Lance writes: >Hey, everyone, >Along this topic, I have a question. In MoonBridge one, everybody's >trying to >get across one of the islands. The island bottlenecks to a small point >where >you have to go through the encounter with the big troll boss and his >castle >of sinister sin enchantments. In that area, you run into many, many >Goblins. >Yet because of their numbers and the storyline, there is not much >gobble-slaying done, in fact, gobbles even give the players a guided >tour. Being out-numbered four or five to one can put a damper on goblin hunting. >I've only run Moonbridge once, with a single group, and that >particular group >was always after the gobbles. When the self-important goblin showed >up, they >tried to kill him. When they were surrounded by the green meanies, >they tried >to kill them and fight free. When they were on the tour, they wanted >to >garotte the guides and leave. At night they tried to set the castle on >fire >as they left. I tried to roll with this but in the end I had to >'railroad' >them to keep the castle encounter together. I can't blame them, they >were >only following the directive to slay goblins on sight. In our military, a soldier's main job when captured is to try to escape. At least your players kept trying to do something. >Is the castle >more of >a "captivity" situation where the goblin directive to kill on sight is >set >aside in favor of healthy escape? It would probably be a good idea to treat it that way. Also, it may be an idea to change the goblins to grims. That way, no one has to feel like they have to kill every DC in sight. When someone does this, please let us know about it. When I played, we couldn't kill everyone, so we waited until our goblin tour guides showed us the courtyard. We overpowered them, barred the doors, killed the goblins, set the place on fire, and escaped by climbing the outer wall with Azariah's infamous rope ladder. Joe