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World's Largest Dungeon in actual play [Spoilers!]
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<blockquote data-quote="Hussar" data-source="post: 2595184" data-attributes="member: 22779"><p>While this is aside from the Epic idea, I just thought I'd toss this in for anyone who's going through region B. Some goodies for the Holy Goblin Empire, drawn from Dragon.</p><p></p><p><strong>Goblin Piker</strong> Fighter 1: CR 1: Small humanoid (goblinoid): HD 1d10+1: hp 6: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +4 Melee (1d6+1 (x3)Awl Pike) or +3 Melee (1d4+1 19-20x2 Shortsword): SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.</p><p></p><p>Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Exotic Weapon Proficiency: Awl Pike, Weapon Focus: Awl Pike</p><p></p><p><strong>Awl Pike</strong> Two handed Exotic polearm. Cost: 10 gp Dam: (s)1d6 (m) 1d8 Critical: x3 Weight: 10 pounds Type: Piercign</p><p></p><p>Built similar to a longspear, the awl pike is almost 15 feet long. You can strike opponents 15 feet away with it, but you can't use it against foes closer than that. If you use a ready action to set an awl pike against a charge, you deal double damage against a charging character.</p><p></p><p><strong>Goblin Grenadier</strong> Fighter 1: CR 1: Small humanoid (goblinoid): HD 1d10+1: hp 6: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +3 Melee (1d4+1 19-20x2 Shortsword) or +2 Sling (1d3+1d4 Fire) or +4 sling (1d3) or +3 Ranged Touch Alchemists fire (1d6 fire) : SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.</p><p></p><p>Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Point Blank Shot, Precise Shot</p><p></p><p>Equipment: Sling, 6 Alchemist's Fire Bullets, 1 Alchemist Fire, 3 Tanglefoot Bags.</p><p></p><p><strong>Alchemists fire Bullet</strong> This small glass sphere contains alchemist's fire and can be used as a sling missile. When striking a target, the sphere bursts, dealing an additional d4 fire damage as well as sling bullet damage. The target takes an additional d4 damage on the next round unless the fire is extinguished. These bullets are larger than normal, imposing a -2 penalty on attack rolls made using them.</p><p></p><p>Standard tactics for goblin patrols and units is to have 2/3's of troops armed as Pikemen and 1/3 grenadiers. Pike units line up in two ranks with the grenadiers as a third rank. After engaging opponents, the front rank drops its pikes and draws its shortswords. The second rank falls back and continues to attack with their pikes, ensuring that any who break through the front rank are subject to AOO's. The grenadiers typically start with a volley of Alchemist's Fire Bullets, followed by a volley of tanglefoot bags, then either Alchemist's Fire or Bullets depending on the strength of the opponent. Note, Grenadiers will not use Alchemists Fire if the splash will likely harm goblins.</p><p></p><p>Units will stay in formation as long as possible. If the front rank is killed, the second rank will typically withdraw with the grenadiers to a chokepoint where their pikes can be used together against a single target. A common tactic is to flee out a door, with half the goblins heading left and the other half right. Pikemen attack any who come out the door, while Grenadiers alternate between Alchemist Fire Bullets and Tanglefoot bags to make the choke point unpassable.</p><p></p><p>Any hobgoblins with goblin units will typically remain in the back to direct actions, using ranged weapons to target spellcasters.</p><p></p><p>Note, any obvious spellcaster becomes automatically targetted by Grenadiers after a spell has been cast. Grenadiers will not hesitate to pile alchemists fire on top of a spellcaster to ensure that he or she cannot cast spells.</p><p></p><p>Add the following to rooms B70, B74, 10 feet south of the southernmost of the 3 four way intersections south of the Crypts (facing north) and just outside the door, in the hallway, outside B77 (facing north).</p><p></p><p>Goblin Fire Siphon</p><p></p><p><em> You see three goblins climbing over a small wagon. On the wagon is a sort of pot with a nozzle pointed outwards. Two of the goblins are behind the wagon, positioning it, while the third operates a pump in the back.</em></p><p></p><p><em> The pump goblin heaves downward on the lever and a blast of flame engulfs you.</em></p><p></p><p><strong>Goblin Fire Siphon Team</strong> Warrior 1: CR 1/3: Small humanoid (goblinoid): HD 1d8+1: hp 5: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +3 Melee (1d4+1 19-20x2 Shortsword): SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.</p><p></p><p>Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Alertness</p><p></p><p><strong>Small Fire Siphon</strong> Cost: 1000 gp: Weight: 200 lbs</p><p></p><p>This smaller, more portable weapon relies on a syringe device mounted atop a cart with a plunger at the rear.</p><p></p><p>Alchemists fire may be projected in either a 40 foot line or 20 foot cone depending upon a setting near the nozzle. Chnage the setting is a full round action. Any creature within the cone or line takes 2d6 fire damage (Reflex DC 15 for 1/2) and a d6 fire damage the following round unless the fire is extinguished (DC 15 Ref save). A full tube contains enough liquid for three uses. Refueling the weapon is a full round action. </p><p></p><p>The small siphon projector is not as vulnerable to fire damage as the large projector. A fire attack might destroy the siphon tube, but it results only in a small explosion, dealing 2d6 fire damage to all within a 10 foot burst (Ref DC 13 for 1/2). </p><p></p><p>A small siphon projector takes up a space 5*5 feet and is usually stationary. It takes 5 rounds to reset a moved fire siphon. </p><p></p><p>Note, the goblins have been well trained and can move the projector to face a new direction as a full round action. However, moving the projector still takes 5 rounds of setup after moving.</p><p></p><p>Typically, the setting will be a line, pointed down corridors or obvious features. The goblins have decent fire discipline and will not fire on their own troops normally, although, if desperate enough, they might. Each emplacement has three barrels of siphon fire (enough for 9 reloads)</p><p></p><p><strong>Worg Riders</strong></p><p></p><p>Note: There is an error in the text. The text states that the worg riders are hobgoblins. Unfortunately, hobgobs are medium creatures and cannot ride worgs. All worg riders are now changed to the following:</p><p></p><p><strong>Worg Rider</strong> Fighter 2: CR 2: Small humanoid (goblinoid): HD 2d10+2: hp 12: Init +1: Spd 30 ft/50 ft: AC 15, touch 12, Flat Footed 14: Base Att +2: Grp -1: Atk Lance +4 (1d6+1) : SA - :SQ Darkvision 60 Feet: AL NE: Fort +4 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6.</p><p></p><p>Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Mounted Combat, Ride by Attack, Spirited charge</p><p></p><p>Worg: As per the Text.</p><p></p><p>Worg riders try to engage opponents in the longest corridors if possible. Because of the limited space, ride by attack is perhaps less useful, but, a spirited charge is devastating. Typically, riders will charge, make their attack and then gain a possible attack of opportunity as the opponent closes, resulting in a possible 4d6+4 points of damage. The next round is typically spent withdrawing and a second rider will charge. They will keep up this rotation, making a spirited charge every round, until the foe dies. Note, because of their great speed, it is quite possible for one rider to engage while the other swings around to attack from the rear or the flank. The long wide corridors are almost tailor made for this approach.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2595184, member: 22779"] While this is aside from the Epic idea, I just thought I'd toss this in for anyone who's going through region B. Some goodies for the Holy Goblin Empire, drawn from Dragon. [b]Goblin Piker[/b] Fighter 1: CR 1: Small humanoid (goblinoid): HD 1d10+1: hp 6: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +4 Melee (1d6+1 (x3)Awl Pike) or +3 Melee (1d4+1 19-20x2 Shortsword): SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6. Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Exotic Weapon Proficiency: Awl Pike, Weapon Focus: Awl Pike [b]Awl Pike[/b] Two handed Exotic polearm. Cost: 10 gp Dam: (s)1d6 (m) 1d8 Critical: x3 Weight: 10 pounds Type: Piercign Built similar to a longspear, the awl pike is almost 15 feet long. You can strike opponents 15 feet away with it, but you can't use it against foes closer than that. If you use a ready action to set an awl pike against a charge, you deal double damage against a charging character. [b]Goblin Grenadier[/b] Fighter 1: CR 1: Small humanoid (goblinoid): HD 1d10+1: hp 6: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +3 Melee (1d4+1 19-20x2 Shortsword) or +2 Sling (1d3+1d4 Fire) or +4 sling (1d3) or +3 Ranged Touch Alchemists fire (1d6 fire) : SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6. Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Point Blank Shot, Precise Shot Equipment: Sling, 6 Alchemist's Fire Bullets, 1 Alchemist Fire, 3 Tanglefoot Bags. [b]Alchemists fire Bullet[/b] This small glass sphere contains alchemist's fire and can be used as a sling missile. When striking a target, the sphere bursts, dealing an additional d4 fire damage as well as sling bullet damage. The target takes an additional d4 damage on the next round unless the fire is extinguished. These bullets are larger than normal, imposing a -2 penalty on attack rolls made using them. Standard tactics for goblin patrols and units is to have 2/3's of troops armed as Pikemen and 1/3 grenadiers. Pike units line up in two ranks with the grenadiers as a third rank. After engaging opponents, the front rank drops its pikes and draws its shortswords. The second rank falls back and continues to attack with their pikes, ensuring that any who break through the front rank are subject to AOO's. The grenadiers typically start with a volley of Alchemist's Fire Bullets, followed by a volley of tanglefoot bags, then either Alchemist's Fire or Bullets depending on the strength of the opponent. Note, Grenadiers will not use Alchemists Fire if the splash will likely harm goblins. Units will stay in formation as long as possible. If the front rank is killed, the second rank will typically withdraw with the grenadiers to a chokepoint where their pikes can be used together against a single target. A common tactic is to flee out a door, with half the goblins heading left and the other half right. Pikemen attack any who come out the door, while Grenadiers alternate between Alchemist Fire Bullets and Tanglefoot bags to make the choke point unpassable. Any hobgoblins with goblin units will typically remain in the back to direct actions, using ranged weapons to target spellcasters. Note, any obvious spellcaster becomes automatically targetted by Grenadiers after a spell has been cast. Grenadiers will not hesitate to pile alchemists fire on top of a spellcaster to ensure that he or she cannot cast spells. Add the following to rooms B70, B74, 10 feet south of the southernmost of the 3 four way intersections south of the Crypts (facing north) and just outside the door, in the hallway, outside B77 (facing north). Goblin Fire Siphon [i] You see three goblins climbing over a small wagon. On the wagon is a sort of pot with a nozzle pointed outwards. Two of the goblins are behind the wagon, positioning it, while the third operates a pump in the back.[/i] [i] The pump goblin heaves downward on the lever and a blast of flame engulfs you.[/i] [b]Goblin Fire Siphon Team[/b] Warrior 1: CR 1/3: Small humanoid (goblinoid): HD 1d8+1: hp 5: Init +1: Spd 30 ft: AC 15, touch 12, Flat Footed 14: Base Att +1: Grp -2: Atk +3 Melee (1d4+1 19-20x2 Shortsword): SA - :SQ Darkvision 60 Feet: AL NE: Fort +3 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6. Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Alertness [b]Small Fire Siphon[/b] Cost: 1000 gp: Weight: 200 lbs This smaller, more portable weapon relies on a syringe device mounted atop a cart with a plunger at the rear. Alchemists fire may be projected in either a 40 foot line or 20 foot cone depending upon a setting near the nozzle. Chnage the setting is a full round action. Any creature within the cone or line takes 2d6 fire damage (Reflex DC 15 for 1/2) and a d6 fire damage the following round unless the fire is extinguished (DC 15 Ref save). A full tube contains enough liquid for three uses. Refueling the weapon is a full round action. The small siphon projector is not as vulnerable to fire damage as the large projector. A fire attack might destroy the siphon tube, but it results only in a small explosion, dealing 2d6 fire damage to all within a 10 foot burst (Ref DC 13 for 1/2). A small siphon projector takes up a space 5*5 feet and is usually stationary. It takes 5 rounds to reset a moved fire siphon. Note, the goblins have been well trained and can move the projector to face a new direction as a full round action. However, moving the projector still takes 5 rounds of setup after moving. Typically, the setting will be a line, pointed down corridors or obvious features. The goblins have decent fire discipline and will not fire on their own troops normally, although, if desperate enough, they might. Each emplacement has three barrels of siphon fire (enough for 9 reloads) [b]Worg Riders[/b] Note: There is an error in the text. The text states that the worg riders are hobgoblins. Unfortunately, hobgobs are medium creatures and cannot ride worgs. All worg riders are now changed to the following: [b]Worg Rider[/b] Fighter 2: CR 2: Small humanoid (goblinoid): HD 2d10+2: hp 12: Init +1: Spd 30 ft/50 ft: AC 15, touch 12, Flat Footed 14: Base Att +2: Grp -1: Atk Lance +4 (1d6+1) : SA - :SQ Darkvision 60 Feet: AL NE: Fort +4 Ref +1 Will +0: S 12 D 13 C 12 I 10 W 10 C 6. Skills and Feats: Hide +5, Listen +1 Move silently +5 Ride +4, Spot +1, Mounted Combat, Ride by Attack, Spirited charge Worg: As per the Text. Worg riders try to engage opponents in the longest corridors if possible. Because of the limited space, ride by attack is perhaps less useful, but, a spirited charge is devastating. Typically, riders will charge, make their attack and then gain a possible attack of opportunity as the opponent closes, resulting in a possible 4d6+4 points of damage. The next round is typically spent withdrawing and a second rider will charge. They will keep up this rotation, making a spirited charge every round, until the foe dies. Note, because of their great speed, it is quite possible for one rider to engage while the other swings around to attack from the rear or the flank. The long wide corridors are almost tailor made for this approach. [/QUOTE]
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