The Secret Tunnels
Finally, we’re starting to stray from the overused tavern basement to the overused underground dungeon. But hey, it’s Dungeons and Dragons, right? So here’s what you need to know about the secret tunnels under the Dragon’s Den Inn.
In the back corner of the inn’s basement, some of the floorboards are loose. A PC can notice this with a DC 20 Perception check (DC 15 with a source of bright light). When moved, the boards reveal a secret tunnel dug into the ground. All sorts of vermin and monsters live down here, and you can use this as a good place to give your PCs some XP from monster-slaying.
Where did these tunnels come from? When Fannen-Dar was first founded (the history of Fannen-Dar will be explained eventually, when it becomes important), dwarves dug many tunnels under the earth. Centuries later, the tunnels have been all but forgotten by most people. Now, only vermin and the occasional hideaway thief live down there. Cave-ins and monsters have changed the layout of the tunnels from what they once were. The Dragon’s Den Inn’s basement was built long ago, when these tunnels were still known, and the hole in the basement was known by the owner. However, as time wore on and the inn was renovated, the tunnel was covered up and forgot about. This particular tunnel was blocked off by a large cave-in, making the entrance in the Dragon’s Den Inn the only way to access this part of the tunnels.
You can include the tunnels in your campaign by using one of the following hooks or making up your own.
Ren rediscovered the tunnels a while back, having owned the inn for most of his life. He left them alone, not wanting to disturb whatever beasts live in there. However, a young tiefling recently came in the dead of night to the inn seeking shelter from a gang that was pursuing him. Out of the kindness of his heart, Ren let him hide in the inn, allowing him to use the secret tunnels as the perfect hiding spot. Sure enough, more tieflings came to the inn shortly after, ransacked the place, and left without finding what they were looking for. The young tiefling, whose name was Akmen, thanked Ren but asked if he could come back when he needed to hide again. Ren allowed him to, and kept the tiefling a secret. However, he had no idea that the tiefling had a secret agenda concerning the tunnels underneath the inn. He let some of his questionable friends in to the basement, put the giant and dire rats there to guard the entrance to the tunnel should Ren try to find out what’s going on, and got to work with his plan. The PCs can find out something fishy is going on when they are unexpectedly brought in to kill the rats, and the tieflings stalk the PCs later to make sure they don’t know anything. If you don’t want to spend time making low level tiefling NPCs, you could have them be humans, halflings, or another intelligent race instead.
Another idea is that while Ren doesn’t know about the tunnels, someone who knows more about the history of Fannen-Dar might. This person could have made a deal with some kobolds living in the nearby Clover Woods. In exchange for a share of the treasure the kobolds plunder from travelling merchants outside the city, this person showed them an entrance to the underground tunnels that, once excavated, would lead them into the heart of the city, so they would be free to plunder in the darkness of night when no one is expecting it. The kobolds dug through to the tunnels underneath the Dragon’s Den Inn, and use it as their entrance to the town so they can steal stuff at night. Of course, excavating these tunnels also lead to other critters being able to get into the inn’s basement, explaining the rats. If the PCs don’t discover the secret tunnels when they kill the rats, a mysterious traveler could approach them. This traveler tells the PCs that kobolds are living under the Dragon’s Den Inn, and must be exterminated. In actuality, the mysterious traveler is the one who made the deal with the kobolds in the first place, but when the kobolds double-crossed him, he decided to get his revenge by revealing their new hideout.
If you like both these ideas or have your own idea but they don’t mesh with each other, no problem. The Dragon’s Den Inn probably isn’t the only place where the underground tunnels meet fresh air. The kobolds could be popping right out into the middle of the town square through the well, which connects to an underground river that runs through the tunnels.
Here are a few sample encounters to use when your players delve into the secret tunnels.
Combat Encounter Level 1 (500 XP)
Setup
2 fire beetles (MM 30)
1 rockslide (DMG 87)
2 stirge (MM 248)
The tunnels open up occasionally into caverns as they go deeper into the earth. Vermin inhabit these caverns, scavenging for prey. They would be delighted for fresh meat to wander into their lair. Since these areas haven’t been excavated by intelligent beings, the walls are rough and round, without any pattern. Use diagonal walls instead of sharp corners when designing your own maps; I find it makes it seem a lot more like a natural dungeon. It also allows combatants to move diagonally where a corner would normally stop them from moving.
. . . . .X. .X. . . . . .
. . . . .X. .X.X. . . . .
. . . .X.X. . .X. . . . .
. . . .X. . . .X.X.X. . .
.X.X.X.X. . . . . .X.X.X.
.X. . . . . . . . . . .X.
.X. . . . .X.X. . . . .X.
.X. . . . . . . . . .X.X.
.X.X.X.X. . . . .X.X.X. .
. . . .X. . . .X.X. . . .
. . . .X.X.X. .X. . . . .
. . . . . .X. .X. . . . .
. . . . . .X. .X. . . . .
Features of the Area
Illumination: Darkness. The fire beetles glow with bright light in a 5 square radius around them.
Pillar of Stone (X): Stalactites come down from the ceiling, and one particularly large one in the center of the room has grown so big that it touches the ground and prevents anyone from moving or firing through those squares.
Tactics
The beetles move in to attack the front line PCs, using the small space in the room to catch two or more PCs in their fire spray blast. The stirges hide in the darkness until they can catch a PC without much armor on them to bite. The rockslide can activate either after a certain amount of time that you plan ahead for, or when you think the pillar in the center of the room is disturbed enough to cause the stalactites on the ceiling to plunge down towards the battle below.
Alterations
For groups with less than 5 PCs, take out a stirge or a fire beetle for each PC below 5. For groups with more than 5 PCs, add in a stirge for each PC above 5.
Combat Encounter Level 2 (625 XP)
Setup
1 Kobold Dragonshield (MM 168)
4 Kobold Minions (MM 167)
2 Kobold Pikers (Dragon 364)
1 Kobold Wyrmpriest (MM 168)
This encounter is for if you want intelligent beings in the tunnels, or if you just like kobolds. The walls in this encounter are smoother and have sharper corners, having been excavated by the kobolds now living here. They worship the evil dragon goddess, Tiamat, in this room, and the worshipping is facilitated by the wyrmpriest. When their worship is interrupted, they follow their god’s command and attack, aiming to kill.
.X.X.X.X.X.X.X.X.X.X.
.X. .S.S.p.p.S.S. .X.
.X. .p.p.p.p.p.p. .X.
.X. .B.p.p.p.p.B. .X.
.X. . . . . . . . .X.
.X. . . . . . . . .X.
.X. . . . . . . . .X.
.X. . . . . . . . .X.
.X. . . . . . . . .X.
.X.X.X.X. . .X.X.X.X.
. . . .X. . .X. . . .
Features of the Area
Illumination: Kobolds don’t usually need any light to see, but for their worship, they have two large bowls filled with wood and lit on fire on the corners of the platform, lighting the room with bright light.
Bowls of Fire (B): The bowls are difficult terrain, but you don’t want to move into them anyway. If a combatant moves into or starts its turn in the same square as the bowl, it takes 2d6 + 3 fire damage. The bowls could also be pushed off the platform with a DC 10 Strength check.
Stairs (S): The stairs are hewn into the stone platform, and are difficult terrain, going up and down. To get to the platform, you must be on the top square of the stairs, and from there you cannot move to the square backwards and diagonally down.
Platform (P): The platform has been cut from solid rock, and is 10 feet high. Climbing up requires a DC 20 Athletics check, and you can only climb at half your speed. It’s probably easier to use the stairs.
Treasure: The wyrmpriest could be wearing some expensive jewelry that could be sold for a bit of gold. The kobolds could also simply be carrying gold and silver pieces with them, or be storing it in an adjacent room.
Tactics
The pikers move forward to engage the PCs, readying actions to deal more damage. They try to push the players back at any chance they get while still not letting them pass. The dragonshield helps by marking any PC that sneaks past the pikers. The minions shift around behind the PCs to flank with the pikers. All the meanwhile, the wyrmpriest controls the battlefield from the platform, blasting any PC who comes close with his dragon breath. The wyrmpriest uses incite faith when a piker first becomes bloodied.
Alterations
For groups with less than 5 PCs, take out the dragonshield or a piker for each PC below 5. For groups with more than 5 PCs, add in a dragonshield or a spear gauntlet (DMG 87) for each PC above 5.
These are just some ideas that I came up with, but of course you’ll want to add in a lot of other stuff yourself. The caverns can be easy for level 1 heroes, or a challenge for higher levels. Here are some examples of monsters that could be found in these tunnels, but feel free to customize it however you choose.
Ankhegs (MM2 11)
Ants (MM2 12 – 13)
Beetles (MM 30)
Centipedes (MM2 33)
Drakes (MM 90 – 92)
Fell Taints (MM2 104 – 105)
Goblins (MM 135 – 141)
Halflings (MM 152 – 153)
Humans (MM 162 – 163, FRCG 31)
Kobolds (MM 167 – 169, D 224 – 227, Dragon 364)
Kruthiks (MM 170 – 171)
Ooze (MM 202, MM2 172 – 173)
Rats (MM 219)
Scorpions (MM 229)
Skeletons (MM 234 – 235)
Stirges (MM 248)
Zombies (MM 274 – 275)
Finally, I’ll leave you with a monster I created myself, though it has probably been dreamed of many times: the two-headed rat!
Two-Headed Rat, Level 1 Elite Brute
Medium natural beast, XP 200
Initiative +2, Senses Perception +0; low-light vision
HP 76; Bloodied 38
AC 17; Fortitude 17, Reflex 15, Will 11
Immune filth fever
Saving Throws +2
Speed 6, climb 3
Action Points 1
M Bite (Standard; at-will) * Disease
+4 vs. AC; 1d6 + 2 damage, and the target contracts filth fever.
m Double Bite (Standard; at-will) * Disease
The two-headed rat makes two bite attacks against any two targets within its reach. It can attack the same target twice.
m Goring Bite (Standard; encounter) * Disease
+4 vs. Fortitude; 2d6 + 2 damage, and the target contracts filth fever.
Alignment Unaligned, Languages -
Skills Intimidate +3, Stealth +7
Str 14 (+2), Dex 15 (+2), Wis 10 (+0)
Con 18 (+4), Int 3 (-4), Cha 6 (-2)
Nature DC 5: Occasionally, dire rats are born with two heads. These two-headed rats are much more vicious and bloodthirsty than their single-headed counterparts, so are even more dangerous to adventurers.
Nature DC 10: Two-headed rats can fight twice as hard as dire rats. They are able to bite with both heads at the same time. They usually start with a huge goring bite from one of the heads and continue gnawing at the victim until it has been devoured. If you are lucky enough to escape from an encounter with a two-headed rat, you still have to worry about the disease you probably now have.
Nature DC 15: Rats are sacred to Torog, the King That Crawls. Their presence signifies plague, decay, and collapse in decadent cities.
The last part of the Dragon’s Den Inn is the unsung Nedd Lightheart, the young half-elf broom boy. It will include full stats for this charming NPC (a half-elf bard!), background information, and plot hooks to use in your Althai campaign!