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Slaark’s Crown

A D&D adventure for characters of levels 2–4

By Craig Campbell
Illustrations by Claudio Pozas
Cartography by Jared Blando

A group of goblins and hobgoblins have comman- Slaark took the lead in converting the abandoned
deered a long-forgotten dungeon and outfitted it complex to its new function. He designed and crafted
as their personal fortress. An unusually intelligent traps and locks to protect the finished chambers.
goblin named Slaark has declared himself king of The other goblins and hobgoblins saw that Slaark
all he surveys. After raiding several outlying farms had the best ideas and that Drekesh was content to
and settlements, Slaark has grown confident enough simply order them around. Slaark sensed this fact
to start demanding tribute from those he considers and, with choice words, he persuaded the others to
under his sway. The local commoners are at a loss for rise up and kill Drekesh, leaving Slaark in charge.
how to deal with Slaark. It’s up to the characters to Slaark continued his work, ordering the construc-
end the threat and bring peace to the area. tion of a wooden palisade atop the small hill that
“Slaark’s Crown” is a D&D adventure for charac- marked the entrance to the subterranean fortress.
ters of levels 2–4. It can be dropped into any lightly The monsters cut the tops off several large trees and
populated woodland area. Before running the adven- built the palisade between them, creating a roughly
ture, familiarize yourself with the goblin king, his circular wall that had appearance of a wooden crown.
captains, and his fortress. His troops named the fortress “Slaark’s Crown” and
proclaimed Slaark their king.
Background When the defenses were complete, Slaark ordered
his troops to raid the lands around Slaark’s Crown.
Around six months ago, a band of goblins and hob- They attacked farms and travelers, amassing food,
goblins discovered an abandoned dungeon beneath a supplies, and wealth. Anyone who resisted was killed
small hill in the wilderness. They explored the ruin or captured and forced to work in the dungeon.
and began converting it to their needs, intent on using Ten days ago, Slaark sent troops to deliver mes-
it as their own center of power. sages to several nearby settlements, describing the
For several months, the monsters toiled in and tribute they should pay Slaark if they wished to avoid
around their fortress, led by a hulking hobgoblin further attacks. In the time since, Slaark has ordered
named Drekesh. They transformed the dungeon’s his troops to conduct raids on travelers and spy on the
rooms into a home, complete with living quarters, a settlements in his domain.
mess hall, and a prison for their enemies. One par-
ticularly skilled and intelligent goblin arcanist named

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Synopsis Q uests Locks and Keys


Slaark crafted locks for several parts of the fortress.
The adventure begins when the characters hear of The adventurers can undertake and complete the fol-
He has a key for locks besides those to his captains’
Slaark’s demands from local villagers. After obtain- lowing quests.
chests. Each of his captains has the key for one or
ing what information they can, they set off to clear out
RESCUE THE PRISONERS more locks.
the goblinoid threat.
As they explore Slaark’s Crown, the characters 3rd-Level Major Quest (150 XP/Character)
piece together the puzzle that is King Slaark. They The characters complete this quest if they rescue Running the
find out Slaark has skill in crafting traps and locks. In
time, they learn exactly how Slaark came to power.
the prisoners Slaark holds in his fortress.
A dventure
SECURE THE STRONGHOLD On the surface, “Slaark’s Crown” is a straightfor-
A dventure Hooks 3rd-Level Major Quest (150 XP/Character)
The characters complete this quest after they
ward dungeon crawl. The adventurers travel through
Slaark’s fortress and deal with the monsters found
Use one of the following hooks to draw the characters decide what to do with the fortress. If the characters there. If the characters just want to kick down doors,
into the adventure, or come up with one of your own. wish to prevent others from using the dungeon, they kill monsters, and plow forward, let them do so. They
complete this quest by finding a way to seal the place. also have other options.
If the characters wish to claim the fort, they complete
Farmers’ Cross this quest when they take the place over.
As they pass through a village called Farmers’ Cross, Roleplaying
the adventurers hear about the so-called goblin king.
The inhabitants of this trading crossroad and farm-
T reasure Given that Slaark is expecting tribute, the characters
might pretend to bring tribute to the goblin king. If
ing settlement are gathered in the village square and Assign treasure appropriate for the party’s level they’re successful, they can keep up the charade as
are having a heated discussion over how to deal with using the parcel technique of treasure distribution long as they like. When an encounter includes an
Slaark’s tribute demands. described in the Rules Compendium™ . Here are some option for talking, a subsection describes what is
options for treasure types and placement. required to deal with the creatures in the area.
Tribute Wagon F The bulk of Slaark’s accumulated treasure should If the characters bypass combat through good role-
The characters come upon a tribute wagon en route be located in the tribute room (area 16), including playing and/or skill use, they earn the same XP they
from Farmers’ Cross to Slaark’s Crown, learning of most of the magic items you wish to give out. would have for defeating the monsters. Keep in mind,
the situation in the area by questioning the villagers F Slaark might carry several gemstones or small however, that any enemies left behind are there
driving the wagon. This option is ideal if you want to art objects on his person. A few inexpensive gem- to confront the characters after they’ve dealt with
emphasize how the adventurers might use the tribute stones could be set into the wooden crown worn Slaark. Don’t grant XP for fooling such enemies and
wagon to get inside the fortress walls by subterfuge. by the goblin king. later defeating them in combat.

F Any of Slaark’s captains, as well as the beholder


Rumors from Afar gauth Slaark has allied with, might have a few Extended Rests
While traversing the edge of Slaark’s territory, the trinkets of significant value. Such items could be The characters can fight within Slaark’s Crown and
adventurers hear rumors of a goblin king demanding carried on their persons or stashed in the captains’ then retreat to rest. When they return, they find the
tribute. They then travel either to the village of Farm- barracks (area 15) or the fissure (area 9). remaining enemies on guard. Roleplaying past a
ers’ Cross or directly to Slaark’s Crown with the aid of group of enemies is then impossible. In addition, the
directions provided by a helpful local. enemies in the fortress might have rearranged them-
selves and set up new traps or ambushes.

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Trouble in Slaark’s in the village, ample food and water, and gratitude.
That said, he notes that the goblins likely have signifi-
1. Palisade
“Kingdom” cant treasure from their raiding.
Exploration Encounter
Whatever method you use to bring the adventurers
A tall wall surrounds Slaark’s Crown.
into the story, Barris Feldstone is their main source of
information. Barris is an aging human male and a vil-
Slaark’s Crown Light: Varies depending on the time of day.
lage elder in Farmers’ Cross. He is wise, level-headed, The above-ground portion of Slaark’s fortress is com-
posed of a wooden palisade and gate. A handful of When characters approach the site, read:
and trustworthy. But he has been a farmer all his life
ancillary buildings and a small hillock (the entry to A recently deforested clearing opens on a small rise, with
and is not prepared to deal with marauding gobli-
the dungeon below) lie within. sawed-off tree stumps dotting the area. A palisade of
noids. In fact, no one in and around Farmers’ Cross is
10-foot-tall tree trunks wraps around the top of the rise,
particularly skilled in combat.
and a single wooden gate faces you. A handful of taller
If the characters arrive at Farmers’ Cross, Barris
is leading the discussion in the village square. Most
Wandering Guard tree trunks are placed in the wall, their upper branches
Roleplaying Encounter removed. From the distance, the structure resembles a large
of the villagers are afraid of the goblins and want to
or Combat Encounter (100 XP) wooden crown resting atop a grassy head.
pay the tribute. Some are more militant and want to
A thin stream of smoke rises from within the palisade.
see the goblins killed. Barris is listening to both sides
The characters come upon a lone guard wandering
when the characters arrive.
Slaark’s Crown—either one goblin cutthroat or one If the characters peer through the gaps in the tim-
If the characters first come across the tribute wag-
hobgoblin battle guard (statistics for both appear bers, a lone goblin mounted on a wolf can be seen
on, Barris is leading the pair of draft horses pulling it,
later). You can start this encounter in any way you making a slow circle of the central hill. Any charac-
and three of the most stalwart villagers from Farm-
want. The guard might suddenly come around a ter who makes a successful DC 15 Perception check
ers’ Cross accompany him. When the characters
corner, or characters might hear the guard approach- hears the huffing and movement of the dire wolf in
approach the wagon, they overhear Barris discuss-
ing before it is aware of them. the largest of the stables (area 3).
ing how they’re going to make the transfer of tribute.
The guard is easily fooled if characters pretend to
They can also overhear one of the villager’s concerns
be bringing tribute. If questioned about Slaark and Development
that they might all be captured and enslaved when
the fort’s history, the guard relates whatever you want The creatures in area 2 don’t expect guests. They are
they get to Slaark’s Crown.
the characters to know. If the characters press for resting and engaged in idle banter. If the monsters
Barris tells the characters everything he knows
too much tactical or strategic information, the guard hear the characters coming, Beshk rides her dire wolf
about the situation, which includes the recent raids,
grows wary and retreats to find allies. to the gate to meet the party. Other creatures main-
Slaark’s demand of tribute, and the recent abductions
The best locations to encounter this guard include tain their positions unless Beshk calls them. Refer to
in the area. He doesn’t know anything about the inte-
the following: area 2 for more information on the monsters.
rior of the fortress or Slaark’s forces.
He requests that the characters rescue any prison- ✦ Upper stair (area 5)
ers in Slaark’s Crown and return them to Farmers ✦ Mess hall (area 7, combat alerts monsters in
Walls and Gate
Cross. The characters gain the “Rescue the Prisoners” area 8 and 10) Climbing the wall or gate requires successful DC
quest. He also requests that the characters ensure 15 Athletics checks. The double-door gate is 10 feet
✦ Privies (area 11)
that the Slaark’s fortress can never again be used by wide, 10 feet tall, and barred on the inside (Athletics
✦ Escape tunnel (area 12) DC 30 to break). It has the following properties: AC/
enemies. The characters gain the “Destroy/Secure the
Stronghold” quest. ✦ Lower stair (area 13) Reflex 3, Fortitude 15; immune to poison, psychic,
If the characters agree to help the villagers, Barris ✦ Corridor (area 14, combat alerts monsters in forced movement, all conditions; hp 150.
offers the most meager of rewards—room and board area 18)

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2. Yard
Roleplaying Encounter
or Combat Encounter Level 4 (900 XP)

Wolf riders patrol this area.


Light: Based on the time of day.
Monsters: 1 hobgoblin beast master (Beshk), 1
dire wolf, 2 goblin beast riders, 2 gray wolves, 4 twig
blight seedlings.
Other Creatures: 3 human rabble (prisoners).

When characters can see the yard, read:


A pair of stone doors is set into the hillside nearest the pali-
sade entrance. A series of ditches, forming what seems to be
an incomplete moat, surround the hill. Several outbuildings
stand near the inside edge of the wall, which is lined with
thorny brush.

The creatures are in various locations. Beshk is with


her dire wolf in area 3, along with another goblin and
wolf. One beast rider slowly circles the yard on a wolf.
Twig blights hide among the brush (Perception DC
18 to spot them). Each pit contains one human pris-
oner pitching dirt out of the pit with a shovel, which
can be used as a club if the human must fight.

Features of the Area


Pits: Slaark ordered the creation of a moat for
his fortress entrance. Each of the three pits is 10 feet
deep. Climbing a pit requires successful DC 12 Ath-
letics checks.
Escape Tunnel: The exit of the escape tunnel
(area 12) lies along the palisade’s east wall. It can be
found with a successful DC 15 Perception check.

Beshk
Beshk is especially wary, given that she is the first
line of defense at Slaark’s Crown. She is more likely to
let the characters pass if they have a convincing ruse.
If they’ve hidden their weapons from view, act in a

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subservient manner, and/or produce a tribute, she


becomes easier to fool.
4. Storage Hut 6. Boiling Oil Room
Exploration Encounter Exploration Encounter
If the players use skill checks, they need to make
or Combat Encounter (100 XP)
three consecutive successful Diplomacy and/or Bluff
This simple outbuilding is used for storage.
checks opposed by Beshk’s Insight check (with a +2
Light: None. The door to this room is hidden from view outside
bonus because of her suspicion) to persuade her. If
the hill. Smoke streams from a vent in the hill above
they fail a skill check, Beshk grows wary (increasing
When characters explore the hut, read: it. Discovering the door requires a successful DC 15
her Insight bonus to +4) and the characters must,
Within this simple hut are many tools, empty barrels and Perception check.
again, succeed on three checks to move on. If they fail
crates, rope, and other bits of gear. A large pile of firewood Light: Bright firelight.
again, or ever fail a check by 5 or more, Beshk orders
fills half the hut. Monsters: 1 goblin cutthroat.
her troops to attack.
If the characters talk their way into the fortress,
Slaark’s troops stow items here for which they have When characters open the door, read:
Beshk uses her key to unlock the doors to area 5. She
no immediate need. The firewood is to be used in the A small fire blazes in a long, narrow pit in this room. Metal
calls forth a goblin cutthroat (see the “Wandering
boiling oil room (area 6). bowls hang above the fire pit. The bowls are attached to a
Guard” section) to escort the party.
long, horizontal pole set into the walls. Several small casks
Beshk also has the key to her chest in area 15.
5. Upper Stair are piled nearby.
Prisoners Exploration Encounter Goblin Cutthroat Level 1 Skirmisher
The human prisoners want only to flee from the fort Small natural humanoid XP 100
if the monsters here are slain. They do, however, The stair leads to the first underground level of HP 30; Bloodied 15 Initiative +5
know a few useful facts about the fortress. They were Slaark’s Crown. AC 15, Fortitude 13, Reflex 14, Will 13 Perception +2
always blindfolded when led between the yard and Ceiling: 10 feet high in the stair chamber. Speed 6 Low-light vision
the prison, but they know that they traverse a flight of Light: Based on the time of day. Standard Actions
stairs between the two. They can describe the prison m Short Sword ✦ At-Will
Attack: Melee 1 (one creature); +6 vs. AC
(area 8) in detail, including the presence of the gauth. When the party approaches the doors, read:
Hit: 1d6 + 5 damage, or 2d6 + 5 if the goblin has combat
A pair of stone doors is set into the hillside nearest the pali- advantage against the target. In addition, the goblin can
3. Stables sade entrance. A metal lock plate decorates one door. shift 1 square.
R Dagger ✦ At-Will
Exploration Encounter The doors to the upper stair are locked (DC 15 Thiev- Attack: Ranged 10 (one creature); +6 vs. AC
ery check to pick the lock). Hit: 1d4 + 5 damage.
These small lean-tos house the goblins’ wolf mounts. Move Actions
Light: Based on the time of day. When the characters enter, read: Deft Scurry ✦ At-Will
Effect: The goblin shifts up to 3 squares.
The floor and walls of this chamber are comprised of stone. Triggered Actions
When characters examine the stables, read: Upright timbers support a plank ceiling 10 feet above Goblin Tactics ✦ At-Will
Numerous wolf prints run through and around these ram- the floor. In the center of the room, a spiral stair of stone Trigger: The goblin is missed by a melee attack.
shackle wooden lean-tos, with one set of prints noticeably descends into darkness. Effect (Immediate Reaction): The goblin shifts 1 square.
larger than the others. A half-eaten deer lies on blood- Skills Stealth +8, Thievery +8
stained soil nearby. If the characters examine the doors from the inside, Str 13 (+1) Dex 17 (+3) Wis 14 (+2)
Con 14 (+2) Int 8 (–1) Cha 8 (–1)
they discover that the lock plate has a lever mecha-
The number of stables indicates that Slaark com- Alignment evil Languages Common, Goblin
nism built into it. Manipulating the lever locks and Equipment leather armor, light shield, short sword, 2 daggers
mands more goblins than those present in area 2. unlocks the doors from the inside.

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2 Goblin Beast Riders Level 1 Skirmisher Dire Wolf Level 5 Skirmisher 4 Twig Blight Seedlings Level 1 Minion Skirmisher
Small natural humanoid XP 100 each Large natural beast (mount) XP 200 Small fey humanoid (plant) XP 25 each
HP 29; Bloodied 14 Initiative +5 HP 67; Bloodied 33 Initiative +7 HP 1; a missed attack never damages a minion. Initiative +5
AC 15, Fortitude 13, Reflex 15, Will 13 Perception +1 AC 19, Fortitude 18, Reflex 17, Will 16 Perception +9 AC 15, Fortitude 12, Reflex 15, Will 13 Perception +6
Speed 6 Low-light vision Speed 8 Low-light vision Speed 5 (forest walk), climb 5 Darkvision
Traits Traits Resist 5 poison
Perfect Position Pack Harrier Traits
If the goblin is mounted and its mount ends its turn at The wolf has combat advantage against any enemy that is Rooted
least 4 squares from where it started, the mounted gob- adjacent to two or more of the wolf’s allies. When an effect forces the seedling to move through a pull,
lin’s attacks deal 1d6 extra damage until the start of the Pack Hunter (mount) a push, or a slide, the seedling can move 3 squares fewer
mount’s next turn. The wolf’s rider has combat advantage against any enemy than the effect specifies.
Standard Actions that is adjacent to one of the rider’s allies other than the Standard Actions
m Javelin (weapon) F At-Will wolf. m Claw (poison) F At-Will
Attack: Melee 1 (one creature); +6 vs. AC Standard Actions Effect: Before the attack, the seedling shifts up to 2
Hit: 1d6 + 6 damage. m Bite F At-Will squares.
R Javelin (weapon) F At-Will Attack: Melee 1 (one creature); +10 vs. AC Attack: Melee 1 (one creature); +6 vs. AC
Attack: Ranged 10 (one creature); +6 vs. AC Hit: 2d8 + 4 damage, or 3d8 + 4 against a prone target. Hit: 3 poison damage, or 5 poison damage if the target is
Hit: 1d6 + 5 damage. The target falls prone if the wolf has combat advantage granting combat advantage to the seedling.
Triggered Actions against it. Skills Stealth +8
Mounted Goblin Tactics F At-Will Str 19 (+6) Dex 16 (+5) Wis 14 (+4) Str 7 (–2) Dex 17 (+3) Wis 12 (+1)
Requirement: The goblin must be mounted. Con 19 (+6) Int 5 (–1) Cha 11 (+2) Con 9 (–1) Int 5 (–3) Cha 10 (+0)
Trigger: The goblin or its mount is missed by a melee Alignment unaligned Languages — Alignment chaotic evil Languages Elven
attack.
Effect (Immediate Reaction): The goblin’s mount shifts 1
2 Gray Wolves Level 2 Skirmisher Human Rabble Level 2 Minion Brute
square.
Medium natural beast XP 125 each Medium natural humanoid XP 31
Skills Stealth +8, Thievery +8
HP 38; Bloodied 19 Initiative +6 HP 1; a missed attack never damages a minion. Initiative +1
Str 13 (+1) Dex 17 (+3) Wis 12 (+1)
AC 16, Fortitude 14, Reflex 15, Will 13 Perception +7 AC 16, Fortitude 15, Reflex 13, Will 13 Perception +1
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Speed 8 Low-light vision Speed 6
Alignment evil Languages Common, Goblin
Equipment leather armor, 6 javelins Standard Actions Traits
m Bite ✦ At-Will Mob Rule
Attack: Melee 1 (one creature); +7 vs. AC The rabble gains a +2 power bonus to all defenses while
Hit: 1d6 + 5 damage, or 2d6 + 5 against a prone target. If adjacent to two or more allies.
the wolf has combat advantage against the target, the Standard Actions
target falls prone. m Club (weapon) ✦ At-Will
Effect: The wolf shifts up to 4 squares. Attack: Melee 1 (one creature); +7 vs. AC
Str 13 (+2) Dex 16 (+4) Wis 13 (+2) Hit: 5 damage.
Con 14 (+3) Int 2 (–3) Cha 10 (+1) Str 14 (+3) Dex 10 (+1) Wis 10 (+1)
Alignment unaligned Languages — Con 12 (+2) Int 9 (0) Cha 9 (0)
Alignment any Languages Common
Equipment club

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The goblin here is tending a fire that is part of the


trap in area 7. Accustomed to hearing training drills
D ungeon L evel 1 Trap
The trap can be delayed for 2 rounds by pressing a
in the yard outside, the goblin doesn’t suspect he’s in The first underground level of Slaark’s Crown con- pressure plate set into the wall near the oil chute. Two
danger until someone opens the secret door. tains barracks for Slaark’s troops, a foul mess hall, a such plates exist, one within the stair area and one in
prison, and several other chambers. the mess hall nearby. Finding a wall plate requires a
Trap Ceiling in the dungeon are 15 feet high. successful DC 20 Perception check.
The trap apparatus consists of two horizontal rods set
into the walls, each containing several bowls of oil
heated to boiling by the fire and ready to pour into
7. Mess Hall Bone Piles
Exploration Encounter The bone piles are difficult terrain. If characters poke
area 7. The trap can be locked from here with a lever. through the jumbled piles of bones, they can identify
and Trap Encounter (400 XP)
If characters examine the trap, they discover a four human skulls, a dwarf skull, a halfling skull, and
narrow slit in the floor below the oil bowls. A limited animal skulls.
The goblinoids take their meals in this foul hall.
view of area 7 is visible through the slit.
Light: Dim light from flickering torches.
Casks Trap: Boiling oil chute. 8. Prison
Four casks near the trap contain a gallon of oil each. Roleplaying Encounter
When characters see into the mess hall, read: or Combat Encounter Level 5 (1,175 XP)
Several more empty casks are in the same stack. Piles of bones and dark stains are the main features of
this chamber. The walls and ceiling are faced with stone. The door to this room is locked, and it requires a suc-
Torches hung from the walls provide f lickering light. The cessful DC 15 Thievery check to open.
heavy odor of copper and rot hangs in the air. Light: Dim light from flickering torches.
Boiling Oil Chute Level 5 Elite Trap
Monsters: 1 hobgoblin commander (Thrak), 3
Object XP 400 hobgoblin spear soldiers, 1 beholder gauth (Kril-
Detect Perception DC 22 Initiative — gathis), 1 maw demon.
Immune attacks Other Creatures: 5 human rabble (prisoners).
Triggered Actions
C Attack (fire) F Recharge when the apparatus is reset When characters enter the prison, read:
Trigger: A creature steps on the pressure plate space. In the center of the room is a large pit. Above the pit, an
Attack (Immediate Reaction): Close blast 2 (creatures in the
open-bottomed circular cage, 10 feet across, hangs 5 feet
blast); +8 vs. Reflex
Hit: 3d6 + 5 fire damage, and ongoing 5 fire damage (save
above the pit. A crudely crafted cell, its door closed and
ends). chained, takes up the southern portion of the room.
Countermeasures
F Disable: Thievery DC 22 (standard action). Success: The The creatures are in various locations. The maw
pressure plate is modified and the trap is disabled. Fail- demon starts in the pit with one prisoner. Each hob-
ure (17 or lower): The trap triggers. goblin is near the cell. The beholder gauth begins
F Reset: A creature near the upper apparatus can take a
hidden at the top of the fissure (area 9). Four prison-
standard action to reset the trap. If the trap has attacked
and been reset already, then attacks again, it must be
ers are in the cell to the south.
refilled.
F Refill: If the trap needs to be refilled, it takes 1 minute.

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Hobgoblin Commander Level 5 Soldier (Leader) 3 Hobgoblin Spear Soldiers Level 3 Skirmisher Beholder Gauth Level 5 Elite Artillery
Medium natural humanoid XP 200 Medium natural humanoid XP 150 each Medium aberrant magical beast XP 400
HP 64; Bloodied 32 Initiative +6 HP 48; Bloodied 24 Initiative +5 HP 102; Bloodied 51 Initiative +4
AC 21, Fortitude 21, Reflex 18, Will 19 Perception +5 AC 17, Fortitude 17, Reflex 15, Will 15 Perception +3 AC 17, Fortitude 16, Reflex 18, Will 19 Perception +10
Speed 5 Low-light vision Speed 6 Low-light vision Speed 0, fly 6 (hover) All-around vision, darkvision
Traits Traits Saving Throws +2; Action Points 1
Lead from the Front Threatening Reach Traits
When the hobgoblin hits an enemy with a melee attack, The hobgoblin can make opportunity attacks against ene- All-Around Vision
the hobgoblin’s allies gain a +2 bonus to attack rolls and mies within its weapon’s reach (2 squares). Enemies can’t gain combat advantage by flanking the
damage rolls against that enemy until the end of the hob- Standard Actions gauth.
goblin’s next turn. m Longspear (weapon) F At-Will Standard Actions
Standard Actions Attack: Melee 2 (one creature); +8 vs. AC m Bite F At-Will
m Spear (weapon) F At-Will Hit: 1d10 + 6 damage. Attack: Melee 1 (one creature); +10 vs. AC
Attack: Melee 1 (one creature); +10 vs. AC R Javelin (weapon) F At-Will Hit: 2d4 + 5 damage.
Hit: 2d8 + 4 damage. Attack: Ranged 20 (one creature); +8 vs. AC R Eye Rays F At-Will
Effect: The hobgoblin marks the target until the end of the Hit: 2d6 + 4 damage. Effect: The gauth uses two eye ray powers chosen from the
hobgoblin’s next turn. Move Actions list below. Each eye ray must target a different creature.
Minor Actions Phalanx Movement F At-Will Using eye rays does not provoke opportunity attacks.
C Tactical Deployment F Recharge 5 6 Effect: The hobgoblin and each ally adjacent to it can shift 1. Fire Ray (fire): Ranged 8; +10 vs. Reflex; 2d6 + 6 fire
Effect: Close burst 5 (allies in the burst). Each target can 1 square as a free action. The allies must end adjacent to damage.
shift up to 3 squares. the hobgoblin. 2. E xhaustion Ray (necrotic): Ranged 8; +10 vs. Forti-
Triggered Actions Triggered Actions tude; 1d8 + 4 necrotic damage, and the target is
Hobgoblin Resilience F Encounter Tactical Withdrawal F At-Will weakened (save ends).
Trigger: The hobgoblin is subject to an effect that a save Trigger: An enemy enters a square adjacent to the 3. Sleep Ray (charm): Ranged 8; +10 vs. Fortitude; the
can end. hobgoblin. target is slowed (save ends).
Effect (Immediate Reaction): The hobgoblin can make a Effect (Immediate Reaction): The hobgoblin shifts up to 3 First Failed Saving Throw: The target is knocked
saving throw against the triggering effect. squares. unconscious instead of slowed (save ends).
Str 20 (+7) Dex 14 (+4) Wis 16 (+5) Str 19 (+5) Dex 15 (+3) Wis 14 (+3) 4. Telekinesis Ray: Ranged 8; +10 vs. Fortitude; the
Con 16 (+5) Int 12 (+3) Cha 10 (+2) Con 16 (+4) Int 11 (+1) Cha 10 (+1) gauth slides the target up to 4 squares.
Alignment evil Languages Common, Goblin Alignment evil Languages Common, Goblin Minor Actions
Equipment scale armor, heavy shield, spear Equipment chainmail, longspear, 6 javelins r Central Eye F At-Will
Attack: Ranged 5 (one creature); +10 vs. Will
Features of the Area Thrak Hit: The target is immobilized until the end of the gauth’s
next turn.
Pit: The pit is 10 feet deep. Climbing into or out of Thrak is the prison overseer, and he’s suspicious of
Str 12 (+3) Dex 15 (+4) Wis 16 (+5)
the pit requires a DC 15 Athletics check. intruders. If the characters claim they’re bringing Con 15 (+4) Int 18 (+6) Cha 20 (+7)
Cage: The cage is circular and 10 feet tall. It has tribute, Thrak says they have no business here and Alignment evil Languages Deep Speech
no bottom. It is affixed to a heavy chain and pulley should leave. Any misstep causes Thrak to order an
system set into the stone ceiling. The chains run to a attack. Thrak has the keys to area 5, area 8 (here), to The gauth allied with Slaark. It helps keep guard in
complex gear and lever system on the wall near the the cell door here, and to his chest in area 15. exchange for torturing and eating prisoners.
fissure as indicated on the map. Krilgathis might join negotiations here, but its sadis-
Cell: The cell is built from iron bars and wooden Krilgathis tic predilections mean that if it participates, it probably
planks. A roughly rectangular door, 3 feet high and 5 A beholder gauth named Krilgathis ventured into has only negative effects on the conversation.
feet long, has a chain and heavy padlock holding it in Slaark’s Crown through the fissure (area 9) a few The gauth has little loyalty to the goblins. It flees
place (DC 15 Thievery check to pick the lock). months ago, when it heard activity in the dungeon. through area 9 if the fight looks lost.

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Slaark’s Crown

Maw Demon
Medium elemental humanoid (demon)
Level 2 Brute
XP 125
9. Fissure Perception DC 19: The character spots a mass of
spiders crawling along the fissure wall.
HP 42; Bloodied 21 Initiative +1
Roleplaying Encounter
AC 14, Fortitude 14, Reflex 13, Will 12 Perception +2 or Combat Encounter Level 1 (300 XP)
This fissure opens into area 8. It descends and slices
Speed 6 Darkvision
between area 14 and area 17. From there, it contin-
Traits A long, narrow fissure in the rock connects this area
O Snapping Jaws F Aura 1
ues on into the Underdark, deep beneath Slaark’s
of the dungeon to the level below and with the Under-
Enemies within the aura grant combat advantage. Crown. The fissure walls are uneven stone, providing
dark far beneath it.
Standard Actions plenty of handholds and footholds (DC 10 Athletics
Light: None.
m Bite F At-Will to climb).
Attack: Melee 1 (one creature); +5 vs. AC
Monsters: 2 spider swarms.
Hit: 1d12 + 5 damage.
Move Actions When characters can see into the fissure, read: 10. Barracks
Ravenous Advance F At-Will A long, narrow pit descends into the depths. It smells of Roleplaying Encounter
Effect: The demon shifts 5 squares to a square adjacent to dusty stone and copper. or Combat Encounter Level 3 (800 XP)
the nearest bloodied enemy.
Triggered Actions
Variable Resistance F Encounter
Spider Swarm Level 3 Soldier The guards’ barracks are simple but functional.
Trigger: The demon takes acid, cold, fire, lightning, or thun-
Medium natural beast (spider, swarm) XP 150 Light: Bright light from the fire pit.
der damage. HP 44; Bloodied 22 Initiative +6 Monsters: 1 hobgoblin commander (Vrilke), 4
Effect (Free Action): The demon gains resist 10 to the trig- AC 19, Fortitude 13, Reflex 16, Will 15 Perception +3 hobgoblin battle guards.
gering damage type until the end of the encounter. Speed 6, climb 6 (spider climb) Tremorsense 5
Str 17 (+4) Dex 11 (+1) Wis 13 (+2) Resist half damage from melee and ranged attacks; Vulner-
able 5 to close and area attacks
When the characters enter the barracks, read:
Con 12 (+2) Int 5 (–2) Cha 6 (–1)
Traits This large, stone-walled chamber is dotted with ratty mat-
Alignment chaotic evil Languages understands Abyssal
O Swarm Attack F Aura 1 tresses, piles of straw, and other detritus. The walls are
Prisoners Any enemy that starts its turn in the aura is slowed until smeared with stains and etched with strange lettering.
the start of its next turn.
The five prisoners need medical attention. Two of Swarm
them have to be carried home if they can’t be healed If monsters are present, two of the hobgoblin battle
The swarm can occupy the same space as another creature,
with magic that requires no expenditure of healing guards are standing against the far wall and two others
and an enemy can enter its space, which is difficult terrain.
surges on their part. These prisoners know nothing The swarm cannot be pulled, pushed, or slid by melee or
are out of sight in the side chambers (DC 17 Percep-
about the rest of the fortress. ranged attacks. It can squeeze through any opening that is tion check to hear them shuffling about). Vrilke begins
large enough for at least one of the creatures it comprises. on the side of the fire pit opposite the characters.
Web Walk
The spider ignores difficult terrain composed of webs. Features of the Area
Standard Actions Fire Pit: This magical fire pit (which produces no
m Swarm of Fangs (poison) F At-Will
Attack: Melee 1 (one creature); +6 vs. Reflex
smoke) was once part of the kitchen. It now warms
Hit: 1d6 + 3 damage, and ongoing 5 poison damage (save this level of the dungeon. Any creature that enters the
ends). fire or starts it turn there takes 5 ongoing fire damage
Skills Athletics +6, Stealth +9 (save ends).
Str 11 (+1) Dex 17 (+4) Wis 14 (+3)
Con 12 (+2) Int 1 (–4) Cha 7 (–1)
Alignment unaligned Languages —

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Slaark’s Crown

Vrilke 4 Hobgoblin Battle Guards


Medium natural humanoid
Level 3 Soldier
XP 150 each
12. Escape Tunnel
Any convincing story is likely to appease Vrilke, Exploration Encounter
HP 49; Bloodied 24 Initiative +5
who then allows the characters to continue on. The
AC 19, Fortitude 17, Reflex 15, Will 15 Perception +8
troops know Vrilke isn’t smart, but they fear him. Speed 6 Low-light vision This tunnel connects the privy (area 11) to the yard
They might warn him that the characters are trying Standard Actions above (area 2).
to deceive him. If they do, Vrilke flies into a rage and m Flail (weapon) ✦ At-Will Light: None.
orders an attack. Attack: Melee 1 (one creature); +8 vs. AC
Vrilke has the key to area 5 and the one to his Hit: 1d10 + 5 damage, and the hobgoblin marks the target
When characters enter the tunnel, read:
chest in area 15. until the start of the hobgoblin’s next turn.
Move Actions
This narrow tunnel is difficult to traverse. Its walls and
Phalanx Movement F At-Will ceiling are cut unevenly into the rock, forcing anyone larger
Hobgoblin Commander Level 5 Soldier (Leader) Effect: Close burst 1 (allies in the burst). The hobgoblin and than a halfling to push and squeeze through.
Medium natural humanoid XP 200 each target can shift 1 square as a free action. The target
HP 64; Bloodied 32 Initiative +6 must shift to a square adjacent to the hobgoblin. Medium creatures must squeeze to move through this
AC 21, Fortitude 21, Reflex 18, Will 19 Perception +5 Triggered Actions tunnel. Large creatures cannot fit.
Speed 5 Low-light vision Share Shield ✦ At-Will
Traits Trigger: An adjacent ally is hit by an attack against AC or
Lead from the Front
When the hobgoblin hits an enemy with a melee attack,
Reflex. 13. Lower Stair
Effect (Immediate Interrupt): The ally gains a +2 bonus to AC
the hobgoblin’s allies gain a +2 bonus to attack rolls and
Exploration Encounter
and Reflex against the triggering attack.
damage rolls against that enemy until the end of the hob- Str 19 (+5) Dex 14 (+3) Wis 15 (+3)
goblin’s next turn. Con 17 (+4) Int 10 (+1) Cha 10 (+1) The stair connects the first and second dungeon levels.
Standard Actions Alignment evil Languages Common, Goblin Light: Dim light from flickering torches.
m Spear (weapon) F At-Will Equipment chainmail, heavy shield, flail
Attack: Melee 1 (one creature); +10 vs. AC When characters descend the stair, read:
Hit: 2d8 + 4 damage.
Effect: The hobgoblin marks the target until the end of the 11. Privy A stone stair fills this small chamber, descending farther
into the ground. A few torches pinned to the stone wall fill
hobgoblin’s next turn. Exploration Encounter
Minor Actions the stairwell with light.
C Tactical Deployment F Recharge 5 6
Effect: Close burst 5 (allies in the burst). Each target can
This room is filled with waste.
shift up to 3 squares. Light: None.
Triggered Actions
Hobgoblin Resilience F Encounter When characters discover the privy, read:
Trigger: The hobgoblin is subject to an effect that a save A foul stench spreads from this chamber, which is filled calf-
can end. deep with waste and excrement. The walls are lined with
Effect (Immediate Reaction): The hobgoblin can make a
sheets of cloth and leather, all smeared with filth.
saving throw against the triggering effect.
Str 20 (+7) Dex 14 (+4) Wis 16 (+5)
Con 16 (+5) Int 12 (+3) Cha 10 (+2) A narrow opening behind one of the filthy cloth
Alignment evil Languages Common, Goblin sheets leads to a tunnel.
Equipment scale armor, heavy shield, spear

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Slaark’s Crown

D ungeon L evel 2 Pendulum Scythes


Object
Level 4 Trap
XP 175
Hidden Chests
A small chest is hidden under each bed. Each of these
The lowest dungeon level contains Slaark’s throne Detect Perception DC 21 Initiative +6 chests is locked (Thievery DC 15 to open). Their con-
room, his personal chamber, his tribute room, and HP 48
tents are as follows:
quarters for his captains. AC 15, Fortitude 12, Reflex 12, Will —
Immune necrotic, poison, psychic, forced movement, all con-
Wolf Captain’s Chest (Beshk): Several com-
ditions, ongoing damage mendations from Slaark (each is a piece of parchment
14. Corridor Standard Actions with a crude compliment written on it in Goblin);
Trap Encounter Level 1 (350 XP)
M Attack F At-Will trinkets stolen from prisoners; a rough drawing of the
Attack: Melee 0 (each creature in a row of squares); +9 vs. perceived extent of Slaark’s kingdom.
AC War Captain’s Chest (Vrilke): One commenda-
A central passage connects to most of the chambers Hit: 1d10 + 2 damage, and ongoing 5 damage (save ends).
on this level. tion; several rotted chunks of animal meat; several
In addition, the blade pushes the target 1 square (in the
Light: Dim light from braziers. direction of the blade’s movement) and knocks the target
humanoid ears; a rusty dagger.
Trap: Pendulum scythes. prone. Captain of the Prison’s Chest (Thrak): Several
Countermeasures commendations; a crude drawing of a hobgoblin sit-
When the characters enter the corridor, read: F Disable: Thievery DC 21. Success: One blade is disabled, ting on a throne (Thrak drew this picture of himself ).
This long, wide corridor has two doors to the north and a set
rendering one row of squares safe from attack. Captain of the King’s Guard’s Chest
F Predict: Dungeoneering DC 21 (minor action). Success: (Brakik): Several commendations; a hobgoblin skull
of double doors to the south. Fine tiles separated by narrow The creature can determine the row of squares the trap
seams line the floor. The walls are cut smooth from the bed- (Drekesh’s); a journal written in stilted Common. The
will attack on its next turn.
rock but are scored to appear like masonry. Dim light comes journal recounts most of what has happened since
from two small braziers, one at each end of the corridor. When characters enter the room, read: the goblinoids’ arrival at the dungeon. If characters
This chamber contains four simple wooden beds with straw read it, provide whatever information you want from
Two identical pendulum scythe traps are in this cor- mattresses along the walls. Clothing, weapons, and pieces the adventure background. Be sure to include the
ridor. They cover the areas indicated on the map. The of armor hang from iron spikes hammered into the stone part about Slaark overthrowing the previous leader,
trap blades swing up from gaps between the floor walls, which are neatly painted with phrases in the Goblin Drekesh. The account isn’t extensive, but gleaning
tiles rather than from the ceiling. language. A metal tile is affixed to the wall near each bed. anything useful from the jumbled, barely literate
The traps can be delayed for 3 rounds by pressing scratchings takes 10 minutes of careful scrutiny.
a secret wall plate. One plate is at each end of the cor- Features of the Area
ridor, along with one just inside area 18. Finding a Painted Sayings: The Goblin phrases are say- 16. Tribute Room
plate requires a successful DC 22 Perception check. ings Slaark has told his captains in an attempt to train Exploration Encounter
them to be more than brutish thugs. “Victory comes
15. Captains’ Barracks from thinking.” “The sword can kill only what the
brain can understand.” “A dead fool pays no tribute.”
This chamber holds most of Slaark’s amassed treasure.
Exploration Encounter Light: None.
Metal Tiles: A metal placard is affixed to the wall
near each bed, each etched with that captain’s full title The door to this room is set with two lock plates.
This chamber houses Slaark’s captains.
in Goblin: “Wolf Captain,” “War Captain,” “Captain of Slaark carries the keys; opening the door without the
Light: None.
the Prison,” and “Captain of the King’s Guard.” keys requires two successful DC 18 Thievery checks.
If either check fails by more than 5, a mechanism
in the door engages so that subsequent lockpicking
attempts require successful DC 21 Thievery checks.

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Slaark’s Crown

When characters enter the tribute room, read: Hobgoblin Warmonger Level 4 Artillery (Leader) 3 Hobgoblin Spear Soldiers Level 3 Skirmisher
Assorted furniture, kitchen implements, tools, personal Medium natural humanoid XP 175 Medium natural humanoid XP 150 each
trinkets, and other gear fill this room. Among the mundane HP 46; Bloodied 23 Initiative +6 HP 48; Bloodied 24 Initiative +5
items, you spy the glitter of gold and gemstones. AC 18, Fortitude 15, Reflex 17, Will 16 Perception +4 AC 17, Fortitude 17, Reflex 15, Will 15 Perception +3
Speed 6 Low-light vision Speed 6 Low-light vision
Standard Actions Traits
Treasure: Place as much treasure here as you see m Mace (weapon) F At-Will Threatening Reach
fit, based on how successfully you imagine Slaark has Attack: Melee 1 (one creature); +9 vs. AC The hobgoblin can make opportunity attacks against ene-
extorted his “vassals.” Hit: 1d8 + 6 damage. mies within its weapon’s reach (2 squares).
R Longbow (weapon) F At-Will Standard Actions
m Longspear (weapon) F At-Will
17. Rubble Attack: Ranged 30 (one creature); +11 vs. AC
Hit: 1d10 + 7 damage, and the target grants combat advan- Attack: Melee 2 (one creature); +8 vs. AC
Exploration Encounter tage until the start of the hobgoblin’s next turn. Hit: 1d10 + 6 damage.
A Battle Cry (charm) F Recharge when first bloodied R Javelin (weapon) F At-Will
This room was damaged by the earthquake that Target: Area burst 1 within 10 (enemies in the burst); +9 Attack: Ranged 20 (one creature); +8 vs. AC
vs. Will Hit: 2d6 + 4 damage.
opened the fissure adjacent to it.
Hit: The target makes a basic attack as a free action against Move Actions
Light: None. a creature of the hobgoblin’s choice. Phalanx Movement F At-Will
Effect: Each ally in the burst can charge or make a basic Effect: The hobgoblin and each ally adjacent to it can shift
When characters explore west of the traps, read: attack as a free action. If an ally hits with the attack 1 square as a free action. The allies must end adjacent to
The end of the corridor was once a room, but at some time granted by this power, that ally gains 5 temporary hit the hobgoblin.
in the past, the floor and ceiling split apart, causing the points. Triggered Actions
front wall of the room to collapse. The area is filled with Move Actions Tactical Withdrawal F At-Will
Phalanx Movement F At-Will Trigger: An enemy enters a square adjacent to the
stone debris of all sizes that tumbled from the ceiling and
Effect: The hobgoblin and each ally adjacent to it can shift hobgoblin.
walls. Fissures in the f loor and ceiling lead up to the level 1 square as a free action. The allies must end adjacent to Effect (Immediate Reaction): The hobgoblin shifts up to 3
above and down into darkness. the hobgoblin. squares.
Str 15 (+4) Dex 19 (+6) Wis 14 (+4) Str 19 (+5) Dex 15 (+3) Wis 14 (+3)
See area 9 for more on the fissure. Con 16 (+5) Int 11 (+2) Cha 17 (+5) Con 16 (+4) Int 11 (+1) Cha 10 (+1)
Alignment evil Languages Common, Goblin Alignment evil Languages Common, Goblin
Equipment chainmail, mace, longbow, 20 arrows Equipment chainmail, longspear, 6 javelins
18. Guard Hall
Combat and Trap Encounter Level 3 (775 XP) When characters enter, read: Trap
The walls and f loor here are made of fine stonework, the The hobgoblins wait at the far end of the hall, hoping
The door to this chamber is locked. Slaark and Brakik ceiling etched with a depiction of the sky. At the far end of to draw a few intruders toward them so the sliding
carry keys for the lock, or it can be picked open with the hall is a double door guarded by four hobgoblins. wall trap can separate them from their allies. If the
a successful DC 15 Thievery check. characters don’t approach, Brakik peppers them with
Light: Bright light from braziers. If the hobgoblins are here, one of them is holding the arrows and the spear soldiers throw javelins.
Monsters: 1 hobgoblin warmonger (Brakik), 3 wall plate (see the “Trap” section). Any character who One of the hobgoblins is pressing a wall plate that
hobgoblin spear soldiers. succeeds on a DC 15 Insight check realizes the guard delays the sliding wall trap from activating. When at
Trap: Sliding wall. is up to something. A character who succeeds on a least one character has moved past the trap’s area, the
DC 22 (15 if the Insight check is successful) Percep- hobgoblin releases the plate. The trap then activates
tion check sees what the hobgoblin is doing. when the next character enters the trapped area.

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Slaark’s Crown

Sliding Wall
Object
Level 3 Trap
XP 150
19. Throne Room Slaark, Goblin King
Small natural humanoid
Level 6 Controller (Leader)
XP 250
Detect Perception DC 21 Initiative —
Combat Encounter Level 6 (1,300 XP) HP 70; Bloodied 35 Initiative +5
HP 60 AC 20, Fortitude 17, Reflex 19, Will 18 Perception +4
AC 15, Fortitude 15, Reflex 5, Will — King Slaark holds audience in this large hall. Speed 6 Low-light vision
Immune necrotic, poison, psychic, forced movement, all Ceiling: 20 feet high. Standard Actions
conditions Light: Bright light from chandeliers. m Short Sword (weapon) F At-Will
Triggered Actions Monsters: King Slaark, 5 hobgoblin battle guards, Attack: Melee 1 (one creature); +11 vs. AC
Attack F At-Will Hit: 2d6 + 7 damage.
1 imp (Gethilarr), 1 doppelganger sneak (Zin).
Trigger: A creature enters any square in the trap’s row of r Shock Bolt (lightning) F At-Will
squares. Attack: Ranged 10 (one creature); +9 vs. Reflex
Attack (Immediate Interrupt): Melee 0 (each creature in the When characters enter the room, read: Hit: 2d6 + 7 lightning damage, and the target is slowed
row of trapped squares); +6 vs. Reflex The walls of this large throne room bear murals of faraway (save ends).
Hit: 1d8 + 9 damage, and the creature is pushed to the places. Fine alabaster tiles set with perfect joints cover the A Groveling Charm (charm, psychic) F Recharge 5 6
western wall and grabbed (escape DC 21). The creature f loor. A vaulted ceiling sports two massive chandeliers, each Attack: Area burst 1 within 10 (enemies in the burst); +9
takes 5 damage each time it ends its turn grabbed by the burning with dozens of candles. vs. Will
wall. Hit: 2d6 + 7 psychic damage, and the target falls prone and
A diminutive goblin wearing a wooden crown sits on a
Miss: The creature slides 1 square to the north or south of cannot stand (save ends).
the wall (determine randomly) and falls prone.
massive mahogany throne, with a pair of hobgoblins stand- Minor Actions
Countermeasures ing at his side. Behind the throne, in an alcove shrouded by A Command Troops F Recharge when first bloodied
F Disable: Thievery DC 21 (standard action). Success: The thin, translucent cloth, a dozen more hobgoblins stand at Effect: Close burst 10 (allies that can hear Slaark in the
wall is jammed in place. Failure (16 or lower): The trap the ready in perfect formation. burst); as a free action, the target shifts up to 3 squares.
triggers. A ragged young woman wearing tattered clothes and a One target can then make a basic attack as part of the
F Move: Athletics DC 21 (move action). Success: The crea- dirty jester’s cap dances in front of the goblin king. After a same free action.
ture prevents the wall from moving and can move it as if
moment, she spies you and cries out, “Finally, someone has Triggered Actions
slowed. Failure: The creature fails to move the wall. Goblin Tactics F At-Will
come for me!” Trigger: An enemy misses Slaark with a melee attack.
The trap mechanism is set into the wall and is well Effect (Immediate Reaction): Slaark shifts 1 square.
camouflaged with stone that matches the rest of the Perception DC 15: The character notices a small- Skills Bluff +11, Diplomacy +11, Insight +9, Thievery +10
wall, though most of the sliding wall is made of wood. winged, red-skinned creature (the imp) lurking in Str 10 (+3) Dex 15 (+5) Wis 13 (+4)
one of the chandeliers. Con 14 (+5) Int 19 (+7) Cha 16 (+6)
The trapped area is denoted on the map. Alignment evil Languages Common, Goblin
Equipment royal robes, short sword, wand, wooden crown
Brakik The “woman” runs to the characters and tries to shel-
ter behind them. She is a doppelganger named Zin. advantage in all he does. He is capable, wily, and con-
Brakik is a hulking male hobgoblin who serves as
See the “Zin” section for more information. fident to the point of arrogance.
Slaark’s captain of the king’s guard, a position he
Two of the hobgoblin battle guards start next to Slaark is willing to talk to the characters for a
relishes. He is completely loyal to Slaark, despite
Slaark. Three others are positioned in the alcove be- while. He wants to determine who leads the group
his king being a lowly goblin. Brakik is under strict
hind the throne, in the front row. The imp begins in and whether any of the characters is a mage or a
orders to guard the throne room and cannot be
one of the chandeliers. healer. He takes the first opportunity to point out his
tricked into stepping aside.
Brakik has keys to area 5, this area, and his chest troops waiting behind the curtain and then demands
Slaark that the characters surrender their weapons and
in area 15.
Slaark is a male goblin, the king and mastermind kneel before him as their king.
of Slaark’s Crown. He is unusually intelligent and If the characters play along with Slaark’s hubris,
charismatic for a goblin, and he uses his gifts to best they can advance as much as halfway across the

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Slaark’s Crown

5 Hobgoblin Battle Guards Level 3 Soldier Imp Level 3 Lurker Doppelganger Sneak Level 3 Skirmisher
Medium natural humanoid XP 150 each Small immortal humanoid (devil) XP 150 Medium natural humanoid (shapechanger) XP 150
HP 49; Bloodied 24 Initiative +5 HP 40; Bloodied 20 Initiative +8 HP 45; Bloodied 22 Initiative +6
AC 19, Fortitude 17, Reflex 15, Will 15 Perception +8 AC 17, Fortitude 13, Reflex 17, Will 15 Perception +8 AC 17, Fortitude 14, Reflex 16, Will 15 Perception +2
Speed 6 Low-light vision Speed 4, fly 6 Darkvision Speed 6
Standard Actions Standard Actions Standard Action
m Flail (weapon) ✦ At-Will m Bite F At-Will m Short Sword (weapon) ✦ At-Will
Attack: Melee 1 (one creature); +8 vs. AC Attack: Melee 1 (one creature); +8 vs. AC Attack: Melee 1 (one creature); +8 vs. AC
Hit: 1d10 + 5 damage, and the hobgoblin marks the target Hit: 1d6 + 5 damage. Hit: 1d6 + 6 damage, or 2d6 + 6 if the doppelganger has
until the start of the hobgoblin’s next turn. Vanish (illusion) F At-Will combat advantage against the target.
Move Actions Effect: The imp becomes invisible until the end of its next Minor Actions
Phalanx Movement F At-Will turn or until it hits or misses with an attack. Change Shape (polymorph) ✦ At-Will
Effect: Close burst 1 (allies in the burst). The hobgoblin and M Tail Sting (poison) F Recharge when the imp uses vanish Effect: The doppelganger alters its physical form to appear
each target can shift 1 square as a free action. The target Attack: Melee 1 (one creature); +8 vs. AC as a Medium humanoid until it uses change shape again
must shift to a square adjacent to the hobgoblin. Hit: 2d8 + 3 damage, and the target takes ongoing 10 or until it drops to 0 hit points. To assume a specific
Triggered Actions poison damage and a –2 penalty to Will (save ends both). individual’s form, the doppelganger must have seen that
Share Shield ✦ At-Will Skills Arcana +9, Bluff +9, Stealth +9 individual. Other creatures can make a DC 30 Insight
Trigger: An adjacent ally is hit by an attack against AC or Str 12 (+2) Dex 17 (+4) Wis 14 (+3) check to discern that the form is a disguise.
Reflex. Con 16 (+4) Int 16 (+4) Cha 16 (+4) M Shapeshifter Feint ✦ At-Will (1/round)
Effect (Immediate Interrupt): The ally gains a +2 bonus to AC Alignment evil Languages Common, Supernal Attack: Melee 1 (one creature); +6 vs. Reflex
and Reflex against the triggering attack. Hit: The target grants combat advantage to the doppel-
Str 19 (+5) Dex 14 (+3) Wis 15 (+3) Zin ganger until the end of the doppelganger’s next turn.
Con 17 (+4) Int 10 (+1) Cha 10 (+1) Zin is a doppelganger who masquerades as a young Skills Bluff +8, Insight +7, Stealth +9
Alignment evil Languages Common, Goblin Str 11 (+1) Dex 16 (+4) Wis 12 (+2)
human female while serving as Slaark’s “court jester.”
Equipment chainmail, heavy shield, flail Con 13 (+2) Int 10 (+1) Cha 15 (+3)
Slaark treats Zin well, and the doppelganger, in turn, Alignment unaligned Languages Common
throne room. If they approach closer than that, or has invested his loyalty in the goblin king . . . for Equipment short sword
after Slaark has learned all he can from them, he now. If Slaark surrenders and Zin is still alive, the
orders his troops to attack. doppelganger immediately flees.
While Slaark is formidable and arrogant, he is no
fool. If he’s bloodied and three or more of his hobgob- Features of the Area
lin battle guards are dead, the goblin bargains for his Troop Alcove: A sheer curtain across the front of
life. He starts with low offers, like any negotiator, but this alcove barely conceals what appear to be twelve
he’s willing to offer everything he has, including his hobgoblin guards, all dressed and armed identically.
beloved fortress, in exchange for his life. All but three of them are mannequins outfitted to
look like soldiers. A successful DC 22 Perception
Gethilarr check reveals the ruse.
Gethilarr is an imp that masquerades as Slaark’s Chandeliers: Two massive chandeliers hang from
“devil familiar” so Slaark can appear more powerful the ceiling as noted on the map. Both are 10 feet in
than he is. If Slaark surrenders and Gethilarr is still diameter, covered with lit candles, and very heavy.
alive, the imp stops fighting and tries to persuade the Each chandelier is suspended by a heavy rope affixed
characters to kill the goblin king. If the characters to the side wall.
attack Gethilarr at that point, it flees.

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Slaark’s Crown

20. King’s Chamber Concluding the


Exploration Encounter
A dventure
This is Slaark’s private chamber. With Slaark defeated, the remaining goblins and hob-
Light: None. goblins flee the area.
If Slaark escapes, he vows revenge and begins
When characters enter, read: gathering forces anew. If the characters spread the
This small chamber has a cherry wood bed with a fluffy word of how Slaark looked down on his kin (as dis-
mattress and pillows, a wooden wardrobe, and a large covered in the goblin king’s journal), Slaark has a
metal chest. The walls and f loor are composed of fine difficult time gathering more followers.
masonry, the joints gilded with silver filigree. The people of Farmers’ Cross and the other nearby
villages are overjoyed to be out from under the thumb
This is Slaark’s personal chamber and the nicest of their “king.” The villagers host a festival day in
room in Slaark’s Crown. honor of the characters, complete with food, drinks,
Chest: The chest is locked, requiring a successful songs, dance, and games.
DC 20 Thievery check to open.
Inside are a few articles of fine clothing and a About the Author
journal. Within the journal, penned in meticulous Craig Campbell is an architect by day and a D&D player,
Common, is a complete description of Slaark’s plan. DM, and freelancer by night. His most recent Dungeon adven-
He describes everything covered in the adventure tures include “Dark Lantern” in Dungeon 214 and “A Rhyme
background, generously laced with the disdain he Gone Wrong” in Dungeon 217. He cohosts a weekly podcast
about all things geeky titled NerdBurger. Check it out at www.
holds for his slovenly, stupid followers.
nerdburgershow.com.
Additionally, the journal contains sketches of each
of the traps and locks in Slaark’s Crown, as well as
plans for a few others not yet implemented.
Wardrobe: The wardrobe holds a variety of gob-
lin-sized clothing (mostly halfling clothing that has
been slightly modified), several fine hats, and three
pairs of shoes.

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