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in 1 trenchcloak
based on 1 concept by rob hilforty, chris prunty, johan nohr, and pelle nilsson
affectionately dedicated to all 4
*round up
Goblineering 101
the Goblins start with 1 shiv that lets them attack and defend
equip loot to gain bonuses on actions
certain items are usable only by a certain Goblin
each Goblin can carry and equip only 1 item at 1 time. choose smartly
unless beguiled, adventurers attack Goblins on sight
gold adds +1 to beguile actions per gold spent (spend before rolling)
gold and potions don’t count as carried items and don’t have to be equipped to be used
gold is used as part of the beguile action
using potions isn’t an action, but they can’t be used by the goblin taking an action
attacks deal damage to 1 of the target’s 3 base attributes (attacker’s choice)
damage does not count against action rolls
when 1 of an adventurer’s attributes reaches 0, that adventurer can’t take actions
when 1 Goblin’s attribute reaches 0, they can’t take actions; if all 3 reach 0, they lose
when the Goblins find the exit, they win
actions
action roll: (base attribute + loot modifier + 1d6) vs opposed action roll
each adventurer gets 1 action per turn. Goblins get only 1 action amongst them per turn
Goblins always go first
Goblins can perform 4 actions:
attack: deftness vs deftness or dodge; deal 1 damage to 1 attribute
beguile: tact vs tact; pass as 1 adventurer
roll again to make the target do something; fail and get attacked
defend: deftness or dodge vs attack; avoid damage
sneak: dodge vs tact; move undetected
adventurers can only attack, defend, and use special actions (see adventurer profiles
below). no1 out-sneaks or out-beguiles Goblins
rooms, d66:
roll type condition* trap,d6: loot limit**
11-16 corridor -d2 dodge (tight space) 1-2 - -
21-23 barracks - - weapons, shield, helm, greaves 3
24-33 stairway -d3 dodge (hard to balance) 1-2 - -
33-36 hall +d3 defend (furniture=cover) - - 3
41-46 chamber +d2 defend (furniture=cover) 1-2 - -
51-52 closet - - big hat, sandals 2
53-54 lab +d2 damage from wizard spells 1-3 - 2
55-56 shrine - - potions 2
61-63 cave +d3 sneak (dark and rocky) 1-3 - -
64-65 treasury - 1-3 gold 2
66 exit Goblins win (yay!) 1-4 - 1
loot
barracks, d6: closet, d6:
1-4: sandals
1-2: weapon, d6:
1-3: sword 5: big hat
4-5: warhammer 6: sandals & big hat
6: flail shrine, d6:
3-5: weapon & other item, d3: 1-3: d2 potions
1: shield 4-5: d3 potions
2: helmet 6: d6 potions
3: greaves treasury, d6:
6: 2 weapons & 2 other items 1-2: d2 gold
3-4: d3 gold
5: d6 gold
6: 2d6 gold
3: thief
stats: d6 tact, d6 deftness, d6 dodge
special: shank: attack using tact vs tact
loot: d3 gold, d6:
1-2: weapon, d2:
1: dagger (+d2 attack)
2: rapier (+d2 attack, +d3 defend [deft])
5: weapon, buckler (+d2 defend [deft], can be used alongside a weapon)
6: weapon, buckler, booties (+d6 defend [dodge] … and oh-so-soft)
4: wizard
stats: d6 tact, d2 deftness, d2 dodge
special: spell: attack using tact instead of deftness, can only be dodged
loot: d2 gold, d6:
1-3: wizard book (+d2 tact, unusable by Goblins)
4-5: wizard book & wizard stuff, d6:
1-3: staff (+1 attack, +d2 defend [deft])
4-5: sandals (+d3 defend [dodge])
6: staff and sandals
6: wizard book, wizard stuff, big hat (+d6 beguile)
traps, 2d6: roll type defend attribute damage
1-3 pit dodge d3
4-5 dart dodge d2
peak vs 2d6 to detect 6-7 spear deftness or dodge d3
if undetected, 8-9 blade deftness or dodge d3
defend vs 2d6 to avoid 10-11 gas tact d6
12 fireball dodge 2d6
room corridor barracks stairway hall chamber closet lab shrine cave treasury
limit - 3 - 3 - 2 2 2 - 2
count
Noggin
(the face)
Scrapper
(the arms)
Scamper
(the feet)
wizard thief
tact: ____ / ____
deftness: ____ / ____
dodge: ____ / ____
special
special shank: attack using tact vs tact
spell: attack using tact
vs dodge