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G.

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.
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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).

G02 – Fungal Larder


The stench of rotten food and mildew
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hangs heavy in the air. Every surface is


covered in black fungus.

Locked. The door to this area is locked


and boarded up (see General Features). Crude
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warnings in broken Common and Goblin Constitution saving throw or become infected
have been scrawled on the door with by the malignant fungus (see General
charcoal. The warnings translate to “NO Features). The nature of the encounter
OPEN.” depends on the level of the adventure, as
Hazard: Fungal Civilians. The corpses shown in the Area G02 Encounter table.
of several fungus-covered civilians have been Area G02 Encounter
tossed into the room. Their mouths are sewn
shut, and their eyes are covered in flowering Adventure Encounter
spores. A DC 12 Wisdom (Medicine) check Level
reveals a large exit wound in the back of the
1st 2 zombies
civilian’s head, where the fungal tendril
emerged. Any creature that inspects the 3rd+ Available in the full version
civilian must succeed on a DC 14
Constitution saving throw or become infected
by the malignant fungus (see General
Features).
Encounter: Undead. As the characters Treasure: Trinket. One of the undead
enter the room, multiple corpses rise as creatures is wearing a magical trinket around
fungus-animated undead. Whenever one of its neck. The nature of the treasure depends
these undead creatures hits a target with an on the level of the adventure, as shown in the
attack, the target must succeed on a DC 14 Area G02 Treasure table on the following page.
Goblin Keep 4
notices signs of recent battle: bloodstains,
Area G02 Treasure
sling bullets, broken arrows, etc. This was no
Adventure Treasure ransacking: the counters were flung over to
Level use as cover as the goblins battled the fungal
undead.
A pristine ring of poison resistance
1st that never loses its sheen Treasure: Dust of Dryness. A careful
search of the kitchen reveals a large sack that
3rd+ Available in the full version
contains 20 pinches of dust of dryness. The
area around the sack is completely free of
G03 – Kitchen fungus, mold, and filthy water. If the sack
ever comes within 5 feet of a fungal colony,
What was once the keep’s kitchen has long-
the colony emits a shriek audible within 300
since fallen into disrepair. It looks as though
feet of it; creatures within 5 feet of the
it's been recently ransacked: counters have
shrieking fungus take 2 (1d4) thunder damage
been overturned, pots and pans scattered,
and are deafened for 1d4 rounds. The fungus
and cabinets flung open.
continues to shriek until the dust sack moves
out of range.
Signs of Battle. A creature with a passive
Wisdom (Perception) score of 14 or higher

Dean Spencer

5 Dungeons & Lairs #83 (Free Version)


G04 – Muster Room Trapped Hallway – West. The hallway
leading west to areas G05, G06, and G07 has
A stagnant pool of swamp water surrounds been trapped by the goblin warband.
you. Aside from a few wooden chairs and a Rudimentary pressure plates have been
rotting table, the room appears to have been installed beneath the muddied water. The trap
stripped bare. activates when 50 pounds or more are placed
on a pressure plate; goblin creatures will
Encounter: Goblin Guards. Several never spring the trap. A creature must
goblins keep watch over this area. If the succeed on a DC 15 Wisdom (Perception)
goblins heard any fighting (or shrieking check to spot the pressure plates and netting.
fungus) coming from the south, they’re When the trap is triggered, the barbed net
already hiding as the characters enter—they springs up, covering a 10-foot-square area.
chatter nervously about “the deadsies” and Creatures in this area take 5 (1d10) piercing
shush one another. The nature of the damage from the barbs and become trapped
encounter depends on the level of the in the net: they’re suspended 10 feet in the air
adventure, as shown in the Area G04 and become restrained. A creature can use its
Encounter table. action to make a DC 10 Strength check,
freeing itself or another creature within its
Area G04 Encounter reach on a success. The net has AC 10 and 20
Adventure Encounter hit points. Dealing 5 slashing damage to the
Level net (AC 10) destroys a 5-foot-square section
of it, freeing any creature trapped in that
1st 2 goblins section. A creature that falls from the net
3rd+ Available in the full version takes 3 (1d6) bludgeoning damage.

Development: Goblins Surrender. G05 – North Barracks


Before the final blow is struck against the last
goblin guard, they attempt to surrender, Several rows of wooden bunks are arrayed
promising to take the characters directly to along the walls of this room; the bunks are
Warlord Breehurd in area G07. The goblin rotted and blackened with mold. Stinking
leads the characters directly into the barbed animal pelts are piled where it’s driest.
net trap; if the characters are successfully
restrained, the goblin laughs at them, then Treasure: Goblin Strongboxes. A careful
runs to warn Breehurd and gather reinforce- search of the room reveals crude strongboxes
ments in area G07. If the trap is disabled, the of bone and wood hidden beneath various
goblin apologizes and feigns ignorance. animal pelts. The strongboxes are locked (see
Locked Door – East. The door leading General Features). Only one roll is required
east to areas G08, G09, and G10 is locked to open the strongboxes (treat them as a
and boarded up (see General Features). Crude single treasure hoard). Whenever a creature
warnings in broken Common and Goblin fails to pick or force the locks, it takes 2 (1d4)
have been scrawled on the door with piercing damage from jutting bone and must
charcoal. The warnings translate to “BAD succeed on a DC 14 Constitution saving
PLANT HERE.” throw or become infected by the malignant
Goblin Keep 6
fungus (see General Features). The nature of Treasure: Magical Sword. A magical
the treasure depends on the level of the sword is stuck in one of the creatures in this
adventure, as shown in the Area G05 room. It requires a DC 14 Strength check
Treasure table. to pull out. The nature of the treasure
depends on the level of the adventure, as
Area G05 Treasure shown in the Area G06 Treasure table.
Adventure Treasure Area G06 Treasure
Level
2 gp, 15 sp, 23 cp, and 1 small Adventure Treasure
1st art object worth 25 gp Level

3rd+ Available in the full version A +1 shortsword that grants the


wielder advantage on attack
1st rolls with it against plant and
G06 – South Barracks ooze creatures
Nothing remains in this room but clumps 3rd+ Available in the full version
of rotten, moldy wood. There is a glint of
metal amidst the ruin: a sword hilt. G07 – Breehurd’s Throne
A makeshift platform of wood and stone
Development: Goblin Warning. If the has been raised in the western half of this
characters are being accompanied by the sur- room; atop the platform is a throne of bone
viving guard from area G04, the guard warns and animal skins. The goblins’ ill-gotten
them of the monster lurking in this room. gains are piled in the northwest corner.
Encounter: Refuse Monster. The
clumps of wood in this room are actually part Unlocked Door. The door to this area is
of one or more sleeping monsters. They will closed but unlocked. Creatures listening at the
not attack unless disturbed (such as by pulling door hear the goblins discussing the undead.
the sword hilt out of its body). Whenever one
of these creatures hits a target with an attack,
the target must succeed on a DC 14
Constitution saving throw or become infected
by the malignant fungus (see General
Features). The nature of the encounter
depends on the level of the adventure, as
shown in the Area G06 Encounter table.
Area G06 Encounter
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Adventure Encounter
Level
1st 1 gelatinous cube
3rd+ Available in the full version

7 Dungeons & Lairs #83 (Free Version)


Encounter: Breehurd’s Warband.
Warlord Breehurd and the rest of his
warband are recovering from their battle with
the undead. They are visibly hurt and will
only attack the characters if Breehurd
determines they have an overwhelming
advantage (for example, if the characters are
obviously injured or succumbed to the net
trap). Otherwise, he will attempt to parlay for
peace (see Development: Breehurd’s Offer
below). The nature of the encounter depends
on the level of the adventure, as shown in the
Area G07 Encounter table.
Area G07 Encounter
Adventure Encounter
Level
Warlord Breehurd (goblin)
1st and 4 goblins that are each
missing 2 (1d4) hit points
3rd+ Available in the full version

Development: Breehurd’s Offer. Should


the characters approach Breehurd, he will
attempt to bargain with them. In broken
Common, Breehurd tells them of the fungus
that reanimated the townspeople, explaining warband’s treasure hoard. The nature of the
that the whole ordeal began when they treasure depends on the level of the
attempted to explore the west half of the adventure, as shown in the Area G07
keep. He offers the characters a deal: the Treasure table.
warband will depart from these lands
immediately and leave half of their treasure Area G07 Treasure
behind. A successful DC 15 Charisma
(Intimidation or Persuasion) check convinces Adventure Treasure
Level
Breehurd to instead leave all of the treasure
behind. If the characters accept, Breehurd is 6 pp, 100 gp, 90 sp, 75 cp, 2 art
true to his word, and the goblin threat is objects worth 50 gp each, and
1st a dirty vial of dust of sneezing
Paper Forge

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

Treasure: Healing Potion. A careful G10 – Chapel Ruins


search of the medicinal cabinets reveals
several potions. The nature of the potions The water here is waist deep and pitch
depends on the level of the adventure, as black. The fungus growing throughout the
shown in the Area G08 Potions table. keep has completely taken over the room;
its tendrils pulsate and squelch to an
Area G08 Potions
inscrutable rhythm.
Adventure Potions
Level Locked. The door to this room is closed
1d2 potions of healing and 1 and locked (see General Features). The door
1st potion of poison is rotted through: its AC is reduced by 5, and
ability checks made to pick the lock or force
3rd+ Available in the full version
the door open are made with advantage.
G09 – Armory Hazard: Fungal Infection. Any creature
that starts its turn in the water must succeed
Fungus-covered weapon racks lie empty, on a DC 14 Constitution saving throw or
though bits of equipment bob on the water. become infected by the malignant fungus (see
Amongst the refuse are several goblin General Features).
corpses. Development: Destroying the Fungus.
The fungus can be destroyed in two ways:
Encounter: Undead. As the characters with fire or with repeated applications of dust
enter the room, several corpses rise as of dryness. Before fire can be applied to the
fungus-animated undead. Whenever one of fungus, the water in the room must be
these undead creatures hits a target with an removed either manually or magically (such as
attack, the target must succeed on a DC 14 by the create or destroy water spell). Once the
Constitution saving throw or become room is no longer submerged, the fungus can
infected by the malignant fungus (see easily be burnt with any fire source,
General Features). The nature of the destroying it—creatures infected with the
encounter depends on the level of the fungus are no longer infected and heal
adventure, as shown in the Area G09 naturally over the next 1d4 days.
Encounter table. Treasure: Staff of Withering. A staff of
withering lies at the center of the fungal mass.
Once the fungus is destroyed, the characters
are free to retrieve the staff.

9 Dungeons & Lairs #83 (Free Version)


Aftermath If one or more creatures left the Flooded
Keep with a fungal infection and didn’t
If the characters successfully defeat Warlord destroy the fungus in Area G10, they’ll have
Breehurd or otherwise convince the warband to seek immediate treatment. If no sufficient
to leave, the villagers can return to their treatment is found, the infection will
farming duties. If their patron demanded spread—and if it spreads too far, the
Breehurd’s head, they pay the characters upon sovereign may dispatch a regiment of knights
receipt; if the characters instead convinced to quarantine the region (at the GM’s
Breehurd to leave peacefully, their patron only discretion). Ω
pays them half of what was promised.
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Goblin Keep 10

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