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The Keep On The Borderlands – Revisited

for 4th Edition


A module for 3rd to 5th level characters
By Kelly D. Tolman

First some references and legalese. This whole thing is based on the original Dungeon Module B2 The
Keep On The Borderlands, by Gary Gygax originally published by TSR in 1981. This conversion is made in
homage to that great work.

You will need: The Players Handbook, Dungeon Master’s Guide and The Monster Manual for 4th edition
as published by Wizards of The Coast. If you play in the Forgotten Realms, then you will want to have
the Forgotten Realms Campaign Setting for 4th edition handy as well. Please note that the statistics of
monsters, traps, etc. which come directly from the core rulebooks are NOT reproduced here.

The conversion is for the 4th Edition Dungeons and Dragons system, which is a trademark of Wizards of
the Coast. This is not an officially licensed work, therefore it may or may not be fully compatible with
the 4th edition Dungeons and Dragons system. I suggest that it will work just fine.

Copyright notice: ©2009 Kelly D. Tolman. Feel free to redistribute this work or any portion of it in any
way that you choose. However, pleas also be kind and acknowledge the work of the author. If you
decide to sell this free work then you are an unscrupulous jerk and deserve to be hung from the nearest
tree.

The authors name (in case you skipped the by line) is Kelly D. Tolman. His email address is
ktolman@smartfella.com. Send him an email and he’ll get back to you (eventually). Send him spam and
it will get caught in the spam filter. You may want to put Keep On The Borderlands (or something
similar) in the title.
Cave G Shunned Cavern (owlbear) ............. 43
Cave H Bugbears ........................................ 45
Table of Contents
Introduction.....................................................2 Cave I Minotaur ......................................... 48

Part One: Back Story For The DM.....................3 Cave J Gnolls .............................................. 51

Area Map......................................................4 Cave K Temple of Evil Chaos ....................... 54

Part Two: Drell’s Keep ..................................... 6 Part Five: Events and Afterwards .................. 60

Keep Map ................................................... 16 Raider Attack ............................................. 60

Part Three: Adventures Outside of the Keep . 17 Chant’s Story.............................................. 61

The Swamp and Lizardmen ......................... 17 Lord Drell and Continuing Adventures ........ 61

The Mad Hermit ......................................... 17 Part Six: Treasures ......................................... 63

The Raider Camp ........................................ 18 Level 3 Treasures ....................................... 63

Random Encounters ................................... 18 Level 4 Treasures ....................................... 64

Part Four: The Caves of Chaos........................ 19 Level 5 Treasures ....................................... 64

Cave A Kobolds ........................................... 23 Appendix A NPC’s and New Monsters ........... 65

Cave B Fearclaw Orcs .................................. 28 NPC’s ......................................................... 65

Cave C Irontooth Orcs ................................. 32 Other Generic NPC’s................................... 68

Cave D Goblins............................................ 35 New Monsters............................................ 70

Cave E Ogres............................................... 38
Cave F Hobgoblins ...................................... 39
Introduction:
The original The Keep On The Borderlands module was designed for a party of 1st through 3rd level
characters. In all honesty it wasn’t horribly balanced, and proved to be a bit of a challenge for 1st level
characters. The 4th edition update is even more challenging.

This module is for 3rd through 5th level characters. Now, this doesn’t mean that a lower level party
won’t survive. It means that there is a high probability that if they start a combat in the Caves of Chaos
area that they will not do very well.

If this is a concern for you, then I suggest waiting for the prequel to be released soon at
http://www.dndcorner.com.

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Part One: Back Story for The
Dungeon Master
Drell's Keep was recently re-established on the valley. Scouts have confirmed that these caves
borders between Cormyr and Netheril by are inhabited by various humanoids. At least
Kavmen Drell. Lord Drell was awarded this post two scouts have not returned, and the area is
for his unfailing performance of his duty during considered to be dangerous.
the recent troubles with Netheril. He has been
ordered to secure and rebuild the keep and to The original map, taken from page 15 of the
establish it as an outpost and restocking station. original module is copied for you on the next
In order to accomplish this Lord Drell page. This module does not make use of the
understands that he will have to find some long “Caves of The Unknown” marked on the map.
term resources rather than continue to rely on
irregular supplies from Cormyr. Background and History for the DM:
Drell is a good man and an excellent leader. He
Location: Drell's Keep is located in the foothills is also highly ambitious, though thoroughly loyal
of the Storm Horns near the Stonelands near to Cormyr. He hopes that he can draw enough
Netheril. The exact location can, of course, be followers here to build a thriving town.
applied to any campaign. I use forgotten realms Unfortunately he knows that in order to build a
because I like it. The keep was originally built town he will have to encourage industry. There
centuries ago in motte and bailey style, and is is lumber in abundance, and he has plans for a
located on a low hill. There is one road going sawmill. Iron, however, still has to be brought
up the hill and only one gate in. in. The humanoids in the area have been seen
If you are playing a non-Forgotten Realms using crude iron weapons. Old trappers tell
setting, then just drop the keep in any about mines that used to operate in the past,
hilly/mountainous area near a river on the but which were taken over by raiders. He
border of an established kingdom, preferably a would like to clear out the caves and begin
kingdom looking to expand or looking to defend mining operations again.
itself from an enemy.
Furs are also available in abundance, but the
The area surrounding the keep is a series of low kobolds and goblins continually raid the
valleys and hills. The river Shrill, a relatively trappers. He is not willing to risk taking his
small river runs out of the mountains into the forces out in strength against any single group
Stonelands. The ruins of an ancient abbey lie for fear of reprisals. He is willing to hire a party
on a hill across the river, though Lord Drell has of adventurers to either eliminate or negotiate
no interest in the abbey at this time because it a peace with the various humanoid races that
appears to be relatively calm. More pressing occupy the caves of chaos.
are the caves only a few miles away in a nearby

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4
The bottom line is that Drell will have to clear unaware of Simiobolt's presence, though he
out the caves in order to establish any kind of would eradicate the priest if he knew of his
base. He has received permission to activities.
commission an adventuring group and is willing
to pay them 5 gold per right ear of any orc, These rules are posted at the entrance of the
kobold, gnoll, or goblinoid. If there are hostiles keep, as well as on the wall near all government
in the abbey across the river they have not buildings.
crossed the river to cause problems and can be
ignored for the present. 1. The gate is closed after dark. It is opened
for nobody.
The caves are occupied by refugees from 2. Cursing in public. Fine 1 sp.
different spellplagued outlying regions. Small 3. Spitting in public. Fine 1 sp.
families of gnolls, goblins, kobolds, orcs, 4. Loitering. Fine 1 sp.
bugears, and hobgoblins all fled here when 5. Public drunkenness. Fine 2 sp.
their original homelands were destroyed by 6. Public indecency. Fine 2 sp.
various other large forces. Individual motives 7. Brawling. Fine 5 sp.
and ambitions are given in with their individual 8. Use of weapons to commit violence. Fine 1
sections. The other major force is the domain gp
of Simiobolt Hold, a priest of Cyric. Because the 9. Use of magic without authorization. Fine 10
followers of Cyric have been outlawed and gp
pursued by most, Simiobolt has come here to 10. All persons not registered as permanent
find peace and to recruit followers. Simiobolt residents shall be able to provide proof of
has discovered that the keep is occupied again, employment or purpose to remain more
and has sent his servants to find more than 3 days within the keep.
information. Until now Kavmen Drell is

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Part Two: Drell’s Keep
Drell’s Keep is divided into 27 areas. Most of Ballista Level 8 Artillery
these areas are here simply for background Hazard XP 350
Initiative +5
info. Each area is detailed below.
Attack
Standard Blast 3 within 40
In general the keep is very organized, clean, and Attack +11 vs. REF. 3d10 damage and the
run just the way a military installation should be target is pushed 6 squares.
run. When the characters arrive they will be Reload: It requires 3 men at arms 2 full rounds
directed to Bravol’s Inn or to the Tipsy Mermaid to reload the ballista.
tavern. The people of the keep know that Disable: The ballista can be disabled with a
successful thievery check DC 24.
adventurers are being hired, and are excited to
Countermeasures
have the party around. They will welcome ✦Kill or disable at least one of the operators.
them and ask them questions about their ✦Deal 100 points of damage to the catapult.
background.

Catapult Level 9 Blaster


Where noted there are catapults and ballistae.
Hazard XP 400
These items are designed for protection Initiative +2
outwards. They cannot be rotated to face into Attack
the keep. Shot (Standard): Burst 6 within 40. +12 vs. REF.
3d10 damage and the target is knocked prone.
Area 1: Main Gate. Reload: It requires 3 men at arms 2 full rounds
to reload the catapult.
Disable: The ballista can be disabled with a
There are a pair of men at arms here. Treat as successful thievery check DC 28.
1st level fighters. If the PC's go wild and start Countermeasures
slaughtering the town, then you'll need to break ✦Kill or disable at least one of the operators.
out some stock NPC's. In addition to their other ✦Deal 100 points of damage to the catapult.
gear, all guards who are on duty at any location
of the keep are issued a whistle which they can Area 3: Entry Yard
blow if any trouble starts. Anyone within 10
squares will hear the whistle with no check. When the PC's enter here they will be required
Those within another 10 squares or inside of to dismount (if they have mounts) and will be
buildings must make a passive perception check interviewed briefly by Bjorn Farnhand -
DC 12 to hear it. Increase the perception check Corporal of the Watch. Bjorn will explain the
DC by 2 for each additional square out. rules if the characters have any questions. He
will ask their names and business. If they
Area 2: Flanking Towers indicate that they have responded to Lord
Drell's call for adventurers he will direct them to
Again, not much here other than another six the Bravol's Inn. If they do not appear to have
men at arms. money or a purpose in the keep he will send
someone to get Damling Hammerhorn the
bailiff. Assuming that the PC's can show that at

6
least one of them has enough silver to pay for particular loyalties to Cormyr or to Drell except
room and board for a week they will be allowed that Drell is an excellent leader and the post
entry to the keep. Damling is normally in area here is comfortable.
6. Damling will determine if the PC's need to be
Area 7 (Private Apartments or Homes):
run out of the keep or offered employment
with the guards. If they appear to be honest Area 7 is really several different areas. Each is
and capable he will offer them posts with the a private residence or apartment rented or
guard at 2 sp per day plus room and board. allocated to the resident by the keep. Most are
irrelevant, though there is room to improvise.
Area 4: Stables. The two largest are explained here.

There area couple of stable hands here (treat 7a: Merchant.


as human rabble). The charge is 2 coppers per
day to stable a mount. Feed can be purchased Jothran Yolandus and his wife Malara are here
for another 2 coppers per day. to review the furs. They have with them two
mercenary bodyguards (fighter level two, see
Area 5: Warehouse. stats for Bjorn Farnhand above). Each guard
also commands a large fighting dog (treat as a
There are two guards on duty here at all times. hyena see Monster Manual). Jothran is quite
The warehouse stores some supplies for the wealthy though he does his best to invite
garrison as well as any trade goods that the trouble. In his apartment is a locked iron box
guild has stored. If the PC's should acquire with 200 platinum and 100 gold pieces.
large quantities of goods they will be advised to
store them here. Use of the warehouse is free Typically he has 8 gold on his person. Secreted
to guild members. Otherwise the charge is 1 in his belt are 10 gems worth 50 gp each. If the
copper for every 10 pounds per week with a 1 PC's inquire about expensive or rare items for
silver piece minimum. Expensive items trade, they will be directed to Jothran. Jothran
requiring additional care will be charged at 1% is establishing a regular trade route for furs with
of the item's value per week. Additional guards the keep and has connections to be able to
will be placed on duty if requested at the guild acquire magic items if the characters are willing
house or the Baliff's Tower. to wait for them. At the moment he is not
hiring mercenaries, though he will direct them
Area 6: Bailiff's Tower. to collegues in different cities if asked.

When not drinking or taking care of other duties 7b: Chant Havelove, priest of Tyr.
Damling Hammerhorn, the bailiff of the outer
bailey can be found here. Damling was an Chant passes himself off as a priest of Tyr, but
adventurer and prospector in his youth. He really he is a warlock serving Simiobolt Hold.
came to Cormyr only recently and entered Chant is a level 4 warlock and has two very
Drell's service to help rebuild the keep. Now close followers, Liza and Nadara. Chant uses
that the stonework is complete and the locals bluff and his knowledge of religion and arcana
aren't attacking he spends his time visiting with to convince others of his genuine fervor,
new faces and keeping abreast of the news. although he doesn't really have any particular
convictions.
Damling is efficient in his work, disciplined with
his troops and generally liked. He has no

7
Simiobolt pays well and Chant will do anything
for money or power. Currently he is assessing Area 8: Smithy and Armorer:
the situation. He uses messenger pigeons
currently to communicate with Simiobolt. He Brian Blackforge, the smith is a retired
sends these messages on his walks through the adventurer who has entered Lord Drell's
garrison. As a priest he is given relatively service. Normally he doesn't wear his armor
unfettered access through the keep. around, but he always keeps a weapon handy.

He is popular with the troops and folk at the He charges PHB prices for his services, however
keep. He is jovial, friendly, and courteous. purchases of armor will require approval from
someone above the rank of corporal. He has 2
If the PC's seek his help in healing, he will turn suits of chainmail in stock which can be tailored
them over to Liza and Nadara who are more in one day for human sized creatures. It will
skilled than he is, or he will offer them a potion take two days for more severe modifications.
of healing. He will use the excuse that he spent
his youth learning the arts of battle when he He can craft other armor in two weeks and will
should have spent it in better pursuits. Chant need half the price in payment up front. He
avoids Essentia Nells, the eladrin advisor to Lord also has light shields, simple weapons, as well
Drell, but he is on good terms with Freela, the as swords and pole arms. Brian has three
genasi bard who is acting as Lord Drell's scribe. assistants (treat as human rabble) who help
him. He sleeps in a room near the forge and his
When the PC's leave the keep, Chant will begin assistants sleep wherever they can find a place,
causing trouble in the Keep. He has already usually in the shop. He keeps most of his
managed to befriend 6 of the guards, and will savings in the bank (see area 11), but he has a
rely on their friendship if he is found out. He is box with 6 gp, 16 sp, and 21 cp hidden in his
quietly spreading rumors about the dangers room. Currently he is making parts for a wagon
outside of the keep to raise the level of fear. for Marlin Drouhust the trader.

Eventually he will murder or arrange for the Area 9: Provisioner.


murder of a guard at night. He has asked
Simiobolt to have the raiders (led by Tandoro, This is a general store run by the military. It
human swordmage 2) to light a visible fire at carries gear described in the player's
night to attract attention and raise suspicion. handbook. He has no alchemical or magical
The keep is unlikely to weaken their garrison by gear of any kind, including sunrods.
sending out troops, but he will then point out
Lord Drell's fear and weakness. After he can Darvus the provisioner should be treated as
convince some to abandon their posts he will human rabble in combat. All gear is sold at PHB
attempt to murder Harnost, the guildmaster or prices. He buys gear at 20% of PHB prices
Jothran Yolandus, the merchant. Eventually he unless it is alchemical or magical, in which case
will resort to poisoning the keep's well. His goal he will pay 50%. He keeps 5 gp, 15 sp, and 30
is to get Drell to abandon the keep rather than cp on hand to make change during the day. He
to try and take it by force, but if the opportunity empties the till and takes all profits over to the
presents itself he will certainly take it by force. bank each night. He has 112 gp saved up to buy
goods with. He has a wife, Mary, and a young
7c: Braidla’s Home. son, Darvus. They live in a room above the
store. He does not sell weapons or armor.
When she is off duty, Braidla the maid at the
tipsy mermaid keeps her own apartment here.

8
Area 10: Trader.
Area 11: Mason's Bank.
Marlin Drouhust supervises the warehouse
activities and arranges for shipments of furs and The bank is owned and operated by the Guild of
other large quantities of trade goods. If the Masons. See area 16. Geoff the Banker is a
PC's look to dispose of items of value such as semi-retired adventurer. You can download a
tapestries, furniture, furs, or other large or character sheet for him from
awkward (but non-magical) goods they will be www.dndcorner.com or use the statistics for a
directed to Marlin. He tries to arrange human berserker from the monster manual. He
shipments into Cormyr each week, but wagons originally came to the keep with the curate (see
and transport are not so reliable. He always has area 17), but has found the Guild an attractive
at least one man at arms (from the keep alternative. Despite his genial outward
garrison) with him, but usually has two nearby. appearance, the half-elf has a deep love of
He carries 6 gp, 12 sp, 5 cp with him. In his battle and money, and defends the bank with
home and office he keeps a locked box with 18 all the zeal that originally drove him to paladin
pp, 165 gp, 213 sp, 524 cp. These all the funds hood.
that he has to buy trade goods from The bank will provide savings, loans, and
adventurers, though he may apply for a loan appraisal services.
from the bank if anything of great interest
appears. Savings: Opening an account is free to members
of the Guild of Masons. For others the fee is 5
Bank Gas Trap Level 5 Blaster gold pieces annually (first year prepaid). This
Trap 200 XP allows storage of coins and items of up to
A cylinder of compressed poison gas is 1000gp value. The local bank here will not
hidden in the door. guarantee items worth more than that, though
Trap: A puff of gas emerges from the they will arrange for transport to a more secure
keyhole and quickly fills the chamber. bank in Cormyr for a fee of 50gp. An early
Perception: withdrawal penalty of 10% (of the withdrawn
✦DC 27 to find the trigger mechanism. amount) applies to all withdrawals made before
✦DC 23 to see the hidden cylinder. 30 days. They will also provide a note of
Attack transfer of accounts to other branches
Initiative +2 throughout most civilized lands.
Trigger: Forcing the lock or opening the
door without the key, or a failed disable Loans: Interest rate is 10% per month. Loans up
attempt. to 5 gp can be obtained without security.
Gas Cloud: Anything over that requires security of 150%
Standard Close Blast 3 the loan's value.
Attack +8 vs. Fortitude.
Hit: 1d10 poison damage and the target Appraisal services: Charge is 1% of the item's
is immobilized (save ends). First failed value, 1 gp minimum.
save, the target is stunned (save ends).
Second failed save, the target is The safe upstairs holds 50 gp, 100 sp, 200 cp at
unconscious. the start of business. This is cash kept for
Choking gas (zone) normal daily transactions.
The initial burst of gas creates a zone of
poisonous gas that lasts for 1 minute. There are always 6 men at arms stationed in the
Anyone who starts their turn in the zone bank. Each of them has a whistle loud enough
triggers a Gas Cloud attack. to alert other members of the guard. There is
Countermeasures
Thievery: DC 22 to disable. Any failure 9
will trigger a gas cloud attack.
usually at least one other person in the bank Crossbow Turret Level 3 Blaster
besides Geoff. Geoff takes his lunches with Trap XP 150
Harnost, the guild master. Small repeating crossbows fire bolts from a
hidden location above the compartment.
A locked, barred, and trapped door leads to the Trap: Two crossbows attack each round on
vaults below the bank. Anyone opening the their initiative after they are triggered.
door without the key will trigger a poison gas Perception
trap. The trap is exceptionally well hidden and ✦ DC 20: The character notices the trigger
requires a DC 25 perception check (must be mechanism.
actively looking) in order to locate the control ✦ DC 25: The character notices the location of
mechanism. the hidden crossbow.
✦ DC 25: The character notices the location of
The Thievery DC to pick the lock after the trap the hidden control panel within the storage
has been dealt with is 22. vault.
Attack
The vault beneath the bank contains 12 locked Initiative +3
storage compartments. The DC to pick these Trigger: The trap activates and rolls initiative
locks is 22. when a character opens a trapped storage
compartment.
Standard Ranged 10
Attack + 8 vs. AC
Targets: Each crossbow attacks one intruder. It
magically discerns intruders from members of
the Mason’s Guild.
Hit: 2d8 + 3 damage
Countermeasures
✦ A character can attack a turret (AC 16, other
defenses 13; hp 38). Destroying a turret stops
its attacks.
✦ Thievery DC 22 to deactivate the control
panel.
Storage Compartments
1. empty
2. This has Brian Blackforge's life savings:
277 gp, a potion of healing, 3 gems
worth 150 gp each.
3. A gold altar service worth 1200 gp,
which belongs to the chaplain.
4. Has the same trapping mechanism as
the main door. This contains 51pp,
2213 gp, 1212sp, 3214cp. These are the
total resources of the keep at the
moment.
5. A small gold statue of a harpy worth
155 gp, a ritual book containing gentle
repose, animal messenger, water walk,
and detect secret doors. These are the

10
personal property of Harnost the Area 13: Fountain Square:
banker.
6. 15pp, 38 gp, 96 sp, 14 cp, all in The fountain is where general announcements
individual sacks. These are personal and public meetings are held. There are usually
property of Geoff. a few off-duty guardsmen here.
7. 7pp, 14 gp, a gold and pearl ring worth
650 gp, a pair of jade earrings worth Area 14: Bravol's Inn.
365 gp. These are the personal
property of Lord Drell. Bravol is a rather thin, unhealthy looking man
8. 3 pearls worth 500 gp, 5 garnets worth who maintains the inn because he thought it
50 gp, a jade and gold ring worth 285 would generate some income. He owes the
gp. These are property of Jothran mason’s guild a mortgage and has gambling
Yolandus. debts to pay. Bravol is a quiet man who will
9. Has a magic crossbow turret trap See simply point to the sign when asked about
DMG page 88. The trap guards an room.
alabaster and gold statue worth 3000
gp inside of a finely crafted wood and Room 1 gp/night, includes bread and cheese.
silk case inlaid with silver worth 600 gp. Meals served next door.
These items are property of the Guild of
Masons being held for transport. Bravol is a greedy man, already bought by Chant
10. 6pp, 65 gp - The savings of Havlom Havelove. He could care less about anyone
Prince other than himself and pays his debts only out
11. empty of fear. Given an opportunity, he will swipe any
12. A sack with 58 pp and 76 silver pieces. valuables left lying around and quickly give
These are savings of Marlin Drouhust. them to his debtors.

In general the bank is very closely watched. 3 Area 15: The Tipsy Mermaid.
guards will arrive each round after the whistle
blows. Damling Hammerhand will arrive after 3 This tavern is usually full of off-duty guards.
rounds and will begin directing their efforts. The few women in the keep generally stay at
home. Havlom Prince owns and operates the
establishment. He employs Braidla as a maid
Area 12: Watchtower. and waitress. Everyone comes here for rest and
relaxation as there is little else to do on the
Phillip, the captain of the watch lives and works keep.
here. He handles the duty rosters of the
guards. In total the keep houses a garrison of Meals can be purchased for 3 sp. Ale, beer, or
30 men at arms, not including officers. Phillip is mead for 5 cp, wine for 1 sp. Drinks are also
an active adventurer who has taken the job available by the pitcher or bottle.
because he enjoys the wild lands. Once things
settle in and a suitable replacement can be Havlom deposits the previous days earnings at
found Phillip would like to explore the the bank each morning. He keeps 5 gold and 35
monastery across the river. For the present he silver on hand to make change.
has promised Lord Drell that he will remain with
the keep until it is more established. Other
than his gear, Phillip has a box with 6pp, 38 gp, Area 16: Guild of Masons.
64 sp, and a case of brandy worth 55 gp.

11
The guild of masons runs everything non- some among them were secret members of his
military in the keep. They control taxation, organization. He will offer the PC's 50gp for
commerce, public works, and anything else that information about the partrol and an additional
Lord Drell doesn't want to deal with. They issue 50gp for each rescued survivor. If they can
all permits, oversee general construction secure the trade routes either by exterminating
activities and supervise appointments of public the entire caves, or by some treaty, he will
servants. The compromise is that they are not award them all lifetime guild membership and
allowed any of their personal military within the an additional 100 gp.
keep. They pay for all of their military support
through Lord Drell. Harnost gets along pleasantly with Chant
Havelove, the supposed priest, but he has
For those of you familiar with Forgotten suspicions about the priest's authenticity and
Realms, you will realize that this guild is purposes. At the moment his suspicions are
something of my own creation. They are a only a hunch and he has kept the private
commerce and trade guild with small holdings because he has no proof and cannot think of a
throughout Faerun. They deal in organized reason why the priest would be this far from
crime where it is prudent to do so, but do not the rest of civilization. He has his assistants
consider themselves mercenary or powerful watch the priest, but so far has not been able to
enough to challenge other major organizations. search his apartments or find any evidence,
They dabble in politics only enough to help though he does know that Chant is sending
trade. Their hold in Drells' keep is unusual, and messenger pigeons to someone.
therefore all the more important to the
organization. Should the keep become strong Harnost has three assistants that work and live
enough this will likely become their in the guild hall. In addition Geoff, the banker
international headquarters. lives in the guild hall. They have private
apartments on the second floor. Their offices
Harnost is the guild master here. If you aren’t are located on the bottom floor.
downloading the character sheet from
www.dndcorner.com, then use the statistics for Trade access: The guild can get just about any
a Halfling prowler from the monster manual. item through its trade network, provided the
He is a shrewd but friendly halfling who has PC's are willing to wait and are willing to pay. In
risen through the ranks of the guild by careful general it will take 10 days for every 1000gp or
planning and hard work. He has plans to extend less of value for any object that they order.
the guild's reach into the more unseemly side of
society. Already he has quietly garnered Area 17: The Chapel.
support and controls the gambling and
prostitution through the inn and tavern. He has The chapel is a small affair, and is dedicated
made arrangements to have additional women more to goodness and military might than to
brought to the keep, and they should begin any particular deity. Curtis, the chaplain is a
arriving within the next 10 or 15 days. Harnost long time friend and adventuring companion of
likes Kavmen Drell, and enjoys the keep. He has Lord Drell. He lives here with his young wife.
no desire to assume military authority here and Together they administer healing and comfort
believes that increasing trade and commerce to those who need it. They perform ceremonial
will benefit everyone. rights for a variety of deities, but encourage the
worship of Amaunator above others.
Harnost has access the scouting reports on the
Caves of Chaos and surrounding areas. The last
patrol sent to the caves did not return, and

12
In addition to his adventuring gear, Curtis keeps Area 20: Guard Tower:
8 gp, 15 sp on his person. He keeps 6 healing
potions ready, This tower would house 24 guards when full,
but now only houses 8. The corporals of the
The chapel has been surrounded with a magic guard are here, both 2nd level fighters.
circle (see PHB for ritual description) against
shadow, and an undead ward (see PHB for ritual Area 21: Inner Bailey.
description).
This is the courtyard in front of the keep's main
Curtis spends most of his time working on his tower. Here the soldiers drill and train.
alchemical and ritual research. Drell has
allocated him 25 gp per month for his research Area 22: Cavalry Stables.
duties. Curtis hopes to surround the entire
keep with magic protection. Drell relies heavily There are 6 horses stabled here, all property of
on Curtis for decisions, particularly difficult the military. They are used by Drell and his
cases of judgment. Curtis no longer entertains officers as necessary. They are not for sale.
thoughts of adventuring, but prefers to help There are 4 attendants (all commoners) on duty
build the community and add a touch of magic to attend to the horses during the day.
to the keep.
Area 23: Great tower.
Areas 18 through 27 are the areas of the inner
bailey and towers. The guards here may be This is identical to area 20 above.
posted to the outer walls as well, depending on
duty arrangements. The captain of the watch
Area 24: The Keep Fortress.
and the captain of the guard both work closely
together to coordinate efforts.
This is a tall, thick, imposing structure with only
a few dark rooms inside. It is kept clean, neat,
Area 18: Inner gatehouse. and business runs like a clock here. There are
quarters here for the scribe, advisor, and for
The inner gatehouse has quarters for the Lord Drell.
captain of the guard and the sergeant of the
guard. Only those possessing an invitation, or
Area 25: Tower.
accompanied by Lord Drell, Essentia Nells,
Freela, Harnost, Curtis, or one of the sergeants
40' high tower with battlements pierced for
or captains, will be allowed through. There are
arrows.
no exceptions to this rule, though messages
Area 26: Central towers.
may be passed on. The sergeant is a 3rd level
fighter, the captain is a 4th level fighter. Both
Here are the scribe, Freela, a Genasi Bard, and
are loyal to Lord Drell, and attend to their
Essentia Nells, an Eladrin wizard who acts as an
business. Neither of them is interested in the
advisor. Neither Freela or Essentia Nells owes
PC's. The matter of the caves pertains more to
Lord Drell any particular loyalty, but they both
the outer bailey.
enjoy the keep and respect Drell for his
leadership ability.
Area 19: Small Tower.
Freela came to the keep when she heard about
The typical tower houses 8 guards, first level
Drell's commission. She is interested in new
fighters.
lands and new stories. She spends all of her

13
free time visiting with newcomers and listening and to control illegal activities in the keep and
to what they have to say. She enjoys her job as report it to her she will reward them 50 gp, and
scribe because she gets to hear first hand all of bring the matter before Lord Drell. She will
the accounts of important events in the keep. help them supplant the guild if they encourage
her or indicate an interest - providing they do
She respects her job, but will give out not wish to engage in illegal or immoral
information if it seems appropriate to do so. activities.
She is aware of the lost patrol, and will give any
information to the PC's that she thinks will Area 27: Castellan's chambers.
help. She knows that orcs, goblins and kobolds
have all been spotted in the area of the caves of This is where Lord Kavmen Drell resides.
chaos. In addition she knows that campfires Typically he is not here, except to hold council
have been spotted across the river and that or to debate difficult matters. He spends most
there has been activity of some group of of his time visiting his officers and advisors.
humanoids to the south of the keep. When he meets with the PC's to issue them
their charter, he will do so at the inner bailey
Essentia Nells is an Eladrin here to help out Lord gate. Requests to see him will go through a
Drell. You may download her character sheet chain of command, and the PC's will be shown
from www.dndcorner.com or use the statistics to Essentia Nells first. She will have Freela
for an Eladrin Twilight Incanter found in the record their report and decide if the matter
monster manual. Essentia Nells also came to needs Drell's direct attention.
the keep looking for stories, but stories that tell Kavemen Drell wants the keep to succeed more
about the history of Faerun and the world at than life itself. He is ambitious and believes
large. She advises Lord Drell on matters of that his best work is to serve Cormyr and to
longevity and persistence of the keep. She bring civilization to uncivilized places. He
understands that his short life will be but a understands the use of mercenaries, and
moment to the stone walls of the keep and she believes that the PC's can be useful to his
wishes to bring beauty and strength to the land purposes. He will try to earn their loyalty if they
as well as power and majesty. prove useful.

She has claimed the keep as her own. She does Initially he will offer the PC's 50gp for
not wish to rule it, but will do all in her power to information about a patrol that was lost 3 days
see that those who do rule it do so with its ago in the area of what the people of the keep
continued existence in mind. She will help the are calling the caves of chaos. The patrol
PC's in their endeavors so long as their goals consisted of 6 members, Hamron, Bliss, Fornst,
match those of the keep. She knows that a Robert, Gilpack, and Unther a corporal. They
short term extinction in the caves will be went on foot with provisions for ten days. If the
temporary at best, and would rather see those PC's press for more money, he will direct them
creatures brought to productive service and to Harnost who is offering additional rewards.
commerce with the keep. Lord Drell does not believe there are any
survivors and so does not offer a reward. If
Essentia despises the Mason's guild and is they turn up any survivors, he will offer them 50
working quietly to gather resources to supplant gp per survivor.
them economically. She is working to bring in
other trade organizations, and will offer the He will explain that he needs the caves cleared
PC's discounts if they will trade through people for mining. He would like an accurate map of
other than the mason's guild. If the PC's the caves as well as any indications of mining
discover Harnost's plans to increase prostitution activity, recent or past. If he can secure the

14
mines, he offers the PC's 10% interest in the cleared). If pressed for cash now, he will buy
mining profits (which will come to 50 gp per offer them a flat 500gp.
month starting a month after the caves are

15
16
Part Three: Adventures Outside of the Keep
The Swamp and Lizardmen Name Level Type XP
2 Greenscale Hunters 4 Skirmisher 350
The swamps to the southeast of the keep are 2 Visejaw Crocodiles 4 Soldier 350
inhabited by a small tribe of lizardmen. 1 Vine Horror 5 Controller 200
Encounter Level 4 Total 900
Normally the lizardmen are not hostile and do
not hunt outside of the boundaries of their Lizardman Mound
territory, however they will defend their homes Name Level Type XP
and lives if they are threatened in any way (such 1 Greenscale Marsh
as an adventuring party poking around). 6 Controller 250
Mystic
2 Blackscale Bruisers 6 Brute 500
If the PC’s decide to explore the swamp, then 1 Greenscale Darter 5 Lurker 200
they will encounter the three patrols in
2 Greenscale Hunters 4 Skirmisher 350
succession, one each 12 hours. After two days
Encounter Level 6 Total 1300
of searching they will stumble upon the
Lizardman encampment.
The Mad Hermit
The lizardmen are not particularly intelligent
and are completely uninterested in what is
The mad hermit can be found in any wilderness
going on in the keep. If the players attempt to
area around the keep. He travels the area and
negotiate with them they will ask the players to
will track the steps of the party when he finds
leave their swamps.
them. The hermit is curious, but also
potentially deadly.
Patrol 1
Name Level Type XP
The hermit has spent his life hunting and
1 Visejaw Crocodile 4 Soldier 175
trapping in the area around the keep. He has
1 Spitting Drake 3 Artillery 150 recently succumbed to dementia and
1 Greenscale Darter 5 Lurker 200 loneliness. He often talks to himself as well as
Encounter Level 1 Total 525 to inanimate objects. When he approaches the
party he will act friendly, but will attack with
Patrol 2 the slightest provocation, focusing his rage on
Name Level Type XP the one character that has offended him.
1 Greenscale Darter 5 Lurker 200
2 Greenscale Hunters 4 Skirmisher 350 The hermit always carries a treasure (choose at
1 Greenscale Marsh random from the list of treasures in section 6).
6 Controller 250
Mystic
Encounter Level 3 Total 800 Name Level Type XP
1 Mad Hermit 8 Elite Brute 700
Patrol 3 Encounter Level 2 Total 700

17
The Raiders Random Encounters
The raiders are led by a human swordmage If you are fond of random encounters, then the
called Tandoro. He is loyal to Simiobolt because following encounters can be used outside of the
the deranged cleric pays very well. He cannot keep.
be trusted, but will follow orders as long as
money continues to come. d20 roll Name
1 The Hermit
At the beginning of the adventure his band 2-3 Lizardman Patrol 1
consists of: 4-5 2d4 Kobold skirmishers
5-6 2d4 Goblin warriors
7-8 1d4 Gnoll marauders
Name Level Type XP 9-10 2d3 Hobgoblin Soldiers
2 Elf Archer 2 Artillery 250 11-12 1d4 Bugbear Stranglers
1 Human Guard 3 Soldier 150 13-14 4d4 Stirges
1 Human Mage 4 Artillery 175 15-16 1d4 Fey Panthers
2 Halfling Thief 2 Skirmisher 250 17 2d4 Human Bandits
4 Human Bandits 2 Skirmisher 500 18 1d4 Dire Wolves
19 1d3 Dire Boars
Total 1325
20 1 Werewolf

As the adventure progresses it is entirely To choose a random treasure just roll 1d10 and
possible that the group will grow, adding choose a treasure from the treasure list for the
various humanoids as time goes on. appropriate party level.

If the party explores the roads near the keep for


a couple of days they will encounter the raiders.
Likewise if they have somehow found out about
the raiders they will know more or less where
to look.

Tandoro keeps the camp moving from day to


day and will continue to do so until they reach
around twenty in number at which point it will
simply be easier to keep in one place.

Tandoro will follow Chant Havelove or Simiobolt


Hold’s orders. If his group is somehow wiped
out he will look out for himself first and flee
into the wilderness. He will not return to the
area of the keep.

18
the day and are very active at night. The
Part Four: The Caves of exception is the kobolds who are scurrying
Chaos around the caverns doing work for everyone
else while they sleep. If the PC's come at night
then some of the guards will be out hunting or
scavenging, or else partying riotously.
First a general description of the caves and how Some notes on general politics within the caves
they work. For those of you who've played the (I'll recap with each description of a cave area):
original basic D&D module, you'll remember The two tribes of orcs are allies. They have an
that they were a winding maze of narrow active gang style war with the goblins and
caverns. Well, that style of play can be a bit hobgoblins, who are also allies.
cumbersome to pull off with minis. So I more or
less revised the map with that in mind. The kobolds sell their services to everyone.
However, the update can be played just fine Their services include janitorial, trap-making,
with the old map, just remember that maintenance, fetch and carry, and other menial
everything may not fit. In order to keep the tasks. They are on good terms with everyone,
same crowded feel, however I did try to keep except the cult of Cyric.
some of the passages narrow and some of the
rooms small. Hopefully this will make for a The bugbears also sell their services to anyone
variety of interesting and different combat who can pay - but they don't come cheap. Thier
situations. services include assassinations, holding
prisoners, torturing, and enforcement. They
My group likes to talk and interact a lot with the also run a small trading post.
bad guys rather than just bash them in so I've
tried to include quite a few political/role-playing The minotaur has no allies and hunts whatever
alternatives in the descriptions. Please be comes his way. He is active at night and may be
aware that this is designed for low level encountered outside of his cave if the PC's are
characters (3rd through 5th roughly), but to exploring at night. This is also true of the
keep in theme with the original I went ahead owlbear, who generally sleeps during the day.
and included some out of depth monsters. This The gnolls have no allies and have made no
means that when running the module you will enemies. They are clearly the most powerful,
need to be careful. Make sure the PC's having made an example of the previous
understand that when they deal with the gnolls, occupants of the cave. They run a shop and
for example, that they will have zero chance of keep an eye on everything within the caves.
winning a fight, and that they better take the After the kobolds the gnolls are the most active
minotaur seriously or he will crush them. If during the day. They speak common and will
your players only do bash and grab, then you actively choose to engage the PC's in
may want to manually tone down some of conversation rather than start a combat. They
those encounters or you may want to just drop are prepared to deal with anyone who comes
some sets of caves entirely. The orcs, kobolds, with reasonable offers, including any of the
goblins, hobgoblins will all be fine. The other humanoids.
bugbears, ogres, dark cavern, minotaur cave
and temple of chaos will be challenging and The cult of Cyric is also active during the day,
may need a tweak. The gnolls are deadly though generally they sleep late and stay up
dangerous. late. They are aware of the other humanoids,
but do not deal with them much. They supply
Please note that all of these creatures are themselves by raiding travelers, rather than
nocturnal. They sleep or lounge during most of warring with the other occupants of the caves.

19
They despise the orcs and goblins, but have The caves are located in a little narrow valley.
some limited dealings with the gnolls. Their The valley is filled with grass and trees. Wisps
primary concern now is dealing with the keep. of smoke are visible coming at random out of
the canyon walls. There are signs that some of
Fire Risk: the trees have been cut down. The area
appears to be devoid of natural wildlife.
There are fires in several of the rooms. These
are usually rather open affairs next to rugs and Cave decoration and description:
other flammable stuff. The risk of anything
becoming ignited is very high. If combat takes A: A foul odor wafts out of this cave entrance.
place in a square adjacent to a fire, there is a Bits of dirt, trash, and dung litter the area.
5% chance (1 on d20) that a flammable object Parts of the cave, up to about 4' high on the
like a pillow or blanket has been accidentally walls have been painted a variety of different
kicked into the fire. If it ignites the fire will colors using natural and manufactured dyes.
spread at the rate of 1 square in radius, The floor is also splattered with paint. A fait
extending from the point of origin, every odor of perfume mixes with the other revolting
round. A creature that starts its turn in a fire smells.
square takes 5 fire damage and any unattended
flammable objects he or she wears will ignite. A B: This cave is littered with many heads of
character that takes 10 fire damage will several different humanoid races, including,
continue to take 5 fire damage (from ignited dwarves, halflings, humans, elves, goblins
clothes and smoke inhalation) after leaving the (many goblins), kobolds, hobgoblins, and orcs.
area (save ends). Smoke in fire squares Some are more fresh than others. If the
provides concealment. characters look closely they will discover that
three of the human heads appear to be quite
Lighting: fresh. A perception check DC 20 will reveal to
any character who received the description of
The cave entrances are all unlit, though most the lost patrol that these heads match the
have some decoration. It is clear to any description of three of the patrol members.
character trained in nature or perception or
who has a wisdom of 12 or higher that the area The heads are on the outside of the cave as well
is travelled by humanoids frequently. as the entrance to the cave and the entrance
area. One of the heads is an actual live orc who
Treasure: is on watch here. A DC 22 perception check is
required to notice that the head is not damaged
I have NOT included treasures in the individual like the others. The orc is on a raised platform
area descriptions. Rather, I will post a list of the and the PC's will have to climb up to inspect it
possible treasures that the PC's can find. closer. If anyone attempts to make this
Because this is such an open-ended adventure inspection, the orc will run to raise the alarm
(i.e. there is no way to know which caves the rather than risk getting stabbed in the eye.
players will be interested in), I suggest handing
out 2 or three of the treasures in each cavern C: This cave is littered with dried leaves and
complex. Be sure that the PC's get all of the debris.
level three treasures about the same time they
get enough XP to reach level four and so forth. D: This cave entrance has been swept clean.

Area outside of the caves: E: This cave entrance is hidden behind some
very large trees. Sounds of something very

20
large moving can be heard. A DC 18 perception including orcs, goblins, and kobolds. The cave
check will reveal grunts and growls. If the itself has nothing of note about it. It appears to
person speaks giant, they will understand the be a completely natural cavern. There are no
words "give it back, Bree," and "No, it's mine footprints in the un-worked stone floor (though
you jerk!" a DC 30 perception will reveal movements of a
large hoofed creature). There are no small
F: The initial entrance to this cave has been footprints leading into the cave. A DC 20
swept clean, except for some obvious blood perception check will note 1 large hoof print
stains on the ground. A stout iron-reinforced near the cave entrance that is mostly obscured
door is here at the back of the cavern it is DC 20 by the other small footprints.
to break through the door. Over the door is a
sign in goblin and common "Come in for J: The immediate entrance to this cave is a
dinner!" The handwriting is very poor, and it natural, un-worked cave that has nothing of
appears to be written in blood. note about it. DC 19 perception will reveal the
presence of footprints that have been
G: This is a very dark cavern. It smells musty, concealed. The guards are actively listening,
even near the entrance. A DC 19 perception however, and if the characters make much
will reveal the sound of dripping water. noise the guards will come to investigate.
H: There are a hodgepodge of signs adorning When they see that there are intelligent
this entrance in common, goblin, draconic, and creatures they will put away their weapons and
giant. All are very large with very large, neat offer to talk.
lettering. All of them say "Top wages! Food
and money! Report to the first guard on the K: To quote original text "Red strata intertwines
left!" with bulging black veins running through the
hewn rock walls beyond the entrance. The wide
I: The garden in front of this cave is neatly corridors and chambers are deathly still. A faint
tended and organized. Rows of potatoes, groaning sound, and a shrill piping may be
turnips, beets, cabbages, carrots, and chard are occasionally heard, barely perceptible even if
visible. The pepper plants appear to have the party is absolutely silent and listening." This
succumbed in the last frost. Small footprints cave has clearly been worked, even to the
are visible, and it is clear that whoever works casual observer. In addition there is a faint
this garden is of small size wearing poorly made smell of decay on their air, though it is by no
shoes (Nature or Perception DC 17). A DC 18 means overpowering, and after a few moments
nature check will reveal that bits of dung in the inside the characters will get used to it.
garden belong to various different creatures

21
Cave entrances are marked in pink and The party will enter the valley at the east end.
indicated by red letters. The map can be a bit There is an old road that leads to the caves
confusing until you think of each cave as an from the keep (the caves used to be active
underground area inside of one of the hills. The mines).
central area is the valley floor with trees and
the kobold garden. The cave entrances are all If you don’t like this map, then visit
up a bit higher on the hills. Caves B & C, for http://www.dndcorner.com/downloads and
example are higher up on the hills than cave A. find a copy of the original map there. The maps
Likewise Caves D and F are higher up than Cave are substantially different. However the
E. Also caves K & I are higher up than cave G. original map doesn’t work for miniature combat
Cave J is quite high up. and is far too crowded to hold all of the
creatures involved in this adventure.

22
Complex A - The kobold warrens.

His majesty King Ungblot the Mightily Witted Terrain:


rules the kobolds with an iron claw. That is to
say nobody else wants the job after a rock fell Terrain should be considered normal unless
on his predecessor and everyone believes the otherwise noted. Areas with furniture are
king's job to be cursed. They had to have a difficult terrain and provide cover for any small
king, however, so they stole some dice and creature that enters their square.
gambled for it - Ungblot lost.
Area 1: Entrance and guards.
The tradition of the kobolds is one of
diplomacy, stealth, and hiding. They are Name Level Type XP
purposely active when others are not, keeping a 1 Kobold Slyblade (s)
low profile when possible. They run a janitorial 4 Lurker 175
Monster Manual
and maintenance service for all of the major
tribes. If the PC's are exploring during the day 1 Kobold Hurler (h)
2 Artillery 125
they will encounter the kobolds from area 6 New Monster
running tasks. If the PC's take time to explore 2 Kobold Pikeman (p)
the outside area of the caves, then this 2 Brute 250
New Monster
encounter will happen in the kobold gardens.
Pit Trap
Otherwise it will happen just outside of the first 1 warder 100
See Below
other cave the PC's are about to enter or spend
any time exploring. At night all kobolds will be Encounter Level 2 Total 650
home.
The kobolds have constructed a pit trap across
Lighting: the entrance to their warren. This is a false
floor pit trap see page 87 of the DMG. The
The kobold warrens are dark unless otherwise kobolds have some boards nearby which are
described. The kobolds actively use their used to cross the pit safely. A character can
darkvision. make a DC 12 athletics or acrobatics check to
move around the edge of the pit after it has
been triggered.

23
If the kobolds hear the PC's coming they will Area 2: Trash Heap.
send 1 pikeman out of the cave as an envoy.
Name Level Type XP
If the PC's talk, they will send for their king.
The king will not come out himself (he is 2 Stormclaw
scared), but he will send word. If it is day, the Scorpions (s) 1 soldier 200
king will invite the PC's to meet him at the Monster Manual
gardens. If it is night, he will ask them to come 2 Rat Swarm (r)
back tomorrow. If they press, he will invite 2 skirmisher 250
Monster Manual
them to his chambers. The guards in area 1 will
remain on post, but the guards from area 4 will Encounter Level 1 Total 450
crowd into the chief's area.

False-Floor Pit Level 1 Warder XP 100 The source of the foul odors that come from the
Trap: The section of the floor hides a 10-foot-deep kobold cave is this room. The kobolds bring all
pit. of the refuse that they cannot otherwise use
Perception
and dump it here. Over time it has attracted
✦ DC 20: The character notices the false
stonework. quite a bit of vermin, which the kobolds use in
Trigger their traps and projects.
The trap attacks when a creature enters the trapped The rats and scorpions will come out and attack
square.
Attack
if the trash is bothered by anyone other than
Immediate Reaction Melee the kobold vermin handler.
Target: The creature that triggered the trap.
Attack: +4 vs. Reflex
Hit: Target falls into pit, takes 1d10 damage, and
Area 3: Storage.
falls prone.
Miss: Target returns to the last square it occupied Poison Dart Trap Level 1 Artillery XP 100
and its move action ends immediately.
Trap: There is a spring loaded poison dart in the
Effect: The false floor opens and the pit is no longer
keyhole.
hidden.
Countermeasures ✦ DC 16: The character notices the dart
✦ An adjacent character can trigger the trap with a mechanism. (requires active search)
Trigger
DC 10 Thievery check (standard action). The floor
The trap attacks when a creature opens the door
falls into the pit.
without the key
✦ An adjacent character can disable the trap with a Attack
DC 25 Thievery check (standard action). The floor Immediate Reaction Melee
becomes safe. Target: The creature that triggered the trap.
✦ A character who makes an Athletics check (DC Attack: Reach 2 +4 vs. Reflex
11, or DC21 without a running start) can jump over Hit: 1d10 poison damage and ongoing 5 poison
the pit. damage (save ends)
✦ A character can climb out with a DC 15 Athletics Countermeasures
check. ✦ DC 16 Thievery to disable
✦ The dart can be triggered at a distance..
The pikemen will use their reach to engage
enemies across the pit while the hurler will This room has a door that is locked. Break DC is
attempt throw stuff from down the narrow 16. Pick DC is 15 The kobold king has the key to
passage. The Slyblade will hang back in hiding the door.
in the dark corridors and try to catch PC's from
behind as they chase down the hurler. The door is also rigged with a poison dart that
will trigger if the key is not used or the door is
If things go badly the hurler will flee for help. hit hard. It makes one attack . There is only one
dart. If there is nobody adjacent to the door

24
when the trap triggers it has a range of 2 If the battle goes poorly, the kobolds will
squares. attempt to flee in any direction they can find.

Inside of the room are a variety of sacks, crates,


and barrels. Mostly stuffed with odds and ends
gathered from the other tribes. There are
pieces of fur, dried meat, bits of broken
Area 5: King's Throne Room.
furniture, cracked mugs, wooden bowls, and
other assorted junk. Nothing here has any real Name Level Type XP
market value, but the PC's should get the 2 Kobold
impression that the kobolds didn't make this Dragonshield 2 soldier 250
stuff themselves and that most of it did not Monster Manual
come from human lands. 2 Kobold Skirmisher
1 skirmisher 200
Monster Manual
Area 4: Guards
1 Kobold Slinger
1 Artillery 100
• Special NOTE: This area is NOT Monster Manual
included in this version, but is part of encounter Level 1 Total 550
the original. If you use a different map,
then by all means include it. This is really just a den for practical jokes and
gambling. The scene should be described as
Name Level Type XP chaotic. The kobolds will be constantly moving
Kobold Chieftain (c) during any conversation, each vying for a better
5 Soldier 200 spot from which to listen. The chief is much
Monster Manual
more wise and experienced than he lets on. He
Kobold Spiker (sp) has worked hard to establish peace and to
3 Controller 150
New Monster ensure the longevity of the tribe. He
2 Kobold Slinger (s) 1 Artillery 200 encourages cunning, crafting, and practical
2 Kobold jokes among his little tribe. He has chosen his
Dragonshield (d) 1 Soldier 250 guards more for their intelligence than for their
strength.
Monster Manual
encounter Level 4 Total 800 If the PC's start a fight, the stronger kobolds will
fight while the weaker ones will alert anyone
These guards usually sit around playing cards or else in the complex and then flee. They will run
dice. Since the selection of the new king they to the garden area and hide there. If possible
are all practicing their skills so that they won't they will lure the PC's into the bugbear caverns
be next. If the PC's are meeting with the king or into the orcs in area C. There is a fire in the
they will follow them to the king's chambers. corner of this room that provides bright light
Otherwise they will be here. If any of the and warmth to the room.
guards escapes in area 1 they will alert the
guards here. King Ungblot the Mightily Witted will listen with
interest to anything the PC's have to say. He
There is a small fire here that the kobolds use to doesn't know anything about mining, but will
keep warm. The fire gives off bright light in the allow the PC's to explore his cavern for 5 gp in
room. goods or coin. A DC 18 dungeoneering check
will reveal that there is ore present and that a
shaft could be started in area 4 or in area 3

25
(though the PC's will likely have to kill the Convince Drell to Hire Kobolds
vermin). Level 8
Skill Challenge XP varies (see
The King will offer the services of his tribe to below)
Lord Drell, performing the same work they do You speak with the officials in Drell’s keep to
here, though he will slyly ask for much more convince them to hire the kobolds to work in
money than he is currently getting. He will ask Drell’s keep.
for the outrageous sum of 5 silvers per week for Complexity: 3 (8 successes before 3 failures)
the services of his entire tribe, but will settle for Primary Skills
1 silver if the PC's haggle. Diplomacy – to convince the officials that the
kobolds will be peaceful, especially
Convincing Lord Drell to take the kobolds is a demonstrating that the kobolds are currently
complexity 3 difficult skill challenge (8 successes peaceful with the other humanoids.
before 3 failures DC 17). Diplomacy, Bluff, and History – the characters can try to remind the
Streetwise could all be put to good effect here. keep’s residents that kobolds have a history of
The successes must come from any of these hard work in the area.
possible sources, Lord Drell, Essentia Nells Secondary Skills
(advisor), Freela (scribe), Harnost (guild master) Bluff – any plausible lie
or Curtis (chaplain). There is endless room for Streetwise – the characters can learn that the
role-playing this out, such as convincing Curtis miners in the area have previously hired the
that the kobolds seek to join his flock or telling kobolds.
Freela that the kobolds have new and amazing Victory:
stories to tell. If the PC's do get the kobolds The kobolds are hired and move into the keep.
into the keep (they will have to relocate to The players are rewarded with treasure and XP
allow for mining to begin) award them with the equivalent to forcefully clearing out the keep.
same XP they would have received for defeating Defeat:
the entire tribe in combat. This will vary The kobolds are not hired, but agree to move
depending on if some of the kobolds are out for 25gp. The players are rewarded with ½
already dead. The PC's could then find treasure the treasure and XP of a success.
packets in the abandoned kobold warrens or Skills:
they could come as awards from Lord Drell. Diplomacy DC 16, Bluff DC 17, Streetwise DC
If Lord Drell is not willing to hire the kobolds 17, History DC 15
(they fail the challenge), he will be willing to
purchase the rights to the kobold warrens from Please note that there are many other possible
them. He will offer 25 gold pieces for them to outcomes available here. The kobolds are very
leave. The kobolds will request that he also give willing to negotiate. Also, once they vacate the
them a cart, a mule, and a permit to travel the area, the orcs from area B will immediately
king's road. Drell will accept these terms. The move in. They will send guards from area 8 and
kobolds will take every scrap that they can fit hire the bugbears from area 38 to begin
onto the cart and head south along the main squatting.
road into Cormyr.

26
Area 6: Common Chambers. This is the common sleeping area for the
kobolds. They all share a great big fur rolled out
Name Level Type XP in the room. There are several pillows,
blankets, as well as a large table and a couple of
Kobold Horde (h)
6 Skirmisher 250 overstuffed sofas. The kobolds climb all over
New Monster and around the furniture at will. The kobold
1 Kobold Vermin horde described here is really the mass of
Handler (v) 3 Artillery 150 kobolds that do not qualify as guards or other
New Monster important people. The scene should be
4 Kobold Minion (m) described as one of chaotic fear if the PC's enter
4 Minion 100 this area when the kobolds are home.
Monster Manual
There is a fire burning at one end of the room in
encounter Level 1 Total 500 order to keep the place warm. If a fire breaks
out in the room the kobolds will immediately
flee.

27
Cave B: Irontooth Orcs.

received the description of the lost patrol that


Lighting: these heads match the description of three of
the patrol members. The heads are on the
Orcs in 4th edition don't have darkvision, so outside of the cave as well as the entrance to
they keep torches or fires burning to light their the cave and the entrance area. One of the
caverns when they are awake. During the day heads is an actual live orc who is on watch
(which is the Orc's night) all passages will be here. A DC 22 perception check is required to
dark. Areas 7, 8, 10, and 12 will be dimly light. notice that the head is not damaged like the
Area 9 will be dark. At night (the Orc's day), all others. The orc is on a raised platform and the
areas except area 11 will be brightly lit and all PC's will have to climb up to inspect it closer. If
passages will be dimly lit. Area 11 will always anyone attempts to make this inspection, the
be dark. orc will run to raise the alarm rather than risk
getting stabbed in the eye.
Terrain:
If the PC's haven't learned it already, they will
Terrain should be considered normal unless discover that they absolutely must not allow the
otherwise noted. Areas with furniture are monsters to band together or the will be
difficult terrain and provide cover for any small overwhelmed by sheer numbers. If the PC's
creature that enters their square. fight and then run away, the orcs will be much
more watchful for the next month. Orc losses
Entrance: cannot be replaced, so it may become a tactic
to whittle down the orcs bit by bit. Grimtooth,
This cave is littered with many heads of several the chief and his guards will fight to the death if
different humanoid races, including, dwarves, provoked, though the orc eye of Gruumsh (the
halflings, humans, elves, goblins (many goblins), tribe shaman) will lead away all the orc drudges
kobolds, hobgoblins, and orcs. Some are more (minions) to join the Fearclaw clan if half the
fresh than others. If the characters look closely guards are killed.
they will discover that three of the human
heads appear to be quite fresh. A perception
check DC 20 will reveal to any character who

28
Area 7, Guard Room: bluff/diplomacy check will convince the guards
to take them to their chief (in area 12).

Name Level Type XP DM Note: If this goes to combat, this could very
2 Orc Berserker (b) 4 Brute 350 easily involve the whole tribe, taking this to an
Monster Manual encounter level 7 or even an encounter level
3 Orc Raider (r) 3 Skirmisher 450 12. Be sure to play the orc tactics at a level
Monster Manual appropriate to the party.
encounter Level 3 Total 800
Area 8: Guard Room

The watcher in the alcove of area 8 ducks down Name Level Type XP
and slips another orc head in his place as soon 2 Orc Berserker (b) 4 Brute 350
as the PC's turn their back. He will alert the Monster Manual
other guards in area 8. 3 Orc Raider (r) 3 Skirmisher 450
Monster Manual
The guards in area 7 will be very tired during encounter Level 3 Total 800
the day, and will take a -2 to any perception
checks that they make until fully roused. At
night they will be wary. If the PC's make no This guard room is set up very much like area 7.
overt threats, they may attempt diplomacy to The guards here tend to play more dice and
convince the guards to find someone in charge. cards and rely heavily on the watcher. They
If the watcher has alerted the guards in area 8, take a -2 to their perception checks at all times
they will set up an ambush in the passages because they are focused on their gambling.
between areas 8 and 9. They will hold their If alerted they will attempt to work an ambush.
ground, allowing the guards in area 7 to handle They will try to take advantage of the darkness
the situation. The guards in area 7 will attempt in area 9 when setting their ambush.
to push or lure the PC's into the ambush. If the
sounds of combat die down, the guards will Area 9: Banquet Hall.
wait for one of their comrades. After 2 rounds
if nobody comes they will send someone to This area is cluttered with tables and chairs.
alert their chief in area 12. The chief will come This room should be considered difficult terrain,
to join his guards and send the messenger to and it is dark during the day. The tables are
alert the rest of the tribe in area 10. cluttered with dishes and scraps of food.
Nobody is in this room right now.
There is a fire burning here, and the area is
cluttered. There is a risk of fire if combat takes Area 10: Common Quarters.
place in squares adjacent to the fire.
If the PC's try to negotiate, a they will have to Name Level Type XP
speak Giant. Or become creative in how they
act (putting away weapons, offering gifts etc.) 10 Orc Drudges (d) 4 minion 440
Only the chief, and the shaman speak common. Monster Manual
The Bluff/Diplomacy DC is 15 to convince the 1 Orc Eye of 5 controller 200
guards not to attack. The PC's can retreat Gruumsh (g)
without harm, though they will be warned not Monster Manual
to come back. Another successful encounter Level 2 Total 650

29
This is where everyone sleeps. There are beds
for the guards, but they will be empty as the Grimtooth and his two concubines live here.
guards will be on duty. The drudges and He values the females for their ferocity and
Hagnoth the shaman spend much of their time strength. The floor is covered with furs, and a
here. If you are running a more mature game, fire in the corner keeps things warm. A tapestry
then this area would also be treated as an orc conceals a secret door leading to area 13 and
brothel. another tapestry covers the small alcove to the
west. The alcove is used as a treasury.
If the PC's have somehow managed to reach If the PC's gain an audience with him, he will
this area without alerting the entire tribe, then happily negotiate. Otherwise he will fight to
Hagnoth will first attempt to negotiate. The the death.
drudges here should be played as women and
children. In combat they will reach for any At this point it should be noted that this combat
improvised weapon they can. It should be clear is going to be extremely difficult for a 3rd level
to the PC's that they are cutting down innocent party, if not impossible. If combat is going to
bystanders with no aggressive intentions. happen there are different ways of making it
easier:
If the PC's convince Hagnoth that the guards are
dead (either through truth or lies), he will ask to • Having the bloodragers (guards) be out
take the women and children to safety. If scouting and return later.
allowed he will take them to Cave C area 15. If • Have the PC's come in during a conflict,
the orcs in cave C are dead he will lead them i.e. one of the concubines attacks him in
into the wilderness and eventually join up with a jealous rage or they both attack him
the raiders. to try to supplant him.
• The Chieftain is sick and unable to fight.
Area 11: Storage.
In any instance modify XP appropriately. If the
The door is locked. Chief Grimtooth has the PC's choose to negotiate, and come before him
key. This is a storage area full of food and in peaceful terms it should be clear that he is a
supplies. There are two battle axes here in powerful adversary and will have to be dealt
good condition, but otherwise there is nothing with carefully.
of real value here. The dried meat is from
different animals and humanoids. The alcohol If the PC's try to negotiate a deal to explore the
in the barrels appears to have been made with caves for ore, he will charge them 10 gp, and
beets. allow them to search every room (under guard),
except his own quarters. The treasure room,
Area 12: Chief's quarters. however, is the only room that shows signs of
ore.
Name Level Type XP
He is willing to hire his guards out as
1 Orc Chieftain 8 Brute 700 mercenaries to Drell (or pretty much anyone),
(c) but Drell will not hire them at any cost. If the
Monster Manual PC's try to negotiate a deal to hire the orcs as
2 Orc 7 Brute 1200 mercenaries for the keep, allow them to start a
Bloodragers (b) skill challenge, but they will fail. After their
Monster Manual failure, Chant Havelove will approach the PC's
encounter Level 8 Total 1900 and offer to negotiate with the orcs. Chant will
attempt to recruit the orcs to fight for the cult

30
of Cyric. He will convince the orcs to take their
stuff and join the raider camp. If this happens,
the shaman will lead the drudges into the
wilderness and the military orcs will all join the Convince Grimtooth to Leave Level 8
raiders. Skill Challenge XP 1750
You talk to Grimtooth and Hagnoth of the
Chant's negotiations should appear to be Irontooth clan to convince them to leave their
positive. He will say that he convinced the clan caves.
to move south. The PC's should be rewarded Complexity: 3 (8 successes before 3 failures)
with XP and treasure for clearing out the cave Primary Skills
area successfully. It is important that the Diplomacy – to convince Grimtooth or
players believe that they have succeeded here Hagnoth that it is in their best interest to
in order for Chant’s bluff to be successful. (Yes leave.
this is called metagaming and sometimes the Bluff – any plausible lie.
DM has to do it too). Secondary Skills
Intimidate – convince Hagnoth that the caves
If the PC’s instead attempt to negotiate to get are too dangerous. Using intimidate on
the orcs to move out peacefully, follow the skill Grimtooth is an automatic failure.
challenge above. The orcs will leave if they are Streetwise – the characters learn from the orcs
paid 100gp. When they leave, however, they that they some of the men are tired of fighting
will find the raiders and be recruited as the hobgoblins.
mercenaries for the cult of Cyric. Again, reward History – the characters recall a story about an
the players for their successful negotiations. orc called Bragtooth who is looking for recruits
The PC's can also ally themselves with the orcs to the south.
to attack the goblins and hobgoblins. Managing Victory:
such a large group in the narrow tunnels might The orcs will accept 100gp and agree to leave.
be difficult, but it could be managed. Defeat:
The orcs refuse to leave. They order the
These orcs did not attack or kill the patrol that characters out of their caves and are hostile.
was sent. They pay the kobolds to bring them Skills:
heads. If asked about the heads they will refer Diplomacy DC 17, Bluff DC 16, Intimidate DC
to the kobolds. The kobolds will inform the PC's 16, Streetwise DC 18, History DC 18
that they heads were collected in the hobgoblin
caves.

31
Area C: Fearclaw clan.

shoddy raft and many of the orcs drowning in


This cave is littered with dried leaves and icy waters.
debris. This debris has been placed here
intentionally, and anyone with a DC 18 Lighting:
perception will notice this. The debris makes
sneaking very difficult (stealth at -4). During the day the halls are dark and the rooms
are dimly lit by small stoked fires. At night time,
The Fearclaw orcs are much more subtle and when the orcs are active the halls are dimly lit
sneaky than their cousins. They have strung a and the rooms are brightly lit.
series of tripwires throughout their halls
(marked with red lines on the photo above). Terrain:
The perception DC to spot a tripwire is 20, but
can be disabled with a DC 15 thievery check. Terrain should be considered normal unless
Tripping a tripwire causes a clutter of debris to otherwise noted. Areas with furniture are
fall that makes a loud noise which will alert the difficult terrain and provide cover for any small
guards in room 14 and 15. creature that enters their square.

The Fearclaw orcs originally migrated here from Area 13, Secret meeting Room:
the abbey across the river. When the dragon
began enslaving the humanoids there they fled This is a secret room linking the chieftains of the
here. None of the orcs like to talk about that two orc tribes. It is essentially empty, but if
past and won't bring it up. If asked they will either chief is hard pressed they will flee here to
simply say that life is better now than before. If get help. This room is always dark.
pressed, any of them might reveal that they fled
a dragon beneath the abbey across the river. If
asked how they managed to cross the river,
they will tell a terrifying story of building a

32
Area 14, Common Hall: These are the quarters of chief Gripclaw and his
fellows. Gripclaw is at heart lazy. He has no
real desire to fight with the PC's and no real
Name Level Type XP
desire to negotiate either. If they walk away
6 Orc Drudges (d) 4 Minion 264 and leave him alone he will be perfectly
Monster Manual content. However it will be immediately
2 Orc Berserker (b) 4 Brute 350 obvious to anyone with any mining experience
Monster Manual that these caves hold the most promise.
encounter Level 2 Total 614 If pressed to negotiate with Lord Drell, Gripclaw
will agree to leave for 100 gp. He will not
accept any offers for mercenary work, but
Chant Havelove will seek to participate in
If any of the wires are tripped, the orcs here will
negotiations if approached. Chant won't be
be armed and ready. The orcs will not
able to convince them the join his side,
immediately attack. If they are not provoked,
however, Gripclaw can be bribed to give away
they will direct the PC's to the chieftain. Then
Chant's intentions.
they will move to block the exits.

Area 15: Lounge Convince Gripclaw to Leave Level 8


Skill Challenge XP 1750
You negotiate with Chief Gripclaw to convince
Name Level Type XP
him to leave his caves.
1 Orc Bloodrager (b) 7 Elite Brute 600 Complexity: 3 (8 successes before 3 failures)
Monster Manual Primary Skills
4 Orc Drudge (d) 4 Minion 175 Diplomacy – to convince Gripclaw that it is in
Monster Manual his best interest to leave.
encounter Level 3 Total 775 Bluff – any plausible lie.
Secondary Skills
Streetwise or History – the characters learn
The bulk of the orc population hangs out here. from the orcs that his men would like to try to
If no wires have been tripped they will be found return to the abbey.
eating, drinking, and relaxing. Otherwise they Victory:
will behave like the orcs in area 14. The orcs will accept 100gp and agree to leave.
Defeat:
The orcs refuse to leave. They order the
Area 16: Gripclaw
characters out of their caves and are hostile.
Name Level Type XP Skills:
Diplomacy DC 17, Bluff DC 16, Streetwise DC
2 Orc eye of 5 Controller 400 17, History DC 19
Gruumsh (g)
Monster Manual The skill challenge requires at least 2 successes
Orc Chieftain (c) 8 Elite 700 with Gripclaw as well as 1 success with an NPC
Monster Manual Brute from the keep (to convince them to pay the 100
2 Orc Berserker (b) 4 Brute 350 gold).. In other words they can’t simply have 8
Monster Manual successes with only one side.
encounter Level 7 Total 1450
If the PC’s have worked a deal to unite the orc
clans against the goblins, Gripclaw will join in an

33
attack on the goblins if the PC's can convince losing everything in the process will stir the
Grimtooth to approach him personally. bitter taste of revenge in Gripclaw.

If the tribe faces extinction, Gripclaw will take If the PC's attack and withdraw, Gripclaw will
any remaining followers, including any of the try to evaluate their strength. If none of his
orcs from area B, and flee into the wilderness. men were killed he will try to improve his
defenses and stay alert. If he lost men, he will
Whatever his reason for leaving, if the raiders consider hiring the bugbears or ogres to help
are still alive Gripclaw will find them and join him out. If he lost more than 40% of his force,
them. Being driven from his home again and he will flee.
.

34
Cave D: Goblins & Cave E Ogres

The goblins will not talk. They are fiercely The PC's may end up with a bunch of prisoners
territorial and under the thumb of the this way. Having them role-play what to do
hobgoblins. However, they will not fight to the could be an interesting dynamic. The goblins
death. have committed no crimes against the keep
that can be proven. If tried, they will blame the
They will surrender or attempt to surrender in lost patrol's death on the hobgoblins, and any
any given battle if they fail a moral saving kobolds involved will corroborate their story.
throw. Make these checks for each creature, Lord Drell doesn't want them around, but he
once when the first goblin is killed in a combat won't kill them because they haven't really
and again when half of the creatures have been done anything wrong. The keep laws won't
killed. Those of you who played basic D&D back allow them to remain in the keep without
in the day may recall this use of the morale rule. employment, but they have nowhere to go.

35
Any prisoners that escape or are turned loose There is a 50% chance that the goblin
will join the raiders. blackblade will remember his instructions to
alert are 23.
Note that if the hobgoblins are dealt with first,
the goblins will try to make peace with the PC's Area 18: Guard Room.
and save their own necks
Name Level Type XP
This cave entrance has been swept clean. The 10 Goblin Cutter 1 Minion 250
goblins are neat and tidy (mostly because if Monster Manual
they aren't the hobgoblins will whip them). 1 Goblin 1 Lurker 100
Blackblade
Lighting: Monster Manual
All areas are lit with bright light. The goblins 1 Goblin 3 Brute 150
keep oil lanterns burning along the walls at all Skullcleaver
hours. Monster Manual
encounter Level 1 Total 500
Terrain:
The guards will attack on sight.
Terrain should be considered normal unless
otherwise noted. Areas with furniture are These goblins are much better trained than
difficult terrain and provide cover for any small those in area 17. These will also probably be
creature that enters their square. the first goblins the PC's encounter. During the
first round one goblin will run to the secret door
DM NOTE: At first glance these encounters and shout "Bree-yark" into the ogre cave. He
will also toss in a bag of coins. Bree is the ogre's
may seem a bit underpowered for a 3rd to 5th
name, and yark is giant for help. Bree, the ogre
level party, however the quarters are quite
skirmisher will then push open the secret door
cramped and it is highly likely that from the
and join the fight. If the goblins surrender, the
moment the characters step inside the caves
they will have a constant fight. ogre will move back to her lair if possible,
assuming that the battle is over. If the PC's try
Goblins in area 18 will join those in 17, possible to stop her she will fight to the death, calling
adding those in 19, 20, and 21. A simple level 1 through the door for her mate, who will then
encounter can turn into a level 5 or 7 encounter come and help.
in a hurry!
Area 19: Common room.
Area 17: Guard Room.
Name Level Type XP
Name Level Type XP
3 Goblin 1 Lurker 300
2 Goblin Warrior 1 Skirmisher 200
Blackblade (b)
(w)
Monster Manual
Monster Manual
2 Goblin 2 Artillery 250
2 Goblin 2 Artillery 250
Sharpshooter (s)
Sharpshooter (s)
Monster Manual
Monster Manual
encounter Level 1 Total 550
1 Goblin 1 Lurker 100
Blackblade (b)
The guards will attack on site.
Monster Manual
encounter Level 1 Total 550

36
These goblins spend their time avoiding cult of Cyric, the minotaur, the gnolls, or the
hobgoblins. They will scream and holler before owlbear.
attacking. One of them will try to run and alert
their king in area 20. This room is piled high
with pillows and furs. There is a small table, but Area 21: Storage
no chairs. Fires in opposite corners of the room
keep the room warm and well lit. There is a Name Level Type XP
high risk of fire in this room if fighting gets close 3 Goblin Blackblade (b) 1 Lurker 300
to the fire places. Monster Manual
2 Goblin Sharpshooter 2 Artillery 250
Area 20: The goblin King (s)
Monster Manual
Name Level Type XP encounter Level 1 Total 550
1 Goblin 4 Elite 350
Underboss (u) Controller The goblins keep a guard up in their storage
Monster Manual area because stuff has been disappearing. They
2 Goblin 3 Brute 300 have yet to figure out that the hobgoblins are
Skullcleaver (s) doing it (why would the people that deliver the
Monster Manual goods steal the goods?) The guards will attack
1 Goblin Hexer (h) 3 Controller 150 on site.
Monster Manual There is a secret door here that the hobgoblins
encounter Level 3 Total 800 use to get in and take what they want.
Perception DC 18 to find it.
The goblin king is really just a pawn of the
hobgoblins. He is more afraid of them than of Cave E
anything else. He will fight for his own life and
to avoid being killed by the hobgoblins. Area 22 Ogre cave.

If the PC's subdue him and his guards and Name Level Type XP
manage to take them prisoner, he will 1 Ogre Skirmisher 8 Skirmisher 350
cooperate with them only if they successfully (s)
intimidate him. They must make a DC 24 Monster Manual
intimidate check in order for this to happen 1 Ogre Savage (b) 8 Brute 350
(They have to beat the hobgoblin king's Monster Manual
intimidate). encounter Level 3 Total 700

Other attempts to persuade him while he is in The floor of this cavern is difficult terrain. It is a
the area of the caves will simply fail. If taken large natural cave. There is a big rock hiding an
away from the caves he will be much more entrance to the goblin caves in the back.
cooperative, offering information on successful Perception DC to spot the opening is 16, but it
bluff, diplomacy, or intimidate checks. requires a DC 24 strength check to move the
rock.
The PC's can learn about the location of the
hobgoblins, the orcs, the kobolds, the bugbears There is a large fire burning in the middle of the
and the gnolls from the goblins. No goblin will room for warmth and light. The area is brightly
voluntarily enter the domain of the hobgoblins lit. The ogres will attempt to bullrush
or the orcs. The goblins are not aware of the opponents into the fire if possible.

37
Bree and Lork live here happily. They are not
involved in any of the cave politics, and take pay
from the goblins from time to time. If the PC's
Convince Gripclaw to Leave Level 5
approach peacefully, the ogres will not attack
Skill Challenge XP 700
right away (they have plenty of food for now).
You negotiate with the ogres and with the
The ogres only speak giant (but they don't
officials at Drell’s Keep to hire the ogres to
read). They can be convinced to act as
guard the keep.
mercenaries (by either Drell or Chant
Complexity: 2 (6 successes before 3 failures)
Havelove). They can be convinced to live at the
Primary Skills
keep, but Drell will only accept if the party
Diplomacy – to convince either party that
succeeds at a skill challenge. If posted at the
there can be peace between them.
keep they will be outfitted as fighters and
Bluff – any plausible lie.
trained.
Secondary Skills
Intimidate – frighten the ogres into believing
If for whatever reason one of the ogres is killed
the army is coming to fight them. (only
and the other survives he or she will go off into
useable on the ogres).
the wilderness looking for his or her mate. He
Victory:
or she will find and join the raiders if they are
The ogres accept the terms and agree to move
still alive. Otherwise he or she will return in
to the keep.
three or four days.
Defeat:
Either party refuses (last party spoken to). The
If Chant gets a chance to recruit them they will
ogres are hostile and will attack immediately.
join the raiders.
Skills:
Diplomacy DC 15, Bluff DC 15, Intimidate DC
The ogres cannot be convinced to simply pack
19
up and move without a place to go. If offered
no alternative they will fight to the death.

38
Cave F: Hobgoblins

The initial entrance to this cave has been swept Terrain:


clean, except for some obvious blood stains on
the ground. A stout iron-reinforced door is here Movement here is normal. The floors and walls
at the back of the cavern it is DC 20 to break have been worked and are kept clean and neat.
through the door. Over the door is a sign in Squares with furniture in them should be
goblin and common "Come in for dinner!" The considered difficult.
handwriting is very poor, and it appears to be
written in blood.

39
Lighting: Area 23: Common room.
Name Level Type XP
Bright light at night time. Dim light during the 8 Hobgoblin Grunts (g) 3 Minion 304
day. The hobgoblins have lanterns spaced Monster Manual
evenly to keep all areas lit. They shutter the 1 Hobgoblin 5 Soldier 200
lanterns during the day when they sleep. Commander (c)
The hobgoblins have claimed this series of Monster Manual
caverns as their own. They have enslaved the 1 Hobgoblin Archer (a) 3 Artillery 150
goblins, and view the kobolds and bugbears as Monster Manual
nothing more than servants. In their opinion encounter Level 2 Total 654
they already own all of Areas A, D, F and H.
They are aware of the cultists in area K and the This is where off duty hobgoblins rest. There
gnolls in area J, but are ignoring them for the are females here and young (represented by the
moment in hopes of conquering the orcs first. hobgoblin grunts) who will take up arms in
If the PC's attempt to negotiate with the defense of the king.
hobgoblins, they must treat the hobgoblin king
as they would any noble. Derisive remarks or Area 24: Torture Chamber, Storage,
hints that they are not civilized or are less than Playroom
human will be met with immediate and harsh
violence. Name Level Type XP
2 Hobgoblin 3 Brute 300
A couple of notes on playing the caverns. The Torturers (t)
hobgoblin quarters are cramped and crowded New Monster
with furniture. Everything is in neat and precise 1 Hobgoblin 5 Soldier 200
order as a good military installation should be, Commander (w)
but the caverns restrict movement. The PC's Monster Manual
should take this into consideration in their encounter Level 1 Total 500
tactics. The hobgoblins are used to these
quarters and will certainly us it to their The hobgoblins here attack on site if they
advantage. haven't already been alerted.

The PC's should expect a long, drawn-out There are five cells here, five of which hold
slugfest here as the hobgoblins all fight to the prisoners, and one which is crammed full of
death, attempting to amass as many of them food storage.
together as possible and surround and cut
down the PC's if possible. Cell 1: Flid Havrang a member of the lost
patrol. Use the statistics for a human guard
If the PC's take the time to figure out if Drell can given in the monster manual. He will scavenge
do any mining here they will not find any area weapons and armor from dead hobgoblins. He
that are good prospects. will stay with the party until they return to
Drell's Keep.

Cell 2: An Orc. He is very thin from starvation


and more than half crazy. If released he will
immediately scavenge weapons and begin
hunting hobgoblins. He only speaks giant, but
will respond only to offers of food, drink, or
killing hobgoblins. When he fights he will

40
mutilate any hobgoblin corpses he finds, often Area 25: Common Room
cutting off ears or tongues as souvenirs.
Area 25 is not included on the map. In the
Cell 3: Deliria, a young woman. She was original it was another common room identical
brought here originally by Chant Havelove, and to area 23.
joined the cult of Cyric. She uses the statistics
for Nadara on Page 67. Area 26: Guard room.

Since her capture by the hobgoblins and their Name e Type XP


horrible treatment of her, she has decided that 3 Hobgoblin Soldiers (s) 3 Soldier 450
she does not wish to remain in the wild lands, Monster Manual
and she will kill Chant Havelove if it is the last 2 Hobgoblin Archers (a) 3 Artillery 300
thing she does. If asked how she arrived here, Monster Manual
she will explain that she is an adventurer and 1 Hobgoblin 5 Soldier 200
that her two companions were killed. Commander (c)
Monster Manual
encounter Level 5 Total 950
If somebody's insight beats her bluff, then she
can be confronted. She will not betray the The guards will challenge the PC's and threaten
location of the cult or her involvement, but she them. If the PC's choose to negotiate they will
will admit that she was brought to the area by offer to accompany them before the king. The
Chant Havelove. If further pressed she will PC's will be taken to area 25 and asked to wait.
explain that Chant betrayed and lied to her and A messenger will go and get the king. The party
that she wants him dead. This could be will be asked to wait in the center of the room
confusing to the players because she will most while the hobgoblins will surround them.
likely come off as very deceptive and evil If the PC's do not negotiate or show signs of
whereas hopefully Chant will not be quite as weakness or aggression the guards will attack.
evil. The first time one of them is bloodied, one of
them will attempt to get away and alert the
Cell 4: Bliss Hardblood a woman-at-arms and others.
companion of Flid and the lost patrol (use the
statistics for a human guard given in the Area 27: Armory
monster manual). She will likewise help out the Name Level Type XP
party until they can get back to the keep. Bliss 3 Hobgoblin Soldiers (s) 3 Soldier 450
is looking for adventure and will ask the party if Monster Manual
she can join up with them. encounter Level 1 Total 450

Cell 5: An insane gnoll. He speaks broken Anyone entering this area without authorization
common, and complains constantly about the will be attacked immediately.
snow. The gnolls finally kicked him out a few The racks hold 2 suits of chainmail, 5
weeks ago and the hobgoblins captured him. longswords, 3 small shields, 3 longbows as well
He is pretty much oblivious to what goes on and as arrows, spare parts for repairs, tools for
will simply go looking for food and a bed if sharpening, as well as a stock of oil.
freed. He is unable to give clear answers to any
questions, but can indicate that his brothers are
nearby.

41
Area 28: Storage
If he PC's manage to get here without alerting
Name Level Type XP them they will attack.
1 Hobgoblin Soldier (s) 3 Soldier 150
Monster Manual If the PC's attempt to negotiate with the king,
1 Hobgoblin 5 Soldier 200 the hobgoblins will not agree to leave the
Commander (w) caverns, but will rather suggest that Drell
Monster Manual "return to the slums of Cormyr and build his
3 Hobgoblin Soldiers (s) 3 Soldier 450 huts in safety." The hobgoblin king will agree to
Monster Manual hire the PC's to exterminate the orcs, agreeing
encounter Level 3 Total 800 to pay the sum of 100 gp. However he will
double cross the PC's after they have completed
This is a store room. The guards attack all the task and attempt to take them prisoner or
unauthorized visitors. kill them.

Area 29: Guard Room If asked about prisoners he will admit that he
Name Level Type XP has three human prisoners from Drell's keep.
3 Hobgoblin Soldiers 3 Soldier 450 He will demand a ransom of 200gp for each
(s) prisoner. The party should realize that only 2
Monster Manual members of the patrol are unaccounted for, but
2 Hobgoblin Archers 3 Artillery 300 they may still be unsure.
(a)
Monster Manual If they offer to go and get the ransom he will
encounter Level 3 Total 750 request that they leave one member behind. A
successful diplomacy or bluff check will
Another guard room, see area 26. convince the king that it is an unnecessary
precaution. If the party returns with the
money, he will simply take the money and then
try to kill or capture them.
Area 30: King's chambers.
Name Level Type XP Area 31: Guard room
1 Hobgoblin Hand of 8 Elite 700 Name Level Type XP
Bane (h) Soldier 3 Hobgoblin Soldiers 3 Soldier 450
Monster Manual (s)
1 Hobgoblin 3 Controller 150 Monster Manual
Warcaster (w) 2 Hobgoblin Archers 3 Artillery 300
Monster Manual (a)
1 Hobgoblin 5 Soldier 200 Monster Manual
Commander (c) encounter Level 3 Total 750
Monster Manual
2 Hobgoblin Grunts 3 Minion 72 Another Guard Room, see area 26.
(g)
Monster Manual
encounter Level 5 Total 850

42
Cave G: Shunned Cavern.

This is a very dark cavern. It smells musty, even The characters will immediately be attacked
near the entrance. A DC 19 perception will when they enter this cavern, and very likely the
reveal the sound of dripping water. combat will spread quickly to involve the jellies
and the owlbear due to the range of the jellies’
blindsight and the owlbear’s perception.

43
Lighting: Area 33: Underground pool.
Darkness (I'm giving the owlbear darkvision
rather than low-light vision)
The sounds of dripping water grow louder
Terrain: here. In this cavern small rivulets of water drip
into a large pool of water. Something catches
Difficult. This is un-worked cavern floor. your light at the far end of the pool.

Area 32: Waste pit. The light at the far end of the pool is a patch of
fungus that glows under ultraviolet radiation
Name Level Type XP (like light). When the characters move within
3 Stirges (s) 1 Lurker 300 the tremorsense range of the ochre jellies they
Monster Manual will move to attack. It is very likely that they
1 Deathjump Spider 4 Skirmisher 175 will trigger a jelly’s tremorsense while they are
(d) fighting the stirges and spider.
Monster Manual
encounter Level 1 Total 475 Area 34: Owlbear.
This is where the owlbear dumps all her trash. Name Level Type XP
There are scattered bones, bits of tattered Owlbear (o) 8 Elite 700
clothes and armor and rusted weapons. There Monster Manual Brute
are also 2d4 copper, 1d6 silver, and 1d4 gold encounter Level 3 Total 700
scattered amongst the refuse.
This is where the owlbear lives. She goes out to
The stirges and spider are here scavenging off hunt when she's hungry, but a surprising
the refuse. They will attack the party quickly. amount of creatures come here for the water.
She is hungry and will attack unless given food
The sounds of fighting may attract the owlbear. right away.
If it beats a DC 22 it will come to investigate.

Name Level Type XP


3 Ochre Jelly (j) 3 Elite 900
Monster Manual Brute
encounter Level 4 Total 900

44
Cave H: The bugbears.

There are a hodgepodge of signs adorning this The sign on the front door should indicate that
entrance in common, goblin, draconic, and these creatures would rather make money than
giant. All are very large with very large, neat fight.
lettering. All of them say "Top wages! Food
and money! Report to the first guard on the The bugbears will make no hostile moves, but
left!" will rather say "put that away before somebody
gets hurt. I never met a face I couldn't share a
The bugbears can be extremely difficult drink with."
opponents if brought into combat while the
party is still low level. If this happens the Lighting:
bugbears will attempt to capture them and then All areas have bright light.
ransom them. They will demand 50gp each,
which Drell will pay, but he will then ask that Terrain:
they repay the amount. If they don't have the Terrain is normal, except where there is
cash they can either complete their task for free furniture.
or else "volunteer" for his army for 2 years.

45
Area 35 Guard Room equipment as well as simple weapons. In
addition, if the PC's need a place to sleep, she
Name Level Type XP will allow them to sleep in area 38 for 5 cp per
2 Bugbear Warrior (w) 5 Brute 400 night per person, meals are complimentary.
Monster Manual
1 Bugbear Strangler (s) 6 Lurker 250 If the PC's ask about work, she will suggest that
Monster Manual the hobgoblins are hiring to raid the orcs and
encounter Level 2 Total 650 the orcs are hiring to raid the hobgoblins, but
will also suggest that the hobgoblins can't be
The guards here are drinking and gambling. trusted.
Despite the party, they are alert for visitors, and
will hear anyone approaching who does not Freya will tell about the "black and red robes" in
pass a DC 19 stealth check. area K. She doesn't know what they are up to,
They will offer the PC's a drink and then ask but they have been trading with her and they
their business in the caves. If the PC's want to always pay in coin. She has only dealt with 3 of
talk to the person in charge the bugbear them, and doesn't know how many there are.
strangler will take them to see "the boss" in
area 36. Freya knows about the raiders that camp near
If attacked the strangler will go and get the boss the keep. She has dealt with them in the past,
and then run and get the guards in areas 38 and but isn't sure how many there are. She will
39. freely admit that she would go to work with
them if they offered enough money.
Area 36: The boss

Name Level Type XP The PC's can hire Freya's gang for the price of
1 Oni Night Haunter (o) 8 Elite 700 10gp per day per person, though she will not
Monster Manual Controller go herself. The cash needs to be paid in
2 Bugbear Strangler(s) 6 Lurker 500 advance so the party will need to come up
Monster Manual with the 10 gold first and then the bugbear will
encounter Level 6 Total 1200 work for the next 24 hours.

The boss, refers to herself as "Freya the Free If the PC's ask to look around for areas to mine,
Fighter" and will address herself using her name Freya will agree for 5 gp. They will find that
rather than saying I or me, i.e. "Freya thinks areas 40 and 41 are actually old mining starts
that is a bad move." She has a gangster and probably useful to lord Drell.
mentality and should talk more or less like a
mobster. She is actually part demon and part If the PC's explain that Drell wants to mine in
goblinoid, but is not particularly evil or the caves, Freya will want to stay put, but will
malicious. I've use the stats of an Oni Night agree to move for 200gp. If the hobgoblins are
Haunter to represent her, but suggest changing dead she will agree to move there for only
the alignment to unaligned. The bugbear 50gp.
stranglers she keeps around as consorts. She is
hoping to raise her "family" and make them When the PC's mention Drell, she will want to
wealthy. speak with him in person and will ask them to
take her there so that she can negotiate with
If the PC's talk with Freya, she will offer them him face to face. Drell will agree to see her.
goods and services. She runs a small store out The PC's will not be part of the negotiation
of room 37, and offers all basic adventuring process after that. Freya will convince Drell to

46
hire her gang as guards while his men start to The drink is fermented beet whiskey. It is very
build a little town near the river and to start strong and tastes horrible. A character will
construction on a ferry and a lumber mill. Drell become drunk very quickly drinking this stuff.
is perfectly willing to risk the bugbears' lives out There is also water to drink. The food is a
in the open. mixture of vegetables (mostly potatoes and
cabbage) and bits of unidentified meat.
If the PC's ask about magic items or the like she
will suggest that they explore the abbey across Area 39 Dirk's Gambling Joint
the river. It is a place of powerful magic. She
Name Level Type XP
will also suggest they find the gnolls and talk to
2 Bugbear Warrior (w) 5 Brute 400
them. They run a competing trading post and
Monster Manual
may have what they need.
1 Bugbear Strangler (s) 6 Lurker 250
Monster Manual
Area 37: Store room
encounter Level 1 Total 650
Here Freya keeps the goods for her store. The
This is ostentatiously a guard room to look out
door is locked and she has the key. See area 36
for the pens in area 40 and 41, but has recently
for what she has for sale.
been converted into a casino of types.
Dirk, the bugbear strangler is dealing blackjack
Area 38 Bert's Tavern.
for the two bugbear warriors. They will suggest
Name Level Type XP to the PC's that there isn't much to see here.
1 Bugbear Warrior (w) 5 Brute 200
Monster Manual Area 40: Holding Cell
3 Guard Drake (d) 2 Brute 375
Monster Manual If there are prisoners they are kept here. At the
encounter Level 1 Total 575 moment they don't have any.

There are signs over the entrance to this area Area 41 - Bree's Place
labeled "Bert's Tavern" in a variety of
languages. Bert, the bugbear warrior outlined A big sign says Bree's Place. It is vacant. If
below keeps his pets here. He charges 5cp to asked, the bugbears will explain that Bree used
stay the night and sells drinks and food. Food is to live and worked there, but since she found
free with a night's stay. her one true love a week or so ago she moved
out and is staying with him. They are looking
Meal 1 cp for someone to start the business again if any of
Drink 2 cp the PC's are interested.

Bree is the ogress in cave E.

47
Cave I: Minotaur cave.

The garden in front of this cave is neatly tended a DC 30 perception will reveal movements of a
and organized. Rows of potatoes, turnips, large hoofed creature). There are no small
beets, cabbages, carrots, and chard are visible. footprints leading into the cave. A DC 20
The pepper plants appear to have succumbed in perception check will note 1 large hoof print
the last frost. Small footprints are visible, and it near the cave entrance that is mostly obscured
is clear that whoever works this garden is of by the other small footprints.
small size wearing poorly made shoes (Nature
or Perception DC 17). A DC 18 nature check will When he needs food the Minotaur comes out
reveal that bits of dung in the garden belong to to hunt at night. Usually he quickly scours
various different creatures including orcs, around for any stray or careless humanoids and
goblins, and kobolds. The cave itself has then heads into the hills looking for big game.
nothing of note about it. It appears to be a He took down a large elk not too long ago,
completely natural cavern. There are no however, and hasn't needed to leave the
footprints in the un-worked stone floor (though valley. He still likes to come out at night to

48
keep abreast of any changes in the immediate new location) otherwise secretly keep track of
area. If the PC's come to the area at night there where they are.
is a 50% chance that he will not be home and
they will encounter him out of doors. If the Area 42: Stirge Cavern.
minotaur is not in the caves the Minotaur
Dizziness effect of his cavern is not in place. Name Level Type XP
13 Stirges (s) 1 Lurker 1300
Terrain: The floors of this cavern are difficult Monster Manual
terrain. It is un-worked, natural cavern flooring. encounter Level 6 Total 1300

Lighting: Bright Light from lanterns. (Minotaurs The stirges are starving and will attack anything
in this edition don't have darkvision (or with blood in it. This encounter can be made
infravision)) easier by simply removing some of the stirges.
Alternatively you could have the stirges be
Minotaur Dizziness (zone, arcane, illusion): affected by the Minotaur Dizziness, making
Your head swims. The walls of this place seem them easier prey for the party.
to waver just a bit. After a moment you feel
better, but a faint buzz persists. You can't seem Area 43: Fire Beetles
to locate the source. Name Level Type XP
5 Fire Beetles (b) 1 Brute 500
All (non-minotaur) intelligent creatures that Monster Manual
enter the cavern are susceptible to the encounter Level 1 Total 500
minotaur dizziness effect. It is a zone that
covers all squares of the minotaur cavern. A There are 5 fire beetles scavenging here. They
creature that starts its turn in the cavern must will not attack unless a character gets within 4
make a saving throw. If it fails each step it squares of it. Once provoked, they will fight
moves that round will be in a random direction until reduced to 25% of their HP.
rather than its intended direction.
Area 44: Spiders
DC 18 arcana check will reveal the presence of
the zone. DC 22 will reveal that it is not native Name Level Type XP
to the area, i.e. that it is caused by a present 1 Ettercap 5 Controller 200
living force such as a creature rather than being Webspinner (w)
a persistent magical anomaly. A character can Monster Manual
remember a legend about a minotaur that 2 Ettercap 4 Skirmisher 350
caused people to become lost forever with a DC Fanguard (f)
20 history check. After a character has seen the Monster Manual
minotaur, a DC 16 arcana check will reveal that 2 Deathjump 4 Skirmisher 350
the zone is caused subconsciously by the Spider (d)
minotaur and that it is not affected by it. Monster Manual
encounter Level 4 Total 900
Suggested implementation: Make the saving
throw secretly for each character each round. If Silken sticky strands cover the floors, walls and
they fail, wait for them to declare their move ceilings of this area of the caverns. The cavern
and then randomly decide which direction they floors are already difficult terrain, but if they
move. If you are using minis, then tell them weren't they would be now. If it comes to
their new location (or place their mini in the matter, the walls and ceilings are also difficult

49
terrain here. The spiders will only attack himself a large throne made from the bones of
creatures that touch their webs. his victims. It is held together quite sturdily by
sinews taken from his victims.
Area 45: Minotaur Den
The throne weighs 200 pounds and is worth 350
Name Level Type XP gp if the PC's can find a buyer. The throne
1 Minotaur Warrior 10 Soldier 500 would only sell to someone with an evil bent or
(M) an obsession with death. There is no-one in the
Monster Manual keep who will buy the throne, but Jothran
Encounter Level 1 Total 500 Yolandus, Marlin Drouhust, or the Mason's
Guild can all help them find a buyer. They will
Here he lives, the big baddy himself. all charge 25 gp for their services (payable up
Make perception checks for the minotaur as front) and the transaction will take 3 weeks.
soon as the characters enter the caves. As soon There is a 10% chance that the throne will be
as he hears them he will begin to hunt them, lost or stolen. Jothran will re-imburse 200 gp,
preferably sneaking up and taking them from Marlin will re-imburse nothing, and the Mason's
behind. If he encounters the players in the wild Guild will pay full value if this unhappy even
he will try to use the same tactics. If you wish happens.
to make the encounter more difficult, then have
him use hit and run tactics as he moves He keeps a horde of captured items behind a
throughout the caverns. With the dizziness in big rock in the back of his cave. It isn't really a
effect he should be able to separate out the secret door (DC 12 perception to find) so much
party and pick them off. If this will be too as a big rock. It takes a DC 26 strength check to
difficult for your players, then have him rush in move to rock enough for a small creature to get
slashing and goring. through. Another DC 26 strength check will
allow a medium creature to move through.
His home cave is decorated with patterns of
bones and skulls. He has patiently crafted for

50
Cavern J: Gnolls

The immediate entrance to this cave is a concealed. The guards are actively listening,
natural, un-worked cave that has nothing of however, and if the characters make much
note about it. DC 19 perception will reveal the noise the guards will come to investigate.
presence of footprints that have been When they see that there are intelligent

51
creatures they will put away their weapons and caves, choosing to slaughter the little goblin
offer to talk. tribe that lived here before them. The keep was
just beginning to become active again at that
Lighting: time and they didn't like their chances against
the soldiers. Since coming here the gnolls have
The entrance cave is always dark. Other areas discovered that they do not like the politics of
of the cave are dark during the day except for the situation. They cannot afford to lose any of
fires to keep the creatures warm. These fires their number and will not risk open conflict if
give off dim light. At night the caves have bright they don't have to.
light.
Area 46: Guard Room
Terrain:
Name Level Type XP
The entrance cave is difficult terrain. Other 2 Gnoll Marauder 6 Brute 500
areas of this complex are normal terrain except (m)
where there is furniture. Furniture is difficult Monster Manual
terrain. 1 Gnoll Huntmaster 5 Artillery 200
(h)
The gnolls are much more powerful than a low Monster Manual
level party can easily handle. They are not 2 Hyena (y) 2 Skirmisher 250
immediately aggressive and will in-fact be Monster Manual
friendly and approachable. All of the gnolls encounter Level 5 Total 950
speak common fluently. If the PC's start
aggressive actions it would be wise to warn The gnolls are alert and actively guarding. They
them that this does not look like a fight they can will approach intelligent creatures peacefully,
win. Allowing a wisdom check DC 10 should and invite them to talk rather than to fight.
allow them to feel that these are dangerous They will invite the PC's to talk come in and talk
adversaries. with their leader, but will agree to send a
messenger and have him brought to the
If provoked, the gnolls will fight. They will fight entrance chamber as well.
to the death, however they will capture the PC's
if possible. If they do capture the PC's they will Area 47: Lounge
strip them naked and march them to the gates
Name Level Type XP
of the keep in broad daylight. They will demand
2 Gnoll Huntmaster 5 Artillery 400
to speak with Lord Drell. Drell will parley with
them from the battlements. The gnoll chief will (h)
demand to know the purpose of the intrusion Monster Manual
on his home. Drell will suggest that they speak 4 Hyena (y) 2 Skirmisher 500
together more comfortably. Drell will hire the Monster Manual
gnolls as guards to help build a town, lumber 1 Gnoll Claw 6 Skirmisher 250
mill, and ferry near the river. The PC's should Fighter (c)
receive no XP for getting captured in this Monster Manual
manner. encounter Level 5 Total 115
0
The gnolls only recently came to the caves after
facing blizzard conditions and starvation. They The gnolls here are the backups for the guards
came begging for food and were turned down in area 46. If a fight breaks out they will
by everyone. Eventually they moved into these

52
Name Level Type XP Area 49: Sleeping Chamber
1 Gnoll 8 Brute 350
Demonic The gnolls gather here when off duty or during
Scourge times of council. If the PC's parley with the
2 Gnoll Claw 6 Skirmisher 500 chief it will happen here.
Fighters
1 Gnoll Hunt 5 Artillery 200 If the PC's somehow to get here without
Master alerting everyone, there will be only one gnoll
2 Cacklefiend 7 Brute 600 here tending to a pack of hyenas.
Hyenas
encounter 9 Total 1650 Area 50: Chief's Chamber
Level
immediately run to help. Otherwise they pass The gnoll chief takes council here with his
the time here drinking and talking. advisors. He is an old, battle-scarred creature
that is worried about the continued survival of
Area 48: Store his tribe. Before the winter blizzards his folk
numbered nearly a hundred, but they have
The gnolls keep a store here where they sell come south from the drought and unkind lands
common items. The store is locked during the of Netheril. At first they sought refuge at the
abbey, but were immediately attacked by
Name Level Type XP undead and withdrew.
6 Hyena (y) 2 Skirmisher 750
Monster The gnolls can be convinced to speak with Lord
Manual Drell rather easily, however they will request to
1 Gnoll 5 Artillery 200 do so in person and at the keep. If the PC's ask
Huntmaster (h) to look around for mining possibilities, the
Monster gnolls will agree for 10gp. There are no
Manual immediate indications that there is good ore on
encounter Level 5 Total 950 this side of the valley.
day but open at night when the gnolls are If the gnolls parley with Drell, he will hire them
active. The chief has the key. Items for sale as described in the introduction. The gnolls can
include basic adventuring equipment, 2 suits of only be hired as mercenaries if they are
medium sized chainmail, and 3 longswords. guaranteed a permanent residence as a
reward. The PC's don't really have this to offer.
If the PC's ask about food or lodging they will
be directed to the bugbears. If the bugbears If by some chance Chant Havelove or Simiobolt
are no longer available then they will allow Hold gets a chance to negotiate with the gnolls
them to sleep in the entrance area for 1sp each they will agree to join the raiders because Chant
per night. will promise them the keep as a reward.

53
Area K: The Cult of Cyric

54
To quote original text "Red strata intertwines
with bulging black veins running through the Lighting:
hewn rock walls beyond the entrance. The wide
corridors and chambers are deathly still. A faint All passages have bright light. All rooms have
groaning sound, and a shrill piping may be bright light unless otherwise noted.
occasionally heard, barely perceptible even if
the party is absolutely silent and listening." This Terrain:
cave has clearly been worked, even to the
casual observer. In addition there is a faint The terrain is normal except where there is
smell of decay on the air, though it is by no furniture. There is no risk of fire like other
means overpowering, and after a few moments areas of the caves because the humans are
inside the characters will get used to it. smart enough to keep their fires in fireplaces or
stoves.
The cult is here to regroup and then further its
own plans. At the moment their primary Area 51: Boulder Filled Passage
objective is to figure out what to do about the
keep. This passage suffered a cave in. It leads to the
Caves of the Unknown, which is to say it leads
If the PC's attempt to negotiate, Simiobolt Hold to an adventure you will have to make yourself.
will attempt to get them to join his side and It will take a good team a month to dig it out.
lead the raiders against the keep. As a reward
they will be given control over the keep (the Area 52: Hall of Skeletons
PC's will have to work out their own deal with
the gnolls if they also join). He will also pay the Name Level Type XP
PC's up to 50 gold to spy for him at the keep, 2 Blazing Skeletons (b) 5 Artillery 400
though he will not reveal Chant's identity until Monster Manual
he fully trusts the PC's. He will offer a reward of 2 Skeletons (s) 3 Soldier 300
100 gp for rescuing Deliria from the hobgoblins. Monster Manual
He will pay them to assassinate Drell's officers 8 Decrepit Skeletons 1 Minion 200
and advisors for 50gp x the target's level. After (d)
the first assassination he will trust the PC's fully Monster Manual
and will reveal Chant's identity and ask the PC's encounter Level 5 Total 900
for advice on how to proceed.
Evil energy fills this hall. The power of undeath
If the party is playing evil characters, and they is almost tangible here. The altar at the far end
are doing so from the start the GM may want to of the hall glows with a very, very faint purple
consider having Chant approach them openly light (dim light on the altar squares and for 1
and invite them to meet with Simiobolt early square away from it). Otherwise this room is
on. If any of them have prior connections with completely dark.
the cult of Cyric (or if they would like to) they
could come to the keep on false pretenses of A DC 18 religion or arcana check will tell the
helping Drell, but really be looking for characters that the skeletons in this room draw
Simiobolt. Conquering the keep could be a fun their power from the altar. Any undead within
adventure all its own. 10 squares of the altar receives resist 10 to
radiant damage. The altar can be disabled by a
For most games, however, the PC's will see the skill challenge DC 18 with 3 successful religion
undead guards and just start killing everything, or arcana checks before 6 failures.
which works just fine.

55
The undead will attack the PC's unless they are leave out the jewels and make the room
accompanied by a member of the Cult essentially empty except for the altar.
(including Deliria).
From the original text: "This place is of red
Area 53: Guard Room stone, the floor being a mosaic checkerboard of
Name Level Type XP black and red. The south wall is covered by a
2 Corruption 4 Artillery 350 huge tapestry which depicts a black landscape,
Corpse (c) barren trees, and unidentifiable but horrible
Monster Manual black shapes in silhouette - possibly demons of
2 Zombie (z) 2 Brute 250 some sort - holding aloft a struggling human. A
Monster Manual gray sky is torn by wisps of purple clouds, and a
4 Zombie Rotter (r) 3 Minion 152 bloody moon with a skull-like face on it leers
Monster Manual down upon the scene. Four black pillars support
encounter Level 3 Total 752 the domed ceiling some 25’ overhead. Between
these columns, just in front of the tapestry, is a
This room is always dark. The undead will stone altar of red veined black rock, rough-
attack the PC's unless they are accompanied by hewn and stained brown with dried blood.
a member of the Cult (including Deliria). Upon it are 4 ancient bronze vessels - a shallow
bowl, a pair of goblets, and a ewer, a vase-
Area 54: Acolyte's Chamber shaped pitcher. They are also bloodstained but
obviously worth a great deal of money. (The
Name Level Type XP value is 1,000 gp for each cup, and 2,000 gp for
2 Evil Acolyte (a)(use 4 Artillery 350 each of the other items, but these are relics of
stats for Nadara p. 67) evil, and any character possessing them will not
2 Ghoul (g) 5 Soldier 400 part with them or sell them nor allow others to
Monster Manual handle them.)
encounter Level 3 Total 750
If a character picks up a relic, the relic makes an
There are 2 Acolytes here. They use the attack +14 vs. Will. If it misses the character
statistics for human mages, but they are gets an immediate feeling of utter evil and can
wearing holy symbols and their powers are be allowed to put down the relic. On a hit the
radiant rather than arcane. They will act character is immediately overcome with an
surprised and ask the PC's what they are doing. obsession about the object. Within 6 days the
If they wish to negotiate, they will bring them to character will become a servant of chaos and
the guest room and ask them to wait. Simiobolt will return and replace the relic and then stay to
will meet them there with his personal undead guard the altar forever.
attendants as well as the acolytes and their If someone attempts to destroy the altar or the
guards. relics the bell in room 58 will sound. All of the
cult members and their guards will immediately
If the PC's can offer no reasonable explanation come to this area to investigate.
the acolytes will attack. One of them will run to
alert Simiobolt. Area 56: Adept's chambers
Name Level Type XP
Area 55: Chapel of Evil Chaos 2 Underpriest (u) 5 Controller 400
New Monster
Okay this is a throwback to the original module 2 Wight (w) 5 Skirmisher 400
and is pretty out of place in 4th edition. If you Monster Manual
want to play it nice and keep it 4th edition, just encounter Level 3 Total 800

56
are of pure chaos and evil. The other walls are
The adepts will behave the same as the acolytes covered by draperies of deep purple with
in room 54. embroidered symbols and evil sayings, done in
scarlet and gold and black thread. As soon as
the party enters the place, black candles in
Area 57: Hall of Undead Warriors eight great candelabras on either side of the
place will come alight magically, shooting forth
Name Level Type XP a disgusting red radiance. Shapeless forms of
20 Decrepit Skeletons 1 Minion 500 purple, yellow and green will dance and sway
(s) on the western wall."
Monster Manual
20 Zombie Rotters (z) 3 Minion 760 If anyone looks at the shapes on the wall for
Monster Manual more than a moment they will suffer an attack
encounter Level 6 Total 1260 +12 vs. will. On a hit they will "be mesmerized
into chanting a hymn to chaotic evil." While
From the original: "There are four files of the chanting the character is able to perform other
undead here, two of 10 skeletons each, two of actions, but will not be able to leave the
10 zombies temple. In addition they take a -4 penalty to
each. The former face south, the latter north." insight and perception checks while the curse
If the bell in room 58 is struck they will issue lasts. The curse can be broken by Simiobolt. It
through the doors and attack anyone in the will also automatically be broken if the
temple who is not a member of the cult. character is attacked by any of the residents of
the temple. An unaffected character may
Area 58: Temple of Evil Chaos make3 successful DC 22 religion or arcana
checks to disable the wall.
From the original: "This huge area has an The relics in this area are not cursed, but
arched ceiling some 30’ or more in height. The anyone attempting to sell these items in
floor is of polished black stone which has civilized lands will have to explain their
swirling patterns of red veins through it. The association with the cult of Cyric. Lord Drell will
walls behind the draperies, and the ceiling as demand that the characters destroy the items
well, are of dull black rock, while the west wall immediately or try them as cultists. The
is of translucent red stone which is seemingly characters will meet a similar fate in all good
one piece, polished to mirror-like smoothness. lands.
A great bell of black iron stands near the
entrance point, with a pair of mallets beside its "Should three or more voices be so raised, the
supports. To the south are several long benches iron bell will sound automatically by magic, but
or pews. There are three stone altars to the even one such chant will alert the guards (in
west, the northernmost of pure black, the area 59)." Even if the characters are quiet and
middle one of streaked red and black, the last avoid the trap, the guards from area 59 will
of red with black flecks. At the western end of arrive in 3 rounds.
the temple area is a dais of black stone, with
four lesser chairs on its lower tier and a great Area 59: Chambers of the Evil Priest.
throne above. The chairs are of bone; the ivory
throne is set with gold and adorned with gems Name Level Type XP
of red and black (10 black stones each worth 1 Simiobolt Hold 8 Elite 700
100 gold pieces, 10 red stones each worth 500 New Monster Controller
gold pieces, and one large red stone worth 2 Wraith 5 Lurker 400
1,000 gp). The signs and sigils upon these seats Monster Manual
encounter Level 5 Total 1100
57
force open its own sarcophagus the following
Simiobolt Hold is here. He is more than just half round. Both will attack any intruders, including
mad. He has fully and voluntarily given himself cult members.
over to the powers of evil chaos. He will rant,
rave, and generally behave like a crazed
homicidal maniac. If his guards are summoned
to the chapel he will follow 10 squares behind
them. If the PC's arrive here somehow without Area 63: Storage Chamber
an invitation he will kill them without mercy.
Name Level Type XP
2 Gelatinous Cube (g) 5 Elite 800
Area 60: Guest Chamber
Monster Manual Brute
encounter Level 4 Total 800
This is Chant Havelove's room when he visits
the temple. It is plainly furnished and currently
dark and empty. This is a place where the cultists have recently
started storing stuff. They probably won't be
Area 61: Torture Chamber using it for long because a pair of gelatinous
cubes have taken up residence here. The cubes
Name Level Type XP will attack and eat anything they can get their
1 Human Berserker (b) 4 Brute 175 hands on.
Monster Manual
4 Human Lackey (l) 7 Minion 300 Area 64: Cell
Monster Manual
encounter Level 1 Total 475 Name Level Type XP
1 Medusa Archer 10 Elite 1000
There is a rack and various items used for (m) Controller
torturing people here. The torturer is a rather Monster Manual
unstable individual who will invite the players to encounter Level 5 Total 1000
voluntarily participate. Failing that he and his
assistants will attempt to coerce them, shouting As the PC's approach this area they will hear
"come play with me, we'll have fun!" while he moans and angry hisses. If the PC's listen
attacks. (perception DC 16) they will hear "die
Simiobolt" and "release me" in very slurred,
Area 62: The Crypt snakelike common. The medusa was tricked
and trapped here by Simiobolt. He is simply
Name Level Type XP waiting for her to starve to death.
2 Battle Wight (w) 9 Soldier 800
Monster Manual The PC's can negotiate with her through the
encounter Level 4 Total 1600 door if they choose. She will agree to help
them kill Simiobolt. A successful insight check,
This is an ancient burial site. The cultists do not however, will reveal that she is lying - at least
come here. It is always kept pitch black here. partially.
There are 3 sarcophagi here, each requiring a If the PC's open the door, she will take them to
DC 18 strength check to open. 1 of them is the temple and will fight Simiobolt with them.
empty (optionally place a treasure in it). The Afterwards, however, she will turn and attempt
other two each contain a battle wight. If one of to kill the PC's as well.
the sarcophagi containing a wight is opened,
the other wight will automatically awake and

58
If the PC's just release her and don't go with her acolytes to stone and will have placed the
to fight Simiobolt, she has a 50% chance of statue of Simiobolt on one of his altars. She will
winning that fight. If the PC's come back and attack and turn to stone anyone entering her
she was victorious, she will have turned the lair.

59
Part Five: Events and Afterwards
There are several events that should happen or the party to either be out of the keep or more
could happen at various points throughout the preferably on their side.
adventure. These can be tossed in for flavor or
to move the plot along or can be left out First the numbers. Most of the humanoids in
altogether. I leave it to you as Dungeon Master the caves area can be hired by Simiobolt Hold
to decide what will be the most interesting to or Chant Havelove to join the raiders. If the
your group. players negotiate with all of the humanoids and
pay them to leave, most all of them will simply
There are three primary groups that need go off into the wilderness where they will meet
attention, Chant Havelove, The Raiders, and up with Tandoro who will offer them food,
Lord Kavmen Drell. Simiobolt Hold is the big money, and protection. It is pretty simple math
mean boss at the end, but he doesn’t really for any of them to simply join up.
show up on the stage much and really is just a
big club to thump the party with. If the gnolls, bugbears or ogres have agreed to
work for Lord Drell, Chant Havelove will secretly
If you are looking to hook the party with further negotiate with them and convince each of them
events with the major players from this separately that they would be better off having
campaign then I would suggest that Chant the keep for themselves. All of them will agree
Havelove has all the makings of a fun bad guy. to hire on with him and attack in conjunction
Lord Drell will be a great support to the party with the raiders.
and the keep can work out well as a base of
operations. When the raiders have 30 members in their
group (count high level mobs like the ogres and
Tandoro could easily develop into a very fun the gnoll chieftain as 2 each) they will be ready
NPC working either for or against the players to attack.
As always I strongly encourage you, the DM, to
take the material presented in this module and As a requirement for this attack either Chant
refine and develop it to suit your own needs. Havelove or one of his assistants must be alive
and in the keep. They will initiate the attack
The Raider Attack signal. There are 6 men at arms who have
If the raiders have managed to collect any more secretly agreed to Chant with the attack. They
people they will attack the keep in force. will see that the gate is opened and let the
raiders in.
Before this kind of insanity can take place,
however, they will have to have several things If the party is present then the whole attack can
in place at the same time. First they will need be role-played out. If the party is not present,
number roughly equal to the keep. Second they then give the raiders a 50% chance for success
will need someone inside the keep to help (1-10 on a d20). Increase their chances by 5%
(several people actually). Finally, they will want for each member of the gang over 30 and
decrease it by 5% for every member under 30

60
(i.e. they will have 100% success if they have 40 opportunity will murder one to assume their
members and the party is not present). identity. If she is discovered she will flee into
the wilderness and join the raiders.
Lord Drell, Essentia Nells, and Freela will be
taken prisoners. Everyone else will be If Chant is able to take over the keep he will
slaughtered. keep his bargain with whichever evil humanoids
have helped and leave them the keep. He will
The raiders will lose half of their numbers. If take his personal treasure and any treasure he
the gnoll chieftain, either of the ogres, or Freya can secretly loot and flee with Tandoro.
the bugbear leader is with the attack (and you
don’t role play it) they will survive. He will go into Netheril and find a village or
town to lay low for a while.
Any surviving kobolds or goblins will be
enslaved. If at any time it looks like he will be found out or
that the plans of the cult of Cyric are going to
If more than one boss character survives (i.e. fail he will grab what he can and get out of
both Freya and the gnoll leader) then the town in a hurry. If he is thwarted in this
strongest will kill the weakest. You can simply manner he will seek revenge against the PC’s,
roll a die or pick one. plotting against them from a distance until one
or the other is exterminated.
Retaking the keep and rescuing the prisoners
then becomes an adventure in and of itself. If the keep is taken and the PC’s manage to get
back inside and rescue the prisoners and/or get
Chant’s Story the keep back they will find out about Chant’s
Despite his subordinate role to Simiobolt Hold, treachery. Once the keep is operational again
Chant Havelove is actually in a position to be or once the PC’s reach civilization it will take
more threatening to the party and to the keep only a few weeks for their story to reach Chant
than his master. at which point he will become paranoid about
them and try to eliminate them permanently.
Whenever the PC’s are outside of the keep
Chant will attempt to subvert the keep by Lord Drell and Continuing Adventures
seducing soldiers over to the dark side. Over If Lord Drell survives and is rescued, he will be
time he will gain access to the keep’s supplies. grateful to the PC’s for their work. He will offer
them posts in his keep, which they may accept
Each day consider that Chant will gain one new and simply retire.
loyal follower from the guardsmen. So after six
days he will be in a position to open the gates. They may also accept the posts and continue to
adventure in the area of the keep. Lord Drell
If an opportunity presents itself, he will assign will need someone to help oversee building a
Liza, the doppelganger acolyte to join the party. sawmill and village. In addition (and probably
She will use her powers of disguise to learn the more appealing to the characters) he will need
intentions of the party and if given an easy

61
someone to explore the old monastery across
the river. This adventure is continued in module “The Old
Monastery” a module by Kelly D. Tolman (to be
Once a ferry (or bridge) is built, there will be released summer of 2009).
attacks on anyone who crosses the river. These
deaths will need to be explored.

62
Part Six: Treasures
First a bit of explanation about how to hand adventured and didn’t fight with any chiefs
out treasures in this module. the first session. However to offset that
they got quest rewards from Essentia Nells
There are a couple of ways to do this. First, for getting the gnolls to hire on at the keep.
you could sort through the list and the
encounters and match up treasures where Please note that this adventure was made
you think they should be placed. Just drop with access to Wizards of the Coast
a packet where you feel it belongs best. Character Builder which has all of the
information for all of the treasures listed.
Second, you could make all treasures Again, because this is all copyrighted stuff I
random. Just roll a d10 when the party can’t legally reprint it here.
beats an encounter that deserves a
treasure. Poke around the internet a bit and odds are
good that you will turn up a thing or two, or
This works well with the random just go and buy the books and/or get a copy
encounters and will add a dimension of of the character builder for yourself.
randomness to the adventure.
A reasonably good starting place to look
Treasure packets could also be handed out would be www.dndcorner.com. I can’t
as awards for accomplishing specific tasks, guarantee you’ll find what you seek, but
like getting the orcs to agree to leave the hey it’s a good place to start.
caves.
Level 3 Treasures
At first glance this may seem like laziness on Tapestry (250 gp)
my part, but really it is done intentionally. 130 gp
When I ran the adventure I did it by
deciding on the fly what treasure was most 3 jades (100 gp each)
appropriate (and even modifying them to 40 gp
be more useful to the party).
110 gp
I tossed out random bits of silver and
copper at each encounter (I literally used Bag of Holding
poker chips to represent the coins) and
then placed treasures mostly as rewards. Belt of fitness
For example the guards didn’t have
treasures but the kings/chiefs did. However Armor of Durability +1
the party was unlucky in the way they

63
Sacrificial Weapon +2 Helm of Vigilant Awareness

Potion of Healing (2) Level 5 Treasures


125 gp 5 platinum pieces
50 gold pieces
Elixir of Accuracy
Goodnight Tincture (level 6) Scroll of Endure Elements
25 gp 2 amethyst (100 gp each)
200 gp
Level 4 Treasures
Ironskin Belt (Heroic Tier) 340 gp

Mercurial Rod +2 Scroll of Blinding Bomb


Blastpatch Level 4
4 small rubies (100 gp each) Alchemists Fire (level 6)
potion of healing 25 gp
20 gp
Kruthik Potion
140 gp 140 gp

90 gp Collar of Recovery +2

2 platinum pieces Gloves of the Bounty Hunter (heroic


tier)
80 gp

Razor Bracers (Heroic Tier)


20 gp
Scroll of Dark Light
Scroll of Magic Circle Orb of Mental Dominion +2

5 garnets (50 gp each) Potion of Vigor


30 gp
Tanglefoot Bag (level 7)
Staggering Weapon +2 10 gp

64
Appendix A: New Monsters and NPC’s
Here I am only presenting the new monsters and NPC’s created for this module. Why? Well mostly for copyright
reasons. If I use Wizards of the Coast stuff then they get all irate and that will just hurt the game. So if you don’t own a
monster manual either go out and buy one or wait until your birthday. The statistics are presented as printable 3” x 5”
images.

The links available at www.dndcorner.com point to full character sheets in .pdf format. Those character sheets are a bit
more difficult to manage at the table, but do have a lot more information. There are several discrepancies as the stats
presented below are intended as monster stats only.

65
66
67
Other (More Generic) NPC’s
Nadara, Deliria, and the Acolytes in area 54 all use these statistics.

68
Use these statistics for all of the corporals and sergeants, including Bjorn Farnhand.

Brian Blackforge – Or use the stats for a Dwarf Hammerer from the Monster Manual

69
New Monsters

70
71
72

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