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MINERUNNERS

The dwarven city of Mairdoon was once a rich and thriving subterranean realm, nestled below the
northern mountains. But the miners dug too deep, unleashing something evil—writhing shadows
bubbled up from the depths, transforming the hapless populace into a ravening undead horde.
AUTHOR
Richard Woolcock

SYSTEM
Tricube Tales <

BACKGROUND
Figu Design

STORY SYMBOLS
Decades have passed since that fateful day. The once great city has become a tomb, sealed off from the Delapouite, Lorc,
outside world. But stories of vast riches and magical heirlooms can prove an irresistible temptation for Carl Olsen, Skoll
those seeking fame and glory, and the king grants his blessing to any wishing to test their mettle. Game-icons.net <

You are a crew of minerunners, dwarven raiders who venture into the old city in search of treasure, ILLUSTRATIONS
using your arcane-powered war wagon to plow through the zombie-infested upper levels. Dean Spencer

CHARACTER CREATION RESOLVING CHALLENGES MISSION OBJECTIVES


Each player creates a character as follows: If a player attempts something risky, they roll 1-3 Roll on the following tables to generate the latest
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty mission (see the next page for examples). You can
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice also roll and combine multiple results, or use the
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional twist table for further flavor and inspiration!
smarts, charm, alertness, and mental/social combat). benefit). Rolling “1” on all dice is a critical failure The minerunners need to...
2. Pick a concept: Lorekeeper, engineer, warrior, (introduce a complication to the scene). A Recover a lost artifact D Capture a specimen
miner, sharpshooter, scout, or priest. The GM assigns a trait and a difficulty for each B Eliminate a threat E Provide assistance
3. Select a perk: Muscular, perceptive, berserker, challenge. The default is a “standard” difficulty 5, C Rescue another crew F Obtain information
magic (pick either “alchemy,” “earth,” or “divine”), but an “easy” task is difficulty 4 and “hard” is 6. From somewhere in or near a...
dextrous, quick, or magitech device (describe it). Players usually roll 2 dice, but roll 3 dice if the A Deep mineshaft D Natural chamber
4. Choose a quirk: Stubborn, greedy, honorable, challenge matches their trait. If a challenge falls B New vein of ore E Residential area
proud, gruff, aggressive, or unruly beard. completely outside the scope of their concept (e.g., C Distant passageway F Great chasm
5. Grab 3 karma tokens and 3 resolve tokens. a priest repairing the wagon), they lose 1 die. While dealing with a...
6. Make up a name, and introduce yourself to the Some challenges have effort tokens—remove 1 A Damaged war wagon D Mysterious enemy
group (e.g., “I’m Thulnoc, a brawny warrior who is token for each die that succeeds. The challenge is B Huge zombie horde E Trap or ambush
a berserker with a famously unruly beard”). repeated until all effort tokens are eliminated. C Serious injury F Flood or cave-in

KARMA AND RESOLVE RUNNING THE GAME


Each player has 3 karma and 3 resolve. Spend 1 The GM should describe the opening scene, react
karma after rolling to reduce the difficulty by 1, if to the players’ decisions, and assign the traits and
you can justify how your perk helps you. Recover difficulties for challenges. Offer players karma in
1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
rolling, narrating how your quirk hinders you. For combat encounters, assign the challenge 2-
If you use a quirk and succeed at the challenge, 3 effort tokens per player. The enemy is defeated
you may recover 1 resolve instead of 1 karma. when all their effort tokens have been removed.
For dangerous actions (such as combat), failure The players should make all the rolls, narrate
costs 1 resolve (or 2 on a critical failure). If a PC the outcome of their actions, and drive the story
runs out of resolve, they are eliminated from the forward whenever possible. They can also spend
scene—but death is primarily a narrative conceit, 1 karma to influence the story or discover a clue
and the PC usually returns later at full resolve. through their perk, at the GM’s discretion.
OBJECTIVES DESTINATIONS COMPLICATIONS
Described here are examples of objectives for the Described here are example destinations for the Described here are example complications for the
mission generator (first table): mission generator (second table): mission generator (third table):

1. KORMAC’S CLEAVER 1. SHAFTED 1. LOST WHEEL


The famous warrior Kormac Ironbeard held back This mineshaft is fitted with a small elevator that The war wagon loses a wheel during the trip and
a ravening horde for an hour, allowing hundreds drops deep into the bowels of the earth—but the needs emergency repairs, unless the minerunners
of civilians to escape. The heroes know where he control mechanism appears to be damaged. plan to complete their mission on foot.

2. GLITTERING GOAL 2. ARMY OF THE DEAD


fell—can they recover his enchanted axe?

2. ZOMBIE LORD A vein of silver ore was discovered shortly before A seemingly endless horde of zombies blocks the
Scouts report a cloaked figure moving among the the outbreak, and mining had barely begun when route back, and the dwarves will need to find an
dead, commanding them in a rasping voice. Is it a the dreaded Day of Darkness arrived. alternative way to return to the surface.

3. GROWLING TUNNEL 3. LIMPING LIABILITY


zombie lord? Destroy the vile creature!

3. DEAD TROUBLE One of the deeper passageways, it was avoided by One of the crew hurts their foot or leg during the
Another crew of minerunners went into the city the superstitious. Named after the deep growling mission, and the injury risks slowing them down.
several days ago, but never returned. Someone is sounds that sometimes emanate from the walls. Let’s hope they don’t need to outrun anything!

4. CAVERNOUS LAIR 4. PERIPHERAL STALKER


offering good money for a rescue operation.

4. WANTED: DEAD OR UNDEAD This vast chamber was once the lair of a dragon; On several occasions, the characters catch a brief
There are rumors of a new type of undead in the the dwarves discovered its skeleton centuries ago glimpse of a hooded figure, before it darts back
city. A dwarven alchemist has offered a bounty to and left the bones intact out of respect—although out of sight. Is the mysterious individual trying to
anyone who brings back a specimen. its treasure hoard was immediately plundered! escape—or lure the crew into an ambush?

5. HOLDING BACK THE HORDE 5. STONEKEEP MANOR 5. SURROUNDED


The minerunners must transport vital supplies to Situated far across the upper levels, this fortified The minerunners find themselves surrounded by
a military checkpoint while it is under siege from mansion was once the home of a dwarven noble, a horde of zombies. They will need to break free
a sizable horde of zombies. and it may still contain many riches. before they’re overwhelmed by sheer numbers.

6. HUNTING FOR CLUES 6. YAWNING PIT 6. ROCKS FALL


The crew needs to recover a log book containing A network of narrow bridges lead down into this The tunnels here are dark and cracked as if some
information about various mining operations—it vast fissure, although the depths were never fully foul rot has spread throughout the very rock. The
might shed some light on the Day of Darkness. explored by the miners. ceiling could collapse at any moment!

ADDING A TWIST TO THE STORY


For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,
A B might indicate an axe, a weaponsmith, an armory or barracks, or a stash of weapons, while rolling C C could refer to a tunnel, a mine entrance, a gateway,
or a literal or figurative exit, and F B might represent cobwebs, a net, a trap, or the lair of a giant spider or other subterranean predator.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF
CROWNING ACHIEVEMENT
After many successful runs, the heroes are hired by Lord Brathmar Stoutshield, a loyal supporter of the royal family. Brathmar has obtained a partial
map of the city showing a route to one of the mineshafts—he believes the former king was inspecting a mining operation on the Day of Darkness, and
he’s willing to pay handsomely if the crew can recover the royal crown and return it to the new king.
This adventure is split into six scenes and can be played with or without a GM. Read and resolve each scene before proceeding to the next, with the players
rolling to overcome the challenges, and describing their characters’ actions as usual. The reader is encouraged to expand and embellish the adventure, adding
details and flavor as they narrate the story. You can also pause between scenes and introduce situations for the players to resolve through roleplaying.
Due to the many challenges in this adventure, players need to make careful use of their perks and quirks. Should a character run out of resolve, consider
giving them an “affliction” appropriate to whatever defeated them. An affliction works just like a quirk, except the GM decides if and when to apply it.

MINECART MAYHEM DEADLY DESCENT


The heroes must pass through the upper levels of Once the dwarves reach the top of the mineshaft,
Mairdoon to reach the mineshaft, plowing their they will need to find a way down. Roll one die to
war wagon through hordes of zombies! determine which scenarios the minerunners face:
In this scene, each player must overcome three 1-2 is the elevator, 3-4 is the open shaft, 5 is the
challenges, losing one resolve on a failure. Either zombie horde followed by the elevator, and 6 is
use the Minerunners Deck, or roll on the tables. the zombie horde followed by the open shaft.

MINERUNNERS DECK A/B/E ELEVATOR


The players each draw three cards from the deck, The mineshaft has an elevator, but it has suffered
then take turns placing and playing cards until all damage. The mechanism can be fixed with a hard
the cards are used. Players may freely discuss and crafty challenge (everyone can make an attempt).
exchange cards, but they must each play three of Otherwise, the heroes will need to clamber down
them, rolling and narrating their challenges. on ropes with standard brawny challenges. Those
If there is only one player, they draw five cards who fail the brawny challenge lose one resolve.
and keep any three of their choice, discarding the
remaining two. If there are only two players, then C/D/F OPEN SHAFT
each draws four cards and keeps three. The characters can either follow the narrow steps
around the side of the shaft using standard agile
MINERUNNERS TABLES challenges, or they can climb down on ropes with
Instead of using the cards, each player can roll on standard brawny challenges. Those who fail their
the following tables to generate three challenges. rolls lose one resolve.
Use the twist table for narrative inspiration.
The challenge is... E/F ZOMBIE HORDE
A Easy (difficulty 4) D Standard (difficulty 5) The mineshaft is surrounded by a zombie horde,
B Easy (difficulty 4) E Standard (difficulty 5) which has two effort tokens per PC. Zombies are
C Easy (difficulty 4) F Hard (difficulty 6) relatively easy to beat in melee or magical combat
And uses the following trait... (easy brawny or crafty challenges), but somewhat
A Agile D Brawny harder to take down in ranged combat (standard
B Agile E Crafty agile challenge). Failure costs one resolve and the
C Brawny F Crafty fight continues until all effort tokens are gone.
LOWER LEVELS SINISTER SHOWDOWN EXPEDITIOUS ESCAPE
At the bottom of the mineshaft, the dwarves find Eventually, the minerunners manage to reach the After recovering the crown, the dwarves need to
themselves exploring the lower levels, where they destination that Brathmar marked on the map. make their way back to the upper levels, and then
must proceed on foot and face new dangers. Roll one die to determine what sort of scenario leave the city in their war wagon.
Roll twice to determine two encounters. If you the heroes must face. Failure costs one resolve. Roll one die to determine what difficulties the
roll a double, there is only one encounter, but the heroes face on their return to the upper levels. As
difficulty is increased by one. If an encounter lets A/B LAIR OF THE LICH usual, failure costs the character one resolve.
players choose between two different traits for a A fearsome lich turns to face the dwarves, its eyes
challenge, each player can pick separately. Failing gleaming red in the darkness. It wears the crown A/B COLLAPSING TUNNELS
a challenge costs the character one resolve. upon its skull, and it cackles with evil laughter as The tunnel shakes violently as the characters run
it unleashes a wave of swirling black energy! toward the mineshaft. Each player must make an
A FALLING BEAMS The lich has 2 effort tokens per PC and can be easy agile challenge to maintain their footing.
The ceiling is wet and cracked, infested with dark fought in ranged or melee combat using standard
magic; it collapses as the heroes pass underneath. agile or brawny challenges. Fighting it magically C/D ZOMBIE RUN
Each player must roll a standard crafty challenge is more tricky, requiring hard crafty challenges. A horde of undead catches sight of the heroes as
to spot the decay, or a standard agile challenge to they return with the crown, and gives chase! The
dodge the falling rocks and beams. C/D GOBLIN INTRUDERS zombies are slow, but the dwarves are exhausted.
Dozens of goblins work diligently in this cavern, Each player must make an easy brawny challenge
B NECROTIC MONSTROSITY assembling a weird, arcane device. Their leader’s to see if they have the stamina to keep running.
The heroes encounter a horrific mass of writhing apparel indicates that she is a necromancer from
necrotic flesh. All players must roll an easy crafty the Bonedigger tribe and a long way from home! E/F TAINTED BY DARKNESS
challenge to overcome their fear and disgust. The king’s crown hangs loosely from her belt as The magical corruption that infects the city seeps
if it were some mere knick-knack. into the heroes’ wounds, spreading through their
C TERRIBLE TENTACLES The goblins have 2 effort tokens per PC. Melee veins. Each player will need to roll an easy crafty
Glistening tentacles burst from the walls and lash combat is a standard brawny challenge, and only challenge to resist the dark magic.
out with their barbed tips! Each player can make their leader possesses magic so magical combat is
an easy agile challenge to evade the attack. treated as a standard crafty challenge. However, HOMECOMING HEROES
the cruel goblins are small and nimble, so ranged Now the dwarves have reached the upper levels,
D RAVENING HORDE combat is resolved as a hard agile challenge. they will need to drive their war wagon through
Hundreds of zombies mill about in a cavern. The the city streets and back up to the surface!
characters can either sneak past the horde with a E/F OMINOUS OBELISK This is resolved in exactly the same way as the
standard agile challenge, or they can sprint past it A smooth stone obelisk inscribed with runes and Minecart Mayhem scene with each player facing
with a standard brawny challenge. glyphs stands in the center of a large natural cave. three challenges on their return journey.
Horribly mutated figures uncoil themselves from When the characters finally make it back home,
E FLOODED TUNNEL the walls and slither hungrily toward the heroes. they receive a hero’s welcome. Brathmar holds a
The tunnel ahead is flooded from a underground Skeletal remains lie scattered across the floor, the banquet in celebration of their great victory, and
lake. The heroes must wade or swim through the crown still clinging to the king’s broken skull. the king thanks them personally for avenging his
water by making easy brawny challenges. The mutant guardians have 2 effort tokens per father and recovering the crown. That night the
PC. Their barbed tentacles cause horrific injuries, ale flows freely, there is dancing and singing, and
F MIND OVER MATTER and it is a hard brawny challenge to fight them in the minerunners are treated like heroes of old!
The journey begins to take a physical and mental melee combat. It is safer to fight from a distance The characters rise the next morning with sore
toll on the minerunners. Each player has to make using ranged and magical attacks—treat these as heads and fat purses. They’ve achieved fame and
a standard brawny or standard crafty challenge. standard agile or standard crafty challenges. wealth—but is it really enough to satisfy them?

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