Advertisement
Guest User

Untitled

a guest
Oct 20th, 2019
181
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.17 KB | None | 0 0
  1. Introduction
  2. A Goblin's Tale is a short adventure told across this book
  3. and its various supplements. Characters begin as first level
  4. goblins and by the end of the adventure they should
  5. consist of various races and be between 3rd and 5th level.
  6. The ideal party size is 4 or 5 adventurers. If your group is
  7. larger or smaller you can adjust the adventure difficulty
  8. by reducing or increasing the level of the adventurers and
  9. the weapons they are equipped with.
  10. Character Advancement. This adventure works best using
  11. the milestone experience rule since it does not follow a
  12. normal structure. Since the adventure can vary
  13. significantly in length depending on the players, it is
  14. advisable that the dungeonmaster Ad-Hoc's character
  15. advancement.
  16. Good Milestones Some effective milestones are at the end
  17. of a session, when the party has allied with another tribe,
  18. after defeating a party of adventurers or raiding the human
  19. town. Different parties may focus different amounts of
  20. time and energy completing different tasks so use your
  21. discretion as to when your particular group of players
  22. would appreciate the extra level.
  23. Recommended Books
  24. To run this adventure it is recommended players have a
  25. copy of the Dungeons and Dragons 5th Edition Players
  26. Handbook, Dungeon Master's Guide and Monster Manual.
  27. Background
  28. (Present Date - 1500 DR)
  29. Hundreds of years ago there was a small town located
  30. around the Halfway Inn. These people led usually happy
  31. and productive lives, however on occasion were beset by
  32. terrible floods from the nearby marsh. Brimming with
  33. creativity, the townspeople worked with the nearby YuanTi of Najara to extend and deepen the marsh so it could
  34. hold any amount of flood waters. The serpents of Najara
  35. were only too happy to assist, since the marsh extended
  36. their borders onto Evereskan lands.
  37. Over the years, all manner of life flocked to the newly
  38. watered marsh's edge. The forests grew thicker and
  39. healthier, and tribes of various races began to take root.
  40. The tribes fought amongst themselves and over time
  41. created ill defined borders within the forest. However
  42. some tribes found themselves trapped in a nearby moor,
  43. and could scarce gather enough food for themselves.
  44. These tribes would on occasion raid the cattle of a farm
  45. just west of the halfway inn. For a time, the denizens of
  46. the Halfway Inn and its adjourning lands tolerated this, the
  47. occasional loss of a cow or two being the price of
  48. extending the marsh. But as time went by memories faded
  49. and the local farmer grew tired of losing cattle.
  50. So he hired adventurers
  51. Death in this adventure
  52. Life as a goblin is short and deadly. If a goblin dies they
  53. are quickly replaced by the rabble. Allow a player to roll a
  54. new character one level lower than their old character. If
  55. the character is level one or two - replace their goblin with
  56. a generic goblin (see Players Handbook)
  57. That player may keep their religion level as long as it is
  58. not higher than their character level. If the religion level is
  59. higher than the character level, reduce it until it is equal to
  60. their new characters level.
  61. If the PC's have made allies with another species they may
  62. swap a dead character for one of this new species. This
  63. new character is the same level as the players old
  64. character, however its religion level is 2 lower.
  65. How to Run This Adventure
  66. This adventure runs on a turn based system. First the
  67. players take a turn at worldbuilding, undergoing various
  68. actions that will improve the strength of their goblin tribe.
  69. Then the players get to take a turn as adventurers,
  70. travelling to distant lands for great rewards. Occasionally
  71. players will also have to defend their lair from invaders.
  72. In world building the players will choose their actions
  73. from a set list.
  74. When the players take a turn as adventurers treat it as if
  75. they are undergoing a short quest. None of the early
  76. adventures are particularly long and you should use your
  77. discretion as Dungeon Master to decide when to extend
  78. them out or wrap them up early. Do not be afraid to kill
  79. adventuring PC's if they make a foolish decision, the
  80. world is a harsh place for a goblin and there are plenty of
  81. deadly threats lurking around in the world.
  82. Part 2: Notably, in part 2 - all adventures and treks to
  83. unknown locations take 1 turn.
  84. When the players defend their lair from invaders assume
  85. all goblins are present. The assaulting humans should be
  86. somewhat intelligent, they will use a variety of tactics that
  87. for the most part not hesitate to kill players. Reward
  88. creativity, ingenuity and well constructed defenses, and
  89. don't be afraid to have the NPC adventurers fall into a trap
  90. or two, however don't treat the NPC's as stupid, if they fall
  91. into one pit trap they may be on the lookout for more!
  92. Level 0 Players
  93. Players start this adventure as level 0 generic goblins.
  94. After their first combat or recruiting their first allies, let
  95. them level up to level 1 and choose their classes. The
  96. generic goblin template is listed in the Players Handbook.
  97. Starting Location
  98. The players begin on the edge of the Marsh of Chelimer
  99. directly beneath a forest (See Sword Coast Adventuters
  100. Guide P82). The hills are to the east, plains to the south,
  101. forest to the north and swamp to the west.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement