Green skin, red eyes and glistening rows of fangs. The goblins of the Bloodmoon tribe shuffle through the dark, stinking, trap-infested warrens they call home and scheme against the pale-skins, the bigger goblinoids, and each other. To be a Bloodmoon Goblin is to face constant threat from within and without as you attempt to survive...or perhaps even do more. Riches and power await any goblin who can strike at the surface and come back alive, or find a way to delve even deeper into other, unknown depths. And the barbed, iron crown of the Goblin King belongs, always and only, to whoever can take and keep it.
Bloodmoon Goblins is a small campaign setting for a game of player character goblins living as part of the tribe. The PCs may set out on daring strikes against the halfling villages or even the human towns. They may find treasures and dangers hidden beneath their own very commons and trash heaps, or elsewhere. Their clique may grow into a faction capable of seizing the crown. Or they may die the next time a motley band of human fighters, elf druids, and halfling rogues rushes into their warren to kill them and take their belongings.
Bloodmoon Goblins is compatible with the OGL, 3.X, and Pathfinder. It is intended to be run in Pathfinder, with the E6 variant.
The PDF/booklet will include a section for player characters bringing them up to speed with the culture, recent history, and present situation of the tribe as all of its goblins are aware of such things. It will also contain instructions about how players and GMs can together make a group template with the beginnings of a social-political faction within the tribe.
From there it will go into much more detailed descriptions for the GM, including biographies of all the important goblins, a map and physical description of the warrens, the political and cultural tensions and perils of the tribe as they actually are rather than as they merely appear to be, and a sample adventure.
Also included will be "Attacking the Warrens", a section for GMs who wish to place the Bloodmoon Goblins as enemies or targets in another campaign. An assault on the warrens will severely test the mettle of a group of player characters in the 5-7 level range, but it might reward them handsomely if they can find its real treasures.
I hate splat with a passion so don't expect to see 90 pages of rules you'd ignore anyway for Goblin Fireball, Goblin Cure Light Wounds, Goblin Fighter/Wizard/Thief, Goblin Small Longsword, Goblin Medium Longsword, Goblin Innuendo, and Goblin Greater Cleave. Think more of the content of the blue-covered books of the days of yore - meaty information for GMing and game construction rather than reams of redundant "exciting new spins" on core mechanics. I restricted my players to the core rules when I first ran this game, and if you are also a surly GM who pops a blood vessel when you see anything that starts with "Essential" or "Complete" or ends with "Magazine", "2", or "3", Bloodmoon Goblins will work perfectly for you. I might allow one or two new magic items but I promise you I will justify their existence by more than the need to rack up a page count and sell you something (oh yes usurper goblin PC, please do put the crown on).
After playing through the "town episodes" of Bloodmoon Goblins, your players might be begging for the peace, familiarity, and tranquility of a deathtrap dungeon, planar invasion, or dragon attack.
The money raised on Kickstarter will be used to commission professional art, cartography, and layout. $1200 will provide enough for a shorter work such as this to have professional visual design and be filled with exciting art. Keith Curtis, of Curtis Consulting & Design, will be the project's lead artist. The money will also be used to cover the booklet printing run of those who desire a physical copy of the material.
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