TEXT:  
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  Mr. Snooful’s Ransom 
   
  A 5E adventure 
   
  Written by Chris Lock, @Snickelsox 
   
  Editing by Hannah Carlan, @Stopthtoldwoman 
   
  Cover Art by Makenna Aguilera, 
  @LoyalBandit13 
   
  Published by Lasers & Liches LLC. 
   
  Copyright Lasers & Liches LLC. 2018 
  Special thanks to all my patrons as of 8/17/18 
  Without you, none of this nonsense would be possible.  
   
  Adamantium Art, AnotherSpectre, Barkalot Designs, Ben Kirk, Clay, Terminally Nerdy, Colin 
  O'Boyle, Cory longenecker, Cory Smith, Cranium Squirrel, David Wilson, Derrick Rushlo, 
  Dread Vector, Fiona Elliott, Force Majeure, GTaichou, Harrison Swift, Jesse Smith, Joshua 
  Opper, Kevin Harris, lesley mounsey, Matthew I. Wanner, Meek Barbarian, Out of Character, 
  Pale White Rabbit, Patrick O'Leary, Ross Leiser, Samantha Darcy, Scott Borland, Second 
  Class Elitist, So Matty GameZ, The Wandering Alchemist, Timothy Wedel, TK Nyarlathotep, 
  Traversing Tyrlengadd, Tyler Lee, Zachary Bauer. 
   
   
   
  
   
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  Mr. Snooful’s Ransom 
   
  [TL;DR] A young girl named Sammy 
  approaches the party and asks them 
  to get her dolly back from the scary 
  monster. The cave she takes them to 
  is full of gross but harmless traps. At 
  the end, they find her brother, Clay, 
  dressed as a goblin and holding her 
  dolly for ransom. It’s up to the party 
  to decide how to reprimand the 
  prankster.  
   
  Story Background 
  This story takes place wherever you 
  need it to, so long as there are people 
  and woods nearby. Feel free to use 
  this background information to add to 
  your world or to ignore it if it does not 
  fit. 
   
  Around 6 years ago, there was a house 
  fire, leaving Sammy and Clay 
  Folmsbee to be raised by their ailing 
  grandmother. Several friends of the 
  family have attempted to help but 
  were unable to replace what was lost. 
  As the children have grown, they have 
  adapted to deal with this loss. Sammy 
  has taken developed a nurturing 
  attitude, a small attempt to mimic the 
  warmth of a mother she never knew. 
  Clay has taken a more destructive 
  approach, setting up brilliantly 
  elaborate pranks to play on those 
  around him. This has alienated him, 
  driving his pranks to be even more 
  creative in an attempt to garner any 
  attention for himself.  
   
  In his most brilliant prank yet, Clay has 
  stolen his sister’s stuffed doll, Mr. 
  Snoofuls, and hidden in a local cave 
  full of his traps. This cave has also 
  become a bit like his own clubhouse. 
  While he might only want to scare his 
  sister, he is really hoping that a local 
  guard will come to investigate the 
  trouble, thus noticing his abilities. 
  Though he would never admit it, Clay 
  very much wants someone to take a 
  fatherly interest in him. Now he waits, 
  dressed in a homemade goblin 
  costume, in his cave of cutout 
  monsters and slime buckets for 
  someone to come retrieve Mr. 
  Snoofuls. 
   
  Sammy is distraught at the loss of Mr. 
  Snoofuls but is also concerned that 
  the “monster” may have taken her 
  brother as well. She is used to him 
  getting in trouble, but as the ransom 
  note was left in their house, she 
  assumes the monster took him as 
  well.  
   
  The cave is well known to locals as a 
  relaxing, monster-free, spot. It was 
  close enough to town that the local 
  government cleared it out and placed 
  some benches and warding spells 
  inside. Many people take leisurely 
  walks through the cave as it leads to a 
  nice trail through the woods. It used to 
  be regularly patrolled but guards have 
  gotten lax in recent years. Now the 
  
   
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  cave has a small reputation for being a 
  teen lovebird getaway. Sammy knows 
  none of this but is afraid of the cave.  
   
  Running the Module 
   
  This module is intended to be 
  lighthearted and silly. It can be played 
  at any level, though high level 
  adventurers may ruin the surprises for 
  themselves because of their awesome 
  powers. Consider running this 
  adventure to decompress after 
  particularly harrowing sessions.  
   
  “Text that is in blocks like this is 
  intended to be read to the players 
  when they enter a new area, or 
  because of a specific circumstance. 
  Feel free to improvise and add to the 
  descriptions to better fit your game” 
   
  NPCs: Sammy Folmsbee, Clay 
  Folmsbee, Grandma Folmsbee, Mr 
  Snoofuls, Mr Snoofuls Sr.  
   
  Sammy: A small 7-year-old human girl 
  with a kind demeanor. She becomes 
  overexcited easily and has a tendency 
  to get stuck on the words “and” and 
  “but,” repeating them several times 
  before finishing a sentence. She is 
  caring and compassionate and will 
  often remark on the adventurer’s 
  scars, offering kisses and wraps to 
  alleviate the pain.  
   
  Clay: A 12-year-old human boy with 
  too much energy and time. He is 
  restless and has little authority or 
  direction in his life. He spends his time 
  tinkering with traps, pranks, and 
  costumes. He remembers his family 
  and misses them greatly. He is having 
  a tough time understanding his place 
  in the world and tends to idolize those 
  in power. He can be quite charming, 
  when he is wearing a mask, be it 
  figurative or literal. Mostly, his eyes 
  are distant as if in constant 
  contemplation.  
   
  Grandma Folmsbee: A very elderly 
  human woman. She is well beyond the 
  years she should be expected to take 
  care of children. She has enough 
  energy a day to make the children one 
  meal and maybe clean some clothing. 
  Beyond that, she can be found in her 
  rocking chair. She loves her 
  grandchildren dearly but simply 
  cannot provide for them in the way 
  they need.  
   
  Mr. Snoofuls: A small stuffed dog. He 
  smells like old water and outdated 
  perfumes.  
   
  Mr. Snoofuls Sr.: An old and droopy 
  basset hound. It looks much like a 
  lumpy rock when laying down, 
  something he does quite often. He 
  belongs to the Folmsbee family but is 
  too old to actively play with the 
  children. His bark is more like a gruff 
  sigh.  
   
   
   
  
   
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  Key Items: Mr. Snoofuls, Ransom 
  Note. (It reads: “We got your dog. Bring 
  200 cookies to the cave or you won’t 
  ever see him again. -Goblin King”) 
  Enemies: There are no actual 
  enemies. 
  Trap Encounters: Roll a d12 to 
  determine what kind of trap the 
  Adventurers encounter. None of the 
  traps are intended to be deadly and 
  should do 1 damage if any at all. The 
  players must make a Survival check 
  DC 15 to detect the traps before the 
  are set off. 
   
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  A small volley of suction cup 
  arrows shoot from a box on the 
  wall. 
  2 
  A bucket of gross sludge rigged 
  to string on the ground. 
  3 
  A bag of marbles spills out 
  across the floor. 
  4 
  1d4 goblin props jump out at the 
  party from the walls, floor, or 
  ceiling.  
  5 
  A pile of bones has a mouse tied 
  to several of them. It moves 
  around the bones when the 
  Adventurers get too close.  
  6 
  A papier-mâché skeleton falls 
  on the party and falls apart.  
  7 
  A small stink bomb bursts when 
  a rock on top of it is stepped on.  
  8 
  Sticks painted like snakes and 
  affixed with old snake rattlers 
  springs out from a box. 
  9 
  A small pouch of spiders drops 
  from the ceiling, spilling dozens 
  of harmless spiders. 
  10 A painted banana peel trips a 
  party member.  
  11 
  A bucket of ice cold water falls 
  off a small ledge above the 
  party.  
  12 A large painted cloth zips away, 
  revealing a chalk painting of a 
  spiked pit trap on the ground.  
   
  White Rabbit Cavern 
  “The Monster’s Cave” 
   
  A cave shortly outside of town. A well-
  worn but unkempt path leads straight 
  to the mouth of the cave. It has green 
  glowing quartz placed strategically 
  throughout that keeps the cave dim 
  but not completely dark. There is a 
  small river that runs through the cave, 
  keeping the cave cool and creating a 
  constant peaceful sound. Scant signs 
  in the cave warn of minor dangers. The 
  cave exits to a meandering trail that 
  follows the river. The cave smells of 
  fresh water and moss.  
   
  1 – Cave Entrance 
   
  “You stand on a small trail and see a 
  large cavemouth before you. A small 
  rivulet runs out through the cave 
  mouth, joining another burbling 
  stream in the woods behind you. 
  There is also a faint green light 
  coming from inside the cave. The 
  whole place is remarkably quiet.” 
  “There is a sign on the right side of the 
  entrance. It reads: “Beware Goblins” 
  
   
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  Shadow Figure. Adventurers with a 
  passive perception of 10 or higher will 
  notice a small figure just inside the 
  cavemouth. An Investigation check of 
  DC 15 will reveal it to be a goblin. The 
  goblin is a fake, but the players will 
  not be able to tell from this distance. 
  Sign. If the players investigate the 
  sign, they will discover the sign is only 
  covered with a sheet of brown paper 
  saying, “Beware Goblins.” If they 
  remove the paper the words 
  underneath reads “White Rabbit 
  Cavern – Please Clean Your Litter.” 
  Sammy. Sammy will take the party to 
  this location but will refuse to enter. If 
  she is convinced to go in, she will fail 
  every saving throw against traps. 
  Additionally, roll for traps in every 
  room to see if she activates them. 
  Many of the traps she trips will fall on 
  one of the party members instead of 
  her.  
   
  2 – Cave Lobby 
   
  “Green quartz crystals have been 
  embedded in the walls and glow a 
  faint peridot hue It illuminates the 
  area enough that everyone can see 
  but not very well. The room splits off 
  in three directions ahead of you, left, 
  middle, and center. From the center 
  pathway comes the rivulet.” 
  “In the center of this room is a very 
  still but menacing looking goblin 
  baring a sickle.” 
   
  Floor Trail. The floor here is well worn 
  with a trail caused by thousands of 
  feet leading off towards the right (area 
  5). 
  Goblin. The goblin in the room is 
  actually a well painted fake on thin 
  wood. Any investigation of the goblin 
  will reveal this fact. The prop will 
  shatter at any attack. If the 
  Adventurers do not destroy the goblin, 
  they may notice a small symbol on the 
  back of a goblin head wearing a crown. 
  This is Clay’s trap signature.  
  Branching Paths. The party can hear 
  water and see some shadows moving 
  to the left (area 3), can see the stream 
  running from the center (area 7), and 
  see brighter light coming from the 
  right (area 5). 
   
  3 – Zom-boat Room 
   
  “Several zombies face you. They 
  stand in a very shallow rivulet and are 
  swaying in place They have their arms 
  outstretched towards you in a 
  menacing pose.” 
  “The walls have few green crystals 
  but above you there is a skylight 
  covered up by branches.” 
   
  Zombies. The 3 zombies are made of 
  papier-mâché and are quite well 
  constructed. They rest on miniature 
  rafts, tied to a rock in the water. As the 
  water moves, it raises and lowers 
  them, giving the illusion of shambling.  
  Like the goblins, the trickery is easily 
  discovered after investigation and the 
  zombies are easily destroyed.  
  
   
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  Traps. Roll on the trap table to 
  discover what trap Clay set in this 
  area. 
  Secret Door. There is a secret door on 
  the left wall. It is just an entrance way 
  that has been covered with a large 
  sheet of paper painted to look like the 
  wall around it. The low light makes the 
  camouflage work quite well, requiring 
  an Investigation or Perception check of 
  DC 17 to discover.  
   
  4 – Trap Supply Room (Secret 
  Room) 
   
  “Stepping past the paper barrier, you 
  discover a small room full of boxes, 
  wood planks, painting supplies, tools, 
  ropes, and other assorted mundane 
  supplies. There is a long bench in the 
  corner where you can see a bedroll, 
  some food, and a lantern.” 
   
  Supplies. Amongst the supplies, you 
  see various bit of half built traps and 
  props. There are a few almost 
  complete goblin cutouts, piles of 
  papier-mâché bones, sticks painted like 
  snakes, and several small stink bombs. 
  There is nothing of great value here, 
  but the party can find most non-
  weapon supplies here, such as rope, 
  bottles, and paints.  
  Bench. The bedroll on the bench is 
  made for a small humanoid and the 
  food is mostly bread and dried meats. 
  On a small brass plaque adorning the 
  bench, the words “In Memory of Matty 
  Z” can be read. 
   
  5 – Sign Room 
   
  “This room is full of handmade signs 
  that are placed all along the walls. 
  There is a path leading further in, 
  which the worn trail leads, and a path 
  that seems to be fully blocked by 
  wooden barriers.” 
   
  Signs. There are signs all around this 
  room, written in the same handwriting 
  as the sign at the cave entrance. They 
  read: “Turn Back. Ghosts Ahead. You 
  Have Been Warned. Snoofuls Is Dead. 
  No Girls Allowed. Danger. Go Away. 
  Caution: Goblin King. Strong Men Only. 
  Stop.” 
  Barricade. There is a small set of 
  minecart tracks going underneath a 
  wooden barricade. The barricade 
  completely covers the passageway 
  and has official looking text that says 
  “Do Not Enter. Danger Ahead.” The 
  party can only reach the Mine Pit (area 
  6) by taking down the barrier.  
  Traps Roll on the trap table to 
  discover what trap Clay set in this 
  area. 
   
   
  
   
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  6 – Mine Pit 
   
  “Moving past the barrier in the 
  passage, you are met with another 
  barrier with the same signs on it.” 
  If they destroy the second barrier. 
  “Past the second barrier, you see the 
  tracks lead to a steep drop-off directly 
  into the ground. The tracks become 
  twisted and broken just a few feet in 
  and you can not see how far down the 
  pit goes.”  
   
  Pit. The pit here is impossibly deep. 
  Any attempt to find out exactly how 
  deep it goes, without diving into it, will 
  fail. Rocks or torches thrown down will 
  never hit anything. If the Adventurers 
  come back after this quest, they may 
  discover whispers coming from the pit, 
  seeding hooks for an adventure 
  beyond this one.  
  Developments. If the barriers are 
  destroyed by the party, they may be 
  asked to replace it by the local guard 
  or government. This place is a great 
  danger to an average person coming 
  for a walk through the cave.  
  Treasure. There is a well-crafted 
  pickaxe laying near the tracks. It is 
  covered in ancient markings and has a 
  clump of bloody, coarse black hair 
  sticking to one end. This item is not 
  directly related to this adventure. 
   
   
   
   
   
  7 – Rivulet Room 
   
  “The rivulet becomes deeper in this 
  room, making one half of the room 
  inaccessible without wading through 
  the water. There are a few benches 
  on either side of the room and signs at 
  the far end of the room. One sign 
  reads “No Swimming” and the other, in 
  different handwriting “Danger Sharks!” 
  On the surface of the water you can 
  see several grey fins sticking out.” 
  “Past the rivulet, you can see another 
  hallway.” 
   
  Fins. The shark fins are simply shaped 
  rocks that have been painted to look 
  like fins. Like the other props, this is 
  easy to discover so long as the fins are 
  not attacked. 
  Signs. The sign warning of sharks is 
  another fake, paper being placed over 
  a sign that warns “No Children Without 
  an Adult”. 
  Rivulet. Though deeper, it is not 
  difficult to navigate. The party can 
  wade through it to reach the Back 
  Passageway (area 10) with little effort.  
   
  8 – Continuing Trail 
   
  “A nice trail of glowing quartz lines the 
  walls of this slightly narrow 
  passageway. Midway down you can 
  see a room to the right. Wind blows 
  lazily in from deeper down the 
  hallway, smelling like old wood and 
  fresh woodlands.” 
  
   
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  Green Glow. There is little natural light 
  making its way to this room and so the 
  green glowing crystals are more 
  highly concentrated here.  
  Traps. Roll on the trap table to 
  discover what trap Clay set in this 
  area. 
   
  9 – Ghost Room 
   
  “This small circular room has several 
  benches along the walls. There is a 
  great concentration of green quartz 
  with three crystals being at least 2 
  feet tall. Hundreds of smaller green 
  crystals speckle the wall and shards 
  of shiny metals and mirrors reflect 
  the light beautifully. The effect on the 
  dark walls is that of a night sky filled 
  with emerald stars. Above there is a 
  large vining plant obscuring the whole 
  ceiling.” 
  “In the center of a room is a small doll, 
  propped up against a stone.” 
   
  Snoofuls Sr. A small lump of a dog is 
  in one corner of the room, tied to a 
  nearly invisible string leading towards 
  the ghost trap on the ceiling. He 
  blends in nicely with the surrounding 
  while he is prone, requiring a 
  Perception check of DC 20 to see him. 
  Once he starts moving, he is easily 
  spotted and easy to detach from the 
  Ghost Trap. He will gladly follow the 
  party on a leash but is slow, having a 
  movement speed of 20. 
  Stuffed Doll. The stuffed doll in the 
  center of the room is a goblin wearing 
  a crown. It was obviously made by the 
  hands of an amateur but is 
  surprisingly well crafted. Any 
  Investigation check will reveal a nearly 
  invisible string tied to it, leading to the 
  ceiling.   
  Ghost Trap. If the Stuffed Doll is picked 
  up, it will activate a trap. Several 
  spookily decorated ghost figures, 
  made of stick supports and covered in 
  white painted sheets, will fall down 
  around the room. A bell will ring, 
  causing Snoofuls Sr. to begin moving 
  around the perimeter of the room, his 
  string spinning the whole contraption 
  and making the ghosts swirl lazily 
  around the room. Any characters who 
  see this trap must make a Wisdom 
  saving throw of DC 5 or become 
  frightened of the ghosts for 1 minute.  
  The ghosts are easily destroyed, 
  shattering to twigs and rags if 
  attacked.   
   
  10 – Conjoining Hallway 
   
  “The rivulet runs lazily to the left of 
  this area, carrying a small chill and 
  floating leaves. The air feels fresh and 
  you can see some light coming from 
  ahead. The green crystals have 
  become a little less abundant here, 
  making the place very dim.” 
   
  Traps. Roll on the trap table to 
  discover what trap Clay set in this 
  area. 
   
   
  
   
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  11 – Rope Bridge 
   
  “A sturdy and relatively new rope 
  bridge cuts across an especially deep 
  part of the rivulet here. On either side 
  of the water are some benches. The 
  entire area is bathed in light from a 
  massive hole in the cave wall. The 
  rivulet comes from the hole and 
  looking beyond it you can see a lush 
  wooded area that follows the water, 
  stopping directly at the cave.” 
   
  Bridge Trap. There are several goblin 
  cutouts placed underneath the bridge, 
  impossible to see from the side. Once 
  an Adventurer steps on the center 
  plank on the bridge, they will spring up 
  on the bridge. They are all standing in 
  threatening poses with faces full of 
  anger. If an Adventurer is caught by 
  this trap, they must make a Wisdom 
  saving throw of DC 15 or believe the 
  goblins are real for 1 minute or until 
  calmed by another party member. The 
  goblins are easily smashed if attacked.  
  An Investigation check of DC 15 or a 
  Perception of DC 20 will discover the 
  trap before it is sprung. Once 
  discovered, it is simple to deactivate.  
   
  12 – Hood’s Trail 
   
  “A sign in the sloppy handwriting 
  reads “Wrong Way” by a passage 
  leading to a trail. The trail seems to 
  meander off into the woods, lazily 
  following the rivulet. It seems like a 
  nice walk, but not a likely place for a 
  doll stealing monster.” 
   
  Nature Walk. The well-worn trail in the 
  rocks lead to this point and continue 
  on into the woods. If the Adventurers 
  follow it, they will enjoy a calm nature 
  walk that circles around to a spot 
  around 300 feet away from the White 
  Rabbit Cavern entrance.  
   
  13 – Moon Pool Room 
   
  “A ray of light shines in through the 
  ceiling, falling around a small pool of 
  water that has leeched off the rivulet. 
  You imagine this place would be 
  beautiful in the moonlight, the wall 
  crystals enhancing the starry sky you 
  could see if wading in the pool.” 
  “Instead of beauty here, you find 
  danger. Several dozen figures stand 
  waiting for you. They are all guarding 
  a figure who sits on a makeshift 
  throne, painted to look as though it is 
  covered in gold and jewels. The figure 
  is short, green, and wearing a small 
  crown. Even from this distance you 
  can see the figure is actually a human 
  boy, wearing a costume and mask 
  that resemble a goblin.” 
  “As soon as you enter the room, he 
  stands and loudly proclaims, “Fools! 
  You fell straight into my trap! The 
  cookie ransom shall all be mine as 
  well as the dog!”  
  “He holds Mr. Snoofuls and a wooden 
  sword into the air, screaming out. 
  “Attack my minions!”  
  
   
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  “With that he sits back in his chair and 
  begins peddling a small contraption in 
  front of the throne. The small army of 
  goblin paintings, fake zombies, and 
  papier-mâché skeletons begin 
  advancing towards you, all pulled by a 
  low pully system he had painted to 
  look like the cave floor.” 
   
  Army. There are two dozen figures on 
  the pully system, 8 skeletons, 
  zombies, and goblins. Clay will be very 
  disappointed if the party does not fight 
  them.  
  Clay. Once the army looks decimated, 
  Clay will leave his contraption and 
  begin to attack the party with a 
  wooden sword. There is no malice 
  behind his attacks and they prove to 
  do little to no damage to the party. He 
  will single out the strongest looking 
  member of the party and attempt to 
  take them on directly.  
  Once he has defeated the party (from 
  them playing along) or has been 
  defeated (as he will gladly play along), 
  he will become very amenable 
  towards the Adventurers. He will begin 
  to ask them what they thought and if 
  they were proud of his work. He will 
  apologize if chastised and will gladly 
  give the party Mr. Snoofuls. If 
  prompted, he will also give over his 
  mask and sword, though he will do so 
  begrudgingly.  
  Treasure. Clay will give over his mask 
  and sword if asked.   
   
   
  Conclusion 
   
  After the ordeal, the children can be 
  taken to Grandma Folmsbee. She will 
  be very relieved to have them back 
  and will offer some cookies as a 
  reward. They are scrumptious cookies 
  and fill the party with warm, chocolate 
  chip goodness.  
   
  Evil Ending 
   
  If the adventurers decide to kill Clay, 
  through error or malice, have a small 
  group of guards come behind the 
  party shortly after. The guards would 
  have been begged by Sammy or 
  Grandma Folmsbee to help with the 
  monster in the cave. There should be 2 
  more guards than there are party 
  members. At least 1 guard will make it 
  away and report on the diabolical 
  actions of the party. Where this story 
  thread goes is up to the Game Master.  
   
   
   
  
   
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  Treasures 
   
  Goblin King’s Mask 
  Wondrous Item(mask), rare (requires 
  attunement) 
  This wooden mask looks like a goblin’s 
  face, with bright green skin and a 
  small off-center crown. While wearing 
  it, the user becomes hyper focused on 
  the details of traps. The receive a +2 
  bonus to understanding, setting, or 
  disarming traps. However, the mask 
  sometimes imposes a devious will on 
  the user. If using this mask to set a 
  trap, and the user rolls a 1, the trap is 
  successfully made but it moves up the 
  danger scale from its original 
  intention. From harmless to setback, 
  setback to dangerous, and dangerous 
  to deadly. There is no change if it is 
  already a deadly trap.  
   
  Wooden Training Sword 
  Weapon (short sword), common 
  This wooden sword acts as a normal 
  +1 short sword, except it deals 1d4+1 
  bludgeoning damage. It is used by 
  young trainees to help them 
  understand how to properly 
  swordfight.  
   
  Mr. Snoofuls 
  Wondrous item, common 
  This doll has no magical properties but 
  is beyond value to a certain person.  
   
   
   
   
  Goblin King Doll 
  Wondrous item, uncommon 
  Something nefarious has made its way 
  into this child’s creation. 1/day, when 
  casting a Warlock spell, you can add +1 
  to the damage done by the spell.  
   
  Player’s Map 
  Next page. 
   
  
   
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  Permission to copy, modify and distribute the files collectively known 
  as the System Reference Document 5.1 (“SRD5”) is granted solely 
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  OPEN GAME License Version 1.0a The following text is the property 
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  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 
  2000, Wizards of the Coast, LLC. System Reference Document 5.1 
  Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, 
  Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James 
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based on original material by E. Gary Gygax and Dave 
  Arneson. 
   
  All non-Open Gaming License content 
  within this module is owned by Chris Lock 
  and Lasers & Liches LLC. Copyright 2018 
  
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