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View Full Version : A Goblin Dungeon [Menace, stay out!]



Jogi
2009-08-21, 09:50 PM
So, uhm, here I am again guys :smallbiggrin:, asking for help. Im running a 4th edition game on sunday, and I plan on making the players attack a goblin tribe in the mountains. This tribe is supposed to live in a cave complex, most of it natural, but some parts are built (as they are using slaves to collect
stone and build it). So, my problem is: what kind of rooms could I have in a dungeon like that?

I was inspired by Tuckers Kobolds, so these rooms should have places for the goblins to hazzle the players :smallcool:. So, initially, I thought it ought to have:

- Commons-room, where the goblins eat and sleep.
- Forge, where they craft their weapons.
- Some sort of warehouse, where they keep various goods, like fur and food.
- A stone mine, along with a big cel, where they keep their slaves.
- The gathering hall, where the tribe gathers to listen to the chieftain.
- The chieftain's room and his treasure.
- Two exits to the place.

Also, anyone thinks I should include some traps in some corridors?

Jallorn
2009-08-21, 10:45 PM
Okay, how's this: The goblins got their hands on a very powerful artifact at some point and used it to create a one way wall that is nigh unbreakable. So when they get slaves, they just shove them through and the slaves can't get out. The slaves are then forced to mine rocks or whatever, sending it back via a slide they send the rocks down. If they don't meet their quota, they get no food. Might not be all the slaves, but it's a fun idea for all kinds of options to present the players. I'm sure you can imagine some.

Jogi
2009-08-21, 10:50 PM
Okay, how's this: The goblins got their hands on a very powerful artifact at some point and used it to create a one way wall that is nigh unbreakable. So when they get slaves, they just shove them through and the slaves can't get out. The slaves are then forced to mine rocks or whatever, sending it back via a slide they send the rocks down. If they don't meet their quota, they get no food. Might not be all the slaves, but it's a fun idea for all kinds of options to present the players. I'm sure you can imagine some.

Oh, I loved the idea of them being shoved down a hole and having to send supplies for food :smallbiggrin:

Forgot to mention: they goblins are being helped by a major villain, who's got them better weapons and got them rid of the weaker (yet dangerous enough) enemy tribe. He pay's them to enslave the local humans, which they are using to build a stronghold in the mountains.

Jallorn
2009-08-21, 10:55 PM
You might need to have a second slave compound for those that are doing the building though. I liked the idea mostly cause, since my wall is invisible, the players don't even know it's there until they're through it. :sabine:

How far along is this fortress?

Strawman
2009-08-21, 11:05 PM
In case it becomes too difficult for the players to escape their slavery situation, you could have the goblins take them out to sacrifice them for some deity. I figure a way for the players to escape on their own would be more fun, but in case they can't figure it out the sacrifice would be a backup plan.

Jallorn
2009-08-21, 11:11 PM
Yeah, but the goblins being able to take them out means they have a potentially unbalanced artifact still that the players could recover. I was thinking they used it up or lost it.

Jogi
2009-08-21, 11:19 PM
Yeah, but the goblins being able to take them out means they have a potentially unbalanced artifact still that the players could recover. I was thinking they used it up or lost it.

Oh well, I won't be able to use the artifact idea right now, as they're level 1. But this is going to be the hardest level 1 they ever had :smallcool:. Well, the tribe is not huge, it's actually small, but well provided with weaponry, tricks and secret tunnels. Very Tucker-like.

If the PC's fail to save the slaves, they might become slaves themselves (which should render an escape game session)

Also, right now I've got a temple, a common room, a warehouse, the slaves hole and secret tunnels all around.

Hijax
2009-08-22, 02:03 AM
Escape: Cast reduce person on the whole party, disguise as rocks, hop down the slide.

Rainbownaga
2009-08-22, 06:05 AM
Oh, I loved the idea of them being shoved down a hole and having to send supplies for food :smallbiggrin:

I like this idea.

If you're doing level 1 characters, a hole could almost as effective as a one-way barrier. Plus you don't have to worry about the magical artifact, plus you give more opportunities for escaping, plus you can make your own sneaky counters-counters for the most obvious responses of your players/the slaves.

paddyfool
2009-08-22, 06:35 AM
Hm. You could revisit the classical idea of goblins as stealers-of-children with this plot too - have them capture their slaves while they're still young and malleable, work them to the bone from age 6 or so upwards and kill and eat them if they get too uppity. Makes a nicely horrific theme. Also, if you want to give the PCs a moral dilemma combined with a real challenge, you could always throw in a hostage situation somewhere down the line. (If a goblin hostage-taker had time to chain himself to a captive it would avoid most easy magic fixes; multiple hostage takers holding tight to their hostages could also work, and would avoid someone just sniping the hostage-taker). Think carefully over whether your players would enjoy that, however. A gentler riff on the same theme might be to enable the escape of the goblin chieftain as a recurring villain by giving the PCs the choice of pursuing him or rescuing the kids from, say, being savagely devoured by wolves.

Hijax
2009-08-22, 06:51 AM
A hostage situation should be resolved with the hostage-taker holding the kids over a chasm. kill him in any way, The Kid Dies.

paddyfool
2009-08-22, 06:57 AM
Also, visavis the slaves: Rescue missions are fine, so long as they don't develop into escort missions. These almost universally suck for the players; better to have the rescue occur at or after the climax of the mission, and then segue to cut scene.

Dragon Elite
2009-08-22, 09:36 AM
Pick the easiest traps from Tucker's kobolds, and put them places.

Jogi
2009-08-22, 10:26 AM
Heh, right now im using the following:

- A goblin runs down the hall, turns right corner, as if escaping from the players. Now, if the players run to catch up, they will activate this pit trap, which will be followed by bull rushing Goblin Skullcleaver :smallbiggrin:. What really happened is: the goblin used a secret passage to get into the tunnels and escape.

- Tunnels all around, allowing the goblins to move and observe around the dungeon with much ease.

- The flaming corridor: the goblins roll down the players a barrel of oil, and then they just block up the doors. Classical :smallwink:

- A small web trap, which will allow the goblins to pierce them a little more before having to fight meele.

All these have ways out, but they should really freak out the players lol.

Jogi
2009-08-22, 10:33 AM
Escape: Cast reduce person on the whole party, disguise as rocks, hop down the slide.

Heh, nice one.


Hm. You could revisit the classical idea of goblins as stealers-of-children with this plot too - have them capture their slaves while they're still young and malleable, work them to the bone from age 6 or so upwards and kill and eat them if they get too uppity. Makes a nicely horrific theme. Also, if you want to give the PCs a moral dilemma combined with a real challenge, you could always throw in a hostage situation somewhere down the line. (If a goblin hostage-taker had time to chain himself to a captive it would avoid most easy magic fixes; multiple hostage takers holding tight to their hostages could also work, and would avoid someone just sniping the hostage-taker). Think carefully over whether your players would enjoy that, however. A gentler riff on the same theme might be to enable the escape of the goblin chieftain as a recurring villain by giving the PCs the choice of pursuing him or rescuing the kids from, say, being savagely devoured by wolves.

Hmm, I like the terror theme. Okay, but I'll be doing this different: the goblins are using the most apt slaves for the work in mines, but always keeping a close eye on them. The young, old or physically disabled are to be devoured or sacrificed by the tribe.


Also, visavis the slaves: Rescue missions are fine, so long as they don't develop into escort missions. These almost universally suck for the players; better to have the rescue occur at or after the climax of the mission, and then segue to cut scene.

I see. I'll make sure it's just a hostage rescue mission, hehe. Oh and the chieftain will have taken a young girl as his personal slave - this will grant that they will reach for him.


Pick the easiest traps from Tucker's kobolds, and put them places.

Hmm, nice. Can I have a link? I know the website but never saw the real adventure. I just love the idea of making good uses of simple monsters.

Dragon Elite
2009-08-22, 10:38 AM
Tucker's Kobolds (http://www.giantitp.com/forums/showthread.php?t=121979). 1st level, though? These were designed for a higher level, like 5 or 10. Give experience like crazy. Each one is EL 5/6/7

Jogi
2009-08-22, 11:06 AM
Tucker's Kobolds (http://www.giantitp.com/forums/showthread.php?t=121979). 1st level, though? These were designed for a higher level, like 5 or 10. Give experience like crazy. Each one is EL 5/6/7

Thanks a lot :)!