Showing posts with label goblins. Show all posts
Showing posts with label goblins. Show all posts

Sunday, May 10, 2020

Goblins Collector


Goblins collectors are remnants of the great myconid war. They were created to assimilate goblins and convert them into fungal drones. But these walking fungal mounds developed a symbiosis relation with the goblins they assimilated and started to lovingly collect them. They became protective of their assimilated goblins and refused to put them at risk. Their myconid handlers tried to get rid of these montrosity by poisoning them but the mutant goblins they assimilated helped them to develop a immunity to the tailored poison spores.

Only a few Goblins Collector survived the war and the myconid purge, these colossal fungus live a nomadic live, travelling between caverns that are large enough to accommodate their size.

The symbiotic goblins work well together and are good fungus collectors. They live in the birthing chambers situated in the hunchback of the Goblins Collector, some goblin build crude structures on their collector.

The birthing chambers are interconnected by a network of passages and secondary chambers that ressemble a small caverns network that can be explored like a dungeon. The connecting tunnels being goblin sized, most adventurers would have to walk on their knees to crawl through them. The symbiotic goblins take good cares of these chambers and will hunt any parasites that tries to settle in.

Other goblins tribes respect the goblins collectors because they usually travel in the periphery of their tribal territories and serve as a border patrol. They are tolerated since they are too big to venture into the tribe's tunnels, a few goblins get assimilated by the collector, but this is ok, in a sense these goblins are only joining a new tribe.



Goblins collectors have between 6 to 9 HD. They slowly regen HP by eating fungus or by assimilating goblins (and other beings). 
  • AC: as leather
  • Attacks: trampling for 2d8 dmg. 
  • or d6 pseudopods attacks that do a d6 damages.  
  • ML: 8 
  • On a failed ML test, the Collector release a cloud of confusion spores and retreat. 
  • Confusions spores make people wander in random directions for 2d6 rounds (saves half the duration). (Characters can remain still to avoid wandering around)

Collectors are accompanied by a d6 of goblins for each of their HD. The collector lose a HP when one of their goblin die.  

Creatures killed by their pseudopods are ingested, then digested or assimilated.
Goblins will always be assimilated and heal the Collector by their amount of HP.
If a adventurer get ingested and make a constitution save, they are reborn 2d6 turns later into one of the birthing chambers of the hunchback.

Roll a d12 on the goblin rebirth table (goblins roll a d8):
  1. You are reborn as 2d3 goblins. 
  2. You are reborn as  2 goblins.
  3. You are reborn as  a goblin.
  4. You are reborn as  a goblin.
  5. You are reborn as  a goblin.
  6. You are reborn as a goblin that will grow into a hobgoblin.
  7. You are reborn as a goblin that will grow into a bugbear.
  8. You are reborn as a goblin collector hybrid. 
  9. You are reborn as a random level 1 character of the same class and specie. 
  10. You are reborn as two level 1 copies of yourself (play both)
  11. You are reborn as two copies of yourself, one is a NPC who think they are e a goblin.
  12. You are reborn as a copy of yourself. 
  • A character reborn as a goblin can be played as a goblin character class (HD: d6). 
  • If a character is reborn as multiple goblins, the player play all of them. 
  • Characters that grow into other goblinoids grow in size as they level up. 
  • Reborn characters have a hard time remembering who they are (ask for WIS tests to remember stuff). 
  • A reborn character get 2 points of reaction bonus when dealing with goblins of their collector's tribe. 
  • Characters reborn as humans have infravision and the goblin's weakness to sunlight.
  • A character reborn as a goblin collector hybrid are reborn as a female goblin that can devour dead goblins to assimilate them into the tribe. A devoured goblin will heal the hybrid by their amount of HP, left over HP heal the Collector. When eating a goblin, the hybrid must make a saving throw, on a fail the assimilated goblin will be reborn in her womb (instead of a birthing chamber). This pregnancy last 2d6 days. This baby goblin mature in a number of days equal to their total HP. These goblins share traits with their "mother" and will follow her as a hireling. Hybrids grow in size as they level up, up to ogre size at level 8. Note: if the pregnancy stuff cross a player's line, all the devoured goblins are reborn in the birthing chambers.  

Tuesday, June 18, 2019

Goblin Enchantress Mini Zine

A second 8 pages home printable mini zine.
This time I found a way to use the verso of the page. You can open vertically the zine to access a random selection of goblins mobs. :)

Same as before:
1) Download the files.
2) Print in letter format with no margins (full page).
3) Print the second page on the verso.
4) Follow the assembly instructions for the 8-sided zine on1 sheet with 1 cut:https://en.wikibooks.org/wiki/Zine_Making/Putting_pages_together 
(at the bottom of the page)
Print files are there:

Wednesday, June 21, 2017

Saturday, February 25, 2017

Goblin Princess & body guards

Goblin Princess wearing The War Tongue + body guards.
I try to balance special goblins with grunts to avoid ending up with a tribe of special goblins. Some gobs get more quirks but all of them got at least 1 or 2. I will post the grunts later on patreon.
https://www.patreon.com/user?u=387943


Monday, February 13, 2017

Side project: drawing a whole tribe of goblins!

I have updated and reactivated my Patreon. To keep things alive there, I am going to draw goblins with quirks until I have a entire tribe of goblins (maybe around 100+ goblins). I will compile them into a zine that will include the Goblin Enchantress class. This way you can use the goblins as monsters, pre-gen funnel characters or as minions for your Goblin Enchantress!

https://www.patreon.com/posts/goblins-8073769


Friday, January 27, 2017

Goblin Phoners

Goblin Phoners always show up when adventurers try to focus on something, like picking a lock, resting or studying spells. They talk loudly on their totemic phones about boring business or personal stuff.

They install their offices were you are and after a few calls other goblins show up to deliver useless stuff and to seem busy doing nothing useful.

Trying to listen to their conversations ask for a saving throw to avoid the effect of a confusion spell (see conversations). 

If you try to talk to them they simply ignore you. If you antagonize them they let you know that you are clearly bothering them. If you start a fight they can dial spells on their totemic phone.

Goblin Phoners (1d6) [AL C, MV 60’ (20’), AC 6, HD 1 -1, #AT 1 (special), THAC0: 19, SV 0 human, ML 7

Special abilities:
  • Make a phone call (free of charge the first time): summon 1d6 goblins after 1d6 rounds. 
  • Teleport (cost 2 phone charges): teleport self or other to a random dungeon location. 
  • Putting you on hold (cost 1 phone charge): cast hold person spell. 
  • 911 (cost 2 phone charge): attract a random dungeon encounter that have to listen to the goblin complains. Will leave after 1 turn if the goblin is not in danger.
  • Its for you (cost 1 phone charge): cast charm for 2d6 rounds if the character take the call. 
  • Conference call (cost 1 phone charge): summon 2d6 goblins and 1 random dungeon encounter to a specific dungeon location. Everyone arrive after 1d6 turns. The summoned goblins try to look busy. The random dungeon encounter look confused. 
Phone charges: 
totem phones use the goblins ML as their phone charges. To recharge their ML the goblins have to do goblin stuff, they recharge 1d6 charges each time the adventurer take the time to rest. Sometime they also use totemic chargers that they have to plug right were the characters are. A totemic charger recharge 1d6 charges by turn before burning up (cause 1d4 electricity dmg). 

If you pick up a totemic phone you can use your HP as charges. 1 charge cost 2 HP. 
(4 HP if you have a bad relation with the goblin's totems). 

Conversations:  

If someone is foolish enough to listen to a goblin conversation (save vs confusion spell) or to take a phone call (save vs charm person) roll a d10 on the conversation table:
  1. The call is about some goblin business or project in the dungeon. It is possible to get some gold by getting involved. Naturally goblin business and projects are a lot of trouble. (This involve 1d6 gp (or 1d6x10gp for big or risky projects) by round of conversation. 
  2. The call is about personal goblins matters. Helping the poor goblin's situation can grant a goblin contact or henchmen. But goblins matters are very complicated (and confusing)!
  3. The call is gossip about a monster or a encounter.
  4. The call is gossip about a treasure or magical item. 
  5. The call is gossip about a dungeon room or trap. 
  6. The call is gossip about a NPC party or one of the PC. 
  7. The call is about goblin politics, you have a big headache (-1 to saves until rest) but you can use this to get +1 reaction bonus with goblins.  
  8. The call is about goblin nerdy tech, you have a bigger headache (-2 to saves until rest) but you can use this for a one shot boost to your find/remove trap skill or to get a clue about a puzzle. 
  9. The call is about goblin cooking, that involve the effect of a random potion and 2d6 ingredients. Asking the goblin to repeat the ingredients just get more confusing... 
  10. The call is with a goblin totem, spirit or deity. The entity ask for a Quest and grant a blessing on accepting and a curse on refusal. Accomplishing the Quest grant a additional reward. Ignore the blessing or the curse if someone is just listening to the conversation. 

Tuesday, March 22, 2016

Hollow Hermit

A man who was once able to walk between worlds have lost everything. After a long voyage, back in his homeland, he tried to meditate to feel again the touch of the other worlds. But he only felt emptiness... Lost in his meditation he became a portal to the hollow world. Now he generate hollow matter and hollow goblins who play with hollow yoyos and who cause a lot of problems by absorbing stuff.  
Adventurers must stop the hermit meditation before he generate too much hollow matter and create more hollow creatures. 

If someone gently touch his skin with their bare skin: roll a reaction test. 
On a very bad result he implode and everyone in a radius of 2d6x5 units must save vs breath weapon to avoid being suck into the hollow world.
On a very good result he cry and close all the holes created by the hollow matter. The hollow creatures become normal creatures eager to learn and to have new experiences. 
On a bad or good reaction the hollow creatures hesitate for d6 rounds (they only defend themselves). Other results have no effects.

Killing the hollow man stop the flow hollow matter and the hollow creatures will loose 1hp by hour until they die, leaving empty husks.

Hollow man: as a cleric two level above the group level. 
He can't cast any spells but he can empty himself to summon more hollow matter.
While connected to the hollow world he regenerate 1d3 hp by round by slowly draining matter and emotions around him. 
Magic resistance: 2% by hit points (the spell is suck in a hole)

Hollow matter creation: by taking 1d6 dmg he can create a 1HD hollow creature.
For each additional d6 dmg he take, he can summon creature with a additional HD up to his own level. 
Or he can take 1 point of dmg to make a hollow matter attack (he can do up to 3 hollow attacks by round). Hollow matter creatures have a magic resistance of 2% by current hit points.

Hollow matter: being hit by hollow matter cause d6 dmg and destroy one point of AC. 
Plus the target must save VS death to avoid feeling the emptiness of the hollow world. 
On a failed save the target feel empty and is infected by a hole connected to the hollow world that drain 1 of his hit point each day (natural healing still occur).
This hole work like a bag of holding. But you have 1 chance on 6 of pulling back a 1/2 HD hollow creature instead of the wanted object. (make a reaction test to see the hollow creature behavior). 
Someone who die by hollow matter drain vanish and only leave a hole behind.

Hollow goblins:
Number encountered: start with 1d4+1 but augment the die after each goblin encounter or after each day.
HD: 1
Armor: none
To hit: -2 to hit during the first round since their senses suck outside of the hollow world.
Attacks:

  • Hollow yoyo: d4 hollow matter dmg. Range: as a throwing axe.
  • Hollow touch: d6 hollow matter dmg.

Magic resistance: 2% by hit points (the spell is suck in a hole)

Treasures: you can risk putting your hand in their holes to find stuff that was absorbed in the hollow world...

If doing so Roll a d12:

  1. Something suck you in: save VS death to avoid being suck into the hollow world. 
  2. Something alive: you pullout a 1/2 HD hollow creature, for 1d6 rounds 1d4 of it siblings follow it out. (test reaction)
  3. Someone or something is touching you: roll a reaction test to see how it is touching you... 
  4. d6 useless objects 
  5. Something big that you can't pull out
  6. Something useful like a tool or a weapon 
  7. Coins worth 3d6 GP   
  8. Something precious: a crafted item worth d20x10 GP 
  9. Gem: a single gem worth d100 x 10 GP, on a 01 or 00 results something want it back... 
  10. Minor magic item stuck in something gooey (open door or other tricks to pull it out) 
  11. Sculpted hollow sphere that can contain something abstract 
  12. Something totally alien that is not harmful right now, but can be dangerous later.

Thursday, October 9, 2014

Goblin Enchantress (with shaman and retinue)


B/X Goblin Enchantress by Benjamin Baugh (Special collaboration!)

Goblin Enchantresses (or in some cases,  Enchanters ) are not goblins who cast spells or enchantment, but rather humans who for whatever reason - natural attraction, strange rituals, or ancient family secrets - are enchanting to goblins.  Goblins love them, are oddly mesmerized by them, and obey their call and their will.  The more a goblin enchantress allows goblins to server, the more willing they are to do so.

The prime requisite for a goblin enchantress is Charisma.  A goblin enchantress who's Charisma is 13 or greater will gain a bonus on earned experience points.

RESTRICTIONS:  Goblin enchantresses use four-sided dice (d4) to determine their hit points.  They may wear leather and chain armor, but if so armored, can not use some of their special abilities (see below).  They may not use shields.  They may use any type of one-handed weapon, but if armed, may not use some of their special abilities (see below).  Further, because of their special relationship with goblins, they may never have normal retainers or followers, though they do attract special goblin retainers as they grow in influence.

SPECIAL ABILITIES:  A goblin enchantress is surrounded by a mob of eager if somewhat runty goblins who adore fawn and worship.  This strange power over goblinkind does not extend to their cousin species, like orcs, ogres, or similar.  With access to a suitable underground area - a dungeon mouth, caves, deep cellars - a goblin enchantress can call out in a strange song which draws out the goblins, and lays a glamour over their minds.  This siren call gathers d6 goblins per level of experience (to a maximum of 6 per level), who will follow and serve the enchantress until dismissed or slain.  New goblins can be called no more than once per day, and if above ground, only at night.

These enchanted goblins are less autonomous than those encountered during an adventure, but once per round, the Enchantress can give some or all of them a command, and they will continue to carry it out until their task is completed or until told to do something else.  They may perform most simple tasks with reasonable ability - succeeding on 1 in 6, modified by the number of goblins assigned to the task.  These tasks require 6 turns to complete, minus the number of goblins assigned.  If 6 are assigned, then the task is completed in a single round.

Goblins may be command to...

Perform domestic services - cooking, cleaning, and mending.

Perform manual labor - digging, clearing rubble, and similar activities requiring little finesse and strong backs.

Hunt, Fish, or Forage - providing a meal for d6 individuals, though they will most certainly spit in any food prepared for anyone but their enchantress.

Search an area - finding traps, hidden doors, treasure and similar.  If a trap is found, it is located by a goblin accidentally activating it.  d6 goblins are caught in the trap.  If it inflicts damage, a d6 goblins are affected (see below on enchanted goblins and injury).

Scout Ahead - the goblins are not particularly stealthy, as they babble and sing the praises of their enchantress constantly, but can scout ahead into the next dungeon area, but will never willingly get more than 30 feet away from their enchantress.  _

Additionally, in some situations goblins will act quickly...

if their Enchantress is unarmored they will armor her with their bodies, each goblins assigned to distract and protect her granting -1 to her AC to a maximum of 0.

if their Enchantress is unarmed they will attack her enemies within 30 feet, savagely but without much skill.  One goblin can inflict a d4 damage to a single target.  Each additional goblin assisting in the attack increases the die type by one step - so two goblins inflict d6 damage, three goblins inflict d8 damage, four goblins inflict d10 damage, and five inflict a d12 damage.  Goblins may be divided into however many groups the Enchantress desires to make these attacks.  Each group of goblins attacks like a Thief with level equal to their Enchantress's.

If their Enchantress is threatened they will sacrifice their lives to save hers.  Each goblin can absorb one d6 damage, dying in the process.  These goblins die with a smile on their twisted faces, and earn the jealousy of their fellows.  Her goblins will sacrifice themselves regardless of her wishes - the only time they will disobey her will.

If their Enchantress is unencumbered they will carry her, using their bodies to comfortably bear her weight.  Each goblin assigned to this task grants a speed of 10, with a maximum speed of 100 (ten goblins assigned to carry).

If their Enchantress is weary  they will bear her burdens, and each goblin so assigned can carry a load of 400 coinweight.  If asked to perform some other task, goblins carrying weight must drop their load first.

If their Enchantress is Bored, Worried, or Sad they will caper and clown, sing goblin songs, and make her frightful little dolls of lichen and twigs.

If dwarves are present enchanted goblins will mock, threaten, and insult them and make a show of protecting their enchantress from the dwarves, even if they're on friendly terms.

Enchanted goblins are not that independent, and are quite interchangeable - even their enchantress has trouble telling them apart.  If attacked individually, they have an AC of 8.  When damage is determined, roll a d6.  If it is equal or less than the damage inflicted, the enchanted goblin is killed.  Goblins make saving throws like their enchantress, and are immune to magic which would charm them away from their enchantress.  For the purposes of Sleep spells, they are considered to have hit dice equal to their Enchantress's level.

If ordinary goblins are encountered during an adventure, a reaction roll is made regardless of circumstances, modified by the goblin enchantress's Charisma bonus.  On a result of 6 or more, the enchantress may take a d6 + her level of experience goblins into her service, up to her maximum allowed.  Any remaining goblins, terrified of this power, must make a morale check, and if they succeed, immediately attack.  

Finally, while the goblin enchantress can not recruit human or demi-human followers, she may recruit goblin retainers.  These serve normally, and can include warg riders and goblin shaman who are able to cast spells.


The goblin enchantress makes saving throws and fights like a magic-user

Level   Title                     Exp.Points   Hit Dice      Summon Gob   Max Gob
1           Cave Maiden            0                 1d4               d6                      6
2           Dungeon Witch     4000             2d4              2d6                    12
3           Pretty Lady            8000              3d4             3d6                    18
4           Cruel Star             16,000            4d4              4d6                    24
5           Sweet Tyrant       32,000            5d4              5d6                    30
6           Deep Seer             64,000            6d4             6d6                    36
7           Cursetongue        120,000          7d4             7d6                     42
8           Blessed Hag        250,000          8d4             8d6                     48
9           Wormqueen         400,000         9d4              9d6                     54
10         Dark Mother        600,000         9d4+1          10d6                  60

When the goblin enchantress reaches 9th level, she may take a goblin city as her stronghold

notes  This is a bit fiddlier than most basic classes, but the core mechanics are simple enough to put on a 3x5 card.  Assign goblins to tasks, get bonuses etc.  Manage your goblins, because they can die pretty easily.

A simpler and more abstract way to handle this is by replacing the mob of goblins with a single goblin die which improves as the goblin enchantress levels.  This goblin die represents, in aggregate, the strength of all goblins working together.  So when commanded to attack, it inflicts gD in damage.  When defending, the goblins absorb gD in damage or provide it as a bonus to the enchantress's AC.  roll the gD equal or greater than 3 to complete any of the basic goblin tasks. When used, roll the die and if it comes up 1, some goblins have died in the process, and the die value is stepped down by 1 rank until the enchantress can recruit new goblins.  So, for example, if she attacks with her goblins, and inflicts a d6 damage on all her enemies within 30 feet, then roll the die again.  if it comes up 1, then the die value drops to d4 until she can recruit.  This represents goblins being killed serving her will.

I couldn't decide which mechanic I wanted to develop, so I went with the first one for arbitrary reasons.  If people would like to see it, I'll work this second one out in more detail.