TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Contents 
   
  Contents
  1 
  Credits
  1 
   
  Introduction 
  About Dragon Drop Mini-Adventures 2 
  Adventure Background
  2 
  Customising the Adventure
  2 
   
  Grimes’ Hobgoblins 
   
  Grimes’ Canyon
  3 
  Grimes’ Canyon Map
  4 
  Appendix
  7 
  License
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Credits 
   
  Designer:​ Robert Marriner-Dodds 
   
  Playtesters:​ ​Rolan, Felicyty Shadowhorn, 
  Seraphena, Bulgrum, Ramus, Roxies, 
  Telwar The Exile, Tiara, Synslayer, The 
  McGeelz Brothers. 
   
   
   
   
  1 
  
   
  Dragon Drop 
  Mini-Adventures 
  Dragon Drop Mini-Adventures are created to 
  be easy to use mini-adventures that a DM can 
  simply drop into their campaign. Dragon Drop 
  Mini-Adventures can be played in 2-3 hours, 
  and with minimal tweaking can fit easily into 
  your campaign and setting. These 
  mini-adventures are designed to only require a 
  small amount of preplanning, aside from 
  reading the document. 
   
  ‘Grime’s Hobgoblins’​ is designed for a party 
  of 4 9th-level characters. If your party has 
  more or fewer members, you can appropriately 
  adjust the number of monsters present in each 
  encounter. 
   
  Adventure Background 
  Grimes, a mysterious figure with a 
  sketchy past has managed to situate 
  himself within a hobgoblin tribe and take 
  over, organising them into one of the most 
  deadly bandit groups in the area. 
  Grime’s ability to make alliances 
  with all manner of creature has lead to his 
  home canyon being one of the most 
  diverse, and dangerous places for miles 
  around. 
  The local militia don’t stand a 
  chance of clearing the bandits, and have 
  recruited a band of adventurers to ‘take 
  care’ of Grimes and his gang. 
   
   
   
   
   
   
   
   
  Customising the Adventure 
  By design, any part of the adventure can be 
  customised very easily to fit your setting and 
  campaign, however I’ve included a few simple 
  examples. 
   
  Locations 
  Grime’s Canyon can be added almost 
  anywhere in almost any campaign setting, with 
  the only requirement that it be in a canyon that 
  is very difficult to access from the sides. 
   
  NPCs 
  Grimes, Justin, or the Werebears can be 
  replaced with NPCs that the party has 
  encountered in the past for added impact in 
  your campaign. 
   
  Difficulty 
  This is a ​medium​ difficulty encounter for four 
  9th level characters. 
   
   
   
   
  2 
  
   
  Grimes’ Canyon 
  Grime’s Canyon is where he makes his home. 
  A truce with the natural residents of the 
  canyon, the Dryads within their forests and the 
  Werebears, adds an extra layer of security to 
  the Canyon. 
   
  Grime’s Canyon Features 
  The canyon has the following features, 
  unless otherwise noted in the description 
  for that area. 
  Treasure.​ Each inhabitant of the 
  canyon has 3d8gp in assorted treasure. 
  Walls.​ The walls of the canyons are 
  tall, steep natural stone. The height of the 
  canyon walls vary between 200ft and 250ft 
  tall. 
  Forest. ​The forests are thick and 
  full of magical fog, restricting vision to 
  only 5ft. This fog does not affect the 10 
  Dryads that dwell within each forest 
  section.  
   
   
   
   
   
   
   
   
   
   
  1. Canyon Entrance 
   
  “A deep gorge cuts through the cliff face, 
  signalling the entrance to Grimes’ camp. 
  Within, a group of five eagle eyed Hobgoblins 
  stand guard.” 
   
  Four ​Hobgoblins ​(MM)​ ​and one ​Hobgoblin 
  Captain ​(MM)​ are here during the day. During 
  the night, the guards here switch with those in 
  area 6. The current watch waits for the new 
  guards to arrive before leaving their post. 
   
  Unless precautions are taken to act quietly, the 
  sounds of combat here will alert the ​Hill 
  Giants ​(MM)​ ​in area 2 of trouble. The Hill 
  Giants will wait for any enemies to enter the 
  canyon before engaging. 
   
  Treasure 
  The Hobgoblin Captain carries a pouch 
  containing 120gp 
   
   
   
   
  3 
  
  4 
  
   
  2. Werebear Camp 
   
  “The gorge opens into a huge canyon. 
  Immediately before you is a messy campsite. 
  Skinned animals are strung up on salting racks 
  beside a bonfire and chest. Two tents made of 
  coarse material are either side of the fire. 
  Thick treelines block the view to the rest of the 
  canyon.” 
   
  The two semi-feral ​Werebears ​(MM)​ ​in this 
  area are named Kieron and Martin. 
  Kieron and Martin lived here long 
  before the arrival of Grime and his gang of 
  thieves. Grimes was able to negotiate with the 
  werebears, who now view the Bugbears as 
  their pets, and in kind, view the humans as 
  pets of the Bugbears. 
   
  Kieron and Martin are very protective of their 
  pets and will fly into a rage at any evidence or 
  suggestion that a Bugbear has been harmed. 
   
  Treasure 
  In amongst the Werebears’s camp is a chest 
  containing 300gp and over a hundred loose 
  teeth from various animals and creatures. 
   
  3. Storage Area 
   
  “A single story wooden building stands central 
  in this large opening. A clear path between the 
  treeline and cliff face leads north..” 
   
  Six ​Thugs ​(MM)​ ​are here guarding a lone 
  storage building. These bandits are new 
  recruits and were, until recently, a street gang 
  called the Purple Snuff Boxes. They are poorly 
  organised, and weak willed. In combat they 
  are far more likely to attempt to flee the 
  moment they realize that the odds are not in 
  their favour. 
   
  Storage Building. ​The only exterior 
  door to the storage building is trapped with 
  Poison Darts hidden in the frame of the door. 
  These darts are triggered to fire outwards in a 
  15 ft. cone when the door is opened, and have 
  +7 to hit, dealing (11) 2d6+3 poison damage. 
  The dart trapped can be spotted with a 
  successful DC 15 Wisdom (Perception). If the 
  holes from which the darts fire are covered by 
  anything, the trap does not trigger. 
  See the ​Treasure ​section below for an 
  inventory of what is contained in the house. 
   
  Treasure 
  The storage building contains mostly empty 
  chests. Each chest has a piece of paper inside 
  documenting the amount of treasure added and 
  removed from each chest.  
  One chest currently contains 310gp, 
  5000sp and 1500cp. An accounting document 
  inside the chest suggests there should be an 
  extra 1000gp within. This gold has been stolen 
  by Travis (area 5) who has buried it near the 
  werebear camp. 
  The bandits also store large amounts 
  of food and barrels of ale in here. There are 16 
  barrels of ale, each worth 50gp, and 10 barrels 
  full of provisions. 
   
  4. Hidden Path 
  A hidden path cuts through the rock here and 
  can be spotted with a Passive Perception of 10. 
  The bandits are aware of the path, and have 
  trapped it. 
  At each end of the tunnel, tripwires 
  simultaneously trigger bells and large logs 
  which swing down, striking the creature that 
  triggered the trap. 
  The logs and tripwires can be spotted 
  with a DC15 Wisdom (Perception) check or 
  with a Passive Perception of 20. 
  The logs have +10 to hit and deal 2d10 
  bludgeoning damage. 
   
   
   
   
  5 
  
   
  5. Courtyard 
   
  “Several well trodden paths all converge on a 
  ramshackle stables, occupied by six large 
  horses. A couple of battle ready, armoured 
  wagons sit beneath a basic shelter.” 
   
  The bandits keep their horses and wagons in 
  this area. There are two armoured wagons, 
  along with six warhorses. 
  A stable boy named Travis is here 
  tending to the horses. He has been kidnapped 
  and enslaved by the bandits, but cares deeply 
  about the horses. Travis sleeps in the barn with 
  the warhorses at night. He is a ​Commoner 
  (MM).  
   
  What Travis knows. ​Travis knows 
  considerably less than the bandits about the 
  workings of the camp. He can tell the party 
  about the secret passage in area 4 and about 
  the Dryads and alarm bells in the trees. 
   
  Treasure 
  Travis is not allowed any luxuries and is 
  regularly searched. On him, he has a loaf of 
  bread, and a ​Potion of Healing (PHB) ​that he 
  recently stole from a sleeping guard. He has 
  slowly stolen 1000gp gold pieces and buried 
  them near the Werebear camp in the hope that 
  he will be able to escape. 
   
  6. Guard Post 
   
  “Simple chairs and tables sit outside the only 
  entrance to square wooden building. 
  Halfheartedly patrolling the area are a group of 
  disheveled Hobgoblins.” 
   
  Six ​Hobgoblins ​(MM)​ and one ​Hobgoblin 
  Captain​ (MM) ​are stationed here at any one 
  time. The guardpost contains a single room 
  with eight beds. A simple chest sits at the foot 
  of each bed. 
  There is a 25% chance that half of the 
  Hobgoblins here will be asleep at any time. 
   
  Treasure 
  The chests each contain a set of ​Simple 
  Clothes (PHB)​, and one item from the Trinkets 
  table in the Player's Handbook. The chest 
  belonging to the Hobgoblin captain also 
  contains 42gp and one ​Potion of Healing ​(PHB) 
   
  7. Gong 
   
  “Two single story wooden buildings stand in 
  the center of this area. Between them, 
  positioned on a raised platform 50 feet from 
  the ground stands a grizzled man next to a 
  large gong.” 
   
  The two buildings only contain simple bunks 
  for sleeping in, and not personal effects. They 
  lock from the outside. The bandits use these as 
  prisons on the rare occasion that they capture 
  somebody alive. 
  The guard stationed at the Gong is a ​Veteran 
  (MM)​. ​If he spots any intruders, he will attempt 
  to use the gong to alert everyone in areas C6 
  and C8, before taking fire with his bow. 
   
  8. Grimes’ Den 
   
  “A painted, reinforced wooden building stands 
  tucked towards the edge of the canyon walls. 
  Outside are stod two huge Ogres keeping 
  watch.” 
   
  This area is where Grimes conducts the day to 
  day runnings of the bandit gang. The building 
  contains extensive records on the gang, their 
  contacts, and which officials they bribe and 
  extort. 
   
  Two ​Ogres ​(MM)​ ​and ​Grimes (Appendix)​ are 
  here at any one time, with Grimes being inside 
  the building. There is a 50% chance that there 
  will also be a group of 4 ​Hobgoblins (MM) 
  here. 
   
   
   
  6 
  
   
  Appendix 
   
  Grimes 
  Medium humanoid (human), lawful evil 
  Armor Class​ 16 (masterwork chain shirt) 
  Hit Points​ 76 (8d10 + 35) 
  Speed​ 40 ft. 
  STR ​+1​ DEX ​+5​ CON ​+4​ INT ​+2​ WIS ​+0​ CHA​ +3 
  Skills​ Perception +2 
  Senses​ Passive Perception 12 
  Languages​ Common, Elvish 
  Challenge ​5 (1800 XP) 
   
  Sneak Attack (1/Turn).​ Grimes deals an extra 7 
  (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of Grimes that 
  isn't incapacitated and Grimes doesn't have 
  disadvantage on the attack roll. 
   
  ACTIONS 
  Multiattack.​ ​Grimes​ ​makes three rapier attacks. 
  Rapier.​ Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. ​Hit​: 9 (1d6 + 5) piercing damage. 
   
   
   
  7 
  
   
  License 
   
  Copyright 2018, Dragon Turtle Games.; 
  Author Robert Marriner-Dodds 
  Published under Open Game License. 
   
  Open Game License v 1.0a Copyright 
  2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 
  Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris 
  Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and 
  Dave Arneson. 
   
  8 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dragon Turtle/Grimes Hobgoblins v1.1.pdf