How would you defend your subterranean kingdom?


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mmadsen said:
I made that point earlier. If they're supposed to be sneaky and cowardly, why aren't they Rogues?

They are 1st-level Warriors: 1d8 Hit Points, +1 BAB, 4x2 Skill Points, etc.

{Don't have th' book here.} Isn't their favored class rogue? Wouldn't you think that the favored class means that they are the predominant class? Commoners, aristocrats, and experts aside, of course.

Hmmm. Restate th' question:

How would a subterranean kingdom of (lazy, size Small) Chaotic Evil rogues defend themselves?

Now that's a fun question.

So far (for those still bored enough to be paying attention) the reasonable suggestions have been:
  • #1) Murder holes (or equivalent; pick your surface)
  • #2) Pits (with or without spikes)
  • #3) Narrow, sloped tunnels (found or "collapsed", rather than goblin-dug; goblins don't dig.)
  • #4) Poisonous vermin (thrown or dumped)
  • #5) False Trails to more dangerous subterranean monsters
  • #6) Collapsing caverns (tho' this seems too involved for a goblin, IMO)

You'll note I left off anything smacking of complication or requiring upkeep. Since wood and metal degrade quickly in the damp underground, defences with those components are just not practical for goblins. They might be inherited from someone else,... but they don't work now.

(Sorry SHARK: no steel, air-tight double-locking doors leading into burning oil clockwork-traps that summon undead half Elder Fire Elemental half green dragon sorcerer/rogue/Ninjas of the Crescent Moon.)

Wha'd I miss?
 
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Isn't their favored class rogue? Wouldn't you think that the favored class means that they are the predominant class?
Agreed, but the sample Goblin in the Monster Manual is a 1st-level Warrior. Something I wish the Monster Manual did, even though we can all do it ourselves, is provide stats for typical enemies from the monster races. I'd like to see a typical Goblin Scout (Rogue), Goblin Leader (Fighter/Rogue), Goblin Wolfrider (Fighter), etc.
 

So far (for those still bored enough to be paying attention) the reasonable suggestions have been:
  1. Murder holes (or equivalent; pick your surface)
  2. Pits (with or without spikes)
  3. Narrow, sloped tunnels (found or "collapsed", rather than goblin-dug; goblins don't dig.)
  4. Poisonous vermin (thrown or dumped)
  5. False Trails to more dangerous subterranean monsters
  6. Collapsing caverns (tho' this seems too involved for a goblin, IMO)
I'm not nearly as opposed to having Goblins dig a bit -- they are subterranean creatures, after all -- but any big projects could fall to their slaves. Human children aren't the best miners, but they'll do. All that physical labor makes them a bit rangy though.
Since wood and metal degrade quickly in the damp underground, defences with those components are just not practical for goblins.
Real-life mines use wooden supports all the time, right? Do they really degrade that quickly?
 
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Depending on your medium (dirt, rock, salt, etc.) you may not need any braces. They are only needed to assist the support of your ceiling and walls.

Wood though, is fairly hardy if its conditions are kept fairly constant. Luckily, underground is fairly constant in terms of humidity, temperature, etc. and you can find wood that is "locally optimized" to last.

Goblins have a short lifespan, so I'd bet they don't care that much.

And for digging - how about those gnome slaves
 

I agree with the premises that a goblin tribe does not have a lot of resources and that the few that it possesses will probably go to the King.

One thing that the common goblins will have in abundance is
Feces which can be used for many things,

1. You can dip arrows in feces to encourage infection, you can't chase goblins and clean out your wounds at the same time.

2. The U shaped tunnel could be dry with a closed tube leading to a cesspool, after the goblins escape the last one just flushes the toilet one last time. Let the "Heroes" debate about who goes first.

3. The goblins could use slings to "mark" the adventures. It is very difficult to hide when everyone can smell you miles away. And the thought of using a spell to get rid of the smell? I would trade a pile of **** for any spell any day, and they will always have more.

Just a thought
 

new one

dont think anyone's mentioned this one so here goes.


works only really well in a mountainous terrain.


have a long entrance tunnel with all the nasties others have mentioned.

at the end is a very tall shaft 5x5. at least 200 ft tall.

as the PC climb drop a 1ft. thick 4' 11''x 4' 11" stone slab on their head.

dead.

joe b.
 

Re: new one

have a long entrance tunnel with all the nasties others have mentioned. at the end is a very tall shaft 5x5. at least 200 ft tall.
And how do we Goblins get in and out of our own home? And how do our wolfriders get in and out?
 


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