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The Hulk has arrived!
The Goblin Hulk has dropped anchor! Weighing in at over 17,000 words, this campaign sourcebook details the inner workings of the goblin hulk, a massive ship supporting an entire horde, bent on despoiling and looting everything of value in the new world. Learn the secrets of the engineers and shamans who keep the ship running and the machinations of the merchants and chieftains who run the infamous bazaar on the hulk’s top deck. Everything is for sale on the hulk and its visitors include everyone from the vilest demons to the most ruthless mercenaries. This sourcebook also includes 3 adventure frameworks, 5 new monsters, 2 new templates and more! While this is statted for 4E adventures, the majority of its material is stat free and can easily be used for any fantasy adventure RPG.
Thanks to all the RPPR listeners who contributed to the ransom to make this possible and to the artists who added their work to this sourcebook!
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Dark cousins to the grippli, these degenerate creatures worship a dark nameless entity – perhaps an ancient god whose name was forgotten by civilized man or a demon lord so corrupting that even to name it is to grant it power. The albino grippli have wormed their way ever closer to the surface and are now ready to strike. While their ultimate plans are unknown, they have sent many scouts and agents into the surface world to learn of it and to establish footholds. These agents are sly creatures, adept at blades, subterfuge but most importantly they are masters of hypnotism.
A single scout can hypnotize dozens or even hundreds of weak-willed creatures and organize them into a secretive cult that obeys only the albino’s commands. With these lackeys, the albino can subvert the local powers that be and prepare the way for the rest of his kin to invade. That’s what’s happening onboard the goblin hulk. In the bottom deck of the hulk, a lone albino grippli has started a small cult among the goblins. He wants to take over the hulk and has found the goblins to be the perfect minions. They are ruthless, easy to hypnotize and totally expendable. No one misses a goblin if breaks the hypnosis or has outlived its usefulness. Despite these advantages, the albino’s cult is still small and vulnerable if it is detected by the goblin shamans or chieftains of the upper decks.
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