The Duskwood, usually a safe patch of wood a few days into the wilds, has grown increasingly dangerous. The mission is simple: bring warning to a reclusive soldier living in the woods. However, the mission derails quickly as the characters walk into the battlefield between unknown soldiers and goblin wolfriders.
The adventure is written for beginning characters intended to be a one-shot, although the adventure has plenty for secrets and possible hooks for a longer campaign.
The Goblins of Duskwood is a Dungeons and Dragons adventure for beginning characters. The adventure fits the Dungeons and Dragons Starter Set, and campaigns like Ghosts of Saltmarsh, Tyranny of Dragons, or Baldur’s Gate: Decent into Avernus. The adventure includes moral ambiguity and possible betrayal.
The Goblins of Duskwood is fairly old-school, and possibly more AD&D in spirit than the fifth edition, but I hope there is interest in this sort of thing. I’ll keep this page updated with any further news about this adventure if any, and future adventures will certainly build on in.
I will return with my notes from the workshop later. I’m not going to review the workshop, just share my thoughts and my takeaway from the lessons. The short version is that I enjoyed the experiences and learned quiet a bit.
A personal highlight it that I finally had to decide what that “W” in my pen name represents. Willis. I am now Paul Willis as far as my writing is concerned. Huzzah!
Thoughts? Play experiences? Let me know below.