TEXT:  
   
   
   
  vault of 
  goblin dreams 
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
  
   
  2 
   
  Vault of Goblin Dreams 
   
   
  Goblins 
  As a general rule, in the confines of the Midlands, 
  goblins are nowhere to be found. Nor are 
  bugbears, gnolls, kobolds, orcs and many other 
  monstrous races. But this rarity does not 
  necessarily mean such creatures do not exist. In 
  the heart of the Wistwood, hidden deep 
  underground, far from the stinging rays of the 
  sun, lairs a singular tribe of unique greenskins: 
  the Druvtog. 
   
  Referred to only in secret dwarven texts of the 
  Second Age, the Druvtog are thought to have 
  spawned from the blackest veins of the earth, a 
  twisted curse upon (and some say reflection of) 
  the longbeards themselves.  
   
  Goblins share the dwarves’ diminutive height 
  and rapaciousness for gold, but are green 
  skinned, with pointy ears and sharp teeth. 
  Singularly cruel, the Druvtog revel in the 
  suffering of others, seized with unique insights 
  into contraptions meant to capture, injure and 
  maim.  
   
  More so than dwarves, the Druvtog are 
  extraordinarily long lived, often surviving 
  hundreds if not a thousand years unchecked. 
  Unlike their cousins however, they shun daylight, 
  which causes them severe optical pain. 
   
  Such remarkable longevity however comes at a 
  price; the goblins are only active for brief periods 
  before slipping into stasis like hibernation for 
  centuries. When the party arrives, the greenskins 
  have been slumbering for sixty years, protected 
  only by their deathtraps and warning systems. 
  Whether they stay that way is up to the PCs.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Vault 
  Entry to the goblin halls is via three different sets 
  of stone stairs: see Area A, D and D (all of them 
  trapped).  
   
  The interior is cool, spookily quiet, and crafted of 
  enduring, quality stonework. The corridors and 
  chambers are completely unlit; adventurers will 
  need their own light source to see. Living within 
  the vault are three competing goblin factions;   
  Rumours & Hooks  
  A lost dwarven bestiary makes curious 
  reference to the “Druvtog”, or goblins, 
  reportedly lairing in a deep vault hidden in 
  the Wistwood. The tome suggests the 
  goblins were extraordinarily long lived, 
  hoarding precious metals before slipping into 
  generations long hibernation, protected only 
  by devious traps.  
  
   
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  Map 
   
   
   
   
  
   
  4 
   
  (i) the Jawjacks (massive mouths brimming with 
  teeth), (ii) Gryndersnouts (bulbous noses with a 
  sharp sense of smell) and (iii) the Eargoffs (huge 
  pointy ears, superb hearing).  
   
  The goblins speak their own language (a rare 
  dwarven 
  offshoot, 
  unknown 
  outside 
  the 
  complex) as well as common, which they learnt 
  from 
  countless 
  barbarian 
  victims. 
  Whilst 
  technically on friendly terms, the clans have 
  developed a natural rivalry over millennia, and 
  will be reluctant to draw the other tribes into 
  their “fun” if they manage to capture any of the 
  PCs. On the other hand, if truly threatened, the 
  goblins will unite against a common foe.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Jawjacks 
  The Jawjacks are approximately 3½ ft high, with 
  smooth, dark green skin and enormous maws 
  filled with a multitude of teeth. They are the least 
  numerous of the goblinkin, but are better 
  equipped than their cousins. The Jawjacks are 
  led by the brightest greenskin in the complex, 
  Snerkles, the vault’s premier trapsmith, and 
  inventor of multiple “wyrd” technologies. 
   
  Jawjack, AC 12, HD 1d4 hp, Shortsword 1d6 and 
  Bite 1d4, 19: as weapon or Bleeding Bite causing 
  1 damage each round for 1d6 rounds (action to 
  bind wound and negate), S8 D14 C10 I10 P11 
  W13 Ch8, L3, Mv 30 ft. Goblins see as well in 
  darkness as in torchlight, but suffer a 33% miss 
  chance in daylight.  
   
  Jawjacks have a 30% chance of being equipped 
  with one of Snerkles’ wyrd artifacts (roll 1d4):  
   
  1. Steamhorn: 2 handed, one shot per 
  combat, blasts scalding steam in a 15 ft 
  line causing 3d4 damage (Luck (Dex) save 
  for half). 
   
  2. Thunderpod: single use, throw 40 ft, 
  unleashes concussion blast in a 10 ft 
  diameter, stunning targets (helpless for 1 
  round, Luck (Con) check negates).  
   
  3. Ironward: 
  oversized 
  belt 
  buckle 
  sprouting wires, single use, grants a 50% 
  chance to deflect a metal weapon hit 
  with an electromagnetic burst. 
   
  4. Boomstick: one shot per combat, two 
  handed, range 120 ft, 4d4 damage 
  (“exploding” 4’s). On a fumble the 
  boomstick explodes causing damage to 
  the wielder.  
  
   
  5 
   
  Snerkles, Boss monster, AC 14, HD 3 (21 hp), 
  Lightning Rod 1d8+1 and 1d4 Dex loss, 19: target 
  is hurled backwards 1d4 x 5 ft, S8 D14 C10 I15 
  P11 W14 Ch13, L6, Mv 30 ft. Snerkles is a Boss  
  Monster with all the usual benefits (LFG p.95), 
  and comes armed with each of his wyrd 
  inventions, plus the Lightning Rod (2d4 charges 
  before needing to recharge in a lightning storm). 
  Goblins see as well in darkness as in torchlight. 
  Snerkles’ unique googles allow him to see and 
  fight in daylight without penalty.  
   
  Gryndersnouts 
  Gryndersnouts are 4 ft tall, with blotchy green 
  skin, small pointed ears and bulging, oversized 
  noses (through which they snort regularly, 
  similar to horses). Despite substantial numbers, 
  and 
  control 
  of 
  the 
  western 
  tunnels, 
  Gryndersnouts are quick to flee from real danger. 
  A sibling duo, the Jabbernook Brothers, rule the 
  clan. Having fought together for more than 700 
  years, the Jabbernooks demonstrate uncanny 
  synchronicity when fighting together.  
   
  Gryndersnout, AC 11, HD 1d4 hp, Spear 1d6+1 
  reach 10 ft, 19: broken spear, check for morale, 
  S10 D14 C10 I10 P11 W7 Ch8, L3, Mv 30 ft. 
  Advantage on scent related tests (including 
  tracking). Goblins see as well in darkness as in 
  torchlight, but suffer a 33% miss chance in 
  daylight.  
   
  Jabbernook Brothers, Boss monster, AC 13, 
  HD 5 (38 hp), Spear 1d8+1 and Snoutblade 1d6, 
  19: target is disarmed, S11 D13 C13 I10 P13 W12 
  Ch15, L8, Mv 30 ft. The Jabbernooks are a Boss  
  Monster with all the usual benefits (LFG p.95) 
  and fight as a single entity, occupying a 5 or 10 ft 
  space as they please. When staggered, all 
  enemies within 5 ft suffer one attack, then one of 
  the brothers dies (loses 1 of their 2 attacks). One 
  of the brothers carries a shield which may negate 
  a single attack (as shield rules LFG p.40). Goblins 
  see as well in darkness as in torchlight. 
   
  Eargoffs 
  Eargoffs are the most diminutive of the 
  greenskins, about 3 ft tall with comically large, 
  pointy ears. Their skin tone is a light yellow-
  green, smooth and hairless with shiny bald pates.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  More than any of the other vault occupants, the 
  Eargoffs love to inflict suffering and strife, 
  exulting in the pain and terror their victims 
  experience. Ideally, Eargoffs like to be up close 
  and personal during their target’s misery, 
  revelling in their misery and helplessness.  
   
  The Eargoffs are controlled by the Grand High 
  Hobnobbler, also known as the Majestic 
  Keymaester, Duke of Doors and His Most Perfect 
  Puffery, depending on his mood. Larger than 
  most of his kin (4½ ft), the Hobnobbler is an 
  abhorrent psychopath and sadist, ruthless in his 
  
   
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  exercise of power; a loathsome despot of the 
  highest order. 
   
  Eargoff, AC 12, HD 1d4 hp, Bite or dagger 1d4, 
  19: Luck (Con) check or suffer goblin rabies (see 
  below), S6 D14 C9 I11 P13 W10 Ch9, L3, Mv 30 
  ft. Advantage on hearing related tests. Goblins 
  see as well in darkness as in torchlight, but suffer 
  a 33% miss chance in daylight. 1d4 hours after 
  contracting goblin rabies, the subject salivates 
  uncontrollably and develops a serious madness 
  that cannot be cured until cleansed of the 
  disease (Cure Malady, or apothecary care for 1d4 
  months allows a second save. If this is also failed, 
  the victim slips into a coma and dies shortly 
  thereafter). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Grand High Hobnobbler, Boss monster, AC 15, 
  HD 4 (30 hp), Dagger 1d4+2 and Bite 1d6, 19: 
  Luck (Con) save at disad or suffer goblin rabies 
  (see Eargoff), S13 D14 C11 I13 P15 W15 Ch15, L8, 
  Mv 30 ft. The Hobnobbler is a Boss  Monster with 
  all the usual benefits (LFG p.95) and advantage 
  on hearing related tests. He never makes morale 
  checks and his kin have advantage on such 
  checks if he is within sight or hearing. The 
  Hobnobbler has a keyring with keys to all of the 
  locked doors in the vault.  
   
  Goblin Crawlways 
  Running above, below or parallel to most of the 
  vault’s corridors is a network of criss crossing 
  tunnels (not marked on the map). The crawlways 
  are only 1 ft in diameter, just enough room to 
  squeeze a lightly armed goblin or small child 
  through. Secret hatches allowing access to the 
  tunnels may be spotted with a Perc (Det) check. 
  Once awake, the goblins use the tunnels to 
  secretly reposition and outmanoeuvre the PCs. 
  There is a 75% chance of a crawlway hatch along 
  any long corridor, 30% for shorter passages.  
   
  Random Encounters 
  There is a 30% chance of a random encounter 
  every hour the party spends in the vault, or any 
  time the adventurers engage in conduct that is 
  particularly loud. Although the goblins are 
  initially hibernating, they are unlikely to stay that 
  way the further the intruders delve. If an 
  encounter occurs, roll 1d8, adding a cumulative 
  +1 for each incident of party “loudness”.  
   
  1. Nothing but the flickering of the party’s 
  torches, and their darting, suspicious 
  gazes.  
   
  2. Water drips from the ceiling nearby, 
  forming a small puddle of the ground. If 
  the PCs inspect the ceiling, water marks 
  clearly outline a crawlway hatch.  
   
  
   
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  3. 2d4 
  Xornlings 
  (LFG 
  p.130) 
  have 
  dislodged part of the wall, leaving a pile 
  of rubble in its wake. They are hidden in 
  the rocks, eager to feast on the PCs’ gold 
  and gems. 
   
  4. A Grey Ooze (LFG p.112) is hiding 
  amongst a series of natural pools. 1d3 
  half consumed goblin skeletons are 
  littering the area.  
   
  5. 1d6 globules of Green Slime (LFG p.112) 
  are 
  spread 
  across 
  the 
  ceiling, 
  hibernating. They awaken within 1d4 
  rounds. 
   
  6. A pressure plate (Perc (Det) check to 
  spot, else 50% chance of stepping on) 
  releases a 5 ft cloud of toxic gas (4d6 
  damage and 1 Str loss, Luck (Con) save 
  negates). 
   
  7. A Gelatinous Cube (LFG p.108) occupies 
  this corridor or a nearby passage. It 
  senses the party’s footfalls on the floor, 
  and is coming to consume them.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8+   Goblins in the nearest sleeping  
  chamber, or secreted in a crawlway     
  junction as sentries (1d4 goblins), 
  awaken. Their first objective is to learn 
  more about the intruders, then alert 
  others of their kind.  
   
  After at least some goblins have awoken, for 
  further random encounters, roll on the original 
  table as well as the below, and use the most 
  interesting result (roll 1d6):  
   
  1. 2d6 Jawjacks are moving through nearby 
  crawlways, manoeuvring to ambush the 
  PCs from behind.  
   
  2. 2d4 Gryndersnouts appear at both ends 
  of the next corridor the PCs move 
  through (ie 4d4 total), bristling with 
  spears and javelins. They yell taunts and 
  snort like horses, attempting to trap the 
  PCs and draw more of their kin (3d6 
  arrive in 1d10 rounds).  
   
  3. 6d6 Eargoffs armed with knives and 
  teeth ambush the party from all angles 
  (emerging from secret hatches in the 
  walls, ceiling and floor), hoping to 
  overwhelm the intruders in one large 
  wave.  
   
  4. 2d4 Gryndersnouts armed with light 
  crossbows take pot shots from the end 
  of the next long corridor (+0/2d4+1 
  damage, 150/300 ft range). They flee 
  immediately thereafter, yipping and 
  barking like mad dogs.  
   
  5. A strange creaking and whispered 
  bickering can be heard from a nearby 
  corridor or room. 2d4 Jawjacks are 
  pushing/pulling or setting up a 200 kg, 
  
   
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  iron tubed blunderbuss, on a wheeled 
  wooden frame. They flee at the sight of 
  the party.  
   
  There is a 50% chance the blunderbuss is 
  a trap, exploding in a 10 ft radius for 5d6 
  damage (Luck (Dex) save for half) if fired. 
  Otherwise it is one shot, 8d6 damage in 
  a 30 ft long 10 ft wide cone, Luck (Dex) 
  save for half.  
   
  6. Snerkles, Jabbernook brothers or the 
  Grand High Hobnobbler (even chance) 
  are tracking the party, along with 4d6 of 
  their kin. They mean to encircle and 
  capture the PCs for later torture.  
   
  Area A – Gryndersnouts’ Entry 
  The vault entry in Area A is located at the most 
  westerly point on the map; a 5 ft wide stairway 
  of several hundred descending steps. At the end 
  of the steps is a stone door with a pull ring 
  (locked, Dex (Traps & Locks) check to open).  
   
  Like all of the vault’s entrances, the entryway is 
  locked and guarded. Once unlocked, pulling the 
  door open is automatic for Str 12+, otherwise a 
  Str check is required.  
   
  Beyond the door, a narrow 10 ft passage quickly 
  opens into 10 ft wide, 200 ft long corridor, lined 
  with pillars bearing goblin images. The corridor is 
  trapped. Three separate pressure plates (30% 
  chance of triggering for each one) cause darts to 
  fire from the eyes of certain pillar carvings (+5/1 
  hp damage plus paralysis in a random limb for 
  4d6 hours (Luck (Con) save resists the paralysis).  
   
  The northern door is made of sturdy, aged oak, 
  and is locked (Dex (Traps & Locks) check, or Str  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  check, to open). Beyond are three sleeping 
  chambers, each housing 3d6 Gryndersnout 
  goblins. If the door is opened quietly, PCs might 
  sneak into the rooms without waking them. Their 
  acute sense of smell however gives them 
  advantage on any Stealth vs Perception contest 
  (if successful, the goblins awake). If the door is 
  broken down, the goblins are automatically 
  roused. 
   
  Besides woollen bedding, each of the sleeping 
  chambers contains 1 x Carry Loot (LFG p.136), 
  held in small chests, crates, shelves, etc.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area B – Gryndersnouts’ Den 
  The four wooden doors to this chamber are 
  locked (Dex (Traps & Locks) check to open, or Str 
  check to break). The 35 ft by 15 ft chamber has 
  14 narrow sleeping alcoves adjoining it, each one 
  containing 1d3 sleeping Gryndersnouts (unless 
  already woken). Searching the entire chamber 
  reveals 1 x Carry Loot (LFG p.136). 
   
  Area C – Meeting Hall 
  The doors to this split level hall are unlocked. The 
  interior is decorated with goblinoid murals of 
  greenskins torturing humans, skorn, elves, and 
  dwarves (more than any other). Here and there, 
  other unfamiliar humanoid races also appear 
  (dragonfly winged humans, dog headed halfmen, 
  etc). Oversized chairs studded with precious 
  stones (1 x Valuables worth), stolen from some 
  lost kingdom, are spread along the walls. When 
  active, the various greenskin leaders often use 
  the hall for formal meetings.  
   
  The northeastern alcoves hold 1d3 sleeping 
  goblins each (random clan). Searching through 
  their bedding garners 1 x Carry Loot.   
   
  Area D – Eargoffs’ Entry 
  This entry to the vault is similar to Area A, stone 
  steps stretching down into darkness, ending in an 
  locked stone door with a pull ring.  
   
  The large hall that follows has jet black tiles and 
  marble pillars etched with goblin verse (their 
  creation story, seemingly from a cursed dwarven 
  bloodline). A subterranean lake burbles quietly in 
  the southwest corner, black as night but glinting 
  in the party’s torchlight. Hibernating in the pool 
  is the goblins’ Giant Serpent pet guardian; if 
  disturbed it is ravenous and doesn’t hesitate to 
  devour the party.  
   
  Giant Serpent, AC 13, HD 5, Bite 1d8 + poison, 
  19: special, S19 D16 C13 I3 P10 W12 Ch5 L8, Mv 
  30 ft. Poison causes 1d6 damage and 1d4 Dex 
  loss (a Luck (Con) save resists). On a natural 19-
  20 attack roll, the target is constricted, rendering 
  it helpless. A trapped victim may spend their 
  action to make an opposed Str check to break 
  free. 
   
  The western wall contains 5 alcoves holding 1d3 
  slumbering Eargoffs (the first sentries), who gain 
  advantage on any hearing based Stealth vs Perc 
  contests. The corridor heading east leads to 
  further sleeping chambers (exact numbers up to 
  
   
  10 
   
  the GM, or alternatively 1d6+4 hideyholes with 
  2d4 Eargoffs each, along with the Grand High 
  Hobnobbler himself. If this area is cleared, 1 x 2 
  HD Lair treasure worth of precious metals (LFG 
  p.140) may be scavenged from the Hobnobbler’s 
  personal quarters. 
   
  Area E – Jawjacks’ Entry 
  Like the entries in Area A and D, stone steps lead 
  to a locked stone door with a pull ring handle.  
   
  The 20 ft by 25 ft room beyond is flagstoned and 
  the walls expertly hewn. Carved into each ceiling 
  corner (20 ft high) is an oversized goblin head, its 
  mouth agape and eyes bulging. 
   
  Across the centre of the room is a 5 ft wide line 
  of trapped flagstones (the goblins use crawlways 
  hidden in the walls as a bypass). Standing on a 
  trapped tile (80% chance, studying the floor 
  grants a Perc (Det) check to spot the pressure 
  plates) breaks the false top and the character’s 
  foot descends into a 1 ft hole. The hole is lined 
  with 
  metal 
  spikes 
  pointing 
  diagonally 
  downwards at 45 degree angles.  
   
  Inserting a foot into the barbs causes no damage, 
  but pulling it out quickly inflicts 3d6 damage and 
  a likely foot injury (Luck (Con) save at 
  disadvantage to negate the injury; entry 3 on 
  Injuries & Setbacks table LFG p.54). Extracting 
  the foot slowly over 2d4 rounds causes 1d8 
  damage only.  
   
  Part 2 of the trap is linked to a timer and activates 
  the round after a PC becomes trapped in a foot 
  snare: a hatch drops from the ceiling, dumping a 
  barrel of tar like, highly flammable oil onto the 
  victim. If the character has a shield or similar 
  large item, they make a Luck (Dex) save to deflect 
  the majority of the oil (half damage later).   
   
  After the oil has dropped, a grinding sound can 
  be heard as the firing ports concealed in the 
  goblin heads rotate to take aim at the triggered 
  area. If more than one PC is trapped, the heads 
  divide up the targets. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Part 3 of the trap is linked to a timer and activates 
  the round after the oil dump. Firstly, the entry 
  door locks shut (may be opened with a Dex 
  (Traps & Locks) check). Secondly, all four of the 
  goblin heads release a stream of sleeping gas (a 
  narrow cloud, 5 ft wide, stretches to the floor, the 
  target and anyone adjacent must make a Luck 
  (Con) save or fall unconscious for 1d4 hours, an 
  apothecary with the right healing herbs might 
  brew an antidote). 
   
  Part 4 of the trap activates a series of bells in the 
  sleeping chambers to the immediate east and 
  west (these doors are locked; Dex (Traps & Locks) 
  
   
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  check to open, housing 3d6 Jawjacks each), and 
  also the far eastern sleeping alcoves (1d3 goblins 
  per alcove, as well as the Grand High Hobnobbler 
  himself). 
   
  Area F – Jabbernook Brothers Hideyhole 
  This area includes 6 smaller sleeping alcoves (1d3 
  Gryndersnouts each) and two larger ones (2d4 
  Gryndersnouts each).   
   
  The walls here are painted with goblin murals 
  depicting huge underground hives of greenskins 
  sheltering from flaming suns. A secret door is 
  hidden on the western wall (Perc (Det) check to 
  spot the outline, opens by depressing a pressure 
  plate in a goblin’s chest). The 10 by 13 ft chamber 
  within houses the sleeping Jabbernook brothers 
  and their valuables (small chests holding 1 x 2HD 
  Lair Treasure, LFG p.140). 
   
  Area G – Ancestor & Sleeping Chambers 
  The northern chamber, and two eastern most 
  rooms, each contain 5d6 sleeping goblins (one of 
  each of the three clans). Clearing each space 
  earns 1 x Carry Loot.  
   
  The central chamber is a small worship hall with 
  a 20 ft high domed ceiling. A round pillar expertly 
  carved in the shape of a great goblin arm and 
  claw holds up the roof. The hand’s claws have 
  beaten silver fingernails (worth 2 x Carry Loot if 
  pried from the ceiling).  
   
  Obsidian statues are set into the north, east and 
  west walls, depicting long dead goblin leaders 
  (especially grotesque and ancient specimens, the 
  founding members of the complex, buried 
  below). Each of the statues has jade stones for 
  eyes (1d4 x 100 gp each). 
   
  The worship chamber is watched over by a 
  Goblin Stoneblood named Zornog, cursed by dark 
  magic to watch over the bones of the founders.  
   
  Zornog has been quiet for more than five 
  hundred years, and will be slow to awaken (1d4 
  rounds). Once activated however, the half goblin 
  half stone sentinel will not stop until all intruders 
  are destroyed.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Zornog, AC 15, HD 3+3 (22 hp), Hammerfist 
  2d6+1, 19: Head smash; target is prone and 
  stunned (loses move and action) for 1d2 rounds, 
  S16 D7 C18 I11 P13 W14 Ch10, L6, Mv 30 ft. 
  Zornog sees as well in darkness as in torchlight, 
  is immune to morale checks and has Off Turn 
  Attacks. 
   
  Unkeyed Rooms 
  A quick perusal of the map reveals multiple 
  unkeyed rooms. When the party enters these 
  spaces, roll 1d10 to determine (or choose) the 
  nature of the chamber as indicated below: 
  
   
  12 
   
  1. Kitchen and/or Mess Hall, including 
  benches, carving implements, bowls, 
  and pantries containing barrels of rotted 
  food, hard tack, and other foodstuffs. 
   
  2. A filthy latrine Cesspit is located here, 
  possibly with a resident Slop Gorger in 
  hibernation (50%, Midlands p.103). 
   
  3. A deep water Well is located here, with a 
  chain bucket. The well is big enough for 
  person to be winched down. Goblin 
  crawlways litter the walls. Whether 
  there are further tunnels below is up to 
  the GM.  
   
  4. Torture Chamber. 50% chance of 1d4 
  chained 
  skeletons 
  (naked) 
  missing 
  random body parts. Various implements 
  of torture lie on shelves and tables. A 
  strap chair occupies the centre of the 
  space.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5. Holding Pit. Sheer 20 ft pits with metal 
  grate covers. Padlocked. 50% chance of 
  1d3 skeletons at the bottom (left to 
  suffer and die prior to the last 
  hibernation).  
   
  6. Activated Trap. A recent adventurer’s 
  skeleton or rotting corpse is skewered 
  here on spring loaded stakes.  1 x Carry 
  Loot and 1 x Valuables (LFG p.136, 147). 
  (If this is found, one of the entry ways 
  has been unlocked). 
   
  7-8: Common Area used for socialising when 
  the goblins are awake and between 
  victims. Rickety chairs, table and throw 
  rugs abound.  
   
  9-10: Sleeping chambers or alcoves, with 1d3 
  Goblins per 5 ft space. If the area is 
  carefully searched, 1 x Carry Loot may be 
  found.  
   
  Aftermath 
  The goblins have been lurking in their vault since 
  the Second Age, and have no intention of 
  straying far. They are acutely aware of the many 
  dangers beyond their doors, and have survived 
  by staying out of harms way, hiding below ground 
  and 
  hibernating 
  for 
  extended 
  periods 
  (sometimes for multiple human generations).  
   
  From 
  time 
  to 
  time, 
  during 
  periods 
  of 
  wakefulness, the Druvtog kidnap barbarians or 
  beastmen for torture or other dark amusements. 
  A determined armed force would likely wipe 
  them out (although a few might withdraw into 
  their deepest crawlways to escape, and plot their 
  revenge). 
   
   
   
  
   
  13 
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki. Copyright © 2018. 
   
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #41 Vault of Goblin Dreams [parchment] (LowFG).pdf