Part One: Low-Level Table

Those that know me know I love using tables for wandering monsters to help generate unexpected, exciting, and tension-filled play. Since I’ve been thinking about goblins for an adventure I’m working on, I decided I would post some of the early draft ideas for low-, mid-, and high-level encounters, respectively. This post is part one of three and will only contain the low-level table. Part two can be found here. Anyone running a goblin-centric session set in an underground location could easily plug this table into play with little to no adjustments.

Low-Level Wandering Goblin Table (Levels 1-3)

The low-level table assumes a group of characters between first and third level adventuring in a location roughly equivalent to what would be considered the first level of a dungeon. The number of creatures appearing will be dependent on the size and strength of the party. Guidelines will provided in the below descriptions.

1Goblin Patrol
2Goblin Patrol
3Goblin Patrol
4Goblin Slackers
5Random Goblin Event
6Goblin Tracking Patrol
7Elite Goblin Hunting Squad
8Goblin Patrol w/ Hobgoblin Leader
9DM’s Choice
10Roll on Higher Table (upcoming in future post)
Low-Level Wandering Goblin Table

1-3) Goblin Patrol

The goblin patrol is nothing more than a ragtag and undisciplined group of goblins inefficiently patrolling an area near and around a goblin lair. The group could be actively on patrol, moving between duty stations, responding to a summons, or doing anything else the DM deems appropriate to the context of play.

No. Appearing: 2-8 for a group of 1st-level characters. For each level above one for each member of the group, increase the number of goblins appearing by at least one.

Weapons: An assortment of hand-to-hand weapons scavenged from previous engagements. However, most wield short swords and daggers so as to effectively fight in cramped underground spaces.

Armor: Standard AC consisting of a motely assortment of leathery hides and variously (and somewhat haphazardly) sewn together bone and metal plates for additional protection.

Tactics: None, other than brute force attack. Dwarves are savagely attacked on sight. Be sure to check for morale. The patrol will likely break and flee if occurring too many losses. There is a 25% chance that one of the goblins will retain enough sense to remember to blow a horn that signals other goblins to the presence of intruders. If sounded, another goblin patrol will arrive in 1d4 combat rounds.

4) Goblin Slackers

The party has encountered a group of goblins, possibly a goblin patrol, that is slacking off and is engaged in some random diversion. DMs should increase the party’s chance for surprising the goblins (e.g., +1 or +2 to the surprise roll). Roll again on the following table to determine the diversion.

1Gambling
2Eating
3Torturing
4Sleeping
5Arguing
6DM’s Choice
Random Table for Goblin Slackers
  1. Gambling: A group of goblins have huddled together in area and are throwing bone dice. The goblins have lit a couple of torches in order to see the results of the dice. The occasional shout and goblin curse may be heard.
  2. Eating: A group of goblins have killed a giant rat (or some other creature) and have decided to make a small fire and roast their kill.
  3. Torturing: A group of goblins have cornered a giant centipede and are enjoying taking turns piercing it with their weapons and watching it squirm.
  4. Sleeping: This group of goblins just doesn’t give a shit and has decided to take a nap. Players may hear snoring and occasional flatulence.
  5. Arguing: A group of goblins is noisily bickering over which of them will have to make a report to a particularly harsh hobgoblin overseer named Skullcracker.
  6. DM’s Choice: The DM can choose from the above options or come up with another scenario.

5) Goblin Event

The following encounter represents an event that will usually occur only once. Roll again on the following table to determine the event.

1Shyla Bold-tongue
2Goblin Orgy
3Skirmish (may occur multiple times)
4Slave Procession (may occur multiple times)
5Grakal the Shamed One
6Goblin Corpse
7Goblin Immolation
8DM’s Choice
Random Goblin Event Table
  1. Shyla Bold-tongue: The female goblin, Shyla, is fleeing her clan with her three children–two young males and an infant strapped to her back. Her mate, Harndal, was slain after challenging the hobgoblin overseer known as Skullcracker, and she fears reprisal against herself and her children, especially after she publicly denounced the hobgoblin. She is armed with a crude dagger and will fight viciously to protect her offspring if threatened and escape is not possible. While not formidable (one hit kills), the two male children will also fight with small blades to protect their mother. Should the party assist her or allow her to pass unharmed, she will provide information regarding the layout of the liar. Should the party slay Shyla and her brood, she will curse them with her dying words (per 3rd level cleric spell).
  2. Goblin Orgy: A sizable group of goblins (6d10) have recently consumed some stimulating and hallucinogenic cavern mushrooms resulting in an impromptu ecstatic and disturbing orgy. Leftover mushrooms can be found among the goblins if the party devises a way to search the area. Consumption results in a bout of ecstasy and hallucinations that lasts 1d4 hours. If the characters attack the goblins, they gain automatic surprise. Afterward, only 50% of the goblins present will be in any condition to respond and defend themselves, but those that do respond feel no fear or pain, and they ecstatically fight to the death. If players are forced to flee, the remaining naked goblins will pursue doggedly shouting obscenities. Due to the commotion, roll for the possibility of another encounter.
  3. Skirmish: The party has come upon a skirmish between two goblin clans. If using Monsters Reactions, the party incurs a -1 to their roll if and when they interact with the goblins. If the party has a dwarf in the group, the two clans will set aside differences and immediately attack when the party is noticed or intervenes.
  4. Slave Procession: A party of goblins is escorting a shackled and chained group of dwarf slaves (or humans if the campaign does not have demi-humans). The dwarves are naked, sickly, and emaciated. They have also been repeatedly abused and beaten. If the party is not using a detectable light source, they will get +1 for surprising the goblins since the fiends are more intent on tormenting their hated slaves.
  5. Grakal the Shamed One: The party encounters a badly wounded goblin crawling pathetically down a passage. One arm has been mutilated, and one leg has a savage wound that has not been attended. Grakal can be easily slain should the party wish it. Searching the body reveals a hidden pouch containing a valuable looking red gem. On the other hand, assistance and mercy will result in Grakal sharing information with the party such as revealing area locations. Grakal will not tell the players about the gem he carries. DMs can decide the cause of Grakal’s shame.
  6. Goblin Corpse: The corpse of a goblin being gnawed upon by some rats lies abandoned in a tunnel. Searching the corpse reveals a pouch with 1d12 silver coins and another pouch with some cavern mushrooms that act as a stimulant and hallucinogenic (see Goblin Orgy above).
  7. Goblin Immolation: A goblin engulfed in flames runs wildly down the tunnel while howling and screaming in agony. If left alone, the goblin will run right passed the party and keep running until eventually being lost to sight and hearing. If the goblin is intercepted and put out of its misery, a search of it’s smoldering corpse will reveal nothing of interest.
  8. DM’s Choice: The DM can choose from the above options or come up with another scenario.

6) Goblin Tracking Team

A team of goblins along with a giant cave lizard patrols the underground tunnels for intruders. The lizard is harnessed, chained, and controlled by one goblin handler armed with a whip. The lizard is sensitive to changes in temperature and can see in darkness; therefore, it has the ability to detect invisible characters. DMs can create their own cave lizard or use the tuatara lizard stats found in Moldvay.

No. Appearing: A goblin tracking team consists of six escort goblins plus one goblin lizard handler.

Weapons: An assortment of hand-to-hand weapons scavenged from previous engagements. Additionally, the six escort goblins each carry a prodding spear to help navigate the cave lizard when necessary. The goblin lizard handler is armed with a whip in one hand, and he holds the lizard’s chain with the other.

Armor: Standard AC consisting of a motely assortment of leathery hides and variously (and somewhat haphazardly) sewn together bone and metal plates for additional protection.

Tactics: The goblins will attack detected intruders on sight, but they will attack as a unit. If room, the cave lizard will be maneuvered into the center with three escort goblins on either flank in a column. The lizard handler will remain in the back behind the lizard and prod it to attack. The two foremost goblin escorts will attack while remaining on either side of the lizard. The next two goblins in the column will use their spears to attack forward (or to the side if they become flanked) from one rank back. The last two will remain in reserve, defending the lizard and handler; or, they will move up should one of the forward goblins in their column fall. Should the lizard lose 50% of its hit points, or should the handler be killed, it will go into a frenzy attacking any in reach, including goblins.

7) Elite Goblin Hunting Squad

A highly trained squad armed with crossbows that usually consists of four goblins, although some squads operate with the addition of a fifth goblin leader (see the mid-level table in a future post). These four goblins have 1 HD (as opposed to 1-1). These goblins are all hand-picked and specially trained to seek and destroy. That’s all they do, and it’s all they want to do.

No. Appearing: Four goblins. Some groups will have a fifth more powerful goblin squad leader.

Weapons: Each goblin is armed with a crossbow (armed and ready), a short sword, and a dagger. The crossbows often contain notches for each kill made. Each goblin also carries a pouch of caltrops that has a ready-release knot that can be quickly pulled to drop the caltrops. Woe to those that quickly engage them in hand-to-hand. **Optional: Some squads poison their bolts. Save vs. Poison or die in 1d4 10-minute turns.

Armor: Standard AC consisting of a suit of well-oiled leather armor using the rendered fat of boiled dwarf corpses.

Tactics: These goblins patrol tunnels always with crossbows shouldered, loaded, and readied. Unless surprised, they will be able to get a volley off regardless of initiative. When possible, they patrol corridors in a two-by-two column. They are trained to coordinate and use short tactical commands either verbally or with hand gestures, and this allows them to communicate effectively in combat. Upon first encountering enemies, the first two goblins take a knee while the back two goblins remain standing. This allows all four to fire an instant volley of death. After the volley, the goblins in front will stand, release their caltrops, shoulder their crossbows, and then draw hand-to-hand weapons if they feel enemies have a chance to close the distance and engage in hand-to-hand combat. Otherwise, they will also reload along with the back two goblins. Once reloaded, Goblins in the back rows will alert the two goblins in front so they can duck and allow another volley to be launched from the back. If badly injured, the squad will attempt a coordinated withdraw. They will only fight to the death if forced. If they escape, they will blow a signal horn to alert others to intruders.

8) Goblin Patrol w/ Hobgoblin Leader

This group of goblins patrols the area with a more powerful and vicious hobgoblin overseer. The hobgoblin is likely as hated as the players.

No. Appearing: 2-8 goblins plus one hobgoblin leader. If there are any characters in the party above first level, increase the HD of the hobgoblin accordingly. For example, if there is a second level character, increase the hobgoblin’s HD to 2. If there is a third level character, increase the HD to 3. If the characters are even higher level, increase the number of goblins.

Weapons: The goblins are armed like a standard goblin patrol discussed above. The hobgoblin is armed with a battle axe.

Armor: As per the standard goblin patrol above. There is a 20% chance that the hobgoblin is wearing chain armor (change AC to 5 instead of 6). The hobgoblin also wears a helm adorned with long braided tassels made from the hair of scalped dwarves. There is a 20% chance that this helm has been enchanted in some manner by a goblin shaman.

Tactics: Simple tactics. Attack with brute force. The hobgoblin will single out the toughest looking opponent and attempt to slay that character and demoralize the party. The hobgoblin will also cut down any goblins that attempt to flee before he has given the command to do so. The hobgoblin will attempt to save himself should he become badly wounded. He will use goblins as shields in an effort to escape. The hobgoblin will not sound his signal horn out of fear of being perceived as weak.

9) DM’s Choice

The DM can choose from the above options or come up with another scenario.

10) Roll on Higher Table

The DM rolls again on the Wandering Goblin Table for Mid-Level Encounters.