You erge into what seems to be an old guardroom… or perhaps a waiting room. In any case, for now, it’s a guardroom.
Upon your arrival, several Goblins startle and reach for their weapons. Apparently, they didn’t expect you to have made it past the other defenses. Growling and baring their teeth, they form a defensive periter to block your progress…
Actually, no: these aren’t Goblins, but Goblinesses. To your surprise, you realize that these guards are exclusively female. Knowing by reputation the brutality of power struggles within Goblin groups, you guess that such an organization could only have been established by the Dragon… But for what reason? You have no idea.
For so unknown reason, the Goblinesses remain in place, defensive. Normally, creatures this stupid would have already charged or fled… They must have orders they dare not disobey…
If you want to get past, you’ll have to do so by force.
Their number is 2d6 if they are not alerted, and 3d6 if they are alerted.
GOBLINESS
Support the creativity of authors by visiting for this novel and more.
DEXTERITY
POWER
EVASION
ARMOR
ENDURANCE
1
1
5
4
Fear of the dragon: she will fight to the end.
Loot: A halberd, spear, sword, or mace of diocre quality. You cannot reuse their armor, and they don't appear to have any other worthwhile loot.
CHIEF GOBLINESS
DEXTERITY
POWER
EVASION
ARMOR
ENDURANCE
2
1
6
1
5
Fear of the dragon: she will fight to the end.
Loot: An Old Rusty Cleaver and a Golden Key (worth 1 Gold Coin)
Escape: Difficulty 5. You then return to 547. You will now consider the enemies alerted. If you return here, here will be no fewerGoblinesses than those you left alive, but there could be more.
Outco: If you win, go to 500.
0
Reviews
All reviews (0)