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How would you defend your subterranean kingdom?
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<blockquote data-quote="Nifft" data-source="post: 334959" data-attributes="member: 6562"><p>Here's how I modeled this in my little goblin mine:</p><p></p><p>1 chaotic evil leader: rules by strength.</p><p>2 lieutenants: one chaotic evil, one lawful evil.</p><p>7 sergeants: nearly as strong as the lieutenants, but less politically powerful and closer to their specific troops</p><p></p><p>Every goblin is CE, NE or LE. The CE and LE goblins will side with the lieutenant of their alignment.</p><p></p><p>2/3 of the troops are CE (including most of the rogues).</p><p></p><p>1/4 or so are LE (including all of the mages and clerics).</p><p></p><p>Killing the leader will start a civil war, though only the LE troops have a real reason for wanting to keep the mine ... so the CE forces will probably just leave, and go raid a nearby settlement.</p><p></p><p>The worgs have loyalty to the leader. If he dies, they will side with whoever seems strongest. The LE side has more rangers, so they'll probably win the worgs over, though the worgs won't act on either side's behalf until the other side is already clearly losing.</p><p></p><p>Killing a lieutenant will result in lower morale for those goblins who share his alignment, and a promotion for one of the sergeants. Thereafter, killing the leader results in the more-experienced lieutenant taking over relatively peacefully.</p><p></p><p>Killing both lieutenants results in the defection of 1/3 of the goblins and the promotion of two sergeants to lieutenant status. Thereafter, killing the leader results in anarchy -- squads deserting, infighting, etc. Two squads will remain with the spellcasters, who tend to stick together. They'll probably be able to hold the mine. The worgs may remain or may not.</p><p></p><p>Killing a sergeant results in lower morale for his troops until another sergeant can be created (through a level-up of a trooper). His old troops will fall directly under the supervision of one of the lieutenants (random) who will gain prestige and have an advantage over the other in any conflict.</p><p></p><p>Killing a trooper will lower that squad's morale by one, and for every goblin past the first lost, that sergeant must make a Will check (DC 10), and then an Intimidate check (DC 10 + 2 x # of goblins lost) to attempt any dangerous assignment. Failure indicates shirking.</p><p></p><p>Anybody got more similarly specific ideas?</p><p></p><p> -- Nifft</p></blockquote><p></p>
[QUOTE="Nifft, post: 334959, member: 6562"] Here's how I modeled this in my little goblin mine: 1 chaotic evil leader: rules by strength. 2 lieutenants: one chaotic evil, one lawful evil. 7 sergeants: nearly as strong as the lieutenants, but less politically powerful and closer to their specific troops Every goblin is CE, NE or LE. The CE and LE goblins will side with the lieutenant of their alignment. 2/3 of the troops are CE (including most of the rogues). 1/4 or so are LE (including all of the mages and clerics). Killing the leader will start a civil war, though only the LE troops have a real reason for wanting to keep the mine ... so the CE forces will probably just leave, and go raid a nearby settlement. The worgs have loyalty to the leader. If he dies, they will side with whoever seems strongest. The LE side has more rangers, so they'll probably win the worgs over, though the worgs won't act on either side's behalf until the other side is already clearly losing. Killing a lieutenant will result in lower morale for those goblins who share his alignment, and a promotion for one of the sergeants. Thereafter, killing the leader results in the more-experienced lieutenant taking over relatively peacefully. Killing both lieutenants results in the defection of 1/3 of the goblins and the promotion of two sergeants to lieutenant status. Thereafter, killing the leader results in anarchy -- squads deserting, infighting, etc. Two squads will remain with the spellcasters, who tend to stick together. They'll probably be able to hold the mine. The worgs may remain or may not. Killing a sergeant results in lower morale for his troops until another sergeant can be created (through a level-up of a trooper). His old troops will fall directly under the supervision of one of the lieutenants (random) who will gain prestige and have an advantage over the other in any conflict. Killing a trooper will lower that squad's morale by one, and for every goblin past the first lost, that sergeant must make a Will check (DC 10), and then an Intimidate check (DC 10 + 2 x # of goblins lost) to attempt any dangerous assignment. Failure indicates shirking. Anybody got more similarly specific ideas? -- Nifft [/QUOTE]
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