Cats Have No Lord

GOBLIN ADVENTURE!

Originally published for the Minimalist Games jam. I'm actively developing this game through play with my 6-year-old, and there will be updates in the future.

GOBLIN ADVENTURE

Be a goblin!

Go in dungeons!

Find treasure!

Fight monsters!

Make Friends!

Adventure!

Characters

To make a character:

First: Name your goblin.

Second: Pick your weapon (all are d6 damage)

Third: Pick your magic element (fire, ice, snakes, slime, rocks, vines, whatever you want)

Fourth: Pick one useful tool to keep with you (every goblin also has a magical treasure backpack and a lantern)

Fifth: Roll 3d6 two times for HP and SAVE; put the higher number in SAVE and the lower in HP.

Sixth: Write all those things down.

Seventh: If you want to, draw a picture of your goblin.

Doing Things

Any time a goblin tries to do something risky, roll 1d20:

≤ SAVE - Succeed with no negative consequences

> SAVE - Succeed with a negative consequence or fail with a positive consequence.

If the action isn’t risky or if their tool would help, they can do it without rolling.

Fighting

Start - Both sides roll d20; highest result goes first

Then - Each side takes turns.

Attack - Roll the damage die and subtract result from the target’s HP. If two attackers target the same opponent, only the highest result counts for damage.

Other Actions - For any other actions during a fight, follow the rules for “Doing Things.”

Damage and Healing

When a goblin is reduced to 0 HP they are knocked out. If a friend comes to help them they get back d6 HP.

Goblins can rest in a safe place with food and water and regain d6 HP.

Goblins regain all HP with a good night’s sleep.

Monsters die or are knocked out at 0 HP, the goblin attacking them chooses what happens.

Magic

Every goblin has magic of a type they choose when making a character.

A goblin has five uses for their magic at the start of the day.

Goblins regain one magic use with a rest or all their uses when they get a good night’s sleep.

Goblins can do anything reasonable magically given their chosen element. The players decide together what is reasonable. Mark one use each time magic is used in this way.

When fighting, goblins can mark multiple uses to use their magic to attack. Roll d6 damage for each use marked.

Monsters

Monster HP ranges 1-20 and SAVE ranges 3-18. Their damage dice can be whatever makes sense.

Slime - HP 3 SAVE 8 - Acid 2d4

Skeleton - HP 5 SAVE 10 - Bow d6

Ghost - HP 10 SAVE 12 - Chill d8

Troll - HP 15 SAVE 14 - Stomp d12

Dragon - HP 20 SAVE 18 - Fire breath 3d6 to everyone

Roll 2d6 for a reaction when encountering a monster:

2 - Attacks

3-4 - Grumpy

5-7 - Neutral

8-10 - Happy

11-12 - New Best Friend

Dungeoneering

Roll d6 each time the goblins go to a new room or spend time doing something in a room.

1 - Random encounter in room

2 - Random encounter in nearby room

3 - Lantern goes out

4-6 - Nothing happens

Make a table of at least 4 random encounters if building a dungeon for yourself, or use the table from published dungeons.

Treasure

Goblins have magical backpacks with infinite space inside to pick up treasure. They go in dungeons to get cool treasure. They don’t do anything with it, just nice to have shiny things. But that’s the game.

Credits

Goblin Adventure ©2025 Luke Simonds/Cats Have No Lord. Licensed CC-BY-SA 4.0.

Inspired by Cairn, Perils & Princesses, Mausritter, Into the Odd, Mörk Borg, Tunnel Goons, and probably other cool OSR stuff I’ve forgotten I read.