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Campaign:Dungeon Fantasy/Longest Night
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[https://www.amazon.com/Witchfire-Trilogy-Book-Longest-Privateer/dp/0970697007/ref=pd_lpo_14_t_0/145-8388555-6335554?_encoding=UTF8&pd_rd_i=0970697007&pd_rd_r=72f9c311-39f5-45e1-9447-280bf432ea18&pd_rd_w=PV8LJ&pd_rd_wg=smnV1&pf_rd_p=7b36d496-f366-4631-94d3-61b87b52511b&pf_rd_r=2EQ20GHYZ3TSH33VGEV7&psc=1&refRID=2EQ20GHYZ3TSH33VGEV7 The Longest Night] was the first adventure module in Privateer's Press's Witchfire Triology. It was my first experience with the third edition of Dungeons and Dragons, which was a new game at the time. It had a nice feel to it, which I appreciated. This is the first dungeon in the module, called The Witches Tomb which begins on Page 24. Wandering Monsters: The module explains that every 30 minutes of game time that the players spend in the tomb, "...there is a 20% chance that they will have a run-in with the Swamp Gobbers who live here." It seems that Goblins are the cute little critter of D&D that people like to customize in order to differentiate their unique world. Paizo certainly did a fair amount of goblin customization in the Pathfinder world, and here is Iron Kingdom's doing it almost a full decade before that. The Iron Kingdoms Swamp Gobbers of Iron Kingdoms were a rather villanous version of D&D Gnones; they promoted ingenuity in their brand of evil. Embracing the steam punk aesthetic, they are typically decked out in darkly tented googles and open the adventure ambushing the party from a fog cloud generated by one of their gadgets.
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