Quote:
Originally Posted by Major_Eclectic
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This leaves the chieftains in a bind, they had to send out war parties to scout the surrounding region for a new home, and to acquire sufficient supplies to see them well-established in their new home, but they had to keep all their best warriors back to play a dangerous game of cat-and-mouse with the steadily reawakening dragon; baiting it and leading it away from the tribal creches, hence the uneasy cease-fire between traditionally rival goblins.
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Ceasefires between goblins always result in cool stories!
Quote:
Originally Posted by Major_Eclectic
That gives us a nice progression of threat as the players first encounter the "low-level" scouting parties, then they learn of the mountain lair and go there to encounter the veteran dragon-fighting warbands, and it give us that potential that they'll discover the creches and realize that the goblins are just trying to survive. It might even lead to the players deciding to spare the goblins, or even ally themselves with them to hunt down and destroy the dragon with their help. Probably not though, too much sweet loot in those gobbo caves.
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I tend to have my players really consider their actions, even in Dungeon Fantasy games. Plenty of fights are open battles to the death, but it's also satisfying when the player who put points in their social skills (Goblin-ish, Diplomacy and Cultural Familiarity, Carousing) gets to shine and manages to sway the minds to a loose but present alliance.