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Hiro The Dense TTRPG - 2
Hiro The Dense TTRPG - 2
I NEED A HERO When your GM presents you with a problem, you must
decide how to approach it. Your GM may request a specific
Hiro the Dense inspired 2-page TTRPG skill roll, or you can try to make a case for what stat of your
HIMBO you wish to use, with GM approval. To make a check,
roll 2d6 and add your relevant score.
INTRODUCTION
If your total is 9 or higher, you succeed! Some obstacles
You are a plucky adventurer of a special variety–a HIMBO (or
require just one person to get past them, while others require
FEMBO). With a heart of gold and a brain of lead, you embody
teamwork.
purity, honor, and manliness.
A failure means you take 1 point of PRIDE damage. The
situation either doesn’t resolve, or it resolves at a cost or with a
Your goal: to complete your quest. What that is depends on
complication.
your GM.
Inspired by Hiro the Dense (which you should go watch if you haven’t yet)
1 Retrieve a legendary artifact A noxious swamp A greedy dragon and their kobolds
2 Seek a truce or alliance with a powerful An abandoned, cursed A powerful demon lord and their underlings
force city
3 Defeat a dangerous foe A dark dungeon A tricky archfey with several minions
5 Save a kidnapped noble A dangerous fortress A tribe of beastkin and their chieftain
6 Rescue a trapped / captured population A treacherous cave A notable dryad and her alraune followers
1 An old lady is out at this remote A multi-eyed monster that There’s an inexplicably big pit or chasm
location and needs help crossing the really needs glasses. Watch before them, filled with [hostile element].
street/ chasm/ booby-trapped hallway out for the eye beams! How do they get across?
2 A host of goblin workers have A giant, hungry wolf. Just a big This area is too dang spooky. They hear
unionized and are on strike, leaving ol’ pupper. With big teeth. voices in their heads that tell them to do
the area ahead unfinished in its things, while it’s easy to get lost.
renovations and thus precarious
3 An enclave of elves says the party A rival to the [BBEG] appears They stumble into a dimensional rift,
cannot pass, nervously saying that the with an offer or conflicting temporarily finding themselves on a
area ahead is sacred ground. information! different plane for now. Can they ask for
directions?
4 A squad of dwarves are camping Oh no. Zombies. They seem to The way forward is obstructed by a giant
nearby, looking for friends for drinking be ambling about carelessly. boulder, a raging river, or a locked door
games And… rhythmically. where there shouldn’t be.
5 They get robbed by catboys. Their gnomes There’s some very thick foliage that
thigh-high stockings resist weapons. almost seems to grab at them to keep
them from proceeding.
6 One of the party member’s evil twin An amateur demon tries to They turn the corner or round the bend to
shows up and threatens to ruin confront the party. They kinda find that the immediate area is on FIRE.
everything! cute tho (And there’s a PUPPY ORPHANAGE
caught in the middle of it!)
In the end…
d6 What happen
1 They arrive only to realize they horrendously misunderstood their mission assignment.
2 The [BBEG] is antagonistic and challenges them! The battle will be LEGENDARY!
3 The [BBEG] REALLY needs their help with something, and they’re just in time. The party will be compensated if
they can help with some random task.
4 The [BBEG] has a super strong interest in the party or a member, and is willing to negotiate for a ‘favor’
5 Looks like the mission was just a cover for something bigger…
6 The [BBEG] is kinda immature tbh. You could fight but you’d feel bad about it. It’s like kicking a child.
GM Tips
Adventurers in-world take a few days, requiring the party to rest up, which can be a great chance to introduce new
encounters. All in all a session should only take like 2 hours.
The less sense things make, the better the results will be, generally.