Here are some ideas to begin your game with:
See if any of the townspeople are willing to have your party over for dinner and talk about what’s going on in the town.
Go searching for other goblins. Maybe you set a trap to trick the goblins into leading you to their hideout.
You see a group of kids playing Dreidel at a table inside a bakery. Do you join them?
The town elders have called an emergency town meeting and you see everyone filing into the synagogue. Do you want to attend so you can hear what’s happening?
As you role-play, you will have various situations where a decision needs to be made. For example, you may need to decide if you were persuasive enough to convince a fellow goblin to accept Hanukkah or a townsperson to accept a Hanukkah goblin. You may resolve situations narratively as a group by acting out the scene or use the mechanic below. Do what feels right for your story.
To use the following mechanic to resolve a situation, roll 1d6 and use the table below to determine the outcome. If your Goblin Type and/or Special Item are helpful in any way, you may add 1 to the roll (up to +2 if both Ability and Item bonus apply).
| 8 |
You were extremely successful! You are able to do what you want, plus A little more. |
| 6-7 | Success! You are able to do what you want. |
| 4-5 | You were mostly successful, but you had to change your plan a little bit to succeed. |
| 3 | You aren’t able to do what you want and there will be a minor consequence to your actions! Decide how your story is altered. Is someone now upset with you, have you temporarily lost an item, or does an NPC act to sabotage your plan? |
| 1-2 |
You failed. Badly. Consider what goes Wrong and the impact. You should be significantly disadvantaged after this roll. |
The player gets to decide what the success or consequence looks like, not the DM. However, the DM and other players can make suggestions. When deciding your success of consequence, think about how the other players would react and keep in mind that you are creating a story together, not as individuals.