So I suggested to the group yesterday that I would like to run a D&D 5e version with the party as goblins, and they thought that might be fun. So I started working out some of the backstory.
Some of the details are based on Volo’s Guide to Monsters. Many are from my mind. I give credit here to Volo, since the goblin hierarchy and the types of magic fit the official D&D 5e world.
This blog will include knowledge for the entire party, and any information that they will collectively gather. Each player will have their own player sheet, with additional information that they will know, but they decide how to role play it between themselves.
The goblins live in a goblin village of Roggenbiter. This village is located in the hills, several miles from the nearest human settlement. The village consists of about 80 goblins living in mud huts and several tree branch cages for slaves, and the several more tree branch cages containing the living larder of food. The slaves are not usually used as food. The slaves consist of the goblins in the lowest caste of the goblin tribe along with kobalds, and other undesirables. The living larder includes captured monsters, chickens, and the occasional cow or goat. If a monster is found slain on the battlefield, it becomes food.
The village subsists on raiding parties into the monster’s realm. Occasional raids to the human’s farms or villages bring back food, ale, weapons, cloth and other valuable things. The village has little treasure in the monster’s sense. They have little gold, and what little they have on precious metals or jewels is given to their orc overlords in tribute. Better to give up their baubles than have the orcs massacre the goblins.
The goblins have a hierarchy, where the nobility live a life of relative luxury, as they are the ones who make sure that the overlords are satisfied. The rest of the village provide security, hunting, work and food.
Raiding parties are sized to the task at hand. Sometimes, the goblins are sent to the monster’s farms to bring back chickens or goats. Sometimes, raiding parties go into the monster’s villages to bring back wood, armor, weapons or maybe even grain or flour. When the goblins need more kobald slaves, they have to decide how to obtain them. One way is to try to overwhelm a group of kobalds, hopefully bringing them back to the surface alive. Another way is to find what one kobald needs, and return with it in trade for kobald slaves from another tribe.
One time the goblins raided a human’s evil church for some ridiculous thing called pay-pour. These pale sheets of flimsy useless material were desired by a kobald wizard for some reason. The wizard was willing to give one kobald slave for every sheet of pay-pour. He then asked for something called inque and a kweel that he said he could draw speech. The kweel looked a lot like a feather to the goblins. He showed the goblin leader some of this speak drawing, but it looked like insane scribbling to him. The inque and kweel brought 10 more kobald slaves, and no goblins were lost any of the raids, so it was profitable even though the kobald wizard was obviously mad.
If a monster is captured alive, the fate of the monster depends on what race the monster is. A gnome is slain, and left to rot, preferably burned, likely being utterly destroyed.
Gnomes are fey. They are to be feared for the unnatural terror that they reign on the world. Gnomes pollute all that is right in the world with their fey magic, and should be massacred on sight. The corpse of the gnome monsters needs to be completely burned to keep the fey magic from cursing the goblin(s) who killed the gnome.
Dwarves are particularly unholy monsters, as they are tough and hard to kill. All goblins know that dwarves should normally be avoided at all costs. The best way to kill a dwarf is to slit their their throats while they sleep and let them bleed out. A lone dwarf can massacre an entire goblin clan, and should be drawn away from the village at any cost.
Elves are evil magic users. They excel at causing pain and suffering to goblin folk. Thankfully, they are rare. Elves are particularly hard to kill properly since they don’t sleep in the way that normal creatures do, they commune with their deceitful gods by meditation instead of sleeping. Elves should never be allowed near the village, since if one comes into the village, and is killed, more elves will come to avenge the first elves death. There are several types of elves, varying in skin color and what could be described as culture. The only type of elf that may be considered civilized is the black skinned drow. The dark elves do take goblin slaves, but at least they understand the needs to kill the monsters.
Halflings appear to be runted human monsters. Do not let their ridiculous childish nature fool you. They are a race of hated thieves and assassins. If one gets behind a goblin, the bestial halfling will stab you in the back and kill you faster than you can blink.
Humans make good food. They do not have the taint of the other monsters. The orcs and hobgoblins also like human flesh, and capturing live humans to give to the greater beings is always an acceptable tariff. Humans come in two varieties. They are either able to fight, or they are common peasants. The fighting ones are hard to kill. They are easy to see, since they wear armor and hold weapons. In general, these should be avoided. They should only be attacked if there are at least 10 goblins per human, even then, it can be a hard fight with many goblins sacrificing themselves for the greater good. The peasants are not particularly tough. Many are old, or young and not able to fight. The orcs and hobgoblins don’t particularly care for old ones, as they are tough and don’t have much flesh on their bones. You can tell the difference between the old ones and the other full sized human monsters, as the old ones tend to have grey hair, or have lost much of their hair on their heads. The old ones tend to also move slower. Goblins must be careful when dealing with the young ones, as it is hard to tell the difference between the halflings and youngling humans. It is best to simply kill any small human monsters, in case there are halfling monsters mixed in with the younglings. Goblins must take care with the peasant human horrors. Even if they are peasants, they may have axes, spears, or other weapons. Generally they are not good at fighting, but they still can be dangerous. It is best to cut the fingers off the captured humans so they can not meddle with the cages they will be stored in until they are harvested.
Over the last few years, monsters (humans, elves, dwarves etc) have been coming closer to the traditional goblin home. The monsters have been invading the goblin’s land with hunting parties, mining operations, timber harvesters, and the occasional adventurers. The goblins also know that the monsters are also clearing out lands in the valley approaching their hills, to build farms. This is a particular affront, since the monsters who are occupying the new farms bring accursed horses and horrible dogs.
The goblins of Roggenbiter are the frontier of the deceptively noble races, such as the orcs, gnolls and hobgoblins living in the hills, and the mountains beyond the frontier. The intrusion of the monsters have worried the orcs, hobgoblins and other creatures who were living their lives without the intrusion of the horrors of humanity. The gnolls have no villages, and wander to where the food is, so they will simply move further away from the monster intrusion as necessary. An uneasy truce has always existed between the goblins on the frontier and the hobgoblin and orc taskmasters. The hobgoblins require annual, or more frequent levies of the goblins. If the goblins can’t provide for the hobgoblin’s requirements, then the hobgoblins take many goblins as slaves and war fodder.
The orcs are not so fair or decent. The orcs plunder and murder the goblins without any specific reason. The goblin town keeps a small group of goblins constantly watching for the orcs. The problem is that goblins tend to lose interest, and they eventually go back to squabbling amongst themselves, and return to the town for food and entertainment. This generally results in the orcs arriving unannounced, and the orcs taking their levey. The levy generally depletes the village of all food and non-goblin slaves. After an orc raid, the goblins generally spend several days fighting and squabbling between themselves as to who was supposed to be watching out for the orcs. Since there are no written records, this generally results in threats, fighting and finger pointing, until one goblin is named. He or she then must lead their clan to get more slaves and food, regardless of whose fault it was to get watch for the orcs.
The goblins have an uneasy but slightly better relationship with the hobgoblin tribes. The hobgoblin tribes will come by and demand tribute, and require goblin raiders to accompany the hobgoblins. The hobgoblins generally take a goblin press gang from any village they pass on the way to their battle. The goblin press gang are the creatures that the hobgoblins use to soak up arrows and dull the swords of their enemies. Thankfully, all goblins look alike to the hobgoblins, which means that some of the smarter goblins in the press gangs can slip out and either disappear into the night, or move into other service for the hobgoblins, such as weapon sharpeners or foragers.
When the hobgoblins come to the goblin village, they will take all the fresh meat from the goblin larders. This considered fair by the goblins, since if they complain, the hobgoblins will mention that they saw an orc war party last night, and maybe the orc war party should come by to visit also. This threat is enough to silence any comments from the goblins in the village.
The goblins are higher on the food chain than kobalds. There are two types of kobalds, the dog faced types, and the lizard faced types. The area around Roggenbiter only has lizard faced goblins, and while no living goblin has ever seen a dog faced kobald, rumors and tales abound. Neither are good eating. There is little flesh on the bone, and the flesh is covered by thick scaly skin. Kobalds do make good slaves. They are particularly dull, and are happy in any situation where they have the potential to slay gnomes or other fey creatures. The kobalds are happy killing any warm blooded prey. They can be easily convinced to attack a group, creating a diversion. Kobalds are also good at creating ingenious traps. Kobalds live to kill warm blooded creatures. They have a fanatical hatred of gnomes, and are generally uncontrollable when one of those horrors is around. They also innately dislike dwarves and elves. They wish to die in combat, to honor their gods, and feel that slavery to the goblins is not much different than the life that they had in their kobald clans. From the goblin perspective, they don’t eat much, they don’t drink much, and they can work long hours. They are good with weapons, and want to kill the same creatures that the goblins want to, so it is a good situation. Obtaining kobald slaves is a major undertaking. Kobalds live in large underground colonies. In order to get kobald slaves, the goblins must find a way to isolate one or two kobalds at a time and capture the kobald without significant injury.
The goblin shamans are able to make a quick acting poison which knocks out a kobald. The application of this poison is problematic. Each batch is of different potency. Some kobalds are more susceptible to the poison than others. The goblins must try to find the right amount of poison to apply, and get the right amount under the scales of the goblin skin to knock it out. Too little, and the kobald may only be groggy, but still able to fight. Too much and the kobald dies. If the poison is delivered by an arrow, then the rest of the kobalds in the group will know that they are under attack. The best method for delivery is to have one particularly sneaky goblin put the poison on a sharp stick, and poke a lone kobald or a kobald straggler, hoping not to raise an alarm. Sometimes goblins will try to create a trap and net the kobalds then mass poke them with the poison. Kobalds are expert trap builders, which also makes them expert at sensing traps.
The goblins have two classes of slaves. The first class are the lowest caste of goblins themselves, the pariahs, more on that later. The other caste of slaves are those monsters, usually humans or kobalds who have been captured and their minds shattered, are have given up their will to escape or live, and can be made to do menial tasks with little effort or supervision. The lashers are not particularly effective at shattering the minds of monsters, but occasionally, one or two humanoids are able to be converted to slavery after watching the harvesting of the other meat in the larder.
The goblins fear and hide from the orcs. They tolerate the hobgoblins. They endure the gnolls. The goblins of Roggenbiter are not particularly good at warfare, but they fear that the humans will push them back against the lands of the orcs and hobgoblins, who will kill them for intrusion.
The new intrusion of the monsters towards the village of Roggenbiter, along with the adventurers have provided new opportunities. The farms that are encroaching do not have good security. They also have cows, goats, chickens that the goblins can take back to the village. The lack of security means that the goblins can sneak in and massacre the occasional farmstead then burn it to the ground. This must be done with as much care as goblins are capable of, since the goblin shaman, Kottbusser and the other lashers are occasionally concerned that too much violence will cause the monsters to gang up and attack the village, or worse, hire a group of adventurers.
There are four castes of goblin society.
The relative numbers in the castes must be balanced to keep the goblin village viable. The numbers generally in the ratios as follows:
- Lasher caste – 1 leader, two mates, one shaman
- Hunter caste – 10 to 15 hunters / warriors
- Gatherer caste – 25 to 40 gatherers
- Pariah caste – 30 to 40 goblin slaves, up to double that in non goblin slaves (when times become tough, the non-goblin slaves become food for the village)
These classes define where a goblin lives and what they do. The caste, in order from top to bottom of society are as follows:
Lashers – This is the closest thing to nobility. Lashers make up the goblin leader, Grolsch, his two mates, Kottbusser and Kotbuss. The goblins in this caste are masters of goblin life, including trap building, mining, smelting, forging of metal. The goblin shaman Bitburger is not really in the lasher caste. The shaman of the tribe is not really in a caste, but she spends most of her time with the lasher caste.
There is no written language in the goblin village, so the members of the lasher caste keep their position by virtue of holding their knowledge close, and never letting any other goblin get that knowledge.
Grolsch is a master of goblin tactics, that is convincing the other goblins to die for his glory. He also is a master of smelting and forging of goblin weapons. Grolsch uses the shaman, Bitburger to his devices. Grolsch has bones of his kills woven into his hair. He likes to point out that the bones come from dwarves and elves. He hates the gnolls with a passion, since they tease him that the bones woven in his hair came from corpses that Grolsch came upon, not from monsters that he has killed. No one in the village has ever seen Grolsch kill a monster. They do know that he has led raiding parties, of which he was the only one to return, with a new bone woven into his hair, and fantastic stories of the battle. If any goblin questions his battle prowess, or the bones, Grolsch will attack and kill the goblin without mercy. The other goblins know that it is best to not question the leader, lest be killed.
Kottbusser and Knotbuss know their place. They have a good life. They know that if Grolsch is killed, or deposed from his position, they will be caste out, or killed by the new members of the lasher caste. They are petty and cruel, especially to the pariah caste. They know trapbuliding and mining. They spend their days working the slaves to dig ore that could be smelted.
Bitburger is the shaman of the tribe. She has limited spell abilities, and mostly acts as a soothsayer, reading the bones or intestines of a kill. She will regularly send a raiding party out to slay a monster, with the need to return with the soft organs, so she can read future from the the spleen, intestines, or other offal.
Bitburger tends to take female goblins as apprentices. Generally, these are the most promising candidates, as males are far to erratic to be of use. Bitburger also prefers female apprentices since they do not tend to try to use courtship and mating rituals to curry favor in the apprenticeship.
Hunters – The hunter class have wolves to ride, and generally provide the food for the tribe. They are the primary protectors of the tribe. They live and die in a life of glorious battle. They are masters of the short bow, sword and spear. They are some of the most revered in the village, as they have the best weapons and armor. All lower castes in the village must bow their heads in supplication for the hunters.
In order to raise to the hunter caste, a goblin must perform gloriously in battle. This is the catch. The lower castes are rarely allowed to enter battle, and have poor weapons at best. It is likely that the lower castes will have nothing but a club or stick to fight with. They also have no real training in the art of war. There is a limit to the number of hunters that a village can support, as there must be an adequate number of lower castes (gatherers and pariahs) to support the upper castes of the village.
Erdinger is the captain of the goblin hunters. He is an expert with the short bow and sword. He is missing one eye, which he claims was lost in battle.
Greifenklau is the lieutenant of the goblin hunter caste. He jokes with Eridinger that the eye was not lost in combat, rather it was lost when a tree branch poked him in the eye when he was riding his wolf. Griefenklau is the only one who can joke with Eridinger. Erdinger will kill any other goblin who says this.
Kachelofen is the sergeant of the hunter class. He is the one who tests the mettle of any goblin who would be worthy of moving up into the hunter class. Kacholofen is an older goblin, a veteran of many battles. He has no love for the lieutenant or captain, but is as loyal as a goblin can be. He is satisfied being the sergeant. It means better food, and fewer garbage duties, but still he gets to get into the fray and kill enemies. Kachelofen will tell people that he believes that elves are also fey, and should be treated the same way in battle as gnomes.
The rest of the hunters are various goblin fighters. There are 9 other goblin fighters beyond the captain, lieutenant and sergeant.
Each of the hunter class has a wolf to ride, a tri point dagger along with two of the following weapons, a short goblin sword, several spears and a short bow. The goblin weapons are particularly cruel. The spears and arrows are barbed, such that when they enter an enemy’s body, they will hook. Pulling out the barbed weapon will rip the flesh, causing massive additional damage. The tripoint dagger is not a standard flat bladed dagger. It is a triangular pointed stabbing weapon. When it is thrust into the enemy’s body, the resulting hole in the flesh will not seal, improving the possibility that the wound will bleed the enemy out.
Gatherers – This class gathers food, steals what is needed from the land, along with picking berries, acorns or other food that the village needs. The gatherer caste is also responsible for creating traps, and checking the traps for what they catch. Man-traps take time to build, and camouflage. They must also be maintained, as the bushes and grass over the trap turn brown quickly.
The goblins in the gatherer class usually only have a sling, stick (makeshift spear) or maybe a dagger for defense. These goblins also cook for the tribe. The gatherers also cook the poisons for the lasher caste. The gatherers are never told what the ingredients are. They are sent by the lashers on gathering trips to get all forms of insects, animals, barks, mushrooms, plant leaves and other material. All of this is necessary in some form or another for a potion or poison that the lashers want to create, but the specific mix of materials and the quantity of each material is a closely held secret of the lasher caste.
Each gather will have one or two pariahs or slaves to work for them. Each goblin player at the gatherer state will have one or two goblin pariah or kobald slave NPC’s to manage.
During battles, gatherers and the pariah castes are used as bait, or feints for the warriors. This tends to make for short lifespans unless the gathers can move up into the hunter class. A gatherer will always try to find a way to let the pariah caste die in their place in battle.
The player characters are of the gatherer class. They want to rise up into the warrior caste, but must find some way to work their way up.
Pariahs – The pariahs are the lowest caste of the goblin society. They are the dullest of goblins. They are used to dig ore, perform hard labor, and die if required. They are slightly higher than the slaves. This is only evident because the pariahs are not required to live in the slave pens.
Goblin Magic (Booyahg)
Some goblins have an innate ability to create and control magic. All goblin magic is wild magic, which can have some really interesting consequences. All goblin magic is called booyahg. It is not well understood. The shaman will have up to two apprentices for booyahg, generally taken from the gatherer caste.
There are several types of booyahg goblins. These are:
Booyahg caster – served under a hobgoblin wizard and has sneaked a look at the master’s spellbook. The caster is able to mimic the master’s actions and mumble some of the words, where the spell has unusual results. This caster can wield one spell per day, and two cantrips per day (not unlimited cantrips).
Booyahg wielder – This goblin has found a low level magic item, and can use it. The goblin must take care to insure that no one above them in the hierarchy knows about this magic item. It will be taken and given to the lashers. Alternately, the wielder will need to be able to find a way to satisfy the greedy lasher that it is in the lasher’s interest to let the lower caste member keep the magic device.
Other members of the same caste, or lower castes may curry favor by informing the lashers about the magic device. So use with the rest of the party may not be advisable.
Booyahg whip – Khurgorbaeyag (the goblin god) saw fit to bless this goblin with power to dominate 1d3 other goblins who will slavishly obey them.
Booyahg Slave – This is not a pariah caste slave. Rather it is a goblin who served a warlock and must obey the warlock in return for minor magic abilities. If the booyahg slave does not do what the warlock master requires, the slave must give up flesh in return. The patron may also be a coven of hags, an undead lord or some other creature of high stature.
Booyahg Booyahg Booyahg – This is a wild magic shaman who has cantrips and some low level spells. Each spell that is cast is accompanied by a wild magic surge.
There are a variety of goblins which can be played in this world. They range from rogues, casters, rangerish, barbarians and fighters. Classes such as paladins and other highly specialized D&D characters are not likely proper for the goblin archetype. Following is a list of known information about all of the characters. The individual character sheets will have additional information and background that is only known to the players, and to be useful in role playing the goblin.
Gosenschenke is an apprentice to Bitburger. She is specializing in magic, not healing spells. Bittburger has some level of mastery of both magic and healing Booyahg Booyahg Booyahg, and wants to make sure that no other goblin has enough power to usurp her position.
Gosenschenke has natural abilities as a Booyahg whip and controls two goblin slaves who will do almost anything to survive her whims and ultimately be her mate. She has two cantrips and one spell which each can be used once between each long rest. The Booyahg she can create include:
- Shocking Grasp (cantrip)
- Minor Illusion (cantrip)
- Disguise self (1st level spell)
Gosenschenke has shown all of these spells in front of others. The minor illusion and disguise self are particularly troubling to the other goblins. They have a mixture of fear and respect for her, as any being which relies on deceit must be a worthy adversary, but at the same time must be wary of.
Gosenschenke has a stone dagger as a primary weapon.
Gosenschenke boasts openly with others in her caste about how she will be moving up to the lasher caste soon. She elaborates on all sorts of plans about how she will use her Booyahg to overthrow Bitburger. If confronted by someone in the lasher or hunter caste, she will deny all accusations. If she is confronted by Bitburger, she will grovel and say that it was all Schnitelwirt’s doing. Goesnschenke says that Scnitzelwirt is trying to control her mind and make make her fall in stature before Bitburger.
Schnitzelwirt (Schnitzel) has healing Booyahg Booyahg Booyahg. She is also an apprentice of Bitburger, learing healing booyahg. Schnitzel is learing more druidic booyahg. Schnitzel is respected but not understood in the goblin village. She is constantly preening, and uses plants, animals and the earth to camouflage her body cover her goblin smell. She believes that she can use the scents of the land to help hide her goblin smell and get close to the enemy. The other goblins find this ridiculous, and are convinced that she has addled what is left of her brain by mushroom spores.
Scnitzel has two cantrips and one spell she can use. She must undergo a long rest before using them again.:
- Poison spray (cantrip)
- Thorn whip (cantrip)
- Goodberry (1st level spell)
Schnitzel keeps four rot grubs in a glass vial. She uses these whenever possible as a weapon. She also has a flint dagger. She typically uses the dagger to gather specimens and to cut the rot grubs out of their victim.
Schnitzel delights in torturing Gosenschenke, telling Bitburger that Gosenschenke is planning to kill her, filling Bitburger with any information that might curry favor with her mistress. Schnitzel takes particular pleasure in telling Bitburger the ramblings that Goesenschenke says about how she will kill Bitburger, embellishing the story whenever. Schnitzel is perfectly happy to tell on her fellow apprentice booyahg caster in private or in full audience of whoever is in the area.
Zill is a sneaky bastard. He steals everything that isn’t nailed down, and he is good at it. The problem is that after he steals things, he displays it proudly. Zill may be good at thievery, but he isn’t very smart. This creates many problems for Zill, since things go missing in the goblin village and of course Zill did it.
Zill only lives because he is so good at bringing back things from elsewhere that the village needs. Whenever he is caught with another goblin’s property, Zill always has the following explanation, in order:
- What bauble?
- This has always been mine.
- I didn’t steal it.
- Pilfer (or Plunder) did it
- I was framed!
Zill becomes more animated the higher up the questioning goes. When responding at first, he is calm. By the time he gets to “I was framed”, he is squealing in terror, since he knows that things will go badly. The bauble will be taken from Zill no matter what.
Zill has an endearing quality for the goblin lasher caste, as he is very good at finding new items of value that other goblins are hiding, and stealing it. When he displays his finds, the lashers generally take them, which gives more power to the ruling caste.
Zill has two goblin slaves who want to learn how Zill steals, so they can get better at it. They are sneaky malnourished twitchy goblins named “Pilfer” and “Plunder”. Pilfer and Plunder understand that their role is to take the blame for what Zill steals. This includes the beatings and other horrors that occur, as they will do almost anything to eventually move up from the Pariah caste, and they know that they don’t have the build or strength to do it by combat.
Gohliser is a dullard, but he is tough. He spins into a rage, sometimes forgetting who is an enemy and who is not. Gohliser is very good at beating things into the ground with his club.
When combat begins, Gohliser must be prepared extensively beforehand. Since he rages, and fights anything within range, other goblins will sometimes turn their spears around and push him into the another enemy rather than having Gohliser attack them.
Gohliser will fight until everyone is down. The most effective method that the goblins have found to stop Gohliser’s rage is to have all the goblins collapse to the ground. Gohliser, see in no other enemies to fight with will stop fighting.
Gohliser has one kobald and goblin slave. The kobald is named “Zssit” and the goblin is named “Rattburger”. This causes problems, since he can’t keep Rattburger straight from Radeberger, and rarely remembers what his slave looks like. This means that when someone mentions Radeberger, Gohliser immediately thinks that they are talking about his slave “Rattburger”. Otherwise, Gohliser rarely remembers their names, and calls the kobald any number of names like “lizard”, “scaly” and “tail”. He calls the goblin any number of names like “ratty”, “you” and “slave” He can’t keep his kobald or goblin straight from any others slaves. He also calls Radeberger Ratty, which irritates Radeberger to no end. He is convinced that all kobalds look the same, regardless of skin color, height, or whether they have all their arms or legs. If the goblin slave Rattburger is killed, any new goblin slave will also be called Rattburger, no matter what his or her true name is.
Radeberger is a reluctant melee fighter. He prefers to stay far from the battle and hurl rocks with his sling. He is pretty good at it, but desperately wants a bow and arrow or maybe a crossbow. Every time he finds one, one of the hunters takes it from him. He wants to get a bow and arrow, and cache it, pulling it out to practice and go to battle in.
Radeberger is also very good at designing traps that will drop great weights or pointed sticks into an enemy.
Radeberger has a special dislike for Gohliser, since Gohliser can not distinguish Radeberger from Gohliser’s slave Rattburger. Radeberger seethes with rage whenever Gohliser mistakes him for the slave. Radeberger knows that he can not beat the oaf, Gohliser in battle, so he is constantly scheming to kill Gohliser. He talks openly of his hatred and desire to create an elaborate trap that will kill Gohliser, but he has not figured out how to create the devious trap which will kill the bastard without any possibility of Gohliser living.
He has two kobald slaves which follow him around, assisting with the traps. The kobalds are slaves, but they respect Radeberger since he likes traps, and he treats the kobalds well. The two kobalds are named “SSSlarski” and “Psslurli”, but Radeberger calls them “Sissy” and “Pissy”. The kobalds have a very limited understanding of goblin, and Radeberger has no ability to speak kobald. This means that the kobalds only do what Radeberger wants about 60% of the time. The other 40% of the time things go from bad to worse in interpretation. If Radeberger gives a command, and the percentile roll to understand is between 61 and 90, the player to the right gets to decide what misinformation is given to the kobalds. If the percentile roll is between 91 and 98, the player to the left gets to provide poor misinformation to the kobalds. On a roll of 99 and 100, the DM gets to cause some horrific result that may play out before the end of the session.
Dollnitzer sees himself as a brawler. He has scrounged animal hides and turtle shells to create his own armor. He has created several crude spears with sharpened stone tips. He is quite ingenious at shaping stone to a sharp point. The problem is that if he throws a spear and it misses its target, it has a 1 in 4 chance of shattering the stone tip because it hit a rock.
He wants to get a goblin sword, but only the hunters get this. He is not trained in swordplay, but if he comes across a sword in a fight, he is compelled to pick it up regardless of how big it is. If he picks up a shortsword, he wields it at disadvantage. If he picks up a larger sword, he wields it at disadvantage – 2 to hit because of its size compared to his stature. If he hits with the disadvantate -2, he wields the sword for the rest of the battle with advantage and no penalty.
If he finds a two handed sword at a battle, he is completely obsessed with wielding it, and spends the rest of the battle trying to pick it up so he can fight with it. He must make a DC15 strength check to pick it up, and wields it at disadvantage -5 to hit. If he hits, he fights with advantage for the remainder of the battle.
Dollnitzer has two goblin slaves who scurry around trying to push enemies towards their master to kill. This can cause problems if Dollnitzer is occupied trying to pick up a two handed sword.
Dollnitzer’s slaves are named “Spitz” and “Stumpf” They want their master to move up to the hunter caste, since that should mean that they move up to a higher level of slave. They know that they will never be anything but slaves, but the opportunity to move up to serve a master at a higher level is a great thing.
Kostritzer is a master at throwing daggers and darts. He spends his time creating stone weapons that are bladed on one side, that can be thrown. Kostritzer fancies himself as an assasin of monsters. He wants to move up to the hunter caste so he can kill faeries, gnomes and other fey. He has never seen a fey, but he has listened to every story that he can get, to create a knowledge of his enemy.
Kostritzer is an unusual male goblin. He has some limited Booyahg abilities, including being able to cast the following two spells a total of four times per day (1 of the first, 3 of the second, 2 of each etc):
- True Strike
Kostritzer has a severe dislike of being dirty. Most goblins are pretty nasty critters, Kostritzer desperately despises being unclean. He will reserve at least one prestidigitization for cleaning himself up after battle, unless his life (and only his life) is truly in danger. He realizes that being close to the battle equals getting blood and guts on him. He will move as far as possible from the battle, and throw his weapons from the maximum short range, maybe somewhere in the middle range, to reduce the possibility that he will become soiled.
He has two kobald slaves, one named “Ssslik” and the other “Sssclick”. Both slaves want to do anything to live, and appease their master – in that order. They do not want to move back to the slave pens, but they also don’t want to die. Being a slave of Kostritzer also has the advantage of getting lots of food. Kostritzer is picky about what he eats. If food is slightly off, he would rather starve. This means that the properly tenderized meat with extra flavor is relegated to the two kobalds.
Kostritzer claims that Kulm has warts from frolicking with gnomes. This is a particularly insulting jibe, and Kulm, aka Wartburg threatens Kostritzer, to which Kostritzer merely smiles.
Jever is a fighter who feels that he is destined for goblin greatness. He was given two names. This is obviously a sign. Rumor has it in the village that Jever simply added a second name, and if a lie is told often enough, it becomes the truth.
Jever is a dirty fighter. He will sneak around, and try to kill the enemy by flanking, or killing the monster from behind. He feels justified in this, since the only way that he will achieve the greatness that he is bound for, is to live long enough to get there. Since he knows that goblins can die quickly, he is very careful about this.
Jever aggravates the other goblins, since he takes credit for other’s kills. The one advantage that Jever has is that he has an amazing sixth sense for sensing when orcs are coming. He has a tight group of friends who he feels will support his ascendency to nobility, and he looks out for them, making sure that they leave the village before the orcs arrive. He doesn’t tell the rest of the village, since he openly tells his friends that he hopes that the orcs will kill Grolsch, Kottbusser and Kotbuss. He isn’t worried about Schnitzel telling Bitburger about his plans, since Bitburger still has a place in Jever’s future reign, since Bitburger still has not taught the apprentices all they need to know.
Jever uses a triangular stone dagger. He keeps a vial with a variety of feces and urine along with sand. He dips the dagger in the vial, knowing that even if he doesn’t kill the monster with the first blow, the subsequent infection will kill the monster. He is convinced that other goblins will respect him knowing that he has combat method which will cause monsters a painful death.
Jever has no slaves, since they would likely stab him in the back when he ascended to nobility. He is wary of anyone who is not in his group of friends. He is convinced that all of his friends will support him, even through they may not.
Jever is particularly fond of Ratskeller, and loves to goad him.
Ratskeller is a master at making rope and twine. He can take any soft of fibrous material and turn it into something which can be used to bind or for a trap. He can also create a rope net faster than anyone else in the village. The nets can be used to capture prey in the forest, or catch fish.
Ratskeller uses a stone ax to cut his fibrous material, and a stone blade to work the fibers. He is very good at using his ax, not only on fibers, but also on enemies.
Ratskeller has a particular hatred of dwarves. He constantly goes around muttering, demanding that the party go and kill dwarves. No one knows why he hates dwarves, he just does. His hatred of dwarves is such that whenever anyone tries to get him to explain why they are so hated, Ratskeller starts sputtering and fuming making bestial noises after the third or fourth word in his explanation. After ranting and raving for between a minute and 5 (1d4+1 minutes), Ratskeller will finish up his raving with something like “So you see” or “Now you know”. Often Ratskeller will need to take a nap after raving, as he becomes so intense in his argument that he actually becomes exhausted.
Jever finds it amusing to get Ratskeller fuming about dwarves. He loves to do this in front of any visiting hobgoblins, orcs or gnolls. Ratskeller’s fuming is so intense that the visiting hobgoblin, orc or gnolls will want to bring Ratskeller along just to see the masterful slaying of the dwarf that Ratskeller is so capable of. When Ratskeller gets assigned to a war party this way, Jever convinces the rest of his friends to come along also for the fun.
Wartburg is actually named Kulmbacher. He refers to himself as Kulmbacher, or Kulm. No one else calls him that. They call him Wartburg. This is because of the plethora of warts on his skin. Kulm is very sensitive about his warts. Kostritzer claims that Kulm has warts from frolicking with gnomes. Kulm / Wartburg is highly incensed by this notion, especially since all of the other goblins start teasing him the same way about frolicking with gnomes. It almost sounds like a group of howler monkeys as the teasing rolls back and forth among the other goblins.
Wartburg is very good at close in knife fighting and using the short sword. He has a stone dagger, and will pick up a short sword at the first opportunity. He believes that if he fights hard enough, eventually, the scars of battle will be what Kulm is praised for, instead of being teased for his warts.
Kulm seethes at being teased. He fantasizes openly about leading the other goblins into a trap where they would all be massacred by monsters, with only him returning. Of course, he would never do this, or would he?
Kulm has a passionate hatred for gnomes. He is desperate to kill a gnome of any age, any sort. He wants to prove his mettle by killing one of the horrible fell beasts.