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StinkStone

StinkStone Clanhold β€” Region Writeup for DMs


Overview

Location Name: StinkStone
Region Type: Resource Node / Fortified Goblin Enclave
Primary Resource: Anthracite Coal (and rare essence-infused "Blackfire Stones")
Racial Occupants: Fire-Essence Goblins of the StinkStone Clan
Geography: Artificial hill complex composed of mined coal mounds and reinforced tunnels


Regional Description

Generations ago, a tribe of goblins discovered a vein of coal-rich stone within a lonely hill near the eastern fringe of the Marrowfen frontier. They tunneled deep, hollowing out vast chambers and passageways. What began as a single den has, over time, become a dark and radiant fortress β€” StinkStone, named for the acrid reek of ever-burning coal.

Rather than haul the coal away to sell, the goblins dragged it out by the bucket and piled it in great mounds, building four new artificial hills surrounding the original. Over decades, they connected these hills with walls of packed, smoldering coal, gradually forming a jagged black ring β€” part citadel, part furnace.

The goblins of StinkStone have lived and bred among coal and fire for so long that they have become something more than goblin β€” not magical, but infused with the essence of flame itself. They are born of smoke, soot, and heat, and fire bends to their will like clay to a sculptor’s hand.


Terrain Features

  • The Coal Hills: Towering mounds of anthracite, compacted by generations of goblin traffic. Hard to climb and always warm to the touch.
  • Walls of Black Flame: Ramparts of coal laced with heat channels. When threatened, goblins ignite these walls to create impassable sheets of fire.
  • Smoke Veins: Thin chimneys vent smoke from below. These are both functional (for airflow) and tactical (they can release choking gas during a siege).
  • The Ember Pit: Deep within the original hill lies a sacred pit of living flame, tended by BlackStone himself. It is both a religious site and a wellspring of their essence.
  • The Sparkling Vault: A chamber curated by SparkleStone filled with rare and radiant minerals β€” particularly fire-touched stones and faintly glowing "starcoal" fragments.

Inhabitants

The StinkStone Goblins

  • Appear soot-darkened, often with glowing eyes or ember-like veins.
  • Immune to fire.
  • Can create and manipulate flame instinctively: lighting torches, igniting oil, hurling flame.
  • This is not spellcasting and cannot be countered or dispelled. It is essence β€” inherent, primal.
  • Socially, they are tribal, loyal, and fiercely defensive of their home.
  • Defensive Tactic: When under attack, goblins retreat into the tunnels and ignite the passageways behind them. The fires, which do not harm them, form blazing barriers that sear intruders and block pursuit. These inferno-lined paths are impassable to most foes and serve as a living moat of flame within their subterranean domain.
  • Weaponry and Armor: The goblins forge weapons and shields from the anthracite itself, shaping it into obsidian-like blades and plates. Thanks to their essence, these weapons can ignite on their own without the need for oils or enchantments β€” spears, daggers, swords, and even arrows can burst into flame at a goblin’s will, searing flesh and lighting the battlefield ablaze.
  • Craftsmanship: With anthracite as their chief material, the goblins have developed a rich tradition of coal-carving. They craft intricate figurines, tools, ceremonial masks, and statues from the hard, glassy coal β€” often inlaid with starcoal to add shimmering highlights or glowing accents.

BlackStone – Chieftain of Flame

  • Stoic, hulking goblin who radiates heat like a furnace.
  • His voice is slow and gravelly, with sparks in every breath.
  • Reveres the Ember Pit as both ancestral altar and living entity.
  • Believes outsiders are too brittle to understand true strength.

SparkleStone – His Mate, Keeper of Shards

  • Intelligent, shrewd, and curious about the wider world.
  • She alone trades with a few brave or clever outsiders.
  • Wears jewelry forged from the fire-gems found in their mines.
  • Holds influence with the young and ambitious within the clan.

Story Hooks & Opportunities

  • Trade or Trouble: Marrowfen seeks coal, but diplomacy is the only path. A failed approach risks drawing the wrath of fire-wielding warriors.
  • Gemstone Mystery: The rare "Blackfire Stones" may be magical in nature β€” or cursed. Why do they only form here?
  • Something Deeper: Whispers in the tunnels speak of a slumbering flame beneath even the Ember Pit β€” a heart of fire that beats still.
  • Clan Politics: Not all goblins agree with BlackStone. Some want war. Others want trade. Players may tip the balance.
  • A Goblin Envoy: A soot-covered goblin enters Marrowfen's local tavern and tries to pay for food and drink with a carved anthracite figurine β€” a goblin effigy with glowing starcoal eyes. This emissary, one of the curious young dissenters from StinkStone, seeks to open trade and gain fame. In exchange for being treated as a local celebrity for the night, the goblin offers a map to the coal enclave and instructions for safe approach.

Travel & Approach

  • Visibility: At night, the horizon glows dull red from the constant smoldering heat.
  • Smell: A reek of coal, tar, and scorched earth carries for miles.
  • Caution: Approaching the walls without invitation may trigger defensive firestorms from hidden flues and traps.

DM Notes

  • Treat the goblins’ fire abilities as natural extensions of their environment. They are not sorcerers, but creatures of elemental proximity.
  • Combat here is deadly: the terrain itself fights back.
  • Diplomatic players may gain powerful allies β€” or access to unique flame-touched materials.
  • This region is ideal for Tier 2 or higher parties. Tier 1 players should be encouraged to parley, not provoke.

StinkStone is more than a mine β€” it's a living monument to survival, transformation, and the primal power of fire given form. Whether players seek trade, conquest, or understanding, they’ll find more than they bargained for in the glowing shadows of the coal hills.


Stat Blocks

[!statblock]- BlackStone, Chieftain of Flame Medium humanoid (goblin), Lawful Neutral

Armor Class 18 (anthracite-forged shield and plate)
Hit Points 190 (20d8 + 100)
Speed 30 ft.

STR 18 (+4) DEX 14 (+2) CON 20 (+5) INT 10 (+0) WIS 12 (+1) CHA 16 (+3)

Saving Throws Str +8, Con +9, Wis +5
Skills Intimidation +7, Athletics +8
Damage Resistances nonmagical bludgeoning, piercing, slashing
Damage Immunities fire
Condition Immunities charmed, frightened
Senses darkvision 90 ft., passive Perception 11
Languages Goblin, Ignan, Common
Challenge 10 (5,900 XP)


Traits

Essence of Flame. All of BlackStone’s fire-based abilities are innate and non-magical. They cannot be counterspelled or dispelled.

Living Furnace (1/Day). For 1 minute, BlackStone is wreathed in heat. Melee attackers take 1d10 fire damage. Creatures starting their turn within 5 ft. take 5 fire damage.


Actions

Anthracite Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) slashing plus 7 (2d6) fire.

Heat Pulse (Recharge 5–6). BlackStone slams the ground, emitting a 20-foot radius burst of heat. Each enemy must make a DC 17 Constitution save or take 21 (6d6) fire damage and become Blinded until the end of their next turn. On a success, they take half damage and are not blinded.

[!statblock]- SparkleStone, Keeper of Shards Medium humanoid (goblin), Chaotic Neutral

Armor Class 17 (flowing flame forms and anthracite accents)
Hit Points 130 (15d8 + 60)
Speed 30 ft.

STR 10 (+0) DEX 16 (+3) CON 18 (+4) INT 14 (+2) WIS 12 (+1) CHA 18 (+4)

Saving Throws Dex +7, Cha +8
Skills Insight +5, Persuasion +8, Arcana +6
Damage Resistances force
Damage Immunities fire
Condition Immunities charmed
Senses darkvision 90 ft., passive Perception 11
Languages Goblin, Elvish, Common
Challenge 9 (5,000 XP)


Traits

Starcoal Attunement. Once per round, if a spell is cast within 30 ft. of SparkleStone, she may use her reaction to reduce its damage by half, absorbing the energy into her gem-laced jewelry.

Fire Sculptor. SparkleStone does not wield conventional weapons. Instead, she sculpts flame into any weapon or shield she desires as an item interaction. She may change this shape freely on her turn (e.g., sword β†’ whip β†’ shield). Flame weapons deal fire damage and count as magical. She cannot be disarmed unless her flame essence is suppressed.


Actions

Flame Lash. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 12 (2d6 + 5) fire damage, and target must succeed on a DC 15 Strength save or be pulled 5 feet closer.

Shatterflare Shot (Recharge 5–6). SparkleStone fires a searing bolt of gem-tipped flame in a 15-foot cone. Each creature must make a DC 16 Dexterity save. On a fail: 27 (6d8) fire damage and Blinded until end of next turn. On success: half damage, no blindness.

[!statblock]- StinkStone Guard Medium humanoid (goblin), Neutral

Armor Class 16 (anthracite armor)
Hit Points 55 (7d8 + 21)
Speed 30 ft.

STR 14 (+2) DEX 14 (+2) CON 16 (+3) INT 8 (βˆ’1) WIS 10 (+0) CHA 10 (+0)

Damage Immunities fire
Senses darkvision 60 ft., passive Perception 10
Languages Goblin
Challenge 3 (700 XP)


Traits

Essence Flame. As a bonus action, the goblin may ignite their weapon for 1 minute. While ignited, the weapon deals an additional 1d6 fire damage.

Coal Skirmisher. While standing on or near anthracite terrain, the goblin has +2 AC against ranged attacks.


Actions

Anthracite Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 2) slashing + 3 (1d6) fire.

Blazing Javelin (2/day). Ranged Weapon Attack: +5 to hit, range 60 ft., one target.
Hit: 9 (1d6 + 2) piercing + 2d6 fire. Flammable targets may ignite.


Trials

πŸ”₯ Trial of Flame and Ash

Purpose: To determine if outsiders are worthy of speaking with BlackStone as equals β€” not as beggars or merchants, but as those who understand fire.

πŸͺ¨ Format

The Trial has three parts, symbolizing what the goblins believe fire reveals:

  1. What You Can Endure (Survival)
  2. What You Can Master (Control)
  3. What You Will Burn (Conviction)

πŸ”₯ 1. The Ember Walk

Test of Endurance & Pain

  • Players must walk across a trench of glowing anthracite coals barefoot (or otherwise exposed). Magic that negates damage is banned; pain must be accepted to prove resilience.
  • Fire damage is real β€” but non-lethal.
  • SparkleStone watches carefully to see who grits through it, and who shies away.

Design Notes:
Add flavor like fire spirits whispering doubt, or glowing embers that respond to resolve.


πŸ”₯ 2. The Flamebind

Test of Control & Will

  • Each participant is handed a living coal β€” a chunk of fire essence.
  • They must ignite a nearby sculpture or weapon using only this ember and their own control (roleplay, spell flavor, or skills like Sleight of Hand, Arcana, or even raw force of will).
  • Those who panic or fail may spark uncontrolled flame β€” and must put it out themselves.
  • SparkleStone judges this part closely.

Design Notes:
This is about deliberate fire, not rage or destruction. Creative solutions are rewarded.


πŸ”₯ 3. The Ash Oath

Test of Conviction & Sacrifice

  • Each participant must choose one thing to burn β€” a possession, token, or object of value.
  • This isn't a trick. The goblins respect those who give up something real to prove they're not manipulators.
  • The offering is placed in the Ember Pit before BlackStone.

Design Notes:
This is where player roleplay and emotion shine. BlackStone will respect this moment most of all.


🧠 Outcomes & Interpretation

  • Pass All 3: The party earns the right to speak as equals. BlackStone listens β€” still cautious, but open. SparkleStone may speak privately with them later, showing interest.
  • Pass 2/3: They may be granted temporary audience but must earn more trust through deeds.
  • Fail 2+ or mock the ritual: Considered unworthy. The goblins will not attack unless provoked β€” but they will not help.

Names

πŸ”₯ Warrior or Guard Names

  • CoalFang
    • "I am CoalFang, son of AshMaw, son of BrimCrack, son of SootGrin, son of EmberGut, son of SmokeCling, son of FlintSnag, son of CharNip, son of BurnRattle, son of SparkRib, son of MoltTooth, son of HeatSnipe, son of DustGroan, son of GlowLug, son of FumeJaw, son of SlagBite, son of BlisterCough, son of SingeSpine, son of CrackleVise, son of SmeltPoke, son of PyreDrip, son of GrimeChew, son of GlintScuff, son of SearTug, son of ScorchKnob."
  • IronCinder
  • AshBreaker
  • FlameRake
  • SootBlade
  • EmberClash
  • BrimStone
  • CharCrack
  • PyreGrin
  • GlowScab

✨ Craftsmen / Artisans / Fire Sculptors

  • ShimmerCoal
  • GlintShard
  • StarChip
  • AshEtch
  • FlareNip
  • VeinGleam
  • GlowDust
  • FlickerKnack
  • CarveSoot
  • BurnLace

🧠 Scholars / Elders / Seers

  • SearMark
  • CinderTale
  • EmberKnow
  • SmolderMind
  • CoalWhisper
  • BlightTongue
  • GlowRune
  • AshMuse
  • BlisterScript
  • SparkSayer

😈 Troublemakers / Scouts / Younger Goblins

  • SnapCrackle
  • SmokeNib
  • SkitterFlame
  • CrackleSnag
  • FumeFlick
  • EmberWink
  • TwitchCoal
  • PuffSnag
  • BurnStub
  • CharScrap

πŸ§‘β€πŸ€β€πŸ§‘ Neutral or Versatile Utility Goblins

  • DustShale
  • GritGlow
  • SparkNose
  • HeatScuff
  • CharTug
  • RockLick
  • SingeRib
  • BlazeDrip
  • FlakeJaw
  • MoltSkim

Tokens

BlackStone.png SparkleStone – Fire Sculptor of StinkStone.png StinkStone_Male.png StinkStone_Female.png

Images

strinkstone_figure.png blackstone_and_sparklestone.png stinkstone_guards.png stinkstone_throneroom.png