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*Pathfinder & Starfinder
Things (i.e. Goblins) That Go Bump in the Night
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<blockquote data-quote="GameDoc" data-source="post: 6011460" data-attributes="member: 53915"><p>I am thinking of creating a small, simple home brew for play-testing DDN by revisiting a concept I had for a campaign but never got to use before.</p><p></p><p>It basically takes goblins and their ilk back to a fairy tale type setting where they truly do only come out at night because it's the only time they can. </p><p></p><p>Basically they live in something akin to the Shadowfell (but not he SF per se) and when the sun sets, that realm mergers with ours, opening gateways, causing their camps and villages to materialize and they can prowl around in the dark stealing livestock, ruining gardens, and preying on any poor soul out and about at night.</p><p></p><p>A common magical ward can be placed on walls, gates, and doorways so that goblinoids cannot enter or cross unless someone on the other side lets them in, leaves them open, or the goblins decide to attack in force and tear them down. </p><p></p><p>2 things spring to mind that I would have to do: (1) add some minor features (mostly fluff, but some crunch) to goblins, bugbears, and hobgoblins to reflect this; and (2) come up with a ritual that wards against goblinoids and determine it's cost, level, and area of effect.</p><p></p><p>With regards to # 1 , I have considered giving them disadvantage in any light brighter than torchlight, and perhaps some type of vulnerability to radiant damage. The rest would be pure fluff (e.g., they cant cross a warded barrier; they turn to stone in sunlight if they don't find a dark place to hide, etc.).</p><p></p><p>With regards to # 2, I would want it to be something low level characters could not perform. If they go out at night hunting goblins or just braving a chance encounter to complete whatever mission they are on, that's just part of the danger. No warding your campsite or the old shack you find to rest in. But it brings some interesting ideas for quests such as "They have built a new bridge across the river that lies beyond the mountain. Take this scroll to the priest of Pelor encamped there so he can ward it against goblins. And beware of the bandits in the forest along the pat. They would love nothing more than to hold such an item for ransom."</p><p></p><p>Anyway, that's what I have so far. I'd appreciate any feedback or thoughts on fleshing it all out.</p><p></p><p>My group really likes the simplicity of DDN so far and seem to be yearning for some old school, simple plot, campfire story style adventuring.</p></blockquote><p></p>
[QUOTE="GameDoc, post: 6011460, member: 53915"] I am thinking of creating a small, simple home brew for play-testing DDN by revisiting a concept I had for a campaign but never got to use before. It basically takes goblins and their ilk back to a fairy tale type setting where they truly do only come out at night because it's the only time they can. Basically they live in something akin to the Shadowfell (but not he SF per se) and when the sun sets, that realm mergers with ours, opening gateways, causing their camps and villages to materialize and they can prowl around in the dark stealing livestock, ruining gardens, and preying on any poor soul out and about at night. A common magical ward can be placed on walls, gates, and doorways so that goblinoids cannot enter or cross unless someone on the other side lets them in, leaves them open, or the goblins decide to attack in force and tear them down. 2 things spring to mind that I would have to do: (1) add some minor features (mostly fluff, but some crunch) to goblins, bugbears, and hobgoblins to reflect this; and (2) come up with a ritual that wards against goblinoids and determine it's cost, level, and area of effect. With regards to # 1 , I have considered giving them disadvantage in any light brighter than torchlight, and perhaps some type of vulnerability to radiant damage. The rest would be pure fluff (e.g., they cant cross a warded barrier; they turn to stone in sunlight if they don't find a dark place to hide, etc.). With regards to # 2[U][/U], I would want it to be something low level characters could not perform. If they go out at night hunting goblins or just braving a chance encounter to complete whatever mission they are on, that's just part of the danger. No warding your campsite or the old shack you find to rest in. But it brings some interesting ideas for quests such as "They have built a new bridge across the river that lies beyond the mountain. Take this scroll to the priest of Pelor encamped there so he can ward it against goblins. And beware of the bandits in the forest along the pat. They would love nothing more than to hold such an item for ransom." Anyway, that's what I have so far. I'd appreciate any feedback or thoughts on fleshing it all out. My group really likes the simplicity of DDN so far and seem to be yearning for some old school, simple plot, campfire story style adventuring. [/QUOTE]
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Things (i.e. Goblins) That Go Bump in the Night
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