The Player's Background paints a picture of a small but prosperous kingdom that was happy up until the previous year, when a succession of goblin raids caused havoc... but worse was to come. The King summons the party to a meeting at his country retreat, and requests their help - his baby son has been kidnapped! Evidence points to the goblins and the King will throw his resources behind the party...
All this has been dealt with, through a mix of narrative and role-play (although you can role-play the lot if you prefer) before we even get to the DM's Information. This explains some quite epic confusion on the part of the goblins and lays out what is going on and why quite clearly. Assuming the party agree to accept the task, they soon are on their way. The journey to the goblins' lair is glossed over, you may prefer to make it more interesting.
The lair itself is clearly mapped and detailed, with room descriptions along with notes on who might be around, all necessary game mechanical information and their likely intentions. From here on in, it's a fairly straightforward delve, with traps and monsters to deal with. Although it's supposed to be the goblins' lair, it's a bit difficult to envision them actually living there given the set-up. At the end of the dungeon, there is an opportunity to negotiate a solution should the party choose to take this option. The adventure rounds off with a new type of goblin and a magical item which plays quite a major role - more as an object than because of its powers, interestingly.
In a way, this adventure promises more than it delivers. The set-up is intriguing, but the dungeon itself quite pedestrian. The way in which a negotiated outcome is possible is excellent, but resolving it is left very much to the DM's discretion... and there is nothing concerning any consequences or follow-up adventures. With some work, this could prove a good adventure, as is it's a bit unsatisfying.
Return to Princes, Thieves and Goblins page.
Reviewed: 14 May 2017