TEXT: A Goblin's Tale - Players 
  Handbook 
   
   
   
  Introduction: You control a small tribe of goblins living on the outskirts of the forbidden 
  realms. Can you lead them to glory and greatness or will the human menace prove too 
  much. Build your dungeons, raze towns to the ground and make unlikely allies as you strive 
  to become the greatest goblin tribe that ever lived. 
   
   
  An campaign for 1st to 8th level characters 
   
   
   
    
   
   
   
   
   
   
   
   
  by Daniel Posner 
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers 
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
  Contents 
  Beginning the Game ................................................................................................................................ 3 
  Level 0 ................................................................................................................................................. 3 
  Religion ................................................................................................................................................... 3 
  Changing Religion ................................................................................................................................ 3 
  Death ....................................................................................................................................................... 3 
  Gathering Allies ....................................................................................................................................... 3 
  Taking an Average Turn .......................................................................................................................... 3 
  Actions in a Turn ................................................................................................................................. 3 
  Gathering Food ................................................................................................................................... 4 
  Building Your Lair .................................................................................................................................... 4 
  Adventuring ............................................................................................................................................ 4 
  Fighting Adventurers ............................................................................................................................... 4 
  Appendix 1: Sample Traps and Improvements ................................................................................... 5 
  Appendix 2: Dungeon Map (to be drawn by PC's) .............................................................................. 6 
  Appendix 3: Generic Goblin Character Sheet ..................................................................................... 7 
  Appendix 4: Religion ........................................................................................................................... 8 
  Appendix 5: Turn Actions Sheet ........................................................................................................ 13 
   
   
   
  
  Beginning the Game 
  Level 0 
  You will begin the game as a level 0 Generic Goblin 
  (See Appendix 3). You should create a level 1 
  goblin character as well, however the game will 
  begin with you at level 0. 
   
  When you play though this adventure, there are two 
  distinct yet equally important elements of gameplay. 
  These are the adventures that you will go on, and the 
  turns in which you decide what your goblins do. 
  During adventurers, characters will face strange and 
  interesting creatures, overcome tremendous odd and 
  make unlikely allies. During your turns you'll 
  micromanage your tribe, build a lair and generally 
  promote your goblin tribe. 
  Religion 
  In this campaign, religion plays an important and 
  central role. Over the course of your adventurers 
  you will find a variety of religions that your goblins 
  may worship by either consulting other worshippers 
  or purchasing expensive items. There are two main 
  advantages to worshipping a deity 
  1) Tribe Benefits: Your tribe of goblins will all 
  gain a variety of benefits from worshipping a 
  religion. Most of the time, you'll automatically get 
  these for levelling up, however sometimes there are 
  more onerous requirements. 
  2) Individual Benefits: As the tribal religious 
  leaders, your individual goblins will also gain 
  powerful abilities from their worship. Most of the 
  time these are also automatically gained upon 
  leveling up, however sometimes there will be other 
  prerequisites. 
   
  (Add specific Religions at end in appendix) 
  Changing Religion 
  You may want to change religion at some point 
  during the campaign. If you attempt to change 
  religion you automatically lose all the benefits and 
  detriments of your old religion. If you meet the pre-
  requisites for the religion you're attempting to 
  change to, you will begin as a level 1 worshipper of 
  that religion.  
   
  Every time the character levels up they gain 2 levels 
  instead of the usual 1 level in the religion until their 
  religion level equals their actual level. However if a 
  character does not meet the pre-requisites for a 
  certain level of religion, they cannot advance further 
  until they have met those pre-requisites.  
   
  Death 
  Depending on how you play your goblins, you may 
  die a lot in this campaign. When you die it is 
  presumed that a suitable goblin in your tribe takes 
  your place. You may roll a new character 1 level 
  lower than the rest of the party. Your religion level 
  drops to 0 if this happens. 
  Gathering Allies 
  As you adventure you may encounter a number of 
  friendly and unfriendly tribes and characters. 
  Allying with someone will grant you some of or all 
  of the following benefits: 
  1) New Playable Character: Allying with a tribe 
  may unlock a new race for you to play as. You may 
  choose to swap to the new character, or keep your 
  old character. These characters should be recorded, 
  if a player dies instead of rolling a new character 
  one level lower, you may play as or swap to the 
  unlocked race and maintain your current level. Only 
  one player may swap to a character of the new race. 
  Any disputes as to who gets the character should be 
  decided by a goblin gambling game (ask your DM) 
  2) Tribal Benefits: Allying with certain characters 
  will unlock new items and abilities for your goblins. 
  For example, you may unlock rope, which allows 
  for a whole host of premade traps to be implemented 
  into your lair, or more creative rope-based traps of 
  your own design. Alternately, you may gain some 
  benefit every turn, such as additional food. 
   
  3) Raiding Benefits: At some point you may want 
  to raid a human town. Your allies may wish to 
  partake in such a raid for gold, revenge or more 
  sinister reasons. 
  Taking an Average 
  Turn 
  Actions in a Turn 
  (Insert segment from DM's guide - reword 
  slightly) -  
  
  Gathering Food 
  At the beginning of this adventure, your tribe 
  will be starving and on the brink of death. 
  Through assigning your goblins to collect food 
  you can offset this, however invariably there 
  are too many tasks to do and not enough time 
  so you may need to make sacrifices. 
  There are a variety of ways to collect food. 
  Gathering fruit and nuts is low risk, but you 
  won't get much. Hunting critters will provide a 
  greater food supply, but will provide more 
  sporadic returns. Finally only small goblin 
  tribes will be able to hunt larger creatures (so 
  as not to deplete the land), which provides the 
  most food. However your goblins will often 
  come back empty handed if they search for 
  such a prize. Also it's dangerous. 
  Building Your Lair 
  Your goblins can create a variety of things, most 
  notably Traps, Booze, Weapons and Armor, The 
  Dungeon and More Goblins. Each of these provides 
  a unique and powerful benefit. 
   
  Traps: Your goblins can create a variety of traps in 
  the dungeon. Creating a trap can be as easy as 
  selecting a pre-designated trap from the list or you 
  can create one yourself (at the DM's discretion) . 
  Some traps will require special equipment such as 
  rope, which will need to be obtained. 
   
  Keep in mind traps cannot be placed within 5 feet of 
  a sleeping goblin (in a room), and there must be one 
  5ft safe path connecting all rooms and an exit to the 
  dungeon. 
   
  Swampmuck Ale: Goblin ale is useful for a variety 
  of combative purposes (as well as the obvious) 
  however it is also highly explosive. Until you 
  unlock the secrets of brewing refined swampbeer, 
  you'll have to accept the fact that some batches are 
  just going to explode. 
   
  Weapons and Armor: Crafting Armor requires 
  leather which can be gathered from critters and 
  creatures. Goblin armor is crude and doesn't provide 
  much protection, but it's better than nothing. 
  Crafting Weapons requires a specific ally who will 
  teach the goblins the secrets of weaponcract. You 
  cannot craft weapons until you have learnt these 
  secrets. 
   
  The Dungeon: Your goblins will all need rooms to 
  sleep in, and as your tribe grows your dungeon will 
  need to expand. Additionally, a complicated tunnel 
  network may be just what your tribe needs to 
  bewilder pesky adventurers, especially when it's 
  rigged with traps. 
   
  More Goblins: Breeding provides you with more 
  goblins which means you can do more stuff. 
  However a growing goblin needs lots of food so 
  there is also a hefty food penalty when you breed. 
  Remember, all goblins need a place to sleep, so be 
  sure to build rooms as well 
  Adventuring 
  When you go on an adventure, you'll need to 
  pick a nearby area on the world map to go to. 
  This will be where your goblin adventurers go 
  for the turn. What will happen will depend on 
  the locale, your DM and to some extent luck. 
  Some areas will not be on your original goblin 
  maps. As the campaign goes on, these spots 
  will be filled in with locations you can travel to.  
  Fighting 
  Adventurers 
  Sooner or later you are bound to encounter some 
  plucky group of adventurers following an antiquated 
  set of values that includes killing goblins. A goblin 
  is not as strong as a typical adventurer, and 
  adventurers are particularly strong in this campaign. 
  To defeat such adventurers you'll need to use all 
  your gobliny cunning and strength. 
  Traps, poisons, ambushes, buffs and whatever you 
  can think of is fair game to deal with adventurers. 
  You can even engage them in a fair fight if you so 
  desire, but to do so would be ill advised. Many 
  goblins have done so in the past, and none have 
  returned to tell the tale. 
   
   
  
  Appendix 1: Sample Traps and Improvements 
  Sample Traps - Levels 1-4 
  Simple Pit Trap (10 ft) A simple pit trap is a 10 foot long 5 foot wide hole dug in the ground 
  camoflauged by a large cloth. It has a Spot DC of 10  and deals1d6 Bludgeoning Damage for every 10 
  ft deep). A player may use an additional 4 goblins when building this trap to make it 5 feet longer or 
  wider (but not deeper). They may do this as many times as they desire. 
  Explosive Keg of Ale Trap (Materials: 10 goblin ale) An explosive keg of ale trap is constructed by 
  filling a large barrel with a particularly volatile batch of goblin ale. The trap must be manually lit by a 
  goblin, and will detonate 1 round after being lit. It deals damage in a 20 foot radius, dealing 2d10 
  damage to characters within 10 feet and 1d10 damage to characters within 20 feet. A dexterity save 
  (DC 12) halves this damage. 
  Falling Net Trap (Materials: Rope) See Page 122 Dungeon Master's Guide 
  Poison Needle Trap (Materials:  1 Poison) A poison needle trap must be attached to an existing 
  container such as a chest or barrel. It is noticed on a DC 15 spot check. If activated, it applies 1 poison 
  to whoever opened the container.  
  Hidden Crossbow Trap (Materials:  Rope) Spot DC 15, +10 to hit, 1d10 Piercing Damage per 
  crossbow (max 2) 
  Controlled Rockslide Trap This trap dumps a large bucket of rocks on top of the unwitting 
  adventurers. The adventrers spot this trap on a wisdom check DC14. It deals 2d10 bludgeoning 
  damage, however a reflex save DC 11 halves this.   
  Sample Improvements - Levels 1-4 
  Dig Pit Trap (max 20ft without kobolds, max 30ft with kobolds). An existing Pit Trap becomes 10 
  feet deeper. Add 1d6 bludgeoning damage to an existing pit trap. 
  Disguised Pit Trap (Materials: 1 Leather) Increase Spot DC of an existing pit trap to 14. 
  Spiked Pit Trap Add 2d10 piercing damage to an existing pit trap. Players can no longer use Dig Pit 
  Trap on this pit. 
  Poisoned Pit Trap (can only be used on Spiked Pit Trap) (Materials: 4 poison) 
  Add effects of one poison to pit trap 
  Hoisted Explosive Keg of Ale Trap (Materials: 10 goblin ale -  Rope) 
  Spot DC 13. If the explosive keg lands on a character, they take an additional 1d10 damage. The 
  hoisted version of this trap does not need to be manually lit by a goblin. 
  Poisoned Crossbow Trap (Materials: 1 poison) 
  Add the effects of 1 poison to 1 Crossbow Trap 
   
   
  
  Appendix 2: Dungeon Map (to be drawn by PC's) 
   
  
  Appendix 3: Generic Goblin Character Sheet 
   
  
  Appendix 4: Religion 
  In "A Goblin's Tale" the PC's can worship a 
  variety of evil deities. Doing so provides both 
  individual benefits and benefits to the entire 
  tribe. 
  Worship Worship requirements are what a PC 
  needs to do to level up the effects of their 
  chosen deity. Worship begins at 0 for all deities 
  and goes up when requirements are met.  
  Worship can go up several levels if an event 
  occurs. This is highlighted in "A Goblin's Tale" 
  by placing the word event after the worship 
  level requirement  e.g. (Level 4 - Event:) 
  If a PC goes up a level in worship, they gain the 
  corresponding individual benefit and all 
  previous benefits e.g. level 4 worship gives the 
  level 1, 2, 3 and 4 individual benefits. If the 
  tribe worships that particular god, every 
  member of the tribe also gets the group benefit 
  and all previous group benefits. 
  A PC can only worship one deity at a time. If a 
  PC begins worshipping another deity, they lose 
  all the benefits of their previous worship. 
  Individual These benefits only affect an 
  individual PC. Typically they are much 
  stronger than group benefits. To gain an 
  individual benefit a PC must have the  
  Group These benefits effect the entire tribe (as 
  long as they worship the same deity). As well 
  as being granted to the individual PC's, the 
  generic mobs in the tribe also gain the same 
  bonuses.  
   
  Worship of Orcus: 
  Leveling Up 
  Level 1 Event: To reach level 1 worship of 
  Orcus a player must either train under a 
  worshipper of Orcus or possess the tome of 
  Orcus. Additionally, one friendly ally must be 
  sacrificed in a gruesome ceremony to Orcus. 
  Level 2: Level up and worship Orcus 
  Level 3: Level up and worship Orcus 
  Level 4 Event: Be at least level 4, worship 
  Orcus, destroy at least one building in a town, 
  kill at least 3 innocent civilians and worship 
  Orcus 
  Level 5: Level up and worship Orcus 
  Level 6: Level up and worship Orcus 
  Level 7: Level up and worship Orcus 
  Level 8 Event: Sacrifice an intelligent ally or 
  friend to Orcus. 
  Group Benefits 
  Level 1 Group: No Effect 
  Level 2 Group: All worshippers gain +2 Max 
  HP 
  Level 3 Group: All worshippers gain 
  advantage on saving throws against Fear 
  Level 4 Group: All worshippers gain the 
  bonus of +1 Strength +1 Constitution 
  All worshippers suffer the drawback of -1 
  Dexterity -1 Charisma -1 Intelligence -1 
  Wisdom  
  Level 5 Group: Your worshippers  deal an 
  additional damage on all melee attacks  
  Level 6 Group: Your worshippers gain +1 
  constitution 
  Level 7 Group: Your worshippers gain +3 
  Max HP -1 intelligence 
  Level 8 Group: Your worshippers gain +1 
  strength 
  Individual Benefits 
  Level 1 Individual: You may cast False Life 
  once per day as a Bonus Action 
  
  Level 2 Individual: Gain the blessing of Orcus. 
  You can turn 1d4 small corpses into Skeletons 
  per day. Unarmed Skeletons use a slam attack 
  (+2 to hit 1d4 damage). Small skeletons deal 
  1d3 damage. Skeletons may be armed with 
  weapons to increase their damage to 1d6. You 
  may only control up to 4 skeletons at one time. 
  Level 3 Individual: Orcus blesses your 
  weapon with unholy power. Your current 
  weapon gains a permanent +1 bonus and 
  radiates a faint necrotic aura. 
  Level 4 Individual: Gain the blessing of Orcus. 
  You can turn 1d8 small or medium corpses into 
  Skeletons or Zombies. Skeletons must be armed 
  with weapons Unarmed Skeletons use a slam 
  attack (+2 to hit 1d4 damage). Small skeletons 
  deal 1d3 damage. Skeletons may be armed with 
  weapons to increase their damage to 1d6. You 
  may only control a total of 8 skeletons and 
  zombies at one time. Small zombies only deal 
  1d4 damage 
  Level 5 Individual: No Effect 
  Level 6 Individual: Gain the blessing of Orcus. 
  You can turn 1d12 small or medium corpses 
  into Skeletons or Zombies or 1d4 large corpses 
  into zombies. Large Zombies (see monster 
  manual Zombie Ogre p316). 
  Level 7 Individual: Orcus blesses your 
  weapon granting it a +2 attack and damage 
  bonus. 
  Level 8 Individual: Reincarnation: Any enemy 
  that your undead minions kill is brought back to 
  life as a zombie under your control. You can 
  control a maximum of 4 zombies this way at 
  any one time. 
  Worship of Magubliet 
  Leveling Up 
  Level 1 Event: To reach level 1 worship of 
  Magubliet a player must either train under a 
  worshipper of Magubliet or possess the tome of 
  Magubliet. Additionally a player must sacrifice 
  creatures that have a food value of 10 and offer 
  them as a gift to Magubliet. 
  Level 2: Level up and Worship Magubliet 
  Level 3: Level up and Worship Magubliet 
  Level 4 Event: Be at least level 4. Light at 
  least 7 buildings on fire (or all the buildings in 
  the settlement if there are less than 7) when 
  raiding a settlement. 
  Level 5: Level up and worship Magubliet 
  Level 6: Level up and worship Magubliet 
  Level 7: Level up and worship Magubliet 
  Level 8 Event: Have at least 200 goblins 
   
  Group Benefits 
  Level 1 Group: Goblins who worship 
  Magibliet spawn 1d8 young instead of 1d6 
  Level 2 Group: Goblins who worship 
  Magibliet spawn 1d10 young instead of 1d8 
  Level 3 Group: Goblins who worship 
  Magibliet spawn 2d6 young instead of 1d10 
  Level 4 Group: Goblins who worship 
  Magibliet spawn 2d8 young instead of 2d6 
  Level 5 Group: You unlock magubliet specific 
  traps 
  Level 6 Group: Your goblins breed 2d10 
  young instead of 2d8 
  Level 7 Group:  No Effect 
  Level 8 Group: Generic goblins gain +1 on 
  their attack and damage rolls if they outnumber 
  their foes 
   
  Individual Benefits 
  Level 1 Individual: You gain +3 HP 
  
  Level 2 Individual: You gain +1 to hit with 
  slings and daggers when your opponents are 
  outnumbered. 
  Level 3 Individual: No Effect 
  Level 4 Individual: You gain the blessing of 
  Magubliet. Gain +2 Dexterity. 
  Level 5 Individual: You deal an additional 2 
  damage on melee or ranged attacks if your 
  party outnumbers your opponents 
  Level 6 Individual: No Effect 
  Level 7 Individual: You gain +1 dodge AC 
  Level 8 Individual: You may bring an ordinary 
  goblin with you adventuring as a bodyguard. 
  He blocks the first attack that would hit you in 
  combat. 
  Worship of Tiamat 
  Leveling Up 
  Level 1: To reach level 1 worship of Tiamat a 
  player must either train under a worshipper of 
  Tiamat or possess the tome of Tiamat. 
  Additionally a player must sacrifice 5 different 
  species of animals to Tiamat. Critters do not 
  count towards this requirement 
  Level 2: Level up and Worship Tiamat 
  Level 3: Level up and Worship Tiamat 
  Level 4: Find a dragon egg or light at least 5 
  buildings on fire. 
  Level 5: Level up and Worship Tiamat 
  Level 6: Level up and Worship Tiamat 
  Level 7: Level up and Worship Tiamat 
  Level 8 Event: Hatch a dragon or have 2 
  draconic allies 
  Group Benefits 
  Level 1 Group: No Effect 
  Level 2 Group: Gain advantage on any 
  charisma checks to befriend dragons 
  Level 3 Group: Your fingernails grow sharp 
  and clawlike. +1 damage to any unarmed 
  attacks . 
  Level 4 Group: All members learn to speak 
  draconic.  
  Level 5 Group: You can now build Tiamat 
  specific traps (ask dungeon master for 
  specifics) 
  Level 6 Group: No Effect 
  Level 7 Group: You can automatically hatch 
  any dragon eggs in your possession regardless 
  of what they would otherwise require 
  Level 8 Group: Your followers gain resistance 
  to fire damage 
  Individual Benefits 
  Level 1 Individual: You learn to speak 
  Draconic 
  Level 2 Individual: Gain resistance to Fire 
  Damage 
  Level 3 Individual: No Effect 
  Level 4 Individual: You gain Fire Breath 
  standard action (range 30 cone), deals 2d6 fire 
  damage, dexterity DC 13 save to halve, usable 
  once per day. 
  Level 5 Individual: Gain Immunity to fire 
  damage 
  Level 6 Individual: Your Fire Breath deals 3d6 
  damage 
  Level 7 Individual: Your fire Breath deals 4d6 
  damage 
  Level 8 Individual: You grow a pair of clumsy 
  wings (Flight speed 30 ft) 
   
   
  
  Worship of Demogorgon 
  Leveling Up 
  Level 1 Event: To reach level 1 worship of 
  Demogorgon a player must either train under a 
  worshipper of Demogorgon or possess the tome 
  of Demogorgon. Additionally a player must 
  host a ceremony where every worshipper cuts 
  their finger and lets the blood spill into an altar. 
  Level 2: Level up and worship Demogorgon 
  Level 3: Level up and worship Demogorgon 
  Level 4 Event: Be at least level 4, worship 
  Demogorgon, sacrifice at least 4 creatures 
  whose total levels equal at least 10 in a frenzied 
  ritual to demogorgon. (you may sacrifice more 
  than 4 creatures to get a higher level total). 
  Level 5: Level up and worship Demogorgon 
  Level 6: Level up and worship Demogorgon 
  Level 7: Level up and worship Demogorgon 
  Level 8 Event: Suffer a near death exeperience 
  (reduced to at least 0 hp). 
   
  Group Benefits 
  Level 1 Group: All worshippers share in a 
  random form of indefinite madness (see DMG 
  page 260). This does not go away even if 
  worship ends. 
  Level 2 Group: All worshippers gain 
  proficiency in a random skill (the same skill). 
  Level 3 Group: Nothing Happens 
  Level 4 Group: Roll a d6 and consult the table 
  below 
   
   
  Level 5 Group: All worshippers gain advantage on 
  melee weapon damage rolls against clerics and 
  priests of other faiths. 
  Level 6 Group:  All worshippers gain +1 to a 
  random stat and -1 to another random stat 
  Level 7 Group You gain Demogorgon Specific 
  traps (ask dungeon master for specifics) 
  Level 8 Group Your followers suffer from horrible 
  deformities and have advantage on any intimidate 
  checks. 
   
   
  Individual Benefits 
  Level 1 Individual: No Effect 
  Level 2 Individual: You gain resistance 
  against any affects that would leave your 
  character frightened 
  Level 3 Individual: Gain +1 in one random 
  stat and +2 in another random stat. Gain -2 in a 
  random remaining stat, and -1 in a random 
  remaining stat. 
  Level 4 Individual: A second voice in your 
  head tells you when danger is near. You gain a 
  permanent +2 bonus to AC. Whenever this AC 
  would let you dodge an attack that you 
  otherwise wouldn't,  your character must make 
  a Charisma save DC 13 or suffer from a 
  random form of long term madness. The player 
  1-2 
  All followers hands 
  become webbed. giving 
  them advantage on any 
  athletics checks when 
  swimming. 
  3-4 
  All followers grow an extra 
  finger on their left hand 
  giving  them advantage on 
  athletics checks when 
  climbing 
  5-6 
  All followers gain an extra 
  toe on each foot giving 
  them advantage on athletics 
  checks to maintain their 
  balance 
  
  may repeat this save every time they take a 
  long rest. On a success, the madness goes away 
  Level 5 Individual: The voices in your head 
  grow louder as they compel you to act before 
  your enemies. Gain the Alert feat (Players 
  Handbook P165) 
  Level 6 Individual: Your character gains 
  advantage on saving throws against mind 
  altering effects 
  Level 7 Individual: You share the voices in 
  your head with the world. Once per day as a 
  regular action you may have all creatures 
  within 10 feet of you (including yourself) make 
  a Charisma Save DC (9+ charisma modifier). 
  On a failure, that character is afflicted with a 
  random form of short-term madness (p259 
  Monster Manual). A character who passes this 
  save cannot be affected by this madness for 
  another 24 hours. 
  Level 8 Individual: Roll 1d4. Demogorgon 
  rewards your loyalty with a magic item. 
   
  1 
  Tentacle Rod (Dungeon 
  Masters Guide P208) 
  2 
  Staff of Withering 
  (Dungeon Masters Guide 
  P205) 
  3 
  Figurine of Wondrous 
  Power (Ebony Fly) 
  (Dungeon Masters Guide 
  P169) 
  4 
  Deck of Many Things (13 
  cards) (Dungeon Masters 
  Guide P162) 
   
   
   
   
  
  Appendix 5: Turn Actions Sheet 
   
  
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