Northern Plateaus

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Jun 28, 2017 11:45 am
Yeah, I doubt they would either, but a war effort would mean both an increase in mining in the Delve and that the bulk of the hobgoblins would be somewhere else rather than hanging around the mines. Assuming that the prison could be accidentally opened by miners or a pit collapse, of course, which I suppose is a rather big assumption.
Jul 3, 2017 1:49 am
One of the battle tactics of the hobgoblins of the red delves is to strap the largest chunk of lodestone they can to a war mammoth, and send it ahead into battle. The mammoth is given large doses of dreadroot, which is known to cause horrifying hallucinations and paranoid premonitions of death. The lodestones used are strong enough to pull in steel from 30 feet away.
Jul 13, 2017 4:39 am
Dungeon: The Chamber of the Fallen

Hobgoblins acting on both the urges of an unknown benefactor and the thirst of battle, have excavated deep tunnels looking for precious ore to build their great siege weaponry. But the Hobgoblins have dug too far. Something waits at the bottom of the mountain, something put there long ago.

Players have been tracking a strange evil through the lands. A hobgoblin warlord that does not speak and wears a full hood leather mask of multiple humanoid origin is said to be working with a hag that is know as Grandmother in every native tongue.

The Hag has her own adventure but that's for another time.

Upon entering the dungeon, a small crack in the mountain that was provided from an informant inside is supposed to be a secret entrance. You have been waiting on a messenger from the informant for some time now and it is getting to be suspiciously late. Your team has decided to enter to investigate.

Upon entering and walking a fair distance through a narrow hallway, the passage widens and there is some normal dungeon fare: a fallen body in an open space. Death from above lurks here and if the players investigate the body they may meet a similar fate.

The body is that of the informant and has another letter to the outside. It is from a frightened female hobgoblin that says she fears she is soon to be found out.

The players, if they wait long enough will hear a scream from the continuing passage way. There two hobgoblins have a third in chains. An axe hangs in the air as the two argue over the third's, "the traitor" as they call her, remaining possessions. The third is immobilized and frantic. A diary is among the possessions. If the players do nothing, the two settle their argument and kill the third for being a traitor, and divide the stuff with a fancy weapon going to the executioner on the promise that the other one gets to keep the next one. After going through the more valuable possessions, they discard others in the girls things that are not of use including the diary. They return to their hovel.

If they choose to intervene, they can gain a powerful ally, the informant, to help them navigate the mines below to kill the masked rider and the Hag. But both the diary or the informant warn of something more dangerous that has been woken. Something she calls Günahkâr . . . Fallen.

By the way, I have this entire adventure planned out with maps by the way, though I'll have to find those. Or just redraw them.

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