Mindwriter's Missives

Burg of Blackened Sand

At last your two day hike is over.

Create an adventurer

  1. Get paper, a pencil, and two dice (D20 + D6)
  2. Roll for gear
  3. Generate your attributes, mark your wounds
  4. Tell me what they call you, lad

Gear

Every adventurer worth her salt carries a rucksack, canteen, and D6 provisions (scones, cheese, porks pie, ect.)

D6 sundries

  1. y-shaped stick
  2. spider-in-a-jar
  3. garlic buds
  4. map to the next dungeon ((D20Ă—D6)% accurate)
  5. lotus-paste
  6. four-leaf clover

D20 weapons take weapons that sum up to the roll

  1. axe (D6 ballistic when thrown)
  2. bow (D6 ballistic)
  3. broadsword (D6 momentum)
  4. dagger (D3 armour-bypass)
  5. mace (D3 momentum)
  6. quarterstaff (D3 defensive)
  7. shortsword (D3 rend)
  8. spear (D3 reach or ballistic when thrown)
  9. sword (D6)
  10. warhammer (D6 rend)

D3 armours

  1. barely the skin on your own back (tier 0)
  2. light (leathers and maille, -D3 damage, tier I)
  3. heavy (ceramics and plate, -D6 damage, tier II) when heavily armoured, lose ties on dice rolls

Shop prices

Attributes

WEAPON SKILL hand-to-hand combat attacks
BALLISTIC SKILL missile combat attacks
STAMINA avoiding attacks, constitution, toughness, and willpower
LUCK favour of the trickster god, Sumer \

For each attribute, roll 2D3-4.
When adventurers get better, their attributes may range from -3 to +6.

Wounds

Max wounds begins at 8+STAMINA.
Track accrued wounds upwards.

When accrued wounds match max wounds, you're out for D3 hours.
If accrued wounds exceed max wounds, you're DEAD. Your adventure ends here.

Encumbrance
You can carry as many items as max wounds.
Each item above that accrues one wound until it is dropped.

Fate Points

D3 each day. Spend one to:

Fate points refresh at breakfast.
Adventurers can also spend fate points to "know a guy".

Test your Mettle

Roll D20+attribute versus a difficulty value:

Players roll all tests: to attack, defend, resist, ect. If a non-player would roll the dice, they add nothing to the roll.

Fighting the creatures of Handsom

Initiative D6 vs D6. Reroll each round
Mêlée Test WS DV12
Rangéd Test BS DV12
Defence Test STAM DV12

Crits (natural 20s)

Fumble *natural 1s)

Rest and recovery

Hunger

Corruption

Reactions and morale

D6 reactions
1 hostile
2-3 wary
4-5 curious
6 obliging

Morale
Only the mindless fight only to the death
Roll 2D6 under MORALE to hold fast when

If morale holds twice, roll no more.
If morale breaks, reroll reaction.

Intelligent creatures also check when they've achieved these states on their opponents (ie the adventurers).

Getting better

When the adventurers manage something that would get a cheer in a packed taproom, they "level" "up":

Powers

“There are more things in Heaven and Earth, Horatio, than are dreamt of in your philosophy.”
Just not for you, not at character generation.

BURG OF BLACKENED SAND is an independent production by Sean F. Smith 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.