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Escape The Hypertrench

In the game 'Escape! The Hypertrench', players take on the role of prisoners trying to escape from an orbital prison. Players generate a party of 3-5 characters by rolling dice to determine attributes. The party then navigates through a maze-like trench, using attributes to overcome obstacles in each room. If a roll fails, players must roll on the impact chart which can result in characters being stunned, captured, or destroyed. The goal is to reach the hangar and escape before all characters are eliminated.

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0% found this document useful (0 votes)
167 views7 pages

Escape The Hypertrench

In the game 'Escape! The Hypertrench', players take on the role of prisoners trying to escape from an orbital prison. Players generate a party of 3-5 characters by rolling dice to determine attributes. The party then navigates through a maze-like trench, using attributes to overcome obstacles in each room. If a roll fails, players must roll on the impact chart which can result in characters being stunned, captured, or destroyed. The goal is to reach the hangar and escape before all characters are eliminated.

Uploaded by

Caleb
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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!

Step 1 – Roll a die, and check the result.


1 or 2 = 1, 3 or 4 = 2, 5 or 6 = 3, Then add 2.
This is the number of heroes in your party. Once/If all
members of your party are killed or captured, the game is
over. If you succeed in reaching the end of the of the trench
alive, you have won! Congrats!
Step 2 – Write down your characters names and attributes
in the space provided below the map, or on a piece of
scratch-paper. Add the roll of 2 dice, plus your whole
groups modifier to meet the required challenge number, or
exceed it. If not, roll a result and apply it from the ‘Impact’
Chart.
Step 3 – Using your groups combined attributes, work your
way through the labyrinth, towards the hangar to make
your escape! You may travel freely into rooms you have
already cleared. You may only use one attribute in a single
try per room.
In ‘Escape! The Hypertrench’, you play as a group of If your roll fails, you ‘MUST’ roll from the Impact Chart. If a
prisoners, trying to escape the clutches of the evil character is captured or killed, X them out, you may no
and brutal Koffinar Empire! Using the tables longer add their attributes to rolls.
generated in this pamphlet, you’ll generate a band After impact is rolled, the room is cleared, and you may
of 3-5 heroes, lead them through the underbelly of progress in any viable direction. You may optionally roll for
their orbital space gulag, and possibly, even escape each time (impact 2, 3) to bump up difficulty.
freedom! DON’T. GET. ELIMINATED! (Neonpeon Difficulty Upgrade)
The Attributes:
Attack – Rolled against obstacles or opponents ‘Defeat’ Character Type Attack Escape Computer Charm Luck
11, 12
number. 13, 14 Pilot +1 +1 +0 +0 –
15, 16
21, 22 Pirate +0 +1 +0 +1 –
Escape – Used to flee a room unharmed, roll when 23, 24
25, 26 Priest +0 +0 +0 +1 
prompted. 31 Politician +0 +0 +1 +1 –
Computer – Works like attack to defeat robots, traps and 32 Partisan +1 +0 +0 +0 
33, 34 Helmvisorian +1 +1 +0 +0 –
androids. 35, 36 Duneling +0 +1 +0 +0 
41, 42 Dunelord +1 +1 +0 +0 –
Charm – Works like attack, but if it fails, provokes ‘Attack’ 43, 44 Suckerface +0 +1 +1 +0 –
as if it were initiated. 45, 56 Moon Yeti +1 +0 +1 +0 –
51, 52 Taffyman +0 +1 +1 +0 –
Luck – The outcome of a ‘Impact’ can be negated on a 1D6 53, 54 Gee Tooth +1 +1 +0 +0 –
roll of 4, 5, or 6. Luck can only be rolled once no matter 55, 56 Spider-Face +0 +0 +1 +0 
61, 62 Upright Robot +0 +1 +1 +0 –
how many heroes have Luck. 63, 64 Wheeled Robot +0 +1 +1 +0 –
65, 66 Battery Robot +0 +0 +2 +0 –
Wheeled Robot Complex First Names Complex Last Names Glossary
Battery Robot Names Upright Robot Names
Names 11. Alagast 11-16. Snow
Stunned:
1. Gold 2. -2 2. A 2. 14 2. WIXX 2. -6969 12. Pryde 21. Donar
Stunned heroes
2. Red 3. -3 3. B 3. 20 3. KOPN 3. -2001 13. Brend 22. Willer
cannot use attributes
3. Black 4. -4 4. C 4. 12 4. KRBZ 4. -0404 14. Frey 23. Veran
in the next room.
4. Blue 5. -5 5. D 5. 06 5. KBXR 5. -0854 15. Dweeble 24. Drake
5. Green 6. -6 6. E 6. 10 6. KCMQ 6. -2564 16. Cobb 25. Ounchdae Captured:
6. White 7. -7 7. F 7. 08 7. WDRV 7. -1337 21. Ducana 26. Dracula Captured heroes may
8. -8 8. G 8. 04 8. WIBA 8. -6666 22. Remi 31. Dryeye be carried over into
9. -9 9. H 9. 69 9. WKLH 9. -7777 23. Forrin 32. Mondo the following game, if
10. -10 10. I 10. 24 10. WMEQ 10. -2814 24. Barr 33. Karravan player would like in
11. -11 11. J 11. 99 11. WNRX 11. -1138 25. Gandol 34. Halfmoon lieu of 1 new hero, and
12. -12 12. K 12. 42 12. WSHS 12. -2112 26. Semara 35. Rhyne count towards total
31. Boldi 36. Gayryn group number.
Moon Yeti Simple First Simple 32. Farce 41. Doublrtypp
Names Names Surnames Destroyed:
33. Kabbal 42. Canne
2. Revil 2. Krown 2. Blyncc They have lost their
34. Shorne 43. Oudour
3. Marval 3. Baela 3. Fann life. On a roll of 6 on a
35. Trist 44. Katar
4. Jummp 4. Eddel 4. Nyne single die, they may
36. Card 45. Bigbrane
5. Whyspyr 5. Ked 5. Grobb become a blue ghost.
41. Solomini 46. Wizar
6. Gaaze 6. Moroca 6. Toff
42. Trevas 51. Tentenn
7. Jarr 7. Bellar 7. Borr
43. Oro 52. Skar
8. Baash 8. Vale 8. Blade
44. Bund 53. Nimble
9. Whypp 9. Dryy 9. Bell
10. Tuckyr 10. Pyppyn 10. Keyy 45. Rippal 54. Forgehart
11. Grawull 11. Cael 11. Ograh 46. Scoorn 55. Tobias
12. Yellp 12. Irii 12. Starr 51. Vas 56. Qvazarius
52. Trinita 61. Tipp
53. Hel 62. Beryl
54. Pollindar 63. Kaizar
55. Scant 64. Sharpe
56. Weggi 65-66. Shilleaghn
61-66. Mooren

This game is 100% free. reproduce, copy, distribute unto the ends of
the earth, forever. Created by HodagRPG.HodagRPG@gmail.com. If
you like it, please consider donating to LastPrisonerProject.org.
Transcribed and reformatted By Mr. Awesomeness.
When entering a new room, roll 1D6. 1-3 = Obstacle, 4-6 = Opponents. Roll 1D6 to determine threats faced.

Opponents Obstacles

1. Pit Trap 2. Lazer Trap 3. Spike Trap


Defeat: 7 Defeat: 8 Defeat: 9
Impact: Roll Impact: Roll Impact: Roll
Computer: 6 Computer: 8 Computer: 8

1. Trench Gunner 2. Trench Bots 3. Trenchers


Defeat: 8 Defeat: 9 Defeat: 10
Charm: 7 Charm: — Charm: 7
Roll Twice, Impact: Roll Impact: Roll
Impact:
Use lowest Computer: 8 4. Turret Trap 5. Acid Trap 6. Electronet
Defeat: 10 Defeat: 11 Defeat: 12
Impact: Roll Impact: Roll Impact: Roll
Computer: 10 Computer: 10 Computer: 11

IMPACT TABLE
Roll 2D6 and add together.
2– Flee/Exit Quickly! You Escaped!
3– Count to 10, then escape safely!
4– A room of your choice in unenterable.
5– Spotted! If roll ‘Captured’, counts as ‘Destroyed’.
4. Trench Troops 5. Tek Troopers 6. Trenchlord 6– Add +1 to all future Opponent difficulties.
Defeat: 11 Defeat: 12 Defeat: 13 7– Add +1 to all future Computer difficulties.
Charm: 12 Charm: 14 Charm: 14
8– On a roll of 1 on a D6, 1 is stunned
Impact: Roll Impact: Roll Roll Twice,
Impact: 9– 1 group member is ‘Stunned’.
Computer: 11 Use Highest
Computer: 12 10 – 1 group member is ‘Captured’.
11 – 1 group member is ‘Destroyed’.
12 – 2 group members are ‘Destroyed’.
Game Tracker: Character 1 Character 2
Name: Name:
Generate obstacles and opponents here:
Attack: Attack:
Hover Bay
Escape: Escape:
Y-Axis
Computer: Computer:
Power Drive
Charm: Charm:
Electro Beam
Character 3 Character 4
Ray Beam
Name: Name:
Tech/Mech Attack: Attack:
Refocuser Escape: Escape:
End Cable Computer: Computer:
Neutral Master Charm: Charm:
Circuit Character 5 Luck?
Hard Light Name: Make a  here if any of
Hangar Choices – Computer for Hotwire Attack: your heroes have Luck.
If hotwire attempt fails, roll for Opponent. (Aetherwulf option) Escape:
Hot Avoid Computer:
Name Cap. Luck?
Wire Bonus Charm:
Light Craft 8 +1 1 
Medium Craft 9 +2 3 – Did you escape?!!!
Heavy Craft 10 +3 5 –
If so, which planet will you flee to?!!!
Escaping the Hypertrench 1. Fantoma – Red Sand 4. Sorcisto – Grassland
Roll 2D6 plus your groups ‘Escape’ total attribute
number. Any roll that meets or exceeds allows 2. Imperion Reen – Ice 5. Uno’Mongo -- Forrest
you to progress. A failed roll blows up your ship 3. Forto Vekas – Yellow Sand 6. Malluma – Lava
Notes:

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