
Goblin-Gate is essentially Mount Gundabad in miniature, with a quarter of the population (around 3000 orcs) but the same infra-structure. The Great Goblin is as nasty as the northern Ashdurbuk, has a pair of warlords on hand just as treacherous and a priest whose sacrificial knife is just as busy. The warlords command gates instead of spires: the Wolf Gate, the Back Door, and (after the dwarf war of 2793-99) the concealed Front Porch that would ensnare Bilbo and the dwarves. Goblin-town itself is classic D&D nastiness, a network of caverns and twisting passages ending in wild feasting halls, torture chambers, and (again like Gundabad) a gladitorial arena where slaves and captives battle hideous creatures for their lives. The layout of the mountain is excellent, with route maps of Goblin-town's three levels, the ice caves above, the fungi caves below. Goblin-town is then fleshed out with standard dungeon layouts for all levels, as well as the entrance areas of the three gates.
The wild card of Goblin-Gate is of course Gollum (during the 2470-2944 period), an invisible predator who hates orcs as much as the Free Peoples, and he can be put to extraordinarily good use. His wretched rock-island evokes pity in a way that always catches me off guard. Here's the bearer of the mightiest artifact of the Third Age, living in the foulest habitat, hate-filled yet craving the company of his kind: "Lone intruders are 90% likely to be ambushed by surprise, but there is only a 20% that Gollum will attack a hobbit outright." The wheels are spinning to any Tolkien fan. To run Goblin-Gate without at least one hobbit PC is a wasted opportunity; DMs can get plenty of mileage replicating the bickering and backbiting dynamics out of The Two Towers, let alone The Hobbit.

Goblin-Gate is a solid installment, and shows that without Gandalf, Bilbo and the dwarves wouldn't have stood a chance in escaping Goblin-town. Word to the wise.
History & Culture Rating: 4
Maps & Layouts Rating: 4
Next up: Moria.
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