Farpost

Farpost is a small mining thorp consisting of a dozen buildings founded close next to a small iron mine. The mine is run by the middle-aged foreman, Herick Hause.  The mine is sanctioned and licensed by the local Lord. The surrounding hills are not exactly abundant with ore but Herick has an almost unnatural knack for finding new caches of iron. He and his men has successfully prospected in the area several years where many others have failed.

A small well-traversed mud path leads through the lightly wooded hills where a dozen old mines can be found. There is currently only one active mine, Helsia, named after one of Herick’s many women.

Farpost

1… Herick’s House – This is where Herick lives. It is a  well-built wooden cabin surrounded by small wooden fence. In the back is an outhouse. In the early days Herick would let other miners stay in the main room but with the construction of the longhouse he now has his cabin to himself. There is a small porch where Herick spends evenings with a pipe discussing prospecting with his closest men. It is locked when Herick is out prospecting or visting the nearby village.

2… Miner’s Longhouse – This is where most of the miners sleep. There are a dozen beds inside and Herick decides who gets a bed. New workers have to sleep in tents or lean-tos. The longhouse is a sturdy wooden cabin. The ground around it is trampled from many heavy boots and there is discarded equipment, old clothes and broken wagons littering the grounds. A strong smell of sweat lingers around and especially inside the longhouse. Two hearths keep the longhouse warm during the colder months. Inside there are a dozen simple beds in disarray. Personal items, boots and clothes are strewn about. 

3… Food stores – This is where Herick keeps the food provision for the workers. It is mostly dry goods and barrels of apples. Supplies are restocked in the beginning of the week. The door is barred but not locked.

4… Mining office and tool’s shed – A rickety low wooden building. One end serves as mining office where Herick takes care of paperwork, contracts for workers and where he stores the salaries. One wall is covered by a large map over the region. A dozen mines are marked, each with a woman’s name below. All except one are crossed out; Helsia mine. The office door is securely locked when Herick is out and always guarded by one of the guards. The other end of the cabin is used as storage for mining picks, shovels, hammers and other important mining tools. The door is unlocked but usually barred from the outside.

5… Stables – The stables is where Herick’s two working horses and wagon are kept. It is usually attended by the two boys from Stengard’s family.

7… Guard barracks – Herick has four guards employed overseeing the mine and the small thorpe. A small room in the house can be locked and have sometimes been used as a temporary jail. The guards are as loyal as they come. Berren has worked with Herick for ten years and they are good friends.

7…  Smithy and workshop – A small smithy is built here along with a workshop. It is usually only manned when something needs repairs. Hurd Stengard usually mans the workshop.

8… Large Wooden cabin (Stengard’s Family house) – Hurd Stengard who has worked for Herick for several years built a cabin here to have his family close. Hurd works the mines when there is no need for his carpentry or metalworking skills. His two teenage sons are splitting their time managing the stable and setting up a proper farm.

9… Wooden cabin (Rock’s family house) – Inspired by Hurd, Jen Rock and her family has built wooden cabin along with a farm. They have plans to expand the farm with goats and other animals. They are currently persuading a few other miners to setup homes in Farpost.

10… Hunter’s cottage – Kenja, a tiefling hunter has built a small cottage here. There are several skins stretched out outside. In the back Kenja has a small shed where he prepares and stores large game. He supplies Farpost with fresh meat which makes him popular with the miners despite his sour attitude. Kenja is secretly enamoured with Jen Rock.

11… Inn (The Shining Pick) –  A small tavern that prepares food for the miners during the day and give them a chance to spend their hard earned copper on ale after work. The place is run and managed by Farben along with his slightly retarded half-elf daughter Sindella.  Herick makes sure the tavern closes by sundown except on Saturdays. The tavern is not big enough for all the miners so they usually gathers outside. A small addition to the cabin contains a few small rooms outfitted with simple beds. Behind the inn is a smelly outhouse and a cold storage cellar. On certain evenings the Inn have entertainment in the form of a bard along with 3-4 harlots from the nearby settlements.

Life in Farpost

Every sunrise Herick rings his bell to wake up the workers and start the day in the mine. The miners eat a meagre breakfast outside the Shining Pick before walking together down to the Helsia mine. One of the guards take up position outside the mining entrance. The workers take a short lunch break and then continues to work until afternoon when they walk back to the thorpe for dinner around the Inn. The ore is melted into iron tacks outside the mine and carted down to the thorpe as needed. Before sundown, the miners are in bed, tired from the hard work.

Once a week Herick transports the iron ingots to the nearest village where it is registered and transfered to the Lord’s bailiff. Herick is paid and visits the trade post for provisions and any required tools before returning to Farpost. When he returns the miners and the guards are paid their salaries.

Herick and a few of his trusted miners are out in the hills once or twice every month to prospect for new potential mining sites. He usually brings a guard to two for safety while Berren stays in Farpost.

Around once per month Farpost is visited by the half-orc Blacktooth and his harlots. They stay one-two nights depending on Herick’s mood and the month’s results.

Notable NPCs

Herick Hause – is an old grizzled miner. He knows the region well and he cares for his miners, knowing that without them he would be back to mining the ore himself. He keeps the whole mining settlement in tight control and does not accept failures or bad behavior. He is usually dressed in miner’s clothes, dirty with soot and grime. As with most of the miners, personal hygiene is not a top priority.

Berren – is an old veteran soldier that started to work with Herick a decade ago. Together they’ve build Farpost into a prospering operation. Berren manages the guards and discipline in Farpost. He is known as a silent “evil bastard” among the miners. You don’t want to get on his bad side. He doesn’t show emotion or temperament. Always cold and very present.

Hurd Stengard – decided to build a cabin next to the mines in order to bring his family closer. He is a skilled carpenter and metalworker and usually manages the smithy and workshop. He built most of the houses and inspects the mine’s support daily. His wife Melissa and and two teenage sons, Gren and Flen are working on clearing out and preparing farmlands. Back in the house Grandma Lina spends her twilight years mending miner clothes. The twins are also caring for the stable as needed.

Jen Rock’s family – About two years ago Jen’s husband was killed in an accident in the mine. Jen now lives alone with her three children (Kaleb, Drizza and Derek). Jen is working in the mines but have plans to focus full time on her farm together with her children. They are planning to buy goats and chickens come next salary. Jen is getting some support from Kenja the hunter to look after the children when she is down in the mines.

Kenja, tiefling – Kenja a red-skinned tiefling is shunned by most of the people except Jen Rock and her family. He hunts the forested hills for small game that he sells to Herick and The Shining Pick. He is enamoured by Jen and spends as much time with her as possible. Sometimes he checks in on her children or even brings them out on his huntings trips. Only Herick knows the hills as well as Kenja. Kenja truly and deeply hates Berren and keeps an old grudge for a misunderstanding now forgotten.

Farben MacLoth and Sindella – Farben is the innkeeper and keeps the miners fed and happy. He is a jovial fellow that believes in hard work and a strong community. He is well liked for providing a little entertainment to the miners every now and then. He takes care of Sindella, a slightly retarded half-elf girl in early 20s. He claims that she is her daughter but they look nothing alike. He is a good friend with Blacktooth. Farben regularly offers Blacktooth’s girls work at the inn but they always decline (out of fear from Blacktooth). Sindella has an empty look on her face and is very quiet. It is hard to know if she understands what’s being said or not. Everything she does is very slow. Most of the other miners are constantly making fun of her behind Farben’s back.

Blacktooth & the Harlots – Blacktooth is a middle-age half-orc that travels the region with his harlots. Sometimes he brings a bard along, but the best money is always with the girls of pleasure. He is never cruel in public but very harsh on the girls when alone or on the road. Currently 3 girls travel with Blacktooth. The blonde Diamond, Ruby the redhead and Agate the raven haired. They have all three lived tough lives and have little hope and plans for the future. 

In addition there are currently a dozen miners in Hericks’ employment. They are of varying age but all of them gaunt and pale in dirty rugged clothes. They care little for outsiders and each has his own reasons for working the mine in the outskirts of civilisation.

Gnoll Encounter – The Finger Gnashers

When I prepare encounters for my players I like to flesh out a whole what-if-scenario so that even if my players don’t interact with the encounter as I thought (which happens a lot), I still have a new plot line added to the main story. If the party does not deal with it immediately, there might be bigger foreshadowed challenges down the road. 
I prepared the following Gnoll encounter for my players to be used around levels 3-4 to be sprung while travelling between two adventure sites. 

Encounter Overview

The Finger Gnashers, a small and weak gnoll warband, has managed to escape captivity from a large band of orcs. The gnolls, are in a weak shape; starving, wounded and poorly equipped. Roaming the wilderness they come across Farpost, a small mining thorpe. In a brutal attack in the middle of the night they capture the miners, drag them into the nearby mines and prepare to eat them to replenish their strength and numbers… the party stumbles across the thorpe, a ghost town, but with very recent traces of blood and battle. If they don’t deal with the gnolls, the warband will move along, gaining strength and momentum. 

Background

About a week ago the local Baron’s men cornered and assaulted the orc clan Blackshadow Rotters. In the ensuing confusion, a gnoll warband, slaves to the orcs managed to escape captivity undetected. The gnoll warband, the Finger Gnashers, are in a sorry state; weak from captivity, starving and poorly equipped. Their brown-grey fur is mangy, parasite ridden and with fresh traces of brutal whippings and other wounds. Tuffs of fur are missing here and there. They are led by the gnoll leader Raan Dustpaw and his disdainful second in command, Irirr Soilbarb. Only 9 gnolls managed to escape, but what must surely be sign from their demonic god – Yeenoghu, three hyenas have already joined their numbers.

Day 1 – The Finger Gnashers having travelled the undetected wilderness for several days are mad with hunger reaches the small mining thorpe Farpost. They prepare to attack it during the night despite their weak state and after a couple of minutes of bloodcurdling howling, the warband attacks. The mining thorpe is caught by surprise and the warband manages to subdue the miners and villagers. They gather the miners that survived and drag them screaming down into the nearby iron mine where they proceed to feast on the dead to curb their hunger and replenish their strength. Two villagers manage to escape the slaughter and flees out into the woods. In a test of might Irrir challenges Raan for leadership but fails and badly wounded is expelled from the warband. Knowing that he will be next on the menu, Irirr flees the mine and hides in the village to heal his wounds.

Day 2 – The day after the attack the gnolls are satiated and tired from the night’s depravity. They have a few guards posted at the mine entrance trying to stay awake with the help of a little finger gnashing. Throughout the day a few hyenas are busy gorging themselves on a corpse or two still in the actual village. Irrir Soilbarb hides in the cellar of the communal house. In the late afternoon the gnolls start to butcher the dead villagers in the mine, preparing to break up and leave.
The two villagers that fled during the night return to the village only to find that everyone is dead and there are still gnolls in the vincinity. They manage  to scavenge some food and then flees north to the nearby village Sandvale. They arrive in Sandvale in the  evening and describes what happened.
During the evening the gnoll warband gathers up the surviving villagers in chains and rope and leave the mine. The enslaved villagers are forced to carry the butchered remains of the dead in ore sacks. Their goal is to find another food source and a safe place to lair. During the night they move north towards Sandvale. In the late night, the gnolls comes across a lone farm outside the village. The gnolls assault it, and while taking some casualties, they manage to overpower the farm and withdraw back into the forest with more food and captured farmhands.

Day 3 – During the day the Finger Gnashers rest up an hour away from the farm. They still have a few surviving human slaves and plenty of food. Instead of attacking the alerted Sandvale they plan to move deeper into the wilderness to fully recover and stay away from the humans. 
Villagers from Sandvale discover the slaughter at the farm and are organising their defence. A messenger has been dispatched to the local ruler, seeking help. The village constable manages to track the gnolls into the forest but don’t attack out of fear.
During the night, the gnolls are once again on the move. They move steadily west throughout the night, deeper into the wilderness. They are joined by additional hyenas that pick up the scent of the warband. Just before sun rise they find an old ruin of a stone tower that they entrench. 

Day 4 – The gnolls discover that they are not the only ones at the tower, it is also the home of the Vomitbreakers goblin tribe. After an initial bloody struggle, the gnolls subdue the goblins and an uneasy truce is forged. Luckily for the Vomitbreakers, goblin meat tastes horrible, even for gnolls. In secrecy the dominated goblins tries to figure out how to get rid of their new tyrants. The Finger Gnashers are satisfied with their new situation; they have food, slaves and goblin allies. The gnoll leader Raan Dustpaw surveys the area with the aid of the goblin chieftain Blagzark Blackvomit.

Day 5 – The goblin tribe is forced to move down into the dank catacombs below the ruins as the gnolls claims the cellar and the upper parts of the tower.  For the next couple of days the slaves are forced to cut down trees and build defences around the tower. During the day the tower is guarded by hyenas while everyone else rests. During the night slaves are busy at work while the goblins are sent out to patrol. Raan Dustpaw is anticipating human retaliation during their weak period before they have reclaimed their strengths and numbers.

Day 8-9 – The defences are in place and the gnolls feel safe and begins an orgie of debauchery to repopulate their warband. In the ensuing grotesque orgies, the remaining human slaves are killed while the goblins maintains guard. New gnolls emerge from the exploding carcasses.
Day 10 – Hunger grips the gnolls and they start moving towards Sandvale to replenish their food supplies and round up new slaves.

Adventure Hooks

The Finger Gnashers are initially weaker than a normal gnoll and thus the encounter could be run with a couple of level 2 players. The party should be around 2-4 level to handle the Finger Gnashers.

1… The party stumbles across the mining thorpe the day before the gnolls attack. During the night they are present as the gnolls attack and are forced to fight for their own and the thorpe’s survival. If they manage to hurt the gnolls sufficiently, they retreat and plan to attack again the next night…

2… The party walks into Farpost the day after the slaughter. It is obvious that something horrible just happened. Traces of blood and battle is evident. It is possible for the party to come across both Irirr, hyenas and the two surviving villagers. Blood and other tracks points toward the nearby mine…

3… The party is resting up in Sandvale as the two villagers comes screaming into the village…

4… The party is hired by the Sandvale constable or the local baron to track down the gnoll party (leading to the ruined tower) and avenge the dead.

Finger Gnasher Stats and Tactics

The gnoll warband is initially weak with HP in the lower end of the span, they are armed with makeshift weapons such as mining picks, clubs and wooden spears. On the same line they are not wearing proper hide armour and shields, lowering their AC. By the time they’ve reached the ruined tower they should be a little better armed and should be reverted to standard gnoll stats.
In combat they would charge the nearest foe, preferring squishy targets over heavy armoured ones. If unable to reach a new enemy using their rampage ability they might very well take a big bite instead, causing one failed death save on its victim.


Weak Finger Gnasher Gnoll (including Irirr):  AC 12 (patchwork armor), HP 15, spd 30ft;  STR +1, DEX +1, CON 0, INT -2, WIS 0, CHA -2Darkvision 60Ft, passive perception 10, Language: gnollRampage: When a gnoll reduces enemy to 0 hp, do a half move + bite attackBite +4 1D4+1 pierce; Improvised weapon +4 1D6+1Challenge 1/4 (50XP)

Raan Dustpaw: AC 15 (hide armour, shield), HP 25, Spd 30ft; STR +2, DEX +1, CON 0, INT -2, WIS 0, CHA -2Darkvision 60Ft, passive perception 10, Language: gnoll & broken commonRampage: When a gnoll reduces enemy to 0 hp, do a half move + bite attackBite: +4 1D4+2 pierce; Spear +4 1D6+2 Challenge: 1/2 (100XP)

In the next update I’ll post a little overview of Farpost and the iron mine.

First Part of The Murky Cellar

In this series of slowly adding to the dungeon and encounter The Murky Cellar I’ve added descriptions of the first area. The cellar itself.

Theme & Intro

I did design the cellar to be used as an introduction to my new players and to give them an easy way of getting into roleplaying games and a first taste of combat. It is intended to be old school dungeon crawling.

The Murky Cellar should feel like a dungeon encounter that makes the player feel like an uninvited guest exploring a cold murky cellar. It is rather low fantasy – and intended for new players needing to get their first combat encounter going.

The encounter is system agnostic, so use stats and mechanics from whatever system you are using.

Also adjust the number of goblins to suit your group and your level of difficulty. For my group of players I aimed to have 2 goblins per player at the most.

The Manor of the Silvermanes

For many years the manor was the home to a noble family, The Silvermanes. They ruled the area surrounding their manor  and for a long time they ran several farms and even a profitable silver mine. Some decades ago a terrible disease plagued the region causing most of the people left the region in fear of the disease. The Silvermane family unwisely decided to stay braving the disease. One by one they contracted the deadly disease. The family head buried their dead in the family crypts below the manor. Finally the last lord, Ruric Silvermane, locked himself down in the crypt as he felt the disease take hold of him.

The Silvermanes and their land was soon forgotten and as time passed the manor decayed and crumbled. In the last decade various goblin clans moved into the cellars below the manor. They have been unable to open the entrance to the family crypts. The goblins have dug a passageway from the cellar into the nearby cave system.

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Room Descriptions – The Cellar

1. The Stairway

The stairs spirals down into the darkness, the only light comes from whatever the players bring. The stairway leads down to an old wine cellar. The narrow passage east is lined on the north and south by inset shelves. The stone walls are damp and slimy.

Trigger – as soon as the player reaches the bottom of the stairs, roll 1D4. That is how long they have before 1D4 goblins turn up from their lair to investigate. I suggest you roll the D4 openly to add a little suspense. Something will soon happen…

If the player sneaks or moves stealthy, they will remain undetected. If they cause any ruckus the goblins will be prepared for them and spring an ambush…

2. The Manor Wine Cellar

From the narrow passage it opens up into a larger cellar. Two large broken ale barrels dominates the center of the room and the broken remains of wine shelves line all four walls. A large double stone door sits in the eastern wall. Wooden debris is scattered all over the room. Several unlit oil lamps hangs in chains from the domed ceiling. There is a strong musty smell down here of sweat and possibly urine.

As the players move further into the room, they will also become aware of stairs in the western wall leading down. It is only a couple of steps down, half a floor or approx 5-7ft.

Creatures:

Depending on the trigger in the previous room, the goblins is likely to appear from the stairs. It is a generic fight with the goblins having a low damage output and health (max dagger damage). Combat here will alert additional goblins (In 1D4 rounds another 1D4 goblins arrive).

In my initial play test I let the goblins spawn until the players moved down into room 3, to put a little pressure on the players. They quickly realized they needed to advance quickly. This makes the encounter a little bit more than just a standard combat.

Treasure:

Most of the wine in the cellar has already been looted but a persistent search could yield results. Difficult perception checks required to find 1D3 bottles of fine brandy. Could be valuable to the right buyer.

3. The Goblin Lair

The small staircase leads to a large room. It is unclear what it was once used for as there are now debris and straw mats all over the floor. A number of chests and barrels is in north east corner contains goblin supplies. Lines are strung across the room from which various small dead animals are hung. The smell of goblin is prevalent in this room. A closed heavy wooden door is in the western wall.

The smell of urine and feces is stronger near the hole. The smell comes from the goblins privy (area 10).

The wooden door is blocked from the other side (see area 4)

Creatures:

The goblin clan sleeps and eats here.

5 filthy flea ridden goblins is in here and when they heard the combat from the wine cellar they prepared for a fight. They will attack en masse and try to swarm the first player that enters. When half their number are killed or incapacitated they will either try to flee towards the cave tunnels or beg for mercy.

Note that regardless of the amount of goblins spawned in the previous room there are 5 goblins left.

Combat twist – the lines that the goblins have stringed across the room to dry meat will act as hinder for a human sized character, only half movement allowed. Goblins, halflings, dwarfs and other small folk moves as normal.

Treasures:

Scattered around the floor are 3D6 copper coins, lizard and rat meat. The goblin supply crates contains:

1D4         Contents

  1. A small weapon – dagger, club, short sword etc
  2. A light piece of armor – leather boots, leather cap – smelly and nasty
  3. Goblin Rations – dried mystery meat (most likely rat or lizard)
  4. Treasure – A potion, some coins or a cheap gem.

4. Goblin Chieftain’s Room

The door is barred from the inside. The spineless chieftain Olegg Birdmuncher and his bodyguard blocked the door with debris. The players will have to manage a strength check to force the door open. Two characters will fit working the door at the same time.

Creative players might use debris to create a battering ram or similar. Reward creativity!

As the players bash down the door, the two goblins that barred the door are flung to the floor (giving the players initiative).

The smell of decaying meat in here is almost overpowering. Like the previous rooms the floor is littered with debris and broken shelves. Along the west wall are three big cadavers strung up on the wall in various state of decay. A big meat cleaver is stuck into one of them. Slabs of cut meat are piled around them, A rather fat wide eyed-goblin wielding a metal staff watches the players in horror as they enter. Some makeshift furniture are arranged in the northern part of the room, including the chieftains treasure chest.

Creatures:

The Goblin chieftain Olegg Birdmuncher will fight to the death if the player’s attack along with his two bodyguards. Give Olegg double HP and double damage compared to normal goblins. His two body guards should also have a slightly higher damage (+1?) and 20% more HP.

Treasure:

  • Olegg’s Staff – A long 1.5m iron staff. Closer examination reveals that one end is cut as a hexagon. Leather straps and bird feathers adorn the top. Olegg found this staff in the cellar when they moved in. It is actually the “key” to the double door in area 2.
  • Olegg’s treasure chest – It is trapped. If a player opens the chest without succeeding with a perception/detect traps it will trigger. As the lid is opened rusty nails spring out from the lid doing 1D3 HP. Metal gloves fully protects the opener. Inside are a dozen small colored rocks that Olegg found pretty. An ebony flute, two empty but beautiful wine bottles. 4D6 copper coins and 2D6 silver coins.

And that is all for today. The caves and the crypt will be added to next…

Updated Murky Cellar Map

After my first play test of the Murky Cellar, I discovered that I had to make a few changes to better accommodate the combat and encounter I wanted.

I’ve increased the passages from 1 square to 2 squares to make it less narrow. Narrow could be interesting for specific claustrophobic encounters.. Secondly I moved the opening to the cave from the first cellar room to the second. In my encounter I allowed the dice to spawn new goblins coming from room 3 and move up to room 2 to stress the player in their combat a little. Having the hole there served more as a distraction at this point.

Finally I also added a stream to the natural cave for the goblins to find some water…

ruinen_cellar2

Sadly the play test encounter resulted in the party fleeing the cellar… I will have to work on the balancing of the encounter.

Stay tuned…

The Murky Cellar

I now have the Murky Cellar mapped out for the Forest ruin that I plan to run later this week as part of an introduction to Pathfinder RPG. I wanted an easy low fantasy combat encounter to run where I could introduce gradual challenge to test out the rules for me and for my players. I was really not impressed with the scenario that comes with the Pathfinder Beginner Box… mixed monsters, way too much treasure and magic items. I prefer the players not being able to upgrade their gear after the first encounter to max.

img_7286
Building the cellar using Dungeon Tiles. Minis are from Pathfinder and the Swedish RPG – Drakar och Demoner.

I originally drew it on regular grid paper and then did some slight editing in GIMP. Not 100% happy with the results. I want it to feel a little bit cleaner and perhaps work out a better method for adding grids to the dungeon.

When I mapped out the cellar using Dungeon Tiles, I realised that I’ve drawn the corridors and rooms slightly too narrow. I prefer to have at least the corridors two grids wide unless making a special nasty passage.

The Murky Cellar essentially consists of three different regions. The first original cellar, inhabited by goblins. A natural cave system that connects into the cellar in the south; and finally a crypt section where the family buried their dead and carried out a little bit of experimentation…

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The Murky Cellar –  I will redraw the map with wider corridors and slightly larger rooms.

I’ll be running the encounter with my group and post the full encounter with room descriptions and theme shortly after on the blog…

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Dungeon Tiles to bring the cellar alive.

Meanwhile – let me know what you think and feel free to leave comments, suggestions and ideas in the comments below.

The Forest Ruin

I used this encounter for my new groups first combat lessons. I wanted them (and me) to get a flow for the combat mechanics. As such we did not put effort into talking about why and where or how the players had arrived. Quite simply a combat encounter.

You are completely lost. The rain is pouring down almost horizontally, making it hard to see anything at all. Somehow you stumbled away from the road and ended up walking into a hilly area with a few trees sprinkled around. The rain grows heavier and you really need to seek shelter from the elements or you will catch a cold or worse. It is now starting to get dark as well making it hard to setup a camp. Up ahead on a hill there seems to be the old ruins of a house. As you get closer, you see that it must have been abandoned several years ago. Several walls are crumbling and most of the interior seems shattered and broken.

ruinen-i-skogen

The ruins appear to be abandoned and they will easily be able to seek shelter inside. Some of the walls have crumbled and makes for easy entry. There are plenty of dry wood from broken tables and shelves inside that can be used to fuel a fire. There is very little of actual value in the ruins.

Perception: A successful perception check will unearth several small footprints inside the ruins. These can be traced to a stone stairwell leading down into the darkness. A character that is a bit experienced with tracking or goblinoids will figure out that these tracks do come from goblins and that they are pretty recent. There is most likely goblins down the stairwell…

Treats: There is an old chest in the southeast corner beneath some rubble. Random item inside.

D4

  1. A weapon of sub-standard quality
  2. A piece of armor barly usable
  3. Supplies – a roll of rope 6 meters (20 feet)
  4. Nothing of value

The Goblin Attack

If the player decides to camp they better setup a watch. A party of goblins will sneak up from the stairwell and attack. If there are no watch, they will be in for a nasty surprise.

Use a perception check to see if they do wake up in before a goblin straddles them with a dagger on the throat… if you are nasty try out the damage to sleeping target, otherwise have something wake them up. Perhaps their mule detected the goblin, or one of them stumbles on the debris.

If they setup a watch, use D4 to determine during which watch they appear. Their numbers should match the player party. In my game of three players I used a 1D6+2 to determine numbers. Use your system’s goblins.. They should be pretty cowardly and aim to swarm a player if possible. When half their numbers are cut down, they will retreat towards the stairwell.

Our session…

In our game our merry band of heroes found the stairwell but decided to camp first and venture down in the morning. They did camp in the southwest room and before setting watch taking the time to create a fire and also create a makeshift barricade towards the other rooms. This gave them the advantage during the night ambush.

The group consisting of a knight, a squire/archer and a healer fared well against the goblins. I played out two waves of goblins and in the second wave the goblins managed to jump the healer and knocked her unconscious. Despite the low light use any penalties – we’ll save that for next encounter.

After the battle they never dared venture down the stairway, waiting for the morning first… also wanting to heal up and rest a little.

I drew up the encounter on grid paper and used Pathfinder Pawns 2D minis to help visualize the combat. This is something new for me as a DM but I think it did wonders. The players were much more keen to flank and maneuver around the enemies than I was used to making combat more fun and creative.

Down the Stairwell

I’ll post the map and encounters for the basement in the next post…