OldOwlWell 29 INTRODUCTION 2 Ruins ofThundertree 30 Running theAdventure 2 WyvernTor 35 Background 3 Cragmaw Castle 35 Overview 3 Adventure Hook 4 PART 4: WAVE ECHO CAVE 42 The Forgotten Realms 4 Character Level 42 PART 1: GOBLIN ARROWS 6 Experience PointAwards 42 GoblinAmbush 6 Wandering Monsters 42 T~ •••••••••••••••••••••••••••••••••••••••••••••••••••• General Features 42 Cragmaw Hideout 7 PART 2: PHANDALIN 14 KeyedEncounters 42 Conclusion 51 Encounters inPhandalin 14 Important NPCs 15 ApPENDIX A: MAGIC ITEMS 52 TownDescription 15 Using aMagicItem 52 ItemDescriptions 52 Redbrand Ruffians 19 Redbrand Hideout. 20 ApPENDIX B: MONSTERS 54 PART 3: THE SPIDER'S WEB 27 Statistics 54 Monster Descriptions 56 Triboar Trail 27 Conyberry andAgatha's Lair 28 RULES INDEX 64 INTRODUCTION This book is written for the Dungeon Master. It contains group together and start up a game often ends up being a complete DUNGEONS&DRAGONSadventure, as well the DM bydefault, but that doesn't have to be the case. as descriptions for every creature and magic item that Although the DM controls the monsters and villains - appears in the adventure. Italso introduces the world of the adventure, the relationship between the players and the Forgotten Realms, one ofthe game's most enduring the DM isn't adversarial. The DM's job is to challenge the me settings, and itteaches you how to run aD&D game. characters with interesting encounters and tests, keep The smaller book that accompanies this one (hereafter game moving, and apply the rules fairly. called "the rulebook") contains the rules you need to The most important thing to remember about being adjudicate situations that arise during the adventure. a good DM is that the rules are a tool to help you have a good time. The rules aren't in charge. You're the DM- RUNNING THE ADVENTURE you're in charge ofthe game. Guide the play experience and the use ofthe rules so that everybody has fun. Lost Mine ofPhandelver is an adventure for four to five Many players ofDUNGEONS&DRAGONSfind that being characters of 1st level. During the course ofthe adventure, the DM isthe best part ofthe game. With the information the characters will advance to 5th level. The adventure in this adventure, you'll be prepared to take on that role is set a short distance from the city ofNeverwinter in the foryour group. Sword Coast region ofthe Forgotten Realms setting. The Sword Coast is part ofthe North-a vast realm offree settlements surrounded bywilderness and adventure. RULES TO GAME By Youdon't need to be aForgotten Realms expert to run the As the Dungeon Master, you are the final authority when it adventure; everything you need to know about the setting comes to rules questions or disputes during the game. Here are is contained in this book. some guidelines to help you arbitrate issues as they come up. Ifthis isyour first time running aD&D adventure, read When in doubt, make it up! It's better to keep the game moving than to get bogged down inthe rules. "The Dungeon Master" section; itwill help you better It's not a competition. The DM isn't competing against the understand your role and responsibilities. player characters. You're there to run the monsters, referee the The "Background" section tells you everything you need rules, and keep the story moving. to know to set up the adventure. The "Overview" section It's a shared story. It's the group's story, so let the players describes how the adventure is expected to run and gives contribute to the outcome through the actions of their you abroad sense ofwhat the player characters should be characters. DUNGEONS&DRAGONSis about imagination and doing at any given time. coming together to tell astory as a group. Letthe players participate inthe storytelling. THE DUNGEON MASTER Be consistent. Ifyou decide that a rule works a certain way in one session, make sure itworks that way the next time itcomes The Dungeon Master (DM) has aspecial role in the into play. DUNGEONS&DRAGONSgame. Make sure everyone is involved. Ensure every character has The DM is areferee. When it's not clear what ought to achance to shine. Ifsome players are reluctant to speak up, happen next, the DM decides how toapply the rules and remember to ask them what their characters are doing. keep the story going. Befair. Use your powers as Dungeon Master only for good. The DM is anarrator. The DM sets the pace ofthe story Treat the rules and the players in afair and impartial manner. and presents the various challenges and encounters the Pay attention. Make sure you look around the table players must overcome. The DM is the players' interface occasionally to see ifthe game is going well. Ifeveryone seems to be having fun, relax and keep going. Ifthe fun iswaning, it to the D&D world, as well as the one who reads (and might be time for a break, or you can try to liven things up. sometimes also writes) the adventure and describes what happens in response to the clJaracters' actions. The DM plays monsters. The DM plays the monsters IMPROVISING ABILITY CHECKS and villains the adventurers battle against, choosing their actions and rolling dice for their attacks. The DM also The adventure often tells you what ability checks plays the part ofall the other characters the players meet characters might try in a certain situation and the in the course oftheir adventures, like the prisoner in the Difficulty Class (DC) ofthose checks. Sometimes goblin lair or the innkeeper in town. adventurers try things that the adventure can't possibly Who should be the DM foryour gaming group? Whoever anticipate. It's up toyou to decide whether their attempts wants to be! The person who has the most drive to pull a are successful. Ifitseems like anyone should have an easy time doing it,don't ask for an ability check; just 2 INTRODUCTION tell the player what happens. Likewise, ifthere's no way Similarly, whenever the adventure text presents a anyone could accomplish the task, just tell the player it creature's name in bold type, that's avisual cue directing doesn't work. you to the creature's game statistics in appendix B. Otherwise, answer these three simple questions: ABBREVIATIONS What kind ofability check? How hard is it? The following abbreviations are used in this adventure. What's the result? DC=Difficulty Class XP=ei<perr6,ce points Use the descriptions ofthe ability scores and their gp =gold piece(s) pp =platinum piece(s) associated skills in the rulebook to help you decide what sp =silver piece(s) ep =electrum piece(s) kind ofability check to use. Then determine how hard cp =copper piece(s) the task isso that you can set the DC forthe check. The higher the DC, the more difficult the task. The easiest way BACKGROUND toset aDC isto decide whether the task's difficulty is easy, moderate, or hard, and use these three DCs: More than fivehundred years ago, clans ofdwarves and gnomes made an agreement known as the Phandelver's Easy (DC 10).An easy task requires a minimal level of Pact, bywhich they would share a rich mine in awondrous competence or amodicum ofluck to accomplish. cavern known as Wave Echo Cave. In addition to its Moderate (DC 15). Amoderate task requires a slightly mineral wealth, the mine contained great magical power. higher level ofcompetence to accomplish. Acharacter Human spellcasters allied themselves with the dwarves with a combination ofnatural aptitude and specialized and gnomes to channel and bind that energy into a great training can accomplish a moderate task more often forge (called the Forge ofSpells), where magic items could than not. be crafted. Times were good, and the nearby human town • Hard (DC 20). Hard tasks include any effort that is ofPhandalin (pronounced fan-duh-lin) prospered as well. beyond the capabilities ofmost people without aid or But then disaster struck when ores swept through the exceptional ability. Even with aptitude and training, a North and laid waste to all in their path. character needs some amount ofluck-or a lot ofspe- Apowerful force ofores reinforced byevil mercenary cialized training-to pull offahard task. wizards attacked Wave Echo Cave to seize its riches and The outcome ofasuccessful check is usually easy to magic treasures. Human wizards fought alongside their determine: the character succeeds atwhatever he or she dwarf and gnome allies to defend the Forge ofSpells, and set out to accomplish, within reason. It's usually equally the ensuing spell battle destroyed much ofthe cavern. easy to figure out what happens when a character fails a Few survived the cave-ins and tremors, and the location of check: the character simply doesn't succeed. Wave Echo Cave was lost. For centuries, rumors ofburied riches have attracted GLOSSARY treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the The adventure uses terms that might be unfamiliar toyou. lost mine. In recent years, people have resettled the area. Afew ofthese terms are described here. For descriptions Phandalin is now a rough-and-tumble frontier town. More ofrules-specific terms, see the rulebook. Characters. This term refers to the adventurers run important, the Rockseeker brothers-a trio ofdwarves- have discovered the entrance toWave Echo Cave, and they bythe players. They are the protagonists in any D&D intend to reopen the mines. adventure. Agroup ofcharacters or adventurers is called aparty. Unfortunately for the Rockseekers, they are not the only Nonplayer Characters (NPCs).This term refers to ones interested in Wave Echo Cave. Amysterious villain known as the Black Spider controls a network ofbandit characters run bythe DM. How an NPC behaves is gangs and goblin tribes in the area, and his agents have dictated bythe adventure and bythe DM. Boxed Text. Atvarious places, the adventure presents followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is descriptive text that's meant to be read or paraphrased taking steps tomake sure no one else knows where itis. aloud to players. This read-aloud text is offset in boxes. Boxed text is most commonly used to describe rooms or OVERVIEW present bits ofscripted dialogue. Stat Block. Any monster or NPC that is likely to be Lost Mine ofPhande1ver is divided into four parts. In part involved in combat requires game statistics so that the DM 1,"Goblin Arrows," the adventurers are on the road to can run iteffectively. These statistics are presented in a the town ofPhandalin when they stumble into a goblin format called astatistics block, or stat block. You'll find the ambush. They discover that the goblins (who belong tothe stat blocks needed for this adventure in appendix B. Cragmaw tribe) have captured their dwarf friend Gundren Tenday.In the Forgotten Realms, aweek is ten days Rockseeker and his escort, ahuman warrior named Sildar long and called a tenday. Each month consists ofthree Hallwinter. The characters must deal with the ambushers tendays-thirty days total. and then follow their trail back tothe goblins' hideout. They rescue Sildar and learn from him that Gundren MAGIC ITEMS AND MONSTERS and his brothers discovered a famous lost mine. Sildar Whenever the text refers to amagic item, its name is knows only that Gundren and his map have been taken to presented initalictype. For a description ofthe item and somewhere called "Cragmaw Castle." .its magical properties, see appendix A. In part 2, "Phandalin," the characters arrive in Phandalin to find itterrorized bythe Redbrands, a gang 3 INTRODUCTION ofmiscreants led byamysterious figure called Glasstaff. wreckage ofa technological civilization. Most D&D Anumber ofinteresting NPCs can also be found in settings are somewhere between those two extremes: Phandalin, laying the hooks for short adventures in part worlds ofmedieval high fantasy with knights and 3.The Redbrands try to run the characters out oftown, so castles, as well as elven cities, dwarven mines, and the characters return the favor and storm the Redbrand fearsome monsters. lair. In ahidden stronghold beneath an old manor, they The world ofthe Forgotten Realms is one such setting, find that larno "Glasstaff" Albrek, the leader ofthe and that's where the story in this adventure takes place. Redbrands, is taking his orders from someone called In the Realms, knights dare the crypts ofthe fallen dwarf the Black Spider-and that the Black Spider wants the kings ofDelzoun, seeking glory and treasure. Rogues adventurers out ofthe picture. prowl the dark alleyways ofteeming cities such as Part 3, "The Spider's Web," provides the characters Neverwinter and Baldur's Gate. Clerics in the service of with several short adventures in the region around gods wield mace and spell, questing against the terrifying Phandalin as they search for more information about the powers that threaten the land. Wizards plunder the ruins Black Spider and the dwarves' lost mine. The clues the ofthe fallen Netherese empire, delving into secrets too characters picked up in Phandalin can lead them tospy on dark for the light ofday.Dragons, giants, demons, and amysterious wizard at the ruins ofOld Owl Well, seek the unimaginable abominations lurk in dungeons, caverns, advice ofa dangerous banshee, oust aband ofores lurking ruined cities, and the vast wild places ofthe world. atWyvern Tor, and investigate the ruins ofthe town On the roads and rivers ofthe Realms travel minstrels ofThundertree. and peddlers, merchants and guards, soldiers, sailors, Several ofthese leads point to Cragmaw Castle, which and steel-hearted adventurers carrying tales ofstrange, is the stronghold ofKing Grol, leader ofthe Cragmaw glorious, faraway places. Good maps and clear trails can goblins. Here the characters discover that the Black take even an inexperienced youth with dreams ofglory far Spider is adrow adventurer named Nezznar, and that the across the world. Thousands ofrestless would-be heroes Cragmaw goblins work for him (drow are elves who hail from backcountry farmsteads and sleepy villages arrive in from arealm deep underground). More importantly, they Neverwinter and the other great cities every year in search recover Gundren Rockseeker's map to the lost mine, or ofwealth and renown. learn the mine's location from one ofthe other leads they Known roads may be well traveled, but they aren't unearth during part 3. necessarily safe. Fell magic, deadly monsters, and cruel Following the map or the directions to the lost mine local rulers are all perils that you face when you travel in brings the characters topart 4, "Wave Echo Cave." That the Forgotten Realms. Even farms and freeholds within a lost underground complex is now overrun byundead and day's walk ofa city can fall prey tomonsters, and no place strange monsters. Nezznar the Black Spider is there with is safe from the sudden wrath ofa dragon. his loyal followers, exploring the mines and searching for The regional map shows just a tiny part ofthis vast the legendary Forge ofSpells. The adventurers have the world, in aregion called the Sword Coast. This is a region opportunity to avenge Gundren Rockseeker, to ensure ofadventure, where daring souls delve into the wreckage the prosperity and security ofPhandalin byclearing ofancient strongholds and explore ruins oflong-lost the rich mine ofits monsters, and to put an end to the cultures. Amid awilderness ofjagged, snow-capped troublemaking ofthe Black Spider-if they can survive the peaks, alpine forests, lawlessness, and monsters, the coast dangers ofthe Lost Mine ofPhandelver. holds the greatest bastions ofcivilization, including the coastal city ofNeverwinter. ADVENTURE HOOK Youcan let players invent their own reasons for visiting ROLEPLAYING AND INSPIRATION Phandalin, or you can use the following adventure hook. One of the things that you can do as the OM is reward players The backgrounds and secondary goals on the character for roleplaying their characters well. sheets also provide characters with motivations for Each of the characters included inthis set has two personality visiting Phandalin. traits (one positive and one negative). an ideal, a bond, and a MeetMeinPhandalin. The characters are in the city of flaw. These elements can make the character easier and more fun to roleplay. Personality traits provide a glimpse into the Neverwinter when their dwarf patron and friend, Gundren character's likes, dislikes, accomplishments, fears, attitude, or Rockseeker, hires them to escort awagon to Phandalin. mannerisms. An ideal is something that the character believes Gundren has gone ahead with awarrior, Sildar Hallwinter, in or strives for above all else. Acharacter's bond represents to attend to business in the town while the characters aconnection to a person, place, or event inthe world- follow with the supplies. The characters will be paid 10gp someone the character cares about, a place the holds aspecial each bythe owner ofBarthen's Provisions in Phandalin connection, or atreasured possession. Aflaw is acharacteristic when they deliver the wagon safely to that trading post. that someone else can exploit to bring the character to ruin or cause the character to act against his or her best interests. THE FORGOTTEN REALMS When a player roleplays a negative personality trait or gives in to adrawback presented bya bond or a flaw, you can give that Just like a fantasy novel or movie, an adventure is set in a player's character one inspiration as a reward. The player can larger world. In fact, the world can be anything that the then spend itwhen his or her character makes an ability check, DM and players can imagine. It could be aswords-and- an attack roll, or a saving throw. Spending inspiration gives the sorcery setting at the dawn ofcivilization, where character advantage on the roll. Aclever player might spend the inspiration to counteract disadvantage on a roll. barbarians battle evil sorcerers, or apost-apocalyptic Acharacter can have only one inspiration at atime. fantasy where elves and dwarves wield magic amid the 4 INTRODUCTION 5 INTRODUCTION 1: PART GOBLIN ARROWS The adventure begins as the playercharacters are escorting Gundren's wagonload ofsupplies, then oneor escorting awagon fullofprovisions and supplies from twocharacters need tobe drivingthe wagon.The rest Neverwinter toPhandalin. Thejourney takes them south ofthe characters can beriding onthewagon,walking alongthe HighRoad tothe Triboar Trail,which heads east alongside, orscouting ahead, as theylike. (asshown onthe overland map).When they're ahalf-day's march fromPhandalin, theyrun intotrouble with goblin DRIVING THE WAGON raiders fromthe Cragmaw tribe. Anycharacter can driveawagon,and noparticular skillis Read the boxedtextwhen you'reready tostart. Ifyou necessary. Twooxenpullthe wagon.Ifnooneisholding create adifferent adventure hook,skiptothe second the reins, the oxenstopwhere theyare. paragraph and adjust the details as necessary, ignoring The wagon ispacked fullofanassortment ofmining the information about driving thewagon. supplies and food.This includes adozen sacks offlour, several casks ofsalted pork,twokegsofstrong ale, shovels,picks,and crowbars (aboutadozen each),and Inthe city of Neverwinter, a dwarf named Gundren fivelanterns with asmall barrel ofoil(aboutfiftyflasks in Rockseeker asked you to bring awagon load of provisions to volume).The totalvalueofthe cargo is 100gp. the rough-and-tumble settlement of Phandalin, acouple of When you'reready,continue with the "Goblin days' travel southeast of the city. Gundren was clearly excited Ambush" section. and more than a little secretive about his reasons for the trip, GOBLIN AMBUSH saying only that he and his brothers had found "something big," and that he'd pay you ten gold pieces each for escorting Read the followingboxedtexttostart the encounter: his supplies safely to Barthen's Provisions, a trading post in Phandalin. He then set out ahead of you on horse, along with You've been on the Triboar Trail for about half aday. As you awarrior escort named Sildar Haliwinter, claiming he needed come around a bend, you spot two dead horses sprawled to arrive early to "take care of business." about fifty feet ahead ofyou, blocking the path. Each has You've spent the last few days following the High Road several black-feathered arrows sticking out of it. The woods south from Neverwinter, and you've just recently veered east press close to the trail here, with a steep embankment and along the Triboar Trail. You've encountered no trouble so far, dense thickets on either side. but this territory can be dangerous. Bandits and outlaws have been known to lurk along the trail. Ifyouare using the "MeetMeinPhandalin" adventure hook,then anycharacter who approaches tomake a closer investigation can identifythe horses as belonging Before continuing with the adventure, take afewminutes toGundren Rockseeker and Sildar Hallwinter. They've todothe following: been dead about aday,and it'sclear that arrows killedthe • Encourage the players tointroduce their characters to horses. When the characters inspect the scene closer,read each other iftheyhaven't done soalready. the following: Askthe players tothink about howtheir characters came toknowtheir dwarf patron, Gundren Rockseeker. 1 The saddlebags have been looted. Nearby lies an empty Letthe players concoct their ownstories. Ifaplayeris hard-pressed tothink ofanything, suggest something 1 leather map case. simple. For example, Gundren couldbe achildhood friend orsomeone whohelped the player's character Four goblins al~hlding inthewoods, twooneach side of getoutofatough scrape. This exercise isagreat oppor- the road. Theywaituntilsomeone approaches the bodies tunity forthe players tocontribute tothe adventure's and then attack. backstory. This willlikelybethe firstofmany combat encounters in • Askthe players togiveyouthe party's marching order the adventure. Here are the steps youshould followtorun and howtheir characters are traveling.Who's infront, iteffectively: andwho's bringing upthe rear? Ifthe characters are 6 PART 1: GOBLIN ARROWS • Review the goblin stat block in appendix B.Since the GOBLIN TRAIL goblins are hiding, you'll need toknow their Stealth skill After the characters defeat the goblins, any inspection ofthe modifier: +6. area reveals that the creatures have been using this place Check to see who, ifanyone, is surprised. The party can- to stage ambushes for some time. Atrail hidden behind not surprise the goblins, but the goblins might surprise thickets on the north side ofthe road leads northwest. A some or all the characters. Make aDexterity (Stealth) character who succeeds on a DC 10Wisdom (Survival) check for the goblins, rolling once for all ofthem. Roll check recognizes that about adozen goblins have come and a d20, add the goblins' Stealth skill modifier (+6)to the gone along the trail, as well as signs oftwo human-sized roll, and compare the result to the characters' passive bodies being hauled away from the ambush site. Wisdom (Perception) scores. Any character whose score The party can easily steer the wagon away from the road is lower than the goJ1i-fls.:c.heck result is surprised and and tie offthe oxen while the group pursues the goblins. loses his or her turn during the first round ofcombat The trail leads fivemiles northwest and ends at the (see "Surprise" in the rulebook). Cragmaw hideout (see that section). Ask the players to • Use the initiative rules in the rulebook to determine who determine the party's marching order as the characters acts first, second, third, and so on. Keep track ofevery- move down the trail. The order is important, because the one's initiative count in the margins ofthis book or on a goblins have set two traps to thwart pursuers. separate piece ofpaper. Snare. About 10minutes after heading down the trail, • When the time comes for the goblins to act, two ofthem aparty on the path encounters a hidden snare. Ifthe rush forward and make melee attacks while two goblins characters are searching for traps, the character in the stand 30 feet away from the party and make ranged lead spots the trap automatically ifhis or her passive attacks. The goblins' stat block contains the information Wisdom (Perception) score is 12or higher. Otherwise, the you need to resolve these attacks. For more information character must succeed on aDC 12Wisdom (Perception) on what the goblins can do on their turn, see chapter 2, check to notice the trap. Ifthe character fails to notice the "Combat," in the rulebook. trap, he or she triggers the snare and must succeed on a • When three goblins are defeated, the last goblin DC 10Dexterity saving throw. On a failure, the character attempts to flee, heading for the goblin trail. is suspended upside down 10feet above the ground. The DEVELOPMENTS character is restrained until 1or more slashing damage is In the unlikely event that the goblins defeat the dealt to the snare's cord. (See the appendix in the rulebook adventurers, they leave them unconscious, loot them and for the effect ofbeing restrained.) Acharacter who isn't the wagon, then head back to the Cragmaw hideout. The carefully lowered down takes Id6 bludgeoning damage characters can continue on to Phandalin, buy new gear at from the fall. Barthen's Provisions, return to the ambush site, and find Pit. Another 10minutes down the trail is apit the the goblins' trail. goblins have camouflaged. The pit is 6feet wide, 10feet The characters might capture one or more goblins by deep, and ittriggers when a creature moves across it.The knocking them unconscious instead ofkilling them. A character in the lead spots the hidden pit automatically character can use any melee weapon to knock a goblin ifhis or her passive Wisdom (Perception) score is 15or unconscious, succeeding ifthe attack deals enough higher. Otherwise, the character must succeed on aDC damage to drop the goblin to 0 hit points. Once itregains 15Wisdom (Perception) check to spot the hidden pit. If consciousness after a few minutes, a captured goblin the trap isn't detected, the lead character must succeed can be convinced to share what itknows (see the "What on a DC 10Dexterity saving throw or fall in, taking Id6 the Goblins Know" sidebar on page 8).Agoblin can also bludgeoning damage. The pit's walls are not steep, so no be persuaded to lead the party to the Cragmaw hideout ability check is required toscramble out. while avoiding traps along the way (see the "Goblin AWARDING EXPERIENCE POINTS Trail" section). The characters might not find the goblin trail, or they Defeating the goblin ambushers and finding the Cragrnaw could decide to continue to Phandalin. In that case, skip hideout completes astory milestone. When the party ahead to part 2, "Phandalin." Elmar Barthen (the owner arrives at the hideout, award each character 75 XP.Make ofBarthen's Provisions) seeks out the characters and sure the players record this gain on their character sheets. informs them that Gundren Rockseeker never arrived. He recounts the goblin troubles and suggests that the CRAGMAW HIDEOUT characters return to the ambush site to investigate further The Cragmaw tribe ofgoblins has established a hideout (after they rest). Barthen also tells the party that Linene from which itcan easily harass and plunder traffic moving Graywind ofthe Lionshield Coster (see page 16)can along the Triboar Trail or the path to Phandalin. The provide more information on the goblin attacks. Cragrnaw tribe is so named because each member ofthe tribe sharpens its teeth so they appear fierce and jagged. RESTS The leader ofthe Cragmaw bandits lairing here is a The party might need to rest after the goblin ambush, bugbear named Klarg, who has orders from the chief of depending on howthe battle playsout. Seethe rulebook for the Cragmaws to plunder any poorly defended caravans or more information on short rests and long rests. travelers that come this way.Afew days ago, a messenger from Cragmaw Castle brought new instructions: Waylay the dwarf Gundren Rockseeker and anyone traveling with him. 7 PART 1: GOBLIN ARROWS to do next, setting up a camp, cutting down brush, and so GENERAL FEATURES --------------------------- on-the goblins in area 2notice and attack them through The Cragmaw cave slopes steeply upward. The entrance is the thicket, which provides the goblins with three-quarters at the foot ofa good-sized hill, and the caves and passages cover (see the rulebook for rules on cover). are inside the hill itself. Ceilings.Most ofthe caves and passages have steeply 2. GOBLIN BLIND sloping ceilings that create stalactite-covered vaults rising When the characters cross to the east side ofthe stream, 20 to 30 feet above the floor. they can see around the screening thickets to area 2.This Light.Areas 1and 2are outside. The rest ofthe complex is agoblin guard post, though the goblins here are bored is dark unless stated otherwise. The boxed text for those and inattentive. locations assumes that the characters have darkvision or a light source. Rubble. Areas ofcrumbling rock and gravel are difficult On the east side of the stream flowing from the cave mouth, a terrain (see "Difficult Terrain" in the rulebook). small area inthe briar thickets has been hollowed out to form Sound. The sound ofwater in the cave muffles noises to a lookout post or blind. Wooden planks flatten out the briars any creatures that aren't listening carefully. Creatures can and provide room for guards to lie hidden and watch the make aDC 15Wisdom (Perception) check to attempt to area-including a pair of goblins lurking there right now! hear activity in nearby chambers. Stalagmites. These upthrust spires ofrock can provide cover (see "Cover" in the rulebook). Two goblins are stationed here. Ifthe goblins notice Stream. The stream that flows through the complex is intruders in area 1,they open fire with their bows, only 2feet deep, cold, and slow moving, allowing creatures shooting through the thickets and probably catching the to easily wade through it. characters bysurprise. Ifthe goblins don't notice the adventurers in area 1,they spot them when they splash across the stream, and neither side is surprised. WHAT THE GOBLINS KNOW Characters moving carefully or scouting ahead might be Ifthe characters capture or charm any ofthe goblins here, the able to surprise the goblin lookouts. Have each character goblins can be persuaded to divulge some useful information: who moves ahead make aDexterity (Stealth) check Fewer than twenty goblins currently dwell inthe lair. contested bythe goblins' passive Wisdom (Perception) • Their leader is a bugbear named Klarg. He answers to King score to avoid being surprised. See the rulebook for more Grol, chief of the Cragmaw tribe, who dwells in Cragmaw information on ability check contests. Castle. (The goblins can provide basic directions to Cragmaw Thickets. The thickets around the clearing are difficult Castle. It's about twenty miles northeast of the Cragmaw terrain, but they aren't dangerous-just annoying. They hideout, in Neverwinter Wood.) • Klarg received a messenger goblin from King Grol afew provide half cover to creatures attacking through them. days ago. The messenger told him that someone named the (See "Difficult Terrain" and "Cover" in the rulebook for Black Spider was paying the Cragmaws to watch out for the more information.) dwarf Gundren Rockseeker, capture him, and send him and anything he was carrying back to King Grol. Klarg followed 3. KENNEL his orders. Gundren was ambushed and taken along with his The Cragmaws keep akennel offoul-tempered wolves that personal effects, including a map. • The dwarf and his map were delivered to King Grol, as they are training for battle. instructed. The dwarf's human companion is being held in the "eating cave" (area 6). Just inside the cave mouth, afew uneven stone steps lead up to a small, dank chamber on the east side of the passage. 1. CAVE MOUTH The cave narrows to a steep fissure at the far end, and is filled with the stench of animals. Savage snarls and the sounds of The trail from the goblin ambush site leads to the entrance ofthe Cragmaw hideout. rattling chains greet your ears where two wolves are chained up just inside the opening. Each wolf's chain leads to an iron rod driven into the base of a stalagmite. Following the goblins' trail, you come across a large cave in a hillside five miles from the scene of the ambush. Ashallow Three wolves are confined here. They can't reach stream flows out of the cave mouth, which is screened by targets standing on the steps, but all three attack any dense briar thickets. Anarrow dry path leads into the cave on creature except a goblin that moves into the room (see the the right-hand side of the stream. "Developments" section). Goblins in nearby caves ignore the sounds offighting wolves, since they constantly snap The thicket in area 2is impenetrable from the west side and snarl at each other. ofthe stream. Acharacter who tries-to calm the animals can attempt aDC 15Wisdom (Animal Handling) check. On asuccess, DEVELOPMENTS the wolves allow the character tomove throughout the The goblins in area 2are supposed to be keeping watch room. Ifthe wolves are given food, the DC drops to 10. on this area, but they are not paying attention. (Goblins Fissure. Anarrow opening in the east wall leads to a can be lazy that way.)However, ifthe characters make a natural chimney that climbs 30 feet to area 8.Atthe base lot ofnoise here-for example, loudly arguing about what ofthe fissure is rubbish that's been discarded through 8 PART 1: GOBLIN ARROWS CRAGMAW HIDEOUT the opening above. Acharacter attempting to ascend or ADVENTURE MAPS descend the chimney shaft must make a DC 10Strength Maps that appear inthis adventure are for the DM's eyes only. (Athletics) check. Ifthe check succeeds, the character Amap not only shows an adventure location in its entirety but moves at half speed up or down the shaft, as desired. On a also shows secret doors, hidden traps, and other elements the check result of6-9, the character neither gains nor loses players aren't meant to see-hence the need for secrecy. ground; on aresult of5or less, the character falls and Maps are best used to show multiroom lairs and other takes Id6 bludgeoning damage per 10feet fallen, landing locations that have many places to explore. Therefore, not every prone at the base ofthe shaft. location needs a map. When the players arrive at a location marked on a map, you DEVELOPMENTS can either rely on averbal description to give them aclear Ifthe wolves are goaded byenemies beyond their reach, mental picture of the location, or you can draw what they see they are driven into afrenzy that allows them toyank the on a separate piece of graph paper, copying what's on your map iron rod securing their chains out ofthe floor. Each round while omitting details as appropriate. Scaleand Grid.Ascale allows you to measure distances that any character remains insight, the wolves attempt and dimensions accurately, which is important for combat asingle DC 15Strength check. On the first success, encounters, magical effects, and light sources, among other they loosen the rod and the DC drops to 10.On asecond things. Indoor maps use grid squares that are either 5feet on a success, they yank the rod loose, bending itso that their side or 10feet on a side. chains are freed. Compass Rose.Acompass rose comes in handy when you're Agoblin or bugbear can use its action to release one describing locations. For instance, you might need to tell wolf from its chain. players about "barrels along the north wall" or "the staircase descending to the west." 4. STEEP PASSAGE From this point on, characters without darkvision will Characters using light or darkvision to look farther up the need light to see their surroundings. passage spot the bridge at area 5.Add: The main passage from the cave mouth climbs steeply Inthe shadows of the ceiling to the north, you can just make upward, the stream plunging and splashing down its west out the dim shape of a rickety bridge of wood and rope side. Inthe shadows, a side passage leads west across the crossing over the passage ahead of you. Another passage other side of the stream. intersects this one, twenty feet above the floor. 9 PART 1: GOBLIN ARROWS Any character who can see the bridge in area 5might also FLOOD! notice the goblin guarding the bridge. Doing so requires The large pools in area 7have collapsible walls that can aWisdom (Perception) check contested by the goblin's be yanked out ofplace to release asurge ofwater down Dexterity (Stealth) check result. the main passage ofthe lair. In the round after the goblins The goblin notices the characters ifthey carry any light in area 7are signaled by the lookout in area 5,they start or don't use stealth as they approach the bridge. The knocking away the supports. In the following round on the goblin does not attack. Instead, itattempts to sneak away goblins' initiative count, awater surge pours from area 7 to the east to inform its companions in area 7to release down to area 1. aflood (see the "Flood!" section ofarea 5).The goblin moves undetected ifits Dexterity (Stealth) check exceeds 1 The passage is suddenly filled with a mighty roar, as a huge the passive Wisdom (Perception) score ofany character who might notice its movements. 1 surge of rushing water pours down from above! Western Passage. This passage is choked with rubble and has steep escarpments. Treat the area as difficult The flood threatens all creatures in the tunnel. (Creatures terrain (see "Difficult Terrain" in the rulebook). on the bridge at area 5are out ofdanger, as are any The ledge between the two escarpments is fragile. Any characters successfully climbing the cavern walls.) Any weight in excess of 100 pounds loosens the whole mass creature within 10feet ofthe disused passage at area and sends ittumbling down to the east. Any creature 4 or the steps leading up to area 3can attempt a DC 10 on the ledge when itfalls must make a DC 10Dexterity Dexterity saving throw to avoid being swept away. A saving throw, taking 2d6 bludgeoning damage on afailure, creature that fails to get out ofthe way can attempt a DC or half as much damage on asuccess. The creature 15 Strength saving throw to hold on. On a failed save, the also falls prone on a failed save (see "Being Prone" in character is knocked prone and washed down to area 1, the rulebook). taking Id6 bludgeoning damage along the way. The goblins in area 7can release asecond flood by 5. OVERPASS opening the second pool, but they don't do this unless the Where a high tunnel passes through the larger tunnel goblin on the bridge tells them to. The goblin on the bridge cavern below, the goblins have set up a bridge guard post. waits to see ifthe first flood got rid ofall the intruders before calling for the second to be released. I The stream passage continues up beyond another set of 6. GOBLIN DEN uneven steps ahead, bending eastward as itgoes. Awaterfall The Cragmaw raiders stationed in the hideout use this I sounds out from a larger cavern somewhere ahead of you. area as a common room and barracks. Ifthe characters didn't spot the bridge while navigating This large cave is divided in half by aten-foot-high area 4,they spot itnow. Add: escarpment. Asteep natural staircase leads from the lower 1 portion to the upper ledge. The air is hazy with the smoke of Arickety bridge spans the passage, connecting two tunnels acooking fire, and pungent from the smell of poorly cured 1 that are 20 feet above the stream. hides and unwashed goblins. One goblin stands watch on the bridge. Itis hiding, Six goblins inhabit this den, and one ofthem is aleader and characters can spot itbysucceeding on aWisdom with 12 hit points. The fiveordinary goblins tend the (Perception) check contested by the goblin's Dexterity cooking fire in the lower (northern) part ofthe cave near (Stealth) check. This guard is lazy and inattentive. Ifno the entrance passage, while the leader rests in the upper characters are using light sources, each character can (southern) part ofthe cave. attempt aDexterity (Stealth) check against the goblin's Sildar Hallwinter, a human warrior, is held prisoner passive Wisdom (Perception) score to creep bywithout in this chamber. He is securely bound on the southern being noticed. ledge ofthe cavern. The goblins have been beating and Ifthe goblin spots the adventurers, itsignals the goblins tormenting him, so he isweak and at 1hit point. in area 7to release aflood (see the "Flood!" section), then The goblin leader, Yeemik, is second-in-command throws javelins down at the characters. ofthe whole hideout. Ifhe sees that the characters are Bridge. This bridge spans the passage 20 feet above the getting the upper hand, he grabs Sildar and drags him stream. It's possible to climb up the cavern walls from the over to the edge ofthe upper level. "Truce, or this human lower passage to the bridge. The 20-foot-high walls are dies!" he shouts. rough but slick with spray, requiring a successful DC 15 Yeemik wants to oust Klarg and become the new boss. If Strength (Athletics) check to climb. the adventurers agree to parley, Y~e.miktries to(co~vince The bridge has an Armor Class (AC)of 5and 10hit them to kill Klarg in area 8, prormsing to release Sildar points. Ifthe bridge is reduced to 0hit points, itcollapses. when they bring back the bugbear's head. Sildar groggily Creatures on the collapsing bridge must succeed on a DC warns the characters that they shouldn't trust the goblin, 10Dexterity saving throw or fall, taking 2d6 bludgeoning and he's right. Ifthe characters take the deal, Yeemik tries damage and landing prone (see "Being Prone" in the to force them to pay arich ransom for Sildar even after rulebook). Those who succeed hold onto the bridge and they complete their part ofthe bargain. must climb itto safety. 10 PART 1: GOBLIN ARROWS
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