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Updated Adventure: Goblin Raiders

velkymx

Explorer
I've been working on expanding the introduction of the Goblin Raiders Adventure by adding a friendly NPC encounter to help guide new players (and DMs) in learning how to interact with NPCs using Cresthaven’s Charisma + Reputation mechanics.

Summary of the Update:​

  • New NPC: Tavin Reed - A weary traveler ambushed by goblin raiders who stole his coin and a sentimental pendant.
  • Player Choice & Roleplaying Guidance:
    • Players can give him coin, ask about the goblins, sense if he's lying, or refuse to help.
    • Uses a Charisma + Reputation check to determine how much information they get.
    • Tavin directs them to the Crossed Arms Tavern, where he’ll reward them for retrieving his pendant.
  • Why This Change?
    • Teaches NPC interaction & roleplaying in a structured way.
    • Builds immersion and makes the world feel more alive.
    • Smoothly transitions into the main adventure by leading players toward the goblins’ trail.

Looking for Feedback:​

  • Does this NPC add to the adventure in a meaningful way?
  • Are the player choices clear and engaging?
  • Does the Charisma + Reputation check feel like a natural fit?
  • Any suggestions for refining or expanding the encounter?
Would love to hear your thoughts!

Goblin Raiders Adventure
 

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Players with a playstyle that enjoys talking to NPCs would probably enjoy this encounter, while more combat/adventure-focused players might not. The adventure seems to be a nice introduction module for new Gamemasters as well as new players.

The written suggestions a GM could offer the players doesn't include, "Do you want to ignore the old man and move on?" Players should know they have that option, otherwise they could feel forced to engage in the encounter, which violates their agency.

If the players can find the trail no matter what they roll, why are they rolling? Just make the trail obvious. The GM should never call for a roll unless they're prepared for the players to fail, taking the adventure in whatever direction failure leads. Failure can be interesting with a well-designed adventure. This pointless rolling continues with the cellar doors encounter. Just let them open the door :) It doesn't need to be a challenge worth rolling dice over.

The only challenge I'd have them roll for would be detecting and disarming traps. If they fail, it goes off causing X amount of damage to whoever is closest to the device, then the party moves on.

When the party reaches the goblins, get a combat encounter going so the players, especially the players who enjoy combat, can test those rules. Combat is one of the most meaningful things players can do with their characters, hence the popularity of it in ttrpg games.

Overall it seems like a fun adventure, if you remove most of the rolls and just let the players do things via ROLEPLAY instead of ROLLPLAY. Very nice art, as well (y)
 


I totally get where you're coming from. Player agency, right? You're right, not everyone wants to sit down for a chat with every NPC they stumble across. Now, they can just peace out if they want, I updated it to reflect that.

But here’s the thing, and I think this is where we might see things a little differently. That NPC encounter? It's not just some random chit-chat. I designed it specifically to be a kind of tutorial for non-combat interactions. I wanted a low-stakes way for players and GMs to get the hang of it. Especially for newbies, learning how to talk their way through a situation, barter, learn rumors, etc is just as important as learning how to swing a sword, you know?

And that trail? It's not just a straight line to the ruins. It's supposed to teach exploration. I wanted the journey to feel like, well, a journey. Like, the environment matters, and your choices have consequences. If you mess up, you might lose time, drop something, or run into a minor obstacle. It's not about blocking progress, it’s about making the world feel reactive. Without that, it’s just a boring walk, and I wanted it to feel like an adventure.

I hear you on the unnecessary rolls, though. I totally agree. If failing doesn’t actually do anything, why bother?

Combat is definitely a big draw, and the goblin fight is where all the combat mechanics shine. But honestly? I think too many RPGs just hand-wave the non-combat stuff. It’s like, “Okay, you’re done talking, now go fight!” I wanted to show that exploration and social interactions are just as important. It’s about building a well-rounded experience. If a group just wants to smash goblins, they can skip ahead. But for new players, I wanted them to learn the whole system, not just the combat.

Anyway, I appreciate the feedback.
 

As a tutorial adventure, it's excellent. Very few introductory adventures go into detail like you're doing and the group that uses your adventure will appreciate that.
 

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