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Goblins? Boring? I shouldn't think so.
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<blockquote data-quote="MarauderX" data-source="post: 1887789" data-attributes="member: 9990"><p>My advice is don't change the stats, just change how they act. Add tons of them, a hoard should do nicely, and treat them all as rogues with decent tumble and sneak attack damage. They're stupid, but they still know basic tactics of swarming an opponent, starting with the weakest for a change. Will they fail the DC=15 tumble checks? Count on it, but how many PCs that face them have enough AoOs via Combat Reflexes to take four of the tumblers down in the same round? </p><p></p><p>Don't show all your cards to the players - only show them 1/2 of the goblin patrol, and have the other half charge into battle from a hidden flanking position. </p><p></p><p>Poisons can be utilized to do ability damage of nearly any kind, but they should all have the same type to weaken those stats first. Goblins might also have pets, and a druidic-type goblin might have a menagerie. Snakes, rats, bats, wolves, worgs, badgers, wolverines, lizards, crocodiles, whatever. You could change their little encounter into a full sprint for their lives to the nearest village as a whole clan of goblins pursues them through the wild with worgs to track them. </p><p></p><p>Next up, lead the brave PCs into invading the goblin lair, and the place has got to have traps galore, from alarms to crossbow traps to oil slicked puddles waiting to be lit up with a tindertwig. Goblins are small, so any smart leader would likely try to use cramped quarters against medium sized foes. Dropped bags of flour can cover an escape or douse the party rogue to affect hide checks. Pits with spikes barely under the surface of disease-laden mucky water can have deleterious long term problems for the PCs to fix later. Lead them on using a lone goblin decoy so the PCs sprint down trapped corridors before being ambushed. For your RBDM, give the BBEGoblin a vampire or lich template for fun, and watch the PCs struggle through 50 of them just to run away at the end.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1887789, member: 9990"] My advice is don't change the stats, just change how they act. Add tons of them, a hoard should do nicely, and treat them all as rogues with decent tumble and sneak attack damage. They're stupid, but they still know basic tactics of swarming an opponent, starting with the weakest for a change. Will they fail the DC=15 tumble checks? Count on it, but how many PCs that face them have enough AoOs via Combat Reflexes to take four of the tumblers down in the same round? Don't show all your cards to the players - only show them 1/2 of the goblin patrol, and have the other half charge into battle from a hidden flanking position. Poisons can be utilized to do ability damage of nearly any kind, but they should all have the same type to weaken those stats first. Goblins might also have pets, and a druidic-type goblin might have a menagerie. Snakes, rats, bats, wolves, worgs, badgers, wolverines, lizards, crocodiles, whatever. You could change their little encounter into a full sprint for their lives to the nearest village as a whole clan of goblins pursues them through the wild with worgs to track them. Next up, lead the brave PCs into invading the goblin lair, and the place has got to have traps galore, from alarms to crossbow traps to oil slicked puddles waiting to be lit up with a tindertwig. Goblins are small, so any smart leader would likely try to use cramped quarters against medium sized foes. Dropped bags of flour can cover an escape or douse the party rogue to affect hide checks. Pits with spikes barely under the surface of disease-laden mucky water can have deleterious long term problems for the PCs to fix later. Lead them on using a lone goblin decoy so the PCs sprint down trapped corridors before being ambushed. For your RBDM, give the BBEGoblin a vampire or lich template for fun, and watch the PCs struggle through 50 of them just to run away at the end. [/QUOTE]
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