FREQUENCY:
Uncommon
NO.
APPEARING: 40-400
ARMOR
CLASS: 6
MOVE:
6"
HIT
DICE: 1-7 HP
%
IN LAIR: 40% (80 Goblins: hills,
TPL30:5th, REF3.31)
TREASURE
TYPE: Individuals [K], Lair [C]
NO.
OF ATTACKS: 1 ~ 20 (19/18/16)*** <note>
DAMAGE/ATTACK:
1-6
|| weapon
SPECIAL
ATTACKS: Nil (missile weapons)
SPECIAL
DEFENSES: Nil
STRENGTH:
10
INTELLIGENCE:
Average
(low)
ALIGNMENT:
Lawful
evil <'depraved': FR novel>
SIZE:
S
(4'tall) <43,41"+1d10><72#,68#+5d4>
LEVEL/X.P.VALUE:
I
| 10 + 1
DEITY:
Maglubiyet
*** For guards && leaders.
Goblins
have a tribal society, the strongest ruling the REST, allowing fealty to
The Goblin King. <c>
It
is possible that goblins are distantly related to kobolds.
Like
the latter, goblins enjoy dwelling in dismal
surroundings,
although
they tend to inhabit caves &&
similar underground places in
preference
to any habitation above ground.
They
too hate full daylight and
attack
at a -1 when in sunlight.
Goblins
have normal
infravision (60' range).
For
every 40 goblins encountered there will be a leader && 4 assistants
who are equal to orcs, each having 7 HP
and attacking as monsters with a full HD (THACO
19). <>
If
200 or more goblins are encountered there will be the following additional
figures:
a
sub-chief && 2-8 guards, each fighting as hobgoblins
and having 8 HP, AC
5, and doing 1-8 HP damage (THACO 18). <>
There
is a 25% chance that any force of goblins encountered will have 10% of
its {strength} mounted on huge wolves
(qv) and if this is the case there will also be from 10-40 of these creatures
without riders.
<worgs
or dire wolves?>
LAIR:
In their lair there will be the following additional figures:
a
goblin chief and 2-8 bodyguards (9-14 HP,
AC
4, fight as gnolls doing 2-8 HP of damage,
THACO 16), <>
females
and young equal to 60% and 100% respectively of the number of male goblins
encountered.
As
is usual with creatures of this sort, the females and young do not
fight.
A
goblin lair will be protected by from 5-30 huge wolves
not less than 60% of the time.
There
is a 20% chance that 2-12
bugbears will be in
a goblin lair.
<wargs,
probably>
Goblins
are typically armed with:
10% | short sword && military pick | 01-10 |
10% | short sword && sling | 11-20 |
10% | short sword && spear | 21-30 |
10% | sling | 31-40 |
20% | morning star | 41-60 |
10% | military pick | 61-70 |
30% | spear | 71-00 |
<Note: there are two kinds of military picks: footmans
(c. 4' long) and horsemans
(c. 2' long)>
<Note: slings can be fire sling
bullets or sling stones>
Leaders && guards will typically have the best weapons, bearing two each.
Goblins
are fair miners, and they are able to note new or unusual construction
25% of the time. <link:dsg.mining>
They
hate gnomes && dwarves
and will attack them in preference to any other creature.
All
goblins are slave takers and fond of torture.
<(Torture Chamber Furnishings)>
The languages spoken by goblins are: their own, LE, kobold, orcish, and hobgoblin.
Description:
Goblins range from yellow
through dull orange
to brick red<#C11B17:Firebrick3>
in skin color.
Their
eyes are reddish
to lemon yellow.
They
dress in dark leather gear,
and their garments tend towards dull, soiled-looking colors (brown drab,
dirty
gray, stained maroon<#810541>).
Goblins
reach the age of 50 years or so.
Tribal Spell Casters : Shamen (C7 maximum) OR witch doctors (C7 / MU4 maximum). Not recommended for random encounters.
GOBLINS: ARMYROSTER SHEETS (BATTLESYSTEM)
PLAYER NAME:
ARMY:
BRIGADE:
UNIT NAME: Sword & light crossbow
UNIT TYPE:
AC:
#FIG:
UNIT COMMANDER/DEPUTY:
HD/fig:
RATIO:
LEVEL/RACE/CLASS:
MV:
SIZE:
MR%:
PPD:
P/P:
RSW:
BW:
SP
AR:
AR Modifiers:
ML:
ML Modifiers:
DL:
Wpn/Dmg:
SPECIAL ABILITIES AND LIMITATIONS:
FREQUENCY:
Uncommon ([Cold Civilized Mountains])
FREQUENCY:
Rare ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized
Swamp], [Cold Civilized Plains], [Cold Civilized Desert])
FREQUENCY:
Uncommon ([Cold Wilderness Mountains])
FREQUENCY:
Rare ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness
Swamp], [Cold Wilderness Plains], [Cold Wilderness Desert])
FREQUENCY:
Uncommon ([Temperate Civilized Mountains])
FREQUENCY:
Rare ([Temperate Civilized Hills], [Temperate Civilized Forest], [Temperate
Civilized Swamp], [Temperate Civilized Plains], [Temperate Civilized Desert])
FREQUENCY:
Uncommon ([Temperate Wilderness Mountains])
FREQUENCY:
Rare ([Temperate Wilderness Hills], [Temperate Wilderness Forest], [Temperate
Wilderness Swamp], [Temperate Wilderness Plains], [Temperate Wilderness
Desert])
FREQUENCY:
Uncommon
([Tropical Civilized Mountains])
FREQUENCY:
Rare
([Tropical Civilized Hills], [Tropical Civilized Forest], [Tropical Civilized
Swamp], [Tropical Civilized Plains], [Tropical Civilized Desert])
FREQUENCY:
Uncommon
([Tropical Wilderness Mountains])
FREQUENCY:
Rare
([Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical Wilderness
Swamp], [Tropical Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY: Common ([Dungeon Level I])
<
DISPOSITION:
Hot tempered (DL source, unknown)
MORALS:
Depraved (FR source, unknown)
ODOR:
S ("You can never get rid of the goblin smell, you know." - Tas, DL Saga
Graphic Novel)
>
Quote:
Originally
Posted by JMac5892
Thanks
-- yep, I'm not thinking of these as hard rules, but rather guidelines
to keep in mind as I consider each monster individually.
As for kobolds (and goblins), treating them as 1 HD monsters for attack purposes will give them a whole new dimension...
Yes.
And as we are in agreement here you too must be a gaming genius!
Cheerio,
Gary
Goblin War Machine
(Dragon #91)
<credit the
painters>