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DARK fil
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GRAAL
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ARTHURIAN HORROR ROLEPLAYING
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Sa

SCOTT MALTHOUSE
Introduction Characters
Test. If any of these Graal Dice turn up Equipment: For each die put into an
a Doom and there’s no Major Success Archetype, choose a starting piece of
to ignore the Harrowing Wind goes up gear.
by 1. • Knight: Sword, mace, spear,

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Albion is on the brink of destruction. Every character is an Afflicted. They are lance, sick horse, lantern, dented
Arthur and his knights succeeded in Harrowing Wind: The Graal creates a between mortal and beast. Through the shield, battered armour, 2 shillings.
acquiring the Graal, but it deceived magical wind that alters the world. The game their Afflictions will come into • Hunter: Bow, crossbow, axe,
them. One by one they became afflicted, Harrowing Wind begins at 1. Through play in different ways, benefiting and healing herbs, mucky earring, torn
and soon the darkness seeped out of hindering.

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play it can increase, triggering Afflictions armour, 8 pence.
Camelot’s walls. It has been 10 years and making Albion more dangerous. • Scoundrel: Dagger, sling, drop
since that hallowed day. Twisted, Archetypes: A character consists of 5 of poison, lockpick, cloak, flint, 3
malevolent shadows that once stood for • Increase by 1 when: A PC dies, archetypes, each with a list of common shillings.
valour stalk the wilderness. Mordred, a Doom appears on a Graal Die, ways that Archetype is Tested. • Chaplain: Prayer book, holy
Lord of Putrescence seeks the lost when the PCs fail a quest. cross, vestments, tallow candle, drop
Excalibur. Arthur is joined to Mordred, • Decrease by 1-3 when: The • Knight: Valour, swords, maces, of holy water, stale bread, 4 shillings.
an unrecognisable slobbering pustule. PC’s complete a quest, a named lances, spears, brawling, riding. • Sorcerer: Book of omens,
villain is destroyed. • Hunter: Wilderness survival, rabbit liver, pagan symbol, staff,
Players take on the roles of the axes, bows, crossbows, natural pouch of salt, 5 pence.
Afflicted, noble heroes who hold onto a Effects: medicine, tracking,

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sliver of humanity. Their only hope is to • 1: Albion is a regular level of • Scoundrel: Sneaking, daggers,
find Excalibur to shatter the Graal. bleak. poisons, acrobatics, bluffing, Armour & Shields: You may destroy the
• 2-3: The Graal’s powers grow intimidation, slings armour or shield you’re wearing to turn a
One player is the Graal Master (GM). stronger. Increase Afflictions by 1. • Chaplain: Prayers, charming, Grave Wound into a Minor Wound or
demons, holy healing, connections,

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They guide the game, make rulings and • 4-5: Night usurps day. Increase negate a Minor Wound.
control non-player characters. The game Afflictions by 1. Food and water is folklore
uses six-sided dice (d6s). scarce. Foes gain an extra die • Sorcerer: Sorcery, occultism, Healing: A natural salve will heal a Minor
• 6: Vegetation is ash and streams history, languages, research, scripts Wound, taking d3 hours to prepare with
Tests: When you nee to do something are dry. Rolling a 1 or 2 counts as a the right ingredients and a Hunter Test.
that could fail, roll the relevant Doom. Increase Afflictions to final Archetype Dice: Split six d6s between Holy tinctures heal a Grave Wound fully,
Archetype dice plus a Test Die (d6) and stage. Foes gain an extra die. Archetypes, to a maximum of 3. taking d6 hours of prayer to prepare
take the highest die. once per day with a Chaplain Test. This
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Battle: When committing violence, make Afflictions: Roll d3: has no effect on Afflictions stage 4 or
1: Doom: Everything goes wrong and a Test with the relevant Archetype. Only higher.
you’re put in danger. Ignore the highest players roll. 1. Beast: You are rage incarnate.
die for every 1 rolled. As your affliction grows you Tainted Weapons: Some weapons have
2-4: Complication: Things don’t go 1 :Grave Wound: You have taken a become more akin to a bear or wolf. become tainted by the Graal’s sorcery.
your way. Grave Wound and hang on death’s door. 2. Living Dead: You are between These always add a Graal Die when in
5: Minor Success: Things go your way, Lose all Archetype dice. If you can’t, you the veil of life and death. As your battle. It is difficult to determine
but barely. die. Ignore the highest die for every 1 affliction grows so does your lust whether a weapon is tainted, but
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6: Major Success: Everything goes rolled. for flesh. sometimes they whisper dark thoughts
fantastically. You succeed and then 2-4: Minor Wound: You take a Minor 3. Demon: Your soul is forfeit. As or will their owner into bloodlust.
some. Wound. Lose an Archetype die. If you your affliction grows you take on a
can’t, you die. demonic visage. Money: Money comes in pence, shillings
The Graal: Anytime you would make a 5: Minor Success: You deal a Minor and pounds, with 10 pence to a shilling
Test, you may tap into the tainted magic Wound to the enemy. If they can’t, they Ask Yourself: What maintains your and 20 shillings to a pound.
of the Graal. Take any number of dice die. humanity? What do you regret? What
(best to be a different colour to your 6: Major Success: You deal a Grave will you atone for? Who do you fight “And now I take upon me the adventures of holy
regular dice) and roll them as part of the Wound to an enemy, halving their dice for? things, and now I see and understand that mine
(round down). old sin hindereth me and shameth me”
Afflictions Sorcery
animal thrice per day or deduct an Vile Imp (2 dice, claws)
Archetype die for each meal missed. A waft of rot and a chatter of yellowing
3. Your eyes are sunken. You can teeth.
smell a drop of blood from a mile • Servant: Won’t attack an

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Afflictions increase in potency as time away. For an hour after you have fed Before the Graal was found, magic was a Afflicted with a Demon
progresses. When the Harrowing Winds gain an extra die in any Archetype. wondrous thing. Now it is malevolent, affliction in stage 3 or more
pick up, so too do Afflictions increase. 4. During the night your senses seeking to end the world. Anyone with a
Note that when the Harrowing Wind heighten and you gain an extra die die in the Sorcerer Archetype can Plague Knight (3 dice, sword,
decreases, Afflictions don’t increase. All attempt to use sorcery. Dark Graal uses

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when fighting unarmed. armour)
Afflictions begin at 1. The rules to a 5. Feed on adult humans thrice per a freeform system that requires the GM The infernal buzzing of flies can be
previous Affliction stage still apply when day rather than animals. If you miss and players to decide the price of a heard within the knight’s suit.
advancing. a meal, you take a Grave Wound. magical effect. • Cloud of Flies: reduce a die to
You cannot cross running water and create a cloud of biting flies that
Beast holy water does a Minor Wound to Casting: To cast a spell, make a Sorcerer acts as a 2 dice foe
you. Test. The player casting decides what
1. You can see in the dark. Small 6. You are a gluttonous wretch. effect the spell will have and the GM Lady of the Lake (5 dice, spear)
batches of fur sprout from your Natural light burns your eyes. When determines how many Graal Dice to Bulging eyes, flapping gills and a voice
body. you drain blood, heal a Minor add, up to a maximum of 3. A very like a drowning cat.
Wound. You take a Minor Wound if minor effect like lighting a candle or • Water Rejuvenation: Spending

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2. Your sense of smell is
heightened. You only eat raw meat. you go within a foot of a Cross. creating a light breeze may not need a an hour in a lake heals all dice.
You emit a foul odour. Graal Die, but healing a wound or
transfiguring oneself may require one or Gogmagog (15 dice, club)
3. Your face is contorted, fangs jut Demon two. A towering king of giants whose
from your jaw. Normal people fear

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you but you are stronger. Add one 1. A faint smell of brimstone language is that of the mountains
die when brawling. Reduce a die • Major Success: the spell works fine. themselves.
follows you around. • Minor Success: the spell works but
when attempting to do anything 2. Crossing the threshold of a • Ancient and Mighty: Gogmagog
involving natural charisma. its impact is lessened. cannot be gravely wounded.
chapel deals you a Minor Wound. • Complication: the spell fails.
4. You have a great bloodlust that Gain an extra die when attempting
must be sated. You must go into the • Doom: the spell backfires.
to lie or seduce.
wilderness for 1d3 days and devour
animals.
3. Stubby wings sprout from your
Safety
Foes
back allowing you to fly for a minute
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5. You can only speak in at a time. Holy water does a Minor
monosyllabic words. Any sorcery Wound to you. Dark Graal is a dark fantasy game with
you attempt must add double the 4. Your wings are at full span, disturbing and often violent themes. It is
required Graal Dice. allowing you to fly indefinitely. Opponents in Dark Graal are the in everyone’s best interest to discuss
6. You are a beast transformed. Horns form on your head. People various beasts and creatures of folklore lines before playing and enforcing the X-
You can’t talk or cast spells. You avoid you like the plague. and Arthurian myth, albeit with a dark card. As a rule, Dark Graal does not
cannot use weapons. Unarmed 5. You receive messages from the fantasy bent. Lancelot is a twisted include harm to minors, and despite the
attacks gain an extra two dice. demonic entity with three eyes, Lady
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Underworld that you must act on game being set somewhere around the
otherwise you will be unmade. You Guinevere haunts the woodlands as the 13th century there is no misogyny,
Long Lady. When creating a foe, choose
Living Dead cannot use sorcery to help others.
6. You resemble a humanoid goat. a number of dice they will have and a
homophobia, transphobia or racism of
any kind.
Holy water deals a Grave Wound as special ability. Their dice are rolled when
1. Your skin is ashen and your hair does going within a foot of a Cross. attempting any Tests and act as their
is falling out. health. Think about the weapons they Credits
2. Fangs develop in your gums. may use and any armour they have. The Dark Graal was written and designed by
“The first words the fair knight could frame following are a few examples you can Scott Malthouse and is copyright
You must drain blood from an
were: ‘Curses on both cowardice and use to get started. Trollish Delver Games.
covetousness! Their vice and villainy are virtue’s
undoing”

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