Nail
First Post
mmadsen said:Do you want to pass along any ideas from the adventure?
Second that.
mmadsen said:Do you want to pass along any ideas from the adventure?
mmadsen said:I made that point earlier. If they're supposed to be sneaky and cowardly, why aren't they Rogues?
They are 1st-level Warriors: 1d8 Hit Points, +1 BAB, 4x2 Skill Points, etc.
Agreed, but the sample Goblin in the Monster Manual is a 1st-level Warrior. Something I wish the Monster Manual did, even though we can all do it ourselves, is provide stats for typical enemies from the monster races. I'd like to see a typical Goblin Scout (Rogue), Goblin Leader (Fighter/Rogue), Goblin Wolfrider (Fighter), etc.Isn't their favored class rogue? Wouldn't you think that the favored class means that they are the predominant class?
I'm not nearly as opposed to having Goblins dig a bit -- they are subterranean creatures, after all -- but any big projects could fall to their slaves. Human children aren't the best miners, but they'll do. All that physical labor makes them a bit rangy though.So far (for those still bored enough to be paying attention) the reasonable suggestions have been:
- Murder holes (or equivalent; pick your surface)
- Pits (with or without spikes)
- Narrow, sloped tunnels (found or "collapsed", rather than goblin-dug; goblins don't dig.)
- Poisonous vermin (thrown or dumped)
- False Trails to more dangerous subterranean monsters
- Collapsing caverns (tho' this seems too involved for a goblin, IMO)
Real-life mines use wooden supports all the time, right? Do they really degrade that quickly?Since wood and metal degrade quickly in the damp underground, defences with those components are just not practical for goblins.
And how do we Goblins get in and out of our own home? And how do our wolfriders get in and out?have a long entrance tunnel with all the nasties others have mentioned. at the end is a very tall shaft 5x5. at least 200 ft tall.
SHARK said:Very funny Nail!![]()