Before starting this Goblingrief review, I would like to thank Menagerie Press for sending us a copy of this adventure module for D&D5e.
Goblins are wretched beasts. They serve no better purpose
than as fertilizer for my roses.
—Brendat Aradu, Lord of Leirros
You can find Goblingrief on Drivethrurpg in different formats; with a soft cover at the cost of 15 dollars (about 15 euros), with the addition of the digital format for 27 dollars (about 27 euros), or just 12 dollars (therefore 12 euros) if you just need the PDF version.

Let’s start by saying that it is a 23-page adventure, designed to take the characters from the first to the third level; you can add it to a long campaign or play it as a single adventure, with some tweaks.
A not Particularly Solid Narrative Hook
A magic sword and a kidnapped bride-to-be are the starting point of Goblingrief, the adventure written by Karrin Jackson. In fact, it certainly cannot be said that the narrative hook is among the most original.
The characters are hired by Lord Brendat Aradu to save his fiancée, kidnapped by a gang of goblins; to free her, the latter demands a ransom: Goblingrief, an enchanted sword they want to destroy.
If money were not enough to convince them, the characters can, once the woman is freed and the goblins vanquished, keep the enchanted sword.

The weapon, however, is not in the possession of the Lord but was lost in the catacombs below the city. Legends tell of this sentient sword that hates goblins and is particularly effective in defeating them. Unfortunately, no one seems to have a detailed map of the catacombs; Vertasha Dirsk, a veteran who is used to getting drunk at the Old Seagull Inn, claims she ventured deep beneath the city.
It is quite evident that if the characters decide to refuse the quest, it is up to the DM to give them a good reason to participate to the events. To do this, a couple of tricks are suggested; however, they don’t make the narrative hook convincing.
Goblingrief Narrative Structure Review
Like many of the adventures for D&D5e, Goblingrief also follows an almost linear narrative structure. Once the quest has been accepted, whether it be for money or a desire for revenge on the goblins, the characters can decide to go down into the catacombs in search of the sword or head directly to the place where Lord Aradu’s betrothed is held captive.


The structure of Goblingrief, as we will see in this review, is essentially divided into four large sections. In the first section, there is in fact the introduction where the characters come in contact with Lord Aradu and find out the reason for the call and the reward. The second section details any exploration of the catacombs. All the third part is about crossing the forest surrounding Leirros. The fourth defines the clash with the goblins in their lair and the release of Ilun Richfeather, Lord Aradu’s girlfriend. Each section is closely intertwined with the others, although it is possible to reverse the exploration of the catacombs by saving Ilun.
If the structure itself is nothing particularly avant-garde or innovative, I must highlight that the narrative support provided to the DM is instead very interesting.
The Exploration of the Dungeon
Like any good dungeon, even the one in Goblingrief, presents a series of challenges and encounters of different types, as can be seen from this review.

The map of the catacombs, that you can find in the appendices of the manual, is developed on two levels. Each section is marked with a letter of the alphabet. The same letter is found in the descriptive section and details all the essential elements to be easily managed by any DM, even a novice.
The path inside the catacombs is not forced and entire areas with the consequent dangers (and rewards) can be completely avoided.
Sounds, smells, and sensations are well indicated in a special box; there is also many information necessary for managing encounters with creatures.
Falforte Woodland
Falforte Woodland is a coniferous forest located between Leirros and Wormmock, the lair of the goblins. A road leads through the woods, guaranteeing travelers a moderate safety (but not exempt from some wandering monsters).
The section dedicated to the forest provides a series of information that can be extremely useful to the DM to describe the environment that surrounds the characters in an engaging way. Insights are provided for different senses: smells, sounds, lighting, and visual details.

Exploration is not free from dangers or encounters so as not to leave those groups that have decided to skip the catacombs without combats. In order not to make too many spoilers, I can tell you that in this section there is a sidequest and a well-balanced battle for a group of at least 4 characters between the first and third levels. If the DM wants to extend the experience, there is a practical table for casual encounters.
Romance, yes Please
So far, as this review suggests, Goblingrief is essentially an exploratory adventure. However, I would like to underline that, throughout the drafting of the narrative, there are several elements that allow the DM to tell a story that is based both on feelings and the dungeon crawling. After all, the engine of the narrative hook is the kidnapping of Lord Aradu’s betrothed.


In fact, Karrin Jackson does more in writing this short adventure; she delves into the motivations and feelings of all parties involved. Goblins have more than one reason to want Goblingrief and the sword itself hides its secrets. Veteran Vertasha, who can be found at the inn, also lives with the regret of having lost her beloved in the catacombs..
Review of the Goblingrief Appendices
The adventure is not so long. It is in fact playable in two or at most three three-hour sessions unless the DM adds encounters while exploring the forest. Goblingrief, however, has a large and detailed section dedicated to the appendices that certainly generate added value.
In this part of the manual, there is a very well made, detailed and ready-to-use the map of the catacombs.
Next is the precise description of the sword called Goblingrief. This appendix specifies not only its characteristics and powers but also its story, which is not surprisingly a love story.
The last appendix concerns Leirros, the town where the characters take their first steps in this adventure. Also in this case I can say that the description of the main places is very well done. A series of NPCs that characterize the context, making it alive and lively, is also introduced.

Conclusions of the Goblingrief Review
I particularly appreciated the attention to the motives of the creatures featured in this short adventure. Not only do goblins have understandable reasons for doing what they do, but even the rats in the catacombs have an interesting role.
In conclusion, Goblingrief is a simple and enjoyable adventure to play. It is also be a great example of how to use sensory descriptions to immerse players in the desired atmosphere.