sidetrek a goblins pride

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    CT001

    A Goblins Pride

    A Basic Role-playing/Magic World Side-trek

    A small adventure designed to be a stopping point along the road to greatness. A small

    fishing village has been the victim of goblinoid bandits. Up to now, theyve only

    plundered merchant and supply wagons. Now two children have been taken from a local

    farm. The villagers fear the worst. Will the adventurers help rescue the children and end

    the goblin menace or raid the goblin hoard for their own lust of coin?

    T1C

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    A Goblins PrideChroniclers Prologue:

    On the way to another location thecharacters come across a small fishing

    village. Only roughly 50 people live and

    work in the village proper, but several

    farms dot the landscape for miles around

    the small walled settlement. There is a

    constable and a leader but no proper

    militia. Only a couple of volunteer guards.

    Crashing a town meeting they are

    informed that goblin bandits have

    kidnapped two children in the night. The

    townsfolk are angered but reluctant to riska rescue.

    The goblins have plundered several

    wagons over the years but have never

    braved breaking into a home. The

    villagers fear that the foes numbers and

    strength must have grown considerably to

    dare such an invasion.

    Two other parties of adventurers have

    promised to rid the village of the goblin

    menace in the past, but never returned.

    Will these heroes have better luck?

    The young man, early twenties at best, is

    anxious and nervous but very brave. Hisdemeanor is almost arrogant as he

    considers his post a position of duty.

    If the PCs are hostile in any way:

    Sounding the horn doesnt call 20 well

    armed militia. Unfortunately the village

    has no such power. What it will do is

    interrupt a town meeting full of 75 angry

    and scared men and women armed with acouple bows and mostly farming tools.

    They are not trained in combat but their

    sheer numbers should cause pause.

    If the PCs are friendly and explain they

    just want shelter from the rain and or food

    and supplies:

    Producing a bag of coins is sufficient for

    him.

    A steady rain drenches those outdoors.

    The party approaches a small village

    with a wood post fence and gate. While

    it is in livable condition, the village

    appears deserted save for a lone guard

    in a watch tower just inside the gate.

    The young man is vigilantly studying

    the muddy road and surrounding fields,

    a longbow in hand.

    Traveling up the main dirt road towardthe gate, he will notch an arrow.

    You got coin to be payin fer such?

    Lets have a peak, heh?says the

    guard.

    You gotta lotta hot air for being down

    there, needin hospitality. Im a warnin

    ya.He says, producing a horn.One

    soundin of thisere horn and 20 well

    armed militia be makin you wish youwas more polite. Ifn you can find yer

    manners, lemme know, heh?With that

    he turns his attention back to the

    muddy road and fields.

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    Ethels Smoke House

    The chronicler may make a Search skill roll forthe characters to spot a round headed man on the

    balcony above, training a heavy crossbow on them.

    Ethel is a jolly old woman if she has

    paying customers, and will attempt to

    engage in talk of anything outside of the

    village. If asked about the goings on of the

    fishing village she will wave it off as

    boring talk and ask questions of the

    characters origins and adventures. If the

    PCs supply her with thrilling tales her

    Eye balling the party and their coins

    again, the guard disappears over the

    wall. A few seconds later he calls fromthe ground on the other side.

    I still have my bow and horn.he

    shouts.

    One soundin of the horn and youll

    wish you were a more polite guest. We

    seein eye to eye?

    A latch is clicked and the gate swings

    open revealing the guard, horn in hand.

    Mind ya. We welcome politeness

    here.He says offering his hand.Im

    Mikah. Lieutenant Mikah, that is. We

    aint got no inn proper, but Ethel keeps

    a smoke house and wine cellar over by

    the well. Shell feed ya, sell ya a bottle

    or two. Shes got a couple spare roomsshe rents ta farmers gettin too drunk ta

    walk home too.

    Erly gots him a tinker shop by the

    docks. Easy ta spot as its got the

    biggest furnace I ever saw. He can fix

    up damn near anything you got needs

    fixin.

    Gregor sells most a the farmin gear

    in his shop oer yonder up the hill. He

    brings gear from bigger towns and sells

    it, if ya need. Fair pricing too. Fraid yaall gonna have ta wait a bit fer anyone

    but Ethels though. Town is in a meeting

    in the temple. Ifn youre lookin for the

    constable or the Shepherd, that's what

    we call the priest, theyre in the meet

    there. Im back for my post, but I got

    an eye on ya.he says with a smile and

    turns to climb up the guard post ladder.

    A large building, third in size to the

    stables and the temple, a pleasant aroma

    of salted pork and bacon drifts from the

    chimney. Ethels front door is shut againstthe rain but unlocked.

    Come in! Come in!smiles an elderly

    woman as you enter.Not a good time

    for a walk, but lords know the crops need

    it. Im Ethel, and this is my home. Mind

    your wet clothes, and please take off

    your muddy shoes. There, Ill hang your

    cloaks by the fire a bit, hmm?She does

    so and wipes her hands dry.

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    costs will be 1/2 of what is listed below.

    If they pry her on details about the village

    she will trade one story for another and

    charge regular rate.

    Dinner consists of roast pork, soup, bread,

    and a honey muffin, and water.

    Breakfast consists of eggs, bacon, a slab

    of ham, and cider.She has two rooms with two beds she will

    rent and is tight on her prices, unless

    entertained with stories.

    She and Reginald have separate rooms on

    the upper level. There is an outhouse in

    back of the home.

    Reginalds crossbow is magical, though no

    one knows it. It adds +20% to the users

    skill and +1 to damage, but it requires a 14

    STR to use. Ethel has a set of silver

    dinnerware hidden for special occasionsworth 200 BP, a sapphire pendant that was

    her mothers under her bed worth 1200 BP,

    and a savings of 300 BP, 4 SP in a wine

    jug in her cellar, hidden among the other

    bottles. The cellar contains 35 bottles of

    good wine, and 10 bottles of fine wine. In

    the smoker shed out back, behind a

    padlocked door, hangs 2 hogs and 3 deer,

    being aged and smoked.

    Now then. You been on the road long?

    You must be hungry...as you can no

    doubt smell, I have some roast pig

    almost done...And...well, a formality

    Im afraid, but you can pay? After

    seeing the partys coin, she smiles and

    offers seats around a table.

    Reginald, you may come down and

    fetch some plates.Reginald is a brutish looking man with

    a face that show birth defects. He was

    in a balcony overlooking the room,

    training a crossbow on the group. He

    descends the stair, get plates from a

    pantry, and places them on the table.

    Weez doin da goblers too ma?he

    calls in a deep slow slurred voice.

    Goblets.Corrects Ethel.And yes.

    They will want wine with their boar.

    The woman brings a large bowl ofshredded white meat to the table along

    with bowls of mushroom soup, and

    pops a wine bottle which she pours into

    every ones goblet.Now.she says,

    sitting down,Tell me of your

    adventures.

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    What Ethel knows about the town if

    pressed:

    The Goblins

    Other Adventurers

    Gregor the Merchant

    Ah, gods above. Fine. You wish to

    know about those rascals? They are

    cowards and thieves! For years theyve

    raided wagons coming and going.

    Never enough to give the constable

    grief enough to call for help, mind you.

    More than once I had a few bottles of

    good wine never make it here. Ofcourse I had already paid for it to be

    shipped. No one knows where the

    beasts come from or go. Least ways no

    one knows for true. But Id bet they are

    hiding in...She leans close and

    whispers:Cowlies old tower. He is a

    necromancer, if you believe the tales.

    Least he was.

    She straightens up and continues in a

    normal voice.Nobody seen hide nor

    hair in a dozen years, I bet. He wasnt

    well liked, though I doubt he fiddled

    with the dead and all. Just a crazy old

    coot who wanted to be left alone.

    Anyway, nobody here cares enough to

    go and check on him.

    Word is these goblin bandits done

    attacked a farm near by. Thats why the

    town is all stuffed into the temple.

    Talking about what theyll never be

    brave enough to do. Theyre all fishers

    and farmers, the lot ofem. Only real

    soldier is the constable and he trained

    that pup Mikah to shoot a bow well

    enough. No other fighters, not really.

    Mikah told you about them, huh?

    Yeah well, it happened more than once.

    A group carrying weapons, wearing

    armor and the like come through and

    constable Jorgen scoops them up with

    tales of goblin treasure. Says if those

    mighty warriors were to kill the goblins

    theyd be rich from all the goblins

    plundered over the years. And old

    Jorgen welcomes them to keep it all,just to be rid of the thieves.Her face

    goes grim and she shakes her head.Id

    taken a liking to some of them folk.

    Especially one lass named Starr. Girl

    was a spell weaver, and that scared

    folks plenty, but she knew her wine.

    Before she left with her group, looking

    for goblin gold, we finished a couple of

    my best bottles. The stories she

    told...They never came back. The

    others...never came back. And Ill tell

    ya, if constable Jorgen gets wind you

    folk are here hell make ya the same

    offer. Goblin gold. Ha! Hasnt ever

    been actual gold in this town that I

    know of. Not much of value at all that

    the goblins stole neither. You rest up

    and get on your merry, if youll take

    advice from an old woman.

    Gregors a good enough man. Up in his

    years like to me, and a bit too straight

    talking for my taste, but he doesnt

    mark up his prices more than he has to.

    The poor man has probably lost the

    most from the goblin raids over the

    years. He brings most of his goods

    from craftsmen in other towns.

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    Erly the Tinker

    The Temple

    Constable Jorgen or Mikah

    Reginald

    Ethel spreads some butter fat on a

    honey muffin and points the knife at

    the group.Erly Mason is a son of a

    bitch!She says taking a bite.Good

    enough with the tools and the fixin, but

    hed sell his own blood for a bronze

    penny. You never knew a man to pinch

    a coin so hard as he. Im damn near

    sure he broke into my cellar awhile

    back and stole some of my good stuff.

    Swears it wasnt him, though he was

    found drunk with raspberry sweetness

    on his breath.She leans back and

    huffs aloud.Which was one of my

    pricier wines. I cant even go to him for

    fixing things anymore. Gotta go to a

    farmer friend of mine who does some

    smithing. You go renting Erlys skills

    you watch the cost. Hell fleece you

    good.

    He claims to be a retired veteran in the

    army of House Beleghir in the eastern

    reaches.

    Says he was a Belehold Knight in the

    lords army. Dont rightly know what all

    that means, but he showed up all in

    shiny armor and a war horse. Made

    friends real quick and before long

    pretty much took leadership here. He

    was welcome to it. Built the walloutside as well.Ethel stops, breaks

    some bread sops up some soup, and

    seems to savor it.Hes stern but...well,

    truth be told, he aint done much about

    the goblins except hire out the work to

    others. Some say he maybe aint so

    knightly as all that. Any way, that

    Mikah happened on a goblin in the

    road one early evening and the boy

    shot him dead after a bit of a chase.

    Jorgen named him a squire and beenteaching him knightly values ever since.

    Hes a good lad, always has been. But

    hes getting a bit cocky of late, and a

    bit impatient about the rest of the

    goblins too.

    Reggy?she laughs aloud plucking a

    piece of pork from the plate and

    eating.

    Poor sod was born dumb. Strong as anox and a pretty good aim with that bow

    of his. A lie has never touched his lips,

    neither. Aye. Good lad. His pa left us

    years ago. But we do good enough. He

    watches over me like a dire wolf over

    pups.she laughs as she notices

    Reginald blushing.Aye. My good

    Shepherd Book preaches the good and

    bad of mortal sin and virtue.says

    Ethel pouring more wine. The temple

    aint really to one god or another,

    though most prey to some fishing deity,

    or harvest god, or whoever they feel the

    need. Hes a good talker, Shepherd is.Doesnt make you feel evil for not

    prayin or not donating. Doesnt look

    down on nobody. Hes a bit of a nature

    genius too. Makes good medicine for

    what ails ya. Patched up Ryan brown

    when his mule kicked some of his ribs

    in. I have nothing bad to say about the

    man, except he likes mead over wine.

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    Tinker Shop

    Erly is a greedy dwarf and his prices will

    be marked up above normal as shown in

    the chart below. He isnt one to gossip

    about the goings on in town, but if his

    dirty, strong palms are greased with coin

    he is liable to tell a tale, though nothing of

    much use. And hell say nothing about

    Ethel, giving a stern sneer if asked.

    This large stone building has but onelarge room filing its walls. A fully

    stocked shop with blacksmith, tool

    smith, weapon smith, and armor smith

    tools are neatly organized and

    separated by nothing but tables in a

    semi circle pattern with the forge at

    their top. A bed, a kitchen table, a bath,

    a couple wooden wardrobes, and

    several crates fill the room. Racks

    contain weapons and two suits of chain

    armor that appear to have never beenused. Scraps of sheet metal, rolls of

    cured leathers, and uncured hides take

    a corner as well.

    A bald, bearded dwarf is tending the

    forge fire. He wipes soot from his

    hands and approaches.

    El na. What we be havin ere den?

    Strangeuns in town, eh? Needin ya

    soomtin fixed, is ya? A large smile

    plays through his beard.

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    Gregors Supplies

    Gregor is a kindly man and appreciates

    every single customer, even if they dont

    buy his goots. He has nothing bad to say

    about anyone he knows but if asked about

    the goblins:

    The lower level of this two story home

    is all shop and crafting area. Walking inthe door you see what you might

    expect. Farming tools, fishing gear,

    some arrows and hunting bows,a few

    leather bags, tents, some winter gear,

    bags of dried rations, ect.

    Gregor is a tall, older man with a lean

    build. He greets you with a smile and

    thick accent:

    Velcome to disere, me shop. I be

    Gregor zee man to be buying goots

    from. Iz der zometing you beneeding?

    Vile filth they izz! Az iz any who ztealfrom uders. Many yearz we hath put up

    wit der banditry and only da boy,

    Mikah, haz killt one of dem. Pathetic,

    no? Now, day haz taken da Wilzon

    childrens from der bedz and made off.

    Da town needz help but none iz called

    fer. Pathetic!

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    If asked about the Wilson Farm:

    Gregors inventory contains 2d4 of any ofthe listed items.

    If asked about Cowlie

    Da Wilzonz are guut people. Live a

    stretch to da wezt a town her. Misier

    Wizon buyz da corn seedz from Gregor

    every harvezt. Gregor sellz whatz left

    from da harvezt ta uder townz. Tis guut

    arangement. Hiz poor kiddiez taken

    from der rezt in da night lazt night.

    Town haz big ta do but iz doin little.

    Pathetic. Were Gregor

    younger....maybe Gregor huntz dem

    down, eh? But no. Tiz shameful.

    Don youz be believin if you hearz

    mizter Cowlie be a bad man. Heez not.

    Waz a day when he come to me store

    fer strange itemz but never had a cross

    word wit me. Alwayz paid guut to.

    Hope them goblinz aint hurt him. Been

    a bit sinz he a comin ta town. Gotz him

    a nice tower zouth and vest a here.

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    Town Hall & Temple

    The second largest building in town, andbeing made of stone, the sturdiest as well.

    If PCs go directly here upon entering town,

    it will be full of arguing, scared townsfolk

    and local farming families.

    If the PCs go to Ethels first, the church

    will be empty save for Shepard

    Book.(page 13)

    If temple is full and town meeting in

    progress:

    As you open the doors, the sounds of

    angry arguing can be heard within.

    At least 70 townsfolk and farming

    families can be seen within. A priest

    and a man in chain armor stand at the

    front trying to address questions and

    calm tempers.

    This is not the time for panic.says

    the priest.Constable Jorgen is not

    saying we will do nothing to resolve

    this issue

    Indeed.says the man in chain

    mail.We have no militia. We are not

    warriors. We will send messages to

    nearby towns asking for volunteers to

    aid in the rescue.

    A grizzled, tanned farmer speaks

    up:Thatll be takin too long!

    No!shouts a distressed woman.My

    babies will surely be dead by then!

    The priest speaks again:We dont

    know the goblins wont ask forransom...we must be patient for help.

    The crowd goes into an uproar again

    but a young girls voice breaks the

    tumult with a scream.

    When the room falls silent and all eyes

    are on her she points to the

    newcomers.

    What bout thems?she says. The

    crowd followers her pointing arm at

    the PCs.

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    With all eyes on the PCs, Constable

    Jorgen will step down and approach them.

    The man in chain armor steps away

    from the dais and approaches the party.

    I assume youve heard our plight?

    He says looking the group up and down

    individually. Goblins have stolenaway two of our children and we dont

    know their fate. They have stolen much

    we treasure over the years, but never

    something so dear.He turns and looks

    at the grieved parents who look on

    pleadingly. We dont have much to

    offer for your efforts, if you be people

    of honor, but the goblins have surely a

    large hoard of goods, plundered from

    many caravans.

    He turns back to your party.

    Desperation is clear on his face.Rid

    us of this menace and everything

    theyve ever taken from us is yours.

    Bring back these children and this

    village will always be your friend inneed. A safe haven for the remainder of

    your days.

    Please....Begs the crying farm

    mother, sinking her head in her

    husbands chest.

    The constable looks you in the eyes, If

    youve no love for goblins, do this for

    us?

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    The townsfolk and farmers alike agree to

    this bargain and indeed will honor it.

    Giving free shelter, room and board,

    supplies, and the goblin hoard, when the

    task is complete. They will not give

    anything up front, before the task is

    complete, as a couple of groups, like the

    PCs have promised to destroy the goblins

    and never returned after being pampered

    by the village.

    AFTER Town Meeting

    The Shepherd will only talk of the towns

    new troubles if asked and he will not press

    the PCs into any action.

    He has healing balm that he makes

    himself. It will reduce any wounds it is

    rubbed on by 1d4. He has no spell casting

    ability, just a knack for potions and

    herbalism.

    Constable Jorgen

    Within an hour of the town meeting

    ending, the constable will be informed of

    the PCs arrival and be looking for them, if

    he hasnt already seen them around town.

    The temple appears to be empty savefor a man in maroon robes. He looks up

    as you enter and smiles.

    Hello. I am Shepherd Book. Hope you

    are well in these troubled times.He

    gets a far away look, sighs, then looks

    back to you.How may I help you?

    A man in chain armor approaches the

    party. His armor has seen battle, and

    his grizzled features lead you to believe

    he has been in many battles.

    I will skip the pleasantries. I am

    Jorgen. I speak for this village. Iassume youve heard our plight?

    He says looking the group up and down

    individually. Goblins have stolen

    away two of our children and we dont

    know their fate. They have stolen much

    we treasure over the years, but never

    something so dear.He turns and looks

    to the sky wearily, then back to you.

    We dont have much to offer for your

    efforts, if you be people of honor, but

    the goblins have surely a large hoard ofgoods, plundered from many

    caravans.He turns back to your party.

    Desperation is clear on his face.These

    people look to me to solve problems.

    Rid us of this menace and everything

    the goblins ever taken from us is yours.

    Bring back these children and this

    village will always be your friend in

    need. A safe haven for the remainder of

    your days.

    The constable looks you in the eyes, Ifyouve no love for goblins, do this for

    us?

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    If the PCs agree to help:

    If the party is lacking in warriors Jorgen

    can be talked into joining the group with a

    Fast Talk Skill roll against his own skill.

    A successmeans he will join for a share ofthe loot, to be returned to the village

    people of course. A special successmeans

    he will join with no payment. A critical

    successmeans he will also invite Mikah to

    join the hunt.

    Mikah will not leave the village

    unguarded for any reason short of Jorgen

    urging him to do so.

    The man looks relieved and pulls arolled parchment from his cloak. He

    unrolls it showing a map of the area.

    Ive marked here with an X where

    attacks have occurred. Including the

    latest at the Wilson farm. I can tell you

    when I first arrived in this village, I

    made an attempt to track these fiends

    and did try to check with Cowlie. Hes

    a crazy old coot in the woods

    Southwest of here. But he wouldnt

    talk with me. Not even sure hes stillalive. But if I couldnt get in his tower,

    I doubt the goblins could.He points it

    out on the map.

    There is also an old ruin of a town

    West and a bit north of here as well. I

    had no luck at either. They are clever

    beasts and hide their passing well.

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    The Wilson Farmstead

    Although they are not rich, Fred has a

    sack of 1000 BPs that he saved from last

    harvest. He has planned on buying a new

    plow with it, but will give it to PCs who

    make asuccessfulFast Talk Skill check to

    rescue his children. On top of that, Ingrid

    Wilson, the mother, will offer any

    livestock they have for the twins safe

    return.

    The twins, Mark and Cyle, are both 13

    summers of age.

    The Wilsons farm consists of a

    outdoor stable, a barn, and large home.

    As far as livestock there are 10 cattle, 4

    horses, 100 chickens, and 12 hogs. Thefields are mostly corn but Wilson also

    grows barley, and has a large fenced

    garden with tomatoes, green beans,

    lettuce, and peppers as well. The

    Wilsons are both in their early 30s their

    twin boys were finally old enough to

    help around the farm. Fred Wilson,

    their father, broke his leg last season

    and though its been properly set, it

    didnt heal quite right, leaving him a

    very noticeable limp. Without the boyshelp, this harvest will be very tough.

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    Cowlies Tower

    If Mikah is with the group he will

    immediately notch an arrow. Only a

    successfulintimidation or Fast Talk skill

    roll will stop him from firing. (or taking

    his bow away) He really hates goblins.

    This tall stone structure appears to be a

    rebuilt ruin of a keep. The walls are

    fortified brick and it has a heavy wood

    door with iron bands.

    Knocking at the door produces no

    answer, but a scurrying can be heard in

    the trees behind the party. As you turn

    to investigate a group of goblins

    emerge from hiding.

    One steps forward and speaks in a very

    broken dialect.Him is der side in.

    Him wont door to answer.says the

    center goblin carrying a crooked staff.

    He is flanked by one wielding a short

    spear and another with a mace and

    shield.Hiding is him is. Weez him see

    in da windows. But no come out.This

    leader sees the partied apprehension

    and raises a hand.We no hurt yous

    here. We no enemy here. You talk?

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    If PCs attack the goblins:

    The shaman goblin carries a staff that can

    drain 1 POW from the user and heal 1 HP

    per wound per round. He also has a ruby

    worth 2500 BP hidden in his under

    garments.

    The mace-man has a pearl necklace worth200 BP. The spear-man has a sterling

    silver spoon that will destroy any poison

    when it is stirred in a tainted liquid. (he

    doesnt know it magical)

    If the PCs are willing to talk:

    The goblin shaman is looking for aid in

    ridding the tribe of a demon who has

    taken his place as speaker of the gods.

    Promising a pretty stone if the PCs help.

    The goblin leader hisses at his escort

    and they lower their weapons. He steps

    forward a step.

    Grasnar means me. Speaker of great

    god who name Ill not. Speak for tribe.

    You hear, Grasnar. Tribe

    has...queleen...

    He notices your confusion and wrinkles

    his face in thought. He puts down his

    staff and makes 2 horns on his head

    with his fingers.Queleen....ah!

    Demon to you, yes? Yes. It named

    Barghest. Demon warg, eh? Demon.

    Evil beyond us. Tribe worshipin

    Barghest. Grasnar says no.

    Tribe make Grasnar go. Grasnar less

    than calcal.

    Again he sees confusion and says

    calcal...Then sticks his tongue out of

    his lips and blows, making a flatulence

    noise.

    Gransar go to witch here.spits the

    goblin, indicating the tower.To helpGrasnar rid Barghest to....hell? Hell.

    Hidin witch,he points to the tower

    again,no hear Grasnar. No care. You

    hear? Grasnar gives pretty stone if help

    you rid Barghest to hell? Make Grasnar

    speaker of god again?

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    Demands or questions the PCs might

    make:

    We want the goblins to leave this area:

    We want the goblin treasure:

    What is Barghest?

    How do we find Barghest? Where is

    tribe?

    How do we kill a demon?

    If PCs try to get Cowlies attention in his

    tower, it becomes obvious someone is in

    there, just ignoring or scared to come out.

    A Special success on a Fast Talk skill roll

    my be used to change his mind. All PCs

    and Jorgen may make an attempt

    individually.

    Special Success:

    Any plea or case the PCs make are not

    successful in gaining more attention

    unless the PCs mention the actual name

    Barghest.

    Further explanation about the Barghest

    taking over the goblin tribe or stealing the

    children will cause results. Otherwise he

    doesnt speak again.

    Results:

    He will laugh at any answer they give that

    doesnt have to do with magic fire.

    Aye, tribe over stay over long. Talk of

    long walk for many moon rise before

    Barghest come. Goblins go.

    Goblin need some if goblins go on

    long walk from here.

    Fast Talk,success:Promises Grasnarto gives you 1 for every 4.

    Fast Talk, special success:Promises

    Grasnar to gives you half of pretties.

    Fast Talk, critical success:Promises

    Grasnar to gives you 3 of every four.

    Demon dog it is. Come feed on

    humans, make goblin tribe rich for

    peoples bloods.Tribe blind by lust. Not know peoples

    hunt and kill for little ones. Grasnar

    know, take goods mean no huntin

    goblin. Take kiddies mean death.

    Tribe hidin with big people bones.

    Grasnar no kill goblin tribe. You no kill.

    Grasnar know way to Barghest with no

    kill goblins. Grasnar shows.

    Barghest need blood to live. No blood

    maybe Barghest die. Like goblin. Like

    Peoples.

    A window in the upper floor opens

    revealing a shadow of a man within.

    What do you want? Says the

    shadow.I am a powerful witch and you are

    trespassing! Not wise, no. Not wise.

    Barghest?says the voice above,

    somewhat surprised.Barghest of

    Gehenna?

    After a brief pause the shadow speaks

    again.Wait. Another long pause endsin the rustling of papers at the window.

    How do you plan to send it back to

    hell whence it came?he asks.

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    The cemetery

    A successfulTrack Skill roll will reveal

    that the stone paths running through the

    cemetery are mostly clear of grass and

    weeds, as if used occasionally. A Special

    success shows that care had been taken to

    cover tracks. A Criticalsuccess allows the

    tracker to see through the subterfuge and

    find a goblin track or two heading towardsan old well in the middle north west side

    of the bone yard.

    If PCs try to dig up any graves, they find

    they are quite shallow. Only a couple feet

    of dirt covers most. Each has a stone

    sarcophagus with a lid requiring a STR:14

    check to remove. Roll on the chart below

    for each such desecration.NOTE: If Jorgen

    is with them he will think this is

    sacrilegious and try to stop them. If the

    The still muddy path leads into the

    stone arches of an ancient and

    neglected burial yard. The trees lack

    leaves, as if a blight has occurred but

    the grasses and weeds are wild,

    growing as high as 8 feet tall in places.

    The grave markers are weathered and

    eroded showing strange writings in anunknown language. There are

    crumbling walls enclosing certain areas

    within and the cemetery as a whole.

    Ruined, rain stained statues dot the

    walls and arches here and there. Even

    in their aged state you can tell they

    were once exquisite. A building,

    which must have been domed at one

    time, lies half in ruin, its walls

    crumbling long ago.

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    Ghost(Banshee)

    On a Special result of 100 the bottom of

    the casket falls out revealing a large tunnel

    below. Inside this tunnel are 1d4* Carrion

    Crawlers. This tunnel attaches to the

    catacombs, marked Carrion Crawler.

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    The CatacombsThe catacombs winding under the

    cemetery are vast. Generations of familiesfrom the ruined city have been put to rest

    here, obviously hundreds of years ago.

    There remains line each and every wall on

    great shelves. The catacombs are

    completely light-less and riddled with

    traps that only the goblins can safely

    traverse without successful Search skill

    checks.

    Every 50 of corridors covered roll on the

    table below to see if there are any

    encounters or obstacles that need to becircumvented.

    The snakes had 1d4 HPs, Bite 70%,

    1D2+1/2db+3d4 POT poison

    Skills: Climb 50%, Dodge 50%,

    Hide 80%, Sense 65%, Stealth 90%,

    Swim 50%.

    The Spiders can be brushed off/smashed

    in 1d4 rounds and have a 25% chance of

    causing a bite each round. Bites cause no

    damage but require a CON:14 resistance

    roll or victim loses 1d4 CON and 1d4

    STR.

    Make no mistake, goblins encountered

    down here are NOT friendly.

    If Grasnar is with the PCs there

    is a 25% chance that the

    encountered goblins will be

    loyal to him and let you pass, if

    so theres another 50% chance

    that they will join the rebellion.

    If goblins are not loyal they

    shriek an alarm that echos

    through the tunnels.

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    If the PCs have not alerted the goblins of

    their arrival use the encounter chart on

    page 23 every 50.

    If Grasnar is with the PCs there is a 20%

    chance per goblin they will know when a

    trap is present and help them avoid it.

    DM MAP

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    The room marked Well has three

    goblins guarding it, two will engage the

    PCs while the third runs to alert the rest of

    the tribe, as soon as a PC comes down.

    Most goblins will be in the Altar room

    preparing for the sacrifice of the twins.

    There are 100 goblins in all. Subtract any

    from random encounters from this total.

    If goblins have been alerted to the

    presence of the PCs in any way, an active

    hunt is underway and any random

    encounter resulting in goblins will have

    double the number with one or two

    running to alert the rest. If successful, the

    remaining goblins, save the 4 guarding the

    Barghest, will converge into the area.

    They will try to subdue the PCS

    WITHOUT killing them. Every LIVING

    human they sacrifice to the Barghest

    makes it stronger.

    There are a lot of goblins in the catacombs

    so, if they are made aware of PC presence,

    it could be disastrous if PCs are caught in

    an open area. The chronicler will have toRP this aspect to fit the campaign.

    IF THE GOBLINS REMAIN UNAWARE

    OF PCs:

    If Grasnar led the PCs down the back

    door:

    Room Marked Back Door

    Once down the stair and into the room the

    party sees a 30x30 room with stone walls.

    Sitting in the center of the room is the

    goblin hoard. A treasure from dozens of

    raids on caravans and merchant wagons.

    Among the loot is:

    3750 Bronze Pieces, 75 Silver Pieces, 12

    Gold Pieces

    GEMS

    Pink Pearl Estimated Value: 90 BP

    Banded Agate Estimated Value: 120 BP

    Obsidian Estimated Value: 14 BP

    Citrine Estimated Value: 70 BP

    Brown-Green Garnet Estimated Value: 60

    BP Citrine Estimated Value: 4 BP

    Sardonyx Estimated Value: 50 BP

    Hematite Estimated Value: 170 BP

    Hematite Estimated Value: 120 BP

    Smoky Quartz Estimated Value: 80 BP

    Amber Estimated Value: 80 BP

    Fire Opal Estimated Value: 1200 BP

    Silver Ear Ring Estimated Value: 240 BP

    Copper Ear Ring Estimated Value: 9 BP

    Copper Anklet Estimated Value: 120 BP

    Silver Broach Estimated Value: 320 BP

    Copper Anklet Estimated Value: 8 BPBronze Hairband Estimated Value: 40 BP

    A silver ring Estimated Value: 580 BP

    Copper Hairpin Estimated Value: 14 BP

    Bronze Hairpin Estimated Value: 100 BP

    Silver Scroll Case Est. Value: 1000 BP

    5 bottle of fine wine 20 BP each

    15 bottles of good wine 5 BP each

    4 five gallon kegs of ale 100 BP each

    12 bolts of colored cloth

    5 bolts of colored fine silk

    10 planks of iron5 Merchant outfits

    2 Noble Outfits

    12 Laborer Outfits

    13 pairs of shoes and boots

    500 rope

    50 chain

    These items are in sacks and crates piled

    in the room. It would take hours to sort it

    out.

    Good, this, see? Grasnar blocked da

    way wit his power. Grasnar can

    unblock. Goblins dont know. Barghestdont know.

    The shaman utters an incantation in his

    guttural tongue and an invisible

    manifestation of a force field blocking

    the way visibly shimmers for a moment

    and vanishes.We sneaks in. Kills da

    demon. Yous takes da kiddies and

    leaves. Grasnar seal da way again.

    Followin you, no.

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    Room Marked TwinsIf the PCs linger here, have a chorus of

    goblin screams be heard from down the

    hall. If they still linger, have 2 goblins

    come to get the twins for the sacrifice. Ifthese goblins dont return soon more will

    come to check on them.

    Room Marked Altar RoomThe very room the PCs should avoid. This

    room will contain the remaining goblins

    that have not been previously slain during

    random encounters. (100 minus the 4 in

    Barghest room minus those encountered)

    They are loud and can be heard through

    out most of the complex.They will be wearing leather hides and

    armed with either dagger, short sword, or

    club.

    Room Marked CarrionA family of 3 Carrion Crawlers have made

    their home in this tunnel. The goblins

    avoid this area except when dumping their

    refuse and their dead. Their is nothing ofvalue here.

    The door is pad locked(10HP)andrequires a successful Pick Lock roll to

    open. Inside the heavy wooden

    door(20HP)the twins are bound, back

    to back, and gagged. They are in good

    health, though dehydrated and hungry.

    Goblins

    No. App: (possible 96)STR: 2d6

    CON: 3d6

    SIZ: 1d3+3

    INT: 1d6+6

    POW:3d6

    DEX: 3d6+6

    APP: 1d6

    Mov: 4

    Hit Points: 9

    DmgBns: -

    Attacks: By weapon 40%Skills: 1 or 2 tribal skills at 40%,

    mining 50%, (ride warg 40%)

    Armor: light leathers 1d4-1

    Treasure Type: K,(C)

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    nightmare. Remember that while the

    bombs will injure the other goblins, fire

    does no damage to the Barghest. Just a

    chance to send it back to hell if it fails its

    resistance to fire roll. The damage from

    each flask is the POT the Barghest must

    roll against. POT:POW.

    With the screaming down the hall, any

    melee noise from this room will go

    unnoticed, as long as the tribe is not aware

    of the PCs presence.

    If the PCs successfully kill the demon and

    his escort and perform the ritual correctly:

    If the PCs had the goblin escort and

    Grasnar with them:

    Allow the PCs a Sense or Fast Talk skill

    roll.Successmeans they catch the shaman

    looking sideways at one of the goblin

    escorts, giving a facial signal, and sense a

    lie. If they let the shaman go he will rouse

    the others in the Altar room and tell them

    the PCs killed the Barghest. Itll be a

    blood bath. He has no intention of moving

    the tribe from their comfy lair, much less

    sharing his loot with the PCs.

    It will take the shaman a few minutes to

    convince the others in the altar room why

    an outcast goblin has returned and what

    the PCs have done. 10 minutes after he

    first leaves, the goblin tribe will arrive

    en-mass. If the PCs are still there when

    they arrive....it could be bad.

    If the PCs kill Grasnar and his escort

    goblins they may sneak away, but if the

    melee takes more than 5 rounds, 1d4

    goblins will come to the room wondering

    what the hold up for the ceremony is.

    If the PCs have to make it back to the Well

    to make their escape, roll random

    encounters as normal, but only for traps.

    There will be no more wandering goblins

    as they are all now in the altar room.

    If the PCs can escape via the back door

    and Grasnar is dead or was never with the

    PCs, the goblins will still assume that way

    is still magically locked and swarm the

    Well.

    The demon is destroyed. Following thedirections of the necromancer from the

    tower, you place the banishing stone on

    the beast and pour the liquid over the

    stone. As the sparkling liquid coats the

    stone and the dogs fur, a smell of

    brimstone fills the room. Above the

    shouts of goblins in the other room you

    hear the horrid sound of a demon

    growling as its infernal soul returns to

    the dog and is drawn into the stone.

    The gold and silver veins on the stoneglow yellowish and the growls cease in

    a pulse of light. The demon is

    destroyed as its canine form turns to

    dust and falls apart like dried leaves on

    the wind.

    It be done.says the goblin shaman.I tell da tribe I kills it, eh? They know

    who da boss be.

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    DM MAP

    The Return JourneyAbout 10 minutes after the PCs kill theBarghest, the goblins will be alerted to

    their activities and if Grasnar is with the

    goblins he will divide half of them to the

    Well exit and half to the Back Door to

    make chase. If Grasnar was killed before

    alerting the tribe, or never with the PCs,

    the goblins will assume the Back Door is

    still magically locked and flood to the

    Well exit. The twins are in good enough

    health but, unless cured of theirdehydration, they will be terribly

    exhausted and only move at MOV 5.

    A successfulIdea roll might reveal that

    the well is a great place to hold the goblin

    hoard off, since they still must climb out.

    If the PCs make for the Wilson farm with

    the twins, their parents will be most

    grateful. Less so if seventy goblins are on

    the PCs tail but they will grab farming

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    weapons and protect their property, and

    lives, if need be.

    If the PCs head toward the fishing village,

    the goblins will break off their chase once

    within sight of the village walls.

    Rescuing the twins will be rewarded but,

    unless Constable Jorgen or Mikah were

    with the PCs during the rescue, everyone

    will be suspicious that the goblins are still

    a threat, and more so now that the PCs

    have stolen the twin children back. They

    will fear the PCs have brought war to their

    gates. If Constable Jorgen or Mikah were

    with the PCs during the rescue, OR the

    PCs return with a goblin leaders head, the

    people will be very glad indeed. Constable

    Jorgen or Mikah will explain that they,

    with the PCs help, have dwindled the

    goblin tribes numbers and killed many

    leaders, perhaps including the demon

    leading the tribe.

    If PCs return to Cowlies Tower and have

    the Stone, used as instructed, the man will

    come down to them and greet them

    properly. He will reveal that he is an

    alchemist (from my Art of Alchemysupplement) and, if the stone was used

    properly, reward the PCs with 2 healing

    potions each. (heals 2d4 damage each)

    AND if one of the PCs has at least a 15

    INT, he will invite him or her to stay with

    Cowlie as an assistant and learn the trade.

    Succesfully completing the goals will

    make the PCs great friends of the village

    and the Wilsons in particular. Completing

    Cowlies goal could lead to the alchemisthiring the PCs for further tasks.

    Remember to assign Allegiance points as

    necessary for the deeds done.

    Cowlie the Alchemist

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    PLAYER MAPS

    Fishing village

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    Jorgens Map

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    Cemetery

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    Catacombs

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    NPCs

    Characters NameMikah TownsendSpecies:Human Male

    Occupation:Soldier

    Characteristics

    STR:12

    CON:11

    SIZ:13

    INT:14

    POW:13

    DEX:7

    APP:13

    Move:8Hitpoints: 12

    Magic Points:13

    Damage Bonus:+1d4

    Skills

    Wrestle:25%

    Dodge:65%

    Move Quietly:28%

    Throw:45%

    Shield:24%

    Search:21%Ride:41%

    Attack:Hunting Bow (8

    arrows)1d6+1+1/2 DB: 52%

    Short Sword 1d6+1+DB: 37%

    Spells Known:

    No Spell Casting

    Inventory

    Bronze Pieces:69Armor:Hard Leather 1d6

    Hunting Bow (8 arrows)1d6+1+1/2 DB

    Short Sword 1d6+1+DB

    Sturdy Leather Sack

    metal file

    Bag of trail rations, 1 week

    Characters NameSir Jorgen WittingSpecies:Human Male

    Occupation:Soldier

    Characteristics

    STR:15

    CON:12

    SIZ:14

    INT:13

    POW:11

    DEX:12

    APP:10

    Move:8Hitpoints:13

    Magic Points:11

    Damage Bonus:+1d4

    Skills

    Wrestle:23%

    Dodge:49%

    Navigation: 51%

    Throw:48%

    Shield:40%

    Fast Talk:58%Ride:63%

    Oratory: 55%

    Attack:Broadsword 1d8+1+DB: 97%

    Kite Shield 1d4+DB: 90%

    Spells Known:

    No Spell Casting

    Inventory

    Bronze Pieces:485

    Armor:Chainmail 1d8+1Broadsword 1d8+1+DB

    Kite Shield 1d4+DB

    Burlap Sack

    polishers rag

    rope 50 ft

    59 BP Obsidian

    90 BP Blue Quartz

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    Characters NameErly Mason of the

    Mudhelm clan

    Species:Dwarf Male

    Occupation:Craftsman

    Characteristics

    STR:16

    CON:15

    SIZ:8

    INT:10

    POW:12

    DEX:12

    APP:9

    Move:6

    Hitpoints: 12

    Magic Points:12

    Damage Bonus:0

    Skills

    Bargain:23%

    Craft:69%

    Fast Talk:48%

    Insight:68%

    Nature:24%

    Sense:23%

    Evaluate:79%

    Other Language:24%Attack:Scimitar 1d8+1+DB: 32%

    Spells Known:

    No Spell Casting

    Inventory

    Bronze Pieces:2282

    Armor:joureymans clothes

    Scimitar 1d8+1+DB

    Leather Backpack

    Tome of armor blue printsmess kit

    book of history

    Characters Name:Shepherd Book

    Species:Human Male

    Occupation:Priest

    Characteristics

    STR:9

    CON:15

    SIZ:17

    INT:18

    POW:13

    DEX:11

    APP:10

    Move:8

    Hitpoints:16

    Magic Points:13

    Damage Bonus:+1d4

    Skills

    Fast Talk:21%

    Insight:48%

    Nature:30%

    Oratory:60%

    Physik:52%

    Climb:23%

    Potions:58%

    Oratory:35%

    Attack:Butcher Knife 1d6+DB: 30%

    Spells Known:

    No Spell Casting

    Inventory

    Bronze Pieces:108

    Armor:robes

    Butcher Knife 1d6+DB

    Wool Bag

    vial of holy water

    small metal mirror3 torches

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    Characters NameGregor Ugustoff

    Species:Human Male

    Occupation:Shopkeeper

    Characteristics

    STR:9

    CON:10

    SIZ:13

    INT:15

    POW:10

    DEX:13

    APP:17

    Move:8

    Hitpoints: 12

    Magic Points:10

    Damage Bonus:0

    Skills

    Bargain: 72%

    Craft:50%

    Fast Talk:43%

    Insight:62%

    Nature:27%

    Sense:30%

    Evaluate: 68%

    Other Language:38%Art: Harp 55%

    Attack:Dagger 1d6+1+DB: 32%

    Spells Known:

    No Spell Casting

    Inventory

    Bronze Pieces:2277

    Armor:merchants clothes

    Dagger 1d6+1+DB

    Silken BagParchment containing an equipment order

    hand harp

    Leather Gloves

    Characters NameCowlie

    Species:Human Male

    Occupation:Alchemist

    Characteristics

    STR:8

    CON:13

    SIZ:14

    INT:16

    POW:14

    DEX:15

    APP:11

    Move:8

    Hitpoints:14

    Magic Points:14

    Damage Bonus:0

    Skills

    Bargain:49%

    Evaluate:66%

    Other Language (Alchemist Script):59%

    Nature:101%

    Potions:81%

    Scribe:62%

    Craft (Alchemist Procedures):88%

    Craft(Tinker):45%Craft (Alchemy): 105%

    Attack:Vial Thrower 1+: 32%

    Spells Known:

    No Spell Casting

    Inventory

    Bronze Pieces:9022(in tower)

    Armor:Wizards robes

    Vial Thrower 1+

    Leather Backpack

    Tome of Alchemyfine silk shawl

    healers kit

    8 Healing Elixers

    6 Healing Potions

    10 Incindiary Powder vials

    (Cowlies Vial Thrower is a light crossbow

    modified to fire vials, instead of bolts, up

    to 75.)

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    Characters NameJames Wilson

    Species:Human Male

    Occupation:Farmer

    Characteristics

    STR:14

    CON:16

    SIZ:16

    INT:14

    POW:8

    DEX:6

    APP:8

    Move:6 (bum leg)

    Hitpoints: 16

    Magic Points:8

    Damage Bonus:+1d4

    Skills

    Craft(farm):68%

    Nature:49%

    Listen:44%

    World Lore:48%

    Sense:22%

    Search:25%

    Attack:Pitch Fork 1d6+1+DB: 62%Small Club 1d6+DB: 23%

    Spells Known:

    No Spell Casting

    Inventory

    Bronze Pieces:41

    Armor:joureymans clothes

    Pitch Fork 1d6+1+DB

    Small Club 1d6+DB

    hoe 1d4+DB(at farm)scythe 2d6+1+DB(at farm)

    small bag of seed

    Signal Whistle

    Characters NameTamara Wilson

    Species:Human Female

    Occupation:Farmer

    Characteristics

    STR:14

    CON:14

    SIZ:14

    INT:15

    POW:8

    DEX:16

    APP:9

    Move:8

    Hitpoints:14

    Magic Points:8

    Damage Bonus:+1d4

    Skills

    Craft(farm):47%

    Art(fishing):45%

    Nature:50%

    Listen:41%

    Knowledge(Farm animals):48%

    Sense:46%

    Bargain:46%

    Attack:Hatchet 1d6+1+DB: 46%6 Throwing Dagger 1d6+1+1/2DB: 24%

    Spells Known:

    No Spell Casting

    Inventory

    Bronze Pieces:38

    Armor:joureymans clothes

    Hatchet 1d6+1+DB

    6 Throwing Dagger 1d6+1+1/2DB

    Hand Drumsmall bag of seed

    book of prayers

    hooded lantern(4 hours oil)

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    Characters NameMark Wilson

    Species:Human Male(child)

    Occupation:Farmer

    Characteristics

    STR:5

    CON:13

    SIZ:6

    INT:12

    POW:10

    DEX:15

    APP:13

    Move:6

    Hitpoints: 10

    Magic Points:10

    Damage Bonus:-1d6

    Skills

    Bargain:41%

    Conceal Object:29%

    Disguise:22%

    Craft(farm):31%

    Dodge:48%

    Fast Talk:21%

    Move Quietly:42%

    Attack:Small Club 1d6+DB: 40%Wrestle 1d3+DB: 25%

    Spells Known:

    No Spell Casting

    Inventory

    Bronze Pieces:0

    Armor:beggars clothes

    Characters NameCyle Wilson

    Species:Human Male(child)

    Occupation:Farmer

    Characteristics

    STR:6

    CON:11

    SIZ:6

    INT:12

    POW:16

    DEX:15

    APP:13

    Move:6

    Hitpoints:9

    Magic Points:16

    Damage Bonus:-1d6

    Skills

    Bargain:21%

    Conceal Object:25%

    Nature:22%

    Craft(farm):41%

    Dodge:38%

    Fast Talk:41%

    Move Quietly:40%

    Attack:Dagger 1d6+DB: 40%Wrestle 1d3+DB: 35%

    Spells Known:

    No Spell Casting

    Inventory

    Bronze Pieces:0

    Armor:beggars clothes

    Thanks for looking. I hope you enjoyedthis adventure!

  • 8/10/2019 SideTrek a Goblins Pride

    40/40

    Hope you enjoyed this mini-module!