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3 Goblins

in 1 trenchcloak

designed, written & illustrated by Goblins


edited under duress by walton wood

based on 1 concept by rob hilforty, chris prunty, johan nohr, and pelle nilsson
affectionately dedicated to all 4

1+ players (solo, 1-on-1, trolo, 1-on-3, etc)


humans 10+, Goblins of all ages you need 2d6 and 1 pencil to play
every1’s dead
your wizard master, your fellow minions — every1. except you 3. and if you want to keep it
that way, you must escape 1 dungeon that’s crawling with adventurers. you have only 1 ratty
tweed trenchcloak, 1 shiv, and 2d6. roll while you can

the Goblins & attributes


Noggin (the face) – base tact: (2d6)/2*
or roll 3 values and allocate them.
Scrapper (the arms) – base deftness: (2d6)/2*
Scamper (the feet) – base dodge: (2d6)/2* Goblins do what they want

*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

*additional modifiers, fixed at creation. apply to Goblins and adventurers alike


**if the dungeon already contains this many of this room, reroll

when generating rooms, always roll for adventurers


some rooms also have traps, loot, and doors

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

doors, d6: adventurers, 2d6:


(all rooms except closets)
2-4: no adventurers
1-2: 1 door 5-8: 1 adventurer
3-5: 2 doors 9-11: 2 adventurers
6: 3 doors 12: 3 adventurers
adventurers
attributes and loot are fixed at creation, not variable per action
loot counts toward an adventurer’s action rolls
adventurers use special actions by default

roll 2d6/3 and round up (or d4 if 1’s handy):


1: fighter
stats: d3 tact, d6 deftness, d3 dodge
special: fighters can use 1 shield alongside any weapon
loot: d2 gold, d3:
1: weapon: d3:
1: sword (+d3 attack, +d3 defend [deft])
2: warhammer (+d3 attack, +d2 defend [deft])
3: flail (+d6 attack)
2: weapon & armor, d6:
1-2: shield (+d6 defend [deft])
3-4: greaves (-d2 sneak, +d2 attack [dodge])
5-6: shield and greaves
3: weapon, armor, helmet (+d2 beguile, +d2 defend [tact])
2: priest
stats: d6 tact, d3 deftness, d3 dodge
special: heal: d6+tact to any 1 adventurer
loot: d6:
1: holy symbol (+d3 tact, unusable by Goblins)
2: holy symbol, mace (+d3 attack)
3: holy symbol, mace, slippers (+d2 defend [dodge])
4-6: holy symbol, mace, potion (heal d6+tact to an attribute, d6 doses)

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

who gets hurt? d6:


1: face
2: arms d3 for combat damage in solo play
3: feet
4-5: d3: 1: face, arms
6:face, arms, feet 2: face, feet
3: arms, feet

all the loot

item bonus(es) special


face
big hat +d6 beguile -
helmet +d2 beguile +d2 defend using tact
arms
buckler +d2 defend [deft] can be used alongside any weapon
dagger +d2 attack -
flail +d6 attack -
mace +d3 attack -
rapier +d2 attack, +d3 defend [deft] -
shield +d6 defend [deft] -
sword +d3 attack, +d3 defend [deft] -
warhammer +d3 attack, +d2 defend [deft] -
staff +1 attack, +d2 defend [deft] -
feet
booties +d6 defend [dodge] -
greaves -d2 sneak +d2 attack using dodge
sandals +d3 defend [dodge] -
slippers +d2 defend [dodge] -
other
gold +1 beguile per gold spent
holy symbol - unusable by Goblins
potion heal d6+tact to 1 Goblin per dose; d6 doses
wizard book - unusable by Goblins
map
(Goblins are DIY)

room corridor barracks stairway hall chamber closet lab shrine cave treasury
limit - 3 - 3 - 2 2 2 - 2
count
Noggin
(the face)

tact ____ / ____


current max

beguile ____ = ____ + ____


total tact gear

defend ____ = ____ + _____


total tact helm
(required)

heal ____ + d6 doses ____


tact potion
(required)

Scrapper
(the arms)

deftness ____ / ____


current max

attack ____ = ____ + ____


total deftness gear

defend ____ = ____ + ____


total deftness gear

Scamper
(the feet)

dodge ____ / ____


current max

defend ____ = ____ + ____


total dodge gear

sneak ____ = ____ + ____


total dodge gear

attack ____ = ____ + ____


total dodge greaves
(required)
fighter special can use 1 shield priest
alongside 1 weapon
tact: ____ / ____
deftness: ____ / ____
tact: ____ / ____
dodge: ____ / ____
deftness: ____ / ____
dodge: ____ / ____
loot:

attack: ____ = ____ + ____


defend: ____ = ____ + ____
special heal: tact + d6
loot:
attack: ____ = ____ + ____
defend: ____ = ____ + ____

wizard thief
tact: ____ / ____
deftness: ____ / ____
dodge: ____ / ____

special
special shank: attack using tact vs tact
spell: attack using tact
vs dodge

attack: ____ = ____ + ____


attack: ____ = ____ + ____
tact: ____ / ____ defend: ____ = ____ + ____
defend: ____ = ____ + ____
deftness: ____ / ____ loot:
loot:
dodge: ____ / ____

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