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<blockquote data-quote="Pyske" data-source="post: 380173" data-attributes="member: 3567"><p>Interesting that people are trying to change your original idea... I found it very clever. I might even steal it someday. <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>The goblins are gullible, and the imp is manipulating them. He convinced them that they have begun turning into vampires, but if they drink the "potions" he is providing them, they will stay alive / not turn. Since they think they are part vampire, have them react randomly to anti-vampire agents... some think it should affect them and shy away from silver or garlic, or run from a "turning" cleric. Others will taunt the PCs: "Hah, that doesn't work on me, I have my potions!" The tieflings are the product of the imp's "indulgences" with the tribe, but his demonic taint is not strong enough to produce true half-fiends. </p><p></p><p>As for the imp's objective, he is trying to protect himself from a less than friendly wizard who he was bound to as a familiar. He fled after betraying the wizard, but the wizard survived, and is hunting for his familiar so that he can break the familiar bond. Of course, he won't be happy with people who slay his familiar before he can break the bond... (seed for the next adventure).</p><p></p><p>The imp and his goblins will have many traps waiting, and will make good use of terrain and cover. The goblins will not react particularly well to surprises... their tactical savvy mostly comes from instruction by the imp. They do know to target wizards to disrupt spells, and can use grapples or trips against fighters.</p><p></p><p>As for why they bothered the lord, perhaps the goblins think they need to raid for victims whose blood they drink (thinking that the more "transformed" of them will doe without fresh blood).</p><p></p><p>With 9 PCs, you need to expect fights to take some time, especially since you need many goblins to stand up to even a 1st level party of 9. Play on their fears, but don't be shy about sharing info like the goblins AC so they can tell you if they hit or not (less attention / computation required from you). </p><p></p><p>One player should track initiiative, and notify people who goes next. Goblins should be in (say) three initiative batches, instead of individual. </p><p></p><p>I recommend looking at the sheets and noting what you need to roll to hit each PC (with a goblin). Don't forget that 1st level PCs are a bit fragile, and may need to rest / retreat. </p><p></p><p>Eh, I could go on all day. Need advice about anything specific? </p><p></p><p> . . . . . . . -- Eric</p></blockquote><p></p>
[QUOTE="Pyske, post: 380173, member: 3567"] Interesting that people are trying to change your original idea... I found it very clever. I might even steal it someday. :) The goblins are gullible, and the imp is manipulating them. He convinced them that they have begun turning into vampires, but if they drink the "potions" he is providing them, they will stay alive / not turn. Since they think they are part vampire, have them react randomly to anti-vampire agents... some think it should affect them and shy away from silver or garlic, or run from a "turning" cleric. Others will taunt the PCs: "Hah, that doesn't work on me, I have my potions!" The tieflings are the product of the imp's "indulgences" with the tribe, but his demonic taint is not strong enough to produce true half-fiends. As for the imp's objective, he is trying to protect himself from a less than friendly wizard who he was bound to as a familiar. He fled after betraying the wizard, but the wizard survived, and is hunting for his familiar so that he can break the familiar bond. Of course, he won't be happy with people who slay his familiar before he can break the bond... (seed for the next adventure). The imp and his goblins will have many traps waiting, and will make good use of terrain and cover. The goblins will not react particularly well to surprises... their tactical savvy mostly comes from instruction by the imp. They do know to target wizards to disrupt spells, and can use grapples or trips against fighters. As for why they bothered the lord, perhaps the goblins think they need to raid for victims whose blood they drink (thinking that the more "transformed" of them will doe without fresh blood). With 9 PCs, you need to expect fights to take some time, especially since you need many goblins to stand up to even a 1st level party of 9. Play on their fears, but don't be shy about sharing info like the goblins AC so they can tell you if they hit or not (less attention / computation required from you). One player should track initiiative, and notify people who goes next. Goblins should be in (say) three initiative batches, instead of individual. I recommend looking at the sheets and noting what you need to roll to hit each PC (with a goblin). Don't forget that 1st level PCs are a bit fragile, and may need to rest / retreat. Eh, I could go on all day. Need advice about anything specific? . . . . . . . -- Eric [/QUOTE]
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