and also drops his poisoned dagger. He grants 300xp on defeat.
The bigger chamber is the dwarven living area. Plenty of beds to hide behind,
but there are 1d6 dwarves living in there. They attack on sight, but flee south
if their attack goes poorly. The dwarves each grant 100xp on defeat. There is a
chest in there that is actually a mimic. It drops an Amulet of Chest on defeat.
The room south is the home of Bubba the Bugbear, a hired goon of the dwarves.
Bubba and the remaining dwarves make their last stand here. Bubba grants 500xp
on defeat and has 30hp and 1d6+2 attack damage with his giant club.
The final room is the treasure room, which contains the stolen hoe, some other
farming equipment and 250 gold. After this the dungeon is cleared and players
gain experience from their journey, then go back to The Flying Ombudsman
victorious. The quest NPC will award them with however many gold they agreed to
and any items they also agreed to.
## Enemies
### Dwarf Archer
*Decent guard, horrible foresight*
- **Hit Points** 6
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| 0 | +1 | 0 | -2 | -2 | 0 |
- **Condition Immunities** drunk, groggy
- **Senses** Night-vision
- **Languages** Dwarf
- **Challenge** 2 (100xp)
***Keep-away.*** Will flee at the first sign of trouble.
#### Actions
***Crossbow.*** *Ranged Attack:* 1d4 damage
### Dwarf Grenadier
*Mad scientist, crazier inventions*
- **Hit Points** 25
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| 0 | +1 | -2 | +2 | 0 | +1 |
- **Condition Immunities** drunk, groggy
- **Senses** Night-vision
- **Languages** Dwarf
- **Challenge** 6 (300xp)
***Insane.*** Will do things that normal enemies would not.
#### Actions
***Alchemical Grenade.*** *Ranged Attack:* 1d6 damage plus elemental effect if
6 damage. See table for Alchemical Grenades.
***Poisoned Dagger.*** *Melee Attack:* 1d4 damage. On hit player must roll for
constitution. If the check fails they get _disadvantage_ for their throws the
next 1d3 turns.
### Dwarf
*Underground folk that love digging*
**Hit Points** 6
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| 0 | +1 | 0 | -2 | -2 | 0 |
- **Condition Immunities** drunk, groggy
- **Senses** Night-vision
- **Languages** Dwarf
- **Challenge** 2 (100xp)
***Short and Stout.*** Easily able to hit enemies below the belt.
#### Actions
***Dagger.*** *Melee Attack:* 1d4 damage
### Mimic
*Just an ordinary chest, don't question it*
- **Hit Points** 14
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| 0 | 0 | -2 | 0 | 0 | -1 |
- **Condition Immunities** burn, poison
- **Languages** None
- **Challenge** 5 (250xp)
***Unsuspicious.*** Come on, the chest wouldn't be alive, would it?
#### Actions
***Omnomnom*** *Melee Attack:* 1d6 piercing damage, gets advantage if the player
tries to open the chest.
### Bubba the Bugbear
*From Bubba with Love*
- **Hit Points** 30
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| +2 | +2 | +1 | -2 | 0 | -1 |
- **Condition Immunities** blinded
- **Languages** Dwarf
- **Challenge** 10 (500xp)
***Unreasonable.*** Does not respond well to trickery.
#### Actions
***Whomp.*** *Melee Attack:* 1d6+2 damage, piercing if the player fails a
constitution check.
## Items
These are the unique items specific to this quest.
### Mug of Grog
A wooden/iron mug full of the barkeep's grog. Consuming it gives you the
following stat boosts for 3 turns:
| STR | DEX | CON | INT | WIS | CHA |
| :---: | :---: | :---: | :---: | :---: | :---: |
| +0 | -1 | +0 | -1 | -1 | +3 |
This bonus does not stack. When you drink the grog, you keep the mug and can use
it to bludgeon people for normal attack damage. It can also be used as a tool to
check for traps.
Does not sell, purchasable for 5g.
### Golden Scepter Head
A golden scepter head that looks like The Grand Nagus from Star Trek. It has no
effect outside of when it's put on a staff. When it is on a staff it gives you
25% more gold when you collect gold from places. This has 5 charges and cannot
be refreshed.
Sells for 50g, purchases for 50g.
### Alchemical Grenades
Standard grenades that look like they are made out of wood, metal, insanity and
magic. They do d6 damage normally, but when you crit with one it also causes one
of the following status effects (roll a d4):
#### Alchemical Effects
| Roll | Effect |
| :----: | :------------- |
| 1 | Acid makes the entity take off their armor |
| 2 | The entity rolls a constitution check, if it fails they get poisoned and need to roll for constitution before every action, passing removes the poison, failing makes them not have any action. |
| 3 | The entity is burned for 1d4 damage every turn they fail a constitution check. |
| 4 | The entity is stunned for 1d3 turns. |
Sells for 25g each, unpurchaseable.
### Poisoned Dagger
A standard dagger that gives no distinct bonuses. However when you use it as a
normal dagger, you need to roll for constitution in addition to rolling for
strength. If you fail the constitution check (but pass the strength check), you
get poisoned from the poison streaking out of the dagger.
The poison has 5 charges.
Merchants do not want to take the risk buying it and will you pay them for its
disposal. This cannot be purchased.
### Bubba's Clubba
A rather large mace that does +2 damage. It is a giant thing designed for a
9-foot tall centaur. It takes up three slots in your inventory. It looks
imposing and may require a lot of strength to use properly.
Sells for 25g.
### Amulet of Chest
This cursed amulet lets the holder transform into a harmless looking treasure
chest, but also grants them advantage if an enemy tries to open it. After 4
transformations, they need to roll a charisma check when they try to turn back.
If that fails, they stay a chest for an hour (with arms/legs/a mouth/etc). After
4 more transformations, they turn into a mimic permanently. The transformation
count stays persistent until someone becomes a mimic, then it resets to zero.
Merchants will pay 100 gold for it, but will only accept it after the player