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Help me defend my goblin's lair
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<blockquote data-quote="Rechan" data-source="post: 3899951" data-attributes="member: 54846"><p>What is this lair made out of? Is it a cave? Some sort of fort? A house that the goblins took over? How BIG is the interior? Is it goblin sized (Meaning that medium characters have to squeeze through to fight)? How long have these goblins been living here?</p><p></p><p>Assuming they've been living there a while, and it's not just someone else's lair that they took over, it should be fortified to the extent that goblins can fortify it. For instance, there should be pits, with walkways that are goblin sized (balance check to cross while in a fight).</p><p></p><p>They should have traps and murder holes (arrow slits in the walls/ceiling they can drop things down and then run away) and poison. (Weak poison, mind you). </p><p></p><p>Imagine one of the goblins tunnels with a big piece of wood or frame. The frame fills the entire tunnel, and the goblins push it forwards, towards a pit. There's a lot of them behind it, so they are forcing the characters to back up towards the pit. Put spikes on the front for that matter, so the Pcs can't just charge and ram it.</p><p></p><p>If all of the tunnels are Goblin sized (small), it hampers the medium characters' speed and fighting. The goblins could take advantage of this further by carving out a part of the tunnel that's Medium sized, so a medium sized person stands up to their full height - and triggers a trap, like a scything blade, or maybe something poisonous spread on the ceiling. </p><p></p><p>Also, these guys are goblins: where are their worgs or wolves? </p><p></p><p></p><p>Archers spread out. One on that side of the room, behind a barricade, another on that side of the room. Preferably on the other side of a pit or ledge the goblin reaches by tossing down a ladder or a board that he can pull up, leaving him isolated. </p><p></p><p></p><p>Two archers, as many worg riders as possible, and one of the leaders. </p><p></p><p>Alternatively, if the goblin lair has a T intersection, have both groups sandwiched on one side, and one on the other. The PCs choose to go in one direction, have the guys in the other come in from behind. Much easier pincer move.</p><p></p><p></p><p></p><p>Goblins have darkvision 60ft; they can see in the dark just fine. A torch and Light spells give light out to 20ft, and beyond that is 20ft of Shadowy Illumination, which gives anyone in the Shadowy Illumination concealment (meaning they can hide, and have a miss chance to be hit). Low light vision (elves for instance) mean that both of those figures are Doubled - normal light goes out to 40ft, shadowy another 40ft. </p><p></p><p>If the Goblins' lair is so small that 20ft of light illuminates everything, then the gobbos are stuck unless they start shooting from one room into the next. </p><p></p><p></p><p>1) Tanglefoot bag. Alchemist fire. Hit a big beefy guy with a sword and he's SOL. Same for a magey type.</p><p></p><p>2) Forget a magical item. Go for something more mundane: a wasp's nest inside a clay jar. Treat it like a regular swarm. </p><p></p><p></p><p>1) What is the Leader? Is he a fighter, a rogue, what? </p><p></p><p>2) The goblins should spread out. First of all, goblins suck at melee, so a goblin at range is a happy goblin. And goblins should know "Don't cluster up; big people can hit you with spells and everybody die". So this would lessen the effect of Sleep if you have one over here, one over there, two up there, etc. </p><p></p><p>3) Goblins have +5 to MS and +5 to Hide. Have two or three rogues hide (behind cover I might add) and have two or three archers on the other side of the room. The PCs come in, the archers start pegging them, the PCs approach. Have the hiding rogues come up behind the sorcerers and skewer/flank them like the rogues they are. Unless they flank the mage, they should run after getting their sneak attacks.</p><p></p><p>4) Aid Another. If two or three goblins are in a fight with a PC, have one Aid the Other so that he can hit harder. </p><p></p><p>5) Goblins should know 'people wiggle fingers and say weird things and goblins die'. Have a goblin hold an action to try and disrupt a mage when he's casting. </p><p></p><p>6) Give the PCs a taste of their own medicine. A first level goblin sorcerer could throw a <em>Color Spray</em>, which should stun or knock out several people. In addition, this sorcerer just throwing down an Obscuring Mist should make your PCs pause and go "Uh oh, what's going on?" and go slower. (Couple this with 3 for great effect). Casting Grease (or just dumping a pot of it) on one of the goblin-sized bridges while archers guard it should be a fairly good choke point.</p><p></p><p>7) Hit and Run. Goblins have 30ft movement for a small race - much faster than someone in heavier armor (and always faster than a dwarf). A goblin pops in a doorway (using cover), fire a shot, and run away. If the PC chases, have two goblins come up behind him.</p><p></p><p>8) Trickery. Have Bob the Goblin put on the fancy head dress and pick up the clerical fashion, and give him one of the biggest, baddest weapons in the cache. Let the cleric look like he was some joe schmoe goblin with a morningstar. PCs jump up to approach Bob, and the Cleric steps up behind them and WHAMMO, Sound burst (Damage + stun), or summon swarm right on their heads. If the Cleric is going to melee (which is a Bad idea), Aid and then charging the mages from behind is doable, or just cast Spiritual Weapon and aim for the mages.</p></blockquote><p></p>
[QUOTE="Rechan, post: 3899951, member: 54846"] What is this lair made out of? Is it a cave? Some sort of fort? A house that the goblins took over? How BIG is the interior? Is it goblin sized (Meaning that medium characters have to squeeze through to fight)? How long have these goblins been living here? Assuming they've been living there a while, and it's not just someone else's lair that they took over, it should be fortified to the extent that goblins can fortify it. For instance, there should be pits, with walkways that are goblin sized (balance check to cross while in a fight). They should have traps and murder holes (arrow slits in the walls/ceiling they can drop things down and then run away) and poison. (Weak poison, mind you). Imagine one of the goblins tunnels with a big piece of wood or frame. The frame fills the entire tunnel, and the goblins push it forwards, towards a pit. There's a lot of them behind it, so they are forcing the characters to back up towards the pit. Put spikes on the front for that matter, so the Pcs can't just charge and ram it. If all of the tunnels are Goblin sized (small), it hampers the medium characters' speed and fighting. The goblins could take advantage of this further by carving out a part of the tunnel that's Medium sized, so a medium sized person stands up to their full height - and triggers a trap, like a scything blade, or maybe something poisonous spread on the ceiling. Also, these guys are goblins: where are their worgs or wolves? Archers spread out. One on that side of the room, behind a barricade, another on that side of the room. Preferably on the other side of a pit or ledge the goblin reaches by tossing down a ladder or a board that he can pull up, leaving him isolated. Two archers, as many worg riders as possible, and one of the leaders. Alternatively, if the goblin lair has a T intersection, have both groups sandwiched on one side, and one on the other. The PCs choose to go in one direction, have the guys in the other come in from behind. Much easier pincer move. Goblins have darkvision 60ft; they can see in the dark just fine. A torch and Light spells give light out to 20ft, and beyond that is 20ft of Shadowy Illumination, which gives anyone in the Shadowy Illumination concealment (meaning they can hide, and have a miss chance to be hit). Low light vision (elves for instance) mean that both of those figures are Doubled - normal light goes out to 40ft, shadowy another 40ft. If the Goblins' lair is so small that 20ft of light illuminates everything, then the gobbos are stuck unless they start shooting from one room into the next. 1) Tanglefoot bag. Alchemist fire. Hit a big beefy guy with a sword and he's SOL. Same for a magey type. 2) Forget a magical item. Go for something more mundane: a wasp's nest inside a clay jar. Treat it like a regular swarm. 1) What is the Leader? Is he a fighter, a rogue, what? 2) The goblins should spread out. First of all, goblins suck at melee, so a goblin at range is a happy goblin. And goblins should know "Don't cluster up; big people can hit you with spells and everybody die". So this would lessen the effect of Sleep if you have one over here, one over there, two up there, etc. 3) Goblins have +5 to MS and +5 to Hide. Have two or three rogues hide (behind cover I might add) and have two or three archers on the other side of the room. The PCs come in, the archers start pegging them, the PCs approach. Have the hiding rogues come up behind the sorcerers and skewer/flank them like the rogues they are. Unless they flank the mage, they should run after getting their sneak attacks. 4) Aid Another. If two or three goblins are in a fight with a PC, have one Aid the Other so that he can hit harder. 5) Goblins should know 'people wiggle fingers and say weird things and goblins die'. Have a goblin hold an action to try and disrupt a mage when he's casting. 6) Give the PCs a taste of their own medicine. A first level goblin sorcerer could throw a [i]Color Spray[/i], which should stun or knock out several people. In addition, this sorcerer just throwing down an Obscuring Mist should make your PCs pause and go "Uh oh, what's going on?" and go slower. (Couple this with 3 for great effect). Casting Grease (or just dumping a pot of it) on one of the goblin-sized bridges while archers guard it should be a fairly good choke point. 7) Hit and Run. Goblins have 30ft movement for a small race - much faster than someone in heavier armor (and always faster than a dwarf). A goblin pops in a doorway (using cover), fire a shot, and run away. If the PC chases, have two goblins come up behind him. 8) Trickery. Have Bob the Goblin put on the fancy head dress and pick up the clerical fashion, and give him one of the biggest, baddest weapons in the cache. Let the cleric look like he was some joe schmoe goblin with a morningstar. PCs jump up to approach Bob, and the Cleric steps up behind them and WHAMMO, Sound burst (Damage + stun), or summon swarm right on their heads. If the Cleric is going to melee (which is a Bad idea), Aid and then charging the mages from behind is doable, or just cast Spiritual Weapon and aim for the mages. [/QUOTE]
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