This is the 19th encounter in my 4E conversion of The Sunless Citadel. I knew that if I combined this encounter with the goblin chief, it would be too difficult, but it took me a bit to find the best way to crop the map.

Encounter 19: Welcome to Goblinville
Encounter Level 4 (950 XP)

Overview
The PCs enter the main living quarters of the Durbuluk goblin tribe. A Perception check (DC 15) will reveal the burble of many guttural voices to anyone standing within 2 squares of a door. This encounter includes the following creatures:

  • 4 goblin cutters
  • 4 goblin warriors
  • 2 hobgoblin archers
  • 1 hobgoblin soldier

sunlesscitadel_enc19
Area Description
Read the following to the player’s when they first enter:

What may once have been a cathedral is now a goblin lair, thick with the filth of years of goblin life. Scores of wall and floor-mounted sconces filled with violet-glowing fungi provide illumination. In the sickening light, several goblins go about their daily business. The southern wall is home to a heaping pile of assorted items: wagon wheels, broken and rusted metal objects, chests, small statues, and old furniture. As you take all this in, some of the goblins notice you, and yell out a warning cry.

  • Illumination: Dim
  • Difficult terrain: The piles of items can be maneuvered through, but at the expense of an additional square of movement.
  • Treasure: A search through the piles can uncover some items of value: two small bronze statues worth 30 gp each; three silver rings set with moonstones worth 20 gp each; a suit of +1 Delver’s Chainmail. A separate Perception check (DC 18) is needed to find each group of items.

Tactics
The goblin cutters will seek to flank the PCs. The hobgoblin soldier will mark any melee attackers, choosing strikers over defenders. The archers will fire on controllers, leaders, or ranged strikers.

The goblin warriors will enter combat after two rounds. They will seek to flank. When the odds turn against them, one of the goblins will flee to warn their chief.