Gobbo Stomp
A Goblin Stomping scenario

OVERVIEW

Warlord Slinkrud One-Ear had come up with the perfect plan. He would march across the lands of the soft humans, pillaging and plundering along the way. But he would march, not at the head of just any goblin army, but a goblin army reinforced with the largest gathering of giants in memory. He sent recruiters far and wide, bringing back gargantuan allies with the promise of plunder and food.

And so they set off through the Empire. But it had been four days, and something was amiss. Not a single living soul had been seen. They had passed through numerous deserted villages. But they had not seen any sign of human or livestock. Slinkrud could not figure it out. Every report  had indicated the Empire was full of easy targets. He could not believe that he had not come across any loot since entering Sylvania...
 

SETTING

At this point the goblins and giants have made camp. It is the fourth day out, and with no loot everyone is hungry and on edge. No one more so than the giants. They had been promised plunder and all the cattle they could eat. They will not stand any more. They are leaving this worthless mission. But not before teaching those sneaking gobbos a thing or two about trickery! A giant takes a promise of free meals very seriously!

The setting of the scenario is the goblin camp. The table should be largely open, with maybe a gentle hill or two, or maybe a small patch of rough terrain or marsh. Scattered throughout are the remaining supplies and campfires. Set up scattered items such as crates, barrels, wagons, felled trees, campfires, tents, etc throughout the table. Try to make sure there are plenty of obsticles for the giants to try stepping over, forcing them to make frequent checks for falling. :)
 

FORCES

The goblins are at rest, and the giants' mutiny comes as a surprise, so only goblin infantry may be used. Wolves and chariots are tethered up elsewhere. No fanatics or squigs are allowed, either. A single rock lobber, and a pair of bolt throwers may be used, though the GM may chose to set the crew up away from the machine durring set up, and require them to run to the machine first. Any combination of regular or night goblins. with any normal equipment options is allowed, except standards and musicians. Since it is a scene of disorder, normal regiments are not used. Instead, organize regiments as skirmishers, in groups of 10 - 20 figures. A general and heroes may be used, but no battle standard.

The giants are just individual giants. They should be set up roughly in the central part of the table.

ADDED RULES

Turn Order: Turn order is random. Each giant takes his/her turn individually, and the goblins take theirs all at once. Some random method should be chosen ahead of time. Either draw numbered cards or chits at the start of each game turn, or roll for initiative.

Giants Attacks: The giant may chose his attack, rather than roll randomly. Giants may not chose "Yell and Bawl." These giants are mad, and past the yelling and bawling stage. A giant that choses "Pick Up And..." must still roll to see what action he takes after picking up a goblin.

Giants may attack each other. This does not earn them VPs, but it may eliminate competitors.

Victory Points: Dead goblins are each worth one victory point. Goblins picked up and stuffed into a giants bag are worth double, and gobbos that are eaten are worth triple.

 
 
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