GOBLIN AMBUSH. Goblin Small Humanoid (Goblinoid), Neutral-Evil. Goblin Small Humanoid (Goblinoid), Neutral-Evil

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1 GOBLIN AMBUSH Abilities & Abilities & Abilities & Abilities & Leads to trail with 2 traps Snare (DC 12 perception to notice, dc 10 dex to save) Pit (Passive Perception 15, DC 15 Wis/percep to notice, DC 10 dex or fall in and 1d6 falling damage)

2 2. GOBLIN BLIND Abilities & Abilities &

3 3. KENNEL Wolf Medium Beast, Unaligned Wolf Medium Beast, Unaligned Armor Class: 13 (natural armor) Hit Points: 11 (2d8+2) Speed: 40 feet Passive Perception 13 Languages: None Skills: Perception +3, Stealth +4 Traits & Abilities: Keen Hearing and Smell - The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. 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. 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. Armor Class: 13 (natural armor) Hit Points: 11 (2d8+2) Speed: 40 feet Passive Perception 13 Languages: None Skills: Perception +3, Stealth +4 Traits & Abilities: Keen Hearing and Smell - The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. 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. 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. Wolf Medium Beast, Unaligned Wolf Medium Beast, Unaligned Armor Class: 13 (natural armor) Hit Points: 11 (2d8+2) Speed: 40 feet Passive Perception 13 Languages: None Skills: Perception +3, Stealth +4 Traits & Abilities: Keen Hearing and Smell - The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. 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. 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. Armor Class: 13 (natural armor) Hit Points: 11 (2d8+2) Speed: 40 feet Passive Perception 13 Languages: None Skills: Perception +3, Stealth +4 Traits & Abilities: Keen Hearing and Smell - The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. 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. 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.

4 5.OVERPASS Abilities & GOBLIN ON BRIDGE-- Notices chars if carrying light Can warn other gobs for FLOOD if Dex check exceeds passive wisdom of the characters If flood happens, 2 rounds later flood happens DC 10 dex to avoid floating away, DC 15 to hold on On fail 1d6 bludgeon damage and back to entrance

5 6. GOBLIN DEN Abilities & Abilities & SIX GOBLINS YEEMIK has 12 HP Yeemik tries to trade Sildar for Karg s head. If players bring back Karg s head, Yeemik tries to get a ransom. If players refuse, Sildar takes 1d6 damage as he falls from ledge. He ll have to be healed soon. 3 gold teeth worth 1gp in bag on Yeemik, and 15 sp. Sildar technically has no gear

6 7. TWIN POOLS CAVE Abilities & Abilities & After first flood one runs to Klargs Cave Abilities &

7 SILDAR HALLWINTER CR: 1/8 Medium Humanoid (any race), Any Alignment 25 XP Armor Class: 16 (chain shirt, shield) Hit Points: 27 (5d8+5) Passive Perception 12 Languages: Any One (Usually Common) Attack Multiattack Makes two melee attacks Longsword +3 to hit, 1d8 +1 PARRY: When Sildar is hit by an attacker he can see, he can roll 1d6 and add that number to his AC vs the attack. Skills: Perception +2

8 8. KLARG S CAVE Bugbear CR: 1 Medium Humanoid (oid), Chaotic-Evil 200 XP Wolf Medium Beast, Unaligned Armor Class: 16 (hide armor, shield) Hit Points: 27 (5d8+5) Darkvision 60 ft; Passive Perception 10, Survival +2 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. Morningstar Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage. Javelin Ranged Attack: +4 to hit, range 30/120 ft., one target. Hit: (2d6+2) piercing damage in melee or 1d6+2 piercing damage at range. Armor Class: 13 (natural armor) Hit Points: 11 (2d8+2) Speed: 40 feet Passive Perception 13 Languages: None Skills: Perception +3, Stealth +4 Traits & Abilities: Keen Hearing and Smell - The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. 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. 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. Klarg talks in 3rd person Supplies marked with Blue Lion in corner 600 CP, 110 SP, two potions of healing, Tiny frog statue with gold eyes (40gp) in treasure Abilities & Abilities &

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