Tom Cashel
First Post
>>Seriously, if you're playing in my group, please do not read this. I have nowhere else to go. The Wizards boards were not helpful!<<
To the rest of you, welcome!
Anybody read or DMed "Into the Dragon's lair"? Even if you haven't, your ideas are needed! I'd like some more ideas about how a goblin army would defend their turf. I'm perfectly willing to add things to the module, but I'd prefer Core Rules stuff. Tactics, combat maneuvers, whatever you think is useful.
[BEWARE--"Into the Dragon's Lair" SPOILERS HERE!!!]
Here's who's left in the party:
Bear (Rgr3/Rog3/Clr3)
Dalabrac (Rog6/Shadowdancer2)
Lucius (Wiz--Illusionist 10)
Artemus (Druid 10)
Quidam (NPC Clr6/Auspician3)
They just entered Grodd and attacked the first watchtower they saw. One PC perished (and was left behind) in the attack, and the goblins set off every alarm they had--signal fires and about 12 horns. Suffice to say the hornet's nest is riled. Next they're going to climb up onto a high cavern ledge and see what the goblins do.
The party likes to use web, spike stones, and flame strikes, and the two rogues pair up in combat to flank and then double-sneak attack their hapless victims.
Of course a goblin Warband (numbering 70) will be dispatched to set up shop at the watchtower, and they will be accompanied by a goblin wizard (who may be Coulam--from Doxon's group--in disguise). In addition to their many soldiers, the goblins have adepts, rogues, and fighters a-plenty, some of them quite high level.
Any advice from those who've run this module, or from those who own it and would like to play "Armchair DM"? Any general advice or crafty tricks on how a goblin army can take on 10th level PCs?
Much appreciated.
To the rest of you, welcome!
Anybody read or DMed "Into the Dragon's lair"? Even if you haven't, your ideas are needed! I'd like some more ideas about how a goblin army would defend their turf. I'm perfectly willing to add things to the module, but I'd prefer Core Rules stuff. Tactics, combat maneuvers, whatever you think is useful.
[BEWARE--"Into the Dragon's Lair" SPOILERS HERE!!!]
Here's who's left in the party:
Bear (Rgr3/Rog3/Clr3)
Dalabrac (Rog6/Shadowdancer2)
Lucius (Wiz--Illusionist 10)
Artemus (Druid 10)
Quidam (NPC Clr6/Auspician3)
They just entered Grodd and attacked the first watchtower they saw. One PC perished (and was left behind) in the attack, and the goblins set off every alarm they had--signal fires and about 12 horns. Suffice to say the hornet's nest is riled. Next they're going to climb up onto a high cavern ledge and see what the goblins do.
The party likes to use web, spike stones, and flame strikes, and the two rogues pair up in combat to flank and then double-sneak attack their hapless victims.
Of course a goblin Warband (numbering 70) will be dispatched to set up shop at the watchtower, and they will be accompanied by a goblin wizard (who may be Coulam--from Doxon's group--in disguise). In addition to their many soldiers, the goblins have adepts, rogues, and fighters a-plenty, some of them quite high level.
Any advice from those who've run this module, or from those who own it and would like to play "Armchair DM"? Any general advice or crafty tricks on how a goblin army can take on 10th level PCs?
Much appreciated.
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