-A horror fantasy game about delving deep into a dark and haunted Underworld- BY NICCOLÒ ZOVETTI ARTWORK BY SIMONE TAMMETTA GUIL INCHAUSTI INSPIRED BY THE WORKS OF H. P. LOVECRAFT, ROBERT E. HOWARD Introduction – The Underworld The other adventurers, they've all disappeared. Headed down, one by one, into the Underworld, the ruins of the ancient empire. It's long fell to ruin, yet it still draws fools like you into its depths. Wealth, glory, treasures beyond imagination and powers that darkness seems to promise. You should watch out before venturing deep down; frightening abominations dwell there. Those who venture deep into the earth lose their minds and are devoured by the horrors of the Underworld. […] The great stone door slams behind you with a roar. A cloud of dust rises and a gust of cold wind blows from the depths of the crypt. In a heartbeat the light of your torch withers. A guttural roar echoes in the distance. You suddenly realize you are trapped in the crypt with no lights to guide your path. You are alone, a wanderer in the darkness. You move cautiously leaning against the old dusty wall. Incomprehensible howls and screams rise from the depths. Your hands start shaking, the grip on the sword loosens. A whispering voice creeps into your mind becoming louder and louder as your sanity withers; is there someone there? What’s lurking in the dark corners of the earth? […] In the twilight of madness, you see them. Twisted abominations. Amalgamations of putrid flesh and bones, creeping tentacles and appendages hungry for human flesh. You start running, the heart pumping the blood as quickly as possible, your mind shaken by fear. Wandering in the darkness, you finally find a moldy torch. Shivering, you kindle it and light spreads once again. The abominations disappear. The skulls engraved on the ancient walls of the dungeon smile at your misfortunes, rattling noises and chittering sounds in the darkness follow your footsteps. You delve deeper into the Underworld, nightmarish bellows and horrors crawling all around, waiting for the torch to expire its last breath of light. You are safe. But for how long? What horror is lurking the shadows of the Underworld? What will happen when the light withers? What’s this? Withering Light is a rules-light Lovecraftian fantasy horror RPG with OSR influences for a group of 4-5 people, one being the Game Master (GM). This game is heavily inspired by Lovecraftian's mythos, Mothership (Tuesday Knight Games), Blades in the Dark (Evil Hat) and Darkest Dungeon (Red Hook's Roguelite). In Withering Light, players take on the roles of adventurers delving deep into a haunted and dark underworld fighting against eldritch abominations and horrors that will consume their minds. The more the adventurers will delve deep into the earth, the more the lights will wither giving way to madness and despair. In Withering Light, the earth is dying, poisoned by eldritch shadows pouring out of the depths of the Underworld, the ruins of an ancient empire. The sun is dying and the stars have aligned. What once slept undisturbed in the underground temples is roused once more bringing forth the end of humankind. Most people spend their lives in the barren lands of this new harsh world afraid of the nightmares lurking in the depths of the earth but some adventurers dare to challenge the horrors of the Underworld in search of fortune and glory. The Core Mechanics In Withering Light, the core mechanic revolves around the use of the d100. When instructed by the Game Master (GM), the player rolls 1d100 hoping to score under a Target Number (TN). This number is often an appropriate Attribute chosen by either the GM or the player. If the result of the test is equal or inferior to the TN, the test is successful. The GM can impose maluses or bonuses decreasing o increasing the TN depending on the context and only the players are asked to roll dice. The GM is thus free to focus on storytelling and descriptions. Ninety-five percent of the entire game can be played using only two D10 dice. It is really that simple! Advantage & Disadvantage Some abilities, conditions or the GM themselves can impose Advantage or Disadvantage during the execution of an attribute test. When this happens, roll the dice twice and keep the most favorable (Advantage) or unfavorable (Disadvantage) result. Advantage and Disadvantage cancel each other out and can stack. However, additional Advantage/Disadvantages grant +10/-10 modifiers. For example, a test with two Advantages would require the player to roll the d100 twice choosing the best result (first Advantage) and add a +10 to the TN (second Advantage). Multiple Advantages/Disadvantages on damage tests grant +1/-1 bonus/malus. Degrees of Failure and Success Most tests outcomes are binary; with a success, the character accomplishes what they intended; with failure, they do not. However, sometimes it could be useful to determine the degree of a character's success during the execution of a test. When a test is successful (the d100 scores under the TN) subtract the result of the test from the TN. For every 10 points of difference, you gain one degree of success (DS). Conversely, when a test fails, (the d100 scores higher than the TN) subtract the TN from the result. For every 10 points of difference, you gain one degree of failure (DF). The outcome of the test varies depending on the number of DS or DF scored. Remember that you are not forced to consider the degree of success/failure for every single attribute test, it is just a game mechanic that could be useful to generate new narrative scenarios! (success, 0-2 DS) Success The test is successful. Everything goes as planned and the action succeeds. (success, 3+ DS) Exceptional Success The test is not only successful but it also produces (possibly) unexpected beneficial outcomes. Dorin the Rascal is attacking a bandit with their dagger. The player performs an attribute test scoring an impressive 5, far below the Rascal’s Combat attribute (60). The GM determines that not only the attack hits but it also staggers the bandit. (Failure, 0 DF) Success with Complications The test is successful but with a cost. The action barely succeeded. When a “Success with Complications” happens, the GM can autonomously impose a minor setback on the character’s action or consult the player giving life to a shared narrative scenario. Andrè the Cleric is running from a horde of shambling horrors and is about to jump over a chasm. He leaps and the player rolls 1d100 under Andrè’s Brawn attribute (60). The test scores 65. The test is not successful with 0 DF triggering a “Success with Complications”. The GM and the player determine that Andrè successfully jumps over the chasm but loses his coin purse in the process. (Failure, 1-2 DF) Failure The test is not successful. The intended action fails. (Failure, 3+ DF) Catastrophic Failure The test fails leading to catastrophic and unexpected effects. Andrè the Cleric is running from a horde of shambling horrors and is about to jump over a chasm. He leaps and the player rolls 1d100 under Andrè’s Brawn attribute (60). The test scores a miserable 95. The test triggers a “Catastrophic Failure”. The GM determines that the Cleric slips falling into the depths of the Underworld. Stress, Push the Limits and Mitigate Stress is the measure of the adventurer’s mental resilience and sanity. When performing an Attribute or damage test before rolling any die, the adventurer can choose to suffer two Stress to gain Advantage. This is known as Push the Limits. Conversely, when an adventurer fails an attribute test before suffering any consequence and knowing the exact outcomes of the failed test the player can choose to resist it by telling the GM. This is known as Mitigate. Mitigating is always effective and is up to the GM to determine whether the negative consequences of the failed test are reduced in their severity or completely avoided. Then, the adventurer suffers 1d10 Stress. The Mitigate action is a last resource and can be used only once per game session. Andrè the Cleric is running from a horde of shambling horrors and is about to jump over a chasm. He leaps and the player rolls 1d100 under Andrè’s Brawn attribute (60). The test scores 85. The test is not successful with 2 DFs. The player knows that that their character would probably die a horrible death falling into the depths of the crypt or suffer some serious injury and thus decides to Mitigate. The action is successful and the GM determines that Andrè successfully jumps over spraining an ankle. This inflicts 1d10 Stress upon Andrè’s fragile mind… Teamwork and Group Tests When delving deep in the Underworld cooperation is essential to get out of the Dungeon alive. In this section are presented the rules for teamworking, cooperation and group tests. Adventurers have access to the teamwork actions listed below: Assist, Synergic Action and Group Action. Assist An adventurer can help another character during the execution of an Attribute or Skill test. To help them, wait until the player has described their intent and action in detail and then describe how you are going to help. The player performing the action can choose to accept or decline your help. If the player accepts, they gain Advantage during the execution of the test. If the test is successful, every adventurer who participated shares any beneficial effects of the action. If the test fails, all characters share all the negative consequences and suffer one Stress. You can help by either referring to a specific Attribute (e.g., Brawn for pushing a boulder) or Skill. However, remember that it must makes sense in the context of the action. The GM’s discretion determines whether the Assist action can be performed. For example, it is not reasonable to expect that an adventurer without any knowledge of medicine or surgery could help another character during the execution of a complex First-Aid Skill test. Synergic Actions During a Combat Phase or any similar scenario two adventurers can cooperate performing a Synergic Action. For example, a character could attempt to distract a group of cultists while a fellow adventurer attempts to sneak past them. In this case, the rogue sneaking would gain Advantage. Likewise, while fighting an adventurer could attempt to blind a nearby bandit by throwing sand (the GM could require a test) granting Advantage to a nearby character attacking the enemy. Group Action A Group Action occurs when the GM asks every member of the party to perform the same Attribute / Skill test or when every party member decides to perform a simultaneous action (e.g., “everyone perform a Dexterity test to sneak…”). Every adventurer participating in the Group Action performs the test and the GM chooses the single best result as the overall outcome for everyone who participated in the action. However, those who fail the test suffer one stress for every DF down to a minimum of 1. Usage Die Mechanic Withering Light uses a brilliant mechanic commonly used in many OSR games known as Usage Die (UD) (credits to https://www.drivethrurpg.com/product/255088/The-Black-Hack-Second-Edition, David Black). Consumable items have an associated Usage Die: when the resource is used, the player rolls its Usage Die and if the result is either 1 or 2, its die is downgraded 1 step in the following chain: d8, d6 and d4. If you roll a 1 or 2 with a d4 UD, the resource is depleted and cannot be used anymore.