I might be wrong but I am going to guess you have your hands on lost mines of Phandelver? If so I would not worry too much, if you do get a group to play this adventure with the odds are they are also new so the impact of having 5 goblins jump out at them will be shock enough while trying to learn the rules.
As time progresses and you get into the game more you will start to understand there are many ways that you can mix up encounters and make things play out differently. The environment, have the goblin engage the party (in my world goblins orcs etc are not always evil). You could set it up as a trap with the goblins described as travellers. But for your first game I would stay keep it simple, you will have plenty to be managing getting used to running 5 goblins without also worrying about an intricate ambush :). Good luck.
If you're new, I'd recommend starting pretty standard with a surprise attack.
If you're not, and trying to just spice it up a little, you could have the goblins have made a bit of a pit or trip trap. Make sure that the party is able to find said trapmaking supplies on the goblins afterwards, lest they feel cheated - some shovels and spikes, or some caltrops, or some rope.
As above has stated, however, if you're running for new players (LMoP is perfect for new players and new DMs), you don't need to flavor it with extra spice to make it interesting.
I might be wrong but I am going to guess you have your hands on lost mines of Phandelver? If so I would not worry too much, if you do get a group to play this adventure with the odds are they are also new so the impact of having 5 goblins jump out at them will be shock enough while trying to learn the rules.
As time progresses and you get into the game more you will start to understand there are many ways that you can mix up encounters and make things play out differently. The environment, have the goblin engage the party (in my world goblins orcs etc are not always evil). You could set it up as a trap with the goblins described as travellers. But for your first game I would stay keep it simple, you will have plenty to be managing getting used to running 5 goblins without also worrying about an intricate ambush :). Good luck.
Hey thanks! Your 100% right about the Phandelver. Great advice to! I like how somewhere in one of the 3 main books or the Phandelver, it talks about using goblins with sap in jugs on their backs. Thanks for the advice!
If you're new, I'd recommend starting pretty standard with a surprise attack.
If you're not, and trying to just spice it up a little, you could have the goblins have made a bit of a pit or trip trap. Make sure that the party is able to find said trapmaking supplies on the goblins afterwards, lest they feel cheated - some shovels and spikes, or some caltrops, or some rope.
As above has stated, however, if you're running for new players (LMoP is perfect for new players and new DMs), you don't need to flavor it with extra spice to make it interesting.
Thanks Gamsii, and you right for the early days. I'm just thinking about creative ways to make a goblin fight more interesting (in the future) or pairing together 2 monsters than seem unlike to go well together but do in the right place.
Unlikely pairs are often fun, but consider likely pairs too, especially early on. Hobgoblin bosses with goblins. Wargs that the goblins are riding. Mastiffs that the goblins have trained. Stuff like that.
If you want to put a unique spin on things, consider low CR creatures from other categories. After all, who wouldn't be surprised and intrigued to find a goblin boss with a horde of zombies under its command, or a staff that controls twig blights, or the like?
Use a creature’s stat block and lord to guide you. Goblins don’t just jump out and attack. They jump out attack, and then move and hide. And repeat. They always have multiple escape routes. They use small tunnels that they can move through quickly but medium characters must squeeze through. Etc.
One thing I do in most of my fights is have the monsters talk a bit before one side attacks. It's always going to end in a fight, of course, but it allows the players the chance to roleplay. So maybe, instead of immediately attacking, the goblins jump out with bow attacks readied on anyone who moves a muscle, and yell "give us all your gold, or you're dead meat!"
If you are new to DMing, you may find your hands full just tracking the stuff going on in an ordinary encounter; I'd run through at least a few standard encounters before getting ambitious. That said, the general rule is that you want to give the PCs interesting decisions to make, so give them two things that are both important but they can't do both of them.
The party is following a well-worn path through a forest. Not a particularly dangerous forest, just a regular forest with a dirt road through it. The player in the lead notices something shiny on the ground. A single silver piece in the middle of the path. Then another one 10 feet ahead. Then another 10 feet beyond that. The player gets curious (and greedy). He starts picking them up and after a few they veer off the path. The coins lead behind a large tree. The party gets suspicious, and carefully checks for danger. Maybe they see some footprints, but it's hard to tell from all the leaves and brush on the ground. Behind the large tree they find a small wooden chest. It has a simple latch, but no lock. Maybe they check for traps. Maybe they find something. Hopefully they don't. If they don't, they open the chest. It's empty. But you ask the person opening the chest to make a Dex save. He gets super nervous when he fails it, expecting big damage. Instead.... a bucket of cow poop falls from an overhead branch and lands on his head, covering him in poo. That's when the party hears raucous laughter from the branches above and five goblins start throwing empty whiskey bottles down at the party. The goblins have disadvantage on their attacks because they are three sheets to the wind. They just wanted to have some fun and play some pranks. After one round of combat they will flee, but will keep throwing empty bottles and curses about your mother's amorous predilections at the party as they do.
The party is following a well-worn path through a forest. Not a particularly dangerous forest, just a regular forest with a dirt road through it. The player in the lead notices something shiny on the ground. A single silver piece in the middle of the path. Then another one 10 feet ahead. Then another 10 feet beyond that. The player gets curious (and greedy). He starts picking them up and after a few they veer off the path. The coins lead behind a large tree. The party gets suspicious, and carefully checks for danger. Maybe they see some footprints, but it's hard to tell from all the leaves and brush on the ground. Behind the large tree they find a small wooden chest. It has a simple latch, but no lock. Maybe they check for traps. Maybe they find something. Hopefully they don't. If they don't, they open the chest. It's empty. But you ask the person opening the chest to make a Dex save. He gets super nervous when he fails it, expecting big damage. Instead.... a bucket of cow poop falls from an overhead branch and lands on his head, covering him in poo. That's when the party hears raucous laughter from the branches above and five goblins start throwing empty whiskey bottles down at the party. The goblins have disadvantage on their attacks because they are three sheets to the wind. They just wanted to have some fun and play some pranks. After one round of combat they will flee, but will keep throwing empty bottles and curses about your mother's amorous predilections at the party as they do.
Oooooooooohhh that's good! Thanks!
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Hello!
So I've been thinking, how could you turn a Goblin ambush into something unique and different instead of 5 goblins jump out and attack?
I'm a person who really likes the entire idea of DMing but has never really had a group to do it (Soon hopefully I'll have a group.)
But how could I change up a fight?
Thanks!
I might be wrong but I am going to guess you have your hands on lost mines of Phandelver? If so I would not worry too much, if you do get a group to play this adventure with the odds are they are also new so the impact of having 5 goblins jump out at them will be shock enough while trying to learn the rules.
As time progresses and you get into the game more you will start to understand there are many ways that you can mix up encounters and make things play out differently. The environment, have the goblin engage the party (in my world goblins orcs etc are not always evil). You could set it up as a trap with the goblins described as travellers. But for your first game I would stay keep it simple, you will have plenty to be managing getting used to running 5 goblins without also worrying about an intricate ambush :). Good luck.
If you're new, I'd recommend starting pretty standard with a surprise attack.
If you're not, and trying to just spice it up a little, you could have the goblins have made a bit of a pit or trip trap. Make sure that the party is able to find said trapmaking supplies on the goblins afterwards, lest they feel cheated - some shovels and spikes, or some caltrops, or some rope.
As above has stated, however, if you're running for new players (LMoP is perfect for new players and new DMs), you don't need to flavor it with extra spice to make it interesting.
Hey thanks! Your 100% right about the Phandelver. Great advice to! I like how somewhere in one of the 3 main books or the Phandelver, it talks about using goblins with sap in jugs on their backs. Thanks for the advice!
Thanks Gamsii, and you right for the early days. I'm just thinking about creative ways to make a goblin fight more interesting (in the future) or pairing together 2 monsters than seem unlike to go well together but do in the right place.
Unlikely pairs are often fun, but consider likely pairs too, especially early on. Hobgoblin bosses with goblins. Wargs that the goblins are riding. Mastiffs that the goblins have trained. Stuff like that.
If you want to put a unique spin on things, consider low CR creatures from other categories. After all, who wouldn't be surprised and intrigued to find a goblin boss with a horde of zombies under its command, or a staff that controls twig blights, or the like?
Use a creature’s stat block and lord to guide you. Goblins don’t just jump out and attack. They jump out attack, and then move and hide. And repeat. They always have multiple escape routes. They use small tunnels that they can move through quickly but medium characters must squeeze through. Etc.
I highly recommend https://www.themonstersknow.com as you are learning how to provide challenging encounters.
One thing I do in most of my fights is have the monsters talk a bit before one side attacks. It's always going to end in a fight, of course, but it allows the players the chance to roleplay. So maybe, instead of immediately attacking, the goblins jump out with bow attacks readied on anyone who moves a muscle, and yell "give us all your gold, or you're dead meat!"
Wizard (Gandalf) of the Tolkien Club
If you are new to DMing, you may find your hands full just tracking the stuff going on in an ordinary encounter; I'd run through at least a few standard encounters before getting ambitious. That said, the general rule is that you want to give the PCs interesting decisions to make, so give them two things that are both important but they can't do both of them.
The party is following a well-worn path through a forest. Not a particularly dangerous forest, just a regular forest with a dirt road through it. The player in the lead notices something shiny on the ground. A single silver piece in the middle of the path. Then another one 10 feet ahead. Then another 10 feet beyond that. The player gets curious (and greedy). He starts picking them up and after a few they veer off the path. The coins lead behind a large tree. The party gets suspicious, and carefully checks for danger. Maybe they see some footprints, but it's hard to tell from all the leaves and brush on the ground. Behind the large tree they find a small wooden chest. It has a simple latch, but no lock. Maybe they check for traps. Maybe they find something. Hopefully they don't. If they don't, they open the chest. It's empty. But you ask the person opening the chest to make a Dex save. He gets super nervous when he fails it, expecting big damage. Instead.... a bucket of cow poop falls from an overhead branch and lands on his head, covering him in poo. That's when the party hears raucous laughter from the branches above and five goblins start throwing empty whiskey bottles down at the party. The goblins have disadvantage on their attacks because they are three sheets to the wind. They just wanted to have some fun and play some pranks. After one round of combat they will flee, but will keep throwing empty bottles and curses about your mother's amorous predilections at the party as they do.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
Oooooooooohhh that's good! Thanks!