Ten brave adventurers set forth from the frontier town of Riverside, investigating rumors of a nest of vile goblins living in the nearby mountains. They expected to find gold and glory, but found only death, as the pint-sized fiends lured them into one ambush after another. Only the bard survived, but he had been tortured physically and psychologically by the goblins, and never sang again.
Two days later, the town itself came under attack, presumably by the same group of goblins. The vicious creatures destroyed two of the town's taverns and stole the third, smashing its supports so that it slid into the water. They rode the stolen tavern down the river and surfed it over a waterfall, escaping into the night.
At the weekend I ran Saga of the Goblin Horde for a group of six players. Half of them were already familiar with Savage Worlds, but I was still a bit nervous about running a game for such a large group, particularly as each player would be controlling five characters (a Wild Card boss, and four goblin gang member Extras). That's a total of 30 characters under player control!
However everything went surprisingly smoothly, and I was able to run two adventures back-to-back in about six hours. The adventures I ran were Dungeon Squat and Pub Crawl, which will be the first two episodes of the Plot Point Campaign. Manuel Sambs has written a very detailed report of the game here:
The Saga of the Goblin Horde continues
So make sure you check out the above link if you're interested in the setting!
The adventures involved my usual mixture of Interludes, Chases, Dramatic Tasks and Quick Combats, as well as two traditional combat scenes. I also introduced a simple two-stage mechanic for preparing and triggering traps, using a small deck of custom cards, and the players seemed to have great fun with it, so that's definitely a concept I'll look into using again in the future.
The Saga of the Goblin Horde continues
So make sure you check out the above link if you're interested in the setting!
The adventures involved my usual mixture of Interludes, Chases, Dramatic Tasks and Quick Combats, as well as two traditional combat scenes. I also introduced a simple two-stage mechanic for preparing and triggering traps, using a small deck of custom cards, and the players seemed to have great fun with it, so that's definitely a concept I'll look into using again in the future.
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