Cragmaw Hideout Settlement in Galilea | World Anvil
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Cragmaw Hideout

The Cragmaw Tribe is named such because each member of the tribe sharpens its' teeth so they appear fierce and jagged. The leader of the hideout is the bugbear Klarg, who recently recieved instructions from Cragmaw Castle to capture the dwarf Gundren Rockseeker and anyone traveling with him.

General Features: Most of the caves and passages have sleeply sloping cielings that create stalactite-covered vaults rising 20-30 feet above the floor. Areas inside the cave are considered dark lighting unless otherwise indicated. There are areas of crumbling rock and gravel that are considered difficult terrain. The sound of water in the cave muffles noises to any creatures not listening carefully. A DC15 perception check can hear activity in nearby chambers. Stalagmites thrust up from the ground that can provide cover. There is a stream that is 2ft deep and slow moving that allows creatures to easily wade through it.

What the Goblins Know

Fewer than twenty goblins are currently in the lair, the leader is a bugbear named Klarg and he answers to King Grol, chief of the tribe who dwells in Cragmaw Castle (they can provide basic directions to Cragmaw Castle). Klarg recieved a message from Glorg saying the Blackspider was paying the Cragmaws to watch for Gundren Rockseeker, capture him, and send him to Cragmaw Castle.

Districts

Area 1: Cave Mouth

Read aloud, "Following the goblins' trail, you come across a large cave in a 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.

Developments:Goblins in area 2 will be roused to action if the PC's are making alot of noise, the goblins will earn a surprise round and half cover for being behind the tricket.

Area 2:Goblin Blind

Read aloud,
"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, where two goblins are curently keeping watch.

Battle: Two goblins are stationed behind the thickets where they notice the party crossing the steam. Characters scouting or attempting to move quitely may be able to surprise the goblins by having each character make a contested Dexterity (stealth) check against the goblins' passive perception to avoid being surprised.

Area 3:Kennel

Read aloud,
"Just inside the cave mouth, a few uneven steps lead 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 sounds of rattling chains greet your ears where three wolves are chained up just inside the opening. Each wolves' chain leads to an iron rod driven into the base of a stalagmite.

Wolves: All wolves attack any creature except a goblin that enters the room. A character can attempt to calm the wolves with a DC15 animal handling check. If the wolves are given food the DC drops to 10.

Fissure: A narrow opening in the east wall leasd to a natural chimney that climbs 30 feet to area 8. At the base of a fissure is trash that has been discarded through the opening above. A character can attempt to descend the chimney shadt by making a DC10 athletics check. A success allows the character to move at half speed up the chimney. On subsequent rolls of lower than 6 the player falls and takes 1d6 bludgeoning damage per 10ft fallen.

Area 4: Steep Passage

From here on PC's will need darkvision or light sources to see their surroundings.
Read aloud,
"The main passage from the cave mouth climbs steeply upward, the stream plunging and splashing down its west side. In the shadowsm a side passage leads west across the other side of the stream.
For characters with light or darkvision 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, about twenty feet above the floor." Have these players make a perception check contested against a goblins' stealth check, the goblin notices them if they are carrying a light.

Area 5: Overpass

Read aloud, "The stream passage continues up beyond another set of unever steps ahead, bending eastward as it goes. A waterfall sounds out from a larger cavern somewhere ahead of you."
Same rules as area 4 to interact with the goblin on the bridge.

Area 6: Goblin Den

Read aloud,
"This large cave is divided in half by a ten-foot-high escarpment. A steep natiral staircase leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and pungent from the smell of poorly cured hides and unwashed goblins."
Goblin Character: One of the goblins are dress in black robes covered in blood. As fire fills the goblins eyes, the character hears in a deep voice chanting, "Kill, kill, kill."
Goblins: FIve goblins inhabit this den, one is tougher with 12 hitpoints. Sildar Hallwinter, an old human warrior, is held prisoner in this chamber.
The goblin leader Yeemik is second-in-comand of the hideout, if he sees the characters are winning he grabs Sildar and drags him over to the edge of the upper level and threatens Sildar's life. If the party agrees to parley, Yeemik has them agree to kill Klarg and will release Sildar when they bring back Klarg's head. Yeemik tries to force them into paying a ransom for Sildar even after they do the deal.

Developments:If Sildar is rescued, he remains with the party but anxiously pushes them to reach Phandlin as quickly as possible, offers to pay 50gp for the escort. He is currently unequiped but will loot dead goblins. TreasureYeemik carries a pouch containing three gold teeth and 15 sp.

Area 7: Twin Pools Cave

Three goblins guard the cave, if warned by the bridge goblin they are prepared for trouble and released one of the pools of water. As soon as fighting breaks out the goblin flles to area 8 to warn Klarg.

If goblins released the flood read, "This cavern is half filled with two large pools of water. A narrow waterfall high in the eastern wall feeds the pool, 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 dificult to hear."

Flood: Any creature within 10ft of the passage at area 4 or the steps leading to area 3 can attempt a DC10 dexterity saving throw to avoid being swept away. A failed creature takes a DC15 strength throw to hold on. On a failed save the character is knocked prone and washed down to area 1 taking 1d6 bludgeoning damage. Sildar will either pass the throws or be forced to survive the flood.

Area 8: Klarg's Cave

Read aloud, "Sacks 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."

Enemies: Klarg, his pet wolf Ripper, and two goblins occupy the cavern. Klarg refers to himself in the third person.
Developments: If Klarg is warne by goblins in area 7 he and his wolf will hide behind stalagmites while the goblins take cover behind the piles of supplies, hoping to ambush characters as they enter.
No Warning: If Klarg and company are not warned about attackers, the characters have a chance of surprising them. The easiest way for characters to surprise them is to make the climb up the chimney. If the wolf is killed, the bugbear attempts to climb down the chimney and flee the cave.
Treasure: Captured stores are bulky and require a wagon to transport them. Klarg has a treasure chest containing 600cp 110sp, 2 potions of healing, and a jade statuette of a frog with tiny golden orces for eyes (worth 40gp).
Experience: Characters recieve 275xp each.
Type
Military, Camp
Population
20
Owner/Ruler
Owning Organization
Characters in Location

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