RPPR Actual Play: 4E Dungeons and Dragons – The New World Campaign Game 10

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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.