No Assembly Required: Hoarfrost Goblins

My monthly column for This Is My Game has posted for December. The column, No Assembly Required, features a monster that can be inserted into a Dungeon & Dragons 4th Edition campaign. Each monster in the series includes comprehensive information including Origin, Lore, Combat Tactics, Power Descriptions and Stat Block. Visit This Is My Game to review this month’s monsters, Hoarfrost Goblins.

Merom Hoarfrost and the rest of his goblin clan are Heroic-Tier monsters who can be used at the very start of a Level 1 4th Edition campaign. The Origin of the goblin tribe and their current need for relocation and conquest can set the stage for a multi-level campaign arc for DMs that are inspired by the possibilities presented in the backstory. As always, the chill artwork is provided by Grant Gould.

Visit This is My Game for the full description of the Hoarfrost Goblins, including their history of exile and the events that led them to remain in an impassable mountain range until recent developments changed their plans of isolation from the civilized world.

Hoarfrost Goblin Marauder with Chieftain, Merom

Enjoy the new monsters, and let me know how Merom and his tribe play at your gaming table. Please post any questions or comments about the Hoarfrost Goblins here or at This Is My Game, and come back next month for another ready-to-use monster.

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About The Id DM

The Id DM is a psychologist during the weekdays. He DMs for a group of fairly loyal and responsible PCs every other Friday night. In the approximate 330 hours between sessions, he is likely anxious about how to ensure the next game he runs doesn't suck.
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2 Responses to No Assembly Required: Hoarfrost Goblins

  1. Draco says:

    I love that they have powers that work off each other. I was just talking on Twitter with @EricMPaq a couple days ago about creatures specifically designed to work as a group. These guys seem like they’d make good foot soldiers for some Winter fey, too. :)

    • The Id DM says:

      Draco,

      I think it’s an extension of the discussions last week that resulted from my analysis of player powers. The adventuring party often works in unison to take on monsters during combat; players have powers that compliment one another. I wanted to incorporate a bit of that into Merom and the Hoarfrost Goblins. However, I didn’t want to make the powers overly cumbersome on the DM. I was tempted to give Merom other options but wanted to give the DM less to worry about when running combat. I definitely think you could combine these creatures with other goblins (and Winter fey!) for a series of encounters.

      Thanks for commenting!

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