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Chapter 91 - Green Skins Part 5

  Goblins, any time Dan had seen them portrayed, they always fell into three categories. Vicious, smelly bastards. Submissive, smelly minions or stinking idiots. Noticeably, they always had less than stellar hygiene. And that was a trope Dan was happy to continue, as he planned to make the goblins a bunch of unhygienic individuals. Of course, as a result of that, adventurers would be less than keen to join them. This would mean that the three camps would be rather unbalanced in questing and killing, which wasn’t necessarily a problem from a story standpoint. However, for Dan, it was unacceptable. He liked to have as much of a balanced approach as he could.

  So, to balance everything between the camps and make adventurers eventually want to join the goblins, Dan was planning for the goblins to give some of the nicer rewards.

  As it was, the orcs would give melee weapons for their final reward, and the hobgoblins a ranged weapon or some magical item to help with range fights. Meanwhile, Dan would have the goblins reward a larger variety of magical items.

  From staff, wands, necklaces, rings, and other things, those adventurers who joined the goblins would possibly gain access to much more interesting rewards. However, the only reason Dan called them better was due to their large variety of possible effects since, in actuality, they wouldn’t truly be of better quality than any of the rewards from the other camps.

  Back on the topic of goblin hygiene, Dan found that maybe the whole goblin hygiene problem was caused by interesting reasons. As he looked to make the commander of the goblins, he ran into their innate abilities, one of which brought him some enlightenment.

  Plague Resistant was an ability the goblins had, and it showed Dan why they might be so nasty. After all, if they could bring a plague about by living filthy lives, why wouldn’t they? Especially if the plague killed off their enemies. At the same time, Dan could see it as some innate ability gained out of need. What need that was Dan wasn’t sure and didn’t particularly care.

  Another thing of interest was an ability called Prolific Breeder. And yes, there were lady goblins. Dan had seen plenty of depictions where goblins raided to find slaves in order to reproduce, but at the very least, his goblins had females. Sadly, that meant that if they had raided and committed any heinous act, it wasn’t out of a need for survival but more because they were vicious bastards.

  Naturally, Dan wouldn’t have any of that in his dungeon, and by that, he meant dastardly deeds since he wouldn’t deprive creatures from showing affection. At least affection towards each other, because he was definitely not going to allow any odd love romances to happen between his creations and adventurers. So far, the only thing of that sort he pushed was Dena’s sister wearing some revealing armor, but even she would not be allowed to have fun with adventurers. To Dan, it was just too weird having people directly under control and making them participate in those acts. He was okay if the villagers did the deed or, heck, even the animals did it out of their own free will cause they totally could. It was just that he wouldn’t plant an idea or allow his creations to mix with any non-creations.

  Moving on from the talk about giving “the talk” to his creations, Dan went on to make the goblin commander.

  ?? Crystal Notice ??

  ?? Humanoid Statblock ??

  Rank: Mid D Rank.

  Name: Grink.

  Type: Humanoid - Goblin.

  Choice: Goblin Commander.

  Size: Small.

  Hierarchy: Boss.

  Arcane Mana: 2000/2000.

  Arcane Mana Regen: +8 Per Minute.

  Pure Arcane Mana: 1000/1000.

  Pure Arcane Mana Conversion: +4 Per Minute.

  Innate Abilities: 8.

  Dark Vision. Prolific Breeder. Nimble. Survivalist. Plague Resistant. Presences. Goblin Leader. Mana Storage.

  Proficiencies: 9.

  Light Armor. Staff. Dagger. Veteran. Ambitious. Basic Tactics. Body Enhancement. Evocation. Abjuration.

  Spells: 14.

  Body Enhancement - General. Shield. Barrier. Elemental Missiles. Lightning Bolt. Chain Lightning. Flame Wall. Flame Beam. Fireball. Fly. Feather Fall. Wind Slashes. Summon Water. Spike Field.

  Techniques: 0.

  Respawn Timer: Conditional.

  Respawn Cost: 87 Mana.

  Creation Cost: 175 Mana.

  ??

  So far, if the orcs were the melee brutes and the hobgoblins were the martial tactics, then the goblins would be the full-on casters, with some healthy mix of melee and normal-range attackers to balance things out.

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  For some, it may not seem that way, but the fact was that magically and realistically speaking, goblins were at a disadvantage in general.

  Their smaller frames meant less vitality and less strength. However, thankfully for them, they were great at multiplying, and magic was a great balancer, which was why Dan had decided to give them the most oomph, magically speaking. Unlike in the other camps where the casting sub-commanders were in the minority, for the goblins, it would be quite the opposite. Granted none of them would be as strong as the commander, with the minions being even weaker.

  Speaking of the commander, he would have a more tribal look like Dan had seen the goblins wear in the green-skinned army. This same look also went for the rest of the casters. The only ones differing were the bow and melee combatants, who would wear much more varied pieces of armor. More often than not, this armor would look to be in bad shape since Dan wanted to maintain the appearance of a goblin camp that didn’t take care of their items. Even so, the looks of their gear would not detract from its capabilities, and they would be of the same quality, just having a much rougher look to them.

  Regarding actual looks for the goblins, the commander would stand a bit taller than the rest, with the sub-commander and minions typically varying in height and ugliness.

  In terms of the commander's abilities, well, there wasn’t much to talk about. All of the spells were relatively straightforward, and his proficiencies followed Dan’s established pattern in order to help the three camps maintain some realistic interactions between their kinds and the adventurers. So, with the commander done, Dan made the two sub-commander types.

  ?? Crystal Notice ??

  ?? Humanoid Statblock ??

  Rank: Mid D Rank.

  Name: Stong.

  Type: Humanoid - Goblin.

  Choice: Goblin Sub-Commander.

  Size: Small.

  Hierarchy: Mini-Boss.

  Arcane Mana: 500/500.

  Arcane Mana Regen: +8 Per Minute.

  Pure Arcane Mana: 250/250.

  Pure Arcane Mana Conversion: +4 Per Minute.

  Innate Abilities: 6.

  Dark Vision. Prolific Breeder. Nimble. Survivalist. Plague Resistant. Presences.

  Proficiencies: 7.

  Light Armor. Dagger. Dual Wielder. Experienced. Body Enhancement. Evocation. Abjuration.

  Spells: 6.

  Body Enhancement - General, Speed, and Invisibility. Sub Body Enhancement - Silence. Shield. Barrier.

  Techniques: 3.

  Meld Into Shadow. Shadow Jump. Swift Strike.

  Respawn Timer: Conditional.

  Respawn Cost: 60 Mana.

  Creation Cost: 121 Mana.

  ??

  The first of the commanders was the more melee-focused of the two, and it was clear Dan had tried to replicate the shadow rogues from the goblin army. These sub-commanders would differ from the other two types of melee sub-commanders since they focused on assassinations more than anything else. This also meant that they were extremely unique since Dan didn’t plan on making minions after them mainly because their abilities would be too mana-intensive for a minion to use to decent effect, which meant that only the sub-commanders would be extremely good at sneaking around and killing things.

  The goblin minions, in general, would also be decent at sneaking due to their small size and Nimble nature. It was just that they would end up on the more generic side of melee and range fighting like the rest of the minions in the other camp.

  Adding to the nimble and overall agile nature of goblins and to further help them in combat, Dan also planned to assign common beasts for them to ride, with some even riding ranked beasts.

  However, what would truly help them would be the casters. Like the orc casters, the goblin casters would be much more directed at debuffing, though with additional spells that gave them a wider debuffing variety than their orcish counterparts. This fact would even extend to their minions, as Dan planned to have both the sub-commanders and caster minions share the same spell list.

  ?? Crystal Notice ??

  ?? Humanoid Statblock ??

  Rank: Mid D Rank.

  Name: Grufz.

  Type: Humanoid - Goblin.

  Choice: Goblin Sub-Commander.

  Size: Small.

  Hierarchy: Mini-Boss.

  Arcane Mana: 500/500.

  Arcane Mana Regen: +8 Per Minute.

  Pure Arcane Mana: 250/250.

  Pure Arcane Mana Conversion: +4 Per Minute.

  Innate Abilities: 6.

  Dark Vision. Prolific Breeder. Nimble. Survivalist. Plague Resistant. Presences.

  Proficiencies: 7.

  Light Armor. Staff. Experienced. Body Enhancement. Evocation. Abjuration. Conjuration.

  Spells: 10.

  Body Enhancement - General. Shield. Barrier. Force Missiles. Mass Weaken. Steal Vitality. Force Blast. Mass Reduce Speed. Elemental Missiles. Elemental Blast.

  Techniques: 0.

  Respawn Timer: Conditional.

  Respawn Cost: 53 Mana.

  Creation Cost: 106 Mana.

  ??

  Dan didn’t have much else to say about the goblin casters. Their spells spoke for themselves, and he was happy with their capabilities. Plus, like always, it was one thing to make his dungeon as is and another to have things operate when adventurers were introduced. There was a good chance Dan would get blindsided by adventurers and would have to make many adjustments all around.

  Granted, Dan had to be careful because he didn’t want to be like so many game companies on Earth that ended up nerfing aspects of entire games due to only a small minority of players. It was important that when adventurers came into his dungeon, he didn’t increase or decrease the difficulty of areas or change entire scenarios because some adventurer groups completely managed to steamroll through areas.

  With that in mind, Dan knew it was time to move on to the final phase of the Green Skin Territory dungeonfication. The phase would take the longest, mostly because he still had to spawn most of the green skins. He could have done it before moving to this part, but he wanted to have the general layout of the area done. And it was not like the mini stellar theme dungeon would be too hard to make.

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