Sunday, November 8, 2026

[Now Available] Expanded Goblinoids -- A Shadowdark RPG Supplement

Designed for use with the Shadowdark RPG
By James Mishler and Jodi Moran-Mishler

Expanded Goblinoids for Shadowdark RPG
Expanded Goblinoids for Shadowdark RPG

Expanded Goblinoids includes an entire new milieu for goblinoids for the Shadowdark RPG.

Expanded Goblinoids provides the Game Master with a unified origins and milieu for goblinoids such that they are available as unrepentant and irredeemable enemies and yet, allows for the existence of goblin-blooded player characters. It also provides a range of goblinoid types, from small and cunning to large and blundering, and everything in-between.

Designed for use with Shadowdark, easily adaptable to any other classic style OSR Role-Playing Game.

Expanded Goblinoids includes the following materials:
Conjure Goblinoids Spell
Conjure Panoply Spell
Goblinoid Basics
Goblin-Pits
Goblinoid Mutations
Goblin-Bloods
Goblin-Blood Ancestries
Goblinoid Backgrounds
Goblinoid Weapons
Clan, Tribe, Horde
Non-Goblinoid Leader Table
Goblinoid Lairs
Goblinoid Treasure

Details on all six goblinoid sub-types, including Description, Society, and sub-type Mutations, plus stats for Whelps, Common Goblinoids, Bullies, Bosses, Clan Chiefs, Tribal Kings, three distinct Mutants, and Fiend-Speakers for each sub-type:
Kobolds
Goblins
Orcs
Hobgoblins
Gnolls
Bugbears
Worgs

Plus:
Names, Epithets, Quirks, and Clan Names
Fiend-Speaker Class
New Monsters – Gloops, Green Slime, and Sanguine Slime
New Treasures
Wilderness Encounter Table
Dungeon Encounter Table

60 pages (57 pages of content)

AND NOW, A WARNING: My Shadowdark products add further level of complexity to the rules and to play than a typical Shadowdark player might desire. The difference in complexity is about that between the Basic rules of a game and the Advanced rules. DO NOT BUY THIS PRODUCT IF YOU ARE NOT INTERESTED IN FURTHER COMPLEXITY IN YOUR GAME. YOU WILL BE DISAPPOINTED!

$6.00


Sunday, March 15, 2026

The Dungeon Hates You!

The Dungeon is alive. 

The Dungeon considers the monsters that reside in it to be its children – if they are not, in fact, its “children” via some eldritch power of creation. 

The treasures the monsters guard are actually the Dungeon’s treasures. 

And you are trying to kill the Dungeon’s children and steal its treasures.

So, the Dungeon hates you, and is going to try to kill you, or at least, slow you down…

Advantages the Dungeon Provides its Children:
1. They have vision that allows them to see throughout the Dungeon; not merely infravision or darkvision or what have you, but full, normal, full-color vision.
2. Doors open easily for them, unless of course they are locked or otherwise barred.
3. They do not set off traps they themselves set or traps the Dungeon has manifested. Traps set by enemy denizens, however, are just as deadly to them as to the adventurers. The Dungeon does not play favorites in the internecine feuds between its children.
4. The Dungeon also protects them from most “weird” things, such as a fountain that randomly flows with healing potion, fresh water, or poison… the denizens never get the poison, again, unless it was set by an inimical group.

Ways the Dungeon Fights the Adventurers:
1. NO innate infravision or darkvision or such works in the dungeon for adventurers, regardless of race/species/ancestry. Special vision provided by spells or magic items work just fine. There may also be parts of the Dungeon where its power does not fully extend and their innate special vision works just fine (a lost Lawful shrine, or an old Dwarven delve, a natural cavern exit, etc.)
2. Doors are always stuck, and a Strength or similar check must be made to open them… unless the Dungeon wants the adventurers to enter a specific room, then the doors open all too easily.
3. 1 in 6 chance per turn (or appropriate time period based on edition) winds randomly flow through an empty room or corridor, with a chance to blow out torches and lanterns. Fogs, mists, and other obscuring features may also randomly appear; these do not affect the sight of native denizens, only the invading adventurers.
4. Fool of a Took! Sounds made by the adventurers carry far into the Dungeon; always roll for a random encounter whenever the adventurers are making too much noise, especially when they are arguing or “discussing” what to do.
5. 1 in 6 chance per turn that a spiked door or disarmed trap left behind the adventurers might “shake off” their spike or “spontaneously” re-arm. Also remember that traps do not automatically go off when a character might activate it; there is a 2 in 6 chance of a trap setting off for each character that interacts with it (i.e., walks over a pit trap) so the first character to encounter a trap is not always the victim… and a trap might not even go off on the way into the Dungeon, only to get them on the way out! This is partly due to faulty traps, partly due to the Dungeon messing with the adventurers! 
6. Illusory sounds, sights, and smells randomly emanate in corridors and rooms; perhaps the scent of a dragon wafts out of an opened door, or a shining pile of coins appears upon a hidden pit trap.
7. The Dungeon might draw denizens from one part of the Dungeon to another; there is a 2 in 6 chance that a room that was cleared behind the adventurers is occupied by new monsters when they return that way, even on the same delve. Use wandering monsters if available or split off some monsters from an as-yet unencountered group; if neither remain, roll on the local Wilderness encounter table for a totally new monster until an appropriate monster is rolled (i.e., no Lawfuls, merchants, etc.).

Note that not all these ideas need be used, and they certainly do not apply to all dungeons, only living dungeons of “mythic” sort that have gained sentience and power, whether by being home to a bound eldritch entity, animated by arcane magic, or by being too close to Hell or the Abyss.




Wednesday, January 7, 2026

Cosmology: Tolkien's Redeemable Evil vs. Manichean Dualism

So the classic question, "What about the hobgoblin women and whelps" came up in our 2E AD&D game last night.

We were going back into the dungeon to clear out the hobgoblins who had been raiding the local miners. We figured there were at best a handful of warriors and then the women and the whelps.

And so, my character -- a "Neutral Mercenary" elven mage/thief who'd as soon slit a throat as kiss it, asked the party cleric -- a Lawful Good dwarf cleric of the God of Justice -- "What do we do with the hobgoblin women and whelps -- you know, if they are non-combatant?"

After all, I did not want to lose the healing talents of said cleric if his god was going to be pissed at him!

And the cleric's player thought a moment, turned to the DM, and said, "What does my god think?"

And we stumped the DM, who had to delve into his cosmology and debate with himself and us a bit.

Most (European/Western-based) cosmologies basically come down to one of two major types -- either you are dealing with Evil being "Fallen but (usually) Redeemable" (Tolkien's Catholicism, essentially) or Manichean Dualism, in which Good and Evil have always been essentially equal(ish) and utterly opposed, winner-take-all.

Even Tolkien worried over this subject, as he essentially condemned all the warped and (originally) unwilling "followers" of Morgoth and Sauron -- orcs, trolls, etc. -- to Evil, even though they were originally born with Free Will and should have been able to be redeemed (the Valar sure thought they could redeem Morgoth and even Sauron).

If you are in a Tolkienesque setting, killing non-combatants, especially children, and even of an "Evil/Chaos-inclined" race/culture, would needs be EVIL, as you are taking away any chance of their expressing their Free Will and choosing Good. Doesn't matter what "necessity" or "politics" or "expediency" might require, it is still EVIL, and your soul would thusly be stained.

In a setting where the gods are real and "heaven" and "hell" are manifest and not essentially theoretical, this is not a question to be taken lightly.

But if you are in a Manichean Dualist campaign, where there can never be any quarter between Cosmic Law/Good and Cosmic Chaos/Evil, well, slay away.

The DM decided that essentially, their campaign was Manichean more-or-less, though certain factions of the Law/Good side hope to someday redeem a member of a Chaotic/Evil race such as hobgoblins (mostly as a victory for Law/Good than out of concern for the being's soul). Humans and most demi-human races are "in the middle," able to choose between Law/Good and Chaos/Evil. Humanoids are innately Chaotic/Evil. Drow, Duergar, and the like are... in a weird, indeterminate place, cosmologically.

So, very Old School in many ways.