TEXT: ESCAPE FROM
  GRONCHO'S LAIR
  An OSR adventure for low­level characters
  by
  Stuart P. Keating
  
  Page 1
  Background
  In 2012 Erik Tenkar (of Tenkar's Tavern
  fame)
  held
  a
  design­a­dungeon
  contest featuring a map from the
  supremely talented Dyson Logos. This
  is my entry.
  Most adventures involve getting to
  the absolute bottom of a dungeon,
  blithely
  swinging
  hammers
  and
  swords through warriors and civilians,
  pillaging and looting along the way.
  This adventure inverts the traditional
  model:
  The adventurers easily run
  through a surprisingly unpopulated
  goblin warren and then get struck
  with amnesia at the very bottom.
  They know their identities, skills and
  class
  abilities
  but
  have
  no
  idea
  what’s
  happened
  over
  the
  past
  several days. Players must fight their
  way out of the dungeon through
  increasingly threatening encounters,
  culminating in a “boss” battle as
  they hit the surface.
  This
  dungeon
  is
  designed
  to
  be
  system agnostic, but would be ideal
  for an old­school system played bv a
  group of players
  familiar with new­
  school RPG systems.
  This adventure
  is designed for level 1 or 2 characters
  and would work well as a kickoff
  adventure for a campaign, since
  you
  don't
  have
  to
  awkwardly
  handwaive that "so you're all in a
  room" thing that usually happens at
  the start of a campaign.
  The setup
  Groncho is a goblin war chief.
  He
  lives
  in
  an
  underground
  complex
  that originally served as a dwarven
  mining
  outpost
  before
  Calamity
  Struck (TM).
  Groncho likes to raid
  the surrounding villages for slaves
  and food and treasure.
  In fact,
  that's what he's doing when your
  players (hired by a local mayor?
  racial hatred against goblins? simply
  out for plunder? Your call) showed
  up to kill him, disperse his followers
  and steal all of his stuff. Timing really
  is everything.
  The players fight their way through
  the
  goblin
  women
  and
  children
  (and the skeleton guard force left
  behind)
  and
  find
  their
  way
  to
  Groncho's
  nasty
  goblin
  boudoir.
  Where they encounter a chest.
  A
  trapped
  chest.
  Everyone
  in
  the
  party falls prey to a poison that
  causes
  short
  term
  amnesia,
  and
  comes to deep in Groncho's lair,
  with no recollection of having got
  there. And that's how the adventure
  starts!
  Note:
  You know how to stat up
  goblins and hobgoblins and dogs. I
  haven't done it for you.
  Goblins
  might have shitty leather armor and
  daggers or short swords. Hobgoblins
  will have better armor and axes or
  maces.
  Random Encounters
  Every in­game hour roll a d6.
  On a 1 roll on this chart.
  1. Dire weasel
  2. Hobgoblin mercenary, hostile but
  willing to barter
  3. 1d4 scouts with 1d4 goblin dogs
  4. 1d3 undead goblins from Area 10
  5. Goblin civilians, won’t fight but will
  attempt to steal things and generally
  be a nuisance.
  6. Random improvised trap (DM is
  encouraged to be creative) that does
  1d2 damage (physical or stat) on an
  easy reflex save.
  
  Groncho's
  Lair
  L
  O
  W
  E
  R
  L
  E
  V
  E
  L
  Page 2
  
  1: The Sleepers Awaken
  The swirling green fog slowly abates,
  revealing a somewhat ransacked
  room, 20’ on a side.
  There’s an
  open chest on the southern wall,
  which appears to have been the
  source of the fog.
  In front of the
  chest are the smoldering remains of
  a halfling in a dark cloak.
  You’re
  pretty
  sure
  it’s
  Karl,
  your
  trap­
  checker/mapper.
  You can’t seem
  to remember anything from the past
  few days, the last thing you recall is
  preparing to raid the den of an
  infamous gang of goblinoid bandits.
  A voice croaks f you "The Master's
  not going to like this!" As the smoke
  clears, the players are standing a
  few feet away from the smoldering
  ruins of a chest.
  The only things in
  the chest that weren’t ruined by the
  trap are a bottle of cheap wine and
  37 gold pieces.
  The room contains
  a wardrobe, an actual bed (a rarity
  for goblinoids) piled high wigh filthy
  hides and furs, a table and a cage,
  upon
  which
  rests
  a
  hideous,
  featherless parrot­­the source of the
  croaking voice.
  Upon further questioning, you can
  learn from the “parrot” that the
  Master is none other than Groncho,
  a
  goblin
  bandit
  chief
  of
  small
  notoriety. He left a few days ago to
  raid a nearby village and should be
  back aaaaany moment now.
  Truly inspired questioning will reveal
  (in
  a
  roundabout
  way)
  that
  the
  parrot
  was
  a
  failed
  polymorph
  attempt involving a bat, a goblin
  and some feathers by Plerth, the
  gang’s shaman.
  2: Chamber of Smells
  As the corridor turns from carved
  stone to rough­hewn cavern walls,
  you
  are
  hammered
  about
  the
  sinuses with a truly putrid stench.
  Inside the room is a giant filthy pile
  of goblin refuse. Entering the room
  requires a fort save.
  Any serious
  digging requires a further fort save.
  Digging around for several turns
  yields some rats and 2000 copper
  pieces.
  3: Adventurer’s Tomb
  You discover a dusty door recessed
  into the hewn­stone walls. It doesn't
  appear to have opened in a long
  time.
  This door is locked from the inside,
  and
  can
  be
  unlocked
  with
  a
  relatively easy lockpick check, but
  it’s barricaded from the other side.
  Breaking
  the
  barricade
  requires
  passing
  a
  significant
  strength
  check.
  Dwarves will recognize a
  faint dwarven dweomer radiating
  from the door/room.
  If the players manage to open the
  door, read the following: This room,
  evidently a bedchamber for a high­
  ranking denizen, has clearly been
  abandoned
  for
  many
  years,
  perhaps several centuries. A layer
  of dust covers everything in the
  room. Everything except a 6’ circle
  in the middle of the room,
  which
  contains
  a
  dessicated
  dwarf
  corpse!
  Shelagh was a dwarven adventurer
  who came to the dwarvenhome
  hoping
  to
  claim
  it
  as
  her
  own.
  Unfortunately some foul beast from
  the
  depths
  of
  the
  mines
  was
  stalking this level of the complex
  and Shelagh ended up trapped in
  this room.
  Knowing she couldn't
  get out and unwilling to let her
  Page 3
  
  famililal treasure fall into unclean
  hands,
  she
  barricaded
  the
  room
  and took her own life.
  Arrayed
  around
  Shelagh
  are
  the
  following items:
  MW dwarven mail,
  ornate
  dagger
  worth
  50gp,
  MW
  dwarven
  axe,
  bag
  containing
  2d100gp worth of small gems, bag
  containing d100gp, pen made from
  quill of black roc, apparently used
  to write will (radiates magic), pack
  contains random adventuring gear
  (DMs choice).
  Clutched in the corpse’s mummified
  fingers and prominently visible is a
  piece of parchment.
  Reading this
  parchment
  (which
  magically
  transforms into whatever language
  the reader speaks natively) reveals it
  to
  be
  Shelagh’s
  last
  will
  and
  testament (written with the quill of
  obesieance
  in
  the
  dwarf’s
  own
  blood).disposing
  of
  the
  good
  arrayed around her and her share of
  her clanhoard to her family, located
  in a mountainhome some 3 weeks
  distant.
  Should the players take BOTH the will
  and treasure, “nothing” happens (in
  fact, secretly re­roll all failed trap
  checks­­the
  dwarf’s
  spirit
  assumes
  they’re
  executing
  her
  will
  and
  is
  helping
  them
  get
  out
  of
  the
  dungeon).
  Delivering the treasure
  will
  result
  in
  friendship
  with
  the
  dwarf’s
  clan
  and
  a
  minor
  boon
  (DM’s choice) from the clan’s deity.
  However, should the players take
  the treasure and NOT the will (or
  publicly discuss stealing the stuff, or
  equip the armor or wield the axe,
  etc), the dwarf corpse animates!
  SHELAGH'S CORPSE
  STATS:
  1 slam attack for d3, can
  magically animate ornate dagger for
  1d4 slashing thrice per day, 1HD+4.
  Bludgeoning
  damage
  does
  half,
  piercing
  damage
  only
  inflicts
  1
  damage.
  Should the players defeat the dwarf
  corpse,
  the
  dwarf’s
  spirit
  is
  permanently bound to the caverns
  until her stuff is delivered.
  Secretly
  re­roll all successful trap rolls at a ­2
  penalty and take the lower result­­
  the dwarf’s ghost is actively working
  against the players.
  4: Ransacked storeroom
  This
  room
  has
  been
  torn
  apart!
  Smashed
  barrels
  and
  crates
  are
  strewn about the room, rocks have
  pried
  out
  of
  the
  wall,
  someone
  smashed several flagstones in the
  floor, even the torch sconces have
  been
  ripped
  off
  the
  wall!
  Who
  would do such a thing?
  Discarded
  inside
  the
  room
  are
  several ten­foot poles, a couple of
  chickens and a bound goblin.
  If
  you
  ungag
  the
  goblin
  he
  starts
  shrieking that the reavers are back,
  drawing goblin scouting party with
  dogs in 1d4 turns.
  5: Audience Chamber
  Yet more carnage. This large room
  smells of blood and steel.
  The
  center of the room is a riot of paper
  and splintered wood, and there's a
  dead hobgoblin in tattered leather
  armor
  near
  each
  exit.
  In
  the
  southern portion of the room rests a
  large throne with four armrests.
  It
  appears to be made of trash.
  There's a 1 in 3 chance of 1d3
  goblin scouts w/ goblin dogs.
  Page 4
  
  The
  players
  already
  looted
  the
  guards as well as this room, although
  they missed a hidden compartment
  on the throne, which contains a
  spell
  of
  magic
  missile,
  cast
  at
  second
  level.
  Groncho
  had
  his
  mage prepare these for the (not
  infrequent) occasions where he had
  to publicly execute a minion.
  Smashed remains of large oaken
  table lie in the middle of the room,
  with discarded maps of the region
  littered about.
  Note:
  Goblins encrypt their maps
  using
  words
  that
  overlay
  (and
  modify)
  geographic
  features
  and
  symbols with varying contextualized
  meaning that can only be learned
  through years of study.
  6: Weeping statue.
  An
  ancient
  8’
  tall
  statue
  of
  a
  Dwarven maiden rests in the corner
  of this hallway. Threads of mica and
  semiprecious ore marble the stone.
  The statue appears to be quietly
  weeping, with the “tears” collecting
  in a large basin near her feet.
  It
  seems like the goblins use this as a
  fresh
  water
  source,
  since
  many
  crudly made buckets are jumbled
  around the area.
  A cursory inspection reveals to coin­
  shaped imprints where her eyes are,
  and a closer inspection reveals a
  slot in the statue’s throat that seems
  like it could accomodate the blade
  of a dagger
  The statue is an
  ancient
  dwarven
  failsafe,
  to
  be
  used in case the keep was ever
  threatened from the mines below.
  Activating the statue:
  Players can
  activate the statue by inserting a
  gold piece into each eye and then
  the
  dagger
  into
  the
  throat
  slot.
  Each
  action
  produces
  larger
  amounts of water from the statue
  and
  groaning
  noises
  from
  the
  surrounding
  rock,
  providing
  fair
  warning
  to
  the
  players
  of
  the
  consequences of their actions.
  If
  the
  statue
  is
  destroyed
  or
  “activated”, it crumbles and the
  pieces explode outward, propelled
  by a torrent of water as the pool
  from
  Area
  26
  drains
  into
  the
  hallway.
  Everyone
  within
  the
  hallway takes 2d6 impact/crushing
  damage from being swept down
  the
  hallway
  and
  must
  make
  a
  somewhat difficult fortitude save or
  fall unconscious.
  Unconscious characters will drown
  in d6 rounds if not pulled out of the
  water.
  If statue is destroyed: Second floor
  of dungeon is flooded with 2 feet of
  water, pond creature in Area 26
  suffocates
  in
  d20
  rounds.
  A
  relatively easy climb check will gain
  you access to the drained pond in
  Area 26.
  7: Pointing the finger
  This was evidently a traning room,
  where very young goblins would
  fight dummies young goblins would
  fight roosters and weasels.
  It looks
  like
  you
  disrupted
  some
  sort
  of
  defensive training conducted by a
  bunch
  of
  elderly
  goblins.
  By
  slaughtering all of them.
  Some
  goblins from the raiding party are
  taking the opportunity to loot the
  corpses you left behind, (assuming
  no adventurer alive would actually
  pick
  up
  all
  that
  poorly­made
  leather armor). The goblins all look
  up when you enter. The largest
  Page 5
  
  goblin, a scrawny dark­green goblin
  with notched ears, levels a bloody
  finger at the largest in the party and
  demands
  to
  know
  if
  you
  were
  responsible for this.
  These
  goblins,
  known
  as
  Magg's
  Meatheads, are infamous for their
  hatred for authority. The only reason
  they're kept around is that they're
  considered too inept to be a threat
  to Groncho. These guys really hated
  goblin training, were always picked
  last
  for
  trashball,
  and
  didn't
  get
  much loot from the raid, since they
  were
  assigned
  to
  guard
  the
  donkeys.
  In short, they're thrilled
  that the trainers are dead and that
  there's plenty of loot to be had in
  this room.
  If the party admits to murdering the
  trainers (which they most certainly
  did), the goblins hoot with delight
  and thank the party. They offer to
  create a diversion through Area 10.
  If the party says no, the goblins will
  attempt
  to
  frame
  you
  for
  the
  murders (so that they can steal the
  stuff unhindered). They start loudly
  calling for reinforcement, drawing
  goblin
  scouts
  and
  the
  two
  hobgoblins in Area 12a within 1d4
  turns.
  8: Goblin armory.
  This room is full of empty racks, with
  a scattering of armor and arms in
  various states of disrepair Also there's
  a
  slime
  just
  hanging
  out
  and
  digesting some leather armor.
  It
  appears
  to
  have
  fallen
  from
  an
  open trapdoor in the ceiling.
  There's some minor treasure (a few
  gems) in the bottom of one of the
  arrow barrels, and two potions of
  Cure Light Wounds in glass flasks in
  the
  crawlspace
  that
  was
  containing the slime.
  9: Rank Abattoir
  Something stirs among the corpses
  you left littering the floor in this old
  prison,
  but
  it's
  too
  dark
  to
  see
  anything for certain.
  The movement among the corpses
  is 3 Carrion Crawlers enjoying the
  spoils of your earlier exploration.
  This area is usually used as a holding
  cell for prisoners. No treasure in the
  room,
  but
  this
  would
  be
  an
  excellent place for a plot hook left
  by a long­deceased prisoner.
  10: Careful With That
  talisman, Eugene!
  As you enter what appears to be a
  large assembly hall or staging area,
  you see a scene of pure chaos. A
  goblin
  in
  bronze
  mail
  is
  running
  around shrieking, a strange talisman
  around
  his
  neck
  glowing
  with
  malevolent
  energy.
  The
  dead
  goblins sprawled around the floor
  are reanimating one by one and
  are chasing after the goblin with
  surprising
  agility.
  Several
  other
  goblins
  are
  erecting
  and
  hiding
  behind makeshift barricades and
  fighting for their lives.
  Note:
  If the goblins in Area 7
  agreed to help you, they will rush
  into the fray, giving you a chance
  to climb the stairs to Area 13.
  Goblin
  zombies
  are
  like
  regular
  zombies, except smaller, faster, and
  more likely to poison or sicken you
  with their bite. There are 1d8 goblin
  zombies currently reanimated and
  2d8
  unanimated
  goblin
  corpses.
  Page 6
  
  There are 6 goblin scouts, including
  the one with the talisman.
  Every
  round there’s a 1 in 3 chance of the
  talisman
  raising
  another
  dead
  character.
  The talisman can be destroyed or
  kept in a lead­lined coffer to negate
  its effects, otherwise it consistently (1
  in 3/minute) raises dead within a 25’
  radius.
  This talisman could be very
  valuable to the right sort of wizard,
  although
  they
  might
  just
  take
  it
  rather than pay for it.
  If undamaged (and if the goblin
  zombies get to him his armor will be
  torn to shreds), the goblin’s bronze
  mail is worth 25gp to a goblinoid or
  50gp to a collector, since it's made
  from a collection of priceless bronze
  plates looted from a church.
  11: Cleric’s quarters.
  This door, bearing an inscription of
  Maglubiyet, is locked. There’s a pick
  jammed into the lock, meaning it
  can’t be opened.
  Turns out Karl
  wasn’t
  actually
  that
  great
  of
  a
  rogue.
  The cleric’s room is unmolested, and
  contains a small bedroll, a table with
  two chairs, a greasy, smoky lantern
  and a shelf of goblin books. A loose
  rock
  in
  wall
  conceals
  24
  silver
  pieces, a gem worth 1d30 gp, a
  silvered dagger, and a holy symbol
  of Magubliyet.
  12: Goblin Barracks:
  This area is evidently where many of
  the goblins sleep, and evidently the
  scene of a great battle.
  Smashed
  furniture covers much of the floor,
  and
  congealed
  goblinoid
  blood
  covers most of the ceiling. Of note is
  the
  alcove
  to
  the
  south,
  where
  goblin women and children have
  erected
  a
  massive
  barrier
  from
  scrap wood, and the alcove to the
  east, where several hobgoblins are
  drinking and dicing.
  a.
  4
  Hobgoblins
  drinking
  heavily and playing dice.
  These
  mercenaries were sent to lead the
  goblin scouts to find the interlopers,
  but decided that the goblins could
  do
  just
  fine
  on
  their
  own.
  The
  hobgoblins are drunk, so they suffer
  a ­2 (or equivalent) to hit, but hit at
  +2
  (or
  equivalent)
  damage.
  They’re
  wearing
  studded
  leather
  armor and carry scimitars.
  b.
  Goblin
  women
  and
  children huddled behind barricade.
  They’re terrified of the party.
  One
  has a wand of wonder and will use
  it on the party if they try to break
  down the barricades.
  13: Trapped Stairs.
  The stairs ascend in a lazy spiral to
  the upper level of the complex.
  You
  hear
  some
  faint
  arguments
  from the floor above, but in order to
  see anything you'll have to climb at
  least halfway up the stairs.
  Goblins at (a) are set up to roll kegs
  down the stairs.
  Characters must
  make a reflex save or take 1d3
  impact
  damage
  from
  being
  clobbered.
  The goblins will get to
  roll at least one keg down the stairs
  per
  player,
  unless
  they're
  all
  engaged in combat or dead.
  The
  kegs will either explode on contact
  with the players or contact with the
  bottom of the stairs.
  These goblins ("Trorg's Trappers") are
  exceedingly
  crafty
  and
  have
  developed a series of nasty surprises
  inside the kegs.
  The kegs have the following in them
  Page 7
  
  Groncho's
  Lair
  U
  p
  p
  e
  r
  L
  E
  V
  E
  L
  Enjoy these maps?
  Then Check out Dyson's Dodecahedron at
  http://rpgcharacters.blogspot.com
  to see more of Dyson's excellent mapping work!
  And consider purchasing a copy of his fantastic map
  book Dyson's Delves!
  Page 8
  
  (roll d6):
  1. Bad brandy mixed with pitch and pine
  tar. Unlike lantern oil, it’s basically
  napalm. Hope those goblins don’t have
  flaming arrows! (They do).
  2. Gray ooze. WIll attack party.
  3. Goblin shit. Why are the goblins shitting
  in barrels? And why are they storing it? ­2 to
  any charisma­based checks and any rolls to
  avoid detection until the players are all
  cleaned up.
  4. Lantern oil. Not napalm, but definitely
  flammable. Will make things very greasy. ­2
  to any agility rolls while attempting to climb
  the stairs.
  5. Sand. Extra d3 impact from the weight.
  Negates any previous grease effect.
  6. The goblins hastily threw everything at
  hand into the barrels for their defense,
  meaning this barrel contains garbage, food
  scraps, the occasional goblin child, and
  treasure. Party gains d20 gp worth of
  valuable items.
  14: Common area:
  This
  room
  clearly
  served
  as
  a
  common
  room
  for
  the
  goblin
  complex, although now it's more of
  a "carnage room."
  There's lots of
  flipped
  over
  tables
  and
  dead
  goblins.
  It's clear that many goblins
  have returned to the complex, you
  can hear lots of shouting in the
  corridors ahead.
  There's not much treasure in here,
  but there's certainly some danger!
  There's
  a
  portcullis
  that
  can
  be
  dropped at the south end of the
  room and the goblins also keep a
  few grey oozes in special barrels,
  ready to deploy. Should the goblins
  drop the portcullis, the archers at 19
  will move forward and shoot anyone
  attempting to lift the grate.
  Note: The mechanism to the secret
  door that leads to Area 28 is easily
  found, but it only works when the
  portcullis is down­­another Dwarven
  failsafe.
  a. Flickering firelight lights the
  hallway from above.
  You hear a
  female goblin angrily cursing in the
  distance.
  The murderholes in the
  ceiling
  have
  been
  disgiused
  as
  fissures in the rocks, but an excellent
  or careful search would detect their
  purpose.
  See
  Area
  16
  for
  the
  boiling oil trap.
  15: Plerth’s Lab:
  This
  chamber
  appears
  to
  have
  served as a library and workspace
  for a magic user before it was
  ransacked
  and
  looted
  *cough
  cough*.
  Presumably it served as a
  library
  and
  workspace
  for
  the
  extremely
  angry
  goblin
  wearing
  feathers
  embedded
  in
  her
  skull.
  "That's mine! YOU DID THIS!" she
  shrieks, pointing at a small piece of
  jewelry worn by a party member.
  Plerth,
  the
  goblin
  shaman,
  is
  extremely mad that her workshop
  and library have been ransacked.
  Plerth immediately notices one of
  the objects looted from her room
  on the party. Plerth is an innovative
  scholar in goblin magic, and has
  developed
  a
  strange
  polymorph
  spell,
  which
  she
  can
  cast
  three
  times/day
  (if
  you
  use
  Vancian
  casting).
  Affected player must make a fort
  save
  or
  gain
  goblinoid
  features,
  resulting in the usual minuses to
  personality and charisma checks,
  enmity
  of
  elves
  and
  orcs,
  and
  general
  expulsion
  from
  polite
  society.
  If successfully cast again
  on
  same
  player,
  they
  fully
  gain
  goblin
  form
  but
  retain
  their
  personality and allegiances.
  Third
  Page 9
  
  time? FULL GOBLIN. Must make will
  save
  to
  avoid
  being
  hostile
  to
  adventuring party, player is a fully a
  goblin but retains their skills, spells
  and abilities.
  The
  party
  already
  looted
  Plerth’s
  lab, but she’s carrying a wand of
  Magic
  Missile
  (8
  charges),
  spell
  components worth 100 gp, and a
  scroll with the spells Zone of Truth
  and
  Identify
  on
  it
  twice
  (for
  interrogating prisoners.
  PLERTH THE ANGRY SHAMAN
  STATS: 3HD+4 (16hp) AC 14 (+2 size,
  +2 goblin magic aura). ATK dagger
  +2
  (1d4+poison,
  ­2
  STR).
  Spells:
  Sleep (2/day), Goblinmorph (3/day),
  Bane (1/day), Hold person (2/day).
  Caster level 3.
  TACTICS:
  She'll attempt to turn the
  strongest looking character into a
  goblin, then cast sleep on anyone who
  looks like they can use magic. She'll
  use her wand of Magic Missile and
  Hold Person if anyone gets close.
  Her shouting will draw the goblins in
  Area
  16
  in
  one
  turn,
  they
  will
  immediately engage in melee with
  the players, screening the shaman.
  Plerth is enraged beyond reason and
  will fight to the death.
  16: Boiling oil trap!
  Several goblins, heavily scarred and
  wearing nothing but loincloths are
  toiling
  in
  this
  hot,
  sooty,
  greasy
  room.
  The fires in the corners give
  off a hellish glare, and acrid fumes
  emerge from the giant kettles on
  top of each fire.
  Goblins hastily set up kettles of pitch
  and oil and started heating it to
  pour through the murder holes in the
  floor (onto the hallway at Area 14a).
  Roll 1d6.
  1. The goblins fuck up and scald
  themselves for 2d6 damage.
  2­3. The goblins pour the oil but it’s
  not yet warm. Everyone’s covered in
  grease. And flammable.
  4­5.The oil is very hot­­2d6 damage
  plus grease.
  6 The oil is magically superheated,
  players must make an easy save v.
  death (DC 15). If they pass, they
  take 2d6 damage and are covered in
  grease.
  The goblins will then of course throw
  torches
  down
  the
  murderholes.
  Any fire in the corridor will burn for
  at least an hour.
  17: Secret exit:
  Even the goblins don’t know about
  this
  door­­A
  very
  difficult
  search
  check will find the door.
  The exit
  leads you to the remains of your
  pre­delve
  camp.
  You
  left
  some
  supplis here, including 1d4 rations
  per person and a small cache of
  minor healing potions.
  The party
  can sneak away from here without
  fighting
  through
  the
  rest
  of
  the
  complex.
  18: Chapel of Maglubiyet
  You open the bronze­banded doors
  into
  a
  thoroughly
  desecrated
  temple
  to
  Maglubiyet,
  the
  filthy
  goblinoid
  deity.
  Praying
  at
  the
  wrecked
  altar
  are
  a
  Cleric
  in
  goblinoid
  plate
  male
  and
  four
  muscular flagellant acolytes.
  They
  appear
  to
  be
  simultaneously
  praising their raiding success and
  lamenting the destruction of their
  place of worship.
  Oax the Cleric his four devoted
  acolytes
  are
  very
  upset
  at
  the
  desecration of their temple and will
  fly into a frenzied state should the
  players make their presence known,
  taking a ­4 to AC, but gaining an
  Page 10
  
  attack and a +2 to hit.
  Oax is
  wearing
  masterwork
  goblin
  plate
  mail
  and
  carrying
  a
  masterwork
  goblin warhammer, a ritual dagger
  (1d4, poisoned) and a golden chain
  of office worth 100 gp.
  His
  acolytes
  each
  carry
  a
  small
  pouch of spores that allow goblins
  to fly into a bloodlust.
  It makes
  nongoblins sneeze compulsively for
  an hour or so.
  OAX THE DEVOTED CLERIC
  STATS:
  HD3+4: 16hp.
  AC 16 (+2
  size/dex, +4 plate) ATK hammer +2
  (1d6+2)
  Spells
  known:
  Cure
  light
  wounds(4/day), Cure medium wounds
  (1/day), Bless (2/day).
  TACTICS:
  Oax will immediately cast
  Bless
  on himself and his acolytes
  and
  then
  wade
  right
  into
  battle.
  He'll attempt to flank any character
  fighting with an acolyte, and cast his
  healing spells as needed. He has
  combat casting.
  GOBLIN FLAGELLATERS (4)
  STATS: 2HD: 8hp.
  AC 11 (+1 dex)
  ATK whip with several barbed heads
  (1d6+2, critical hit disfigures [ruins
  armor, ­1 charisma/personality])
  TACTICS:
  Fly into frenzy, bathe in
  blood of foes.
  19: Arrow hallway
  This hallway is heavily covered by 8
  goblin archers in area 19a, who
  have flipped over tables from 18 to
  use as cover. Frontal assault should
  be nearly suicidal for a low­level
  character, since it will take two full
  rounds
  of
  combat
  to
  clear
  the
  wreckage obstructing the hallway.
  The goblins will break if their number
  falls to half, fleeing the caves and
  quitting the gang.
  20: Kitchen
  Goblins preparing to slaughter a
  cow,a goat and a pair of dogs who
  are all alive and in a state of panic.
  The cooks are not at all interested in
  fighting
  the
  party.
  Dogs
  would
  make decent wardog companions
  if tamed.
  21: "Pantry"
  Suprmeley foul food closet. No real
  treasure to speak of, unless you're
  into rotting carcasses and garbage.
  Roll on the encounter table.
  22: Chef’s quarters.
  The tribe's chef fancies himself a
  gentleman of letters and has a
  volume of regional history hidden in
  his bed. The only other treasure are
  some
  razor­sharp
  knives
  that
  he
  saves for special carving occasions.
  23: Grand Entrance (or exit)
  Apparently
  you
  freed
  some
  prisoners from Area 9, and they
  made their way up to this once­
  grand
  entrance.
  replete
  with
  defaced
  dwarven
  carvings
  and
  vaulted ceilings. Not that they can
  admire the ancient handiwork of
  the dwarves who lived here, since
  they
  got
  smashed
  into
  a
  jelly.
  Presumably by the massive maul
  being wielded by the enormous
  bugbear standing before the gates.
  The bugbear stomps on one of the
  dead prisoner's skulls, crushing it. He
  roars
  a
  challenge.
  Maybe
  you
  should've
  sent
  them
  with
  an
  escort...
  The bugbear has no treasure, but
  the dead prisoners have the 1d100
  copper pieces the party gave them
  to make it back to society.
  24: Entry Cave
  Page 11
  
  This
  large
  cavern
  has
  torches
  burning in iron sconces, illuminating
  the
  well­trod
  floor
  and
  a
  truly
  impressive crystalline stalagtite. You
  can feel a very slight breeze from
  the North.
  You must be near the
  surface!
  Roll on the encounter table.
  The
  stalagtite will collapse if it's dealt 10
  hitpoints of damage or if the DM
  thinks
  it
  funny/dramatic/etc.
  Anyone hit by the stalagtite will die,
  reflex save for a broken limb (roll for
  which)
  instead.
  They
  crystal
  is
  worthless unless you have a good
  idea for it.
  25: Goblin kennels
  An unspeakably foul stench and an
  almost demonic howling emanates
  from this chamber. Inside you find a
  one­eyed goblin in a heavy leather
  smock
  with
  a
  hook
  for
  a
  hand
  snapping
  a
  whip
  at
  a
  pack
  of
  vicious, slavering goblin dogs.
  The
  floor is slick (and disgusting) with
  animal waste,
  There
  are
  2d6
  goblin
  dogs
  accompanying
  the
  kennelmaster.
  He politely inquires as to the nature
  of your intrusion deep into their living
  space and then attacks, using his
  dogs as a screen as he attempts to
  trip or disarm players with his whip. If
  engaged
  in
  melee
  he
  gets
  two
  attacks, one with a rusty short sword
  and one with his hook (1d2, critical
  hit removes eyeball).
  26: Cistern.
  Can be drained by demolishing the
  statute at Area 6. There's a Minor
  Unspeakable Creature here, (if you
  really
  need
  a
  description
  it's
  covered in teeth and has the look
  and
  consistency
  of
  a
  gigantic
  human liver). It attacks with toothed
  tentacles.
  When
  you
  show
  up,
  terrified goblin at the North end of
  the lake attempts to rile up monster
  w/ 10’ pole while two shortbow
  archers provide cover. Monster will
  arrive in 3 rounds and attack on the
  4th, while the goblins flee­­the one
  with the pole to Area 30 to notify
  Groncho, the other two first to Area
  28 to warn the quartermaster and
  then to Area 29 to serve as scouts.
  Note: Players can’t kill the creature
  save for draining the pool.
  THE LIVERTOOTH HORROR
  STATS (tentacle): 2HD+2 (10hp) AC 13
  (+2 dex, +1 tooth armor) ATK 1d3
  tentacles +3 (1d4+1), creature has
  10 tentacles total.
  Creature will
  asphyxiate (is that what happens to
  fish out of water?) in 1d20 rounds if
  pool is drained via Area 6.
  TACTICS: Creature is riled up! It will
  lash out violently and then attempt
  to
  grapple
  at
  +4.
  A
  grappled
  character will be pulled underwater
  in
  a
  round
  and
  will
  drown
  1d6
  rounds after that. and then drown
  player characters.
  27: Careful as you go
  A series of tripwires in this smoky
  passage serve as the trigger for
  rolling boulder trap in Area 28­­
  hitting any of them will set it off.
  They can be discovered with a
  moderate search check and they
  untrap easily­­although successfully
  untrapping
  releases
  the
  boulder
  anyway
  (goblin
  technology
  is
  notoriously fickle).
  The players can
  make
  reflex
  saves
  to
  avoid
  the
  wires.
  28: It’s a trap!
  Goblin
  quartermaster
  and
  1d4
  other non­combat types here. They
  Page 12
  
  don’t really want to fight (they’re
  here
  to
  attack
  you
  from
  behind
  should you engage in combat with
  the
  master).
  They’ve
  set
  up
  a
  makeshift
  rolling
  boulder
  trap,
  constructed out of a cart, a bunch
  of rocks, some explosives and a lot
  of
  sharpened
  wooden
  stakes.
  Players can run from it (reasonable
  refex save), if they fail to outrun it
  they can try to roll out of the way or
  under the cart on a moderately
  difficult reflex save.
  Should players
  fail
  both
  rolls,
  they
  take
  1d10+2
  damage
  from
  crushing,
  spikes,
  flames,
  pathos,
  etc.
  The
  quartermaster
  and
  other
  goblins
  have crossbows and will shoot at
  downed characters but will flee the
  cave if any combat gets close.
  29: Advance scouts
  You can see daylight up ahead and
  hear birds chirping! The path steady
  climbs towards the light.
  Suddenly
  you hear a "twang" and a crossbow
  bolt flies at you!
  There are two scouts here. They are
  obscured by the sun streaming in
  behind
  them.
  They
  cover
  each
  other
  in
  retreat­­
  one
  will
  fire
  a
  crossbow at players and one will
  walk
  backwards
  while
  reloading.
  After three turns of this they'll be out
  of
  the
  cave.
  Should
  one
  get
  seriously injured, they both break
  and run to warn Groncho.
  30: Just Walk Away
  You
  blink
  in
  the
  bright
  sunlight.
  Arrayed
  before
  you
  is
  a
  line
  of
  crossbowmen and a pair of well­
  armored
  hobgoblins.
  They're
  all
  dwarfed
  (or
  goblined)
  by
  the
  massive boar standing in front of
  them.
  The boars tusks are caked
  with gore, as are the boots and legs
  of the rider.
  As your gaze travels
  upward you note the scars, the
  trophy belt of humanoid ears, the
  tremendous paunch, the spare set
  of arms, and four hands holding
  hand crossbows.
  As you meet the
  hateful, red gaze of Groncho, his
  mouth opens into a broken, black
  grin.
  "Welcome
  to
  my
  humble
  home!" he cackles, unloading his
  crossbows at you.
  Groncho
  waits
  outside
  with
  valuable captives and plunder. He
  sits astride a boar.
  His fat, scarred
  body is notable most for the extra
  set of arms, located right below his
  first set. He is accompanied by the
  half the archers from Area 19, the
  scouts
  from
  Area
  29,
  and
  two
  hobgoblin
  mercenaries
  (treat
  as
  low­level fighters in studded leather
  armor).
  GRONCHO (THE BAD GUY)
  STATS: 6HD+4 28hp) AC 15 (­1dex +4
  chain, +2 bucklers) Atk 4x hand
  crossbow ­4 (1d6 no crit) or 2x short
  sword ­1 (1d6+3).
  TACTICS:
  Groncho’s first attack is a
  volley of four crossbow bolts, which
  he then hands back to his goblin
  assistants
  (there
  are
  two,
  6hp,
  AC10, bite attack +1 1d2), who ride
  behind him on the boar.
  They will
  reload the crossbows in two turns
  and then spend one turn handing
  them back, meaning Groncho can
  use his crossbow attacks every three
  rounds. In the meantime he has the
  boar charge the players (reflex save
  to avoid)
  and attacks with two
  masterwork short swords.
  Goblin
  assistants can also pour potions of
  Cure Light Wounds into an open
  wound on Groncho's neck, allowing
  him
  to
  consume
  them
  without
  Page 13
  
  flees if Groncho dies, the hobgoblins
  break and flee if they're reduced to
  25% health.
  Denouement
  Groncho’s treasure carts contain a
  bunch of livestock, some iron and
  wood
  implements
  worth
  100gp
  collectively, 1d20 human prisoners,
  5d100 silver coins and the gold and
  silver service of the local chapel,
  worth 250gp if sold or a minor boon
  of the chapel’s deity if returned.
  Groncho himself carries 4 potions of
  Cure Light Wounds, several signed
  contracts with human mercenary
  companies (plot hooks if you need
  them,
  valuable
  as
  blackmail),
  a
  pouch containing 4d100gp worth of
  coin and gem, an eyeball shaped
  ruby on a golden chain (actually
  an Eye of Infravision, replacing an
  eye
  with
  it
  grants
  the
  wearer
  darkvision out to 30' and allows
  wearer to cast detect secret door
  as a 3rd level caster 1/day) worth
  400gp to a collector or 1000gp to
  the right magician.
  If the villagers and their goods are
  returned to their hamlet (Spalth, 20
  miles away) they will receive an
  official thanks from the local baron,
  perhaps
  earning
  patronage
  for
  future adventures. Regardless, the
  players have earned the enmity of
  Magubliyet.
  THE END.
  taking an action. Any ranged attack
  on Groncho that misses has a 25%
  chance to hit one of his assistants.
  Each assistant slain removes two of
  his crossbow attacks.
  BERTHILDE THE BOAR
  STATS:
  6HD+8 (32hp) AC 13 (­1 size,
  +2
  natural,
  +2
  hide
  armor)
  ATK
  charge (2d6, reflex to avoid), trample
  +6
  (2d6+6,
  prone
  creatures
  only,
  reflex save for half), gore +4 (1d8).
  TACTICS:
  Berthilde
  will
  obey
  her
  master, but when she drops below
  12hp
  Groncho
  loses
  control
  of
  Berthilde
  (33%
  chance
  attacking
  players,
  33%
  chance
  attacking
  goblins, 33% chance running amok)
  and must make a reflex save to avoid
  being flung from Berthilde's back. If
  Groncho
  falls
  off
  he
  and
  his
  assistants
  are
  each
  trampled
  (no
  save) by Berthilde, who then flees for
  the forest.
  THE REST OF THE GANG
  STATS:
  The
  goblins
  have
  an
  assortment
  of
  ranged
  and
  melee
  weapons, most are wearing leather
  armor
  in
  poor
  condition.
  The
  hobgoblins are wearing human­sized
  studded
  leather
  armor
  and
  have
  masterwork axes that they stole from
  a dwarven caravan. The goblins will
  shoot
  every
  round
  if
  they
  have
  shortbows or every third if they have
  crossbows­­they'll
  stagger
  so
  some
  are shooting every round. They each
  have
  a
  10%
  chance
  of
  hitting
  Groncho
  (30%
  Groncho,
  50%
  Berthilde, 10% each assistant).
  The
  hobgoblins will circle the melee and
  keep
  players
  close
  to
  Berthilde.
  They'll attack any magic users they
  can. They're mercenaries, so they've
  each
  got
  satchels
  with
  1d100
  gp
  worth of coin, gems, etc)
  Everyone
  Page 14
  
  Unless noted otherwise, all words copyright 2013 Dioxin Dump LLC
  Author, editor, layout: Stuart P.
  Keating
  Playtesters: You know who you are
  and forever have my thanks.
  Maps: Dyson Logos, owned by
  Mark Hassman and released under
  a Creative Commons license with
  the following restrictions: BY­NC­
  SA. This product released on a "pay
  what you want" scheme with his
  permission. The maps are available
  freely online.
  Art: Aside from the maps, all art is
  within the public domain.
  All text­based content is released under the OGL.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and
  is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
  Reserved.
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - Escape from Groncho's Lair.pdf