An Unexpected Turn - KotS

OchreJelly

First Post
Players do the most unexpected things don’t they? This thread will have KotS spoilers so here’s the official spoiler warning:



*********SPOILER ALERT**************



So we had a KotS session last night and the PC’s are making their way through the goblin areas. They have only done the entryway and the torture chamber area and they free Splug. Now the book says play up Splug as a helpful NPC who will turn traitorous when the moment is right. The PC’s had Splug detail the parts of the Keep that he knew, which I felt was fair, so he provided a map of the first 4 areas. I had Splug know of the secret passage, however, but not reveal it.

Now here is where it gets interesting. I had Splug mention that he doesn’t like the current goblin leader. The warlock PC jumps on this and tells Splug that if he promises to work with the PCs and “not try anything funny”, they will see to it that Splug is installed as the new goblin leader. I figured this was too much enticement for Splug’s greedy little heart, so I setup an immediate skill challenge. Splug liked the idea but he wanted to hear from each PC to ensure that they would all help with this plan. Either thru bluff or diplomacy each PC succeeded to provide four successes. Splug was convinced so he drew in the secret passage on the map leading to Balgron’s bedchamber.

The PC’s moved quickly and dispatched Balgron with a well executed coup de gras. The goblin warrior guarding that area was surprised and the PCs cut him down but not before he could raise the alarm. The PC’s still at least had time to bar the door before the goblins arrived in force. With a few moments to refocus, the Warlock PC whispered honeyed words to Splug and had him take up the former leader’s reignments and call out to the goblins forming behind the door. Well the goblins must have clearly been confused by this so I called out a new skill challenge. The doors opened and parley commenced. The warlock PC regaled them with tales of Splug’s heroic single-handed defeat of Balgron the Fat. Most of the PCs were trained in intimidate so a few successes there cowed their adversaries into submission. The dwarf merely glowered at the nearest goblin warrior causing him to lose his nerve. In fact the only failure came from Splug’s miserable attempt to use diplomacy on his own goblins. The goblins begrudgingly agreed to accept Splug as their new leader.

So now the PC’s have the goblins from area 3 and 4 serving their catspaw leader. Splug doesn’t know the first thing about leadership but he’s winging it. I had some of the goblins look none-to-pleased with the arrangement so the warlock “made an example of” one of them. He used a non-lethal eldritch blast to teach him a lesson. The same warlock also took aside a tough looking warrior and bribed him into being Splug’s personal bodyguard.

I’m not exactly sure where to go with this, but I have a few ideas. I think I may have a few goblins “defect” to the hobgoblins. I figure the hobgoblins will be unhappy with this arrangement and send the statted patrol up to straighten things out, possibly leading to yet another regime change. What do you think? Any other ideas?
 

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An unexpected and interesting turn.

I think showing off what a bad kind of leader Splurg might be good. Splurg might suddenly find Goblins that pretend they like him and try to manipulate him in turn (maybe to get those non-Goblins out of the way)
The Hobgoblins will most certainly interfere, too.
 

OchreJelly said:
Players do the most unexpected things don’t they?
Top marks. Great DMing. I think once the PCs disappear Splug will have a hard time keeping the remaining goblins in check. In fact I suspect this would happen about five minutes after the warlock disappeared through the door...!

The PCs would then find themselves potentially trapped between the remaining occupants of the dungeons and the goblins, making the next encounter much more fun.
 
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Is it "Splurg", not "Splug"? Ah my memory is poor.

These are good suggestions. I should mention that the PCs have since moved on to area seven and had an extended rest in the hidden armory, so potentially much has happened in the goblin area since then. I like the idea of conflict amongst the goblins but Spug always getting away and hiding.

This was my first 'real world' example of how 4E can support good RP from the players with handy mechanics for the DM. I don't want to devolve this into a skill-challenge number crunch thread but it at least worked well in that session. The players were rolling pretty well too I should add.
 

Good DMing there. Great for winging it!

Another option: Splug goes from being a horrible leader to being, well, a goblin leader: he starts exacting revenge on those goblins that were mean to him, and his greedy little heart beats fast, with Splug wanting new riches! New tribute!

He may suck as a Leader, but he's a great Politician. This mean getting allies for his new goblins, and appeasing those goblins who aren't all that happy with him. He can manipulate them, giving them Good positions! Goblin WOMEN! Promises of elf baby dinner!

After all, the PCs are about to obliterate the hobgoblins, and have whacked the local kobolds. Who else opposes the Goblins? Splug, being the manipulative little bastard he is, tells the PCs about any monsters or EVIL groups in the area. The PCs become his catspaw in removing any outside threats to his rule, or could help him "unite" another goblin tribe under his rule.

Leadership going to Splug's head, once the PCs leave, Splug is untested and gathers resources to attack Winterhaven. Imagine the town's reaction when they find out the PCs helped the Dread Scourge Splug.

A bad guy the PCs create is far, far more interesting.
 
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OchreJelly said:
Is it "Splurg", not "Splug"? Ah my memory is poor.
Why do you assume your memory is faulty? ;)

These are good suggestions. I should mention that the PCs have since moved on to area seven and had an extended rest in the hidden armory, so potentially much has happened in the goblin area since then. I like the idea of conflict amongst the goblins but Spug always getting away and hiding.

This was my first 'real world' example of how 4E can support good RP from the players with handy mechanics for the DM. I don't want to devolve this into a skill-challenge number crunch thread but it at least worked well in that session. The players were rolling pretty well too I should add.
An interesting idea might be, on second thought, to actually have Spug or Spurg or Splurg (Deekin and Meepo were easier names ;) ) rise up to the challenge of being a Goblin "King". A reluctant hero NPC...
 
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Wow - I can only hope I get such an interesting problem as a DM! Kudos to your players, and to yourself, for running with it.

I reckon the hobgobs will certainly find out about this in short order and send up a team to 'remind' the goblins what's supposed to happen.

If you're really up for it - why not run a three-way battle between the party, the hobgobs & the goblins?
 

There is going to be a lot of backstabbing, retribution and treacherous goblins informing the Hobo's.

I'd keep Spurrrg in charge, he seems a devious sort of fellow, and use some of the suggestions above.

It could be a post-adventure plot:"Yes the kobolds have been defeated, however we now have a problem with a goblin tribe in the old keep, their leader Splurrrrrgur has managed to get some sort of rag-tag goblin army together and they are demanding tribute or they will burn the town."
 

vagabundo said:
There is going to be a lot of backstabbing, retribution and treacherous goblins informing the Hobo's.

I'd keep Spurrrg in charge, he seems a devious sort of fellow, and use some of the suggestions above.

It could be a post-adventure plot:"Yes the kobolds have been defeated, however we now have a problem with a goblin tribe in the old keep, their leader Splurrrrrgur has managed to get some sort of rag-tag goblin army together and they are demanding tribute or they will burn the town."
An important thing - the Goblins cannot be allowed to stay in the Keep. The Shadowfell entrance is still there, after all!
 

Mustrum_Ridcully said:
An important thing - the Goblins cannot be allowed to stay in the Keep. The Shadowfell entrance is still there, after all!
Even better - The PCs must relocate the goblins. Likely requiring them to slay something big and nasty to give the goblins its lair.
 

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