GOBLIN QUEST A new day day dawns on the Great Battle Camp. Camp. The Orcs march in the square square outside their their Mighty Barracks, the Hogolins Hogolins !ile and crossre!erence in their Grand O!!ices, the Bugears plot and scheme in their "hanty #u. Ao$e it all the Black Tower Tower o! the %i&ards stands proud, holding the wicked Generals that command the army to The %ar. And under!oot, under!oot, in the dank ca$erns ca$erns under the world, world, spawn the Golins. Golins. The Golins are are red !or war, !or cannon !odder, !or suicide attacks, !or death. 'ou are a Golin. 'ou ha$e a week to li$e and you are going to make a mark. 'ou are going to undertake... A GOB()* +-"T. What is Goblin Quest? Goblin Quest is a roleplaying game in the vein of Dungeons and Dragons or World of Darkness; it's an imagination-driven group storytelling exercise. o!ever" unlike most roleplaying games" Goblin Quest is designed to be played from start to finish in a single sitting # it should take around $ hours to complete a story. What will I need to play? %irstly" you'll need $ to & players !ho'll take on the roles of the Goblins on their Quest. ou'll then need pencils and pens for everyone # coloured ones are good" felt tips are best # a handful of six-sided dice" and a copy of the character sheet for every player. (ach player !ill also need an )ction *oken +poker chips or especially colourful dice are good, and you'll need something to hold them in. ) mug is fine. *he first thing you'll need to do" once all the players are gathered around and ready to play" is to create your Goblin lutches # the characters you'll be playing in the story. Will we need a Gamesmaster?
Many tabletop games require the use of a Dungeonmaster, Storyteller or Gamesmaster to control the flow of the game and play everything that isn't one of the player characters. In Goblin uest, the role of Gamesmaster is optional as the system is designed to wor! without one. "owever, if you'd li!e to be a Gamesmaster, it is a lot of fun. #hec! out the Mechanics section later for more on what you'll need to do.
!"#"TE# #E"TION nlike most roleplaying games" in G/0123 Q(4* you !ill create multiple characters to play as the fragility of Goblins can often result in their untimely deaths. )ll of your characters !ill be part of the same Goblin lutch" a nest of Goblins spa!ned in the dark places beneath the camp" and they !ill share some familial similarities # but they !ill each have their o!n 5uirks. ou !on't be playing all of them at once; 6ust assume that the other characters in your lutch are off-screen. When one Goblin dies" replace them !ith a ne! one from your lutch until you have no more Goblins left # you have a total of five Goblins to see you through the story. 2f you run out of Goblins" though" your adventure isn't over; see the Goblin Death section later on for more information if that happens. )ny ne! Goblin turning up in a scene !ill be fully a!are of *he 7lan and the nature of *he Goblin Quest. Wi8ard scholars have put this do!n to a complex system of pheromone communication or a hive-mind implanted as part of their genetic modification" although neither of these are true and much of the information is received through gossip and eavesdropping. Wait$ isn%t that &ust li'e Paranoia? #arawhat 9 * ever heard of it. Get out. (ill out the se)tion mar'ed lut)h on your sheet *irst+ nder :onorific" !rite the surname of your lutch # this could be :1ongtooth or :0utterfingers or :
ark" note do!n a unifying feature for all Goblins in your clutch # t his could be :overed in 4tolen air" :nusually 1ong (ars" :0rightly-patterned skin" :2mpressively 4tupid" or anything else you can come up !ith. Ne,t$ de)ide what your "n)estral !eirloom will be+ Goblins live for a !eek and that !eek is a poor" brutal one # so they grab onto !hat little t hey can get hold of !ith both hands. *he )ncestral eirloom has been :handed do!n through your lutch for generations and in no !ay found in the bins near the spa!ning pits half an hour ago. (xample eirlooms are # *he 0in 1id of 7rotection" *he 2ncredibly 1ucky =ope" *he 1eft %oot of the Great hicken %lapmaster" *he 0ig eavy =ock" *he hair 1eg of 0ashing" *he 4ockpuppet of Wisdom" and so on. Write the name of your eirloom on your sheet. Dra! your eirloom in the space provided. nder :Good at" note do!n !hat the eirloom is the absolute best at doing. ?erbs are good here :4tabbing" :0ashing" :>aking Weird 3oises" :4upporting %urniture" etc. 3ote that no eirlooms are actually magic" despite the names their o!ners may give them. Goblins are free to elie$e that they're magic" ho!ever. 2f +!hen, the current bearer of the eirloom dies" any surviving member of your lutch !ill step up" grab hold of it" and continue the Goblin Quest.
-es)ribe your *irst Goblin+ (very Goblin has a 3ame either chosen by themselves" given to them by the other Goblins" or imprinted in their memory by some bored Wi8ard lab assistant !orking in the spa!ning pits. aving more than one syllable in your name is considered bourgeois and fro!ned upon by many Goblins. Give your first Goblin a name. 4ample names include 4pit" 7op" rack" 4tuff" What" Git" 4not" 7link" and so on. (very Goblin also has a Defining %eature - a !ord or t!o that describes !hat sets them apart from the other Goblins. *his can be something as simple as :%at or :4neaky or :0ossy but it might be as complex as :Dreams of a 0etter 1ife or :Walks 0ack!ards. Give your first Goblin a Defining %eature. Dra! your first Goblin in the space provided. *his does not have to be an especially elaborate dra!ing; you can 6ust put eyes and mouth on the outline and be done !ith it" if you'd like. /r you can get creative and add features" clothing and props too. Don't get too attached to it as it !ill die !ithin minutes of play. =epeat this process for as many other Goblins as you can be bothered. (inally$ pra)ti)e your Goblin .oi)e+ 7ractice your Goblin ?oice. *his is $itally important . %or the full Goblin Quest experience" you must talk in a stupid high-pitched voice !henever you're talking in character as your Goblin /= describing !hat it does. ou are allo!ed to use your normal voice for rules discussions" if you !ant.
GOBLIN QUEST #E"TION /nce you've made your Goblins" you'll need to determine !hat sort of 5uest they're undertaking as a group. 2f you've got a Gamesmaster in the group" he or she !ill guide you through this process; if not" generally the person !ho suggested that you all play Goblin Quest !ill take the lead. >aking a 5uest is done by asking a series of 5uestions that some" or all" of the players !ill ans!er. QUESTION ONE/ What do you want to do? opefully" all the players !ill have lots of ideas as to !hat 5uest they !ant to achieve. *his could be something as grand as Mo$e the Gates o! %ar to the Other "ide o! the Camp so the Armies o! -$il Get (ost and "usequently -nd the %ar or as simple as -at an -ntire Horse. /nce everyone's come up !ith an idea" discuss !hich ones the group really likes and try to !ork out !hich one you'll all do. Good 5uests involve stealing things" killing things" creating distractions" or taking on some great endeavour. *hey should be active and have a clear goal at the end. )ll the goblins taking part !ill be on the same 5uest # it's shared bet!een every player # so try to make sure that it incorporates as many ideas as possible. 2f one of you !anted to tame a badger and one of you !anted to kill a human knight" you could combine those into /ill a /night with an Armoured %arBadger. 2f one of you !anted to #ut on a "how and another !anted to Assassinate an -$il %i&ard then you could combine those into Assassinate an -$il %i&ard on the Opening *ight o! our "how. -0ample1 A!ter some discussion, the players decide that they want their +uest to e1 2escue the Golins !ighting the %ar and Bring Them Home. One o! the players was really keen to Make a 3ancy Meal, so the group agrees that this would pro$ide a use!ul distraction. QUESTION TWO/ What materials do you need to do it? /nce you've !orked out !hat your Quest is" you need to make the 7lan. *he first part of this is !orking out three things you'll need to pull it off. 2f you !anted to get to !ar" you'd need armour" !eapons and transport. 2f you !anted to thro! a fancy party" you'd need cake" 6elly" and hats. *he first three stages of your Quest !ill involve getting !hat you'll need. Write these do!n no! as a group under *ask /ne and name it. -0ample1 The players write down the !ollowing under their !irst task, named G-T 2-A4'1 "TAG- O*-1 "teal a cart. "TAG- T%O1 "teal lots o! tasty !ood. "TAG- TH2--1 "teal some armour. QUESTION T!#EE/ What are you doin0 to 0et ready? ou can't 6ust sit on your thumbs all day and hope to get results. ou'll need to get yourself in position to act out the final stage of t he plan" and make sure that you're prepared to act out the final part of the Quest once it comes do!n to it. Work out !hat you need to do as a group" and fill out the next task !ith appropriate stages. -0ample1 The second task, called MA/- A 4)"T2ACT)O*, looks like this1 "TAG- O*-1 "neak into the Orc Barracks kitchen and cook the !ood "TAG- T%O1 Get the !ood into position without anyone realising "TAG- TH2--1 "neak out while e$eryone5s distracted y the !east
QUESTION (OU#/ !ow are you 0oin0 to a)tually do it?
*he stage is set. *he Goblins have everything they need. 2t's time to make a mark. 0reak do!n your final task into three stages" as before" !ith the final stage resulting in your glorious victory. -0ample1 The third task, called B2)*G 5-M HOM-, looks like this1 "TAG- O*-1 3ind the %ar. "TAG- T%O1 2escue some Golins !rom a dangerous situation. "TAG- TH2--1 Get away !rom the war without eing killed6 QUESTION (I1E/ What 0oes wron0? Goblins are inherently unlucky. %or each *ask in your 5uest" you'll need to determine a >isfortune. %irst" roll on the follo!ing table to determine !here the >isfortune hits@ A 4tep /ne $-B 4tep *!o C-& 4tep *hree *hen" roll on the >isfortune table belo!. =oll t!o dice; one is your tens" and the other is your units. ou'll have t!o possible results so pick the that one you prefer or that makes the most sense. Write it do!n after the relevant 4tep so you remember !hat it is and !hen it takes effect. -0ample1 A!ter rolling !or Mis!ortunes, the group5s !irst task now looks like this1 G-T 2-A4'1 "TAG- O*-1 "teal a cart. "TAG- T%O1 "teal lots o! tasty !ood. Mis!ortune1 3ire6 3ire e$erywhere6 "TAG- TH2--1 "teal some armour. They repeat the task !or the other two Tasks. -i**i)ulty ratin0s /nce you've !orked out the nine stages of your Quest" you'll need to assign difficulty ratings. *hese represent the difficulty of the task at hand" and are eroded by Goblins achieving successes in play. %or the first *ask" the difficulty of each stage is e5ual to the number of players -A. %or the second *ask" the difficulty of each stage is e5ual to the number of players. %or the third *ask" the difficulty of each stage is e5ual to the number of players A. 2f a >isfortune is attached to a stage" it increases the difficulty by half the number of players +rounded up,. -0ample1 The group ha$e !inished their quest and assigned mis!ortunes and di!!iculty ratings in rackets a!ter each stage and are ready to egin play. There are !our players in the group. Their quest looks like this. G-T 2-A4'1 "TAG- O*-1 "teal a cart. 789 "TAG- T%O1 "teal lots o! tasty !ood. Mis!ortune1 3ire6 3ire e$erywhere6 7:9 "TAG- TH2--1 "teal some armour. 789 MA/- A 4)"T2ACT)O* "TAG- O*-1 "neak into the Orc Barracks kitchens and cook the !ood. 7;9
"TAG- T%O1 Get the !ood into position without anyone realising. Mis!ortune1 A thunderstorm reaks o$erhead and lightning strikes6 7<9 "TAG- TH2--1 "neak out while e$eryone5s distracted y the !east. 7;9 B2)*G 5-M HOM- "TAG- O*-1 3ind the %ar. 7:9 "TAG- T%O1 2escue some Golins !rom a dangerous situation. 7:9 "TAG- TH2--1 Get away !rom the war without eing killed6 Mis!ortune1 "uperintelligent mutant rats outwit the Golins. 7=9
2is*ortunes table 3roll two di)e 4 one determines the )ate0ory$ the other the result+5 6 Or)s and Bu0bears A. ) drunk orc arrives and starts stepping on everything $. ) bugbear makes you a deal that you foolishly accept B.*!o orcs having a bra!l stumble into the Quest C. )n orc War hariot goes !ild and crashes through the scene E. *he catapult on top of the orc barracks misfires &. 4ome bugbears decide to play Goblin %ootball 7 Goblins and !ob0oblins A. ) hobgoblin cart full of paper!ork and supplies crashes into the goblins $. ) rival group of Goblins on their o!n Quest interfere !ith yours someho! B. /ne of the goblins turns out to be a dragon-blood kobold spy in disguise C. ) hobgoblin arrives and demands to see identity papers" !hich you do not possess E. ) bitter" !i8ened Goblin elder +six days old, casts a bad luck curse on the party &. ) hobgoblin forces the Goblins to carry something really heavy really far 8 The "rmies o* Good A. *he )rmies of Good attack the Gates of War $. ) lost D!arf miner-scout from the )rmies of Good pops up in the camp B. )n enemy bombardment hits the camp C. ) mischievous gnome illusionist !eaves some grand illusion" confusing everyone E. *ree-elf magic briefly animates nearby plants" and they are angry &. ) loose !arhorse gets in and starts stamping around like a maniac 9 ruel nature A. 4!ifts appear and divebomb the Goblins" hoping to eat their myriad lice $. ) ha!k spies the Goblins and decides that they look delicious B. )ntsF *housands upon thousands of antsF C. ) badger arrives" hungry for blood E. )n big" overly-friendly dog approaches &. ) cheeky magpie steals items from the goblins : #o0ue 2a0i) A. =ogue blast spell from the Wi8ard's *o!er escapes and causes havoc $. 4uper-intelligent mutant rats out!it the goblins B. Gravity is briefly and dangerously reversed C. ) !ater-spirit bound into service by the Wi8ards gro!s angry" and attacks E. 1eftover magic animates +and upsets, an animal skeleton &. ) !i8ard levitates into the scene looking for goblin teeth to po!er a spell ; 2is)ellaneous problems A. 4omething important explodes $. ) thunderstorm breaks overhead and lightning strikes B. *he spa!ning pits are undermining the camp and buildings start falling do!n C. (veryone's really hungry all of a sudden" and needs to eat immediately E. 4omething important is hidden at the bottom of the rubbish pits &. %ireF -$erywhere6
2E!"NIS Whenever a Goblin attempts to do a thing" they roll a dice and consult the table belo!. T!E -OING T!INGS T"BLE 6<7 IN=U#> *he Goblin is in6ured !hilst attempting to do the thing. ross off one of the Goblin's in6ury boxes and describe the in6ury. 2f both of a Goblin's in6ury boxes are crossed off" they die in some hilarious manner and are replaced by their successor the next time their player acts. 8 SO2ET!ING B"- 4omething unfortunate happens in the current scene@ an enemy appears" a goblin is left in a difficult position" an opportunity is lost. Describe !hat happens; if you make up an 37" voice them. *he next Goblin to act gets -A on their rolls. 9 SO2ET!ING GOO- 4omething fortunate happens in the current scene@ an enemy leaves or is defeated" a goblin gets a lucky break" a ne! opportunity is revealed. Describe !hat happens; if you make up an 37" voice them. *he next Goblin to act gets A on their rolls. :<; SUESS *he Goblin succeeds at the task they !ere attempting" often in some small" barelynoticeable !ay. Describe !hat happens and subtract A from the Difficulty =ating of the current stage. 2f the Difficulty =ating reaches " you've managed to complete that stage. /nce a player has acted" they put their )ction *oken into the central cup. /nce all players have acted" their )ction *okens are returned to them and a ne! round begins. ) player !ithout an )ction *oken may not act. Don't !orry about !hat the action is in narrative terms; you don't need to be entirely focused on the mission" and your actions can have unintended conse5uences. )ny 4uccess rolled still counts to!ards the mission. %or example" if you describe your Goblin laboriously tying his shoes and roll a 4uccess" maybe he managed to avoid the attentions of a guard or accidentally trip up an attacker !ithout realising. Don't feel bound to the 5uest. #ollin0 more than one di)e ou may add a dice to your roll if any of the follo!ing things !ould help you do it in accordance !ith !hat you've got !ritten on your character sheet@ 3oticeable >ark (xpertise )ncestral eirloom Defining %eature ou may interpret all the results you get on your roll # so it's possible to 4ucceed and be 2n6ured in the attempt" or die horribly but have 4omething Good happen as a result. 2f you roll multiple Good or 0ad things" you only have to describe a single thing" but the value it adds or subtracts from the follo!ing roll is increased by the number of appropriate *hings that you rolled. +4o if you roll t!o 0ad *hings" the next roll is at -$" for example., )lso" Good and 0ad things cancel each other out. +4o if you roll one Good *hing and t!o 0ad *hings" the Good *hing cancels one 0ad *hing and the next roll is at -A., Lu)'y ear rerolls >uch like rabbit's feet in human society" Goblin (ars have a reputation as good luck charms amongst the !arlike races of the Great 0attle amp. (very Goblin has one 1ucky (ar. 2f you don't like the result of a dice roll that you've 6ust made" you
can use up the 1ucky (ar and reroll all of the dice you've 6ust rolled. *he second result stands. /nce you've used a 1ucky (ar" cross it off the Goblin's portrait; this doesn't necessarily represent ear loss" but such in6uries are surprisingly common. While Goblins have t!o ears" only one of them is ever actually lucky. *he other :0ackup ear is mainly used for listening to things. W i8ards are creating the %ortuituous 4train of G oblins that are born !ith t!o lucky ears" but the pro6ect is still in t he research stages. an I ha.e an e,ample o* all that$ please? "ure. 3riggit, a Golin, is on a +uest > "teal a %i&ard5s %and. The current task is Get a 3ake Beard, itsel! part o! the 4isguise Oursel$es as a %i&ard segment. 3riggit decides the est way to get hair is to sneakily sha$e a dog when it5s not looking, so he attempts to scrape some o! the hair o!! it with a rusty old ra&or he !ound. He rolls a ? > an in@ury > so not only does he not aid the others in the quest, ut he takes a wound. The dog notices him and gi$es him a nasty ite, shaking him around like an old one. 4ent, the ne0t Golin to take part in t he +uest, isn5t othered aout the 4og and would much rather @ust try and get drunk instead a!ter losing two o! his cousins in the pre$ious scene. He dashes past some Orcs ha$ing lunch and nicks their eer, downing as much o! it as he can ut spilling most o! it. As 4ent5s -0pertise is *icking "tu!!, he gets to roll an e0tra dice. He rolls a 8 and : > something ad, and a success . 3irst he e0plains the success, !iguring that the !roth !rom the head o! the eer has stuck around his mouth in a sort o! eardlike !ashion. He sutracts one !rom the Task *umer o! the current part o! the quest. *e0t, he descries the Bad Thing > the two orcs are now angry that someone stole their eer and are stomping around looking !or re$enge. #lay hands o$er to the ne0t Golin. The !inal Golin, "krag, likes the dog idea. He decides he5s going to ride it and ring it under control so 3riggit can sha$e it more easily, and so that he can make a quick getaway !rom the orcs i! they !ind him. He @umps on its ack and rolls a 8 > which would normally e a Bad Thing, ut it5s downgraded to an )n@ury thanks to 4ent5s "omething Bad. He crosses o!! his (ucky -ar and rerolls the dice, rolling a : this time. *ormally that would e a success, ut it5s downgraded to ; > a Good Thing. "krag descries using ancient dog riding techniques to make the dog spit out 3riggit. The ne0t Golin to act will get ? to their rolls. -o su))esses )arry o.er between tas's? *hey do not. 4imilarly" if the final roll of a task results in 4omething Good or 4omething 0ad" it isn't carried over.
G$%&I D()*" 2f your Goblin dies" it is replaced !ith the next Goblin on the sheet at the st art of the next round. 4pare !ounds are not carried over bet!een Goblins. Work as a group to make deaths as hilarious as possible. 2f the next Goblin on your list does not have a 3ame" a Defining %eature and a 7ortrait" they may not enter play" so get goingF What i* I lose all my 0oblins? ou're not out of the gameF 2f all your Goblins have died" you take over the role of a friendly non-goblin 37 # this could be anything from a cheeky magpie to a particularly thick orc the others have roped into helping on the 5uest to the ghost of one of your previous goblins to a 0ugbear assassin using the others as a temporary distraction. 37s only ever roll A dice !hen they act. *hey have $ in6ury boxes" but can't die # if both are ticked off" they're simply out of the current scene and heal back up to full at the end of it. 2f all players have lost all their Goblins before the 5uest is over" the Quest is failed and all is lostF T!E 2"@ /n the back of the character sheets # if you've printed them correctly" at least # there is a !orld map of the Great 0attle amp. 2 say :!orld map because everything outside the Great 0attle amp is a source of terror and mystery to t he Goblins and the going there is the rough e5uivalent of extra-planar travel or space exploration in other games. *he War lies half a day's travel off to the (ast +although :(ast is a concept that confuses many Goblins" instead using directions like :/rc!ise and :ob!ards, and... there is nothing else of note. 7erhaps there are human villages and d!arf mines and elven cities in the trees and floating castles made of crystal beyond the hori8on. *he Goblins !ill never reach them" as they are a lifetime a!ay. 2f the players do anything of note" they should all dra! it on the map. 2f they interact !ith an 37" dra! them on the map. 2f they need a certain building or area for their 5uest to !ork" dra! it on the map. 2f +!hen, they die" dra! little gravestones on the map. Dra! !henever possible. onflicting sources of information are fine and even encouraged.
@L">ING WIT! " G"2ES2"STE# )lthough Goblin Quest is designed to be played !ithout a Gamesmaster" it can be played !ith one as !ell. ere are a fe! roles that you might consider !hen playing the game@ ")tual Gamesmaster *he )ctual Gamesmaster does everything they !ould do in a normal =7G" aside from making up the plot. *hey are in charge of describing and voicing 3on-7layer haracters" taking control of the !orld and setting scenes. )s the G>" you'll be instrumental in guiding players through the process of making their Goblin Quest. Quite often" players !ill say things like@ :2'm going to do thisF and then roll their dice and look up at you" expectantly" as though you have something relevant to say as to the outcome; !ork !ith them to interpret dice results and form a narrative. ou also get to be in charge of Goblin deaths" !hich is al!ays fun. @seudoING WIT!OUT @#O@E# !"#"TE# S!EETS aving the map and goblin outlines to scribble on is all part of the fun of Goblin Quest" but if you find yourself !ithout a printer" you can make do !ith stick figures dra!n on sheets of )C. 2t's really important that you dra! your Goblins" though" so don't neglect that. 2f you can't print out the map" try to pull it up on a screen or smartphone so everyone gets a rough idea of the layout of the camp.
)ppendi+ NOTES ON T!E "2@ )s the Great 0attle amp !ill function as your !orld map for this game" try to make it as varied and interesting as possible. *reat the inhabitants and animals there as you !ould monsters and other nations in a :normal roleplaying game. *hough these groups are disparate they get on" for the most part" thanks to careful allegiances brokered and enforced by the !i8ards. *hey're not above acting against each other" of course" especially if there's profit to be had. /=4 are big and tough and strong and incredibly stupid. *hey !ear lots of armour" carry !eapons too heavy for a single Goblin to even think about lifting" and live in a massive stone barracks !here they march up and do!n all day and polish their armour and shout orders at each other until one of them gives in and obeys. *hey are easy to manipulate and 5uick to anger; they are the e5uivalent of G2)3*4. /0G/01234 are moody and officious. *hey range from ineffective 6obs!orths to ra8or-sharp bureaucrats to self-important filing clerks" and they appreciate it !hen rules are follo!ed precisely. 2f you need something" odds are the hobgoblins have it" but they're loathe to let anything go and have very sharp eyes !hen it comes to thieves. *hey live in a huge" /riental-looking building called the Grand /ffices and they are the e5uivalent of *( 2* G)=D. 0G0()=4 are strong and cruel and dark and t!isted. *hey're employed to run sneak raids and terror attacks in *he War. *hey d!ell in the *!isted 4hanty" a broken-do!n !arren of buildings and shacks constructed around the shell of !hat used to be a human pub" !here they deal in smuggling and contraband and murder. *hey are cunning and en6oy toying !ith Goblins before destroying them" or making them offers that are too good to be true; they are the e5uivalent of D(>/34. W2I)=D4 are mysterious and magical and deadly and distant and rule the camp from the top of their great black to!er. *hough they !ere once human" they are no! much more # it's said that they are ageless" that their lifetimes are beyond the scope of Goblin minds. *hey !ield horrible spells and are guarded by a legion of black-armoured soldiers as they plan !ar against the civilised lands to the (ast. *hese !i8ened beings of incredible po!er and !ealth are e5uivalent to D=)G/34. *( 0()4*4 /% *( 1)3D include badgers" cats" dogs" pigs" sheep" chickens" donkeys" horses" rats" mice" beetles and birds # all of !hich !hich could easily kill a Goblin. *hey are the e5uivalent of (?(= /*(= >/34*(=.
"ppendi, 7 EA"2@LES O( E1E#>T!ING IN T!E !"#"TE# #E"TION SETION !ONO#I(IS
!EI#LOO2S
>any-teeth 0loodpa! =a8ormouth 4critch-scratch Quick-finger =ed-eye ou Git of the 0lack 7it of the Grey >ist of the 0it /ut 0ack of *he 7ub of the 0adger-Hillers of the *!o %ingered 4alute of the >udborn )vengers of the seless 2diots the Heg Hiller the o!ardly the 3ot-4upposed-*o-0e-ere the 4hort !ho 4mells 0ad !ho is gly !ho said *hat *hing )bout /ur =ippit !ith the %ace
*he alf-)-4!ord *he 0adger Whistle *he 0ag o' 4cre!s *he /rc's elmet *he obgoblin's 7en *he 0ugbear's *attered loak *he 0oot of umankind *he =oll-ups of 4moking *he 7ool-0all in a 4ock of Destiny *he rossbo! of /ccasional %unction *he Dented 0rass *ankard *hat /nce eld 0eer *he (yeglasses of 4eeing +*hings *hat )re lose *o ou, *he 0ucket of oles *hat Doubles as a at *he ?orpal 3ail-4cissors *he 0it of Wood *hat *otally ame /ff ) Wi8ard's 4taff" onest *he 0ook of Writing +ontains )ctual Words, *he 0anana 4kin of %alling /ver With ilarious onse5uences *he 0ox of oncealment
EA@E#TISES 0re!ers 0ra!lers *hieves *rappers )rtists (ntertainers %urniture ooks %ood 0urro!ing iding Destroying (vidence 1ying 0reaking stuff >aking it 1ook as *hough ou an =ead and Write reating Distractions )bsorbing (nemy %ire 3ot 0lending 2n >aking 1oud" nsettling 3oises to Dra! )ttention
NOT"BLE 2"#SC -E(INING !"#"TE#ISTIS %at 4hort *all +%or a Goblin, 4kinny 0ig (yes 0ig 3ose Delicious-4melling Wears improvised armour 4hifty-looking ates animals 1oves animals +unre5uited, nder the 2mpression they have >agical 7o!ers Dreams of a 0etter 1ife )thletic 4neaky olourful /bvious )mphibious onvinced *hey can 4ee Ghosts 1iar Double-6ointed /ne arm 3ote!orthy at 4trange 7iercings overed in +4tolen, %eathers ?ibrates" onstantly
N"2ES Gob %ink oppet %art 4plit Hanker >udder >oley 4cratch 0itey atey "ppendi, 8 3o.erlea*5 T!E 2"@ "N- !"#"TE# S!EETS+ Highres $ersions are a$ailale in the playtest pack.
)ppendi+ Sour)es o* inspiration *or this 0ame/ #ath!inder " for making Goblins adorable !ith their melon heads and stupid faces %arhammer 3antasy Battle" for the same but !ith GnoblarsJ #aranoia for the !hole multiple 7s thing The 2ogue Trader 2#G" for the three-act plot se5uence in their (ndeavours that 2 have stolen #siD2un, ?EE? *ights and 3iasco as roleplaying games !ith a clearly-defined structure and end of play in mind !orked into the systems 4F4 +any," for giving me endless opportunities to impersonate goblins Spe)ial than's to/ hris *aylor" for playing three Henku trying to fire an over-large bo! in a Ast-level 7athfinder adventure and making me think ho! appealing it is !hen small stupid creatures try to achieve simple goals ineffectually >y first group of playtesters@ >artin" 7edro" 4otiros" )ndy" Will and some guy !hose name 2 can't remember" sorry about that - for suggesting that the game needed a, more Goblin death and b, little gingerbread man outlines of Goblins to dra! your characters on *he other playtesters@ )ndy >oore" olin 3orth!ay" 4arah 3orth!ay" 7eter 0oth!ick" 4tephanie 0ryant" ." ayle W." 0rendan 3eeland" had 0oth!ick" >eg organ *im Wilkinson-1e!is for some of the art!ork and creating the benchmark design for the Goblins +sho!n above" not sure !hy all the Goblins are !earing pants" didn't think to ask, >y !ife >ary for her constant feedback" support" and love JDo you !ant to kno! !hy 2 love Gnoblars9 *hey are so bad at their 6obs that the mounted unit in the official Gnoblar army list is a Gnoblar riding a slightly larger Gnolar