Goblin-town (Area)
Goblin-town | |
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Region: | The Misty Mountains |
Dungeon(s): | Goblin-town Throne Room |
Landmark(s): | The Deep-fires Den of the Northern Army Eglanúr Gollum's Cave Slave Pens Thundergrot War Steadings |
Connecting Area(s): |
Northern High Pass |
Levels: | Mainly 45 |
Goblin-town is a public dungeon within the Misty Mountains in the northeastern region.
The kingdom of the goblins is located north-east of Vindurhal and north of Hrimbarg in the Northern High Pass. Entrance into the caverns can be done by the main entrance at the Mountain's Throat or via the secret entrance at the Black Crack.
A sprawling labyrinth of caverns, tunnels, and deep pits; this seat of the goblins can be very unforgiving to those who don't come prepared with a map. These tunnels and caves ultimately lead to the throne of the latest goblin-king deep within the town. From here, Ashûrz leads the overwhelming ranks of goblins that inhabit the damp halls. Tales tell of a mysterious cave found deepest in Goblin-town that even the resident goblins avoid. Remnants of ancient dwarven ruins can be found throughout the caverns, leaving a reminder of a long lost past.
Several side caverns are found during passage to the throne. Booming drumming echoes just outside the troll pit of Thundergrot while the cries of tortured prisoners can be faintly heard from the Slave Pens. Orcs have set up camp in the War Steadings of western Goblin-town as well. These orcs, alongside a force of cave-trolls, and several packs of wargs make up the forces of goblin-town alongside the countless goblins. Recently the forces of Angmar have sent an Uruk emissary, Bhoghad, to try and "persuade" the goblins into service, but to no avail.
Glóin can be found camped outside the main entrance alongside two other dwarves offering quests and minor services to any willing to help control the situation at Goblin-town.
NOTE: Due to its massive size and many landmarks, this location is categorized as an area to better represent its information.
Landmarks
These landmarks are located within Goblin-town:
Instances
Travel Information
- The Black Crack -- The upper "secret" entrance
- The Mountain's Throat -- The lower "main gate" with a Camp Site Fire and Mustering Horn
- Hrimbarg -- Nearest Stable-master
- Vindurhal -- Nearest Milestone
NPCs
See list of all NPCs within Goblin-town
Deeds
Quests
See "starting quests" and the landmarks for more quests
Involving:
- [45] Passage to Darkness
- [45] Stirring Up Trouble
- [45] Goblins at the Gate
- [45] Order from the Darkness
- [45] Memory of the Wargs
- [45] Rumours of the North
- [45] Leaders of the Deep
- [46] An Author Absent- Episodic Content
- [50] Vol. I, Book 11, Chapter 10: A Pouch of Gems for a Box of Keys - Small Fellowship
Mobs
The following creatures are found within this area:
- Blogmal Defender
- Cowardly Boggart
- Farmak the Best Runner
- Goblin-town Cook
- Goblin-town Delver
- Goblin-town Drudger
- Goblin-town Guard
- Goblin-town Jailor
- Goblin-town Keeper
- Goblin-town Lasher
- Goblin-town Lickspittle
- Goblin-town Ravager
- Goblin-town Runner
- Goblin-town Soldier
- Goblin-town Stalker
- Goblin-town Warrior
- Goblin-town Worker
- Matuga the Torturer
- Zagh, Master of the Guard
Lore
- Few know the full extent of the depths of Goblin-town, and those who have experienced them most likely died therein as slaves to the cruel goblin-overseers. The goblins themselves may not know all the ways, for the deepest passages extend far into the heart of the Misty Mountains where dark and unseen terrors lie, and the goblins will not brave these passages unless drive or enraged. - Deed Text
- Something stirs beneath the Northern High Pass. In grim tunnels deep beneath the snow, goblins toil and fires glow. The pits of Goblin-town teem once more with living foes.
- Depopulated following the goblins’ defeat at the Battle of Five Armies — in which the hordes of Goblin-town sought vengeance for the death of their leader, the Great Goblin — the foul warrens beneath the High Pass did not remain empty for long. Goblins from throughout the mountains reclaimed Goblin-town and a new Great Goblin rose up to lead them. Rumor has it that the Great Goblin courts an allegiance with Angmar, which would give the Witch-king a deep and dangerous new stronghold within striking distance of Rivendell. In the dark tunnels of Goblin-town, where hostile creatures blinded by malice and fear follow the whims of the cruelest masters, a one-eyed goblin is king.
Directions
Area | From Main Entrance | From Black Crack |
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Opposite entrance | 1. Path to left before going down 2nd ramp.
2.West (left) into tunnel and continue due west. |
1. East to end of tunnel.
2. South (right) then up a ramp and through a room. |
Slave Pens (A Missing Scout) | 1. Path to left before going down 2nd ramp.
2. Cross bridge east (right). 3. Follow path east into tunnel, turn right (east) at 3-way intersection. 4. Make the first right (east) into another tunnel, then right (east) again to the entrance to the Slave Pens. |
1. East to end of tunnel.
2. Quick turn north (left) then east (right) across bridge. |
Warstead (Rumours of the North, Dagal for Leaders of the Deep, Farmak for Leaders of the Deep on the way) | 1. Path to left before going down 2nd ramp.
2. Cross bridge east (right) and into tunnel. 3. At T, turn west (left), cross bridge northwest over room, into tunnel. 4. Take first turn west (right). Either way after this point will lead to the Warsteads. |
1. East to end of tunnel.
2. Quick turn north (left) then east (right) across bridge. |
Deep Fires (Pike for Stirring Up Trouble, Farmak for Leaders of the Deep on the way) | 1. Down three ramps, north and slightly west through large room, cross zone line.
2. Up stairs on west (left) then east across bridge and into tunnel. 3. East (right) at T. |
1. East to end of tunnel and drop or go around and head north (left) down the ramp.
2. Down one more ramp, north and slightly west through large room, cross zone line. 3. Up stairs on west (left) then east across bridge and into tunnel. 4. East (right) at T. |
Thundergrot (Drum-keepers, Farmak for Leaders of the Deep on the way) | 1. Down three ramps, north and slightly west through two rooms separated by a short tunnel, cross zone line on west (left) side of second room.
2. North and slightly west through room and down stairs. 3. Through tunnel north and take first tunnel west (left). 4. Follow tunnel and take first branch west. 5. Take first right (west) then right again to enter Thundergrot. |
1. East to end of tunnel and drop or go around and head north (left) down the ramp.
2. Down one more ramp, north and slightly west through large room, cross zone line. 3. North and slightly west through room and down stairs. 4. Through tunnel north and take first tunnel west (left). 5. Follow tunnel and take first branch west. |
Great Goblin's Den / Throne Room(Zagh for Leaders of the Deep on the way) | 1. Down three ramps, north and slightly west through large room, cross zone line.
2. North and slightly west through room and down stairs. 3. Through tunnel north, straight through room, cross zone line. 4. North through room and down stairs. Matuga for Matuga and the Jailor's Key is here. Zagh also wanders nearby 5. North through two rooms to Den entrance. |
1. East to end of tunnel and drop or go around and head north (left) down the ramp.
2. Down one more ramp, north and slightly west through large room, cross zone line. 3. North and slightly west through room and down stairs. 4. Through tunnel north, straight through room, cross zone line. 5. North through room and down stairs. 6. North through two rooms to Den entrance. |
Gollum's Cave ( The Undiscovered Path) | 1. Down three ramps, north and slightly west through large room, cross zone line.
2. North and slightly west through room and down stairs. 3. Through tunnel north, straight through room, cross zone line. 4. North through room, then take tunnel in northeast corner of second room. 5. Turn south (right) at 4-way intersection. |
1. East to end of tunnel and drop or go around and head north (left) down the ramp.
2. Down one more ramp, north and slightly west through large room, cross zone line. 3. North and slightly west through room and down stairs. 4. Through tunnel north, straight through room, cross zone line. 5. North through room, then take tunnel in northeast corner of second room. 6. Turn south (right) at 4-way intersection. |
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