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Black Fang's Dungeon

The heroes were thanked for defending Sandpoint from a goblin attack during the town festival. They are asked to investigate why the normally disorganized goblin tribes seem to be uniting under new leadership in the Nettlewood forest. To stop other tribes from joining, the heroes must travel north to deal with the Blackscale goblin tribe residing in the Ravenroost hills. Following the road, they reach the entrance to Black Fang's dungeon where they will face traps, puzzles and monsters within.

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Kevin Funk
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0% found this document useful (0 votes)
500 views5 pages

Black Fang's Dungeon

The heroes were thanked for defending Sandpoint from a goblin attack during the town festival. They are asked to investigate why the normally disorganized goblin tribes seem to be uniting under new leadership in the Nettlewood forest. To stop other tribes from joining, the heroes must travel north to deal with the Blackscale goblin tribe residing in the Ravenroost hills. Following the road, they reach the entrance to Black Fang's dungeon where they will face traps, puzzles and monsters within.

Uploaded by

Kevin Funk
Copyright
© © All Rights Reserved
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Download as DOCX, PDF, TXT or read online on Scribd
Download as docx, pdf, or txt
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Recap:

Sandpoint was enjoying its annual Swallowtail Festival when they were attacked by an
extremely large force of goblins who proceeded to set the town on fire. Our intrepid heroes rose
to the occasion and helped to drive off the goblin force, though many lives were lost and many
homes were destroyed.
After the sordid affair, they were approached by the leaders of the town and an elven ranger
named Andosana who gave them news that someone seems to be rallying the nearby goblin
tribes of the Hinterlands in Nettlewood. They were asked to go deal with the remaining tribes
and try to stop them from joining the larger force in Nettlewood.

Grim News from Nettlewood:


So after the goblins in town are defeated, the townsfolk will attempt to start cleaning up the
remains of the festival. The players will be approached by several NPCs and commended for
their deeds during the goblin raid, including Father Zantus, Kendra Deverin, and Belor Hemlock,
as well as anyone who’s events they participated in that morning. And of course, Aldern
Foxglove will thank them for saving his life and tell his manservant Rogors to offer them some
compensation. Rogors will give the players each 20 gp as a reward. Aldern will also extend
them an invitation to a boar hunt later in the week if they are so keen.
But thankfully, the players won’t have deal with him for long as Hemlock will escort them over to
a tall elf with pink skin and blonde hair. “This is Shalelu Andosana, a ranger and frequent visitor
here in Sandpoint. She has brought us some grim news.”
“Unfortunately the sheriff speaks true. I was on the trail of one of my enemies through
Mosswood and had to turn back due to the large number of goblins there. The tribes appear to
be gathering under some new leadership, and I suspect that Bruthazmus, my enemy, might
have something to do with it.”
“Sandpoint has had to deal with goblins in the past, but never a raid like today. They usually just
snuck in and raided our stores, never openly attacking anyone.”
“Whatever is happening in Nettlewood is giving the goblin tribes a newfound confidence. What
we need to do is make sure the other tribes don't join with those already in Nettlewood."
The sheriff turns to you. "The town has no active militia. No guard to send. By the time we
petition Magnimar for assistance it could be too late. You've proven yourselves capable and I
know you've already done so much for us, but would you be willing to head into the hinterlands
and deal with the goblin tribes for Sandpoint?"

On the Way to Ravenroost:


The quickest way to the Ravenroost hills is to follow the Lost Coast Road north.
● Players may purchase horses from Daverin Hosk (at a 10% discount for being good at
killing goblins, he trains his horses to stomp on goblins, so they would cost 99 for light
and 270 for heavy) - 75 for a light horse and 200 for a heavy horse
● Players may hitch a ride with a caravan leaving town (the dwarven trade caravan will let
them travel with them for free) - 100gp each
● Players may walk - Costs nothing
The players reach the base of the hills in about 20 minutes, and after a successful DC 15
Survival, Acrobatics or Climb check, they will reach the front entrance to the Blackscale Tribe’s
home.

Black Fang’s Dungeon


1. The Dungeon Entrance
a. There are two goblin guards milling about. Make Stealth checks vs the Goblins
passive Perception: DC 9. (DC 15 Perception: There are two goblin archers
hidden in the rocks above cave entrance as well)
b. There is a mossy curtain that appears to be hanging over the entrance,
obscuring your vision to the otherside. (The sounds of battle alert two more
goblins inside who rush through the curtain)
c. There is an ancient statue that stands outside. (Detect Magic or DC 15 Arcana
reveals faint traces of transmutation magic)
2. The moss curtain parts to reveal a small cave with a low ceiling. On the far side of the
cave are a pair of straw mats, with a battered treasure chest sitting between them. Off to
one side, a passageway leads to a pair of stone doors.
a. Searching the straw mats requires a DC 10 Perception check, revealing the iron
key to open the small chest. Each mat can only be checked once.
b. The treasure chest can be picked with a DC 15 Disable Device check, or broken
open - the chest has 20 hit points and an AC of 5.
i. The players receive an orange potion (cure light wounds, DC 10
Arcana/Alchemy or Detect Magic). Bashing open the chest destroys the
potion.
ii. There is a masterwork dagger (+1 to atk rolls, 1d4 damage)
iii. A small sack with 20 gp
iv. And a small ruby (worth 50 gp, DC 10 Appraise or Int if Dwarf)
c. Opening the doors requires a move action. They are not locked. (Perception
check reveals nothing unless Nat 20, then reveals faint talking from further in the
dungeon)
3. The stone doors swing open, revealing a room bathed in a shimmering golden radiance
like sunlight reflecting off the ocean. The light emanates from a rune-covered fountain in
the center of the room. Faint talking noises can be heard.
a. There is an inscription written in ancient Thassilonian on the base of the fountain.
(Linguistics DC 30 or Comprehend Languages: “Give Freely and be Rewarded,
There is Only Punishment for Those who Take”). There is a large amount of
dried blood next to the fountain, and a bunch of gold coins inside it. Tossing in a
gold coin will let you drink from the fountain for a special effect. Trying to get to
the gold will cause you to be attacked by the water weird that lives in the
fountain.
D10 Results

Result Effect Result Effect


1 Nothing happens. 6 The drinker is healed to full hit
points.

2 The drinker has advantage on their 7 The drinker gets a +2 bonus on all
next attack roll. saving throws during the next
combat.

3 The drinker has advantage on their 8 The drinker gets a +2 bonus to


next saving throw. Armor Class during the next combat.

4 The drinker has advantage on their 9 The drinker gets a +2 bonus on all
next skill check. attack rolls during the next combat.

5 The drinker regains 1d4 hit points. 10 The drinker chooses a +2 bonus on
attack rolls, on saving throws, or to
Armor Class, and receives that
bonus for the rest of this adventure.
b. Anyone who stops to listen to the voices, Perception DC 15 determines that it is
some goblins arguing from the direction of the northwest passageway. They are
arguing in their own tongue. It’s difficult to make out, but it sounds like they are
arguing about who has to go look for a toy.
4. The door silently swings open to reveal a chamber bathed in red light. On the east side
of the room, a pair of stone statues stand on either side of a dusty altar that is inscribed
with runes. Atop the altar sits a large red gemstone. The creepy red light comes from
this gemstone.
a. The moment a character enters the room, a booming voice speaks in ancient
Thassilonian (Linguistics DC 30 or Comprehend Languages) “Approach with
humility and live!”
b. The Detect Magic spell will instantly indicate that the red ruby and the statues in
the room are magical in nature. The statues spread a cone of fire out 15’ at a
height of 3’ off the ground, small sized creatures (such as goblins) don’t have to
worry about triggering the trap. Medium sized or larger creatures will have to
crawl to approach the altar or risk being burned for 3d4 points of damage (DC 14
Ref save for half).
c. The ruby (called the Energy Heart, Arcana 15, History 20) burns whoever takes it
for 1 point of fire damage. (Detect Magic: attuning this item to an item slot will
allow you to negate the first 10 points of damage you take from fire, lighting, acid
or cold each day) (Appraise DC 15: a gem of this cut, especially a magic gem,
would be worth about 1000 gp).
5. Thick webs hang from the corners and ceiling of this room. Dozens of tiny spiders crawl
about the webs, but they are far too small to be the source of the large webs.
a. The webs are sticky and a character trying to pass through one of the marked
spaces must make a Strength check (DC 12) to get through. A character may
also use a torch to burn the webs, but that will cause 1d4 points of fire damage to
anyone caught in it.
b. Creatures: a Giant Spider as well as three smaller spiders will attack from hiding
spots within various areas of the room. The spiders are hiding (Stealth +11) and
only attack if the players get within 5' or they are attacked first.
c. A dead goblin lies on the floor (near the giant spider). He is desiccated, and v
rifling through his pockets you find a wooden dragon toy (Appraise DC 10: 50
gp), a Wand (Arcana 15 or Detect Magic: eternal wand of Magic Missile, 1d4+1
charges remaining), and a pouch with 14gp. The toy is quite impressive, when
you pull on the tail the dragon's wings move and the mouth opens.
6. Standing in the middle of the cavernous corridor up ahead is a strange stone pillar. Odd
symbols and faintly glowing glyphs run up and down the ten-foot-tall obelisk’s sides. On
the east wall, it looks like someone used chalk to write on one of the rough stones. It
reads “The goblins fear the wyrm and do not venture through the crypt to its lair. Its
breath is death.”
a. On the pillar are several strange runes all around it. (Detect Magic: It hums faintly
with transmutation magic). A DC 10 Perception or Intelligence check is required
to deduce that one of the symbols repeats on all four sides. A DC 15 Arcana
check allows the character to deduce that the repeating symbol means water.
(touching all four of the water symbols allows the character to breathe
underwater for 10 minutes).
b. If anyone doesn’t know that wyrm means dragon, they can make a DC 15 History
check to learn that.
7. A large pool of water dominates this chamber. On the far side of the pool is a small
island, on which something glitters in the faint light.
a. Creature: A reefclaw hides in the pool. It waits to attack until a creature has
reached the island on the other side, then attempts to drag them back into the
water and kill them. While in the water, it has partial concealment and a +11
Stealth check. If shot from behind while attacking on the island, it will dive back
into the water and wait for the person on the island to swim across.
b. There is a small pile of treasure on the island, which contains a longsword
(Detect Magic reveals it to be a +1 dragon-bane weapon), two potions (DC 15
Arcana/Alchemy or Detect Magic reveals a potion of invisibility and of levitate)
and 175gp in a leather sack.
8. The walls of this large cavern are covered with crude drawings of goblins. In the
southwest corner is a throne made from animal bones, with a goblin wearing a crown of
bones and feathers. Four more goblins are nearby, arguing violently with each other.
The goblin on the throne appears annoyed, and is covering his ears as the four other
goblins shove and scream at each other.
a. Creatures: These goblins are all arguing with each other when the players enter.
If the players don’t sneak in, or if the goblin’s notice them, the chief composes
himself and says in his most intimidating voice “Who you? This throne room of
me, King Fatmouth!”
b. The party can parlay with Fatmouth instead of attacking, but they need a
Charisma check of 15 or higher to avoid a fight. Truth be told, Fatmouth is new at
his job, the last goblin chief was a “Goblin Hero” who got eaten by the
Blackscales’ patron deity, Black Fang. “We had it all good until Gormagug the
Quick tried to take some of Black Fang’s treasure. Now Black Fang eats goblins
when he doesn’t feel like flying out for sheep (a DC 15 Local or Intelligence
check will confirm that Black Fang has been spotted less snatching up sheep in
the hinterlands).
c. “If you want us to stay out of goblin alliance, we can do that. Ifn you return my
toy. And kill Black Fang! Pesky dragon is better dead than a god now.”
d. If the goblins are fought, then their gear can be looted. Their treasure horde
consists of three pearls (Appraise DC 10: 100 gp each), a wand (Arcana DC 10:
cure light wounds, Detect Magic: 9 charges - the battle uses), a gold ring (Detect
Magic: a ring of protection +1), and 422 gp. If they are parlayed with, the players
may be able to trade some of the gold they found in the dungeon, or some of
their other items from before, for the wand, with a DC 15 Diplomacy check.
e. Reaching the top of the cliff to get to the next area requires a DC 20 Climb check,
once at the top, they can lower a rope to allow the next person to make a DC 5
Climb check.
9. The chamber at the top of the cliff looks like it was once some sort of ceremonial burial
chamber, but it’s now just a ruin with bones and cobwebs littering the place. A gentle
wind blows through, carrying with it the faint sound of something shuffling in the
darkness.
a. The shuffling noise is from some human skeletons that have woken up from their
rest, probably due to the goblins moving in here. Naturally, it's an initiative roll.
10. The winding passageway ends in a staircase in the back of an ancient warren set inside
the hillside. Open to the sky above, this crumbling ruin is littered with debris. On the far
side of the chamber, a pile of glittering gold and sparkling trinkets is piled up into a
sizable hoard. The view of the treasure is suddenly obscured as a terrible winged dragon
swoops into view. As it snarls, its black fangs drip with green acid that burns the floor
wherever it lands.
a. Roll Initiative! Black Fang doesn’t stick around for long. After two rounds,
especially if he gets hit by the dragonbane longsword, he bails.
b. “As Black Fang flies up out of his lair, snarling in frustration at the intrusion, you
see a cloaked figure standing on the precipice. They raise their staff, and lighting
shoots down from it, streaking past Black Fang and towards you.”
c. Treasure: a light steel shield (Detect Magic: +1 bonus), Half-Plate armor, a potion
(Arcana 15/Alchemy 15/Detect Magic: bull’s strength), two scroll’s (Arcana
15/Detect Magic: Fireball/New Life), and 600 gp.
d. With Black Fang driven off, the Blackscale tribe will at least be temporarily in your
debt, but it’s probably a good idea to track down and kill him after dealing with
the other two tribes.

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