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Jim Henson's Labyrinth - The Adventure Game
Jim Henson's Labyrinth - The Adventure Game
T he Adventure Game
“Through dangers untold and hardships unnumbered, I have fought my way here to the
castle beyond the Goblin City to take back the child you have stolen. For my will is as
strong as yours, and my kingdom as great. You have no power over me!”
This is Jim Henson’s Labyrinth: The Adventure Game. Are you brave enough to face the Goblin
King and defeat the Labyrinth? Within the pages of this beautiful replica of Sarah’s book you
will find everything you need to explore the Labyrinth:
• Easy to learn rules, perfect for the first-time player.
• Massive 200-page adventure for you to explore with your friends.
• Special oubliette containing a pair of beautifully engraved Labyrinth dice.
• Toolkit with a bestiary, tables, and tips for creating your own adventures.
• Handy double-sided reference bookmark.
• High-quality cloth-bound hardback with three ribbons to help you keep track.
• Illustrations by Brian Froud, Johnny Fraser-Allen, and Ralph Horsley.
6+ 2+ 30+ MINS
TM & © The Jim Henson Company/Labyrinth Enterprises. JIM HENSON’S mark & logo, LABYRINTH mark & logo, characters and elements
are trademarks of The Jim Henson Company. Motion Picture © 1986 Labyrinth Enterprises. All Rights Reserved.
River Horse and River Horse Games are trading names of River Horse (Europe) Ltd (River Horse). River Horse, the River Horse logo are either ®,
TM and/or © 2019 River Horse. River Horse is located at Lenton Business Centre, Lenton Boulevard, Nottingham, NG7 2BY, United Kingdom.
Retain this information for your records.
Above all else, this book gives you the tools to create your own stories in the fantastical
world created by Jim Henson and Brian Froud. We hope you enjoy exploring their world,
and making it your own.
Contents
Rules.......................................................2
Stonewalls.............................................36
Hedge Maze..........................................84
Land of Yore.......................................132
Goblin City......................................... 178
The Castle...........................................226
Tool Kit..............................................256
Index................................................... 274
The Gallery.........................................281
1
2 RULES
RULES
The Labyrinth may at first seem unfair,
but there is order spun amid the chaos.
Every game has rules to bend and break,
even if you don’t know what they are...
RULES 3
GET TING STARTED
4 RULES
So, for example, the Goblin King could say
something like: “You are making your way
through a walled section of the Labyrinth when
you come across a Goblin with his helmet on
backward. Nearby you can hear faint but nasty
laughter. What would you like to do?”
MY LABYRINTH
This book is filled with tools and an
adventure to help you run or play in a
game of Labyrinth. It is important for
every Goblin King and every player to
take the tools and create a Labyrinth
that is their own, so feel free to change
names, places, and rules to suit your
group. Every group will be made up
of different people with different ideas
on what the Labyrinth is like, and
what realm is more sculpted by our
imaginations than the Labyrinth?
RULES 5
What do I need?
To play Labyrinth you are going to need a few things. Don’t worry, we think you will have all of
them in your house!
T his book
This book contains almost everything you
need to play, rules on how to create and play
characters, and a story to adventure through
in your search for what has been lost!
6 RULES
T hese dice
The dice used in the Labyrinth are called
D6s, which means they have six sides. The
engraving of an owl represents a 1. They are
used to represent randomness within the
Labyrinth and they resolve the outcomes of
many actions as described in later sections.
Character sheet
Each player apart from the Goblin King
will need a character sheet to keep a track
of your equipment, talents, and flaws.
Character sheets can be photocopied from
page 9, downloaded from our website at
riverhorsegames.com, or written out by hand.
RULES 7
GOBLIN KING SHEET
8
CHARACTER SHEET
9
How to run a game of Labyrinth
You have the honor to perform a crucial role in this game. You are the Goblin King! Being the
Goblin King can be a bit like hosting a dinner party. Your role is to help everyone have a great
time, but at the same time it is immensely rewarding. Each game is different and you will need
to read the rules before sharing it with players, but with these steps in mind you will be able to
keep the game running smoothly.
Note: it can even be a good idea to combine the Labyrinth experience with a dinner party!
10 RULES
Step 3: Read ahead Step 6: Run the adventure!
The adventure in this book is on pages 38- So you know how to play, you know how
255! You do not need to read the adventure the story goes, and you have your friends
thoroughly, but it is good to know the general around you. Now you have to share that
theme and perhaps think about a few of the story with them! Running the Labyrinth
characters and twists in the story. While reading, can be a hugely fulfilling experience, but it
it can be very useful to jot down a few notes to can also be a bit daunting your first time.
remind yourself of names and places. We suggest We have compiled a short list of tips to
you read at least the introduction scene on page keep in mind for when you are running
40 and the Goblin King tips on page 34. your adventure (it’s on page34).
Step 5: intro
Play the opening title music from the Labyrinth
movie on the media device of your choice.
RULES 11
Creating characters
12 RULES
Step 2: Pick your kin
Every player plays as a type of creature.
Choose a creature from the list below and
write it onto your character sheet under
“kin.” Each of the races has its place in the
Labyrinth, and each has its own strengths and
weaknesses, which will become clear as you
play through the game.
Kin Traits/Flaws
Job
Dwarf
Equipment
Detachable limbs
Firey
Fire fingers Dwarf
Caretakers of the Labyrinth, Dwarves are
Goblin Goblin features quite commonly seen fixing masonry or
Human Extra trait tending to gardens. A Dwarf character
should pick their particular profession and
Knight of Yore Honorable can begin the game with an item that would
Control object be useful in that job. Choose from the table
Horned Beast
Very big below or come up with your own career.
Very small
Worm
Wall climbing Job Tool
1 Gardener Shears
2 Mason Hammer & chisel
3 Exterminator Spray gun
SOMETHING WEIRD! 4 Plasterer Trowel
The races listed here are but a few of 5 Plumber Wrench
those that dwell within the Labyrinth.
6 Carpenter Handsaw
We suggest that if it is your first time
roleplaying, you pick one of these races.
If you have already given it a go, Write your job under “traits” on your character
however, it could be interesting to sheet, and your tool under “equipment.”
come up with a race and decide what
is unique about them. Try to think of
something fun and interesting, without
being too powerful. Remember, it is as
often the limits of our power as much as
the opportunities granted that are most
interesting. As always, the Goblin King
has final say on what is allowed.
RULES 13
Firey Goblin
You are only allowed to throw your own head. Goblins come in all shapes, sizes, colors, and
Bright orange and covered in soft fur, Fireys personalities. Goblins are by far the most
are always down for a party. The most notable common creatures in the Labyrinth and there
ability Fireys have is being able to remove are many areas where a Goblin can walk
body parts at will, and move those parts while unaccosted that other characters would fear
away from their body -- very useful for looking to tread. All Goblins swear allegiance to the
around corners! A Firey character needs to be Goblin King, and as such, most would never
careful that they don’t misplace a limb while oppose him. To play a Goblin you must think of
on their adventure, otherwise they won’t get an excellent reason that your character is a rogue
it back! Firey characters can also create small Goblin, going against their master’s desires.
flames from the tip of their finger, which is On the other hand, this trait means that most
useful for lighting up dark dungeons. Goblins will think that you are on their side!
Write detachable limbs under “traits” on Write Goblin features under “traits” on your
your character sheet. character sheet.
14 RULES
Human Knight of Yore
An oddity in the Labyrinth to be sure. Most The noble Knights of Yore stand for justice and
Humans enter the Labyrinth from our world honor. Each has vowed to uphold the values
and few stay for long. A Human character of chivalry. To aid them in these tasks are their
is considered strange and exotic by many mighty steeds. Each Knight must find a steed
of the denizens of the Labyrinth; some may within the Labyrinth to call their own. Once
even react with hostility to their presence. you have found your steed, it may be a little
Humans can be pretty good at a lot of things, uncooperative at first, but if you spend time
able to compete with most other races in with it and love it, it will learn to trust you back.
athletics, academics and 1970s pop music A steed can be loyal and courageous, but it is not
trivia. Their unique perspective sometimes a fool and will not do anything too dangerous.
allows them to solve problems the locals Steeds may allow you to travel extremely fast, be
didn’t even realise they had. ridden into battle, or have exciting abilities.
Humans pick an extra trait from the list in the Write honorable under “traits” on your
next section. Traits are explained in that section. character sheet.
DREAMSCAPE
Most Humans who end up within the
Labyrinth find that it shapes itself
around their mind. They will often see
links between their mundane lives and
characters in the Labyrinth. If your group
contains a Human, it can be fun to take
some notes about who that person is and
what kind of ways the Labyrinth will use
aspects of the real world to taunt them.
RULES 15
Horned Beast
Big, furry, and scary to some, Horned Beasts are a powerful friend to have. They are known for
their wild nature, with many denizens thinking them not much more than beasts, though few
would dare say it to a Horned Beast’s face. A Horned Beast struggles to fit in some of the smaller
areas of the Labyrinth, and may cause some damage to fragile things, even if they don’t mean to.
Rocks friends.
- Ludo
16 RULES
Worm
The first thing you will notice about a Worm is that it is very, very small! Worms rarely leave
their homes inside the Labyrinth as even a short journey is quite the odyssey. Sometimes
a Worm will decide to go on a great adventure by hitching a ride with some friends and
offering help where they can. You may think that a small Worm might not be much help,
but you would be wrong. The Labyrinth has many obstacles to the larger races that a Worm
can easily squeeze through!
Karen asks her friends what races they are If she’d ‘ave kept on goin’
interested in, reading the descriptions out
down that way, she’d ‘ave
loud. Nicole is quick to answer: “Worm!”
Taking her lead, Michael, who has a fairly gone straight to that castle.
clear idea in his head of what he’d like to - The Worm
play, decides on Goblin. David thinks about
it and asks Karen for the book so he can
read the descriptions again. He then decides
on a Knight of Yore. Amy can’t decide
straight away, and thinks that Human
would be the easiest to play; she does have
some experience in that area after all.
RULES 17
Step 3: What is something you are great at?
Next, choose something your character excels at, or has a particular talent in, from the list
below, taking care to write it on your character sheet under “traits.” If none of the traits below
speak to you, you may decide to come up with your own trait. Just make sure it isn’t too specific.
18 RULES
Step 4: What is something you are bad at?
Next we choose something your character isn’t very good at from the list below, writing it on your
character sheet under “flaws.” If none of the flaws below feels right, feel free to make up your own.
Flaws are a really good chance to roleplay, and confronting them is how your character will grow.
Blunt Naive
You say what you mean, but unfortunately Naive characters are perhaps a bit young, even
it can come across a little negative if not if just at heart. They will often fall for tricks or
downright rude! traps that others would see coming a mile off.
Forgetful Overconfident
Oh dear, were you supposed to bring the map? A character with this flaw believes they are the
Characters with this flaw often forget things, best at almost everything, and that their way is
sometimes even very important things! always the best way.
Coward Selfish
Dangerous situations are made to be fled from. There’s no one more important than number
I mean, why else would you have friends if not one! Your character is always looking for the
for them to face your problems for you? You may ways in which they can benefit, perhaps even
not pick this flaw if you chose the endurance at the expense of others!
and bravery trait.
RULES 19
Step 5: What does the group want?
The Goblin King has stolen something from one in your group, or perhaps from each of you in
turn. Together you must decide what it is that you are missing. This can be something physical, like
a favorite book or a baby brother, or it could be something entirely mystical, such as a fond memory
or your singing voice. Once you have decided, write it down on your character sheet under “goal.”
Whatever your goal is, your method for completing it will be the same: to get to the center
of the Labyrinth in under 13 hours and face the Goblin King. Although picking an exciting
goal is important, you should remember that it is the journey that makes a story interesting,
not the destination.
20 RULES
Step 6: Bringing it together
Finally, we fill out the final information box with your character’s name. This is a good time
to think about what your character looks like, how they might act, and what they do within
the Labyrinth. The world of the Labyrinth is a fantastical and fluid place, so feel free to go
crazy with your ideas!
Don’t feel like you need to know everything about how your character acts and sounds at this
point. Some players like to work out their backstories and personalities before the game starts;
others like to keep things a little more vague and fluid, deciding as they play how their character
feels about the world.
RULES 21
PLAYING THE GAME
22 RULES
If you have a trait that improves your test, say
if you were jumping over a chasm and you
were talented at running and jumping, you
would roll two dice and then take the higher
number. If you have a flaw that hinders
you, you would roll two dice and then take
the lower number. If you have both a trait
and a flaw (even if you have multiple), these
cancel out and you are back to rolling one
die. Sometimes the scene in the book or
the Goblin King will tell you that you are
hindered or improved. This follows the same
rules as having a relevant trait or flaw.
RULES 23
Teamwork
24 RULES
Equipment
Throughout the Labyrinth your characters
might find items and equipment that will
help them on their adventures. If your
character gains an item, simply write it on
your character sheet under “equipment”.
Dwarf characters have a head start here as
they begin the game with a tool.
RULES 25
Player tips
So you have a character and you know what they are like. Now it’s time to start playing! The
Goblin King will be running your adventures and telling you what you see and what the
outcome of your actions are. You should try to learn as many of the rules as possible, though
the Goblin King will help you with this. When you begin an adventure, things can seem a little
intimidating, but remember these points and you should be fine!
26 RULES
Work together
There are many difficulties that you will face
in the Labyrinth, and you simply won’t be
able to deal with them all by yourself. You
are not going to be able to climb walls and
talk your way past Goblins and figure out
difficult puzzles alone, but together you
can achieve anything. When trying to solve
problems, always think of your friends and
their abilities as much as your own. The
most challenging of obstacles will require
you to use all of your skills combined!
Chaaaaaaarge!
- Sir Didymus
RULES 27
Chapters Progress
Labyrinth is a game that is comprised of Many scenes will ask you to update your
several chapters, and those chapters are progress, usually when your group manages to
comprised of many scenes. Chapters can be successfully complete a scene. When updating
recognized by the symbol in the corner. progress, simply take the red ribbon and move
it forward to your current scene. That scene is
Scenes
now the group’s current progress. The ribbon
can never be moved backward, progress can
never be lost
Scenes are double page spreads within the
chapters. These will represent challenges
and encounters throughout the Labyrinth.
Sometimes the book will inform you that In scene 18 (page 74), the party solves a
the PCs go to a certain scene. To do so, riddle. The book tells Karen, the Goblin
simply flip to the scene and continue your King, to update progress; she moves the red
adventure from there! ribbon to the current scene, 18.
Exploration
separated by long stretches of twisting passages.
Think of scenes in the game as scenes out of
the movie. They are the interesting choices our
heroes have to face in between getting lost. Whenever the PCs leave a scene, you ask them
to roll a die, then add the result of that die to
For example, the group has found a trapdoor, their current progress (note that the progress
by falling through it. Oh no! The book says number may not be the same as the number
“if the group falls down the trapdoor, go to of the scene they are leaving). This is called
scene 2 (page 42).” The Goblin King turns exploring, and it will give you a number which
to that page and continues the adventure. will correspond to the scene they are moving to.
Note that progress (see right) is not updated
unless specified. Remember, only update progress when the
book tells you to, and not when you explore.
28 RULES
Revisiting scenes
The exploration system can mean that PCs
visit the same scene more than once. The
Labyrinth is tricksy like that. It is up to the
Goblin King how the scene has changed
since their last visit. Inhabitants should
remember PC actions, if they haven’t
moved on entirely!
RULES 29
Action scenes
30 RULES
2: Player turns 3: Outcome
Each player may describe one thing they After each PC has made their tests the
are doing, be it rushing toward a friend, or Goblin King decides how the scene has gone,
loosening some ropes to make barrels fall possibly asking the PCs to make tests to avoid
down on their opponents. The Goblin King reactions from their foes. After the outcome
can ask the PCs to take tests to determine if is complete the Goblin King must decide
their action is successful. Unlike normal tests, whether the action scene continues by asking
if two or more PCs are helping each other in themselves the question, “If they were to sit
the action scene, their teamwork reduces the and do nothing for five seconds, would the
difficulty of the task by one, even if they do not situation change drastically?” If the answer is
have a relevant trait. yes, continue onto another round.
The group decides to rush into action. Sir The Goblin that Sir Francis and Lisa failed
Francis wants to crouch behind a Goblin to push over starts running away, raising
so that Lisa can push it over. Mitzy the alarm. Before he runs, the Goblin King
wants to grab the other two Goblins and asks Lisa’s player to take a test of difficulty
bash them together. Flözzle decides that 3, which she fails. The Goblin has stolen a
he wants to start shouting, “No need to brass key she had found earlier, that fiend!
worry, false alarm!” The Goblin is getting away and the alarm
is sounding, despite Flözzle’s efforts, so
The Goblin King says that since beating a the Goblin King decides that there will be
Goblin is usually difficulty 4, Sir Francis’ help another round of action.
will reduce Lisa’s test’s difficulty to 3, and
Mitzy’s test will be up to difficulty 5. Mitzy
passes her test, knocking out the two Goblins.
Sir Francis and Lisa, however, are unsuccessful.
Karen takes a note of what Flözzle has done,
and how it might affect any other Goblins. ACTION SCENE OR TEST
Choosing when to use an action scene or
a test is something you will get a feel for as
you play. A good rule of thumb is if there’s
multiple possible outcomes, use an action
WHAT CAN I DO? scene. If there are just two, use a test.
RULES 31
Using tables
Throughout this book you will find tables. Whenever you come across one you may pick a result or
choose to roll.
1 Read this if you rolled a 1 (the owl).
If a table has the numbers 1-6 running down
the left side, simply take a die and roll it, then 2 Read this if you rolled a 2.
read the entry that corresponds to it. 3-6 Read this if you rolled a 3, 4, 5 or 6.
If a table has the numbers 1-6 running across the top as well, roll twice. The first roll corresponds
to a column, the second roll to a row. After rolling, read the entry in the row and column that
corresponds to the rolled results.
1-3 4-6
1 Rolled a 1, 2, or 3, then a 1. Rolled a 4, 5, or 6, then a 1.
2 Rolled a 1, 2, or 3, then a 2. Rolled a 4, 5, or 6, then a 2.
3-6 Rolled a 1, 2, or 3, then a 3, 4, 5, or 6. Rolled a 4, 5, or 6, then a 3, 4, 5, or 6.
If the table has the numbers 11-66 running down the left side, roll two dice, taking one dice to be
the tens digit, and the other to be the ones.
Hours
Sometimes throughout a scene a group may lose an hour or more - spending time getting
lost in the Labyrinth or otherwise stuck in some time-wasting act. When the group loses an
hour, the Goblin King should make a note of it and tell the players. If the group lose all 13
hours they have lost the game.
32 RULES
Non-player characters (NPCs)
Sometimes PCs (player characters) will make friends within the Labyrinth and convince a non-
player character (or NPC) to join them for a time. Everyone who isn’t a PC is very afraid of the
Goblin King, so however grateful they may be to the group, they will never stay for long.
When the group gains an NPC, make a note of their name, kin, traits, and flaws, if they have any.
NPCs can help with any test that relates to their traits, and may perform tasks for the PCs if asked
nicely, bribed, etc. This information will give you an idea of how to play the NPC, and add in some
personality of your own. Do not tell players what traits and flaws an NPC has. They should be able
to work it out from they way they act.
Depending upon an NPC’s flaw, they may leave the group at certain times as shown below. To see
if an NPC leaves the group, roll a test (difficulty 4). If successful, they stay with the group.
Blunt The group is talking to too many The group spends a long time haggling
people. with a merchant.
Coward Things get too scary. Monsters on the loose.
Forgetful If they have a chance to get If the PCs leave them alone.
turned around.
Naive If they see someone doing A PC steals.
something underhanded.
Proud If their pride is damaged. Fail at an easy task.
Selfish If they see an opportunity for A PC entrusts them with a valuable item..
personal gain.
If the Goblin King ever appears in person, all NPCs will flee at the first opportunity.
NPCs will not follow the group into a chapter they did not begin in as it is too far from home.
RULES 33
Goblin King tips
Games are entertainment NPCs are flavor
Your goal as a group is to make your games as NPCs are a hugely important part of the
entertaining as possible. This applies to all of Labyrinth, with characters of all different types
the players and you. If anybody isn’t having fun, and personalities interacting. When acting out
work out why that is and change it. Sometimes an NPC’s part, it is important to be able to
that will mean changing or ignoring rules in distinguish which NPC you are. Some Goblin
this book, and to that we say: GO FOR IT! Kings use accents and change their voice,
It may sound strange but we mean it: if a rule others state the NPC’s name before saying
isn’t helping you have fun then you should do their lines. Try to use NPCs to talk with the
away with it, change it, or make up a new rule. main characters as much as possible to add
We won’t mind! interactivity to the adventure.
34 RULES
Run with your mistakes Make it up
Mistakes happen. Whether it’s small, like We have written everything we can think
forgetting that a character has a certain trait, of that will help you run an adventure (and
or larger, like going to the wrong page, it’s there’s even more tools on page 256), but
important to roll with the mistakes and try there will definitely be a point where you will
and make sure that they don’t interfere with be asked a question that is not covered in this
the game too much. Only in the most game- book. What do you do? Make it up! It is always
breaking scenarios should you ‘roll back’ what better to keep the pace going than to make
happened. Try and always move the plot and everyone wait while you look up a small detail.
action onwards, perhaps coming up with
a reason why that happened (perhaps the Use as much or as little as you like
character in question did not remember the This book is filled with fantastic ideas, but we
trait themselves). are sure you have some fantastic ideas of your
own. When reading a scene feel free to use
I’ve got an idea… some of it for inspiration or use it all as is.
Throughout the game, you will hear these You can create your own scenes too! We have
words time and time again. The sentence provided a toolkit to help you on page 256.
that follows may be crazy, or it may be genius!
Sometimes it will be something that you think Have fun
could break the game completely. So, we touched on this a little earlier in
this section, but we cannot stress this point
enough. This game is designed to stimulate
and challenge you and your players, but above
all it is designed to entertain. Do silly voices,
“Why don’t we just climb over the walls?”
break into song, laugh at jokes, and come
“Let’s push through the hedges!” up with amazing ways to play. Every group is
different, but every group can have fun!
“What if we start a fire…
A really, really big one?”
“I have a cunning plan.”
“Bring me a trench-coat, a pint of glue and
VISIT OUR WEBSITE
three duffel bags full of feathers.” At riverhorsegames.com you will find
downloadable tools and maps to help you
bring the Labyrinth to life.
RULES 35
36 STONEWALLS
STONE
WALLS
The high walls cast long and sinister
shadows, déjà vu hides around every
corner, and unfamiliarity bombards the
senses. From the hill on which you stand,
the Labyrinth stretches out before you in
its entirety; vast, and impossible.
STONEWALLS 37
CHAPTER SCENES
19 Helping Hands......................................76
21 The Trumpet........................................80
22 Bootstrap Bandits................................ 82
38 STONEWALLS
Between the scenes
The scenes do not lead straight into each other, they are just the most interesting encounters
that are separated by miles of interconnected corridors and twisting architecture. Below are
some tables that will help inspire you to generate these spaces. By elaborating on these points,
you can make seamless transitions from scene to scene.
Dressing
1 2 3 4 5 6
1 Trap doors Spiderwebs Dead trees Ladders Pressure plates Thick dust
2 Statues Eye Lichen Mausoleums Tunnels Tripwires Clockwork
Encounters
1-3 4-6
1 A door under siege by Goblins with a ram. A Goblin patrol having an argument.
2 Goblins carrying off a prisoner. Several Dwarves spraying fairies.
Weather
1 A sudden frost howls down the corridor.
2 A sudden thunderstorm breaks out.
3 Thick mist descends.
4 Swelteringly hot.
5 A rain cloud follows the party.
6 Light summer rain.
STONEWALLS 39
1. THE GATEKEEPERS
Dawn. The Labyrinth is spread out before you, crawling over the hills
surrounding the Goblin King’s castle. Descending the slope, you are
confronted by a wall, beyond which lies the Labyrinth’s first ring, the maze
of stone corridors you glimpsed from the hilltop. A square, stone-lined pond
filled with brackish water lies nearby. No openings or gates can be seen. No
footprints mark the sandy earth.
3
1 2
As the PCs approach, two voices will call looks like a huge sloth covered in mossy green
to them: Gloam the Dwarf and Loma the fur; she never gets up from her sitting position.
Horned Beast. Each will try to convince the She tells the party to “do the wise thing.”
party to enter the Labyrinth by a secret door
that only they know the location of. They do 1 Loma’s Door. Carved stone overgrown
this with new travelers, and have been keeping with moss. If chosen, scenes in the
score for a long time. Gloam is round, and Stonewalls involving creatures, plants, and
walks with a waddle. He tells the party to “do social situations will be easier. Loma is
the smart thing.” Loma speaks slowly and clear about this.
40 STONEWALLS
Stone-lined Pool Items
1 A trumpet.
2 300 feet of twine.
3 A white flag.
4 A bag of marbles.
5 A periscope.
6 A 6-foot wooden pole.
STONEWALLS 41
2. OUBLIET TE
There is a click as the ground beneath you disappears. Tumbling hard, your
world becomes darkness as the sound of rock closes above you. There is
nothing but the panting of your breath and the beat of your heart. Cold stone
meets every touch of the walls and floor. You are in an oubliette: a place where
people and things are put to be forgotten.
3
1
1 The Walls. A series of round holes in the 3 Games. The corner of the room is
walls leads to the top of the oubliette, and dedicated to traditional board games.
from the bottom look like they lead up There is a chess set, a pack of cards, and
and out. The first person to climb to the two comfy chairs which have been filled
top (difficulty 3) will discover that things by a pair of bleach white skeletons. They
are not as they seem: there is no top to the seem to have been in the middle of a game
oubliette. It’s an illusion. before they died of old age, long beards
reaching down and touching the floor. If
2 Clues. The room is messy. If the PCs a skeleton is touched, they will both wake
search, they will discover that there’s up and start arguing about whose turn it
more to the oubliette than first appears. is. They have been down here so long that
they have forgotten their names and even
their crimes. They are extremely foolish
and unable to help. If the party escapes,
they will decide to stay in order to finish
the game (the score’s 3765-3692, after all).
42 STONEWALLS
Clue to Escape
Each time they enter the oubliette or search for an hour, they will find one of the clues.
If light hits the far wall, a message shimmers into being: Speak SERSEG and escape.
Noticing that the letters of SERSEG appear in different font than the rest of the script
1
is a difficulty 2 test. Upon speaking the word “Egress” (an anagram of SERSEG that also
means escape) the message will form itself into a doorway which opens, leading outward.
Two half circles of brass lie hidden in the room. If they are put together to make a
2
whole, PCs may jump through the hole to escape.
A drawer of a chest reveals an old typewriter. If a letter is pressed, the typewriter will
softly say “A-it, B-it” etc, depending on the letter pressed. If X is pressed, then the
3
typewriter will start to whirr, getting louder and louder before exploding, blasting
down the wall.
A miniature tree sits in a pot in the corner with a little plaque that reads, “take what
you want.” If the PCs take a leaf, they will notice that suddenly the bonsai tree is not a
4
bonsai tree but a normal tree that is very far away down a tunnel which they can follow
out of the room.
A neatly folded cloak lies on a bed. It is of excellent quality and embroidered with
thousands of tiny “S”s. If a PC covers themselves completely they will disappear, and
5
the cloak will drop to the ground. The last PC to use the S-cape may keep it. It can be
used once to teleport away from danger.
There is an empty jar with a hinged lid hanging forlornly open. If the PCs find the lid or
6
otherwise close the jar, it will no longer be “ajar” but a door they can open to leave.
Random Prisoner
Description Name
1 Knight with a dog whistle round her neck that has lost her steed. Sir Dusty
2 Small Goblin who loves stroking fluffy things. Lip
3 A Firey bounces his head against a wall in a lonely game of catch. Number 6
4 A Dwarf plumber who hates bad smells with a passion. Graff
5 A white stallion, about half again the size of an ordinary horse. Xerxes
6 An NPC the party has met already has been imprisoned for fraternizing with them.
CONSEQUENCES
Progress cannot be updated in
this scene.
STONEWALLS 43
3. THE OBELISK
In the middle of an intersection of passages you find a stone obelisk about
seven feet tall. Six stone hands protrude from every side of it, each pointing
in a different direction. The paving stones nearby are heavily scored as if
something heavy has been repeatedly dragged around.
1 Obelisk. Each of the six hands points to 2 Potion. The first potion is always found
a potion in a hiding place, in a different in this scene. One of the hands is pointed
scene of the Labyrinth. In order to find down at a flagstone right in front of it.
each item, the party must push the obelisk The next five potions will be found in a
from scene to scene, causing a great deal hiding place in the next five new scenes
of noise in the process. It’s impossible to the party visits, as long as they are pushing
sneak or move quickly while doing this; the obelisk and intentionally using it to
if the party ever needs to flee, the obelisk find new potions.
is left behind. Whenever a potion is
found, the hand that was pointing to it Note: each potion has a duration of one
changes into a thumbs-up gesture. scene and has its effects clearly labeled on it.
44 STONEWALLS
Potions
1 2 3 4 5 6
1 Sleep Fog Cloud Super senses Invisibility Super strength Stone-skin
2 Goblin-form Shrink Goo-Form Super glue Infatuation Zero Fiction
3 X-ray vision Telekinesis Charm Voice-change Rage Fear
4 Ventriloquism Extra arm Clone self Fire breath Ice breath Super-speed
Talk to Sphere of Water Hurricane Mind Fire
5
plants silence breathing breath reading Immunity
Perfect
Makes you
Enough memory Invulnerable
look like an Animates Glowing
6 water to fill a (Revisit translucent
inanimate object skin
house without bubble
object
making a test)
Hiding place
1 Beneath a paving slab, in a Brick Keeper’s living room.
2 Behind a loose brick, very hard to pull out.
3 In a tuft of Eye Lichen.
4 In a stinky drain.
5 Buried in dirt.
6 Painted to be perfectly camouflaged with the wall behind it.
CONSEQUENCES
Update the party’s progress as soon
as they enter the scene. Whether
they want to start pushing the
obelisk around is up to them.
STONEWALLS 45
4. THE CISTERN
A flight of stairs takes you beneath the Labyrinth, into dank catacombs.
Up ahead, you can hear the sound of water dripping into a pool. The next turn
reveals a huge cistern, a vaulted roof supported by stone arches rising from
the surface. Apart from the steady dripping, everything is silent. A small
rowboat is floating around the center of the cistern, holding a figure.
2
4
1 The Shaft. Dripping water is coming from before suddenly breaking. If the party went
a shaft in the center of the cistern’s ceiling, through Gloam’s door, the bucket begins
ten feet above the water. This is the only already lowered into the water.
source of light. The shaft’s walls (in reality
a well leading up to the surface) are slick 2 The Seal. The cistern is 10 feet deep. The
and there is nothing to climb. Looking up, water is clean but the darkness makes it
there is a bucket on a rope swinging 30 feet murky. At the bottom, in the center, is a
up, attached to a windlass, slowly dripping. circular stone seal preventing the water from
The windlass is not strong enough to draining. It has a handle, but cannot be lifted
support the weight of anything large. It will without superhuman strength. It could be
crack if a large character starts climbing it, broken by something with enough force.
46 STONEWALLS
Rowboat
A Knight of Yore named Dame Margot, with her faithful steed Dandelion, a
1-2 poodle. She is enthusiastically stabbing the water with a long lance, attempting to
slay a non-existent serpent.
A child-sized newt named Adler. He is dressed in very formal clothes and claims he
3-4
ended up down here after a bit of a tumble. This is a lie. He was thrown down the well.
A Human witch named Pleasance. Black cat, black hat, the works. She is here
5-6 searching for her broom, which the Goblin King has stolen, and has become lost in
the catacombs. Intensely suspicious that everyone is working for the Goblin King.
Debris
1 A 12-foot jousting lance.
2 Three chunks of broken masonry.
3 A block of lard wrapped in paper.
4 A birdcage made of metal wire.
5 A heavy metal bell with a wooden handle.
A sodden book. The ink is smeared illegibly, except for one page with a fragment of a
6
map. May be used once to revisit a scene without rolling a test.
Everything ticks.
CONSEQUENCES You just need to know what
you’re listening for.
Opening the seal causes all of the water
in the room to rush out, pulling the - Gloam
PCs down with it if they are in the
water. They are blasted out of a hidden
manhole into the next scene, which
gets flooded a foot deep in water.
Update their progress.
If the party reaches the top of
the well, update their progress.
Add a well to the next scene.
STONEWALLS 47
5. BRICK KEEPERS
The passageway opens up into a wide open plaza. Paving stones from
shoebox-size to table-size cover the plaza, except for a large stone platform
in the centre and four circular areas of plain dirt. Each of these four areas is
occupied by a mysterious large object. There is an unearthly stillness in the
air. At the far end of the plaza, an archway leads further into the Labyrinth.
4 4
2 3
4 4
5 Exit.
48 STONEWALLS
Large Objects
These mysterious objects and the areas of dirt they occupy can be used as islands of safety from
which the next stage can be planned. Roll two times on the following table to find which objects
are NOT present, then place the remaining ones on the four safe areas.
1 Smoke billows out of the paving stone; the Brick Keeper has a long pipe.
2 A thousand Brick Keepers an inch tall live under a mosaic; they can change the image.
3 Beleaguered parents have just got their kids to sleep; they are now bawling their eyes out.
4 A giant Brick Keeper shakes one fist while clutching at the bath towel round his waist.
5 Purple, and with long ears that get caught in their paving stone when it closes.
6 A group of Brick Keepers around a green table playing a card game.
CONSEQUENCES
If the party reaches the exit at the far
side of the plaza, update their progress.
STONEWALLS 49
6. THE NEST
Broken branches, twigs, moss, and leaves litter the passage. As you pick
your way through them, they become denser and denser until they form a
solid, interwoven wall sealing off this side of the passage.
2 3
50 STONEWALLS
Random Items (you could roll once per column)
Item Quirk Problem
1 A slingshot Huge Stuck
2 A shovel Golden Underneath an egg
3 A box of matches Noisy Integral to the nest
4 A roll of duct tape Smelly Mother thinks it’s hers
5 Six small bells Way too long Glued to the other item
6 An old sweater Fake: made of wax Super heavy
Eggs
If the party steals the eggs, every time they enter
a scene or an hour is lost, roll a die for each egg
stolen: on a 6 the egg will hatch. If a PCs feeds the
chick right after it hatches, it will imprint on them
and follow them around indefinitely. The chicks
are about three feet tall. They can be ridden as a
steed by Knight of Yore, but they are not terribly
intelligent and are very easily distracted.
CONSEQUENCES
If the party gets past the nest, update
their progress
STONEWALLS 51
7. HOLE-IN-THE-WALL
You find a hole in the wall, like someone took a sledge hammer and just kept
smashing as they walked forward. Rather than breaking through to the other
side of the wall, it forms an unnaturally long tunnel through brick work. At
last it reaches a round, red door with six hands protruding from it at eye
level. As you approach, they form a face. “Welcome to Hole-in-the-Wall!”
3
2
1 The Door. Hole-in-the-Wall is a tavern and the hands will demand that every party
neutral ground, where every faction in the member hand over an interesting item. The
Labyrinth can safely coexist, relax, and get party can also lose an hour pounding on
a drink. The Helping Hands on the door the door until someone inside notices.
will demand a single interesting item from
the party before letting them in. If the party 2 The Tavern. Inside is filled with the
went through Loma’s door, the hands will raucous sounds of patrons arguing, singing,
not require payment, and will delightedly and drinking. Clusters of Fairies, Worms,
announce them as honored guests. If Goblins, and Dwarves mill about, grabbing
the party went through Gloam’s door, food and drinks. Every so often a floor tile
flips over and a Brick Keeper pops out.
Helping Hands on the wall hold people
coats and hats. If the Helping Hands at the
door announced the party as honoured
guests, everyone (apart from their enemies)
will treat them like celebrities.
52 STONEWALLS
Quest Givers
Roll to see who it is. If you complete their mission and return to Hole-in-the-Wall that NPC
will join the party and help guide them toward the castle. The object of the mission can always
be found on the next new scene the party discovers.
A Dwarf named Dagmar needs someone to retrieve a calculator watch that was stolen
1-2
by the leader of a gang of four Dwarves.
A couple of Goblin deserters named Milch and Mog want someone to convince a
3-4
patrol of Goblins sent to capture them to return to the Goblin King’s Castle.
An ancient man named Robald wants someone to bring back the head from a stone
5-6
statue of a beautiful woman.
Random Patron
1-2 3-4 5-6
1 Ruddy-faced Dwarf Debutante in a red dress A hooded figure
2 Worm playing darts Dwarf that is all smiles Fairy carrying a pint
3 Sailor singing sea shanties Fairy spoiling for a fight Goblin detective in fedora
4 Gambler losing a game Goblin with fistful of nuts Deaf Goblin, enjoys smells
5 Pig in a dress Pianist with 6 fingers Dwarf chef, long mustache
6 Dwarf plasterer, plastered Worm pickpocket Thug, “Math” on knuckles
CONSEQUENCES
If the party completes a quest for a
patron of Hole-in-the-Wall, update
their progress to scene 13.
STONEWALLS 53
8. WRECKING CREW
This passage is littered with fuses, kegs of gunpowder, and sticks of dynamite.
A crew of five Goblins is scurrying about, tossing explosives to one another
and attaching them to the walls and floor. All are carrying lit torches.
1 2
1 Wrecking Crew. The Goblin King has going to explode, sealing it off and rendering
decided to renovate and this passage it inaccessible. Whether it is sealed ahead
has been scheduled for demolition! The of or behind the party depends on their
wrecking crew sent to do the job has actions and where they are at the time. If they
absolutely no idea what they’re doing. are right in the middle of the passage, then
This doesn’t bother them in the slightest choose randomly which direction the party
however, because if there’s one thing that is blasted in. Any plan that involves physical
Goblins love, it’s blowing things up. force against the Goblins will blow the whole
place up on a roll of 4+ (6+ if the party went
If PCs don’t defuse the situation or take through Gloam’s door, 2+ if the party went
away all the Goblin’s torches, the passage is through Loma’s door).
54 STONEWALLS
Goblin explosives
Poppers. Shoot dozens of marble-sized explosives in every direction, which then blow
1
up after a slight delay.
Boomers. Huge barrels of gunpowder that go off with a big mushroom cloud of green
2
powder that slowly settles and coats everything in the area.
3 Dazers. The white flash leaves everyone nearby blind for the next five minutes.
Coughers. The blast emits a black cloud of smoke that hangs in the air above the
4
ground five minutes.
Thumpers. The shock-wave shakes the ground, knocking everyone over who doesn’t
5
pass a difficulty 4 test.
Sparkers. No explosive power, but shoots showers of sparks everywhere, lighting
6
everything flammable on fire. Characters will only be singed.
Goblins
Description Name
1 Has a very foamy mouth. Despite this, he seems rather rational. Frââz-mindl
2 Is wearing a hi-vis jacket and shouts orders to everyone. Whårl
3 Wants to prove that he can juggle. He cannot. Erti
4 Wearing big stompy boots. Jumps everywhere. Ringø
5 Holding a clipboard that has a picture of a cat clipped to it. Trall
6 Is extremely nervous and runs everywhere. Yssy
Nearby
aturres
crea
CONSEQUENCES might
heår an
ex plo sion.
If the party gets past the Goblin
demolition team and reach the exit,
update their progress. If the explosives
go off while the PCs are near it, then
they are singed, temporarily blinded,
knocked down, coughing, and covered
in green powder in the next scene.
STONEWALLS 55
9. THE FEAST
The scents of roasted meat, freshly baked pies, and steaming drinks waft
down the twisting passageways. Turning a corner, you find a large oak table
set up in a dead-end open courtyard, piled high with food. Four creatures sit
around it, arguing fiercely. As soon as they see you, their faces light up and
they beckon you to sit.
4
5
2 6
3 Girl. A Human girl in Goblin armor. Will 6 Goro. A Night Troll with long, shaggy fur
not say who she is or admit that she is not a somewhere between black and purple and
Goblin. Surly. Wants to become a warlord. a slender canine snout. Shuffles about on
two legs, with long curved claws. Its eyes
are hidden, and it only makes mournful
howling sounds. Wants to collect and
prepare rare foods. He actually set up this
feast, but no one else knows it.
56 STONEWALLS
Food
Each PC can take one thing before the NPCs try to stop them.
A nice cup of tea (a favorite of Worms). Forces the drinker to constantly talk about
A
what they’re planning to do next.
A basket of fried toadstools (a favorite of Goblins). Forces the eater to only speak
B
in question form.
Roasted, honey-glazed dormice (a favorite of Night Trolls). Forces the eater to talk
C
about the thing they want most in the world.
A jar of marmalade (a favorite of the Brick Keepers; you smear it on the bricks, and
D then they flip it over and lick it off from underneath). Forces the eater to be brutally
honest when it comes to what they think of the people around them.
Large tankards of hot cider (a favorite of the Dwarves, and liable to get them drunk).
E
Forces the drinker to always lie.
F Blood peaches (a favorite of the Fairies). Forces the eater to only talk in rhyme.
Utensils
1 Long-handled fork with five tines that move, gingerly picking up food.
2 Soup spoon with a button in the handle; when pressed, it rotates the spoon.
3 A butter knife. Sorry, a knife, made of butter.
4 A fork with two tines that will hum quietly when stuck into raw food.
5 A pizza cutter that if you pull a ripcord will run on its own, cutting any food in half.
6 A plate in the shape of a piece of bread.
CONSEQUENCES
You cannot update your
progress from this room.
STONEWALLS 57
10. THE ENCAMPMENT
The sound of raucous laughter echoes through the stone corridors. As you
follow the voices, you emerge into an open courtyard filled with what appears
to be an army encampment. Goblins lounge about, fight, and gamble among a
cluster of striped, crooked tents. At the north end of the courtyard, the passage
continuing on is blocked by a spiked barricade guarded by two Goblins.
1 Tents. The tents are barely big enough for 2 Caged Creature. In the southwest corner
a single Human to fit inside, but provide of the courtyard (near the entrance),
ample cover for sneaking about. Moving a large creature sits in a cage looking
from one tent to another has a difficulty of forlorn. The four Goblins that are
2, but on a fail the PC is noticed by Goblins supposed to be watching it are close by,
and the alarm is raised. Inside the tents can absorbed in a game of dice. One of them
be found a wide assortment of Goblin gear. has the cage’s key on their belt.
58 STONEWALLS
Goblin gear
1 Set of Goblin armor, much too small for a Human.
2 Makeshift stilts.
3 Wind-up duck. Waddles about 20 feet before stopping.
4 Nipper stick (a pole with a hideous pink creature on the end, snapping its fangs).
5 Large, reeking blanket.
6 Bucket of glue.
Caged creature
Stiltt-Bird. A flightless bird with legs 10 feet long. Wants to grab a Goblin in its beak,
1-2
knock it against the stone, and then flee to its nest.
Blue hairy blob. Once released from the cage it is basically unstoppable, though not
3-4
terribly dangerous. It sucks up small objects that it crawls over and can be safely ridden.
Sid. A rock-man. Can pull rocks off of itself and hurl them at enemies, or collapse and
5
reassemble itself into smaller rock-men.
Hand. A hand the size of a small car, covered in shaggy fur. Likes to flick Goblins with
6
enormous force.
Goblin Guards
Description Name
1 Has a cannon on his head that shoots smaller Goblins. Uffige
2 Two Goblins stacked up. Doesn’t want anyone to know. Eatty & Bitey
3 Goblin with two sock puppets he loves very much. Cøørse
4 Standard bearer. Considers his role to be vital. Aret
5 Drill sergeant Goblin. A stickler for the rules. Sergeant
6 Lazy Goblin. Can be bribed, but not in front of his companion. Derf
CONSEQUENCES
If the party finds a way to get past,
update their progress.
It is possible to pass while being pursued
by a small army of Goblins.
STONEWALLS 59
11. THE LOOKOUT
A square, thirty-foot tower of ancient stone stands alone in a small courtyard,
the topiary garden at its base long overgrown. On its very top sits a throne of
white marble. An old Giant Badger snores in an armchair at the base of the
tower, beside a stone table.
60 STONEWALLS
T he Tower
Roll three dice and stack them on top of each other in a random order. This is the tower. The
number on each exposed face represents the difficulty of climbing that face. To reach the top
of the tower, a character must succeed at climbing each of the three sections, in order. A PC
attempting to climb the tower can climb up, down, left or right, but must make a roll every time.
If a PC falls to the bottom they can try again by losing an hour.
Face Failure
1 Overgrown with thriving ivy. Impossible!
2 Exposed masonry. Chunk of rock falls on anyone below.
3 Delicate machinery. A spring sprongs you off the tower.
4 Wooden slats. Loose panel swings you 90°. Climb from there.
5 Dry dying ivy covers this face. A fistful of plants tumble with you.
6 Steep overhanging ledge. Lost grip, falling down.
T he T hrone
If PCs manage to get to the top of the tower, their view of the Stonewalls allows them to see the way
forward. Roll a die and add it to this scene; the total is the number of the scene to which the
character on the tower can see the way from their vantage point. The Goblin King should turn
to the appropriate scene in the book and describe it to the player. PCs may go directly to that
scene without rolling when they leave this scene.
CONSEQUENCES
Update the party’s progress when they
enter this scene.
STONEWALLS 61
12. THE HUNTER
You can hear the moans and furious snarling of Goblins long before you see
them. What appears to be a small shrine lies crumbled in this area, and in
its ruins burns a small camp-fire. A creature as tall as a Human, but much
broader and more reptilian sits beside it, playing a hurdy gurdy. Surrounding
her are eight sacks, four of which contain a Goblin. A donkey is tied up nearby,
chewing on a bag of feed.
2
1
1 Rum. She looks like an alligator that’s run after visiting the Labyrinth to recover her
face first into a brick wall. Her clothing baby (stolen by the Goblin King). She
is worn, practical, and piratical in flair. figures if she captures enough Goblins,
She is quite pleasant, and hospitable if she’s bound to get the Goblin King’s
anyone in the party can play music or owns attention. She is willing to trade her wares
an instrument. She explains that she is in exchange for Goblins they have captured.
another traveler like themselves, but unlike
them she’s not trying to get to the center 2 Goblins. Rum doesn’t know the way to
of the Labyrinth; she’s just here to capture the Goblin City. The Goblins in the sacks,
Goblins. Her aunt Veronica disappeared however, whisper that they can tell you
which way to go if only you’ll free them. If
Rum catches a PC releasing or stealing a
Goblin, she will assume they are an agent
of the Goblin King and will try to put them
in sacks. She is very strong, cunning, and
willing to track the party over multiple
scenes. She will use all the items she has left
to do this. Escaping Rum once she has you
in a sack takes an hour.
62 STONEWALLS
Wares
PCs may trade any two of the following items for each Goblin delivered to her (three items if the
party went through Loma’s door, one item if the party went through Gloam’s door):
A Foot snare.
B Pole with a hook on the end.
C Trained parrot.
D Chain and padlock.
E Active beehive.
F Bottle of gloop that turns metal to jelly.
G Jar of tar.
H Jug of alcohol.
I Deck of cards with an extra ace.
J Nipper stick (a pole with a hideous pink creature on the end, snapping its fangs).
K Goblin scent.
L Manacles.
Goblins
Description Name
1 Has beautiful blond hair, is extremely vain. Flêwsêrthill
2 Is wider than he is tall, can roll into a ball to avoid harm. Pöley
3 Little wings that don’t work. Very sensitive about this. Gifferty
4 A grinning Goblin that enjoys biting more than is healthy Heisine
5 Has an eye on his shoulder. Falls in love with the tallest PC. Jêth
6 Angry Goblin. Doesn’t believe in Humans. Kraik
CONSEQUENCES
If the party releases or makes off
with a Goblin, update their progress,
as the Goblin lets them know
which way to go.
STONEWALLS 63
13. WORM COLONY
A cheerful buzz fills the air. High-pitched voices are humming and chatting.
The passage ahead is blocked by a dense miniature city growing out of the
walls, populated by several hundred brightly colored Worms. Dozens of tiny
bridges span the divide, creating an impossible tangle. As you
approach, the whole colony goes silent and turns to look at you.
★ The Colony. The Worms will cheerfully If the party decides to simply crash straight
inform the party they will have to turn through the Worm city, they will each lose a
back, as there’s no way to get through this random item as they do so, and Worms will be
passage without retracting their bridges, hostile to them throughout the rest of the game.
something they can only do if their needs
are met. They will happily trade with the If the party went through Loma’s door, or if a
party, but can only accept items that can PC is a Worm, the Worms will simply retract
be incorporated into their city somehow; all of their bridges and cheer as the party passes
it’s up to the PCs to describe how the while throwing confetti at them. They will still
item they are offering could be useful. barter with the party as usual.
64 STONEWALLS
Trade
The Worms will offer in trade a replica of what the party are going to give them, only in miniature.
They do not understand the concept that a large object might be worth more than a small one.
If you offer them 50 feet or rope, they might offer 50 inches of string in return. A sword could
be exchanged for a sewing needle.
Needs
At the moment, the Worms are most in need of one of the following. If they party manages to
produce it, the Worms will winch up and retract all of their bridges and let them pass.
1 A manor. Anything that can easily be hollowed out or carved into a home for their mayor.
2 A jug of some sort of adhesive.
3 A number of replacement gears and springs to repair their clock tower.
A steed. They want an animal small enough that they could ride and docile enough
4
to obey commands.
5 A pile of fibers for making rope and string out of.
A Goblin trophy. Any significant object that previously belonged to a Goblin will do.
6
They need it to scare off Goblin raiders.
Worms
Description Name
1 A gigantic Worm (about 4”) who boasts of his strength. Chaz
2 Mighty warrior, wants to steal from the rich and give to himself. Dazza
3 Circus ringleader. Is interested in seeing if PCs know any tricks. Liz’beff
4 Mustache-twirling industrialist who wants to build railways. ‘Enry
5 Worm with a trailing dress 2 feet long; it gets tangled easily. Mary
6 Scientist that wants to learn about the big folk. Victoria
CONSEQUENCES
If the party passes by the Worm
colony, update their progress.
STONEWALLS 65
14. THE BURIED GIANT
The ground beneath you trembles. Around the next bend you can hear a voice
like the grinding of continents say: “What have we here? A TRESPASSER?”
4
3
66 STONEWALLS
Prisoner
The Goblin King. He will promise the party fame, glory, riches, anything you want if
you find a way to release him. His mannerisms don’t seem much like the real Goblin
1
King at all. If the party releases him, they will discover that he’s a Goblin with a
potion of polymorph. Only one dose left, lasting one scene.
King Jasper with his loyal jester Wick. Jasper will admonish the party to save
themselves and go on without him, while Wick will plead with the party to save
2 them. Each of them will give the party contradictory advice, apologizing for the
other’s lack of cleverness. Jasper claims that the current Goblin King somehow “stole
his kingdom” and that he is trying to find it again.
3 Hoggle, a cowardly Dwarf.
An honorable Knight by the name of Sir Beris who is resigned to his fate. He does
not wish for anyone to put themselves into harm’s way for his sake. If he is not freed
4
he would like the party to send a message for him, to his love: Margaret. Leave his
message in any stone pot within the Hedge Maze and she will find it.
Felina, an impossibly tall woman in a beret and dark sunglasses. She claims that she
5 is there of her own free will, as she has become friends with the giant, but tries to
send signals to the party that she wants to be freed.
Spiggot, a spiteful Goblin who has a smaller cage of his own containing a Worm
6
called James. James seems mightily indignant about the whole affair.
CONSEQUENCES
If the party finds a way to get to the
exit, update their progress.
STONEWALLS 67
15. THE GOBLIN PILE
A pile of Goblins blocks the way forward. They are tumbled about, some flat
on their faces, some propped up against the wall, all snoring blissfully.
68 STONEWALLS
Goblins
W hen awoken... Name
1 Panics and tries to run straight forward back into the sleep zone. Lyfll
Acts very friendly, but is planning to betray the party as soon
2 Zebistradamus
as it’s convenient.
Is willing to help the party as long as they also wake up the rest
3 Cask
of his friends.
Acts hostile and won’t help the party in any way without serious
4 Verisimilitude
“encouragement.”
5 Is too dumb to be much help at all. Is very eager. Nobody knows
6 Panics and tries to run back the way the party came from. Besqüê
Goblin Gear
1 Nipper stick (a pole with a hideous pink creature on the end, snapping its fangs).
2 A five-foot bungee cord looted from the wilderness.
3 A flask of very slippery oil.
4 Fifty feet of rope.
5 A spyglass.
6 A handsaw.
CONSEQUENCES
If the party manages to all get past
the sleep zone, update their progress.
One possible solution is to use a
long pole to push someone’s sleeping
body through the zone and then
having them use rope to drag other
peoples’ bodies through.
If the whole party falls asleep in the
sleep zone, they are pulled out (on
the entrance side of the zone) by
a passing Dwarf named Ebenezer.
They lose an hour.
STONEWALLS 69
16. THE CLOCK
A huge stone clock the size of a chimney stands at the center of an open square,
its sword-shaped hands displaying the current time on its thirteen-hour face.
The square is nearly filled with thousands of gears of all shapes and sizes, some
stacked and sorted into neat piles with others scattered about haphazardly.
From behind the clock tower, the sound of anxious muttering can be heard.
70 STONEWALLS
T he clock
To fix the clock, Grindal will climb all the way up inside it to look at the problem. While he is
up there, he will shout sequences of instructions to the party. He will first give out a sequence
of three phrases, then four phrases, and then five. He will not repeat himself, as each sequence
must be performed quickly, and any delay will mean starting over again. After each sequence,
the party must repeat the sequence back to him, word for word.
Use this table to create phrases for Grindal to say. You can simply read them across, or combine
elements from the two column to make your own.
CONSEQUENCES
If the party repeats all three sequences
precisely, they have followed Grindal’s
instructions and the clock is fixed. In
gratitude, Grindal rewinds the clock,
which gains the party one hour.
In either case, or if the PCs simply
ignore the challenge altogether,
update their progress.
STONEWALLS 71
17. THE KEYHOLE
The corridor ends with an enormous keyhole, large enough to crawl inside.
Beside it on the ground lies the key, a colossal piece of solid brass.
1
2
1 The Keyhole. The keyhole is set in a 2 The key. It’s enormous, and would require
cylinder, and turning the cylinder will at least 10 people to lift. The teeth of the
unlock the wall at the end of the passage, key are made of two distinctive shapes of
swinging it open and allowing the party your choice.
to continue into the Labyrinth. Crawling
into the keyhole reveals a set of 50 The teeth are made of one shape if the party
tumblers, running in a line about two went through Gloam’s door, three shapes if
feet long, each of which must be pushed the party went through Loma’s door.
up to exactly the right height before
the cylinder can turn. Normally, the
teeth of the key align all of the tumblers
automatically, but since the key is so
heavy the party will need to find a way to
replicate it somehow.
72 STONEWALLS
Key shapes
An A shape.
A rectangle.
A semi circle.
A shape like a D, flat side down.
A shape like an M.
A shape like a B, flat side down.
A shape like an E, flat side down.
A narrow oval.
A shape like an H.
A shape like a K, flat side down.
A shape like an N.
A shape like an R, flat side down.
A shape like an L, flat side down.
A heart shape.
A shape like a V.
A shape like a W.
An A shape, cut in half vertically.
A star shape.
A shape like a F, flat side down.
A shape like an S, turned on its side.
A shape like a U.
CONSEQUENCES
If the lock is opened, update
the party’s progress.
STONEWALLS 73
18. THE RIDDLE
Two strange guards bar the way through an ornate door in the wall. Each
guard holds a shield in front of them, with a head protruding from above and
below it. “Answer our riddle, traveler!” One says. “If you answer rightly,
the door will lead to the castle at the center of the Labyrinth!”
“If not,” says the other, “it leads to... CERTAIN DEATH!”
★ Guards. The PCs must answer a riddle correctly if they want to pass. If the PCs used
Loma’s door, the guards will give them a clue. If the party used Gloam’s door, they must
answer two riddles. You can use one of these riddles, invent your own, or look some up.
If they push past the guards and enter the door without answering the riddle, it leads
right back to this scene. The guards find this hilarious.
Note: the top heads of the two guards are called Alph and Ralph. The bottom two heads are
called Jim and Tim.
74 STONEWALLS
Riddles
Question Answer
A father’s child, a mother’s child, yet no one’s son. A daughter.
Until I am measured
I am not known,
Time.
Yet how you miss me,
When I have flown.
The more you take, the more you leave behind. Footsteps.
Feed me and I live. Give me drink and I die. Fire.
An iron horse as thin as a rail, the faster he runs, the shorter his tail. Needle and thread.
CONSEQUENCES
If PCs can answer the riddle without
looking it up, the door behind the
guards will open and they may update
their progress. Every time they want
to pass through this scene, they must
answer another riddle.
STONEWALLS 75
19. HELPING HANDS
On your way through the Labyrinth, the ground beneath you suddenly opens
up and you fall into darkness. As you tumble, hundreds of hands reach out and
slow your descent, until you find yourself suspended in their grasp. Across
from you, six hands move together to pantomime a face. “Going down?”
76 STONEWALLS
CONSEQUENCES
If the players do a great job, the Goblin
King can declare that they are sent
directly to whatever scene they said they
wanted to go to. If not, they will have to
try to convince the hands (difficulty 4) to
take them to the right place.
On a failure, (or if they say they want to
go down) they are taken to the oubliette
(page 42). Progress cannot be
updated in this scene.
STONEWALLS 77
20. THE POISON SHOP
A ramshackle stone building juts out into the middle of a corridor, its wooden
sign proudly reading “Barkley’s Poisons, a toxic tincture for every trouble.”
Near the bottom a note has been added: “Free sprayer with every purchase.
Ask about our daily special!” Outside the shop a trio of Goblins lounges about,
each holding a sprayer.
78 STONEWALLS
Poisons
There are six poisons available. Roll to see which one is the daily special (Barkley gives out a
sample of that for free). Effects last for one scene or an hour, whichever comes first.
Black Treacle. Spray it on someone and their joints become very difficulty to move,
1
dramatically slowing them. Drops Fairies right out of the air.
Triple Z. Knocks anything Human sized or smaller out cold. Only effective on larger
2
creatures on a 4+.
Gullibile. Those sprayed become highly suggestible. Attempts to convince them of
3
something are improved.
4 Gnash. Those sprayed will fly into a rage and attack anyone nearby, including their allies.
Phobogall. Those sprayed become terrified of nearly everything. Attempts to intimidate
5
them into doing what you want are improved.
6 Minimuck. Causes the victim to shrink to the size of a mouse.
True to the sign out front, each poison comes with its own sprayer. Each poison can only be
used once, and the effects last for one scene. If Barkley notices the PCs trying to rob him, he
will quickly pull out a sprayer loaded with a random poison and use it against all of the PCs.
Goblins
Description Name
1 Six knees, two legs, and has a mean look to him. Nêêmi
2 His helmet is big enough for him to hide in if scared. Metch
3 Wearing a bright yellow raincoat and nothing else. Quäsper
4 Is constantly chewing on something. Travels only by sidling. Whitherwhisk
5 Very green. Shoots finger guns and calls everyone “wise guy.” Hank
6 Pointy hat. Uses long words without knowing what they mean. Meffo the Wise-ish
The Goblin gang will throw the stolen poisons to each other to keep them away from the party,
teasing them as they do. If their leader is in any way compromised the others will flee.
CONSEQUENCES
If the party finds a way to get past the
Goblins, update their progress.
STONEWALLS 79
21. THE TRUMPET
The shouts of hundreds of voices ring down the corridors. The maze opens up into
a wide amphitheater crowded with denizens of the Labyrinth of every variety:
Dwarves, Goblins, Fairies, Worms, and all manner of strange beasts. They seem
to be organized into factions that are arguing with one another. On a platform at
the front of the amphitheater stands the Trumpet, a massive stone horn the size of
an elephant. Just as you enter, a Dwarf blows the Trumpet with an ear-splitting
blast, and the whole place goes silent. “The guests have arrived!” The Dwarf
shouts. “Let us hear what they have to say for themselves!”
1
2
1 The Crowd. Citizens of the Stonewalls have 2 The Platform. The party is summoned
gathered to debate the disturbances caused up to the platform and questions and
by the party. Everyone they have met so far accusations are hurled at them, one at a
is somewhere in the crowd. The mob is time. The party should be given a chance
physically divided into two groups, those in to explain and defend themselves, as many
favor of the party and those against. Several of their actions have become distorted
of the Night Trolls are keeping order and by rumors even over the short time that
holding back the enemies of the party. they’ve been there. Factions and NPCs that
they have allied themselves with will come
to their defense. The Dwarf at the front
(named Una) acts as the judge of these
proceedings and will blow the Trumpet
periodically to restore order. Whenever the
party responds to an accusation, NPCs run
back and forth between the two crowds as
people change their minds.
80 STONEWALLS
Debate
The Goblin King should use this opportunity to show the players how their actions have impacted
the Labyrinth, and how rumors of their actions are spreading. After the Goblin King feels that
the back and forth has gone on for long enough, Una will call for a vote, which is decided by a
test (difficulty determined by how many enemies the party has made). If the party went through
Loma’s door, the roll is improved. If they went through Gloams door, it’s hindered.
Random Denizen
1-2 3-4 5-6
1 Goblin in yellow raincoat. Gloam the Dwarf. Child-sized newt, liar.
2 Sleepy Giant Badger. Stiltt-Bird cocking its head. A white stallion.
3 A wall of Helping Hands. Mighty Worm warrior. Dwarf poison merchant.
4 A girl in Goblin armor. Guard who loves riddles. Loma the Horned Beast.
5 Very tall woman in beret. Goblin with blond hair. Dwarf clockmaker.
6 Reptilian Goblin hunter. Worm with mustache. A man made out of rocks.
Mob Reaction
Positive Negative
1 They are unconvinced by the argument.
2 A random denizen cheers. A random denizen boos.
3 Polite applause. Non-distinct jeering noises.
4 Someone shouts “you’re my hero!” A drunkard is heckling.
5 Standing ovation. Some people are throwing tomatoes.
m Ma
em k e
6 Loud cheering erupts. People seem offended. ar or a bsu r
e p le e a
r es N n y
en PC
t. s
CONSEQUENCES
If they succeed, Una will allow them to
speak into the Trumpet. It will be heard all
across the Stonewalls and Hedge Maze.
Update their progress.
If they fail, they’ll be thrown
in the oubliette (page 42). They can’t
enter this scene again.
STONEWALLS 81
22. BOOTSTRAP BANDITS
You spy a Brick Keeper sitting atop the wall ahead. It has an old boot pulled over
its head, like a helmet, and is squinting through a spyglass toward you. You could
be mistaken, but it appears as if it is focusing on your feet. Realizing it’s been
spotted, he squeals in alarm, and falls off the wall out of sight. Rounding the
corner, you find a narrow, rocky ravine that would be a squeeze to fit through.
★ Ravine. The first character wearing shoes Regardless of whether the PC falls over, the
to squeeze through is ambushed by Brick Brick Keepers swarm around them and attempt
Keepers wearing boots on their heads. to steal their shoes. The PC must make a test
A rope is pulled taut across the gap at shin- (difficulty 3 if they are on their feet, or difficult
height, while other Brick Keepers attempt to 4 if they fell over), else have their shoes stolen.
push the character over unless the character If they are stolen, the Brick Keepers retreat into
can keep their balance (difficulty 4). holes in the ravine with their prize, singing
victory songs, and nothing further untoward
Note: other PCs cannot help them, as the gap happens. The PC and the others may pass
is too tight - they are on their own for this one! through the ravine safely.
82 STONEWALLS
Brick Keepers
Personality Name Headwear
1 Surly Jib Jib Goblin boot
2 Maniacal Burrr Jester’s shoe with a bell
3 Energetic Rrrrrrrep A roller-skate
4 ‘Ard Clicking noises Steel-toed boot
5 Pretentious Glib-up A glass slipper
6 Easy going Frimmm Sandal
It might be possible for a shoe or two to be grabbed off a Brick Keeper’s head, traded, fished out
from beneath the floor slabs, or otherwise gained through trickery or cleverness.
CONSEQUENCES
If the party pass through the ravine,
update their progress
STONEWALLS 83
84 HEDGE MAZE
HEDGE
MAZE
A green and luscious expanse of ivy-
strewn trellises and thick green hedges
stretches out in front of you. Looking
back, you see that the passageway through
which you came is completely overgrown.
HEDGE MAZE 85
CHAPTER SCENES
19 The Hunt............................................124
20 Blackout..............................................126
21 Sapling Nursery..................................128
22 Rorrim Demad...................................130
86 HEDGE MAZE
Tips
Similar to the Stonewalls, the scenes in the Hedge Maze are separated by long stretches of
interconnected pathways, only these are lined with hedgerows. Their twisting nature defies logic
and makes it almost impossible to keep track of your direction. The tables below can be used in
any combination to describe the Hedge Maze and create random encounters.
Dressing
1 2 3 4 5 6
Flower
1 Mosaics Fountains Aqueducts Craters Greenhouses
gardens
Thorn
2 Tool shed Compost Picnics Observatories Croquet
bushes
3 Stone pots Fish ponds Orchards Berries Towers Tables
Recent
4 Stone heads Topiary Shovels Waterfall Fairy hive
landscaping
Trellised Overgrown Dueling Giant
5 Plazas Gravel paths
archways statuary grounds snails
6 Gazebos Burrows Crickets Birdsong Ant trails Sundials
Encounters
1-3 4-6
Two Knights of Yore politely arguing over
1 Worms racing each other across a lawn
the finer points of chivalry
2 A Night Troll ambushing a Goblin patrol Dwarves planting a new hedge
3 Goblin squad setting up traps A convention of Wisemen
4 Dwarves digging a huge hole A Night Troll dragging a huge cage
Fairies attacking a lone Goblin, who is A Goblin knight going in circles around a
5
thrashing at them ineffectually section of hedge maze
6 Dwarves cutting a door in a hedge Dwarves fishing in a pond
Atmosphere
1 Flowers watch the party from the hedge.
2 A light rain.
3 A pollen cloud covers the party in spores.
4 The entire hedgerow blooms all at once.
5 The corridor withers and decays suddenly.
6 The clouds part and the sun shines down.
HEDGE MAZE 87
1. THE WISEMAN
In front of a huge sundial, an old man with a hat shaped like a chicken sits
sleeping. When you approach him he starts awake. “Whah? Huh? Oh, hey,
I didn’t see you there, hrrrm.” The hat speaks up at this: “You’d better ask
something quick! He doesn’t stay awake for long!”
2
1
88 HEDGE MAZE
Wiseman’s Advice
Feel free to embellish the results below or create your own. If you run out of ideas, then just
have the old man fall asleep.
“When I was a lad, I could whistle so loud that birds all around would try to
11-13
attack me out of spite! Horrible creatures!”
14-16 “Have you ever noticed how bad Goblins are at climbing trees?”
“The trouble with battles around these parts is that no one obeys Lord
24-26 Witherwold’s Definitive Rules of Warfare! Everyone cheats because they think
they can get away with it!”
“A little Worm once told me that stroking the back of a Night Troll’s head puts it
31-33
to sleep! Or was it the back of their hands?”
“Ah yes, the sword! Queen of weapons! Unless your enemy has a much longer
34-36
sword, of course. Then you’re done for!”
“I think these pots are much larger than they appear. I put my last hat in one
44-46
and never saw it again!”
“Once, when I was having lunch with some princess or other, I put my spoon
51-53 behind me ear rather than by my plate and she fainted from shock! Those were
the days.”
54-56 “It’s always the ones who can’t stop talking, trust me.”
“When you find yourself going in circles, sometimes it’s because you’re exactly
64-66
where you need to be!”
CONSEQUENCES
Update the party’s progress when
they enter this scene.
HEDGE MAZE 89
2. THINKING VIOLETS
One wrong step is all it takes. The pavement below you suddenly tips down
into a steep ramp, sending you tumbling down into darkness.
90 HEDGE MAZE
Violets’ Demands
Cuisine. The flowers can, in fact, eat small crumbs of food and are interested in what
1 the greatest chefs of the Labyrinth have been cooking up (they are very out of touch
with the real situation above ground).
Art. They’ve been sitting in darkness for a very long time and want to see something
2
new, something fresh, something vibrant.
Music. The flowers want a performance of the latest works by the greatest Labyrinth
3
composers, something that really pushes the bounds of the concert hall.
4 Friends. Someone with lots of anecdotes would be ideal, but really any company will do
Freedom. Plant a cutting from the Vine in a well nourished plot of earth. While this task is
5
easy, the vine does not hide its sinister intentions to take over the Hedge Maze.
6 Fashion. Only the most bleeding-edge of Haute Couture will do.
Random Prisoner
Description Name
1 A Firey with a peg leg; she is on a quest to find her missing leg. Dodecadus
2 An RPG writer that has become trapped in his own creation. Ben
3 A Worm pirate here by choice; has buried treasure hidden away. Eddy
4 Horned Beast that seems content. Can summon creepy crawlies. Pluto
5 A Worm in a top hat. He is imprisoned for petty treason. Phil
6 An NPC the party has met already. They were imprisoned for fraternizing.
CONSEQUENCES
Progress cannot be updated in
this scene.
HEDGE MAZE 91
3. THE FORT UNE TELLER
In an alcove in the Hedge Maze stands a booth, occupied by a wizened old
woman. A huge banner across the front reads “FORTUNES TOLD - FOR
GOOD OR ILL”. The moment she sees you she starts beckoning you over.
“Come and sit, sit, sit! Do you want to know the future? Of course you do!
And I can see it, clear as crystal!”
92 HEDGE MAZE
Fortunes
CONSEQUENCES
Progress cannot be updated from
this scene.
HEDGE MAZE 93
4. ELSEWATER
Three stone-lined ponds lie in a large circular clearing. There is no bird song,
no sounds, no wind, and yet the water ripples as if blown by a soft breeze.
94 HEDGE MAZE
Alternate Labyrinths
The Red Maze. All stone in the Red Maze is made from cinnabar ore, giving it its distinct
1 color. The sun is scorching hot, and most creatures try to stay in the shade. Goblins are
roughly the same color as the stone, allowing them to easily camouflage themselves.
Nox. It is always night in Nox, but six full moons make it pretty easy to navigate. The
3 Night Trolls in Nox are twice as large, and the Goblins live in fear of them.
Free Perplexia. All of the Dwarves in Free Perplexia are replaced by Humans, united in
4 their struggle against the tyrannical Goblin King. They have been unable to break into
the Goblin City so far, though, and get just as lost as everyone else in the Labyrinth.
Rime. Everything is freezing cold and coated in ice. Characters not prepared for the
5 cold add 1 to the difficulty of every physical task. Characters carrying heat sources
like torches will attract Fairies who will obey their commands in exchange for warmth.
Wenderwald. Everything seems to be overgrown with vines and flowers. Thick fogs
occasionally descend. The twists and turns of the Labyrinth are even more complex in
6 this reality than usual, so all progress rolls of 5 or 6 must be re-rolled (once). However,
it is impossible to fail while backtracking due to the tracks the party makes on the vines
(although a roll of 1 still causes the party to lose an hour).
CONSEQUENCES
Progress cannot be updated
from this scene.
HEDGE MAZE 95
5. AVIARY
A huge aviary stands in an open courtyard, shaped like an enormous birdcage
made of tarnished copper. Its door stands wide open. Hundreds of birds of
every shape and color have escaped, singing, squawking and swooping about
the area. A panicked Dwarf is running to and fro with a net, trying to catch
as many birds as he can, with no success.
3 3
1
1 Wallace the Dwarf. While retrieving some 3 The Birds. Most of the birds can talk,
seed he forgot to lock the door and now although they tend to have a very
the birds are everywhere. He is desperate limited range of interests. None of
to fix this before the Goblin King finds them want to get trapped back in the
out, and will show you the way toward the aviary, so the party are going to have to
castle if you can round them up. trick them somehow.
a se
a bird
Just b ec u
a person
can ta k li
l k e
ey
o mea thn
do es n t
a person.
t ink li ke
h
96 HEDGE MAZE
Birds
Appearance Personality Wants
Like a parrot with An ever-attentive audience
1 plumage exactly matching Vain, condescending. to hear its sleep-inducing
the sky. melody. Applause.
To guard their eggs, which
bright blue with long legs they have moved to some
2 Manic, distracted.
like stilts. new nests they’ve made
on the top of the hedges.
To steal shiny objects for
Bright yellow, huge black
3 Insatiably curious. their nests high in the
eyes like it’s always startled.
trees in the aviary.
To perch on the largest
Bright red, tails two feet Belligerent, oblivious to
4 nearby creature and
long. Can be worn as a hat danger.
criticize it.
Dove gray, enormously To eat as often and as
5 Regal, bored.
fat. Waddles. much as possible.
To keep the flock together.
Like a large kiwi that can
6 Stressed out, paranoid. Will attempt to rescue any
hop five feet in the air.
birds who are separated.
CONSEQUENCES
If PCs can get all of the birds back
into the aviary, Wallace will give
them directions and his net.
Update the party’s progress.
HEDGE MAZE 97
6. POACHING TRAP
Yowls and moans fill the Hedge Maze. Through a low archway you find a
stone courtyard overgrown with trees, with a second archway on the other
side leading directly toward the castle. The noises are coming from a huge
creature being tormented by a patrol of six armored Goblins.
3 6
2
5
1
Six different traps have been set up in this 3 Elevation trap. A flagstone is slightly raised. It
courtyard. They are all fairly obvious. A is the top of a tall rectangular block. Stepping
trapped creature has been caught by one of on it causes it to rise quickly; the character
them (roll to see which one). is stranded until they can find a way down.
1 Foot snare. A rope with a noose lying under 4 Tripwire. Set up near a tree’s base. Set it
a tree. Disturbing it causes a counterweight off and a very heavy cage will drop from
to fall, hoisting you into the air by the foot. the tree above.
2 Pit trap. A tile section has been covered 5 Glue trap. A section of tile has been covered
with branches and leaves. Stepping on it with extremely sticky green glue. Set a foot
sends the victim plummeting into a pit. there and it will take an hour to get out.
7 Exit.
98 HEDGE MAZE
Trapped Creature
The creature has been caught in the trap for some time, and is clearly becoming exhausted.
Sebastio. Looks like a very tall man with arms long enough to reach the floor, dressed in
1
tattered leather clothing. Has a huge nose that can detect and identify scents from far away.
Ludo. A large Horned Beast with shaggy reddish-brown fur and long horns. Has the
2
vocabulary and intelligence of a small child. Can summon rocks by howling.
3 Rum. A bounty hunter who looks like an alligator that’s run face first into a brick wall.
4 The Iron Knight. An huge empty suit of armor on a noble quest.
5 Morainian Lion. A snarling creature that’s made entirely from water.
The Black Hart. A huge black stag with antlers that appear to be made of pale ivory. Can
6 be ridden as a mount. During the hours from 10 to 12, it may emit a cry that makes all
Goblins in the scene deathly afraid. Only works once.
T he Goblin Patrol
They are all wearing full plate armor, which makes it a bit hard for them to see. They know
where all the traps are, however, and will try to use them against the party in combat. They do
not want the party to enter their poaching grounds or to get closer to the castle.
Description Name
1 Armor is held on by string and luck, and it is ready to fall off. Tremulöus Gösqüe
2 Has a red-plumed helm. The plume is actually his hair. Snöllöbee
3 Armor is made of kitchenware. He hopes no one notices. Zêffithstruê
4 Actually two Goblins. One controls the legs, the other the torso. Fite & Flite
5 Fur spills out between the plates. Herrst
6 Armor has been painted bright red. The paint is still wet. Kênn
CONSEQUENCES
If the PCs escape out of the exit
on the other side of the courtyard,
update their progress.
HEDGE MAZE 99
7. BAT TLEFIELD
The clash of arms and blaring of trumpets sound up ahead. An utterly chaotic all-
out brawl is taking place between two factions on an enclosed green. Combatants
tumble, charge, and collide in a roiling melee that never seems to slow down.
1 3 2
1 Entrance.
OK, I take it back.
2 Exit. There is an exit at the other end of
Run for your lives! the green leading toward the Castle.
- Goblin battle plan 3 The Green. The grass field is overcrowded
with two factions fighting over a specific
issue. Pushing through the battle without
a plan takes an hour. If the party helps
them to resolve their differences, make a
note of it. Creatures from these factions
may have heard stories of this battle.
Factions
1 Horned Beasts, few in number, but enormous and able to summon boulders to their aid.
2 Red Goblin knights riding Mounts. They are unstoppable, but can’t see where they’re going.
3 Twenty Knights of Yore organized with military precision.
4 Dwarf Gardeners: armed to the teeth with huge hedge clippers, shovels, and hoes.
5 Goblin Cannoneers: Of a lower class than the red knights, but far more...explosive.
6 A huge swarm of Fairies commanded by a Dwarf hag from the bog of eternal stench.
CONSEQUENCES
If the party finds some way to cross to
the exit, update their progress. If a PC
peacefully stops the battle add
“the Wise” after their name.
Qxh7, Rh3
Re8, Qg7
Ba6, Bxb5
Nf6, Bf8
Rf5, Rgg5
Bd3, Kf5
CONSEQUENCES
Update the party’s progress as soon
as they enter this scene. If the players
checkmate Grundle, he tells them of
a shortcut they can use. Add 6 to the
next exploration roll.
2
1
1 Topiary Garden. This rather large area of 2 Incomplete Hedge Beast. There are a
the Hedge Maze is prowled by a number of number of other half-finished topiary
topiary creatures who have broken loose of creatures in this area. The party can work
the earth and are running wild. The party with the Dwarves to shape them into any
may attempt to sneak through the area animal they wish and then animate them
(difficulty 6), but failing will cause them with the Dwarf’s growth spray (Difficulty
to encounter a random creature. There are 1 for a mouse-sized animal, 2 for a dog-
three topiary beasts in the area. sized animal, 3 for a horse-sized animal,
4 for an elephant-sized animal, 5 for a
If it is later then the fifth hour, roll a die for T-rex-sized animal.) Failure causes the
each animal. On a 4+ they are asleep. party to lose an hour, but still creates
the creature. The awakened animals
are initially no more controllable than
the ones running wild, but might be
encouraged to fight them. Knights of
Yore can attempt to tame them and use
them as mounts (difficulty is equal to
the difficulty in creating them). If they
manage to tame a Hedge Beast, they gain
the trait “Hedge Knight.”
Hedge Serpent. Over one hundred feet long, it has a hard time sneaking up on prey
1 due to the loud rustling sound it makes as it slithers. Attempts to swallow creatures
whole, who must then try to break out of its belly.
Hedge Bull. The size of a large car, the bull likes to charge in a straight line at its foes
2
and knock them down.
Hedge Spider. About the size of a bedroom, the Hedge Spider can scuttle along very
3 quickly, and likes to shoot webs made out of sap-covered vines at its foes to slow them down
and entangle them.
Hedge Lion. Enjoys stalking its prey and then attacking from behind, or picking off
4
stragglers and characters who seem small or weak. Smells like parsley.
Hedge Gorilla. Eight feet tall. Refuses to let characters pass, and will grab and throw them
5
around if they attack.
Hedge Giraffe. Impairs all attempts to sneak in this scene, due to it being able to see
6
over the hedges.
Dwarves
Description Name
1 Weilds shears with abandon, is an excellent hairdresser. Gasket
2 Has infinitely long tape measure. Is obsessed with exactitude. Ruddle
3 Good looking fellow with a very bushy mustache. Uses a rake. Montgomery
4 Says he knows karate but doesn’t. Pretty good with his sickle. Stunch
5 Can dig holes with his spade as fast as he runs. Cannot run fast. Gulg
6 Uses tiny scissors. Is very worried about making a mistake. Napo
CONSEQUENCES
If the party gets past the animals,
update their progress.
★ The Burrow. The burrow is home to a There is a complex code of conduct and
Giant Badger named Foltzendorf (but he etiquette in Foltz’s house. He is a very refined
prefers to go by Foltz). At the moment he Giant Badger from foreign lands and likes
is setting the table for tea, as he expects everything just so. The only way to figure out
visitors around this time of day. Soon after what to do is to watch the other guests. If a PC
the party discovers the burrow, guests will does something inappropriate, Foltz will frown
begin arriving, pushing past them if the and the guests will tut. If the PC stops whatever
party hasn’t gone down the burrow yet. they were doing then there is no penalty, but
The exit deeper into the Labyrinth is out if they persist or make the same mistake more
one of the doors in Foltz’s house, but than once, Foltz will harrumph and the guests
he will only give you a tour once he has will gasp. After three harrumphs the party will
decided he likes you. be thrown out, and not allowed back.
One is very
pleased to meet you.
Let’s keep it that way.
- Foltzendorf
Etiquette (choose at least three of these as the rules, or create your own)
1 You must always stand when asking a question.
Every time someone passes you food, you must say you don’t want any while
2
simultaneously taking some.
Every few minutes, everyone must stand up and switch seats. However, the person sitting in
3
your old seat is still referred to by your name.
Every time someone makes a demand, like “stop mumbling!” or “pass the biscuits!,”
4 the person to the speaker’s left must respond as if they were the one the speaker was
addressing, even if they weren’t.
5 Always refer to the Goblin King as the Owl King.
6 When saying a number, always say one less than you actually mean.
CONSEQUENCES
If the party made friends with Foltz
(and properly followed at least three
rules) he will show them the back door.
Update their progress.
6 4
2 1
5 3
1 Night Trolls. The Trolls are aggressive 2 Fairies. They’re upset that Trolls have
and territorial, and they don’t want taken their garden. They will try to deliver
any interlopers moving in on their food random fruit to PCs every other round.
supply. They will try to prevent the
party from getting through the orchard 3 Tall narrow tree with round blue fruit.
by picking them up and throwing them Eating or being hit by a fruit shrinks you
over the hedges. The largest Troll has a down to mouse size for two rounds.
golden key in his mouth that he’s been
using as a toothpick. It unlocks the door 4 Huge bush with red berries. Eating a
at the back of the orchard. Fighting the handful grants you the strength of two
Trolls initiates an action scene. Night Trolls for two rounds.
Fairies
Description Name
1 Frizzy red hair and a nervous laugh. Flies in circles constantly. Honeyseed
2 Has an attitude and a mohawk. Will fly into things head first. Mornblossom
3 Prankster. Will dodge any fruit thrown at her so it hits a Troll. Duskbell
4 Swept back hair and a need for speed. Wearing goggles. Summerweed
5 Terrified of everything bigger than her. Hides in a PC’s bag. Moondrop
6 Pretty and alluring. Smiles sweetly with a million needled teeth. Thistledew
CONSEQUENCES
If the party manages to get through
the golden door, update their progress
If every party member is thrown over
the hedge, it counts as leaving
the scene normally.
The party must defeat the Goblin King in a “No being yet has matched my wit.”
rhyming battle. The Goblin King always takes “You’ll never escape my ingenious maze.”
the lead, throwing out barbed insults for the “You’ll never recover the things that I’ve taken.”
PCs to respond to. The party has a maximum “You’re as ugly as one of my Goblin crew!”
of ten seconds to come up with a rhyming “You reek as badly as a Dwarf in a bog!”
retort. A Worm will pop its head out of a “I’ve been practicing this for a hundred years!”
hedge and explain what the party needs to “Your rhymes are as weak as two-year-old child!”
do if they are confused. Some example insults “My devious traps will soon bring you to heel.”
are given below, but you may of course also “Don’t you see that this is all for you?”
invent your own. “Here, eat this peach, poisonous and orange.”
Comeback Points
A response that rhymes and makes sense as a comeback. 2
A response that rhymes and only sort of makes sense as a comeback. 1
A response that doesn’t rhyme or doesn’t make sense 0
Isn’t given in time 0
Points Outcome
Lost badly. A clock appears and the Goblin King winds it forward, causing them
0-5
to lose 2 hours.
Lost. A clock appears and the Goblin King winds it forward, causing them to
6-10
lose 1 hour.
11-15 Won. The party may continue with no penalties.
Won overwhelmingly. A clock appears and the Goblin King winds it backwards,
16-20
gaining them an hour.
CONSEQUENCES
The Goblin King disappears. If
the PCs have won, the PC who
contributed the most to winning gains
the trait “Silver-tongue.”
Update the party’s progress.
1 Sir Valentin. A Knight of the Order of 2 Museum. The museum has two entrances
the Sable Lance, has been tasked with on the ground floor, a balcony on the second
guarding this museum, and has taken a floor, and a skylight on the top floor that
sacred vow to only let true art lovers pass. can be opened. Each floor has one Knight
Unfortunately, a band of Goblins looking portrait, as well as dozens of portraits of
for a hideout recently overwhelmed him famous Night Trolls, Dwarves and Worms.
and took over. He is worried that they are Each floor has six different locations where
wrecking priceless artifacts within. If the Goblins might be stationed. Roll twice for
party convinces him they are art lovers, each level to see where each group of three
he will give them two missions: to drive Goblins are. Goblins are cowards, and if
out the Goblins from the museum and threatened will try to join up with more
to retrieve the three portraits of Knights Goblins and form a larger force before
scattered about the museum, all of whom striking back. They will also quickly raise
were members of his order. the alarm if they see intruders.
CONSEQUENCES
If the party completes one mission, Sir
Valentin will give them instructions on
how to proceed toward the Castle.
Update their progress.
If the party completes both missions,
Valentin will also knight one PC
nominated by the group. Add the trait
“Knight” to that PC’s sheet, and add “Sir”
or “Dame” to the PC’s name.
2 Entrance.
Franz darling.
These tiresome opponents are
rendering my enjoyment of this
magnificent game null.
Can we eat them?
- Cleo
CONSEQUENCES
If the party wins a game, they may pass.
Update their progress. If they fail, they
may lose an hour to try again.
1
2
1 A large stone platform six feet high with a flight of stairs reaching up to the top.
A long, rectangular, stone-lined pool, bisected by a path of stepping stones. Much of
2
the surface is covered with lily pads.
3 A rock garden with very unsteady footing and a number of large boulders.
4 A flat, open area with no significant obstacles and a sandy floor.
5 A number of fallen pillars, about two feet wide.
6 Tall grass. Smaller characters have a much harder time maneuvering.
Track the flow of the battle on the duel track. Put a small token in the middle space. Whenever
one character wins a clash (difficulty 5, this can be made easier through clever and spectacular
displays of skill), shift the token one space towards their end of the track. When the token
reaches one end of the track, that character has won the duel. When a character is winning,
they have more control over where the fight takes place, so they may get to re-roll the location
die once or twice and keep the location they want.
CONSEQUENCES
If a PC is able to beat La Roche,
update the party’s progress. If
a PC manages to win without
fighting dirty or doing anything
dishonorable, they gain the trait
“Honorable.” If not, they may gain
the trait “Dishonorable.”
3 2
1 The Stone Pedestals. There are six colored 3 The Map. A map of the local area is
globes matching the six colors of light. Each inscribed in the flagstones, but it’s so
glass globe is firmly attached to its pedestal fiendishly complicated that it would take
and cannot be removed without breaking it. an hour to figure out how to proceed.
However, the pedestals could be broken in Whenever a sphere is lit with a color, a
order to take the globes to the rainbow. section of the maze lights up in that color.
2 The Device. Heavy, fragile, ornate, and Note: lighting all six spheres with their
immovable. A band of rainbow light is corresponding color reveals the path toward
projected on the ground beneath it: red, the Goblin King’s castle. The PCs could use
orange, yellow, green, blue, and purple. reflective surfaces to reflect the light from
the rainbow on the ground into the spheres
or use colored glass or something similar to
create colored light.
Goblins
Description Name
1 Wearing aviation goggles which make his eyes look huge. Grølløssø
2 Ten fingers on each hand. Has a keen sense of whacking. Diirk
3 Constantly, visibly shaking. Has a parachute made of bed sheets. Shim
4 Extremely long nose. Has tied himself to another Goblin. Frebølous Trem
5 Long mustache has been tied behind his head to avoid snags Joshon-Smythe
6 Is covered in gloop. Will bounce as high as he falls. Bik the Returner
CONSEQUENCES
If PCs manage to get to the highest
balloon, their view of the Hedge Maze
allows them to see the way forward.
Roll a die and add it to this scene; the
total is the number of the scene that
the character in the balloon can see
the way to from their vantage point.
The Goblin King should turn to the
appropriate scene in the book and
describe it to the player. PCs may go
directly to that scene without rolling
when they leave this scene.
★ The Dwarves: The Goblin King has told The Dwarves say that they will gladly give
the Dwarves that he wants them to do a the party directions if they help, and eagerly
bit of landscaping so that the Hedge Maze hand over the map. Choose two of the puzzles
will look better from his vantage point up opposite for the players to solve. Draw them on
in the castle. However, he also doesn’t want a piece of paper for them to sketch on, or use
the Dwarves to move too many hedges, as matchsticks or similar.
constantly digging things up causes a mess.
In reality, he just likes giving the Dwarves
obnoxious logic puzzles so he can appear
now and then to mock their incompetence.
CONSEQUENCES
If the players solve both puzzles,
the Dwarves act like the answer was
obvious. Rearranging the hedges
reveals a new path deeper into the
Maze. Update the party’s progress.
Magic Items
1-2 A jar of gloop that can create a sticky puddle to slow down a Goblin squad by one space.
3 A potion that allows the group to move at double speed for one round.
4 A magic seed that causes a hedge to block a path it’s thrown at.
5 A whistle that when blown causes Brick Keepers to spring up all around.
6 A portable door that lets them walk straight through a hedge one time.
CONSEQUENCES
If the party reaches the exit
on the edge of the scene,
update their progress.
2
2
2
1
1 Creature. A Night Troll called Hito. He is 2 Traps. Some Goblin poachers have set up
the size of a fox but makes sure to sound traps to try and capture Hito. While these
massive at all times. He has the ability to Goblins have long since given up, their
call darkness to his aid and he uses it to traps still litter the pathways through this
obscure his actual size. Hito is in a bad section of the maze. Depending on how
mood; he does not know what he actually the party describes how they progress,
needs, but he thinks he does. This means they may discover clues to the traps (the
that the party will have to talk to him about descriptions given in the table are just to
‘why’ he’s acting out. If the PCs work out get you started; you should embellish).
what his actual need is and agree to help Hito knows about the traps and finds it
him, he may permit them to see. very funny when someone sets one off.
Hito
W hat he says he needs W hat he actually needs
1 To devour travelers that cross his path To find his way home to the Land of Yore
2 To be worshipped and feared To be with other Night Trolls
3 To be left alone To talk about his divorce for one hour
4 For the party to bow and call him king To live somewhere safe and dark
5 To be paid tribute To help get back at the Goblin King
6 To hear the travelers beg for their lives To be cleaned and fed
Mood
1-3 4-6
1 Angry Tired
2 Sad Distracted
3 Stressed Introspective
4 Hyperactive Rude
5 Suspicious Vulnerable
6 Petulant Scared
CONSEQUENCES
He’ll stalk the party until he’s satisfied.
If Hito is satisfied, he thanks the party
and leaves. Update their progress.
4
1
2
3
At present, the nursery is in utter chaos. The “La Lu Li Lu Le Lu Lo…” He won’t sing any
caretaker, Madame Aloe, looks after all the louder until he can remember the next line.
Saplings, and she currently has her leaves full. If he does sing louder, others will join in.
She is hundreds of years old, and very large. They love to sing. Unfortunately there is
The only way out of the Nursery (other than one Mandrake, in the nursery. If it sings,
the entrance) is behind her. The Nursery is anyone nearby will pass out.
currently bustling with Saplings rushing about,
screaming and crying. 2 Boxes. The wooden boxes are full of loamy
soil in which the Saplings nap. Gardening
1 Furrows. Three furrows break up the tools can be used to tuck them in.
lawn. This is where the Saplings line up
for lessons, or singing. There is a Sapling 3 Greenhouse. A greenhouse sits on the
here when the PCs arrive, softly singing to lawn. It’s warm, and there are tools. In one
himself. He’s a Phlox, and his song goes: corner is a tap. The glass is soundproof.
CONSEQUENCES
If the party exit at the far side of the
nursery, update their progress.
4 2 5
1 Rorrim. The man in the picture frame 2 Goossoog. The bird is not in fact two
looks old and well-meaning. He is creatures, but one. It’s a Goossoog: a long,
more than willing to help the party feathery snake with two duck-billed heads.
out by telling them the way forward. A clever observer (difficulty 3) may notice
He understands normal speech but that one neck always shortens when the
speaks “backwords”. This can make other lengthens. Shooing the birds away
communication difficult. Until the is easy enough (difficulty 2), but once the
Goossoog is subdued he is not interested threat is gone the Goossoog will return to
in helping anyone. keep snapping at Rorrim.
Backwords
Below are some examples of Rorrim’s backwards speech, though he is not limited to these phrases.
CONSEQUENCES
If the PCs leave the scene in the correctly,
update their progress.
19 The Dig...............................................172
20 Lancelot’s Quest.................................174
21 Stubborn Sword..................................176
Dressing
1 2 3 4 5 6
1 Barrow Bridge Dam Crossroads Treehouse Mud pit
2 Quicksand Camp Ruin Bonfire Thickets Burrow
Standing Mysterious Creaking
3 Burned trees Tower Piles of trash
stone tracks wood
4 Boulder field Island Hollow Cave Geyser Cliff
5 Lair Lake Spring Ravine Sinkhole Nest
6 Waterfall Stampede Bandit! River boat Bones Game trails
Encounters
1-3 4-6
1 Fireys trying to pull their heads off. Fairies weaving a net as a trap.
A Knight of Yore tracking “a most Junk ladies surrounding Goblins and
2
grotesque frog-beast”. taking their things.
3 Thousands of Fairies migrating. Goblins swimming in the bog.
4 Worms holding an election. A Night Troll asleep.
5 A Knight of Yore burying his steed. Mudslide washes out the path.
A Night Troll shaking a tree to pick up A grotesque Frog-Beast digging itself a
6
the fruit and Goblins that fall out. new burrow.
Weather (if you roll a duplicate when changing the weather, it gets worse)
Weather Worsening
1 Thick fog Opaque fog
2 Sudden rain Flash flood
3 High winds Hurricane
4 Howling winds Deafening screams
5 Forked lightning Falling trees!
6 Heatwave Forest fire
The Race. Place tokens representing the PCs and the Sparrow Prince on the first space
on the track opposite. The race takes place over an action scene. During each round,
each characters first describe what they are doing and any tricks they are using, and then
simultaneously make a test to see if they can climb to the next higher section. For PCs, this
has a difficulty of 4. The Sparrow Prince climbs on a 2+. The characters’ actions can modify
these number greatly. Whoever reaches the top first wins. The Sparrow Prince wins ties.
1-2 Sticky. Everything sticks to the PC’s skin with the strength of duct tape.
3-4 Heavy. The PC is now three times heavier than they were before.
Feathered. The PC grows bright red feathers all over their body, including their hands.
5-6 They cannot fly, and anything requiring manual dexterity is hindered.
Track
CONSEQUENCES
If a PC wins, add the trait “ Sparrow Prince.”
Birds treat them like a loveable uncle.
Update their progress.
The character will smell strongly of Goblins, except to Goblins, who won’t be able
1
to smell anything at all.
2 Anyone who gets too close will be blinded by the stench.
3 Greenery around the character will slowly die.
4 Food near the character will instantly spoil.
5 The stench is infectious. Anyone who touches the character will also stink forever.
The character will smell absolutely intoxicating to Goblins, who will constantly want
6
to get closer for a better whiff.
CONSEQUENCES
Progress cannot be updated
in this scene.
2 3
4
6
Half of the party has fallen into a tangle of three 1 Small hill. PCs here are higher than the
sleeping pythons. Choose which PCs have fallen others, and may try to jump to “safety.” The
in randomly. The rest of the party members difficulty depends on the distance.
have landed nearby. The pythons are not heavy
sleepers, so the PCs must be very careful not to 2 Mud. This area is filled with deep, slippery
wake them. When one is disturbed, it tries to mud. PCs who land here are completely
coil around the PC that disturbed it (difficulty coated, and will remain that way until they
5 to escape). If the PC cannot wriggle free, they find a way to clean themselves. Add the flaw
are trapped until their friends rescue them. “Covered in Mud” to their character sheets.
Note: refer to the map, and roll to find where 3 Rocks. This area has lots of rocks. A PC
the party members have fallen. who lands here is bruised, but otherwise ok.
CONSEQUENCES
If the party manages to get all of the
ensnared PCs out of the tangle of
pythons, update their progress.
If all PCs become entangled, the
pythons begin arguing among
themselves as to what to do with them.
After an hour they forget to hold onto
the PCs, who can then slip away.
Update their progress.
1 Quicksand. The patch of quicksand is During each round of this action scene the
about ten feet wide, and is surrounded PCs may each choose a single action. These
by some tall trees on one side and tall are typically one of the following:
grass on the other. Roll a die for each PC
(even Worms!) to see how deep into the • Search for an item in the quicksand
quicksand they start out. Each PC also (difficulty 4). There’s lots of stuff in there!
loses a random item. • Try to scramble out (difficulty 6). On a
failure, increase that PC’s depth by an
The PCs’ depth will increase by 1 at the additional point.
end of each round that they do not get • Decrease another PC’s depth by 1 at the
out until it reaches 7. Once it reaches 7, cost of increasing your depth by 1.
that PC will be unable to escape. • Use an item.
• Combine two items in some way.
2 Dead Tree. Deceptively sturdy looking. • Any other action taking 5 seconds or less.
• Once per round, avoid increasing your
depth by 1 this round by allowing a
random item from your inventory to be
sucked into the quicksand. You may also
take an additional action.
Rescue
If PCs ever reach a depth of 7, only their head is sticking out of the quicksand, and they are
unable to move. They may not sink deeper than depth 7. If all PCs are at depth 7, they lose an
hour waiting for someone to come along and pull them out. Denizens of the Labyrinth come by
fairly frequently to chuck things into the quicksand that they want to get rid of.
Description Name
A swashbuckling, roguish adventurer. Armed with a sabre. He’s
1 Lucius
disposing of a mysterious locket.
A twelve-year old girl from the year 2019. Looking for her
2 Ramona
parents, who have been stolen by the Goblin King.
3 An older gentleman in a robe. Speaks Greek and loves triangles. Pythagoras
A handsome pirate lord who has come to hide his chest of gold
4 Barold Shawthawk
in the quicksand. He plays the violin.
A Dwarf mime whose art is unappreciated by his peers. He
5 Humphred
refuses to understand anything that is not mimed out.
Two Goblins in fedoras disposing of a very suspicious roll of Tommy Gee & Teri
6
carpet and talking like wise guys. the Teeth
CONSEQUENCES
If all PCs escape from the quicksand,
update their progress.
The party has found the Wormmoot, a 1 The Bush. The three Worms stand on
gathering of the three most important a tiny stone dais at the centre of a bush.
Worms in all of the Labyrinth. They have The Worm who is currently speaking
traveled far to discuss recent events and to must stand in the middle and adopt a
decide on a proper course of action. The formal tone. The other Worms may ask
Worms seem oblivious to the party and act questions at the end.
as if they’re not there. As the PCs listen in,
they find that the Worms are talking about 2 Path. The foot-worn trail through the
them. If the PCs interject, the Worms will woodlands narrows until it becomes small
respond politely, but will not recognize enough for only a single Worm. This tiny
them as the subject of the conversation path winds its way to the base of the dais
unless the PCs bring it up. where the Worms meet.
Rufus is certain the party consists of dangerous criminals who have done nothing but
1
cause the greatest harm possible. He thinks they should be hunted down and locked away.
Amelia is smitten with the stories of these travelers and believes they are exemplars
2 of virtue. Every one of their deeds is a lesson in righteous behaviour. She thinks
everyone in the Labyrinth should follow their example.
Alfred is certain that the travelers have come to the Labyrinth to depose the Goblin King
3 and set themselves up as the new rulers of the Labyrinth! He recommends that all good
creatures should assist in this coup.
Dorothy thinks that there is no way a small group of travelers could have made it so
4 deep into the Labyrinth. All of the stories must be false. The best course of action is
to ignore them completely and for all Worms to pretend they don’t exist.
Minnie has heard that the party has gobbled up most of the enemies they’ve encountered.
5
She recommends that they leave delicious pies around the Labyrinth to distract them.
Clarence thinks the party are all actually Goblins in disguise, sent by the Goblin
6 King to sow confusion among the Labyrinth’s denizens. He recommends that they be
followed to determine if this is correct.
CONSEQUENCES
When the Wormmoot reaches
a conclusion, they will be free
to give the party directions.
Update the party’s progress.
2
3
1 4
1 Outpost. This outpost has been erected to Note: if the PCs assault the outpost, the
stop travelers reaching the City. There is no Goblins will use the war engines against
way into or past it. If the party approaches, them. All war machines have wheels and can
a Goblin will call out for them to surrender. be rolled off the wall from the ramp. If they
If they do, they will be locked in a cage, and worked together, the party could manhandle
then transported by cart to the gibbets in one around from scene to scene.
the Goblin City (go to page 184 and update
their progress). The Goblin will tell the 2 Cannon. It fires small Goblins! It is hidden
party this. The Goblin King is unaware that behind the wall, so the party will only hear
Goblins are shipping travellers to the city. booming and see Goblins coming at them.
CONSEQUENCES
If the party gets past the outpost,
update their progress.
If they are captured by the Goblins,
they are taken directly to the gibbets
on page 184 and update their progress.
1 Panjandra. The hill is the shell of Note: if you agree to help, Panjandra will
Panjandra, a Giant Turtle the size of a follow you around through the Land of
house. The stink of this swamp doesn’t Yore. She cannot move quietly and tends
seem to adhere to her. In fact, she smells to crush or topple anything that gets in her
a bit like old dried herbs. She is annoyed way. This makes her feel terrible.
that you are on her back but secretly a
bit excited to have someone to talk to. Make a note of what she is looking for
Panjandra is looking for something she and add it to the third scene the party
needs and wants the party’s help to find it. encounters after this one.
2 Swamp.
Husband. She is not picky at all about appearances, as long as the potential suitor is
1 gentlemanly and flatters her. She is far too reserved to do this for herself and would
like to recruit the party as matchmakers.
New home. She is tired of this isolated patch of swamp and wants a new neighborhood
2 with interesting neighbors. She is self-conscious about her size, though, and doesn’t
want to simply barge into someone else’s backyard unless they want to have her.
Adventure. Nothing ever happens in this end of the Land of Yore, and she feels that it’s
3 high time for some excitement. In particular, she wants to see some authentic, high-stakes
swashbuckling action.
Decoration. She is looking for some decorations for her shell, like a new lick of paint
4 or some jewelry. Panjandra is quite picky, and is unsure if she likes something unless
she is reassured by her new friends.
5 An old friend. She can’t remember exactly who it is, but says that she will know them
when she sees them.
6 A job. Panjandra has spent too long feeling useless so she wants to find someone who
needs her help, though she is nervous that she isn’t very good at anything.
CONSEQUENCES
You cannot update your progress from
this scene. If you manage to find what
Panjandra is looking for, she will give
you directions – add 6 to your next
exploration roll.
2 4
1
3
The Fireys are having a dance party in the There are six different tree houses, connected
treetops and do not want the PCs to leave with rope bridges as shown on the minimap.
once they see them. They will follow them A different event is going on at each one.
from place to place, block their way, dance
around them in circles, try to get them to join 1 Tall house. A thin house made of twigs.
their fun, and try to pull their limbs off. PCs
will have to figure out how to avoid, defeat, or 2 Hanging house. Hanging on ropes and
distract the Fireys if they wish to continue on swinging in the breeze.
their way. The Fireys only become hostile if
one of their rules are broken. 3 Old house. It looks like it might fall down.
Town Rules
The punishment for breaking the rules is dismantlement and then being thrown in the bog
below bit by bit. The mob of Fireys do not know that other species cannot be as easily dismantled
as them, they just think they’re scaredy cats.
• No problems.
• No suitcase.
• No real estate. If t
h e pa r
ru l es ty brea
, p er k t he
• No jewelry or gold mines. pu rs h F ire y s
ue the a ps they e y w il
s cen m fr l
e. A om
lt er na sce
• You can only throw your own head. cou
ld b e ti ve ly ne to
up co
mi ng w aiti ng the y
sce ne in an
the
t ransgg to a mbush
resso
rs.
CONSEQUENCES
If the party manages to get to the
far side of the Firey village and
climb back down to where the path
continues, update their progress.
If the party falls into the muck,
it takes them a hour to wade their
way to the far side.
2 Broken Bridge.
3 Stepping stones.
Goblins
Description Name
1 Long tail with a hand on it. He does not seem in control of it. Tii
2 Tiny Goblin hiding in her helmet that whispers ideas to her. Skollo
3 One leg has been replaced with a wheel that he uses skillfully. Rêffêt
4 Finds any joke hilarious, but gets very defensive if he is the butt. Müskül
5 Keeps interesting pebbles in her mouth, makes it hard to speak. Wêrtch
6 Proud warrior, is absolutely covered in weapons. Briffette the Heavy
CONSEQUENCES
If the party manages to get to the
other side, update their progress.
1 The Platform. The dipping platform 2 The Throne. On the far side of this bit
is set up on pilings and stands a good of bog is an unoccupied ornate chair
twenty feet above the bog, so as to make on a stone dais. Clearly it was erected
the lowering of the victim good and so that the Goblin King can watch
slow. A ladder descends off the side of creatures being dipped.
the platform to a wooden walkway that
leads back to dry land. The accused is Note: the Goblin King may wish to attend
hanging from the gantry. the dipping personally.
5 A Fairy by the name of Hana. Her wings were picked off by Goblins to stop her from
flying away. She is being dipped because Fairies are considered vermin.
6 A Firey is being dipped for the crime of not taking anything seriously. He has not
learnt his lesson and is currently roasting his captors.
Goblins
Description Name
1 Wears a wig and is covered in white powder. Yer Honor
2 Wears his armor backwards to confuse attackers. Triffid
3 Has 10 thumbs, no fingers. Is very grabby. Grebble-Mäk
4 Exudes a smell that makes any animals nearby attack her. Stench
5 Has a horned helmet that another Goblin uses as handlebars. Mess & Bless
6 Can jump extremely far, but has not learned to land. Takkø the tround
CONSEQUENCES
If the party rescues the accused, the
creature will join the party and show
them the way to the next scene. Update
their progress. If the accused gets dipped,
then they will stink forever and will not
help the party in any way.
Travelers
1-2 3-4 5-6
1 Dwarf Mime A Fairy with a mohawk The Sparrow Prince
2 Franz, a Griffon Goblin with 10 thumbs Dashing duelist
3 Fluffball, mostly mouth Cleo, a Sphinx Goblin with a handy tail
4 Python with two heads A merchant riding a snail Verbose Giant Badger
5 A Giant Turtle Goblin with megaphone White Night Troll
6 Knight of the Sable Lance A roguish adventurer Dwarf gardener
CONSEQUENCES
If the party reaches Old Regular,
update their progress.
Fairy Bandits. The Fairies in the Bog of Each time the party tries to catch up, secretly roll
Eternal Stench flicker with pale fire like will- to see if they become lost. The first time, they
o’-the-wisps. Their main sport is harassing will be lost on a 5+. The second time on a 4+,
travelers and leading them off the path. etc. If they become lost, let the players know that
they no longer know where the path is. At this
Choose one item to be stolen from each PC, as point, they arrive at the Fairies’ home, a large
long as it is small enough that one or two Fairies willow tree covered with Fairies like a thousand
might carry it. They flit up ahead of the party matchsticks burning. Whether they want to deal
with the stolen property, trying to stay just out with a thousand Fairies guarding a tree full of
of reach (difficulty 6 to catch up to them). stolen items is up to the party.
1 Willow tree.
2 Bandit Leader.
Stolen Items
1-2 3-4 5-6
1 Chocolate bar A die with an owl on the 1 Fancy handkerchief
2 String of paper dolls A small brass key Bag of chalk
3 A crystal ball Needle and thread Diamond earring
4 A wedding ring A torn up love letter A little doll
5 Several jigsaw pieces Some fake eyelashes Driving license
6 Monocle A plastic cup A medal
CONSEQUENCES
If the party ignores the Fairies or
catches them without getting lost,
update their progress.
If they get lost, they must lose an
hour finding their way back to the
path. Roll a die to see if they return
to this scene. On a 1-3, they do,
and you may update their progress.
On a 4-6 they find themselves in
a previous scene in this chapter
(Goblin King’s choice).
1 Shelves.
2 Counter.
3 Entrance.
1 2 3 4 5 6
1 Sweaty Bad breath Two left feet Near-sighted No teeth Huge feet
Hair grows Skin turns
All hair Very hard of No one ever You can no
2 1 foot per green and
falls out hearing believes you longer jump
hour warty
Everyone
Everything is You cannot You cannot
can hear You cannot You cannot
3 in shades use any talk, only
your run throw things
of green pronouns whisper
thoughts
You grow Your smell
Walking
You cannot You are grass out makes
makes Animals
4 talk, only hypnotized of your Goblins
squelching follow you
shout by music skin like a attack you
noises
walking bush first
Turns
Turns
Turns you you into a Turns you Turns you You glow
5 you into a
into a Dwarf Knight of into a Fairy into a ghost brightly
Human
Yore
Turns you Turns
Turns you Turns you You cannot You can’t see
6 into a Night you into a
into a Firey into a Worm resist food Goblins
Troll Goblin
CONSEQUENCES
When the party enters this scene,
update their progress.
1 2
1 Toxic Cloud. The air in this scene is so 2 Halfway point. Halfway through the stink,
toxic, no creature can withstand it for PCs will run into an unexpected encounter.
long. If a character tries to push their way
through the stench without any counter- Note: the cloud is large enough that simply
measures (difficulty 6) and fails, roll to holding one’s breath is not a solution. Some
find the effect: possible solutions include:
Yellow gas. Unconsciousness. The PC keels over, and cannot be roused for an hour (or
1
two scenes, whichever comes first).
Green gas. Confusion. The PC starts walking aimlessly, not staying on the path or with
the rest of the party. The other PCs have to physically hold on to them at all times to
2
prevent them from wandering off. If they do lose the confused character, they lose an
hour finding them again.
Brown gas. Sick. The PC is too ill to continue, and will run back out of the stench to get
3
away from it. They will not re-enter the cloud without some way of neutralizing it.
Black gas. The PC is haunted by their greatest fears and must try to get away from the
4
gas by any means. Once they are out of the gas, they immediately come to their senses.
Gray gas. As well as being unbearably toxic, the gas makes everyones’ voices high-
5
pitched. PCs and NPCs alike.
Purple gas. The gas has become sentient. Her name is ‘Jotta the uninhaleable’. She is
6
able to physically push a PC around.
Encounter
Goblin Stink Bottlers. A band of Goblins with glass jars and gas masks trying to
1
capture the most pungent scents.
Night Troll Fishing Boat. A rickety boat appears out of the fog, floating in the muck
2 just beside the path. It contains a Night Troll named Moru, who has become immune
to the stink and who finds the fish in this part of the swamp delicious.
Gargantuax. A creature of incomprehensible size circles the PCs. The creature is very
3
menacing, but can be scared away easily.
Airplane. A two-seater airplane, mostly silver, with red painted highlights on the wings
4
and tail. Has had a rocky but safe landing; its pilot is nowhere to be found.
Victor and Terry. A gigantic stilt-legged spider is ridden by a Knight of Yore by the
5
name of Victor. The spider’s name is Terry.
Bübl and Sqeek. Two Goblins are making their way through the gas by launching each
6
other up above the cloud in between breaths.
CONSEQUENCES
If the party successfully passes through
the cloud, update their progress.
★ The Time Willow. Inside the screen of If the party is willing to sacrifice something to
the Time Willow’s branches, characters the tree, it will in return rewind time outside
are safe from the passage of time. Nothing the bounds of its branches. Not only will the
the party does here can cause them to party gain an hour, but everything they have
lose an hour. The willow, which is older done over the course of that hour will be
than the Labyrinth itself, remembers reversed (as long as it is outside of the tree).
everything that has happened in it. The The party’s progress, the locations they have
party can ask it anything about their trip discovered, and the map they’ve made all
and it will tell them with perfect accuracy remain unchanged unless one of the sacrifices
(whatever the Goblin King says becomes below says otherwise. The tree will only ever
canon. The tree cannot be wrong). reverse time once per game.
Friendship. An ally that the party has previously made (Goblin King’s choice) is
now an enemy looking to make trouble for them. This may not be an NPC currently
1
traveling with them. Roll a die every time the party enters a new scene. On a 6, that
character catches up with them.
Luck. The Goblin King may re-roll dice rolled by the players. This rule lasts until a re
2
-rolled die comes up as a 5 or 6.
Companion. An NPC currently traveling with the party forgets everything that’s happened
3 since the beginning of the day. They don’t believe the party’s explanations, and decide to
leave. If the party does not have any NPCs traveling with them, re-roll this result.
Purpose. The party forgets what their goal is, though they still know that it was
4
important. This may last for any number of scenes (the Goblin King decides).
Secrecy. A dangerous or embarrassing secret suddenly becomes common knowledge
5
within the Labyrinth.
Skill. They party loses their original traits (mark next to a trait that it is lost). A PC
6
regains a trait when they succeed at a test related to that trait.
CONSEQUENCES
There is no way to update the party’s
progress from this location.
You cannot explore from this scene,
only backtrack.
Backtracking from this scene will never
cause the party to lose an hour.
The party may choose not to enter and simply be quite challenging. Let the players decide
leave this scene. how they want to handle it, make a few rolls
if necessary, and then decide if they succeed.
Inside. The sewer system is a small maze of Remember that encounters can snowball; the
encounters, randomly selected. The goal is to outcomes of one can spill over into the next.
overcome a total of two encounters, but every
two encounters that the party fails cause them Note: you can always remind the party that
to lose an hour. Each of these encounters they may choose to leave the sewer at any time
should be kept very short; they don’t have and return to the entrance. There must be
to be played out in extreme detail, but must less dangerous ways into the city.
Smell Bad!
- Ludo
The cleaners. A spinning disk covered in blades moves slowly down the tunnel
11-13 toward you. It is powered by two Goblins riding a bicycle-like contraption on the
other side.
Door. A heavy wooden door, blocking the way forward. On the other side, the
14-16
party can hear the snores of several sleeping Goblins.
21-23 Troll trio. A gang of three Night Trolls, gone feral and looking for a snack.
Philip. Sentient slime, flailing its pseudopods. It’s hungry, and examination can
24-26
reveal that it’s trying to reach any food in the character’s packs.
Trap. An obvious trap door in the middle of a passage, ten feet wide. Touching it
31-33
drops the character into a hole that takes an hour to climb back out of.
The great war. The passage is covered with an ongoing battle between hundreds of
34-36 cockroaches and an army of Worms, dressed in elaborate battle armor. It’s almost
impossible to walk past without crushing them.
Slime pool. A huge pool of slime, at least ten feet deep and too thick to swim.
41-43 The path resumes on the other side. The ceiling has large hooks embedded in it
every few feet.
Broken ladder. A five-foot wide shaft going straight up. It looks like there used
44-46 to be rungs embedded in the wall, but they have been either removed or have
rusted away.
Wine cellar. An old wine cellar, long abandoned. One of the huge barrels is a false
51-53 front for a secret passage. You can find it by knocking on the barrels and listening
for a hollow sound.
Sewage. A rumbling sound gives the PCs a tiny warning that a tidal wave of sewage
54-56 is on the way. Unless the PCs can secure themselves quickly, they will be swept out
of the system.
False Alarms. Huge stone faces that warn you of impending doom. You can
61-63
just ignore them.
Glowing corridor. A tunnel covered with luminescent algae. You can walk right
64-66
through, but you’ll track the stuff everywhere. Make a note of this.
CONSEQUENCES
If you manage to pass two
obstacles, send the party straight to
the Goblin sewers (page 210) and
update the party’s progress.
★ Junk Ladies. Whenever more than three “It’s dangerous out there deary, you’ll need this.”
Junk Ladies meet, they feel compelled to set
up a swap meet and exchange trinkets. Each “And what if it gets colder? Are you bundled up?
Junk Lady is a collector of sorts, although Let me pack some things for you.”
their tastes are completely opaque to anyone
but themselves. As the party approaches, “That thing is dreadful. I have a much better one.”
they cluster around, each trying to get a
look at the equipment the PCs carry. They The Junk Ladies can provide any everyday
will quickly analyze the PCs’ “taste” in junk item the PCs can imagine, the only question
and start grabbing other items for them to is how long it will take (difficulty equal to the
carry. Before long, the PCs will be nearly number of syllables in the item’s description).
buried in a mountain of worthless items. After three failures, the party loses an hour.
Description Name
1 Her collection is held in place with a tangle of her own hair. Margaret
2 There’s something living in her collection, something that bites. Joan
3 Her collection is balanced precariously on her head. Ruth
4 Her collection is very wide; it’s dangerous near her as she turns. Shirley
5 Her collection is made up entirely of newspapers and magazines. Florence
6 Metal on metal jangles as she walks, making a deafening racket. Agnes
Junk
1-3 4-6
1 Little horsey. A printing game.
2 Lancelot (a teddy bear). Lipstick.
3 Little bunny rabbit. Dear old Flopsy (also a doll).
4 Betsy Boo (a doll). A little candy shop.
5 Pencil box, with lots of pencils in it. A ballerina music box.
6 Panda slippers. A copy of The Wizard of Oz.
CONSEQUENCES
Update the party’s progress as soon
as they enter this scene.
★ Gnash the Imperishable. Gnash considers help expand her empire. This means telling
herself lord of the Junk Fields, and is everyone they meet of the majesty of Gnash,
secretly very upset that she doesn’t have a and attracting as many subjects as possible.
lot of vassals. Zero vassals, in fact. Seeing as
she is composed out of a huge pile of trash, Each time a PC brings a new vassal to Gnash,
she can’t get around much. she will bestow a new title on them along with
suitable regalia, which she has somehow stored
If the party tells her that they are trying to find inside her mouth. Gnash prefers vassals that are
their way to the Castle, Gnash will tell them willing, but as long as they aren’t able to run
that she will deign to assist them as long as they away, it counts.
Trash
1-2 3-4 5-6
1 Newspaper dated 1866 Giant ball of tangled string Spiced sausage
2 Soda bottle Broken ladder Cat ear headband
3 Rusty bird cage Open padlock, no key $1,000,000 in a briefcase
4 Chipped wine glass Clock, ticks very loudly Fridge
5 Boxing glove Cathode-ray TV Moldy bread
6 Mannequin leg Extendable grabber Wet diary
CONSEQUENCES
As long as the party brings Gnash
at least one vassal, she gives them
some directions. Update the party’s
progress. If any PC gains a title, add
it to their name and as a trait on
their character sheet.
A large section of the endless trash heap has been dug up, creating a great
pit in the ground. Wooden barricades have been set up all around it, and a
team of Dwarves makes sure that travelers don’t get too close. One Dwarf
runs up to you as you approach. “Greatest wonder of the Labyrinth! A burial
chamber from another age! Care to try your luck?”
★ Buried Bedroom. The Dwarves were the Dwarves are determined to make as
digging up the area to put in a new much off their find as possible. If a PC
fish pond, but instead discovered what pays them a shiny or apparently valuable
appeared to be a bedroom from some item, they will hand them a fishing rod
forgotten realm. Most likely it belonged to and give them three tries to pull an artifact
someone who the Goblin King had taken out of the buried bedroom (difficulty 4).
in the past and then forgotten about, but A PC can win up to three items.
Dwarves
Description Name
1 Pompous researcher with half-moon glasses. Says “ahem” a lot. Pender
2 Has a trowel and jaunty smile. Is full of boundless optimism. Vole
3 Carefully brushes everything with a tiny brush. Hates dirt. Twill
4 Pickaxe swung over shoulder; seems to be chewing on something. Chester
5 Has a jacket filled with useful bits of string. Gruff and dismissive. Brissle
6 Spade. Bites anything the PCs give him. Gives one-word replies. Gad
CONSEQUENCES
The Dwarves are happy to give directions.
Update the party’s progress.
1
7
3
5
4 6
2
Sir Ted’s friend Eiderdown has been taken 1 Portal. It leads to a basement. Light comes
by Seamstress Flint – a mysterious Junk Lady. from the stairs leading upstairs.
The Knight is on a quest to free her before the
Junk Lady can transform Eiderdown into a toy. 2 Open Door. Leads to the kitchen.
Sir Ted has found a magic portal leading from
the Junk Yard to Flint’s hideout. He says that 3 Shelves. Covered in stuffed dolls and other
Eiderdown knows a shortcut to the Goblin City. toys. Some bear an uncanny resemblance to
real people the PCs knew.
Characters (except Worms) cannot fit through
the tiny Portal, so Sir Ted passes around a magic 4 Black cat. Curled up, lightly sleeping.
potion that has the power of turning anyone that
drink it into a tiny version of themselves (just 5 Seamstress Flint. At the table, her back to
about doll-sized...). Sir Ted and the PCs can now the door, is a hag wearing a complex set
fit through the portal, and will remain this size of magnifying glasses and sewing a pink
until they leave the scene. elephant closed. On the table lie tools and
a cage holding Eiderdown! Flint is old and
slow. She whispers: “It’s no use trying to
break that cage, deary. As soon as I’m done
here, you’ll have my full attention...”
6 Eiderdown.
1 Crowd. A figure in an old top hat is selling 3 Cauldron. Bubbling away in a corner is a
tickets. Characters can move through the brown, food-like substance that looks as
crowd (difficulty 3), with a failure leading appetizing as it smells. A rough sign beside
to the crowd pushing them back. it reads “Stu! Giv Ya Strength 2 Win!!”
2 Sign post. The signs are shaped like 4 Stalls. The tents are stocked with all
pointing hands. Each one points manner of oddities. The stall keepers are
down a different path, saying things watching the sword. The PCs can sneak past
like “Certain Danger This Way,” “Less (difficulty 2), but if the owner spots them,
Certain Danger That Way,” or “The they pesters them until they buy something.
Way You Came.”
5 Sword. It’s the reason for the festivities. The
crowd is jostling for tickets to try pulling it
out. The sword yells louder with each new
attempt. If a PC gets a ticket to try pulling it
out and persuades it to come out easily, the
sword can provide good advice, although
it is useless as a weapon. If it’s pulled out
against its will (difficulty 6), it will insult the
PCs at the top of its voice until it’s put back.
Oddities
Oddities Quirk
1 A tin of paint and a brush Sticky
2 Fireworks Volatile
3 A wooden sword and shield Beautifully crafted
4 A loaf of bread, riddled with mold Sickening
5 A slab of butter Slimy
6 A battered tin whistle Piercing
CONSEQUENCES
Progress cannot be updated
in this scene.
20 The Stables..........................................220
21 Jousting Contest.................................222
Dressing
1 2 3 4 5 6
Museum of
1 Stables Blacksmiths Ambush! Market Supermarket
Toby
2 Barricade Canals Stairs Casks Craters Wells
A secret entrance to Flegwort’s Bret Gold
3 Go bank A weird deli
‘Hole-in-the-wall’ (page 52) fresh shoes smiths
Broken Rickety Flooded
4 Low balconies Clotheslines Heavy gates
furniture carriages streets
5 Tall ladders Trash piles Manholes Outhouses Chandeliers Drain pipes
Hanging Overgrown Rotting Drainage Burning
6 Vermin nests
chains buildings floors/walls ditch building
Encounters
1-3 4-6
1 All-out street brawl. An overturned night soil wagon.
2 Goblin parliament passing stupid laws. Goblin kitchens. Dozens of fire pits.
3 Explosion blows the front off a building. Game of lunchball (see page 192).
4 Dozens of Goblin beggars. A group of Goblins robbing a bank.
5 A Goblin being chased by a mob. Goblin wedding.
6 Massive street party. Road is impassable. Goblin street opera. Excruciating.
Flavor
Smells Sounds
1 Rotten cheese Banging
2 Old socks Explosions
3 Spoiled milk Horrible singing
4 Gunpowder Marching
5 Tanning leather Screeching
6 Rust Crashing
1 Humongous. In order to proceed, the party 2 Spikes. As the party enters the barbican,
must find a way to defeat the automaton spikes pop up behind them.
guardian. Humongous is controlled by a
Goblin working a complex system of levers 3 City Wall. Running around the city is a
and knobs inside its head, which can be wall that casts its shadow over the party.
detached (difficulty 3) if a PC can get up
to its shoulders. If a PC manages to wrest Note: climbing and defeating Humongous
control of Humongous from the Goblin, is no easy task, as the automaton is armed
they may be able to pilot the machine with four battle systems that it will use
(difficulty 6) through the Goblin City. They against the party. Fighting Humongous is an
only get one chance to try. Humongous will action scene. Using one of its systems takes
run out of fuel after two scenes. Humongous’s entire turn.
11-13 Net thrower. Launches a spinning, weighted net that tangles up characters.
Electrico-armor. Electric current runs across its body, causing anyone climbing it
14-16
to fall off unless they can resist (difficulty 5).
21-23 Huge axe. Slow and cumbersome, but immensely powerful and able to split stone.
Sleeping gas. Fires a canister of sleeping gas from a launcher on its shoulder.
24-26
Anyone near where it lands struggles to stay awake (difficulty 4).
31-33 Wind turbine. Unleashes a blast of wind that knocks characters off their feet.
Rocket boots. Allows Humongous to launch itself 20 feet in the air, and then
34-36 crash back down again with a shock wave that can knock over nearby characters
(difficulty 4).
Tar gun. Blasts an area with black, sticky tar, making movement through that area
41-43
hindered.
Bowling ball. Humongous holds a stone sphere as tall as a man. It rolls it like a
44-46
bowling ball toward its enemies. It must recover it before it can use it again.
Oil coat. Humongous has been thoroughly oiled down, making it nearly
51-53
impossible to hold on to (difficulty 5).
Shield. Can be used to block projectiles or knock enemies back, or it can be
54-56
slammed edge-first into the ground to make a barrier.
Vacuum. Air starts being sucked toward its chest. Characters that aren’t holding
61-63
onto something may be pulled into a cage there (difficulty 4 to resist).
64-66 Goblin launcher. Miniature catapult on its back fires a random Goblin at the party.
CONSEQUENCES
If the party defeats Humongous
within 6 rounds, update their
progress. If the next scene the party
visits is not the Goblin Boutique
(page 186), add the Goblin
Boutique to that scene.
If the party is not able to defeat
Humongous, the Goblin guards
finally arrive and overwhelm
the party, locking them into the
gibbets (page 184), causing them to
lose an hour.
3
2
1 The Gibbets. Cages hang in a row from a inside work at it. If two characters can
long beam running across an open square, get in sync, they can swing their cages
about 20 feet off the ground. The number close enough to be within reach.
of cages is equal to the number of PCs plus
three. Each cage is filled with either a PC or 2 Guard’s chair.
another lawbreaker. The prisoners’ cages
should be spaced fairly evenly between the 3 Cage winch.
PCs’ cages. The cages are locked shut but
the Goblins have neglected to take away Note: if the party can’t find a way out, or
any of the PC’s equipment. they don’t seem to be making any progress,
they lose an hour waiting in the cages until
Also, each cage is hanging from a chain the Goblins find some other lawbreakers they
about 10 feet long, allowing them to be need to lock up, and free the party to make
swung back and forth if the characters room (update their progress).
Description Name
Twitchy, distracted, and covered in fleas. Wants to become
11-13 Vermic
an actor.
A duelist who was in charge of stopping travelers from leaving
14-16 Evangeline La Roche
the hedge maze. She is here because she failed. See page 116.
Lethargic, unmotivated, and extremely greasy. Believes
21-23 himself to already be a famous Goblin actor. His portrayal of Gibbergeist
“The Wobbling Window Cleaner” is legendary.
A cricket-like man from the Land of Yore. His crime is calling
24-26 The Sparrow Prince
himself ‘prince’. The Goblin King doesn’t like competition.
Has a huge mouth and can swallow just about anything
31-33 smaller than his head. Gluttonous. Wants to swallow Golp
something bigger than his head. Has a stick of dynamite.
The Dwarf from the entrance to the Labyrinth. If you chose his
34-36 Gloam
door, he will give you his lock-picks. See page 40.
Has fantastic aim. Wants to get out so he can make it to the
41-43 Pelch
Goblin Lawn Darts championship.
The Horned Beast from the entrance to the Labyrinth. If you
44-46 Loma
chose her door, she will join your party. See page 40.
Has arms longer than he is tall, and his grip never tires.
51-53 Wants to throttle the Goblin who locked him up in here. Ghast
Has a rope in his pocket.
An exact lookalike of one of the party. Arrested due to a case Oddly similar to
54-56
of mistaken identity. character’s name
Has long tusks protruding from his bottom lip. Wants to get
61-63 back to the stew pot he put on just before being arrested. Still Weech
holding a three-foot-long ladle.
A reptilian bounty hunter who has been collecting Goblins.
64-66 Rum
See page 62.
CONSEQUENCES
Update the party’s progress.
★ The Goblin Boutique. The Boutique When the party knocks on the door of the
is a large covered wagon packed with wagon, a Goblin in an enormous powdered
costumes, armor, and props, parked wig, filthy doublet, and hose, bursts out and
on the side of the road. Its inside is pulls them all inside. He is clearly walking on
significantly larger than its outside. Two stilts, but does a great job disguising it. His
Goblin Mounts are hitched to it. name is Flogg. He is outraged by the party’s
manner of dress, unless they are already
Note: if the first scene the party visits after dressed like Goblins, and begins throwing
Homoungous is not this scene, a second things at them to try on. Throughout all of
Goblin Boutique wagon will also be parked this, he assumes they are all in fact Goblins,
in that scene. just very poorly disguised as other creatures.
He occasionally tries to pull off their non-
Goblin body parts and becomes frustrated
when this doesn’t work.
1 2 3 4 5 6
Huge, Pig-shaped Too-small Boots with
1 Fancy mask Manacles
trailing robe helmet platemail springs
Smith’s face Striped Bird-shaped Slimy
2 Nipper stick Foot wraps
shield pantaloons helmet chainmail
Thick-lensed Barrel on Toad-shaped Gator-skin Bag of rats Wooden
3
goggles back helmet armor (mostly alive) clogs
Quilted
Filthy ball Pumpkin Clawed
4 Bandit mask armor in Stilts
gown helmet gloves
ugly colors
Spiked
Cloak made Horned Birdcage
5 Tight hose leather Slippers
from vines helmet with bird
armor
Cooking pot
6 Poofy wig Deep hood Buckler Mouse traps Spiked boots
helmet
Note: PCs can use these disguises to sneak around the Goblin City undetected. Goblins can be
quite unobservant, so as long as PCs don’t attract too much attention to themselves, Goblins
won’t really question their appearance.
CONSEQUENCES
Update the party’s progress.
A swarm of Fairies. They always stick together in a tight pack and have been popping
1
up out of sewer grates and chimneys to harass Goblins and steal their food.
2 A reptilian bounty hunter called Rum who has been collecting Goblins. See page 62
An enormous Night Troll. At least twice the size of a typical Troll, she has learned to
3 camouflage by building a tiny house around herself that she moves when no one is
looking. Goblins walk in and never come out.
4 The party. If they are not disguised, the trappers will use their supplies to catch them.
Two Goblin criminals that have attached themselves to each other with a bungie cord,
5
using it to swoop down and steal other Goblins’ helmets.
Knight of Yore who has disguised himself as an armored Goblin knight. She is still riding
6 an Irish Wolfhound, but no one seems to notice. She seeks those in distress so that she
might rescue them from certain death.
Special Supplies
1 2 3 4 5 6
1 Balloons Tubes Gears Pillows Pulleys Timers
2 Marbles Bellows Grease Glass plates Scissors Valves
3 Cages Floats Hoses Mirrors Ropes Barrels
4 Chains Cranks Hinges Trampolines Fans Magnets
5 Tar Swamp gas Acid Latches Torches Fuses
6 Springs Wheels Fabric Wire Bowling ball Hammer
CONSEQUENCES
After the trap is built, give it a test
run with a Goblin. This may require
a difficulty roll based on how well
designed the trap is.
On a success, update their progress.
On a failure, the Goblins will try to lock
the party into the gibbets (page 184).
Whenever the Goblin King calls a parliament, ★ The Wall of Laws. There are eight laws
the convocation may pass dozens or hundreds currently on the top layer of the board.
of laws, based more or less on the whims of PCs may each examine the board and
those present. The new laws are nailed and take down a single law for later use.
plastered over the old ones, but there are so A wizened Goblin magistrate and an
many that no one can really remember them armed guards make sure that only one is
all. If a Goblin wants a law enforced, then taken per person. No one checks to see if
they have to actually locate it on the board, they are ever returned. There’s so many
take it down, and show it to the other party. that they never run out.
Goblins
Description Name
1 Nervous, and with a hair-trigger crossbow and a pointy hat. Qüiver
2 Obssessed with cleanliness despite his rusted, grubby armor. Luerk
3 His job is to make fake noses for noseless goblins. Bübl
4 Uses his prehensile horns to transmit unreliable messages. Sqeek
5 Artist who lost fame for painting pretty art rather than foul art. Püg
6 Has many siblings, all of whom were born of the same fish. Pilch
CONSEQUENCES
The party cannot update their
progress from here.
1 The Plaza. The plaza is used exclusively for 2 The Lunchball. Made out of some kind
Lunchball, one of the most hallowed and of hardened fungus.
traditional of Goblin sports. A very round,
very important Goblin strides into the If the PCs wish to play, they may join a team
center of the plaza holding an enormous (it doesn’t matter which) and enter the scrum.
bell and refreshes everyone’s memory Once the game has begun, it is resolved as
concerning the rules. The two teams an action scene. The center of the plaza is a
(which number in the hundreds) will sprint churning sea of Goblins all scrambling for the
forward at the sound of the bell, with every ball (difficulty 4 to grab it in the first round).
Goblin attempting to be the first to eat the
ball. Why there are two teams is unclear, as If the PCs possess the ball at the beginning
it is every Goblin for themselves. of a round, they have to try and hold onto
it while eating it. They should use teamwork,
their equipment, and ingenuity to fend off
the tsunami of Goblins rushing them.
Situation Difficulty
1 Ball is possessed by a huge dog-pile of Goblins on top of it. 5
2 Ball is possessed by a small, speedy Goblin who is dashing back and forth. 4
3 Ball is possessed by a brute, who is kicking and head-butting everyone. 4
4 Ball is loose, but bouncing across the heads of a packed crowd of Goblins. 3
5 Ball is rolling away, out in the open. Dozens of Goblins are sprinting for it 3
6 Ball has fallen into a crowd somewhere, but it’s too dense to see where. 2
If a PC has the ball at the end of a round, the Goblins will try to get it off them.
Situation Difficulty
1 A malnourished Goblin charges directly at the PC. 2
2 Two Goblins tied back to back are rolling at the PC like a ball. 2
3 A Goblin with unnaturally long arms. 3
4 A huge Goblin throws a much smaller Goblin at the PC. 3
5 Two burly Goblins leap onto the PC in an attempt to crush them. 4
A greased up Goblin attempts a slide tackle from behind the PC. If the
6 5
PC fails this test, they are stunned for a whole round.
CONSEQUENCES
Once a PC or a Goblin has eaten the
Lunchball, the game immediately ends
and that character is the winner. They
are awarded a terribly made trophy and
heralded as the Lunchball champion
(add this trait to their character sheet).
Everyone in the Goblin City will
recognize them for the rest of the
game. If a PC won the game, update
their progress. Lunchball happens
once per day.
★ The Goblin Crier. The crier makes an If a PC somehow replaces the crier, they
announcement twice an hour. can create their own rumors to spread. Each
time they make an announcement they must
If the PCs find a way to tamper with the crier’s attempt to get the Goblins to accept and
pocket watch, they can convince him that the spread the rumor (difficulty depends on the
time is an hour earlier than it really is, which outlandishness of the rumor). If they ever
will cause the party to gain an hour, since all fail to convince the Goblins, their ruse is
of the clocks in the Goblin City are set to the seen through, the effects of all rumors are
crier’s announcements. Getting to his watch cancelled, and the party loses an hour being
should be difficult. chased by Goblins back to the previous scene.
Goblins
Description Name
1 Spiked watertight armor, perfect as a weapon and teapot. Fødder
2 Very mysterious. Pöngö
3 Royal nail clipper, takes his job very seriously. Has three toes. Skøåt
4 Loves racing, but never defines where the finish line is. Böing
5 About one foot high and mostly helmet, is an aspiring bandit. Sneek
6 Most beautiful of the Goblins, has a spiked handbag. Zîtzîe
CONSEQUENCES
The party cannot update their progress
from this scene.
1 Puppet Theater. There is a puppet for 2 Audience. Goblins in the crowd will shout
each PC, and they will have to figure out prompts three times during the scene,
out what play they’re in, what character and the PCs have to adapt to the crowd’s
their puppet represents, and what to do demands if they want to keep them happy.
next. Fortunately, Goblins don’t care
much about plot as long as they are Note: the players should use the title, in
entertained. Above the puppet theater combination with their costumes and props, to
there is a banner emblazoned with the improvise a play. It doesn’t have to be longer than
title of the play. one scene, as Goblins have short attention spans.
CONSEQUENCES
If the PCs please the crowd
(integrating at least two prompts),
update their progress and give them
the trait “Thespian.” Goblins will
quickly hear of their performance.
Otherwise they’re booed off the stage.
The Den. This establishment is run by as all parties agree on it. The Den is enchanted
Weiss, an enormously fat Goblin wearing such that reality will shift to accommodate the
thick glasses and carrying a knotty cane. The outcome of each bet. If a PC wagers their name
center of the Den is taken up by a long fire pit and they lose, they no longer have a name. The
surrounded by round tables at which Goblins Goblins have their own stakes to gamble.
are eating, drinking, and gambling.
Any kind of competition can be used to settle a
PCs can wager anything in the Den of Weiss, wager, as long as it takes place inside the Den.
including their items, traits, name, species, body Popular competitions include card games,
parts, reputations, friends, and so on, as long wrestling, and long-distance expectorating.
1 Gambling Tables.
2 Bar.
3 Entrance.
CONSEQUENCES
The road to the Goblin Castle
continues on the other side of
the Den, but there isn’t any door
leading to it. If the PCs find a way
to break through the wall,
update their progress.
Goblin Lawn Darts started many centuries The rules are simple. Each player gets to fire off
ago as a game identical to ours, but over the two Goblins using any available contraption.
course of the first afternoon, it escalated The player that gets closest to the target Goblin
to the extreme form that can be seen (or lands a Goblin directly on him) wins.
today. The darts have been replaced by
small Goblins with very pointy helmets, To play this game, lay the target shown on the
while muscle power has been replaced by facing page face up about two paces away. All
cannons, catapults, trebuchets, ballistas, players take turns throwing two small objects at
and slingshots the size of an elephant. it (dice, coins, peanuts, etc). The Goblin King
should play a number of Goblins equal to the
number of PCs, throwing in-between each PC.
Whoever lands a token closest (or on) to the
Target Goblin wins.
A traveler has been caught by the Goblins 1 Crowd. The voice belongs to another
and is being taken away. The party can traveler in disguise, desperate to help
attempt to rescue the prisoner right there their friend escape.
in the street, but will have to face the eight
armed guards as well as a street full of 2 Prison. If the PCs want to break into
jeering Goblin onlookers. If they choose the prison, they will have to pass three
not to act immediately, the prisoner will encounters to rescue the prisoner: one
be taken into the prison, a kind of high- on the way in, one when they reach the
security fortification. prisoner, and one on their way back out.
Travelers
Description Name
1 Over-eager and enthusiastic Human girl wearing a bowler hat. Vivian
2 A Dwarf who thinks he can always think of the best plan. Brockridge
3 A Knight of Yore and her Tortoise steed. Lady Brindlemarch
4 A Worm who will not stop scolding everyone around her. Penny
5 A curious Horned Beast with little antlers like a deer. Moma
6 A Human who tends to talk without thinking. Dorian
CONSEQUENCES
If the party completes all three
encounters without being caught, they
free the prisoner and may update their
progress. The travelers may join them.
If the party fails to rescue the prisoner,
they must flee this scene and lose an
hour being chased by Goblins. They
may not return to this scene without
being immediately recognized.
1 The Barricade. PCs need to get past the 2 The Line. If PCs wait in the line, the
checkpoint in order to continue. Climbing Goblins at the checkpoint will see through
the barricade has a difficulty of 4 for most their disguises upon close inspection.
characters. Goblins will immediately notice Distractions, bribes, coercion, or other
and try to capture them. tactics could work. If a PC is vetted as an
authentic Goblin, they may be recruited
Note: anyone seen crossing the border to help screen other Goblins in the line.
will become Goblin City’s most wanted. Others in line mutter among themselves
Wanted posters will litter every scene. and complain about the hold up.
CONSEQUENCES
If the party gets past the barricade,
update their progress.
If they are discovered and caught, they
are locked into the gibbets (page 184)
and lose an hour. They cannot return
to this scene without being recognized.
★ Crowd. The crowd is watching a Goblin forward and asked to give a eulogy about the
funeral, a ceremony that Goblins take departed, who everyone knew and loved so
very seriously. Once the ceremony has well. The PCs have never met the deceased,
begun, no one may leave, or the PC will so they have to improvise using the items as
immediately be set upon and unmasked clues. Only one person may speak at a time,
as an imposter. All the Goblins sing a and each statement must incorporate and
dreary and dreadfully out of tune dirge. build upon the previous statements.
Ceremony. Six Goblins come forward and Unbeknownst to the party, most of the Goblins
each place an item belonging to the deceased at this funeral have also never met the deceased,
on the coffin. The PCs are then pushed so they will go along with whatever the party says,
as long as it fits the clues and isn’t completely
absurd. Players who realize this can steer the
eulogy in a direction of their choosing. After
each PC makes a statement, roll to see if the
Goblins buy it (difficulty 3, or higher if the PC
make a more outlandish claim or contradicting
statement). On a failure, a Goblin remembers a
real fact about the deceased and contradicts the
PC, who can then respond.
CONSEQUENCES
At the end of the funeral, as long
as the party’s eulogy was generally
accepted, they are allowed to continue.
Update their progress.
If the party gets caught fabricating the
eulogy three times, they are chased out
of the scene and lose an hour.
Tower Tracker
Track progress using a token on the track below. If a section is broken, mark that too.
Each round, the PCs can move up one space, unless they fall or are driven back by the Spüe.
Destroying the nest or knocking it off the tower will end the fight, and the Spüe will fly away in
dismay. The party loses an hour every ten rounds they spend fighting the Spüe.
CONSEQUENCES
If the PCs manage to get to the roof,
the view of the city allows them to see
the way. Roll a die and add it to this
scene; the total is the number of the
scene that the characters can see the
way to from their vantage point.
The Goblin King should turn to the
appropriate scene in the book, and
describe it to the player. PCs may go
directly to that scene without rolling
when they leave this scene.
Goblins
Description Name
1 Appears shabby and mean. Actually very shabby and very mean. Trysöp
2 Ex-lunchball star and sufferer from chronic indigestion. Frölöw
3 Uses stick to check sewer depth, says the job is beneath him. Hörtenz
4 Worm-tamer searching for Worms to teach logic to. Eled
5 Huge eyes and a nasty bite which makes you break out in a rash. Derrüe
6 Wears a scent-enhancing mask to sniff out crime. Hywr
CONSEQUENCES
If the party can resolve the
underlying problem, the pipe
stops overflowing and the lake of
sewage quickly drains away.
Update the party’s progress.
1 The Main Floor. Inside the fireworks 2 The Roof. A small team of Goblins are
factory, Goblins are assembling explosives assembling a rocket the size of a small
and rockets of all types. Ostensibly, this car. If the party can help them finish
place is for preparing displays to entertain it, they will give them directions. The
the Goblin King, but in the end it’s a barrel of propellant for this rocket was
warehouse full of gunpowder in a city full stolen by a Goblin who can be found in
of Goblins. Small bangs and shrieks can a previously discovered location of the
be heard occasionally as an experiment Goblin King’s choice.
goes awry. Goblins are willing to trade
fireworks for equally exciting items. Note: if the party goes to that location, they
will find the Goblin that stole the barrel
creating a ruckus.
Ruckus
1 Sitting on the barrel of propellant, wearing flight goggles, and holding a match.
Running on top of the barrel as it rolls around the scene. Numerous other Goblins
2 are doing the same thing, in some sort of racing game. It’s not clear which Goblin
and barrel is the right one.
Surrounded by a crowd of other Goblins, holding mugs and singing. They have
3
tapped the barrel and are about to start pouring drinks.
4 The barrel appears unattended, though the mischievous Goblin hides inside, giggling.
5 The Goblin is attempting to hook the barrel up to the main supply of water.
6 The Goblin has just sold the barrel to a group of four hard-looking Goblins.
CONSEQUENCES
If they return the barrel to the Goblins,
update their progress.
The Goblins then climb into the seats
on top of the rocket, launch themselves
into the air, and explode.
1 Champion. As the party approaches, the 2 Crowd. The Goblins will form a circle
current champion stops them. “No one around the two robots and they will cheer
passes without defeating me!” The party until one side is unable to continue. Many
must build their own automaton from the Goblins bet items on the outcome of the
parts available and defeat the champion. fight, and are more than willing to do so
Fighting the automaton is an action scene. with the PCs.
1 2 3 4 5 6
Lightning Ball and Blinding
1 Net launcher Shield Tank treads
blast chain light
Spiked Disorienting
2 Battering ram Tar blast Mace Roller skates
armor siren
Mini Electro Spider-like
3 Foam blast Axe Rhino horn
catapult armor legs
Grapple Padded Jousting Grenade Crab-like
4 Fog blast
launcher armor lance launcher pinchers
Repulsive
Welding Arm Armadillo Hydraulic
5 Oil blast magneto
torch launcher mode jaw
armor
Spring-
6 Jump boots Wind blast Sticky armor Buzzsaw Unicycle
loaded fists
If the PCs take their automaton with them when they leave this scene, it will run out of
power after one hour.
CONSEQUENCES
If the PC wins the fight, they may
continue on their way; update their
progress. The Goblins will demand
that they leave the robot behind, but
the party can still try to escape with it.
If they lose the fight, they lose an hour
but may try again.
1 Entrance.
3 Exit.
Babysitters. Several mothers eye the PCs up and down and declare them to be suitable
parents. They then load up the PCs with Goblin children and walk off. The Goblin
1-3
children were tired of their mothers and are delighted to have a new adult to torment.
They will cling to and follow the PCs indefinitely, causing trouble whenever possible.
Scrounging. The mothers crowd up around the party and won’t let them pass until
they hand over at least one food item per PC to help support their “starving brood.”
4 They will accept almost anything vaguely edible, but won’t always be happy about it.
The children will mostly take the opportunity to throw it right back at the party as
they try to pass.
Wild! The Goblin children are running absolutely wild. They are climbing the walls,
jumping off of roofs, battering passersby with lengths of wood, etc. There’s no way to get
5 through without being attacked and forced back. The Goblin mothers are sitting on the
side of the street, chatting amiably and admonishing their children in the weakest possible
way. The mayhem will continue until they are convinced to take stronger action.
Party. The Goblin mothers have decided to set up a birthday party for their children
in the middle of the street. As security for the event, they have hired six armored
6 Goblin knights, who won’t let anyone through. The road is impassable until the party
either defeats the knights or finds a way to bribe them more than the Goblin mothers
paid (a slice of birthday cake each, which in their defense is shockingly good.)
Goblin Mother
Description Name
1 Won’t stop polishing her children, they must be kept shiny. Gürdy
2 Carries her children in a sack, shakes it if they are too loud. Zobst
3 Her child is an extremely unhappy fish also called Pilch. Pilch
4 Has leads attached to each of her children and a small chariot. Terri
5 Her child is twice her size and covered in thick red hair. Böstle
6 Does not seem to have a child, but is insistent it’s right there. Eled
CONSEQUENCES
If the party manages to get past,
update their progress.
The cook-off is due to a famous Goblin on the table to find what secret ingredients they
holiday. None of the Goblins have any idea of have found. PCs may request up to six of any
what this holiday commemorates, but are eager common ingredient, but each must be rolled
to give you their long, convoluted, incredibly for, with a difficulty equal to its number of
boring theories if you ask. syllables. On a failure, it can’t be found.
If the party wants to become chefs in this Once the party has put their dish together,
cook-off, they’ll first need to butt in on some they must cook it by choosing an amount of
other chef’s space and take their equipment effort to put in, from 1 to 6. Each point of
and ingredients. They will have to create a dish effort increases the quality of the dish, but
from up to six common ingredients, as well as also may cost time. Roll a die. If the result is
at least one secret ingredient. Roll three times less than the effort, the party loses an hour.
Secret Ingredient
1 2 3 4 5 6
1 Dreamfruit Fire poker A large stone Toe-cheese Hen’s teeth Live duck
2 Frog’s eggs Pine sap Roach Honey Antisalt Eye Lichen Badder fish
Brownish Invisible Blood Ground
3 Gunpowder Black treacle
gravy octopus ink peaches snake fangs
Stiltt-Bird Night Troll Luminescent A roof Off-brand
4 Cough drops
egg sweat fungi shingle toothpaste
A coffee A potted
Tingle A Firey head
Chocolate Apple raisins bean (strong plant with
pepper (it mocks
5 frosted sugar (made from enough to Fairies
(lights your your cooking
cereal tiny apples) wake the sleeping in
head on fire) skills)
dead) each flower
Gnolfurgis Grit cake Owl wine A bagel with Aged,
A can of
6 wine (toxic, (hard as a (made from everything gourmet
dread
explosive) shingle) owls) on it pond scum
CONSEQUENCES
CONSEQUENCES
If the party’s total points are 5 or less,
they are clearly not Goblin chefs and
If the party’s out
are driven points are scene
of the 5 or less,
intothey’re
the
clearly not
previous chefs
one, andand
thisare driven
scene out.
becomes
If inaccessible.
they score 6-11,If their points
update theirare 6-11,
progress.
update their progress. If their points
If
arethey score
12 or 12 orthey
higher, higher,
havethey
wonhavethe
won and and
cook-off are renowned
are renownedas world-class
as world-
chefs
classthroughout
chefs. Addthe City.toAdd
“chef” “chef”
the PCs’
traits and carry them directly to the
to their traits and take them to the
kitchen
kitchen in in
thethe castle King’s
Goblin (Page 250).
castle.
1 Street.
Races. Impromptu races are taking place between three knights that claim they each
have the fastest Mount in the land. They are all exactly the same speed, so the race
1
is being taken over and over again. This will last for an hour, unless it can be proven
that one of them (or a third party) has the fastest Mount.
Inspection. The Goblin knights are being inspected by their commanding officer
and will not allow anyone other than a knight to pass through the scene. Their
2
commander is furious at their lack of discipline and is ordering them to attempt
different maneuvers over and over again. This goes on for an hour.
Heist. As the party enters the scene, the stables erupt into a cacophony of crashes, animal
roars and Goblin shouts. Three Goblins, who are clearly not knights, come bursting out
of the stable doors riding Goblin Mounts. Behind them, a group of knights chases them
3 on foot. The thieves would be able to escape quickly, but they have no idea how to control
the beasts, and so end up running around in circles. After an hour, if the party has not
made their way past this scene without being spotted, roll a die. On a 1-3, the thieves are
caught. On a 4-6, they finally escape.
Fire. The stables are on fire! Goblins are running everywhere trying to put out
the flames (very ineffectively). Goblin Mounts are also running about, completely
4 unattended. If a PC steals a Goblin Mount, they must attempt to get it under
control (difficulty 4) before they can use it as a steed. The fire will eventually burn
itself out in one hour.
Preparations. Mounts are being readied for the jousting contest. The stable hands
5 are unsure which Mount they are supposed to feed a sleeping potion to: the green or
the blue knight’s? The next scene the party enters is the Jousting Contest (page 222).
Everything must go! Goblin Mounts are on sale for cheap. The sales-Goblin in charge
6 seems very shifty and a close inspection may reveal (difficulty 4) that the Mounts he is
selling are in awful condition. If he makes a sale, he will disappear as soon as possible.
CONSEQUENCES
If the party gets through the stables,
update their progress.
If they wait for an hour, the crisis
here is resolved and they will be able
to pass without interference,
update their progress.
The Celebration. Goblin jousting is riven The Tourney. The tourney is divided into three
with cheating. In fact, cheating is part of bouts, which the Goblins are eager for the PCs
the point! If the PCs participate – or choose to judge – a Goblin from the crowd takes this
to bet on the result – attempts at cheating role if they refuse. A PC wanting to participate
(especially clever attempts) will be looked may do so if a contestant drops out for any
on favorably. Conversely, if the Goblins reason. The first bout is the orange knight versus
feel the PCs aren’t cheating enough (or the green knight. The second pits the red knight
are fooled by simple tricks) they may start against the blue knight. The third and final bout
throwing old tomatoes. is settled between the winners of the first two.
Goblins
Description Name
1 A rotund Goblin clutching a book he can’t possibly read. Blorb
2 A scrawny, one-eyed Goblin who giggles incessantly. Måstifiles-Rex
3 A Goblin who is scared of fresh fruit. Tremmle
4 A guard in full armor. Won’t stop talking about head-banging. Fåüstüs
5 An aged Goblin knight who keeps falling asleep. Damäe Möri
6 A Goblin maiden who wants to fight in the tourney. Süss
CONSEQUENCES
Update the party’s progress.
1
2
1 Old Clothes. Tattered nasty old clothes 2 The Corridor. The corridor is a trick; a
hang on a rust-red nail driven into the huge muted treadmill, run by muffled
wall: a top hat, tails, pantaloons, a ratty Goblins. No matter how far you go, back
feather boa, and one old shoe. The clothes or forth, you will never find the end. The
are haunted and will follow. Secretly at wall moves away continually. The red nail
first, appearing in a pile behind them goes past again and again.
when they turn around. Then openly.
Standing bare. Twitching like a spider The clothes want to be worn. If you exchange
when they move. They are a mirror to the clothes with them, take off your own and put
PCs, but only echo the darker aspects of them on, your own clothes will give you a
their actions. Chase if they run. Attack if ‘thumbs up’ gesture and fall to the ground.
they fight. Go berserk if burnt.
The clothes like to dance. If a PC, or player,
does anything rhythmic or musical, the clothes
start to body-pop. If the character dances with
the clothes, they dance along. If you dance,
the Goblins laugh and the walls wobble. If
you go in both directions, the machine can’t
run both ways. If the clothes are set on fire
and go berserk, the Goblins become so afraid
that they scream and flee.
CONSEQUENCES
If the party gets off the treadmill,
update their progress.
12
3 4
11 9
10
1
7
2 5
8
At the start of this chapter, roll 2 dice. The Goblin King starts in the room corresponding to the
sum of the dice.
The Castle is an action scene where each round takes around 20 minutes. Every three rounds, the
players lose an hour. For this reason the Goblin King is attempting to flee so he is never in the
same room as the party. On the Goblin King’s turn, use the Castle Map to move him to a room
adjacent to the one he is currently in. On the party’s turn, have each party member attempt to
overcome the obstacle or challenge in the room they are in. If they do so, they may move on to an
adjacent room. PCs who fail may not move, and must try again on the next party turn. The party
can split to help pin down the Goblin King, but this can make challenges harder to overcome.
NPCs in the castle will freely tell PCs if the Goblin King passed through there recently and which
way he went.
If a PC manages to catch up to the Goblin King before time runs out, they may recite the spell at
him (if you don’t know it by heart, you can read the text in italics of page 254), or otherwise show
him that their will is as strong as his, and he has no power over them. This forces him to surrender
what he stole from the PCs. If this happens, turn to The End, on page 254.
Map
Moving from scene to scene inside the castle is different from the Labyrinth until now. The rooms
within the castle link up with each other. You do not need to keep track of progress or roll to
explore. Simply turn to the page number provided when leaving the scene.
Goblin King
If you need a little inspiration for what the Goblin King might do if he’s ever cornered, you can
roll on the table at the bottom of the room he is in. Remember, if you have an idea that you think
fits better than anything in the table, be sure to do that instead!
3
6 5
1 The Bridge. Made of paved stone. Encounter: the first time they enter this
room, the gate is unguarded. The second
2 Massive wooden doors. The doors require time the party enters this room, roll for an
great strength to open (difficulty 6, reduced encounter. The third time the party enters
by 1 for each helper). Huge chains connect this room, use the encounter that wasn’t
the doors to the walls, but strangely they there last time.
don’t prevent characters from opening the
doors in the slightest. 4 Stairs up. Throne room (page 240).
3 Vestibule. A long flight of stairs leads 5 Stairs down. The dungeon (page 232).
up into the castle. There is also a door
immediately to the left and right. 6 Long passage. The armory (page 252).
The Milkman. A Goblin milk cart is parked in front of the gate, while the milkman
carefully deposits several bottles and picks up the empties. He is wearing thick gloves
1-3 while doing this, as Goblins are horribly allergic to milk (it makes them swell up with
gas and float around). He will be indignant if asked why he is delivering milk. His
family has been delivering milk for the last 700 years and he’s not about to stop now.
The Entire Goblin Army. The party’s infiltration into the castle has finally been
noticed, and the entirety of the Goblin army has been summoned! The entrance
hall and bridge are packed to bursting with battalions of foot soldiers, knights,
cannoneers, and Goblins just here for the entertainment. They can’t all fit into
4-6 the castle, so they’re just milling around hoping that the party will show up. Most
of them have become quite cranky at the lack of action so far, and are complaining
loudly. Several Goblins are making the most of the situation and have started selling
snacks. Once they see the party, they will charge after them, but will get lost very
quickly in the castle. Getting past the army is obviously very, very challenging.
Goblin battalion
1 Goblin knights with tilted lances; on their backs are more knights with longer lances.
2 A dozen Goblins man a giant cannon that fire other Goblins, porcelain, or confetti.
3 Hot karbobus karbobis vendor tries to sell some snacks to anyone passing by.
4 A turtle of shielded soldiers that advance by running on top of each other’s shields.
5 A tsunami of Goblin flesh armed with nets, saucepans, and fire pokers.
6 The crowd clears to reveal one muscular and oily Goblin ready for single combat.
Goblin King
1 Retreat to the throne room
2 Retreat to the dungeon
3 Retreat to the armory
4 Turn into an owl and fly to the tower
5 Mock the party overconfidently
6 Order reinforcements from the city
2
3
1 Cells.
2 Cell keys.
Prisoners plan
1 Make a run for it. They’ve heard that there are intruders who are causing a distraction.
2 Steal all of the Goblin King’s clothes. It’ll be hilarious!
3 Find the Goblins who taunted them and lock them up instead.
4 Find some weapons and lead a revolution. The Goblins just need encouragement.
5 Go back to their cells; it really wasn’t that bad.
6 Find something to eat. Isn’t there a kitchen around here somewhere?
Goblin King
1 Retreat to the gate
2 Retreat to the stairway
3 Offer riches to the PC willing to betray
4 Demand that the party surrenders
5 Trick the party into a cell
6 Free prisoners to cover his escape
2 4
The Goblin King’s library holds all of the 1 Book shelves. Covered in ancient books.
important records, law books, and histories of
his kingdom, before the catastrophic Collapse 2 Desks.
of Good Governance reduced the Labyrinth
to its current state of near-anarchy. No one 3 Stairs up. The map room (page 236).
has read these books in hundreds of years.
4 Stairs down. The stairway (page 242).
Room Encounter: roll the first time the party
enters the room. This remains until resolved. 5 Long passage. The armory (page 252).
Avalanche. A number of tall stacks of books has collapsed, leaving the exits to the
Armory and Map Room buried under a mountain of ancient tomes. The party will
1-2
have to unearth them in order to use those doors (difficulty 5). If the party fails, they
may try again, but each attempt takes up one turn.
The Librarian. An ancient, enormously fat Night Troll named Hexi has been
appointed as the librarian. He has been chained to the floor so that he cannot
leave the room, but he will not allow the party to enter for fear of the Goblin King’s
3-4 wrath. If freed, he will immediately run rampant throughout the castle, fighting any
Goblins he comes across. The chain is attached to a stone in the floor, but with
enough effort the stone can be lifted right out of the floor and swung like a flail.
Hexi can be cowed by credibly threatening to destroy the books.
Rogue Books. The books in this room have become extremely agitated at not being read
in so long. They will fly around the room and hover in front of PCs’ faces, blocking their
view until they get read. If the party spends a turn reading the books, they will fly back
5-6
to their shelves, satisfied. PCs may also ward them off with fire, or simply fight their way
through them (difficulty 4). If the PCs suggest that the person who should really read
them is the Goblin King, the books will fly directly to him and delay him for one turn.
Books
Description Title
1 A science-fiction portrayal of the futuristic year of 1987. A World of Tomorrows
2 Stories of brave deeds and daring do. The Knights of Yore
3 Dictionary containing every word that has never been said. Entirely Nonsense
4 The final word on Goblinological research. The Goblins of Labyrinth
5 A tattered little red book of Fairy stories. The Labyrinth
6 A children’s book with colorful yet disturbing pictures. Rainbow Nights
Goblin King
1 Retreat to the map room
2 Retreat to the stairway
3 Retreat to the armory
4 Trap a PC in a random book
5 Create zone of silence within the library
6 Hide within a random book
Room Encounter: roll on the table the first Pieces representing themselves are shown
time the party enters the room. to be in this room of the Castle, and the
Goblin King’s current whereabouts are
1 Map. A scale model of the Labyrinth also displayed. It is impossible to move
sits on a wooden table. Regions outside the pieces. Although they slide around
the Labyrinth are also mapped. Dozens of their own accord, when a PC tries to
of carved wooden pieces in the shape of pick one up they feel as if they are one
characters of every species are moving with the table.
about the map in real-time. By examining
the pieces on the board carefully, the 2 Stairs up. The tower (page 248).
party can discern where every character
in the Labyrinth is at any given time. 3 Stairs down. The library (page 234).
Regions
1-3 4-6
1 The Great Seas of Silence The Great Dust Desert
2 The Ruined Shore The Mysterious Mountains
3 The Terrible Howling Gulf The Great plain of Hair
4 The Wide Tract of Rottenness The High Hills
5 The Silent Sepulchre on the Holy Hill The Labyrinth
6 The Waste of Wandering Nowhere
Goblin King
1 Retreat to the tower
2 Retreat to the library
3 Surrender
4 Vanish, map shows he’s hiding here
5 Move a PC to a random room
6 “All this is yours if you rule with me.”
Sewing Implements
1 A sewing needle that flies through the air when its owner whistles.
2 Massive scissors that magically do not cut anything but cloth.
3 Pin cushion, anything pinned is stuck in the air until the pin is removed.
4 Tape-measure that comments on the size and shape of anything measured.
5 Sequin-gun that fires a scattershot of sequins onto absolutely everything in a cone.
6 Rickety sewing machine that can create entirely new garments in the blink of an eye.
Goblin King
1 Use crystal to teleport to the ball room
2 Retreat to the throne room
3 Change costume
4 Mannequins morph into doppelgangers
5 Animate clothing to attack PCs
6 Hide in a wardrobe
3 2
1 9
8
5
7
Room Encounter: roll on the table the first 4 A clock with daggers for hands. Shows
time the party enters the room. how many hours the party has left.
Tampering with it will not gain or lose
1 Circular pit. In the center of the room, the party any hours.
about a foot deep.
5 Window. Through it the party can see all of
2 The Goblin King’s throne. Set up against the scenes they visited in the Goblin City.
the back wall, covered in purple drapery.
The back and arm rests have been carved 6 Stairs up. The stairway (page 242).
in the shape of curling horns.
7 Stairs down. The gate (page 232).
3 Bell. Ringing it will sound the alarm.
Goblins will pour into this room hastily 8 Long passage. The kitchen (page 250).
equipped with makeshift armor and
whatever “weapons” they could scrounge. 9 Arch. The wardrobe (page 238).
Goblin Party. Goblins are eating, drinking, fighting, and making an incredible
1-2 amount of noise. If a 1 was rolled, they are also singing. They will attack the party on
sight and attempt to drive them away from the Goblin King’s current location.
War Council. Several armored Goblin knights are sitting at a round table in the
pit, arguing loudly about the current course of “the war.” It is unclear what war
3-4 they are talking about, but it seems to involve puddings. They will chase and try
to attack the party once they enter the room, but it will take them a minute to
clamber out of the pit.
Remodelers. A team of carpenter Dwarves is rebuilding part of the room that has
collapsed due to an explosion of some sort, probably set off during a Goblin party. They
5-6
are neutral to the party unless the party has damaged part of the castle, in which case they
will automatically know and be furious at them.
Goblins
Description Name
1 Hoard keeper, a mighty and ruthless warrior. Candlewic
2 Hoard keeper, a cunning and perceptive rogue. Låmpsöniüs
3 Hoard keeper, but he also doesn’t know what that means. Agmøür
4 Great bard, mostly repeats the words gusset, scuff, and sparrow. Aêlst
5 Claims he is edible. Is poisonous unless your name is Valerie. Müskül
6 Very short since the accident. Pines for his loftier days. Lætherlêggs
Goblin King
1 Retreat to the stairway
2 Retreat to the gate
3 Retreat to the kitchen
4 Retreat to the wardrobe
5 Sit in his throne one last time
6 “Everything I’ve done, I did it for you.”
The Simulacroom is identical to the room in If the real room has windows, the view out of
which the players are playing this game, with the them in the Simulacroom is the same as the view
exceptions listed below. in the real world. However, close examination
will show that the view is just miniatures or
All of the doors in this room are fake and do backdrop set up a few feet from the window pane.
not open, apart from the one the PCs entered
by. Forcing a fake door open will reveal a blank If the game is being run outdoors, the
stone wall behind it. Simulacroom is a dome-shaped room about 200
feet wide, with walls painted to look exactly like
The room doesn’t have any people in it other the surrounding scenery. The door is built into
than the PCs party and any other NPCs from the wall of this dome. The play area is found in
the Labyrinth that are following them. the exact middle of it.
The Labyrinth Adventure Game book is not Anything physically present in the real-world
present. All other gaming paraphernalia (papers, room can be taken by the PCs and added to
pencils, dice, miniatures, etc.) are still there. their inventory. Rearranging the real-world
room also rearranges the Simulacroom. If the
players move the play area to another real-world
location while outside of the Simulacroom,
the Simulacroom will change to reflect its new
location as soon as they re-enter it.
1 2
Join the Dance. The dancers immediately try to grab the PCs and dance with them.
The PCs must try to fight the hypnotic power of the dance (difficulty 4) to try and
1-2 break away. They can try again once every hour, or when another PC tries to pull
them away. If the music is disrupted somehow, the spell is momentarily shattered
and the PCs can move freely while the dancers clutch their ears and howl.
The Staircase. The circular staircase at the center of the Ball Room that leads to the
Kitchen is surrounded by a dense ring of dancers, who do not want to get out of the
3-4 way or for the PCs to break the rhythm of the dance. Any attempt to push through
the ring (difficulty 5) will be met by the dancers trying to shove them back and throw
drinks at them.
The Banquet. The whole room is packed with a maze of banquet tables, piled high
with the most tantalizing food imaginable. A character eating any of it must resist being
5-6 compelled to sit and eat (difficulty 6). There is no easy way to get through the room to
the door on the other side without running across the tables. Climbing on the tables
will cause the banqueters to grab at the PC’s ankles and try to drag them down.
Dancers
1 Elegant suit and a two-faced snake mask. His back is identical to his front.
2 Flowing ballgown and hawk mask. A team of Goblins operates underneath the skirts.
3 White suit with a black shirt and spider mask. Hands are extremely sticky.
4 Immaculate suit, ten foot long tails, and a weasel mask. Dances as if someone hit rewind.
5 Color-changing dress and a mouse mask. Dances faster than seems possible.
6 Blue dress with ribbons and a peacock mask. If ribbons are pulled, will spin like a top.
Goblin King
1 Retreat to the kitchen
2 Retreat to the stairway
3 Don a masquerade mask
4 Change the music to a sinister tune
5 Ask a PC for “one last dance”
6 Taunt the PCs
Lookout. A Goblin stands near the edge of the tower, staring out into the Labyrinth.
He is supposed to give the Goblin King reports of unusual activity, since the map
room only shows the movements of characters. Even with his spyglass, his eyesight is
3-4 terrible and he is getting increasingly worried that the Goblin King will ask him for a
report. If the party gives him news of an unusual event in the Labyrinth, the lookout
will give them a Sphere of Shadow, which when shattered makes a room pitch black
until the party leaves it.
Collapse. The tower has become so dilapidated over time that it’s about to collapse.
Even the slightest breeze causes the whole tower to tilt sickeningly. All characters on
6 the right side of the tower must roll a die. This will set the difficulty of balancing the
tower for the characters on the left. If all characters are on the same side of the tower,
it will begin to topple. If it falls, the tower crashes into a random Castle scene.
Birds
Description Name
1 Cynical, loud, and very eager to sit on your head. Hat birds
2 Brown owls covered in snow which falls off when they fly. Snowy owls
3 Enormous vulture the size of a school bus. Carrion
4 Flock of hummingbirds as small as wasps, swarm anything sweet. Hum-bugs
5 Feathery snake with a goose head at each end. Poor disposition. Goossoog
6 Ostrich with blue iridescent feathers and legs ten feet long. Stiltt-Bird
Goblin King
1 Turn into an owl and retreat to the gate
2 Retreat to the stairway
3 Retreat to the map room
4 “I’ve been generous ‘til now. I can be cruel”
5 Attempt to force a PC off the tower
6 Faux surrender
3 1 6
4
Room Encounter: roll on the table each time 3 Tables. Piled with unidentifiable animal
the party enters the room. and vegetable ingredients.
1 Fire pits. Giving off acrid smoke, bubbling 4 Stairs down. The armory (page 252).
cauldrons filled with unidentifiable slop
splash as Goblins throw in ingredients. 5 Stairs up. The ball room (page 246).
2 Meat. Carcasses of weird beasts hang from 6 Long passage. The throne room
the ceiling on hooks, ready to be butchered. (page 240).
Soup Spill. One of the vats used to boil the chef’s specialty, Pantagruel, has spilled all
over the floor. Half of the Goblins are standing on chairs and tables, while the rest are
1-2 sliding around the floor, trying to avoid the boiling liquid and yelping in pain. To get
across the room, the PCs can try to climb across the furniture and push the Goblins
out of the way, or try to find a way across the floor without burning themselves.
Taste Test. All of the Goblins are lined up with samples of their food for the chef
to taste, blocking the party’s way. If the party tries to push past them, the Goblins
3-4 will dogpile on top of them and try to drag them over to a soup cauldron. If the
party manages to evade capture and escape out the other door, the chef will become
enraged and begin chasing them around the castle with a ladle.
Still Kicking. A cut of meat is still kicking! In fact, it’s a whole Knight of Yore! One
of the cauldrons of soup explodes as Sir Flavian leaps forth, rapier drawn, and begins
attempting to duel with the Goblins, who mostly try to stay out of his reach and
5-6
throw knives and potatoes at him. If the party is still wearing Goblin disguises, Sir
Flavian will attempt to duel them as well, preventing them from moving through the
room. He is a master swordsman and knows no fear.
Goblin
Description Name Job
1 Puts earwax, sweat, and tears into her dishes. Weech Head Chef
2 Tiny and full of a well-earned anger. Grüempy Waiter
3 Drippy, sneezy, and essential to Goblin cooking Stench Sous-chef
4 Gills, large plate-like eyes and flippers. Pilch Fish Chef
5 Iron grip, and loves to shake hands. Böegiböe Butcher
6 Cleans dishes with his long tongue. Slippy Dish washer
Goblin King
1 Retreat to the armory
2 Retreat to the ball room
3 Retreat to the throne room
4 Command the Goblins to attack
5 Create a cloud of smoke
6 Animate vegetables to restrain the PCs
2 5
1
4 3
Room Encounter: roll on the table each 4 Anvil and forge. The forge is red hot and
hour. If a problem is not resolved, they a pair of elephant-sized bellows stand ready
begin to stack. to inflame it to apocalyptic temperatures.
1 Dummies. Practice dummies stuffed with 5 Stairs up. The kitchen (page 250).
straw. Arrows, knives, and the odd axe
protrude from them at crazy angles. 6 Long passage. The library (page 234).
2 Racks. Armor and weapon racks laden with 7 Long passage. The gate (page 230).
anything a Goblin knight could want.
Goblin
Description Name Job
1 Very skilled. Refuses to make non-unique items. Isky bisqüe Blacksmith
2 Covered head to toe in soot, he is completely black. Smith Simpleton
3 Rail-thin, fully-kitted in avant-garde battle-plate. High-fen Fashion designer
4 Wears scent-enhancing mask, and seems excited. Löwr Steel smeller
5 Has extending legs to help him reach the bellows. Barnäbüs Bellower
6 Is covered in burns and steams softly. Loves his job. Hillocke Quencher
Goblin King
1 Retreat to the kitchen
2 Retreat to the library
3 Retreat to the gate
4 Animated sword attack (Goblin holds on)
5 Command the Goblins to defend him
6 Animate the fire to block passage
Once the PCs have faced the Goblin King If any characters would like to usurp the
and forced him to return that which he stole, Goblin King, they may take his place. That
they have won the adventure! It is up to them player now takes the adventure book and can
what they do with the Goblin King. run it the next time you play.
Ask your players to tell you about what If you would like to continue with the same
happens next now that they are free to leave characters, you can create new adventures, either
the Labyrinth. If they are Human, they may in the Labyrinth or in worlds of your own.
return to the real world. If they are not, they
may live in a less harsh Labyrinth -- perhaps Whatever the players decide, each should sign
they wish to live in one of the areas they the guest book on the opposite page as proof
explored during the game? that they defeated the Labyrinth.
Brick Keepers
Beneath the flagstones in the stonewalls and the boulders out in the wild, these little characters
make their homes. If a home is uncovered, simply roll on the table below to give it some flavor.
1 Smoke billows out of the paving stone; the Brick Keeper has a long pipe.
2 A thousand Brick Keepers an inch tall live under a mosaic; they can change the image.
3 Tired parents have just gotten their kids to sleep; they are now bawling their eyes out.
4 A giant Brick Keeper shakes one fist while clutching at the bath towel round his waist.
5 Purple, and with long ears that get caught in their paving stone when it closes.
6 A group of Brick Keepers around a green table playing a card game.
Cricket Man
Very rarely seen, these tree-dwelling creatures can leap from branch to branch with incredible
speed. A Cricket Man calling himself the ‘Sparrow Prince’ can be found on page 136. At night
the violin-like sounds of the cricket men’s songs fill the air.
Door Guards
Obsessed with riddles, these goat-like beings guard doors within the Labyrinth. They offer mind-
bending challenges to any who wish to pass. You can find a selection of riddles on page 75 or online.
Random Dwarf
Mortar
Most powerful
4 Cowardly board and Plasterer Whispers
nearby character
trowel
Dwarf names
1 2 3 4 5 6
1 Drog Hedge Gasket Cato Murl Pender
2 Peskle Ramses Ruddle Zeb Julip Vole
3 Frum Hatchet Montgomery Wumpit Ned Twill
4 Quid Gloon Stunch Nog Tomble Chester
5 Grolo Ognar Gulg Tristum Polk Brissle
6 Tromble Moot Napo Frond Bracken Gad
Fairies
Fairies in the Labyrinth come in all shapes and sizes. They live naturally in the wild places,
but are considered pests in the Stonewalls, Hedge Maze, and the Goblin City.
Random Fairy
False Alarms
These giant stone heads shout warnings
about everything and anything. Often their
advice can be very misleading. A False Alarm
gets great satisfaction from performing its
duties, but very rarely do they meet anyone
who will listen.
Random Firey
Giant Turtle
Only one Giant Turtle is known of in
the Labyrinth. Her name is Panjandra
and she resides within an ancient swamp.
Despite her age and habitat, Panjandra is
surprisingly fragrant.
Giant Badger
Rare, nocturnal, and often shy, Giant Badgers
have come to the Labyrinth from far away and try
not to make a fuss. They speak very eloquently
and have impeccable etiquette. Below are some
suggestions for Giant Badger names.
1 Duke Hurrumph
2 Cobblesmythe-Green
3 Dairywick III
4 Bledgewhite-Bledgewhite-Whitley
5 Fustlewhooop McConnor
6 Digburt Wayne-tout Jr
Random name
1 2 3 4 5 6
1 Gürdy Qüiver Blorb Weech Isky bisqüe Fødder
2 Zobst Luerk Måstifiles Grüempy Blattergot Pöngö
3 Pilch Bübl Tremmle Stench Nive Skøåt
4 Skubbin Sqeek Fåüstüs Tömö Löwr Böing
5 Böstle Püg Beetleglum Böegiböe Barnäbüs Sneek
6 Eff Mush Mug Süss Poxie Zîtzîe Spürgüs
Random appearance
1 2 3 4 5 6
Pointy Bulbous
1 Cape Pantaloons Bat wings Bird wings
helmet nose
Beaked
2 Chainmail Bulky gloves Bird feet Warty skin Hooves
helmet
Mushroom Spherical Massive
3 Feathers Bulbous eyes Toothless
growths armor horns
Mysterious
4 Droopy ears Monkey face Spiked tail Bushy hair Beard
mask
Reptilian Spiked Monkey Shapeless
5 Hunchback Shaggy fur
face armor arms robe
Cooking Striped Protruding
6 Scales Beaked face One eye
apron clothing teeth
1 2 3 4 5 6
Oversized Paint bucket Jousting
1 Mace Wrench Gong
scissors and brush lance
Spiked
2 Monocle Spiked flail Ladle Drum Grenades
censer
Bag ofCooking pot
3 Tower shield Bag of dice Dark goggles Crossbow
feathers helmet
Tiny Serpent Battle Miniature
4 Battle axe Mancatcher
hammer sword standard catapult
5 Potted plant Hurdy-gurdy Cleaver Whip Battle horn Fake wings
Miniature
6 Polearm Battering ram Banana Nipper stick Tobacco pipe
cannon
Random behavior
1-3 4-6
Assembling a lot of other Goblins into a
1 Keeps trying to sneak away to relax.
personal horde.
Maniacally aggressive, attacks everything
2 Competitive head-butting.
in sight.
Always hungry, constantly foraging for Riding on the shoulders of the largest
3
unlikely foods. creature in the scene.
Ineffectively crushing imaginary insects
4 Composing Goblin operas on the side.
that torment them.
Collecting more and more pieces of
5 Inventing and enforcing arbitrary laws.
scrap armor.
Racing other Goblins at high speeds Marching, with perfect form, in the
6
through the Labyrinth on Goblin Mounts. wrong direction.
Goblin Mount
Goblin knights can often be seen riding a strange dinosaur-like mount. Using these critters to get
around is not much faster then walking, but it is more fun!
Random Features
1 Long-jumping
2 It can repeat words it’s heard
3 Long sticky tongue for grabbing
4 Can track Goblins through any terrain
5 Narcoleptic
6 Understands English perfectly
Griffon
A Griffon has the head and wings of an
eagle and the body of a lion. While the
adults are terrifying and the kitten hatchings
nightmarish, they are intelligent and can
often succumb to flattery.
Helping Hands
The Helping Hands are a cluster of thriving
hands that operate the substructure beneath
the Labyrinth. They can come together in
groups to emulate crude faces or hand gestures
to communicate with others. They like to
follow orders and can become easily confused
when given complicated instructions.
Horned Beasts also have a ability to mentally control a type of object. When making a Horned Beast
character, choose any type of object, or roll on the table below. The Goblin King has final say on what
type of object can be controlled using this ability. Most Horned Beasts can only control a few small
objects at a time, but with training and skill, their power will only increase. Note also that a Horned
Beast cannot create objects or change their shape.
Random power
1 Can summon water out of the ground, which slowly rises up to a foot deep.
2 Can summon leaves, which whirl around them in ribbons of wind.
3 Can summon fog, which slowly blankets the scene.
4 Can summon ants, which march up from the ground and obey the Beast’s commands.
5 Can summon monoliths, which push up from underground up to 10 feet tall.
6 Can summon vegetation out of the ground, which quickly grows into grass five feet tall.
Random Human
Junk Lady
Junk Ladies were once like you or me, but they never learned to let things go. Over the years, their
collections have grown until they are defined by them. Whenever more than three Junk Ladies meet,
they feel compelled to set up a swap meet and exchange trinkets. Each Junk Lady is a collector of
sorts, although their tastes are completely opaque to anyone but themselves.
Random Knight
Random Steed
Name Species Personality
1 Dee dee Great Dane Cowardly
2 Spindle Weave Miniature horse Over-enthusiastic
3 Yahtzee Ram A heightened sense of comedic timing
4 Gettysburg Collie Completely deaf
5 Old Bitey Mastiff Over-defensive
6 Dizi Small Emu Refuses to learn a single command
Morainian Lion
These elemental creatures are from a far away land. While they are the shape of a lion, their whole
bodies are made from water. This comes in very handy when awaiting prey, or escaping danger.
Night Troll
The natural weaponry and mean temperament
of these big, muscular creatures makes them
the perfect enforcers for the Goblin King.
The denizens of the Labyrinth try to avoid
Night Trolls at all times, especially at night.
Hedge Beasts
Hedge Serpent. Over one hundred feet long, it has a hard time sneaking up on prey
1 due to the loud rustling sound it makes as it slithers. Attempts to swallow creatures
whole, who must then try to break out of its belly.
Hedge Bull. The size of a large car, the bull likes to charge in a straight line at its foes
2
and knock them down.
Hedge Spider. About the size of a bedroom, the Hedge Spider can scuttle along very
3 quickly, and likes to shoot webs made out of sap-covered vines at its foes to slow them down
and entangle them.
Hedge Lion. Enjoys stalking its prey and then attacking from behind, or picking off
4
stragglers and characters who seem small or weak. Smells like parsley.
Hedge Gorilla. Eight feet tall. Refuses to let characters pass, and will grab and throw them
5
around if they attack.
Hedge Giraffe. Impairs all attempts to sneak around it, due to it being able to see over
6
the hedges.
T hinking Violets
Growing in the darker places of the Hedge Maze is a unique strain of colorful ivy. The flowers
growing from the vines can turn and talk to one another; they are very cultured flowers and pity
other’s lack of refinement. They get very angry if a creature starts pulling the vines from the wall,
and will try to wrap them in vines to restrain them.
Time Willow
Inside the screen of the Time Willow’s branches, characters are safe from the passage of time. Nothing
the party does here can cause them to lose an hour. The willow, which is older than the Labyrinth
itself, remembers everything that has happened in it. The Time Willow can be found on page 164.
Saplings
In the heart of the gardens is a nursery for the next generation of greenery (page 128). The
Saplings here are cared for by madam aloe,
the largest of the sentient plants.
Type Attitude
1 Amaranth Defensive
2 Hyacinth Adventurous
3 Willow Cry-baby
4 Mint Untrusting
Bumblebee
5 Responsible
Orchid
6 Olive tree Distracted
Stiltt-Bird
A Stiltt-Bird has blue iridescent feathers and legs that are over 10 feet long. It can step right
over Labyrinth walls. Stiltt-Birds can be very territorial, but they are extremely loyal to those
they consider friends.
Worm
The first thing you will notice about a Worm is that it is very, very, small! Worms rarely leave
their homes inside the Labyrinth, as even a short journey is quite the odyssey. Sometimes
a Worm will decide to go on a great adventure by hitching a ride with some friends and
offering help where they can. You may think that a small Worm might not be much help,
but you would be wrong. The Labyrinth has many obstacles to the larger races that a Worm
can easily squeeze through!
Random Worm
W hat’s Happening?
11 Fireys trying to pull their heads off. 41 Goblins ambushing a Night Troll.
12 A knight tracking a frog-beast. 42 Goblin squad setting up traps.
13 Thousands of Fairies migrating. 43 Dwarves digging a huge hole.
14 Worms holding an election. 44 A Night Troll ambushing Goblins.
15 A Knight of Yore burying her steed. 45 Four Goblins fighting over a trophy.
16 A Night Troll shaking a tree for fruit. 46 Dwarves repairing something.
21 Fairies weaving a net as a trap. 51 Goblins carrying off a prisoner.
22 Junk Ladies taking Goblin things. 52 A prisoner on the run from Goblins.
23 Goblins swimming in the bog. 53 Goblins painting graffiti.
24 A Night Troll asleep. 54 Dwarves knocking down a wall
25 Mudslide washes out the path. 55 A knight puzzling over a map.
26 A frog-beast digging itself a burrow. 56 An overturned night soil wagon.
31 Worms racing each other. 61 Makeshift Goblin kitchens.
32 Gardening Dwarves. 62 Game of lunchball (see page 192).
33 A convention of Wisemen. 63 A group of Goblin robbers.
34 A Night Troll dragging a huge cage. 64 Goblin wedding.
35 A Goblin knight going in circles. 65 Goblin opera. Excruciating.
36 Dwarves fishing in a pond. 66 All-out brawl.
11 Sleep 41 Invisibility
12 Goblin-form 42 Super glue
13 X-ray vision 43 Voice-change
14 Ventriloquism 44 Fire breath
15 Super-speed 45 Hurricane breath
16 Enough water to fill a house 46 Animates object
21 Fire immunity 51 Super strength
22 Shrink 52 Water breathing
23 Telekinesis 53 Mind reading
24 Extra arm 54 Ice breath
25 Sphere of silence 55 Rage
26 Perfect memory 56 Invulnerable translucent bubble
31 Super senses 61 Stone-skin
32 Goo-form 62 Zero friction
33 Charm 63 Fear
34 Clone self 64 Talk to plants
35 Infatuation 65 Fog cloud
36 Makes you look like an object 66 Glowing skin
1-3
B
Cistern, the.................................................46
Clock, the (for losing hours, see hours).....70
Cook-off, the............................................. 218
Badger, Giant.............................................261 Creating your characters........................ 12-21
Badger Burrow.......................................... 106 Cricket Man..............................................258
Bad Old Clothes....................................... 224 Crier, the...................................................194
Balloons, the.............................................120 Curse Merchant........................................160
Ball Room, the..........................................246
D
Battlefield..................................................100
Bestiary, the........................................258-269
Black Hart.................................................258
Blackout....................................................126 Den of Weiss, the......................................198
Bootstrap Bandits.......................................82 Dice...............................................................7
Brick Keepers......................................48, 258 Difficulty.....................................................22
Buried Giant, the........................................66 Dig, the..................................................... 172
Dip, the.....................................................154
Door Guards.......................................74, 258
Duel, the................................................... 116
Dungeon, the............................................232
Dwarf..................................................13, 259
E
Elsewater.....................................................94
Encampment, the.......................................58
Encounters, random.................................270
End, the....................................................254
Equipment..................................................25
Eulogy.......................................................206
Exploration.................................................28
Eye Lichen.................................................260
G I
Gate, the...................................................230 Improved.....................................................23
Gatekeepers, the.........................................40 Items, random.................................... 272-273
Getting started..............................................4
J
Giant Badger............................................. 261
Giant Turtle.............................................. 261
Gibbet Street.............................................184
Gnash........................................................ 170 Jousting Contest, the................................222
Goals...........................................................20 Junk Ladies.......................................168, 265
Goblin..........................................14, 262-263
K
Goblin Boutique.......................................186
Goblin City, the................................. 178-225
Goblin King............................................4, 10
Goblin King Sheet................................... 7, 8 Keyhole, the................................................72
Goblin King tips....................................34-35 Kin......................................................... 13-17
Goblin Laws, the.......................................190 Kitchen, the..............................................250
Goblin Mothers........................................ 216 Knight of Yore.....................................15, 266
Goblin Pile, the...........................................68
Goblin Sewers........................................... 210
Goossoog...................................................264
Great Stink, the........................................162
Griffon......................................................264
Guest book................................................255
M
Python...............................................140, 267
Mapping......................................................29 Q
Map Room, the.........................................236
Morainian Lion.........................................266 Quicksand.................................................142
N R
Nest, the......................................................50 Random Tables.................................. 270-273
Night Troll................................................267 Revisiting scenes.........................................29
Non player characters.................................33 Rhyme Battle............................................. 110
NPC............................................................33 Riddle, the.................................................. 74
Rorrim Demad..........................................130
O
Rules.........................................................2-35
Running the game.................................28-33
Obelisk, the.................................................44
Observatory...............................................208
Old Regular...............................................156
Orchard.....................................................108
Oubliette.....................................................42
T
U
Tables, random.................................. 270-273
Tables, using................................................32 Using Tables................................................32
Teamwork....................................................24
W
Tests and difficulty......................................22
Thinking Violets.................................90, 268
Throne room, the.....................................240
Time Willow.....................................164, 268 Wall, the....................................................146
Toll Bridge.................................................152 Wardrobe, the...........................................238
Tool Kit..............................................256-273 What do I need?............................................6
Tower, the..................................................248 What is an adventure game?.........................4
Toy.............................................................269 Wiseman.....................................................88
Trait.......................................................18, 23 Worm..................................................17, 269
Trap, the....................................................188 Worm Colony.............................................64
Trumpet, the...............................................80 Wormmoot...............................................144
Turns........................................................... 31 Wrecking Crew...........................................54
Turtle, Giant............................................. 261
We wanted it to encapsulate our feelings towards Jim Henson and Brian Froud for first
imagining such a vibrant and fantastical world for us to play in.
It also needed to speak of David Bowie, Jennifer Connelly, Terry Jones, and everyone else
who helped bring that imagination to life.
Lastly, there was you, the player, be you Goblin King or brave adventurer.
It all seems a little bit obvious when everything is written out like that...
the perfect afterword.
Thanks!