Abyss MiniRPG
Abyss MiniRPG
ENTERING THE ABYSS. You’ve descended miles into the earth. Before
you stands the MAW OF NIHILIX. Draw this foul gate on your map,
then follow the procedure for DELVING. After each room is explored,
follow the DELVING procedure until you inevitably succumb...
WEIRD (D6)
1. Strong magnetic field. Test STR or lose a metal item.
2. Sudden temperature change. Test LUCK or lose 1hp.
3. Psychic barrage. Test STR or lose 1 LUCK.
4. River of blood. Raise one stat by 1. Lower one stat by 1.
5. Yogbashu, planar pilgrim. You may attempt to ally with Yogbashu.
Test SKL. Success: succeed on any future SOCIAL encounters.
6. Welcoming, furnished living room. Find one ITEM or heal d4 hp.
SOCIAL (D6)
1. Dinner party. Test LUCK. Success: heal d4 hp.
2. Bath house. Spend 2d6 silver to gain +1 SKL.
3. Dumitru the Merchant. Sells one random (d8) item from the ITEM
TABLE. Roll 2d6 for the item’s price in silver.
4. Ceremony. Choose: Join and gain +1 Luck, or fight a CULTIST for
2d6 silver.
5. Storyteller. Permanently gain +1 dmg vs a random monster.
6. Smoking den. Test STR. Success: gain 1 LUCK or STR; lose 1 hp.
CHALLENGE (D6)
1. CHASM (SKL) Success: cross safely. Fail: you are reduced to 1HP.
2. LOCKED DOOR (SKL) Success: door opens. Fail: you cannot pass.
3. RIDDLE (SKL) Success: gain d6 xp. Fail: take d2 dmg.
4. SHEER CAVE WALL (STR) Success: you may pass. Fail: you fall,
taking d4 dmg, and must try again or go another way.
5. WHEEL OF FORTUNE (LUCK) Success: gain 20xp. Fail: take d4 dmg.
6. CAVE-IN (STR) Success: you dig through and find an ITEM.
Failure: Lose D4 HP, & this room is now sealed. Roll D4: on
1-2, you’re stuck BEFORE the room. On 3-4, you’re stuck
BEYOND.
COMBAT:
I. Roll initiative (d6). On 1-3, enemy acts first. 4-6, you act
first.
II. Each side rolls dmg, in initiative order. Subtract your def
from the total rolled (always take at least 1 dmg)
III. Trade blows until one side is reduced to 0 hp.
IV. You gain xp equal to enemy’s hp.
ADVANCEMENT:
When you accumulate 10 xp, you level up. The xp required for
subsequent level-ups increases by 5 with each advancement. To
advance, add d4 to your maximum hp. Roll a d6 on the ADVANCEMENT
table, rerolling duplicates:
1. Gain d6 maximum hp
2. Your SKILL. STRENGTH, or LUCK increases by 1
3. You deal +1 dmg to WEAK MONSTERS
4. You deal +2 dmg to TOUGH MONSTERS
5. You find an ANCIENT SCIMITAR (2d6 dmg)
6. You find a chest containing 100 silver!
> writing, design, and layout by Sam Helms
> inspired by DARK FORT by David Hoskins, Pelle Nilsson,
and Johan Nohr
> cover image by Freepik
> background image by kjpargeter on Freepik
> https://shelms.itch.io