Scene 5

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# Outline
# Old Dungeon 
## Information 
 **Lights.**  The dungeon is dark and there are no sources of light unless noted otherwise. 
 
 **Rooms.**  Unless a room's description states otherwise, the ceilings are at least as high as the room is wide. The ceilings in the Old Dungeon are flat.
 
 **Corridors.**  Unless a description states otherwise, the ceilings of corridors and tunnels are as tall as they are wide. 
 
## Opponents 
![[1464460]]|goblins
|Goblin Boss
![[1464513]]|Grug, the half-ogre
![[1464519]]|giant spiders
![[1464514]]|swarm of spiders
 
## Situation 
The Old Dungeon was made centuries ago. Originally, it was the cellar of a large elven guard tower, which was disintegrated by Bel'Quath's powerful magic. Later human settlers arrived to the forest, failed to notice the hidden trapdoor, and recently built the shed over the entrance to the dungeon. Meanwhile, Bel'Quath, acting through Pabinus, began to organize his troops. Naturally, he remembered the old battlefield; the goblin tribe needed a base of operations and so the Old Dungeon became their new lair.
 
The goblins belong to the Toothmouth tribe. Their boss is named The Great and Magnificent Toothwrencher, but everyone calls him Toother, or Tooth Fairy behind his back. The tribe members collect the teeth of creatures they have killed and make necklaces and bracelets out of them. Some attach the teeth to their helmets and shields. Toother and his band came to the Green Forest on Pabinus's request but he always concealed his features with a spell so the goblins don't really know who their master is-they don't really care, as long as they can raid humans and count on the wizard's support.
 
When the party enters the dungeon, a meeting between kobolds and goblins is taking place in Area 8. Their leaders try to determine their spheres of influence in the forest and Bel'Quaths spectral projection oversees the talks. 
 
> Now, you must decide: do you want your party to witness the meeting's finale or is your dungeon “alive” and, for example, if the party takes a long rest after the fight at the clearing, the meeting concludes and the heroes won't know about it? Or, not unlike in video games, an “animated cutscene” launches upon the heroes entering Main Hall, which will be more interesting, but may challenge the player's suspension of disbelief.
 
# 1. Entrance 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > 
 > Slowly, one by one, you descend a rickety ladder. Mud covers the walls and roots poke out in odd places. It seems that a stairwell once ran around the vertical tunnel, but it collapsed a long time ago and became rubble at the bottom. A dark and dank corridor leads further into the dungeon.
 > 
 
 
# 2. Narrow Corridor 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > 
 > Goblin tracks crisscross the muddy floor and foul-smelling puddles have formed to one side. The corridor goes straight for a few dozen feet and then turns right at a small pile of rubble. At one place the stones forming the wall fell off, revealing a natural tunnel. The stench wafting from it is particularly vile and sticky, white strands cover its walls. The main tunnel leads further on.
 > 
 
The narrow corridor is safe-there are no enemies or traps here. 
 
- A successful <u>DC 12 Intelligence(History</u>) check reveals that the architecture here is elven.
- A successful <u>DC 13 Intelligence(Nature)</u> check reveals that the white substance on the side tunnel's walls is spider webbing. And the spider that made it must be particularly large.
- A successful <u>DC 15 Intelligence(Investigation)</u> check reveals that there are doors behind the pile of rubble. A successful Ucheck is required to move the rubble away, but it takes time and the noise may draw the goblins patrolling Area 5 (your decision). 
 
The doors are thick, solid, and locked. A hero may try to ** smash it** : U. A character proficient with thieves' tools may try to quietly  **open the lock** , which requires a successful DC 10 Dexterity (Sleight of Hand) check using thieves' tools. Area 6 is behind the door, including an angry half-ogre, annoyed by the noise.
 
 
# 3. Spider Cave 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > A short and low tunnel leads down and ends in an irregular natural cave. You can see a wooden bridge a few dozen feet above the floor and along the back wall. Thick webs cover the walls, floor, and even the ceiling. In a corner you see bulbous shapes wrapped in the webs-cocooned victims! Round, opalescent spider eggs protrude from a particularly thick tangle of webs stuck to another wall. Your eyes go up and meet the gaze of eight spider eyes! The beast hisses and attacks!
 
The ![[1464519]]|giant spider is on the ceiling, about 12 feet above the ground and most melee weapons can't reach it. Moreover, the  **whole cave is difficult terrain** . It means that the heroes spend 2 feet of movement for every 1 foot traveled, but spider doesn't, thanks to its web walker trait.
 
The giant spider won't chase characters fleeing the cave-it is protecting the eggs. If someone  **breaks the eggs**  (accidentally or on purpose) a swarm or nasty little ![[1464514]]|swarm of spiders spills out. 
 
 **The webbing is flammable.**  For example, if a hero drops a torch, the fire immediately spreads across the room. All the creatures inside take 1d4 fire damage and must make a <u>DC 10 Dexterity saving throw</u>. On a failure, they start to burn and take an additional 1d4 <u>fire damage at the start of each of their turns</u>. A successful <u>DC 10 Dexterity saving throw</u> puts out the flames. <u>The cave stops burning after 1 round.</u> The  **fire also collapses the bridge** , which may make reaching Area 4 more difficult. 
 
## After the Fight 
Once the spider is dead, the party can look around. If they investigate the beast, they discover a tooth-studded collar around its neck-it seems that goblins tamed the creature!
 
If the  **spider eggs survived the fight** , the party may try to harvest them, which requires a successful DC 14 Dexterity (Sleight of Hand) check. This allows the character to harvest [roll:1d6+2] eggs, which can be sold in the village for 10 gp each, if they're intact. 
If the check fails, the character harvests only 2 eggs.
 
 **The bodies in the cocoons**  are goblins. If someone takes a closer look and succeeds on a <u>DC 13 Intelligence (Investigation) check</u>, they discover that one of them clutches something in its hand. It's a small piece of chalcedony, worth 50 gp.
 
Someone may also  **try to climb**  the bridge or the rock outcropping near Area 4 (although it's impossible to see from the cave what's there). This requires a successful <u>DC 13 Strength (Athletics) check</u>. 
 
However, the  **bridge is ancient and can't bear such a weight** . It collapses as soon as a medium-sized or larger creature stands on it. The climber may make a <u>DC 11 Dexterity saving throw</u> and jump to the left or right (decide quickly!) ending up in Area 4 (see below) or near the blocked door to Area 5. 
 
If the character fails the saving throw, they fall and take 1d6 bludgeoning damage. Naturally, if they climbed up, they might want to climb (DC 10 Strength(Athletics) check) or jump down (DC 10 Dexterity(Acrobatics) check).
 
# 4. Old Warrior 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > The tunnel curves sharply and ends in rubble. Wherever it led, it must've collapsed a long time ago. There is a human skeleton in a rusty chainmail lying on the stones. One bony hand reaches to the rubble as if it was still trying to dig through, the other clutches a sword. Interestingly, a cloak under the skeleton looks completely new.
 
If someone tries to take the cloak, the ![[1464515]]|skeleton stands up and attacks! A player may simply declare that their character grabs the cloak and runs away, in which case they will be out of melee range when the skeleton animates.
 
If they entire party immediately retreats to the bridge or further, the skeleton will return to the rubble and start digging; after a minute it de-animates.
 
### Treasure. 
 The cloak is a ![[1316735]]|cloak of protection.  
 
# 5. Main Corridor 
## If the goblins have NOT been alerted 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > You enter a wide corridor. There is a collapse in the north, and in the south the passage makes a 90-degree turn west. Old, faded, and incomplete paintings cover the walls. Rubble and pieces of decorative columns lie on the floor. The air smells of dust and time. A sudden bang of large doors being shut shatters the almost sacred atmosphere. Then you can hear the approaching footsteps of goblins, who chatter something in their screeching tongue.
 
If the party <u>kept quiet, and is not carrying a light</u> they can ambush the goblins. The party members make <u>Dexterity (Stealth) checks against DC 4 (the goblins' passive Perception in dim light)</u>. If half or more of the party members succeed, they can quickly take positions and attack the goblins, making the first attack (goblins have "surprised" condition).
 
If the party is carrying a light and/or making noise the patrol will be aware and attack once they party is in the corridor.
 
## If the goblins HAVE been alerted 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > You enter a wide corridor. There is a collapse in the north, and in the south the passage makes a 90-degree turn west. Old, faded, and incomplete paintings cover the walls. Rubble and pieces of decorative columns lie on the floor. The air smells of dust and time. A sudden bang of large doors being shut shatters the almost sacred atmosphere.
 
The patrol will NOT be in the corridor as they are waiting around the corridor in Area 7.
 
If the fight with the goblin patrol takes too long or is particularly noisy, Grug (see below) will burst from his lair shouting “Be quieeeet!”.  The goblins then tell Grug that if he helps them the noise will end sooner.  The party may at this point jump in and try to convince Grug to join their side. The goblins and the party make an contested Charisma (Persuasion) check to see whom the half-ogre helps. Whomever rolls higher wins!
 
# 6. Half-Ogre's Room 
## If the goblins have NOT been alerted 
The door to this room is closed but unlocked. 
 
Once they open the door...
> [!read-aloud] **Read Aloud** 
> 
 >  
 > Sour smells of old sweat and rot permeates the air in this room. The floor is strewn with gnawed bones, shredded clothes, and rusted pieces of armor. A small, smoky torch casts dancing shadows on the walls. Suddenly one of them rises from a corner, growing larger and larger, and finally you see a 10-foot tall half-ogre, who grabs a huge axe and growls: 'I told you to leave me alone, you filthy maggots!
 
A half-ogre named Grug lives here and wants to be left alone most of all. Theoretically, he agreed to work with Toother and his goblins, but he's lazy and, after a few first tasks, he's fed up with following Tooth Fairy's orders. If the party doesn't attack him at once, they may try to talk to him. 
 
- After a successful <u>DC 9 Charisma (Persuasion) check</u>, the party may convince Grug to abandon the goblins and go explore the world. If Grug is annoyed because, for example, the party made a lot of noise clearing the rubble at the door in Area 2, the check is made with disadvantage.
- After a successful <u>DC 14 Charisma (Persuasion or Intimidation) check</u>, the party may convince Grug to help them fight the goblins. Again, if Grug is angry, apply is advantage to the check. But if the party does something to win his favor, for example, paying him (which you can suggest as you roleplay Grug), apply advantage to the check.
 
## Moral quandry 
If Grug is convinced to assist the party Grug may admit he robbed or even killed villagers. He may even show a trophy.
 
## Treaure. 
 Searching the litter in Grug's room requires a successful <u>DC 13 Intelligence (Investigation) check</u>. If the check succeeds, the party finds a scrap of a jacket with a pouch sewn into the layers. The pouch contains 15 gp and a ![[1402256]]|potion of growth.
 
# 7. East Corridor 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > 
 > The corridor ends in a pile of rubble. Double doors with metal fittings block your way to the right. You can hear multiple muffled voices behind them.
 > 
 
If the party let the last goblin from the abovegound fight escape, then there is an ambush set up here consisting of several goblins.  If Grug hasn't been met yet then at some point in the fight he will come out complaining of the noise (see Area 5).
 
Once the goblins and Grug have been dealt with the following applies.
 
## Collapsed end 
The characters with <u>passive Perception of 13 or higher</u> notice signs of work at the collapsed end. If they check them out and make a successful DC 14 Intelligence (Investigation) check, they find a hidden door in the wall. Opening it requires a successful <u>DC 15 Strength (Athletics)</u> check or a more subtle approach and a <u>DC 12 Dexterity check using thieves' tools or DC 15 Dexterity(Sleight of Hand) check</u>. 
 
Behind the doors there are narrow stairs up. There is another secret door at the end, which is spotted and opened automatically. They're unlocked and lead to the gallery in Main Hall (Area 8a).
 
## Large Double Doors 
The large double doors lead to the main hall (Area 8) and are unlocked. It's impossible to open them subtly. If someone wants to listen to the voices inside, they must succeed on a <u>DC 13 Wisdom (Perception) check</u>. If the check succeeds and the kobold-goblin summit is occurring inside:
 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > scratchy goblin voices and hissing kobolds. Both groups quarrel over who should rule the forest. They speak in the Common tongue. Suddenly a vile, icy voice breaks into the discussion. “Your achievements shall determine that,” he says. Both kobolds and goblins go quiet for a moment and then they start quarreling again: this time whose achievements will be greater.
 
 
# 8. Main Hall 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > 
 > Columns line this spacious area that once was a large storeroom. For the goblins though it has become a throne room, bedroom, dining room and-judging by the smell-a toilet. Old chests and crates were pulled together to form primitive tables and the pile of them at the far end serves as the goblin boss' “throne.” Toothwrencher, or Toother (and Tooth Fairy) preens on the rickety piece of furniture. Other goblins surround him and a group of small reptilian creatures-kobolds- stands a few feet away. Their leader wears a headdress made of magnificent feathers. Above them a spectral shape floats in the air, its cloak billowing in winds of magic. When you enter the room, the specter's red eyes flash with anger. 
 > 
 > 'Kirich, you know what to do. Toother, kill the intruders!' 
 > 
 > The apparition disappears and the kobolds run out through the far exit. As the massive portcullis closes behind them, the goblins are almost upon you!”
 > 
 
## 8A. Gallery 
Two ways lead to the gallery: a rickety ladder in the main hall and a secret passage from Area 7. It is a good position for an archer. It also offers access to rafters and, after a successful DC 12 Dexterity (Acrobatics) check and then a DC 10 Dexterity (Stealth) check (with advantage because it's dark under the ceiling), a character can sneak to a place directly over Toother and launch a surprise attack (gaining advantage on their first attack roll)-the possibilities are endless!
 
## The Fight 
If Toother loses at least 20 hit points, he attempts to run away. He just sprints through the dungeon, covering 60 feet per round (12 squares). Remember, as an agile goblin he does not provoke opportunity attacks, but take into the account difficult terrain and obstacles.
 
If Toother dies or starts running, the other goblins try to escape as well.
 
- If someone  **cuts the rope**  holding the chandelier, it falls down dealing 3d6 bludgeoning damage to everyone directly underneath (look at the shadow on the map). The targets can make a <u>DC 13 Dexterity saving throw to take half the damage</u>.
- **Chests and columns**  provide half cover (+2 AC and Dexterity saving throws)
- The  **pile of crates**  forming Toother's throne is unstable. If a character pushes it and makes a successful <u>DC 10 Strength (Athletics) check</u>, the whole contraption falls apart, creating a 10-foot-by-10-foot area of difficult terrain. Moreover, <u>anyone within 5 feet of the crates must succeed on a DC 11 Dexterity saving throw or fall prone</u>.
- A  **pot full of odd-smelling stew**  bubbles in a corner. A successful <u>DC 15 Intelligence (History) or DC 17 Intelligence (Medicine) check (doesn't require an action)</u> reveals that if a lid is placed on the pot, the strange substance <u>becomes unstable and should explode after 1d4 rounds</u>, throwing the pot off the fireplace. The hot, brass container bounces in a straight line at the start of each round moving towards the nearest obstacle. All creatures in the line take 1d4 bludgeoning damage and must succeed on <u>DC 10 Dexterity saving throw or fall prone</u>. Moreover, the area the pot traversed is covered with gooey soup and counts as difficult terrain.
- Near the throne stands a  **large keg**  giving off the distinctive smell of strong alcohol. A successful <u>DC 13 Intelligence (History) check</u> reveals that it contains grog, a beverage all goblinoids love. Grog is highly flammable. If someone sets it on fire, the keg explodes dealing 2d10 fire damage to everyone within 10 feet, or half with a successful <u>DC 11 Dexterity saving throw</u>.
- A massive portcullis blocks the exit through which the kobolds escaped. Raising it with a nearby wheel takes 3 rounds.
 
## Toother get Captured 
If the party managed to capture Toother alive, he begs for mercy and talks about a terrifying sorcerer who wants to burn the forest to the ground, and Toother in particular because he failed. Toother knows that the sorcerer is organizing the monsters in the forest, but doesn't know exact plans nor reasons for that. He doesn't know where the kobolds are or even what the Dark Master (as he calls him) looks like, because he always contacted him wreathed in illusions. Other goblins know even less.
 
# Aftermath 
> [!read-aloud] **Read Aloud** 
> 
 >  
 > Suddenly the air around the throne darkens and a spectral shape, woven of shadows and malice, appears. Its fiery eyes take a long, hard look at each of your faces, as if burning them into memory. Then, as abruptly as it appeared, the specter disappears.
 
## Treasure 
Toother hid his loot in a chest behind the throne. The chest is closed. If the party doesn't have the key (Toother has it on him), opeing it requires a successful <u>DC 13 Dexterity check using thieves' tools</u>. There are two magic spell scrolls inside:  *false life*  and  *identify* . There is also a small pouch with  *jewels, worth 120 gp* .
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