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Dark Forest v0_06b

The document outlines a tabletop role-playing game called DARK FOREST, where players assume the role of a character named Kargunt, starting with specific hit points, silver, and rations. Players can choose weapons and items, engage in combat with weak and tough monsters, and level up by earning points through defeating monsters. The game includes various mechanics for exploration, camping, and resupplying, along with a detailed encounter table and equipment options.

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100% found this document useful (1 vote)
25 views3 pages

Dark Forest v0_06b

The document outlines a tabletop role-playing game called DARK FOREST, where players assume the role of a character named Kargunt, starting with specific hit points, silver, and rations. Players can choose weapons and items, engage in combat with weak and tough monsters, and level up by earning points through defeating monsters. The game includes various mechanics for exploration, camping, and resupplying, along with a detailed encounter table and equipment options.

Uploaded by

achapetta.rpg2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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THE DEEP WOODS RAMBLER enters the stage

Your name is still Kargunt. You begin with 12 +1D6 hit


points (HP), 12 + 1D6 silver pieces (s), and 12 + 1D6
rations. You may carry unlimited items.

A. You own one weapon (D6)


#1 A quarterstaff (D6)
#2 A battle axe (D6) +1 dmg
#3 A sling (D6) -1 damage (min 1)**
#4 A dagger (D6) -1 damage (min 1)***
#5 A sword (D6) +1 attack)
#6 A longbow (D6) +1 attack

** +2 rations on resupply
*** re-roll attack die on result=1, D6 uses

B. ...and one item (D6)


#1 Random weapon
#2 Heavy gloves (+1 on envir. hazard roll)
#3 Bedroll (+1 healing in camp)
#4 Mess kit (+2 ration per resupply)
#5 Armour (-D6 damage for 2D6 fights)
#6 Random scroll

SCROLLS All scrolls are single use unless noted.


#1 Healing balm (D6 HP; D6 uses)
#2 Silent Passage (Evade monsters for D6 hexes.
Collect all monster pts.)
#3 Wind of Guidance. Select hex direction.
#4 Fey Luck. Reroll one die.
#5 Summon Spectral Owl (+D6 dmg, 2 fights)
#6 Constricting Thorns. (2D6 dmg.)

LEVEL UP
DARK FOREST
Level up every time you gain 15 points; reset A wilderness hex-crawl adaptation of (and tribute to)
points to 0. When you level up roll D6 and check DARK FORT (Pelle Nilsson 2018). Grab 2D6 and a pencil,
one off: and venture into the menacing darkness of the deep
[ ] 1: +1 attack woods.
[ ] 2: +1 damage __________________________________________________
[ ] 3: Spend 10 level pts to reroll a die
[ ] 4: +1 HP on camp Nick Waber
[ ] 5: +1D6 max HP v0.06b 2025
[ ] 6: Dubbed a “Friend of the Green” by the __________________________________________________
ladies and lords of the Fey Court DARK FOREST is an independent production by Nick Waber and is not affiliated with Ockult
Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third Party
License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
HEX TERRAIN (2D6) COMBAT AND EXPERIENCE:
2. Cursed Barrow* 5-6. Fen/Bog 10. Crags There are WEAK and TOUGH monsters.
3. Fetid pond 7-8. Deep forest 11. Ravine Combat: roll D6 against the monster’s pts.
4. Pine barrens 9. Burned land 12. Ruined Keep* If D6 >= the monster’s pts roll weapon dmg.
If D6 < monster’s pts*, you’re hit; roll dmg.
*Barrow/Keep: switch to Dark Fort for 3D6 rooms. *Monsters always hit on D6 = 1.
Dark Fort level-up and equipment are retained upon You and the monsters die at 0HP (or below).
return to the forest; points are not. Two monsters: attack/defend vs numeric list order.
Tied #: attack/defend vs higher HP.
HEX ENCOUNTER TABLE (D6) Flee a fight: take D6 dmg; lose D6 points.
#1 Nothing of note. Hex now explored. PTS: You earn a slain monster’s points.
#2 Environmental hazard. 1D6. 1-2: take D6 dmg. LEVELS: You level up every 15 points.
3-4 lose random item (D6 rations if you have no
items to lose). 5-6: you survive. WEAK MONSTERS (D6)
#3 Faerie Trickster. Roll 1D6. 1: random scroll. #1 Dire Wolf. 3 pts. D6 dmg. D6 HP.
2: +10 silver. 3: +3 pts. 4: +2 HP. 5: teleport to #2 Ravening Bear. 4 pts. D6+1 dmg. D6+2 HP.
random hex (drop a die onto the hex map; resume #3 Painted Wildman. 3 pts. D6 dmg. D6 HP.
from that hex. If the die rolls a 6, it is a D6 silver. 1-in-6: carries a random item.
barrow/keep*); 6: taken to faerieland; your #4 Bandit. 3 pts. D6 dmg. D6 HP. Armour (-D6 dmg)
adventure ends here. 2D6 silver. 2-in-6: carries a random weapon.
#4 You face a Weak Monster. If you kill it, the #5 Spider Swarm. 4 pts. D6 DMG, +1 DMG per
hex is explored. spider’s HP over 5. D6-1 HP. Gains (above max HP)
#5 You face a Tough Monster. If you kill it, the or restores 1 HP per round until killed.
hex is explored. #6 Roll twice: two weak monsters appear.
#6 A Gnomish tinkerer offers to trade items or
weapons 1:1, items/weapons for scrolls 2:1, or TOUGH MONSTERS (D6)
buy/sell items/weapons for 10s; scrolls for 20s. #1 Griffon. 5 pts. D6+1 dmg. 2D6 HP. Blood of a
dead griffon heals D6, D6 doses.
HEX EXIT DIRECTION (D6): 1-5 hex sides, clockwise from #2 Druid. 4 pts. D6-1 dmg. D6+2 HP. When hit, 1-
entry. 6 = backtrack (2-in-6 chance of weak monster). in-6 chance of vanishing. Returns and attacks
Exiting the first hex: D6 = 6 indicates south. player in your next fight. D6 silver. When killed
2-in-6 chance of random scroll.
CAMPING AND RESUPPLY: #3 Fungal Zombie. 5 pts. D6-1 DMG. D6 HP. D6
Rations: You consume one ration per hex. silver. 3-in-6 chance to rise from the dead and
fight on. 1-in-6 chance you are infected with
Go Foraging (resupply), roll 1D6. 1: caught game: spores; your adventure ends here.
2D6+1 rations; 2-3: found mushrooms: 1D6+1 #4 Carnivorous Plant. 5 pts. D6+1 DMG***. 2D6 HP.
rations; 4-5: poor area, no additional rations. 6: ***Pollen cloud does 1 pt DMG every round, +D6 DMG
Weak Monster. Every day with 0 rations: lose 1 HP on monster hits. When killed, 2-in-6 chance: use
and lower max HP by 1 (cost 1 ration/max HP to leaves/petals as armour (-D6 dmg for 2d6 fights).
restore). -1 att./dmg. #5 Wyvern. 5 pts. 2D6 dmg. D6 HP. When hit, 2-in-
6 chance it takes flight; can only be hit by
Make Camp (Heal; costs 2 rations.) roll 1D6. 1: ranged weapons for 1 round; gets free attack
well-rested, heal 1D6 HP. 2-3: adequate rest, heal (treat player hits as a miss: no-effect).
2 HP. 4-5: poor rest, no HP. 6: Weak Monster. #6 Blood Giant. 6 pts. 2D6 dmg. 2D6 HP. 2-in-6
You may only attempt camping or foraging once/hex. chance to immediately LEVEL UP. D6xD6 silver.
FIRST HEX: Drop a die on the map: your adventure begins
DARK
FOREST
You are KARGUNT

Hitpoints: _____/____
Rations: _____________
Silver: ______________
Explored Hexes: ______
Points: ______________

EQUIPMENT:
[ ] battle axe (D6)
[ ] quarterstaff (D6)
[ ] sling (D6) -1 damage (min 1)**
[ ] dagger (D6) -1 damage (min 1)***
[ ] sword (D6) +1 attack)
[ ] longbow (D6) +1 attack
** +2 rations on resupply
*** reroll one attack, D6 times

[ ] Heavy gloves (+1 on hazard roll)


[ ] Bedroll (+1 healing in camp)
[ ] Mess kit (+1 ration per resupply)
[ ] Armour (-D6 damage for 2D6 fights)
[ ] Scroll: Uses:
[ ] Scroll: Uses:
[ ] Scroll: Uses:
[ ] Scroll: Uses:

LEVELS (roll D6 on level-up):


[ ] 1: +1 attack
[ ] 2: +1 damage
[ ] 3: Spend 10 level pts to re-roll a die
[ ] 4: +2 HP when camping
[ ] 5: +2 rations on resupply
[ ] 6: +1D6 max HP

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