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Presents for Goblins: The Miremuck Goblins

There is a clan of strange goblins known as the miremurk goblins. Very little is known about them, even among goblinkind. They are said to move from place to place in a great big band, filled with strange goblins, reverse goblins, mutated goblins, and attractively fetching goblins. These miremurk goblins are led by the strangest creature of them all: a goblin king !

The goblin king  is not what he sounds like, for he is scarcely a goblin at all. Tall, angular, and androgynous, he is more like a fey monarch than a squat monster. He is perceptive, charming, and well and truly devious. He tempts humans and elves alike with his wiles, and intuitively understands what torments the hearts of men and women alike. He is every bit the sovereign that his title would suggest, and the goblins are his subjects.

This winter, what the goblins desire is a special kind of devastation upon the town of Revelleschafte. Not the kind of devastation that leaves homes in ruins or people dead, but the kind that leaves a soul devastated and hopeless. Their goblin king has come upon an idea as winter has settled over the land: they will steal all the holiday presents and food prepared by the humans while they sleep. Without the precious items and foodstuffs that make up All’s Giving Day, the townspeople will be utterly broken!


On Different Goblins

Presents for Goblins introduces new types of goblinoids, including yobbos nilbogs , and the  Miremuck goblin king .


Goblin Poison

Goblins are hated not because they’re especially dangerous or threatening; fantasy worlds have orcs and dragons and zombies for that. No, ordinary folk revile goblins because they introduce chaos and mischief into an otherwise peaceful world. They are the flies in the ointment of civilized folk. Nothing represents this better than Goblin Poison; a strange and magical mixture known for unravelling the lives of adventurous people.

Every time a creature is hit by a weapon coated with Goblin Poison (or otherwise exposed to it through ingestion or similar means), they must roll on the Goblin Poison Effects table. Victims add their Constitution modifier to this roll (negative modifiers are ignored). The effects last until the creature takes a long rest. The apothecary in Revelleschafte has one dose of the antidote (which ends the effects immediately) and sells it for 200 gp. More antidotes cannot be brewed until the requisite herbs bloom in the springtime.

Goblins are immune to Goblin Poison.


Goblin Poison Effects (1d20 + Constitution modifier)

1 Goblin Blind. You cannot see goblinoid creatures. You have disadvantage on all checks made to interact with them.

2 Two Heads. You grow a second, smaller head from your neck. This head is your opposite self. Once per day, on an action of the Game Master’s choosing, the smaller head takes control of your body and does the opposite of what you say you do instead of your action.

3 Rotting Aura. All foodstuffs within 10 feet of you immediately spoil.

4 Wild Water. All liquids you drink are intoxicating.

5 Uncontrollable Hiccoughs. You can’t stop hiccoughing. Whenever you roll initiative or when you attempt any strenuous physical activity you must make a DC 15 Constitution saving throw . On a failure, you suffer disadvantage on all Strength and Dexterity checks and saving throws during the combat, or disadvantage on rolls made to succeed at the physical activity you are attempting.

6 Hallucinations. You see strange monsters that aren’t there. You have disadvantage on Wisdom checks and saving throws .

7 Fish Face. Your skin becomes wet and scaly, and gills appear on your neck. You can now breathe underwater, but you can no longer breathe air. Consult the core rules on suffocation for how long you can breathe out of water.

8 Reddish Pallor. Your skin turns completely red, like a tomato. This is very distracting to other creatures around you. A person who sees you in this state suffers disadvantage on all ability checks for the hour after they first saw you. After that hour passes, they can no longer be distracted by your unusual appearance.

9 Truth Toxin. You cannot tell lies in any way. You cannot shape or bend the truth, and feel compelled to share secret information if asked, even casually.

10 Terrible Swells. Your body bloats with lighter-than-air gas, and you begin to float upward until you reach a height of 500 feet, or hit the ceiling. You can be weighted down to the ground only if you are laden with weight equal to your maximum carrying capacity (a number of pounds equal to your Strength score multiplied by 15).

11 Bioluminescence. You emit a soft glow, illuminating everything around you for 20 feet with dim light . You have disadvantage on all Stealth checks.

12 Choking Foam. Foam rises in your throat every time you speak, threatening to suffocate you. You, the player, can no longer speak aloud in character.

13 Boiling Pustules. Your body erupts in pustules, which cover you. You immediately take 1d4 points of poison damage as the first few pop. Your Charisma score is also reduced by 4 points.

14 Glass Limbs. Your arms and legs turn to glass. They function normally but are incredibly brittle. Whenever you are reduced to 0 hit points, one of your limbs shatters.

15 Awful Smell. You reek of fish and garbage. Nongoblinoid creatures must make a DC 15 Constitution saving throw whenever they get within 10 feet of you. On a failure, they are poisoned for 1 minute while they retch and vomit.

16 Enormous Tongue. Your tongue grows in your mouth until it is 1d4 feet long. You have disadvantage on rolls to speak eloquently.

17 Terrifying Hunger. You are compelled to eat your weight in food every day. Failure to do so confers disadvantage on all Constitution checks and saving throws until you sate your hunger.

18 Mucus Overload. Thick mucus flows incessantly out of your nose and mouth. You take a –2 penalty to all rolls until you can staunch the flow.

19 Gooble Gobble. You transform into a goblin yourself. Your stats, abilities, and attacks remain the same, but your small body means your armor and weapons may no longer fit you.

20+ Feeling Fine. The poison runs its course through your system and you are unaffected.


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