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<blockquote data-quote="Tortoise" data-source="post: 2047629" data-attributes="member: 146"><p>Sounds like it's time for a goblin special assault squad.</p><p></p><p>3 by-the-book goblin grunts per character, 2 more for the leopard, 1 more for each mount, then 3 special goblins ... one is an illusionist, one a monk, and the third a bard.</p><p></p><p>Ideally the party will be travelling across an open wilderness and reach an area of low rolling hills and tall grass. This band of goblins will have arranged a few covered pits (stiff reed mats with tall grass woven into them to cover the pit), and other surprises around the field. The characters can see what appears to be a goblin encampment ahead and a couple goblin archers will fire on them from that direction trying to draw them in.</p><p></p><p>If you can make the players feel that this is a quick side encounter, all the better because it will have them thinking a quick battle and they'll be over-confident.</p><p></p><p>The illusionist will do a couple of things ... he'll be using his spells to make the goblin numbers and positions seem greater than they are once battle is joined. By redirecting the PC's attentions and attacks it prolongs the fight and reduces casualties among the real goblins. He should definitely have scrolls to augment his supply of available spells to cast and should use those first.</p><p></p><p>The monk is there to protect the illusionist should he get spotted and to do some harm to separated opponents.</p><p></p><p>The bard is there to inspire the goblins and to use bardic powers to affect the PCs.</p><p></p><p>The regular goblins should be well hidden in the tall grasses and use the concealment to their advantage, trying to stay away from the PCs until they get an advantage on a lone character.</p><p> </p><p>Don't forget to employ a minor poison on some of those goblin ranged weapons, they aren't likely to seriously hurt the party, but if any fail a save vs poison it'll concern them.</p><p></p><p>Don't hesitate to have the goblins hide and retreat if they aren't doing any damage.</p></blockquote><p></p>
[QUOTE="Tortoise, post: 2047629, member: 146"] Sounds like it's time for a goblin special assault squad. 3 by-the-book goblin grunts per character, 2 more for the leopard, 1 more for each mount, then 3 special goblins ... one is an illusionist, one a monk, and the third a bard. Ideally the party will be travelling across an open wilderness and reach an area of low rolling hills and tall grass. This band of goblins will have arranged a few covered pits (stiff reed mats with tall grass woven into them to cover the pit), and other surprises around the field. The characters can see what appears to be a goblin encampment ahead and a couple goblin archers will fire on them from that direction trying to draw them in. If you can make the players feel that this is a quick side encounter, all the better because it will have them thinking a quick battle and they'll be over-confident. The illusionist will do a couple of things ... he'll be using his spells to make the goblin numbers and positions seem greater than they are once battle is joined. By redirecting the PC's attentions and attacks it prolongs the fight and reduces casualties among the real goblins. He should definitely have scrolls to augment his supply of available spells to cast and should use those first. The monk is there to protect the illusionist should he get spotted and to do some harm to separated opponents. The bard is there to inspire the goblins and to use bardic powers to affect the PCs. The regular goblins should be well hidden in the tall grasses and use the concealment to their advantage, trying to stay away from the PCs until they get an advantage on a lone character. Don't forget to employ a minor poison on some of those goblin ranged weapons, they aren't likely to seriously hurt the party, but if any fail a save vs poison it'll concern them. Don't hesitate to have the goblins hide and retreat if they aren't doing any damage. [/QUOTE]
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