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How would you defend your subterranean kingdom?
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<blockquote data-quote="Nifft" data-source="post: 322459" data-attributes="member: 6562"><p>Damn good trick <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'd pictured the ambush going like this:</p><p></p><ul> <li data-xf-list-type="ul">All the rogues and thier sergeant (fighter/rogue) set up within 30' of the road, under cover.</li> <li data-xf-list-type="ul">When the caravan is next to the rogues, out pop the rangers, mounted on worgs, in front of the caravan.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">If the caravan defenders are too strong, the goblins will either go away, or set up another ambush further down the road.</li> </ul><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>(Here are the defenders:</p><p><strong>NPCs</strong></p><p>Amelia Richaleux -- LG human Paladin 6, group leader</p><p>Dazozzka -- CN half-orc Fighter 3</p><p>Silaqui -- LN half-elf Fighter 2</p><p>Michel Cantor -- NG human Fighter 1 (can't you just see the red shirt on this guy?)</p><p></p><p><strong>PCs</strong></p><p>Running Green -- CG human Ranger 3</p><p>Rul -- LN Human Rogue 1 / Wizard 2</p><p>Ober -- CN Human Cleric 3 (Strength, Air)</p><p>Bess -- CG Halfling Rogue 3</p><p></p><p><em>Note: all rangers are Monte Cook rangers -- my goblins need the extra feats.</em></p><p></p><p> -- Nifft</p></blockquote><p></p>
[QUOTE="Nifft, post: 322459, member: 6562"] Damn good trick :) I'd pictured the ambush going like this: [list] [*]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. [/list] 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: [b]NPCs[/b] 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?) [b]PCs[/b] 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 [i]Note: all rangers are Monte Cook rangers -- my goblins need the extra feats.[/i] -- Nifft [/QUOTE]
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