Infestation (7412172)

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Infestation (7412172)

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1: Cave Entrance: Clawed tracks lead into this dark cavern. It is
empty with the exception of the tunnel entrance.
2: “Kitchen”: The floor is covered with animal bones and rotting
flesh. Prey is brought here from the outside.
3: Ore Vein: Four goblins are here mining a copper vein along
the north wall. They will attack as soon as the party is detected.
They have small picks and are wearing leather armor. Two sacks
contain 388cp worth of ore already. A very narrow tunnel (2’
diameter, small size or smaller only can fit) leads down.
4: Bathroom: All PCs will have to make a difficult CON save or begin
vomiting. This area contains a pile of feces from the goblins.
5: Ore Vein: Six goblins are mining ore here. They are equipped
as in #3 above. 622cp worth of ore can be found in sacks here.
6: Sleeping Chamber: This cave normally houses 2d6 goblins at
any given time. Straw mats line the floor. They are unarmed
(1d4dmg claw attack), but do wear leather armor. Searching the
room will reveal several pouches containing: 1gp, 8sp, 29cp. A
gate of wire has been erected on the east passage. It is unlocked,
and easily moved.
7: “The Pen”: Four giant centipedes live in this chamber.
Sometimes, the goblins will throw victims on this side of the gate
and take bets as to who will be eaten by the centipedes first.

GM Notes: This complex is designed for level 1-2 PCs. Sample
plot hooks include:
* seeking refuge from a storm
* townsfolk spread rumors of the mine being taken
over by hideous monsters and will offer a 25gp reward
for clearing the mine out.
* PCs see cave entrance in the distance.
* An acquired treasure map leads the party here
Map Notes: This is an isometric view. The oval shapes are tunnel
entrances that lead directly down into the appropriate chamber
below. The tunnel walls are of moderate difficulty to climb. The
areas with goblins will be dimly lit with old lanterns, and the entire
mine reeks of filth. There is a total of 12,000 cp worth of ore that
can be mined from here.
Glider Goblins
These are the same as normal goblins in all respects with
the exception that they have large membranes from wrist
to ankle much the same as a flying squirrel. This allows
them to glide or fall at a safe, slow rate. They also have long
thick claws on fingers and toes that allow them to climb at a
normal movement rate without penalty.

© 2015 Sacrosanct Games, All rights reserved.

JASON CRUM (order #7412172)

8: Guard room: Two large goblins (+5hp and wearing studded
leather and armed with short spears) stand guard here at this
tunnel entrance. There is a small table and chairs where they sit
and are playing some sort of game with bones. Each carries 2sp
and 9cp.
9: Common Room: 9 female and 4 young goblins live here while
the male goblins are mining ore or are out hunting. They typically
do not fight, and will try to flee to room 8. This cave is full of straw
mats and bits of tattered clothing and leathers.
10: Map Room: This cave, along with 11-13, are fairly well hewn
from the stone rather than the tunnels and caves from above. A
secret door (moderate difficulty to detect) is along the west wall.
A long table, several chairs, and two lanterns are in this room. On
the table are a few hides with a map of the surrounding area on
them, along with what appears to be notes written in goblin about
allying with a local (orc/goblin/kobold) tribe to supply copper for
weapons.
11: Spring: A natural spring feeds water into this room. At any
given time, there are 1d6+1 goblins here getting water.
12: Urog: This is the private chamber of Urog, the leader. He may
be here or in the map room. He is a huge goblin (+10hp, +1 to hit,
+1 damage), and wears studded leather and attacks with a pitted
short sword. A bed and locked trunk are here. Urog has the key
(or moderate difficulty to pick the lock).
13: Treasure Room: Stashed here are sacks with 24gp, 88sp, and
832cp. There are also 2ea potions of healing and a scroll with a
random 1st level wizard spell.

JASON CRUM (order #7412172)

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