Preview of the Goblin Hulk – The Albino Grippli
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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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RPPR Actual Play: Mutants and Masterminds – The Age of Masks 1
So you want to be a superhero? No such thing.
But. You can be a mask, which is why you’re here. You said superhero but you meant a mask.
The difference? Simple. Superheroes didn’t choose to be what they turned out to be. They made the best with what they had. That’s why they died off. Masks want to be masks. Need to be. The governments, all around the world, passed those crackdown laws. That took out most of ‘em. But the call of the mask is still strong enough. Strong enough to call you.
Here’s what I got. First number here is for this company. They make body armor and costumes on the sly. Light weight kevlar sewn in, lead weights on the knuckles of the gloves, maybe a few extras if you got the bucks. Cheaper if you already got a design but they can come up with something. You got an idea on the design? Good. Only hacks let someone else do it.
Next number is a street doc. Stitch your boo-boos right up. Cheap too. Oh and you’ll need that number. Might want to tattoo it on you or put it on speed dial on your wrist communicator. Hey, no need to get cocky. You need this number.
Oh yeah, you got some moves. You’re fast. Don’t get me wrong. I wouldn’t be talking to you if I thought you couldn’t hack it. But it don’t matter how fast you are. How strong. How tough. You will bruise, you will break bones and you will bleed. But that’s part of the thrill you know?
Masks dance the dance because they’re fucking crazy or they love the thrill or both. Oh sure you gotta stop the bad guys. But that’s not the point. Masks do what no one else can.
Third number is Hal. He’s a trainer. Runs a 24 hour gym in the roughest part of the city. Doesn’t ask questions, about anything. Can get you some weapons too. You gotta keep in shape, right?
You want extra juice? Lemme give you a number. There’s a black market for, shall we say, performance enhancements. My advice is to not fucking touch them. Masks who dip into that shit get burned. The cops have an anti-mask unit you know and they make examples out of any freak who throws a car on the evening news. Not to mention the side effects, cancer the least of them. Lost a lot of good people to them. Your call.
The place? Nah, kid. I gave you a lot but I can’t give you that. You gotta earn the right. It’s the only place where masks can relax and they are a goddamn exclusive crowd. Before the crackdown, there was over a thousand masks worldwide. Now, maybe 100 at any given time. Most masks die or get caught in the first month. Some study said the average mask’s career is 2 years. Oh sure, some go on for decades. Most don’t.
I know you need this. Just pass the cash over and you get the numbers.
Podcast: Play in new window | Download (Duration: 2:22:41 — 49.0MB)
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RPPR Actual Play: 4E Dungeons and Dragons – The New World Campaign Game 10
The Water Barons must now take a stand against the Thieves Guild. Lines are drawn, preparations are made and the final confrontation draws ever closer. This session and the next two sessions mark the conclusion of the heroic tier of the New World RPPR campaign.
Also, be sure to check out the next RPPR ransom, the Goblin Hulk module.
No one welcomes the goblin horde into their land. No one wants the goblins as guests or friends. No one, not even the other monstrous races, trusts the goblins. They are as the locust, a ravenous swarm consuming or despoiling all within reach. Normally, they are held back by the armies of civilized nations but the New World lacks an organized defense.
The first goblin ship has laid anchor off the shore of the New World, a massive hulk that holds together despite its improbable construction. It is a ramshackle floating fortress with countless goblins nesting within it. Its very presence destabilizes the region and if left unchecked, the goblins could overrun the New World.
This is a ransom project. If the ransom is met, The Goblin Hulk will be released as a free PDF by September 20, 2009 at the latest. Preview material including monster stats and maps will be released on a regular basis.
The Goblin Hulk is a multi-purpose dungeon module suitable for any 4E game. The hulk can appear in any harbor or shore, threatening all nearby. It is designed so that you can use it as:
*A starting town for evil or unaligned player characters – the bazaar is open to all and characters can use it to gain gold and power. Level 1 characters can even help one of the goblin chieftains gain power in the hulk.
*A level 6 adventure for characters to sneak into the hulk and rescue captured friends or escape from the hulk themselves.
*A level 12 adventure for a band of heroes to storm the hulk, slay its defenders and sink the ship before the goblins gain a permanent beachhead in the New World.
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