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Heroes of Drakonheim

Chapter 1: Rats in the Sewers


by Matthew J. Hanson

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Welcome to Rats in the Sewers, the first chapter the goblins who live in the sewers. If your players are
in the Heroes of Drakonheim trilogy. Heroes of used to slaying everything that looks different, you
Drakonheim may be played all together or as stand might want to talk to them beforehand and let them
alone adventures. The adventure is set in the fantasy know sometimes negotiation is the best solution.
city of Drakonheim, which can be incorporated into
any larger fantasy world. The City of Drakonheim
In Chapter 1: Rats in the Sewers, the PCs are The city of Drakonheim was first built over twelve
asked to solve a series of mysterious disappearances. hundred years ago by the powerful Cevali Empire as
They follow the trail into the sewers, find the goblins it expanded its reach across the continent. According
responsible, and learn that they are selling the bodies to legend, Drakonheim was founded above the lair of
to a shadowy group of humans. a powerful dragon after a mighty Cevali hero slew the
In Chapter 2: Skeletal Society, the PCs discover beast. It is said that the hero used the dragons bones
that the group purchasing the corpses is a cabal of to build the first walls around Drakonheim. The city
necromancers calling itself the Grey Society. In the enjoyed over two hundred years of prosperity before
process, the PCs may stumble upon a nest of ghouls, the Cevali empire collapsed under its own weight.
some of the Societys storehouses, and perhaps a In the centuries that followed, Drakonheim has
Society initiation ceremony. These encounters lead shown allegiance to a dozen lesser kingdoms that
to a final confrontation with the leader of the Grey have come and gone. The current king who claims
Society, who implores the PCs to end their grudge Drakonheim pays it little mind other than to collect
against them. The Grey Society is animating a host taxes from the city. Most of the nobles who rule
of undead to combat an even greater threat. A mighty Drakonheim follow their monarchs example and
force of hobgoblins and their allies are marching provide little support to the common folk. Except for
towards Drakonheim and without additional defenses, the wealthiest parts of the city, most of it is in terrible
the city will surely fall. disrepair. Many sections are plagued with crime, as
In Chapter 3: Defense of Drakonheim, the heroes citizen are left to fend for themselves.
must protect the city from attack. They have several Though never completely abandoned, the citys
days to prepare its defenses and seek out allies before population has dwindled to less than a tenth of what it
the enemies reach Drakonheim. When the foes arrive, was at the height of the Cevali Empire. Hundreds of
the PCs must attack key enemy units, trying to bring abandoned stone buildings stand as testament to the
down the hobgoblin war chief who leads the attack. marvel that Drakonheim once was.
In addition to the humans descended from the
This is a Playtest Adventure Cevali empire, many elves, dwarves, and halflings fled
This adventure is designed to supplement the Wizards to the perceived safety of Drakonheim after their own
of the Coasts D&D Next playtest. In order to fully homes were threatened by orcs, gnolls, and hobgoblin
make use of this adventure, you must sign up for the raiders. These attacks seem to grow bolder and
playtest at www.wizards.com/dnd/DnDNext.aspx more powerful each year. Some in the city fear that
and download all the official playtest materials. To monstrous raiders will soon assault Drakonheim itself.
maintain the integrity of the playtest materials, this Little do they know just how soon such an attack
adventure provides NO statics for the monsters or might come.
magic items. All monsters are described in the D&D
Next Bestiary, and all magic items are described in the Adventure Background
Appendix to Caves of Chaos. Several weeks before the adventure begins, a secret
This adventure was designed using the playtest cabal of necromancers calling itself the Grey Society
rules released on May 24, 2012. receives word that hobgoblins to the north are
amassing a large army. They suspect (rightfully) that
Parlay? the only purpose of such an army is to assault the city
The Heroes of Drakonheim adventure arc is designed of Drakonheim. To prevent this slaughter (and perhaps
to be more than a series dungeons crawls, and many earn a chance to operate openly), the Society decides
problems are best solved through means other than to create its own army, one made of reanimated
fighting. This is even true of certain monsters like skeletons and zombies.

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To create this army, the Society needs corpses, so youre served. Krag Blackhand was a regular here. All
one of the necromancers contacts a warren of goblins the other regulars know him and are happy to share
who live in the sewers under the city and offers information in exchange for a drink or a few coppers.
them fine weapons, alchemist fire, and gold coin in Unfortunately, they dont know much, just that he was
exchange for bodies. At first the goblins only scavenge in the bar the night before he disappeared.
bodies they find, but then their leader, Korth Fat Rat, Two people at the Saucy Mermaid know a little
decides they can earn more treasure if they make their more, but they need a little persuasion to tell what they
own corpses. Now goblins are sneaking up from the know.
sewers in the dead of night, slaying lone humanoids, Dorha: Dorha is a half-orc serving woman at the
and selling their bodies to the Grey Society. Most Saucy Mermaid. She plays coy at first, but a DC 12
of the victims have been homeless beggars with no Charisma check convinces her to tell what she knows
family to miss them, but last night they killed and took (Dorha responds well to flattery). Dorha was helping
the son of a respected blacksmith. Now the father is close up the night that Krag disappeared. He was so
willing to pay to find out what happened to his son. drunk he could hardly stand. Dorha offered to help
him home (it wouldnt be the first time, if ya know
Player Introduction what I mean...), but Krag turned her down and left
For a few weeks there have been rumors of people with another patron instead. Not one I recognized,
disappearing in the seedier sections of Drakonheim. but no chance missing him. Had tattoos all over his
Most of the missing are vagabonds and drunks who face like one of them wild men.
may well have left the city or suffered accidents. One Salty Pyte: Salty Pyte is the owner and bartender
of the latest missing people is Krag Blackhand, the son at the Saucy Mermaid. He generally doesnt talk
of a talented blacksmith named Dorg Blackhand. about what goes on in his tavern. Salty Pete, however,
Krag was a renowned drinker. He often spent is fond of Krag Blackhand, and if the heroes can
late nights in the local ale house, but he always came convince Pyte that they have good intentions (DC 12
home the next morning. He never came home last Charisma check), hell tell what little he knows. Krag
night. Some of Krags barfly friends told Dorg that his was there until closing time, and left with another
son was last seen at the Saucy Mermaid tavern. Dorg patron. He was a big chap with drawings all over
describes Krag as looking like a younger version of his face. Not from around here. Asking all kinds of
himself: a large man with a thick black beard. questions about the city. If the PCs ask about the
Dorg offers his services as a smith if the PCs can strangers questions, Pyte explains that the stranger
discover what happened to Krag, giving them 500 gp wanted to know about the city, including who ruled it
worth of metal items. and what kinds of defenses it had.

Part 1: Investigation Facial Tattoos and the Moonless Tribe


The PCs have several options for investigating the PCs curious about the strangers facial tattoos can
attacks. They can attempt these in any order and may attempt a DC 12 Intelligence check (possible related
well have other ideas not covered here. If so, do your skills include Folklore or Religious Lore). If they
best to reward player creativity and help nudge them succeed, they recall a tribal band of humans in
in the right directions. the nearby forests named the Moonless Tribe. The
Though the steps in between may vary, the PCs tribes people tattoo themselves in this manner as
will likely start at the Saucy Mermaid and end up at part of their social and spiritual practices. These
the ruined latrine. tattoos tell something about the wearers skills and
accomplishments, and the Moonless Tribe believes
The Saucy Mermaid they help gain the favor of their ancestors.
The large central room of the tavern is filled with
shoddy wooden furniture and patrons in various Finding the Tattooed Man
states of inebriation. Once the PCs learn of the tattooed stranger who left
the Mermaid with Krag, they are likely to go looking
The Saucy Mermaid is the kind of tavern where its a for him. Fortunately, thanks to his distinctive look,
good idea not to look too closely at the food and drink the stranger is easy to find. If the PCs make a DC 10

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Charisma check asking around on the streets, they Reading Tattoos: If PCs attempt to read the
receive multiple reports that a few people with such facial tattoos on members of the Moonless Tribe, they
tattoos are camped just at the edge of town. may attempt an Intelligence check. If the result is 14
or higher, they realize that all of these members are
1d4+1 Berserkers (day) or 5 Berserkers (night) scouts. A result of 17 or higher recognizes that all the
tribes folk bear tattoos showing that they have killed
At the edge of the city, wilderness has reclaimed people in combat.
many of the ancient ruins of Drakonheim. Here you
find two hide yurts near a small fire. The Scene of the Crime
PCs who hear Sharp Tooths story may well wish to
A total of five members of the Moonless Tribe camp see the place where Krag disappeared, or they might
here (two women and three men), but if the PCs arrive simply search the area near the Saucy Mermaid in
during the day some of them may be exploring the hopes of discovering clues. In the latter case, the PCs
city. In the day there are 1d4+1 people in the camp. need to make a DC 12 Wisdom check to locate the site
All return at night. where Krag disappeared.
The tribes people are wary of city folk, but a DC
14 Charisma check might convince them to open up a This section of the city has few inhabitants, and the
little. They are willing to admit that Sharp Tooth was street sees little traffic. The crumbling ruins of an
the one who went to the tavern. If Sharp Tooth is there ancient Cevali structure is the only building of note.
(a likelihood of 20% times the number of tribes folk
present) he relates the following story. This is where Krag met his end. Characters who
Sharp Tooth volunteered to take Krag home, but investigate the scene can find a range of clues with a
on the way the Krag fell unconscious and Sharp Tooth successful Wisdom check (results are cumulative).
couldnt revive him. He went to get help from his
fellows, but when they returned Krag was gone. Sharp Wis
Tooth assumed the drunk had regained consciousness Check Information Gained
and wandered off. Sharp Tooth will show the PCs to 10 The PCs discover a patch of blood left by
the location where he left Krag. The other members of the attack.
the tribe back up Sharp Tooths story. 12 They also notice torn scraps of clothing (if
Hiding Something: Skeptical PCs can attempt a they check with Dorg or anybody at the
Wisdom check to see how convincing Sharp Tooths Saucy Mermaid, this matches what Krag
story seems. The story is true, but if the PCs get a was wearing).
result of 16 or higher, they also realize that even 14 They see additional splashes of blood
though Sharp Tooths story is true, the tribes folk are leading into the latrine.
wary for some unrelated reason. PCs might convince
16 They also notice footprints that seem to
them to explain why with a DC 16 Charisma check.
have been made by Small-sized humanoids.
The truth is that Sharp Tooths people are a band
of scouts sent to learn all they can about the city, Ruined Latrine
particularly its defenses and where valuables like Light: There are enough windows and holes in the
horses and weapons are stored. While the tribal leaders building so it is as bright as the outside.
did not explain the reasons for the scouting mission Noise: Occasional squeaks and scratchings.
(it is not their place to ask), its clear to the scouts 6 Dire Rats
that these are preparations for a raid. (The Moonless
Tribe are allied with the hobgoblins to the north, and This ruined structure houses several rooms. Most of
the raid will be the focus of Chapter 3: Defense of them contain large stone benches built into the floor.
Drakonheim). Each bench has a series of foot-wide holes cut into
Failed Diplomacy: If the PCs roll either a natural their tops.
1 or a modified total of 5 on a Charisma check while
talking to the tribes folk, the heroes accidentally insult At the time of the Cevali Empire, this building served
the tribes folk, prompting the scouts to attack. as a public latrine. While the rich were able to connect
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their houses directly to the sewer system, most people from the sewers to attempt to slay the PC and claim
disposed of their waste at these public buildings. the body.
While some latrines in the city still serve as dumping
grounds, this one has long been abandoned. Continuing Disappearances
A small family of dire rats made their way out Should the heroes fail to explore the sewers, more
of the sewer following the goblins who took Krag. people disappear from the streets. These might provide
Characters who make a DC 12 Intelligence check further clues. For example, there might be a witness
realize that, while there are many rats in Drakonheim, who saw several small creatures dragging a body into
they do not usually grow this large. However, rumors an abandoned building. Investigating the building will
suggest that such giant rats are common in the sewers find another access point into the sewers.
below the city.
Tactics: The dire rats lash out when the PCs Part 2: The Sewers
disturb their new home. They flee into the sewers if At its height, the Cevali Empire created highly
half or more are killed. advanced sewers, but in the thousand years since it
Blood Trail: Characters who previously found collapsed they have fallen into disrepair. At some
the blood trail can continue to follow it to the sewer point, a band of goblins found their way into the
entrance. Those who did not find it can pick it up with sewers, where they have thrived and multiplied.
a DC 14 Wisdom check. Navigating the sewers can be quite difficult,
Sewer Entrance: In theory, a PC might be able to especially if the PCs do not have any idea where they
enter the sewers through any of the numerous holes in are going. The PCs best option at this point is to look
the stone benches. In practice, the easiest way to enter for signs of intelligent creatures and try to follow them
the sewers is through a collapsed section of floor. Not as best as they can. Every 10 minutes of travel, allow
only is the hole easily large enough for a Medium- the PCs a DC 14 Wisdom check to try to find their
sized creature to walk through, a makeshift ramp leads way. After three successes the PCs manage to find Big
from the latrine floor to the sewer tunnel below. A DC Flurxs Warren on the edge of the Gelatinous Cube
12 Intelligence check determines that some creatures Kingdom (see page 7).
likely made the ramp by pushing together and stacking If PCs are backtracking to a previous location,
rubble. they only need to succeed a DC 12 Wisdom check.
The sewers are described in detail in Part Two of
Sewer Goblins
this adventure.
Most people of Drakonheim have heard rumors that
Other Missing People goblins live beneath the city, but few pay it any mind.
If PCs want to learn about other people who have Almost nobody realizes the magnitude of the situation,
recently disappeared, they are able to find such tales as several hundred goblins dwell below the city.
by asking around town and succeeding a DC 10 Most sewer goblins make their living scavenging and
Charisma check. While some disappearances may be hunting the other creatures in the sewers. A few brave
completely unrelated, most of them follow a pattern. goblins try to steal food, tools, and weapons from the
A lone person vanished from the streets late at night. city above without being seen. Fewer braver goblins
If the PCs can find the scene of the disappearance, actually attempt to trade with humans (including Korth
they might find signs of foul play, similar to those Fat Rat and his followers).
at the scene of Krags death. The locations of the The goblins organize themselves into three
disappearances seem clustered, and with a little Kingdoms named for totem creatures that also
investigation the PCs can determine the clusters are live in the sewer. These are the Rat Kingdom, the
centered on access points to the city sewers. Centipede Kingdom, and the Gelatinous Cube
Kingdom (which the goblins call the Slergrad
Setting up a Sting Kingdom). Each kingdom is divided into a dozen or
PCs might try to entrap attackers by leaving one so warrens, each of which houses from six to thirty
member alone in a deserted part of town, while the goblins. The goblin kingdoms are almost always at
others hide nearby. If they do (and you think the plan war with each other. Often two will align against the
should work) 4 goblins loyal to Korth Fat Rat emerge third kingdom, but these alliances seldom last more

5
than a month. At the time of this adventure the Rat Goblins: If the party encounters goblins, there
Kingdom and the Gelatinous Cube Kingdom are allied is a 50% chance they are from the Gelatinous
against the Centipede Kingdom. Cube Kingdom, a 25% chance they are from the
While traveling outside their warrens, goblins Rat Kingdom, and a 25% chance they are from the
all carry totems to identify the kingdom they belong Centipede Kingdom. If the PCs prominently display
to. These totems often hang from a belt, weapon, or totems of a goblin kingdom that matches or is allied
shield. The goblins in the Gelatinous Cube Kingdom with the goblins encountered, they do not attack.
carry a square made of sticks or bent metal. Those If the PCs display an opposing totem, the goblins
from the Rat Kingdom carry a string of rat bones. automatically attack. If the PCs do not display any
Centipede Kingdom goblins carry several dried totem, there is a 50% chance the goblins attack and a
centipedes. 50% chance they parlay with the PCs.
Because they live so close to a primarily-human In addition to items listed in the Bestiary, each
city, many of the goblins speak Common. In addition goblin carries 1d10 copper, 1d6 silver, 2d6 arrows,
to goblins specifically listed as speaking Common, and a prominently-displayed totem appropriate to their
about one in four (25%) other goblins speak Common. kingdom.
For any particular goblin, roll randomly to see if the Special: If you get a result of special on the
goblin speaks Common. encounter table above, choose or roll randomly for
Even the goblins who do speak Common do not one of the following special encounters. Once the PCs
speak it perfectly. Most notably, none of the goblins have found a particular special encounter, they do not
know the Common term for gelatinous cube. They randomly find that encounter again.
refer to it by its Goblin name Slergrad, and more 1. Evark the Hermit: Evark is a slightly mad
intelligent goblins might try to describe it to the PCs hermit who lives in the sewers below Drakonheim.
(It big. Hard to see. Eat lots of things.) Use the stats for a Dark Adept, but Evark has a
Sewer goblins also have a wider range of Neutral alignment. If befriended (DC 12 Charisma
alignments than most. While few are good, many are check), Evark is willing to cast one cure light wounds
Neutral or Chaotic Neutral. spell on an injured party member, as well answering
any questions the PCs have about the sewers. Evark
Random Encounters also has three healers kits that he is willing to trade
The sewers below Drakonheim are filled with for an equal value of goods. Evark will also allow
dangerous creatures, and PCs who wander for long are the PCs to rest in his hovel without risk of random
bound to run across some of them. By default there is monster attacks.
a 20% chance of a random encounter every 10 minutes 2. Dead Body: The PCs come across a dead body
while actively exploring the sewers or every hour floating in the muck. If searched, they find the body
while resting. You may adjust this number up or down contains 4 vials of poison, 1 healing potion, 1 potion
if you want the PCs to have more or fewer encounters. of invisibility, and 20 gp.
PCs do not have random encounters while in the 3. Goblin Battle: The PCs stumble into the middle
goblin warrens (or similar areas). of a battle between the Centipede Kingdom and the
Gelatinous Cube Kingdom. When the PCs arrive, there
d% Encounter are 5 goblins left on each side. Unless the PCs act, the
1-15 2d6 cave rats goblins ignore the PCs until one side is eliminated.
16-30 2d6 giant centipedes 4. Writing on the Wall: Somebody has painted
31-40 2d4 dire rats letters on the wall in Dwarven. It reads, Not here.
The other one. If the PCs search the area, a DC 14
41-50 2d4 fire beetles
Wisdom check discovers a loose brink, behind which
51-70 2d4 goblins (see below) is a small sack containing 10 platinum pieces.
71-80 1d2 gray oozes
81-90 1 gelatinous cube Gozzy the Quiet
91-100 Special (see below) After PCs have succeed at least one Wisdom check
to navigate the sewers, a goblin name Gozzy the
Quiet starts trailing the PCs. Treat him as a goblin but
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Gozzy gains an additional +3 bonus to Stealth checks,
he is Chaotic Neutral, and he speaks Common.
Every 10 minutes allow the PCs a DC 14 Wisdom
check to notice that Gozzy is following them.
Gozzy is interested in learning about the PCs, not A4 A5
attacking them. If confronted, he first cowers, and if
that does not work, he flees. Gozzy can be befriended
with a DC 12 Charisma check. If successful he
becomes a true ally. If the check fails, Gozzy still tells
the PCs what they want to know, but sneaks away at
the first opportunity. A2 A3
Gozzy is a member of the Gelatinous Cube (or
Slergrad) Kingdom, and he lives in Big Flurxs
warren. He is good at creeping along unnoticed
and finding things that others miss. He is clever
and inquisitive about outsiders. He is particularly
interested in magic and shiny things. Gozzy uses the
A1
term human to describe all PC races, whether they
be human, elf, dwarf, or halfling. He is missing a large
chunk form one of his oversized ears.
If the PCs ask about Krag, Gozzy thinks a minute kingdoms, the goblins greet the PCs and allow them
and then recalls some useful information. You talk to pass. If Gozzy is present, but not friends with the
to Korth Fat Rat. He take lots of human bodies. He in PCs, he screams for the guards to attack, then runs into
Rat Kingdom. If asked to elaborate, Gozzy explains the warren. The goblins also attack if the PCs wear
that on several occasions he saw Korth and his Centipede totems.
allies dragging human bodies through the sewers. Otherwise, when the PCs arrive, the goblins shout
He cannot specifically recall one matching Krags at them, demanding to know what the PCs want. They
description, but says, You human all look the same. initially speak Goblin, but if the PCs say anything in
Gozzy is able to lead the PCs to Korths Warren, Common, one of the guards replies in kind. PCs can
but he would prefer to take them to Big Flurxs Warren attempt to convince the guards they are not a threat
instead. If the PCs insist on going directly to Korth Fat with a DC 12 Charisma check. Success means the
Rats Warren, they can convince Gozzy with a DC 14 goblins escort the heroes to Big Flurx. Otherwise they
Charisma check. warn the PCs to leave, and if the PCs refuse the guards
alert the rest of the warren and attack.
Big Flurxs Warren The guards refuse to answer questions and tell the
Big Flurx is a powerful goblin who controls a large PCs, You ask Big Flurx.
warren under the city. It is predominately stone Treasure: Each goblin has 1d6 silver, 1d10
construction from the original sewers with some copper, 2d6 arrows, and a Gelatinous Cube totem.
ramshackled wooden construction added by the
goblins. A2. Living Quarters
Light: None
A1. Entrance Noise: Many goblin voices.
Light: None 4d6 goblins
2 goblins
This is where the majority of the goblins in the warren
Two goblins guard the entrance to Big Flurxs warren. live. The number of goblins in the warren are always
One can speak Common and the other cannot. in flux, and at any given time a third of them are out
The guards reaction to the PCs depends on several scouring the sewers.
factors. If the PCs wear Rat or Gelatinous Cube If the PCs are accompanied by another goblin,
totems or are with friendly goblins from one of those those in this chamber just point and stare.

7
Tactics: If the PCs attack, the goblins respond. Big Flurx lives with his guards and wives in these
If the goblins were warned about the attack (by the chambers.
guards or Gozzy), they are all armed. Otherwise, half If a friendly goblin brings the PCs to Big Flurx, he
of them need to spend their first action grabbing their listen to what they have to say (Big Flurx speaks and
weapons. understands Common). Big Flurx responds well to
Treasure: Each goblin has 1d6 silver, 1d10 flattery, especially praising his gelatinous cube or the
copper, 2d6 arrows, and a Gelatinous Cube totem. size and power of his warren. He is also quite prone to
bribes, and a gift worth 100 gp or more automatically
A3. Kitchen makes him friendly. Without a bribe, PCs can win over
Light: None. Big Flurx with a DC 14 Charisma check.
2 goblins If Big Flurx is friendly, he answers any questions
about the sewers. If PCs ask about Krag, he explains
In this room, there are two goblins that perpetually that hes heard reports of a goblin warren leader
prepare the food other goblins bring them. The named Korth from the Rat Kingdom. Korth has been
delectable delights range from rats and bugs caught dragging human bodies around the sewers the past few
in the sewers, to rotten produce dropped from the city weeks. This does not make a lot of sense to Flurx, but
above. he mentions, Rat Kingdom is very strange goblins. I
Neither of the cooks speak Common, but if the do not trust them. If they seek Korths warren, Flurx
PCs have a translator, they offer each PC a roasted rat gives directions and offers to send a guide along with
on a stick. the PCs.
Tactics: The cooks are cowards and attempt to flee Tactics: If the PCs attack the warren, Big Flurx
from combat or beg for mercy. rushes into battle. He commands his allies to focus
attacks on whoever he is fighting.
A4. The Mascot Treasure: Big Flurx keeps his valuables in a
Light: None large barrel. It contains 124 copper pieces, 83 silver,
Gelatinous Cube named Shiny 44 gold, two potions of healing, and one potion of
strength.
Most of the floor of this room was swallowed up by
a large sink hole, leaving only a narrow walkway Traveling to Korths Warren
around the edges. If the PCs have a goblin guide to lead them to Korths
warren, it takes 40 minutes, but the only cause for
The warrens mascot and pet, a single gelatinous cube concern is random monsters.
named Shiny, lives in the sink hole. If the PCs have directions but no guide, they must
Shiny is trapped in the sink hole, but the goblins make a DC 12 Wisdom check every 10 minutes. Once
keep it well fed with refuse and goblins who anger Big they succeed four such check, they find the warren.
Flurx. If the PCs do not have directions, the can wander
Treasure: Suspended inside the gelatinous cube the sewers looking for signs. This requires a DC 16
are 24 copper pieces, 12 silver pieces, and one gem Wisdom check every 10 minutes, and the PCs find the
worth 50 gp. Korths warren after four successful checks.

A5. Big Flurxs Chambers Korth Fat Rats Warren


Light: None Korth Fat Rats warren is primarily dug out from the
Big Flurx (as Goblin King.) dirt and rock that surrounds the sewers.
6 goblins Nice Things: The goblins of Korths warren
have profited from trading with the Grey Society. In
At the center of the large room, an unusually tall addition to their normal attacks, each goblin in the
goblins with a cruel looking sword sits atop a tattered warren also has a vial of alchemist fire (same attack
bar stool. You human come to Big Flurxs home, bonus as the short bow). Their weapons and armor
he says, you better have good reason. look particularly new and well crafted (and obviously
not goblin made).

8
B6

B5

B3

B4

B1

B2

B1. Guards B2. Living Quarters


Light: None Light: None
2 Goblins (with alchemist fire) Sounds: Hubbub of goblin voices.
4 Dire Rats 2d8 Goblins

The guards outside Korths warren are more paranoid The living quarters house most of the goblins in
than those that at Flurxs, neither speaks Common, Korths warren. At any given time, many goblins will
and they know that humanoid corpses are worth be out searching the sewers or the streets above for
money. Unless the PCs have goblins allies or Rat or corpses. If a guard escorts the PCs, the goblins in this
Gelatinous Cube totems, the guards attack on sight. room arm themselves, but let the PCs pass. Otherwise
Even if they dont instantly attack, Korths guards they attack. If the goblins had warning they are all
are still skeptical of PCs. A DC 12 Charisma check armed, but if the PCs took them by surprise half of the
convinces the goblins to let ONE of the PCs see goblins spend their first turn arming themselves.
Korth. If the PCs make a DC 15 Charisma check they Tactics: The goblins hope to use their greater
can convince the goblins to let all of them enter the numbers to overwhelm the PCs. They start by
warren, but only if the PCs leave all their weapons throwing alchemist fire at the PCs, then swarm them
behind. The PCs need a result of 18 or better on a with as many attacks as possible. If the goblins seem
Charisma check to convince the goblins to let them all to be losing, one flees to area B3 to free the dire rats,
into the warren with their weapons. while the others flee to B4 for protection.
Tactics: If combat breaks out, the goblins throw Treasure: Each goblin has 1d6 silver, 1d10
their vials of alchemist fire and order the rats to attack. copper, 2d6 arrows, a vial of alchemists fire, and a
They then flee back into the warren. The dire rats are Rat totem.
half starved and fight to the death.
Treasure: Each goblin has 1d6 silver, 1d10 B3. Rat Pen
copper, 2d6 arrows, a vial of alchemists fire, and a Light: None
Rat totem. Sounds: Squeaks and scratchings
1 Goblin
8 Dire Rats

These pens hold the goblins trained dire rats when


not in use. There is always one rat trainer here. Guards
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will not allow the PCs to enter this room, so if the PCs potion of healing, a scroll of protection from undead,
enter, the goblin frees the rats and attacks. and 12 +1 sling bullets.
Tactics: The goblin prefers to use his alchemist
fire and arrows, while the rats attack foes in melee. B5. Corpse Storage
Treasure: The goblin has 1d6 silver, 1d10 copper, Light: None
2d6 arrows, a vial of alchemists fire, and a Rat totem.
This room reeks of death and decay. On the dirt floor
B4. Korths Room are two large lumpy sacks, each about six feet long.
Light: None In one corner are a dozen similar empty sacks.
Sounds: Goblins laughing
Korth (as Goblin King) This is where Korth stores the corpse he plans to sell
2 Goblins while waiting to meet members of the Grey Society.
3 Dire Rats One sack contains Krags body. His throat is slit and
he has been dead since the night he disappeared. The
A fat goblin with greasy black hair sits upon an other is a ragged and unkempt woman who seems to
oversized wooden chair. He looks at you and sneers. have died the same way.
What bring humans to Fat Rats table? The sacks themselves are made of burlap, and
any PCs who succeed a DC 12 Intelligence check
This is the room where Korth resides along with his recognizes them as the sort of bags frequently used
personal guard and a few trained dire rats. when burying those too poor to afford a coffin.
Korth speaks Common. He listens to what the
PCs have to say and answers questions freely. He B6. Secret Exit
admits he has been collecting bodies and selling them Light: None
to somebody Korth calls The Pale Man. He meets
the Pale Man in an abandoned mausoleum. (The Pale This passage slopes upwards the further you go. It
Many is Tyrus, a member of the Grey Society who then ends abruptly with a large stone blocking the
the PCs might meet in Chapter 2: Skeletal Society.) path.
The goblins started by just scavenging bodies, but
Korth realized he could make more money if he also This passage leads to a secret exit from the warren that
abducted and slayed humans from the city above. Korth uses to meet members of the Grey Society. It
Korth is so free with information because he requires a DC 14 Strength check to move the stone.
intends to kill the PCs and sell their corpses too. The passage opens into a long-abandoned section
He orders the attack whenever the PCs run out of of the city. Not far away is an ancient graveyard with
questions or ask something akin to Why are you several crumbling mausoleums. (There will be more
telling me all of this? Korth can only be talked out of detail about this graveyard in Chapter 2: Skeletal
attacking if the PCs succeed a DC 18 Charisma check. Society).
Tactics: Korth orders his goblins to attack the
same PC that he is fighting. If there are goblins left in Conclusion
area B2, they charge into this room at a rate of 1d6 per If the PCs return Krags body to his father, he is
turn. overcome with grief for the loss of his son. Given
If Korth is reduced to 6 hit points or fewer, he flees some time to recover, he honors any agreement he had
to area B5, and then to the surface through area B6. with the PCs.
Treasure: Each standard goblin has 1d6 silver, While the goblins might have been the immediate
1d10 copper, 2d6 arrows, a vial of alchemists fire, and source of the disappearances, hopefully the PCs have
a Rat totem. figured out that there is some kind of grander scheme
Korth has a +1 longsword, 3 vials of alchemist at work. Even if they missed a few clues, dont worry
fire, and 20 arrows. too much. There will be other opportunities to learn
In addition, there is hidden compartment in about the Grey Society in the next adventure.
Korths throne that the PCs can find with a DC 12
Wisdom check. The compartment holds 85 gp, a
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[Terrain Toolbox] easily wont regret it.
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qualifies as a must have for
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-Neuroglyph, ENWorld Review

An advice and resource book to help create more


dynamic encounters. Available in D&D 4e and
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