
The setting: a fairy tale kingdom surrounded by wilderness. The main characters are the most expendable minions of the Dread Lord's dungeon: the goblins.
That’s right, goblins. Goblins here, goblins there, goblins gobbing everywhere.
Let’s be clear: dungeon life sucks. The food is bad, the dangers are legion, and the rules seem designed to get you killed. Why can’t we leave our rooms when there’s an incursion? Doesn’t it make sense to come to each other’s aid when adventurers attack? Most goblins don’t question the way things are—they’re too busy keeping out of harm’s way and earning enough skullets (sorry, “loyalty tokens”) to buy their way out of the dungeon.
And nothing ever changes, either. The life of a dungeon goblin is a slow, steady slog towards oblivion.
Or at least it was until Pel—a junior trapsmith who tends to act before she thinks—came up with a brilliant idea. Why do we keep the Murdler, the deadliest trap in the dungeon, down on Level 13? No adventurers ever make it that far. Wouldn’t it make way more sense to move it to Level 1 where they come in? Which she totally does—in secret, of course, since it’s breaking like eighteen Dungeon Laws—and utterly splatterf#@ks a party of the kingdom’s finest adventurers… which just happened to include a member of the royal family. Oops.