Here Be the Goblins – A Lair Level Encounter for Labyrinth Lord

Sep 23, 2011
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Get Ready

Really? Another goblin adventure? Whatever, Quantum Ogre man, we’ll head out toward the village. Can’t you come up with something interesting?

Get Set

All who have ventured into the goblin village to date have made delicious soup. The goblins are happy, thriving and apparently breeding prodigiously. The goblins have formed a minor religious sect toasting the “Stupid Humans” as each group attempting to kill them has ended up filling the cook pots.

The goblin village is set near the edge of a swamp. A muddy walkway 100 feet long leads through the bog onto a thin island where the encampment has constructed huts, centralized cooking pits, and homes amid the overhanging trees. The primary island is a thin spit, only about 50 yards wide but extends nearly 500 yards. Several additional paths connect the primary island others nearby.

The entry path way will support light-weight humans and demi-humans. Anyone wearing metal armor will struggle through the mud, sinking deeper than the lighter companions. Unless very stealthy, the PC’s will be greeted when they are about halfway across the path by a smiling goblin with strange features.

The smiling man is a mottled gray rather than the yellow/orange/red skinned goblins the party has encountered before. His frame is nearly 4 feet. Taller than other goblins they have seen. Running a hand through his iron grey hair, he beams a broad smile of yellowish teeth before yelling, “Welcome to dinner, my new friends.”

Behind him are many goblins with hair and skin colors the party is accustomed to seeing. Just as many taller ones of the same mottled grey skin along with mottled green and pale grey skin stop to look at the party struggling through the muck. The taller ones range from 4 feet to 6 feet tall. The tall ones chuckle when the smiling man speaks. The short folk begin to slink away from the entrance to the village.

Be descriptive indicating the differences between the tall folk and the normal goblins. Should no one take note, let the feast begin. Even if they are wary, their bones look succulent.


The village is not a normal goblin encampment. It is well organized and the “Tall” folk dominate the village. Neither party should be surprised during the encounter. Both should be well aware of the others and the goblin encampment will be much more aggressive than expected.

The tall folk are Pygmy Trolls — mixed breed trolls and goblins. Not nearly as tall or strong as normal trolls, the pygmy’s are just as aggressive and retain the ability to regenerate as trolls. They are also very crafty and know most people underestimate them as lesser beings.

The smiling man will heckle the party continuously, confident they can overcome and eat them in the end. His barbed remarks will be targeted at anyone in armor who is struggling across the pathway. Rage and oversight are on his side.

The PC’s should recognize something is not as they expect it to be. The heritage of the monsters should be hidden other than physical cues. Ideally, they should engage and be overwhelmed and flee back across the path. If they return to town, they will be mocked by other adventurers due to their failure to beat mere goblins.

The PC’s should survive the initial attack unless they are stupid. They will be chased but only within a couple of miles. After they lick their wounds, the party should begin to recognize these are not normal goblins. If they don’t, they may become soup. Yummy, tasty adventurers.

Notable NPCs

Goblin (29) [AL C, MV 60’ (20’), AC 6, HD 1 -1, #AT 1 (weapon), DM 1d6 or weapon, THAC0: 19, SV 0 human, ML 7, XP 5, LL 78, HC XX] Total XP: 145. HP: 7, 4, 5, 1, 4, 3, 3, 7, 6, 3, 5, 1, 4, 1, 1, 5, 3, 7, 7, 3, 5, 3, 4, 3, 3, 1, 1, 1, 2.

Pygmy Troll (18) [AL C, MV 120’ (40’), AC 4, HD 4, #AT 3 (2 claws, bite), DM 1d3/1d3/1d6, THAC0: 16, SV F4, ML 10, HC XIX]. HP: 22, 22, 22, 15, 14, 9, 13, 15, 16, 8, 19, 23, 11, 10, 11, 14, 12, 19. – All special abilities as Trolls.

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