Brauron
2011-10-07, 07:25 PM
I'm building a dungeon crawl for next weekend's session of my current Pathfinder campaign, populated with goblins, aiming for a little bit of a Tucker's Kobolds-lite situation, and I'd like some advice on some of the goblins' defenses, if the Playground doesn't mind.
Situation: The PCs have declared themselves honor-bound to help those in need and wipe out orcs and goblinoids wherever they might be. They'll hear reports that suddenly families on the outskirts of town are simply disappearing, and the few eyewitnesses they can find report goblins to be to blame (Well, homebrew variant goblins with neon red skin and a few comical attributes that don't really alter them mechanically). PCs head off in the right direction, they find a cave system which the goblins have methodically enlarged and improved upon, making a substantial fortress out of it.
The Party consists of an Elf Evoker (level 7), a Human Cleric of Pelor (level 7), a Dwarf Crossbow Ranger (level 7), a Human Fighter/Sorcerer (level 7, 3 fighter four sorcerer), and an Elf Druid (level 6).
Entering the goblin lair involves sliding down a 60 foot slide, into a wide cave where a pair of "Arachnogres" (Giant, Advanced Ettercaps) will attack, but shouldn't prove too big a threat -- the main point of them is for the PCs to fight them, and make enough noise in doing so to alert the goblins of incoming intruders. On the far side of the cave is a three-part iron door -- a Small-sized door set inside a Medium-sized door set inside a Large-sized door, with an assortment of locks. In the absence of a party rogue, the PCs have a Ring of Lockpicking (Complete Warrior). Once through this door the fun begins.
Since this dungeon is strictly defensive, the goblins have an assortment of traps and other dissuasive methods clustered towards the entrance, in order to prevent intruders from getting in and stealing food/women & children/their collection of dented copper pieces. A lot of it isn't going to be about so much killing the PCs, as wearing down their resources and will to continue further.
There are going to be rooms where goblins are gathered in a room above, dropping Alchemist's Fire through murder-holes on to the PCs.
There are going to be hallways with "shooting galleries" on either side in which goblins with crossbows have readied actions to shoot anyone who passes in front of their arrow-slits.
Some hallways have portcullises spaced every five feet to separate and slow the party.
There's even a couple large rooms that goblins have trapped and transported Giant Slugs in to, which they'll try to lure the PCs into and then slam down portcullises behind them.
There's just one style of trap I'm wondering if I might be going "too far" with. I've got hallways in my notes where there are pit traps, five feet wide by ten feet long, where the trapdoor closes itself after someone falls through -- the trapdoors are triggered by anything more than 100 lbs in weight being put on it. The way I see it, there's a fulcrum at the halfway point and when the PCs step on one end, it gives way, they fall in, and the door does a 180 flip to reclose itself. Within these pits are patches of Green Slime, carefully cultivated by the goblins.
Is it too much for me to say, "A pit trap is triggered by the person leading. Please make a reflex save...okay, I'm afraid that won't be enough, and you fall ten feet. Rather than a hard stone surface, though, you find yourself on something soft, yielding, and faintly, greenly luminescent. It begins to corrode your armor, clothing, skin, and hair. What do you do now?"
Should I tone down the Green Slime to something less...Con-eating?
Situation: The PCs have declared themselves honor-bound to help those in need and wipe out orcs and goblinoids wherever they might be. They'll hear reports that suddenly families on the outskirts of town are simply disappearing, and the few eyewitnesses they can find report goblins to be to blame (Well, homebrew variant goblins with neon red skin and a few comical attributes that don't really alter them mechanically). PCs head off in the right direction, they find a cave system which the goblins have methodically enlarged and improved upon, making a substantial fortress out of it.
The Party consists of an Elf Evoker (level 7), a Human Cleric of Pelor (level 7), a Dwarf Crossbow Ranger (level 7), a Human Fighter/Sorcerer (level 7, 3 fighter four sorcerer), and an Elf Druid (level 6).
Entering the goblin lair involves sliding down a 60 foot slide, into a wide cave where a pair of "Arachnogres" (Giant, Advanced Ettercaps) will attack, but shouldn't prove too big a threat -- the main point of them is for the PCs to fight them, and make enough noise in doing so to alert the goblins of incoming intruders. On the far side of the cave is a three-part iron door -- a Small-sized door set inside a Medium-sized door set inside a Large-sized door, with an assortment of locks. In the absence of a party rogue, the PCs have a Ring of Lockpicking (Complete Warrior). Once through this door the fun begins.
Since this dungeon is strictly defensive, the goblins have an assortment of traps and other dissuasive methods clustered towards the entrance, in order to prevent intruders from getting in and stealing food/women & children/their collection of dented copper pieces. A lot of it isn't going to be about so much killing the PCs, as wearing down their resources and will to continue further.
There are going to be rooms where goblins are gathered in a room above, dropping Alchemist's Fire through murder-holes on to the PCs.
There are going to be hallways with "shooting galleries" on either side in which goblins with crossbows have readied actions to shoot anyone who passes in front of their arrow-slits.
Some hallways have portcullises spaced every five feet to separate and slow the party.
There's even a couple large rooms that goblins have trapped and transported Giant Slugs in to, which they'll try to lure the PCs into and then slam down portcullises behind them.
There's just one style of trap I'm wondering if I might be going "too far" with. I've got hallways in my notes where there are pit traps, five feet wide by ten feet long, where the trapdoor closes itself after someone falls through -- the trapdoors are triggered by anything more than 100 lbs in weight being put on it. The way I see it, there's a fulcrum at the halfway point and when the PCs step on one end, it gives way, they fall in, and the door does a 180 flip to reclose itself. Within these pits are patches of Green Slime, carefully cultivated by the goblins.
Is it too much for me to say, "A pit trap is triggered by the person leading. Please make a reflex save...okay, I'm afraid that won't be enough, and you fall ten feet. Rather than a hard stone surface, though, you find yourself on something soft, yielding, and faintly, greenly luminescent. It begins to corrode your armor, clothing, skin, and hair. What do you do now?"
Should I tone down the Green Slime to something less...Con-eating?