Page 1 of 2

[Group][Single Quest] - The Nyress Goblin Tribe

PostPosted: Wednesday June 27th, 2012 8:29pm
by torilen
UPDATE from 7-5-2012: Okay...so it is a week after I said I would be uploading the edited version. Again...kids. 2 year old
son got sick, and work got busy (work is where I do a lot of my game writing right now). Anyhow. Here it is, edited and
revised and ready to play.

Here is a large quest (two quests), though it is to be thought of as one whole quest. It encompasses an overground
portion, and an underground portion.

The Set Up:
A small tribe of goblins has recently gained a great deal of strength near Loch Lorwynn. It appears that several small, individual clans have been called together under the reign of a powerful matron named Nyress Forbingolth. She is very intelligent, and has access to some minor magical abilities. Her greatest asset, however, is the power she holds over the males in her tribe. The have been some rumors that she stumbled across an enchanted pendant that charms male goblins and allows her to control them and command them to do her bidding. Two of the males are magic-users, as well.

The town guard of Loch Lorwynn has attempted several times to quell and destroy the tribe, but have had little luck. Somehow, the goblins figured out how to build and work actual catapults, and have placed them within a spike-wall that encompasses their entire camp, which lies barely a half-days march to the west of the town. There is a small river that runs between the town and the camp, and the guard have torn down the bridges that serve as the only crossing. Two issues developed, however. First, the bridges are needed for trading and travel to the west, as the only other crossings are fifteen miles to the north or south of this crossing. Second, the goblins manage to force their way to the river bank and keep control long enough to rebuild the bridges, each and every time they're torn down.

The Governor of Loch Lorwynn has offered 500 gold coins to each member of any party that can remove the goblin tribe. He has also stated that any "treasure" found during the expedition can be kept, no questions asked.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Be sure to read the intro and playing the quest and everything - it explains a few important things.
Hope you all enjoy it.


nyress goblin tribe.pdf

Re: [Group][Single Quest] - The Nyress Goblin Tribe

PostPosted: Thursday June 28th, 2012 4:39am
by Sjeng
looks cool. So what do the chests contain from B to H?

I'd include the grassy tiles etc. as well.

Re: [Group][Single Quest] - The Nyress Goblin Tribe

PostPosted: Thursday July 5th, 2012 8:46am
by torilen
Okay - all the edits have been made, the new version is posted.
I decided to include the tiles needed for this one. Maybe that will
help a bit, for whoever uses this quest.

Keep your eyes open...I'm working on another right now. This next one
will be quite big.

Re: [Group][Single Quest] - The Nyress Goblin Tribe

PostPosted: Thursday July 5th, 2012 9:13am
by Sjeng
Looks good!I was wondering how the heroes could possibly survive this, but there seem to be plenty of healing potions. Good job!

Re: [Group][Single Quest] - The Nyress Goblin Tribe

PostPosted: Saturday August 18th, 2012 6:01am
by Templar
Wow...cut out barricades and catapults? I simply must include an entrenched ballista or something in one of my quests 8-)

One note though: How do you tell the difference between a normal goblin and an alchemist one? Have I missed something??

Re: [Group][Single Quest] - The Nyress Goblin Tribe

PostPosted: Monday August 20th, 2012 3:21pm
by torilen
Do you mean as far as the miniatures go? No - no way to determine the difference, unless
you have different goblins to use. If you're using just the basic goblins that come with the
game...maybe just put something on that one so, when they move around the board,
everyone will be able to tell the difference.

I've never been a big stickler on using monsters in my games that I only have miniatures for.
Honestly, I come from the dungeons and dragons background where you didn't use any minis.
I like just simply describing the surroundings and events to the players, and just use a battle
grid and some beads or something to indicate actual location. Looks of the monsters, obstacles,
furniture...all that is for the imagination.

That's just me.

Re: [Group][Single Quest] - The Nyress Goblin Tribe

PostPosted: Monday August 20th, 2012 3:42pm
by Templar
I've never been a big stickler on using monsters in my games that I only have miniatures for.
Honestly, I come from the dungeons and dragons background where you didn't use any minis.
I like just simply describing the surroundings and events to the players, and just use a battle
grid and some beads or something to indicate actual location. Looks of the monsters, obstacles,
furniture...all that is for the imagination.

I hear ya! When I played Warhammer Fantasy Role playing (The enemy within, if I'm not mistaken :mrgreen: ) and we fought mutants on the river Reik, some simple markers and a coulored grid map made all the difference for making the fighting seem as intense as it did...awesome stuff 8-)
torilen wrote:Do you mean as far as the miniatures go? No - no way to determine the difference, unless
you have different goblins to use. If you're using just the basic goblins that come with the
game...maybe just put something on that one so, when they move around the board,
everyone will be able to tell the difference.

No, I mean the second and third picture in the Icon Legend. They seem the same to me :|

Re: [Group][Single Quest] - The Nyress Goblin Tribe

PostPosted: Thursday August 23rd, 2012 4:58pm
by torilen
Like I said...its been a while since I've looked at that one.
I think they are different. I used goblins from the all-in-one download
from heroscribe...I thought I had picked different icons for the regular
goblins vs. the alchemist.

Maybe I didn't. If not...sorry. Not much else I can say about it, I suppose.

Re: [Group][Single Quest] - The Nyress Goblin Tribe

PostPosted: Friday August 24th, 2012 1:24am
by Templar
No worries. 8-)
I would really like to GM this quest, it seems very tactical. And from the positions of the goblins, you can kind'a see which are alcemists and which are not. It will work out fine :goblin:

Re: [Group][Single Quest] - The Nyress Goblin Tribe

PostPosted: Saturday August 25th, 2012 9:44am
by torilen
well...if it helps any, there is only one
alchemist. He is on the inside part of the
quest.
I added him in, actually, more for a role-playing
aspect. He will try to avoid getting killed, and
could provide info later for the characters, as
is stated in the quest notes.