Return of the Goblin King
Unsaval, Future Goblin King
Aristocrat L4; small humanoid; AL LE
HD 4d8; hp 18;
Init +2; Spd 30 ft; AC 17;
Atk +4 melee or +6 ranged;
SQ: Darkvision 60 ft;
SV Fort +1, Ref +3, Will +4;
Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 14.
Skills: (35 points)Bluff +5, Diplomacy +3, Gather Info +4, Hide +0 (+4*), Intimidate +3, Listen +2 (+2^), Move Silently +0 (+4*), Read Lips +4, Sense Motive +5, Spot +3 (+2^), and Wilderness Lore +4.(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Alertness)
Feats:
AlertnessWeapon Finesse: Shortsword
Languages:Common, Goblin, “Slavers Language”, “Prompter Drum Codes”
Armor:
Studded Leather, Masterwork, +3, speed 30ft, 10 lbs.
Small Wood Shield, +1, check penalty –1, 2.5 lbs.
Weapons:
Dagger: Atk +4 melee, +6 thrown, Dmg 1d4, crit 19-20 x2, range 10ft
Short sword, Masterwork: Atk +7 melee, Dmg 1d6, crit 19-20 x2
Possessions:Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.
Potions: Cure Light Wounds 2, and Glibness Goblin
Virtues

ersistent: Goblins firmly believe that those who give up, die.
Flavor:He was given the name Unsaval because at his birth a Dreamer predicted he was “The One Who Will Save Us All”. Because the dreamer was also the clan leader’s favorite mistress the prediction was taken seriously. As a result Unsaval had a privileged childhood. He was always got a share of food before the other children. A couple of times old warriors gave him their worn weapons. In other words, he was raised to believe that he was special.
He believed that until the age of eleven when his village was attacked. They were wiped out. He was the only survivor. He decided that the “One Who Will Save Us All” prediction was proven wrong. He had been too young to save anybody. He left camp and took off into the wild. He spent a couple of years on his own, living hand to mouth.
One day he got a bit to brazen. He tried to steal some rations from a campsite, and was captured by slavers. They put him in a goblin work group (one group among many). Because of his skills and (relative) charm he was able to make thinks a little easier for his work group.
When a member of his work group died they were assigned a feeble old goblin storyteller. The fist thing the old goblin said was “Finally, the one who will save us all.” Unsaval denied it angrily. As days passed the storyteller kept talking about how Unsaval would save them all from slavery, and find some lost artifact, and be proclaimed Goblin King. Unsaval tried to ignore him, but he had to admit he liked the idea of escaping slavery.
He knew that an escape had little chance of success, but if they tried a mass escape then at least some of the goblins should be able to get away. Much to his surprise most of the goblins escaped, including his work group.
Currently he travels with the surviving members of his work group, freeing goblin slaves, and searching for clues to the lost goblin artifact that will make him king.
Behind the Curtain:I have left several facts vague so it is easier to fit Unsaval into any game world.
1st Who wiped out his clan, and why?
2nd What race are the slavers who capture him?
3rd What is the lost goblin artifact?
Note: Speak language is a class skill for aristocrats, like bards. One of Unsaval’s skill points is spent on the language of the race that enslaves him. Another is spent on “Prompter Drum Codes” (see Trom below).
In your game Unsaval can be 1. a goblin of destiny, or 2. a legend in his own mind, or 3. a con man that has started to believe his own lies. No matter which you choose Unsaval acts the same.
The way I recommend introducing Unsaval is to have the players oppose a villain who keeps slaves (including goblin slaves). When the players are scouting the villain’s lair they notice a group of goblins also scouting the villain’s lair. If they talk to the goblins they discover that Unsaval is planning a goblin slave uprising/escape, but he needs a diversion.
The next time the players should meet Unsaval is several levels later (for both the players and Unsaval) when he is working on unifying the goblin tribes. Unsaval takes Leadership feat at Level 6.
Tactics: Unsaval is the head of an adventuring party made from his work group. The other members are the old storyteller (L4 Bard), an adept (L4 Adept), and a trapmaker (L4 Rogue). If that doesn’t seem like a big enough party you could include a monk, ranger, or barbarian (Unsaval’s party should be balanced with the player’s party.). Unsaval would not have a cleric of Maglubiyet in his party, especially not a dreamer. He doesn’t trust the clerics or their god either. He prefers to avoid goblin clerics rather than confront them.
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Trom, Gobin Prompter
Bard L4; small humanoid; AL CN
HD 4d6-4; hp 10;
Init +2; Spd 30 ft;
AC 15;
Atk +2 melee or +6 ranged;
SQ: Darkvision 60 ft; Bardic Music (Inspire Courage, Countersong, Fascinate, Inspire Competence); Bardic Knowledge
SV Fort +0, Ref +6, Will +5;
Str 7, Dex 14, Con 8, Int 14, Wis 13, Cha 15.
Skills: (42 points)Concentration +6, Diplomacy +4, Gather Info +3, Hide +3 (+4*), Knowledge: Goblin History +3, Listen +4 (+2^), Move Silently +3 (+4*), Perform +7 (+2^), Sense Motive +4, Spot +0 (+2^), and Spellcraft +5.(* Goblin racial bonuses: +4 for Move Silently and Hide. ^ Feat Bonuses)Perform types: chant, dance, drum, storytelling
Feats:Alertness, Skill Focus Perform
Spells: (3/3/1)
Known; L0 daze, detect magic, ghost sound, mage hand, prestidigitation, read magic; L1 expeditious retreat, message, sleep; L2 detect thoughts, sound burst
Languages:Common, Goblin, “Prompter Drum Codes”
Armor:
Studded Leather, Masterwork, +3, arcane spell failure 15%, speed 30ft, 10 lbs.
Weapons:
Dagger: Atk +2 melee, +6 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Mace, light (masterwork): Atk +3 melee, Dmg 1d6-2, crit x2
Possessions:Backpack, bedroll, flint and steel, sack, trail rations (1 days), traveler’s clothes, and water skin. 4gp 8sp 16cp.
Potions: Charisma, Cure Light Wounds 2, Glibness, and Tongues
Far Message Drum
A medium sized drum (1 ft tall, 1 ½ feet diameter) with triple “~” symbols on it. When the keying pattern is played on the drum, then the sound of the drum is sent on the wind to a designated spot within 5 miles (see Whispering Wind spell). Without the keying pattern it is simply a masterwork instrument.
Goblin Virtues:
Present; Most goblins focus on the present and the needs of the day. “Yesterday won’t feed tomorrow”, is a goblin saying. “Powerful”, or “Learned” goblins know of historic events within their lifetime. It is a rare goblin that knows history from before they were born.
Behind the Curtain:
Prompters are the Bardic tradition of the goblins. They are the historians and messengers of their people. Their name comes from times when several goblin tribes form a goblin army. The prompters coordinate the movements of the tribes with their message drums (some magical, some mundane).
Prompters get as a bonus language “Prompter Drum Codes” The prompter performance tradition is a bit different than most bards. Goblins have two types of legends.
1. Living Legends: Goblins do not revere the dead. Stories and songs about the tribal leader, or about the exploits of their best thief are appreciated, as long as they live. A goblin that dies has failed. Why sing about a failure.
2. Archetypes: These are mythic figures who embody different types of goblins, “The greatest war leader”, and “The ultimate thief”. When a goblin dies who had accomplishments too great to be forgotten, then the appropriate archetype is attributed with those accomplishments.
Trom is written to be a companion to Unsaval, but if you prefer to use him separately feel free to do so.
Flavor:Trom is an older goblin (34 years), who wasn’t terribly fit when he was younger. Years of slavery didn’t help his health either. What he does have is a sharp mind, and a strong spirit. It was that spirit that kept him alive till he found Unsaval.
He has several daunting tasks he set for himself. To find historical references to when the goblins were unified. Both to know what went wrong, and for clues to the lost artifact. To free goblins from slavery. Finally to help Unsaval become Goblin King. Trom suspects that Maguliyet might have something to do with the break-up of the goblins and the loss of the artifact, so he automatically distrusts goblin clerics.
Tactics:
Unsaval tries to keep Trom out of the line of fire. Typically he is concealed 30 feet from the conflict offering support (Inspire Courage), or intelligence (message, ghost sound, detect thoughts, and the message drums). He has trained Unsaval the Prompter Drum Codes so he can send him messages. If personally attacked he will cast expeditious retreat and try to flee, unless doing so endangers Unsaval.
Spells Trom will add at higher levels: L1 Ventriloquism, Alarm L2 Shatter, Silence L3 Clairaudience/Clairvoyance, Sculpt Sound. (He favors “sound effect” spells.)