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Abyss MiniRPG

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0% found this document useful (0 votes)
15 views4 pages

Abyss MiniRPG

Uploaded by

bryanler2011
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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You are braving the dreaded ABYSS: The time for retribution has

come. Begin with 2d6+LUCK HP and 3d6 silver.

A. Determine your SKILL (d4), STRENGTH (d4), and LUCK (d4)*

B. You own one weapon (d6):


1-2. Dagger (d2) Using graph paper and a
3-4. Sword (d4) pencil, track your hit
5. Flail (d6) points, experience points,
6. Warhammer (d8)** inventory, and treasure.

You’ll need room to draw


C. …and you’re wearing (d6): the map, though only fools
1. A loincloth (0 def, +1 atk dmg) attempt to understand the
2-3. Furs (1 def.) mind-melting geometry of
4-5. Leather armor (2 def.) the ABYSS.
6. Chainmail (3 def, can’t sneak)***

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...

DELVING: Roll on tables I, II, and III.


I. ROOM SHAPE(2D6)
2. Irregular 5. Corridor 10. Rectangle
3. Oval 6-8. Square 11. Trapezoid
4. Triangle 9. Round 12. Skull

II. CHAMBER EXITS (D4)


1. None 2. One 3. Two 4. Three

III. CHAMBER CONTENTS (D6)


1. Weak Monster 4. Social
2. Tough Monster 5. Weird
3. Challenge 6. Treasure (ITEM Table)

WEAK MONSTER (D6)


1. CENTIPEDE 1hp, no dmg; atk reduces SKL & STR by 1.
2. SERPENT 2hp, d4 dmg. 2-in-6: loot VENOM; +1 dmg to one attack.
3. CULTIST 3hp, d4 dmg. 3-in-6: loot ceremonial DAGGER (d2+1).
4. GIANT SPIDER 4hp, d4 dmg. 1-in-6: loot an ITEM.
5. MINOTAUR 5hp, d4 dmg. Can be bribed. 2-in-6: loot axe (d6)
6. VAMPYRE SPAWN 6hp, d6 dmg; on a hit, drains your LUCK by 1.

TOUGH MONSTER (D6)


1. CRAWLER 2hp, d4 dmg. Loot: carapace (+1 def.)
2. CROAKER 4hp, d4 dmg. Loot: weapon (Table B)
3. GARGLER 6hp, d6 dmg. Loot: Potion of Healing
4. SLURPER 8hp, d8 dmg. After fight: test STR or lose one
random inventory item. Loot: ITEM.
5. SKITTERER 10hp, d8 dmg. Loot: 3d6 silver.
6. MANGLER 12hp, d10 dmg. After fight: Test SKL; on success, loot
6d6 silver.

* Tests: roll a d6, aiming to get equal to or under the value.


** Cannot be used with a shield.
*** Sneak past an enemy by successfully testing SKL. Don’t collect
loot or xp.
ITEM (D8)
1. Grappling Hook (safely climb & cross gaps)
2. Meat (allows you to distract TOUGH monsters)
3. Map (reveals the shape & contents of d4 unexplored rooms)
4. Scroll (roll d6: 1-3 FIREBALL - 2d10 dmg; 4-6 CHARM MONSTER — a
monster fights with you for d4 chambers)
5. Potion of Healing (heal D6 hp)
6. Potion of Rage (doubles your atk dmg for one fight)
7. Weapon (Table B)
8. Shield (+1 def.)

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

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