Re-Imagining "Cragmaw Hideout"

Post/Author/DateTimePost
#1

iserith

Aug 04, 2014 19:59:36

I am reworking The Lost Mine of Phandelver from the Starter Set by giving it a Wild West / Spaghetti Western / Zorro-esque spin to it and calling it...

 

 

Starring

 

Chuck Dagger, human rogue

Marshal Heeling, human cleric

Vanciana Feyzalez, elf wizard

 

With

 

Mucho Cerveza, dwarf fighter

 

Previously on The Last Dance of Fandango:

Act 1, Scene 1: Las Flechas Del Duende

Act 1, Scene 2 (?): El Camino Del Duende

 

And now...

 

Act I, Scene 3 (?): La Colina de Las Termitas

 

 

So rather than go with the Cragmaw Hideout setup in Lost Mine of Phandelver, I've created a series of set-piece encounters linked together with an abstract series of routes. There is also a "threat meter" which guides the DM on how the duende (the goblins) respond in different ways to the players' choices in addition to a couple of random encounter charts. This makes the place a little more flexible, creates more meaningful choices for the players, increases the tension, and makes this lair more dynamic. It also increases its replayability if you're into that sort of thing.

 

Rather than set it in a cave that is a mouth of a stream, I'm sticking with my drier Western theme and setting the duende lair in a giant termite mound. Imagine if termites were the side of dogs and built an above-ground nest like they do in Africa or South America - it's a large hill dotted with small tunnels. The duende have smoked the place out repeatedly and driven off the termites and made it their home, taking over the main chambers and widening some tunnels for their own use.

 

Set-Piece Encounters

With the exception of the map layout, these are basically Area 2, Area 3, Area 6, and Area 8 from the Lost Mine of Phandelver. I have kept the number of threats the same as in that adventure. Anything that is not mentioned as being changed here is the same as in that adventure. Each set-piece encounter connects to two other set pieces via the Duende Tunnels. The Termite Tunnels connect to all the set-piece encounters.

 

The Two Routes

When anyone in the lair is travelling from one set-piece area to another, they use either the Duende Tunnels or the Termite Tunnels. The Duende Tunnels are used as the main routes through the lair by the duende. They are typically shorter routes, but more travelled, so there's a higher chance of random encounters. The Termite Tunnels are leftovers from when the termites populated the mound. They are typically longer routes, but less travelled, so there's a lower chance of random encounters. Either route is non-linear - twisting, turning, rising, falling, splitting, intersecting, looping back, ending in side chambers and dead-ends - and also left abstract for the DM to describe. The only thing that needs tracking is how much time is spent on travelling, in set-pieces, or in random encounters. This is so the DM knows when to roll for random encounters and when to adjust the threat meter.

 

The Threat Meter

#2

iserith

Aug 05, 2014 6:25:41

 

(Map created using tools in Roll20.)

 

There are two entrances to the Duende Tunnels here and many entrances to the Termite Tunnels (both on this map and on other sides of the mound that are unguarded). There are generally 2 or 3 duende on guard here at all times, but they are distracted, often passing a leaf pipe between them. This is more or less like Area 2 of Phandelver. It is also the staging area for the goblins should the threat meter be maxed out.

 

Cast: Bulging Goiter, Draining Mucus, Yellow Blister, duende (goblins). (See Starter Set for statistics.) 

 

Terrain Features: The dry brush provides half cover and is quite flammable. The pit is 10-feet-deep and is half-filled with dry smokewood that is also quite flammable. Because of how the termites build their mounds, there is a constant breeze blowing through all of the tunnels, so when this fire pit is lit, smoke blows right into the mound and circulates throughout. (See Threat Meter above).

#3

iserith

Aug 05, 2014 6:03:03

 

(Map taken from this blog with additions made using tools in Roll20.)

 

Goblins that are fresh out of the goblin growth chamber (see random encounters tables) are assigned to care for the wolves. One wolf, Lobo, has run off recently and the goblins have set and pit trap to try and catch him. It is otherwise the same as Area 3 from Phandelver.

 

Cast: Befouling Gash, Runny Boo Boo, Spoiling Lesion, duende (goblins); Cachorro and Perro, wolves. (See Starter Set for statistics.)

 

Terrain Features: The rickety bridge can only support the weight of a Small-sized (or smaller) creature. Larger creatures must take care where they step (DC 10) or the bridge breaks, depositing anyone on it into a trench 10 feet below (1d6 falling damage). Squares containing rubble are difficult terrain as are squares containing elevation changes. The termite tunnels can be accessed in the northern portion of the room by way of the termite hole.

#4

iserith

Aug 05, 2014 6:03:20

 

(Map taken from this blog with additions made using tools in Roll20.)

 

This is the duende common room where most of them gather for meals and sleep. It is largely the same as Area 6 from Phandelver. 

 

Cast: Bloody Tumor (leader with 12 hp), Bleeding Ulcer, Erupting Blackhead, Leaking Sore, Stinking Carbuncle, Swelling Pustule, duende (goblins); Sildar "Snowball" Hellwinter, a tiefling in this version rather than the human, Sildar Hallwinter of the Lord's Alliance. The Lord's Alliance has been changed to Hell's Cargo, an all-tiefling outfit specializing in banking, staging, and freight. Sildar is looking for Hex Arcana, a fellow tiefling, rather than Iarno Albrek now. (See Starter Set for statistics.)

 

Terrain Features: There is a crudely-built wall of dried mud in this common area and it can easily be knocked down. Each 5-foot section has only 10 hit points. Squares containing rubble are difficult terrain as are squares containing elevation changes. The termite tunnels can be accessed in the eastern portion of the room by way of the termite hole.

#5

iserith

Aug 05, 2014 6:25:58


(Map taken from this blog with additions made using tools in Roll20.)

 

This is where Bugaboo, the leader of this hideout lairs. The purloined provisions come from a company called "Lion Trading" in this re-imagining and Bugaboo's chest is not among them and is instead on a natural shelf on the northwest part of the lair. Bugaboo's dope bear rug might be worth something if it didn't stink of goblin. It is otherwise the same as Area 8 from Phandelver.

 

Cast: Bugaboo, duende (bugbear); Distended Vein, Throbbing Cyst, duende (goblins); Cano, wolf. (See Starter Set for statistics.) Bugaboo recently fought and defeated a thri-kreen druid hermit named Thorax Pete (see random encounter tables). He wears several plates of chitin that fell from the thri-kreen during the battle.

 

Terrain Features: There is a 10-feet-deep pool of cold water in the northeastern portion of the chamber that connects to a pool well outside the lair to the north. It's a possible escape route if the adventurers can manage to hold their breaths long enough. Squares containing rubble are difficult terrain as are squares containing elevation changes. The termite tunnels can be accessed in the eastern portion of the room by way of the termite hole.

#6

Akeisha

Aug 05, 2014 7:19:36

Kudos iserith for all the hardwork on yet another awesome 'episode'!

 

Also, all the Goblin's names are priceless ha ha...

#7

bawylie

Aug 05, 2014 7:20:05

This kinda stuff continues to be the gold-standard in Reflavoring. And there's some extra stuff I want to call out:

1.) threat meter. Good mechanic, whether or not the players are aware of it. It tracks the adventure and changes the nature of interactions across the board. If the players CAN see it, there's added urgency. If they cannot see it, it's on the DM to add the urgency via descriptions (patrols, closer calls, etc). 

2.) The smoke pit. Working in concert with the threat meter - the smoke pit is a likely game-over. But it doesn't have to be. It can be a player tool if they plan it right. 

3.) Random encounter tables, specifically, the side areas. There are random Exploration encounters that amount to world building and story telling. Good examples of RE Tables done right. 

 

So Iserith this is great work (again). I've been a fan of these reworkings. Also, whether or not you like this style of doing things, Iserith's remixed adventures showcase the versatility of this system. Maybe I'd do some things differently. (Probably I would). It's very good to see that the system accommodates these changes. In fact, it welcomes them. 

 

As a standalone piece, this is good. As a broader test-drive of the DM side of things, this is good. I'm very pleased. 

#8

iserith

Aug 05, 2014 11:06:53

Akeisha wrote:
#9

iserith

Aug 05, 2014 19:58:26

bawylie wrote: