THP 1.1 (Digital Book)
THP 1.1 (Digital Book)
by Mikey Hamm
XI
E
G
A
M
A
fter the locusts and pits and
boiling seas. After the war in
heaven and feasting on earth.
After the seven years of blood
and forty years of night.
1
RULES
Explore each dungeon, clearing rooms to find as
much treasure (pg 6) and complete as many tasks as
you can before you die or choose to leave.
BATTLES
To clear a room you will battle. Battles are tracked in
turns and each turn has four phases:
I. Draw Forth. Roll all five dice (d4, d6, d8, d10,
d12) to fill your hands with arcane power.
HP & TIME
You enter each dungeon with 16 hit points (HP) and
16 time, tracked with tick boxes on each dungeon
page. If reduced to either 0 HP or 0 time, you surge.
2
LEGEND
SURGES
Magic is hard to control. Eventually you lose hold of
it, power overtakes thee, and for a brief and terrifying
time you are as a god. This is called a "surge".
THE END
Once you’ve seen every dungeon (or died), tally your
final score—1 point per completed task. Write it on
your character sheet and take a picture.
3
SPELLS
TOTAL
A Total is one or more results that add up to
a target number exactly. These are precise
attacks, like searing rays, diving ravens, or
loosing Apollo’s Arrow.
TOTAL+
A Total+ is one or more results that add
up to a target number or higher. These are
unbridled torrents of power, like storms,
2
fireballs, or the Trumpet of Mars.
SET
A Set is a group of matching results. These
spells are simple and effective, like a force
blast, a smite, or drawing the Sword of Eden.
ROW
A Row is a group of sequential results. Rows
represent complex spells like illusions,
teleportation, twilight cleansing, or psalms
to the Uranian moons.
BRAID
A Braid is a group of results in which the
die with the fewest sides has a result higher
than the others. Braids represent exorcisms,
counter-spells, and other deep arcana.
3
4
8 6 1
8 11
6 6
6
An example of a 3-Set.
2 5
3 4
An example of a 4-Row.
3 1
4
An example of a 3-Braid.
5
BLESSINGS
THOU ART BLESSED AURAS
You'll gain treasure, scars, and But rings and bracelets were
other blessings as you play. not the only arcana left from
When you do, draw them on the war. Amulets, talismans,
your mage’s hands (pg 12–13). canvas jackets scrawled with
This is your character sheet. scripture—all have power, and
that power displays as auras.
6
All four auras,
each represented
by a different
type of line—spiky,
wavy, smooth, and
dashed.
Fingers
are good
places to
tattoo small
symbols.
Creative ring
numbering.
A Ring
of Seals,
marked
clearly
man
with a
seven.
a
A scar.
Knuckle tats
are great for
portraying
character traits
or history.
The back of the
hand is great for
larger tattoos.
l I
Two completed I n e A x
bracelets. v E r
b u m A half-completed
V bracelet.
I
7
94
LESSER TREASURE Roll 1d6.
1 One bead.
3 Two beads.
5 Three beads.
10
MYSTERY ROOMS Roll any one die. Choose wisely!
2 Shortcut. +2 time.
8 Secret room. Roll again twice (with any die) and pick one.
11
TW
HA
PA
WO-
AND
ATH / 20
Tasks Completed
THE SUPERMARKET
In the ruins of a district not far ■ Find crucial medications in
from yours is a store scavengers the Pharmacy.
don’t enter. A place where the ■ Stop a friend from mutating.
dead hunger for flesh and the ■ Pay respects in the Office.
living drink from Pluto’s well. ■ Clear the entire dungeon.
14
L
FRONT ENTRANCE PHARMACY
Automatic doors shudder open He sleeps with open eyes, dreams
as you near, panes long since of rot, and grips a radioactive axe
smashed out. Glass crunches be- responsible for a hundred deaths.
neath your feet. A pack of ghouls THE MUTANT KING
huddle in self-checkout, gnawing
2-Set 2-Set 15+ 2
on old bones.
GHOULS HIS AXE (OPTIONAL)
2-Set 2-Set 1 10 2
AISLE 5 PRODUCE
Fluorescents flicker on. Muzak They lurch forward—ill and twisted,
crackles to life and echoes down crazed and starving. Not yet ghouls,
cluttered aisles. Carts piled into but barely men.
barricades long ago. Shelves most- MUTANTS
ly bare. Moths cover what remains,
2-Set 2
chewing the paper from cans.
HEAL (ALTERNATIVE)
GHOULS
3-Row
2-Set 2-Set 1
If healed, the men stop attacking.
PHANTOM
Tattoo your right hand.
10 1
15
THE SUBWAY
Smoke and vaporized mercury ■ Search the Cage Car for your
run up from the grates of these missing friend.
old train tunnels—the epicenter ■ Survive a locust attack.
of a recent rash of abductions by ■ Rid the earth of Apollyon.
a cult of marauders. ■ Clear the entire dungeon.
16
STORAGE CAR SERVICE MAINTENANCE
Knives and pliers. TUNNEL Where paralyzed prey is
Bleach and gauze. cocooned for freshness.
A tarp draped over ?
LOCUSTS
an old couch so
tired maniacs can 3-Set 25+ 3
take a fiver. A
SADIST NOVICES
13
HATCHERY
2-Set 1 Born of violence, nursed on
suffering. Apollyon rebuilds
his once mythic army.
?
NYMPHS LARVA SWARM
17 20+
TORTURE CAR
2-Set 2 1
A sanctuary of pain.
Where men seek
death but shall not
find it.
G
BOTTOMLESS PIT
SADIST FRENZY
The smoldering impact site of a fallen angel, forty
2-Set 2-Set cubits tall, who tormented mankind during the
13 2 First Woe. Devotees sustain what’s left of him.
APOLLYON’S SEVERED HEAD
NIGHT SURGEON
15 4-Braid 15 3
3-Braid 2
HELM (OPTIONAL) LOCUSTS
3-Row 20+ 3-Set 25+ 3
If Apollyon's Helm is
CAGE CAR 20+
destroyed, he can be slain with dddddddd
All empty.
WARDEN
20 2
L
OFFERING ROOM-
But, of course,
One more weak man who can
neither anger nor
only win when his opponent
hope can replace ? is tied to a chair.
grief. Tattoo some-
thing you mourn. SADIST HIGH PRIEST
6 1
17
THE HOTEL
The war that broke us made ■ Save a wayward friend in the
them rich. The more they took, Ballroom.
the worse they got. Now they ■ Interrupt a ritual in the Pool.
steep in luxury, hedonistic ronin ■ Confront Mammon.
souring into things inhuman. ■ Clear the entire dungeon.
18
BALLROOM L A
ELEVATOR
Strobe lights, music, more food than Bossa nova plays. A bell
you’ve ever seen. A decadent party dings. Polished silver doors
where warlords “recruit” the sinful. open to reveal the world’s
HOST FIEND THRALLED largest bouncer.
15 REVELERS NEPHILIM
3-Set 25+ 2
3-Row 2 5 2
ATRIUM STAIRWELL B
Firefight at the Thirty-three flights of hell. Hot
atrium waterfall. brass casings rain down from
? a dozen submachine guns.
SECURITY TEAM
3-Row 2 DEFENSE FORCE
4 1
20+ 2
3-Row 3
POOL
Gurgled prayers. Gurgled cries. Blood
where once there was water.
SANGUINISTS BLOOD PRIEST
?
15 2 4-Braid 1
19
THE CARGO SHIP
This container ship survived the ■ End an old feud in Quarters.
second trumpet and the piercing ■ Kill a god in the Pump Room.
of Neptune. It’s now a den of ■ Secure food and supplies
thieves, a habitation for devils, guarded by The Unsealed.
and the hold of every foul spirit. ■ Clear the entire dungeon.
? CONTAINER FLOODED A
STAIRWELL
?
?
Fix pump to enter.
20
G
BRIDGE GANGWAY
Red waters part for a mountain of claws and teeth You walk up blood-
and horns and crowns. A great beast of the sea, slick grating bent
fatally wounded, kept alive by an ocean of blood. by the ship’s steep
Two of its seven blasphemous heads remain. angle. Bullets rico-
SIXTUS CALIGULA chet off the metal.
3-Set 2-Set 3 17 3 GUNMAN
21
THE CHURCH
An old mega church in the center ■ Put an old friend to rest in
of an active conflict zone, where the Fellowship Hall.
White Horseman cultists bunker ■ Face the Seventh Messiah.
to twist what was holy. Angels ■ Sanctify the Nursery.
into monsters. Worship into war. ■ Clear the entire dungeon.
22
L
FOYER BLESSINGS BOOKS
No stained glass, no doors—just half a Moldy pages and worthless
roof, a broken cross, and a shot-up “All money carpet the floor of this
Welcome” sign in a puddle by the wall bombed-out bookstore. Over-
of sandbags. turned tables provide cover.
FANATIC CHECKPOINT FANATIC GUN NEST
4 5 6 7 3 3-Row 1 3
X
G
SANCTUARY
A great deceiver inflames his parish ? ?
from atop a stage heaped with dead
prophets and lamb bone, screaming
spells down from the pulpit.
YOUTH ROOM A
This room has caved in. Here
NURSERY PRAYER
the dead crawl on all fours.
Quiet as ever it was. ROOM
HUNCHED SAINTS
SILENT ONES
? 30+ 3 3
5-Braid 3
23
.
24
A ROLL-AND-WRITE
DUNGEON CRAWLER
FOR ONE PLAYER.
MODERN DUNGEONS.
MODERN DUNGEONS.
searching the
You’re a mage searching the cursed
cursed ruins
ruins of
of aa
post-fall city—
city—the
the ghoul-infested
ghoul-infested strip malls and
supermarkets
subway tunnels
and subway left after
tunnels a supernatural
left after war.war.
a supernatural
YAHTZEE COMBAT.
YAHTZEE COMBAT.
survive, using
You’ll fight hard to survive, using aa heart-racing
heart-racing
“polyhedral-yahtzee” combat system
“polyhedral-yahtzee” combat system toto slay
slay foes
with with
foes precise
precise spell spell combinations.
combinations. MakeMaketough de-
tough decisions,
cisions, push thy push
luck, thy
andluck,
leaveand leave
a trail a trail
of arcane
of arcane destruction.
destruction.
DRAWING.
DRAWING.
rings, bracelets,
Level up by drawing rings, bracelets, tattoos,
tattoos,
and scars right on your
your character’s
character’s hands.
hands. This
This
is your entire character
character sheet,
sheet, and
and everyone’s
everyone’s
sheet ends up unique.