In the history of grand adventures, heroic quests, and noble battles, goblinkind has never been more than a footnote. All that is about to change in GoblinQuest. Jig the goblin wants nothing more than to be left alone. Instead, he is drafted to help guard the goblin tunnels against intruders. When Jig's patrol is ambushed by a group of adventurers, he does what goblins do best: throws down his weapon and surrenders. Thus begins Jig's quest, as the adventurers force him to serve as their guide through the labyrinth of ...
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In the history of grand adventures, heroic quests, and noble battles, goblinkind has never been more than a footnote. All that is about to change in GoblinQuest. Jig the goblin wants nothing more than to be left alone. Instead, he is drafted to help guard the goblin tunnels against intruders. When Jig's patrol is ambushed by a group of adventurers, he does what goblins do best: throws down his weapon and surrenders. Thus begins Jig's quest, as the adventurers force him to serve as their guide through the labyrinth of tunnels beneath the mountain. Led by Prince Barius Wendelson, their goal is an ancient magical artifact, hidden somewhere in the tunnels in ages past. As the group moves deeper into the tunnels, Jig finds himself face to face with creatures of goblin legend: ogres, trolls, not to mention the long-dead servants of the dreaded Necromancer, all leading to the ultimate confrontation with the dragon Straum. In the end, Jig will have to find a way to combine heroism with his own goblin ideas.
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