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Minidungeons 1 - CAVES 2.0

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100% found this document useful (1 vote)
248 views34 pages

Minidungeons 1 - CAVES 2.0

Uploaded by

Ordos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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mini-dungeons

Caves
#1

Mini-dungeons 1: Caves
1
Mini-Dungeons #1
Three Caves
Horn Valley
Credits
Dungeon Design: Chris Bissette (Loot the Room) & Phil Beckwith (P.B. Publishing)
Author: Phil Beckwith (P.B. Publishing)
Editor: Ken Carcas
Cover Artist: Dusan Kostic/Adobe Stock
Interior Illustrators: DMs Guild Creator Resource (Varied), Dave Allsop (Surley Ettin),
Bartek Blaszczec (Orc Shaman), Dean Spencer (Kobold Stalker), Estevez/Shutterstock (Tundra),
Ohn Robin/Shutterstock (White Dragon)
Battle Map Cartographer: Chris Bissette (Loot the Room)
Special Thanks to: Carlos Irizarry, Harrison O’Sullivan, and Justin Handlin for their critical feedback
and playtesting.

Tables of Contents
Introduction 3
Running These Dungeons 3
Plot Tie-in Information 4

Mini-Dungeon 1: Lizardfolk Tunnels 6


APL2 - APL5

Mini-Dungeon 2: The Cavern of One-Eye 10


APL4 - APL7

Mini-Dungeon 3: The Lair of Frostingbite 18


APL5 - APL8

Appendix A: Monsters 30
Appendix B: Magical Items 31

Other Titles by: Loot The Room 33


Other Titles by: P.B. Publishing 34

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
Copyright © P.B. Publishing & Loottheroom.uk 2017
Chapter 1: Introduction

T
his book is a collection of three
mini-dungeons. What do we mean
Running These Dungeons
Within the pages of this book, you will find three
by the term ‘mini-dungeon’, I hear such mini-dungeons, all with a common theme.
you ask? Well, you see, dungeons They are all set in caves. Not only will you be
come in all kinds of varieties; firstly able to drag and drop these mini-dungeons
we have the deep multi-levelled as you need, but this book will also provide a
mega-dungeons that heroes can adventure in for suggested campaign structure and tie-ins to each
years. Next, you have your regular run of the mill of them for those witty Dungeon Masters who
medium sized dungeons with two or three levels; wish to run them all together.
these are the most common type and usually
entail one large story arc with multiple side So, without further ado, P.B. Publishing teams
quests to boot. Then you have mini-dungeons, up with Loot The Room to present you with
and that is what this series of books is all about. the following three exciting, challenging, and
flavorsome mini-dungeons:
When we talk about mini-dungeons we are often
describing a smaller 5 to 7 room (or encounter) 1. Lizard Folk Tunnels
dungeon which usually has a single story-driven 2. The Cavern of One-Eye
quest. These are especially useful for those 3. The Lair of Frostingbite
times when your party just needs to ignore every To run each of these you will need the following:
hook you throw at them and decides to travel
in the opposite direction. You can drop and • Dungeons & Dragons 5th Edition Players
drag these dungeons and the players will think Handbook (PHB)
it was planned all along. They are well-suited
for wilderness side-quests, a ‘filler’ adventure • Dungeons & Dragons 5th Edition Dungeon
between towns, or just enough of an XP bump Masters Guide (DMG)
to ensure your PCs reach a required level before
delving back into your major story arc. • Dungeons & Dragons 5th Edition Monster
Manual (MM)

• The content supplied within this book.

• In addition, for ‘The Cavern of One-Eye’


you will also need a copy of Volo’s Guide to
Monsters (VGtM).

Mini-dungeons 1: Caves
3
5. If the players take the hook, run Mini-
Plot Tie-in Information Dungeon 1: Lizardfolk Tunnels (see p6).
Include the following tie-in suggestions if you
wish to bring all three mini-dungeons together to 6. Within the Lizardfolk Tunnels, insert an orc
be played as one whole mini-campaign. captive at Area B - Sacrificial Altar. He has
been beaten to a pulp and is falling in and out
Starting the Campaign of consciousness. If roused or healed by the
1. Start the campaign in a town, any town of party the orc introduces himself as Morlung,
either of your choosing or where makes and tell of the lizardfolk ambushing him. He
sense for your current campaign setting. will offer a rich reward if the party escort him
The party has been hired by a local livestock back to his warbands base of operations; a
merchant. He tasks the heroes with traveling nearby goblin cave that was recently taken
to a town called Sleet-town to investigate over by the orcs.
the strange case of ‘the disappearing snow-
oxen’. Located 3 days travel in a direction that On Taking Morlung's Offer
makes sense to your campaign, or of your 7. If the party take Morlung up on his offer
choosing, Sleet-town is a small farming town he will travel with them throughout the
located at the base of a mountain. rest of the Lizardfolk Tunnels. He will fight
alongside the party (Orc; MM, p246), and
2. As the heroes are departing the starting then lead them further towards the mountain
town, have a guard at the entrance gate warn looming in the background for a day’s travel
the heroes as they embark on their journey. before reaching the entrance to The Cavern
“Safe travels to you, be warned though, there of One-Eye.
be trouble the way yer headed. Orcs and the
Lizardmen they say, feuding over unclaimed 8. If the heroes arrive at The Cavern of One-Eye
land between here and blasted Sleet-town.” lead by Morlung, he will ask them to follow
him into Area 1: Cave Entrance (see p10).
3. For every hour traveled on the first day, there Once inside, Morlung will double cross them,
is a 15% chance that the party will stumble turning on them by teaming with the Ettin
across a battle between 1d4 x Orcs (MM, and the Goblin in the area to kill the heroes.
p246), 1 x Orc War Chief (MM, p246), and
1d4 x Lizardfolk (MM, p204), 2 x Lizardfolk 9. If the heroes followed Morlung into Area
Shaman (MM, p205). The battling orcs and 1, and are subsequently duped, they will
lizardfolk do not notice the party if they not meet Gavin the merchant until after the
decide to avoid the combat. If the party battle in Area 1: Cave Entrance, where he
decides to join the combat a three-way battle is found beaten and semi-conscious on the
ensues. western side of the area. This is where he
will offer the heroes the quest to find and
Lizardfolk Tunnels rescue his friend Goruk from deeper within
4. Just before the first day of travel comes to an the cave system.
end, the heroes come across a screaming
human woman named Prudance. She, her 10. If the heroes either come across The Cavern
husband, and their children were returning of One-Eye without Morlung leading the way,
home from a short visit to Sleet-town, to or simply do not follow him into the cave
see family. They were ambushed by lizard- entrance (avoiding being duped by the orc),
men, where her husband was murdered. then the heroes meet Gavin the merchant as
She pleads with the heroes to save her son per original hook in The Cavern of One-Eye
and daughter who have been kidnapped by mini-dungeon.
‘lizard-men’ and taken deep into a cave. She
leads them to the nearby cave entrance close
to the edge of a cliff.

Mini-dungeons 1: Caves
4
The Cavern of One-Eye
11. On successful completion of The Cavern of
One-Eye, Gavin the merchant wishes the
heroes farewell, and fair warning as small
bands of white scaled kobolds have been
spotted prowling the wilderness between
here and Sleet-town. They seem to be
heading towards the mountain at a fast pace.

The Road to Sleet-town


12. The party is currently 2 days travel from
Sleet-town when departing the area around
The Cavern of One-Eye.

13. Whenever the party attempts to camp


for the night on the journey between The
Cavern of One-Eye and Sleet-town, there is
a 25% chance per watch that a band of 1d4
Winged Kobolds (MM, p195) and 1d10+2
normal Kobolds (MM, p195) will attempt
an infiltration. They are in search of food,
either the heroes ration supplies or one of
the heroes themselves suits them fine. They
attempt to attack with stealth to surprise any
non-perceptive heroes on lookout duty.

14. After 1 day of travel along the road to Sleet-


town snow begins to fall, gently at first and
then heavier the closer the heroes get to the
mountains. Before long they find themselves
walking over the white landscape of snow
covered foothills.

15. Heroes with a passive Perception of 12 or


succeed a DC 12 Wisdom (Perception) check
notice small clawed footprints in the snow. A
successful DC 13 Intelligence (Nature) check
recognizes these prints as kobold tracks. A
successful DC 15 Wisdom (Survival) check
accurately counts 15 sets of tracks.

16. After 2 days of travel through the snow, the


wooden farmhouses of Sleet-town can be
seen on the horizon.

17. Run The Lair of Frostingbite (see p18).

Mini-dungeons 1: Caves
5
Mini-Dungeon 1: Lizardfolk Tunnels

T
he lizardfolk have inhabited this b. Sacrificial Altar
underground lair for as long as any In this room, the heroes interrupt a ritual sac-
living soul can remember. Once a rificing a shaman lizardfolk and his follower
thriving community, they were hunt- are conducting. They have kidnapped a young
ed to near extinction, driven from boy, and though his face scowls with defiance,
the nearby wetlands, and they tears can be visibly seen running down his mud
finally found refuge in this tunneling streaked face.
cave system. They are very protective of their
home, having once almost lost everything, and
Creatures
they will fight to the death to avoid losing what
1x Lizardfolk Shaman (MM, pg. 205)
little they do have.
2x Lizardfolk (MM, pg. 204)
This mini-dungeon is deisgned in such a way that
you can place its entrance, and the valley next to
1x Zol (Young Boy) (Commoner; MM, pg. 345)
it, in any wilderness location for your players to
stumble across.
Development
Hook If the boy is rescued, he will put on a brave face,
and urge the heroes to keep delving deeper to
As the heroes make their way through the
find his little sister. He is in fact very frightened,
wilderness they come across a screaming hu-
and will whimper the entire time that he is in the
man woman. She pleads with the heroes to save
tunnels. If Zol is with the party whilst in the tun-
her son and daughter who have been kidnapped
nels, all Dexterity (Stealth) checks made by the
by ‘lizard-men’ and taken deep into a cave. Her
heroes will done so with Disadvantage. If the
name is Prudance. She, her husband, and their
heroes elect to take him back to his mother, she
children were returning home from a short
will be waiting worryingly near the bushes close
visit to a neighbouring town. Her husband was
to the cave entrance.
murdered by the cold hearted creatures, and
her children taken alive. Prudance will lead the Adjusting this Encounter
heroes to the entrance of the cave at the top of a
cliff overlooking a small valley. APL 2: Remove 1 x Lizardfolk.

APL 4: Remove 1 x Lizardfolk, add 1x Lizardfolk


Encounters Shaman.
a. Entrance
Read or paraphrase the following: APL 5: Add 1 x Lizardfolk Queen (MM, p205).

You enter a dank and moist cave entrance from


atop the cliff overlooking the valley below; the
stench of mold and dampness appears to be a c. Weapons Room
common feature of the area. The area is gloomy, This room holds a pile of crude weaponry -
and plummets into darkness towards the back of spears, clubs, and shields made from turtle shells
the cave. You find that at the back of the cave, the with large spiked animal horns protruding from
area narrows and starts to descend into the earth. their centre. There is a pile on each side of the
You find a set of crudely made steps carved out of narrow walkway; there is another staircase
the earth’s stone leading the way down. leading down.

Note: A light of some sort will be required once


the party moves beyond this room, with only
those with darkvision being able to see unaided.

Mini-dungeons 1: Caves
6
d. Sleeping Den The Lookout
This room is filled with 6 slumbering lizardfolk Once the heroes make their way up the passage-
(MM, pg. 204). Each PC must succeed a DC 13 way on the southern side of the feeding room,
Dexterity (Stealth) check if they decide to move read or paraphrase the following:
through this room without waking them. The
heroes may wish to attack from range, catching As you approach the fresh air from the opening,
the sleeping lizardfolk by Surprise. Alternatively, you hear the ‘SCREEE’ of a bird close by.
they may wish to avoid the room altogether.
You come to the edge of the opening, and realise
Note: There is a chance that the slumbering that a small platform hangs out over the edge of
lizardfolk will awaken to any combat within the the steep cliff about halfway up from the ground.
Weapons Room (Area 14.C) or the Nesting
Area & Secret Room (Area 14.G). If this is the To your left is a large nest, a giant eagle nests on
case, they will venture to investigate the sound of its large egg there.
combat, and possibly join the fight.
You can also see the valley floor far below as the
Creatures steep cliff drops 200 feet to the ground from the
6x Lizardfolk (MM, pg. 204) ledge that you stand on.

On a successful DC 13 Intelligence (Investiga-


Adjusting this Encounter tion) check, a hero deduces, from the piles of
bird carcass in the feeding room, and the strate-
APL 2: Remove 3 x Lizardfolk. gic positioning of this ledge, that the lizardfolk
hunt giant eagle hatch-lings for one of their food
APL 4: Remove 2 x Lizardfolk, add 1x Lizardfolk sources, and this is where they hunt from.
Shaman.

APL 5: Add 2 x Lizardfolk Shaman. f. The Pool Room


As the heroes approach the pool room, a pun-
gent odor fills the air. When the PCs move into
the room, they will find 3 lizardfolk cooling off
in a community pool. The water is greenish
e. Feeding Room & Lookout and swamp-like, and small insects fly about the
As the heroes enter this room, they will smell it
stench.
before they see it; the smell of rotting flesh. Upon
entering, they will see piles of bones pushed into
Unless successfully stealthing, the lizardfolk will
each corner, and a large slab of stone sits 10 feet
immediately attack with their claws and bite as
long in the middle of the area; obviously used as
the heroes enter the room. They are very
a table by the lizardfolk.
territorial and will fight to protect their home.
Daylight (or moonlight) streams through a cave
opening at the end of a corridor sprouting out Creatures
from the southern wall. 3x Lizardfolk (MM, pg. 204)

Adjusting this Encounter


Trivial encounter - no adjustment required.

Loot
The heroes will find a Decanter of Endless
Water (DMG, pg. 161) laying at the bottom of
the pool if checked. It seems the lizardfolk were
using it to keep the water levels in their pool
topped up.
Mini-dungeons 1: Caves
7
g. Nesting Area & Concealed Room Loot
This area is warm and the heroes will firstly The chest is locked, and likely never opened
notice that the room is empty of creatures. They by the lizardfolk; a successful DC 13 Dexterity
will, however, find that there are three large (Thieves’ Tools) check will open the chest. It
holds a Dagger (+1), and 50 feet of Hempen
eggs, about knee height, and each is sitting in the
Rope.
warmth of a bundle of dried grass.
h. The Lizard King
The eggs are incubating and will hatch baby liz- As the heroes approach the exit of the lizardfolk
ardfolk within the next 5d4 days. If the eggs are cave lair, read or paraphrase the following:
lifted and dropped to the floor, roll a d20 against
the egg’s AC to determine if dropping it has The heavy, moldy stench to the air begins to clear,
damaged the shell. They have an AC of 15, and as a fresh breeze touches your skin. The opening
a Maximum Hit Points of 18, once the egg has beckons you to exit to the valley beyond. You hear
a muffled scream for help from ahead, the voice is
reached 0 Hit Points, the shell will break open
that of a little girl.
revealing the undeveloped lizardfolk fetus inside.
You approach the exit and you notice large
Concealed Door skeletal bones piled high around an open, dug-
At the far western side of this room, behind the out area; they seem to be from large, and long
three lizardfolk eggs, is a concealed passage. It is deceased animals. As you walk out into the centre
hidden by a large piece of bark pulled from a tree of the graveyard, a large lizardfolk monstrosity
outside. A successful DC 11 Wisdom (Percep- steps out from behind an enormous skull up on
tion) check will notice that the piece of bark is the high rise with a smaller lizard-man in tow,
oddly placed and that the room extends into an- holding five javlins inder one arm. They both jump
down with ease into the pit. Under one of the
other small area behind it. Within the small area
Lizard King’s arms is the small human girl, her
an old chest can be found, likely carried away hands, feet, and mouth bound by crudly made
from a shipwreck many years ago. rope.

The Lizard King wears a crown made from bone,


and carries a large trident. He speaks something
in a foreign language, laughs then throws the girl
aside and rushes towards you.

The Lizard King does not mourn for any dead


kin, as he simply sees them now as fresh meat
for his next meal. He relishes the challenge of
combat. Have the PCs roll for initiative.

Creatures
1 x Lizard King (MM, pg. 205)

1x Linsha (Young Girl) (Commoner; MM, pg.


345)

Adjusting this Encounter


APL 2: Remove 1 x Lizard King, add 1 x Lizardfolk
Shaman.

APL 4: Add 2x Lizardfolk.

APL 5: Add 1 x Lizard Queen, and 1 x Lizardfolk.

Mini-dungeons 1: Caves
8
Tactics Development
The Lizard King will attack to kill, dealing as Once the party overcome the Lizard King, any
much damage as possible to the biggest of the hero who succeeds a DC 10 Wisdom (Percep-
heroes by utilising his Skewer Feat. The Lizard tion) check, will notice a narrow path that leads
King then deals with any ranged or magic users up and out of the pit. It winds through the piles of
thereafter. bones, and out into the valley beyond.

The lizardfolk javlin thrower will attempt to keep


distance and throw his javlins at any hero that
uses a ranged weapon.

Note: If Zol is with the party, he will rush to his


sister’s aid, and spend 4 rounds (if uninterupted)
untying the knots of the rope.

Mini-dungeons 1: Caves
9
Mini-Dungeon 2: The Cavern of One-Eye

T
he Cavern of One-Eye is a Dun-
geons & Dragons 5e mini-dungeon
Area 1. Cave Entrance
designed to be completed in about The cave entrance is a standard entrance one
2–3 hours of play. might find in the hilly wilderness. It is a stony
crevasse in the earth that leads into the side of
the hill and the darkness beyond.
The combat encounters have been
calculated to present a tough challenge for four
characters of 6th level, that is, APL (average Once the heroes decide to approach the mouth
party level) is 5. Information is supplied in the of the cave, read or paraphrase the following:
text explaining how to scale the encounters from
APL 4 up to APL 7.
As you approach the entrance of the cave,
you suddenly notice a large figure just beyond
Not every loose end is tied up in the following the mouth of the cave, pacing backwards and
text, nor every possible reaction accounted for. forwards. It has two heads, holds a battleaxe in
Be ready to improvise, and do so with confi- one hand and a morningstar in the other. It seems
dence! Unless stated otherwise, assume NPCs to be having a conversation with itself, though it
have the stats of a Commoner (MM, p345). is hard hearing the words from this distance.

Hook: A Plea for Help If the heroes wish to try and determine what
As the adventurers make their way down the the two-headed creature is, a successful DC 13
long road between towns, or through the wilder- Intelligence (Nature) check will determine that
ness, they come upon a ransacked merchant’s this is an Ettin.
caravan. Its owner, Gavin Wheate, hides in the
thicket of bush close by. As the heroes approach A successful DC 20 Wisdom (Perception)
the caravan to investigate, Gavin will come out check hears the conversation being spoken in
of hiding and, visibly shaken, introduce himself. the Orcish language. If the hero can understand
He will tell of the orcs that ambushed his cara- Orc, read or paraphrase the following:
van, kidnapped his bodyguard and close friend,
Goruk, and dragged him off to a nearby cave.
As you strain to hear the creature talk to itself, you
can make out some of the conversation.
Gavin will offer everything he has in his posses-
sion for the safe return of his friend and protec-
“… why you no want to guard prisoner Jimbob?”,
tor. He has 300 gold pieces in his pouch, and two
questions one of the heads.
gold rings worth 50 gold pieces each.
The other replies, “ain’t no food back there, Bob-
What Gavin does not tell the adventurers is that jo, here we be got first pick of trespassers we do!”
his bodyguard Goruk is a cyclops, whom he once
rescued from a large bear trap when Goruk was The first then replies, “Always thinking of our fat
young and lost in the wilderness. A friendship belly you glut! Back’o’tha’cave be warmer and
was formed that day, and they have traveled to- safer; I don’t like to be so close to dangerous
gether, from town to town, selling Gavin’s wares wilds…”.
ever since.
The second interrupts angrily with, “I isn’t lettin’
those other ettin, Blista and Slag, get fed first you
If the heroes accept the offer and agree to rescue
prat!”, it exclaims this with a headbutt.
Goruk, Gavin will show them to the
Cave Entrance (Area 1).
They continue to inaudibly argue whilst pacing
back and forth.

Mini-dungeons 1: Caves
10
As the heroes enter the cave, read or paraphrase
the following: The Bell Alarm
The bell alarm that is hanging from the ceiling
As you enter the entrance of the cave you see of the cavern is, in fact, a series of bells placed
that the large two-headed monster is not alone. throughout the small network of caves. These
There is a small goblin sitting on a small ledge bells are connected by a thin string, and pulling on
half way up the wall of the cave in the far corner, that string from any point along the chain will ring
he appears to be daydreaming as he swings his all three bells at once. This will instantly notify all
legs in boredom. Next to the goblin is a cow bell creatures within the cave that trouble is afoot.
hanging from the ceiling. Attached to it is a string
that seems to disappear deeper into the tunnels If the alarm is activated, the following effects take
to the south. place:
• From this point forward, no creature within
If the heroes wish to investigate the situation the cave can be surprised by the heroes, as
further, a DC 13 Intelligence (Investigation) they will be ready and actively on the lookout.
check will determine that the goblin and the
cowbell appear to be a form of alarm system. • Haas, the Orc Red Fang of Shargaas (Area 4),
The goblin will simply need to reach up and pull will send his five basic Orcs (MM, p246) to
on the string to set the cow bell ringing, alarming search for the source of the alarm. They take
anyone else within the cave system of the tres- 1 round to find the heroes and engage in
passers. combat the following immediately.

Have the players roll for initiative if the players


are at any time spotted or wish to initiate com- goblin will use its action to ring the bell alarm.
bat. Refer to The Bell Alarm sidebar for the effect of
its activation.
Creatures
1 x Ettin (MM, p132)
1 x Goblin (MM, p166)

Adjusting this Encounter


Trivial encounter - no adjustment required.

Tactics
The Ettin will attack with its multiattack. Each
round Bob-Jo will attempt to persuade his other
half, Jimbob, into retreating and finding food else-
where before begrudgingly making the second
half of a multiattack.
Jimbob will reply with heckles such as “ya gut-
less turd” or “ya yellow bellied chicken”. They
will continue to argue back and forth like this
throughout the whole combat encounter, though
it will not affect their ability to choose targets and
attack.

The Goblin has been caught daydreaming and


will spend the first round surprised, regardless
of the circumstances. On the second round, the

Mini-dungeons 1: Caves
11
Loot Have the players roll for initiative if they are at
If the heroes manage to overcome the Ettin and any time spotted or wish to initiate combat.
the Goblin, they will find a large Morningstar,
a large battleaxe, both of which are used with Creatures
disadvantage by any creature of medium size or 1 x Nargoon - Orc Hand of Yurtrus (VGtM,
below. They will also find a goblin-made scimitar, p184)
and a pouch containing 15 gp (tied around the
goblin’s waste). 2 x Orc Nurtured One of Yurtrus (VGtM, p184)
1 x Orc (MM, p246)
Area 2. Cavern of the Damned 2x Orog (MM, p247)
This cavern is 30 feet wide and 20 feet deep. It
has the stench of death, decay, and disease, as Adjusting this Encounter
numerous orc corpses lie scattered around the
area. The corpses have large, porous like cavi- APL 4: Remove 2 x Orogs.
ties which pucker every few seconds to release
a cloud of poisonous particles. The corpses have APL 6: Add 1x Orc Hand of Yurtrus.
been in the room for a few weeks and are recent
victims of a mysterious illness that had swept APL 7: Add 1x Orc Hand of Yurtrus, and 1x Orog.
through the savage group.
Tactics
Nargoon, the Orc Hand of Yurtrus who has been Nargoon will send in the Nurtured Ones first
dealing with the ill orcs, resides in this chamber to get within 10 feet of as many adventurers as
along with his followers. possible. One will use its claw attack, whilst the
other will use its Corrupted Vengeance feat to
A successful DC 13 Wisdom (Perception) check cause as much damage to the party as possible.
will allow the PC to smell the sulphurous stench,
and notice a greenish hue to the air within the The Orog and Orc warriors will hang back and
cavern, before entering the ‘green zone’ (shaded guard. They will move into melee range and
area as shown on the map). Any hero that enters attack once the Nurtured Ones have exploded.
the ‘green zone’ must succeed a DC 15 Consti- They will continue these attacks going forward.
tution saving throw. On a failed save, the hero
takes 14 (4d6) poison damage and becomes Nargoon will attack lastly by casting his Blind-
poisoned for 1 hour. On a success, the hero takes ness spell on any party member with a ranged
half as much damage and isn’t poisoned. A hero weapon, or if there are no range weaponed PCs
that is poisoned can repeat the save at the end in sight, the largest looking hero.
of their turn until either successful or the poison
effect has run its course. Thereafter, Nargoon will move within melee
range and attack with the either his Inflict
Within the cavern are 4 x orcs and 2 x orogs. Wounds spell, his Touch of the White Hand at-
One orc is the obvious leader; he is adorned in tack, or simply attempt to smash a glass flask of
green robes and wears pale gloves made from Sewer Plague Infected Blood over a hero.
bleached skin from an unknown creature. This is
Nargoon, a priest Orc Hand of Yurtrus. He has • Sewer Plague Infected Blood. Melee or
three warrior followers (1 x Orc and 2 x Orogs) Ranged Weapon Attack: +3 to hit, reach 5 ft.
paying their tribute to him. The other two orcs or range 20/60 ft., one target. On a successful
(Nurtured Ones of Yurtrus) are the priest’s dis- hit, the target must succeed a DC 11 Consti-
ciples and they bubble and ooze with poison rid- tution saving throw or become infected with
dled bodies, as they have been nurtured through Sewer Plague (see DMG, p257).
disease and sickness. They have been kept alive
to serve their purpose as biological weapons
against any enemy intruders.

Mini-dungeons 1: Caves
12
Loot Characters continuing along the passage exit
The heroes find the equipment and clothing of through the continued tunnel come to a dead end
the orcs and orog. On Nargoon, they find a spell with a small fist sized crack that looks through
component pouch and two glass flasks of black- into Area 5.
ish-green liquid. These two glass flasks hold
unidentifiable blood contaminated with Sewer Read or paraphrase the following if the heroes
Plague (DMG, p257) that can be used to infect look through the crack:
an unsuspecting victim. Within a small, clay pot
in the southern corner is 5 gp. As you peer through the small crack in the cavern
wall, you firstly see a large cage. Within the cage is
S01 - SECRET PASSAGE a huge and shadowed figure, obviously a prioner.
A successful DC 14 Wisdom (Perception) check
will discover a narrow passageway 15 feet up the Another large creature paces back and forth,
southern wall, hidden in the shadows. It is wide argueing with itself. It has two heads, much like
enough for only one medium sized creature to fit the creature that was guarding the cave entrance.
through at any one time.
“... I tell ya Slag, he wants to sell it to tha slavers!”
There are two interesting openings along the states one head.
passage. The first opens on to the left side of a
small ledge that overlooks Area 4. The tunnel The other head replies with “Nah nah nah, we
then continues over the open ledge and again havin a big feast Blista! And I want that one, big,
through the cavern wall on the opposite side juicy eyeball of his” he smacks his lips together.
(south-east corner of Area 4). Should the char-
acter/s proceed onto the ledge, a successful “Haha! yer wishin Slag!” they continue to argue
opposed Dexterity (Stealth) check versus the over anything and everything, but nothing
passive perception from the creatures within the important.
room will allow a hero on the ledge to pass over
the area unnoticed. On a failure, those on the
ledge will be spotted. As a reaction, the creature Area 3. Gob-Smacked
that spots the heroes will attempt to activate When approaching this cavern, the heroes will
the bell alarm, which threads past the cavern’s smell the stench of decay before they enter. Once
entrance. After that, have the players roll for ini- they enter, the heroes will find a pile of goblin
tiative and start standard combat, as the enemy corpses in the middle of the cavern.
attempts to attack the heroes from the cavern A successful DC 13 Intelligence (Investigation)
below. check determines that the goblins have been de-
caying for 2 or 3 weeks. Small makeshift bedding
has been flung to the outer edges of the cavern to
make space for the corpses.
A successful DC 15 Intelligence (Investigation)
check allows an adventurer to deduce that the
bedding is the same size as the average goblin,
and the tracks in the dirt about the cavern are
much larger than those of a goblin, likely left
from the orcs. There is no loot here, and any-
thing of value has already been looted by the
band of orcs.

S02 - SECRET PASSAGE


When travelling through the narrow tunnel that
leads to Area 3, a successful DC 15 Wisdom
(Perception) check will notice that a section
of the cave wall has slightly different colouring

Mini-dungeons 1: Caves
13
and texture to the rest. On a successful DC 12 If Haas drops to half Hit Points or below, and
Intelligence (Investigation) check a hero will the fight looks to be in the heroes’ favour, he will
discover that the wall is simply a sneaky facade utilise his Cunning Action feature in an attempt
hiding a secret passage behind it. This passage to escape, either by using the ledge that leads
leads directly to the eastern side of Area 5 where into the tunnel above the cavern or via the main
another facade is constructed. This facade is entrance door. If Haas does indeed escape, he
yet to be discovered by the new orc tenants. will attempt to join his battle captain, Norg (Area
These facades were built by the goblins that 5) and warn him of the intruders, eliminating any
inhabited the caves before the orcs invaded and chance of surprise attacks.
slaughtered them. The orcs have no clue that the
passage exists. Loot
The heroes find the armour and weapons on any
Area 4. The Fang orc that they manage to defeat. On a successful
This chamber is where the orc warriors and their DC 11 Wisdom (Perception) check, the heroes
leader congregate. Their leader is a sly assassin find a stash of three small glass tubes of greenish
that goes by the name Haas, Orc Red Fang of liquid hidden in a dark corner. These are uniden-
Shargaas. When the characters begin the dun- tified at the time of looting, but if successfully
geon, Haas is accompanied by eight warrior orcs. identified are discovered to be three doses of
If the bell alarm has been previously activated, Serpent Venom (DMG, p258).
by the time that the heroes reach this encounter,
Haas will be with only three of the wariors, hav- Area 5. Norg and his One-Eye
ing sent five to investigate the alarm. If the bell This cavern is the largest in the cave system,
alarm has not been activated, Haas will have his sitting at around 60 feet by 60 feet in area. As the
eight orc subordinates with him. heroes approach, read or paraphrase the
following:
Creatures
1 x Haas - Orc Red Fang of Shargaas (VGtM,
As you approach the entrance to the cavern ahead,
p185)
the smell of smoke tingles your nose, and the
5 x Orc (MM, p246) scouts – If the bell alarm
faint flicker of a campfire spreads a gloomy orange
has not been activated yet.
glow throughout the tunnel.
3 x Orc (MM, p246) guards

Adjusting this Encounter The tunnel opens into a large area. On the eastern
side, an animal’s leg is spit-roasting over a small
APL 4: Remove 5 x Orc scouts. campfire. On the western side, a large circus-
animal cage sits on its wheels. Within the cage is a
APL 6: Add 1x Orog. huge giant like being. He blinks his one great eye
that is positioned in the middle of his frowning
APL 7: Add 1x Orc Red Fang of Shargaas. brow. He looks very angry.

Another huge two-headed giant, like the guard


Tactics at the entrance to this cave system, stands guard
If Haas is with only the three guard orcs, he will over the cage. Its two heads argue over who gets
use his first action to cast Veil of Shargaas on the to eat the next spit roasted goblin leg.
party, aiming to cover as many heroes as possi-
ble. For all following rounds, he attacks heroes A huge piece of thick bark leans against the wall at
within the darkness. the southeastern end of the cavern.

If Haas is in the company of all his eight subor-


dinate orcs, he attacks party members who have
yet to have their first turn utilising his Slayer
feature. The eight orcs attack; three guards with
ranged Javelin attacks, and five scouts with their
melee Greataxe attacks.
Mini-dungeons 1: Caves
14
Tactics Creatures
Blista and Slag, the two personalities that 1 x Blista and Slag – Ettin (MM, p132)
constitute the guarding ettin, will immediately 1 x Goruk – Cyclops (neutral/ally) (MM, p45)
attack any intruder on sight. They will also shout -----
on their turn to alert their battle captain, Norg, if 1 x Norg – Orc Blade of Ilneval (VGtM, p183) –
given a chance. The Ettin utilises its Multiattack If woken
to attack the party each turn. 1 x Orc (MM, p246) – If woken
-----
If Blista and Slag do alarm their battle captain, 1 x Haas - Orc Red Fang of Shargaas (VGtM,
Norg will wake from his slumber in his private pg185) – If escaped from Area 4.
chamber to the south-east (Area 6). He will rouse
his three Orc concubines, and enter combat 2 Adjusting this Encounter
rounds after being woken up.
APL 4: Remove 1 x Orc, remove 1x Haas (if
Note 1: There is a high possibility that the present).
heroes will be able to silence Blista and Slag,
without combat, before they can alert Norg. This APL 6: Do not adjust - encounter is already hard.
may provide the heroes with a chance to rescue
Goruk, the Cyclops, and escape without facing APL 7: Add 1x Orc Hand of Yurtrus.
Norg. If this situation arises, have each of the
heroes attempt a DC 13 Dexterity (Stealth) Development
check. On failure, Norg and his three Orc concu- Once combat is over, anyone attempting to free
bines will awaken and emerge from the room to Goruk from his cage will likely be attacked
engage in combat. within 5 feet, including the heroes. He makes an
unarmed attack with his fists, +6 to hit and deal-
Note 2: If either the bell alarm or Haas (Area 4) ing 7 (1+6) bludgeoning damage. A successful
have raised the alarm prior to the heroes en- DC 10 Wisdom (Persuasion) check will calm
tering the cavern, then Norg and his three Orc him, and allow Goruk to realise that he is being
companions will be positioned within the main rescued. From this point forward, Goruk is an
cavern area ready for battle. No enemy creature ally NPC.
within the area will be susceptible to the surprise
condition. Opening the cage door. A hero must succeed
on a DC 14 Dexterity (Thieves Tools) check,
Note 3: If Goruk, the Cyclops, is released prior or find a key that fits the lock. The correct key
to, or during the fight, he will join the fight as a hangs from Norg’s belt and can be found on his
neutral party. Goruk is enraged and, grabbing his body if looted. If Norg is yet to be woken from
Greataxe that the orcs foolishly left lying near the his chambers, then the keys and his belt are in
cage, he attacks the closest creature. If provid- his private chambers through the southeastern
ed with a choice, roll a die to determine which opening; Goruk will know this and inform the
creature he attacks next. A successful DC 10 heroes if calmed.
Wisdom (Persuasion) check will win Goruk’s
allegiance.

Mini-dungeons 1: Caves
15
Area 6. The Chamber of Norg
On a successful DC 15 Dexterity (Stealth)
check a hero can sneak into the room unnoticed.
Norg and his three Orc concubines are fast
asleep on a pile of furs and straw. A further DC
13 Dexterity (Sleight of Hand) check enables
the sneaking hero to remove the ring of keys
from Norg’s leather pants strewn across the floor.
On a failure for any of these checks, Norg and his
companions will awaken and engage in combat.

Loot
The heroes will find one key on a ring attached
to Norg’s belt, with his pouch containing 25 gp.
They will also find his longsword, chain mail and
shield.

Epilogue
Once Goruk is free, and the heroes decide to
return to Gavin, who is eagerly awaiting their
return, allow the PCs to play through any
unexplored areas before leaving through
the main entrance (Area 1). Gavin will
be very happy to see the return of Goruk,
his friend and bodyguard. He will thank-
fully hand over the promised reward before
wishing the heroes safe travels and parting
ways in the opposite direction.

Mini-dungeons 1: Caves
16
Mini-dungeons 1: Caves
17
Mini-Dungeon 3: The Lair of Frostingbite

T
he Lair of Frostingbite is a Dun-
geons & Dragons 5e mini-dungeon
Hook: Missing Snow-Oxen
designed to be completed in about There have been reports that the good farmers
2–3 hours of play. of Sleet-town, the shepherds of the snow-oxen’s,
have been waking to find their cattle stolen. One
day it is one farmer, the next it is his rival across
The combat encounters have been
the way. The heroes have been asked to investi-
calculated to present a tough challenge for four
gate the missing snow-oxen’s by either the Mayor
characters of 6th level—that is, APL (average par-
of Sleet-town as they travel through on their
ty level) is 6. Information is supplied in the text
journey toward their next destination, or the city
explaining how to scale the encounters to APL 5
or town the heroes are currently staying in has
or APL 7.
advertised with posters offering rich reward (500
gp) for traveling to Sleet-town and solving the ‘…
Not every loose end is tied up in the following case of the missing snow-oxen …’ and to seek
text, nor every possible reaction accounted for. out Gumpton Wrangleford in the market square
Be ready to improvise, and do so with confi- for more details.
dence! Unless stated otherwise, assume NPCs
have the stats of a Commoner (MM, p345).
On arrival to the town on one snowy morning, a
fresh theft has happened over night. The victim,
Farmer Joseph Tripplehorn, is very upset about
this, as it was his last snow-oxen, and it was his
last chance at some income before the winter
completely sets in. He is worried that his family
will not have enough gold to survive the dark
months. As well as this, his last snow-oxen was
wearing a gem encrusted cowbell (Appendix
B; see Cowbell of Reproduction) which is very
valuable to his family, it may be his family’s last
hope at an income. He shows the adventurers
the paddock and the tracks left on the snow-cov-
ered field. A successful DC 15 Wisdom (Nature)
check will deduce that these tracks were made
by many kobolds. They lead into the mountains,
up a steep snow-covered path and finally up to
the entrance of an old abandoned mineshaft high
up the side of the mountain.

Mini-dungeons 1: Caves
18
1. Enter the Mines earth floor. On failure, a hero, Dungeon Master’s
choice, steps into it. The hero must succeed a
As the heroes step into the mineshaft entrance, DC 13 Dexterity saving throw or fall prone in
read or paraphrase the following: amongst the dung and have disadvantage on
all Dexterity (Stealth) checks until the dung is
cleaned off.
As you step into the dark and dank mineshaft,
you immediately notice that the wooden beams
keeping the artificial tunnel entrance from falling Dung. On further inspection of the dung, a DC
in on itself are very old and rotten. At the end 15 Intelligence (Nature or Investigation) check
of the horizontal shaft is a large rusted metal recognizes the smell and texture to be that con-
platform with a lever, arrows next to the lever sistent with that of a snow-oxen’s.
pointing down towards the floor have been
etched into a wooden beam. Kobold Murder Holes. If a hero does indeed slip
prone from the dung, each hero hears a snick-
The metal platform with the lever is an arcane ering of laughter coming from the roof of the
elevator. Pulling the lever activates magical cavern ahead. On further inspection of the cav-
crystals that line the underbelly of the platform. ern roof, the heroes find that a series of narrow
A bright pinkish purple light emanated from shafts have been dug into the cavern roof.
around the edges of the elevator as the crystals
begin to slowly descend, lowering the platform
into the floor of the cavern below (Area 2). What the heroes can’t see is that above the shafts
are an open space where 3 x Kobold Comman-
dos and 2 x Kobold Hunting Drakes (Appendix
On a successful DC 12 Wisdom (Perception) A) hide ready to ambush their intruders.
check, a hero notices an alternative route into
the mines via a cave entrance lower on the
mountain side, this leads to Area 4 – The Quag- If the hero did not slip prone, and therefore
goths. no snickering laughter is heard, only a DC 15
Wisdom (Perception) check notices the dugout
2. The Corridor shafts in the roof when traversing through the
corridor.
As the platform touches down on the floor of the
cavern below, read or paraphrase the following:
Traps. On the floor are three obvious pit traps.
These are mostly decoys, to take the adventurer’s
The platform grunts to a stop, as the purple lights attention away from the shafts in the roof above.
extinguish. Ahead of you to the east runs a natural A DC 5 Wisdom (Perception) check will notice
cavern, not artificial like the entrance to the mines the traps, and if the heroes attempt to disarm or
above. The corridor in front of you stretches evade them, then the kobolds and their drakes
ahead for 60 feet. hiding in the shafts above make their move. If a
hero falls into a pit trap, they will land on sharp
If any of the heroes have darkvision of up to 60 wooden spikes taking 6 (1d10) piercing damage.
feet, read or paraphrase the following:
Surprise! If the heroes slipped in the dung
Into the gloomy distance, just on the edge and heard the snickering laughter, they will be
of sight, those with darkvision can see two immune to being surprised in this encounter;
minecarts. however, if they did not and have no idea some-
thing might be up in the shafts, a failure on a DC
15 passive Perception results in the heroes being
Just as the heroes begin to move off the elevator surprised during the first round of combat.
platform, a successful DC 15 Wisdom (Per-
ception) check will notice a pile of dark dung
which is camouflaged against the coloring of the

Mini-dungeons 1: Caves
19
Creatures
3 x Kobold Commandos (Appendix A) KOBOLD BANQUET
2 x Kobold Hunting Drakes (Appendix A) The kobolds in this abandoned natural mine
serve a young white dragon, Frostingbite, which
Tactics they only describe as ‘The White Master’. The
White Master is having the band of kobolds steal
The Kobold Commandos will jump down at
the snow-oxen from the farmers of Sleet-town.
either end of the corridor and engage with a hero
They stealth about in the night, camouflaged by
each in melee combat. The third will stay hidden
the snow, due to the white color of their scales,
and attack from range within its murder hole,
signifying the color of the dragon they serve. The
using its Sharp Shot ability, with a preference
snow-oxen are fed to The White Master to keep
of gaining pack tactics against any hero that is in
up her strength during her nesting of three dragon
melee combat with the other kobolds or drakes.
eggs hidden far within her cavernous lair. Her plan
is to devour the people of Sleet-town once there
The two Kobold Hunting Drakes will both use are no snow-oxen left. The night before, the last of
their Pounce ability from either end of the cor- the snow-oxen was stolen.
ridor to attempt to knock the heroes prone, and
gain an additional bite attack.

Development
If one of the Kobold Commandos are taken
captive, a successful DC 13 Charisma (Intimi-
dation) check or DC 16 Charisma (Persuasion)
check gets the Kobold Commando to explain
the situation in this dungeon (see the side bar
Kobold Banquet).

Adjusting this Encounter


APL 5: Remove 1 x Kobold Hunting Drake.

APL 7: Add 1 x Kobold Hunting Drake.

APL 8: Add 2 x Kobold Hunting Drakes, & 1 x


Kobold Commando.

Mini-dungeons 1: Caves
20
Initiative: As the carts begin their journey across
3. A Mine-Cart Ride the canyon, have each of the heroes roll for initia-
At the end of the corridor are two mine-carts. A tive. You, as the DM, should also roll initiative for
DC 13 Intelligence (Investigation) check finds the two Kobold Commandos on the ledge. The
that within each cart is more snow-oxen dung, minecarts move on initiative 20.
along with some blood. A DC 15 Intelligence
(Investigation) check deduces that the blood is
Travel Speed: The mine carts travel at a speed
likely due to the kobolds attempting to “fit” the
of 50 feet per round. Move the carts forward on
poor snow-oxen into the small mine-carts for
initiative 20.
transportation to the ‘White Master’ for dinner.

Kobolds on a Ledge: As soon as the carts are


Cart Capacity: The mine-carts will each fit 2 he-
in motion; two Kobold Commandos (Appendix
roes comfortably. If the heroes decide they want
A) begin to fire light crossbow bolts from a rocky
to stay together in one cart, then for every addi-
ledge on the southern wall. They aim at any two
tional hero squeezing into a mine-cart, add +1 to
of the heroes in any of the mine carts.
the DC for any skill check or saving throw within
this encounter.
Dead End: The northern track visibly veers to
the left ahead, and abruptly ends as an entire
Ahead of the mine-carts is a long rail track. To
section of it has fallen into the depths below.
progress to the other side, 150 feet away, the he-
There is a cross track and a lever (indicated on
roes must ride the mine-carts over a deep canyon
the map by a blue circle) that the heroes can at-
filled with peril.
tempt to pull on passing that swaps the rails over
to the complete track that continues ahead to
Once the heroes are inside the carts they begin safety. One hero only, PC’s choice, must succeed
to move, rolling down the steep initial drop to on a DC 12 Strength (Athletics) check to swap
gain speed before levelling out again. the tracks over in passing.

Mine Cart Obstacle Table


d4 Track Obstacles
1 A cloud of bats appears from the darkness and surrounds the heroes, disrupting their vision and
disorienting their balance. A hero must succeed on a DC 11 Constitution saving throw to keep their
balance and wits about them. On failure, the hero loses balance and orientation to then fall from the
edge of the mine cart. They fall to the bottom of the cavern below (Area 4), taking 60 feet of falling
damage on/if impact with the ground. Allow player actions.
2 Bloodied stalagmites hang from the cavern roof low enough to hit oncoming mine-cart travellers. It
seems others have fallen victim to these before. Each hero within the cart must succeed on a DC 13
Dexterity saving throw to successfully dodge the oncoming obstacle. On failure, a hero takes 7 (2d6)
bludgeoning damage.
3 The mine cart hits a particularly slippery patch on the tracks, the mine cart speed increases to 75 feet
per round. Every ability check or saving throw the heroes in this cart make for the remainder of this
encounter will have disadvantage. Any hero within this cart also has +5 AC against ranged attacks.
4 A loose wall of rubble falls onto the tracks as the mine cart passes through. A hero within the cart
must succeed a DC 15 Dexterity saving throw or be hit by a large rock, taking 5 (1d10) bludgeoning
damage.

Mini-dungeons 1: Caves
21
Obstacle Checkpoints: Track the heroes prog- There are three ways that the heroes may have
ress along the track and each time that their cart ended up here:
gets to one of the obstacle checkpoints (indicated 1. The mine-cart that they were on veered off
on the map by a ‘C’ within a red circle), have one onto a cross-track which dipped steeply and
of the players within that cart roll a d4. Cross ref- ended up at the bottom of the chasm.
erence the result against the mine Cart Obsta-
2. The heroes at the bottom of the chasm
cle table. Each hero within that cart can take 1
had fallen from a mine-cart above or whilst
action, unless otherwise stated, to do something
attempting to walk across the rail-tracks.
such as evade or defend against the obstacle.
3. Some other unforeseen way.

Ending the Ride: The cart ride ends when each


of the carts gets to the end of their respective rail Begin this encounter once all the heroes who are
track. attempting to cross the chasm on the rail-tracks
have either across or have ended up in this pit.

Adjusting this Encounter Once this encounter begins, for those with dark-
APL 5: Decrease all DCs by 1. vision or torches, read or paraphrase the follow-
ing:
APL 7: Increase all DCs by 1.
A large area stretches before you in the chasm
APL 8: Increase all DCs by 2. deep below the rail-tracks above. Stalagmites
and huge boulders dot the bleak landscape. The
darkness envelops the void around you, however,
you can still barely make out a crudely made
4. The Quaggoths staircase worked into the side of the eastern wall
roughly 60 feet away.
Deep in the chasm below the rail tracks lies the
lair of the Quaggoths. 60 feet below, this large
cavern is filled with stalagmites rising from the On a successful DC 14 Wisdom (Perception)
stony floor and boulders the size of a small hut check, read or paraphrase the following:
strewn about.
Suddenly there is a sound of movement to the
south and then again to the east. Before long it
becomes obvious, you are not alone in this chasm.

After 20 feet of movement, the heroes are at-


tacked by some quaggoths, which are being
forced into slave labor by the masses of kobolds.
Quite often the kobolds call on the quaggoth
to help lift and shove the large snow-oxen into
the mine-carts as they themselves are much too
weak to do so. The sheer numbers of the kobolds
allow them over-power the few quaggoths.

How Many Quaggoths? That is dependent on


how many heroes ended up in the chasm. Count
the number of heroes in this encounter, and +1 to
the number. This is how many quaggoths attack
the party. For instance, if there are 2 heroes at
the bottom of the pit, there will be 3 quaggoths in
the pit with them.

Mini-dungeons 1: Caves
22
Creatures A successful DC 11 Intelligence (Nature or
Investigation) check deduces that the bucket
(Number of heroes + 1) x Quaggoths (MM,
is used to transfer parts of a snow-oxen further
p256)
along the path. The blood seems to trail between
the eastern door and the bucket.
Tactics
The quaggoths will wait for the heroes to move The unlocked door leads into a 10-foot by 10-foot
20 feet further into the chasm, attempting to square room. A kobold hides in there, having
cross it to the crude staircase on the opposite heard the heroes approach, he abruptly stopped
side. Once this has happened, they will rush from his work with butchering the current snow-oxen
out of the darkness, and from behind boulders that he was preparing for the ‘White Master’s”
and stalagmites, from as many sides as possible feed. He wears an old leather apron and wields a
to the party. If there are only two, then one will meat cleaver.
come from the north and the other from the
south.
For the heroes to move up the shafts, apart from
flying characters, they will need to first either
Surprise! If the heroes heard the quaggoths climb the rope tied to the bucket or be heaved
moving when starting this encounter, they will be up by a fellow companion. In either case, the PC
immune to surprise, otherwise, the heroes will will need to succeed in a DC 13 Strength (Ath-
be surprised for the first round of combat. letics) check to successfully pull themselves up
the shafts.
Development
Once the heroes make their exit up the staircase Once the first of the heroes gets half way up the
on the eastern wall or exit via other means, they shafts, a few tiny dragon-like heads peek over
will be lead up to the level where the mine-carts the edges of openings at the top. The kobolds
above had meant to stop. Move on to Area 5. in the chamber above begin to drop snow-oxen
offal down on the heroes. To keep moving up the
shafts, a hero must succeed on a DC 12 Dexteri-
Adjusting this Encounter ty saving throw or else be struck by the offal. If a
hero succeeds in dodging the offal, any hero next
APL 5: in line climbing the shaft must then also make
Creatures = (Number of heroes) x Quaggoths. that same saving throw.

APL 7: If a hero fails their save, they will lose their grip
Creatures = (Number of heroes + 2) x Quaggoths. and slide either back down to the floor below,
or land on top of the next hero in line within the
APL 8: shaft, who will then be required to make a suc-
Creatures = (Number of heroes + 3) x Quaggoths. cessful DC 13 Strength saving throw. For every
compounded hero that is falling back through
the shaft, add a +2 to the Strength saving throw
5. Vertical Climb DC.
As the heroes gather at the end of the mine-cart
ride or the top of the staircase from deep in the Once the heroes exit the shafts the combat will
pit below, they now look up at two vertical shafts. start immediately, as the heroes find themselves
One shaft has a large bucket tied to a rope hang- surrounded by 10 Kobold Commandoes.
ing down through it. Within the bucket is plenty
of blood and rough white fur. A crude wooden
door sits closed on the eastern wall of this plat-
form.

Mini-dungeons 1: Caves
23
Creatures Once the heroes turn the first bend the stair
case, which has been carved into the mountain’s
10 x Kobold Commandos (Appendix A)
rock itself, opens to a natural cave opening.
The path leads outside into the snowy white-
Tactics ness ahead. Trails of blood can be seen leading
The Kobold Commandoes will attempt to kill through the otherwise pure white snow.
the heroes with their pack tactics. Their main
goal is to prevent the heroes disrupting the white The trail leads around the mountain side and up
dragon Frostingbite, who they call the ‘White into the cavernous lair of the white dragon, Frost-
Master’. Any hero that attempts to make a run for ingbite. The 50-foot-long trail is icy, treacherous,
it up the stairs and reach Frostingbite’s lair will and very, very steep. Treat movement on the trail
have three of the Kobold Commandoes attempt (unless otherwise negated via a spell, or class/ra-
to sharp shoot them with crossbows. cial feature) as tough terrain, and half movement
speed should be in effect.
Development
Once the heroes defeat the Kobold Comman- At the beginning of every turn on the icy trail, a
does, they will be free to move into Area 6 hero must succeed on a DC 12 Strength saving
unhindered. throw to keep their feet as the icy winds and
snow storm attempt to knock the heroes from
Adjusting this Encounter the ledge. On a failed save, a hero must then
succeed on a DC 9 Dexterity saving throw, or
APL 5: Remove 2 x Kobold Commandos. else slide off the edge of the slippery path, only to
land on a lower ledge 30 feet below, taking falling
APL 7: Add 1 x Quaggoth. damage in the process. A successful save will
leave the fallen hero sliding to the beginning of
APL 8: Add 1 x Kobold Hunting Drakes. the trail where they must start again to proceed.

The Lower Ledge: This is the ledge that the


heroes fall to if they fail their strength and
6. An Icy Trail dexterity saving throws on the icy trail above. To
return to the trail, a hero has the option to climb
This area is an icy trail that winds around the the frozen tree roots that sprout from the side of
outside of the mountain for some distance, and the mountain. Allow the hero to automatically
ends by going back inside the mountain again to succeed in this task, and return to the party 2
enter Area 7 – Frostingbite’s Lair. rounds later.

Once the heroes have conquered the vertical


climb, and defeated the menacing, offal throwing
kobolds, read or paraphrase the following:

You look up and can see sunlight, glaring, white


and beautiful. The stairs before you lead up, and
out of the side of the mountain it seems, as a
frosty wind blows through. Parts of snow-oxen
can be found here and there leading up the
staircase.

Mini-dungeons 1: Caves
24
Once inside the cave lair, read or paraphrase the
7. Frostingbite's Lair following:
As the heroes finally make their way to the top of
the icy trail (Area 6) they find themselves in front
As you make it through the opening, you see a
of a small cave entrance, big enough for only one
pile of treasure, and not far from it, on the eastern
medium sized creature to fit through at a time.
wall, a pile of half-eaten snow-oxen. It seems you
Heavy breathing can be heard from within the icy
have found the lair of the snow-oxen thief. In the
depths as frost covers everything.
pile of carcasses, you notice the gem encrusted
cows-bell lying amongst the blood and bones.
On approaching the cave entrance, read or para-
phrase the following: A passive DC 14 Wisdom (Perception) check
notices that the snoring has stopped.
You approach a small cave entrance at the top of
the icy trail. Hanging icicles adorn the cave’s roof Once at least one of the PC’s move into the lair,
and before long heavy breathing can be heard read or paraphrase the following:
from within. A deep rumbling snore shakes the
ground causing icicles to jingle about, as a couple
shake loose and shatter to the floor. You suddenly hear a booming voice from above

“Do you think you can stop me from eating them


Note: The snoring is, in fact, a ruse being played
all?! From growing in my power?! Those peasant
by the young white dragon Frostingbite, who is a
farmers will feed my hatchlings when the time is
natural hunter, as she sneakily prepares to take
right! Do you think you can stop me? You have
the adventurers by surprise from one of her 60-
another thing coming fleshed one!”
foot high ice ledges within the lair.
With that, a white dragon jumps from one of the
This cave entrance is an environmental hazard. three icy ledges high above on the walls of the
As each of the heroes enters the icicle hazard open roofed cavern. She lands heavily as she grins
shaded area (See DMs Map), or starts their turn with her giant razor-sharp teeth and lowers her
within it, there is a 50% (1d100) chance that the head, just as a cat might ready itself to pounce.
dragon will ‘snore’, knocking more icicles to the
floor, and possibly on the heads of our adventur- “And now … it’s supper time!” she finishes, as two
ers. Roll a 1d20; on a 10 or below the dragon kobolds appear from behind some icy boulders.
‘snores’ loudly, causing some more icicles to
crash down. Each hero within the area now must Roll for initiative!
succeed a DC 15 Dexterity saving throw, on fail-
ure they will take 7 (2d6) piercing damage and 2
(1d4) cold damage. Creatures
1 x Young White Dragon (MM, p101)
If a player specifically states that they wish to 2 x Kobold Commandoes (Appendix A)
proceed with caution through the icicle hazard
zone, allow that player to have advantage of their Tactics
saving throw.
The two Kobold Commandoes will attempt to
team up on the weakest looking hero. One will
stay and attack at range with its Light Crossbow
utilizing its Pack Tactics feature whilst the other
is in melee combat with the target. If neither of
the Kobold Commandoes is in melee combat,
then they will attack using their Sharp Shot
feature.

Mini-dungeons 1: Caves
25
If possible, Frostingbite attempts to land be- Loot the Room!
tween the heroes and the exit. She will then
Frostingbite’s loot contains the following:
attack in the following order:
• 1100cp
• 9000 sp
1. Attempt to use her icy Cold Breath attack.
• 2100 gp
• 140 pp
2. She makes a Multiattack, attacking with one
Bite, and two Claws. • Art (2 x 250 gp): (1) Box of turquoise animal
figurines, (2) Large well-made tapestry
• Potion of Giant Strength – Frost (DMG,
3. Jump into the air and fly up 20 feet to one of
p187)
the icy ledges, exit through a large hole in the
side of the cavern wall (unseen by any party • Potion of Diminution (DMG, p187)
member on the cavern floor), and fly around • Chime of Opening (DMG, p158)
the outside of the mountain, to enter the hole • Cow-bell of Reproduction (unidentified) (Ap-
on the opposite facing ledge. If the heroes pendix B)
don’t know about the exit holes yet, Frosting-
bite has advantage on her next attack.

4. If Frostingbite is secretly on the opposite


ledge, she pounces out and attacks any
adventurer from behind with a Multiattack,
targeting a separate hero with each strike.
If the heroes are not yet aware of the secret
exit holes in the lair, the dragon will have
advantage on the first attack. A successful
DC 13 Wisdom (Perception) check spots
the dragon before she pounces, negating her
advantage.

5. Repeat from step 1, or use your DMs discre-


tion.

Adjusting this Encounter


APL 5: Remove 1 x Kobold Commandos.

APL 7: Add 1 x Quaggoth.

APL 8: Add 1 x Kobold Hunting Drakes.

Mini-dungeons 1: Caves
26
Mini-dungeons 1: Caves

27
Mini-dungeons 1: Caves

28
Development
If the heroes defeat Frostingbite, the people
of Sleet-town have been saved from imminent
death. The heroes now have the option to return
the cowbell to farmer Tripplehorn and receive
2000 story XP divided amongst the characters.
Joseph mentions that he’ll eventually sell the
(magical) heirloom cowbell to a nearby mer-
chant. The money he gains he’ll use to not only
restock his own cattle, but also donate some
young calves to his cross-town rivals who are in a
similar predicament.

If the characters offer to donate a portion of


the dragon’s horde to Tripplehorn, he is over-
come with emotion at the offer, including the fact
that he won’t have to sell the family heirloom
cowbell. He mentions that it will cost 15gp to
replace 1 snow-oxen. He estimates that 600gp
would not only replace his herd but also go a
long way to helping those in the neighbouring
areas. Mention to the party that anything short
of the 600gp and Tripplehorn may still consider
selling the bell to cover the shortfall.

Only once the party have agreed on an amount,


award the party the following:
• For each 15gp they choose to donate, each
character gains an additional 30 story xp
(maximum 1200xp per character) as a
reward, and the eternal gratitude of Tripple-
horn and those they help in the surrounding
area.

If the heroes did not defeat the young white


dragon, and either fall to her might, or simply re-
treat, she will grow angry and immediately leave
her lair to take revenge on the people of Sleet-
town. She will devour every living being and
destroy every farmhouse in the small town well
before the heroes arrive. They will find it in ruin
and frosty devastation. Award the group only 500
story XP divided amongst the characters.

Mini-dungeons 1: Caves
29
Appendix A: Monsters

Kobold Hunting Drake


(As seen in Killer Kobolds by Tony Petrecca - http://www.
dmsguild.com/product/204667/Killer-Kobolds)

Medium dragon, unaligned

Armor Class 16 (natural armor)


Kobold Commando Hit Points 75 (10d8+30)
(As seen in Killer Kobolds by Tony Petrecca - http://www. Speed 50 ft., climb 40 ft.
dmsguild.com/product/204667/Killer-Kobolds)
STR DEX CON INT WIS CHA
Small humanoid (kobold), lawful evil 20 (+5) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 8 (-1)

Armor Class 14 (leather armor)


Skills Athletics +7, Perception +4, Stealth +6
Hit Points 18 (4d6+4)
Senses darkvision 60 ft., passive Perception 14
Speed 30 ft.
Languages Understands draconic but can’t speak
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 12 (+1) Pack Tactics. The hunting drake has advantage on an attack
roll against a creature if at least one of the drake’s allies is
Skills Stealth +5, Perception +4 within 5 feet of the creature and the ally isn’t incapacitated.
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic Pounce. If the hunting drake moves at least 20 feet straight
Challenge 1 (200 XP) toward a creature and then hits it with a claw attack, the
target must succeed on a DC 15 Strength saving throw or be
Sunlight Sensitivity. While in sunlight, the kobold has knocked prone. If the target is prone, the drake can make an
disadvantage on attack rolls, as well as on Wisdom additional bite attack against it as a bonus action.
(Perception) checks that rely on sight.
Powerful Leaper. The hunting drake has advantage on
Pack Tactics. The kobold has advantage on an attack roll Strength (Athletics) checks that involve jumping. The drake
against a creature if at least one of the kobold’s allies is doubles its Strength score when determining long jump and
within 5 feet of the creature and the ally isn’t incapacitated. high jump distances cleared.

Sharp Shot. If the Kobold Commando does not move on its Actions
turn it gains advantage on its crossbow attacks that turn.
Multiattack. The drake attacks twice, once with its claws and
once with its bite.
Quickload. The Kobold Commando ignores the loading
quality of light crossbows. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10+5) piercing damage.
Actions
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Multiattack. The Kobold Commando makes two attacks with Hit: 9 (1d8+5) piercing damage.
its light crossbow.
Equally at home in mountains, forests, or the open plain,
Light Crossbow. Ranged Weapon Attack: +5 to hit, range the hunting drake is a formidable foe, waiting in ambush on
80/320 ft., one target. Hit: 7 (1d8+3) piercing damage. high to pounce down upon unsuspecting foes. Wise kobolds
learned to domesticate the beasts and use them as guards
Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
and mounts, equipping them with special saddles that keep
target. Hit: 6 (1d6+3) piercing damage.
the riders secure when the drake climbs and leaps.

Mini-dungeons 1: Caves
30
Appendix B: Magical Items
Print and Hand-out

The Cowbell of Reproduction


Wondrous Item, rare

Used by farmers during an age of wonder, and passed down through


the generations. The Cowbell of Reproduction was first forged
by a powerful mage as a favor owed to a local farmer, Gregor
Tripplehorn. The cowbell causes the wearer to become 100%
fertile 100% of the time. It was created to increase the breeding
rate of cattle on the farm, however it is important to note that the
Tripplehorn family has been renowned, throughout the ages, for
having higher than the average birth-rate.

Mini-dungeons 1: Caves
31
Coming Soon!

Mini-dungeons 1: Caves
32
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