Bommyknocker Press

Lucky Deaths - Playing Goblins in a Funhouse Dungeon

CW: Suicide, gore

I picked up Magical Murder Mansion a while ago - a great example of a Funhouse Dungeon - and was busting to play it and send some unlucky peasants to their dooms.

But all I had was a new group, and only time for a one-shot. The plan was to run the dungeon in Cairn to keep things swift. The drawback was that with high lethality, I didn't want the players creeping around playing it safe in our short allotted time. I wanted them to be poking and prodding things, to swiftly feel the kiss of a spinning blade or the hiss of acid. Like a funnel, but with less pressure and more glee.

Magical Murder Mansions, by Skerples
Magical Murder Mansions by Skerples

The solution was to make them goblins. Nobody feels bad when a goblin dies. In this game, goblins could be dungeon lemmings - now they could feel empowered to see what the various crazy traps did with abandon.

Goblin Rules

For goblins, life is cheap - a coin to be spent or flipped or tossed into a fountain. The only regret a goblin feels when dying is if the act is met with temerity. (Or if it's too boring.) Not that life is unpleasant as such - goblins aren't known for wanton suicide. Death is just, you know, not a big deal.

Lemmings for Mega Drive
Goblins are dungeon lemmings

It is assumed that when in a dungeon, the party has a mob of goblins travelling just one room back from them. When a PC dies, a new goblin steps forth from the ranks to take their belongings and their place.

I used Cairn 1e character gen - the tables for Character Traits give just enough juice to get a new little freak onto the table quickly, and 2e backgrounds are too much for this. New equipment is rerolled (provided from the mob) if the last goblin's gear is destroyed.

Lucky Deaths

In addition, each goblin has a Lucky Death that ensures a fruitful afterlife and bolsters the success of the rest of the mob. Should they attain their lucky death, the rest of the party gains d6 HP.

GOBLIN LUCKY DEATHS

D30 Death D20 Cause
1 Axed 1 By a terrible beast
2 Blended 2 By a noble steed
3 Burned 3 By a gallant hero
4 Catapulted 4 By a skulking villain
5 Clawed 5 By a dastardly mechanism
6 Clubbed 6 By an accidental slip
7 Crushed 7 By royal decree
8 Decapitated 8 Selflessly
9 Drowned 9 Selfishly
10 Eaten 10 By a pack of dogs
11 Electrocuted 11 At home
12 Expired (from old age) 12 Somewhere far from home
13 Exploded 13 Penuriously
14 Fell 14 With pockets full of treasure
15 Froze 15 Under the ocean
16 Succumbed to illness 16 In the sky
17 Killed by Sword 17 By a plant
18 Knifed 18 Behind a veil
19 Poisoned 19 In flagrante
20 Pulverized 20 By a god
21 Shot
22 Spaghettified
23 Speared
24 Spiked
25 Strangled
26 Struck
27 Stoned
28 Torn Apart
29 Vaporized
30 WILL TO LIVE

Reflections

Playing as goblins was a bit distracting at times - players got side-tracked by shenanigans over exploring - but there was still a general push to see what the dungeon had to offer. Several players had come from a 5e background, I think the setup gave them permission to experiment in a lethal system.

Obviously high lethality is defanged if it doesn’t “matter”. It was a good way to see what the dungeon had to offer, and the players got attached enough to their goblins that they didn’t take the piss too egregiously.

We didn't make it off the first floor, but the session was a good time. We rolled dice. We had beer and pretzels. Would play again.