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Goblin's Return

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Hundreds of years ago, the elves and goblinkin fought for control of known space in the Unhuman War. The elves emerged victorious and the goblinkin were driven out to lick their wounds and plot revenge for another day.

That day has come.

After centuries of plotting and building, a new race of advanced orcs known as the scro have rallied the goblins, hobgoblins, and kobolds. It is only a matter of time before they infiltrate known space to wreak destruction on the inhabited planets.

The elves are looking for a few good adventurers to infiltrate a scro base and steal any information valuable to the war effort. Your PCs are offered the chance to become heroes - or die trying.

Goblins' Return is a 64-page adventure set in the second Unhuman War. The first of a two-part module series, it can later be linked with Heart of the Enemy or it can be played as a stand-alone adventure.

Goblins' Return is designed for four to six characters of levels 7-10.

64 pages, Paperback

First published January 1, 1991

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Bruce Nesmith

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Displaying 1 - 2 of 2 reviews
105 reviews
December 3, 2022
This Spelljammer module involves the characters being assigned to scout an enemy base. There are a variety of humanoids and a few NPCs on the base along with a few "secrets" that the party can uncover. Overall, however, it's unclear how this will play out as an adventure; it's more of a setting with a few special encounters that is designed to introduce new ships and monsters while serving as a lead-in to a sequel module. Interesting to read, but probably not something I'd choose to run as a DM.
Displaying 1 - 2 of 2 reviews