Forrester said:
A statement of support would go a long way towards healing the damage your 1st edition Monster Manual caused the Goblin race.
(Also -- what the hell was up with elves having beards in Chainmail?!)
www.goblindefensefund.org
Hmmm...
I do not recall anything about bearded elves in Chainmail. OTOH, we all know that Santa Claus is a "right jolly old elf," and he assuredly has a fine beard, no?
Now as to Goblins, check them out in the
Lejendary Adventure game. They are really bad news for the average adventuring Avatar. Here they are from my original ms. dealing with creatures. Note Health (H) for a normal human is in the 20 range, for a player's Avatar 40-60:
Goblin: Alfar Humanoid: 1-6+ (Communities number from 100 to 400 individuals, all of whom will be combatants): The goblin race is the fiercest of the primarily nocturnal and commonly subterranean Malicious Alfar. Goblins look very much like big hobgoblins, with an average height of five and a half feet, a thick and rotund body, thin but muscular arms and legs, and a skin color ranging from dark pink to maroon. The goblin race has a most devilish look with a big head with bony forehead protrusions above the eyes, close-set and slanted pea-green or dull maroon eyes, long and hooked nose, huge and toothy mouth, and large pointed ears. Goblins tend to dress in purples and blacks.
The goblin race possess intelligence equal to human-average, and find their pleasure in raiding, killing, looting, and pillage. Much like their weaker kin, the hobgoblins, goblins are concerned mostly with ease, revelry, and sloth, almost always having slaves do their work, so they too are thus sometimes caught unprepared by wily foes seeking revenge. However, woe to the human intruder who stumbles unknowingly upon a band of goblins, let alone into one of their communities.
Goblin communities are concealed in wilderness places or underground in caves or old mines. The great goblin there will have a hoard of coins and Extraordinary items with a value whose sum is equal to the individual wealth of all his subjects combined, plus an equal value in precious objects ranging from gems to objects d’art.
Goblins have senses superior equal to the human norm, can see very well in pitch darkness, but light conditions are near the reverse of human, so full sunlight is like a dim twilight to their eyes.
Although they can neither transport themselves nor become invisible, goblins are naturally of very strong, can move quietly and likewise conceal themselves in ambush (80% stealth and waylaying Ability), and have a natural resistance to both heat (including fire) and cold such as to serve as a constant 25% (-5) protection against harm from either extreme.
All of this race is much alike and whether male or female are combatants. Immature goblins (called goblin imps) do not fight and will cower or flee if threatened. Individuals of all sorts possess physique Ability in the range of +1 to +8.
The goblin “harasser” is a sort of group leader, and one will always be present in any group of 4 or more common goblins, and in large arrays of them, one in 10 will be of this sort. Each harasser possesses a random Extraordinary enchantment-like Power, not conveying the general enchantment Ability. The Power can be activated usually once per day only, and it does not require either a memory tablet or AEPs, but is innate to the individual brownie. The great goblins also possess the ability to use these Powers, each having two. Typical Powers are:
1) Extinguish a small sort of fire (as large as a normal campfire, for instance) within sight and 80 feet distance in one second of time.
2) Start a small fire in combustible material within sight and 40 feet distance in one second of time.
3) Cause an oncoming individual within 20 feet to stumble and sprawl prone in one second of time.
4) Reverse in one-tenth second of time the flight of one normal missile in sight and within 100 feet distance so as to send it back at its launcher (but with the goblin’s Precision in regards to hitting).
5) Send a wave of nausea in one second of time to one individual within sight and not more than 20 feet distance so as to make any action attempted to be made at half-normal chance for success.
6) Create 2-5 illusory duplicates of itself that are indistinguishable from the actual goblin and which mimic the real one’s every action.
There will be one to three shamans in each community and at least one with any force of 20 or more goblins. A great goblin, one per community or leading a large force of 40 or more goblins, will always have maximum physique of +8.
Common Goblin: H: 41-60. P: 31-50. S: 10-13. A&A: typically any weapon such as a light crossbow with 20 quarrels, club and heavy knife, or short pole-arm and long dagger, spear and curved cutting sword, or cleaver and knife; 40% (-8) armor due to leather garb and a minimal preternatural energy that conveys 20% (-4) protection against even supernatural harm. Also 25% (-5) protection against fire as noted above.
Wealth in contemporary terms is in the range of $500-$5,000 in coins. There is no chance for an Extraordinary object.
Goblin Harasser: H: 56-75. P: 46-65. S: 12-15. A&A: one Power and such weapons as bolos and hatchet or lasso and cleaver all with +5-8 strength Ability bonus; buckler (30%/-6 vs. one opponent) and 60% (-12) armor due to leather garb and preternatural energy that conveys 30% (-6) protection against even supernatural harm. Also 25% (-5) protection against fire as noted above.
Wealth in contemporary terms is in the range of $2,000-$8,000 in coins and a like amount in crystals and gems. There is a 15% chance each for 1 very minimal, 1 minimal, 1 low moderate, and/or 1 moderate Extraordinary object.
Goblin Shaman: H: 41-70. P: 31-60. S: 14-17. A&A: from four to eight Powers of Extraordinary Ability sort of enchantment, geourgy, necrourgy, sorcery, and theurgy in any mix, plus weapon such as flail or thrusting sword with 1-4 strength Ability bonus; 70% armor due to leather garb and a preternatural energy that conveys 40% (-8) protection against even supernatural harm. Also 25% (-5) protection against fire as noted above.
Wealth in contemporary terms is in the range of $5,000-$12,000 in coins and a like amount in crystals and gems. There is a 40% chance each for 1-4 very minimal, 1-3 minimal, and 1-2 low moderate Extraordinary objects, and a 20% chance each for 1 moderate, 1 good, 1 good, 1 very good, 1 strong, 1 very strong, and/or 1 major Extraordinary object.
Great Goblin: H: 76-95. P: 66-85. S: 13-16. A&A: weapons such as a spiked club and great cleaver each attacking in an ABC, with strength Ability bonus of 9-12; 80% (-16) armor due to leather garb reinforced with horn plates and a preternatural energy that conveys 50% (-10) protection against even supernatural harm. Also 25% (-5) protection against fire as noted above.
Wealth in contemporary terms is in the range of $5,000-$30,000 in coin and like amounts in crystals/gems and in jewelry. There is a 60% chance each for 1-4 very minimal, 1-3 minimal, and 1-2 low moderate Extraordinary object; a 40% chance each for 1 moderate, 1 good, and 1 very good Extraordinary object; and a 20% chance each for 1 very good, 1 strong, one very strong, and one major Extraordinary object.
Goblins are not prone to associate with any other sorts of creatures, but they are known to band with trogs, trolls, and orcs when there is need.
There's sme respect methinks!
Gary