IN DARKEST WARRENS Minimalist Fantasy Roleplaying
A thrilling game of adventure and heroism for 3 or more players
By Scott Malthouse
TROLLISH DELVER GAMES
Chris Stansbury (order #9575732)
IN DARKEST WARRENS
Minimalist Fantasy Roleplaying
Heal: Test Mind to heal target 1 wound per class level. Hex: Test Mind. Target has 1 to attack for 1 round per class level. Penalties don't stack. MAKING TESTS When a character needs to do something that has a risk of failure, they must roll a d6 on a relevant attribute. Meeting or exceeding the number is a success. Difficult tasks have a 1 to the roll and very difficult tasks have 2. COMBAT CHOOSE A CLASS Initiative: Each player Tests Nimble. Players choose a character class from the Successes act before enemies and failures following: act after. WARRIOR (5 wounds, Special: make a Actions: Characters can make 2 unique number of extra melee attacks equal to half actions per turn, including move, attack, class level rounded up. Once per combat). cast spell, draw weapon and use an item. ROGUE (4 wounds, Special: as an action Attacking: Attackers either Test Brawn attacks against the rogue are 1 for rounds (melee attack) or Nimble (ranged attack). equal to class level. Once per combat). If successful, the attacker has scored 1 MAGE (3 wounds, Special: may cast spells damage against the opponent. Ranged see below). attacks in close combat get 1 penalty. RANGER : (4 wounds, Special: make an extra ranged attack against a different MOVEMENT opponent per class level. Once per combat). Characters and NPCs can walk 30ft per BARBARIAN : (5 wounds, Special: on a turn or run 80ft as 2 actions. successful attack, deal damage to opponent equal to half class level rounded up. Once INJURY AND DEATH per combat). Successful attacks do 1 damage, which is deducted from the character or enemy’s MAGE SPELLS wound score. If a character reaches 0 All spells usable once per combat wounds, they are unconscious and unable Hold: Test Mind to freeze an opponent in to act. If they reach 1 wounds, they are place for 1 round per class level. dead. Wounds heal at a rate of 1 per day. IN DARKEST WARRENS is a minimalist fantasy roleplaying game for 3+ players. ASSIGN ATTRIBUTES Characters will split the following numbers between each attribute: 5+, 4+, 4+, 3+. Brawn: used for strength and melee. Nimble: used for ranged and agility. Mind: used for intelligence and spellcasting. Person: used for personal interactions. In addition, characters have an assigned number of wounds and special abilities. Characters start with 1d6 x 10 gold coins.
Chris Stansbury (order #9575732)
CHARACTER ADVANCEMENT As characters go on more adventures, they gain more experience through experience points (XP). XP can be spent to level up. Gain XP as follows: Killing monster 1XP Completing quest 3XP Great roleplaying 2XP Once a character reaches 20XP x their level, they level up gaining 1 extra Wound. There are a total of 6 levels. TREASURE Treasure can be found in deep and dangerous caverns. Roll for random treasure: 1. 1d6 gold coins 2. 2d6 gold coins 3. Artifact worth 1d6 x 5 gold coins 4. Gem worth 1d6 x 10 gold coins 5. Diamond worth 1d6 x 20 gold coins 6. Magic item MAGIC ITEMS Magic items may have their own unique effects, such as enhancing an attribute when used (i.e. Ring of Dodge +1 Nimble). ENCHANTED WEAPONS Enchanted weapons provide a +1 bonus to attack or damage rolls. These are rare. BESTIARY Creatures have one number they roll against for tests and combat. Many also have special actions.
Angel: 3+, 7 wounds, special action: may cast Heal spell as 4th level Mage. Bugbear: 4+, 4 wounds, special action: may make a Test to get +1 to next attack. Centipede, Giant : 4+, 3 wounds, special action: as a move, may burrow into the ground.
Devil: 3+, 7 wounds, special action: may cast Hold as a level 4 Mage. Dragon: 2+, 17 wounds, special action: 4+ to breathe fire, dealing 5 damage. Elf : 4+, 4 wounds, special action: may Test Nimble to gain +1 to ranged attack. Goblin : 5+, 2 wounds Hell Hound: 3+, 6 wounds, special action: Target must Test Mind or flee in the opposite direction for 2 rounds. Iron Golem: 3+, 11 wounds, special action: after Iron Golem hits, it can make a second attack. Kobold : 5+, 2 wounds Lich: 3+, 9 wounds, special action: may cast Hex as a level 6 Mage. Manticore : 3+, 15 wounds, special action: Attack 4+, do 2 damage. Target must Test Brawn or be poisoned for 3 turns
IN DARKEST WARRENS copyright Scott Malthouse and Trollish Delver Games 2016. All art in the public domain. Map art by Dyson Logos.
Nymph : 4+, 6 wounds, special action: target must Test Person or be stunned for 2 rounds. old Ogre: 3+, 10 wounds, special action: target Tests Nimble or is knocked prone. Orc : 4+, 3 wounds, special action: may make a Test to gain +1 to next attack. Phoenix: 4+, 7 wounds, special action: after wounds reach 0 for the first time, may resurrect with 4 wounds. Rat, Giant: 5+, 2 wounds, special action: if adjacent to another Giant Rat, use an action to get +1 to next attack. Skeleton: 4+, 5 wounds, special action: Skeleton may make a Test to regenerate 1 wound. Troll: 3+, 8 wounds, special action: target must Test Brawn or be crushed for 2 damage. Unicorn: 5+, 3 wounds, special action: target must Test Nimble or reduce their wounds by 1 each round for 2 rounds. Vampire: 4+, 10 wounds, special action: if a vampire deals damage, it can take an action to heal 2 wounds. Wolf: 5+, 2 wounds, special action: target Tests Nimble or is pinned for 2 turns. Zombie : 4+, 6 wounds, special: target Tests Brawn or is diseased for 3 rounds. ITEMS Armour (+2 wounds while worn, 300gc) Aristocrat clothes (30gc) Commoner clothes (5gc) Hardy Boots (2gc) Backpack (1gc) Field rations (4gc, 3 days worth) Ink (2gc) Cloak (7gc) Flint and steel (3gc) 50’ rope (3gc) Grappling hook (15gc)
Chris Stansbury (order #9575732)
Water flask (5gc) Tent (10gc) Bedroll (4gc) Blank book (5gc) Chalk (1gc) Healing Potion (30 gc, heals 1 wound) Thieves tools (20gc) Winter gear (25gc) Melee weapon (15gc) Ranged weapon (15gc) Arrows/bolts/darts x 10 (2gc)
ADVANCED OPTIONS
The following options are if you would like to add some further depth to the game. ADVANCED COMBAT Bull rush: Move and attack an opponent. +1 attack, but opponent gets a +1 to its next attack. Costs 2 actions. Parry: Opponent gets 1 to its next attack against parrying character. Cannot attack and parry in the same turn. Flee: Move twice movement away from an opponent. Costs 2 actions. Two weapon fighting: make a second attack with 2 penalty. Unarmed : Unarmed characters have 1 to attacks. STATUS EFFECTS Poisoned: Take 1 damage each turn. Paralysed: Cannot move or act. Stunned: Take a 1 to all rolls Pinned: Cannot move Diseased: Take 1 damage each turn and 1 to all rolls. Prone: On the ground. Takes an action to stand. Attackers gain +1 to prone targets. Frightened: Must move away from the source of the effect each turn.
ADVENTURE - THE COW OF BOBURN
The following is a short introductory adventure for 1st level characters. Synopsis: Goblins have taken over an old fortress near to the hamlet of Boburn and have stolen the town’s prized cow for eating. Hook: The characters are told that the cow, Brenda, produces the best milk, a significant export of Boburn. The hamlet elder Vandern will pay 50gc for its safe return. Road to the Fortress: A mile northeast of the hamlet is the fortress. On the way the players can Test Mind to spot animal traps the goblins have set up. There is a 2 in 6 chance that a character will step on one and receive 1 damage. They may come across Old Woman Wenna foraging for fungi, who tells them the goblin king’s crown holds his strength. The Fortress: The portcullis entrance is guarded by two goblins with clubs who are eating rat meat and playing a card game. They will attempt to swindle the characters out of their money with a rigged game. Test Mind to see cow tracks. Room 1: 4 goblins are drinking stolen
ale, which is much too strong for them. There is a 3 in 6 chance each of them are drunk, giving them 1 to attacks. They would love some stale bread to have with their beer. Room 2: A goblin is cowering from 3 giant rats in the dirty bedroom quarters. He has a prizes emerald worth 15gp. Room 3: 3 kobolds are fighting 4 goblins and a wolf, exchanging curses. One kobold has a poisoned dagger. Room 4: 2 giant centipedes bursts out of the wall and primarily attacks anyone who smells most of cooked meat. Room 5: A luminous moss grows on the walls. 3 goblins are licking it. If anyone licks the moss they must Test Mind or trip out for 3 minutes, giving them the stunned effect but seeing the world in a new way. Room 6 : A bugbear is eating the carcass of a kobold on a makeshift table. It needs some better seasoning. Room 7: The tied up cow Brenda is mooing frantically while Gurk the goblin king (not a real title, he’s just full of himself) drinks straight from its udders. He is surrounded by 4 goblin “royal guards” with spears. Gurk has the following stats: 4+, 3 wounds, special action: touches his crown to replenish 1 wound (limit: 4 times). Knocking his crown off reduces him to 1 wound. Crown is worth 60gc with magic left or 10 gc without. Room 8 : An ancient fountain containing a stinking viscous yellow liquid. It is goblin bile a poison that lasts for 3 rounds. It’s also sought by the rich for its aphrodisiac qualities when heated.There is a chest of stolen treasure here roll twice on the random treasure table.
IN DARKEST WARRENS copyright Scott Malthouse and Trollish Delver Games 2016. All art in the public domain. Map art by Dyson Logos.
IN DARKEST WARRENS CHARACTER SHEET
CHARACTER NAME: CLASS: LEVEL:
BRAWN: NIMBLE: MIND: PERSON: WOUNDS: SPECIAL ABILITY: EQUIPMENT
Chris Stansbury (order #9575732)
IN DARKEST WARRENS copyright Scott Malthouse and Trollish Delver Games 2016. All art in the public domain. Map art by Dyson Logos.
Chris Stansbury (order #9575732)
IN DARKEST WARRENS copyright Scott Malthouse and Trollish Delver Games 2016. All art in the public domain. Map art by Dyson Logos.