Goblin Camp2
DungeonsAuthored location requirements and possible contents. Layouts and contents depend on world generation and runtime conditions.
Plains
Possible loot
Rows 1–100 of 202Each source has its own table activation and draw count, separate from entry weights/chances. These are authored per-selection stack bounds, not total location yield. Container item-data rolls clamp stacks and use inclusive upper bounds; spawned-prefab rolls use exclusive upper bounds. Resource-rate passes and one-of-each selection follow the linked loot mechanics. Do not multiply unrelated room, activation and loot probabilities.
| Source | Item | Authored minimum | Authored maximum | Weight | Selection | Context |
|---|---|---|---|---|---|---|
| goblin pole (28) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin roof 45d (2) | Deer Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (8) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (29) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (24) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (33) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole small (2) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole small (1) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 1m (4) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (21) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (14) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (19) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (32) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (12) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (9) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (20) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin roof 45d (3) | Deer Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (10) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin fence (3) | Wood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| goblin fence (2) | Wood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| goblin pole (34) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (25) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (22) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (27) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 2m (2) | Wood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin fence (4) | Wood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| goblin pole (26) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (36) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin banner (4) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| goblin banner (4) | Deer Hide | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| goblin pole (18) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (30) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin roof 45d (1) | Deer Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole small | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 2m (1) | Wood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 1m (3) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 1m | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin roof 45d (4) | Deer Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (6) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (13) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (37) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (23) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (17) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 2m (3) | Wood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole small (3) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (31) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 2m (6) | Wood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| goblin pole (38) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (15) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (7) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (16) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 1m (1) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin fence (5) | Wood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| goblin pole (35) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 2m (4) | Wood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 2m (5) | Wood | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (11) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild (3) | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild (5) | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild (4) | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild (10) | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild (1) | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild (9) | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild (11) | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild (8) | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild (2) | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild (6) | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| Pickable Barley Wild (7) | Barley | 2 | 2 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole small (4) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin roof 45d corner | Deer Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole small (5) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin roof 45d corner (1) | Deer Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin banner (1) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| goblin banner (1) | Deer Hide | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Barley | 2 | 4 | 0.5 | weighted table; 3–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Black Metal Scrap | 2 | 5 | 1 | weighted table; 3–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Needle | 2 | 5 | 1 | weighted table; 3–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Coins | 10 | 40 | 1 | weighted table; 3–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Sharpening Stone | 1 | 1 | 0.1 | weighted table; 3–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Wooden Atgeir | 1 | 1 | 0.2 | weighted table; 3–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Black Metal Protection Idol | 1 | 1 | 0.1 | weighted table; 3–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Black Metal Battle Idol | 1 | 1 | 0.05 | weighted table; 3–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Black Marble Protection Idol | 1 | 1 | 0.01 | weighted table; 3–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Black Marble Battle Idol | 1 | 1 | 0.01 | weighted table; 3–4 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| goblin roof 45d corner (2) | Deer Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole small (6) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (3) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (2) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 1m (8) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (5) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole (4) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 1m (2) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 1m (5) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin roof 45d | Deer Hide | 1 | 1 | 1 | weighted table; 1–3 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin pole | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin woodwall 1m (6) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
| goblin banner (2) | Wood | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| goblin banner (2) | Deer Hide | 1 | 1 | 1 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| goblin pole (1) | Wood | 1 | 1 | 1 | weighted table; 1–1 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior |
Gathering
Practical guidance
EditorialPlacement parameters describe world-generation eligibility. They are not map coordinates or guaranteed location counts. Listed rooms and loot are conditional candidates.

