TEXT: 1
  Mini-dungeons 1: Caves
    Caves C2 
        The cavern of 
  One-eye
  
  Three Horn Valley
      The Cavern of 
  One-eye
  Dungeon Design: Phil Beckwith (P.B. Publishing)
  Author: Phil Beckwith (P.B. Publishing)
  Editor: Ken Carcas
  Cover Artist: Chris Bissette
  Interior Illustrators: DMs Guild Creator Resource (Varied), Dave Allsop (Surley Ettin), 
  Bartek Blaszczec (Orc Shaman)
  Battle Map Cartographer: Chris Bissette (Loot the Room)
  Credits
  Mini-Dungeons: Caves C2
  Introduction
  3
  Mini-Dungeon 2: The Cavern of One-Eye
  3
  APL4 - APL7
  Other Titles by: Loot The Room
  12
  Other Titles by: P.B. Publishing
  13
  Tables of Contents
  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 Wizards of the Coast product names, and their respective logos are trademarks 
  of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. 
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or 
  artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
  Copyright © P.B. Publishing & Loottheroom.uk 2017
  
  3
  Mini-dungeons 1: Caves
  Mini-Dungeon 2: The Cavern of One-Eye
  T
  he Cavern of One-Eye is a Dun-
  geons & Dragons 5e mini-dungeon 
  designed to be completed in about 
  2–3 hours of play.
  The combat encounters have been 
  calculated to present a tough challenge for four 
  characters of 6th level, that is, APL (average 
  party level) is 5. Information is supplied in the 
  text explaining how to scale the encounters from 
  APL 4 up to APL 7. 
  Not every loose end is tied up in the following 
  text, nor every possible reaction accounted for. 
  Be ready to improvise, and do so with confi-
  dence! Unless stated otherwise, assume NPCs 
  have the stats of a Commoner (MM, p345).
  Hook: A Plea for Help
  As the adventurers make their way down the 
  long road between towns, or through the wilder-
  ness, they come upon a ransacked merchant’s 
  caravan. Its owner, Gavin Wheate, hides in the 
  thicket of bush close by. As the heroes approach 
  the caravan to investigate, Gavin will come out 
  of hiding and, visibly shaken, introduce himself. 
  He will tell of the orcs that ambushed his cara-
  van, kidnapped his bodyguard and close friend, 
  Goruk, and dragged him off to a nearby cave.
  Gavin will offer everything he has in his posses-
  sion for the safe return of his friend and protec-
  tor. He has 300 gold pieces in his pouch, and two 
  gold rings worth 50 gold pieces each. 
  What Gavin does not tell the adventurers is that 
  his bodyguard Goruk is a cyclops, whom he once 
  rescued from a large bear trap when Goruk was 
  young and lost in the wilderness. A friendship 
  was formed that day, and they have traveled to-
  gether, from town to town, selling Gavin’s wares 
  ever since.
  If the heroes accept the offer and agree to rescue 
  Goruk, Gavin will show them to the  
  Cave Entrance (Area 1).
  Area 1. Cave Entrance
  The cave entrance is a standard entrance one 
  might find in the hilly wilderness. It is a stony 
  crevasse in the earth that leads into the side of 
  the hill and the darkness beyond.
  Once the heroes decide to approach the mouth 
  of the cave, read or paraphrase the following:
  As you approach the entrance of the cave, 
  you suddenly notice a large figure just beyond 
  the mouth of the cave, pacing backwards and 
  forwards. It has two heads, holds a battleaxe in 
  one hand and a morningstar in the other. It seems 
  to be having a conversation with itself, though it 
  is hard hearing the words from this distance.
  If the heroes wish to try and determine what 
  the two-headed creature is, a successful DC 13 
  Intelligence (Nature) check will determine that 
  this is an Ettin. 
  A successful DC 20 Wisdom (Perception) 
  check hears the conversation being spoken in 
  the Orcish language. If the hero can understand 
  Orc, read or paraphrase the following:
  As you strain to hear the creature talk to itself, you 
  can make out some of the conversation. 
  “… why you no want to guard prisoner Jimbob?”, 
  questions one of the heads. 
  The other replies, “ain’t no food back there, Bob-
  jo, here we be got first pick of trespassers we do!” 
  The first then replies, “Always thinking of our fat 
  belly you glut! Back’o’tha’cave be warmer and 
  safer; I don’t like to be so close to dangerous 
  wilds…”. 
  The second interrupts angrily with, “I isn’t lettin’ 
  those other ettin, Blista and Slag, get fed first you 
  prat!”, it exclaims this with a headbutt. 
  They continue to inaudibly argue whilst pacing 
  back and forth.
  
  4
  Mini-dungeons 1: Caves
  As the heroes enter the cave, read or paraphrase 
  the following:
  As you enter the entrance of the cave you see 
  that the large two-headed monster is not alone. 
  There is a small goblin sitting on a small ledge 
  half way up the wall of the cave in the far corner, 
  he appears to be daydreaming as he swings his 
  legs in boredom. Next to the goblin is a cow bell 
  hanging from the ceiling. Attached to it is a string 
  that seems to disappear deeper into the tunnels 
  to the south.
  If the heroes wish to investigate the situation 
  further, a DC 13 Intelligence (Investigation) 
  check will determine that the goblin and the 
  cowbell appear to be a form of alarm system. 
  The goblin will simply need to reach up and pull 
  on the string to set the cow bell ringing, alarming 
  anyone else within the cave system of the tres-
  passers.
  Have the players roll for initiative if the players 
  are at any time spotted or wish to initiate com-
  bat.
  Creatures
  1 x Ettin (MM, p132)
  1 x Goblin (MM, p166)
  Adjusting this Encounter
  Trivial encounter - no adjustment required.
  Tactics
  The Ettin will attack with its multiattack. Each 
  round Bob-Jo will attempt to persuade his other 
  half, Jimbob, into retreating and finding food else-
  where before begrudgingly making the second 
  half of a multiattack. 
  Jimbob will reply with heckles such as “ya gut-
  less turd” or “ya yellow bellied chicken”. They 
  will continue to argue back and forth like this 
  throughout the whole combat encounter, though 
  it will not affect their ability to choose targets and 
  attack.
  The Goblin has been caught daydreaming and 
  will spend the first round surprised, regardless 
  of the circumstances. On the second round, the 
  goblin will use its action to ring the bell alarm. 
  Refer to The Bell Alarm sidebar for the effect of 
  its activation.
  The Bell Alarm
  The bell alarm that is hanging from the ceiling 
  of the cavern is, in fact, a series of bells placed 
  throughout the small network of caves. These 
  bells are connected by a thin string, and pulling on 
  that string from any point along the chain will ring 
  all three bells at once. This will instantly notify all 
  creatures within the cave that trouble is afoot.
  If the alarm is activated, the following effects take 
  place:
  • 
  From this point forward, no creature within 
  the cave can be surprised by the heroes, as 
  they will be ready and actively on the lookout.
  • 
  Haas, the Orc Red Fang of Shargaas (Area 4), 
  will send his five basic Orcs (MM, p246) to 
  search for the source of the alarm. They take 
  1 round to find the heroes and engage in 
  combat the following immediately.
  
  5
  Mini-dungeons 1: Caves
  Loot
  If the heroes manage to overcome the Ettin and 
  the Goblin, they will find a large Morningstar, 
  a large battleaxe, both of which are used with 
  disadvantage by any creature of medium size or 
  below. They will also find a goblin-made scimitar, 
  and a pouch containing 15 gp (tied around the 
  goblin’s waste).
  Area 2. Cavern of the Damned
  This cavern is 30 feet wide and 20 feet deep. It 
  has the stench of death, decay, and disease, as 
  numerous orc corpses lie scattered around the 
  area. The corpses have large, porous like cavi-
  ties which pucker every few seconds to release 
  a cloud of poisonous particles. The corpses have 
  been in the room for a few weeks and are recent 
  victims of a mysterious illness that had swept 
  through the savage group. 
  Nargoon, the Orc Hand of Yurtrus who has been 
  dealing with the ill orcs, resides in this chamber 
  along with his followers. 
  A successful DC 13 Wisdom (Perception) check 
  will allow the PC to smell the sulphurous stench, 
  and notice a greenish hue to the air within the 
  cavern, before entering the ‘green zone’ (shaded 
  area as shown on the map). Any hero that enters 
  the ‘green zone’ must succeed a DC 15 Consti-
  tution saving throw. On a failed save, the hero 
  takes 14 (4d6) poison damage and becomes 
  poisoned for 1 hour. On a success, the hero takes 
  half as much damage and isn’t poisoned. A hero 
  that is poisoned can repeat the save at the end 
  of their turn until either successful or the poison 
  effect has run its course. 
  Within the cavern are 4 x orcs and 2 x orogs. 
  One orc is the obvious leader; he is adorned in 
  green robes and wears pale gloves made from 
  bleached skin from an unknown creature. This is 
  Nargoon, a priest Orc Hand of Yurtrus. He has 
  three warrior followers (1 x Orc and 2 x Orogs) 
  paying their tribute to him. The other two orcs 
  (Nurtured Ones of Yurtrus) are the priest’s dis-
  ciples and they bubble and ooze with poison rid-
  dled bodies, as they have been nurtured through 
  disease and sickness. They have been kept alive 
  to serve their purpose as biological weapons 
  against any enemy intruders.
  Have the players roll for initiative if they are at 
  any time spotted or wish to initiate combat.
  Creatures
  1 x Nargoon - Orc Hand of Yurtrus (VGtM, 
  p184)
  2 x Orc Nurtured One of Yurtrus (VGtM, p184)
  1 x Orc (MM, p246)
  2x Orog (MM, p247)
  Adjusting this Encounter
  APL 4: Remove 2 x Orogs.
  APL 6: Add 1x  Orc Hand of Yurtrus.
  APL 7: Add 1x  Orc Hand of Yurtrus, and 1x Orog.  
  Tactics
  Nargoon will send in the Nurtured Ones first 
  to get within 10 feet of as many adventurers as 
  possible. One will use its claw attack, whilst the 
  other will use its Corrupted Vengeance feat to 
  cause as much damage to the party as possible.
   
  The Orog and Orc warriors will hang back and 
  guard. They will move into melee range and 
  attack once the Nurtured Ones have exploded. 
  They will continue these attacks going forward.
  Nargoon will attack lastly by casting his Blind-
  ness spell on any party member with a ranged 
  weapon, or if there are no range weaponed PCs 
  in sight, the largest looking hero. 
  Thereafter, Nargoon will move within melee 
  range and attack with the either his Inflict 
  Wounds spell, his Touch of the White Hand at-
  tack, or simply attempt to smash a glass flask of 
  Sewer Plague Infected Blood over a hero. 
  • 
  Sewer Plague Infected Blood. Melee or 
  Ranged Weapon Attack: +3 to hit, reach 5 ft. 
  or range 20/60 ft., one target. On a successful 
  hit, the target must succeed a DC 11 Consti-
  tution saving throw or become infected with 
  Sewer Plague (see DMG, p257). 
  
  6
  Mini-dungeons 1: Caves
  Characters continuing along the passage exit 
  through the continued tunnel come to a dead end 
  with a small fist sized crack that looks through 
  into Area 5. 
  Read or paraphrase the following if the heroes 
  look through the crack:
  As you peer through the small crack in the cavern 
  wall, you firstly see a large cage. Within the cage is 
  a huge and shadowed figure, obviously a prioner.
  Another large creature paces back and forth, 
  argueing with itself. It has two heads, much like 
  the creature that was guarding the cave entrance.
  “... I tell ya Slag, he wants to sell it to tha slavers!” 
  states one head.
  The other head replies with “Nah nah nah, we 
  havin a big feast Blista! And I want that one, big, 
  juicy eyeball of his” he smacks his lips together.
  “Haha! yer wishin Slag!” they continue to argue 
  over anything and everything, but nothing 
  important.
  Area 3. Gob-Smacked
  When approaching this cavern, the heroes will 
  smell the stench of decay before they enter. Once 
  they enter, the heroes will find a pile of goblin 
  corpses in the middle of the cavern. 
  A successful DC 13 Intelligence (Investigation) 
  check determines that the goblins have been de-
  caying for 2 or 3 weeks. Small makeshift bedding 
  has been flung to the outer edges of the cavern to 
  make space for the corpses. 
  A successful DC 15 Intelligence (Investigation) 
  check allows an adventurer to deduce that the 
  bedding is the same size as the average goblin, 
  and the tracks in the dirt about the cavern are 
  much larger than those of a goblin, likely left 
  from the orcs.  There is no loot here, and any-
  thing of value has already been looted by the 
  band of orcs.
  S02 - SECRET PASSAGE
  When travelling through the narrow tunnel that 
  leads to Area 3, a successful DC 15 Wisdom 
  (Perception) check will notice that a section of 
  the cave wall has slightly different colouring 
  Loot
  The heroes find the equipment and clothing of 
  the orcs and orog. On Nargoon, they find a spell 
  component pouch and two glass flasks of black-
  ish-green liquid. These two glass flasks hold 
  unidentifiable blood contaminated with Sewer 
  Plague (DMG, p257) that can be used to infect 
  an unsuspecting victim. Within a small, clay pot 
  in the southern corner is 5 gp.
  S01 - SECRET PASSAGE
  A successful DC 14 Wisdom (Perception) check 
  will discover a narrow passageway 15 feet up the 
  southern wall, hidden in the shadows. It is wide 
  enough for only one medium sized creature to fit 
  through at any one time. 
   
  There are two interesting openings along the 
  passage. The first opens on to the left side of a 
  small ledge that overlooks Area 4. The tunnel 
  then continues over the open ledge and again 
  through the cavern wall on the opposite side 
  (south-east corner of Area 4). Should the char-
  acter/s proceed onto the ledge, a successful 
  opposed Dexterity (Stealth) check versus the 
  passive perception from the creatures within the 
  room will allow a hero on the ledge to pass over 
  the area unnoticed. On a failure, those on the 
  ledge will be spotted. As a reaction, the creature 
  that spots the heroes will attempt to activate 
  the bell alarm, which threads past the cavern’s 
  entrance. After that, have the players roll for ini-
  tiative and start standard combat, as the enemy 
  attempts to attack the heroes from the cavern 
  below. 
  
  7
  Mini-dungeons 1: Caves
  and texture to the rest. On a successful DC 12 
  Intelligence (Investigation) check a hero will 
  discover that the wall is simply a sneaky facade 
  hiding a secret passage behind it. This passage 
  leads directly to the eastern side of Area 5 where 
  another facade is constructed. This facade is 
  yet to be discovered by the new orc tenants. 
  These facades were built by the goblins that 
  inhabited the caves before the orcs invaded and 
  slaughtered them. The orcs have no clue that the 
  passage exists.
  Area 4. The Fang
  This chamber is where the orc warriors and their 
  leader congregate. Their leader is a sly assassin 
  that goes by the name Haas, Orc Red Fang of 
  Shargaas. When the characters begin the dun-
  geon, Haas is accompanied by eight warrior orcs. 
  If the bell alarm has been previously activated, 
  by the time that the heroes reach this encounter, 
  Haas will be with only three of the wariors, hav-
  ing sent five to investigate the alarm. If the bell 
  alarm has not been activated, Haas will have his 
  eight orc subordinates with him. 
  Creatures
  1 x Haas - Orc Red Fang of Shargaas (VGtM, 
  p185)
  5 x Orc (MM, p246) scouts – If the bell alarm 
  has not been activated yet.
  3 x Orc (MM, p246) guards
  Adjusting this Encounter
  APL 4: Remove 5 x Orc scouts.
  APL 6: Add 1x  Orog.
  APL 7: Add 1x  Orc Red Fang of Shargaas.  
  Tactics
  If Haas is with only the three guard orcs, he will 
  use his first action to cast Veil of Shargaas on the 
  party, aiming to cover as many heroes as possi-
  ble. For all following rounds, he attacks heroes 
  within the darkness.
  If Haas is in the company of all his eight subor-
  dinate orcs, he attacks party members who have 
  yet to have their first turn utilising his Slayer 
  feature. The eight orcs attack; three guards with 
  ranged Javelin attacks, and five scouts with their 
  melee Greataxe attacks. 
  If Haas drops to half Hit Points or below, and 
  the fight looks to be in the heroes’ favour, he will 
  utilise his Cunning Action feature in an attempt 
  to escape, either by using the ledge that leads 
  into the tunnel above the cavern or via the main 
  entrance door. If Haas does indeed escape, he 
  will attempt to join his battle captain, Norg (Area 
  5) and warn him of the intruders, eliminating any 
  chance of surprise attacks.
  Loot
  The heroes find the armour and weapons on any 
  orc that they manage to defeat. On a successful 
  DC 11 Wisdom (Perception) check, the heroes 
  find a stash of three small glass tubes of greenish 
  liquid hidden in a dark corner. These are uniden-
  tified at the time of looting, but if successfully 
  identified are discovered to be three doses of 
  Serpent Venom (DMG, p258).
  Area 5. Norg and his One-Eye
  This cavern is the largest in the cave system, 
  sitting at around 60 feet by 60 feet in area. As the 
  heroes approach, read or paraphrase the 
  following:
  As you approach the entrance to the cavern ahead, 
  the smell of smoke tingles your nose, and the 
  faint flicker of a campfire spreads a gloomy orange 
  glow throughout the tunnel. 
  The tunnel opens into a large area.  On the eastern 
  side, an animal’s leg is spit-roasting over a small 
  campfire. On the western side, a large circus-
  animal cage sits on its wheels. Within the cage is a 
  huge giant like being. He blinks his one great eye 
  that is positioned in the middle of his frowning 
  brow. He looks very angry. 
  Another huge two-headed giant, like the guard 
  at the entrance to this cave system, stands guard 
  over the cage. Its two heads argue over who gets 
  to eat the next spit roasted goblin leg. 
  A huge piece of thick bark leans against the wall at 
  the southeastern end of the cavern.
  
  8
  Mini-dungeons 1: Caves
  Tactics
  Blista and Slag, the two personalities that 
  constitute the guarding ettin, will immediately 
  attack any intruder on sight. They will also shout 
  on their turn to alert their battle captain, Norg, if 
  given a chance. The Ettin utilises its Multiattack 
  to attack the party each turn.
  If Blista and Slag do alarm their battle captain, 
  Norg will wake from his slumber in his private 
  chamber to the south-east (Area 6). He will rouse 
  his three Orc concubines, and enter combat 2 
  rounds after being woken up.
  Note 1: There is a high possibility that the 
  heroes will be able to silence Blista and Slag, 
  without combat, before they can alert Norg. This 
  may provide the heroes with a chance to rescue 
  Goruk, the Cyclops, and escape without facing 
  Norg. If this situation arises, have each of the 
  heroes attempt a DC 13 Dexterity (Stealth) 
  check. On failure, Norg and his three Orc concu-
  bines will awaken and emerge from the room to 
  engage in combat.
  Note 2: If either the bell alarm or Haas (Area 4) 
  have raised the alarm prior to the heroes en-
  tering the cavern, then Norg and his three Orc 
  companions will be positioned within the main 
  cavern area ready for battle. No enemy creature 
  within the area will be susceptible to the surprise 
  condition.
  Note 3: If Goruk, the Cyclops, is released prior 
  to, or during the fight, he will join the fight as a 
  neutral party. Goruk is enraged and, grabbing his 
  Greataxe that the orcs foolishly left lying near the 
  cage, he attacks the closest creature. If provid-
  ed with a choice, roll a die to determine which 
  creature he attacks next. A successful DC 10 
  Wisdom (Persuasion) check will win Goruk’s 
  allegiance. 
  Creatures
  1 x Blista and Slag – Ettin (MM, p132)
  1 x Goruk – Cyclops (neutral/ally) (MM, p45)
  -----
  1 x Norg – Orc Blade of Ilneval (VGtM, p183) – 
  If woken
  1 x Orc (MM, p246) – If woken
  -----
  1 x Haas - Orc Red Fang of Shargaas (VGtM, 
  pg185) – If escaped from Area 4.
  Adjusting this Encounter
  APL 4: Remove 1 x Orc, remove 1x Haas (if 
  present).
  APL 6: Do not adjust - encounter is already hard.
  APL 7: Add 1x  Orc Hand of Yurtrus.  
  Development
  Once combat is over, anyone attempting to free 
  Goruk from his cage will likely be attacked 
  within 5 feet, including the heroes. He makes an 
  unarmed attack with his fists, +6 to hit and deal-
  ing 7 (1+6) bludgeoning damage. A successful 
  DC 10 Wisdom (Persuasion) check will calm 
  him, and allow Goruk to realise that he is being 
  rescued. From this point forward, Goruk is an 
  ally NPC. 
  Opening the cage door. A hero must succeed 
  on a DC 14 Dexterity (Thieves Tools) check, 
  or find a key that fits the lock. The correct key 
  hangs from Norg’s belt and can be found on his 
  body if looted. If Norg is yet to be woken from 
  his chambers, then the keys and his belt are in 
  his private chambers through the southeastern 
  opening; Goruk will know this and inform the 
  heroes if calmed. 
   
  
  9
  Mini-dungeons 1: Caves
  Area 6. The Chamber of Norg
  On a successful DC 15 Dexterity (Stealth) 
  check a hero can sneak into the room unnoticed. 
  Norg and his three Orc concubines are fast 
  asleep on a pile of furs and straw. A further DC 
  13 Dexterity (Sleight of Hand) check enables 
  the sneaking hero to remove the ring of keys 
  from Norg’s leather pants strewn across the floor.  
  On a failure for any of these checks, Norg and his 
  companions will awaken and engage in combat.
  Loot
  The heroes will find one key on a ring attached 
  to Norg’s belt, with his pouch containing 25 gp. 
  They will also find his longsword, chain mail and 
  shield.
  Epilogue
  Once Goruk is free, and the heroes decide to 
  return to Gavin, who is eagerly awaiting their 
  return, allow the PCs to play through any 
  unexplored areas before leaving through 
  the main entrance (Area 1). Gavin will 
  be very happy to see the return of Goruk, 
  his friend and bodyguard. He will thank-
  fully hand over the promised reward before 
  wishing the heroes safe travels and parting 
  ways in the opposite direction.
  
  10
  Mini-dungeons 1: Caves
  
  11
  Mini-dungeons 1: Caves
  Get Mini-Dungeons : Caves Bundle (1, 2, and 3)
  Click here to download: http://www.dmsguild.com/product/218863/MiniDungeons-1-CAVES-3in1-adventure-bundle
  
  12
  Mini-dungeons 1: Caves
  http://www.dmsguild.com/product/204201
  “One of the best ways to create a world that feels like it’s 
  alive...”
  http://www.dmsguild.com/product/194390
  “One of my favorite resources for 5e! ...”
  http://www.dmsguild.com/product/194516
  “A great resource that everyone should have in their “just in 
  case” folder!”
  http://www.dmsguild.com/product/193373
  “A must for those who want to a character with a dark, or 
  suspicious, background. Very well put together!”
  Other Titles 
  by 
  Loot The Room
  
  13
  Mini-dungeons 1: Caves
  Other Titles 
  by 
  P.B. Publishing
  http://bit.ly/2ncOC46
  “My players were afraid to enter a room, but also excited!”
  “This is truly awesome. Well Done!”
  http://bit.ly/2nkORue
  “In my opinion, this is the best take of a witch class for 5e...”
  http://www.dmsguild.com/product/216155
  “I very much loved the story – a one shot that allowed some 
  conversing, combat and rewarded quick thinking.”
  http://bit.ly/2rcbo1i
  “This was the most fun I’ve had running a module...”
  “This is a gem. Pirates. Shipwrecks. Dinosaurs. Amazing 
  maps to go with it all.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/PB Publishing Presents/The Cavern of One-eye 1.0.pdf