So, here are entries 7-12 on the 1d12 selection of GOBLIN encounters. These are not meant to be whole adventures, but some of these encounters might become significant events in a sandbox campaign. Or they might be just a little bit of colour to liven up the evening's goblin slaughtering session.
Oh, and I was wrong - these print on two sides of a 6"x4" index card when printed in Calibri at 11 point. If anyone actually wants the them in a printable format I'll see what I can do about putting a .pdf file up somewhere.
7 DOMINATED DRONES
EIGHT near naked GOBLINS labour
tirelessly, moving at a single, inexorable pace. They are lean and fit, working
in total silence. They have lifeless eyes and blank expressions – a result of
the dull grey metal headbands that they wear: BANDS OF DOMINATION (7a). The
reaction check is not for these goblins, but their master – CHARNUM the MAGIC
USER – who hides, wasting away, in the cellar of a cottage a mile away.
GOBLINS (4) = AC: 7, HD: 1-1, HP: 3, MV: 30’ per round, ATT: 1 tool
DAM: 1d4 SV: NM, MR: 12, AL: C, XP: 5
CHARNUM (MU 2) = AC: 9, HD: 2d4*, HP: 4, MV: 10’ per round, ATT: 1
dagger (-2 to hit), DAM: 1d4-2, SV: MU2, MR: 7, AL: C, XP: 25
Charnum has Magic Missile and
Charm Person (or Sleep) memorised. Charnum will use the Crown to enslave the
party if he uses Sleep. This might
not be interesting. They will be slaves of Charnum for the final 3d4 days of his
life.
Charnum recently stole the Crown
and Bands from his tutor and used Charm Person (or Sleep) to assemble his
‘retinue’, planning to become a mighty wizard. If the reaction roll is favourable, Charnum will attempt to use
the goblins to guide the party to his cottage. He is educated and polite, but
will plead to be returned to civilization. But not to his tutor. If the
reaction roll is hostile, Charnum
will reason that the party are bounty hunters, come to reclaim the crown and
deliver him to justice. He will use the goblins to keep the party away from the
cottage at all costs.
Charnum has 20GP in a box decorated with his family crest, and a spellbook containing Read Magic, Detect
Magic, and the above spells. These items can be used to trace Charnum’s origin
and the previous owner of the Crown.
7a THE CROWN AND BANDS OF DOMINATION
Each Crown of Domination is magically
connected to 1d8 Bands. Both are made of a permanently warm, dull grey metal.
The Bands are thin circlets, while the Crowns are heavy and broad.
The will of those wearing the
Crown (‘masters’) immediately displaces that of those wearing the Bands
(‘slaves’). Slaves lose one point from INT, WIS, or CHA per day. For each point
lost so, masters lose a point from STR, DEX or CON. If INT, WIS, or CHA fall to
0, the slave is permanently without will.
No more ability score points are lost by either master or slave. If STR, DEX,
or CON reaches 0, the master dies. The Crown cannot be removed except by use of
Dispel Magic, which cannot be cast by the wearer. The Bands can be removed by
magic or one the death of the ‘master’. A Saving Throw vs. Spells in can be
made to avoid the domination of both the Crown and the Bands. Ability points
recover slowly, but only after the items are removed.
8 RAG AND BONE
A small cart rumbles along, piled
high with bones and animal pelts. The cart is drawn by FOUR WOLVES. THREE
GOBLINS (Gatta, Krun, Lod) ride and walk alongside. They are traders,
travelling between petty goblin kingdoms.
GOBLINS (3) = AC: 6, HD: 1-1, HP: 3, MV: 30’ per round, ATT: 1 short
swords DAM: 1d6 SV: NM, MR: 7, AL: C, XP: 5
WOLVES (4) = AC: 7, HD: 2+2, HP: 10, MV: 60’ per round, ATT: 1 bite
DAM: 1d6 SV: F1, MR: 8(6), AL: N, XP: 25
The goblins are minded to react
positively (a +2 modifier to the reaction check). They are traders after all.
If the party receives a favourable
reaction, the traders will attempt to bargain with the party. They are
especially interested in metal weapons and armour. Abstracted, the party can
trade for pelts that will sell in a human settlement for double the value of
the objects traded, but at double the encumbrance. Many of the bones
are marked with intricate carvings; transcriptions of ‘epic’ poems, jokes, and
other aspects of goblin culture – including erotica. These will also sell for
double the value of the objects traded, at a one-to-one encumbrance rate, but
only to a tiny market of secretive scholars and collectors. If the party
receives a hostile reaction, the
goblins will see the party as the sort of people who kill goblins and take
their treasure. Their wolves make them dangerous opponents. The goblins will
take the wolves by the reins and use them to menace the party. If the party do
not retreat – or above the growls and shouts offer generous trade terms – the goblins
will let slip the wolves.
Goods in the cart; 300gp of
pelts, 200gp of carvings and a goblin gambling set worth 10GP (these artefacts
of goblin culture will flood the tiny market). Strapped underneath the cart is
a small box containing 50GP of silver jewellery. If the party have killed or
driven off the wolves, how will they get the goods to market?
9 ON TO ADVENTURE!
A ‘first level’ adventuring party
of FIVE GOBLINS are exploring the same area as the party. The party consists of
two ‘Fighters’ (Jagga, Prok), one Shaman (Wratta), one Wicca (Shonk the
Magnificent), and one ‘Thief’ (Dirty Agg), together with a decrepit old mule
laden with rope, torches, etc.
GOBLINS (‘Fighters’ and ‘Thief’) = AC: 6, HD: 1-1, HP: 5, MV: 30’ per
round, ATT: 1 spear DAM: 1d6 SV: NM, MR: 8, AL: C, XP: 5
WRATTA (SHAMAN 1): AC: 6, HD1, HP: 5, MV: 30‘per round, ATT: 1 silver
sickle, DAM: 1d4, SV: C1, MR: 8, AL: C. XP: 10
SHONK (WICCA 1): AC: 6, HD1*, HP: 5, MV: 30‘per round, ATT: 1 bone
dagger, DAM: 1d4-1, SV: MU1, MR: 8, AL: C. XP: 13
Wratta has no spells, but can
command the spirits (Turn Undead as a 1st level Cleric). Shonk knows
Light, which he uses to impress (and blind) other goblins.
The standard behaviour of the PCs
should be reflected back at the players. These goblins are adventurers, and the
PCs have established what that means. Nevertheless: if the party receives a favourable reaction, the goblins will
offer to trade information with the party. They will know details about 1d3
nearby adventure locales. The goblins may be persuaded to temporarily ally with
the party if a profitable adventure is proposed. Goblins are unpredictable, and
additional reaction rolls should be made mid-adventure. If the party receives a
hostile reaction, the goblins will
react much as the PCs would to a dangerous monster.
The goblins have 25GP between them, along with poor
quality adventuring gear. This gear has a 10% chance of failure in critical
situations. They also have a map to an adventure locale with scribbled details
(roll twice on the rumour table).
10 WRETCHED ESCAPEES
A group of FOUR GOBLINS (Ak, Jud, Brong, Degga) have
escaped from a sorcerer. They are a
pathetic sight; snivelling, terrified, near naked. They are being
harried by THREE of the sorcerer’s SCOUTS (Bran, Krevan, Hart), humans with tattooed faces trained
in bushcraft (PCs are surprised on a roll of 1-3 when in the terrain of the
type inhabited by the scouts’ tribe, i.e. the terrain in which the initial
encounter takes place). These will not be encountered together – once the party
has encountered the goblins the next wandering monster rolled will be the
scouts.
GOBLINS (4) = AC: 6, HD: 1-1, HP: 2, MV: 30’ per round, ATT: 1 rock,
DAM: 1d3, SV: NM, MR: 5, AL: C, XP: 5
SCOUTS (3) = AC: 6, HD: 1, HP: 5, MV: 30’ per round, ATT: 1 short sword
or sling, DAM: 1d6 or 1d4, SV: T1, MR: 8, AL: C, XP: 10
There are two reaction rolls
here. A favourable reaction from the
goblins will see them offer magical treasure (2d3 Potions of Healing in the form of pellets of sweet, thick paste
wrapped in leaves) if the party escort the goblins to their tribe (a 2d3 day
journey). A hostile reaction from
the goblins will see them flee the party, who they presume to be agents of the
sorcerer. If the goblins do escape, this will complicate further encounters
with goblins in the area as news of the party’s affiliation spreads.
A favourable reaction from the scouts will see the party approached
as possible collaborators in the schemes of the sorcerer – initially the
capture of the goblins, for which the sorcerer’s agent will reward them with 2d3 Potions of Healing). A hostile reaction will result in the
scouts seeing the party – particularly any magic using characters, as better
prizes than a band of wretched goblins. The scouts wear silver medallions
bearing the symbol of the sorcerer – worth 20GP when melted down – and 5GP a
piece.
11 LOTTAGROB THE KNIGHT
A GOBLIN (Lottagrob) in shining
plate armour sits astride a well groomed DIRE WOLF (Lope), a brightly coloured pennant
flying from his spear. A second, smaller GOBLIN (Kip) serves as squire to this
‘knight’, holding a spear shield and two spare spears. Lottagrob was captured
by human knights, and before escaping developed a fascination with chivalry.
LOTTAGROB = AC: 3, HD: 2, HP: 10, MV: 30’ per round, ATT: 1 spear or
short sword, DAM: 1d6, SV: NM, MR: 8, AL: L, XP: 20
LOPE = AC: 6, HD: 4+1, HP: 18, MV: 50’ per round, ATT: 1 bite DAM: 2d4
SV: F2, MR: 8, AL: N, XP: 125
KIP = AC: 6, HD: 1-1, HP: 2, MV: 30’ per round, ATT: 1 spear, DAM: 1d6,
SV: NM, MR: 7, AL: L, XP: 5
Lottagrob will block the party’s
path. He will challenge the party member who most resembles a knight to a
contest at arms. If the reaction roll is favourable,
Lottagrob will challenge his opponent to a non-lethal dual- subdual damage
only. If he wins, he will take the loser’s weapon to melt into ‘warrior rings’.
He will also claim the loser’s shield, or other item carrying an emblem to keep
as a trophy. Throughout, Lottagrob will be polite, and after the contest will
offer the party the hospitality of his motley patchwork of a tent. If the
reaction roll is negative, Lottagrob
will list the crimes of the party (some real, some imagined, some cases of
mistaken identity). He will then demand that the party’s champion face trial by
combat. If defeated, and his life spared, he will see it as proof that the
party is just, and will offer to serve the party until he has paid his debt
(one adventure).
He is wearing a finely crafted suit of Halfling-sized
armour. Of Elven manufacture, it is worth triple the price of plate, but
encumbers only as much as chain. Lottagrob has no money, being of charitable nature.
12 HELP ME, OH BIG ONE, YOU’RE MY ONLY HOPE!
The party hears a whimpering from
the underbrush. The whimpering is silenced. If they listen carefully, they will
hear a gruff ‘hush’. THREE GOBLINS are hiding; a female (Nush), a youngling
(Vankagh), and an old warrior (Vrang). Vankagh is the spawn the dead king of a
local tribe. The new king killed Vankagh’s siblings, but his mother fled with
the help of the old king’s champion. They hope that a rival tribe will see
fostering a pretender to the ‘throne’ as a source of long term advantage.
NUSH = AC: 6, HD: 1-1, HP: 2, MV: 30’ per round, ATT: 1 knife, DAM:
1d3, SV: NM, MR: 7, AL: C, XP: 5
VRANG = AC: 6, HD: 2, HP: 10, MV: 30’ per round, ATT: 1 sword +1, DAM:
1d8+1, SV: NM, MR: 8, AL: C, XP: 25
GOBLINS (2d4) = AC: 6, HD: 1-1, HP: 4, MV: 30’ per round, ATT: 1 spear,
DAM: 1d6, SV: NM, MR: 7, AL: C, XP: 5
With a favourable reaction, Vrang has assumed the party to be of a
mercenary bent. He will promise them riches if they can be delivered to the rival
tribe. They will be pursued by 2d4 goblins (the next wandering monster
encounter). There is a -4 penalty to any reaction roll with the pursuers if the
party is with Vankagh. With a hostile
reaction, Vrang attempt to frighten the party with COWARD MAKER. The screams of
his sword will trigger a wandering monster roll. Regardless of morale rolls,
Nush and Vrang will not flee without Vankagh.
Coward Maker is a Sword +1. It is a crude falchion that
screams as it is swung. This is part of the regalia of kingship of the tribe,
and the new king is as concerned with its return as he is with killing the
youngling. Hidden in Vankagh’s swaddling is 100GP of jewellery.