Redfang Warrens
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A reeking warren of twisted tunnels and scavenged traps, home to a cunning goblin tribe known for bloodstained teeth and guerrilla ambushes.

The Redfang Warrens are home to a savage, scheming tribe of goblins who survive through deception, attrition, and their mastery of traps. Their lair is no simple cave - it's a sprawling network of hidden passages, murder holes, misdirection, and chaos. Adventurers seeking to root them out will face not only fierce resistance, but also the slow drain of paranoia and attrition. At the heart lies Raghuz Grinmaw, a goblin chieftain who embodies cowardly cunning - and he’s not planning to die in his lair.

Beginning this Encounter.

The players are sent to deal with increased goblin raids in a remote region. Locals describe livestock vanishing in the night, caravans disappearing, and strange markings on stones near the cliffs. All signs point to a growing goblin threat deep in the hills—one organized and dangerous.

Arrival at the Warrens.

A narrow, muddy trail winds up to a dark crack in the side of the rocky hill. Two goblins are stationed outside—one slumped over and snoring, the other half-heartedly poking at something with a stick. They look like a joke.

Beyond the low ridge lies a dense thicket of scrub and fungus-covered rock. The area is quiet - too quiet. The smell of damp rot lingers in the air. Crows circle overhead, but no other wildlife dares to linger near the mouth of the warren.

The Old Gate

The narrow tunnel gives way to a small, circular chamber where the passage ends in a massive, ramshackle gate. Made of scrap metal, scavenged wood, and bones, the gate looks far too heavy to move. Beside it sits a chaotic mess of levers, pulleys, and clanking counterweights, rigged together with rope and goblin madness.

This mechanical puzzle room is the goblins’ first serious defense. Despite the crude design, the mechanism is effective. Levers are marked with misleading goblin symbols, triggering noise-making traps, smoke puffs, or dropping buckets of insects. Observant players may spot scratch marks or cleaner handles to deduce the solution.

Goblin Cunning in Action. Hidden goblins observe from crawlspaces and murder holes, waiting for noise or confusion before they act. The puzzle slows progress, drains time and attention, and sets the tone for the rest of the warren: frustrating, paranoid, and clever.

The Cracked Hall

The tunnel tightens, winding sharply and forcing single-file travel. Bioluminescent fungus casts faint light on damp walls. Just ahead, you hear the rattle of bones on string and the faint sound of something moving above you.

This hall is where goblins strike from above and vanish. High ledges, hidden bolt-holes, and tripwire alarms make this the ambush capital of the warrens. Attacks are brief and disorienting, never giving the players a fair fight.

Death by a Thousand Cuts. Tripwires jingle bone chimes, triggering goblin assaults. Swinging bags of garbage, greased slopes, and shallow rifts all wear the party down, draining healing and morale. This is about attrition—not killing the party, but exhausting them.

The Rift

Ahead lies a wide crack in the floor of the passage, about fifteen feet deep. Three crude bridges span it—the central one wide and obvious. Below, you can just make out the glint of something sharp in the dim light.

The Rift is both a terrain hazard and a deceptive trap. The central bridge will collapse under a medium or larger creature; the other two are safer. The area is designed to corral the players and potentially separate them. In combat, goblins will attempt to shove foes down.

The False Path. The far end of the Rift seems like a dead end—but it isn't. Graffiti misleads. Traps lie in wait. The real exit is hidden: a narrow crawlspace, a pivoting wall, or a disguised tunnel behind trash. Goblins rely on adventurers making assumptions—and being wrong.

The Shrine to Maglubiyet

Mushroom-stalks reach toward the ceiling of this cavern, glowing green and purple. A brazier flickers before a crude stone idol daubed in blood. The air is thick, wet—and full of spores.

The shrine is the goblin war-god’s place of worship—and a living hazard. Spores fill the air, triggering rashes, coughing fits, minor hallucinations, or sticky terrain. Goblins know how to avoid or weaponize the fungi.

Environmental Combat. Crude barricades and fungal platforms give goblins cover and height. Fire makes things worse. Shamans may be present, using illusions or poison magic. This is a chaotic, dangerous fight even before the enemies start shooting.

The Beast Cages

Cages made of scrap and bone line the far side of this damp chamber. Inside are giant rats, a slavering cave badger, and a few squealing goblin whelps poking sticks between bars.

This is the warren’s best deterrent against intruders—and a way to punish reckless players. The tunnel into the cages is hidden past the Rift, rewarding curious players. If disturbed, the beasts may be let loose, adding chaos to an ongoing fight.

A Hidden Danger, A Hidden Path. Players who navigate the fake dead ends and notice signs of hidden movement can find this route early—or fall into it by accident. It's not a rest point; it's a live-wire zone of animal fury, goblin cruelty, and potential shortcuts.

The War Room

A massive cavern opens ahead, strung with bones and dim lanterns. On a high platform sits a squat figure in cobbled-together armor, gripping a jagged spear. He bares bloodstained teeth - and whistles. All around the chamber, goblins appear.

This is the domain of Raghuz Grinmaw, the Redfang Chieftain. The terrain favors him: high ground, chokepoints, and pre-set traps. Goblin reinforcements can pour in. He is cowardly but clever, redirecting attacks and rallying his minions.

Boss Fight by Design. Raghuz doesn't fight fair. Expect lair actions, minion swarms, dirty tricks, and maybe a hostage or escape tunnel. If he flees, he may return one day. If he dies, the goblin threat is shattered—until someone meaner fills the void.

Finalising the Quest.

As the last echoes of goblin war cries fade and the stink of their lair clings to your armor, the path forward - narrow, hidden, and trapped - leads out into the chill morning light.

The adventurers emerge battered, wiser, and victorious - if they made it through. Local villages will celebrate. The Redfang threat will vanish - at least for a time. But if Raghuz escaped, rumors may yet spread of goblin vengeance boiling in the hills once more.