• It is not often that goblins wish to converse with human beings, but this is precisely what happened. A group of goblins have come seeking the group’s Mystic (or any other priestly classes), asking him to stand in for the tribe’s shaman! The old shaman has just died a week before an important rite and his young apprentice is deemed not worthy enough to carry on with the tradition. However, the younger shaman has cast the runes, and find the group’s Mystic as the most suitable replacement! Don’t worry, though, the goblins will explain. It is for one time only!

    1. The time has come for the goblin to pick a new leader. The old one has died a while back and the tribe has been leaderless for some time. A shaman is supposed to judge a series of duel between the two contestants and the stronger one will win. The nature of the duel is up to the shamn (ah, no, the Mystic) to decide. Each of the contestant has different strength and abilities, and more importantly, a different outlook on the nice juicy villages surrounding their hill fortress. One is for leaving them alone – the hill provides enough game and the occasional careless adventurers enough fun. The other is all for pillage and plunder. This is the party’s one chance to play a game of goblin politics.
    2. A young maiden is to be sacrificed within an ancient cave temple, and the shaman is the one who has to oversee the rite. The route to the cave temple passes through a series of underground caverns, which the Mystic, as the stand-in Shaman, has right to explore first. Of course, the party could not let the girl be killed; out-right assault is out of the question. The goblins outnumber the adventurers 10 to 1.
    3. When a clan of goblins wish to split from the tribe, be it because of unfair treatment or a lesser share of plunder, the clan must declare it at an assembly of all the tribe’s elders. Within three days, the clan will be under assault which last a day, as a penalty for deserting the tribe and attaining independence. The Shaman is usually the one who issue the challenge and conducts a magical duel against the shamans from the other clans. The adventurers are the goblin’s best hope for a successful challenge and to hold off the assault. Of course, the adventurers may find some way to make this really worth their while…or to eradicate the goblin’s threat in the region for once and for all. (Note: There should be some pleasant consequences if the clan do break-away. Goblins often prefer to prey on each other because they know they are as weak as each other).

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    Posted by extrakun @ 2:06 pm

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