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Gnome US Zine Final Pages

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0% found this document useful (0 votes)
408 views44 pages

Gnome US Zine Final Pages

Uploaded by

Sam Helms
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Gnome A game of Gnomish wonder and peril

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

W
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.

Should the blade need be drawn,

A trick, more like, shall see you to


dawn.

A spell we weave from the dust of


time,

For your sake, heed this rhyme.

4
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

Writing and illustrations by Perplexing Ruins.


Mechanical concepts inspired by and borrowed from Tunnel Goons by Nate
Treme, Advanced Dungeon Goons by Jacob Fleming, There and Back Again by Ray
Otus, and Against the Wind by Cezar Capacle. Oracle inspired by Chaoclypse.
Game Structure
Gnome can function in the typical role playing game mode,
in which a referee describes worlds and situations, and
players describe how their characters act in the world.

However, it is equally friendly to the solo player,


controlling one character, and acting out their adventures in
solitaire. Oracles are here to guide your journey.

Sessions are structured in the episodic format, like that of a


serialized television series or chapter book.

Determine the week’s adventure, play out the episode as it


springs randomly from the dice rolls in the included tables,
record what happened, and think about your adventure
until the next episode. A string of one-shots if you will.

You will travel on the randomly generated grid of the map,


drawing in results of die rolls, venturing from region to
region, having all ma�er of adventures.

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.

Grab 3d6 (three regular playing dice) and 1d20 (twenty


sided rpg dice). You’re living your 4th and final century.
Make it count!

1
Action Roll
If an action is simple or without major consequences, then it
just happens. A roll is not necessary.

If the action’s success is uncertain, then an Action Roll is


necessary. Roll 2d6, add the score from the relevant Life
Path, and a point from any relevant items or affectations. If
the total is equal to or greater than the action’s Difficulty
Score (DS) it is successful.

Difficulty Score Ratings:


Very Easy: 6
Easy: 8
Moderate: 10
Hard: 12
Very Hard: 14

When undertaking a Dangerous Action where damage is


involved, the difference between the Action Roll and the DS
is the amount of damage inflicted. This means in combat,
either party stands to be harmed. A non player character’s
DS is also their health. When they take damage, their new
health is their new DS. Resisting a hazard such as traps,
poisons, crevasses and tricks, is accomplished the same way
as an Action Roll.

2
Gnome Creation
Heartiness begins at 5.

Dust begins at 1.

Roll 2d6 and distribute the total between Heartiness and


Dust.

Inventory Score begins at 8.

Each Gnome has three Life Paths, which have a score of 0 or


more. Roll d6 on the Life Path tables to determine beginning
scores and items.

Protector: fighting, shoving, resistance to illness

Trickster: sneaking, aiming, dodging, balancing

Magician: memory, perception, using magic

You begin with 2 rations, a cloak or jacket of your color


choice, and choose or roll for 1 Special Item, taking any
associated Life Path points.

Name your character and roll an affectation.

3
Life Paths P = Protector, T = Trickster
M = Magician

In your First Century, you:


1) Witnessed a great cataclysm (1P, Mirrored Shield)
2) Discovered a secret fungi (1T, Dustbomb)
3) Witnessed a minor miracle (1M, Staff)
4) Slayed a menacing snake (1P, Dagger)
5) Captured a wily fox (1T, Silver Rope)
6) Apprenticed to a famous Magician (1M, Trick)

In your Second Century, you:


1) Negotiated between warring clans (1P, Hammer)
2) Went on a significant journey (1T, Companion)
3) Swallowed a magical owl pellet (1M, Trick)
4) Mended a noble fox to health (1P, Bandages)
5) Skied a storm to save a skunk (1T, Vial of Musk)
6) Discovered a cave (1M, Glow-worm Lantern)

In your Third Century, you:


1) Fought the great fire of Small Wood (1P, Whistle)
2) Ran with a gang of burglars (1T, Fancy Lockpicks)
3) Outsmarted a fae witch (1M, Trick)
4) Cured a pond of troll poison (1P, Vial of Antidote)
5) Eluded a pack of weasels (1T, Companion)
6) Delivered a relic to the Far King (1M, Sling)

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.

5
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.

1d10 Affectations 1d10 Names


1) the Bold 1) Rigglin
2) the Surly 2) Sornty
3) the Sneak 3) Lorn
4) the Swift 4) Beltrix
5) the Ponderous 5) Mervyn
6) the Slow 6) Peake
7) the Burly 7) Proggin
8) the Wise 8) Drilzy
9) the Sad 9) Frenc
10) the Poet 10) Jilly

6
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.

Using a Trick requires spending Dust. The cost of a Trick is


its given Realm: Whimsy, Time, Elemental.

Additional Dust beyond the cost can be used to power up a


Trick, adding +1 for each spent.

Some uncommon magical items may temporarily increase


magical powers, granting a modest bonus during an Action
Roll. In special cases, very rare items may grant longer-
lasting bonuses, such as weapons do for a�acks.

Tricks have a basic description, but don’t allow this to limit


the scope of magic. Have fun describing effects! Consider
using the Action / Object tables on pg. 37 for creating new
Tricks.

The number of Tricks that can be used each day is limited to


if there is enough Dust. Dust requires being replenished.
Tricks To randomly select a Trick, roll d3, then d6.

Cost Whimsy:
1) Voices, Voices: project d6 disembodied voices

1
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

3 2) Dancing Mushroom: animate fungi servant


3) Hot Blue Arc: Bolt of lightning does d6 damage
4) Vine Finger’s Bind: command plants to hold
5) Mud Man Hither: animate mud for 1 hour
6) Ancestor Stomp: nearby tree does 2d6 damage

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.

Critical Condition: Any damage taken while in this state is


reduced from your Dust. May chat and crawl meekly to a
safe spot.

Dust: Magical essence, one’s true life force. Powers magical


abilities. If reduced below 0, it is death. Refilled through
ingesting Dust pods found in the wild - they replenish d6
Dust.

Inventory: How many items larger than a nut or ball of yarn


that one can carry. For each item that exceeds the Inventory
Score, subtract 1 from any Protector and Trickster rolls.

Initiative: Roll 1d6. Players act first on 4-6.

A�ack: Make an Action Roll against target’s DS. Add your


Protector (for melee) or Trickster (for ranged) scores and 1
point for each relevant combat item. The difference between
the Action Roll and the DS is the amount of damage
inflicted. The target’s new health is also their new DS.
Rolling under target’s DS (in melee) means you take the
difference in damage to your Heartiness.

9
Ranged: A miss simply means a miss. No damage.

Defend: Same as A�ack, but responding to an a�ack.

Tricks: Function the same way as combat, but using the


Magician bonus. A miss simply means a miss and loss of
Dust.

Saves: When trying to avoid or resist some hazard, make an


Action Roll, using the relevant Life Path, against DS 8 or 10.

Companions: May add 1 point, if relevant, to an Action Roll.


Send messages, communicate with creatures. Offer narrative
nuance and depth.

Growth: For each significant accomplishment, fill 1


Experience Bubble. These could be healing a creature,
defeating a foe, making a major discovery, playing an
important role in the world.
If filling a 6th bubble, instead clear all bubbles and raise a Life
Path by 1, and increase Heartiness or Inventory Score by 1.

Buying: The only currency is trade. The be�er you offer, the
be�er you receive.

Final Death: If Dust is reduced below 0, begin the slow,


agonizing process of turning into a tree.

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.

• To begin your first adventure, after you’ve built your


map, choose a random Region. This is where you will
begin play.
• Roll on the Why am I here table. You are now in the
middle of something. There is no need to flesh out any
extraneous information about your world. Factions,
religions, villains will all emerge in play.
• This table can function as a quest generator later in play.
It need not be ignored after this initial roll.

Play is broken up into “days,” which is managed by Day


Procedures. This is an abstraction of turn rounds, no
timekeeping is necessary. Through play, you will be
compelled to roll on various tables, fleshing out your world
on the go. Remember these principles.

• As you are playing, allow yourself to be in the narrative.


• Flesh out characters you meet, do ba�le, help others.
• The gaming experience and narrative will expand as
much as you put into it.

This structure is here to allow you to play within it. Don’t be


afraid to push parts around!

11
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.

World Event Resolution of Events is Your Game!


2 - 3) Adversary Despite the structure of procedures,
4 - 5) Encounter your decisions ma�er here. This is
where the experience becomes
6 - 8) Discovery
personal. The risks and consequences
9 -10) Hazard
become your own. New paths will
11 - 12) Nothing
open, expanding the narrative and
world.

12
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

Morale (Mrl): If a creature falls to 5 DS, NPC Reaction


you can check its morale. Roll 2d6. If higher 2 - 3 A�ack
than their Mrl score, they flee or surrender. 4 - 5 Negative
6 - 8 Wary
Special: Use at discretion and narrative 9 - 11 Positive
interest. If in doubt, decide how it works. 12 Helpful

13
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.

14
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

When rolling for Discoveries and Hazards, mix it up.


Sometimes roll 1d20, and read across, other times roll 2d20
and combine. You may consider creating a very dynamic
location by rolling 1d20 and reading all four columns. These
tables may be useful in rolling up descriptions of all kinds
too, from creature creations, magical items, or NPCs!
Remember, tables are “Sparks” for the imagination. Allow
yourself to grow from them, not limit you.
15
Events and After
Explore
If you rolled Discovery, you can choose to explore it further.
Lairs, ruins, temples, and dungeons may present quest
endings, opportunities to find special items, and dangers.
Use the Delve rules to facilitate this component of play.

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.

Search 2d6 Region Search


You may instead choose to search 2) Random adversary
an area. Roll (2d6 + Trickster 3) Random adversary
score). On 10+, roll on the Region 4) Mineral item
Search table. This action 5) Mineral item
completes the current day. 6) Animal item
7) Animal item
Travel 8) Flora item
After resolving the Event, you 9) Flora item
may decide to move on. Days and 10) Flora item
distance are not tracked. 11) Dust pod
However, each time you travel, 12) Dust pod
you must consume food. If you
cannot, write “hunger” into one
of your available inventory slots.
All “hunger” status can be
removed once you have eaten.
Completes the current day.
16
Delve
Sites are generally thematic and abstracted series of Areas. A
sheet of paper or index card is plenty to track your progress/
Follow these procedures to create a more detailed picture of
where you are.

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

Combine results of the rolled Discovery and its size. Imagine


in your mind what this may be, draw a small icon on your
map and prepare to investigate further.

17
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.

18
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

1d6 Inhabitant Activity


1) Eating
2) Sleeping
3) A�acking
4) Patrolling
5) Ritual
6) Burying

19
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.)

• Roll on Se�lement tables, record in the Home space.


• Roll on a mix of Region A, Region B, and Wilds tables,
recording the names in each of the eight Region boxes.
• Like in Delves, using an index card for each Region will
create a simple and modular way to “zoom in.”

Regions & Travel


Regions are the primary hubs of action and adventure . They
are divided into two sub-regions that function somewhat
like hexes in a traditional role playing map. However, it may
be helpful to consider the Gnome map as more of a board
game.

• Draw icons of what you find in the respective sub-region.


• Orthogonal movement only.
• Crossing between Home and a Region costs 2 Food.
• Crossing into an adjacent sub-region costs 1 Food.
• Crossing into an adjacent Region costs 4 Food.
• Mounts reduce movement costs by 1 Food.
• Sub-regions may have a maximum of two Discoveries.
• Travel between Discoveries within a sub-region is free.
• Whenever you travel into a Region or sub-region, roll on
the World Event table.
21
Se�lement Focus Leader
2) Hilltop Brewing Generous
3) Leafstay Mushrooms Deceitful
4) Fern Valley Elixir Dying
5) Moss Gully Weaving Confused
6) Stonegrow Crystals Lost
7) Vine Token Scholarship Kind
8) Highbridge Antiquity Wicked
9) Thorncrag Rituals Terrified
10) Rillycrest Festivals Jolly
11) Sunhome Harvest Melancholic
12) Frostcliff Protection Stoic
Region A Region B Wilds
2) Rotwood Wonderwell Red Wastes
3) Slate Mountains Highfern Steamy Marsh
4) Fargoth Great Pine Hollow Silent Hills
5) Misty Valley Crater Lake Burning Top
6) Shining Veil Sleeping Giant Fangdark Woods
7) Lakes Region Hristein Ripland
8) Frost Plane Willow Grove Blackened Isle
9) Iron Hills Fernveil Pass Swarming
10) Crystal Falls Stone Troll Beach Troll Land
11) Hopevale Isles Moonwalk Pass Hawk Watch
12) Shimmer Valley Singing Hills Gloomy Mountain

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!
22
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

Burning Top Large volcanic mountain said to have been the


birth place of the dragon Mennanon the Formidable.
Dormant for a thousand years. Surrounded by boulder and
scree.
Weather: Dry | Sunny NPC: none
Adversary: Hawk | Troll Hook: Hidden entrance

Crater Lake Perfectly clear blue lake set in the dormant


caldera of a high alpine mountain. Many passes and small
creatures. A small island in the center home of an ancient elf
wizard.
Weather: Snow| Sun | Rain NPC: Ballatring the Wizard
Adversary: Wolf | Troll | Hawk Hook: Dark message

Crystal Falls A treacherous sprawling series of waterfalls,


rapids and boulders. Vast pines offer shelter to the Gnomic
community responsible for maintaining the few portage
crossings.
Weather: Snow| Sun | Rain NPC: Riv’lock the River Guide
Adversary: Goblin | Lizard Hook: Rampaging Giant

23
Use this almanac for inspiration in quickly filling regions, hexes, NPCs, or
adventure hooks. Change and alter as needed.

Fangdark Woods A wood of dark repute and the home of


the Queen Spider. Li�le more than flame will press one
through, or intimidate the hordes of legs.
Weather: Stillness NPC: Wilzagodt, Mother of Spiders
Adversary: Spider Hook: Retrieve powerful antidote

Fargoth Marshland punched through with tunnels and


caves. Once a great farmland turned fallow than soggy by
the deluge of rain and flooding.
Weather: Muggy | Rain NPC: Geargle, Goblin Bandit Prince
Adversary: Goblin | Snake Hook: Stop Geargle’s raids

Fernveil Pass Lush low-lying woodland. Green and


abundant. A region of robust trade and community for
Gnomes, Elves, and Humans. Each group maintains their
own hub of social life, but each traverses well-trod footpaths
to visit the others.
Weather: Rain | Sun NPC: Bartram, the Human Ranger
Adversary: Gnoglin Hook: Press back Gnoglin raids |
Secure partnership with nearby Dwarven community to join
the commerce

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

24
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

Great Pine Hollow Traditional home of the Elves. Viewed


from afar, appears as a great green sea. Striped through with
numerous creeks, do�ed with sun, and rich with all manner
of flora and fauna.
Weather: Dark | Rain NPC: Aerliene, Elvish Seer
Adversary: Insects | Daemon | Hook: Rescue treasure

Hawk Watch Open prairie of sweet grass and lavender. A


favorite area for collecting honey, but also deadly. One must
move with extreme caution and swiftness.
Weather: Snow| Sun | Rain NPC: Nest of mice warriors
Adversary: Snake | Hawk Hook: Se�le dispute/coup

Highfern A high, vast plateau, where sheer rock face gives


way to a disheveled tangle of vegetation. A place of royalty,
ritual, and celebration in the Gnomic world. Overseen by
the reclusive cult of Raggnoz, the priests and seers tending
the land and temples. A guide is usually required to find the
safe passes to reach the top.
Weather: Rain | Sun | Wind NPC: High Acolyte Voral
Adversary: Flail Snail Hook: Solve murder of High Priest

25
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

Hristein Land of the Humans. Diverse landscape where one


expects to find windmills, farms, and villages. Capital city
Mortoshenstein.
Weather: Any NPC: Evelyn, Merchant of potions
Adversary: Human Hook: Find a rare herb

Iron Hills Low humps of mineral rich earth, specked with


thousands of bright yellow wild flowers and weeds. A
traditional route for caravaners of merchants and performers
to take.
Weather: Rain | Sun | Snow NPC: Brion the Enchanted Fox
Adversary: Goblins Hook: Locate a famous tomb

Lakes Region Pastoral and lush. Wildlife and flora abounds.


The many lakes here are host to Gnomish, Elvish, and
Dwarven communities. All manner of herbs can be found. It
is said an ancient ruin lies at the bo�om of one of the lakes,
once the bastion of a powerful sorcerer.
Weather: Sun | Wind NPC: Lemlin, Dwarven alchemist
Adversary: Wolf | Weasel | Hawk Hook: Discover mythical
tower and retrieve Orb of Elixir

26
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.

Moonwalk Pass Chalky ravine carved from an ancient river.


Seems to go on forever. Dry and dusty, with li�le chance of
finding water or food.
Weather: Fog | Sun NPC: No one
Adversary: Insects | Lizard Hook: none

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

Ripland Vast fields of vibrant wildflowers suddenly


disappear into one of the numerous crevasses that score the
land. Expect to see stone lookout towers of the Dwarvish
clans that make their homes in the sheer ravines.
Weather: Any NPC: Rimli, Dwarvish Lieutenant
Adversary: Troll | Hawk Hook: Magically remove ghost

Rotwood Once thriving Elvish wildwood, succumbed to a


powerful root plague. The trees became coated in seeping
pustules, their agonizing groans heard for miles.
Weather: Snow | Rain NPC: Rayan, Elvish-Gnomish healer
Adversary: Any Hook: Find magical healing crystal

27
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

Silent Hills Not a sound. No wind, nor animal noises. No


rustling of grass, in fact all footsteps and voice seem to
dissipate into the air instantly. This magical oddity,
however, doesn’t diminish the perfect aspect of hill and tree.
Weather: Sun | Snow NPC: Corina, blinded fighter
Adversary: Hawk Hook: Locate missing sword

Singing Hills A near-constant low-pitched singing hangs


over the area, said to be sirens of the plains. The blend of
grasses and wild flowers stand two Gnomes tall.
Weather: Sun | Snow NPC: Yoggo, Goblin patrol member
Adversary: Fang worm Hook: Assist in burying dead party

Slate Mountains Dark and craggy peaks, notorious for


sudden snow and powerful gusts of wind. Also said to be
the location of several ancient ruins and temples.
Weather: Wind | Snow NPC: Human adventuring party
Adversary: Giant | Troll Hook: Heal and assist to safety

Sleeping Giant A jarring landscape, in which one has the


sensation of wandering over the odd angles of legs, hands
and along a great spine. Flush with moss and flower.
Weather: Any NPC: Nilp and Prin, Gnome fungi hunters
Adversary: Giant | Troll Hook: Return a stolen idol to Troll

28
Steamy Marsh Hot and mosquito riven. Toxic spores.
Weather: Fog NPC: No one
Adversary: Giant Rat Hook: Retrieve rare medicinal plant

Stone Troll Beach A long coastal area and strand, where


four Trolls, eerily petrified in reverie and celebration, have
become a point of pilgrimage for the Trolls. Left as tribute,
one finds all manner of debris, skeletons, and odd objects
thought reverential by Trolldom.
Weather: Rain NPC: Grilblog, violent and mourning Troll
Adversary: Flail Snail | Troll Hook: Rescue tribute Gnome

Stupor Veil A large plains where the very essence of


sleepiness seems to seep from the ground itself. Requires
proper facial gear and a strong constitution to venture here.
Fairies and Daemons are naturally immune.
Weather: Sun | Snow NPC: Amros, enslaved Elvish prince
Adversary: Fairy | Daemon Hook: Free from Fairy spell

Swarming The land itself moves, albeit slowly. When sat in


quiet meditation upon a hill, one may see the great carpet
below shifting ever so perceptively. Mind where you camp
for the night, so as not to become folded within the
enveloping grass.
Weather: Snow NPC: Mordid, Human caravan leader
Adversary: Fang Worm Hook: Excavate caravan

29
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

Willow Grove The largest gathering of Willow trees in the


land. When the wind blows strong, one may need to cover
their ears for all the noise. Otherwise a peaceful and serene
Gnomish land, where one can find all manner of trading,
medical assistance, and sustenance.
Weather: Wind | Sun / Rain NPC: Ringo, Gnomish Trickster
Adversary: Weasel | Centipede Hook: Track down artifact

Wonderwell Though a large and beautiful forest, many


know this area for the fathoms deep hole in the ground at
the center. None to enter and reached a certain depth have
entertained escape. Casual pilgrims wander downward a bit,
but true expeditions are another ma�er entirely.
Weather: Sun | Rain NPC: Jix, Gnomish adventurer
Adversary: Gnt. Centipede | Gnt. Rat Hook: Escort Jix

30
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.

31
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.

If this happens roll 3d6 x 2 to determine the size of the other


clan’s warrior numbers. Roll 1d6 each day. On a 1, 2d6
raiders a�ack your home Se�lement.

Reason for hostilities


1) Love between rival clan children
2) Theft of precious resource
3) Egregious insult
4) Debt
5) Territory
6) Conquest

The other main concern are


corrupted Gnomes, called
Gnoglins. They have been
mutated by pestilence-inducing
spores. They represent the darkest
aspects of Gnomish civilization,
and seek only to spread their
corrupting spores.

32
Regular Items Items followed by (F) are
Food, used to pay for travel.

1-2 Animal 3-4 Flora 5-6 Mineral


2) Troll feces Honey (F) Mirror Quar�
3) Snake Skin Black berry (F) Fire Diamond
4) Rat tail Red berry (F) Jade
5) Wasp wing Fiddlehead (F) Silver Nugget
6) Fox claw Acorn (F) Flint
7) Lizard scale Tuber (F) Citrine
8) Serpent eye Dandelion (F) Obsidian
9) Hawk feather Poison berry Ice Stone
10) Bird egg Glue pod Star bead
11) Cat whisker Rillin berry (F) Fairy Tongue
12) Spider leg Smoke weed Daemon’s Eye

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)

33
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

Feature Related Secret Magical Benefit


1) Plain Stolen +1
2) Plain Eldritch +1
3) Plain Spirit +2
4) Plain Camouflaged +2
5) Cursed Broken -1
6) Magical Future -2
34
Mythical Items
Golden Feather of the Silent Swan
When melted down, can be used to create a Legendary
weapon or armor that always grants +3 against a foe type of
the included blood in the forging. Requires a master smith to
handle the volatile mixture.
Crystal Heart of the Sacred Mountain Troll
When gripped tightly and wished upon while traversing
mountain passes or tunnels, will faintly illuminate a line
leading to a safe route. If confronted by trolls while
handling, you’ll be unable to speak.
Hand of Gnoglin the First
Buried in an unmarked tomb, is considered the most sacred
object by Gnoglins. Is the only remaining part of the First
Gnoglin from the Devastation three centuries past, and
considered their true God. If destroyed on sight by fire, all
Gnoglins suffer -1 DS. If carried away, will cause the spore
blight to take root in the holder.
Daemonic Boar’s Eye
If held to the eye of the afflicted, will pull out whatever taint,
pestilence, poison, and even death that corrupts them. The
reverse can be performed unto another.

35
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.

36
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.

Yes / No Questions Event Focus


<10 YES 1. Faction 4. PC Negative
=10 Random Event 2. New NPC 5. Environment
>10 NO 3. PC Positive 6. Plot Twist
Event Subject Action Object
1. Abandon Ally Detect Secret
2. Advance Death Spray Spark
3. Betray Destiny Melt Wax
4. Discovery Rival Transform Form
5. Defend Hazard Mend Flesh
6. Deliver Law Bend Light
7. Find Nature Conceal Words
8. Investigate Protection Control Emotion
9. Raid Rival Cover Shadow
10. Lost Truth Form Earth
11. Threat Evil Reveal Truth
12. Return Magic Swarm Face
13. Follow Creature Hold Animal
14. Pursue Power Smite Darkness
15. Assist Group Repel Blow
16. Oppose Place Sever Spell
17. Fight Fear Blast Fire
18. Inquire Science Shove Bones
19. Reveal Plot Commune Sleep
20. Change Weapon Summon Being
37
Nature Type Descriptor Type
Heading
1) Ancient Tower 1) Exploding Spores
2) Burnt Temple 2) Heavy Weather
3) Boggy
Gnome can functionSe�lement 3) Obstructing
in the typical roleplaying game mode, in Rock
which a
referee describes
4) Comforting Cave worlds and situations, and players
4) Weakened describe Floor their
how
characters then act in the world.
5) Inscribed Stone 5) Sticky Sap
6) Covered
However, Tunnel
its intended play mode is for6)that
Released
of the solo player,Gas
controlling
7) Glowing one or two
Pondcharacters, and7)acting out their adventures
Poking Thornsin
solitaire.
8) Misty Se�lement 8) Ravenous Insects
9) Weeping
Sessions Treein the episodic9)format,
are structured Mesmerizing Wisps
like that of a serialized
10) Buried
television Ruins book.
series or chapter 10) Shrieking Fungi
11) Odorous Nest 11) Shooting Quills
Determine the week’s adventure, play out the episode as it springs
12) Peaceful Se�lement 12) Falling Rock
randomly from the dice rolls in the included tables, record what
13) Shadowy
happened, and thinkHill 13) Concealed
about your adventure Holeshould
until the next episode
14) Abandoned Village
happen. 14) Triggered Trap
15) Defended Camp 15) Entangling Vines
Oracles are here to guide your journey.
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

1d6 Inhabitant Activity 1d10 Names


1) Eating 1) Rigglin 6) Peake
2) Sleeping 2) Sornty 7) Proggin
3) A�acking 3) Lorn 8) Drilzy
4) Patrolling 4) Beltrix 9) Frenc
5) Ritual 5) Mervyn 10) Jilly
6) Burying

38
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