Goblin: Kardjon
Species: Goblin. Breed/Type: Kardjon. Class: Monster (Mammal). Align: Evil.
Gender: 01-50: Female, 51-00: Male.
Level: 6 + 1-D8. Damage-Points: 2-D4 x level.
Number encountered: 3-D4 per 3 characters present.The number encountered will be outside a Goblin lair. If within the boundaries of their lair, the number encountered will be 2-D6 x30. There will be a 20% chance of discovering a Goblin lair near the area of this encounter if it is searched for.
Experience-Points: 12 x level.
Characteristics:
Awareness: Hearing: 18, Sense of Smell: 16, Sixth Sense: 4, Taste: 18, Touch: 16, Vision: 18,
Charisma -: Appearance: Goblin. Speech: 15, Constitution: 22, Coordination: 24, Dexterity: 24, Intelligence: 10, Mental-Strength: 17, Strength: 20, Wisdom: 7.
Movement:
Flying: Can't. Grounded: 9. Swimming: 3.
Luck: 0.
Oxygen-Points: 51.
Blood-Points: 66.
Attacks:
Small twisted blade - : 1
Damage --------------- : 1-D8 (+1-D8 per 2 levels advanced).
Range ------------------ : 1 space (5').
Attack type ----------- : Sharp.
Special ----------------- : None.
Defense: 24. Offense: 24.
Treasure: %Roll needed to have money and treasure:
91+ to have 1.
Begin rolling on the Common chart.
Check each creature for treasure.
Description:
Annihilati-on Strike?: No. Sudden Death Strike?: Yes.
Description: Eye color: Black. Eye shape: Small and sharply slanted. Height: 5' 4".
Posture: Biped. Skin color: Black to brown. Skin texture: Smooth, as a humans, though twisted and pocked with moles and infirmities. Weight: 140 lbs.
This creature appears to be a more rugged and fierce Common Goblin.
Dislikes ----- : Any of the races, especially elves.
Disposition - : If a company is defeated by Goblins, they will not finish off the survivors but bind and take them straightway to their master, whoever this may be (Discretion of the G.M.). The master will do what seems good to do with them. Usually captivity and slavery for life. Goblins will wear armors and use weapons if they have them.
When Goblins are encountered, roll on the following chart for each Goblin present:
%Roll: Goblin Rank (roll for each Goblin encountered):
01-05: Architect
06-95: Hoard Grunt
96-97: Hoard Commander. Note: There can only be one Hoard Commander, and
there will always be one).
98-00: Hoard Marshal. Note: There can only be one Hoard Marshall per 40 Goblins, and
there will always be at least one).
Fears -------- : Hoard Commander.
Habitat ------ : Forests and Mountains.
Immunities - : Poison has only 45% normal effect upon a Kardjon.
Life-span --- : 60 years.
Likes -------- : Destruction and wealth. Elven slaves. At a high cost an elf will be captured and shackled; bound to the service of the Goblins forever.
Needs ------- : Unknown.
Note --------- : A group of Goblins is known as a Hoard. If a Hoard Marshal is present, it will have a Manual of The Hoard on its person, and will use it to keep law and total dominant order of its lesser subservients'. This book holds the following information:
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Manual of The Hoard:
Hoard Commander's note to all goblins: Kill if defy me.
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Goblin Ranks and Duties:
Goblins do these things or be punished!
Architect:
These are unusually clever Goblins.
Add 1-D10 points to their Intelligence. These goblins are Carpenters.
Duties: Design structures, create traps (common traps only). Creator and holder of maps (these will be personal items to the Architect). Architects will usually have an abundance of maps and designs within a protective scroll-case of some fashion.
Master of: Hoard Grunt.
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Drudge-Smith:
This Goblin is a blacksmith, and so used for the creation of weapons.
Duties: Weapon crafter. These semi-intelligent Goblins craft all manner of crude weapons and machines of warfare, from the basic dagger, the serrated, twisted arrow, to the creating of the great battering rams and catapults of destruction they find glee in forging).
Master of: Hoard Grunt, or Common Goblin.
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Hoard Commander:
In charge! I rule!
This breed of Goblin is exceptional. This is what qualifies them to claim the top leadership position.
Add 4-D10 points to current Strength and Constitution.
Add 4-D10 points to current Dexterity and Coordination.
Additional 1-D12 x2 damage-points per level.
Additional 1-D12 x4 (per six levels advanced) damage for any weapon used.
A Hoard Commander will always keep and horde all treasures and wealth. Though hated and feared by all other Goblins, the Hoard Marshal seems to like it, and thrives on such conflict). A Horde Commander has no problems with killing a few of its own as an example to the others in order to force the loyalty of their hoard. In ruthlessness, slaves are collected to serve . . . or die.
Duties: As the king of the Goblin decides.
Master of: Hoard Grunt (Common Goblin), Hoard Marshal, Architect, Drudge Smith.
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Hoard Grunt:
This dull-witted Goblin makes up most of all Goblins encountered. This is the Common Goblin.
Duties: Carry hoard supplies and fight.
Master of: None. If only Hoard Grunts are present, fights will usually break out over who is in charge. The most feared Goblin will lead unless overthrown.
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Hoard Marshal:
These are unusually strong among Goblins and quickly promoted to Marshal status.
This Goblin answers only to the Hoard Commander. It is permissible for a Hoard Marshall to kill a lesser Goblin to keep the order of authority.
Add 2-D10 points to current Strength and Constitution.
Add 2-D10 points to current Dexterity and Coordination.
Additional 1-D12 damage-points per level.
Additional 1-D12 x2 damage for any weapon used.
Duties: Mediator between all other Goblins and the Horde Commander. Only a Hoard Marshal can speak directly to a Horde Commander unbidden. It is usually death for a Hoard Grunt to seek audience without the best excuse.
Master of: Architect, Drudge-Smith, Hoard Grunt (or Common Goblin).
These are just a few basics within this book. There is much information on torture, capture and raiding within its bloodstained pages. Often times a Manual of The Hoard will hold plans for raids within its pages (which is valuable information).
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End Manual of The Hoard
Special Abilities:
Language: Goblin’s speak Human, though guttural in fluency.
Night-Vision: As the Psychic spell.
Traps: Cunning in the creation of traps and snares, yet not adept (successful trap setting on a roll of 59+). Note: Only Architects can create and set simple traps and snares (discretion of the Game Master). If there are no Architects, traps will not be possible.
Special Defenses:
This creature has the following resistances:
Pain ---- : 35%
Poison - : 25% (excluding toxin poison).
Shock -- : 55%
Special Offenses:
None.
Susceptibilities and Weaknesses: Greed. If this creature sees anything of value (which is anything from the treasure book), it must make a successful avoidance-roll vs. “Mental-attack” or succumb to greed, which often times will lead to a very bad decision or judgement call.
Weapon Susceptibilities : Rank-0 non-magical weapon to harm.