TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  1 
  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, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
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  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-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
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  2 
  Credits 
  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 
   
   
   
  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. 
   
   
   
  Foreword 
  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.  
   
  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. 
   
  
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  3 
  Table of Contents 
  Contents 
  Introduction........................................................................................ 4 
  Recommended Books ........................................................... 4 
  Background ................................................................................... 4 
  Death in this adventure ............................................................. 4 
  How to Run This Adventure ................................................... 4 
  Level 0 Players ............................................................................ 4 
  Starting Location ......................................................................... 4 
  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 
  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 
  Attacking the Human City ......................................................... 50 
  Appendix 1 Goblin Gambling Games .................................. 52 
  Appendix 2 - Unlockable Classes ........................................... 53 
  Appendix 3- Traps and Improvements .................................. 55 
  Appendix 4 - Poisons .................................................................. 55 
  Appendix 5 - Deities and Worship ......................................... 57 
  Appendix 6 Maps ........................................................................ 60 
  Appendix 7 - Adventurers Handbook ................................ 67 
  Adventurers .................................................................................. 67 
  Adventurer Tactics ................................................................ 67 
  Level, Numbers, Gear and Tactics of Adventurers in 
  each party .................................................................................. 67 
  Adventurer Gear.......................................................................... 69 
  Adventurer Statistics ................................................................ 70 
  Appendix 8 - Additional Monsters ...................................... 78 
  Optional Module 1 - A Harsh Lesson ............................. 80 
  Optional Module 2 - Wandering Monsters ................. 80 
    
   
  
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  4 
  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 Yuan-
  Ti 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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  5 
  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) 
   
   
  
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  6 
  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. 
   
   
   
  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 
  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* 
  
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  7 
  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. 
   
  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: 
   
   
  Allies: 
  ________________________ 
  ________________________ 
  ________________________ 
   
  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. 
   
   
   
  1 Food 
  Goblins get -2 to all checks, 
  attack rolls and damage 
  2-3 Food 
  Goblins get -1 to all checks, 
  attack rolls and damage 
  4 Food 
  No Effect 
  
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  8 
   
   
   
   
   
  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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  9 
   
  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 fool’s 
  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 Lord’s 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 ego’s. 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 Baldur’s 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 aren’t 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 moon’s turn and locals are 
  getting nervous. Worse, in recent weeks a nagas pouch 
  
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  10 
  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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  11 
  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 
  100 GP 
  Town Blueprints 
  100 GP 
  Tome of Demogorgon 
  150 GP 
  Tome of Magubliet 
  150 GP 
  Tome of Orcus 
  150 GP 
  Tome of Tiamat 
  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 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 
   
   
   
  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. 
  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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  12 
  Benefits of befriending the Dryad 
  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). 
  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 
  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 
   
  The Hut 
  The green hag knows about any intruders who approach 
  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). 
  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. 
  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. 
   
  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.  
  
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  13 
   
   
   
  Hag Random Encounter Table 
   
   
    
   
   
  Upon revealing herself 
   
  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 
  return them, the hag attacks (See Green Hag Monster 
  Manual P177).  
   
  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). 
   
  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. 
   
  Benefits of befriending the Hag 
  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 
  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. 
  1-15 
  1d4 Giant frogs. 
  16-20 
  1d4 Alligators 
  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 
  
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  14 
  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. 
  Location 5 - Bullywug Tribe 
   
   
   
  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 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 
  into the great swamp. They aren't keen to help the goblins 
  and fail to see why goblin woes are their problem.  
   
  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 
  strength check to break it open.  
   
  (Sharpened Wooden Spears deal 1d4+1 piercing damage) 
  Area 4 - Mangrove Patch 
   
  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) 
  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 
  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. 
  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. 
  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.   
  
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  15 
  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 
  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 
  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 
  goblin, looting them and leaving them to die in the mud. 
  After all, why give up on easy loot. 
  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 
  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 
  root, which can be gathered deep in the swamp. Refined 
  swampbeer has all the benefits of swmapbeer but doesn't 
  risk exploding when brewed. 
   
   
   
   
  A large muck covered barrel floats gently down the 
  lake, being dragged downstream by the current. 
  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. 
  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. 
  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. 
  
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  16 
  Location 6 Goblin Woodland Fortress 
   
  Lodge Description 
   
  What's inside the lodge 
  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 
  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 
  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 
  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 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 
  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 
  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 
  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 
  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. 
  In the centre of a ramshackle pile of stones stands a 
  tall central stone. Several  small animal bones lay 
  shattered around it. 
  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. 
  A collapsed segment of the lodge rests rotting here. 
  The stench is horrendous as brightly colored mould 
  grows from the decaying wood 
   
  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. 
  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. 
  
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  17 
  worship magubliet and can teach his ways to the PC's, 
  allowing them to take the religion. 
  Room 7 - Cellar 
   
  The goblins spend most of their time here. They are non-
  hostile 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 
   
   
  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 
  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 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 
  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 
  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. 
  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 
  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. 
  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.  
  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. 
  
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  18 
  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 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. 
  Room 5 Recreation 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 
   
  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 
   
  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 
   
  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 
   
  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 
   
  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  
  1 
  1 Platinum piece 
  2 
  Six silver pieces 
  3 
  Three gold pieces 
  4 
  A small idol of Orcus 
  5 
  15 feet of coiled reed rope 
  6 
  Wooden Dagger 
  7 
  Nine half copper pieces 
  8 
  Sixteen copper pieces 
  9 
  Nothing 
  10 
  Nothing 
  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. 
  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. 
  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. 
   
  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 
  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. 
  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. 
  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. 
  
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  19 
   
   
   
   
   
   
   
  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 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 
   
  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) 
   
  This once served as the guest quarters when the castle was 
  inhabited. Since then the lizardfolk moved in they 
  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) 
   
  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 
  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. 
  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. 
  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. 
  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. 
  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. 
  Lizardfolk Laws 
  Law 1 - No Stealing 
  Law 2 - No Killing/Injuring other Lizardfolk 
  Law 3 - No hiding food from other lizardfolk 
  
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  20 
  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. 
   
  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 
  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. 
  
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  21 
   
    
   
  Location 8- Kobold Cave 
  Room 1: Storage room 
   
  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 
  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. 
  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 
  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 
  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:  
   
   
  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 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. 
  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 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. 
  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. 
  
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  22 
   
  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 
  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 
  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.  
   
   
   
  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. 
  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 
  
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  23 
  Location 9 - Tribal Warrior Forest 
   
  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 
  Hunting Snare 
  15-18 
  Hunting Party 
  19-20 
  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. 
  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 
   
   
  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 
  Clear Forest 
  2 
  Clear Forest 
  3 
  Snake Pit 
  4 
  Cliff Face 
  5 
  Shallow Stream 
  6 
  Wild Animal 
  7 
  Thicket of Bushes 
  8 
  Thick 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 
  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. 
  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 
  
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  24 
   
  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. 
  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.  
  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. 
  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. 
  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. 
  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. 
  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. 
   
  The forest clears up in thickness slightly as you continue to 
  flee. Although this means you can run faster, so can your 
  pursuers. 
  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. 
  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. 
  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. 
  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. 
  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. 
  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. 
  
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  25 
  The Tribe Population 15 (3 children) 
  Religion - Demogorgon 
  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 
  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 
  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 
  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 
  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.  
   
   
   
  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. 
  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. 
  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 
  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. 
  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). 
  
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  26 
  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 
  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 
  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 
  1-14 
  Rabbits: (Roll 2d6) Gather 4 
  food and 0.1 leather per rabbit 
  15-18 
  Beehive: (1d4) Gather 4 Food 
  and 3 Honey per Beehive.  
  19-20 
  Weasel: (1d4-1) Gather 2 
  Food and 0.1 Leather per 
  Weasel 
   
   
  1-11 
  Goat: Roll 1d4 on a 1-3, 55 
  Food 3 Leather, on a 4 110 
  Food 6 Leather 
  12-16 
  Antelope: - Roll 1d6, on a 1-5 
  60  Food 4 Leather, on a 6 120 
  Food  Food 8 Leather 
  17-19 
  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. 
  20 
  El Weasel Diablo - See Event. 
  
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  27 
   
  Creatures 
   
   
   
  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 
  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. 
   
  1-12 
  Rabbits: Roll 2d8.  Gather 4 
  food and 0.1 leather per rabbit. 
  13-17 
  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. 
  18-20 
  Feral Cats: Roll 1d6. Gather 
  16 food and 0.2 Leather per 
  cat.  
  1-7 
  Deer: - Roll 1d6, on a 1-5 42 
  Food 4 Leather, on a 6 84 
  Food 8 Leather 
  8-13 
  Black Bear: - Roll 1d4. On a 1 
  lose 1d4 goblins. On a 2-4 
  gather 100 food and 5 Leather. 
  14-18 
  Wolf Pack: - (See Wolf Pack 
  event) 
  19-20 
  Worg Mated Pair: - (See Worg 
  Mated Pair event) 
  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). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  28 
  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 
  of finding initially. 
   
  Critters 
  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. 
   
  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. 
   
  Random Encounters 
   
  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 
   
  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.  
   
   
  1-10 
  Fish: - Roll 2d8. Gain 2 food 
  per fish. 
  11-15 
  Frogs: - Roll 2d6. Gain 1 food 
  per frog 
  16-18 
  Toads: - Roll 1d12. Gain 1 
  Food and 1/4 Toad Poison per 
  toad. 
  19-20 
  Venomous Snakes: - Roll 1d6. 
  Gain 0.2 leather, 1 Improved 
  goblin poison and 2 Food per 
  Snake.  
  Giant Frog 
  Roll 1d4. On a 1, lose 1d4 
  goblins. On a 2-4 gain 33 food 
  and  3 leather. 
  Alligator 
  Roll 1d4 On a 1-2 lose 1d4 
  goblins. On a 2-4 gain 60 food 
  4 leather. 
  1-10 
  Deep Mud ( see Location 4 
  event) 
  11-16 
  Leeches (see Location 4 event) 
  17-20 
  Bullywug guide (see event) 
  1-8 
  Scrawny Rabbits: - Roll 1d10. 
  Gain 2 Food and 0.1 Leather 
  per rabbit. 
  9-13 
  Moles: - Roll 1d8+1. Gain 1 
  Food and 1/4 Mole Poison per 
  mole. 
  14-20 
  Toads: - Roll 2d6. Gain 1 
  Food and 1/4 Toad Poison for 
  each toad. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  29 
  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.  
   
  Creatures 
   
   
  Goat 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. 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 
  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) 
   
  1-7 
  Goat: -  Roll 1d4 on a 1-3, 55 
  Food 3 Leather, on a 4 110 
  Food 6 Leather 
  8-12 
  LLama: - Gain 80 Food and 4 
  Leather 
  13-16 
  Sheep: - Gain 15 Food and 1 
  Leather 
  17-19 
  Black Bear: - Roll 1d4. On a 1, 
  lose 1d4 goblins. On a 2, 
  nothing happens. On a 3-4, 
  gain 100 food 5 leather. 
  20 
  Giant Goat: - (See Event) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  30 
   
   
   
  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. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  31 
  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 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  32 
  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 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  33 
  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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  34 
  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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  35 
  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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  36 
  The first dragon you’ll 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 Jarant’s 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.  
  You’ll need a map to find my kin, but I’m 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. I’ll 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 Yuan-Ti Outcasts 
  6-7 
  1d4 Harpies 
  8-9 
  1 Earth Elemental 
  10-11 
  1 Fire Elemental 
  12 
  Basilisk Lair 
  13-18 
  1 Troll 
  19-20 
  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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  37 
  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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  38 
  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 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 
  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. 
  
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  39 
  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 
  Cost 
  Weight 
  Monicle 
  2 GP 
  ---- 
  Top Hat 
  5 GP 
  ---- 
  Straw Hat 
  5 CP 
  ---- 
   
  Torso 
  Item 
  Cost 
  Weight 
  Cultist's Robes 
  3 SP 
  2 lb. 
  Emblazoned Shirt 
  1 SP 
  ---- 
  Emblazoned 
  Armor 
  (same type as PC 
  was wearing 
  before) 
  1 GP 
  (Same as previous 
  armor) 
  Emblazoned Cloak 
  1 GP 
  1 lb. 
  Goblin Suit 
  10 GP 
  1 lb. 
   
  Hands 
  Item 
  Cost 
  Weight 
  Leather Gloves 
  1 SP 
  ---- 
  Dueling Gloves 
  1 GP 
  ---- 
  Mittens 
  2 CP 
  ---- 
  Fingerless Gloves 
  1 GP 
  ---- 
   
  Feet 
  Item 
  Cost 
  Weight 
  Sandals 
  2 CP 
  ---- 
  Boots 
  1 SP 
  1 lb. 
  Dress Shoes 
  2 GP 
  ---- 
   
  Accessories 
  Item 
  Cost 
  Weight 
  Solid Gold Dice 
  5 GP 
  ---- 
  Dragonbone Dice 
  10 GP 
  ---- 
  Gem Encrusted 
  Dagger 
  20 GP 
  1 lb. 
   
   
  Religious Artifacts 
  Item 
  Cost 
  Weight 
  Statue of (Deity) - 
  Iron 
  1000 GP 
  200 lb 
  Statue of (Deity) - 
  Silver 
  2000 GP 
  200 lb 
  Statue of (Deity) - 
  Gold 
  20000 GP 
  200 lb 
   
   
  
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  40 
  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 re-
  appearing 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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  41 
  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 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  42 
  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 Yuan-
  Ti 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.  
   
  Treating with Najareet 
   
  Najareet’s 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 Najjareet’s 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 PC’s closer.  
  Terrain Effects:  
  Najareet's extravagance has had the side effect of 
  releasing ash across Najjareet’s 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, 
  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 PC’s are, and the smoke 
  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 PC’s 
  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 PC’s. 
   
  Climbing the Mountain 
   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 PC’s can feel the sapping effect 
  of the volcano’s 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 PC’s 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 
  Mountain Table 1 
  1-4 
  Fall* 
  5 
  Open a lava pocket 
  6 
  Trigger a Rockslide 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  43 
  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. 
   
   
  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 
  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. 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  44 
  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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  45 
  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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  46 
  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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  47 
  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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  48 
  1-2 
  Homefield Advantage: The 
  humans gather their courage. 
  Two mobs join the fray 
  3 
  Holy Assistance: The clerics 
  of Pelor decide they need to 
  help the adventurers. 1 level 3 
  Cleric enters the fray 
  4-5 
  (Kobolds)  The area you're in 
  catches fire. Consult the 
  relvant table 
  6 
  (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. 
  7 
  (Bullywugs) Bullywugs strike 
  out at the reinforcing humans 
  with deadly efficiency. 
  Remove the next 2 mobs that 
  would attack the PC's. 
  8 
  (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 
  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 
  Nothing Happens 
  4-5 
  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 
  6 
  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. 
   
  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 
  Nothing Happens 
  4-5 
  The fire rages as townspeople 
  frantically attempt to protect 
  their belongings. Remove 1 
  Mob from the map. 
  6 
  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 
   
  
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  49 
  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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  50 
  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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  51 
   
  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 
  A squadron of sky knights 
  arrives. 2d4 sky knights arrive 
  after 1d4 rounds. 
  4 
  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. 
  5 
  Yuan-Ti Reinforcements 
  Arrive: 3d10 Yuan-Ti 
  Purebloods surge through the 
  town, cutting down civilians as 
  they slither past. Kill 10 Mobs 
  6-7 
  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). 
  8 
  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. 
   
   
  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) 
  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 
   
  
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  52 
  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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  53 
  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 
   
   
  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. 
  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 
  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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  54 
  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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  55 
  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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  56 
  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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  57 
  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 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  58 
  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 
  Group Benefits 
  Level 1 Group: No Effect 
  Level 2 Group: Gain advantage on any charisma checks 
  to befriend dragons 
  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 
   
  
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  59 
   
  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. 
   
   
  Individual Benefits 
  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 
  Tentacle Rod (Dungeon 
  Masters Guide P208) 
  2 
  Staff of Withering (Dungeon 
  Masters Guide P205) 
  3 
  Figurine of Wondrous Power 
  (Ebony Fly) (Dungeon 
  Masters Guide P169) 
  4 
  Deck of Many Things (13 
  cards) (Dungeon Masters 
  Guide P162) 
   
   
   
   
  1-2 
  All followers hands become 
  webbed. giving them 
  advantage on any athletics 
  checks when swimming. 
  3-4 
  All followers grow an extra 
  finger on their left hand giving  
  them advantage on athletics 
  checks when climbing 
  5-6 
  All followers gain an extra toe 
  on each foot giving them 
  advantage on athletics checks 
  to maintain their balance 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  60 
  Appendix 6 Maps
  Bullywug Swamp
   
   
  Goblin Woodland Fortress 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  61 
   
   
  Lizardfolk Castle Level 1 
   
   
  Lizardfolk Castle Level 2 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  62 
  Kobold Cave 
   
   
  Tribal Warrior Forest 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  63 
  World Map 
   
   
  Starting Dungeon Map (4 Players) 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  64 
  Halfway Inn Map 
   
   
  Balimer Map 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  65 
  Emikaiwufeg's Lair Map 
   
   
  Dungeon Map 
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  66 
  Archwizards Tower Map 
   
   
  
   
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    67 
  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. 
  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. 
  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. 
  Table 1.1 
  1 
  Prolonged Siege 
  2 
  Sheep Herder Attack 
  3 
  Ambush (only if the PC's have 
  more than 1 entrance) 
  4 
  Crusade 
   
  Prolonged Siege 
  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 
   
  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. 
   
  Retaliation 
  Add an additional member to the next 
  adventuring party.  This adventuring party is 
  guaranteed to have a leader. 
   
  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).  
   
  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 
  appropriate gear. 
  
   
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    68 
  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.  
   
  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 
  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. 
   
  
   
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    69 
  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) 
   
  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). 
  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.  
   
   
   
   
   
   
   
  
   
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    70 
  Adventurer Statistics 
  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 
  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 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. 
  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. 
   
  Improved Critical: Attacks score a critical hit on a 19 or 20. 
  Level 5 Mountain Dwarf Fighter 
  Dwarf, Lawful Good 
  Armor Class 20 
  Hit Points 70 (5d10+20) 
  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) 
  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 
   
  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. 
  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. 
  
   
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    71 
   
   
   
   
   
   
   
   
   
   
   
   
  Level 3 Human Barbarian 
  Human, Lawful Good 
  Armor Class 15 
  Hit Points 45 (3d12+9) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15  (+2) 
  14 (+2) 
  16 (+3) 
  9  (-1) 
  13  (+1) 
  11  (+0) 
  Saving Throws Str +4, Con, +5 
  Senses Passive Perception 11 
  Challenge 3 (200 XP) 
   
  ACTIONS 
  Human Barbarian may make 1 Greataxe or handaxe 
  Attack 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  
   
  Improved Critical: Attacks score a critical hit on a 19 or a 20 
  Level 5 Human Barbarian 
  Human, Lawful Good 
  Armor Class 16 
  Hit Points 80 (5d12+20) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15  (+2) 
  14 (+2) 
  18 (+4) 
  9  (-1) 
  13  (+1) 
  11  (+0) 
  Saving Throws Str +5, Con, +7 
  Senses Passive Perception 11 
  Challenge 3 (200 XP) 
   
  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  
   
  Improved Critical: Attacks score a critical hit on a 19 or a 20. 
   
   
  
   
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    72 
   
   
   
   
   
   
  Level 7 Human Barbarian 
  Human, Lawful Good 
  Armor Class 16 
  Hit Points 104 (7d12+28) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15  (+2) 
  14 (+2) 
  18 (+4) 
  9  (-1) 
  13  (+1) 
  11  (+0) 
  Saving Throws Str +5, Con, +7 
  Senses Passive Perception 11 
  Challenge 3 (200 XP) 
   
  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).  
   
  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. 
   
  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 Intiative: Human Barbarian has advantage on 
  initiative rolls 
  Level 9 Human Barbarian 
  Human, Lawful Good 
  Armor Class 16 
  Hit Points 128 (9d12+28) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17  (+3) 
  14 (+2) 
  18 (+4) 
  9  (-1) 
  13  (+1) 
  11  (+0) 
  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 
   
  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 
   
  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. 
   
  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. 
  Roll an extra weapon die for determining damage for a melee 
  critical hit 
  
   
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    73 
   
   
  Level 5 Wood Elf Rogue 
  Elf , Lawful Good 
  Armor Class 16 
  Hit Points 45 (5d8+5) 
  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: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6+4) Piercing 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 3d6 to the damage dice 
   
  Uncanny Dodge:  You have resistance to ranged attacks (50% 
  damage). 
   
  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 
   
  Level 3 Wood Elf Rogue 
  Elf , Lawful Good 
  Armor Class 15 
  Hit Points 27 (3d8+3) 
  Speed 35 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  17 (+3) 
  12 (+1) 
  10 (+0) 
  14  (+2) 
  8  (-1) 
  Saving Throws Dex +5 Int +2 
  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: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6+3) Piercing Damage 
   
  Crossbow:  Ranged Weapon Attack  +5 to hit, Reach 80/320 ft, 
  Hit: 1d8+3 damage 
   
  Sneak Attack: If you have advantage on a melee attack roll 
  against an opponent, add 2d6 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.  
   
  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 
  
   
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    74 
   
   
   
   
   
  Level 9 Wood Elf Rogue 
  Elf , Lawful Good 
  Armor Class 16 
  Hit Points 45 (9d8+9) 
  Speed 35 ft. 
  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 
   
  Level 7 Wood Elf Rogue 
  Elf , Lawful Good 
  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 
  
   
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    75 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 3 Stout Halfling Ranger 
  Elf , Lawful Good 
  Armor Class 15 
  Hit Points 33 (3d10+3) 
  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) 
   
  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  
   
  Horde Breaker:  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 
  Level 5 Stout Halfling Ranger 
  Elf , Lawful Good 
  Armor Class 15 
  Hit Points 55 (5d10+5) 
  Speed 25 ft. 
  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 2 Shortbow attacks 
  per turn 
   
  Shortbow:  Ranged Weapon Attack  +9 to hit, Reach 80/320 ft, 
  Hit: 1d6+4 damage  
   
  Horde Breaker:  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 
   
  Level 7 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) 
  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  
   
  Horde Breaker:  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 
   
  Escape the Horde: Opportunity attacks made 
  against you have disadvantage 
  Level 9 Stout Halfling Ranger 
  Elf , Lawful Good 
  Armor Class 15 
  Hit Points 99 (9d10+9) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  20(+5) 
  12 (+1) 
  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  
   
  Horde Breaker:  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 
   
  Escape the Horde: Opportunity attacks made 
  against you have disadvantage 
   
  Nimble: No terrain is treated as difficult terrain 
  for Stout Halfling Ranger 
   
  
   
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    76 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Level 3 Gnome Wizard 
  Gnome , Lawful Good 
  Armor Class 12 
  Hit Points 24 (3d6+6) 
  Speed 25 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 
  14 (+2) 
  17 (+3) 
  10  (+0) 
  12  (+1) 
  Saving Throws Int +5, Wis +2 
  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) 
  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) 
  Level 5 Gnome Wizard 
  Gnome , Lawful Good 
  Armor Class 12 
  Hit Points 40 (5d6+10) 
  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 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 9 Gnome Wizard 
  Gnome , Lawful Good 
  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) 
  Level 7 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) 
  
   
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    77 
   
   
   
   
  Level 3 Stout Halfling Cleric  
  Halfling, Lawful Good 
  Armor Class 17, Shield 
  Hit Points 26 (3d8+9) 
  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 
  Resistances: Poison 
  Senses Passive Perception 11 
  Challenge 3 (200 XP) 
   
  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) 
   
  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 7 Stout Halfling Cleric  
  Halfling, Lawful Good 
  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) 
  16 (+3) 
  13 (+1) 
  Saving Throws Wis +7, Cha +5 
  Resistances: Poison 
  Senses Passive Perception 11 
  Challenge 7 (XXX) 
  Your healing spells also heal you 2+spell level aswell as your target 
  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 
  HP 
  Turn Undead: See Players Handbook P59 
  1/Day: Guardian of Faith (See Players Handbook 
  P246) 
  Level 5 Stout Halfling Cleric  
  Halfling, Lawful Good 
  Armor Class 17, Shield 
  Hit Points 41 (5d8+15) 
  Speed 25 ft. 
  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) 
   
  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) 
   
  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 
  HP 
  Turn Undead: See Players Handbook P59 
  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) 
  Saving Throws Wis +9, Cha +6 
  Resistances: Poison 
  Senses Passive Perception 11 
  Challenge 7 (XXX) 
  Your healing spells also heal you 2+spell level aswell as your target 
  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 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.         (Adventurers Handbook) 
    78 
  Appendix 8 - Additional Monsters 
   
  Apprentice 
  Assorted Races , Lawful Good 
  Armor Class 14 (Mage armor) 
  Hit Points 9 (2d6+2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  10(+0) 
  12 (+1) 
  13(+1) 
  12 (+1) 
  12 (+1) 
   
  Senses Passive Perception 10 
  Challenge .5 (50 XP) 
   
  ACTIONS 
  Dagger: Melee Weapon Attack: +2 to hit, reach 5ft, one 
  target. Hit 4 (1d4+1) piercing damage. 
   
   
  Apprentice may cast the following spells 
  At Will: Light, Fire Bolt 
  3/Day: Magic Missile, Protection from Evil 
   
   
   
   
   
  El Weasel Diablo 
  Large Beast, Unaligned 
  Armor Class 13 (natural armor and dexterity) 
  Hit Points 19 (3d10+3) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  14(+2) 
  12 (+1) 
  3 (-4) 
  12 (+1) 
  6 (-2) 
  Senses Passive Perception 11 
  Challenge 1 (200 XP) 
   
  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) 
   
  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. 
   
  
   
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    79 
   
   
  Sky Knight 
  Assorted Race , Lawful Good 
  Armor Class 15 
  Hit Points 33(5d10+5) 
  Speed 30 ft (flying). 
  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. 
   
   
  Tribal Leader 
  Medium Humanoid (any race), any alignment 
  Armor Class 13 (hide armor) 
  Hit Points 22 (4d8 +4) 
  Speed 30 ft. 
  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 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  6 (-2)) 
  12 (+1) 
  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) 
    80 
  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:  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Daniel Posner/Daniel Posner - A Goblins Tale Dungeon Master's Guide.pdf