Goblin LairThis is a featured page

Goblin Lair – This will be hard without the maps. Perhaps after the Insider is finally released I can use the map maker and post this map after the fact.

The opening to the lair is 2 cave openings that are about 25-30’ away from each other. They do later connect inside.

Rockslide & Combat (500 XP, Level 1 hazard & combat mixed encounter) – This was straight out of DMG. I have to say that the new trap mechanic is awesome, just totally awesome. Having the trap roll for initiative really makes it feel more like an encounter that affects everyone rather than a trap the rogue must deal with. Above the openings, hidden from view, were 2 goblin minions waiting to spring the trap. In front of each opening were 4 posts that really just created the area of effect for this rockslide. The new rules say to let the party know this info, so why not let the bad guys know this also. The minions were to wait for at least two party members to enter one area, and instead they all went in. The two that won initiative got out of the rockslide zone in time, but the others took damage with one even getting critted. But that’s okay, I hate the Warlock and his move 3 squares and get concealment ability…but I digress. Anyway, after springing the trap they headed inside. The area the trap hit became difficult terrain.
The other minion waited to spring the next trap but here is where I had to think on the fly. I figured the PC’s would go thru the next opening and then part 2 of the Rockslide would be sprung but only after they were inside the lair. They instead climbed up the slide of the cliff. I knew how the minions got in and out of the lair, but I now had to put these openings on the map. They chose to head inside that way so I added ladders to get down and opening large enough to squeeze through. I thought it was a smart approach so as the DMG says, I rewarded them with an alternate method of entering the lair. And now they still have a way out for later. So they climbed down the ladder and killed minion #1 easily. The second one was hidden but they did away with him as well. This was critical. I had planned on the minions getting these guys from behind during the next combat with the chokers making things tough on the spell casters. Anyway, there are two double doors at the end of this room/cave opening. They went to listen at the door as all smart PC’s have done since Loverboy was tops on the charts, so I had two chokers waiting above the door for just such an occasion. They maintained their surprise when none of the PC’s passive perception allowed them to recognize the danger. Have you guys checked them out yet, man they are cool. They have an immediate interrupt power now where if they have an opponent grabbed, they can use their foe as a meat shield that takes the full brunt of the attack. You should have seen the looks on their faces when the Party’s Wizard shot a magic missile and it ended up dropping the party’s Warlord (Horribly named class by the way). They all thought it was one of the coolest things they had seen on game night in a long while.
B. In The Lair (500 XP) – Ready for combat immediately as they enter this room is the Level 1 Goblin Encounter. The fire beetles wait 15’ in room & charge forward when the door opens. In N.E. corner the Goblin Blackblade waits for fire spray from beetles, then takes a flanking position from behind the party. On 10’ ledge are two goblin warriors armed w/javelins & spears. They attack right away. If one drops or runs out of ammo, they run thru passage on ledge to Room C. Reward – None, just the light source the fire beetles will now provide for them.
C. Torture Room – 5 tables along south wall have 4 carcasses, 2 horses & 2 humans. Tools are hung low on the walls. The bodies are mutilated and tortured in hideous ways. All of them are headless with the head inserted into their own body cavities, sort of like picture frame eggs. One of the bodies is a young boy, Tysik’s assistant. The other is female & is in a pink dress. This one is the merchant’s niece, Marla. Danison is nowhere to be found. Beyond this, nothing special is in this room. The goblin that entered this room isn’t in here….so where is he now? DC 15 secret doors lead to a natural passageway.
D. Natural Passage (550 XP) - (Level 1 encounter, hazard & combat) - This is a short passage but a treacherous one. This is a naturel passageway. Fungus lines the walls & the ceiling. Lining the floor (See Map for circles) are Doomspores in DMG p.88 (Read description to party). DC 20 Dungeoneering check allows them to tell that it is Doomspores. DC25 lets them know they shoot spores only once per day (Added in myself). They add concealment when they go off but the poison only affects those that are bloodied. 2 Stirges attack once the trap is tripped, or when 3 party members pass the center of the hallway. If goblin warrior survived, he is at the opposite end of the passageway with 5 more javelins. He waits for the party to be weakened and/or when the stirges to attack. Warrior & stirges will target one individual PC in an attempt to bloody him. Reward - None
E. Natural Room leads to an open doorway in the S.E. corner.
F. Pet Chamber (Level 3 encounter 700XP) – All rooms had been 15’ high until this one opens to 100’ high. 30’ long stalactites dangle from the ceiling. This room is incredibly dank & humid. Cave drawings on the Eastern wall depict a great hunt, w/prey being dwarves & humans. After a few moments of investigation, they hear the sound of chanting begin but also the sound of puttering steps. Giant rats & rat swarms enter the room from floor level as the sound of gates opening is heard. Ochre Jelly enters from secret room. In that room, which is now open when the ochre jelly comes out, are the skeletal remains of dead goblins & treasure. Reward – Belt of Vigor, +1 Dwarven Scale Armor, 1 100GP Pearl, 20GP (Used two treasure parcels Level 2 instead of one level 5 & one Level 2. Thought at first level this would be okay and have been giving extra experience instead).
G. Ritual Room (Level 5 Encounter, 1000XP) – 2” high opening in floor can be squeezed thru. All members can squeeze in all together or one at a time. When the entire party enters, the Goblin Hexer is staring at them from across the room, a sacrificial blade hovering over Danison’s neck. Danison is alive, conscious, gagged & bound. He is in a circle of burning candles & incense. The Goblin and gives a battle cry and the Boss Fight is on. The Sharpshooters stay with him, the Skull Cleavers have been waiting near the entrance, awaiting the battle cry. The Goblin Cutters that are between the Hexer & the Entrance now charge the party. Treasure is on the Hexer, as is a note. Reward - +1 Dagger, Pact Blade, 1 Potion of Healing & 10GP.

The Note - TBD


bishopkoko
bishopkoko
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