How would you defend your subterranean kingdom?

Nail said:
Remember this trick: Goblin does a standard move, then a standard "mount" action. That takes a full round. But, th' worg readies an action "as soon as my goblin's aboard". His action is a full round move. So goblins go from being "just within reach" to "so long, sucker!"

How's that?

Damn good trick :)

I'd pictured the ambush going like this:

  • All the rogues and thier sergeant (fighter/rogue) set up within 30' of the road, under cover.
  • When the caravan is next to the rogues, out pop the rangers, mounted on worgs, in front of the caravan.
  • The leader, lieutenants, sergeants and rangers have all taken Mounted Combat and Mounted Archery... they'll be firing toward the caravan from worg-back. This ought to draw the "figher" types towards the front of the caravan.
  • The goblin leaders yelling is the rogues' cue to attack. Those remaining with the caraven (probably the caster-types) get pelted by sneak-attacking rogues to their side.
  • The goblin "skirmish" force will be zig-zagging away, firing arrows into anyone following them. This may buy the rogues another round or so. They'll fire one last salvo, then mount up.
  • If the leaders think the caravan has been reduced to "managable" size, they'll double back & engage in melee. Managable size is at most 4-6 defenders -- few enough to flank every one of them.
  • If the caravan defenders are too strong, the goblins will either go away, or set up another ambush further down the road.

I figure that, of the 9 hidden goblins, 2d4 will get off an attack in the first "surprise" round. One from the sergeant, 1-7 from the rogues. In the second round all nine will fire.

At the end of the 2nd round, the rogues will execute your excellent mount-the-readied-worg move (2d4+1 of them will even do it correctly). This means they will have to call for thier worgs at the end of the first round (thus giving away their position (to any half-astute adventurer).

At this point, the goblins are three days ride from their base, and the party is three days from their destination. Reinforcements aren't available, so if the party can damage 4 or more of the goblins, they'll retreat, no matter what the remaining defenders look like.

(Here are the defenders:
NPCs
Amelia Richaleux -- LG human Paladin 6, group leader
Dazozzka -- CN half-orc Fighter 3
Silaqui -- LN half-elf Fighter 2
Michel Cantor -- NG human Fighter 1 (can't you just see the red shirt on this guy?)

PCs
Running Green -- CG human Ranger 3
Rul -- LN Human Rogue 1 / Wizard 2
Ober -- CN Human Cleric 3 (Strength, Air)
Bess -- CG Halfling Rogue 3

Note: all rangers are Monte Cook rangers -- my goblins need the extra feats.

-- Nifft
 

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I've got a meetin' t'go to in 10, so I'll reply more in th' pm.)

My first thought: Ye know that rogues only get th' sneak attack if the victim has lost his dex bonus, right?

In other words, if th' rogues wait until after the PC have acted, then th' PCs are no longer "flat-footed", and therefore th' rogues don't get their sneak attack ability.

An' ranged weapons can't flank, so there's no "out" there either.

Remember that "surprise" works differently in 3e D&D than in other systems you might be used to. Those rogues need to act ASAP, before the PCs are no longer "flat-footed", i.e. round zero.
 

Nail said:
In other words, if th' rogues wait until after the PC have acted, then th' PCs are no longer "flat-footed", and therefore th' rogues don't get their sneak attack ability.

Those rogues need to act ASAP, before the PCs are no longer "flat-footed", i.e. round zero.

Okay, so the order of ambush should be:

ROUND 0
  • Leader & rangers leap from underbrush, shouting, in front of the caravan. [move-equiv]
  • Hearing the shouts, the rogues fire. 2d4 of them have readied actions and get a shot off in this round.
  • The rangers fire a shot from worg-back at the caravan.
  • The rogues yell for thier worgs. [move-equiv]

ROUND 1
  • Leader & rangers are still in motion. They fire a shot.
  • Rogues get a shot off and mount their worgs. 2d4+1 of them succeed.

ROUND 2
  • If there are 4 or fewer caravan guards, move in and flank them. Melee in this case.
  • If there are more guards left, take another round of pot-shots, then ride away.

How's that?

-- Nifft
 

mmadsen said:

Incidentally, how do you make a pit trap full of gelatinous cubes?

this one is easy. See gelatious cubes hate fire. they shy away from fire. Therefore all you have to do is corner one and use simple tactics to goad the gelatious cube into the pit. Every so often you simply throw a torch into the pit to get the cube down to size.


I took that from bluffside by THG/MEG
 

Nifft said:
ROUND 0
  • Leader & rangers leap from underbrush, shouting, in front of the caravan. [move-equiv]
  • Hearing the shouts, the rogues fire. 2d4 of them have readied actions and get a shot off in this round.
  • The rangers fire a shot from worg-back at the caravan.
  • The rogues yell for thier worgs. [move-equiv]

Sounds good. Two things:
#1) Th' "call fer worgs" action is a free action, not move equivalent, unless the goblin's actually moving while doin' th' calling. That's why I suggested using it for moving to th' worgs. There's probably at least 3 better ways of using this move action...... any suggestions?

#2) Leader's and mounted rangers probably don't need to "leap from the underbrush". Just have 'em yell an' fire.

ROUND 1
  • Leader & rangers are still in motion. They fire a shot.
  • Rogues get a shot off and mount their worgs. 2d4+1 of them succeed.

At this point, th' worgs still have their entire round of action t'do. What are they doing?

ROUND 2
  • If there are 4 or fewer caravan guards, move in and flank them. Melee in this case.
  • If there are more guards left, take another round of pot-shots, then ride away.

How's that?

-- Nifft [/B]

Looks real good. Sneaky, but sloppy.

<shrugs> I like it anyway. Email me how it goes! (I'd probably miss yer post on how it goes on th' boards, since I check infrequently. So email me, as I'm rather curious.)
 
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All the rogues and thier sergeant (fighter/rogue) set up within 30' of the road, under cover.
Ideally it would be true cover too, not just concealment. If they're on a slight ridge behind a wall of sharp stakes hidden in some thick brush, well, don't expect the caravan guards to rush them successfully.
 

Getting back to the big picture for a moment, there's a few tactics that could work quite well.

First, here's one tactic that could seriously root an invading force if the goblin warren is a single cave system, with one main entrance: The moment you're invaded, get everyone out through side entrances and cave them in behind you. Then set up a barricade at the front door. Suddenly you're besieging the people that came to root you out. This works better if you've got food stores in packs so you can haul them out with you, maybe some tents, or better still some dead animals you can leave in the cave to infect your foes (the dead animals can be eaten if you're not invaded; just make sure you have a steady stream of corpses passing through.)
- This technique gets around the flaw that an enlosed cave system is easily 'smoked out' or starved.
- I used this tactic once with a warband of about thirty goblins. When the heroes got damaged and decided to leg it back to town for a rest/heal, they found themselves closed in against overwhelming odds. And there was only one exit. The goblins started piling up rocks. Shameless plug alert: Read my game-based comic to find out what happened next. http://dungeondamage.keenspace.com

Second, the Underdark. Essentially a big cavern system without end. If you map out the area around you, you'll have an immediate advantage if you can keep your population mobile, and keep away from invaders through use of skilled scouts. Humans invade, find nobody, and take off. The next day, the raiders are back. This one even works against powerful invaders who scry out an area and teleport in after days of prep; if you scatter and meet up five miles away in a place no wizard has ever seen, you will at least survive.
- Again, no smoking out. Starvation is a problem unless the goblins can hunt underground. Mushrooms aren't exciting, but they're prevalent. Consider food sources.

Third, alliances. Goblins are weaker than anybody else except maybe kobolds in the humanoid stakes; how have they survived so long? By making friends, I'd guess.
- Intermarriages between tribes could easily create bonds that moderately concerned goblins would act on. So there's assistance from local goblins.
- Better than enslaving a bunch of kobolds, keep their communities on a short leash as buffer states. Raid them occasionally. If one of them angers you, massacre them all, roll their skinned bodies in salt, nail them up as an example etc. The key here is keeping several weak communities around - goblin overseers (of high level and discipline) could take the role of ambassadors and beat the crap out of anyone who starts organising the kobolds to resist their overlords. The kobolds absorb invaders, give advance warning, and trap the heck out of their environs. They're slaves with illusions of grandeur, which would satisfy a lazy goblin.
- If you don't have anywhere else to turn, become someone else's vassal. Frankly, this is where most goblins find themselves. A lot of very powerful creatures live underground; a band of men-at-arms can hew down goblins, but an inquisition of illithids (a mere handful) will psi-blast the lot of them and eat their brains before you can say "Jack Splat". Or make a deal with a dragon and hang out in its cavern a lot. Or make friends with an umber hulk cluster, which can do your tunnelling for you.
Paying these powerful allies can be difficult, but remember: Goblins breed like rabbits. It's the only way they could have survived the rise of humans, considering the average goblin is fairly sucky. In fact, I'd bet most goblins aren't even adults yet, hence the slovenly behaviour and laziness you'd expect from a teenager. So feed your overflow population to your overlords. Sure, goblin brain isn't as tasty as that of an elf to an illithid. But more potatoes are eaten than caviar in this world.

Fourth, I like the idea of a preemptive antistrike technique: Why do the humans want to attack you? Because you've burned their crops and stolen their women? Why bother? Much the same way as you could keep kobold tribes around your subterranean lair, keep some human communities that you actively protect from other threats (or at least pretend to - "Gee, thanks, Mister Gruk-Thug, that's the third dragon you've driven off this week! How can we ever thank you?") and demand some small recompense from. The villagers will actually fend off goblin-slaying adventurers rather than be left vulnerable. (This works well in remote wildernesses where goblins tend to live, as the villages will be under constant threat of wild beast attack, and before someone says wolves don't attack humans, it's just that the bodies were never found.)
- This may cause problems with the general goblin populace, who see the humans as either enemies to be defeated or slaves to be cowed. You'd have to train a number of leaders to rein in their grunts, and keep them off the humans - for the most part; it's a case of balancing the human's need for protection with their revulsion of evil overlords. Pushing humans over in the street is not advisable, and can cause inconvenient heroism. It's best to wait until you can catch them in the woods and blame it on a bear when the other humans come looking.
- You are still free to raid more distant villages; in fact, your protectorates can serve as base camps. This works best if you're near a border and can raid foreigners. You might even be honoured by the king of the humans you protect for 'services for the Crown' (beating on his enemies).
- It's always best to show off how mighty you are. Frequently ride through their streets on your worgs. The fact that many worgs speak Common should impress the villagers and keep them cowed. Oh, and a worg makes an excellent spy for just this reason. Hide in the bushes and watch the humans go about their business. If it's spotted, the goblins show up and chase off the 'wolf'.
- All in all, treat humans as cattle: keep them safe from predators, and live off what they give you. Admittedly it involves a little work, but see my next point.

Fifth, it's always best to keep your populace well-trained. If you're going to survive by raiding, raid often to gain experience, and weed out the slackers in your ranks. Trim your population down to the veterans. A few good soldiers are an invaluable commodity, primarily as leaders to keep the grunts in line. (And given goblin's fecundity, you'll have a lot of grunts fairly quickly.) I realise goblins aren't normally like this, but a clever leader should be able to instill some discipline and motivation into their minions, and the minions can beat on anyone who disagrees.
- Depending on how effective this is, a few generations of selective breeding could produce stronger, more intelligent goblins that can work together for distant goals, rather than lie around all day picking on the little guy. Perhaps this is how hobgoblins got started.

Well, there's some strategies that might work. Imagine the situation: PCs ride into town looking for goblin raiders, but are greeted coldly and told to get out if they reveal their mission. When they find the goblin lair, it's been trapped by kobolds, and if they wipe out an entire tribe of the little pests, they find a hastily abandoned central complex. As they go to leave, puzzled by the lack of goblins, they discover that they've been walled in... and the dead kobolds are starting to smell.
Or worse - the goblins pull further back into the caves, fighting a rear-guard action on terrain they know, led by high-level fighters. When the PCs think they have their prey cornered, they charge ahead - and find themselves staring at a trio of umber hulks. If they can avoid killing themselves in the sight of confuse eyes, they've still got a heck of a fight on their hands.
And if they finally beat the goblins, despite all odds, they come out and find that they're wanted by royal edict in this kingdom. Suddenly killing goblins isn't the fun trip it was supposed to be.
 

While the ideas above are truly deadly, I think they lack verisimilitude - goblins are not disciplined dwarves, they're thugs. Think street gangs. The bad guys from Road Warrior. They raid others because they don't WANT to do any hard work. Consider the following:

1. The head of the tribe is likely to be far more worried about a coup than invading armies or adventurers. He will NEVER allow his chief "lieutenants" to lead significant forces independently. If an underling becomes too powerful or popular, the chief might even send the underling on a raid, then arrange to warn the target, so the underling is either killed or disgraced.

The most powerful forces in the goblin kingdom, the wolves, will be under his direct command. The trainers will be hand-picked for loyalty to the chief. Anyone who gets out of line will likely end up as dinner for the wolves.

Any spellcasting goblins will be kept under observation at all times. Their spells will likely be used only with the chief's permission. While Hold Person and Command spells would be very useful against invaders, they could also be used against the chief. Some chiefs would forbid such spells altogether, or only allow them to be cast in battle, with a couple "bodyguards" (loyal to the chief) beside each shaman to ensure the spells are used only against the invaders.

Remember, goblin tribes tend to be ruled by the biggest, baddest, meanest, most cutthroat character (and not necessarily a goblin).

2. Goblins will delight in creating new tricks and traps, but such traps will be small in nature. Any group of goblins assigned to defend/watch a particular area are likely to create a few low-tech alarms and traps, if only so they can sleep or gamble, instead of guarding and patrolling.

Large-scale traps, designs, etc. are unlikely to be constructed by goblins for a couple reasons - one, the tribe will not appreciate all the work, which could lead to a change in leadership and, two, goblins abandon lairs not only when driven out, but when they've picked an area clean. Why invest so much work in a place the tribe will leave after several months, or even years? Even if the goblin tribe has occupied a former dwarven stronghold, consider carefully how much work is necessary to repair any traps and contrivances - anything requiring more than a few day's effort would likely be ignored.

3. Goblins are cowards! They will only engage in a stand-up fight if they have no choice. They will always look for ways to retreat, which means even sacrificial grunts are likely to create their own bolt-holes, if assigned to an obviously suicidal position ("You two stand right here in the open. Don't worry, if anyone kills you, we'll shoot them." Yeah, right.

This means that there may be secret and hidden passages that lead back into the complex that the chief knows nothing of. A smart party could exploit this, while the goblin chief would need to "discourage" such creations. Of course, if the goblin chief wanted to spend his entire day making sure everything is perfect, he'd be a dwarf, so a lot will be missed.

The only other time goblins would fight to the death is if they're more afraid of the consequences of running than of fighting. To ensure this, the chief would need to rule with an iron hand. He'd need to be a larger than life threat to the goblins. If he's being trashed by a party, his tribe will abandon him in a heartbeat. In that situation, how likely is he to engage the party himself? He'll run things from behind, then run if things get too hairy.

I know the above comments don't actually answer the original question, but others have posted plenty of great ideas. I'm trying to create a context for the goblins so DM's will know which ideas are appropriate. Smart players will think of many of these things and all players appreciate a DM who rewards good planning on their part. Give them the opportunity!
 

The moment you're invaded, get everyone out through side entrances and cave them in behind you. Then set up a barricade at the front door. Suddenly you're besieging the people that came to root you out.
That's a reasonable suggestion, but side doors are doors; they must be defensible too. A not-so-impatient force might lay siege and slowly find your concealed side doors. (Of course, I think that's perfectly in character for Goblin defenses.)
This works better if you've got food stores in packs so you can haul them out with you, maybe some tents, or better still some dead animals you can leave in the cave to infect your foes (the dead animals can be eaten if you're not invaded; just make sure you have a steady stream of corpses passing through.)
That seems like far too much planning and work for Goblins. Wouldn't they just sneak out, trap the humans underground, and move on? They can forage off the land and off local farms.
This technique gets around the flaw that an enlosed cave system is easily 'smoked out' or starved.
You need escape tunnels that take you to some place beyond the siege perimeter though, if the goal is to avoid getting starved out. It seems like a better tactic against an impulsive raid. Draw them in, then seal them off.
I used this tactic once with a warband of about thirty goblins. When the heroes got damaged and decided to leg it back to town for a rest/heal, they found themselves closed in against overwhelming odds. And there was only one exit. The goblins started piling up rocks.
Excellent.
Shameless plug alert: Read my game-based comic to find out what happened next. http://dungeondamage.keenspace.com
Nice! (Anyone reading, take a look! It's a bit too anime for my tastes, but I love the quasi-historical flavor.)
 

While the ideas above are truly deadly, I think they lack verisimilitude - goblins are not disciplined dwarves, they're thugs. Think street gangs. The bad guys from Road Warrior. They raid others because they don't WANT to do any hard work.
Well put.
The head of the tribe is likely to be far more worried about a coup than invading armies or adventurers. He will NEVER allow his chief "lieutenants" to lead significant forces independently. If an underling becomes too powerful or popular, the chief might even send the underling on a raid, then arrange to warn the target, so the underling is either killed or disgraced.
Ooh, I see an adventure seed there!
Why invest so much work in a place the tribe will leave after several months, or even years?
Perhaps the Goblins have seasonal homes? They build a local underground stronghold, raid a little, then move on before they draw too much heat. Eventually they work their way back to where they started.

In the meantime, our heroes stumble across abandoned underground strongholds full of traps and refuse.
 

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