Wander in Darkness (Single)

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Wander in Darkness

A TTRPG rules kit and MOSAIC Strict Module

The Kith live a peaceful existence, free of violence. But this wasn't always the
case. The Looming Gods once ruled over all the Hæthlands, tormenting the Kith.

With the rediscovery of the Small and Forgotten Gods, the Kith found the
courage to rise in Rebellion. That terrible war was fought throughout the land and
touched every family.

Maybe you fought in the Rebellion yourself, and still have flashbacks. Or...
perhaps... you have heard portents of the Looming Gods' return.

To playout more tense and uncertain scenarios in Wanderhome – or other


narrative tabletop roleplaying games – use this one-page rules kit. But please talk to
your table about incorporating these or other changes to the game before doing so.

Created by Joey V under a Creative Commons Attribution 4.0 International license (CC BY 4.0) .
Wander in Darkeness is a MOSAIC Strict Module .

Inspired by: Dungeons of the Dungeons by Devin White , World of Dungeons by John Harper ,
and Wanderhome by Possum Creek Games. Wanderhome is copyright of Possum Creek Games Inc. Wander in
Darkness is an independent production by Joey V and is not affiliated with Possum Creek Games Inc
Wander in Darkness
A TTRPG rules kit and MOSAIC Strict Module

Take a Risk Sustain Harm


When you attempt something that is risky or Track Harm with tokens, tick marks, or similar.
carries a chance of failure, roll 2d6 and add +1 for When you are injured mark Harm. When you
each "yes" answer to the following questions: rest for an appropriate amount of time in a
 Do you have experience or skill in this? relatively safe area you may clear 2 Harm.
 Do you have the appropriate tools?
Defy Death
 Are you aided by circumstances or an ally?
Once 3 or more Harm have been sustained,
Subtract 1 if you are hindered or at a instead of immediately marking additional
disadvantage. Harm the next time it is called for, roll 2d6 and
10+ Full Success (12+ Critical Success). add +1 for each Harm marked. Then as follows:
7-9 Partial Success; there are consequences. 10+ You will die. Ask or tell the Guide how.
6- You face a consequence or setback. 7-9 You avoid death (for now) but suffer +1 Harm.
6- You avert serious injury. Do not mark Harm.
Consequence Ideas:
 Inflict Harm
A Note on Magic
 Remove resources
Performing magic may be inherently risky or
 Present a difficult choice
uncertain. Perhaps it requires summoning a
 Increase the stakes
spirit who might provide the magical effect. Or
 Create a disadvantage
maybe there is a chance of it misfiring. A
 Turn the tables
character may attempt to use magic by “Taking a
Risk”.

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