Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How would you defend your subterranean kingdom?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gez" data-source="post: 345346" data-attributes="member: 1328"><p>A little note, goblins are not chaotic evil. Well, they can be, but usually, they are Neutral </p><p></p><p>Evil; with Hobgoblins as the lawful branch of goblinkin, and bugbears as the chaotic one.</p><p></p><p>Some goblins would be spellcasters. Sorcerers, clerics, adepts, psions (if you use them, see </p><p></p><p>the Blue Goblins, who -- by the way -- are smarter and wiser than most other humanoids; and I tend to always have a Blue Council has leader of my most successfull and wealthy goblin tribes). Even the occasional goblin wizard, maybe. Mind you, when you're lazy, but you can rely on spells, digging miles and miles of tunnels is not that hard. Someone mentionned using Transmute Stone to Flesh, which also has the advantage of feeding the tribe. But other spells may be used (Transmute Rock to Mud, or Soften Earth and Stone, for example). Inversely, transmute Mud to Rock can allow to avoid needing timber (which usually do not grow underground). In a more evil way, Flesh to Stone can provide with nice solid support and a good punishment for the rebellious goblin or any intruder. </p><p></p><p>Also, domesticated beasts like ankhegs can help greatly in digging. Look at their freaking </p><p></p><p>burrowing speed !</p><p></p><p>Don't forget that goblins can be spellcasters too, and not all spellcasting requires extremely </p><p></p><p>expensive and complicated training. If you're a lucky goblin king, you could even get hold of </p><p></p><p>some magical items that can purely and simply suppress the need for ventilation in some pieces </p><p></p><p>(see the wondrous items in the DMG).</p><p></p><p>Sure, airtight doors and piece of fine clockwork mechanism are the domain of dwarves and </p><p></p><p>gnomes. But the water-filled U-passages are a cheap alternative to airtight doors, and adding </p><p></p><p>portcullis at both ends of the underwater part is not beyond goblin means. Simple, nasty, and </p><p></p><p>lethal to mobs and low-level parties.</p><p></p><p>Otherwise, goblins would make great use of luring intruders into a neighbor's domain. The </p><p></p><p>supreme cowardly fighting technique consist of making other people fight for you. An </p><p></p><p>adventuring party, out to root out some goblin tribe, who fall in the middle of a dragon </p><p></p><p>lair/drow trading hub/illithid city/orc training field, or, more perversely, myconid hippy </p><p></p><p>meeting (with all those hallucinogenic spores floating in the air) may forget completely the </p><p></p><p>goblins and flee if they don't want to be roasted/branded as slave/mindwiped/butchered by axe </p><p></p><p>and spear, or, in the myconid case, doomed to sit with a silly smile, lauging inanely until </p><p></p><p>they starve to death.</p><p></p><p>If your neighbors become a problem (say the drow or mind-flayers want slaves, or the orcs </p><p></p><p>wants more territories), use the same tactic, and lead them to an other neighbor. Loss should </p><p></p><p>be minimal, and you should be able to simply dodge most of the assault troops. </p><p></p><p>Of course, if your citie's precise location is known, that may not work. Secrecy is your ally. </p><p></p><p>To ensure your base's position stays a mystery, do not dig robust tunnels. Dig frail ones. </p><p></p><p>Periodically open new ones and let the older collapse. As I said, digging is not a problem in </p><p></p><p>fantasy, unless you deny goblins the right to wield magic AND to tame digging beasties. The </p><p></p><p>constant shifting of the accessway to your kingdom will complicate the task for all </p><p></p><p>longer-lived intruders, who will probably have scouts and advisors who will remember obsolete </p><p></p><p>path and be delayed by all sorts of dead-ends, new intersections, and new perils.</p><p></p><p>Also, not all passageway should be guarded and heavily trapped. Just make the other less </p><p></p><p>convenient. For example, the vertical shaft thing could be used in the tunnel toward the most </p><p></p><p>dangerous foe, but if you need to get your worgs and wolves in, you will make them pass </p><p></p><p>through another passage. Who care if that passage involves a 2-day trip because of all its </p><p></p><p>twist and turns ? You'll probably won't need to get your worgs up and down everyday, otherwise </p><p></p><p>you would more simply split them into two packs, have one in the goblin city, and the other in </p><p></p><p>a temporary surface camp somewhere.</p><p></p><p></p><p>Another cheap trap idea: An access tunnel (natural, or dug) with stalactites (fake if you had </p><p></p><p>to dig the tunnel) cut and shaped so they won't bother a goblin running stooped, but will </p><p></p><p>occasionnally hurt someone taller. If you attach horizontal pikes on them, that will not </p><p></p><p>necessarily be a deadly trap, but that will force pursuers to move carefully, i.e. slowly. </p><p></p><p>The idea is not to have every corridors worked as such (that would be a pain in the arse), but </p><p></p><p>simply to lure intruders into these tunnels, for example by having a hit'n'fade strike team </p><p></p><p>flee by such a tunnel. Even better, you could have some goblin "gardeners" growing </p><p></p><p>subterranean assassin vine (see MM pages 20-21) in the ceiling of some tunnels, cutting them </p><p></p><p>precautionnously so that they can't reach a goblin, but could aim for the neck of a human, </p><p></p><p>elf, dwarf, or orc (kobolds, gnomes and halflings are another problem -- by the way, gnomes </p><p></p><p>make horrible slaves, with their Ghost Sound ventriloquism trick used to lure the taskmaster </p><p></p><p>away while rats to which they have talked (rats are burrowing mammals) chew their rope and </p><p></p><p>they escape; better use kobolds, more efficient miners, easier to frighten and coerce, and who </p><p></p><p>don't need firelight and thus risk firedamp explosion).</p><p></p><p></p><p></p><p>Finally, latest cheap trick (but that may hurt the pride of a goblin king): make yourself the </p><p></p><p>vassals of something more powerful. A red dragon, a drow city... Have your city be on the </p><p></p><p>other side of that liege's location relative to your usual victim. Advantage: retaliation </p><p></p><p>strike force, out to assault your goblin tribe, will get a nasty surprise. Flaw of the </p><p></p><p>technique: you will have to pay for safe passage through your liege's lair, and that will cut </p><p></p><p>much of your plunder; meaning you probably can't afford a failure in your pillaging raid.</p><p></p><p></p><p>Of course, retreat and flight is <em>always</em> an option. Better exiled than dead.</p><p></p><p></p><p>I recognise that IMC, goblins, although they are not bronzed gods, are less stupid than usual. Mainly the fact that the goblins who really matter are ruled by councils of goblins with +2 Int, +4 Wis racial bonus, and innate psychic powers (funny note: my Elminster equivalent in the role of "the sage who knows pretty much everything about anything" is a true-neutral "Blue" seer/psionic loremaster, leader of an international spy network, heheheh). Also, although the majority of them are NE, the biggest minority of alignment is LE.</p></blockquote><p></p>
[QUOTE="Gez, post: 345346, member: 1328"] A little note, goblins are not chaotic evil. Well, they can be, but usually, they are Neutral Evil; with Hobgoblins as the lawful branch of goblinkin, and bugbears as the chaotic one. Some goblins would be spellcasters. Sorcerers, clerics, adepts, psions (if you use them, see the Blue Goblins, who -- by the way -- are smarter and wiser than most other humanoids; and I tend to always have a Blue Council has leader of my most successfull and wealthy goblin tribes). Even the occasional goblin wizard, maybe. Mind you, when you're lazy, but you can rely on spells, digging miles and miles of tunnels is not that hard. Someone mentionned using Transmute Stone to Flesh, which also has the advantage of feeding the tribe. But other spells may be used (Transmute Rock to Mud, or Soften Earth and Stone, for example). Inversely, transmute Mud to Rock can allow to avoid needing timber (which usually do not grow underground). In a more evil way, Flesh to Stone can provide with nice solid support and a good punishment for the rebellious goblin or any intruder. Also, domesticated beasts like ankhegs can help greatly in digging. Look at their freaking burrowing speed ! Don't forget that goblins can be spellcasters too, and not all spellcasting requires extremely expensive and complicated training. If you're a lucky goblin king, you could even get hold of some magical items that can purely and simply suppress the need for ventilation in some pieces (see the wondrous items in the DMG). Sure, airtight doors and piece of fine clockwork mechanism are the domain of dwarves and gnomes. But the water-filled U-passages are a cheap alternative to airtight doors, and adding portcullis at both ends of the underwater part is not beyond goblin means. Simple, nasty, and lethal to mobs and low-level parties. Otherwise, goblins would make great use of luring intruders into a neighbor's domain. The supreme cowardly fighting technique consist of making other people fight for you. An adventuring party, out to root out some goblin tribe, who fall in the middle of a dragon lair/drow trading hub/illithid city/orc training field, or, more perversely, myconid hippy meeting (with all those hallucinogenic spores floating in the air) may forget completely the goblins and flee if they don't want to be roasted/branded as slave/mindwiped/butchered by axe and spear, or, in the myconid case, doomed to sit with a silly smile, lauging inanely until they starve to death. If your neighbors become a problem (say the drow or mind-flayers want slaves, or the orcs wants more territories), use the same tactic, and lead them to an other neighbor. Loss should be minimal, and you should be able to simply dodge most of the assault troops. Of course, if your citie's precise location is known, that may not work. Secrecy is your ally. To ensure your base's position stays a mystery, do not dig robust tunnels. Dig frail ones. Periodically open new ones and let the older collapse. As I said, digging is not a problem in fantasy, unless you deny goblins the right to wield magic AND to tame digging beasties. The constant shifting of the accessway to your kingdom will complicate the task for all longer-lived intruders, who will probably have scouts and advisors who will remember obsolete path and be delayed by all sorts of dead-ends, new intersections, and new perils. Also, not all passageway should be guarded and heavily trapped. Just make the other less convenient. For example, the vertical shaft thing could be used in the tunnel toward the most dangerous foe, but if you need to get your worgs and wolves in, you will make them pass through another passage. Who care if that passage involves a 2-day trip because of all its twist and turns ? You'll probably won't need to get your worgs up and down everyday, otherwise you would more simply split them into two packs, have one in the goblin city, and the other in a temporary surface camp somewhere. Another cheap trap idea: An access tunnel (natural, or dug) with stalactites (fake if you had to dig the tunnel) cut and shaped so they won't bother a goblin running stooped, but will occasionnally hurt someone taller. If you attach horizontal pikes on them, that will not necessarily be a deadly trap, but that will force pursuers to move carefully, i.e. slowly. The idea is not to have every corridors worked as such (that would be a pain in the arse), but simply to lure intruders into these tunnels, for example by having a hit'n'fade strike team flee by such a tunnel. Even better, you could have some goblin "gardeners" growing subterranean assassin vine (see MM pages 20-21) in the ceiling of some tunnels, cutting them precautionnously so that they can't reach a goblin, but could aim for the neck of a human, elf, dwarf, or orc (kobolds, gnomes and halflings are another problem -- by the way, gnomes make horrible slaves, with their Ghost Sound ventriloquism trick used to lure the taskmaster away while rats to which they have talked (rats are burrowing mammals) chew their rope and they escape; better use kobolds, more efficient miners, easier to frighten and coerce, and who don't need firelight and thus risk firedamp explosion). Finally, latest cheap trick (but that may hurt the pride of a goblin king): make yourself the vassals of something more powerful. A red dragon, a drow city... Have your city be on the other side of that liege's location relative to your usual victim. Advantage: retaliation strike force, out to assault your goblin tribe, will get a nasty surprise. Flaw of the technique: you will have to pay for safe passage through your liege's lair, and that will cut much of your plunder; meaning you probably can't afford a failure in your pillaging raid. Of course, retreat and flight is [i]always[/i] an option. Better exiled than dead. I recognise that IMC, goblins, although they are not bronzed gods, are less stupid than usual. Mainly the fact that the goblins who really matter are ruled by councils of goblins with +2 Int, +4 Wis racial bonus, and innate psychic powers (funny note: my Elminster equivalent in the role of "the sage who knows pretty much everything about anything" is a true-neutral "Blue" seer/psionic loremaster, leader of an international spy network, heheheh). Also, although the majority of them are NE, the biggest minority of alignment is LE. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How would you defend your subterranean kingdom?
Top