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joneirik:rpg:c1_hobgoblin

Faction: Hobgoblin

Concept

New tribe, set up shop after they heard about the old goblin clan died. They are stronger than the kobolds and more organized than the goblins ever was, but they can't fight off the kobolds strategies and defences on their home turf. Perceived stronger tribe, want help to break the kobolds, afraid of the undead boss in the south.

Their tactics is mostly mob tactics but with using flanking, fighting defensively, trying to isolate and pick appart one by one.

They should be difficult head on, but not as organized as the kobolds, possible ally.

Background

History: The old goblin tribe was destroyed to the last soul by the adventurers. Some HobGoblins heard of this from a single survivor, and went to investigate. They moved in and tried to build up their power here, but the kobolds already held the greater strength.

Current: Being stronger than kobolds, and organized enough to fight against them, the HobGoblins have held out, but is unable to push back the Kobolds due to their militant tactics and numbers. They are looking for something that can help them to tip the scales.

Notes

  • Strategy
  • Tactics
  • Guards
  • Patrols
  • Alarm
  • Defensive Positions
  • Group compositions
  • Weapons
  • Food storage
  • Prisoners (Seelnay + 1d4 kobolds)
  • Throne Room (boss+guards)
joneirik/rpg/c1_hobgoblin.txt · Last modified: 2015/05/17 13:02 by 127.0.0.1