Hobgoblin Blockade Hobgoblin Blockade: by Alex of Taverntales
Hobgoblin Blockade Hobgoblin Blockade: by Alex of Taverntales
file:///F:/Downloads/DD%20Cover%20Image(1).jpg
This room smells of old books and is filled with shelving
containing the entire history of the Exchequer's operations;
old logbooks, reports, timesheets, and client forms. Doors
lead to the north and east.
by Alex of TavernTales
Maps by Tom Cartos
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HOBGOBLIN BLOCKADE
An adventure for 2nd to 4th level characters
H
obgoblin blockade is a Fifth Edition Missing Hostages. A noble has received a letter from the
adventure for three to six characters of Sawblade Clan that makes clear that a Brotherhood member
2nd to 4th level, optimized for a party of captured in the attack is being held hostage by the clan,
four 3rd level characters. A powerful injured but alive as a potential bargaining chip. The noble
goblin clan has overtaken the outpost has no desire to negotiate with beasts — they want the
that provides the only access through the adventurers help to bring the men back alive.
northern country of Naizari to the desert of Marahk to the
south. Trade has ground to a standstill, and many fear the General Features
clan's continued expansion. Can the party defeat the vicious
goblin clan and retake the outpost? This adventure is set Rubbleholde Retreat is a two-story keep of grey limestone
in the Siothas campaign setting, but can easily be placed in that blocks the only accessible road through the Gransano
any campaign that features a fortified outpost protecting a Valley. It is flanked by steep cliffs to the north and south.
narrow pass connecting two locations. It is normally occupied by twelve trained mercenary
members who are stationed there for months at a time
before a rotation. Unless stated otherwise, its features are
Background described as follows:
Rubbleholde Retreat had been occupied by the Brotherhood
of the White Rose, a mercenary company under service Ceilings, Walls, and Floors. The outpost is constructed of
to the king, for the past eight years. The Brotherhood was hewn grey limestone. Exterior walls are 3 feet thick, interior
contracted to build as well as to defend the outpost in the walls are 1 foot thick. Ceilings are 10 feet high. The outpost's
middle of the narrow Gransano Valley to regulate trade exterior walls can be scaled with a successful DC 13 Strength
between the cities of Naizari and those of the Murakh (Athletics) check.
desert and to blockade the goblinoid hordes that lurked in Battlements. The battlements comprise the second story of
the surrounding mountains, preventing raids on relatively the outpost. The parapet is four feet high and slotted with
defenseless border settlements. Until recently, this initiative gaps to allow for arrows to be fired at advancing troops.
was successful — goblin raids had ceased, and traders felt Doors. Doors are made from oak and reinforced with iron
empowered on the road through the valley, which was made bands. They have AC 15 and 25 hit points. Locked doors can
safer by patrolling members of the Brotherhood. Weeks be opened with a successful DC 13 Dexterity check using
ago, however, Rubbleholde Retreat fell to the forces of the thieves' tools or a DC 18 Strength (Athletics) check.
Sawblade Clan, a force of goblinoids that tamed a flock of Light. The interior of the outpost is well-lit by wall-mounted
griffons to aid them in an aerial assault of the outpost. Much torches throughout the building.
of the Brotherhood of the White Rose was slaughtered, and Main Gates. Thick gates of iron and wood provide the main
the few remaining members were forced to flee the outpost. access through the outpost. They can be opened using the
If the outpost is not retaken, the Sawblade Clan threatens to crank wheels inside the lower level of the outpost. The
expand their territory into Naizari lands. gates cannot be picked, and can only be broken open using a
battering ram or similar force.
Adventure Hooks Ballistae. Six ballistae are positioned atop the battlements
facing east and west. The ballistae have AC 15 and 50 hit
There are a number of reasons the party may be interested points. It takes one action to load the weapon, one action
in driving off the Sawblade Clan and retaking Rubbleholde to aim it, and one action to fire it. Bolt. Ranged weapon
Retreat. A few of these reasons are outlined below. attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10)
piercing damage).
Rumors of Frost Brand. A magical sword known as frost brand
was supposed to be kept by the Brotherhood of the White
Rose at Rubbleholde Retreat. It was not recovered during
Approaching the Retreat
the goblinoid onslaught. Presumably, the Sawblade Clan has Rubbleholde Retreat was obviously designed to be difficult to
taken it for themselves, and it may still remain in the hands assault. Unless the party plans to somehow pose as diplomats
of one of the clan members at the outpost. or emissaries and lie their way into the outpost, sneaking
inside is the only realistic option. Characters looking to
A Baron's Appeal. A local noble with the support of the make a stealthy approach would be wise to wait for the
king has put out an open call for a band of mercenaries cover of darkness or heavy rain, else they risk being spotted
or adventurers to drive off the goblins from Rubbleholde immediately as they approach by the goblin scouts posted
Retreat. They are offering 400 gp for the task, with an atop the battlements (areas B1 and B2). A successful DC 10
additional 1gp provided for each goblinoid thumb brought Dexterity (Stealth) check is required to reach the walls of the
back as proof of their defeat. outpost unnoticed. Upon a failed check, the goblin lookouts
2
atop the battlements will notice the characters' advance and surround a forge carved out of the surrounding cliff.
quickly sound the alarm. Ladders to the east and west ascend to narrow cliff ledge
lookout points above. A trapdoor has been cut into the
The following locations are keyed to the map of stone near the forge.
Rubbleholde Retreat. Encounter: Magma Mephits. Upon closer inspection, the
interior of the forge glows with soft red light, and it gives
B1. West Battlements off a radiating heath that can be felt a few feet away. The
forge has not been in use since the Sawblade Clan's assault on
Empty buckets and heavy stones line the length of the
the Retreat and is now being squatted by a pair of magma
battlements. Embrasures and murder holes provide access for
mephits. When discovered, the mephits initially screech
defenders to drop stones and fire arrows. Three ballistae and
at the party and demand to be left alone. If the party presses
their ammunition face the west. To the south, ladders ascend
for information, the mephits realize that the party does not
to a ledge on the surrounding cliff face.
belong to the Sawblade Clan and can be coaxed to share the
following information:
Encounter: Goblin Lookouts. Three goblins man the west
battlements at all times, keeping watch for attackers. They
• The mephits have occupied this forge for the past week.
work in 8 hour shifts before rotating. If combat breaks
• The mephits and the goblinoids are mostly indifferent
out atop the west battlements, the goblins atop the east
towards each other.
battlements are quickly alerted and join the fray.
• A big red goblin holds a big, cold sword. The mephits do
not like the big cold sword at all.
Trapdoors. Trapdoors in the west battlements lead to area 3
• The mephits would like the party to take the big cold
below. They are unlocked.
sword away from the outpost.
• The big red goblin lairs somewhere downstairs.
B2. East Battlements
Empty buckets and heavy stones line the length of the B4. Signal Tower
battlements. Embrasures and murder holes provide access for
defenders to drop stones and fire arrows. Three ballistae and Ladders rise to an unlit wooden beacon perched atop a
their ammunition face the east. To the south, ladders ascend narrow ledge in the cliff face.
to a ledge on the surrounding cliff face.
If the war horn is sounded, a member of the Sawblade Clan
Encounter: Chained Griffons. Two griffons are chained to will attempt to also light the beacon, which sends a thick
this battlement with long iron leashes, allowing them to pillar of black smoke into the air. 1d4 hours after the signal
move no farther than 20 feet while restrained. They are is lit, a Sawblade reinforcement party arrives at the outpost,
trained by the clan to attack any non-goblinoid creature that consisting of ten goblins, four bugbears, eight hobgoblins,
crosses their path. The key to their leashes is hung on the and three griffons.
wall nearby. The griffons are disciplined and can only be
distracted by a combination of a source of meat as well as a
successful DC 15 Wisdom (Animal Handling) check.
B3. Forge
The north section of the battlement is used as a smithy.
Anvils, blacksmith's tools, tanning rack, and workbench
3
Rubbleholde Retreat
4
surrender if things go south. The goblins, meanwhile, flee at
1. Courtyard the first sign of hardship against experienced adventurers.
The walls of the outpost surround a mostly empty dirt
courtyard. Archery targets line the east wall. A stone well 5. Privy
sits in the middle of the courtyard, beside which a number
This room is divided in to four small stalls, each with a holed
of corpses have been piled, attracting a cloud of flies and
filling the air with the foul stench of decay. Dog kennels
bench and chamber pot. Each stall is overflowing with
line the southern end. A stone staircase to the north goblinoid waste which obscures the bench and chamber pot
ascends to the battlements. Doors exit in all directions. beneath and spills onto the floor. The smell is nauseating and
characters within 10 feet of the stalls must make a successful
DC 10 Constitution saving throw to avoid vomiting.
The corpses in the middle of the courtyard are what remain
of the outpost's defenders. There are twelve in total, each Treasure: Swallowed Ring. A character who makes a
wearing pieces of armor and beginning to rot in the sun. successful DC 13 Wisdom (Perception) check notices a piece
Members of the Sawblade clan have picked the corpses clean of jewelry lodged near the top of one of the waste piles. Upon
of any valuables. closer inspection, the piece is a gold ring. It is worth 75 gp.
4. Dormitory
The smell of sweat and body odour in this room is
overpowering. Nine filth-covered bunk beds line the east
and west walls. Cabinets and storage chests have been
rummaged through, their contents dumped and scattered
across the floor. Stools surround two wooden tables in
the middle of the room that are chipped and dented.
5
occasionally pester him for information and are keeping him
7. Pantry alive for potential hostage negotiations. Connor has 5 hit
points remaining. If Connor receives at least 5 additional hit
The shelves of this pantry are a mess with spilled sacks
points worth of healing, he is willing to join the characters
and crates. Various foodstuffs such as grains and flour
cover the floor, and many containers are empty. in clearing the outpost of any remaining Sawblade clan
members. If no weapon can be provided to him by the party,
he suggests they retrieve one from the armory nearby (area
Encounter: Drunken Goblin. A goblin named Zict spends 11). He can tell the party that frost brand, the magical sword
much of his time in this room, as he often drinks to the point kept at the Retreat, is now wielded by a hobgoblin named
of unconsciousness and prefers the relative solitude that Dagrec, the leader of the entire group at the outpost. He
the pantry provides. When encountered by the party, there can also tell give the party details of the Sawblade's attack,
is a 50% chance he is in a deep, drunken sleep. Otherwise, including the fact that they managed to kill the commander
he is so drunk that he does not acknowledge the party as of the Brotherhood, Arthur Greymane.
enemies. He smells foul and his legs are usually covered with
his own urine. East Cells. These two cells are open and empty.
6
Treasure: Equipment of the White Rose. After Dagrec and
Kol have been dealt with, the party may decide to take frost Frost Brand's Story
brand for themselves. They may also choose to take the suit
of plate armor on the wall, which is in good condition and is
Medium-sized. If Connor is with the party, he tells them that
as acting commander of the Brotherhood, the party should
accept the sword (and plate, if they want it) as thanks for
their rescue of Rubbleholde Retreat.
13. Armory
Racks of weapons line the walls and fill the middle of the
room. Shields and leather breastplates are stacked in the
northwest corner. Open crates old bows and arrows.
Aftermath
Once the Sawblade Clan has been killed or driven off from
Rubbleholde Retreat, the Brotherhood of the White Rose
can begin the process of rebuilding their numbers and re-
establishing themselves at the outpost. If the party rescued
Connor, he tells them that he can send word on his own
to the surrounding settlements of the victory. If the party
was offered reward by a local baron, they are compensated
fairly for their efforts upon their return. If the party received
information on other Sawblade activity from Dagrec, the
nature of their activities or if Dagrec is telling the truth is
left to GM discretion. The Sawblade may present a further
campaign threat or gradually disperse as a key member of
their leadership has been slain.
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Credits
Written by: Alexander LeFort of TavernTales
Map by: Tom Cartos
Art: Shutterstock
InDesign Base Template: Nathaniel Roux