Saturday, July 13, 2019

[Modron Campaign] Adventure Log #4: Murderhobos of Scrubvale

Fourth Adventure: Murderhobos of Scrubvale
Source: Original
Judge: James M.
Dates: 6/13/19; 7/12/19
Location: Northern Brushwood (Region 01: 3910, Modron 4520, 4522)

Characters & Players
Preacher William Winchester (male Human 3rd level Cleric) [Will P.]
Initiate Tsun (male Human 2nd level Monk) [Will P.]
Veteran-Prestidigitator Balule the Elf (male 1st level Elf) [Dan P.]
Gary, Balule’s War-Dog [Dan P.]
Veteran Yarlag the Hideous (male Half-Orc 1st level Fighter) [Dan P.]
Dave, Yarlag’s War-Dog [Dan P.]
Veteran-Prestidigitator Ayers the Elf (male 1st level Elf) [Lew E.]
Warrior “Mighty” Konkeror (male Half-Elf 2nd level Fighter) [Lew E.]
Robber Bernie “The Bounder” Brushwood-Baggins (male Halfling 3rd level Thief) [NPC]

Tales of Adventure
The members of the party were having lunch at Somethin’s Cookin’ when their friend, Bernie “The Bounder,” stopped by and told them about another ogre-hunting opportunity near his hometown of Brushwood. “The Sheriff of Brushwood has offered a 100 gp reward for the head of an ogre that is raiding the countryside near Scrubvale,” he told them. “This one is working with some hobgoblins, which is odd, as hobgoblins aren’t usually found in the area.” After discussing this and other opportunities, the party decided to head out to Scrubvale.

After the great success of Balule’s war-dog on the last adventure, Yarlag decided to also buy one, and they both kitted out their dogs with savage-looking leather armor. As the group was readying for their trip to Scrubvale, Ayres and Konkeror returned from their trip home to the Adderwood and rejoined the party.

The party took the Difring Trace across the Gasconfold Plain to Scrubvale. Slow travel across the near-trackless plain meant they camped halfway there, just north of an area of rugged, broken lands. Ere the sun set they thought they could make out tall, ruined towers in the distance in the midst of the badlands and felt this might be worth looking into at a later date.

Shortly after dawn before the others awoke, Balule and his dog were on watch and espied a hippogriff in the distance, heading right their way! He awoke the others and they loosed volleys of arrows at the hippogriff, who suffered enough damage such that he felt there would be easier prey on the plain than the party’s horses.

The party travelled the rest of the way to Scrubvale without incident and made it in time to join the locals at the local tavern, the “Basilisk & Cockatrice,” for an evening meal and drinks. When the locals found out they were there to hunt the ogre and the hobgoblins they were feted and had not to pay for their meals or drinks.

The locals provided such details as they could about the inhuman bandits. They knew from chance encounters that the ogre did not reside with the hobgoblins; the ogre lived in a cave near the ruined Tower of the Basilisk, while the hobgoblins laired somewhere further south in the Brushwood. They operated by raiding steadings south of the Difring River; they had started out further away from the hamlet but had now worked their way to the steadings nearly within sight of the river, and so the locals had finally been able to get the sheriff of Brushwood to offer a reward, before the monsters started raiding across the river in the hamlet itself!

There was then much grumbling about how they had had to go to the sheriff in Brushwood, for their own bailiff, Malagig, was quite useless, not even calling together a militia to help defend the steadings. “He takes all the taxes, and gives nothing in return,” they complained. “Useless,” others said, “All he does is stay in his manor and party with his cronies and such maidens as he can seduce to his chambers!” When a deputation of elders from the hamlet went to him to beg assistance, he had his men strip them, beat them with sticks, and hied them away covered in horse dung.

As the party listened to the complaints of the peasants, they asked why they didn’t do anything about the less-than-useless bailiff. Sheepishly, the peasants respondent, “Well, the problem is that Malagig is the younger brother of Gakatig, the seneschal of the Duke, and so little if anything could be done!” It had been heard that, being a complete wastrel, he had been given this post as a sinecure, and treated it as such.

As the complaints continued, Yarlag noticed that a figure in the corner, in the shadows by the fireplace, suddenly got up and made his way to the door. Suspicious, Yarlag followed him out and watched as he tried to melt into the shadows of the houses and shrubs as he made his way west, toward the manor of the bailiff. Yarlag quickly followed and ambushed the fellow, smacking his hooded head with the flat of his blade; down he went with a thump. Upon removing the hood Yarlag discovered he was face to face with another half-orc! He quickly patted him down, took his weapons and his pouch, and gagged him and tied him to a nearby tree just outside the hamlet.

When Yarlag brought back the party, they found him awake and trying to break from his bonds, to no avail. They questioned him, and discovered his name was Krann, and that he worked for the bailiff as a “minister without portfolio,” but yes, that included spying on the locals. After sterner questioning with both carrot and stick (coin and blade), he admitted that he was the one who had hired the ogre and hobgoblins (having recruited them from the clans of the Gilring Wilds to the south), at the behest of his master, Bailiff Malagig. To what end he was not sure, but he had overheard discussion with a messenger from the north that if Malagig were to cause chaos in the region, he would be well rewarded.

Having gotten all the information they felt they needed out of him, they let him go with a purse of coins, and watched him flee east, out of the hamlet toward Brushwood, with the promise that if they ever saw him again they would kill him. They then returned to the tavern, where they flopped on the floor for the night.

The next morning a local lad led them to the cave where they believed the ogre slept by day, “for before the arrival of the ogre, there were no sounds from the cave, but now by day there has been a terrible sound of snoring and at times, roaring!” The cave was about a mile south of the ruined Tower of the Basilisk, of which the local reminded them, “Go not to the ruined tower, as you value your lives! Though it is said that great treasure can be found there, it is guarded by the basilisk, and said to be encircled by the stone forms of all who sought his treasure!” And with that the lad hurried back home, not eager to personally witness the defeat of the ogre… or the destruction of the party!

Initiate Tsun was sent to scout out the cave, as he was the most stealthy of the group (not the first time the party missed their good friend, Bernie, nor the last!) When he entered the cave, he discovered it quickly branched into three tunnels, one each north, east, and west, and at their crossway he discovered, to his terror, two statues, perfect of form, one of a human and the other of a halfling, both with a look of terror on their face, looking toward the northern tunnel! He also found a midden pile at the entrance to the western tunnel, and evidence of passage to both the east and west. But he heard no snoring, nor noises of any kind.

He returned to the party and explained that the cave may very well connect to the ruined tower of which they were warned, and that there was activity toward both the east and west. They decided to check out the eastern tunnel first. There they discovered a sleeping cave bear, which awoke upon their approach! The bear raised up its head, snuffled and whuffled at them, and growled… they quickly backed away and hurried to the cross way. They decided that perhaps the bear was the pet of the ogre, and used to trespass by the hobgoblins, and so not interested in bothering them if they did not bother it, which seemed like a very good plan!

They then decided to check out the other cave, and after a short walk they found the cave ended in a handsome new door, very large and of stout oak, complete with a shiny new lock! Curiouser and curiouser! Listening at the door, Tsun heard a terrible snoring within; thus, the answer to the lack of noise in the caves! Tsun picked the lock, and they quietly filed into the large room, where they found the ogre sleeping on a large, rough-hewn bed of timbers and furs, with a chest in one corner and various detritus piled in another corner.
The best ogres are sleeping ogres...
Not believing their luck, they motioned for Tsun to go up and slit the ogres throat… which he did without incident. And the terrible ogre died with even less trouble than Hegrash before, and they knew not even his name. They then looted the room, finding gold and silver and a bag of gems – a bag of eight zircons, the same bluish-purple as they found in Hegrash’s hoard! And so now conspiracy theories began to whirl wildly in the talk of the party as they counted out the loot.

In the end they decided that, since the hobgoblins lived deeper in the Brushwood, in all likelihood they would meet up with the ogre at his lair to go on their raids, and they decided to try to pull off a long con – they would represent themselves as the “new bosses,” sent by the “big boss” to take out the ogre and “take over the operation.” And so, they beheaded the ogre and dumped the body in the cross way, then napped and ate as they waited for night, and the hobgoblins to arrive.

Not too long after dusk the hobgoblins arrived, as expected; speaking to them in Goblin, the party explained the “new arrangements,” and passed out several gold coins, which mollified any questions the hobgoblins had about being led by humans, elves, and a half-orc. They then told them they were going for a “big score,” the leader of the humans of Scrubvale, the bailiff’s manor! And so, the party, with 16 hobgoblins in tow, marched back to Scrubvale, quietly forded the river, and snuck to the manor house. They discovered it was well fortified, with only one visible entrance, and that up a stair, with the wooden bridge pulled away; no real windows only arrow slits, and all of stone until the third floor, which was of stone and wood and wattle and daub.

Fortunately, it was apparent that no guards had been placed outside, for the bailiff was either too secure or too cheap. But how to gain entrance? “Do not despair my friends,” said the cleric. “All places like this have an escape tunnel or three. We just need to find the other end and then we are easily in!” They spread out and searched the area, eventually finding an odd trap door in the floor of the stable. Upon opening it, they saw it led down into a tunnel that headed straight toward the manor house. They filed into the tunnel and made their way slowly and carefully. Tsun, in the lead, discovered a tripwire, meant to warn those within against this very kind of assault. He disarmed it simply by placing bales of hay to either side and everyone carefully crossed over.

The tunnel ended in a door, locked of course, but picked easily enough. They found it entered a “panic room,” filled with go-bag supplies and such, with a door on the other side, obviously of secret sort to the outside. They opened this door and found it entered a well room, with another door on the other side. They passed through this door and found it opened into a long corridor which hugged the outside walls to the left, for they were in the cellar level on the ground floor. They followed the corridor and found three doors before the corridor turned left and ended in a stair up. They listened at the doors; two were silent, but behind the third they heard some sort of chanting.

One of the other doors was easily opened and found to be a supply room; the other was locked, as was the door behind which they heard the chanting (loud enough that no one heard them test the door). Tsun and William went up with some hobgoblins and scouted upstairs, while the others remained below and had the hobgoblins break down the door behind which they heard chanting… and then all Hell broke loose!

The Sorceress is still at large...
For they had burst in on the bailiff and his fellow cultists performing a ritual sacrifice to Set, the ancient enemy of Mitra! There were four cultists – a priest with a snake staff, a warrior-woman, a sorceress, the bailiff (obvious from his description from the peasants), and a maiden sacrifice, all standing before a statue of Set with great gem-stone eyes.

The hobgoblins charged the cultists and engaged with the bailiff, the priest, and the warrior-woman; sadly, for them, they could not get to the sorceress, and after the first engagement she caused many of them to fall into slumber with a spell. But more hobgoblins piled in, as did the party members, and their dogs; Tsun and William quickly returned when the cry of “Setites! Setites!” was shouted up the stairwell. Apprised of the dangers of a priest of Set and the sorceress, William quickly cast silence 10’radius on a stone and cast it into the room, quashing any enemy spell casting.

It then became a whirling grind of blades and staff against blades and teeth; but the party prevailed in the end, with the loss of two hobgoblins and both of the dogs (the last to the poisoned blade of the bailiff). The sorceress had disappeared, though whether she had used an undiscovered secret door or gone invisible during the melee, none were sure. The party was busy looting the bodies and about to check out the statue and altar when the hobgoblins who had been left upstairs ran in…

“Uh, boss! BOSS!”

“What, what?”

“We killed some guys up there!” the hobgoblins smiled, then frowned.

“Yes, and?”

“Uh, well, one of them was holding a lantern…”

“And?”

“Uhm and… and it fell when we killed him.” They nodded.

Uh oh… “It fell?”

“Yeah, it fell… and, uh… blew up…”

“BWOOSH!” the other hobgoblin exclaimed, happily, waving his arms to show how big the explosion had been.

“And… the upstairs is on fire, isn’t it?”

“Yeah, that’s it! The upstairs is on fire!” they both nodded, smiling.

The party looked up as one at the rafters above, and through the floorboards they could see smoke slowly drifting down… and in the dead silence hear the crackling of the floorboards burning merrily above.

Yup
“Out! Out! Everyone out!” they cried, as everyone rushed to the corridor, and then to the well room, and through the panic room, and into the tunnel to the stables. They peeked out of the stable doors and saw the local peasants gathering at the manor on the other side, trying and failing to put together a bucket brigade to the nearest well. Their attention wholly on the burning manor, the party and hobgoblins snuck out the back of the stables into the nearby forest. They had brought with them the bodies of the cultists and the living, walking form of the erstwhile sacrifice, a lovely maiden named Daniena of Brushwood, who had been enticed hither by the warrior woman with promises of joining an adventuring group. They had given her the warrior-woman’s plate mail and long sword, but they had kept the shield, which they had discovered was magical (as was, obviously, the staff, which nearly bit William when he tried to pick it up, but left Konkeror unmolested).

They decided to send the hobgoblins home (they had hoped more would die in the battle and they could finish them off after, but to no avail); they gave them each some coins or a gem from the treasure they found on the warrior-woman but kept the ring and necklace they found on the bailiff. After the hobgoblins left (with the bodies of the priest and warrior-woman “for their victory feast,” the party started bickering about what to do now?

After much debate, it was decided the safest course was to bury the body of the bailiff in two parts so he could not be raised. They would collect their horses and wagon in the morning and go to Brushwood to collect the reward for the ogre’s head. A simple plan. But then, most plans go awry…

They hunker down and sleep, awakened at the roar of the manor house as the burning top stores collapsed into the cellar below; a great ball of fire shot up, visible even from the woods, in the form of a dancing snake. Mere coincidence, of course…

The next morning when they awake they discover that the snake-headed staff now looks like a normal walking staff/quarter staff. Curious, they all think. They then go back in circuitous route to appear to come up from the south to allay any suspicions. They arrive at the tavern and are welcomed halfheartedly. “You have slain the ogre!” people say, but then also lament that they had not found and slain the hobgoblins, for that night they had attacked and burned the bailiff’s manor (feelings were a bit mixed on this, of course).

When the party inquired how they knew it had been the hobgoblins, they discover that though the flames had burned almost everything from the upper levels, the cellar level was mostly spared, and they had discovered the bodies of two hobgoblins therein…

They took the bodies of the cultists but left the two dead hobgoblins! Drat!

The party decided they’d better check out the ruin before any other evidence they left behind showed up. When they got there, they discovered most of the fire was out, having blown itself out when the upper levels collapsed. The found that the two hobgoblin bodies, somewhat charred, had been dumped unceremoniously off to the side, while the peasants were still pulling out bodies and remnants from the cellar, whose walls still stood. There were several partial-bodies, covered with blankets, off to the side, and various items of potential reclaimable value piled nearby.

They climbed the ladder and looked down into the cellar; where they thought to find a statue of Set they found instead… a statue of Mitra! “Set is the Great Deceiver,” Will comments to all, “Obviously, the enchantment I saw upon the statue earlier allows it to appear in different forms. This will not go well for us, if we are discovered!”

They climb down to the cellar and start helping the peasants sift through the ruins. “Any sign of the bailiff?” they ask. “None yet,” the peasants say, “but with that fire, he may have been reduced to ash.”

The espy the poisoned blade of the bailiff, where they left it, too worried of poisoning themselves. Even as a few of them discuss what to do with that, Konkeror looks to his staff, then to the statue; then back at his staff, and again to the statue. Smiling, he steps over and touches the staff to the statue… and immediately the statue of Mitra turns into the statue of Set, and the quarterstaff turns to the snake-headed staff!

The other party members notice this even as the peasants do… “Setites!” the peasants call out. “You are all Setites!” they cry as they run to the ladder and climb out.

“No!” William and Tsun cry out. We are followers of Mitra! It is the statue and staff that are evil!” William and Tsun follow the peasants, with Yarlag and Balule close behind. Now angered beyond reason, Konkeror lassos the statue and tries to pull it down… whereupon it turns into a giant rattlesnake!

The rattlesnake lunges at Konkeror and bites him twice; on the second bit, venom courses into his body, and the half-elf begins convulsing and crying out terribly. His half-brother, Ayres, engages the snake in melee; Yarlag and Balule, on the wall, loose arrows at it. Balule’s arrow strikes it between the eyes; it shakes, hisses, then collapses into stone kin the form of a dead serpent.

Ayers kneels by his brother and attempts to help him with a scroll potent against poison, but to no avail; it is obvious that Konkeror is dying and will very shortly breathe his last. Yarlag sees that William and Tsun have given up following the peasants; he turns to look down at the others and tells them that they are going to have to flee.

“But my brother!” Ayers cries out, “What about him?”

They look down at him, turning black and blue and shuddering, and shake their heads. “If we stay, we may die as well, accused of being a cultist like him.” Weeping tears of anger and sorrow, Ayers says a few elven prayers over his dying brother as the others strip him of his weapons and valuable equipment, then they flee, with Ayers promising vengeance on Set and his minions. His last sight of his brother is of him shuddering in a painful death amidst the ruins of the manor, beside the shattered statue of Set and next to the snake-headed staff…

They sneak into the forest and around to the blacksmith where they had left their horses and wagon. Finding there only a young boy, they pay and tip him generously, the swiftly fell down the road to Brushwood.

They arrive several hours later, hopefully long before any strange rumors (for they had not been passed on the trail), and quickly seek out the sheriff, from whom they receive their 100 gp reward for the head of the ogre. Yarlag and Balule each give Daniena 5 gp of the reward, to help her “get started as an adventurer, especially if you are going to be sticking with us.” She thanks them both, and gives Balule a meaningful smile…

Unsure of what exactly to do next, they stop for lunch at the Tipsy Troll Tavern, on the Difring Trail west from Brushwood, just outside the palisade wall, to decide what to do next… and to keep an eye out for anyone from Scrubvale who might call them out as Setites…

They shall learn why they fear the night...
Treasure Gained
Ogre treasure 1,000 sp, 1,000 gp, eight zircons worth 50 gp each.
Set necklace worth 1,500 gp; signet ring worth 500 gp.
Magical +1 shield from the Warrior Woman.
Warrior Woman treasure 10 zircons worth 50 gp each (given to surviving hobgoblins).
Ayers gets his brother’s magical +1 broadsword and potion of water breathing.
Poisoned blade of the Bailiff abandoned in ruined manor house.
Snake staff abandoned in the cellar.

Opponents Slain or Defeated
Hippogriff of Gasconfold Plain
Nameless Ogre
Malagig the Bailiff
Nameless Priest of Set
Nameless Warrior-Woman of Set
Nameless Sorceress of Set (no body found, still alive?)

Companions Lost
“The Mighty” Konkeror
Dave the War-Dog
Gary the War-Dog
Two hobgoblins

Level-Ups
Yarlag the Hideous advances to 2nd level.

Monday, June 17, 2019

[Modron Campaign] Campaign Log: Adventures #1 to #3


CAMPAIGN LOG FOR MODRON CAMPAIGN

First Adventure: A Wizard’s Fate
Source: AD&D 2E Adventure “A Wizard’s Fate,” Dungeon Magazine #37 (TSR, 1992)
Judge: Dan P.
Dates: Several Sessions?
Location: Northern Difring Hills (Region 01: 4215)

Characters & Players
Apprentice Bernie “The Bounder” Brushwood-Baggins (male Halfling 1st level Thief) [James M.]
Runner Gram Grimblade* (male Human 1st level Ranger) [James M.]
Veteran-Prestidigitator Ayers the Elf (male 1st level Elf) [Lew E.]
Veteran “Mighty” Konkeror (male Half-Elf 1st level Fighter) [Lew E.]
Acolyte William Winchester (male Human 1st level Cleric) [Will P.]
Gallant West Winchester* (male Human 1st level Paladin) [Will P.]
Sven & Ollie (0-level NPC Hirelings)
*Died during adventure

Tales of Adventure
Hired by a sage to discover the final disposition of a wizard who apparently blew up his tower. The wizard was known locally as the “Love Wizard,” as he used love potions and spells to enchant local maidens into his “service.” The tower was completely gone, as was the wizard, but we rescued a local “maiden” from the dungeon. 

The wizard’s surviving imp familiar hunted us throughout the dungeon, killing Gram Grimblade with his poisonous tail. West Winchester died at the fangs of an iron cobra. 

Recovered relatively paltry treasure in coin, but Konkeror got a magical +1 long sword, William ended up with a ring of spell storing, Ayers got a wand of shocking grasp, and Bernie got a magical +1 dagger/+2 versus devils. We also found a treasure map, which led us to the next adventure… the Lost Island of Castanamir.

Second Adventure: The Lost Island of Castanamir
Source: AD&D 1E Module C3: The Lost Island of Castanamir (TSR, 1984)
Judge: Dan P.
Dates: Several Sessions?
Location: Isle of Castanamir in the Wine-Dark Sea off of the fishing village of Little Flotsam (Region 01: 4414)

Characters & Players
Footpad Bernie “The Bounder” Brushwood-Baggins (male Halfling 2nd level Thief) [James M.]
Acolyte Dougal McGuire* (male Human 1st level Cleric) [James M.]
Veteran-Prestidigitator Ayers the Elf (male 1st level Elf) [Lew E.]
Warrior “Mighty” Konkeror (male Half-Elf 2nd level Fighter) [Lew E.]
Adept William Winchester (male Human 2nd level Cleric) [Will P.]
Novice Tsun (male Human 1st level Monk) [Will P.]
He Whose Name Has Been Forgotten (male Human 1st level Fighter) [Mike H.]**
She Whose Name Has Been Forgotten* (female Human 1st level Magic-User) [Mike H.]**
Sven & Ollie (0-level NPC Hirelings)
*Died during adventure
**Mike made it to one session and hasn’t been able to come back since…

Tales of Adventure
Following the treasure map, the party went further east, beyond the Difring Hills to the shore of the Wine-Dark Sea. There they hired a poor, doomed fisherman to sail them out to the Lost Island of Castanamir. The adventurers survived the shipwreck, the fisherman did not. They discovered an island near featureless save for a stone portal to a dungeon below. A maddening, horrifying dungeon, in which most doors caused one to be displaced in space elsewhere, where doors going in went one way and going out went another.

The party spent days finding their way through the place, encountering other lost souls. They pitted two very dangerous berserkers against some hobgoblins, slaughtering all (after She Whose Name Has Been Forgotten was slain by the hobgoblins). They had to slay two villains who represented themselves as friends. The encountered a ghoul, a wolverine, weird simulacrums, invisible standers (as in it stood there, invisibly, and did nothing), and kleptomaniac leprechauns. They found a blind wizard who thought to guide them with his seeing-eye raven. They found a fair amount of treasure, but Bernie was afraid he would die of a godforsaken disease before they got out of the magical labyrinth.

Eventually, they sacrificed more than half their treasure to an oracle in a pool and were told the way out. They got out, though the blind wizard remained, and Acolyte McGuire was killed, his head crushed by the fist of the flesh golem that guarded the way out. They were able to build a raft with driftwood and slowly sailed back to the mainland, where Bernie kissed the ground and vowed to never, ever follow a treasure map or sail again.

A goodly amount of monetary treasure was had (much less after giving most to the oracle); Bernie came out with a magical +2 short sword, and the others split a passel of potions, some so old they had turned to poison.

As far as we know, He Whose Name Has Been Forgotten is still wandering those accursed halls…

Third Adventure: Hegrash the Bandit Ogre
Source: AD&D 1E Adventure “Hegrash the Bandit Ogre,” from The Book of Ruins (Judges Guild, 1981)
Judge: James M.
Date: 5/30/19
Location: Western Gasconfold Plain (Region 01: 3614, Modron 3113)

Characters & Players
Preacher William Winchester (male Human 3rd level Cleric) [Will P.]
Initiate Tsun (male Human 2nd level Monk) [Will P.]
Veteran-Prestidigitator Balule the Elf (male 1st level Elf) [Dan P.]
Gary, Balule’s War-Dog [Dan P.]
Veteran Yarlag the Hideous (male Half-Orc 1st level Fighter) [Dan P.]
Robber Bernie “The Bounder” Brushwood-Baggins (male Halfling 3rd level Thief) [NPC]

Tales of Adventure
Whilst recuperating from their dismal delve into the dungeons of the Lost Island of Castanamir, William and Tsun were met by Bernie, who had heard of a potentially lucrative offer: 100 gp for the head of Hegrash the Bandit Ogre, and 10 gp each per head of his orc bandits. Hegrash had been haunting the northern trail from the Last Inn, and Ffyrsil ap Othwyn, the High Sheriff of Kralinor, had offered the reward for the outlaws (also stipulating that any treasure recovered from their lair would be tax-free). Bernie himself could not make it, as he had some family issues to deal with, but he was sure that if they could recruit a few more adventurers, they could easily take the bandit down and earn the reward. They recruited an odd pair, an elf and a half-orc.

The Preacher-Man was able to buy a wagon off of a merchant who had been nearly killed by Hegrash, sweetening the deal by curing his wounded men. They then bought some piglets and a barrel of beer, which they spiked with the poison potions they found in the dungeons of Castanamir. They then went north along the trail, hoping to encounter Hegrash and let him take the pigs and booze (a pig in a poke, to be sure). Fortune was with them, and they encountered Hegrash and his band of seven orcs on the first day; not ones to kill the goose that lays the golden egg (unless they are back-sassed), Hegrash let them pass when they handed over the piglets and the beer.

They then continued north for a bit, then backtracked on foot and followed the bandits to their lair, an old stone building amidst a ruined village. They noticed the bandits had already lit a fire in their fireplace to cook the piglets, and simply waited for the spiked beer to do its work. Sure enough, an hour or so later, four of the orcs rush out of the building, puking their guts out; they quickly slaughter them, then do the same to Hegrash and the rest of the orcs [everyone hit the damn ogre, and the ogre could not hit anything to save his life, literally].

They then discovered as they explored the building that there were beds for 14 orcs, not seven, and surmised that an other group of orcs had been out on patrol. They prepared the entryway with pools of oil and barred the inner doors. When the orcs returned, all in the entryway (having all failed their scent checks, I swear I need new dice) they lit it on fire, killing half the orcs in two rounds, then slaughtering the rest. They piled all the bodies outside, and wounded and weary, barred all the doors to rest.

Balule the Elf was on watch in the entryway when he heard a terrible lapping outside shortly after midnight; he looked and saw a vampire lapping up the blood from the slaughter! Sassing the vampire, “You can’t come in and get us!” he said, the vampire responded, “No, but there will be other nights…”, leaving Balule sleepless the rest of the night. When they went out the next morning, all the blood was gone, save for what had been used to write, “See you soon!” on the wall…

Among the treasures of the ogre, they found a chest full of coins, as well as a bag of eight zircons (50 gp each), a magical +1 hand axe, and a potion of healing. They returned to Modron without incident and were given a further 240 gp for their reward.

Sunday, June 16, 2019

[Modron Campaign] The Royal Family of Modron

ROYAL FAMILY OF MODRON

PUBLIC INFORMATION

NOTE: The King of Modron must be a priest of Mitra; members of the royal family are not heirs to the throne if they are not priests.

NOTE: Only males and descendants through the male line may become King of Modron; only after all males in a male line of succession have died are the males descended from a female line considered for the throne.

Name: House of Zormad
Founded: 4383 CC; 50 years ago (today is 4433 CC)
Founder: Zormad “The Great,” Patriarch of Mitra, First Patriarch-King of Modron

Patriarch-Kings of Modron
Zormad “The Great”: Reigned 4383 to 4418.
Armazad “The Builder”: Reigned 4418 to 4431
Anoethin “The Young Lion”: Reign 4431+

Note: A person whose name is underlined below is deceased.

PATRIARCH-KING OF MODRON
ZORMAD “THE GREAT” became the first Patriarch-King of Modron in 4383.

Zormad (Lenapashim, b. 4353, r. 4383-4418, d. 4418) and his wife, AMAYA (Lenapashim, b.4365, m. 4382, d. 4430), had four sons: Armazad, Kargrol, Farzad, and Drawlin; and two daughters: Goliena, and Jarah.

Zormad died in 4418 at the Battle of Three Dukes, and was succeeded by his son, Armazad.

ARMAZAD “THE BUILDER” (Lenapashim, b. 4383, m. 4408, r. 4418-4431, d. 4431) and his wife, LEILIENA (Roglaran, b. 4390, m. 4408, 44 years old), had one son: Anoethin.

Armazad died in 4431 (at 48 years of age, of a surfeit of eels, or so it is said), and was succeeded by his son, Anoethin.

ANOETHIN “THE YOUNG LION” (Lenapashim-Roglaran, b. 4410, r. 4431+, 23 years old) is Patriarch-King of Modron. He has not yet married and has no known children.

DUKE OF OMTHALOS
KARGROL “THE CANNY” became the first Duke of Omthalos in 4402.

Kargrol (Lenapashim, b. 4384, r. 4402+, m. 4404) and his wife, SAFIE (Lenapashim, b. 4386, m. 4404, d. 4430), have two legitimate sons: Shervin and Serile. Kargrol is said to also have a number of illegitimate sons and daughters, most of whom are in his service.

Kargrol is first in line of succession to the throne, until Anoethin bears an heir.

SHERVIN (b. 4405, r. 4423, 28 years old) is Count of Ostmark and second in line of succession. Shervin has not yet married but is said to have a number of illegitimate sons and daughters.

SERILE “SANS DEMESNE,” “SERILE THE SANS” (b. 4406, 27 years old) is Royal Minister to Patriarch-King Anoethin and third in line of succession. Serile has not married, nor has any known children.

DUKE OF KRALINOR
FARZAD “THE FAIR” became the first Duke of Kralinor in 4403.

Farzad (Lenapashim, b. 4385, m. 4403, r. 4403-4418, d. 4418) and his wife, ELKA (Skandik, b. 4387, m. 4403, regency 4418 to 4422), had one son: Turan.

Farzad died in 4418 at the Battle of Three Dukes, and was succeeded by his son, Turan (his mother ruled as regent until Turan reached his majority in 4422).

TURAN (Lenapashim-Skandik, b. 4404, r. 4422+, 29 years old) is Duke of Kralinor, Keeper of the Royal Warehouses, and fourth in line of succession.

PALACE CHAMBERLAIN
DRAWLIN “LACKLAND” (Lenapashim, b. 4388, 45 years old) became Palace Chamberlain under his brother, Armazad (4418), and remains in that post under his nephew, Anoethin. Drawlin has never married, nor has any known children. Drawlin is fifth in line of succession.

DUKE OF MAEL
GOLIENA (Lenapashim, b. 4386, m. 4404, regency 4418 to 4423, 47 years old) married GRUFFIN, COUNT OF MAEL (Tharbriana), who was made the first Duke of Mael; they had one son, Laodegan.

Gruffin died in 4418 at the Battle of Three Dukes, and was succeeded by his son, Laodegan (his mother ruled as regent until he reached his majority in 4423).

LAODEGAN (Lenapashim-Tharbriana, b. 4405, r. 4423, m. 4425, 28 years old) is the Duke of Mael; he only comes to court when he must. Laodegan is sixth in the line of succession. Laodegan is rarely in residence at Brushwood; he prefers to remain with his men at Castle Eastshield. His lands are managed by his seneschal, Gakatig, under the watchful eye of his wife, Noriena.

Laodegan married the LADY NORIENA (Skandik-Roglaran, b. 4407, m. 4425, 26 years old); they have a son LAONGRAN (b. 4426, 7 years old, seventh in line of succession (should he become a priest of Mitra)), a daughter LAONESSE (b. 4428, 5 years old), and a babe-in-arms, PARZIFAL (b. 4432, >1 year old, eighth in line of succession (should he become a priest of Mitra)).

DUKE OF TETLE
JARAH (Lenapashim, b. 4387, m. 4407, regency 4418 to 4428) married OLWYD, COUNT OF TETLE (Tharbriana-Tlanitlan) who was made the first Duke of Tetle; they had one son, OLWYN (b. 4408, d. 4412) and one daughter, Tara.

Olwyd died in 4418 at the Battle of Three Dukes, and was succeeded by his daughter, Tara (her mother ruled as regent until she reached her majority in 4428).

TARA (Lenapashim-Tharbriana-Tlanitlan, b. 4410, r. 4428+, 23 years old) is the Duchess of Tetle and the Royal Treasurer; she resides in Modron and has her lands managed by her seneschal, Ciloxinin, in Ryefield (under the watchful eyes of her mother). She has not yet married and has no known children. She apprenticed as a magic-user under the Royal Magist, Malduc.

Click to Embiggen

Saturday, June 15, 2019

[Modron Campaign] Political Map of the Modron Region and Environs

Here is a map of the Modron Region and Environs with the general political status, realms listed in descending order of power:

The Kingdom of Modron pays tribute to the Invincible Overlord; Modron is divided into five domains, the Royal Domain of the King, and four duchies: Omthalos, Mael, Tetle, and Kralinor, in descending order of power and wealth.

The Elven Realm of Adderwood, the Aldervales, the Freevales and the settlements of the Salann Hills are allied in the Council of Alderock, which pays tribute to the Invincible Overlord;

The Elf-Realm of Benobles is an independent realm, though is at times allied to the Invincible Overlord against Tarantis, Warwik, and the Skandik Realm;

The Duchy of Tain is held in fief to the Invincible Overlord;

The Gnome Territories are a satrapy of the Skandik Realm;

The Dunael Woodsmen of the Dearthwood are allies of the Invincible Overlord;

The Free Cities of Seastrand and Sunlitten are under siege by Valonar Vikings, Tarantine Pirates, and Skandik Sea-Reivers; desirous of maintaining their independence from the Invincible Overlord, they play off the emissaries of the Invincible Overlord against the representatives of the Tyrant of Warwik;

The Merrilin Domains are petty domains held in fief directly to the Invincible Overlord;

The Amazons of Ahlissa, the Men and Orcs of the Difring Wilds, the Men and Goblinoids of the Gilring Wilds, the Vikings of the Valonar Settlements, the Independent Fishing Hamlets, and the Village of Tegel are all independents, seeking to eke out a hardscrabble existence between the other, greater powers and monsters of the wilds...

Note that borders are claims, and rarely hard and fast save when rivers are involved.

Click to Embiggen

Though the map from which the above snippet is taken is not available in electronic format, Bat in the Attic Games publishes Rob Conley's versions of the Wilderlands maps on DriveThruRPG; click here to check out his site.

You can also get the original Wilderlands maps by Bob Bledsaw on the Judges Guild site on DriveThruRPG; click here to check out those maps.

Friday, June 14, 2019

[Modron Campaign] New Wilderlands of High Adventure Campaign set in Modron Region

I have started running a new Wilderlands of High Adventure campaign set in the Modron Region using Advanced Labyrinth Lord rules.

Here is the region map, one mile per hex.

We've had several sessions already, though the first few sessions were not set explicitly in Modron (though they have been retconned in).

First campaign logs to follow this weekend, hopefully.

Click to Embiggen

Sunday, April 14, 2019

[Bat in the Attic] Wilderlands of the Magic Realm, Revised is Released!

 
"I am pleased to announce the release of the Wilderlands of the Magic Realm. This is one of four products covering the eighteen maps that encompasses the Judges Guild Wilderlands setting. This product covers five of the maps as detailed below. The four sets combined will cover a region equal in size to Western Europe providing years and decades of adventuring for you and your group.

Unlike many setting products, the Wilderlands sketches out the overview and history in light detail. Then presents a comprehensive list of local detail in a compact format that is customizable. This eliminates much of the tedious work involved in creating a setting and allows the referee to focus on the campaign and the grand adventures the players face as their characters.

This is presented as two products both in PDF and Print on Demand.

This product is a 48 page Guidebook for the four maps of the Wilderlands of the Magic Realm. The books has an introduction and commentary by Robert S. Conley who has used the Wilderlands as his main fantasy campaign for nearly forty years. Each map is detailed with the following listings: Villages, Castles and Citadels, Idyllic Isles, Ruins and Relics, and Lurid Lairs.

Due to the extensive use of monsters from the supplements to the original edition, this release details 17 monsters and provides full statistics suitable for use with Swords & Wizardry and similar RPGs.

Because the maps for Wilderlands of the Magic Realm are dominated by ocean; charts, tables, and rules concerning water adventures have been included from various Judges Guild publications. A three page summary of the ships presented in Dave Sering's Sea Steeds & Wave Riders are also included along with ship illustrations.

Included with the Guidebook PDFs are letter sized blank map of the Wilderlands that can be used to take notes during a campaign. A PDF with the map legend. A letter size black and white guide to the placement of each of the 18 maps within the Wilderlands. This guidebook covers Ghinor Map 11, Isle of the Blest Map 12, Ebony Coast Map 13, Ament Tundra Map 14.

Finally, a giant sized preliminary version of the master map that I used to crop the individual maps from. With the right printer this can be printed as a full scale map 5 feet wide and 8 feet long. With the PDF you can selectively copy out regions as complete maps that overlap the borders of the 18 maps. After the release of the final set of maps this file will be updated as a layered PDF allowing for custom maps of the Wilderlands to be copied or created.
 

The second product is a set of four maps:  Ghinor Map Eleven, Isle of the Blest Map Twelve, Ebony Coast Map Thirteen, Ament Tundra Map Fourteen. When ordered via print on the demand they are printed in two overlapping halves each on a 12" by 18" poster. In addition each map is presented as a 22" by 17" PDF file.

The maps have been redrawn from the original in a color style. Instead of the distinct symbols of the original maps, terrain has been drawn as a  transparent fill and vegetation represented by colored areas. This allows both terrain and vegetation to overlap. Representing more accurately the complexity and diversity of the Wilderland's geography.

This release will be followed by the Wilderlands of the Fantastic Reaches covering the last four maps of the Wilderlands."

Wednesday, February 7, 2018

[Wilderlands 5E] Goblins of the Roglaras

GOBLIN SUB-RACES OF THE ROGLARAS
 
GOBLIN TRAITS 
   Creature Type. Humanoid (Goblinoid)
   Ability Score Increase. Your Dexterity score increases by 2.
   Alignment. Goblins revel in theft, murder, and inflicting pain on other creatures. Goblins are almost always evil, though various clans and tribes can be lawful, chaotic, or neutral, depending on individual traditions.
   Size. Your size is small.
   Speed. Your base walking speed is 30 feet.
   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
   Nimble Escape. You can take the Disengage or Hide action as a bonus action.
   Nocturnal. You gain a +1 bonus to hit and to saving throws while in darkness (in subterranean and indoor locations, and outdoors at night, even including clear nights with a full moon).
   Stealthy. You have proficiency in the Stealth skill.
   Languages. You can speak, read, and write in Common and Goblin.
 
 
It is said that goblins are not originally native to this world. The progenitors of the goblin races were summoned here during a terrible war in some pre-historic ancient time. Goblin legends claim their ancestors were brought from the Netherworld, though by whom and from which specific locale few agree upon.
   Goblins are extremely fecund, and can crossbreed successfully with nearly any other humanoid race or living creature (of likely size and shape), creating new viable sub-races. Thus, the incredible variety found within the goblin races, and the way the goblins of one locale will resemble the other races or even beasts from their native region more than goblins from the next valley over.
   There are three major divisions of goblinoids: the small and relatively weak goblins, the medium-sized hobgoblins, and the larger, stronger bugbears. All goblinoids have at least some resemblance to humans, as the mannish races were and remain the most common worldwide.
   Goblins often exhibit numerous traits of dwarf, gnome, halfling, kobold, and often orc ancestry.
   Among hobgoblins, orcish blood is very common, while pointed ears reveal a broad substratum of elven ancestry; altogether, the hobgoblins are the most mannish-appearing of the goblinoid races.
   Bugbears are the most variable, the base being derived from human, orc, and ogre bloodlines, invariably with more questionable, bestial characteristics.
   The results of the less savory mating choices of goblin ancestors are most commonly exhibited among bugbears, the most notable being bear, wolf, gorilla, boar, wolverine, and lion bloodlines.
   There are, however, tribes of hobgoblins and goblins that also exhibit such animalistic characteristics, often featuring ape, canine, badger, goat, swine, and vulture features.
   Some goblin tribes exhibit feline, monkey, raccoon, raven, weasel, and frog features, while many goblin tribes exhibit rodent-like features. Some tribes even possess bat, vulture, or raven wings.

Goblinoids are almost exclusively carnivorous, as they cannot properly digest non-meat products, especially grains, fruits, and vegetables. Meat and meat byproducts, like milk and cheese, are edible, as are eggs, fish, and insects. Grains, fruits, and vegetables cause painful and disgusting gastro-intestinal issues, of lesser to truly heroic proportions.
   Goblins do not handle non-meat based alcohol well at all; they get drunk off it twice as quickly as other beings, makes them go into a rage when drunk, and causes them incredible, terrible hangovers.
   Goblin made their own beer, wine, ale, and cordials, all based on milk, eggs, and blood (particularly the blood of sentient beings) — these are not generally consumable by other races, if not being outright poisonous.
   Another characteristic that is “typically goblin” is the lack of iris or cornea of the eye; the entire orb of the eye of the goblin – the sclera and iris, other than the black pupil – is of a single color, though in some cases the iris is of a slightly different shade, outlined in white.
   This characteristic may partially account for the goblin dislike of bright light, as they may get a more broad-based spectrum of light, and a wider range of vision, than other races.
   The characteristics noted above are the broadest range of the three major sub-types. Each group has their own characteristics based upon the various creatures and races that have entered their bloodline over the millennia.
 
Goblin height and weight are unrelated; there are tall, spindly, emaciated goblins and short, incredibly obese goblins. Roll the height and weight modifiers separately.
 
Goblin Height and Weight
Base Height: 24”
Height Modifier: +4d6”
Base Weight: 25 lbs.
Weight Modifier: +4d8 lbs.
  
GOROGHA FOREST GOBLIN
   Ability Score Decrease. Your Intelligence score decreases by 2.
   Ability Score Increase. Your Strength score increases by 1.
   Beast-Speech. You can speak with and understand apes and monkeys.
   Brachiation. You are proficient in the Climb skill. When you have both hands, both feet, and your tail free, you can move through the branches of trees at a speed of 30 feet.
   Goblin Weapon Training. You are proficient in the use of the club, handaxe, short bow, and spear.
   Great Howl. You may cast the thunderclap cantrip [EEPG]. You may cast this cantrip a number of times equal to your Strength modifier (a minimum of once). You regain any expended uses after a long rest.
   Howl. You can howl and be heard clearly for up to three miles distant (depending on intervening hills and mountains). You can only howl in the guttural Gorogha dialect of Goblin or in Beast-Speech.
   Illiterate. You cannot read or write. You must use a skill choice to gain the ability to read and write.
   Prehensile Tail. You may use your tail as though it were an off-hand, however, it cannot be used to perform any fine motor skills or use of tools requiring the use of fingers.
 
The Gorogha goblins of Trollslore are among the most primitive of the goblinoid folk of the Roglaras. They arrived in the Roglaras from an unknown land ages ago; the population at Trollslore is the only major population of the breed in the region. They live in barbaric squalor among the ruins of the ancient city.
   Gorogha resemble a hybrid between a dwarf and a howler monkey, complete with thick fur, long beard, and prehensile tail. Hair and fur color ranges greatly, from black and brown to tan and white; the beard is often, though not always, a different color than that of the rest of the body fur. Eyes are usually red, orange, or yellow.
   Gorogha do not know the use of armor of any sort, and do not know how to work metal, using weapons of stone, such as stone axes, stone-tipped spears, and stone-tipped arrows.
   The Gorogha are lawful evil, being a relatively tightly-knit group with a strong, rigid hierarchy. They do not possess any native gods, but some of the more curious Gorogha have adopted the worship of Mokmalla, the Demon-Goddess of Lust, drawn by her blood-drenched sacrificial orgies, and have converted to her chaotic-evil cult.
   NOTE: The Gorogha goblins have in recent years come under the rule of a band of bandits, and so certain individuals have become somewhat more “civilized” by their influence; ergo, player character Gorogha.
 
ILKH’TANAR MOUNTAIN GOBLIN
   Ability Score Increase. Your Constitution score increases by 1.
   Goblin Skill Training. You are proficient in one set of artisan tools: Mason’s Tools, Miner’s Kit, Smith’s Tools, or Tinker’s Kit.
   Goblin Weapon Training. You are proficient in the use of battleaxe, shortsword, spear, and light crossbow.
 
The Ilkh’tanar — also known as “Demon Goblins” – are a nation of goblins, hobgoblins, and bugbears native the Majestic Mountains. The Demon Goblins are divided into numerous bands, clans, and tribes, the most powerful being those of Wenlock and Hledra. The Ilkh’tanar are the most technologically advanced goblinoid tribe of the Roglaras, capable of manufacturing scale mail and chain mail, most weapons including the crossbow, and building in stone and brick as well as digging mines and subterranean lairs.
   The Ilkh’tanar are often ruled by Demonbrood tieflings. They are great enemies of the Dwarves of Thunderhold and the Orcs of the Crimson Doom, from both of whom they steal men to sacrifice, women for the seraglio, and children for their larder. They despise the Devil Goblin clans of the western plains, with whom they compete in their western reaches.
 
 
   Ilkh’tanar facial features are orc-like in males, dwarf-like in females, plus a strong admixture of halfling and gnome, with pointed ears, pronounced canine teeth, a slight heft to the jaw, jutting brow ridge, yellow-red to rust-brown skin, and purple eyes (like all goblinoids, the entire eye). Many also have small horns and tails. Hair is black, red, or blonde, worn long and loose by both sexes; males and females can grow beards. There is little beast in their bloodline, as they consider themselves above such weaknesses (i.e., being too weak to steal humanoid mates).
   Ilkh’tanar generally wield battleaxe, shortsword, spear, and light crossbow, wear scale or chain mail, and use a shield. Helms are decorated with the skulls of their enemies, and they wear necklaces made from fingerbones. They ride worgs and dire wolves.
   The Ilkh’tanar revere demon gods, particularly Vivistat Demon-God of Dooms, Feninva Demon-Goddess of Blood, Ostyed Demon-God of Disasters, and Selyton Demon-God of Pain. The Ilkh’tanar and the Orcs of the Crimson Doom were once as brothers in chaos, but when Ancalagon the Red arrived, and the orcs chose to serve the dragon rather than the demon-gods, goblins and orcs became eternal enemies.
   When not led by a Demonbrood tiefling, a band, clan, or tribe will be led by a goblin shaman – a Demon-Blood sorcerer or Warlock in pact with a Fiend. Most Ilkh’tanar are chaotic evil.
 
JHARIBAATE STEPPE GOBLIN
   Ability Score Increase. Your Constitution score increases by 1.
   Goblin Skill Training. You are proficient in Animal Handling. You have proficiency in one additional skill: Acrobatics, Intimidation, Leatherworker’s Kit, Survival, or Tinkerer’s Kit.
   Goblin Weapon Training. You are proficient in the use of the goblin horsebow, lance, lariat, and scimitar.
 
The Jharibaate — also known as “Devil Goblins” – are nomadic clans and bands of goblins and hobgoblins. Their preferred home is the Plateau of Bendigroth, though being nomadic, and often losing to the human Tharbrian nomads, they travel across the plains, meadows, farmlands, and into the forests and hills of the Roglaras, Viridistan, and Antillia. At times they swarm the Battlefield Gwalion, Stonefold Plains, and Swarthlad Plains like fleas. They follow their herds of stenchkine and raid each other and anyone else they can find. They are ancient enemies of the Tharbrian nomads and the Ilkh’tanar mountain goblins.
   Jharibaate are very orc-like, with prominent brow ridge, pointed hairy ears, bulging red eyes, filed teeth, slit nostrils, thin black lips, and sharp angular chin. They use cranial deformation to shape their heads into elongated conical shapes. They wear their long black hair in dreadlocks. Their sallow-yellow or brick-orange skin is covered in ritual scars and tattoos.
    The Jharibaate goblin horsebow is a composite bow of horn, bone, and wood, reverse-engineered from the Tharbrian horsebow (a much superior design). It uses horn, bone, and sinew from stenchkine, and thus does not have as strong a pull or range as the Tharbrian equivalent. No self-respecting Tharbrian would be caught dead using a goblin horsebow, but plenty of others are happy to use the bow, which is superior to a shortbow if not as effective as a longbow.
   Jharibaate worship devil-gods, such as Margonne Devil-God of Majesty, Mururlu Devil-God of Assassins, Shindra Devil-Goddess of Beasts, and Kuvartma Devil-God of the Moon. Most Jharibaate are lawful evil, as they live in a structured clan society. They are very rarely led by non-goblinoids; usually their leader is the mightiest warrior among the clans. A band leader is a jhar, a clan leader is a dhar, a tribal leader is a zhar, and a leader of multiple tribes is a baata-zhar.
   They ride steppe ponies, goblin ponies, and axe beaks; wield horsebows, lances, lariats, and scimitars; wear studded leather armor, and carry shields. Their helms are made from the skulls of beasts, often stenchkine, axe beaks, wolves, or humans.
 
Goblin Horsebow. 50 gp, 1d8 Piercing, 2 lb., Ammunition (range 120/480), two-handed.
 
MORAN’BUKRA MOUNTAIN GOBLIN
   Ability Score Increase. Your Dexterity score increases by 1 (on top of the base racial bonus of 2).
   Beast-Speech. You can speak with and understand mustelids (weasels, badgers, otters, wolverines, etc.).
   Big Bite. You can perform a bite attack as an Action; the bite attack is a Finesse attack and deals 1d4 points of piercing damage.
   Goblin Skill Training. You have proficiency in one additional skill: Animal Handling. Leatherworker’s Kit, Smith’s Tools, or Tinkerer’s Kit.
   Goblin Weapon Training. You are proficient in the use of the light crossbow, rapier, and spear.
   Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
   Scuttle. When wearing light or no armor you can move on all fours with a speed of 40, climb at a speed of 20, and burrow through light earth with a speed of 10.
 
The Moran’bukra — also known as the “Black Moon Goblins” – are a nation of goblins, hobgoblins, and bugbears native to the hills and mountains of the Ered Losthain in the southern Roglaras and northern Altanis. It was they, in fact, who gave the mountains their name, as they invaded the region from the eastern plains and destroyed the local dwarven kingdoms (“Lost Thane”) during the Gnoll Times.
   The Black Moon goblins are mix of human, dwarf, and orc in appearance, with a distinctly mustelid cast, notably weaselly, to facial and other features (Moran’bukra hobgoblins have badger features, and bugbears have wolverine features). Ears are round, eyes are glistening black, the snout is elongated and conical and bewhiskered, the long mouth is filled with small sharp teeth, arms and legs are short, and the entire body is long and slender (+1d6”, -2d6 lbs.) and covered in short fur. They have a tail that varies in length from quarter to half of their height; some are puffy, others sleeker in fur. Coloration is gray to red, with a pale to white underbelly.
 

   They are technologically advanced, as far as goblins go, perhaps because of their dwarven heritage. They can manufacture plate mail, crossbows, and siege weapons such as catapults.
   Moran’bukra wield light crossbow, rapier, and spear, tend to wear only studded leather (unless at war or guarding the lair, when they wear breastplate or better), and eschew the use of shields. They field no cavalry, but often keep giant weasels, giant badgers, and/or giant wolverines as pets.
   Black Moon Goblins worship a dark lord of the new moon, a demon-god of darkness known only as “The Dark One,” and are chaotic evil. Because their society is so disordered, they are easily ruled by outsiders; they prefer this, as it ensures that no one group of goblins gains more power than any other group.
 
RHADDJAK SEWER GOBLIN
   Ability Score Increase. Your Constitution score increases by 1.
   Beast-Speech. You can speak with and understand mice and rats.
   Big Bite. You can perform a bite attack as an Action; the bite attack is a Finesse attack and deals 1d4 points of piercing damage.
   Goblin Skill Training. You have proficiency with and Expertise in the use of Miner’s Tools.
   Goblin Weapon Training. You are proficient in the use of the dagger, hand crossbow, rapier, and sap.
   Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated.
   Plague Bearer. You have advantage on all saving throws against disease, and resistance to damage caused by disease. If you save against a disease with a Natural 20, you are completely unaffected by the disease, but you become a carrier of the disease.
 
The Rhaddjak are native to the Goblin Reservation of the City State of the Invincible Overlord. It was not always thus – before the coming of men to the region, they lived in the sewers of the ruins that are now hidden beneath the city. From there, they preyed upon the small settlement of halflings, By-Water, where now stands By-Water Street. Truly a golden age for goblin-kind! But then men settled here, took the goblin lands, and built a new city atop the ruins, slaughtering most of the tribe and settling the survivors on a reservation.
   Rhaddjak are excellent at digging tunnels, and given to pranks and dark humor. For both reasons they are outlawed from tunneling anywhere near the City State, save under extreme supervision. Many are employed in the City State as gong farmers, trash collectors, and sewer cleaners. They cannot be within the city walls from sundown to sunrise.
 
 
   Rhaddjak look not unlike thin halflings or gnomes with very strong rodent-like features, with tiny pointed ears, glistening black eyes, elongated snout with whiskers, sharp teeth, no chin, clawed hands and feet, long hairless tails, and soft fur over most of their body (covering the face to a greater or lesser degree). Fur coloration is black, gray, or brown; albinos, with white fur and pink eyes, are rare (most of these are sorcerers).
   Rhaddjak revere the Rat God, and are said to offer human sacrifices to the living god in the ruins beneath the city. A small cult of twisted individuals placates the Cat God. Rhaddjak are usually neutral evil; they stick together against everyone else, but when that moment for personal aggrandizement comes, they happily stab each other in the back.
 
URUGLUK FOREST GOBLIN
   Ability Score Increase. Your Strength score increases by 1.
   Beast-Speech. You can speak with and understand swine, whether wild, feral, or domestic.
   Goblin Skill Training. You have proficiency with Animal Handling.
   Goblin Weapon Training. You are proficient in the use of the lance, scimitar, shortbow, and spear.
   Relentless. If you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this ability again until you finish a long rest.
 
The Urugluk — also known as the “Boar-Skull Goblins” or “Goblin-Orcs” – are a nation of goblins, hobgoblins, and bugbears native to the Antillian Peninsula; clans and tribes have settlements as far north as the town of Dart. They originate from a merger of various goblinoid and orc clans at the end of the Orc Times. They raid far and wide, and have been encountered in the Falling Empire, the Roglaras, and Barbarian Altanis. They often hire out as mercenaries to powerful sorcerers, warlocks, and wizards.
   Boar-Skull Goblins have facial features not unlike those of a boar or warthog, with piggy little yellow eyes, large porcine snout ending in a pink nose, and tusks. They are hairless, with warty skin of a sickly green. Otherwise, physically, they strongly resemble orcs; members of some bands qualify essentially as half-orcs, so strong do the orc bloodlines remain.
   Urugluk are primitive, technologically, preferring to enslave others who can make things for them, as they believe only a warrior’s life is worth living. They enjoy enslaving dwarves, gnomes, and halflings particularly, as they also enjoy the taste of their flesh.
   They wield lance, scimitar, shortbow, and spear, usually wear leather armor (painted red in the blood of their enemies), a long black cloak, horned helms, and black shields. Their cavalry ride goblin boars and giant boars into battle.
   Boar-Skull Goblins worship “The Nameless One,” a dreadful demon-god of raw power. They are usually ruled by powerful warlocks; sometimes goblinoid, often of other races, especially Demonbrood tieflings.
   Boar-Skull Goblins are chaotic evil; when not held together by a strong and brutal leader, bands, clans, and tribes end up dissolving in internecine feuds.
   Mercenary troops are another matter; within the ranks their military training takes over, and they remain disciplined, with their aggressions focused outward toward the enemy. However, garrison life is not conducive to continued cooperation…
 
Urugluk Goblinoid horde and their Tiefling Sorcerer master