Note: This was originally posted under the erroneous episode number 12; it is actually episode 11.
Goblin Slayer has never been one to use many words. As Cow Girl prepares breakfast, he has only one for her: “Run.” The goblins whose prints he discovdered at the boundary of the farm are too numerous in number for him to take on alone in an open field. He suspects they’re led by a shrewed Goblin Lord, and will likely have Hobs among its forces.
But Cow Girl isn’t running; not again. The farm is her home, and if it’s doomed to be destroyed, so is she. The Slayer can’t change her mind, so he tells her he’ll figure something out. That means going to the guild, helm-in-hand (figuratively), and asking for volunteers to help him slay goblins. At first, they don’t take it seriously. Then, the Lancer tells him they’re adventurers in a guild which means, post a quest and offer a reward.
The Slayer offers everything he has and everything he is, all but his life itself, which he promised Cow Girl’s father he wouldn’t give up lest his daughter cry again. Once the elite adventuers can tell how serious he is, they name the price of a drink or two down the road. The Guild Girl offers a gold piece for every goblin slain, and all of a sudden the rank-and-file adventurers are interested too.
Bit by bit, virtually the entire guild agrees to assist the Slayer, including the Priestess and his party who now all consider him a close friend. Those who either never interacted with him or found him annoying for his singlemindedness towards goblins, all agree the guild would be lonely without him.
The Goblin Lord’s army is no joke, but with so many skilled adventerers of various skill sets now committed to his side, Slayer can really open up the playbook and utilize a strategy that will exploit the strengths of his assets and the weaknesses of the enemy.
He knows, for instance, the goblin vanguard would arrive with “meat shields”—wooden boards with captured women tied to them—and leaves it to the Dwarf Shaman and Mage to stupor and put them to sleep so the hostages can be rescued and taken out of harm’s way.
From there, the close-range warriors storm the goblin small fry, aided by archers from long range and magical boundaries to repel enemy arrows. When the goblin riders advance, the adventurers are ready with sharpened stakes.
Once the first waves fail, the Lord takes the gloves off and sends in his heavy hitters, goblin champions. But while the Slayer’s party had a big problem with one, the most experienced and powerful of adventurers are actually glad slightly more worthy foes have arrived, having spent their most recent adventures fighting enemies of their skill or above.
That just leaves the increasingly panicky Goblin Lord himself, who apparently isn’t as big or tough as his Hob underlings. While everyone else fights off his army, Goblin Slayer stalks him alone, his right eye glowing red indicating Limit Break Mode. With the close quarters of the woods resembling his preferred battleground of a cave, he should do fine.
If it weren’t for everyone agreeing to fight with him, he wouldn’t have this opportunity. And so someone who had been a loner, curiosity, and eyesore to much of the rest of the guild has evolved into their general in a glorious battle against the evil cruelty of the goblins.