Monday, August 19, 2019

Goblin Manor - revised, now with art!


With classes starting, I need to stop tinkering. So here's Goblin Manor – now with art! (I also tore up some of the carpet, wound the springs, etc.) It's like Gormenghast with goblins, with some faery antimodernism thrown in. And Occupy Wall Street dropped in the middle. Eventually I’ll get this published/get professional art, but for now enjoy an adventure for 5e with 100ish rooms, weird and whimsical NPCs, goblin generators, etc.  Download here.
Goblin Manor adventure

Sunday, February 10, 2019

Cults, Cultists, and Debt

Some great points about cults in the Gauntlet review of Shadows Over Bogenhafen. Cults and cultists tend to be described as a group of people driven to reject reason and traditional morality in the service of some transcendent charisma. But the Tzeentch cultists here are driven by something else: debt and false promises. I think this is fabulous, because these are much more relatable (this is largely how capitalism works), and a path my players are quite likely to follow.

It also drives the adventure forwards: Allow the players a relatively easy way to get what they want (too easy, and may they get suspicious), but at the cost of getting captured in a debt that gets worse and worse as the terms are played out. Whatever they need, whether an obstacle removed, a magical item, or just money, there are dubious forces, both magical and secular, who will be happy to help them – for the right price. And while the first step in paying back that debt may seem not that bad, it’s often the consequences of that action where things get interesting - powerful enemies made, additional debts incurred, forces set in motion against each other, horrible powers unleashed, lives ruined, etc.

Here's a few ideas to start:
1. What do the players want?
2. Who can provide it? (Tzeentch, thieves' guild, etc.)
3. What are the powers to be set in motion?

Debt Obligations
1. Money
2. Collect material for a ritual
3. Perform a ritual
4. Collect a (dormant) source of power
5. Obtain slaves
6. Obtain/recruit warriors
7. Obtain/recruit priests
8. Deliver arms
9. Deliver information
10. Free a prisoner
11. Kidnap an individual
12. Assassinate an individual
13. Take out a military force (“bandits”)
14. Take out a political/religious organization (“bandits”)
15. Expose the identity of a secret agent (e.g. rebel leader)
16. Military sabotage (e.g. destroy the gate mechanism, spike cannons, etc.)
17. Industrial sabotage (e.g. poison or befoul the produce of a certain country or company)
18. Undermine an alliance
19. Steal an important cultural artifact
20. Destroy an important archive of knowledge

False Promises
The thing you want …
  Has been mangled, largely useless
  Given only after the reason you wanted it has expired/no longer applies
  Belongs to someone else, and they want it back
  Doesn’t do what you thought it would
  Will disappear/corrode/run out of charges soon
  Is cursed…
       Grants some debility
       Is too effective
       Recurring cost to be effective

Additional reading:  Debt: The First 5,000 Years by David Graber.

Tuesday, May 1, 2018

One Page Dungeon Entry - Escape From New Goblin CIty

My entry for the One Page Dungeon contest.

This is basically a mashup of my Goblin Manor adventure and the urban politics/revolutioncrawl project I'm working on.  I've been playing with a lot of ideas from board games lately, leading to this domain system based on three resources: finance, force, and faith.  There's a RPS/Pokemon relation between them.

This works well with the random urban encounters from Vornheim, just goblin up everything.

Obviously inspired by Escape from New York.

Download here.

Saturday, October 21, 2017

Goblin Commodity Tribes

Goblin Commodity Tribe A group of 3d4 goblins enthusiastically united around a common marker of identity.  They may have rituals, slogans, flags, and clothing centered around their object.  Roll on the following table, or add your own.

D12



1
Venerable
Heroes of
The Paper Bag
2
Second-Tier
Knights of
The Wastebasket
3
Long-Suffering
Watchers of
Poo
4
Noble
Order of
Scissors
5
Devout
Lords of
The Stewpot
6
Merciless
Monks of
The Teapot
7
Ferocious
Accountants of
The Umbrella
8
Stout
Champions of
Soap
9
Reconstituted
Sisters of
Twine
10
Terrible
Auditors of
The Thimble
11
Humble
Servants of
Cutlery
12
Grand
Gluttons of
Cheese


Monday, October 2, 2017

Goblin Manor Play Reports (Sessions 4-6)

Session 4

The party takes time to rest and recover, packed in with the rest of the refined refugees.  Pendegrast shares the various maps and pieces of maps which have been assembled, none of which are confidence-inspiring.  He also shares with them his sigil, should they need proof of their authority on this mission.  He suggests they might start by asking "Agatha" for advice on how to find the peasants, described as "kinda like a rat" by one of his guards.  A heated debate ensues, splitting the party along    gender lines, over whether stopping to talk to this creature is worthwhile.  Eventually a "play it by ear" compromise is reached, and the party heads out laden with food, ammunition and other supplies.  Breen casts "Identify" on the sigil, discovering that it is also a magic device capable of giving vision to another through the eye emblazoned upon it and generally functioning as a mystical Lojack.  Breen wraps it up to limit its vision to the inside of a pouch.

The party leaves the sanctuary of the nobles' wing and descends to the floor below, immediately finding themselves in a bizzare gobliny cabaret.  Lit by makeshift paper lanterns and soothed by the dulcet tones of a broken accordion, a collection of both goblins and humanfolk sit before a stage.  A dwarf wearing a tiara and pink skirt introduces a magic act, two goblins performing the old saw-the-assistant-in-half routine, which goes exactly as expected.  Digger, glad to finally see another Dwarf, helps stop the bleeding.  Jack sidles up to a woman, "Kelly," and after some initial standoffishness his confident masculinity leads Kelly to open up about the traumatic events of the past few days, clutching Jack and ugly-crying on his shoulder (Jack appears to have seen this going differently.)  "Agatha" then steps onstage, a wizened gnome-like creature who reads the first few pages of a children's alphabet book to great acclaim.  She stops around "C is for Cat" to invite Mefilicent to tea - apparently the party was expected.  Eventually the entire party follows Agatha into her room behind the stage, a bright space covered by hook rugs, needlepoint, and assorted quilts.  Seven teacups are sitting out; Agatha pours tea for everyone present, sits down, and begins to chat as she sips her tea.  Asked about the peasants, she responds, somewhat expectedly, with a riddle - something about a boat.  She then goes on for some time about meaning and purpose, ("Be patient with my children - they are quite young, and have a great ways to go yet to reach their purpose") which is universally judged to be the sort of trite claptrap best reserved for motivational posters.  Feeling their purpose was clear enough for the moment, the party leaves Agatha and exits the cabaret.  To Jack's great relief, Kelly stays behind to assist Agatha.

The party soon comes across the dwarf from the cabaret seated on a bed, smoking something from a substantial hookah, along with several other denizens of the manor.  Digger and the Dwarf engage in a very technical discussion of the proper way to escape a collapsed tower with limited tools.  Jack takes a puff from the hookah, while the others hold back.  After a short while, the Prince walks in.  Digger decides everything he wants to say to the Prince can be summarized by the sharp end of his axe, and immediately attacks. Jack, suspecting something is amiss, draws on inner resources to shake off this hallucination.  Digger, seeing the Prince's nonplussed reaction to being savaged with an axe, relies on his hardy constitution to do the same.  They leave the room with the rest of the party, who notice something attempting to break in from beneath the floorboards on their way out.

The bedroom opens into a large art gallery, occupied by a single goblin who seems to have managed to decorate every one of the priceless paintings with a mustache or a penis.  Proud of his work, he runs off at the sound of a large patrol of goblins coming from the next hallway.   A pair of goblin riders emerges, trailed by a number of others with crossbows and a well-dressed goblin in a cage.  Jack and Digger stop them before they can enter the gallery, and they demand proper documentation and an account of how many individuals are in tow.  Jack bluffs, "Twenty."  The goblin leader responds, after a brief consultation, "Okay, give nine."  (Apparently there was an incident of some sort that completely decimated the goblins' kitchen staff, and they need to compensate for the disruption in food production.)  Judging that negotiations had come to an end, Jack attacks without warning, dropping the leader instantly.  Two goblins fire harpoons from behind the bird-beasts, missing harmlessly.  A third fires a harpoon directly into the tuckus of the now-riderless bird-beast, which panics and charges into the gallery, dragging the goblin behind.  (Mefilicent stomps on it for good measure.)  Breen manages to leap on the creatures' back and spends the rest of the combat riding it in circles, attempting to regain control.  Jack whips out two hand crossbows and fires, managing to dispatch a goblin with each bolt.  Digger swings his axe, and Mefilicent transforms into a giant-she bear, barreling into the fray.  The bear decisively ends the combat, finishing off the last bird-beast with a vicious bite.  The party considers questioning the goblin in the cage, but thinks better of it and fires their crossbows into the cage.

The party proceeds down the hallway, passing by a small theater where a collection of goblins and humans watches a grisly sort of puppet show, the goblin actors holding up severed human heads.  Realizing the passage feeds into the "Dining Hall" they skirted earlier (and thus hundreds of hungry goblins), they turn into an apparently abandoned chapel.

Goblin Manor, Session 5

The party proceeds into the abandoned chapel, a strange relic for a kingdom which has largely left such things behind.  Their keen eyes pick out a suspicious arrangement of tarps and pallets near the rafters, mixed in with other half-completed but long-abandoned renovation.  A voice demands that they stop, and an uneasy truce is negotiated.  The party offers some of their surplus food and water to a rugged-looking pistoleer who descends from the rafters.  Sensing that she is withholding something, Breen draws upon her Bardic powers and discerns a number of guarded secrets:  The woman, Jenessa, was not here for the party, but on some sort of mission, apparently convinced something sinister had been occurring in the manor (perhaps not a great surprise at this point).  She is also protecting something or someone, still hidden in the rafters.  Breen, unsatisfied, decides to climb up and see for herself.  Conversation abruptly halts, as Jenessa draws her pistols and aims them at the gnome.  A tense standoff ensues, with lots of yelling, which is resolved when Breen decides to keep on climbing.  Jenessa fires both pistols, instantly blowing Breen to the ground, rendering her unconscious and dying.  Mefilicent causes the floorboards to warp around Jenessa, rendering her immobile, while Digger employs a Mancatcher lifted from the goblins to pin her to the ground.  Jenessa fires again, only to have one of the primitive firearms explode in her face.  Meflicent resolves the situation by once more transforming into a bear and restraining Jenessa, who is disarmed by Jack.  Digger rushes over to save the dying Breen, employing his Ranger-craft to heal her.  The party attempts to assure Jenessa of their good intentions to no avail, as Breen, ever-curious, explores what Jenessa was hiding.

She discovers a young-woman, unconscious but alive, who seems to have been half-converted into some sort of mechanical harpy.  Digger, annoyed at having been placed in this situation and preferring Jenessa to Breen for the moment, attempts to hurl Breen off the scaffolding.  She leaps away, and the two run around in circles for some time.  The party, feeling guilty about their actions but unable to make amends, leaves the Pistoleer and her charge, perhaps sobered and certainly contemplating their position on the alignment chart.

A door in the back of the chapel opens into a richly appointed parlor, with a finely dressed family sitting motionless.  It quickly becomes clear that they are all dead, having either died or been posed in this position.  Jack finds some jewelry, which he pockets.  Leading off from this room is an elegant office, seemingly untouched save a dark, wet spot on the rug leading in.  Ever-curious (and perhaps wanting to atone for the climbing incident), Breen steps into the room, only to have the floor beneath her rocket into the ceiling.  In an impressive display of agility she manages to tumble off and avoid being crushed.  Now inside, the trap becomes clear, as the ceiling is caked with the gory remains of less-nimble explorers.  Noting the windows, though barred, are unusually (for the manor) unboarded, she looks outside.  She sees a goblin army encamped around the manor, but this view is interrupted by a woman's face which inexplicably appears in the window.  The woman tilts her head quizzically and asks "Would you please give me a hand?"  The party, somewhat creeped out, quickly discerns this will not end well, and that this strange woman is almost certainly one of the harpies Pendegrast described.  They leave, but not before Breen rummages through the desk for writing supplies and a few stray coins.

The parlor leads out into a hallway, covered in rich tapestries and with several doors leading off.  The end of the hall is covered in some sort of foul-smelling green substance, marked by a sign with elegant script, "Please excuse our mess."  Digger searches the tapestries for images of boats and quickly finds one, discovering a hidden passage behind it.  The party set off down the passage to find a goblin standing in front of a barricade, arguing with two humans ensconced behind said barricade.  "Just send one out!" it pleads, apparently thinking supper may be immanent.  With a word and gesture Mefilicent paralyzes the goblin, who growls in frustration as it is taken away.  Returning to the barricade, the party finds a man wearing a metal pot for a helmet and a woman in a scullery maid's dress, both aiming crossbows at them.  When asked, "Can we come in?" they discuss with one another, then ask that the party wait while a decision is made.  After well over an hour, none other than Reginald appears at the barricade, lowering down a rope ladder and welcoming them in.

Reginald leads them to a room where a dozen or so men and women sit in a circle.  One holds up a spoon and offers words of welcome.  Another, a woman with fierce black hair, takes issue with some of his word choices, but is momentarily prevented from speaking by the others, who insist that she wear the "hat of dissent." A well-dressed young man takes the spoon and shares his feelings about the new arrivals and the other things he has feelings about.  A painfully circular discussion quickly emerges on the cruciality of a correct, fully democratic process, the need to be vigilant against the formation of new systems of rank and privilege, and a series of similar issues.  Mefilicent, finding her place in the conversation, takes the spoon and introduces herself, ingratiating herself and the party through both using the correct process and her infectious, relentless positivity.  Other party members attempt to raise issues of plans and priorities, only to have such concerns swiftly tabled in favor of more pressing procedural issues.  Disguising their lack of appreciation for the peasants' prefigurative politics, the party extracts themselves from the meeting and asks Reginald to show them around the compound.

Goblin Manor, Session 6

The party explores the wing seized by the peasant revolutionaries, finding an abundance of art supplies and a dearth of ways out.  Bypassing the art room, the jeweler's workshop, and the tailoring areas, their attention is drawn to a parlor where three earnest peasants have formed the "Get the fuck out committee."  As they pour over makeshift maps the most striking suggestion is repeatedly advanced by Berthold, a hulking gentleman with an excellent mustache, who proposes the construction and firing of a catapult.  The identification of numerous logistical problems does nothing to dampen Berthold's spirit.  Rachel, last seen in the Goblin market, is also in this small group, alongside a combative young man named Sean.

Weary from fighting, the party decides to take time to rest, some in the clothing-optional communal sleeping area, and some in more private quarters.  Mefilicent turns into a bear, but before she can doze off she is set upon by Steve, who was impressed by her enthusiasm in the open meeting.  He leads her to the art room and shows her his "vision board," a "little magic of my own."  Mefilicent, still a bear, makes her own vision board, shredding paper and textiles with her massive claws and clumsily pushing them around.  She finally heads to bed, odd pieces of cloth still affixed to her snout.

It is not long the following morning before a tremendous crash is heard, and bedlam ensues as the peasants rush to respond.  Apparently the nobles are outside the barricade, having been led here by the players, and are demanding that the peasants quit all this nonsense and make more rational choices.  Negotiations seem difficult - "The only thing you have to offer, and all we need, is your submission" - and are definitively ended when Digger makes an improbable crossbow shot, the bolt arcing over the ranks of armored foes and imbedding itself in Lord Pendegrast's (the Elder) shoulder.  Horribly offended, the tall woman declares, "How rude!  You all stink!"  Through some arcane incantation, the area behind the barricade fills with a noxious gas, making many of the would-be defenders sick.  Panic ensues, and makeshift weapons are readied.  One woman tells Breen, "Don't let this die here...tell the story, of what we made, of what we achieved, in this brief, glorious time!"

The barricade finally falls and armored guards begin to pour through.  A vicious battle ensues, with several of the idealistic peasants meeting gruesome ends.  Mefilicent works her magic and traps many in the hallway; one of the guards in mechanical armor is trapped and immobilized as some key part of his suit breaks.  The other storms in, now a cruel iron helm making him appear utterly inhuman.  A gas pours out from the helm's snout, and several of the defenders - including Breen - find themselves immobilized.  His fists swing with frightening power, bringing down defenders with every blow.

Digger seizes a piece of fabric art from the art room and waves it like a flag, attempting to lead a retreat through the rear door.  Some join, but others proclaim that they would rather die here, free.  These fight on, and while a number of guards fall, more pour in.  Recognizing immanent defeat, Jack runs to join Digger, slinging the immobilized Breen over his shoulder as he runs (Breen continues firing her crossbow on the way out).  Mefilicent, bear-raging, charges in the opposite direction, offering her back to the peasants cut off from escape.  Several of them grab on, and she charges back towards Digger, taking a savage blow from the mechanical guard in the process.

The party, along with a dozen survivors, make their way down the spiral staircase to the lower level, disassembling the back barricade and preparing an ambush around the stairs.  A fearful calm ensues, as they hear shuffling and shouting above.  Pendegrast makes a plea for a reasonable resolution to this situation, and the party suggests he is welcome to come down and discuss things.  A guard begins to descend the staircase, and is immediately cut down by the waiting defenders.  The party insists that Pendegrast himself comes down, which he firmly rejects, citing the negative experience of the guard.  Realizing this stalemate will not end in their favor, the party begins leading the peasants out the back door and down the corridor, as Breen buys time by engaging Pendegrast in debate.  Finding his architectural skills once again useful, Digger manages to collapse the archway after the last of the group is securely in the hallway.


The party knows that "Strong's goblins" lie ahead, but little more.  Having made their choice, they proceed into the darkness...

Sunday, October 1, 2017

Goblin Manor Play Reports (Sessions 1-3)

These are actual play reports from the first run through of my goblin manor adventure.  Goblin Manor is Gormenghast with goblins.  It began with an exploration of philosophical critiques of modernity, and ended up as Labyrinth fan-fiction.

Session 1

Four odd characters find themselves invited, each for a different reason, to a banquet hosted by Prince Jerome, one of five heirs to the failing King of the Northern Kingdom.  This includes:

·       Breen, a gnome bard
·       Digger, a dwarven ranger
·       Mefilicent, an elven druid
·       Jack, a rogue who suspects he may have divine blood in his veins

Jack, boldly claiming the title "Lord Viceroy," wastes no time in failing in a clumsy attempt to pick the pocket of an errant noble.  He is promptly and roughly seized by two well-armored guards.  Digger spends his time making business contacts while Breen and Mefilicent attempt to insinuate themselves into the high society they believe themselves equal to.  Mefilicent is largely unsuccessful while Breen learns about the Prince's interest in the science and technology of human improvement.

All are interrupted by Prince Jerome's entry into the hall, accompanied by fanfare and a sizeable number of guards.  He proceeds to the throne at the center of the room, looking haggard, unkempt, and generally without the panache one would expect from such an august character.  After an awkward silence, he launches into a furious rant about the limits of reason, the hypocrisy of his family, and some suggestion that the civilizational project as a whole is bollocks.  During the ensuing stunned silence, he picks up a bell from beside his seat and begins to ring it.

At this point, the widows surrounding the hall shatter and hundreds of goblins begin pouring in, a veritable green tide of verminous creatures.  More come surging in through the two obvious exits, including a phalanx of armored goblins riding rather sickly-looking bird creatures.

Jack rudely seizes a weapon from a dying guard, while Breen and Mefilicent launch themselves into the fray.  Digger searches for an exit, following the crowd of highly anxious, screaming nobles.  Things quickly go South, as Breen and Mefilicent are swarmed by goblins.  Both narrowly manage to escape being eaten as a giant iron construct, belching steam, bursts out of a door in the back of the hall, driven by the indefatigable Lord Pendegrast. 

Jack discovers, to his dismay, that the door the iron walker came from is not actually a way out.  Digger attempts to do some good, joining the guards who have managed to form a line of defense, thanks to their excellent Armor Class.  The iron giant pulps masses of goblins with every step, but also manages to create significant holes in the ground with every step - and even more with every missed punch.  The prince appears to be watching all these events fairly impassively, joined by a fearsome goblin encased in iron and wire, directing traffic.

The guards begin to falter as enormous hulks of angry flesh - Ogres - begin to climb in through the windows, joining the Goblin onslaught.  Jack, Digger, and others attempt to rally behind the iron colossus.  Breen and Mefilicent manage to extract themselves.  At this point, the iron creature brings his fist down one final time, and the floor collapses.  Everyone tumbles down into darkness...

Our four unlikely fellows find themselves encased in stone, in the dark, alongside the remains of a guard.  Jack wastes no time removing anything of value, while Digger begins a crude mining operation.  After two days, hungry and thirsty, they hear a voice from the other side. Reginald, a somewhat put-upon kitchen servant adds to the digging effort from the other side, and brings them out, thankful for the added help.  He draws a terrible map to help them.

Session 2

The party proceeds down the hallway in front of them, seeing linens and pottery being tossed out of two consecutive rooms.  Jack sneaks into the first room, finding a goblin consumed with rooting around through the linen closets.  He bravely impales the small creature, completely unaware of his presence, on the sword taken from the guard.  He attempts to repeat this maneuver on the goblin engaged in destruction of the china, but only manages to impale a cupboard.  The goblin runs out of the room, yelling in shock and alarm.  The rest of the party flies into action, fearing retribution by a much greater number.  Mefilicent entangles the goblin in a forest of angry floorboards, effectively stopping its escape.  It takes the rest of the party a surprisingly long time standing around the one diminutive creature, driving their various implements of destruction down in unison, before the poor sod expires.

The party creeps down the hallway, wary of the frowny goblin face attached to the large "Kitchen" on the map.  From behind a closed door they hear a great amount of banging and clanging, gobliny growling, a human-sounding "Halp, halp!" and a poorly-written song: "Put 'im in the pot/make it nice n' hot/eat 'im if it's done/or eat 'im if it's not."

Breen uses her Bardic magic to open the door while the party peeks from around the corner.  They see, perhaps unsurprisingly, a large kitchen with multiple gobliny figures, dominated by a giant cauldron.  A large goblin stands perched on a stack of chairs next to the cauldron, barking orders, while an elderly fellow in red robes dangles from a rope above.  Through a clever magical ventriloquist trick, Breen draws the attention of a lone goblin standing by the door.  Mefilicent charms it, the party asks it some questions - it seems consumed with the prospect of eating cheese - and then slaughters it when its usefulness expires.  Jack sneaks up to get a better look, but can't figure out anything helpful to do.  Breen then repeats her ventriloquist trick, and with a combination of natural charisma and excellent dice rolling manages to incite a fight amongst the goblins.  The party stays well out of sight until the clamor begins to die down, one of the goblins apparently taking control of the situation and giving the others a stern talking-to.  One more use of the ventriloquist trick, and the goblins are back at it, with the ostensible leader declaring she had had enough.

The party sneaks into the kitchen, finding the remnants of a fearsome battle with a sole guard armed with a crossbow looking down on the room and three cranky goblins sweeping up the mess.  Breen puts two to sleep, Mefilicent charms another, and the party violently dispatches the last one. The party revives the elderly fellow, who seems more frustrated with the whole situation than thankful for not becoming a tasty snack.

The man declares himself to be "Festus Carlyle IV," a member of the keep's famous order of librarians.  He gets along less than famously with the party:  they find him pompous, he finds them imbecilic.  ("Do you know the way out from here?"  "Well, the front door is stuffed with a thousand goblins."  "Do you at least know the way back from here?"  "Look at where we are - these are servant's quarters.  Why in the world would I know anything about this area?")  Social indelicacies aside, Festus does suggest that the party seek out, "The Book of the Manor," which would both explain why things have gone so terribly wrong and, more practically, show the way out.

Reginald, it turns out, has disappeared amidst all the hulabaloo.  The party hears crashing sounds down the stairs leading into the pantries.  Skritcher the goblin, Mefilicent's new paramour, was willing to detach from her leg long enough to scout out the pantries.  He soon comes flying back in the opposite direction, waving his arms and screaming in terror.  He runs past the party without stopping and continues out the door on the opposite side of the room.  Two goblins soon appear, wielding spears, as the party takes defensive positions at the top of the stairs. 

The goblins yell, "Here comes the Beer Lord!  Make way for the Beer Lord, now King of the Kitchen!"  The party is unimpressed.  "I think they're disrespecting the Beer Lord!  Let's get 'em!"  The goblins charge in, ineffectually flailing their spears against Digger.  From behind the two goblins a massive figure emerges, throwing a cask of some sort well wide of Digger, managing only to moisten the party as the cask explodes.  The figure then charges up the stairs, revealing a massive ogre-like creature ridden by a hysterical goblin with a crossbow in one hand and the head of another goblin in the other (obviously the aforementioned "Beer Lord.")  The half-ogre attempts to shove Digger to the ground, but in a remarkable feat of Dwarven fortitude Digger stays upright.  Mefilicent conjures a flaming sword which she employs to grievously burn the half-ogre (Crush).  Jack, feeling full of himself, somehow manages to climb up Crush and balance on his shoulders, trading blows with the Beer Lord.  In short order the two goblin henchmen are dispatched, and Jack slays the Beer Lord, adding his title to a growing list of dubiously acquired honorifics.  Crush, seriously burned and distraught at the loss of his friend finally breaks and runs, only to fall to a crossbow bolt in the back from Breen.  Thus endeth the session.

Session 3

The party, full of themselves and none too injured, took little time dusting themselves off and preparing to set off.  Someone scavenged a few odd crossbow bolts, and it was generally agreed that the piles of bread found in the kitchen were safely edible, so a sizeable quantity was distributed across the party.  Festus is unimpressed, and grumpy as ever.  Hoping to make progress towards finding an exit, the party leaves the pantries alone and creep into the "Dining Room," which turns out to be something of a misnomer.  A balcony, half-destroyed, circles around a massive hall, the floor of which appears to be a writhing mass of goblin-dom, interspersed with ogres, campfires, and assorted flotsam and jetsam.  The party creeps carefully around the balcony and into the hallway beyond.

Peeking into the first room they see, the party spies an assortment of goblins in some sort of negotiations with an assortment of humans, although the humans seems to be in a disadvantageous position, tied up and poked at with sharp things.  Two wearing strange masks casually watch the door, while three more, all wearing stovepipe hats snarl at the captives.  The leader, wearing a waistcoat and a jaunty cravat, rides one of the large, sickly-looking bird-creatures.

As everyone sidles up, Digger charges in, with witty banter and raised axe, only to be restrained by Jack.  The goblins turn and ready weapons, but hold off attacking.  For a moment it seems as if the standoff might be resolved without violence, when Lord Pendegrast (the Younger), an older man of great girth and surprising strength, throws off his bonds, seizes a table leg and begins swinging.  The goblins are dispatched in a few furious moments, several cut down before even raising a weapon, but in the process Lord Pendegrast is dealt a near-fatal wound and Digger weathers a great deal of punishment.  The party stops to release the captives, tend to the wounded, and other works of mercy.  Jack attempts to find something to steal from the still-traumatized three, but only manages to stub his finger and irritate them further.

Pendegrast demonstrates great fortitude in shrugging off his injuries and proceeds to answer a few of the party's questions about the events of the last few days.  The goblins, it seems, have taken over the castle, and are doing a piss-poor job of running it.  While initially a great many humans were taken for food or killed for sport, they now seem content to let the humans go about their business, for the most part.  (Pendegrast shows his official registration papers, although the party finds them to be more of a gobliny parody of bureaucracy.  "This was all a terrible mistake, you understand," he insists - the now-deceased goblins were ignoring the established protocols.)  Certain nobles, including Pendegrast's brother, have established a safe haven of sorts, and he suggests they will be able to secure a guide there at the nearby "Market."

The other noble, apparently some sort of cleric, sullenly sits and picks his teeth.  Jack engages the last captive, a servant named Rachel, in conversation.  She rebuffs his thoughtful and subtle romantic advances, but is content to wait with him in the adjacent room (an empty parlor, mostly destroyed).  Pendegrast, upon further questioning, is quite convinced this whole chain of events is an unfortunate but minor setback in the forward progress of civilization, and nothing to be too concerned about.  Breen attempts to establish her social station by fondling Pendegrast, with uncertain results.  The party takes time to rest and recover from the exertion of battle, and the time passes without incident.

Setting off, the now substantial crowd of refugees makes their way down the hall to the market.  They soon come across a goblin standing outside a small amphitheater, who not only does not attack them, but invites them to participate in some kind of eating contest.  No one finds the large pile of dead pigeon-like birds waiting in the chamber remotely appetizing, and the party proceeds up a flight of stairs into the promised "Market."

The Market, it turns out, is a large ballroom which has been converted into a chaotic, open-air bazaar.  While a massive ogre lies in a pile of hay to to one side, and iron-armored goblins patrol the room, no one seems to be fighting or being eaten.  Humans, goblins, and others mill around the various stalls.  Eschewing "Spigot's Fancy Cafe," the adventurers turn to an officious looking goblin on a pile of books and papers who offers to draw up their official registration papers.  The party politely declines this, and looks for something more useful.  Passing up a goblin with a substantial spread of pocket lint, forks, and other easily obtainable items, they more seriously consider obtaining something from a weapons merchant but decline this as well (possibly due to the shoddy quality and/or bits of hair and blood still sticking to most of the items).  A stop at a goblin scribe proves more successful.  Despite a strong suspicion the goblin can neither spell nor even read, they commission him to draw up a "square" map of the manor.  He does so eagerly, producing something of uncertain usefulness but undeniable enthusiasm.  When asked for assistance in reading the map, the goblin stubbornly insists that his booth does not offer help in learning to read, and that they should seek that elsewhere.  Breen threatens to take back the pocket lint she paid for the map, but ultimately relents.  The party finally comes to an elegant tent with a collection of well-dressed humans, including the famous Lord Francosa.  Francosa grimly draws up papers giving authorization and instructions to a page who is charged with guiding the party to the nobles' enclave.  Rachel decides to leave the party at this point, having no interest in the company of such august persons.  Jack bids her farewell, and gives her one of the spare crossbows the party had wrested from the goblins.  She thanks him, and Jack is left hoping their paths will cross again.

The party warily passes a boisterous group of goblins in stovepipe hats on their way out of the market, following the page (who is white with fear).  They proceed down an empty, ornate hallway with a number of rooms leading off to the side.  Seeing a dark fluid coming out of one with the door ajar, Breen peeks to discover a harpsichord and a number of bodies whose heads have been removed.  She conjures a spectral hand which plays a single note on the harpsichord; it echoes through the hall but there are no other obvious effects.  The party makes their way down the hallway without incident, finally coming to a phalanx of iron-encased guards standing at the bottom of a short stair.  The page dives past them into the room ahead, and hugs the ground in gratitude.  Pendegrast makes himself known and leads the party inside.

The nobles have occupied a suite of rooms, and a fair number of individuals appear to be taking shelter in this area.  Crates and bags of assorted supplies line the walls.  Pendegrast leads the party to a lavish study where three nobles stand behind an oak desk, flanked by stoic square-jawed men in mechanical armor.  The elder Pendegrast scolds his younger brother for getting into such a predicament.  He addresses the party, answering their questions about recent events.  The Prince, in his judgment, is "clearly mad," and the sooner they escape from the manor, the better.  Apparently, in addition to the goblins, the substantial defenses of the estate have been turned against the inhabitants.  ("He's made Harpies," Pendegrast notes without explanation, suggesting attempting to escape through the windows is a singularly bad idea).  Pendegrast insists that he is in communication with others outside the manor, and help should arrive within a few days (and he steadfastly refuses to divulge the specifics of this communication).  He agrees there may be some sort of answers, or at least decent maps, in the library, but notes the difficulty of getting there.  Breen attempts to engage with the thin woman behind Pendegrast without success ("It speaks!  Is it a goblin?"  "No, dear, it's not a goblin.")  Jack attempts to shake hands with the third noble, who to this point has only smiled inscrutably.  Jack receives a small tip in his outstretched hand.  Pendegrast then suggests that the party could prove helpful in making contact with the peasants, a task the nobles have thus far been unable to accomplish.  A collection of peasants have apparently seized a section of the manor for themselves.  Together, he muses, they might be able to secure the resources and other support necessary to weather the next few days.  The party seems amenable to this task, and Pendegrast promises to assist them with supplies.