New GRAVEBOUND EDITION with lots of fixes and additions! Over 30 pages of new content!
Condemned to death. Executed. Yet somehow, you survived. Now you roam the endless tunnels of the City Below, the Midnight Ker Nethalas. Will your skills and wits save you once again, or will you join the countless restless dead?
Welcome to Ker Into the Midnight Throne, a single player dungeon crawler set in an endless necropolis. With the tools presented in the book you’ll tell the story of your character who, after miraculously surviving an execution, wakes up to realize that their problems have just begun, and that there are fates worse than death.
When you sit down to play Ker Into the Midnight Throne, you, the player, take on the role of a single character. Your PC is your avatar in the dark tunnels of the necropolis, and your decisions (and luck!) will determine their fate.
Ker Into the Midnight Throne uses a simple D100 ruleset to resolve all tasks. Whenever a PC tries to do something and the result isn't evident, or there is something at stake, you will need to perform a check. This is done by rolling D100, and comparing the result to the corresponding skill on the character’s sheet. If the result is equal or lower than the skill’s score, the check is a success.
Combat is a big part of what makes Ker Into the Midnight Throne characters need to manage their resources while being smart about their choice of powers used. The opposed combat check makes combat unpredictable and will require your constant attention, as you evaluate the different options that will open to you depending on your luck and actions.
Ker Into the Midnight Throne
Detailed random dungeon generation, providing endless replayability and adventures, with an easy to use D100 ruleset that makes it the ideal game for new solo RPG players.Meaningful character builds with endless combinations. Want to make a warlock that wears heavy armor and summons the dead, or a berserker that casts cold blasts and turns invisible, or an expert at hand-to-hand combat that can summon a shadow clone? These and many more are all possible, thanks to 100 different abilities, spread among 20 Masteries.Tense survival mechanics, focused on the dungeon delving experience. Want to take a rest? You better make sure you fortify that room, or something will wander inside and eat your face out. A unique bestiary with a wide array of undead creatures and other similar abominations, each one with a detailed action table to randomly determine what they do in their turn.Hundreds of loot and gear items, as well as a simple system to randomly generate magic items, to ensure you never loot the same magic sword or boots twice.An original dark fantasy setting, inspired by England in the 17th Century, and Spain at the height of the Inquisition. Built from the ground up to be played by a single player with a single character. You are alone in the darkness, and nobody’s coming to rescue you.
I am always conflicted when I am trying to rate a book that is also a game. So I will try to stay on the book side and how helpful is to the game. So this is not a review on the game Ker Nethalas. The book is a whopping 226 pages small all in black n white. The writing is easy to read. There is also art in it a few pictures about the 8 Overseers (the Final Bosses of each domain) and some items here and there along with a 3-4 monster art. That’s it. OK this is not a fully illustrated book but this is OK since it’s a small publisher and I am very happy with what they have provided. So it’s a good point in the art. The rest of the book is mostly tables that you have to roll to see the outcomes of the game. Simple elegant and efficiently. The major problem with the book though is that the rules are poorly written with a lot of questions and even if very basic questions. There rules are scattered here and there for most of the questions and this is the reason most of the players that play it have assistant notes of their own or chartflows to figure out what is happening. There is no chart with the sequence of exploration or combat and with these phases having so many steps it should have been already in the book. I do not accept the usual answer to these kind of question “It’s a RPG game you are not supposed to take it like a tabletop game and be free and creative”. I want to play the game as it was playtested and with what the designer had in his mind. There is also no keyword index in the end of the book to be able to find quickly what you are looking for. There is only a index for the tables that you roll on. The book also comes in soft cover (I believe there is also a hard cover edition) which is a major flaw with this games since you need to have the book open to see the statistics and read while also doing other stuff. For example you need to have the enemies statistics while in combat with it and you have to find a way to keep the book open at the same time. There is no character sheet in the book. You have to download it from their site. There is no player aid to help you with.
The story and the setting is really great. There is enough flavour to some of the actions that is also great to read. The dark bleak is there. The exhaustion too. The fear and the insanity is always in the corner. Overall the setting and the idea is great. The rules are poorly written. The question is if you have the willingness and the time to invest to find out how to play it and then have a great experience. Personally I went with full positive vibes and came out with more questions. Let’s hope for a better future version.
Seems at first glance like a great system, reminding me a bit of a d20 system, like 3rd Edition Dungeons and Dragons, but different enough that I think, once I delve into the system, will mechanically feel more significant, or at least fairly different beyond first read-through. A successful combat check with the d100 is never guaranteed; for example if my melee skill is 70 and I roll at or under that number, I succeed, but my opponent will also roll a defensive roll to see if they succeed. If we both succeed, whomever rolls higher and closest to their skill is the successor in that roll off.
Damage is also weighted differently: a weapon may “deal d6 damage”, but damage is then compared to a chart to see how much actual damage it deals (on the roll of a 6 on a d6, for example, I only actually deal 2 damage). It’s a very odd word choice that I think could have been re-evaluated with different verbiage — maybe ‘damage potential’ vs. ‘true damage’ or something like that.
I did download a few flow charts online that will help me recall the procedures of exploration and combat, but I think that the rule set is not terribly complex and will be able to be picked up without aids over a short few plays.
All in all, for the average roleplayer, I feel like this is a fairly robust rules set that will keep my mind occupied and not feel wholly mechanical. Exploration looks a bit drab, but we’ll see. This is definitely more of a survival-y murderhobo game that reminds me of the Diablo franchise, and that has me pretty excited to create a character and get started.
Reading this, it looks like a great solo ttrpg. The problem is trying to run it. Tables and essential rules are spread all over the place. Tabbing the crap out of the book or writing down a cheat sheet with all the tables you are gonna use on a regular basis is a must.