Ry
Explorer
The goblins under Iova's Tryst:
Threat: The most dangerous thing about the goblisn below Iova's Tryst is their mixed unit tactics. The goblins break down into 4 castes; paradoxically, each caste squabbles incessantly within itself but members of different castes work together unusually well. The four castes of goblins are Rock (fighters, stone throwing, clubs, heavy armor, shields), Bow (bows, light armor, also trapmakers), Knife (rogues, focusing on mobility to flank foes) and Fire (sorcerers). The "leader" of the goblins is an animated Rakshasa's head that retains just enough of the powers it had in life to rule the goblins.
Reward: The Rakshasa head, despite cowing the goblins, is immobile, and can do very little to the PCs besides bargain. In life, the Rakshasa was called Mojara, and he has many memories of ages gone by.
Asset: One exit from the goblin cave follows a long, straight underground tunnel for about a mile out of town. The tunnel is shaped like a big pipe and was crafted from polished white stones. There are occasional caves that branch off of the pipe - many have collapsed. Water, about a foot deep, flows at the bottom of the tunnel, which reflects light back and forth off the polished white stones of the tunnel. A mile out of town, a cave leads upward to the surface. Local druids know of the location of the exit, although they don't know it leads under the town.
Problem: The goblins are an effective bulwark against the even more dangerous monsters of the underdark, and if they are noticeably weakened, a cult of driders may swarm up into Iova's Tryst.
PS: My player calls them PRATs now. :rollseyes:
Threat: The most dangerous thing about the goblisn below Iova's Tryst is their mixed unit tactics. The goblins break down into 4 castes; paradoxically, each caste squabbles incessantly within itself but members of different castes work together unusually well. The four castes of goblins are Rock (fighters, stone throwing, clubs, heavy armor, shields), Bow (bows, light armor, also trapmakers), Knife (rogues, focusing on mobility to flank foes) and Fire (sorcerers). The "leader" of the goblins is an animated Rakshasa's head that retains just enough of the powers it had in life to rule the goblins.
Reward: The Rakshasa head, despite cowing the goblins, is immobile, and can do very little to the PCs besides bargain. In life, the Rakshasa was called Mojara, and he has many memories of ages gone by.
Asset: One exit from the goblin cave follows a long, straight underground tunnel for about a mile out of town. The tunnel is shaped like a big pipe and was crafted from polished white stones. There are occasional caves that branch off of the pipe - many have collapsed. Water, about a foot deep, flows at the bottom of the tunnel, which reflects light back and forth off the polished white stones of the tunnel. A mile out of town, a cave leads upward to the surface. Local druids know of the location of the exit, although they don't know it leads under the town.
Problem: The goblins are an effective bulwark against the even more dangerous monsters of the underdark, and if they are noticeably weakened, a cult of driders may swarm up into Iova's Tryst.
PS: My player calls them PRATs now. :rollseyes: