You are on page 1of 5

IN DARKEST

WARRENS

ULTIMATE EDITION
SCOTT MALTHOUSE
Orville Rowan (Order #34764728)
IN DARKEST WARRENS MINIMALIST FANTASY ROLEPLAYING
IN DARKEST WARRENS is a minimalist Hex: Test Mind. Target within 30ft has -1 to more experience through experience points Devil: 4+, 7 wounds, can cast Hold as a level 4
fantasy roleplaying game for 3+ players.One attack for 1 round per half class level rounded (XP). Gain XP as follows: Mage once per combat
player is the Referee, who runs the game and up. ● Killing monster 1-5XP Dragon: 2+, 17 wounds, can use fire breath 4+ as
adjudicates the rules. The others are players ● Completing quest 5XP 2 actions:, dealing 3 damage.
who control characters in a fantasy world. MAKING TESTS ● Great roleplaying 2XP Elf: 4+, 4 wounds, can move 50ft in forests
When a character needs to do something that Goblin: 5+, 2 wounds, special action: May make a
ASSIGN ATTRIBUTES has a risk of failure, they must roll a d6 on a Once a character reaches 20XP x their level, second movement.
Characters split the following numbers relevant attribute. Meeting or exceeding the they level up gaining 2 extra Wounds. There are Hell Hound: 4+, 6 wounds, As an action, target
between each attribute: 5+, 4+, 4+, 3+. The number is a success. Difficult tasks have a -1 to a total of 6 levels. must Test Mind become frightened for 2 rounds.
lower, the better. the roll and easy tasks have a +1. Iron Golem: 3+, 11 wounds, cannot be the subject
Brawn: used for strength and melee. TREASURE of a Hex.
Nimble: used for ranged and agility. COMBAT Treasure can be found in deep and dangerous Kobold: 5+, 2 wounds, gains a +1 to attacks if
Mind: used for intelligence and spellcasting. Rounds: A round is the time taken for each caverns. Roll for random treasure: within 10ft of another kobold or dragon.
Person: used for personal interactions. combatant to act (a turn). 1. 1d6 gold coins Lich: 3+, 9 wounds, may cast Hex as a level 6
In addition, characters have an assigned Initiative: Each player Tests Nimble. Successes 2. 2d6 gold coins Mage.
number of wounds and special abilities. act before enemies and failures act after. Players 3. Artifact worth 1d6 x 5 gold coins Manticore: 3+, 15 wounds, if the attack hits the
Characters start with 1d6 x 10 gold coins. determine amongst them who acts in which 4. Gem worth 1d6 x 10 gold coins target must Test Brawn or become poisoned for 3
order. 5. Diamond worth 1d6 x 20 gold coins rounds.
CHOOSE A CLASS Actions: Characters can take two unique 6. Magic item
Warrior: 5 wounds, Slayer: make a number of actions, including attack, move up to 30ft, cast
extra melee attacks equal to half level spell, draw weapon, and use an item. Speaking MAGIC ITEMS
rounded up. Once per combat. is not an action unless it’s for more than 10 Magic items may have their own unique effects,
Rogue: 4 wounds, Shadow: attacks against seconds. such as enhancing an attribute when used (i.e.
the rogue are -1 for rounds equal to half level Attacking: Attackers either Test Brawn (melee Ring of Dodge: +1 Nimble when avoiding
rounded up. Once per combat. attack) or Nimble (ranged attack). If successful, hazards), or perhaps a crown that turns the
Mage: 3 wounds, Caster: may cast spells - see the attacker has scored 1 damage against the wearer into an intelligent squirrel. Let your
mage spells. May only wear hide armour. opponent. Ranged attacks in close combat get -1 imagination run wild.
Ranger: 4 wounds, Volley: make a number of penalty.
extra ranged attacks equal to half level Modifiers: Bonuses and penalties from the same ENCHANTED WEAPONS
rounded up. Once per combat. sources don't total up. Enchanted weapons provide a +1 bonus to
Barbarian: 6 wounds, Frenzy: on a successful damage. These are very rare.
attack, deal extra damage to opponent equal INJURY AND DEATH
to half level rounded up. Once per combat. Successful attacks do 1 damage, which is BESTIARY
May only wear hide armour. deducted from the character or enemy’s wound Creatures have one number they roll against for
score. If a character reaches 0 wounds they are Tests and combat. Many also have special
MAGE SPELLS out of action. On their turn they must roll d6. abilities.
All spells usable once per combat or hour out On a 4+ they stay at 0 but are stable. If they fail, Angel: 4+, 7 wounds, can cast Heal spell as 4th
of combat. Spells are not expended on a they go to -1 and die. Of they are damaged while level Mage.
failed test. at 0 they will die. Characters heal 1 wound per Bugbear: 4+, 4 wounds, can make a second
Hold: Test Mind to pin an opponent in place hour naturally. melee attack against a different opponent.
for 1 round per half class level rounded up. Centipede, Giant: 4+, 3 wounds, as a move, may
Heal: Test Mind to heal target 1 wound per CHARACTER ADVANCEMENT burrow 30ft into the ground.
half class level rounded up. As characters go on more adventures, they gain
Orville Rowan (Order #34764728)
Nymph: 4+, 6 wounds, spells have no effect ● Chalk (1gc) ADVENTURE - THE COW OF BOBURN Room 7: The tied up cow Brenda is mooing
on the nymph as long as they are in a glade. ● Healing Potion (30 gc, heals 2 wounds) The following is a short introductory adventure frantically while Gurk the goblin king (not a real
Ogre: 3+, 10 wounds, can use an action after ● Thieves tools (20gc) for 1st level characters. title, he’s just full of himself) drinks straight from
damaging a foe to knock them prone. ● Winter gear (125gc) Synopsis: Goblins have taken over an old fortress its udders. He is surrounded by 4 goblin “royal
Orc: 4+, 3 wounds, after damaging a foe the ● Melee weapon (15gc) near to the hamlet of Boburn and have stolen the guards” with spears. Gurk has the following stats:
orc gains a +1 to its next attack. ● Ranged weapon (15gc) town’s prized cow for eating. 4+, 3 wounds, special action: touches his crown to
Phoenix: 4+, 7 wounds, the first time a ● Arrows/bolts/darts x 10 (2gc) Hook: The characters are told that the cow, replenish 1 wound (limit: 4 times). Knocking his
phoenix reaches 0 wounds it rises with 4 Brenda, produces the best milk, a significant crown off reduces him to 1 wound. Crown is
wounds. ADVANCED OPTIONS export of Boburn. The hamlet elder Vandern worth 60gc with magic left or 10 gc without.
Rat, Giant: 5+, 2 wounds, if the rat damages The following options are if you would like to will pay 50gc for its safe return. Room 8: An ancient fountain containing a
a foe, the target must Test Brawn or become add some further depth to the game. Road to the Fortress: A mile northeast of the stinking viscous yellow liquid. It is goblin bile - a
diseased for 1 round. hamlet is the fortress. On the way the players poison that lasts for 3 rounds. It’s also sought by
Skeleton: 4+, 5 wounds, blunt weapons take ADVANCED COMBAT can Test Mind to spot animal traps the goblins the rich for its aphrodisiac qualities when
a -1 to attacks against the skeleton. Defense: Opponent gets -1 to its next attack have set up. There is a 2 in 6 chance that a heated.There is a chest of stolen treasure here -
Troll: 4+, 8 wounds, each round the troll against defending character. One action. character will step on one and receive 1 damage. roll twice on the random treasure table.
regenerates 1 wound unless it is damaged by Flee: Move twice away from an opponent. One They may come across Old Woman Wenna
fire, in which case its regeneration stops. action. foraging for fungi, who tells them the goblin
Unicorn: 5+, 3 wounds, can use an action Trip: Test Nimble. If succes, the adjacent king’s crown holds his strength.
make a Test. If it succeeds, it turns invisible opponent falls prone. One action. The Fortress: The portcullis entrance is guarded
for 1 round. Attacks against it are -2. Hold: Test Brawn. If succes, an adjacent by two goblins with clubs who are eating rat
Vampire: 4+, 10 wounds, if a vampire deals opponent is pinned for 1 round. One action. meat and playing a card game. They will
damage, it can take an action to heal 1 Unarmed: Unarmed characters have -1 to attempt to swindle the characters out of their
wound. attacks. money with a rigged game. Test Mind to see cow
Wolf: 5+, 2 wounds, after damaging a foe the tracks.
wolf may use an action to pin the target. STATUS EFFECTS Room 1: 4 goblins are drinking stolen
Zombie: 4+, 6 wounds, after damaging a foe Poisoned: Take 1 damage each turn. ale, which is much too strong for them. There is
the target must Test Brawn or become Paralysed: Cannot move or act. a 3 in 6 chance each of them are drunk, giving
diseased for 2 rounds. Stunned: Take a -1 to all rolls them -1 to attacks. They would love some stale
Pinned: Cannot move bread to have with their beer.
ITEMS Diseased: Take 1 damage each turn and -1 to all Room 2: A goblin is cowering from 3 giant rats in
● Hide Armour (+1 wound, 60gc) rolls. the dirty bedroom quarters. He has a prized
● Chain Armour (+2 wounds, 80gc) Prone: On the ground. Takes an action to stand. emerald worth 15gp.
● Plate Armour (+3 wounds, 160gc) Attackers gain +1 to prone targets. Room 3: 3 kobolds are fighting 4 goblins and a
● Aristocrat clothes (30gc) Frightened: Must move away from the source of wolf, exchanging curses. One kobold has a
● Commoner clothes (5gc) the effect each turn. poisoned dagger (if damages an enemy, they are
● Hardy Boots (2gc) poisoned for 2 rounds).
● Backpack (1gc) Room 4: 2 giant centipedes bursts out of the wall
● Field rations (4gc, 3 days worth) and primarily attacks anyone who smells most of Concluding the adventure: Upon retrieving the
● Ink (2gc) cooked meat. cow, the adventurers are guests of honour at a
● Flint and steel (3gc) Room 5: A luminous moss grows on the walls. 3 great feast. Once over, this may be a good place to
● 50’ rope (3gc) goblins are licking it. If anyone licks the moss introduce the town of Darkholme, which sits only
● Grappling hook (15gc) they must Test Mind or trip out for 3 minutes,
a couple of miles east of Boburn. Vandern tips
● Water flask (5gc) giving them the stunned effect but seeing the
● Tent (10gc) world in a new way. them off that his friend Moon Sirencall is looking
● Torch (1gc) Room 6: A bugbear is eating the carcass of a for recruits to help with guard duty, since her
● Bedroll (4gc) kobold on a makeshift table. It needs some better actual guards are completely inept.
● Blank book (5gc) seasoning.

Orville Rowan (Order #34764728)


REFEREE GUIDE ADVANCED OPTIONS FOR THE BASIC GAME

THE REFEREE GUIDE is a collection of If they go 12 hours without water their wounds They can carry 10 items, including armour that Darkness trap: 2+ Very Tough, Effect: The
options from previous In Darkest Warrens are reduced by 1 every hour after. they wear. 10 arrows or other expendable items location is plunged into darkness.
supplements that add new elements to the Heavy Fog: Fog lowers visibility and has the are counted as 1 item for purposes of Arrow trap: 4+, Tough, Effect: One target within
basic game. same effect as shadows (see below). encumbrance. If they have more than 10 items at 50ft takes 1 damage.
any time, they must move half speed. Feel free to alter the toughness of certain traps or
TRAVELLING LIGHT LEVELS add new status effects, like disease or paralysis.
Every adventurer worth their salt must travel Shadows: There is a small amount of TRAPS
cross country in search of fame and fortune. illumination. Those attacking within and into Adventurers must always be wary of traps when PLAYER RACES
Sleep: Adventurers require at minimum 6 shadow get a -1 to attack rolls. they are excavating a warren, ruin or any other In addition to your character having a class, they
hours sleep per night. If they go 20 hours Darkness: There is a complete lack of light. place of potential deadliness. can also choose a race. Races add new abilities to
without, they must Test Brawn or become Those attacking in darkness must roll a d6 Finding traps: Traps are usually hidden from your character.
fatigued. While fatigued, they move at half before they do damage. On a 4+ the attack view. A Mind Test can reveal the mechanism of Human: When trying to persuade or forge
speed and take a -1 to Tests. misses. In addition, anyone in darkness takes a a trap, while a Nimble Test can disable a found alliances with a human, re-roll Test Person and
Horse travel: Horses can travel 40 miles per -1 to any Test to see anything. However, they trap. take the highest roll.
day on level road, 30 miles on grassland, and gain a +1 when trying to remain unseen. Trap difficulty: Some traps have a difficulty Elf: Unaffected by darkness or shadows.
20 miles through mountains and thick scrub. level. This represents how tough they are to spot Halfling: When trying to sneak, may re-roll Test
Ponies move at half the speed of a horse. BREAKING OBJECTS and to disable. Tough traps give a -1 penalty to Nimble and take the highest roll.
Ship travel: A sailing ship can travel 48 miles Most objects can be broken, which is rolls to find or disable the trap, which very tough Dwarf: Gains an additional +1 to wounds when
per day, a rowboat 15 miles and raft 6 miles. particularly helpful when trying to bash a door traps give a -2 penalty. wearing armour.
in or smash a locked chest. Like monsters, Trap roll: Like monsters, traps have a roll they Dragonkin: Does not take a penalty to unarmed
MOUNT AND VEHICLE COSTS objects have a wound value, from 1 for fairly must make to trigger correctly and hit. Unlike attacks.
● Horse (60gc) fragile (pottery) to 30 for impossibly hard monsters, these are usually only triggered once. Half-0rc: While at full wounds, may re-roll Test
● Pony (30gc) (mithril). Adventurers make attacks as normal Traps roll once for every target affected. Brawn and take the highest roll.
● Rowboat (100gc) against objects - when they reach 0 wounds they
● Raft (30gc) break. Acid trap: 4+, Tough, Effect: acid splashes in a
● Sailing Ship (1,300gc) [Requires 4 10ft radius, doing 2 damage.
crew minimum] ENCUMBRANCE Fireball trap: 3+, Effect: attacks 1d6 people in a
● Ship crew (2gc per person, per day) Adventurers are known to lug loot and items 20ft radius, doing 2 damage.
● Wagon (110gc) [Holds 20 items] around on their backs, but if they carry too Spear trap: 4+, Tough, Effect: a spear skewers 1
much they risk becoming encumbered. target, doing 1 damage.
Poison gas trap: 4+, Very Tough, Effect: The gas
WEATHER fills the room and the trap locks any doors.
Heavy rain: Rain can hamper progress, Those caught in the trap must Test Brawn or
halving movement speed. become poisoned until they are away from the
Extreme cold: Without the correct Winter gas.
Gear (15gc), every hour an adventurer is in Anti-gravity trap: 3+, Tough, Effect: all within a
extreme cold they must test for fatigue. They 30ft radius “fall” to the ceiling, taking 1 damage.
must also reduce their wounds by 1 every Spike pit: 2+. Effect: spikes are hidden in a 20ft
hour they are exposed. pit. Those who fall into it take 2 damage.
Extreme heat: In extreme heat an adventurer Crushing room: 2+, Effect: The walls of a room
needs 1 pint of water every 3 hours or they begin to move in. Those caught inside within 2
must test for fatigue. minutes are crushed to death.
Orville Rowan (Order #34764728)
DARKHOLME TOWN SETTING

DARKHOLME is a setting for In Darkest The dwarf mage Elodin Rustybeard has DREDGESIDE DOCKS THE SEVEN FINGERS
Warrens - a great starter town for any permanent residency here, a befuddling and The docks are home to sailors, ruffians and Seven standing stones on the outskirts of the town.
campaign. This frontier town sits in the confounding fellow, he often requires rare general ne'er-do-wells. Gambling and other vices It’s a mystery to who built them, but any
Vainlands, an area wrecked by war. ingredients (mostly monster parts) for his are plentiful at the docks, but easy money can be dragonkin who stand in the centre get a feeling of
experiments. made as a dockhand or a sailboat crew. The dread. These are the actual stone fingers of the
THE BROKEN KIRK Dog’s Nethers operate here, but have been dead fiend god Gollus, his severed hand having
Once a grand church, now a barely rebuilt THE GARRISON embroiled with an underground war with a new landed here centuries ago. He was the deceiver of
ruin. The last Priests of the Seven Tongues Several town guards are here at any one time, gang of dwarves called Stonecheek’s Boffers, led dragons, having turned against the dragon goddess
have a base here, lead by Archpriest Gurgun wasting their day getting drunk and playing by Chanty Hammersmash, a brutal tyrant of a Ionolai and murdered her. His hand is now home
Spindleward, a wrathful, bombastic man cards. Captain Moon Sirencall, a strict hafling woman. She will hire adventurers to interfere to brainless monsters who are drawn to its magical
who hopes to revitalise the order in whatever woman is at her wits end and has taken to hiring with their rival’s operations. Three vile witches aura.
way he can, including making dealings with freelancers to help take care of town business. live in a cove near the docks (jokingly called
the demons lurking beneath the kirk. She needs spies to uncover the Dog’s Nethers ‘sand witches’ by the locals). They are THE BONEYARD
and bring their suspected smuggling ring to an responsible for a series of sea tragedies and have A gravesite where hundreds were buried after the
FIDDLER’S QUARREL end. been forging an alliance with the kobolds in a Night War. Now abandoned and unkempt, the
A shabby tavern where ruffians go to drown bid to help them awaken their dragon lord mausoleum and warrens beneath are now the
their sorrows and fight each other. The THE DIRT MARKET Snaretooth, bringing brilliant chaos to home to Draeder, a lich prince who believes he is
bandits gang the Dog’s Nethers use the back So called because it only ever takes place in the Darkholme. the rightful ruler of the Vainlands. He builds an
rooms to hatch their schemes, whether it’s muddy square when it rains. Adventurers can undead army of skeletons, zombies and more to
holding up a trade route or smuggling illegal find all sorts of wares here. Pendolin Washer, an unleash on Darkholme when the time is right.
mushrooms into the town. They are led by a antiquities collector, will often pay good prices Locals in the area have been attacked by these
beautiful elf called Leesh Furrowsnap, a for the retrieval of treasure. He was cursed years fiends of the night, dragged down into the
sophisticated and well-read bandit. The ago, fading out of existence on a full moon, and Boneyard to be resurrected as a minion of the lich.
cellars of the Fiddler’s Quarral lead to a wishes to be rid of this hex.
warren of smugglers tunnels. Recently THE SPIRE
excavations have awoken a group of kobolds HALFMOON FOREST Owned by a lonely elf mage called Petunia
who were slumbering in the rock. Sitting a mile out of the town, flanking the main Rootlocks, the spire was once a great marvel of all
trade road, is Halfmoon Forest, the haunt of the the Vainlands. Now it is partially wrecked and
THE OBSIDIAN TOWER Biletongue goblin clan led by warchief Gak Petunia is the last of the mage faction known as
Home to the Regent of Darkholme, Duke Helmethead. Goblins were all but decimated in the Arcane Warders. She can feel the great fluxes
Elris Barrow, a petty and corrupt man who the Night War thirty years ago and Gak has happening in Darkholme, but locals pass her off as
runs the town like a mob boss. His daughter taken leadership to return the goblin empire to a nutcase hermit.
Pelda aids him in his dirty dealings, all in a its former glory. He uses his clan to hunt for
bid to gain further riches. He often cons magical treasures that will aid them in invading
adventurers into helping him get even richer Darkholme, which they wish to be their base of
through plundering warrens. operations. A manticore called Eltrosh has IN DARKEST WARRENS copyright Scott Malthouse and
Trollish Delver Games 2016. Art © J.M. Woiak, Jack
recently been awoken from his magical slumber
Badashski and Heather Shinn of the Stinkygoblin, 2016. Map
HOLLYLEAF INN and Gak is eying him as an ally in his conquest.
art by Dyson Logos
Run by a dragonkin husband and wife, the Silver wolves prowl the forest, the great enemy
inn is rather pleasant for Darkholme and a of the goblins.
favourite of travellers passing through.

Orville Rowan (Order #34764728)

You might also like