Tuesday, July 22, 2014

Endless Night: The Saloon Continued

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



Saloon Continued


Upon entry, the group should immediately be accosted by a few drunken Elves, who will grab a tray of drinks from a passing Ghoul waiter and insist they have a drink.  They’ll all be watching for them to take a sip and be ready to ridicule them afterward.

Characters imbibing will roll on the Wine Effects table below.  Characters can try putting it in their mouths without swallowing, but will have to find somewhere discrete to spit it out.  (Refs, have fun.)  Characters refusing will be snubbed for the rest of the party and ejected at the first opportunity.  Characters wanting more than one drink are really pushing their luck.  Don’t add in their ability bonus for subsequent tastings. 

Wine Effects
Roll 1d4 and add highest ability bonus to roll
1-Turned into a Goblin for 1 hour (6 turns), give player the stats for a typical Goblin, will also be ejected from the party immediately.
2-Enchanted Sleep for 1 hour, Requires a kiss from a Noble to awaken quicker (good luck)
3-Drunk and disorderly.  0 BAB and 0 Spellcheck for 1 hour in addition to anything the player wishes to role-play
4-6-No Effect, except for turning blue for an 1 hour
7- Cure all lost Hp (including negative) and any other enchanted condition
8-Permanent +1 to Dex or Int (but not beyond +4)

The drunk Elves should be brushed aside a rd later by a small, flying Pixie, Baron Louis.  (He is a Fey Pixie, not a mortal, character class ***Pixie****.)  In spite of his stature and fluttering, he seems deadly serious.  (Louis occupies some nebulous position in the court that puts him charge of Elvish covert activities.)  The Baron wants to hire the characters for a job against the Unseelie Court in the Main Dining room.  The Goblins have stolen a Crystal Gravy Boat from the court service set.  The Elves will grant the group any minor boon in their power in return for it.

Before any negotiation, Duke Torren makes a scene trying to enter the party.  “What do you mean I’m not allowed in without an invitation!” he yells at a guard, “I’m Duke Torren!”  That name might ring a bell with the players, it was on their recovered invitation.  “Let me see the invitations!  There this is mine!  There’s an imposter here!”  At this point, Prince Alex has noticed the situation, clears his throat, and regally waves Torren over to himself.  Torren storms across the room, muttering. 

Louis smiles at the characters, “Think about my offer,” before he flutters away.  The players may need to discuss their next actions.  If necessary, the characters can leave and re-enter this party without completing the Goblins’ mission against the Elves, though with some suspicion.  (The characters can leave the party at any time by leaving the Saloon.)      

I’ll leave it up to you about setting up any additional role-playing encounters here, such as the characters attempting to pick up debutant Elf maids, or schmooze Elf politicians for funding a new road to the character’s castle, or getting some hot stock tips from Elvish investors.  Or, more practically, handing out some useful gossip about the ghosts in the house, or even a plot hook for adventures involving the Elves for after this adventure.  The Queen and the Prince will prove to be unapproachable for mere mortals, such as the characters.  (Don’t worry, they’ll getting a formal introduction to Prince Alex later in this adventure.) 

Prince Alex later rises to address the crowd, “Duke Torren has recovered the most extraordinary artifact from Goblin territory.  He’s quite excited about showing it off, which is why he was so insistent about coming to the party.”  (Laughter from the guests.)  Torren stands, “From the very heart of the Unseelie Court, I bring this treasure to the Queen.”  At which point, he holds aloft a Crystal Rose.  “There none other like it in the entire Otherworld.  My Queen,” Torren genuflects and presents it to her, who daintily accepts it.

If the characters are on the mission for the Goblins and have their crystal rose with them, they’ve just gotten their opportunity to embarrass the Elves served up on a platter.  Of course, the players have likely formed their own plans for this party.  I’d hate to make any attempt at predicting player decisions when the only dictum for the encounter is: make mischief.  I also wouldn’t want to limit their creativity.  I should also mention that opening the Music Box from the Conservatory will not cause an embarrassing incident, but certainly would make for a heck of a distraction (or get away) as everyone starts dancing. 

However they decide to play it, one of the players must actually shout out, “For the true Queen, Natasha!” to finish off the deed.  At that point, the group is immediately ejected from the party and are suddenly standing alone in the Saloon.  Goblin Captain Noose (or another Goblin if necessary), will meet the group immediately afterward.  He’ll congratulate them and say that they are friends of the Goblins, for now.  What can the Goblins do for the group to return the favor?  Carter the cat appears before the group can answer, “Let them into the Servant Areas.”  Noose agrees and tells them that the doors are open to them.

Monday, July 21, 2014

Endless Night: The Saloon

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)




The Saloon


Description: This was the grand party space for the house. It can easily accommodate 30 to 40 people socializing and carousing.  The most prominent features of the room are the large Persian rug, the huge tapestry hung on the wall, the massive fireplace, the couches, chairs, and end tables, and, of course, the ticking Grandfather clock.  


There’s a dramatic set of stairs going up to the Second Floor, however they cannot be ascended.  Stepping upon it, simply returns the person to the landing.  When all of the astral anchors are cut loose, this stairway is revealed to be ruined.  


Likewise, any attempts to fly or scale up the Second Floor, will deposit the person back into the Saloon.  More than any other, this room will frustrate anyone expecting Azimuth House to obey the laws of physics. 

The group will see and hear a party full of Elves going every time they enter the Saloon.  However, if they don’t have an Invitation, it immediately disappears.  The image on the tapestry will show a freeze-frame of the party.  When they do have it, they are greeted by a guard, who will take the invitation, and allow them in to mingle. 

Status: Open to enter, however the Elvish party can only be joined if the party has an invitation. 

Gaining that invitation will involve completing a series of tasks.  Briefly, to join the party in the Saloon, the characters need an Invitation.  They gain the invitation from defeating Nova Creighton in the Sun Room.  To enter the Sun Room, they need the Leaf Key, which is gained by returning the Book of Shadows to the Library.  The Book of Shadows is acquired by defeating Orion Creighton in the Trophy Room.   

Inhabitants: The Seelie Court (Elves) party, including Queen Elaine, Prince Alex, Duke Torren, Baron Louis, many other courtiers, a quartet providing chamber music, and several guards.  The Queen and the Prince have elevated seating at the opposite side of the room by the tapestry, and are surrounded by guards and other nobles.  There are a few Ghoul servants in tuxedos working the floor, but they will not talk to any of the guests.

Objective: 2 XP award if successful in making an embarrassing scene that ruins the party.  Otherwise, the group is given a mission by the Elves to accomplish at the Goblin Party in the Main Dining room.

Carter’s Introduction: If not on the mission for the Goblins, and the group is bearing the invitation, “Meow.  The Elves can get you into the Servant Areas of the house, if you can do them a favor.  Meow.”  Otherwise, Carter does not appear.


This is not a combat encounter (which is why I’m not listing the number of guests in the room).  This event is well-guarded by 10 Elf Warriors visibly positioned all around the room.  Any attempt at openly assaulting the place or engaging in unsanctioned combat will result in the immediate ejection of the entire group (they’ll just suddenly be alone in the Saloon). 

They will be followed out of the party by the guards, Louis, and Torren (warriors all casting Charm Person, Louis firing paralyzing darts, and Torren casting Web and Hold Person), who will attempt to take them prisoner.  There’s no way of getting back into the party after that.  (Of course, Baron Louis may then want to talk to the group and give them a counter-offer to get the Crystal Gravy Boat from the Goblin party.)

Friday, July 18, 2014

Endless Night: The Library

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



The Library


Description: The room is filled with hundreds of books in the bookcases along the walls.  There are comfy couches and end tables for pleasant reading.  A fire is going in the large fireplace.  There are shut curtains to the outside.  Once again, viewing the naked Astral Plane outside causes a DC 12 Will Save or driven catatonic for 1 turn.  Those saving are immune to this effect thereafter.

Status: This room is open to enter and exit.

Inhabitants: Two Hellhounds and the Poltergeist spirit of Magnus Creighton.

Objective: The party needs to come away with the Leaf Key from this room.  Delivering the Book of Shadows from the Trophy room will placate Magnus into revealing the key.  0 XP awarded.

Carter’s Introduction: “MeowMagnus Creighton loved his books.  He loved them to death.  Specifically, an infected paper cut from a magic book.  Meow.”


More than likely the party will enter this room cold (not knowing what’s going to happen).  Nothing will happen the first rd inside.  A disembodied voice will then ask if they’ve brought back his book.  It’s Magnus.  He’s looking for his Book of Shadows.  He remembers lending it out to his brother Orion, who usually resides in the Trophy Room.  Magnus will hand out all of this information, but only if asked directly.  Eventually or if not asked the right questions or any questions, he’ll become hysterical and start attacking the characters by throwing books at them.     

Magnus is not the most powerful ghost in the house.  The main problem in combating him is that he can’t be harmed.  His spirit is contained within all books.  There’s nothing to fight.  As long as the characters are in the room, he attacks, and the characters can only take damage until they’re scared off.  Magnus will start with the small attacks.  Those resistant to them are hit with the large attacks. 

Any characters immune to supernatural frights (Paladins, Occultists, etc) will hear a growl from the fireplace.  Suddenly, two large red dogs will leap out and attack.  If they’re defeated, they re-form in 2 rds, growling first as a warning before attacking again.  Hopefully, it will dawn on the players that this isn’t an encounter to be fought through.  (No, they can’t do a séance or exorcism, not while being bombarded by books.)  

When the party returns (or if they enter for the first time with it) with the Book of Shadows from the Trophy Room, Magnus will recognize it.  (By the way, any damage or loose books from a previous encounter will have been cleaned up.)  He’ll ask that they put it back in its place on the bookcase.  An empty spot will suddenly glow in a bookcase.

It won’t go into the slot however.  Something is blocking it.  If a character reaches in, they’ll find the Leaf Key to the Sun Room.  (No, the characters can’t find it by looking, not while being bombarded by books.)  Putting the book in place, Magnus will say, “Oh, that’s Nova’s key to the Sun Room.  She’s probably looking for that.  Thank you for returning my book.  Ta ta!”  The grandfather clock chimes. 

Magus Creighton (Poltergeist)
Ranged: Flinging objects, 4 attacks in rd at +10 to hit 1d6 (small books) + DC 12 Will Sv or panic and flee 1 turn.
Or 1 attack +5 to hit 1d10 (large book) + DC 18 Will Sv or panic and flee 1 turn.  (Paladins and some other classes are immune to this kind of supernatural fright.) 

Hellhound (2)
HD 4, Hp 20, AC 16 (natural)
Fort +5, Ref +5, Will +4
Melee: Bite +5 to hit 1d8+1 + 1d6 fire, which continues until put out

Immune to fire attacks, but x2 damage from cold attacks

Thursday, July 17, 2014

Endless Night: The Sun Room Continued

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



The Sun Room Continued

Fountain Encounter
The path continues to a clearing with a bubbling, moss and vine-covered fountain with a couple of surrounding benches.  The Blue Hat is floating in the fountain pool and the Gardener is seated on a bench, with his head buried in his hands.  If the Gardener is disturbed in any way, he collapses to the ground and then explodes into the Hellwasp Swarm.  Suddenly, the moss and vines fall off the fountain and reform in the pool as a green vine creature with an old woman’s face.  After putting on the blue hat, Nova-Swamp Thing attacks.


Carter the cat may appear after the encounter to give a tally, if you think it’s necessary.       

Blue Hat Gardner (Minor Hellwasp Swarm)
HD 6, Hp 24, AC 18 vs physical attack, AC 12 vs fire (natural)
Fort +6, Ref +10, Will +4
Melee: Swarm 2d6 + Poison DC 12 Fort Sv or incapacitated 1 turn, after each successful attack, the swarm loses 5 hp
A successful fire attack will cause the swarm to scatter if it fails a DC 12 Will Sv.
Can Fly

Nova-Moss Form (Minor Shambling Mound)
HD 8, Hp 32, AC 18 (natural)
Fort +9, Ref +2, Will +4
Melee: 2 Slams +9 to hit 2d6+3
If both attacks hit the same opponent in a rd, they are grappled, DC 18 Str or Escape Artist to escape, next rd automatic 2d6 damage.


Rose Bed Encounter
The path continues, past the fountain, to the other end of the terrarium.    A giant plant pod sits in the middle of a field of roses.  No subtly here.  There is an exquisite blue cloak lying on the ground before the pod.  (There is also a side door to the outside next to the rose bed.  Opening it reveals the naked, insanity-inducing Astral Plane outside.  DC 12 Will Save or driven catatonic for 1 turn.  Those saving are immune to this effect thereafter.)
 
The pod opens and reveals monstrously large face of an old woman with a mouth filled with huge, sharp teeth.  “Come to admire my roses?” says Nova-Audrey II before she attacks.  


The cloak is Elvish.  It is a Cloak of Wisdom, which adds +4 to your Wis Sv (a nice thing to have in a haunted house).  Inside the cloak is an invitation to the Elf Soiree in the Saloon for one Duke Torren.  Underneath the cloak is an amazing Crystal Rose (worth 1000 GP, but it may have more value than that for this adventure).  Carter the cat appears and tells them that they’ll want keep those things, and give them the tally. 

Nova-Man-Eating Plant Form (Minor Tendriculos)
HD 9, Hp 60, AC 16 (natural)
Fort +12, Ref +2, Will +4
Melee: 4 tendrils +8 to hit 1d6
If 2 tendrils hit the same opponent, they are are grappled, DC 18 Str or Escape Artist to escape.  The next rd, Nova makes a bite attack on the opponent, +13 to hit, 2d8.  On a natural 17 and up hits, the opponent is swallowed, taking 2d6 damage each rd afterward.  Victim may attack from the inside by weapon or magic, but with 0 bonuses.  Up to two people can be swallowed.  Nova’s death is the only thing that will release them.  

Wednesday, July 16, 2014

Endless Night: The Sun Room

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)





The Sun Room

Description: This is a plant-filled terrarium.  The dome overhead is clear and filled with bright sunlight.  This room is bigger than it seems from the outside or on the map, about four times the size.  There is a path leading from the door.   

Status: The glass door to the room is locked.  The lock has a Leaf symbol on it.  The plants and sunlight inside can clearly be seen.  There’s no way in without using that key on the lock.  The Leaf Key is in the Library.

Inhabitants: A couple of dangerous gardeners, a flock of Vampire Songbirds, and three dangerous plant forms of Nova Creighton.

Objective: Find Elf Duke Torren’s invitation to the Elf party in the Saloon.  His magical cloak and a valuable Crystal Rose are also there.  One of the plants inside can be used for healing.  Award 2 XP for this encounter.

Carter’s Introduction: “Meow.  Nova Creighton loved her garden.  When she died, her body was mulched and spread all over the plants.  Now she’s part of the garden.  Meow.”


Upon entering the party will hear pleasant sound of songbirds, though they don’t see any birds.  There are a couple of male-looking laborers wearing broad brimmed hats (one in red, one in blue) working the soil.  They notice the characters and suddenly run off.  Red Hat runs into the dense foliage and disappears.  Blue Hat takes off down the path. 


Tree Encounter
The Red Hat Gardener is a DC 12 Tracking skill to find.  If there isn’t a tracker in the group, the group hears the sound of two songbirds, Vampire Songbirds.  DC 12 Will Sv or enraptured for 2 rds, then the birds attack, preferring anyone who’s stunned. 

If tracked, or after defeating the songbirds, the group hears and sees two Songbirds in a large tree with Red Hat Gardener hiding behind it.  There’s also a patch of glowing mushrooms around the tree.  The birds will attack with their song again, while the Gardner staggers out and collapses in front of the group.  If examined, he explodes into the Centipede Swarm.  Suddenly, the large tree turns around, revealing an old woman’s face in the bark, “Ah, fresh fertilizer.” And Nova-Treebeard attacks as well. 


After defeating these creatures, Carter appears.  Depending on how the players attack these encounters, he’ll tell them how many forms of Nova are left, or that they’ve finished her off (the Grandfather clock tolls in the distance).  He also motions to the glowing mushrooms and tells them that they have some minor healing properties (8 mushrooms, 1d10 hp healed, can only take 1 per turn without getting sick for 1 turn and all stats and skills go to 0).     

Vampire Songbird (2 at tree, 2 wandering)
HD ½, Hp 2, AC 16 (natural), Enhanced Init +3
Fort +1, Ref +3, Will +0
Melee: Attach +4 to hit, next rd drains 1d8 hp in blood, it is helpless while attached, causes 1d4 damage to remove
Ranged: Charm Song DC 12 Will Sv or paralyzed 2 rds.
Can Fly

Red Hat Gardner (Minor Centipede Swarm)
HD 4, Hp 16, AC 18 vs physical attack, AC 12 vs fire (natural)
Fort +3, Ref +4, Will +0
Melee: Swarm +4 to hit 1d6 + Poison DC 12 Fort Sv or incapacitated 1 turn, anyone swarmed is covered by the swarm and can no longer defend themselves, taking 1d6 damage each rd.  Attacks against the swarm do ½ damage to the person covered.  A successful fire attack will cause the swarm to scatter if it fails a DC 12 Will Sv.

Nova-Tree Form (Minor Treant)
HD 7, Hp 28 AC 18 vs physical attacks, AC 12 vs fire (natural)
Fort +8, Ref +1, Will +5
Melee: Slam +10 to hit 2d6

Nova Treant is vulnerable to fire.  Any successful fire attack requires a DC 18 Fort Sv or she has caught on fire, taking 1d6 damage the first rd, 2d6 the next, 3d6 every rd thereafter.  However, Nova keeps fighting.  Add 1d6 fire damage to her attacks and causes an additional 1d6/rd until extinguished.

Tuesday, July 15, 2014

Endless Night: The Main Dining Room Continued

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



The Main Dining Room Continued

After the meal, with a flash of light and the smell of brimstone, Natasha, Queen of the Goblins appears. 


Yes, she’s human, or at least in human guise.  Surely there is an interesting tale as to how she became a Dark Fey queen, but that’ll have to keep for another adventure.  (Just to mention, Natasha’s stats aren’t included here.  If attacked, she simply disappears.)        

The Goblins hit the floor, groveling.  The characters would do well to show some respect as well.  Natasha takes the seat at the head of the table and appraises the characters, perhaps commenting on how sometimes Goblin food disagrees with mortals.  She’ll ask what they’re doing here in the house.  Any talk of the Creighton’s treasure will amuse her to no end. 

Natasha will proposition the characters after a little chit-chat.  (All of the Goblins are still face down on the floor, by the way.)  She assumes they’re here because they desire a favor from the Goblins.  Natasha is prepared to grant it in return for a favor of her own. 

She’d like them to get into the Elves party and embarrass Nobles there and then shout, “For the true Queen, Natasha!”  Be creative on how to the embarrass them.  “Those uptight pointy-eared pricks’ social standing is more than their own lives.”  Bloodshed isn’t necessary and unsanctioned violence will get one ejected from the party anyway (unless challenged to a duel).  Whatever the characters’ answer, she’ll smile and exit.  “I have a feeling, we will all meet again.” 

If the characters are there on the Elf mission, they may want to discuss things amongst themselves at this point.  The characters can excuse themselves to go to the bathroom or such.  “Sure,” says Noose, “When you get back, we’ll have dessert; chocolate moose. . . genitals.”  The Goblins squeal in anticipation.     

The rest of this assumes the characters are committed to completing the Elf mission.  If the players can figure out a way to create a diversion and steal the Gravy Boat, awesome.  Let them try it.  (The Music Box from the Conservatory would certainly do it.  They’ll all start dancing.)  It is filled with hot gravy, so unless it’s emptied first, it’s a DC 18 Stealth check (DC 12 otherwise).  The good news for the characters is that it’s pretty sturdy for crystal, so they don’t have to worry about breaking it, unless they actively try to. 

The drunk Goblins won’t notice and will be easy to distract.  Noose should get something like a DC 12 Will Sv (not drunk, but not that bright or observant out of the combat either) to distract and keep rolling that every rd that the Gravy Boat is off the table. 

Failing the Stealth check or Noose noticing will require some extreme fast talking (DC 18 Charisma check or Fast Talk skill).  This thing is a prized artifact to the Goblins.  In any case, if there isn’t a clean get away, there’s a fight.

If the party takes out Noose and most of the other Goblins haven’t yet been eliminated, they will have 1 rd to escape the room before the reinforcements show up and try to block the entrance.  Otherwise, Noose calls for them when half the Goblins are gone.  They arrive in 1 rd.  (I suppose it’s mentioning if the players ask, the tea kettle is still there on the table with enough for 4 cups, which give full healing.)  

The party just needs to exit the Dining Hall and make it into the Saloon with the Crystal Gravy Boat.  The Goblins will not pursue them.  Baron Louis will meet them and take the gravy boat and grant them a boon.  Carter the cat appears before the group can answer, “Let them into the Servant Areas.”  Louis agrees and tells them that the doors are open to them.

Goblin Warriors (11 party-5 reinforcements)(For the split stats, the first is for the drunks at the party, the second is for the reinforcements.)
HD 1, Hp 3, AC 15 (rough leather armor)
Fort +4/+3, Ref -1/+1, Will +2/–1
Melee: Short Sword +0/+2 to hit 1d6
Ranged: Javelin +0/+3 to hit 1d4 (3 javelins)
Figure about half the half the Goblins will be throwing javelins, while the rest engage in melee.  The Goblins do not have the Crackshot ability and must make a Called Shot (natural 12) against someone engaged in melee, or they’ll hit the other person.   

Goblin Captain (Noose party-1 reinforcement)
HD 5 (d12 Barbarian class), Hp 35, AC 17 (rough leather armor)
Fort +5, Ref +3, Will +1
Melee: Battle Axe +6 to hit 1d8+1 + poison DC 12 Fort Sv or sickened 1 turn (no bonuses for skills or combat), if recovered, figure 1d4 uses remaining before the poison is wiped off.  The reinforcement Captain doesn’t have a poison axe, just a regular one.

Monday, July 14, 2014

Endless Night: The Main Dining Room

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)




The Main Dining Room


Description: This room is dominated by a large dining table with enough seating for 12.  There are two chandeliers overhead, providing the lighting. 

If the characters enter without Gypsy Creighton’s Special Tea, they will briefly see an unruly mob of Goblins feasting at the table.  The lights will go out and when they come back up, the Goblins and the feast are gone. 

If they arrive with the gift, the Goblins will immediately smell the tea on them and begin accosting the characters for it and inviting them to have a seat (knocking a few drunk Goblins out of their chairs).  Of note, a very large Goblin sits at the head of the table and a glittering Crystal Gravy Boat sits in the center of the table.

Status: Open to enter, but to join the Goblin dinner party, the group needs a gift.

The only thing that the Goblins will have any interest in is Gypsy Creighton’s Special Tea Blend.  To gain the tea, the characters will have to defeat her in the Parlor.  To enter the Parlor, they will need the Heart Key, which they can gain by defeating Electra Creighton in the Breakfast Room.
   
Inhabitants: Here is some of the Unseelie Court (the Goblins).  There are 11 drunken Goblins around the table, along with one of their captains, Noose (who can hold his liquor a lot better than they can).  If necessary, 5 (fully sober) Goblins and another captain may appear as reinforcements.  There’s also a cameo by Natasha the Goblin Queen (but no combat in this venue). 

Objective: 2 XP award if successful in stealing the Crystal Gravy Boat.  Otherwise, the group is given a mission by the Goblins to accomplish at the Elf Party in the Saloon.

Carter’s Introduction: If not on the mission for the Elves, and the group is bearing Gypsy’s Tea, “Meow.  The Goblins can get you into the Servant Areas of the house, if you can do them a favor.  Meow.”  Otherwise, Carter does not appear.


Well I went to a Goblin party
To chit-chat with some green Fey
(The temptation to finish the rest of the lyrics is almost unbearable, but I shall resist.)

There’s two possibilities for the party’s entrance to the party.  One, they’ve gotten in here before getting the mission from the Elf party in the Saloon.  Two, they’re here after having been given the mission by the Elves to steal the Crystal Gravy Boat (which did originally belong to the Elves).  Either way (unless the characters openly assault the place upon entry), they’ll receive the Goblin mission against the Elf party and perhaps have to choose between them.  The characters can leave and re-enter this party without completing the Goblin’s mission against the Elves, though with some suspicion.     

The big Goblin will introduce himself as Captain “Noose.”  He does have a prominent scar around his neck.  He’ll thank them for the tea, which is already being brewed and will be put in a kettle on the table, and invite the characters to enjoy a meal.  Noose will motion to a Goblin to go bring the Queen. 

A fine china bowl of interesting-looking goulash will be placed in front of each character.  Those not eating will offend the chef, who’s in the room, and will start crying.  The other Goblins will begin to jeer the offenders and throw food at them.  Stealing the Gravy Boat will be harder as all of the Goblins’ attention will focused on the characters.  (If they decide to eat it, returning the party will elicit the comment, “Back for seconds, eh?” and they’ll all be given another bowl.)

For anyone who eats the meal, roll 1d6.

1 No effect
2 Vomit (DC 12 Fort Sv or stunned 1 rd, causes everyone at the table to laugh)
3 Extreme diarrhea (DC 12 Fort Sv or stunned 1 turn and need a change of pants)
4 Extreme gluttony (DC 12 Will Sv or can’t stop eating for 1 turn (6 rds).  DC 18 Will Sv each rd to stop eating after failing save, though they can be dragged away from the table.  If eating for the full turn, DC 12 Fort Sv or Sleep 1 turn)
5 Change gender (DC 12 Will Sv or all bonuses go to 0 for 1 turn, new females will receive unwanted attention from Noose)
6 Donkey Head (DC 12 Will Sv or character literally becomes an “ass-head” for 1 turn to the ridiculing delight of the Goblins, don’t bother trying anything requiring Charisma or getting into the Elf party in this condition)