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Steal My Prep: "The Dark Carnival of Tattered Souls"

I'm back with an odd one today, a look at a completely unpolished home game that I ran at my weekly Gongfarmer event. It's a sandbox event I called "The Dark Carnival of Tattered Souls," which translates to Goblins + The Gathering of the Juggalos/Knotfest. The whole idea came from a late drunken conversation, late at this past year's GaryCon. It is purposely unserious and made for a hilarious session this past week. Content Warning, it's explicit with tons of shit and opportunities for fart jokes. It's something I would never turn into a polished adventure, so I'm giving it away here for free. It is 100% unserious, and intended to be taken in jest. If it offends you in any way, I apologize; no harm was intended.

What to Expect

The adventure is complete satire; there was no playtesting and next to no editing. It is intended for a party of level 1 DCC characters, I ran it with 6 PCs without issue to a successfully challenging result.

You may also want to use a table of random Goblin Trinkets (like this one, or this one) whenever the PCs find a corpse, or shake down a goblinoid. Ooh, and you may want to watch a couple of quick videos about the Gathering of the Juggalos or Knotfest on YouTube; that will let you know how to handle roleplaying the two factions.

Download the Maps (PDF 2.4 mb)

Printable Adventure (PDF <1 mb)

The Dark Carnival of Tattered Souls

The hamlet of Wilkenshire has become burdened by the emergence of a new settlement of Goblins that have moved into an old mine that neighbors it. And while these Goblins have been somewhat civil toward the citizens of the hamlet, both the noise and chaos have been steadily increasing. The repercussions of their nonstop partying have slowly driven the quiet community mad. To make matters worse, they stole the bronze head of the town's prized statue (a depiction of the founder, Bonson Wilken) and have moved into the old miner's graveyard, making it impossible for the residents to honor their dead.

The residents of the hamlet have collectively gathered a sum of 150 gp for a group of foolhardy adventurers who can put an end to this menace, and another 100 gp for the return of the head of the statue stolen from the hamlet's center that they believe is now in the possession of the goblins.

Rumors

  1. The Goblins have taken to painting their faces and wearing strange masks.
  2. The Goblins are drinking strange, brightly colored drinks that glow in dim light.
  3. The Goblins are playing all kinds of strange games with hatchets and explosives.
  4. Farmers nearby have seen blasts of fire reach over the tops of trees.
  5. Farmer Timotay Smolden's brother Jimotay went to check out "what the ruckus" is and never came back; he's willing to pay 50 gp for the return of his brother.
  6. The local baker Bill Henderson thought he might make a killing selling his day-old bread to the Goblins; he left a week ago, and no one has seen him since.
  7. The goblins tried to eat a local's dog; luckily, the weird noises they make woke it up before they could grab it.
  8. A local spotted a couple of goblins stealing trash from behind his house; they were talking about it being a great offering to the Supreme Pale One.
  9. The goblins seem to be split into two different groups, and it seems like they have a bit of rivalry between each other.
  10. Some of the goblins were overheard talking about a necromancer they worship called "The Grand Malfinko." Maybe he is behind this chaos?

The Dark Carnival

Crudely made colorful pennants hang from the trees inside this valley. Thick clouds of smoke hang in the air above. The sounds of aggressive music, cackling, and yelling ring out ahead.

The Goblins are generally friendly to visitors so long as they are not offended or attacked. However, characters wearing a goblin mask have -1d on personality checks against goblins with painted faces, and vice versa.

Why the festival can't end: The Grand Malfinko has started brewing a goblin specialty, Fey-gogo juice to keep them placid, distracted, and cooperative to his needs. It is a special brew made by fermenting the fruit growing from an underground pool in the roots of an elder elven tree.

Factions

Both groups intermingle on the surface, with a ratio of 9:1. They are not openly hostile toward each other; however, they do strongly favor their own. Underground, their territory is strictly monitored, with each faction keeping to their own side. Crossing sides in protected areas would surely cause a fight.

The Maggots

Primarily hang out north of the river. Wear strange face masks with brush-like hair, leather stitching, thorns, skinned animal faces, and stylized scars. Tattooed with a 9-pointed star, representing the original nine.

What they want:

  • To be free to embody pure chaos
  • To live the pale one lifestyle (To Mate, Feed, Kill, and Repeat)
  • For the Goblins to align under the one true leader, the supreme pale one (The giant maggot they feed).

The Gobb-a-gos

Primarily hang out south of the river. Paint their faces in strange clown-like patterns. They chant whoop whoop, and honor their communal family over everything else.

What they want:

  • To celebrate and be themselves with their family
  • A place to call home
  • Fey-gogo juice
  • For the Goblins to align under the one true leader, The Grand Malfinko.

Random Encounters

Roll random encounters while traveling around The Dark Carnival: 1:6 chance for an encounter during the day, 2:6 at night. Whenever encountering a goblin (of any type), they will have a random trinket on them.

  1. A fizzing sound falls at your feet, DC 12 Reflex to avoid, 1d4 damage. Two goblins in the distance are snickering, having thrown a lit explosive at the party's feet.
  2. d4 goblins wearing stilts take large drinks from a bottle and blow fire over a small torch. They offer a party member the chance to give it a try for a fey-gogo juice.
  3. A goblin has set up some burning coals on the ground, and is being paid 1 gp to walk across them. He has a hat full of coin and offers it to anyone else who thinks they can walk barefoot across it. DC 14 agility check, or d6 damage. The hat has d30+5 gp inside.
  4. The party stumbles upon a group of d6+2 goblins sitting in a circle, one playing a drum. They are passing a pipe amongst themselves; they invite the PCs to sit and ask them if this is their first carnival.
  5. A man running from d6 goblins (random faction) chasing him, saying "don't call us mongrels, human!" He screams for help as he runs by.
  6. The characters stumble upon a small pile of gold (~5gp) lying on the ground. In reality, it is fool's gold shaped like coins, a piece of goblin poop stuck to the underside.
  7. A Hobgoblin aggressively pushes one of the PCs; he is searching for someone called Rei, whom he has lost.
  8. Three goblins skip by the group, cutting off the PCs. A small clear baggie full of an unknown purple powder (drug) lies on the ground in their place.

Encounters

1. The Graveyard/Mausoleum:

Weathered headstones, covered in litter and detritus. A mausoleum covered with statues of miners and stained glass windows, one shattered; the door moves in the wind.

  • Inside the Mausoleum: Shattered glass on the floor. D4 goblins and a hobgoblin discussing the stupid human that tried to attack them and the pit they threw him into.
  • A set of doors in the floor are open, with stairs leading down into the darkness.

2. Food Stand

A sign hangs on the stand with crude drawings of a turkey leg, a wet bag, and a mushroom, with prices next to each.

  • Something that looks like turkey legs: 1 cp
  • A strange bleeding bag: 2 cp
  • A bowl full of mushrooms: 1 gp, DC 12 Fort save +1d Personality on save for d4+4 hours, d3 stamina damage on fail.

3. Gobb-a-go Camp

Ramshackle tents, assorted goblins drinking, laughing, and doing other substances.

  • Roll a random encounter.

4. Maggot Camp

Ramshackle tents, assorted goblins drinking, laughing, and doing other substances.

  • Roll a random encounter.

5. Fey-gogo Juice Booth

This stand has a sign with a crudely drawn image of a cup filled with green liquid, and a smiling goblin face.

  • Glasses of Fey-gogo juice are 5 gp each for non-goblins
    • Heals d3+1 HP when drunk; DC 10 Fort save to avoid tripping. This DC increases by 1 for each drink that day. A character who fails this save trips for d4 hours, receiving an additional -1d to Will saves and personality checks. A tripping character who consumes more juice or fruit automatically fails the save.

6. Gobb-a-go Merch Stands

A row of stands made from scrap wood and torn animal skins; most are untanned and rotting.

  • One Stand is selling hatchets (4 gp); one +1 Hatchet made from silver (50 gp).
  • One Stand is offering to paint faces like the goblins, 3 cp per face.
  • The last stand is selling goblin trinkets, 1 gp a piece.

7. Unattended Mine

Boarding that once covered the entrance to the mine has been broken down and now lies on the ground.

  • An old mine cart partially rests on the rails; a combined strength score of 25 can be used to place it back on the rails.
  • With a little push, it easily reaches the bottom; DC 8 Reflex save at the bottom or take d3 damage.

8. Latrines in the Woods

You hear the yells and cackling from the distance. The ground is well-trodden and wet, making thick mud.

  • The leading character must make a DC 14 Reflex save while approaching to avoid being hit by a shit ball for 1 point of damage. DC 10 Fort save or d3 puke damage.
  • 6 Goblins are in the midst of a shit ball fight, throwing the mud mixed with the runoff from the two nearby latrines.
  • If the party is wearing Maggot masks, they turn from throwing the balls at each other and aim at the party. Otherwise, roll reaction.

9. Carnival Tent

Cheering and animal noises can be heard coming from inside. The interior is dimly lit with torches; two dozen goblins sit and watch a Hobgoblin attempting to get a massive jungle cat chained to a pole to perform tricks.

  • As the characters enter, the hobgoblin whips the tiger. The tiger leaps forward, biting the hobgoblin in the neck, and begins feeding on the body. Cheers and screams erupt from the stands, as food is thrown into the ring and most of the goblins in the stands flee.
  • The Tiger is chained (30') to a pole driven into the ground; atop it is the bronze head of the sculpture from Wilkenshire.
  • The Bugbear body has the whip (d6 range of 10'), 25 gp, 5 vouchers for fey-gogo, and a goblin trinket on it.

10. Open Well

A large open well stands atop a small hill. "Water, yuk, no fun" is painted on its surface. Two goblins stand in front of the well, visibly arguing over a small item.

  • The goblins are arguing over a silver mirror (worth 50 gp) one of them has; both claim they found it and that it belongs to them.
  • The well is deeper than light illuminates; the sound of quickly moving water can be heard inside to anyone listening.
  • It drops 150 feet into the underwater river below (Dungeon #19)

11. Explosives Hut

A worn-down wooden shack stands near the main entrance to the old mine. Its door is painted red, except for a spot where it looks like a sign once was.

  • Three Goblins are outside of the hut; one has shit on the ground, and another attempts to light a "Sparkly candle" stuck inside the pile with a flint and steel.
    • Roll a d6 for each attempt; very frequently, as the characters talk to the goblins, it ignites on a 1, flinging goblin scat everywhere.
  • The goblins found the explosives inside the hut; most have been severely weakened with age and exposure. With time spent, d6 full-strength pieces of explosives (6d6 fire damage) can be extracted.
  • The inside of the hut smells peppery and acrid.
    • The ground inside is slick from the fine gunpowder; the first character inside must make a DC 12 Reflex save or fall to the ground. If they are carrying a torch or lantern, they ignite the contents, exploding the hut for 8d6 damage to everything within 50' of the hut.

12. Oddities Show

A goblin stands atop a tipped-over bucket, barking about his show of oddities and perversions. Crude images of beasts on tarps hang on a fence, obscuring the view inside.

  • The goblin called himself "The Grand Spamkini, keeper of freaks and fetishes"
  • 2 gp per person to enter.
  • The characters notice a human in a cage wearing a fake third arm, waving at them to enter when speaking with the goblin.
    • He is locked in the cage; he was drugged and tricked by the goblin and has been forced to play a freak in his show.
    • The goblin has a key dangling from his belt that opens the cage.
    • His name is Bill Joiner, and he is a traveler who made the mistake of calling the goblin a charlatan, offending him.
  • Inside there are jars with floating heads and bugs inside, the bones of "beasts," some local wildlife in cages, and the star of the show, the "three-armed man thing".
  • D6 goblins are inside looking at the exhibits.

13. Hall of Mirrors

A low fog hangs over the ground inside this tent; the light inside is low, and the glimmer from funnily shaped mirrors can be made out from just outside.

  • 1 sp to enter; the mirrors distort the character's appearance magically (describe weird scenarios).
  • Characters who enter must make a DC 10 Will save, or they become giddy with laughter for 1 turn (enchanted fog), -1d to all rolls for the turn.
  • A pickpocket (goblin) wearing a face covering attempts to steal coin from a character's purse while they are inside looking at the mirrors.

14. Carnival Games

Ahead of you stands a long, open tent made from rotting animal skins. Inside are four small booths, each with a goblin hawking a strange carnival game.

  • Stall 1: goldfish in a bottle.
    • 5 tiny balls for 1 sp; winner gets the bottle with the fish. DC 14 attack + agility mod, Luck check if successful, must be at least 3 under Luck.
  • Stall 2: hatchet toss.
    • 1 cp to toss a hatchet at an apple on top of a pole. Striking the apple wins the player a poorly constructed stuffed goblin wearing a weird mask. DC 14 attack + agility mod, Luck check if successful.
    • A man with his mouth gagged is tied to the wall (Two hatchets sunk into the wall around him) with an apple above his head; his eyes widen, and he begins wiggling when he sees the PCs approach the booth.
      • 10 gp to attempt with the guy; wins a strange magical scroll.
      • The goblin will also free the man (Bobby Capshet, a roaming traveler who fell asleep near these woods) if the player is successful.
      • If freed, he agrees to reward the party with items from his cart back in town (100 gp worth).
  • Stall 3: coin toss.
    • Plates stand on top of short platforms; tossing a silver coin on top of the plate earns you a prize of 25 gp. DC 14 attack + agility mod, Luck check if successful, must be at least 3 under Luck.
  • Stall 4: ball in a basket.
    • 10 gp for 5 balls, tossing the ball off the slanted piece of wood into a wicker basket wins the player a silver-tipped whip (+1 silver whip, d6 damage, 10' range). DC 14 attack + agility mod, Luck check if successful, must be at least 3 under Luck.

A DC 12 Intelligence check on any of the games reveals that they are heavily rigged in favor of the goblins. Describe per game.

15. Mine Rides

A poorly spelled sign reading "mine rides" hangs above the entrance. Two old mine carts with a long spool of rope tied to each wait on the track segments.

  • The Goblins ask, "short or long ride?" 10 gp for the long, 10 cp for the short ride.
    • Short ride: falls off the track near the end and does 4d6 damage divided among the party when they hit the ground.
    • Long ride: comfortably comes to an end at the bottom (See dungeon room #1).
  • D4 bugbears and a goblin boss guard the mine to anyone trying to enter without riding.
  • A group of 4 goblins comes up from behind and goads the PCs if they take too long to get into a cart. They want a ride and start pushing the PCs toward the short ride.

16. Latrines

The two buildings smell horrific. Refuse covers the floor inside, and maggots wriggle along the surface.

  • 50% chance of d3 giant flies when looking inside.
    • They are feeding on a dead goblin on the floor. It has a trinket in its pockets and has a +1 hatchet made of silver. Its face is painted.

17. Giant Hole

The stench of rot and death greets your nostrils as you approach. Two tipped-over wheelbarrows sit next to the hole; a goblin in a face mask is passed out on the ground next to them.

  • If spending time here, a goblin will wheel over a load of rotting, discarded meat and bones, and toss it down into the hole.
  • The hole is 150 feet deep, and terminates in the maggot pile (Dungeon #12).
  • The goblin talks about the pale one; if woken and interrogated, he had a fey-gogo cup at his side in the grass.

18. Maggot Merch Stands

A row of stands made from scrap wood and torn animal skins; most are untanned and rotting. The smell of delicious smoking meat wafts from one.

  • One Stand is selling flails (6 gp); one +1 flail made from silver (50 gp).
  • One Stand is selling strange masks like the goblins, 2 gp per mask.
  • One last stand is selling goblin trinkets, 1 gp a piece.
  • The final stand is selling BBQ'd meat, 10 cp a piece. DC 12 Int to notice what the meat is made from (a mix of horse, goat, giant roach, and unidentifiable humanoid). Scraps are being thrown into a wheelbarrow and carted off toward the hole in the mountain to the east.

19. Fey-touched Tree

A giant tree stands directly over the river, its water passing underneath. Strange Fruit hangs from the limbs 50' above. Goblins lie on the ground around the tree, rolling on the ground and laughing.

  • Inspecting the tree reveals a faint neon glow coming from its surface; this is immediately noticeable at night. Same with the fruit, which glows an even brighter neon.
  • Characters hanging out around the tree will notice the goblins eating a piece of the fruit and then acting strangely.
  • If searching, characters find d3 pieces of a fey-touched fruit.
    • Heals d6+1 HP when eaten, DC 14 Fort save to avoid tripping. This DC increases by 1 for each piece consumed that day. A character who fails this save trips for d4 hours, receiving an additional -1d to Will saves and personality checks. A tripping character who consumes more fruit or juice automatically fails the save.

20. Wrestling Ring

Loose ropes hanging from wooden poles surround a pit in the ground full of mud and various items thrown into it by the large crowd.

  • A large bugbear woman stands in the center, taunting the crowd for a challenger. She holds a golden waist sash above her head, proclaiming herself the champion.
    • A challenger must make opposed attack rolls using a strength or agility modifier.
    • Two losses in a row: deal 1 point of stamina damage.
    • Three losses in a row: the character loses.
    • A PC may tap out at any time.
  • The crowd boos the PC if they are wearing a face mask; they will throw trash at the PC on the second lockup, subtracting -d4 to their attack as a distraction.
  • Characters may challenge with money, tripling their bet, or wager 40 gp for an opportunity to win the sash.

Gobbalette Wrestling Champ Sash +1 AC to the wearer.

21. Medical Tent

A sign painted with the face of a goblin with a bandage on its head hangs on this tent. Two goblins are inside tending to a half dozen goblins spread out on cots.

  • The goblins are pouring maggots onto the goblins regardless of their ailment; most patients are passed out, unaware. They give glasses full of glowing green drink to others (Fey-gogo Juice).
    • DC 12 Intelligence to recognize that they are most likely just heavily intoxicated.
  • The "Doctors" are easily convinced (DC6) to give the PCs fey-gogo juice, -1d on any personality checks if wearing face paint.
  • They will spread maggots on anyone who asks; they claim it is healing.

22. Bonfire Pit

A 40' tall pile of wood scraps and old planks rests inside this wide field.

  • d12 goblins in masks are hanging out around the fire, waiting for night to light it for their large celebration.
  • A character inspecting the pile will notice some old crates inside the pile. If they spend additional time inspecting, they will notice they are explosives.
    • The goblins have piled some old boxes of explosives from the mile inside the pile.
    • If the characters are around when the pile is lit, it explodes. DC 12 Reflex save to duck out of the way or 2d6 damage, half on a save.

23. Tangleknot Stage

Nine goblins in orange robes, wearing strange masks, bang away at musical instruments on the stage, playing aggressive music and making guttural screams atop it.

  • 50% chance that a mosh pit forms around the characters, as d6 goblins bash into them, attacking. Automatically happens if their faces are painted.

24. RGP (Rowdy Goblin Posse) Stage

Six goblins in clown face paint jump around the stage rapping along to a primitive drum beat; their words tell the story of The Grand Malfinko.

  • 50% chance that the character with the least strength is lifted up above the crown and surfed away. The other characters must make an Intelligence check DC 15 to notice 10 gp being lifted from their coin purses.

25. The Dammed Beach

A large pool of water at the basin of an 80' tall dam; a dozen goblins are swimming and bathing in the water, laughing and splashing each other.

  • d6 Piles of goblin clothes lay on the beach; one goblin is obviously sleeping next to them, snoring away.
    • The sleeping goblin has a golden flute (worth 30 gp, lying on his lap).
    • A character searching a pile will find 20 gp, a dagger, and a goblin trinket amongst the clothes.
    • 1:6 chance of a fey-gogo drink as well.

Under the Carnival: the Mines

Random Encounters

1:6 chance, every other room.

  1. d4+1 giant flies, aggressively drawn toward the sounds of clanging metal
  2. A group of d6 goblins sneaking through the tunnels where they shouldn't be
  3. d6 goblins lying on the ground, passing around a piece of the glowing fruit, laughing uncontrollably.
  4. A strange pile of rot or shit; something gold is sticking out of it (A strange golden figurine shaped like a goblin worth 10 gp); its surface moves in the darkness. Covered in maggots.
  5. The ground around you shakes; the sound of an explosion echoes in the distance.
  6. A goblin boss and two minions are escorting her to the surface; she sounds annoyed.
  7. A slime drops from the ceiling on a character (10'x10', pg 423). DC 15 Reflex save to avoid.
  8. A ringing, buzzing sound echoes through the caverns but does not pass your way.

Trapped Doors (Marked on Map)

DC 12 to find traps or DC 15 Intelligence to spot. DC 12 to disable, or minor explosion 1d6 damage from poorly engineered goblin explosives.

1. Mine Cart Ride Entrance

Four goblins sit on chairs at the bottom of the ride; they are drinking wine and playing cards at a small table. They command you to walk back up to the top following the side of the rail.

  • Goblin Boss and three Goblins at the table
  • Deck of cards, a lit lantern, and 50 sp are strewn about the table.
  • Easily bribed, they say Enter at your own peril, they didn't see you.
  • More likely to be hostile if faces are painted.

2. Bugbear Den

A heavy stench meets your nostrils as you enter this chamber; heavy breathing can be heard ahead.

  • As the characters enter the room... DC 10 Will save or be filled with a sense of dread (-1d to all checks) for 1 turn. Once a save has been made, pass or fail, another one does not need to be made that day.
  • Three bugbears are sleeping near an old crate; inside are three goblin explosives that can be lit and thrown, d6 fire damage.

3. Supply Room

Rusted old mining gears hang from the walls of this room. A small pool of blood has dried on the floor; footsteps lead from it to the southern door.

  • Two old pickaxes, 3 100' spools of rope, and 3 shovels hang from the wall. Two old wooden buckets are piled along the eastern wall.
  • The pool of blood is significant, but not necessarily lethal-looking.

4. Goblin Oubliettes

The heavy stale stench of piss and shit lingers in the air, snoring coming from the darkness.

  • Three pits in the floor, 40' deep.
  • Jimotay Smolden is inside the second pit; he begs to be saved and smells terrible.
    • Mentions that he stopped hearing from the guy in the pit to the right.
  • Tim, the guy in the third pit, tried to dig himself out with an old spoon. He has 20 gp, and a silver locket worth 5 gp on his corpse.*

5. Mined Passage

A small pick and shovel lay on top of a tarp in the center of this room, a wheelbarrow full of dirt stands next to them, closed crates line the walls. A stone goblin wearing one of the strange masks stands near an open crate, motioning toward its hand.

  • Inspecting the goblin, there is a silver ring on one finger, everything else is stone.
    • Removing the Ring of Petrification awakens him, he is thankful for your help and tells the characters whatever they would like to know.
      • He found the ring inside the box
      • His hands are dirty, he was the one digging the secret tunnel (and will reveal it)
      • He was trying to sneak into the Gobbago's side of the dungeon so he could steal fey-gogo from them.
  • The room otherwise appears empty.
  • The open crate has 300 feet of rope and 6 pickaxes inside. The rest (except for one) are filled with mined material.
  • If inspected, one crate along the western wall is noticeably dirtier than the others. It has small dirty hand prints on its side. It is empty and, if pushed, reveals the tiny secret tunnel in the west wall it is covering.

6. Long Hallway

This long hallway seems to dead-end to the north.

  • There is a 20' pit trap halfway down the hallway. DC 15 Reflex save to avoid.
    • A giant rat (pg 424) is in the bottom of the pit, feeding on a goblin corpse (trinket, 5 gp).
  • A switch on the wall at the end of the hallway opens the secret door.

7. Corpse Room

Two goblin corpses lie in the center of the floor, piled on top of each other.

  • Moving the bodies triggers a trap; a vial shatters, and a cloud of gas fills the air. DC 12 Fort to resist, or d4 stamina damage.
  • One goblin has face paint; the other has a mask.
    • Trinkets and d10 gp are in the pockets of both.

8. Maggot Entryway

This chamber opens to reveal 3 other doors, each pointing in a cardinal direction. Stones piled atop the white floor make a 9-pointed star, its top point directed toward the western door. The floor below it appears to be moving, and hundreds of flies fill the air.

  • Inspecting the floor, you find it filled with thousands of maggots. Below them are shit and rotting meat.
  • North door is locked.
  • South door is locked.
  • West door is locked and trapped with a poison needle trap. DC 12 to spot, DC 15 Fort save for half damage, 2d4.

9. Strange Cathedral

Four lounging chairs face a raised dais with a book atop it; frescos of clouds with sheep leaping atop them cover the east and west walls.

  • The book has a leather buckle fastening it shut; it is the book of epic boredom. Should anyone attempt to read a passage from it, the spell sleep (pg. 155) is cast upon them with a +5 spellcasting modifier.

10. Hobgoblin Bedroom

Three goblins are passed out on top of heavily soiled bedrolls; empty bottles of fey-gogo juice and wine lie beside them.

  • The door on the southern side of the room is split in half and has two handles, one opening the top half, and one opening the bottom.
    • DC 15 to spot the trap.
    • If the top half is opened, the trap springs. An explosive device dealing d6 damage to everyone within 10' and awakening the sleeping goblins.

11. Maggot Throne Room

A hobgoblin wearing an orange jumpsuit with a massive battleaxe with 5 strings attached to it sits on the throne atop the dais in this room. Three hobgoblins sit on a rug in front of the dais, carving up what must have been an animal from the forest at one point.

  • Welcome the PCs to meet with #8; he is hesitant because their faces are painted.
    • Says that he is tired of the Gobbagos spoiling their fun
    • Says that the chaos of the goblins is really the gobbago's fault; if they were gone, they wouldn't be tied to this place, and chaos would naturally take them elsewhere.
    • He only mentions the pale one, and their need to feed it if directly asked.
      • They plan to raise an army of giant flies to distract their enemies as they attack them and steal their loot.
    • If the PCs were to take out the Grand Milfinko, the lesser gobbagos would fall in line with the maggots, and they would leave. He offers the PCs his battleaxe (+1 silvered battleaxe, +1d on personality checks against goblinoids) and 200 gp.
      • DC 12 Intelligence check when he makes this offer, to notice that the hobgoblins are holding back laughs (he is lying to the party about leaving)
  • If things get aggressive, the two hobgoblins and hobgoblin caster aid in combat.
  • #8 has a key on his belt that opens and disables the trap on the locked door to the north (DC 15 to unlock, DC 18 to disable the trap, or an explosion dealing d6 damage to all characters within 10 feet, alerting all the creatures in the room to the north.

12. The Massive Shit Pit

A 40' tall pile of shit, rotting meat, and random refuse stands at the end of the room. As you enter, the sound of buzzing fills the air, and an unbearable stench meets your nose.

  • Upon entering, each character must make a DC 12 Fort save, or be overcome with nausea, missing the first round of combat.
    • Four Giant flys emerge from the ceiling of the cavern, alerting the 25' tall giant maggot "The pale one" buried inside the pile of shit, flinging it and thousands of tiny maggots outward toward the party.
      • It immediately attempts to spray the party with its vomit, then combat occurs.
      • The Giant Flies reduce all party actions by 1d until there are fewer than 3.

13. Endless Rift

A huge tear in the earth descends further than light can travel.

  • Falling into the pit is 50d6 dmg (500'); DC 10 agility to leap across at its narrowest point.
  • If the characters make loud noise in this room, d3+1 giant flies emerge from the pit and attack the characters.
  • A boulder near the wall on the east side of the room obscures a secret tunnel the Maggots have dug to sneak into the gobbago's side and spy on them.

14. Gobb-a-go throne room

Two goblins with faces painted as clowns sit in thrones atop a dais. Four goblins passing around a rolled-up joint sit on the ground laughing.

  • Welcome the PCs to meet with them; they are hesitant if wearing goblin masks.
    • Say they are just trying to find a good home for their family
    • Say that the chaos of the goblins is really the Maggot's fault; they are chaotic and cruel. The gobb-a-gos are friendly and want to be friends with everyone; everyone is welcome amongst them.
    • If the PCs were to take out #8 and his crew, the maggots would fall in line with the gobbagos and the town wouldn't have any issues. They will give them a dagger of goblin friendship if they kill him and his followers (+1 dagger, allows the wielder to speak goblinoid, +1d on all checks against goblins)
    • They won't leave because their leader, the Grand Milfinko, has business with the elder tree; he draws power from it, and they are at his behest.
  • Any combat in this room rouses the Grand Milfinko from the neighboring room in a round.

15. The Grand Milfinko's Room

This room is filled with a large posted bed and a heavy oak desk with a censer atop it.

  • The Grand Milfinko is sleeping here. (He has been gaining the favor of the goblins with his corruption of the tree; he hopes to use their chaos to enact his evil plans)
  • The desk holds his tome (Darkness, Detect Good, Flaming Hands, Ray of Enfeeblement), 3 rubies worth 30 gp each, and the magical censer worth 45 gp.

16. Old Mining Area

A hobgoblin caster is here using prestidigitation to create tiny dancing lights atop an old crate full of mined minerals. He is entertaining two Hobgoblin sergeants, lazily leaning against the wall.

  • The two sergeants are distracted, but will attempt to remove any non-Gobbagos who wander into the area if noticed.
    • They will attack if their warnings are ignored.
  • They are bored and want to go drink; they can be easily bribed with fey-gogo juice. Luck chance for them to notice any fey-gogo juice on a character and suggest it to the PCs.

17. Necromancer's Font

A fountain shaped like a goblin taking a piss floods the eastern end of this room. A gold chain hangs from its neck. Two goblins lie face down in the pool.

  • An observant PC will notice the goblins are not breathing.
  • If a character disturbs the blood in any way, a spell ward breaks, animating the Goblin Zombies who move to feed.
  • The gold chain is worth 10gp
  • An elf or character searching the statue will notice a secret passage behind the statue (activated by pulling the goblin's finger) that leads into the gobb-a-go throne room (#14)

18. Gobbago Entryway

Murals of goblins in clown faces wielding hatchets and dancing around a fire line the walls of this small chamber. A goblin is passed out in the middle of the room.

  • The goblin is friendly unless the characters are wearing a goblin mask.
    • Wearing a mask: she tells them this area is off limits to maggots; it's the realm of milfinko.
    • She has two unopened fey-gogo drinks beside her and is passed out. Can be woken if disturbed or by loud noises.
  • North Door is Locked
  • East Door is Locked
  • South door is unlocked and leads to a long tunnel and stairs that reach the mausoleum (Festival Map #1)
  • West door is locked and trapped with a poison needle trap. DC 12 to spot, DC 15 Fort save for half damage, 2d4.

19. Underground River Passage

The mine has opened into a natural cavern with a fast-moving river heading south.

  • The River is near 20' wide at its narrowest point, and can't be normally lept over.
  • A character who enters the water must make a DC 14 Strength or Agility check to traverse it, or they are sucked by the current to the south, where they can attempt to make a DC 12 Reflex save to grab the bridge and pull themselves out of the water. If missed, the character is swept into an underground tunnel a mile long that emerges into a waterfall. Certain death.

20. Old Mine (South)

The sound of flowing water echoes through this large abandoned old mine.

  • If the characters rode a mine cart: Each must make a DC 8 Reflex save or take d3 damage, as the mine cart picks up speed on its journey and slams into the bumper at the end of the track.
  • A couple of crates against the wall have an old lantern, and two flasks of oil sitting on them.

21. Brewing Room

Goblins stand around three large cauldrons with fires underneath, stirring the liquid inside. Piles of glowing mushrooms and buckets of water are strewn about the room. Three huge barrels rest against a wall.

  • The goblins are brewing the fey-gogo juice; the mushrooms and strange glowing fruit circle in the cauldron water. They ignore the characters unless a random encounter breaks out or the PCs attempt to disturb their work.
  • There is a crate with d100 bottles and corks inside.
  • A character can bottle up to 10 drinks per turn if they spend the time.
  • An observant character (or elf) can feel a slight breeze coming from the wall behind the three cauldrons. The wall there is weak and can be easily pushed through, revealing a small carved-out tunnel.

22. Passage From Maggot Throne Room

  • An observant character (or elf) can feel a slight breeze coming from the wall halfway through this passage. The bricks in the wall have been stacked in place but are not bound by grout.
    • A goblin explosive trap has been set on this passage; DC 12 to find traps to spot or d6 damage to PCs within 5 feet.

23. Beneath the Fey-touched Tree

Nine huge pillars of root cascade through the ceiling of this cavern into the roughly hewn floor below. A small pillar of stacked stone stands at the center of a rapidly moving river terminating in a pool of water.

  • The roots are covered in glowing rot; mushrooms bloom at their base near the water.
  • d6 goblins are here harvesting the mushrooms.
  • Atop the stones are the bones of a small faerie surrounded by dark soot and dried flowers. Mold emanates from the corpse, covering it.
  • A character who enters the water must make a DC 14 Strength or Agility check to traverse it, or they are sucked by the current out into room #19. Anyone wearing heavy armor moves more slowly and takes 2d6 stamina damage until they can emerge.

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