Showing posts with label goblintown. Show all posts
Showing posts with label goblintown. Show all posts

Thursday, June 30, 2022

Bwgs (re-skin, campaignification of goblinoids part I)

Bwgs

An outline on the characteristics and behavior of bwgs (boogs) more commonly known as goblinoids. Bwgs are classified in three broad categories and a related sub-class of goblin folk. The smaller among them are generally classified as goblins, with hobgolins and bugbears as larger types.

Goblins

Among the folk classified as goblins by men and their allies are a variety of humanoid folk ranging from 18"to 54" in height, generally thin of build with oversized hands, feet, and heads when compared to mankind. Goblins tend to have pointy ears but this is not a universal feature and while they can grow beards they are not widely known for this outside of select populations.


Gremkin - the least of the common bwgs a slight and simple folk more reactionary and more recklessly impulsive than purposefully malignant. They range from 18"to 30" in height and seldom if ever topping 1 stone in weight. They are surprisingly strong for their size but still not as capable as larger folk when it comes to muscle power. Their stealth is uncanny but despite claims to the contrary that is due to their size and habits above anything else.

Gremkin are able to identify and use goblindoors but lack the capacity to cipher any locks or wards that may be placed on them unless carefully instructed by other bwgs. Gremkin will use a combination of skirmishing and swarm tactics in combat but can generally only be compelled to swarm attacks if their lairs are directly threatened or they are forced by a strong overlord.

Gremkin are not talented craftsmen and probably wouldn't be able to work metals without others directing them in simple tasks. They do however have a natural knack when it comes to fungus farming and slime-herding (the later practice is still horribly dangerous for them).

Gremkin occasionally have individuals that identify as warriors or knights, but they have no true formal martial traditions among themselves and typically rely on a spontaneous levies drawn together as needed to defend themselves. While able to use bows or crossbows of appropriate size they are generally incapable of manufacturing them and tend to use pointy thrown weapons in ranged combat, due to their size they favor puncturing and slashing weapons in melee. Armored gremkins are fairly rare outside of the occasional wicker or pot-lid shield unless they are part of a larger (and wealthy) bwg community.

Gremkin are seldom magical practioners and those displaying magical talent are typically pretenders (possibly) making use of a magical item or were in some way altered by an external force or entity. As mentioned above their knack with fungus has enabled the most clever of them to come up with a variety of fungal unguents and concoctions that can almost be as capable as some of the weaker known magical potions.


Boglins- Lowly goblins that seldom form their own communities and only live briefly in loose bands when not among other bwgs. Typically between 24" to 36" in height and seldom over 2 stone in weight. Possibly the most colorful of bwg folk with a wide range of skin-tones all over the color spectrum with little obvious connection to heredity; their occasionally vibrant skin and hair colors can cause them to be victimized by other bwgs, hags, or trollkind as a source of pigments and colored fibers.

Boglins can be capable miners and crafters if carefully directed by the more capable among them or outsiders. Specialization of labor among boglins is relatively minor with only the occasional rare member of group having the talent and focus to work as a specialist.

Boglins are not particularly aggressive as part of their own nature but are easily manipulated by their more cunning kin that will often use drink and a wide variety of fungal and herbal concoctions to bribe and direct them. 

Boglins due tend to be fairly greedy and acquisition in favor quantity or gaudiness directs a lot of their activity and social interaction. They do understand the general concept of money but keeping track of the genuine value of metals and types of coins is beyond the typical boglin. This natural greed does lead to the popular concept that all goblins are greedy bandits and while unorganized bands of boglins will take up banditry now and again they are far more likely to spends weeks pilfering a villages food stores by drips and drabs than they are to launch an organized raid and attempt to do more than hijack a stray cartload of goods.

Most boglins lack the dedication and determination to become magcial practioners but it isn't completely unheard of for the occasional boglin to become a spellcaster of some meager talent. They seldom manufacture goblindoors but ciphers and wards on such seldom restrain them.

Boglins will sometimes be drawn up into a body of troops and some will even purposefully serve as mercaneries but they are not particualry potent combatants. Boglins favor ranged weapons over melee weapons and seldom have much in the way of armor due to their general low status in bwgholds.


Boggins are fairly common and militantly organized bwgs. They stand between 24" and 40" in height and vary from 3 to 5 stone in weight. Most wars betwen goblins and dwarves typically involve boggins. Boggins will often organize themeselves in militant bands, cadres, and entire legions in service of a heridtary king or usurper warlord.

Boggins are masterful miners and able to achieve engineering feats just shy of the more capable gnomes and dwarves; men that foolishly disregard their talents will not live long in assaulting their domains. Boggins are capable of engineerign goblindoors and will of course use them to create sprawling and confounding labyrinthian complexes. A bwghold can be spread out over a shockingly large distance and levels underground often seemingly discrete but connected through the goblin doors. Despite their talents boggins still have to rely on the work of boggarts or other more capable magical practioners to craft the more powerful ciphers and wards for their goblindoors.

Boggins can be capable crafters but are truly seldom as capable as men outside the field of structural engineering. Boggins have just discovered explosives and pyrotechnics however and this may either prove to provide them with uncanny advantage or to detonate their bwgholds in a blaze of glory.

Boggins can be individual spellcasters but they are known to be more capable as part of a troupe of magcial-henking boggins. Magical-henking allows even as few as 3 Boggins to work a magical spell. Large boggin forces will form huge multi-layered rings of wild dancers to work their magics and have been known to open gates and even bring down walls in this manner. This is not without risk to the troupe as the magical energies can exhaust them, turn them to stone, or burst in a magical explosion.


Boggarts- Sometimes known as High Goblins by dwarves and men these folks stand 36" to 54" in height and range in weight about 5 stone.

Boggarts are driven by ego but still tend to form more cohesive groups than most bwgs. They will typically organize into bafflingly complex feudal courts with overlapping hierarchies, duties, colleges, and guilds with dense zeal and organization beyond the wildest dreams of human bureaucrats. Many boggart kingdoms are in the midst of generations long feuds among royal-houses, guilds, or cults; when these feuds abate their neighbors often suffer from waves of marauding and conquest.=

Boggarts are as capable as dwarves when it comes to metalwork and readily make use of magic as well. Boggarts can fashion magical arms and armor only surpassed by the most competent of gnomes, elves, and trows. Men jealously raid them to steal their handiwork despite often being booby-trapped or hexed.

It's not impossible to encounter a boggart knight as they can be capable warriors if they focus on that but tend to press their weaker kin to the task or employ their larger cousins as mercenaries. 

Boggarts are the most likely of bwgs to grow long beards and tend to be misidentified by the ignorant as brownies, gnomes, dwarves, or even kobolds.


(hobgoblins and bug-a-bears to follow)


Sunday, September 23, 2018

Megadungeon Slum Encouter Table I

An encounter table with 10 options to flesh out encounters in a megadungeon slum.

Megadungeon Slum Encouter Table I
1d10
Encounter
Description
Further Details
1
Melchsops (1d6)
Gatherers, cooks and sellers of Melch.


Roll 3 times to see what each Melchsop is carrying.
1- Gallon Cask of Raw Melch
2- Half a dozen Melch Loaves
3- Two small jars of Melch Paste
4- The means to setup up and quickly cook up to a dozen servings of Natters.
5- 3’ feet of freshest Jollies
6- a bag with 3d20 pieces of Traggy
2
Corpse Whisperer
Lowly necromancers that will pose questions for the dead.
roll d12: 1-3: a Cleric or Necromancer actually able to speak with the dead. 4-6 an illusionist or mountebank with some magical skills to fool marks 7-10 simple frauds 11-12 ventriloquist.
3
Bit Faker
Passes counterfeit money. May be posing as money changer but also likely will offer to buy some goods for a bit of coin.
Has 1d100 fake coppers, 5d10 fake silver, and 2d20 fake gold. Thieves and dwarves will note the  counterfeit coins 65% of the time, others 33% of the time. There is a 25% chance the Bit faker has 1 real coin of each type to fool a mark. The bit Faker will usually stash a few real coins within 100’ the current location.
4
Nobblers (1d3)
Enforcers that punish fellow dungeon miscreants by the breaking of limbs.
Has a big mallet or sledge hammer to break the kneecaps of those who haven’t paid their bills to loansharks, bartenders, and bookies. 
25% chance that any successful strike is good enough to break a limb if the victim fails a save vs wounds/paralysis.
5
Bludgers (1d12)
Hired beaters of unruly miscreants. Can be paid off to leave victim alone. Will Bludge for pay.
These lowly thugs are employed to quickly beat uncooperative miscreants for an established boss or paying customers.If the bludgers outnumber a target by more than 2 to 1 the victim must make a save or be knocked unconscious if struck during a round. On a successful hit they normally deal 1d3+1 temporary damage. There is a 67% chance they will not steal from their victims as their role is 
6
Pealers (2d4)
Dungeon muggers that specialize in clothing and armor
They will sneak attack inflicting 3d6 temporary damage and stay to peal the clothing and armor off their incapacitated victims. They aren’t above pilfering coin purses but seldom bother with the time it takes to go through or carry off backpacks.
7
Wailer (1)
A very capable noisy beggar.
These poor miserable sods will make all but the most wicked feel miserable if they don’t toss the wailer a coin or two. those who don’t toss the wailer coins must make a Wisdom save or all saving throws for remainder of day are made at -1. There is a 33% chance anyone that tries to rob or slap the wailer will be cursed.
8
Corby (1d2)
Lookouts.
A corby can usually hide as well as a thief of 4th level. They will spot anyone within 100’ (or twice normal dark sight for species) unless the intruders are both silenced and invisible 75% of the time.
9
Dookin Seer (1d4)
A palm reader, probably not legit.
The Dookin Seer themselves have a 33% chance of having 2 or 3 levels in a spellcasting class. If more than one is encountered there will be an apprentice otherwise they are guards acting as helper or fake customers for the Dookin Seer.
10
Prater (1d6)
Itinerant priest, usually bogus. 
roll d12:. 1- Cleric, 2- Druid, 3- Fallen Paladin, 4- Illusionist, 5-9 thief, 10-12 simple fraud. If more than 1 is encountered the remainder have a 50/50 chance of being beggars or thieves posing as  traveling friars.

Note/Caution: Many players are really going to hate getting mugged by Pealers the most. Some players will likely act very poorly and irrationally after having a character lose equipment to a Pealer as losing equipment is almost as bad (or worse) than character death to some.


Tuesday, July 12, 2016

Deep Tucker, Delver Chow, Troll Munchies

A table of food both fair and foul for the packs and larders found deep in the depths of dungeons.

1d100
Deep Tucker
1
Two gallons of Raw Melch in a bucket
2
Warm Melch Boil in a clay pot
3
Cold Melch Boil in a bottle
4
A small clay pot of Melch Paste
5
Stonebread and Melch Paste Sandwich
6
A alb sack of Melch Flour
7
A sealed copper pot with luke warm Melch Drop
8
A loaf of Melch Bread
9
A sandwich made from a whole loaf of Meclh Bread and fish-paste
10
One dozen greasy Melch Strips
11
Some really dry Melch Strips
12
One Dozen Sausage Melchins
13
Half a dozen Fishy Melchins
14
A score of stale Empty Melchins
15
Two dozen Honey Melchins
16
Handful of Sweet Traggy in wrapped in a handkerchief
17
A wooden canister packed with a couple dozen pieces of Salty Traggy
18
A big glass jar half full of Spicy-hot Traggy
19
Three pieces of Sweet and Salty Traggy wrapped in waxed paper
20
Fresh fried Natters in a wax paper lines paper sack
21
One serving of cold Natters in a small clay pot
22
One dozen large Squaltch Sausages
23
One Quart of Squaltch Paste
24
Half a dozen Jollies
25
One loaf worth of Wine Soggies
26
Six Soggy slices dripping with dungeon honey
27
A cold pot of Grayervy
28
A bottle of “Toll Mamma’s #1 Grayervy Sauce”
29
An unlabeled packet of Grayervy Powder
30
A leather gob-box with Dry Melch Strips, 2 small hard sausages of unknown origin, and a double dollop of Reekish.
31
A gob-box with 3 “Empty” Melchins, a handful of Edible Fungus, and 3 stripsof Smoked Cave Tentacle.
32
One Dozen wax sealed Gob-boxes each holding 3 Stonebread Biscuits, one dozen dried eyeballs of occult origin, and a tiny bottle of Vinegar
33
A quart of Sugared Vinegar and Three loaves of Stonebread wrapped in cheesecloth
34
One score small loaves of Twice Baked Bread
35
A sealed half-gallon clay-pot full of Seasoned Bread Crumbs
36
A half quart jar of Gobs and Tatters
37
A tin with half-a-dozen FireBeetle Grubs in Garlic Sauce
38
A three pound Hard Salami
39
A clay pot full of Peas Porridge
40
A quart jar full of pickled vegetables
41
A small barrel packed with Salted Fish
42
A sack of three dozen Journey Cakes
43
Hard Cheese with Peppers and Nuts
44
A small sack holding one pound of Troll Jerky
45
A jar of Pickled Pigs Feet
46
A jar of Bat Wings in Jelly
47
A jar of stunted Rot Grubs in Vinegar.
48
A massive tin with 3 Whole Giant Snail steaks
49
A dozen smoked Cavern Crickets wrapped in a cloth
50
A small tin of Jellied Cockatrice Feet.
51
A big glass jar full of rotten meat writhing in Crusty Maggots
52
A small jar with Ants dipped in Chocolate Sauce
53
A tiny jar full of Spicy Salted Mosquito Larva
54
A small jar full of Roasted Coffee Beans
55
A Meat and Mushroom Pie sealed in it’s own cooking tin.
56
Elfin Way-bread
57
Dwarven Stonebread
58
Millet-mash Pygmy Loaf
59
Black Bread with Raisins in a tin
60
Moleman Rootloaf
61
Large Dungeon Spider packed in Aspic.
62
One Huge Grub lightly roasted packed in Salt
63
A string of Dried Rats
64
One Jellied Unlucky Cat in a tin
65
A dozen Sewer Swine Sausages in a tin
66
A jar of Brined Carnivorous Squirrel
67
An amphora full of Soured Army Moles
68
A small tin of Crunchy Grat Toes
69
One Deep Raven jarred in Marinate
70
One live Rock Lobster with claws bound by wire.
71
One large jar of pickled Ladder Adders
72
One whole dried Dungeon Weasel
73
A clay jar full of Toasted Gravel Gremlins
74
A large tin of Smoked Metal Mites
75
A barrel of Pebble Gnomes in Brine
76
A large jar of pickled Fungus Fairies
77
A jar of Hairy Eyes floating in Nectar
78
One Very Large jar of still swimming Blind Fish
79
A small tin of Smoked Spicy Gutter Eels.
80
A small tin of Mole Pate
81
A Barrel stuffed with Ox in Hot Sauce
82
A large tin of Eloi Strips in Mint Jelly
83
A large pouch of Crunchy Wolf Ears
84
A sealed barrel of Ensanguined Fishman in Salt
85
A Dried Trollkin Head wrapped in cheesecloth
86
A string of Cured Goblin Hands
87
One dozen Split Dungeon Squab in Mushroom Sauce
88
One Dozen Elf-Ears in rendered Kobold Fat.
89
Huge tin of Quartered Dungeon Lizard in Special Sauce
90
A wax packed Triple Stuffed Hob-Gno-Brownie-Kin
91
One tin of Mechanically Separated Basilisk
92
A jar of Brownie meat in Cream Sauce
93
A jar of Troll Yogurt
94
A sealed tin of Orcish Headcheese
95
A jar of Onions and Dwarf in Broth
96
One Pickled Roc Egg
97
One Whole Roast Giant Badger with Onion Stuffing in a sealed barrel.
98
Minotaur Shanks and Apple Jelly
99
A barrel of Neutralized Green Slime
100
One Case of slightly rusted Iron Rations

This clearly isn't all meant to be considered wholesome food by surface folks engaged in monster stomping and dungeon diving.

 More rations here: http://elfmaidsandoctopi.blogspot.com/2016/07/d100-rations.html

Items 1 to 31 in the chart above are mostly explained in this older post of mine: http://aeonsnaugauries.blogspot.com/2015/03/megadungeon-food.html

 Remember kids  "Melch, it's what's for dinner" is fighting words in some taverns and feasting halls.