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Hark 1

This document describes a solo fantasy adventure game where the player takes on the role of an exiled prince climbing the neverending stairs of Umbar. The player must manage resources like blood, sweat, and tears to survive encounters with enemies and obstacles while climbing the stairs, with the goal of reaching 100 flights to win or losing all resources to die.

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Lusca Tiveron
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0% found this document useful (0 votes)
299 views

Hark 1

This document describes a solo fantasy adventure game where the player takes on the role of an exiled prince climbing the neverending stairs of Umbar. The player must manage resources like blood, sweat, and tears to survive encounters with enemies and obstacles while climbing the stairs, with the goal of reaching 100 flights to win or losing all resources to die.

Uploaded by

Lusca Tiveron
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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1

a printable, randomly generated, replayable, 1. The Neverending Stairs of Umbar


solo fantasy adventure game You are the Exiled Prince.

Catching your breath, halfway up the neverending stairs of Umbar.


1. print the entire file as two-sided on 2 horizontal Your sword is broken yet your heart still beats under your breastplate.
sheets of A3 paper (you can use A4 or Letter format So many steps beneath you. So many yet to climb…
if you prefer smaller package)
You look down the chasm and see the spiraling flights of stone-carved
stairs, like a pale serpent, intertwined with the hard, grey rock, until
2. fold along the grey lines and cut along the red
they vanish, deep in the darkness below.

3. prepare a d4, d6, d8 & d10 dice, a clean sheet of You mourn your cursed fate. Lose -1 Tear out of your maximum 10.
paper to record your character’s state and Then, you compose yourself, knowing that if you will ever reach the
possessions (or use counters or d20 and d10 dice) bottom of your despair, and have no more Tears to shed, then you will
be lost. A husk of a man, in this husk of a world.
4. start with the two-sided rules bookmark marked
It is time to go. You need to push upward. The only way out of this is
with numbers 1 & 2, then follow the instructions
upward. You cannot take a single step back. Wipe your brow, losing -1
Sweat. If your Sweat ever drops to zero, you will die of exhaustion. You
5. play until you win or die
start with a maximum limit of 10 Sweat – now you have 9.

6. repeat You start with 20 Blood. Lose all Blood and you will die. Gather your
belongings:
7. tell your friends! • broken sword (d6) – you can pay 1 Sweat to fight or destroy.
• a lute (d6) – you can sing during an encounter.
• 3 torches – strike out 1 torch each time you want to use light.
• breastplate – start with 2 armor. You may pay 1 armor to
negate being hit by an enemy (or challenge). You can wear a
maximum of 4 pieces of armor.
• waterskin – holding a maximum of 5 portions of water. Pay 1
water to rest. Pay 1 water at any time to restore +2 Sweat.

pages 1 & 2 pages 3 & 4 Roll to determine the final challenge before the first turn.

Winning
www.ninetonguestales.com To win the game, you need to climb 100 flights of stairs. When you
by raphael sadowski reach 100, you will face the final challenge. If you succeed in passing
the challenge – you return to the world above and win the game.
cover art by ns1
Losing
warsaw 2020
When you lose all Blood or Sweat or Tears – you lose the game.
2
Turn Order
I. Pay 1 Sweat to climb 1d8 flights of stairs. Record the number.
II. For each 2 flights of stairs you climbed, roll a d6 to see what
encounters you stumbled upon:

1-2: an aggressive enemy – you must fight them


3-4: a feature of this flight of stairs
5: a rare, lucky find
6: a strange denizen of the depths

III. Determine the nature of each of these encounters by rolling on


according tables. Then resolve them in the determined order.
IV. After resolving all of this turn’s encounters, decide if you want
to continue climbing (start over at I.) or rest.

• If any of the encounters resolves with you lingering, you cannot


resolve the rest of this turn’s encounters or rest. Start over at I.

• If you are poisoned, use 1 antidote. Otherwise lose 1 Blood at the


end of each turn you remain poisoned. If you become poisoned
again, refresh the number of turns (roll the new amount).

• If you choose to rest, pay 1 water (you cannot rest without


water). During a rest you restore +1 Sweat. Then choose up to 2
options among these:

o sharpen sword (add +1 to sword rolls during next turn)


o dress wounds (restore +2 Blood)
o ruminate (roll on the ruminations table)
o play music (restore +1d4 of Tears)
o tune instrument (gain +1 to singing rolls during next turn)

Fighting
Pay 1 Sweat to start a fight (or destroy). Roll your sword die and the
enemy’s die simultaneously. Higher score is a hit. Equal final scores
mean a clash - no one is hit. You lose 1 Blood when hit. Whenever you
hit an enemy, reduce his HP by 1. Repeat until the enemy’s HP drop to
0. You can use only one sword during each fight. Decide before rolling.
You may also pay 2 Sweat to feint and reroll your die during fight.

Singing
Some enemies and denizens can be charmed. You can sing to them
before fighting or interacting with them. Roll your instrument die – if
your roll is equal or higher than their to charm score, they are charmed.
Ruminations (d6) Enemies (d6) (+1 after reaching 33 flights, +2 after 66) Features (d6)
1. Dread. You will die down here. You know that. But you will not go 1. Skeletal Guard [d6 attack, HP 2] 1-3. Trap! A wicked surprise set up by the ancients. Roll a d6:
gently into the dark. Lose -2 Tears now but reroll all 1’s on your die Silent. Undead. Unrelenting. Each time you clash with him, you
1. Spikes! Lose -3 Blood.
during fighting next turn. must back up -1 flight down. If you defeat him, roll for loot.
2. False step! Spend 1d4 Sweat or fall 2d4 flights down.
2. Melancholy. This place is so dark, so calm, so solemn. Part of you
2. Lamenting Banshee [d6 attack, HP 2, 4+ to charm] 3. Flame trap! Lose 3 Sweat but gain 1 torch.
wants to stay here forever. And part of you already did. Lower your
The Banshee wails. Lose -2 Tears. Then you may try to sing for her. 4. Poisoned needle! Poisoned for 1d6 turns.
Tears maximum by 1 but gain +1 maximum Sweat.
If you succeed, she will pass through you, restoring +2 Blood and 5. Swinging blades! Wager an amount of Sweat between 0 and 3.
3. Longing. Lose -1 Tear per turn until you meet a denizen. Then
+1 Sweat. If you fail, she sends you 1d4 flights down and attacks. You lose 2d6 Blood minus 3 per each point of Sweat you wagered.
restore all Tears.
6. Nightmare hex! Lose -2 Tears and linger or ruminate.
4. Anger. Defeat somebody or destroy something during next turn. If 3. Silk Spinner [d6 attack, HP 3, 4+ to charm]
you do – restore +3 Tears. If you do not – lose -3 Tears. A big spider claimed this flight of stairs for her lair. If you charm or 4. Mezzanine. This platform would be a perfect place for rest. Roll a
5. Hope. You felt a drop of rain that fell all the way down here. A defeat her, roll for loot, then ascend additional 1d4 flights up as d4 to see what you find; then you may choose to rest here. If you
sweet promise of life. Gain +1 maximum Tears and restore 2 Tears. you climb using her intricate webs and continue resolving your do, do not resolve next encounters but start new turn after the rest.
6. Determination. You WILL survive. You WILL leave this place. encounters. If she hits you, you become poisoned for 1d4 turns.
1. Lair! Roll for an enemy. He adds +1 to his fighting rolls here.
Restore +2 Sweat and +2 Tears. Next turn add +2 to your climb roll.
4. Clockwork Warden [d6+1 attack, HP 3] 2. Fountain. Refill your waterskin – you have 5 portions of water.
Built by ancient Umbarans this machine eternally wanders the 3. Secret passage. Ascend +1d4 flights of stairs. Then you may
Treasures (d8) stairs defending the fallen kingdom. It occasionally breaks down – decide to use light to ascend +1d6 more.
Whenever you get a treasure that you already own, you always gain a if you clash during a fight, its power source dries out, and it is 4. You meet a strange denizen. Roll on the according table.
*Charm instead. It allows you to reroll any single roll once. defeated straight away. If you defeat it, you can use light to
dismantle it to gain 2 armor. 5. A Locked Door [d6 attack, HP 3]
1. *Everember lantern. Its flame is eternal. You can use light freely Use 1 key or try to destroy them (when hit by the door, you lose -1
from now on and do not have to strike out torches when you do. 5. Flock of Screechers [d6 attack, HP 3]
Sweat instead of Blood). Otherwise lose -1d4 flights of stairs while
2. *Silver harp (d8). You may reroll odd rolls when singing. Bloodthirsty bats swarm around you! You can use light to chase
looking for another way. If you managed to open or destroy the
3. *Skyward compass. Whenever you climb or ascend, always ascend them away (they lose 1 HP), otherwise – you lose -2 Blood. Then
door - roll a d6 to see what you find on the other side:
additional +1 flight of stairs. you must fight them. If you defeat them, you may spend 1 portion
4. *Mournsword (d8). Before rolling your die during a fight you may of water to distill 1 antidote from their blood. 1-2. Nothing. Ascend +1 flight of stairs and continue your journey.
pay up to 3 Tears. For each 1 Tear spent add +1 to your roll. 3-4. An ambush! Fight with 2 Skeletal Guards subsequently, but
6. Deep Huntress [d8 attack, HP 2, 6+ to charm]
5. *Black kiss (d8). Restore 1 Blood whenever you defeat someone roll for loot only once, after you defeat them.
Blind huntress of the Deep ventured here. You may sing to calm
with this dark sword. Lose 2 Blood each turn you did not fight. 5. Shrine of the Goddess. Linger to pray and gain a blessing: +1 to
her down. If you succeed, she shares 2 water and 1 torch with you,
6. *Ysra’s Rapier (d8). You can reroll your die once during each fight. maximum Tears, +1 to maximum Sweat or +2 to maximum Blood.
then wanders away. Otherwise – you must fight. If you defeat her,
7. *Umbar mail. Gain 1 armor per each 3 flights of stairs you ascend. 6. Enchanted chimes. Sing [4+ to charm] to attune to the chime’s
you gain a Dagger, which reduces feint cost to 1 Sweat but breaks
8. *Whispering shield. Whenever you clash, the enemy is hit instead. sound. If you succeed, ascend +1d4 flights of stairs. If you fail, lose
if you clash. If you already have a dagger, roll for loot instead.
-1d4 Tears.
7. The Witness [d8 attack, HP 3]
6. Statue of a Demon God [d8 attack, HP 2]
Loot (d6) This solemn, dry corpse of a noble Umbaran witnessed the fall of
Dark shape looms over this flight of the stairs, its empty eyes chill
their underground empire. If you are hit by him, lose 1 Tear
1. 2 portions of water. 2. 1 torch. 3. 1 key. your very soul. Roll on the ruminations table. Then ignore it or
instead of Blood. If you clash, you hit each other. If you defeat
choose one:
4. umbar wine in a dark glass bottle – you can carry it and use once at him, gain an Ancient sword (d8). If you already have a (d8) sword,
any time to restore 1d4 Sweat. roll for loot instead. o offer -1d4 Blood to gain +1d6 Sweat
5. poetry page torn from an old book – you can carry it and use once at o use light to read inscriptions and gain +1d6 Tears
8. Forlorn Lindworm [d8 attack, HP 5]
any time to restore 1d4 Tears. o offer a *treasure to restore full Blood, Sweat and Tears
This four-eyed wyrm nests here. Each time you clash with it, you
6. healing potion in a crystal vial – you can carry it and use once at any o destroy it (when hit by the statue, you lose -1 Tear and -1 Blood)
lose 1 Blood. If you defeat him, roll for loot and a treasure!
time to restore 1d6 Blood. to restore +1d4 Tears, +1d4 Sweat and +1d8 Blood.
Finds (d4) Denizens (d4) 3. Lost Adventurer
You meet a friendly adventurer from the surface. Roll 1d4:
1. Abandoned book lies upon a stone table. You may Use light to roll 1. Deep Folk 3× [d6 attack, HP 2] [4+ to charm]
1. Knight Errant [d8 attack, HP 4, 4+ to charm]. Offers you his
1d4. Otherwise – continue to the next encounter, losing -1 Tear. Group of blind dwellers of the deeps wandered up the stairs. The
Spare sword (d8) or 2 armor. Follower: +2 to sword rolls.
first time you meet them, roll a d6 to see what they are looking for:
1. Lament for Umbar. Lose -2 Tear. Gain +1 Sweat and +2 Blood. 2. Reckless Rogue [d8 attack, HP 2, 3+ to charm]. Offers you 2
2. Ancient floor plan. You can carry it and use it once at any time 1-2. They are searching for 6 supplies in any combination of keys or a Dagger. Follower: ignore traps and poisoned.
to skip the next encounter and ascend +2 flights of stairs. torches or water. 3. Intrepid Archeologist [d6 attack, HP 1, 3+ to charm]. Offers
3. Tomes of poetry. Linger to read it through and restore +5 Tears. 3-4. They are scavenging for any 2 items that are not a you a map, that allows you to immediately ascend 1d6 flights of
4. Scroll of fiery wrath. You can carry it and use it once during a *treasure, torches, or water. stairs. Follower: +2 flights of stairs during each climb.
fight – add +1d6 to your roll. If you hit, enemy loses 2 HP. 5-6. They are looking for an ancient *treasure. 4. Benevolent Healer [d6 attack, HP 2, 5+ to charm]. Offers to
2. An armament hangs on a wall here. Roll a d4 to see what you find: Every time you meet them, you may choose how to approach: restore half of your missing Blood, Sweat or Tears and remove
poisoned. Follower: restore additional +2 Blood each rest.
1. 1 piece of armor. o Trade with them – if you give them what they are looking for,
2. Dagger. Reduces feint cost to 1 Sweat but breaks if you clash. they will trade you a hidden *treasure or, if you prefer, any 2 Then choose one:
3. Ancient sword (d8). options from the loot list. o accept the offer, then go each in their own way
4. Kite shield. Whenever you clash you can spend 1 Sweat to hit o Sing to charm them. If you succeed – you can linger and rest o betray and fight them. If you win, roll twice for loot but reduce
the enemy instead. You cannot use dagger while carrying shield. among them, without paying for it. You can choose 3 rest your maximum of Tears by 1.
options instead of just 2, and you also gain free warm up o try charming them by singing for them. If you charm them, they
3. An alchemical cabinet of a wise Umbaran. Roll 1d6 to see what is
effect. If you fail – they will ignore you and you must proceed join you for next 1d3 turns, granting you their Follower bonus.
inside or use light to read the labels and choose any one instead.
to the next encounter.
1. antidote (see the loot table) o Attack them! You will need to fight them three times. When 4. Fallen Exarch [d8+1 attack, HP 3]
2. umbar wine (see the loot table) you clash, they are considered hit. If you win, you scavenge A mad, shriveled figure is crawling among the ruins. He offers to
3. healing potion (see the loot table) their camp: gain 3 water, 3 torches and 1 key. If you win, you share with you his maddening visions of Umbar’s past. Each time
4. potion of shadows – you can carry it and use once at any time will never meet them again – roll for loot instead. you agree, reduce your maximum Tears by 1 but add +1 to the
to ignore current enemy and proceed to the next encounter. number of flights of stairs each time you climb or ascend.
5. soul numbing draught in a vial – you can carry it and use once 2. The Pale Lady You may also decide to fight him. If you win, roll for treasure.
at any time. For the remainder of the turn you will not be able This forlorn specter will accompany you for the next 1d3 +1 turns.
to lose any Tears (except during a challenge). Each time you climb during that time, you may decide to follow the
6. elixir of rejuvenation – you can carry it and use once at any Pale Lady, losing 1d4 Tears, but ascending double that amount
Challenges (d6)
time to restore 2 Tears, 2 Sweat and 4 Blood. flights of stairs plus the basic 1d8, as she guides you through her 1-2. Bane of Umbar 3× [d8 attack, HP 2, 5+ to charm]
now solemn, yet still beloved kingdom. This foul, three headed hydra guards the exit from the ruins of Umbar.
4. Wailing Coffer [d8 attack, HP 2]
Each time you are hit, you lose -2 Blood. Before the fight you may also
Use 1 key or try to destroy the lock (when hit by the chest, you lose 1 As long as she travels with you, the Pale Lady provides you with
sing to stun one head of the hydra, eliminating it from combat, but if
Tear instead of Blood). You may also ignore the coffer and continue these passive abilities:
you fail, you will lose -2 Blood, -1 Sweat and -1 Tear immediately.
to the next encounter. If the coffer was destroyed – roll 1d4 to see • you can use light freely, without using up torches
what is inside. If it was opened with a key – roll for a treasure! 3-4. The Gatekeeper [d8+1 attack, HP 6]
• while singing, you roll twice and choose the higher roll
Undead, armor-clad, relentless. Once he guarded the Queen’s
1-2. Roll two times for loot. • after each fight you lose -1 Tear as the Pale Lady mourns
chambers; now he makes sure no one disturbs the solemn silence of the
3. *Thieves flute (d6+1). You can sing to magically open any lock, If you roll this encounter again, or you defeat The Witness or ruined kingdom. You must defeat him to gain your freedom.
instead of using a key. Roll your instrument die – if it is 5 or destroy a Statue of a Demon God while travelling with the Pale Lady
more, the lock opens. 5-6. Royal Consort [5+ to charm]
she grants you *Queen’s Breath (d10). You cannot use shield or
4. *Lost songs of Umbar. +1 to singing. Whenever you choose to Beautiful woman with snake’s eyes and tail, old as the kingdom itself.
dagger while fighting with this greatsword. Then she vanishes, to
play music during rest, restore all Tears. If you already have the You must please her with your singing (charm her 3 times in a row).
never be seen again – if you get this outcome again, you gain Pale
songs, roll for treasure. First time you fail to charm her, you lose -1 Tear. Second: -2 Tears, etc.
Lady’s insight: restore +1 Tear and roll on the ruminations table.

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