Gremlin Kidnapping Plot in Roviltum | World Anvil
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Gremlin Kidnapping

A Pathfinder 2e One-Shot.


The Gremlin Kidnapping is a one shot designed best for Pathfinder 2nd Edition with a group of four players anywhere from level 1-3. It is made with players new to TTRPGs in mind, but has enough depth to be accessible to players from different systems.
This one shot may involve roleplay, investigation, diplomacy, and combat as per the DM's discretion. It is purposely made to be able to be built upon and changed as needed.

Setting the Scene

This story takes place in the world of Golarion, on the continent of Roviltum. The story can be adapted onto any world, so feel free to mix it up.
The story begins with the party strolling into the small town of Aldershore, located close to the coast. Upon first look, not a single person is around. The town doesn't show any obvious signs of damage or struggle anywhere.
Many of the building's doors are unlocked or outright wide open.
"Wandering around the town, you can't seem to find a single person. The only souls you encounter are stray cats, scavenging for scraps outside many of the empty homes." - DM
If the party spends time searching around the town, they'll find notes and diaries talking about a nuisance of fey. They may also run into a Mitflit or two taking advantage of the newly empty houses.
Noises can be heard coming from inside the town hall, a single voice seems to sobbing incoherently inside. All alone in the center of the building is man, Louis Sterling; the mayor, with tears running down his face.

Call to Action

When questioned, Louis explains that the town was being terrorized by a group of nearby gremlins and how he had begged them to stop. The gremlins then decided to make a deal with the mayor.
"The gremlins promised that they'd leave us alone, they just wanted something in return. They said that if we gave them sufficient resources for them to mine the old abandoned mine, then they'd stop. I didn't know they meant my people, I didn't know!" - Louis
Indeed, the next day after the mayor had made the deal, his townspeople had all disappeared. His face is full of regret and it is obvious that he never meant for this to happen.
He begs the party to rescue his people from the gremlin's grasp. He promises 40 gold pieces and a lifelong ally if they agree to save his people from the mine.

Mine Entrance

The outside of the mine is very bland, there isn't much to look at. Although, it definitely looks abandoned, but there are a few clues hinting about recent activities.
Around the mine's doorway, many medium sized footprints can be seen. If your players are more observant than most and pass a DC 15 Perception check, let them know that there are also many smaller footprints dotted about. And if they take their time investigating further, they may even hear the clanging of metal on rock coming from deep within the mine.

Inside the Mine

Immediately upon entering the mine, the sound of mining can obviously be heard and the snarling of diabolical schemes can be made out too.
"You ears almost begin to ring from the sound of metal clanging and between the gaps of sound, you can make out gravelly whispers and calm winds." - DM
Venturing deeper into the mine, the missing townspeople can be seen mindlessly mining away at the stone walls and collecting silver nuggets. Near the rear of the mine, across the two bridges, a Nuglub is found pondering a purple glass orb.

At this point, depending on the party's level, the number of enemies will vary.

Level 1:

The Nuglub is accompanied by a single Mitflit.

Level 2:

Two Mitflits patrol the mines.

Level 3:

Two Mitflits and one Dream Spider protect the Nuglub.

Combat Tactics

While fighting, none of the townspeople participate, they are too preoccupied with mining.
The Nuglub will not fight either, as he is controlling the mind control device.
The Mitflits and Dream Spider spend all of their actions attempting to keep the Nuglub alive.
  If the party somehow captures and interrogates the gremlins, all they have to say is that they were going use the silver to protect themselves magically and don't regret anything.

However, if the party seems very persistent on trying to solve things peacefully, allow the gremlins to negotiate and agree to leave the town alone for good this time.


Once the gremlins are defeated, if it hasn't happened already, the mind controlling orb will instantly shatter and the townspeople will be subsequently freed from its influence. Unfortunately, none of the townspeople have any recollection of what has happened.
When everybody does finally return to town, the mayor will make due on his promise and thank the party for their heroic deed. He will even offer to house them for the night, if they so wish.


This may be the end of the one shot, but that does not mean the fun has to end!
If everybody had a great time and is now invested in their characters and the world, there is plenty of room for expansion. This is one of many towns on Roviltum and the plot could be made open ended if you so wished.

Why were the gremlins really interested in the mine?
How'd the gremlins acquire such a powerful magical item?
Are there other fey in the area terrorizing innocent townsfolk?
These are just a few of the ways you could take this story further, so have fun with it and keep on adventuring!


Louis Sterling; the human mayor.
Stralana Galer; An elf townsperson.
Grumna Holder; A gnome townsperson.
Lily Carver; A human townsperson.
Strikea; the Nuglub leader.

Mine Entrance Map

Mineshaft Map

Stat Blocks


Perception +5; Darkvision
Skills Acrobatics +8, Crafting +5(+7 traps), Intimidation +7, Stealth +8
Str +1, Dex +4, Con +3
Int -1, Wis -1, Cha +1
AC 18; Fort +9, Ref +10, Will +5
HP 34; Weaknesses cold iron 2
-------------------------------------- Kneecapper (Reaction): Trigger: A Medium creature within the nuglub's reach leaves a square during its move action; Effect: The nuglub lashes out at the triggering creature's knees and tries to knock them prone. The nuglub makes an Acrobatics check against the creature's Reflex DC. On a success, the target falls and lands prone.
Orb of Control (Two Actions): The nuglub projects the orbs power in a 20 ft radius. All enemies within range are forced to make a DC 17 Will Saving Throw or become Confused for 1d4 rounds.
-------------------------------------- Speed 30 feet, climb 20 feet
Melee bite +11 [+6/+1] (finesse), Damage 1d8+1 piercing plus Grab
Melee claw +11 [+7/+3] (agile, finesse), Damage 1d6+1 slashing
Primal Innate Spells DC 18, attack +8; 2nd shatter; 1st grease, shocking grasp; Cantrips (1st) prestidigitation
Sneak Attack: A nuglub's Strikes deal an additional 1d6 precision damage to flat-footed targets, or 1d10 if the target is prone.


Perception +4; Darkvision, scent (imprecise) 30 ft
Skills Acrobatics +5, Diplomacy +1(+7 vs. arthropods), Nature +3, Stealth +5, Thievery +5
Str -1, Dex +3, Con +0
Int -1, Wis +1, Cha -1
AC 15; Fort +2, Ref +7, Will +4
HP 10; Weaknesses cold iron 2
-------------------------------------- Self-Loathing (Emotion, Mental): A mitflit’s self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.
Vermin Empathy: Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
Vengeful Anger (emotion, mental): As long as it isn’t frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.
-------------------------------------- Speed 20 feet, climb 20 feet
Melee shortsword +8 [+4/+0] (agile, finesse, versatile S), Damage 1d6-1 piercing
Ranged dart +8 [+4/+0] (agile, range increment 20 feet, thrown), Damage 1d4-1 piercing
Primal Innate Spells DC 16; 2nd speak with animals (at will; arthropods only): 1st bane; Cantrips (1st) prestidigitation

Dream Spider

Perception +6; Darkvision, Web Sense
Skills Acrobatics +5, Athletics +2, Stealth +7
Str +0, Dex +3, Con +1
Int -5, Wis +0, Cha -4
AC 16; Fort +5, Ref +7, Will +4
HP 15
-------------------------------------- Web Sense: The dream spider has imprecise tremorsense to detect the vibrations of creatures touching its web.
-------------------------------------- Speed 25 feet, climb 25 feet
Melee fang +7 [+2/-3] (finesse), Damage 1d6 piercing plus Dream spider venom
Ranged web +7 [+2/-3] (range increment 10 feet), Effect web trap plus Dream spider venom
Dream Spider Venom (poison): Saving Throw DC 16 Fortitude; Maximum Duration 4 rounds; Stage 1 stupefied 1 (1 round): Stage 2 1d6 poison damage plus stupefied 1 (1 round)
Web Trap: A creature hit by the dream spider's web attack is immobilized and stuck to the nearest surface until it Escapes (DC 16).

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Apr 27, 2022 15:21 by A

A good, small one-shot! You have organized it well for us to follow the adventure I would say and made it interesting for new players to start getting into RPG.   Suggestions: Explain what the creature is with a small paragraph What is a mitfilt? I don't know, had to look it up and new GMs might have to as well so giving a small description is a good thing here.   Instead of having the stat blocks as blocks in the sidebar, have them as links, so you don't have to have that big space at the end. You can create stat blocks as a freeman I believe, and it is worth it since you save the space and you have them saved to be used later! (there might already be stat blocks for these creatures as well if they are standard Pathfinder creatures)

Worldkeymaster, also known as A of Worldkeymaster.
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May 1, 2022 01:17 by rugrat0ne

Nice, short story. Definitely able to fit it into one sitting!

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