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Trophy hero art
Hedgemaze Press

Trophy

"Greedy treasure-hunters enter a forest they will not leave."

Free
Diced6 pools (light & dark dice)
Players3–5
Prep~10 min
Foundry VTTCommunity
Complexity
What is this system

Trophy is a narrative horror game about treasure-hunters doomed to perish in a cursed forest. It draws on Cthulhu Dark and Blades in the Dark: dice pools where dark dice drag a character toward ruin. Two modes: Trophy Dark, a merciless one-shot descent into horror, and Trophy Gold, an OSR-flavored dungeon-crawl campaign with the same fatalism.

Setting

A grimdark fairy tale: greed, debt, and hunger drive treasure-hunters into an ancient forest that lives, breathes, and hates intruders. Not heroism — tragedy. Players invent how their own characters slide toward doom; the question isn't whether they survive, but how beautifully they fall.

What it looks like at the table
Your hunter reaches for the golden idol. The GM offers a risk. You gather a pool: light dice for skill, plus one dark Ruin die. You roll — the highest die decides. A 5 comes up... but it's the dark die. Success: the idol is yours. The cost: Ruin rises. The forest whispers your name, and you feel it pulling you deeper.
Playstyle
Narrative Horror Social Fantasy Weird
Key mechanics

Light & dark dice

A check is a d6 pool: light dice for skill and help, plus dark Ruin dice the player adds for a better chance. The highest die decides. But if a dark die wins, success comes with rising Ruin.

Ruin — the doom track

Ruin accumulates and pushes a character toward a grisly end. At its limit, the hero gives in to the forest — going mad, transforming into a monster, or dying. Doom is built into the rules.

Dark vs. Gold

Trophy Dark is a one-shot descent into horror with no winning. Trophy Gold is a campaign: 'incursions' for gold into dangerous places, dividing loot and debts. One tone, two formats.

Collaborative horror

Fiction-first, minimal rules. Players introduce their own complications and narrate how their characters slide toward ruin. The GM weaves mood, not hit-point math.

What people say
It is a game of moods and resonances and excels in capturing them.— James L. Smith, Gothic Nature Journal
I do love a sad story! Each time we've played, it's ended either violently, or creepily, or awash in melancholy.— Paul Beakley, Indie Game Reading Club
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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