Goblin tactics include dirty fighting and ganging up. Standard goblin tactics for fighting stronger opponents is ambush followed by overwhelming numbers. Scar’s goblins take this one step further and are unusually well organised (for goblins).
Goblins do not fight fair
Scar’s goblins cheat. They attack in large swarms and will attempt to swamp their opponents. That leaves the PCs flanked. That’s +2 to the goblins for flanking. Additionally, the goblins will work together using Aid Another. Make an attack roll against AC 10. If they succeed, the aided goblin gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice). Multiple goblins can aid the same one and the bonuses stack. The goblins are going to be attempting massed grapples, dirty tricks (some sand in your face anyone), trip, and disarm.
Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat manoeuvre checks, except those made to grapple or escape a grapple.
Let’s add these up, shall we? PCs may find themselves -2 on attack and -4 on AC (from the dexterity limit from the grapple). Meanwhile, the goblins are +2 each for flanking and any amount from +2, +4, +6, +8… from Aid Another. Furthermore, the goblins are trying to take your weapons, sunder your amour and trip you over.
Goblin combat
Scar expects his goblin army to work together and so groups of goblins may have one or more of the teamwork feats Back to Back, Outflank, or Volley Fire.
Goblins will also freely make use of dirty tricks. Expect to characters to have sand kicked in their faces, shoelaces tied together, tender parts punched, and trousers pulled down to slow your movement speed. They may also try things like setting off loud noises right next to your ears, shouting loudly into horns to deafen you, bright flashes, and other underhand tactics.
Not so pitiful now are they?
Goblin Rogue (Assassin)
Expect to find in the pack of attackers assassin goblins with levels in rogue. Often these are just level 4 or lower but that can be enough to add in sneak attack damage from flanking. When the attack calls for a surprise attack (especially a flanking attack), this is what you are probably facing. The first attack round will be with bow.
Once they get to somewhere between a quarter and half their HP, expect these little nasties to use their Fast Stealth ability to withdraw and start attacking with bows. They will almost certainly have Point-Blank Shot and Precise Shot so “withdraw” is a relative term.
At less than 25% of HP, these goblins will attempt to flee the battle.
Goblin Raider (Goblin Fighter)
Scar sometimes sends out squads of goblin fighters. These rage driven fighters either win or die trying as they fight to the death – an unusual trait for goblins. Weaker goblins have learned to stand behind these idiots when they need to take shelter butt hey will back them up with Aid Another.
Assassin goblins will often try to provide covering fire from a safe distance. however, when it comes time to flee, these fighters will be left to the mercy of the enemy. For this reason, they are fewer in number than other goblin troops.
Goblin raiders will simply run at the enemy if left to their own devices but have been known to try dropping on them from trees or low cliffs.
This is a TPK post by Matthew the Evil GM. This encounter is designed to expose players to a risk of a dead character. TPK posts are partly generated and may not be the same the next time you refresh the page. The specifics are generated from your data and a seed. If you want to see changes, give the TPK a shuffle.