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Ognort’s Goblin Nightclub Dungeon
thefreerpgblog.blogspot.com
Ognort’s Nightclub is where Goblins go
to relax, drink, carouse and fight!
Ognort is rich and has amassed much
wealth. Buried in the side of a hill,
local villagers have long gotten used to
Goblins
passing through
their hamlets
without
causing trouble. They all know
where it is but have no idea why you
would want to go there! Players can
either fight their way in or dress like
Goblins, pay a silver and get in.
Chances are they’ll fight their way out!
by Rob Lang
N
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There are four groups in the club:
Goblins
- drunk on Spoo, high spirited
but not very capable. Inside the club
they are unarmed.
Workers
- dancers, musicians, barmen.
Sober and often scantilty clad. Will only
attack if attacked and are handy in a
fight. Some have instruments that act
like a blunt.
Bouncers
- either Hobgoblins or just big
goblins. Will be armed but without a
blade weapon.
Ognort
- has a rusty sword and will try
and run if startled. See more below.
1.
The Entrance.
A large stone arch with torches either side.
A conspicuous trapdoor with a normal pit is right in front of
the door to ward off unwanteds. Staffed by two bouncers,
who can smell trouble but can’t tell the difference between
a Goblin and another race dressed like a Goblin.
2.
Box Office.
Each entrant must pay a silver to ‘Blind Lugs’,
a short sighted Goblin who bites each coin.
3.
Coat check.
Everyone must hand in capes/coats. Staffed
by a female Goblin who will make suggestive comments
about the player team. She will not realise they are not
Goblins, she does that to everything that moves.
4.
Weapons and armour check.
No weapons are allowed
into the club. Thieves any other sneaky types might be able
to conceal a dagger but armour and weapons will have to go.
If they cause a fuss, the bouncers will be called. If the play-
ers want to ransack the store room, they will find mostly
rubbish weapons and armour except a very cool magic sword
that when held smells so bad to Goblins they might run
rather than fight.
5.
Main dance floor.
Heaving with dancing Goblins. Tables to
the North and scantily clad Goblins on two podiums. A bar to
the south
(6),
which is always 4 Goblins deep and which sells
rotten beer and Spoo (1 copper). The stage to the East
(7)
hosts the band and periodically a singer with a shrieking
voice or a dance act of thrashing about. The roof is armed
with a net, ready to take everyone down if the dance floor
gets too rowdy.
Little, short lived fisticuffs break out constantly over spilt
beer, looking at someone’s girlfriend or being ugly.
8. Backstage.
This is where the entertainers hang out. They
often get tips from the Revellers. There are silver and gold
trinkets hidden in boxes back here.
9. The Mezzanine.
A quieter restaurant area that looks out
over the throng of the main dance floor. The Mezzanine is
used by enterprising Goblins who wish to sell their wares or
services, the group are likley to be approached while there.
A balcony is ideal for throwing people over.
10. Secret Passage to outside.
Hidden behind a statue of
Ognort, this secret passage isn’t really known about to
anyone but Ognort. Easy to find.
11. Door to backstage/VIP.
Guarded by a large, armoured
Goblin this heavy oak door leads to the backstage and VIP
area. VIPs are identified by a silver coin cut in half. If the
players watch carefully enough, they might see other
Goblins getting in this way.
12. The VIP area.
A higher class of Goblin and friends of
Ognort can be found here. Booths on the north wall, bar to
the south. Much of the plotting goes on here and fighting
means expulsion.
13. Entry to Ognort’s office.
Guarded by Fugg, a large and
intensely stupid Goblin. Can be tricked with even the
simplest logic. Armed with a club. Will fight if called.
Ognort will be entertaining some female Goblins when the
players arrive. The treasure is in a big wooden box in the
corner. He keeps his rusty sword under the desk. If hugely
outnumbered, he’ll try and run out the secret passage
(14)
otherwise he’ll fight, calling in Fugg and any other bouncers.
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