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How would you defend your subterranean kingdom?
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<blockquote data-quote="Nifft" data-source="post: 304258" data-attributes="member: 6562"><p>Goblin Base: Abandoned Mine</p><p></p><p>History & Composition:</p><p></p><p>The main shaft (10-14' wide, 7-10' high) opens into a shaded valley. A rough road, overgrown from nearly a century of disuse, runs up to the main entry.</p><p></p><p>The dwarves who dug the shafts found two veins of silver wedged diagonally between other strata. They mined through one hill (the first vein) and under an adjoining valley (the second, deeper vein).</p><p></p><p>The place where the two veins came closest became a staging area. The rock above and below it was honeycombed with passageways, including a small drainage tunnel (3' wide, 4' high) dug away from the second vein and towards a more porus strata (under the first valley).</p><p></p><p>The main shaft intersects the upper vein about half way. Tunnels (5' wide, 5' high) spiral up and down from the staging area. The tunnels exploring this first vein extend under the main (horizontal) shaft and join the tunnels of the second, deeper vein (because the two veins meet). Near the top of this vein's spiral is a small horizontal tunnel (3' wide, 4' high) leading to the surface, about 2/3 of the way up the hill.</p><p></p><p>The main shaft continued to the second vein, which extended both higher and deeper than the first vein. A great spiral tunnel (10' wide, 5' high) runs the height of the second vein, with extraction shafts (3-5' wide, 5' high) dug sloping upward into the vein. The spiral also hosts three more drainage tunnels, dug to the same porus strata under the first valley. The top of this sipral also hosts a small horizontal tunnel (3' wide, 4' high) leading into the second valley.</p><p></p><p>Malfajir the evil Conjurer and his kobolds found these mines in good condition. The drainage tunnels had kept what moisture had found its way into the mine from standing stagnant. This slightly surprised Malfajir, who had heard that the dwarves left in a hurry when they uncovered hints of an ancient evil under the hills. Nonetheless, he lost no time in commanding his minions to both secure the mine as a base (including devious traps and a laboratory for himself) and in restarting digging in the deepest abandoned shafts.</p><p></p><p>Malfajir never found any ancient evil (save that which he brought with him), but his minions both mined and built traps with more cunning and zeal than wisdom. In the climactic confrontation with a party of brave adventurers, thier "collapse-the-tunnel" trap accidentally took with it much of the middle of the second vein spiral, the main shaft between the veins, and the first vein spiral which lay under the main shaft. Those kobolds who were not burried did thier best to flee.</p><p></p><p></p><p>Current Status:</p><p></p><p>Into this trapped and shattered mine come the goblins. They have come for several reasons. First, the chief wanted more power. He is seeking to start a new tribe where he will be more than just a famous raider. Second, the chief's brother is a mage, and suspects that something of the conjurer's laboratory still exists somewhere under the rubble. They're willing to work anyone captured to death digging through the rubble.</p><p></p><p>The rubble itself is the goblin's biggest advantage: they've discovered several defensible positions within the rubble which give good views of each of the entry points. If possible, they will try to get adventurers into the rubble chamber.</p><p></p><p>Malfajir's laboratory did indeed survive the explosion. It was carved most of the way down the second vein spiral, by enlarging the deepest drainage tunnel. It is trapped and guarded by the ghost of Malfajir's most loyal minion, a 4th level kobold Sorcerer named Ichekif, who is hopelessly awaiting his master's return.</p><p></p><p>(A few of the more curious goblins have ventured into the depths of this spiral, and have heard Ichekif's haunting yaps echoing up the tunnels, through gaps in the rubble. The sound frightens them and vague yet horrific rumors are starting to percolate through the goblin ranks.)</p><p></p><p>The goblins are led by Uffalg and his brother Ukrat. Uffalg's luitenants are Fugrig and Girut.</p><p></p><p>Uffalg (Ranger 6): Chaotic Evil</p><p>St:13 Dx:14 Co:10 In:10 Ws:12 Ch:14</p><p>Feats: <em>Ambidexterity, Two-Weapon Fighting, Track</em>, Mounted Combat, Ride-By Attack, Spirited Charge</p><p>Skills: (40 points) Ride 6, Animal Empathy 6, Handle Animal 6, Wilderness Lore 6, Hide 2, Move Silently 2, Jump 6, Climb 6</p><p>Equipment: Masterwork Studded Leather Armor (intended for a Halfling), Hand Axe, Masterwork Dagger, Heavy Crossbow, Potion of Cure Light Wounds (x3), Potion of Jump (x2)</p><p></p><p>Ukrat (Wizard 4): Neutral Evil</p><p>St:7 Dx:12 Co:9 In:15 Ws:10 Ch:9</p><p>Feats: <em>Scribe Scroll</em>, Spell Focus: Conjuration, Combat Casting</p><p>Skills: (32 points) Spellcraft 7, Concentration 7, Alchemy 7, Knowlege: Arcana 7, Scry 4</p><p>Equipment: Light Crossbow, Silver Dagger, Potion of Cure Light Wounds, Scroll of Web (x2), Scroll of Identify (x2)</p><p>Spells known: Grease, Summon Monster I, Silent Image, Identify, Jump, Web, Summon Monster II, Levitation</p><p>Familiar: Rat (named Kara)</p><p></p><p>Fugrig (Ranger 4): Neutral Evil</p><p>St:14 Dx:14 Co:12 In:10 Ws:11 Ch:9</p><p>Feats: <em>Ambidexterity, Two-Weapon Fighting, Track</em>, Mounted Combat, Ride-By Attack</p><p>Skills: (32 points) Ride 6, Handle Animal 5, Animal Empathy 5, Move Silently 5, Hide 5, Jump 3, Climb 3</p><p>Equipment: Hide Armor, Heavy Crossbow, Short Sword, Dagger, Potion of Cure Light Wounds</p><p></p><p>Girut (Fighter 4): Chaotic Evil</p><p>St:10 Dx:16 Co:14 In:10 Ws:8 Ch:10</p><p>Feats: Point Blank Shot, Dirty Fighting, Mounted Combat, Mounted Archery</p><p>Skills: Ride 4, Climb 2, Jump 2</p><p>Equipment: Small Chainmail, Masterwork Short Bow, Hand Axe, Potion of Cure Light Wounds (x2)</p><p></p><p>... and Ukrat's protoge:</p><p></p><p>Taggerst (Wizard 1): Neutral Evil</p><p>St: 8 Dx:12 Co:11 In:14 Ws:10 Ch:8</p><p>Feats: <em>Scribe Scroll</em>, Combat Casting</p><p>Skills: Concentration 4, Spellcraft 4, Alchemy 4</p><p>Equipment: Dagger</p><p>Spells Known: Grease, Silent Image</p><p></p><p></p><p>The rest of the tribe are less interesting:</p><p></p><p>4x Sergents (Warrior 3)</p><p>4x Ranger 2</p><p>6x Warrior 2</p><p>12x Ranger 1</p><p>63x Warrior 1</p><p></p><p>+ 71 noncombatants (80% women -- no elderly & few children)</p><p></p><p>+ 22 Worgs and 2 Dire Wolves, all of which live outside the mines. The worgs are used both as guard dogs and mounts for hunts & raids, while the dire wolves are used as either guards or as Uffalg's personal body guards (when he is outdoors).</p><p></p><p>Logistics, tactics, motivations and specific encounters to follow... maybe even scans of the maps.</p><p></p><p>Does anyone think this set-up is unbalanced? What level characters would you send against these foes?</p><p></p><p> -- Nifft</p></blockquote><p></p>
[QUOTE="Nifft, post: 304258, member: 6562"] Goblin Base: Abandoned Mine History & Composition: The main shaft (10-14' wide, 7-10' high) opens into a shaded valley. A rough road, overgrown from nearly a century of disuse, runs up to the main entry. The dwarves who dug the shafts found two veins of silver wedged diagonally between other strata. They mined through one hill (the first vein) and under an adjoining valley (the second, deeper vein). The place where the two veins came closest became a staging area. The rock above and below it was honeycombed with passageways, including a small drainage tunnel (3' wide, 4' high) dug away from the second vein and towards a more porus strata (under the first valley). The main shaft intersects the upper vein about half way. Tunnels (5' wide, 5' high) spiral up and down from the staging area. The tunnels exploring this first vein extend under the main (horizontal) shaft and join the tunnels of the second, deeper vein (because the two veins meet). Near the top of this vein's spiral is a small horizontal tunnel (3' wide, 4' high) leading to the surface, about 2/3 of the way up the hill. The main shaft continued to the second vein, which extended both higher and deeper than the first vein. A great spiral tunnel (10' wide, 5' high) runs the height of the second vein, with extraction shafts (3-5' wide, 5' high) dug sloping upward into the vein. The spiral also hosts three more drainage tunnels, dug to the same porus strata under the first valley. The top of this sipral also hosts a small horizontal tunnel (3' wide, 4' high) leading into the second valley. Malfajir the evil Conjurer and his kobolds found these mines in good condition. The drainage tunnels had kept what moisture had found its way into the mine from standing stagnant. This slightly surprised Malfajir, who had heard that the dwarves left in a hurry when they uncovered hints of an ancient evil under the hills. Nonetheless, he lost no time in commanding his minions to both secure the mine as a base (including devious traps and a laboratory for himself) and in restarting digging in the deepest abandoned shafts. Malfajir never found any ancient evil (save that which he brought with him), but his minions both mined and built traps with more cunning and zeal than wisdom. In the climactic confrontation with a party of brave adventurers, thier "collapse-the-tunnel" trap accidentally took with it much of the middle of the second vein spiral, the main shaft between the veins, and the first vein spiral which lay under the main shaft. Those kobolds who were not burried did thier best to flee. Current Status: Into this trapped and shattered mine come the goblins. They have come for several reasons. First, the chief wanted more power. He is seeking to start a new tribe where he will be more than just a famous raider. Second, the chief's brother is a mage, and suspects that something of the conjurer's laboratory still exists somewhere under the rubble. They're willing to work anyone captured to death digging through the rubble. The rubble itself is the goblin's biggest advantage: they've discovered several defensible positions within the rubble which give good views of each of the entry points. If possible, they will try to get adventurers into the rubble chamber. Malfajir's laboratory did indeed survive the explosion. It was carved most of the way down the second vein spiral, by enlarging the deepest drainage tunnel. It is trapped and guarded by the ghost of Malfajir's most loyal minion, a 4th level kobold Sorcerer named Ichekif, who is hopelessly awaiting his master's return. (A few of the more curious goblins have ventured into the depths of this spiral, and have heard Ichekif's haunting yaps echoing up the tunnels, through gaps in the rubble. The sound frightens them and vague yet horrific rumors are starting to percolate through the goblin ranks.) The goblins are led by Uffalg and his brother Ukrat. Uffalg's luitenants are Fugrig and Girut. Uffalg (Ranger 6): Chaotic Evil St:13 Dx:14 Co:10 In:10 Ws:12 Ch:14 Feats: [i]Ambidexterity, Two-Weapon Fighting, Track[/i], Mounted Combat, Ride-By Attack, Spirited Charge Skills: (40 points) Ride 6, Animal Empathy 6, Handle Animal 6, Wilderness Lore 6, Hide 2, Move Silently 2, Jump 6, Climb 6 Equipment: Masterwork Studded Leather Armor (intended for a Halfling), Hand Axe, Masterwork Dagger, Heavy Crossbow, Potion of Cure Light Wounds (x3), Potion of Jump (x2) Ukrat (Wizard 4): Neutral Evil St:7 Dx:12 Co:9 In:15 Ws:10 Ch:9 Feats: [i]Scribe Scroll[/i], Spell Focus: Conjuration, Combat Casting Skills: (32 points) Spellcraft 7, Concentration 7, Alchemy 7, Knowlege: Arcana 7, Scry 4 Equipment: Light Crossbow, Silver Dagger, Potion of Cure Light Wounds, Scroll of Web (x2), Scroll of Identify (x2) Spells known: Grease, Summon Monster I, Silent Image, Identify, Jump, Web, Summon Monster II, Levitation Familiar: Rat (named Kara) Fugrig (Ranger 4): Neutral Evil St:14 Dx:14 Co:12 In:10 Ws:11 Ch:9 Feats: [i]Ambidexterity, Two-Weapon Fighting, Track[/i], Mounted Combat, Ride-By Attack Skills: (32 points) Ride 6, Handle Animal 5, Animal Empathy 5, Move Silently 5, Hide 5, Jump 3, Climb 3 Equipment: Hide Armor, Heavy Crossbow, Short Sword, Dagger, Potion of Cure Light Wounds Girut (Fighter 4): Chaotic Evil St:10 Dx:16 Co:14 In:10 Ws:8 Ch:10 Feats: Point Blank Shot, Dirty Fighting, Mounted Combat, Mounted Archery Skills: Ride 4, Climb 2, Jump 2 Equipment: Small Chainmail, Masterwork Short Bow, Hand Axe, Potion of Cure Light Wounds (x2) ... and Ukrat's protoge: Taggerst (Wizard 1): Neutral Evil St: 8 Dx:12 Co:11 In:14 Ws:10 Ch:8 Feats: [i]Scribe Scroll[/i], Combat Casting Skills: Concentration 4, Spellcraft 4, Alchemy 4 Equipment: Dagger Spells Known: Grease, Silent Image The rest of the tribe are less interesting: 4x Sergents (Warrior 3) 4x Ranger 2 6x Warrior 2 12x Ranger 1 63x Warrior 1 + 71 noncombatants (80% women -- no elderly & few children) + 22 Worgs and 2 Dire Wolves, all of which live outside the mines. The worgs are used both as guard dogs and mounts for hunts & raids, while the dire wolves are used as either guards or as Uffalg's personal body guards (when he is outdoors). Logistics, tactics, motivations and specific encounters to follow... maybe even scans of the maps. Does anyone think this set-up is unbalanced? What level characters would you send against these foes? -- Nifft [/QUOTE]
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