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We Be Goblins Fifth Edition

I made two PDF's of a We Be Goblins one shot, 1 of which is the setup and the other is the Cold Hut map.

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bloodspot88
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75% found this document useful (8 votes)
22K views

We Be Goblins Fifth Edition

I made two PDF's of a We Be Goblins one shot, 1 of which is the setup and the other is the Cold Hut map.

Uploaded by

bloodspot88
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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We Be Goblins 5th Edtion By Bloodspot88

This is a one-shot We Be Goblins


module, intended for 4 first level
characters.
Disclaimer: As of this writing,
1020/14, the DMG has not been released
and the encounters have been calculated
with the Fifth Edition Encounter
Calculator found here:
http://dhmholley.co.uk/encounter-
calculator-5th/
Though this adventure has a fair
amount of combat available, most of the
encounters are optional, or are the result
of the character's curiosity. The goblins
are given a week to complete their hunt,
and it takes about five hours to go from
their camp to the Big Burning Tower
then to Cold Hut
Begin the adventure by saying
this to the characters:

Five days ago the Goblin Toot-
Toot was discovered to be writing by the
rest of your clan. As every goblin
knows, writing steals the thoughts of
your mind and puts them on paper, so
anyone can take them from you. And
that is bad.
Your chief, OogaMoogaDooga,
asked for volunteers to go after Toot-
Toot. He specifically asked you for
volunteering, and is about to have a great
feast for you before you journey off to
kill Toot-Toot and bring proof of his
death. His favorite Cave Rat,
Longwhisker, has tracked Toot-Toot to
the Big Burning Tower, where he is
certain that the goblin will meet his end
thanks to your actions.

Toot-Toot was one of the
sneakiest goblins in the Shortfoot tribe.
He is the one that made the spikestones
and thought of making wooden traps to
catch food in the marshes. At first he
was honored by the tribe, until he
learned how to read from careful
examination of a book and began to
write his own journal down. Once that
was found, he ran away before the tribe
could reprimand him, thinking that the
Cold Hut was the safest place for him to
be since the Shortfoot tribe believes it's
cursed, haunted, evil and cursed.
Longwhisker is a Cave Rat with
one incredibly large whisker that trails
behind her tail. She is a very old rat, but
knows the marshlands well and helps the
goblins as often as possible. She won't
fight, instead she'll flee and hide in
whatever underbrush there is. She will
only advance towards the edges of the
marshlands, not wanting to stray from
the land that has given her so much in
return for so little.
The party knows about the Big
Burning Tower, Smiley, Longhugs and
Rows-With-Many-Teeth, Greenwart and
Cold Hut. Inform them about the history
of these places and people before the
adventure begins.
Chief Ooga is a generous chief,
and is trying to lull the party into a false
sense of bravado and awesomeness at
their own prowess, because he doesn't
believe that all of them will be returning.
At the party, make sure that the players
are given ample food, plenty of attention
from the other goblins, and even a swig
or two of the private stock of Chief
Ooga's Happy Juice (a few small barrels
of ale he liberated from invading
gnomes). If players drink more than one
skull-full of ale, have them make a CON
save (10) or they gain a level of
exhaustion. This is a good beginning
roleplay for the characters, so make sure
you have a few compliments and
questions from the other goblins to
interact with the players.
During the feast the goblins let
the characters try to prove their worth by
daring them in a few tasks. The party
doesn't have to do these dares, but the
rewards will certainly help them survive
the journey to take Toot-Toot's head. any
number of characters may accept the
dare, but only 1 set of rewards are
handed out.
Crossing the Spikey Pits
The goblins dare the characters
to each walk across the tightrope held
over the mud pits where spike plants
grow. The tight rope is 50' across, and if
a character double moves they take
disadvantage on the Acrobatics check
(12) they must take to get across to the
other tree holding the rope. If a character
makes it across, the goblins dare them to
return to their starting tree while
throwing small rocks at them (+4 attack,
0 damage. If a character is hit, they must
make an Acrobatics roll of 16 to stay on
the rope). If a character succeeds in
crossing once, they are given a slimy,
sticky net (+1 to attacks with the net). If
a character makes it across two times,
they are also given six flying daggers
(+1 darts). If a character falls, they fail
and are pierced by the spikey plants
which make the target deaf (until the end
of their first combat, whenever that is).
Remembering the Old
Gods
A character is dared to try and
recall facts about the Old Gods of the
Shortfoot tribe, remembered by the old
seer Half-A-Nose. The character may
make a Religion check (12), a History
check (17) or a Deception check (20) to
recollect who the Old Gods were and
what they stood for. If they are
successful, ask them what they recall. If
they aren't, ask them anyway but tell
them the seer shakes her head 'no'. If the
character remembers the Old Gods,
Half-A-Nose blesses them with her staff
of feathers and snaketails, giving them
1d8 to be used whenever they want only
one time (excluding leveling up rolls). If
they fail, the seer curses them and the
DM may use the 1d8 roll AGAINST the
character.
A few examples of some Old
Gods the tribe worshipped: A confused
and scared bugbear, who just wanted to
find his hunting party, a grandfather
clock who took a long time to answer
questions (the clock would 'answer'
when the hour approached and it made
noise), or the stars in the sky.
Taming Purple Nose
Purple Nose is a Large Weasel
that the tribe captured. Nobody has
tamed him yet, and a character is dared
to do so. In order to successfully tame
Purple Nose, the character must makes
several Animal Handling checks:
They must feed him stuffed ants
from their hand (5), swing on his back
and start to ride him (8), and continue to
ride him while he bucks, rolls, leaps and
scratches at the character to try and get
them off (13). Should the character fail,
they are marked with face paint to show
that they don't have what it takes to be a
productive member of the tribe (no
technical negatives, but make sure the
goblin tribe treats this character like
dirt). If the character succeeds, then
Chief Ooga gives them a spider rock (a
small summoning rock, that when used
summons a Giant Wolf Spider (page
330) for 4 rounds. It then disintegrates).
Don't Grab Crawly Sting
A goblin has six pots and pans,
and places one with a small scorpion in
it and one with a piece of rotten cheese.
They switch the pots and pans around
while the character has their back turned,
and then the character must grab
whatever is in the pot. Roll a d6, if a 1 is
shown, that pot is full of the scorpion
and the character loses. If a 6 is shown,
it's the cheese! Otherwise it's empty, and
the goblin pulls that pot away and the
roll is made again (reroll numbers that
have already appeared as empty
numbers). If the character picks the
scorpion, they are pricked by the little
beast and is poisoned. If they pick the
cheese, they are given two sweet waters
(potions of healing) and a funny-smelling
bag (healer's kit).
Once the feast and dares end,
Ooga says the following:

Now that you've eaten all the
beetles, crickets, snails and maggots I
could offer fortunate warriors like you,
go find Toot-Toot and bring me his
head! If you come back with anything
else, I'll pull out your tongues and squish
your eyes!

With this proclamation the
goblins congratulate the party for
volunteering to go out and rid the world
of the literate. Chief Ooga lets the party
use Longwhisker as a guide to the Big
Burning Tower, and he tells them he'll
send Longwhisker out near the Tower
every night to guide them home. If they
take more than one slice in the sky (1
week) to get back home, he'll have to
order the Shortfoot clan to shun them.
This is ample time for the party to find
out where Toot-Toot is and bring proof
of his death back. Under no
circumstance will any of the goblins
follow the party, nor will Chief Ooga let
them keep Longwhiskers. They will, if
pressed with a Persuasion check (10)
give the party smelly water (2 bottles of
oil) and spikestones (caltrops, enough to
cover three 5-foot squares).

If the party uses a History roll (5)
they remember these things about the
area:
The Shortfoot clan has lived in
the marshlands for two human
turns (120 years) and there's no
immediate threat to them here.
Smiley has been seen near the
Big Burning Tower. He's been
spotted there a lot recently, and
not near the bogs where he used
to live.
Where Longhugs is, Rows-With-
Many-Teeth isn't far behind. The
two of these animals have been
together for so long, every goblin
swears they're stitched together.
The goblin children Close-Eye
and Snotty have been missing for
the past three days, and their
mother promised to give the
finder her sparkly wedding ring
(a ring of Good Health, giving
advantage vs poisons)
Towards the Big
Burning Tower
It takes the party three hours to
get to where Longwhisker sends them,
which is on the top of a cliff near a large
ocean. Longwhisker senses when other
creatures of the marshes are near, so
don't roll any random encounters. Off in
the distance, some 400 feet away to the
east, is the Big Burning Tower. It should
be near 11 PM. The Tower itself is a
fifty foot high sandstone lighthouse with
3 floors (ground, middle, upper). It was
enchanted by a wizard to always have a
fire at the top. When the wizard made
his Ice Mephits help build the tower, he
constructed it away from the sea so on
rainy nights, ships would run aground
violently and he could collect the bodies
for experiments. Recently, the
Lizardman Smiley has taken up
residence in the lighthouse. During the
day he sleeps near the top floor, during
the night he prowls the surrounding area
for trespassers, food, or anything that's
washed up on shore.
Footprints from Toot-Toot lead
towards the Big Burning Tower. They
are obvious and don't require a Survival
check. The footprints reach the wooden
door to the lighthouse, then veer to the
north towards the Cold Hut. There's no
shipwrecks on the shore, and only a few
pieces of wood have escaped Smiley's
use for protecting his home.
Off in the distance, about 6 miles
away, is Cold Hut.
Roll a d10 and consult the table
below for the whereabouts of Smiley.

1: Smiley has seen the party and
is waiting to ambush them once they
leave his house.
2:Smiley is making studded
leather armor from the equipment he's
found.
3-10: Smiley is scrounging the
beach for equipment.


Smiley's Home

The three rooms of the
lighthouse are all twenty by twenty feet,
with a ceiling of 15 feet. In between
floors is 10 feet that is solid sandstone,
making the lighthouse fifty feet tall. In
the southeastern corner of every room, a
rope ladder is used to go between floors
Smiley has dug a small tunnel
covered with a bunch of small logs and
grass under the east wall that he uses to
get into the lighthouse, visible with a
Perception check (7). The wooden door
on the west wall opens outwards and the
floor in front of it is littered with shards
of broken glass, nails, and finger-sized
bits of wood. This is all underneath a
worn bit of cloth that Smiley has used to
conceal the trap. A Perception check
(13) or close inspection with a torch out
reveals that several tiny shapes are under
the cloth. If a character steps on the
shards, it deals 1 damage and the
character is bleeding. Have them roll a
Con check (13) to avoid an infection
from the dirty splinters and rusty nails.
Failure causes a level of exhaustion that
takes effect in one hour. A Medicine
check (8) can ascertain how to treat and
bandage the wounds. Smiley follows the
blood trail and the scent when he comes
back to sleep.
The first floor has a barrel near
the ladder. Inside are three poisonous
snakes (Monster Manual, page 334) that
Smiley caught for food. They are awake,
but not moving.
Poisonous Snakes (CR
1/2)
The first snake attacks whoever
opened the barrel. The other two attack
if provoked, otherwise they flee.
The second room, the middle
floor, has windows facing all four
directions. Smiley has covered them all
up with boards. There's a small cot with
rags as blankets, a workbench and chair,
and two wooden chests in this room. On
the workbench is a hammer, some nails,
three javelins, a jar filled with clams (if
pried open, there are 1d4 pearls inside
the lot of them, 40 gold each) and the
beginning of studded leather armor made
from geckos, spiders, and giant bats
(unless Smiley is making it, in which
case it's completed and he may try to
barter with the party with it).
One of the chests is locked. It has
2d10 copper pieces and 1d6 silver pieces
and two sweet waters (potions of
healing) along with several finely
embroidered handkerchiefs. The other
chest is unlocked, but is trapped. An
Investigation check (12) reveals the trap.
A thin coat of acid lines the handlebars
and the lid, dealing 1d4 poison damage
to the character who touches it. It
continues doing 1 damage per round
until the character gets the acid off their
body (through washing with water, sand,
grass, onto another goblin, etc). A
Disable Trap check (7) bypasses the acid
(the character tilts the chest so the
poison falls on the floor, wipes it clean
with a rag, rubs it off with another
goblin's arm). The chest is full of nice
looking, but worthless, rocks.
The third floor has no walls or
ceiling. The enchanted everlasting fire
takes up twenty feet of space. Near the
fire is 50 feet of rope coiled up with a
nail in end to the floor. Smiley will use
this rope as an escape; should he be near
death he'll cut the rope ladder, toss the
rope over the edge of the lighthouse and
climb down.
Smiley (CR 1/2)
Use the lizardman template on
page 224 of the Monster Manual. Smiley
has the following weapons equipped: his
javelins, a spiked shield, a club, and his
bite. Smiley has a small sack of beautiful
stones, two of which are opals (30 gold
each).
Smiley is aptly named- four
years ago, when he was cast out of his
lizard tribe, he was marked with a knife
to show that he wasn't wanted anymore.
The chief's son cut him so a gruesome
scar, like a grin, is always on his face.
He has since moved to the marshlands,
and has been the only big folk that they
haven't been able to deal with. Proof of
his death would undoubtedly please
Chief Ooga.
If Smiley is in his home, he
moves to the second floor and attempts
to shove the first creature climbing the
rope ladder. If he fails, he fights until
he's almost dead, in which case he flees
to the top level, cuts the ladder, and tries
to parlay with the party (with the key to
his chest, the knowledge that one of the
chests is trapped, or where he thinks
Toot-Toot went). If that fails, he uses the
rope to flee from the top level.
If Smiley is following the party,
he will attempt to sneak up on and attack
the weakest-looking character when
they're resting, in combat, or are
otherwise occupied. He flees when he is
in the single digits.

Wilderness
Toot-Toot's footprints lead
towards Cold Hut, and his tracks can be
followed with a Survival check (10). The
land between the Big Burning Tower
and the Cold Hut is mostly marshland. If
the party fails the Survival check, or if
they succeed, they eventually bump into
the hag Greenwart. She and the
Shortfoot clan have a warm relation with
one another: she kills and eats wandering
big folk, giving any weapons and armor
to the goblins and the goblins gather
herbs and plants for her when she asks.
Greenwart has dark green skin
and her body is covered with warts and
zits. She has a tendency to absent-
mindedly pick at, pop, scratch, and show
off her body to the goblins, pleased that
they find her so marvelous and
sensational. She observed Toot-Toot,
and asked him if he could help her
obtain the Lure Flower, but he refused
and kept walking towards Cold Hut.
With the party at his disposal, she'll ask
them for help in obtaining the Lure
Flower. She's too old to do it herself, and
won't fight animals as they see through
her illusions. If they say no and they are
successfully tracking Toot-Toot,
advance to Towards Cold Hut.

The Lure Flower
Greenwart leads the party to a
large bog with several floating logs
surrounding a weeping willow. This
weeping willow is home to a very
special type of flower- the Lure Flower.
The party can make out several bright
purple flowers with yellow centers
among the highest branches on the tree.
Greenwart needs to flower to help with
illusions that allow her to distract and
sneak up on unsuspecting visitors, and
asks the party to get it. She talks to them
in a whisper, pointing out that Longhugs
and Rows-With-Many-Teeth live here
but are probably sleeping. She's right:
Longhugs is sleeping above the Lure
Flowers and Rows-With-Many-Teeth is
sleeping but looks like one of the logs. A
Perception check (16) reveals Rows and
Longhugs.
The pool of bog water is sixty
feet in circumference. The water is ten
feet deep next to the marshland, then
drops off to thirty feet deep after that.
Eight ten by ten logs float by the
weeping willow, and one of them is
Rows-With-Many-Teeth. Roll 1d8 if a
character swims within 5 feet of the log
or uses it in any way. If a 1 is rolled, that
log is Rows-With-Many-Teeth.
In the water, by two logs, floats
the corpse of a Halfling adventurer. She
has a broken stabby-stabby (shortsword),
a rectangle that's evil (book), four
pointy-shooties (arrows), a spider's spit
(shortbow), and cold, frigid boots which
are frigid and cold (ice boots, resistance
to cold damage).
The weeping willow is thirty feet
tall, and the Lure Flowers are 25 feet up.
The trunk is slippery, requiring an
Athletics check (13) to climb it without
falling into the water with a loud enough
splash to wake up the two monsters here.
Should a character get within
five feet of a Lure Flower without any
sort of breathing filter on, they must
make a Wisdom check (10) or be
fascinated by the flower from smelling
an enticing aroma, falling off the tree
while trying to grasp it and behold it's
beauty with both hands.

Longhugs and Rows-
With-Many-Teeth (CR 1)
Longhugs is a Constrictor Snake
with the following changes: add 30 ft
climb (page 320); and Rows-With-
Many-Teeth is a Crocodile (page 320).
Both of these animals have gotten used
to living close to one another, and have
used their individual strengths to eat
those who try and claim Lure Flowers.
The animals don't run after fleeing party
members, and will generally try to
drown party members or constrict them
up in the tree. If they are put to 5 or
below health, the animals attempt to flee.
Greenwart will help the party
find Toot-Toot's tracks to Cold Hut,
even if the party isn't successful in
obtaining a Lure Flower (but they must
make a good, honest attempt at doing
so). If they do get one, she'll gladly give
them a shiny smacking stick (+1 club)
and owlbear hands (claws of an owlbear,
hallowed out and re-purposed for
fighting. They are martial weapons,
1d8+1 slashing damage, and the user is
treated as having two single-handed light
weapons equipped). Goblins are
considered to be proficient with them.

Towards Cold Hut
The party will eventually near
Cold Hut, but about two hundred feet
away from it they hear sniffling and loud
crying. The cause of the distress is the
goblin child Snotty. Snotty always has
drool or boogers coming out of her, and
whenever she doesn't get her way cries
until everyone is sick of her. When she
sees the goblins she becomes overjoyed,
explaining that she got lost but now they
can tell her how to get back home.
If players make an Insight check
(7), or a Persuasion or Intimidation
check (13), they make Snotty tell the
truth. She reveals that she and Close-Eye
followed Toot-Toot soon after he fled
the camp, and they got separated when
he advanced towards Cold Hut and she
didn't. If questioned as to what she saw,
all she remembers is seeing Close-Eye
walk into Cold Hut and seeing a shiny
gleam of light by one of the trees to the
right of the entrance.

Cold Hut
Cold Hut is a modestly sized
stone building, constructed by the same
mage that enchanted the lighthouse. The
mage has since left for whatever reason,
and a few creatures have taken up
residence in his stead. Cold Hut is fairly
close to the nearby forest which the
Shortfoot clan hasn't ventured out into
yet. Toot-Toot's tracks lead up to the
front door, and from then on he hasn't
left any discernable trail to the naked
eye. Instead, Close-Eye has left a few
prints and markings of his coming. Next
to the house is a wide vegetable patch
that the wilderness has reclaimed,
though there are no vegetables. This was
where the Pumpkin Golem used to guard
the house. The house has fifteen foot
high ceilings. The windows in room 7, 4
and 6 have been smashed out by the Ice
Mephits, who realized that the mage
who summoned them isn't likely to
return. Room 5 has collapsed in from the
roof, and the only other entrance is
through the front door.
A hollow tree is next to Cold
Hut, and it's the same one that Snotty
said she saw something shiny. If a
character has a passive Perception of 12
or higher, they notice the slumbering
brown bear (page 319) covered by leaves
and grass ten feet away from the tree.
Otherwise, have them make an
Investigation roll (5). They find the
mangled corpse of an adventurer, and
the shiny objects are spiky pointed
gauntlets (Shredder Gauntlets, if the
wearer is grappling a target, they may
use a bonus action to deal 1d4 slashing
damage) and a blocky rectangle that
blocks (Encompassing Shield, you may
use a reaction to become the target of an
attack targeted at an ally within 5 feet).
If the character rolled a 10 on the
Investigation roll, they also spot the bats
living inside the tree. Picking either of
these up without making a stealth check
(13) or a Sleight of Hand (11) startles the
bats that live inside the tree, which
wakes the brown bear.

Angry Bear (CR 1)
The brown bear (page 319)
attacks until it's dead, since you rudely
woke it up from sleeping. If the party
doesn't disturb the bear, and they fight in
a room with windows for more than 3
rounds, the bear is automatically roused
and investigates the noise.

Inside Cold Hut
The windows have all been
smashed out by the Ice Mephits residing
in room 8. The doors all open inwards.
The halls are very cold, and the doors to
room 8 radiate cold from within. There
are two portraits of the old mage that
used to live here put randomly on the
hallway walls. When the party moves
past them or observes them, describe
that they feel uncomfortable, and that the
eyes follow them as they move through
the house (they really don't, but the
goblins are so superstitious of paintings
that they fear them). A Perception check
(10) reveals that there's a few patches of
ice along the hallway floor or walls or
ceiling. A 14 reveals Toot-Toot's
markings, which went from the entrance
to room 8, then to room 4, then to room
6 and finally room 1.

1- Study
The room here has two chairs and a desk
by the wall. Several evil books glare at
you from the shelves all over, waiting to
take your mind away. Toot-Toot's body
is in the corner next to a large box and
several moldy pumpkins.
Toot-Toot came into the study
after sneaking away from the Ice
Mephits, and was brained to death by the
pumpkin golem that the mage created
before leaving. If the party in any way
disturbs the body of Toot-Toot, his small
chest that he was carrying with him, or
the pumpkins, the pumpkin golem gets
up and attacks.

Pumpkin Golem (CR 2)
Large Construct, neutral
AC- 13, HP- 59(7d10+21)
Speed- 20 feet
STR DEX CON WIS INT CHA
15 9 17 3 1 1
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed,
Exhaustion, Frightened, Paralyzed,
Poisoned.
False Appearance While the Pumpkin
Golem doesn't move, it looks like a
batch of pumpkins.
Magic Weapons The Pumpking Golem's
weapons are magical.
Actions: Multiattack- 2 slams
Slam +4 to hit, 5 ft reach, 1 target. 5
(1d6+2) bludgeoning damage.
The Pumpkin Golem attacks until
it is destroyed or until the invaders leave
the room and it isn't suffering a continual
effect (such as fire). It was created by
the mage to stand guard near the front
door, though the last command he gave
it was to look after his library.
Toot-Toot was carrying his own
journal, a copy of the book ABC's for
Barbarians, two pieces of chalk, a pen,
an ink bottle and a spear. His chest has
many books inside of it, wrapped in the
rags that he's found in his travels leading
up to the study room.

2- Bedroom
Years ago this bedroom was extravagant.
A ruined mattress and pillows are in one
corner, with a small chest at the foot of
the bed. A table and chair are next to the
door.
The mage used to sleep here, but
he has since left on other business. He
took all his personal items with him, and
now it's barren of features.

3- Outhouse
It's an outhouse.

4- Kitchen
This room has several wooden racks
broken with empty bottles all over the
ground, cluttered with knives, forks,
spoons, plates and bowls. A long counter
snakes around the wall, cupboards
broken and contents bare. The only
window here has also been smashed to
pieces.
The Ice Mephits tore through
here as well. The broken glass lies
outside. If a Perception check is made
(8) the party finds bits and pieces of
icicles and frozen splotches on the
ground.
5- Dining Room
Part of the roof has collapsed on
the large table in this room. The room is
mostly wrecked from the stones and
wilderness creeping in. Two paintings,
one of a young man and an old man
shaking hands and the other depicting
four copies of a man waving to himself,
adorn the walls.
The paintings depict the mage
meeting his master and the use of his
favorite spell, Mirror Image. If the party
observes the paintings for a second time,
the paintings shift to a man with wild
eyes laughing at the viewer.

6- Altar Room
This room has a dark feeling to it.
Against the south wall, in between the
windows, a large stone bowl is flanked
by suits of armor. A bookstand is next to
the bowl, bare. On the northern wall,
between the two doors, is a small
wooden shrine.
The mage began to dabble in
religious ceremonies to the God of
Death, whatever deity that may be in
your setting. A Religion check (9)
reveals that this is a shrine to the God of
Death. Unlit candles are on and near the
shrine, and there are dark stains at the
foot of it. There are also deep red marks
covering the entirety of the stone bowl.
This is where the mage would pray to
the God of Death, offering the heart,
lungs, liver, eyes, tongue and teeth of
whatever creature he caught to the God
while praying. The Ice Mephits haven't
been in here, they fear the Gods.
7- Experiment Room
This room has several stacks of rusty
iron chains covering the floor. Two
wooden racks with iron restraints built in
are up against the south wall. Several
rusty iron cages of various sizes adorn a
shelving unit along the north wall. Inside
one of the cages is a small goblin laying
on the floor. Near the window, which
has been broken, there is a small stand
with a large silver tray beneath various
chisels, tongs, mallets and tweezers.
This is the torture room that the
mage had. The Ice Mephits love the
room and its tools, and plan on doing a
few experiments on Close-Eye when
boredom sets in.
Close-Eye is sleeping, and if
wakened he first asks for some food and
drink. If he's not given anything, he'll
complain and won't answer questions,
eventually making enough of a racket to
draw in BOTH the Ice Mephits and the
Brown Bear outside. If he is given food,
he tells how he tried to follow Toot-Toot
in here, but was caught by the Ice
Mephits and thrown into his cage. The
cages are all locked, with the keys
missing. The lock is easy to pick (10),
and the cage has 4 HP, though making
noise attracts the Ice Mephits.
Close-Eye is either very brave or
very stupid, possibly both. He's
adventurous and everyone mocks him
with his name due to the fact that his
right eye is closer to his left (it really
isn't, but everyone wants to fit in).
8- Mage's Room
A thin sheet of ice covers the ground and
walls in this room. The air is cold and
biting here. Two Ice Mephits are talking
to each other, one of them slowly ripping
apart a doll and the other absent-
mindedly drawing patterns in the ice on
the walls. A large chest and bookcase are
against the eastern wall and twin sets of
drawers are against the north wall. A
heap of trash surrounds the sets of
drawers.
The mage used this room as a
summoning room. The drawers used to
hold expensive jewelry, though the Ice
Mephits have bashed them or are
wearing them. An Investigation check
(12) reveals that there's a red pentagram
on the floor beneath the layer of ice, and
an Arcana check (5) reveals that it's a
summoning circle. If a character moves
more than 10 feet in this room they must
make an Acrobatics check (10) or fall
prone.

Meea and Riptar (CR 1)
The Ice Mephits (page 215) are
violent, cruel creatures. Should they find
the party outside or fighting something
else, the Mephits mock the party and
laugh themselves silly, only fighting
once the party finishes the fight or if the
party targets them. If one of the Mephits
is killed, the other attempts to flee, and if
escape doesn't look possible or is
difficult, the remaining Mephit attempts
to bargain with the party, though it's
unlikely they'll be able to understand it.
If they do, the Mephit tells only lies in
hopes they let it live.
The Mephits are each wearing
matching jewelry (earrings or bracelets
or ankle bracelets or amulets, worth 10
gp each). Their trash heap has nothing of
value in it. The chest is locked (15), and
has a weird-looking twig (wand of magic
missiles) along with a smooth shirt (+1
cloak of protection, 1 to AC).

If the party returns to the
Shortfoot tribe with Toot-Toot's head,
they gain praise from the Chief and a
few goblins. If they present the heads of
everything they've killed, or take any of
the amount of books for a bonfire they
found during their journey, they gain the
respect and admiration of everyone in
the tribe and Chief OogaMoogaDooga
proclaims that the four of you are now
worthy of exploring outside of the
marshes. Everyone levels up.

Character Traits

Here are a few feats you may want to
give your goblin PCs.

Bouncy- When taking fall damage,
reduce the amount by 1d6 (So, if this
character falls 20 feet (2d6), they instead
suffer 1d6 amount of fall damage).

Goblin Bravado- When no other goblin
is within 5 feet of this character, they
receive +1 to attack rolls (but not
damage rolls).

Steel Stomach- Saves made while
ingesting harmful material are made at
advantage. If you already have
advantage, add +5 to the roll.

Summersault Expert- If you were to
provoke an attack of opportunity, you
may use your bonus action to impose
disadvantage on the attack against you.
You must use this after the DM declares
the attack but before damage is rolled.

Overconfident- Once per short rest, as a
bonus action, you may grant yourself
advantage for an ability check. If you
fail, you take a level of exhaustion due
to straining yourself on an extreme level.

It is recommended that each goblin PC
start with a simple weapon or a martial
weapon, a ranged weapon with 4 pieces
of ammunition or a shield, specific
armor (only 1 goblin may have hide
armor, the rest have either padded
leather or leather. No other armor is
allowed), 1 sweet potion (potion of
healing) and junk. Give them at least
five pieces of junk, either by rolling on
the trinkets page or making them up. All
of this is put in place of class starting
equipment. They start with no gold,
instead they may use their background
gold to purchase any adventuring gear
(except for armor and weapons) they
would like, and any leftover gold is
considered the tribes. Don't let them
have any background equipment.

When creating a goblin, the PC adds +2
to their DEX and +1 to their CON or to
their CHA. They have proficiency in 2
skills, excluding their background.
Goblins have darkvision of 60 feet,
speed of 30 and size of small. They
speak Goblin, some Common, and one
other language. I recommend using the
point buy system for stat creation, found
in the Players Handbook.

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