Ancalagon
Dusty Dragon
Good stuff folks, I'm very thankful!
That is it, thank you for posting the map! Have you run this adventure?
Definitely. It is quite likely that a combo of spirit guardian and fear spell (from the warlock) will drive the gibberlings off. However... this is a short term solution, and it should add tension to the rest of the map. In fact... maybe that is the real purpose of the encounter... not the fight in per itself, but the party constantly being on guard, wary of the horde re-forming and giving chase.
... said cleric is a slugman. Go Yoon-Suin!
Individual gibberlings have about 4-5 hp... ie insta death from most PC hits. I definitely will be running them as unit, rolling a bunch of d20s at once etc. Most of them wont' able to attack at once due to lack of space.
I reallly don't like swarms because of how they interact with area of effect spell. If you fireball a swarm with 200 hp *everything should die*. Besides, I believe that they are too "big" to be part of a swarm.

I'm familiar with Gates of Firestorm Peak, and I believe you're referring to Encounter #71 in the Twisted Caverns which uses this map?
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That is it, thank you for posting the map! Have you run this adventure?
Reading through the original encounter's writeup, it seems clear that the players are intended to devise ways to slow down / halt / minimize the number of gibberlings able to reach them. I make this assertion based on text like:
- "a large bonfire can hold gibberlings at bay for 1d4+1 rounds"
- "the party might very well determine that their best option concerning this room is to merely run for their lives"
- "If the PCs manage to barricade themselves behind a sturdy door or something similar, the gibberlings batter upon it for 1d10 rounds before losing interest"
- "Groups of 12 gibberlings fight together"
I believe the intention of the original is that your problem #1 is actually a feature intended to encourage out-of-the-box strategic thinking. So in addition to the mechanical advice you've already received, I'd suggest reframing the challenge from "kill 100 gibberlings" to "defining how/where/when the battle occurs in order to survive it." That's a much more holistic view.
Definitely. It is quite likely that a combo of spirit guardian and fear spell (from the warlock) will drive the gibberlings off. However... this is a short term solution, and it should add tension to the rest of the map. In fact... maybe that is the real purpose of the encounter... not the fight in per itself, but the party constantly being on guard, wary of the horde re-forming and giving chase.
Gibberlings are ... not very smart. But a smattering of random missile fire is definitely possible. AND the brood gibberling are definitely going to spit brain slugs at the cleric.Maybe they start throwing rocks or bone javelins?
... said cleric is a slugman. Go Yoon-Suin!
- Use groups of 5 or 10 gibberlings, rather than 100 individuals. Each group does the same thing together. (Watching you take care of Team Monster's turn will be BO-RING if you don't.)
- As noted above, Minions are your friend. 1 HP each but normal AC.
Individual gibberlings have about 4-5 hp... ie insta death from most PC hits. I definitely will be running them as unit, rolling a bunch of d20s at once etc. Most of them wont' able to attack at once due to lack of space.
- As noted above, many of the gibberlings can be concatenated into a swarm.
I reallly don't like swarms because of how they interact with area of effect spell. If you fireball a swarm with 200 hp *everything should die*. Besides, I believe that they are too "big" to be part of a swarm.
The noted brood gibberling will be trying more cunning/vicious things, like spitting brain slugs from range (that burrow into you to eat your brain). And yes, the gibberlings have poor morale.- Have a handful of "gibberling boss" foes. They do smart things, and hopefully the PCs will notice them as important keys to defeating the mob.
- If the PCs start steamrolling the encounter, have most survivors run away. They can show up again later, having led a powerful friend or two into the PCs' path.