Overview
Life in Stonehearth has been improving. Trade is flourishing, crime is down, harvests are bountiful, and the people are content. All of this is threatened when reports arrive of goblins taking up residence in the ruins of the Clockwork Castle.
Most goblins are opportunistic and would prefer to look for easier targets than well-defended towns such as Stonehearth. What are these goblins' intentions? What is driving these goblins' bold behavior?
This adventure is intended for four characters of level 2. Halfway through they will advance to level 3.
What's Going On
Normally, the Bone Splinter tribe goes nowhere near Stonehearth. They are savvy enough to know that the damage they would sustain trying to raid Stonehearth is not worth the plunder with which they could walk away. Besides, the hilly woodlands and river, which surround Undercavern, provide enough food and the local population of kobolds is often used as entertainment.
Unfortunately, the kobolds have recently been organized into a stronger collective by an enterprising red dragon wyrmling: Fierakirn. Fierakirn is temperamental, but has gained the loyalty of the kobolds by leveraging their fear of her as well as their awe of dragonkind. The assault by the kobolds on Undercavern (See following section) killed about half of the Bone Splinter tribe and left Fierakirn as mistress of her new home.
The rest of the Bone Splinter tribe of goblins decided to take up residency in the ruins of the Clockwork Castle. These ruins provide a defensible location should the militarized kobolds decide to pursue them. It is also far enough away from Stonehearth to give them a shred of hope that both parties will leave the others alone. The goblins are biding their time seeking out what force is organizing the kobolds, determining the best way to assault their old home, and above all... planning their vengeance on the scaly upstarts.
The residents of Stonehearth feel threatened by the Bone Splinter tribe. While the Clockwork Castle is not right on top of the city, it remains close enough that the Stonehearth citizens believe the goblins are using it as a staging area to raid merchant caravans. As such, those in power in Stonehearth hope to find some willing adventurers that can go investigate what the goblins are doing. Whether the goblins should be scared away, reasoned with, imprisoned, or killed is all left up to the adventurers' discretion. Stonehearth just wants the threat gone.
Stonehearth
Stonehearth is a prosperous town that has only become a bustling location in the past 30 years. There is nothing particularly spectactular about the town. Their prosperity is largely due to their location. On the eastern side of the town, the River Sharna leads away to larger sea ports. On the western side is a road which connects to the King's Road, a main thoroughfare. The road connecting to the King's Road was an expensive, but worthwhile, endeavor that is now showing a return on the investment. These two methods of travel make Stonehearth, nestled in the hills leading to mountains, an ideal waystation for merchants looking to bring goods between inland cities or out to further ports.
The residents of Stonehearth consist mostly of Halflings, Dwarves, and Humans, with a few Firbolgs here and there. The people of Stonehearth are pragmatic and will bitterly defend their town and neighbors if needed.
Clockwork Castle Ruins
In the Forgotten Realms, there is a plane of existence called Mechanus. The Modrons, a race of sentient mechanical beings living in strict hierarchical castes, live on this plane of existence. At the top of this hierarchy is Primus.
The Clockwork Castle, in its glory days, was home to the Cult of Primus. The Cult selected this location because of the portal to Mechanus that was present here. The metallic edifice was abandoned and then fell into disrepair after the path to Mechanus disappeared. What once was a resplendent castle made of metal, has been reclaimed by nature and shows obvious signs of neglect. The metal retains its gleam, though, and has been recently inhabited by the Bone Splinter tribe of goblins.
Remnants of the past remain evident here. The Cult of Primus held prime numbers to be holy and worked this into their building design. Similarly, there are mechanisms present that, even now, operate with a clockwork precision.
Undercavern
Residents of these caves have changed over the years. Most recently, they were inhabited by the Bone Splinter goblin tribe. At ground level, a stream runs lethargically over the edge of this pit and lands about 40 feet below. There, it joins with what once was a subterranean river and continues along its new path back underground. The sides of the pit around the waterfall have a path which follows the circumference of the pit and descends down. It ends at a landing next to where the waterfall joins the subterranean river and a tunnel to the second level of Undercavern. Midway along this path is an entrance to the first level of Undercavern.
Today, Undercavern is inhabited by kobolds following the red dragon wyrmling, Fierakirn. These kobolds will undoubtedly expand Undercavern under Fierakirn's direction if they remain here.
Beginning the Adventure: Stonehearth
Personalities
Winnifred Bonehelm Dwarf - Barkeeper of the tavern The Quay. This bar is in a houseboat with a back deck looking over the River Sharna. The back deck has a small dinghy tethered to The Quay and Winnifred likes to threaten to leave troublemakers in there and cut them loose.
Winnifred has a casual sloppiness to her appearance. Frizzy auburn hair kept behind a headband, but it often escapes this cloth prison. In the bar, she wears casual clothes, and always has a stained apron on. She fears that the goblins will intercept the merchants set to deliver beer and liquor barrels to her. She's already paid in full and suspects that were would be few, if any, guards with the shipments.
Iankas the Elder Firbolg - Proprietor of the tradeshop The Elder's Provisions. General supplies can be found here for locals of the town as well as adventurers. Stonehearth has been Iankas's home for many years now, but even then he was elderly. When Iankas arrived and introduced himself as Iankas the Elder, everyone assumed that was because of his age. The sad truth is that he had a son named Iankas (Iankas the Younger) that passed away only a short time before he arrived at Stonehearth. Many in town look to Iankas for guidance and advice on how the town should purport itself.
Iankas is tall, lanky, and in his sunset years. He walks with fluid motions and no walking aid, but his pace is quite slow. While his hair is short and well groomed, his grey beard comes down to his chest. The bottom of the beard has turned slightly green with a lichen that has started growing there.
Iankas doesn't want his town harmed, but he's an extreme pacifist. He's hopeful that Stonehearth and the goblins might live and work together despite having seen the work of other goblin tribes.
Introduction
You may choose to read the following to set the tone and atmosphere of where the characters find themselves when starting this adventure.
The town has been alive with the business of traders and merchants: some are passing through, but others have been loading goods onto ships, likely bound for further ports. The residents have been friendly, for the most part, and all of them welcomed any news of your travels and adventures.
As you take a moment to enjoy the brisk autumn air and the sounds around you, you see an elderly gentleman slowly approaching you.
A Problem Revealed
Iankas the Elder, having spoken with other townsfolk about these adventurers, will explain the situation in which the town finds itself. The town is interested in knowing the goblins' intentions as that will guide their next actions. If the goblins are just passing through, they may do nothing, but if there are signs that the goblins intend to stay and harass the town, the town will try to hire guards and mercenaries to help protect them.
If the players suggest killing the goblins, Iankas will look appalled and ask to do that only as a last resort. Most others in town have no qualms with taking such decisive action.
You may choose to read the following text when Iankas the Elder speaks with the party:
We find ourselves in a bit of troubling circumstances. Some goblins have recently made the Clockwork Castle their home. There has been no trouble yet, but, of course, goblins do have a reputation. If you find you have the time and inclination, we would be pleased if you could find out their intentions. The proprietors in town to whom I've spoken so far have been able to offer, collectively, sixty pieces of gold in exchange.
After answering any questions the party may have, he'll point them on their way.
You should reach your destination within half a day. Should you need to find your way back, head east and follow the river back to town. Stonehearth thanks you for your help!
There are no planned complications on the way to the castle, but you may choose to add in a random encounter here if you wish.
The Clockwork Castle
The Clockwork Castle Ruins
These ruins lie about a half day's journey to the northwest of Stonehearth. Many years ago, followers of the perfect order of Mechanus built this stronghold. This location was chosen as it housed a portal to the Plane of Mechanus at the time. The portal has long since disappeared, but the metallic Clockwork Castle remains.
The Clockwork Castle has a square perimeter marked by metallic walls sixty feet high. Within the walls, a central cylindrical keep rises even higher than the walls. The corners of the walls meet at cylindrical turrets. Of the four turrets, only one remains intact. The tops of two of the turrets lie fallen in the ground at the base of the towers. The last of the turrets seems to have been crushed down to half of its original height.
The castle's gate and sally port are both set in the northern wall. The gate takes up nearly half of the wall, both in height and width, but has not opened in many years. The sally port is set into the western side of the northern wall, but it is no longer in a state that allows the door to be closed and locked. In fact, the sally port door is entirely missing.
The central keep in the Clockwork Castle rises above the outer walls to a height of about eighty feet. While most of the castle is on level ground, the entrance and base of the keep is set ten feet lower. There are steps carved in a circle around the keep that descend down to this base. The top of the central keep blossoms outward into a conical shape, with the wide end facing the sky. The cone has ridges which are constructed in such a way to be an inverted pattern of the steps at the base.
The Cult of Primus built this keep to be an access point to their inner sanctums below ground. The central keep could be retracted down into the ground. The ridged, conical top of the keep fits snugly into the steps which surround the base of the keep. Unfortunately, the keep cannot descend in this way now.
Current State of Affairs
When the party arrives, you can read them this description:
The Bone Splinter clan has moved into the Clockwork Castle. When they arrived, they began chopping trees down to improve their chances of seeing threats coming. The goblins mostly spend their time patrolling, sleeping, or hunting while their hobgoblin leader, Gruptushai, plans how to retake Undercavern.
The only turret that is still in usable condition has barracks on the first floor, an improvised larder on the second floor, and a shoddy shrine to Maglubiyet on the top floor. Gruptushai has made the central keep his war room. Along the back wall of the cylindrical keep is a puzzle.
Gruptushai has a band of twelve goblins. There are three goblins guarding the sally port at any one time. Hunting and foraging parties can also be seen leaving and returning periodically. There are usually about four goblins on these patrols leaving five goblins to rest before their next shift.
Just inside the sally port, which is unable to close securely, there is a bell which the goblins will ring if they see anything suspicious. Three rings for a cautionary alert. Relentless clanging to signal an attack or other dire threat. If the party tries to negotiate or talk to the goblins at the sally port, the goblins will only demand they speak to Gruptushai.
Get the Intel
If the party instigates a fight, the goblins will ring the bell signaling the danger. Gruptushai may enter the fray for a short time, but more likely will try to parlay with the party. If they are bold enough to assault a goblin stronghold, they may be bold enough to help reclaim Undercavern.
If the party is willing to talk with Gruptushai, he will explain the situation from the goblins perspective. They want to return to their home in Undercavern, but can't because of the newly organized kobolds. One of their company claims to have seen a dragon with the kobolds, but this goblin is known to exaggerate frequently.
Gruptushai will not make promises of payment. He's convinced that if the kobolds haven't looted what they had in Undercavern, the party will do so. Gruptushai is content to get his home back and will press the point that with winter coming, the goblins may have to turn to raiding to survive. He finds the notion of living or working in town laughable.
On the other hand, if the party does not listen to Gruptushai's call for peace, the goblins are prepared to fight to the death. If Gruptushai falls, the goblins will scatter and run away. There are five goblins that are ready to fight and their hobgoblin leader, Gruptushai. Gruptushai uses the hobgoblin stat block, but has 20 (4d8+2) hit points instead of 11 (2d8+2).
While Gruptushai is alive, he will organize the goblins such that only two goblins are charging into melee at a time. The rest will fire arrows from a distance of about 30 feet.
Goblin Fight
Goblins are good low-level fights, but a few dice rolls can turn things bad quick. If a fight does break out here, you may consider delaying when goblins arrive. For example:
Round 1 Only the goblins at the gate are in the fight.
Round 2 Gruptushai emerges from the central keep.
Round 3 Three more goblins join the fight. Gruptushai calls for a ceasefire and tries to talk with the party.
If the party kills the goblins, information about the state of Undercavern and the kobolds will be found in Gruptushai's war room. The war room has maps of how to get to Undercavern from the Clockwork Castle, maps of Undercavern's layout, as well as strategies that Gruptushai has been considering for how to assault their home.
The party may also try to sneak in over the short turret. This turret has been crushed down like an accordion and is only half the height of the other turrets. As a result, there's a gap between the two walls adjoining this turret. The players will need to find a way to get to the top of this crushed turret. Once there, the party could survey or enter the castle grounds.
Any who make it to the top, or proceed onto the grounds, should make a Dexterity (Stealth) check contested against the goblins' passive perception. If they succeed, they'll be able to make their way around the castle's interior. Should the party make their way to the undamaged turret, they should make another Dexterity (Stealth) check, at advantage, as there are three goblins sleeping here. Similarly, if they go to the central keep, they will find Gruptushai working on maps and battle plans. If they can find a way to neutralize him, they'll be able to learn about the location of Undercavern and the kobolds here.
Artifacts of the Clockwork Castle
There is a diagram on the back wall of the interior of the central keep. This diagram is carved into the metal of the keep and a lever protrudes on the left hand side. The lever can be moved along the track between the numbers in the diagram.
As the lever moves through each space, keep a running sum of the numbers through which it passes. Each intermediate sum must be a prime number, or the puzzle will reset itself. To succeed, the lever must make it to the 79 space with only prime numbers as intermediate numbers.
The prime numbers between 2 and 79 are: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, and 79.
An example successful route has been provided to demonstrate the intermediate prime numbers. Similarly, an example failing route has been provided. On the failing route, after 20 is selected, the intermediate sum is 39 which is not a prime number. At this point the puzzle resets of its own volition: the handle will retrace the route taken, in reverse, until it reaches the start point once more.
Route (Successful) | Intermediate Sum | Route (Failing) | Intermediate Sum |
---|---|---|---|
3 | 3 | 3 | 3 |
2 | 5 | 2 | 5 |
8 | 13 | 8 | 13 |
10 | 23 | 4 | 17 |
8 | 31 | 2 | 19 |
10 | 41 | 20 | 39 |
2 | 43 | - | - |
10 | 53 | - | - |
6 | 59 | - | - |
20 | 79 | - | - |
If the party solves this puzzle, the floor of the keep will shift to open an aperture in the center of the room. This aperture is quickly filled by a column upon which rests a small metal box. A ticking sound is audible from within the box. There are no distinguishing features on the outside besides a small clasp holding the lid shut. Inside, resting on a dark satin cloth, is the Metronome of Mechanus.
Metronome of Mechanus
Wondrous Item. Requires attunement.
This metronome is made of a polished metal. Even when the pendulum is stopped, a steady beat can be heard.
An attuned creature may spend a bonus action to listen closely to the rhythm of the metronome. When you listen to the metronome, and as a bonus action on each subsequent turn for 1 minute, you may take the Dash action.
Alternatively, you can make another creature within 30 feet hear the metronome's rhythm. The target makes a DC 12 WIS saving throw. On a failure, their speed is halved for one minute.
Onward
At this point, the party should know a few important pieces of information:
- The Bone Splinter clan wants to return to Undercavern.
- The location of the entrance to Undercavern.
- Kobolds currently inhabit Undercavern.
They may also have picked up a nice magical item or heard a rumor that the kobolds were organized by a dragon. While the last is actually true, the party has a bit of cave exploration to do before confronting Fierakirn.
The party may decide to return to Stonehearth instead of continuing to Undercavern. In this case, after they have recounted all that they learned, Iankas the Elder will encourage them to find out what kind of threat the kobolds may present to the town. Any mention of a dragon organizing the kobolds will increase Iankas the Elder's concern.
If the party still declines to investigate Undercavern, the oneshot can conclude here.
Level Up!
This is a good time to level the party from level 2 to level 3. Even if the party didn't fight the goblins, they can be rewarded for either negotiating with the goblins or for sneaking around to learn the information they needed.
Invasion of Undercavern
Undercavern
This is the original home of the Bone Splinter goblin clan.
The entrance to Undercavern is a forty foot descent along a slippery path that winds around the outer edge of a sinkhole. The sinkhole is about twenty feet wide. After the sinkhole's formation, the river under which it formed became a waterfall that joins the subterranean waterways below.
These caverns were carved out on behalf of the Bone Splinter clan by the kobolds in the area. When work was needed, the Bone Splinter clan would gather up some "volunteers" and set them to carving areas out. The tunnels are of a sufficient size for Small creatures to fit comfortably through, but Medium creatures have to squeeze. Any Medium or larger creature in a cramped tunnel moves at half speed and attacks at disadvantage. Chambers in Undercavern are roomy enough for Small or Medium creatures to fit comfortably.
There are two levels to Undercavern. The tunnel to the first level is halfway down the sinkhole's path. This tunnel leads to an antechamber cavern and has two other exits. The first of these leads to the Carrion Crawler pit. The second leads to the subterranean farm.
The sinkhole path winds down until a small landing which is only a short distance from where the waterfall crashes into the subterranean rivers. The water here pools on the surface, but underneath the currents are steadily pulling back into the underwater tributaries. The landing has an entrance to the tunnels on the second level of Undercavern. On this level, there is a shrine, a forge, and, of course, Fierakirn's cavernous lair.
Unbeknown to the goblins, Fierakirn began to excavate the deepest room in Undercavern to create a lair suitable for both her hoard and herself. This room began as a sleeping hall, but Fierakirn has expanded it dramatically. The tunnel leading to this room is larger than the others and melted stone is evident. The stone in her hoard room has been polished to a deep onyx color from her fire breath.
Descent into Undercavern
As the players approach, you may read the text below.
The pathway that corkscrews around the outside edge of this pit can easily be seen from the top edge. Moisture from the waterfall flowing into this pit causes the pathway to be slick. With a DC 12 Perception check (or a passive perception meeting this DC), the players will notice a rope ladder descending to the path held into the earth with a few rusty pitons. If a character decides to try to jump from the top of the pit to the pathway, they must succeed on a DC 14 Dexterity saving throw or take 1d6 of bludgeoning damage as they slip and fall.
On the side of this pathway which is closest to the waterfall is a safety railing sized for goblins. Roughly halfway down the pathway there is a tunnel leading to the first level of Undercavern. This tunnel is unlit and extends about 40 feet, but the slight curvature makes it impossible to see the first antechamber.
At the bottom of the descent, there is a small landing with another tunnel leading into the second level of Undercavern. This tunnel extends for a longer distance and, again, is unlit. The landing leading into this tunnel is about a foot above the current water level.
Just past the tunnel entrance to the first level of Undercavern and about eight feet above the path itself, there is a hole in the wall of the sinkhole. Inside, there are two watchful winged kobolds. Vision of this hole is obscured by a stone resting in front, but a successful DC 16 Wisdom (Perception) check will reveal its presence.
In addition to alerting the other kobolds of intruders, these kobolds cleverly use the stone covering their hole as a weapon against the party. Once the party has passed by their location, both kobolds will push the stone out onto the pathway. From there, the safety railing keeps the stone on the path and gravity works to turn the stone into a dangerous trap to be avoided. If the stone should hit one of the adventurers, they will take 2d6 bludgeoning damage.
Players are likely to get creative here. Below are some possibilities, but be ready for surprises!
- Outrun the stone - The conditions on the path make this a bit treacherous. DC 17 Strength (Athletics) check at disadvantage.
- Jump to the water below - A quick jump over the safety railing will deliver the character to the water below. DC 11 Strength (Athletics) check to swim to the landing platform. Optionally, at disadvantage if the character is wearing heavy armor.
- Hang onto the railing - Vaulting the railing and holding on to avoid being hit as well as the water below requires a successful DC 13 Dexterity (Athletics) check. On a failure, refer to "Jump to the water below."
- Stop the stone - If you stop the stone from rolling and gaining momentum, you neutralize the threat! Successfully passing a DC 14 Strength (Athletics) check will stop the stone. On a failure, the character takes full damage from being struck by the stone.
- Squeeze out of the way - There is not enough space for a character to fully avoid being struck by squeezing into the corner of the wall and ground in the hopes the round stone passes them by unharmed. Small creatures attempting to do this will take 1d4+1 bludgeoning damage, but Medium or larger creatures will take the full 2d6 bludgeoning damage.
First Level of Undercavern
There are four elements described further below:
- Hallway leading back to the sinkhole with the waterfall.
- An antechamber
- Carrion Crawler Cribs
- Fungal Farms
Hallway
This hallway leads back towards the Undercavern descent. The hallway is about 40 feet long and empties into the antechamber. This hallway is unlit, but a metal rod extends from the entrance all the way to the antechamber with a slight decline. A close inspection shows that moisture is slowly running the length of the rod.
Antechamber
The metal rod from the hallway continues through here leading towards the Fungal Farms. While otherwise unremarkable, with a successful DC 14 Wisdom(Perception) check, hushed chatter can be heard from the farmers in the Fungal Farms. There is a pervasive smell of decay which comes from the direction of the Carrion Crawler Cribs.
Fungal Farms
The metal rod ends here above a small pool of water. This is the simple mechanism being used to gather water which is then used to water the edible mushrooms in this room. They are used to help feed the Undercavern residents.
There are 5 Kobold farmers and a Kobold Scale Sorceror here, but they will defend themselves and their farms as needed. The following spells replace the spell list on the Kobold Scale Sorceror stat block:
Cantrips: infestation, mold earth, mending, poison spray
1st level: faerie fire, healing word, ice knife
2nd level: hold person
Kobold Scale Sorceror
If the Kobold Scale Sorceror stat block is unavailable, you may augment the Kobold stat block with these changes:
- Change the Armor class from 12 to 15.
- Increase the Hit Points from 5 to 27 (5d6+10).
- Increase the CON to 14, INT to 10, WIS to 9, and CHA to 14.
- The Kobold Scale Sorceror uses Charisma as its spellcasting ability (spell save DC 12, +4 to hit with spell attacks).
- The Kobold Scale Sorceror has 4 1st-level spell slots, and 2 2nd-level spell slots.
- When the Kobold Scale Sorceror casts a spell, it may use sorcery points (3 daily) to gain one of these benefits:
- Heightened Spell - When the spell forces a creature to make a saving throw, the Kobold may spend 3 sorcery points to impose disadvantage on the first saving throw against the spell.
- Subtle Spell - When the Kobold casts a spell, it may spend 1 sorcery point without somatic or verbal components.
Carrion Crawler Cribs
This room has a young Carrion Crawler in a cage made of wood and vines. The floor is covered in Carrion Crawler larvae. Most of these will die before reaching maturity, but this new brood changes the dark stone floor to a mottled black and white color. A Cloak of Billowing is piled into the corner of this room past the Carrion Crawler larvae.
If a player attempts to get to the Cloak of Billowing, the larvae will begin climbing their boots and pants. While their bites are harmless, players must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute.
Second Level of Undercavern
Again, there are four elements described further below:
- Hallway leading back to the sinkhole with the waterfall.
- Kobold Idolatry
- Forges
- Fierakirn's Lair
Hallway
Once more this hallway is unlit. There are ropes strung between pitons hit into the ceilings of this tunnel. Attached to the ropes are baubles and misshapen pieces of metal. In between the Kobold Idols and the fork in the path leading to the Forges, there is a simple tripwire attached to the rope overhead. A DC 14 Wisdom (Perception) check will spot the wire, but only by a character with darkvision unless there is a light source. The overhead rope extends through all of the hallways, so simply cutting the overhead rope will also activate the alert.
Kobold Idolatry
A small inset in the tunnels here shows three idols. On the left is an idol to the Kobold god Kurtulmak. On the right is a wooden statue of Fierakirn with something under it's right fore claw. A close inspection shows it to be a goblin head. Finally, in the center is a statue of Tiamat.
The statue of Fierakirn is clearly the newest and the statue of Tiamat is the finest. Each head of Tiamat has its mouth ajar and they used to hold a gemstone of each chromatic dragon color. These gemstones have been removed, leaving the mouths empty and slightly open, and added to Fierakirn's hoard.
Forges
Forging is a new idea to the kobolds. The rudimentary wood furnaces were left by the goblins who used it to make weapons for themselves. The kobolds are trying their hardest to make weapons that Fierakirn may find pleasing enough to add to her hoard.
There are 6 Kobolds, 3 Winged Kobolds, and 1 Kobold Inventor in this room. If the noisemaker alert in the hallway has gone off, the Winged Kobolds will wait in ambush. The kobolds will remain dedicated to their tasks of keeping the furnaces filled with wood, bringing raw materials to the inventor, and otherwise assisting. The kobold inventor is too distracted by their work until a fight breaks out.
Kobold Inventor
If the Kobold Inventor stat block is unavailable, you may augment the Kobold stat block with these changes:
- Increase Hit Points from 5 to 13 (3d6+3).
- Increase CON to 12.
- In addition to its Dagger and Sling attacks, it can wield one of the following Weapon Inventions:
- Alchemist's Fire - Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
- Basket of Centipedes - The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A Swarm of Insects with 11 Hit Points emerges from the basket and rolls initiative.
- Skunk in a Cage - The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once the skunk has sprayed its musk, it can't do so again until it finishes a rest.
Fierakirn's Lair
The stone hallway is scorched, charred, and melted as the characters approach Fierakirn's lair. The temperature is also increasing and their is a sulfuric smell in the air. The surfaces of the stones in Fierakirn's lair have all been melted to smooth the texture and there are some patches that look obsidian. There are slag piles scattered throughout the room that characters may choose to use as cover.
In the western corner of Fierakirn's lair is an extension on which she has been working. This will eventually lead up and out of Undercavern as an escape route if she needs it, but currently it is uncompleted. Once she's done with her escape route, she plans to extend Undercavern down to the Underdark.
Fierakirn is a Red Dragon Wyrmling and is implacable. She will not leave Undercavern of her own volition nor will she entertain the idea of coexisting with the goblins. In truth, Fierakirn is keen to try her strength against adventurers and will be as antagonistic and demeaning as possible.
Fierakirn will fight to the death, but might offer a truce when she feels she's in danger. Not one to easily admit defeat, the truce she offers is temporary, even if she does not say so directly. She's willing to wait years for an opportunity to have a dose of revenge for this bruise to her ego -- even if that revenge is not administered directly.
Fierakirn will use her breath weapon to hit as many targets as she can and otherwise will focus on one person at a time. If you feel that she needs assistance, a Kobold Dragonshield and Kobold Scale Sorceror may be be added for additional challenge. If Fierakirn falls while they still live, they are very likely to grovel and beg for mercy.
Kobold Dragonshield
If the Kobold Dragonshield is unavailable, you may augment the Kobold stat block with these changes:
- Change the Armor Class from 12 to 15.
- Increase the Hit Points from 5 to 44 (8d6+16).
- Reduce Speed from 30 ft. to 20 ft.
- Increase the STR to 12, CON to 14, WIS to 9, and CHA to 10.
- The Kobold Dragonshield is resistant to fire.
- If the Kobold Dragonshield is frightened or paralyzed by an effect allowing a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Kobolds benefitting from this trait have advantage on their next attack roll.
- The Kobold Dragonshield has Multiattack and can make two melee attacks with a Spear (+3 to hit, reach 5 ft., range 20/60 ft., one target.). Hit: 4 (1d6 + 1) piercing damage or 5 (1d8+1) piercing with two hands.
Once Fierakirn dies at the parties hand, they will be able to loot Fierakirn's small hoard. They will find 2 pp, 20 gp, 150 sp, 350 cp, and a Wand of Smiles. Additionally, there is 1 diamond, 1 emerald, 1 ruby, 1 onyx, and 1 sapphire each worth 30 gp.
Conclusion
Kobolds
Any remaining kobolds after Fierakirn's death will run into the wilderness. The idols are too heavy to be brought along, so those will remain where they are.
Goblins
Upon returning to the Clockwork Castle and giving the goblins the good news, Gruptushai begins to issue orders in preparation for the goblins' return to Undercavern.
Stonehearth
Iankas the Elder will learn of the characters' arrival back in Stonehearth within one day at the longest. Hunters in the area will have told him of the goblins move away from the Clockwork Castle ruins. Iankas the Elder will compensate them as promised and most vendors in town will offer the heroes a discount on any goods they may need for their next adventures.
Further Adventures
If you decide to continue from this point, players may wish to try to reclaim the Clockwork Castle as their own. If they can get the central keep to descend, there are hallowed halls to explore. Maybe the portal to Mechanus has returned...