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Story Hour
Eaglesford Campaign: "Strange Lights"
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<blockquote data-quote="Nail" data-source="post: 1157350" data-attributes="member: 224"><p>There have been 9 encounters so far, so you've seen much of goblin behavior. Let's break it down:</p><p></p><p>**********************</p><p>Encounter #1: "Bump into goblin patrol"</p><p> Result: ran away after only a few losses. Kept fleeing, then returning, then fleeing.</p><p></p><p>Encounter #2: "Run into Goblin camp"</p><p> Result: ran away after a few losses, left PCs with most of goblin treasure.</p><p></p><p>Encounter #3: "PCs surprise Goblin Patrol"</p><p> Result: ran away after substantial losses and death of one of the leaders.</p><p></p><p>Encounter #4: "Goblin rogues ambush PCs"</p><p> Result: Ran away after a few rounds, even when the battle could have swung in their favor (mage, cleric, druid all down, fighters scattered)</p><p></p><p>Encounter #5: "PCs surprise goblin watch post"</p><p> Result: goblin watchers don't signal main base, shoot a few arrows, then try to flee.</p><p></p><p>Encounter #6: "Goblin out gathering firewood"</p><p> Results: goblins slaughtered</p><p></p><p>Encounter #7: "PC break through the gate house of Alderslook"</p><p> Results: most goblins caught napping or playing dice, even with generally un-quiet PCs sneaking up on them. Only those goblins out of reach of PCs (in tower) didn't flee.</p><p></p><p>Encounter #8:"PCs commando raid on the tower"</p><p> Result: Although in a very strong position, goblins fail to capitalize on it. Flee at first sign of real danger.</p><p></p><p>Encounter #9: "Adventure threashing maching"</p><p> Result: Goblins surrender, but only when pressed. Goblins in side passages not really "pressed", until that &^^%#&^ Web spell plus fire.</p><p>*********************</p><p></p><p>Dunno. Doesn't seem very Lawful to me. YMMV.</p></blockquote><p></p>
[QUOTE="Nail, post: 1157350, member: 224"] There have been 9 encounters so far, so you've seen much of goblin behavior. Let's break it down: ********************** Encounter #1: "Bump into goblin patrol" Result: ran away after only a few losses. Kept fleeing, then returning, then fleeing. Encounter #2: "Run into Goblin camp" Result: ran away after a few losses, left PCs with most of goblin treasure. Encounter #3: "PCs surprise Goblin Patrol" Result: ran away after substantial losses and death of one of the leaders. Encounter #4: "Goblin rogues ambush PCs" Result: Ran away after a few rounds, even when the battle could have swung in their favor (mage, cleric, druid all down, fighters scattered) Encounter #5: "PCs surprise goblin watch post" Result: goblin watchers don't signal main base, shoot a few arrows, then try to flee. Encounter #6: "Goblin out gathering firewood" Results: goblins slaughtered Encounter #7: "PC break through the gate house of Alderslook" Results: most goblins caught napping or playing dice, even with generally un-quiet PCs sneaking up on them. Only those goblins out of reach of PCs (in tower) didn't flee. Encounter #8:"PCs commando raid on the tower" Result: Although in a very strong position, goblins fail to capitalize on it. Flee at first sign of real danger. Encounter #9: "Adventure threashing maching" Result: Goblins surrender, but only when pressed. Goblins in side passages not really "pressed", until that &^^%#&^ Web spell plus fire. ********************* Dunno. Doesn't seem very Lawful to me. YMMV. [/QUOTE]
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Eaglesford Campaign: "Strange Lights"
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