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From: Night_Druid <Night_Druid@??????????.net> Date: Mon, 13 Sep 2004 16:01:24 -0500 Subject: Re: Goblin Gear: Goblin Porcupine Part II
Part II of the porcupine article.
Adam
Goblin Rune Casters
Goblins in wildspace have a higher number of spellcasters in their
tribes than their groundling cousins. A typical tribe has a head shaman
with two or three apprentices and one to three witch doctors. Except
for the head shaman and the primary witch doctor, all of these
spellcasters are 2nd or 3rd level. Spellcasters are spread out among
their ships to reduce the risk that a disaster will seriously diminish
the goblins' meager firepower. Goblin kings have many spellcasters at
their disposal, often several dozen. Witch doctors are almost never
encountered on ships, as they are needed to craft furnaces. Goblin
witch doctors are rune casters.
Goblin runes are unique among runes of other races due to their
unique
runes. In appearance, the runes are no different than the runes used by
other races, but are subtly different. The goblins treat their runs
with a special phosphorus paste, which cause the runes to glow ever so
slightly. The glow is not noticeable unless viewed with infravision,
glowing in a variety of colors. Further, scents and texture are also
used to create subtle differences between individual runes. The goblins
make good use of these differences, using a single rune to exchange a
great deal of information. The runes are also useful in misdirecting
invading humans, dwarves, and other races. The shape of a way rune may
mean "safe passage" but the hidden messages within may warn of a deadly
trap ahead.
In game terms, a goblin rune caster is similar to both an elvish
totem
caster and a runemaster (see Evermeet, Island of Elves, the Viking
Sourcebook (HR1) and Dragon #257), but different from both. They are
witch doctors (mages) that make use of the rune caster kit provided
below. They are able to use the following magical runes:
Bloody Owlbear
Duration: Special (1 turn)
Inscription Time: 1 hour
This rune is often placed on an crude bone or wooden amulet. The
rune
retains its magic until the amulet is donned by a goblin. Once donned,
the goblin is enchanted with a berserker rage, temporarily gaining d6
extra hit points, gain an extra attack each round, and a gain a +1 to
hit and damage rolls. So violent does the goblin becomes that he
remains conscious even if dropped past 0 hit points. Only death at -10
hit points or the end of the rune's magic cause the goblin to lose
consciousness. The goblin cannot differentiate between friend or foe,
so amulets with this rune are rare and almost always used as a last
resort. Cornered goblin warriors will use such amulets to try and take
as many foes to the grave with them.
Venomous Wyvern
Duration: Special
Inscription Time: 1 hour
A crude rune, the venomous wyvern is often inscribed on arrow heads.
When the arrow is fired, the arrowhead becomes enchanted with a toxic
poison. A target struck by the arrow must make a save vs. poison or
suffer paralysis for 2d8 rounds. Goblin warriors call this the Wyvern's
sting and favor using it. Once the arrow is fired, the rune loses its
enchantment, no matter if it hits or not. It can be used in conjunction
with the Rot Grub or Murderous Manticore runes, but not both. Multiple
wyvern runes are not cumulative.
Striking Viper
Duration: 1 day
Inscription Time: 1 hour
Often worn on amulets or pieces of jewelry, the striking viper
bestows
great quickness on a goblin. The wearer gains a +1 bonus to their armor
class score and an extra attack each round in combat. Only a chief's
bodyguards commonly carry amulets with this rune to better aid their
defense of their liege.
Howling Worg
Duration: 1 day
Inscription Time: 1 hour
Another rune commonly found on amulets, this rune gives the wearer
the
ability to communicate with worgs. The goblins use this rune to easdrop
on the conversations of their untrustworthy wolfish allies.
Feasting Scavvar
Duration: Special
Inscription Time: 1 day
This rune is inscribed on a spearhead to be used in a ballista.
When
fired, the rune enchants the ballista to home in on crewmen on other
ships, striking with a +2 bonus to hit. The bonus only applies to
attacks against crewmen, not the ship itself. If fired at a ship, the
rune's magic is wasted with no effect. Only one rune can be inscribed
per ballista bolt.
Screaming Skull
Duration: Special
Inscription Time: 1 week
A series of runes, these runes are carved into a skull. So many
runes
are carved that the skull is nearly completely covered with runes. The
enchantment in the runes remain until the skull is hurled. When thrown
or hurled by a sling, the skull emits a screaming sound. Anyone within
20' of the skull must save vs. spell or suffer the effects of a fear
spell. The skull shatters on contact, inflicting d8 points of
cold-related damage to any target struck.
Rot Grub
Duration: Special
Inscription Time: 1 hour
Inscribed on arrow or bolt shafts, the rot grub bares a nasty
enchantment. When the inscribed arrow or bolt hits its target, the rune
causes it to burrow in deeper, causing an additional point of damage and
makes removal of the shaft very painful. It can be used with the
Venomous Wyvern rune but not the Murderous Manticore rune.
Wolf Spider
Duration: 1 day
Inscription Time: 1 hour
When worn on an amulet or article of clothing, this rune grants the
wearer the ability to spider climb at will and jump up to 50' once a
turn. The rune does not grant the ability to traverse webs nor immunity
to spider venom. Goblin thieves and assassins are most often given this
badge when infiltrating an enemy encampment.
Murderous Manticore
Duration: Special
Inscription Time: 1 hour
This rune is inscribed on the shafts of arrows or bolts. When
fired,
the arrow is instantly transformed into a small volley of arrows. The
rune creates an additional d4 arrows in addition to the first arrow.
All arrows will be aimed at the original target, but their aim is poor,
suffering a -1 to hit. Each arrow requires a separate attack roll and
some may miss their targets while others hit. This rune can be used
with the Venomous Viper rune, but not the rot grub rune.
Coiled Dragon
Duration: Permanent
Inscription Time: 1 week
Found on the masts of goblin ships, the Coiled Dragon acts to
control
the smoke of the pump furnace. This rune concentrates the smoke into a
single stream that quickly exists the air envelope rather than
dispersing into the air envelope and polluting it. Ships without this
rune can still spelljam, but can only achieve a ship's rating of 1 and
cannot achieve spelljamming speeds.
Salamander
Duration: Permanent
Inscription Time: 2 weeks
A complicated rune, the Salamander is always inscribed into the Pump
Furnace itself. The Salamander transforms the magic inherent to some
woods into a force of motion, allowing goblin spelljammers to fly. When
a pump furnace is active, this rune glows white hot and actually seems
to move and squirm like a living snake, but is not normally visible
unless one is inside the furnace. This rune requires some maintenance,
and needs to be cleaned of soot every two months or so. It takes a full
day and a crew of a dozen goblins to clean the furnace, during which the
furnace cannot be active. The ship is vulnerable during these times,
and if at all possible, captains will either clean the ship in deep
space or at home base, never when around planets or along routes of
heavy spelljamming activity.
Q'nidar
Duration: Permanent
Inscription Time: 1 week
Inscribed on the outside of the pump furnace, the Q'nidar, while not
necessary, makes operating the furnace much easier. When operating, the
fire inside the furnace heats the metal to such temperatures that it
burns to touch. It may even cause fires if combustibles come in contact
with the metal. The Q'nidar rune reflects the heat back inward,
transforming it into magic to help power the ship. With this rune, the
ship requires 25% less fuel than normal.
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Month Index: September, 2004