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Having not run the game yet,  I didn't realize the outlook is so bleak! I'm excited to try it out.

I mostly just wanted to post here to say that while reading this adventure I had the coolest idea for a magic item, which is a mirror from which the very end of a thick vine grows (yes, out of the mirror). However, when looking into the mirror, it appears as though the vine extends into your world, because you can see it "in the mirror". When you break the mirror, the vine appears in the 'real world' in that direction, which is different depending on where you were looking, and at what angle you were holding the mirror. HAD to share.

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Neat!  I like any item that encourages strange, specific problem-solving.

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Wafflebunny, we don't think of it as a bleak outlook! Goblinville is about goblins going into crazy dangerous places, grabbing what they can and escaping with their lives (and loot) intact. It's not about "winning" in the traditional fantasy RPG way, by killing everything in the dungeon. From the ground up in our adventure designs (and in our adventure design guidelines), we try to instill that monsters aren't just obstacles in the way of the treasure, and that's something important for both our players and GMs to embody.

If the goblins don't kill the ooze, good! That means they were probably smart enough to not go near it in the first place! It also means that it's going to escape, and that's much more valuable as a recurring story in the persistent world of your Goblinville game.