AshardalonGM / Pelwarn


  • Goblin village in the Rubbletors, which they call the Goatrocks
  • Located in a very narrow canyon valley, with caves along the base on both sides
  • Use goblin boss stats for main npcs, but swap int and wis. Drarm has animal handling, tamif brewing, chieftess deception, herbalist as expected.
  • filled with fences of woven sticks and shrubs, bent inwards to keep the goats penned
  • entire economy runs on goats, which are milked, sheared, bred, butchered, and skinned, and also keep the goblins worg mounts fed.
  • gender equality
  • male names:
    • Duzz
    • Glick
    • Gryh
    • Rhax
    • Tamif - Brewer. Large, muscley for a goblin. Sort of a bully.
    • Wilvix
    • Wemet
  • female names:
    • Drarm - Goatkeeper. Very curvaceous.
    • Oik
    • Vik
    • Za
    • Iz - Chieftess. Extremely elderly. Mostly is ignored.
    • Mokka - Herbalist. Wears a scarf over her lower face, has a broad hat, a large cloak, can only see her eyes.
    • Yamee
  • tannery, housing, herbalist, brewery (fermented milk called Poolga), and walls. 80 goblins in village, another 80 or so in countryside
  • goblin village can have wolf race encounter! To determine whether the village will join Nadagiri, or have its borders ensured. Can we use ax beaks instead? How to run a good race?
  • goblins can use help action as bonus action for their mount
    • Course runs in a figure 8, including a jump over the village canyon
    • goblins will try to be tricky with almost everything - get party to ride worg that won't be cooperative, will try to not explain race course "Ah, you'll figure it out, just follow the tracks", etc. No magic, no weapons. arguing, cleverness is expected, not doing so means getting screwed over
      • handling checks or something else useful for help action (dc 10) for mount. over/under DC on course checks adds/subtracts from lead.
      • Starting narrow janky stretch between goat pens. (Athl 10) to jump over fences, maybe causing problems, or (acro 12) to weave through quickly
      • up head of the canyon - scree slope (Athl 15), or leaping up rocks on the left (athl/acro 10/10/10)?
      • sharp right turn - from scree has a shorter line but a tighter turn (acro 13), from rocks is longer but more open (ath 10)
      • speed stretch before the jump - cant really see what at the top of the rise (perc 13 to see what's coming up and give adv next round) or (athl 12 to gain speed for the same thing
      • The Jump - nets are strung below (acr 13 for timing or ath 12 for power, if missed by 5, can reflex save 15 to grab)
      • Down the slope - pebbly slope (perc. 10 to notice, acro 10), or a field of huge boulders ( acro 12 through, or ath 15 over)
      • left turn with thorn bushes on both sides (ask how they try it, goblin tries to oppose ath to force opponent into bushes, with adv if unopposed
      • home stretch (ath 5 or maybe something else)
Page last modified on March 11, 2021, at 12:45 AM