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Help me defend my goblin's lair
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<blockquote data-quote="NewJeffCT" data-source="post: 3899901" data-attributes="member: 10784"><p>I'm DMing what is now a low-level campaign - and I had thought I set up a tough encounter for them by having them tasked to clear a goblin lair.</p><p></p><p>Part of the problem is that the party has two sorcerers and sleep is a devastating spell at that level. (party makeup is 5 humans and 1 elf fighter. The humans are a rogue, a cleric, a ranger, a sorcerer and a sorcerer-thief. Everybody is 2nd level, verging on 3rd. If they retreat and rest, at least three or four of them will have enough XP to level to 3rd)</p><p></p><p>After ambushing a nightly goblin patrol and knocking them off, no sweat, the party basically waltzed right into the goblin lair, took out 4 guards near the entrance. (I had expected them to use stealth....) Even though the guards got the alarm off and the goblins in the next room were waiting, the party again took them all out with ease. Only 1 person was wounded and they've now taken out nearly 20 goblins. Granted, I rolled about as poorly as you can roll (two sleep spells needing saves of 14 knocked out 7 out of 8 possible goblins...) but it was disappointing, as I wanted a challenging & harrowing encounter. But, I also don't like to penalize PCs for doing well, and I'm not the type to get too upset if my planned super-encounter fizzles.</p><p></p><p>I have about 35 goblins left, including a 3rd level leader and a 3rd level cleric and a couple of 2nd level "lieutenant" types. There is a back entrance to the place the PC's don't know about as well.</p><p></p><p>The goblins have a few "in game" minutes to prepare for the PCs. I would prefer to *not* rewrite the goblins to make them 4th or 5th level, or give them special magic items other than 1 use types of things.</p><p></p><p>So, what would you do if you were the goblins?</p><p>1) Would you keep your troops together in hopes of wearing the PCs down? Maybe set up some barricades for archers?</p><p>2) Would you send a squad of 8-10 (or more) out the back entrance in hopes of them catching the PCs from behind?</p><p>3) How would you take advantage of the darkness - the PCs will have to rely on either spells or torchlight beyond where they are now. The first room had enough light for them to see without penalty, but beyond that is deeper underground.</p><p>4) What sort of 1 use item would be a good "goblinesque" item for somebody to toss at the PCs? Low level magic item type of deal.</p><p>5) Would you attack, or sit & wait for the PCs to come to you?</p><p>6) Do I mix in the leader types to lessen the effects of the sleep spells? Or, do the leaders hang back and wait for the minions to die and hopefully soften the PCs up a bit?</p><p>7) Something else, or some combo of the above.</p><p></p><p>Thanks</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 3899901, member: 10784"] I'm DMing what is now a low-level campaign - and I had thought I set up a tough encounter for them by having them tasked to clear a goblin lair. Part of the problem is that the party has two sorcerers and sleep is a devastating spell at that level. (party makeup is 5 humans and 1 elf fighter. The humans are a rogue, a cleric, a ranger, a sorcerer and a sorcerer-thief. Everybody is 2nd level, verging on 3rd. If they retreat and rest, at least three or four of them will have enough XP to level to 3rd) After ambushing a nightly goblin patrol and knocking them off, no sweat, the party basically waltzed right into the goblin lair, took out 4 guards near the entrance. (I had expected them to use stealth....) Even though the guards got the alarm off and the goblins in the next room were waiting, the party again took them all out with ease. Only 1 person was wounded and they've now taken out nearly 20 goblins. Granted, I rolled about as poorly as you can roll (two sleep spells needing saves of 14 knocked out 7 out of 8 possible goblins...) but it was disappointing, as I wanted a challenging & harrowing encounter. But, I also don't like to penalize PCs for doing well, and I'm not the type to get too upset if my planned super-encounter fizzles. I have about 35 goblins left, including a 3rd level leader and a 3rd level cleric and a couple of 2nd level "lieutenant" types. There is a back entrance to the place the PC's don't know about as well. The goblins have a few "in game" minutes to prepare for the PCs. I would prefer to *not* rewrite the goblins to make them 4th or 5th level, or give them special magic items other than 1 use types of things. So, what would you do if you were the goblins? 1) Would you keep your troops together in hopes of wearing the PCs down? Maybe set up some barricades for archers? 2) Would you send a squad of 8-10 (or more) out the back entrance in hopes of them catching the PCs from behind? 3) How would you take advantage of the darkness - the PCs will have to rely on either spells or torchlight beyond where they are now. The first room had enough light for them to see without penalty, but beyond that is deeper underground. 4) What sort of 1 use item would be a good "goblinesque" item for somebody to toss at the PCs? Low level magic item type of deal. 5) Would you attack, or sit & wait for the PCs to come to you? 6) Do I mix in the leader types to lessen the effects of the sleep spells? Or, do the leaders hang back and wait for the minions to die and hopefully soften the PCs up a bit? 7) Something else, or some combo of the above. Thanks [/QUOTE]
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