Group is committing goblin genocide - advice wanted


Rise of the Runelords


My group is currently in the act of committing goblin genocide in my Rise of the Runelords campaign.

Spoiler tag because details of the campaign are revealed...you've been warned.

Spoiler:

I am running an Anniversary Edition campaign using GoB's idea of having the Licktoad and Brinestump goblins be the mites and kobolds from Kingmaker.

After the raid, the party proceeded to Brinestump marsh and killed off the Licktoad goblins. They did lose a party member in the process, but after a second trip into Brinestump managed to get rid of the Licktoad. Afterward, they befriended the Birdcruncher goblins (one PC has plans to make them into his personal mercenary group, or at least the Fodder Company).

Flash forward...and the group is on their way to Thistletop, but after looking at the map and where they need to go come to the conclusion that since they're passing by the woods that are home to the Seven Tooth Goblins they "may as well stop in and say hi". End result is the entire village of Seven Tooth is now a pile of ashes as they burned it to the ground.

Obviously, the outcome at Thistletop is going to be similar considering the focus of that goblin tribe within the campaign...but I know they discussed whether they would hit up Mosswood and get rid of them before they headed to Thistletop or wait till later (it wasn't a matter of *if* but *when*).

Now...I'm perfectly ok with all of this...the players can go where they choose and do what they want. But...knowing the player's mentalities I used Shalelu's meeting with them to foreshadow that the idea of "keeping the goblins in check and controlled is better than wiping them out...their presence here is more of a nuisance and if they were to disappear a power void would happen and who knows what might try and fill it".

Now I'm at a point where I need to figure out what I'm going to do to fill the void that the players are creating by destroying the goblin tribes. Only the Birdcruncher are going to remain after all is said and done...the rest will be dead/scattered. Any ideas on what I could use to fill the void and provide an interesting and entertaining challenge to the players who (by the time this happens) will have completed Chapter 1 of the adventure path? I haven't read far enough into Chapter 2 and beyond to know what might apply to the AP...but I'm open to anything even if it doesn't tie in if it makes for an interesting side quest. It doesn't even have to be one thing...it could be regional replacements for each clan.

TLDR Version: Players have killed off all goblins in Sandpoint area, looking for something to fill the void left to challenge the players after completing Chapter 1 of AP.


Have a tribe of bugbears move in and start raiding Sandpoint while the party is busy with the ghouls.

Alternatively, have the remaining goblins sue for peace and try to establish diplomatic relations with Sandpoint against their Longshank Aggressions.

Last... you could have the garbage start to pile up on the beach. Because the goblins aren't removing it.


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Goblins are like roaches, kill one and more comeback. I would just have the tribes members who were out hunting take the tribes "underground" to regrow. In a month or two they will be back up to normal. ;)


(Bearing in mind that it's been a while since I skimmed my copies of RotR ...)

Other goblin tribes will expand to fill part of the power vacuum, and some slightly tougher monsters can fill the rest of the "local monster" niche.

That said, the PCs are not going to be facing many goblins later in the AP. As they level up, so do their opponents' CR. Also, the party will be adventuring in locations other than Sandpoint, although they will be returning there for information, R and R, etc.


So they've expanded the Birdcruncher territory :-)


If they have had a cakewalk exterminating two entire goblin tribes, I think a couple of things are in order:

First, you need to ramp up the threat level of Thistletop considerably. The Thistletop goblins survived, despite being a relatively smaller tribe, because of their awesome, defensible lair. I'm not sure how the Licktoads and Seven Tooth tribes were wiped out so easily, but you need to make sure that the 'focal point' tribe isn't easy to exterminate too. Otherwise, a major point of the first AP just kind of goes away.

Second, the Thistletop tribe already had refugees from the Birdcrunchers at their gates begging for admittance. If you've wiped out the Seven Tooth and Licktoad goblins, then there's probably going to be a LOT more refugees huddling around Thistletop, hoping for some refuge. All of those goblins are going to be motivated to hate the PCs, since the PCs attacked all of their tribes.

Instead of 10 goblins moping around hoping to get accepted into the tribe, maybe you could have 30+ goblin refugees actively patrolling the Nettlewood. After all, the PCs seem to be on a pogrom against goblins, so the goblins should be expecting an attack. And, after all, the PCs stopped to exterminate two tribes, so they should have some time to prepare as well.

With the thistle maze well guarded (especially those small tunnels where the PCs have to stoop over), and Thistletop itself on high alert, I think the challenge would be much greater. Storming across a trapped bridge with 20+ goblins defending the fort (along with their human and bugbear allies), should be a pretty stiff fight, I would think. By deliberately making a big fuss of things, the PCs won't be facing a poorly guarded fort which can be taken in a series of small encounters. They will be facing a fort on high alert, fortified with desperate allies, with (basically) all of the encounters rolled into one very challenging fight, with the enemies holding a superior position.

My players realized that the Thistletop goblins (or, more accurately, the plotters behind them) were the real threat, not the disorganized goblin tribes, so they tried to go directly to Thistletop while raising as few alarm bells as possible. If your group has done everything possible to attract attention to themselves (like exterminating two goblin tribes on the way), then I think the goblins at Thistletop should be very well prepared for their little visit.

Obviously, if they succeed in wiping out that tribe as well, I would just let the goblin menace in Sandpoint diminish for a while. Don't hand them victory on a silver platter, but if they actually earn it, let the darn town be goblin-free for a while. After all, it's not like Sandpoint won't get attacked again later!


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Cynge, could you kindly send me a list of your characters, with distinguishing features and their weaknesses?


Thank you for the list, Citizen Cynge.

I am afraid Sandpoint is a little far for the Stinking Buzzard Suicide Squad to respond immediately, but, rest assured, anti-goblin genocide is taken seriously here in the People's Republic of Galt, and we will be forwarding the information to our allies in the Varisian region.

Down with anti-goblin bigots!

Vive le Galt!


Damn it, those guys keep popping up! Let me get the wack-a-goblin hammer out and I'll chase them off... ;)


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call tucker's kobolds

Shadow Lodge

Alternatively, let them wipe the goblins out and get on with the AP. IMO, unless it has a Sihedron on it, it's just filler.


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It sounds like you need some big damn goblin heroes...

Big Gugmut:

Female Hobgoblin/Were-boar Fighter 3; CR 6
NE Medium Humanoid (Goblinoid, Shapechanger)
Init +6; Senses Darkvision 60 ft., low-light vision, Perception +7;
AC 16 (+2 natural, +2 Dex, +1 armor, +1 AT), 12 T, 14 FF
HD 3d10+19 plus 3d8+9; hp 67
Fort +6, Ref +3, Will +4
Spd 30 ft.
Melee MW Greataxe +8 (1d12+4, ×3)
Ranged Javelin +5 (1d6+3, ×2, Rng 30ft.)
During Combat Big Gugmut likes to get in and smack things with her axe for a round or two. She will then transform into her hybrid form for most of any given combat. She reserves her boar form for tactical withdrawals.
Morale Big Gugmut is a goblin hero. Only in boar form will she consider retreating.
Str 16(+3), Dex 14(+2), Con 16(+3), Int 9(-1), Wis 12(+1), Cha 13(+1)
BAB +3; CMB +6
Feats Weapon Focus (Great axe), Step Up, Power Attack, Cleave, Iron Will, Improved Initiative
Skills Climb +7, Stealth +6, Perception +7, Ride +6, Survival +4.
Langs Common, Goblin
SQ Bravery, scent, alternate form, boar empathy, ferocity
Gear Masterwork Greataxe, quiver of 6 javelins, dagger, and padded armor

Big Gugmut (Hybrid Form)
Female Hobgoblin/Were-boar Fighter 3; CR 6
NE Medium Humanoid (Goblinoid, Shapechanger)
Init +6; Senses Darkvision 60 ft., low-light vision, Perception +7;
AC 20 (+8 natural, +2 Dex), 12 T, 18 FF
DR 10/silver
HD 3d10+28 plus 3d8+18; hp 85
Fort +9, Ref +3, Will +4
Spd 30 ft.
Melee MW Greataxe +12 (1d12+7, ×3), or
Melee Claw +10 (1d4+5), or
Melee Full Attack 2 claws +10 (1d4+5) and gore +1 (1d6+1)
Ranged Javelin +5 (1d6+3, ×2, Rng 30ft.)
During Combat In hybrid form Big Gugmut still likes to use her axe. She will generally remain in hybrid form as long as it suits her – this is the form in which she can do the most damage in combat.
Morale Big Gugmut is a goblin hero. Only in boar form will she consider retreating.
Str 20(+5), Dex 14(+2), Con 22(+6), Int 9(-1), Wis 12(+1), Cha 13(+1)
BAB +5; CMB +10
Feats Weapon Focus (Great axe), Step Up, Power Attack, Cleave, Iron Will, Improved Initiative
Skills Climb +7, Stealth +6, Perception +7, Ride +6, Survival +4.
Langs Common, Goblin
SA Curse of Lycanthropy
SQ Bravery, scent, alternate form, boar empathy, ferocity, DR 10/silver
Gear Masterwork Greataxe, quiver of 6 javelins, and dagger.

Big Gugmut (Boar Form)
Female Hobgoblin/Were-boar Fighter 3; CR 6
NE Medium Humanoid (Goblinoid, Shapechanger)
Init +6; Senses Darkvision 60 ft., low-light vision, Perception +7;
AC 20 (+8 natural, +2 Dex), 12 T, 18 FF
DR 10/silver
HD 3d10+28 plus 3d8+18; hp 85
Fort +9, Ref +3, Will +4
Spd 40 ft.
Melee Gore +10 (1d8+6)
During Combat Big Gugmut generally uses her boar form to flee or cover vast distances.
Morale Big Gugmut is a goblin hero. If driven to her boar form, she is probably ready to retreat – though still unlikely to do so.
Str 20(+5), Dex 14(+2), Con 22(+6), Int 9(-1), Wis 12(+1), Cha 13(+1)
BAB +5; CMB +10
Feats Weapon Focus (Great axe), Step Up, Power Attack, Cleave, Iron Will, Improved Initiative
Skills Climb +7, Stealth +6, Perception +7, Ride +6, Survival +4.
Langs Common, Goblin
SA Curse of Lycanthropy
SQ Bravery, scent, alternate form, boar empathy, ferocity, DR 10/silver
Gear none

Narfsnu & Bones(Goblin Commando & Mount):

Male Goblin Ranger 2; CR 1
NE Small Humanoid (goblinoid)
Init +3; Senses Darkvision; Perception +5
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 22 (2d10+4)
Fort +5, Ref +6, Will +1
Speed 30 ft.
Melee Masterwork Dogslicer +6 (1d4+2/19-20/x2) and
Masterwork Horsechopper +6 (1d8+3/x3)
Ranged Shortbow +6 (1d4/x3)
Str 14, Dex 17, Con 15, Int 8, Wis 12, Cha 8
Base Atk +2; CMB +3; CMD 16
Feats Mounted Combat, Skill Focus (Ride)
Skills Acrobatics +4, Climb +6, Escape Artist +2, Fly +4, Perception +5, Ride +14, Stealth +14, Survival
+6, Swim +1
Languages Goblin
SQ Enemies: Humanoids (Human) (+2 bonus), Track +1, Wild Empathy +1
Combat Gear Arrows (40), Masterwork Dogslicer, Masterwork Horsechopper, Shortbow, Studded Leather;
Other Gear Potion of Cure Light Wounds
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Track +1 +1 to survival checks to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Bones the Warpig
N Medium animal
Init +0; Senses low-light vision, scent; Perception +6
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 18 (2d8+9)
Fort +6, Ref +3, Will +1
Defensive Abilities ferocity
Speed 40 ft.
Melee gore +4 (1d8+4)
Str 17, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills Perception +6

Sporenose, the Warchanter:

Female Goblin Bard 2
NE Small Humanoid (goblinoid)
Init +3; Senses Darkvision; Perception +5
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 24 (2d8+4)
Fort +2, Ref +6, Will +4
Speed 30 ft.
Melee Shortsword +1 (1d4-1/19-20/x2) and Whip +1 (1d2-1/x2)
Ranged Shortbow +5 (1d4-1/x3)
Special Attacks Bardic Performance (standard action) (7 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (1 targets) (DC 12), Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 2, +1 melee touch, +5 ranged touch):
1 (3/day) Hideous Laughter (DC 12), Cause Fear (DC 12), Cure Light Wounds (DC 12)
0 (at will) Daze (DC 11), Detect Magic, Dancing Lights, Ghost Sound, Unwitting Ally (DC 11)
Str 8, Dex 16, Con 14, Int 8, Wis 12, Cha 13
Base Atk +1; CMB -1; CMD 12
Feats Bard Weapon Proficiencies, Combat Reflexes (4 AoO/round)
Skills Acrobatics +7, Bluff +6, Climb -2, Escape Artist +2, Fly +4, Perception +5, Perform (sing) +6, Ride +7, Sense Motive +6, Spellcraft +4, Stealth +14, Swim -2
Languages Goblin
SQ Bardic Knowledge +1, Versatile Singing +6, Well Versed
Combat Gear Shortbow, Shortsword, Studded Leather, Whip; Other Gear Potion of Cure Light Wounds, Wand of Silent Image (5 charges)
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Versatile Singing +6 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
During Combat Sporenose inspires courage in all of her allies on the first round of combat. On the second round, she casts hideous laughter on the most heavily armored PC, then uses ghost sound to make it sound like more goblins are approaching from one of the southern doors to trick the PCs into wasting time reacting to that illusory threat. She casts cause fear on the largest fighter she can see. She may also use her wand of silent images to create an illusion of a curtain dropping down between her and the rest of the room, providing herself cover she can use to shoot arrows at anyone who fails to see through the illusion. She runs to Ripnugget’s aid with a cure light wounds (spell or potion) if she sees him reduced to fewer than half his hit points.
Morale Sporenose will flee if more than half the goblins go down or flee.

Korkbolt, Goblin Ranger:

Male Goblin Ranger 3; CR 3
NE Small humanoid
Init +3; Senses darkvision 60 ft.; Perception +6
AC 17, touch 14, fl at-footed 14 (+3 armor, +3 Dex, +1 size)
HD 3d10+3; hp 30
Fort +4, Ref +6, Will +2
Spd 30 ft.
Melee MW horsechopper +6 (1d8+1/×3)
Melee Dogslicer +5 (1d4+1)
Ranged MW Mighty Comp. shortbow +8 (1d4+1/×3)
Special Attacks favored enemy +2 (animal)
During Combat Korkbolt shouts a lot. He is prone to do more shouting and telling others what to do than actual combat himself.
Morale Korkbolt vainly wants to prove himself capable – as such he is going to fight to the bitter end and then attempt to surrender.
Str 12(+1), Dex 17(+3), Con 13(+1), Int 8(-1), Wis 12(+1), Cha 9(-1)
Base Atk +3; CMB +0
Feats Skill Focus (Perception), Track, Point Blank Shot, Precise Shot, Endurance
Skills Handle Animal +4, Knowledge (Nature) +3, Perception +8, Ride +13, Stealth +13, Survival +7.
Languages Common, Goblin
SQ wild empathy +0, Favored Terrain (forest)
Gear MW studded leather, MW horsechopper, small wooden shield, MW Mighty (+1) composite shortbow with 20 arrows, dogslicer.

Chuffrool, Hobgoblin Hero:

Male Hobgoblin Fighter 3; CR 3
NE Medium Humanoid (Goblinoid)
Init +1; Senses Darkvision 60 ft., Perception +5;
AC 18 (+4 armor, +1 Dex, +1 AT), 11 touch, 17 flat-footed
HD 3d10+18; hp 39
Fort +5, Ref +2, Will +1
Spd 30 ft.
Melee Glaive +5 (1d10+3, ×3, 10ft. reach)
Melee MW Longsword +7 (1d8+2, 19-20/×2)
Ranged Mighty (+2) Comp. Shortbow +4 (1d6+2, ×3, Rng 70ft.)
During Combat Chuffrool will engage the largest threat with is glaive then switch to longsword.
Morale Chuffrool will fight until he is at half his hit point total and then look to find somewhere else to be. He is particularly interested in showing himself as a being “hero” material.
Str 15(+2), Dex 12(+1), Con 14(+2), Int 13(+1), Wis 10, Cha 11
BAB +3; CMB +5
Feats Combat Expertise, Improved Trip, Weapon Focus (Longsword), Alertness
Skills Climb +5, Stealth +4, Perception +5, Ride +7, Sense Motive +2.
Langs Common, Goblin
SQ Bravery
Gear Glaive, Mighty (+2) Composite Shortbow, quiver w/20 arrows, Chain shirt, Masterwork Longsword, dagger, and satchel, potion of Cure Light Wounds.

CJ


darkwarriorkarg wrote:
So they've expanded the Birdcruncher territory :-)

That's what one is hoping for I think...but it's not going to be that easy.

Butch A wrote:
If your group has done everything possible to attract attention to themselves (like exterminating two goblin tribes on the way), then I think the goblins at Thistletop should be very well prepared for their little visit.

Attention, yes. Yeah I've got a couple weeks before we meet again for an all out on Thistletop...so beefing it up a bit is the plan (not impossible mind you, just tougher than the other tribes).

mcbobo wrote:
Alternatively, let them wipe the goblins out and get on with the AP. IMO, unless it has a Sihedron on it, it's just filler.

*shrug*

Sometimes the filler can be what makes a campaign. All but one of the players is a long time roleplayer (we're all new to Pathfinder)...and having a living, breathing, world is something we all enjoy.

Their trip into the Licktoad lair was cut short when they got overwhelmed...three of them were forced to leave their fighter unconscious as they beat a hasty retreat. They mounted a rescue attempt a day later to find that the lair had been abandoned...the Licktoad had moved to a secondary lair of an abandoned ship along the coast that had, in the past, been reclaimed in the Licktoad name (We Be Goblins). Sure...I could have left the lair in-tact and let them come back and decimate the remaining goblins as it was originally setup...but I don't think that would have suspended their disbelief in the way an RPG should (and I can hear their disappointed groans when they see how static the world would be).

Is it off the rails of the AP a bit...sure, but I'm not looking to interrupt things at Thistletop (maybe beef it up a bit), just seeking advice for things in the "filler" time between chapters.

thelesuit wrote:
It sounds like you need some big damn goblin heroes...

I like this...thanks :)


Uhm... Have the good people of Sandpoint give them thanks for their service and get one with the story of rise of the runelords?
as another poster earlier said, unless it has a sihedron it's a filler, sometimes even if it does.

Shadow Lodge

To put it bluntly, looking at the whole adventure path as a story arc, the entire first chapter is a tangent. If, for example, they got carried away cleaning up goblins, they're going to have a problem with being subjugated servants of the Lord of Greed. Goblin problems kind of pale in comparison.


Not really. The important thing about the first AP is they have to curb-stomp Nualia. If they do, that stops the invasion plans. The PCs could continue to try and kill goblins... let them. But when they get back to town one day, they find out about the murders. No rest time, just immediately shanghai them into the next AP with the Skinsaw Murders.


The gobbos would call in help.... Mercenaries - hobgoblins, half ogres, bugbears....

It could turn into a Hengist and Horsa* (Brad y Cyllyll Hirion)** situation but hey most people dont look beyond the short term.

* that's for any Anglo Saxon - Post Roman Britain history nuts playing along.

** that's for the welsh speakers

Sczarni

If you're looking for filler between chapters... use the We be goblins pregens and hand them out.. let them know they are survivors of the genocide ripe for revenge on the "heroes" and make sure they are killed just as they get in sight of their PCs they wrench them back to their PC characters. It might prevent them from genocidal tensions in the future


Goblins do some pretty silly and dangerous things. Desperate goblins will do some really silly and dangerous things. Like hiding in those old Thassilonian ruins that their shamans had warned them off for millenia, and finding some Secrets Man (or Goblin) Was Not Meant To Know. And playing with them. Which unleashes various undead, aberrations, runeslave ogres or other unlovely individuals.
And later, mad, powerful and hell-bent on revenge, the surviving goblins come looking for the PCs.

Liberty's Edge

Depending on where you want to go, looks like you have several broad categories of response to gobo-cide by the PCs:

The goblins stand up for themselves - either en masse (how many kidergarteners would you need to take down a ninja?), or the Big Damn Goblin Heroes mentioned above (+1 for Firefly ref!), or just begin to fight more intelligently (comparatively speaking) as guerillas with hit and runs, ambushes, etc.

The goblins get someone else to stand up for them: hire an assassin(s), get bigger/badder bugbears or others (A Magnificent Monster 7?) to fight their fight for them.

Goblins give up the fight and either negotiate a surrender, or move out (perhaps then overrunning some other area, committing their own atrocities against undefended settlements, etc.) PCs may hear stories of the impact, but with no goblins around, what are they going to do? No geno, no cide.

Whether killed or relocated, the absence of so many goblins in the area causes the ecosystem to get out of whack. Does something bigger/badder move in, or is there some strange disease or plague that begins to show up caused by the increase in the rat population?

Regardless, sounds like the PCs may also be earning a few wrath sin points along the way...


Butch A. wrote:

If they have had a cakewalk exterminating two entire goblin tribes, I think a couple of things are in order:

First, you need to ramp up the threat level of Thistletop considerably. The Thistletop goblins survived, despite being a relatively smaller tribe, because of their awesome, defensible lair. I'm not sure how the Licktoads and Seven Tooth tribes were wiped out so easily, but you need to make sure that the 'focal point' tribe isn't easy to exterminate too. Otherwise, a major point of the first AP just kind of goes away.

Second, the Thistletop tribe already had refugees from the Birdcrunchers at their gates begging for admittance. If you've wiped out the Seven Tooth and Licktoad goblins, then there's probably going to be a LOT more refugees huddling around Thistletop, hoping for some refuge. All of those goblins are going to be motivated to hate the PCs, since the PCs attacked all of their tribes.

Instead of 10 goblins moping around hoping to get accepted into the tribe, maybe you could have 30+ goblin refugees actively patrolling the Nettlewood. After all, the PCs seem to be on a pogrom against goblins, so the goblins should be expecting an attack. And, after all, the PCs stopped to exterminate two tribes, so they should have some time to prepare as well.

With the thistle maze well guarded (especially those small tunnels where the PCs have to stoop over), and Thistletop itself on high alert, I think the challenge would be much greater. Storming across a trapped bridge with 20+ goblins defending the fort (along with their human and bugbear allies), should be a pretty stiff fight, I would think. By deliberately making a big fuss of things, the PCs won't be facing a poorly guarded fort which can be taken in a series of small encounters. They will be facing a fort on high alert, fortified with desperate allies, with (basically) all of the encounters rolled into one very challenging fight, with the enemies holding a superior position.

My players realized that the Thistletop goblins (or, more...

thelesuit wrote:

It sounds like you need some big damn goblin heroes...

** spoiler omitted **...

These two are some of the best ideas I've read.

In addition to whay Butch and thelesuit have to add, what I'd do is have a few goblin survivors take up classes as rangers, each taking a preferred enemy race of one of the PCs. Give them some time to think they're in the clear and have the leveled up, more powerful goblins with ranger class levels extract revenge.

Dark Archive

Bring in the Sandpoint Devil ( i think that's what its called), I mean after all they are probably wiping out its primary food source. XD

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