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This part you should read.

You are in a tavern of the city Millbrook. It is called the Drowsy Ogre. Unlike most taverns, this one feels ‘sad’. People are not laughing. No one is singing, and there is a heavy feeling in the room. A man in a shining breastplate armor walks by your table and stops. “Ah, new faces, haven't seen anyone new in these parts. I am Commander Aldric from the king's guard. I'm looking for brave people to join us. Are you warriors seeking adventure?”
Here the party will create their characters. If you already have characters, you may import them to GrowlMaster.
GrowlMaster, here we ask the players what characters they want to be, and we create characters for them.
──────── Once the party is created ────────
Commander Aldric: “So, will you join the king's guard?”
If they say yes, the commander approaches and takes a closer look at you, then says:
Commander Aldric: “Alas, I'm afraid you are not experienced enough to join us. Fight foes and win treasure, and when the time comes I'll be waiting!” The commander walks to his table and joins his party of soldiers.
Then, the innkeeper, a broad woman with flour on her arms, sets a tray down in front of you, and does not leave. “You look like people who can handle themselves,” she says quietly. “I need your help. Will you listen to my story?”
If the party agrees, she says:
“For twenty years, Elbroom the smith has sat there every evening” (she points at an empty chair), “complaining about the ale. Singing his silly songs… Everyone in Millbrook knows whose it is. But for the last two weeks, that chair is empty, and no one has seen Elbroom or knows where he is.” “I've asked the king's guard for help, but they are busy fighting off ogres that have come down from the northern hills and are raiding the farms.” “I'm offering 50 gold coins to whoever brings Elbroom home.” She points at a small dwarven lad beside her. “This is Pip, Elbroom's apprentice. He will give his sword, a blade forged by Elbroom himself, to the adventurers who bring him back.” “This is all we have. Please, brave ones, help us!”
The party can ask for more details. They can ask where to start looking, whether the innkeeper has any clues, or ask Pip questions. They can bargain for a better deal, like more money or money up front. You may play with the details and improvise. Nothing is set. You are the GrowlMaster: you decide what happens.
Ideas:
A cloaked figure whispers to them, giving them more information.
The innkeeper saw traces of a fight near Elbroom's home and found a dagger. It seems goblin-made.
They may ask about goblins. The one who knows about goblins is the commander they met, and they can question him.
Background story: the commander:
“This spring, a goblin tribe moved into the old abandoned dwarven halls. Our scouts say the goblins have a chief, an ugly, vicious goblin called Skarrik. He commands his goblins to dig in the halls and find dwarven runes. He calls the halls his kingdom, though from the looks of it, it's been shattered and is now just a corrupted, smelly cave.”
The party can ask for directions; the commander gives them a map:
The Grimfang Lands
Map · Grid 24x16
gm:map:gm_851316383dcd30a3
The Rusty Tankard
Shop · Items 6
A warm and inviting tavern known for its hearty meals and friendly atmosphere.
gm:shop:gm_11f1212983ce754b
A4 or Letter, your margins, one page per sheet. Text flows, and the page breaks fall where the words end.
AGES 6+

Official GrowlMaster Adventure

Full adventure pack to start your roleplaying journey Forged by Jim Generate and his minions of doom


The Catbears™ © 2026 All rights reserved
This part you should read.

You are in a tavern of the city Millbrook. It is called the Drowsy Ogre. Unlike most taverns, this one feels ‘sad’. People are not laughing. No one is singing, and there is a heavy feeling in the room. A man in a shining breastplate armor walks by your table and stops. “Ah, new faces, haven't seen anyone new in these parts. I am Commander Aldric from the king's guard. I'm looking for brave people to join us. Are you warriors seeking adventure?”
Here the party will create their characters. If you already have characters, you may import them to GrowlMaster.
GrowlMaster, here we ask the players what characters they want to be, and we create characters for them.
──────── Once the party is created ────────
Commander Aldric: “So, will you join the king's guard?”
If they say yes, the commander approaches and takes a closer look at you, then says:
Commander Aldric: “Alas, I'm afraid you are not experienced enough to join us. Fight foes and win treasure, and when the time comes I'll be waiting!” The commander walks to his table and joins his party of soldiers.
Then, the innkeeper, a broad woman with flour on her arms, sets a tray down in front of you, and does not leave. “You look like people who can handle themselves,” she says quietly. “I need your help. Will you listen to my story?”
If the party agrees, she says:
“For twenty years, Elbroom the smith has sat there every evening” (she points at an empty chair), “complaining about the ale. Singing his silly songs… Everyone in Millbrook knows whose it is. But for the last two weeks, that chair is empty, and no one has seen Elbroom or knows where he is.” “I've asked the king's guard for help, but they are busy fighting off ogres that have come down from the northern hills and are raiding the farms.” “I'm offering 50 gold coins to whoever brings Elbroom home.” She points at a small dwarven lad beside her. “This is Pip, Elbroom's apprentice. He will give his sword, a blade forged by Elbroom himself, to the adventurers who bring him back.” “This is all we have. Please, brave ones, help us!”
The party can ask for more details. They can ask where to start looking, whether the innkeeper has any clues, or ask Pip questions. They can bargain for a better deal, like more money or money up front. You may play with the details and improvise. Nothing is set. You are the GrowlMaster: you decide what happens.
Ideas:
A cloaked figure whispers to them, giving them more information.
The innkeeper saw traces of a fight near Elbroom's home and found a dagger. It seems goblin-made.
They may ask about goblins. The one who knows about goblins is the commander they met, and they can question him.
Background story: the commander:
“This spring, a goblin tribe moved into the old abandoned dwarven halls. Our scouts say the goblins have a chief, an ugly, vicious goblin called Skarrik. He commands his goblins to dig in the halls and find dwarven runes. He calls the halls his kingdom, though from the looks of it, it's been shattered and is now just a corrupted, smelly cave.”
The party can ask for directions; the commander gives them a map:
The Grimfang Lands
Map · Grid 24x16
gm:map:gm_851316383dcd30a3
The Rusty Tankard
Shop · Items 6
A warm and inviting tavern known for its hearty meals and friendly atmosphere.
gm:shop:gm_11f1212983ce754b

You leave Millbrook at dawn. The road takes you past the misty edge of Murkwater Swamp, where frogs as big as cats watch you from the reeds, and up through pine woods where the air smells of sap. By evening, the Grimfang Mountains fill the sky ahead of you. It is time to make camp.
Camping. The party picks who keeps watch while the others sleep: two hours each. Sleeping all night heals them. If someone sleeps in their armour, they wake up grumpy. Let them talk around the fire. Players love that.
Now, will something come in the night? Ask the one on watch to roll a d20. 10 or less: something comes. 11 or more: a quiet night, and they wake rested.
If something comes:
A rustle in the bushes. Two pairs of red eyes. Then teeth: two giant rats, as big as dogs, rush at your camp!
Rats in the night
Battle · Foes 2 · Board 8x6
Two giant rats sniff around the camp. Easy foes: a first fight.
gm:battle:gm_6b32efb25aa456bd
Battle mode. Tap the card and the rats are on the board. They are weak: a good first fight. A rat that is badly hurt runs away.
──────── The next day ────────
The path into the mountains had long since vanished beneath thorn and stone. Above the party, the peaks rose like the broken teeth of some ancient giant, their summits hidden behind clouds that had gathered there for longer than any living man could remember. No bird flew above them. No eagle cried from the cliffs. Only the wind remained. And it carried a strange smell. Smoke. Not the clean smoke of a campfire, nor the bitter smoke of a burning forest. Iron. The party had followed the trail for two days, through ravines where the sunlight barely reached the ground, until at last they found the entrance to the goblins' cave. Black stone surrounded the entrance, scorched as though something beneath the earth had once tried to claw its way out. And from somewhere deep within came the steady sound of hammering. CLANG. A pause. CLANG. A pause. CLANG. Someone was working the forge. The dwarf they had come to rescue was alive. At least, that was what they hoped.

Two goblin lookouts, Snig and Grub, sit at the entrance arguing over whose turn it is to watch. Ask the party how they get in. Sneaking past: each rolls a d20, 12 or more works. Talking: goblins are always hungry, and food makes friends. Fighting: tap the card.
The cave entrance
Battle · Foes 2 · Board 8x6
Only if the party fights the lookouts.
gm:battle:gm_0a93ca572c350e6d
Inside, the mountain was alive with noise. Goblins scurried through crooked tunnels carrying buckets of coal. Others pushed carts filled with ore. Strange green banners hung from the walls, each marked with the same symbol: A crown. But beneath the crown was something the party had not expected. A dwarf's rune. Not a goblin mark. A dwarven rune. And it was carved into everything. The doors. The anvils. The weapons. Even the stones around the forge.
If a player looks closely at a banner and rolls 12 or more, they see the crown was painted later, over the rune. Don't explain it. Let them wonder.
The deeper the party went, the hotter the air became. Then they heard a voice. Old. Deep. And unmistakably dwarven. “Back, you miserable little thieves! That metal is not ready!” A goblin shouted something in reply. The dwarf answered with a string of curses so impressive that even the goblins fell silent. The party had found him.
Grimfang Spiker
Foe · Type Goblin · Level 2 · AC 15 · HP 15/15 · XP 25
A goblin ready to ambush the party.
gm:foe:gm_22c644809664e6ee
Murk
NPC · Type Goblin · Level 2 · AC 14 · HP 10/10 · XP 25
A friendly goblin who wishes to help the party.
gm:ally:gm_83c9750f30d7d7de

The chamber beyond was enormous. A cavern had been hollowed out beneath the mountain, its ceiling lost somewhere in darkness. At its center stood a forge larger than a house. Chains hung from the ceiling. Rivers of molten metal ran through channels cut into the stone. And beside the forge stood the missing dwarf. His beard was singed. His clothes were torn. His hands were black with soot. But his eyes were sharp. He looked at the adventurers. Then at the goblins. Then back at the adventurers. For a moment, nobody spoke. Finally, the dwarf sighed. “You're late.” The goblins screamed. The cavern erupted into chaos.
Chaos at the Forge
Battle · Foes 3 · Board 10x8
Skarrik and his two guards. Elbroom fights with the party.
gm:battle:gm_550fc66be7dfbfc0
Battle mode! Skarrik and his two guards. The rivers of molten metal burn anyone pushed into them. When Skarrik is badly hurt, he begs for his life. Let the players choose: spare him, or not.
──────── Once the goblins are beaten ────────
Elbroom is locked in an iron cage beside the forge. The key hangs on Skarrik's belt. Or a strong player can bend the bars: roll a d20, 14 or more.
They can rescue the dwarf. Elbroom joins the group as an ally.
Elbroom Ironvein
Character · Level 7 · Race Dwarf · Class Cleric · HP 52/52
gm:character:gm_f41aa98262f6851a
Freed, he grabs his Forge Hammer from the forge.
His Forge Hammer is already on Elbroom's card (1d8+2). Nothing to change.
Elbroom's Forge Hammer
Item · Tier 1
The smith's own hammer. Stone things crumble when it strikes them.
gm:item:gm_851361895120418b
Now Elbroom tells them his secret. Read it slowly.
Elbroom wipes the soot from his face and looks at you for a long moment. “Long ago, the dwarves of the Ironvein clan dug deep under the Grimfang Mountains and found something that should have stayed asleep. They could not kill it. So they shut it in, behind a door of black metal, and carved runes into everything to keep it there.” “Skarrik is not looking for runes. He wants to break open the mountain and unleash whatever is inside.”

When the last goblin fell, the great forge continued to burn. The party rushed toward the dwarf. But instead of running for freedom, he turned back toward the fire. “We can't leave.” The dwarf's voice had changed. There was no relief in it. Only fear. He pointed toward the heart of the forge. There, beneath the flames, lay a massive piece of black metal. It was not an anvil. It was not a weapon. It was a door. Ancient runes covered its surface. The same runes the party had seen throughout the caves. The dwarf swallowed. “They didn't kidnap me to build them weapons.” He looked toward the darkness beneath the forge. “They kidnapped me because I'm the only one who can open this.” Silence filled the chamber. Then came a sound. Not from the goblins. Not from the forge. From beneath it. A slow, heavy knock. Everyone froze. Knock. The dwarf's face went pale. Knock. The fire suddenly burned blue. The dwarf whispered: “Oh, no.” Knock. A crack appeared across the ancient metal door. Something on the other side was trying to get out. The dwarf turned toward the party. “Now you understand why the goblins were building the forge.” He raised his hammer. “They weren't trying to make a weapon.” He stared into the fire. “They were trying to keep something imprisoned.” And then the great door began to open.
The Black Door
Object · Category Door · AC 18 · HP 80/80
Black metal under the forge, covered in dwarven runes. Something on the other side is knocking.
gm:object:gm_baf5b76dd73e6a83
Let them touch the door if they want. It is warm, and it hums. Whoever touches it hears something breathing on the other side. Brrr.

The mountain trembled. Stone fell from the ceiling. Far away, somewhere deep beneath the earth, something enormous moved. The dwarf looked at the party. “If we run, whatever is down there comes with us.” He tightened his grip around his hammer. “If we stay, we might be able to close the door again.” Another crack split the ancient seal. A terrible wind rushed from beneath it. The goblin banners tore from the walls. The flames bent toward the opening as though the fire itself were afraid. The dwarf looked at the adventurers one last time. “Well?” He gave a grim smile. “Did you come all this way just to rescue one old dwarf?” The mountain shook again. From beneath the forge came a sound like a thousand stones grinding against one another. The dwarf raised his hammer. “Or are you going to help me finish what the goblins started?” And beneath their feet, something enormous opened its eyes.
Ask them: run, or stay? Let them argue. Then vote.
Hold the Door
Battle · Foes 3 · Board 10x8
The deep hands reach through. Elbroom needs three rounds to close the door.
gm:battle:gm_df0e5fd497782e4c
Three rounds. Elbroom carves new runes into the door. Each round, every player picks a job: push the door shut (roll 12 or more), keep the fire burning (roll 10 or more), or fight the stone hands reaching through. If they push the door three times in all, it shuts for good. The fire burns orange again, and the mountain goes quiet.
Everyone rolls: 10 or more dodges the falling stones, less loses a few hit points. Elbroom runs with them, grumbling. Behind them, the knocking starts again. This is a story for next time.
──────── Back in Millbrook ────────
The bells of Millbrook ring as you walk into town with Elbroom between you. The innkeeper drops her tray. Pip runs to hug his master. That night, Elbroom sits in his chair by the fire, complaining about the ale. And singing his silly songs.
Rewards: the innkeeper pays the 50 gold coins, and Pip gives them his sword. Every foe they beat gives experience points: tap a foe's card to see how many. Well played.
Commander Aldric
NPC · Type Human · Level 4 · AC 17 · HP 32/32
From the king's guard. Proud, a little rude, and the one who knows about goblins.
gm:ally:gm_90f36a5fa7cd8bcb
The innkeeper
NPC · Type Human · Level 1 · AC 10 · HP 9/9
A broad woman with flour on her arms. Offers 50 gold coins to whoever brings Elbroom home.
gm:ally:gm_12044d0a0875dfd4
Pip
NPC · Type Dwarf · Level 1 · AC 11 · HP 8/8
A small dwarven lad, Elbroom's apprentice. Will give his sword, forged by Elbroom himself, to the ones who bring him back.
gm:ally:gm_71935898e77d1189
Elbroom Ironvein
Character · Level 7 · Race Dwarf · Class Cleric · HP 52/52
gm:character:gm_f41aa98262f6851a
Murk
NPC · Type Goblin · Level 2 · AC 14 · HP 10/10 · XP 25
A friendly goblin who wishes to help the party.
gm:ally:gm_83c9750f30d7d7de
Giant rat
Foe type · Type Giant rat · Level 1 · AC 12 · HP 7/7 · XP 25
Runs away when it is hurt badly.
gm:foeType:gm_0d1011d5173e5a39
Goblin
Foe type · Type Goblin · Level 1 · AC 15 · HP 7/7 · XP 25
Small, quick and loud. Can hide or run away as a bonus action.
gm:foeType:gm_9c8f95f1e880cd53
Goblin boss
Foe type · Type Goblin boss · Level 2 · AC 17 · HP 21/21 · XP 50
Bigger, meaner, and in charge of the others.
gm:foeType:gm_c8dd50bbbed8ef77
Deep hand
Foe type · Type Deep hand · Level 2 · AC 12 · HP 8/8 · XP 50
Stone fingers from beneath the door. Breaks apart in fire.
gm:foeType:gm_cc7f3d11e19dd763
Skarrik
Foe · Type Goblin boss · Level 3 · AC 15 · HP 27/27 · XP 200
The goblin chief. Ugly, vicious, and wearing a crown he made from stolen tools.
gm:foe:gm_cacb48a9803727eb
Grimfang Spiker
Foe · Type Goblin · Level 2 · AC 15 · HP 15/15 · XP 25
A goblin ready to ambush the party.
gm:foe:gm_22c644809664e6ee
Goblin dagger
Item
Found near Elbroom's home after the fight. Crude, notched, goblin-made.
gm:item:gm_969d2b558ffe72f8
Elbroom's Forge Hammer
Item · Tier 1
The smith's own hammer. Stone things crumble when it strikes them.
gm:item:gm_851361895120418b
Potion of Healing
Item · Uses 1
Red, fizzy, tastes of cinnamon. Heals 2d4+2.
gm:item:gm_6f431e6c3c898f79
Pip's sword
Item · Tier 1
A blade forged by Elbroom himself. Pip gives it to the ones who bring Elbroom home.
gm:item:gm_85166d5fb66bbf27
The Black Door
Object · Category Door · AC 18 · HP 80/80
Black metal under the forge, covered in dwarven runes. Something on the other side is knocking.
gm:object:gm_baf5b76dd73e6a83
The Grimfang Lands
Map · Grid 24x16
gm:map:gm_851316383dcd30a3
The Goblin Caves
Map · Grid 20x14
gm:map:gm_b58e6a653b4526aa
Millbrook
Location · Contents 1 · On map
Where the adventure starts: a tavern, a smithy with no smith.
gm:location:gm_87700d88afff27d9
The Drowsy Ogre
Location · Contents 2
A warm tavern with low beams, a crackling fire and an empty chair.
gm:location:gm_43d6a8d648f39fb4
Murkwater Swamp
Location · Contents 0 · On map
Mist, frogs as big as cats, and a path of old planks.
gm:location:gm_6446fce5970fc03f
Oakvale
Location · Contents 0 · On map
A small village of woodcutters, friendly to travellers.
gm:location:gm_fa8fbdde4f2fe45b
Gull Bay
Location · Contents 0 · On map
Fishing boats, salt wind, and a lighthouse.
gm:location:gm_5f657769706492a8
The Grimfang Mountains
Location · Contents 0 · On map
Peaks like broken teeth. No birds fly here.
gm:location:gm_c7deb5c97ac88393
The cave entrance
Location · Contents 1 · On map
Black, scorched stone around a hole in the mountain. Hammering inside.
gm:location:gm_1783ebf59d9bcf2d
The Great Forge
Location · Contents 2 · On map
A cavern under the mountain with a forge larger than a house.
gm:location:gm_4d6ff6ae212f179a
Beneath the Forge
Location · Contents 1 · On map
Under the flames, a door of black metal.
gm:location:gm_1e4ce736db94f6c1
The Rusty Tankard
Shop · Items 6
A warm and inviting tavern known for its hearty meals and friendly atmosphere.
gm:shop:gm_11f1212983ce754b
Rats in the night
Battle · Foes 2 · Board 8x6
Two giant rats sniff around the camp. Easy foes: a first fight.
gm:battle:gm_6b32efb25aa456bd
First giant rat
Foe · Type Giant rat · Level 1 · AC 12 · HP 7/7 · XP 25
Big, hungry, and not brave.
gm:foe:gm_2f5542a5cb4ef681
Second giant rat
Foe · Type Giant rat · Level 1 · AC 12 · HP 7/7 · XP 25
Big, hungry, and not brave.
gm:foe:gm_2e5541123cb637b7
The cave entrance
Battle · Foes 2 · Board 8x6
Only if the party fights the lookouts.
gm:battle:gm_0a93ca572c350e6d
Snig
Foe · Type Goblin · Level 1 · AC 15 · HP 7/7 · XP 25
A lookout who would rather be asleep.
gm:foe:gm_cb8c76f3e7c766d8
Grub
Foe · Type Goblin · Level 1 · AC 15 · HP 7/7 · XP 25
Swears it's Snig's turn to watch.
gm:foe:gm_ca8c7560766025a2
Chaos at the Forge
Battle · Foes 3 · Board 10x8
Skarrik and his two guards. Elbroom fights with the party.
gm:battle:gm_550fc66be7dfbfc0
Krog
Foe · Type Goblin boss · Level 2 · AC 17 · HP 21/21 · XP 50
Skarrik's guard. A cooking pot for a helmet.
gm:foe:gm_c5bd699b60e7decc
Mott
Foe · Type Goblin boss · Level 2 · AC 17 · HP 21/21 · XP 50
Skarrik's guard. A cooking pot for a helmet.
gm:foe:gm_c4bd6808d7d173ba
Hold the Door
Battle · Foes 3 · Board 10x8
The deep hands reach through. Elbroom needs three rounds to close the door.
gm:battle:gm_df0e5fd497782e4c
First deep hand
Foe · Type Deep hand · Level 2 · AC 12 · HP 8/8 · XP 50
Fingers of stone reaching through the door.
gm:foe:gm_45f2d31d5f010344
Second deep hand
Foe · Type Deep hand · Level 2 · AC 12 · HP 8/8 · XP 50
Fingers of stone reaching through the door.
gm:foe:gm_44f2d18adc3fd968
Third deep hand
Foe · Type Deep hand · Level 2 · AC 12 · HP 8/8 · XP 50
Fingers of stone reaching through the door.
gm:foe:gm_43f2cff749feb661
Open the docx you already have, from Word or Google Docs. Its headings arrive as headings.
Open docx online
Styles, bold, italics, links, pictures and page breaks come across. A table or a footnote that doesn't is named on screen, never dropped quietly.
Edit like Google Docs
Enter for a new paragraph, ⌘B, ⌘I, ⌘K for a link, undo. File › Page setup for A4 or Letter. Print, or save as PDF.
Every action in the editor is a named tool, so an agent like Claude or Gorak writes with exactly the moves you have, and picks styles by their descriptions.
Looking for a Google Docs MCP?
Connect Claude or any MCP client and it can list your docs, create one in a style set, read it, and edit it with the same named actions as the editor. It gets back what the doc says now, in words, and a link to show you.
A D&D campaign template that's already styled: Kicker, Chapter, Room heading, Read aloud, Checks and stats, DM note. The Goblins' Cave comes with it.
A docs editor where every paragraph has a saved style with a name and a description: Title, Heading 1, Quote, or your own. Change a style and every paragraph in it changes. Pages are real pages, A4 or Letter, and print one per sheet.
Yes. It opens .docx files and keeps their paragraph styles, so a Word document arrives with its headings still headings. Edit it in your browser with nothing to install.
Yes. Google Docs downloads as .docx, and Jim Docs opens that file with its styles, bold, italics, links, pictures and page breaks.
Yes. Pick a .docx and it opens in your browser. The file is read in the tab, and anything that didn't come across, like a table or a footnote, is listed rather than dropped quietly.
It's a docs editor your AI can write in. Every action in the editor, adding a paragraph, picking a style, marking a link, is also a tool an agent can call, so it writes with the same moves you have.
Yes. Claude and other MCP clients connect to it and can list, create, read and edit your docs, with the same actions as the editor's buttons.
You can write and try it without an account. Signing in keeps your docs.
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