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Mini Mork and Dungeon Filth

The Mini Mörk Manual provides a toolkit for solo tabletop role-playing games, detailing rules for tests, combat, character creation, and travel. Players roll a D20 plus relevant abilities against a difficulty rating to determine success, with specific mechanics for combat and character actions. The document also includes guidelines for encounters, goods, and the consequences of failure, emphasizing player creativity and adaptability in gameplay.

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iamominix
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0% found this document useful (0 votes)
39 views5 pages

Mini Mork and Dungeon Filth

The Mini Mörk Manual provides a toolkit for solo tabletop role-playing games, detailing rules for tests, combat, character creation, and travel. Players roll a D20 plus relevant abilities against a difficulty rating to determine success, with specific mechanics for combat and character actions. The document also includes guidelines for encounters, goods, and the consequences of failure, emphasizing player creativity and adaptability in gameplay.

Uploaded by

iamominix
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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Tests Start Here Mini a l

To make a Test, roll D20 + relevant Ability. If the result is


equal or above the DR (difficulty rating) it is a success.
DR6
DR8
Simple.
Easy.
DR10 Easy with practice. DR18
DR12 Normal.
DR14
DR16
Difficult.
Hard.
Impossible.
Mini Mörk Manual is a toolkit for solo play inspired by
Perplexing Ruins’ Oracle, Kal-Arath, and Solitary
Defilement. Here’s a couple quick tips to get you started.
1. Make up or change anything. It’s your game. Mörk M a n u
2. You can always run away, but it usually comes with a cost.
Rolls of 1 always fail. Rolls of 20 always succeed. 3. Make two characters and play them as a team.
Combat Tests
Melee Attack** Roll D20 + STR vs DR12* The Ties That Bind
1, shared blood 2, shared childhood 3, coworkers
Ranged Attack** Roll D20 + AGL vs DR12*
4, shared trauma 5, love of… 6, a secret
Defense Test*** Roll D20 + AGL vs DR12*
Scroll Test Roll D20 + PRE vs DR12*
*Some enemies and items change the DR needed to succeed.
Character Creation
Abilities: Roll D4-D4 and record the results for each
**1 = broken weapon | 20 = max damage ability as follows (STR, TOU, AGL, & PRE).
*** 1 = reduce armor 1 step | 20 = free attack Omens: You start with D2 Omens (per party) that refresh daily.
HP: Start with 6+TOU (minimum 1).
Damage and Armor
Armor reduces damage by the amount listed, but never below 1.
On a Defense roll of 1, reduce armor 1 step 3>2>1>0. Choose 1 Feat below
Garrote: When attacking an unaware enemy, +D6 damage.
General Rules Coup De Grace: If you deal more damage than the target
Actions: You may move 30’ and act/attack each Round. has HP, you may apply the excess to a target within reach.
Advantage/Disadvantage: Roll twice, keep highest/lowest.
Conceited: Expend an Omen and make a PRE Test. Any
Abbreviated as D20/A or D20/D.
undead within 30’ of DR equal to or less than the test result
Carrying Capacity: 8+STR items. Large items take 2 will flee. If you exceed their DR by 4, they are destroyed.
spaces. Small items stack.
Dying: When dropped to 0 HP or less, Test TOU DR = Gifted: You start with a random Scroll.
damage taken. Fail? You die. Pass? Roll a D6. Characters start with a waterskin, D4 rations, and a sack.
1-3, Battered: Unconscious D6 rounds then recover with D4 HP. Roll once each on the Weapon, Armor, and
4-5, Maimed: Unconscious D6 rounds and gain D6 Profession & Trade Item tables. Record the results.
Fatigue. Gain an injury below. Then recover with 1 HP.
1 face scare, 2 ear, 3 eye (all -1 PRE) 4 torso (-1 TOU),
5-6 broken/severed limb (-1 STR or -1 AGL)
Start With An Action Sequence
1, tavern brawl 2, chasing someone 3, wanted fugitives
Solo Pamphlet RPG
6, Trauma: As Maimed & you die in D6 + TOU rounds unless 4, stealing item 5, fleeing monster 6, village on fire In the Vale beastmen bay for blood and witches
stabilized. To Stabilize, Test TOU DR16 or receive first aid.
Fatigue: Each Fatigue fills 1 inventory slot. Tests are Scroll Test Failure steal babies from their cribs but the knights
D20/D while Fatigued. Each full night’s rest removes 1 Gain 1 Fatigue and that Scroll unusable until you rest. and nobles only count their silver and drink
Fatigue. If Fatigue completely fills your Inventory, you die. Roll a 1 on a Scroll Test? Roll on the Corruption table. their wine. Curse those curs!
Healing: Gain TOU HP after short rest (min 1 HP, 1 × daily).
Gain D6+TOU HP after a full night’s rest. Corruption
You must eat Rations to gain any benefit. 1 Forces cascade and explode. 7 An arm falls off. A tentacle But fear not! Two lowborn skum just crawled
Improving: When you overcome a milestone roll D66. If Deal D6 × PRE damage to replaces it. -1 STR but gain
the result is higher than your HP, gain D6 HP. everything in 15’. 10’ reach. forth from yon hovel, pitchforks in hand,
Infected/Starving: +1 Fatigue cumulative daily until treated. 2 Your body dies but you’re still 8 Weeping pustules cover you. ready to fight back. Swing hard and merciless!
Initiative: Roll a D6, players act first on 4+. pretending. Become undead. They don’t heal. -1 PRE.
Morale: When 1/2 enemy group dies, leader dies, or
3 Your char the earth where you 9 Your mind is filled with the Follow me at www.boogergoblin.itch.io
individual is at 1/3 starting HP roll 2D6. walk. -2 PRE. Advantage whispers of madness. Buy print editions at www.boogergoblin.com
If the result exceeds Morale Score, roll below. when intimidating. Disadvantage when listening.
4 You grow a 3rd eye that sees in 10 You sometimes see your
1-3 flee 4+ surrender darkness like it’s twilight. -1 shadow move independently
Mini Mörk Manual is an independent production by
Rodney Rickrode and is not affiliated with Ockult
Push: A character may permanently reduce an Ability by 1 PRE in light, +1 in darkness. and act against your interests. Örtmästare Games or Stockholm Kartell. It is
(minimum 0) to add +D6 to a Test result. 5 Your fingers become claws (D6). 11 Your scalp tears as your skull published under the MÖRK BORG Third Party
Reaction Roll: 2-3, hostile 4-5, angry 6-8, neutral Disadvantage on delicate tasks. swells. You take D6 damage. License.
Roll 2D6 9-10, friendly 11-12, helpful
Stabilize
6 You grow hooves and your 12 Your hands bubble and blister
Using Omens: Reroll a die +D6 to result ankles lengthen into hocks. and burn. Take D4 damage. MÖRK BORG is copyright Ockult Örtmästare
character Disadvantage on sneaking. Games and Stockholm Kartell.
Travel The Vale Goods
Simple goods (ration, torch, iron spike, sack)
Silver
1
The Haruspex
You can move 4 Hexes/24 miles a day. 1/2 that on Difficult terrain.
For each hex crossed, roll a D20 and consult the Occurrences Table. Common goods (dag ger, fishing hook, rope) D6
Trade Goods/Tools (crowbar, flint/steel, oil flask) 2D6
D6 Daily Weather Forage/Hunt Specialty Goods (block/tackle, lock picks, medical kit) 2D6 × 5
1-3 Pleasant for season/locale. Spend 1 hex of travel. Curatives and snake oils (potions, cures, poisons) 2D6 × 10
4-5 Unpleasant. Test PRE DR12, +D6 Rations
6 Extreme weather event. On a 1, roll an Occurrence. Weapons Silver
Terrain 1-3 Simple: Knives, slings, and trade tools (D4) 12 silver
Mountain/Swamp Difficult terrain. 4-5 Martial: Swords, axes, maces, and bows (D6) 35 silver
Hills/Plains Normal terrain. 6 Heavy: Zweihänders, flails, firearms* (D10) 60 silver
Desert Difficult terrain. D20/D to Forage/Hunt. Heavy weapons attack last. *4D6 × 10
Forest/Sea Normal or Difficult. D20/A to Forage/Hunt. Auguries of the Haruspex
Armor Silver 3, No but
Occurrences Points of Interest 1, No and 2, No
1-10 Nothing 1-3 Settlement 1-2 Shield* (Break to cancel 1 attack.) 20 silver
3-4 Leather Jerkin (-1 damage) 20 silver 4, Yes but 5, Yes 6, Yes and
11-12 Change in fortune 4-6 Plot hook (Roll Portent) 5 Chain hauberk (-2 damage)(Defense DR14) 100 silver
13-14 Environmental hazard 7-8 Natural Feature/Ancient Relic Likely, roll with Advantage. Unlikely, roll with Disadvantage.
6 Chestplate (-3 damage) (Defense DR14) 200 silver
15-16 Point of Interest 9-10 Lair The Riddle of the Haruspex
17+ Bystander/Encounter 11+ Ruin/Dungeon
Lair Ruin/Dungeon Do omsayers traverse the lands of the Vale, recruiting followers Roll a double on an Augury? Roll below for a wild card.
1 Bandits or Mutants 1 Raided homestead for their petty gods. Some are said to serve a New God. Those 3, Interpret A Portent
Do omsayers wield lies and fear to stir unrest and steal power. 1, PC Negative 2, Faction
2 Witch coven 2 Deserted campsite 4, Interpret A Portent 5, NPC
3 Beastmen or Goblins 3 Burned fortification/town 6, PC Positive
4 Wight Mundane Treasure
4 Underground complex Portents
1 2 D6 silver 6 animal carving 11 silver comb 16 recipe
Settlements 2 potato 7 kerchief 12 dented helm 17 brass coin 1 Abandon 11 Infect 1 Artifact 11 Law
1 2 3 4 5 6 3 dag ger 8 worn sword 13 dried venison 18 animal pelt 2 Attack 12 Investigate 2 Conspiracy 12 Lich
Homesteads 4 fine boots 9 flint & steel 14 signet ring 19 spectacles 3 Betray 13 Oppress 3 Cult 13 Lies
1 Hermit’s Wizard’s Woodsman’s Hunting Witch’s Fugitive’s 5 locket 10 livery 15 holy water 20 a map 4 Burn 14 Rebel 4 Coven 14 Mutants
hut tower cabin lodge cottage hideout 5 Corrupt 15 Spy 5 Dungeon 15 Power
Campsites
Remarkable Things 6 Deceive 16 Steal 6 Faction 16 Ritual
2 Pilgrims Caravan Soldiers Log gers Bandits Beastmen 1 Kinsinger, sword (D6) with D20/A against beastmen. 7 Explore 17 Summon 7 Friend 17 Truth
Fortifications 2 Regret, a helm that sees through time (PRE DR17 to use). 8 Expose 18 Transport 8 Hysteria 18 Vengeance
3 Stockade Monastery Watchtower Hill fort Keep Enclave 3 Dwarfcauter, a knife that can cut out Infection (1 dmg). 9 Flee 19 Witness 9 Infestation 19 Wardens
4-6 Use the Town Generator. The town you see is in an adjacent hex. 4 Fairystop, hourglass pauses time for 5 breaths. Age 1 year per use. 10 Hunt 20 Worship 10 Knowledge 20 Wilderness
5 Elfskin Mask, adopts any visage the wearer wants.
Town Generator Cults and covens haunt the underbelly of the Vale.
Export Feature Secret Gov’t Test TOU DR6 each use or the change is permanent. The Wardens hunt them, ro oting out the infestation.
1 Produce University of Hidden cult venerates… Tyrant 6 Ghoul saliva, coat a blade to paralyze the target.
1-2, Magic 1, beastmen 2, witch Bystanders and Antagonists
3+, Religion 3, mutants 4, cannibals Hoards
Profession & Trade Item Desire
2 Livestock Towering Built on tomb of… Elected 1 D6 × 10 silver worth of food (salted fish, tack, cheese, etc.)
2 2D6 × 10 silver bits, draw skepticism when spent 1 Apprentice Wool robe 1 Acquire magic
Monument 1, wizard 2, noble Mayor 3 2 Beg gar Crutch 2 Bring justice
3, warlord 4, heretic D3 × 100 silver worth of bulky goods (silks, ingots, etc.)
3 4 200 silver worth of exotic goods (ivory, jewels, ebony, etc.) 3 Bodyguard Shortsword 3 Combat religion
Salt Cathedral of Cursed with… Elected 5 D4× 100 silver worth of central bank-issued credit notes 4 Courtier Puffy shirt 4 Dominate others
or 1-2, New God 1, poisoned well 2, evil forest Mayor 6 D666 silver coins pried from bloody palms 5 Cultist Athame 5 End threat
Coal 3+, Old Gods 3, blight 4, kidnappings
4 Ore Fallen sorcerers lead beastmen legions into battle. The Beastmen 6 Gambler Dice 6 Escape poverty
Castle Pact with an enemy… Noble
5 Alcohol Warden Post Terrorized by... Church test the edges of civilizations, always tightening the no ose. 7 Herbalist Healing poultice 7 Fulfill prophecy
1, beastmen 2, bandits Esoteric Scrolls 8 Knight Destrier 8 Guard secret
3, wights 4, witch coven 9 Merchant Cask of pepper 9 Harm rival
1 Summon PRE skeletons that obey a 12-word command.
6 Weapons Wizard Tower Haunted Guilds 2 Speak to the dead. 10 Moneylender D66 counterfeit coins 10 Locate family
3 1 target is confused for PRE minutes. HP 2
Encounters 11 Noble Foppish outfit 11 Protect sacred place
Skeleton

D4 Dmg
1 Bandit: HP 4, Morale 7, 1 Armor, D6 Dmg 4 D4 + PRE targets fall asleep for 1 hour. 12 Physician Cleaver 12 Prove innocence
2 Beastman: HP 6, Morale 8, No Armor, D6 Dmg 5 Shoot a D4 damage arc of flame 15’. 13 Priestess Crozier 13 Reconcile relationship
Roll a D12 if hit. On 1, become Beastman in D4 days. 6 Lock or unlock a door, chest, etc. 14 Rat Catcher Net 14 Seek revenge
3 Goblin: HP 3, Morale 6, No Armor, D4 Dmg 7 [DR14] Charm a target for D10 × PRE minutes. 15 Sailor 50’ rope 15 Satisfy vow
Goblins are easily distracted with coin and loot. 8 Dispel or undue an enchantment or magical effect. 16 Sell Sword Notched sword 16 Seduce love
4 Mutant: HP 2D6, Morale 5, 1 Armor, D6 Dmg. Roll a D4. 9 Target turns invisible. Attacking ends the effect.
10 [DR14] Summon PRE balls of fire that deal D6 damage. 17 Smith Hammer 17 Spread religion
Squid Arm: Has 10’ reach or Two Head: Wins initiative 1-4. 18 Thief Sap 18 Stay hidden
5 Wight: HP 12, Morale 10, 2 Armor, D4 Dmg. 11 Target is shrunk (-3 STR/+3 AGL) or enlarged (+3 STR/
Scrolls are DR+2 and has No Armor vs. magic/silver weapons. -3 AGL) for D6 × PRE rounds. 19 Warden Torch 19 Steal treasure
6 Witch: HP 7, Morale 9, No Armor, D4 Dmg. 1 random Scroll. 12 Speak with beasts or plants for D20 minutes. 20 Watchman Truncheon 20 Undermine authority
1. Gorehorn Tribe
Start Here
Beastmen marauders preying on defenseless peasants.
(G) D3 Fledglings: HP 6, Morale 6, No Armor, D6 Dmg
Mini a l
nu
Dungeon Filth is a random dungeon toolkit for solo games of
Roll a D12 if hit. On 1, become Beastman in D4 days.
(S) Gorehorn: HP 10, Morale 10, No Armor, D10 Dmg
Pig-tusked brute. Attacks last in combat. Will eat enemies.
(B) Gorelord: HP 9, Morale 9, No Armor, D6 Dmg
This sorcerer carries 1 random scroll (+2 to Scroll Test).
2. The Lost Company
Mini Mörk Manual. Results are generic and will need tailored
to fit the scenarios and scenes that emerge during play. Use
the tables here, find others, or make up your own.

Play Procedures
Mör k Ma
A Tveland infantry regiment exposed to corrupting magic.
(G) D3 Twinheads: HP D6, Morale 7, 1 Armor, D4 Dmg
1 Unless the game dictates a certain theme already, roll a
Dungeon Name to start. Let the name inform your
Wins initiative on 1-4. Often argues with itself. interpretations of the rooms and their contents.
(G) Many Eyes: HP D4, Morale 8, No Armor, D4 Dmg
Can innately cast a random Scroll (+0 to Scroll Test).
2 Dungeon Size is random or based on your expectations.
(S) D4 Squids: HP D6, Morale 7, No Armor, D6 Dmg 3 Set a die of the appropriate size on the Dungeon Die
Tentacles have 10’ reach. Manically seeks Scrolls/magic. spot with the highest number showing. Decrease the
(B) Cpt. Huss: HP 2D6, Morale 8, 2 Armor, D6+2 Dmg number by 1 for each room explored beyond the first.
Huss is barely recognizable as human. He carries Wightheart. 4 Each time you enter a room, roll a Door Check. Record
3. Ravenite Cultists the number of doors and general layout of the dungeon.
Hedonistic cultists that pursue dark desires to extremes. If the Door Check result is less than the Dungeon Die,
(G) D4 Fanatics: HP 3, Morale 9, No Armor, D4 Dmg continue play as normal. If it is equal to or higher than
(G) D2 Flagellants: HP 4, Morale 8, No Armor, D8 Dmg the Dungeon Die, you’ve discovered all the doors (see
They have heavy scourges and attack last in combat. inside). You can explore any unopened doors as normal.
(S) D3 Missionaries: DR 6, HP 5, Morale 8, No Armor, D4 Dmg
5 When opening doors use the Room Contents table to
Net-wielding recruiters. Defense is D20/D against them.
(B) The Krukman: HP 12, Morale 9, No Armor, D6 Dmg determine a rooms in-game significance. The physical
shape and contents of the room are left up to your
Carries a Krukman Hymnal. Covered in tattoos/piercings.
4. Hiveworm Cabal interpretation (see Dungeon Name above). You can
assume most rooms are D4 × 10’ across.
A band of psychic worm-infested corpses and their mind-
worm enslaved human puppets. * When entering a room, roll a D6 (Door Check), a D12
(Contents) and a D20 (event) together to speed up play.
(G) D6 Worm-puppets: HP 3, Morale 5, No Armor, D4 Dmg
Automatically pass Morale Tests if a Devourer is present.
(S) D3 Accomplices: HP 7, Morale 7, No Armor, D6 Dmg
Merchants and sycophants; the public servants of the cabal.
** Each level has it’s own faction. Determine the faction
(and roll reactions between them) when you meet them.
*** Track the number of torches and rations you have on
Dungeon Filth
(B) Devourer: HP 13, Morale 9, No Armor, D6 Dmg
A psychic-worm infested corpse. Its telepathic attacks ignore
hand. Both resources may be used as you explore. A dungeon generator for solo play
armor. It can turn anyone knocked unconscious into a thrall by
forgoing an attack.
Dungeon Names suitable for Mörk Borg or its derivatives
———— ———— of the ———— or ————
Monsters 1 Accursed 1 Catacomb 1 Brittle axe 1 Barren hearts
1 Ghoul: HP 7, Morale 8, No Armor, D6 Dmg 2 Bleak 2 Cathedral 2 Heretical books 2 Marrow-takers Inside you’ll encounter hedonistic cultists,
If hit, Test TOU DR6 or be paralyzed for DR4 rounds. 3 3 Cellar 3 Debased monks 3
2 Mandible Mole: HP 12, Morale 8, 2 Armor, D8 Dmg 4
Decaying
Desolate 4 Keep 4 Dread memory 4
Mind-fever
New Church
brain-worm implanting Devourers, flesh-
Hypno Eyes: If Defense roll is <6, your next attack is D20/D.
3 Minotaur: HP 11, Morale 6, No Armor, D10 Dmg
5 Eldritch 5 Laboratory 5 Drowned rat 5 Pig-flayer hungry Beastmen, and mutated soldiers. No
6 Forsaken 6 Lair 6 Rusted blade 6 Salt-marsh
Compelled: Will stop attacking to eat corpses. Attacks last. 7 Haunted 7 Library 7 Ancestral lore 7 Lost bureaucrat
knight nor Baron is coming to save ye. Grab
4 Ogre: HP 10, Morale 8, No Armor, D8 Dmg 8 Infested 8 Mine 8 Bicorn prophet 8 Six-toed-foot ye guttin’ knives and hop to, we’re going in!
Fear: Test PRE DR10 or all rolls are at Disadvantage. 9 Noxious 9 Prison 9 Hill folk 9 Skull-takers
5 Ooze: HP 6, Morale 7, 2 Armor, D6 Dmg 10 Profane 10 Sepulcher 10 Loam crawlers 10 Star crater
No Armor vs. magic weapons. Reduce armor 2 steps on rolls of 1. 11 Sinister 11 Sewer 11 Corpse-whisper 11 Toothless smile Follow me at www.boogergoblin.itch.io
6 Troll: HP 9, Morale 7, No Armor, D6 Dmg 12 Wretched 12 Tower 12 Doom augur 12 Wayward sons
Heals 2 HP per round. Fire causes a Morale Test.
Buy print editions at www.boogergoblin.com
NPCs
Potential hirelings or replacement characters. Hirelings have +0 Mini Mörk Manual is an independent production by
abilities and are paid their HP in silver daily while under duress. Rodney Rickrode and is not affiliated with Ockult
1 Warden: HP 8, Morale 9, 1 Armor, D6+1 Dmg
Örtmästare Games or Stockholm Kartell. It is
May smell ‘foul witchery’ and carries a Warden blade. published under the MÖRK BORG Third Party
2 Wolfknight: HP 10, Morale 8, 3 Armor, D6 Dmg License.
May heal D6 damage once per day by the placing of hands.
3 Necromancer: HP 6, Morale 9, No Armor, D4 Dmg MÖRK BORG is copyright Ockult Örtmästare
Has 3 skeletons that obey their command (HP 2, D4 Dmg). Games and Stockholm Kartell.
Secrets Encounter
1-2 You set off a trap while searching. Roll a D10 on Trap! 1
Du ngeon Do o Lair: Roll a Monster and roll D12 on the Treasure
Die Chec r 3-8 This room holds no secrets. table. You may also search for Secrets here.
ks 9-14 Hidden Door: This room connects to a random room 2-3 Lair: Roll a Monster. Doorway Down if applicable.
elsewhere in the dungeon. 4-5 Dead adventurer: Roll D6 (1-2 roll D12 Treasure,
15-17 Hidden Tunnel: You can exit the dungeon from here. 3-4 roll D10 Trap!, 5-6 a Secret is revealed).
18-20 Hidden Chest: Roll on the Treasure table.
6 NPC: Roll D6 (1-3 enemy, 4+ roll reaction with +D4).
-7
Searching For Secrets?
8-9 Dying foe with a secret. Roll Portents (Core).
Possible Entrances Test PRE DR12 and expend a torch to search.
10 Jail: (G) + D4 captives chained to the walls. Test PRE
1 A hole in a giant tree leads down… Roll on the Secrets table if successful.
2 A sunken tomb beckons from the mud… DR12 for useful information (+1 Omen).
uption. It grows from
3 A stairwell in the midst of a ruine… d castle… Tveland’s most insidious threat is Corr
first organ to succumb.
11 Workshop: (S) Specialists crafting faction-relevant
4 A to othy maw cavern yawns wide eyard… the inside out. A man’s mind is the
goods (hex dolls, spears, man-traps, subversive
5 An opened crypt in a neglected grav pamphlets, masks, etc). You may search for a Secret.
6 al tavern…
A cellar do or in an otherwise norminsid e…
Special Room 12 Garden/Pen: D6 goblin slaves (Core) tend food source
7 An old well echo es with some thing 1-2 A natural fountain holds restorative properties. Drink
8 ole lead s to an unde rgrou nd cham ber… (fungus, lizards, sheep, people, fish pond, etc).
A sinkh to remove 1 Fatigue. You may search for a Secret.
3-4 A chasm with rope bridge. Test AGL DR8 to cross. Fail 13 Dining hall: Grunts (G) and Sergeant (S) eating.
Dungeon Size and you may drop your torch to not fall, otherwise take
14 Armory: Stockpile of arms (molotov cocktails, stolen
1-2 Small (Dungeon Die is a D8). Ignore Doorway Down. army swords, etc). Roll D6 occupants. 1-3 (G), 4+ (B).
2D6 fall dmg. You’re now on a lower level (if applicable)
3-5 Standard (Dungeon Die is a D12). Possibly 2 levels. or in a pit. If in a pit, gain 1 Fatigue to climb out. 15-16 Barracks: Grunts (G). Roll a D6. 1-2 drinking and
6 Large (Dungeon Die is a D20). Likely 2+ levels. 5-6 This room is clean and can be easily secured. You can gaming, 3+ sleeping). Roll a D12 on the Treasure table.
rest peacefully here or search for a Secret. 17 Guard Room: Grunts (G) or Sergeant (S) guarding a
Factions 7-8 Storeroom: It contains D4 torches and stale biscuits. Doorway Down or additional dungeon exit.
Roll D4 on the bestiary to determine what lives on the first level 18 Dark Temple: Sacrificial alter and profane glyphs. Faction
of the dungeon. Repeat for each dungeon level you encounter. Roll
9-10 A dead Mandible Mole lies here. Its eyes are worth
boss (B) is present. Roll on Treasure with +D4 bonus.
Reaction Rolls between factions, even if they’re the same type. D4 × 30 silver. Expend a torch to remove them.
11-12 A cave in slows travel. Expend a Torch to cross carefully 19 A battleground: 2 grunts (G)+(G) from same/different
The First Room factions in a brawl. A faction boss (B) is present if not
or hurry and roll a D6. On 3+ roll an Encounter.
The First Room is always an Encounter and has +1 Door. 13-14 An unsettling statue of a raven and an offering plate. encountered elsewhere. Doorway Down if applicable.
Door Checks Gain 2D6 temporary HP if you pray. They last until 20 Boss Quarters: If the faction boss (B) hasn’t been
Roll a D6 when entering a room to determine the number of exits. lost, but you must roll on the Corruption table. encountered elsewhere, they will be here. Roll on the
1-3 1 door. 15-16 Waste-deep water fills this area. Roll a D6 to cross. Treasure table. Add +1 for each Encounter overcome.
4-5 2 doors. On 1-4 expend a torch, 5+ find Treasure (roll D12). Need to run away?
17-18 Stinks of corpses and swarming flies. Light a second Test Omens DR12 (Roll a D20 + Current Omens vs. DR12).
6 3 doors. You escape pursuit if successful. Expend 1 torch.
torch to hold them at bay, or suffer Infection.
Door Check vs Dungeon Die 19-20 Steep, slick incline. Climb with rope or gain 1 Fatigue.
Ravenites indulge any urge no mat
Door Check < Dungeon Die ter how abhorrent. Many
Continue play as normal.
Trap! tatto o The Scripture over every inch
of flesh. Some file their
1-2 Pit Trap: Test AGL DR8 or fall 12’ and take D6 teeth. All pray to the RAVEN.
Door Check ≥ Dungeon Die damage. If damage is a 1, something is living in the pit.
There are no more undiscovered doors in the Dungeon. The 3-4 Poison Dart: Test Defense DR12 or become Infected. Treasure
faction boss is here if not encountered already. If you 5-6 Swinging Blade: Test PRE DR8 or take 2D6 damage. 1-2 Roll a Trap! and then roll D12 on the Treasure table.
expected the dungeon to have more than 1 level and a 7-8 Crushing Walls/Locked Doors: Iron spike the walls or 3-8 Roll on Mundane Treasure (core).
doorway down hasn’t been found, it will either be here or force the exit (STR DR12). You have D6 rounds to escape. 9-11 Roll on Mundane Treasure twice (core).
inside another unopened door. You pick the room. 9-10 One-way Sliding Chute: Test AGL DR12 to leap aside. 12-13 Roll on Hoards (core) and roll a D6. On 5+, the chest is
Fail? Expend a torch and get delivered to a new room. guarded with a Poison Dart trap (see Traps!).
Room Contents 11-12 Demonic relief spews poison gas. Test PRE DR10 to 14 Rusavelt’s Tonic: Contains D3 swigs. Each swig heals
1 Empty Room. Torch goes out.*
2 disarm trigger or all Abilities suffer -3 for D3 rooms. D6 HP. Test TOU DR6 per use or gain 1 Fatigue.
Trap! 13-14 Corrosive Gas: Reduce armor 1 tier to cross or remove 15 Kenadah: Blessed club of the Wolfmother Faith. Once
3 Trap!
4 Trap! and take D4 HP dmg. per day the wielder may invoke divine favor (+D6 on
5 Special Room. 15-16 Sporeshreek (light-reactive mushroom): Put out your an attack or damage roll).
6 Special Room. torch and Test PRE DR6 to sneak by. Fail and it 16 Wightheart: Longsword that is +2 when committing acts
7 Encounter. starts shrieking. Roll an Encounter. that sow chaos. Roll Corruption for each foe slain.
8 Encounter. 17-18 Profane Graffiti: Test PRE DR8 or roll on the 17 Krukman Hymnal: Profane Ravenite scripture. You may cast
9 Encounter. Corruption table. Bones cover the floor of this room. 1 random scroll per day, but roll Corruption each use.
10 Encounter. If you roll a 20, you learn a random innate Scroll. 18 Hex Doll: Add target’s hair, fluids, etc. to gain power
11 Encounter + Treasure. 19-20 Crossbow Bolts: Test PRE DR10 to notice bolt holes or over them. Tests against them are D20/A.
12 Treasure. pressure plate trigger. Fail, all characters Test Defense or 19 Vermen’s Shoklub: Femur etched with 1 random scroll.
* You may search for secrets. take D6 damage. 20 Secret Lore: Treasure map, dungeon site, etc. (roll Portents).

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