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Goblinville Gazette
Rules of Play
Contents
4
CHAPTER ONE
Playing the Game

12
CHAPTER TWO
You, Goblins!

15
CHAPTER THREE
The Town

20
CHAPTER FOUR
The Goblin Master

25
ADVENTURE ONE
The Pit of Mirrors
Welcome to Goblinville
Goblinville is a fantasy adventure roleplaying game about broke goblins and the town they live in.
3-5 players will create and play a band of goblins in search of treasure to support themselves and
their town. Their job is to venture forth into the wilds and see if they survive. One player is the Gob-
lin Master: their goal is to put interesting perils between the goblins and what they want.

WHAT YOU NEED SETUP FOR


The following things are needed to play Goblinville: THE FIRST SESSION
PEOPLE Each player creates a goblin, following the steps
You’ll need one person to be the Goblin Master on page 12. When they get to step 7, they get to
(GM), and 3-5 others to play the party of tell the other players about their goblin. They
goblins. will fill in details freely and ask others for ideas.
Everyone should have a pencil (never a pen!) When others introduce their goblins, they ask
and whatever snacks they’ll need. questions about what interests them.
The GM listens while the players make their
DICE goblins. They will note which jobs the goblins
• The Goblin Master needs two matching dice: a have and mark the relevant locations on the town
danger die and a harm die. sheet. The GM will ask questions, suggest titles,
• Each player needs a single die in a unique and take notes: especially about jobs, titles, and
color: their action die. bosses.
• You all share a pool of 5 or 6 matching dice for The GM comes up with an opportunity using
the middle of the table. These are the dice for the guidelines in The Goblin Master, p. 20. They
twists, traits, titles, injuries, and illness. describe the premise of the opportunity and how
• You all share a single sorcery die. It’s especially the goblins could profit, answering any questions
good if this is a weird color. they have. Play will proceed, following the rules
• Character creation, town events and other set out in Playing the Game, p. 4.
tables use a twenty-sided die (D20)
SHEETS
The Goblinville sheets bundle is available on our
Kickstarter page, and on our Drivethrurpg.com
store Narrative Dynamics. From it you’ll need:
• A copy of the character sheet for each player
• The Adventure Tracker
• The Town sheet
• The Map

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CHAPTER one

Playing
order, that player is not out of the game. They
should offer suggestions, react to the other gob-
lins, suggest twists, and build up the spotlight of

the Game
the other players. This is a chance to find out who
their goblins are.
When all dice are taken from the marching
order, a turn passes and the players roll initiative
again. Goblins can remove their die from the
marching order without rolling if they choose to.
ADVENTURING
TURNS AND LIGHT
THE MARCHING ORDER In Goblinville, a turn is a measure of activity, not
At the start of an adventure, players roll initia- time. A turn takes as much time as needed for
tive: they each roll their action die and they each goblin in the marching order to take an ac-
place them in a line on the Adventure Tracker, tion.
from highest to lowest. If any players roll the Torches last for two turns. A torch provides
same number, they roll again to break the tie, just enough light for each goblin in the same room or
against each other. This line of dice is the march- immediate area. Being in darkness puts anyone
ing order. in it in bad position.
Players can act in any order they want; they’re Every four turns, the goblins have to rest by
not limited by marching order. However, when making camp or they each have to mark a condi-
the GM isn’t sure who’s acting next, or who is tion. Drinking a draught of grog allows a goblin
most at risk in a situation, it’s the first goblin in to press on without marking a condition.
the marching order. Just two goblins
Play proceeds freely, with GM presenting the If there are only two goblins in the group, they
situation and goblins describing their actions. If will each roll 2 action dice for the Marching Or-
the goblins hesitate or disagree about a course of der. This keeps the passage of turns (and burning
action, and it’s unclear what is happening first, of torches) from feeling too rushed.
the GM asks the first goblin in marching order
what they do next. If the party agrees on a course POSITIONING & EFFECTIVENESS
of action without any one goblin volunteering to Positioning indicates how much risk the goblins
take the lead, the GM has the the first goblin in are facing in the moment, and how much they
marching order roll. The first goblin in marching can expect to achieve in a single action.
order is the informal party leader until they roll The goblins share positioning, and are collec-
(and someone else becomes first in line). tively either in good, bad, or standard position.
Goblins are clever, resourceful and versatile. When one of the goblins is hanging from the
Most things you’ll do will be resolved with nar- cliff edge, or held at swordpoint by a human, the
ration, good use of gear, and job experience. But stakes are raised for all of them.
when a goblin attempts something risky, the GM Positioning changes when a new threat appears
calls for an action roll: the goblin making the roll or as a consequence of goblin actions. Sometimes
takes their action die off of the marching order the result of a roll will prompt the GM to adjust
and proceeds to the action roll procedure. positioning. Other times, positioning will shift
When a goblin's die is out of the marching based on events in the fiction. Positioning can be
kept track of on the Adventure Tracker.

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Examples 2. Danger: Action rolls always involve a Danger.
The goblins are running from a giant spider and The GM tosses them a die and describes
have the great idea to hide among stalagmites, the what’s dangerous about the situation. The
GM shifts their positioning from standard to good specific danger should flow from the goblin’s
without the goblins making a roll. action and context. It can’t solely undermine
The goblins run into a room fleeing giant bats and the action completely (an Action “find the
stumble right into a human patrol. The humans are temple” can’t have “get lost” as a Danger). If
bigger, better armed, and more numerous. The GM facing a monster, the Danger will usually be
silently shifts the position marker down to bad. one of the monster’s moves.
3. Harm: If the goblin might get hurt, the GM
Good Position says how and tosses them another die. Harm
If the goblins are thoroughly prepared or taking is a special risk the goblins resolve every time
a particularly clever approach, they are in a good they are in physical danger. It is resolved in
position. Success means they achieve their goal addition to the contextual Danger of the roll.
with some advantage (often good intelligence on 4. Traits & Titles: The player chooses whether
their new situation). Progress counts as success to use a trait or invoke a title, letting them
in this position! add a die without creating any new trouble.
In a fight, Success does 2 harm to a monster (cross- Each trait and title can be used once per
ing out two of its moves). Progress does 1 harm. session. Check off the bubble when used. One
Standard position trait and one title can be used on a single roll
Actions against static obstacles like climbing a for a total of 2 extra dice.
rock wall or traversing dense forest are general- 5. Twists: Finally, any player can introduce a
ly in standard position. Success in this position twist. A twist is a dramatic complication or
achieves the goal. Progress does not achieve the serious risk. Players offering the twist can put
goal, but raises the goblins to good position. themselves or their gear at risk (see group
In a fight, success does 1 harm. Progress does actions), or they can offer ways to make the
no harm, but raises the group to good position. acting goblin’s situation tougher. Twists have
Bad Position to create meaningful new challenges, so play-
If a task is especially complicated or time con- ers should bring the kind of trouble they're
suming, the goblins are in a bad position. Success interested in. If the acting player and GM
puts them in standard position. Progress has no agree to the twist, it adds a die to the roll.
effect. It’s tough to recover from a bad situation!
In a fight, bad position means a goblin is RESOLVING ACTION ROLLS
knocked over, disarmed, dazed, etc. Success can Players roll all their dice at once and then assign
do 1 harm or raise the goblins back to standard a die to each outcome in the roll: Action and
position. Progress has no effect. Danger, and Harm and Twist if those have been
added. Players can place their dice on the Action
ACTION ROLLS Resolution diagram on the character sheet.
Each outcome and their die values are as follows:
When the goblin describes a risky action, they
must make a roll to see whether they succeed and Action
what consequences they face. Every Action must 5-6: Success. Their goal is met.
have a possibility of failure and a salient Danger. 3-4: Progress. A lesser success or an opportunity
If the GM can’t think of how a situation could go is created.
1-2: Failure. Their goal is not met, an opportunity is lost.
wrong, or how something is immediately at risk,
then there’s no action roll. As soon as it’s clear Danger
that something is at risk, the goblin’s player must 4-6: Doesn’t Happen. The consequence is avoided.
make an action roll to see how it plays out. 1-3: Happens. The danger is realized to its full po-
tential.
GATHERING DICE
1. Action Die: The acting playing takes their
action die from the marching order. Action
is what the goblin hopes to achieve. It can’t be
solely negative (don’t get hurt); the goblin has
to want to succeed at something in addition
to avoiding consequences.
5
Harm for the whole group, then Danger is also shared
6: Totally fine. No conditions gained (unless that (all the goblins are lost, or they all drop an item
was the Danger, too). from their hands). Harm is always individual, so
3-5: Condition. The player chooses what condi- only the lead has to mark a condition.
tion to take.
If another goblin wants to help, they can intro-
1-2: Injured. The goblin is Injured. If a goblin is
already Injured, and have to mark it again, they duce a Twist that puts them at risk. If goblins are
die (even in the same roll). separated or trapped, they need to roll for them-
selves. When acting against a monster, goblins
Twist always act on their own.
4-6: Doesn’t Happen. The twist is avoided.
1-3: Happens. The twist is realized, and the GM Example
builds on it. The goblins are fleeing a burning building, and Put-
ter the Spellbreaker is taking the lead. The Action
Example is getting through the debris to the exit, the Danger
Hoggle is trying to cross a narrow ledge over a is exhaustion, and Putter is risking harm from the
roaring river. It’s a risky Action, so she grabs her flames. If the Action succeeds, all the goblins make
action die. The GM passes Hoggle’s player another it out. If it fails they’re all stuck. Progress depends
die and says that Hoggle’s pack could fall into the on their positioning (maybe only Putter gets out). If
river below; that’s the Danger. Hoggle’s player rolls the Danger happens, all the goblins are Exhausted.
a 5 and a 2. She can assign the 5 to Hoggle’s Action The Harm is specific to Putter; he’s risking a little
(Achieved) and make it across the river but a 2 on more by taking the lead.
the Danger means it’s realized: Hoggle’s pack will
tumble into the rapids below. Instead, she assigns Gobta wants to help so she says “I’m getting out
the 5 to the Danger (Doesn’t Happen). Hoggle last. I’d rather get burned than leave anyone be-
holds on to his pack, but loses his footing and falls hind.” This adds a die to Putter’s roll, but if the twist
to the rushing water! happens, Gobta will be Injured too.

Failing Forward EXPERTISE


When an Action fails, it’s never a “whiff ” where Once per session, a goblin can use their expertise
nothing happens. An opportunity is lost and a from their job to gain insight into a situation. That
new situation is created. Failing to pick a lock player may ask the GM a question. This could in-
means it’s jammed and must be opened another volve recalling some bit of lore or assessing a situ-
way. Failing to sail to shore means you’ve ation with an expert eye. The GM provides
drifted off course. A player who a generous, truthful answer.
chooses to fail an Action in order If the GM thinks the goblin
to avoid a Danger is choosing to wouldn’t have any insight
lose control of the situation rather on the topic, they can say that
than suffer a consequence. It’s on the the goblin simply doesn’t know,
GM to follow up on this. and the player doesn’t mark the use of
their goblin’s expertise.
GROUP ACTIONS
When a goblin attempts CAREFUL STUDY
to overcome a challenge, If a goblin wants to closely study
that roll stands for all the something, and they are not facing
goblins that might rea- an immediate threat, they may make
sonably participate. If the goblins an action roll. The Danger is that
are scrambling up a cliffside, they time passes. If this Danger hap-
don’t all need to roll; one goblin can pens, advance the turn counter by 1
take the lead. If a goblin volunteers, without adjusting marching order.
they are making the roll. If no one Torches burn down and the gob-
leaps to take the lead, the GM directs lins are closer to having to camp.
the action to the first goblin in the If there are threats nearby, the
marching order. Danger should be more urgent.
In these cases, the success or
failure of the Action stands for the
whole group. If an Action resolves

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position by one level. Sometimes the Danger is
MONSTERS to the goblins’ equipment or their surroundings.
Goblins will face adversity in the form of beasts Monster moves can risk Harm to a goblin in
both mundane and fantastic, other humanoids, addition to the Danger if the move involves a
and even their own kin. weapon or harmful feature.

MOVES CAMP
Monsters are comprised of moves which illus- Every four turns, the goblins need to make camp
trate their capabilities and danger to goblins. and rest. Drinking grog lets the goblins skip
Taken as a whole, they measure the monster’s camp and press on without marking a condition.
health, threat, and staying power in a fight. Usually, goblins must find a safe camp site, or
When a goblin takes Action against a monster, get back to an established camp. This may be a
the Danger will most likely be one of the mon- risky undertaking and may require an action roll.
ster’s moves: Grasp, Slash, Corner, etc.. When
a goblin is successful in their Action, the GM CAMP PROCEDURE
crosses off a move, reducing its capability to 1. Eat. Each goblin must eat a ration or mark a
threaten the goblins. condition.
When monsters have no relevant moves, they 2. Rest and restore. Each goblin may choose to
will flee. If reduced to no moves and the context sleep or take a camp action (recover, repair,
is appropriate, the monsters are killed. forage, or make supplies).
Finishing moves CAMP ACTIONS
Some monsters also have finishing
All camp actions require a roll and include
moves with more dire effects that they
Danger. Twists, traits and titles can be added
can only use when the goblins are in bad
to this roll as normal. Sleep does not require
position. In the monster's stat block, fin-
a roll.
ishing moves are indicated by the
icon. Sleep
Like regular moves, finish- Sleeping allows a goblin to recover
ing moves risk Danger. Finish- from Panicked and Exhausted.
ing moves always risk Harm. In Recover from illness or injury
addition to this Harm, they also This action allows the goblin to recover
inflict another effect: either a specific con- from Sick or Injured. The Danger for this roll
dition, or to take a goblin out of the fight entirely. is the goblin loses an inventory slot (Head, Neck,
Hand, Torso or Feet) to a scar. If all of these slots
ARMOR are already lost, the goblin can’t recover. A single
Monsters gain 1 armor if they are a group, and 1
camp Action roll allows for recovery of Sick OR
more if they outnumber the goblins. When harm
Injured, not both.
is done to a monster, armor is crossed off first be- 5-6: Cleared
fore moves. 3-4: Reduced to Exhausted or Panicked.
1-2: Failed.
POSITIONING
When monsters appear, determine the goblins’ Repairing gear
positioning. If most of the factors below are in When gear is damaged from a twist or other
the goblins’ favor, they are in a good position. If circumstance, it will be marked with an X. The
most of the factors are in the monster’s favor, the Danger here might be damaging tools or a relat-
goblins are in a bad position. Otherwise, it’s stan- ed item, or becoming Exhausted from working
dard positioning. through the night.
• Outnumbered • Ambushed 6: Repair 2 damage
4-5: Repair 1 damage
• Bigger • Better Armed 1-3: Failed.
MOVES IN ACTION Foraging
Monster moves always risk Danger, often that Foraging is only possible if there’s a reason rations
the goblins are put in worse position by being might be around. The Danger for foraging might
Pinned, Grabbed, Knocked Over, Dazed, etc. If be alerting monsters to your campsite, getting sep-
this danger comes to pass, reduce the goblins arated from the group, or marking a condition.

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Good position: Goblins get two rations on a 5-6, CONDITIONS
one ration on 3-4. Conditions represent the mental and physical toll
Standard position: Goblins get a ration on a 3-6.
Bad position: Goblins get a ration on a 5-6 and fail
of adventuring. There are five conditions in total.
on 1-4. The Danger here could be getting am- Exhausted: A possible danger for any action
bushed or becoming Sick from sampling dubi- that requires great exertion or endurance.
ous food sources. Panicked: A possible danger for any action that
Making supplies puts the goblins under great stress or con-
Supplies are created for specific purposes, and fronts them with something terrifying.
take up 1 inventory slot each. While adventuring, Sick: A possible danger for actions in extremely
supplies can be used up to add 1d6 to a relevant toxic environments or for the Finisher moves
roll. of venomous monsters. The Sorcery roll
A goblin may also make torches (2 torches to 1 includes a specific risk of sickness.
inventory slot) while in camp. Injured: A possible danger for actions that are
In either case, suitable materials must be near- physically perilous or for the Finisher moves
by for the Action to be attempted. of monsters. The Harm roll includes a specif-
Making (or gathering) supplies only succeeds on ic risk of injury.
a 5-6. Like repairing gear, the Danger when mak- Dead: The final condition. Irreversible. Death
ing supplies could be damaging tools or becom- should only be a danger for the most des-
ing Exhausted from working through the night. perately perilous actions and the Finishing
Example moves of the most dangerous monsters.
Geist wants to gather supplies to help climb over a Conditions escalate
stone wall. Geist's player describes walking around If a consequence requires a goblin to mark Ex-
gathering lengths of vines and tying them together hausted or Panicked, but these conditions are
to make a weak rope. The Action is that she as- already marked, they must mark Sick or Injured
sembles a rope (which would grant an extra die on
instead. If a goblin is already Sick or Injured, and
a single future roll). The Danger is that she might
they would mark the same condition again, they
be Exhausted from taking on this ambitious proj-
ect rather than sleeping. She rolls a 4 and a 5. She
die.
wraps the rope around her torso and sets off to
wake up the others. SORCERY
Sorcery is the art of commanding pixies to per-
CAMPING TWICE form acts that goblins cannot. Any goblin can
The goblins can camp twice in a row if they want learn sorcery. To cast a spell, they must fulfill
to, but each goblin must eat another ration, and three requirements:
one goblin must keep watch as their They know the spell. Spells can be gained
camp action. If a goblin doesn't eat during goblin creation, found in dun-
a ration, they don't take a con- geons, or purchased from a witch. Once a
dition, but they cannot take goblin learns a spell, they know it forever,
another camp action. unless that knowledge is lost
Keeping Watch magically.
The goblin on watch makes They have the spell materi-
a Grim Favor roll: als. When a goblin learns a
6: Uneventful. spell, they gain the materi-
3-5: Goblin keeping watch als needed to perform the
must mark a condition. casting ritual. These materials
1-2: Camp is interrupted by a may be lost as a Danger or
monster or calamity.
Twist. Replacement materials can
RETURN TO ADVENTURE be crafted in camp or purchased
When the goblins break camp, the from a witch.
turn counter resets to turn 1. They meet the spell’s conditions.
Each spell has specific conditions
for its casting. These need to be
fulfilled in the fiction before the
spell is cast. If it’s unclear if the con-
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SPELLS
THE SPELL LETS YOU BUT SOMETIMES AND IT ONLY WORKS WHEN YOU
ghosts lie or drone on about have evidence of a death (e.g. a
Dead tongue talk to ghosts how unfair life is skeleton).
create a flame the size of a there is a bunch of
Fiery gaze candle on any surface you are in darkness.
foul-smelling smoke
can see
make a sound like a drum or the sound is, like, really loud blow on a nail or hollow reed.
Liar's whistle bird call in any direction
fill a room (or room sized
Breath of fog space) with dense, soupy fog it starts raining, hard spit out a mouthful of grog or water.

put a creature (human-sized you fall asleep, too


Heavy eye catch them at ease and unawares.
or smaller) to sleep
translate any writing into the pixie reorders the words trace the words with a raven's
Enlightened quill goblin to mess with you feather.
hold a door or chest closed
Iron claw You’re locked in place, too keep staring at it continuously.
as if bound in heavy chains
hold your breath for almost you lose the ability to speak
Frog's lung are very damp.
half an hour for a day

dition is met (for example, if it’s dark enough does. It’s important to set a standard for plausible
to cast Fiery Gaze) ask the GM. Acting to uses of spells, and to introduce significant dan-
meet a spell’s conditions may require a test, or gers to wild spell casting. This keeps things un-
it may not be feasible at the moment. predictable, rather than making sorcery the ideal
solution to every problem.
THE SORCERY ROLL
It is not an Action to cast a spell. There is no
Danger, and no risk of failure. When the require-
OVERLAND TRAVEL
ments are met, spells are always cast successful- When traveling overland, first the goblins choose
ly. However, frequent use of sorcery can take a their destination. The goblins must have a specif-
toll on goblins, leaving them weak and feverish. ic destination– no walking North until you find
When a goblin casts a spell, that player must roll something. The destination could be a vague lead
the sorcery die to see if their goblin is stricken in a specific hex or a previously visited location.
with spell sickness: Exploration
6: They’re totally fine. Finding a lead on an unexplored hex is a good
3-5: Mark a condition of the player’s choice way to establish waypoints for longer journeys.
1-2: They are Sick. Hexes are only considered explored once the
Sorcery Twists goblins have traveled explicitly to that location.
Players may introduce twists to grant themselves Hexes traveled through (or stopped in during
(or another player) an extra die on the sorcery trouble on a journey) are still, for the most part,
roll. Each spell includes a suggested Twist. Play- a mystery.
ers may also risk using up their spell materials or The goblin taking the lead (or first in marching
invent a Twist of their own. Sorcery twists are a order, if uncertain) rolls to make it to the desti-
great way to add some unpredictable side effects nation.
of spell casting. PREPARATION AND POSITIONING
OPTIONAL RULE: WILD MAGIC How well supplied you are determines your po-
This is an optional rule that will likely shift your sitioning.
game to more fantastical results. If a goblin Preparation
wants to use a spell in a risky or unconvention- Three factors improve your positioning:
al way, they can roll the sorcery die in addition Mounts, or other climate-appropriate travel aids.
to an Action and Danger die. The Action is get- Rations. One ration per goblin for every two
ting the spell to do something it normally can’t days traveled (no camp action granted)
or attempting to magnify its result. The Danger
A detailed map to the place you're going,
should be proportionate to how much the in-
bought in town or made in camp.
tended effect differs from what the spell typically

9
Positioning Bad position: Success is making it all the way
Compare the preparations made against the dis- there. Progress has no effect. On anything
tance of travel to determine the party’s position- less than a 5, progress stalls out as soon as the
ing: goblins are out of familiar territory.
One day or less: One factor (mounts, rations, or
DANGER
a map) puts you in a good position. The Danger depends on the length of the jour-
Three days or less: two factors (mounts, rations, ney and how well the goblins are prepared for the
or a map) puts you in a good position. Having trip.
no factors puts you in a bad position. As with any Action roll, players may add a
One week or less: Three factors put you in a Twist to gain an extra die. However, it might be
good position. One or zero factors puts you in worth cautioning players on whether their Twist
a bad position. will potentially derail their progress into a new
Goblins cannot travel more than a week in one roll. encounter. Goblins can use relevant traits and
titles to add a die to the roll, with the typical re-
WEATHER strictions.
Adverse weather or especially difficult terrain
reduce your position by one level (from good to GRIM FAVOR
standard, etc). If the goblins are already in a bad
Sometimes there are things that are uncertain
position and facing adverse weather or difficult
that are totally outside of the goblins control. In
terrain, make the danger of failure catastrophic.
many cases, the GM can reasonably decide the
To determine the weather, make a Grim Favor
state of these things. If the uncertainty is: “who
roll before the goblins set out:
does this affect first or most?”, they'll look to the
6: Particularly favorable weather for this environment.
first goblin in the marching order. If the uncer-
3-5: Common weather for this environment.
1-2: Particularly nasty weather for this environment. tainty is: “how favorable is this situation?” the GM
can make a Grim Favor roll.
RESOLUTION They roll 1D6 or, better, ask a player to roll
The travel roll is made like an Action roll. The 1D6. The result determines the state of the world:
goblin taking the lead (or first in marching order, 6: Particularly favorable to the goblins
if uncertain) rolls to make it to the destination. 3-5: Indifferent
Success and progress results depend on how well 1-2: Particularly unfavorable
the goblins are prepared for the trip:
Good position: Success is making it all the way DEATH
there. Progress is making it two days before When you die, each goblin will say a few words
travel is stalled (maybe this is far enough to for you, honoring you with your full name and
reach your destination). titles. When (and only when) they do, they may
Standard position. Success is making it all the respectfully loot one item off your body. You
way there. Progress is making it one day be- choose the order (it’s your funeral). Everything
fore stalling out (maybe this is far is enough else gets lost somehow.
to reach your destination).

SUGGESTED TRAVEL DANGERS BY DISTANCE AND POSITIONING


POSITION ONE DAY OR LESS THREE DAYS OR LESS ONE WEEK OR LESS
Good Leader item damaged, leader Leader Exhausted, two rations Whole party Exhausted. Fol-
extra grog or ration spent or grog spent. lowed by enemy
Standard Leader Exhausted, leader item Whole party Exhausted, Leader Whole party Sick, ambushed
lost, followed by enemy Sick, followed by enemy. Whole by enemy
party ration or grog spent.
Bad Whole party Exhausted, whole Whole party Sick, ambushed Whole party Exhausted and
party ration or grog spent, by enemy. Sick, Surrounded by an espe-
Ambushed. cially dangerous threat.

It’s important to note that most of these Dangers do not derail travel progress into a whole new encounter. The Action roll
determines whether the goblins reach their destination. The exception to this principle is the Dangers from a bad position
(or standard position on a long journey). Ambushed goblins might have to fight or flee their way out of a tough situation.
If goblins want to arrive with minimal complications, it behooves them to improve their positioning before setting out.

10
ative luxury. They are now a part of the vibrant
END OF SESSION backdrop of Goblinville.
Each player reviews how their goblin’s outlook When a goblin retires, they may give one item
developed and whether they achieved their to each other goblin and pass one item on to an
goal. They will recount the experience that most heir, who can either be a hireling (if still alive
shaped them during this outing. This is a fireside themselves) or a new goblin. Next session, the
tale. Maybe they embellish, or tell a different side player takes over playing as the heir.
of things than we saw.
Receive a new title TOWN
The rest of the group listens and comes up with a When the goblins return to Goblinville, they
1-4 word title to reflect the experience. See step 8 will be able to do several things including rest,
of Goblin Creation on p.12 for guidelines. If all restock, a work their jobs. They will then plan
of their titles are filled, the goblin advances. their next adventure and embark from Goblin-
Replace a Trait ville once again!
If a player chooses, they may remove one of their
goblin's traits. Maybe it doesn't fit anymore, or HIRELINGS
maybe they proved it wrong. The other players Hirelings are goblins that mostly do what you say.
give them a new trait based on their actions this You must be a Veteran or higher to recruit a hire-
session, of the same category of the removed ling. Recruiting a hireling costs 8 scratch and you
trait. That goblin’s player should agree that it must pay them 2 scratch every time you return to
makes sense or help develop it. Goblinville, or they find a new job.
Hirelings have two hands to carry equipment
ADVANCEMENT and two slots in their pack to lug your stuff. They
When a goblin would gain a title, but they al- only carry the equipment you buy for them.
ready have three, they advance. When they ad- Commanding hirelings
vance, they clear all their titles. The other players When you command your hireling to do some-
must give the goblin another title that sums up thing, they do it. If there is no risk involved, they
all of their experiences so far. This title reflects a succeed. If the task is risky, you have to roll:
new level of experience and begins the goblin's If there is a risk of failure or exertion, roll 1D6.
well-established reputation in Goblinville. If you are stretching the hireling’s capabilities
Veteran or placing them in direct harm, roll 2D6 and
The first time a goblin advances, they become a take the lower result.
veteran. Veterans may recruit hirelings in town. 5-6: They succeed.
Boss 3-4: They succeed but are Injured or Ex-
hausted.
The second time they advance, they
1-2: They are lost or killed.
become a Boss. When Bosses enter
town, they roll for Being a Boss This is not an action roll and cannot
instead of Going to Work. Bosses be modified in any way.
may also recruit hirelings. Sustaining hirelings
Big Boss Hirelings do not perform actions
The third time a goblin advances, in camp, they just sleep. They car-
they become a Big Boss. Big Bosses ry their own rations, so you don’t
have the same priveleges as a Boss, have to feed them, but if you run
plus these two: out so do they. If Injured or Ex-
Big Bosses don’t have to pay room hausted, they recover when you
camp, no test required.
and board.
Big Bosses can pay 40 scratch to
build a new location in town.
Retirement
Goblins cannot advance a fourth
time; instead they must retire to rel-

11
CHAPTER two

You, 4. Name your boss and choose (or roll) wheth-


er they:

Goblins!
1. Died 3. Went broke 5. Got kidnapped
2. Fired you 4. Ran off 6. Got tossed in the brig
5. Come up with one experience from your job
that shaped you. Choose the tone of this experi-
Goblins are the backbone of this game. You aren’t ence or roll for it:
just adventurers. You are important figures in 1. Personal insight 4. Humbling failure
Goblinville. The choices you make when you 2. Trial by fire 5. Modest accomplishment
create your characters shape the tone, spirit, and 3. Motivating loss 6. Indebtedness to another goblin
(ask who)
features in play.
6. Choose two traits. Choose one based on your
GOBLIN CREATION appearance: small, hairy, extra green, etc. Then
choose a trait based on your personality: ner-
Character creation is a group process. To start, vous, loud, grumpy, etc.
players can work through steps 1-7 on their own.
7. Choose your name. Something like Hoggle,
1. Choose your job or roll a D20 for one. Each Creeper, or Blix.
job has a starting item. Find a place for it in your
inventory. Tell the GM your job, so they can PAUSE.
mark the relevant location on the town map. Steps 8-13 will be done one by one, by each player
1. Witch (herbs) 11. Warg-keeper (whistle) in turn.
2. Hornblower (horn) 12. Scavenger (twine)
3. Thief (bag of sand) 13. Woodcutter (hatchet) 8. Tell the story of your experience to the oth-
4. Scout (spyglass) 14. Trader (pack) er goblins. Answer their questions. They come
5. Charlatan (fake coins) 15. Sapper (wire cutters) up with a 1-4 word title to reflect your tale. It’s
6. Pit fighter (iron knuckles) 16. Cook (pot)
7. Sailor (dice) 17. Tinker (wrench)
important to keep in mind that titles aren’t just
8. Forge Smithy (nails) 18. Hunter (javelin) nicknames. They must imply that something
9. Ditch digger (shovel) 19. Sawbones (bonesaw) happened, for good or ill. Something like: Exile
10. Spear carrier (spear) 20. Miner (pick) Witch, Friend to Thieves, or The Unburied.
2. Choose your age or roll 1d6 for it.
9. Introduce yourself to your friends based on
1. Green-ear 4-5. Longtooth
2-3. Roughneck 6. Greybeard what you know so far. Talk through how your
goblins know each other. You’re going out into a
3. Choose or roll your garb. This is a distinctive
dangerous world together; talk about why. May-
item of clothing or feature that you are known
be you’re coworkers or rival cousins?
for. Note it in your inventory.
1. Goat skull 11. Tooth necklace 10. Determine Esteem trait: The other goblins
2. Tunic 12. Eyepatch all know you and trust you enough to travel into
3. Hood 13. Warm hat
4. "Fancy" shoes 14. Scarf
the dangerous world world at your side. That
5. "Fancy" hat 15. Heavy boots means they have a relationship with you. The
6. Leather pauldron 16. Bloody apron other players will now give you a third trait based
7. Striped pants 17. Goggles on what their goblins think of you and how you
8. Iron mask 18. Ragged pelt
9. Loin cloth 19. Heavy gloves seem. Something like: Sagacious, Quarrelsome,
10. Warpaint 20. Cloak or Reliable.

12
11. Decide on an outlook: How you see the 17. If you get a spell, roll to see what it is. No
world, what you care about, etc. Think about how choosing!
you might feel about your life as a goblin: adven- 1. Dead tongue 3. Liar's whistle 5. Heavy eye
turing, avoiding monsters, working for scraps, all 2. Fiery gaze 4. Breath of fog 6. Enlightened quill
of it. 18. That’s it! Go get some treasure and learn valu-
able stuff. Try not to die!
12. Ask the GM what’s going on. Where is
there treasure? Where did your missing boss go?
What’s a creepy place around here? The GM will
TOWN CREATION
give you an opportunity to pursue based on the BUILDING THE TOWN
group’s conversation thus far. Work through the following steps using the town
13. Write a goal for this session when you have sheet or in your own notes.
a sense of your opportunities and risks. • Starting Locations: Each character’s base
location (from their job) is open at the start
THE PLAYERS CAN TAKE IT FROM HERE of the game.
INDIVIDUALLY • And one more: The GM chooses or rolls for
14. Choose or roll for a weapon. Find a place for one additional available location.
it in your inventory.
STARTING THE MAP
1. Club 3. Rusty knife 5. Sharpened stick
2. Staff 4. Broken bottle 6. Sling and stones
On the map sheet, put Goblinville near the mid-
dle, and work through these steps:
• Home terrain: Determine, based on the jobs
in play, the main terrain that your town is on.
• Surrounding Terrain: Each player chooses
one adjacent hex to town and decides the
main terrain feature in the hex. Forest, river,
tundra, jungle etc.
• Road: Choose one hex and draw a road start-
ing from town.
15. Adventuring gear: You get 2 torches, 2 ra-
tions, and a full grog skin (two good quaffs: fill The wider world
in both bubbles). You also get a satchel with 5 Each hex around Goblinville represents a day’s
inventory slots. Most items take up 1 inventory travel. Don’t worry about counting miles or any-
slot. Big things take up more. Gold coins, torches thing. A good guideline is having the farthest
and rations fit 2 to a slot. edges of the map about a week away from Gob-
linville.
16. Choose or roll for one more thing. Fit it in
your inventory. LOCATIONS IN PLAY
1. 20 feet of rope (2 inventory / 1 torso)
When a location is open, goblins have access to
2. Small hammer (1 inventory) equipment and benefits available there. Starting
3. Useful herbs (1 inventory) goblin characters still only have access to the ba-
4. Rat (1 inventory) sic choices offered during goblin creation.
5. Spell (1 inventory)
6. Burlap sack (1 inventory when empty / 2 hands when filled Other locations are opened through adventur-
ing. Securing a location’s requirement allows the
location to operate and unlocks its benefits. Most
of these requirements mean retrieving an item
from a dungeon, finding a goblin to make into a
boss, or clearing a route to a resource.

13
INVENTORY
A goblin's inventory is organized not just by what Luggage
they are carrying, but where they are carrying it. A goblin might also have additional inventory
A goblin has fourteen inventory slots, each with slots if they have a satchel or pack. In addition
some restrictions. to these, they might have a burlap sack. Goblins
always start with a satchel and may gain posses-
Body sion of a pack or burlap sack in play.
Head is for wearing hats, helmets, crowns, and A satchel takes up one torso slot and holds five
masks. inventory slots of items.
Neck is for necklaces. A pack takes up two torso slots and holds eight
Hand: Worn is for wearing bracelets, gloves, inventory slots of items.
gauntlets, and rings. A burlap sack takes up one inventory slot when
Hand: Carried is a particularly flexible slot. In empty and two hands when full. A burlap
addition to carrying almost any object (weap- sack holds five inventory slots of items.
ons, torches, shields, etc), hands can be used
to haul large objects like salvage and corpses.
Goblins can haul 2 inventory in each hand. (It
takes 3 goblins to haul a 12 inventory statue).
Feet is for wearing boots and shoes.
Torso is for wearing cloaks, armor, coils of rope, Get the most out of
and satchels or packs. A satchel takes up 1
torso inventory, a pack takes up 2.
playing a goblin!
Belts have two slots for most items that only Keep in mind your goal and outlook.
take up one inventory slot. You can tuck items Pursue it, be obvious. Ham it up.
like weapons and torches into your belt, or Respond to the other goblins' outlook.
put smaller items like gems and coins into Say what you think of it.
belt pouches. Belts also have a special slot to Don’t push for rolls, push for outcomes.
store 2 quaffs of Grog. Trust the GM to call for a roll when
Pockets are two inventory slots for small objects. there’s danger.
Things like coins and gems fit here, weapons Try to come up with a clever solution to a
and torches do not. problem. It might not require a roll.
Use your traits. Describe your key features
and find ways they are useful.
Invoke your titles when you think they're
appropriate. You'll earn more later.
Create Twists that bring the kind of trou-
ble you're interested in.

14
CHAPTER three TOWN EVENTS

The Town
Goblinville is about adventure, but the adventures
When entering town, the GM makes a Grim Fa-
vor roll to determine town events.
If there are no active crises, roll 2D6 and take
the highest. If there is one active crisis, roll 1D6.
are meaningless without the town to come home If there are multiple active crises, roll 2D6 and
to. The needs and wants of the town will drive the take the lowest.
adventures you undertake: Its fate and yours are 6: A boon
intertwined. 3-5: A precarious situation
1-2: A catastrophe
COMING HOME The GM should feel free to choose the prompt
that best builds off of prior events. Otherwise, they
After an adventure, the goblins will return to
can roll on the tables below. When a result refers
their town to rest and regroup. But it’s not all grog
to a boss or keystone, roll 1D20 on the jobs table
and good times. Business must be done.
to find out which. If that location isn’t available,
TOWN PROCEDURE choose the next highest one that is. If you roll an
Whenever the goblins get back to town, follow already active crises, another crisis occurs instead.
these steps. Crises
1. Town Events. The GM makes a Grim Favor Four types of crises threaten Goblinville: Mon-
roll to determine events in town. sters, War, Disease, and Famine. Each crisis
2. Gather Scratch. Goblins should pool all the contributes to the Town Events roll. Track which
scratch they plan to spend in town and have crises are active. Goblins can use town locations
one player track how much is spent. to address crises or undertake quests to resolve
3. Room and Board. Goblins pay 2 scratch each them. If all four crises are active at once, Goblin-
for a place to stay and food to eat. ville falls into chaos and is lost.
4. Sleeping in the Street. All goblins without Examples
somewhere to stay must mark a condition for The goblins are returning to town after their first
roughing it. adventure. There are no active crises, so the GM
5. Go to Work. Every goblin has to work. They rolls 2D6 and keeps the higher result, a 6: Boon.
must find work at an available location in The GM rolls 1d6 to determine the detail, a 6: ru-
town. mors of where to find a keystone. The goblins over-
6. Gear up. Goblins spend their scratch freely at hear one of their bosses talking about an ancient
the available locations. temple with a device of magical light that could
illuminate their watchtowers.
7. Looking for Leads. The goblins may know
what they want to do next, or they may go Many sessions later, the goblins are entering town
looking for leads. again. From previous town events rolls, Goblinville
8. Leave Town. Once the goblins are ready, is beset by Monster and Famine. Since there are
multiple active crises, the GM rolls 2D6 and keeps
they go back out into the wilds on another
the lowest, a 2: Crisis. The GM rolls 1D6 on the Ca-
adventure.
tastrophe table. She rolls a 5: A boss was killed in
the recent monster attacks. She describes Big Toe,
Boss of the Scout’s Camp, getting dragged of into
the swamps by a swamp cat. The goblins will have
to find a new boss to replace him.
15
TOWN EVENTS
BOON PRECARIOUS SITUATION CRISIS
1 Festival: no need to go to work. Storms: add Harm to Work Rolls. Disorder: No work to be found.
2 Plenty: Room and Board costs 1 Scarcity: all goods cost +1. Extreme scarcity: all goods cost
Scratch less. double.
3 Calm: A crisis (monsters, disease, Monsters on the prowl. Famine strikes.
war, famine) subsides.
4 Opportunity: Rumor of where to Disease breaks out. War breaks out.
find valuable treasure.
5 Expansion: New boss arrives. Disappearance: Boss goes missing. Death: Boss dies.
6 Rumors: Hint to where to find a Theft: Keystone goes missing. Destruction of a Keystone.
keystone.

EQUIPMENT, BY AVAILABILITY
HAVING A LETS YOU BUT COSTS AND TAKES UP
bundle of rations (2) camp without marking a condition 2 scratch 1 inventory
ALWAYS

bundle of torches (2) see in the dark 2 scratch 1 inventory


crude weapon attack things when you catch them off guard 0 scratch 1 inventory
satchel carry five inventory of stuff 4 scratch 1 torso
1 inventory (empty) / 2
burlap sack carry four inventory of stuff 2 scratch hands (full)
(when in hand) add a 'hammer damaged' twist
small hammer 2 scratch 1 inventory
to a repair roll
cloak stay warm and sneak around better 4 scratch 1 torso 2 inventory
MARKET

1 inventory (2 free hands


quiver fire a bow 2 scratch to use)
bow attack things from far away (if you have a quiver) 4 scratch 2 inventory
pack carry eight inventory of stuff 4 scratch 2 torso
20' rope climb things 4 scratch 2 inventory / 1 torso
jug carry more grog (4 quaffs) 4 scratch 2 inventory
rat scout and search for things 2 scratch 1 inventory
good rations (3) camp without marking a condition 4 scratch 1 inventory
ABATTOIR

(when on torso) add an 'armor damaged' twist to


leather armor 6 scratch 2 inventory / 1 torso
a harm roll
good weapon attack things 6 scratch 2 inventory
(when on head) add an 'armor damaged' twist to
FORGES

helmet 6 scratch 1 inventory / 1 head


a harm roll
(when in hand) add an 'armor damaged' twist to
shield 6 scratch 2 inventory / 1 torso
a harm roll
big weapon attack things much bigger than you 12 scratch 4 inventory
FORGES &

(when on torso) add an 'armor damaged' twist to


MINES

chain armor 12 scratch 4 inventory / 2 torso


a harm roll (2x)
(when on torso) add an 'armor damaged' twist to
plate armor 18 scratch 6 inventory / 3 torso
a harm roll (3x)
summon a pixie (Roll for a spell. If you already
WARG HLH

spell 6 scratch 1 inventory


know it, choose.)
space in the goblin town
PEN

warg ride long distances and attack with speed 12 scratch kennels (1 scratch per
session)
row long distances and carry extra stuff (8 inven- 14 scratch space in the Goblinville
DOCKS

rowboat tory + 6 goblins) docks (1 scratch per session)

quaff of grog skip camp without marking a condition 2 scratch 1/2 a grog skin or 1/4 of a jug
TAVERN

60 scratch real estate on the town


tavern revel for free and quit your job square
lockpick kit
TG

open locked doors and chests 6 scratch 1 inventory

16
GO TO WORK LOCATIONS
When a goblin is in town, they've got to show up
to work. Make an action roll. LOCATIONS IN PLAY
The Action is getting paid (success: 1 scratch, When a location is open, goblins have access to
progress: nothing). The Danger is marking a con- equipment and benefits available there. Starting
dition of the goblin's choice. goblin characters still only have access to the ba-
If their boss is around, they can involve them sic choices offered in goblin creation.
in the Twist. Maybe the boss sends them on some OPENING LOCATIONS
mad errand. Other locations are opened through adventuring.
BEING A BOSS Securing a location’s requirement allows the loca-
You still have to work, even if you're a Boss. But tion to be built, opening it and unlocking its ben-
it's a little different. Make an Action roll. efits. Most of these requirements mean retrieving
The Action is getting paid (success: 2 scratch, an item from a dungeon, finding a goblin to make
progress: 1 Scratch). The Danger is the item you into a boss, or clearing a route to a resource.
use to do your job breaks or is lost. Once the requirement is secured, the other
If you want to put some real work in, you can things necessary to build the location coalesce
risk a condition as a Twist. in the background. The location is then open for
business.
LOOKING FOR LEADS
The goblins may have a plan to go after some- KEYSTONES
thing the town needs, or to follow up on a rumor Locations also have a special benefit that is only
they heard. available when the goblins have secured a key-
stone for the location. This is a special thing:
Finding an opportunity some machinery, a formula, something magical,
If they're not sure what to do, they may find an something symbolic.
opportunity at a town location that offers such Keystones are often the object of quests. Some-
leads. Doing so costs 1 scratch, representing times goblins can happen across the perfect ob-
something in trade to someone for the tip. ject when on a mission for something else! Key-
In either case, the GM The GM should con- stones should be a collaborative and creative part
nect the opportunity to the lead the goblins pur- of the campaign and should reinforce the unique
sued. If the goblins went looking for hauling op- flavor or your Goblinville world.
portunities at the Scrapyard, make that the focus
of the adventure.
HIRING HELP
Some locations include hired help: guides, camp
guards, and heavies. Guides improve your posi-
tioning for travel, camp guards secure your camp
site and keep watch for you (skipping the roll)
and heavies will smooth over dealings with other
goblins.
Hired help never act outside of their job de-
scription. Only hirelings will risk their necks for
you.
LEAVING TOWN
Once business is taken care of and the goblins
know what they want to do next, it's time to leave
town for another adventure. Roll for the march-
ing order and ask the first goblin where they’re
headed.
Proceed to Overland Travel (p.9) and you're off!

17
LOCATIONS IN DETAIL
5. Town Square
1. Henlegged Hut Where urchins, wanderers and ne'er-do-wells ply
Where witches commune and concoct. their schemes.
Requirement: Witch Requirement: Charlatan
Supplies to known spells: 2 scratch Listen to rumors: 1 scratch
Cure Curses: 6 scratch each Find a goblin you've met before: 1 scratch (requires an
action roll).
Keystone: Learn new spells: 4 scratch each

2. Watchtower 6. Fighting Pits


Where sentinels and watchers can see threats coming. Where tough goblins batter each other for fame,
Requirement: Built with a Sawmill
riches and the entertainment of the townsfolk.
Requirement: Bookie
Hire camp guards: 6 scratch
Enter the pit yourself: 1 scratch
Keystone: Ignore monster crises for the town events Hire heavies: 6 scratch
roll.
Keystone: Pay bookie 1 scratch to bet 1-4 scratch on a
fight (Grim Fortune roll).
3. Thieves Guild
Where sneaks, bandits and criminals lurk, assessing 7. Docks
their ill-gotten gains. A place to moor, build and repair boats. On a river,
Requirement: Guild contact lake or seacoast.
Access to lockpicks Requirement: Boat or ship
Find thieving opportunity (Grim Favor roll to avoid Access to boats
entanglements) Find a pirating opportunity
Keystone: Fence for valuable goods, pays 2d6 scratch
for unique objects. 8. Forges
Where metals are banged and grinded into weapons
4. Scout Camp and tools.
Where scouts plan expeditions, compile their findings Requirement: Forge and anvil
into maps, and rest between excursions. Access to good weapons, helmets and shields
Requirement: Spyglass
Build an outpost within 3 days of Goblinville: 8 Scratch 9. Latrines
Buy map: 1 scratch per hex A touch of civilization, improving the sanitation of
Hire guide: 6 scratch Goblinville.
Find an exploration opportunity Requirement: Ditchdigger
Keystone: Build an outpost anywhere the goblins have Find drudgery work (Grim Favor roll to not get Sick.)
explored.
Keystone: Ignore disease crises on the town events roll

18
10. Barracks
Where warriors live and train between skirmishes, 16. Tavern
and a place for others to bed down in a pinch. Where that lifeblood of Goblinville - GROG - is
Requirement: Built with Sawmill brewed and imbibed. Where tall tales are told.
Requirement: Cook
Hire camp guards: 6 scratch
Room and board costs 1 less Revelry: 1 scratch to remove Panicked or Exhausted
Find a fighting opportunity Access to grog
Keystone: Ignore war crises on the town events roll. Keystone: Grog can be consumed any time to recover
Panicked.

11. Warg Pens


Where the giant wolf mounts are bred, trained and 17. Workshop
Where finished goods are produced.
sheltered. Requirement: Tinker
Requirement: Warg-keeper
Repair gear: 1 scratch per damage
Access to wargs Replace limbs: 2 scratch to get a peg leg or hook hand.
Kennel a warg: 1 scratch
Keystone: Call wargs from up to a day away. 18. Abattoir
Where hunters dress and butcher their quarry, and
12. Scrapyard produce animal-based goods.
Where scavengers collect and root through their own Requirement: Hunter
junk and the detritus of other civilizations.
Access to good rations and leather armor.
Requirement: Scavenger
Keystone: Ignore famine crisis on the town events roll
Roll on the Strange Item Table: 1 scratch
Find a hauling opportunity
19. Surgery
Where Injured goblins are mended, and diseases
13. Sawmill cured.
Where trees felled by woodcutters are milled into con-
Requirement: Sawbones
struction materials.
Requirement: Wood source Treatment: 4 scratch to remove Injured or Sick
Requisite to Barracks, Parapets and Watchtower
Build one of those structures for 10 scratch 20. Mines
Where the raw ores of the earth are chipped and blast-
ed free.
14. Market Requirement: Ore vein
Where peddlers of all sorts hawk their wares.
Requirement: Trader Access to big weapons, chain and plate armor (if you
have a forge)
Access to many goods
Keystone: Tunnel to a hex 2 days from Goblinville.

15. Parapets
A raised, fortified wall to protect Goblinville STRANGE ITEMS TABLE
Requirement: Built with Sawmill 1. Box of rusted silverware 11. Glass marble
2. Stone skull 12. Horned doll
Ignore the first time a catastrophe destroys a keystone.
3. Straw goblin 13. Cup of tar
Keystone: Ignore the first time a catastrophe destroys 4. Lizardfolk boots 14. Bit of soap
Goblinville. 5. Foul-smelling fluid 15. Plowshare
6. Metal box 16. Bone flute
7. Wooden mask 17. Broom
8. Mittens 18. Saddle
9. Wind chime 19. Illegible book
10. Poison oak leaves 20. Belt buckle

19
CHAPTER FOUR

The Goblin
connect them to the imp’ending adventure.
Alternately, you may use the Opportunities
tables to figure out why they’re striking

Master
out and add this to the conversation. It is
implied that the goblins are gathering for an
adventure, but it should feel organic as to
their impetus.
Finishing touches. From step 13 on, the players
As the Goblin Master, your goal is to describe
can resume the creation process on their
the fantastic, perilous world the goblins live in,
own until their goblin is complete.
to place adversity between the goblins and what
they want, and to present plausible dangers when Embark! The goblins are now ready to set out
they take risky action. But you aren't just a mere on their adventure. The party rolls initiative,
overlord. You will fling monsters and opposition sets the marching order, and goes forth!
in the goblins way, to be sure, but you're also their
biggest fan. When they succeed by the skin of their CREATE AN OPPORTUNITY
pointy teeth, you triumph as well. 1. Find or draw a dungeon: Goblinville works
well with many one-page dungeons and classic
modules for fantasy adventure games. Find a lo-
SUMMARY OF THE FIRST cation (or a couple) and convert them ahead of
SESSION time or on the fly.
Goblinville abstracts money into much larger
Goblin Creation. The players begin creating units. 1 scratch in Goblinville is roughly equal
their goblins following steps 1-7 of Goblin to 5 Gold in a classic module. Ignore silver and
Creation. copper or round up large amounts to 1 scratch.
Introductions. When the players get to step 8,
they will introduce their goblins and perform 2. Give the players a hook: The goblins need a
steps 8-12 one by one in turn, asking each reason to enter the dungeon. A reason should
other questions about what interests them. become obvious during goblin creation, espe-
They will fill in details, elaborate on their cially regarding the goblins’ bosses. If players
goblin, and begin to create their Goblinville suggests interesting complications, try to incor-
world together. porate them. If nothing comes up naturally, roll
Listen! You listen to this conversation, sug- on the Opportunities tables.
gesting titles, and taking notes of the cool 3. Stat Monsters. For each monster, write 2-8
things they come up with. Everything the moves it might make. Write what gear and loot
players choose is important and interesting they carry. Monsters drop about 1 scratch worth
to them, so it should be interesting to you. As of stuff per move on their list (gear, valuable
the Goblin Master, be sure to highlight these parts, gold, gems, etc). Write any special rules
choices in play. (immunities, spells, weaknesses, etc.)
Opportunity. Whether using the Pit of Mirrors Remember that the goblins themselves are
or writing and adventure, you should find monsters. Other monsters are never just a list of
hooks in the players’ choices to logically things for the goblins to kill on the way to trea-

20
OPPORTUNITIES
TYPE OF WORK BOSS OFFERING THE WORK
1. Find ingredients 11. Capture beast 1. One of the goblins’ bosses offers a great opportunity.
2. Deliver message 12. Recover missing artifact 2. One of the goblins’ bosses threatens to crush you if you
3. Steal item 13. Protect beast don’t do it.
4. Steal information 14. Smuggling 3. A rival of their boss discreetly presents an opportunity.
5. Cheat rube 15. Sabotage 4. The _____ their boss owes money needs the debt cov-
6. Intimidate 16. Poisoning ered (3D6 scratch).
7. Explore lost site 17. Map hostile territory 5. Their boss’ boss needs them out of the brig (2D6 scratch
8. Recover artifact 18. Kill beast bail).
9. Kidnap human 19. Rescue goblins 6. Their boss’ family needs you to help the missing or
10. Assist warband 20. Retrieve valuables kidnapped boss.

sure. Give your creatures a biome, and a motivation for spending


time in a dungeon. All the better if the monsters’ goals are not in
opposition to the goblins. If you can find dungeons that already do
this, great. That makes it easier to bring the creatures to life.
More on monster creation can be found on p.22.
4. Create Loot: Put some loot in every room. Additionally, the
goblins can pick up any gear a monster was carrying. If it might
be damaged from a fight or Danger, roll 1d6 (4-6 it’s fine, 1-3 it’s
damaged- mark it with an X if a goblin takes it).
For objects other than what might be found on the equipment
list, roll to see how many inventory slots found loot takes:
Normal (1d6) Large (2d6) Huge (3d6).
Salvage is worth 1/2 scratch per inventory slot.
Fancy stuff is worth 1 scratch per inventory slot.
Gold, gems, and magic items are 2 scratch per inventory slot.

DANGERS, CURSES AND TRAPS


PRESENT INTERESTING DANGERS ... THAT INCLUDES CURSES
1. Cursed 11. Attracted wild beasts 1. Mute (no sorcery) 11. Hated by animals
2. Noticed by a threat 12. Lost 2. Deaf 12. Clumsy
3. Captured 13. Gear destroyed 3. Stone Hand 13. Hated by plants
4. Led into a trap 14. Robbed 4. Blind 14. Horrible Stench
5. Weariness (can’t recover
5. Decieved 15. Satchel/pack lost 15. Heavy as stone
from exhaustion)
6. Knocked unconscious 16. Ration spoiled 6. Unlucky (GM adds twists) 16. Insatiable appetite
7. Separated from the others 17. Armor damaged 7. Storms (Travel risks harm) 17. Highly magnetic
8. Lost an eye 18. Ambushed 8. Eerie glow 18. Necromancer's Eye
9. Exhausted 19. Lost a limb 9. Stone Foot 19. Undeath (can’t heal Injured)
10. Cut in two 20. Crushed by collapsing room 10. Betrayal 20. Pestilence (can’t heal Sick)
... AND SOMETIMES TRAPS
Traps can either be:
Obvious but sudden. Make them obviously dangerous but challenging to avoid. Inflict a condition
without a roll when the goblins trigger the trap with their actions.
Hidden but slow. If a trap is designed to go undetected until triggered, give the goblins time to
react:. “The room is filling with poison gas. What do you do?”
Don’t use traps to abuse unwary characters. It is far more effective and fun to introduce the threat
of a trap and watch the characters scramble to address it, than to just drop a punishment bomb on
them for no real reason.

21
RUNNING THE GAME MONSTERS
Follow these guidelines a if they were rules and Monsters are often the most interesting, interac-
you can’t go wrong. tive parts of an adventure. The moves system is
Throw the goblins into danger designed to enhance that. Here are some guide-
When they enter a room, make the peril obvious lines for creating monsters
and immediate. HOW TO WRITE MOVES
Put situations on a knife’s edge, trouble that is Monsters have 2-8 moves. The number of moves
about to boil over if the goblins don’t act. a monster has determines how many times gob-
If they look at you to see what’s next, it’s another lins will face danger while resolving a conflict
danger or signs of monsters. with that monster. The type of moves a monster
Foreshadow trouble with crumbling walls, spi- has determines both the nature of a likely conflict
der tracks, and mysterious carvings, etc. and the degree of danger that goblins face by op-
posing them. When writing moves for a monster,
Help them engage with the fictional situation. consider:
Describe the room and the dangers in visceral
detail, using two or three senses. Approach: What does this monster do when it
Answer their questions, or ask how they are first engages with the goblins?
exploring, then answer based on that. Recovery: How does it recover from being
Listen for great ideas and clever solutions. caught off guard?
Maneuver: How does it gain control of a situ-
Don’t skip over problem-solving by rushing ation?
to roll
Follow-up: What does it do when it has control
If they figure out how to circumvent a danger,
over a situation?
then they overcome the problem without a roll.
If they describe sacrificing gear to do so, the gear Finishing moves
is lost but the roll is still avoided. If the monster's follow-up action involves a se-
rious consequence, that monster should have a
Dig into their traits and titles finishing move. Finishing moves either introduce
If they use either to help themselves, ask about the risk of Harm in addition to a specific condi-
how they do it and what it looks like. tion (like a poisonous bite making a goblin Sick)
Sometimes, ask for more or say no. Not all expe- or an effect that takes a goblin out of the fight en-
rience is helpful in all contexts. tirely (like paralysis).
If they connect how a title was earned to the Moves are flavor
situation at hand, they’ve nailed it. It’s worth noting that not all monster moves have
Give detail and context to each roll to be attacks. A monster that cajoles, threatens,
Consider how effective the goblin’s action might or pleads as part of their behavior can make a
be in a given situation. An unarmed attack conflict mush more interesting and dynamic. A
might only provide an opening for another move like this can be just as intense as a slash or
goblin. An attack with a magic sword might bite.
send a bandit running with one strike. ARMOR
' Overwhelming success: remove the danger or Then consider whether this monster should gain
cross off two monster moves. armor:
' Success from a good position: reduce the dan- Number: Does it travel alone or in packs?
ger or cross off a monster move. Monsters gain an armor when there is more
' Partial success/ success from a bad position: than one in a group and another armor if they
create an opening or opportunity. outnumber the goblins.
Also consider how risky their action is. Are they Natural defenses: Is it physically tough to injure?
facing death? Or just inconvenience? Tough monsters have an armor. Really tough
monsters have two. Dragons have three.
Armor is crossed out before moves, so an ar-
mored (or numerous) monster stays in a fight
longer and has more options.

22
BRIEF BESTIARY Dogbrother Mage
Here are a few monsters to use in your dun- Many of the dogbrother leaders have a little skill in spells.
geons, or to base your own off of. Moves are in Howl, Strike Cast Web or Sleep
bold italics, and finishing moves are noted with Web traps 1 goblin. Sleep exhausts 1D4 goblins.
a . Loot is indicated by a . Exhausted goblins pass out.
Staff, pouch of gems
Gnoll
Hyena men with mercenary sensibilities and a Stone Spider
knack for capturing their foes alive. Wizened by years but still spiteful in judgement.
Threaten, Flank, Trip, Tackle Bind in Chains Roughly the size of a horse. Tough hide, like leather.
Climb, Leap, Flurry of Bites
1 scratch, a ration, flail or halberd
Bind in Silk, Venomous Bite
5 scratch in assorted loot in nest
Giant Rats
Big teeth, healthy appetites, and a sour disposition.
Swarm, Bite Human Guard
1/6 chance (roll 1D6) their bite (and meat) is diseased Well armored and equipped. Generally unreason-
2 make a ration when cooked able. Half carry shields, half carry torches.
Distract, Bash, Stab
Sword, chainmail, knife
Human Captives
Confused, distrusting, and eager to escape their
captors. Skeleton
Stab, Run Away Come in all types. Typically cursed to guard an an-
Danger or Twist: they'll blow the goblins' cover cient site or magic creature.
Rags, knife Shamble, Grab, Bite
If moldy, 50% chance of making the attacker Sick
Gelatinous Cube when destroyed (coin flip)
They slide around engulfing all within their reach. Silver skull pendant (1 scratch)
The hallways they choose to rest in are very tidy.
Slide, Engulf Paralyze, Liquefy
Paralysis locks target in place until they rest. Skeleton Warrior
Lockpick, 2 scratch of random dungeon valu- Some of the dead remember their skills from life,
ables, spear deep in their bones.
Shamble. Push over, Slash
Lizardmen Chainmail, sword, pendant (1 scratch)
Clever creatures with a love of underhanded tactics
and grilled human.
Carrion Crawler
Hiss, Hide, Ambush, Disarm
A large worm with slimy tentacles and a great
Paralysis locks target in place until they rest.
toothy maw. Feeds mostly on the dead.
Blowgun (1d2 uses), spear, poison vial
Skulk, Pin Paralyzing Bite, Feed
Paralysis locks target in place until they rest.
Centipedes 4 scratch in assorted loot in nest.
Great, many legged creatures that hide in dark cool
places of the earth.
Small Bats
Venomous bite
They hate light, especially magical.
A single bite makes you Sick
Knock you over
Shiny red chitin (Salvage 1/8)
Paralysis locks target in place until they rest.
4 make a ration when cooked
Dogbrother
Pack-oriented creatures, hesitant to ally with other monsters. Minotaur
Howl, Pounce Take hostage Bull headed humanoid that always serves a master.
Knife, 1 scratch Rear, Charge, Gore, Slice, Throw Dismember
Battleaxe, pouch of gems, nose ring

23
Disembodied Mouth
Though they are invisible, the effects of their bite are not.
Bite, Bite, Bite
Guarding a treasure chest of 3 scratch in loot.

A weaver!
Adventure one

The Pit of
Mirrors
was left abandoned. The light from the mirrors
Before you start! has encouraged the rapid growth of unusual
Tips for Running The Pit of Mirrors plant life and now dense vines crowd out the
Read this entire chapter so you know the full mirrored rays and the Tenebrous Ooze is grow-
picture of what's going on. Read it a few ing in strength. It is only a matter of time until
times. It's short! it breaks free.
Use your own words. When describing what The new inhabitants of the prison (besides
the goblins see in each room, try not to blind cave fish and venomous flies) are the Weav-
just read our description off the page. ers: a family of intelligent spider-folk. The Weav-
Nothing screams "railroad!" like reading ers spend most if theit time fly-farming, either
dungeon text verbatim. Make eye contact; gathering fly eggs from the corpses they leave
use your hands. in what remains of the prison’s lab or drawing in
The weavers and the adventurers have lines they thread across the ooze’s pit and shed-
their own agendas. They're not just there ding them of flies. The paste they make from the
as obstacles to kill. Play to their desires venomous flies (spread thin and oven-baked) is
and instincts and the goblins will react delicious. The weavers have no love of fighting,
accordingly. but they could use goblin corpses for fly farm-
Use the timeline! Every time the players ing...
reroll initiative, something happens in the
background. This helps you keep things WHAT THE GOBLINS KNOW
moving. One of their bosses hears (dubious) rumors of an
Avoid the instinct to "make it hard". The ancient temple deep in the jungle which contains
adventure is plenty hard on it's own. The a powerful talisman of light. They need you to go
action roll mechanics and the dungeon get it to (pay bail, pay ransom, buy your job back
layout rules create the challenge. It's not etc.). As usual, coming back with a bunch of trea-
on you to add more– it's on you to make it sure is fine, too.
exciting and interesting.
HOW THE GOBLINS CAN LEARN MORE
The notes in the Old Lab (Room 4) describe the
Tenebrous Ooze in great detail, and the ex-
SECRET BACKSTORY periments to test its behavior (no survivors).
Around 100 years ago, human mages discovered These are encoded, but the code key is in
(or perhaps created) an unusual creature who the Mouldering Hall (Room 5). Goblins also
absorbs all light around it: the Tenebrous Ooze. could figure out the code on their own using
No one can describe the ooze because even a careful study (a=b, b=c, etc.) or use the spell
peripheral glance draws all light from your vi- ‘Enlightened Quill’ to decode it.
sion, replacing it with a painful black (like star- Conversing with the Weavers. The Weavers
ing straight into the sun). Sounds are warped in have been fearfully observing the ooze.
its vicinity, becoming slow and seeming to echo They cannot speak goblin, and their clicks
from far away. are indecipherable. If the goblins somehow
An ornate prison was built arond the ooze convince the Weavers to converse, one of the
both to celebrate this discovery and to keep the spider-folk could attempt to explain the ooze
creature in a weakened state, using a series of to the goblin, by drawing a charcoal fly on a
mirrors and a strange reflective device: the Cor- piece a paper then drawing more and more
uscate Orb. Last fall, the mages guarding the ooze flies until none of the paper showed through,
were poisoned by one of their own and the prison just a square of black ash. They could also try

25
to gesticulate, covering their many eyes and THE PIT OF MIRRORS, INTERIOR
gnashing their mandibles hungrily.
The ghost of Pemith, one of the mages who
guarded this prison, still lingers here. She
suspected the traitor might try to steal some
ooze, but failed to act on her suspicion and
now she and her colleagues are dead. If
3
contacted with Dead Tongue (or other clever
means) she will express regret for her inaction
and will warn of the danger of the ooze. She
wants it destroyed.
Experimentation. The goblins might find clever
4
ways to test the ooze with their senses. A
torch lowered on a rope will stop giving off 5
light when within 20’ of the ooze (but will still
be burning when hauled back up); if lowered
all the way down, it would be dissolved by the
ooze. The smell of the ooze (acrid and faintly
metallic) is not very telling. If the goblins lis-
ten carefully, there is a very slow water sound,
like a shifting tide. Once they realize the
sound is being slowed by a magic entity (the
ooze) it’s clear that they can hear something
sloshing around in the water of the pit, like a 6
large animal pacing.
GETTING TO THE TEMPLE
This part of the adventure uses the Overland
Travel rules (p.9). The rumored temple is three
THE ADVENTURE
days travel from Goblinville, through dense jun- ROOM 1: FAINT TRAILS, RUSHING RIVER
gle inhabited by dangerous creatures. The trails to this temple are washed out and it’s
The goblins begin in standard position. If they easy to get turned around. There is a faint path
have at least 2 factors of preparation (mounts, a along the banks of the Wide River leading to a
map, 1 ration per goblin), they will be in good po- green hilltop. A squat stone structure is barely
sition for a 3 day trip. If they have none of these visible on the hill's peak. The temple is in sight,
factors, they are in bad position. but treacherous terrain makes getting to the hill
A goblin must make an action roll to lead the path difficult.
group there. If no one immediately volunteers to DANGERS
lead, the GM should prompt the first goblin in Quicksand pits rapidly draw down the unwary
marching order to make the roll. The Action for The river will drag you under a mass of rotting
this roll is traveling to the temple. The Danger is logs, where you drown
that the goblins might be followed (you can say MONSTERS
this to the players... just don't tell them what they
might be followed by). Tremendous crocodiles (1d4)
If the goblins succeed, the first scene is at the They float like massive dead logs, awaiting prey. Their
temple exterior, atop the hill at the Ring of Mir- hide is like leather.
rors. The river is in view below. If they progress, Pin, Flail, Bite Bite and drown
the first scene as at Faint Trails, Rushing Rivers. Drowned goblins are Dead.
The Ring of Mirrors is just out of sight up the hill. One crocodile has a mage’s skeleton in it’s stom-
If they fail, they are lost in the jungles. ach. See loot.
If the Danger happens, the great cat is on the LOOT
goblins’ trail. The first goblin in marching order One crocodile has a mage’s skeleton in its stom-
hears rustling in the vines and has a moment to ach, carrying: warded iron bottle, seer stone,
react before the cat pounces. pouch of gems
CONNECTIONS
26 To Room 2: up an overgrown hillside.
ROOM 2: THE RING OF MIRRORS LOOT
Each mirror is 8 inventory (2 goblins can carry,
or it takes up an entire pack) and worth 12
scratch. They are very breakable.
CONNECTIONS
Room 1 in any direction.
Room 3: Through broken window or bolted iron door.

A circular hilltop in the middle of a dense, humid ROOM 3: THE UPPER HALL
jungle. While the surrounding flora is ancient, Broken
window
nothing atop the hill is older than a few decades.
At the top of the hill is what appears to be a small
stone temple with six large windows- one shat- Mirrors
tered. The stonework is ornate, with carvings
in the shapes of drifting smoke and billowing
clouds. The temple is not actually ancient, but it is Spiral
staircase
lousy with moss. A huge mirror points roughly at (down)
each window, but the light is blocked by crowded
heaps of bright green vines and yellow fungus. The circular hall has six huge windows and six
Two of the mirrors have been totally crushed. A mirrors (one broken) slightly offset. The mirrors
bolted iron door (of recent human make) seals project the dull light from the windows straight
the entrance. Flies swarm all about. down into what appears to be an infinitely deep
DANGERS
pit (it’s not) with a burning bright pinprick of
Vines are coated in poisonous thorns and bound light in its center. The hall is swarming with fat
tight as springs. The whip wildly when cut. black flies, pelting themselves against the glass.
They are watery and cannot be burned. The pit is dense with spiderwebs. A curving stair-
Mats of yellow fungus cover you in spores that case leads down into a room below.
make you stink like rotting meat. DANGERS
MONSTERS The edge of the pit is smooth and crumbling. It
Great cat would be easy to lose your footing.
Color indeterminate, as its fur is matted with green Fly bites leave those who linger feverish (Pan-
plant growth, knotted tendrils of moss and lichen icked, then Sick)
Flank, Pounce, Maul, drag off Knock into pit

TIMELINE
As the goblins navigate this adventure, other things will be in motion in the background. As the goblins
move through their turns, check them off below. The events will occur unless something has prevented
them.
TURN 2: Adventurers arrive and set up a base camp just outside the ring of mirrors.
TURN 3: Adventurers enter the temple and set a tripwire trap across the broken window.
TURN 4: The Tenebrous Ooze grinds a pillar in Room 6, causing half of Room 5 to collapse and
creating a means of escape (it’s own)
TURN 5: The weavers set fire to the lab and flee into the jungle.
TURN 6: The adventurers confront the ooze and are absorbed
TURN 7: The Ooze breaks out of the lab into the jungle.
TURN 8: The Ooze hits the Wide River and joins with it. Darkness spills out from the banks and
the waters absorb all life it touches. It never overtakes the sea, but this part of the world is forever
hostile to goblin life.

27
MONSTERS LOOT
None, unless the great cat stalks the goblins The oven is 16 inventory / 20 scratch.
inside. A note in the lab materials reads: “ufofcspvt
On turn 3, the adventurers enter through the ppaf ”. If the goblins decode it or cast en-
broken window and set a tripwire. lightened quill, it describes the ooze in great
LOOT detail.
Ornate iron table (inv 8 /4 scratch) and chairs Inside the locked safe is a warded bottle.
(inv 4/ 2 scratch) with broken cups, plates. CONNECTIONS
Framed paintings (inv 4/ 4 scratch each: paint- Room 3: Up the stairs
ing of a bearded human, diagram of an orb Room 5: Through locked wooden door.
made of spiked scales, painting with thick Room 6: 50’ drop out window
layers of black on black, inscrutable.
CONNECTIONS ROOM 5: THE MOULDERING HALL Dead humans
Room 2: Through broken window or bolted iron
door.
Room 4: Down stairs Room 6: 100’ drop
Rooms 4 & 5: 50’ climb down to glass windows.

ROOM 4: THE OLD LABORATORY Tunnel to Pit


(enclosed) Stairs
(enclosed)
Hole trap to observation cage below

This is where the Weavers have made their nest. It


Windows is dense with webs. In chairs, the bones of mages
into Pit (several months dead) rot and gather idle flies.
Door to Poisoned chalices sit at their feet. The Weavers
Room 5
are scared to go near them. The weavers’ nest is
Stone safes
an amalgam of human comforts (pillows, blan-
Oven
kets, tapestries) and matted webs (bones, fur, 1d6
Lab tables
large eggs).
DANGERS
The room is full of fat buzzing flies that leave un- The loose webs conceal a pit trap that leads to
comfortable welts. There are a few stone and iron the cell below
tables. Lab equipment is piled neatly in the cor-
MONSTERS
ners. A dead crocodile lays on one table, a human
corpse lays on another. Both are cut open pre- Weavers (4)
cisely, displaying the eternal organs. Two stone Gathering flies off lines of silk, or (if they have heard
safes are in a corner, one open; they are magically anything) lying in ambush.
cold as ice. A fire burns in a quality brass oven. Web whip, Stab Bind and stab
DANGERS Bound goblins are immobilized until cut free
Fly bites leave those who linger feverish (Pan- Dagger, fly crackers (2 rations), human doll with
icked, then Sick) added arms and eyes
LOOT
The lab materials are unusually flammable. If
4 golden chalices
a torch is held close (as in search), they will
burst into uncontrollable flame. A bottle of lethally poisoned wine (though not
obviously)
MONSTERS
On turn 5, the Weavers emerge to set fire to the 2d6 scratch in assorted items in the nest
lab and flee. A note on one of the skeletons reads “code key -
dpef lfz”. This can be used to decode lab notes
(a=b, b=c, etc.)
CONNECTIONS
Room 4: Locked wooden door
Room 6: 30’ drop to observation cell through
28 trap door
ROOM 6: THE OOZE PIT
Column
collapsing on THE ADVENTURERS
Turn 6 These humans arrive on Turn 2.
Blance - Warrior
Bash, Cleave, Kick Knock out and boot
Knocked out goblins are unconscious till camp.
Observation Chainmail, Runed Axe, Torch
Cage
Tree Ratclip - Thief
root
Disarm, Throw knife Hobble and slash
Coruscate Hobbled goblins are always at the back of the march-
Orb
ing order.
Whip, Hidden Blade

This entire floor will appear to be pitch black no


Coucham - Mage
Cast Heavy Eye, Cast Fiery Gaze, Stab
matter how much light is brought in. The Tene- (If at ease, heavy gaze puts a goblin to sleep.)
brous Ooze absorbs all visible light. It also warps Dagger - Spell supplies for FG and HE.
sound, rendering nearby sounds slow and echo-
ing. There is a locked cell in one corner, , about Solm - Porter
Hide, Surrender
20’ off the floor of the pit, where the mages would
4 Rations, 2 Torches, Rope, Tripwire Trap
drop subjects to experiment on the Ooze. Under-
neath the veneer of “ancient” stone are a series of
warded lead tablets that keep the Ooze trapped
in here. MAGIC ITEMS
DANGERS
It is impossible to see anything where the ooze is. Warded bottle
The water is just deep enough to drown in. Stoppered bottle of lead, cold to the
touch and covered in carved runes.
MONSTERS
Contains a tiny section of Tenebrous
The Tenebrous Ooze! See below.
Ooze. Unfathomably dangerous.
LOOT
The Coruscate Orb Seer stone
The water at the base of the chamber is dense A carved stone ring you can look
with blind cave fish, the primary source of the through. Paints a faint glow over
ooze’s nutrients. They thrive despite constant hidden wards, making them visible
absorption into the ooze by disappearing into to the eye (even through walls)
cracks in the wall. The Coruscate Orb
CONNECTIONS A fist sized met-
Loose wall: The stones of one wall have been al ball of sharp
worn loose by a great tree root. If pried loose, scales, like a
a goblin would have to dig up through 100’ of shark's skin,
loamy soil to reach the surface. or overlapping flower petals.
Reflects any light that touches
it's scales with ten times the radi-
The Tenebrous Ooze ance and duration. Valuable beyond measuring.
Goblins are almost always in a bad position Runed axe
unless they can find a way to fight what they Does one additional harm to magic
cannot see. If killed, leaves a hole in reality the creatures (such as the Tenebrous
size of a fist. Anything put in the hole is de- Ooze) and cannot be conven-
stroyed instantly. If the Coruscate Orb is put
tionally destroyed.
in the hole, it closes.
Slide, Engulf, Bind, Dissolve gear
Paralyze and burn, Sap and liquefy
Paralyzed or sapped goblins cannot move.
Liquified goblins are Dead.

29
And later this year:

Two alternate settings taking the Goblinville engine


further than you ever thought possible.
Colophon
Core concept, design, writing Michael Dunn-O'Connor
Editing, development, writing, Eric Swanson
illustration, layout
Typefaces Avera Sans TC
Eight Days A Week
Minion Pro
Pokoljaro

©2019

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