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Greger's Grotto: A Fifth Edition Adventure For 1 To3 Level Characters
Greger's Grotto: A Fifth Edition Adventure For 1 To3 Level Characters
Greger's Grotto: A Fifth Edition Adventure For 1 To3 Level Characters
Grotto
TABLE OF CONTENTS 2
PART 1: OVERVIEW
G reger’s Grotto is an adventure for use with Dungeons
and Dragons fifth edition for a party of first-level
characters. It is designed to fit into almost any
setting or campaign.
the arena, including rules for arena battles. Part 5 is for the
upper “living areas” of Greger’s Grotto. Appendix A contains
information for NPCs and creatures unique to this adventure.
It is strongly recommended you, as the DM, read this
Adventure Supplements. This adventure is designed to entire adventure document before attempting to run it.
work with the Dungeons and Dragons fifth edition rules. You Book References. For your convenience page numbers
will need the Player’s Handbook, the Dungeon Master Guide from the Player’s Handbook (PHB), the Dungeon Master
and the Monster Manual to get the most out of this Guide (DMG) and the Monster Manual (MM) are listed when
adventure. For more information about Dungeons and they are relevant. For example, DMG123 refers to page 123 of
Dragons, visit dungeonsanddragons.com. the Dungeon Master’s guide. Page numbers were accurate
Distribution. You are encouraged to share this document. with books available at the time of writing.
It must be shared in full and unaltered. You may not charge Creatures and NPCs are listed with bold names. If the
for it, nor may you use it in any way for commercial purposes. creature or NPCs has a reference to the Monster Manual, look
Finalisation. This document is complete, though newer it up there. Otherwise, look for it in Appendix A.
versions containing corrections may be released. It was last Maps. Areas on the map are referred to by a short code in
edited 1 November 2017. Find newer versions at square brackets, such as [2A]. The number refers to the Part
http://deck16.net/dnd that this map and room description can be found in:
information on [3B] could be found in Part 3. Note that not
every letter is used, those that might be mistaken for other
BACKGROUND letters or numbers (such as I and O) are purposely skipped.
Each square on the grid represents five feet (PHB192,
Somewhere in your campaign world there is a rugged,
DMG242, DMG250).
isolated coastline. Along that coastline are a series of natural
The following map symbols are used:
caverns. In those caverns live a small community of pirates
and outlaws: Greger’s Grotto.
The main feature of Greger’s Grotto is a large underwater
cave, where less-than-legal ships can moor out of sight of From left: door, locked door, secret door.
navies and coastguards. Here they can trade in stolen and Number Ranges and Subtraction. You will encounter
illegal wares and stock up on provisions. All for a small fee, of die roll value such as “1d20 – 14 guards” or “1d12 – 6 gems”.
course. This indicates subtraction: 1d20 minus 14 guards, not 1d20 to
The other attraction of Greger’s Grotto is the arena. Like 14 guards. Unless otherwise specified, the minimum is always
anyone, bandits and thieves desire entertainment. For zero. (It does not make sense to have negative guards or
generations the Greger family has turned a profit by buying negative gems!) These ranges often lead to zero as a common
slaves and beasts and setting them on one another in the or even most likely result – that is by design.
arena. These bloodsports don’t turn a direct profit, but they
do encourage the Grotto’s lawless visitors to stay longer or
return more frequently than they might otherwise. And more LIKELY FLOW OF EVENTS
visitors means more fees.
The PC are the newest lot of slaves forced to fight in the It’s impossible to predict exactly what your players might do,
arena. Can they survive the arena combat, and the harsh but here’s a probable sequence:
prison lifestyle? Will they ultimately be able to escape? Introduction. The PCs fight in the arena as per the
introductory section. They are then moved to the prison
caverns.
CONVENTIONS USED Prisoners. While in prison, the PCs do four main things:
1. Survive. Food, water and sleep are essentials. The PCs
The following conventions are used in this document. will probably want to maximise activity while still
Sections. Part 1 contains an overview of the adventure and allowing for enough downtime to recover from
information for running it. Part 2 is where the game begins, injuries.
it’s the adventure’s introduction. The main body of the 2. Interact with other prisoners. The PCs might make
adventure is divided into three parts, one for each general friends or enemies.
area, in the rough order that the PCs are likely to encounter 3. Explore adjacent caverns. This allows the PCs to get
them. Part 3 details the prisoner caverns. Part 4 documents a small amount of XP and allows them to find useful
PART 1: OVERVIEW 3
gear which could help them escape. number of casualties.
4. Fight or train in the arena. The PCs can be • The PCs are victorious in an unimportant arena combat.
summoned from the prison to the arena. In combat • For named NPCs (see Appendix A) of CR 1 or lower: the
they can gain XP but risk death or injury. PCs either defeat such an NPC, or convince them to
Escape. There is no way out for the PCs except escape. Escape become an ally.
is something they must plot and execute – this is “sandbox” • The PCs explore the Spider Cavern [3G].
affair rather than a pre-written set of encounters. • The PCs explore most or all of the Haunted Caverns [3 J] to
They might escape by cunning or stealth, slipping away [3Q].
undetected. They might rally their fellow prisoners and • The first time the PCs successfully navigate an
mastermind a rebellion. Or they might simply slaughter underwater tunnel in [3C] or [3D].
anyone who stands in their way. In most cases their plans • The first time the PCs smuggle an item into prison.
will be a combination of the above, some planned, some • The PCs make an important step toward escape that isn’t
improvised. already covered by a minor milestone above.
The adventure is designed such that the PCs are unlikely to Defiant Personalties. Any PC whose sense of honour, or
be able to escape immediately. They are going to want to gain freedom, or grand ego means they would never ever submit to
one or two levels before any attempt. Generally speaking, this captors will be unconscious or dead within minutes of
should happen naturally by the time they’ve put together a starting this adventure. Do not let the players create PCs with
plan. If not, there’s no harm in them purposely delaying an extremely defiant personalities.
escape so they can “train” in the arena. Encounter Difficulty and Metagame Thinking. The
arena, and some dungeon-like parts of this adventure are
crafted within the bounds of traditional combat encounters
THE PLAYERS (DMG81); they might be easy or hard but should never be
impossible. (Indeed, if they are, you as DM should tweak
Character Advancements. This adventure suits a party
them.)
of approximately four 1st level characters. By the end of the
But this isn’t always the case. Attack a prisoner or a prison
adventure they should have reached 3rd level.
guard, for example, and he’ll call for help. In a worst-case
Level Limitation. This adventure is non-linear. It’s hard
scenario the PCs could have the entire guard population
to predict experience gain. The arena alone is random and
mobilised against them. You should forewarn your players
(potentially) endlessly repeatable. You should cap the PCs at
about this, without giving away details. Essentially, they
3rd level. A party of 4th level PCs will find the content too easy.
should drop any metagame thinking (DMG235) they might
(If you are feeling generous you could cap them just before 4 th
have about combat encounters and actually think about
level, and allow them to attain it at the conclusion of the
potential enemies before they start a fight.
adventure.)
XP Sharing. If your PCs are working as a team, it makes
sense that they are all awarded XP equally, even if they aren’t
all present for the encounter or event that gives the XP. If the CHANGING THE ADVENTURE
fighter got beaten up trying to save the party’s food rations
from thieving orc prisoners, she shouldn’t be penalised for You can and should modify this adventure to suit your needs
not being able to attend the arena combat later that day. (DMG72).
Milestones. You could award XP when certain milestones
are reached (DMG261, DMG82).
The following make good major milestones:
RANDOMNESS
• The PCs escape from Greger’s Grotto. This adventure has many random elements, from minor
• The PCs help a large number of NPC prisoners escape things like amounts of coin to major things like the nature of
without too many casualties. arena battles. The randomness exists as a tool to assist you, as
• Each time the PCs are victorious in a special arena combat DM; not as something to restrain you (DMG236). If you want
(one that is especially hard, or has story significance). to re-roll, or pick a particular result, or do something else
• For named NPCs (see Appendix A) of CR 2 or greater: the entirely you should; whether it be for story reasons, challenge
PCs either defeat such an NPC, or convince them to reasons, or any other reason.
become an ally.
• The PCs have finalised their escape plan and are soon to
enact it. DIFFICULTY
The following make good minor milestones:
• The PCs help NPC prisoners escape, but didn’t qualify for Like any adventure, the players’ competencies and the party
the major milestone version; either because they helped composition can impact on how easy or hard things are. As
only a small group of prisoners or there were a large DM, it’s up to you to tweak the adventure to suit.
PART 1: OVERVIEW 4
What follows are considerations specific to this adventure. If you do desire a story, consider building one on-the-fly
Escape Difficulty: Magic and Wild Shape. It’s quite based on the players’ actions. You’ll find some ideas
difficult to escape the Grotto by mundane means. But magic throughout this document. Especially see Appendix A, which
could assist. There are not (to the author’s knowledge) any has story idea sections for many of the NPCs.
Player’s Handbook spells or class abilities accessible to 3 rd
level players that make escape trivially easy. But do not
underestimate the creativity of players. Or capabilities added VARIANT: AT HIGHER LEVELS
by expansion material.
This adventure is written for levels 1 to 3, but it wouldn’t be
The druid Wild Shape ability (PHB66) does make escape
hard to tweak for higher levels. Here’s what you might need
easy. A druid could conceivably turn into a small crawling
to do:
insect (such as a spider) to escape.
Toughen Up Named NPCs. It should be fairly apparent
If only some of the PCs can escape easily that doesn’t
what class or classes they are – just add more! Optionally,
matter: most parties won’t want to leave any party members
you can provide them with better equipment.
behind. Even if the druid and the wizard can escape at any
Toughen Up Guards and Prisoners. Re-build these
time, they’re not going to help the fighter and rogue escape by
NPCs as you would make PCs, but with the appropriate racial
just waiting outside.
traits (DMG282).
So, you only need be concerned if all your players can
Replace Independents and Arena Beasts. There’s
escape easily, be it through Wild Shape, a clever application
plenty of choice in the Monster Manual. For instance, a scout
of magic, or anything else. If such a scenario comes up you
might be too weak for a high-level party, but an assassin
might modify the adventure to nullify the easy escape:
wouldn’t be. An arena battle against a brown bear will be
perhaps the Grotto has magic that inhibits shapeshifting. Or
trivial but a battle against a cyclops will not.
you could task your players with the goal of saving the NPC
Add Magical Protections. High-level characters have
prisoners and/or shutting down Greger’s operations rather
access to spells and abilities that might make escape trivial.
than simply escaping.
You may need to add protections against this, be it collars
Combat Difficulty: Encounters per Day. Adventuring
that inhibit certain abilities or anti-magic barriers on easy
parties typically handle six to eight combat encounters per
escape points. Think carefully about each PC in your party;
day (DMG84). Until the PCs attempt an escape it is unlikely
what might they do to escape, and what plausible protections
they will reach this quota.
might the Greger family take?
Part 3 has a section called “Battle Difficulty” that describes
Adjust Rewards. You may wish to increase the amount of
way to increase the challenge of arena combat to counter-act
coin carried by foes in this adventure. In rooms that contain
this.
treasure and items, you may wish to add to the spoils or
Another alternative is to use rule variants that slow down
replace them with something more fitting.
healing and make rests harder to take (DMG267). (The “Gritty
Glamourise the Grotto. Greger’s Grotto is a hideout for
Realism” variant is too harsh in this setting. Reduce its long
low-level thieves, bandits and pirates; run by a fairly
rest time to 24 hours.) If you don’t want to use these variants
middling crime family. That’s hardly the setting for high-
for the rest of your campaign you could decree that they’re a
level heroes, even if they are prisoners. You may want to
temporary thing caused by the harsh prison conditions.
elevate the Grotto: perhaps it is an exclusive community of
Combat Difficulty: Monks and Cantrips. Much of this
elite criminals and rich black marketeers, resplendent with
adventure sees the PCs lacking decent equipment. Certain
luxury: fine furnishings, aged wide, and a waiting servant at
classes (such as monks and any class with damaging cantrips)
every corner.
are dangerous in combat without any equipment. If you have
one or two PCs of these classes, that’s fine. If you have more,
you may wish to increase the difficulty. VARIANT: PCS AREN’T PRISONERS
This is especially true in sections of the adventure where
the PCs have extremely limited access to equipment, such as There’s no reason why you couldn’t throw away the “escape
in the prisons in Part 2. You may wish to furnish the prisoner from prison” plot and just use Greger’s Grotto as a setting in
NPCs with a range of smuggled weapons (daggers), hand- your campaign.
made weapons (clubs) or improvised weapons (PHB147). As a Dungeon. Good-aligned PCs might be tasked with
the relatively mindless task of clearing the Grotto: raiding it
as they would raid a crypt or labyrinth; slaying bandits and
STORYTELLING guards as they would skeletons and mummies.
As a Quest Setting. Parties of any alignment might accept
It is up to you as DM to build a story on top of the framework
quests to infiltrate the Grotto. The Greger family has many
you are given, should you want to. A detailed story may not
enemies both criminal and lawful. The PCs might be tasked
fit your play style (DMG34). Maybe your players would
with stealing documents, recovering treasure, assassinating a
rather just win arena fights and hack down guards.
visiting bandit, or freeing prisoners. One quest could lead to
PART 1: OVERVIEW 5
another, making good use of the Grotto as a setting.
As a Home Base. Criminally-minded PCs might use the
Grotto as a home base (DMG15): a place to recuperate, shop,
and pick up new jobs. Indeed, the Gregers themselves may
make for excellent quest-givers.
WHAT’S NEXT?
You might link this adventure to your next one (DMG125).
Escape from the Grotto. The journey back to civilisation
might not be easy. It may involve wilderness travel
(DMG106). NPCs from the Grotto may be enraged enough to
pursue the PCs.
Return to the Grotto. If the PCs managed to escape the
Grotto without too much disruption they may wish to return
at a later date. They might wish to rescue still-trapped
prisoners, or they may simply want revenge. Quite possibly
security has been increased since their break-out, or maybe a
“dead or alive” bounty on the PCs means that previously
uninterested visitors to the Grotto are now likely to be
enemies.
Slaver Slayers. The PCs may want revenge on whoever
sold them to Greger’s Grotto in the first place. Good-aligned
PCs might just want to stamp out slave trading. The PCs
might find clues in Gladwin Greger’s documents, or get
leads from any still-living criminals in the Grotto.
New Owners. The PCs might occupy Greger’s Grotto.
They could re-purpose it as their personal stronghold
(DMG128). If they’re of a less ethical persuasion they might
simply take it over as-is, replacing the Greger family and
allowing criminal trade to continue. Either option may not be
easy as opportunistic criminal types (and maybe any
surviving Gregers) rush to fill the power vacuum.
Sailing. This link works well if the PCs escaped by taking
one of the pirate vessels moored at Greger’s Grotto. Perhaps
they plan to sail back to civilisation, or they may intend to
start a new life on the seas. Pirates may be in pursuit of the
stolen ship.
Deeper Dungeons. As the PCs explored the caverns below
the Grotto, maybe they overlooked a passageway that leads
into an expansive dungeon. The coastal nature of the Grotto
might suit a lair of kuo-toa (MM199), lizardfolk (MM204),
merrow (MM219), sahuagin (MM263) or even a sea hag
(MM179).
PART 1: OVERVIEW 6
PART 2: INTRODUCTION
T he campaign opens with the PCs being thrust into
gladiatorial combat, whether they like it or not.
TAKING UP ARMS
The sack-cloth is removed from your head.
“Take them!” barks one of the hobgoblin guards, gesturing to a table
laden with weapons and other equipment.
For weeks, maybe months, you’ve been a prisoner in-transit. Sit
down, stand up, march, eat, sleep; these are commands you’re used to.
But now your captors invite you to take up arms?
You take in your situation. You’re in a small, dank chamber. The only
furniture is a battered old table on which rests a selection of gear.
There are two exits. Your guards block one that leads into darkness.
Another exit leads out, via a short tunnel, to sunlight.
With you are several other prisoners, filthy and clothed in rags. They
appear to be as confused as you are.
Player characters. The PCs are, of course, the prisoners in
this chamber [4D]. The only possessions they have are rags
for clothing. They are fully healthy. Spell-casters have spells
memorised. Whether the PCs have met previously is up to
you, but it may be more entertaining if they are thrust into
this scenario as strangers.
Table. On the table are several well-used but serviceable
weapons: 2 daggers, 2 maces, 1 net, 2 shields, 2 shortswords, 2
spears, 2 scimitars and 1 whip (PHB149). There is also a
selection of arcane foci, druidic foci and holy symbols
(PHB150); any spell-casting character will be able to find
THE ARENA
something that suits them. Finally, any wizard PCs will find
Sooner or later the PCs should move through the tunnel.
their spellbook on the table, taken from them back when they
were captured as prisoners. You proceed through the tunnel and into the sunlight. The roar of a
Guards. Twice as many hobgoblin guards as there are crowd reaches your ears. This is a makeshift arena inside a deep natural
PCs. Be sure to make clear their fearsome nature: these are
shaft. The bottom, where you stand, is roughly circular and eighty feet in
hobgoblins, not goblins. The guards aren’t talkative. They will
direct the PCs to take equipment and head outside. They will diameter. It is covered in fine white sand and littered with scraps of
punish disobedience with violence, escalating to lethal force ruined armour and spatters of blood. The walls of the shaft are near-
if threatened, though they will favour knocking out the PCs vertical. Some forty feet up a viewing area has been hewn from the rock;
(PHB198) rather than killing them. If the PCs start to win this is where the small crowd of several dozen cheer from. The crowd
against the guards, have more guards join the fray. If the PCs
consists of a diverse mix: mostly humans, hobgoblins and goblins, but
are neutralised, they will be moved to the slave grottos as if
some orcs and bugbears too. Over a hundred feet up the walls give way
they had lost the arena combat.
to a clear blue sky.
Behind you, a heavy metal gate slams shut. It’s operated by a winch
from the viewing area above.
On the other side of the arena is another group of prisoners much
like yourself.
A voice bellows from above. “Some new blood to the arena!”
PART 2: INTRODUCTION 7
It’s a human, a bald man with a thick black beard. He seems to be
presiding over this whole affair. He points at your group.
“This lot have newly arrived. They’ve not even had the time to
unpack and settle into their lodgings!”
The crowd laughs.
“We want to give them every chance to see their new
accommodation, so fighting against them are our next newest guests;
this lot have only been with us for a few days.”
The man raises his open palm melodramatically. “Begin!” he shouts.
The prisoners opposite you look nervous. They hesitate, but after
sharing a few nods of grim determination they begin to charge at you.
If you need more details about the arena, look in Part 4,
especially [4A].
The Other Prisoners. As many Human Prisoners as
there are PCs. They do not relish attacking the PCs, but are
too frightened by the consequences of disobedience to do
otherwise. If they are winning in combat, or they have reason
to believe the PCs are likewise hesitant to fight, they may
attempt to knock out the PCs (PHB198).
The Announcer. Is Gladwin Greger. He is this battle’s
editor (organiser). Feel free to have him make remarks and
quips as the match progresses. He will ultimately announce
when the battle ends. Since this is a match between
newcomers he may waive the usual rule of “only one team left
standing” so long as there’s a clear winning team.
Disobedience. Escape is very difficult with the sheer rock
walls and sturdy gates. Opportunities to attack the guards or
audience are few, but if a PC manages to find a way the guards
will retaliate. See Part 4 for guidance if any PC insists on
taking these courses of action.
PART 2: INTRODUCTION 8
PART 3: THE CAVERNS
N ot all of Greger Grotto’s natural caverns are as
impressive as the arena and the underground docks.
The same geologic processes also riddled the area
with smaller caverns, many of which extend underwater.
Some of these darker, more claustrophobic caverns are
considered an excellent place to house prisoners, including
the PCs.
Adjoining the prisoners’ caverns are several other caverns.
Few prisoners know of the adjoining caverns, and even fewer
venture into them. Yet they might present opportunities for
brave PCs.
PRISONER CAVERNS exists, but is not caused by a ghost. It is caused by roaming fire
beetles from [3H].)
6 There are secret passages all through Greger’s Grotto. I heard
Areas [3A], [3B], [3C] and [3D]. Living areas for prisoners. The there was one in: (pick one at random) the refuse pit, the guard
barracks, the bottom of the pools of water, the empty cavern
“true” starting area of this adventure, after the introduction.
adjoining the hobgoblin cavern, one of the preparation rooms.
(Some true, some untrue.)
PRISON GUARDS
water rations. Their food provisions are as per the previous
day.
17 No water. Starting today, the prisoners get no water. Their food
The guards take a fairly hands-off approach to managing the provisions are as per the previous day.
prisoners in the cavern. They believe that there is no way to
18-19 Limited food. Starting today, the prisoners are now on half
escape the caverns. food rations. Their water provisions are as per the previous
Duty of Care. The guards are not held responsible for the day.
occasional prisoner dying in custody. As such, they don’t care 20 No food. Starting today, the prisoners get no food. Their water
if a prisoner is sick, or if a prisoner is starving, or if one provisions are as per the previous day.
prisoner attacks another. They will get in trouble if they don’t Thirst or starvation (PHB185) are real concerns. If needed,
prevent mass prisoner deaths (as that is bad for business), so you should provide one-off exceptions to food and water
riots and epidemics are investigated. shortages to prevent certain death. After all, the Gregers
SPIDER LAIR
3E. FIRST EMPTY CAVERN This cave is obviously a spider lair, but whether it is active or
This ceiling of this cavern is low, as low as 5 feet in some cases, and not is up to you.
Dead Giant Spider. In this scenario, the lair is now
in many places narrowing into niches only a few feet across. It is not
empty; the giant spider that once dwelt here has starved from
inhabited but instead seems to be used as a makeshift graveyard and a lack of curious (or stupid) prisoners. At an opportune
refuse pile. At first glance there’s nothing useful amongst the detritus moment, such as when the PCs approach the cave rear or
on the floor: scraps of cloth, tiny fragments of leather and wood. Even start searching the cocoons, have the spider’s dried-up corpse
the larger bones of dead prisoners have been plundered. Anything that fall on an unsuspecting PC:
Something leaps down from the ceiling! Something big, hairy and
could make a primitive club or shiv has long ago been removed.
multi-legged!
This chamber is devoid of anything useful.
Hidden Tunnel. One of the niches at the cavern edge, as Have the unlucky PC take a Dexterity saving throw to
marked on the map, actually leads through to [3F] via a short avoid being “captured”, allow the PC to pass to matter how
cramped tunnel. It can be found with a DC15 Wisdom abysmal the roll. Then start combat. The dead spider, of
(Perception) check, or a PC declaring they are inspecting the course, does nothing in its turn. It has an AC of 10.
niches. Technically it should be unconscious (PHB292) but this might
alert savvy players to your trick.
Eventually the PCs will stop to wonder why the spider is
3F. SECOND EMPTY CAVERN doing nothing. Anyone asking to examine the spider should
be told it is not moving, and lying collapsed on the floor.
Another irregular cavern. This one does not have refuse and bones.
Like the previous cavern, it has several natural alcoves along its wall.
Tucked into a corner of this chamber (but noticeable with a
cursory inspection of the room) is a sack. Inside the sack are
two makeshift but perfectly serviceable slings, a pouch
containing 20 sling stones, and two sets of unlocked manacles
without keys (PHB149-150). This is stash belongs to Jisthelek
the Grasping, who will not be happy if he sees the PCs with
it.
Hidden Tunnel. There are two more hidden tunnels in
this room. Like before, they can be found with a DC15
Wisdom (Perception) checks, or by a PC declaring they are
inspecting the niches.
HAUNTED CAVERNS
3 J. WESTERN POOL CAVERN
Areas [3 J] through to [3R]. These natural caverns are
unknown to all living members of Greger’s Grotto. This cavern is unremarkable save for the watery pool it
Many years ago, when Greger’s Grotto was first being contains.
established, captured dwarves were used to dig out corridors The Water. The cavern has a pool like [3A]. The same rules
and living areas to augment the natural caves. for exploring it apply here.
Eventually, these dwarves mounted an escape. Their plan The only thing of interest in this pool is an underwater
was to hide out in these caverns – which their captors did not tunnel leading to [3C]. This tunnel requires a successful DC10
know about – while they dug to the surface. Unfortunately, Wisdom (Perception) check to discover. (Any tunnel the PCs
their escape took them through a seam of coal. The leader entered by is automatically discovered.)
knew the risks, but pushed on, unwilling to start a new tunnel Consult [3C] for information about traversing the tunnel.
with provisions dwindling.
This turned out to be the wrong choice. Noxious gases
released by the seam polluted the caverns and poisoned most 3K. EASTERN POOL CAVERN
of the group. Those few that remained, driven desperate by
This cavern is unremarkable save for the watery pool it
the fumes, quarrelled with their leader. This escalated into a
contains.
fight in which the leader slew the would-be “mutineers”.
The Water. The cavern has a pool like [3A]. The same rules
Distraught to the point of inaction, the leader succumbed to
for exploring it apply here.
the deadly gas a few hours later.
The only thing of interest in this pool is an underwater
Traumatised by this bloodshed and his general failure, the
tunnel leading to [3D]. This tunnel requires a successful DC10
leader of these escapees haunts the caverns as a ghost. Even
Wisdom (Perception) check to discover. (Any tunnel the PCs
though this is a lesser form of ghost than the one found in the
entered by is automatically discovered.)
Monster Manual (MM147), it is still a tough encounter for
Consult [3D] for information about traversing the tunnel.
low-level PCs with limited equipment. Attacking it would be
dangerous. Clever PCs will avoid or outwit the ghost while
they explore these caverns. 3L. EMPTY CAVERN
There is nothing special about this cavern.
THE GHOST Metagame Bluff. You may wish to use this cavern to
subvert your players’ metagame thinking (DMG235). Every
These caverns are haunted by a Dwarf Ghost. He is the
time they pass through this cavern do something suspicious;
confused type of ghost, believing he and his band are still
have them take meaningless Perception checks or secretly
alive and at work on the tunnel.
roll some dice.
See the ghost’s stat block for more details.
Movement. The ghost moves around the caverns,
believing himself to be on various errands and duties that
occupied him during the last days of his life.
The nature of his unfinished business means he cannot
leave the area; he must remain in in the rooms [3 J] to [3R],
If the PCs press on regardless, the octopus will attack. 1-2 Flammable gas builds up. PCs in the tunnel passing a DC 12
Wisdom (Perception) check will notice a “rotten egg” smell
Consider using its Stealth skill and Underwater Camouflage some minutes before the gas reaches dangerous levels. Once
to surprise the PCs (DMG189) and attack unseen (DMG194). If at dangerous levels, any open flame will cause the gas to
it loses more than half of its hit points it will attempt to combust causing 3d6 fire damage. All characters in the tunnel
retreat, using its Ink Cloud action. Remember, this is are damaged. A DC12 Dexterity saving throw will halve the
damage taken. Ignition clears the gas build-up. Otherwise, it
underwater combat (DMG198). will dissipate after one hour.
3-10 Odourless poisonous gases build up. Anyone in the tunnel
3N. ESCAPE TUNNEL must succeed on a Constitution saving throw or take 2d6
poison damage and become poisoned (PHB292) for one hour.
The DC is 15 for characters in the tunnel, 10 for characters in
This is the dwarves’ attempt at an escape tunnel. It is a dead the mining camp [3M], or 5 for characters in [3J], [3K], [3L],
end – it was never finished. [3P] or [3R].
You stand at the entrance to a long, narrow tunnel. It’s clearly
11-20 No gases are released.
artificial. It slopes upwards at an incline and its ceiling is low enough
that a human would have to stoop. The walls of this tunnel contain thick
seams of sooty coal, and thinner seams of gleaming gold. Indeed, 3R. MAKESHIFT MORGUE
chunks of gold litter the floor.
This cavern was used as a makeshift morgue by the dwarves,
Knowledge. There are certain facts about this tunnel that while they still had the strength to attend to such
a PC may know. These are all Intelligence (Nature) checks. arrangements.
Dwarf PCs double their proficiency bonus (PHB173). You may Five short humanoid bodies have been neatly laid out side-by-side in
wish to perform these as passive checks (PHB175), so as not to this cavern. Each body is covered, either with a decayed remains of a
alert the players. If PCs explicitly examine the tunnel or ask blanket or threadbare lengths of sackcloth.
pertinent questions, you may allow them to roll for some or
Equipment. The bodies have been stripped of useful gear
all of the facts.
and the clothes they once wore have decayed beyond
DC Read to Players
usefulness. Anyone searching may make successful DC 10
12 The golden material is pyrite, also known as fool’s gold. Wisdom (Perception) check to find a folded silk handkerchief
Though pretty it is essentially worthless.
hidden away in one of the corpses’ clothes. The handkerchief
14 Coal seams like this often release dangerous gases, especially contains five tiny rubies, worth 25 GP each.
when disturbed.
Metagame Bluff. You may wish to use this cavern to
16 Jet is a valuable gemstone commonly found in coal seams like subvert your players’ metagame thinking (DMG235). As they
this. Uncut jet is difficult to distinguish from the coal that
move towards or otherwise interact with the bodies do
surrounds it, but you know what to look for.
something suspicious; have them take meaningless Wisdom
(Perception) checks or secretly roll some dice.
Minerals. The tunnel cuts through an extensive seam of
coal. Coal litters the floor in copious amounts should the PCs
want to take any.
PCs scavenging along the tunnel floor can find 3d6 nuggets
of pyrite, each weighing ½lb. If they know to look, they can
also find d4 jet gemstones (DMG134).
PCs equipped with mining picks can dig for more with a
DC10 Strength check. The check takes half an hour. If the PC
was digging for pyrite, they find one nugget, plus one nugget
per 2 by which they exceeded the DC. If the PC was digging
for jet, they have a 5% chance of finding a jet gemstone, plus
5% per 2 by which they exceeded the DC.
Extending the Tunnel. The tunnel is only a fraction of
the length needed to reach the surface. The PCs cannot
realistically complete it, though they don’t necessarily know
CREVASSE CAVERN
After a few hundred feet, the tunnel opens into a large cavern.
The tunnel opens up into a large cavern. It’s a huge underground
fissure, or crevasse, and you stand on a wide ledge on its wall. The void
extends to the left and right, up and down, swallowed by darkness.
Across from you ledge is another ledge, with a twenty-foot gap in-
between. It appears the tunnel continues onward on the other side
The Crevasse. Is about twenty feet wide, two hundred feet
tall and three hundred feet wide. The two ledges are
approximately in the middle of the crevasse walls. It is wholly
BATTLE VARIANTS
The table on the next page can be used to randomly
determine battle variants.
12 Tied Up. All combatants enter the arena tied up. While they are tied 19 Different rules*. Roll again for each faction and apply that rule to
up they are restrained (they are able to shuffle slowly into position). that faction only. If a rule does not make sense applied to only a
The restraints are designed to be fairly easy to escape from; they single faction then apply default rules to that faction instead.
may be made of weak material and thus require a Strength check, or
20 Roll twice. Roll on twice more on this table and, where possible,
they may involve undoing a tricky knot and require a Sleight of
combine variants.
Hand (Dexterity) check. You decide the DC, it should be around 10-
15; it might be a set value or a randomised value for each
combatant (e.g. 3d6). Unrestrained characters have advantage on * This variant is only valid when two groups of prisoners
checks to untie someone else, or they may simply slice open the
restraints (PHB151, PHB153, DMG246). Attempting to escape are battling one another. If rolled for a beast battle, presume
restraints before battle begins is considered disobedience (but only default rules.
if someone notices!).
Quantity. The number of hobgoblin guards in Greger’s 1-4 Bandit (MM343). A typical bandit or pirate. x1
Grotto is equal to six multiplied by the number of PCs 5 Bandit Captain (MM344)*. The pirate captain of a x3
(minimum eighteen). This number doesn’t really matter until visiting ship. Will often try to take leadership in
any encounter.
either:
• All the guards become mobilised, typically in 6-9 Commoner (MM345). Non-combatant sailors, x1
indentured servants, oarsmen and non-
response to an escape attempt or major disruption
professional auxiliaries like cooks. These
caused by the PCs. independents are less eager to engage in combat.
• For whatever reason, guard numbers drop so low
10-13 Guard (MM347). The soldiers of the privateer x1
that it impacts their normal operations. world. Mercenaries, bodyguards and marines.
As DM, you don’t necessarily need to track the position of
14-15 Noble (MM348). Black-market merchants and x1
every guard at all times. You should, however, keep track of professional auxiliaries like navigators, surgeons
their numbers. If their numbers drop low, their tactics may and scribes.
change, and they are less likely to be found at their normal 16-17 Scout (MM349)*. Bounty hunters, trackers, or x2
posts. If they are wiped out, then the PCs won’t have to worry pirates with a penchant for ranged weaponry.
about them any more.
18-19 Thug (MM350)*. Officers and lieutenants of the x2
Response to Upper Level Incursions. Any organised criminal world, or simply tougher-than-average
response firstly requires the alarm to be raised. This is pirates.
possible with some of the alarm bells scattered around the 20 Named NPC*. Select one of the following NPCs n/a
Grotto, or simply by a runner being dispatched for help. If the at random: Gladwin Greger, Gillian Greger,
PCs can keep the alarm for being raised they may have a Godrick Greger, Gertrude Greger, Drusus Skull-
Skewer, Harry Dodds. If it’s not appropriate for
distinct advantage.
that NPC to be present, pick another NPC or re-
Should the alarm be raised, the guards will organise to roll on this table.
respond, led by Drusus Skull-Skewer. How exactly the
* These NPCs are tough. Consider limiting their
guards react is up to you. Keep in mind Drusus’ personality,
occurrence both overall and per-encounter. Re-roll if
and that his hobgoblin mercenaries are level-headed,
necessary.
sensible, patient and not the type to take unnecessary risks.
Equipment and Treasure. Independents carry weapons
and armour as per their NPC stat block. Each also carries coin
INDEPENDENTS as per Individual Treasure: Challenge 0-4 (DMG136): roll as
many times as shown in the Treasure column above.
Not everyone at Greger’s Grotto is a member or employee of Response to Upper Level Incursions. Being hardened
the Greger family. Most are visitors – privateers visiting to criminal types, independents aren’t going to flee at the first
trade, resupply, rest or for recreation. This chapter refers to hint of danger. Indeed, some may not care and all, and some
such folk as “independents”. may even find entertainment in guards fighting prisoners.
Racial. The racial mix of independents should suit your Generally, though, they will avoid areas of conflict. If the
campaign world. By default they primarily consist of prisoner uprising seems sufficiently dangerous they may
humans, orcs, hobgoblins and goblins with a smattering of consider retreating to the Grotto [5L].
other humanoid races.
Interaction. These independents are not beholden to the
Greger family. They act in their own interest. By default they
are indifferent to the PCs (DMG244), though if the PCs have a
reputation this may differ. For example, if the PCs are arena
favourites then independents may be friendly. Or, if the PCs
are in the process of indiscriminately slaughtering everyone
in their path, independents may be hostile.
Like any group of people they have different and distinct
personalties.
NPC Types. Independents come in many types. When you
need some, roll on this table. You can roll once per individual
Population. This room is not occupied save for the rare several bookshelves of various sizes.
occasion when Gladwin Greger uses it as a thoroughfare Secondly, the place is filthy. There’s
between his quarters [5N] and his warehouse [5 J]. discarded items everywhere: crockery
Light. The room is in darkness. If Gladwin’s Quarters [5N] with day-old left-over food and drink, the
are lit, and the intervening door is open, dim light bleeds into occasional coin, discarded clothes
this room.
(mostly undergarments and black robes),
Equipment. The room contains various mundane odds
and ends. Choose 2d6 items at random from the Adventuring open books, scraps of paper and scrolls,
Gear table (PHB150). At your discretion you may wish to half-melted candles, peculiar reagents in
ignore items worth more than a few gold pieces. jars, and statues, totems and foci from
Secret Passage. The large cracked mirror obscures an strange and distant cultures.
opening to the secret passage. A successful DC14 Wisdom
(Perception) check will notice dust is curiously absent on the Population. During the day,
mirror, particularly on either side where one might grasp it there is a 50% chance of Godrick
to move. Greger being present. That chance
The passageway itself contains a pit trap (DMG122). A rises to 95% at night, at which
section of floor gives way when stood on, dropping into a point he will be sleeping.
shallow pit (2 feet deep) full of short, sharp metal spikes. Light. The room is brightly lit
Falling onto the spikes inflicts d6 piercing damage; anyone when Godrick is there, provided
taking damage has their walking speed reduced by 10 feet he is not sleeping. It is in darkness
until they regain the lost hit points. otherwise (PHB183). Dim light
A successful DC12 Wisdom (Perception) check allows a PC bleeds through from the corridor
to notice that the stone is of a different colour and type than [5X] if the door is left open.
THE WILDERNESS
Greger’s Grotto is isolated – it has to be to stay unnoticed by
the authorities. There are no settlements within a few days’
travel and few civilians venture this way. It’s wilderness all
around.
Coastline. The entry to Greger’s Grotto [5L] is naturally
camouflaged by a coastline of craggy cliffs and rocky
outcrops. There are plenty of smaller, uninhabited caves and
caverns along this stretch of coast; enough to confound
anyone looking for a hideout.
Climate and Terrain. Greger’s Grotto is in your
campaign world, so you decide what the surrounding
wilderness is like: tundra, desert or anything in-between. If
you’re unsure, or it doesn’t matter, assume a temperate
environment surrounded by patches of woodland and
grassland.
Foraging. Rules for foraging exist on DMG111.
Weather Hazards. The risks of extreme weather are
explained on DMG109. In addition to that, PCs may suffer on
cold nights (less than 10 degrees Celcius or 40 degrees
Fahrenheit) if they do not have camping equipment or do not
have shelter, especially if rain or wind is also present. Such
PCs must succeed on a DC 10 Constitution saving through or
gain one level of exhaustion (PHB291). Apply exhaustion after
any gains from a long rest taken during this period (PHB186).
PCs with resistance or immunity to cold damage
automatically succeed on the saving throw.
Finding or building a shelter requires a Wisdom (Survival)
check of DC10. Such a check can be attempted only once per
day, though once succeeded the same shelter can be re-used.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) 15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)
Skills Stealth +6, Survival +2 Skills Stealth +6, Survival +2
Senses darkvision 60ft., passive Perception 10 Senses darkvision 60ft., passive Perception 10
Languages Common (25%), Goblin Languages Common (25%), Goblin
Challenge 1 (200 XP) Challenge 1 (200 XP)
Brute. A melee weapon deals one extra die of its damage when the Brute. A melee weapon deals one extra die of its damage when the
bugbear hits with it (included in the attacks). bugbear hits with it (included in the attacks).
Surprise Attack. If the bugbear surprises a creature and hits it with an Surprise Attack. If the bugbear surprises a creature and hits it with an
attack during the first round of combat, the target takes an extra 7 (2d6) attack during the first round of combat, the target takes an extra 7 (2d6)
damage from the attack. damage from the attack.
ACTIONS ACTIONS
Greatsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: Mace. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6
12 (3d6+2) slashing damage. + 2) bludgeoning damage.
Bugbear Guards are not mentioned in the adventure notes Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range
20/60 ft., one target. Hit: 9 (2d6 + 2) piercing damage, or 11 (2d8 + 2)
above. You can include them if you feel an encounter with piercing damage if used with two hands to make a melee attack.
Drusus Skull-Skewer or his hobgoblin guards needs more
difficulty: these would be the special reserve troops Drusus Unarmed. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3
would only commit if things were going wrong. If you do bludgeoning damage.
include them, do not add more than a few across the whole
adventure. Bugbear Prisoners do in captivity what they did out of it –
act as shock-troops for hobgoblin allies. Their ability to both
give and take large amounts of damage makes them a
considerable threat.
Weapons. Prisoners are generally unarmed. A variety of
weapons are presented here for arena combat. Don’t forget to
remove the AC bonus for a shield if you choose a two-handed
weapon.
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it speaks his voice reverberates in an otherworldly fashion Otherwise, he
is on the Material Plane, and vice versa. seems not unusual for a dwarf. He looks to be a miner. He wears simple,
Incorporeal Movement. The ghost can move through other creatures and ragged clothes and a small pack; along with his skin and long braided
objects as if they were difficult terrain. It takes 5 (1d10) force damage if beard these are covered in a thick sooty residue. He carries a mining
it ends its turn inside an object.
pick in one hand, the handle of which has been looped with twine to
provide a better grip.
Mannerisms. He tugs gently on his beard when thinking
or when annoyed.
Interaction Traits. He is direct to the point of being
tactless.
Ideal. He believes in solidarity and never betrays a loyalty.
Bond. He wishes to lead his dwarven brothers and sisters
to freedom, or to a noble death in trying.
Flaw. He is quick to judge others lazy, cowards, or
disloyal. He often views disagreement as dissidence.
Death Denial. As the ghost believes he is still alive, he
doesn’t willingly leverage his incorporeal nature; he doesn’t
fly up in the air, move through solid objects, or leave the
material plane.
First Encounter. The ghost is initially indifferent
(DMG244) to the PCs. In his confused state, he believes they
are fellow dwarves, and will demand they get to work digging
out the tunnel [3N]. Being a stubborn sort, he will not react
well to being refused or ignored; he will accuse the PCs of
laziness and mutiny, growing hostile and eventually
attacking the characters.
Mining Expertise. The ghost is an expert on mining and
minerals. They may find his expertise valuable in the escape
tunnel [3N], if they think to ask.
Indulging Delusions. The PCs can best exploit his
confused mind by staying within the bounds of his delusion.
For example, if the PCs refuse to work the tunnel because
“our shift just ended” he may apologise and resume his
wandering. Such interaction ability checks (PHB186) should
be easy (DC 5 or 10), but only while they are fresh. Even the
confused ghost won’t fall for the same tale several times.
Accusations. The ghost stubbornly refuses to believe
“nonsense” about him being dead. Demonstrations of his
ghostly nature do little to sway his mind.
unnatural volume. “They wanted to go back! Back to being slaves. I STR DEX CON INT WIS CHA
couldn’t allow it.” 14 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Then, the ghost collapses on the floor, sobbing and screaming. His Saving Throws: Str +4, Con +4
Skills Athletics +4, Perception +2, Stealth +4, Survival +2
wails echo eerily throughout the caverns. Senses darkvision 60ft., passive Perception 12
While in this state he is effectively stunned (PHB292). He Languages Elvish, Goblin
Challenge 1 (200 XP)
will remain in such a state until he succeeds at a DC15
Wisdom saving throw; such a check is made every ten
Action Surge (Recharges after a Short or Long Rest). On his turn, Festan
minutes, or at the end of any round where he is damaged.
can take one additional action (PHB72).
After recovering he will be enraged, attacking any creature on
sight. He will calm down to his old self after d4 days, or when Duelling. (PHB72) When Festan is wielding a melee weapon in one hand
destroyed; whichever comes first. and no other weapons, he gains a +2 to damage rolls with that weapon
(included in the attack information below).
Destruction. The ghost can be destroyed in combat, but
he will return to its haunting in d4 days. He will have no Improved Critical. Festan’s weapon attacks score a critical hit on a roll of
memory of the event. 19 or 20 (PHB72).
Unfinished Business. The ghost can be permanently put
Martial Advantage (1/Turn). Festan can deal an extra 7 (2d6) damage to a
to rest by either completing the tunnel to the surface, or by creature he hits with a weapon attack if that creature is within 5 feet of
taking the remains of the dwarves and giving them a proper an ally of Festan that isn’t incapacitated.
burial of some sort. Neither of these is likely attainable by the
Second Wind (Recharges after a Short or Long Rest). (PHB72) On his
PCs during the campaign, but perhaps this could be part of a turn, Festan can use a bonus action to regain d10 + 3 hitpoints.
future adventure.
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit:
9 (1d6 + 4) piercing damage.
Unarmed. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3
bludgeoning damage.
ACTIONS
Rapier. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (d8
+ 3) slashing damage.
Cunning Action (1/Turn). (PHB96) Gillian can use a bonus action to take
the Dash, Disengage, or Hide action (PHB192).
ACTIONS
Multiattack. Gillian makes two longsword attacks, one with each hand.
Longsword (Main Hand). Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit: 7 (1d8 + 3) slashing damage.
Longsword (Off Hand). Melee Weapon Attack: +5 to hit, reach 5ft., one
target. Hit: 4 (1d8) slashing damage.
ACTIONS
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Rapier. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7
(1d8 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range head. He wears a simple black robe.
20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Mannerisms. He rarely speaks, and when he does he uses
Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: as few words as possible.
5 (1d6 + 2) piercing damage. Interaction Traits. He is blunt and often rude. He uses
insults as a way to avoid conversation, but also because he
Whip. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 4 enjoys them.
(1d4 + 2) slashing damage.
Ideal. He believes in his own importance wants others to
Unarmed. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 1 see it too.
bludgeoning damage. Bond. He thinks only of himself: every one else is
unimportant.
Goblin Prisoners aren’t tough and they aren’t brave, but Flaw. He’s unsatisfied with his current life, and is having
they strike with accuracy and can be a nuisance to catch. trouble figuring out how to improve it. He hurts others (when
Weapons. Prisoners are generally unarmed. A variety of he can get away with it) for a sense of power.
weapons are presented here for arena combat. As Editor. He is cruel, and loves to cause misery to those
in the arena. His cruelty is tempered only by the thought of
his father’s anger should he take things too far. He does not
GODRICK GREGER care much for the crowd’s whims, though he lacks the
courage to make them furious.
Medium humanoid (human), neutral evil
Story Ideas. Godrick’s interest in magic may mean his
Armour Class 11 attention is drawn to magic-using PCs. He is especially
Hit Points 19 (2d6 + 12) interested in formal places of magic learning (academies,
Speed 30 ft.
schools, temples) which he was denied due to life in a
STR DEX CON INT WIS CHA criminal family. He may develop the delusion all that stands
13 (+1) 13 (+1) 13 (+1) 14 (+2) 14 (+2) 14 (+2) between him and greatness as a magic-user is a little bit of
Saving Throws Con +3, Cha +4 formal curricula.
Skills Arcana +4, Religion +4 Being an unsavoury sort, Godrick may threaten nasty
Senses passive Perception 12 punishments to a magic-using PC or her friends if co-
Languages Common
Challenge 1/2 (100 XP) operation isn’t forthcoming. On the other hand, Godrick may
develop a genuine (and for him, rare) friendship with his
“tutor” if the relationship is more amiable. Being somewhat
Spellcasting. Godrick is a 3rd-level spellcaster that uses
Charisma as his spellcasting ability (spell save DC12, +4 to lost in life, Godrick’s ambitions could easily be shaped by a
hit with spell attacks). Godrick has the following spells prepared strong mentor. Godrick could wind up being an NPC Party
from the sorcerer spell list: Member (DMG92) suitable for neutral- or evil-aligned
Cantrips (at will): blade ward (PHB218), light (PHB255), mending
parties.
(PHB259), ray of frost (PHB271)
1st level (4 slots): charm person (PHB221), ray of sickness (PHB271)
2nd level (2 slots): mirror image (PHB260), phantasmal force (PHB264)
Unarmed. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3
bludgeoning damage.
Rage (x3, Recharges after a Long Rest). (PHB48) Haguur may enter a
barbarian rage as a bonus action.
Rapier (PHB149), leather armour (PHB150), traveller’s clothes Martial Advantage (1/Turn). The hobgoblin can deal an extra 7 (2d6)
(PHB150), Potion of healing (PHB153), bag of ball bearings, bag of damage to a creature it hits with a weapon attack if that creature is
caltrops (PHB151), flask of oil (PHB152), thieves’ tools (PHB154), dice within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
set (PHB154), key to the general store [5G], key to the chest in his
quarters [5V], Individual Treasure: Challenge 0 – 4 (DMG136) (roll
twice). ACTIONS
Shortsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit:
Harry Dodds is a merchant and criminal black marketeer. He
4 (1d6+1) piercing damage.
runs the Grotto’s general store but dreams of greater things.
He is a big gambler and frequent spectator of arena games, Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one
where he typically bets away any profit made from his store. target. Hit: 4 (1d6+1) piercing damage.
A human male, just entering into middle age, dressed to a style but
Hobgoblin Guards are more lightly equipped than they
without great expense. He bears a grin that is equal parts sly and jovial.
would be out on the battlefield, but they haven’t lost an ounce
Mannerisms. He has a habit of grinning and joking, even of their martial training.
when it is not appropriate. 80% of guards carry a sword and shield (though the shield
Interaction Traits. Lacking in self-confidence, he is only equipped for serious threats). The remaining 20%
compensates by being cheerful and always willing to joke. He carry a sword and bow. Those serving as archers in the arena
is quite charming. stands [5c] always carry a bow.
Ideal. He believes in living an adventurous and hedonistic
lifestyle, and seeks to elevate himself in any way that gets
him more of this.
Bond. He feels tied to the criminal world that tolerated
Skills Intimidation +2
Senses darkvision 60ft., passive Perception 10
Languages Common (25%), Orc
Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the orc can move up to its speed toward a
hostile creature that it can see.
ACTIONS
Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6
(1d6 + 3) piercing damage.
Unarmed. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 4
bludgeoning damage.
ACTIONS
Unarmed. Melee Weapon Attack: -1 to hit, reach 5ft., one target. Hit: 1
bludgeoning damage.
Preserve Life. (PHB60) Xanthe can Channel Divinity to restore hit points.
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APPENDIX B: ACKNOWLEDGEMENTS 52