Hello everyone. I am looking for input to flesh out my next session a little bit. My group of 4 level 10s will be going to a cave/camp or something of goblins. What once was going to be a small part of a session now will become the majority of the next session, about 4 hours or so. The goblins will be controlled/paid by the drow (although will not be present at the cave). I am looking for ways to introduce a puzzle/trap/environmental story telling or anything that would make it more obvious they are lead by the drow so the group can put the pieces together and hopefully determine it on their own. Additionally looking for 1 more interesting combat encounter for the group.
Drow are known for taking slaves. If the party has a good investigation check, they can notice brands on the goblins. Players with the right language would know the symbols as 'undercommon' and those that pass good history checks could know the brands to represent a specific Drow house?
As far as traps go, just going off ideas that I remember from the RA Salavatore Drizzt books:
- Relatively obvious ways around obstacles or traps (like a wall, but halfway up it there's a hole in it) but these obvious ways around are coated in super strong webbing. Players go in, but they don't come out. - Mushrooms that scream when they're stepped on or disturbed. - Illusions everywhere! - Traps that trigger the 'faerie fire' spell to shine a spotlight on people trying to sneak in. - Lots of ambush points from different angles. Between levitation and using lizards/spiders that can climb on ceilings, Drow can attack from any angle. I imagine they'd teach these goblins those strategies if they're being used for defense. - Drow poison darts or maybe needles coated with the stuff on certain objects that the party might interact with.
Hello everyone. I am looking for input to flesh out my next session a little bit. My group of 4 level 10s will be going to a cave/camp or something of goblins. What once was going to be a small part of a session now will become the majority of the next session, about 4 hours or so. The goblins will be controlled/paid by the drow (although will not be present at the cave). I am looking for ways to introduce a puzzle/trap/environmental story telling or anything that would make it more obvious they are lead by the drow so the group can put the pieces together and hopefully determine it on their own. Additionally looking for 1 more interesting combat encounter for the group.
The Goblin chief and their lieutenants are using blades and chain shirts of Drow make?
There are documents in the chief’s possession with the same Drow name appearing on a few of them?
The heroes overhear some of the Gobbos complaining about “Those stuck-up grey points” or something?
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Have some mounted on giant spiders. I think goblins can ride spiders?
Or have some goblins using arrows with drow poison on them?
Drow are known for taking slaves. If the party has a good investigation check, they can notice brands on the goblins. Players with the right language would know the symbols as 'undercommon' and those that pass good history checks could know the brands to represent a specific Drow house?
As far as traps go, just going off ideas that I remember from the RA Salavatore Drizzt books:
- Relatively obvious ways around obstacles or traps (like a wall, but halfway up it there's a hole in it) but these obvious ways around are coated in super strong webbing. Players go in, but they don't come out.
- Mushrooms that scream when they're stepped on or disturbed.
- Illusions everywhere!
- Traps that trigger the 'faerie fire' spell to shine a spotlight on people trying to sneak in.
- Lots of ambush points from different angles. Between levitation and using lizards/spiders that can climb on ceilings, Drow can attack from any angle. I imagine they'd teach these goblins those strategies if they're being used for defense.
- Drow poison darts or maybe needles coated with the stuff on certain objects that the party might interact with.
What about a lot of pits with spider swarms on them?
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