Goblin's Gold

Intro for Wrath


There are places of power within the forests – sacred groves. These are places where the trees and spirits of the woods retain the memories of all that has happened in the forest, passed down through the ages. Then, there are those places that do not forget the wrongs done, the injustices to nature. These are the dark hearts of the wood.

Wrath, fleeing into the mighty forests of the Untamed Lands stumbled into one of these dark places at the young age of 5. With his father’s blood still fresh on his body and his mind overpowered with fear, sadness, and hatred, the boy was chosen. The spirits of all woodland creatures infused the boy’s very being, filled up his consciousness, and gave him strength. This included those of a darker nature – those bent on vengeance. The boy would live and would now be filled with a purpose: To be a weapon of nature and destroy the enemies of the forest.

It has been many years since the boy, now known only as Wrath, wandered into the Untamed Lands. Consciousness returns slowly at first. Hibernation is one of the few reprieves from the nightmares, but it is early spring once more. Wrath changes from bear form back to a human and sniffs the air. Goblins. Their foul stench fills the air. Four months and they dare to venture back out into the woods… They will know fear. Wrath quickly changes form into a wren and takes off like an arrow to the source of the offensive blight.

Wrath Intro Move – Hide in Plain Sight

Wrath has taken many forms to infiltrate and kill goblins in their labyrinthine network of caves.

To determine how many additional animal essences Wrath has studied, roll +WIS.

On a 10+, Wrath has learned to transform into three of the forms below (your choice).
On a 7-9, Wrath has learned to transform into two of the forms below (your choice).
On a Miss, Wrath has learned to transform into one of the forms below (your choice).

[Cave Dwelling Forms: Bat, Rat, Warg, Any other you can think of and get GM Approval]

Opening move roll for Wrath = 5

Darting through the trees, you arrive just outside of earshot from the goblin party. Your keen eyes identify a score of them, all riding wargs, wolf-like creatures that are as inbred and twisted as their masters. A raiding party. Many times in the past you have you have taken on the form of a warg to completely sunder their encampments from within before they even knew what was happening. Getting low to the ground, you shift back into human form before evoking the spirits to transform into a warg. The smell… You remember again… The blood of your family mixed with the putrid stench of goblin. Suddenly, you body painfully contorts. The rage…. the hate, it is taking over. The dark spirit of the woods.

Painfully arched upright on two legs, muscles rip across your sides, up your arms, and down your legs. Hair and claws protrude where your hands used to be. Your head elongates and becomes a mass of fangs and teeth. A mighty howl reverberates through the trees, spooking the goblin raiding party. You care not, for all that exists is the rage… The werewolf is in control now.

Bounding through the trees with supernatural agility, you quickly catch up to the goblin vanguard. Their limbs scatter like leaves in the wind. Warg mixed with goblin, you carve a bloody swath through their ranks. Holding their leaders head in your hands, you squeeze until what little brains were once in his head have oozed out through empty eye sockets.

Red slowly fades from your view and you gain control again as the darkness recedes. You awake as if it was all a dream, like many times before. The goblin head you still hold in your hands has started to attract hungry flies and the sun is much lower in the sky – almost dusk. You walk to the closest stream and wash the gore and the stink of goblin off.

Emerging from the cool water, you smell something… new. Or old. The knowledge of the spirits imparts strange feelings. Interpreting them is the difficult part. Either way, your very core is saturated with revulsion for this new threat to the woods.

You know what you must do.

Intro for Rowanas of the Kiwanis

Rowanas of the Kiwanis

Time in the Untamed Lands has changed him, hardened him. His younger days – days of happiness – he spent with his clansmen and family, hunting and trading with the small farming villages along the outskirts of the Starns. A weighing sense of loss and guilt had haunted Rowanas for years after his clan was killed in an attack that was a result of his dealings with a rival clan. Following the attack, Rowanas fled to the great expanse of the Untamed Lands.

During his deepest moment of despair, the ranger was approached at the first rays of dawn by a white stag – Ultherien, the legendary lord of the forest. A barn owl perched on its antlers flew straight to Rowanas’s shoulder. Ultherien vanished, but Seik the owl remained and has been Rowanas’s faithful companion ever since, almost sensing the ranger’s thoughts.

Already a master hunter, Rowanas continued to live off the land, while making the occasional trip to Pinevale to trade for supplies. Eventually, he made a name for himself escorting adventurers to Goblin’s Gold from the Old Stag Inn, especially those desperate enough to make the trip during the long winter months. Over time, the ranger had amassed a modest fortune – one he had planned to use to locate any surviving members of his clan.

In the first days of spring, a strange bald man in grey robes arrives at the Old Stag Inn, his arms bearing snake tattoos. Rowanas’s senses dull and his perception shifts. While some portion of his mind is screaming out to be wary of the man, the rest of him feels completely at ease with him – almost as if they are friends. Questions are asked and freely answered by the ranger about adventurers coming to and from Goblin’s Gold.

After this, Rowanas inexplicably leads the man up to his room, where he takes out his life’s savings and hands it to him. The man contorts his face into a cruel smile as he grabs Rowanas’s arm. A grey snake darts out from the folds of his robe to quickly strike the ranger’s arm several times. The robed man laughs as he walks out of the room and down the hall.

The dullness and haze Rowanas first experienced is fading now, but it is being replaced with searing pain and paralysis. The ranger knows well that when bit by a fire-eyed smoke snake, death is all but guaranteed…

Rowanas Intro Move – In Pursuit of the Snake

Silently, Seik emerges from the shadows. Deftly rifling through Rowanas’s pack, he finds a vial of antivenom, the contents of which he pours into the ranger’s mouth. For two days, intense burning pain wracks Rowanas’s body. The third day, the ranger recovers enough to get out of bed and start walking, albeit weakly. Grabbing his gear, he begins the journey to track down the robed stranger, retrieve what is rightfully his, and exact revenge. The trail is ice cold, but the robed man made the mistake of making enemies with one of the best trackers ever known.

To track the robed stranger’s whereabouts through the Untamed Lands, roll +WIS (you may add Seik’s Cunning to this roll as well).

On a 10+, You learn three truths regarding the trail of the robed man.
On a 7-9, You learn two truths regarding the trail of the robed man.
On a Miss, You learn one truth regarding the trail of the robed man.

Opening move roll for Rowanas = 11

The trail of the robed man is easy to follow for your trained eyes, even several days later. His footsteps are heavy and he is obviously not familiar with how to conceal his tracks. The trail leads predictably away from Pinevale and towards Goblin’s Gold. Two days into the trek, the ground continues to dry out and become rockier, making the trail more difficult to follow.

Soon, the trail converges with a number of other humanoid tracks. They appear to be goblin in nature, but you’ve seen goblin tracks for many years and these are larger and have a slightly different gait. There appear to be 8 of them and they continue right alongside the robed man.

You later find an arrow embedded in a tree that you presume to be from this group of 8. It has a black shaft, crow feather fletching and the arrowhead is coated in some kind of poison that is not of the forest. [you may take this arrow and mark it on your sheet as Black Poison Arrow; dangerous, 1 weight]

Somewhere close to this spot, the robed man’s tracks appear to vanish into thin air. The tracks of the goblinkind still head towards Goblin’s Gold. Seik scouts the area from above and can find no trace of the robed man.

Seik returns to your side. Your empathic bond with the bird has seemed to increased over these past few days. Maybe it is your close brush with death, maybe it is your return to this part of the forest, so close to where you found him. You have started to feel like two bodies with one soul.

Regardless, it is getting dark and you cannot continue for the day. As you make camp, you notice that Seik is growing uncharacteristically agitated and impatient. He finally fies over to Rowanas’s quiver and takes out an arrow. He then plucks a feather from his wing, sets it on top of the arrow, and looks at you expectantly. A wordless exchange ensues and you intuitively understand the owl’s meaning. Picking up the arrow, you tear off the original fletching and carefully insert carefully cut pieces your companion’s feather. [change one of your Arrows/3 to Seik Arrows/3; +Ferocity Against Enemies of the Forest; 1 weight. You receive Seik’s bonus for ferocity against any enemy of the forest (monster or no monster), as long as you can justify it as such.]

As you settle down for the night, Seik is still on edge. You cannot see him, but know he is somewhere above you in the trees. His unease is almost palpable and has your sense drawn tighter than a bow string. You lay down with your weapons close at hand, but have no expectation of sleeping. After almost an hour of silence, you hear a sound… muffled, but you are sure someone or something is approaching.

Intro for Barzlin "Beardy" Izehammir

Barzlin “Beardy” Izehammir

Few days go by without Barzlin recalling the fateful day when he first saw Kluzing Ize. A wizened travelling peddler by the name of Durgen Stormborne sought out the young and brash Barzlin. By this time, Barzlin had made a name for himself as one of the most feared mercenaries in the Tarnlands. The ancient dwarf possessed a massive ornate hammer he called Kluzing Ize by name. He had sold Barzlin the hammer for a mere pittance and in his youthful ignorance, Barzlin mistook this for weakness. Durgen spoke very little, but departing, he looked into Barzlin’s eyes and said something that he has remembered to this day: The blood of old still runs strong.

After his father Dzorn’s death and the revelation of his true heritage, Barzlin became obsessed with finding out about where he came from as well as the origins of his mysterious hammer. He searched far and wide as to the whereabouts of Durgen Stormborne, but to no avail. The travelling dwarf was never seen again.

After many years and almost his entire savings squandered, Barzlin has at last discovered one clue that can lead him on his true path to discovery: The single rune embroidered into the blanket that he was wrapped in as an infant can also be found in the ruins beneath Goblin’s Gold.

Turning his stubborn and unwaivering focus towards Goblin’s Gold, Barzlin set off in search of answers. The trek from Pinevale, a tiny village on the outskirts of the Untamed Lands, to Goblin’s Gold is long and arduous. After spending his last few coins on supplies, the headstrong dwarf marched through the forests for days. It eventually become apparent to Barzlin that he was no longer sure that he was travelling in the right direction and provisions were beginning to run low. Sleep that night was restless and full of strange dreams:

Barzlin Intro Move – Dream of the Untamed Lands

Durgen Stormborne appears to you as a younger dwarf almost your size. In the dream he is sitting next to a fire where many runes burn in the air around it. He is chanting words, but they are not of the common tongue. Suddenly, the runes in the glow with a white, burning light. Kluzing Ize appears in your hands and the fire takes the shape of a snake. Durgen’s chanting grows faster. Instinctively, you smash the hammer into the side of the snake. There is a loud flash, then all is quiet. Both the clear and dark crystals on Kluzing Ize glow with an eerie light and the hammer hums with power. It is rapidly growing colder and the humming sound is getting louder. It reaches an almost unbearable crescendo of intensity… and then you wake up.

To interpret the meaning of the dream, roll +WIS.

On a 10+, You discern three truths regarding your signature weapon.
On a 7-9, You discern two truths regarding your signature weapon.
On a Miss, You discern one truth regarding your signature weapon.

As you slowly wake from your dream, your eyes focus on the hammer by your side. You blink them again, just to make sure it is not a dream. Kluzing Ize is glowing.

Opening move roll for Barzlin = 10

You intuitively understand each of the elements of the dream with perfect clarity and know it to be a true portent because of it’s realistic intensity. All of these elements must come to pass before you can discover the true nature of Kluzing Ize.

The young form of the dwarf Durgen represents your relative inexperience with Kluzing Ize. The weapon is clearly of ancient origin, yet it shines as if it was forged yesterday. Your lifetime is a mere blink of an eye from the hammer’s vast perspective. [The true power of Kluzing Ize can only be unlocked after you take the Improved Weapon advanced move]

The fire represents the mind. The runes above the mind represent something that must be known. The runes look very similar to those found on Kluzing Ize’s haft. Knowing them is key to knowing Kluzing


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