← World Vault

26. Guard Post

jn1-room-caves-26 • jn1-room-caves-26 • JN1: Chaotic Caves
Six goblins hunker here, ready to fight intruders. Each has 1d6 cp. They control a net trap which they can drop by jerking on a rope (it covers the trap area marked on the map at the entrance). Entangled opponents will be easily subdued, but can get free in 1d6 rounds if they are left alone. The GM should use common sense and an easily- managed die roll to see if any character is trapped. Any who are foolish enough to walk right under the net will almost certainly be trapped. More so, the goblins have slings and will pelt anyone who steps out to try to undo the net. 6 Goblins: AC 14, HD 1-1, #At 1 shortsword or 1 sling, Dam 1d6 shortsword, 1d4 sling, Mv 20', Sv F1, ML 7, XP 25 ea. HP
JN1 The Chaotic Caves, room 26. Monsters: 6 Goblins [bestiary:Core-goblin-61]: AC 14, HD 1-1, #At 1 shortsword or 1 sling, Dam 1d6 shortsword, 1d4 sling, Mv 20', Sv F1, ML 7, XP 25 ea. HP [3, 3, 3, 3, 3, 3] Hazards: trap, trapped
NPCs HERE • 0
Add via World page
No NPCs yet. Use + Add NPC on World Vault and assign to this location.
MAP & PINS • 0
Tap the map to drop a pin (grid) — drag pins to move them.
No map yet — upload one, or click anywhere to pin on the grid
Tip: click anywhere on the map above — the form appears here with coordinates filled in.