Goblins bear many relations to Goblins, and so lead
basically the same lifestyle as an Goblin, except that Goblins
are weedier than Goblins yet much smarter.
The Goblin can go to the same settlements as an Orc can, and do the same actions as an Orc. They are much like an Elf in quicknes, smarts, and bowmanship, and so any skills learned will be from the Elf skills table.
The Goblin may have a Snotling pet as an Orc does,
but may not use items clearly marked 'Barbarian Only', as these
are too large for any normal goblin to wield, until they are at
least a Goblin Big Boss.
Pet Snotling
The pet Snotling has the Following Stats:
Wounds: 1d6+3
Move: 5
Weapons Skill: 2
BS: 6+
Strength: 3
Toughness: 3
Initiative:1
Attacks:1
Willpower:2
Pinning: 3+
| Enemy WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| To Hit | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
The Snotling is under the complete control of his master and will do anything his master commands.
He has the following skills available to him:
Investigate: The snotling can climb throught the porthole in the door to explore the next dungeon room, he will not be attacked by the monsters in that room, and may skamper around freely, he cannot go farther than 1 room away from his master or the one holding the lantern.
Distract: The snotling may attempt to distract an enemy and draw his fire away from his master, to do this, roll 2d6, if the score is over the monsters dungeon level, then he is successfully distracted and the monster attacks him rather than his master.
Pickpocket: While in a settlement, the Goblin may command his Snotling to go out and steal gold from the Humans, he does this in all manner of ingenious, yet sometimes unwitty ways. If you choose to do this, roll 1d6:
| Score on 1d6 | Event |
| 1 | The Snotling tries to steal from a wealthy looking warrior, but is caught in the act! roll 1d6 immediately: on a roll of 1-2 the Snotling is quickly crushed by the warrior, you must buy a new one now. |
| 2-3 | The little Snotling manages to steal 1d6x10 gold from the Humans. |
| 4-5 | The Snotling pleases his master by stealing 1d6x50 gold from the Humans. |
| 6 | The Snotling slowly drags a huge bag to his master, inside is 1d6x100 gold! the snotling has greatly impressed his master and is given some Squig Meat as a reward. |
The snotling may only pickpocket once each day.
A Goblin may only ever have one snotling at his command,
Snotlings cost 50 gold to replace.
Goblins in Settlements.
Goblins are similar to Dwarves in build, though they
have a bit of an accent, all they need to disguise themselves
is some heavy cloaks! However, sometimes as luck would have it,
someone somewhere manages to notice that you are a Goblin, this
ussually happens at the gate, and so when entering a settlement,
roll 1d6, on a roll of one the gate guards have noticed the fact
that he is an Goblin! he must flee immediately, but not before
stealing 1d6x50 gold from the stupid Humans! He must either go
to the next dungeon or find another settlement.
Goblins, of course, have their own settlements where
they are welcome. While journeying between dungeons or settlements,
or even while at a settlement, roll 1d6 for each day/week of travel
or stay at a settelement:
| Score on 1D6 | Event |
| 1 | The Goblin finds no Goblin Settlements this week/day |
| 2-3 | The Goblin knows the location of an Goblin settlement two weeks journey from here. |
| 4-6 | The Goblin knows of an Goblin settlement one weeks journey from here. |
Only Goblins may go inside Goblin Settlements, his
party members must wait outside. He may of course go in and buy
Goblin merchandise for his party members. If the rest of party
does not wish to accompany the Goblin to an Goblin Camp, they
meet him at the next settlement. Note that he finds them at the
next settlement, as he is in diguise.
Goblin Encampment
The Goblin may visit anyone of the locations at the
Goblin settlement. His Snotling may NOT pickpocket in an Goblin
Camp, as Goblins guard their gold very well, not trusting other
Goblins and their pets too much. Roll 2D6 to determine stock.
| Item | Cost (buy) | Cost (sell) | Stock | What it does |
| 1D6 Squig meat portions | 50 | 15 | 4 | Recovers 1d6+2 wounds per piece, may be eaten at any time |
| 1D6 Tid-Bits | 25 | 5 | 2 | Feed to Snotling, heals back to full wounds |
| Goblin Armour | 100 | 20 | 6 | +1 Toughness |
| Goblin Light Armour | 600 | 120 | 7 | +2 Toughness |
| Goblin 'Eavy Armour | 2000 | 400 | 9 | +4 Toughness, -1 move |
| Goblin Helmet | 300 | 60 | 6 | +1 Toughness |
| Goblin WarHelm | 1000 | 200 | 8 | +2 Toughness |
| Goblin Blade | 500 | 100 | 4 | 1D6+Str wounds |
| Goblin Bow | 300 | 60 | 6 | Needs arrows, Strength 3 |
| Goblin Arrows | 100 | 20 | 3 | Enough arrows for one adventure, causes 1D6+bows strength wounds per hit |
| 1D6 | ||||
| Shaman Magik Bags | 50 | 10 | 8 | |
| Confuses enemy just like flash powder. Makes pet snotling run and hide until combat is over. | Goblin Gizikblitzelnob | 400 | 80 | 9 |
| This odd little item makes the Goblin invisible at any point in the game, the effects last one whole turn, which he cannot be attacked in any way, but may attack other monsters. | Goblin Net | 200 | 40 | 5 |
In addition to the normal Goblin Shop, the goblin
may visit a special shop called the Goblin Fungi Dealer, where
he may buy funguses to heal himself and make other useful items,
the item he can make are listed below:
Healing Fungo-Sandwich: Requires two Blue fungus and one Red Fungus, heals 2D6 wounds
Flash Fungus: Same as Flash powder, requires one Black and one Blue Fungus
Exploding Fungoball: Effects
a 2x2 square area, causes 1D6 wounds with no modifiers for toughness
or armor, requires three Black, two Blue, one Green and one Red
fungus.
When making the fungal items, roll 1D6, on a score
of one his attempt fails and the fungus is wasted.
| 1D6 Black Fungus | ||
| 1D6 Red Fungus | ||
| 1D6 Blue Fungus | ||
| 1D6 Green Fungus |
The cost is for the one entire bag (1D6) of fungus,
so a roll of 5 for black fungus would only cost 150g, not 5x150g!.
The Snotling Training Pen
At this location the Goblin may attempt to train his snotling to do new tricks at a cost of 1d6+2x50 gold. This might give the Snotling a new simple trick to do. Replacement snotlings can be purchased here at a cost of 50 gold.
To see if the Snotling learns anything after you
train him, roll 1D6 and consult the following table, goblins add
+1 to their score as they are smarter than Orcs:
| Score on 1D6 | Event |
| 1-2 | The snotling is too stupid to have learnt his own name. He learns nothing this session. |
| 3-4 | The snotling learns 1 new skill |
| 5-6 | The snotling is especially intelligent today and learns two new skills. |
The snotling may only learn one Simple Trick for
every battle level his master is at.
To learn exactly what simple trick the snotling has
learnt, roll 2D6 and consult the following table:
2 Treasure Thief The Snotling may now steal one item of treasure instead of pickpocketing, this can only be done once per settlement in the place of the days pickpocketing. Roll once on the Dungeon room Treasure table to determine exactly what he has stolen.
3 Expert Pickpocket The Snotling has become especially good at pickpocketing, able to haul in more gold than before. From now on he steals 2D6x # gold for each result, instead of just 1D6 worth of gold.
4 Entertainment The Snotling may now entertain in settlements, Goblin or Human, and earns 1D6x50 gold per day. This takes the place of pickpocketing for the day and is much safer.
5 Hunt for Food The Snotling may now hunt for food during the time between dungeons. Roll 1D6 to see what he has retrieved, roll once per week:
| Score on 1D6 | Event |
| 1 | The Snotling has had an uneventful day hunting |
| 2-3 | The Snotling brings in a small mouse, equivalent to 1D3 Tid-Bits |
| 4-5 | The Snotling has killed a rabbit, equal to 1d3 squig meat portions |
| 6 | The Snotling not only killed a rabbit as above, but has found a large gemstone as well! It is worth a staggering 1D6x200 gold!!! |
6 Kookamunga! Whenever an event turns up that
requires fighting, roll 1D6 fot the Snotling:
| Score on 1D6 | Event |
| 1 | The Snotling conritbutes nothing to the combat. |
| 2-3 | The snotling jumps up and down, squealing and yelling and generally making a nuisance of himself, add +1 to your result |
| 4-5 | The Snotling jumps up and down, making all manner of strange and profound noises, add +2 to your result. |
| 6 | The Snotling jumps up and down and runs in all directions, making hundreds of strange noises, even to an Goblin, and making faces, whatever the event, the attackers are scared off and the warriors have essentially won the event. |
7 Gold-Sense The snotling somehow can sense the presence of gold anywhere, so when you are traveling, once for each journey, he finds 1D6x50 gold, if he rolls a one, he finds nothing.
8 Routemaster In efforts to impress his master,
he follows his instincts and leads his master on a route that
he believes is shorter, roll 1D6:
| Score on 1D6 | Event |
| 1-3 | The route takes 1 week longer, so much for impressing the master! |
| 4-6 | The route is indeed faster, and the warriors reach their destination 1 week ahead of time. |
9 Steal Monster Item The Snotling, when investigating a room for his master, may steal a monsters magic item of your choice if any monsters have magic items. Roll 1D6, on a score of 5-6 he succeeds, but the master may not use the item, neither can the monster though!
10 Lucky The Snotling now has a luck of 1
11 See in the Dark The Snotling can now see in the dark, and adventure farther than 1 room away from the master/one holding the lantern. When he decides to return to his master, roll 1D6, on a
score of one, he has lost his way and must wait for his master in that room.
12 Rat-Rider The Snotling can now ride a giant
rat, this gives him +1D6 wounds, and +2 attacks, they attack
together as one creature. Rats can be bought at any settlement
for 50 gold each, they have a stock value of 5.
| Battle Level | Gold | Title | WS | BS | Str | Dice | T | W | I | A | Luk | WP | Skils | Pin |
| 1 | 0 | Goblin | 2 | 5+ | 3 | 1 | 3 | 1D6 | 2 | 1 | 0 | 2 | 0 | 4+ |
| 2 | 2000 | Boss | 3 | 3+ | 4 | 1 | 3 | 2D6 | 3 | 2 | 1 | 2 | 1 | 4+ |
| 3 | 4000 | Boss | 3 | 3+ | 4 | 1 | 3 | 3D6 | 3 | 2 | 1 | 2 | 2 | 4+ |
| 4 | 8000 | Boss | 3 | 3+ | 4 | 1 | 3 | 4D6 | 3 | 2 | 2 | 2 | 3 | 4+ |
| 5 | 12000 | Big Boss | 4 | 2+ | 4 | 1 | 4 | 5D6 | 4 | 3 | 3 | 3 | 4 | 4+ |
| 6 | 18000 | Big Boss | 4 | 2+ | 4 | 2 | 4 | 6D6 | 4 | 3 | 4 | 3 | 4 | 3+ |
| 7 | 24000 | Big Boss | 4 | 2+ | 4 | 2 | 4 | 7D6 | 4 | 3 | 5 | 3 | 5 | 3+ |
| 8 | 32000 | Big Boss | 4 | 2+ | 4 | 2 | 4 | 8D6 | 4 | 3 | 6 | 3 | 6 | 2+ |
| 9 | 45000 | Netter* | 4 | 2+ | 4 | 2 | 4 | 9D6 | 4 | 3 | 6 | 3 | 7 | 2+ |
| 10 | 50000 | Netter* | 5 | 1+ | 4 | 2 | 5 | 10D6 | 5 | 4 | 6 | 4 | 8 | A |
*At level Nine and up, the Goblin uses an additional
Net weapon, see rules.
Goblin Net
Roll to hit as normal. Any creature hit by a net
becomes ensnared, giving the attacker(s) +2 to hit, inflicting
wounds as normal. The creature breaks free if he rolls 1D6+STR
and scores over 7.