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The Goblin Frame-up (Active Adventure)

The Hook

The Council (Vane & Thorne) orders the neutralization of a "Goblin Threat" in the suburbs. They want it quiet.

The Truth

The Dust-Walker Goblins are "Border Sentinels" protecting the city from Maliki's river horrors. Bippy is framing them to clear trade routes for the Merchant Guild.


Path A: The Extermination

If the party attacks the camp, they face a desperate defense by High Chief Grogul.

  • The Fight: Grogul (Lv 2 Boss) + 2 Commandos + 4 Warriors. He fights to delay the party so the children can escape.
  • The Aftermath: On Grogul's body, they find the Dragonborne Treaty signed by Elder Rykar.
  • Consequence: Rykar declares a "Blood Debt." The River Horrors attack the suburbs within 48 hours without goblin sentinels.

Path B: The Investigation

If the party investigates, they find clues pointing to Bippy.

  • Clue 1: The "Goblin Arrows" are made of Dwarven Scrap metal (Bippy's signature).
  • Clue 2: The tunnel near the crime scene is perfectly circular (Engineer Drill), not dug by hand.
  • The Reveal: Tracking Bippy leads to his "Bolt-Hole" where he is hoarding stolen Construct Hearts. Among the loot is a Shard of Mercury's Justice (The Silver Buckle Piece).

Combat Stats for This Adventure

Goblin Warrior (Level -1)

  • AC 16, HP 6. Speed 25ft.
  • Melee: Dogslicer +8 (1d6 S). Ranged: Shortbow +8 (1d6 P).
  • Stealth +5. Reaction: Goblin Scuttle (Step when ally ends move adjacent).

Goblin Commando (Level 1)

  • AC 17, HP 15. Speed 25ft.
  • Melee: Horsechopper +9 (1d8+3 S, Reach/Trip).
  • Combat Advantage: Extra 1d6 damage to flat-footed targets.

High Chief Grogul (Level 2 Boss)

  • AC 19, HP 30. Speed 25ft.
  • Melee: Greatclub +10 (1d10+4 B). Ranged: Javelin +8 (1d6+4 P).
  • "Hold the Line": All goblin allies within 30ft gain +1 AC and +1 to Saves vs Fear.

Bippy (Level 4 Thief)

  • AC 21, HP 60.
  • Melee: Shortsword +13 (1d6+4 P). Sneak Attack: 2d6.
  • Weakness: Fancy Cheese (DC 20 Will or Stunned 1).

Whiskers (Level 3 Ruffian)

  • AC 19, HP 45.
  • Melee: Heavy Club +11 (1d10+4 B). Bravery: +2 vs Fear.

Ratfolk Sneak (Level -1)

  • AC 15, HP 6.
  • Melee: Dagger +5 (1d4 piercing).
  • Pack Attack: Extra 1d4 damage if flanking with an ally.

Malfunctioning Scrapper (Level 2)

  • AC 18, HP 30.
  • Melee: Rusty Pincers +10 (1d8+4 plus Grab).
  • Surge: 2d6 Electricity (10ft emanation, DC 18 Ref).

Combat Scenarios: Betraying Bippy

The Rat-Trap (Low)

Cornered in an alley. 4 Ratfolk Sneaks (Lv -1). Tactics: Hide in shadows, use Pack Attack.

The Scrap Yard (Moderate)

Assaulting the bolt-hole. Whiskers (Lv 3) + 2 Sneaks (Lv -1). Tactics: Whiskers tanks; sneaks flank the Barbarian.

Last Stand (Severe)

Cornering Bippy in the warrens. Bippy (Lv 4) + Whiskers (Lv 3) + 1 Sneak (Lv -1). Tactics: Bippy uses mobility and smoke bombs.