We Be Goblins

A 5e conversion of the original Pathfinder module

Conversion by EmpireofAzad

3

Background

Adventure Background

When the goblins of the Licktoad tribe in Brinestump Marsh discovered that one of their own could write, they had no choice—they ran him out of town, tore down his hut, and burned all of his stuff. Writing, after all, is bad mojo, since it can steal words out of your head and thus snatch away your soul. Yet while even the exiled goblin’s name is now taboo (he’s known today only as “Scribbleface,” after the Licktoads branded some of his precious words onto his forehead and cheeks to punish him for breaking custom), the wonders the goblins found in his house were significant.

For Scribbleface had kept more secrets than his writing.

Before the rest of his belongings were claimed or burned, the Licktoad goblins found a large trunk that contained several items of interest. To the majority of the tribe, it was the cache of exotic fireworks in the trunk that was the most impressive, but to the leaders of the tribe, it was the intriguing map (one that, fortunately, contained no writing, only nice, safe drawings and dotted lines). This map showed the extent of Brinestump Marsh, including the route from the Licktoad village to an old shipwreck near the coastline that - according to the drawings on the map, contained many more crates of fireworks. How Scribbleface had come into possession of the fireworks, the map, and this knowledge in the first place was largely irrelevant to the goblins, for if the spot marked on the map were to indeed lead to more fireworks, the Licktoads would be unstoppable!

Or, if not unstoppable, at least they’d be more firework rich! Think of all the longshank houses they could burn down with a big supply of fireworks!

Adventure Summary

In this adventure, the level 1 PCs take on the roles of Licktoad goblins, and are in fact counted among that tribe’s most powerful members. Chosen by the tribe’s chieftain as those best suited for an expedition to secure more fireworks from Scribbleface’s secret stash in the old shipwreck, the PCs take part in a celebratory feast and are offered numerous chances to prove their skill in a series of goblin dares. The next morning, the PCs are tasked with


the dangerous journey toward the coast. Upon reaching the site marked on the map, the PCs discover not only the location of a large stash of fireworks, but also the lair of one of the Licktoads’ most feared enemies - the cannibal goblin Vorka! In order to secure the Licktoads’ pride and good fortune by claiming the fireworks, the PCs must defeat the goblin cannibal and escape alive.

Introduction

Read the following to get your players started:

You are goblins of the Licktoad tribe, who live deep in Brinestump Marsh, south of the hated man-town called Sandpoint. Once, other goblins tried to burn Sandpoint down, and they would have been legends if they had succeeded. But they didn’t bring enough fire, and got themselves killed as a result. Yesterday, your tribe discovered that one of your own had been using forbidden arts and was engaged in one of the greatest of taboos - writing things down. In fact, rumour holds that what he was writing was a history of your tribe! There’s no swifter way to bring about bad luck than stealing words out of your mind by writing them down, and so your tribe had no choice. You branded the goblin’s face with letters to punish him, which is why everyone calls him Scribbleface now, and then you ran him out of town, took all of his stuff, and burned down his hut. That’s where things got interesting, because before you all burned down his hut, Chief Gutwad found a weird box within the building. Inside was a map and a lot of fireworks - fireworks that immediately came to use in burning the hut down. Then, this morning, Gutwad announced that tonight there would be a feast in order to drive out any lingering bad luck from Scribbleface’s poor decisions. But perhaps even more exciting, all of you have been secretly invited to meet at Chief Gutwad’s Moot House. Why would the chief want to speak to you? It can only mean that he’s got an important mission for you all... one that the other goblins of the tribe couldn’t pull off. This could be your chance to go down in Licktoad history!

Meeting at the Moot House

Lying at the center of the village, the chief’s Moot House is a veritable museum of Licktoad heroics - crammed with trophies such as stolen weapons, shiny bits of treasure, and the brine-pickled bodies of dozens of brutally slaughtered small furry animals (mostly dogs). His Mighty Girthness Chief Rendwattle Gutwad rules Licktoad Village from atop the great Teeter Chair, which is 6 feet high and allows him to more properly look down on his subjects. By tradition, Chief Gutwad does not speak directly to his subjects. Instead, he employs an advisor through whom he whispers instructions, for Chief Gutwad has convinced his goblins that the words that come out of his mouth are so mighty that they might frighten away all the words in the heads of lesser goblins. Only his duly appointed advisor, an overdressed, pompous goblin named Slorb, can handle the might of the chief’s words without fainting from fear.

4

Licktoad Village

When this adventure begins, the PCs have gathered before the entrance to the Moot House, awaiting invitation from Slorb to enter. Allow the players a moment to describe their goblin characters to each other - their characters all grew up in the same village, so they should already know each other and, indeed, should have some preconceived opinions about each other. Once the
players know who they are, a
high-pitched, nasal voice (chief
advisor Slorb) calls out for
them to enter.

Inside, Chief Gutwad sits
precariously atop the Teeter Chair.
Gutwad is a corpulent goblin who, in fact,
needs Slorb at hand only to aid in
climbing up into or out of the throne
(a fact that he’s taken care to hide
from the other goblins - very
few of whom have ever seen
him out of his chair). Slorb
asks the PCs to sit on the dirt
in front of the Chief (a great
honour!), but then, much to the
goblins’ surprise and shock, Chief Gutwad
speaks to them directly in a deep, booming voice.

Read the following to the players:

You all be heroes. Each of you. You are best Licktoads but for me. And maybe but for Slorb. That you aren’t fleeing in terror from mighty sound of my voice is all the proof you should need. Yet soon, all Licktoad goblins will know your might, for I have picked you for a dangerous mission. You know about fireworks and map we found in Scribbleface’s hut. Fireworks were fun. But map is more fun. It shows a route to a place near the coast where Scribbleface found fireworks. And it says there are more fireworks there! I want them for Licktoads. You all go get them tomorrow. Tonight we have big bonfire to burn bad luck away from you, and we play many games. Much fun. Tomorrow you fetch me fireworks. If you meet men, you make them dead. If you meet dogs, you make them dead. If you meet horses, you make them dead. If you meet Lotslegs Eat Goblin Babies Many, you maybe should run. And if you not find fireworks, you not come back or we feed you to Squealy Nord!

After the meeting, Chief Gutwad has little more time or patience to talk to the PCs. He has Slorb give the PCs the map to the fireworks cache, then orders them out of the Moot House.

What the Goblins Know

The PCs, being native to Brinestump Marsh, already know many of the dangers the swamp
presents, even if the players
themselves do not. If the players ask
about any of the following things,
allow them a check to know the
answers - if no PC succeeds at this
check, an hour or so of asking
around the village can provide
the answer.

Brinestump Marsh:

The marsh is a place of great bounty, with lots of places to hide and lots of delicious things to eat. Some of those                         things are kind of poisonous, though, so take care.                       One of the best things about the marsh is that                                       the humans don't normally come into it.                                         They’re afraid of the monsters.                                                       Which are a concern, but if you                                                           know about them before                                                                     they find out about you,                                                               running is always an                                                   option. Among the dangers that                                                   you can expect to face in the                                                 portion of Brinestump Marsh that                                       you’ll be heading through are wild dogs,                                 giant bugs, giant snakes, and giant frogs.                   Oh, and Lotslegs Eat Goblin Babies Many.                           And maybe Vorka.

      Lotslegs Eat Goblin Babies Many:

                                There are plenty of giant bugs in the                                         swamp, but of late, the giant spider                                           known as Lotslegs Eat Goblin Babies                                       Many (known more often simply as “Lotslegs,”) is the most notorious. The giant spider lives somewhere in the marsh between the Licktoad village and the coast, and the route that Scribbleface’s map shows leads right through the giant spider’s territory.

Scribbleface’s Map:

The map is relatively simple, showing little more than the Licktoad village, the old shipwreck on the coast that supposedly contains the fireworks, and the creek that runs between the two locations. By following the creek, the PCs should be able to easily reach the old wreck. Unfortunately, the old wreck is also located in the part of the swamp that all Licktoads know to be the territory of Vorka the cannibal.

Vorka:

One of the greatest terrors of the swamp, at least to the Licktoads, is old Vorka, a ravenous cannibal goblin who, legend tells, was once the wife of a Licktoad chieftain. She murdered and ate that chieftain, as well as several other goblins, before she was driven out of town many years ago. Since then, the story says that she’s lived alone somewhere along the coast to the west of Licktoad village, and while she’s never returned, most goblins who go missing in that part of the swamp are assumed to have been eaten by the cannibal.

The Big Bonfire

Goblins toil all afternoon to build the bonfire out of branches, sticks, and unburnt timbers taken from the ruins of Scribbleface’s hut. As night falls, a group of four struggling goblins carry the Teeter Chair (with Chief Gutwad sitting atop it) out to the bonfire, and the chief lights the fire with a Desnan candle (see page 12 for rules         for this and several other fireworks). This signals the start of an all-night party that features lots of good things to eat (snails, fish, and snakes) and gives the PCs a chance to enjoy being goblins, mingling with their kind as the evening     continues with feasting and dares. The chief brings out a       barrel of fermenting cider apples early on and most                   goblins get drunk very quickly; those indulging in the             apples must make a DC 8 Constitution save to avoid             becoming sickened for 24 hours.

Dares

As the evening progresses, word that the PCs are going on a special quest spreads, and the other goblins of the tribe begin daring the PCs to show off their heroics. The PCs can indulge in these dares or not as they wish, though only one prize will be awarded per dare - since the prizes for completing the dares (supplied by the chief himself) are relatively significant rewards, participating and winning could make the difference between success or failure in tomorrow’s quest. As for why the chief doesn’t simply give these valuable tools to the PCs, well... that’s just not how things are done in the Licktoad tribe. The PCs are free to take a dare or not, but for every dare that is proposed with no PC stepping up to the challenge, the other Licktoads mock the PCs furiously. This mockery has no real
game effect, but try to make the players feel
bad about being cowards anyway!

Dance with Squealy Nord

The goblins describe Squealy Nord as
a fearsome boar who lives in a muddy
pit in the middle of the village, right
next to the goblin baby cages. In fact,
Nord is a hyperactive piglet escaped
from a nearby farm. His pit itself is
circular, nearly 20 feet in diameter, and
just over 10 feet deep. “Dancing with Squealy
Nord” requires a goblin to spend 18 seconds (3
rounds) riding on the piglet's back. Squealy Nord is tethered for this dare, then released into the pit from a narrow corral with the mounted goblin clinging onto his back and generally screaming a lot. A DC 15 Animal Handling check is required each round to stay on Nord’s back as he races about. With a failed check, the goblin is thrown and takes 1 (1d4 - 1) points of damage if he fails a DC 10 Dexterity save. Nord's innocent willingness to consume goblin corpses frightens the superstitious goblins enough that they haven't roasted him, but he won’t actually attack living goblins. The humiliation of falling off his back is painful enough. If a goblin lasts for at least 3 rounds on Nord’s back, he’s rewarded with a “Dragon Brew Gourd” (a potion of fire breath).


Eat a Bag of Bull Slugs Real Quick

Bull slugs are black, wriggling slugs the size of sausages. Even among the goblins, they’re considered particularly foul-tasting and, because of the large amounts of slime they exude, difficult to chew. A covered wicker basket containing the slug bag is brought before the PC who accepts this dare, along with a napkin made out of a soggy leaf. The PC has 1 minute to eat an entire bag of bullslugs to win this dare. Eating the slugs is not a problem, even though they wriggle, taste of rotten fish, and burst with a little squeal when chewed. Eating a full bag in a minute is the hard part. There are five slugs in the bag, and successfully eating one requires a DC 15 Constitution save (this drops to a DC 10 Constitution save if the goblin doesn’t bother to spit out the slug’s mildly poisonous slime bladder - but neglecting to take care not to eat the slime bladder could have repercussions). Eating a slug is a full-round action (because             of the squirming), and a goblin who fails a save can                         attempt to swallow the same slug on the                                     following round. If the PC can make the five                               Constitution saves in a minute, they are                                     rewarded with a loan of the mighty                                             Gorge of Gluttons: a +1 shortsword that                                     becomes a +2 shortsword that inflicts                                     an additional 2d6 points of damage on                                  a successful hit when used against                                   horses. This weapon is owned by the chief,             and if the PCs don’t bring the weapon back to him, heads will roll.

At the end of the dare, if the eater opted for the easier DC 10 Constitution save when eating the slugs, she must make a final DC 15 Constitution save (with a cumulative -1 penalty for every DC 10 save they chose to make) to avoid becoming poisoned by slug slime for 24 hours.

Hide or Get Clubbed

This is the goblin version of hide and seek. The dare-taker rushes off into the marsh without any weapons and attempts to find a good hiding spot (make a Dexterity (Stealth) check to determine his success at hiding). The other goblins try to find him, and if they do, the finder is allowed to whack the previously hidden goblin with a club. Once the goblins start looking, roll 1d10 to determine how

6

Brinestump Marsh

many goblins come close enough to the hiding goblin to attempt Wisdom (Perception) checks to notice the hiding goblin. If a goblin finds the hidden goblin, the resulting club strike automatically inflicts 1 (1d4 - 1) points of damage. If no goblins find the hidden goblin, he wins a loan of the mystical Slippers That Let You Climb Real Good (slippers of spider climbing); like Gorge of Gluttons, these magic slippers are on loan from the chieftain’s treasury.

The Rusty Earbiter:

The infamous Rusty Earbiter is a hollow coil of rusty wires, barrel hoops, bent swords, and thorny branches and vines that's kept behind the Moot House when not in use. So named for the fact that it's claimed a number of goblin ears in the past (at any one time, 1d3 partially severed goblin ears can be found tangled in its sharp internal coils), the Rusty Earbiter is both an object of fascination and fear for the Licktoads. The half-insane tinkerer who invented the thing has long since died (carried off one night by a giant bird of some sort after his first and only test of a prototype bird-attracting hat), but his legacy lives on. The other goblins cheer and hoot when one of the PCs is dared to crawl through the Rusty Earbiter, and a half-dozen eager goblins roll the 20 foot coil out from behind the Moot House with the typical number of slashed fingers and stabbed legs such a task normally brings. A PC who agrees to this dare must climb into one end of the Rusty Earbiter and then wriggle through it, coming out the other side. There’s no time limit to get this done, but the faster the better! Climbing through the Rusty Earbiter requires a series of three DC 14 Dexterity (Acrobatics) checks as the goblin must writhe through a series of tight squeezes. Each check takes 1 full round to attempt, and each one must be repeated until a successful check is made before moving on to the next one (or, in the case of the last check, successfully crawling out the far end of the tube). If the PC fails more than three checks, the other goblins get bored, throw a few small rocks, and wander off; after that point it doesn’t matter if the goblin gets out or not, although if she gets stuck for a few days, someone might help. But probably not. Each failed check causes 1 (1d4 - 2) points of damage (a result of less than 1 point of damage indicates no damage is taken) from the Rusty Earbiter's spiky spikes. PCs who smear their heads with pig fat, mud, or some other slippery substance gain a +2 bonus on all Dexterity checks to navigate the Rusty Earbiter. If the PC manages to escape the Earbiter before the other goblins get bored, she wins the use of one of the tribe's most coveted items, the Chief’s Personal Very Useful Robe That Is Useful. This is a robe of useful items that has only four patches left - a ladder, a three-legged turtle, a horseshoe, and a bullhorn.

Into Brinestump

The PCs are expected to set off into Brinestump Marsh the next morning, lingering sickness from the previous night’s party or not. The PCs are brought before the chief again at dawn, whereupon he instructs them to “get fireworks and bring them here to me.” To help them, he gives the PCs the remaining fireworks from Scribbleface’s stash - two Desnan candles, four paper candles, and a skyrocket. See page 12 for rules for these fireworks. The journey to the fireworks stash, as indicated on the map, is relatively short; a slog not quite a mile long through the swamp along the creek’s southern bank. The journey takes only an hour to make. The marsh itself is relatively difficult to navigate,

































with numerous stretches of deep water that must beskirted and thick tangles of stinging nettles, but the PCs should have only one significant encounter along the way, a run-in with the giant spider known as Lotslegs.

Lotslegs Eat Goblin Babies Many

The giant spider known as Lotslegs has dwelt in central Brinestump for years, but only recently has she grown large enough to become a legitimate threat to the Licktoad goblins. The spider often lurks along creeks and other well-traveled routes, and her growing taste for goblins has evolved beyond eating goblin young. At about the halfway point on their journey, the PCs stumble directly into Lotsleg's territory. The spider herself is a web-spinning spider that lurks in the treetops, climbing down to attack unwary goblins who pass under her ambush. She attempts to flee to safety if reduced to 4 hit points or fewer.

Lotslegs’ lair is not far from her ambush point; about 200 feet directly south of the creek. If the PCs force the spider to flee, following her to the lair is possible if the PCs can keep up with the fleeing spider, or if they can make a DC 10 Survival check to track her progress through the soggy, mossy tree branches. The lair itself consists of a deadfall of several old trees. Scattered amid the trees are dozens of bodies, some of which are goblins, but a few of which are humans. A DC 12 Perception check locates the following items among the bodies: 24 gp, a light crossbow with 11 walloping bolts (DC 10 Strength saving throw or be knocked prone), a single pearl worth 100 gp, 2 potions of healing, a potion of heroism, a potion of vitality, and a wax paper sealed package containing six pieces of licorice flavoured taffy (this taffy is strong enough to remove any lingering poisonned effects left over from the previous night’s bonfire events).

7

The Old Shipwreck


Lotslegs Eat Goblin Babies Many

Large beast, unaligned


  • Armor Class 14 (natural armour)
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

  • Skills Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralysed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

The Old Shipwreck

The point indicated on Scribbleface’s map isn’t quite on the coast, but it’s close enough to hear the faint susurrus of waves crashing on an unseen swampy shoreline. The site itself is obvious once it is approached—a large wrecked ship lodged in a shallow pool of swamp water. Driven aground decades ago during a particularly violent storm that flung the ship several hundred feet into the flooded swamp, the ship itself is a two-masted Chelish sailing vessel with strange, faded writing on its bow (this name, written in Tien, reads Kaijitsu Star, although the chances of a goblin being able to read Tien words are small). The


ship itself is quite old, it crashed here several decades ago. Although much of the Kaijitsu Star’s decor has faded, and most of her truly valuable supplies were taken by her surviving crew after the wreck many years ago, here and there remain faint and subtle hints that the ship may have once been a work of beauty. The primary thing that should concern the goblins, however, is the fact that the wreck is now the lair of the goblin cannibal Vorka.

The shipwreck itself is upright, held in place by the mud and sludge it now sits in and supported by thick growths of marsh gorse and other foliage. The derelict leans toward its stern at a noticeable but not unwieldy angle, and its railings are as decorated with hanging moss as they are with goblin skulls and bits of bone—leftovers from Vorka’s meals over the past several years. The horror surrounding Vorka goes beyond her dietary preference, for she also keeps a dog and even a horse as pets and guardians, creatures traditionally feared and hated by goblins. As the PCs approach, you can start to play upon these fears by describing the sinister barking or neighing of large, frightening animals coming from the direction of the wreck. Fortunately for the shipwreck’s inhabitants, the entire thing is far too damp to burn, should the PCs attempt to light the structure on fire.

1. The Horrid Horse Pen


A two-masted ship lies mired in the mud in this clearing, its rigging thick with moss and decorated with lanterns and windchimes made from goblin skulls and bones. Strange writing is faintly visible along the ship’s prow, while the soggy, swampy “yard” that surrounds the wreck is encircled by a rickety wooden fence. A thin curl of smoke wafts up from a chimney that protrudes from an unusual box-like structure near the ship's bow.

Vorka keeps a horse in the fenced-in area surrounding the ship, she often needs to sneak out of the marsh to find replacement horses, though, for she doesn’t treat these “pets” very well. The horse is a filthy, dark gray stallion whose feet have churned the region within the fenced area into a thick morass of mud. While the horse, which Vorka calls “Stomp,” is afraid of the cannibal, its foul temper becomes all too apparent when presented with other targets - like the PC goblins. Stomp should be positioned on the far side of the wreck when the PCs first approach, only to come sloshing around the corner, ready to attack any intruders, as soon as the PCs are thick in the mud.

9

The Old Shipwreck


Stomp

Large beast, unaligned


  • Armor Class 11
  • Hit Points 19 (3d10 + 3)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 11 (+1)

  • Skills Intimidation +3
  • Senses passive Perception 11
  • Languages
  • Challenge 1/2 (100 XP)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)

2. Front Gangplank

A vine-choked gangplank with a mossy handrail descends sharply from the ship’s bow to the muddy ground below. One handrail seems to be encrusted with a large ball of dried mud.

The gangplank
is very
steep and requires a
DC 10 Strength (Athletics)
check to ascend. The
ball of mud on the bow can
be identified as a
wasp nest with a DC
12 Intelligence (Nature) check.
Although the nest can be
avoided physically, it’s
attached to the vines that grow
on the gangplank, and rigged to
detach from the railing soon after
the first person ascends.

One round after the first
person triggers the trap, the
vines suddenly snap taut and
knock the wasp nest off the
railing, causing it to fall
onto the gangplank. A person
in the square at the bottom of
the gangplank can catch the
falling hive with a DC 15
Dexterity saving throw (after
which he can set it down on


the ground gingerly and not worry about the rest of the trap’s effects), but otherwise the nest smashes and releases a cloud of angry wasps. This isn’t a fully fledged wasp swarm, but it does affect all targets within a 5 foot radius. Any creature in this area when the trap is triggered is stung several times, taking 5 (2d4) piercing damage. The wasps quickly disperse after their nest is destroyed.

3. Upper Deck

The main deck of the shipwreck is cluttered with objects both natural and artificial. Thick swaths of leafy vines grow over the deck, and shiny green patches of algae and moss grow where the vines do not. The central cabin's roof has a wide edge, creating a canopied walkway along the ship's sides. A flight of steps leads up to the roof of the ship's main cabin, the entrance to which is blocked by a door decorated by a large number of rodent and bird skulls. A smoking stovepipe chimney extends up from the ship's highest point above.


Scabtongue and Tickletooth

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 5 (1d8 + 1)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/8 (25 XP)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,   one target. Hit: 4 (1d6 + 1) piercing damage. If       the target is a creature, it must succeed on a           DC 11 Strength saving throw or be knocked prone.

Although the slimy green algae that seems to coat almost every surface of the upper deck might look dangerous, it is not in fact actual green slime. Two of Vorka’s feral dogs live on this upper deck - one a mangy hound with one blue eye and one brown eye and the other a scruffy mongrel with a crooked tail. Both are quite feral and half-starved, chained to different masts via 20-foot-long rusty chains. The mangy hound is chained to the central mast on the upper deck, while the scruffy mongrel is chained to the a mast below.               If the PCs taunt the dogs beyond the limit of the                         feeble chains, the dog can attempt a DC 18 Strength check to break free of the chain and attack.

10

The Old Shipwreck

4. Rigging


Two rickety wooden platforms, crow’s nests, sit on the masts, ten feet above the ship’s deck below. Each is linked by a pair of thick ropes, and additional ropes hang down from the platform on the stern-most mast to the deck.


These two crow’s nests are often used by Vorka as places to commune with the marsh, up here she feels close to the surrounding terrain. She might also attempt to flee up here to escape melee with the PCs if a fight spills up onto the deck.

It’s a DC 5 Strength (Athletics) check to clamber up to the stern platform using the dangling ropes, or a DC 15 Strength (Athletics) check to ascend the central masts or the stovepipe (which lack climbing ropes). Crossing to the nests via the rigging takes a DC 10 Strength (Athletics) check.

Vorka uses these platforms now and then, and she has absentmindedly left a few valuables on each. The central platform contains two vials of alchemist’s fire, a half-finished bottle of grog, and three Desnan candles. The stern platform contains a sling and a dozen sling stones.

5. Galley


This room is a blood-splattered chamber of horror. Dead rodents, snakes, and birds have been variously nailed, tied, and hung around the walls. At the far end of the room, a large cauldron bubbles over an iron stove set against the a wall, its stovepipe chimney extending up through the ceiling. A bloody burlap sack sits on the floor next to the stove. The center of the room contains a long, rickety table surrounded by chairs that contain several grisly decorations - a whole family of skeletal goblins, their bones bleached white and bound together by reeds and twine.

This room is used today by Vorka to prepare her meals, including her semi-monthly cannibal repasts. She doesn’t always catch her ingredients from the Licktoad tribe, but those goblins are by far her favorite flavour. Vorka’s not normally a glutton - she can make a single goblin last for 2 to 3 weeks if she has to. Unfortunately for poor Scribbleface, who after his exile returned to the
wreck hoping to sneak in and steal some
more fireworks, Vorka’s hunger was strong
earlier this month. His left arm and heart
are currently stewing in the cauldron,
while the bloody burlap sack contains
the rest of his body, including his
uniquely branded face. Scribbleface's
hideous fate should serve as yet further
proof to the PCs that writing words can, in
the end, only bring you bad luck - or worse!
Vorka keeps her third (and favorite) pet dog,
a hulking, rheumy-eyed, lumbering cur
bigger than most goblins, in this room. The
dog's name is Cuddles, and while it is
well-trained (to the extent that it doesn’t
bother the large number of bones and other
normally irresistible dog distractions in this
room), intruding goblins other than its beloved


mistress Vorka quickly arouse its wrath. The dog barks furiosly upon sighting such intruders before it lunges forth to attack.


Cuddles

Medium beast, unaligned


  • Armor Class 12 (natural armour)
  • Hit Points 19 (3d8 + 6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Saving Throws Dex +4, Con +4
  • Skills Acrobatics +4, Perception +3, Survival +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

6. Vorka’s Cabin


The air in this cabin is thick and close, stinking of swamp and sweat, with a thick, glistening layer of mud on the floor and swaths of oily fungus clinging to the walls. Even more dangling decorations of goblin bone and animal-part fetishes hang from the ceiling on lengths of sinew here, and what appears to be a nest made of rags, sticks, mud, and cast-off bits of clothing lies against the westernmost wall. But scattered amid the filth and clutter are several exotic-looking man-made objects, including a tantalizing red chest.

This cabin is where Vorka and her animal companion, a giant frog she calls “Lord Longtung”, sleep and relax. It’s                                         also where the cannibal is located                                             when the PCs first arrive at the site,                                         sleeping off a long night of vile rituals             and food preparation. Every encounter that the PCs                                       trigger abovedecks or outside brings a                                     cumulative 25% chance of awakening                               Vorka, at which point she prepares herself                                   for conflict as detailed in the tactics                                         section of her statistics before climbing                                     upstairs to seek out the cause of the                                       commotion. On her own, Vorka is a                                           dangerous foe, but if the PCs face her                                             while some of her animal friends are                                       handy, that encounter can quickly                                             become overwhelming. Vorka won’t                                               leave her home to pursue foes, her

11

The Old Shipwreck

arrogance is such that if the PCs flee, she’ll cackle and hurl threats but not much else after them,
allowing the PCs a second (and perhaps a
third or even a fourth) attempt to defeat
or evade her and secure her treasure
of fireworks. Vorka is particularly frightening,
especially to goblins who know of the stories
that paint her in a cannibalistic light.
Unfortunately for any goblins who might
meet her, those stories, if anything,
downplay her ferocity. Her mouth is
her most fearsome feature - it's a bit too
wide, even by goblin standards, and
Vorka's habit of filing her
already sharp teeth has
resulted in a snaggletooth grin
of mismatched teeth that leaves
little doubt as to her preference for tough,
stringy meat. Like goblin meat. She wears
rags and bits of stained cloth - trophies
harvested almost at random from her hapless victims,
over her equally patchwork leather armor.


Vorka

Small humanoid (goblinoid), neutral evil


  • Armor Class 13 (leather), 16 (barkskin)
  • Hit Points 27 (5d6 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 8 (-1) 15 (+2) 11 (+0)

  • Saving Throws Dex +4, Con +4, Wis +4
  • Skills Animal Handling +4, Athletics +4, Nature +1
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Goblin
  • Challenge 1 (200 XP)

Spellcasting. Vorka is a 3rd level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Vorka has the following druid spells prepared:

Cantrips (at will): guidance, infestation, produce     flame, resistance
1st level (4 slots): animal friendship, create or         destroy water, cure wounds
2nd level (3 slots): heat metal, spider climb

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Dart. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Items

3 potions of healing, 2 potions of barkskin, Desnan candle

While her exact outfit can change in this manner depending on who her latest meals may have been, the one       part of her apparel that never changes is her floppy,                                           pointy leather hat; a hat Vorka stole                                           from a human traveller and made crude                                 alterations to in order to make it fit her                                     large, misshapen head.

                                Before combat, Vorka drinks a potion of                         barkskin as soon as she realizes her home is                               under attack, then casts spider climb and                                       produce flame before venturing forth to                                     confront the intruders.

During combat, she periodically threatens goblin enemies     by describing how she thinks they’ll taste, or preselecting             choice cuts by saying things like, “Those ears might                       taste fine stuffed with eyes.” She begins combat                     by using her first action to light her Desnan                             candle to fire at the PCs. She uses spider climb if   possible to retain range on the PCs so she can cast infestation, leaving the task of melee combat to her animal companion, Lord Longtung..


Lord Longtung

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 1 (-5) 9 (-1) 6 (-2)

  • Saving Throws Dex +4, Con +5, Wis +1
  • Skills Acrobatics +4, Athletics +5, Perception +1, Stealth +4
  • Senses passive Perception 11
  • Languages
  • Challenge 1/2 (100 XP)

Keen Smell. The lord longtung has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. the target is grappled (escape DC 13), or pulled 5 feet towards lord longtung.


During combat, Vorka’s lucky frog does as it is told, attacking in the confines of the bridge or using its tongue to attack those climbing the rigging. If Vorka is slain, Lord Longtung flees into the marsh to soon die of a broken heart...

12

Conclusion

Treasure

The man-things objects that once belonged to the crew of Kaijitsu’s Star but were left behind when the crew abandoned ship are certainly worth something. The majority of these objects are filthy and broken, but 10 minutes or so of sorting and scavenging turns up some interesting finds. All of these items (broken and functional alike) are strangely decorative, depicting colorful serpentine dragons, towering cliffs, delicate humanoid figures, and strange pagodas; not that a goblin would know a pagoda from a tool shed. Even the filthy or broken clutter here could be worth about 600 gp to the right collector, but as they are mostly made of bamboo, exotic wood, and in some cases paper, they’re probably more fun to burn. Among the more obviously valuable objects are 140 gp, a bejeweled silver and jade lantern built to look like a coiled dragon worth 150 gp, a dozen masterwork shuriken, an ivory and gold fan depicting a gecko walking amid cherry blossoms worth 80 gp (the reverse side of this fan has been used by Vorka to draw a crude map of Brinestump, not unlike the one Scribbleface created, and contains a secret that the goblins are unlikely to decipher anytime soon), a long hairpin with a red pearl at one end worth 150 gp, a wand of create food and water with only 2 charges left, and a philter of love in a crystal vial shaped like a heart (the vial itself is worth 50 gp).

The red chest, though, is the object of the PCs’ quest. Unlocked, it contains several fireworks. The chest itself is heavy and worth 150 gp, and there were obviously once many more fireworks within (Scribbleface managed to steal many of them by sneaking into this room while Vorka was out hunting), but those that remain should be more than enough to satisfy the chief for at least a few days. The fireworks in the chest consist of 14 Desnan candles, 20 paper candles, and seven skyrockets.

Conclusion

If the PCs manage to get the fireworks back to their village without using them all or “accidentally” setting them off, they can return as heroes; if they don’t, they’d best not return at all, for the chief makes good on his threat and has the PCs imprisoned and, eventually, fed to Squealy Nord. If the PCs do return triumphantly, a big feast is given in their honor, and His Mighty Girthness Chief Rendwattle Gutwad decides the lucky male PC who played the most prominent role (your choice) should marry his daughter, the fearsomely corpulent and ferociously lusty Gupy Wartbits. The remaining PCs are given prominent tribal positions as well, with names like Head Village Watcher, Overseer of Village Stabbings, Master of the Pig Pit, or even a brand new title like Boss of Big Fire.

What the goblins do with the fireworks they recover, and what happens when they figure out the meaning of the images and map symbols scribbled onto the back of the ivory fan found in Vorka’s den, sets into motion a series of events that will have repercussions far beyond Brinestump Marsh, in the distant land of Minkai.



Fireworks
  • Desnan Candle (5 gp): When lit, this foot-long wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. Each projectile deals 1 point of damage and 1 point of fire damage if it hits; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a Desnan candle is a ranged attack and the user is not proficient.

  • Paper Candle (1 gp): This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Constitution saving throw or be blinded for 1d4 rounds.

  • Skyrocket (50 gp): When lit, this foot-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving in a straight line with a fly speed of 90 for 1d6 rounds before loudly exploding in an burst of light and sound, dealing 2d6 points of fire damage in a 10 foot burst (DC 15 Dexterity saving throw for half damage). If a skyrocket impacts a solid surface or a creature before reaching its maximum range, it detonates prematurely at the point of impact. Anyone who takes damage from the explosion is either blinded or deafened (a 50% chance of either) for 1 round.


Characters

This is an adventure for four level 1 goblin characters. Each should possesses a unique goblin trait, however the players should also be allowed to create their own goblin characters, either using the template in Volo's Guide to Monsters, Mordenkainen Presents: Monsters of the Multiverse or the ones in the Unearthed Arcanas, Plane Shift: Zendikar or Plane Shift: Ixalan, if you're comfortable with playtest material in your games. Players should be encouraged to create an inventory full of worthless items that only a goblin could see value in.

Below is a d100 table of new goblin traits. They are not balanced and some are better than others, but the life of a goblin isn't fair either. Some are weird, some are nasty, and some are a double-edged dogbiter. If characters want to roll for a random trait or two, it is suggested that this is done before character creation, as they may well shape how a player builds their goblin.

Goblin Traits
d100 Trait Effect
1 Superior Darkvision As a child, you were kept in the dark so often your vision adapted. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
2 Gadgeteer You have a knack for tinkering with small mechanical devices. You gain proficiency with thieves' tools and can attempt to disarm simple traps or lock mechanisms as a bonus action.
3 Firestarter You have a strange fascination with fire and an exceptional ability to start one. Once per turn when you deal fire damage, you can reroll one of the attack's damage dice, and you must use the new roll. You can use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
4 Tunnel Vision You have an exceptional ability to focus on targets in front of you. Once per short rest, you can ignore half cover when making ranged attacks. However, your intense focus limits your peripheral vision, imposing disadvantage on Wisdom (Perception) checks made to detect enemies flanking you until the end of your next turn.
5 Vile Stench Your body emits a foul odor that repels most creatures. You have advantage on Charisma (Intimidation) checks made against non-goblinoid creatures. However, your noxious aroma also makes it challenging to interact socially, imposing disadvantage on Charisma (Persuasion) checks when dealing with non-goblinoid creatures.
6 Whispering Tongue You have a unique ability to communicate with small animals. You can understand and speak with small creatures such as rats, birds, and insects. However, your affinity for these creatures can be distracting, imposing disadvantage on Wisdom (Perception) checks made to focus on surroundings while communicating with them.
7 Quick Learner You have a natural aptitude for picking up new skills and knowledge. You gain proficiency in one skill or tool of your choice. However, your eagerness to learn can lead to impulsive decision-making, imposing disadvantage on Wisdom (Insight) checks made to assess the trustworthiness of information or individuals.
8 Keen Hearing Your ears are exceptionally sensitive, allowing you to pick up faint sounds. You have advantage on Wisdom (Perception) checks made to hear distant or quiet sounds. However, sudden loud noises can startle and disorient you, imposing disadvantage on Wisdom saving throws against being frightened.
9 Unpredictable Reflexes Your body has a knack for instinctively avoiding danger. When you are subjected to an effect that requires a Dexterity saving throw, you can choose to roll the saving throw with advantage. However, your unpredictable movements make it challenging for allies to coordinate attacks, imposing disadvantage on attack rolls made by allies targeting enemies adjacent to you.
10 Prankster You have a mischievous sense of humor and a quick wit. You have advantage on Charisma (Deception) checks made to tell jokes or play pranks. However, your tendency to prioritize humor over serious matters imposes disadvantage on Charisma (Intimidation) checks.
11 Natural Escape Artist You have a remarkable ability to escape from restraints and confined spaces. You have advantage on Dexterity (Acrobatics) checks made to escape bonds or tight spaces. However, your nimble nature makes it difficult to sit still or remain inconspicuous, imposing disadvantage on Dexterity (Stealth) checks made when trying to remain motionless.
12 Enigmatic Whispers You hear faint whispers and murmurs from unseen sources, granting you insight into hidden truths. You have advantage on Wisdom (Insight) checks made to determine if someone is lying or withholding information.
13 Quick Reflexes You have lightning-fast reflexes that allow you to react swiftly to danger. You have advantage on Dexterity saving throws made to avoid traps or other sudden hazards.
14 Webweaver You were bitten by a glowing spider and now possess the innate ability to create simple but sturdy webs. Once per long rest, you can use an action to secrete web fluid onto your hands. The fluid lasts for 1 hour, giving you a climb speed equal to your movement speed and advantage on checks to grapple a creature. However, you are vulnerable to fire damage while coated in the web fluid.
15 Sticky Fingers You have an innate talent for picking pockets and stealing small objects. You have advantage on Dexterity (Sleight of Hand) checks made to steal items or pick locks. However, your reputation as a thief imposes disadvantage on Charisma (Persuasion) checks made to establish trust with others.
16 Gutter Crawler You excel at moving quickly and quietly through crowded city streets and tight alleyways. You have advantage on Dexterity (Acrobatics) checks made to navigate through cramped spaces or crowded areas. However, your familiarity with urban environments makes it challenging for you to navigate natural wilderness, imposing disadvantage on Wisdom (Survival) checks made outside of urban settings.
17 Pack Rat You have a natural inclination to collect and hoard objects. You can carry twice the normal amount of items without being encumbered. However, your hoarding tendencies may draw attention or cause organizational difficulties, imposing disadvantage on Dexterity (Stealth) checks made to remain hidden when carrying a large amount of items.
Goblin Traits (continued)
d100 Trait Effect
18 Skulking Shadow You have an innate affinity for shadows and can blend seamlessly into dark areas. While in dim light or darkness, you have advantage on Dexterity (Stealth) checks made to hide or move silently. However, your connection to shadows makes it challenging for you to adjust to sudden bright light, imposing disadvantage on Wisdom (Perception) checks in bright light.
19 Jester You possess an infectious and boisterous laugh that can uplift the spirits of those around you. Once per long rest, as a bonus action, you can emit a contagious laugh that grants advantage on Charisma checks made to charm or entertain others for 1 minute. However, your loud and distinctive laughter makes it difficult for you to remain unnoticed, imposing disadvantage on Dexterity (Stealth) checks made when attempting to be silent.
20 Fleakin You have an uncanny resemblance to a flea when it comes to jumping. Your long and powerful legs allow you to perform extraordinary leaps. You have advantage on Strength (Athletics) checks made to jump and your long jump distance is doubled. However, your resemblance to a flea also attracts the attention of fleas, ticks, and other parasites, imposing disadvantage on Wisdom (Animal Handling) checks made when dealing with animals.
21 Primal Senses Your instincts are attuned to the natural world, granting you heightened senses. You have advantage on Wisdom (Survival) checks made to track creatures in natural environments and on Wisdom (Perception) checks made in natural surroundings. However, the cacophony of smells and sounds in natural settings can overwhelm your senses, imposing disadvantage on Wisdom (Perception) checks made in crowded or urban areas.
22 Natural Balm You have a natural affinity for herbalism and can create soothing balms and poultices from plants. During a short rest, you can expend a use of this trait to create one dose of healing balm. As an action, you or an ally can apply the balm to regain 1d6 hit points. However, the smell of the healing balm is distinctive and attracts nearby predators.
23 Fleet of Foot Your small stature and nimble nature allow you to move with exceptional speed. Your base walking speed increases by 10 feet. However, your small size makes it harder to maintain a strong foothold, imposing disadvantage on Strength (Athletics) checks made to resist being pushed or knocked prone.
24 Unsettling Presence There's something about your appearance or aura that unnerves those around you. You have advantage on Charisma (Intimidation) checks made to intimidate or frighten others. However, your unsettling presence also makes it harder to gain trust or make peaceful negotiations, imposing disadvantage on Charisma (Persuasion) checks made to establish rapport or form alliances.
25 Unbreakable Will You possess an indomitable willpower that allows you to resist mental influences. You have advantage on saving throws against being charmed or frightened. However, your unwavering determination can make you stubborn and resistant to change, imposing disadvantage on Wisdom (Insight) checks made to read or understand the emotions and intentions of others.
26 Pet Spider You have formed a relationship with a small spider. It is friendly to you and provides advantage on Dexterity (Acrobatics) checks made to climb walls. However, the presence of the creature can also draw attention and make you more noticeable, imposing disadvantage on Dexterity (Stealth) checks made when trying to remain inconspicuous.
27 Pet Rat You have formed a relationship with a small rat. It is friendly to you and provides advantage on Wisdom (Perception) checks made to detect hidden enemies. However, the presence of the creature can also draw attention and make you more noticeable, imposing disadvantage on Dexterity (Stealth) checks made when trying to remain inconspicuous.
28 Pet Bat You have formed a relationship with a small bat. It is friendly to you and provides advantage on Dexterity (Stealth) checks made in dim light or darkness. However, the presence of the creature can also draw attention and make you more noticeable, imposing disadvantage on Dexterity (Stealth) checks made when trying to remain inconspicuous.
29 Carrion Sense You have a heightened sense of smell that allows you to detect the presence of decaying or rotting matter. You have advantage on Wisdom (Perception) checks made to locate corpses or detect the presence of undead creatures.
30 Quick Recovery Your body has an impressive ability to recover from injuries. Once per long rest, when you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. However, your quick recovery leaves you with a level of exhaustion until you complete a long rest.
31 Unsettling Grin Your grin is unnerving and can unsettle those who meet your gaze. When you make an Intimidation check, you can choose to impose disadvantage on the target's Wisdom saving throw to resist being frightened. You can use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
32 Natural Poisoner You possess knowledge of natural toxins and poisons found in plants and creatures. You gain resistance to poison damage, proficiency with poisoner's tools, and you have advantage on Intelligence (Nature) checks made to identify or create natural poisons. However, exposure to poison has affected your sanity. Roll twice on the Indefinite Madness table. These are permanent and cannot be cured.
Goblin Traits (continued)
d100 Trait Effect
33 Bane of Giants You have a deep-seated grudge against larger creatures, particularly giants. When you hit a creature that is Large or larger with a melee weapon attack, you can roll one additional damage die of the weapon's damage type and add it to the damage dealt. However, your focus on defeating larger foes can make it challenging for you to deal with smaller opponents, imposing disadvantage on attack rolls made against creatures that are Small or smaller.
34 Junk Eater Your digestive system is highly resilient and can process almost anything. You can eat and gain sustenance from non-toxic materials, such as wood, metal, or cloth. This allows you to survive in environments with scarce food resources.
35 Gobsmacker You have a knack for landing unexpected strikes that leave your foes disoriented. Once per short rest, when you hit a creature with a melee attack, you can use your bonus action to attempt to stun the target. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the target is stunned until the end of your next turn. However, your reliance on stunning strikes can leave you momentarily off-balance, imposing disadvantage on Dexterity saving throws until the end of your next turn.
36 Slippery Hide Your skin secretes a slimy substance that makes it difficult for others to get a firm grip on you. You have advantage on checks made to escape from grapples.
37 Oversized Ears Your large, pointed ears grant you exceptional hearing. You have advantage on Wisdom (Perception) checks made to listen for faint sounds or detect distant noises.
38 Keen Smell Your sense of smell is sharp, allowing you to notice details that others might miss. You have advantage on Wisdom (Perception) checks made using your sense of smell.
39 Fearless Frenzy When you score a critical hit with a melee weapon attack, you enter a state of frenzy for 1 minute. While frenzied, you have advantage on Strength checks and saving throws, but you also have disadvantage on Wisdom checks and saving throws.
40 That Voice in my Head There has always been a voice in your head whispering suggestions to you in different languages. After each long rest, you gain proficiency in a random language you don't already understand.
41 Sharp Teeth Your teeth are unusually sharp, allowing you to make unarmed attacks with your bite. Your bite deals 1d4 piercing damage. Additionally, when you score a critical hit with a bite attack, you regain hit points equal to your Constitution modifier (minimum of 1).
42 Keen Taste Your sense of taste is incredibly sensitive, allowing you to detect subtle flavors and poisons. You have advantage on Wisdom (Perception) checks made to identify the ingredients or properties of food, beverages, or potions.
43 Gritty Endurance You have a remarkable ability to endure physical hardships. You have advantage on Constitution saving throws made to resist exhaustion or endure harsh environmental conditions.
44 Goblin Luck When a creature rolls a 20 on the d20 for an attack roll targetting you, you can force them to reroll the die and they must use the new roll.
45 Tough Hide Your skin has a faint sheen and toughness reminiscent of worn leather. You gain a +1 bonus to your AC when not wearing armor.
46 Selfish Regeneration At the start of each of your turns, you regain hit points equal to your proficiency bonus if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. However, your body rejects other forms of healing, which only heal you for half the usual amount.
47 Blink and You'll Miss it. You can use your bonus action to magically teleport up to 1d6 x 5 feet in a random direction. If the space is not unoccupied the ability fails and you lose one use. You can use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
48 Stone Camouflage You have the ability to blend in seamlessly with rocky or stony environments. When you remain motionless against a stone surface, you have advantage on Dexterity (Stealth) checks made to hide.
49 Almost Dead Fortitude You once had a very close call with death which left you with a touch of undeath. When you are reduced to 0 hit points but not killed outright, you can make a Constitution saving throw (DC 5 + the damage taken). On a success, you drop to 1 hit point instead. You can use this trait once per long rest.
50 Fang Skin You have hundreds of small venomous fangs embedded in your skin. As a bonus action, you can make one melee attack at a creature within 5 feet of you. The target must make a DC 12 Constitution saving throw or take 1d4 piercing damage and 1d4 poison damage. You can use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.
51 Acidic Blood Your blood is highly acidic, making you a dangerous opponent to grapple. Whenever you take slashing or piercing damage while grappled, the creature grappling you takes 1d4 acid damage.
52 Disorienting Laughter Once per short rest, as an action, you can unleash a disorienting laugh that affects all creatures within 10 feet of you. Each affected creature must make a DC 12 Wisdom saving throw or have disadvantage on its next attack roll or ability check.
Goblin Traits (continued)
d100 Trait Effect
53 Soul Harvester When you reduce a living creature to 0 hit points, you can harvest its soul. You can only have one harvested soul at a time, and while harvested it will appear as an ethereal version of itself in life, haunting you. When you fail an attack roll, ability check, or saving throw, you can burn the soul to reroll the die and must use the new roll.
54 Magnetic Attraction Small metallic objects are inexplicably drawn to you. Whenever you move within 5 feet of a small metal object, it is pulled toward you with a force strong enough to make it stick to your body until you remove it.
55 Spontaneous Combustion Once per long rest, when you take fire damage, you have the chance to burst into flames rather than being harmed. Roll a d6: on a roll of 1 you suffer double the full damage, but on a roll of 2-6, you are healed by an amount equal to half the fire damage and gain resistance to fire damage until the end of your next turn.
56 Telepathic Babbling You have a constant telepathic connection with small beasts within 300 feet. Unfortunately, their chatter makes it difficult to concentrate on complex tasks. You have disadvantage on Intelligence-based ability checks.
57 Whisker Sensitivity Your long, wiry whiskers grant you heightened sensory perception. You have advantage on Wisdom (Perception) checks that rely on your sense of touch, such as detecting vibrations or subtle changes in air currents.
58 Shrink or Expand Once per long rest, as an action, you can randomly alter your body size. Roll a d20, on a 1-10 you shrink to half your height, allowing you to move through small spaces and granting you advantage on Dexterity (Stealth) checks for 1 minute. On an 11-20, you expand to double your height, gaining advantage on Strength checks and causing your melee attacks to deal an additional 1d4 bludgeoning damage for 1 minute.
59 Nauseating Odor Your body emits a foul and repugnant odor, making it difficult for creatures to approach you. You have advantage on Charisma (Intimidation) and disadvantage on Charisma (Persuasion) checks made against creatures within 10 feet of you.
60 Mucus Spray Once per short rest, as an action, you can unleash a spray of slimy mucus from your mouth. Choose a creature within 10 feet of you. The target must make a DC 12 Dexterity saving throw or be blinded until the start of your next turn.
61 Fungal Resistance Your body has adapted to survive in damp and fungal environments, with several varieties sharing a symbiotic relationship with you. You have advantage on saving throws against diseases and the poisoned condition.
62 Curse of the Jinx You have an innate ability to bring misfortune to your enemies. Once per short rest, when a creature makes an attack roll against you and misses, you can use your reaction to impose disadvantage on the next attack roll made by that creature.
63 Scavenger's Eye You have an uncanny ability to spot valuable or useful items amidst piles of junk. You have advantage on Wisdom (Perception) checks made to find hidden or concealed objects in areas cluttered with debris or refuse.
64 Vermin Whisperer You have an uncanny affinity with small vermin creatures. You can communicate simple ideas to rats, spiders, and other tiny creatures. They are inclined to be friendly towards you and will not attack you unless provoked.
65 Regurgitate Object Your stomach has an unusual ability to store and regurgitate small objects. As an action, you can regurgitate a previously swallowed object or projectile, such as a swallowed key or a stolen coin.
66 Muck Diver You are adept at moving through mucky or swampy terrain. You have advantage on Strength (Athletics) checks made to swim or move through difficult terrain caused by mud, swamps, or similar environments.
67 Mis-Limbed You have long arms and short legs. Your reach is 5 feet greater than normal, but your movement is reduced by 5 feet.
68 Scurry Your small size and nimbleness allow you to move through crowded spaces effortlessly. You can move through the space of any creature that is of a size larger than yours without provoking opportunity attacks.
69 Trapper You have an uncanny knack for setting traps and detecting them. You have advantage on Wisdom (Perception) checks made to find or disarm traps, and you can set simple traps with basic materials during short rests.
70 Opportunistic Thief You have a natural talent for spotting and seizing valuable items. You have advantage on Wisdom (Perception) checks made to locate hidden objects or treasure.
71 Opportunistic Fighter You have a knack for taking advantage in a crowd. When you have an ally within 5 feet of a creature, you have advantage on an attack roll against that creature. You can use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
72 Unpredictable Strike Your fighting style is unorthodox and unpredictable, making it difficult for enemies to anticipate your attacks. Once per short rest, when you make an attack roll, you can choose to roll a d6 and add it to your attack roll.
Goblin Traits (continued)
d100 Trait Effect
73 Inner Ferocity When you are reduced to half your hit points or fewer, your fighting spirit intensifies. You gain a +1 bonus to attack rolls and damage rolls until you finish a short rest or are healed to half your hit points or more.
74 Swift Reactions Your reflexes are lightning-fast, allowing you to act quickly in combat. You have advantage on initiative rolls.
75 Compact Mirror Image Once per short rest, as a bonus action, you can create an illusory duplicate of yourself. This mimics the mirror image spell but with only one image.
76 Magical Salvage You have the ability to salvage magical energy from items. Once per long rest, as an action, you can touch a non-magical item and temporarily imbue it with magical properties. The item gains a minor magical effect of your choice, such as emitting dim light for 5 feet, producing a faint sound, or causing mild warmth. The effect lasts for 1 hour.
77 Mystic Insight You have a limited ability to sense the presence of magic. Once per short rest, as an action, you can detect the presence of magical auras within 30 feet of you. You can determine the school of magic but not the specific spell or effect.
78 Levitating Leap Your leg muscles possess a touch of arcane power, allowing you to leap higher and farther than normal. You have advantage on Strength (Athletics) checks made to jump, and the distance of your long jump and high jump is doubled.
79 Arcane Trickster You have a knack for manipulating magic in subtle ways. You gain proficiency in the Sleight of Hand skill, and you can use your Cunning Action to cast a cantrip with a casting time of 1 action.
80 Borrowed Fortune Lady Luck seems to both favor and curse you in equal measure. Once per long rest, you can reroll a failed ability check, saving throw, or attack roll. However, after using this ability, you must also reroll any successful rolls of the same type during the next hour, taking the new result.
81 Risky Dodge You have an uncanny ability to dodge attacks with sheer luck. Once per short rest, when you are targeted by an attack, you can use your reaction to impose disadvantage on the attack roll. However, if the attack still hits, the damage you take is increased by an additional hit die.
82 Adrenaline Surge In moments of intense danger, your body releases a surge of adrenaline, enhancing your physical abilities. Once per long rest, when you are reduced to half your hit points or fewer, you gain advantage on attack rolls and saving throws for 1 minute. However, once the surge subsides, you suffer one level of exhaustion.
83 Chittering Intuition Your goblin instincts allow you to sense danger before it strikes. Once per short rest, as a reaction when you or an ally within 30 feet of you is targeted by an attack, you can give a warning chitter. The targeted creature gains a +2 bonus to AC against that attack. However, your chittering can also attract unwanted attention, imposing disadvantage on Dexterity (Stealth) checks made to remain hidden.
84 Goblin's Gift Once per long rest, you can perform a strange ritual that grants you the ability to cast "Message" without requiring material components. Additionally, you can communicate through this spell with goblins you have seen or interacted with before. However, using this goblin-centric magic limits your connection to more mainstream magical practices, and you cannot cast spells for 1 hour.
85 Goblin's Guile You possess a natural talent for deceit and manipulation. When you make a Charisma (Deception) check, you can choose to treat a roll of 9 or lower on the d20 as a 10. However, your reputation as a trickster precedes you, imposing disadvantage on Charisma (Persuasion) checks made when dealing with individuals who have heard of your goblin trickery.
86 Goblin War Cry Once per log rest as a bonus action, you can let out a terrifying war cry, inspiring fear in your foes and invigorating your allies. All enemies within 30 feet of you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened until the end of their next turn. Additionally, you and your allies within 30 feet of you gain temporary hit points equal to your character level.
87 Goblin's Gambit You have a talent for seizing opportunities in combat. When you make an attack roll against a creature that hasn't taken a turn in combat yet, you can roll a d4 and add the number rolled to the attack roll.
88 Goblin's Gluttony You have an insatiable appetite and an uncanny ability to consume almost anything. As an action, you can eat a small, non-magical object, gaining temporary hit points equal to your Constitution modifier (minimum of 1).
89 Sprinter Your goblin legs are built for speed and agility. When you take the Dash action, your movement speed triples until the end of your turn when travelling in a straight line.
90 Goblin's Resilience Your goblin heritage grants you natural resilience to physical harm. When you take damage from a melee attack, you can use your reaction to reduce the damage by an amount equal to your Constitution modifier (minimum of 1).
91 Sneaky Stash You have a knack for finding and hiding useful items. You can carry an additional 20 pounds of equipment without it counting towards your carrying capacity.
92 Feral Instincts Your goblin instincts are finely honed, allowing you to react quickly to danger. You add your proficiency bonus to initiative rolls.
Goblin Traits (continued)
d100 Trait Effect
93 Muck Camouflage Your time spent in filthy environments has taught you how to blend in with muck and grime. When you are prone in a muddy or filthy area, you have advantage on Dexterity (Stealth) checks to hide.
94 Goblin's Gambol Your goblin agility allows you to move through difficult terrain with ease. You can ignore the movement penalties imposed by difficult terrain.
95 Savage Ambusher You have honed your skills in ambushing unsuspecting foes. When you make a surprise attack against a creature that is surprised, you can roll one additional weapon damage die and add it to the damage dealt.
96 Vicious Trapper You are an expert with hunting traps. If you spend 1 hour modifying a hunting trap, the damage dealt is multiplied by your proficiency bonus, and your proficiency is added to any DCs for the trap.
97 Animal Mimicry You have a talent for mimicking the appearance and sounds of other creatures, though it tends to come out more grotesque than accurate. You have advantage on Charisma (Deception) checks made to impersonate or imitate beasts.
98 Gobbling Glare You have a menacing glare that can intimidate foes. As an action, you can fixate your gaze on a creature within 30 feet of you. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened until the end of its next turn. You can use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
99 Rabid Ferocity When you score a critical hit with a melee weapon attack, you can use a bonus action to make an additional melee weapon attack against the same target. However, your ferocious and unpredictable attacks can also leave you momentarily vulnerable, imposing disadvantage on Dexterity saving throws until the end of your next turn.
100 Dirty Fighter When you hit with a melee attack, you can add a random (1d6) effect which lasts until the end of your next turn:
1) Ear Clap. The target is deafened.
2) Eye Poke. The target is blinded.
3) Hair/Ear Pull. The target is grappled.
4) Head Butt. The target is incapacitated.
5) Kick to the Groin. The target is stunned.
6) Throat Jab. The target is silenced.

The ability to fight dirty means that you cannot wield weapons with the two-handed property. You can use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.