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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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The New World Awaits

News of the discovery spreads like wildfire. Ambitious lords, zealous high priests and enterprising merchants draw their plans fervently. The docks of the cities blaze with activity, as ships are outfitted for long journeys and word goes out at every village square and tavern throughout the kingdom. The New World has been found and the rush to claim and colonize it has begun!

A brave group of adventurers joins the first expedition to make landfall in the New World. They will have to overcome unique challenges and threats unheard of in the known world. Their greatest enemy is not an evil adversary or corrupt king. It is the unknown. The unknown land that stretches endlessly past the horizon: the unknown inhabitants of the New World and most importantly the unknown decisions that will ensure the safety and prosperity of the fledgling colony. There are many possible futures for the adventurers and the colony but most paths end in failure and death. The adventurers must choose wisely or they will not survive the first winter.

The New World Primer is the first supplement of a campaign setting about a newly discovered continent, suitable for most fantasy worlds. The first expedition from the old world has just landed on the shores of the New World to start the first settlement. The name and exact location of the continent is left undescribed so you can more easily fit the New World in your campaign.  A few dozen colonists, including a brave party of heroes (i.e. the player characters), band together as they try to tame the savage wilderness, make peace with the native tribes and establish the first settlement. The supplement provides all you need to get started in the New World.

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Special thanks to Goodman Games

This PDF contains material not used in the 4E Dungeons and Dragons scenario, “Tides of Doom”. It has guidelines on running encounters inside Crafthaven, as the cult will attempt to get rid of the players while they rest in the Inn. It also introduces a vigilante ally, the Red Brigand, who may aid the players. It has nothing in the way of stats as I wrote it before the 4E books were released.

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