Thursday, 18 June 2026

6-Room Dungeon goblin mine revision 2





































My weekly Hawksmire Island D&D 5 game was particularly appalling this week. Ther dragon they were facing last time invited them to take one of three goblets to receive dark gifts or they would be eaten. So Glubglub got spirits and skills, Ratrump the halfling rogue and the new light cleric got mist abilities and Threekay the dwarf cleric got shadow powers. They returned home and worked on Bastions then set off again.

The party killed some orcs and came to city to explore. Found wanted posters for them. Glumpglump the musiacal barbarian tried to impress orcs by juggling heads of another tribe in front of them. The guards let them in without giving them rules in hope party would suffer. The party did some trade and signed up to join the Hunters guild so they could stay in the city. They went into the woods and killed some deer and were pleased they could join the guild. Found a cottage with a family and party a bit wary of some witch signs of sticks on house. So Glubglub invited the man to look in the barrel of his new gun axe and shot him. Party butchered werewolf parents while kids went inside. The new cleric went in to help the children and removed their curses. Glubglub wanted to get them but saw priest protecting them so backed off. Ratrum adopted the form of their dad (but only 3 foot tall) and said mean stuff to the kids to make them cry. Took kids to town and got their hunter's guild passes. Glubglub tried to show off "werewolf" heads that seemed like humans to most. Some guards backed off and secret police and divination teams were activated. The priest buried the heads with a proper funeral and cursed the heads. Threekay has been acting a bit more like a good cleric since he has competition. A messy session of bad behaviour. I'm fine with a new player resisting this.

Origional Series
1 Redbrick + Revision
2 Goblin Mine
3 Gothic Tomb
4 Magic Mansion
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate

mapping your 6 room dungeon 

Environment 
Dungeon Defence
Conditions
d12 Sounds & Smells
d12 Rumours
d12 Missions
d12 Factions
d12 Allies 
d12 Enemies
d12 Special Treasure
d12 Special Feature 

Environment
Rough cut stone mineworks, often with shafts up and down, ladders, scaffolding, rubble heaps and uneven slopes following veins of minerals. Wooden support beams will be in place some bent from the weight. There are a few wooden doors, but iron bar gates are more common. Some may be damp or dry. Will be dark, but lamps, torches, and candles might all be found.


Dungeon Defence Conditions
5 DEFCON Blue - Peace 1in12 encounters
-peaceful goblins working, mostly miners and labourers
4 DEFCON
Green - Increased intelligence 2in12 encounters
-armour and weapons made ready and some regular patrols and guard posts
3
DEFCON Yellow - War Ready 3in12 encounters
-baricades, traps set, doors locked, hobgoblins appear in guards and patrols
2 DEFCON Red - Ready to deploy 4in12 encounters
-marching hobgoblin squads and sections, bugbear scouts, more traps and barricades
1 DEFCON White - Total war imminent 6in12 encounters
-bugbear squads, other goblin allies and exotic goblin kin come to help 

d12 Sounds & Smells
1 Stale air
2 Sulphur
3 Smoke
4 Gas
5 Distant clanking sounds
6 Sound of shaking and rubble
7 Rattling chains
8 Distant earthy thumping sounds
9 Cracking rock
10 Sound of tools
11 Horn or bell of some distant 
12 Earth shakes with a lesser tremor

d12 Rumours
1 Goblinoids are bad enough, so look out for anything that can surplant them
2 Some of these mines found strange long-lost horrors best forgotten
3 Goblins can be more civilised than you think and can be traded with
4 Goblin markets have extraordinary goods unheard of by mere humans
5 Goblins are often controlled by more powerful monsters or even elves
6 You can still find minerals in these deep, dark mines, they say
7 Spirits of dead miners may lurk in a mine and may need to be appeased with offerings
8 Old mining structures may be dangerously unstable and bent with age
9 Areas of mines can be flammable and burn for decades
10 Beware of valuables lying about, even dumbest monsters use bait
11 Traps are bad enough but often these tunnels are wildly unsafe
12 Goblins in times of war start practising cannibalism and mutate into other goblinoids

d12 Missions
1 Miners need equipment just lying abandoned in the goblin mine
2 Mining company has breached a goblin mine and needs adventurers to clear it out
3 Dwarves surrounded by goblin outpost mines who could actually be sappers
4 Abandoned tunnels under the village are making noises again, go see if its rats
5 Goblins took a silver mine needed to make weapons vs supernatural beings
6 Goblins in the area are trying to peddle their addictive food, kidnapping and selling cheap goods!
7 Goblins have a new leader, making them more aggressive and resentful
8 New goblin clan, more warlike with more bugbears, thouls, goblins and more
9 What are those goblins digging up or building?
10 Spore clouds from the deep have made humans feel odd. Go and see what's up
11 Aggressive savage goblinoids led by a druidic cult have infested a hill and are attacking the frontier industry
12 The old haunted mines have come to life again. Lights have been seen from the area

d12 Goblin Factions
1 Mountain Borers are dedicated to war with dwarves, gnomes, elves and any underlang folk. They have a ever expanding kingoms under a high king of the deep
2 Earth Kindred are druidic cults, each has a favoured mammal, reptile or amphibian pets. (d6 1=bats 2=wolves 3=lizards 4=frogs 5=rats 6=jackals). They hate civilisation
3 Stone Killers serve evil elemental earth, ever digging and waging war. While some operate forges, many are stone age, shunning metal goods and dwell in caves   
4 Royal Goblins are the most advanced and fancy. They are snooty, love guns and duels. Their palaces are ornate, and they will hire hobgoblins and bugbears and worse as guards
5 Chaos Cult are often mutants, and some devolve into formless horrors. They hate order and civilisation, preferring to fight as irregular mobs to glory and entropy!
6 Arcane Cult are wizard and alchemist goblins who seek spell knowledge above all, wear pointy wizard hats. They trade for spells or serve wizards to learn spells
7 Machine Cult are mechanical engineers who craft automatons and siege weapons. They steal technology from gnomes, dwarves or humans readily and may improve it
8 Invert Breeders are druidic tribes who keep giant bugs, spiders, scorpions, crabs, worms or other critters. They domesticate a favoured species as foor, mounts or herd beasts
9 Fungus Farmers are druidic tribes who cultivate fungus forests in the deep and sometimes the surface world. They have ambulant pets also. Vegetal and slime keepers exist too
10 Faerie Kindred serve elves and faeries, and often live on the borderlands to keep humans away. They also kidnap humans, especially children, as slaves in faerieland, often using addictive food 
11 Goblin Market clans are travelling merchants who operate seasonal markets selling weird goods from across the great world tree and other worlds. They are secretive to humans
12 Death Kindred serve the underworld gods and death. They dig up corpses of humans and make undead from them. They often work with necromancers, dark rulers and death cults

d12 Goblin Allies
1 Dark faerie such as brownies, sprites and dryads of underworld fungus  
2 Evil gnomes are sadistic enslavers with weird powers
3 Hobgoblin mercenaries might be called in but there is a risk they take over being more lawful
4 Bugbear mercenaries might be hired but they will start eating goblins if times are lean
5 Norkers are savage, tusked big cave goblins who shun tools non stone age tools
6 Gremlins, snyads or Mites are tiny goblinkin who infest areas and spread bad luck 
7 Nilbogs are contrarian chaos-touched goblin saints who may dress as jesters, things that harm normal people heal them and healing harms them
8 Barghests with own goblin followers and pets might come to help but are dangerous
9 Thouls are made by arcane goblin rituals where they mate ghouls, trolls and goblins to make these dangerous monstrosities. They often live alone or as bodyguards as more antisocial 
10 Kobolds are more orderly but respected crafters and builders, and are goblin kin
11 Dark Creepers and Stalkers, fey folk from the deep who hate surface folk
12 Trolls are dangerous to deal with and eat goblins but effective and work for food

d12 Goblin Enemies
1
 Maezel humanoid hating loners, hunt other species and are widely hated, have a secret lair
2 Mimicks eat goblins and are disguised as treasure, ore carts, barrels and mining gear
3 Abhuman beast folk might enslave or eat goblins (d4 1=mole 2=lizard 3=toad 4=rat 5=bat 6=squid) 
4 Ogres and giants may eat or enslave goblins
5 Dwarves are age-old foes, even if they have similar alignment and cults
6 Elves of bright or shadow dwelling may enslave or wage war on goblins
Fish folk from deep flooded mines will eat and enslave goblins
8 Land Shark, a huge burrowing horror
9 Giant ant or termite colony
10 Giant bugs, spiders, scorpions, crabs, slugs, worms or other insect critters
11 Ochre Hulk will hunt and eat goblins
12 Xorn come to eat minerals, especially gems

d12 Special Treasure
1 Goblin Idol of stone, clay or woven fibre, holds a spirit that warns the local goblins if an intruder enters the goblins' area. Some may have wards or curses ready on them as traps too
2 Goblin Pick d6 ignites flamables with sparks if struck on stone or metal +1 lightning damage and makes a flash of light over a 3m circle. +2 to hit vs metal armour
3 Eggs that hatch creatures (d4 1=strange goblin dogs 2=spiders 3=slugs 4=giant beetle), in a box with a d6 and padding
4 Chaos Mushroom gives you a d4 minor mutation and a major mutation for one hour, for each mutation save or becomes permanant. Too many mutations can make you a chaos horror
5 Goblin Sacred Pole protects camps from petty spirits and wild animals over a 6m circle, unless you attack them first
6 Goblin Bone Flute if played, animates a skeleton as long as you play as a standard skeleton. It is obvious who is controlling it
7 Ancestral Mask +1 AC and +1 damage any weapon used if worn by a goblin, other users must save or be possessed by an ancestor spirit who will try to destroy the body to aid goblin kind
8 Goblin Ruff +1 Protection, fancy neck ruff that can shrink to a modest collar
9 Goblin Mace d6 +1 magic mace, if blocked by a near miss from a non magic sheild will shatter 
10 Goblin Cestus d4 damage, +1 Protection and +1 hit and damage, but you must wear the pair; if punched together, they produce sparks and a loud noise
11 Goblin Blade d4 damage and save or a d4 venom damage, handle can store 10 uses in a well
12 Goblin Fruit is very delicious and sweet to smell. Eat any save or crave more beyond reason, allowing goblins to lure you to faerieland. You get one more save to resist capture but you remain desperate and melancholic. Drinking lots and vice helps take away your loss. Removing the curse or cure poison may help

d12 Special Features
1 A pumphouse worked by machines or labour is required to keep water levels down 
2 Goblinoids are already on alert due to conflict with some invading enemy monsters
3 A spirit of mine aids the goblins with alerts, traps, and healing
4 Poor safety conditions, noise or explosions may cause cascading cave-ins and mini quakes. Perhaps complex has a timeline of minor events before a final collapse
5 The mine is hot and sweaty, making fatigue worse in heavy armour and you need more water
6 A strange mineral or gas poses additional risks (d4 1=corrosive 2=mutagen 3=poison 4=flamable)
7 Fungus has overgrown every surface and attracted giant critters
8 Haunted with undead miners and possibly any killed here arise occupied by evil spirits
9 An evil mine spirit bothers everyone here with pranks and worse but goblins are more prepared with holy symbols and their magicians have spells ready for it
10 A giant sleeping titan or kaiju has been partly exposed and in several chambers with valuable resources right against it or perhaps it is the resource
11 Damp and slimy mines slithering with gelatinous monsters and perhaps some giant bugs who eat them
12 Giant ants or termites or rats are always getting in and a pest for regular occupants and possibly a dramatic breakthrough might happen soon. Three-way combats or strange alliances might form in crisis

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