Scourge of The Howling Horde
Scourge of The Howling Horde
Scourge of The Howling Horde
c R E D I T s
D E S I G ll1 " A R T D IR E CT OR S
GWE NDOLYN F .M. K ESTREL K ARIN J AQ!!ES, MARl K OLKOWSKY, R OBERT R APER
"",""""B"""' oe.d on t he origil?!ll DU:-:OEO:l'S & DRAGo~sll r ules created by E. Ga ry Gygax a nd Dave Arn eson and the new D U:o>GEONS & D RAGONS I
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BARRow's EoGE
tbe wagon. She remains hiding until the goblins are defeared
or drive n away.
GO B L I N RA I D E RS (3) CR l
Monster Manual, page 7 3 3
ENCOUNTER: 6 H P: D D D D D D
4 • H P: 0 D D D
Notes: ______
TO THE RESCUE!
N otes: ______
4 H P: D D D D N otes:
The adventure assumes tbe player characters know each N E S m a l l h u m a n o id (gobl i n o i d )
other when the session begins. If this isn't true, create a l n it + l ; Senses darkv i s i o n 6 0 ft . ; Liste n +2 , S pot +2
scene i n which tbe player characters meet a nd receive the Languages G o b l i n , 50% spea k Common as wel l
request for belp from Barrow's Edge before running thís AC 1 5 , to u c h 1 2 , fl at-footed 1 4
encounter. Fort +3 , Ref +l , Will -1
Speed 30 ft. (6 s q u a res)
SETU P Melee morningstar +3 (l d 6)
The advent u re begins as the player characters approach Ranged j avel i n +3 ( l d4)
the hamlet of Barrow's Eclge. As 1s t-level characrers, the Base Atk +l ; Grp -3
PCs have no mounts; they must rely on their own two feer Abi l ities Str 1 1 , Dex 1 3 , Con 1 2 , I nt 1 0 , Wis 9, C h a 6
to get from place to place. The firsc encou nter takes place Feats Wea p o n Focus (morn i n gstar)
on ebe road leading ro the hamlet. Use the map on the Skills H i d e +5, Listen +2 , M ove S i l ently +S , R i d e +4,
inside front cover. Have the players establish a marc h i ng Spot +2
order for their characters. The road is wide enough for two Possessions leath e r a rmor, l i ght wooden shiel d ,
people to walk side by side. Once you know how the PCs m o r n i ngsta r, 3 j avel i n s each
a re positioned, go to the read aloud .
Gobl in Tactics
READ ALOU D The goblins use "shoot and scoot" tactics againsr the PCs ,
throw i ng j avelins and moving 3ü feet away. They spread out
To start, read this out loud to the players:
and surround their opponenrs, keeping a distance unril they
run out ofjavelins to throw. Then they resort to melee, using
The frontier hamlet of Banow's Edge has called far
their morningsrars to fight. Wben they eventually turn ro
advent urers, requesti:i,g help a1·1 d pro m ising reward. Th e
melee, ebe goblins team up ro actack a si ngle PC . Tha nks
requ est did not include any specifics.
ro their victory over the merchant's guards, che goblins are
The di.rt road you travel shows s igns of regular 1m. T)1e1'e
feel i ng pa rricularly brave by time the PCs j o i n the fray.
arc few weeds and fresh grooves show the frequent passage of
They feel they can fighc off the newcomers without too
wagons. The road winds though m odera tely fo rested l.and.
much trouble. This opinion persists until the goblins are
Som ewhere up ahead, you hear th e so und of battle.
reduced to a single combarant; rhen the last goblin stand
i ng loses his courage and tries to wichdraw (see Playe r's
Terrain: Medium forest terrain lies on either side of the I-Iandbook page 143).
road (see Dungeon Master's Guide page 8 7).
E N COU N T E R EXPERIENCE
ATTACK ALONG THE ROAD I f the PCs rescue rhe merchant and defeat the goblins, they
This combat encounter kicks off the adventure. get experience points (XP). The number ofXP each character
A b a nd of goblins attacked a merchant's wagon shortly receives depends on the roral number of characters in the
before the PCs arrived. Four elf gua rds and eight goblins party, as shown below. (See Dungeon Mas ter's Guide, pages
fought fi.ercely, and many are dead. The PCs arrive while 36-39, for more details on awarding experience.)
the battle still rages. Read: PCs XP PCs XP
1 300 4 75
As you crest a hse in the road, you see a figh t rnging ahead. A 2 150 5 60
merchant's wagon hes on i.ts side, its horses dead or scatte red. 3 100 6 50
Scveral elves and goblins lay dead, wl1 i!e a few of each
con ti.nu e to battle.
AFTER TH E BATTLE
When the PCs defeat o r d rive off the goblin ra iders, g o to
Roll for iniriarive. You should roll an initiative check the next encounter, "Meeting Mercha nt Goodseller," on
for ebe goblins and for the guard. The PCs start 80 feet page 4.
from the overturned wagon. The road between them is
straight a nd suitable for runni ng (see Player's Handbook
page 144). It should cake them ar least one ful l round to
reach the fi.ght.
ENCOUNTER: Ste n's Goals
Sten first wants to check on the elfwarr iors that guarded her
wagon. Two are dead, but the othe r two migh t be saved.The
The D&D gam e provides a rich fr am ework [or ma ny dif player characters have th ree rounds to try to save them . Sta-
ferenr types of encou nters. "To the Rescue!" starred the bilizing a dyi ng chara cter requ ires a DC 15 Hea l check.
adventure with a combat encou nter. After a combat encoun- Next, Sten want s to get he r wagon tipped back up on its
ter, characters usu ally rake rime to tend to th e wou nded and wheels. This req uires a DC 22 Stre ng th check. Characters
search for tr easure.This encounter starts there and leads ro can use the Aid Another act ion (see Player's Handbook, page
a roleplaying opportunity. 65) or can simply Take 20. Wi th enough time and some help ,
even those ofaverage Strength can succeed , Once rig h ted,
Sten direc ts th e pes to hel p her rearra nge the wagon's con-
TREASURE ten ts to tran sport the wounded or dead.
Th e goblins participating in th is raid carr ied little of value.
Sten fears another attack. She wan ts the player character s
Each of the eight had a suit of leather armor, a light wo oden
to act as guards and escort the wagon back to Barrow's Edge.
sh ield , a morn ing star, and th ree javelins, all sized for use
If th ey h urry, they shou ld be able to arrive before dark.
by Sm all char acters .
The four elf guards each wore studde d leather armor and
carr ied a hgh r wooden shield, longsword, and longbow, all
Ste n's Reward
As a reward to the player ch arac ters , Sten offers each char-
sized for use by Medium characters.They each carry a pouch
acter 100 gp worth of cre dit at her store.
containing Id6 sp. Two are dead , and [WO are unconscious
and bad ly wounded.
AFTER THE NEGOTIATION S
Afte r Sten and th e player characters talk for a bit, she appeals
MEETING STEN GOODSELLER to th em to help her get her goo ds and the wou nded gua rds
Thi s en counter give s the player charac ters the opport unity
to Barrow's Edge. "There, I'll introdu ce you to th e ha m let's
to interact with a nonplayer character, the mercha nt Sten
leaders and we can both find ollt abo ut this c. 11 for help tha t
Goodse ller. This is a roleplaying encounter. W h ile the player
seems to have gone out wh ile I was away," Sten says, "I'm
cha racters exa m ine t he dead bod ies, read this aloud.
particularly eager to learn why the gob lin s have turned so
violent. Th is road used to be safe, let me tell you ."
As y OIl check the bodiesof the goblins and the fallcn elves, you
When the wagon is righted , the rema ining horses hitch ed
/lo/icr a frightClled Italfling perr ing at YOll from behind a
up, and everyone is ready to resume the journe y to Barrow's
harrel in tile ovrrtunJed wagon.
Ed ge, go to "Amb ush" on page 5.
"Is it- is it safe to co me out?" she (l5ks. "I'm Stell,Stefl
Goodsellcr, 11 II1l'rchatlt fro m Barrow's Edge. Are you the finc
folk ll, IlO saved mr?"
cc .
Q
C" .
-- <:::.-
Player ch aracters m igh t wan t Thamior to cast the identify
BARROW'S ED GE (CO ID.} spel!.Th is spell requires a 100 gp pearl , so Thamior charges
O th er places of int erest around th e ham ler are described 110 gp to cast it
below.
If g iven a week's t ime, Th am ior can produc e an y arcane
scro ll o r po tion wi th a sale pri ce of 100 gp or less. (Th arntor's
MYSTICALlTY men tor visits him abo ut once a wee k, but the elf never men-
tions hi s m entor or the help the older wizard p rovides h im
You can'1 11 cJp but notice this small,one-sto ry flllilli ing.
with.) Th am ior ch arge s the standard prices for th ese items
Pa inted bright plIrple lVith gold stars spangling the exterior,
(see Dungeon Mnstcr's Guide, page 230 for potions and oils ,
111 is shopdcmrlll£ls/ o be loolu d al. A Sig lll1boLlc the .ioor
page 239 for arcane scro lls).
read s"M)'stica lity." Heavy Jl urple dra pescovcr the lVllldows.
When the ch aracte rs first arrive and on an y typical day,
Tham ior prepares th ese spe lls. I f requested, or a special
The ch arac ter s can ask anyo ne in town abour th e pu rpl e ne ed ar ise s, he prepares differ ent sp ells th e following
bui lding. Ever yon e knows that th e elf wizard Th am ior owns morning.
th e p lace. He tell s for tunes and sells pot ion s and scrolls. If
the pes enter th e magic sh op, read : Wizard Spells Prep ared (CL l st):
1st- D silent image, D
vent riloquism
A 50ft dlimc so undsas tire door opell5. Shadowy 0- D detec t magic , D D prestidigitation,
illumination provided by a few Cll lldics softly lights tlte Dread magi c
insideof tile sJlOp. The 5(('lI t of li'Ll C incense hangs nCllvy i ll Spellbook s pells prepa red plus O-all; 1st- endure
tile air. elements, identify, m ount, unseen servant
THE H OWLING at night; the caverns <Ire mo st active dur ing the day. While
gobli ns can see in th e dark <IS well as daylight, their d ark-
vision on ly ex tends to a range of 60 feet. They jus t see an d
Any adven tu re, no matt er how det ailed, can't take into
account every possibility.That's where the paper-based game
d rama tically outsh ines compu ter games. Mu ch of this rests
squarely on the DM's sho ulders. You 're the powe r beh ind
all of the action in the adventure. Be reaso nable an d fair,be
cons istent in your rulings, and tru st yo ur in stinct s. And be
<IS creat ive <IS you like.
If th e PCs sneak up and listen at th e door to th e Gua rd
Room, what do th ey hear? Since the goblins are playing dice,
you could say,"You he ar some goblins playing dice." Ifa PC
und erstand s goblin or you have th e ur ge, you could mimic
a goblin voice and say, ;'1 th row now," use anot he r voice to
say, "no, my tu rn ," and a th ird to say, "You mu st be lucky or
cheating."
W hen ' fight goes badly, you get to do some quick ment al
gy m nastics to decide what ro st ick with and wh at to fudge.
If the pe s r un away, how vigorously do the goblins pursue?
if, fight goes badly forthe goblins, do they flee' If so, where
do they go? w ill they run to the Co mmon Room? To th e
Shr ine?
Dungeon Masters make a lot of decision s on the fly,based
on wh at they know of th e scena rio and the charac ters . Don't
be afraid to w ing it whe n you nee d to.
I
Th e first encou nter once the pe s reach the H owlmg Caves GUARD DOG CR 1/3
occu rs at th e ent rance to the caver n complex, where goblin' Monster Manual, page 271
sentries watch for intruder s.The ligh tin g condinoiis'depend 6HP: D DDDDD
up on what time of day the pe s arrive . The sentrie s use no N Small animal (male dog)
ligh t sources , relying on thei r darkvision at n ight. Init +3; Senses low-light vision, sce nt ; Li sten +5, Spot +5
AC 15, touch 14, flat-footed 12
A IVcll·worn patldcads lip toa cave in tile hillside. The Fo rt +5, Ref +5, Will +1
opening is abollt 90fecl away, andtherloseryou ge t, the
Speed 40 ft. (8 sq uares)
,
mon' mrcuse the feeli ng y011 JlatlCof beingwatched.
Melee bite +2 (l d4+1)
Base Atk +0; Grp - 3
Abilities Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
RUNNING THIS ENCOUNTER Feats Alertness , Track"
Star t by having th e players tell yo u what their chliracters Skills Jum p +7, Li st en +5, Spot +5, Survival +1 (+5 whe n
are doing from th e m om ent th e cave in th e hillside appears us ing scent)
on th e path ah ead .
GOBLIN S ENT RI ES (2) CR 2/3
Fi rst.Impre ssions Monster Manual, page 133
The pe s get a cha nce to notice th e two goblins an d th eir 6HP:D D DD DD Notes: _
guard dog standing in the shadows within th e cave opening. 4 HP:DO DD Notes :
If a PC makes a DC 20 Spo t check, h e or she sees the gob - NE Sma ll hum ano id (goblinoid)
lins just in side the cave ahead. Th e pe s can take 20 on the Init +1; Sen ses da rkvision 60 ft.; li st en +4, Spot +4
chec k, if they choos e rocarefully obser ve th e path and cave la nguages Go blin, 50% speak Com mo n as well
entrance for tw en ty ro unds (see Pla yer's Halldbool{, page 65). AC 15. to uch 12, flat-foote d 14
A failed che ck indic ates that the pe s don 't notice anyt hing Fort +3, Ref +1. WiII -1
beyond what was in the read-aloud text. Speed 30 ft . (6 sq uares)
Melee morni ngs tar +2 (ld6)
Gua rd Dog's Tactics Ranged javelin +3 (l d4)
The dog is well trained to spot intr uders (any humanoids th at Base Atk +1; Grp - 3
are n't goblins), barking a warning when anything unu sual
Abilities Str 11 , Dex 13, Con 12, Int 10, Wis 9, Cha 6
gets close to the caves. It fight s alongside th e goblin sent ries,
Feats Alertness
standing its ground and fighting to the death . Skills Hide +5, li st en +4, Move Silent ly +5, Ride +4,
Spot +4
Sentry Tactics Posses sions leather armo r, light woode n shield ,
Th ese gobli ns are ded icated to prot ect in g the caver n lair morn ingstar, 3 javelins each
fro m in tru ders and ma king sure th at th e rest of th e com-
. plex is war ned when intruders appear. If at all possible,
on e sentry h eads de ep er inro the cave to issue tb e wartung, SNEAKY PLAYER CHARACTERS
while th e other sentry makes a stan d at the entrancewith Do th e PCs try to sneak up on the cave? H ave them m ak e
th e gua rd do g. ', Hide checks as th ey creep toward the cave, one every 30
If th e sent ries are somehow su rp rised, th ey fight alongside feet . The gobli n ' sen tries m ake Sp ot checks to notice th e
th e gua rd dog wh ile mak in g as much noise as pJ ssib le to in tr u ders. (So, the.PCs make three H ide checks to cover
tr y to aler t the g u ards in th e next are a (see page 14). th e di stance to the cave, and the goblins get to respond w ith
If th e sen tr ies h ave th e op po rtu n ity, they seek h ighe r three Sp ot ch ecks .)
gro un d deeper in th is sec tion of the cave from wh ich to Roll a Spot check for eac h gobli n an d the dog ..Compa re
att ack the PCs. See the ca ll-out boxes on the ne xt page for results to PC Hide chec k s, applying a pe nalty for dis tance
detail s. (-1 per 10 feet of dis tance, see Player's Handbool<r page 83).
If the PCs make no effort to be stealt hy, th e goblin gua rds
notice them easily as they approach th e cave. . J.
I f the dog not ices anyo ne who isn't a gob li n, it starts
.. barking. In thi s case , on e guard and the dog re ma in at the
entra nce while th e ot her goblin goes to the Guard Roo m
for help (p age 14). The se ntry an d two goblin guards from
Enco u nter 2 return in; 4 rounds.
INVOLVING THE GUARDS T ERRA IN FEATURES
The goblin guards from Encounter 2 can easily becom e ·G ~ ind icat",s where tile two gohl in scn t riea s t n r f thi ~ en -
involved in any figh t that br eaks ou t in th e Sentr y Cave.
Spotted: If the goblin sen tt ies spot the player charac ters
counter. ~ U" i nd icates wlle rc t ile gllarJ J og st,1lld:;: a "; t he
action be gin s.
.
.,
while th ey are still more th an 30 feet fro m the cave entrance, The ~ o 6 1 j n scn t r.ics usc til e t erra in featurc5' nttbi" loca-
on e sentry runs off to alert th e guards . In this case, th e ti on t 'l l good advant'l ge. Th ey p ref er to f ight from ins ide th e
sen try and two guards return in four rounds.
cave whenever possible. Once li1l'Yspot Lilt' player\:htiradcrs,
Reaching the Door: If th e player ch aracters recch th e
cave entrance witho ut bein g noticed, one of the goblin
• -they fall ha ~k to the alcnvt's Io get o ut of s ight and use cover
against any ranged at bld~ s th e P C sr ni $!htmal"e. Th",n they
sentri es uses its turn each round to try to reach the door
to th e Guard Room . Once th e sentry r~aches th e door and usc -t heir ow n ran ~cd weapo ns (javeli ni<) fr \)1tl tile '11 \"~ove"
uses a m ove action to open it, th e gua rds becom e instantly once the PCs se t cbse (wit hin 3 0 feet).
alert an d m ove to joirf th e battle. (In thi s case , three of the If till' PC s ; nte r tile cave, tile goblin.:; r<.'trea t t o the 1.1rger
g uards rush into th e Sentry Cave while th e fourth gua rd ch a m ber to t'lke i1Jva n ta~c or t.he elevated tcr rain, a s s how n
moves tow ard Big Brook's Room , En counter 3~ to call on on t he map. TI~e elevated tl'rra in is 5 fcd h igh'iTtllan the cave
th e bu gb ear for help .) Hoo r. ~lel ct' attack s m ad e lly a nyo ne sta ndi n~ o n Ili 'gllCr Ier-
Making Nois~: Fighting a battle is noisy work. If th e • rain against tllO!3~ o n th e cave fl l10r gain d + 1 6\)flu s. {Bonus
pe s contain the goblin sen tr ies, th ere 's still a chance th at for hi gher gl"OIlT1J, see PI'lljers Handbook, pa ge 15) .} ,
the gobli n gua rds in the nex t cha mbe r ~vill hear th e noi se C w%in g tlte slo pe " f a St'C Li on o f elevate d terrain (h elm
gene ra ted by th e fight. . low ~wund to bigl1 ground) requires a DC 10 Climb c heck
At th e e.n d of each rou nd, m ake a list en check for th e (see Player's }j,mdbv~lk, page 69) o r a 5 -fool: lo ng jump (D C
goblin guar ds (Listen -e). I f the fight is confine d to th e cave
20 witb a runnin g jump ; sec Players Hmklbl1ok, rd ~e7 7) .
ent rance, th e Listen DC is 15. Once the fig ht m oves into
the lar gest portion of th e Sen try Cave~ th e,List en DC d rops .
to 10. If the fight actually gets to the are a right outside th e
doo r, the Listen DC drop s to 5.
PCs
4
5
6"
, .,
This ch amber serves as th e Guard Room for the gobli n lair, GOBLI N GU ARDS (4) CR 1
protecting t he entrance and serving as a staginl~rou nd Monster Manual, page 133
should the caverns need to be defend ed. 6HP: DDDDDD Notes: _
5 HP:D DDDD Notes: _
5 HP:DDDD D Notes : _
RUNNING THIS ENCOUNTE R 4 HP:DDD D Notes :
See Encou nrer 1 for details on how the guards might join
NE Small humanoid (goblinoid)
a figh t in the Sentry Cave. Init +1; Senses darkvi sion 60 ft.; Listen +2, Spot +2
Even if none of the sent ries reached th is room to alert Languages Go blin, 50% speak Comm on as well
the guards or if the guards faded to hear any,Rf the sounds
of battle from the Sent ry Cave. there is still a cha nce that AC IS, touch 12, fiat-footed 14
Fort +3, Ref+l , Will-1
the guards will hear th e PCs when they reach t he door.
When the pe s reach the door to th is area, roll Listen Speed 30 ft. (6 squares)
che cks-for th e goblin g uards (the DC is th e lowest Move M elee mo rningstar +3 (l d6)
Silently check res ult of the player charac ters; the PCs ge t a Ranged javelin +3 (ld 4)
+5bonus [or the closed door).The PCs can also make Listen Base Atk +1; Crp - 3
chec ks to tr y to hear anyth ing beyond the closed door.The Abilities Str u . De, 13, Con 12, Int 10, Wi, 9, Cha 6
Listen DC is 15. • Feats Weapon Focus (mo rningstar)
Skills Hide +5, Listen +2, M ove Silent ly +5, Ride +4, Spot +2
Possessions leat her arm or, light woo den shield,
m ornin gst ar, javeli n
Guard Tacti cs
TH E ROOH , If alert ed by a sentry or because theyJ1t .ard th e sounds of
.Simple Wt.)l1den dOOl E(hurdncs5 6, hp 10, sec DWlgaon Jt.-1aslcr's battl e, th e gobli n gua rds leap to join the light. Thr ee of them
Gllidc, pnge 6 1) bl"'l<.;k t he t~·o entrances to tile Guard Room. head for the Sen try, Cave while the.fouft h rushes to aler~
T hl' trOor~ Ilave no lockE. Torchcl' on the walL; provide Big Bron k (Encounter 3). '
ligk , If th e guards aren't aware of th e PO I; th en tlie PC~ ge t a
~ G~ indic<ltes wllCre tile foUl' gobl in guarJs start t hi" surprise round to take a standard action before the guar s
enc ounter. Jf t ho:' guards iucn' ttlll alert, dlt'll they.arc sitting
can react. After the surpr ise round, the guards get to act in
ini tiative order. (See Player's Handbook, page 1'37 for oeta lls
awu ml <1 tablt.· playing a betting gam e. ThrowiJ1~ dice and
on sur prise .) In this case, one guard tries to reach the door
small piles of coppet'anJ .,il"",r coius arc scatte red in tile that leads deep er into the caves so th at he can warn Big
mi J(Ut: n ftllt' t ahl,->., Bronk, while th e remainin g three-try to hold off or defeat
the PCs.
TREASU RE ~
The money on the.rable totals 10 gp, 5 sp, and 40 cpo
Search ing th e rest ofrhe room tu rns up anoth er 40 sp
wort h o f coins. A matched pair of pewter dishes (wort h 20
gp each) serves as food and water -b owls for the guard dog
(En counter 1).
AFTERTHE BATTLE
If the PCs defeat the gobli n g uards w itho ut alerting th e
rest of th e lair, they can move fart her into the caves. Refer
to the map on the inside fron t cover as the pe s move deeper
into the caves.
BIG BRONK THE BUGBE AR CR 2
Monster Manual, page 29
" . 16 HP: D D D D D D D D D D D D D D D D
Notes :
CE Me dium humanoi d (go blinoid)
Init +1; Senses darkvi sion 60 ft., scent ; Listen +4, Spot + 4
Languages Gob li n, Common
AC 18, tou c h 11, flat-footed 17
Fort +2, Ref+ 4, Will +1
Speed 30 ft . (6 s qu a res)
Me lee m orn ings tar +5 (l d 8+2)
Ran ged javelin +3 (l d6+2)
Base Atk +2; Grp + 4
Abilities St r 15, Dex 12, Co n 13, Int 10, Wis 10 , Cha 9
Feat s Alertne ss, Weapon Focus (mornings t ar)
Skills Climb +3, H ide +4, Listen +4 , Move Silent ly +6, Spot +4
Possession s master wor k leat he r a rmor, + 1 fight wooden
shield, morn ingstar, javelin
THE Roon
'S imp le woo dell do or s (hard nt's:3 5 , hp 10 J sec DUllg~'OI1 }.-fasfcr:s
GulJ>l, page 61) bluck lhe~ entrance . The tloors are locked
(1'.lC20 ()pe n LO(tkthccko(TJC 15 :3trf'~t kI;h('ck).:ft)rC'hes
on the- wall S' ,p rtlvitl e light. -
"13" jl1(li cill ~s whe rcJ3 ronk gtur t~ tlt is cuco lin te r.
A secret (loOT co n nects th i's room to til e G lHl1m Oll I(o om
(E ncou nh.'l" 7). NO lle of th e goblins kn ow a bo lit the secre t
door. T~find tl,e secret door, <I PC must l;la ke a Oci20
Sear~kcheck-in that e ree. EMc!laraetcrs get t omakl' a check
eve n i f they a re 110t a ctivel y lo okin g.
TREASURE
Bron k wears'rnasrerwork leath er ar mo r, carries a magic +1
; light wooden shield, and wields an ordinary weapon. He has
a pouch with 16 sp.
ALCOVES
The .ll co vei;once bou;; cd sta t ues of Jwarws. A II tbat remains
t.-, f th ~ sta tues are unreco gni zahl e hit;; oCsmasbeJ rubhle.
a
what type of weapons to use. For in stance, if cleric swings •
hi s mace against a zombie and hit s, you might say. "Your ,
mace co n nects w ith a meaty thud, but th e blow Hoesn'r
seem t9 bother the zombie. ver y m uch." This provides one .
flavorful {yayof indicating that th e crearure's DR reduced -
th e we apo n's"dama ge. .'1
Damage dealt by spells is not subject to DR. . ,
Undead -Traits: Undead have many tr aits (see Monster
Manual, page 3172- For this enco unte r" rememb er:
,
c ha racters ca n't sco re a critic al hit or benefit frcm •
sneak atta cks againsfundeaa . I j.
Und,ad are im m une to all mina·affecting spe lls and
abilities, poison, sleep effec s, paralysis, and stu n n in g.
This means, for example , that J wi zard 's slee p s~ell won 't
work and a monk's stu n n ing fist attack lias no effect.
Cure SHells hurt undead . ~ lst·lev~1 cler ic casting cure
light uiOimds on a skeleton deal sJd8+1- points of damage.
In contra~t.1njJicl spells heal undead . "
I ' 1:$ I
.Ask the players to m akeDGIO Knowled ge (religion) check s '~I'.iiZ'~;.
for their characters. If th ey succe ed, share th e above infer>
mation with th em. . "l'
Turning Undead
Most PC cleri cs tu rn u ndead. (~ee Player's'Handbook,'page
159). A cleric uses a standard action to.present.his or her >".
holy symbo l. It can effect undead within 60 feet.
The cleric 's player rolls a turning check (rdzo+ the cleric's
Cha r isma modifier) to determine how powerful an undead
might be affected. In this enc ounte r, a modified roll of 10
or better is all that's nee ded to turn th e skeleton, a rollof
13 or high er includes the zombie. I f th e tota l is less than
10, there's no.effecr at all'
If the total is 10 or higher, the player roll s 2d6 + cleric level
. + Charis ma modifier for turnin g dam age to determine ho w
many tota l Hit DiCn of undead are turned. In thi s encoun-
t
I
The gobli ns avoid this p ortion ofth e lair. It's d ark, it's cree py, THE CAVES
and the monstrous spider tha t hunts within therr- isrs nnd' W he n th e PCs Tln.ter th is areal read,
turns is dangerous. So, the gobli ns just leave thi s area alone.
Th is area makes an ideal place for the pe s to rest after they These natural c{fverns wind deeper into the hill. A hint of
clear out the spider. fresh air wafts[fom somew1lere fartherahead in the
darkncS5, carrying a low, weird ly lJJ elod io u s~ sound fhrol~gh
the caves. The sound rises £I t times lo'becomefrightening
shriel~sJ }vhile at other times if rumbles itlto moa/lS and sobs.
-, ..
Observant char acters (DC 20 Spot check) no tice th at web-
bing coversthe ceiling and walls-in the se tunnels. The
webbing is th icker aro und th e natural air ven ts.
vents.
MONSTR OUS H U N TI N G S PID ER CR 1
Monster Manual, page 288
T ERRAIN FIiNTU RIiS 11 HP:D D D D D D D D D D D
Tile a ir Yenl.~ .J.1:e
natura l cbiinnl'Y~ that alllHv fresl1 air tel Notes:
fl(')\v into tbe caves. ~rllt'se vents narrow as thev set clo,;:e r to N Med ium ve rm in
th\:., surf'ttce, connecting to otllCCvent", that lt~Il'eyc['n1I) the Init +3; Senses d ar kvisio n 60 ft., tre mo rsen se ; Lis te n +0,
hill,id•. Sp ot +12
A p it at the soudlern port ion lJf tllC:>t" tunnel,; SllJpl'9 AC 14, tou ch 13, flat-footed 11
4"Wll and 6eCOUll\S a narrow, !ow-<.:t.ilinged pa;;t<agl' (I\lc(iium Im m u ne m ind- affecti ng spe lls and ab ilities
L rorac -!irs mu st crawl to usc it) 1-hat connects to t1w E lite Fort +4, Ref +3, W ill +0
Hobgob lin Room (E ncolll1 ter 10) . Bt'causcof lilt.' spider, Speed 40 ft . (8 sq ua res)
t he goblim: avoi J this poseage. Me lee b ite +4 (l d 6 p lus po ison)
Sp ecia l Att ack poiso n (DC 12 Fort save, l d 4 Str dam age)
Base Atk +1; Grp +1
Abilit ies Str 11, Dex 17, Ca n 12, Int - , W is 10, Cha 2
Fe at s Weapon Fine sse "
Skills Climb +11, H ide +7, Jum p +10, Li st en +0, Sp ot +12
~
Huntin g Spider Tact ics
The spider im me diately becomes aware of th e_PCs if th ey
tou ch the webs it: th ese tu n nels, or whe n they get wi th in
60 feet of it (due to tremorsense), At tha t point, the spider
begins to hun t the I'Cs. It uses th e tunnels to best advantage.
tr yin g to sne ak up and at tack th e ch aracters from behind.
It tries to bite and deliver its poison to one cha racte r, th en
moves on to do the"same to the next .
,
1
1ft !
1
f
\
This large room , along w ith the Kitche n (Encountet -8), TREASURE
serves as th e Common Room for th e trib e. :rhis is 'where • Search ing the Com mon Room turns up 25 gp , 170 SP, and
the bu lk of the tribe eats.. sleeps, and socializes when not oz • • 366 cp.worrh of coins in footlocke rs and poc kets.
.perform ing duti es for Darax, In addition to th e goblins '*' . ; 1
marked on th e map, about h alf a do zen goblin child ren ENCOUNTE R EXPERIENCE
can usually be found here. The goblin ch ild ten don 't fight: If the pe s defeat the goblins, award them th e XP show n
the gobli n ch ildre n r~n in all direct ions, calling for help below according to the number in th e part y.
in the walls. ...
as they qu ickl y disappea r through door s and sma ll cracks
•;
pes
1
.2
XP
300
150
pes
3
4
xp
100
75
pes
,5
XP
60
6 50
Coblms in this roo m notice your arrival. Yo ung goblins
scream in tenor at tht: sight of you QllId scatter itJ all
directions. Adult goblins immediately put down craftsthey
to
are worhitlg en or leap ur1rom resting grab nearby
weapons and co nfront you."Noone hurts the whelps!" one Tun Rom!
angrygobli,l yells as sb..e charges toward yOH.
Simp le wooden daor:; (ha rdness 5, h p l OJset' DWIgeol1 ,M asters
Guide, page 61) block the entrance. T he'door s a re notlo..:ked.
Torches ,:n the wa !Jl; provide light. f
G OB LINS , MALE AN D FE M A LE (4) CR 1 ~G" indicall"-6 whe re die adu lt goblin:; start out. TIll.~ goblin
M onster Manual, pa ge 133 children don't appear on tile map.
6HP:000000 Notes : _
A secret door connects this room to Big Bwnk's Room
5 HP:O O O O O Notes: _
5 HP: O OOO O Notes: _ (Bncollnter 3). NOlle of thc 'gohl in e know a hout thi.;' secret
4 HP:00 0 0 Notes: do or; To fin d tIle secret doo r, a PC m ust makctl D C 20
.... c'ar~h che ck in that area. El f cllaraclers gl·t to make a c1wck
NE Small human oid (goblinoid)
Init +1; Sens es darkvision 60 ft .; Listen +2, Sp ot +2 evert if tbcy 'areriot active ly lo oking.
Languages Goblin , 50% speak Comm on as well Two flimsy doob, on the l1orthwe1t'.w.Jl. It:ad to smull
cllam bt'rs wit b bo le". in the fl oor t b,11 serve as latr in es. TIle
AC 15, touch 12, flat-fo oted 14
Fort +3, Ref +1 , Will -1 "me l! in thesecba lllbe rs is terr ib le. .
BunI.~ Iwds. st'lckeJ three sjeepers hi ~h take up mud, of
Spee d 30 ft. (6 squares)
Melee mornin gstar +3 (l d6) the mom. Footlllckt.·rs and large sa.:ks th'lt l,ola persona]
Ranged javelin +3 (l d4) it ems arc posif ioned in front or1,1r be~wce n the Jnmk ~ bnd
Base Atk +1: erp - 3 cloaks adorn a feW(l( dle milny pegs Il <1l11m er ed into t he
Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 walk
Feats Weapon Focus (mo rningstar)
Skill s Hid e +5, Listen +2, Move Silentl y +5, Ride +4,
Spot +2
Possessions leather arm or, light woo den shield,
morning star, javelin
Goblin Tactics f
Th e mo~ent th e goblins realize that th ere are intruders in
th e Com mon Room, th ey leap to the attack to protect the
goblin ch ild ren. If th e pe s t hreate n th e goblin ch ildren
in an y way, these goblins become en raged -and gain a '+2
bonu s on att ack rolls for th e rest of th e encou nter (+5 to
attack instead of +3). G
The goblins ru sh to fight as close to th e door th e intr uders
use as possible to give th e gobli n ch ildren rim e to escape.
The goblins work as a team, with all of th em conce ntra ting
th eir attacks on th e:same foe until th at foe falls. and then
moving on to the next.
• '" II ,
,
Heavy double doors lead into a k itchen, with asmall larder DI RE W EAS EL CR 2
and pantry access ible from the main chamber; D pendi1?g l.
c Monster Manual, page 6S
on how the player charac ters .approach this area can you 13 HP:D D D DDD D DDDD D D
run this as th ree small encounters (the Kitchen! t ne1pantry, Not es :
and the Larder-e ach in turn) or as a more complex enco un- N Medi um anima l
;':;;;= i:erfJ1at;Lcmn~~twa ·or aift1).ree of the sub-eJicou~ters 'r Init +4; Sen ses Low-light vis io n, sce nt; Listen +3, Spot +5
desc ribed below. ~ AC 16, touch 14, flat-footed 12
, '
Fort +3, Ref+7, Will +4
PAR1IONE: ~ I::rC H E N ", ...".... _ Speed 40 ft. (8 squares)
Th~ do~ble doors J ha; separate tlie~kitchen .from othe ~co""'r'\-'''' Melee bite +6 (ld6+3)
I rid or are locked . Sp ecial Actions attac h (latches o n to ta rget after a
Th e doors ha ve t he follow in:gstatis tics (see Dungeoll Mas- successfu l hit, AC dr o ps to 12), blood d ra in (ld4 points
.....::=::i"-.=::,:lcr" Guill" page 61)! hardness 5o{subtrac t 5 from all weapon of Co nst itution damage fo r each ro und it re m ains
d:tmage\; 20 liit p'tints. A DC 2s'Streng th check is required attac hed)
to break ope n th e locked doors;orthey can be opened w ith Base Atk +2; Grp +4
a DC 20 Open'Locktcheck.v Abilities Str 14, Oex 19, Con 10, tnt 2, Wis 12, Cha 11
Th e cook, 'an old , d isagreeable goblin, kee ps the do uble Feat s Alertness, Stealthy, Wea po n Finesse"
doors loc ked to,discourage th exesr of t he tribe from eating Skills Hide +8, Liste n +3, Move Silently +8. Spo t +5
and disturbing him at all hou is of t lie day and night. When
he-hears someo ne t ry t o op en th e doors, he steps into the
pa.ntry to hide and see who h as come to h is kitche n at thi s
unexpected hour. '.' .
.
Once.the player characters open th e doors, read:
'
-'
1-
U RRTARR, H O BGOB LIN W I ZA RD CR 1 TREASURE
9 HP:D DDDDD D DD A thqrough examinati on of rhe workta bles (DC 15 Searc h
l E Medium humanoi d (goblinoid) c hec~) uncovers/ he following v, lu,bles: a pou c!, of 250 gp
Init +3; Senses darkvision 60 ft .: Listen - 1, Spot-1 In gems, a scroll of magIC weapoh and ~ scroll of tJlagennnor
Languages Common, Draconic, Goblin ., (wh ich she hasn't yer inscr ibed into her spe llbook) Ifrhe
AC 13, touch 13, flat-footed 10 pesstrike a deal, Urrrarr prepares two potionsof r sist cncrgy
Fort +2, Ref +3, Will +1 (acidj'for them to use .
Speed 30 ft. (6 square s) ::r·EiU:·ourtt e r Experi ence ,
Melee staff +2 (l d6+2)
Ranged dagger +3 (1d4+2)
Whether the characters defeat Urrtarri n combat or strike
Base Atk +0; Gr p +2
adeal to overcome the challenge she p~esents , t h~y ecei ve
Combat Gear 2 flasks of acid, 1 flask of alchemist's fire, 1 the followi ng XP. · >;'~'''''''..J,.;,.
smokestick (see Plaver's Handbook. page 128, for details PCs XP PCs XP PCs XP
on this gear), scroll of magic missile, wand of magic 1 300 3 100 5 60
missile (10 charges), potion of cure fight wounds, potion of 2 150 4 75 , 6 50
resist energy (a cid)
Wizard Spells Prepared (Cl 1st]:
(Can cast 3 O- Ievel and 2 1st-level s pells per day)
1st- 0 burning han ds (DC 13), 0 colorspray (DC 13)
0- 0 acid splash , 0 detect magic , 0 ray of fr ost
• Abilities Str 10, Dex 16, Con 15, Int 15, Wis 8, Cha 12
Feats Scribe Scroll, Toughness
Skills Concentration +6, Craft (alchemy) +6, Knowledge
(arcana) +6, Spe llcraft +6
Possessions combat gear plus 100 gp pearl, 50 gp diamond
brooch
Spellbook spells prepared plus O-all; 1st- cause f ear,
magic missile, sleep
poih~
jl-t th is Urnarrattac~s
or Galls for "a truce,
ingon what the playercharactershave beenr-doing prior to
d1-."i
entering th i s' cham~er. . . ' ~
'"
,
E
. ~ ,
Darax h olds ord ina ry goblin~ ' ih,!ldW estee m . !;te muc h
.
ELITE HOBGOBLIN GUARDS (2)
".
CR 1
p.refer~ to rel\:.,on h is two h obgoblin gu ards , Thus.~Jie keep s ~~ Monster Manual, page 153 . '.
I them close and u ses th em to ca rry messages and Inst r uc:· 9 H P: 0 00 0 0 0 0 0 0
tion s to th e rest of the complex: Like Darax, th e hoogoblins 7 H P: 0000 000
as
view thems elves supe rior t lall but Big Bronk: h ey n~ve :-
L=- =-:h=u"m=a" n=0"'id7 ':'(g=o"'b7Ii-n-o:-
E"CM:-e"'d"'iu" m )- - - - - - - -- ~
id""
.:;;;:;;::::::aa 'liealthYirespec fort he big]l;1gQear.
o
.>
,=-'9.
. 1·.~! ; ~f: :'f~':;
,I
THE CHEST
Th e hobgoblins store the ir persona l wealth inside th is large,
wooden che st. Th e chest is tra pped. A false panel in the lid
",,;l~~ un leashes a fusilladeof darts if the chest is tampered with
(someone attempts to ope n it) or jostle d (such as If someo ne
tries to smash it opeJl). ~The' darts attack anyone sta nding in /
tpe three squaresadjacerjj to th e square th at conta ins th e
chest. O ne to four darts atta ck a character occupying any
of th e. tpre~ adjacennqua res. After th is fusillade of darrs.,
tne on ly th ing pro tec ting the chest is th e lock. One of' he
liobgoblins has the key for the lock hidd en in h is belr ~De
20 Search chec k to find ), Without the key, th e lock mu st
be picked or brolien (see below),,,", • ;
Other statis t!'cs' relat ing to tnis trap are shown in the text
th at follows,
T.REJ\SURE , '
naddition to what th e hobgobl ins have on th em , th e ches t.
con tains tHeir perso nal treasure. If the trap is avoided or _
act ivated, there is still the matt er of the lock th at secures ~
th e chest. '"
Th e padlock securing the chest is a very sim ple lock'rh ar
requ ires a DC 20 Open Lock check to open.The padlock , ,,;
has a hardness of 15 and 15 hp. r(
O nce th e ches t is opened, th e following item s can be
, fou nd: +1 studded leather nrm or (sized for a Me dium char-
acter), +1 IongSlvord, qui ver.of znarrows , qui ver of 10 silver
ar rows, twobedroll s, four bottl es of wine, flint an d stee l, a
small steel mir ror, 50-foot coil of rope , a cracked hourglass,
a pou ch of 8'2 gp , a pouch of 4 7 sp, a po uch of 312 cp,
/)
I'
,
•
Darax used the arrival of rhe black dragon as an excuse to INVOLVING DARAX
grab power and take control of the tribe. The alFance he" Darax might bejalerted to tr ouble in eithe r the hobgoblin '
struck with Noak is precarious at best, and Darax:spends room (Encounter 10) or the wizard's workshop (Encou nw r .
as much time being afraid of th e dragon as he spends rev- 9).Thepes must ~roceed with extreme caution ro carch the
eling in h is newfound power as self-proclaimed warlord of hobgobli n wadded unawares.
the tribe~ exchange for helping to build No ak's treasure Alerted by H obgo blins: If the hobgoblins in Encoun-
hoard r Darax Has the nominal supporrofthe dragon-which tel' 10 think to call to Darax for help , the warlord grabs h is
I is good enough to Keep the goblins in line but doesn't really weapo ns and reaches the hobgoblin room in l d4 rounds.
assure Darax of a long and health y relation ship with the He wades into the battle, moving to help th e hobgoblin s
drag on. Even so, Darax lavishes attent ion and complime nt§ ;:;;..:a...~ a nd work with th em to dispatch rhe invaders.
onto Noak at every opportun ity, working haro to cemen t The Shrieker: If the shrieker emits its piercing no ise, .
th e part ners hip so th at it rnighi last for a long ti ~e. ' Darax d oesn't necessarilr.le~'p to action. The hobgobli ns
_ I n. addition to killi ng the previous leader of the n;ibe and sometimes forget and \van der too close to the plant . At
i:lrivingroffi-lie snaman; Darax uses his own combat prow- otller tim es, they like to test the patie nce of the wiz ard by
ess, th e supp Or! of his elite Hobgoblins, and th e threat of purposely setting off the plant, If the soun d lasts for only
the dragon to maintain order and get the tribe to follow his one round, he doesn't even not ice it. If it lasts two or more
commands. He also takes advantage of the wizard Urrtarr's rounds, he does register that the plant has been agitated
feelings for him, Keeping hel arcane powers in chec k and for some reason , He quietly moves to t~e ~op of the stairs
maki ng sure she doesn't interfere with his plans or the plans to peer into th e hobgoblin room. Let the PCs make DC 15
of the dragon by manipulating her emotions. He wants to Spotchecks to see if they notice him skulking in the shad-
use her powers in th e raids agains t the hum an settlements, QWS, fIf h e remains unnot iced, he examines th e situa tion
but he knows he has to proceed cautiously so as not to drive and then retu rn s to his own chamber to prepare to defend
her away. Noak's lair. .
Reach ing t h e Do or: If the player F2-~racters reach th e '
stairs to Darax's room without bein g llbticeo, Darax gets a
-chance to make a Spot check If he failsthe check, th e' PC1
geta sur prise round in which' to act (see PIal'ir'sHandbook,
page 137), If he makes th e check, roll fof initiative normall~
and let th e battle begin !
Making Noise: Even if the hobgoblins don't call for help,
there's a chance rhar Darax hears the sou nds of batt le and
recognizes it for more than just th e usual spari ng that the
:t. hobgoblins engage in. Th is requires a DC20 Listen cReek,
however.Darax can make a check each round that theJ ig ht
in Encou nter 10 goes on. Ifh e makes the check; h~ prepares .
himself for battle and waits for the pe s to enter his area
before attacking.
. ~ . ..-
Encounter Experience
. . ~, ' ,
tf th e player cha ract er s defeat Darax, they re ceive th e £01-
lowi ng Xf',
pes XP pes XP pes XP
1 600 3 • 200 5 120
2 30 0 \4 150 6 tOO
~ ,
....
•••
t
r
.
Th e young, in exp erien ced bla~k dragon Noa k canlc to the N OAK, BLACK DRAGON
,
CR 3
H owling Caves to carve out a place for herself aray from ' Monster Manual, page 70
ot hers of her kind. She h as taken tyran nical contro l of th e 30 HPDDDDDDDD D D D DD D D
goblin tr ibe, demanding th at th e tribe fill her. lair wi th 00 0 00000000000 0
treasure. Noak leaves the detail s to Darax. As long as new Notes:
t~easureappe~rs pn aregular baSIS, th e blackdragon is con- CETiny dragon
tent romore orless ieave the gob~li ns to"'iheir ~\Vn devices Init +0; Senses blindsense 60 ft.. darkvision 120 ft.,
(and Darux's iron- l-!anded rule). superior low-light vision; li sten +7, Spot +7
Languages Draconic, Common
THE DOORS ' . . ~.-~ AC 15, touch 12, fiat-fooled 15
The double doors leading from Darax's Room (~ncounrer
11) to The Dragon 's Lair are bar red from th e hobgobl in's
j
I
I Fort +5, Ref +4, Will +4
Speed 60 ft. (12 sq uares), fly 100 ft. (average), swim 60 ft.
~~-,:"side ( h" doesn't completely trust the black dragon any more Melee bite +6 (l d4) and
than the rest of tlle tiibe does),Th ese doors have hard ness 5 2 claws each +1 (l d3)
(subtract 5 point s fro m weapon dam age) and 20 hit points. Base Atk +4; Grp -4
Th e DCs for Listen checks made t hrough th e close d doors Special Actions breath weapon (30 ft. line, damage 2d4
areincreased by 5.The bars"qn easi ly be removed if ch ar- acid, DC 13 Reflex save for half dam age)
acters arei n Darax's Room (standard action to unbar and Abi lities 5tr 11 , Dex 10, Con 13, Int 8, Wis 11, Cha 8
o,pcn th e door s). From th e dr agon's side, the doo rs mus t be Feat s Flyby Att ack (Monster Manual, page 303), Hover
bu sted open (DC 25 St reng th check). (Monster Manual, page 304)
,W hen th e PCs approach th ese doubl e door s, read: Skills Hide +15, listen +7, Move Silently +7, Search +6 ,
Spot +7
A large bar blocks thisironbound doo rfrom this side. A Possessions see Treasure
~~-::::!~1~74~ drawing'on o~le door Sh OlVS what migh t be a dmgolJ
ea ing a. goblilt-;prohably. Crudely rendered letters beneath 't
W he n'the pe s enter .th e lai; 1read:
the dmtvingseem to spell out a. message.
T,hisnaturally ca rvedchamber isdark anadry, ~vith a
,j • An y c haracter who speaks and reads Goblin or Dwarven defil1i1ely sharp,acidic tinge on !he constant breeze that flows
(they use the same alphabet) can' puzzle out the meaning . 'tlirough llie orca. You enteli thegleam ofsilverandgold 01
of the poorly wri tte n message: tlte edge ofwhere your light reaches, and you ha vetlte
aistinct impression that something is movingin the
shadows.
Noak's Tacti cs
For t st-level .ch aracters, Noak presents an exce ptiona lly
ch alleng ing opponent The closed door and warnings should
encourage the pes to rest up before taking her on. Ideally,
th ey sho uld star"( the enco unter atJu ll hit points and with
all th eir spe lls prepared .
Noak should geta surprise round against th e PCs (DC 25
.... Spot check to no~i ce the Tin y dragon in the shadows). She
starts combat by spitting acid at the first person th at co mes
in to the room who isn't Darax, .~•
As a Ti ny creature, Noak must en ter an ene my's squ are
to m ake a bite attac k, wh ich grants the enemy an attack
of oppor tunity (see Player" Handbook, page 149). .So, No ak
prefe rs to ,use Her breath attack whenever possible. _
~ -Noak's breath weapon takes the form of a li ne of acid.
After she uses her breath weapo n, rolltd- . This tell s you
how many rounds later the breath weapon will once again
be available to use. For example , if she breathes acid in the
first roun d of co mbat land rolls a 2 1 then she can use her
b!~th weapo n again ip the third round ofcom bar.
,
~
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O~ rou ndst~en her breathweapon isn't available, Noak
'TRE{\SURE .. , r- ' -: ==::=:..~
resor ts to her FlybyAttack abilityto move in close, bi"te and
j
If the' pe s search Noak's lair, they uncover a great deal
m9vea~.ay again. During thes~ attacks, she can onlYj use her ~ of trtbsure--':"m'Qst of it in the'torm of coi ns. There are 12
bite. If Noakis ever sttrround~d or otherwise grou nded for
pp, 754'gp, J ,021 sp, 2,435 cP"a}ing, and a clo'a~ rail 01 the .
around, she makesa full attack agaInst her opponents~her
1 mundane goods .stolen from the people of Barr w's Edge
bite attac k and two d aw attaCkS', ;'!l"'~",,,,
were ~sed by th e goblins). Numerous empty patlan bottles
~
and torn up scrolls show rhar Noak liaa other gif s that she .
o-i. .~us~d ~ersetf wi.th by usmg'or d,esHoying. ~ _ _ ~
.: J • If a "ifetect magic spell iscast, ther 'J}g and cloak radiate
•
AFTER THE gain power and experience just as the pe s have. In that
case, use these advanced statistics the next time No ak
enc ounters the PCs.
ADVENTURE NOAK , BLACK DRAGON CR 4
Monster Manual, page 70
After the player characters have defeated Darax and No ak, 52 HP:DDD DDDDD D DDDDD
th e goblin s qui ckly beg for peace and go back to th eir old 00 0 00000000000
ways. Rutven the shaman returns and helps negotiate the 00 0 0 0 0 0 0 0 00000
peace betwe en the goblins and the people of Barrow's Edge. 000000 0000 0 000
Ifthe pes decide to help bring about th is peace, award them Notes:
ano ther 100 XP each . CE Sma ll dragon
Letthe pe s return to Barrow's Edge to heal their wounds, Init +0; Senses blindsense 60 ft., darkvision 120 ft. ,
purchase equipment , and train (if any of the pe s reached superior low-light vision; Listen + 8, Spot +8
2nd level). A good rest is called for after such a dange rous Languages Draconic, Common
and challenging adventure. AC 17, tou ch 11 , flat-footed 17
Fort +6, Ref+5, Will +5
_.,..,....--_ _..,...--....,....-REWA fillS. Speed 60 ft. (12 squares), fly 100 ft. (average), swim 60 ft.
Melee bite +9 (ld6+1) and
In addition to whatever the pe s found during their adven-
ture with in the cave complex, the people of Barrow'sEdge 2 claws each +6 (ld4 +1)
makegood on the reward they promised.The pe s earn either Base Atk +7; Grp + 4
500 gp or 600 gp for th eir efforts. See page 9 for detai ls on Special Actions breath weapon PO-ft . line, damage 4d4
acid, DC 14 Reflex save for half damage )
the negotiations for payment thatwent into agreeing to take
on rhi s job. If t he pes act ively work to build about a last- Abilities Str 13, Dex io. Can 13, Int g. Wis 11 , Cha 8
ing peace between the remaining goblin s and the people Feats Flyby Attack (Monst er Manual, page 303), Hover
of Barrow's Edge, Mallie rewards them with another too (Monster Manual, page 304)
gpo Rutven approaches the pes to belp with thi s if the pes Skills Hide +16 , Listen +8, Move Silently +8 , Search +7,
showed any mer cy to the goblins of the Howli ng Horde. Spot +8
Pos sessions None
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MWr@Tf!~JHJ~~.:.
Locatio n Page
t Sentry Cave. 12
2 Guard Room 14
3 Big Bronk . . 15
-I- Shrine to Maglubl ver . 16
5 Shamans Room 18
6 Howling Caves . 20
7 Common Room . 21
8 Kitche n and Larder . 22 ~
9 Wizard's Worksh op . 24 'j
10 Elite Hobgob lins. 26
11 Daraxs Room. 28
12 Dr agon's Lair 30
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