Jagged Edge Hideaway

The High Road is the name of the biggest route within the hobgoblin empire, linking the capital boatwright to the whispering woods and leading all the way to the eastern border with the lightfoot kingdom.   Within this road is a goblin hideaway, a camp used by a group of goblins called gthe jagged edge.  

Description

General features

Unless otherwise noted, each area of Jagged Edge Hideaway has the following features:   Ceilings. The dirt ceilings are 15 feet high, and creatures with a climbing speed can climb upside down on them without needing to make an ability check.   Dirt Walls. A creature without a climbing speed or climbing equipment can climb the packed-dirt walls of the hideaway with a successful DC 12 Strength (Athletics) check. If a creature fails this check by 5 or more, they fall while attempting to climb, taking 1d6 bludgeoning damage per 10 feet fallen. A creature can use a shovel or other digging equipment to dig out a 5-foot-cube section of a wall with 5 minutes of work. Multiple creatures working together decrease the time proportionally.   Doors. Heavy oak doors stand in doorways 8 feet high. The doors have no locks.   Illumination. Lanterns hang from the ceilings of all areas. The bandits keep the lanterns burning low, shedding only dim light.   Noise. The hideaway’s solid doors and dirt walls muffle sound. Creatures in an enclosed area can’t hear creatures outside that area.   Secret Doors. Each bandit knows the location of the secret doors in the hideaway. Any creature who has a passive Wisdom (Perception) score of 14 or higher spots the outline of these doors, as does a creature who searches the area and succeeds on a DC 14 Intelligence (Investigation) check.  

Bandits

Bandits in the Jagged Edge hideout attack intruders as soon as the bandits notice them. The goblins make use of their Crafty trait to engage in hit-and-run tactics and escape melee confrontations with dangerous foes. Goblins who are clearly losing flee for their lives and escape the lair by the most direct route.   Captured Bandits. A character who succeeds on a DC 13 Charisma (Deception, Intimidation, or Persuasion) check convinces a captured or cornered bandit to give up one of the following pieces of information:  
  • The location of one of the secret passages connecting area G4 to area G7 or area G7 to area G9.
  • The location of a trap in area G2.
  • The existence of the war spider in area G4.
  • The location of the treasure in area G7.
  • The location of Queen Bargnot in area G9.
  Defeated Characters. If the bandits defeat the characters, the Jagged Edges don’t kill them. Instead, the bandits lock them in cages and store their equipment in area G7.  

Resting in the Hideaway

Provided the characters first deal with any enemies in that area, they can safely take short rests in areas G1, area G3, area G4, area G6, and area G7, and long rests in areas G1, G3, and G4. Otherwise, if the characters attempt to rest, there is a 50 percent chance four goblin warriors interrupt them halfway through their rest.  

Entering the Hideaway

If the characters search the High Road for entrances to the lair, a successful DC 12 Intelligence (Investigation) check reveals one of the seven hidden, moss-covered trapdoors leading to area G2 or area G3. Alternatively, a character who succeeds on a DC 12 Wisdom (Survival) check finds goblin footprints that lead to and reveal one of these trapdoors.   False Entrance. The goblins have placed a decoy trapdoor leading to a dead-end trap in area G1. This trapdoor is purposefully easy to find. A character who searches the High Road and succeeds on a DC 8 Intelligence (Investigation) check notices this poorly hidden trapdoor. If the party also noticed the other trapdoors, they observe that this one isn’t hidden nearly as well as the others, and it has very few goblin tracks around it.   Scouting Party. If the party fails to find a real entrance to the lair and they don’t learn about one from any goblins who investigate the collapsed tunnel in area G1, the character with the highest passive Perception spots three goblin warriors and one goblin sniper leaving the hideaway via a trapdoor from area G2. These goblins are heading out to scout for merchants to rob.  

G1. Dead-End Tunnel

The dead-end tunnel has the following features:  
  • The entrance opens into a tunnel that slopes gently down. Its earthen walls are supported with vertical wooden beams. At the end of the tunnel stands a dirt-stained wooden door.
  • (Secret) Opening the false door at the end of the tunnel activates a trap that collapses the tunnel.
  Collapsing Tunnel. A character who succeeds on a DC 13 Wisdom (Perception) check notices that an unusual series of planks connect the doorframe to each of the tunnel’s support beams. If a character investigates the door and succeeds on a DC 13 Intelligence (Investigation) check, they determine a solid dirt wall lies beyond it.   If a creature pulls on the door to open it, the door tumbles out of its frame and all the wood beams attached to it fall, causing the tunnel’s ceiling to collapse. Each Medium or smaller creature in the tunnel when it collapses must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) bludgeoning damage and becomes restrained in 3 feet of dirt. On a successful save, a creature takes half as much damage and isn’t restrained. A creature can use their action to make a DC 10 Strength check, and on a success, they free themself or another creature in reach who is restrained in this way.   When the tunnel collapses, the entire ceiling falls in and exposes the tunnel to the surface. Two rounds later, three goblin warriors and one goblin sniper arrive from an entrance tunnel (area G2) to investigate. If captured, they freely reveal one of the entrances to area G2 or areaG3, in addition to any other information the party coaxes out of them.  

G2. Entrance Tunnels

The hideaway’s six main entrance tunnels sit on either side of the High Road. Each tunnel has the following features:  
  • This circular shaft sinks 30 feet into the earth, leading down to a tunnel with hazy light. Its dirt wall is marred with little holes.
  • (Secret) A dirt-covered canvas conceals a pit at the end of the tunnel, opposite the entrance shaft.
  Entrance Shaft. The entrance shaft has no ladder or other means of climbing. A character who succeeds on a DC 10 Wisdom (Survival) check recognizes that the holes in the shaft are created by goblin fingers and toes.   Pit Trap. The goblins avoid the pit trap by climbing the tunnel ceiling and walls. A character who succeeds on a DC 12 Wisdom (Perception) or Intelligence (Investigation) check notices there are no footprints in the dirt over the trap. If this check result is 14 or higher, the character also notices the canvas covering the pit’s entrance.   The pit has a 5-foot-square opening and is 10 feet deep. The bottom of the pit is lined with rusty iron pots.   When a Small or larger creature steps on the canvas, it collapses and the creature falls into the pit below it with a clatter, taking 3 (1d6) bludgeoning damage and landing prone. If any creatures are in the adjacent area (areaG4 or areaG5), they hear this noise and arrive to investigate.  

G3. War Spider Entrance

This wide entrance tunnel sits on one side of the High Road. It has no light sources and the following features:  
  • This wide entrance shaft sinks 30 feet into the earth. At the bottom, its floor is illuminated only by what light seeps in from outdoors.
  • Webs as thick as rope line the shaft, and a foul scent of decay wafts up from the tunnel.
  Entrance Shaft. Characters can use the webs to climb down the shaft without needing to make a check (see “Climbing Webs”). If they attempt to avoid touching the webs while climbing down the shaft, they must succeed on a DC 12 Dexterity (Acrobatics) check to do so. On a failed check, the creature must choose between grabbing onto a web or falling to the bottom of the shaft. A creature who chooses to fall takes 10 (3d6) bludgeoning damage and lands prone.   Climbing Webs. These webs are far less sticky than the prey-snaring webs they connect to in area G4, and creatures can safely climb them without impediment. Marrowgnaw, the war spider in that area, uses the webs in this shaft to climb to the surface when she’s needed in battle. They allow her to move at full speed as she squeezes through this area.   If a creature touches or damages these webs, it alerts Marrowgnaw. She climbs up to the ceiling of area G4 and hides in the darkness to ambush them when they enter that area.  

G4. Marrowgnaw’s Cavern

This cave has a 25-foot ceiling and no light sources. The characters only notice the following features if they have a light or another way to see in the dark:  
  • Sticky, thick webs crisscross over the ground.
  • Stinking humanoid bones and bloodstained rags litter the floor.
  • (If the characters didn’t touch the webs in area G3) An elephant-sized, gray-haired spider chitters her mandibles, then she skitters up the wall on legs strapped with bloodstained blades.
  • (Secret) If the characters touched the webs in area G3, the spider is already hidden and the characters don’t see her skittering up the wall.
  • (Secret) A secret door opens to reveal a passage to area G7 (see “Hideaway Features”).
  War Spider. This cave is the den of Marrowgnaw, a war spider who the bandits keep well-fed with prisoners. If she didn’t detect the characters before they entered the area, they can make a DC 10 group Dexterity (Stealth) check, sneaking through the cavern unnoticed on a success (as long as they avoid touching the webs as described in “Sticky Webs”).   If a creature touches or damages the webs in area G3 or G4, this alerts Marrowgnaw to their presence, and if they haven’t already seen her, she hides on the cave’s ceiling in the shadows. A character who has a way to see in the dark and a passive Wisdom (Perception) score of 12 or higher notices Marrowgnaw in hiding. Otherwise, the characters are surprised when she attacks.   She begins combat by using Web Spray, then wades into the fray making Bite attacks. When Marrowgnaw only has 20 hit points remaining, she uses Trample to try to escape through area G3.   Sticky Webs. The webs are difficult terrain. A creature who enters a webbed area for the first time on a turn or starts their turn there must make a DC 10 Dexterity (Acrobatics) check. On a failed check, their speed is reduced to 0 until the end of their next turn and Marrowgnaw is alerted to their location. On a successful check, they avoid touching the webs in that area.   Dealing fire or slashing damage to a web destroys a 5-foot-square section.   Treasure. A character who takes 10 minutes to search the rags on the chamber’s floor finds a potion of healing, three gold teeth (worth 2 gp each), and a belt pouch containing 210 cp, 55 sp, and 16 gp.  

G5. Living Quarters

This room has the following features:  
  • (If a character fell into a pit trap in area G2 that is connected to this area, these goblins may have already engaged the party in combat.) A small, robed figure and a muscle-bound goblin carrying an axe twice her size lead ten bandits in sparring exercises.
  • Bedrolls and backpacks lie neatly on the floor around the cave’s perimeter.
  Goblins. Forcan (a goblin cursespitter) and Ulgna (a goblin spinecleaver) train a group of ten goblin lackeys. When they notice the party, Ulgna attempts to shove any character who is next to a pit into that trap (see area G2), then she switches to Greataxe attacks. Forcan hurls hexes while moving toward the skitterling den (area G8) to stir up those creatures; if he can, he then moves to the throne room (area G9) to warn Queen Bargnot of intruders. If Forcan reaches the queen, she prepares an ambush in area G9 with Forcan and her guards.   Treasure. The backpacks around the room hold a total of thirty-six rations, five silvered arrows, 90 cp, 23 sp, and 8 gp.  

G6. Guard Post

This room has the following features:  
  • Raucous laughter and the smell of strong liquor fills this small chamber. Three bantering goblins sit on the dirt floor, rolling bright green dice and gambling copper pieces.
  • A barrel at the north end of the room is labeled, ‘Brimshire’s Best.’
  Goblin Party. Morky (a goblin assassin) is beating Norrica (a goblin underboss) and Skelver (a goblin warrior) in a dice game. All three are drunk and considered poisoned. They’re supposed to watch the door to the prison (area G7), but are absorbed in their game, jokes, and liquor. A character can sneak by them with a successful DC 11 Dexterity (Stealth) check.   Explosive Alcohol. A character who is proficient with brewer’s supplies or who succeeds on a DC 15 Intelligence (History) check knows Brimshire’s Best is a whiskey with explosive potential. If the barrel or its contents take fire damage, the barrel explodes and each creature within 10 feet of it must make a DC 13 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.   Treasure. There are 27 cp on the ground, along with a dice set carved from bright green teeth that glow in the dark (worth 3 gp).  

G7. Prison and Storage

This room has the following features:  
  • Three 6-foot-tall iron cages stand at the north end of the room. Two are empty, but the centermost contains a thin goblin wearing filthy clothing.
  • On the east and west walls of the room, crates stand piled up to the ceiling, emblazoned with the marks of various merchants.
  • (Secret) Two secret doors open to reveal passages to areas G4 and area G9.
  Cages. The cages are locked, and Queen Bargnot (in area G9) holds their key. A character can force a cage open with a successful DC 18 Strength check, or they can pick a cage’s lock with a successful DC 15 Dexterity check using thieves’ tools. A cage door has AC 19, 18 hit points, and immunity to poison and psychic damage.   Prisoner Toblobb. The prisoner is Toblobb, a goblin adventurer. They dislike the Jagged Edges for giving goblins a bad name. Toblobb scouted the High Road for the bandits’ hideaway, but the Jagged Edges found Toblobb first. The bandits plan to feed Toblobb to Marrowgnaw.   Toblobb begs for freedom when they notice the characters, offering to aid in the fight against Queen Bargnot. If freed, Toblobb is a goblin sneak who stays with the group for the duration of their time in the lair.   Toblobb knows about both of the room’s secret passages, but they don’t know where the passages lead.   Treasure. Toblobb’s equipment is in the crate nearest them. The other crates contain Queen Bargnot’s treasure hoard. See “Queen Bargnot’s Hoard” for more information.  

Queen Bargnot’s Hoard

Queen Bargnot’s treasure hoard is contained in crates in area G7 of her lair. Her hoard was stolen from merchants she robbed, and she isn’t fully aware of its contents.   The hoard contains the following items:  
  • Bag of holding that contains a potion of climbing, a spell scroll of cure wounds, a spell scroll of lesser restoration, and a glowing poison recipe
  • Monocle of secrets
  • 5 silvered arrows
  • 250 pounds of flour (worth 5 gp)
  • 10 pounds of ginger (worth 10 gp)
  • 200 pounds of salt (worth 10 gp)
  • 5 pounds of cloves (worth 15 gp)
  • 200 pounds of iron bars (worth 20 gp)
  • 3 pounds of saffron (worth 45 gp)
  • 10 square yards of linen (worth 50 gp)
  • 193 cp, 110 sp, and 83 gp
 
Returning the hoard
If the characters wish to return the items the Jagged Edge Bandits stole to their rightful owners, the merchants who own the flour, salt, ginger, cloves, iron, saffron, and linen give the characters a reward equal to half the value of the items, or the full value of the items if the characters defeated Queen Bargnot. The owners of the magic items, poison recipe, silvered arrows, and coins were killed by the Jagged Edges, so the characters can keep those items for themselves.  

G8. Skitterling Den

This room has the following features:  
  • (If the skitterlings have already been stirred up to attack the characters, they aren’t in this room.) Scores of winged rodents with six legs cling to the dirt ceiling, chittering to each other.
  • Foul-smelling guano covers the floor.
  Skitterlings. A swarm of skitterlings clings to the ceiling here, eager for violence. A Jagged Edge bandit who enters this room can use their action to stir up the skitterlings, who then fly through the complex in search of intruders.   Each character who enters the area while the skitterlings are at rest must succeed on a DC 11 Dexterity (Stealth) check to avoid disturbing them. Alternatively, a character can befriend the swarm by succeeding on a DC 11 Wisdom (Animal Handling) check, made with advantage if the character offers food. A befriended swarm does not attack any of the characters.   Guano. When a creature who isn’t a Jagged Edge bandit or skitterling starts their turn in this area, they must succeed on a DC 12 Constitution saving throw or be poisoned until the start of their next turn.  

G9. Throne Room

This room has the following features:  
  • On the east side of the room, a 5-foot-tall wooden platform stands on wooden legs. Atop it, a goblin with long white hair and a jeweled crown sits on her throne. On each side of her stands a goblin warrior.
  • At the west end of the room, a table holds a map of the High Road, scribbled with notes in Goblin.
  • (Secret) A goblin sniper hides in the shadows under the platform.
  • (Secret) If Forcan from area G5 warned Queen Bargnot of intruders, a rusty iron bucket of spiders sits on the doorway into this area (see “Spider Bucket”), Forcan hides under the platform with the sniper, and all goblins have actions readied to attack intruders on sight.
  • (Secret) A secret door opens to reveal a passage to area G7.
  Goblins. Queen Bargnot is flanked by two goblin warriors and protected by a hidden goblin sniper under the platform (possibly accompanied by Forcan the goblin cursespitter from area G5). Any character who has a passive Wisdom (Perception) score of 15 or higher notices all hidden goblins.   Queen Bargnot allows her warriors to wade into the fray while she makes Shortbow attacks. If cornered, she makes Shortsword attacks. When she uses her Get in Here bonus action, goblin lackeys can appear from area G7 or G8 or from hiding spaces, shadows on the ceiling, or beneath the platform or table.   If her defeat is imminent, Queen Bargnot asks for parley and offers the characters all the goods in area G7 in exchange for her freedom (see “Queen Bargnot’s Hoard”). If the characters refuse, she resumes the attack, fighting bitterly to the death.   Platform. Medium creatures must squeeze to move under the platform. Small and Tiny creatures can move under it freely. The platform has AC 15, 27 hit points, and immunity to poison and psychic damage. If the platform is destroyed, each creature on and under it takes 3 (1d6) bludgeoning damage.   Spider Bucket. If Forcan reached the queen with a warning, a bucket containing spiders has been rigged to sit above the door leading from area G8. The first creature to enter this room through that door knocks down the bucket and must make a DC 12 Dexterity saving throw. On a failed save, the spiders swarm the target, and the target takes 2 (1d4) bludgeoning damage plus 2 (1d4) piercing damage before the spiders scurry away.   Map. The map on the table contains notes about previous and upcoming robberies. The characters can use this map to return the goods from area G7 to their owners. At the GM’s discretion, the map might be marked with other creature lairs.   Treasure. Queen Bargnot wears a silver crown set with small moonstones (worth 125 gp) and carries a goblet made from a halfling skull (worth 70 gp).  

Adventure Hook

Bandit Attack. While the characters traverse the High Road, a group of Jagged Edge Bandits, consisting of ten goblin lackeys, a goblin sniper, and a goblin warrior, attacks. If the characters defeat the bandits, the party can track the goblins back to the hideaway without an ability check.   Friends of Toblobb. One of the characters is friends with Toblobb (see area G7). Toblobb’s mother, Morba, reaches out to the character. Morba knows Toblobb went to confront the Jagged Edge Bandits and the young goblin never returned. The mother begs the characters to find her child, offering them a potion of gaseous form as a reward for bringing Toblobb back to her.   Merchant’s Request. Fenrir Whipp, a hobgoblin cooper and the leader of the High Road Guild of Merchants, puts out a bounty on Queen Bargnot. The merchant offers 500 gp to any band of adventurers who can capture or kill the bandit queen.


Cover image: Farewell by Greg Rutkowski

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