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Goblins
Writers
Matthew Beall, Bret Boyd, Neal Levin, Darren Pearce,
Steven Palmer Peterson, Eric Tam, David Woodrum
Line Developer
Neal Levin
Cover Artist
Alfredo Lopez Jr.
‘Fell Beasts’ Logo
Brad McDevitt
Editor
Joanna G. Hurley
Interior Art
David Hamilton,
Gillian Pearce, Jef Womack
Art Director
Gillian Pearce
Graphic Design
Duncan Fielden
Executive Producer
Neal Levin
Games
www.darkquest.c∂m
Open Game Content & Copyright Information DQG1801
Fell Beasts: Goblins is ©2005 Dark Quest, LLC. All rights reserved. Reproductions of the product with-
out permission of the publisher is expressly forbidden. Fell Beasts: Goblins is presented under the d20
License. All textual material is desginated as Open Game Content. All artwork herein is copyrighted
Dark Quest, LLC. “d20 System” and the d20 System Logo are trademarks owned by Wizards of the
Coast and are used under the terms of the d20 license.
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Table of
Contents
Goblin Views on the various classes
20
Introduction
4
Goblin Barbarians
20
Goblin Bards
20
Chapter
Goblin Clerics
20
Into the Body
5
Goblin Druid
21
Goblin Physiology
7
Goblin Fighter
21
What are Goblins anyways?
7
Goblin Monk
21
Goblin Senses
8
Goblin Paladin
21
Goblin Lifecycle
8
Goblin Ranger
22
Species:Dustgobs
8
Goblin Rogue
22
Dustgob Racial Traits
9
Goblin Sorcerer
22
Goblin Wizards
22
Glupins
10
Glupin Racial Traits
10
Chapter 3
Half-Goblins
11
Food and Survival
23
Half-goblin Racial Traits
12
Dietary
23
Ice Goblins
12
Commerce and Culture
25
Ice Goblin Racial Traits
13
Goblin Diseases
25
Maglins
14
Descriptions
26
Maglin Racial Traits
15
Tatterkin
16
Chapter 4
Tatterkin Racial Traits
17
Spirituality
27
Chapter
How did Goblins come to exist?
27
Into the Mind
18
Hobblakoalkus (intermediate god)
28
he Mindset of Goblins
18
Gagglepewka (lesser god)
29
Roleplaying a PC Goblin
20
Vulglekusa (greater goddess)
29
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Chapter 5
Appendix B:
Defending the Lair
30
Goblin Tribal Examples
48
Caverns
30
he Bloodfeet
48
Outer Defences
30
Horde of the Bleeding Cavern
48
Interior Layout
31
Leablanket (Tatterkin town)
49
Workshop and Traps
33
he Dart Sphere
34
Appendix C
Rock-fall Traps
34
More Goblins
5
Tripwires
34
Major Goblin Chietain
51
Chemical spills
35
Major Goblin Shaman
52
Other Lairs
35
Female Goblin Bodyguard
53
Use of Poisons
36
Descriptions
36
Goblin Warrior #1
53
Goblin Warrior #2
54
Chapter 6
Goblin Warrior #3
54
Weapons
37
Weapon Descriptions
37
Goblin ‘Peon’
55
Blagger
56
Chapter 7
Clan Mistress Horka
57
Magics
38
Darkward Gof
57
Goblin Spells
38
Firk Blackshank
58
Rooty Feet
38
Sludge Blast
38
Freehan Feathersmith
58
Sludge Burst
38
Gorestrap Woundcrust
59
Sludge Pop
38
Worg Mount
59
Stinky Toe
39
Grool the Lurker
59
Wart Skin
39
Dire Bat Animal Companion
60
Goblin Magic Items
39
Horglo Blackbranch
60
Armor
39
Jük
60
Weapons
39
Potions and Powders
40
Kulggas
61
Wondrous Items
40
Nibbles
62
Artifacts
41
Oon’t’ar Vostaka
63
Qorg
64
Appendix A
Goblin Legends
42
Reeki Warthide
64
Familiar
65
he Eye of Gundek
42
Shilto Rackhand
65
Grunwhyn
43
Skrugg
66
he Legend of “Skullbreaker”
44
Temple Dancer Felna Sleck
66
Gristletoe, the Scurvy Bringer
44
VasichiFarscrye
67
Hacksmug, the Ear Lopper
46
Rat Familiar
67
Vurble Patchybags,
the Tattered King
46
War Leader Grot K’ul
67
3
Introduction
Fell Races: Goblins
G oblins oten play a core role in an adventur-
• Chapters Six and Seven describe some equipment
peculiar to goblins and the kind of magic one
might expect a goblin to use.
• he Appendices ofer a few legends from goblin lore,
and sample tribes and hordes. he legends can
serve as story hooks and the tribes can provide an
outline for all out war.
er’s early career. With training (and massive
numbers) they can continue to challenge
even experienced heroes. his book discusses goblins,
quite oten from the goblin point of view. Goblins,
both famous and forgettable, tell their own stories
and recount their own legends. But this is more than
just a text describing a creature so that adventurers
can better know its pain as they kill it. Plenty of
information is provided for playing a goblin. Of the
monstrous races, goblins are particularly easy to al-
low as a player race and can make for an enjoyable
and memorable character.
Books in the Fell Races series ill a role halfway be-
tween monster sourcebook and player’s guide to the
creature discussed. For the game master, these books
provide a wealth of information on how to expand the
ways one can use the creatures described. he books
include both new game rules for making encounters
with familiar foes exciting and fresh, and campaign
ideas and resources to help spark a story or lesh out
what might otherwise feel like yet another lavorless
horde of humanoids. For the player, books in this se-
ries grant insight into these unusual creatures, their
technology, plans, and lifestyle. While perhaps not
the irst choice as a player race, many of the tradi-
tional monstrous races can make for a fun character,
if only as a change of pace. All books in the series
emphasize both the creature’s role as opponent and
the opportunity to play the creature type as heroic (or
antiheroic) adventurer.
Fell Races: Goblins launches the Fell Races series
of books. Since adventurers oten start with ighting
goblins, they also make a good choice to start the
series. Later books in the series will cover other inter-
esting monstrous races. hey will follow the model of
this text, including enough background to make the
creatures feel real and enough player-oriented mate-
rial to make the creature a viable alternative to elves,
dwarves, and those annoyingly fertile humans.
he irst chapter details the physiology of the gow-
blin. Like many of the humanoid races, variants of
goblinkind have sprung up over the years; these
alternate races are ofered as well, complete with
attributes for using them as a player race.
Chapter Two discusses the goblin mindset, for
what it’s worth. It provides a rare peak into the
goblin’s vicious, chaotic, and devious psychology.
Chapter hree provides a complete menu for both
the gourmet and common goblin. Readers might
want to make sure to eat before reading this sec-
tion.
Chapter Four includes a sample creation myth of
the goblins, including an explanation of how gob-
lins got their name, and several deities that goblins
worship.
Chapter Five discusses the cruel and pragmatic
means goblins oten use to defend their lair. Game
masters can check this out when preparing a gob-
lin fortiication.
4
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Chapter
Into the Body
“It’s only one Goblin—Kill it!”
T he tavern was cold; winter had set in and the ire
“Meself and a group of adventurers were called on
by the mayor of Ulmel to ix a little bit of a problem
he had with the mine.” he dwarf took a big gulp of
ale and wiped his mouth. “He was starting to lose
his guards. Why he was guarding it when it was said
to be haunted, and no one’d work there was beyond
us. Still, adventure is adventure and we set out to see
what was going on in there.”
he villagers listened as the dwarf talked them
through the journey, the attack by wild boar, and
the visitation of a strange bound spirit in the night—
warning their party cleric of danger on the road
ahead. he spirit claimed to be a woman who said
she was seduced, made pregnant, and then murdered
by the mayor of Ulmel. She told them that the mayor
had made a deal with something bad in the mine, and
that the lost guards were no more than sacriices to
placate the creature that dwelt in the darkness. She
found out about his deal when he talked in his sleep,
challenged him, and he panicked, lashing out at her;
they struggled, and in the end she was killed. Fearing
for his safety and position, the mayor buried her in a
marshy bog with her unborn child still in the womb.
She was now bound as a ghost to haunt this area
until the foul deed had been exposed and the entire
village knew the evil the mayor had done. Now the
adventurers had a new quest.
“So we set of with a new purpose and ire in our
hearts; we were going to see that man pay for his
crimes—but irst, we needed proof.” he dwarf gauged
his audience well; they were sitting now in rapt and
stunned silence.
he story continued, the teller pausing now and
again to drink, inally the party made it to the moun-
barely warmed the people by it. Smoke drited
from the chimney and the world outside was
blanketed by a frosty gale of white shiting lakes. he
wind called through and down the hearth, bufeting
the lames, when the door opened and in stalked a
hooded and cloaked stranger. Standing only four foot
six from the loor, and hobbling into the taproom was
what the patrons decided was a dwarf by the looks
of him. He closed the door and made his way irstly
to the bar, to gather a dark ale, and then to the ire.
He reached down and dumped more wood onto the
greedy lames; they licked at it like cubs suckling a
mother’s teat.
“Any of you in the mood for a tale?” grumbled the
fellow under his hood, his one good eye winking in
steel grey, while a patch seemed to cover the one on
his right. He stood then, cradling his ale as though it
were worth more than gold, waiting for a reply. he
calls were not long in coming; many were bored and
chilled by the cruel winter already so he had a willing
audience.
“Alright settle down then, and be listening to Krag
of the Iron Mountain.” He pulled down his hood
and ixed them all with that one good eye. His beard
was shorter than they expected and the right side of
his face was an angry mass of scar tissue and newly
healed skin. A few mutters and gasps whickered from
the crowd like a horse’s snort and he waited again.
“Donovan’s Mine is where we begin,” said Krag
loudly, milking the reactions of the villagers. hey’d
all heard of the mine; some said it was haunted and
some said foul demons dwelt there, awakened when
the men had triggered a rockslide some ten years ago.
5
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