A. Goblins Never Say Die!

Goblin Primer

Your Warren, Your Home

Your playable goblin characters, regardless of class, will be part of the Lashers or Hunters group. They will be assigned with guarding the “Lair Interior” of their particular warren, a breeding colony towing to a goblin king living elsewhere.

The map for the adventure will resemble the following. You will make forays from it to gather supplies, build and set traps, and eventually defend it from an encroaching force.

A pit in the northern-most room leads to shallow caves housing a filthy stream and a small mushroom farm. Outside, a winding forest trail leads down the mountain towards the human settlements.

The boss in charge of this particular warren is a fearsome goblin female named Ogsa. Actually medium-sized, she towers head-and-shoulders over the goblins surrounding her. Next to her, they seem like her children–which most of them are.

It’s been said in jest (and never within her hearing) that her impressive size owes to hobgoblin blood somewhere in her ancestry.

Creating a Goblin Character

Goblin Racial Traits

Creating a goblin character in 5E is the same as for any other race. Use the following information (taken from Volo’s Guide to Monsters) to set your specific racial traits:

* Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
* Age. Goblins reach adulthood at age 8 and live up to 60 years.
* Alignment. Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.
* Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
* Speed. Your base walking speed is 30 feet.
* Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
* Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
* Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
* Languages. You can speak, read, and write Common and Goblin.

For Goblin-sounding names, consider the following website:

Special Considerations

All Player goblin characters will be, regardless of class, Level 1. Your characters are at the bottom of the pecking order of combat, regularly tasked with fighting creatures much larger in size and able to kill you with a single blow.

Players may begin with leather armor and a shield, plus a choice of any two starting weapons (simple or martial).

As a result, your characters will have to make best use of their situation. They must be resourceful, clever, machinating, and–above all else–suicidal.

After all, there’s always another goblin ready to don your still-smoking boots…

Special Ability: Empty the Warrens

Goblins live hard and die quickly, hopefully in as much mayhem as they can muster. Fortunately for them, there always seems to be another goblin directly behind.

If a Player’s goblin character is reduced to 0 HP, another goblin appears directly adjacent to their equipment.

On that Player’s first following turn, the new goblin salvages and equips any remaining items from the body.

It will be able to act on the Player’s second following turn. Any rest-related cooldowns are refreshed (to include spell slots, class abilities, etc.).

The new goblin may be exactly identical to the old goblin, save with a required change in name and one visible characteristic (gender, age, number of remaining limbs).

For example, should Troghut, goblin druid, nature expert, and champion of the downtrodden mushrooms ever find himself stepped upon, then Chaahx, apprentice-druid-in-secret, can immediately pick up. (Or Asb, his one-eyed cousin; or Eelk, sous-chef extraordinaire. In warrens, there is no end to distant relatives.)

Pre-generated Goblin Characters

For those wishing to eschew the entire generation process (or for those who need a quick replacement in battle), here are a few pre-made characters:

Reminder: All above characters also have Darkvision 60′, Fury of the Small, Nimble Escape, and Empty the Warrens.

Crafting Traps

Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate…

Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock.

Dungeon Master’s Guide, 5E

Most traps are created by the Dungeon Master (particularly in 5th edition), with fixed DCs for spotting and disarming them. Unfortunately, there are no official rules for Player-created ones. Therefore, following are the simple rules we will use when making traps:

The Trap-Crafting Process

Step 1: Player describes what sort of trap they intend to craft, including location, parts incorporated, necessary trigger, and desired effect.

(Triggers can be a wide range of possibilities, from pressure plates to false floors to tripwires to mechanisms remotely-activated via Readied actions.)

Step 2: Player rolls a d20 + their Dexterity bonus and records the result. That result is most related DCs for that trap, whether Perception / Disable or appropriate save.

(Multiple goblins can work together on a trap. If so, the primary character rolls with advantage.)

Step 3: If an enemy fails to spot, disable, or avoid the trap, Player may roll appropriate damage for that trap.

(Once constructed, the trap may be moved. However, it can not be disassembled without destroying its component parts.)

Example Configurations (DMG)

The following are traps that appear in the source books, and they are a great springboard for designing your own:

(5E DMG)

(Xanathar’s Guide to Everything)

Component Parts

Goblins rarely stumble upon a pre-made trap; and when they do, it’s never their own. Your characters will have to search for parts to build their own contraptions.

We will be using the following tables to decide what your characters find when they scavenge. (They are taken from page 299 on in the DMG.)

Typical Trap Effects

Traps that don’t fall into the simple configurations listed above can have their own tailor-made effects. However, these effects should not be more powerful than what is already available to first-level characters, via equipment or non-divine spells. (Additional effects are possible, but must be first approved by the DM.)



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