D — Goblin Lair

The natural cave quickly turns into the worked stone tunnels typical of this whole complex. The passageways here are very busy, and for every 10’ distance covered by the party there is a 1 in 6 chance that they will encounter a group of goblins (see below) Check each time the party travels 30’ (a 3 in 6 chance) until wandering goblins are encountered, then check no further. When an encounter occurs, the entire bunch of goblins will attack and cry out an alarm (Bree-Yark!) at the same time. Wandering goblins are in addition to those found in numbered areas.

Wandering Goblins: 6 males [statistics 1]. Each will have d6 silver pieces. (They are patrolling and carrying messages back and forth. The group will also be carrying several bags (d6) of fairly good foodstuffs - not worth much, but quite suitable for human fare.)

Original B2 statistics 1

AC 6, HD 1-1, hp 3 each, #AT 1, D 1-6,MV (20’), Save NM, ML 7

GM development

GM notes

(DM Note: Goblin losses cannot be replaced. If they are being soundly defeated by intruders, the goblins will attempt to hide or flee east. Those who do so will go from area 17. to area 23., inform the hobgoblins, and join forces with them, so adjust encounters appropriately.)

Source: B2, PDF pages 21, 22. Original mechanics retained.