Flavor Packs | Gribelda the Grimdark, The Dusk Presence, Sophistry

Gribelda the Grimdark

Common goblin but has 4HD and saves as a 4th level cleric. Staff deals 1d4 damage.

Gribelda the Grimdark is the priestess of the Black Maw, a squamous, black goblin philosophist from the Night Knives tribe.

Turned into a scholar after receiving an un/holy revelation one night when all the members of her tribe were ritually murdered, including her parents, siblings, husbands and children, by none other than her own hand, she now preaches about the Dusk Presence, the guardian of emptiness, and of the mercy of death. She lives in a chapel in the Black Maw. If she feels threatened, she resorts to sophistry.

Her goal is to help the Dusk Presence to bring the eternal night. The goblin doesn’t know what the eternal night is, she thinks is a literal night that never ends. But first, she needs followers. You can’t start a religion without any members, ain’t it right?

Chapel of the Black Maw

Read or describe when the party enters the ruined chapel of the Black Maw:

> The stone walls are slick with old, dark ichor. A single candle flickers in a rusted iron holder, casting long, wavering shadows that seem to crawl toward you. Upon inspection, it’s not wax, it’s human fat. In the centre of the nave stands a squat goblin, her skin the color of crude obsidian, eyes white like thick milk. She wears a ragged cloak of bat‑wing leather and wields a bone‑tipped, obsidian staff. She taps the staff against the altar, each tap echoing like a funeral drum. Dum! Dum! Dum! She hisses: “Welcome, mortals, to the Gloaming, where the last light dies… and the Culling begins.”

Sophistry

A system of beliefs based on mistakes that are somehow truths.

A sophism is a void magick spell that first needs to be spoken, and then to be triggered by a specific action made by a target.

Example of sophism

Sophism: “If the night devours the day, then darkness is merely the day’s mercy.”

Trigger: Any creature that draws a weapon in Gribelda’s presence after she says the sophism.

Effect: Shadows cling to the weapons, and all attacks get a -1 penalty.

The referee is free to come up with her own sophisms.

The Blood‑Stained Chalice of the Culling

A cracked obsidian cup filled with a swirling, dark liquid that seems to pulse, rests on the altar.

Effects: Once per day, the holder can drink the contents to gain one temporary level or HD (until the next dusk), and heal 1d6 as well as any Constitution damage. The drinker must also make a saving throw vs. poison or become fearful of light (any light source stronger than a torch) until the next sunrise: the benefits are cancelled, and lose one level or HD until the next dusk.

Dr. Slork’s Lab – Goblin Science I

Dr. Slork has a higher intelligence than the average goblin, and therefore considers himself a genius, the Leonardo da Vinci of goblinoids. As such, he turned his personal burrow in his tribe’s dungeon into a veritable laboratory of wonders (so to speak).

You can place this encounter in any dungeon inhabited by goblins or similar creatures, and let the players have fun with one (or several) of these technological wonders.

Each device causes an annoyance to all non-goblinoid beings present when used.

The Des-Bum-Bum

A small mortar that, when mixed with any mineral and saliva, produces a cloud of dust that reveals hidden writing on a wall for 10 minutes.
Annoyance: The dust sticks to any surface and leaves a ‘gritty’ feeling that irritates human skin for hours. Maybe some rolls should be done twice and the worst result be taken, or some -1 penalties are applied.

Chirping Rat

A box containing an organical rat that can be “radio-controlled” with he box.
Annoyance: Emits a series of high-pitched beeps that disorient enemies. Magic-users and elves lose concentration and can’t cast spells while the rat is active, and still can’t for an entire turn after it’s turned off.

Hot Pepper Fry Firer

A small blowtorch that burns dried hot peppers and releases a burst of black spicy smoke that causes intruders to cough and lose a round of combat. Max 3 charges until new  dried peppers are added.
Annoyance: The smoke imparts a strong piquancy to any food in the area, making it imposible to eat (goblins won’t mind, though).

Night Vision Mirror

A polished mirror that reflects things in the dark as though there was light (only the reflected image can be seen).
Annoyance: The mirror has a slight green tint that makes everything look like it’s under a ‘vintage’ film and causes migraines. Save vs. wands, or your skin gets a little greener every time you use it, adding a -1, -2 or even -3 penalty to any charisma related roll with other people.

Farting Bomb

A vial that, when broken, releases a smelly and loud cloud of smoke for one minute.
Annoyance: The smoke is also a laughing gas that makes non-goblins laugh for 1 turn (10 minutes), no saving throw.

Blind Firefly Lantern

A brass lamp filled with biochanical fireflies that emits a soft white light with no temperature, perfect for illuminating any dungeon. Infralight vision of any type won’t detect the light of this lamp.
Annoyance: The light flickers every 5 seconds, making adventurers more irritable and less focused on common dungeon activities (apply penalties to attacking or climbing, for example).

Let’s make goblins unique

When a goblin is encountered (or a bunch of the nasty beasts), roll a set of 6 dice (d4, d6, d8, d10, d12, d20) for each or a few of them, or at least their leader. And see what happens.

D4 Personalities

  1. Mischievous
  2. Lazy
  3. Neurotic
  4. Reckless

D6 Physical Features

  1. Long, wiry hair
  2. Crooked teeth
  3. Tattoos all over her body
  4. Bulbous and unusually large nose
  5. Patchwork leather armor
  6. Missing an eye

D8 Secrets and Rumors (50/50 chance to be true)

  1. Former noble transformed into a goblin
  2. Was banished from goblin society for a forbidden romance
  3. Knows the location of a forgotten underground passage
  4. Can speak to spirits of the forest
  5. Servant to a powerful demon
  6. A talented illusionist
  7. Wants to be a hero
  8. Plotting to betray her tribe

D10 Skills and Abilities

  1. Skilled archer (+3 bonus)
  2. Expert at setting traps (4 in 6 chance to set, find or dismount)
  3. Gifted storyteller
  4. Snake charming abilities
  5. Skilled cook
  6. Excellent climber (4 in 6 chance)
  7. Clairvoyant dreams
  8. Knowledgeable herbalist
  9. Proficient in mimicry
  10. Plays an oversized lute; she’s good

D12 Possessions and Equipment

  1. Tattered cloak
  2. Worn pocket watch
  3. Wooden flute
  4. Tattered spellbook (1d4 really weird spells)
  5. Pouch of enchanted marbles (she can cheat in marbles games easy)
  6. Hand-carved wooden figurine
  7. Polished multicolored stone
  8. Vial of mysterious liquid
  9. Tattered journal
  10. Small mirror
  11. Feathered hat with a broken buckle
  12. Jar of flies

D20 Goblin Quirks

  1. Graffiti artist (paints dicks mostly)
  2. Hides behind allies in combat
  3. Always singing/humming off-key
  4. Eats dead insects as a delicacy
  5. Constantly tells bad jokes¹
  6. Wears a mismatched pair of shoes
  7. Holds grudges for years
  8. Hates hats to the utmost extreme
  9. Draws faces on everything she finds
  10. Sleepwalks
  11. Believes she is cursed
  12. Has an imaginary friend
  13. Hoards buttons and small trinkets instead of coins
  14. A huge raven as a pet, badly trained, tells dirty words
  15. Afraid of her own shadow
  16. Speaks fluently in a made-up language
  17. Hides under beds during thunderstorms
  18. Obsessed with counting things
  19. Refuses to step on cracks in the floor
  20. Wears heart-shaped, oversized glasses

Cross any taken result and write your own.

¹ “How do goblins make coffee? They start with some grind-stone and move on to the spit-roast!”, “Why did the goblin cross the river? To see if the other side was swampier!”

Goblin’s Guide to Gutter Talk

All goblins are foul-mouthed, and some are so rude and vulgar that their insults actually harm their targets. These nasty goblins are called Wiseacres.

A goblin Wiseacre knows 1d6 aggravating insults and can use any of them, in any combination, as many times as her Wisdom modifier.

To create a goblin Wiseacre, take an ordinary goblin and roll 3d6+1 to determine her Wisdom modifier. If the result is between 13 and 19, congratulations! You now have one of these nasty individuals.

Taken from Advanced Labyrinth Lord

The Goblin’s Guide to Gutter Talk

Here’s a small collection of aggravating insults:

1. Bristling Imbecile
Duration: 1 turn
Effect: The target receives an electric shock (1d4 damage), her hair stands on end, and her Wisdom is reduced by -1.

2. Sniveling Maggot
Duration: Until one night’s rest
Effect: Inflicts a minor disease upon the target, reducing her Constitution by 2 (this can actually kill!).

3. Wretched Oaf
Duration: Concentration, up to 1 minute
Effect: Fills the target’s mind with self-doubt, imposing a -1 penalty on all rolls.

4. Mewling Coward
Duration: 1 round
Effect: Induces uncontrollable fear in the target, forcing her to use her combat action to flee as far as possible from the goblin. Save versus magic to negate.

5. Stumbling Buffoon
Duration: Concentration, up to 1 minute
Effect: Causes the target’s coordination to falter, reducing her Dexterity by 2.

6. Mold-spewing Dimwit
Duration: 1 round
Effect: Creates a burst of mold and spores around the target, causing her to be blinded until the end of the goblin’s next turn (-4 to hit).

7. Slobbering Fool
Duration: 1 minute
Effect: Fills the target’s mouth with drool, making it difficult for her to speak, and impossible to cast spells.

8. Rat-brained Dunderhead
Duration: Until one night’s rest
Effect: Infects the target’s mind with confusion, causing her Intelligence to be reduced by 1.

9. Infested Dolt
Duration: Instantaneous
Effect: Releases a swarm of tiny maggots onto the target, dealing 1d3 damage and leaving her nauseated for one round.

10. Filthy Scoundrel
Duration: 36 hours
Effect: Covers the target in a vile stench, causing her to be detected easily (no surprise), and a -2 penalty to Charisma.

On the nature of goblins

The life of the peasantry is hard. The taxes are high, the work is exhausting, the rewards are minimal, sometimes non-existent.

The promise of a happy life in “the other world” in exchange for working the land is almost never enough. You have come to wonder why God sends this torment to your children, and you come to doubt His infinite goodness.

When no angel of death comes to strike you down with his bolt of justice in punishment for your doubts, you wonder if there really is a god. And if there isn’t? Are you going to devote your life to serving a man who told you there is a god? Are you just going to take his word for it?

But hunger rages. You, your wife and your fourteen children need something to eat. The work doesn’t provide enough. You must do something.

The idea that there’s no god has settled in your brain, and guilt for thinking so has given way to cynicism. Your children no longer seem like a blessing from heaven, but simply a deception to perpetuate the comfortable life of the few, at the expense of the suffering of the many.

But you’re no fool. That morning you took your two youngest children, went into the forest with them, carried them as far as your courage would carry you and slipped away quietly, stealthily. In a final show of kindness, you allowed them to keep their boots.

You knew your sons were too young to find their way back. But without a god to punish your act of evil, could it really be considered an act of evil? Parents abandoning their children and leaving them to fend for themselves is the rule in the wilderness. What separates you from the animals, now that god is dead?

Eventually you forgot. Or you managed to convince yourself that you had forgotten. Things had improved a bit. Two less mouths in the family meant one more portion on your plate.

And above all, neither god nor the devil had come to claim your soul.

This certainty invaded the minds of others. No one would admit it, but everyone knew that the others had done the same as you: abandoned the youngest in the forest.

The village itself looked different. Maybe having all the children God wanted to bless you with hadn’t been such a great idea. Your neighbours and fellow villagers looked healthier,

This well-being lasted for some time, but it could not last forever. The guard’s shouts woke you up. “The goblins are coming!”

The goblins? No doubt the guard got drunk again during his patrol, it wouldn’t be the first time. But something had to be going on, judging by the commotion in the streets. You peeked out the door. The fire had soon spread. Your house would be consumed in no time. There was no time to do anything for your wife and children.

Then you saw them. Little figures were running around, their mocking, evil laughter overpowering you. A stone in the head put you to sleep. It saved your life.

You awoke with difficulty. You were the only survivor. You watched them walk away. Without daring to sit up, you saw something that made your blood run cold. Two of the strange creatures were wearing your children’s boots.

Goblins are feral kids

Some goblins

Somewhere else I said the goblins might be corrupted halflings. But there might be different kinds of goblins, not all of them little green men. Here are couple.

Hemogoblin

AC 12, HD 4, 18 hp, MOV 90′ (30′), ML 9, #ATT 1 tentacle or 1 projectile or fusion, DMG 1d6 or 1d6 or special

Artwork by Yalaki

A bloody mass of tissue, vaguely humanoid in shape, as though someone had inverted a small person inside out.

Tentacle (mêlée). One per round, the hemogoblin can produce a metre-long tentacle that executes a swift whip attack for 1d6 damage.

Projectile (range). 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.

Fusion. It tries to hold on to its opponent (mêlée roll; no damage). If successful, it will immobilize it for one round, and in its next action the hemogoblin will try to enter its victim through any hole it can (victim saves vs. Paralyzation to avoid it).

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 hemogoblin larvae in the form of blood clots through the mouth, eyes, nose, etc., suffering a massive 6d6 damage.

History Hook: PCs have been hired to lead a hemoglobin-infected person to where a healer can have a cure. You have to get there before the hemogoblin hatches.

Cosmic goblin

AC 12, HD 1, 5 hp, MOV 90′ (30′), ML 9, #ATT 1 weapon or 1 command, DMG as weapon or special

Artwork by Yalaki

These creatures have the proportions of a human being, but their height is about one meter. Their heads are shaped like planets and are believed to come from the stars.

Weapon (range). Cosmic goblins usually carry a strange device that shoots a musical beam of silvery light at a distance of 20m, 40m with a -2 penalty, or 100m with a -4 penalty, causing 1d8 damage.

Command. One per battle, the cosmic goblin can insert a mental command into an enemy, ordering him to carry out an attack against whomever the goblin says. This action is undetectable; whoever has received the command is not aware that he has acted on the orders of the goblin, he simply does not know why he has attacked a companion (or whoever it was). To avoid this, the victim must save vs. Magic.

§

Stats are written for LotFP, where AC 12 is for no armor. This is the only adjustment you should make if you use another OSR system. All the illustrations were made by Yalaki, hire her!

Goblins are halflings gone mad

Halflings are a peaceful people, who mind their own business and are more worried about what they will have for second breakfast than how to acquire wealth and political power.

“What would cause this to become a monster?”

Other races, especially humans, view halflings as unworthy of respect. Even the most venerable of halflings are considered little less than children. It’s no wonder that when a human kingdom seeks to expand its lands, halfling lands are the first to be taken, much like the lands where animals live are taken: no one would think they are stealing anything, animals don’t own their lands.

Halflings can sometimes be invited to live among humans, but most often are assigned reservations. Many halflings accept these conditions, since they know they are at a disadvantage, but others, more proud, perhaps a little too proud, decide to leave in search of other lands.

But there is less and less good land for a civilized people, so, many halflings have formed small villages in dark forests and underground tunnels. But the halflings are people of the prairie, of the open field, the lack of sun and space and freedom, has acted negatively in some of these communities.

Leaving behind civilized customs, such as tailor-made suits, elegant haircuts, and hot showers, but above all abandoning their pacifism, many have nurtured resentment against those who have taken over their lands; entire generations have given way to these new, aggressive and savage halflings, who form hordes to invade human towns, with the aim of killing and destroying, of sowing terror in human hearts, of bringing a bit of vengeful chaos, knowing that they won’t be able to recover their lands. Anyway, that is not what they want, they have become used to living in their unsanitary villages and their abysses without fresh air. Most likely, they don’t even have a goal: it is resentment, hatred, and anger which drives them.

Note: I am not talking about Tolkien hobbits, I talk only about D&D halflings and goblins.