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Help me challenge my 12th level party with hobgobolins!
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<blockquote data-quote="ashockney" data-source="post: 3043089" data-attributes="member: 1363"><p>I love scenarios like this, and I've run several in different campaigns. As has been mentioned a couple of great references include Red Hand of Doom and another classic is the Axe of the Dwarvish Lords module. I think it is helpful to put a couple of powerful "leaders" behind the forces, perhaps of even higher (13th/15th level) CR than the party. It will help to explain the basis for a number of the hobgoblin's tactics, resources, and abilities.</p><p></p><p>Some examples include: a lich wizard, a dragon shaman, a dragon, a polymorphed fiend, etc.</p><p></p><p>Tactics for things like this are based upon a couple of key advantages: numbers, knowledge, and surprise.</p><p></p><p>To play out the "numbers" aspect you can use the guidelines for "mob/swarm" creatures. This will make it easier to play "100 hobgoblin" horde much easier, and as a significantly greater threat than they would be individually. Otherwise, any example of overwhelming force, they should essentially never find themselves in a battle with less than a 3:1 or 5:1 ratio in their advantage. Tactically, the most critical thing about numbers is having lots and lots of damage, over an extended period of time. You should have resources available that allow you either "automatic" damage or "area of effect" damage, that isn't too overwelming. These resources will wear down, wear down, and wear down your parties defenses, resources, and hit points. The race becomes a marathon, instead of the typical "sprint".</p><p></p><p>The knowledge is played out in traps, ambushes, movement through secret passages/shortcuts, cover, concealment, and the use of the avaliable natural resources. If they are a dominant force in the area, they should have a number of moderate threat monsters/allies that are naturally occurring in the region. Grab a random encounter table for the area you're in, and seek the appropriate allies, and how best to fit them in: manticores, rust monsters, displacer beasts, umber hulks, etc. All of these things can make for a nasty surprise.</p><p></p><p>Suprise is the element that should be the most fun, and you'll have to know where your "source" of power is coming from. Any thoughts yet in that area?</p></blockquote><p></p>
[QUOTE="ashockney, post: 3043089, member: 1363"] I love scenarios like this, and I've run several in different campaigns. As has been mentioned a couple of great references include Red Hand of Doom and another classic is the Axe of the Dwarvish Lords module. I think it is helpful to put a couple of powerful "leaders" behind the forces, perhaps of even higher (13th/15th level) CR than the party. It will help to explain the basis for a number of the hobgoblin's tactics, resources, and abilities. Some examples include: a lich wizard, a dragon shaman, a dragon, a polymorphed fiend, etc. Tactics for things like this are based upon a couple of key advantages: numbers, knowledge, and surprise. To play out the "numbers" aspect you can use the guidelines for "mob/swarm" creatures. This will make it easier to play "100 hobgoblin" horde much easier, and as a significantly greater threat than they would be individually. Otherwise, any example of overwhelming force, they should essentially never find themselves in a battle with less than a 3:1 or 5:1 ratio in their advantage. Tactically, the most critical thing about numbers is having lots and lots of damage, over an extended period of time. You should have resources available that allow you either "automatic" damage or "area of effect" damage, that isn't too overwelming. These resources will wear down, wear down, and wear down your parties defenses, resources, and hit points. The race becomes a marathon, instead of the typical "sprint". The knowledge is played out in traps, ambushes, movement through secret passages/shortcuts, cover, concealment, and the use of the avaliable natural resources. If they are a dominant force in the area, they should have a number of moderate threat monsters/allies that are naturally occurring in the region. Grab a random encounter table for the area you're in, and seek the appropriate allies, and how best to fit them in: manticores, rust monsters, displacer beasts, umber hulks, etc. All of these things can make for a nasty surprise. Suprise is the element that should be the most fun, and you'll have to know where your "source" of power is coming from. Any thoughts yet in that area? [/QUOTE]
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Help me challenge my 12th level party with hobgobolins!
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