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Goblins

Considered nothing more than murderous pests by most, goblins dwell on the fringes of other societies, scavenging amongst their waste and building their society in squalor. Though weak on their own, goblins often gather in huge numbers to overwhelm their enemies.

Summoning Difficulty: +2

Foul Beast, Cruel and Vicious

Good At: Biting and Gnashing (+3), Fighting Real Dogs (+1)

Bad At: Remembering I Have A Rider (-2), Not Shying Away From Flames And Loud Noises (-2)

Hits: [1][1][1][1]  

Up to three (3) Goblin Dogs will form a mob. Add four (4) hit boxes per Goblin Dog. +1 attack and create advantage for each additional Goblin Dog remaining.

These vicious creatures are mean and nasty, particularly when fighting as a pack, but they are afraid of fire and loud noises.

Goblin Dog

Summoning Difficulty: +8

More Deadly Than You Think, Dogslicer!

Good At: Melee Combat (+3), Raids (+1)

Bad At: Knowing When To Run (-2)

Stress [1][2][3]

Mild (2)

Moderate (4)

Do not treat as a mob.

These buggers put up a fight and die hard. When they are close to death, roll 4dF and apply their Bad At Knowing When To Run Away modifier against a difficulty of Average (+1). If they succeed they run away, if they fail they fight to the death. Grrrr.

Elite Goblin

Summoning Difficulty: +0

Scatterbrained, Out Of Control

Good At: Undisciplined Attack (+2)

Bad At: Making Sense (-2)

Treat up to ten (10) Excited Goblins as a mob; add +1 hit box and +1 to attack for every two Excited Goblins remaining

Excited Goblin

Summoning Difficulty: +6

Vicious But Lazy, Nauseating Breath

Good At: Slithering and Sneaking (+2), Biting (+2), Sickening Belch (+2)

Bad At: No Arms (-4)

Stress [1][2][3]

Mild (2)

Do not treat as a mob.

Goblin Snake

Summoning Difficulty: +4

Fire Fire!, Ha Ha Only Kidding...RUN!!!!

Good At: Burning Brand (+2), Lighting Things On Fire (+2)

Bad At: Being Brave (-2), Avoiding Self-immolation (-2)

Hits: [1][1][1]  

Up to three (3) Pyromaniac Goblins will form a mob. Add three (3) hit boxes per goblin. +1 to attack and create advantage for every two (2) Pyromaniac Goblins remaining

Goblin Pyro

Summoning Difficulty: +3

Sneaky When They Want To Be, Surprise!

Good At: Stealth (+2), Attacking From Surprise (+2)

Bad At: Stand Up Fights (-2)

Hits: [1][1]  

Up to five (5) Sneaky Goblins will form a mob. Add two (2) hit boxes per goblin. +1 to attack and create advantage for every two (2) goblins remaining

A pack of these attacking together from hiding can be nasty, otherwise they tend to flee at the first sign of trouble.

Sneaky Goblin

Summoning Difficulty: +1

Trusted Lieutenants, Compound Short Bows

Good At: Shooting Bows (+3), Being Patient (+1)

Bad At: Melee (-2), Shooting On The Move (-2)

Hits: [1][1]  

Up to five (5) Goblin Snipers will form a mob. Add two (2) hit boxes per goblin. +1 to attack and create advantage for every two (2) goblins remaining

Goblin Archer

Summoning Difficulty: +1

Filth Covered Blighters, Vicious

Good At: Throwing Poo (+3), Functioning In Sewers (+1)

Bad At: Avoiding Being Smelled (-2), Bright Light! (-2)

Hits: [1][1]  

Up to five (5) Sewer Goblins will form a mob. Add two (2) hit boxes per goblin. +1 to attack and create advantage for every two (2) goblins remaining

Sewer Goblin

Summoning Difficulty: +2

Sugar Fiends!, Extra Quick

Good At: Evading Capture (+2), Scampering (+2)

Bad At: Being Quiet (-2), Avoiding The Lure Of Sweets! (-2)

Hits: [1][1][1]  

Up to three (3) Sweet-toothed Goblins will form a mob. Add three (3) hit boxes per goblin. +1 to overcome and defend for every two (2) Sweet-toothed Goblins remaining

Happy Goblin

   Sweet-toothed Goblins are sugar fiends! They aren't really very tough but they are hard to come to grips with...they keep slipping loose like a greased pig in pursuit of more tasty sweets!