Encounter: Goblin caves

(Note: got lazy, these are from the Caves of Chaos playtest adventure)

Guard Chamber

Light: None
Noise: Occasional curse or idle phrase
The tunnel widens into a chamber containing a table,
benches, a keg, and a barrel of loose javelins.
Monsters: Seven goblins stand watch here. They
use javelins for melee or ranged combat (range
30/120; +1 to hit; 1d6 + 1 piercing damage).
Treasure: Each goblin carries 1d6 sp and 1d10
cp. The barrel holds sixty


Guard Chamber

Light: None
Noise: Occasional curse or idle phrase
A table, benches, a keg, and a barrel of loose javelins
occupy this room, which serves as a guard station.
Monsters: Seven goblins reside in this room, and
they use javelins like the goblins in area 17.
Development: Half the goblins coordinate to
open the secret door, toss a sack of 250 sp to the
ogre in area 22, and ask for his help. If they
succeed, the ogre enters the battle on the next
round. If the secret door remains closed, it remains
hidden (DC 13 Intelligence to find).
Treasure: Each goblin carries 1d6 sp and 1d10
cp. The barrel holds sixty javelins, and the keg is a
quarter full of water. The sack of 250 sp is hidden
(DC 13 Intelligence to find) in the water keg.


Goblin Quarters

Light: Dim (smoldering cook fire)
Noise: Babble of many voices
Tables set with large rocks as stools stand near a dim cook
fire and among piles of bedding and trash.
Monsters: During the day, fifteen adult goblins
and six young (noncombatants) are resting here.
The goblins make a lot of noise, particularly during
religious ceremonies.
Treasure: Each adult goblin carries 1d10 arrows,
1d3 sp, and 1d6 cp.


The cave branches into two pathes ahead

Prisoners

Light: Dim
Noise: Sobbing voices of men
In the room is a large rusted iron cage containing human prisoners, most of whom look like scouts. Two large, brutish orcs pulls them out, throws them on a chopping block, and clumsily executes them with a giant cleaver. The room contains two orcs and three goblins.
Gnoll: This normal gnoll has no armor (AC 12)
and is unarmed (1d4 + 2 bludgeoning damage).
This gnoll is crazed with pain and bloodlust. If
freed, it snatches up a weapon and attacks the
nearest creature, including one of its rescuers.
Treasure: Each adult goblin carries 1d10 arrows,
1d3 sp, and 1d6 cp.


Corridor

Light: Dim (torrches)
Noise: The goblin leader discusses strategy with his
Two goblins are posted guard outside.


Goblin Chieftain’s Room

Light: None
Noise: Piping arguments
Goblin-sized furniture is scattered about, including a bed,
a bureau, a table, a low bench near the bed, and a crude
stand displaying a pewter bowl. Several small bows hang
on the wall alongside quivers of arrows.
Monsters: The goblin leader, his four personal
guards, and his three goblin mates live here. None
of the goblins is armed with a shortbow at the
combat’s start.
Tactics: If a goblin has time and space, he or she
takes down a shortbow and quiver to use. Each
quiver contains thirteen arrows.
Treasure: The goblin chieftain carries 2 pp, 4 gp,
and a sack containing 75 sp. Each guard carries 4
ep and 3 sp. The goblin mates have among them a
ring, a bracelet, and a necklace (each worth 5 gp).
The pewter bowl is sealed with wax, but inside it
are 273 sp and 321 cp. A secret drawer (DC 13
Intelligence to find) in the bureau contains a
tapestry with silver and gold threads (15 gp).

Encounter: Goblin caves

Mamurn's Pit Tchom