The Goblin Warren

Over the course of the past month, I have been including some iconic monsters in my map posts. While giant spiders and green slimes certainly hold a special place in my heart, I suppose you could make a case that the lowly goblin is the quintessential low-level fantasy TTRPG foe.

Considered by many to be no more than cannon fodder, I wanted to put together a mini-adventure that would play out more like an infiltration from an action movie. Sure, the party could likely wipe the floor with any of these encounters. However, if they are not careful, they could bring the whole enclave down on their heads.

If you’ve been following for any time you already know that I try to keep things system agnostic. I would probably suggest this for a party with some experience under their belt (levels 3-4?) but do what works for your game. As previously mentioned, the rooms on their own should be relatively simple but if you play the goblins wisely, there are good chances for things to go sideways.

What the Player’s Know

The party has been hired by the residents of a small village and asked to secure the release of their blacksmith. It seems the poor fellow was carried off by a band of marauding goblins! The goblins are said to live in a simple cave complex outside of town.

Inquiring in town may lead to some rumors about the goblins. Roll a d10 and consult below:

The goblin saman. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.
  1. Elven Captives: It’s said that the goblins have captured a group of elves and are using them as forced labor. (False)
  2. Shaman’s Dark Magic: The goblin shaman wields powerful dark magic, capable of curses and hexes. (True)
  3. Hidden Entrance: There’s a hidden entrance to the goblin warren, concealed cleverly to catch intruders off guard. (True)
  4. Cursed Shaman: The shaman is rumored to be cursed and can be easily defeated by a simple chant of “Bree Yark, Bree Yark!”. (False…this is a little call out to B2)
  5. Dragon Alliance: Rumor has it that the bugbear has formed an alliance with a young dragon lurking in the nearby mountains. (False)
  6. Traps: The goblins have set up traps throughout their warren to protect against invaders. (True)
  7. Friendly Goblins: Some goblins are friendly and can be persuaded to help intruders if offered bribes. (False)
  8. Bugbear’s Brutal Leadership: The bugbear leader is a ruthless brute, known for his immense strength and cunning tactics. (True)
  9. Stolen Treasures: The goblins have amassed a hoard of stolen treasures from their raids. (True)
  10. Wargs as Mounts: The goblins ride ferocious wargs into battle, using them to terrorize their foes. (True)

The Goblin Warren

  1. Guard Post: Two goblins sit outside the main entrance to the warren at all times. They will flee at any sign of trouble. Unless the party can dispatch them quickly, things could get sticky. These fellows are cowards so they will not engage with the party. If they become aware of an assault they will immediately flee to area #3.
  2. Guard Room: This is the post for the goblin guards during periods of inclement weather. It is littered with trash and debris.
  3. Pit Trap Ambush: This is a trap area. Surviving guards will run along the right wall to avoid the pit trap. Arriving at area #3 they will arm themselves with short bows and wait for the party. Party members will notice the pit trap covered with brush on a roll of 1-3 on a d6 (thieves on a 1-5). Characters falling into the 10’ pit will suffer 1d6 of falling damage and 1d6 of impaling damage. The goblins will rain down arrows on the attackers and scream for help from other areas of the compound.
  4. Common Area:  This stinking room is covered in piles of trash and animal pelts. In the evening hours 6 goblins will be slumbering here. If the guards from area #1 have been making noise for more than 2 rounds, they will groggily be arming themselves. By day, there will be 2 goblins here, 2 in area #5, 1 in area #7, and 1 in area #8.
  5. Kitchen: This is the kitchen area for the warren. During the day, 2 goblins work here preparing mutton for the denizens of the warren.
  6. Larder: This is where the questionable food supplies for the warren are kept.
  7. Bathing Area:  During the day, one goblin may be found here, bathing in the spring waters that bubble up.
  8. Warg Kennel:  During the day one goblin is stationed here, tending the 5 wargs who are present. The wargs are in cages but will be released in the alarm is sounded and reaches the tender.
  9. Shaman Quarters: The goblin shaman dwells here. This cave smells of incense and spices. Unless warned of intruders, there is a 40% chance that the shaman will be taken by surprise.
  10. Chieftain’s Lair: A bugbear chieftain presides over the goblins. 3 bodyguards attend him. The blacksmith is caged in this room. At any sign of trouble, the chieftain will flee through the secret door to the north. The captive blacksmith is caged in this room.
  11. Rear Guard: A lone goblin guard is stationed here. He is usually dunk or asleep. He “guards” the escape route out of the complex but is unaware of location #12.
  12. Treasure Room: This room is only known to the bugbear chieftain and his 3 bodyguards. This is where all the treasure of the goblin warren is stored. 

Wrap Up

That’s all for now. As a little peek behind the curtain, I usually write this part on Sunday evening, fully dreading going back to work on Monday. If you are reading this, you are legitimately helping me to get through the week, so thank you for taking the time to stop by. I hope you have a great week and manage to roll some dice as part of the process.

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

Mulling Over a New Campaign

For the past couple of weeks, I have been preparing for a new game. In recent years, I have found that running a campaign from the months of October through March or April generally yields good results. I only play in person and we live in a college-town, so there are usually a good number of folks available, looking for something fun to do during the months when the weather is less than pleasant.

My girlfriend and I like to make game nights a real social event. Our sessions tend to be more like a dinner party followed by some gaming. We both love to cook, so when we’re really on our game, we will go as far as to try to make themed dishes based on what happens to be going on with the game. If any of you play in person, do you have any special game night traditions? Do you have better luck finding players for winter games?

The current front-runner for my cold-weather sessions would be a fantasy game, as it would appeal to the broadest spectrum of my potential players. That said, I’m feeling a bit of a draw to go with Call of Cthulhu or Paranoia. Assuming fantasy wins, I’ll likely go with Old School Essentials.

Lately, I’ve been following David @ Streets & Spores, who has been sharing recaps of his group’s adventures through Castle Xyntillan. It sounds like they’re having a really good time. While I’ve never run a megadungeon, I’m starting to warm up to the thought of taking an almost West Marches approach to the affair. We would aim to have the party safely back in town at the end of each session. From there, any available players would continue to explore the dungeon each week.

My Campaign Cartographer doodles this week consist of a potential first level for a homebrewed megadungeon adventure tentatively titled “The Halls of Khared Ordus.” That said, I’m thinking I’ll let this simmer for a while. If I do go with the megadungeon route, I’m thinking I might just buy a published adventure and just have fun with it.

Closing

How about you? Do you lean towards writing your own adventures or prefer published modules or adventure paths? If you’ve experienced megadungeons before, do you have a favorite?

That’s all for now. No plot hooks this week, as my real-life job is using me as a chew toy. Thank you very much for stopping by. Have a great week and if you’re looking for more, here are some links:

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

RPGA Network Member Directory

Today I want to share something from my collection that goes back 40 years. This simple booklet is the 1983 RPGA Network Member Directory.

To my recollection, this was the only version of the directory ever printed.

The TSR RPGA (Role-Playing Gamers Association) was an organization for tabletop role-playing enthusiasts, established by TSR, Inc., the company who made the Dungeons & Dragons (D&D) game. Founded in 1980, it aimed to bring together gamers from around the world, providing them with a shared platform to connect. One of the RPGA’s primary functions was organizing and sanctioning gaming events, including conventions and tournaments, allowing members to enjoy structured, competitive play (this was a thing back then) while also fostering a sense of community within the RPG world.

Members of the RPGA received a subscription to the Polyhedron Newszine. This periodical publication offered content for role-playing enthusiasts. It featured articles on various gaming topics, including adventures, rules discussions, and interviews with prominent figures in the RPG community. Additionally, the Polyhedron Newszine often included exclusive game content, such as new adventures, magic items, and character options (not unlike a smaller version of Dragon Magazine).

Members could select the games that they were familiar with as both a player or referee (GM).

In later years, the RPGA rolled out the idea of a living campaign, where the actions of the players would have an impact on the overall campaign story arc. Their first campaign of this type was Living City, a series of adventures set in the city of Raven’s Bluff. I may be mistaken, as this was never my cup of tea, but I believe that this was the start of the concept of organized play. If you know otherwise, please leave me a note below.

With the history stuff out of the way, let me share a bit about this directory itself. A company could never do this kind of thing today but you have to remember that back in 1983 we were pre-internet and most folks didn’t even own a personal computer. The RPGA Member Directory was a comprehensive listing of RPGA members worldwide. This directory served as a tool for members seeking fellow gamers for local campaigns, conventions, or simply to connect with like-minded individuals who shared an interest in role-playing games. Members could use the directory to find fellow gamers in their region and organize gaming events. I used it myself to reach out to meet some local gamers in Rochester, as well as to start a play-by-mail game with some folks in NJ.

The bulk of the publication consisted of page after page of actual addresses.

That’s all for now. Just thought some of you might enjoy seeing this blast from the past.

Yesterday marked the end of my first year of blogging. I have found the endeavor to be quite rewarding, as I had been longing to interact with more people who enjoy this hobby of ours. If you have stopped by to say hello over the past year, I thank you for visiting.

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

Consider Polling Your Players Before Creating Your Campaign

When I started this blog, I knew that I wanted to interact with people and that I wanted to create the type of content that I enjoy reading myself. Over the course of the past year, I’ve written a couple posts about how I go about running my games and each of these has performed quite well.

As with those, I’m not entirely sure that what I’m about to share will land with any of you. However, it’s something that I enjoy, so here we are. I believe I’ve been clear about this in the past but I’m not here to preach to you. I’m simply sharing things that I enjoy, in hopes that you will find something that is useful.

I reach out to my players before the dice ever start rolling. Artwork © 2015 Dean Spencer, used with permission. All rights reserved.
Dean Spencer

As a GM, sometimes you just know what you want to run. You just purchased a published adventure path or maybe you have a homemade campaign that you have been dying to share. However, on some occasions I find that the process of starting a new game is more about hooking the players.

I find myself in that boat fairly often. I am older guy (53 at the time of writing this) and solely play in-person games. My groups tend to consist of people who are already friends, or at least friends of friends. While these individuals are people I know, they are rarely gamers, or diehard gamers at any rate.

Some of my players join my game because we have played before, some briefly dabbled with TTRPGS back in college, and others have always been curious but have never been exposed to the hobby. Ok, probably a few of them also get dragged along by a spouse or significant other.

While I don’t want to sound desperate, I often feel a great deal of pressure to give the folks a good time. Nobody wants their players to feel like game night is a drag. However, there is also the fact that if I don’t have a group of players, I’m not going to be able to play myself.  

When I am ready to start a new game I get excited. I don’t know about you but I find that I start daydreaming about it while I’m at work, when I’m going to bed at night, and all through the day. At this point I will start “fishing” for players. I might start with an email to former players or this could take the form of floating out that fact I’m interested in getting a game together while at a dinner with friends. I’m actually going through this now, as I find that running from October – March or April (with a couple weeks of over the holidays) seems to yield reliable players.

Having discussed the impending game ahead of time, I like to reach out to my players via email and get a feel for them as I am putting a campaign together. This accomplishes two things; it helps me to get a sense of the type of game these people would enjoy but it also allows me the fun of seeing what kind of feedback I receive. I’ve found over the years that I really enjoy this step.

Usually, I will start by polling players on different fantasy franchises and how they feel about them. For instance, it might look something like this:

Following this I will often go back and hit them with another poll about types of plots. This just gives me a general sense of where the interests of my players lie. The second poll might look something like this:

I use the information that I receive from each of these to decide both what type of campaign I think would best suit them but also what kind of adventures I want to start with. I’m not claiming that it’s a magic formula but I have always found it useful. Again, the key fact here is that I ENJOY this. I find it very interesting to see the choices people make. When Bob from accounting is playing and you suspect he’s only playing because his wife dragged him into it, it’s pretty fun to see his responses come in during the middle of the work day and to also see that he added two pages of explanation. This is the stuff that GMs live for.

I may be odd but I don’t give a damn whether my players know the rules, buy a bunch of game books, or anything like that. That will all come with time. In my opinion, a role-playing game requires no more knowledge or skill than simply being able to convey how you would react, if you were an imaginary person, faced with an imaginary situation.

What I want is players who have fun and keep coming back. When I hear that on of my players who never played a TTRPG before drew up plans for assaulting the enemy stronghold during her staff meeting, I know I’ve won.

Wrap Up

That’s all for now. What about you? Do you usually play with people that you know or is it usually total strangers? Do you have any little rituals or traditions that you do before you start a new game? Please let me know in the comments and thank you for stopping by.

If you’d like to see my other posts about how I run my games, here are the links:

Consider a Who’s Who for Your Campaign

Consider Creating a Player’s Guide for Your Campaign World

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.

The Galeton Lumber Camp

Hello. Real life work continues to be a challenge. However, I am stubbornly doing my best to keep my posting schedule regular. This week I am once again going back to the well of classic monsters for inspiration.

My introduction to this hobby was due in no small part to the 1977 animated version of The Hobbit by Rankin/Bass. While many would point to goblins/orcs as being the classic villain of fantasy tabletop role-playing game, I would make a case for giant spiders.

I don’t happen to be an arachnophobe myself but there’s no denying the fact that real world spiders are creepy on their own. The thought of giant versions is particularly terrifying.

Galeton Lumber Camp. Made with Campaign Cartographer SS4 Symbols of Schley.

What the Party Knows

The party has been hired to deliver a bag of mail and sundries to a lumber camp, about a day’s ride outside of the small town of Galeton.

Arriving at the lumber camp the party will be surprised to find that it appears to have been abandoned. While the party expected to see a bustling scene of people chopping wood and going about their daily chores, there is not a soul in sight. Beyond that, apparently even the beasts of burden are missing. Where did everyone go?

What the Party Doesn’t Know

The workers of the logging camp delved a bit too deep into the ancient forest. While going about their work they uncovered a nest of ancient giant spiders.

The queen of this cluster of spiders is possessed an unnatural intelligence. One by one, they picked off the lumberjacks, learning along the way. The spiders would pull one hapless soul deep into the forest. Realizing that his cries would soon draw others, they adopted the practice of always leaving one of their victims alive.

This process continued until nearly all of the lumbermen and their animals were devoured. By the time the party arrives on the scene, only the foreman clings to life. The spiders are holding him at location #5. However, it has been the better part of the day and no one has arrived to help. The spiders are hungry and ready to feed but then they see the party arrive in the camp.

Lumber Camp at Galeton. Artwork © Christian
Hollnbuchner, used with permission.

1. The Camp

The lumber camp is clearly deserted but it doesn’t make sense. While there are no great treasures present, there are enough personal belongings to make it clear that the lumbermen would have never simply left without taking their gear with them.

A careful search will turn up the quartermaster’s tent, which holds the payroll for the whole camp. Surely brigands or even orcs would have ransacked this and taken everything of value.

2. The Work Site

While there are no traces of horses or mules, it’s clear that they had once been at the camp because the tack and saddlery are evident. Downed trees have been readied for transport but lay abandoned where they were left.

3. Pine Creek

A worn path leading up to Pine Creek indicates that members of the camp regularly used this area to bathe and do laundry. Characters approaching this area will hear moans and screams of agony coming from the northeast. If the party crosses the creek when they hear the screams, consider it to be difficult terrain. The stream is fairly shallow here, though the rocks are slippery. The hill on the opposite bank is manageable but fairly steep.

4. The Hill

Arriving at location #4, the party will be able to see the foreman on the ground at location #5. It is at this point that the spiders will attack. Two will attack from the rear on either side. Two are perpendicular to the party in the trees. Once some of the party members are ensnared in webs, the queen will charge from across the clearing.

5. The Foreman

Should the party be victorious they will find the foreman webbed to the ground here. He’ll be in bad shape but will pull through if he receives healing right away.

Wrap Up

If I were to run this one again, I think I’d focus on some custom mechanics for the spiders. How about you? Any thoughts come to mind?

Thanks for taking the time to stop by. The little interactions I have with all of you really do help to get me through the week at work. Have a great week!

For more maps & plot hooks, go here.

For some random tables, go here.

Finally, for a bit about me and some general stuff, this is the spot.