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Curse of the Goblin Vault

Open source p.11 ↗

OSE DLV2  · 3p

PLAYERS: DO NOT READ ANY FURTHER Referees, Curse of the Goblin Vault is a level 2 adventure for four to eight players. The entire adventure should run between 3-5 hours and can be split over one or more sessions. The maps for the adventure can be found on the inside of the front and rear covers; each room or area is numbered and corresponds to a numbered listing in the following pages. It is recommended that you read through the entire adventure before running it; this will allow you a chance to make changes based on your own gaming style and what your players expect from an adventure as well as to familiarize yourself with the various creatures and NPCs that the players are likely to encounter. There are a number of locations in the adventure that will make suitable places to "hole up" and rest or hide. Players can also choose to leave the crypt and return at their leisure; the family crypt isn't going anywhere and the creatures left inside will be there when they return. This makes this an ideal adventure for low-level characters. If you should choose to run the game with higher level characters, you can consult the Referee's Tome and roll for wandering monsters of a higher HD value to keep the adventure challenging. For the unique creatures, use your best judgment for increasing armor, hit points, and special abilities. Finally, you can place the crypt close to an existing town or village or drop it in a remote location; it all depends on the challenge you wish to place before your players. For new players, consider providing a nearby town that will allow the players to rest, heal, and stock up on torches, food, water, and other supplies. For more experienced players, a remote location will force the players to give serious consideration to supplies and travel time as well as the number of potential random encounters on the road to the crypt. I hope you enjoy running Curse of the Goblin Vault! The St ory While most goblin clans consist of members who are extremely protective of their meager possessions, the Blackwater goblin clan were one of the rare clans that shared the items they would scavenge, steal, and assemble from debris. History offers no information on what became of the Blackwater clan, but a few minor history books do mention that the clan was known to have kept its possessions hidden away in a long-abandoned ancestral tomb of the Silverblade merchant family. The Silverblade Family Tomb The tomb began simply enough with just enough room for the family matriarch and her siblings. As the family grew in prosperity, new family members expanded the below-ground tomb outward and down. By the time the family's wealth faded, the tomb consisted of over a dozen crypts, some protected by a lock... others by dark magic... and one by something much worse. In time, the Silverblade family died off and the tomb was erased from memory. Weather and vandalism did the rest, removing landmarks and plaques that would aid anyone in locating the tomb's crumbling exterior. A Priceless Piece of Trash The Blackwater clan was like any goblin clan, and collected the widest variety of junk and trinkets. Non-goblins will never understand the fascination that goblins have with the detritus of the rest of the world, and for this reason it has always been assumed that goblins only possess the useless and worthless. But one goblin legend tells of a priceless treasure, "found" by the Blackwater clan after being "dropped" by the leader of a school of wizardry who believed the clan would hide (or lose) the object with their possessions and keep it forever out of the hands of an arcane spellcaster who might be able to use it for evil. The Blackwat er Treasures The Blackwater goblin clan is long gone, but their collected treasures still wait in the Silverblade tomb. While many think goblins to be unreasonable and unwilling to negotiate, PCs who find and recover the treasure of the Blackwater clan may find it to be of incredible value to another goblin clan. Goblins are crafty and sneaky, but they are not all stupid. The Blackwater collection would make a worthy gift that could create allies and gain favor with goblins who know many secrets. BEGINNING THE ADVENTURE Not all goblins are evil creatures that attack adventurers on site. Many goblins attempt to make a living in the villages and cities of the world. And these goblins are often the caretakers of legends and lore from their previous lives. Getting that information from them, however... that can be tricky. Advent ure Hooks 1. On page 9, you will find a random chart for a Goblin merchant. This merchant can be a perfect source for sharing information on the legend of the Blackwater goblin clan and its lost treasure. The merchant may even know the approximate area of the old family tomb. Getting that information may be as simple as purchasing one of the goblins trinkets. 2. The Silverblade family tomb isn't covered up and completely hidden from view. It's possible that the PCs may simply stumble upon it as a place to shelter during a harsh storm or maybe discover it when a rabbit they are hunting for food heads inside the old tomb and reveals the stairs down. 3. The legend of the Blackwater treasure can be something that is shared around a fire in a local tavern. The locals know about the tomb but avoid it due to "strange lights and sounds." Since no one is really interested in goblin junk, the tomb has remained undisturbed. NOTES: 1. Wandering monsters will be a real risk in the tomb. Because the tomb's stairs down are not blocked, there will always be a chance that wild creatures (or worse) will have found their way down. Once 1d4 wandering monster groups have been encountered on a level, there will be no more on that level. 2. Of the 1d4 wandering monster groups on Level 2, one of them will be the Gelatinous Cube. Use the random chart on page 40 to determine the contents of that cube. 3. The entrance to the family tomb is nothing more than a 10' x 20' rectangular stone structure (with 10' high ceiling). The original iron door that secured the tomb has long since rusted and fallen off, leaving easy access to the stairs that lead down to Area 1. The area surrounding the tomb consists of 3d8 crumbling tombstones and above-ground crypts, most with unreadable names.

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The Adventure

Overview & introduction p.11 ↗

PLAYERS: DO NOT READ ANY FURTHER Referees, Curse of the Goblin Vault is a level 2 adventure for four to eight players. The entire adventure should run between 3-5 hours and can be split over one or more sessions. The maps for the adventure can be found on the inside of the front and rear covers; each room or area is numbered and corresponds to a numbered listing in the following pages. It is recommended that you read through the entire adventure before running it; this will allow you a chance to make changes based on your own gaming style and what your players expect from an adventure as well as to familiarize yourself with the various creatures and NPCs that the players are likely to encounter. There are a number of locations in the adventure that will make suitable places to "hole up" and rest or hide. Players can also choose to leave the crypt and return at their leisure; the family crypt isn't going anywhere and the creatures left inside will be there when they return. This makes this an ideal adventure for low-level characters. If you should choose to run the game with higher level characters, you can consult the Referee's Tome and roll for wandering monsters of a higher HD value to keep the adventure challenging. For the unique creatures, use your best judgment for increasing armor, hit points, and special abilities. Finally, you can place the crypt close to an existing town or village or drop it in a remote location; it all depends on the challenge you wish to place before your players. For new players, consider providing a nearby town that will allow the players to rest, heal, and stock up on torches, food, water, and other supplies. For more experienced players, a remote location will force the players to give serious consideration to supplies and travel time as well as the number of potential random encounters on the road to the crypt. I hope you enjoy running Curse of the Goblin Vault! The St ory While most goblin clans consist of members who are extremely protective of their meager possessions, the Blackwater goblin clan were one of the rare clans that shared the items they would scavenge, steal, and assemble from debris. History offers no information on what became of the Blackwater clan, but a few minor history books do mention that the clan was known to have kept its possessions hidden away in a long-abandoned ancestral tomb of the Silverblade merchant family. The Silverblade Family Tomb The tomb began simply enough with just enough room for the family matriarch and her siblings. As the family grew in prosperity, new family members expanded the below-ground tomb outward and down. By the time the family's wealth faded, the tomb consisted of over a dozen crypts, some protected by a lock... others by dark magic... and one by something much worse. In time, the Silverblade family died off and the tomb was erased from memory. Weather and vandalism did the rest, removing landmarks and plaques that would aid anyone in locating the tomb's crumbling exterior. A Priceless Piece of Trash The Blackwater clan was like any goblin clan, and collected the widest variety of junk and trinkets. Non-goblins will never understand the fascination that goblins have with the detritus of the rest of the world, and for this reason it has always been assumed that goblins only possess the useless and worthless. But one goblin legend tells of a priceless treasure, "found" by the Blackwater clan after being "dropped" by the leader of a school of wizardry who believed the clan would hide (or lose) the object with their possessions and keep it forever out of the hands of an arcane spellcaster who might be able to use it for evil. The Blackwat er Treasures The Blackwater goblin clan is long gone, but their collected treasures still wait in the Silverblade tomb. While many think goblins to be unreasonable and unwilling to negotiate, PCs who find and recover the treasure of the Blackwater clan may find it to be of incredible value to another goblin clan. Goblins are crafty and sneaky, but they are not all stupid. The Blackwater collection would make a worthy gift that could create allies and gain favor with goblins who know many secrets. BEGINNING THE ADVENTURE Not all goblins are evil creatures that attack adventurers on site. Many goblins attempt to make a living in the villages and cities of the world. And these goblins are often the caretakers of legends and lore from their previous lives. Getting that information from them, however... that can be tricky. Advent ure Hooks 1. On page 9, you will find a random chart for a Goblin merchant. This merchant can be a perfect source for sharing information on the legend of the Blackwater goblin clan and its lost treasure. The merchant may even know the approximate area of the old family tomb. Getting that information may be as simple as purchasing one of the goblins trinkets. 2. The Silverblade family tomb isn't covered up and completely hidden from view. It's possible that the PCs may simply stumble upon it as a place to shelter during a harsh storm or maybe discover it when a rabbit they are hunting for food heads inside the old tomb and reveals the stairs down. 3. The legend of the Blackwater treasure can be something that is shared around a fire in a local tavern. The locals know about the tomb but avoid it due to "strange lights and sounds." Since no one is really interested in goblin junk, the tomb has remained undisturbed. NOTES: 1. Wandering monsters will be a real risk in the tomb. Because the tomb's stairs down are not blocked, there will always be a chance that wild creatures (or worse) will have found their way down. Once wandering monster groups have been encountered on a level, there will be no more on that level. 2. Of the wandering monster groups on Level 2, one of them will be the Gelatinous Cube. Use the random chart on page 40 to determine the contents of that cube. 3. The entrance to the family tomb is nothing more than a 10' x 20' rectangular stone structure (with 10' high ceiling). The original iron door that secured the tomb has long since rusted and fallen off, leaving easy access to the stairs that lead down to Area 1. The area surrounding the tomb consists of crumbling tombstones and above-ground crypts, most with unreadable names.

Final Notes p.25 ↗

Final Not es If Tesk is completely defeated (chest destroyed), the PCs will discover a substantial amount of goblin treasure (see the list of inventory on page 26). This treasure may not hold any value to non-goblins, but coming from the Blackwater clan, it will be highly valuable to other goblins and may be used as bribes or even to negotiate a treaty with some clans. (Referees are encouraged to allow players to access the goblin treasures as needed, assuming bribes to Krilleg in Area 13 will continue.) As with all adventures, the referee is encouraged to modify this one as needed. With only three levels, a gropu of high-level PCs may require the referee to bump up the stats on many of the creatures here lest the adventure be too easy. Keep the HD differences in mind when picking new creatures or buffing the existing ones, so that the mix of easy, middle, and hard encounters remains the same; not every encounter is meant to be fought, and the best encounters will stretch the players to find new ways to get around obstacles. Because this locale is a crypt (or collection of crypts), there is not likely to be much opportunity for foraging. Supplies can be a problem if players don't prep properly. For this reason, referees might choose to drop the adventure near a town; players can choose to leave and return to the crypts, possibly after negotiating with the dragonne in Area 13. Finally, while goblins are often treated as low-level fodder for adventurers, PCs might consider (or simply be told) how valuable some alliances could be with goblins who are easily bribed with the treasures guarded by Kest. Goblins can be nasty and mean, but they can also make for excellent hirelings (with a short leash, so to speak) if you keep an eye on them. Have fun with the adventure, and I hope your players have fun searching around these ancient tombs. Players and referees might use the knowledge of the Silverblade family in future encounters, and maybe there's an adventure in there regarding finding and rescuing members of the Blackwater goblins to reunite the tribe. And don't forget that there's a fairly wealthy dragonne down there, too...

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The Goblin Treasure p.26 ↗

The Goblin Treasure - Half of a map of an unknown lake - A dog's collar wit h a broke buckle - A vial of cracked acorns - The hilt of a broken dagger - A piece of coal shaped like a bird - A candle pierced wit h two nails - A wilted boquet of roses - A quill pen embedded in wax - The shat tered lense of a telescope - The words "Ak t olba" on a leaf - Fish bones t ied wit h a ribbon - A necklace of squirrel teet h - A ball of dif f erent color yarns - A loop of t ied candle wicks - A bent horseshoe painted red - The shaf r of a broken arrow - Three links of rusted chain - The handle f rom a lantern - A lump of hardened clay - A square of muddy burlap Permission is given to make a printed copy of this document for players. - A shell wit h t he let ter R on it - A t orn wanted poster - Six knit t ing needles in a bot t le - A playing card wit h a hole in it - A small leat her pouch of t horns - The clasp f rom a woman's necklace - Five bird f eat hers st uck t oget her - A bag of metal rivets - A bot t le f illed wit h sawdust - Two cracked gambling dice - An earring wit h a missing gem - I mage of an eye etched on glass - Half of a blue marble - A st rip of leat her t ied in a knot - An apple carved in rot ted wood - A f ragment of lace dyed green - An L -shaped piece of bent iron - A broken compass wit h no needle - The chin guard f rom a helmet - A spoon carved f rom soap

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Keyed entries (18)

1. Tomb Entry p.14 ↗

Stairs up (west), corridor (north), iron gate (locked, south). Pools of water in room. Smell of mildew and rot. This room used to contain a number of benches for the family to sit on while visiting the tomb, but the wood is long since rotted away. Metal rods on the northeast wall remain; tapestries would hang from these rods but all that remains now are tattered threads and fragments. The short corridor to the north used to contain a small stand for candles to be lit at the end of the corridor. The iron frame of the stand still remains along with the nubs of candles. (The frame also blocks the secret entrance to Area 8). The locked gate to the south is actually not locked. Goblins stuffed the keyhole with small rocks and other debris to disable it - it cannot be picked. The iron gate can be easily removed, however, if the hinges are examined. A successful Find or Remove Trap (TR) will allow the hinges to be removed. On failure, the iron gate will fall and make enough noise to alert any creatures on Level 1 to the arrival of trespassers.

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2. Crypt of Surandi and Harger p.14 ↗

Silverblade. Open archway (west), iron gate (locked, north) two sarcophagi (central). The brother and sister of Traba Silverblade (Area 8), the family matriarch are buried here. Two simple stone sarcophagi are found here. One was opened and cleared out (decades ago) but the other has never been opened as the goblins could never figure out how to properly open it. The second sarcophagus has a secret to open that can be discovered with a successful Find or Remove Trap (TR) roll. if successful, another Open Lock (OL) roll must be made to disable the trap. If the OL roll fails and the lid is pushed aside, all in Area 2 must make a save-vs-poison or take poison damage. Roll 2x for random contents plus the crumbling skeleton. 1 Jeweled necklace (200gp) 2 Random magic boots 3 Silver and gold ring (300gp) 4 Spellbook ( spells) 5 Gold earrings (50gp) 6 Silver tiara (150gp)

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3. Crypt of the Silverblade Triplets p.15 ↗

Open archway (east), doorway (door missing, west). Three sarcophagi pointed north and runnest east to west. Pool of water in room. The Blackwater goblin clan had heard about the dark magics surrounding the Silverblade triplets (Ashem, Gira, and Bellim) and avoided any desecration of this room... and for good reason. The triplets were not favored among the Silverblade family, but the family would take no chances in upsetting their possible spirits and placed them in the family tomb after their deaths. The triplets' attempt to become liches had failed, thankfully, but their surviving children made certain to hire the best sorcerers to seal and ward the sarchopagi in this room to prevent them from ever being opened. Unknown to the triplet's children, one sorcerer chose to incorrectly ward the sarcophagus of Ashem, the most powerful of the triplets. The sorcerer intended to return one day and negotiate with the spirit of Ashem in order to learn from him. This never happened, and the ghost of Ashem has been trapped and waiting for centuries inside the sarcophagus. Each of the sarchopagi are protected by a magical ward. The ward will glow brightly when any living creature moves within 5' of a sarcophagus. Should the lids of either Gira or Bellim be pried open, all within Area 3 must save-versus-spells or take damage. All sarcophagi are empty except for bone fragments. Ashem's ward, however, fails and requires no save. Instead, it will release Ashem (chaotic ghost). Ashem will attempt to possess what he perceives as the most powerful magic-user first. If no magic-user is present, Ashem will attempt to possess a cleric in a similar manner. If possession of a magic-user or cleric is not possible, Ashem will attack the PCs for rounds before fleeing and hiding in a pool of water in Area 1. Ashem will remain here until the PCs return to Area 1 where he will attempt possession of a random PC in order to leave the tomb. If Ashem is able to possess a PC, it will attempt to communicate to determine how long it has been since he died. (PCs are unlikely to know this information.) Ashem will only agree to voluntarily leave the possessed PC if he is escorted out of the tomb. If this happens, the ghost will dispossess the PC and flee without incident.

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4. Crypt of Kyram and Lisha p.16 ↗

Silverblade. Doorway (door missing, east), doorway (door missing, south). Two barrels, two sarcophagi (head to head, center of room). The goblins had no issues with using this crypt for its own needs. The lids to both sarcophagi have been removed and have been covered in wood planks that appear to have been done to create tables. Asleep beneath the planks covering one sarcophagus is a goblin named Kank. (If the iron gate separating Areas 1 and 2 made noise, Kank is awake but still hiding.) Kank is armed only with a rusty dagger, and he will hold it threateningly but not attack if discovered. Kank knows very little about the tomb but knows enough to leave Area 3 alone. Kank has never gone deeper than Level 1, but he will agree to go to Level 2 if the PCs bribe or talk him into it. If Kank is befriended, he will offer refills of water from one of the barrels. If Kank is threatened and feels his life is in danger, he will offer up the contents of the second barrel ("many shiny coins!") in exchange for his life. The second barrel's lid is easily removed and contains a trapped black pudding. Kank will use the surprise of the attacking black pudding to try and flee and hide behind the single sarcophagus in Area 5. He will arm the trap inside the doorway to Area 5 to trigger if anyone follows him. Kank's Possessions (roll 3x) 1 Leather pouch with acorns 2 Six smooth river stones 3 Glass vial filled with sand 4 Page from a history book 5 Skeleton of a bird in cloth 6 Melted candle with no wick

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5. Crypt of Prosha Silverblade p.17 ↗

Doorway (door missing, north), stairs (down, south), one sarcophagus (center of room). Kank has fashioned a trap inside the door frame. The trap is not set unless Kank enters Area 5. Trap: The trap is not complicated in any way. A set of pots and pans will be dropped on the head of the first PC to walk into the room. Kank will hide behind the sarcophagus and pull a string that will release the trap. Prosha Silverblade was another well-respected (and powerful) matriarch of the Silverblade clan. Under her leadership, the family prospered for over 100 years. Upon her death, the family had a crypt excavated just for her. A special illusion spell was created to make the crypt appear forever as it appeared when she was laid to rest. Each of the four walls contains a tapestry (illusion), with each tapestry depicting a different part of Prosha's life. Candelabras fill the room with false candle light, and the hint of a playing harp can be heard. The Blackwater goblin clan quickly figured out that the room presented no danger and would make a nice gathering room with its artificial light. The sarcophagus was protected from being opened by a magical ward, and the goblins were not willing to risk losing the benefits of the room by violating the burial spot. If the sarcophagus is examined, the magical ward will be detected; any magic-user will be able to confirm the ward is deadly. It can be defeated with a successful Find or Remove Trap (TR) and the sarcophagus may be safely opened. If the TR attempt fails, all PCs within 10' of the sarcophagus must make a save-vs-deat h or be killed instantly and the skeleton of Prosha Silverblade will also be re-animated with enhanced magic. Prosha Silverblade (skelet on)

AC 6 [13], HD 2 (8hp), At t 1x sword (), THAC0 19 [0], MV 60' (20'), SV W13 P14 B15 S16 (1) ML 12, AL Neutral, XP 15, NA 1 TT

(see Prosha's Treasure table) Prosha's skeleton has been provided with a magic sword. The skeleton is also able to cast magic missile twice; this recharges if the skeleton returns to the sarcophagus. If Prosha's skeleton is destroyed, the illusions in the room cease. Otherwise, the skeleton will return to the opened sarcophagus once the room is empty and will exit and attack any new trespassers to Area 5. Prosha's Treasure (roll 4x) Prosha's treasure is found inside her sarcophagus. 1 x 100gp 2 x 100sp 3 x 100cp 4 Random magic wand 5 Ornate jewelry box (500gp) 6 Jeweled bracelet (400gp) 7 Random magic staff 8 Magical music box (250gp)

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6. Hallway p.18 ↗

Secret door (north), secret door (west), pool of water (south into Area 1), small stand for candles (north wall). The secret door on the west wall can be found during a search with a 1-in chance and opens easily. The secret door on the north wall can be found during a search (1-in) but is magically locked and can only be opened if two or more candles are lit and placed in the candle stand OR with a successful Open Lock (OL).

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7. Storage p.18 ↗

Secret door (east), missing stone in ceiling (northwest corner) and pile of soil and shattered stone on floor beneath opening along with bones of small animals. Three crates (rotting wood) sit along the west wall. Each crate contains the following: Crat e 1: moldy cloth used to cover sarcophagi. Crat e 2: sacks of candles (each sack contains 12 candles). Crat e 3: Cleaning supplies (brooms, buckets, and bottles of perfumes (5gp each) Hiding behind the crates is a coiled giant snake (pit viper). The snake is able to use the crates to stretch and exit the hole in the ceiling when it needs to go hunting. There is a 1-in chance that the snake will be spotted by the first PC to enter the room. It will attack the first PC that touches one of the crates. Snake (Pit Viper)

AC 6 [13], HD 2* (9hp), At t 1x bite ( + poison), THAC0 18 [], MV 90' (30'), SV W13 P14 B15 S16 (1) ML 7, AL Neutral, XP 25, NA 1

TT none

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8. Crypt of Sillan Silverblade p.19 ↗

Secret door (south), one sarcophagus (center of room), closed book placed at foot of sarcophagus. Entry into the room requires PC(s) to crawl under the candle stand in Area 6. Sillan Bright was the matriarch of the Silverblade clan. It was her wisdom (and many would add, her cunning) that allowed her family to become the most powerful of the merchant clans in her region. The sarcophagus is plain and easy to open. The bones are dusty but undisturbed. The book contains a summary of Sillan's life, consisting of a mix of interviews with family members transcribed within the pages. There is also a family tree at the back of the book that is long out of date. The book would be of value to any collector of tomes on history (x100gp).

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9. Entry Area for Level 2 p.19 ↗

Stairs (up, north), wood door (west, unlocked), wood door (east, unlocked), secret door (south). Human corpse near west door. There is a hint of dark magic in this room that is may be sensed by any PC (1-in chance, 2-in by clerics). The source of this magic is not found in this room. Three empty torch sconces are visible and run left to right along the southern wall. Placing a torch in the center sconce will cause the secret door to open on the southern wall. Placing a torch in the left sconce disables the trap to Area 10 and a torch placed in the right sconce disables the trap to Area 12. Examining the human corpse will reveal that he has been dead for a few months. He appears to have been running away from the door from Area 12 when he collapsed. Corpse's Possessions (roll 3x) 1 Small sack, x10gp 2 torches 3 Vial of holy water 4 Leather armor (good) 5 Shield 6 Sword 7 Map (Areas 1 to 5, 9 and 10) 8 Scroll, cure light wounds

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10. Goblin Sleeping Quarters p.20 ↗

Wood door (east, unlocked), crate (southwest corner), opened sarcophagus (empty, center of room), unlocked door to Area 13 (north). While the Blackwater goblin clan lived in the tomb, this area was repurposed as a sleeping area. A dozen straw-covered blankets scatter the floor, full of dust and bugs and stains. The area is noticeably colder than the other areas. A single brown mould resides under one blanket (2' x 5') and is revealed if the blanket is pulled away. Brown Mould AC no hit roll required, HD 2* (9hp), At t none, THAC0 18 [], MV 0' (0'), SV W13 P14 B15 S16 (2) ML 12, AL Neutral, XP 25, NA 1 TT none A search of the southeast corner (1-in success) will reveal a single floor stone that can be removed. The stone covers a small iron chest that is locked. Inside the chest is a bag holding a vial of spy gas, two random spell scrolls plus a small goblin doll made from torn cloth and thin tree branches that smells of cinnamon. Vial of Spy Gas Drink half the vial and pour the remaining through a keyhole or under a door or at the start of a bend in a corridor. For 1 turn, the drinker will have a mental image that extends up 60 feet in all directions from where the liquid was poured.

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11. Goblin Kitchen p.20 ↗

Open hallway to Area 12 (north), sarcophagus opened in center of room, broken tables scattered around perimeter of room. The goblins filled the sarcophagus with three deep cauldrons. Now the cauldrons are filled with dust and spider webs. If detect magic is cast, one of the cauldrons will glow with energy. Twist ed Cauldron After brewing and pouring out a potion, water and Elven berries may be added to the leftover liquid to create a minor potion (roll for effect). 1 STR, lasts for turns 2 INT, lasts for turns 3 Infravision for turns 4 Light (from hand) for 1 turn

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12. Dining Area p.21 ↗

Open hallway to Area 11 (south), two wood tables, six broken chairs, two human skeletons on floor, pile of debris in northwest corner. An examination of the skeletons will reveal what appears to be a fighter and a magic-user who died from attacks by the same clawed creature. Before succumbing to her injuries, the magic-user used a dagger to pin a small bag to the underside of one of the tables. A search of the tables will reveal the bag; roll twice on the table below for its contents. 1 gems (20gp each) 2 One random magic ring 3 Folded random spell scroll 4 Deed to land (1000gp) A ranger may be able to identify the creature by the claw marks left on the bones. They belong to a long-lived Dragonne (lairs in Area 13) that acted as a guard to Area 14 and the lower levels. The goblins had an agreement with the Dragonne to provide food and occasional treasure. The Dragonne will occasionally leave Area 13 but tends to sleep until woken.

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13. Dragonne Lair p.21 ↗

Unlocked door to Area 13 (north), locked metal gate door to Area 14 (west), a large sarcophagus centered against north wall. This is the lair of a Dragonne, a smaller winged dragon with brass scales and a lion's head. This creature's name is Krilleg, and he is currently sleeping. Any sounds beyond a whisper will wake him. He will be unhappy to be woken from his sleep but will not immediately attack any trespassers. Krilleg rests on top of the room's single sarcophagus. On the floor around the sarcophagus are piles of gold coins and jewels (total value is x 1000gp). If any PC attempts to touch Krilleg's treasure, it will attack but will not chase the PCs beyond Area 10. Krilleg is both hungry and open to negotiations. He desires more gold coins, and can be easily bribed to allow passage through Area 13 if the offer is good. If the bribe is accepted, Krilleg will produce a key to unlock the gate to Area 14. Krilleg is unaware of anything in the lower level (3) but knows that only a couple of goblins were ever allowed to descend lower.

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14. Statue of Traba Silverblade p.22 ↗

Locked metal gate to Area 13 (east), stairs down to Area 16, goblin corpse near statue. The Silverblade family requested a special statue of Traba Silverblade be sculpted and placed here. Placed on the statue's pedestal are a total of 15 gold coins. These coins are offerings that will temporarily disable a magical ward that is placed at the top of the stairs to the west. When two gold coins are placed on the pedestal, the ward is inactive for ten minutes and allows movement down the stairs. Anyone moving up the stairs from Area 16 into Area 14 will not trigger the ward. Anyone removing a coin from the pedestal must save-vs-spell or take damage from a lightning bolt that strikes from the statue. The goblin corpse is new; less than a few weeks dead. In the goblin's left hand is a single gold coin.

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15. Secret Crypt of Kera Silverblade p.22 ↗

Secret door (north), sarcophagus in center of room. Before she was tempted to the darker magics, Kera Silverblade was one of the family's most powerful magic-users. Unknown to her family, she had almost completed her work to become a lich. If her sarcophagus is opened, the PCs will discover the results of her work. Minor Lich AC 4 (15), HD 5 (22hp), At t 1 x claws ( + poison), THAC0 14 [], MV 60' (20'), SV W11 P9 B10 S11 (Magic-User 4) ML 9, AL Chaotic, XP 1000, NA 1 TT C (inside sarcophagus) Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g.charm, hold,sleep). Aura of fear: All seeing a minor lich must save versus spells or flee for turns. Characters above 3rd level are immune. Arcane spells: Cast spells as a 4th level magic-user. Paralysing t ouch: Chill touch causes paralysis for 2 turns (save vs paralysis). Kera Silverblade cannot leave her crypt (Area 15). Rather than possessing a phylactery, her source of power is a small wooden jewelry box inside the sarcophagus. If it is destroyed, Kera is also destroyed.

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16. Vault Vestibule p.23 ↗

Locked wood door to Area 18 (north), open corridor to Area 17 (south). The wood door to the north is locked. Picking it or destroying the door will alert Tesk who has made his lair inside Area 18. Through the corridor, a large chest can be seen in Area 17.

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17. Unused crypt p.23 ↗

Open corridor to Area 16 (north), chest near south wall. Unused as a crypt, the Blackwater goblin clan originally set this area up as the living quarter for Tesk, the clan's shaman. Now all that remains is a single large chest. While the goblin clan was at its largest in number, Tesk was tricked by an evil djinni into making an unfortunate pact. A large chest was enchanted, and Tesk was told that both he and his clan members would be granted immortality in a special land the djinni had prepared for all goblins. Once a month, Tesk was instructed to send a goblin into the chest with one of their "treasures"; the goblin would be teleported away and live forever in a land filled with goblin treasures. Goblin "treasure" is embued with special goblin magic due to goblins believing their items are more special and valuable than the swords and spellbooks and magic items coveted by other races. This magic fed the djinni, and the djinni cursed Tesk with immortality (and a magical chain to bind him to Area 18) in the hopes that the shaman would continue to find more goblins to send into the chest. In truth, each goblin was teleported far away to a different random location and the clan eventually disappeared to history. Tesk now guards the remainder of the clan's possessions, aware that he was tricked. Tesk is immortal as long as the chest is intact, but he is unaware of this fact. Destroying it will free Tesk from the crypt and make him mortal. Teleport Chest When the lid is opened, a random location within 1000 miles is selected. Anything placed inside the chest, including living creatures, will be teleported to that location when the lid is closed. If a magic item is placed inside, the magic is stripped away and sent to the chest's creator and the (now) normal item arrives at its new location.

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18. Tesk's Lair p.24 ↗

Locked door to Area 16. Single sarcophagus (empty) on north wall. When the door opens, Tesk will be prepared for the PCs and cannot be surprised. Tesk will view the PCs as thieves who wish to use the chest to teleport to the goblin treasures, and he will fight to the death. But... he's immortal. If Tesk is killed in any manner, his corpse will disappear and he will reappear fully healed in Area 17 approximately 30 seconds later, jumping down from the chest. Until the chest is destroyed OR the PCs flee Areas 16-18, Tesk will continue to attack trespassers. Goblin Shaman

AC 8 [11], HD 3* (14hp), At t 1 × blade ( + sleep), THAC016 [], MV 60? (20?),SV W13 P14 B15 S13 (magic-user 3), ML 12, AL

Chaotic, XP 35), NA 1, TT none Arcane spells:Cast spells as a 3rd level magic-user. Shaman Rat t le: Once per day, shake rattle; selected target must save-vs-wand or flee at least 60' from rattle holder. Shaman Blade: Target must save-vs-paralysis or fall asleep for 1 turn or until awakened. If Tesk is defeated, his rattle (useless to non-goblins) will be an item of significant value to any goblin. Any person or party that maintains possession of a goblin rattle will always be attacked by a goblin or group of goblins who will sense the rattle's presence. The Shaman blade can be used as a magic weapon by any non-goblin, but the first time it is used in combat by a non-goblin wielder, that person will receive a goblin blade curse. Should the blade be recovered by a goblin, that goblin automatically becomes a goblin chief and may start a new clan and recruit. All clan members will swear an oath to find and kill the person who used the shaman blade in combat.

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