Gnome US Zine Final Pages
Gnome US Zine Final Pages
By
Perplexing Ruins
Difficulty Score Ratings: 1d6 Activity D20 Site Search
Very Easy: 6 1) Eating 1) Berries
Easy: 8 2) Sleeping 2) Berries
Moderate: 10 3) A�acking 3) Tubers
Hard: 12 4) Patrolling 4) Tubers
Very Hard: 14 5) Ritual 5) Herbs
6) Burying 6) Herbs
2d6 World Event
7) Healing Moss
2 - 3) Adversary 2d6 NPC Status
8) Healing Moss
4 - 5) Encounter 2) Generous
9) Glow Worms
6 - 8) Discovery 3) Deceitful
10) Ink Cap Fungi
9 - 10) Hazard 4) Dying
11) Mineral
11 - 12) Nothing 5) Confused
12) Mineral
6) Lost
13) Dust Pod
2d6 NPC Reaction 7) Kind
14) Dust Pod
2 - 3) A�ack 8) Wicked
15) Gnomish Item
4 - 5) Negative 9) Terrified
16) Gnomish Item
6 - 8) Wary 10) Jolly
17) Human Item
9 - 11) Positive 11) Melancholic
18) Human Item
12) Helpful 12) Stoic
19) Fairy Item
20) Artifact
2d6 Region Search Day Procedures
2) Random adversary
• Roll 2d6 to determine the day’s
3) Random adversary Event.
4) Mineral item
• Roll on the corresponding event
5) Mineral item
table.
6) Animal item
7) Animal item • Resolve the event: ignore, combat,
8) Flora item explore, interact.
9) Flora item • After the Event, decide to Rest,
10) Flora item Search, Travel.
11) Dust pod • This day is ended. Repeat the
12) Dust pod procedures.
Gnome
A game of Gnomish wonder and peril
By Perplexing Ruins
Heading
Gnome can function in the typical roleplaying game mode, in which a
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referee describes worlds and situations, and players describe how their
characters then act in the world.
e dwell
However, its intended play mode is forin forest
that of thedeep,
solo player,
controlling one or two characters, and acting out their adventures in
solitaire. we splash in pond of secrets
steeped.
Sessions are structured in the episodic format, like that of a serialized
television series or
Tochapter book. or swamp frolic we,
mountain
Determine the week’s adventure, play out the episode as it springs
in fields of poppies we sing with
randomly from the dice rolls in the included tables, record what
glee.
happened, and think about your adventure until the next episode should
happen.
Tend the wounded is our call,
Oracles are here to guide your journey.
creatures fierce, mighty or small.
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Contents
Game Structure……………………… 1
Action Roll……………………….….. 2
Gnome Creation………………….… 3
Using Tricks………………………… 7
Tricks………………………………… 8
Playing the Game…………………… 9
Adventuring……………………….… 11
Adversaries………………………….. 13
Wilderness Encounters…………….. 14
Discovery & Hazards……………….. 15
Events………………………………… 16
Delving……………………………….. 17
Sites…………………………………… 19
World Building……………………… 21
Regional Almanac…………………… 23
Characters…………………………… 31
Items & Treasure……………………. 33
Mythical Items………………………. 35
Oracle Tools………………………….. 37
There are many gaps in the rules for specific cases. Play it as
you wish, make determinations and alterations regarding
death, initiative, surprise, light sources and resource
management.
1
Action Roll
If an action is simple or without major consequences, then it
just happens. A roll is not necessary.
2
Gnome Creation
Heartiness begins at 5.
Dust begins at 1.
3
Life Paths P = Protector, T = Trickster
M = Magician
4
Special Items
1d10 Trinkets & Oddities
1) Lump of Forever Food: prepared by Surp’Nag
2) Feather of Forge�ing: plucked from Gilrad
3) Pouch of Medicinal Herbs: payment for a favor
4) Silver Cloak Pin: gifted from a secret admirer
5) Returning Pebble: gift from Dumb Milwic (1T)
6) Reusable Paper: Swiped from Scholar Brundap
7) Human hatchet handle: found at a camp (1P)
8) Pot of Flammable Fungal Grease
9) Map fragment left to you by Aunt Fliptok
10) One of three crystals to a magical staff (1M)
d6 Companions
1) Fox: swift as the wind
2) Rat: loyal to a fault
3) Raven: impressively resourceful
4) Goose: stronger than an eagle
5) Lynx: always stealthy
6) Badger: stubborn to leave a fight
d6 Fancy Bits
1) Gloves made of fine carmine spider silk.
2) Ring adorned with a painted raven’s beak.
3) Cloak made of woodpecker feathers.
4) Silver belt buckle with inlaid emerald.
5) Walking staff hung with rosemary and lavender.
6) Elaborately beaded pouch.
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Looks & Affectation
d6 Appearances
1) Ta�ooed upon the cheeks.
2) Gangling as if to always be near toppling.
3) Always cherry-blushed cheeks.
4) Shock of green through the hair.
5) Ruby and sapphire colored eyes.
6) Hands the color of gold.
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Using Tricks
Using a Trick requires an Action Roll with the Magician
score. If there is an intended target, its DS would be
appropriate. Otherwise most Tricks should be tested at DS
10. Circumstances may alter the situation.
Cost Whimsy:
1) Voices, Voices: project d6 disembodied voices
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2) Tilting, Lilting: target gains vertigo for 1 turn
3) Feet of Dashing: move doubly fast for 1 minute
4) Orb o’Fireflies: orb of light for d2 hours
5) See Not, See Now: place an illusion for 2 hours
6) Mossy Hide: cover object in a bloom of moss
Time:
1) 5 Second Stop: pause motion outside yourself
2
2) Tiny Rip: create a gnome-sized rift in space
3) Ghost Clap: clap in location, sounds off later
4) Set it, Forget it Alarm: create perimeter alarm
5) Flow Back Hurt: reverse time to before wound
6) Wilt Touch: hasten time to age object d6 years
Elemental:
1) Touch of Temperature: make object hot or cold
8
Playing the Game
Heartiness (Hrt): Physical strength. At 0 or below, you are in
Critical Condition. Refills to maximum after a snack and
quiet rest.
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Ranged: A miss simply means a miss. No damage.
Buying: The only currency is trade. The be�er you offer, the
be�er you receive.
10
Adventuring
Adventuring in the gnomic world has many perils and
wonders. Numerous opportunities will present to you, from
mean trolls, medical emergencies, enchanting mysteries,
undiscovered sites and new creatures.
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Day Procedures
• Roll 2d6 to determine the day’s Event.
• Roll on the corresponding event table.
• Resolve the event: ignore, combat, explore, interact.
• After the Event, decide to Rest, Search, Travel.
• This day is ended. Repeat the procedures.
Why am I here?
1) Sent by the King to negotiate a peace.
2) Sent by King to rescue a Gnome from Trolls.
3) Sent to retrieve a rare medicinal flower.
4) Accompanied an apprentice to their new home.
5) News of an injured animal.
6) News of a dangerous creature.
7) To harvest rare ingredients for medicine.
8) To learn of an old Trick from a master Magician.
9) To investigate a newly discovered site.
10) To join a skirmish against a rival Gnomish clan.
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Adversaries
Adversary DS Mrl Special
1) Daemon 8 10 Whimsy Trick
2) Dwarf 9 8
3) Elf 10 10 Two Random Tricks, Silence
4) Fairy 10 6 Random Trick
5) Fang Worm 12 Burrow: Hides underground
6) Flail Snail 7 7 Shell Bash
7) Gnt. Centipede 7 8 Poison: Save vs. Protector
8) Giant Rat 9 9 Infection: Save vs. Protector
9) Giant 10 7 Double Smash: Second a�ack
10) Gnoglin 8 6 Elemental Trick
11) Gnome Bandit 6 6
12) Goblin 6
13) Hawk 11 Fly: Immune to melee in flight
14) Human 11 8
15) Lizard 8 10 Petrify
16) Snake 9 7 Poison: Save vs. Protector
17) Giant Spider 9 8 Webbing: Lose 1 turn | Poison
18) Troll 11 8 Regenerate 1 HP each turn
19) Weasel 9 8
20) Wolf 10 8
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Encounters
Wilderness Encounter
1) A fox is cornered by three Wolves.
2) Three Gnoglins torture an injured Raven.
3) Two merchant gnomes warn of a nearby troll.
4) A band of Gnomes ask if you’ve seen “the thief.”
5) A human knight sits on a stump, whistling.
6) The silhoue�e of a large cat in your periphery.
7) A Gnome speaks of field blight in the north.
8) Party carries injured owl. Mention a Daemon.
9) The shadow of a Hawk passes overhead.
10) A Gnomish troupe invite you to eat with them.
11) A Gnome desperately wants to trade their cursed flute.
12) A Gnome spirit begins pestering you.
13) A Dwarf relic hunter tends a broken wagon wheel.
14) A wolf is caught in the jaws of a trap.
15) Flying pixies giggle and gesture for you to follow.
16) D6 Goblins skin a once magnificent stag.
17) A human ghost drifts by in a shimmering cloud.
18) A Human trader in a small camp, organizes wares.
19) A Gnome Bandit tied to a tree with magical rope, pleads.
20) A dragon flies overhead due north.
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Discovery | Hazard
Nature Type Descriptor Type
1) Ancient Tower 1) Exploding Spores
2) Burnt Temple 2) Heavy Weather
3) Boggy Se�lement 3) Obstructing Rock
4) Comforting Cave 4) Weakened Floor
5) Inscribed Stone 5) Sticky Sap
6) Covered Tunnel 6) Released Gas
7) Glowing Pond 7) Poking Thorns
8) Misty Se�lement 8) Ravenous Insects
9) Weeping Tree 9) Mesmerizing Wisps
10) Buried Ruins 10) Shrieking Fungi
11) Odorous Nest 11) Shooting Quills
12) Peaceful Se�lement 12) Falling Rock
13) Shadowy Hill 13) Concealed Hole
14) Abandoned Village 14) Triggered Trap
15) Defended Camp 15) Entangling Vines
16) Obstructed Steps 16) Broken Resource
17) Ornate Wall 17) Collide Animal
18) Shrouded Lair 18) Softened Terrain
19) Beautiful Se�lement 19) Sinking Sand
20) Worn Dungeon 20) Poison Ivy
Rest
You may choose to rest. If there is a safe and secure location,
you may set up a camp. Recover (1d6 + Protector score)
Heartiness. This action completes the current day.
Size
Roll 2d6.
• 2-9 = Small site (roll d6 +1 for its Areas)
• 10+ = Large site (roll 2d6 +1 for its Areas)
• Add 1 Final Area, or Objective Area
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Threat
Grab a spare d6, known as the Threat Die. This will track
possible growing danger the farther you proceed. It begins
at 1.
Areas
• When you enter an Area roll 2d6 + your Threat level. On
10+ a Danger appears (pg. 19).
• <10 means the Area is descriptive related to its Nature
and Type.
• After leaving an Area, increase Threat by 1.
• When you reach a Danger, reset your Threat die to 1, and
repeat the process.
• When you roll doubles, roll on Delve Event table.
• For more inspiration, roll on the Feature table.
• Before leaving an area you may search it. Roll (2d6 +
Trickster score). Less than 10, you found nothing. On 10+,
roll on the Site Search table
Despite the threat tracker, when you’ve reached the
Objective Area, you’ve reached the end. If on a quest to this
site to find a specific person or object, than this is where you
will find them or it. After resolving, there’s no need to travel
back through the areas. Simply exit to the entrance.
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Sites
Danger Feature Delve Event Site Search
1- 1) Camp Surprise Berries
2) Markings Collapse Berries
3) Door Obstruction Tubers
4) Burial NPC Tubers
Hazard 5) Rot Stuck Herbs
page 15
6) Sacrifice Fleeing Herbs
7) Illness Revealing Healing Moss
8) Dwelling Environment Healing Moss
9) Nest Shift Glow Worms
10 10) Carrion NPC Ink Cap Fungi
11- 11) Water Resource Mineral
12) Moss Wounded Mineral
13) Door Weather Dust Pod
14) Tunnel Magic Dust Pod
Adversary 15) Corpse Discover Gnomish Item
page 13 16) Pit Violence Gnomish Item
17) Door Pain Human Item
18) Fungi Disappear Human Item
19) Cavern NPC Fairy Item
20- 20) Door Fight Artifact
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World Building
Now that you have a character and the basics of how to play,
it is time to make a world to explore. Grab a pencil and the
Gnome mapping worksheet (supplied as additional pdf.)
Optional Hexcrawl
Some tables prefer a more traditional hexcrawl. Use the
procedures, but each entered hex “costs” 2 Food. The same
mix of tables can equally populate your hex wilderness. Or
use any preferred ruleset - it’s your table!
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Regional Almanac
Blackened Isle Sits ponderously off the ragged stony coast.
Said to have burnt in a cataclysmic rupture of magic. Has
regrown, however flora and fauna tends toward the charcoal
coloring of the traumatized earth.
Weather: Muggy | Misty NPC: Reaget the Great Owl
Adversary: Snake Hook: Rare Moonbind Flower
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Use this almanac for inspiration in quickly filling regions, hexes, NPCs, or
adventure hooks. Change and alter as needed.
Frost Plane Ice and snow cover the region for most of the
year. Sparse forage means connecting with the snow clans
may be necessary to survive. Their burrows can be difficult
to spot. They’ve likely spo�ed you already.
Weather: Snow | Wind NPC: Jexebel, Elvish Witch
Adversary: Dwarf | Wolf Hook: Escort Jexebel to homeland
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Gloomy Mountain Se�led in the deep wasteland, this
craggy, stony peak is said to have grown, over a century,
from the vibrant fields of poppy, and now sits heavily on the
horizon. Realm of the warring Wikkant clan.
Weather: Dry | Dusty NPC: King Wikk, Warlord
Adversary: Gnome | Troll Hook: Heal Princess
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Hopevale Isles An archipelago of 20 small islands.
Abundant in all manner of resources. Once a thriving
Dwarven community, they’ve been largely decimated by
Gnoglins and Rats, but maintain a fortress built into the
dormant volcano on the main island.
Weather: Rain NPC: Nelga, Dwarven Hunter
Adversary: Gnoglin | Rat Hook: Steal a crystal staff
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Misty Valley Named for the ever-present curtain of fog that
hangs here. Treacherous footing, hostile creatures, and a
general sense of mystery and foreboding.
Weather: Fog NPC: Rogar, Human trapper.
Adversary: Any Hook: Help rescue dog from Gnoglins.
Red Wastes Dry desert land, do�ed with caves and steepled
with mesas.
Weather: Sun NPC: Mortag, Troll hermit
Adversary: Fang Worm | Goblin Hook: Destroy the portal
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Shimmer Valley Lain between two vast ridges is a carpet of
crystal-topped clover. Tough walking, but many Dust pods.
Weather: Fog | Sun | Wind NPC: Torand, Dwarvish miner
Adversary: Lizard| Giant | Bandits Hook: Find rare mineral
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Steamy Marsh Hot and mosquito riven. Toxic spores.
Weather: Fog NPC: No one
Adversary: Giant Rat Hook: Retrieve rare medicinal plant
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Troll Land Stony scrub land do�ed with Troll caves. Several
pockets of lush vegetation orbit the few waterfalls that break
from the murky rivers. Potent dust pods and all ma�er of
herbs grow in the region.
Weather: Wind | Sun NPC: No one
Adversary: Goblin | Troll Hook: Spy on Troll movements
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Characters
Rilbin the Nuisance
Known for spreading rumor and lore. Considered
bothersome but harmless. If those taken to being offended
should pay more a�ention, they’d learn Rilbin is most often
excellently informed to the shadier aspects of the land
Sarav the Ancient
A near mythical figure in the Gnomish world. Disappeared a
century ago after a tragic clan war ended. It is said Sarav
mustered very dark Tricks indeed to bring the conflict to an
end. Has much to teach if she can be persuaded to trust.
Gulash the Fair
Prepares the greatest pot of tuber stew in the Gnomish
world. Left their post as the King’s Master of Cookery to
pursue bu�erfly racing and the occasional treasure hunt.
Bayard the Bastard
Retired Protector of the frozen north lands. Can tell a tale,
but it will never be of combat. His shame runs deep. Has a
passion for Red-Tuber Ale and fungi scholarship.
Roanna the Wicked
Accused often for Trickerti Malpracti (the dark misuse of
magics unto other Gnomish folk), but thus far all is but
shown to be hearsay. Nevertheless, such persecution has
driven the aged Roanna into seclusion. Wise and indeed can
offer much knowledge in the practice of Tricks.
Fi�gog the Mechanical
A legendary master of cog and gear, lens and rivet. Difficult
to find as she’s most in travel seeking her parts and bits.
Known for crankiness, but generosity too, if supplied with
bits of interest.
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Gnomes & Gnoglins
Though a nature-loving and generally peaceful species,
Gnomes are known to occasionally have open hostilities
against other clans. When this happens, they are violent,
bloody, and vindictive. Usually resolved only when one clan
head is dispatched or makes humiliating reparations.
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Regular Items Items followed by (F) are
Food, used to pay for travel.
Unique Items
1-2 Gnomic 3-4 Human 5-6 Unique
2) Belt buckle Pipe Retractable rope belt
3) Spintop Tobacco Dust pod
4) Pouch of… Ladder Berry potion (2 Hrt)
5) Cloak Manacles Exploding jelly
6) Pipe Large sack Trickery Ring (+1)
7) Shoe buckle Lockpicks Fox whistle
8) Vial of elixir Torch Springey slippers
9) Jar fern juice Hook Boomer-Sling (+1)
10) Jug of grease Spyglass Windup automaton
11) Spectacles Wagon Coughing bomb
12) Tool kit Torn note Silver Sword (+1)
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Item Creator
Descriptor Type Nature
1) Simple Wand Protection
2) Shiny Ring Resistance
3) Engraved Dagger Poison
4) Detailed Cloak Movement
5) Heavy Sword Damage
6) Ro�en Pouch Illness
7) Burnt Scroll Curse
8) Odorous Potion Healing
9) Cracked Axe Weakness
10) Hissing Lantern Revealing
11) Crystal Pin Deftness
12) Glowing Orb Vision
13) Black Arrow Tracking
14) Tiny Stone Weight
15) Dull Gem Wish
16) Jagged Bone Divination
17) Ruined Pipes Summoning
18) Shabby Armor Detection
19) Artisan Shoes Stealth
20) Oily Rope Binding
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Obsidian Sword of Dimensional Severing
Must be crafted from the four sca�ered shards of
dimensional obsidian. Breaks upon the slightest strike unto a
foe, but can be used to pierce air itself, producing a portal of
travel. It is wise to first produce or know intimately, one’s
desired entrance and exit in the corporeal realm, for entering
the dimensional shift without a known destination may
prove dangerous if not soul-sha�ering.
Heart Scale of the Great Basilisk
It is speculated that the impenetrable scale protecting the
Great Basilisk’s heart has astounding powers. If removed
from the hide, it can be placed on the ground of a most
sacred place, with the correct inscriptions and chants made,
it will melt a portal into the underworld. It is said, The Great
Basilisk protects a hellishly hot cave in the otherwise frozen
north.
Harney’s Map
Scrawled with charcoal-grease upon a ta�ered slip of
parchment, this small relic is said to be Harney’s “true” map,
among the many false ones, leading to Srkiling Plane, where
the Ancestors dwell.
Book of Skullifac Summoning
A great book of the giants, which contains the one and only
piece of magic from their kind. Lost now for centuries, this
elaborately illustrated runic text can summon Skullifac, the
great and powerful, albeit oddly small, demon-dragon god
of Giant kind. The serpent is captured within the pages of
the text.
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Oracle Tools
During the course of play, particularly in solo play, you may
have need to ask questions of your world. Some things may
not be apparent, or more information might propel your
story along. The Oracle tools are here to offer momentum. If
you want to know whether or not something is a certain
way, roll a d20. The answer may prompt further rolling.
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