Lost in the Woods
introductionThis game is designed to be played with a GM and 1- 4 players. It is set in a medieval fantasy world, and has a comedic and whimsical tone. You all play Goblins that have manged to become lost in an enchanted forest, though your memories of precisely how you arrived here are fuzzy. None of you can remember where you were going before you got here either, only that it was important you got there.
How To PlayTo play you will need 2 six sided dice, although you can use one and just roll it twice if you don't have two. Whenever your Goblin does something where the outcome is uncertain, roll the dice to determine whether they succeed or fail. Roll 2d6, apply any appropriate TAGS, and if the result is 8 or higher then your Goblin succeeds. If your Goblin fails the GM will decide the outcome and any consequences.
Create your GoblinTo create your Goblin just follow these few simple steps. There are no stats or anything to worry about,
Goblin TraitsThis is a pool of TAGS available to the whole party. They can only be used once and then they are burned. Be inventive in their use, they can be interpreted in many ways and have been left a bit vague on purpose, to increase versatility.
Wild dance moves
small and sneaky
good at pranks
shinies are good
pointy end first
don't crowd me
easier with friends
act with confidence
call their bluff
DO NOT READ FURTHER IF YOU ARE A PLAYER!
IntroductionLay out the scene for the goblins at the beginning of play, describe the forest around them and describe how their most recent memories of arriving in the forest are very hazy. Let them know that they feel a strong urge to be somewhere, though they aren't sure where, but its imperative that they get out of this forest so they can get there.
The Goblins are currently undergoing a trial to be accepted into the Weasel Clan, and are actually having a shared dream. While their minds are in the forest, their bodies are safely slumbering around a campfire, under the watchful eye of the Weasel Clan Elders. The Shaman of the clan is also in the dream with the goblins, but she is acting as the Forest Guide that the Goblins encounter in the "Dream". She is there to watch, and assess the goblins actions during the encounters.
The set upThe Shaman, under the guise of The Guardian of the Forest will appear to the Goblins. Feel free to make up the form she takes, but here a few examples in case you get stuck: Dryad, a forest animal, an elderly druid, a swarm of bees. let your imagination run wild. She will explain that the Goblins have to collect enough shinies to satisfy the forest before they can leave.
The Forest demands tribute before you may leave. Collect enough shiny objects to appease the Forest and the way out will be revealedIf pressed for exactly how many shinies, she will simply shrug and smile and say.
That depends on you. Remain true to what you are and the way forward will be clearer
The shiny objects can be anything, the only rule is that they must shine. The object itself isn't important, its how the goblins go about retrieving it that matters. Whenever a Goblins uses one of the TRAIT TAGS during an encounter to retrieve a shiny, and succeeds at their roll, cross it off on the TRAIT CARD. It is the number of these successes that determine how quickly the goblins get out of the Forest, NOT the number of Shinies they collect. But the players do not know this, only you. The number of successes required depends on the size of the Goblin party, but between 3 and 6 should be a fair range. Determine this number before start of play and stick to it.Below is a table conatining twenty suggested scenarios in which the Goblins can obtain a shiny object. You can roll on this table to make the encounters purely random, or choose ones which you feel are interesting or more suited to your players playstyle. You are also free to make up your own encounters as you see fit. Make them as strange or wacky as you like, this is a magical, enchanted forest after all. They players are free to use whichever tags they like when making a roll. The TRAIT TAGS can only be used be used once and then they are burned. If they use a TRAIT TAG successfully in an encounter, make the outcome a bit more favourable: have an NPC aid them in some way, give them a small magical item, or a useful piece of equipment.
The OutcomeOnce the Goblins have acheived the required number of successes have the Shaman approach the party again, still in her Forest Guide form. She will inform them that the forest is satisfied, and point them towards a path which appears to have opened up in the forest.
Follow this path until you reach a wall of mist. At its base, lay down the objects you collected and the mist will part to let you through. Then you will find that which you were seekingOnce the Goblins step through the mist, have everything fade around them as they experience a moment of dizziness. They will then wake up around a cosy campfire,with a feeling of safety surrounding them. The Shaman will already be awake and will address the players as soon as she notices they have also returned.
Welcome Home. You have proven yourselves to be true Goblins in the eyes of the Weasel Clan, and we welcome you into the family. May you always find a home among us.The Goblin's memories will now come flooding back to them. They had each been trying to gain acceptance into the Weasel Clan, as a way to escape from wherever they had been before. This test had been a way to judge that they Goblined in a way that would fit in with the Clan's ways. Every Goblin Clan Goblins in their own unique way, and they need to be sure that newcomers are compatible with their own way of Goblining.