This being a (long overdue) play report in our Ulflandia campaign, where the players basically tackle a single dungeon. Initially, there were no pretensions of evolving into a campaign, just to cleanse the palate after playing Willowby Hall. Things then snowballed, and we are now in the double-digit realm of sessions.
The avid reader will notice that this is Goblin Gully, an OSR classic. Used this Toadstool Gully variant instead of the original by Dyson Logos. Of course it ended up being easy to shoe-horn into Ulflandia, since the author of Toadstool was planning to use it in Necrotic Gnome's Dolmenwood anyways, and there are a lot of synergies between Ulflandia and Dolmenwood.
Goblin Gully is placed in hex #4626, in the Coblyns region.
Total play time for the 3 sessions: ~7.5 hours
The Cast
Neem Thief 1 (iagson): suave thief; from the biggest distant city you never heard of; favors the crossbow.
Retainers:
- Calico Dwarf 1 (iagson), stout and with a broken broadsword
- Rana (Copernico), Magic-User 1, an alchemist's apprentice.
Highlights
- Two distracted Goblin sentries on top of the leafless tree, picking their noses and bickering. They spot the group and fire an arrow to Neem which brings him to the ground (0HP), luckily the suave Thief gets to tell the tale (made the save vs. death). This, the first roll of the game! Setting the tone...
- Once the two sentries are bested by the group, Higgley questions a captive for details, stealing its bag of "magical shrooms". Giving into his meat devouring habits, the Halfling has to taste the goblin's calf! On the party goes, to the Gully
- Drop halfling down to the bridge with rope. Down there, patroll of goblins approach and spot him! Rana the retainer flings herself down the rope too, doesn't catch the rail, and perishes at the bottom of the pit.
- A series of confrontrations on the fragile bridge ensue, where the party comes out with the upper hand. Then, they decide to descend to the bottom, check that odd frog statue and loot Rana's body. In the process they discover and negotiate with a talking toad, Xaar, to drive off the goblins in exchange of future riches.
- Group gets mushrooms from Xaar the talking toad, that allows them to
create a (temporary) clone of themselves. Intellect and instincts of a
dog, dissolves at nighttime. This proved invaluable to the group, and
served as cannon fodder. The group's number is doubled!
- Next room with glue and rope, and a trapdoor going down (Pretty glaring mistake on my end here. There is no trapdoor in the map, just a descending staircase. Oh well...). Fleeing goblins manage to gain a safe position by climbing up the rope (and pulling it up!). At this point the group goes back and forth, unclear on what the next move will be. Players moan and bicker and grovel.
- Negotiation with the Goblin Prince. Goblins taken too many losses, and are willing to negotiate. "Want to go downstairs? Sure sure. Great treasure behind big door".
the goblin prince. just a negotiating voice for most of the game! |
- With a temporary and fickle truce in place, and a goblin mook to guide and oversee them, they descend to the goblins' barracks. This was a temple at some point, there's an altar, a big stone door, and carved reliefs and runes on the walls. Here I stole the hammer trap from Tomb of the Serpent Kings wholesale, and the group solved it by moving the altar!
- All Hell breaks loose! Black Pudding released! The "clones" take the worst of it, the group scadoodles out of here fast like the wind, shortly followed by the Goblin Prince & co. Proceeds to add a Black Pudding to the overland encounter table...
capture of our Roll20 gaming board |
Referee Commentary
- Should have made the bridge combat more realistic, and give the structure a decent chance to break under that duress (with the consequent fall!).
- My players like to overthink and plan zany endeavours. A lot! Sometimes have to push them to reach a decision.
- The random mushroom bag obtained from the goblin sentries, with random effects, was an absolute kick. And Higgley would benefit from it for in-game weeks (sessions) to come...
- As a mea culpa, I realize more and more that a shortcoming of my refereeing is not being impactful enough. "Bad" or risky player decisions should get the impartial outcome they deserve. Instead, I tend to get muddled in unneccesary and rocambolesque saving throws, x-in-6 rolls, etc.
- I also failed to make the goblins whimsy and trickstery, instead resorting to the dull cannon fodder mooks stereotype.
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