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Symbaroum_Playing_with_Goblins

Playing with Goblins is an adventure set in the dark forests of Davokar, where players engage in goblin games and uncover mysteries surrounding the Hollow Tree and a menacing figure known as The Lord. The adventure can be played as a standalone or as part of a mini-campaign, featuring exploration, investigation, and themes of dominance, violence, and unexpected compassion. Players will navigate the Goblin Village, encounter a troll named Hirgharax, and face challenges posed by The Lord and his hunters.

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0% found this document useful (0 votes)
59 views

Symbaroum_Playing_with_Goblins

Playing with Goblins is an adventure set in the dark forests of Davokar, where players engage in goblin games and uncover mysteries surrounding the Hollow Tree and a menacing figure known as The Lord. The adventure can be played as a standalone or as part of a mini-campaign, featuring exploration, investigation, and themes of dominance, violence, and unexpected compassion. Players will navigate the Goblin Village, encounter a troll named Hirgharax, and face challenges posed by The Lord and his hunters.

Uploaded by

matthewkeadle
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 37

THE EAST MARSHES CYCLE

Playing with Goblins


AN ADVENTURE FOR SYMBAROUM

PLACE IMAGE HERE

UNDER THE DARKER boughs of the Davokar, the goblins play


their wicked games against any who dare. The goblins play for
fun and pain, for grimaces and wicked laughs, but also for a more
sombre purpose. Winners will earn riches while losers will pay a
bloody tribute. Dare you enter the games?
by Jéricho Jeudy

This product was created under license. Symbaroum and its logo, are trademarks of Fria Ligan AB.
This work contains material that is copyright Fria Ligan AB and/or other authors. Such material is used with permission under the Community Content
Agreement for Free League Workshop. All other original material in this work is copyright 2020 by Jéricho Gaël Jeudy and published under the Community
Content Agreement for Free League Workshop.
PLAYING WITH GOBLINS

Introduction
THIS ADVENTURE CAN be played as a standalone one-shot adventure but it is also possible to run Playing
with Goblins and its companion module Mysteries of the East Marshes as a mini-campaign providing
multiple sessions of play. Playing with Goblins will have the player characters compete in the infamous
goblin games of the village of Tarasturrukk, be involved in the mysteries surrounding the Hollow Tree
and face the terrifying enemy only known as The Lord. So whether you use the adventure landscapes
piecemeal for your own campaign, as a fun one-shot or as a fully developped mini-campaign, you will
find tons of gameable material in these pages.

ONE DESIGN GOAL of this adventure was to present the includes a chapter that describes characters and events
information and the story in such a way as to be a and how they are related to the ongoing story, as well as
pleasant first read for the Game Master, full of colour a second chapter that describes the keyed locations on
and flavour, as much as an effective reference document the maps and gives tools to make the landscape come to
to support play at the table. To achieve this end, each life at the table. Also, The Hunt! comes with a set of
chapter and scene begins with a more in depth expanded rules to run chases through the wilderness as
introduction, where the prose aims to set the tone and well as a slew of related random events tables.
make the design intent clear. Following this, the text is Only essential non-player character statistics are
more compact and uses bolded words and bullet lists to included in the main text, in the chapters where they
make referencing things as easy and quick as possible. most likely will come into play. You will find detailed
The three included adventure landscapes are The statblocks in the appendix at the end of this document.
Goblin Village, The Hollow Tree and The Hunt! The In Playing with Goblins, there will be opportunity for
companion module Mysteries of the East Marshes will exploration, investigation and grim discoveries as the
cover three more landscapes linked to the story: The player characters lay bare the most sinister game of
Marshes, The Ruin and the Lord's Lodge. Each landscape them all, the Hunt for Exaltation. So let's get started!

Background
PLAYING WITH GOBLINS is set in the deep forests of The main themes of the adventure are the desire for
eastern Davokar, in the heart of the riverlands of clan dominance over others, the raw necessity for violence to
Vajvod, but it could be moved to any part of Bright or survive, and the unexpected compassion that can
Wild Davokar where large marshes are found and where sometimes emerge in the most unlikely of circum-
local Ambrian efforts at colonizing the forest are stances.
implanted. The lands of the Odavs south of Karvosti or Whether it be with slapstick humour in the Goblin
the lands of the Zareks near Sevona could be nice Village, or psychological despair in the Hollow Tree, or as
alternative locations for the adventure. a raw fight for survival in The Hunt!, these themes
The Lord is an lesser Ambrian ruler, vassal of the permeate the East Marshes Cycle mini-campaign, as will
Baron of Garlaka in New Beretor, but he could be the blood-sucking bugs and treacherous quicksands of
redesigned to be the barbarian chieftain of a clan this backwater region.
settlement, if that better suits your particular take on
the Symbaroum setting. As long as the Lord is portrayed THE EAST MARSHES
as a power-hungry warrior, obsessed by his desire to The East Marshes are the eastern end of the larger
dominate the region's people and wildlife, Playing with marshes and crisscrossing riverways that clan Vajvod
Goblins will run smoothly. calls home. The swamps and bogs of stinking water of

2
PLAYING WITH GOBLINS

the East Marshes are avoided by the barbarians as well But the troll is slow to heal, and won't come out of his
as the Ambrian explorers travelling out of Karo's Fen. hiding place in the Hollow Tree.
In these parts, rare fungi and plants grow in the To honor and raise Hirgharax's spirits, the goblins
muck while a whole menagerie of dangerous wildlife have made a custom to feed any strangers who come by
competes for survival. The only humans that do come to him. They use the goblin games as bait, and losers
here are alchemists and their hirelings, as well as the become Hirgharax's next meal. Chief Birglugg even
odd group of free settlers fleeing repression by the sends his best pathfinders to neighboring human
Church of Prios. And until very recenty, the uncontested settlements, to spread tales of riches and rare fungi to
king of the swamps was the liege troll Hirgharax. be found in the East Marshes and lure treasure hunters
and alchemists.
THE SCARED TROLL Not all the goblins are happy with this arrangement.
Hirgharax has been forced out of the Underworld by his And with the character's arrival, these malcontents will
brethren, for he was treacherous and seeked power in see an opportunity to get rid of the troll.
underhanded ways. After wandering the Davokar with
his brothers, he settled in the East Marshes and was THE LORD
feared by all creatures and beasts. His pack of rage trolls In the year 14, after the last battle of Karo's Fen, the
brought back game and slimy things to chew, he exacted Queen saw fit to recompense her best knights. So it was
tolls, or worse, of the rare Ambrian expedition, and he that at her behest, the Baron of Garlaka ceded a fief to
revelled in his newfound lordship. Sir Hagramilo Liarmal, in the eastern part of the duchy,
Life was easy until the hunters came. at the fringes of Davokar forest. For the past six years,
Painted humans, with dogs, spears and fire; humans Sir Hagramilo has spared no efforts to tame the forest
hungry for blood, fearless and reckless, led by a Lord and its beasts, for his love of hunting was surpassed
who knew no fear. The humans brought boats to the only by his obsessive pursuit of glory.
swamps, fire to the brush, and put Hirgharax's rage As the years went by, the Lord left the management
trolls to the sword. But the Lord had a different fate in of the chief settlement of Merula to his baillifs and spent
mind for Hirgharax. He brought him in chains to his more and more time at the Lodge. He now hunts all year
Lodge and starved him in a dungeon. And when round, seeking the most dangerous prey and venturing
Hirgharax was skinny and thin, the Lord set him free; deeper and deeper under the boughs to find it.
free to flee for his life with the dogs breathing down his A few months ago, the Lord came upon the East
neck! Marches and encountered the rage trolls of Hirgharax.
But the troll knew the forest, and was desperate, so He hired Vajvod guides and flat-bottomed boats and
he ran to the places where evil tree and hungry root live rowed into the swamps after this new prey. The hunt
and they helped him shake off pursuit. And thus he lasted a week, and during the chase, the Lord and his
escaped the Lord's hunt and hid in a Hollow Tree, entourage discovered a Ruin half sunken into the mud.
famished, bleeding and scared, until he heard the high So while Hirgharax rotted in the dungeons of the Lord's
pitched voices of the goblins... Lodge, Sir Hagramilo explored the Ruin and found a new
goal to strive for: Exaltation.
THE GOBLINS
This tree was perched on a cliff, near a high cascade of
cobalt coloured water falling into a deep pond, around Adventure Timeline
which lived the Tarasturrukk tribe of goblins. The
Goblin Village's shaman, Skalakka, found the troll, 14 Last battle of Karo's Fen
while she was looking for mushrooms and realized that 15 Sir Hagramilo becomes Lord of Merula.
the great creature was diminished and dying. So the 20 Sir Hagramilo hunts deeper in the Davokar.
shaman fed Hirgharax and spoke to chieftain Birglugg Three months ago: Sir Hagramilo hunts down the rage
the Bold about this new neighbor. Birglugg is as cunning trolls, finds the Ruin and takes Hirgharax captive.
as he is bold, and he immediately saw in the troll a Two month ago: After exploring the Ruin and learning
potential ally that could become the key to the village's the ways of Exaltation, Sir Hagramilo frees the troll
security and dominance over the area. and conducts a ritual hunt. Hirgharax escapes.
So the chieftain parleyed with the troll and made a One month ago: Goblin chieftain Birglugg makes a
pact. In exchange for the goblin's help and assistance, pact with Hirgharax.
Hirgharax pledged to defend the village, once he would
Today: The player characters arrive at the goblin
be back to health. Birglugg was very happy to have such
village on the day of the goblin games.
a powerful protector that could be so easily contented.

3
PLAYING WITH GOBLINS

The Player Characters


PLAYING WITH GOBLINS is designed for adventurers that and undetectable poison, but also, if taken in small
have earned roughly 80 Experience points from previous doses and mixed with the right reagents, an effective
adventures, plus starting Experience. One or more player protection against the averse effects of Corruption.
characters should have the Loremaster ability at adept That should be enough to convince them to seek out
level or higher, the Bushcraft boon will also come in the goblins to help them harvest the precious fungus.
handy, as will the Alchemy ability if the group wants to
forage for the precious fungi native to the East Marches. Monster hunters
Monster hunters could hear about the most famous
INCENTIVES hunts of the Lord of Merula, and that it is rumoured that
As with any adventure, it is of crucial importance that the Lord is willing to pay handsomely the services of
the Game Master find powerful incentives and professional monster hunters that can lead him to the
motivations for his group of player characters. Here are rarest game.
a few ideas to get your imagination going: Monster hunters could come upon the Goblin Village
as they are tracking prey, or by accident, after having
The Dream
lost their way en route to the Lord's Lodge.
If you like portents and dreams to drive story elements,
the shaman Skalakka could contact a player character Lost in the woods
with the Witchsight ability using a mystical dream ritual. Lastly, and possibly one of the better ways to come upon
The shaman seeks help from a gifted individual, ideally this adventure, the Goblin Village could simply be
a Witch, to get rid of the troll. She feels that Birglugg's introduced as a random encounter while travelling in
desire for power is becoming dangerous, and she knows Davokar, preferably when the group is in need of a safe
that the troll was fleeing a much darker power that will space to regroup and restock.
endanger her village. The dream should be a cry for help,
and use the mountain and the stream as ways to find the
Goblin Village.
Black Tears
Fortune hunters
Black Tears are a rare mushroom that grows inside the
A group of professional fortune hunters could be rotting wood of dead trees. The fungi develops as
approached by the exiled goblin Babbokk from the palm sized flakes of black organic matter that drips
Tarasturrukk tribe. Babbokk, seeking to lure humans to tainted water. Only intact flakes are of any use to
the village, could tell the player characters that if they alchemists. Picking enough Black Tears for one dose
hire him as a guide, he will bring them to the village requires a Hard (-3) Cunning test.
shaman Skalakka who will in turn lead them to ancient
RULES: The fungi, once cooked into a tincture, can be
ruins hidden in the swamp.
used as an elixir with the following properties. When
Alchemists and the Ordo Magica ingested, ignore the Corruption cost of the next
Mystical Power or Artefact that you use.
A member or agent of the Ordo Magica could come upon
Used as a poison, Black Tear paste will cause 1d3
the knowledge that the goblins of the riverlands are
Temporary corruption for 1d3 turns.
known to be experts in local fungi and rare mushrooms.
Once such fungi, the Black Tears, is said to be a potent

4
PLAYING WITH GOBLINS

The Adventure Structure


PLAYING WITH GOBLINS supposes that the Goblin Village become deadly foes, or on the contrary, Hirgharax could
will be used as the starting point for the adventure, but become a precious ally in the struggle against the Lord.
from there, the players should be free to pursue what In any event, talking to the troll should foreshadow
interests them the most in the leads provided. Combined the terrible menace that is the Lord's Hunt.
with The Mysteries of the East Marshes, the adventure will
offer even more options for the players (see boxed text). ACT FOUR: THE HUNT!
The following structure describes the most probable Sir Hagramilo and his hunters have been scouring the
sequence in which Playing with Goblins might play out, forest in search for the escaped troll. At last, their dogs
and is also the best way to run the adventure if you are pick up a scent. It may only be the smell of goblin feet,
playing it as a one-shot. But if your players make but it leads them to the Goblin Village and the Hollow
unexpected decisions, by all means, let them do what Tree nonetheless!
they want! Whatever route the players choose, the This act has the Lord's hunt fall upon the player
adventure will provide excitement and wonder, there is characters which can respond in a number of ways. The
no 'wrong way' to run Playing with Goblins. act could play out as a frenetic chase through the forest,
or as a tense suspense as they hide in the mud while the
ACT ONE: THE GOBLIN VILLAGE dogs try to sniff them out. They might witness the ritual
The player characters will arrive at noon on the day of killing of Hirgharax, or they might even regroup with
the goblin games, a very important tradition of the the goblins and organize a staunch resistance!
Tarasturrukk tribe. The goblins are open and
welcoming, maybe strangely so, considering the
location of their village deep in the East Marshes.
There, the player characters will have the The Mysteries of the East Marshes
opportunity to explore the village and its immediate If you also own The Mysteries of the East Marshes, the
surroundings, and they might also learn about the campaign will become even more freeform. Here are a
precious fungi and the sunken ruins in the marshes. few alternate ideas on how things could play out:
They could also ally with, or oppose, the goblin • The player characters could win the goblin games
malcontents that want to see the troll brought down. and make a pact with Skalakka to have her lead
them to the Ruin in exchange for killing the troll.
ACT TWO: THE GOBLIN GAMES • The player characters could escape the hunt and
This chapter is entirely devoted to describing the crazy come back to the goblin village, and ask to be lead
goblin games that the player characters will be invited to to the fungi patches in the East Marshes.
partake in. The games are a crescendo of challenges with • The player characters could ally themselves with the
rising stakes, that will test their physical prowess as troll and plan an attack on the Lord's Lodge.
well as their pride. As will be further detailed in the next instalment,
The games culminate with one last event that has combining Playing with Goblins and The Mysteries of
contestants dive deep into the pond in search for a the East Marshes into a mini-campaign also gives you
golden egg. This last game is rigged. With the help of the the option of not starting at the goblin village at all.
hammer-eel living in the pond, the goblins will most The story could begin at any of the adventure
likely win and obtain a boon from the player characters, landscapes and still play out fine.
namely, that they should scale the cliff and seek the • The player characters could learn of the Lord's need
Hollow Tree, unarmed and unwary... for experienced hunters in Merula, travel to the
Lodge, and once there, discover the nefarious goals
ACT THREE: THE HOLLOW TREE of its owner. That could lead to The Hunt!, but with
This smaller landscape describes the Hollow Tree and the player characters on the Lord's side!
what happens when the player characters meet the troll • Or they could begin the campaign already in the
Hirgharax. The player characters might expect violence marshes, either foraging for fungi or searching for
from a lone troll, but there will be ample opportunity to the Ruin, and discover clues leading to the Lodge.
parley with him and learn precious information about As you can see, every adventure landscape contains
the Lord and his goals. The way this scene plays out will clues leading into the others, leaving the player
have important consequences on the rest of the characters in control of how they wish to interact with
adventure. The troll and his goblin underlings could the story and in which order the landscapes will be
explored.

5
PLAYING WITH GOBLINS

The Goblin Village


THE GOBLIN VILLAGE of the Tarasturrukk tribe is more like a true village than a simple nomadic goblin
encampement. Normally, the goblins of Davokar need to be ready to move at a moment's notice, to avoid
the larger predators that roam the woods. The Tarasturrukks, however, have been fortunate enough to
find a well hidden pond, at the foot of a cliff overgrown with roots and brush. That is why the cluster of
tents, makeshift shacks and lean-tos they call home has become somewhat permanent, and its
inhabitants more trusting and less fearful.

THIS CHAPTER presents the goblin village as an If you are using the travel rules and Mishaps found in
adventure landscape, filled with interesting locations Mother of Darkness page 89 or in the Game Master's Guide
and non-player characters, as it presents itself on the page 89, you may want to use the following encounter
eve of the infamous goblin games. You will also find a table adapted for the East Marshes.
detailed account of the games themselves and special Make sure to describe the labyrinthine waterways,
rules that will help make them memorable! the sudden quicksand flats and the omnipresent clouds
Lastly, you will find a few scripted events that will of bugs and flies. The East Marshes can be very
bring the player characters into the plot of the scared dangerous for those travelling without a guide.
troll, should you want to play the adventure as written.
ROLL OR CHOOSE AN ENCOUNTER
TRAVELLING TO THE VILLAGE
An unexpected dead-end in the river or animal
The easiest way to navigate to the East Marshes is by
path, with sucking mud flats.
using a flat bottomed boat and to pole your way through 1
Hard (-3) Vigilant or Quick test or get mired and loose a
the deeper waterways, starting at Karo's Fen. But one random object.
could also buy supplies and hire help in Merula, before
travelling north to enter the marshes by foot. You glimpse of a pair of yellow eyes.
Difficult (-5) Vigilant test to see a fleeing goblin warrior
The forest in this region is riddled with patches of 2
Succeed at 3 opposed [Vigilant←Discreet] tests to follow it
swampland, slow moving streams and soggy ground. to the village's dry gate. (at -5 without Bushcraft)
The difficult terrain makes movement slow, the players
will advance at the same rate as if they were travelling in What's that sound?
Dark Davokar (Core Rulebook page 184). 3
Attacked by a swarm of Blaze Bugs, their shiny golden
wings causing confusion. If damaged by the bugs, test
The player characters will be looking for the Goblin
Vigilant or stumble and fall prone (possibly off a boat).
Village, that they know is to be found at the foot of a few
lonesome hills. Lost in the wetlands.
4 The multiple streams and tributaries are confusing to
⬥ Fortune hunters and alchemists following Babbokk
navigate. Lose a day of travel.
will be told that the goblin village is a mandatory
stop before going into the wetlands proper to search Is the boat haunted? (If by foot, reroll.)
for the ruins or the fungi Black Tears, for they first The boat won't go straight. Hard (-5) Vigilant by the
5
need to meet the shaman Skalakka. boatman to realize PC+1 Drilling Leaches are attached to
the underside and are drilling through the hull!
⬥ Monster hunters could be tracking a large beast,
like an elk or a moose, or even a more fantastical A patch of reddish fir trees with their bark covered
creature, like Marlit or even the King Toad, as its in yellow mushrooms.
legs are a delicacy for Ambrian nobles. The crea- 6 Alchemists can test Cunning to know that the fir's sticky

ture(s) could flee up the stream leading to the pool sap and the yellow mushrooms (once dried) can be
combined to produce Wild Chew. (4 doses)
next to the goblin village.

6
PLAYING WITH GOBLINS


ARRIVAL AT THE VILLAGE The character acting as lead scout should test
Discreet as it is assumed that the other player
The village is well hidden, huddling against the cliff and
characters will follow in step. Using this tactic,
the pool, behind a thicket of brambles and thorns, with a
movement speed is halved.
weeping willow's branches dipping in the water of the
stream flowing out of the pond. There are only two ways ⬥ To move at normal speed, use the lowest attribute
to easily approach the settlement: the watergate and the amongst the group to test Discreet.
dry gate. ⬥ A successful [Discreet←Vigilant] is needed to avoid
being detected by two goblin tribesmen hiding on
The watergate
platforms in the trees.
The stream lined by the thicket of thorns leads into the low
⬥ If the player characters are detected by the goblin
hanging branches of a huge willow tree. A waterfall rumbles
sentries, these will hail them from afar to discover
beyond.
if they pose a threat to the village.
⬥ Where the pool meets the stream, a Young
Hoy-ee, we seez youuuuu — Big ones! Who-what-
Ravenous Willow sways its branches.
why are-you here-eee?
⬥ The ravenous willow tries to attack only when prey
⬥ If the player characters parley, the goblins will offer
has advanced far under its boughs.
to escort them to the dry gate, using strips of meat
⬥ Four Movement Actions are needed to swim through and humming a lullaby to keep the thorns in check.
the water gate, test [Discreet-5 or Quick-5] each
⬥ If the player characters are agressive, the sentries
round to avoid the willow.
will flee and alert the village.
⬥ If the player characters are in trouble, the goblins
will sing the ritual Nature's lullaby and throw
decapitated fowl to calm the tree down.
Roleplaying Goblins
⬥ They want to keep the player characters alive to use Goblins have quick metabolisms and short attention
them as gifts for their troll protector. spans.
• They are very curious but jumpy and afraid.
The dry gate
Remember that these goblins live in a forest where
The path is winding and narrow, barely more than animal
many creatures want to eat them.
tracks. It navigates its way through a deep thicket of shrub
• They also love a mean laugh at someone else's
and brambles that surrounds the village.
expense. They only respect whom they most fear.
⬥ If they sneak along the path to the drygate, test (Their chief and the Troll)
[Discreet-5] to walk lightly and avoid detection from
Find one visible caracteristic to differentiate the
the thorns.
goblins from one another:
⬥ The PCx2 Living Thorns (familiar) that the shaman
• Super squeaky voice
has lured here wait until the intruders are 20 meters
in before closing the path front and behind. • A permanent wide smile

⬥ • Blinking your eyes all the time


The thorns will move with the intent of tying down
prey, before crushing it and drinking its blood. • Putting on and removing a hat for no reason

⬥ The goblins will hear their branches making sounds • Poking with an pointy finger
and will know prey is there. • Blatant attempts at stealing stuff
⬥ If the player characters are neutralized by the living • Very talkative but only in gibberish
thorns, the goblins will intervene and use similar • Picking your nose and feeding a friend with what
tactics as with the willow to free the player comes out
characters.
• Straying left eye
⬥ If attacked, the goblins will close the flimsy wooden
• Long and very fine mustache
gates to the village and defend by shooting arrows.
Now is the time to go overboard, these creatures
Sneaking and scouting are like bizarre preschoolers with no supervision! Have
It is entirely possible that sneaky player characters will fun! Some sample goblins are provided with the
wish to scout the village and/or attempt to surprise the statblocks, see page 25.
goblins. While this will be very hard to pull off, by all
means let them try.

7
PLAYING WITH GOBLINS

Arriving at last ⬥ A long table on trestles is set near the fire, for Chief
Unless the player characters are being agressive, the Birglugg and his guests, with a few more tables for
goblins of the Tarasturrukk tribe are happy to welcome the rest of the tribe.
travelers in their village. They outnumber the stangers ⬥ Goblin tribesmen and tribeswomen start actively
ten to one, probably even have their weapons in custody preparing the feast and the games. (Fowl is swiftly
at that point, so they are not afraid of the group. killed, bled and plucked, instruments and toys
⬥ If the player characters were saved from the thorns gathered, the fire stoked and made bigger.)
or the willow, the goblins will help them to the
THE MAIN COURSES
center of the village and Skalakka will tend to their
wounds with smelly concoctions and herbal cures. Squirrel pâté Dry and musky
⬥ PCx2 goblins warriors will comically try to seem
Worms in resin Icky and sticky, heals 1d3
tough, while the rest of the goblins gets quite
Toughness
worked up with curiosity and excitement, until their
chief arrives. Lamb chops and Somewhat normal, served with
poultry acid tasting leaves
THE WELCOME FEAST
The goblin chief, Birglugg the Bold, will make a show of Boiled roots Earthy and sweet, test Strong or

hospitality, as this is the agreed upon signal for the tribe suffer from fast intestinal transit.

to behave until the unfortunate strangers are sent to the


Eel jerky dipped in Vigilant to discover a whole eye in
troll. They are all in on the prank, and are eager to have
eye sauce the sauce.
some good goblin fun before the unfortunate strangers
are sent to Hirgharax. Burnt chicken skin Tastes like coal, treated as crisps
But first, they must feast them and dine them and
make them drunk! DINING AND SOCIALIZING
⬥ Either at the fire pit or at the dry gate, the chief ⬥ During the feast, Birglugg will talk to the more
Birglugg the Bold will finally arrive, with pomp and important looking player characters and
a goblin's idea of grace, and will officially greet the compliment them unabashedly.
player characters: ⬥ Skalakka will be more sullen, but still approachable.
Hellow-ee, tall ones. Welcom' to our village! (He
The forest darkens... Soon, Tarasturrukk will not be
bows.) We are-ee... the Tarasturrukk tribe near the
able to leave the village to pick mushrooms, or hunt!
very-speedy-falling-waters! We will feed thee-ee, we
Too many dangerous things on the prowl... to many!
will entertain-ee, and we shall play with theee!
Even the friendly things... dangerousssss....
He smiles a toothy smile, and the goblins applaud,
(She considers the troll to be a false ally, but will
yell and hoot.
never tell the player characters unless she is alone
⬥ In a jiffy, goblets are filled with a dark brew, and with them and they seem able to take the troll on.)
plates of appetizers are set up.
⬥ The characters could also talk to the catapult expert
Tastragg and learn that the village will soon move
THE APPETIZERS
to better pastures, maybe even out of the marshes!
Dried crickets Salty and crispy (He is convinced that the troll will lead the goblins
to better and richer lands.)
Fried black spiders +3 to Strong tests to digest goblin
in snot puree fare ⬥ As the meats are distributed, the atmosphere will
become much more rowdy and the goblins less shy.
Pea cheese Test Strong or suffer intense
flatulence (-3 to Discreet) ⬥ Player characters that want to explore the village or
mingle with the tribe can easily slip away to do so.
Mouldy mushrooms Cancels the effects of alcohol
There are many other goblins with which to
Bark splinters Used as toothpicks interact. They are described from page 10 onwards.
Give the player characters ample time to do what
Earth brew Bitter and strong, test [Strong- they desire before the goblin games begin.
number of drinks] or be drunk.

8
PLAYING WITH GOBLINS


SNOOPING ABOUT The goblins will not say why the village is safe now.
If the player characters insist, they end the
During the feast, the player characters can explore and
conversation and move along.
discover clues that hint that there is more to this village
than immediately apparent. ⬥ Further to the East, there is the deep swamp and it
⬥ is dark, grimy and filled with bugs that aren't good
While the goblins are more or less trusting of the
to eat. In the mud is a tower, old and slanted. The
player characters, a goblin warrior will shadow any
goblins aren't allowed there, but the shaman goes
characters that starts exploring the village. Test
there to pick special mushrooms.
[Discreet+3] to lose the tail.
⬥ Younglings will also tend to congregate around lone WHAT THE GOBLINS HIDE
characters and will attempt to take some small item The goblins have all been ordered to keep the presence
from the character. Test [Vigilant-1] or lose a of the troll secret, fand they are afraid that if they break
random small item. Pursuing a youngling will their promise, he will come and eat them.
require a successful Quick test to catch him.
That is why to obtain any of the following
confessions, the player characters will need to isolate a
THE CLUES
goblin from the others and succeed at a [Persuasive-5 or
Here are the main clues that curious characters might
Strong-5] test.
find as they explore the Goblin Village. These are also
⬥ One moon ago a very hungry troll came to the
mentioned in the keyed locations where they will be
village and threatened to eat the goblins. Luckily,
found, starting at page 10.
chief Birglugg stood up to him and negociated a
⬥ The pens and henhouses could hold three times as pact. If the goblins feed the troll, he will protect
many animals as they do. Old Gaffo will confirm them from the other dangers of the forest.
candidly that the troll eats too much, before
(Birglugg enhanced the story a bit, to make himself
realizing his gaffe.
look fearless and clever.)
⬥ Master roaster Karrimali will be eager to talk with
⬥ The troll lives in a hollow under a very old oak tree
anyone coming to him during the feast. He will
up on the cliff. Since he settled in, local predators
comment that there won't be any meat on the menu
have stopped preying on the goblins.
for a good while! The goblins will have to eat carp, if
the hammer-eel doesn't eat them all first. ⬥ The troll eats enormous amounts of food and
⬥ feeding him is quite the challenge.
At the smithy, the weapons of a previous
unfortunate expedition can be found. They are of ⬥ The troll says that when he is better, he will lead the
obvious Ambrian make. goblins and take revenge on the Lord, and the
⬥ Tarasturrukks will have nothing to fear from
In a chest in the shaman's hut, one will find a crude
anyone and will rule these lands. The goblins do not
map that describes the way to a Blue Tears patch in
know who the Lord is, and apart from Tastragg,
the East Marshes (near the Ruin).
they wish that this plan never comes to fruition.
WHAT THE GOBLINS KNOW
If the player characters try to talk with the goblins to
LET THE GAMES BEGIN!
Once the player characters have eaten, drunk and
learn more about the village and the area, they will need
explored the village, it is time for the games to begin!
to succeed at a [Persuasive-3] test to have a goblin open
up to the party. The chief doesn't like it when his goblins ⬥ From a narrative standpoint, the games should
get too candid with strangers. start as soon as the players begin to understand the
underlying intrigues of the village, but before the
Here are a few things that the goblins might share in
players get to form a plan of action.
a conversation:
⬥ The tribe has settled near the pond two years ago. ⬥ Interrupt the players with a bell ringing and chief
The pond provides fish, the small game is abundant, Birglugg hollering:
and the shaman Skalakka taught them how to Gather, gather, gather round-eee! (He rings the bell
charm the bad trees. louder.) Now is the time for scratches and bruises and
⬥ Before, life was hard, big bad things come out of the victory-eee! Now is the time for the goblin games!
forest to hunt goblins. Mare cats, mosey munks,
kanaran, marlits... So many dangerous things! But
now they never come close. The village is safe.

9
PLAYING WITH GOBLINS

In The Village
THIS SECTION DESCRIBES the principal locations of the beltbuckle) is the chief's consort. (Goblin tribesman
goblin village and its noteworthy inhabitants. For ease stats, Persuasive 13 and Backstab novice)
of use, all relevant statistics can be found at the end of
the adventure, while traits of character, appearance and THE SHAMAN'S HUT
roleplay tips are included in this chapter, in the location The imposing hut with high walls is topped with what
where the non-player characters are most likely to be resembles a pointed hat of reeds from which smoke exhales.
encountered. Bunches of drying herbs and animal bones hang from the
walls.
THE POND AND THE CASCADE ⬥ The living quarters of Skalakka the shaman are
A large pond surrounded by shores of either flats of mud and organized around a central fire pit with a cauldron
water plants or thickets of brush and thorns. hanging over the embers. The rafters are full of
⬥ Mud flats, reeds, thorns and bushes surround it. dried plants and mushrooms.
⬥ Numerous pale carps swim lazily in the clear ⬥ A small chest contains 23 shillings, 44 ortegs and a
waters. crude map that describes the way to a Blue Tears
⬥ The cascade falls into the pond with a rumble. The patch (see The Clues page 9).
cliff is 40 meters high, the climbing chimney 60 ⬥ The hut contains poor quality Alchemist's tools, 12
meters long due to its zig zag course. doses of Wild Chew, 8 doses of Blue drops and
⬥ Only the middle of the pool directly under the ingredients to make double that amount.
cascade is very deep, down to 15 meters.
THE HUTS AND TENTS
⬥ Rickety walkways of tied trunks extend over the
15 or so clay huts with pointed roofs of reeds stand next to a
main mudflat to permit line fishing in the deep end.
cluster of small tents and lean-tos of hide.
⬥ The mudflat is used by the younglings to play or
⬥ Domesticated pigs rummage in the rubbish heaps
hunt for frogs.
awaiting to be burned. Younglings run around,
⬥ A huge weeping willow (a Young Ravenous Willow) playing pranks.
dips its branches in the water where the pond
⬥ Goblin tribesmen and tribeswomen go about their
overflows into a forest stream. See The Watergate
daily chores (curing the meats of the hunt, tanning
header on page 7.
the leathers, weaving reed or bark fiber into crude
baskets, cloth or mats).
THE CHIEF'S HUT
The round clay hut with a high peaked roof made of dried ⬥ Players characters passing through will attract 2d6
reeds is the largest construction of the village, by far, 8 younglings and 1d4+1 elders.
meters in diameter and 5 meters high at its peak.
THE FIRE PIT
⬥ Houses chief Birglugg, his 2 trained jaakars and
A giant bowl shaped pit 12 yards wide and 2 yards deep has
serves as a meeting hall when he needs the counsel
been dug to hold the tribe's bonfires.
of his most trusted goblins.
⬥ A huge bonfire is lit on most nights. The depth of
⬥ Two warriors, Gargg (pot bellied and burping) and
the pit makes the firelight less visible.
Filug (scarred and mean) guard the entrance to the
hut. (Goblin warrior stats) ⬥ The coals are spread around the fire to be used for
cooking. Three long spits of metal can be used to
⬥ A thick curtain leads into an adjoining hut that
roast meat.
serves as the chiefs private sleeping quarters.
⬥ Chief Birglugg's table is always set facing the pond.
⬥ A locked chest is set against the wall next to the
entrance of these quarters. (23 thalers, 55 shillings, ⬥ Youngsters and older goblins eat on the ground,
234 ortegs; a gold goblet worth 20 thaler) near the water, and make the most noise.

⬥ The player character's weapons (if they were ⬥ Karrimali is the master roaster of the tribe. Hands
disarmed) lie next to the chest, rolled in a tight black with soot, black ponytail, shirtless lean and
bundle with cloth and string. muscular body. (Goblin tribesman stats, with Strong
13 and Bushcraft I)
⬥ Feania (very large and very proud, wears a red robe
covered in copper sequins each the size of a

10
PLAYING WITH GOBLINS

⬥ Karrimali can be found at his table or turning the ⬥ Old Gaffo has a permanent drool, he can't help it,
spits over the coals. and he is starting to get the call of the forest. He
dreams of a deep cave where a bed of thick grass
Don'tss touch this! Not ready yet! Aw. These little uns
awaits him. (He could ask the characters to escort
could eat everything raw and it wouldn't matter. No
him to this cave, which is located in the bedrock
respect! Hm! These worms are-ee too mushy, maybe
near the Lord's Lodge.)
make jam with them... What do you think?
⬥ Kalimali is concerned because the presence of the THE CATAPULTS
troll has made game go away and hunting is much Three crudely made catapults the size of small wagons are
harder since he's settled in. He has good relations lined near the thorns on the southern edge of the village.
with Skalakka for they often go on mushroom
⬥ The catapult cups are stained with dried blood. They
picking forays together. He knows about the Ruin,
are mostly used to chuck dead meat into the Living
and he agrees with her that the troll will eventually
Thorns and at the Ravenous Willow every other day.
need to be taken care of.
⬥ The catapults are the pride of Tastragg, the master
THE SMITHY builder of the tribe. (hyperactive, fuzzy pinch, wears
An open-air forge, with a large bellow, a water basin and a metal cap that falls over his eyes constantly).
two anvils, is set at the foot of the cliff. (Goblin warrior stats, Cunning 13 and Siege Expert
⬥ adept)
Garaggla is the smith and she is proud of her
handywork. Her arms are covered in ritual scars. ⬥ The contraptions work, even though the ropes tend
The sides of her skull are shaven clean while a thick to break once in a while (1 in 10 chance each time
mane of brown hair hangs askew. they are used).
⬥ The weapons of a previous expedition of Ambrians ⬥ Tastragg refuses to let anyone but himself lead the
are set against a tree near the forge. (5 swords, 3 team that fires the catapults.
spears, 2 bows, an axe and a dagger)
⬥ If threatened, Garaggla can share who the previous ROLL OR CHOOSE A VILLAGE ENCOUNTER
owners of the weapons were.
A pig is pursued by 1d6+2 younglings, and comes
Eee-e'll tell you whose they weres! Seven theys were, 1 charging at the player characters.
an with an eager eye, they had. Treasure hunters, Roll Quick or be trampled and suffer 1d6 damage.
explorers... one had the soft hands and black fingertips
of a writer-eeee... Theys played in the games! An'after Shiatt, a proud goblin warrior, blocks the way and
2 stares down the player characters.
they left! Never-never came back-eeeee, that's all!
Roll [Resolute←Resolute] to see who laughs first.
⬥ Behind the smithy, the otherwise sheer cliff face is
cracked and a climbing chimney stretches upwards Analfa, a goblin girl wearing a necklace of shells,
and to the left, over the pond. 3 follows the player characters while assailing them
with too many questions about the wider world.
THE PENS AND THE HENHOUSE
Four younglings are line fishing when one slips off
In lean-tos and makeshift cages clustered at the foot of the
the walkway and falls into deep water.
cliff the tribe's partridges and hares are raised. Nearby, a 4 If the characters do nothing, the youngling will start
small pen holds the few remaining goats. drowning and be swept under the surface by the hammer
⬥ There are always a few goblin tribesmen here, eel, 1d4+2 turns later.

tending to the animals or loitering around.


Skalakka and the tribe sing the Nature's lullaby
⬥ The flocks are relatively abundant, 30 or so 5 ritual while Trastragg happily shoots meat into the
partridges and as many hares, and 12 goats, but the surrounding thickets.
pens and cages could hold three times as much.
Chief Birglugg comes to check on the characters
⬥ Old Gaffo is the boss of the pens and he keeps a good
and starts an awkward conversation about the
watch, his long stick quick to hit any younglings 6
cruelness of life under the boughs of Davokar and
hoping to steal some lunch (Goblin tribesman stats,
of the hard choices that come with it.
with Beastlore adept and Bushcraft I).

Ee-eats too much, I says you. Eats all the nicests, the
bestests goats, an birds an everything! Tis a shame. Tis
a shame that I lived to see this!

11
PLAYING WITH GOBLINS

The Goblin Games


GOBLINS ARE AN unruly lot famous for their love of cruel and often painful games that usually involve
having fun at the expense of some poor sod. In the village of Tarasturrukk, this tradition is proudly
upheld and particularly celebrated once per moon for a whole evening of vicious gaming. The day the
player characters come to the village might not be the exact day, but the goblins will nonetheless say it is!

THE ADVENTURE SUGGESTS the goblins games should start ⬥ All player characters play against an equal number
the very evening of the player character's arrival. But if of goblin warriors, in pairs.
the Game Master prefers to let the characters recuperate ⬥ Players must walk in the deep mud near the pond
in the village and have more interactions with its until they lose a boot. You are not allowed look for a
inhabitants, the games could be planned for the boot without first losing a boot.
following evening instead.
⬥ Once they've lost a boot, contestants must dig in
The contestants the muck to find the opposing team's boots. First
Most of the games involve food, excrements, physical team to find three of the opposing team's boots
danger and the possibility of violence. As guests of wins.
honor, the player characters will form a team that will Run the game using regular initiative and combat rules.
face the best goblin players the tribe has. Chief Birglugg Here are a few rulings that might come in handy:
will act as referee and dispense discipline and ⬥ Move: Test [Quick] when you move or fall over in
punishement with the help of a large wooden club. the mud. Test [Quick-5] to get back up, or continue
Every game has a funny name that the goblins love on all fours (movement halved).
to yell out enthusiastically before play starts.
⬥ Loosing your boot: Roll 1d6 for every Move Action,
on a result of 1 or 2, a boot is lost!
⬥ Hiding your boot: Test [Discreet←Vigilant] to hide a
For good fun boot in the mud without the goblins noticing.
The goblin games are pretty vicious and dangerous,
⬥ Finding where to dig for a boot: Unless you have
but they are designed to cause wear and tear on the
already seen a goblin loose a boot near you, test
player characters, not kill them outright.
[Vigilant←Discreet] to know where else to dig. The
If needed, the goblin shaman can administer quite
Game Master shouldn't reveal the Discreet modifier.
efficient first aid, using smelly poultices that are
If the Vigilant test is a success, the player character
suprisingly powerful.
thinks it is the right spot, even though the Discreet
Used with the Medicus ability, they provide 1d6+1
modifier might actually make the roll a failure.
points of healing.
Only the fight against the hammer eel should ⬥ Digging for a boot: Test [Strong]. If the test succeeds
present a true threat and the possibility of death. but the player character is in the wrong spot, she
realizes that there is no boot to be found here.
Otherwise, the boot is found!
⬥ The goblins will tackle, hold, bite and yell to get the
HIDE THE BOOT upper hand. (See Manœuvres as presented in the
This game is mostly for fun and laughs as it will get Advanced Player's Guide page 103.)
participants really dirty. The goblins watching from the
Where's za booot? Tell! Where's ya you put it - eee?
sidelines will happily throw wads of damp earth, rotten
vegetables and offal at the participants.

12
PLAYING WITH GOBLINS

TRIM THE THISTLE


In this game, the goblins send in fresh players against
the player characters all covered in mud. The goal is to Wild Chew
rip out a handful of hair off the opponent's head. Nose/ After a few bouts, player characters succeeding at
ear/armpit hair also counts. Played in teams. Vigilant test will notice goblin players going to see
their shaman to receive a small wad of reddish resin.
When a player takes hair from an opponent, both
This is Wild Chew, a strong stimulant that makes the
must leave the field and the hair wielding player marks a
chewer more spirited, aggressive, and less careful. If
point for his team.
they ask, the shaman Skalakka will happily give them a
Have the goblins play with abandon, ignoring the
dose.
possibility of Free Attacks, and make this scene one of
complete mayhem and confusion. RULES: One dose of Wild Chew transfers 2 points from
Discreet, Cunning and Resolute to Quick, Strong and
⬥ Trying to grab hair is an attack that aims a body
Accurate. The effect lasts for a scene. The scene
part (-5 to the combat test).
thereafter the user feels empty and weak, –2 on all
⬥ Having a teammate immobilize the target cancels attributes. The elixir Blue Drops cancels the effect of
this penalty and gives Advantage to the attack. Wild Chew, both the positive and the negative ones.
(Using the Hold manœuvre, for example.)
With time Wild Chew is very addictive and severe
⬥ Birglugg is very active with his club as the rules are withdrawal symptoms will occur unless the user
vague and open to interpretation. He hits left and consumes one dose each week, with the risk of
right, and shouts penalties that make no real sense. permanent madness or death.

TAME THE OGRE


In this game, the largest player character must fill a
basin with water taken from a barrel 20 paces away, one WANT A SMACK, MOLOK?
bucket at a time. The opposing team is composed of the This game is more of an interlude, like a clown number
same weight in goblins. A mix of goblin tribesmen, at the circus. A blindfolded goblin must try to bite a bit
tribeswomen and younglings all jump on the crude see- of skin off another, while opponents run around
saw the goblins use to compare weight. slapping him hard on the face and yelling: "Want a
⬥ Smack, Molok?".
Strength/4 goblins rounded up will participate, plus
one goblin per level of the Robust trait. 1d6+1 The player characters are given a breather and can
younglings will also participate without invitation. drink or chew as they watch the snarling blindfolded
goblin get abused from all sides. They have time to use
The "ogre" wins when the basin is full (it needs 2
first aid and mystical powers to heal, but it doesn't
bucketfuls) and loses when the barrel is empty (it
count as the end of the scene.
contains 10 bucketfuls).
To stop the "ogre", the goblins will attempt to either ⬥ During this break, Chief Birglugg will try to appeal
kick the bucket or tackle and hold the ogre, and then hit to the player character's sense of sportsmanship
it on the head until it yields. A maximum of 4 goblins and honour, in preparation for that last game.
can use an Combat Action each turn. Here are a few ⬥ This game will reveal the true champion and will
suggestions, but be creative, goblins are wily and fun! earn him or her a great prize. The player characters
⬥ Kick the bucket: [Accurate←Strong], if failed, the can ask for whatever they want, as long as it is in his
"ogre" gets a Free Attack. power to give.

⬥ Tackle: [Strong←Strong], and Quick to stay standing. ⬥ They could ask for the location of the Ruin, or of the
If failed, the "ogre" gets a Free Attack. Black Tears, or of some creature they wish to hunt.

⬥ Hold: [Strong←Strong], Robust gives +2 per level or ⬥ Chief Birglugg then asks that the player characters
+8 at level III. If failed, the "ogre" gets a Free Attack. swear that they will also grant him a wish, if they
If successful, the "ogre" can only test to try to free lose. Then he recommends that they choose the best
itself on its turn. swimmer among them for the last game...

⬥ Knock Out: Attack from Advantage and if successful,


calculate damage as usual (damage roll minus
armour) and roll 1d12. If you roll under the final
damage value, the target is knocked out. If the
attack roll fails, you lose Advantage.

13
PLAYING WITH GOBLINS


CHAMPION'S GOLD If the player character champion manages to win,
the goblin chief Birglugg will honor his word and
Only a chosen champion per side will face off in this
grant what the players wish for.
final event. Being chosen as champion is a great honour
in the Tarasturrukk tribe and Chief Birglugg chooses
the best goblin from the previous games.
THE PRIZE THE GOBLINS WANT
If the goblins win, Chief Birglugg will pompously walk
Once the champions have been presented to the the characters to the foot of the cliff, where a workable
crowd, a golden egg is ceremoniously catapulted in the climbing chimney scars the otherwise smooth rock face
middle of the pond and the champions must swim down and runs in zig zags up to the top.
to retrieve it. The race is on!
There, in front of the gathered tribe, Birglugg will
The goblin champion will run on the walkway and reveal what boon he requires of the player characters:
dive in the water, but then will let the player character
A given word cannot be taken back for a given word is
take the lead.
sacred-ee! The Tarasturrukk have won the games and
⬥ Getting in the water: Test [Quick] to run on the have earned their prize-eee!
walkways to the deep end or to cross the mudflats The goblins applaud and holler.
into the shallow waters.
The prize-that-we-reallyreally-wants is here!
The goblin champion will run on the walkway and He dramatically points at the crack in the cliff.
dive in the water, but then will let the player character
Tarasturrukks wants the guests to climb-climb to the
take the lead. The goblin champion will swim back to the
top and find the hollow in the tree!
rickety walkways and wait, peering into the gloom. The
The goblins all agree and rejoice and shake bells.
other goblins bundle on the shore, and the mothers keep
their little ones close. Something is wrong... And bring us back the treasure, the sweet treasure of
peace-and-safety-and-friendly-happy-face, eeee!
⬥ Swimming to the bottom: Test [Strong] twice to
He is referring to a happy troll protecting his tribe.
reach the bottom of the pond. Then again once each
turn underwater (see boxed text).
PREPARING FOR THE CLIMB
⬥ Finding the egg: A [Vigilant] test as a Combat Action The goblins don't mind if wounded player characters
is needed to spot the egg. You cannot test [Vigilant] decide to take a few moments to tend wounds and
twice in the same spot. prepare for the climb.
On the third turn or when the player character spots ⬥ If the characters insist on having their weapons
the egg, the pale carps swim away and a small hammer returned, Birglugg will try to appeal to their sense
eel will attack the player character. of honor, or try to shame them for delaying the
⬥ When combat starts, the surface of the pond will game, all the while reassuring them that there is
tremble and bubble. The goblin champion will then nothing to be afraid of on the cliff. A successful
dive in and successfully retrieve the egg in 3 turns, if [Vigilant←Persuasive] will reveal that he is lying.
nothing stops him. ⬥ The shaman Skalakka could offer to give them
⬥ If other player characters decide to jump in to help, ropes and hooks found at the smithy. This is an
the goblins won't mind, since they are quite sure excuse to discreetly give them the weapons of the
their champion will retrieve the egg in the Ambrian expedition (see page 11).
confusion. Shhh- And when at the hollow tree, look for moving
boulders... For boulders they are not. Shhh-

Refusing to climb
Fighting underwater ⬥ If the player characters refuse to climb, the goblins
• All melee attacks underwater have two chances to
will use mob tactics combined with Hold and Tackle
fail unless the creature has the Swimmer or
attacks to tie the player characters up with rope.
Amphibian monster traits, or if the attack is a Hold
⬥ Only if the player characters succeed in killing or
(see optional rule in the Advanced Player's Guide
page 103). disabling 3 goblins in one turn, or a total of 7
• Damage and Movement are halved. goblins or more will the tribe back off in fright, and
• Every turn spent underwater requires a successful pelt the characters with rocks and the odd arrow.
Strong test or suffer 1 point of damage (ignoring ⬥ Prisoners will be hauled up the cliff using rope and
armor). pulleys and dropped in front of the Hollow Tree.

14
PLAYING WITH GOBLINS

THE CLIMB
The climb to the top of the cliff is a spectacle in itself for
the tribe, and as the player characters ascend, the
goblins will start to chant and make music, using My players don't want to play!
drums, bells and chimes.
If your players do not like combat that much and would
Halfway up the cliff, a goblin player character or a prefer to focus on the roleplaying aspects more, you
character with Loremaster adept or higher will can use the goblin games as a simple backdrop for
understand a some of the lyrics of the song: social encounters with the goblins of the village.
Hey-ho! Hey-ho! Lo, above they go! Chief Birglugg will tease and taunt the strongest
Up there, up where? or proudest player character to get him or her to
Up to the big hollow! participate in the games, but the other goblins mostly
curious want to hear about the outside world and the
Hey-ha! Hey-ha! To the house of Da!
reasons that bring the player characters to the village.
Up to the house!
Also, the shaman Skalakka and a few other
Up to the mouth! malcontents will try to take the player characters aside,
Up to meet old Da! and if they think the group competent enough, will
The climbing chimney is 1 meter deep and full of warn them of the menace of the troll, in hopes that
handholds. they will deal with it.
⬥ Skalakka is also worried that those that were
Going up is done at half speed and requires a single
hunting the troll are the bigger menace, and that the
[Quick+3] test when the characters manœuvre the
longer Hirgharax stays in the Hollow Tree, the more
more difficult section where the chimney climbs at
the village is at risk.
an angle above the pond 20 meters below. Going
Use a series of social encounters to build
down is trickier and requires two successful
suspense around these story elements and let the
[Quick+3] tests.
player characters discover the hidden truth through
⬥ Each failed test on the climb causes a mishap:
their actions.
✦ A rock is loosed and falls on the next character, This strategy can also be used if only a few of the
test Quick to avoid taking 1d6 damage (failure on more combat centered player characters participate in
this test by 5 or more causes another mishap). the games while the others focus on social encounters.
✦ The character starts to slip and must test Strong Just make sure to skip from one scene to another every
to stop sliding. On a failure the character suffers 15 minutes or so of game time and you will be fine.
1d6 damage. If failed by 5 or more the character
plummets into the pond (see Damage from falling
at page 177 of the Core Rulebook). The character
next in line must succeed an Accurate and a
Strong test to catch a falling character.

15
PLAYING WITH GOBLINS

The Scared Troll


IN THE HOLLOW under the tree hides a very scared troll. In this act of Playing with Goblins, the player
characters will get to meet and confront the fugitive liege troll Hirgharax and possibly learn of the darker
things that roam this part of Davokar.

THIS CHAPTER CHANGES the tone of Playing with Goblins FINDING THE TROLL
and brings the darker and more mysterious aspects of Whether the player characters arrive near the Hollow
Davokar to the forefront, while also hopefully Tree after losing the goblin games or whether they do so
subverting the player's expectations regarding what on their own, maybe without even discovering the
could happen when meeting a hungry troll. goblin village beforehand, the following will stay more
The Scared Troll will play out differently if you are or less the same.
playing the adventure as a standalone or if you are
Hirgharax lives under the tree and almost never
running it as the first half of the East Marshes Cycle
comes out. He is traumatized by the maltreatment the
mini-campaign.
Lord made him endure. He also suffers from nightmares
As a standalone adventure that ruin his sleep and often naps during the day.

To make this a satisfying climax, the encounter should ⬥ The sound of the bells and chimes and the song of
devolve into a chase through the forest, as the scared the goblins could wake the troll well before the
troll attemps to flee. And when the hunting horns of the characters arrive.
Lord blare and the final act of Playing with Goblins starts, ⬥ If the troll is awake, he will quickly hide behind a
the player characters should hopefully be as terrified as large boulder behind the tree and to spy on the prey.
the troll!
⬥ If the player characters are within 15 meters, a
As part of the mini-campaign successful [Vigilant-5] test reveals a large shape
If you intend to play the mini campaign to its blood deftly moving out of sight.
curdling conclusion, then the encounter with Hirgharax ⬥ If the Hirgharax believes the prey is inside the tree,
is meant to provide the players with compelling hooks he will block the entrance to cut its escape.
and motivations to further investigate the mysteries of Otherwise he will lie in wait.
the East Marshes Cycle.
⬥ If the troll sees that the player characters are
armed, Hirgharax will be too afraid to attack them
APPROACHING THE HOLLOW TREE
and will avoid contact if possible.
Once the player characters are at the top of the cliff, the
tone changes as they leave behind the craziness of the ⬥ Sneaking up to the tree without waking the napping
goblin village and plunge under the claustrophobic troll requires a [Discreet←Vigilant], using the leader's
canopy of Davokar. attribute if moving in step at half speed. Otherwise
use the worst attribute of the group.
⬥ Large moss covered boulders and ancient trees with
gnarly roots are jumbled together. ⬥ If the player characters approach during the night,
a successful [Vigilant-3] will let a character hear the
⬥ Only the splashes and gurgles of the stream can be
faint moanings and grunts of the dreaming troll.
heard, over the distant rumbling of the waterfall
and the fading sounds of the goblin chants.
⬥ No wildlife dares approach Hirgharax's lair, even
bugs and flies seem to avoid it.

16
PLAYING WITH GOBLINS

Face to face with a troll


MOST PLAYERS WILL expect an encounter with a hungry If Hirgharax is ambushed
troll to turn ugly fairly quickly. Hopefully, this is not If the player characters attack him immediately, use
what will happen here, as there is much more to some of the following ideas to play out the scene:
Hirgharax than a simple combat encounter. Here are
⬥ On his first turn, Hirgharax screams in terror, eyes
some key elements that will help you move the scene
wide, and will lash out furiously as he immediately
away from immediate violence:
runs for his life, using the Leap trait.
⬥ The players likely do not know there is a troll in the
⬥ Due to his size, he can automatically move through
Hollow Tree, and might not be prepared for combat.
enemies unless they have the Robust II or III traits.
⬥ The troll is gaunt, and also quite visibly a civilised Even if they are Robust II or III, the player character
troll with carefully crafted trappings, something must succeed at a [Strong←Strong] test with Robust
the player characters might have never seen before. III or a [Strong←Strong-4] with Robust II to stop the
⬥ Hirgharax's initial reaction might well be fear, as troll.
he jumps to the conclusion that the player ⬥ Hirgharax's movement is 12m per Movement Action,
characters are some of the Lord's hunters. So he so he can easily outrun most player characters.
will not present an immediate threat.
⬥ As he fights or flees, Hirgharax yells in anger:

FIRST CONTACT I have escaped - the Hunt! I have - freedom! Your Lord
Here is some guidance on how to run the first tense must honor his word! He must!
moments with the troll: Encourage the players to respond to this, and give
them the opportunity to de-escalate the situation.
If Hirgharax ambushes the player characters
⬥ If pursued in the forest, Hirgharax will eventually
If Hirgharax was awakened by the goblin's chants, he
will probably be able to surprise the player characters in slow down to take a breather, and will respond to
the hollow. any attempts at conversation, but he will keep the
player characters at a distance, preferably with trees
⬥ His eyes widen with fear when he realises that
and brush in the way.
humans are in the party, but anger will take over, as
they are cornered and vengeance is at hand. He will
speak to them in broken Ambrian:

You want - bring me to your Lord, yes? But - Lord Making Size Count
doesn't know... And he musn't know... He musn't! To avoid seeing Hirgharax get cut down too quickly,
here are tactical tips to consider.
⬥ Higharax scrutinizes the player characters to make
• Hirgharax will Charge or Push to evade encircling
sure nobody has a horn to alert the hunting party he
believes is nearby. This will give the player enemies (see Advanced Player's Guide page 103).
characters time to talk their way out this tight spot. • The Leap trait also lets him jump out of tight spots.
• Hirgharax's club is considered a Long weapon giving
⬥ On a successful Persuade, the player characters can
the troll a Free Attack against enemies entering melee
convince the troll that they are no threat and not in
league with the Lord. with him.

If Hirgharax is surprised napping


Hirgharax will awaken with a start as soon as the
characters enter the hollow.
⬥ If humans are in the party, he will scream out in
fear, and plead for his release:

He - here? Don't bring to me! I beg! I have escaped


Hunt, I have - freedom - please...
⬥ If there are no humans in the hollow with him,
Hirgharax will shout in fear as he wakes, but will
compose himself and rise as he asks defiantly:

Did - goblins - send you? You want - serve?

17
PLAYING WITH GOBLINS


A TENSE SOCIAL ENCOUNTER With boats and fire and steel, they scoured the
marshes and hunted and killed any who stood in
Hirgharax has not healed all wounds from the terrible
their way. All of Hirgharax's trolls, goblins and
ordeal he endured at the hands of the Lord. He is just
toads died, and he was captured.
starting to feel some modicum of confidence that the
player characters could bolster into anger and a burning The Lord - looking for the Ruin in the marshes, and he
desire for vengeance, if they roleplay well. found. He did... Blue tower...
⬥ The Lord put him in irons and threw him in a gaol
Strength over prudence
under his Lodge. He starved Hirgharax and caused
Civilized trolls come from a very old culture that has
pain on him for days on end.
been studied by barbarian witches and loremasters.
Characters with the Loremaster adept or master ability On a tall rock, two days walk towards mountains. The
will know that trolls respect strength and pride and Lord does hateful acts, breeds misery... Blood is on his
despise weakness and hesitation. mind, blood spilt, blood of the pure, blood of the weak.
His voice breaks in humiliation.
To reflect this, the conversation with Hirgharax is a
Bloodthirsty he is, never sated, never merciful!
social challenge in which characters may use Persuade,
Strong or Resolute to make an impression on the troll, ⬥ After an immesurable length of time, the Lord
modified by Hirgharax's Resolute. Tally the number of suddenly started to feed him once more. He seemed
successes during the scene, with each player character to want Hirgharax to become strong again.
being allowed only a single roll. ⬥ One moon ago, the Lord set Hirgharax free, but he
hunted him once more, bare chested and covered in
glyphs, and wielding a long spear that the troll
Roleplaying Hirgharax hadn't seen before.

The troll is a complex act to play. He is a troubled


creature, split between two conflicting emotions.
SOCIAL CHALLENGE RESULTS
The tallied number of successes will determine the
• He is terrified of the Lord, haunted by nightmares, troll's attitude to the player characters from then on.
and deeply ashamed to have been bested. ⬥ One success: A Suspicious Hirgharax will not let his
• Also, a seething thirst for revenge is building up guard down and will try to get rid of the characters,
inside him, and as the number of his allies starts preferably by sending them against the Lord.
expanding, so does his courage.
⬥ Two successes: A Neutral Hirgharax will try to use
Roleplay Hirgharax scared and cautious at first, the player characters against the Lord, offering to
but as he speaks about the Lord, have the fires of protect and guide them to the the Ruin in exchange.
hatred start boiling. But if worse comes to wear, he will not put himself
in harm's way to defend the characters.
⬥ Three successes: As an Ally, Hirgharax is impressed
WHAT HIRGHARAX WANTS by the player character's confidence and strength
and swears to defend them against all threats, if
Hirgharax has been hiding for a month, slowly
they in their turn swear to help him seek revenge
recuperating from the mental trauma he suffered at the
against the Lord. He will honor his word and put
hands of the Lord.
himself in harm's way if need be.
⬥ Hirgharax first needs to make sure the player
characters aren't the Lord's lackeys. THE HUNT ARRIVES
⬥ Then, if the characters seem competent and The tense conversation with the liege troll Hirgharax is
resourceful, the troll will seek to make the cut short by the blaring of horns and the distant yelps of
characters his subjects or allies. dogs. The scared troll tenses and listens intently before
⬥ he croaks: He... here! The Lord's Hunt has finally picked
He will use the story of his misfortunes to frame the
up the troll's scent!
Lord as an evil man, but also to hint at treasure to
be earned if they help him take revenge. Hirgharax's most primal instincts take over and fear
washes over his body.
THE MISFORTUNES OF HIRGHARAX A successful use of Leader (a rousing speech),
Here is how the troll will present his tale: Medicus or Alchemy (calming herbs), or of the Mystical
⬥ Powers Anathema or Heroic Hymn could temporarily
The Lord and his retinue arrived in the East
relieve the troll and allow him to act somewhat
Marshes many moons ago.
rationally. Otherwise, he bolts.

18
PLAYING WITH GOBLINS

The Hunt!
EITHER PURSUED, PURSUING or both, the player characters will eventually be running through the
forest, seeking to catch up on the troll, or to escape the Lord's Hunt, or both at the same time! The
culminating act of Playing with Goblins is meant to be a nightmarish and frenetic race for survival.

T HIS CHAPTER PRESENTS an unusual adventure detail! Start a timer, put it on the table, and tell them,
landscape; that of a chase through the broken riverlands "In three minutes, the dogs are on you."
of the East Marshes. To run this part of the adventure, a Here are a few reactions they might have and how to
few optional rules and encounter tables are provided deal with them.
(see page 21). ⬥ Hirgharax fled and they decide to follow him: Play
With these tools, we are confident that you will be the hunt as presented below, but with the players as
able to run a thrilling chase through the forest as a Hunters versus the troll and Hunted versus the
sandbox, with no predetermined outcome. Player hunting party. Hirgharax's path is indicated on the
ingenuity and the roll of the dice will be the sole arbiters Game Master's map, he will follow it at Death march
of how the chapter ends. speed unless someone slows him down. He starts 1
hex ahead of the group.
THE LORD'S WRATH
⬥ The player characters flee on their own: Play the
Since Hirgharax's escape, the Lord has been tirelessly
hunt as presented below, with the players as Hunted
scouring the region in search of his quarry. The liege
versus the Lord's hunt.
troll is a worthy prey to conduct the ritual Life Taker.
Ancient codexes found in the Ruin of the East Marshes ⬥ The player characters wait and/or hide: Have them
say that if a worthy foe is hunted down and ritually put hear the dogs getting closer, and closer. If they
to death using the Spear of Hyur Na-Kanassri, its life break and flee, the hunt is on! If they stand fast,
force will transfer to the hunter. The prey's life essence have PC+2 beaters and 5 bay dogs arrive on the spot
will augment the hunter's physiognomy and bring it as per the event Beaters! on page 23.
closer to the divine. ⬥ They flee to the goblin village: Tell the players this
Driven by this obsessive quest, it was only a matter will be hard. They will need to succeed at a [Quick-5]
of time before the Lord would come upon the Goblin test to beat the dogs to the cliff and start climbing
Village and the Hollow Tree. down. Those who fail are surprised by 5 bay dogs at
More information about the background and dark the edge of the cliff. Climbing down safely requires
desires of Sir Hagramilo Liarmal are to be found under to successfully test Quick twice or suffer a Mishap,
The Strong and the Weak on page 25, as well as in The see page 23.
Mysteries of the East Marshes, the second instalment of In the village, Chief Birglugg will want to know
the East Marshes Cycle. where is Hirgharax, and when he learns that the
troll fled, he will become desperate. What happens
BEGINNING THE HUNT afterwards is for you to decide. If the Lord discovers
As soon as you have described the sounds of dogs baying the village, that could be very bad news for all
and horns calling, the players need to quickly choose a involved...
course of action! Do not let the players talk it out in

19
PLAYING WITH GOBLINS

The Lord's Hunt


THE LORD AND his entourage are a formidable force that THE FINAL CONFRONTATION
the player characters should fear and attempt to avoid.
Using the extended chase rules presented in the next If and when the Lord's hunt finally catches up to the
section, your goal will be to scare your players deaf, as players, you will have reached the climax of Playing with
well as provide them with agency and hard choices to Goblins. Here are a few ideas to run an exciting
make. conclusion to this adventure.

Here are the main phases that can be expected, even If the player characters successfully hide
though the player character's actions and the dice will The players might simply Hide and succeed on their
most often produce delightful surprises. [Discreet←Vigilant] test. If dogs are present, this test will
be much harder, but the characters might have used
PHASE ONE: HIDE AND SEEK mud or musky forest plants to mask their scent and still
The Lord's hunt starts the chase 4 hexes from the player succeed. That's fine, they earned it!
characters and at first, the group will probably put some But make sure to describe the Lord as he surveys the
distance between them and the Hunt. The Hex special area slowly; his men silent, the dogs whining.
features and Mishaps are the more likely obstacles and
⬥ Allow players to make Vigilant tests to gather
challenges that they will face in this phase.
information about Sir Hagramilo and his minions.
They might notice that a mystic is part of the host,
PHASE TWO: RUN, BABY RUN!
or that a hunter is holding an ornate spear.
The Events table will eventually give the Lord's Hunt
bonuses that will snowball and cause an interception by ⬥ When the hunting party finally departs, let the Lord
the hunt's advance parties. The player characters will leave last, an easy target...
start feeling surrounded and they will face their first ⬥ And if you want combat, have Hirgharax charge
violent encounters with dogs and/or beaters. from the bushes! Will the player characters help or
will they watch the troll be ritually slain?
PHASE THREE: CONFRONTATION!
At some point, the player characters will probably feel If the player characters make a stand
that the only way they can escape the Hunt is by using The players characters might decide to ambush the
some ruse or by making a stand and fighting for their Lord's main hunting party.
lives. This is the climax you've been building to and ⬥ If the party is vanquished, the Lord will order his
rewarding player creativity in this instance will be men to incapacitate the player characters and take
critical. them prisoner.
⬥ Discreet characters might be able to flee the scene in
HOW TO RUN THE HUNT
the chaos, but most player characters will probably
Every turn of the hunt, you will:
end up in a cell under the Lord's Lodge. This
⬥ Describe to your players their immediate outcome could be a dramatic way to begin the
surroundings, the sounds they hear and the smells second instalment of the East Marshes Cycle.
they detect.
⬥ If you want a big final battle against the Lord's
⬥ The players will then decide what they want to to. In hunting party as the climax to a one-shot, be sure
what direction they wish to flee and at what speed. to tailor the actual numbers of opponents to your
Do they want to scout ahead? Climb a tree? Set party and have Hirgharax charge in from the
traps? Cover their tracks? bushes, to even the odds!
⬥ Using the Hex special features, Events and Mishap
If the player characters escape
tables, you will determine and describe any hazards
If the player characters are 12+ hexes away, let them
encountered and resolve any conflicts.
escape. At this point, they are probably bruised and
⬥ Then you will move the Lord's Hunt on the map, battered and have already been through hell. They
according to their knowledge or ignorance of the deserve to be rewarded for their efforts!
party's whereabouts.
⬥ Have characters with the Bushcraft test Vigilant to
⬥ If the Lord's Hunt arrives in the same hex as the avoid being lost.
party, a confrontation will probably occur.
⬥ If the players need help, the troll or a party of
⬥ If ever the party begins a turn at least 12 hexes away goblins (maybe led by the shaman Skalakka) could
from the hunt, they will have escaped! find them later in the day.

20
PLAYING WITH GOBLINS

Rules of the Hunt


THE RULES PRESENTED here expand on the Flight and Hunt party, the troll and any else the players might want to
rules given on page 102 of the Advanced Player's Guide., position on the map.
and use some of the mechanics of the Movement in Having the players in charge of their map will
Davokar rules presented in the Game Master's Guide on heighten the sentiment of being on their own, without
page 89. They are designed to be used for chases and clear knowledge of where they should be heading. Don't
pursuits at large distances, where pursuers and pursued worry if they mess up and get mixed up, as long as you
do not have line of sight at the start of the chase. follow their progress on your print out of the Game
Master's map, you'll be fine.
OF TIME AND TURNS ⬥ Place a player token on the Hollow Tree hex.
These chase rules can be used on any scale of space and
⬥ Place a troll token on the first hex of its itinerary on
time. You could run a chase on a map where each hex
the GM map and tell the players in which hex it fled.
represents 20 kilometres and one turn would last a day.
⬥ Secretly place a Lord's Hunt token at 8 hexes of the
In this case, the map of The Hunt! has a scale of 500
meters per hex and each turn lasts a couple of minutes. group, on the GM's map.
Each turn is called a Chase Turn to avoid confusion with
normal combat turns.

OVERVIEW OF THE RULES Rules or rulings?


Each Chase Turn, the Game Master and the players will The rules of the hunt can be seen more as a suggested
play through the following three or four phases: set of rulings, rather than hard rules. Do not hesitate to
(1) Scouting phase: The Game Master gives a short and adjust the effects of the different Hex special features
precise description of the surroundings and the and Events to your prefered style of play.
player character with the highest Vigilant rolls an Narration should be the driving force of the scene,
orientation test to obtain more information. with the present rules and tables to be used as tools by
On a success, the Game Master reveals terrain on 2 the Game Master. We know that it can be hard to come
adjacent hexes of the player's choice. While the up with variety when creating hazards and terrain on
players are discussing what to do, the Game Master the fly, and these rules and rulings are there to help
secretly rolls on the Hex Features table and notes the you with that.
results on the GM's map. Remember to reward player creativity and The
Hunt! will be a memorable experience for all!
(2) Player actions phase: Players must decide at what
speed they desire to move, in which direction, as
well as other actions such as: stealth, track and
follow, hide, prepare an ambush.
The Game Master moves the player's token on the
map and rolls any additional Hex Features if needed. START THE HUNT!
The player character with the highest Vigilant must Describe the sounds of distant barking and the blaring
succeed a test or roll on the Mishaps table. of a lonely horn. (Chasers blow the horn when the dogs
pick up a scent and are let loose.) Then:
(3) GM actions phase and events: The Game Master
⬥ Ask the character with the best Vigilant (taking
moves the non-player groups and checks for
Bushcraft into account) to make an orientation test
Encounters. If no encounter occur, she rolls on the
against Vigilant. On a success, reveal two adjacent
Events table.
hexes of his or her choice.
(4) Encounters (if needed): If after movement,
⬥ Warn the players that any discussion they want to
multiple groups share the same hex, an Encounter
have will play out in real time, with each Chase Turn
needs to be resolved. If no groups share the same
lasting 2 minutes. Start the timer! When the timer is
hex, the hunt continues, go back to step (1).
up, move to phase 3 even if the player's turn isn't
completed.
SETTING UP THE HUNT
Print out the Player's map of The Hunt! and give it to the ⬥ Put pressure on them! Describe the dogs barking in
players. Have one of the players in charge of updating it the distance, or a sudden ominous silence, or
as the hunt progresses. Use tokens to represent the violings cawing suddenly, and have fun!

21
PLAYING WITH GOBLINS

DETAILED PHASE BY PHASE


(1) SCOUTING PHASE What about the troll?
⬥ The character with the best Vigilant (taking Hirgharax will run at Death March speed (3 hexes)
Bushcraft into account, see boxed text) may make an towards the nearest marshes where he hopes to
observation test using Vigilant to learn information escape the dogs by swimming.
about two adjacent hexes in a chosen direction. • Depending on the results of the social challenge of
the previous act, he might first try to shoo away any
⬥ If successful, the Game Master describes the terrain
player characters that are following him, fearful that
type in the two chosen hexes. She secretly rolls on
they will bring the hunt to him. If they refuse to
the Hex Features table and may or may not reveal
leave, it might even get violent!
them, to best reflect the player's actions.
• If he is favorably disposed towards the player
Example: The group's best scout states that he is looking for characters, he will help the group flee and/or hide,
hard ground and wants to avoid swampy terrain. The Game but might lose his nerve if put in the presence of the
Master secretly rolls: Dense undergrowth and a Forest stream as Lord, and immediately attack. Will the player
the revealed hexes' features. She describes how the scout finds characters jump out of their hiding place to help, or
rocky terrain rising into the hex that contains the forest stream, will they stay hidden and watch the Lord subdue and
without revealing its presence. If the scout had listened for ritually sacrifice the defeated liege troll?
noises, she might describe distant gurgles of water instead. • Hirgharax could also return to help player characters
in distress, if need be.
(2) PLAYER ACTIONS PHASE
The players must now determine at what speed they
want to move, if at all, and what other actions they want Follow tracks (forced march or normal speed only)
to accomplish this turn. ⬥ Test Vigilant or [Vigilant←Discreet] if the opposing
party covered their tracks.
SPEEDS:
Run at death march speed (move 3 hexes) Hide (no move allowed)

⬥ The group moves 3 hexes in any direction. Each hex ⬥ The player with the highest Discreet value describes
is resolved completely before moving to the next. how the group hides. Succeed at a [Discreet←Vigilant]
Hex Features are described vividly and any effects test to avoid an Encounter. On a success, go back to
applied when the player characters enter a hex. phase (1). A failure triggers phase (4), Encounters.

⬥ The character with Bushcraft or the best Vigilant Prepare ambush or set traps (no move allowed)
must succeed a single Vigilant test or suffer a ⬥ Works as the action Hide, and if the roll is
Mishap. The Game master decides when and in
successful, the party can launch a surprise attack.
which hex the Mishap happens.
⬥ This action also lets characters set traps or other
⬥ Death march speed is harrowing, all characters must
lures in their chosen battleground. (See pages 72
test Strong or lose 1 point of Toughness. At this
and 127 of the Advanced Player's Guide.)
speed, characters cannot neither look for, cover or
follow tracks (see below). Other rulings
⬥ Use the above rules as inspiration for your own
Run at forced march speed (move 2 hex)
rulings. Remember, say yes!
⬥ Move and resolve Hex Features and Mishaps as above.
Example: A player could state that his character is climbing a
⬥ At forced march speed, characters can only follow
tree to try to see farther into surrounding terrain, possibly
tracks (see below).
revealing hex types or even the position of the opposing party.

Walk at normal speed (move 1 hex)


⬥ Move and trigger Hex Features as above.
The advantage of Bushcraft
ACTIONS: During the hunt, whenever a test is demanded where
Cover tracks or find tracks (normal speed only) Bushcraft should be useful (typically Vigilant tests to
⬥ A character may test Vigilant to find the opposing track or cover tracks; Discreet tests to hide or even
party's tracks or [Vigilant←Discreet] if the opposing Cunning tests to build a makeshift trap) characters
party has covered their tracks. (Impossible if the without the Bushcraft boon at level II or III suffer a -5
opposing party has never been in this hex.) penalty to their attribute.

22
PLAYING WITH GOBLINS

(3) GM ACTIONS PHASE & EVENTS


⬥ The Game Master secretly tracks the new position (4) ENCOUNTERS
of the opposing party or parties, as well as resolves When more than one group end their movement in the
any tracking actions the opposing party might take same hex, an encounter occurs, unless one of the parties
(using the same mechanics as the player actions). was hiding (see Hide action, as detailed above).
⬥ If no opposing group enters the player character's ⬥ Test the player character's highest Vigilant versus
hex, the Game Master rolls on the Event table (with the opposing party's worst Discreet. Success
distance modifiers, see table) and describes and indicates the players have detected the enemy at a
applies any results immediately. distance. A failure means they have been Surprised.
⬥ If a token enters the player character's hex, move ⬥ If seen at a distance, the opposing party is
to the Encounters phase (see below). considered to be 2d4 Moves away in the forest, or
2d8 Moves in open terrain.
⬥ To make a surprise attack, the player character with
the worst Discreet value must succeed versus the
opposing party's best Vigilant to remain undetected.
⬥ At any moment during combat, one side might want
to flee. Use the Flight & Hunt rules from page 102 of
the Advanced Player's Guide.
⬥ If the fleeing characters succeed, start a new Chase
Turn with the fleeing party in an adjacent hex. This
hex should be chosen to reflect the narrative of the
escape. Otherwise, combat resumes.

Events Table Mishaps Table

Modifiers: -3 if the Hunt is beyond 6 hexes; +3 if within 3 hexes 2d6 Mishap

2d6 Events 2-3 You run into a flock of partridges that loudly
fly away.
2-3 Is the hunt is getting nearer? • Test Quick to make a ranged attack.
• Distant horns blare, test Vigilant to determine • If the Lord's Hunt is within 5 hexes, his Chasers
direction and distance of the Lord's hunt. test Vigilant to notice the noise.

4-5 Horns scare the boars! 4-5 A random character steps on a grass viper.
• A fleeing aboar and her piglets charges out • Test Defense or suffer 4 Damage (if it pierces
from the underbrush. armour, then suffer Poison 3 for 3 turns).
• Play 1d4+1 turns of combat before it flees.
6-7 A random character's belt breaks and falls
6-7 Supernatural intuition into the undergrowth. His or her trousers sag.
• The Lord smells the breeze and picks the sent • Test Vigilant or lose one item on your belt, or
of the party. Move the Lord's hunt 2 hexes the belt itself.
towards the PCs. +2 to next event roll.

8-9 A random character's hat or cloak gets


8-9 Barking and yelping nearby!
caught in thorns.
• If the Lord's hunt is within 5 hexes, encounter
PCx2 bay dogs that bark without engaging. • Test Cunning to release it without damage.
Forfeit the next hex of movement.
• Kill half in 1d4+1 turns to drive them away.
Otherwise +4 to next event roll.
10-11 A random character's boot is sucked into the
10-11 Horns blare and branches crack! mud.
• If the Lord's hunt is within 3 hexes, encounter • Test Strong to dig it out. Forfeit the next hex of
PC+2 beaters that sound the horn and tail movement to dig out boot.
without engaging.
• Kill half in 1d4+1 turns to drive them away. 12 1d3 lead characters fall into a tar pit or trigger
Otherwise +4 to next event roll.
a rockfall.
• Test Strong to climb out of the tar pit. Any live
12 Surrounded! flame causes fire to spread on a 1-3 on a d6.
• PC+2 chasers flank the group and block the Until doused, take 1d6 fire damage per turn.
way with their spears. • Test Quick to avoid sliding 10 yards into a
• Chasers only fight if the group tries to escape. ravine, taking 6 yards fall damage. Cannot get
Otherwise they wait for the Lord. back up without help.
• Kill half in 1d4+1 turns to drive them away.
Otherwise, the fight continues on the next
Chase Turn.

23
PLAYING WITH GOBLINS

Hex Special Features Tables 2d6 Hill and mountain

2d6 Forest 2-3 Slope of rolling gravel


• Test Quick or tumble and cause a minor
landslide. Suffer 1d8 damage and forfeit the
2-3 Water in a deep gully filled with thorns next hex of movement.
• Strong to get down or suffer 1 damage.
• Flows 1d6 hexes in a random direction. 4-5 Out in the open
• +5 to cover tracks
• -5 to Hide, reveal two adjacent hexes.

4-5 A forest stream


6-7 Broken landscape
• Direction leads to nearest swamp hex.
• Normal terrain, no effect.
• +5 to cover tracks.

8-9 Thorns and brambles


6-7 Clear undergrowth
• -5 to Strong test for Death March
• Normal movement.

10-11 What's that flapping sound?


8-9 Dense undergrowth
• Tes Vigilant to notice Violings in the distance.
• -5 to Strong test for Death March, +5 to Hide
• Test Discreet or be attacked next Chase Turn.

10-11 Fresh droppings 12 Angry birds!


• Bushcraft or Beastlore: It's a Moose!
• 1d3 Violing swarms attack the group.
• If rolled again, treat as 12.

2d6* River
12 A proud Moose
• The moose observes the PCs. If the Lord's hunt 2-3 Rocks and rapids
is within 2 hexes, a horn spooks the moose
and it flees by charging the PCs. • Strong to avoid or 1d6 damage to PC or raft.
• Otherwise, the moose knows of an Iron Pact
scouting party nearby and can get help if the 4-5 Beaver dam and lake
PCs can speak to it. The scouts would arrive in
2 turns. • No current, takes a whole turn to circumvent.

2d6 Swamp 6-7 Banks rise on both sides.


• Strong to leave the river, if failed, stay in hex.
2-3 The ground sucks at your feet.
• Successful Strong to move, success by 5 8-9 A pleasant stretch
helps one other character. No Forced or • Drift downstream at Death March speed.
Death March possible.
• If walking upstream, treat as normal terrain.

4-5 The ground is wet to the ankles.


10-11 The rock moves!
• No Death March possible
• Test Vigilant to see a brownish rock on the
river bank suddenly dive in the water.
6-7 Narrow dry ground between deep pools • If rolled again, treat as a 12.
• Randomly choose direction of next movement
12 You don't need all those fingers, do you?
8-9 The ground is muddy. • A pack of PC+2 crab-like Nippers try to clamp
• -5 to Strong test for Death March on a PC's arms and legs.

10-11 The rock moves! * Roll only if travelling along the bank or on the river. Otherwise treat
hex as surrounding terrain. Crossing a river is a Strong+5 or start
• Test Vigilant to see a floating log suddenly
submerge. If rolled again, treat as a 12. drowning. Strong-5 to help another (second character does not roll).

12 Give me your hat!


• A Skullan mistakes a hat or a jewel for a meal.
• The toad lashes by surprise at an un-
armoured character.

2d6 Clearing

2-3 Stinging herbs all around 8-9 The ground is muddy.


• A field of Needle Reeds. Suffer 1d6 damage • -5 to Strong test for Death March
and if damaged, suffer Poison 2 for 2 turns.

4-5 Out in the open 10-11 What's that buzzing sound?


• +5 to Death March, -5 to Hide and Ambush • Vigilant-5 or Beastlore to notice Blaze bugs
are feasting on carrion a bit further away.
• If rolled again, treat as 12.

6-7 Broken landscape, but dry! 12 Fresh meat is better!


• Normal terrain, no effect. • PC Blaze bug swarms attack the group.

24
PLAYING WITH GOBLINS

The Strong and the Weak


IN THIS SECTION you will find all the non-player Shaman Skalakka the Ingenious
characters organized by chapter. Abilities, Traits and “Come here, I will give you strength, red strength!”
Boons/Burdens are already integrated in the stat block
unless they are underlined. The female shaman of the Tarasturrukk tribe is
something of a passionaria, a drama queen. She knows
THE GOBLIN VILLAGE the awe her mystical dabblings inspire in the goblins
and she knows how to play up the spectacle.
Chief Birglugg the Bold She taught the tribe how to chant the Nature's lullaby
“Welcome, welcome to Tarasturrukk, stranger-eee!” ritual and she leads the singing every day. It has become
a mass of sorts of which she is the spiritual leader. The
Chief Birglugg is a fat bellied, smiley faced goblin who
arrival of the troll has broken this harmonious
generally thinks being agreable and cunning is better
leadership as Hirgharax threatens to become the star
than proud and tough. With the help of his loyal shaman
protector of the village. That is why she will help any
Skalakka, he believes he has devised the most
player characters that seem capable to take out a fully
formidable defense a goblin village can ever hope to
grown troll.
have: camouflage and living traps.
But since the arrival of Hirgharax, he has been ⬥ Athletic and lean, bright shining green eyes.
scrambling to keep the troll happy while also trying to ⬥ Wears a deer-hide dress decorated with painted
preserve the tribe's dwindling herds and flocks. He sees animal bones.
the player characters as a cheap way to fill its belly. But
if the troll makes the player characters swear to serve Manner From grand to mysteriously defiant
him, Birglugg will start to believe that Hirgharax could
one day lead them to dominance in the East Marshes. Race Goblin (cultural being)

⬥ Plump and potbellied, wide toothy smile. Resistance Ordinary


⬥ Wields a thin club as a conductor's baton.
Traits/Boons Pariah, Short-lived, Survival instinct (II)

Manner Language tic, adds -eee- everywhere Accurate 10 (0), Cunning 11 (-1), Discreet 5 (+5), Persuasive 10
(0), Quick 13 (-3), Resolute 15 (-5), Strong 9 (+1), Vigilant 7 (+3)
Race Goblin (cultural being)

Abilities Alchemy (A), Ritualist (A: Burdened by


Resistance Ordinary
Fate, Fortune Telling, Nature’s Lullaby),
Traits/Boons Pariah, Short-lived, Survival instinct (II) Inherit Wound (N)

Accurate 10 (0), Cunning 16 (-6), Discreet 10 (0), Persuasive 13 Weapons Carved Wooden Staff 3 (blunt)
(-3), Quick 11 (-1), Resolute 7 (+3), Strong 9 (+1), Vigilant 5 (+5) Accurate

Abilities Exceptionally Cunning (N), Leader (A) Armor 2 (Survival Instinct)

Weapons Club 3 (blunt) Defense -3


Accurate
Toughness 10 Pain Threshold 5
Armor 2 + 2 (Leather + Survival Instinct)
Equipment 5 doses of Wild Chew, 3 doses of Blue
Defense +1 Drops

Toughness 10 Pain Threshold 5 Shadow Emerald green, like moss covered in


dew (corruption: 2)
Equipment Baton (club), 2 doses of Wild Chew
Tactics The shaman keeps its distance from
Shadow Brown as rich as forest soil (corruption:0)
the fight until someone needs help,
with healing or antidotes.
Tactics The chieftain does not partake in the
tribe’s fighting, but stays in the
background directing his subjects so
that they first keep him safe, then go
after targets with ranged weapons.

25
PLAYING WITH GOBLINS

Goblin, tribesman Goblin, warrior


“Hum, hum the lullaby. And stop wiggling!” “Winch, winch, ready... Loose!”

The typical Tarasturruk tribesman is a rather wily The warriors of the tribe are simply the strongest and
goblin, cunning and curious. He trusts the chief and the halest young adults. They are a proud lot, very brave on
shaman and is strangely loyal and precise. games day, but less so when out on patrol.
⬥ Very varied body types, from minuscule to quite ⬥ Tall and muscular, for goblins.
large and fat. ⬥ Mohawks, poneytails, scars and broken teeth.
⬥ Varied skin colors from dark green to mottled
brown. Worn cloths and hides. Manner In reality pretty scared

Race Goblin (cultural being)


Manner Curiously spying or suddenly fleeing

Resistance Weak
Race Goblin (cultural being)

Traits/Boons Pariah, Short-lived, Survival Instinct (II)


Resistance Weak

Accurate 11 (−1), Cunning 9 (+1), Discreet 15 (−5), Persuasive 5


Traits/Boons Pariah, Short-lived
(+5), Quick 13 (−3), Resolute 10 (0), Strong 10 (0), Vigilant 7 (+3)
Accurate 9 (+1), Cunning 11 (-1), Discreet 15 (-5), Persuasive 7
Abilities None
(+3), Quick 10 (0), Resolute 5 (+5), Strong 10 (0), Vigilant 13 (-3)

Weapons Spear 4, Bow 4


Abilities None, Younglings: Acrobatics (N)
Accurate
Weapons Unarmed 2
Armor 2+2 (Leather and Survival Instinct)
Accurate

Defense -1
Armor None

Toughness 10 Pain Threshold 5


Defense 0

Equipment 14 arrows
Toughness 10 Pain Threshold 5

Shadow Moss-green and dark brown, like an


Equipment Poke stick, pouch of dried mushrooms
overgrown tree stump (corruption: 1)
Shadow Green-striped, like mossy woodlands
Tactics Goblin warriors will utilize the extra
beset with pale green weeds
movement by their Survival Instinct to
(corruption: 1)
make the best possible use of their
Tactics The tribal goblins fight as best they long weapons.
can, which is not very well. If not or-
dered to fight they will run away, as
they have always done, and try to find
a safer home somewhere else.
A Bunch of Goblins
Here are a few goblin names and personalities if you
need to improvise some goblins.

◊ Shogg - dumb, one eye bigger than the other


Wild Chew
◊ Ylf - barks, small and stinky with pointy teeth
For convenience, here are again the effects of the Wild
◊ Galmi - mean stare, crossed arms and two axes
Chew drug.
◊ Tusti - youngling, fir branches stuck in hair
RULES: One dose of Wild Chew transfers 2 points
◊ Mosa - youngling, paints face with mud
from Discreet, Cunning and Resolute to Quick, Strong
and Accurate. The effect lasts for a scene. The scene ◊ Lumia - energetic, pregnant and full breasts
thereafter the user feels empty and weak, –2 on all ◊ Gulta - suspicious and gullible, quick to wonder
attributes. The elixir Blue Drops aborts the effect of ◊ Wamba - clear voice, very good with javelins
Wild Chew, both the positive and the negative ones.

26
PLAYING WITH GOBLINS

Living Thorns, familiar Weapons Bite 6


“Creek, shhhhh, creeek...” Strong

The tamed plants defending the brush hedge. Armor Scaly skin 5
⬥ Thick vines covered in long thorns.
Defense -3
⬥ Dark bluish green and lonely bright yellow flowers.
Toughness 19 Pain Threshold 7
Manner Winding, swaying
Shadow Glittering, rough silver blue, like water
Race Flora
colored velvet (corruption: 0)

Resistance Ordinary
Tactics The eel will attempt to surprise its prey
and drag it to the bottom before biting.
Traits/Boons Crushing Embrace (II), Many-headed (I),
Natural Weapon (I) * Works as Tunneler.

Accurate 10 (0), Cunning 7 (+3), Discreet 10 (0), Persuasive 5


(+5), Quick 13 (–3), Resolute 11 (–1), Strong 15 (–5), Vigilant 9 (+1) Ravenous willow, young strangler
“Creek, shhhhh, crack!”
Abilities Root Trap* (N)
The carnivorous willow at the edge of the pond.
Weapons Sturdy branches 3
⬥ Huge trunk and dense drooping foliage.
Accurate
⬥ Leaves caressing the water, even without wind.
Armor None
Manner Swaying, flailing movements
Defense -3
Race Flora
Toughness 15 Pain Threshold -
Resistance Strong
Shadow Speckled pale green, like a newly
sprung foliage (corruption: 0) Traits/Boons Armored (III), Crushing Embrace (III),
Many-headed (I), Mirage, Natural
Tactics They use their two combat actions to
Weapon (III), Robust (III), Root Wall (II)
capture the prey, in order to crush it to
death in a strangling embrace. Accurate 11 (–1), Cunning 9 (+1), Discreet 5 (+5), Persuasive 10
(0), Quick 7 (+3), Resolute 13 (–3), Strong 15 (–5), Vigilant 10 (0)
* Like Entangling Vines, but with Strong as the basis for
success tests. Abilities None

Hammer Eel Weapons Gnarled branches 9 (long)


Accurate
“Ssssss... Snap!”
A lone and very old eel at the bottom of the pond. How Armor Thick bark 8
did it get there? Nobody knows...
Defense +7
⬥ Dark grey body with a pale underside.
Toughness 15 Pain Threshold -
Manner Sliding slow, then quick
Shadow Furrowed gray and brown, like rough
Race Amphibian (beast) bark (corruption: 0)

Resistance Challenging Tactics The strangler first raises its root wall
near enemies with ranged weapons,
Traits/Boons Amphibian, Armored (II), Natural
before letting loose on the melee
Weapon (I), Prehensile Claws (I), Robust
combatants with its two combat
(I), Sturdy (I), Swimmer* (II)
actions. It will usually restrain and try to

Accurate 7 (+3), Cunning 10 (0), Discreet 11 (-1), Persuasive 5 crush one enemy, while using the

(+5), Quick 15 (–5), Resolute 10 (0), Strong 13 (–3), Vigilant 9 (+1) second action to strike with its
branches.
Abilities Iron Fist (A)

27
PLAYING WITH GOBLINS

Hirgharax, traumatized liege troll


“You are with Him? Are you not? I can hear them!”
Resistance Strong
Hirgharax was an ambitious troll that was banished
from the Underworld because of his underhanded Traits/Boons Armored (I), Long-Lived,
attempts at taking power in the clan. After wandering Natural Weapon (I), Regeneration (III),
for months with his band of trolls still loyal to him, he Robust (II)
chose to settle in the East Marshes for their abundance
of food and numerous sinkholes. Here, out of the way Accurate 13 (−3), Cunning 10 (0), Discreet 5 (+5), Persuasive 11

and undisturbed by the elves, he would slowly build his (−1), Quick 9 (+1), Resolute 10 (0), Strong 15 (−5), Vigilant 7 (+3)
dominion, adding wandering rage trolls and ogres to his
Abilities Alchemy (novice), Berserker* (master),
numbers.
Natural Warrior (adept)
But that was before the Lord arrived. Before the
savages put the bush to the torch and his people to the Weapons Claws 7/10 when Berserk (short),
sword. And that was but the beginning of a nightmare. Accurate two attacks at the same target
In the gaols of his captor, Hirgharax suffered terrible
tortures and exposure to corrupting rituals that marred Armor Troll skin 7/9 when Berserk (regenerates

his flesh and almost drove him mad. 4 toughness/turn, except damage from
fire or acid)
⬥ Tall, thickset but bony and scarred all over.

⬥ Left eye is missing, mouth is slit wider and his black Defense +4

hair was almost completely burned off. Toughness 18 Pain Threshold 9


⬥ Wears well made leather shorts and a belt with a
Equipment None
inlaid silver buckle showing troll runes.

⬥ Due to the ritualistic tortures inflicted upon him, he Shadow Deep red with dark streaks of weeping
is treated as cursed as per the Curse (N) mystical rust (corruption: 4)
power, when attempting to attack or harm the Lord.
Tactics He will flee and hide, unless he feels the
player characters powerful enough to
Manner His eye darts nervously, his breath tight
give him a shot at the Lord.
Race Liege troll (cultural being)
* Must test Resolute to become Berserk

patch of animal droppings, a large animal. [Vild tests Cunning


The Hunt! - Example of Play with Beast Lore and succeeds] They are moose droppings.
In this example, the changeling Goriol, the templar Lodemei As you all keep running, Goriol, you get the feeling the lands
and the ogre wizard Vild try to follow Hirgharax and flee the rise to the north, maybe hills, but you follow the troll to the
Lord's Hunt with him. East, until you come upon a wide pond and a beaver's dam,
blocking the way. It would take quite a while to go around it.
— GM: The troll's eyes widen in fear. "He's here..." Far in the
The troll is nowhere in sight. [Reveals the second hex, river,
distance, you hear a pack of dogs baying. The troll bolts
adds a pond.] What do you want to do?
through the brush. What do you do? [Scouting Phase]
— Vild: Let's run North along the stream! [The players start
— Goriol: How distant are the dogs? [The GM asks for a Vigilant
discussing their next course of action.]
test.] 7, success.
[For the GM Actions and Events Phase, the GM secretly moves
— GM: [Shows the Player's Map using fog of war.] You are here
the Lord's Hunt token two hexes and rolls for Events with +3
at the tree. The dogs seem to be at least a league away [4
since the token is less than 3 hexes from the PCs. A 12 total!]
hexes], in this direction. The huge trunks of the trees form a
dark labyrinth in all directions but the cliffside. What do you — GM: You all hear a horn blare, to the South, closer, maybe
do? [Player Actions Phase] 1000 meters. Goriol, Test Vigilant +3 [the Chaser's Discreet].

— Lodemei: "Let's follow the troll!" I run after the troll. [The — Goriol: 16! I barely make it...
other players decide to follow.] — GM: Looking to the south, you see five dark figures wielding
— GM: At what speed? Normal lets you move 1 hex stealthily, spears emerge from the woods south of you, near the dam...
Forced March throws caution to the wind but goes twice as [The GM rolls 2d4, a 3.] 30 meters or so from you!
fast, Death March is even faster but can cause Damage. — Goriol: "Hide! Quick!" I pull Vild into the trees.
— Lodemei: Forced March! — GM: Ok, you all need to test Discreet +5 [the Chaser's
— GM: Goriol, test Vigilant to follow the troll, and to avoid Vigilant, the players all succeed except Lodemei]. The lead man
Mishaps. [GM rolls a Forest and a River Hex Feature: 10 and 5.] stops and raises his hand. "Did you hear that? I heard a clank!"

— Goriol: 6! Success! The GM now uses the regular combat rules, and after 1d4+1
— GM: [Reveals the first hex, forest] You run, dodging trees and turns, a new Chase Turn begins, with the player characters
roots. After a couple hundred meters, Vild, you step into a possibly still in combat and unable to move on the map!

28
PLAYING WITH GOBLINS

THE LORD'S HUNT Beaters, human hunters


Sir Hagramilo Liarmal hunts like a noble should, with a “Steady, steady... Get him! Get him!”
retinue of men and dogs. If the forest wasn't so thick, he
The men of the hunt are dark minded Ambrians, some of
would also be mounted. His squire Tangaldo (stats as a
them loyal followers since the conquest, others local
chaser) has the honorable task of carrying the Spear of
men of lower stock that know these woods well. The
Hyur Na-Kanassri, an artefact recovered from the ruin
Lord pays them richly with silver, ale and abundant
in the East Marshes. Another henchman of note is
venison, and they are in awe of his fighting prowess.
Fabion Taris, a tainted sorcerer that serves the Lord as
⬥ Mostly strong and lean, with broken faces and
loremaster and seer.
rough hands.
Bay dogs ⬥ They wear dark leathers and felts, pendants and
“Waof! Woaf!” medallions for good luck. Some cherish the odd elf
scalp as a trophy.
The bailers are trained to find, chase and circle around
the prey while howling from a relatively safe distance.
Manner As enthusiastic as their dogs
⬥ Sturdy elkhounds with thick greyish fur.
Race Ambrian (cultural being)
⬥ Bright yellow or clear blue eyes.
Resistance Ordinary
Manner Baying, snarling and snapping
Traits/Boons Bushcraft (II), Enduring March,
Race Dog (beast)
Pathfinder

Resistance Ordinary Accurate 5 (+5), Cunning 13 (–3), Discreet 9 (+1), Persuasive 7


(+3), Quick 10 (0), Resolute 11 (–1), Strong 10 (0), Vigilant 15 (–5)
Traits/Boons Bloodhound (II), Bushcraft (II), Natural
Weapon (I) Abilities Beast Lore (A: Beasts), Marksman (A),
Medicus (N), Rapid Fire (N), Sixth Sense (N)
Accurate 10 (0), Cunning 7 (+3), Discreet 13 (−3), Persuasive 5
(+5), Quick 10 (0), Resolute 9 (+1), Strong 11 (−1), Vigilant 15 (−5) Weapons Bow 5, +2 against Beasts, sacrifice Move
Vigilant to shoot two arrows
Abilities Bodyguard (N), Iron Fist (N), Natural
Warrior (A)
Armor Leather 2

Weapons Bite 4, two attacks at the same target Defense +2


Strong
Toughness 10 Pain Threshold 5
Armor None
Equipment 1D4 Herbal Cures, 1D4 doses moderate
Defense 0
antidote

Toughness 11 Pain Threshold 6


Shadow Shimmering green like jade, with spots

Shadow Grainy light brown, like dry soil or road of rust (corruption: 1)

dust (corruption: 0)
Tactics Beaters stay at minimum 10 metres of

Tactics Bailers work in groups of 4 or 5, circling the prey and sound the horn. They call

the prey and snapping at its heels the dogs to them if needed (dogs

while stopping any attempt to flee. arrive in 1d3 turns).

They use their high Vigilant to track.

29
PLAYING WITH GOBLINS

Chasers, human hunters Fabion Taris, sorcerer


“Halo, halo! Stand back, you!” “Slowly, slowly now... He must not perish so quickly...”

Like the beaters, the chasers are loyal followers of Sir Fabion is a cold hearted and calculating scholar of the
Hagramilo. Most are veterans of the wars with a military darkness. His interest started when he found eldricht
background. codexes in the damned lands of Lyastra. His study of the
⬥ Mostly stocky, with mustaches and helmets. tomes confirmed what he believed all along, that
knowledge and mastery made corruption a mere tool to
⬥ Wear studded leather and dark cloaks, with heavy
greatness, and not a thing to be feared.
belts and boots.
The sorcerer, passing as a medicus, followed the
armies into Ambria and befriended Hagramilo. The
Manner Coordinated and fast knight would bring him subjects for his experiments and
happily disposed of the bodies when things turned foul.
Race Ambrian (cultural being)
Now, with the ancient knowledge found in the Ruin
Resistance Ordinary to study, Fabion is elated and truly believes his days of
working in hidden cellars and dark alleys are soon over.
Traits/Boons Enduring March
Hagramilo and himself will carve out a little kingdom
Accurate 13 (–3), Cunning 10 (0), Discreet 7 (+3), Persuasive 9 under the boughs of the Davokar.
(+1), Quick 11 (–1), Resolute 10 (0), Strong 15 (–5), Vigilant 5 (+5) ⬥ Thin and wiry, with a squeletal face and black eyes.

Abilities Iron Fist (A), Man-at-arms (A) ⬥ Wears woodsman's simple dark clothing, but with
a richly embroidered dark blue hood from Lyastra.
Weapons Spear 6 (long) or Short sword 5 (short)
Vigilant Manner Discreet and observant

Armor Reinforced Leather 3


Race Ambrian (cultural being)

Defense -1 Resistance Strong

Toughness 15 Pain Threshold 8 Traits/Boons Bushcraft (II), Enduring March,


Pathfinder
Equipment 1D4 shillings

Accurate 5 (+5), Cunning 11 (–1), Discreet 13 (-3), Persuasive 7


Shadow Shining gray, like brushed steel stained
(+3), Quick 10 (0), Resolute 15 (–5), Strong 10 (0), Vigilant 9 (+1)
with ink (corruption: 2)

Abilities Alchemy (M), Backstab (A), Black Bolt (A),


Tactics Chasers catch up with the beaters and
Loremaster (M), Medicus (A), Ritualist
form a circle of spears around the prey
(Adept: Black Sympathy, Raise Undead,
to immobilise it.
Possess ), Sorcery (M).

Weapons Stiletto 4 (deep impact), +2 backstab


Vigilant

Armor None

Defense +0

Toughness 10 Pain Threshold 5

Equipment 2D4 Herbal Cures, 2D4 doses of


moderate antidote, Flesh Craft ritual
codex, 2d10 thaler

Shadow Dark bronze with spots of tar


(corruption: 2)

Tactics Stays among the men, waiting for a


chance to strike. Tries to neutralize
enemy mystics with Black Bolts.

30
PLAYING WITH GOBLINS

Sir Hagramilo Liarmal, the Lord Manner Domineering, wild glint in his eyes
“Look at me... You can't breathe? What a pity...”
Race Ambrian
Sir Hagramilo is a knight reknowned for his love of
battle and cruelty towards the vanquished. His career of Resistance Mighty
violence started when he was a squire in the invading
Traits/Boons Privileged, Bloodhound (II), Enduring
armies from Alberetor. He was part of all major battles,
March
from the conquest of Lyndaros to the siege of Haloban's
fortress, to the unfortunate sorties against the clans of Accurate 13 (-3), Cunning 5 (+5), Discreet 7 (+3), Persuasive 10
Davokar like the Karits and the Vajvods in the East. (+0), Quick 12 (-2), Resolute 11 (-1), Strong 15 (-5), Vigilant 9 (+1)
His feats of arms in the battles of Karo's Fen have
made his reputation and his fortune. Queen Korinthia Abilities Acrobatics (M), Beast Lore (A), Ensnare
herself insisted that he be given a fief by the Duke of (M), Flailer (M), Extraordinary Quick (A),
New Beretor, which obliged her by demanding that one Feat of Strength (A), Iron Fist (A),
his barons cede the small fief. Grudgingly, the baron Recovery (A), Rune Tatoo (A), Steadfast
obeyed his liege and Sir Hagramilo was given a mostly (A), Two-Handed Force (A), Wrestling (M)
forested domain near the East Marshes, with a single
Weapons Battle Flail 8 (Jointed and Ensnare) +
named town: Marula.
Backswing 4 + (if first attack hits, one
Barely more than a logging village inhabited by burly extra attack per target in melee range)
woodsmen and frog hunters, the settlement was a
disappointing sight. But the fief had one feature that Armor Laminated armour 4 (+ 2 Rune Tattoo)
suited the Lord, great expanses of forest and waterlands
Defense -2
to explore and conquer for himself. And when he found
the Ruin, Sir Hagramilo saw that fortune was smiling on Toughness 20 Pain Threshold 7
him at last.
Equipment 22 thaler
⬥ Impressively muscular and thick, gladiatorial
demeanor. Shadow Dirty brass speckled with tar
⬥ Skin covered in strange symbols, inked in black. (corruption: 4)

⬥ Bald, flat nose, deep set eyes under bushy eyebrows.


Tactics Seeks to force the strongest enemy to
⬥ Wields a three ball flail. a duel. Uses his minions to engage
lesser foes and disable mystics. Once
THE SPEAR OF HYUR NA-KANASSRI face to face, uses Ensnare to strangle
The spear was taken from the sunken chambers of the his foe to unconsciousness and then
Ruin of the East Marshes, that will be detailed in the ritually sacrifices him with the Spear of
next instalment of the East Marshes Cycle. Hyur Na-Kanassri.
It is a ritual hunting spear (long, precise) that was
forged and ensorceled by the theourgs of Symbaroum. It
Burn the soul: Using the hunger of the spear for the
was designed to provoke excruciating pain in the prey as
targets soul, the wielder stabs at the targets heart with
its very soul is torn out of it. The spear then funnels the
an ensorceled strike! If damaged, the target must
produced corruption to its wielder, and slowly exalts his
succeed a [Resolute←Resolute] test, or be wracked by
or her physiognomy. The theourgs forged the spear as a
excruciating pain as its soul is ripped out of it. In
tool to celebrate the dominance of the human race over
addition to regular damage, the attack causes 1d8
all other beasts, and to better control the flow of
atypical damage to the target's Resolute. For each 5
corruption that feeds the changes that lead to
points of atypical damage caused, the wielder may gain 1
Exaltation.
Permanent corruption. Should the wielder refuse the
Tame the beast: By waving the glyph incrusted spear corruption, every creature within 10 meters suffers 1d6
head in intricate motions in front of the target, the Temporary corruption instead.
wielder of the spear causes prey to calm down and
Action: Passive
accept its fate. On its next turn, the target must succeed
Corruption: 1d8
a [Resolute←Resolute] test, or lose its Move action and be
unable to attack unless it has suffered damage this turn.
Action: Active
Corruption: 1d4

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PLAYING WITH GOBLINS

The Goblin Village - GM's map

Hen & Hares


Climb path

Smithy
Goat pen

Shaman's
hut

Mud flat Chief's hut

Water gate

Barrel
Basin

Ravenous Willow

Dry gate

Thorn hedge

Goblin
sentry

Goblin
sentry

Map made with Dungeondraft


Made with assets from 2-Minute Tabletop and Dungeondraft 1 square = 4 meters

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PLAYING WITH GOBLINS

The Goblin Village - Player's map

Map made with Dungeondraft


Made with assets from 2-Minute Tabletop and Dungeondraft 1 square = 4 meters

33
PLAYING WITH GOBLINS

The Hollow Tree - Battlemap

34
PLAYING WITH GOBLINS

35
Troll's escape
The Lord's Hunt
starting position
The Hunt! - GM's map

Map made with Dungeondraft


Made with assets from 2-Minute Tabletop and Dungeondraft
PLAYING WITH GOBLINS

The Hunt! - Player's map


This map is meant to be used with a virtual tabletop using the fog of war feature. If you plan to run the hunt at the table, you
could use a blank hex grid and let the players add in terrain features by themselves, or simply use the theatre of the mind if
precise spatial positioning isn't that important to you.

36
PLAYING WITH GOBLINS

Closing Words
I HAVE BEEN game mastering for over 30 years now, but during all this time, I have never felt the urge to create
adventure worlds, modules or even that many houserules. I was never a world builder, nor that much of a tinkerer.
What attracted me the most to game mastering was the dramatics of it, the showmanship, as well as the storytelling,
the plot devising, and the creation of a rich cast of NPCs to populate the game. I did and still do systematically modify
and enhance published adventures to suit the needs of my table and my personal preferences. And I write and direct
short films and tv shows, but that's another story for another day.
So what made me change? What made me feel the desire to write a "real" adventure? The community.
Guided by the knowledgeable folk at Mud and Blood, Effekt, Runehammer or Questing Beast, to name a few, I
discovered the vibrant and creative scene TTRPGs have become. Games like Mothership, Electric Bastionland, Warlock!,
among so many others, and adventures like the Winter's Daughter, Dead Planet or The Cursed Chateau, really blew my
mind and made me reflect on what I really like or need as a Game Master. And all that creativity was just so contagious,
I slowly started thinking, "Why not take a shot at it?".
So here I am, delivering this first effort at writing for others, hoping that you will find some use out my work. Please
rip it apart, use the bits and bobs however you like, as long as your table benefits, I'll be pleased! I have learnt a lot
while creating this adventure, and I am hoping to get better at it in the future. I will eagerly read all your comments and
feedback, either on DriveThruRPG or on the Symbaroum Discord server.
I will conclude by wishing you hours of fun roleplaying a tribe of goblins and I hope to speak to you all on the
interwebs.

Cheers,

Jéricho Jeudy

Acknowledgements
I WOULD LIKE to give warm thanks to Eric Brimstin (@ebrim) and (@GlOwl) that generously read a first draft and
provided feedback. I know your time is precious and I really appreciate the contribution, I am grateful!

In a wider perspective, I would also commend the community on the Mud and Blood Discord server. The discussions
there are always incredibly inspiring and the focus on game design is very welcome and so useful. Many great gals and
gents there. Thanks to all!

Lastly, here are the attributions for the images used in the document, in order of appearance.
⬥ [ forest stream ] - Photo from Piqsels
⬥ [ brown mushrooms ] - Johannes Plenio on Pexels
⬥ [ waterfall ] - Photo by Jakob Owens on Unsplash
⬥ [ b&w roots ] - Photo by Matt Artz on Unsplash
⬥ [ two hunting dogs chasing a hare that is hiding in the grass ] - Etching. Credit: Wellcome
Collection. Attribution 4.0 International (CC BY 4.0)
⬥ [ vines ] - Photo by Camille Brodard on Unsplash
⬥ [ spear ] - Illustration by Marc Radle
⬥ [ all maps ] - Created using Wonderdraft or Dungeondraft, with some additional assets from 2-
Minute Tabletop
Version 1.0
Published on the 11-04-2021

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