Goblin 1 (3)

Early Access


Goblin Traps

Most goblin traps are only large enough to affect one creature and must be reset after being triggered (taking one minute). Characters who become physically trapped or netted remain so until they can escape with a successful Might or Speed task.

Deadfall trap (level 5): Drops heavy debris in an immediate area, inflicting a moderate wound and trapping the character underneath unless they succeed at a dodge roll to avoid it. (Dodge tasks against area attacks are hindered.)

Hidden pit trap (level 5): Drops a character into a pit on a failed dodge roll, inflicting a minor wound and trapping the character in debris and filth. (Optionally, the pit contains a swarm of fist-sized spiders.) Once revealed, the pit is easily noticed.

Net trap (level 5): Hooked net traps one creature on a failed dodge roll. A trapped creature’s actions (including defense tasks) are hindered, and goblin attacks against them inflict a moderate wound instead of a minor wound.

Poisoned spear trap (level 5): Short-range hurled spear inflicts a moderate wound, aimed higher than the tallest goblin’s head and usually positioned in a narrow area such as a corridor. A struck target must succeed at a Might defense roll or take 3 Speed damage (ignores armor) from poison and have all physical tasks hindered for one minute.

Slicing trap (level 5): Blade or spike inflicts a moderate wound, aimed higher than the tallest goblin’s head.


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).