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The Goblin Hunters | Review

I’d like to thank the author, Paolo Alberto Pinna, for sending us a digital copy of The Goblin Hunters for the purpose of this review. This is an adventure module for Dungeons & Dragons 5e which, from the very first lines, reveals a thematic debt to the worlds imagined by authors like Kagyu Kumo and Fujino Ōmori.

If, after reading this review, you feel the urge to hunt down some goblins in a dungeon that’s raw and soaked in that gritty ’90s flavor, The Goblin Hunters is available in digital format on su DriveThruRPG for €18.00 (roughly $18).

A solid option for anyone looking for a compact but rich adventure — without waiting around for the next official supplement.

While I personally prefer games that evoke different kinds of emotions than D&D — systems that lean more into narrative, realism, or authorial intent — I can’t deny that The Goblin Hunters stands out in an increasingly saturated landscape of official releases, spin-offs, and fan-made content. Amidst a flood of material that sometimes lacks originality, this module deserves credit for knowing exactly what story it wants to tell… And telling it with style.

Content Sensitivity Matters

In an era where D&D seems to bend over backwards not to upset anyone, it’s almost surprising to find an adventure that plainly tells you: “Heads up — this one plays dirty.” Not for shock value, but to portray a harsh world that stays true to its internal logic.

The author doesn’t beat around the bush: he talks openly about real hostility, expendable NPCs, and threats that aren’t there to be reasoned with — they’re meant to be faced, often at a high cost. And, rightly so, he encourages discussing these themes with your group before diving in. It’s a thoughtful move and one I genuinely appreciated it.

What You’ll Be Playing

No spoilers here — but I’ve got to give you some idea of what to expect. The Goblin Hunters is a three-act campaign for 5e, designed for a party starting at level 1. By the end of the adventure, characters are expected to reach level 8.

The plot is simple, but far from shallow. What starts as a seemingly routine job, quickly turns into something much more dangerous. A gradual descent into an underworld steeped in blood, stone, and hunger. The tone is raw and straightforward without falling into gratuitous gore — and above all, there’s a care for pacing and detail that you don’t often see in adventures of this kind.

A Detail that Might Matter More than Expected

The only real sore spot I noticed — aside from a couple of minor typos — is the index in the digital version. Unlike the rest of the manual, which is well-crafted, easy to read, and neatly laid out, the hyperlinks start to fail beyond a certain section. They work fine at first, then suddenly run into internal errors that force you to scroll manually.

From the chapter titled The Cult of the Planes onward, the hyperlink function becomes unavailable. And that’s a shame — in an adventure that puts such care into structure and clear referencing, having a “half-working” index is something painful, especially during prep.

Visual Style Review of The Goblin Hunters

I’ll admit it: I’ve got a soft spot for aesthetics. So when a fan-made adventure takes the time to look good on top of everything else, I can’t help but appreciate it — and The Goblin Hunters really hits the mark here. It features a consistent style and well-crafted illustrations, with a visual tone that leans more toward the 2014 5e than the more modern 2024 vibe.

The illustrations — some by the author himself (who openly acknowledges the use of AI tools), and others by Daniele Gatto, whose artistic background spans from traditional drawing on paper to digital tablets and AI — show care that goes beyond technique. They’re evocative but not overwhelming, setting the tone without stealing focus from the text. There’s clear passion behind the visuals — this isn’t a sloppy patchwork of random stock assets, but a piece of work that knows what it’s trying to convey.

A Living World, but Not a Plug-and-Play One

One of the elements that struck me the most was the geography of the setting. Even though some areas described in the book aren’t directly visited by the characters during the adventure, their presence adds depth and makes the world feel alive — a rare quality in shorter modules. You really get the sense of a place with its own history and heartbeat, which opens the door to future adventures for those who want to keep exploring it.

That said, there’s one point I respectfully disagree with: the claim that the adventure can be easily adapted to any setting. In my opinion, it can’t — at least, not without a lot of extra work. The cities, regions, and story dynamics work because they were built to fit together, like pieces of a single vision. Trying to transplant them into an existing setting — official or homebrew — might end up being more trouble than it’s worth, especially for GMs who aren’t keen on heavy world-building.

My advice? Play it as-is — either as a self-contained module or the first chapter in a new world. It’s worth it.

Random Encounters… with Purpose

The adventure includes a few random encounter tables. Nothing overly complex, nothing excessive — just what you need, when you need it. And in my opinion, that’s a smart choice. The tables fit the tone of the adventure perfectly and become a helpful tool for groups that tend to get lost in the weeds or drift too far off track.

They don’t reinvent the wheel, but they get the job done. In an adventure designed to be tense, fast-paced, and potentially deadly, having tools that are quick and consistent is a definite plus.

Review of the Maps of The Goblin Hunters

Another strong point of the adventure is the battle maps. Clear, easy to read, and well described, they do exactly what they should: help the DM manage encounters without added stress. There’s no need to interpret or decode strange symbols — everything is laid out intuitively.

Even a first-time DM, maybe running their first structured combat, would be able to navigate the maps with no trouble. This is not a minor detail; it means the adventure is designed to be played, not just read or collected.

Time Is Everything

If there’s one element that defines the atmosphere of The Goblin Hunters, it’s time. The adventure is designed to be frantic, tense, with minutes slipping like sand through your fingers. And the storyteller needs to know this from the start. Time tracking, especially in the third and final part, is crucial: if the rhythm is lost, so is the narrative impact.

For this reason, it’s not an adventure suited for a laid-back or casual approach. It requires a DM who can hold the reins of the session, who gives weight to quick decisions and keeps the pressure high. That doesn’t mean “being rigid”, but knowing when to speed up and when to give a breather. This is not a job for those who let the party lead the way.

Playing it ignoring time, or letting it flow unchecked, means losing its essence. But if the DM embraces this approach, the experience can truly become unforgettable.

Appendices that Do Their Job

The manual closes with a well-organized and surprisingly comprehensive appendix section, confirming the care put into building the project. From custom creature stat blocks to useful tools for the DM, everything is designed to streamline preparation and directly support the session.

It’s worth clarifying that The Goblin Hunters does not include the core game rules, as expected for a product compatible with D&D5e. Those unfamiliar with the system will need to refer to the official Systems Reference Document (SRD). However, when presenting monsters, NPCs, and gameplay situations, the author remains fully consistent with those rules — and, above all, with the experience he wants to deliver.

You never get the feeling of having to improvise or patch holes: the appendices truly support the DM up to the very last dice roll.

Conclusion of the Review for The Goblin Hunters

I certainly can’t overlook the commitment, consistency, and passion that shine through every page of The Goblin Hunters. Those who appreciate milestone-based leveling will find the experience smooth and well-paced, while the more attentive will notice references to cults and deities inspired not only by other fantasy settings but also by pagan traditions from our own world.

All of this helps build a solid, living atmosphere, never giving in to the temptation of gratuitous fanservice. And without ever naming them directly, the adventure captures vibes in line with works like Goblin Slayer and DanMachi, yet manages to stand firmly on its own feet. For a fan-made adventure in the jungle of content for D&D5e, that’s no small feat.

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  • Andrea Bocca

    Classe ’75, saldatore di giorno (ama lavorare con fuoco e metallo come il Popolo Tozzo), appassionato di giochi di ruolo e miniature di notte (che dipinge con la pazienza di un nano centenario). Cresciuto a colpi di Tolkien, Howard e ambientazioni fantasy anni ’90 — quelle toste, che sanno dove vogliono andare — oggi ama scoprire e raccontare il lavoro di chi continua a sognare mondi nuovi. E se ci sono illustrazioni belle e una storia solida... c’è il rischio che ci scriva sopra.

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