Goblins love mayhem. Add chemicals and things get even crazier, as these little misfits unlock the power of deadly gases. Dungeons & Dragons meets unhinged chemists riding bubble blimps with the latest addition to the Undersea Sourcebook. Bring on the goblin gaser!
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Two weeks ago we looked at the PIP, a friendly automaton powered by the arcane. Then we looked at the altered Atlanteans who built them. Next week, these guys and our gaser goblins feature in their own adventure, so be sure to subscribe and not miss out!
Gas, Gas, Gas!
Small metal canisters clatter to the floor around you, billowing green gas. Through the smoke a large bubble floats into view, a goblin grinning at you from within.
Goblin can be oddly resourceful, especially when causing mayhem. The first goblin gaser’s probably acquired a stock of alchemical reagents, and, in true goblin fashion, accidentally produced powerful mutagens. These mutagens gave the goblins an above-average intelligence (for goblins), which catapulted them down a path of further alchemical study.
What is now the Gassy Guts tribe were always known for their luck, a strange curse that made them a bane of the coastal towns within their territory. A stray arrow shot by a Gaser might ricochet off a shield to find its target, a trap’s mechanism might inadvertently throw a gaser out of the way of a falling blade, or a botched lockpicking attempt might detach the entire lock from the door. That’s everyday life for Gasers.
The increased intellect of the goblin gasers hasn’t increased their caution. Instead, they’re more likely to try bolder, deadlier schemes than their relatives. Other goblins might have shunned them if this was not the case, but instead they look up to the Gasers in awe. Who else could come up with such cunning plans?
Besides alchemy, Gasers have a special affinity for obscure clockwork devices, and this has motivated them to plunder old Atlantean depths in search of greater inventions to repurpose for their own maniacal needs.
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Gaser goblin dive bubbles are all about limiting the party’s ability to do damage. If they can fly above the party, out of reach, then they’re absolutely lethal. So, consider how your players are equipped and give them interesting options to deal with the dive bubbles, like lightning arrows. A hit-and-run style encounter could be a good way to introduce the gasers and prepare the party for a full encounter. Have fun!
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Hey there, I’m Rodney!
I’m a writer and editor of tabletop RPGs and a painter of Orks. Welcome to Rising Phoenix Games!
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