THE GOAT MAN


Description:
A towering, hairy humanoid with the head of a black-eyed goat. Its almond-shaped eyes are glossy and depthless, reflecting no light. The mouth hangs too wide, too slack, as if unhinged. Its fingers are long and rake-like, ending in splintered claws. It smells of damp earth, rot, and wet fur. It does not speak, but sometimes it laughs.

Resistance: Immune to fear. Takes half damage from non-magical fire.
Ferocity: 2 Size: Large
Movement: 12 Armor: 3 (matted hide and dense muscle) HP: 32

MONSTER ATTACKS

D6 Attacks:

  • Horn Gore: The Goat Man lowers its head and drives forward doing 1d12 Bludgeoning damage. If the victim suffers damage, they are knocked prone at the start of their turn..
  • Claw Rake: A sweeping strike at 2 opponents withing 2 meters with elongated rake-like fingers doing 1d10 Slashing damage to each target.
  • Severe Rend: The Goat Man focuses entirely on one target within arm’s reach with an overwhelming slashing attack that does 2d6 Slashing damage.
  • Chunk Bite: The gaping mouth clamps down and tears away flesh on one character for 1d8 slashing damage. If damage penetrates armor, the victim must a Fear Check due to shock and revulsion.
  • Black-Eyed Stare: The Goat Man locks eyes with one target within 10 meters must make a Fear Roll.
  • Disheartening Presence: All characters within 24 meters must make a Fear Roll as the creature emits an unearthly howl-scream that frightens all nearby wildlife and strikes terror into the hearts of all who hear it.
  • Combat Note: The Goat Man is meant to be a shadowy mystery above anything else. If reduced to half HP or if one combatant is dropped to 0 HP (or even appears to be deceased) the Goat Man will attempt to flee and/or hide from any and all pursuers. Sneaking 14.

    This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
    This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License. #Dnd #Dragonbaneadventures #DragonbaneBestiary #DragonBaneBlog #DragonbaneBlogger #DragonbanePathofGlory #Dragonbanestandees #DrakarochDemoner #Fantasy #FreeLeaguePublishing #FriaLigan #MonsterMonday #Roleplaying #Roleplayingblog #Roleplayingblogger #Roleplayingcommunity #Roleplayinggame #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #Ttrpgamenight #TTRPGblog #TTRPGblogger #Ttrpgdesign #Ttrpgnewplayers #Ttrpgplayer #Ttrpgwriter #DoD #Dragonbane #MarchMonster #MonsterMarch

    Behind the Screen: Setting Up Success.


    Today we’re talking about Game Mastering.

    Yes, setting others up for success applies in other areas of one’s life, but in this case we’re referring to Game Masters. I’ve learned some difficult, nigh onto painful lessons over the years about this topic. I want to share what I mean by all this today in hopes I will save some other GM from a similar fate.

    Failure to plan ahead a little bit can be the death knell of a long running campaign. It could even signal the end of a friendship while the group is breaking up. You don’t always have to go to Reddit for interpersonal drama. Sometimes it comes to you, the GM, in the form of your regular gaming group.

    GM, please don’t be the one driving the plot wagon.

    Those poor players. Some of them never saw it coming. Others did, but perhaps not in time. The plot wagon rolled into town right over the top of everyone. There were no survivors. Let me explain.

    A lot of times we train/teach new GMs/Dungeon Masters how to run and set up adventures in a very linear fashion. The adventure goes A-to-B-to-C-to-D-to-E. The climax of the story usually occurs around C or D. Loot, if any, at about E. Experience, etc. afterward. There are variations on this formula, but it’s the easiest and most obvious things to teach most people because it looks like the structure of most books.

    The problem comes in when some GM/DMs never move beyond it. Unfortunately, a lot of commercially written fantasy adventures are written this way. It’s like the GM has a novel to write and they just need the players to fill in the dialogue between scenes.

    Then, just when the players think they have an original solution, the plot wagon pulls up and runs them flat. Basically, the GM decides that the players’ wackadoodle plan isn’t actually in the module, so they’re just going ahead with what is written in the module/book regardless.

    Unfortunately this approach is often referred to as “railroading.” It leaves a lot of experience players feeling like maybe their choices don’t matter at a time when they 100% totally should. The game, at the end of the day, is all about the players. I get it. It’s hard to step back sometimes as a GM and just let it run..

    A lot of online (YouTube) discourse lays the railroad tracks.

    There are probably a good number of us old-timers who know what I’m talking about. I hear a good amount of talk, especially on YouTube, which usually tells new Dungeon Masters about creating plot, narrative, and story structure in their games. Hey, I’ll admit it. Back 30 years ago I was guilty of giving some of that same advice. I wouldn’t now, of course.

    I’ll be brutal with this advice: If you want to create a story from start to finish and the players are expected to go along with every story beat, write a book. I know that might be hard to swallow for some D&D 5E or 5E.2024 Dungeon Masters. Sorry.

    However, there is light at the end of the tunnel.

    You don’t have to script every NPC dialog or figure out exactly where the group is headed next. Take some time during prep to build some NPCs, even if they’re generic, to drop into the characters’ lives whenever needed. That way you’re never caught completely off guard without a character for them to interact with.

    I like to create minor NPCs with three notable traits, a description, and maybe a desired goal. No real stats unless I wholeheartedly believe they could potentially be involved in some sort of combat. Major NPCs get a description, important stats if needed, six traits, motivation, and a goal. I also put gear, spells, and a bit of personal history on them. They still take up less than a full page in most cases.

    This technique can also be applied to locations the group could potentially visit. Inns, taverns, blacksmiths, bowyers/fletchers/arrow smiths, stable keepers, some random kid that hangs out around the practice area, stables, etc. In other words, people that the PCs could potentially encounter just walking down the main street of a village. I might also cook up something for a few random farmers, food vendors, townsfolk, town elders or other significant political figures, royalty (if any,) and maybe a shadowy individual who may or may not be attached to the thieves guild. Oh, and let’s not forget some military/law enforcement figures in the town. (For some reason that always seems to come up with the PCs…)

    Next, not every NPC has to point the group in a specific direction.

    Maybe the innkeeper really is clueless when it comes to the goings-on of the local townsfolk. Perhaps the blacksmith hasn’t ever heard of the magical MacGuffin the group is looking for. Maybe the farmer has never seen the giant ant monster that is reportedly terrorizing the other farmers. Not every character the group meets is a walking lore drop.

    Sometimes the linear structure starts branching off. There are some dead ends. There are some false leads. There are some encounters or NPCs that aren’t even on the line. Some of my adventures started looking like a grid with a bunch of relationship notes and motivations. Unless it’s a dungeon with hallways that only connect certain rooms, of course.

    The key here is to disconnect as a GM/DM.

    Don’t pretend you know exactly what the group is going to do next. Yes, they might tell you at the end of the session, “We’re going to go to ______ (town) and talk to ______ (character.)”

    Only to go a completely different route and talk to completely different character the next game. This is actually why I stopped keeping meticulous notes about plot and storyline. For one, I’m pretty sure my wife and one of my players who was a roommate were sneaking looks at my notes. For another, no plan ever survives contact with the PCs or the time table.

    A lot of times I will have the name of the town, a few people who live there, and a vague idea of what they might run into. For everything else, there are random tables if I really get desperate. Otherwise, I try not to plan more than a session or two ahead. Maybe more if we’re doing a hexcrawl. (Long story for another time on that one. Yeesh.) Anything more than that and I’m probably wasting paper or pixels. The group usually manages to bypass, blow up, or overcomplicate anything specific I had plotted out, which is why I switched up my paradigm. (Which is pronounced, “pair-uh-dig-gum”)

    But what about my BBEG and his plans for world domination?

    If the group ignores whatever breadcrumbs and keeps offing his minions at every turn, maybe his plan goes ahead as scheduled because the group failed to interfere in time. Now the group has to wonder why the sky suddenly turned a shade of lime green and dragons are flying around everywhere like hummingbirds. Why wait for those meddling kids to interfere if they’re off starting a black smithy/bakery or hanging out with some random goblin they met at the inn? Don’t be afraid to lay down some consequences if they completely blow off that raid on the Death Star. Sometimes the villain gets their way and finishes their agenda. Now what will the group do?

    Most of what I’m referring to so far is a sandbox style of play.

    But there are some suggestions of other things that work. Sometimes it’s okay to have a plot in mind, but don’t get too attached. Most adventures still boil down to Who, What, Where, Why, possibly When and How. What matters to me as a GM is getting the ball rolling.

    You can have the most elaborate sandbox campaign ever laid out on a hex map just waiting for the PCs to come spread some love, but it won’t do a lick of good unless they have some motivation to go explore. You can have the most sinister of BBEGs waiting for them with some crazy scheme to take over the Tri-Kingdom Area, but it does no good if the group never finds out about it and more importantly why they should get involved.

    If the session or maybe the campaign starts in media res, the threat is imminent and the group must react in order to survive. Beware of overusing this tactic as players will begin to expect it. But once in a while it’s fun to leave them stranded on a mysterious island in the middle of nowhere with no idea how they got there.

    Yes, PC backstories have a role to play in their motivation. Assuming they gave you anything to work with and it wasn’t a 39 page novel of their own, working some of what they gave you into the sandbox is usually pretty easy and will help later on in answering one of the big six questions above.

    Other formats that might work for you.

    My friend Kelsey Dionne talked about it in her monthly newsletter back in 2020. There can be a happy medium between sandboxing and railroading. I forget what she called it now, but it’s a format that starts out immersing the group in a story and then letting them decide if/where they want to run with it. Sometimes the group is fickle and they don’t. From what I know of Kelsey’s games, they usually do.

    When I ran a lot of Cyberpunk, Werewolf, Deadlands, and superhero games, I usually didn’t have an elaborate plot in mind. The group had their home base and familiar NPCs that they saw daily. There was usually a villain out there, or several in some cases. All I needed was an inciting incident to get the ball rolling and maybe some sort of reward for going after the villain.

    Having familiar NPCs that the group might be somewhat attached-to is pretty good motivation sometimes. The bank’s being robbed? Oh, Rex’s girlfriend was going to the bank this morning. Sure hope she’s not in the middle of a hostage situation… Of course we all know she will be. It’s not a railroad, but that one is hard for our heroes to turn down. Yes, they could let the boring old police handle it or they could hero up and go do something about it. (I used that “hero up” line once and nobody caught onto the reference until way later.)

    You can build a corkboard or a marker board with names and relationships on it. If a business relationship between two NPCs falls apart, the group might be in for some financial tough times in a Cyberpunk game. If someone’s crush admits to it in the screamsheets right before the big concert, the following media scandal might make it hard to get out and do the real running. I’ve cooked up very elaborate relationship dynamics in the past. It’s fun, but the more NPCs you add, the more moving parts there are to keep track of from one week to the next. More on that in another article.

    I’ve also done multi-branch linear style games where things might go A-D-C-H-Z with a lot of branches and dead ends going everywhere. Some points of the adventure didn’t even have a line drawn to them and were planned on the off chance the group pulled out something I hadn’t anticipated yet. Sometimes the outside world reacts to what the group is doing, other times NPCs have their own agendas to carry out, and the heroes may or may not interfere. Stop the train robbery or figure out why Farmer Barley’s cows are suffering from demonic possession. The stranger realization comes when the two are related.

    I would also suggest taking a look at what novel writers are doing for more inspiration. Not everyone has a game modeled after a well-known actual play series. Not every GM is blessed with a dozen talented and well-paid voice actors in their cast, either. Sometimes novel writers will come up with interesting approaches that can be sandwiched into your game formatting.

    I can talk about plotting and character development all day.

    I used to deal with this kind of thing quite a bit. As I said originally, we teach new GM/DMs the linear formula because it’s the easiest to grasp and doesn’t require a ton of player motivation. Some people still prefer that style 20 years later.

    However, some players don’t like to be told where to go and what to do. Setting them up for “success” is simply a matter of giving them NPCs, situations, and loot for them to interact with. They’ll find the adventure. It’s only a matter of when and how. Sometimes you have to just throw the module over your shoulder and ask the group, “Okay. What do you want to do now?”

    As always, do what works best for you and your players. It’s fun to experiment with different presentation styles and adventure formats until you reach that sweet spot. Then just keep going. The group with thank you for keeping things interesting and engaging.

    I say it every year, but I think 2026 bears repeating it. This year I intend to write more, read more, and discuss cool TTRPGs as well as supplements. Most of all, let’s just have more fun. Let’s explore. Let’s save the kingdom from the evil warlord. Let’s discuss all the fun stuff in gaming that we love.

    With the world in the state it finds itself in today, please be kind. Please be considerate to one another even if we don’t agree. Lastly, please pursue the thing that brings you the most joy without harm to others. Thank you!

    #Dnd #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter
    Friday Flap: DungeonTubers and New GMs.

    I want you to be a Game Master for whatever system you choose at least once. Trust me, if you can play the game, running the game is just a step or two away. Please do not let DungeonTubers chase y…

    Jeff's Game Box

    Friday Flap: DungeonTubers and New GMs.

    Dispelling myths and rumors about being a Game Master.

    So I hear all this nonsense going around again on YouTube about how “Game Mastering is (supposedly) hard work,” and “GM burnout is a scary real thing.”

    The short answer is “No” on both counts. If you wonder why DungeonTube is dying, this is the kind of thing right here that is driving nails into the proverbial coffin. STOP CHASING PEOPLE AWAY FROM GAME MASTERING!!! Arrgh!

    Side Note: Please stop hyping up these DungeonTubers whose sole purpose in life is to hype up their appearance a Green Dragon Fest which is a super elite convention that only a select few GMs and players can afford to attend. One of these days I’m going to spend more time addressing this tomfoolery. Until then please understand that I have a very dim view of the people running this thing. <cough> Gatekeeping. <cough>

    Where was I? Oh yes, this week’s DungeonTube myths and rumors. Let’s just do a quick rundown of a few things:

    Being a GM is fun and engaging. I’ve talked about this before on the blog but let me go over the highlights.

    • You don’t need any special skills or talents to run a game. If you can play, you are already qualified to be a GM. It’s really just a matter of playing more than one character.
    • Prep time for a Game Master can be hard work. But it can also be fun and exciting. Do as much as you need to in order to feel ready for the game. The rest will fill itself in.
    • You don’t have to be “Professional Quality.” Just be you. Your players might actually enjoy that more. Besides, they’re probably not professional voice actors. Most GMs aren’t in this for money. If you are in it for the money, then that’s cool. Just do the best you can with what you have.
    • You DO NOT have to have the rulebook memorized. Some GMs don’t even allow rulebooks at the table. Yes, a familiarity with the system helps. When in doubt, make a ruling to the best of your ability and look it up after the game. (Helpful hint: GMs can take lots of notes to help after the session.)

      Once you get used to being a GM, you can run anything, anywhere, any time. You can walk into a convention, pick up a game, look over the scenario, and rock it with only minimal rules knowledge. Knowing how to roleplay goes a lot farther than rules memorization. (Helpful hint: you can usually recruit a player to help with the technical rules if you really need exacting detail.)

    • There are no bad GMs. Sure, feedback and experience help. The main factors are motivation and communication. If you have a rough session, keep going. At a certain point you can only get better and better.
    • Everyone starts somewhere. Even the “great GMs” of our hobby were new once. Like I said, keep going. Run that next session. You got this. If you listen carefully, there are hundreds of other people cheering you on somewhere in the background.
    • COMMUNICATION is key! Listen to what the players are saying both in and out of combat. Let them speak. Remember the wise person listens while fools only ramble on.
    • Do NOT get attached to any plot or storyline you’ve created. The players almost always take even the most well thought out story beats and run 90 yards in the wrong direction with them. It’s okay. Remember you’re running a game, not writing a novel. The rule of thumb here is: No plan ever survives contact with the players or the timetable.
    • Many GMs love having random tables on hand. Sometimes a random encounter will give a GM time to breathe, maybe even get to the end of the session so you can regroup and prepare for what might be coming next.

    This notion of “GM Burnout” is sensationalized to get YouTube clicks.

    If I ever make a GM Burnout video on this channel that completely contradicts what I’m about to go into, please someone call me out on it? I’ve talked about this before on my blog. I think the whole notion of being “burned out” as a GM is completely farcical.

    Most of the time being “burned out” as a GM has little to do with the game or the players and a lot more to do with whatever is going on in the GM’s life outside of the game. Unless you’re running multiple games per day and at least one game every night of the week, you probably don’t need to step back and take a break from Game Mastering. Even then, it’s a phenomenon more common to “paid, perfeshional GMs.” For the average GM on the street, running a game once or twice per week really doesn’t cause stress, grief, or anxiety.

    Game Masters are people, too. We often have jobs, classes, relationships, and even offspring in out lives. Like regular humans (or so I’m told) we have stress in our lives from these various things, especially the offspring… Most of the time the game sits on the backburner of our lives.

    Occasionally things happen that are going to put prep time if not the game itself on temporary hold. Cars break down, relatives get sick or worse, bills need to be paid, relationships experience strife or end, and any other number of weird things happen in the real world that cut into our real lives. Yes, that stuff is stressful.

    Yes, sometimes that leads to sessions getting cancelled, one-shots being pulled out at the last minute instead of the regularly scheduled game, or an impromptu boardgame night/social gathering with the group if it’s in person. Life happens. It’s usually a good idea not to run a game if you’re too stressed to think straight as a human.

    Mental health is important. Knowing when to step back and engage in self-care is important. Knowing when to talk to a professional such as a therapist is important. If your group has any sense of empathy, they will be cool with you taking a breather.

    Nine times out of ten, this ridiculous notion of “GM burnout” is because of things that have nothing to do with the GM’s game, prep, or play style. In-game issues are pretty easily fixed most of the time. Player-GM interpersonal issues are pretty easily remedied as well. It’s all about communication as I said before.

    Please be willing to at least try running a game session. It’s not as hard as it sounds. There are dozens if not hundreds of advice articles, tips, and strategies out there for new GMs. If you have any roleplaying chops as a player, being a GM is lots of fun.

    Please do not let some of these DungeonTubers scare you away from being a GM or a player for that matter. I’m starting to think some of these guys are only into gaming for the money. Please do yourself a favor and listen to real GMs that have run a lot of real games. The bulk majority of us are here to legitimately help people.

    I say it every year, but I think 2026 bears repeating it. This year I intend to write more, read more, and discuss cool TTRPGs as well as supplements. Most of all, let’s just have more fun. Let’s explore. Let’s save the kingdom from the evil warlord. Let’s discuss all the fun stuff in gaming that we love.

    With the world in the state it finds itself in today, please be kind. Please be considerate to one another even if we don’t agree. Lastly, please pursue the thing that brings you the most joy without harm to others. Thank you!

    #Dnd #DungeonTube #DungeonTuber #DungeonTubers #Rpg #Rpgblog #Rpgblogger #Rpgwriter #Ttrpg #TTRPGblog #TTRPGblogger #Ttrpgwriter #GameMasterAdvice #TTRPGInfluencer #TTRPGYouTubeCreator