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- Introduction
- A Goblin's Tale is a short adventure told across this book
- and its various supplements. Characters begin as first level
- goblins and by the end of the adventure they should
- consist of various races and be between 3rd and 5th level.
- The ideal party size is 4 or 5 adventurers. If your group is
- larger or smaller you can adjust the adventure difficulty
- by reducing or increasing the level of the adventurers and
- the weapons they are equipped with.
- Character Advancement. This adventure works best using
- the milestone experience rule since it does not follow a
- normal structure. Since the adventure can vary
- significantly in length depending on the players, it is
- advisable that the dungeonmaster Ad-Hoc's character
- advancement.
- Good Milestones Some effective milestones are at the end
- of a session, when the party has allied with another tribe,
- after defeating a party of adventurers or raiding the human
- town. Different parties may focus different amounts of
- time and energy completing different tasks so use your
- discretion as to when your particular group of players
- would appreciate the extra level.
- Recommended Books
- To run this adventure it is recommended players have a
- copy of the Dungeons and Dragons 5th Edition Players
- Handbook, Dungeon Master's Guide and Monster Manual.
- Background
- (Present Date - 1500 DR)
- Hundreds of years ago there was a small town located
- around the Halfway Inn. These people led usually happy
- and productive lives, however on occasion were beset by
- terrible floods from the nearby marsh. Brimming with
- creativity, the townspeople worked with the nearby YuanTi of Najara to extend and deepen the marsh so it could
- hold any amount of flood waters. The serpents of Najara
- were only too happy to assist, since the marsh extended
- their borders onto Evereskan lands.
- Over the years, all manner of life flocked to the newly
- watered marsh's edge. The forests grew thicker and
- healthier, and tribes of various races began to take root.
- The tribes fought amongst themselves and over time
- created ill defined borders within the forest. However
- some tribes found themselves trapped in a nearby moor,
- and could scarce gather enough food for themselves.
- These tribes would on occasion raid the cattle of a farm
- just west of the halfway inn. For a time, the denizens of
- the Halfway Inn and its adjourning lands tolerated this, the
- occasional loss of a cow or two being the price of
- extending the marsh. But as time went by memories faded
- and the local farmer grew tired of losing cattle.
- So he hired adventurers
- Death in this adventure
- Life as a goblin is short and deadly. If a goblin dies they
- are quickly replaced by the rabble. Allow a player to roll a
- new character one level lower than their old character. If
- the character is level one or two - replace their goblin with
- a generic goblin (see Players Handbook)
- That player may keep their religion level as long as it is
- not higher than their character level. If the religion level is
- higher than the character level, reduce it until it is equal to
- their new characters level.
- If the PC's have made allies with another species they may
- swap a dead character for one of this new species. This
- new character is the same level as the players old
- character, however its religion level is 2 lower.
- How to Run This Adventure
- This adventure runs on a turn based system. First the
- players take a turn at worldbuilding, undergoing various
- actions that will improve the strength of their goblin tribe.
- Then the players get to take a turn as adventurers,
- travelling to distant lands for great rewards. Occasionally
- players will also have to defend their lair from invaders.
- In world building the players will choose their actions
- from a set list.
- When the players take a turn as adventurers treat it as if
- they are undergoing a short quest. None of the early
- adventures are particularly long and you should use your
- discretion as Dungeon Master to decide when to extend
- them out or wrap them up early. Do not be afraid to kill
- adventuring PC's if they make a foolish decision, the
- world is a harsh place for a goblin and there are plenty of
- deadly threats lurking around in the world.
- Part 2: Notably, in part 2 - all adventures and treks to
- unknown locations take 1 turn.
- When the players defend their lair from invaders assume
- all goblins are present. The assaulting humans should be
- somewhat intelligent, they will use a variety of tactics that
- for the most part not hesitate to kill players. Reward
- creativity, ingenuity and well constructed defenses, and
- don't be afraid to have the NPC adventurers fall into a trap
- or two, however don't treat the NPC's as stupid, if they fall
- into one pit trap they may be on the lookout for more!
- Level 0 Players
- Players start this adventure as level 0 generic goblins.
- After their first combat or recruiting their first allies, let
- them level up to level 1 and choose their classes. The
- generic goblin template is listed in the Players Handbook.
- Starting Location
- The players begin on the edge of the Marsh of Chelimer
- directly beneath a forest (See Sword Coast Adventuters
- Guide P82). The hills are to the east, plains to the south,
- forest to the north and swamp to the west.
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