Early Access
Goblins are wicked, grasping, and perversely resourceful. Usually no larger than children, they can seem like pesky rabble, but that illusion hides something altogether more cunning. Tribe members work together to accomplish their goals of murder, kidnapping, and theft.
Motive: Greed, theft
Environment: Tunnels and caves, usually in groups of ten or more
Health: 3
Damage Inflicted: Minor wound
Movement: Short
Modifications: Perception, stealth, and setting traps as level 5
Combat: A goblin attacks from the shadows with ambushes and hit-and-run tactics using various stolen, broken, or makeshift weapons.
When a goblin first attacks from ambush or against an unaware target, they attack as a level 4 creature and deal a moderate wound instead of a minor wound.
A goblin may attempt to draw larger prey into a trap they’ve previously set.
Goblins often flee in the face of real danger.
Interaction: Goblins are lying tricksters but can be cowed into cooperating for short periods.
Use: Thieves and murderers, goblins are foes to all, even rival goblin tribes.
Loot: Aside from weapons, each goblin carries a personal stash, including bones, shiny rocks, sticks, and other bits of worthless trash, plus currency equivalent to an inexpensive item.
GM Intrusion: The goblin’s attack was poisoned, and the character must make a Might defense roll or take a moderate wound (ignores armor).