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100 Goblins, level 5 PCs
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<blockquote data-quote="Zardnaar" data-source="post: 6944529" data-attributes="member: 6716779"><p>Tallows Deep 5E Conversion</p><p></p><p>Goblin Tunnels</p><p></p><p>Goblin tunnels are small and cramped for medium sized creatures. They are treated as difficult terrain for medium sized creatures and are impassable for creatures of lare size or bigger.</p><p>While in a Goblin Tunnel creatures of medium size have disadvantage to hit and grant advantage on an opponent’s attack rolls.</p><p>Arrow Slits and Murder Holes</p><p></p><p>These are treated as ¾ cover and grant a +5 bonus to AC and dexterity saving throws. In addition the goblins gain a +2 bonus to hit while using these locations. The goblins have concealed them very well often using shadowed areas or painted canvas with peep holes. A DC 20 perception check notices them. Goblins behind the murder holes gain advantage on their stealth roles.</p><p></p><p>Alert</p><p>The skull Crusher tribe has been well drilled by Mgoglub and while in Tallows deep they have been trained to raise the alarm. A goblin will always try to alert the rest of them and certain spells such as fireball or thunderwave automatically alert the tribe.</p><p> The Goblins will activate the war drums which can be heard echoing through the mine. While on alert the PCs have disadvantage on stealth rolls as the Goblins are actively looking for intruders.</p><p> </p><p>Location Conversion Notes.</p><p>6. Pit Trap. This pit trap is very hard to notice requiring a DC 20 perception check to notice. Should the PCs stand on it a DC 20 dexterity save is required. Failing the dexterity save results in 1d6 falling damage. In the bottom of the pit however there is a shrieker which will scream outputting the caverns on alert status.</p><p></p><p>8. Corridor of Traps. Each trap is 10’ deep and is a spiked pit trap. A DC 20 perception check notices something is up while a DC 20 investigation check is required to find the mechanism. The DC 20 dexterity save is required to avoid falling in the trap which deals 2d10 points of damage.</p><p></p><p>12. Water trap. The goblins flood this section of the dungeon as they have diverted an underground river. A DC 20 strength save is required to avoid being swept away. Success indicates the PCs have managed to grab hold of something although if they want to move while the water is flowing a DC20 athletics check is required. If the PCs can hold their breath long enough are swept into an underground cavern. Those who cannot drown.</p><p></p><p>19. Pit of spikes</p><p> This corridor has a pool of water with spikes visible. On each side is a narrow ledge requiring a DC 20 acrobatics (with advantage) check to navigate. Behind the walls on the ledges however are 3” holes with a goblin behind them. A DC 15 perception check looking specifically at the walls notices them followed by a spear point (Goblins get automatic surprise). Anyone struck by a spear must while on the ledge must make a DC 20 acrobatics check without advantage if in combat) or fall onto the spears taking an additional 2d10 damage.</p><p> </p><p>22. Rat Room. This area conatins a sloped floor covered in a mixture of molasses and honey. Under the goo is oil. PCs standing here must make a DC20 dexterity saving throw or slide down the slope and falling 30; at the end of it (3d6 bludgeoning damage) landing in area 22A.</p><p></p><p>22A. There are 20 giant rats here. Due to the goo covering the PCs the rats gain advantage to hit. In the Rat lair there is a +1 short sword.</p><p></p><p>23. Gate Trap. DC 20 save to avoid being hit with crashing gates (3d6 damage). There is a false ceiling containing murder holes and 18 Goblins. The false ceiling allows the Goblins to make stealth checks (with advantage)</p><p></p><p>24. Chimney. This chimney is easy to climb (DC10) but there are 2 Goblins at the top who throw large rocks down the chimney. A DC 20 dexterity save is required (with disadvantage) to avoid being hit for 3d6 damage. Any PC hit must make a DC 20 athletics check (with disadvantage) or get knocked back down the chimney for an additional 6d6 points of damage. The Goblins only have 2 large rocks.</p><p></p><p>25. Gondola Trap. The Goblins have rigged up a cage to a pulley system to get across this room which is above a pool of water. Should intruders get in the cage the and the Goblins are alerted the Goblins can shut the doors using poles and drop the cage into the water. The water contains a giant eel and the cage has a 20% chance of hitting the Eel for 3d6 points of damage making it very angry. The cage can be broken out of with a DC 25 athletics’ check.</p><p></p><p>27. Crush the Skull Arena. This area is dedicated to the Goblin deity Maglubiyet. Eac square here has a symbol on it representing one of the Goblins watching behind arrow slits. They have rigged up a bolder above each symbol that can be dropped on the “competitors” below. There are 30 Goblins here but they will engage the PCs if they escape the area in the Goblin Tunnels.</p><p>Boulders +7 t to hit, 2d10 damage DC 15 dex save for half damage.</p><p></p><p>29. Goblin Common Room. There are 16 Goblins here behind half cover (+4 AC). One of them is suicidally brave and charges the PCs screaming “Maglubiyet”</p><p></p><p>30. Maglubiyets Shrine. This area has 4 Goblins and a Goblin Priest serving Maglubiyet.</p><p></p><p>31. Grunth. Grunth is Grishogs steward and he has the honour of facing the PCs in battle. He is a Goblin Boss.</p><p></p><p>31. Swarm. Grishog the Goblin Warlord is here (Use stats for a small Hobgoblin Captain) He will order the Skullcrusher tribe to Swarm the PCs and he has 84 Goblins here. Only a few can engage the PCs at a time however. Run this as a series of smaller encounters but with no respite between the waves. Each wave is 20 Goblins Once the last goblin falls roll initiative for the next wave. Grishog will come out on the 4th round.</p><p></p><p> Each PCs also gets the benefit of the hordebreaker ability of the hunter ranger. A Hunter Ranger with the hordebreaker ability get an additional attack.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 6944529, member: 6716779"] Tallows Deep 5E Conversion Goblin Tunnels Goblin tunnels are small and cramped for medium sized creatures. They are treated as difficult terrain for medium sized creatures and are impassable for creatures of lare size or bigger. While in a Goblin Tunnel creatures of medium size have disadvantage to hit and grant advantage on an opponent’s attack rolls. Arrow Slits and Murder Holes These are treated as ¾ cover and grant a +5 bonus to AC and dexterity saving throws. In addition the goblins gain a +2 bonus to hit while using these locations. The goblins have concealed them very well often using shadowed areas or painted canvas with peep holes. A DC 20 perception check notices them. Goblins behind the murder holes gain advantage on their stealth roles. Alert The skull Crusher tribe has been well drilled by Mgoglub and while in Tallows deep they have been trained to raise the alarm. A goblin will always try to alert the rest of them and certain spells such as fireball or thunderwave automatically alert the tribe. The Goblins will activate the war drums which can be heard echoing through the mine. While on alert the PCs have disadvantage on stealth rolls as the Goblins are actively looking for intruders. Location Conversion Notes. 6. Pit Trap. This pit trap is very hard to notice requiring a DC 20 perception check to notice. Should the PCs stand on it a DC 20 dexterity save is required. Failing the dexterity save results in 1d6 falling damage. In the bottom of the pit however there is a shrieker which will scream outputting the caverns on alert status. 8. Corridor of Traps. Each trap is 10’ deep and is a spiked pit trap. A DC 20 perception check notices something is up while a DC 20 investigation check is required to find the mechanism. The DC 20 dexterity save is required to avoid falling in the trap which deals 2d10 points of damage. 12. Water trap. The goblins flood this section of the dungeon as they have diverted an underground river. A DC 20 strength save is required to avoid being swept away. Success indicates the PCs have managed to grab hold of something although if they want to move while the water is flowing a DC20 athletics check is required. If the PCs can hold their breath long enough are swept into an underground cavern. Those who cannot drown. 19. Pit of spikes This corridor has a pool of water with spikes visible. On each side is a narrow ledge requiring a DC 20 acrobatics (with advantage) check to navigate. Behind the walls on the ledges however are 3” holes with a goblin behind them. A DC 15 perception check looking specifically at the walls notices them followed by a spear point (Goblins get automatic surprise). Anyone struck by a spear must while on the ledge must make a DC 20 acrobatics check without advantage if in combat) or fall onto the spears taking an additional 2d10 damage. 22. Rat Room. This area conatins a sloped floor covered in a mixture of molasses and honey. Under the goo is oil. PCs standing here must make a DC20 dexterity saving throw or slide down the slope and falling 30; at the end of it (3d6 bludgeoning damage) landing in area 22A. 22A. There are 20 giant rats here. Due to the goo covering the PCs the rats gain advantage to hit. In the Rat lair there is a +1 short sword. 23. Gate Trap. DC 20 save to avoid being hit with crashing gates (3d6 damage). There is a false ceiling containing murder holes and 18 Goblins. The false ceiling allows the Goblins to make stealth checks (with advantage) 24. Chimney. This chimney is easy to climb (DC10) but there are 2 Goblins at the top who throw large rocks down the chimney. A DC 20 dexterity save is required (with disadvantage) to avoid being hit for 3d6 damage. Any PC hit must make a DC 20 athletics check (with disadvantage) or get knocked back down the chimney for an additional 6d6 points of damage. The Goblins only have 2 large rocks. 25. Gondola Trap. The Goblins have rigged up a cage to a pulley system to get across this room which is above a pool of water. Should intruders get in the cage the and the Goblins are alerted the Goblins can shut the doors using poles and drop the cage into the water. The water contains a giant eel and the cage has a 20% chance of hitting the Eel for 3d6 points of damage making it very angry. The cage can be broken out of with a DC 25 athletics’ check. 27. Crush the Skull Arena. This area is dedicated to the Goblin deity Maglubiyet. Eac square here has a symbol on it representing one of the Goblins watching behind arrow slits. They have rigged up a bolder above each symbol that can be dropped on the “competitors” below. There are 30 Goblins here but they will engage the PCs if they escape the area in the Goblin Tunnels. Boulders +7 t to hit, 2d10 damage DC 15 dex save for half damage. 29. Goblin Common Room. There are 16 Goblins here behind half cover (+4 AC). One of them is suicidally brave and charges the PCs screaming “Maglubiyet” 30. Maglubiyets Shrine. This area has 4 Goblins and a Goblin Priest serving Maglubiyet. 31. Grunth. Grunth is Grishogs steward and he has the honour of facing the PCs in battle. He is a Goblin Boss. 31. Swarm. Grishog the Goblin Warlord is here (Use stats for a small Hobgoblin Captain) He will order the Skullcrusher tribe to Swarm the PCs and he has 84 Goblins here. Only a few can engage the PCs at a time however. Run this as a series of smaller encounters but with no respite between the waves. Each wave is 20 Goblins Once the last goblin falls roll initiative for the next wave. Grishog will come out on the 4th round. Each PCs also gets the benefit of the hordebreaker ability of the hunter ranger. A Hunter Ranger with the hordebreaker ability get an additional attack. [/QUOTE]
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