A downloadable rpg
KING NOTHING has returned to the living world after a generation of deathless sleep. As his armies of darkness sweep plague-like across the land, spreading his evil influence, the sun itself dims, threatening to plunge the world into eternal night.
IN DESPERATION, the Witch Queen Saraneth gathers a traveling party to journey in secret to the Black Pit, a hidden place of power from which, the stories say, King Nothing first emerged. There, with the aid of powerful magicks, Saraneth hopes to seal the Black Pit forever and, hopefully, destroy King Nothing once and for all.
HOWEVER—while on their journey, Saraneth and her companions are ambushed by a goblin patrol; thinking them everyday travelers, the goblin captain Grelk takes them prisoner.
EVEN NOW, they are being marched, along with a score of other prisoners, to an encampment where they will be forced into the service of the dark army’s war machine. Worse, it’s only a matter of time before Saraneth—or one of her companions—is recognized and handed over to King Nothing for even darker purposes.
HOW WILL THE WITCH QUEEN AND HER COMPANIONS ESCAPE THE GOBLIN PATROL?
WHAT OTHER DANGERS LIE IN THEIR PATH?
WILL THEY EVER REACH THE BLACK PIT?
IF THEY DO, WILL THEY KNOW HOW TO DESTROY IT?
WILL THE PRICE OF VICTORY BE ONE THAT THEY’RE WILLING TO PAY?
King Nothing is a rules-lite tabletop roleplaying game for one Game Manager (GM) and 2-5 players. It is intended to be played in a single session of 3-4 hours, but you can play for longer if you wish.
This game is played as a series of alternating scenes:
Odd-numbered scenes take place in the present and concern the party’s journey to the Ebon Mount and into King Nothing’s Keep.
Even-numbered scenes are Memories; they take place in the past and help us fill in the story’s history and setting.
Usually, you use memory scenes to explore something that came up during the previous scene, but if nothing jumps out, you can use the Memories section on the Character Sheets to get ideas.
During each scene, the GM tells a story by asking questions of everyone at the table and using the players' answers to shape the fiction. Whenever fate or fortune come into play, the GM asks the players to roll dice to determine the outcome.
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