RainbowMutantSlimes PDF
RainbowMutantSlimes PDF
A GM-LESS GAME
FOR 1-6 PLAYERS
SLIMES WORDS & DESIGN:
Leigh Eldridge
Fil Cieplak
INTRODUCTION
You were a peaceful family of gentle slimes living deep within a cave system, until some
meddlesome Wizard hid a magical treasure in your home. The artifact granted you new
awareness, but now a band of pesky Heroes have stolen it, squashing your family
members along the way. It’s time to rise up and defend your subterranean abode!
1
THE RULES
YOU’RE A SLIME!
Each slime has only one stat: SLIME. To start, set your SLIME score as 2; take that many
d6s (d) and place them into your slime pool on your slime sheet below (you can use
index cards or scrap paper if not using a slime sheet). Then, roll to determine the colour
of your slimes and their corresponding Mutant Slime Power.
Your slime can use their power at any time, but only once per Combat.
SLIME SHEET
COLOUR: PLAYER:
POWERS:
SLIME
3
THE CAVE
CAVE TABLE
When rolling on the Cave Table, resolve the Effect of the region before entering Combat.
Note that some Effects are temporary modifiers to that region only. Start in Slime Den.
D8 REGION EFFECT
0 Slime Den. Your slimy home in the cave has been invaded Roll d6 on the Cave Table
by Heroes and they’re making a run for it with the artifact! (only to start).
1 Weird Mushrooms. Glowing mushrooms fill this chamber, Add +1d to your slime rolls
as spores dance in the air. Good thing you don’t breath! this Combat.
2 Stalagmites. Long stalagmites rise up from the cavern Roll for a random Event.
floor like rows of sharp teeth. What dangers lurk about?
3 Mine Carts. A dizzying network of mine cart tracks weave Heroes gain +1 progress on
throughout this cavern and provide a speedy way forward. their escape clock.
4 Radioactive Waste. Oops, looks like someone dumped All slimes roll for a second
toxic waste into this cavern. Good thing you’re a slime! Mutant Slime Power.
5 River of Lava. The lava heats this room to uncomfortable All slimes place 1d into their
temperatures. Uh oh, you’re starting to melt. injury pool for this Combat.
6 Ancient Ruins. The remains of some bygone civilization Roll for a random Event.
litter this chamber. What secrets lay within?
7 Spider Lair. The webs of some giant spider fill this cavern, Heroes lose 1 progress on
ensnaring the Heroes as they try to press forward. their escape clock.
8 Pool of Slime. Glowing slime has pooled into the centre of All slimes gain +1 SLIME
this chamber. Quickly, take a dip to get big and shiny! (add +1d to your slime pool).
9 Bats! This dark cavern houses numerous bats that swarm All slimes count each 5 as a
any intruders. The bats are your friends. hit as well for this Combat.
10 Hot Spring. A relaxing pool steams away in this chamber. Heroes gain +1 Heart.
Looks refreshing, if you’re into that sort of thing.
11 Holy Altar. A lone altar stands in this chamber. How shall Roll twice for an Event and
the gods reward those who pray? choose the lowest result.
12+ The Pit. You’ve managed to corner the Heroes in an old Commence the Final Battle
mine shaft. There’s no way out except by Elevator, which is (see Final Battle).
currently damaged. Don’t let them fix it and escape!
EVENT TABLE
D8 EVENT
1 Surprise! Your slimes are caught off-guard; place 1d into your injury pool.
2 Formation. Your slimes count each 4 as an injury as well this Combat.
3 Potion. The Heroes gain +2 Hearts for this Combat; remove them afterwards.
4 Armoury. The Heroes find new war gear and gain +1 Heart.
5 Fog. Your slimes only count 1 and 2 as injuries for this Combat.
6 Trap.The Heroes trigger a trap and mark 1 Heart.
7 Lost. The Heroes lose 1 progress on their escape clock.
8 Ambush! The Heroes are attacked by monsters; they mark 1 Heart and your slimes gain
+1d to their first slime roll this Combat.
ACKNOWLEDGEMENTS: This game was inspired by Stardew Valley, Boss Monster, and
various one-page rpgs. It was created for the TTRPG Collective “Hot Mutant Summer
Game Jam” hosted by Mean Green Press.