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Goblinville Titles Each title may be invoke once per session

Rank Conditions
Exhausted
Name (Can't invoke titles)

Job EXPERTISE Traits Each trait may be used once per session
Panicked
(Can't use traits)

Age Sick
(Add 1D6, lose highest)
Garb
Boss Notes, Past Titles, etc.
Injured
Experience (Add 1D6, lose highest)

Outlook Dead
(Like you would figure)

Session Goal

Inventory
Head Satchel / Pack Burlap Sack
Torso   

Neck
Hand
Carried:
Action Resolution
Worn:
Belt Grog die result die result
5-6: Achieved
Other Hand Action 3-4: Progressed
Danger 4-6: Doesn't
Happen
Carried: 1-2: Failed 1-3: Happens
One item per slot, except for torches, rations,
Worn: and coins, which take up a ½ slot each, or
larger objects that take up more slots. die result die result
Pockets A satchel takes up 1 torso slot and holds 5
(only tiny items) inventory. Harm 6: Totally Fine
Twist 4-6: Doesn't
Feet A pack takes up 2 slots on the torso and holds 3-5: Condition Happen
8 inventory. 1-2: Injured 1-3: Happens
A burlap sack can only be filled if you own
one in the first place.
You can haul 2 inventory in each hand. Sorcery die result 6: Totally Fine 3-5: Condition 1-2: Sick

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Pause.
GOBLIN CREATION REFERENCE Steps 8-13 will be done one by one,
16. Choose or roll for one more thing. Fit it in your inventory.
by each player in turn.
Print a couple copies of this sheet for the table. 1. 20 feet of rope (2 inventory / 1 torso)
8. Tell the story of your experience to the other goblins. Answer their 2. Small hammer (1 inventory)
questions. They come up with a 1-4 word title to reflect your tale. It’s im- 3. Useful herbs (1 inventory)
Start Here! 4. Rat (1 inventory)
portant to keep in mind that titles aren’t just nicknames. They must im-
Players 1-7 5. Spell (1 inventory)
do on their own ply that something happened, for good or ill. Something like: Exile Witch, 6. Burlap sack (1 inventory when empty / 2 hands when filled
1. Choose your job or roll a D20 for one. Each job has a starting item. Friend to Thieves, or The Unburied.
Find a place for it in your inventory. Tell the GM your job, so they can 9. Introduce yourself to your friends based on what you know so far.
mark the relevant location on the town map. Talk through how your goblins know each other. You’re going out into
1. Witch (herbs) 11. Warg-keeper (whistle) a dangerous world together; talk about why. Maybe you’re coworkers or
2. Hornblower (horn) 12. Scavenger (twine) rival cousins?
3. Thief (bag of sand) 13. Woodcutter (hatchet)
4. Scout (spyglass) 14. Trader (pack) 10. Determine Esteem trait: The other goblins all know you and trust you
5. Charlatan (fake coins) 15. Sapper (wire cutters) enough to travel into the dangerous world world at your side. That means
6. Pit fighter (iron knuckles) 16. Cook (pot) they have a relationship with you. The other players will now give you a
7. Sailor (dice) 17. Tinker (wrench) third trait based on what their goblins think of you and how you seem.
8. Forge Smithy (nails) 18. Hunter (javelin) Something like: Sagacious, Quarrelsome, or Reliable.
9. Ditch digger (shovel) 19. Sawbones (bonesaw)
10. Spear carrier (spear) 20. Miner (pick) 11. Decide on an outlook: How you see the world, what you care about,
2. Choose your age or roll 1d6 for it. etc. Think about how you might feel about your life as a goblin: adven-
1. Green-ear 4-5. Longtooth turing, avoiding monsters, working for scraps, all of it.
2-3. Roughneck 6. Greybeard 12. Ask the GM what’s going on. Where is there treasure? Where did
17. If you get a spell, roll to see what it is. No choosing!
3. Choose or roll your garb. This is a distinctive item of clothing or your missing boss go? What’s a creepy place around here? The GM will
feature that you are known for. Note it in your inventory. give you an opportunity to pursue based on the group’s conversation 1. Dead tongue 3. Liar's whistle 5. Heavy eye
2. Fiery gaze 4. Breath of fog 6. Enlightened quill
1. Goat skull 11. Tooth necklace thus far.
2. Tunic 12. Eyepatch 18. That’s it! Go get some treasure and learn valuable stuff. Try not to die!
3. Hood 13. Warm hat
13. Write a goal for this session when you have a sense of your oppor-
4. "Fancy" shoes 14. Scarf tunities and risks.
5. "Fancy" hat
6. Leather pauldron
15. Heavy boots
16. Bloody apron
Players take it from here Town Creation
7. Striped pants 17. Goggles 14. Choose or roll for a weapon. Find a place for it in your inventory. Building the Town
8. Iron mask 18. Ragged pelt
1. Club 3. Rusty knife 5. Sharpened stick Work through the following steps using the town sheet or in your own notes.
9. Loin cloth 19. Heavy gloves
2. Staff 4. Broken bottle 6. Sling and stones • Starting Locations: Each character’s base location (from their job) is
10. Warpaint 20. Cloak
open at the start of the game.
4. Name your boss and choose (or roll) whether they:
• And one more: The GM chooses or rolls for one additional available
1. Died 3. Went broke 5. Got kidnapped location.
2. Fired you 4. Ran off 6. Got tossed in the brig
5. Come up with one experience from your job that shaped you. Starting the Map
Choose the tone of this experience or roll for it: On the map sheet (The Wider World), put Goblinville near the middle,
1. Personal insight 4. Humbling failure and work through these steps:
2. Trial by fire 5. Modest accomplishment • Home terrain: Determine, based on the jobs in play, the main terrain that
3. Motivating loss 6. Indebtedness to another goblin (ask who) your town is on.
• Surrounding Terrain: Each player chooses one adjacent hex to town and
6. Choose two traits. Choose one based on your appearance: small,
decides the main terrain feature in the hex. Forest, river, tundra, jungle etc.
hairy, extra green, etc. Then choose a trait based on your personality:
This should generally fit the type of terrain relevant to the character's job,
nervous, loud, grumpy, etc. or something the player finds interesting.
15. Adventuring gear: You get 2 torches, 2 rations, and a full grog skin
7. Choose your name. Something like Hoggle, Creeper, or Blix. (two good quaffs: fill in both bubbles). You also get a satchel with 5 in- • Road: Choose one hex and draw a road starting from town. This can (and
ventory slots. Most items take up 1 inventory slot. Big things take up should) be a hex that terrain has been added to already.
more. Gold coins, torches and rations fit 2 to a slot.

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Marching Order Camp
1. Eat. Each goblin must eat a ration or mark
ADVENTURE TRACKER a condition.
2. Rest and restore. Each goblin may choose
to sleep or take a camp action (recover,

1 st repair, forage, or make supplies).

Camp Actions
Positioning Sleep Sleeping allows a goblin to recover
& Effectiveness from Panicked and Exhausted.
Recover from illness or injury: Recover
Good Position from Sick OR Injured. Danger: lose an
Gained when the goblins are thoroughly inventory slot (Head, Neck, Hand, Torso or
prepared or taking a particularly clever ap- Feet) to a scar. If all of these slots are already
proach.
Success: they achieve their goal with some
Light Positioning Turns lost, goblin can’t recover.
5-6: Cleared 3-4: Reduced to Exhausted or
advantage (often good intelligence on Panicked. 1-2: Failed.
their new situation). Repairing gear: Fix broken gear. Danger:
Progress: counts as success! damaging tools or a related item or Exhaust-
ed from working through the night etc.
I
In a fight
Success does 2 harm to a monster. Progress does GOOD 6: Repair 2 damage 4-5: Repair 1 damage
1-3: Failed.
1 harm.
Foraging: Only possible if rations might log-
Standard position ically be around. Danger: alerting monsters
The default position, where risk is present to your campsite, getting separated from the
but not overwhelming. group, or marking a condition.
Success: they achieve their goal. Good position: Get two rations on a 5-6, one
Progress: the goal is not achieved, but the ration on 3-4.
goblins are raised to good position.
In a fight
II Standard position: Get a ration on a 3-6.
Bad position: Get a ration on a 5-6, fail on

Success does 1 harm. Progress does no harm,


STANDARD 1-4. Possible Danger: getting ambushed
or becoming Sick from sampling dubious
but raises the group to good position. food sources.
Bad Position Making supplies or torches: Supplies are
Gained if a task is especially complicated created for specific purposes, take up 1 in-

III
or time consuming, or if the opposition has ventory slot each, and can be used up to add
dominance. 1d6 to a relevant roll. Torches fit 2 to a slot.
Success puts them in standard position For either, suitable materials must be nearby.
Making (or gathering) supplies only succeeds
Progress has no effect. It’s tough to recover
on a 5-6. Danger: damaging tools or Exhaust-
from a bad situation!
DARK BAD ed from working through the night.
In a fight
Success can do 1 harm OR raise the goblins Camping Twice
The goblins can camp twice in a row but each
back to standard position. Progress has
no effect. IV goblin must eat another ration, and one gob-
lin must keep watch as their camp action. If
a goblin doesn’t eat a ration, they don’t take
a condition, but they cannot take another
Torches last 2 turns. Each turn, camp action.
move the Light token down one Keeping Watch
box. If the token is in the Dark At the end of turn IV, the The goblin on watch makes a Grim Favor roll:
box, the goblins are in bad posi- goblins must camp, or gain 6: Uneventful. 3-5: Goblin keeping watch
tion until a torch is lit. a condition. must mark a condition. 1-2: Camp is in-
terrupted by a monster or calamity.
Return to Adventure
When the goblins break camp, the turn
counter resets to turn 1.
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Town Procedures
TOWN Whenever the goblins get back to town, follow
Crises in effect  Monsters  War  Famine  Disease these steps.
*Note: Updated Town Square and Tavern benefits. 1. Town Events. The GM makes a Grim Favor roll
to determine events in town. (pg.15, GV1)
2. Gather Scratch. Goblins should pool all the
 1. Henlegged Hut  2. Watchtower  3. Thieves Guild  4. Scout Camp scratch they plan to spend in town.
Requirement: Witch Requirement: Built with a Sawmill Requirement: Guild contact Requirement: Spyglass
3. Room and Board. Goblins pay 2 scratch each
Supplies to known spells: 2 scratch Hire camp guards: 6 scratch Access to lockpicks Build an outpost within 3 days of for a place to stay and food to eat.
Cure Curses: 6 scratch each Find thieving opportunity (Grim Fa- Goblinville: 8 Scratch 4. Sleeping in the Street. All goblins without
 Keystone: Ignore monster crises for vor roll to avoid entanglements) Buy map: 1 scratch per hex
 Keystone: Learn new spells: 4 the town events roll. Hire guide: 6 scratch somewhere to stay must mark a condition.
scratch each  Keystone: Fence for valuable Find an exploration opportunity 5. Go to Work. Every goblin has to work. They
goods, pays 2d6 scratch for unique make an Action roll.
objects.  Keystone: Build an outpost any-
where the goblins have explored. 6. Gear up. Goblins spend their scratch freely at
the available locations.
 5. Town Square  6. Fighting Pits  7. Docks  8. Forges 7. Looking for Leads. If the goblins don’t have a
Requirement: Charlatan Requirement: Bookie Requirement: Boat or ship Requirement: Forge and anvil clear idea of what to do next, they may pay 1
scratch to look for a lead.
Listen to rumors: 1 scratch Enter the pit yourself: 1 scratch Access to boats Access to good weapons, helmets and
Find a goblin you’ve met before: 1 Hire heavies: 6 scratch Find a pirating opportunity shields 8. Leave Town. Once the goblins are ready,
scratch (requires an action roll). they go back out into the wilds on another
 Keystone: Pay bookie 1 scratch
to bet 1-4 scratch on a fight (Grim adventure.
Fortune roll).

 9. Latrines  10. Barracks  11.Warg Pens  12. Scrapyard Past Town Events
A touch of civilization, improving the sanitation Where warriors live and train between skir- Where the giant wolf mounts are bred, trained Where scavengers collect and root through their
of Goblinville. mishes, and a place for others to bed down in and sheltered. own junk and the detritus of other civilizations.
Requirement: Ditchdigger a pinch. Requirement: Warg-keeper Requirement: Scavenger
Requirement: Built with Sawmill
Find drudgery work (Grim Favor roll Access to wargs Roll on the Strange Item Table: 1
to not get Sick.) Hire camp guards: 6 scratch Kennel a warg: 1 scratch scratch
 Keystone: Ignore disease crises Room and board costs 1 less Find a hauling opportunity
on the town events roll Find a fighting opportunity  Keystone: Call wargs from up to a
day away.
 Keystone: Ignore war crises on the
town events roll.

 13. Sawmill  14. Market  15. Parapets  16. Tavern


Requirement: Wood source Requirement: Trader Requirement: Built with Sawmill Requirement: Cook
Requisite to Barracks, Parapets and Access to many goods Ignore the first time a catastrophe Revelry: 1 scratch to remove Panicked
Watchtower destroys a keystone. or Exhausted
Build one of those structures for 10 Access to grog Keystones, Notable Figures etc.
scratch  Keystone: Ignore the first time a
catastrophe destroys Goblinville.  Keystone: Grog can be consumed
any time to recover Panicked.

 17. Workshop  18. Abattoir  19. Surgery  20. Mines


Requirement: Tinker Requirement: Hunter Requirement: Sawbones Requirement: Ore vein
Repair gear: 1 scratch per damage Access to good rations and leather Treatment: 4 scratch to remove Access to big weapons, chain and
Replace limbs: 2 scratch to get a peg leg armor. Injured or Sick plate armor (if you have a forge)
or hook hand.
 Keystone: Ignore famine crisis on  Keystone: Tunnel to a hex 2 days
the town events roll from Goblinville.

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THE WIDER WORLD
IMPORTANT SITES
When adventure sites are discovered, number them and put a matching entry in this section.

Overland Travel Procedures


1. Choose Destination. Goblins cannot travel more 5. Resolution. The lead goblin makes an Action
than a week in one roll. roll. GM determines danger. Twists may be
2. Make Preparations. Factors that raise positioning: added at the goblins’ caution. See p.9 of Rules of
mounts, a map, rations (1 per goblin per 2 days Play for full details.
travel). Good position: Success is making it all the way
3. Determine positioning. The party begins in stan- there. Progress is making it two days but travel
dard position. Consider preparations made: is stalled
Standard position. Success is making it all the way
One day or less: 1 factor = good position. there. Progress is making it one day before stall-
Three days or less: 2 factors = good position. 0 fac- ing.
tors = bad position. Bad position: Success is making it all the way there.
Each hex on the map represents a day One week or less: 3 factors = good position. 1 or 0 Progress has no effect. On anything less than a
MAP SYMBOLS
of travel on foot. When putting terrain factors = bad position. 5, progress stalls just outside familiar territory.
on the map, note that it won’t be an en- 4. Weather. Make a Grim Favor roll:
Note that stalling at a certain distance may still get
tire day’s walk through forest, swamp, 6: Favorable. Raise positoning by 1.
mountains etc. Use these symbols to 3-5: Common. No change in positioning. you all the way there.
represent the most dominant or mem- 1-2: Nasty. Lower positioning by 1.
orable feature in the hex.

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