
Ker Nethalas is a solo RPG mega dungeon that you generate as you go. I tried it out earlier this year, but didn’t have time to learn the rules properly. I enjoyed it quite a bit, but got bogged down in constantly tracking down rules to figure out what I was doing. I finally had to move on to another project.
I’ve just finished reading through the rules of Ker Nethalas for the second time. This time I took lots of notes and added page numbers to the notes. I’m hoping to turn the notes into user friendly lists and/or diagrams to help me play through a few times.
Below are my VERY rough notes that I’ll be working from. I’m hoping to start a playthrough tomorrow night after work.
TL;DR for Ker Nethalas: Into the Midnight Throne rulebook
Create Character ...
* Set level to 1
* Give self a description
* Read intro (pg 13)
* d20 Which crime were you accused of? Table (pg 14)
Fill in the following stats ...
* Heath: d6+8
* Toughness: 2d6+10
* Aether: d6+8
* Sanity: d6+8
* Magic Resistance: 20
* Current Exhaustion: 0
* Exhaustion Resistance: 0
Character skills ... (pg 17)
* Apply starting skills:
Acrobatics: 10
Athletics: 10
Dodge: 10
Perception: 20
Resolve: 10
Unarmed/fist weapons: 20
* Add 60 to a weapon skill
* Add 40 to a different weapon skill
* Add 30 to 3 other skills
* Add 20 to 3 other skills
* Add 10 to 4 other skills
Spend 2 Ability Points on two masteries ... (pg 19-59)
* Pick two masteries from the long list, and move them to Tier 1.
Personal Goals (pg 112)
* choose 2
* when completed, choose another
* cannot be repeated!
* Probably should choose "Overseer Overthrown" for first goal
Leveling UP ... (pg 60)
* Roll doubles on a skill check, then next time you camp roll d100 for the skill.
If the roll is above the current skill, then add d4 points to the skill.
If the roll is below or equal, then add 1 point, up to a max of 80 point.
* 1000 XP needed for each level up. XP reset (subtract 1000) when level gained.
Gain XP:
10 XP ... open locked door or container in any way
10 XP ... dismantle a trap
50 XP ... enter new domain
50 XP ... win combat
200XP ... defeat overseer
* Choose from following reward for leveling up
d4 more Health
d6 more Toughness
d4 more Sanity
d6 more Aether
1 more Exhaustion Resistance
+d4 bonus to physical damage
increase a skill by 5
10 more Magic Resistance
* 1 Ability point for Masteries earned at level up
General RULES
* skills checks ... d100 below or equal to succeed.
* D8 Difficulty Modifier (pg 63) are added to SKILL before rolling
* Opposing check ... whoever rolls highest without going over their skill score wins (pg 64)
When both fail or tie, then the one with the highest skill score wins
* Crits ... above skill score is crit failure. Below skill score is crit success (pg 64, 72)
* advantage allows choice of swapping 10's and 1's in role
* disadvatage forces swap, if it would hurt you
* Typically, opponent gets a Magic Resistance check against your magic masteries.
* Usage rolls decrease dX by one die if 1 or 2 are rolled. On 1 or 2 for d4, something happens.
ie running out of charges, event, armor fails, or whatever is described in the rules.
* Always round up on L/2
Combat (pg 65)
* turn - one attacker complete
only 1 *free* action (such as use item on belt)
*reaction* (cumulative -20 after first) (DEFENSIVE)
1 *standard action* (multi-turn actions have penalties pg 66)
* round - all attackers complete (10 seconds)
* hits succeed when <= attack skill * Initiative PC Perception vs NPC Awareness If crit failure, then opponent attacks as if surprising them * Surprise ... success +20 to skill for first attack and gain initiative fail -10 to initiative perception skill PC Stealth vs NPC Awareness (if NPC hasn't surprised you) Special rules for multi-party PCs & minions (pg 66) * Flee ... check Dodge during standard action success go to previous room fail blocked from leaving * Attack (standard action) recieves +10 to attack skill **crit success on attack always wins, UNLESS succesfully defended with a crit defense. **crit fail always loses Defender makes an attack/combat skill or Dodge skill (add Parry bonus to skill) Compare. If Attacker failed to Defender success, roll for DEFENSIVE MOVE (pg 67) Multiple DEFENSIVE reactions get penalty. See above. * NPC combat turn starts with rolling their Action Table Physical (see above) or Magical (Magic Resistance) * Weapon speed added to combat skill * On hit, check appropriate hit location table (pg 69) * target ... declare before roll "weak spot" -30 to combat skill, but is a critical hit limb -30 to combat skill, causes no damage, but permanently reduces target's attack skill by 10 * Damage Table (pg 70) for ALL types of damage damage bonuses increase the die roll NOT the damage dealt damage bonus ONLY applied to ONE die roll (the LOWEST die role) non-magical roll d6 * Damage reduces Toughness to 0, then Health * Damage types (pg 70-71) applied AFTER armor vulnerable - doubles damage dealt resistant - halves damage dealt immune - ignores damage dealt restored - damage dealt heals * Damage from CRIT hit roles double the times for one damage "die roll" twice to find one "damage dealt" Modifiers doubled for "die roll" (ie 1d6+1 becomes 2d6+2 "die roll") * Crit failure on attack results in a fumble. Roll on "Fumbles" table (pg 73) * Dual Wielding, Sheild, unarmed, prone, critical strike sacrificing weapon or sheild (pg 72) * Persistent damage dealt deals +1 to final damage (bleeding, burning, poison ... pg 76-77) * Armor applied to TOTAL damage dealt, not individual strikes to armor location * Armor doesn't protect from magic and traps * Armor wears out and repairs using integrity check/die (pg 72) * Loot armor always one stage below its max * Armor's inegrity checked after fight if it was hit even once (pg 72) Healing and Death (pg 74) * Toughness heals d4 after combat * Toughness fully heals resting at camp * Medicine skill w/ bandages heal d4 per room * healing potions and magic heal Toughness THEN Health * 0 health means death OR optionally survive with these penalties ** recover 2d10 Sanity ** enemies leave you for dead ** lose 3 mastery abilities down to min of tier 1 * ROT see page 74-75 for rules and stages Conditions (pg 76) Exhaustion (Accumulated Exhaustion ... pg 78) * eat ration ... -1 to Exhaustion * breather ... -2 to Exhaustion * rest ... -10 to Exhaustion * raw ration ... -1 exhaustion, but Endurance check to avoid -1 Heath * Check table against Current Exhaustion MINUS Exhaustion Resistance Sanity (Madness table .... pg 79) * 0 forces Madness roll ... recover ALL sanity after madness episode * frightening -1 per round; horrifying -2 per round; Resolve checks prevent sanity loss * Only check for worst creature if multiple faced * camp rest +d4 sanity * defeat overseer +d4 sanity Minions and Companions (pg 80) Co-op/multiplayer (pg 81) Exploring (pg 83) *********************************** * lamp/torch lasts 20 rooms takes one hand no light source means, ... pass resolve check or lose 1 sanity every room entered * Roll d100 on Room & Corridor Shape table (pg 85) re-roll if domain has no more corridors or rooms to explore rotate as makes sense in your map * Optionally roll on Corridor Description (pg 87) or Room Description (pg 89) * For first room in new Domain: ** roll for Overseer (pg 165) ** roll for living Overseer's influence (pg 87) * Check each new room for Overseer lair using d12->d4 usage check
** You do NOT need to fight overseer when found. You can continue exploring the domain.
* After Lair found, usage check d8->d4 for Domain Exit
* After Lair and Exit found
continue exploring current domain,
finish overseer or other unfinished business,
or leave domain as desired.
* Each new room/corridor do Tension Die check (pg 106)
* In non-Lair rooms 10+ (10 or higher) on a d20 means combat encounter
* If no combat in new room, roll on Events table (pg 95)
* In corridor, 15+ on a d20 means combat encounter
* Retracing steps, still roll Tension in each room, and update light in each room
* Scavenging (table pg 103) ***********************************
One Scavenger check per room;
crit success, +5 to Scavenging Table roll
crit failure, roll on Combat Encounters (pg 119)
* Doors and Containers
for door, d20 of 12+ means its locked
for container, d20 of 10+ is locked
Check lock's difficulty (pg 63 Random Difficulty table) to modify Thievery skill (lockpicks required)
* After trying to open door/container roll d10. 7+ means it is trapped.
Perception check to see if you noticed trap (modified by lock's difficulty, ... pg 63)
Thievery skill check to dismantle (need thieve's tools). Failure triggers trap.
Triggering the trap, ... check Traps table (pg 105)
* Break a lock with an Athletics check
Each attempt adds cumulative +20 to Athletics check
Each attempt triggers Tension Die
* Traps in rooms and corridors (pg 104)
Check Random Difficulty of trap (pg 63)
Perception to aviod
Disarm with thieves tools (Thievery skill)
Avoid and leave area, use skill specifiedin the Trap Effect table (pg 105),
If successfully leave, no scavenging area, just leave
(door and container traps are ignorable)
If returning to area, +10 to skill in avoiding trap
Intentionally trigger the trap, use -30 to Dodge skill
Tension Die (Growing Darkness) table (pg 106)
* d8->d6->d4 w/ standard "usage die" rules
* 1 or 2 on the d4 resets it to d8, and triggers a "Growing Darkness" table roll (pg 106)
* Growing Darkness rolls remain in effect for the current domain even on return to it later
* Tension check every time entering a room, or loud noises as specified (like failed scavenge)
Resting and Camping (pg 109)
* Taking a Breather
+d10 Toughness
+1 Health
-2 Exhaustion
-5 lightsource
reduces Tension 1 stage (ie d8 -> d6)
* Camp Benefits
Toughness restored
+1 Health
+d4 Sanity
-10 Exhaustion
* Camping
d20 w/ 10+ means safe rest
failure reduces benefits by half (round down)
* Camp Activities (pg 109-110)
have exhaustion costs
Potions (pg 111)
1. find potion
2. succeed at Medicine check OR drink
3. find out type of potion (pg 209) AND learn aging effect (pg 111)
Combat Encounters (pg 117)
* MOB level adjustments are cumulative
* Multiple attacks are spread out over the entire party
* MOB stat & trait definitions (pg 118-119)
Monsters (pg 119-164)
* Roll General table first (pg 119) then table A (pg 120) or B (pg 121)
Overseers (pg 165-185)
* check Overseer (pg 165) table when you first step into a new domain
Encumberance (pg 188)
* PCs can carry items in the body slots (ie 1 belt)
* PCs can carry 10 additional items in slots
Non-encumbering items: 0 slots (ie backpack or pouch)
Normal encumberance items: 1 slot
Heavy: 2 slots
Light items: 10 per slot in bundles
Coins: 100 pieces per slot
armor: entire suit is one slot
backpack (max 1): +20 slots
pouch (max 3): +5 slots
Weapon Traits (pg 189)
* weapons table (pg 190-191)
Armor tables (pg 192-194)
* Can only stack with helmet and sheild
* Maneuverability reductions to Acrobatics & Dodge & Stealth
Misc Gear table (pg 195)
Loot & Spoils tables (pg 196)
* Attunement crystals needed to use magic items AS MAGIC ITEMS (pg 197)
* Fragments don't need attunment, but are single use items
* Gems and jewelry (pg 198)
* Lore books (pg 199)
* Potions (pg 203)
* Mastery, Resources, Weapon tables (pg 204)
* Armor tables (pg 205)
* Magic Item Generation (pg 205)
Happens AFTER attunement crystal spent attuning
Selling magic items (pg 206)
Relics DON'T need attunement
Traders (pg 221)
* buys items for 50% of price
* Check Items for sale list on Trader page
***Recover d4 Toughness after each battle
***All aether recovered when entering a NEW room
*** CE - ER then checked against Accumulated Exhaustion table on pg 78
*** Ability point (mastery point) can only buy ONE ability per tier per mastery. Next point must go into the next tier.
*** Amulet provides third random mastery when worn. Amulets may be swapped out to change masteries at CAMP. No level loss during swaps.