Greetings!
My friend mmadsen wrote:
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Quote:
"According to the Monster Manual, a Goblin Tribe comprises:
40-400 1st-level Warriors
One 3rd-level Sergeant per 20 adults
One or two Lieutenants of 4th or 5th level
One Leader of 6th to 8th level
10-24 Worgs
2-4 Dire Wolves"
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End Quote.
Now, in looking over the above force, assuming 260 1st level Warriors, (slightly more than average)--that would provide additional forces, as follows:
Base-line: 260 1st level Warriors
(1) 13 3rd level Sergeants (3rd level Fighters)
(2) 2 5th level Lieutenants (2nd level Ranger/3rd level Rogue)
(3) 1 8th level lord. (4th level Ranger/4th level Rogue)
(4) 4 Dire Wolves
Assuming, as per the thread, that these Goblins live underground, it seems to me logical that they would put efforts into mining operations where appropriate. This of course, could at least provide the Goblin tribe with if not considerable wealth, at the least supply their own needs in metallurgy and in manufacturing. This then allows for the following strategies:
There should be a series of Goblin-sized passages throughout, to minimize the accessability for larger invaders. Entrances are then deployed with steel gates, backed up by a series of defense-points from above the passages. There would be three portcullises, each about thirty feet apart. Each portcullis would be backed up by a pair of steel doors, creating a three-part sealed entrance chamber. The ceilings above would contain interlocked passages, and iron-grate flooring, allowing the dumping of boiling oil on all invaders below, in addition to missile fire. At each section, there would be a locking door connecting with the next ceiling chamber, thus, having three interlocked and secure ceiling chambers above each of the enclosed gated sections of entrance hall below them.
In addition to this, there can be a double-steel door at the third section, thus creating a total seal. At the four corners, both at the bottom, and the ceilings, there can be small valved pipes that can quickly flood one, two, or all three chambers with burning oil. The chamber beyond the three-part entrance hall has an upper gallery, with stairways designed with the curving wall on the right, thus inhibiting attackers attempting to gain the top of the gallery. However, from above, the defenders have no such hindrance. From these stairways, there can be Goblins armed with halberds, while Goblins from the galleries above rake the attackers with archer-fire. In addition, from these main fighting positions, which can be a larger rectangular meeting hall to allow ease in assembling the troops, this is also where dug-in kennels can be found, which allow the Dire wolves to sweep in to attack invaders, and retreat back into their smaller-holed kennels to be healed by a Goblin Shaman, before returning to the fray. In addition, the doors (four of them) leading from the great hall can all be of steel, and barred. Each can lead into another small chamber, roofed with murder holes, portcullised, and gated at the other end as well. The walls can be covered from floor to ceiling with great 3' long steel spikes. The lowest spike is set at precisely 4' high. Thus, the Goblin defenders fighting the invaders with halberds and such can fight unhindered, while the invaders must fight while having sharp steel spikes, potentially poisoned, everywhere at their backs in these dangerous death-chambers. The chambers beyond these access secondary entrance points, would each have small access-hallways that lead from them, on down small corridors, to each subsequant chamber.
From this set-up, the Goblins can stock bundles of poisons, slimes, bundles of poisonous molds, hay, and oil, to smoke, burn, irritate, and poison invaders at every step of the way. In addition, the tunnels are so designed that the Goblins can fire several volleys from cover and concealment, then withdraw, while a few assault squads of Goblins with swords, burning flasks, and halberds, keep the invaders busy. The archers then withdraw to the next section, where the assault forces can now withdraw under heavy and deadly support fire. Special poison-gas hallways, as well as barbecue hallways can be made, where the floor is iron-grating, under which burn beds of sizzling coals. The iron will be red hot, and narrow walkways can be made on the sides, with a suitable imposing stone arched-railing preventing someone taller from walking on them. As taller invaders seek to *crawl* along these narrow access-ledges, requiring all four limbs to negotiate successfully, the sides of the hallway can be deployed with horizontal murder-holes to allow for the Goblins to unleash a torrent of archer fire on the helpless invaders! If the invaders fall off, or let go, they can be grilled to death on the sizzling iron grill, as they are shot at from a dozen archers.
The Goblins can keep this up, fire, ambush, retreat, continuously, night and day. The Goblins, having superior numbers, can set up shifts where the Goblins can assault invading parties every hour, on the hour, night and day. The invading party should be pretty worked over in a short time. They should be retreating soon from such an onslaught, and the Goblins can live free!
Semper Fidelis,
SHARK