Tuesday, June 16, 2026

1d10 Randomized Goblins

If you've been following along with the play reports for my B1 campaign, you probably know all about the goblins of Quasqueton with which the player characters have allied themselves. They were, until recently, led by Grilk, their tight-lipped leader, who traded information and bare minimum friendship in exchange for goods and services. Grilk's squire is Viss. The ratcatcher is Narka, the cook is Rekk, and the scout is Tobb.

There are also the goblins which fell under the sway of the Stonespeaker clan of orcs - Pigmug, the sentry captured and brought back to Grilk, Numbnuts, the cowardly mapmaker, Lumpknuckles, who is good at listening, and Slug, who is good at counting.

In a recent session, the party united with their goblin allies to fend off an attack from the orcs into goblin territory. During the battle, one of their goblin allies was slain. Normally, that would be the extent of information known about the loss. One less goblin. However, since I had named each goblin and was keeping track of which goblin was where and who was taking wounds, I knew that it was Grilk, the goblins' leader, who had fallen. 

In addition, Narka was seriously wounded. Rekk distinguished himself with his deadly meat tenderizer mace. Lumpknuckles, who had killed the party's mage, Malkara, was killed in revenge. Numbnuts, who was a known coward, was offered the opportunity to surrender. In the following session, it was Grilk's squire, Viss, who first agreed to join the party in their counterattack, echoing their battle cry "For Grilk!"

Because each of them has a name, the individual goblins have begun to develop personalities and reputations, which will come into play when they hold a Goblins' Moot to determine who their next leader will be. Because they have names, it's actually meaningful when one of them takes a wound or falls in battle. Instead of five goblins inhabiting a few rooms in the dungeon, it feels like a community. They're NPCs, not just monsters. It's really enriched the play experience.

Because of that, I started thinking about how else to distinguish a handful of goblins. I looked at the AD&D Monster Manual entry for goblins, which looks like this:

Here's what I did: For each of Armor Class, Move, weapon, Intelligence, Size, and Morale I rolled 2d6. A result of 6 to 8 indicates that the individual goblin has the values typical of a goblin. A result of 4 to 5 or 9 to 10 means they have slightly below or above average values, and a result of 2 to 3 or 11 to 12 means they have significantly below or above average values. That is, they have better or worse armor or weapon quality than normal, they move faster or slower, they are more or less intelligent, and so on.

Hit points and individual treasure are determined as usual. For alignment, roll 2d20. A result of 18, 19, or 20 means the goblin has the opposite alignment (Chaotic or Good). Then roll 2d4. A 1 changes Lawful or Good to Neutral, and a 4 changes Chaotic or Evil to Neutral. 

I also made a reaction roll for each to determine their attitude towards the party (+1 if they are Lawful, -1 if they are Chaotic, +2 if they are Good, and -2 if they are Evil - so the typical Lawful Evil goblin has a -1 modifier to the reaction roll).

Then, try to make sense of the results.

Here are my ten randomized goblins:

  1. Brukket (LE): 1 hp. Stocky with ash-gray skin and a perpetually runny nose. Snot-crusted padded armor and a wooden shield painted with a black handprint (AC 6). Dagger with a horn grip (1d4 damage). Hip injury and an abundance of caution (MV 3). Believes that everyone should know their place. Merciless but dependable. Does not panic easily (Morale 12). Reaction: Adventurers have proved to be staunch allies in the past. Perhaps these are the same (friendly). Quote: "Brukket has met worse people than you." Treasure: In a leather tobacco pouch inside his gambeson, 5 silver coins, a silver needle (1 sp), a silver buckle from a child's shoe (2 sp), a pair of silver cuff fasteners (2 sp), and a tiny silver saint's token (1 sp).
  2. Gorrik (LG): 4 hp. Three and a half feet tall. Broad-faced, with russet-brown skin and a twice-broken nose. Quiet confidence makes him seem larger than he is. Quilted suit of padded armor stitched with red thread, no shield (AC 7). Injured his leg defending younglings from a cave bear (MV 4). Shortened halberd reinforced with copper bands (1d10 damage). Prefers resolving disputes through compromise. Little patience for bullies. Does not abandon allies lightly and places himself at risk (Morale 12). Reaction: Readily offers directions, assistance, and warnings (helpful). Quote: "Gorrik will stand in the front!" Treasure: In a patched satchel, 2 silver coins, a silver whistle (2 sp), a pair of silver boot buckles (3 sp), and a small silver acorn charm (1 sp).
  3. Grikka (CE): 2 hp. Mottled green-gray, scarred, gaunt, stooped, and mangy, with a mouth full of jagged, uneven teeth. Battered wooden shield with crude red handprints, no armor (AC 8). Cleaver-like hand axe (1d6 damage). Nervous, jerky movements (MV 8). Impatient, with difficulty planning or grasping consequences beyond the immediate future (low intelligence). Resent authority, enjoys causing fear, and indulges her impulses whenever possible. Steals from allies, ignores instructions she dislikes, and delights in petty cruelty. Reaction: Sees strangers as opportunities for violence. Insults, threatens, and accuses, regardless of whether it makes sense (hostile). Quote: "Nobody tells Grikka what to do!" Treasure: Stuffed in a stinky, grimy pouch, 4 silver coins, a bent silver spoon with bite marks (2 sp), a tiny silver bell (1 sp), and a silver button engraved with a flowering vine (1 sp).
  4. Nizbit (LE): 1 hp. Scarcely three feet tall. Perpetually tangled hair. Bright eyes that miss little. Childhood illness left her with a tremor and limp (MV 3). Patched leather, no shield (AC 7). A small knife for cutting purses (1d4 damage). Very intelligent and capable of reading and writing. Corrects others' mistakes under her breath. Honors chains of command and written agreements. Aware of her own fragility and among the first to abandon a hopeless situation (Morale 7). Reaction: Adventurers are disruptive forces that complicated arranged plans (unfriendly). Quote: "What does Nizbit stand to gain?" Treasure: Carefully concealed within clothing, 3 silver coins, am engraved silver thimble (4 sp), a small silver letter opener with ivory grip (3 sp), a tarnished silver ink pot (2 sp), and a pair of mismatched silver cuff links (3 sp).
  5. Sazhka (NE): 2 hp. Four and a quarter feet tall, whip-thin, with sharp cheekbones and copper-colored eyes. Fitted padded armor beneath a dark wool cloak, no shield (AC 7). Broad-bladed short sword, grip wrapped in dyed leather (1d6 damage). Never hurries into melee (MV 4). Very intelligent, remembering names, debts, and slights, but only shows it after others have underestimated her. An excellent conversationalist, though she always learns more than she reveals. Her foremost loyalty is to herself. Determined, composed, and calculating even in dire circumstances (Morale 14). Reaction: Does not assume goodwill, but neither does she seek conflict without reason (neutral). Quote: "Sazhka has no quarrel with you. Let's keep it that way." Treasure: In a hidden pocket sewn into her cloak, 6 silver coins, a silver signet ring (4 sp), a pair of silver feather hairpins (3 sp), and a small silver vial stopper on a fine chain (2 sp).
  6. Skritch (CN): 7 hp. Mottled gray-green skin and a greasy smile. A crooked left leg forces him to limp (MV 4). Ill-fitting scraps of leather, no shield (AC 7). Warped short spear with a rust-speckled head (1d4 damage). Insists it is "perfectly balanced" and becomes defensive if anyone suggests otherwise. An individualist uninterested in politics. Unreliable. Collects candle wax and kneads it together into a single lumpy mass. Reaction: Regards adventurers as he would a stray dog - a friend, a foe, or food (neutral). Quote: *shrug* "Not Skritch's problem." Treasure: A fist-sized gob of wax formed around 5 silver coins, a flattened silver thimble (3 sp), and two silver-plated cufflinks (4 sp).
  7. Tazren (NG): 1 hp. A little over four feet tall and lanky, with a fox-like face. Moves quickly on his long legs (MV 9). Dull iron and bronze scale mail, no shield (AC 5). Short sword (1d6 damage). Very intelligent, with an interest in maps, languages, and other cultures. Enjoys solving problems through planning rather than force. Wishes to make the world a little better, and tries to lead by example. Reaction: Cautious curiosity. Actions speak louder than words (neutral). Quote: "Tazren will judge you by your deeds, not your words." Treasure: Wrapped in waxcloth beneath his armor, 4 silver coins, a silver compass case (3 sp), an engraved silver spoon (2 sp), a pair of silver collar studs (2 sp), and a silver fishhook (1 sp).
  8. Vezra (CE): 6 hp. Lean. Deep charcoal skin and large amber eyes. Black hair braided into thin cords with beads of bone, shell, and stone. Quilted padded armor and hide-covered shield (AC 6). Notch-edged short sword (1d6 damage). Very intelligent and adept at identifying and manipulating others' insecurities. Resists rules, traditions, and attempts at control in favor of personal power, amusement, and self-interest. Courage depends heavily on circumstance (Morale 7). Reaction: Adventurers threaten her independence and power. Lashes out with sarcasm, intimidation, and provocation (hostile). Quote: "Careful, Vezra bites back." Treasure: In a leather purse stitched inside her armor, 2 silver coins, a silver ring engraved with crude lightning bolts (2 sp), a silver cloak clasp shaped like a bat (1 sp), and a silver whistle (1 sp).
  9. Vrizka (LE): 3 hp. At nearly five feet tall, she towers above most goblins. Carries herself with confidence, shoulders back and chin lifted. Dark hair braided tightly against her scalp. Chain mail, no shield (AC 5). Hand axe (1d6 damage). Very intelligent - notices inconsistencies in stories and is a skilled negotiator. Prioritizes the strength and prosperity of the group, especially if she benefits. Reaction: Adventurers are neither enemies nor allies until circumstances dictate otherwise (neutral). Quote: "So Vrizka is understood, then?" Treasure: Carefully wrapped in cloth, 4 silver coins, a silver-handled sewing needle (3 sp), a pair of engraved silver rings (4 sp), and a polished silver brooch missing its pin (3 sp).
  10. Zharka (LE): 2 hp. Wiry. Sharp features. Doesn't blink enough. Sickly olive skin with roughly cropped hair. Moves with an awkward stiffness and limp (MV 4). Reacts poorly to comments about it or offers of assistance. Studded leather and shield (AC 5). Nicked short sword (1d6 damage). Obeys those strong enough to deserve it.  Reaction: Adventurers are thieves, murderers, and conquerors. Advocates violence and watches constantly for betrayal (hostile). Quote: "Zharka doesn't like you!" Treasure: A tightly knotted belt pouch containing 6 silver coins, an engraved silver needle (3 sp), and a pair of silver earrings missing their clasps (2 sp).
Here's a simplified list:

  1. Brukket: LE. 1 hp. Padded armor and shield (AC 6). Dagger (1d4). MV 3. Int 10. Morale 12. Friendly. 11 sp.
  2. Gorrik: LG. 4 hp. Padded armor (AC 7). Halberd (1d10). MV 4. Int 8. Morale 12. Helpful. 8 sp.
  3. Grikka: CE. 2 hp. Shield (AC 8). Hand axe (1d6). MV 8. Int 6. Morale 8. Hostile. 8 sp.
  4. Nizbit: LE. 1 hp. Leather armor (AC 7). Knife (1d4). MV 3. Int 12. Morale 7. Unfriendly. 15 sp.
  5. Sazhka: NE. 2 hp. Padded armor (AC 7). Short sword (1d6). MV 4. Int 8. Morale 14. Neutral. 15 sp.
  6. Skritch: CN. 7 hp. Leather armor (AC 7). Short spear (1d4). MV 4. Int 8. Morale 9. Neutral. 12 sp.
  7. Tazren: NG. 1 hp. Scale mail (AC 5). Short sword (1d6). MV 9. Int 11. Morale 10. Neutral. 12 sp.
  8. Vezra: CE. 6 hp. Padded armor and shield (AC 6). Short sword (1d6). MV 6. Int 11. Morale 7. Hostile. 6 sp.
  9. Vrizka: LE. 3 hp. Chain mail (AC 5). Hand axe (1d6). MV 6. Int 11. Morale 10. Neutral. 14 sp.
  10. Zharka: LE. 2 hp. Studded leather and shield (AC 5). Short sword (1d6). MV 4. Int 9. Morale 9. Hostile. 11 sp.

Now, this is a lot to keep track of. It's hard enough on a DM to keep track of ten goblins at a time, let alone their individual personalities, values, motivations, intellects, and - when combat is joined - who has what AC and which weapon, how fast they move, and how brave they are. It's not exactly practical, and it's for this reason that monsters have standardized stat arrays. Ten individual goblins tend to quickly become a blob of ten goblins when the DM is using their processing power on other things, and that's okay.

There are degrees of complexity to engage with, and you can pick the one that works best for you. If you have a room with 10 goblins in it, maybe you don't want to write a paragraph for each one, and that's fine. You could just flesh out their leader and leave the rest non-descript until you need to breathe more life into them at the table. The leader speaks for them all, and their reaction is colored by their leader's.

If the goblins control more territory than just a single room, you can spread them out a bit, so that just a few are encountered at a time. That gives you more room to individually describe them in your key. At bare minimum, you could give each of them a name and one distinguishing feature. This could be how they look, a personality trait, something that they're doing, or a mechanical exception. This goblin is a liar. That goblin is a chef. The other one has an overbite. That one moves quickly. This is what I did with the goblins in Quasqueton, and it has paid dividends for my game.

Too often, "faceless" monsters are the default. The goblins are just goblins. D&D is often criticized for making its humanoid monsters "people-like" but not fully realized people, and that is largely because doing so is hard. The point of this post is to show that these monsters are what the DM makes of them.

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