Our twenty-fourth downloadable GM-SS Dungeons and Dragons One Shot Adventure – a tale of friendship and goblin shenanigans!

Whether it’s for a one-shot adventure, starting a longer story, or just another day in your players’ lives, we hope this adventure module will inspire all you DMs and GMs out there. Our twenty-fourth adventure confronts the players with the secret live of the greatest goblin wizard that ever lived. Only a group of friends with swift minds and swifter feet may claim the wizard’s treasure for themselves. Enjoy!

Overview

  • RPG: D&D 5e

  • Number of players: 2-4

  • Recommended level: 6-7

  • Duration: medium (3-6h)

  • Difficulty: easy

  • For your campaign: This one-shot can be easily inserted into any campaign at any time. At the end of the adventure, all the players are transported to a completely different continent, far away from home. As such, it could be used to kick-off a new chapter in a longer campaign.

  • This Adventure Module contains: 

    • The story for a single adventure
    • A lot of badly written goblin rhymes & riddles
    • Builds for 3 new monsters
    • Six new powerful magical items
    • A unique set-up for a longer campaign

The Story

The Tribooyagh, the greatest goblin wizard who ever lived, is dead. The goblin historians are not quite sure anymore how it happened – even though it happened just yesterday. However, there seems to be consensus that the event was really funny at the time. One school of thought amongst the historians also proposed that the humor came from the involvement of one or several explosives. Now, with the entire clan looking at the Tribooyagh’s lifeless body, holding a scroll with his last will and testament on it, the con-sensus had shifted; this was not funny after all. To make matters worse – none of them could read the scroll or find the Tribooyagh’s huge golden chest. He always told them that the person worthy of opening this chest and finding the treasure within, would realize their potential to the fullest and go far in this world. Yet, there were no clues about its whereabouts apart from the scroll. Since none of the goblins could read the scroll that must mean Tribooyagh consid-ered all of them unworthy. The clan’s historians quickly agreed on that fact and ordered a lunchbreak to be taken. Yet, Mudmug disagreed. She figured that a goblin could become worthy of the treasure. Maybe not alone, but with the help of some friends. Preferably friends that could read. As such, overcoming her grieve, Mudmug set out into the world to recruit the aid of some worthy friends – with force, if necessary.

In this 2 to 4-hour one-shot adventure, a party of 6th level characters are recruited by Mudmug. Together they must solve the riddle of the Tribooyagh’s will and become rich in the process. Could they be worthy enough to witness this “One Final Booyagh”?

Notes for the GM / DM

  • It is important for the GM to play Mudmug as an innocent and supportive NPC, as the adventure would be difficult to run without her.

  • The length of the adventure is easily adjustable by leaving out one or two of the riddles.

  • To pad out the runtime of the adventure, the party could help Mudmug fend off assassins from a rival clan looking to steal Tribooyagh’s final will from her in the beginning of the adventure.

GM-SS 24 Cover