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Background Edit

This is simply a quick sample adventure I made to start up the site, Some guy from some town has asked you to clear out the goblins in this cave for some reason.

Map Edit

ECL 1
This is where you can see the map of the dungeon, I made mine on paint, but yours can be as nice as you want.

Area 1, The Entrance (EL 1/3) Edit

The entrance to the cave is made of hewn stone, so a balance check is required to run or charge (DC 10), but there are no other penalties.   The entance is 7.5 feet high and 10 feet wide.  A lone goblin sentry is on guard (Lv. 1 Goblin warrior, MM p. 133).  If the sentry sees the adventurers, he yells an alarm to the main room.  If the alarm is given, 1 goblin warns the chief while the rest join the combat.

Area 2, Main Room (EL 1 1/3) Edit

The cave opens up into a large 20 foot diameter room with hewn stone walls and a dirt floor.  There are 4 corridors besides the entrance.  from the left, the first has a simple wooden door, the second is an open 5 foot wide corridor, the third is an open 3 foot wide corridor (Medium characters move at half speed to squeeze through), and the forth is an open 5 foot wide corridor.  4 goblins (Lv. 1 Goblin warrior, MM p. 133) are standing around the main room, if the alarm was sounded, 3 have buried themselves in the dirt and one has left to the chief.  Spotting a buried goblin takes a spot check (DC 18).  If goblins aren't spotted, they'll attack nearby adventurers gaining a surprise round. These goblins have a total of 50 gp and a moonstone (60 gp).  The goblin that leaves if they are alerted has the key to the chief's room.

Area 3, Dead End (EL 1/2) Edit

Behind the door is a dead end with a goblin zombie (Below) who will attack any who enter.


Goblin Zombie
Size/Type: Small Undead
Size/Type 2d12+3 (15 hp)
Initiative +1
Speed 30 ft. (6 squares)
Armor Class 12 (+1 size, +1 Natural), touch 11, Flat-Footed 12
Base Attack/Grapple +1/ -3
Attack Slam +3 melee (1d4+1)
Full Attack Slam +3 melee (1d4+1)
Space/ Reach 5 ft./5 ft.
Special Attacks
Special Qualities Single Actions Only, Darkvision 60, Undead Traits
Saves Fort +0, Ref +0, Will +3
Abilities Str 13, Dex 11, Con -, Int -, Wis 10, Cha 1
Skills
Feats Toughness
Challenge Rating 1/2
Treasure None
Alignment neutral evil


Area 4, Guardroom (EL 1) Edit

The door opens into a 15 ft. diameter room with 3 sleeping goblins (Lv. 1 Goblin warrior, MM p. 133), a move silently check (DC 15) is required to not wake them.  These goblins have a total of 100 gp.

Area 5, Narrow Corridor (EL 0) Edit

This narrow corridor has a trapdoor at the end.  It takes a spot check (DC20) or a search check (DC 15) to notice it.  The trapdoor leads into a 5 foot high 5 foot wide passage of hewn stone.

Area 6, Chief's Room (EL 2) Edit

In front of the chief's room is a stone door, it is locked (Break DC 28).  The chief's room has a simple bed and not much else.  There is a trap door to the right, it takes a spot check (DC20) or a search check (DC 15) to notice it.  The chiftan (and possibly one of the goblin guards)  is ready for a fight.


Goblin Chief (Lv. 3 Rogue) 
Size/Type: Small Humanoid (goblinoid) 
Size/Type 3d10 (15 hp)
Initiative +3
Speed 30 ft. (6 squares)
Armor Class 16 (+1 size, +3 Dex, +2 Leather), touch 14, Flat-Footed 13
Base Attack/Grapple +1/ -3
Attack Masterwork Short Sword +4 melee (1d4+1)
Full Attack Masterwork Short Sword +4 melee (1d4+1)
Space/ Reach 5 ft./5 ft.
Special Attacks Sneak Attack +2d6
Special Qualities Darkvision 60, Trapfinding, Evasion, Trap Sense +1
Saves Fort +1, Ref +6, Will +2
Abilities Str 13, Dex 16, Con 10, Int 14, Wis 12, Cha 12
Skills
Feats Alertness, Combart Reflexes 
Challenge Rating 2
Treasure 2,000 sp, 1 star quartz (80 gp), 1 Yellow Topaz (600 gp), 1 Blue Quartz (8 gp)
Alignment neutral evil

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