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Wyrd Greyhawk; "And the Goblins WILL get

you, if you don't watch out!"


Fear stalks the land in many
guises. There are few who
know it not.

Great Lords sit their thrones


with knotted brows, brooding
upon the depredations of
dragons, the glory to be won
by victory, the ruin brought by
defeat. Mighty wizards dwell
upon the machinations of
their rivals, and mull the limits
of their own mastery of magic.
Untrustworthy servant that it
is, and quick to turn in the
hand of he who overreaches.
Even those who speak with
the Gods themselves carry
hidden fears, for with the gift
of secret wisdom comes
knowledge of the endless
Infernal forces which threaten
the very existence of all
things.

The fears of the great and


puissant are not, however, the
fears of the common man.
Dragons, devils, and malign
magic are threats that most know, but vaguely. As fearsome tales told by fireside and distant fables
from olden days.

When the plowman pauses in his work to gaze across the furrowed fields and into the shadows of the
tulgey woods, it is not the appearance of a great and ravening scaled beast which he fears. When the
washerwoman halts in her labor amongst the stones, and warily glances upstream towards the river
bend, she does not watch for a warlock to arrive in a flash of reeking vapor. When the cooper wakes in
the night and hearkens after sounds in the darkness, its not the lustful roar of demons that he listens
for.
Such perils are the domain of warriors, wizards, and priests. The peasantry fear that which they know,
that which they have suffered by all too often. What the rustics and villagers fear most is the furtive
rustle amongst the dim-lit groves, the sudden spiteful black arrow, and the mad, cruel laughter of the
Goblins.

The goblins of Wyrd Greyhawk are one race, but of two sorts, the High, and the Low. The Low Goblins
retain the standard statistics of AD&D goblins with only a few changes.

Goblins prey upon all other races as the circumstances may allow. They are conscious-less creatures
who see all other living things as toys to be tormented for their own amusement, and as food. Cruel
mirth is the force which motivates them. Goblins exult in malignant jokes and tricks, usually lethal in
nature, visited upon the unsuspecting and helpless. Outright murder is commonly engaged in, but given
time to prepare, goblins will always prefer that the death be entertaining for them, and humiliating for
the victims.

Low Goblins range between 3 and 5 feet in height, with gray-green warty skin, broad mouths filled with
pointed teeth, and lambent yellow eyes. There is much variety amongst them as to general physical
conformation. They may be stocky as dwarves, or thin as elves. Some have been told of as sporting
horns, others as being as hairy as a ram. There are no reliable reports which can be used to discern the
true aspects of their appearance. Those who are learned conjecture that so close is the goblins
connection to primal chaos that their very forms are subject to change with each generation.

Goblins make very few things for themselves, instead dressing in the clothing of previous victims and
employing the weapons of those who have died at their hands. Goblins of the Low sort are most often
encountered in groups of 6-24. When more are encountered, they will always be lead by a High Goblin.

All goblins are Chaotic Evil and not Lawful Evil. They are, in fact, so resistant to any sort of order that
Low Goblins must check moral every 6th round in any endeavor,(combat, a march, construction, etc..),
for which they have no heart. Failure of the moral check does not indicate fear, for though the goblins
live to bring terror to others, they themselves feel that emotion but little. Rather, their inner chaos is of
such intensity that they are unable to remain dedicated to any task to which they are not driven.

This moral check may be dispensed with if the low goblins are captained, or otherwise commanded by a
High Goblin. A High Goblin Lord they will obey with gleeful abandon, even to the point of taking
obviously suicidal actions if so commanded.

High Goblins

Frequency: Very Rare


No. Appearing: 1-6
Armor Class: 4, or by armor type.
Move: 12, (120 per round)
Hit Dice: 6
% In-Lair: 40%
Treasure Type: Nx4, Q
No. of Attacks: 2
Damage/Attack: 1-6, or by weapon
Special Attacks: Seeming, Curse, see below
Special Defenses: Shadow Step
Magic Resistance: Standard
Intelligence: Highly Intelligent
Alignment: Chaotic Evil, exemplary so
Size: M
Psionic Ability: Nil

The High Goblins are beings of greater intelligence, subtlety, and sophistication than the jeering and
cackling Low Goblins. Terribly, this makes their evil humor horrific in its depth and depravity. Those who
find themselves within the power of the High Goblins may come to consider their captors witty and
insightful. They may feel them to be wildly entertaining and fascinating hosts. This gives their eventual
and certain betrayal and death much greater savor and delight from the twisted perspective of the
goblins. Sauce for the goose, as it were.

High Goblins are rarely met in large groups. They prefer to live as individuals, Lording over clans of Low
Goblins where their will is uncontested. Sometimes families or cabals of High Goblins orbit a particularly
powerful, malign, or expansive individual whose force of personality allows him to influence others of
his kind. Rarely does a High Goblin appear who can force sufficient numbers of his race to submit to his
Lordship and claim the ephemeral title of Goblin King.

The High Goblins are tall and spare of build. They have sharper features than the Low Goblins, skin of a
lighter grey, and red-gold eyes shining with sardonic joy from beneath lank, green-black hair. This, the
true visage of the High Goblins is rarely seen by others for the Noble Goblins posses the inherent
magical ability to create a Seeming. The Seeming is both a charm, and a disguise. Those who fail to Save
VS Magic will see the High Goblin in whatever form it has chosen, and will perceive it as non-
threatening, a friend or possible ally. High Goblins employ the Seeming to gain information, or to lead
the trusting astray. They often choose to appear as rangers, elves, or hermits, beguiling travelers or
those lost in the wilderness. Once a being has been taken in by the Seeming, it will remain in effect
through multiple encounters with the same goblin until it has been lifted by a remove curse, or the
goblin himself negates it by attacking the victim. A person may labor for years beneath the delusion of
the seeming if it amuses the goblin to continue to string him along, or else it furthers some dark and
intricate plot.

The goblins are as closely linked to evil as they are to chaos. Acts of evil, committed by those of non-evil
alignment due to instigation by the goblins, temporarily enhance the inborn powers of the goblins.

As an example, goblins may travel by stepping into and out of shadow once per day. This ability allows
them to cross distances of up to a mile instantly if shadows exist at both locations. This is the reason
that dusk is called, the Goblin hour, by villagers and woodsmen. Normally, goblins lack the power to
cross boundary lines or circumvent magical wards by stepping through shadow. Even a closed door, or
scribed rune prevents entry by the goblins to the most humble cottage by stepping from the shadows.

If, however, through careful machinations the goblins have manipulated the occupants into evil action in
some way, they gain sufficient power to enable them to overcome their normal limitations and gain
access through the shadows. It must be an actual evil act on the part of the occupants, and not simply a
thought or attitude in order for the goblins to gain entry, though even so small a thing as a blasphemous
curse uttered in a moment of anger may prove fatal. At the DMs discretion of course.

Any weapon, magical or not, acts as though Of Wounding in the hands of a High Goblin. Wounds
inflicted will not heal naturally and will require magical or divine intervention. Lost hit points will not be
regained until the damage has been dealt with by a cleric or magical healing.

A High Goblin may Curse a victim a single time, but if the curse is removed, may never curse that
creature again. The curse will be minor, but difficult to deal with. As examples, lameness in one leg,
cutting Movement rate in half, deafness, increasing the victims chance of being surprised, Confusion,
the victim will shortly become lost if not always accompanied, etc The DM is encouraged to be creative
and fitting in inventing goblin curses, and the remedies thereof.

All goblins, both the Low, and the High, receive +1 to hit with the short bow. Their black shafted, spiral
fletched arrows are often, (35% chance), smeared with concoctions which cause hallucinations or
madness, (50% chance of either). Those struck must Save VS Poison to avoid the effects. Victims who
suffer hallucinations will imagine attack by random monsters or catastrophic natural events, (floods,
storms, earthquakes), and will act accordingly. Those struck by madness may rave and tear their own
cloths, randomly attacking anyone near or hurting themselves. Hallucinations will last for 1d10 rounds,
Madness for 2d10 rounds. There is a 10% chance of madness becoming permanent and requiring
magical healing to correct.

Each High Goblin encountered has a 25% chance of magic-use with a spell-like form. Goblin magic
requires no material components or spell books, though the effects of the wyrd-work are similar in
outcome to wizards magic. Goblin spells are cast by a short, eerie chant or song which takes 1 round to
complete. If a goblin is capable of magic, he may work spells of power roughly commensurate with up to
the 4th level of magic use. A goblins ability to work magic is static; it does not increase in levels as does a
human magic-users. Instead, a goblin may cast 7 spells per day of whatever power level.

As shown above concerning the goblins ability to step in and out of shadow, a High Goblin can for a
time increase the power of his magic by tricking non-evil aligned creatures into acts of evil. If a High
Goblin, through deceit, convinced one party member to unjustly betray another, the power of the next
spell he chose to cast would be doubled. This is a complex situation and no set of rules can be written to
address all of the possibilities which may arise, so the DM must proceed with all due diligence.

In creating goblin spells, the DM may choose in some random fashion from the magic-user spells of the
first to the fourth level. The mechanics of the spells will remain the same, excepting for the single round
casting time and the lack of a need for material components, but the visual and/or auditory effects of
the spell will be altered to make them strange and unfamiliar to the Player Characters. Magic Missile will
function in the game in the standard manner as written; however the glowing darts of magical energy
are replaced by a number of large, iridescent hummingbirds which flash through the air emitting a
grating whine and impale the target on their needle beaks before vanishing in a spurt of foul ectoplasm.

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