PART ART 1: OVERVIEW
G
reger’s Grotto is an adventure for use with Dungeons and Dragons fifth edition for a party o f first-level characters. It is designed to fit into almost any setting or campaign. Adventure Supplements. Supplements. This This adventure is designed to work with the Dungeons and Dragons fifth edition rules. You will need the Player’s and!ook" the the Dungeon #aster Guide and the #onster #anual to get the most out of this adventure. $or more information a!out Dungeons and Dragons" visit dungeonsanddragons.com. Distribution. You Distribution. You are encouraged to share this document in full and unaltered. You may not charge for it" nor may you use it in any way for commercial purposes. Finalisation. This Finalisation. This document is currently a draft. It was last edited %& $e!ruary %'(&. You may wish to look for newer versions at http)**deck(&.net*dnd
BACKGROUND +omewhere in your campaign world there is a rugged" isolated coastline. ,long that coastline are a series of natural caverns. In those caverns live a small community of pirates and outlaws) Greger’s Grotto. The main feature of Greger’s Grotto is a large underwater cave" where less-than-legal ships can moor out of sight of navies and coastguards. ere they can trade in stolen and illegal wares and stock up on provisions. ,ll for a small fee" of course. The other attraction of Greger’s Grotto is the arena. ike anyone" !andits and thieves desire entertainment. $or generations the Greger family has turned a profit !y !uying slaves and !easts and setting them on one another in the arena. These !loodsports don’t turn a direct profit" !ut they do encourage the Grotto’s lawless visitors to stay longer or return more freuently than they might otherwise. ,nd more visitors means more fees. fees. The P/ are the newest lot of slaves forced to fight in the arena. /an they survive the arena com!at" and the harsh prison lifestyle0 1ill they ultimately !e a!le to escape0
CONVENTIONS USED The following conventions are used in this document. Sections. Part ( contains an overview of the adventure and information for running it. Part % is where the game !egins" it’s the adventure’s introduction. The The main !ody of the adventure is divided into three parts" one for each general area" in the rough order that the P/s are likely to encounter them. Part 2 details the prisoner caverns. Part 3 documents the arena" including rules for arena !attles. Part 4 is for the upper 5living areas6 of Greger’s Grotto. ,ppendi7
, contains information for for 8P/s and creatures uniue to this adventure. It is strongly recommended you" as the D#" read this entire adventure document !efore attempting to run it. Creatures and NPCs are NPCs are listed with !old names. If the creature or 8P/s has a reference to the #onster #anual" look it up there. 9therwise" look for it in ,ppendi7 ,. Book References. References. $or your convenience page num!ers from the Player’s and!ook :P;<" the Dungeon #aster Guide :D#G< and the #onster #anual :##< are listed when they are relevant. $or e7ample" D#G(%2 D#G(%2 refers to page (%2 of the Dungeon #aster’s guide. Page num!ers were accurate with !ooks availa!le at the time of writing. Maps. ,reas Maps. ,reas on the map are referred to !y a short code in suare !rackets" such as =%,>. The num!er refers to the Part that this map and room description can !e found in) information on =2;> could !e found in Part 2. 8ote that not every letter is used" those that might !e mistaken for other letters or num!ers :such as I and 9< are purposely skipped. ?ach suare on the grid represents five feet :P;(@%" D#G%3%" D#G%4'<. The following map sym!ols are used)
$rom left) door" locked door" secret door. Number Ranges and Subtraction. You Subtraction. You will encounter die roll value such as 5(d%' A (3 guards6 or 5(d(% A & gems6. This indicates su!traction) (d%' minus (3 guards" not (d%' (d%' to (3 guards. Bnless otherwise specified" the minimum is always Cero. :It does not make sense to have negative guards or negative gems< These ranges often lead to Cero as a common or even most likely result A that is !y design.
LIKELY FLOW OF EVENTS It’s impossi!le to predict e7actly what your players might do" !ut here’s a pro!a!le seuence) ntroduction. The ntroduction. The P/s fight in the arena as per the introductory section. They are then moved to the prison caverns. Prisoners. 1hile Prisoners. 1hile in prison" the P/s do four main things) Survive. $ood" Survive. $ood" water and sleep are essentials. The P/s will pro!a!ly want to ma7imise ma7imise activity while still still allowing for enough downtime to recover from inEuries. nteract !it" ot"er prisoners. The prisoners. The P/s might make friends or enemies. #$plore ad%acent caverns. This caverns. This allows the P/s to get a small amount of FP and allows them to find useful gear which could help them escape. •
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PART PART 1: OVERVIEW
1
Fig"t or train in t"e arena. The arena. The P/s can !e summoned from the prison to the arena. In com!at they can gain FP !ut risk death or inEury. #scape. There #scape. There is no way out for the P/s e7cept escape. ?scape is something they must plot and e7ecute A it is 5sand!o76 affair rather than a pre-written set of encounters. They might escape !y cunning or stealth" slipping away undetected. They might rally their fellow prisoners and mastermind a re!ellion. 9r they might simply slaughter anyone who stands in their way. In most cases their plans will !e a com!ination of the the a!ove" some planned" some improvised. The adventure is designed such that the P/s are unlikely to !e a!le to escape immediately. They are going to want to gain one or two levels !efore any attempt. Generally speaking" this should happen naturally !y the time they’ve put together a plan. If not" there’s no harm in them purposely delaying an escape so they can 5train6 in the arena. •
THE PLAYERS C"aracter Advancements. This Advancements. This adventure suits a party of appro7imately four ( st level characters. ;y the end of the adventure they should have reached 2rd level. &evel &imitation. &imitation. This This adventure is non-linear. It’s hard to predict e7perience gain. The arena alone is random and :potentially< endlessly repeata!le. You should c ap the P/s at 2rd level. , party of 3 th level P/s will find the content too easy. :If you are feeling generous you could cap them Eust !efore 3th level" and allow them to attain it at the conclusion of the adventure.< 'P S"aring. If your P/s are working as a team" it makes sense that they are all awarded FP eually" even if they aren’t all present for the encounter or event that gives the FP. If the fighter got !eaten up trying to save the party’s food rations from thieving orc prisoners" she shouldn’t !e penalised for not !eing a!le to attend the arena com!at later that day. Milestones. You Milestones. You could award FP when certain milestones are reached :D#G%&(" D#G%<. The following make good maEor milestones) The P/s escape from Greger’s Grotto. The P/s help a large num!er of 8P/ prisoners escape without too many casualties. casualties. ?ach time the P/s are victorious in a special arena com!at :one that is especially hard" or has story significance<. $or named 8P/s :see ,ppendi7 ,< of /H % or greater) the P/s either defeat such an 8P/" or convince them to !ecome an ally. The P/s have finalised their escape plan and are soon to enact it. The following make good minor milestones) The P/s help 8P/ prisoners escape" !ut didn’t ualify for the maEor milestone version either !ecause they helped • •
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only a small group of prisoners or there were a large num!er of casualties. The P/s are victorious in an unimportant arena com!at. $or named 8P/s :see ,ppendi7 ,< of /H ( or lower) the P/s either defeat such an 8P/" or convince them to !ecome an ally. The P/s e7plore the +pider /avern =2G>. The first time the P/s successfully navigate an underwater tunnel in =2/> or =2D>. The first time the P/s smuggle an item into prison. The P/s make an important step toward escape that isn’t already covered !y a minor milestone a!ove. Pla(er Sensibilities. To Sensibilities. To succeed in this adventure" the P/s will need two things... $irstly" some sense of self-preservation. ,ny P/ whose sense of honour" or freedom" or grand ego means they would never ever su!mit ever su!mit to captors will !e unconscious or dead within minutes of starting starting this adventure. Do not let the players create P/s with e7tremely defiant personalities. +econdly" some caution. The arena" and some dungeonlike parts of this adventure are crafted within the !ounds of traditional com!at encounters :D#G(< they might !e easy or hard !ut should never !e impossi!le. :Indeed" if they are" you as D# should tweak them.< them.< ;ut this isn’t always the case. ,ttack a prisoner or a prison guard" for e7ample" and he’ll call for help. In a worstcase scenario the P/s could have the entire guard population mo!ilised against them. You should forewarn your players a!out this" without giving away details. ?ssentially" they should drop any metagame thinking :D#G%24< they might have a!out com!at encounters and actually think a!out potential enemies !efore they start a fight. • •
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CHANGING THE ADVENTURE You can and should modify this this adventure to suit your needs :D#GJ%<.
R ANDOMNESS ANDOMNESS This adventure has many random elements" from minor things like amounts of coin to maEor things like the nature of arena !attles. The randomness e7ists as a tool to assist you" as D# not as something to restrain you :D#G%2&<. If you want to re-roll" or pick a particular particular result" or do something else entirely you should whether it !e for story reasons" challenge reasons" or anything else.
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DIFFICULTY ike any adventure" the players’ competencies and the party composition can impact on how easy or hard things are. ,s D#" it’s up to you to tweak the adventure to suit. 1hat follows are considerations considerations specific to this adventure.
PART PART 1: OVERVIEW
2
Fig"t or train in t"e arena. The arena. The P/s can !e summoned from the prison to the arena. In com!at they can gain FP !ut risk death or inEury. #scape. There #scape. There is no way out for the P/s e7cept escape. ?scape is something they must plot and e7ecute A it is 5sand!o76 affair rather than a pre-written set of encounters. They might escape !y cunning or stealth" slipping away undetected. They might rally their fellow prisoners and mastermind a re!ellion. 9r they might simply slaughter anyone who stands in their way. In most cases their plans will !e a com!ination of the the a!ove" some planned" some improvised. The adventure is designed such that the P/s are unlikely to !e a!le to escape immediately. They are going to want to gain one or two levels !efore any attempt. Generally speaking" this should happen naturally !y the time they’ve put together a plan. If not" there’s no harm in them purposely delaying an escape so they can 5train6 in the arena. •
THE PLAYERS C"aracter Advancements. This Advancements. This adventure suits a party of appro7imately four ( st level characters. ;y the end of the adventure they should have reached 2rd level. &evel &imitation. &imitation. This This adventure is non-linear. It’s hard to predict e7perience gain. The arena alone is random and :potentially< endlessly repeata!le. You should c ap the P/s at 2rd level. , party of 3 th level P/s will find the content too easy. :If you are feeling generous you could cap them Eust !efore 3th level" and allow them to attain it at the conclusion of the adventure.< 'P S"aring. If your P/s are working as a team" it makes sense that they are all awarded FP eually" even if they aren’t all present for the encounter or event that gives the FP. If the fighter got !eaten up trying to save the party’s food rations from thieving orc prisoners" she shouldn’t !e penalised for not !eing a!le to attend the arena com!at later that day. Milestones. You Milestones. You could award FP when certain milestones are reached :D#G%&(" D#G%<. The following make good maEor milestones) The P/s escape from Greger’s Grotto. The P/s help a large num!er of 8P/ prisoners escape without too many casualties. casualties. ?ach time the P/s are victorious in a special arena com!at :one that is especially hard" or has story significance<. $or named 8P/s :see ,ppendi7 ,< of /H % or greater) the P/s either defeat such an 8P/" or convince them to !ecome an ally. The P/s have finalised their escape plan and are soon to enact it. The following make good minor milestones) The P/s help 8P/ prisoners escape" !ut didn’t ualify for the maEor milestone version either !ecause they helped • •
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only a small group of prisoners or there were a large num!er of casualties. The P/s are victorious in an unimportant arena com!at. $or named 8P/s :see ,ppendi7 ,< of /H ( or lower) the P/s either defeat such an 8P/" or convince them to !ecome an ally. The P/s e7plore the +pider /avern =2G>. The first time the P/s successfully navigate an underwater tunnel in =2/> or =2D>. The first time the P/s smuggle an item into prison. The P/s make an important step toward escape that isn’t already covered !y a minor milestone a!ove. Pla(er Sensibilities. To Sensibilities. To succeed in this adventure" the P/s will need two things... $irstly" some sense of self-preservation. ,ny P/ whose sense of honour" or freedom" or grand ego means they would never ever su!mit ever su!mit to captors will !e unconscious or dead within minutes of starting starting this adventure. Do not let the players create P/s with e7tremely defiant personalities. +econdly" some caution. The arena" and some dungeonlike parts of this adventure are crafted within the !ounds of traditional com!at encounters :D#G(< they might !e easy or hard !ut should never !e impossi!le. :Indeed" if they are" you as D# should tweak them.< them.< ;ut this isn’t always the case. ,ttack a prisoner or a prison guard" for e7ample" and he’ll call for help. In a worstcase scenario the P/s could have the entire guard population mo!ilised against them. You should forewarn your players a!out this" without giving away details. ?ssentially" they should drop any metagame thinking :D#G%24< they might have a!out com!at encounters and actually think a!out potential enemies !efore they start a fight. • •
• •
• •
CHANGING THE ADVENTURE You can and should modify this this adventure to suit your needs :D#GJ%<.
R ANDOMNESS ANDOMNESS This adventure has many random elements" from minor things like amounts of coin to maEor things like the nature of arena !attles. The randomness e7ists as a tool to assist you" as D# not as something to restrain you :D#G%2&<. If you want to re-roll" or pick a particular particular result" or do something else entirely you should whether it !e for story reasons" challenge reasons" or anything else.
•
•
•
DIFFICULTY ike any adventure" the players’ competencies and the party composition can impact on how easy or hard things are. ,s D#" it’s up to you to tweak the adventure to suit. 1hat follows are considerations considerations specific to this adventure.
PART PART 1: OVERVIEW
2
#scape Difficult() Magic and *ild S"ape. It’s S"ape. It’s uite difficult to escape the Grotto !y mundane means. ;ut magic could assist. There are not :to the author’s knowledge< any Player’s and!ook spells accessi!le to 2 rd level players that make escape trivially easy. ;ut do not underestimate the creativity of players. 9r the spells added !y e7pansion material. The druid 1ild +hape a!ility :P;&&< does make escape easy. , druid could conceiva!ly turn into a small crawling insect :such as a spider< to escape. If only some of the P/s can escape easily that doesn’t matter) most parties won’t want to le ave any party mem!ers !ehind. ?ven if the druid and the wiCard wiCard can escape at any time" they’re not going to help the fighter and rogue escape !y Eust waiting outside. +o" you only need !e concerned if all your your players can escape easily" !e it through 1ild +hape" a clever application of magic" or anything else. If such a scenario comes up you might modify the adventure to nullify the easy escape) perhaps the Grotto has magic that inhi!its shapeshifting. 9r you could come clean to your players and and ask them to find a reason not to escape) may!e their goal can !e to save the 8P/ prisoners and shut down Greger’s operations. Combat Difficult() #ncounters per Da(. ,dventuring parties typically handle handle si7 to eight com!at encounters per day :D#G3<. Bntil the P/s attempt an escape it is unlikely they will reach this uota. Part 2 has a section called 5;attle Difficulty6 that descri!es way to increase the challenge of arena com!at to counter-act this. ,nother alternative is to use rule variants variants that slow down healing and make rests harder to take :D#G%&J<. :The 5Gritty Healism6 variant is too harsh in this setting. Heduce its long rest time to %3 hours.< If you don’t want to use these variants for the rest of your your campaign you could decree that they’re a temporary thing caused !y the harsh prison conditions. Combat Difficult() Monks and Cantrips. #uch Cantrips. #uch of this adventure sees the P/s lacking decent euipment. /ertain classes :such as monks and any class with damaging cantrips< are dangerous in com!at without any euipment. If you have one or two P/s of these these classes" that’s fine. If you have more" you may wish to increase the difficulty in two ways) Increase the difficulty slightly overall. ?ven when the P/s do have access to euipment" the selection can !e limited. Increase the difficulty greatly in Part %. ere" the P/s are meant to !e greatly limited !y their lack of euipment. You may wish to furnish the the prisoner 8P/s with a range range of smuggled weapons :daggers<" hand-made weapons :clu!s< or improvised weapons :P;(3J<. •
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VARIANTS ere are some different ways to approach the campaign.
#vil+Aligned PCs. This adventure works well for evilaligned P/s A they’re going to want escape as much as any one else ?vil P/s may compete with one another" which may may for entertaining play. Non+standard PC Races. This Races. This adventure assumes the P/s are of the 5standard6 races as outlined in the Player’s and!ook :P;(J<. There’s little reason why they couldn’t !e of almost any race. You may may have to adEust the !ehaviours of some 8P/s" though especially the 8P/ prisoners.
STORYTELLING It is up to you as D# to !uild a story on top of the framework you are given" should you want to. , detailed story may not fit your play style :D#G23<. #ay!e your players would rather Eust win arena fights and hack down guards. If you do desire a story" consider !uilding one on-the-fly !ased on the players’ actions. You’ll find find some ideas throughout this document. ?specially see ,ppendi7 ," which has story idea sections for many of the 8P/s.
WHA HAT T’S NEXT? You might link this adventure adventure to your ne7t one :D#G(%4<. #scape from t"e ,rotto. The ,rotto. The Eourney !ack to civilisation might not !e easy. It may involve wilderness travel :D#G('&<. 8P/s from the Grotto may !e enraged enough to pursue the P/s. Return to t"e ,rotto. If ,rotto. If the P/s managed to escape the Grotto without too much disruption they may wish to return at a later date. They might wish to rescue still-trapped prisoners" or they may simply want revenge. Kuite possi!ly security has !een increased since their !reak-out" or may!e a 5dead or alive6 !ounty on the P/s means that previously uninterested visitors to the Grotto are now likely to !e enemies. Slaver Sla(ers. The Sla(ers. The P/s may want revenge on whoever sold them to Greger’s Grotto in the first place. Good-aligned P/s might Eust want to stamp out slave trading. The P/s might find clues in ,lad!in ,reger-s documents" ,reger-s documents" or get leads from any still-living criminals in the Grotto. Ne! !ners. The !ners. The P/s might occupy Greger’s Grotto. They could re-purpose it as their personal stronghold :D#G(%<. If they’re of a less ethical persuasion they might simply take it over as-is" replacing the Greger family and allowing criminal trade to continue. ?ither option may not !e easy as opportunistic criminal criminal types :and may!e any surviving Gregers< rush to fill the power vacuum. Sailing. This link works well if the P/s escaped !y taking one of the pirate vessels moored at Greger’s Grotto. Perhaps they plan to sail !ack to civilisation" or they may intend to start a new life on the seas. Pirates may !e in pursuit of the stolen ship. Deeper Dungeons. ,s Dungeons. ,s the P/s e7plored the caverns !elow the Grotto" may!e they overlooked overlooked a passageway that
PART PART 1: OVERVIEW
3
leads into an e7pansive dungeon. The coastal nature of the Grotto might suit a lair of kuo-toa :##(@@<" liCardfolk :##%'3<" merrow :##%(@<" sahuagin :##%&2< or even a sea hag :##(J@<.
PART PART 1: OVERVIEW
4
PART ART 2: I NTRODUCTION NTRODUCTION
T
he campaign opens with the P/s !eing thrust into gladiatorial com!at" whether they like it or not.
deep natural shaft. The bottom, where you stand, is roughly circular and eighty feet in diameter. diameter. *t is covered in fine white sand and littered with scraps of ruined armour and spatters of blood. The
TAKING UP ARMS
walls of the shaft are near-vertical. "ome forty feet up a viewing
The sack-cloth is removed from your head.
area has been hewn from the rock# this is where the small crowd of
“Take “Take them!” barks one of the hobgoblin guards, gesturing to a
several do+en cheer from. The crowd consists of a diverse mi'
table laden with weapons and other equipment. or weeks, maybe months, youve been a prisoner i n-transit. "it down, stand up, march, eat, sleep# these are commands youre used to. $ut now your captors invite you to take up arms% &ou take in your situation. &oure in a small, dank chamber. The only furniture is a battered old table on which rests a selection of gear. There are two e'its. &our guards block one that leads into darkness. (nother (nother e'it leads out, via a short tunnel, to sunlight. )ith you are several other prisoners, filthy and clothed in rags. They appear to be as confused as you are.
Pla(er c"aracters. The c"aracters. The P/s are" of course" the prisoners in this cham!er =3D>. The only possessions they have are rags for clothing. They are fully healthy. +pell-c asters have spells memorised. 1hether the P/s have met previously is up to you" !ut it may !e more entertaining entertaining if they are thrust into this scenario as strangers. /able. 9n /able. 9n the ta!le are several well-used !ut servicea!le weapons) % daggers" % maces" ( net" net" % shields" % shortswords" % spears" % scimitars and ( whip :P;(3@<. There is also a selection of arcane foci" druidic foci and holy sym!ols :P;(4'< any spell-casting character will !e a!le to find something that suits them. $inally" any wiCard P/s will find their spell!ook on the ta!le" taken from them !ack when they were captured as prisoners. ,uards. Twice ,uards. Twice as many "obgoblin guards as there are P/s. ;e sure to make clear their fearsome nature) these are ho!go!lins" not go!lins. The guards aren’t talkative. They will direct the P/s to take euipment euipment and head outside. They will punish diso!edience with violence" violence" escalating to lethal force if threatened" though they will favour knocking out the P/s :P;(@< rather than killing them. If the P/s start to win against the guards" have have more guards Eoin the fray. If the the P/s are neutralised" they will !e moved to the slave grottos as if they had lost the arena com!at.
THE ARENA +ooner or later the P/s should move through the tunnel. &ou proceed through the tunnel and into the sunlight. The roar of a crowd reaches your ears. This is a makeshift arena inside a
mostly humans, hobgoblins and goblins, but some orcs and bugbears too. ver a hundred feet up the walls give way to a clear blue sky. $ehind you, a heavy metal gate slams shut. *ts operated by a winch from the viewing area above. n the other side of the arena is another group of prisoners much like yourself. ( voice voice bellows from above. above. “"ome new new blood to the arena!” arena!” *ts a human, a bald man with a thick black beard. e seems to be presiding over this whole affair. affair. e points at your group. “This lot have newly arrived. Theyve not even had the time to unpack and settle into their l odgings!” The crowd laughs. “)e want to give them every chance to see their new accommodation, so fighting against them are our ne't newest guests# this lot have only been with us for a few days.” The man raises his open palm melodramatically. melodramatically. “$egin!” he shouts. The prisoners opposite you look nervous. They hesitate, but after sharing a few nods of grim determination they begin to charge at you.
If you need more details a!out the arena" look in Part 3" especially =3,>. /"e t"er Prisoners. ,s Prisoners. ,s many 0uman Prisoners as Prisoners as there are P/s. They do not relish attacking the P/s" !ut are too frightened !y the conseuences of diso!edience to do otherwise. If they are winning in com!at" or they have reason to !elieve the P/s are likewise hesitant to fight" they may attempt to knock out the P/s :P;(@<. /"e Announcer. Is Announcer. Is ,lad!in ,reger. ,reger. e is this !attle’s editor :organiser<. $eel free to have have him make remarks and uips as the match progresses. e will ultimately announce when the !attle ends. +ince this is a match !etween newcomers he may waive the usual rule of 5only one team left standing6 so long as there’s a clear winning team. Disobedience. ?scape Disobedience. ?scape is very difficult with the sheer rock walls and sturdy gates. 9pportunities to attack the guards or audience are few" !ut if a P/ manages to find a
PART 2: INTRODUCTION
way the guards will retaliate. +ee Part 3 for guidance if any P/ insists on taking these courses of action.
AFTER THE FIGHT ,ll participants are ushered !ack to the preparation room =3D> where they will surrender weapons. They will then !e taken through =3$> and left in =2,> where their adventure !egins in earnest. ncapacitated Combatants. +till-standing com!atants are e7pected to carry incapacitated mem!ers of their own team guards will grudgingly help if reuired. ,ll living com!atants are left in =2,> corpses are disposed of in =3?>. Spellbooks. 8othing is permitted to !e taken from the arena or the preparation rooms. The only e7ceptions are spell!ooks A indeed" the guards will insist the party take their spell!ooks. This is !ecause it is known prisoners need these to prepare magic" and magic makes for entertaining crowd-pleasing fights. The guards know their magic-using prisoners are too ine7perienced to per form very dangerous or disruptive magic :as such potent casters would not !e wasted in an arena<. Disobedience. If your P/s do not o!ey the guards see Part 3 for more information a!out procedures for handling prisoners.
PART 2: INTRODUCTION
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PART 2: INTRODUCTION
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PART 3: THE CAVERNS
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ot all of Greger Grotto’s natural caverns are as impressive as the arena and the underground docks. The same geologic processes also riddled the area with smaller caverns" many of which e7tend underwater. +ome of these darker" more claustropho!ic caverns are considered an e7cellent place to house prisoners" including the P/s. ,dEoining the prisoners’ caverns are several other caverns. $ew prisoners know of the adEoining caverns" and even fewer venture into them. Yet they might present opportunities for !rave P/s.
antagonise their fellow prisoners. Ideally" they could serve as allies in an escape" though gaining trust will not !e easy. It is possi!le to talk with any prisoner" !ut for anything important prisoners will defer to their leader. Bse the ta!le !elow for random conversation topic ideas. $eel free to em!ellish. Topics aren’t always truthful A Eust something a prisoner !elieves. Divulge these with roleplaying or interaction a!ility checks as you see fit :P;(&" D#G%33<. d20
Topic
/
ood and water supplies are irregular. 0eeping some reserve provisions is a good idea if you can manage it.
1
*n the arena it is possible to indicate surrender by raising ones hand with an open palm. *f the crowd approves, the defeated combatant will be spared. $ut in some battles surrender is forbidden.
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3risoners are sometimes taken to do manual labour.
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orrible sea monsters occasionally emerge from the pools to drag prisoners back down into the water. 56ntrue.7
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"ometimes a fiery red glow can be seen in the empty cavern. This is the ghost of a dead prisoner! 53artially true. The glow e'ists, but is not caused by a ghost. *t is caused by roaming fire beetles from 92:.7
;
There are secret passages all through
>
PRISONER FACTIONS
?
( rival pirate faction is preparing to take over
The prisoners are divided into four factions. These factions are distrustful of one another !ut e7ist in a state of fragile peace. Prisoner #1uipment. Guards do not permit prisoners to take anything into the caverns !eyond the rags they wear. +ome prisoners have smuggled weapons in or managed to fashion them out of refuse" !ut this is very rare. Prisoner Routine. 1hile not summoned to the arena" prisoners almost always stay in the cavern claimed !y their cliue. There’s little to do !eyond resting" sparring" !athing and talking. In times of heightened tensions some prisoners may !e assigned as sentries. &ig"t Sleepers. 8o-one sleeps deeply in a cut-throat prison. +leeping prisoners can make use of passive perception :P;(JJ<" though at d isadvantage. &anguage. #any prisoners only speak their racial language :P;(%2<. Prisoners have a chance to know e7tra languages A /ommon" Go!lin or 9rc A though fluency may !e poor. +ee the entries in ,ppendi7 , for details. nteraction. It’s up to the P/s whether they !efriend or
@
There are two types of arena fights# those between prisoners, and those where prisoners face fearsome beasts.
/A
The
//
/1
Bisthelek the
/2
The guard room contains a large iron bell which they ring to summon reinforcements.
/4
Crusus "kull-"kewer, the leader of the guards, is so honourable he cannot refuse a one-on-one duel. 56ntrue.7
/8
/;
Danthe Bonquil, leader of the human prisoners, is an e'cellent healer.
/>
*t is rumoured that, many years ago, some dwarf prisoners managed to escape. There must be a secret way out of these caverns.
COMMON FEATURES ,ll areas in Part 2 have the following properties" unless otherwise specified !y individual descriptions. Caverns. ,ll rooms this section are natural" and so feature uneven walls :the neat suares shown on the map are a simplification<. /eilings vary in height from (' to 2' feet" usually highest in the centre. +talactites are common. &ig"t. Bnless otherwise mentioned" all areas are in darkness :P;(2<.
PRISONER CAVERNS ,reas =2,>" =2;>" =2/> and =2D>. iving areas for prisoners. The 5true6 starting area of this adventure" after the introduction.
PART 3: THE CAVERNS
#
d20
Topic
/?
*t is possible to win freedom by winning ten battles in a row. 56ntrue.7
/@
1A
"ometimes they bury a magical greatsword in the sands at the centre of the arena. This had been the deciding factor in many arena battles. 56ntrue.7
THE HUMAN FACTION This group is called Lhuman’" !ut it may contain mem!ers of 5civilised6 races such as elves" halflings or dwarves as appropriate to your campaign. The human group consists of eight 0uman Prisoners" plus their leader 'ant"e 2on1uil. 0uman Prisoners are a particularly weak type of 8P/" present them as such to the P/s. #ay!e they are enslaved peaceful folk :farmers" merchants" scholars< or captured soldiers weakened !y hunger and mistreatment. Their thoughts currently do not e7tend !eyond living to see the ne7t day. This faction is initially friendly :D#G%33< to the P/s.
THE GOBLIN FACTION $ourteen goblin prisoners" plus their leader 2ist"elek t"e ,rasping. The go!lins are concerned only with survival. They avoid physical confrontation unless they have considera!le advantage. They are more of a nuisance" stealing goodies and stirring up fights !etween other groups. Due to racial affinity they rarely act against the ho!go!lins" even though that feeling is not mutual. This faction is initially indifferent :D#G%33< to the P/s.
THE HOBGOBLIN FACTION ?ight "obgoblin prisoners and two bugbear prisoners led !y Festan #lf+Cleaver. The ho!go!lins are model gladiators they accept their imprisonment and seek freedom through gaining honour in the arena. 1hile the ho!go!lins have a fierce rivalry with the orcs" they would rather see it settled in the arena A or at least in a straight-up fight A rather than in some underhanded manner lacking in honour. This faction is initially unfriendly :D#G%33< to the P/s.
THE ORC FACTION +i7 orc prisoners led !y the orog 0aguur. This group has two desires) to escape" and to slaughter as many of their captors as possi!le. They consider the ho!go!lin prisoners as complicit as the guards" !ut dare not move against them !ecause of their greater num!ers. This faction is initially unfriendly :D#G%33< to the P/s.
PRISON GUARDS The guards take a fairly hands-off approach to managing the prisoners in the cavern. They !elieve that there is no way to escape the caverns. Dut( of Care. The guards are not held responsi!le for the occasional prisoner dying in custody. ,s such" they don’t care if a prisoner is sick" or if a prisoner is starving" or if one prisoner attacks another. They will get in trou!le if they don’t prevent mass prisoner deaths :as that is !ad for !usiness<" so riots and epidemics are investigated. Alerting t"e ,uards. The doors in-!etween =2$> and the guard room =3,> are iron gates sound travels easily enough through them. The guards will hear any loud noises and may decide to investigate. ,uard Caution. The guards aren’t stupid. They try to evaluate the situation from !ehind the safety of a locked gate. If they decide to go inside" they go in groups :typically of four<" and they ensure that they can call to the guard room for help. 1hile guards do not purposely seek to kill re!ellious prisoners they will not hold !ack against anyone who is a serious threat. Guards entering the prison caverns take a key to open the gate to =2,>" !ut not =3$>. They rely on guards in =3$> to let them !ack in. +ometimes laCiness and overconfidence means this procedure is overlooked if the task seems safe" and the guards will take a key to =2,> and to =3$>. If things seem more dangerous than usual the guards have no ualms a!out assem!ling reinforcements. The whole population of guards and*or Drusus Skull+Ske!er may !e called in for very serious pro!lems. 9nce assem!led" the guards may try to storm the caverns. Prisoner Relations. o!go!lin guards know the ho!go!lin prisoners to !e trustworthy" and may even trust them to help in some limited circumstances. They consider the orc prisoners dangerous" !ut think the human and go!lin groups inferior and may underestimate them. Punis"ment. Typical punishment for wrongdoing is physical violence" from an unarmed !low to the face or gut to a serious !eating to near-death. 9ther possi!le punishments are work duty :see !elow<" corporal punishment whip-lashings :P;(3@< :sometimes in the arena as a pre-match 5show6<" or !y planning unfair arena matches for the trou!lesome prisoners to partake in. Food and *ater. Prisoners only get to eat and drink if there’s enough food for the rest of the Grotto. ,t the start of the adventure" the prisoners are on full food and water rations. Holl against this ta!le at the start of each day to see how this changes. d20
Result
/-@
Full water. "tarting today, the prisoners get full rations of water. Their food provisions are as per the previous day.
/A-/4 Full food. "tarting today, the prisoners get full rations of food. Their water provisions are as per the previous day. /8-/; Limited water. "tarting today, the prisoners are now on half water rations. Their food provisions are as per the
PART 3: THE CAVERNS
$
d20
Result
this gag. Eot the guard leader. The guard leader switches to Gommon, and his ga+e wanders
previous day. />
No water. "tarting today, the prisoners get no water. Their food provisions are as per the previous day.
/?-/@ Limited food. "tarting today, the prisoners are now on half food rations. Their water provisions are as p er the previous day. 1A
No food. "tarting today, the prisoners get no food. Their water provisions are as per the previous day.
Thirst or starvation :P;(4< are real concerns. If needed" you should provide one-off e7ceptions to food and water shortages to prevent certain death. ,fter all" the Gregers don’t want to lose their money-making arena fighters. The guards distri!ute food and fresh water daily" assuming there is anything to deliver. They do this at a regular time shortly after sunrise. The food and water comes in large wooden tu!s. The guards leave the food in =2,>. Prisoners are e7pected to return their previous day’s tu!s and take the new ones away. The food varies depending on what can !e sourced. It is rarely anything nice !ut it does provide adeuate nutrition. 8o utensils or crockery are provided. ,ny food not eaten will spoil after a week. Corpse Removal. 1hen a prisoner dies the !ody is usually taken to =2,> !y other prisoners. It is in every prisoner’s interest to not have rotting corpses lying around. Guards collect the !ody and deposit it in the refuse pit =,3>. 9ccasionally" corpses will !e hidden in =2?>.
DRUSUS’ DEMONSTRATION This scripted scene introduces Drusus Skull+Ske!er to the P/s and also imparts an important message) that a piecemeal escape plan is pro!a!ly not a good idea. You should have this scene play very early in the adventure. Theres a commotion going on in the human factions cavern. Eine hobgoblin guards have entered into the prison. The hobgoblin leading them stands out, not =ust because of his immaculate split mail, which glints even in these depths# but his confident manner.
to members of the human faction. “That prisoner was found roaming the corridors far from the location of his work duty. or the benefit of you newcomers, the rule is simple. *f you escape, or die trying, it will be your kinsmen who receive your punishment.” e motions to his soldiers. They move to block the caverns e'its. e then selects two guards, ordering them in goblin “&ou two, one each”. The chosen guards wade into crowd of goblins. The goblins scatter, dodging and diving, but all escapes are blocked by guards. Fost of the other prisoners are cheering, some 5including the goblins leader7 even grab at hunted goblins, or trip them, or shove them back. "oon enough, two goblins are dead. The hobgoblin guards and their leader leave as quickly as they arrived, dragging two corpses behind them.
The P/s are welcome to intervene in these events. 3iolent Resistance. If the P/s try to fight the guards" the guards will respond in kind. If the P/s appear to !e uite dangerous" Drusus will halt his go!lin-killing plans A cancelling the killing order if it had !een given A and turn his attention to the trou!lesome P/s. Drusus knows to have a couple of loyal soldiers at his !ack when in the company of prisoners. e will not make himself an easy target for assassination. #scape. 9ne guard will carry a key to =2,>. That guard will lock the door !ehind him. It may !e possi!le to pickpocket the key" !ut it would !e missed the moment the guards attempted to leave. ,nd Drusus would not lightly tolerate a stolen key. Conversation. Drusus might answer one to two simple uestions" !ut he isn’t really interested in hanging around for a chat.
R ANDOM EVENTS Bse the !elow random events to spice up life in the prison. It is suggested that you do four per day A one in the morning" one at noon" one in the afternoon and one for the night.
Theres also the fact that he holds a bloody, dripping sack in his
d20
Result
right hand.
/-2
Work Duty.
4->
Arena Team Comat. *f it is night-time, nothing happens. therwise, the guards seek participants from two factions to face one another in the arena. 5"ee below for more details.7
?-/A
Arena !east Comat. *f it is night-time, nothing happens. therwise, the guards seek participants from one faction to face beasts in the arena. 5"ee below for more details.7
//-/2
Arena Trainin". *f it is night-time, nothing happens. therwise, the guards allow one faction access to the arena for training. 5"ee below for details.7
/4
#risoner Altercation. Handomly pick two non-player
e strides forth, leading his small army west into the goblin factions cavern. 3risoners flocking to see whats up dart out of the way rather than obstruct his path. The guards leader speaks, addressing the leader of the goblin faction, in their native tongue. “Bisthelek,” he says, “*s this one of yours%” e throws the bloody sack to the goblin leader, who opens it to find a severed goblin head inside. “* remember him being taller,” comes the reply. Fany of the prisoners, and even some of the guards, laugh at
PART 3: THE CAVERNS
1%
d20
Result prisoners, even of the same faction. These prisoners quarrel and enter into a violent confrontation.
/8
$uard Altercation. (s above, but one of the picked characters is a guard.
/;
Appropriation. ne faction decides to take food or water from another faction. Cetermine the factions randomly. ow the appropriation happens 5theft, bargaining, intimidation, force etc7 depends on the nature of the factions involved and the general situation in the prison. )hen food and water are not limited the motive may be greed, otherwise it may be borne of greater necessity. *f the human faction is instigating, the 3Gs are likely to be at least aware of the plan.
/>
Rumor. ( rumor spreads through the prisoner populations. &ou might invent a rumour for this, otherwise choose a conversation topic from the table on prisoner interaction further above.
/?
%llness. ( random prisoner becomes ill. "ewer plague 5CF<18>7 is suitable, but you may use other maladies. *f you wish the disease to be communicable, it can spread to anyone in contact unless they pass a CG 8 Gonstitution check.
/@
1A
$uard %ncursion. The guards mount an incursion into the prison. *f you can, connect this to a recent event. therwise, pick a random faction and have the guards search their cavern for contraband. New !lood. d; new prisoners are thrown into the prison. Handomly determine a faction, or choose one that needs more numbers. They are standard members of that faction and will =oin that faction by default, though it is possible the 3Gs could convince them otherwise.
escaping. These chains halve the speed of anyone wearing them" and otherwise are as per manacles :P;(4%<. In some cases the guards may even chain the manacles together" meaning no prisoner may move more than %' feet from her 5neigh!ours6 along the chain. The guards keep track of what prisoners they take out for work duty. If any prisoners go missing the guards will likely notice it as they muster the prisoners at the end of the work shift. Meeting NPCs. , work shift is an e7cellent opportunity for the P/s to meet some of the named 8P/s in ,ppendi7 ,. $or e7ample" if sent to haul cargo in the docks" they may !e working under the orders of ,lad!in ,reger or 0arr( Dodds. *ork Detail. Holl against this ta!le to determine what work needs doing) d20
Work Detail
Numer of #referred Races #risoners
/-2
aul ing carg o in the docks 98I:.
hobgoblin, humanJ, orc
1d;
4-8
"crubbin g the deck of a docked ship 98I:.
goblin, humanJ
1d4
;-?
"crubbing the floor of a room or corridor 98(:, 98G:, 98D: or 98&:.
goblin, humanJ
1d4
@-//
)orking in the tavern 98C:, either to clean it or as temporary bar staff.
humanJ
/d4
/1-/2
Kntertaining guests in the arena spectator area 98G: e.g. in harmless e'hibition matches.
hobgoblin, humanJ, orc
1d4
/4-/8
Faintaining weapons hobgoblin and equipment in the guard room 94: or guard barracks 98$:.
/d4
/;-/>
3icking out bits of detritus from the arena sands 94(:.
goblin, humanJ, orc
1d4
/?-1A
"preading refuse across the refuse pit 94K: to accelerate decomposition.
goblin, humanJ, orc
/d4 L /
WORK DUTY Prisoners are often used for chores around Greger’s Grotto. Prisoner Selection. +ince the guards need to escort and supervise the prisoners" they generally pick trustworthy" compliant and willing individuals. +ometimes" though" they will !e selective) why not pick the hated prisoners to do a filthy task0 $or certain tasks" the guards may !e instructed to select a certain race. In some cases" they may !e instructed to select certain individuals) if the P/s ingratiate themselves as hard workers they may !e asked for specifically. #scape ptions. 1hile work tasks can certainly !e helpful in preparing for an escape" they shouldn’t make escape trivial. In some locations" it’d only take a fast runner or strong swimmer to escape. Try to avoid letting P/s all work together on such an assignment" or the adventure could !e over uickly. ,ttempting to escape is considered e7treme diso!edience. Punishment is severe. If an escapee gets away or is killed in the attempt then heavy punishment will !e meted out to the prisoner’s faction. Prisoner Supervision. Bsually there is one guard for each prisoner. This num!er can vary if the guards trust or distrust the prisoners in uestion. The guards may use leg-chains to keep prisoners from
* “Human” can include any race from the human faction.
ARENA EVENTS ere are details regarding events where guards seek participants for the arena. C"osen Factions. The guards know to select prisoners down factional lines" as any attempt to mi7 teams would likely result in !loodshed !efore getting to the arena sands. Two factions are chosen for 5team com!at6" one faction is chosen for 5!east com!at6 or 5training6. The guards are instructed on what factions to select ahead of time. ,s D# you can the pick factions purposefully or Eust randomly. 3olunteer Basis. The guards allow chosen factions to
PART 3: THE CAVERNS
11
put forward their own mem!ers. If no mem!ers volunteer" the guards pick individuals. This could !e an interesting test of the P/s’ heroism :or otherwise<. The orc and ho!go!lin factions almost always have mem!ers volunteering" the human faction often does" the go!lin faction rarely does. 4uantit( 5Combat6. $or non-training events" the guards seek groups of the following siCe to represent each faction. $or game-play reasons the system is rigged to increase the pro!a!ility that the P/s are on a team !y themselves" !ut still allow for the occasional !it of variety. d20
$roup &i'e
/-1
&olo. ne person.
2-?
&mall. Handomly determined at least two, at most the number of 3Gs minus one. 5*f there are less than three 3Gs, ignore this entry and reroll.7
@-/8
#erfect. The same as the number of 3Gs.
/;-/@ Lar"e. d4 multiplied by the number of 3Gs. 1A
()eryone. Take all members of a faction.
4uantit( 5/raining6. ,ny num!er of prisoners from the selected faction can volunteer to participate in training. Bsually everyone goes A even inEured or frail mem!ers can at least get some fresh air. Fairness. If two prisoner factions face each other the guards will try to pick match-ups that are fair. They will adEust the uantities of one or !oth factions as needed. Spectators. The guards may take a few e7tra prisoners to watch the fight from the arena sidelines or from !ehind the gates to the ready rooms. They will not do this for untrustworthy prisoners. ,ny attempt !y spectators to influence the fight will !e punished. Arena Combat. If the P/s are involved in the com!at then you need to enact it. +ee Part 3 for details. Casualties. If the P/s are not involved in the com!at then you needn’t run the com!at round-!y-round. You can simulate inEuries from the !attle. $or e ach participant" roll a d%') d20
%n*uries
/
Dead. The combatant died. Their body is taken to the refuse pit 94K:.
1-2
Critically %n*ured. The combatant fell to +ero hit points, but was stabilised 53$/@>7.
4-/A
%n*ured. The combatant suffered some damage. *nflict d4 damage per the combatants hit die total# this cannot leave the combatant with less than one hit point.
//-1A
+nin*ured. The combatant lost no hit points.
3A& HUMAN CAVERN This cavern is the area claimed !y the human prisoners :or" more accurately" it is the only sunlit cavern not claimed !y other groups<. This natural cavern is about forty feet from wall to wall. $eams of sunlight shine in through gratings far overhead, well over one
hundred feet up. The floor is covered in a fine sand. *n centre of the cavern is a large, deep pool of water. &oure not alone in here. ( small group of prisoners, mostly human, stare at you. ne of their number, an older woman, e'tends her arms and says, “)elcome!”
9n entering the cavern for the first time" the P/s are welcomed !y 'ant"e 2on1uil. &ig"t. This cavern is !rightly lit at or around noon" when the sun can shine directly down through the cavern. ,t any other time during the day it is dimly lit. ,t night it is in darkness. :P;(2<. Door. The door leading toward the guard room =,3> is an iron gate. +ound and most ranged attacks can travel easily through it. It is e7tremely sturdy" reuiring a D/24 +trength check to !reak. The lock can !e picked with a D/ (% De7terity check and a set of thieves’ tools. Climbing. The ceiling is (3'ft. overhead. /lim!ing is o!viously haCardous" !ecoming progressively more difficult as the overhang increases and the rocks !ecome smoother from years of e7posure to rainwater. ,ny clim!ing of the first forty feet reuires a D/ +trength :,thletics< check. ,ny clim!ing of the ne7t fifty is D/(3. The final fifty feet is D/(. $ailure !y more than 4 means the P/ falls :P;(2< some random point !etween the start and end of that section of clim!ing. Ceiling ,rates. ?7it to the surface is !arred !y strong metal grates" fi7ed in place. ?ach !ar as as thick as a man’s arm the gap !etween each !ar is a!out the same width. , successful D/3' +trength check is needed to !reak or !ends the !ars. /haracters who fail to !end or !reak the !ars while clim!ing must take a D/(' +trength :,thletics< check not to fall. The grates have an ,/ of (@" ( hit points and a damage threshold of (' :D#G%3&<. They are immune to cold" fire" lightning" piercing" poison" psychic and radiant damage and resistant to !ludgeoning" force" necrotic" slashing and thunder damage. That said" it’s fair that you consider them impervious to anything low-level P/s could possi!ly do" and simply state as such. If a P/ can !ypass the !ars they will end up outdoors :see part 4<.
THE WATER This cavern has a pool of water around thirty feet deep. Not potable. The pool is sea water. Drinking a few sips is harmless !ut any significant amount is a !ad idea. The amount drunk su!tracts from the P/’s daily water intake rather than adding to it :P;(4<. In addition" a P/ that im!i!es a large amount of water may !e immediately reuired to take a /onstitution check or immediately suffer one level of e7haustion :P;%@(< the D/ !eing 4 per cupfull of water. #$ploring. The P/s may !e tempted to e7plore the pool’s depths. There is nothing to find in this particular pool
PART 3: THE CAVERNS
12
A !ut don’t tell them that ?7ploring the pool reuires a successful +trength :,thletics< check against D/('. If that succeeds they may make a 1isdom :Perception< check at disadvantage unless they have a light source with them. :ights from a!ove the pool don’t pierce the murky depths.< 9nly if they succeed against D/2' should players !e told they’ve made a comprehensive search of the pool. You may reduce the D/ of 1isdom :Perception< checks !y % per attempt if the P/s communicate and colla!orate a!out where they have and haven’t searched. , P/ may make as many +trength :,thletics< checks for e7ploring in pools eual to ( M his /onstitution modifier :minimum of (<. , short rest" or an e7tended period away from the pools" resets this limit.
3B& GOBLIN CAVERN This cavern is claimed !y the go!lin prisoners. &ig"t and Climbing. This cavern has openings in the ceiling like =2,>. The same rules for light and clim!ing apply here. /"e *ater. The cavern as a pool like =2,>. The same rules for e7ploring it apply here. There is" however" something in this pool. , short sword :P;(3@< lies at the !ottom" lost during a past skirmish !etween guards and prisoners. $inding it reuires a successful D/ (4 1isdom :Perception< check. It is has !een corroded !y the seawater" and will !reak if it rolls minimum damage. :1hether you tell the players this or track it yourself is up to you.<
3C& ORC CAVERN This cavern is claimed !y the orc prisoners. /"e *ater. The cavern has a pool like =2,>. The same rules for e7ploring it apply here. This pool hides two secrets. 9n a successful D/ (4 1isdom :Perception< check the P/s will discover an underwater tunnel that leads to the south. +ee further !elow for how this tunnel is traversed. There’s also a !ag of caltrops :P;(4(<" smuggled in from the arena and hidden !ut forgotten a!out. Its discovery is D/ ('. The caltrops are corroded !ut this doesn’t impact their effectiveness :!ut it might limit their re-usa!ility<.
U NDERWATER TUNNEL 9nce the tunnel has !een discovered :see a!ove< it can !e traversed. The tunnel is ' feet long :the P/s won’t know this until they traverse it<. Its is mostly (' feet wide" occasionally narrowing it to 4 feet. It leads to the pool in =2N>. ;ecause it twists and meanders and is entirely underwater it is considered difficult terrain :P;(%<. +wimming :P;(%< is done on a round-!y-round !asis a P/ may only move in a round if they succeed at a D/ (' +trength :,thletics< check" otherwise they make no progress.
If the P/s desire to stick together you may wish to perform this as a group check :P;(J4<. The tunnel is in darkness it is possi!le to grope along in without seeing !ut doing so imposes a disadvantage to the +trength :,thletics< checks. P/s who take a long time to traverse the tunnel run the risk of suffocating :P;(2<. Hemem!er" there are ten rounds to the minute :P;((<. , P/ who has successfully traversed a tunnel no longer considers that tunnel difficult terrain as they now know what to e7pect.
3D& HOBGOBLIN CAVERN This cavern is claimed !y the ho!go!lin prisoners. /"e *ater. The cavern has a pool like =2,>. The same rules for e7ploring it apply here. This pool hides a secret. If the 1isdom :Perception< check reaches a D/ of (' the P/s will discover an underwater tunnel that leads to the south. Traversing this tunnel uses the same rules as the tunnel in =2/>" e7cept this tunnel is (%' feet long and it e7its in =2O>.
A NNEX CAVERNS ,reas =2?>" =2$>" =2G> and =2>. The fact that these caverns e7ist is known to many prisoners" and some make use of them when seeking privacy. $ew" however" have e7plored very far.
3E& FIRST EMPTY CAVERN This ceiling of this cavern is low, as low as 8 feet in some cases, and in many places narrowing into niches only a few feet across. *t is not inhabited but instead seems to be used as a makeshift graveyard and refuse pile. (t first glance theres nothing useful amongst the detritus on the floor# scraps of cloth, tiny fragments of leather and wood. Kven the larger bones of dead prisoners have been plundered. (nything that could make a primitive club or shiv has long ago been removed.
This cham!er is devoid of anything useful. 0idden /unnel. 9ne of the niches at the cavern edge" as marked on the map" actually leads through to =2$> via a short cramped tunnel. It can !e found with a D/(4 1isdom :Perception< check" or a P/ declaring they are inspecting the niches.
3F& SECOND EMPTY CAVERN (nother irregular cavern. This one does not have refuse and bones. Iike the previous cavern, it has several natural alcoves along its wall.
Tucked into a corner of this cham!er :!ut noticea!le with a
PART 3: THE CAVERNS
13
cursory inspection of the room< is a sack. Inside the sack are two makeshift !ut perfectly servicea!le slings" a pouch containing %' sling stones" and two sets of unlocked manacles without keys :P;(3@-(4'<. This is stash !elongs to 2ist"elek t"e ,rasping" who will not !e happy if he sees the P/s with it. 0idden /unnel. There are two more hidden tunnels in this room. ike !efore" they can !e found with a D/(4 1isdom :Perception< checks" or !y a P/ declaring they are inspecting the niches.
3G& SPIDER CAVERN This chamber, too, is characterised by a number of natural niches along its walls. Fost of these alcoves are thick with spiderweb, some even appear to have humanoid-shaped lumps cocooned inside. The caverns ceiling starts off low, but rapidly
spiders :##22< either on their own or with the aforementioned giants :the swarms !eing the 5!a!ies6 of the giants<. 1hen choosing what spiders to include" consider the difficulty of the encounter :D#G%<. Too many spiders may !e impossi!le for the P/s to defeat ere are some suggestions for hard encounters) $our P/s at level () one giant spider or two swarms of spiders :##22< or three giant wolf spiders. $our P/s at level %) three giant wolf spiders and two swarms of spiders or two giant spiders. $our P/s at level 2) one giant spider plus three swarms of spiders or eight giant wolf spiders. ,ny spiders living in the cavern will hide in the ceiling cavity. They will retaliate if attacked" or if the P/s linger their aggressiveness otherwise is up to you. If you choose to make the spiders aggressive" consider making use of their +tealth skills. •
•
•
ascends ahead of you. The ceiling on the far side of the cave is high enough to be indiscernible through the gloom.
*ebs. The map area coloured in white is thick with we!s :D#G('4<. Ceiling Cavit(. The cavern’s roof is highest at the south western end of the cavern" a!ove the we!!ed area. It is ('' feet high" and filled with we!s all the way up. $ew light sources will penetrate that far. /lim!ing up reuires a D/(' +trength :,thletics< check" remem!er to consider the slowing effect of the we!s. $alling is not a danger !ecause of the we!s. There are some more cocoons up in the ceiling cavity" and possi!ly a spider too :see !elow for !oth<.
SPIDER LAIR This cave is o!viously a spider lair" !ut whether it is active or not is up to you. Dead ,iant Spider. In this scenario" the lair is now empty the giant spider that once dwelt here has starved from a lack of curious :or stupid< prisoners. ,t an opportune moment" such as when the P/s approach the cave rear or start searching the cocoons" have the spider’s dried-up corpse fall on an unsuspecting P/) "omething leaps down from the ceiling! "omething big, hairy and multi-legged!
ave the unlucky P/ take a De7terity saving throw to avoid !eing 5captured6" allow the P/ to pass to matter how a!ysmal the roll. Then start com!at. The dead spider" of course" does nothing in its turn. It has an ,/ of ('. Technically it should !e unconscious :P;%@%< !u t this might alert savvy players to your trick. ?ventually the P/s will stop to wonder why the spider is doing nothing. ,nyone asking to e7amine the spider should !e told it is not moving" and lying collapsed on the floor. &iving Spider5s6. The cavern is home to a giant !olf spider :##22'< or a giant spider :##2%<. 9r several of either. 9r" it could !e home to one or more s!arms of
COCOONS The cocoons are the desiccated remains of the spider’s prey. ?uipment caught in these cocoons has survived the ravages of time uite well. There are eight cocoons five in niches around the cavern’s edges and three up in the ceiling cavity at heights of %'" 3' and &' feet. Determine which cocoons hold what loot randomly. The first four cocoons hold nothing of use" Eust !ones of long-dead prisoners. /ocoon five entom!s a ho!go!lin guard it contains a set of studded leather armour :P;(34<" a short sword" a dagger :P;(3@<" and coin as per Individual Treasure /hallenge '3 :D#G(2&<. /ocoon si7 holds a dead go!lin prisoner that had considera!le smuggling success it contains a set of thieves’ tools :P;(43< and a tinder!o7 :P;(42<. /ocoon seven contains the corpse of a human pirate who wandered into these caverns well !efore prisoners were kept here. It contains a rapier :P;(3@<" three torches" a spyglass :P;(42<" and coin as per Individual Treasure /hallenge '-3 :two rolls< :D#G(2&<. /ocoon eight holds a dwarf prisoner" one that tried to escape during e7cavation duties. Inside is a shovel and a miner’s pick :P;(4'<. S!arming Surprise. If you are feeling cruel" you may wish to put s!arms of spiders into one or several of the cocoons. If you are feeling very cruel you may wish to trigger a spider attack :living or dead" see a!ove< at the moment such a swarm is released.
3H& BURROWS ne of the caverns natural alcoves has been intersected by a tunnel. The tunnel goes off in two directions. *ts very cramped even a halfling would have to crawl to squee+e through. The smooth, round edges of the tunnel suggest it was left by some
PART 3: THE CAVERNS
14
burrowing creature.
as they apparently have done in the past, though youve no idea
The tunnel is Tiny siCed. #edium-siCed creatures cannot fit +mall-siCed creatures can sueeCe in :P;(@(< !y crawling :P;(%< down the tunnel.
whether their return will be in minutes or months.
GUARD R OOM WALL The !urrow’s north-western end terminates at the wall of =3$> the guard room. DoCens of years ago giant fire !eetles !urrowed into the guard room. , heavy-duty !rick wall was put in place to seal it off. That event has long !een forgotten and the current guards have no knowledge of the !urrow. They consider the !ricked-up wall Eust as Eust one of many !its of rough cosmetic work that can !e found around the Grotto. #avesdropping. Gaps !etween the !rick wall allow sound to travel !oth ways. oud sounds travel well" !ut it’s hard to make out uieter details. istening to conversations or other uieter sounds reuires a successful D/ (% 1isdom :Perception< check. , P/ can chip away at the mortar !etween the !ricks to clearly hear and even have a limited view into the guard room. Doing so reuires some kind of tool suita!le for the Eo!" and perhaps a De7terity :+tealth< check to ensure the guards don’t notice the noise. 9nce cleared" listening no longer reuires a skill check and a limited arc of view is possi!le. 9n the flip side" any noises from the tunnel are easily heard inside the guard room. ,uard Suspicion. If the guards suspect there’s something !ehind the wall" they may attempt one of two actions. If they are unsure of what’s causing the noise" they may smash down the wall to investigate. 1hen they discover a !urrow" they will arrange to have it !ricked up more solidly. If they have reason to suspect humanoid activity :such as hearing tool use or someone talking<" they may mount an e7cursion into the prisoner area to search for the tunnel. If they can find it" they’ll arrange to !rick it up more thoroughly" and in the mean-time they’ll know to watch it carefully.
BEETLE BURROWS The tunnel !ranches and leads in various directions as shown on the map. Dead #nds. The tunnels don’t end where shown on the map" !ut they do shrink such that only Tiny creatures could sueeCe in :P;(@(<. If the constrictions don’t stop the P/s" have the tunnels continue for a few hundred more feet !efore terminating in a collapse. The fairly hard rock walls of the burrows has given way to looser gravel-like material. (s you crawl on, you start to notice voids above you, places where the ceiling has collapsed in the past. "ure enough, up ahead the burrow ends in a tunnel collapse. *t seems likely that the burrowing creatures will dig through again,
,t your discretion the tunnel to the south could meander for ("&'' :2d(' 7 (''< feet !e fore e7iting somewhere along =2K>. Beetle Activit(. ,t your discretion" you may have ,iant Fire Beetles :##2%4< navigate the !urrows. :,lthough these are +mall creatures" allow them to navigate their own !urrows as if they were Tiny creatures.< The !eetles aren’t necessarily hostile" !ut if they do attack the resulting com!at in a confined space could !e very difficult for P/s. The glowing !eetle glands might !e useful for the P/s. If your P/s are having trou!le with illumination" you may want to !e li!eral with the !eetles" even having them venture outside their !urrows.
HAUNTED CAVERNS ,reas =2N> through to =2H>. These natural caverns are unknown to all living mem!ers of Greger’s Grotto. #any years ago" when Greger’s Grotto was first !eing esta!lished" captured dwarves were used to dig out corridors and living areas to augment the natural caves. ?ventually" these dwarves mounted an escape. Their plan was to hide out in these caverns A which their captors did not know a!out A while they dug to the surface. Bnfortunately" their escape took them through a seam of coal. The leader knew the risks" !ut pushed on" unwilling to start a new tunnel with provisions dwindling. This turned out to !e the wrong choice. 8o7ious gases released !y the seam polluted the caverns and poisoned most of the group. Those few that remained" driven desperate !y the fumes" uarrelled with their leader. This escalated into a fight in which the leader slew the would-!e 5mutineers6. Distraught to the point of inaction" the leader succum!ed to the deadly gas a few hours later. Traumatised !y this !loodshed and his general failure" the leader of these escapees haunts the caverns as a ghost. ?ven though this is a lesser form of ghost than the one found in the #onster #anual :##(3J<" it is still a tough encounter for low-level P/s with limited euipment. ,ttacking it would !e dangerous. /lever P/s will avoid or outwit the ghost while they e7plore these caverns.
THE GHOST These caverns are haunted !y a D!arf ,"ost. e is the confused type of ghost" !elieving he and his !and are still alive and at work on the tunnel. +ee the ghost’s stat !lock for more details. Movement. The ghost moves around the caverns" !elieving himself to !e on various errands and duties that occupied him during the last days of his life. The nature of his unfinished !usiness means he cannot
PART 3: THE CAVERNS
1
leave the area he must remain in in the rooms =2N> to =2H>" e7cluding =2K>. Handomly determine the ghost’s starting position" then every so often :a!out once every (4 minutes whenever it is convenient for you< move him randomly !y rolling against the !elow)
This cavern looks to have been a camp site. &ou see a few e'tinguished cooking fires, a half-do+en unfurled sleeping mats, and small piles of provisions and equipment. There are skeletal corpses of dwarves here. ne lays curled up on a sleeping mat. (nother is slumped against a wall, a mining pick lodged into its skull, the blow right between the eyes. The picks
d20
Result
handle is banded with loops of twine. (n iron crowbar lies on the
/-8
The ghost lingers where it is.
floor by this corpses hand. The third and final corpse lays face-
;-/A
The ghost moves to a random ad=acent room.
down on the floor in an awkward pose, a flat-headed shovel still
//-/2
The ghost moves one room closer to 92I:. *f it is already there it lingers.
gripped in its bony fingers.
/2-/; The ghost moves one room closer to 92F:. *f it is already there it lingers. />-1A The ghost moves one room closer to 92H:. *f it is already there it lingers.
3'& WESTERN POOL CAVERN This cavern is unremarka!le save for the watery pool it contains. /"e *ater. The cavern has a pool like =2,>. The same rules for e7ploring it apply here. The only thing of interest in this pool is an underwater tunnel leading to =2/>. This tunnel reuires a successful D/(' 1isdom :Perception< check to discover. :,ny tunnel the P/s entered !y is automatically discovered.< /onsult =2/> for information a!out traversing the tunnel.
3K & EASTERN POOL CAVERN This cavern is unremarka!le save for the watery pool it contains. /"e *ater. The cavern has a pool like =2,>. The same rules for e7ploring it apply here. The only thing of interest in this pool is an underwater tunnel leading to =2D>. This tunnel reuires a successful D/(' 1isdom :Perception< check to discover. :,ny tunnel the P/s entered !y is automatically discovered.< /onsult =2D> for information a!out traversing the tunnel.
3L& EMPTY CAVERN There is nothing special a!out this cavern. Metagame Bluff. You may wish to use this cavern to su!vert your players’ metagame thinking :D#G%24<. ?very time they pass through this cavern do something suspicious have them take meaningless Perception checks or secretly roll some dice.
3M& MINING CAMP The dwarf escapees set up here while they dug the tunnel. It’s also where the attempted mutiny took place. Years later" their camp remains mostly intact.
( layer of dust and filth coats everything here# it is apparent that this room has not been disturbed for many years.
#1uipment. #uch of the camp site has decayed or !een ruined !y vermin" including the food" the !edrolls" clothing and cloth and some le ather containers. The following items are in good condition and can !e scavenged) two light hammers" one warhammer" one warpick :P;(3@<" ten candles" one crow!ar" two hammers" one mess kit" seven miner’s picks" three flasks of oil" one iron pot" one hempen rope :4' feet<" three shovels" %' iron spikes" two tinder!o7es" seven empty waterskins" one whetstone :P;(4'< and one her!alism kit :P;(43<.
3P& OCEAN POOL CAVERN Iike many of the caverns you have seen before, this one has a pool in its centre. Fovement draws your eyes to the waters surface. "mall fish dart about in the pool. The previous pools had been devoid of animal life. $ones of medium-si+ed fish lie scattered around the pools edge, picked totally clean.
/"e *ater. The cavern has a pool like =2,>. The same rules for e7ploring it apply here. This pool hides a secret. If the 1isdom :Perception< check reaches a D/ of (' the P/s will discover an underwater tunnel that leads to the west. Traversing this tunnel uses the same rules as the tunnel in =2/>" e7cept this tunnel is a considera!le 3'' feet long and it e7its somewhere underwater in Greger’s Grotto =4>. Crabs. +ometimes" ,iant Crabs :##23%< lurk here consuming the fish they have scavenged or caught. There are d(% A giant cra!s present. The cra!s are not aggressive. If attacked or startled" they will re taliate or retreat. ,s they’re not social animals" they don’t necessarily work together) one cra! may stand idly !y another is killed. Giant cra!s contain a considera!le amount of meat) %' rations’ worth each :P;(4<. , successful 1isdom :+urvival< check at D/ (' made while harvesting the meat ensures that it won’t !e dangerous to eat :see !elow<" though the amount of rations is reduced !y 4. The meat goes !ad after one day" or one week if cooked. /ra! meat may !e infected with marine parasites) anyone eating uncooked cra! meat must pass a D/4 /onstitution saving throw or !e infected with a disease similar to +ewer Plague :D#G%3J<" PART 3: THE CAVERNS
1!
!ut non-communica!le. Foraging. +ince this pool connects to the ocean" it contains sea life. P/s can try foraging as per D#G(((. The D/ is (4. It is assumed the P/s have something to use as !ait A even minuscule scraps from their own food supply will do" if not the +urvival check has disadvantage. 8ote that only food can !e foraged from this pool" not fresh water. /unnel &urker. The first P/ to reach d& 7 4' feet into the tunnel will encounter a ,iant ctopus :##2%&<. 6p ahead you see a shape move. *ts big# about the si+e of a horse. &ou catch a glimpse of tentacles. )hatever it is, it darts
digging for Eet" they have a 4Q chance of finding a Eet gemstone" plus 4Q per % !y which they e7ceeded the D/. #$tending t"e /unnel. The tunnel is only a fraction of the length needed to reach the surface. The P/s cannot realistically complete it" though they don’t necessarily know this. The tunnel increases in length !y ( foot per person-hour of digging. ,t your discretion" e7cessive digging may cause e7haustion :P;%@(<. No$ious ,as. Digging for gems or to e7tend the tunnel may release no7ious gases. ,fter every half-hour period during which one or many P/ were digging" roll a d%')
back and forth in the dark tunnel ahead of you before disappearing
d20
No,ious $as
from sight.
/-1
lammable gas builds up. 3Gs in the tunnel passing a CG /1 )isdom 53erception7 check will notice a “rotten egg” smell some minutes before the gas reaches dangerous levels. nce at dangerous levels, any open flame will cause the gas to combust causing 2d; fire damage. (ll characters in the tunnel are damaged. ( CG/1 Ce'terity saving throw will halve the damage taken. *gnition clears the gas build-up. therwise, it will dissipate after one hour.
2-/A
dourless poisonous gases build up. (nyone in the tunnel must succeed on a Gonstitution saving throw or take 1d; poison damage and become poisoned 53$1@17 for one hour. The CG is /8 for characters in the tunnel, /A for characters in the mining camp 92F:, or 8 for characters in 92B:, 920:, 92I:, 923: or 92H:.
//-1A
Eo gases are released.
If the P/s press on regardless" the octopus will attack. /onsider using its +tealth skill and Bnderwater /amouflage to surprise the P/s :D#G(@< and attack unseen :D#G(@3<. If it loses more than half of its hit points it will attempt to retreat" using its Ink /loud action. Hemem!er" this is underwater com!at :D#G(@<.
3 N& ESCAPE TUNNEL This is the dwarves’ attempt at an escape tunnel. It is a dead end A it was never finished. &ou stand at the entrance to a long, narrow tunnel. *ts clearly artificial. *t slopes upwards at an incline and its ceiling is low enough that a human would have to stoop. The walls of this tunnel contain thick seams of sooty coal, and thinner seams of gleaming gold. *ndeed, chunks of gold litter the floor.
7no!ledge. There are certain facts a!out this tunnel that a P/ may know. These are all Intelligence :8ature< checks. Dwarf P/s dou!le their proficiency !onus :P;(J2<. You may wish to perform these as passive checks :P;(J4<" so as not to alert the players. If P/s e7plicitly e7amine the tunnel or ask pertinent uestions" you may allow them to roll for some or all of the facts. DC
Read to #layers
/1
The golden material is pyrite, also known as fools gold. Though pretty it is essentially worthless.
/4
Goal seams like this often release dangerous gases, especially when disturbed.
/;
Bet is a valuable gemstone commonly found in coal seams like this. 6ncut =et is difficult to distinguish from the coal that surrounds it, but you know what to look for.
Minerals. The tunnel cuts through an e7tensive seam of coal. /oal litters the floor in copious amounts should the P/s want to take any. P/s scavenging along the tunnel floor can find 2d& nuggets of pyrite" each weighing l!. If they know to look" they can also find d3 Eet gemstones :D#G(23<. P/s euipped with mining picks can dig for more gems with a D/(' +trength check. The check takes half an hour. If the P/ was digging for pyrite" they find one nugget" plus one nugget per % !y which they e7ceeded the D/. If the P/ was
3R & MAKESHIFT MORGUE This cavern was used as a makeshift morgue !y the dwarves" while they still had the strength to attend to such arrangements. ive short humanoid bodies have been neatly laid out side-byside in this cavern. Kach body is covered, either with a decayed remains of a blanket or threadbare lengths of sackcloth.
#1uipment. The !odies have !een stripped of useful gear and the clothes they once wore have decayed !eyond usefulness. ,nyone searching may make successful D/ (' 1isdom :Perception< check to find a folded silk handkerchief hidden away in one of the corpses’ clothes. The handkerchief contains five tiny ru!ies" worth %4 GP each. Metagame Bluff. You may wish to use this cavern to su!vert your players’ metagame thinking :D#G%24<. ,s they move towards or otherwise interact with the !odies do something suspicious have them take meaningless 1isdom :Perception< checks or secretly roll some dice.
3(& NATURAL TUNNEL ?ven in the fantasy world" sometimes a natural cavern goes nowhere and contains nothing. This area is e7actly that A a long tunnel that terminates in a large cavern" going nowhere and containing nothing useful of interest onl y to spelunkers. This area could distract e7ploration-hungry P/s" and possi!ly serve to dislodge metagame thinking :D#G%24< that everything has a purpose. If the idea of a pointless PART 3: THE CAVERNS
1"
tunnel doesn’t appeal to you" simply erase it from your adventure. This tunnel is clearly natural, as no sane architect would make something so awkward. To navigate it you are constantly squee+ing through narrow gaps, clambering up or down gradients or ledges. *t twists and turns in on itself, its width and height is erratic, though it does feel like it descending overall. Eow and then it appears as to branch into alternate routes, but on inspection these end abruptly in rocky blockages or shrink down into tunnels or gaps far too small to fit into. *ndeed, it seems that your path is actually a series of different tunnels and caverns linked together.
Navigation. Though the tunnel is awkward to navigate" no feature of it is so difficult as to reuire skill checks. /in( /unnel. If one or more of your P/s are of +mall siCe" you may wish to decree that the tunnel shrinks to Tiny siCe :P;(@(<. +mall characters may pass" !ut #edium characters cannot :P;(@%<. 9n the downside" this may split the party. 9n the up side" it may increase tension as an individual or small group venture into the unknown. #$tra #$it. ,t some point along the tunnel there may !e an e7it to the !urrows =2>. +ee that room for more information. The e7it" if it e7ists" is only seen with a successful D/ (4 1isdom :Perception< check. Metagame Bluff. You may wish to descri!e the tunnel’s path and its various short dead-end offshoots in detail. You could also descri!e various rock formations. 8one of these details are of any conseuence" they are merely red herrings. You might also over-dramatise difficult points in the tunnel" such as crawling or sueeCing through a smaller space :P;(%" P;(@%<. ,sk them e7actly what order they go in" and who is holding the light source. They may go to e7traordinary lengths avoid an am!ush that isn’t going to happen.
$alling would almost certainly !e lethal :P;(@2<. ,lo!ing Moss. $rom the ledge" a P/ may notice a faint glow at one of the !ottom corners of the crevasse. In darkness" this glow is o!vious. If a light source is present" a successful D/ %' 1isdom :Perception< check is needed. "omething is faintly glowing somewhere down in the fissure# about one hundred feet below you and about as much along the wall itself. &ou cant see whats causing the glow
The glow is caused !y some !io-luminescent moss. The moss neither useful nor nutritious nor harmful in any way" !ut don’t tell the players that. If removed from the wall" it will stop glowing within minutes. Tucked away in a small fold at the end of the crevasse is a small pocket of life. 6nlike most of the fissure, the walls here are damp, and support a softly glowing yellow moss. Tiny pale insects, barely the si+e of a grain of rice, crawl la+ily over the soft beds of moss.
/"e t"er Side. , tunnel continues from the ledge on the other side. It is similar to the tunnel the P/s entered with. ,fter a few hundred feet it terminates in a dead end. Though" at your discretion" it could connect to the !urrows =2> see that room for more information.
CREVASSE CAVERN ,fter a few hundred feet" the tunnel opens into a large cavern. The tunnel opens up into a large cavern. *ts a huge underground fissure, or crevasse# and you stand on a wide ledge on its wall. The void e'tends to the left and right, up and down, swallowed by darkness. (cross from you ledge is another ledge, with a twenty-foot gap in-between. *t appears the tunnel continues onward on the other side
/"e Crevasse. Is a!out twenty feet wide" two hundred feet tall and three hundred feet wide. The two ledges are appro7imately in the middle of the crevasse walls. It is wholly underground A there is no opening to the surface at the top. The !ottom is difficult terrain :P;(%<. /lim!ing up or down the walls !elow the ledge reuires a D/ (% +trength :,thletics< check :P;(%<. The D/ increases to %' when clim!ing the walls a!ove the ledge" as this would necessitate clim!ing an overhang. P/s may consider Eumping across the gap :P;(%<.
PART 3: THE CAVERNS
1#
PART 4: THE ARENA
;
loodsport" like any other sport" can !e commercialised. The operators of Greger Grotto don’t run an arena !ecause they personally enEoy it. They run it !ecause it lures visitors. Instead of stopping only for trade or repairs privateers will visit Eust to !e entertained. #ore visitors" more money.
ARENA BATTLES ,rena !attles are organised when there are enough interested visitors to warrant it. There can !e up to three events per day purposefully spaced apart to encourage visitors to stay and spend money. There are two main types of !attles) !attles !etween teams of prisoners" and !attles where a team of prisoners face off against !easts. The P/s are summoned to arena fights from the prisoner caverns. Part 2 has rules a!out when and how the P/s may !e summoned.
GENERAL R ULES ?ven the most lethal of !loodsports has rules. Defer to t"e #ditor. The ?ditor is the person running
the arena on that day. /om!atants are e7pected to heed the editor’s instructions. Starting. The com!atants take up positions near the edges of the arena" opposite the enemy team. They are e7pected to listen to any special instructions from the editor" and wait for her order to commence. Surrender. Haising one’s hand with an open palm is a sign of surrender. 7illing Blo!s. It is e7pected that a com!atant will seek permission from the ?ditor !efore killing a clearly defeated foe" or a foe that has surrendered. The ?ditor will gauge the crowd’s reaction and give the order. Hefusing to kill an enemy when ordered constitutes diso!edience. Oilling an opponent while they are an active threat is perfectly allowed. +ome com!atants will purposely knock out their foes :P;(@<" !ut this is not e7pected. These rules apply to prisoners only. ,nimals and monsters can kill A and !e killed A without conseuence. Guards will not save a downed prisoner from an animal or monster. Pacifism. Hefusal to fight is only a pro!lem if all com!atants do it" or if some com!atants are so good at avoiding com!at :through mundane or magical means< that it spoils the fight. Pro!lematic pacifism is considered
PART 4: THE ARENA
1$
diso!edience. Magic 8se. #agic is permitted in the arena. #scape. ,ttempting to prematurely leave the arena or move upwards towards the spectator level is considered diso!edience. Cro!d #ndangerment. ,ttacking the crowd is a severe form of diso!edience. The editor may order the death of any com!atant that displays an e7tremely dangerous attack :such as a fireball spell<" even if that attack is only used on other arena com!atants. Disobedience. The editor will re!uke mild diso!edience" especially for com!atants new to the arena and unfamiliar with the rules. #ore serious offences will warrant !eatings from the guards carried out in the arena. Grave diso!edience" such as attacking the crowd" will result in immediate lethal retaliation !y guards !oth !y archers in the stands and guards nearer the arena floor.
, lot must !e done !ehind-the-scenes to stage an arena !attle. ere are the tasks" in order. nstructions. 1ord is sent to the guard room =3$> as to the type of !attle to !e undertaken along with any special instructions. Preparation Rooms. Guards take weapons and other euipment from the guard room =3$> to the various preparation rooms =3;>" =3/> and*or =3D>.
guards will forci!ly motivate anyone that refuses. Combat. The editor may make a few remarks then will order the com!at !egin. Gates are closed during com!at. /om!at lasts for as long as it lasts. Prisoner Return. ,fter com!at is over" the gates are once again opened. Prisoners are e7pected to return to their preparation room" where they will await guards to escort them !ack to their caverns. Prisoners are not permitted to take any euipment !ack with them. The guards watch for smuggling attempts. De7terity :+leight of and< checks :P;(JJ< might help conceal an item. There is a special allowance for spell!ooks A it is known these are reuired to prepare spells. The arena organisers want to encourage magic in the arena as it e7cites the crowd. 8o treatment is offered to prisoners. Prisoners are e7pected to carry incapacitated allies" !ut the guards will !egrudgingly help if reuired. Prisoners are not supposed to carry corpses !ack to their caverns" though guards have little reason to check every limp !ody for life signs. Remove Creatures. #onsters and animals still in the arena will !e re-captured if they’re relatively uninEured and*or e7pensive. 9therwise they will !e killed. Final Cleanup. /orpses will !e taken to the refuse pit =,2>" as will any euipment that is !eyond repair. Bsa!le euipment is returned to the guard room =,3>. The arena is left clean" though the guards are not thorough enough to wash away the !lood or tiny scraps of euipment.
D(FA+LT #R(#ARAT%-N R-- (/+%#(NT
THE EDITOR
LOGISTICS
This is the default equipment that 3Gs will find in a preparation room d4 daggers, d4 maces, d4-/ nets, d4 shields, d4 shortswords, d4 spears, d4 scimitars, d4-/ whips 53$/4@7. There is an assortment of arcane foci, druidic foci and holy symbols 53$/8A7# any spell-casting character will be able to find something that suits them.
*rangle Creatures. +ome fights pit prisoners against animals or monsters. The guards" usually assisted !y the traffickers that previously owned the animals" put these creatures into preparation rooms =3;>" =3/> and*or =3D>. If the creatures aren’t aggressive enough to enter the arena on their own some guards may remain !e hind to shoo them into the arena when the !attle starts. Collect Prisoners. The prisoners are collected and taken to preparation rooms. +ee Part 2 for more information a!out this. pen t"e ,ates. 9n the editor’s orders" the gates are opened via winch systems in the spectator’s area =4/>. /om!atants are e7pected to sally forth onto the arena the
The editor is always someone from the Greger family. ?ach individual has a different style" as detailed in their stat !lock in ,ppendi7 ,. The same editor usually oversees all arena !attles on a given day. Holl to determine) d20
(ditor
/-8
;-/A
//-/8
/;-1A
THE CROWD The arena e7ists to entertain the crowd. 1hile the editor may technically run the games" she would !e a fool to defy the favour of the crowd. appy customers are returning customers. Cro!d Desires. The crowd wants drama" !lood and displays of skill. Deficit of one can !e forgiven if there is surplus of another. Fickle. The crowd is fickle. Its mood and its loyalties change constantly. 8ovelty is favoured more than consistency.
PART 4: THE ARENA
2%
Factional. The crowd has its favourites" often picked down racial lines :human spectators generally favour human com!atants" for e7ample<. 1hen favourites compete it energises the crowd. In e 7treme situations it may lead to riots. Surrender. ,s a general rule" the crowd will accept surrender. They will not accept it when they feel the com!atant has !een cowardly or d isplayed a lack of skill. appy crowds are more forgiving than u nhappy ones. Avoiding Punis"ment. /om!atants can get away with !ending or !reaking the rules if they please the crowd in doing so. +ensi!le editors do not seek punishment in such situations. ,t least not pu!licly. nteraction. The P/s can curry favour with the crowd !y !eing interesting. They might show off with fancy moves or take e7citing risks. They might engage in grandiose !anter" especially !y way of /harisma :Performance< checks. There are uite a few regular spectators so it is possi!le to !uild a reputation. 8P/s might also attempt to win the crowd over in these ways" sometimes cynically" sometimes out of a genuine love of performance or of the arena.
BATTLE DIFFICULTY The P/s should find arena com!at fairly easy. ,fter all" adventuring parties typically have si7 to eight com!at encounters per day :D#G3<. If you use the arena guidelines as written in this part they will fall well !elow this uota. Does it matter0 In some cases" no. The P/s are lacking in euipment :especially armour<. ,nd if anyone deserves a !it of a !reak it’s low level characters. That said" if you want to increase difficulty" consider these options. You might imply that the added difficulty is standard procedure in the arena" or you could attri!ute it to a !loodthirsty or vindictive editor or crowd. 4uantit(. ,dd more enemies per encounter. This increases the encounter difficulty :D#G%<. *aves. ,dd more encounters. If the P/s !eat a group of prisoners or !easts simply send in another. You could allow a few minutes’ respite !etween waves) this is not only logistically realistic !ut allows the P/s a few moments to use a!ilities and get organised. 0andicaps. Give the P/s a disadvantage" or their enemies an advantage. You might use the ;attle Rariants ta!le !elow for ideas.
d20 ariant difficult.7 1
Coose 3our Weapon. The preparation rooms are empty of weapons, but each combatant may choose a weapon and be provided with it. Fagical weapons, weapons with the (mmunition property 53$/4;7, and weapons that are very rare will not be provided. To make this easy to apply to E3Gs, let most E3Gs choose default weapons and only give an interesting weapon to one or two of them.
2
+narmed. Eo weapons are provided. oci and holy symbols are provided as usual.
4
Reac. 3ikes 53$/4@7 are supplied instead of the normal weapons. There is one pike for every combatant.
8
Rus. Eo weapons are supplied in the preparation room. *nstead, weapons are placed in the arena centre. 3ick a few different melee weapons 53$/4@7 to put there. There is a 8AM chance that foci and holy symbols will also be in the centre of the arena rather than in the preparation room.
;
&pecial $ear. Ghoose one of the following at random bag of ball bearings, bag of caltrops, flask of oil 53$/8A7. d; such items are added to the preparation room. il flasks come with a single torch and tinderbo'. Holl for each team separately.
>
No Foci. (rcane foci, druidic foci and holy symbols are not provided in preparation rooms. Fagic use is still allowed.
?
Cained. (ll combatants in each prisoner team are chained one-to-another in a line. (s such, each prisoner has one or two “neighbours” in the chain. The chains attach by manacles 53$/817 to a single leg on each combatant. The chains are designed to not slow movement but no combatant may move more than 1A feet from their neighbours# because of this combatants may wish to use Heady actions 53$/@27 to move together. Gombatants may pull on the chain to shove 53$/@87 others at a distance# either one of their neighbours or, more usefully, any creature occupying space between themselves and a neighbour. Eeighbours can be pulled 8 feet closer using this special shove, they cannot be pushed away# other creatures can only be knocked prone.
@
!lindfolded. Two combatants from each prisoner team must wear a special, locked helmet with no eye-holes. The helmets render the wearer blinded 53$1@A7. *f there are no volunteers for the helmets, the guards will choose who wears them.
/A
&tartin" #ositions. The combatants are arranged in an unusual way prior to the battle beginning. Teams might line up, face to face. 3airs made from opposing teams may be scattered around the arena. (gainst beasts, one prisoner may be placed well ahead of the others.
//
&ta""ered &tart. (ll combatants are ordered to start the battle “inactive”. *nactive combatants are e'pected to not move or perform any actions. nce per round an individual from each team is allowed to become active. $y default the team chooses who# a variation is to let the editor choose instead. *f an inactive combatant is attacked by a foe, they are allowed to immediately become active.
/1
Tied +p. (ll combatants enter the arena tied up. )hile they are tied up they are restrained 5they are able to shuffle slowly into position7. The restraints are designed to be fairly easy to escape from# they may be made of weak material and thus require a "trength check, or they may involve undoing a tricky knot and require a "leight of and 5Ce'terity7 check. &ou decide the CG, it should be around /A-/8# it might be a
BATTLE VARIANTS The ta!le !elow can !e used to randomly determine !attle variants. d20 ariant /
No &urrender Allowed1. (ll combatants on the defeated side are to be killed. 5&ou may wish to re-roll if this comes up early in the adventure, or if the opposing team is very
PART 4: THE ARENA
21
d20 ariant set value or a randomised value for each combatant 5e.g. 2d;7. 6nrestrained characters have advantage on checks to untie someone else, or they may simply slice open the restraints 53$/8/, 3$/82, CF<14;7. (ttempting to escape restraints before battle begins is considered disobedience 5but only if someone notices!7. /2
/4
Capture te Comatant. The goal for each team is to bring an enemy to their edge of the arena. The enemy must be alive and not unconscious 53$1@17. )hen the battle is between two prisoner groups, this is an optional means of instant victory N the losing team is considered to have surrendered. )hen prisoners face beasts it is mandatory to capture a beast N killing them all is considered disobedience. &ou may wish to purposefully select a single powerful beast for the purpose. -ne on one1. $oth teams select an individual from their own team to fight in the centre of the arena. The rest of the team must not interfere. )hen any combatant is defeated, both teams select again. ( team loses when it has no remaining members. 3risoners are permitted to e'tract their defeated team-mates to the sidelines. 3risoners on the same team who are not in combat are permitted to interact with one another# including to cast spells. Hefusing to select an individual to fight is considered disobedience. 3articipating in combat out-of-turn is considered disobedience, though combatants may get away with actions like the Hally maneuvre 53$>47 or spells like vicious mockery 53$1?87 which are indistinguishable from normal banter.
/8
&urprise !easts. Curing the battle, at the editors command, the guards release some animals from the $east Gombat section 5see below7. &ou could determine randomly, or pick an entry. &ou might wish to pick a lower-GH entry to serve as a nuisance or distraction to the combatants, or a high-GH entry to really spice up the battle.
/;
4in" of te 5ill. (n area of arena is marked out with a loop of rope. 6sually it marks an area roughly /8 foot in diameter in the middle of the arena, but it could be elsewhere. nce per round, a single archer in the stands fires at a random prisoner outside the rope. Foving the rope is considered disobedience. (n unfair variant on this is to allow one team to start inside the rope.
/>
Capture te Fla"6s7J. /d; ob=ects are placed in the arena. Kach team has a receptacle for said ob=ects on their side of the arena 5e.g. a barrel, a cage7. )hen battle starts, a timer counts down for 2d; rounds. The combatants may or not may not be told what the time limit is. )hen the timer e'pires, the team with the most ob=ects in their receptacle wins. The other team is considered to have surrendered. "tealing ob=ects and killing competitors is wholly allowed. nly ob=ects that are in good condition are counted N for this reason you may wish to choose interesting ob=ects like watermelons, live chickens, or even live scorpions 5FF22>7 or poisonous snakes 5FF2247. r you may wish to use heavy ob=ects for a different kind of challenge 53$/>;7. To prevent this variant from devolving into a simple combat, you may wish to disallow weapons andOor foci.
/?
Rion Wars1. $rightly coloured ribbons are put in the middle of the arena. Hibbons come in four or five different colours, and there is one less ribbon than there are combatants. nce per round, a single archer in the stands fires at a random prisoner not holding or clearly wearing a ribbon 5ribbons are often tied to arms, legs or around the head7. (s battle proceeds the editor may call out colours N such colours of ribbon no longer offer protection.
d20 ariant Gombatants can use an action 53$/@17 to tie a ribbon to themselves or untie a ribbon from a willing or incapacitated 53$1@A7 combatant. ( successful unarmed strike 53$/@87 can steal a ribbon off another combatant instead of inflicting damage. /@
Different rules1. Holl again for each faction and apply that rule to that faction only. *f a rule does not make sense applied to only a single faction then apply default rules to that faction instead.
1A
Roll twice. Holl on twice more on this table and, where possible, combine variants.
S This variant is only valid when two groups of prisoners are !attling one another. If rolled for a !east !attle" presume default rules. 9f course" you are encouraged to forgo the randomness and engineer !attles to make your story memora!le. +ome suggestions follow. ,rudge Matc". 1hat might !ring in the crowds0 , series of !attles !etween r ivals" culminating in a nosurrender duel0 Testing the claims of a !oastful com!atant :5I could kill them all with one hand !ehind my !ack6<0 Giving a com!atant with a crowd-pleasing killing style :perhaps a monk" or a magic user< plenty of fodder enemies to show off her talents0 Prison Management. Trou!les in the prison can !e sorted out with arena fights. Throwing unwanted or trou!lesome prisoners into unfair or downright lethal fights is an o!vious option. The P/s could potentially !e on either side of such an unfair fight. aving the guards poison com!atants !efore they enter the arena A such as with ,ssassin’s ;lood or Drow’s Poison :D#G%4J< A is especially villainous. ;ut if trou!lesome prisoners are also crowd favourites it may !e wiser to throw their friends :if they have any< into that kind of unfair fight. It forces compliance without risking anything valua!le.
BEAST COMBAT Bse the ta!le !elow to pick !easts when reuired. Creature S!aps. Bse the creature rolled" or su!stitute it with something functionally similar. $or e7ample" a Eackal could represent a mid-siCed feral dog a panther could !e a mountain lion :##2(J<. $eel free to adEust the ta!le !elow to remove creatures that aren’t a fit in your campaign world" or to add new creatures that are. Creature 4uantit(. The three right-most columns show the num!er of this type of animal to include to make a hard difficulty encounter :D#G%< for a party of four P/s at the specified level. /onsider four P/s at level %) they might fight three apes or si7 a7e !eaks. If the uantity shows Cero the creature may !e too difficult) you may wish to re-roll. Creatures in Combat. The !easts’ handlers will have
PART 4: THE ARENA
22
ensured the creatures are in peak fighting condition. /ruelty is commonplace the creatures may have !een starved for days" or tormented immediately !efore release. +ome of the more e7otic creatures cannot !e so easily enraged. In such a case" arena com!atants are e7pected to instigate the attack" the idea !eing that the animal will defend itself. Hefusing to attack a peaceful animal is considered diso!edience. /onsider that different creatures will fight differently. 1olves may fight as a pack" whereas giant cra!s are not inclined to work together. +ome animals are likely to !e very aggressive others may defensively stand off until provoked.
They are under no o!ligation to train" !ut training can slightly improve their chances in future fights. #1uipment. Prisoners will !e given two lots of Default Preparation Hoom ?uipment :see side!ar a!ove<. ow they share it amongst themselves is up to them. Spectators. Training sessions may attract a few spectators" !ut nowhere near as many as a real !attle. ,uards. Guards are generally less alert during training. It’s not as e7citing as an arena !attle" there’s usually less prisoners involved" and prisoners are grateful of the training opportunity and less likely to mis!ehave.
TRAINING EXERCISES d800
Creature
CR L)l 8 L)l 2 L)l 9
/
(pe 5FF2/>7
/O1
1
2
8
1-;
('e $eak 5FF2/>7
/O4
2
;
@
>-/A
$lack $ear 5FF2/?7
/O1
1
2
8
//-/4
$oar 5FF2/@7
/O4
2
;
@
/8-/?
$rown $ear 5FF2/@7
/
/J
1
2
/@-11
Gave $ear 5FF2247
1
A
/J
1
12
Grocodile 5FF21A7
/O1
1
2
8
14-1>
Cire )olf 5FF21/7
/
1?-1@
1
A
/J
1
2A
1
A
/J
1
2/-24
/O?
;
/A
/4
28
/O1
1
2
8
2;
/O1
1
2
8
2>
/
/J
1
2
2?-2@
/O4
2
;
@
4A-4@
7
/O?
;
/A
/4
8A-82
7
2
A
/
/J
84
/
/J
1
2
88-8;
/O?
;
/A
/4
8>-;1
yena 5FF22/7
A
/1
/>
2/
;2-;?
Backal 5FF22/7
A
/1
/>
2/
;@->1
Iion 5FF22/7
/
/J
1
2
>2->?
Fastiff 5FF2217
/O?
;
/A
/4
>@-?A
3anther 5FF2227
/O4
2
;
@
?/-?1
"abre-Toothed Tiger 5FF22;7
1
A
/J
1
?2-?;
Tiger 5FF22@7
/
/J
1
2
?>-@4
)olf 5FF24/7
/O4
2
;
@
/O1
1
2
8
@8-/AA )org 5FF24/7
?7plain the following training options to the players. 9nly one can !e attained per training session" and their effects only can !e applied during arena com!at. , P/ is free to accrue multiple training !enefits" including many of the same !enefit. Conditioning. You improve your general fitness. You gain one temporary hit point :P;(@< at the !eginning of every future arena !attle. You may repeat this training to increase the amount of temporary hit points up to a ma7imum of ( M your /onstitution modifier :minimum (<. *eapon /raining. You train with a particular type of weapon. You may re-roll a single damage roll made with that weapon" choosing which roll applies. Defensive /raining. You practise evading and parrying attacks. You may cause an enemy to re-roll the damage of a single attack attack used against you" choosing which roll applies. Dirt( Fig"ting. You concentrate on learning 5unconventional6 fighting techniues. You may gain the effects of Tavern ;rawler :P;(J'< for the duration of any single attack action" or you may gain advantage on a single opportunity attack" grapple" or shove attack :P;(@4<. Combat Superiorit(. You consider non-o!vious ways you can influence com!at. You gain a superiority die :P;J2< which you can use on one maneuvre :P;J3< you pick at the time of the training. The superiority die is a d. This superiority die can !e used once only" you do not regain it after a rest. Battle Strateg(. You practise co-ordinating as a team. You must perform this training with at least one other person :all participants share the same !enefit<. $or every future arena !attle" your De7terity checks for initiative :P;(@< are increased !y whichever of these two values is lesser) The num!er of characters on your team that you have personally done this training with :e7cluding yourself<. The num!er of times you have done this training. •
•
S ,ctually a #edium encounter :D#G%<.
TRAINING 9ccasionally the P/s will have a chance to train in the arena.
PART 4: THE ARENA
23
ARENA R OOMS 4A& ARENA The arena is a shaft cave :also known as a pit cave" vertical cave" or pot< a naturally-forming vertical shaft in the rock. It has no ceiling and is open to the air. The shaft is roughly cylindrical" a!out eighty feet wide and one-hundred and forty feet high. The !ottom of the shaft is the arena 5stage6 where fights occur. It is covered in a thick layer of sand. &ig"t and *eat"er. ;eing open to the sky" the arena floor is effectively outdoors dark at night" !right at day :P;(2<. The weather can also come into play :D#G('@<" though the deep shaft protects against wind. Climbing. The rocky walls of the shaft !ecome smoother from water weathering the further one clim!s. ,ny clim!ing of the first forty feet reuires a D/(3 +trength :,thletics< check. ,t this height" they can access the spectator area =4/>. ,ny clim!ing of the ne7t fifty is D/(&. The final fifty feet is D/%'. ,nyone reaching the top can easily e7it to the surface :see 5The 9utdoors6 in Part 4<. $ailure !y more than 4 means the P/ falls :P;(2< some random point !etween the start and end of that section of clim!ing. Portcullises to Preparation Rooms. Iron portcullises :D#G('3< lead towards the preparation rooms =3;>" =3/> and =3D>. Their winches are on the spectator level =4/>. The portcullises can !e manually lifted open from the ground with a D/2' +trength check. You may allow P/s to work together on this check :P;(J4<. The winch ropes can !e destroyed" provided its attacker can reach the top of the eight-foot-tall gates. /onsider a rope to have an ,/ of (( and %d3 hit points :D#G%3&<. It is immune to poison and psychic damage resistant to !ludgeoning" cold" piercing and thunder damage and vulnera!le to acid" fire and slashing damage :P;(@J<. 1hen destroyed" the gate slams closed and can only !e manually lifted open. Secret Passage to Refuse Pit. There is a natural passage that connects the arena to the refuse pit =3?>. It is twenty feet a!ove the floor of the arena. It is very difficult to notice against the craggy wall" reuiring a D/(@ 1isdom :Perception< check. ?ven if someone knows roughly what to look for it isn’t guaranteed to !e found A the D/ drops to ('. The passage is only a few feet high. umanoid creatures must crawl through :P;(%<.
4B) 4C) 4D& PREPARATION R OOMS These e7cavated cham!ers are used to hold arena com!atants prior to !attle. The contain some rudimentary furniture" such as stools" ta!les and weapon racks. &ig"t. During the day" dim light !leeds in from the
arena at night it is d ark. #1uipment. ?uipment is only left in these rooms when preparing arena com!atants :see 5,rena ;attles6" a!ove<. Doors. The doors leading toward the guard room =3$> are iron gates. +ound and most ranged attacks can travel easily through them. They are e7tremely sturdy" reuiring a D/24 +trength check to !reak. The lock can !e picked with a D/ (% De7terity check and a set of theives’ tools. Information a!out the doors leading to the arena can !e found in =3,>.
4E& R EFUSE PIT This is another open-skied natural shaft like the arena. (t onehundred and forty feet it is =ust as tall, but is it only thirty-five feet across. Hefuse is piled onto the floor here domestic waste, sewage, even corpses. *t stinks mightily. orty feet up the northern wall is a ledge. Budging from the slant of the refuse pile, this is where the most of the garbage must be throw in from.
&ig"t and *eat"er. ,s per =3,>. /"e Refuse. There is nothing of value in the refuse" though you shouldn’t let the P/s know this. ,llow them to make 1isdom :Perception< and*or Intelligence :Investigate< checks in vain. ,nyone mucking a!out in the refuse is at risk of contracting +ewer Plague :D#G%4J<. &edge. +ee =4$> for more information. Door. The flimsy wooden door that leads !ack toward =3;> reuires a D/(2 +trength check to force open. It can also !e picked with a D/ (' De7terity check and a set of thieves’ tools. Secret Passage to Arena. The passage is the same height up the wall" and it is Eust as hard to spot from this side at the other use the same rules from =3,>. Climbing. Bse the same for clim!ing as the arena =3,>.
4F& GUARD R OOM This room houses the guards that monitor the prisoners. &ig"t. This room is dimly lit with a few candles :P;(2<. This suffices for the ho!go!lin guards. Furniture. ;asic furniture ta!les" chairs" and lots of weapon" armour and euipment racks. ,uards. Guards are stationed here at all times. ,t any particular moment there will !e (d3 M 3 "obgoblin guards. Alarm. , crude !ut e7tremely noisy iron !ell e7ists in the room. The guards will use it to signal they need immediate and numerous reinforcement. 1hen used" it will summon guards from =4,> and =4;>. Secret /unnel. ;ehind the eastern wall is a secret tunnel. +ee =2> for more information. , successful D/%% 1idows :Perception< check notices the suspicious !rickwork.
PART 4: THE ARENA
24
Doors. The doors to this room are iron gates" as per =3;>. 7e(s. +everal hangars hold keys for doors in =3;>" =3/>" =3D>" =3?> and =3$>. Guards are supposed to carry keys only when they need them" and to return them to these hangars when done. The keys are organised !ut not la!elled in a way the P/s can easily intuit. 8ote that no two doors use the same key" !ut several copies of each key e7ist.
E(UIPMENT There’s plenty of weapons and armour here. It’s all for arena use :the guards store their euipment elsewhere<. Common Arena *eapons. There are 2d& of each of these) daggers" maces" nets" shields" shortswords" spears" scimitars" pikes and whips :P;(3@<. 8ncommon Arena *eapons. There are (d3 of any weapon :P;(3@< that is not part of the common arena weapons :a!ove< and does not have the ammunition property :P;(3&<. Spell Foci. There is an assortment of arcane foci" druidic foci and holy sym!ols :P;(4'<. ,ny caster P/ will !e a!le to find something suita!le for themselves. Special Arena ,ear. This stuff is used in special arena games. There’s 2d& of each of these) !ags of !all !earings" !ags of caltrops" flasks of oil" manacles and chain :(' ft.< :P;(4'<. There’s (d3 of each of theses) tinder!o7es" torches and hempen rope :4' ft.<. There’s (d3 M ( locka!le helmets with no eye holes. $inally" there’s a large pile of coloured ri!!ons. Maintenance. There’s a whetstone :P;(4'< and tinker’s tools :P;(43< here for euipment maintenance.
PART 4: THE ARENA
2
PART 4: THE ARENA
2!
PART : UPPER LEVEL
T
he upper level of Greger’s Grotto is like a small port town Eust one that happens to !e underground and welcoming of criminals. It has accommodation" entertainment and commerce.
GUARDS 4uantit(. The num!er of "obgoblin guards in Greger’s Grotto is eual to si7 multiplied !y the num!er of P/s :minimum eighteen<. This num!er doesn’t really matter until either) ,ll the guards !ecome mo!ilised" typically in response to an escape attempt or maEor disruption caused !y the P/s. $or whatever reason" guard num!ers drop so low that it impacts their normal operations. ,s D#" you don’t necessarily need to track the position of every guard at all times. You should" however" keep track of their num!ers. If their num!ers drop low" their tactics may change" and they are less likely to !e found at their normal posts. If they are wiped out" then the P/s won’t have to worry a!out them any more. Response to 8pper &evel ncursions. ,ny organised response firstly reuires the alarm to !e raised. This is possi!le with some of the alarm !ells scattered around the Grotto" or simply !y a runner !eing dispatched for help. If the P/s can keep the alarm for !eing raised they may have a distinct advantage. +hould the alarm !e raised" the guards will organise to respond" led !y Drusus Skull+Ske!er. ow e7actly the guards react is up to you. Oeep in mind Drusus’ personality" and that his ho!go!lin mercenaries are level-headed" sensi!le" patient and not the type to take unnecessary risks. •
ike any group of people they have different and distinct personalties. NPC /(pes. Independents come in many types. 1hen you need some" roll on this ta!le. You can roll once per individual or once per group the former gives variety" the latter may !e easier to manage. 9ptionally" you can customise these 8P/s :##23%< !y changing weapons and armour or applying racial traits :D#G%%<. d20
ariant
Treasure
/-4
!andit 69:97. ( typical bandi t or pirate.
'/
8
!andit Captain 69::71. The pirate captain of a visiting ship. )ill often try to take leadership in any encounter.
'2
;-@
Commoner 69:;7. Eon-combatant sailors, indentured servants, oarsmen and nonprofessional au'iliaries like cooks. These independents are less eager to engage in combat.
'/
/A-/2 $uard 69:<7. The soldiers of the privateer world. Fercenaries, bodyguards and marines.
'/
/4-/8 Nole 69:=7. $lack-market merchants and professional au'iliaries like navigators, surgeons and scribes.
'/
/;-/> &cout 69:>79. $ounty hunters, trackers, or pirates with a penchant for ranged weaponry.
'1
/?-/@ Tu" 69;079. fficers and lieutenants of the criminal world, or simply tougher-thanaverage pirates.
'1
1A
nOa
•
I NDEPENDENTS 8ot everyone at Greger’s Grotto is a mem!er or employee of the Greger family. #ost are visitors A privateers visiting to trade" resupply" rest or for recreation. This chapter refers to such folk as 5independents6. Racial. The racial mi7 of independents should suit your campaign world. ;y default they primarily consist of humans" orcs" ho!go!lins and go!lins with a smattering of other humanoid races. nteraction. These independents are not !eholden to the Greger family. They act in their own interest. ;y default they are indifferent to the P/s :D#G%33<" though if the P/s have a reputation this may differ. $or e7ample" if the P/s are arena favourites then independents may !e friendly. 9r" if the P/s are in the process of indiscriminately slaughtering everyone in their path" independents may !e hostile.
Named N#C1. "elect one of the following E3Gs at random
S These 8P/s are tough. /onsider limiting their occurrence !oth overall and per-encounter. He-roll if necessary. #1uipment and /reasure. Independents carry weapons and armour as per their 8P/ stat !lock. ?ach also carries coin as per Individual Treasure) /hallenge '-3 :D#G(2&<) roll as many times as shown in the Treasure column a!ove. Response to 8pper &evel ncursions. ;eing hardened criminal types" independents aren’t going to flee at the first hint of danger. Indeed" some may not care and all" and some may even find entertainment in guards fighting prisoners. Generally" though" they will avoid areas of conflict. If the prisoner uprising seems sufficiently dangerous they may consider retreating to the Grotto =4>.
PART : UPPER LEVEL
2"
UPPER LEVEL R OOMS This section descri!es areas marked =4,> through =4Y>.
COMMON FEATURES ,ll areas in the upper levels have the following properties" unless otherwise specified !y individual descriptions. Carved C"ambers. Hooms in this section have !een hewn from the rock. The workmanship is professional" !ut not ornate. /eilings in most rooms are ten feet high" lowering to seven in corridors. &ig"t. ,s humans and other races without darkvision freuent these halls" artificial illumination is needed. Torch sconces are used" and could easily !e taken !y P/s. Bnless otherwise specified" the level of lighting is d im :P;(2<. Doors. Bnless otherwise specified" all doors are wooden and of decent uality. They can !e !roken open with a D/( +trength check. Doors that are locked can !e picked with a D/ (3 De7terity check and a set of thieves’ tools. Population. Hoom descriptions contain populations of guards" independents and special 8P/s. These are guidelines only" intended for when all’s calm in the Grotto and it’s !usiness as usual. You can and should override population guidelines as you see fit" especially in response to upheaval caused !y the P/s.
A& GUARD COMMONS /om!ined mess hall" recreation room and training area for off-duty guards. ;ecause the guards work shifts" there’s always some here" day or night. Population. %d3 "obgoblin guards and (d(% A independents. Alarm Bell. , large alarm !ell hangs from the ceiling near the south-west corner of the room. If rung" it will alert guards from =3$>" =4;> and =4/>. #1uipment. There’s a modest amount of food and drink here. There’s three random gaming sets :P;(43< laid out on the ta!les. , dart-!oard with %' darts :P;(3@< is on one of the walls.
B& GUARD BARRACKS +leeping uarters for the prison guards. /rowded rows of !eds with some containers and furniture to store personal gear. Population. 2d3 "obgoblin guards. There is a 4'Q chance they’ll all !e asleep if not" d3 are awake. Guards sleep with their weapons and armour close at hand" though of course they will not !e a!le to don armour if woken !y attackers. ,wake guards have a 4'Q chance of wearing armour. #1uipment. The guards have stowed away plenty of camping gear" as their usual Eo! is on the field as
mercenaries. There’s plenty of !ackpacks" !edrolls" !lankets" common clothes" mess kits" tents" tinder!o7es" waterskins and whetstones :P;(4'<. There’s also one fishing tackle and two trinkets :P;(4@<. $inally" there’s some spare weaponry kept in racks) %d& short swords" %d3 shields" (d& short !ows :P;(3@< and (d& 7 %' arrows :P;(4'<. /reasure. The guards keep some treasure amongst their !elongings" !ut !ear in mind that it would take an individual some twenty minutes to search through everything. The num!er of coins can !e determined !y rolling on the Individual Treasure) /hallenge '-3 ta!le :D#G(2&< a num!er of times eual to the num!er of P/s in the adventure :minimum three<. Secret Passage. ;ehind a cup!oard in the !ack of the room is a short" roughly-hewn tunnel leading to =4#>. , successful D/(@ 1isdom :Perception< check will notice a small part of the tunnel peeking out from !ehind the cup!oard at floor height. 1ith a successful D/(2 Intelligence :Investigation< check" anyone searching through the guards’ !elongings will notice the tunnel as they look through the cup!oard. The tunnel is dark" !ut dim light :P;(2< can easily !leed in from the !arracks.
C& ARENA SPECTATOR AREA $orty feet a!ove the arena floor =3,> a viewing area has !een hewn from the shaft wall. The viewing area encircles the shaft" !ut does not overhang it. 9utside of fights" this area serves as a social hu!. Ta!les" chairs and settees are here :set away from the edge< for visitor’s comfort. $ood and drink is often sold and consumed here. Population. Guards are always present in the spectator area whenever prisoners are in the arena !elow. There will usually !e d3M( "obgoblin guards" though more will !e stationed during large or dangerous fights. The guards here will always !e euipped with !ows. 9utside of fights" there are rarely guards present. There will !e %d%' independents during an arena fight" or dou!le that for popular fights. 9therwise during the day and early evening there will !e d%' independents" during the night there will !e d(% A &. During a fight" an editor will !e present. +ee Part 3 for choosing an editor. &ig"t. Daylight seeps in well enough from the outside. ,t night" the spectator area may !e !rightly or dimly lit :P;(2< !y artificial means" depending on whether it is in use. /"e #dge. , low two-foot stone !arricade is all that prevents spectators from falling into the arena !elow A this offers no protection to anyone !eing shoved :P;(@4<. The floor around the edge is cleared to allow ma7imum room for spectators. #ost spectators stand at the edge for the !est view. +ome will sit on the !arricade" some may sit !ack from it.
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,ate *inc"es. There are three winches :D#G('3< here" one a!ove each gate to the arena floor. They are operated !y guards. /"e Floor: /"e S"aft *alls. $or information a!out this" see area =3,>.
D& THE AMOROUS OCTOPUS TAVERN This is a large tavern. The bar is against the eastern wall, while tables and chairs fill the remaining space. "omeone has painted an
make take d3 rounds to !lossom into anything dangerous fires lit with an arsonist’s a!andon or with an accelerant such as oil will spring up instantly. You may want to use the same rules for !urning a 1e! spell :P;%<. You could also use the rules for suffocating :P;(2< if the fire grows large enough to output choking smoke. /reasure. 8o visitor would !e foolish enough to leave anything valua!le unattended. ;ut P/s may find plenty of) !edrolls" !lankets" candles" common clothes" and short lengths of rope :P;(4'<.
ornate mural of an octopus on the ceiling. *ts nine tentacles traverse the breadth of the ceiling and even down some walls# ships and sailors are often shown tangled within.
F& R EFUSE LEDGE The first thing you notice is the foul stench. Iooking down, you
Population. ;etween midday and midnight) d%' M % independents and d(% A "obgoblin guards. 9therwise) d M % independents and d%' A (& "obgoblin guards. Two of the independents are always staff. In addition" ,ertrude ,reger is likely to !e here running the !ar" especially when it is !usy. #1uipment. Plenty of food and drink :P;(4<" especially !ehind the !ar. The !ar’s operating funds are freuently taken !y Gertrude Greger so as to not grow too large roll twice on the Individual Treasure) /hallenge '-3 ta!le :D#G(2&<.
This ledge overlooks =3?>. +ee that room for more information. Door. , flimsy wooden door" it reuires a D/(% +trength check to force open. It is has no handle" !ut is simply !arred shut from the corridor =4$> side. /onseuently" it cannot !e picked. Due to the stench" visitors rarely forget to shut this door.
E& VISITOR COMMONS
G& GENERAL STORE
Hounded metal loops have been affi'ed to the ceiling of this chamber at regular intervals. rom these hooks hang makeshift walls, made of scrap fabric like old sailcloth, which imperfectly partition the chamber into smaller “rooms”. *n addition, various other things hang from the ceiling, i ncluding equipment, short lengths of rope, rudimentary candle holders, decorations made from bones and cheap beads, and even drying laundry. (ll this clutter makes it impossible to gauge e'actly how big this chamber is.
This large space has !een partitioned into a num!er of 5rooms6 !y draping scrap fa!rics from the ceiling. The 5rooms6 serve as sleeping and meeting areas for visitors to the Grotto. +ome !asic furniture may !e found in some of the 5rooms6" !ut mostly visitors sleep on !edrolls. The fa!ric partitions offer some amount of privacy and sound-muffling. The uantity of partitions and other assorted hanging things makes this room lightly o!scured :P;(2<. /"e Rooms. Divide the area into a series of 5rooms6 each !etween 3 and @ suares in area. ave a 5corridor6 provide access. Do not worry a!out getting it perfect A indeed imperfection is more realistic. Population. ?ach 5room6 contains d A 3 independents. They are likely to !e engaged in down-time activities) sleeping" tending to euipment" talking uietly. Fire 0a;ard. The fa!ric partitions and !edding material makes in this cham!er makes it a fire haCard. , single flame
can see why. This chamber is merely something of a ledge overlooking a refuse pit. (bove you is clear sky N this room is near the bottom of a large natural shaft.
, fully-stocked general store" run !y arry Dodds. pening 0ours. The store is open during daylight hours. 1hen it is open the door is unlocked and customers can simply walk in. 1hen it is closed the door is locked" and no-one is inside. Population. Dodds is highly likely to !e here when the store is open. If not" use an independent as his employed store-manager. ,dditionally" a t"ug :##24'< is employed during open hours to provide security. 1hile the store is open there are d& A % independents shopping. &ig"t. The store is !rightly lit when the store is open. It is in darkness otherwise :P;(2<. Store Stock. Items can !e !ought at the standard price :P;(32< or they can !e stolen. 9r 5li!erated6 :much of the store’s items are stolen goods in the first place<. The store potentially stocks items from the ,rmour and +hields ta!le :P;(34<" the 1eapons ta!le :P;(3@<" and the ,dventuring Gear ta!le :P;(4'< that cost ('' gp or less. To determine the stock count of any item roll a d(''" halve it" then divide !y the cost of item in gp" rounding down. The store also stocks !asic items as a general store would" including the cheaper non-livestock items in the Trade Goods ta!le :P;(4J<. /reasure. The store’s cash-on-hand can !e determined !y rolling four times on Individual Treasure) /hallenge '-3 :D#G(2&<.
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2$
H& SALVAGE WAREHOUSE $ehind a set of large doors is a dark, cavernous chamber. ulking wrecks of ships stand eerily in the gloom. The scent of rotting wood is apparent.
This room is a warehouse used to store things salvaged from wrecked ships. It contains all sorts of material A old sails" piles of wooden planks" !arrels of old nails" and even parts of old hulls. The idea was to create a common place for salvage materials for the pu!lic good the reality is that anything decent has !een taken long ago and it’s mostly a dumping ground. Population. This cham!er is almost always empty) d%' A ( independents are !rowsing the materials here. &ig"t. The room is in darkness when its doors are closed" it is dimly lit otherwise :P;(2<. Metagame Bluff. There is nothing of interest in this room" !ut you may wish to use it to su!vert your players’ metagame thinking :D#G%24<. ,s they enter this room do something suspicious have them take meaningless Perception checks or secretly roll some dice.
'& GREGER ’S WAREHOUSE The contents of this large chamber must be worth a small fortune. There are sacks and barrels of valuable trade goods, coin
/reasure. 8ot everything item in this room is of value. +ome items are fairly worthless" !ut are appreciated !y Gladwin for sentimental or aesthetic reasons. +ome items may have value !ut are too !ulky to !e easily taken. That said" there is plenty of value. Holl on the Treasure oard /hallenge '-3 ta!le :D#G(2J<. ,dd an additional %d3 %4 gp art o!Eects to whatever you roll. ,lso add these trade goods :P;(4J<) %d& l! of pepper" %d3 s. yd. of linen" (d3 s. yd. of silk and (d3 A ( l! of saffron. $inally" add (d3 trinkets :P;(4@<. /rapped C"est. There are several chests containing the hoard’s coins" the smallest of them is a decoy. It is trapped) when its latch is opened a small needle springs out to Ea! the user’s fingers. The person opening the chest has a (-in-(' chance that the needle will happen to miss their fingers otherwise they take one piercing damage. The needle is coated in Drow Poison :D#G%4<. It’s impossi!le to passively notice this trap" and it’s e7tremely unlikely the P/s will !e investigating each o!Eect in the hoard for traps. ;ut if they are" a successful D/%' Intelligence :Investigate< check will spot the trap" at which point it can !e opened in a way to avoid the needle. , successful D/(4 De7terity check with theives’ tools can disarm the trap" or re-arm it" though the poison will wear off the first time the needle Ea!s someone. There is nothing inside the decoy chest.
chests of various si+es, and various e'pensive-looking pieces of art including paintings, vases, small statues, tapestries, books and =ewellery on display stands. The room is spotlessly clean and everything is well-organised.
This is Gladwin Greger’s personal treasure store. It represents years of work and trading with visitors to the Grotto. Population. This room is not open to the general pu!lic. Gladwin Greger occasionally visits to stock-take and keep the place in order" or to deposit or fetch something to !e traded. e usually enters via the secret entrance. Rery rarely he may show this room to pre stigious visitors A he will convey such guests through the regular entrance. &ig"t. 1hen Greger is present the room is !rightly lit" otherwise it is in darkness :P;(2<. Main Doors. The large wooden doors on the western wall are high-uality and secure" for o!vious reasons. ;reaking the door reuires a successful D/ % +trength check picking the lock reuires a D/ %% De7terity check and a set of theives’ tools. Secret Passage. 9n the northern wall there’s a cheap" heavy tapestry !ehind which is a secret passage to Gladwin’s uarters. , large ta!le is positioned in front of the tapestry to minimise the chances of anyone accidentally touching the tapestry. , passive 1isdom :Perception< score of (& will notice scrape-marks on the floor where the ta!le has !een freuently moved. The secret passage is trapped) see =4P> for information.
K & EMPTY WAREHOUSE This warehouse is not currently !eing used. It’s empty save for a few crates and !arrels stacked in the corners. The lack of activity means the area is uite filthy and dusty" and is home to various small vermin. The doors are kept closed. Population. Generally" no-one visits this room. 9n very rare occasions" some independents may visit if they seek privacy though the filth discourages e7tended stays. &ig"t. The room is in darkness when its doors are closed" it is dimly lit otherwise :P;(2<. Metagame Bluff. There is nothing of interest in this room" !ut you may wish to use it to su!vert your players’ metagame thinking :D#G%24<. ,s they enter this room do something suspicious have them take meaningless Perception checks or secretly roll some dice.
L& GREGER ’S GROTTO &oure in a massive natural cave that has been turned into an underground harbour. Fost of the cavern is water, but nearer to you the floor raises steeply from the depths to form a wide shelf of dry land. n this land is what you might see in any harbour N sacks and barrels, coils of rope, stacks of planks and bundles of sail. Betties e'tend into the water, against these ships of various si+es are moored. (rtificial torches light up the whole area. Iooking further out, across the dark water-filled cavern interior, you think
PART : UPPER LEVEL
3%
you can see the faint light of the outside world.
This is the underground ha!our that defines Greger’s Grotto. It is a !ustling har!our !y day" and even !y night there’s some activity. Si;e. The Grotto’s e7act dimensions are up to you" and may !e influenced !y the ships in your campaign world :P;(4J" D#G((@<. It’s not difficult to imagine lighter ships like Greek hemiolia or Riking longships fitting underground. You could e7pand the cavern to allow for massive !arues and galleons" or have them dock out to sea with long!oats conveying people and goods into the har!our. &ig"t. The har!our area and Eetties are well-lit at all times" providing !right light. +ome areas at the peripheries may !e dimly lit :P;(2<. Population. There are 2d%' independents on the har!our !y day" d(% !y night. This does not include people on the ships. S"ips. +hips are often coming and going. There are d& ships docked at any particular time. , moored ship has d(% independents on !oard" and they generally are working on the ship !y day and sleeping !y night. , ship that has freshly moored" or is a!out to launch" has all crew on-!oard and so has 2d& independents. /reasure and #1uipment. 9n the docks and in the ships are mostly shipping supplies" empty containers :P;(42< and low-value trade goods :P;(4J<. ,t your discretion ships could contain more e7pensive trade goods or treasure :D#G(2J<. You could also add items like navigator’s tools :P;(43< and spyglasses :P;(4'< for a nautical theme" though !eware of the latter’s price. cean. ;y moving out into the grotto one will come to the open ocean. The grotto’s entryway is concealed against a length of craggy cliffs. 8earer to the har!our" there’s an underwater tunnel leading to =2P>. The tunnel entrance would !e nearly impossi!le to find without prior knowledge.
M& TAVERN STORES , well-stocked tavern store room" containing various !arrels and !ottles of drink :P;(4<. &ig"t. This room is dark. If the door to the tavern =4D> is open" it is dimly lit :P;(2<. Population. Bsually no-one is here. This room is visited !y the tavern staff occasionally A once every (d& 7 (' minutes !etween midday and midnight" once e very (d3 hours otherwise. Secret Passage. , rack of wine !ottles can !e slid aside to reveal a short" roughly-hewn tunnel leading to =4;>. , successful D/(J 1isdom :Perception< check will notice fine pe!!les and dust :loose de!ris from the tunnel< in front of the wine rack. 1ith a successful D/(4 Intelligence :Investigation< check" anyone searching through the goods in this room will notice the tunnel as they inspect the wine rack. The tunnel is dark" !ut dim light :P;(2< can easily
!leed in from the guard room.
N& GLADWIN’S (UARTERS This is a bedroom, and a fine one at that. The furnishings here N including a large poster bed and some wardrobes and drawers N are of a quality that would suit minor nobility. 3atterned tapestries hang against the walls, hiding the cold stone from view.
This is the main !edroom of ,lad!in and ,illian ,reger. Population. There is a %4Q chance of Gladwin or Gillian !eing in this room during daylight hours :roll separately for each individual<. Those odds increase to @'Q d uring the night during which time they will !e asleep. &ig"t. The room is !rightly lit when someone is there" provided they are not sleeping. It is in darkness otherwise :P;(2<. #1uipment. The room contains typical domestic supplies" including !lankets" a lamp" a steel mirror and %d3 vials of perfume. There’s also two sets of fine clothes and two sets of traveller’s clothes :P;(4'<. /reasure. /oins can !e found in some of the drawers. Holl once on the Individual Treasure) /hallenge '-3 :D#G(2&<. There is a 4'GP gemstone :D#G(23< hidden away at the !ack of one of the drawers. ,nyone searching the drawer will find it on a successful D/(' Intelligence :Investigate< check.
P& GLADWIN’S STORE R OOM ( store-room. Iike many spare rooms in domestic settings, this one has accumulated a selection of =unk, including a dining table, a desk, several chairs 5one of which is broken7, a large cracked mirror, and two open crates with various odds and ends inside.
Population. This room is not occupied save for the rare occasion when ,lad!in ,reger uses it as a thoroughfare !etween his uarters =48> and his warehouse =4N>. &ig"t. The room is in darkness. If Gladwin’s Kuarters =48> are lit" and the intervening door is open" dim light !leeds into this room. #1uipment. The room contains various mundane odds and ends. /hoose %d& items at random from the ,dventuring Gear ta!le :P;(4'<. ,t your discretion you may wish to ignore items worth more than a few gold pieces. Secret Passage. The large cracked mirror o!scures an opening to the secret passage. , successful D/(3 1isdom :Perception< check will notice dust is curiously a!sent on the mirror" particularly on either side where one might grasp it to move. The passageway itself contains a pit trap :D#G(%%<. , section of floor gives way when stood on" dropping into a shallow pit :% feet deep< full of short" sharp metal spikes. $alling onto the spikes inflicts d& piercing damage anyone taking damage has their walking speed reduced !y (' feet until they regain the lost hit points.
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, successful D/(% 1isdom :Perception< check allows a P/ to notice that the stone is of a different colour and type than the rest of the tunnel. The trap is easily avoided !y carefully stepping over it.
(& GLADWIN’S STUDY
Heroll any items already discovered. 1hen all items are discovered" you may announce that the room has !een completely searched. ,lternatively" if the P/s have no time pressures" forgo searching and reveal all items in the ta!le to them. Descri!e items as they appear to the P/s) don’t necessarily reveal any magical properties :or lack thereof<.
This room is a study. *t contains an elegant writing desk and a comfortable-looking padded wooded chair. ( large patch of off-
d20
Dis co )e red %tems
white cloth covers the northern wall# a crude horse-head emblem
/
( random trinket 53$/;A7.
has been stitched onto it.
1
( small book, written in alfling 53$/127. *t contains amusing poems, limericks and songs about a fictional dwarf who uses brute force to overcome every problem.
2
( ceremonial dagger 53$/4@7 with a serpentine blade.
4
( poisoner s kit 53$/847.
8
( steel mirror 53$/8A7.
;
( large oil painting, carefully rolled up. *t depicts a human paladin in plate mail battling a bron+e dragon. is weapon is a fast-moving blur. The dragons lightning breath engulfs the man to little apparent effect.
>
/d4 gemstones worth /A gp 5CF247.
?
/d; arcane foci. Handomly determine type 53$/8A7.
@
/d4 divine foci. Handomly determine type 53$/8A7 and deity suitable to your campaign 5CF
/A
/d4 flasks of holy water 53$/8A7.
//
/d4 potions of healing 53$/827.
/1
( vial of alchemists fire 53$/8A7.
/2
( vial of aci d 53$/8A7.
/4
( potion of growth 5CF?>7.
immediately. irst, there are three desks here as well as several
/8
/d4 N / spell scrolls 5/st level7 5minimum /7 5CF2@7.
bookshelves of various si+es. "econdly, the place is filthy. Theres
/;
/d4 N 1 spell scrolls 51nd level7 5minimum /7 5CF2@7.
discarded items everywhere crockery with day-old left-over food
/>
Holl three times against Fagic *tems Table $ 5CF447, take the single lowest result.
undergarments and black robes7, open books, scraps of paper and
/?
Two recorded /st level wi+ard spells 53$//4, 3$1/A7.
scrolls, half-melted candles, peculiar reagents in =ars, and statues,
/@
ne recorded 1nd level wi+ard spell 53$//4, 3$1/A7.
totems and foci from strange and distant cultures.
1A
)and of Fagic Cetection 5CF<1//7.
Population. During the day" there is a (4Q chance of ,lad!in ,reger !eing present. &ig"t. The room is !rightly lit when Gladwin is there. It is in darkness otherwise. If Gladwin’s Kuarters =48> are lit" and the intervening door is open" dim light !leeds into this room :P;(2<. #1uipment. The desk holds a vial of antito7in" vials of ink and sheets of paper :P;(4'<. T he only writings on the desk are financial accounts they are written in the common language :D#G(%2< and show that the Grotto is moderately profita!le. Clot" *all Covering. This is a section of sail from a navy or coastal patrol ship" sunk !y pirates during a famous !attle. Greger keeps it as a memento. , successful D/(3 Intelligence :istory< check means a P/ knows the significance.
R & GODRICK ’S (UARTERS This is a single-room private quarters. Two things stand out
and drink, the occasional coin, discarded clothes 5mostly
Population. During the day" there is a 4'Q chance of ,odrick ,reger !eing present. That chance rises to @4Q at night" at which point he will !e sleeping. &ig"t. The room is !rightly lit when Godrick is there" provided he is not sleeping. It is in darkness otherwise :P;(2<. #1uipment. Godrick’s collection of arcane knick-knacks is impressive in uantity" !ut not so much in uality. #ost of the items are worthless and useless. There are some choice items amongst the trash" !ut finding them isn’t easy. +earching takes two minutes and reuires a successful D/ (3 Intelligence :Investigation< or 1isdom :Perception< check. If the searching P/ is prepared to spend longer" decrease the D/ it drops !y % every time the search time is dou!led. 9n success" reveal an item from the !elow ta!le.
S& DRUSUS’ (UARTERS Drusus’ uarters are spartan and tidy. There’s a !ed" a desk" and a simple armour and weapon rack. Population. During the day" there is a %4Q chance of Drusus Skull+Ske!er !eing present. That chance rises to @4Q at night" at which point he will !e sleeping. &ig"t. The room is in darkness :P;(2<. Dim light !leeds through from the corridor =4F> if the door is left open. #1uipment. ,nyone searching through the room will find an a!acus" a !ackpack" a !edroll" a !lanket" three sets of common clothes" one set of traveller’s clothes and a whetstone :P;(4'<. 1hen sleeping" Drusus hangs his weapons and armour on the racks. PART : UPPER LEVEL
32
9n the desk is a !ook that contains finances for Drusus’ mercenary group" written in the go!lin language :D#G(%2<. It shows that the Gregers pay a fair amount" though the mercenary group has !een hired for far more profita!le contracts in its past.
chest. , P/ proficient with theives’ tools can use them to open this lock on a successful D/ (4 De7terity check. Inside is coin as per the Individual Treasure) /hallenge '-3 ta!le :D#G(2&< :roll twice<. There are also (d3 gemstones worth (' gp and (d A & gemstones worth 4' gp :D#G(23<.
T& EMPTY (UARTERS
W& TRAVELLER ’S SHRINE
This room is occasionally used as guest u arters. ,t the moment it is unoccupied. It contains a !ed and !edroom furniture" !ut nothing else. Population. 8o-one uses this room. &ig"t. The room is in darkness :P;(2<. Dim light !leeds through from the corridor =4F> if the door is left open. Metagame Bluff. There is nothing of interest in this room" !ut you may wish to use it to su!vert your players’ metagame thinking :D#G%24<. ,s they enter this room do something suspicious have them take meaningless Perception checks or secretly roll some dice.
U& GERTRUDE’S (UARTERS Gertrude’s uarters are clean and tidy. er room includes a !ed" some chests" and a wardro!e. Population. During the day" there is a ('Q chance of ,ertrude ,reger !eing present. That chance rises to 'Q at night" at which time she will !e sleeping. &ig"t. The room is well-lit :P;(2< if Gertrude is present and not sleeping. It is in darkness otherwise. Dim light !leeds through from the corridor =4F> if the door is left open. #1uipment. ,nyone searching the room will find) two sets of common clothes" one set of fine clothes" one set of traveller’s clothes" a white-feathered a7e !eak costume" soap :P;(4'<" !rewer’s supplies" a lute" a horn and a drum :P;(43<.
V& DODDS’ (UARTERS Dodds’ uarters contain a !ed" a desk" and a set of drawers. , small chest sits atop the drawers. Population. During the day" there is a ('Q chance of 0arr( Dodds !eing present. That chance rises to 'Q at night" at which time he will !e sleeping. &ig"t. The room is well-lit :P;(2< if Dodds is present and not sleeping. It is in darkness otherwise. Dim light !leeds through from the corridor =4F> if the door is left open. #1uipment. ,nyone searching the room will find) two sets of common clothes" one set of traveller’s clothes" a vial of !asic poison :P;(4'<" a dice set and a playing card set :P;(43<. /reasure. The small chest atop the drawers has !een chained :P;(4(< to the drawers. , single lock :P;(4%< keeps the lid closed and keeps the chain fastened to the
This candle-lit room is a small temple. Gentred on the far wall is a shrine to a deity thought to protect sailors. There are other smaller shrines to a variety of deities N including some lesserknown ones. *ts not quite the same selection you might find in a town church. fferings are present on many of the altars.
This small shrine is where visitors to the Grotto pray for protection in their voyages. Population. This small shrine is 5self-service6 and has no priests or other staff. There are (d(% A independents here during the day" or (d%' A ( at night. Prior to a ship setting sail the num!ers can swell" even to the point of a ueue forming. S"rine Divinit(. You should use deities suita!le to your campaign world :D#G('<. The main shrine should !e to a deity that represents sailors" or the ocean. The other deities should cater to the tastes of the Grotto’s criminal visitors. #1uipment. There is a large num!er of candles here :P;(4'<. There are also various ornaments and trinkets that could serve as makeshift holy sym!ols :P;4< though the deities on offer may not !e to the taste of certain lawa!iding or civilised P/s. /reasure. Ralua!le offerings to the gods are often stolen !y less devout visitors" and are periodically cleaned out !y Gladwin Greger :though he does use the money on shrine maintenance<. Holl four times on Individual Treasure) /hallenge '-3 :D#G(2&<" !ut take only the two lowest d('' rolls.
X& OVERLAND EXIT ,t the northern end of this long corridor is an e7it to the outdoors. Population. ,s a lower-traffic thoroughfare" this corridor contains (d%' A (& independents. There are % "obgoblin guards stationed at the northern doors. These guards can see down the length of the corridor" and know that most of the rooms are private. They will attempt to stop any suspicious interlopers. Nort"ern Door. arge dou!le doors !lock the way to the outside. The doors are thick" made of wood and reinforced with iron. ;ut they have no traditional lock. Instead" a heavy wooden !eam is used as a !ar. This !ar can !e removed from the inside with a successful D/J +trength check. ;reaking in from the outside is very difficult and would reuire a heavy-duty ram" hours of deconstruction" or powerful magic. The door contains a small viewing slit" which the guards
PART : UPPER LEVEL
33
use to eye!all visitors. The guards keep the gate !arred at all times" e7cept when letting visitors in and out.
Y& I NTERNAL CORRIDOR Population. This corridor contains (d%'-3 independents during the day" and (d(%-& during the night. ,s a high-traffic thoroughfare people are constantly coming and going. During the day (d&-% "obgoblin guards stand watch in the area" on the lookout for trou!lemakers. This falls to (d&3 at night. ,radient. This corridor is not level) its western end is a!out one storey lower than its eastern end. The gradient is fairly shallow in the eastern half" and greater in the western half.
THE OUTDOORS The main ways to e7it Greger’s Grotto are) the main doors =4F>" the underwater grotto =4>" and the underwater tunnel in the aunted /averns =2P>. It may also !e possi!le for P/s to escape !y clim!ing up and out of natural shafts in =2,>" =2;>" =3,> or =3?>. Generally speaking" if the P/s manage to escape to the outdoors then they have finished the adventure. It is anticlimactic to consider their Eourney !ack to civilisation :though this could certainly !e part of your ne7t adventure<. &ingering in t"e utdoors. ;ut in some cases the P/s may wish to linger. #ay!e there are more people still trapped in Greger’s Grotto A P/s or 8P/s A and those on the outside wish to heal up or !ide their time waiting to act. 9r may!e the P/s have unfinished !usiness e7acting revenge or collecting treasures. If they wish to linger" they may have to survive in the wilderness.
e7plained on D#G('@. In addition to that" P/s may suffer on cold nights :less than (' degrees /elcius or 3' degrees $ahrenheit< if they do not have camping euipment or do not have shelter" especially if rain or wind is also present. +uch P/s must succeed on a D/ (' /onstitution saving through or gain one level of e7haustion :P;%@(<. ,pply e7haustion after any gains from a long rest taken during this period :P;(&<. P/s with resistance or immunity to cold damage automatically succeed on the saving throw. $inding or !uilding a shelter reuires a 1isdom :+urvival< check of D/('. +uch a check can !e attempted only once per day" though once succeeded the same shelter can !e re-used.
PRIVATEER ACTIVITY ,ny P/s trying to hide out a!ove ground will find it e7ceedingly easy to do so. n &and. Guards are posted at the door =4F>" !ut do not otherwise patrol the area. 9ccasionally independents may take walks" !ut they will generally not stray far. Depending on where Greger’s Grotto is situated in your campaign world it may or may not make sense for visitors to arrive !y land. At Sea. +hips come and go from Greger’s Grotto fairly regularly. Pursuit. Generally speaking" prisoners that manage to escape into the wilderness are not pursued they are considered a lost cause.
THE WILDERNESS Greger’s Grotto is isolated A it has to !e to stay unnoticed !y the authorities. There are no settlements within a few days’ travel and few civilians venture this way. It’s wilderness all around. Coastline. The entry to Greger’s Grotto =4> is naturally camouflaged !y a coastline of craggy cliffs and rocky outcrops. There are plenty of smaller" uninha!ited caves and caverns along this stretch of coast enough to confound anyone looking for a hideout. Climate and /errain. Greger’s Grotto is in your campaign world" so you decide what the surrounding wilderness is like) tundra" desert or anything in-!etween. If you’re unsure" or it doesn’t matter" assume a temperate environment surrounded !y patches of woodland and grassland. Foraging. Hules for foraging e7ist on D#G(((. *eat"er 0a;ards. The risks of e7treme weather are
PART : UPPER LEVEL
34
APPENDIX A: NPCS AND MONSTERS BUGBEAR GUARD
BUGBEAR PRISONER
Medium humanoid (goblinoid), chaotic evil
Medium humanoid (goblinoid), chaotic evil
Armour Class /4 5studded leather7 5it #oints 1> 58d? L 87 &peed 2A ft.
Armour Class /4 5shield7 5it #oints 1> 58d? L 87 &peed 2A ft.
&TR /8 5L17
D(? /4 5L17
C-N /2 5L/7
%NT ? 5-/7
W%& // 5LA7
C5A @ 5-/7
&TR /8 5L17
D(? /4 5L17
C-N /2 5L/7
%NT ? 5-/7
W%& // 5LA7
C5A @ 5-/7
&kills "tealth L;, "urvival L1 &enses darkvision ;Aft., passive 3erception /A Lan"ua"es Gommon 518M7,
&kills "tealth L;, "urvival L1 &enses darkvision ;Aft., passive 3erception /A Lan"ua"es Gommon 518M7,
Brute. ( melee weapon deals one e'tra die of its damage when the bugbear hits with it 5included in the attacks7.
Brute. ( melee weapon deals one e'tra die of its damage when the bugbear hits with it 5included in the attacks7.
Surprise Attack. *f the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an e'tra > 51d;7 damage from the attack.
Surprise Attack. *f the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an e'tra > 51d;7 damage from the a ttack.
ACTIONS
ACTIONS
Greatsword. Melee Weapon Attack: L4 to hit, reach 8ft., one target. Hit: /1 52d;L17 slashing damage.
Mace. Melee Weapon Attack: L4 to hit, reach 8ft., one target. Hit: @ 51d; L 17 bludgeoning damage.
Unarmed. Melee Weapon Attack: L4 to hit, reach 8ft., one target. Hit: 2 bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: L4 to hit, reach 8ft. or range 1AO;A ft., one target. Hit: @ 51d; L 17 piercing damage, or // 51d? L 17 piercing damage if used with two hands to make a melee attack.
Bugbear ,uards are not mentioned in the adventure notes a!ove. You can include them if you feel an encounter with Drusus Skull+Ske!er or his "obgoblin guards needs more difficulty) these would !e the special reserve troops Drusus would only commit if things were going wrong. If you do include them" do not add more than a few across the whole adventure.
Unarmed. Melee Weapon Attack: L4 to hit, reach 8ft., one target. Hit: 2 bludgeoning damage.
Bugbear Prisoners do in captivity what they did out of it A act as shock-troops for ho!go!lin allies. Their a!ility to !oth give and take large amounts of damage makes them a considera!le threat. *eapons. Prisoners are generally unarmed. , variety of weapons are presented here for arena com!at. Don’t forget to remove the ,/ !onus for a shield if you choose a twohanded weapon.
APPENDIX A: NPCS AND MONSTERS
3
DRUSUS SKULL*SKEWER Medium humanoid (goblinoid), lawul neutral Armour Class /> 5splint7 5it #oints 1? 52d/A L /17 &peed 2A ft. &TR /8 5L17
D(? /A 5LA7
C-N /4 5L17
%NT /2 5L/7
W%& /A 5LA7
C5A /1 5L/7
&a)in" Trows "tr L4, Gon L4 &kills (thletics L4, *nsight L2, *ntimidation L2, "urvival L2 &enses darkvision ;Aft., passive 3erception // Lan"ua"es Gommon, 17 n his turn, Crusus can take one additional action. Great Weapon ighting. 53$>17 Crusus can reroll / or 1 on damage die for weapons wielded in two hands. Martia! Ad"antage (#$%urn). Crusus can deal an e'tra > 51d;7 damage to a creature he hits with a weapon attack if that creature is within 8 feet of an ally of Crusus that isnt incapacitated. Second Wind (Recharges after a Short or Long Rest). 53$>17 n his turn, Crusus can use a bonus action to regain d/A L 4 hitpoints. Superiorit& 'ie (Recharges after a Short or Long Rest). 53$>27 Crusus knows these maneuvers Gommanders "trike, 3recision (ttack, Hally. The maneuver save CG is /1.
ACTIONS Greatsword. Melee Weapon Attack: L4 to hit, reach 8ft., one target. Hit: 2 51d; L 17 slashing damage. Unarmed. Melee Weapon Attack: L4 to hit, reach 8ft., one target. Hit: 2 bludgeoning damage.
when they are done right . , sloppily-e7ecuted or !rute-force triumph is no triumph at all. Bond. e e7hi!its strong solidarity with his mercenary !rothers. Though not to the point of sentimentality) he will sacrifice his men if it is tactically necessary" !ut he will not frivolously or carelessly put them at risk. e takes his mercenary contracts very seriously and would rather die than !reak a contract :he is very selective a!out what contracts he takes<. Fla!. 1hile not opposed to tactical deceptions such as am!ushes and feints" he resents !eing deceitful in conversation. ;asically" he cannot lie. Stor( deas. Part-way through the adventure" Drusus might leave the grotto with all of his ho!go!lin mercenaries. This parting may !e an amica!le end to the contract duration or it may involve disputes over wages. It could !e permanent or it might even !e a temporary thing) perhaps a few days’ off for recreation or a sacred ho!go!lin holiday" or weeks or months off-site safe-guarding one of Gladwin’s ventures. 1hatever the case" the Gregers uickly hire a !and of go!lins as replacements. ?ach "obgoblin guard is replaced !y two goblin guards. Drusus is replaced !y a goblin boss :##(&&<. The go!lins are far less competent and confident than the ho!go!lins they are actually afraid of the prisoners. This makes them harder to trick !ut easier to intimidate. They would rather starve out re!ellious prisoners than charge in and re-esta!lish order. Their fear causes them to !e more a!usive when it comes to dealing out punishment. Bse this story event if you feel the P/s need an an easier time escaping" or if they need some encouragement. , temporary change puts the P/s under pressure to escape !efore the ho!go!lin guards return. You can lower the num!er of go!lin guards replacing each ho!go!lin guard to make escape even easier.
E(UIPMENT AND TREASURE
Drusus Skull+Ske!er is captain of a ho!go!lin mercenary group. e is currently employed !y Gladwin Greger to provide security to Greger’s Grotto. ( hobgoblin wearing fastidiously-maintained armour. e carries himself with confidence. is face is e'pressionless, his shifting ga+e suggests a certain level of wariness or alertness.
Mannerisms. e is e7tremely dour" rarely laughing or even smiling. is anger is reserved only for discipline and intimidation" and even then it is more for show than genuine emotion. nteraction /raits. e speaks only when necessary and remains silent otherwise. deal. e seeks military victories" !ut only priCes them
APPENDIX A: NPCS AND MONSTERS
3!
DWARF GHOST Medium undead, lawul neutral Armour Class // 5it #oints 48 5/Ad?7 &peed A ft., fly 4A ft. &TR > 5-17
D(? /2 5L/7
C-N /A 5LA7
%NT /A 5LA7
W%& /1 5L/7
C5A /> 5L27
Dama"e Resistances acid, fire, lightning, thunder# bludgeoning, piercing, and slashing from nonmagical weapons Dama"e %mmunities cold, necrotic, poison Condition %mmunities charmed, e'haustion, frightened, grappled, paralysed, petrified, poisoned, prone, restrained &enses darkvision ;Aft., passive perception // Lan"ua"es Cwarf, Gommon Callen"e 1 548A D37 *therea! Sight. The ghost can see ;A feet into the Kthereal 3lane when it is on the Faterial 3lane, and vice versa. +ncorporea! Mo"ement. The ghost can move through other creatures and ob=ects as if they were difficult terrain. *t takes 8 5/d/A7 force damage if it ends its turn inside an ob=ect.
ACTIONS Ghost!& ,ickae. Melee Weapon Attack: L8 to hit, reach 8ft., one target. Hit: /A 51d; L 27 necrotic damage. rightening -isage. Kach non-undead creature within ;A feet of the ghost that can see it must succeed on a CG/2 )isdom saving throw or be frightened for / minute. *f the save fails by 8 or more, the target also suffers one level of e'haustion 53$1@/7. ( frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. *f a targetPs saving throw is successful or the effect ends for it, the target is immune to this ghostPs rigtening Qisage for the ne't 14 hours.
disloyal. e often views disagreement as dissidence. Deat" Denial. ,s the ghost !elieves he is still alive" he doesn’t willingly leverage his incorporeal nature he doesn’t fly up in the air" move through solid o!Eects" or leave the material plane. First #ncounter. The ghost is initially indifferent :D#G%33< to the P/s. In his confused state" he !elieves they are fellow dwarves" and will demand they get to work digging out the tunnel =28>. ;eing a stu!!orn sort" he will not react well to !eing refused or ignored he will accuse the P/s of laCiness and mutiny" growing hostile and eventually attacking the characters. Mining #$pertise. The ghost is an e7pert on mining and minerals. They may find his e7pertise valua!le in the escape tunnel =28>" if they think to ask. ndulging Delusions. The P/s can !est e7ploit his confused mind !y staying within the !ounds of his delusion. $or e7ample" if the P/s refuse to work the tunnel !ecause 5our shift Eust ended6 he may apologise and resume his wandering. +uch interaction a!ility checks :P;(&< should !e easy :D/ 4 or ('<" !ut only while they are fresh. ?ven the confused ghost won’t fall for the same tale several times. Accusations. The ghost stu!!ornly refuses to !elieve 5nonsense6 a!out him !eing de ad. Demonstrations of his ghostly nature do little to sway his mind. Haising the topic of killing of his last followers c an !e an effective" !ut only if the P/s can relate enough detail to Eog his memory. 1here the killings occurred" with what weapon" and why. This could involve an interaction check :P;(&< of D/%4" with each fact reducing the D/ !y 4. 9n success" the ghost !ecomes distraught. “* had no choice!” the ghost yells, his voice thundering at an unnatural volume. “They wanted to go back! $ack to being slaves. * couldnt allow it.”
This d!arf g"ost haunts an isolated series of caverns. It is a 5lesser6 kind of ghost compared to the 5regular6 type :##(3J<. This dwarf is transparent and glows with a faint blue light. )hen he speaks his voice reverberates in an otherworldly fashion therwise, he seems not unusual for a dwarf. e looks to be a miner. e wears simple, ragged clothes and a small pack# along with his skin and long braided beard these are covered in a thick sooty residue. e carries a mining pick in one hand, the handle of which has been looped with twine to provide a better grip.
Mannerisms. e tugs gently on his !eard when thinking or when annoyed. nteraction /raits. e is direct to the point of !eing tactless. deal. e !elieves in solidarity and never !etrays a loyalty. Bond. e wishes to lead his dwarven !rothers and sisters to freedom" or to a no!le death in trying. Fla!. e is uick to Eudge others laCy" cowards" or
Then, the ghost collapses on the floor, sobbing and screaming. is wails echo eerily throughout the caverns.
1hile in this state he is effectively stunned :P;%@%<. e will remain in such a state until he succeeds at a D/(4 1isdom saving throw such a check is made every ten minutes" or at the end of any round where he is damaged. ,fter recovering he will !e enraged" attacking any creature on sight. e will calm down to his old self after d3 days" or when destroyed whichever comes first. Destruction. The ghost can !e destroyed in com!at" !ut he will return to its haunting in d3 days. It will have no memory of the event. 8nfinis"ed Business. The ghost can !e permanently put to rest !y either completing the tunnel to the surface" or !y taking the remains of the dwarves and giving them a proper !urial of some sort. 8either of these is likely attaina!le !y the P/s during the campaign" !ut perhaps this could !e part of a future adventure.
APPENDIX A: NPCS AND MONSTERS
3"
FESTAN ELF*CLEAVER Medium humanoid (hobgoblin), neutral evil Armour Class /4 5shield7 5it #oints 1/ 51d/A L /17 &peed 2A ft. &TR /4 5L17
D(? /4 5L17
C-N /4 5L17
%NT /A 5LA7
W%& /A 5LA7
C5A /A 5LA7
&a)in" Trows@ "tr L4, Gon L4 &kills (thletics L4, 3erception L1, "tealth L4, "urvival L1 &enses darkvision ;Aft., passive 3erception /1 Lan"ua"es Klvish, 17. 'ue!!ing. 53$>17 )hen estan is wielding a melee weapon in one hand and no other weapons, he gains a L1 to damage rolls with that weapon 5included in the attack information below7. +mpro"ed ritica! . estans weapon attacks score a critical hit on a roll of /@ or 1A 53$>17. Martia! Ad"antage (#$%urn). estan can deal an e'tra > 51d;7 damage to a creature he hits with a weapon attack if that creature is within 8 feet of an ally of estan that isnt incapacitated.
!elieves honour is a very real thing that can !e won or lost in com!at. Bond. e ultimately wishes to !e free so he may continue his revenge-fuelled war against elvenkind. ;ut he must do this the honoura!le way) in the arena. 8o matter what transpires" he will not a!andon his current ho!go!lin 5!rothers6. Fla!. is !eliefs a!out !eing a professional soldier often clash with his hatred for elves and desire for revenge against them. This conflict" when it arises" trou!les him greatly. Stor( deas. The stories of $estan’s u nsanctioned campaigns against elves are well-known. #ost ho!go!lins" including the guards" are inclined to forgive desertion for such a good cause. $estan" therefore" enEoys soft treatment !y the guards. This could lead to him enEoying unfair advantages in the arena. ,s a potential source of conflict" $estan’s hatred of elves could !e turned to any other race to suit your adventure and the P/s in it. *eapons. Prisoners are generally unarmed. , variety of weapons are presented here for arena com!at. Don’t forget to remove the ,/ !onus for a shield if you choose a twohanded weapon.
Second Wind (Recharges after a Short or Long Rest). 53$>17 n his turn, estan can use a bonus action to regain d/A L 2 hitpoints.
ACTIONS Shortsword. Melee Weapon Attack: L4 to hit, reach 8ft., one target. Hit: @ 5/d; L 47 piercing damage. Unarmed. Melee Weapon Attack: L4 to hit, reach 8ft., one target. Hit: 2 bludgeoning damage.
Festan #lf+Cleaver is the leader of the ho!go!lin prisoner faction. Previously" he was a skilled soldier. is older !rother was killed in a humiliating defeat against elves. +purred !y revenge he deserted his unit to hunt and kill elves in small guerilla actions" often taking sympathetic soldiers with him. Hepeatedly captured" corporal punishment did not dissuade him" so his superiors eventually consigned him to slavery. The hobgoblin prisoner carries many scars, presumably from combat, and his back is marred by what must be do+ens upon do+ens of calloused lashings inflicted some time in the past. therwise, this prisoner is tall and strong# even for his kind.
Mannerisms. e stands tall" stiff-!acked" and tends to fold his arms when talking. nteraction /raits. e is direct and to-the-point in conversation. e is irritated !y small-talk and pleasantries and demands to get to the point. deal. ike most of his kind" he !elieves in military professionalism and the solidarity of soldiers. e also
APPENDIX A: NPCS AND MONSTERS
3#
GERTRUDE GREGER Medium humanoid (human), neutral good Armour Class /2 5it #oints /> 51d? L ?7 &peed 2A ft. &TR @ 5-/7
D(? /; 5L27
C-N // 5LA7
%NT /4 5L17
W%& /2 5L/7
C5A /8 5L17
&a)in" Trows Ce' L8, *nt L4 &kills Ceception L4, 3erception L8, 3erformance L4, 3ersuasion L; &enses passive 3erception /8 Lan"ua"es Gommon,
advantage. +he is uninterested in the crowd’s opinion. er compassion means she rarely orders death to downed com!atants" though she is less kind to any com!atant she !elieves takes pleasure in killing. Stor( deas. Gertrude might reuest some prisoners to clean up after a particularly violent or messy night in the tavern" and she might reuest humans prisoners specifically. If Gertrude gets to know and like the P/s" she may gift them small lu7uries like food or e ven Eust temporary respite from prison conditions. er family mem!ers would not approve of such association with the prisoners" so she’s likely to !e secretive a!out it. Bltimately" the P/s may !e a!le to convince her to assist in their escape" potentially to the point where she a!andons her family and !ecomes an 8P/ Party #em!er :D#G@%< at the end of the adventure.
Sneak Attack (#$%urn). 53$@;7 51d;7 damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 8 feet of an ally of
ACTIONS Rapier. Melee Weapon Attack: L8 to hit, reach 8ft., one target. Hit: > 5d? L 27 slashing damage. 'agger. Melee or Ranged Weapon Attack: L8 to hit, reach 8ft. or range 1AO;A ft., one target. Hit: 8 5/d4 L 27 piercing damage. Unarmed. Melee Weapon Attack: L/ to hit, reach 8ft., one target. Hit: / bludgeoning damage.
E(UIPMENT AND TREASURE Hapier, four daggers, 53$/4@7, common clothes 53$/8A7, flute 53$/847, thieves tools 53$/847, playing card set 53$/847. *ndividual Treasure Ghallenge A N 4 5CF2;7.
,ertrude ,reger is the adult daughter of the Gladwin family. er main Eo! is operating the ,morous 9ctopus Tavern. ( stout young human woman with unkempt shocks of red hair. "he wears the outfit of a bar maid, though heavy leather boots and several sheathed blades confuse the look.
Mannerisms. +he is constantly !rushing aside her unkempt hair. +he speaks loudly !ut hesitantly" over-using 5umms6 and 5erms6. nteraction /raits. +he is friendly while still !eing assertive. deal. Oind and compassionate" she likes to make others happy and dislikes seeing people suffer. Bond. +he is dedicated to her family and her tavern. Fla!. +he is trou!led !y the criminal elements around her she worries she is c omplicit in their nasty deeds !ecause she takes their uestiona!ly-sourced coin. As #ditor. +he offers encouragement to the underdogs" and may alter rules if she feels one side has a particular
APPENDIX A: NPCS AND MONSTERS
3$
GILLIAN GREGER Medium humanoid (human), neutral Armour Class /8 5leather armour7 5it #oints 18 52d? L ?7 &peed 2A ft. &TR /1 5L/7
D(? /> 5L27
C-N // 5LA7
%NT /2 5L/7
W%& @ 5-/7
C5A /2 5L/7
&a)in" Trows Ce' L8, *nt L2 &kills (crobatics L8, (thletics L2, Ceception L2, 3ersuasion L2 &enses passive 3erception @ Lan"ua"es Gommon Callen"e 1 548A D37 Assassinate. 53$@>7 Curing her first turn,
deal. Part hedonist" part narcissist all socialite. +he wants to live the high life and !e noticed and respected !y everyone. Bond. +he is dedicated to her family. Fla!. +he is easily !ored. +he can turn nasty when she doesn’t get her way" especially if there are no 5witnesses6 around. As #ditor. +he e7cels in creating and !uilding drama over the happenings in the arena. +he craves the crowd’s approval" and can !e !eholden to their fickle desires. Stor( deas. Gillian loves to show off" and she has no ualms using prisoners to this end. If any of the P/s have any sort of crowd appeal A from their reputation in the arena or other e7traordinary ualities A she may summon them to social events to !e 5displayed6. If the P/s prove themselves useful in this regard" Gillian may grant them special privileges and go easy on them in the arena.
'ua! Wie!der. 53$/;87 51d;7 damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 8 feet of an ally of
ACTIONS Mu!tiattack. 5/d? L 27 slashing damage. Longsword (0ff /and). Melee Weapon Attack: L8 to hit, reach 8ft., one target. Hit: 4 5/d?7 slashing damage. Unarmed. Melee Weapon Attack: -/ to hit, reach 8ft., one target. Hit: / bludgeoning damage.
E(UIPMENT AND TREASURE Two longswords, 53$/4@7, fine clothes, vial of perfume 53$/8A7, a key to room 98E:, *ndividual Treasure Ghallenge A N 4 5CF2;7 5roll twice7.
,illian ,reger is Gladwin’s wife and !usiness partner. ( tall, lean and athletic human woman with long waves of red hair. "he wears a curious combination of loose, full-length dress and leather armour. Two longswords dangle from her belt.
Mannerisms. +he speaks in a loud" melodic voice. +he is fond of !awdy Eokes and dou!le entendres. nteraction /raits. +he is a confident" playful conversationalist. APPENDIX A: NPCS AND MONSTERS
4%
GLADWIN GREGER Medium humanoid (human), lawul neutral Armour Class /; 5breastplate7 5it #oints 1? 52d/A L /17 &peed 2A ft. &TR /A 5LA7
D(? /; 5L27
C-N /4 5L17
%NT /4 5L17
W%& /2 5L/7
C5A /4 5L17
&a)in" Trows@ "tr L1, Gon L4 &kills *nsight L2, 3ersuasion L4 &enses passive 3erception // Lan"ua"es Gommon, Cwarvish, 17 n his turn, 17 17 n his turn, 27
ACTIONS Light ross1ow. Ranged Weapon Attack: L> to hit, range ?AO21A ft., one target. Hit: > 5/d? L 27 piercing damage. Rapier. Melee Weapon Attack: L8 to hit, reach 8ft., one target. Hit: > 5/d? L 27 slashing damage. Unarmed. Melee Weapon Attack: L1 to hit, reach 8ft., one target. Hit: / bludgeoning damage.
E(UIPMENT AND TREASURE Iight crossbow, rapier 53$/4@7, breastplate 53$/487, crossbow bolt case containing 4d; bolts, fine clothes 53$/8A7, a keyring containing keys to doors in 98B: 98E:, *ndividual Treasure Ghallenge A N 4 5CF2;7 5roll twice7.
,lad!in ,reger is the head of the Greger family. The grotto is named after his ancestors.
Bond. e is determined to provide for his family at all costs. Fla!. is anger is e7treme he !ecomes violent and irrational :though not indiscriminate<. 8ormally very slow to anger" there are two 5short-cuts6 that push his !uttons) harm to his family :including the family wealth< and treachery. As #ditor. Gladwin is uite generous to the prisoners" preferring to keep them alive where feasi!le. e has enough respect from the crowd to get away with !ending the rules on the fly" which he will do to save lives. 9ne thing he does not tolerate well is cheating" especially from longer-term prisoners. e will order harsh punishments for anyone caught. Stor( deas. The P/s’ escape plan may !e !loody and violent" with them storming their way out. In such a scenario Gladwin will let Drusus Skull+Ske!er and his guards handle the situation first. ;ut if it appears they’re likely to fail" Gladwin might attempt to raise a militia of independents :see Part 4<" most pro!a!ly !y promising them coin. It’s !etter that he !e in de!t than lose all his moneygenerating prisoners or even the grotto itself. e’ll use his makeshift army as a l ast stand A you should ensure its siCe is a suita!le challenge for the P/s.
GOBLIN PRISONER !mall humanoid (goblinoid), neutral evil Armour Class /4 5shield7 5it #oints > 51d;7 &peed 2A ft. &TR ? 5-/7
D(? /4 5L17
C-N /A 5LA7
%NT /A 5LA7
W%& ? 5-/7
C5A ? 5-/7
&kills "tealth L; &enses darkvision ;Aft., passive 3erception @ Lan"ua"es Gommon 518M7,
ACTIONS 'agger. Melee or Ranged Weapon Attack: L4 to hit, reach 8ft. or range 1AO;A ft., one target. Hit: 4 5/d4 L 17 piercing damage.
( bald human male with a thick black beard, tall and barrelchested. is outfit combines the fine clothing of a nobleman with
Shortsword. Melee Weapon Attack: L4 to hit, reach 8ft., one target. Hit: 8 5/d; L 17 piercing damage.
the colourful trimmings and polished breastplate of a b uccaneer.
Mannerisms. e speaks in a !ooming" almost operatic" voice. nteraction /raits. is hospitality pervades his whole character) he is gracious" flattering and Eocular even with his enemies. 1hen he !ecomes truly angry" though" he speaks plainly. deal. e com!ines !usiness with pleasure he seeks to amass wealth and security !ut would rather do it through honest dealings and mutual !enefit. e is a man of his word.
Whip. Melee Weapon Attack: L4 to hit, reach /Aft., one target. Hit: 4 5/d4 L 17 slashing damage. Unarmed. Melee Weapon Attack: L1 to hit, reach 8ft., one target. Hit: / bludgeoning damage.
,oblin Prisoners aren’t tough and they aren’t !rave" !ut they strike with accuracy and can !e a nuisance to catch. *eapons. Prisoners are generally unarmed. , variety of weapons are presented here for arena com!at.
APPENDIX A: NPCS AND MONSTERS
41
GODRICK GREGER Medium humanoid (human), neutral evil Armour Class // 5it #oints /@ 51d; L /17 &peed 2A ft. &TR /2 5L/7
D(? /2 5L/7
C-N /2 5L/7
%NT /4 5L17
W%& /4 5L17
C5A /4 5L17
&a)in" Trows Gon L2, Gha L4 &kills (rcana L4, Heligion L4 &enses passive 3erception /1 Lan"ua"es Gommon Callen"e /O1 5/AA D37 Spe!!casting . /7 /st level 54 slots7 charm person 53$11/7, ray o sickness 53$1>/7 1nd level 51 slots7 mirror image 53$1;A7, phantasmal orce 53$1;47
Fla!. e’s unsatisfied with his current life" and is having trou!le figuring out how to improve it. e hurts others :when he can get away with it< for a sense of power. As #ditor. e is cruel" and loves to cause misery to those in the arena. is cruelty is tempered only !y the thought of his father’s anger should he take things too far. e does not care much for the crowd’s whims" though he lacks the courage to make them furious. Stor( deas. Godrick’s interest in magic may mean his attention is drawn to magic-using P/s. e is especially interested in formal places of magic learning :academies" schools" temples< which he was denied due to life in a criminal family. e may develop the delusion all that stands !etween him and greatness as a magic-user is a little !it of formal curricula. ;eing an unsavoury sort" Godrick may threaten nasty punishments to the P/ or her friends if co-operation isn’t forthcoming. 9n the other hand" Godrick may develop a genuine :and for him" rare< friendship with his 5tutor6 if the relationship is more amia!le. ;eing somewhat lost in life" Godrick’s am!itions could easily !e shaped !y a strong mentor. Godrick could wind up !eing an 8P/ Party #em!er :D#G@%< suita!le for neutral- or evil-aligned parties.
Wi!d Magic Surge. 53$/A27 *mmediately after
ACTIONS 3uarterstaff. Melee Weapon Attack: L2 to hit, reach 8ft., one target. Hit: 4 5/d; L /7 bludgeoning damage, or 8 5/d? L /7 bludgeoning damage if used with two hands to make a melee attack. Unarmed. Melee Weapon Attack: L2 to hit, reach 8ft., one target. Hit: 1 bludgeoning damage.
E(UIPMENT AND TREASURE (rcane focus staff 53$/4@7, robe 53$/8A7, *ndividual Treasure Ghallenge A N 4 5CF2;7.
,odrick ,reger is the adult son of the Gladwin family. e is a self-taught magic-user" and is somewhat reclusive and eccentric. ( tall, thin young man with a thick black beard and closelyshaven head. e wears a simple black robe.
Mannerisms. e rarely speaks" and when he does he uses as few words as possi!le. nteraction /raits. e is !lunt and often rude. e uses insults as a way to avoid c onversation" !ut also !ecause he enEoys it. deal. e !elieves in his own importance wants others to see it too. Bond. e thinks only of himself) every one else is unimportant. e has enough love for his family not to kill them though he would perform lesser acts against them if there were good reason to.
APPENDIX A: NPCS AND MONSTERS
42
HAGUUR Medium humanoid (orog), neutral Armour Class /; 5shield7 5it #oints 2/ 51d/1 L /?7 &peed 2A ft. &TR /4 5L17
D(? /4 5L17
C-N /4 5L17
%NT @ 5-/7
W%& // 5A7
C5A > 5-17
&a)in" Trows@ "tr L4, Gon L4 &kills Eature L1, "urvival L1 &enses darkvision ;Aft., passive 3erception /A Lan"ua"es Gommon, rc Callen"e / 51AA D37 Aggressi"e. (s a bonus action, aguur can move up to his speed toward a hostile creature that he can see. 'anger Sense. 53$4?7 aguur gains advantage on Ce'terity saving throws against effects he can see. Reck!ess Attack. 53$8A7 )hile raging aguur gains resistance 53$/@>7 to all damage e'cept psychic damage. %otem Spirit4 Bear. 53$4?7 aguur gains advantage on Ce'terity saving throws against effects he can see.
ACTIONS
Stor( deas. aguur makes a potential ally for the P/s. e is skilled in com!at" and relia!le enough to follow a plan. ;ut his utter lack of charisma could derail any scheme involving deception. 1hile aguur and the P/s share a common goal in escape" they may !e at odds when it comes to his ideas for revenge. aguur will wish to slay everyone in the Grotto who isn’t a prisoner. e will not hide this fact from the P/s if the topic arises" !ut won’t mention it otherwise. 1hether the !loody truth emerges in the planning or e7ecution of an escape" the P/s may !ecome conflicted a!out supporting such an ally. :aguur’s desire for revenge does not override his sense of self-preservation. If he cannot realistically kill everyone immediately" he will attempt to escape so he might return at a later date.< 9ptionally" you may allow aguur’s cold" heartless nature to !e warmed !y the P/’s actions. /an they show him the !enefits of friendship and teamwork0 If they can" aguur could !e a potential 8P/ party mem!er :D#G@%< or contact :D#G@2< you may need to rework aguur’s Ideal and ;ond to reflect a new outlook on life. *eapons. Prisoners are generally unarmed. , variety of weapons are presented here for arena com!at. Don’t forget to remove the ,/ !onus for a shield if you choose a twohanded weapon.
Mace. Melee Weapon Attack: L4 to hit, reach 8ft., one target. Hit: 8 5/d; L 17 bludgeoning d amage. Unarmed. Melee Weapon Attack: L4 to hit, reach 8ft., one target. Hit: 2 bludgeoning damage. Rage (54 Recharges after a Long Rest). 53$4?7 aguur may enter a barbarian rage as a bonus action.
ong ago" 0aguur was a wandering sell-sword. ,t some point he crossed the wrong people and ended up in slavery. The first thing you notice about this orc prisoner is his hair. Betblack and long, it has formed into thick dreadlocks both from his scalp and beard. Gold, steady eyes stare out from beneath this dark mane. is muscled body is more wiry than hulking.
Mannerisms. +till and stoic" he seems always calm and without emotion. nteraction /raits. e speaks only when necessary" and with few words as will suffice. is tone is always flat. deal. Hevenge and freedom" in that order. aguur wishes to kill everyone involved in the slavery !usiness A even those tangentially related. is fellow prisoners are not considered targets !ecause they" too" are victims. Bond. ,lmost counter-dependent" he prefers a solitary wanderer’s lifestyle" only dealing with others out of necessity. e tolerates !eing the 5leader6 of the orc prisoners !ut feels no special o!ligation to them. Fla!. e is anti-social and uncharismatic" and incapa!le of deception or flattery. e holds no special regard for the lives of others" and while he does not slay others without cause" he can kill with a chilling ease. APPENDIX A: NPCS AND MONSTERS
43
HARRY DODDS Medium humanoid (human), neutral Armour Class /8 5leather armour7 5it #oints /@ 51d? L /A7 &peed 2A ft. &TR /A 5LA7
D(? /; 5L27
C-N /4 5L17
%NT /4 5L17
W%& ? 5-/7
C5A /1 5L/7
&a)in" Trows@ Ce' L1, *nt L1 &kills Ceception L8, 3ersuasion L2, "leight of and L4, "tealth L4 &enses passive 3erception @ Lan"ua"es Gommon, 7 arry has 2 luck points which he may use to modify rolls he makes, and rolls made against him. Sneak Attack (#$%urn). 53$@;7 arry deals an e'tra > 51d;7 damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 8 feet of an ally of arry that isnt incapacitated and arry doesnt have disadvantage on the attack roll.
hedonistic lifestyle" and seeks to elevate himself in any way that gets him more of this. Bond. e feels tied to the criminal world that tolerated him when civilised society wouldn’t. Fla!. e is impulsive and has an addictive personality. #ost nota!ly" he is a pro!lem gam!ler. Stor( deas. Dodds may see potential in the P/s as arena champions and !et heavily on them. #ounting winnings :or increasing de!ts< may inspire Dodds to do anything to ensure his team wins including !ut not limited to smuggling euipment" giving advice" swaying opinions of the spectators and*or the editor. ,ssume Dodds has paid off a small num!er of guards to help in such plans. 1hile Drusus’ ho!go!lin guards are too professional to neglect their duty as prison guards" a few can !e !ri!ed to do 5harmless6 things" like smuggling small packages or arranging secret visits. Dodds may not not reveal his identity to the P/s A he could !e an anonymous !enefactor. If he does make himself known" the P/s may wish to !argain) may!e they can get Dodds to help them with an eventual escape0 9f course" Dodds’ schemes" if discovered" could attract the ire of the Greger family or Drusus +kull-+kewer.
ACTIONS
HOBGOBLIN GUARD
Rapier. Melee Weapon Attack: L8 to hit, reach 8ft., one target. Hit: > 5/d? L 27 slashing damage.
Medium humanoid (goblinoid), lawul evil
Unarmed. Melee Weapon Attack: L/ to hit, reach 8ft., one target. Hit: / bludgeoning damage. Bags of %ricks. arry carries a number of items that may be useful in combat 5see equipment, below7.
Armour Class /8 5studded leather, shield7 5it #oints // 51d? L 17 &peed 2A ft. &TR /2 5L/7
D(? /1 5L/7
C-N /1 5L/7
%NT /A 5LA7
W%& /A 5LA7
C5A @ 5-/7
E(UIPMENT AND TREASURE
&enses darkvision ;Aft., passive 3erception /A Lan"ua"es Gommon 518M7,
Hapier 53$/4@7, leather armour 53$/8A7, travellers clothes 53$/8A7, "otion o healing 53$/827, bag of ball bearings, bag of caltrops 53$/8/7, flask of oil 53$/817, thieves tools 53$/847, dice set 53$/847, key to the general store 98<:, key to the chest in his quarters 98Q:, *ndividual Treasure Ghallenge A N 4 5CF2;7 5roll twice7.
Martia! Ad"antage (#$%urn). The hobgoblin can deal an e'tra > 51d;7 damage to a creature it hits with a weapon attack if that creature is within 8 feet of an ally of the hobgoblin that isnt incapacitated.
0arr( Dodds is a merchant and criminal !lack marketeer. e runs the Grotto’s general store !ut dreams of greater things. e is a !ig gam!ler and freuent spectator of arena games" where he typically !ets away any profit made from his store. ( human male, =ust entering into middle age, dressed to a style but without great e'pense. e bears a grin that is equal parts sly and =ovial.
Mannerisms. e has a ha!it of grinning and Eoking" even when it is not appropriate. nteraction /raits. acking in self-confidence" he compensates !y !eing cheerful and always willing to Eoke. e is uite charming. deal. e !elieves in living an adventurous and
ACTIONS Shortsword. Melee Weapon Attack: L2 to hit, reach 8ft., one target. Hit: 4 5/d;L/7 piercing damage. Short1ow. Ranged Weapon Attack: L2 to hit, range ?AO21A ft., one target. Hit: 4 5/d;L/7 piercing damage. Unarmed. Melee Weapon Attack: L2 to hit, reach 8ft., one target. Hit: 1 bludgeoning damage.
0obgoblin ,uards are more lightly euipped than they would !e out on the !attlefield" !ut they haven’t lost an ounce of their martial training. 'Q of guards carry a sword and shield :though the shield is only euipped for serious threats<. The remaining %'Q carry a sword and !ow. Those serving as archers in the APPENDIX A: NPCS AND MONSTERS
44
arena stands =4c> always carry a !ow.
APPENDIX A: NPCS AND MONSTERS
4
HOBGOBLIN PRISONER
HUMAN PRISONER
Medium humanoid (goblinoid), lawul evil
Medium humanoid (human), neutral
Armour Class /2 5shield7 5it #oints // 51d? L 17 &peed 2A ft.
Armour Class /1 5shield7 5it #oints > 51d;7 &peed 2A ft.
&TR /2 5L/7
D(? /1 5L/7
C-N /1 5L/7
%NT /A 5LA7
W%& /A 5LA7
C5A @ 5-/7
&TR /A 5LA7
D(? /A 5LA7
C-N /A 5LA7
&enses darkvision ;Aft., passive 3erception /A Lan"ua"es Gommon 518M7,
&enses passive 3erception /A Lan"ua"es Gommon Callen"e /O? 518 D37
Martia! Ad"antage (#$%urn). The hobgoblin can deal an e'tra > 51d;7 damage to a creature it hits with a weapon attack if that creature is within 8 feet of an ally of the hobgoblin that isnt incapacitated.
ACTIONS
%NT /A 5LA7
W%& /A 5LA7
C5A /A 5LA7
Mace. Melee Weapon Attack: L1 to hit, reach 8ft., one target. Hit: 2 5/d;7 bludgeoning damage.
ACTIONS 2et. Ranged Weapon Attack: L2 to hit, range 8O/8 ft., one target. Hit: special 53$/4?7. Shortsword. Melee Weapon Attack: L2 to hit, reach 8ft., one target. Hit: 4 5/d;L/7 piercing damage. Spear. Melee or Ranged Weapon Attack: L2 to hit, reach 8ft. or range 1AO;A ft., one target. Hit: 4 5/d; L /7 piercing damage, or 8 5/d? L /7 piercing damage if used with two hands to make a melee attack. Unarmed. Melee Weapon Attack: L2 to hit, reach 8ft., one target. Hit: 1 bludgeoning damage.
0obgoblin Prisoners lack soldiers’ euipment !ut remem!er their military training well. *eapons. Prisoners are generally unarmed. , variety of weapons are presented here for arena com!at. Don’t forget to remove the ,/ !onus for a shield if you choose a twohanded weapon.
APPENDIX A: NPCS AND MONSTERS
4!
APPENDIX A: NPCS AND MONSTERS
4"
'ISTHELEK THE GRASPING !mall humanoid (goblinoid), chaotic neutral Armour Class /2 5it #oints /> 51d? L ?7 &peed 2A ft. &TR ; 5-17
D(? /> 5L27
C-N /A 5LA7
%NT /4 5L17
W%& /1 5L/7
C5A /2 5L/7
&a)in" Trows Ce' L8, *nt L4 &kills Ceception L8, 3erception L2, "leight of and L>, "tealth L8 &enses darkvision ;Aft., passive 3erception /2 Lan"ua"es Gommon, Cwarvish, 51d;7 damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 8 feet of an ally of Bisthelek that isnt incapacitated and Bisthelek doesnt have disadvantage on the attack roll.
ACTIONS 'agger. Melee or Ranged Weapon Attack: L8 to hit, reach 8ft. or range 1AO;A ft., one target. Hit: 8 5/d4 L 27 piercing damage. Shortsword. Melee Weapon Attack: L8 to hit, reach 8ft., one target. Hit: ; 5/d; L 27 piercing damage. Unarmed. Melee Weapon Attack: -1 to hit, reach 8ft., one target. Hit: / bludgeoning damage.
2ist"elek t"e ,rasping was the gang leader of a small !ut fairly effective criminal gang until his scheme against a pirate gang went awry. e avoided death !y convincing his captors that another mem!er of his gang was the leader as a mere accomplice he was sold into slavery instead. This goblin has an ornate tattoo of various symbols and letters that covers much of his torso and right shoulder. e wears a grin# its hard to decide if its merry or malicious.
Mannerisms. e is seemingly always happy always grinning and uick to laugh. e talks uickly and is often making Eokes of mi7ed uality. nteraction /raits. e rarely gives straight answers. e is street-smart" cunning" deceptive and manipulative. deal. ,lways positive" he !elieves comedy and mirth can !e e7tracted from any situation. ?ven imprisonment. e is something of a prankster" and his tastes can wander into the maca!re. Bond. e cares only for himself" though this is not always apparent as his cheerful manner can look like friendship. Bnlike other go!lins" he does not feel any special deference to ho!go!lins :though he may pretend otherwise<. Fla!. Bnlike most of his kin" he is largely unaffected !y fear. e doesn’t e7actly have a death-wish" !ut he will needlessly skirt with danger.
/attoos. , successful D/ (% Intelligence :,rcana<" :istory< or :Heligion< can identify Nisthelek’s tattoos. They are arcane markings to ward against magic" illness" !ad luck and various other maladies. They’re from a wide range of sources and practices and have !een artfully added to over the years. ;y default" the tattoos have no actual powers" though you could always override this. Perhaps give Nisthelek some luck points as per the ucky feat :P;(&J<0 Stor( deas. Nisthelek’s roguish talents and seemingly friendly attitude may make him an ally of the P/s. Nisthelek will gladly go along with such efforts and will even seem like a solid ally. ;ut when he spies an opportunity to 5prank6 the P/s he will do so. $or e7ample" he might lock them in a room" attract the attention of e7tra guards" trip them up in com!at" or purposefully misdirect them into dangerous situations. :1hile he has no pro!lem with endangering the P/s" or even himself to a small degree" he won’t do a prank that will get him killed.< If confronted a!out these pranks" he will lie and concoct an e7cuse. If there’s no plausi!le e7cuse" he will go with an a!surd one for his own amusement. *eapons. , variety of weapons are presented here for arena com!at. 1hile in prison" Nisthelek usually keeps a stolen dagger hidden a!out his person.
ORC PRISONER Medium humanoid (orc), chaotic evil Armour Class /2 5shield7 5it #oints /8 51d? L ;7 &peed 2A ft. &TR /; 5L27
D(? /1 5L/7
C-N /; 5L27
%NT > 5-17
W%& // 5L/7
C5A /A 5LA7
&kills *ntimidation L1 &enses darkvision ;Aft., passive 3erception /A Lan"ua"es Gommon 518M7, rc Callen"e /O1 5/AA D37 Aggressi"e. (s a bonus action, the orc can move up to i ts speed toward a hostile creature that it can see.
ACTIONS Scimitar. Melee Weapon Attack: L8 to hit, reach 8ft., one target. Hit: ; 5/d; L 27 piercing damage. Spear. Melee or Ranged Weapon Attack: L8 to hit, reach 8ft. or range 1AO;A ft., one target. Hit: ; 5/d; L 27 piercing damage, or > 5/d? L 27 piercing damage if used with two hands to make a melee attack. Unarmed. Melee Weapon Attack: L8 to hit, reach 8ft., one target. Hit: 4 bludgeoning damage.
rc Prisoners make up for a lack of sophisticated tactics !y !eing strong" tough and aggressive in com!at.
APPENDIX A: NPCS AND MONSTERS
4#
*eapons. Prisoners are generally unarmed. , variety of weapons are presented here for arena com!at. Don’t forget to remove the ,/ !onus for a shield if you choose a twohanded weapon.
APPENDIX A: NPCS AND MONSTERS
4$