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Chapter 1: Story 2: Take Me To The Goblin King

RECAP



The Journey To The Goblin King

(insert recap) The Goblin King doesn't like Sand Boats. Xac, The Batiri Goblin Boss, has to deliver Worgs and a shipment of four captured students.
(Insert more recap)

Plot points/Scenes

ACT I

SCENE 1

Packing up to go.

Tafu reminds everyone to drink their water. Xac says a sandstorm is coming. When you live in the desert this long, you know. Xac request that we stay here. After your fight with the Purple Wormling, you have deserved a long rest.

Scene 2

 

Welcome to Káfsi Kin

As you march south to Káfsi Kin you notice an impending sandstorm (1d6+4 damage per/min) if you choose not to take cover. NATURE CHECK DC 17 (You can tell the storm is moving rather quickly)
There are small caves burrowed in the Southern Dunes. Some of the holes are small fit for a goblin and others are massive fit for an adult Purple Sand Worm. The you fought was a baby.
 

Side Quest: Cave of Madeye The Exiled


(Are you Being Stealthy as you entery the cave? Roll a Stealth Check DC 13. Roll Perception DC12)
Deep in the bowls of the cave you see shimmers of lights reflecting off of the water in the cave.
   

Reaching Káfsi Kin

The Desert Goblin Tribe of Káfsi Kin is lead by a Hobglin DAG THE COLD
Dag is the biggest and baddest Hobglin in town. He is very much a pirate (Level 5/ Barabarin). He isn't one to play nice with adventures. However, freedom can be brought. If you have anything shinny he'll take it. Dag isn't the smartest Hobglin in town either. Maybe it's his old age, even Xac believes someone should dethrown that guy.
Xac tells you as you approach a small encampment, 8 covered wagons in a circle, this is Káfsi Kin. In a pin are about 8 Worgs vilently playing or attacking each other.
While we're here, Xac will tell you, "Ok, Dag is a cold-hearted son-of-a-bitch. To avoid a fight, things will work better if you're my prisoner." He hates humans and adventures. An Adventure's bag of holding almost killed Dac. The Legend of the Bagman.
[quote]When he tried to leave, though, he became lost amid a constantly increasing number of extradimensional storage spaces. Over time, the strange forces of this magical in-between place transformed the adventurer into a monstrous creature. Now, every night, the Bagman slips out from a random bag of holding. If he doesn't find his home, he drags someone back into the bag with him and leaves behind some trinket from his hidden kingdom of lost junk. Some say that if you speak too loudly over an open bag of holding or whisper "follow my voice" into a magical storage space three times, the Bagman will come for you.

The Goblins under his control are a lot more farel than my tribe, they will slaughter you!!!
  Dag's goblins are more feral than Xac's. They fight over food. There are more here, about 25, and they even have their own fight pit set up. Off, in the far, far distance, is a small town. It is about a 20-minute walk.
If you go into the town. The town is deserted and is clearly goblin-run. There is no order. It is the scene in Gremlins where they have taken over.
Investigation Check DC12 -- There is a sign in the town center that points to a one-story inn/motel (Gatz), Magic Shop (Flaaz), and a Tavern (Anq). The only place that seems to be jumping and open is The Tavern, Anq.
Upon reaching Dag, he thanks Xac for bringing him such fine adventures. He has the Worgs that are to be delivered to SORAC, The Goblin King.
Dag says before your execution, you can buy your freedom. If you wish. If you have no coin, then today is your last day in this realm.
You can choose to fight Dag and his goblins here and now. 20 Goblins and 1 Hobgoblin Barbarian Level 5.
Inn/Motel (Gatz)

This is not the place to sleep.
Magic Shop (Flaaz)

Run by the non Magical person Flaaz. She tries to sell you everything in the shop. Potions are just WATER, MILK, SAND, and ORANGE JUICE. Wands are just broken pieces of wood. A shop full of magic items, but nothing in here has a magical properties.
Tavern (Anq)

Inside the Tavern, there is a huge fight ring. It is a fucking brawl, and at the center is the new Hobgoblin GUNTHER (Level 5 Monk). He heard of an old bull who needed to be put out to pasture, and he is currently trying to galvanize the local Goblins by showing a pure feat of strength to kill Dag.
By coming into the Tavern, it looks like our heroes have stumbled upon a small Goblin Coup in the higharchy.
"Gunther believes adventures can serve his cause and do not need to be executed if they cannot afford to pay. 90% of our take goes to the Goblin King anyways."

Scene 3

Dethrowning The King / Keeping The King In Power


If you have already killed Dag, then this is the perfect opportunity for Gunther, and he is in your debt, but he tells his followers that he did it.
If you have not, he enlists your help and says that this civil war has waged on far too long and the goblins of Káfsi Kin deserve a ruler who will not get fat while those beneath him starve. Even though that is the goblin way and that's what they do.Káfsi Kin
Or you can choose to do nothing. This isn't your fight, and walk away. You got the Worgs and your freedom. Say fuck it and move on.

Scene 4

The Walk Up North

What would you like to do?

Now that you have the Worgs, would you like to find your ship? The desert is massive (and they buried it 100feet from Xac's camp)
Show spoiler
Insert Exactly where the ship is buried.
Roll me Survival Check DC16. On a fail, you travel for an hour in the wrong direction. 2 failed Survival Checks in a row, and you go straight into the next section, the Sandstorm. Two Successful you are headed in the right direction and the third roll is made with advantage.
After about 2 hours, temperatures are starting to get to 100 degrees. Longer than 2 hours without water will give you a LEVEL in Exhaustion.
How many hours a day do you want to walk?

Scene 5

Making Camp

Show spoiler
Is this going to be a hot or cold camp? at night The temperature is getting close to freezing.
1st Watch: Perception Check DC12 -- if you have darkvision, you see a band of Kobolds, about 20 or so roaming through desert.
In a cold camp they don't see you, in a hot camp they see you and they are making their way to you. 2nd Watch: Nothing.
3rd Watch: You see off in the distance, what looks like the a blue dragon flying over the desert to the north and the west, there a sand boat approaching the camp. What do you want to do?
(If it is a Hot camp) The Dragon's course will change and will be to the camp in 5 turns. The Boat in 3 turns.
(If a cold Camp) The Dragon's is fixated on a lamp on the boat. What do you do? The boat is about quarter of a mile away. 4th Watch: Xac is sleep.

Scene 6

Fall Equinox Formal Letter
DOWNSTAIRS Perception DC14
You find strung in a room mundane items. Books. Art. Ect. But you stumble on a letter from the Prince of Liabon,Shalo. It is an invationtion to his FALL EQUINOX FORMAL 100 days from today. The letter was ment for Madam Ashanti(The owner of the Sippin Liabon), where she was meant to be the guest of honor in 100 days time, on the day day of Lunar Eclipse.
Show spoiler
King Shalo holds a party every Fall Equinox for members of his kingdom. It is a party where those come out and attempt to woo him, however there is something more sinister afoot. Each invited guest is a Citizen of Liabon and they are bringing food to the slaughter as house Liabon is a house of vampires.

ACT II

Scene 1

You have Leveled Up!!!! Level 4 or 5

Káfsi Kin was a long night. By the looks of things you have abandoned the Worgs, you're not sure if your boat is still in good condition and Xac will tell you that SORAC only understands vilence and money, something you do not have, especially for losing his Worgs.
The only way to get into Nasir Mmoja is if they find the Worgs, or they need a Wealthy Person to give to Sorac as an offering for losing his Worgs.  

ACT III

Scene 1

The Approach To Nasir Mmoja

The desert is vast, but between the Sand Dunes and over the ridge, the sound of partying. Both Tafu and Xac know this is the place. The land of the Goblin King Sorac. However you are not out of the woods yet.
You hear very close by sounds of howling. PERCEPTION CHECKS.
Show spoiler
1- 11 -- Nothing.
12 - 14 Blending into the deserts you see, you see three small dog-porcupine like creatures starting to circle you. It has a spikes on coming from his back and it's fangs have just started to growin.
15+ -- You see a second Howler approaching. The are circling you.
And we should roll intitative.

As you finished that fight do you want to proceed into Nasir Mmoja or do you want to rest? Xac would tell you this close to the outskirts of Nasir Mmoja we are safe, no one leaves, only travelers enters and other goblins enter. They will not bother us, espcially if we are far off the beaten path.
 

NASIR MMOJA (need its own city map)

Think Goblin Vegas! This place is full of captives dancing, Giant Scorpian fights, Cock fights, regular fights - a lot of fighting. This is a tribe of nomadic thugs. Human women and men walk with chains around their necks. There is a giant demolished temple - members of house Liabon woud know this to be the temple of Liabon.
While you are here you need to find Araignée. He is a member of House Akunase. "which means he is a drow". Araignée would be in extreme pain from the scortching heat.
Show spoiler
Sorac - The Goblin King wears elf ears around his neck. He is not the same size as a goblin but he stands normal height for a Human but a giant for a Goblin.
The Gobling Kings castle. Three Rings: See Sorac section
Sword of the Goblin King: Goblin King Stat Block

Relations

Allies

Tufa
Xac
Worgs

Adversaries

Dust Mephit

 

Howler

Howler Pups

Goblins of Káfsi Kin

Goblins of Nasir Mmoja

SORAC

The Goblin King


Adorned with jewerly and the finest stolen clothes. His crown was even stolen from a traveler. Everything within the walls of Nasir Mmoja is stolen, even the city itself. Sorac has two rings on him, Ring of Protection, a Ring of Evasion and a Ring of Mind Shielding.

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