The Plot Point Campaign in
Saga of the Goblin Horde follows the great war between humans and goblins, and the main story arc is divided into eleven Plot Point Episodes (previously ten, but I've since decided to add Head Hunters). I've discussed parts of the campaign before, and have already run playtests of the first four episodes, but I thought it was about time I gave a proper overview.
The first two Plot Point Episodes (
Dungeon Squat and Tavern Crawl) are designed to be played back to back, and they help set the tone for the rest of the campaign. They're a bit like a two-part pilot in a TV show, introducing the players to the setting. After running these, the GM can start inserting their own adventures as usual.
The third and fourth Plot Point Episodes (
Head Hunters and Kick Off) trigger the great war, and should be run fairly close together, so the Game Master should move on to them once the players are ready for the main story arc to begin. After running these adventures, the Game Master starts using the War Clock to track the progress of the human assault.
The next five Plot Point Episodes are triggered by the War Clock, and cover the five major stages of the human assault against the goblin horde, while the final two Plot Point Episodes (Slay Day and Let Sleeping Gods Lie) conclude the campaign, and are designed to be run back to back.
War Clock
The War Clock is a mechanism I designed for tracking the escalation of the war. After Kick Off the Game Master can run Savage Tales or One Sheets, or use the Campaign Deck to generate their own adventures, but at the end of each such adventure the War Clock must be updated to reflect how murderous and destructive the goblins were during their last mission.
The later Plot Point Episodes are marked on the War Clock, and when one is reached the Game Master is supposed to run it for the next session. Thus the more violent the goblins behave, the sooner the humans will launch their next major assault.
Plot Point Summary
Here is a short summary of the Plot Point Episodes.
Episode 1: Dungeon Squat
A large party of particularly aggressive adventurers has been raiding goblin warrens along Hightree Ridge, attacking the weak borderland goblins with increasing frequency, and they are becoming far too big for their boots. Chief Bignose of the Redfang tribe dispatches a few gang bosses to set an ambush in one of the goblin dens, to teach the humans a lesson.
Episode 2: Tavern Crawl
Once the adventurers have been dealt with, the goblin bosses are tasked with addressing the source of the problem: the frontier town where the humans came from. Adventurers always love to kick back and relax between massacres, squandering their stolen loot on fermented drinks. But how are they going to do that if all the taverns have been destroyed?
Episode 3: Head Hunters
Recruitment has been slacking lately, and the Redfang tribe needs more cannon fodder. Chief Bignose also wants some impressive new war trophies for his collection, so he decides to hold a double headhunting contest. The bosses are tasked with headhunting new recruits for the tribe, and headhunting some new heads to decorate the chief's tent.
Episode 4: Kick Off
One of the goblin gangs recovered a very round human head from their last foray across the border, and they’ve decided it’s the perfect shape to use as a ball for a bit of competitive sport. However what they didn’t know is that the head belonged to the king’s sole heir, who had been sowing his oats along the frontier, making the most of his youth before settling down to his responsibilities.
Episode 5: Short Straw
The mountain humans have been holed up in their mines for decades, but as the attacks against the goblin horde ramp up, the stocky little humans finally decide to make their move. Bursting from their underground hideouts, they attempt to secure a foothold along the Northern River, paving the way for future attacks.
Episode 6: Ship Shape
The orcs are a seafaring race, and many of them take advantage of their special arrangement with the sea goblins, trading with civilizations across the Endless Ocean. However several enterprising captains have recently found a far easier way to turn a profit – by transporting squads of human troops, and dropping them off along the western shore.
Episode 7: Forest Fury
Several months ago, the Treebiter tribe was wiped out by the forest humans in a vicious, unprovoked attack against the goblins. Now the woodland folk are on the march once again, their scouts spreading throughout Shadowglade Forest as they begin their invasion into the goblin lands.
Episode 8: Fighting Fire with Ice
Squads of human thugs mounted on fire drakes begin launching raids across the goblin lands, burning down villages and sending the goblins fleeing for their lives. The chief sends the gang bosses to seek the aid of the Icerunner tribe, for it is said they have tamed many of the wild griffins that build their nests on the peaks of the Longtooth Mountains, and with flying steeds of their own, the goblins should stand a fighting chance.
Episode 9: Green Vaccine
Goblinoids and ogrekin start falling sick as a terrible plague sweeps the land, and this is one foe the goblins are ill-equipped to deal with. Following a lead from a priest of the Sleeping God, the gang bosses must travel to Windpoint Island and attempt to unlock the secrets of the ancient fortress, in the hope of finding a cure.
Episode 10: Slay Day
The main human army now marches across Hightree Ridge, moving through a rocky pass along the eastern side of the goblin lands. Tens of thousands strong, the human soldiers are disciplined and well-equipped, and they’re heading directly for the Spire of Flame.
Episode 11: Let Sleeping Gods Lie
As the battle rages in and around the Scorched Basin, the Spire of Flame ignites, and fire shoots up into the heavens. The sky darkens overhead as ominous storm clouds gather, and Blacktear Lake begin to churn as something huge stirs beneath the surface. The fate of the tribes will now be decided!