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Goblin Keep
Goblin Keep is a Fifth Edition plug-in But these people, though hardworking and
adventure for four characters with an brave, are no warriors. To repel the goblin
average party level (APL) of 1, 3, 5, or 8. invaders, they’ll need help.
This document offers a general guideline on The goblins have made camp inside the
scaling the adventure for each level. The ruins of Alabaster Keep, situated at the
characters must venture into a sunken fort center of a foul swamp. Once the shield of
and root out the warband of marauding the region, Alabaster Keep was emptied
goblins that have taken shelter there. during a long-ago war and has since been
forgotten. It is now partially submerged in the
Background swamp; locals refer to it as the Flooded Keep,
and believe it to be haunted.
A few months ago, a warband of goblins Though something foul has seeped into
migrated into the under-defended the keep’s halls, it is not of supernatural
breadbasket of the region. Led by Warlord origin. Rather, it’s a fungus that can infect
Breehurd, the goblins have slaughtered living creatures and eventually take over their
Matias Lazaro
peasants, burnt farmsteads to the ground, and bodies. The goblins, having been exposed to
displaced dozens of families. Smelling the fungus over a prolonged period of time,
weakness amongst the riverside communities, have begun showing signs of infection. As
they’ve even begun probing the larger they raid the region, they spread the fungus’
villages—deadly raids are imminent, and the spores—and thus its influence.
villagers are scrambling to defend themselves.
1 Dungeons & Lairs #83 (Free Version)
To complicate matters, a posse of stinging insects bite at exposed flesh. The
displaced farmers set out to deal with the walls are covered in thick vines. A colorful
goblins themselves. They were summarily fungus can barely be seen below the water
slain by the goblin warband but were soon line. The air is warm, humid, and cloying.
reanimated by the fungus; the goblins Barriers. Several doors and strongboxes
eventually defeated the undead by locking throughout the Flooded Keep are locked or
them into the keep’s larder. Adventurers will boarded up. All of the barriers are made of
have to watch where they tread, lest they wood and have AC 15, 18 hit points, and
suffer a similar fate. immunity to poison and psychic damage. A
lock can be picked with a successful DC 15
The Flooded Keep Dexterity check using thieves’ tools, or any
barrier can be forced open with a successful
Alabaster Keep was once a mighty stronghold DC 20 Strength check.
that served as the region’s shield, deflecting
Hazard: Disease – Fungal Infection. When-
monster attacks and organized criminal
ever a creature drinks from or becomes at
activity alike. But after a distant war broke
least partially submerged in the stagnant
out, the keep was vacated: its knights were
water, or whenever a creature comes into
sent to the frontline, leaving the stronghold
close contact with an infected creature, the
abandoned. Over a century of neglect, the
creature must succeed on a DC 14
fort has partially sunk into the swamp. Its
Constitution saving throw or become infected
halls are now covered in a thin layer of
by the malignant fungus growing throughout
muddy, foul water.
the keep.
Within these stagnant waters, a malignant
and sentient fungus has prospered. It has It takes 1d4 days for the fungal infection’s
slowly been seeping into the surrounding symptoms to manifest in an infected creature.
swamp, searching out suitable hosts—birds, Once the infection takes hold, it progresses in
insects, and other animals—to infect. stages, as follows:
Progress was slow…until the goblins arrived. 1. The infection presents as fatigue and
As the goblin warband pillages the land, the cramps and can easily be mistaken for
fungus’ spores spread. If the fungus isn’t sewer plague. The infected creature
dealt with, it could spell ruin for the entire suffers one level of exhaustion, and it
region. regains only half the normal number of
hit points from spending Hit Dice and no
General Features hit points from finishing a long rest.
2. 24 hours later, flowering spores begin
Unless stated otherwise, the Flooded Keep growing over the creature’s eyes: the
has the following features. infected creature loses its natural sense of
Size and Dimensions. The ceilings sight and gains blindsight out to a range
within each area of the Flooded Keep are of 40 feet.
roughly 15 feet high.
3. 24 hours later, the creature’s mouth is
Illumination. Treat each area as having sewn shut by fungal threads. Webs of
no light. flowering spores appear between fingers,
Surface Detail. An ankle-deep layer of toes, legs, and arms.
filthy, stagnant water has flooded the keep;
Goblin Keep 2
4. 24 hours later, the creature is compelled Keyed Locations
to shelter itself near other living creatures
but out of sight (such as a crawl space). The following locations are keyed to the map
Once shelter is found, a single, large fungal of the Flooded Keep on page 4.
thread ejects itself from the top of the
infected creature’s head, killing it instantly. G01 – Entrance Hall
The thread seeks out the closest surface
The halls of this once-stately keep have
and searches for a new host. The creature
fallen silent after a century of neglect.
can be restrained up to 6 hours before
Noisome, ankle-deep water surrounds you.
the fungal thread ejects itself anyway and
The stone walls are choked with flowering
begins seeking out the closest surface.
vines and buzzing insects.
At the end of each long rest, an infected
creature must make a DC 14 Constitution Hazard: Fungal Civilian. The corpse of
saving throw. On a failed save, the creature a fungus-covered civilian is pinned against the
suffers one level of exhaustion. On a wall; the fungus has grown into the stone.
successful save, the creature’s exhaustion level The mouth is sewn shut, and the eyes are
decreases by one level as normal, and the covered in flowering spores. A DC 12
infection’s progression temporarily halts. The Wisdom (Medicine) check reveals a large exit
infection can only be cured with a greater wound in the back of the civilian’s head,
restoration spell or similar effect. Until the where the fungal tendril emerged. Any
infection is cured, the creature can’t have less creature that inspects the civilian must
than one level of exhaustion. succeed on a DC 14 Constitution saving
throw or become infected by the malignant
fungus (see General Features).
Encounter: Swarm of Insects. The
civilian’s corpse is being consumed by a swarm
of insects. They don’t attack unless provoked
(such as by inspecting the civilian up close or
otherwise disturbing the corpse). Whenever
the swarm hits a target with its Bite attack,
the target must succeed on a DC 14 Consti-
tution saving throw or become infected by
the malignant fungus (see General Features).
Dean Spencer
Adventure Encounter
Level
1st 1 gelatinous cube
3rd+ Available in the full version
ended peacefully.
and choking
Treasure: Breehurd’s Hoard. Once
Warlord Breehurd is defeated or allowed to 3rd+ Available in the full version
leave, the characters are free to claim the
Goblin Keep 8
Area G09 Encounter
G08 – Infirmary
Adventure Encounter
Ruined bed frames and moldy sacks of Level
straw float on the water surrounded by
buzzing insects. Medicinal cabinets, 1st 2 goblin zombies
undisturbed, are arrayed along the wall. 3rd+ Available in the full version
Goblin Keep 10