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—King Nothing—

Writing, Layout, and Art


Rob Hebert
Visit him at nerdypapergames.com

Playtesters
Gene Astadan, Dave Hoover, Dan Phipps,
Spenser Starke, Kurt Potts

Special Thanks
Chelsea Kroeker Hebert

Developed at Foundry58

Dedicated to
Garth Nix
Ursula K. LeGuin
John Harper
Jim Henson
Hayao Miyazaki
Tom Moldvay

This game is licensed under a


Creative Commons
Attribution-NonCommercial-ShareAlike 4.0
International License:
http://creativecommons.org/licenses/by-nc-sa/4.0/

This is version 19.06.15 of this game.

Contact
hebert.rob@gmail.com
KING NOTHING has returned to the living world after a generation of deathless sleep. As his armies of darkness sweep plague-like
across the land, spreading his evil influence, the sun itself dims, threatening to plunge the world into eternal night.

IN DESPERATION, the Witch Queen Saraneth gathers a traveling party to journey in secret to the Black Pit, a hidden place of power
from which, the stories say, King Nothing first emerged. There, with the aid of powerful magicks, Saraneth hopes to seal the Black Pit
forever and, hopefully, destroy King Nothing once and for all.

HOWEVER—while on their journey, Saraneth and her companions are ambushed by a goblin patrol; thinking them everyday
travelers, the goblin captain Grelk takes them prisoner.

EVEN NOW, they are being marched, along with a score of other prisoners, to an encampment where they will be forced into the
service of the dark army’s war machine. Worse, it’s only a matter of time before Saraneth—or one of her companions—is recognized
and handed over to King Nothing for even darker purposes.

HOW WILL THE WITCH QUEEN AND HER COMPANIONS ESCAPE THE GOBLIN PATROL?

WHAT OTHER DANGERS LIE IN THEIR PATH?

WILL THEY EVER REACH THE BLACK PIT?

IF THEY DO, WILL THEY KNOW HOW TO DESTROY IT?

WILL THE PRICE OF VICTORY BE ONE THAT THEY’RE WILLING TO PAY?


King Nothing is a game for one Game Manager (GM) and 2-5 players. It is intended to be played in a single session of 3-4 hours,
but you can play for longer if you wish.

Start by placing an X-Card† in the center of the table and ensuring everyone is familiar with its use. Then decide who will be the GM
and which player-characters everyone else will control.

This game is played as a series of alternating scenes:

Odd-numbered scenes take place in the present and concern the party’s journey to the Ebon Mount and into King Nothing’s Keep.

Even-numbered scenes are Memories; they take place in the past and help us fill in the story’s history and setting.

Usually, you use memory scenes to explore something that came up during the previous scene, but if nothing jumps out, you can use
the Memories section on the Character Sheets to get ideas.

During each scene, the GM tells a story by asking questions of everyone at the table and using the players' answers to shape the fiction.
Whenever fate or fortune come into play, the GM asks the players to roll dice to determine the outcome.


The X-Card
The X-Card is an optional tool (created by John Stavropoulos) that allows anyone in your game (including you) to edit out any content anyone is
uncomfortable with as you play. To use, at the start of your game, simply say:

“I’d like your help. Your help to make this game fun for everyone. If anything makes anyone uncomfortable in any way … [draw an
X on an index card] … just lift this card up, or simply tap it [place card at the center of the table]. You don’t have to explain why. It
doesn't matter why. When we lift or tap this card, we simply edit out anything X-Carded. And if there is ever an issue, anyone can
call for a break and we can talk privately. I know it sounds funny but it will help us play amazing games together and usually I’m
the one who uses the X card to protect myself from all of you! Please help make this game fun for everyone. Thank you!"

For more information, visit http://tinyurl.com/x-card-rpg


, Saraneth ,
The Queen of Witches, on a journey to destroy an ancient evil

— Traits — — Marks —
✦✦ Immortal: Ageless, Wise, Revered Mark of Apotheosis: As a child of the sunken city of
✦✦ Sorceress: Spellcaster, Ritualist, Runeworker Lemuria, your true nature is beyond mortal ken.
Hit your mark when you demonstrate your terrible power.
— Special Abilities — Strikethrough: Relinquish your noble heritage—and with it,
✦✦ Truespeech: You are the last living member of a lost race of your power.
magical beings; so long as you can speak, you can do Sorcery.
✦✦ Wildshape: You can take the shape of any creature at will, Mark of the Mission: You must banish King Nothing from
merely by speaking its True Name. this world forever, no matter the cost.
Hit your mark when you take decisive action to move closer to
— Memories — this goal.
✦✦ Why did Lemuria sink? Strikethrough: Give up your mission.
✦✦ How did you learn of the Black Pit’s location?
✦✦ What terrible price will the ritual to seal the Black Pit Mark of the Impostor: You are in disguise, passing yourself
extract? off as a common traveler so that King Nothing does not learn
of your mission.
— Conditions — Hit your mark when you perform well enough to fool someone
✧ Hindered: ✧ Broken: with your disguise.
✧ Hobbled: ✧ Lost: Strikethrough: Reveal your true identity to someone you
fooled.
— Bonds —
"If I fall, I trust ____________ to take up my cause." — Hope —
"I fear ____________ joined my retinue for the wrong reasons."
✧✧✧✧✧✧✧✧✧✧

— How to Play — — Conditions —


Whenever you attempt something risky, you roll two dice and When events warrant—especially when you fail a roll—the GM
add up the results to determine the outcome: may impose a condition on your character:
12+: Success with a bonus Hindered: Your abilities or efficacy is reduced by injury,
10-11: Success exhaustion, or some other limiting factor.
7-9: Limited or costly success Hobbled: Your condition has deteriorated to the point that certain
3-6: A costly failure actions have become impossible for you.
2-: Utter disaster Broken: You are knocked out, turned to stone, or otherwise unable
to take any actions; you need immediate help.
If your character has the advantage over their opponent or Lost: You are dead--or presumed so, at least.
obstacle (for instance, due to positioning, preparation, skill, or
other special resources), roll three dice and drop the lowest. If your Many conditions can be remedied through mundane means:
character attempts an action at a disadvantage, roll three dice rest, shelter, food and water, sleep, and so forth. Practitioners
and drop the highest. When casting spells or crafting artifacts, of the healing arts can reduce recovery time significantly with
roll with advantage for minor effects and with disadvantage for medicines and special techniques. Some conditions may require
epic effects. powerful magic or special items to remedy.

Whenever you fail a roll, you gain a hope token. You can 
spend a hope token before you roll to add +1 to your result (up
to a maximum of three hope tokens for +3) or after you roll to — Helping —
re-roll your dice. Start each session with one hope token and If your character is in a position to help another character,
gain a hope token whenever your character hits one of their you can grant them advantage on a roll or give them one of
marks. Each mark also has a strikethrough condition; if the your hope tokens. Describe how your character helps. If the
strikethrough condition occurs, you may choose to cross out the character you help still fails their roll, your character may share
mark and take three hope tokens. in the negative consequences.
, Rowenne of Avalyr ,
Ex-templar of the Iridian Flame, a fallen order of holy knights

— Traits — — Marks —
✦✦ Holy: Healer, Learned, Cultured Mark of the Champion: You are sworn to protect Queen
✦✦ Knight: Armored Fighter, Well-Traveled, Brave Saraneth.
Hit your mark when you obey her orders without hesitation or
— Special Abilities — when you protect her from harm.
✦✦ Invoke Holy Fire: So long as you abide your oath to protect Strikethrough: Renounce your promise to Saraneth or betray
the weak, punish evil, and speak only the truth, you can her trust.
conjure, at will, a spark of the flame of creation that can
heal the wounded, purify the wicked, and light your path. Mark of the Cleric: You are an adherent of a dying religion.
✦✦ Lightbringer: You wield a shining magic sword that Hit your mark when you make a new convert, gain a follower,
harrows the undead. It grants +1 to all relevant rolls. or found a new sect.
Strikethrough: Repudiate your faith or adopt a new one.
— Memories —
✦✦ Why did the Order of the Iridian Flame fall? Mark of the Exorcist: It is your holy duty to purge King
✦✦ When did you first learn of King Nothing’s return? Nothing’s influence from all those it afflicts.
✦✦ How did you come to be Queen Saraneth’s champion? Hit your mark when you use holy fire to drive King Nothing’s
corruption from someone’s body or mind.
— Conditions — Strikethrough: Allow King Nothing’s evil to go unchecked.
✧ Hindered: ✧ Broken:
✧ Hobbled: ✧ Lost:

— Bonds — — Hope —
"____________ inspires me to walk the path of right."
"I sense a darkness in ____________, and it frightens me." ✧✧✧✧✧✧✧✧✧✧

— How to Play — — Conditions —


Whenever you attempt something risky, you roll two dice and When events warrant—especially when you fail a roll—the GM
add up the results to determine the outcome: may impose a condition on your character:
12+: Success with a bonus Hindered: Your abilities or efficacy is reduced by injury,
10-11: Success exhaustion, or some other limiting factor.
7-9: Limited or costly success Hobbled: Your condition has deteriorated to the point that certain
3-6: A costly failure actions have become impossible for you.
2-: Utter disaster Broken: You are knocked out, turned to stone, or otherwise unable
to take any actions; you need immediate help.
If your character has the advantage over their opponent or Lost: You are dead--or presumed so, at least.
obstacle (for instance, due to positioning, preparation, skill, or
other special resources), roll three dice and drop the lowest. If your Many conditions can be remedied through mundane means:
character attempts an action at a disadvantage, roll three dice rest, shelter, food and water, sleep, and so forth. Practitioners
and drop the highest. When casting spells or crafting artifacts, of the healing arts can reduce recovery time significantly with
roll with advantage for minor effects and with disadvantage for medicines and special techniques. Some conditions may require
epic effects. powerful magic or special items to remedy.

Whenever you fail a roll, you gain a hope token. You can 
spend a hope token before you roll to add +1 to your result (up
to a maximum of three hope tokens for +3) or after you roll to — Helping —
re-roll your dice. Start each session with one hope token and If your character is in a position to help another character,
gain a hope token whenever your character hits one of their you can grant them advantage on a roll or give them one of
marks. Each mark also has a strikethrough condition; if the your hope tokens. Describe how your character helps. If the
strikethrough condition occurs, you may choose to cross out the character you help still fails their roll, your character may share
mark and take three hope tokens. in the negative consequences.
, Flitwick Featherweight ,
A shadow-touched beastling thief, the shame of Havenhill

— Traits — — Marks —
✦✦ Beastling: Nimble, Charming, Clever Mark of Greed: You like anything rare, expensive, or shiny.
✦✦ Thief: Quick-Fingered, Sharp-Tongued, Tinkerer Hit your mark when you steal something cool or score a big
payoff.
— Special Abilities — Strikethrough: Swear off stealing forever.
✦✦ True Sight: Your animal eyes see in total darkness and
through illusions. Mark of the Fugitive: You committed a terrible crime at
✦✦ Shadow Step: A past exploit left you touched by darkness. some point in your past, and are still being hunted for it.
Once per scene, you can teleport from one shadow to Hit your mark when it causes you problems or is important in
another. a scene.
Strikethrough: Make amends or give yourself up.
— Memories —
✦✦ Which of your crimes resulted in your exile from Havenhill, Mark of the Giantslayer: You believe that it isn’t the size of
and which member of the party knows your secret? the dog in the fight but the size of the fight in the dog.
✦✦ Who are you running from? Hit your mark when you take on a much bigger opponent.
✦✦ How did you become part of the shadow? Strikethrough: Skip an opportunity to prove that your small
size is no hindrance.
— Conditions —
✧ Hindered: ✧ Broken:
✧ Hobbled: ✧ Lost:

— Bonds — — Hope —
"____________ is an easy mark."
"I would never steal from ____________ because..." ✧✧✧✧✧✧✧✧✧✧

— How to Play — — Conditions —


Whenever you attempt something risky, you roll two dice and When events warrant—especially when you fail a roll—the GM
add up the results to determine the outcome: may impose a condition on your character:
12+: Success with a bonus Hindered: Your abilities or efficacy is reduced by injury,
10-11: Success exhaustion, or some other limiting factor.
7-9: Limited or costly success Hobbled: Your condition has deteriorated to the point that certain
3-6: A costly failure actions have become impossible for you.
2-: Utter disaster Broken: You are knocked out, turned to stone, or otherwise unable
to take any actions; you need immediate help.
If your character has the advantage over their opponent or Lost: You are dead--or presumed so, at least.
obstacle (for instance, due to positioning, preparation, skill, or
other special resources), roll three dice and drop the lowest. If your Many conditions can be remedied through mundane means:
character attempts an action at a disadvantage, roll three dice rest, shelter, food and water, sleep, and so forth. Practitioners
and drop the highest. When casting spells or crafting artifacts, of the healing arts can reduce recovery time significantly with
roll with advantage for minor effects and with disadvantage for medicines and special techniques. Some conditions may require
epic effects. powerful magic or special items to remedy.

Whenever you fail a roll, you gain a hope token. You can 
spend a hope token before you roll to add +1 to your result (up
to a maximum of three hope tokens for +3) or after you roll to — Helping —
re-roll your dice. Start each session with one hope token and If your character is in a position to help another character,
gain a hope token whenever your character hits one of their you can grant them advantage on a roll or give them one of
marks. Each mark also has a strikethrough condition; if the your hope tokens. Describe how your character helps. If the
strikethrough condition occurs, you may choose to cross out the character you help still fails their roll, your character may share
mark and take three hope tokens. in the negative consequences.
, Elindrielle Honeysorrow ,
A refugee from Faerie and the Grey-Warden of Briarwood

— Traits — — Marks —
✦✦ Wildling: Fierce, Nature-Wise, Hunter Mark of the Savage: Because you relish the untamed forest
✦✦ Fairy: Otherworldly, Graceful, Tricksome and the open sky, you abhor permanent settlements and
anything but the most basic technology.
— Special Abilities — Hit your mark when your disdain or discomfort causes a
✦✦ Wildspeech: You know the languages of animals, trees, and problem or is important in a scene.
all other wild things. Strikethrough: Go willingly into a city or under the ground.
✦✦ Not of This World: Like all fey creatures, you are
originally from Faerie, a realm made of dreams and Mark of the Stranger: The customs and concepts that shape
twilight; you require no sleep or food and can weave life in this realm are utterly alien to you.
illusions and glamours. Hit your mark when your confusion causes a problem or is
important in a scene.
— Memories — Strikethrough: Adopt a native custom from your new home.
✦✦ Why did the fey leave Faerie?
✦✦ How has King Nothing poisoned the natural world? Mark of the Forest-Keeper: King Nothing’s evil influence
✦✦ Why were you chosen to represent the fey on this journey? has warped the wild places that you love.
Hit your mark when you protect a natural place from King
— Conditions — Nothing’s influence or restore it to its unsullied form.
✧ Hindered: ✧ Broken: Strikethrough: Give up your duty out of despair.
✧ Hobbled: ✧ Lost:

— Bonds — — Hope —
"I feel kinship with ____________ because they are wild at heart."
"____________ is too much of this world for me to trust." ✧✧✧✧✧✧✧✧✧✧

— How to Play — — Conditions —


Whenever you attempt something risky, you roll two dice and When events warrant—especially when you fail a roll—the GM
add up the results to determine the outcome: may impose a condition on your character:
12+: Success with a bonus Hindered: Your abilities or efficacy is reduced by injury,
10-11: Success exhaustion, or some other limiting factor.
7-9: Limited or costly success Hobbled: Your condition has deteriorated to the point that certain
3-6: A costly failure actions have become impossible for you.
2-: Utter disaster Broken: You are knocked out, turned to stone, or otherwise unable
to take any actions; you need immediate help.
If your character has the advantage over their opponent or Lost: You are dead--or presumed so, at least.
obstacle (for instance, due to positioning, preparation, skill, or
other special resources), roll three dice and drop the lowest. If your Many conditions can be remedied through mundane means:
character attempts an action at a disadvantage, roll three dice rest, shelter, food and water, sleep, and so forth. Practitioners
and drop the highest. When casting spells or crafting artifacts, of the healing arts can reduce recovery time significantly with
roll with advantage for minor effects and with disadvantage for medicines and special techniques. Some conditions may require
epic effects. powerful magic or special items to remedy.

Whenever you fail a roll, you gain a hope token. You can 
spend a hope token before you roll to add +1 to your result (up
to a maximum of three hope tokens for +3) or after you roll to — Helping —
re-roll your dice. Start each session with one hope token and If your character is in a position to help another character,
gain a hope token whenever your character hits one of their you can grant them advantage on a roll or give them one of
marks. Each mark also has a strikethrough condition; if the your hope tokens. Describe how your character helps. If the
strikethrough condition occurs, you may choose to cross out the character you help still fails their roll, your character may share
mark and take three hope tokens. in the negative consequences.
, Kilgore ,
Former War-Chief of Clan Bonebreaker and a traitor to King Nothing’s army

— Traits — — Marks —
✦✦ Ogre: Mighty, Monstrous, Born of Black Magic Mark of the Outcast: Your people were exiled to the
✦✦ Barbarian: Wastelander, Survivalist, Freedom Fighter Hinterlands for serving King Nothin.
Hit your mark when animus toward ogres causes a problem or
— Special Abilities — is important in a scene.
✦✦ Giant’s Strength: You can break stone and bend iron with Strikethrough: Prove to someone whose opinion matters that
your bare hands. orcs are worthy of respect.
✦✦ Berserker: When attacking, you may roll an extra Rage
Die and add it to your total—but if it's the highest number, Mark of the Battle Beast: You crave the rush of combat and
you lose control and cause unwanted destruction. the thrill of victory.
Hit your mark when you take on a worthy foe.
— Memories — Strikethrough: Refuse a good match.
✦✦ What gave you the strength to rebel against King Nothing?
✦✦ How have your people made a life in the Hinterlands? Mark of Rebellion: King Nothing once bound your people to
✦✦ Who offered you a place in Queen Saraneth’s retinue? his service. You will never again serve him or any other.
Hit your mark when you free a person or place from unjust
— Conditions — influence or bondage.
✧ Hindered: ✧ Broken: Strikethrough: Pledge fealty to another.
✧ Hobbled: ✧ Lost:

— Bonds —
"____________ doesn't understand the pain that fuels my rage." — Hope —
"____________ has my back in a fight—and I, theirs."
✧✧✧✧✧✧✧✧✧✧

— How to Play — — Conditions —


Whenever you attempt something risky, you roll two dice and When events warrant—especially when you fail a roll—the GM
add up the results to determine the outcome: may impose a condition on your character:
12+: Success with a bonus Hindered: Your abilities or efficacy is reduced by injury,
10-11: Success exhaustion, or some other limiting factor.
7-9: Limited or costly success Hobbled: Your condition has deteriorated to the point that certain
3-6: A costly failure actions have become impossible for you.
2-: Utter disaster Broken: You are knocked out, turned to stone, or otherwise unable
to take any actions; you need immediate help.
If your character has the advantage over their opponent or Lost: You are dead--or presumed so, at least.
obstacle (for instance, due to positioning, preparation, skill, or
other special resources), roll three dice and drop the lowest. If your Many conditions can be remedied through mundane means:
character attempts an action at a disadvantage, roll three dice rest, shelter, food and water, sleep, and so forth. Practitioners
and drop the highest. When casting spells or crafting artifacts, of the healing arts can reduce recovery time significantly with
roll with advantage for minor effects and with disadvantage for medicines and special techniques. Some conditions may require
epic effects. powerful magic or special items to remedy.

Whenever you fail a roll, you gain a hope token. You can 
spend a hope token before you roll to add +1 to your result (up
to a maximum of three hope tokens for +3) or after you roll to — Helping —
re-roll your dice. Start each session with one hope token and If your character is in a position to help another character,
gain a hope token whenever your character hits one of their you can grant them advantage on a roll or give them one of
marks. Each mark also has a strikethrough condition; if the your hope tokens. Describe how your character helps. If the
strikethrough condition occurs, you may choose to cross out the character you help still fails their roll, your character may share
mark and take three hope tokens. in the negative consequences.
, Gildtooth Goldemund ,
A wandering prince, heir to the Kingdom of Understone

— Traits — — Marks —
✦✦ Gnome: Craftsman, Historian, Made of Sterner Stuff Mark of Hopeless Love: You are hopelessly in love with
✦✦ Adventurer: Gunslinger, Treasure Hunter, Dungeon Delver Queen Saraneth, but you don't want her to know it.
Hit your mark when you make a decision based on this secret
— Special Abilities — affection or when you somehow show it indirectly.
✦✦ Masterworker: Given enough time and the proper Strikethrough: Give up on your secret desire or make it public.
materials, you can craft wondrous items with magical
properties. Mark of the Fool: You have spent nearly all of your life
✦✦ Under-Kin: Your people are carved from the bones of underground, in the lap of gnomish luxury, protected from
the earth itself. You are granite-skinned; you speak the your folly by royal servants.
language of the stones. Hit your mark when your naiveté or recklessness causes a
problem for the party.
— Memories — Strikethrough: Pledge to hang back and be very, very careful
✦✦ Why did your father refuse this mission? from now on.
✦✦ How did you feel the first time you journeyed to the surface?
✦✦ When did you first fall in love with Queen Saraneth? Mark of the Hero: You don't like to see anyone suffer, even
enemies.
— Conditions — Hit your mark when you help someone in trouble or when you
✧ Hindered: ✧ Broken: change someone's life for the better.
✧ Hobbled: ✧ Lost: Strikethrough: Ignore a request for help.

— Bonds — — Hope —
"I respect ____________ because they are wild at heart."
"____________'s heart harbors a darkness that intrigues me." ✧✧✧✧✧✧✧✧✧✧

— How to Play — — Conditions —


Whenever you attempt something risky, you roll two dice and When events warrant—especially when you fail a roll—the GM
add up the results to determine the outcome: may impose a condition on your character:
12+: Success with a bonus Hindered: Your abilities or efficacy is reduced by injury,
10-11: Success exhaustion, or some other limiting factor.
7-9: Limited or costly success Hobbled: Your condition has deteriorated to the point that certain
3-6: A costly failure actions have become impossible for you.
2-: Utter disaster Broken: You are knocked out, turned to stone, or otherwise unable
to take any actions; you need immediate help.
If your character has the advantage over their opponent or Lost: You are dead--or presumed so, at least.
obstacle (for instance, due to positioning, preparation, skill, or
other special resources), roll three dice and drop the lowest. If your Many conditions can be remedied through mundane means:
character attempts an action at a disadvantage, roll three dice rest, shelter, food and water, sleep, and so forth. Practitioners
and drop the highest. When casting spells or crafting artifacts, of the healing arts can reduce recovery time significantly with
roll with advantage for minor effects and with disadvantage for medicines and special techniques. Some conditions may require
epic effects. powerful magic or special items to remedy.

Whenever you fail a roll, you gain a hope token. You can 
spend a hope token before you roll to add +1 to your result (up
to a maximum of three hope tokens for +3) or after you roll to — Helping —
re-roll your dice. Start each session with one hope token and If your character is in a position to help another character,
gain a hope token whenever your character hits one of their you can grant them advantage on a roll or give them one of
marks. Each mark also has a strikethrough condition; if the your hope tokens. Describe how your character helps. If the
strikethrough condition occurs, you may choose to cross out the character you help still fails their roll, your character may share
mark and take three hope tokens. in the negative consequences.
Extra Guidance for the GM
Framing and Filling Scenes Trivial and Nigh-Impossible Actions
Ask your players lots of questions and use the answers. Leading King Nothing takes place in a world of magic and wonder, of
questions work best. legendary deeds and surprising twists of fate. The dice mechanic
supports that by introducing some controlled chaos into the
If a player asks you a question, say “yes” when you can and “no, narrative. However, rolling for everything can slow down the
but” when you can’t. action and break the fiction.

Let the players create the world around them--especially the Therefore, you shouldn’t roll for trivial actions (drawing a
aspects that relate to their character’s backgrounds or areas of weapon, lighting a torch) or for nigh-impossible actions (jumping
expertise. over the moon, holding your breath for an hour). Trivial actions
automatically succeed; nigh-impossible actions automatically fail.
Start scenes late, when everything is in motion or the player-
characters are already in a tough spot. Find the core conflict of But! Remember two things:
the scene and mine it for drama, action, and dramatic action. Cut 1. “Trivial” and “nigh-impossible” are relative. Mounting a
the scene early, as soon as you resolve the core conflict. horse would be trivial to Rowenne, but not to Kilgore; lifting
a 500-pound boulder would be nigh-impossible to Rowenne,
but not to Kilgore.
   2. You can use luck rolls to determine the outcome of a
trivial action. For instance, if Flitwick drinks water from a
Rolling the Bones magically shimmering spring, it’s not like he’ll fail to drink
Unlike many other RPGs, King Nothing does not have skill it—but the GM may decide to leave the effect of the water up
ranks, base attributes, or difficulty levels. There is only “roll with to fate.
disadvantage,” “roll with nothing,” and “roll with advantage,” and
what you roll depends on the totality of the fiction. There is no Also, don't ask players to roll for actions when failure would be
such thing as double or triple advantage in King Nothing. boring or anti-climactic. "Rule of Cool" goes a long way.

There are essentially five categories of actions a player-character Overlapping Traits or Special Abilities
might attempt: In some cases, a character may attempt an action where more
1. Trivial: Automatic success. Don’t even worry about rolling, than one trait or special ability applies. This doesn’t grant any
just describe what happens and move the story along. particular mechanical benefit except that it may allow for
2. Controlled: You are acting at a significant advantage due to grander or more heroic actions.
skill, positioning, preparation, or something else. Roll three
dice and drop the lowest. Example: Elindrielle and Kilgore are fighting a horde of goblins in
3. Daring: You and your opponent or obstacle are more or less a forest clearing. They both have traits (“Ranger” and “Ogre”) that
evenly matched. Roll two dice. would probably grant them advantage on certain combat rolls against
4. Desperate: You are at a significant disadvantage due to skill, a small group of goblins. But Kilgore also has “Berserker Rage” and
positioning, preparation, or something else. Roll three dice “Giant’s Strength,” both of which seem like they could apply to the
and drop the highest. action, so it makes sense for Kilgore to take on a much larger group of
5. Nigh-Impossible: Automatic failure, you’ll have to think of goblins than Elindrielle without losing advantage on the roll.
something else!
Of course, the GM should request that Kilgore's player describe
How much of a difference is there between "controlled" and their action in such a way that it implicates these additional traits
"daring," or "daring" and "desperate"? It depends on the sort of and abilities if they want to gain their benefit. So perhaps instead
story your table is trying to tell, but the difference should be of grabbing one of the goblins and throwing it deep into the woods,
significant and consistent. Kilgore pulls a tree out of the ground (Giant’s Strength) and starts
swinging it like a madman at the whole crowd of goblins (Berserker
Luck Rolls Rage).
When you want to decide a matter of pure luck, rather than skill
or ability, roll one die. Higher results are good, lower results are While Elindrielle is plugging goblins, one after another, with
bad. You can use a luck roll to determine whether a traveling her expertly placed arrows, Kilgore is mowing them down
merchant has the item you need, how many bandits are watching indiscriminately. The action’s effect is larger in magnitude, adds
the next crossroads, or whatever else might come up. some new details to the fiction, and carries some interesting risks.
And if Kilgore rolls a failure or mixed result, then the consequences
could endanger an ally (“Elindrielle is caught in the fracas and takes
   a tree stump to the gut; it feels like getting hit with a battering ram
and knocks her halfway across the clearing!”) or cause unwanted
destruction on a scale commensurate with the action’s description.
Magic Pacing Your Session
Several characters in King Nothing can do magic: Elindrielle can Every game of King Nothing begins with the retinue's escape
do faerie magic, Rowenne can do holy magic, and Saraneth can from the goblin camp. This scene puts the PCs in danger
perform True Sorcery. What sorts of spells, rituals, and effects (and, thus, compels them to act) without forcing them into
each of those disciplines cover is up to the table. combat. They can, of course, decide to fight their way out, but
most players will first try to make good their escape through
Magic in King Nothing is freeform and open to interpretation; conversation, trickery, stealth, or magic. Give the players an
there are no spell levels, lists, or slots. A magic user can attempt opportunity to explore their characters through roleplay and to
pretty much any kind of spell that jibes with their purview, learn the basics of taking actions and rolling dice.
however the difficulty and the risk involved increase with the
scope, scale, complexity, duration, and power of the desired Describe how the PCs have been disarmed and prevented from
effect: escaping, along with any other travelers or villagers who may
• Casting a minor spell is a controlled action; roll with have fallen into the goblins' grasp. Some good questions to ask
advantage (roll three dice and drop the lowest). the players during this scene are:
• Casting a major spell is a daring action; roll two dice. "How did the goblins get the drop on your party?"
• Casting an epic spell is a desperate action; roll with "How do you know the other prisoners are on the edge of exhaustion?"
disadvantage (roll three dice and drop the highest). "What weapon or tool did the goblins miss when they disarmed you?"
"What makes goblins dangerous?"
It is, of course, up to your table what constitutes a minor, major,
or epic effect in your game. You can also ask the players questions about their characters:
Example: A spark or floating candle flame is minor, a fireball is "Saraneth, how have you disguised yourself so the goblins don't realize
major, and a firestorm is epic. you are the Witch Queen that King Nothing has warned them of?"
"Kilgore, how have the goblins prevented you from using your giant's
You can follow the same guidelines for crafting artifacts: strength to break your bonds?"
• Crafting a simple artifact is a controlled action; roll with
advantage (roll three dice and drop the lowest). Keep everyone asking and answering questions, and eventually
• Crafting a complicated artifact is a daring action; roll two someone will come up with a plan. Let the party make their
dice. move. The goblins aren't very bright, tough, or coordinated, so
• Crafting an epic artifact is a desperate action; roll with milk them for comedy as the players wrap their heads around the
disadvantage (roll three dice and drop the highest). game. Use the other prisoners to work some pathos and emotion
into the scene. Let the PCs be heroes!
Here are a few other quick tips and edge cases for magic:
• You may spend hope on a magic roll just as you would any Memory Scenes
other roll. After the PCs escape from the goblin camp, it's time for your
• Be sure to describe what your magical spell (or its effect) look, first memory scene. If anything interesting about the setting, its
sounds, smells, and feels like to bystanders and witnesses. history, or the PCs themselves came up during the goblin camp
• Remember that a “failure” doesn’t necessarily mean that scene, use it as a prompt for the memory scene.
the spell doesn’t work, just that the player doesn’t get what Example: "Gildtooth, you mentioned that your people have been
they want. It’s often more interesting if the spell “works” but at war with the goblins for generations. Tell me about the last time
doesn’t have the desired effect, or it extracts an interesting the gnomes tried to broker peace; what role did you play in the
cost or lingering side effect negotiations?"
Example: Saraneth tries to conjure a small spark of flame in
a bale of hay to cause a distraction. The GM decides this is a Otherwise, draw inspiration from the players' character sheets.
minor effect, so Saraneth gets to roll with Advantage. Saraneth
decides not to spend any Fate on her roll and botches it: a 2, a 1, Treat the memory scene like a flashback. Memory scenes tend to
and a 3! Even with Advantage, that’s only a total of 5. The GM be shorter and more focused than the other scenes. Once you've
decides that Saraneth is able to conjure the spark, but it doesn’t squeezed some lore, drama, or character development out of a
light the hay bale (failure) and the goblins guarding her notice her memory scene, cut away to the next journey scene.
recitation of the spell and identify her as Saraneth (consequence).
Journey Scenes
After the first memory scene, you will alternate between journey
scenes and memory scenes. Cutting between the two allows you,
the GM, to focus in on the most interesting points of the story
your table wants to tell. The number of scenes will depend on
your GMing style and what kind of players you have.

The next page has an adventure spine with sample scenes that
lead to the Black Pit, but feel free to improvise as inspiration
strikes and interesting discoveries arise through play. If you start
running short on time, simply cut scenes earlier or skip them.
— Adventure Spine —
A) A Way Out of the Woods E) Exploring the Lost Mines
After escaping the goblin camp, the party must relocate the path Long ago, the Ebon Mount was mined for rare resources with
that leads to the Ebon Mount, where the Black Pit can be found. powerful properties. Now it is patrolled by eldritch creatures
Unfortunately, this part of the Briarwood has been warped by that fear the light, along with the ghosts of would-be heroes and
King Nothing's evil influence. The stars look wrong, the trails thrill-seekers past who still pursue in death that which they
twist unexpectedly, and innocent animals transformed by black could not find in life. How does the party find its way through
magic prowl the night. the mines? What was once mined here, and how do you know?

B) Crossing the Valley of the Whispering Wind F) Deciphering the Unholy Sanctum
The party escapes from the Briarwood and into the Valley of The Lost Mines terminate in a crypt-like church, an unholy
the Whispering Wind, a once-prosperous farming community sanctum with carvings on the wall that recount the birth of King
that lies in the shadow of the Ebon Mount. It has been razed to Nothing. The stretched and twisted skeletons, carved into the
the ground by King Nothing's forces. The few families who have walls of the sanctum, come to life at the very scent of the living.
remained hide in fear of the bandits and brigands scavenging the At the far end of the chamber is a stone sarcophagus, fit for a
ruins for gold and prisoners. The people here are in dire straits, giant, that, once opened, leads into the Primordial Caves below.
but can the party spare the time needed to help them?
G) Delving into the Primordial Caves
C) Locating the Spell-Locked Gate The Primordial Caves are older than the world itself, a digestive
Legend tells of an entrance to the Ebon Mount that lies in a system made of unliving stone that quivers in anticipation of
hidden cave halfway up its obsidian peak. Shadow-wyverns and fresh blood and warm flesh. Its only denizens are sludge-bodied
gore crows circle the sky looking for trespassers. How will the aberrations that absorb and devour all light and life in their
party find the cave without alerting King Nothing's servants to path. The cave tunnels themselves reverberate with disembodied,
their presence? hallucination-inducing lamentations that can drive even the most
iron-willed explorers mad.
D) Crossing the Threshold into the Ebon Mount
The party arrives at the hidden entrance of the Ebon Mount only H) Sealing the Black Pit
to find a sheer wall of mirrored stone. Etched into the wall is an The party finally reaches the Black Pit, a deep chasm cut into the
incription, written in the First Tongue, that says: flesh of the earth like a ragged wound, boiling with foul ichor.
“I am the door and this is my key: The miasma issuing from it produces a profound heartsickness in
It rules over night and sleeps under the sea, all who approach. The Pit is defended by King Nothing's Shadow;
It lies behind stars and under the hills, ask the players how it manifests... A vampiric Rorschach blot that
The bottom of every empty well filled; slides across the floor and walls? A sucking shard of pure void,
It was here first and will follow you after, cut from reality like a piece of paper? A dead-eyed child clad in
The end of all life and the death of all laughter.” ivory white? How can the party defeat King Nothing's Shadow, seal the
Pit, and banish that dark evil forever?
GM Note: The answer is "darkness," and the characters can traverse the
wall by extinguishing all light sources and simply walking through. That I) Escaping the Crumbling Mountain
being said, don't expect the players to figure out that specific solution. After the Black Pit is destroyed, the Ebon Mount collapses in
Let the players think through the riddle and hazard a couple of guesse as on itself. This scene is a Montage; have each player, in turn,
to its meaning. After that, any remotely interesting solution should work. describe an obstacle that the party must overcome to escape
with their lives, then ask another player to describe how their
character tries to overcome the obstacle, rolling dice where
appropriate. It is not uncommon for one or more characters
to fall here. As the party escapes to the surface and down to
the Valley of the Whispering Wind, describe the mountain
crumbling to the ground and the sun rising over the ruins.

  
— Epilogue —
As the session comes to a close, give each player the chance to
narrate an epilogue for their character. What happens to them
in the aftermath of King Nothing's death or banishment? If a
player's character was lost during the session, let them describe
how their legend or memory lives on into the future.
—Helpful questions to ask when...—
The party... A player-character…
...takes a rest ...casts a spell
✦✦Where do you stop? ✦✦What effect are you trying to achieve?
✦✦What dangers might lurk here and how do you defend ✦✦How does the spell look, sound, smell, or feel to those who
against them? witness it?
✦✦Who cooks the food? Who keeps watch? ✦✦What could go wrong?
✦✦What other repairs or preparations do you make? How? ...performs a ritual
✦✦How do you pass the time? What games do you play? ✦✦What effect are you trying to achieve?
✦✦What stories, songs, or rumors do you share? ✦✦What special requirements (temporal, geographic, somatic,
...embarks on a long journey material) does the ritual have?
✦✦What is your destination? Your route? What do you know ✦✦What will it cost if you fail? What will it cost if you
about either? succeed?
✦✦How do you navigate? What landmarks or points of interest ...crafts a new device
do you look for? ✦✦What are you trying to make?
✦✦What dangers are on this path? How do you defend against ✦✦What special materials, equipment, components, or
them? techniques does it require?
✦✦Who do you talk to on the journey? What do you talk ✦✦What makes it dangerous?
about? ...parleys with an ally, enemy, or monster
✦✦What obstacles do you encounter along the way? What ✦✦What do you want them to do?
pleasant surprises? ✦✦Why won’t they do it?
...doesn’t know what to do ✦✦What leverage do you have over them, and how do you use
✦✦What do you want? it?
✦✦Where would you find it? ...attacks an ally, enemy, or monster
✦✦How do you get there? ✦✦What is your method of attack?
✦✦What lies in your way? ✦✦What are its benefits? Drawbacks?
✦✦What might happen if your attack fails?
 ...spouts lore
The GM introduces a new… ✦✦What do you know about this topic?
...scene ✦✦Where did you first gain this knowledge?
✦✦Is it in the past, present, of future? ✦✦How sure are you of its accuracy? What happens if you’re
✦✦Where does it take place? What time of day or night is it? wrong?
What is the weather like? ...faces down danger
✦✦Who’s there? What are they doing? ✦✦What are you trying to resist or overcome?
...location ✦✦How are you trying to do it?
✦✦Is this area inside or outside? ✦✦What happens if you fail?
✦✦How big is it, and what are its main features? ...is slain
✦✦What do the player-characters see, hear, smell, or feel when ✦✦What is the last thing you experience in life?
they enter? ✦✦What is the first thing you experience in death?
✦✦What threats does it contain? What opportunities? ✦✦What do you hope you find on the Other Side? What do you
...enemy, ally, monster, or faction fear might find you?
✦✦What makes them memorable?
✦✦What do they want, and how do they try to get it? 
✦✦What are they good at? What special abilities or resources Just whenever...
do they have? ✦✦What is the worst thing that could happen right now?
✦✦What are they bad at? What hindrances or limitations do ✦✦What emotion is your character feeling at this very
they have? moment?
✦✦What is their name? ✦✦What is best in life?
...prop ✦✦What makes a good death?
✦✦What does it do? ✦✦Where did you come from?
✦✦What is it good for? What imperfections or limitations does ✦✦Where are you going?
it have? ✦✦What makes you special?
✦✦What makes it notable? Why does it matter? ✦✦What holds you back?
✦✦How do you know of its existence? When did you first hear
of it? 
✦✦Where did it come from? Where can it be found?
✦✦Who, if anyone, has possession of it?


— Helpful questions to ask the players —
Saraneth
✦✦What gives away your magical nature, and how do you disguise it to pass unnoticed?
✦✦What patterns or colors do the others see in your robes?
✦✦What is your magical staff carved from?
✦✦What possession reminds you of Lemuria?

Rowenne
✦✦What scars do you bear from battles past?
✦✦What pattern or image is engraved upon your armor?
✦✦How does your sword, Lightbringer, look when it isn’t blazing with iridian light?
✦✦What item do you carry to remind you of your sacred oath?

Flitwick
✦✦What animal do the tallfolk sometimes mistake you for?
✦✦How have you specially tailored your traveling clothes to facilitate criminal activity?
✦✦How does your favorite weapon take advantage of your unique skills and small stature?
✦✦What stolen item is so precious to you that you could never sell it, no matter the price?

Elindrielle
✦✦What “tell” gives away your fey nature?
✦✦What sort of attire have you woven from the wilderness around you?
✦✦What are your blades and arrowheads fashioned from?
✦✦What food or drink makes you feel homesick?

Kilgore
✦✦How can others tell that you are born of black magic?
✦✦What clothing have you adopted to survive in the Hinterlands?
✦✦You are the only one strong enough to wield your weapon of choice. What is it?
✦✦What do you wear around your neck, to remind you of your childhood?

Gildtooth
✦✦How can others tell that you are born from the earth itself?
✦✦How does your attire show that you spend most of your time in underground mines and smithies?
✦✦What makes your firearm designs interesting?
✦✦What do you carry on your adventures to remind you of your royal duty?

— Influences & Inspiration —

Lady Blackbird Time Bandits


Fall of Magic The Princess Bride
Basic Dungeons & Dragons Dragonslayer
The Perilous Wilds Clash of the Titans
Microscope Willow
Dungeon World Ladyhawke
Howl’s Moving Castle Return to Oz
Princess Mononoke Secret of NIMH
Spirited Away The Wind in the Willows
Nausicaä in the Valley of the Wind "David the Gnome"
The Dark Crystal Disney’s Robin Hood
Labyrinth The Black Cauldron
"Faerie Tale Theater" Sabriel
The Last Unicorn A Wizard of Earthsea
The NeverEnding Story Lunar: The Silver Star Story
Krull Suikoden
Legend Castlevania

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