Manera de Krenko
Manera de Krenko
Manera de Krenko
"Krenko's Way" is a short adventure for a party of four but not without attracting the attention of the guilds. A
to six 1st-level adventurers, who might advance to 2nd cunning opportunist, Krenko has spent years consoli-
level by the adventure's conclusion. It is set in the Tenth dating goblin street rabble into his fiercely loyal gang.
District of Ravnica and serves as an introductory ad- He cultivated connections among the ruthless and
venture to the setting. A balance of character classes powerful, specializing in high-value theft and mayhem.
is helpful, since the adventurers will face a variety of At the apex of his influence, he got into a nasty turf war
challenges. Adventurers can be affiliated with any of with the Shattergang Brothers, a rival goblin gang that
the guilds. often deals in illicit arms. Rumors swirled that Krenko
killed Dargig, the youngest of the three brothers, after a
STORY OVERVIEW weapons drop went bad.
The remaining two brothers, Rikkig and Gardagig,
Krenko is the boss of a notorious goblin mob, and he attempted to kill Krenko in retaliation for the death of
has made his fortune and built his reputation by mostly their kin. Before they could do the deed, Krenko was
staying out of the guilds' way. He has managed to cause apprehended by the Boros Legion and thrown into
no end of trouble for the citizens of the Tenth District, Sawtooth Prison- near the legion's headquarters of
Sun home- to spend the rest of his life behind bars.
GUILOLESS VILLAINS But someone as well connected as Krenko has ways of
Not every villain in a Ravnica campaign is a member of a shortening his own sentence.
guild, and not every scheme originates in the guildhalls. Inciting a riot in prison secured him a transfer to
As you build your own adventures in Ravnica, you can use Udzec, a maximum-security facility in Precinct Two of
the suggestions in the Dungeon Master's Guide for creating
the Tenth District, administered by the Azorius Senate.
villains to craft a guildless villain, one who prefers the
independence of operating outside the guild structure or During the transfer, agents of a former associate of
even seeks to undermine that structure entirely. More of- Krenko's created a distraction, and he was able to slip
ten than not, though, the guilds turn out to be involved in away to rendezvous with his gang. He now plots his
the schemes of even minor villains. next move as he reestablishes power over his criminal
enterprise.
KRENKo' s PATRON
Krenke arranged a deal with a faction
while in prison. During his transfer, mem-
bers of that faction struck down his escort
and freed him.
At the beginning of the adventure, you can
roll a patron from the table below, or you can
STARTING THE ADVENTUR E
Once the players are ready to begin, read or paraphrase
the following introductory text:
FINDING FALISH
The renegade Izzet arms dealer Palish lives and works
on Tin Street. Characters can ask around the neighbor-
hood to discover the location of her secret shop, but the
information doesn't come easy.
Taverns. Falish is a regular at the Millstone, a seedy
tavern that caters to the rough and rowdy. The tavern's
owner and barkeep is Wyroon, a male minotaur with a
cracked horn and a surly disposition. He was drummed
out of the Boros Legion for insubordination a few years
ago. His starting attitude is indifferent, but if a character
succeeds on a DC 10 Charisma (Persuasion) check, he'll
tell the characters that Palish comes down some nights
for a drink or two. Falish stops by early in the evening of
Day 2, without her flamethrower.
Merchants. Very few merchants on Tin Street know
Falish, except for a female goblin a lchemist named
Noggra, who runs an apothecary shop called Noggra's
Remedies. Noggra often patches up injured gang mem-
bers after their scuffles, and occasionally hides them
from the law. She sometimes sells Falish alchemical
substances to enhance her weapons. Her starting atti-
tude toward the party is indifferent. If a character asks This copper door is locked and requires a successful
her about Falish and succeeds on a DC 20 Charisma DC 15 Dexterity check with thieves' tools to open. It can
(Intimidation or Persuasion) check, she gives up Falish's also be forced open with a successful DC 20 Strength
location. A character who offers Noggra 10 gp or more check. The door is trapped with a glyph of warding spell
makes this check with advantage. that triggers when a character attempts to pick the lock
Street Talk. Characters can simply ask around the or force open the door. The triggered glyph casts sleep
neighborhood to try to find Falish. lf so, use the rules for at 3rd level, affecting 9d8 hit points of creatures. A
gathering rumors under "Hitting the Streets." character who searches the door for traps can detect the
glyph with a successful DC 15 Intelligence(lnvestiga-
FALISH'S WORKSHOP
tion) check.
Once the characters determine Falish's location and When the characters enter the room, read:
travel there, read:
...
other item it obtained elsewhere, employing it in combat
KRENKO'S HIDEOUT if an opportunity presents itself. You can roll or choose
The characters can locate Krenko's hideout either by from the items on the Goblin Gang Possessions table.
interrogating members of his gang, following the tracks More information on these items can be found in chap-
from the sewer, or following a goblin back from the drop ter 5 of the Player's Handbook.
point where Falish leaves Krenko's weapons. Once they
have found the warehouse, read: GOBLIN GANG POSSESSI O NS
d20 Item
A large, soot-stained wooden building with a faded 1-10 No additional item
symbol of the Boros Legion sits at the edge of a canal, 11 - 12 Vial of acid
its timbers cracked and singed. A closed bay door faces 13-14 Flask of alchem ist's fire
north toward the water, and a wooden t rack runs from 15-16 Ball bearings
17-18 Caltrops
the building al l the way to the edge of a pier. A similar
19- 20 Vial of basic poison
bay door faces south toward the ma in street. On the alley
sides of the building are two doors-a doub le door on
LOOKOUTS
the west side, and a single door on the east side.
A goblin (see "Krenko's Gang" for modified statistics) is
posted outside each door. If a guard sees one or more
This old warehouse used to store equipment finished characters approaching the warehouse, it signals the
from the nearby foundries for the Boros Legion's use. It other guards by blowing a whistle around its neck. It
was badly burned in a gang war a few years ago and has remains vigilant but doesn't signal the others if the char-
since been abandoned by the Boros. Krenko's gang has acters are visible on the street but don't make their way
used it occasionally as a secret meeting spot, and now to the warehouse. The goblins don't use a light source at
Krenko is using it as his hideout. night, relying on their darkvision.
The warehouse is 40 feet tall, 60 feet wide, and 120 Characters might take the time to observe the look-
feet long. It has no windows, but the outer walls are outs from afar. The rooftops of nearby buildings make
brittle and fire-damaged; a number of small holes, 1 or 2 excellent vantage points. The buildings across the
feet in diameter, have opened up in various places. Deal- main street are 50 feet away; those in the alleys are 20
ing 5 damage to a section of the wall creates an opening feet away.
that a Medium or smaller creature can walk through.
CHANGING OF T HE GUARD
KRENKo's GANG Every 4 hours, new goblins from Krenko's gang arrive
to relieve the lookouts. During this time, they're usually
All members of Kren ko's gang are goblin gang mem-
distracted as they chat among themselves for ldlO min-
bers (see the stat block). Each goblin carries a whistle
utes. While they're distracted, characters have advan-
(worn on a rope around its neck), which it can blow as
tage on any Dexterity (Stealth) checks to hide or move
an action to sound the alarm. A goblin might carry an-
quietly in the area.
CATWAL K
This room is twenty feet square and has a ten -foot-high
A 3-foot-wide wooden catwalk is attached to the inside
ceiling. It appears to be an office and makeshift living
walls of the warehouse 20 feet above the floor. A creaky,
quarters. A heavy wooden table stands in the center of
charred, narrow, wrap-around wooden staircase near
the room, ringed by six chairs. Under it is an iron box. To the center of the east wall leads up to it.
the south is a cot covered in blankets. Beside it is a sack Two goblin gang members (see the stat block) patrol
full of clothes and the remains of several meals served the catwalk at all times, rotating in a s imilar way to the
on fine dinnerware. A door sits in the middle of the wall lookouts outside.
to the east, with a large window beside it offering a view W EAKENED STAIRCASE
of the warehouse beyond. One of the steps of the catwalk staircase is ready to col-
lapse. This fragil e board is located 10 feet off the ground
and can be spotted by anyone on the stairs who has a
Krenko (see below) is holed up here- with two passive Wisdom (Perception) score of 13 or higher. A
gob lin bosses that serve as his enforcers-planning creature that weighs more than 100 pounds that steps
a preemptive strike on the Shattergang Brothers. In on the board must succeed on a DC 10 Dexterity saving
addition to his weapons, Krenko carries a vial of acid, a throw or fall 10 feet to the ground below. The gap that
flask of alchemist's fire, a bag of caltrops, a vial of basic the collapsing board creates can be easily avoided by
poison, and the key to the iron strongbox (see "Trea- other creatures walking up the stairs.
sure" below). If one side of the catwalk takes 10 or more damage,
that side collapses. Creatures on the walkway when this
KRENKO happens fall 20 feet to the warehouse floor below.
Small humanoid (goblinoid), neutral evil
MAIN FLOOR
Armor Class 17 (chain shirt, shield) ---
The warehouse is lit inside by lanterns placed on hooks
Hit Points 21 (6d6)
Speed 30 ft. located 5 feet up on the wall every 30 feet or so, below
the catwalk. The goblins keep this area brightly lit, since
STR DEX CON INT WIS CHA their darkvision only extends for 60 feet. When the char-
10 (+O) 14 (+2) 10 (+O) 10 (+0) 8 (-1) 14 (+2) acters enter, read:
Multiattack. Krenko makes two attacks with his scimitar. A catwalk encircles the interior twenty feet above the
floor. Stairs lead up to it near the center of the eastern
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft. , one
wa ll. Dozens of large boxes and crates are scatte red
ta rget . Hit: 5 (ld6 + 2) slashing damage plus 2 (ld4) poi-
son damage. around the wa rehouse, their integrity in question due
to fire damage. A pair of wooden rails runs throu gh the
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 6 (1d8 + 2) piercing damage. center of the room. On the rai ls sits a giant wooden
wheeled cart. Towering over the cart is a ten -foot-high,
R EACTIONS soot-stained iron statue. It looks vaguely humanoid, with
Redirect Attack. When a creature Krenko can see targets him claw-like appen dages at the ends of its arms. In place of
with an attack, Krenko chooses another goblin within 5 feet of
its head is a cavity containing a seat with a series of le -
him. The two goblins swap places, and the chosen goblin be-
comes the target instead. vers all around it.
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