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Campaign Help - Against the Goblinoids
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<blockquote data-quote="arwink" data-source="post: 1049057" data-attributes="member: 2292"><p>1) You can always pull a switch on the Pc's halfway through. The goblinoids are attacking caravans and local villages because they've been driven from their homes by the dark force, and they need the dwarves iron and ore in order to reclaim their homeland. if the PC's go investigating the reasons behind the raids (or stumble accross it), they may find themselves negotiating trade agreements for the humanoid tribes (cause dwarves aren't trading with goblins on their own) or fighting alongside them against something darker and more dangerous.</p><p></p><p>2) Even easier - it's because of other adventurers. Goblinoids have their own gods and alters, and some band of adventurers have just broken into the goblin settlement and stolen their most powerful and sacred artifact. Goblinoids start randomly attacking people in the region in revenge for the theft, specifically targetting adventuring groups and merchant caravans that may be transporting the sacred item.</p><p></p><p>3) Culture shift. The main cheiftan of the goblinoids was old and frail, tough enough to retain his position but canny enough to avoid open war with the other races in the mountains that would erode his people's strength and bring the dwarves wrath down upon them. Unfortunately, he's dead and there's a younger, dimmer, more agressive cheiftan in charge. He's pushing the tribes towards open war in an effort to claim the mountains and carve his name into the history of the goblinoids. In the meantime, the townsfolk are panicing that something darker and more dangerous is driving the goblins so they keep sending the PC's off on missions in search of something deeper and more complex behind the creatures raids.</p></blockquote><p></p>
[QUOTE="arwink, post: 1049057, member: 2292"] 1) You can always pull a switch on the Pc's halfway through. The goblinoids are attacking caravans and local villages because they've been driven from their homes by the dark force, and they need the dwarves iron and ore in order to reclaim their homeland. if the PC's go investigating the reasons behind the raids (or stumble accross it), they may find themselves negotiating trade agreements for the humanoid tribes (cause dwarves aren't trading with goblins on their own) or fighting alongside them against something darker and more dangerous. 2) Even easier - it's because of other adventurers. Goblinoids have their own gods and alters, and some band of adventurers have just broken into the goblin settlement and stolen their most powerful and sacred artifact. Goblinoids start randomly attacking people in the region in revenge for the theft, specifically targetting adventuring groups and merchant caravans that may be transporting the sacred item. 3) Culture shift. The main cheiftan of the goblinoids was old and frail, tough enough to retain his position but canny enough to avoid open war with the other races in the mountains that would erode his people's strength and bring the dwarves wrath down upon them. Unfortunately, he's dead and there's a younger, dimmer, more agressive cheiftan in charge. He's pushing the tribes towards open war in an effort to claim the mountains and carve his name into the history of the goblinoids. In the meantime, the townsfolk are panicing that something darker and more dangerous is driving the goblins so they keep sending the PC's off on missions in search of something deeper and more complex behind the creatures raids. [/QUOTE]
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