Scenario #1: Goblintown - Stop the Adventurers!

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Rusty Tincanne
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#101 Post by Rusty Tincanne »

Flea Bottom is just outside the main entrance (15), hidden, ready to spring a trap manually. (Once sprung, he will run away toward the side entrance (8).

Madadam will take the last watch in area 7, ready to cast darkness or something else.

Biskins will take first watch at area 12, unless we need more goblins at area 7, in which case he'll go there.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#102 Post by GreyWolfVT »

First Raid

Flea Bottom sees a group of humans with a dwarf second in line heading towards the main entrance. The group is marching in a single file heading towards the main entrance (area 15) so far they have not spotted the goblin hiding in place. For everyone else all is quiet in their current positions. Nobody else has seen or heard anything of any intruders. The humans march about halfway to the entrance then stop the lead human and the dwarf continue forward away from the others for a short distance and then the human crouches as if searching for tracks or something on the ground as the dwarf acts as his lookout.

Flea Bottom actions?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#103 Post by Rusty Tincanne »

As the adventurers draw close, Flea Bottom dislodges the wooden pin from the earth, releasing a rock/log slide from above the cave entrance. While he is hopeful the debris crushes the trespassers as it barrels down the mountainside, he does not wait long enough to find out. Instead, he dashes Southwest into the craggy forest to hide. Only when he is out of bow range does he glance back to survey the damage.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#104 Post by Rex »

Zilch, Twerp & Pygmy

Whichever one is on watch when the rock slide is triggered. Hearing and feeling the rock slide triggered he rushed back to the ledge and wakes the other goblins.

Zilch will then go further in and raise the alarm throughout the caves. Twerp and Pygmy will head back towards 12 to stand guard.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#105 Post by shaidar »

with the alarm raised, snotrag and spittle will position themselves where the tunnel to room 13 meets the tunnel to room 14, waiting in ambush.

Upchuck moves to where the tunnel from area 11 meets the chamber of area 12. He'll explain the plan to the other goblins gathering, he's going to make an illusionary wall blocking off the tunnel which leads to 11 and the rest of the complex, and when the stupid adventures head down towards the infirmary the goblins can surprise them from behind.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#106 Post by Dram »

Slog- will move beside Snotrag and Spittle and nock a arrow in his bow.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#107 Post by Dram »

Slog- will move beside Snotrag and Spittle and nock a arrow in his bow.


Retch & Gock will ready the rock fall in case the adventurers there way.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#108 Post by GreyWolfVT »

Rusty Tincanne wrote:As the adventurers draw close, Flea Bottom dislodges the wooden pin from the earth, releasing a rock/log slide from above the cave entrance. While he is hopeful the debris crushes the trespassers as it barrels down the mountainside, he does not wait long enough to find out. Instead, he dashes Southwest into the craggy forest to hide. Only when he is out of bow range does he glance back to survey the damage.
This intent causes an initiative to be rolled for Flea Bottom and the Adventurers.

Group Initiative NPCs [1d10] = 2, PCs [1d10] = 9

The Adventurers get to act first.
The two move up closer and Flea Bottom moves into action to try and set off his trap. However, one of the adventurers seeing Flea Bottom move takes something in hand and throws it at Flea Bottom.
Throwing Dagger THAC0 (20) [1d20+2] = 20+2 = 22 to hit, [1d4] = 1 dmgCrit Hit Roll [1d100] = 21 = Hard Hit 2x damage.
Throwing Dagger THAC0 (20) [1d20+2] = 18+2 = 20 to hit, [1d4] = 3 dmg
Flea Bottom catches two throwing daggers in a bad way taking 5 dmg! he then with two throwing daggers sticking out of him he then acts to alert the other guards and trigger a trap. Dislodging a wooden pin, that sets off the barrel trap the barrels come bouncing down and the goblin ducks inside the entrance out of further harms way. The cloaked man that threw the daggers at Flea Bottom manages to dodge the barrels. The dwarf... behind him....does not fair as well of the four barrels that come tumbling town one nails the dwarf inflicting damage to the dwarf 3 dmg! the rest of the barrels block off the entrance so that the adventurers would have to move 3 barrels to enter the cavern.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#109 Post by Rusty Tincanne »

Flea Bottom rushes as fast as he can down the now-narrower main entrance tunnel moaning out to the others. Themz humans and the others is here! When he reaches the others, he shows off his new, steel daggers with grin. These is mine now! Good steel! He staggers off to the right, towards the main warren with his prizes still sticking out of him until he can find a good resting spot to dislodge them and bandage himself.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#110 Post by Rex »

Twerp, Pygmy and Zilch

All 3 will hide by area 12 (down the hall towards 11) and wait to ambush anyone caught in the pit at 12.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#111 Post by Dram »

Retch, Gock will move to area #11 wait in ambush on the ledge. behind some crates with there bows and spears. Retch throws the flammable oil on the ledge in the dry stream bed near the weeping wall. He will take a torch with him up on the ledge. Weeze willz burnz themz goodz. Whenz theyz comez thruze herez.


Slog will stay in area#13 with his bow.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#112 Post by shaidar »

With the alarm now sounded :oops: , I'll keep my previous statement of actions
shaidar wrote:with the alarm raised, snotrag and spittle will position themselves where the tunnel to room 13 meets the tunnel to room 14, waiting in ambush.

Upchuck moves to where the tunnel from area 11 meets the chamber of area 12. He'll explain the plan to the other goblins gathering, he's going to make an illusionary wall blocking off the tunnel which leads to 11 and the rest of the complex, and when the stupid adventures head down towards the infirmary the goblins can surprise them from behind.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#113 Post by GreyWolfVT »

Smoke?

Goblin runners alert the rest of the clan that the adventurers are here. Flea Bottom shows off his newly acquired daggers sticking out of his body his blood oozing from the wounds. Then shortly after smoke starts to fill the cave entrance near Area 15. The goblin guards stationed hear the main entrance begin to choke on the smoke and move away from the smoke as it is causing their eyes to water. The send their runner back to alert the others that there is smoke coming in and that the adventurers must have started a fire.

Actions?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#114 Post by Rex »

Pygmy, Twerp and Zilch

Stationed near 12 in corridor to 11.

Will hold once runner goes past them, waiting to ambush the adventurers.
Last edited by Rex on Fri May 25, 2018 8:13 pm, edited 1 time in total.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#115 Post by Rusty Tincanne »

Biskins stays near Upchuck just outside Area 12, bow at the ready.

Flea Bottom retreats to area 11 to pull it the daggers and bind his wounds with the help of some (relatively) trustworthy goblin. He ticks the daggers into his belt, eager to try them out on an adventurer.

Madadam remains unaware of what is happening until a runner comes to relay the message.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#116 Post by shaidar »

Upchuck, Snotrag ans Spittle will hold their positions, unless the smoke forces them to retreat.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#117 Post by Rusty Tincanne »

I hadn't thought of depth, but the smoke rising implies that the tunnel to area 12 does not delve downwards. I can't help but think that these adventurers aren't going to enter this area because they can't breath smoke either. And they are taller, so they are more susceptible. But I don't think either of my characters are smart enough to make that assumption on their own. :P
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#118 Post by shaidar »

Upchuck realises that the smoke is staying where it is, he decides it's good cover for his spell.

As Flea Bottom retreats he says to him "makes surez they keeps an eye out at the side entrance, this could be a distractions"

He settles himself down and casts Phantasmal Force, creating an illusionary cavern wall in front of the passage that runs from 12 to 11, so it seems that the only option in area 12 is to head towards areas 13/14
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#119 Post by Rusty Tincanne »

Heeding the advice from Upchuck, Flea Bottom continues to the side entrance once he has stabilized his wounds.


Biskins follows suit, but doesn't wait for the runt, Flea Bottom, to bind himself.
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Re: Scenario #1: Goblintown - Stop the Adventurers!

#120 Post by GreyWolfVT »

Now what?

So far the excitement appears to have died down the smoke never makes it down into the rest of the cave complex and the guards near the main entrance were forced back down the passageway a little to stop their eyes from watering and the coughing. Eventually the smoke stops entering the cave as the burning barrels you can only assume stop burning. So far nothing more has happened from the adventures as of yet.

Actions?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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