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T he 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.

Actual components may vary from those shown. Made in China.


Foreword
Hello, and welcome to Jim Henson’s Labyrinth: The Adventure Game (we call it ‘the
Labyrinth’, for short). This book contains everything you need to play in and run your
own version of the Labyrinth. Have you ever asked the question: what if Sarah asked the
Helping Hands to go up rather than down? Have you ever wondered how you would have
fared in this dangerous and exciting world? Have you ever wanted to shape a world with
your mind, like Jareth? This game allows you to answer these questions and more with
the help of your friends and a couple of dice.

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

Adventure: BEN MILTON


Rules: JACK CÆSAR
Editing: CHRIS CÆSAR
& ALESSIO CAVATORE
Art: BRIAN FROUD
Graphic Design & Layout: PETE BORLACE
& CHRIS CÆSAR
Proofreading: MARK POLLARD

Additional Art: CHRIS CÆSAR Guest Authors


JOHNNY FRASER-ALLEN Bootstrap Bandits: ANONYMOUS
RALPH HORSLEY Sapling Nursery: ZAK BAROUH
REBECCA MORSE Oubliette: JENNIFER BROZEK
DAN MUMFORD Blackout: CHRIS CÆSAR
JEFF STOKLEY Rorrim Demad: JACK CÆSAR
Ted’s Quest: ALESSIO CAVATORE
& HUGO PRITCHARD-LAW
Thanks to
Stubborn Sword: SAMUEL POOTS
JIM FORMANEK Bad Old Clothes: PATRICK STUART
CARLA DELLAVEDOVA
SHANNON ROBLES. Jousting Contest: MATTHEW WARD

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. Actual
components may vary from those shown. Made in China.

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

Your journey starts here.

What is an adventure game?


This book is an adventure game. Adventure Once you and your friends are gathered
games (or role playing games) can be played around a table, the Goblin King will help
by two or more players. One player is the each of the players to create a character to play
Goblin King (or Queen!), and all other the game as. This is great fun, as you and your
players are characters (PCs for short). friends have to answer the question: “Imagine
you were in Jim Henson’s Labyrinth. What
The best size for a group is five people: the would your character be like?”
Goblin King and four characters. Smaller
or larger groups can work just as well, but For example, you could say: “I am going to be
we’d recommend not having more than a Goblin called Flözzle, who is sneaky and is
six characters, as things would then tend to always trying to get the better end of a deal!”
become a little hard to keep track of.
With the help of the Goblin King, you will fill
out a character sheet for your new character,
which records his or her traits and flaws, as
explained later in this book.

Once all characters have been created, the


Goblin King will start telling a story, set in
the Labyrinth and the players will play as the
main characters in that story!

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?”

Everything I’ve done,


I’ve done for you.
I move the stars for no one.
- Jareth

Then it’s up to the group to discuss which


way to go and, once you agreed, they will tell
the Goblin King and he or she will continue
the story, telling the group what happens in
the direction they have taken. This way the
story of the adventure you are on will develop
and you can meet other characters and weird
creatures, explore new and familiar parts of the
Labyrinth, face challenges and solve riddles on
your way to accomplish your mission.

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!

Before you get anything else, we recommend


you take a look through the book and get a
feel for how this game plays before rushing
off to collect each of the other bits and pieces.

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.

Pencils, erasers, and paper


It can be useful for players to have a few
sheets of paper for taking notes throughout
the Labyrinth, as well as pencils. Erasers are
also useful, even if you don’t make mistakes!

Goblin King sheet


Just as characters have character sheets, the
player playing as the Goblin King will need
a Goblin King sheet to describe what their
Goblin King looks like, keep a track of non-
player characters (NPCs), how much time
the characters have left, and special notes.
Goblin King sheets can be photocopied from
page 8, downloaded from our website at
riverhorsegames.com, or written out by hand.

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!

Step 1: Relax Step 2: Read the rules


The first thing to do is to get into the You will want to make sure you understand the
headspace of the Goblin King. We suggest rules of the game (pages 22-33) as well as you
putting Jim Henson’s Labyrinth on TV, can. You don’t need to know every single line
finding the biggest and comfiest chair you by heart, but knowing a bit before you play can
can, and curling up with this book. Get save a lot of time at the table. There are also
ready, you’re about to take your first step in some key rules written on the bookmark to
becoming the Goblin King. help remind you as you go along.

It’s against the rules to throw


other people’s heads!
- Firey

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).

To start the adventure turn to page 40.


Step 4: Create characters
Note that this is the first stage which requires
the other players. Up until now you have
been quietly reading to yourself, until you are
confident with the rules and the adventure
you want to run. Gather your players together,
then run them through the ‘creating characters’
section of this book

Step 5: intro
Play the opening title music from the Labyrinth
movie on the media device of your choice.

RULES 11
Creating characters

So you’ve picked up this little red book, Step 1: Get ready!


and you’ve gathered your friends around.
Now you have to decide who everyone else Copy the character sheet from the beginning
is going to play. The Goblin King will set of this section (or you can find a downloadable
scenes and have control of much of the version at www.riverhorsegames.com) and place
Labyrinth, but it is the player characters (or it in front of you. A character sheet has a few
PCs) that the plot will follow. To create a boxes for you to fill in information, a space for a
character who will adventure throughout portrait, and a lot of space for taking notes. We
the Labyrinth simply follow the steps on the will be filling out the information throughout
next few pages. this chapter as we get to know your character.

The italicized text will describe an example


group going through character creation.
I know you came
back to help me,
and I know
Karen has picked up Labyrinth from a
you’re my friend. local gaming store, and she’s had a bit of
- Sarah a read through the book (she can’t read this
italicized text; don’t worry). She decides to
gather some friends together on a Sunday
afternoon to try it out. Since she has read
this first bit of the book, she feels ready to
help the others making their characters. She
prints off five character sheets, as it’s always
good to have a spare, and gets some pencils,
before introducing her friends (Michael,
Amy, David, and Nicole) to the magical
world of the Labyrinth.

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.

Write fire fingers under “traits” on your


character sheet.

Whenever you lose a body part in the


Labyrinth, make sure to note it under “flaws.”

I wish the Goblins would come


and take you away, right now!
- Sarah

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.

Your name must begin with “Sir” or “Lady.”

If you tame a steed in the Labyrinth, name it


and write steed (its name) under “traits”.

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.

Horned Beasts also have an ability to mentally control a type of


Object
object. When making a Horned Beast character, choose any type of
1 Treasure object, or roll on the table to the left. The Goblin King has final
2 Glass 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
3 Plants
with training and skill their power will only increase. Note also that a
4 Rocks Horned Beast cannot create objects or change their shape.
5 Furniture
6 Water Write control object (the object you chose, or rolled on the table)
under “traits” on your character sheet.

Write very big under “flaws” on your character sheet.

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!

Write very small under “traits” on your character sheet.

Write wall climbing under “traits” on your character sheet.

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.

If you are a Human, you get to pick an extra trait.

Lifting and pushing Endurance and bravery


You’re so strong! With this trait you can Sometimes the only thing to do is weather the
lift heavy objects and push obstacles out troubles and power through the misfortune.
of the party’s way. Especially useful for the This trait is useful when facing daunting odds,
character than wants to carry heavy stuff! horrible smells, and arduous endeavors.

Singing and dancing Running and jumping


A character with this trait can create music The Labyrinth is a dangerous place and
and move to it with enchanting rhythm. This sometimes action is needed. This trait is what
trait is especially useful when entertaining you need when trying to get away from danger
others. Dancing can also be useful for or cross great chasms. This trait is also useful
maintaining balance and moving with grace. when climbing or swimming quickly.

Sneaking and hiding


Sometimes you may require discretion to
get past vigilant foes. This trait will help
you stay unnoticed by the many watching
eyes of the Labyrinth. Perhaps even the
Goblin King’s gaze will pass over you. If you
are the type, this trait could also be used for
Karen asks the group again what they think
wickedness and stealing.
their character is good at. David wants his
Knight to be crafty so he chooses “listening
Listening and spotting
and spotting.” Michael and Nicole both
Nothing gets past you. This trait is very useful
think about being sneaky, but Nicole changes
for noticing small details and hearing nasty
her mind and decides to be a really strong
creatures sneaking up on you.
Worm by choosing “lifting and pushing.”
Amy has started to think about what kind
of character she might be playing -- perhaps
a high school girl sucked into the Labyrinth
like Sarah from the movie, but instead of a
theater focus, she thinks that her character
(whom she wants to call Lisa), would be into
athletics, so good at “running and jumping.”
She then remembers that she gets to choose
a second trait as a Human, and decides on
“Endurance and Bravery” as her second trait.

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.

Getting into the swing of it, Karen lists out


the flaws. Michael wants his Goblin to be
“overconfident.” Nicole decides that she
wants to change her kin. She wants to be a
big scary Horned Beast. She also decides to
be a coward, thinking that will be interesting
to play! Amy decides that Lisa, her character,
is going to be like she was in high school, a
bit naive. Finally David, not feeling that any
of the options fit perfectly, decides his crafty
Knight is going to be dreadfully shy.

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.

The players talk about what their characters


might be after. They look to the movie for
inspiration, thinking the Goblin King took
something from Lisa, the Human. She
decides that the Goblin King took a prized
hockey stick her mother gave to her, and that
she will stop at nothing to get it back!

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.

The players talk about their character ideas


and what they look like. Michael, who is
pretty good at drawing, decides to give his
Goblin, now named Flözzle, a portrait.
Nicole names her cowardly Horned Beast
Mitzy, and David settles on Sir Francis for
his crafty Knight.

RULES 21
PLAYING THE GAME

Tests & difficulty


During the group’s adventure, they will come
2 Piece of cake!
across many challenges. Sometimes a challenge
can be worked around with clever thinking, 3 Not quite a piece of cake
but even the cleverest problem solving won’t 4 It doesn’t look that hard
dodge everything! When your character tries 5 Fairly tricky
something that has a chance of failure, you
must take a test by rolling a die. Before you 6 It’s not fair!
roll, the Goblin King decides how difficult the
test is by choosing a number between 2 and 6. The next thing to do is roll a die!

If the result is higher or equal to the difficulty


number, you succeeded at the test. Otherwise
you have failed.

Rolling 1 (the owl) is always a failure. Many


Goblin Kings like to come up with something
extra that goes wrong on the roll of a 1 -- not
only a failure, but a big one!

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.

Both succeeding and failing are important


to the story, so don’t be upset if you are
rolling low! It can even be more interesting
to fail in certain situations. Just imagine
how short a story the Labyrinth would have
been if Sarah had decided to go left after
talking to the Worm.

TRAITS AS FLAWS & FLAWS AS TRAITS


Rarely, a trait may actually make your life harder, or a flaw make your life easier. For example,
being very small can be very useful when trying to fit in tight spaces, but could hold you back if
you were trying to block somebody’s path. The Goblin King may choose to have a trait act like
a flaw (causing a test to become hindered) or a flaw to act as a trait (causing a test to become
improved) depending on what makes the most sense.

RULES 23
Teamwork

It is impossible to make your way through


the Labyrinth on your own; you will always Flözzle the Goblin needs to climb up a
come across situations where you will need cliff face. Mitzy the Horned Beast has the
the help of your friends. If you want to help “lifting and pushing” trait, and would like
another character with a test, you must first to help by throwing Flözzle up onto a low
describe how you are helping, using one of ledge to make it easier. Karen thinks that
your traits. The Goblin King has the last say plan might work.
in what makes sense. When using teamwork,
each PC that is helping reduces the difficulty The difficulty of the climb is normally 4, as
of the test by one to a minimum of 2. it’s a pretty flat cliff. This is reduced to 3
using teamwork.
Flözzle rolls a 3, which is a success!
With a little bit of teamwork, Flözzle is able
to reach the top of the cliff, and maybe lower
a rope down to help his friends climb up.

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.

If you have some equipment that would


help, you may ask your Goblin King if you
can use it. He may decide that it improves
your test or allows you to succeed without
rolling altogether!

A character can only carry 6 items of


equipment. If you would like to pick
something up and you have 6 items already,
you will have to drop something else or give
it to a friend.

For example, there is a cliff face you want


to climb (Difficulty 3). If your character
had some climbing shoes, the Goblin King
might decide that would improve your
test, allowing you to roll twice and take the
highest result. If instead you had a long
ladder, you could bypass the test altogether!

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!

Be creative Failing is fun!


Many times in your adventures you will Sometimes you will roll a one (the owl). It
encounter obstacles and problems. Often the happens, and sometimes it happens at the
answer to these problems will not be obvious most important times. Don’t feel down when
and sometimes they may seem impossible. In the it does, because every story needs its moments
Labyrinth, as in real life, there is very little that of failure as much as its moments of triumph.
you cannot work through by using your wits Getting caught by the city guard can lead to
and skills. When you encounter a locked door exciting situations and getting embarrassed can
that is too heavy for anyone to break down, you lead to making new friends; it would be a very
may think to find a key, rig a contraption to boring story indeed if the heroes succeeded
smash it down, or to simply knock! This game at everything they ever tried. So you should
does not have a set number of actions you can accept that sometimes you will be unlucky, and
take, but instead lets you come up with many if you keep failing, perhaps it is time to think
solutions to your problems. about approaching problems in a different way.

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

Wait your turn It’s not a competition


Roleplaying can be exciting and, unlike most Don’t worry about who is doing the best or
boardgames, it often doesn’t have turns. who is in charge, because if anyone is doing
Each player says what they want to do when well, you’re all doing well. The only winners
they want to do it, and most of the time of this game are those who are having fun!
this works. Sometimes, however, the shyer
members of the group may have trouble
getting a word in and so it is very important STOP!
that all players give everyone a chance to
speak and act. After saying what you want If you want to play the Labyrinth as
to do, it might be nice to ask your friends’ a character, rather than as the Goblin
opinion and give everyone else a chance to King, you should stop reading now and
respond and help out. Oh, and try not to find a friend to be the Goblin King.
interrupt another player’s actions.

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.

It is important to remember that scenes rarely


lead directly into each other. They are usually

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.

If you roll high enough to visit a new chapter


you must go to the first scene in that chapter.

When the group leaves, Lisa rolls the die


and gets a 2, which Karen adds to the
group’s progress (now 18) then turns to scene
20. Who knows what dangers await!

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!

There may come a time when PCs are


leaving a scene but do not wish to explore,
and rather wish to revisit a scene they have MAPPING
previously been in. In this case, they must
make a backtracking test (difficulty 4) to The Goblin King or the players may
determine whether they found their way want to keep a map of the Labyrinth to
back or got lost. help them remember which scenes the
PCs have visited. To make a map, start
If the PCs pass this test, they revisit the scene with a blank piece of paper, drawing
as above. a circle, and writing inside it the scene
number and perhaps a short description
If the PCs fail this test, they get lost. Treat of the scene. Whenever the PCs leave
it as if they left the scene and explored the a scene, create and connect to a new
Labyrinth normally; see exploration on the circle with a new description and scene
opposite page for more details. number. Sometimes they will visit the
same scene more than once, in which
However, if you ever roll a 1 (the owl) on this case you connect the scene to the existing
test, you fail as above, and in addition you circle instead of drawing a new circle.
lose an hour! Whenever you start a new chapter, you
can discard your old maps and start a
PCs may not backtrack to previous chapters, and new one. There is no turning back. The
some scenes may similarly prevent backtracking. Labyrinth will always push you onwards.

Backtracking does not affect progress.

RULES 29
Action scenes

Though many of the problems within 1: Declare the action scene


the Labyrinth can be overcome by clever
thinking or the right tool, there will The Goblin King says quite simply, “Okay, we
come the time when action is required! are going into an action scene.” Make sure that
This could be a scuffle with a group of the group is well aware of the situation.
Goblin guards or it could be trying to
save a friend from falling off a ledge while
birds nip at her toes! An action scene can
loosely be described as a situation where The group has caught the attention of three
the characters are under a strict time limit. Goblin guards. The Goblin King tells them
If they were to sit and do nothing for “The Goblin guards shout a battle cry before
five seconds, the situation would change rushing toward you, weapons raised. Okay
drastically. Action scenes are made of guys, this is an action scene, what do you do?
several rounds that follow this structure.

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.

Each round in an action scene is about


five seconds long. Try and get players to
describe what they are doing with those five
seconds and be reasonable about it. This
often means engaging one object or foe, or
running a fair distance. Allow players to be
creative, however, and if they have a cool
idea, let them give it a try!

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.

11-13 Rolled a 1, and a 1, 2, or 3.


14-16 Rolled a 1, and a 4, 5, or 6.
21-53 Rolled a 2, 3, or 4 and anything on the second die. OR rolled a 5 and a 1, 2, or 3.
54-66 Rolled a 5 and a 4, 5, or 6. OR rolled a 6 and anything on the second die.

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.

LOSING THE GAME


If the group loses all 13 hours, they run out
of the time and become lost, forgetting why
they ever entered. You could have them turn
up in later games as NPCs (see right).

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.

Flaw May leave the group if... Example...

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.

Be a fan of the players


It can be easy to fall into the trap of
thinking that this game has two teams, the
players and the Goblin King. When you
You are their eyes are playing as the Goblin King you must
This one seems obvious at first but it can be not think of the players as the enemy.
difficult to see exactly why it is important. Roleplaying is not a competition, and
In a roleplaying game you will tell the the only winners are those having fun.
players what their characters see, smell, So what does ‘be a fan of the players’ mean?
hear, where things are, and how NPCs react. It means to put them in situations they
In fact you are the only way that they will will shine, try not to shut them down,
know these things and it is imperative that and get excited about their achievements.
you tell them as much about the situation When the party manages to find a clever
as is important and answer their reasonable way past one of your challenges, you should
questions as fully as possible. It may seem be excited for the players, not upset at how
at times like the players act irrationally or they have ‘beaten’ you. At the end of the
even sometimes a little foolishly. These are day, the best stories are those in which
your opportunities to ask them why they the villain is thwarted and the heroes
are acting like that and either give them get to cheer their victory over you at the
information they were misunderstanding or end… That isn’t to say you should make it
perhaps even find out that they are doing easy for them, for in the best stories, that
something you hadn’t even thought of. victory is well-earned.

Try not to “read aloud”


Try not to read directly from the book.
Instead use it to inform you of what is
going on and then describe it to the
players in your own words, modifying the
content as you please. This allows you to
get the information across more easily and
reinforces the fact that this is your version
of the Labyrinth, not ours.

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.

When a player comes up with a clever idea


it is important to reward them, but it is also
important that their clever idea doesn’t take
the fun out of the game. When one of these
situations comes up, it can be fun to have
the idea work exceedingly well, but come up
with a reason why it won’t work again in the
future. Remember, the Labyrinth itself doesn’t
like being tricked, and the Goblin King is ever
present and all powerful!

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

1 The Gatekeepers....................................40 10 The Encampment...................................58

2 Oubliette...............................................42 11 The Lookout...........................................60

3 The Obelisk...........................................44 12 The Hunter...........................................62

4 The Cistern...........................................46 13 Worm Colony.......................................64

5 Brick Keepers.......................................48 14 The Buried Giant................................ 66

6 The Nest................................................50 15 The Goblin Pile ...................................68

7 Hole-in-the-wall.....................................52 16 The Clock..............................................70

8 Wrecking crew......................................54 17 The Keyhole .........................................72

9 The Feast...............................................56 18 The Riddle............................................ 74

19 Helping Hands......................................76

20 The Poison Shop..................................78

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

3 Doors Hidden Broken walls Ropes and Revolving Elevators


appearing entrances pulleys rooms
4 Walls Flagstones Water Grinding Clanking Wind
appearing shifting dripping noises noises whistling
5 Graffiti Cages Staircases Murals Bas-reliefs Slimy stone

6 Scratch Broken Wind Crumbling Optical Rotten doors


marks branches chimes masonry illusions

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.

3 A prisoner running away from a mob of A Dwarf repairing some clockwork


Goblins on their heels. mechanisms beneath the flagstones.
4 Goblins painting graffiti on the walls. Worms building a settlement in the walls.
5 A team of Dwarves knocking down a wall. A merchant with a cart.
6 A Knight of Yore puzzling over a map. Night Trolls cooking a stew over a fire.

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.

2 Gloam’s Door. Old wood and rusty


metal. If chosen, scenes in the Stonewalls
involving devices, puzzles, and architecture
will be easier. Gloam is clear about this.

3 Secret Door. The grand entrance to the


Labyrinth. Invisible unless they ask for it.

4 Stone-lined pool. Contains two items.

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.

People not like animals.


CONSEQUENCES Animals wise.
- Loma
If the party enters Gloam or Loma’s
door, update their progress and make
a note of the door used. If the party
refuses to choose either door and
demands to know another way in,
Gloam and Loma will sigh and together
point at a third place, where the grand
gate of the Labyrinth is suddenly visible.
Update their progress .

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.

3 Rowboat. Roll to see who is in the boat.

4 Debris. At the bottom of the cistern are four


objects that have fallen down the well. PCs
can dive to retrieve them, (difficulty 4) but
every six attempts takes an hour. You should
describe the vague shape of the objects, and
the PCs choose what to dive for.

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

1 Entrance. them over as it flips its stone, and starts


berating them in a bizarre language. The
2 Plaza. Every paving stone is the roof of a character then sets off more keepers, and
Brick Keeper’s home, with the size of the is forced back to the entrance by uplifted
stone corresponding to the keeper living paving stones. If you went through Loma’s
beneath it. Crossing from the entrance to door, the keepers will allow you to retreat
the closest safe area, or from a safe area to to the last safe area. Every three times that
a nearby safe area, the platform or the exit, a PC is forced to retreat, they lose an hour.
has a difficulty of 5. On a failure, the Brick
Keeper beneath the feet of the PC knocks 3 Large Platform. If a PC makes it to the
platform, it’s suddenly flipped up by a
huge Brick Keeper, flinging the PC to one
of the safe zones, the entrance, or the exit.
Roll a die to determine where (if you went
through Loma’s door, this roll is improved).

4 Safe Areas. Each includes a large object.

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 A broken down merchant’s cart. Contains two random items.


2 The shell of a bus-sized Giant Turtle.
3 A huge tree that’s pushed its way through the pavement. Its branches are full of bird nests.
4 A 20-foot statue of the Goblin King. One foot is cracked.
A crater, from what looks like an explosion. At the bottom is a sword of black metal
5
plunged into the ground. It’s completely blunt and extremely magnetic.
6 A large, well-stuffed sofa.

Brick Keeper’s Home

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

1 Entrance. 3 Mother Stiltt-Bird. Inside the nest is the


mother bird, which looks a bit like an
2 Nest. The wall of branches is one side of ostrich but with blue iridescent feathers
a huge spherical nest, home to a colossal and legs that are over 10 feet long. It can
Stiltt-Bird and its clutch of eggs. There is a step right over the Labyrinth walls. If the
hole in the very top from which characters party waits (losing an hour), the mother
can drop down. Inside the nest is four bird will leave the scene in search of food
watermelon-sized eggs. Attempting to break and nest material. If the mother bird
through the wall of the nest has a difficulty is present and aware of the party, her
of 5. The interior nest material contains objective is first and foremost to keep
two random items if searched thoroughly. them away from her eggs. She will try
to drive the party back from the nest if
they approach it. Pushing past her has a
difficulty of 6. A good strategy might be
to lure her away from her nest somehow,
perhaps by setting a trap or a lure in a
nearby scene. If the party went through
Loma’s door, the mother bird will let
you pass over the nest, but not inside it.

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.

Every time the party enters a scene or loses an


hour while in the possession of an unhatched
egg, roll a die: on a 6 the mother bird finds the
party (3+ if the party went through Gloam’s
door). It flies into a rage, dances around
trying to snatch the egg out of the PC’s hands
(difficulty 3 to avoid), and generally causes
havoc throughout the scene. Driving it off
through sheer persistence makes the party
lose an hour, unless the PCs have a more
effective method. If the party does not drive
it off, it will follow them from scene to scene
leaving chaos in its wake.

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.

3 Quest Givers. There is always someone


looking for help at Hole-in-the-Wall.

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).

Taking an explosive without being noticed


(difficulty 2) and running away is a completely
valid option. The difficulty increases by 1 for
each explosive stolen after the first one. If
the Goblins notice a PC stealing, they will
blow everything up.

2 Explosives. There are three types of


Goblin explosives being used.

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

1 Entance. 4 Table. Piled with odd food and utensils.

2 Daedalus LaMarche. Viscount of Stench. 5 Lady Morgan. A tall, mysterious woman


An odious Dwarf with fingers too long with long black hair. She never seems to
for his hands. Stinks horribly. Chatty and eat anything. Impeccably polite and a bit
inquisitive. Wants to be prince. creepy. Wants to marry the Goblin King.

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.

If the party went through Loma’s door, Goro or


the girl (the Goblin King can choose which) will
volunteer to join the party as an ally if invited.

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.

3 Guards. The guards at the barrier look


the most formidable and are on alert at
all times. The spiked barrier behind them
is large enough that it cannot be jumped
over or dashed past. It would require a
number of people working together to
shift it out of the way.

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.

1 The Old Badger. If awoken, he will


explain how the scene works to the party.
His name is Fulminus.

4 2 The Model. On a table next to the Giant


Badger is a model of the tower. Rotating
any of its three sections by 90o also
rotates any sections above it, as well as
the corresponding ten-feet sections of
the real tower! Two 90o rotations can
be made before the model stops working
(one rotation if the party went through
Loma’s door, three if the party went
3 through Gloam’s door).

3 The Tower. An imposing building 30 feet


high and cobbled together with stone,
wood, and an odd assortment of delicate
2 1 machinery. Climbing it would be a
challenge, though some areas look easier
than others.

4 The Throne. Atop the tower is a marble


throne, angular and unadorned. Sitting
in it will allow you to see distant places.

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.

Note: if you don’t have three dice, roll a


die three times and draw a model of how
the faces of the tower are arranged. The
outermost square is the bottom section, while
the innermost square is the top section.

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.

If the party went through Gloam’s door, the


Worms will begin jeering at the party and throwing
small objects at them. Tiny catapults will be armed
and launch peach pits, walnuts, and chunks of
masonry, forcing they party to retreat. The party
cannot advance under the barrage unless they have
some sort of shield to protect them.

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

1 The Entrance. 3 Cages. A good dozen golden cages


lie strewn about, four of which have
2 The Stone Giant. He is buried up to his skeletons inside. The locks have no
waist in the earth of a paved courtyard. His key, but could be brute forced open
name is Dolem. In one hand he holds aloft (difficulty 6, or difficulty 3 if the party
a man-sized golden cage with a trembling went through Gloam’s door). On a
figure inside. The giant loves prisoners. failure, that lock cannot be forced.
It’s a lonely business being partly buried The giant’s hand can break them open
and he wants someone to talk to (mostly at will. The space between the bars is
to lord it over them and admonish them wide enough that anything smaller than
for “trespassing”). If the party has a way to a Goblin would be able to slip in and
release a prisoner of his, he’ll do anything out. The cage being currently held by the
to prevent them from doing that. He is also giant contains a prisoner, some boiled
willing to bargain in exchange for prisoners. sweets and some peacock feathers.

4 Exit. The way deeper into the Labyrinth


lies just behind the giant. If a PC tries to
leave that way, his huge hand will come
down and block the exit, then attempt to
grab them and stuff them in one of the
cages, unless they evade his grasp and run
back to the entrance (difficulty 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.

1 The Goblin Pile. A good thirty Goblins


pack the corridor from wall to wall, with
Your eyes can be so cruel. very few spaces to step. Anyone who
Just as I can be so cruel. steps into the lichen-infested stretch
- Jareth falls asleep immediately. They don’t
become tired, they simply just drop
over unconscious and start snoring.
Nothing will wake them as long as they
are within this area. If they are pulled
out, they wake up immediately, with
no sense of having been asleep or time
passing. The Goblins here are all part of
the same patrol, and whether they are
willing to help or part with any of their
gear depends on the Goblin.

2 Eye Lichen. A great deal of Eye Lichen


grows from the walls of a twenty foot
stretch of corridor, all watching the
party placidly. Their eyes are projecting
a powerful sleeping spell that affects
anyone who comes too close.

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.

1 Pile of gears. 3 The Clock Workings. Grindal the Dwarf


is halfway into the clock tower, with only
2 The Clock Face. If the PCs examine the his legs protruding out an access hatch at
face of the clock they will see that the the back. When the PCs approach he will
time is completely wrong. immediately climb out and try to enlist
their help in re-assembling the clock.
He was just doing a few repairs, you see,
tinkering here and there, and got a little…
carried away. Grindal will hasten to add
that if they help him he can set the clock
back an hour, which will give them more
time in the Labyrinth.

If the party went through Gloam’s door,


Grindal can set the clock back two hours,
rather than one.

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.

Adjust The balance wheel


Tighten The pendulum
Loosen The main spring
Rebalance The ratchet
Wind The pin-wheel
Replace The rack hook
Remove The escape wheel
Spin The regulator
Grease The suspension spring
Clean The click-spring
Align The hairspring
Lock The chime flirt
Shake The chime pin barrel
Free The hammer assembly
Reverse The cannon pinion

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.

If the party can find a way to replicate these


shapes using objects they have, a character can
crawl into the key, press the shapes up into the
tumblers, and allow the cylinder to be turned.

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.

If y our player s love

ridddles you may want to


he guards
have t
ask more.

74 STONEWALLS
Riddles
Question Answer
A father’s child, a mother’s child, yet no one’s son. A daughter.

He who makes me, will never use me.


A coffin.
He who uses me, will never see me.

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.

My first is in apple, but not once in tart.


My second is in liver, but not in heart.
Pig.
My third is in giant and also in ghost.
Whole I’m best when at a roast.

Whoever makes it, tells it not.


Whoever takes it, knows it not. Counterfeit money.
Whoever knows it, wants it not.

My whole life can be measured in hours,


I serve my master by being devoured.
A candle.
Thin, I am quick, fat, I am slow
The moon is my friend and the wind is my foe.

I drive men mad for love of me,


Gold.
Easily beaten, but never free.

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?”

★ Shaft. It is full of Helping Hands. If


you say you want to go down, they will
take you straight to the oubliette (page
42). If the PCs say they don’t want to
go down, the hands will ask where they
do want to go. They can take them
to any scene they have visited before
★ but tell the party: “If you want to go
there, you’ll have to talk like we do!”
This means that members of the party
will have to combine their hands into
faces and puppeteer them to express
what they want.

Making a Helping Hands face requires at


least five hands (four if the PCs went
through Loma’s door, six if they went
through Gloam’s door). The player voicing
the hands is not allowed to do the mouth
movements, so the players puppeteering
that element have to pay close attention
to the words being spoken. Every time
the players want to say another sentence,
they have to change the face configuration
and swap in different players for each
different face part.

Would you like us


to let you go?
- Helping Hands

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.

1 Sign. 3 The Shop. The shop consists of a single


room, with a trap door leading to the
2 Goblins. Three Goblins are blocking the cellar. The Dwarf Barkley sits on a stool
exit leading further into the Labyrinth. behind the counter, grinding away at some
Each is armed with a sprayer filled with compound with a mortar and pestle. His
a random poison. They are spoiling for shop has just been robbed by Goblins
trouble and would love to test out their and he is not happy about it. He will
concoctions on the party if provoked. show the party around the shop if asked,
They are a surly bunch, and like to think explaining the properties of each of his
that they are intimidating. compounds and how they can be used.
All poisons are displayed in glass bottles
with a small illustration on the front
explaining their effects. He will usually
only take valuable items (or items that
seem valuable) in trade for the poisons,
but will accept nearly any item if the party
went through Gloam’s door.

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.

If the PC manages to keep hold of their shoes,


a portcullis is dropped in front of them,
blocking the way forward. A Brick Keeper
wearing a sparkly, sequined boot on its head
tells the PCs they may not pass unless they pay
the toll - which is two shoes.

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

1 Wiseman...............................................88 10 Badger Burrow...................................106

2 Thinking Violets...................................90 11 Orchard...............................................108

3 Fortune Teller.......................................92 12 Rhythm Battle.................................... 110

4 Elsewater...............................................94 13 The Art Museum................................. 112

5 Aviary....................................................96 14 Franz & Cleo....................................... 114

6 Poaching Trap.......................................98 15 The Duel............................................. 116

7 Battlefield...........................................100 16 The Light Works................................. 118

8 Chess Guardian..................................102 17 Balloons..............................................120

9 Hedge Beasts.......................................104 18 Landscaping........................................122

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

1 The Wiseman. This wise old man is always


very drowsy, and tends to fall asleep at
The way forward is unexpected moments. He will, however,
sometimes the way back. give you a debatably useful piece of advice
once per hour. It usually doesn’t seem
- Wiseman
related to the question being asked. Roll on
the table opposite to see what he says before
nodding off again. The Goblin King should
allow the party to use this information to
help them succeed in later scenes, if their
interpretation seems reasonable.

2 Stone Pot. If the PCs climb into the stone


pot, they find an underground tunnel going
who-knows-where. If they decide to follow
the tunnel for an hour, roll two dice and
add them to this scene’s number. The result
is the scene that they emerge into. Add a
pot to the scene they arrive in.

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?”

21-23 “Sometimes the way forward is the way back.”

“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!”

“Great heavenly globes, if you flatter hippogriffs... or was it manticores...


41-43
you can get away with anything.”

“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.”

61-63 “If you ever learn to fly...don’t!”

“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.

Everyone in the party may attempt to grab onto


the edge of the pit (difficulty 6). If they fail,
they fall down a shoot into an oubliette. At the
bottom their fall is broken by a pile of vines.

1 Oubliette. This is a cube-shaped room


of stone, thickly layered with vines and
the mulch of dead leaves. It looks as if
Dwarves have been using it as a place to
sweep clippings and other refuse from
the gardens above. The top of the room
slopes up into a square chimney that
leads back to the surface. The trap door
1
at the top has not closed, and sunlight
still filters down.

The most obvious escape plan is climbing


the vines. However, they don’t support the
weight of anything Human-sized or larger,
2 and anything larger than a Worm will still
have trouble reaching the top (difficulty 5).

2 Thinking Violets. The flowers growing


from the vines are sentient, and can turn
and talk to one another, commenting
This is an oubliette.
on the party’s progress. They are very
The Labyrinth’s full of them. cultured flowers and pity the party’s lack
- Hoggle of refinement. They get very angry if a
character starts pulling the vines from the
wall, and will try to wrap them in vines
to restrain them (difficulty 4 to avoid or
escape). The flowers can use their vines to
help the characters ascend, but the party
must bring something back in return.
They will not let all of the characters go
free based on promises. They will hold at
least one character, item, or NPC hostage.

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!”

★ Madam Brackish. She can see a PC’s


future by picking out a crystal ball from
a large collection and looking at the PC
through it. It usually takes her several
tries before she finds the “right one.”
Unfortunately, the balls are not very
clear, so her fortunes are a bit vague.
Madam Brackish tells them: “As dire
as these may seem, they will bring good
fortune when they come true!” If the PC
finds a way to make the fortune actually
happen, they gain a burst of insight and
do not lose an hour the next time they
would lose an hour.

92 HEDGE MAZE
Fortunes

11 I see you buried deep below. 41 I see you on fire.


12 I see you falling from a great height. 42 I see a Dwarf delivering a package.
13 I see you captured and bound. 43 I see you freeing a prisoner.
14 I see you preparing a great feast. 44 I see you losing a race.
15 I see you dressed in blue. 45 I see you caught in a spider-web.
16 I see a stone statue of you. 46 I see you on top of a pyramid.
21 I see a person who looks just like you. 51 I see an animal eating your things.
22 I see you being lifted up by a crowd. 52 I see you suddenly vanishing.
23 I see a great sphere of ice. 53 I see you mistaken for someone else.
24 I see you surrounded by fish. 54 I see you stuck in a stone wall.
25 I see you lifted into the air by birds. 55 I see you making a Night Troll cry.
26 I see a huge face made of glass. 56 I see Goblins flying through the air.
31 I see two brothers at war. 61 I see you surrounded by hats.
32 I see a giant made small. 62 I see you making a Worm laugh.
33 I see an enemy giving you a gift. 63 I see you throwing a friend off a cliff.
34 I see you framed for a crime. 64 I see you waking up three creatures.
35 I see you swallowed whole. 65 I see you inside of a tree.
36 I see Dwarves crowning you as a king. 66 I see you judging a criminal.

Cross my palm with silver,


and I will share with you
a glimpse of destiny.
- Madam Brackish

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.

★ The Ponds. If characters submerge Each alternate Labyrinth is exactly the


themselves in a pond and then come up same as the standard one, except for the
again, they will find themselves in an changes noted in the table opposite.
alternate version of the Labyrinth. All The party can stay in the alternate
alternate Labyrinths have only a single world permanently if they want. Roll
pond in this scene. Jumping back into three times on the table opposite (re-
the pond from an alternate world takes rolling repeats) to determine where
you back to the “standard” Labyrinth. these three ponds lead.

Note: if the party decides to stay in an alternate


Labyrinth, make a note of the relevant changes.

The possible permutations of an infinite


number of Labyrinths are too numerous
f r us to fit on a page. These ponds could
o
lead to any world you can imagine, you
could even use this scene as an opportunity
to bring your players into a world of your
own devising. Alternatively, you could
bring something from another world into
this one, as players are not the only thing
that can pass through the ponds.

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.

Underthrone. The whole Labyrinth is in an enormous cavern. Strange, glowing


2 crystals on the roof of each cavern provide a dreamlike, shifting light. All the Dwarves
in Underthrone can burrow underground.

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.

2 The Aviary. The aviary is the size of a large


house and filled with trees and bushes. A
small stone fountain bubbles in its center.

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.

6 Sleeping trap. A section of tile is dusted


with a thin layer of yellow powder. Stepping
on the tile causes a cloud of sleeping gas
to shoot up from cracks in the ground,
knocking the character 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.

4 Stone Pot. If the PCs climb into the stone


pot, they find an underground tunnel going
who-knows-where. If they decide to follow
the tunnel for an hour, roll two dice and
add them to this scene’s number. The result
is the scene that they emerge into. Add a
pot to the scene they arrive in.

100 HEDGE MAZE


T he Battle
King of the Hill. All sides claim ownership over a defaced statue of a king on a throne.
1 It’s so beaten up you can’t tell what species it originally was. Each faction keeps trying
to stand on the statue and beat the others away. They all claim it’s a statue of their king.
Capture the Flag. A large, ornate cup is being fought over. Each faction is trying to
2 escape out a side exit with the cup, but it never makes it too far before the carrier is
tackled and the cup is stolen.
Invasion. Each side is trying to conquer the other faction’s corner of the green, which is
3 fortified by stone blocks, fallen branches, and other debris. Each faction claims that this
green is part of their ancestral land

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.

Events (roll if you need a sudden change)


1 Somebody yells “charge” and a horde charges into the fray.
2 Reinforcements arrive to sway the tide of battle.
3 “It’s a trap!” An ambush is sprung from the hedgerows.
4 A horn sounds and three catapults filled with ooze fire onto the green from far away.
5 Everyone stops for lunch. The break does not last long enough to cross the green.
6 One side takes the upper hand and looks like they might win.

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.

HEDGE MAZE 101


8. CHESS GUARDIAN
A behemoth of moss and stone sits crouched over a chess board. As you
approach, it slowly gestures at the board. “White’s move.”

★ Grundle. The giant’s name is Grundle.


He likes chess and fruit tea. He knows
Does anyone want many things about the Labyrinth. If you
to play Scrabble? manage to checkmate him, he can give
you some excellent directions. The catch?
- Sir Didymus He is terrible at chess: he always spends
an hour thinking about his next move,
and when he makes a move, it is the worst
possible move you can think of. Players
will need to mate him as quickly as they
can. He can be mated in two moves, so if
they play optimally they will only lose one
hour. Choose one of the puzzles opposite
as the initial setup. Draw it on a separate
sheet of paper and track moves by erasing
and redrawing pieces, or just use a chess
set if you have one handy. The players are
white and it’s their move.

Using a real chess board could add an


exciting prop for your players to muse over.
Maybe you can also make them a fruity cup
of tea while they think.

102 HEDGE MAZE


Puzzles

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.

HEDGE MAZE 103


9. HEDGE BEASTS
A team of gardener Dwarves carrying gardening tools come sprinting down
a passage in your direction, frantically gesturing at you. “What are you
standing there for? Run! They’re on a rampage!”

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.”

104 HEDGE MAZE


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 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.

HEDGE MAZE 105


10. BADGER BURROW
The path ends at a huge hole in the ground. The entire area is a mess; hedges
uprooted, upturned earth flung everywhere. From inside the hole you can
hear a faint humming sound, and the clink of what sounds like china plates.

★ 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

106 HEDGE MAZE


Guests
Rothwig. An old and very important-looking Dwarf with a pocket watch. Chuckles at all of
his own jokes for a good ten seconds.
Nero. A Night Troll with huge tusks and pale gold fur. Slowly takes all of the food while
others aren’t looking.
Gladys. A Worm. Will not stop apologizing for everything.
Otto. A Human boy of about ten. Wears green lederhosen and a cap. Very cheerful, but only
speaks German.

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.

HEDGE MAZE 107


11. ORCHARD
The Hedge Maze suddenly opens up into a wide, lush orchard, packed with
strange fruit trees. Fairies flit from tree to tree, fighting with hummingbirds
for nectar. Near the center of the orchard, a group of four Night Trolls lounges
beneath the largest tree. At the far end of the orchard, a great golden door
with a heavy lock leads deeper into the Labyrinth.

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.

5 Shrub with orange pears. When picked, a


pear hisses for five seconds, and explodes
into a gas that makes you sneeze for a round.

6 Tall palm with a single yellow fruit. When


thrown onto the ground it will instantly
grow into a tree with another fruit.

108 HEDGE MAZE


Night Trolls
Description Name
1 Matted green fur and glowing yellow eyes. Septimus
2 Lumbering with bluish fur that turns red when startled. Noby
3 About the size of a badger, smelly, has orange fur and curly horns. Stank
4 Bear sized. Very long and powerful tail, patchy brown fur. Rufo
5 Boar-face Troll with short stubby legs. Easily confused. Waru
6 White and black stripes with a snout as long as a crocodile’s. Lupe

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.

HEDGE MAZE 109


12. RHYME BAT TLE
An old man in a long coat and wide brimmed hat sits on a stone bench. As
you approach, he throws off his costume and reveals himself as the Goblin
King! “You’ve passed every challenge I’ve thrown at you, but soon you’ll
run out of time! All of your wits are no match for me, when it comes to a
battle of rhymes!” The Goblin King spins around and music suddenly swells
out of nowhere.

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.”

That’s not fair


!

110 HEDGE MAZE


Score
Each time the party comes up with a response, they gain points.

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

After 10 exchanges, count up the party’s points.

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.

HEDGE MAZE 111


13. THE ART MUSEUM
An ancient stone building ringed by tall trees stands in the middle of a shady
garden. The doors have been broken down and lie in pieces at the foot of
a wide flight of stairs. As you approach, a Knight of Yore riding a bobcat
springs out from behind a bush, brandishing a halberd. “Halt, travelers!
Have you come to help reclaim the museum?”

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.

Protect the unprotected.


Face the faceless.
Know the unkown.
- The Order of the Sable Lance

112 HEDGE MAZE


Goblins
Description Name
1 Has a spear so long that he always knocks over his friends. Jagll
2 Brown and lumpy, the lumps move when no one’s looking. Mindlêfry
3 Art connoisseur, but thinks you’re supposed to eat it. Wasqüenciüs
4 Has painted himself to be able to hide in a painting Speemy
5 Has very long arms and very short legs. Walks on the former. Pilch
6 Has a paint brush and pot of tar. Wants to paint things black. Weffø

Goblin Group Random Art (roll once per column)


1 Sleeping. 1 A statue... of a Worm
2 On the lookout for intruders. 2 A portrait... of three Dwarves
3 Searching for food or valuables. 3 An effigy... of the Owl King
4 Arguing loudly with each other. 4 A watercolor... of the bog
5 Vandalising random art. 5 A sculpture... of a mess?
6 Hanging up their own art. 6 A mosaic... of the castle

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.

HEDGE MAZE 113


14. FRANZ & CLEO
A Griffon and a Sphinx lounge in the sun on the far side of a courtyard tiled
in alternating black and white squares. “More travelers, Franz,” mutters the
Sphinx, stretching. The Griffon eyes you skeptically. “Do you suppose they will
pose a challenge, Cleo?”

Game 1. One side will play as Order, the


other as Chaos. On a side’s turn, it must place
either an X or an O on an empty square. Each
side is not limited to only playing Xs or only
playing Os. If there are ever five Xs or Os in
a row (horizontally, vertically, or diagonally)
1 Order wins. If the whole board fills up, Chaos
2 wins the game.

Game 2. The 6x6 grid is divided into four


3x3 grids. Each of these is a tic-tac-toe board.
However, both sides may only place Xs. Each
side takes turns playing an X on any space
on any of the boards. As soon as a board has
three in a row, it is closed and may not be
1 Courtyard. A 6x6 grid, arranged like a played on. Whoever closes the final board
chessboard. In order to pass, the party must loses the game .
beat Cleo and Franz at a game. The PCs play
by marking the tiles with chalk. The players Game 3. Two sides take turns placing any
can simulate this by placing small objects on number of Xs consecutively, all in the same
the board illustrated on the facing page, or row or column. All Xs placed on a turn
by drawing a grid. Franz & Cleo only talk must be adjacent to one another, and can’t
to each other, and will answer questions go “through” other Xs. The side that fills
indirectly. During a game, they keep up a the board first wins. Cleo hates this game
condescending commentary on the moves. because Franz always wins.

2 Entrance.
Franz darling.
These tiresome opponents are
rendering my enjoyment of this
magnificent game null.
Can we eat them?
- Cleo

114 HEDGE MAZE


T he Board

CONSEQUENCES
If the party wins a game, they may pass.
Update their progress. If they fail, they
may lose an hour to try again.

HEDGE MAZE 115


15. THE DUEL
You can hear the ring of steel and the roar of a crowd. A young woman in a
duelist’s uniform is fencing with a fox back and forth across a manicured garden
strewn with obstacles. All around the periphery onlookers observe the exchange,
breaking into applause when a combatant makes an impressive maneuver. Before
long, the woman disarms the fox, sending her sword flying into a nearby hedge.
The crowd roars in approval and the woman shouts, “Well? Who’s next?” Behind
her stands a flowered archway leading deeper into the Hedge Maze.

1
2

1 Evangeline La Roche. The greatest


I have trained for one duelist in the Labyrinth. She guards the
gate leading deeper into the Hedge Maze,
hundred years, with the and only those who can best her may pass.
greatest sword master She has set up this dueling ground as a
the world has ever known. way to test her skill against other travelers.
- Evangeline La Roche
2 Flowery Arch.

116 HEDGE MAZE


Dueling
Duels against Evangeline take place in a series of clashes. During each clash, make a location roll
to see what area of the dueling grounds the clash is taking place in.

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.”

HEDGE MAZE 117


16. THE LIGHTWORKS
A strange device stands silently in a small clearing in the maze: a huge lens
pointed at the sun. The collected light is focused into a beam that is directed
straight down into a prism that splits it into the colors of the rainbow, which
illuminate the stone tiles beneath the device in a narrow band. Around the
device are positioned six glass spheres on pedestals.

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.

118 HEDGE MAZE


CONSEQUENCES
Once all six globes are each illuminated,
the way becomes clear on the map.
Update the party’s progress.

HEDGE MAZE 119


17. THE BALLOONS
As you make your way further through the Hedge Maze, you can see huge
hot-air balloons rise up into the sky. Working your way toward them, you
discover that they are all chained to some huge stone heads lying on top of a
low hill. High above, you can see movement in the balloons as the Goblins in
the baskets notice you and scurry into action.

There are three balloons in the air, with


baskets at heights of about 60, 80, and 100
feet. The anchor chains for each balloon
are at their furthest extent and tether them
to giant stone heads. The baskets are big
4 enough to hold six characters. All flames
on the balloons are powered by tanks of
pressured gas from the Bog of Eternal
Stench. When the gas is released, the
stench is incapacitating.
3
1 Deflated Balloon. There is a balloon still
on the ground and chained like the others.

2 2 Lowest Balloon. This balloon has three


Goblins in it. If they see the party, they
will shout to the other balloons, and start
throwing random projectiles at the PCs.

3 The Middle Balloon. This balloon has two


1 Goblins in it, each armed with a sling and
a crossbow that shoots grappling hooks.

4 The Highest Balloon. This balloon has


a Goblin knight called Borris in it,
doing an aerial survey. He has spent the
whole time getting drunk on potions.
When the balloons are assailed, he will
start shouting instructions. Who exactly
he is shouting to and what he hopes to
accomplish is unclear.

120 HEDGE MAZE


Random Projectiles Borris’s Orders
1 One of the other Goblins 1 “Regroup!”
2 A spyglass 2 “Flank them!”
3 A Goblin helmet 3 “Lose altitude!”
4 A glass orb 4 “Attack them from below!”
5 A cannon ball 5 “Attack them from above!”
6 A partially full gas canister. 6 “Gain altitude!”

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.

HEDGE MAZE 121


18. LANDSCAPING
You find a team of gardening Dwarves arguing. “This is impossible! There’s
no way to move the hedges around like this. He’s just toying with us!” They
are all peering at an elaborate map covered in handwritten notes and sketches.
A number of shovels lie on the ground nearby.

★ 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.

122 HEDGE MAZE


Hedge Puzzles Answers

These hedges are in the shape of a fish. Make


an identical fish swimming in the opposite
direction by moving exactly three hedges.

Move exactly two hedges to form four squares


instead of five.

Move three hedges to form three squares.

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.

HEDGE MAZE 123


19. THE HUNT
The sounds of Goblin squads grow louder from every direction. Above nearby
hedges, you can see nipper sticks peering this way and that. The Goblin King
must have sent out an entire detachment of his knights to make sure you
never reach the castle!

This section of the Hedge Maze is a chase


sequence, played out on the map on the
2 opposite page (print a copy or draw your
own). Use small objects like coins to track
1 the location of the party as well as nearby
Goblin squads. If nothing like this is
available, have players track the location of
the different groups by keeping their fingers
1
on their current locations.
2
There are magic items lying on the ground in
the starred spaces.

The chase is an action scene and takes place


in rounds. First, the party moves up to three
spaces, and then all the Goblins move up to
two spaces. The goal of the Goblins is to trap
the PCs and force them into a fight (difficulty
equal to the squad’s strength). Losing a fight
causes the party to lose an hour.

1 Start. Roll a die to randomly determine


in which location the party starts. The
other is a dead end.

2 Exit. Roll a die to randomly determine


which is the exit. The other is a dead end.

Goblin Squads Start Locations. The four


Goblin squads each start in a different
random location, labeled 11 to 66. Roll two
dice (using one die as a tens digit and one
die as a ones digit) for each squad to find
its starting location. The four squads have
strengths of 6, 5, 4, and 3)

124 HEDGE MAZE


Players’ Map

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.

HEDGE MAZE 125


20. BLACKOUT
The sky darkens and a musty chill rises. Within moments the inky black has
encompassed any light source in a shroud of shadows. Left without sight,
your ears prick up, catching a disturbing sound on the wind: heavy breathing,
as if from a creature twice your size.

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.

Darkness: The darkness hangs so thickly in


the air that it will extinguish any light source.
Remember that during this scene, and any
future scenes in which Hito is using his powers,
the party can only experience their surroundings
using touch, smell, sound, and taste. Any tests
that are dependent on seeing will be hindered.
It may be fun to have your players close their
eyes while you describe their surroundings.

126 HEDGE MAZE


Traps
Trap Smell Touch Listen Taste
1 Mouse trap Like Cheese Metallic Tense spring Cheesy
2 Net Trap None Ropey Rope creek Musty
3 Covered Pit Dry leaves Leaf Pile Rustling Oak
4 Poisoned cake Chocolate Mushy None Sleepy
5 Bomb Chemical Cold/Round Hissing Tangy
6 Sleepy Goblin Bad Soft/warm Snoring Foot Sweat

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.

HEDGE MAZE 127


21. SAPLING NURSERY
The Labyrinth gardens are populated with countless species of peculiar plant
life, from Orchid to Mandrake. Nestled away in the heart of the Hedge Maze
is a nursery, filled with the botanical babes of a hundred different plants.

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.

4 Madame Aloe. A large aloe vera who is


in charge. There are so many Saplings
clambering over her, crying and yelling, that
she can’t really see anything beyond them. If
four Saplings are calmed (three if the party
went through Loma’s door) she will speak
with the PCs and let them through the exit.

128 HEDGE MAZE


Sapling
Type Attitude Wants
1 Amaranth Defensive Glass of water
2 Hyacinth Adventurous Sunlight
3 Willow Cry-baby Bedtime Story
4 Mint Untrusting Hugs
5 Bumblebee Orchid Responsible Toy
6 Olive tree Distracted Stern words

Tools (roll once per column)


Tool Condition Feature
1 Spade Ruined Ornamental
2 Sickle Tatty Sentient
3 Trowel Worn Double-ended
4 Rake Old Bendy
5 Bee keeper suit New Unbreakable
6 Watering Can Very fancy Giant

CONSEQUENCES
If the party exit at the far side of the
nursery, update their progress.

HEDGE MAZE 129


22. RORRIM DEMAD
Ahead, you can hear crazed mutterings in a nonsense language. The origins
of the noise is a short man with a creased face sitting in an old picture frame,
his feet dangling out the front. To his left and right are snapping birds poking
out of the rose bush walls with necks that lengthen and shorten. They snap
at his toes when he swipes at them and his fingers when he steadies himself
against the frame. The path forks left and right, each side identical.

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.

3 Entrance. A trellis with symmetrical ivy.

4 Left exit. A mirror of the right exit.

5 Right exit. A mirror of the left exit.

130 HEDGE MAZE


Way Forward
1 Down the left path, hopping on your right foot.
2 Down the right path; each of you must hold hands as you walk.
Walking backwards, each foot stepping in the footprints made as you entered. When you
3
turn around, the next scene will be before you. You cannot revisit this scene.
Through the old picture frame Rorrim sits in, Rorrim will want you to give him a two-
4
line poem before he will let you in. It must be spoken backwards, and it must rhyme.
Through one of the hedge walls, though the thorny bushes try to snag away an item from
5
each character, unless they can hold onto their possessions (difficulty 4)
By closing your eyes and shouting together “Rorrim de mad, Damned mirror!” When
6
you open your eyes you appear in the next scene. You cannot revisit this scene.

Backwords
Below are some examples of Rorrim’s backwards speech, though he is not limited to these phrases.

Hello travelers! Olleh srelevart!


Help me, this Goossoog is annoying! Pleh em, sith Goossoog si g-niyonna!
Yes please Sey sealp
No thank you On k-nath oy
The Goblin king Eth nilbog G-nik
You should go that way Oy doosh og tath yaw
Hopping on your right foot. G-nippoh no roy tire toof
Holding hands Sd-nah g-nid-loh
Step into your footprints. Pets ot-ni roy st-nirp-toof
Through here Oorth reh
Give me a poem Vig em a meop
It has to rhyme! Ti sah ot mire
Close your eyes and say my full name Slock roy sy d-na yas im luff mane
My name is “Rorrim demad, damned mirror” Im mane si “Mirror damned, De mad Rorrim”

CONSEQUENCES
If the PCs leave the scene in the correctly,
update their progress.

HEDGE MAZE 131


132 LAND OF YORE
LAND
OF YORE
The stench is overwhelming. But at least
the claustrophobic walls of the maze are
behind you. Somewhere through this open
sprawl of wild things the Goblin City awaits
you. And beyond that... the castle.

LAND OF YORE 133


CHAPTER SCENES

1 The Sparrow Prince...........................136 10 The Dip...............................................154

2 The Land of Stench............................138 11 Old Regular........................................156

3 Snake Tangle.......................................140 12 Fairy Bandits.......................................158

4 Quicksand...........................................142 13 Curse Merchant..................................160

5 Wormmoot.........................................144 14 The Great Stink..................................162

6 The Wall..............................................146 15 Time Willow.......................................164

7 Panjandra............................................148 16 Sewer Passage......................................166

8 Firey Village........................................150 17 Junk Ladies.........................................168

9 Toll Bridge..........................................152 18 Gnash..................................................170

19 The Dig...............................................172

20 Lancelot’s Quest.................................174

21 Stubborn Sword..................................176

any hours the


Bear in mind how m
has l ost so fa r and use the
part y
y cr ea t e atmosphere.
time of da to

134 LAND OF YORE


Tips
Unlike the Labyrinth so far, the Land of Yore is not connected by passageways. It is a wilderness
comprised of swampy bogs, overgrown forests, and mountainous junk fields. This doesn’t change
how the party explore from one scene to another but it will change how you narrate these
transitions. Use combinations of the tables below to make the space between scenes feel vast.

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

LAND OF YORE 135


1. THE SPARROW PRINCE
The path stops at the base of an enormous tree that towers over this part of
the Land of Yore. Its thick, knotted branches twist up and up into the sky.
From among its massive, gnarled roots a voice pipes up. “Say there, little
fledglings, how about a little... competition?”

The voice belongs to a strange cricket-like


★ man calling himself the Sparrow Prince.
He wants to race you to the top of the tree.
If a PC wins, he will bestow his title upon
them. If the Sparrow Prince wins, he will
bestow a curse upon the PC that came last.

★ The Sparrow Prince. Fast and agile, in a


straight head-to-head race he will almost
always beat a PC. In order to win, the
PCs will have to fight dirty, cheat, and
use every trick in the books. The Sparrow
Prince will not be offended in the least
by this. Any dirty tricks will be met by
even dirtier tricks of his own. His main
weakness is his pride and overconfidence
in his abilities.

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.

136 LAND OF YORE


Curse (Add the curse to the PC’s character sheet under flaws.)

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.

LAND OF YORE 137


2. THE LAND OF STENCH
Without warning, the ground drops out from under your feet and you find
yourself sliding headlong down a steep tunnel thick with spiderwebs. Up
ahead, you can see the tunnels’ end, and smell a reek too dreadful for words.

1 Tunnel Exit. The tunnel exits in the


middle of a stone wall, about thirty feet
above the Bog of Eternal Stench. It’s
clearly been designed to dump its victims
directly in, but there’s a ledge running
across the middle of the wall just beneath
1 the chute’s exit that the PCs can try to
grab (difficulty 4). The PCs can try to
grab other characters as well. Randomly
3 determine the order in which PCs are
sliding down the passage.

2 The Bog of Eternal Stench. If a PC falls


into the Bog, they will stink forever.
Roll to see what additional effect their
stench will have, and make a note on
the character’s sheet.

3 Dangling Prisoner. An NPC who was


recently shot out of the same chute is
2
dangling from the ledge, shouting for the
PCs to help them.

If you so much as put a foot


in the Bog of Stench,
you will smell bad
for the rest of your life.
- Hoggle

138 LAND OF YORE


Dangling Prisoner
Description Name
A Dwarf with an extremely anxious disposition. He constantly
1 thinks the Goblin King will pop out from behind the nearest Groat.
tree. He will betray them to Goblins at the nearest opportunity.
A Night Troll whose coat is as white as snow. She has four arms.
2 She is intensely protective, and will roar and start a territorial Ruma
display if anyone who rescued her is threatened.
A weird little creature that looks like a huge eyeball with arms
and legs, covered in dark leathery skin. Communicates by
3 pantomime. It can close its eye and tuck its arms and legs into a Eyeclops
ball, allowing it to roll around. Secretly allows the Goblin King
to watch the party at all times.
A furry creature that is mostly mouth. Moves by clamping down
4 on creatures who are heading in a direction it wants to go. Spickle
Cannot be dislodged except by tricking it into talking.
A Worm librarian that is convinced that the world she inhabits
5 is an imaginary world created by some sort of extra-planar Daria
being. Her dream is to meet this being.
6 An NPC the party has met already, who was then imprisoned for fraternizing.

Bog of Eternal Stench

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.

LAND OF YORE 139


3. SNAKE TANGLE
You find yourselves tumbling head over heels into a hidden hollow between
two hills. Climbing to your feet, you discover that some party members have
fallen into the coils of several enormous, sleeping pythons!

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.

4 Long Grass. Snakes are particularly hard to


see in this area (difficulty 3).

5 Hard Ground. No special effect.

6 Overhead vines. Some vines dangle straight


down above this area. A PC here could grab
or climb the vines, but they are unlikely to
support their weight for long.

140 LAND OF YORE


Pythons
Description
1 Has blunt teeth like a belt buckle and holes in its tail.
2 Extends out of a hole. Is infinitely long. If pulled twice, will retract into the wall.
3 Is red, yellow, and black. She loves to dance to any music.
4 Has two heads that cannot decide which way to go.
5 Able to wrap itself around two points in order to slingshot another python at a PC.
6 Bullied by the other snakes, and wants to leave with the party.

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.

LAND OF YORE 141


4. QUICKSAND
You’ve stumbled into a patch of quicksand! Before you can scramble back
to solid land, you feel yourself being dragged down, and the items in your
pockets starting to be sucked into the morass. Now there’s an odd sensation.

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.

142 LAND OF YORE


Items in the quicksand
1-3 4-6
1 The life ring from a boat. Candelabra.
2 Long Goblin spear. Embroidered satin cape.
3 Fishing rod. Hammer.
4 Harmonica. Bottle of instant-drying superglue.
5 34 feet of rope. Large glass bottle.
6 Wagon wheel. Ball-and-chain.

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.

LAND OF YORE 143


5. WORMMOOT
As you pass by a bush, you hear the murmur of conversation. A group of
Worms has gathered in a large leaf and is engaged in a vigorous debate.

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.

Note: the Worms will continue arguing


until they reach a conclusion, although
PCs can interject comments to try to
steer the conversation. In later scenes,
the Goblin King can occasionally add
Worms in the background carrying out the
Wormmoot’s resolution.

144 LAND OF YORE


Worms
Each Worm has a misconception about who the party are and what they’ve done. As they argue,
the continually re-frame the party’s alleged actions to fit with their theory.

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.

LAND OF YORE 145


6. THE WALL
The path leads to a pass between two rocky cliff faces, now blocked by a Goblin
fortification. A wall of stone runs across the gap, with a heavy portcullis in
the center. Goblins patrol atop the wall in a more-or-less disciplined fashion
and man some dangerous looking contraptions mounted on the battlements.
In front of the fortification, huge boulders lie scattered about, which look
suspiciously like faces when viewed from the right angle.

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.

3 Catapult. Fires large bluish globes that


break and blue liquid flies everywhere,
quickly expanding into foam that hardens.

4 Net Ballista. Anyone hit is entangled.

146 LAND OF YORE


Goblins
Description Name
1 Medal covered chest and a twirly baton used to point at targets. Gênräl
2 Has a bugle he cannot play. This does not stop him. Leftennänt
3 Has bad hearing and will misunderstand almost every sentence. Whut
4 Very confused as this is his first day. Has a tall shako. Erisque
5 Dropped his keys off the battlements. Needs them thrown up. Xerifli
6 Shouts through a megaphone, is squeaky and quiet without it. Nêmigwess

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.

LAND OF YORE 147


7. PANJANDRA
You come to a small hillock rising above the muck of a swamp. As you begin
to climb it, the ground begins shaking and the hill lurches forward and up.
As you struggle to hold on, a low croaking voice says: “Get. Off.”

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.

148 LAND OF YORE


Panjandra’s need

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.

LAND OF YORE 149


8. FIREY VILLAGE
The path ends at an expanse of reeking bog. Huge trees jut up from its surface
into the gloom overhead. You can see sparks moving from tree to tree and
slowly realize that there is a whole treetop village built over this patch of
swamp, connected by suspended bridges. A rope ladder dangles nearby,
leading up to one of the tree houses.

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.

4 Round house. It has a hole in the center.

5 Long house. This house has recently


burned down. It has no roof and the
second floor has a big charred hole in it.

6 Upside-down house. It looks like this


house has almost fallen out of its tree.

150 LAND OF YORE


Events
Drum Circle. Fireys are pounding on drums with a variety of limbs, some of them
1
from other Fireys.
2 Torch Dance. Fireys are lighting torches and spinning them around in the air.
Head Juggling. Fireys are juggling their heads and passing them back and forth. They will
3
throw them at PCs.
Sir Didymus. Sir Dydimus, a brave and valiant Knight of Yore, is surrounded by Fireys
4
and attempting to fend them off. He rides Ambrosius, a skittish Old English Sheepdog.
Swinging. Many long ropes that extend even further up into the tree canopy are attached to
5
this tree house. Fireys are using them to swing back and forth to other platforms.
Feast. A huge table piled high with strange meats. Fireys are gathered all around,
6
stuffing themselves.

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 clothes to worry about.

• 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.

LAND OF YORE 151


9. TOLL BRIDGE
A bridge over a narrow bit of swamp has partially collapsed, and the gap
has been filled in with large stepping stones emerging from the ooze. As you
approach, a group of Goblins springs out from behind a tree and blocks the
path. “None shall pass without paying the toll!” the leader shouts.

1 The Goblins. The four Goblins will


not let you pass until you have paid the
toll. However, they continually forget
what the toll is and can never quite
agree on it. The leader will always
declare his toll first but, if pressed,
his companions will pipe up and try
to change his mind or tell him that he
has it wrong. PCs can try to convince
the Goblins that one of their items is
an acceptable or “proper” toll, turn the
Goblins on each other by encouraging
arguments, try to sneak past them,
fight them, or whatever else they wish.

2 Broken Bridge.

3 Stepping stones.

152 LAND OF YORE


Toll
11-13 A bag of gold, or was it silver?
14-16 A square meal. Or at the very least a whole ham.
21-23 One egg per traveler wishing to cross.
A full suit of armor. If no armor, then at least a weapon to replace the Goblin’s
24-26
terrible equipment.
31-33 A head. Any head will do.
Fashionable clothing. The Goblin King is planning a ball at some point in the future
34-36
and the Goblin has delusions that he will be invited.
A noble steed. A Goblin Mount would be preferable, but the Goblin will settle for
41-43
almost anything it can ride.
44-46 Stilts, or something to make it seem taller. Goblins have a bit of a Napoleon complex.
51-53 A bottle of something nice.
54-56 Music. It’s so boring out here.
61-63 A deck of cards, a set of dice, or something to entertain them.
64-66 Another Goblin to join their crew.

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.

LAND OF YORE 153


10. THE DIP
Up ahead, you hear frantic cries and smell a horrible reek. A platform has
been erected above the Bog of Eternal Stench, which bubbles and blurbs below.
A creature, bound hand and foot, is being lowered by a wooden crane through a
trap door in the platform by a group of five Goblins slowly turning a huge winch.
As the victim gets closer and closer to the bog, its cries for help get more panicked.

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.

154 LAND OF YORE


T he Accused
A Dwarf named Bovris. He is being dipped for the crime of leading travelers through
1 the Labyrinth via underground passages. If rescued, he will show the party the one
secret path even the Goblin King doesn’t know about. Add 3 to the die rolled to
explore when leaving this scene.
A Horned Beast named Rufo. Extremely long, gray fur that makes it hard for him to
2 see. Can summon books and paper to his aid, if any are nearby. Is currently being
dipped for the crime of shedding all over the Labyrinth.
Octavian. A Knight of Yore, whose portrait hangs in the Art Museum. His noble steed, a
3 Saint Bernard, is being slowly lowered alongside him. Claims he is being dipped for the
crime of composing ballads mocking the Goblin King.
A Worm revolutionary called Cible. Any Worm characters would recognize her
4 instantly. She’s very famous among her kind. She is being dipped because the Goblin
King does not share her views on reformation.

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.

LAND OF YORE 155


11. OLD REGULAR
You come across a procession of travelers from all across the Labyrinth.
No matter their faction, they all seem to be getting along. Talking with them,
you discover that they are all on their way to Old Regular, a huge bubble of
bog gas that pops once per year, releasing a cloud of fragrance that blesses
those who witness it.

Old Regular. The procession of travelers,


most of which is going in circles, will take
an hour to reach Old Regular. It’s a huge
bubble in the middle of a pearlescent pond,
getting larger by the second. It pops soon
after the procession arrives, splattering bits
of multicolored goo across everyone in the
area and enveloping them in a rainbow
fog. Anyone exposed gains a random new
permanent trait and adds it to their sheet.

156 LAND OF YORE


Traits
Key word How it works
Once per hour, you can duplicate another character or
11-13 Shape-shifter
creature you have seen. Lasts for one scene.
14-16 Iron stomach Eat through anything, takes one hour.
21-23 Chameleon skin Shift skin color and texture of skin to match surroundings.
24-26 Spines Grow porcupine spines from anywhere on the body at will.
31-33 Second head No one can sneak up on you.
34-36 Frog legs You can jump three times your height
You can hypnotise characters that stare into your eyes
41-43 Hypnosis
(difficulty 5). On a fail, they are immune to it.
44-46 Super-strength Makes you twice as strong
When rolling a 1 on a backtracking roll, roll the die again.
51-53 Compass-sense
You only lose an hour on a 4+ on the second die.
You can instantly turn any part of your body into stone and
54-56 Stoneskin
back again at will.
Once per hour, you can call for a Goblin, and on a 4+ one
61-63 Goblin call
will arrive to do your bidding until the end of that scene.
Your skill in the kitchen is second to none. Gain the trait
64-66 Chef skills
“Professional chef.”

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.

LAND OF YORE 157


12. FAIRY BANDITS
The path winds its way around a network of low islands that rise just above
the reeking muck. As you push your way through a screen of hanging moss,
you feel a tug as a Fairy snatches one of your items and zips away, cackling
madly to itself.

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.

158 LAND OF YORE


Fairies
Description Name
1 Covered in freckles and missing several teeth, likes chocolate. Rosebutton
2 Wrapped in a silver necklace, likes stealing jewelry. Airshine
3 Has no arms, makes up for it with grabby talons. Glitterrock
4 Huge child-like eyes, hovers over the deepest parts of the bog. Sunflash
5 Black hair three times her length, she uses it like a rope. Darkberry
6 Won’t stop cackling, likes stealing and drinking potions. Bumblesage

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).

LAND OF YORE 159


13. CURSE MERCHANT
A Dwarf gestures you to approach his ramshackle hut. “Old curses for new!
Old curses for new!” The inside of the hut is packed with hundreds of glowing
bottles, densely packed on shelves going up to the ceiling.

Holda. The Dwarf shopkeeper is a collector


of obscure and unique curses, which he 2
keeps bottled. If any PCs admit to having
any curse or negative trait, Holda will be
fascinated by it. He will try out some tests
like smelling their breath or presenting them
3
with two glasses of water and asking them
which one is green (neither of them are).
After testing, he will diagnose them with the 1
curse the PC already admitted they have.

1 Shelves.

2 Counter.

3 Entrance.

160 LAND OF YORE


T he Shop
If the PC convinces Holda that their curse is something rare and collectible, he will offer to
swap it for a curse he doesn’t want any more. He will pull several options off of the shelves to
choose from (roll three times on the table of curses below). If the PC agrees to a swap, Holda
will take a hair clipping that he’ll use to make a new curse potion, and then give the PC the
potion they chose to drink. Erase the curse or flaw from the PC’s character sheet and replace
it with the new one.

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.

LAND OF YORE 161


14. THE GREAT STINK
Clouds of yellow, green, and sickly brown gas fill the air around you. The
belching of the Bog of Eternal Stench rises to a steady rumble. The smell
slowly becomes unbearable. This place is the very heart of the swamp.

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:

• Devising some sort of fan to blow away


the stink.
• The stench hangs pretty close to the
ground, so getting up higher can help.
Perhaps riding some kind of tall creature
or contraption, or even sitting on another
PC’s shoulders could do the trick.
• Creating some sort of gas mask that filters
out the stench.
• Countering the stench with another
strong smell held close to the face.
• Being physically dragged through the area
by something immune to it.

162 LAND OF YORE


Toxic cloud

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.

LAND OF YORE 163


15. TIME WILLOW
Amid the twisted mangroves and rotting stumps of the Bog of Eternal Stench
you find a great weeping willow, its pendulous branchlets forming a dense
screen all around its trunk. From inside this curtain, you can hear a voice
whispering to you as you move past: “Come within, little travelers, and all
can be as it once was...”

★ 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.

I have reordered time, I have


turned the world upside-down,
and I have done it all for you.
- Jareth

164 LAND OF YORE


Sacrifices

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.

LAND OF YORE 165


16. SEWER PASSAGE
Putrid muck oozes and gushes from an enormous brick-walled sewer in the side
of a steep embankment. The stench is so thick is stings your eyes. Approaching
closer, you see that there is a narrow walkway on either side of the channel of
sludge, just wide enough to walk single file. At the top of the cliff you can see the
walls of Goblin City. It looks like the sewer tunnels directly under it.

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

166 LAND OF YORE


Encounters

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.

LAND OF YORE 167


17. JUNK LADIES
In a vast field of discarded rubbish, you come across a convention of Junk
Ladies. They are all slowly tottering around, bent under the weight of the
massive pile of useless items they carry on their backs. They paw through
each other’s packs, cooing over strange knick knacks and antique furniture.

★ 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.

Note: the Junk Ladies will also offer to teach


the PCs how to hold more items. Any PC
who learns the Junk Ladies’ secret will be able
to hold 12 items rather than 6, but will move
at a slow waddle whenever they are carrying
more than 6 items. Add the trait “Packrat” to
their character sheet.

168 LAND OF YORE


Junk Ladies

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.

LAND OF YORE 169


18. GNASH
The hills of trash ripple and surge. A maw suddenly gapes, toothed with
broken bottles and splintered wood. Eyes made from old china squint. “WHO
ENTERS THE DOMAIN OF GNASH THE IMPERISHABLE?! HAVE
YOU COME TO PAY HOMAGE TO MY GLORY?!”

★ 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.

170 LAND OF YORE


Titles
No of
Title Granted Regalia Given
Vassals
1 Baron of the Bog Dull maroon with gold buttons.
2 Viscount of Viscosity Pale purple with white embroidered leaves.
3 Earl of Ooze Royal blue with silver epaulettes.
4 Marquess of Muck Seaweed green with gloves of black snakeskin.
5 Duke of Dreck Black satin with a gold chain of office.
6 Prince of the Land of Stench Icy white trimmed with fur.

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.

LAND OF YORE 171


T he r
cou oom

19. THE DIG


ld b
on e
ea
p la y
m ig er
k no h t
w.

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.

172 LAND OF YORE


Artifacts
11 Life-sized stuffed dog 41 Red wagon
12 Cassette player with cassette tape 42 Robot grabber-arm
13 A strand of working Christmas lights 43 Pull-string helicopter
14 A large, pump-action water gun 44 Frisbee
15 A plastic tricycle 45 Foam dart gun
16 A multicoloured puzzle cube 46 An extremely bouncy rubber ball
21 Red binoculars 51 Walkie Talkies
22 A jar of green goo 52 Red drawing frame, with white knobs
23 An all-knowing 8-ball 53 Box of chalk
24 Plastic doctor game 54 Jacks
25 Roller skates 55 A child-sized electric car
26 A toy frame full of pins that light up 56 Jump-rope
31 A spring-ended hopping stilt 61 Light-up Yo-yo
32 Plastic barbarian hero on a green tiger 62 Lipstick
33 Electric keyboard 63 Compressed spring toy
34 Bowling ball 64 Collection of small die-cast cars
35 Stretchy, sticky arm 65 Box of plastic building bricks
36 Glasses with mustache 66 Large bag of wooden blocks

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.

LAND OF YORE 173


20. TED’S QUEST
As you go around another pile of trash, you meet a lonely Knight of Yore. He
examines you and then barks: “Sir Ted, at your service. You look like brave folk,
and I seem to have lost my loyal mount... would you join me on a noble quest?”

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.

7 The cage’s key. Lying on the table.

174 LAND OF YORE


CONSEQUENCES
If freed, Eiderdown will take the
party to Goblin City – go to Scene
1 of Goblin City (page 182) and
update the party’s progress.

LAND OF YORE 175


21. ST UBBORN SWORD
Raucous laughter carries through the junkyard. Ahead, brightly colored
bunting stretches from junk heap to junk heap, and garish stalls slump against
each other. A sword juts up out of a rock, its edge coated with rust. A burly
figure steps out of the crowd and grasps it. “Unhand me, sir!” the sword cries.
“I told you brutes, I am retired!”

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.

176 LAND OF YORE


T he Crowd
The crowd is made up of Goblins, dressed in mismatched armor and carrying all manner
1-2 of weapons. However, they are too intent on tormenting the sword to notice you.
The people before you wouldn’t look out of place in a romantic painting. They
wear an array of courtly garb, glittering dresses, and colorful pantaloons. However,
3-4 on closer inspection, they look rather shabby, more like a school play than a
Venetian ball.
It looks as though people have come from all over the Goblin King’s domain to try and
claim the sword. Fireys juggle their heads, to the delight of no one but themselves, and
5-6 Junk Ladies rub their hands in greedy anticipation. There are even one or two Worms
there, though how they plan to draw out the sword is anyone’s guess.

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.

LAND OF YORE 177


178 GOBLIN CITY
GOBLIN
CIT Y
The bustle of Goblin City is constant and
deafening, with Goblins peddling strange
wares on every corner, shouting to be
heard. Though every denizen is a Goblin,
there are no two that are alike in manner
or in appearance.

GOBLIN CITY 179


CHAPTER SCENES

1 Humongous........................................182 10 Lawn Darts..........................................200

2 Gibbet Street........................................184 11 The Prisoner.......................................202

3 Goblin Boutique.................................186 12 The Checkpoint..................................204

4 The Trap.............................................188 13 Eulogy..................................................206

5 The Goblin Laws................................190 14 Observatory........................................208

6 Lunchball............................................192 15 Goblin Sewers..................................... 210

7 The Crier............................................194 16 Fireworks Factory............................... 212

8 Puppet Show.......................................196 17 Fight Club........................................... 214

9 The Den of Weiss...............................198 18 Goblin Mothers.................................. 216

19 The Cook-off....................................... 218

20 The Stables..........................................220

21 Jousting Contest.................................222

22 Bad Old Clothes.................................224

180 GOBLIN CITY


Tips
The Goblin City is a bustling metropolis of weirdness and wonder. Goblins are on the lookout
for travelers. If the party are discovered, make sure to have the Goblins sound an alarm. The
Goblins will then try to catch the party to lock them in the gibbets (page 184). You can also use
the encounters below to herd the party right into the next scene.

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

GOBLIN CITY 181


1. HUMONGOUS
You’ve reached the barbican before the gates of the Goblin City! As you
approach, a steel colossus slowly detaches itself from the gates and lumbers
toward you, its eyes gleaming with cold fury.

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.

I don’t know why


we have to be so quiet.
It’s only a Goblin city.
- Sir Didymus

182 GOBLIN CITY


Systems (roll four times, re-rolling duplicates)

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.

GOBLIN CITY 183


2. GIBBET STREET
You’ve broken a law of Goblin City! Don’t know what it was? Too bad! Off to
the gibbets with you! The party finds themselves mobbed by a sudden crowd
of Goblins, who lock them into cages!

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).

184 GOBLIN CITY


Prisoners
Each time the PCs are locked into the gibbets, the three prisoners change. If the PCs had an NPC
they were particularly fond of, feel free to swap them into this scene instead of rolling below.

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.

GOBLIN CITY 185


3. GOBLIN BOUTIQUE
Goblins love dressing up. Nearly every Goblin is decked out with the strangest,
most unlikely gear they could find. Where do they get it all? From the Goblin
Boutique, obviously.

★ 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.

Note: if the party leaves this scene without


buying a disguise, make a note of it.

186 GOBLIN CITY


Costumes
Flogg is far more concerned about the party’s appearance than with payment, and will accept
promises of future payment or service. Items that are worn rather than carried do not take up
any inventory space.

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.

GOBLIN CITY 187


4. THE TRAP
A dozen Goblins are hard at work constructing something in the middle of
the street. The way is clogged with all manner of mechanical bits and pieces.
All of the Goblins are arguing furiously with one another and nothing
appears to be getting done.

1 Half-built Trap. Travelers are loose in the


Labyrinth, and the Goblin King wants
them caught! The Goblins are attempting
to build a trap for them, but cannot agree
on what it should look like.

2 Pile of Supplies. The Goblins agree to give


the PCs directions if they help build a trap
designed to catch the travelers. The basic
materials the Goblins have access to are
wooden planks, drills, saws, nails, bricks,
mortar, and water. The Goblins also have
access to six special supplies. As PCs design
their trap, make them be very specific with
exactly how it is built. Diagrams are best.

188 GOBLIN CITY


Travelers
Make a note of these travelers and insert them into the third scene after this one.

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).

GOBLIN CITY 189


5. THE GOBLIN LAWS
You come across an enormous bulletin board that takes up the entire side of
a building. It is plastered from top to bottom with laws scrawled on scrap
paper, overlapping and nailed one atop the other.

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.

190 GOBLIN CITY


Laws
11 It is illegal to hold up any lunch-box. 41 Winning is now losing.
12 It is illegal to smirk. 42 It is illegal to have a shadow.
13 Thoughtful pauses are forbidden. 43 The number 4 is banned.
14 Death is permanently abolished. 44 It is illegal to miss when throwing.
15 Puns are mandatory. 45 All Goblins must be riding Goblins.
16 The color purple is to be shunned. 46 All coins are worth 43 coins.
21 None shall go outside without a pet. 51 All food must be in stew.
22 Benevolence is outlawed. 52 Falling no longer causes injuries.
23 Malingering is mandatory. 53 All Goblins must complete a novel.
24 All statements must be a question? 54 War is declared against all doors.
25 It is illegal to be small. 55 Opera attendance is mandatory.
26 The sound of footsteps is abolished. 56 Pronouns are banned.
31 All food must be lit on fire. 61 Long trailing capes are in.
32 Chimneys no longer exist. 62 All Goblins are now magistrates.
33 It is illegal to touch the ground. 63 You must applaud statements of fact.
34 It is illegal to break an egg. 64 One foot must be off the ground.
35 The midnight meal (Snurk) is mandatory 65 Naps must be taken every hour.
36 Spoons are the only legal utensil. 66 Peace is declared with the shoe thieves.

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.

GOBLIN CITY 191


6. LUNCHBALL
Two large crowds of Goblins wearing spotted sweaters have gathered in a
wide plaza, one crowd at each end. The noise of their roaring and screaming
is deafening. All of them are facing a ball (about the size of a volleyball)
placed in the center of the plaza. They are poised, ready to sprint.

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.

Teamwork is very effective, since Goblins


have no experience of it. If the party or
the Goblins hold onto the ball for three
consecutive rounds, they manage to eat the
ball and win the game.

192 GOBLIN CITY


T he Game
If the PCs don’t have the ball at the beginning of a round, the situation will change and the
difficulty of regaining the ball will change with it.

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.

GOBLIN CITY 193


7. THE CRIER
A Goblin sits at the top of a tall marble podium in the center of an open square.
As Goblins pass, he shouts out recent announcements through a bullhorn, as
well as the exact time, which he keeps checking on a pocket watch.

★ 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.

194 GOBLIN CITY


Announcements
11-13 Travelers have raided the Goblin Vault and stolen something, but nobody knows what.
14-16 A plague of Laughter, Cackles, and Acute Sniggering has afflicted the Goblin City.
A tallow Goblin named Skøõrp has once again set the Labyrinth’s new long-distance
21-23
spitting record.
The Goblin Prime Minister, Røem Bååbå, has been replaced by his pet flea, who was
24-26
much more popular anyway.
Reports from the Terrible Howling Gulf indicate that things there are exactly what
31-33
you would expect.
Travelers matching the party’s exact description (including their disguises) have been
34-36 spotted sneaking about in the Goblin City. Roll a die the next time the party interacts
with a Goblin. They will be recognized on a 2+ unless they find new disguises.
41-43 The Goblin King has not been seen leaving his castle for weeks. Rumors are flying.
The winner of the most recent Lunchball game is read out. If the party won a game
44-46
of lunchball they are treated as celebrities.
51-53 A report of the party’s accomplishments is read out, but credited to the Goblin King.
54-56 By order of the Goblin King, all days of the week are now Wednesday.
Someone has been attacking Goblins at night and gluing them to walls. If the hour
61-63 is between 10 and 13, roll a die whenever entering a new scene. On a 5+, all the
Goblins in that scene are glued to walls.
The Serpent Sword of Elmerillion is being gambled away in the Den of Weiss, after
64-66
300 years of being lost.

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.

GOBLIN CITY 195


8. PUPPET SHOW
A puppet show theater has been erected in the middle of the street, surrounded
by a raucous crowd. As you approach, a group of Goblins grabs you and
hustles you behind it while handing you a number of puppets. “Where have
you been?” They whisper furiously. “We’re about to begin!” Before you can
protest, the curtains draw back on the puppet show to an ear-splitting cheer.

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.

196 GOBLIN CITY


Title Puppet
1 King Fear Prop Costume
2 The Last Prawn 11-13 Magnifying glass Suit of armor
3 The Goon that Came to Gastlyhedge 14-16 Plate of sausages Ball gown
4 The Haberdasher’s Revenge 21-23 Sealed letter Bathrobe
5 Right Ho, Mr. Piltch! 24-26 Knife Rags
6 The Case of the Pickled Boot 31-33 Trumpet Suit and tie
34-36 Fan Long wig

Prompt 41-43 Bouquet Maids outfit


44-46 Bag of money Trench coat
“I thought there was going to be 51-53 Violin Chef’s apron
11-13
more battle scenes in this!”
54-56 Tiny portrait Royal robes
“I thought this play took place
14-16 61-63 Dog Beard
on the high seas!”
21-23 “When does the wedding start?” 64-66 Map Clerical robes
24-26 “SPEECH! SPEECH!”
31-33 “Wait, isn’t HE the villain?”
34-36 “Aren’t they actually related?” Audience reaction
41-43 “More tragic!”
Positive Negative
44-46 “More hard boiled!”
1 Pensive silence
51-53 “Isn’t this supposed to rhyme?”
“When does the terrible secret 2 A mass gasp Fight breaks out
54-56
come out?” 3 Cheering Booing
“I want to see what happened 4 Instant celebrity Savage critique
61-63
before all this started!”
5 Tears of joy Outrage
“This is supposed to be a
64-66 6 Thrown Flowers Thrown Fruit
funeral!”

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.

GOBLIN CITY 197


9. THE DEN OF WEISS
The road dead ends in a building even more lopsided than the rest. From
inside, you can hear raucous laughter and occasional screams. A placard
outside the door reads, in sloppy black paint: “The Den of Weiss.”

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.

4 Back Wall. A large sign on the wall reads:


‘To the Castle’.

198 GOBLIN CITY


Stakes
11 The title of Goblin Prime Minister. 41 Hope Knife (cuts hope down to size)
12 The title of Potted Plant Inspector 42 Dream-pick (punctures daydreams)
13 The title of Parade Coordinator 43 Public speaking skills
14 The title of Insult Evaluator 44 Forgery pen (use anyone’s handwriting)
15 Leadership of the office of Sanitation. 45 A set of polyhedral dice
16 The title of Candle Snuffer 46 An Iron Stomach
21 The world’s largest tick 51 A fistful of aphids
22 A Fairy in a cage named Whistledown 52 A slice of lemon atop a gold brick
23 A Worm gladiator 53 The Sacred Bone of Whence
24 A carved Night Troll horn 54 Work of art from the museum (page 112)
25 A Goblin herald to announce you 55 Luck-Ladle (skims someone’s luck off)
26 A trained crow to deliver messages 56 A light bulb that runs off body heat
31 A winning smile 61 Gambler’s callipers (measures odds)
32 Chameleon skin 62 Long legs
33 Razor teeth 63 The world’s loudest voice
34 Sticky hands and feet 64 A pet automaton
35 Scaly skin 65 Void turnip (makes you hungry forever)
36 Prehensile tail 66 Viciously sharp knitting needles

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 CITY 199


10. LAWN DARTS
An open green has been set up for some sort of game, with a large white
target painted at the far end, about 100 yards away. In the center of the target
stands a very nervous Goblin wearing a large, bowl-shaped helmet with a
red flag on top. All around him, the legs of small Goblins protrude from the
grass, clearly having impacted there from a great height.

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.

200 GOBLIN CITY


CONSEQUENCES
If one of the players wins, update the
party’s progress. If a Goblin wins, the party
may lose an hour and try again.
If a player’s token lands directly on top
of the central target Goblin (1), their PC
gains the trait “Sharpshooter.”

GOBLIN CITY 201


11. THE PRISONER
“HELP! Let go, you little cretins!” Pushing their way through the crowd,
you see a group of Goblins leading a prisoner (clearly a traveler caught
attempting to reach the Goblin King’s castle) toward a grim stone-walled
prison. They are bound in chains held by four Goblins, while several more
poke at them with spears from behind. As you watch the scene, a voice
whispers in your ear, “Quickly, I need your help!”

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.

202 GOBLIN CITY


Encounters
Infiltration and Ex-filtration Freeing the prisoner
The guards at the gate require bribes of Prisoner surrounded by four guards in an
1
food before they let you pass. unlocked room.
A huge beast is sleeping in the passage, a Prisoner is in a jail cell. A guard with a
2
cross between a bear and a wolverine. key slowly patrols the area.
A hall full of tripwires. Touching one sets Prisoner trapped inside a mirror. Breaking
3
off an alarm bell. it frees them, but also causes a lot of noise.
An enormous, blind guard-wolf sniffs the Prisoner asleep due to a potion the guards
4
corridors, looking for non-Goblins. gave them, cannot be woken for one hour
5 A mess hall full of Goblins eating. Prisoner is in a cage, 20 feet down a well.
Several False Alarms, stone heads that Prisoner has been given a brainwashing
6
will shout warnings at you as you pass. potion that makes them want to stay.

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.

GOBLIN CITY 203


12. THE CHECKPOINT
You can hear shouts and insults up ahead. A makeshift barricade of broken
doors, chairs, tables, and other junk has been set up to block the street, and
a squad of Goblins is guarding a gap in its center. A line has formed to pass
through the checkpoint, where each Goblin is inspected to make sure they aren’t
a traveler in disguise. The Goblin King must be getting worried.

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.

Do you have anything


to declare?
No contraband at all?
Get out of here.
- Goblin Clerk

204 GOBLIN CITY


Others in line
1-2 3-4 5-6
1 A Human in disguise. Has a letter for the King. Huge and slow.
2 A Worm in disguise. Constantly nodding off. Furious at waiting so long.
3 A Dwarf in disguise. Keeps trying to skip ahead. Hungry..
4 Knight of Yore in disguise. Holding dynamite. Lunchball Champion.
5 A Firey in disguise. Riding a Goblin Mount. Carrying a long ladder.
6 A Night Troll in disguise. Armor doesn’t come off. Pushing a catapult.

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.

GOBLIN CITY 205


13. EULOGY
As you cross the street, you find yourself surrounded by a crowd of Goblins.
They are all unusually solemn and wearing formal wear... for Goblins.
Several of them are carrying a wooden casket that they set down in the middle
of the crowd, before pulling out some shovels and starting to dig a grave right
in the middle of the street.

★ 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.

206 GOBLIN CITY


Items
1 2 3 4 5 6
A pet Fancy Half-eaten A grappling Hot slice of Ring made
1
goldfish scepter lunchball hook pie of stone
Book of Half-written A map of A slowly Belt buckle A long,
2 horrifying poetry. the Goblin melting with a trailing red
sketches Appalling. King’s castle block of ice gargoyle face cape
Coins from Wine older Very long Family tree A masterful Unopened
3 the Human than the knitting embroidered painting of a package full
world Labyrinth needles on a rug dead fish of keys
4 Roller skates Stuffed owl Spiked boots Potted cactus Bird nest Large gong
A broken An open A set of An uprooted Black shoe A Night
5
sword padlock china plates rosebush polish Troll fur coat
Set of false Red velvet A military Chunk of A full set of Very long
6
ears gloves medal dark crystal cookware fork

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.

GOBLIN CITY 207


14. OBSERVATORY
In the center of an open plaza stands a crooked tower more than twice as tall
as the rest of the buildings. From the ground, a wooden platform can be seen
on the top, supporting a huge makeshift telescope. A spiral staircase winds
around the outside of the tower. Winged shapes circle at an unknown height.

1 Tower. Goblins passing by the tower will


tell the party that large bat-like creatures
3
known as Spüe have taken over the
Goblin Observatory and built a nest
at the top. They are fiercely territorial
and no one has bothered to try and
drive them off. It’s a shame, because the
observatory was the Goblins’ only way to
get a bird’s eye view of the Labyrinth.

2 2 Spüe. If the party starts to climb the


tower, they will be assaulted by the Spüe.
resolve this as an action scene using the
tower tracker to mark each PC’s location.
During each round, the Spüe will attempt
a different tactic.

1 3 Telescope. Looking through the telescope,


the PCs can see details of any scene they
have been to in the past, even outside of
the Goblin City.

208 GOBLIN CITY


Spüe’s Tactics
Grab PC’s arms with their talons and fly about with them, then drop them back to the
1-2
bottom of the tower.
Land in front of the PCs on the stairs, attempting to drive them back down by pecking
3-4
at them and flapping their wings.
Break off chunks of masonry from the top of the tower and drop them on the spiral stairs,
5-6
smashing holes that the party has to jump over. If a PC falls, they end up at the bottom.

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.

GOBLIN CITY 209


15. GOBLIN SEWERS
The street is impassable due to a lake of bubbling sewage. A burst pipe is
pumping muck into the streets and no one seems to know how to shut it off.
A number of important-looking Goblins are staring at the mess and shaking
their heads. Someone is going to have to go down into the sewers and shut it
off, and it’s definitely not going to be a Goblin.

The party can attempt to wade straight


through the sewage, updating their progress, 1 Sewer Hatch. If the PCs are arriving from
but any activities they attempt will be the sewer entrance on page 166, they will
hindered until they find a way to get clean, come from this direction.
due to feeling ill from the stench.
2 Problem.
On the party’s side of the street is an access
hatch that leads into the sewer system. Once
under the streets, the problem becomes obvious.

210 GOBLIN CITY


Problem
Strike. The four Goblin sewer workers are striking over having to work in a sewer.
1 They can shut down the flow, but refuse to do so. The party will have to either
convince them to return to work or find four new Goblins willing to take their place.
Saboteur. The valve controlling the flow of sewage has been turned all the way open,
causing the overflow. The wheel that would normally be turned to shut it off has
2 been stolen, probably by a saboteur! To shut the valve off, the party will have to find
a way to turn the stiff, rusty hex bolt the wheel was attached to. It’s impossible to get
a good grip on.
Flob. A colossal toad named Flob has taken up residence in the sewers, damaging
several pipes. The party must find a way to get him to leave. It appears to have crawled
3-4
up from the Bog of Eternal Stench. He is of an extremely dour personality and
detests jokes above all else.
Burst pipe. Some kind of chemical reaction has taken place within the vats, leading
to the pipe exploding up on the street. The sound of bubbling and fizzing can still
5-6 be heard in the pipe and, if followed, leads the party back to a previous scene of the
Goblin King’s choice, where a group of Goblins is pouring huge vats of junk down a
drain. The party must convince them to stop.

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.

GOBLIN CITY 211


16. FIREWORKS FACTORY
With an enormous bang, smoke billows out of the warehouse doors where this
street ends. Several Goblins run out, squealing, clothing on fire, and dash
past you. Inside the darkened space, you hear raucous laughter.

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.

The Rocket. If the party climbs in the rocket


after fueling it, roll two dice and add the
results for exploration. If this would take the
party to the Goblin King’s castle, the party
crashes into a random room rather than
starting at the gate. No matter where they
end up, they arrive in the most explosive and
disruptive manner possible.

212 GOBLIN CITY


Fireworks
Deployment Sound Visuals
Hand-held tube launcher,
1 Voice shouting “BOOM!” Pink bubbles
short range
Glowing lavender fog
2 Mortar launcher, long range Deafening squeal
billows out
A flash that permanently
3 Sparkler stick Like rain falling on a tin roof reverses the colors of
everything nearby
4 Throwable A thunderclap Bolts of lightning
5 Stationary firework with fuse Like a forest of songbirds Pulsing strobe light
Like someone playing a chord
6 Explodes immediately A face made of fire, roaring
on an enormous pipe organ

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.

GOBLIN CITY 213


17. FIGHT CLUB
In the middle of the street, two Goblins strapped into tiny automatons fight,
clashing with tremendous force. Blades fly, flails swing, and engines churn
out black smoke. After a couple of rounds, one Goblin gains the upper hand
and hurls his opponent to the ground, crushing his automaton into a sphere
and kicking it away. The crowd gathered around goes crazy. Off to the side,
some new challengers are quickly assembling new fighting machines from a
wagon full of spare parts.

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.

3 Scrap. This rusty pile is full of


automation parts and is made up of all
the previous contenders.

214 GOBLIN CITY


Automaton parts
Roll three times to see what abilities the champion’s automaton has. Then roll six times (re-
rolling repeats) to determine the available abilities for the party’s machine. They may choose up
to three. Only one of the PCs may actually climb inside the machine to fight.

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.

GOBLIN CITY 215


18. GOBLIN MOTHERS
Dozens of Goblin mothers pack the streets, all on outings with their terrible
progeny. The screams, wailing, and bickering is enough to drive passersby
mad. Confusingly, many of the children are as large, or larger, than the
mothers, making them difficult to distinguish.

1 Entrance.

2 Goblin Mothers. A loud gaggle of Goblin


mothers is creating an obstruction.

3 Exit.

216 GOBLIN CITY


Obstruction

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.

GOBLIN CITY 217


19. THE COOK-OFF
The street is packed with Goblin chefs preparing food. What was once a
wide avenue is now a maze of bubbling cauldrons, heavy wooden tables,
bushels of weird vegetables, roasting meats, and Goblins scurrying about
with ingredients. No one is allowed to pass who is not a chef.

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.

Finally, the judges will award the dish points:


each point of effort gains 1 point, each secret
ingredient incorporated gains 1 point, and
originality gains up to d6 points. The die
rolled for originality may be hindered or
improved based on how much the Goblin
King likes the party’s idea.

218 GOBLIN CITY


Goblin Holiday
1 The Anniversary of the Great War to Liberate Horseshoes
2 Toe-Feast Night
3 The Day After All Owls’ Night
4 The Anniversary of the Collapse of Good Governance in the Labyrinth
5 The Night of Ten Thousand Joys
6 The Day of Beyond Reckoning

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.

GOBLIN CITY 219


20. THE STABLES
The reek of the stables hits you long before you see it. Hundreds of pens
filled with Mounts for the Goblin knights, groaning and roaring day and
night. The Goblin King’s castle lies beyond it, towering up into the sky.

1 Street.

2 Stable. The stable is currently in crisis!


Once the crisis is resolved, it will be open
for business. Knights with steeds can pass
through unheeded, but any other PCs
must decide which PCs are steeds and
which are riders in order to enter.

3 Goblin Mounts. Lined up in small pens are


Goblin Mounts of all sizes and dispositions.

220 GOBLIN CITY


Crisis

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.

GOBLIN CITY 221


21. JOUSTING CONTEST
You enter a courtyard crowded with quarreling Goblins. In the very center,
four Goblin knights canter back and forth, spears lowered to the joust.
As you back away, a reedy voice calls the alarm, and you are surrounded.
To your surprise, the knights make you an offer: take part in the celebration
and maybe you’ll be permitted to head on through the Labyrinth...

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.

222 GOBLIN CITY


T he Bouts Bribes
First. The green knight triumphs, but spurs
forward before the trumpet sounds. 1 Bottled Bog of Eternal Stench.
2 Half a rotten apple.
Interval. Before the second bout, the red 3 A strip of red ribbon.
knight offers the judge a bribe.
4 A shiny coin.
Second. The blue knight triumphs using a 5 His special rock
series of blows too cowardly even for a Goblin. 6 His hand in marriage

Interval. While the crowds are cheering, one


of the finalists slips a sleeping draught into the Crowd Reaction
feed of his opponent’s steed.
1 All the ladies swoon
Final. Both finalists cheat, one clouting 2 Triumphant cheering
the other about his head as he gallops past,
and the other using a longer spear than is 3 A collective shrug
permitted. The judge must bestow the rusted 4 “Boo, you’re rubbish!”
champion’s helm to a winner. If they choose 5 A single sad “woo”
the knight who drugged his rival’s steed, the
6 Tomato throwing commences
champion gives them a bribe.

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.

GOBLIN CITY 223


22. BAD OLD CLOTHES
A pale gray corridor, soft-floored and silent as a spider. Featureless,
neat and infinitely straight. In the distance, against the rotten-milk light,
something beckons.

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.

224 GOBLIN CITY


Goblins
Description Name
1 Short, ugly and great at impressions. Müs kül
2 Little round chap with point horns and a pig’s face. Mush Mug
3 Assistant to the Goblin King and wears a pointy hat. Beetleglum
4 Recently fired assistant to the Goblin King. Blattergot
5 Tiny green fellow with huge round eyes. Poxie
6 Wears a poncho and walks the Labyrinth wronging rights. Unnamed

CONSEQUENCES
If the party gets off the treadmill,
update their progress.

GOBLIN CITY 225


226 THE CASTLE
THE
CASTLE
Before you towers the castle of the Goblin
King, its spires almost black against
the sky. Despite everything you’ve been
through to get here, the thought of turning
back still taunts you.

THE CASTLE 227


CHAPTER SCENES

12

3 4

11 9

10

1
7

2 5
8

1 The Gate............................................ 230 5 The Wardrobe.................................... 238

2 The Dungeon..................................... 232 6 The Throne Room............................ 240

3 The Library........................................ 234 7 The Stairway...................................... 242

4 The Map room................................... 236 8 The Simulacroom.............................. 244

9 The Ball Room.................................. 246

10 The Tower.......................................... 248

11 The Kitchen....................................... 250

12 The Armory....................................... 252

228 THE CASTLE


T he Finale
The Goblin King is on the run. He never expected you to make it this far, so he is throwing as
many obstacles in your path as he can to delay you, while trying to stay one step ahead.

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!

THE CASTLE 229


1. THE GATE
Ahead of you, the Goblin King’s castle looms. A short stone bridge arches
over a moat, bubbling with stinking ooze. A pair of massive wooden doors
stand shut. Everything is strangely quiet.

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).

230 THE CASTLE


Encounter

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

THE CASTLE 231


2. THE DUNGEON
The passage slopes down to a long curving corridor lined with prison cells
on either side. The place is filled with the stench of decrepitude, as well as the
grumbles, moans, and insane chattering of prisoners. Flickering torches on
the walls throw long, trembling shadows on the floor.

2
3

Dungeon Encounter: each hour there is a


new encounter in the dungeon.

1 Cells.

2 Cell keys.

3 Stairs up. The gate (page 230).

4 Stairs up. The stairway (page 242).

232 THE CASTLE


Encounter
Escaped Prisoners. Six prisoners have just escaped their cells and are standing in the
1-2
passage debating their plan. They hadn’t thought this far ahead.
Penumbra. Four Goblins are attempting to wrestle a black, twenty-foot snake into
a cell. It’s not going well. The snake’s name is Penumbra, and she knows the Castle
3-4
inside and out. She’s been living here for years and is so silent and careful that she
has only just been caught.
Ambush. A band of six Goblins is waiting for the party. As soon as they see the party,
they will pounce and try to push the PCs into open prison cells and slam the doors.
5-6
If they are all trapped, the PCs can spend a turn trying to break down the doors
(difficulty 4), unless they have another solution.

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

THE CASTLE 233


3. THE LIBRARY
Books are stacked on the floor, on tables, on windowsills, and occasionally
even on shelves. Light filters in from tall, narrow windows filled with
small window panes. Dust is everywhere. The scents of mold and old
leather fill your nose.

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).

234 THE CASTLE


Encounter

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

THE CASTLE 235


4. THE MAP ROOM
On a heavy wooden table that takes up most of the room sits one of the Goblin
King’s more valuable treasures: a map that allows him to find all of the
travelers making their way through his Labyrinth.

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).

236 THE CASTLE


Encounter

Gambling Goblins. Several Goblins are enthusiastically watching the party’s


progress on the map, and are openly betting on whether they will be able to catch
up to the Goblin King. The Goblins will comment on the party’s progress so
far, and the one betting on the party winning will complain about all the things
1-5 they are doing wrong. The Goblin betting in favor of the party will give them
bad advice such as telling them to search for a secret door where none exists, or
telling them that if they sit in the Throne Room he’s sure that the Goblin King
will come to them.
Flimflam. A talking Ferret named Flimflam is examining the map, trying to find
6 his lost traveling companion, a Human named Anastasia. Flimflam is wearing a
green forester’s outfit and is aggressively friendly and optimistic.

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.”

Are you enjoying


my Labyrinth?
- Jareth

THE CASTLE 237


5. THE WARDROBE
Vanity, foremost of the Goblin King’s few weaknesses, is on full display
here, even when surrounded by the filth and chaos of the Goblin City.

Room Encounter: roll on this table the first


time the party enters the room.

1 Dressers. Ornately carved dressers take


up most of the walls, stretching up toward
the high ceiling.

2 Mannequins. Eerie mannequins in


1 elaborate glittering robes are positioned
around the room. Roll two dice and add
the results together to find out how many.

3 Skylight. A stained glass skylight overhead


4 2 5
half-covered with vines covers the room in
soft, dappled shadows, as if in a forest.

3 4 Mirror. A mirror twice as tall as a man


hangs on one wall. If a PC holds up an
item of clothing, the mirror will shows
them what they would look like while
wearing it. It will also make them look
hypnotically beautiful.

5 Crystal ball. Teleports the PC to the ball


room when touched (page 246).
6
6 Curtained arch. The throne room
(page 240).

You remind me of the babe.


- Jareth

238 THE CASTLE


Encounter
Mannequins. The mannequins surround the party and try to force them back, their
mute faces turning to track the PC’s movement. They move in short hops, butting
1-2 into characters in their way. They are surprisingly heavy. If a PC destroys or threatens
to destroy any of the Goblin King’s clothes, they will focus on them to the exclusion
of everyone else.
Clothes. The drawers of the dressers fly open and robes, vests, jackets, and very
tight trousers explode out into the room. They attempt to dress each of the PCs by
3-4 stuffing them into the clothes, tangling their arms and legs. The clothes can hover in
the air and fly about at will. They are terrified of fire or being stained. PCs that try
to rip them will have their hands bound by flying scarves.
Tailors. Some tailor Dwarves are in here, putting the finishing touches on another of the
5-6 Goblin King’s elaborate costumes. They wield all manner of sewing implements. They
don’t want anyone intruding on their work, but can make you look fabulous in seconds.

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

THE CASTLE 239


6. THE THRONE ROOM
The Goblin King’s throne room is a disaster. Food, trash, and bits of broken
furniture are scattered about, evidence of frequent Goblin parties.

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).

240 THE CASTLE


Encounter

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 CASTLE 241


7. THE STAIRWAY
A dizzying sight opens up before you. Staircases, arches, walk ways, and
balconies tangle and twist in every direction. Many are upside down,
sideways, or vertical, and seem at first impossible to climb. An intense feeling
of confusion and vertigo overwhelms you.
On the stairs, PCs always feel as if they are
6 upright, no matter how they orient themselves.
So if the path leads to a wall and the PC decides
to walk up it, it feels as if the room rotates to
4 make that surface “the floor.”

There are six doorways on the stairway.


Whenever the party tries to reach one of them,
they must be very careful to not get disoriented
and lost (difficulty 5). If they fail, roll a die
to see which doorway they end up at. If they
end up at the wrong door they may try again
as many times as they wish, but each attempt
3 takes up a whole turn.
1
The Goblin King is immune to the befuddling
effects of the stairway and can move directly to
whatever door he wishes. Other NPCs are not
so lucky, and always roll a die to see where they
end up. The stairway can be a useful room to
lose characters pursuing the party.

If the party marks the route from one door to


another, they will not have to make a roll the
2 5 next time they move between those two doors.

1 Stairs down. The throne room (page 240).

2 Stairs down. The dungeon (page 232).

3 Stairs up. The tower (page248) .

4 Stairs up. The library (page234).

5 Door. The Simulacroom (page 244).

6 Door. The ball room (page 246).

242 THE CASTLE


Goblin King
1 Retreat to the throne room
2 Retreat to the dungeon
3 Retreat to the tower
4 Retreat to the library
5 Retreat to the Simulacroom
6 “I ask for so little. Just fear me. Love me.”

THE CASTLE 243


8. THE SIMULACROOM
Something seems very familiar about this room, and yet...

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.

★ Door. The stairway (page 242).

244 THE CASTLE


Goblin King
1 Retreat to the stairway
2 Write “Traitor” on a character’s flaws
3 Steal the player’s character sheets
4 Take a die (can’t improve or hinder tests)
5 Try to convince a PC they’re imaginary
6 Surrender

THE CASTLE 245


9. THE BALL ROOM
A room like a dazzling snow globe, draped in satin and lit by flickering
chandeliers and candelabras. Everything seems to spin and swirl. Strange,
masked dancers in elaborate costumes laugh, grab your arm, and pull you
into the revelry. The room is filled with music that seems to come from
nowhere and everywhere.

1 2

Room Encounter: roll on the table when the


party enter, and every few minutes afterward.

1 Spiral stair. In the center of the room


going down to the kitchen (page 250).

2 Door. The stairway (page 242).

246 THE CASTLE


Encounter

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

THE CASTLE 247


10. THE TOWER
The parapet of the castle’s highest tower offers an unparalleled view of the
Labyrinth. The Goblin City, Land of Yore, Hedge Maze, and Stonewalls are
all spread out below in all their perplexing glory.

Room Encounter: roll on this table the


first time the party enters the room. This
encounter persists until it is resolved.

1 Look out. The gate can be seen far below


(page 230).

2 Stairs down. The stairway (page 242).

3 Stairs down. The map room (page 236).

248 THE CASTLE


Encounter
Bird Nests. The battlements are covered with birds nests. Disturbing them will cause all
1-2 of the birds to fly into a rage, making this room impassable until the party finds a way to
pacify them (probably with food). Sneaking past the bird nests has a difficulty of 4.

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.

Thunderstorm. There is an extremely localized thunderstorm happening just at the


top of the tower. Anyone standing here is soaking wet and leaves obvious footprints
5
for the next three rooms. If the Goblin King has been through this room, they will
be able to track him.

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

THE CASTLE 249


11. THE KITCHEN
The kitchen is full of blazing heat and the aromas of woodsmoke, spices, and
roasting meats. A dozen Goblins work frantically to prepare a huge meal.
None of them seem to have any idea of how to cook. One unusually large,
rotund Goblin in an apron struts around inspecting the food and shouting
insults at his underlings.

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).

250 THE CASTLE


Encounter

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

THE CASTLE 251


12. THE ARMORY
A long hall stretches out before you, packed with the finest assortment of military
equipment Goblins can scavenge. The whole place smells of rust and oil.

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.

3 War engines. Such as catapults or


ballistas. Ammunition for them, some of
it quite explosive, is stored nearby.

252 THE CASTLE


Encounter
Brawl. A dozen Goblins are engaged in a protracted brawl, ranging across the whole
room. Most of them are armored to one extent or another, and are enthusiastically
1-2 bashing each other over the head with whatever weapons they can find. The racket is
deafening. The Goblins are not concerned with chasing or capturing the party, but
are delighted to have some new targets to bash.
Target Practice. Several Goblins are “testing” the war engines, launching large rocks,
pots of oil, and live chickens toward a randomly selected door. PCs must dodge the
3-4
incoming barrage (difficulty 4) in order to use that door, or find a way to make the
Goblins stop.
The Forge. The forge is in full swing, as a dozen Goblins work to churn out
increasingly bizarre weapons for the Goblin army. Several Goblins work the bellows,
several hammer glowing metal, several quench the metal, and several polish and
sharpen it. Unfortunately, they do these tasks in a semi-random order, so it takes
5-6
a very long time for anything to get done. In the meantime, the floor is covered
with hundreds of sharp, twisted metal objects. The party may try to sneak past the
Goblins, avoiding the debris (difficulty 4), but if they fail, the Goblins will charge at
them with red-hot, half-finished weapons.

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

THE CASTLE 253


13. THE END
“Give me the child. 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...”

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.

...you have no power over me.


- Sarah

254 THE CASTLE


Guest book

THE CASTLE 255


256 TOOL KIT
TOOL
KIT
Within these pages you will find the
bestiary and tables. These are tools that
help you to generate creatures, characters,
and curios within the Labyrinth. Perfect
for Goblin Kings who want to create their
own scenes and adventures.

TOOL KIT 257


THE BESTIARY
Black Hart
This huge black stag has antlers that appear to be pale ivory. During the hours from 10 to 12, it may
emit a cry that makes all Goblins in the scene deathly afraid. Some say that the Black Hart can skip
between worlds, and that those that hunt it are led into the Labyrinth where they are lost forever.

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.

Random Brick Keeper homes

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.

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Dwarves
Caretakers of the Labyrinth, Dwarves are quite commonly seen fixing masonry or tending to
gardens. Grumpy and industrious, Dwarves are always nearby fixing something the party just
broke, or setting up a bizarre challenge just around the next corner. Dwarves like sturdy, well-built
things, unions, and the satisfaction of a job well done.

Random Dwarf

Personality Tools Job Mannerism Loyalty


1 Vain Shears Gardener “Well actually…” The Goblin King
Hammer Wheezing and
2 Paranoid Mason Other Dwarves
and chisel puffing
3 Irascible Spray gun Exterminator One-word answers Themself

Mortar
Most powerful
4 Cowardly board and Plasterer Whispers
nearby character
trowel

5 Obsessive Wrench Plumber Chatterbox Their work

6 Brazen Handsaw Carpenter Shouts Travelers

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

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Eye Lichen
The Goblin King watches everything that goes on within his walls. If your players say or do
anything seditious while in sight of Eye Lichen, make a note of it.

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

Name Personality Appearance Habit


Spreads sticky resin on
1 Honeyseed Malicious Always damp with nectar
the ground to trap prey
2 Mornblossom Industrious Glows golden Hides in flowers
Makes tinkling bell
3 Duskbell Irritating Carries silver bells
sounds to lure prey
Covered in mossy Hides in the grass for an
4 Summerweed Suspicious
growth ambush
Spreads frost wherever it
5 Moondrop Oblivious Freezing cold
touches
Covered with tiny Sticks to unsuspecting
6 Thistledew Regal
hooked spines victims and rides along

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.

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Fireys
Bright orange and covered in soft fur, Fireys are always down for a party. The most notable
ability Fireys have is the ability to remove body parts at will and move those parts while away
from their body, which is very useful for looking around corners! Fireys can also create small
flames from the tip of their finger, which is useful for lighting up dark dungeons.

Random Firey

Name Personality Appearance Ability


1 Primus Spacey Long ears Fantastic climber
2 Secundus Busybody Mustache Can leap huge distances
3 Tertius Hotheaded White fur Great dancer
4 Quartus Serene Bulging eyes Excellent aim
5 Quintus Jolly Long beak Can do great impressions
6 Hextus Loyal Overweight Moves silently

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.

Random Giant Badger

1 Duke Hurrumph
2 Cobblesmythe-Green
3 Dairywick III
4 Bledgewhite-Bledgewhite-Whitley
5 Fustlewhooop McConnor
6 Digburt Wayne-tout Jr

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Goblins
Goblins come in all shapes, sizes, colors, and personalities. Goblins are by far the most common
creatures in the Labyrinth, and there are many areas where a Goblin can walk unaccosted that
other characters would fear to tread. Goblins swear allegiance to the Goblin King, and as such,
most would never oppose him.

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

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Random equipment

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

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Goossoog
This bird is a long feathery snake with two
duck-billed heads. Its shimmering plumage
comes in a variety of colors. The two ends
of the creature often have differing attitudes
and opposed interests.

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.

In the Hedge Maze resides a Griffon and


a Sphinx called Franz and Cleo. It is said
that they are the only creatures of their
kind. They are always seen together and
often overheard playing games, the rules to
which only they understand. They can be
encountered on page 114.

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.

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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 passages of the
Labyrinth, and may cause some damage to fragile things, even if they don’t mean to.

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 Horned Beast

Name Fur Type Fur color Appearance Nature


1 Moro Matted Rust red Ram horns Curious
2 Noby Brushed Lavender Antlers Naive
3 Yama Muddy Inky black Long tail Feral
4 Rufo Woolly Moss green Huge tusks Skittish
5 Waru Stringy Swan white Long claws Bossy
6 Lupe Long Midnight blue Long tongue Pathetic

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.

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Human
They are an oddity in the Labyrinth to be sure. Most Humans enter the Labyrinth from our world
and few stay for long. A Human is considered strange by many of the denizens of the Labyrinth;
some may even react with hostility to their presence. Humans are pretty good at a lot of things,
able to compete with other races in athletics and academics. Their unique perspective allows them
to solve problems the locals didn’t even know they had.

Random Human

Name Personality Appearance


1 Sarah Stubborn Brown hair and waistcoat.
2 Alexa Rebellious Leather jacket and a bright blue mohawk.
3 Maria Determined Fiery orange hair and wearing a Venetian dress.
4 George Weary Wears a green military jacket and a shako.
5 Moppet Inquisitive Dressed as a Goblin.
6 Dorian Dismissive Victorian long coat and floral shirt.

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 Junk Lady


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. Ruth
3 Her collection is balanced precariously on her head. Shirley
4 Her collection is very wide; it’s dangerous near her as she turns. Florence
5 Her collection is made up entirely of newspapers and magazines. Lillian
6 Metal on metal jangles as she walks, making a deafening racket. Agnes

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Knights of Yore
The noble Knights of Yore stand for justice and honor; each has vowed to uphold the values
of chivalry. To aid them in these tasks are their mighty steeds. Each Knight must find a steed
within the Labyrinth to call his or her own.

Random Knight

Name Appearance Oath


1 Lady Ophelia Scar, spear, and shield Liberate every captive
2 Lady Desdemona Hook hand, mace Protect all creatures larger than herself
3 Sir Destrian Bow, smokes a long pipe Always fight to a draw rather than win
4 Sir Brackenbark Tricorn hat, warhammer Always be absolutely truthful
5 Sir Cromwall Long cape, halberd Always go first into danger
6 Lady Hester Sword and parrying dagger Never surrender

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.

This is because during the day, Night Trolls are


mostly drowsy. At night, they are much more
aggressive and harder to see coming.

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Sentient Plants
Over generations of absorbing the magic of the Labyrinth, some of the flora has turned a little
funny and started doing whatever it so pleases.

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

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Sphinx
A Sphinx has the head of a Human, the body of a lion, and the wings of a bird. Their cat-like
nature can at first seem uncaring or callous, whereas they are really very playful creatures. There
seem to be only one Sphinx, and her name is Cleo; she can be found on page 114.

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

Name Personality Mannerism Appearance


1 Bertrand Literal Never indecisive Yellow with green spots
2 Ernest Gossip “You didn’t hear this from me…” Blue with orange stripes
3 Cecil Complainer “It’s not fair!” Green with purple legs
4 Agatha Homebody Always has a folksy saying Black and white stripes
5 Earl Nurturer Tries to pat people on the head Brown and elderly
6 Patricia Practical Always gathering ingredients Red with yellow streaks

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RANDOM TABLES
Random Encounters

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.

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Random Potions

Potion effect (lasts one hour)

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

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Random Items

1-3

11 A trumpet 41 Grappling hook


12 300 feet of twine 42 Potted cactus
13 A white flag 43 An uprooted rosebush
14 A bag of marbles 44 Chunk of dark crystal
15 A periscope 45 Hot slice of pie
16 A 6-foot wooden pole 46 Belt buckle with a gargoyle face
21 A 12-foot jousting lance 51 A masterful painting of a dead fish
22 Three chunks of broken masonry 52 Magic chalk (a drawing becomes real)
23 A block of lard wrapped in paper 53 Black shoe polish
24 A birdcage made of metal wire 54 A full set of cookware
25 A metal bell with a wooden handle 55 Ring made of stone
26 A sodden book 56 A long, trailing red cape
31 A slingshot 61 Unopened package full of keys
32 A shovel 62 Large gong
33 A box of matches 63 A Night Troll fur coat
34 A roll of duct tape 64 Very long fork
35 Six small bells 65 A slowly melting block of ice
36 Tiny newspaper (Worm news) 66 Family tree embroidered on a rug

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4-6

11 Magic hand mirror (watch any scene) 41 Monocle


12 A broken sword 42 Die with an owl on the 1
13 Set of false ears 43 Bottle of instant-drying superglue
14 Fancy scepter 44 Quilted armor in ugly colors
15 Half-written poetry. Appalling. 45 Spiked leather armor
16 Wine older than the Labyrinth 46 Buckler
21 Stuffed owl 51 Manacles
22 An open padlock 52 Driving license
23 Red velvet gloves 53 Bag of rats (mostly alive)
24 Half-eaten lunchball 54 Clawed gloves
25 A map of the Goblin King’s castle 55 Birdcage with bird
26 Very sharp knitting needles 56 Mouse traps
31 Spiked boots 61 Boots with springs
32 A set of china plates 62 Chocolate bar
33 A military medal 63 Wooden clogs
34 A pet goldfish 64 Stilts
35 Book of horrifying sketches 65 Slippers
36 Coins from the Human world 66 Spiked boots

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INDEX
A C
Action Scenes..............................................30 Castle, the..........................................226-255
Armory, the...............................................252 Chapters......................................................28
Art Museum, the...................................... 112 Character sheet.........................................7, 9
Aviary..........................................................96 Checkpoint, the........................................204
Chess Guardian........................................102

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

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F H
Fairies...............................................158, 260 Hedge Beasts.....................................104, 268
Fairy Bandits.............................................158 Hedge Maze.......................................... 84-131
False Alarms..............................................260 Helping Hands..........................................264
Feast, the.....................................................56 Hindered.....................................................23
Fight Club................................................. 214 Hole-in-the-wall...........................................52
Finale, the.................................................229 Horned Beast......................................16, 265
Fireworks Factory...................................... 212 Hours..........................................................32
Firey...................................................... 14,261 How to run a game of Labyrinth................10
Firey Village..............................................150 Human................................................15, 265
Flaws......................................................19, 23 Humongous..............................................182
Fortune Teller.............................................92 Hunt, the..................................................124
Franz & Cleo............................................ 114 Hunter, the.................................................63

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

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L P
Lancelot’s Quest....................................... 174 Panjandra..................................................148
Land of Stench, the..................................138 PC...............................................................12
Land of Yore, the............................... 132-177 Player tips............................................... 26-27
Landscaping..............................................122 Playing the game.................................... 22-27
Lawn Darts................................................200 Poaching Trap.............................................98
Library, the................................................234 Poison Shop, the.........................................78
Lightworks, the......................................... 118 Potions, random....................................... 271
Lookout, the...............................................60 Prisoner, the..............................................202
Lunchball..................................................192 Progress.......................................................28
Puppet Show.............................................196

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

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S
Sapling Nursery.........................................128
Saplings.............................................128, 268
Scenes..........................................................28
Sentient Plants..........................................268
Sewer Passage............................................166
Simulacroom, the......................................244
Snake Tangle.............................................140
Sparrow Prince, the...................................136
Sphinx............................................... 114, 269
Stables, the................................................220
Stairway, the..............................................242
Stiltt-Bird...................................................269
Stonewalls..............................................36-83
Stubborn Sword........................................ 176

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

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Afterword
We spent some time trying to think of an appropriate afterword, as these things can be tricky.

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.

We hope that you had as much fun in the Labyrinth as we did!

It all seems a little bit obvious when everything is written out like that...
the perfect afterword.

Thanks!

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THE
GALLERY

THE GALLERY 279


280 THE GALLERY
THE GALLERY 281
Sarah and Ludo reunite in the junk fields.

282 THE GALLERY


Top. Sir Didymus upholds his oath. Bottom. Sarah negotiates with Hoggle.

THE GALLERY 283


Top. The Helping Hands deliver Sarah to the oubliette. Bottom. The False Alarms utter their warnings.

284 THE GALLERY


The Goblin King disguised as a blind beggar.

THE GALLERY 285


Left. The Wiseman in deep thought. Right. A Goblin knight on patrol.

286 THE GALLERY


Top. The Worm invites you in for a “nice cup of tea”. Middle. A subdued Fairy. Bottom. The door knockers.

THE GALLERY 287


Top. The Fire Gang play too rough. Bottom. Ludo and Sarah.

288 THE GALLERY


A Junk Lady tries to entice Sarah into staying in the junk fields forever.

THE GALLERY 289


Top. The entrance to the Goblin City. Middle. Goblins scour the streets. Bottom. Dance Magic!

290 THE GALLERY


Top. Toby is surrounded by Goblins. Bottom. Sarah searches for Toby.

THE GALLERY 291


Top. Sarah is spellbound at the ball. Bottom. Sarah and the Goblin King become trapped in the moment.

292 THE GALLERY


Sarah and Jareth.

THE GALLERY 293


“You have no power over me.”

294 THE GALLERY

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