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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 enre 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 excepon 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. 1: Cave Entrance: Clawed tracks lead into this dark cavern. It is empty with the excepon of the tunnel entrance. 2: “Kitchen”: The floor is covered with animal bones and rong 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 aack 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 voming. 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 me. Straw mats line the floor. They are unarmed (1d4dmg claw aack), 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 cenpedes live in this chamber. Somemes, the goblins will throw vicms on this side of the gate and take bets as to who will be eaten by the cenpedes first. 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 hunng. They typically do not fight, and will try to flee to room 8. This cave is full of straw mats and bits of taered 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 wrien 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 me, there are 1d6+1 goblins here geng 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 aacks with a pied 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 poons of healing and a scroll with a random 1st level wizard spell. © 2015 Sacrosanct Games, All rights reserved. JASON CRUM (order #7412172)

Infestation (7412172)

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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 off er 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 diffi culty to climb. The areas with goblins will be dimly lit with old lanterns, and the enti re mine reeks of fi lth. There is a total of 12,000 cp worth of ore that can be mined from here.

Glider GoblinsThese are the same as normal goblins in all respects with the excepti on that they have large membranes from wrist to ankle much the same as a fl ying squirrel. This allows them to glide or fall at a safe, slow rate. They also have long thick claws on fi ngers and toes that allow them to climb at a

normal movement rate without penalty.

1: Cave Entrance: Clawed tracks lead into this dark cavern. It is empty with the excepti on of the tunnel entrance.

2: “Kitchen”: The fl oor is covered with animal bones and rotti ng fl esh. Prey is brought here from the outside.

3: Ore Vein: Four goblins are here mining a copper vein along the north wall. They will att ack 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 fi t) leads down.

4: Bathroom: All PCs will have to make a diffi cult CON save or begin vomiti ng. 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 ti me. Straw mats line the fl oor. They are unarmed (1d4dmg claw att ack), 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 centi pedes live in this chamber. Someti mes, the goblins will throw victi ms on this side of the gate and take bets as to who will be eaten by the centi pedes fi rst.

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 hunti ng. They typically do not fi ght, and will try to fl ee to room 8. This cave is full of straw mats and bits of tatt ered 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 diffi culty 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 writt en 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 ti me, there are 1d6+1 goblins here getti ng 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 att acks with a pitt ed short sword. A bed and locked trunk are here. Urog has the key (or moderate diffi culty to pick the lock).

13: Treasure Room: Stashed here are sacks with 24gp, 88sp, and 832cp. There are also 2ea poti ons of healing and a scroll with a random 1st level wizard spell.

© 2015 Sacrosanct Games, All rights reserved.

JASON CRUM (order #7412172)

Page 2: Infestation (7412172)

JASON CRUM (order #7412172)