, Droop reached for 
  his dagger and feinted. When he 
  awoke, he was shocked to see the 
  face of a lovely tiefling woman. As 
  he had never seen a tiefling, he 
  assumed he had died and was in the 
  place of demons where goblins go 
  after they die.  After several days 
  of wandering around the mountains, 
  Droop began to realize that he was 
  not dead. For whatever torment these 
  people had in mind for him, they 
  were taking their time to get to it.  
  He began to wonder if they would 
  kill him, or were just letting him 
  heal up so that he would be a better 
  opponent, the thought caused him to 
  feint. But actually the people were 
  adventurers and they kept him along. 
  Buying him weapons and armor and 
  food. Lot and lots of food. Even 
  though he sometimes had to fight the 
  tiefling’s pet mouse LuLu for the 
  cheese.  And after a while of 
  adventuring with them, he began to 
  feel something new, something 
  strange, something called 
  friendship. In one of their 
  adventures they met a female goblin 
  who was quite the little sneak. A 
  not so sweet Goblin named Stoop, it 
  was love at first smack.  The way 
  she smacked his face felt warmer 
  than any other smack he had ever 
  had. They were inseparable ever 
  after. It was not long before Stoop 
  began to have problems with her 
  clothes fitting. She gave birth to a 
  baby boy, they would name Poop. 
  Later, after many adventures, the 
  two were given a ruined castle to 
  live in. Droop still doesn’t know 
  why, but there they are. 
  Backstory two 
  After months and months of brutal 
  servitude to the bugbears, Droop had 
  nearly given up hope of ever having 
  a life again.  Not that living with 
  the goblins had been much better, 
  Droop had been picked on for his 
  whole life and that didn’t seem like 
  it would ever end.  Then one fate-
  filled day, while playing a vicious 
  game of “front hand, back hand” with 
  his captors, Droop heard the 
  distinct sound of a longsword 
  clanging against armor.  Someone was 
  attacking the bandit hideout. Surely 
  at any moment the door would burst 
  open and an epic battle would ensue. 
  The mere thought of such a battle, 
  made Droop even weaker in the knees 
  than normal. “We are all going to 
  die” Droop thought as he blacked 
  out. As he awoke, he saw a flurry of 
  steel and blood. The room was 
  engulfed in a frenzied battle 
  between the bugbears and a group of 
  human like folk. Droop attempted to 
  run but felt a sharp pain hit him in 
  the buttocks.  Something must have 
  
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  TITLE 
  16 
  bit him he thought. He fell, dying 
  from a wound in his posterior was 
  not good way to go. He lay there 
  bleeding and blacked out again. When 
  he awoke, he was shocked to see the 
  face of a lovely tiefling woman. As 
  he had never seen a tiefling, he 
  assumed he had died and was in the 
  place of demons where goblins go 
  after they die.  After several days 
  of wandering around the mountains, 
  Droop began to realize that he was 
  not dead. For whatever torment these 
  people had in mind for him, they 
  were taking their time to get to it.  
  He began to wonder if they would 
  kill him, or were just letting him 
  heal up so that he would be a better 
  opponent, the thought caused him to 
  feint. But actually the people were 
  adventurers and they kept him along. 
  Buying him weapons and armor and 
  food. Lot and lots of food. Even 
  though he sometimes had to fight the 
  tiefling’s pet mouse LuLu for the 
  cheese.  And after a while of 
  adventuring with them, he began to 
  feel something new, something 
  strange, something called 
  friendship. In one of their 
  adventures they met a female goblin 
  who was quite the little sneak. A 
  not so sweet Goblin named Stoop, it 
  was love at first smack.  The way 
  she smacked his face felt warmer 
  than any other smack he had ever 
  had. They were inseparable ever 
  after. It was not long before Stoop 
  began to have problems with her 
  clothes fitting. She gave birth to a 
  baby boy, they would name Poop. 
  Later, after many adventures, the 
  two were given a ruined castle to 
  live in. Droop still doesn’t know 
  why, but there they are. 
   
  Backstory three 
  After months and months of brutal 
  servitude to the bugbears, Droop had 
  nearly given up hope of ever having 
  a life again.  Not that living with 
  the goblins had been much better, 
  Droop had been picked on for his 
  whole life and that didn’t seem like 
  it would ever end.  Then one fate-
  filled day, while playing a vicious 
  game of “front hand, back hand” with 
  his captors, Droop heard the 
  distinct sound of a longsword 
  clanging against armor.  Someone was 
  attacking the bandit hideout. Surely 
  at any moment the door would burst 
  open and an epic battle would ensue. 
  The mere thought of such a battle, 
  made Droop even weaker in the knees 
  than normal. “We are all going to 
  die” Droop thought as he blacked 
  out. As he awoke, he saw the 
  Bugbears had left the room, he 
  followed, in part to be sure they 
  didn’t want to resume the game. With 
  a large knot on his head from 
  hitting the bedpost as he fell, and 
  a red jaw from a losing round of the 
  game, Droop peered into the hall. 
  Near the end of the hall, he saw his 
  former captors, sprawled out on the 
  floor.  A noble warrior standing 
  over their bodies. “Beat it you 
  little creep” the man yelled. That 
  was all Droop needed to hear. Away 
  he ran out the secret passage by the 
  creepy one eyed monster, and towards 
  the mountains. He ran until his legs 
  couldn’t carry him anymore and then 
  he fell over, exhausted. When he 
  awoke, he was shocked to see the 
  face of a lovely tiefling woman. As 
  he had never seen a tiefling, he 
  assumed he had died and was in the 
  place of demons where goblins go 
  after they die.  After several days 
  of wandering around the mountains, 
  Droop began to realize that he was 
  not dead. For whatever torment these 
  people had in mind for him, they 
  were taking their time to get to it.  
  He began to wonder if they would 
  kill him, or were just letting him 
  heal up so that he would be a better 
  opponent, the thought caused him to 
  feint. But actually the people were 
  adventurers and they kept him along. 
  Buying him weapons and armor and 
  food. Lot and lots of food. Even 
  though he sometimes had to fight the 
  tiefling’s pet mouse LuLu for the 
  cheese.  And after a while of 
  adventuring with them, he began to 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  TITLE 
  17 
  feel something new, something 
  strange, something called 
  friendship. In one of their 
  adventures they met a female goblin 
  who was quite the little sneak. A 
  not so sweet Goblin named Stoop, it 
  was love at first smack.  The way 
  she smacked his face felt warmer 
  than any other smack he had ever 
  had. They were inseparable ever 
  after. It was not long before Stoop 
  began to have problems with her 
  clothes fitting. She gave birth to a 
  baby boy, they would name Poop. 
  Later, after many adventures, the 
  two were given a ruined castle to 
  live in. Droop still doesn’t know 
  why, but there they are. 
   
  New magic items 
  The Masters Key 
  History: Long ago, a Rogue and a 
  Wizard were long time travelling 
  companions. They had conquered many 
  quests together and were building 
  quite a reputation for themselves as 
  adventurers. After such a long career 
  together, they began to bicker between 
  themselves about who was more 
  responsible for their success. The 
  wizard claimed that the rogue’s only 
  contribution was his ability to open 
  locks and that anyone could do that. 
  The rogue reminded him of countless 
  occasions when his other skills had 
  saved them both many times. As the 
  argument grew, their friends became 
  worried as both were very powerful. 
  The King, being a friend to both, 
  decided to settle the argument with a 
  simple contest.  He would commission a 
  dungeon strictly to test their 
  abilities. In a move to show how silly 
  the argument was, the King stated that 
  the last test in the dungeon would be 
  a locked door. They would each be 
  timed on the event. Whoever had the 
  best time, would be declared the best 
  adventure of the land. Not willing to 
  take any chances on losing the Wizard 
  began to make arrangements to 
  guarantee his victory. As the contest 
  was just a timed event to get the door 
  open, his plan was use his spells to 
  get to the door quickly and use magic 
  to open it.  But he feared some kind 
  of trickery. He created “the Masters 
  Key” to be able to open any lock the 
  King had placed on the door. But 
  before the contest happened, the 
  kingdom fell into war.  The rogue and 
  the Wizard agreed to postpone their 
  argument until better days. To keep 
  the key safe, the wizard hid it in a 
  dungeon until after the war.  
  Unfortunately both he and the rogue 
  perished in the battle and the Masters 
  Key was forgotten. Until now. 
   
  Powers: 
  Begins with 20 Charges.  Recharges 1d3 
  charges each dawn. 
   
  Mending 1 charge 
   
  Arcane Lock 2 charges 
   
  Darkvision 2 charges 
   
  Knock 2 charges 
   
  Locate object 2 charges 
   
  Clairvoyance 3 charges 
   
  Dimension Door 4 charges 
   
  Passwall 5 charges 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  TITLE 
  18 
  Maps 
  Droops Castle 
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  TITLE 
  19 
      Dungeon Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
   
  TITLE 
  20 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Droops Dilemma.pdf