14: GUARD POST
A couple of torches light this area where a lone goblin stands guard watching the barred door. (Note: there are no other torches in the corridors beyond this point.)
The occupants of the complex are unaware of this secret door and have become alert to intruders just recently. He can be surprised normally or with a bonus if the party can come up with a plan to increase their chances. Unless surprised, the goblin will run as fast as he can to warn the others.
15. COOKERY
This room and passage have been avoided by the goblins as a giant spider lives here. Clearly she has been successful and has nabbed a couple of goblins for a meal. The invaders now feed the creature small animals to “confine” her to her lair and webs; they have trained the spider to expect her meal at a signal. Bargle figured he might as well put her to use guarding the passage. To do this any goblin running by will tap the webs to alert the spider which will come and get her meal. This will give the spider the 1-4 chance to surprise the characters. The corridor branches to the right and you can clearly see webs semi blocking the passage straight ahead. The room itself was once a kitchen. Rotted tables and dented pots and pans litter the floor. Webs are thick here. There is a huge oven/fire pit against the far wall as well as a cistern full of murky water. The room is damp with harmless mold growing in places. Bones of small animals and two goblin corpses cover the floor near the fire pit/oven. The stench is almost overwhelming. Goblin (1) Atmour Class: 6 Hit Dice: 1-1 Hit points: 4 Movement: 90’ (30’) Attack: Short sword Damage: 1d6
Morale: 7
Find Bargle
If the spider kills a character, it will drag that character back into the room if in the corridor, and try to pull the corpse up the chimney where it hides its food. Another corridor leads from this room however it is blocked with rubble and debris from a cave in. If a person searches the corpses
16. GOBLIN BARRACKS
The room is filthy and you can see a number of bundles on the floor. You can see the bundles slowly fall and rise and realize they are sleeping goblins. In the far corner is a rotted pile of broken wood that was once cots for the original inhabitants. Smashed chests also litter the corner.
The sleeping bundles are goblin workers that are resting. They take turns as guards, and digging the tunnels for Bargle. They have been working hard and they are used to the door opening and closing so they will actually sleep right through someone coming in that remain fairly silent. They can be easily dispatched if that is the player character’s intentions. If captured, they have no information to give accept that they dig for Bargle and his henchman. They will also tell of the promise Bargle made to bring their tribe here.
17. CAPTAIN’S CHAMBER
The door has been left ajar and the room in general is much tidier than the previous barracks despite the fact that it looks to have been ransacked recently or, as if someone left in a hurry. There is a sleeping cot in one corner and a small writing table with a few papers strewn about.
This was Bargle’s room, abandoned in a hurry. The various papers on the desk cover supply manifests, other documents of daily administration, and the blood scroll (which Bargle did not deem important to take as he had fulfilled his end of the bargain). The scroll describes the simple agreement between Bargle and the goblins, allowing the goblins to have the complex for their digging the tunnels. The scroll radiates magic and will actually curse the party breaking the oath contained thereon. Should the party decide to destroy the scroll; the curse of the scroll will hit the party (curse of DM’s choice, save for half damage). There is also a flat sheet of parchment that has fallen behind the table that the party will find if they search
Giant Black Widow Spider (1)
Atmour Class: 6 Hit Dice: 3 Hit points: 14 Movement: 60’ (20’) or 120’ (40’) in web Attack: -1 bite Damage: 2-12 + poison Morale: 8 Carries: 12cp Goblins (6) Atmour Class: 6 Hit Dice: 1-1 Hit points: 5, 4, 4,3, 3, 2 Movement: 90’ (30’) Attack: Short sword
Damage: 1d6
Morale: 7
Carries: 2d12cp, 1d4ep
Find Bargle
carefully. The paper contains notes which describe the book Bargle was looking for, as well as a general indication of where to find it (this complex).
18. TUNNELS
The tunnels themselves are just big enough for goblins to walk through slightly bent. Human-sized creatures will need to crawl. It is not quite possible to look straight down through the tunnels and to the other side. At the first tunnel a muffled digging sound can be heard, however it seems distant. At the end of the first tunnel is a portion of intact corridor with a branching passageway blocked by debris and newly dug rock and dirt deposited there. The sound of digging becomes louder as the players crawl deeper into the passageway; and voices of goblins and a human can be heard, though these too are muffled by the rugged passageway of another tunnel.
At some point a goblin will stumble into the area from the second tunnel carrying a basket of debris to dump if the party is still undetected. If the goblins and Stiles are
aware of the party they will set up a trap in the last tunnel, ready to pounce on anyone coming out of the tunnel at area #19.
19. THE LAST DIG
Unless previously alerted, a small group of goblins and Stiles will be here as they have just broken through to the intact corridor beyond. Torches align the wall, a partially uncovered door sits to the left, and several goblins, and a human, are busy filling baskets with rock and other rubble. As you come out the tunnel they turn to you and the human looks at you most comically and says, “Who the bloody hell are you?”
Stiles will not share any treasure, thinking that is what the party is there for, and attacks with the goblins if no good explanation of their presence comes from the party. Any mention of looking for Bargle will prompt Stiles to attack. Stiles might be a little slow in the head but he usually arrives at the right conclusion that if Bargle knew someone was coming and did not bother to tell him, it bodes evil for him. If the battle goes ill for Stiles he will back down and parley if he can. He will mention the book but he does not know any more than that. He will also mention that fact that he was promised whatever treasure was found. Stiles does not have to be loyal to Bargle, he wants to live. He might even
Goblin (1) Atmour Class: 6 Hit Dice: 1-1 Hit points: 4 Movement: 90’ (30’) Attack: Damage: 1d4 Morale: 7 Carries: 14cp