[Artwork source]
The Four Humorous Goblins is either a troupe of four goblins or the whole of the four strains, whatever fits your game.
The Four Humorous Goblins – The Four Strains
Sanguine Goblin aka Hemogoblin
AC 12, HD 4, 18 hp, STR Mod +1, MOV 90′ (30′), ML 9, SAVE as fighter 4, #ATT 1 tentacle or 1 projectile or fusion
A bloody mass of tissue, vaguely humanoid in shape, as though someone had inverted a small person inside out.
Tentacle (mêlée, 1d6). One per round, the hemogoblin can produce a metre-long tentacle that executes a swift whip attack for 1d6 damage.
Projectile (ranged, 1d6). One per round, it can squirt acidic blood up to a distance of 10m, 20m with a -2 penalty, or 30m with a -4 penalty, for 1d6 damage.
Shape shifter. Once per day, it can take the form of a short human for one hour.
Fusion (grapple). Each round, the goblin and the victim roll 1d6 and add their strength modifier; the highest wins. The first to win two rounds wins. If the defender wins, the grapple ends. If the goblin wins, it enters the victim’s body through the nose, mouth and any opening it can.
Once the hemogoblin is inside the host, it will remain dormant for some time, and at the most inopportune moment, its presence will prevent the host from having full control of its body.
Mechanically, this translates into penalties to their action or salvation rolls.
And when the referee sees fit, perhaps a few weeks later, the hemoboglin will hatch: the host body will throw hundreds of tiny goblin larvae in the form of blood clots. mucus and bile, through the mouth, eyes, nose, etc., suffering a massive 6d6 damage. There’s a 5% chance one larvae survives and grows into one of the four types.
Choleric Goblin aka Sallow Man
AC 13, HD 4, 20 hp, STR Mod +3, MOV 120′ (40′), ML 11, SAVE as fighter 4, #ATT 1 or 2 punch or 1 infection
A bubbling mass of sallow muscular tissue, vaguely humanoid, as though someone had melted a person in 50 kilos of mucus.
Infection (mêlée, 1d6). With an attack roll, the goblin can touch a victim to cause severe vomiting and 1d6 damage.
In addition, the victim must save vs. Poison or will get an infection that will cause 1d6 of cumulative damage day by day (next day 1d6, next day 2d6, etc.); if the victim makes a new Saving Throw, no vomiting will occur that day and the next day it will restart with 1d6 of damage.
Punch (mêlée, 1d6). The goblin can produce one or two humanoid arms to punch.
Accelerated nervous system. It can make two punch attacks every third round (round 1: two attacks, round 2: one attack, etc.)
Shape shifter. Once per day, it can take the form of a short human for one hour.
Low sensibility. Physical attacks cause -1 damage to the goblin.
Cholera. Its extreme violence grants him a +3 bonus to all STR based rolls, including attacks (but no damage).
Melancholy Goblin
AC 12, HD 4, 16 hp, STR Mod -1, DEX mod +1, MOV 90′ (30′), ML 7, SAVE as specialist 4, #ATT 1 needle or 1 whale song
A fuliginous shape, a thing difficult to focus on, as though it was a humanoid made of shadow-tissue.
Whale song (auto, 1d4 INT). As an automatic action, and up to 3 times per day, it emits a sound that resembles the song of a hunchback whale. It spikes your dreams with (m/s)adness, causing you a loss of 1d4 INT. After a long night rest, all INT is recovered, but save vs. Magic or your Alignment changes to Chaotic.
If your intelligence reaches zero, save vs. Death or you will become a babbling and drooling vegetable. Make a new character.
Needle (ranged, 1d4). Each round, this goblin can create a sharp needle that shoots like a light crossbow (ranges of 50′, 150′ and 400′).
Self awareness. Its high insight makes all its DEX based rolls get a +1 bonus. And it cannot be surprised.
Shape shifter. Once per day, it can take the form of a short human for one hour.
Slow nervous system. Its attacks and all STR based rolls are done at -1.
High sensibility. Weapons used against it, deal damage as though they were one bigger die size (d4 weapons cause d6 damage and so on).
Phlegmatic Goblin
AC 12, HD 4, 18 hp, INT +3, MOV 90′ (30′), ML 9, SAVE as magic-user 4, #ATT 1 weapon or 1 spell
Looks like a regular goblinoid, pale green skin, eyes of a sickly yellow, smart.
Weapon (mêlée or ranged). It can wield minor, small and medium mêlée weapons, short bow or light crossbow or pistol, without bonus or penalties other than its +4 granted by its HD.
Caster. It can cast 2 1st leverl and 2 2nd level spells. Randomly determine which spells it has prepared for that day, as a magic-user.
Spells known. 1st level: Charm Person, Magic Missile, Sleep; 2nd level: Phantasmal Force, Stinking Cloud, Wall of Fog
Phantasmal force. Vicious dog. AC 12, HD 2, 9 hp, STR +1, MOV 180′ (60′), ML 12, SAVE as fighter 2, #ATT 1 bite
Equanimous. In reaction roll, results between 3 and 11 are “indifferent”, while 2 and 12 are “unfriendly” and “talkative”. No extremes here.
Story Hook
PCs have been hired to lead a humorous goblin-infected person to where a healer can have a cure. You have to get there before the hemogoblin hatches. The healer is actually a barber surgeon, and the surgery can be just as bad: save vs. Death, if you fail:
- you survive but are left with only 1 hp
- lose one hit die worth of maximum hp (roll a die your class size)
- lose one point of either STR, CON or INT (your choice)
The Four Humorous Goblins – The Troupe
Main NPCs
Mr. Blood. Sanguine Goblin and main comedian; Mr. Night’s assitant.
Mr. Xanthous. Choleric Goblin and MC’s bodyguard.
Mr. Night. Comedian and kidnapper.
MC (Master of Ceremonies). Phlegmatic Goblin. Leader and maker of fog (wall of fog).
What’s happening
A new circus/comedy company is in town, its members are four short men, therefore they are known as The Four Humorous Goblins.
Children started disappearing the same night the company arrived, one child every night.
The Four Humorous Goblins are secretly real humorous goblins in disguise (the phlegmatic goblin wears an actual disguise, the other three, their shape-shifting power).
Freaks, outcasts and criminal work for them, as members of the circus.
The troupe kidnaps children (adults are hard to drag to their place). The children are used to produce more goblins by infecting them with sanguine goblin cells. One they have between 6 and 10 children, they leave town and return home, where the children are infected.
They already have five children, no-one suspects of the troupe. Five more nights, and they leave, or before if they realize the PCs are investigating them.
What the PCs know
- Children have been disappearing for some nights
- Find them and you will be well rewarded
- Find them and the major will drop the charges against you
- The son of a former lover has disappeared
- Might or might not be your child
Clues | Roll or choose one everytime PCs interact with NPCs
- A circus is in town, it arrived some days ago
- One per night, for five nights now, children have disappeared
- Strange people have been seen roaming the streets after midnight
- The Four Humorous Goblins are a comedy company that travels around the land and now it’s here
- The major’s son was the first to disappear, he was only 6
- There’s been unusual fob these alst nights
- All the children were abducted while they were been accompanied by their parents; all say there was fog and couln’t see who kidnapped them
- Everyone thinks I’m crazy, and, yeah, maybe I am, but I know what I saw: it was a monster, but it wast not a monster first, it was a man, and then it was a monsters
- I found the remains of a camp, not far away, between the town and the forest
- Madam Letti’s heard giggles and wet steps in the fog when her child was taken
It is expected that the players can figure it out by themselves, but if they don’t, once they collect three clues, send some clowns, tricksters, acrobats, bearded women, strong men and other freaks against them. This means the troupe has realised the PCs are after them, and send their henchfreaks to stop them. This should be the most obvious clue: “Oh my dog it’s the circus!”
Random circus henchfreak generator
1d8 for freak type, ability modifier
1: clown (cha +2)
2: trickster (int +2)
3: acrobat (dex +3)
4: bearded woman (any +1)
5: strong man (str +2)
6: juggler (dex +2)
7: sword eater (con +2)
8: beast master with trained baboon (wis +2)
1d6 for armor class
1-4: 12
5-6: 14
1d6 for hit dice
1: 1
2-4: 2
5: 3
6: 4
1d6 for damage (customize weapon accordingly)
1: 1d4
2-5: 1d6
5: 1d8
Trained baboon
AC 12, HD 2, 9 hp, DEX +1, MOV 120′ (40′), ML 10, SAVE as fighter 2, #ATT 1 bite or 2 claws
Lazy and relentless. The beast master will command the babon to attack a specific PC, the baboon will obey in a 3-in-6 chance, otherwise it won’t act that round. Once it acts, he will continue attacking until death.
Bite. When a bite attack is successful, it can attack the same target at a -2 difficulty (or +2 to attack) the next round; if successful, the same bonus applies again.
Armor class is based on Lamentations of the Flame Princess. Here’s how you convert AC between systems.