Cragmaw Hideout Settlement in Faerun Campaigns, Lore and Settings | World Anvil
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Cragmaw Hideout

Section 1 - Goblin Arrows

     

The Cragmaw Tribe of goblins has established a hideout from which it can easily harass and plunder traffic moving along The Triboar Trail or the path to Phandalin. The Cragrnaw tribe is so named because each member of the tribe sharpens its teeth so they appear fierce and jagged.

The leader of the Cragmaw bandits lairing here is a bugbear named Klarg, who has orders from the chief of the Cragmaws to plunder any poorly defended caravans or travelers that come this way. A few days ago, a messenger from Cragmaw Castle brought new instructions: waylay the dwarf Gundren Rockseeker and anyone traveling with him.

GENERAL FEATURES

 

The Cragmaw cave slopes steeply upward. The entrance is at the foot of a good-sized hill, and the caves and passages are inside the hill itself.

Ceilings
Most of the caves and passages have steeply sloping ceilings that create stalactite-covered vaults rising 20 to 30 feet above the floor.

Light
Areas 1 and 2 are outside. The rest of the complex is dark unless stated otherwise. The boxed text for those locations assumes that the characters have darkvision or a light source.

Rubble
Areas of crumbling rock and gravel are difficult terrain.

Sound
The sound of water in the cave muffles noises to any creatures that aren't listening carefully. Creatures can make a DC 15 Wisdom (Perception) check to attempt to hear activity in nearby chambers.

Stalagmites
These upthrust spires of rock can provide cover.

Stream
The stream that flows through the complex is only 2 feet deep, cold, and slow-moving, allowing creatures to easily wade through it.


1 CAVE MOUTH



The trail from the goblin ambush leads to the entrance of the Cragmaw Hideout.

Following the Goblins' trail, you come across a large cave in the hillside, five miles from the scene of the ambush. A shallow stream flows out of the cave mouth, which is screened by dense briar thickets. A narrow dry path leads into the cave on the right-hand side of the stream.

The thickets in area 2 are impenetrable from the west side of the stream.


Developments

The goblins in area 2 are supposed to keep watch on this area, but they are not paying attention (Goblins can be lazy that way). However, if the characters make a lot of noise here - for example loudly arguing about what to do next, setting up a camp, cutting down brush, and so on - the goblins in area 2 notice and attack them through the thicket, which provides the goblins with three-quarter cover.


2 GOBLIN BLIND




When the characters cross to the east side of the stream, they can see the screening thickets to area 2. This is a goblin guard post, though the goblins here are bored and inattentive.

On the east side of the stream flowing from the cave mouth, a small area in the briar thickets has been hollowed out to form a lookout post or blind. Wooden planks flatten out the briars and provide room for guards to lie hidden and watch the area - including a pair of globins lurking there right now!

Two goblins are stationed there. If the goblins noticed intruders in area 1, they open fire with their bows, shooting through the thickets and probably catching the characters by surprise.
If the goblins do not notice the adventurers in area 1, they spot them when they splash across the stream and neither side is surprised.
Characters moving carefully or scouting might be able to surprise the goblin lookouts. Have each character who moves ahead make a dexterity (Stealth) check contested by the Goblin passive Wisdom (perception) score to avoid being surprised.

Thickets The thickets around the clearing are difficult terrain, but they aren't dangerous - just annoying. They provide half cover for creatures attacking through them. (See 'Difficult Terrain' and 'Cover' in the rulebook for more information.)

3 KENNEL



The Cragmaws keep a kennel of foul-tempered wolves that they are training for battle.

Just inside the cavern mouth, a few uneven stone steps lead up to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end and is filled with the stench of animals. Savage snarls and the sound of rattling chains greet your ears where two wolves are chained up just inside the opening. Each wolf's chain leads to an iron rod driven into the base of a stalagmite.

Three wolves are confined there. They can't reach targets standing on the steps, but all three attack any creature except a goblin that moves into the room (see Developments section). Goblins in nearby caves ignore the sound of fighting wolves since they constantly snap and snarls at each other.

A character who tries to calm the animals can attempt a DC 15 Wisdom (Animal Handling) check. On a success, the wolves allow the characters to move throughout the room.
If the wolves are given food, the DC drops to 10.

Fissure
A narrow opening in the east wall leads to a natural chimney that climbs 30 feet to area 8.
At the base of the fissure is rubbish that's been discarded through the opening above.

A character attempting to ascend or descend the chimney shart must make a DC Strength (Athletics) check.
If the check succeeds, the character moves at half speed up and down the shaft, as desired.
On a check result of 6-9, the character neither gains or loses ground.
On a check of 5 or less, the character falls and take 1d6 bludgeoning damage per 10 feet fall, landing prone at the base of the shaft.


Developments

If the wolves are goaded by the enemy beyond their reach, they are driven into a frenzy that allows them to yank the iron rod securing their chains out of the floor.
Each round that any character remains in sight, the wolves attempt a single DC 15 Strength check.
On the first success, they loosen the rod and the DC drops to 10.
On a second success, they yank the rod loose, bending it so that their chains are freed.
A goblin or bugbear can use its action to release one wolf from its chain.


4 STEEP PASSAGE



From this point on, characters without darkvision will need light to see their surroundings.

The main passage from the cave mouth climbs steeply upward, the stream plunging and splashing down its west side. In the shadows, a side passage leads west across the other side of the stream.

Characters using light or darkvision to look farther up the passage spot the bridge at area 5. Add:

In the shadows of the ceiling to the north, you can just make out the dim shape of a rickety bridge of wood and rope crossing over the passage ahead of you. Another passage intersects this one twenty feet above the floor.

Any character who can see the bridge in area 5 might also notice the goblin guarding the bridge. Doing so requires a Wisdom (perception) check contested by the Goblin's Dexterity (Stealth) check result.

The goblin notices the character if they carry any light and do not use stealth as they approach the bridge. The goblin does not attack. Instead, it attempts to sneak away to the east to inform its companion in area 7 to release a flood (see Flood in area 5).
The goblin moves undetected if its Dexterity (Stealth) check exceeds the Passive Wisdom (Perception) score of any character who might notice its movement.

Western Passage
This passage is choked with rubble and has steep escarpments. Treat the area as difficult terrain.
The ledge between the two escarpments is fragile. Any weight in excess of 100 pounds loosens the whole mass and sends it tumbling down to the east.
Any creature on the ledge when it falls must make a DC10 Dexterity saving throw, taking 2d6 bludgeoning damage on a failure or half as much damage on a success. The creature also falls prone on a failed save (See rules on 'being prone' in the rulebook).


5 OVERPASS



Where a high tunnel passes through the larger tunnel below, the goblins have set up a bridge guard post.

The stream passage continues up beyond another set uneven steps ahead, bending eastward as it goes. A waterfall sounds out from a lager cavern somewhere ahead of you.

If the characters did not spot the bridge while navigating area 4, they spot it now. Add:

A rickety bridge spans the passage connecting two tunnels that are 20 feet above the bridge.

One goblin stands watch on the bridge. It is hiding, and characters can spot it by succeeding Wisdom (Perception) check contested by the goblin's Passive Dexterity (Stealth) check. This guard is lazy and inattentive.
If no characters are using light sources, each character can attempt a Dexterity (Stealth) check against the goblin's Passive Wisdom (Perception) score to creep without being noticed.

If the goblin spots the adventurers, it signals the goblins in area 7 to release a flood (see Flood section), then throws javelins at the characters.

Bridge
This bridge spans the passage 20 feet above the stream. It is possible to climb up the cavern walls from the lower passage to the bridge. The 20-foot-high walls are rough but slick with spray, requiring a successful DC 15 Strength (Athletics) check to climb.

The bridge as an AC Armor Class (AC) of 5 and 10 to hit points.
If the bridge is reduced to 0 hit points, it collapses. Creatures on the collapsing bridge must succeed on a DC 10 Dexterity saving throw or fall, taking 2d6 bludgeoning damage and landing prone.
Those who succeed hold on to the bridge must climb it to safety.

Flood!
The large pools in area 7 have collapsible walls that can be yanked out of place to release a surge of water down the main passage of the lair.
In the round after the goblins in area 7 are signaled by the lookout in area 5, they start knocking away the supports. In the following round on the goblin's initiative count, a water surge pours from area 7 to area 1.

The passage is suddenly filled with a mighty roar, as a huge surge of rushing water pours down from above!

The flood threatens all creature in the tunnel. (Creatures on the bridge in area 5 are out of danger, as are any characters successfully climbing the cavern walls.) Any creatures within 10 feet of the disused passage at area 4 or the steps leading up to area 3 can attempt a DC 10 Dexterity saving throw to avoid being swept away.

A creature that fails to get out of the way can attempt a DC 15 Strength saving throw to hold on. On a failed save, the character is knocked prone and washed down to area 1, taking 1d6 bludgeoning damage along the way.

The goblins in area 7 can release a second flood by opening the second pool, but they don't do this unless the goblin on the bridge tells them to.
The goblin on the bridge waits to see if the first flood got rid of all the intruders before calling for the second to be released.


6 GOBLIN DEN



The Cragmaw raiders stationed in the hideout use this area as a common room and barracks.

This large cave is divided in half by a ten-foot-high escarpment. A steep natural staircase leads from the lower portion to the upper ledge. The air is hazy with the smoke of cooking fire, and pungent from the smell of poorly cured hides and unwashed goblins.

Six goblins inhabit this den, and one of them is a leader with 12 hit points. The five ordinary goblins tend to the cooking fire in the lower (northern) near the entrance passage, while the leader rest in the upper (southern) part of the cave.

Sildar Hallwinter

A human warrior, Sildar Hallwinter, is held prisoner in this chamber. He is securely bound on the southern ledge of the cavern. The goblins have been beating and tormenting him, so he is weak and at 1 hit point.

The goblin leader, Yeemik is second-in-command of the whole hideout. If he sees that the characters are getting the upper hand, he grabs Sildar and drags over the edge of the upper level. 'Truce or this human dies' he shouts.

Yeemik wants to oust Klarg and become the new boss. If the adventurers agree to parley, Yeemik tries to convince them to kill Klarg in area 8, promising to release Sildar when they bring back the bugbear's head.

Sildar groggily warns the characters that they should not trust the goblin and he is right. If the characters take the deal, Yeemik tries to force them to pay a huge ransom for Sildar even after they complete their part of the bargain.

If the characters refuse to parley, Yeemik shoves Sildar over the edge and continues with the fight. Sildar takes 1d6 bludgeoning damage from the fall which is enough to drop him to 0 hit points. Quick-acting characters can try to stabilize him before he dies.

Roleplaying Sildar

  Sildar Hallwinter is a kindhearted human male of nearly 50 years who holds a place of honor in the griffon cavalry of the great city of Waterdeep. He is an agent of The Lords' Alliance, a group of allied political powers concerned with mutual security and prosperity.

Members of the order ensure the safety of cities and other settlements by proactively eliminating threats by any means while bringing honor and glory to their leaders and homelands.
Sildar met Gundren Rockseeker in Neverwinter and agreed to accompany him back to Phandalin. Sildar wants to investigate the fate of Iarno Albrek, a human wizard and fellow member of the Lords' Alliance who disappeared shortly after arriving in Phandalin.
Sildar hopes to learn what happened to Iarno, assist Gundren in reopening the old mine, and help restore Phandalin to a civilized center of wealth and prosperity.

Sildar provides the characters with four pieces of useful information:

  • The three Rockseeker brothers (Gundren, Tharden Rockseeker, and Nundro Rockseeker) recently located an entrance to the long-lost Wave Echo Cave, site of the mines of the Phandelver's Pact. (Share the information of in the first two paragraphs of the 'Background' section to the players at this time.)


  • Klarg, the bugbear who leads this goblin band, had orders to waylay Gundren. Sildar heard from the goblins that The Black Spider sent word that the dwarf was to be brought to him. Sildar does not know who or what the Black Spider is.


  • Gundren had a map showing the location of Wave Echo Cave, but the goblins took it when they captured him. Sildar believes that Klarg sent the map to the chief of the Cragmaws at a place called Cragmaw Castle.

  • Sildar does not know where that might be, but he suggests that someone in Phandalin might know. (It does not occur to Sildar immediately but a captured goblin might also be persuaded to divulge the castle's location. See What the Goblin Knows - Phandelver.)

  • Sildar's contact in Phandalin is a wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lords' Alliance received no word from Iarno, Sildar decided to investigate.


  • Sildar tells the character he intends on to Phandalin, since it is the nearest settlement. He offers to pay the party 50 gp to provide escort. Although he has no money on him, Sildar can secure a loan to pay the characters within a day after arriving in Phandalin.
    First he hopes they will put a stop to the goblin raids by clearing on the caves.

    Developments If he is rescued and healed, Sildar Hallwinter remains with the party but is anxious to reach Phandalin as quickly as possible. He does not have any weapons or armor, but he can take a shortsword from a defeated goblin or use a weapon loaned to him by a character.

    Treasure Yeemik carries a pouch containing 3 gold teeth (1gp each) and 15 sp. Sildar's gear along with Gundren Rockseeker was taken to Cragmaw Castle.


    7 TWIN POOL CAVE



    If the goblins have drained either pool to flood the passage, adjust the following box text accordingly.

    The cavern is half-filled with two large pools of water. A narrow waterfall high in the easter wall feeds the pools, which drains out the western end of the chamber to form the stream that flows out of the cave mouth below. Low fieldstone walls serve as dams holding the water in. A wide exit stands to the south, while two smaller passages lead west. The sound of the waterfall echoes through the cavern, making it difficult to hear.

    Three goblins guard this cave. If the goblin in area 5 spotted the characters and warned the goblins here, they are ready for trouble. The noise of the waterfall means that the creatures in area 8 cannot any fighting that takes place here, and vice versa.
    Therefore, as soon as a fight breaks out, one goblin flees to area 8 to warn Klarg.

    Rock Dams The goblins built simple dams to control the flow of the water through the heart of the complex. If the goblin sentry in area 5 has called for the goblin here to release a flood, one or both pools are mostly empty and the stream is flowing unimpeded.


    8 KLARG'S CAVE



    The leader of the goblinoids insists on keeping the bulk of the raiders' stolen goods in his den. The Cragmaws' plunder from the last month of raiding and ambushing caravans is here.

    Sacs and crates of looted provisions are piled up in the south end of this large cave. To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder.

    Klarg the bugbear shares this cave with his mangy pet wolf Ripper and two goblins. The bugbear is filled with delusions of grandeur and views himself as a mighty warlord just beginning his career of conquests. He is not entirely sane, referring to himself in the third person ('Who dares defy Klarg?' or 'Klarg will build a throne from your bones, puny ones.' The goblins under his command resent his bullying.

    Fire Pit
    The hot coals in the central pit deal 1 fire damage to any creature that enters the pit or 1d6 fire damage to any creature that falls prone there. A creature can take each type of damage only once per round.

    Natural Chimney
    A niche in the western walls forms the top of a shaft that descends 30 feet to area 3. See that area for information on climbing the natural chimney.

    Supplies
    The piles of sacks and crates can provide half cover to any creature fighting or hiding behind them. Most are marked with the image of a blue lion - the symbol of the Lionshield Coster, a merchant company with a warehouse and a trading post in Phandalin.

    Hidden among the supplies is an unlocked treasure chest belonging to Klarg (see the treasure section).
    Any character who searches the supplies finds the chest.

    Developments
    If Klarg is warned by the goblin in area 7 that the hideout is under attack, he and his wolf hide behind stalagmites while the goblins take cover behind the piles of supplies, hoping to ambush the characters when they enter the cave.

    If Klarg and company are not warned about possible attackers, the characters have a good chance to surprise them. The easiest way for the characters to achieve this is to climb the chimney from area 3 since Klarg does not expect an attack from that direction.

    If the wolf is killed, the bugbear attempts to climb down the chimney to area 3 and flee the cave complex.

    Treasure
    The capture stores are bulky, and the characters will need a wagon to transport them. If they return the supplies to the Lionshield Coster in Phandalin, they earn a reward of 50gp and the friendship of Linene Graywind and her company.

    In addition to the stolen goods, Klarg has a treasure chest that contains 600 cp, 110 sp, two potions of healing, and a jade statuette of a frog with tiny golden orbs for eyes (40 gp). The grog statuette is small enough to fit in a pocket or pouch.

    What's next?

      The next stage of the adventure takes place in Phandalin. The adventurers should have plenty of reasons to visit the town.

  • If the characters began with the 'meet me in Phandalin' adventure hook, they can be paid by Barthen's Provision for delivering the wagonload of supplies.

  • If the characters rescued Sildar Hallwinter, the wounded warrior would appreciate an escort to Phandalin (and will pay 50 gp for the service).

  • Details contained within the characters' background might prompt them to seek out specific NPC in the town.


  • It is also possible that players might decide to do something different, such as striking out in search of Cragmaw Castle (in part 3 of the adventure). If that is the case, skip ahead to that section.

    Awarding Experience Points

    Exploring the Cragmaw Hideout and defeating Klarg and his allies complete a story milestone. Award each character 275 Xp. This should provide enough xp for the character to attain 2nd level.

    Level advancement rules for characters are provided on loose sheets included in this set. Hand these sheets to the player, and allow them to advance their character to 2nd level before continuing with the adventure.

    In the next part of the adventure, you will award xp differently. The characters will earn experience points based on the monsters and traps they overcome, the NPC they interact with and the goals they accomplish.
    If the adventurers come up with a non-violent way to neutralize a threat that a monster poses, award them experience points as if they had defeated it.

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