Goblin Encampment


Advice

Liberty's Edge

I have hooked my party securely into invading a relatively large goblin encampment. They will not wait for reinforcements. They want revenge and nothing, besides death, will stop them. The party consists of four characters all of whom are level 7 and armed with solid resources.

My plan is to give them two options:

They may walk straight down a wide tunnel that has hundreds of smaller tunnels enter it. The smaller tunnels will allow reach weapons and alchemist's fire to be quite effective. I also plan on putting in pit traps to slow their advancement just in case they want to try to rush through the major tunnel.

Or they may enter the smaller tunnels and fight one at a time in a cramped area (all of them are medium characters). I would include ways for the goblins to collapse the tunnels to stop the characters from advancing.

Additionally, the party is going to enter the tunnel system with an enormous enemy force outside. This will not allow them to rest. In fact, they will feel the pressure of time restraint from the outside. A distraction is occurring at the time they enter the tunnels. If they do not quickly dispatch the goblin leader, they will be swarmed by goblins - unlikely to get out.

I was hoping the community could give me some ideas on how to make the tunnels hell. Also I would like ideas I can add into a tunnel system. I am thinking of having pockets of living quarters for goblins. Those goblins will fight for a little while, then flee into the tunnels to continue fighting with an advantage.

Thank you for your time.

Sovereign Court

Read up on the Japanese defenses of Okinawa and Iwo Jima in WWII. Easy to take the pillbox idea and translate it into underground strongpoints.. Heroes clear a strongpoint, press on, and lo and behold the strongpoints go active again and the heroes are being harried from behind again and and again.

Like the Japanese island defenders, they're overmatched and can't hope to defeat their attackers outright. (Japanese were cut off and outnumbered, the goblins are goblins facing lvl 7 PCs O.o ) The goblins aren't aiming to wipe out the invaders. They're hoping to make them suffer and bleed so much that they give up the attack and go away.

Disclaimer: Obviously no, I'm not comparing the Japanese to goblins.


In a tunnel... lots of side tunnels... sounds like trap city to me, look at the tomb of horrors if you want to destroy them, drop in loads of healing spots if you just want to make them suffer. Tell them you're taking things from the tomb of horrors if you want to see them freak out, you can easily dumb things down, and if there's no rogue in the party put the goblins prison towards the front of the dungeon and a rebellious goblin in one cell. He can tell the party where some of the traps are as he's been trying to escape. This puts the party in the situation of do they trust the goblin, or do they go at a trapped filled dungeon without the help

Liberty's Edge

They do have a rogue who maxes trap finding. I have ways around that, though it will require a lot of work on my part (no biggie).

As for Tomb of Horrors, I would love to buy the newly updated Pathfinder one, but I do not have $110.00 to spend :(

Thank you for the thoughts so far.

Had a thought while typing, smoke. That should be fun in a tunnel system.


tucker's kobold's I really want to play an encounter like it, use traps everywhere.


Include a goblin-dog kennel and a couple of bugbears, to spice the soup. Dire-rats in the pit-traps, bat-swarms, chased out by the smoke and Fire !


Actually if you go to the wizards of the coast website they have a free pdf version of the 3.5 tomb of horrors, pathfinder is set up to work with 3.5 so it should run right along with your campaign

Liberty's Edge

Joegoat wrote:
Actually if you go to the wizards of the coast website they have a free pdf version of the 3.5 tomb of horrors, pathfinder is set up to work with 3.5 so it should run right along with your campaign

Thank you.

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