Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How would you defend your subterranean kingdom?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tzarevitch" data-source="post: 252558" data-attributes="member: 1792"><p>I don't know if comeone stated this already but make sure the small tunnels (no larger than a tall goblin and about 2 goblins wide) twist and turn a lot with a lot of sharp corners. That way the invaders who will be strung out in the passages cannot engage you with their whole force. Your goblins can then engage lone enemies at the front or rear without support of magic and missile fire from the rest of the companions. Also make sure the ground is rough so that footing is poor. If possible, keep the ceiling sharp (or at least rough) too to prevent fast movement of bigger enemies. Tunnels should also slope up from time to time to prevent gas clouds like Cloudkill from entering and wiping out the entire tribe. </p><p></p><p>Use a lot of twigs, gravel and other noisy matierials as flooring in the entry passages so that enemies can't sneak up on your sentries. Conceal caltrops (very cheap) in the debris. Use tripwires tied to alarm devices (bells) a LOT. They are cheaper than alarm spells and force invaders to loose surprise or stop and spend a lot of time disarming them. </p><p></p><p>Animals with scent (dogs for instance) are VERY hard to fool. They make better guards than goblins do and will raise the alarm. They also are much better attackers than standard goblins. If you are using the small, twisting tunnel defense you can't use full size wargs and dire wolves. They are too big. The goblins should store the dire wolves and worgs outside. Keep ordinary wolves or smaller dire wolves/worgs inside as guards. </p><p></p><p>All goblins (if they have a class level or two) should know PB shot and Rapid Shot if possible. Range is our friend. Goblins can't do much damage in melee but they can get a lot of shots off (hopefully with cheap poison). Ranges will be short due to the twisting passages so PB shot helps. If they can get shot-on-the-run, even better. Hit and run always. Do not stop and engage, make your foes chase you (crawling in narrow tunnels that are unfamiliar to them.) </p><p></p><p>Goblins should always take cover and only go from cover to cover. If no cover is available, use miniature tower shields for the goblin archers to hide behind. (Each goblin has a shield bearer whose job it is to handle the shield). </p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 252558, member: 1792"] I don't know if comeone stated this already but make sure the small tunnels (no larger than a tall goblin and about 2 goblins wide) twist and turn a lot with a lot of sharp corners. That way the invaders who will be strung out in the passages cannot engage you with their whole force. Your goblins can then engage lone enemies at the front or rear without support of magic and missile fire from the rest of the companions. Also make sure the ground is rough so that footing is poor. If possible, keep the ceiling sharp (or at least rough) too to prevent fast movement of bigger enemies. Tunnels should also slope up from time to time to prevent gas clouds like Cloudkill from entering and wiping out the entire tribe. Use a lot of twigs, gravel and other noisy matierials as flooring in the entry passages so that enemies can't sneak up on your sentries. Conceal caltrops (very cheap) in the debris. Use tripwires tied to alarm devices (bells) a LOT. They are cheaper than alarm spells and force invaders to loose surprise or stop and spend a lot of time disarming them. Animals with scent (dogs for instance) are VERY hard to fool. They make better guards than goblins do and will raise the alarm. They also are much better attackers than standard goblins. If you are using the small, twisting tunnel defense you can't use full size wargs and dire wolves. They are too big. The goblins should store the dire wolves and worgs outside. Keep ordinary wolves or smaller dire wolves/worgs inside as guards. All goblins (if they have a class level or two) should know PB shot and Rapid Shot if possible. Range is our friend. Goblins can't do much damage in melee but they can get a lot of shots off (hopefully with cheap poison). Ranges will be short due to the twisting passages so PB shot helps. If they can get shot-on-the-run, even better. Hit and run always. Do not stop and engage, make your foes chase you (crawling in narrow tunnels that are unfamiliar to them.) Goblins should always take cover and only go from cover to cover. If no cover is available, use miniature tower shields for the goblin archers to hide behind. (Each goblin has a shield bearer whose job it is to handle the shield). Tzarevitch [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How would you defend your subterranean kingdom?
Top