Sunday, December 28, 2025

Down, Down, To Wretched Darkness Rpg 's Goblin Town - Encounters, Adventures, and Items

 Welcome to Goblin Town, a sprawling, subterranean nightmare designed for the Wretched Darkness RPG. To capture that Nightbreed (Cabal) essence, we are pivoting away from "clumsy fantasy midgets" and toward The Abominable: a secret society of biological outcasts, ancient mutants, and tragic monsters hiding from a world that wants to "fix" them with fire.


The Concept: Midian’s Sewer

In Wretched Darkness, Goblin Town isn't a cave; it’s a liminal sanctuary. It exists in the "Below"—the forgotten veins of the city (subways, Victorian sewers, and ancient catacombs).

The inhabitants aren't a race; they are a collection of the Broken. Some were born this way, others were "changed" by the dark ichor of the earth, and some fled to the darkness to escape the cruelty of the "Breathers" (the human world).

The Law of the Low

  • The Mask is the Face: To show your true, monstrous self is a sign of trust. To hide it is a sign of shame or espionage.

  • No Sunlight, No Silence: The hum of the city above is their heartbeat; the sun is their executioner.

  • The Meat is the Message: They don't use money. They trade in biological "gifts"—claws, teeth, skin, and memories.


Key Locations

LocationDescriptionThe "Twist"
The Bone GalleryAn infinite hallway of calcified remains.The walls are alive; the bones are "recorded" memories of those who died above.
The Red MarketA bustling bazaar of forbidden biology.You don't buy items; you buy mutations (temporary or permanent).
The Cradle of GooA glowing, bioluminescent pit.This is where "New Goblins" are born from humans who have been "reclaimed" by the dark.
The Silent CathedralA hollowed-out subway station.It’s where they worship the Primal Shadow, the entity that birthed all monsters.

The Inhabitants (The "Night Breeds")

1. The Porcelains

Fragile, white-skinned humanoids whose skin cracks like ceramic. They are the historians and lawyers of Goblin Town. If they stop moving, they turn to literal stone.

  • Ability: Can "read" the history of any object by tasting it.

2. The Quill-Backs

Hunched, beast-like entities covered in organic needles. They are the protectors. They don't speak; they communicate through rhythmic clicking of their quills.

  • Ability: Can fire paralyzing barbs that induce vivid, terrifying hallucinations.

3. The Skin-Takers

The most "human-passing" of the lot. They can mold their flesh like clay, but it is agonizing. They act as scouts and "Surface Walkers."

  • Ability: Near-perfect mimicry, but they must consume a piece of the target first.


Plot Hook: The Great Purge

The players are hired (or forced) to enter Goblin Town. A radical group of human "Inquisitors" (think the Sons of Free Enterprise or a militant Church) has discovered the entrance and plans to pump industrial toxins into the vents to "cleanse" the city.

The Moral Dilemma: The Goblins aren't "evil"—they are just other. They have their own art, songs, and families. Do the players help the "monsters" survive, or do they side with the "civilized" world that fears what it doesn't understand?


Wretched Darkness Mechanics

  • Sanity Checks: Entering Goblin Town requires a Sanity check (Difficulty 12). The sheer "wrongness" of the geometry and the smell of ancient rot is overwhelming.

  • The Taint: Spending more than 24 hours in Goblin Town grants a permanent +1 to Corruption as the environment begins to "claim" the player's biology.

Note: If a player dies in Goblin Town, they don't stay dead. They have a 50% chance of being "re-knitted" by the Cradle of Goo, returning as a playable "Night Breed" mutant with 0 Sanity and a new set of monstrous traits.

 In the Wretched Darkness (Wretchedverse) system, characters and NPCs are defined by seven core attributes: Muscle (MUS), Brains (BRN), Wits (WIT), Agility (AGL), Toughness (TOU), Magnetism (MAG), and Sex-appeal (SEX).

Below are the stats for Goblin Town as a location and its Nightbreed-inspired inhabitants.


Goblin Town (The Hive of the Broken)

Location Difficulty: TN 14 for most Navigation/Survival rolls. Atmosphere: Gloom-choked, humid, smelling of copper and wet earth.

Special Mechanics

  • The Taint of Midian: For every 6 hours spent in Goblin Town, characters must pass a Toughness (TOU) Avoidance Roll (TN 12) or gain 1 Corruption.

  • Monstrous Kinship: If a character has at least 5 Corruption, Goblins will not attack unless provoked; they recognize the "scent" of the changing soul.


NPC Stats: The Inhabitants

1. The Porcelain Historian (Elite/Support)

They appear as cracked, doll-like humanoids. They are fragile but possess terrifying mental acuity.

  • MUS: 5 | AGL: 8 | TOU: 6

  • BRN: 16 | WIT: 14 | MAG: 10 | SEX: 4

  • Health Dice: 2d8 (Avg 9 HP)

  • Abilities:

    • Psychometric Taste: By consuming a small piece of a person/object, they gain all memories associated with it for 1 hour.

    • Fragile Frame: Any blunt force damage is doubled against them.

2. The Quill-Back Sentinel (Heavy/Guard)

Massive, hunched creatures with thousands of twitching, organic needles.

  • MUS: 15 | AGL: 10 | TOU: 15

  • BRN: 6 | WIT: 12 | MAG: 4 | SEX: 2

  • Health Dice: 5d8+10 (Avg 32 HP)

  • Attack: Needle Volley (Ranged, 15/30/60). Damage: 1d6 + Paralyze (TN 14 TOU save or lose next turn).

  • Abilities:

    • Reactive Spikes: Anyone hitting a Quill-Back in melee with an unarmed or short weapon takes 1d4 piercing damage automatically.

3. The Skin-Taker (Scout/Infiltrator)

The tragic "Face" of Goblin Town. They can look human, but their "true" form is a raw, muscle-exposed nightmare.

  • MUS: 11 | AGL: 14 | TOU: 10

  • BRN: 12 | WIT: 13 | MAG: 15 | SEX: Variable (1–18)

  • Health Dice: 3d8 (Avg 14 HP)

  • Abilities:

    • Malleable Flesh: Can assume the identity of anyone they have touched. This process takes 1 round and causes the Skin-Taker 1d4 damage as their bones snap and reset.

    • Uncanny Valley: Any human with a WIT of 14+ can instinctively feel something is "wrong," gaining a +2 to see through the disguise.


Leader: Lyles the Thrice-Born

Lyles is the "Mayor" of the filth. He has three heads—one that weeps, one that laughs, and one that only whispers secrets of the Void.

  • MUS: 12 | BRN: 18 | WIT: 16 | AGL: 9 | TOU: 14 | MAG: 17 | SEX: 1

  • Health Dice: 8d8 + 16 (Avg 52 HP)

  • Special Ability: The Triple Mind. Lyles can take two actions per round. He is immune to any "Mind Control" or "Fear" effects because his three brains never agree on what to be afraid of.

  • Weapon: The Scepter of Reclamation (Melee). Damage: 1d8 + Corruption. If a target is hit, they must roll a Corruption Check.


    To truly capture the Nightbreed atmosphere in your Wretched Darkness campaign, these encounters shouldn't just be combat; they should feel like stepping into a taboo civilization that is both repulsive and strangely beautiful.


    D10: Encounters in the Below

    d10EncounterDescription & Hook
    1The Mourning ParadeA procession of Porcelains carrying a shattered comrade. They believe the pieces can be re-glued in the Cradle. They demand a "silence tax" (1 minute of holding your breath).
    2The Skin-PeddlerA rogue Skin-Taker offering "temporary faces." For a price (1 permanent HP), they can graft a mask onto you that makes you look like a specific human for 24 hours.
    3A Breach from AboveA sanitation worker or urban explorer has fallen through a weak ceiling. They are catatonic with terror. A pack of hungry Quill-Backs is closing in. Do you save the "Breather"?
    4The Whispering PipesThe city’s plumbing echoes here. A character hears the voice of a dead loved one coming from a drain. It’s a Sanity Check (TN 13) or they follow the voice into a lethal trap.
    5The Meat-Graft BazaarA chaotic market where Goblins trade organs. A massive, multi-limbed creature offers to "upgrade" a player’s weapon by fusing it to their arm.
    6The Inquisitor's ScoutA human drone or a high-tech camera rig is hovering in the tunnels. If not destroyed in 1 round, it transmits the players' (and the Goblins') location to the surface authorities.
    7The Molting SloughThe floor is covered in thick, translucent skin shed by a giant entity. It is difficult terrain. Deep inside, a valuable "Breather" artifact (a gold watch or locket) glints.
    8Lyles’ HeraldA small, three-legged messenger with a bell. He informs the party that Lyles the Thrice-Born has "seen" their arrival and expects a gift of "surface secrets" or "fresh blood."
    9The Feral SpawnGoblins who have lost their minds to the Taint. They are mindless, twitching heaps of flesh. They attack with unbridled rage (MUS 16) and no regard for self-preservation.
    10The Bioluminescent BloomA rare cavern where the walls pulse with soothing blue light. Resting here recovers 1d6 Sanity, but there is a 20% chance of waking up with a minor Mutation.

    The Environmental Hazard: "The Drip"

    In any encounter, the GM can introduce The Drip—toxic runoff from the city above.

    • The Hazard: Corrosive industrial sludge leaks from a pipe.

    • The Check: AGL Avoidance Roll (TN 14).

    • Failure: 1d8 Acid damage and the character’s gear is permanently damaged (-1 to Armor or Weapon rolls).

    Navigating the Tunnels

    The layout of Goblin Town is non-Euclidean. If the players try to leave the way they came without a guide, have them roll Wits (WIT) + Navigation. On a failure, they find themselves back at the Red Market, but 4 hours have passed and their Corruption has increased.

    In the Wretched Darkness RPG, items are typically acquired through Acquisition Rolls ($1d20 + \text{Origin/Wealth Modifiers}$ vs. a Target Number (TN)). In Goblin Town, however, the currency is often blood, secrets, or "meat."

    Here is a catalog of gear and powerful relics found in the "Below."


    The Red Market (Items for Sale)

    Most "Breather" (human) money is useless here. To purchase these, players must trade Corruption points, Sanity, or perform favors for the merchants.

    ItemTN / PriceStatsDescription
    Black-Sight GogglesTN 14Grants Darkvision (60ft).Lenses made of polished obsidian and fly-eyes. -2 to WIT on the surface.
    Pheromone RagTN 10+3 to Stealth vs. Monsters.A damp, foul-smelling cloth that masks your "human" scent.
    Marrow-PasteTN 12Heals 1d8 HP.A grey sludge that tastes like copper. +1 Corruption on use.
    Needle-GauntletTN 15Damage: 1d4 + Poison.A brass knuckle fused with Quill-back spines. TN 12 TOU or paralyzed.
    Porcelain MaskTN 18+2 MAG, hides mutations.A beautifully tragic ceramic face. It is permanently fused to your skin.

    Relics of the Below

    These are unique, powerful artifacts imbued with the "Darkness" of the world. They often carry a heavy price for their use.

    1. The Razor of Midian (Dagger)

    A jagged blade of rusted iron that seems to vibrate when near "pure" humans.

    • Damage: $1d6 + 2$ (Lethal)

    • Special: This weapon ignores Armor Rating.

    • The Curse: Every time you kill a human with this blade, you must roll for Corruption. If you fail, the blade "drinks" your empathy, granting you a permanent -1 to Brains (BRN).

    2. The Lantern of Lost Souls

    A cage made of ribs containing a flickering, ghost-white flame that never goes out.

    • Effect: Illuminates invisible or ethereal beings within 30ft.

    • Mechanical Bonus: Grants a +4 bonus to any Wits (WIT) check made to detect traps or secret doors.

    • The Price: The lantern is fueled by the user's vitality. For every hour it is lit, the user takes 1 point of damage that cannot be healed until they sleep for 8 hours.

    3. The Skin-Dresser’s Needle

    A long, curved needle made of silver and human bone.

    • Effect: Can be used to "sew" wounds shut instantly.

    • Mechanical Bonus: Spend 1 round to heal an ally for 2d8 HP.

    • The Twist: The healed character gains a minor Mutation (roll on the d20 table) as their flesh is re-knitted in a "monstrous" pattern.

    4. The Echoing Shell

    A large, spiral shell that drips black ichor.

    • Effect: Allows the user to cast "Whisper of the Deep" (Communication with the dead or monsters).

    • Mechanical Bonus: Once per session, you can ask the GM one question about the current location. The "Below" will answer truthfully.

    • The Cost: You must lose 1d6 Sanity to hear the answer, as the shell screams the truth directly into your brain.


    Weapon Stats Summary Table

    WeaponMUS ReqDamageRangeSizeNotes
    Needle-Gauntlet101d4Melee1TN 12 TOU or Paralyzed
    Razor of Midian81d6+2Melee1Ignores Armor
    Scepter of Reclamation121d8Melee2+1 Corruption on hit
    Bone-Shard Bow91d1040/803Uses "Teeth" as ammo

    In the Nightbreed and Wretched Darkness tradition, mutations are rarely "superpowers"—they are agonizing, beautiful, and alien.

    When a character fails a Corruption Check or spends too much time in the Cradle of Goo, roll 1d20. These mutations can be hidden with heavy clothing, but they often carry a social or physical price.


    D20: The Mark of the Night Breed

    d20Mutation NameMechanical EffectCosmetic "Twist"
    1Exoskeletal Plates+2 TOU, -2 AGL.Hard, insectoid chitin bursts through the skin of your chest and back.
    2Prehensile TongueCan grab small objects up to 5ft away.Your tongue is 3 feet long, barbed, and smells of lilies.
    3Vestigial Twin+2 WIT. The twin whispers warnings.A half-formed face grows from your shoulder or neck.
    4Acidic SweatUnarmed attackers take 1d4 damage.Your sweat is neon yellow and hisses when it hits the floor.
    5Hollow Bones+2 AGL, but take double falling damage.You feel light as air; your skin becomes translucent.
    6The Third Eye+3 to BRN rolls involving the occult.A vertical eyelid opens on your forehead, weeping black ink.
    7Claw-FingersMelee attacks deal 1d6 + MUS damage.Your fingernails harden into obsidian talons that never stop growing.
    8Bat-EarsAdvantage on Hearing-based WIT rolls.Your ears become oversized, leathery, and twitch at ultrasonic sounds.
    9Multiple HeartsOnce per session, drop to 1 HP instead of 0.You have a visible, frantic pulse in your throat and stomach.
    10Gelatinous SkinCan squeeze through gaps 2 inches wide.Your body loses its skeletal rigidity; you feel "rubbery."
    11Spider-ClimbCan walk on walls/ceilings at half speed.Tiny, microscopic hooks emerge from your palms and soles.
    12Bioluminescent VeinsYou provide light (10ft). -4 to Stealth.Your blood glows a haunting electric blue.
    13Vocal MimicryCan perfectly imitate any sound heard.Your throat distends and ripples like a toad’s when you speak.
    14Centipede LimbsTwo extra small arms. +1 Action/Turn (Minor).Two spindly, pale arms grow from your ribcage.
    15Leech-MouthHeal 1d4 HP by biting a living target.Your mouth is a circular maw of serrated, needle-like teeth.
    16Transparent Flesh+2 to Stealth when naked.Your internal organs are visible through your skin.
    17Memory-ScentCan smell a person’s emotions/intent.Your nose disappears, replaced by flickering, sensitive pits.
    18Quill-SkinAnyone grappling you takes 1d8 damage.You are covered in short, stiff hairs that are sharp as needles.
    19Wings of the VoidCan glide (not fly) for short distances.Leathery, bat-like flaps grow between your arms and torso.
    20The MetamorphosisReroll 2 mutations; keep both.Your body begins to hum with the true frequency of the Low.

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