The Mines of Modgdul

To the left and right of the cavern are small passageways leading deeper into the caves. you can occasionally hear an echo of a sound reverberate through to you, hammering of metal and begs for mercy from the left, and howls and screeches of things that aren't goblin to the right.

"before you go, you wouldn't have any treats you could spare Blind Gugli?"

### The Left (parkour and armoury)

dc 14 athletics check for climbing the wall, dc 14 acrobatics for the rocks, must succeed 3 times

dc 13 strength for half orc and dragonborn, dc 12 for human, dc 8 for halfling, add all participating members strength mod to roll.

you can just peer through the cracks of the wooden boards, on the lower opening, you can see your in some sort of pit. jail cells are dug into the stone walls where glum looking goblins mope around inside. in the centre of the pit, an enormous hideous creature is chained to the floor. he has the features of a goblin, but massive in size, hideously deformed and misshapen, its limbs unnaturally long, its skin barely stretching over its bony insides. scars of slashes run down its back. Its doesn't seem strong enough to support its own size, it hunches on the floor on all 4s, still managing to dwarf even the tallest of you. occasionally it jumps to its feet, and charges howling at a random cell, the inhabitants of whom jump back in fear, before getting yanked back by its chain and laying exhausted on the ground for a few minutes then repeating.

on the higher up wooden boarded wall, you can peer through to see dozens of goblins on seated at rows of tables, hammering bits of metal into shape and combining tool heads and handles, all tables except one at the back, which you can see features goblins grinding various types of rocks into rough powders, which get combined into a black substance and fill a shoddy wooden barrel, which is sealed with metal and carried off up some stairs and into a room higher up.

**"GET A MOVE ON YOU PILES OF TRASH, THERE WAS A RUST MONSTER OUTBREAK IN THE PITS, IF WE DONT FULFILL OUR TOOL QUOTA WE AINT GETTING PAID"**

Goblin freak chains: dc 14 check to lockpick with thieves tools, dc20 strength check to brute force, (can be repeated, with -2 to dc for each roll above 10). (players can dodge for freak to have disadvantage).

at the sight of the players most goblins will scramble underneath the tables, or scatter from the workshop. but around 10 will pick up weapons and charge at them screeching. 10 goblins 1 hobgoblin and boss will attack players, other goblins and hobgoblin will attack npcs. Troll freak will cause most of the goblins to retreat, and those at low health.

Boss: "Jabog! take the ground carts and the gondola down to the big boss and tell him we found the intruders, send backup! Yugbet! lock the storage room from the inside and fortify it with the scrap inside! ill hold off the outsiders!"

IF JABOG MAKES IT TO THE GROUNDCARTS THE PLAYERS WILL HAVE LIMITED TIME BEFORE BUGBEAR AND 3 HOBGOBLINS ATTACK

#### Storage room

the goblins will try and lock themselves inside the storage room, and seal it with metal and tools inside. door has AC 17 with 50 hp. goblins inside will threaten players

"If any one one of yours takes on step inside well light the black powder stash and blow us all to smithereens! we mean it!" "your wasting your time! goblin doors are renowned for their outstanding strength! id run now before our bugbear gets you" "Weve 100 trained guards ready to pump you full of arrows at a words command! flee now while you can" "OH GOOD JARETH THEY DO MEAN TO BREAK IN, MY LIES HAVE NO STRENGTH THEYVE A HEART OF MISTRUST"

inside is a swarm of goblins, who will scramble past the players knocking them down, they must make a dc 12 strength check or be knocked prone. about 13 goblins inside will be armed and attack, 6 will go for the players.

A large cavernous room holds stacks of barrels and crates, overflowing with scrap metal, nails and other components. in one corner, a small pile of wood and metal barrels stacks atop each other, each one painted with a crude goblin skull (everyone but small can hold 2 barrels, small hold 1)

### The right (spiders and farm)

the right path starts spacious, but gradually starts to thin, and grow taller as you walk through, until it is so narrow you each walk in single file, and the passage is so tall its as if your at the bottom of a stony ravine. you notice webs stretching from one side to the other, and the occasional sounds of movement and scuttling from above you becoming more prolific as you venture deeper inwards. at first you can easily move past the webs, ducking below them or squeezing beside them, but soon you come to a point where the webs ahead seem impossible to sneak by, with the mass of outstretched webs so thick you can barely see through it, but you can just about make out some wooden structures about 10 metres ahead where the mass of webs ends. where you stand you can also see a opening in the cave wall to the right, close to where you are standing about 2 metres up, and many small tunnelling holes scattered across the walls, too small to crawl into by all but the smallest of your party, and above, enormous spiders scuttle about in a network of webs that forms a loose ceiling in the ravine like cave your in, they haven't yet noticed you below.

##### Path ahead

the person in the front can use an action to remove a tile of spider webs, and it takes a turn of movement to shuffle past somebody. there is 6 tiles of webs.

##### Opening

the openings path winds upwards but quickly leads to a large pit, inside giant spiders roam about, going to and thro several tunnels leading into said pit. webs extend from walls below, and unidentifiable figures wrapped in webs are plastered about. you stand about 8 metres above the floor of the pit, about 10 metres in front of you there is another opening in the wall about 4 metres high. DC 16 athletics check to jump the gap, on a fail take 3d6 bludgeoning damage, on a success make a dc10 acrobatics throw, on a fail take 2d6 damage from making a bad landing.

the path leads back into the ravine like cave you were in before, in front of the thick mass of webs that lay in front of you before

##### Small tunnels

you crawl and squirm through the narrow tunnel, just barely squeezing by into the pitch black. suddenly ahead of you, the sound of a sort of high pitched, guttural purring stops you in your tracks. the purring turns to a rapid clicking, and then a shuffling, which slowly approaches you from ahead. you are horrified to discover you can barely move backwards, and the sound approaches you quicker and quicker. something leaps out of the darkness in front of you, smaller than the spiders you saw before, about the size of a dog, with hairless, shiny white hide. person has disadvantage to attack, spider has advantage.

you can see a cave passage in the wall ahead exiting the spider infested ravine. signs scatter about the sides, facing away from you, reading things like "DO NOT PASS DEATH BY SPIDERS LAY AHEAD". you walk through into the passage, but you are stopped by a makeshift wall formed from battered together wooden planks, but gaps in the wall allow you to peer through.

   ahead lies a massive cavern. a river cuts across closely and plunges off the caverns edge to the left, crossed by a simple wooden bridge. to the right, a pit has been dug into the earth, and a ramp into it has been raised to block access up from below. from inside you can hear snarls and growls. behind the pit, wooden pens keep inside various animals, such as pigs and goats, but you notice one of the smaller pens holds 4 legged insect like creatures, with tall antenna and a tough reddish brown body "rust beasts" Geirdof mutters. at the back of the cavern, an enormous multileveled wooden building has goblins going in and out, carrying crates and barrels and the occasional slaughtered animal. and a goblin roams around riding small wolf. a goblin gets off the rotating rope cart contraption and approaches the wolf riding goblin, handing him a key "the spider training scheme is coming along slowly but surely, but we lost some more trainers again today"

1 goblin wolf boss, 5 goblins and 6 wolves standing by to attack

barrels are stacked outside the building filled with alcohol. crates scattered around the pens are filled with vegetable scrap and animal feed.

#### Building

the buildings doors are open. "the doors creak open to a hallway, which splits into a T, lined with doors. to the right, there is a flight of stairs going upwards, and to the left is a large wooden trapdoor built into the floor"

rooms lead to empty kitchens, butchers workshops and dining areas.

##### Down

the trapdoor heaves open to reveal a wooden flight of stairs going downwards at the bottom is a wooden room, lined with skinned meat hanging from hooks and buried in piles of salt in crates.

Goblins hiding in butchers rooms to the right and left of the trapdoor will sprint out \*DC 14 to find them hiding inside barrels of gore\* will slam the trap door shut and lock it, before pouring bottles of booze through the cracks and setting it alight. 1d8 fire damage, 1d10 near the top, door has dc 10 and 10 hp. after 2 rounds start to take smoke damage (dc 15 or 1d6 poison damage)

##### Up

another hallway. there are about 11 doors in the hall, 5 on each side ( the doors lead to dorm rooms, for each door roll a 1d6, on a 1 1d4 goblins rush out) except for one at the very end which is padlocked (inside, many stacks of alcohol barrels are piled atop each other as well as mugs and bottles.) a ladder next to the door at the end leads to another floor

##### Top

you are in some sort of attic, the room takes a triangular shape from being inside the buildings roof. around you are tables littered with playing cards, dice and empty tankards. a door leads into another room above the hallway which you walked in the below floor. the room is filled with various bits of furniture, and a goblin at the end is rifling through a wooden box, "where is it where is it"

when the player approaches it it will spin around and shriek "NOW DO IT NOW" and goblins will rush out from behind furniture and lock the door. the goblin inside cackles as you hear the sound of bottles being shattered outside, then smoke begins to crawl through the gap underneath the door. there is a window in the room and the goblin will attack. each round players must make a dc 12 save or take 1d6 fire damage (dc increases by 1 each round), door has door has AC 10 and 15 hp, takes about 3 rounds to make it to bottom layer and to a window, another 3 to make it to bottom floor where exit door will be locked with same AC

## Minecart/storage

2 carts at the top are half filled with crates of

finished tools and some powder kegs.

salted and cooked meat and some barrels of booze

a lever pulled releases the cart, causing it to slowly start rolling down a dug out tunnel, casually building up speed, and violently thrashing around corners, and bends. you feel the track level out, and the cart begin to slow and come to a stop at the foot of a long incline, at which point you hear a kachunk of gears turning and the cart be automatically hoisted, slowly but surely up the rickety incline, the rumbling of the cart causing dust to fall from the rocky ceiling.

the cart makes it to the top and the sudden light blinds you, as the cart violently comes to a stop against an iron stopblock and you see your in some sort of storeroom, boxes and barrels piled up around the corners,

4 goblins are seated at a table playing cards, 2 golds worth of silver and bronze coins and gathered in small piles in the middle and next to each players deck.

"another cart from the meathouse/workshop, its your two turns to unload it, promise we wont peak at your cards"

the room is suspended in midair attached to two sides of the cave wall. a wooden stairway leads to ground, where ahead of the stairs, about 50 metres further into the cavern 4 massive wooden buildings are built against the walls, 2 on each side. a wooden sign pointing to the buildings has the symbols of two beds, a pickaxe, and a mug next to a bowl shoddily painted onto it.

in the opposite direction, around another 50 metres, clay furnaces line the walls glowing bright orange from the inside and are being operated by goblins, who shovel in coal and unrefined ore. the furnaces are next to a large drop, at the top of which a two pairs of gondola ropes extend towards the bottom, one holds a large wooden cart at the top the other looks to be empty

"looks like the way down"

6 goblins will attack the players, 4 will come up on the gondolla with boxes of unrefined ore