TEXT: That's a Goblin!?
  by Mark L. Chance
  That's a Goblin!? | 1
  
  That's a Goblin!?
  by Mark L. Chance
  Help and Editing by Katrina Chance, Ronald Redmond
  Table of Contents
  Introduction..........................................................3
  Random Goblin Traits..........................................3
  Goblin Types, Tactics & Weapons........................5
  Types................................................................6
  Tactics..............................................................6
  Weapons...........................................................6
  Goblins of the Fey Realms...................................7
  The Goblinarium..................................................9
  Burn Squad......................................................9
  Gurk Wound-Licker.........................................9
  Quiet Kwangi...................................................9
  Scumpus...........................................................9
  Trackspawn Pack...........................................10
  Urorotuldur....................................................10
  Tributary of Terror..............................................11
  Welcome to Reyr's Well!...............................11
  Who's in Charge?......................................11
  Who's Really in Charge?...........................12
  Defending Reyr's Well..............................12
  Rumors......................................................12
  Map Key........................................................13
  The Monster in the Well................................19
  Why Don't the Locals Handle It?..............19
  Why Should the PCs Handle It?...............19
  Handling It................................................19
  Concluding the Adventure.............................20
  That's a Goblin!? | 2
  Open Gaming Content
  This product is produced under the terms of the Open Gaming License v1.0a. All text is Open Content 
  except as identified below under Designation of Product Identity.
  Designation of Product Identity
  The following items are hereby designated as Product Identity:
  1. The name "Spes Magna Games" as well as all identifying marks of Spes Magna Games, including 
  but not limited to the Spes Magna logo. Spes Magna logo by Darren Calvert.
  2. The product name "That's a Goblin!?" except for its use within Section 15 of the Open Gaming 
  License.
  Copyright and Trademark Notice
  That's a Goblin!?. Copyright 2013, Mark L. Chance, published by Spes Magna Games.
  Some artwork copyrighted by Robert Hemminger, used with permission.
  Swords & Wizardry, S&W, and Mythmere 
  Games are trademarks of Matthew J. 
  Finch. Mark L. Chance and Spes Magna 
  Games are not affiliated with Matthew J. 
  Finch, Mythmere Games™, or Frog God 
  Games. That's a Goblin!? is compatible 
  with the core rules of Swords & Wizardry.
  
  Introduction
  Most everyone knows that goblins are small creatures, about four feet 
  tall or so, who inhabit dim woods, lightless caverns, and possibly the 
  otherworldly realms of the fey. Beyond this rudimentary description, 
  scholars have trouble pinning down the specifics of goblin 
  appearance.
  For, you see, these horrible humanoids eat very nearly anything, 
  including bizarre mushrooms and subterranean insects that would 
  sicken (or worse) most other creatures. Goblins society, such as it is, 
  also lacks civilized restrictions against interbreeding with close 
  relatives.
  The goblins' strange dietary choices 
  and unsavory mating habits, perhaps 
  combined with sinister influences from 
  chaotic powers revered by goblins, 
  mean that goblins often exhibit bizarre 
  mutations.
  That's a Goblin!? is compatible with the Swords & Wizardry game, 
  which means it's probably at least mostly compatible with almost any 
  old-school game.
  If you have any comments or criticisms about this PDF, please e-mail 
  me. Enjoy!
  Mark L. Chance
  Spes Magna Games
  Random Goblin Traits
  The Random Goblin Traits table to the right 
  includes 23 different mutations. To randomly 
  generate a goblin trait, roll 1d24. If you don't 
  happen to have a 24-sided die, don't fret. You just 
  go old school and roll 1d12 and 1d6. If the 1d6 
  comes up 4-6, then you add 12 to whatever you 
  rolled on the 1d12. Otherwise, the 1d12 result 
  stands unmodified.
  Beer Gut: The goblin proudly sports an amazingly 
  protuberant abdomen. If the goblin spends a 
  round chugging a beer, it gains the ability to 
  unleash a potent belch 1d3 rounds later. The 
  belch counts as the goblin's melee attack. The 
  target must make a saving throw to avoid being 
  (1-2) blinded for 1d4 rounds, (3-4) deafened for 
  1d4 rounds, or (5-6) stunned for 1d4 rounds (roll 
  1d6 to determine exact effect). The goblin can use 
  this disgusting ability two times per hour without ill 
  effects. Each additional beer chugged within an 
  hour forces the goblin to make a saving throw to 
  avoid becoming 
  violently ill.
  Big Muscles: 
  The goblin 
  swaggers 
  around with 
  improbably 
  huge muscles 
  bulging on its arms, shoulders, neck, and chest. 
  All of that upper body strength means the goblin 
  enjoys a +1 bonus both attack and damage rolls, 
  just like it was a fighter with a 16 Strength.
  Bloodsucker: Ye gods! That goblin's mouth looks 
  like a sucker ringed with dozens of close-set, tiny 
  fangs! The goblin bites for 1 point of damage with 
  a successful attack. It then drains blood at a rate 
  of 3 hit points per round. A bloodsucker goblin can 
  be forced off a victim by fire, a successful open 
  doors check, or by simply killing the horrid thing.
  That's a Goblin!? | 3
  Random Goblin Traits
  1d24 Result
  1
  Beer gut
  2
  Big muscles
  3
  Blood sucker
  4
  Bloodshot eyes
  5
  Caterwaul
  6
  Chameleon eyes
  7
  Dander
  8
  Excessive salivation
  9
  Fanged maw
  10
  Frenzied
  11
  Huge ears
  12
  Huge feet
  13
  Long legs
  14
  Loose skin
  15
  Moist nose
  16
  Nearly transparent
  17
  Pustules
  18
  Quills
  19
  Rasping tongue
  20
  Rubbery
  21
  Slippery
  22
  Suctiony fingers and toes
  23
  Thick skull
  24
  Referee's choice
  “Goblins? Yah, I know all I need 
  to know 'bout goblins. No two 
  goblins are alike 'cept for one 
  thing, that bein' that the only 
  good goblin is a dead goblin.”
  -- Ulf Halfane
  
  Bloodshot Eyes: The goblin glares at the world 
  with eyes so swollen and irritated that they appear 
  completely red and watery. By squinting, the 
  goblin squirts tears and blood as a melee attack. 
  The target must make a saving throw to avoid 
  getting this noxious mix of liquids in his eyes. A 
  failed saving throw causes the victim to suffer a -2 
  penalty on attack rolls and Dexterity checks for 
  1d4 rounds.
  Caterwaul: It's difficult to see what sets this 
  goblin apart from others until it shrieks. The 
  goblin's painfully loud screech affects every 
  creature (except the goblin itself) in a 10-foot 
  radius around the goblin.1 Creatures within the 
  radius must make a saving throw or be stunned 
  by the horrible pain for as long as either the goblin 
  shrieks or the victim remains in the radius. The 
  goblin can shriek for up to 2 rounds without ill 
  effect on itself. Each round after that, it must 
  make a saving throw and, if it fails, the goblin 
  1 I was asked via e-mail, “Is the area of effect 
  stuff supposed to effect other goblins? I'm 
  thinking of things like Caterwaul and Dander, 
  and the like.” My answer is, “Yes. Yes, it is.”
  suffers 1 point of damage and cannot shriek again 
  until healed.
  Chameleon Eyes: The goblin's eyes stick out 
  from the sides of its head in scaly turrets. Its eyes 
  move independently of each other, granting the 
  goblin a much wider and varied field of vision. The 
  goblin is surprised only on a 1.
  Dander: This goblin has some sort of terrible skin 
  condition. Its flesh flakes away, and its hair has 
  fallen out in clumps. If it does nothing else for the 
  round, the goblin can vigorously rub itself in a 
  variety of places. Doing so kicks up a swirling 
  cloud of dander in a 5-foot radius around the 
  goblin. Other than the goblin itself, creatures 
  caught in the radius must make a saving throw to 
  avoid inhaling the dander, getting it in their eyes, 
  and so forth. A failed saving throw imposes a -2 
  attack roll penalty for 1d4 rounds due to watery 
  eyes, coughing, sneezing. The dander cloud lasts 
  for 1 round.
  Excessive Salivation: The goblin drools without 
  ceasing. Spit glistens on its chin, neck, and front. 
  This ability is of little use in combat, but the goblin 
  has learned to smear its saliva all over its body in 
  order to wriggle through narrow spaces, slip out of 
  bonds, discourage fastidious creatures from 
  touching it, et cetera.
  Fanged Maw: A wide, fang-filled maw splits this 
  goblin's face. It has a bite attack that inflicts 1d6 
  points of damage.
  Frenzied: In combat, the goblin fights with 
  astounding ferocity. A bonus of +2 is added to its 
  attack rolls.
  Huge Ears: The ears growing from the goblin's 
  head are easily five or six times larger than 
  normal. The goblin possesses keen hearing and 
  is surprised only a 1.
  Huge Feet: The feet on this goblin belong on an 
  ogre. They're easily four times larger than they 
  should be. The goblin's huge feet act like 
  snowshoes.
  Long Legs: The goblin stands a good two feet 
  taller than most of its kind, and the extra height is 
  all in its legs. The goblin has a move of 12.
  That's a Goblin!? | 4
  
  Loose Skin: Grotesque folds of skin hang in 
  saggy wrinkles all over the goblin's body. It takes 
  1 fewer points of damage per damage die from 
  slashing weapons (minimum 0 points of damage 
  per damage die). In unarmed combat, the goblin 
  is difficult to grapple. Treat the loose-skin goblin 
  as a 2 Hit Dice monster when defending against a 
  grapple.
  Moist Nose: This goblin's flat nose quivers and 
  glistens. It has a remarkable sense of smell, and it 
  is able to track like a bloodhound. The goblin is 
  surprised only on a 1 if downwind of the would-be 
  ambushers.
  Nearly Transparent: At first glance, this goblin 
  might not be seen. Its flesh, bones, and organs 
  are nearly transparent. The goblin has a 25% 
  chance to hide in shadows while moving and a 
  50% chance if it remains still.
  Pustules: Swollen, blackened boils and seeping 
  sores cover the goblin. The goblin's unarmed 
  attacks cause normal damage but the victim risks 
  being exposed to contagion with every successful 
  attack. A saving throw prevents infection. The 
  disease's effects are left to the Referee's 
  discretion.
  Quills: A crown of barbed quills grows from the 
  goblin's head. It can flick its head and hurl up to 3 
  quills per round with a maximum range of 30 feet. 
  A quill inflicts 1 point of damage, and the goblin 
  has 1d8+4 quills when encountered. A quill that 
  strikes its target has a 20% chance to lodge in the 
  victim's flesh. A lodged quill automatically inflicts 1 
  point of damage on the victim should he move or 
  attack. A quill can be safely extracted in one round 
  if that is all the victim does.
  Rasping Tongue: The goblin's long, broad 
  tongue could sand wood. The goblin uses its 
  tongue to scrape wounds into helpless victims, 
  relishing the taste of shredded skin and blood. 
  The tongue inflicts 0-3 points of damage per 
  round (1d4-1).
  Rubbery: The goblin's soft tissues and bones 
  yield to pressure without any extra harm to the 
  goblin. Blunt weapons and falls inflict 1 fewer 
  points of damage per die of damage to the goblin, 
  which may reduce damage to 0 points.
  Slippery: The goblin's oily skin excretes a runny 
  mucous. The goblin is treated as a monster with 4 
  Hit Dice when it resolves a grapple attack as the 
  defender.
  Suctiony Fingers and Toes: The pads of this 
  goblin's fingers and toes resemble the digits of an 
  over-sized tree frog. It can climb with remarkable 
  speed and agility.
  Thick Skull: The goblin's head appears unusually 
  massive with jutting brows and strange lumps 
  under the skin. It can head butt a foe in melee, 
  inflicting 1d6 points of damage with a successful 
  attack. Up to four other goblins can pick up the 
  thick-skulled goblin and use it as a battering ram, 
  causing 2 points of structural damage per turn 
  (but also inflicting 2 hit points of damage on the 
  thick-skulled goblin per turn in the process).
  Goblin Types, Tactics & Weapons
  It comes as no surprise that a race as variable as 
  goblins also prove highly adaptive to different 
  environments. Likewise, a race as small and weak 
  as goblins must be more than physically adaptive 
  That's a Goblin!? | 5
  About Challenge Levels
  Some of the goblin options you've read 
  probably deserve a challenge level modification. 
  A few certainly do. Others don't.
  For example, I can't see why a rasping tongue 
  goblin needs to be worth more XP. The same is 
  true for a loose skin or a fanged maw goblin.
  On the other hand, a dander goblin or a quill-
  headed goblin have special attacks that make 
  them more effective (rather than just different or 
  slightly better). In these cases, it's likely best to 
  treat the goblin as CL/XP 1/15.
  When dealing the likes of a shaman, a 
  witchdoctor, or a fey goblin, a CL/XP adjustment 
  is a must. These sorts of goblins not only have 
  additional abilities, but they also may have 
  multiple Hit Dice.
  Of course, you're the Referee, and you in a 
  much better position to judge how to use these 
  rules with your game. Be fair and fun, and 
  everything should work out just fine.
  
  in order to survive. Goblins also possess a terrible 
  viciousness and a talent for inflicting pain.
  Types
  Presented below are three subspecies of goblins, 
  each adapted to a specific environment.
  Deep Crawlers: Some goblins completely shun 
  the surface world. They are born and raised in the 
  endless caverns of subterranea. Deep crawlers 
  have spindly limbs and long, hyper-articulated 
  fingers and toes. They have a move of 6, but they 
  can climb along the rough walls and even the 
  ceilings of their cavernous environs with ease. 
  Deep crawlers echolocate like bats.
  Leaf Lurkers: In trackless rain forests and 
  marshes, it can be difficult to find dry ground to 
  build on. Goblins living in such areas have 
  adapted to life in the treetops. They move clumsily 
  on the ground (move 6) but with speed and grace 
  through the trees (move 9 and capable of 
  impressive leaps). Leaf lurkers have long, flexible 
  tails that they can use to carry objects. They 
  cannot wield weapons with their tails, but the tails 
  do allow them to retrieve and to hold small 
  objects.
  Sewer Creepers: Some goblins infest the fringes 
  of civilization, living in sewers and garbage 
  dumps. They scavenge the detritus of city life, 
  infrequently gathering sufficient courage and 
  numbers to stage night raids against stray 
  animals, drunks, et cetera. Sewer creepers 
  surprise opponents on a 1-3. Their filthy weapons 
  have a 5% chance to cause disease.
  Tactics
  Goblins aren't tacticians. They're too cowardly, 
  chaotic, and feckless to stick to a plan for long, 
  especially after that plan comes into contact with 
  the enemy. This doesn't mean, however, that 
  some goblins haven't developed certain 
  specialties that aid the tribe's survival.
  Arsonist: Goblins love burning stuff. They burn 
  buildings, people, animals, crops. If it's 
  flammable, odds are good a goblin would like to 
  set it ablaze. An arsonist goblin has developed a 
  special talent for using fire as a weapon. The 
  arsonist enjoys a +1 bonus to attack rolls with 
  weapons that inflict fire damage.
  Battle Singer: Goblins often sing when killing, 
  maiming, or looting. Their songs tend toward the 
  terrible, full of off-key gusto and repetitive, 
  simplistic lyrics about blood, death, and terror. A 
  battle singer is a goblin with a special talent for 
  song. As long as a battle singer belts out its horrid 
  lyrics, all allied goblins within 30 feet who can 
  hear the battle singer fight with inspired savagery, 
  enjoying a +1 bonus to weapon damage rolls.
  Hidden Sergeant: Goblin leaders seldom lead 
  from the front. Instead, they prefer to lurk in the 
  shadows and the relative safety behind the lines 
  of their lackeys, hissing orders and avoiding the 
  fight. A hidden sergeant has developed this lead-
  from-behind tactic into an art. As long as the 
  hidden sergeant is not engaged in melee and 
  remains behind cover, he can call out orders to 
  1d6 goblins per round. These goblins gain a +1 
  bonus to either attack rolls or to saving throws for 
  the round (use which ever bonus seems most 
  applicable to the hidden sergeant's orders).
  Pet Killer: Goblins hate common domestic 
  animals, especially those kept by humans. 
  Goblins won't even eat these animals unless 
  hard-pressed for food. A pet killer excels in the 
  slaughter of domestic animals. It has a +1 bonus 
  to both attack and damage rolls against such.
  Shaman: Goblins worship the powers of chaos: 
  forbidden deities, demons and devils, and so 
  forth. A shaman goblin always has at least 2 Hit 
  Dice, and it has a special connection with the 
  chaos powers it worships. A shaman casts spells 
  as a Cleric of a level equal to its Hit Dice.
  Witchdoctor: A goblin witchdoctor, rare and much 
  feared, taps into magic by means of its collection 
  of totem items and its knowledge of obscene 
  prayers, bizarre screams, and dances. All goblin 
  witchdoctors have at least 4 Hit Dice. They cast 
  spells as both Clerics and Magic-Users. Divide 
  the witchdoctor's Hit Dice between these two 
  classes. If the goblin has an odd number of Hit 
  Dice, its ability as a Magic-User is always greater 
  than its ability as a Cleric. For example, a goblin 
  witchdoctor with 5 Hit Dice casts spells a 3rd-level 
  Magic-User and a 2nd-level Cleric.
  Weapons
  Goblins aren't known for the skills as 
  weaponsmiths. Most of what they fight with has 
  been scavenged or looted from others. The 
  That's a Goblin!? | 6
  
  unfortunate victims of goblin attacks know of at 
  least three exceptions to this general observation.
  Child-Catcher: A child-catcher is a haft topped 
  with metal crafted into two prongs. Each prong 
  curves to form spiked hooks. A successful melee 
  attack with a child-catcher inflicts a mere 1d2 
  points of damage, but the device has a 50% to 
  snare a small creature, such as a halfling or a 
  human child. An ensnared victim loses his 
  Dexterity and shield bonuses to Armor Class. He 
  can also be pushed and pulled by the wielder 
  (resulting in a 25% chance of the victim being 
  pulled off his feet). An ensnared victim can 
  attempt to pull free with an open doors check, but 
  failure inflicts 1d2 points of damage. Goblins use 
  these weapons to capture small humanoids for 
  use as slaves, ransom, and food.
  Club-Torch: Goblins, especially arsonist goblins, 
  sometimes wield club-torches. This weapon is 
  quite simply a hardwood club whose business end 
  has been riddled with holes that can be stuffed 
  with cloth soaked in some sort of flammable resin. 
  A club-torch inflicts 1d4 points of damage plus 
  another 1 point of fire damage. It can be used to 
  start fires like a torch. Unfortunately, a club-torch 
  tends to destroy itself with use. Each successful 
  hit has a 5% chance per point of damage inflicted 
  to crack or shatter the hole-riddled end. 
  Tainted Thurible: This vessel for burning incense 
  isn't a weapon per se. Sure, a goblin could whack 
  someone with it, but that's not what it's designed 
  for. Instead, the goblin thurifer loads the tainted 
  thurible with a special combination of noxious 
  substances and, after taking a deep breath, sets 
  the contents to smolder. The goblin then rushes 
  into battle, swinging the thurible and spreading an 
  oily cloud of poison in a 5-foot radius along the 
  path of its charge. Each round after the first, the 
  goblin thurifer must make a saving throw to 
  continue to hold its breath to avoid inhaling the 
  poison. The exact effects of the poisonous gas 
  are left to the Referee's discretion.
  Goblins of the Fey Realms
  The introduction 
  mentioned that goblins 
  might inhabit the 
  otherworldly realms of 
  the fey. What a 
  wonderful idea! Fey 
  goblins are probably a 
  species apart from 
  ordinary goblins. Most 
  possess magical 
  powers. The fey origins 
  of these goblins don't 
  change their disposition 
  and habits much. If 
  anything, in most cases, 
  fey goblins enjoy 
  inflicting pain and 
  misery even more than 
  their mundane cousins.
  Exceptions to this 
  generalization do exist, 
  however.2 This seems 
  especially true of miner 
  goblins, known by 
  various regional names 
  such as knocker, 
  wichtlein, or coblynau. Still, at best, these more 
  benign goblins tend toward Neutrality and, while 
  not malicious, they can be annoyingly 
  mischievous.
  The Random Fey Goblin table to the right 
  includes 15 different abilities. To randomly 
  generate a fey ability, roll 1d16. If you don't 
  2 All generalizations, including this one, are 
  ultimately false.
  That's a Goblin!? | 7
  Random Fey Goblin
  1d16 Result
  1
  Dimension door
  2
  Druidic fey
  3
  Fey dance
  4
  Fey music
  5
  Greenteeth
  6
  Invisibility
  7
  Miner
  8
  Misleader
  9
  Morganic fey
  10
  Paralysis
  11
  Polymorph
  12
  Size change
  13
  Sleep
  14
  Tempter
  15
  Wild shape
  16
  Referee's choice
  
  happen to have a 16-sided die, don't fret. You just 
  go old school and roll 1d8 and 1d6. If the 1d6 
  comes up 4-6, then you add 8 to whatever you 
  rolled on the 1d8. Otherwise, the 1d8 result 
  stands unmodified.
  Dimension Door: Once per day per Hit Die, the 
  goblin may use dimension door. This ability often 
  has other limitations, such as that the goblin only 
  being able to use it when not being observed or 
  that this ability's use requires some sort of 
  medium, such as only between door frames or 
  between shadows.
  Druidic Fey: This goblin has a special connection 
  to the powers of nature. It casts spells as a Druid 
  whose level is equal to the goblin's Hit Dice.
  Fey Dance: By performing a dance for at least 1 
  round, be it a sprightly jig or a stately waltz, the 
  goblin weaves a powerful enchantment. All 
  creatures who see the dance must make a saving 
  throw or be compelled to join, refraining from all 
  other activities except conversation for as long as 
  the goblin dances. A fey dance goblin has no 
  need for food, drink, or rest as long as it dances. 
  The same probably isn't true of its partners.
  Fey Music: This goblin's powers of song and 
  musicianship exert an effect over the will of those 
  who hear the music. As long as the goblin plays 
  and/or sings, it can select one target who hears 
  the music per round. The target must make a 
  saving throw or become charmed. Most fey music 
  works as charm person, but more potent types 
  may duplicate the effects of charm monster or 
  charm plants.
  Greenteeth: This monstrous goblin lurks in 
  shallows along river banks and lake shores, 
  waiting for some victim to wonder too close. Then, 
  the greenteeth strikes, pulling the victim into the 
  water and drowning him. Greenteeth breathe 
  water and air, and swim at move 6. They surprise 
  others on a 1-4. A surprised foe in melee range 
  can automatically be grabbed and pulled into the 
  water. Greenteeth are dangerous grapplers when 
  underwater. When grappling, a greenteeth rolls 
  1d8 per Hit Die rather than 1d6.
  Invisibility: The goblin becomes invisible at will 
  (as the spell). Some fey goblins remain invisible 
  even after they attack.
  Miner: A miner easily takes note of certain 
  features of stonework, such as sloping corridors, 
  moving walls, and traps made of stone, especially 
  falling blocks, rigged ceilings, and tiny arrow slits 
  designed to release poison gas or darts. It can 
  also identify whether stonework is recent or not. 
  There is no established die roll or rule for using 
  these abilities; exactly what a miner does or does 
  not perceive is up to the Referee.
  Misleader: A misleader typically claims a territory 
  around its lair with a radius of at least 1 mile per 
  Hit Die. The wilderness thus claimed becomes 
  inimical to trespassers. Add 15% to the chance of 
  getting lost in the misleader's territory.
  Morganic Fey: This goblin studies and practices 
  the arcane arts. It casts spells as a Magic-User 
  whose level is equal to the goblin's Hit Dice.
  Paralysis: Many fey have some sort of attack that 
  induces paralysis. Often, arrows or darts transmit 
  the paralysis in addition to the weapon's normal 
  damage. Regardless of the method of delivery, a 
  successful saving throw avoid paralysis, which 
  lasts for 1d6 turns per goblin Hit Die.
  Polymorph: This goblin is a shapeshifter, able to 
  use polymorph self once per day per Hit Die. Fey 
  goblins able to use polymorph other or even 
  polymorph object might exist outside folktales.
  Size Change: Some fey goblins alter their size 
  with ease, becoming giants or the size of bugs. 
  Once per day per Hit Die, this goblin may change 
  size. When enlarged, it fights as if it were an ogre. 
  When shrunk, it likely has no effective attacks, but 
  can enter many places not secure against 
  creatures such as flies or beetles.
  That's a Goblin!? | 8
  
  Sleep: A fey goblin with this ability has some 
  means to cause creatures to fall asleep. Often, 
  this is some sort of ranged attack, such as arrows 
  or darts, that don't cause damage but force a 
  saving throw to avoid an enchanted slumber that 
  lasts up to 1d6 turns per goblin Hit Die. Other 
  sleep-causing goblins may induce slumber by 
  touch, by lullaby, or by an effect to duplicates the 
  sleep spell.
  Tempter: This type of fey goblin speaks honeyed 
  words intended to lure the listener into harm or to 
  commit some evil action. Anyone who foolishly 
  bandies words with a tempter goblin for at least 1 
  turn must make a saving throw with a -4 penalty 
  or be subjected to a suggestion (as the spell).
  Wild Shape: A wild shape goblin can change into 
  the form of an animal. The animal’s size can 
  range from that of a crow to that of a black bear. 
  The goblin can change into as many as three 
  different animal forms per day, one from each 
  category of reptile, mammal, and bird, but only 
  once for each form within a single day. When the 
  goblin shapeshifts, 1d6 x10% of any lost hit points 
  are cured in the transformation.
  The Goblinarium
  Here're a few special goblins for you to inflict 
  upon your player's characters.
  Burn Squad
  Hit Dice: 1d6 hit points
  Armor Class: 6 [13]
  Attacks: Weapon (1d6), or club-torch (1d4 plus 1 
  point of fire)
  Saving Throw: 18
  Special: -1 to hit in sunlight, arsonist goblin
  Move: 9
  Alignment: Chaos
  Number Encountered: 1d3+2
  Challenge Level/XP: B/10
  A burn squad enjoys special status in a goblin 
  tribe. Squad members are admired for their 
  devotion to killing and destroying by fire. Each 
  goblin in the squad fights either with a normal 
  weapon or, better yet, a club-torch. Arsonist 
  goblins enjoy a +1 bonus on attack rolls with 
  weapons that inflict fire damage.
  Gurk Wound-Licker
  Hit Dice: 2
  Armor Class: 6 [13]
  Attacks: Weapon (1d6)
  Saving Throw: 16
  Special: -1 to hit in sunlight, rasping tongue
  Move: 9
  Alignment: Chaos
  Number Encountered: Unique
  Challenge Level/XP: 2/30
  Gurk Wound-Licker 
  rose to legendary 
  status among 
  goblins when it 
  allegedly defeated a 
  bugbear in single 
  combat. In truth, 
  Gurk drugged the 
  creature and bound 
  it hand and foot 
  before beating it 
  within an inch of its 
  life and then 
  removing the fetters. 
  Gurk presented this 
  trophy to the clan, 
  and then enter-
  tained everyone for 
  next several hours 
  by licking the bugbear to death.
  Quiet Kwangi
  Hit Dice: 3
  Armor Class: 6 [13]
  Attacks: Weapon (1d6), or three darts (1d3)
  Saving Throw: 14
  Special: -1 to hit in sunlight, hidden sergeant, 
  sewer creeper
  Move: 9
  Alignment: Chaos
  Number Encountered: Unique
  Challenge Level/XP: 4/120
  Quiet Kwangi leads a band of sewer creepers that 
  live in the drains and storm tunnels under the 
  cobbles of Old Landinium. Rumor has it Kwangi 
  and company even use the ghoul warrens 
  beneath the town's necropolis. As a sewer 
  creeper, Kwangi surprises foes on a 1-3, and its 
  filthy weapons have a 5% chance to cause 
  disease. Due to his status as a hidden sergeant, 
  That's a Goblin!? | 9
  
  Kwangi can call out orders to 1d6 orders per 
  round so long as he is not engaged in melee and 
  remains behind cover. These goblins gain a +1 
  bonus to either attack rolls or saving throws for 
  the round.
  Scumpus
  Hit Dice: 1+1
  Armor Class: 5 [14]
  Attacks: Weapon (1d6)
  Saving Throw: 17
  Special: -1 to hit in sunlight, beer gut
  Move: 9
  Alignment: Chaos
  Number Encountered: Unique
  Challenge Level/XP: 2/30
  Scumpus waddles about obesely, barely fitting 
  into his piecemeal armor. It fights with a notched 
  and rusted broadsword and wooden shield. It 
  does its best to keep two pint bottles of ale 
  hanging from its belt at all times. Before lumbering 
  into battle, Scumpus chugs a pint in order to 
  prime his belch attack.
  Trackspawn Pack
  Hit Dice: 1d4 hit points
  Armor Class: 8 [12]
  Attacks: Weapon (1d4)
  Saving Throw: 18
  Special: -1 to hit in sunlight, moist nose
  Move: 9
  Alignment: Chaos
  Number Encountered: 1d4+1
  Challenge Level/XP: A/5
  Trackspawns are runty even for goblins. Many 
  goblin bands keep a pack of trackspawns in a 
  kennel, feeding them garbage and beating them 
  for fun. When somethings need to be tracked, 
  pack handlers leash the trackspawn and put them 
  on the trail. Trackspawn follow trails like 
  bloodhounds, and they are surprised only on a 1 if 
  downwind of the would-be ambusher.
  Urorotuldur
  Hit Dice: 5+5
  Armor Class: 7 [13]
  Attacks: Weapon (1d6)
  Saving Throw: 12
  Special: -1 to hit in sunlight, witchdoctor
  Move: 9
  Alignment: Chaos
  Number Encountered: Unique
  Challenge Level/XP: 6/400
  Urorotuldur demands and receives the terrified 
  obedience of the goblins who follow this 
  witchdoctor's wicked orders. Urorotuldur casts 
  spells as a 3rd-level Magic-User (3/1) and a 2nd-
  level Cleric (1). Its typical spells might be Magic-
  User spells level 1: magic missile, protection from 
  good (as protection from evil but effective against 
  good creatures), shield; Magic-User spells level 2: 
  strength; Cleric spells level 1: cure light wounds.
  That's a Goblin!? | 10
  
  Tributary of Terror
  A Mini-Adventure using That's a Goblin!? Rules for 2nd-4th level PCs
  Welcome to Reyr's Well!
  Reyr's Well sits in rolling, forested hill 
  country. Established four decades ago on a 
  gently sloping large hill as a refuge for 
  debtors, this young hamlet remains 
  populated largely by first and second 
  generation settlers. The Well's residents 
  take pride in their community, and they 
  generally welcome opportunities to impress 
  visitors with their hospitality. Today, about 
  240 adults with 60 children call Reyr's Well 
  home. An appreciable number of travelers 
  pass through Reyr's Well each year. The 
  hamlet is located at the intersection of High 
  Road, leading to northern districts, and 
  King's Road, which connects the hill 
  country with the coast to the southeast.
  The forest around Reyr's Well has been 
  cleared back to a several dozen yards, 
  creating a rough oval of arable land with 
  the hamlet in the middle. On west-
  northwest side, the Well (A) bumbles up 
  from the ground, giving rise to Reyr's Brook 
  (B), the hamlet's main source of fresh 
  water. The Well is a perennial karstic 
  spring3 that overflows a basin, forming a 
  pond which then drains into the brook. 
  Reyr's Brook runs a brisk, bubbling way in 
  winding, steep-banked defile that cuts 
  through the hamlet. At Reyr's Well's 
  southeastern edge, the brook joins Lost 
  Bell River4 (C), a wider and deeper 
  waterway flowing from the more rugged 
  highlands farther to the west.
  3 About 120 gallons of water per second gush 
  from the cave.
  4 A few years after Reyr's Well's founding, the 
  faithful collected funds and sent to the coastal 
  capital to have a bronze bell cast for the 
  community's chapel. Near the southeastern-
  most bridge, a large viper spooked the team of 
  oxen pulling the bell. Before the beasts could 
  be calmed, they'd left the road. The wagon fell, 
  broke apart, and the 1.4 ton bell rolled into the 
  water and muck at the river's edge. It's 
  remained there ever since.
  Reyr's Well enjoys fertile farmland, albeit not a 
  large amount of it. The hamlet's freemen farmers 
  lease strips of field, and work their leases 
  throughout the year. The farmers keep most of 
  their produce, but lease payments in the form of 
  flour, dried grain, et cetera are expected. Zuzen 
  Patxi (area 12) bears the responsibility of 
  ensuring lease payments are collected. Several 
  families also make their living on Lost Bell River, 
  which teems with fish and crustaceans. Amaia 
  Maite and her sons (area 4) also craft small, 
  durable boats that command good prices both up 
  and downstream from Reyr's Well. The Silent 
  Brothers of the Shining Countenance established 
  a small monastery in Reyr's Well several years 
  ago. The kindly monks brew some fine ale and 
  That's a Goblin!? | 11
  
  make excellent cheeses. They also open their 
  doors to travelers who would not otherwise have a 
  place to sleep.
  All in all, Reyr's Well is a small, prosperous 
  community.
  Who's in Charge?
  According to official documents kept in the capital, 
  with copies duly filed at the Chapel of Saint Reyr 
  (area 8), Zuzen Patxi5 is lord of Reyr's Well. Patxi 
  keeps lease records, collects lease payments and 
  taxes, acts as chief magistrate, and owns the 
  hamlet's mill.
  Who's Really in Charge?
  In practice, however, locals tend to view 
  Patxi's authority with mild disdain. The real 
  leader of Reyr's Well is Zorion Iker, the 
  hamlet's vicar and oldest surviving signatory 
  to the charter that gave the original debtor-
  settlers authority to establish Reyr's Well in 
  exchange for a period of indentured servitude 
  and eventual clemency. Iker was instrumental 
  to the settlers surviving those first harsh years 
  carving out a new home in what was then 
  frontier wilderness. No one who lives in Reyr's 
  Well doesn't know the story of how Iker lost 
  his eyesight, and that heroic injury counts for 
  more in people's minds than any number of 
  official documents ever will. Patxi's authority 
  carries weight in direct proportion to how little 
  Iker opposes that authority, a fact that Patxi 
  resents but Iker seldom takes advantage of.
  Defending Reyr's Well
  Three watchtowers overlook the roads into Reyr's 
  Well. These sturdy stone structures include a 
  ground floor, a second floor armory, and a roof 
  protected by crenelated battlements. Each tower 
  has an attached bunkhouse. The several bridges 
  across Reyr's Brook and Lost Bell River can serve 
  as choke points, helping defenders channel 
  raiders (or else force those raiders to move 
  through more rugged terrain to get around the 
  bridges).
  5 I generated most of these names using Behind 
  the Name. Human names were randomly 
  determined with the “Basque” box checked. 
  Some other details were randomly determined 
  using the plethora of nifty generators at the 
  Chaotic Shiny site.
  Patxi and Iker employ thirteen full-time militia 
  members and Alesander Erramum, the watch 
  captain. Erramum keeps two militia members on 
  duty in each tower at all times. Another two are 
  on-call in the bunkhouse (see area 20).
  Rumors
  It's pretty much standard procedure for player 
  characters to wander around town asking about 
  rumors. In addition to lots of fear about whatever's 
  been snatching animals and why the fish have 
  been scared away, the nearby table offers a few 
  more bits of gossip.
  That's a Goblin!? | 12
  d8 True? Rumor
  1
  ?
  Rumor has that Bikendi Xabi is being groomed 
  to replace Zorion Iker, which seems an odd 
  task for a paladin.
  2
  No
  Innkeeper Vidar Víðarr hears more than he lets 
  on.
  3
  ?
  Amaia Maite's husband Antton was captured 
  and killed by goblins.
  4
  Yes A relic of Saint Reyr rests under the chapel's 
  altar.
  5
  Yes A murderous doppelganger blinded Zorion Iker.
  6
  No
  The monks of the Silent Brotherhood are spies.
  6
  ?
  There is a lost dungeon full of fabulous 
  treasure to the northeast.
  7
  ?
  There is an old outpost housing bandits 
  somewhere in the woods not too far from the 
  King's Road to the west.
  
  Map Key
  1. The Feisty Unicorn
  The shingle hanging outside this building depicts 
  a unicorn rampant against a red background. 
  The structure itself rises two stories with a 
  sharply peaked roof. The ground floor has 
  stone-and-mortar walls whereas the second 
  floor is wood that appears freshly white-washed.
  The innkeeper, Vidar Víðarr, runs a clean, 
  professional establishment. The menu is carved 
  on a sign behind the bar. The food is fresh, and 
  most of it consists of breads, vegetables, 
  cheeses, and fish bought from local vendors. 
  Goat milk, eggs, and wild game, mostly rabbit and 
  venison, show up for dinner meals at least a few 
  times a week. Víðarr imports his mead, brandy, 
  and Selenic Silver, a robust white wine with hints 
  of vanilla.
  The common room, where one can stay for “free” 
  for a night with the purchase of a meal, is situated 
  above the horse stalls in the stable. No frills 
  describes the common room. Customers get a 
  chamber pot, a pitcher of water, a heavy woolen 
  blanket, and a straw tick to sleep on. Víðarr has 
  two dorm rooms on the second floor the main 
  building. Each dorm room sleeps six. For the 
  highfalutin', the inn offers four private rooms, each 
  just big enough to hold a comfortable bed and a 
  footlocker.
  Víðarr is the only dwarf living in Reyr's Well. He is 
  squat, burly, hairy, and very nearly deaf. The sight 
  of regulars shouting drink orders right in Víðarr's 
  face often surprises first-time visitors. The dwarf 
  innkeeper employs, Amaya and Eguzkiñe, two 
  locals women to help with cooking and serving.
  Vidar Víðarr (Ftr 3): HD 3d8; hp 14; AC 9 [10] 
  (Víðarr seldom wears armor); Atk 1 battle axe 
  (1d8); Move 6; Save 12; AL N; CL/XP 3/60; 
  Special 3 attacks vs. foes with 1 HD or less.
  Nota Bene: Amaya and Eguzkiñe are normal 
  humans. Throughout this text, if no stat block is 
  given for an NPC, assume he or she is a normal 
  human. Also, otherwise noted, residents are either 
  Neutral (65%) or Lawful (35%).
  2. The Mill
  You hear this building before you see it. The 
  modest waterwheel splashes and creaks in the 
  surging current of the adjacent brook. Atop the 
  building spread the vanes of a windmill, the 
  motion of which adds to the noise.
  Zuzen Patxi owns the hamlet's mill, which also 
  doubles as a tax office. Patxi splits his time 
  between the mill, his home (area 12), and strolling 
  about town, paying his respects to people and 
  gossiping. Patxi dresses well, ordering the latest 
  fashions from the capital once or twice a year. He 
  That's a Goblin!? | 13
  The Feisty Unicorn's Menu
  Bread & Cheese...5 copper
  Breakfast...2 silver
  Dinner...5 silver
  Supper...2 silver
  Small beer...5 copper
  Stout ale...2 silver
  Mead...15 silver
  Selenic Silver...2 gold
  Brandy...1 gold
  Brandy by the gill. Others by the pint.
  Common room...free with meal
  Private room...1 gold per night
  Dorm cot...3 silver per night
  
  is a middle-aged human, balding and flush-faced, 
  with thin arms and legs framing a respectable 
  paunch.
  Despite his pretensions, Patxi has a clever mind 
  and is a skilled engineer. He designed his “double 
  mill” to include a system by which he harnesses 
  wind and water power to drive separate parts of 
  the mill. It isn't really that much more efficient, but 
  it's neat to watch for a few minutes.
  3. Bridges
  The bridge ahead of you arches slightly and 
  appears solidly constructed of stone and mortar.
  Reyr's Well has seven bridges, five spanning the 
  brook and two longer, wider bridges spanning 
  Lost Bell River. Reyr's Brook rushes along 
  through a steep-sided defile. Without those 
  bridges, getting from one side of the defile to the 
  other would be difficult, even hazardous, 
  especially when heavy rains swell the waterways. 
  Crossing the river doesn't pose the same risks, 
  but the Lost Bell is wide and deep. Also, the river 
  bottom is mostly slick limestone riddled with 
  holes, many of them large enough to suck a 
  grown man into uncharted and airless caves.
  4. Boatwright/Fish Market
  Between two bridges on the south side of the 
  hamlet, the road curves gently between five 
  buildings, two on one side, three on the other. 
  The smell of fish hangs in the air. Closer to the 
  river bank, tarps have been stretched between 
  posts to provide shade. Several flat-bottomed 
  fishing boats can be seen.
  Amaia Maite and her sons and their families 
  occupy four of the five houses here (all but area 
  14). They also run the fish market, and Maite is a 
  master boatwright. The extended family handle all 
  of the business: fishing, marketing, cleaning and 
  salting fish, et cetera.
  Word around Reyr's Well is that Maite is a widow, 
  but she strenuously objects to this label. Her 
  husband, Antton, went downriver several weeks 
  ago after too much to drink and a heated religious 
  argument with his oldest son, Endika. Neither 
  Antton nor his boat have been found, and Antton 
  is presumed dead, but Maite won't believe that 
  until she sees the body. In the meanwhile, 
  business continues.
  Endika Maite (Drd 1): HD 1d6+1; hp 5; AC 8 [11]; 
  Atk 1 spear (1d6); Move 12; Save 15; AL N; 
  CL/XP 1/15; Special one 1st-level druid spell 
  (usually predict weather), +2 saves vs. fire.
  5. Genovefa's Aviary
  Dozens of bird cages hang from hooks under 
  the eaves of this home. Within the cages, scores 
  of birds sing, hop, and flutter.
  Genovefa, the hamlet's only elfish resident, lives 
  here with Tweety, her pet eagle, and she 
  captures, trains, and sells birds. Business isn't 
  good, but Genovefa also receives a monthly 
  stipend for sheltering and caring for a half dozen 
  carrier pigeons used to quickly relay short 
  messages to the communities closest to Reyr's 
  Well.
  Genovefa spent her formative years as a thief. 
  Indeed, years ago, she was caught trying to 
  burgle the chapel. Locals wanted to lop her hands 
  off and send her adrift down the Lost Bell, but 
  Zorion Iker advocated mercy. Genovefa was put 
  in irons and into Iker's custody. After the course of 
  several weeks, Iker converted Genovefa to a new 
  faith and new way of life. Today, she is a 
  respected member of the community.
  Genovefa (Thf 4): HD 4d4; hp 10; AC 8 [11]; Atk 
  1 dagger (1d4); Move 12; Save 12; AL L; CL/XP 
  4/120; Special Genovefa retains her thief abilities, 
  although she is now loath to use them.
  Tweety: HD 1d8; hp 4; AC 6 [13]; Atk 2 claws 
  (1d2) and 1 beak (1d2); Move 3 (24 flying); Save 
  17; AL N; CL/XP 1/15; Special +2 attack rolls and 
  double claw damage with a dive attack.
  6. The Commons
  A somewhat oblong expanse of green grass 
  stretches between the roads here. Several 
  structures have been built around the field. A 
  few dozen goats wander about, munching and 
  occasionally butting each other.
  Residents use this field for their livestock.
  That's a Goblin!? | 14
  
  7. Bakery
  The warm smell of baked bread wafts through 
  the air around this wood-and-thatch building. 
  Two folding doors, open to display shelves of 
  baked good, comprise most of the facade. A 
  large stone oven sits near the building.
  Two halfling families call Reyr's Well home. The 
  matrons of those families are Malina and Lindsay, 
  twin sisters. The former manages the bakery; the 
  latter is the hamlet's healer (area 13). Malina and 
  her husband, Ainsley, enjoy their craft, and they 
  proudly display their products.
  8. Chapel of Saint Reyr
  Larger than any other building in the hamlet, this 
  hardy stone-and-mortar structure bears the clear 
  signs of being a holy site dedicated to Renceth. 
  Looming over the walkway up to the front double 
  doors stand three archways, each holding an 
  open door. A statue depicting a robed and 
  armored woman with a large key resting across 
  her outstretched palms rests in a niche adjacent 
  to the entrance.
  The statue depicts Saint Reyr, a legendary cleric 
  of Renceth whose purity and devotion were 
  reputed to be such that all closed portals would 
  swing open wide at her slightest touch.6
  Most Reyr's Well residents follow the cult of 
  Renceth, and the blind, aged Zorion Iker ministers 
  to their spiritual needs with kindness and wisdom. 
  Everyone in the hamlet either admires and 
  respects Iker, or else they pretend to, and the 
  pretenders cannot boast large numbers.
  Iker is the oldest surviving signatory to the charter 
  that gave the original debtor-settlers authority to 
  establish Reyr's Well. Back then, he was young 
  and vigorous, almost without fear. It was Iker who 
  discovered that a doppelganger had infiltrated the 
  community and was responsible for a series of 
  crimes, including two murders. In the fight against 
  this foe, Iker suffered a serious head injury, but he 
  still struck the mortal blow against the monster.
  Several members of the community regularly 
  assist Iker with day-to-day tasks. Reyr's Well's 
  newest arrival, the paladin Bikendi Xabi, arrived in 
  the hamlet, having been sent by Iker's hierarchical 
  superiors in the capital.
  Rumor has that Xabi is being groomed to replace 
  Iker, which seems an odd task for a paladin. 
  Neither Iker nor Xabi will either confirm or deny 
  these rumors.
  6 In her most famous deed, Saint Reyr 
  descended to the gates of the underworld and 
  opened them despite the hordes of demons 
  holding them fast, thus freeing the Sixteen 
  Child Martyrs to ascend to their heavenly 
  reward.
  That's a Goblin!? | 15
  Renceth
  God of Prophecy, Friendship, and Keys
  Renceth knows the future, but he does not 
  freely share that knowledge. Instead, he puts 
  into the paths of his faithful the people and the 
  resources necessary to open the doors that will 
  be encountered. Those who ignore Renceth's 
  gifts find their paths full of obstacles whereas 
  the observant find their paths full of 
  opportunities.
  
  Zorion Iker (Clr 6): HD 6d6-6; hp 18; AC 9 [10]; 
  Atk 1 staff (1d6); Move 9; Save 10; AL L; CL/XP 
  6/400; Special +2 saving throws vs. poison and 
  paralysis, turn undead; Disability blind and in poor 
  health.
  Typical Spells: 1st-level (cure light wounds x2, 
  detect evil); 2nd-level (bless, speak with animals); 
  3rd-level (cure disease, prayer, speak with dead); 
  4th-level (neutralize poison).
  Bikendi Xabi (Pal 2): HD 2d8; hp 9; AC 4 [15] 
  (chain & shield); Atk 1 long sword (1d8) or 2 
  arrows (1d6); Move 12; Save 11; AL L; CL/XP 
  2/30; Special lay on hands, immune to disease, 
  warhorse.
  9. Graveyard
  South of the chapel near the crossroads rests a 
  cemetery surrounded by a simple stone wall.
  About 70 former residents are buried in this 
  hallowed ground.
  10. Sea Shell House
  The walls of this home have been covered with 
  plaster. Hundreds, maybe thousands, of sea 
  shells of all shapes and sizes were affixed in the 
  plaster before it hardened.
  The half-elf Erlea Itsaso, Reyr's Well's resident 
  Magic-User, lives her with pets, five cats and 
  three dogs, including a tame wolf named 
  Shokufeh, which means blossom in an obscure 
  dialect. Itsaso approaches middle-age. She is still 
  strikingly beautiful, but that she has outlived three 
  husbands doesn't encourage suitors. Itsaso says 
  this suits her just fine, but, in truth and in secret, 
  she is painfully lonely and in love with Kerman 
  Sendoa, the hamlet's scribe (area 15). Itsaso 
  helps tend goats and the crops, but more as an 
  avocation than a job. She doesn't need to work as 
  she is rather wealthy, although her humble home 
  and lifestyle belies this fact.
  Erlea Itsaso (MU 3): HD 3d4; hp 8; AC 9 [10]; Atk 
  1 staff (1d6); Move 12; Save 13; AL L; CL/XP 
  3/60; Special +2 saving throws vs. spells.
  Typical Spells: 1st-level (detect magic, shield, 
  sleep); 2nd-level (web).
  Shokufeh: HD 2d8+2; hp 11; AC 7 [12]; Atk 1 bite 
  (1d4+1); Move 18; Save 16; AL N; CL/XP 2/30.
  11. Roadside Shrine
  This building consists of three walls and a roof. 
  Shelves on the interior walls hold a variety of 
  small statues.
  Zorion Iker ordered the construction of this simple 
  building for use as a roadside shrine for travelers 
  devoted to Lawful deities other than Renceth.
  12. Zuzen Patxi's Home
  Across the street from the chapel, this 
  impressive home must belong to a wealthy, 
  important owner. It stands two stories high with 
  lower and upper porches. A stone wall 
  surrounds the property's well-maintained lawns 
  and flower gardens.
  Patxi lives her with his wife, Aintzane, a pleasant 
  lady several years younger than her husband. 
  They have three children, all girls, over whom 
  Patxi dotes with enormous pleasure. Aintzane and 
  her girls often spend the harsher winter months 
  away from Reyr's Well in the warmer coastal 
  capital.
  13. Healer
  This modest wood-and-thatch home sports a 
  short, brightly painted picket fence and an 
  adjacent herb garden. There is a small shed 
  near the garden.
  Lindsay, twin sister of baker Malina (area 7), lives 
  here with her husband, Mìcheal, and their 
  children. Lindsay has “the touch” according to the 
  locals. Her homemade poultices, ointments, 
  broths, and purgatives aren't magical, but when 
  applied under her supervision, many common 
  illnesses and injuries pass more quickly and 
  easily than would likely otherwise be the case.
  14. Apothecary
  Across the street from the boatwright and fish 
  market stands this modest abode. Racks of 
  hanging herbs dry in the sun to the side of the 
  building.
  That's a Goblin!? | 16
  
  Estebe Eneko runs this apothecary shop. His 
  materia medica tends to be made and dispensed 
  more for the care of livestock than of people. 
  Eneko also serves as spiritual leader for a 
  minority of residents who worship and serve the 
  powers of nature.
  Eneko finds himself is a strange situation. He 
  cannot help but respect Zorion Iker while at the 
  same he find the cult of Renceth sadly misguided. 
  For a time, Eneko privately figured on biding his 
  time until Iker passed away. Then, he could step 
  in and fill the void, so to speak, but the arrival of 
  Bikendi Xabi casts the viability of this plan into 
  doubt.
  When not involved in apothecary duties, Estebe 
  often helps with the fishing. He and Amaia Maite's 
  eldest son have become fast friends.
  Estebe Eneko (Drd 4): HD 4d6; hp 14; AC 7 [12] 
  (leather); Atk 1 spear (1d6); Move 12; Save 11; AL 
  N; CL/XP 4/120; Special +2 saving throws vs. fire, 
  First Mysteries abilities.
  Typical Spells: 1st-level (faerie fire, locate 
  animals, predict weather); 2nd-level (speak with 
  animals); 3rd-level (water breathing).
  15. Scribe
  The sign outside this dwelling reads “Kerman 
  Sendoa, Scriptorological Services”.
  Perpetually ink-stained Kerman Sendoa, scribe 
  and poet and man-of-letters, never uses one word 
  when two will suffice and never uses 
  monosyllables when polysyllables roll off the 
  tongue with so much more style. He is easily the 
  most well-educated resident in Reyr's Well. This 
  easy-going, loquacious scholar is liked by most, 
  and he receives correspondence from places as 
  distant as the capital asking for his skills with quill 
  and poetry.
  His outgoing nature and way with words cannot 
  prevent Sendoa becomes tongue-tied around one 
  person: Erlea Itsaso, Reyr's Well's resident 
  Magic-User. It seems as if everyone in the hamlet 
  knows about the unspoken, unrequited love 
  between Sendoa and Itsaso, except for Sendoa 
  and Itsaso themselves.
  16. General Store/Blacksmith
  This long building has two obvious parts: a forge 
  and smithy mostly open to the air and an 
  adjacent general store.
  Three brothers, Unai, Jakes, Aitor, run the smithy 
  and general store with the help of Unai's and 
  Aitor's wives, Kattalin and Itxaro, and their gaggle 
  of children. The brothers typically man the forge 
  while the ladies handle the store, but both Kattalin 
  and Itxaro wield the hammer and tongs as well as 
  most. Just about everything the people of Reyr's 
  Well could want that they can't get from someone 
  else in the hamlet can be made or bought here.
  The entire extended family are devoted members 
  of Renceth's cult, and they boisterously embrace 
  that deity's aspect of god of friendship. Most 
  goods sold are priced 90% of book standard, 
  except for weapons and metal armor, which sell 
  for 110% normal price and are in small supply.
  17. Musician
  The house before you features a large box 
  window facing the street. In the window are 
  displayed a modest assortment of musical 
  instruments: a lyre, a violin, and a wooden flute.
  Haizea Ochoa carves and sells flutes. She also 
  plays some nights at the Feisty Unicorn, working 
  for meals and tips, and she receives a small 
  stipend for playing liturgical music for special 
  festivals at the chapel. Locals often hire her for 
  parties and special occasions. Ochoa plays well, 
  and she has a strong, pure contralto singing 
  voice.
  Ochoa is also a dangerously insane but cunning 
  follower of Cro (see sidebar). She was born and 
  raised in Reyr's Well, but moved away with her 
  family before she came of age. In one of the 
  coastal cities, she fell under the sway of a 
  charismatic follower of Cro, and was lured into the 
  That's a Goblin!? | 17
  Cro
  God of Truth, Chaos, and Opposites
  Cro always speaks the truth. Cro always lies. 
  Cro stands firm against what is evil. Cro revels 
  in evil, his hands stained with innocent blood. 
  Cro is all things, and all things are Cro. 
  
  dark, contradictory mysteries of the god of 
  opposites. She returned to Reyr's Well a few 
  years ago, and she keeps tabs on the region for 
  her chaotic masters. By virtue of a special 
  blessing, Ochoa's alignment cannot be revealed 
  via magic.
  Haizea Ochoa (Asn 6): HD 6d6; hp 21; AC 8 [11]; 
  Atk 1 dagger (1d4); Move 12; Save 10; AL C; 
  CL/XP 6/400; Special backstab x3, disguise, 
  poison, thieving skills, undetectable alignment.
  18.  The Silent Brothers of the Shining 
  Countenance
  On the eastern edge of the hamlet stands a 
  sturdy stone-and-mortar building with a tiled 
  roof. A sign out front depicts a face with a hand 
  across its mouth.
  The Silent Brothers of the Shining Countenance 
  are an order of monks who take vows of perpetual 
  silence, although they do communicate with other 
  via a simple system of hand and finger signs. The 
  three monks brew beer, make cheeses, and use 
  part of their property as a hostel for travelers at 
  times. The Silent Brothers have been in Reyr's 
  Well for just a couple of years, and most of the 
  locals still aren't quite sure what to make of them.
  Gurutz (Mnk 3): HD 3d4; hp 11; AC 7 [12]; Atk 1 
  staff (1d6+1) or weaponless (1d6); Move 14; 
  Save 13; AL L; CL/XP 3/60; Special +1 damage 
  with weapons, +2 saves vs. paralysis and poison, 
  alertness, deadly strike, deflect missiles, thief-type 
  skills.
  Igon and Ekain (Mnk 1): HD 1d4; hp 3, 4; AC 9 
  [10]; Atk 1 staff (1d6) or weaponless (1d4); Move 
  12; Save 15; AL L; CL/XP 1/15; Special +2 saves 
  vs. paralysis and poison, alertness, deadly strike, 
  deflect missiles, thief-type skills.
  19. The Fields
  The hamlet's freemen farmers lease strips of field, 
  and work their leases throughout the year. The 
  farmers grow wheat, barley, and peas. Most 
  farmers also maintain small vegetable gardens 
  near their homes.
  20. Watchtowers
  This sturdy stone structures include a ground 
  floor, a second floor pierced by arrow slits, and a 
  roof protected by crenelated battlements. The 
  tower has an attached bunkhouse.
  Reyr's Well employs thirteen full-time militia 
  members and Alesander Erramum, the watch 
  captain. Erramum keeps two militia members on 
  duty in each tower at all times. Another two are 
  on-call in the bunkhouse.
  Alesander Erramum (Rgr 3): HD 4d8; hp 18; AC 
  4 [15] (chain and shield); Atk 1 longsword (1d8) or 
  2 arrows (1d6); Move 12; Save 12; AL L; CL/XP 
  3/60; Special +3 damage vs. giants and goblin 
  types, alertness, tracking.
  Militia Member (x13): HD 1d8; hp 2, 2, 4, 4, 4, 5, 
  5, 6, 6, 7, 7, 7, 8; AC 5 [14] (chainmail); Atk 1 
  longsword (1d8) or 2 arrows (1d6); Move 12; 
  Save 17; AL L or N; CL/XP 1/15.
  That's a Goblin!? | 18
  
  The Monster in the Well
  Reyr's Well has faced and defeated a number of 
  dangers since its founding. In recent days, a new 
  danger has bobbed to the surface. A fey 
  greenteeth goblin found its way into the Well from 
  the flooded caves beneath the hamlet. From the 
  Well during the night, it swims along Reyr's Brook 
  and Lost Bell River.
  So far, the only casualties are a couple of goats, a 
  stray chicken, and the fish market. The savaged 
  remains of the animals were found on different 
  bridges, and the greenteeth has spooked the fish 
  so much that most fled the area. The first night 
  the player characters stay in the hamlet, a tipsy 
  farmer named Jokin Solo bids good evening to his 
  drinking companions and never makes it home. 
  The greenteeth ambushed him near the bridge 
  closest to the Well and tore his throat out before 
  dragging him into the brook.
  In the morning, a great quantity of blood is found 
  at the attack site, and later scraps of clothing and 
  pieces of Solo are discovered farther 
  downstream.
  Why Don't the Locals Handle It?
  They likely lack the resources. The most 
  experienced members of the community, Zorion 
  Iker and Haizea Ochoa, are either too blind and 
  frail or else pretending to be a mere musician. 
  Estebe Eneko could use water breathing to 
  investigate, but he'd likely not be a match for the 
  greenteeth alone, assuming he could even find it. 
  What the locals need are some professional 
  adventurers. Fortunately, some just happen to be 
  in town.
  Why Should the PCs Handle It?
  Well, the best reason is because they're the ones 
  who can, and wouldn't helping out the people of 
  Reyr's Well be the decent thing to do? If being 
  decent isn't enough motivation, Zorion Iker calls a 
  meeting. The people of Reyr's Well, after some 
  discussion, offer 700 gold pieces worth of coins.7 
  If the PCs express concern about drowning, 
  Genovefa offers the loan of her gauntlets of 
  swimming and climbing with the promise to give 
  7 The money and items offered were randomly 
  generated at this site based on 2.5 the XP 
  value of the greenteeth goblin.
  them to the PCs if they defeat whatever menaces 
  the hamlet. If that still isn't enough, the good folk 
  can offer another 110 gold pieces worth of 
  trinkets, small gems, and pieces of jewelry. Of 
  course, the residents also offer what goods and 
  services they have that could be helpful, but few 
  are willing to risk their lives or be taken advantage 
  of.
  Handling It
  Even though there is only one greenteeth active in 
  the hamlet, the PCs still face a dangerous 
  challenge. Unless the PCs manage to gather 
  some information about the monster (speak with 
  animals perhaps?), they may not realize they're 
  dealing with an intelligent creature. Tactics such 
  That's a Goblin!? | 19
  Greenteeth Goblin
  Hit Dice: 4+4
  Armor Class: 8 [11]
  Attacks: Bite (1d6)
  Saving Throw: 13
  Special: -1 to hit in sunlight, grappling, 
  surprise foes on a 1-4
  Move: 9/6 (swimming)
  Alignment: Chaos
  Challenge Level/XP: 6/400
  Smooth-skinned, dark and mottled green, and 
  adapted for aquatic life, this fey goblin lurks in 
  the shallows of watery places, waiting for a 
  hapless creature to stray too close. Then, the 
  greenteeth strikes, usually by surprise.
  A surprised foe in melee range can auto-
  matically be grabbed and pulled into the water. 
  Greenteeth are dangerous grapplers when 
  underwater. When grappling underwater, a 
  greenteeth rolls 1d8 per Hit Die rather than 
  1d6.
  “But I'm surprised only on a 1!”
  The PCs may have an alert party member, 
  such as a ranger or a monk. These PCs are 
  surprised 50% as often as other PCs. On the 
  other hand, the greenteeth surprises foes 
  twice as often as most other monsters would. 
  What to do?
  I recommend splitting the difference, so to 
  speak. The greenteeth surprises even an alert 
  PC on a 1-2.
  
  as staking out bait aren't going to work. The 
  greenteeth may not be the sharpest knife in the 
  drawer, but it knows enough to realize that a goat, 
  for example, tied up near the water's edge is bait 
  for a trap. It'll ignore such obvious ploys.
  The PCs sticking together has the advantage of 
  safety in numbers, but the disadvantage of limiting 
  how much riverbank can be watched at any given 
  time. Patrolling separately or in pairs lets the PCs 
  cover more ground, but also makes them more 
  vulnerable to the greenteeth's ambushes, which 
  prove especially deadly if they occur within 
  striking distance of water.
  What's more, the greenteeth hunts only at night, 
  and its dark in Reyr's Well once the sun goes 
  down. The hamlet doesn't have much in the way 
  of streetlights, and armed figures patrolling with 
  torches and lanterns can be seen more easily and 
  a greater distance than a lone greenteeth skulking 
  about.
  Finally, if the PCs confront the greenteeth too 
  close to water, the monster has a good chance of 
  retreating into either the brook or river, diving out 
  of sight, and swimming away to safety.
  All of this considered, the contest between the 
  PCs and the greenteeth may end up a deadly 
  game of cat-and-mouse played out over the 
  course of a few tense nights. Play up the 
  darkness, the shadows, the quiet noises (Was 
  that a snapping twig!?), the fatigue that sets in 
  after staying on-guard for hours, et cetera. During 
  the day, the PCs must eat, rest, and endure the 
  questions, advice, and criticisms of the hamlet's 
  residents.
  Concluding the Adventure
  With a combination of luck and skill, the PCs 
  should defeat the greenteeth, even if they only 
  make themselves such a nuisance that the 
  monster decides to swim away searching for less 
  bothersome hunting grounds. Two or three days 
  after the greenteeth's defeat, the fish return, and 
  life goes back to normal in Reyr's Well. Assuming 
  the PCs performed well and nobly, they'll be the 
  toast of the hamlet, at least for a while. They'll 
  also have earned the gratitude of Zorion Iker and 
  the Maite family (at a minimum).
  Haizea Ochoa reports to her cult superiors about 
  the success of the adventurers. Foes of Chaos 
  bear watching. Alesander Erramum feels a bit 
  slighted, thinking that the PCs have enjoyed a 
  victory that should've been his and the militia's.
  The PCs may decide to stay in Reyr's Well for a 
  time. Rumors of dungeon treasure and bandits 
  promise further adventure. Amaia Maite would like 
  to know what happened to her husband. Surely 
  other opportunities for fame and fortune can be 
  dreamed up by a clever Referee such as yourself.
  That's a Goblin!? | 20
  
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  That's a Goblin!? | 21
  
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