What? Goblins? Surely the world doesn't need a writeup about how goblins work! There can't be anything new to say about them! But really, there are some interesting details to pull out of that little entry on goblins in Moldvay's Basic Rulebook. And I'm going to pull them out.
Besides, where would the Velocity Goblins be without goblins?
Goblin Basics
Goblins are the classic weak, evil humanoid monsters. They are small—probably about the size of halflings. They are ugly. They live underground, and they can see very well in the dark, with 90' infravision. But their eyes glow red in the dark, so you might be able to see that they are their, watching you, lurking beyond the reach of your torch.
Oh, and they sometimes ride dire wolves.
Dire wolves will get their own discussion in another post later. Goblins on wolfback fight differently than on foot. And dire wolves do sometimes live in caves, so there's no reason to assume that only outdoor goblins have dire wolf mounts. Even dungeon-goblins might have some dire wolf cavalry. Or should that be lupary?
Goblins are AC 6, indicating that they ordinarily wear leather armor and carry shields. Their damage entry is "1d6 or by weapon," and there is no indication of what sorts of weapons they can use. If you don't use variable weapon damage, goblins deal the same damage as anyone else using a weapon. If you use variable weapon damage, goblins are probably too small to use two-handed swords or long bows, but they can probably use halfling-sized weapons. Like halflings, goblins have 1-1 HD. Individually, they are pretty weak, with bad saving throws and bad attack rolls that are only worse in daylight. Goblins are also slow—as slow as humans in metal armor.
As weak as they are, goblins will not go outside in the day, and they never wander alone. Their morale is 7, which is average, but they know better than to get into fights they can't win. If they don't have at least a two-to-one advantage, they'll go for help rather than stand and fight.
Goblins and Dwarves
Goblins hate dwarves, and the feeling in mutual. Goblins always attack dwarves on sight, and dwarves usually attack goblins on sight as well.
But why?
The boring, mundane explanation is that dwarves and goblins like to live in the same sorts of underground locations, and they compete for resources. That would certainly lead to conflict and rivalry, but it's weak. Goblins and dwarves attack each other on sight. They aren't just rivals or competitors for limited resources. They have a deep hatred that makes any compromise, detente, or truce out of the question. They are in a state of perpetual war against one another.
Simple alignment difference isn't quite enough for it either. Goblins are Chaotic, and dwarves are Lawful or Neutral. The conflict between Chaos and the other alignments doesn't explain why goblins would attack dwarves in particular, and do so immediately, on sight.
I like to think of the Chaotic humanoids (goblins, orcs, etc.) as embodiments of specific flavors of destructive Chaos. For my game, goblins are not just creatures who happen to hate dwarves. They are the incarnations dwarf-hate. I don't mean that as a metaphor. I mean that, at least in my campaigns, hatred for dwarves isn't just an abstraction or an emotion. It has physical reality, in the form of goblins. It's what they're made of.
To encounter a goblin, then, isn't to encounter something that might hate dwarves, or even something that almost certainly hates dwarves. It is to encounter hatred for dwarves. And we're not talking a mere disliking for them. We're talking about the genocidal drive to destroy all dwarves and all things dwarven. That's why goblins attack dwarves on sight, and it's why dwarves usually attack them on sight.
Goblins are incarnations of dwarf-hate, but that doesn't mean they aren't more generally Chaotic as well. They are smart enough to cooperate, but they don't make sacrifices for the greater good. Their selfishness and instinct for survival mean stronger creatures (including their leaders) can bully them into obedience. They don't follow rules, but they do respond to threats.
When they aren't trying to hurt dwarves directly, goblins are causing trouble for any other civilized groups they can hurt. To goblins, anything that isn't strong enough to stop them is a potential target for their depraved violence and destruction.
Goblin Families?
I don't subscribe the conception of Chaotic humanoids as merely less-advanced humanlike civilizations, with families and villages and shamans and all that. They humanoid because they have some superficial humanlike characteristics: two arms, two legs, one head, feet and hands, etc. But the resemblance doesn't go much further than that.
In my Blacknight campaign, there are no male or female goblins, and there are no goblin children. Goblins arise in many ways. Some goblins used to be something else. For example, groups of dwarves who betray their clans, or dwarven clans that turn to Chaos, are apt to turn into goblins. Goblins are also able to make new goblins by feeding mandrake roots to sows. The roots grow into goblins over the course of 100 days, killing the sow and clawing their way out at the end of that time.
Wandering Goblins
Goblins wander the first level of the dungeon in groups of 2-8. In larger numbers, they can be found on the second and third level as well. If they see a typical party of 6 to 8 adventurers, they will run for help, unless there are dwarves in the group. If there are dwarves, the goblins will risk their lives to attack them and try to hurt them, if possible. Of course, if they can't feasibly get to a dwarf to attack, they'll flee and try to organize a larger attack later.
In the wilderness, goblins wander in groups of 6 to 60. However, their hatred of daylight should mean that they don't go far from the caves where they live. They appear on the default wandering monster tables for all but riverine and ocean environments, with about equal frequency in each. In areas without caves, they'll have some other sort of concealed shelter where they can spend the day. Any wilderness encounter with wandering goblins should be at night. Goblins hunt just after dusk and before dawn, when animals are active. They raid and pillage in the dead of night.
Goblins speak their own language and Chaotic, and they have the usual 20% chance to speak Common. It would be sensible to assume they speak Dwarven, or have a very good chance of doing so, but their description doesn't say that they do. I give them they same 20% chance to speak Dwarven that they have for speaking Common.
If the party includes any dwarves, there is no need for goblins to make a reaction roll. The goblins attack immediately, unless that's so obviously suicidal that they immediately leave to gather reinforcements.
Otherwise, goblin reactions are normal. Here are some suggestions:
- Immediate Attack. Exactly what it says, but if the goblins don't have a two-to-one advantage, they'll withdraw to organize an attack on the party later. Count a dire wolf as equal to four goblins in that calculation.
- Hostile, Possible Attack. The goblins make threats and demand something—probably treasure—from the party. They will attack if their demands are not met.
- Uncertain. The goblins are unsure whether the party is friend or foe, so they hedge their bets. They want to know who the PCs are and why they are there. They may offer themselves for hire, possibly in the Chaotic language, to see how the party responds. If it's clear that the goblins are not there to hire them as mercenaries or otherwise put them to suitably Chaotic work, they'll decide the PCs are enemies and treat them as such.
- No Attack, Leaves or Considers Offers. This one depends on initiative. If the party has the initiative and makes an offer, the goblins will consider it and negotiate. If the goblins have the initiative, they'll leave.
- Enthusiastic Friendship. The goblins seek employment from the PCs, hoping for the chance to fight against Law or dwarves or, best of all, Lawful dwarves. If the PCs turn out to be insufficiently opposed to Law and dwarves, though, this "enthusiastic friendship" will sour quickly.
Goblins in Combat
Goblins are slow, with poor hit points, attack rolls, and saving throws. They are susceptible to spells that affect "persons," including charm person and hold person. They are vulnerable to sleep. Especially in small or disorganized groups, that can make them seem like weak enemies.
They are smart enough to fight tactically, and they have a normal sense of self-preservation. So, they'll try to avoid most fights, except against dwarves. They prefer odds in their favor of at least two to one, counting any dire wolves as equal to four goblins.
Being so weak in melee, goblins should have missile weapons. Spears are especially good for them. They are too slow to skirmish and too weak to stand up in melee. So, they should try to throw spears at approaching enemies to weaken or kill them before those enemies come into melee range. Once the enemy is within 5', the goblins can fight with their spears as melee weapons. Since goblins carry shields, though, they may not be able to carry very many spears at once. Goblins on guard duty will have a supply of spears nearby and ready to grab (like the barrels of spears in The Keep on the Borderlands). Others might have force the weakest among them into "spear-bearing" duty, giving fresh spears to other goblins who have thrown theirs.
On foot, goblins will flee from skirmishing missile attackers. Against melee attackers, they will use cautious infantry tactics. They will form defensive lines, and they will advance on their enemies carefully. Thanks to their bad attack rolls (THAC0 20!), their only hope is to make as many attacks as they can, as quickly as they can. So, they'll try to gang up on enemies as much as possible.
When they aren't engaged in melee, win initiative, and aren't facing missile attacks, goblins will generally end their movement no closer than 30' from enemies in metal armor, 40' from leather-armored opponents, and 50' from unarmored opponents. The idea is to lure their enemies into closing to 25' or closer to the goblins in a round the goblins lose initiative. Then the goblins close, attack, and hope to win initiative in the next round. If they do, they'll be able to get two attacks in before their enemies get one.
That tactic won't work against enemies with two-handed weapons, and it will get them killed if the other side is making missile or spell attacks. It also won't work if the goblins don't have room to maneuver or to give ground. In those cases, the goblins will just advance and attack as soon as they can.
Goblin infantry fight in at least two ranks. That way, goblins from the second rank can replace losses in the first rank as they fall. Some DMs allow spears to attack from the second rank. If that's allowed, all the better for spear-wielding goblins!
Goblin cavalry work differently. Their dire wolves are faster than unarmored humans and faster than war horses. So, mounted goblins with crossbows make decent skirmishers. They can keep themselves 50' to 80' away from their enemies, while enjoying the benefits of short range.
Typical goblin wolf-riders, as described in Expert Rulebook, use spears rather than crossbows. They pose a little bit of a tactical problem. Their AC and speed suggest they should skirmish as light cavalry, but their spears are unsuited to that role. The spear's maximum range is only 10' further than the dire wolf's movement per round.
Wolf-riders with melee weapons and spears will try to capitalize on their maneuverability to take out enemy ranged attackers and spell casters first, if possible. Otherwise, they will close and attack melee enemies.
Goblins' dire wolves are semi-intelligent and trained. If their morale holds, they will continue fighting even when they have lost their rider—whether the rider has been killed or fallen to victim to a sleep or hold person spell. Casting sleep against wolf riders is generally not optimal. If the riders don't fall off and wake up immediately, their mounts are sure to wake them.
Sleep Spells
The sleep spell can eliminate 2-16 goblins at a time, most often hitting 9 or more. Its power depends on some details of how it's run at a particular table.
The book doesn't give an area of effect for sleep, but it's pretty common for DMs to assign it one. In such games, goblins who know they are likely to face magic-users should probably spread out to minimize the spell's impact, until they are able to swarm and surround enemies, who would also be put to sleep by the spell. (Or so the goblins assume!)
In my own game, sleep doesn't have an area of effect. The spell caster chooses targets from among those within range and line of sight. Thanks to their glowing red eyes, goblins can't avoid being targeted by sticking to the darkness. Spreading out would help avoid area effects like fireball, but not sleep. So, unless the goblins think they are going to be facing other area effects, they'll generally maintain formation in two ranks as much as possible, until they are able to swarm an enemy.
The Goblin King and his Bodyguard
The goblin king and his bodyguards are tougher than ordinary goblins, and they can fight in daylight without penalty. Nevertheless, it is unlikely that PCs would encounter a goblin king outside, in the daytime or otherwise.
The goblin king and his bodyguards are susceptible to sleep, but a single casting of the spell is unlikely to take out the king and his entire retinue of 2-12 guards.
There isn't much about the goblin king or his guards to suggest tactics much different from ordinary goblins. They can afford to be a little more aggressive, thanks to their better hit dice and damage.
The goblin king increases the morale of the goblins who are with him, but there is no reason to think these Chaotic monsters feel great loyalty or love for him. He's just the toughest, and so he's the one everyone else has to obey. That means goblins, including the bodyguards, won't spontaneously put themselves in harm's way just to protect the king.
If dire wolves are available, the privilege of riding them should go first to the king and his bodyguards, and only to ordinary goblins if the king and bodyguard all have mounts.
When Morale Breaks ...
With morale of just 7, there's a good chance a group of goblins will fail a morale check. Those who are not engaged in melee will flee by the most expeditious route.
When they aren't mounted, goblins are as slow as humans in metal armor. If they fail a morale check, they know they are just too slow to get away from anyone. They have no choice but to surrender and try to buy their freedom with information or the promise of treasure.
In contrast, a dire wolf has movement of 150' (50'). A goblin on a dire wolf likely can get away from any human or demi-human enemy. If their enemy is in metal armor, they'll start with a 25' fighting withdrawal. On the next turn, they'll retreat if they must and run if they can.
Dire wolf morale is better than goblin morale, so it's possible for the goblins in a group to fail a morale check while wolf morale holds. In that case, wolves with riders will follow their training, but wolves who have lost their riders will continue fighting.
Goblin Lairs
The population of a goblin lair in a dungeon ranges from 6 to 60. Wilderness lairs range from 30 to 300. They will usually have access to the surface, which makes it easier for them to hunt and raid at night.
A goblin lair should have access to water and food. It should include quarters for the king and his bodyguard, a throne room, and quarters for the ordinary troops. Goblins are smart enough to set up a concentric defense. It should be impossible for intruders to reach their food, water, barracks, or king without first being observed and making their way through other guards. Typically, goblins will set up alarms and sentries who can identify invaders and fall back to engage them with the support of reserve guards. If that battle goes badly, they can either fall back to the king or the king and bodyguard can provide reinforcement.
In some areas, there are no caves for goblins to live in. Their lairs in those cases will be concealed or disguised as much as possible, to keep out intruders in the daytime while they sleep. Some goblins in swamps, for example, have lairs that look like masses of weeds, mud, and undergrowth, with hidden entrances and twisting, cavelike passages inside them.
Goblins value their treasure above all else. The king has no particular loyalty to his subjects, nor they to him. The king will have arranged the lair so that he can escape with as much treasure as possible if things are going badly for him. However, he'll need a way to know things are going badly before any fight reaches him. He's too slow to run away once his quarters or throne room are invaded. At the first sign of a credible threat to the lair, the king and bodyguards should start gathering as much of their treasure as possible, load it and themselves on dire wolves if available, and flee through the most convenient route of escape. The lair should therefore include an escape route for the king.
Where the goblins flee depends on what is available. Their likeliest course is to find nearby Chaotic humanoids (such as the hobgoblins in the Caves of Chaos in The Keep on the Borderlands) and attempt to combine forces against the threat.
Treasure
Individual goblins carry 2-12 ep. They have treasure type C in their lair. There is about a 28% chance for type C to yield no coins, gems, or jewelry at all. Coins in a goblin hoard are likely the proceeds of raids, and they are exclusively copper, silver, and electrum. Depending on circumstances, you might replace any of them with other goods of similar encumbrance and value that the goblins have managed to plunder.
According to their description, goblins don't have treasure type C unless except in their lair or in the wilderness. This is a little bit strange, since monsters usually don't have treasure outside their lair anyway. Why note this?
One possibility is that it's just a reminder that the goblin thralls of the local Chaotic magic-user aren't walking around with a lair's worth of treasure. I like a somewhat different interpretation, though. It's a reminder that some wilderness encounters with goblins are with whole populations of goblins on the move.
They could be goblins who have been driven out of their old lairs, fleeing with their treasure. Or they have run out of victims near their old lair. As embodiments of hate, goblins have a basic need to kill, torture, and plunder. When they run out of enemies in an area, they don't sit back and enjoy the peace. They set out in search of new victims, and they'd really like for those new victims to be dwarves.