Marsh - cavesandcreatures/the-goblins-of-whismywood GitHub Wiki

STR 9, DEX 10, CON 13, INT 12, WIS 5, CHA 5

AC 10, HP 20, SPD 20

  • Overweight, talks with the "fat voice" that adds "b"s to everything, and uses a cockney accent just like all the other goblins
  • Goblin judge of Goblin Court
    • Is not very familiar with formal court procedings, but went to a human courtroom once and pieced together some context and buzz words from what he saw there
    • Runs his court room in a corrupt fashion, favoring the goblin prosecutors in every case
    • Can be outsmarted in court, especially with help from Harvard Law
  • Marsh wants to take-over the town, but doesn't appear to be doing much to help it maintain a functioning society there

  • Marsh has one of the timepiece pieces ornamentally slung around his neck
    • Has to power to remove status effects
    • He can use it to sober up any of the goblins in town, allowing them to fight with normal stats instead of with disadvantage
  • Players will most likely not want to start a fight with the goblins, seeing as there are so many, and one of the tenants of this campaign is that there are always an overwhelming amount of goblins in town at any given time
    • They'll have to find some other way of getting the necklace from Marsh, possibly from the Robbing Marsh quest

  • During the day, Marsh is typically asleep
    • He parties with the goblins late into the night
  • His use of the timepiece let's him skip the hangover from previous night's partying, and the players might observe this if they encounter him after he has woken up, or if they encouter the goblins waking him up
  • Marsh can be bargained with, and the players could come up with some sort of trade for Marsh's timepiece
    • He's into power, wealth, and other stuff like that
  • Some goblins could be convinced to try and usurp Marsh, or steal his timepiece and trade it to the players

Skills and Senses

  • Darkvision 60 ft.
  • Passive Perception 9
  • Nimble Escape
    • a goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

  • Sceptre
    • Melee Weapon Attack: +4 to hit, reach 5 ft., one target
    • Hit: 5 (1d6 + 2) bludgeoning damage

Related Quests