Free Epic Encounters Adventure | All Out Goblin War
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We’ve got something very exciting for you today, folks.
Richard August, Steamforged Games’ resident RPG Guru, has written you a free Epic Encounter!
That’s right: we make Epic Encounters and sell them for money… But we’re handing this one out for free!
Anyway, I think it has something to do with a minor kobold skirmish? I’m sure Richard will fill you in.
Read it, play it, enjoy it. Quick – before we realise what absolute madness this is.
Take it away, Richard!
What’s this scenario about? Well, let me make it nice and obvious…
ALL OUT GOBLIN WAR!
After all, goblins are the only creatures in Epic Encounters to have two sets. Now, partly this is down to very sensible gaming logic: a) goblins are classic low level monsters; b) everyone loves goblins; and c) goblins have, and continue to be depicted in such a range of different ways that these should be reflected in our range. What it definitely has nothing to do with is my long standing, deep-seated, and some say pathological, desire to publish a short adventure with the words:
ALL OUT GOBLIN WAR
Used liberally throughout. Anyone who says I insisted on two goblin Epic Encounters as part of a carefully plotted stratagem is a liar, and should be reported to your local constabulary. Ahem. Anyway. Yes. This free mini Epic Encounter is about:
ALL OUT GOBLIN WAR
Into which the characters find themselves thrust. It’s designed so it can be something entirely unexpected your characters stumble into, or the start of a potential campaign, culminating in a battle against the creature fomenting such chaos between goblin tribes. Anyway, let’s get into it, shall we?
What You’ll Need
- Labyrinth of the Goblin Tsar miniatures
- Village of the Goblin Chief miniatures
- Side 1 of the Labyrinth of the Goblin Tsar map
Scenario Overview
ALL OUT GOBLIN WAR engulfs the underkingdoms, throwing the pathways travelled by thousands of adventurers, traders, exiles, and more into chaos. No one ever pretended the ways beneath were safe exactly, but they were at least navigable, and, with a few precautions, largely survivable. But now? Well… now there’s simply chaos, and blood, and hordes of screaming goblins. And someone needs to stop it. Quickly, and for good.
No one knows precisely what triggered this bout of goblin on goblin viciousness. But there seems to be two ringleaders quite keen on seeing it continue for as long as possible. These two, the goblin kings as they’re known, refuse to listen to reason, refuse to accept any possibility of peace, refuse to stop. Until now, at least. Rumour reaches your ears the two goblin kings have been drawn to the same battlefield, whether by chance or by design is uncertain. What is certain is: now is the time to strike, to end this war once and for all by taking out those instigating it. It won’t be easy, but it might just save the underkingdoms from dissolving into complete anarchy.
This is an Encounter…
But it could easily become a detailed adventure or even a campaign. For the purposes of brevity, this presumes the characters have already been brought into the adventure, and are now ready to finish things. But there’s loads of potential material to build this into a fuller adventure, simply work backwards:
- How were the goblin kings lured to this location?
- How did the characters discover the identity and lairs of the two goblin kings?
- How did the characters learn of the goblin civil war? (There’s some hooks below to help you with this one!)
For anyone new to the art of writing or plotting out adventures, the above is a really great step. Start with a cool encounter you’d like your characters to be involved with, and then work backwards systematically to determine how they reach it!
Hooks
So, how did the characters end up here? Miles underground, and about to enact a complex plot to try and finish a goblin civil war before it gets even bloodier? There’s a few hooks to explain this, below:
- You dwell in the underways; this is your home, and you’ll be damned if they’ll let it be destroyed just because two goblin tribes can’t stop killing each other.
- A delegation from the peoples of the underways arrives in town, asking for assistance. Beaten and weary, they implore the surface dwellers for help. And you responded.
- It’s a hunch, but this doesn’t feel right. It’s not just the goblin civil war in the underkingdoms. It’s the assassination of the merchant prince. It’s the kidnap of the vizier in the Twilight Empire. A plan is being woven, and you might find clues to who is weaving it if you venture beneath the ground.
Starting the Encounter
The battle begins with the characters at the centre of the labyrinth. The forest goblins begin at one extreme edge of the map, and the cave goblins begin at the other. It doesn’t matter which set of goblins starts on which edge!
Terminology
For the sake of convenience, we’re referring to the goblins as either Cave Goblins (those from the Labyrinth of the Goblin Tsar set), or as Forest Goblins (those from the Village of the Goblin Chief set). This isn’t how the goblins see themselves; they ALL live in the underkingdoms, but rather than go with Cave Goblins and Cavier Goblins, we felt this was clearer.
Running the Encounter
The aim, for the characters, is to assassinate both of the goblin kings:
- These are easily identifiable: one is mounted on a gigantic grub; the other wears a powerful wooden mask.
- The goblin kings remain on their respective edges of the map; why would they risk their own lives, when endless hordes of devoted goblin servants can risk theirs instead?
- The two goblin armies fill the labyrinth, charging at one another—or at the characters—as soon as they see them. This makes the labyrinth a death trap, but also, potentially, a means of distraction!
- Encourage the characters to think of ways to sneak through the maze, to set the different goblin tribes against one another in order to grant a means of sneaking through, and dodging the worst of trouble.
- If the characters try and fight their way through, being overwhelmed by sheer weight of numbers is a definite possibility; they need to be smarter than just charging straight in!
Cave Goblin Tactics
- The Cave Goblin king, Sadguts, sits astride his grotgrub. He stays back, with his two trusted seers—The Unseelie Sisters—who cast spells to ensure his protection. He’s not interested in fighting until absolutely necessary. He’s not much of a fighter; he much prefers ordering others to do that for him.
- His goblins charge through the labyrinth in mobs consisting of two spider riders, a goblin lobber (for ranged support), and two goblins armed either with knives or swords. Two of these mobs roam the labyrinth, and, should one be wiped out, another emerges to replace it immediately.
- Alongside these mobs of murderous creatures, Sadguts’ prized pet—a vicious giant centipede named Manylegs (originally enough)--and it’s trainer roam around aiming to paralyse their victims and drag them back for Sadguts to interrogate. Painfully.
Forest Goblin Tactics
- The Forest Goblin king—dubbed The Masked One—is always accompanied by four goblin bruisers acting as bodyguards—these are bigger, heftier brutes than normal goblins. They never leave his side, and ensure he’s well-protected even as he goads his followers to greater acts of violence.
- The Forest Goblins charge out in groups of uniform troop-type. So four frog riders initially enter the map during the first turn, then a group of four deranged frog-chewer goblins follow them in turn three, then a group of three goblins wielding sword and shields in turn five, and finally three goblins wielding shortbows in turn seven.
- If any of these groups are wiped out, they respawn at the start of the next turn and reenter the battlefield via the tunnel entrance nearest to their king.
Heroes of the Civil War…
What happens when a bunch of goblins see another bunch of goblins they’re in a civil war with? Well, that’s a good question. To make things easier for the GM, there’s a very simple AI system to simulate what each group does, and some rules for what happens if a mob of goblins need to choose between fighting each other, and fighting the characters.
Goblin Group AI
- Roll initiative for each group of goblins, not each goblin individually.
- If a group of goblins aren’t in combat, they move their full movement distance towards the nearest unengaged mob of enemy goblins. The goblins don’t know about the presence of the characters until they see them - if the characters can see the characters, use the ‘They’re Not Goblins!’ rules below.
- If a group of goblins engages a second group of goblins, make one attack for the whole mob, adding the highest ‘to hit’ value to the attack roll, against the highest AC value of the opposing group.
- If the attack is successful, remove 1d3-1 goblins of any type from the opposing mob.
- Follow steps 3-5 for the opposing goblin mob.
- If one goblin mob is wiped out, the victorious goblin mob aims to engage with the nearest enemy goblins, even if they are already engaged.
They’re Not Goblins!
- If the characters can be seen by a group of goblins and there are NO enemy goblins present, then the goblins immediately attack the characters. At this point, use standard combat rules, rolling for each goblin’s attack individually.
- If the characters can be seen by a group of goblins and there ARE enemy goblins present, then roll 1d6. If the result is a 1-3 the goblins charge the characters, ignoring their goblin foes. If the result is a 4-6, the goblins charge their rival goblins, ignoring the characters.
- These rules pertain even if the characters are already engaged with a group of goblins and are then seen by a second, rival group.
Endings
There’s a couple of possible endings to this adventure. The first, and most likely, is the characters succeed in their task; as soon as both goblin kinds are killed, the goblin troops panic and flee. The underkingdoms are saved. After some initial chaos as the power vacuum is filled, the underkingdoms settle into something like peace and stability again. For a while, at least.
If the characters get overwhelmed by the endless goblin troops, pouring forth from the tunnels and burrows, then perhaps they wake up a few hours later, chained up, and ready for sacrifice to some dark god or gigantic monster. But not before receiving thanks from a grateful goblin king for disposing of their rival (if they managed to kill one) or for distracting everyone enough to allow an assassin dispatched by either the Masked One or Sadguts to do their job. What follows, of course, should be a tale of heroic escape. Hopefully.
For GMs who want to take things further, perhaps the characters might be given some tip as to what started this whole war. Perhaps pulling on a thread in the underkingdoms links the goblin civil war to the other strange events unsettling the realms, and if followed, these threads might lead to the tower of a Lich Empress, finally putting her aeons old plan for domination into operation… but that’s up to you!
Here's the Stats
CAVE GOBLIN STATS
Cave Goblin
Armor Class 15 (Leather Armor, Shield)
Hit Points 7 (2d6)
Speed 30 ft.
STR 8 (-1)
DEX 14 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 8 (-1)
CHA 8 (-1)
Skills Stealth +6
Senses darkvision 60 Ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Special Abilities
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.
Cave Goblin Lobber Artillery
Armor Class 15 (Leather Armor, Shield)
Hit Points 14 (4d6)
Speed 30 ft.
STR 8 (-1)
DEX 14 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 8 (-1)
CHA 8 (-1)
Skills Stealth +6
Senses darkvision 60 Ft., passive Perception 9
Languages Common, Goblin
Challenge 1/2 (150 XP)
Special Trait
Symbiotic. The lobber is two goblins, one mounted on the other’s shoulders. They act as one being, and damage is inflicted on both simultaneously.
Actions
Multiattack. The artillery slinger makes two ranged attacks per turn.
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
Spider (Mount)
Medium beast, unaligned
Armor Class 14 (Natural Armor)
Hit Points 14 (2d10+4)
Speed 30 ft., climb 30 ft.
STR 14 (+2)
DEX 16 (+3)
CON 12 (+1)
INT 2 (-4)
WIS 11 (+0)
CHA 4 (-3)
Skills Stealth +7
Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 10
Challenge 1 (200 XP)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 3) piercing damage plus (2d8)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one creature. The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
The Unseelie Sister
Small humanoid (goblinoid), neutral evil
Armor Class 12 (tattered robes)
Hit Points 22 (4d6 + 8)
Speed 30 ft.
STR 12 (+1)
DEX 14 (+2)
CON 14 (+2)
INT 11 (+0)
WIS 16 (+3)
CHA 12 (+1)
Skills Deception +4, Persuasion +4
Senses darkvision 60 ft., passive Perception 13
Languages Goblin, Common
Challenge 3 (700 XP)
Special Traits
Innate Spellcasting. The Unseelie Sister’s innate spellcasting ability is Wisdom (spell save DC 13, +8 to hit with spell attacks). They can innately cast the following spells, requiring no components.
At will: Acid Splash, Minor Illusion
2/day: Burning Hands, Charm Person, Sleep, Suggestion
Magic Resistance. The Unseelie Sister has advantage on saving throws against spells and other magical effects.
Of The Shadows. While in dim light or darkness, the Unseelie Sister can take the Hide action as a bonus action.
Actions
Multiattack. The Unseelie Sister makes two attacks with their staff.
Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 3 (1d6) force damage.
Reactions
Foreseen. When a creature the Unseelie Sister can see targets them with an attack, the Sister may make a free dodge reaction.
Manylegs, the Giant Centipede
Small beast, unaligned
Armor Class 13 (Natural Armor)
Hit Points 4 (1d6+1)
Speed 30 ft., climb 30 ft.
STR 5 (-3)
DEX 14 (+2)
CON 14 (+2)
INT 8 (+0)
WIS 7 (-2)
CHA 3 (-4)
Senses Blindsight 30 Ft., passive Perception 8
Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus (3d6) poison damage. The target must succeed on a DC 11 Constitution saving throw or take the poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Vomit. Ranged Weapon Attack: +4 to hit, reach 20 ft., one creature. Hit: 6 (1d6+3) acid damage. The target must succeed on a DC 12 Dexterity saving throw or be paralysed until they succeed on a DC12 Strength (Athletics) check.
Sadguts, Goblin King
Medium goblinoid, neutral evil
Armor Class 16 (studded leather, shield)
Hit Points 90 (12D8 + 36) 54
Speed 30 ft.
STR 18 (+4)
DEX 15 (+2)
CON 16 (+3)
INT 10 (+0)
WIS 12 (+1)
CHA 15 (+2)
Saving Throws Str +7, Dex +5, Con +6
Skills Athletics +10, Intimidation +5
Senses darkvision 60 ft., passive Perception 13
Languages Goblin, Common
Challenge 3 (700 XP)
Nimble Escape. Sadguts can take the Disengage or Hide action as a bonus action on each of its turns.
Mount. Sadguts is mounted on his pet grub. It uses the same statistics as a giant spider.
Actions
Multiattack. Sadguts makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage
Reactions
Parry. Sadguts adds 4 to its AC against one melee attack that would hit it. The Tsar does not need to see the attacker to receive this bonus.
FOREST GOBLIN STATS
Forest Goblin Soldier
Armor Class 15 (Leather Armor, Shield)
Hit Points 7 (2d6)
Speed 30 ft.
STR 8 (-1)
DEX 14 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 8 (-1)
CHA 8 (-1)
Skills Stealth +6
Senses darkvision 60 Ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Special Abilities
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.
Giant Frogs
Armor Class 11
Hit Points 18 (4d8)
Speed 30 ft., swim 30 ft.
STR 12 (+1)
DEX 13 (+1)
CON 11 (+0)
INT 2 (-4)
WIS 10 (+0)
CHA 3 (-4)
Skills Perception +2, Stealth +3
Senses darkvision 30 Ft., passive Perception 12
Challenge 1/4 (50 XP)
Special Abilities
Amphibious. The frog can breathe air and water
Standing Leap. The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. The target is grappled (Escape DC11). Until this grapple ends, the target is restrained, and the frog can't bite another target
Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.
Goblin Frog Chewer
Armor Class 16 (Leather Armor, drugged state)
Hit Points 7 (2d6)
Speed 30 ft.
STR 8 (-1)
DEX 14 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 8 (-1)
CHA 8 (-1)
Skills Stealth +6
Senses darkvision 60 Ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Special Abilities
No pain, no fear. The effects of the tree-frog venom make Frog-Chewers immune to almost all pain. Frog Chewers take half damage from all melee and ranged attacks.
Actions
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Goblin Brutes
Armor Class 17 (Leather Armor, Shield)
Hit Points 21 (6d6 + 0)
Speed 30 ft.
STR 14 (+2)
DEX 14 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 8 (-1)
CHA 10 (+0)
Saves: Strength +4
Skills: Stealth +6
Senses: darkvision 60ft,, passive Perception 9
Languages: Common, Goblin
Challenge: 2 (200 XP)
Special Abilities
Relentless. The Goblin Enforcer is a formidable and durable opponent. If it takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions
Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.
Scimitar. Melee Attack Attack: +6 to hit, reach 5ft, one target Hit: 7 (1d6+4) Slashing Damage
The Masked One, Goblin King
Armor Class 18 (Wooden Mask, Shield)
Hit Points 21 (6d6 + 0)
Speed 30 ft.
STR 14 (+2)
DEX 14 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 14 (+2)
CHA 14 (+2)
Saves: Strength +4, Dexterity +4, Wisdom +4, Charisma +4
Skills: Insight +6, Perception +6,Stealth +6,
Senses: darkvision 60ft,, passive Perception 9
Languages: Common, Goblin
Challenge: 4 (1100 XP)
The Power of the Mask. While the Goblin Hetman obscures his face, the mask grants him remarkable powers of prescience. The Hetman makes all saving throws at advantage.
Madness of Magic: Casting a spell at the Goblin Hetman is a risky business. While the Goblin has little knowledge of how magic works or is controlled, it does have considerable raw power. Whenever casting a spell targetting the Hetman, roll a d8. On a roll of 1, the spell rebounds on its caster, dealing its damage or effects to them.
Spellcasting. The Hetman is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The Hetman has the following cleric spells prepared:
Cantrips (at-will): guidance, resistance, thaumaturgy
1st level (4 slots): bless, command, resistance
Actions
Multiattack. The Goblin Hetman makes two attacks with his bone axe.
Bone Axe. Melee Weapon Attack. +7 to hit. Range 5ft, one target. Hit: 10 (1d10+4)
We hope you thoroughly enjoyed that gobsmacking goblin encounter!
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