Jan 14 2009
Castles and Crusades: The Toadstool Clan
The Toadstool Clan is a mid-sized goblin tribe. They can be used anywhere such a group of goblins is needed- for example, perhaps they recently moved into the area, and are threatening local trade. Their numbers are sufficient to pose a major threat to low level parties, and incursions into their lair can constitute several consecutive sessions for them. A mass assault of the entire tribe could present a challenging encounter for a band of mid-level characters. Essentially, this encounter can fit in anywhere the Castle Keeper needs a goblin tribe.
The Toadstool Clan is designed to work with the Castles and Crusades game system. With little effort it can be adapted to any edition of Dungeons & Dragons.
The Toadstool Clan is a conglomerate of three smaller tribes. The Clan takes its name from the oldest of the tribes, the Toadstools, who absorbed the Dungbat tribe to form the clan. The Kingship of the Clan fell to Garto Toadstool. A few years later, a somewhat larger goblin tribe called the Skinmongers were forced out of their homes by human incursions, and joined with the Toadstool Clan for refuge. This almost doubled the number of goblins under Garto’s control, which has proven to be a lot of mouths to feed. The clan has taken to scouring the countryside for anything edible. Garto is planning to take advantage of the Clan’s enhanced numbers to begin a raiding campaign on nearby human and demihuman communities to gather stores for winter.
The Three Tribes of the Clan:
Toadstools: These are an old and respectable tribe, whose members are the very souls of dignity and etiquette- at least by goblin standards.
Dungbats: This tribe gets its name from a peculiar kind of bat native to the caves they called home generations ago. As the tribe has moved, they have brought the horribly fecund critters with them to remind them of their roots, and many members of this tribe keep Dungbats as pets.
Skinmongers: This tribe gets its name from an activity that is nowhere near as sinister as it sounds… most of the time. The Skinmonger goblins are skilled trappers and furriers, and their goods are highly valued by many other tribes. They mostly deal in furs, but have been known to peddle human and elf skins from time to time.
The Toadstool Clan Roster
240 Goblin Warriors
These guys are just as presented in the Monsters and Treasures Book. Each of them has 2d8 cp on them. About half the goblins in the tribe are from the Skinmongers- if the tribe of the goblin is relevant, roll on the following chart:
d6 Tribe
1-3 Skinmonger
4-5 Toadstool
6 Dungbat
If you need a name for a goblin roll a d10 twice and consult the following chart:
Random Goblin Name (roll twice, combine both parts)
1 Gar to
2 Ru tur
3 Ma ba
4 Ze glut
5 Di zo
6 Slu xa
7 Pe vix
8 Sno z
9 Jo t
0 Bli x
With three rolls, you can establish the name and tribe of a goblin. These simple tools can provide a little detail and a lot of flavor to what might otherwise be a bland encounter (“What? More goblins? <yawn>”).
24 Goblins, 1st Level Fighters
HD1d10, Hp7, AC 14 (ring mail, small shield) Melee Weapon (atk +2, dmg 1d6+1, see below), or Short Bow (Atk +1, dmg 1d6, rng 60ft)
These goblins are the elite guard and seasoned veterans of the Clan. They lead the patrols of the countryside surrounding the lair, and when at home are most often found in the company of one of the chieftains, or the king. Each of them specializes in a particular weapon, determined on the following chart (each weapon does 1d6 dmg). Each of these goblins also possesses 1d4×10 gp.
D6 Melee Weapon
1 Hand Axe
2 Club
3 Light Mace
4 Heavy Pick
5 Scimitar
6 Short Sword
There is a 25% chance that any one of these goblins has one of the following items. Each item can only be found once, so mark it off when it is found by the party.
D6 Item
1 Bloodstone (50gp)
2 Peridot (250gp)
3 Jade & Silver Medallion (1250gp)
4 Gold Necklace (1000gp)
5 Mechanical toy- Brass Horse (10gp)
6 Potion of Cure Light Wounds
A typical patrol found in Toadstool territory consists of one of these fighters leading 3d6 warriors. If they are encountered and defeated by the party , make sure to subtract their numbers from the goblins left in the clan, unless the CK has decided the Toadstools can draw reinforcements from neighboring tribes and small bands.
Chieftain Dixa Dungbat
Goblin fighter, lvl 2, HD 2d10, HP 18, AC 16 (full chain suit), Battle Axe (Atk +3, dmg 1d8+1), Light Crossbow (atk +2, dmg 1d8, rng 80ft).
Dixa has been the subject of Garto’s abuse for several years now- when things go well, Garto takes the credit, but when they go bad, all the blame falls on Dixa. Dixa isn’t the sharpest knife in the drawer, but is beginning to realize that his influence is becoming more and more important with the inclusion of the Skinmongers. He still fears the King too much to make an overt move, but Sluzo is making more and more sense everyday. Dixa wields a two-handed axe in battle, and also has 100gp hidden away in his secret stash. He always carries a potion of Cure Light Wounds with him.
Chieftain Sluzo Skinmonger
Goblin fighter, lvl 4, HD 4d10, HP 27, AC 18 (plate mail, med steel shield), Scimitar (Atk +5, dmg 1d6 +1), Composite short bow (atk +4, dmg 1d8, rng 70ft).
Sluzo didn’t want to join the Toadstools, but his tribe had nowhere else to go after a devastating raid on their old lair. Sluzo realizes that almost half of the goblins in the clan are loyal to him, and he has designs on Garto’s throne. He works on Dixa’s pride, trying to convince the other chieftain to back him in a coup. In addition to his armaments, Sluzo owns 200 gp worth of assorted coins, which he keeps locked in a treasure chest. The key is on a chain around his neck.
King Garto Toadstool
Goblin fighter, lvl 5, HD 5d10, HP 30, AC 19 (full plate, lg steel shield), Expert Longsword (atk +6, dmg 1d8+2), Expert Hvy Crossbow (atk +5, dmg 1d10+1, rng 120ft)
Garto had his reservations about taking in the Skinmongers (he doesn’t trust Sluzo as far as he can throw him), but in the end his greed won out. He sees the added numbers as a way of gathering more loot, and he is sending out scouting parties to locate favorable targets- preferably farming communities with livestock and crops, and possibly a few coins here and there. He is so blinded by his ambition that he doesn’t realize how vulnerable he his to Sluzo’s ambitions, but he thinks that Dixa is so firmly under his thumb that fear will prevent the lesser chieftain’s betrayal.
Garto sleeps in a private chamber adjacent to the common room. He keeps his personal loot stored there, and there are always at least two 1st lvl fighters guarding his room. He has 300gp in assorted coins,a small collection of 8 gems (values: amethyst-10gp, lapis lazuli-25gp, white agate-50gp, 2x common opal- 100gp each, large amethyst- 250gp, black opal-1000gp, and star ruby-2500gp). Other valuables include: an antique map of the area (25gp), a silver waist chain worn by his favorite concubine (250gp), a jade and ivory relic (1000gp), an ivory and silver relic (750gp), and a fur coat (14gp) which he likes so much he wears most of the time. He also wears a Silver and Platinum Crown (750gp). His expert heavy crossbow is valued at 500gp, and the expert longsword at 150gp.
Joto, Toadstool Shaman
Goblin Wizard, lvl 5, HD 5d4, HP 15, AC 10 (no armor), Staff (Atk+1, dmg 1d6), Spells per Day: 5x 0th, 4x 1st, 2x 2nd, 1x 3rd. Spell Book: 0th lvl- Detect Magic, Detect Poison, Mending, Message, Prestidigitation. 1st lvl- Comprehend Languages, Magic Missile, Shield, Sleep. 2nd lvl- Invisibility, Protection from Arrows. 3rd lvl- Fireball.
Joto has been the Toadstool shaman for some time now. He is the single most feared goblin in the clan, and even Sluzo won’t cross him. He also oversees the religious rites of the Clan, and often makes a big show of it, with rolling bones, and speaking in weird voices- basically anything to win over his audience. He often will deploy some of his spells to give his ceremonies a little something extra. He chooses all of his acolytes from the Toadstool clan, which is another reason why power in the clan is centered in that tribe.
Joto’s most valued possession is a magical book that he keeps with him at all times. He thinks it is a primer of magical exercises that increase the power of your spells, but it is in fact a cursed tome that actually decreases the intelligence and wisdom of anyone reading it (see Vacuous Grimoire in the Monsters and Treasures book). Part of the curse is that the reader is convinced that the exercises work, so Joto has made sure all the acolytes have read it as well.
Treasure: 250gp coins, 3 gems (2 malachites-10gp each, bloodstone-50gp), Vacuous Grimoire
The Toadstool Acolytes
Joto has taken four apprentices under his wing. The two most experienced ones, Zeglut and Petur, have been with him about the same amount of time, and have a fierce rivalry with one another. The other two stay out of their quarrel, and secretly hope they kill one another off. The four of them share a small chamber together, which is next to the shaman’s sleeping quarters.
Zeglut
Goblin Wizard 3rd Lvl, HD 3d4, HP 9, AC 10, Club +1 (Atk +2, dmg 1d6+1), Spells per Day: 4x 0th , 3x 1st, 1x 2nd. Spell Book: 0th lvl- Detect Magic, Detect Poison, Mending, Message. 1st lvl - Comprehend Languages, Magic Missile, Shield. 2nd lvl - Invisibility.
150 gp in coins, Club +1.
Zeglut is the most aggressive of the acolytes, and looks for excuses to hit things with his club. Only his proximity to Joto keeps the warrior goblins from killing him and taking the darn thing.
Petur
Goblin Wizard 3rd Lvl, HD 3d4, HP 8, AC 10, Expert Dagger (Atk +1, dmg 1d4+1), Spells per Day: 4x 0th , 3x 1st, 1x 2nd. Spell Book: 0th lvl- Detect Poison, Mending, Message,Prestidigitation. 1st lvl - Magic Missile, Shield, Sleep 2nd lvl - Protection from Arrows.
Valuables: Lute of Vaughn (120gp), Archery Trophy (63gp), Expert dagger (20gp).
Petur has loved playing the lute for as long as he’s had it. While the tragic noise he manages to get out of the instrument would make an elf vomit, he has developed a bit of a following amongst the Clan.
Ruxa
Goblin Wizard 2nd lvl, HD 2d4, HP 6, AC 10, Dagger (atk +1, dmg 1d4), Spells per Day: 4x 0th , 3x 1st. Spell Book: 0th lvl- Detect Magic, Detect Poison, Message, Prestidigitation. 1st lvl- Comprehend Languages, Shield, Sleep.
20gp coins
Jox
Goblin Wizard 1st lvl, HD 1d4, HP 3, AC 10, Dagger (atk +0, dmg 1d4), Spells per Day:4x 0th , 2x 1st. Spell Book: 0th lvl- Detect Magic, Detect Poison, Mending, Message. 1st lvl- Magic Missile, Sleep.
10gp coins.