This is the 15th encounter in my 4E conversion of The Sunless Citadel. Unlike the corresponding encounter in the kobold area, the goblin captives are sequestered off by themselves, making for a relatively boring 4E encounter. (Technically, it’s not even an encounter.) So, with a heavy dose of inspiration from Keep on the Shadowfell, I added on to the room and threw in some torturers.

Encounter 15: Goblin Stockade
Encounter Level 1 (500 XP)

Overview
The PCs discover three captive kobolds and a gnome being tortured by goblins behind the locked door. The kobolds flee if released, while the gnome offers information, and a willing ally against the denizens of the citadel. This encounter includes the following creatures:

  • 1 scarred torturer
  • 1 goblin warrior
  • 2 goblin sharpshooters
  • 3 kobold bounders (minions)
  • 1 Erky Timbers, gnome cleric

Area Description
A rack dominates the center of the room. A brazier with pokers stands against the north wall. A rusted iron cage is tucked into the southwest corner.

Perception Check
DC 10: Cries of pain pierce their way through the door, followed by excited babbling.

Read the following to the players when they enter:

A battered gnome languishes on a bloodstained table, his arms and legs tethered and straining toward the far corners. A hobgoblin, its face horribly scarred, stands over the small fey with a hot poker glowing in one hand. A cage in the back corner holds three more prisoners. The hobgoblin leers at you and says, “Get ‘em, boys.”

sunlesscitadel_enc15

  • Illumination: Dim
  • Brazier: The brazier can be knocked over onto someone, dealing 5 points of fire damage.
  • Cage: The cage door is locked (Thievery DC 15 to open).
  • Table: A small creature can hide under the table for cover.

Tactics
The hobgoblin will attack the biggest enemy while the warrior flanks. The sharpshooters will engage spellcasters and other soft targets.

Scarred Torturer Level 3 Brute
Medium Natural Humanoid (goblin) XP 150
Initiative +2 Senses Perception +3; low-light vision
HP 53; Bloodied 26
AC 16; Fortitude 16, Reflex 14, Will 14
Speed 6
Action Points 1
M Hot Poker (Standard; at-will) ♦ Fire, Weapon
+6 vs AC; 1d8+4 fire damage plus ongoing 2 fire damage (save ends)
Alignment Evil Languages Common, Goblin
Str 18 (+5) Dex 14 (+3) Wis 14 (+3)
Con 13 (+2) Int 8 (+0) Cha 8 (+0)
Equipment Hide armor, iron poker

Freeing the captives
The kobolds are uncertain of the PCs, not wishing to spoil their chances of being ransomed. If released and shown a clear path, they will flee. They know little of the Citadel outside their own territory.

Erky Timbers willingly answers questions in return for his release. He knows the following:

  • He was capture a few weeks ago, when ambushed by goblins on the Old Road. The goblins have kept him alive so he can use his healing powers on them after battles with the kobolds.
  • He has heard the goblins speak of a Twilight Grove on the lower levels of the Citadel. Someone the goblins call The Outcast tends a magical garden down there. The fruit they sell to Oakhurst comes from the garden.
  • The goblins caught three other humans recently, and kept them captive with Erky in the cage. They were removed just days ago, and that’s the last that Erky has seen or heard of them.

Erky will also offer to join the party temporarily while they adventure in the Citadel. He is loyal, but not willing to take personal risks the PCs would avoid. He has no armor or weapons.

Erky Timbers Level 2 Controller (Leader)
Small Fey Humanoid (gnome) XP 125
Initiative +0 Senses Perception +9; low-light vision
HP 38; Bloodied 19
AC 11; Fortitude 14, Reflex 14, Will 16
Saving Throws +2
Speed 4
Action Points 1
c Channel Divinity: Turn Undead (Standard; encounter) ♦ Divine, Implement, Radiant
Close burst 2; targets enemies; +6 vs Will; 1d10+2 radiant damage; push target 5 squares and target is immobilized until end of next turn.

Miss: Half damage, target is not pushed or immobilized

c Healing Word (Minor; encounter) ♦ Divine, Healing
Close burst 5; targets personal or one ally in burst; target can spend a healing surge and regain an additional 1d6 hit points.

Special: This power can be used twice per encounter.

r Sacred Flame (Standard; at-will) ♦ Divine, Implement, Radiant
Ranged 5; +6 vs Reflex; 1d6+2 radiant damage to target, and one ally in line of sight chooses to either gain 2 temporary hit points or make a saving throw.
c Divine Glow (Standard; encounter) ♦ Divine, Implement, Radiant
Close blast 3; +6 vs Reflex; 1d8+2 radiant damage to each enemy in blast; allies in blast gain a +2 power bunus to attack rolls until the end of next turn.
r Cascade of Light (Standard; daily) ♦ Divine, Implement, Radiant
Ranged 10; +6 vs Will; 3d8+2 radiant damage to target and target gains vulnerability 5 to all Erky’s attacks (save ends).

Miss: Half damage and target does not gain vulnerability.

c Bless (Standard; daily) ♦ Divine
Close burst 20; until the end of encounter, Erky and each ally in burst gain a +1 power bonus to attack rolls.
Fade Away (Immediate Reaction; encounter) ♦ Illusion
When the gnome takes damage, he turns invisible until he attacks or the end of his next turn.
Reactive Stealth
If a gnome has cover or concealment when it makes an initiative check at the start of an encounter, it can make a Stealth check to escape notice.
Alignment Good Languages Common, Elven
Skills Religion +7, Heal +7
Str 14 (+3) Dex 10 (+1) Wis 15 (+3)
Con 14 (+3) Int 10 (+1) Cha 12 (+2)