
JoCa |
I'm running a party of 4 to 6 players (because it seems like I can't get everyone to show all the time) through Shackled City. We're finally into Chapter Two, and the party has been delving into Drakthar's Way. For those of you with the map, they've explored most of the first part of the map (via a circuitous route) and are coming up to the skirmishers lair. I was just wondering how you all handled massive amounts of goblins in a 5 ft corridor. Seems like it could be very boring for some party members if not done correctly.
I have some ideas, but I wanted to see if I'm on track by picking your collective brains first.
Thanks!

RoseyNZ |
I'm new to the adventure and running it as PathFinder, I guess it really comes down to your party attitude. My 4 guys are playing young and/or enthusiastic, characters. But two of them have had formal training in their backgrounds, so I'd expect them to have some form of plan.
From other games I've played, the GM's have put emphasis on the width of the corridor, making it painfully obvious that fighting in the halls is tight, swinging 2 handers could be difficult, seeing past the 6'8" 1/2 orc would be nigh on impossible for the 4' gnome wizard at the back etc.
My group is also at the point of going into Drakthar's way next session (this saturday). If you're worried, I'd say spread the goblins out. Give them reasons to come from multiple directions. Send a few more out on patrol, just remember, your guys can move the same as the PC's. Maybe a couple of them woke up after hearing something, they are slow and groggy, but a few of them went off looking for the source of the noise?
Depending on which way the party has come from, they might come down past the tunnels, thinking it was an echo, or perhaps another group of goblins were out and about in Cauldron and they've come back from mischeif and follow the party down.

JoCa |
Rosey, thank you for the input. We've put off our campaign until July or August, but I'm definitely still thinking this thru.
I like the idea of the tight hallways. We got to talking about what that actually looked like one session. We decided it was about the width of the hallway in my house, and that's what they go by for spacing.
One thing I did do last session, which was a lot of fun, was divide and conquer tactics. I don't have my map handy so I can't give you the room designations. But the party went to north through the hallway leading away from the room that held all of the mercenary supplies. They'd already had a fight, and had made a lot of noise, so the complex was on alert. As they passed the passage leading to the rough-hewn tunnels, they were attacked by a goblin using a crossbow up by where the corridors T-ed. As they were attempting to engage it, I had a SW goblin come up, trip and drag off a trailing party member. After finishing the sniper goblin, two more goblins up by the skirmishers lair attacked, so the leading fighter went up after them. He ended up being goaded into a room holding three more goblins, and later a goblin adept. Before the end of the session, I had the party fighting on three different fronts, separated by a maximum of 60 to 80 ft. It was awesome!

RoseyNZ |
Sounds great! I'd never really thought of using RL references for descriptions, that's a good idea!
I'm not a fan of railroad dungeon layouts, my players are very paranoid about being attacked from behind, which was a big possibility in Jzar, which was good, as they had 1 person constantly keep a watch on the rear.