Friday, May 22, 2009

Chordille Keep - The Goblin Lair

The Goblin Lair (areas 13-16)
This series of rooms now hosts a goblin war band led by a goblin brute. All the goblins in the area fear the brute, as his reputation is much greater than his actual fighting prowess. Most of the other races that make up the bestial host leave him alone, as he is particularly difficult to work with. As the characters wander into this area, it is likely to become one large melee as the goblins will join in any fight, as they do not want to face the wrath of the brute. In any combat, after 2 rounds, all the goblins in these rooms will come out to investigate. Once the goblins in the barracks join in any fight, roll once on the random re-enforcement chart to see what additional re-enforcements are available.
13. The Goblin Brute.
This is where the goblin brute can be found with his two body guards. As soon as an intruder enters, the goblin body guards will attack immediately. The goblin brute will attempt to attack the weakest party member, in order to preserve his combat legacy. The goblins in the neighboring rooms will come and investigate in 2 rounds.
1 goblin brute. AC 17, HD3, HP18, Dam 1d6+1 (short sword)
2 goblins. AC 15, HD1, HP5, Dam 1d6 (short sword)
Treasure: 4d6 gold, potion of bull’s strength

Goblin barracks (Area 14 & 15).
Areas 14 and 15 are the goblin barracks. At any given time, there will be 2 goblins in each room, with a 20% chance of additional goblins being in the rooms or close by. Each goblin has 1d4 gold. Once combat is joined, there is a chance that additional goblins join in. Roll once on the chart below to see what re-enforcements are available. The concept is to provide a larger scale battle with random re-enforcements joining in.

Re-enforcement chart (roll once)

Die Roll (1d8) Re-enforcements

1. No further re-enforcements
2. 1 additional goblin joins in 1 round
3. 2 additional goblins join 2 rounds after combat starts
4. 3 additional goblins join 3 rounds after combat starts
5. 1 goblin riding a goblin dog joins in 3 rounds.
6. 1 goblin joins after 1 round, and another goblin joins after 3 rounds.
7. 1 additional goblin joins in 2 rounds
8. No further re-enforcements

14. Goblin barracks
2 goblins. AC 15, HD1, HP3, Dam 1d6 (short sword)

15. Goblin barracks
2 goblins. AC 15, HD1, HP3, Dam 1d6 (short sword)


16. Goblin Kennels
This was once a small guard post, and is now a kennel for goblin dogs. A particularly nasty smell comes from this door, with characters having a 25% chance of noticing it prior going into the room. There is nothing of value in this room, as the goblin dog has made a complete mess of the place.
1 goblin dog. AC 13, HD1, HP8, Dam (bite) +2 1d6+3 plus allergic reaction. (See Pathfinder #1)
.
Revisit.
As long as the goblin brute is still alive, the areas 13-16 will re-populate with additional goblins. Once the goblin brute has been defeated, the remaining goblins will leave the area, and rats will move in.

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