TEXT: Bloodsworn of Cormyr
  A Forgotten Realms Dungeon
  by Barry Dore
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective 
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  under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Barry Dore and published under the Community Content Agreement for 
  Dungeon Masters Guild.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  1
  
  Bloodsworn of Cormyr
  Introduction
  This dungeon lies within the Thunder Peaks mountains 
  of eastern Cormyr, in the Forgotten Realms.
  It is presented as a location to be explored, rather than a 
  quest to be completed, though gossip is included with 
  which to bait your characters.
  It is intended for first tier characters (levels 1-4) but 
  threat levels vary considerably throughout.
  Background
  The Bloodsworn Tribe of the Thunder Peaks mountains 
  has thrived under the leadership of their undead goblin 
  master, King Tharaktu – a winged vampire spawn – who 
  has led them for many generations.
  Tharaktu was already a goblin boss of notable power 
  before his dramatic change, and he has steadily grown 
  in influence ever since.
  Under his leadership, the Bloodsworn tribe has grown in 
  strength and numbers, expanding its hunting grounds to 
  encompass all settled lands bordering the Thunder Peaks.
  Structure
  The Bloodsworn lair is presented as five distinct areas, 
  each of which may be used as a standalone location:
  The Roost lies high in the mountains. A goblin outcast 
  lives here, but few other creatures. There's little else to 
  be found, but true spelunkers will locate an alternative 
  means of entering the Bloodsworn lair.
  The Den is situated at the entrance to the Bloodsworn 
  lair. It is home to the tribe's wolf riders, and its wolves. 
  They are led by a goblin wolf shaman.
  The Nest is home to goblin and rodent alike, with large 
  numbers of both to be found. They are led by a goblin 
  rat shaman with an imp familiar.
  The Core is home to the tribe's most ferocious warriors,
  its weapon makers, and numerous other goblins. They 
  are led by a fanatical goblin champion.
  The Crypt is home to King Tharaktu himself. His lair 
  is protected by loyal goblin crypt guards. The altar on 
  which the tribe makes regular blood sacrifices is also 
  located here.
  When combined, these areas form a large sprawling cave 
  complex, with scope for additional content in intervening 
  areas.
  The Bloodsworn Lair
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  Bloodsworn of Cormyr
  2
  
  Gossip
  Customer: “I swear your prices go up every month!”
  Merchant: “Blame the goblins! I haven't had reliable 
  shipments in ages.”
  Zhentarim Agent: “What you need is reliable guards.”
  Merchant: “What I need is less goblins!”
  Town Guard #1: “Did you see the merchants that 
  arrived this morning?”
  Town Guard #2: “Yeah, what was left of them.”
  Town Guard #1: “They were attacked passing through 
  the Thunder Peaks.”
  Town Guard #2: “Goblins?”
  Town Guard #1: “Yep.”
  Tavern Patron: “Farmer Randal says he saw a winged 
  goblin!”
  Tavern Keeper: “Farmer Randal's father once told me 
  the same thing.”
  Tavern Patron: “Didn't Farmer Randal's father disappear
  without a trace?”
  Tavern Keeper: “That he did.”
  Town Guard: “Are you sure it was a goblin?”
  Drunkard: “Nay! I told you <hic> it looked like goblinz 
  <hic> but had four legs!”
  Town Guard: “A four-legged goblin?”
  Drunkard: “Ai! <hic> with two heads!”
  Town Guard: “Two heads, and four legs. A pair of 
  goblins?”
  Drunkard: “Nay! <hic> One of them were a wolf's 
  head!”
  Tavern Patron #1: “My grandpa told me he found a hole
  in the mountain.”
  Tavern Patron #2: “A hole?”
  Tavern Patron #3: “So what!?”
  Tavern Patron #1: “No, a really big hole, to the root of 
  the mountain! Least that's what he said.”
  Tavern Patron #2: “I don't like holes.”
  Tavern Patron #3: “Who cares!?”
  The Bloodsworn
  This tribe has been thriving for generations and spread 
  throughout the Thunder Peaks mountains. Though the 
  tribe's main lair is detailed herein, it does not represent 
  the full population nor territory of the Bloodsworn.
  Indeed, you can even expand this dungeon by adding 
  additional locations within intervening areas, enlarging 
  the goblin population or adding greater diversity to their
  lair.
  Goblin Wealth
  Each goblin encountered within the Bloodsworn lair 
  carries 7 (2d6) copper or iron coins, and 3 (1d6) silver 
  coins. Superior goblins, such as wolf riders and 
  shamans, also carry 3 (1d6) gold coins, in addition to 
  any other listed treasure.
  Note: iron coins, named steelpence, are minted in 
  Sembia and have the same value as copper pieces.
  If you prefer to use regional denominations, most coins 
  found within this dungeon originate in Cormyr or 
  Sembia, though others come from Zhentil Keep or 
  further afield. Some are simply too damaged to identify.
  Patrols
  In addition to the goblins listed within the lair, a variety 
  of small groups will be busy patrolling, hunting, or 
  foraging at any given time.
  These groups can be encountered outside of the lair, or 
  within intervening areas. They can also be used to harry
  resting characters.
  The following groups are usually active:
  Patrol, external (x2) – see the Den for stat blocks
  •  1 Goblin Wolf Rider  •  3 Goblin  •  4 Wolf
  Patrol, internal (x1) – see the Core for stat block
  •  4 Goblin Fanatic
  Hunting Party (x1) – see the Den for stat block
  •  6 Goblin
  Foraging Party (x2) – see the Nest for stat blocks
  •  4 Goblin  •  4 Giant Rat
  Raiders
  Alternatively, use as many goblins as you wish to form 
  a raiding party.
  These groups are sent out intermittently to raid small 
  settlements or merchant caravans, stealing anything of 
  use that they can find, and capturing civilized folk for 
  blood sacrifice.
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  Bloodsworn of Cormyr
  3
  
  The Roost
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  Bloodsworn of Cormyr
  4
  
  The Roost
  The Roost is formed by a large break in the side of a 
  mountain, resulting in a sizable ledge high above the 
  valley below.
  1. Mountain Trail
  The trail leading to the Roost is a long and steep path, 
  rising higher than most people are accustomed to.
  Any creature climbing this trail that is not acclimated to
  high altitude, must succeed on a DC 10 Constitution 
  saving throw or suffer one level of exhaustion.
  2. Ruined Tower
  Low broken walls are all that remain of an ancient stone
  tower that stood here long ago. There is no indication of
  who or what built it.
  3. Ruined Structure
  •  1 Worg
  These crumbling walls mark the layout of an ancient 
  stone structure, though little more than rubble remains.
  A lone worg has made its lair within this ruin, which it 
  guards aggressively from all intruders.
  Worg
  Large monstrosity, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 13 (+1)
  7 (-2)
  11 (+0)
  8 (-1)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Goblin, Worg
  Challenge 1/2 (100 XP)
  Keen Hearing and Smell. The worg has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is
  a creature it must succeed on a DC 13 Strength saving 
  throw or be knocked prone.
  4. Outcast's Cave
  •  1 Psionic Goblin
  An unusual goblin named Forrik lives here in isolation. 
  He is a rare specimen, gifted with psionic powers and a 
  remarkably balanced outlook on life.
  Forrik will gladly converse with anyone that approaches
  peacefully. Though he knows little of the world beyond 
  this mountain, he will do his best to answer questions 
  about the Bloodsworn tribe and its lair.
  Forrik has no treasure, but he usually has a meager 
  supply of food and water on hand.
  Combat
  If forced into combat, Forrik will attempt to draw the 
  battle toward other creatures within the Roost, hoping to
  gain allies to tip the fight in his favor.
  He has a tolerable relationship with the worg in Area 3, 
  and the bats in Area 6 are accustomed to his presence.
  Psionic Goblin
  Small humanoid (goblinoid), neutral
  Armor Class 13 (leather armor)
  Hit Points 14 (4d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  14 (+2) 10 (+0) 12 (+1) 10 (+0) 10 (+0)
  Skills Insight +2, Perception +2, Stealth +6
  Damage Resistances lightning
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 12
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Innate Spellcasting (Psionics). The goblin's innate 
  spellcasting ability is Intelligence (+3 to hit with spell 
  attacks). The goblin can innately cast the following 
  spells, requiring no components:
  At will: shocking grasp
  3/day: blur
  1/day: cure wounds (self only)
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
  piercing damage.
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  Bloodsworn of Cormyr
  5
  
  5. Mushroom Cave
  An abundance of edible mushrooms grows within this 
  cave, some of which have medicinal value.
  Characters may attempt a DC 15 Intelligence (Nature) 
  check to identify these mushrooms, which can be used 
  by anyone with a herbalism kit, and proficiency in its 
  use, to make potions of healing.
  Enough ingredients can be gathered to make up to three 
  such potions, which can be created during a short rest. 
  These mushrooms lose their beneficial properties if not 
  used within 24 hours of collection.
  6. Bat Cave
  •  3 Swarm of Bats
  Thousands of harmless bats live in the caves around this
  mountain, but something about this particular cave 
  drives them to attack any unfamiliar creature that enters.
  Swarm of Bats
  Medium swarm of tiny beasts, unaligned
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  15 (+2) 10 (+0)
  2 (-4)
  12 (+1)
  4 (-3)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 60 ft., passive Perception 11
  Languages -
  Challenge 1/4 (50 XP)
  Echolocation. The swarm can't use its blindsight while 
  deafened.
  Keen Hearing. The swarm has advantage on Wisdom 
  (Perception) checks that rely on hearing.
  Swarm. The swarm can occupy another creature's space
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny bat. The swarm can't 
  regain hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
  creature in the swarm's space. Hit: 5 (2d4) piercing 
  damage, or 2 (1d4) piercing damage if the swarm has 
  half of its hit points or fewer.
  7. Vertical Shaft
  This cave is notable only for the large hole in its floor, 
  which forms the top of a vertical shaft that runs right 
  through the Bloodsworn lair.
  This shaft descends a great distance to join the Nest, 
  and further still to end at the Crypt.
  For creatures without a climbing speed, or the ability to 
  fly or levitate, this shaft should represent a major 
  obstacle, requiring multiple Strength (Athletics) checks 
  to safely negotiate its many twists and turns.
  Furthermore, swarms of bats may attack living creatures
  traversing the upper reaches of the shaft, while two dust
  mephits await intruders between the Nest and the Crypt.
  Dust Mephit
  Small elemental, neutral evil
  Armor Class 12
  Hit Points 17 (5d6)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  14 (+2) 10 (+0)
  9 (-1)
  11 (+0) 10 (+0)
  Skills Perception +2, Stealth +4
  Damage Vulnerabilities fire
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Auran, Terran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes in a 
  burst of dust. Each creature within 5 feet of it must then 
  succeed on a DC 10 Constitution saving throw or be 
  blinded for 1 minute. A blinded creature can repeat the 
  saving throw on each of its turns, ending the effect on 
  itself on a success.
  Innate Spellcasting (1/Day). The mephit can innately 
  cast sleep, requiring no material components. Its innate 
  spellcasting ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) slashing damage.
  Blinding Breath (Recharge 6). The mephit exhales a 
  15-foot cone of blinding dust. Each creature in the area 
  must succeed on a DC 10 Dexterity saving throw or be 
  blinded for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success.
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  Bloodsworn of Cormyr
  6
  
  The Den
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  Bloodsworn of Cormyr
  7
  
  The Den
  The goblins of the Den are responsible for patrolling the
  wilderness surrounding the lair, and do so in continuous
  shifts. While not on patrol, or standing guard, many of 
  these goblins will be found at rest – unless warned of 
  intruders.
  The goblins illuminate these caves by burning dried 
  wolf dung in crude iron braziers, providing dim light in
  all dwelling spaces.
  This dung is both plentiful and pungent, whether fresh 
  or burning. Intruders are advised to watch where they 
  step.
  1. Main Entrance
  •  4 Goblin  •  2 Wolf
  Though the entrance to this cave is wide open and 
  offers little cover to those within, the surrounding 
  terrain shields it from direct sunlight throughout the 
  day, leaving it perpetually in shadow.
  Four goblins and two wolves stand guard here, ready to 
  attack intruders on sight. The goblins try to stay at range
  and fire arrows while the wolves close for melee. If 
  things go badly for the goblins, they will attempt to 
  retreat to Area 3.
  Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather armor, shield)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2) 10 (+0) 10 (+0)
  8 (-1)
  8 (-1)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Wolf
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 12 (+1)
  3 (-4)
  12 (+1)
  6 (-2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages -
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Mount. While controlled by a rider, the wolf uses its 
  rider's initiative and can only use the Dash, Disengage, 
  and Dodge actions.
  Pack Tactics. The wolf has advantage on attack rolls 
  against a creature if at least one of the wolf's allies is 
  within 5 feet of the creature and the ally isn't 
  incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage. If the target is 
  a creature it must succeed on a DC 11 Strength saving 
  throw or be knocked prone.
  2. Side Entrance
  •  3 Goblin
  This cave mouth opens in the side of a steep rock face, 
  some thirty feet above the ground. Sunlight illuminates 
  the cave from around mid-afternoon through to sunset.
  Three goblins stand guard here, with bows at the ready. 
  They save their arrows for anyone attempting to scale 
  the rock face or enter the cave by other means. They 
  gain three-quarters cover against attacks from below.
  A pile of rocks has been stacked at the edge of the ledge
  in a precarious fashion. An action may be taken by 
  anyone on the ledge to tip these rocks over the edge, 
  showering creatures below. Any creature directly below
  the ledge must succeed on a DC 10 Dexterity saving 
  throw or take 1d10 bludgeoning damage.
  If engaged in melee, these goblins will attempt to 
  withdraw to Area 5.
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  Bloodsworn of Cormyr
  8
  
  3. Wolf Den
  •  1 Worg  •  8 Wolf
  Three burning braziers help to illuminate this area, 
  highlighting an abundance of dung throughout.
  Small edible mushrooms grow around the edge of this 
  cave and wherever they can find purchase on the walls.
  A single worg and eight wolves can be found here. The 
  wolves are typically at rest, recovering from their time 
  on patrol, but they are easily roused by intruders.
  The worg will lead the wolves in defending their lair. 
  This is their home, and intruders are typically good for 
  eating, so the wolves will not retreat unless compelled 
  to do so.
  Worg
  Large monstrosity, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 26 (4d10 + 4)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 13 (+1) 13 (+1)
  7 (-2)
  11 (+0)
  8 (-1)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Goblin, Worg
  Challenge 1/2 (100 XP)
  Keen Hearing and Smell. The worg has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is
  a creature it must succeed on a DC 13 Strength saving 
  throw or be knocked prone.
  4. Wolf Rider Quarters
  •  2 Goblin Wolf Rider
  This cave is home to the tribe's elite wolf riders, both 
  those resting and others out on patrol. Any goblin can 
  ride a wolf, but wolf riders do it better.
  Two wolf riders can be found here at any given time, 
  usually resting. They are easily roused by the sounds of 
  battle, but may otherwise be discovered asleep on the 
  floor.
  Goblin Wolf Rider
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather armor, shield)
  Hit Points 14 (4d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2) 10 (+0) 10 (+0) 10 (+0)
  8 (-1)
  Skills Animal Handling +2, Stealth +6
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Cavalry Training. When the goblin hits a target with a 
  melee attack while mounted on a wolf, the wolf can 
  make one melee attack against the same target as a 
  reaction.
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  5. Central Cave
  •  1 Goblin Wolf Shaman  •  8 Goblin  •  2 Wolf
  This cave is home to a goblin wolf shaman named 
  Ralfus and his closest followers. This shaman is 
  equipped like every other goblin here, leaving him 
  indistinguishable as a leader until he engages in battle.
  Ralfus carries a single treasured centaur – an electrum 
  piece from Amn – in addition to his other coins. He also
  has a piece of turquoise (worth 10gp) and a poor-quality
  set of wooden dice.
  Combat
  When facing intruders, these goblins fight as a pack, 
  exploiting the shaman's Pack Leader trait to overwhelm 
  unsuspecting foes.
  Ralfus will try to cast thunderwave on groups of two or 
  more intruders, but will not endanger his allies to do so.
  If their leader is defeated, the other goblins will attempt 
  to withdraw in search of allies, but they won't surrender 
  unless compelled to do so.
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  Bloodsworn of Cormyr
  9
  
  Goblin Wolf Shaman
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather, shield)
  Hit Points 18 (4d6 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2) 12 (+1) 10 (+0) 12 (+1)
  8 (-1)
  Skills Animal Handling +3, Perception +3, Stealth +6
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Pack Leader. The goblin's Pack Tactics trait extends to 
  all allies within 20 feet that can see or hear the goblin.
  Pack Tactics. The goblin has advantage on an attack 
  roll against a creature if at least one of the goblin's allies
  is within 5 feet of the creature and the ally isn't 
  incapacitated.
  Spellcasting. The goblin is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11). The 
  goblin has the following druid spells prepared:
  Cantrips (at will): guidance, resistance
  1st level (2 slots): longstrider, thunderwave (howl)
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  6. Elders' Cave
  •  6 Goblin
  Six goblins live here. They are noteworthy only for 
  their age, having outlived many of their less fortunate 
  kin. When confronted by hostile intruders they do what 
  they do best – hide, flee, or surrender.
  These elders know much about the area and the layout 
  of the goblin caves. Though far from trustworthy, they 
  will gladly talk if doing so will prolong their lives.
  An extremely well-used playing card set can be found 
  here. Though the cards have seen much better days, the 
  set appears to be complete.
  7. Kitchen
  •  6 Goblin
  Numerous iron pots perch above fires along the south 
  wall of this cave, heating various odious mixtures for 
  eventual consumption. They are tended by the six 
  goblins that live here.
  Though none of the food looks particularly appetizing, 
  most of it offers at least a little nutrition, with perhaps a 
  side order of food poisoning.
  8. East Passage
  This passage connects to Area 1 of the Nest.
  There are few hazards between the Den and the Nest, 
  but unsuspecting intruders may encounter one or more 
  piercers.
  The height of the intervening tunnels is such that these 
  piercers may drop no more than 30 feet when making 
  their attack.
  Piercer
  Medium monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 22 (3d8 + 9)
  Speed 5 ft., climb 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 13 (+1) 16 (+3)
  1 (-5)
  7 (-2)
  3 (-4)
  Skills Stealth +5
  Senses blindsight 30 ft., darkvision 60 ft., passive 
  Perception 8
  Languages -
  Challenge 1/2 (100 XP)
  False Appearance. While the piercer remains 
  motionless on the ceiling, it is indistinguishable from a 
  normal stalactite.
  Spider Climb. The piercer can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.
  Actions
  Drop. Melee Weapon Attack: +3 to hit, once creature 
  directly underneath the piercer. Hit: 3 (1d6) piercing 
  damage per 10 feet fallen, up to 21 (6d6). Miss: The 
  piercer takes half the normal falling damage for the 
  distance fallen.
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  Bloodsworn of Cormyr
  10
  
  The Nest
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  Bloodsworn of Cormyr
  11
  
  The Nest
  This area is unlit. It is home to goblin and rodent alike, 
  with normal rats prevalent throughout. These rats 
  defend their nest vigorously, but are otherwise of little 
  concern to intruders. The same can not be said for their 
  giant kin.
  1. West Passage
  This passage connects to Area 8 of the Den.
  2. Rat Nest
  •  3 Swarm of Rats
  A tangled mass of assorted waste fills much of this 
  room, serving as difficult terrain for humanoids. This 
  heap of garbage is home to the countless rats that scurry
  throughout these caves.
  These rats are largely indifferent to intruders, but should
  the need arise, they will swarm forth to defend their 
  nest.
  Swarm of Rats
  Medium swarm of tiny beasts, unaligned
  Armor Class 10
  Hit Points 24 (7d8 - 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  11 (+0)
  9 (-1)
  2 (-4)
  10 (+0)
  3 (-4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petrified, prone, restrained, stunned
  Senses darkvision 30 ft., passive Perception 10
  Languages -
  Challenge 1/4 (50 XP)
  Keen Smell. The swarm has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Swarm. The swarm can occupy another creature's space
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny rat. The swarm can't 
  regain hit points or gain temporary hit points.
  Actions
  Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one 
  target in the swarm's space. Hit: 7 (2d6) piercing 
  damage, or 3 (1d6) piercing damage if the swarm has 
  half of its hit points or fewer.
  3. Natural Pool
  Water fills much of this cave, the floor of which slopes 
  down toward its eastern wall, forming a pool that is five
  feet in depth.
  This water seeps in through tiny cracks in the ceiling, 
  dripping ceaselessly into the pool below.
  Unfortunately, this pool is very popular with the local 
  rats, so it is not as clean as it may at first appear.
  4. Vertical Shaft
  •  3 Violet Fungus
  This area is little more than a ledge on the side of a long
  vertical shaft, yet it supports three violet fungi that 
  attack any living creature that strays within reach.
  This small infestation is quite new. The goblins have 
  kept it in check, to prevent its spread throughout the 
  dungeon, but they have allowed it to retain this tiny 
  patch of ground.
  The shaft twists and turns, narrowing significantly in 
  places, but rises all the way to the Roost, and descends 
  to join the Crypt. Further detail is provided in the Roost 
  for creatures wishing to traverse this shaft.
  Violet Fungus
  Medium plant, unaligned
  Armor Class 5
  Hit Points 18 (4d8)
  Speed 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  1 (-5)
  10 (+0)
  1 (-5)
  3 (-4)
  1 (-5)
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 6
  Languages -
  Challenge 1/4 (50 XP)
  False Appearance. While the violet fungus remains 
  motionless, it is indistinguishable from an ordinary 
  fungus.
  Actions
  Multiattack. The fungus makes 1d4 Rotting Touch 
  attacks.
  Rotting Touch. Melee Weapon Attack: +2 to hit, reach 
  10 ft., one creature. Hit: 4 (1d8) necrotic damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  12
  
  5. Rat Holes
  •  8 Giant Rat
  These side tunnels were created long ago by burrowing 
  kruthik, and are as low as they are narrow. This makes 
  them ideal for giant rats, but unsuitable for humanoid 
  passage.
  Furthermore, any intruder attempting to enter these 
  narrow tunnels, or even pass them by, will be attacked 
  by a pack of giant rats.
  Giant Rat
  Small beast, unaligned
  Armor Class 12
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  15 (+2) 11 (+0)
  2 (-4)
  10 (+0)
  4 (-3)
  Senses darkvision 60 ft., passive Perception 10
  Languages -
  Challenge 1/8 (25 XP)
  Keen Smell. The rat has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The rat has advantage on an attack roll 
  against a creature if at least one of the rat's allies is 
  within 5 feet of the creature and the ally isn't 
  incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  6. Goblin Barracks
  •  8 Goblin  •  2 Giant Rat
  This cave is home to a dozen goblins. While four stand 
  guard in Area 9, the remainder spend much of their time
  here at rest. Two giant rats alert the goblins whenever 
  they detect intruders.
  These goblins will quickly engage intruders in combat, 
  but will just as swiftly flee if left a clear means of exit –
  mounting a fighting withdrawal in the hope of luring 
  their enemies toward friendly forces.
  If cornered and clearly outmatched, the goblins will 
  attempt to surrender instead.
  Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather armor, shield)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2) 10 (+0) 10 (+0)
  8 (-1)
  8 (-1)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  7. East Passage
  This passage connects to Area 1 of the Core.
  8. Bolthole
  This small cave serves as a hiding place for the shaman 
  in Area 12, should he need to flee intruders.
  A small metal box rests in a crack in the wall. It has a 
  tightly closed lid but no lock. The box holds two flasks 
  of water, a large chuck of cheese, and a key for the 
  chest in Area 12.
  Local food aficionados will be able to identify the 
  cheese as Arabellan Red, from the Cormyrean city of 
  Arabel. It remains in surprisingly good condition, given 
  its surroundings, and is perfectly edible.
  9. Guard Post
  •  4 Goblin  •  2 Giant Rat
  Four goblins stand watch here at all times, guarding 
  against anyone approaching the living areas to the 
  south. Two giant rats stand with them.
  When facing enemies, one of the goblins withdraws to 
  warn its kin in Area 10, while the remaining guards 
  attempt to hold back intruders.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  13
  
  10. Outer Goblin Lair
  •  12 Goblin  •  4 Giant Rat
  This large cave is part of the main goblin living space 
  within the Nest. It is occupied by a dozen goblins, who 
  show unusual bravery in defending their lair – knowing 
  that falling back to Area 12 would only endanger their 
  young.
  The goblins have little in the way of possessions, and 
  share what little food they have with the rats, whether 
  they choose to or not.
  11. Giant Rat Nest
  •  10 Giant Rat
  This cave is filled with piles of goblin waste, forming a 
  perfect nest for the giant rats that live here, and serving 
  as difficult terrain for humanoids.
  These rats are extremely aggressive toward intruders.
  12. Inner Goblin Lair
  •  Goblin Rat Shaman  •  Imp Familiar (rat form)
  •  4 Giant Rat  •  14 Goblin  •  12 Goblin Child
  This high-ceilinged cavern forms the core of the Nest's 
  main living space, and is home to numerous goblins, 
  both adult and adolescent.
  First among these goblins is their leader, a rat shaman 
  named Skritch, who is accompanied by an imp familiar,
  in rat form, and four giant rats.
  Skritch typically stays close to the rat holes in the north 
  wall of the cavern, maintaining a clear escape route if at
  all possible.
  Despite being responsible for the goblins of the Nest, he
  is quite prepared to sacrifice as many of them as it takes
  to save his own skin.
  Combat
  If combat begins, about half the adult goblins will guard
  the children, trying to keep them away from attackers, 
  while the rest will engage the enemy, along with the 
  shaman and his entourage.
  However, Skritch will flee at the first sign of trouble, 
  disengaging if necessary before polymorphing into his 
  rat form and rushing for the holes in the north wall.
  The imp is similarly keen to avoid dying, but it will try 
  to observe any situation involving intruders, in the hope
  of identifying a suitable alternative to its current master.
  The goblin children have no treasure, but they do carry 
  crude daggers, which they will use to defend themselves
  if forced into battle.
  Loot
  A small wooden chest with a simple lock stands on the 
  far side of the cavern, by the east wall. The key for this 
  chest is located in Area 8, but anyone with thieves' tools
  can unlock it with success on a DC 14 Dexterity 
  (Thieves' Tools) check.
  The chest contains: 3 small pieces of malachite (worth 
  5gp each), 8gp, 7ep, 48sp, and 179cp.
  Goblin Rat Shaman
  Small humanoid (goblinoid), neutral evil
  Armor Class 12
  Hit Points 18 (4d6 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2) 12 (+1) 10 (+0) 12 (+1)
  8 (-1)
  Skills Perception +3, Stealth +6
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Keen Smell. The goblin has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Pack Tactics. The goblin has advantage on an attack 
  roll against a creature if at least one of the goblin's allies
  is within 5 feet of the creature and the ally isn't 
  incapacitated.
  Spellcasting (Goblin Form Only). The goblin is a 1st-
  level spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 11). The goblin has the following druid 
  spells prepared:
  Cantrips (at will): guidance, poison spray
  1st level (2 slots): faerie fire, speak with animals
  Actions
  Bite (Rat Form Only). Melee Weapon Attack: +4 to hit,
  reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Change Shape (Recharges after a Short or Long 
  Rest). The goblin magically polymorphs into a giant rat,
  remaining in that form for up to 1 hour. It can revert to 
  its true form as a bonus action. Its statistics are the same
  in each form. Any equipment it is wearing or carrying 
  isn't transformed. It reverts to its true form if it dies.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  14
  
  Imp
  Tiny fiend (devil, shapechanger), lawful evil
  Armor Class 13
  Hit Points 10 (3d4 + 3)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
  Skills Deception +4, Insight +3, Persuasion +4,
  Stealth +5
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Common, Infernal
  Challenge 1 (200 XP)
  Devil's Sight. Magical darkness doesn't impede the 
  imp's darkvision.
  Familiar. The imp can enter into a contract to serve 
  another creature as a familiar, forming a telepathic bond
  with its willing master. While the two are bonded, the 
  master can sense what the imp senses as long as they 
  are within 1 mile of each other. While the imp is within 
  10 feet of its master, the master shares the imp's Magic 
  Resistance trait. If its master violates the terms of the 
  contract, the imp can end its service as a familiar, 
  ending the telepathic bond.
  Magic Resistance. The imp has advantage on saving 
  throws against spells and other magical effects.
  Shapechanger. The imp can use its action to polymorph
  into a beast form that resembles a rat (speed 20 ft.), a 
  raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.),
  or back into its true form. Its statistics are the same in 
  each form, except for the speed changes noted. Any 
  equipment is it wearing or carrying isn't transformed. It 
  reverts to its true form if it dies.
  Actions
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage, and the target must make a DC 11 Constitution
  saving throw, taking 10 (3d6) poison damage on a 
  failed save, or half as much damage on a successful 
  one.
  Goblin Child
  Small humanoid (goblinoid), neutral evil
  Armor Class 11
  Hit Points 2 (1d6 - 1)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  12 (+1)
  8 (-1)
  8 (-1)
  6 (-2)
  6 (-2)
  Skills Stealth +5
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Goblin
  Challenge 0 (10 XP)
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage.
  Child Killers
  Most good deities frown on their followers killing 
  children – even sadistic goblin children – and even if 
  their deity turns a blind eye, a good character should 
  typically feel remorse over such events.
  A character troubled by their actions may face more 
  than just roleplaying implications. Intelligence, 
  Wisdom, and Charisma checks could all suffer while 
  the character wrestles with their conscience, as could 
  initiative rolls.
  Worse still, a judgmental or vengeful deity may punish 
  offending characters with spells such as hex, or bestow 
  curse, or deny their followers access to divine powers 
  until they atone for their actions.
  Infernal Attention
  While good characters may come to regret the killing of
  near-defenseless children, anyone reveling in such a 
  cruel endeavor will catch the attention of the shaman's 
  imp – unless it was already destroyed – or other dark 
  powers.
  This imp is always keen to find a more powerful master 
  to replace the existing one. It will gladly attach itself to 
  a suitable replacement, as a companion or as a familiar. 
  However, if the shaman still lives, the new master must 
  eliminate the old one first, to prove their worthiness.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  15
  
  The Core
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  16
  
  The Core
  The Core is home to the Bloodsworn's most fanatical 
  followers of Maglubiyet, as well as its craftspeople. 
  This area is unlit.
  With such large numbers living here in close proximity,
  these goblins may pose a significant threat to reckless 
  intruders.
  1. West Passage
  This passage connects to Area 7 of the Nest.
  2. North Passage
  This passage connects to Area 1 of the Crypt.
  3. Bugbear
  •  1 Bugbear
  A lone bugbear named Okrok lives here. He serves the 
  Bloodsworn as a mercenary guard, but is extremely lazy
  and has little interest in anything other than eating, 
  drinking, and sleeping.
  Okrok carries 6gp, 18sp, and 14cp.
  Bugbear
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 14 (+2) 13 (+1)
  8 (-1)
  11 (+0)
  9 (-1)
  Skills Athletics +5, Stealth +4, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Brute. A melee weapon deals one extra die of its 
  damage when the bugbear hits with it (included in the 
  attack).
  Surprise Attack. If the bugbear surprises a creature and 
  hits it with an attack during the first round of combat, 
  the target takes an extra 7 (2d6) damage from the attack.
  Actions
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 14 (2d10 + 3) slashing damage.
  4. Central Cavern
  •  18 Goblin  •  12 Goblin Child
  This large cavern is home to thirty goblins, both young 
  and old. If threatened, they will summon aid from the 
  adjoining caves.
  Goblin
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather armor, shield)
  Hit Points 7 (2d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2) 10 (+0) 10 (+0)
  8 (-1)
  8 (-1)
  Skills Stealth +6
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Goblin Child
  Small humanoid (goblinoid), neutral evil
  Armor Class 11
  Hit Points 2 (1d6 - 1)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  12 (+1)
  8 (-1)
  8 (-1)
  6 (-2)
  6 (-2)
  Skills Stealth +5
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Goblin
  Challenge 0 (10 XP)
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) piercing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  17
  
  5. Goblin Champion
  •  1 Goblin Champion
  A goblin champion named Iklebrik lives here. He is the 
  leader of all goblins in the Core, as well as being head 
  fanatic.
  He wears an iron armband set with small obsidian studs 
  (worth 60gp), and carries twice as many coins as other 
  superior goblins.
  Iklebrik is quick to engage in melee combat, favoring 
  the largest target within easy reach and fighting without 
  fear. Such is his devotion to Maglubiyet that he will 
  gladly fight to the death.
  Goblin Champion
  Small humanoid (goblinoid), neutral evil
  Armor Class 17 (chain shirt, shield)
  Hit Points 22 (4d6 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 14 (+2) 10 (+0)
  8 (-1)
  10 (+0)
  Skills Athletics +2, Stealth +4
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Fanatic Vigor. The goblin gains 4 temporary hit points 
  when it inflicts damage with a melee attack.
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Reckless. At the start of its turn, the goblin can gain 
  advantage on all melee weapon attack rolls it makes 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn.
  Size Advantage. Once per turn, the goblin can deal an 
  extra 7 (2d6) damage when it hits a Medium or larger 
  creature with a melee attack and has advantage on the 
  attack roll.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  6. Goblin Fanatics
  •  4 Goblin Fanatic
  Four goblin fanatics dwell here. While not sleeping, 
  they eagerly await every opportunity to engage in battle 
  and prove their devotion to Maglubiyet.
  Goblin Fanatic
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather, shield)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2) 12 (+1) 10 (+0)
  8 (-1)
  8 (-1)
  Skills Athletics +1, Stealth +4
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Brave. The goblin has advantage on saving throws 
  against being frightened.
  Fanatic Vigor. The goblin gains 2 temporary hit points 
  when it inflicts damage with a melee attack.
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Reckless. At the start of its turn, the goblin can gain 
  advantage on all melee weapon attack rolls it makes 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  7. Crafting Cave
  •  8 Goblin
  This cave is home to the Bloodsworn craftspeople. In 
  all, eight goblins live and work here, fashioning 
  weapons and armor out of stolen resources, or 
  reworking existing items to better suit goblin needs.
  Their equipment includes tools for leatherworking, 
  smithing, and tinkering, but all are in poor condition.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  18
  
  8. Goblin Fanatics
  •  4 Goblin Fanatic
  Four goblin fanatics dwell here, awaiting the call to 
  arms while not otherwise engaged in sleeping.
  9. Goblin Prison
  •  2 Goblin  •  3 Dalesfolk Commoner (captive)
  The tribe keeps captives here, imprisoned in wooden 
  cages that are guarded by a pair of goblins at all times.
  Three human farmhands are currently detained in these 
  cages, awaiting sacrifice on the tribe's blood altar.
  These two men and a woman are named Evin, Mandal, 
  and Kerri. They were snatched from farmland close to 
  the town of White Ford, in Archendale.
  These prisoners have been held here for about a week 
  and treated very poorly. They are in desperate need of 
  food and water.
  Freedom
  Releasing the prisoners is a simple matter for anyone 
  not stuck inside a cage.
  Indeed, they could probably release themselves if not 
  for the goblins watching their every move, but then 
  where would they go?
  If rescued, these simple folk will be of no help against 
  the goblins. They will ask to be escorted back to 
  civilization, being ill-equipped to make the journey 
  themselves, even if the lair has been cleared of enemies.
  Dalesfolk Commoner
  Medium humanoid (human), neutral good tendencies
  Armor Class 10
  Hit Points 4 (1d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages Chondathan^, Common
  Challenge 0 (10 XP)
  Actions
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 1 bludgeoning damage.
  10. Goblin Prison
  •  2 Goblin  •  1 Purple Dragon Scout (captive)
  A lone prisoner is held captive here, guarded by two 
  goblins at all times.
  This unfortunate fellow is a Purple Dragon Scout 
  named Malark Hightree. He was captured a few days 
  ago while searching for this very lair.
  Malark is thirsty and hungry, and a little bit sore, but is 
  otherwise unharmed. If released, he will offer to assist 
  his rescuers until they complete their business here.
  Malark's stat block includes a variety of weapons that 
  are readily available nearby, including a shortbow from 
  Area 7.
  Purple Dragon Scout
  Medium humanoid (human), neutral good
  Armor Class 12
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
  Skills Nature +4, Perception +5, Stealth +6, Survival +5
  Senses passive Perception 15
  Languages Chondathan^, Common
  Challenge 1/2 (100 XP)
  Brave. The scout has advantage on saving throws 
  against being frightened.
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight.
  Actions
  Multiattack. The scout makes two melee attacks or two 
  ranged attacks.
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach
  5 ft., one target. Hit: 1 bludgeoning damage.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  19
  
  The Crypt
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  20
  
  The Crypt
  These caves serve as the lair of King Tharaktu and his 
  personal guard. They are unlit.
  1. South Passage
  This passage connects to Area 2 of the Core.
  2. Crypt Guards
  •  4 Goblin Crypt Guard
  Four loyal crypt guards stand watch here at all times.
  A battered metal gong suspended by a crude wooden 
  idol hangs to the west of the entrance.
  When intruders approach, a guard will strike this gong 
  at the first opportunity, alerting the rest of the Crypt to 
  the possibility of danger.
  Goblin Crypt Guard
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather, shield)
  Hit Points 14 (4d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2) 10 (+0) 10 (+0) 10 (+0)
  8 (-1)
  Skills Perception +2, Stealth +6
  Damage Resistances necrotic
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Dark Devotion. The goblin has advantage on saving 
  throws against being charmed or frightened.
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  3. Cave of the Blood Altar
  Though large, this cave is notable only for the blood-
  stained stone altar at its far end.
  4. Crypt Guard Lodgings
  •  8 Goblin Crypt Guard
  A dozen crypt guards live here, including the four on 
  duty in Area 2. Four of the remaining eight are typically
  at rest while not on duty.
  5. Vertical Shaft
  This cave is noteworthy only for the vertical shaft that 
  rises from its ceiling, connecting to the Nest and the 
  Roost far above.
  Further detail is provided in the Roost for creatures 
  wishing to traverse this shaft.
  6. Crypt Sentinel
  •  1 Goblin Crypt Master
  The leader of the crypt guards lives here. He is loyal to 
  his King above all else, but lacks the intellect to be 
  proactive in his duties. He carries twice as many coins 
  as other superior goblins, plus a pearl (worth 100gp).
  Goblin Crypt Master
  Small humanoid (goblinoid), neutral evil
  Armor Class 17 (chain shirt, shield)
  Hit Points 21 (6d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 11 (+0) 10 (+0) 12 (+1) 10 (+0)
  Skills Perception +3, Stealth +6
  Damage Resistances necrotic
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Dark Devotion. The goblin has advantage on saving 
  throws against being charmed or frightened.
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns.
  Actions
  Multiattack. The goblin makes two scimitar attacks.
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft.,
  one target. Hit: 4 (1d4 + 2) piercing damage.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  21
  
  7. King Tharaktu's Lair
  •  1 King Tharaktu
  This simple cave is the lair of King Tharaktu, a former 
  goblin boss who now possesses large leathery wings, 
  razor-like claws, and sharp pointy teeth.
  Despite his commanding position as leader of the 
  Bloodsworn tribe, Tharaktu lacks the inclination or 
  ability to hold engaging conversation.
  Given the opportunity, he prefers to strike at intruders 
  from the shadows, forgoing villainous discourse in 
  favor of a ferocious assault.
  Combat
  Tharaktu's approach to combat is straightforward. If he 
  begins his turn within 10 hit points of his maximum, he 
  slices at opponents with his claws. If he has fewer hit 
  points, he attempts to grapple and bite his target instead.
  He will attempt to flee if clearly outmatched.
  Tharaktu's Master
  The origin of King Tharaktu's undead form is left for 
  you to decide – if indeed it matters to your game.
  His master could be a vampire within the ranks of the 
  Zhentarim, who compels its spawn to spread trouble in 
  local lands, raising the price that the Black Network's 
  mercenaries can charge for their services.
  The King might also be a pawn in the machinations of a
  Red Wizard necromancer, spreading their influence far 
  beyond the borders of Thay.
  Tharaktu is unlikely to betray his master by divulging 
  what little he may know of their identity. However, if 
  you wish to sow seeds for future adventures, evidence 
  may exist among his belongings to point investigative 
  characters in the right direction.
  Vampire Weakness
  Tharaktu has the following flaws:
  • Forbiddance. Tharaktu can't enter a residence without an 
  invitation from one of the occupants.
  • Harmed by Running Water. Tharaktu takes 20 acid 
  damage when he ends his turn in running water.
  • Stake to the Heart. Tharaktu is destroyed if a piercing 
  weapon made of wood is driven into his heart while he is 
  incapacitated in his resting place.
  • Sunlight Hypersensitivity. Tharaktu takes 20 radiant 
  damage when he starts his turn in sunlight. While in 
  sunlight, he has disadvantage on attack rolls and ability 
  checks.
  King Tharaktu
  Small undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 71 (11d6 + 33)
  Speed 30 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 12 (+1)
  Saving Throws Dex +6, Wis +4
  Skills Perception +4, Stealth +9
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Goblin
  Challenge 5 (1,800 XP)
  Nimble Escape. Tharaktu can take the Disengage or 
  Hide action as a bonus action on each of his turns.
  Regeneration. Tharaktu regains 10 hit points at the start
  of his turn if he has at least 1 hit point and isn't in 
  sunlight or running water. If Tharaktu takes radiant 
  damage or damage from holy water, this trait doesn't 
  function at the start of his next turn.
  Actions
  Multiattack. Tharaktu makes two attacks, only one of 
  which can be a bite attack.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 8 (2d4 + 3) slashing damage. Instead of 
  dealing damage, Tharaktu can grapple the target (escape
  DC 13).
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by 
  Tharaktu, incapacitated, or restrained. Hit: 6 (1d6 + 3) 
  piercing damage plus 7 (2d6) necrotic damage. The 
  target's hit point maximum is reduced by an amount 
  equal to the necrotic damage taken, and Tharaktu 
  regains hit points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The target dies 
  if the effect reduces its hit point maximum to 0.
  8. Treasury
  The Bloodsworn tribe's treasure is gathered here in an 
  unceremonious heap, consisting of: a greatsword +1, a 
  silvered dagger, a spell scroll (dispel magic) in a leather
  case, a brooch of shielding, a periapt of health, a pearl 
  of power, a miniature obsidian horse (worth 100gp), a 
  carved bone crown (worth 50gp), a large bloodstone 
  (worth 100gp), 6pp, 135gp, 14ep, 980sp, and 9,996cp.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Bloodsworn of Cormyr
  22
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Bloodsworn of Cormyr.pdf