The Frosthowl Caves: A Contained Side Arc
Core Premise
The Frosthowl Tribe does not live in one mega-dungeon.
Unknown
They live in:
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multiple cave clusters
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loosely connected
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defended unevenly
Ironvein Warrens
Secondary Lair of the Frosthowl Tribe
Context:
This cave complex serves as a logistics hub for the Frosthowl snow goblins. Roughly half the tribe is absent on patrols, hunts, and wolf operations. Those present are alert but not expecting a full assault.
1. Snow-Choked Approach
Packed snow, scattered bones, and trampled wolf tracks mark the approach. A crude horn hangs from a stone spike near the entrance.
Occupants:
2 Snow Goblin lookouts hiding among rocks
Snow Goblin: AC 6; HD 1–1 (3 hp); Atk 1 weapon (1d6); MV 30’; ML 8; THAC0 19
If threatened, one goblin blows the horn and flees inside.
2. Outer Guard Cavern
A low cavern with stacked stones, crude barricades, and animal hides stretched across frames.
Occupants:
6 Snow Goblins
Snow Goblin: AC 6; HD 1–1 (3 hp); Atk 1 weapon (1d6); MV 30’; ML 8; THAC0 19
If reduced to half, they retreat toward Area 4.
3. Wolf Pens
Crude wooden rails and bone stakes form several pens dug into the cavern floor. The smell is overpowering.
Occupants:
4 Wolves
Wolf: AC 7; HD 2 (9 hp); Atk bite (1d6); MV 60’; ML 8; THAC0 18
Wolves attack intruders unless goblins flee, in which case they withdraw deeper.
4. Alarm Tunnel
A narrow passage rigged with hanging bones, loose stone piles, and trip cords.
Trap:
Noise alarm only. Triggers alerts in Areas 5–9.
5. Living Warrens
Sleeping nests, cooking pits, and personal gear fill this space. Many nests are empty.
Occupants:
8 Snow Goblins, including 1 Leader
Snow Goblin Leader: AC 5; HD 1+1 (5 hp); Atk 1 weapon (1d6+1); ML 9; THAC0 18
Snow Goblins: AC 6; HD 1–1; Atk 1 weapon; ML 8
Treasure:
Loose coins, bone jewelry, scavenged gear worth 120 gp total.
6. Iron Vein Cavern
A raw iron seam runs along one wall. Broken tools and carts litter the floor.
Occupants:
6 Snow Goblins working the vein
Snow Goblin: AC 6; HD 1–1; Atk 1 weapon; ML 8
Treasure:
Crude iron ingots and fittings, bulky, worth 600 gp if transported.
7. Wolf Handler Den
Trophies, leather tack, and training gear hang from stone hooks.
Occupants:
4 Snow Goblins, 2 Wolves
Snow Goblin: AC 6; HD 1–1; Atk 1 weapon; ML 8
Wolf: AC 7; HD 2; Atk bite; ML 8
If alarmed, one goblin attempts to release wolves into nearby passages.
8. Stores and Plunder
Food, hides, and stolen goods are piled here.
Occupants:
4 Snow Goblins
Snow Goblin: AC 6; HD 1–1; Atk 1 weapon; ML 8
Treasure:
Trade goods, furs, stolen tools, 400 gp value
One intact human weapon of good quality
9. Sub-Leader’s Nook
A slightly raised chamber with better bedding and trophies.
Occupants:
Frosthowl Sub-Leader and 4 Snow Goblins
Snow Goblin Sub-Leader: AC 5; HD 2 (8 hp); Atk 1 weapon (1d8); ML 9; THAC0 18
Snow Goblins: AC 6; HD 1–1; Atk 1 weapon; ML 8
Treasure:
Personal hoard, 350 gp, plus maps showing patrol routes and cave symbols.
10. Deep Storage Cavern
Cold, damp chamber used for long-term storage.
Occupants:
None
Treasure:
Additional iron stock, broken weapons, wolf tack, 300 gp equivalent, bulky.
11. The Cold Gate (Living Quarters and Kingward Passage)
A warmer cavern with better bedding, racks of weapons, and stacked hides. The air smells of tallow and wet fur. Several nests here are occupied. A narrow side passage is marked with hanging wolf skulls and strips of pale cloth. Beyond it, the stone slopes downward into a tighter, colder crawl that smells of old smoke.
This is a controlled threshold. Only trusted goblins go kingward.
Occupants:
10 Snow Goblins, including 1 Leader
Snow Goblin: AC 6; HD 1–1 (3 hp); Atk 1 weapon (1d6); MV 30’; ML 8; THAC0 19
Snow Goblin Leader: AC 5; HD 1+1 (5 hp); Atk 1 weapon (1d6+1); MV 30’; ML 9; THAC0 18
Tactics:
If alerted, these goblins do not rush out. They form a line at the skull-marked passage and fight defensively while one goblin runs to warn deeper caves.
Alarm Runner:
If any goblin reaches the kingward crawl, assume reinforcements arrive in 1d6 turns:
1d6 Snow Goblins, plus 1d4 Wolves 50 percent of the time.
Snow Goblin: AC 6; HD 1–1; Atk 1 weapon; ML 8; THAC0 19
Wolf: AC 7; HD 2 (9 hp); Atk bite (1d6); MV 60’; ML 8; THAC0 18
Treasure:
A small tribal coffer hidden under bedding: 210 gp, 90 sp, a silver torque worth 150 gp.
Clue:
Among the rack of scavenged items is a crude leather token stamped with a needle motif. Worthless, but it visually echoes the Hutakaan silver needle theme.
Exits:
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Back to Area 9 or 10 (depending on your map flow)
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Kingward passage to the Frosthowl primary lair
Kingward Passage Ruling
This passage is intentionally inconvenient so it does not accidentally drag the party into the king’s lair.
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Narrow crawl, steep, cold, and slick
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Single-file travel
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No wolves can pass through without squeezing and delay
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Treat as a natural choke point and time sink
If you want a hard boundary: the passage continues, but after 200 to 400 feet it reaches a collapse that requires excavation. Goblins can squeeze through. Humans usually cannot without work.
Escalation Notes (GM Only)
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Killing the sub-leader increases future goblin encounters by +1d4 numbers.
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Wolves become more aggressive if handlers are slain.
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Clearing Ironvein disrupts the tribe but does not remove valley pressure.
Frosthowl King’s Hall
[K4]
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[K1] —— [K2] —— [K3] —— [K5]
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[Area 11]
(Ironvein Cold Gate)
A Hidden Inner Lair
Access: Narrow kingward passage from Area 11
Scale: Mini-dungeon, not a full lair
Occupancy: What remains when Ironvein is threatened
If the party reaches this place, they have gone past “harassment” and into tribal crisis.
K1. The Skull Crawl
A low, twisting crawl choked with hanging wolf skulls, antlers, and strips of fur. The air is cold and stale. The passage forces single-file movement and opens abruptly into a wider chamber beyond.
Hazard:
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Movement reduced to half
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No shields usable
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Wolves cannot pass through without delay
Guard:
2 Snow Goblin sentries hidden behind hanging skulls
Snow Goblin: AC 6; HD 1–1 (3 hp); Atk 1 weapon (1d6); ML 8; THAC0 19
They fight to delay, not win.
K2. The Howling Hall
A broad chamber with a high ceiling. Wind moans through narrow vents, producing a constant, low howl. Bone totems and crude banners hang from stone pillars.
Occupants:
6 Snow Goblins and 2 Wolves
Snow Goblin: AC 6; HD 1–1; Atk 1 weapon; ML 8; THAC0 19
Wolf: AC 7; HD 2 (9 hp); Atk bite (1d6); ML 8; THAC0 18
Tactics:
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Goblins fight defensively
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Wolves attempt to flank and drag down isolated targets
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If half fall, survivors retreat toward K4
K3. The King’s Hearth
A warmer chamber lit by a central fire pit. Better bedding, weapon racks, and personal trophies fill the space. This is clearly the heart of authority.
Occupants:
Frost-King Kraeth One-Ear and 4 Bodyguards
Kraeth One-Ear: AC 4; HD 3 (15 hp); Atk 1 weapon (1d8+1); ML 10; THAC0 17
Bodyguard: AC 4; HD 2 (2d6 hp); Atk 1 weapon (1d8); ML 10; THAC0 18
Tactics:
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Bodyguards form a wall in front of the king
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King fights only if pressed
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They fight to the death
Treasure (King’s Hoard):
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900 gp in mixed coin
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Heavy silver torque set with black stone (600 gp)
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Fine human longsword (non-magical, excellent craftsmanship)
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Wolf-skin cloak, worth 300 gp to the right buyer
K4. Shrine of the Forbidden Stone
A cramped side chamber marked with crude needle symbols scratched into the rock. A single stone slab bears offerings of bone, blood, and broken weapons.
This shrine reinforces the taboo against Hutakaan stone.
Occupants:
1 Goblin Shaman (if still alive) or none
Goblin Shaman: AC 6; HD 2 (7 hp); Atk 1 dagger (1d4); ML 9; THAC0 18
(Spells: cause fear, darkness, protection from normal missiles)
Treasure:
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Obsidian charm worth 200 gp
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Crude silver needle imitation (worth 50 gp, symbolic only)
K5. Escape Cleft
A narrow fissure leading deeper into the mountain. Too tight for armored humans without time and tools.
Use:
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Goblin escape route if the king falls
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Natural hard stop for the dungeon
If the party reaches here, the Frosthowl leadership is already broken.
Outcomes (GM Guidance)
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King slain: Frosthowl Tribe fractures within days
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King escapes: Tribe becomes vengeful but disorganized
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Party retreats: King consolidates survivors and withdraws deeper
In all cases:
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The valley becomes unstable
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The Hutakaan guardians remain unchanged
Why This Works
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5 rooms total
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One clear boss fight
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One clear treasure payoff
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One clear end condition
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No sprawl
This is a decision dungeon, not an exploration dungeon.
One-Sentence Summary
The Frosthowl King’s Hall is a tight, five-room inner sanctum where pursuing the goblins turns from harassment into decisive violence, offering a real victory at real cost.
