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-+-+-+-+-+-+-+|| A Completely Unnecessary Solo Dungeon Crawl ||+-+-+-+-+-+-+-+
[Version 0.9.2 - Read past the Credits for a Changelog]
You stand at the entrance of the cave, staring into the shadowy abyss. For a mom
ent, you turn back, feel the warmth of the sun and the warm summer breeze. You'r
e tempted to stay, but only for a moment. You pick up your lantern and adjust yo
ur Fedora to a jauntier angle. You never could resist the siren song of adventur
e.
THE GOAL --------------------------------------------------------------------Get through all ten levels of the Dungeon and defeat the Big Bad.
PREPARE FOR YOUR ADVENTURE -----------------------------------------You will need:
* The Rules, Tables and Game Board from this document.
* Fifteen six-sided dice (D6s)
* A Pencil and Eraser
HEALTH DICE --------------------------------------------------------At the start of the game you get pool of 10 dice. This is your Health. In combat
, you may lose some of your dice, and if you lose all of your dice, you die. (No
Pun Intended)
Occasionally you will have the opportunity to regain some Health, but you may ne
ver have more dice in your pool than the number shown in the Max Health row of y
our Character Card.
EXPLORING ----------------------------------------------------------The first Room you enter in a Level can be any empty square on the board. Write
the level number in it. That first Room will always be empty. On each turn, you
may explore any empty square that borders a Room youve explored on the current Le
vel, so long as it isnt part of another Level.
+---+---+---+---+ When you enter a new room, roll a D6, add your
| | 1 > 1| | current Level, and look for that row on the
+---+---+---+---+ Encounter Table, to see whats in the room.
| | | | |
TREASURE CHESTS / VAULTS -------------------------------------------If your result on the Encounter Table is a Treasure Chest or Vault, Write the le
tter "T" in the square. You may discard a key to open it.
When opening a Chest or Vault, roll2D6, twice for a Chest, or 3 times for a vaul
t. Look up each roll on the Treasure Table, and add each one to your character c
ard.
ENCOUNTERS ----------------------------------------------------------
+---+---+---+---+
| | 1 >W*1| |
+---+---+---+---+
| | | | |
+---+---+---+---+
(In the example, the player has entered a room with with a Wolf and some gold)
INITIATIVE (SP ROLLS) ----------------------------------------------Roll a number of dice equal to your Speed Skill. If this number is lower than th
e Monsters SP value, the Monster attacks you and you have to fight. If the number
is higher than the monsters SP value, you may decide to fight the monster, or go
to another room. (You may return to the room later. You may only collect Treasu
re from rooms without Monsters in them.
RANGED COMBAT (SP ROLL) --------------------------------------------If you win the SP roll, you may choose to attack the Monster with your Bow. Remo
ve an Arrow from your Character Card Roll a number of dice equal to your Speed S
kill again.
If your total is less than the Monsters SP, or if you roll any ones, you miss, an
d must engage in close-range combat (See below).
If your total is higher than the Monsters SP, it loses one Health, and you may ei
ther fire another arrow or engage in close-range combat.
Arrows with Bonuses, (+1 or +2 arrows) allow you to reroll a number of dice (inc
luding ones) equal to the bonus.
CLOSE-RANGE COMBAT (AT ROLLS) -------------------------------------If you lose a SP roll, you must fight with your Sword. When fighting with your s
word, take any number of dice from your pool and roll them. You may reroll one d
ie (Including ones) for each level of your Attack Skill. If your final roll is l
ess than the Monsters AT, or if you have any remaining ones, you lose that attack
. One die is removed from your pool permanently, and any ones are set to the sid
e and may not be rolled again this turn.
If your roll is greater than the Monsters AT, they lose one HP. If a Monster is r
educed to zero HP, it dies. Cross its letter off the Board, along with any Treasu
re you wish to pick up. (Add the Treasure to your Character Card). You may now c
ontinue exploring.
RUNNING AWAY ------------------------------------------------------If you dont think you can win a combat, you may attempt to run away by making an
SP roll. If you beat the Monsters SP, you can return to the room you were in prev
iously. Otherwise you lose one health and must continue the fight.
LOOTING ------------------------------------------------------------When you pick up Gold, roll 1D6 to see how much you get.
When you pick up a potion,roll 3D6, and look for that row on the Potion Colour T
able. If you already have that colour listed in the Potions Area on your Charact
er Card, just fill in one of the circles in the row beside that colour. If you h
avent picked up one of those colour potions yet, add the colour to the list, and
then fill in one of the circles.
When you use a potion, roll 3D6 against the Potion Effect table. Any potions of
the same colour will have the same effect, so mark the effect number next to the
colour.
When you pick up a Key, Arrow or Gold, fill in one of the circles on your Charac
ter Card in the appropriate area.
Whenever you use something thats been marked on your character sheet, be sure to
erase it.
UPGRADING ----------------------------------------------------------Whenever you kill a new type of enemy, you can fill in one of the circles in the
Skills area of your Character Card. Every circle in the Health row adds one to
the total number of dice in your pool.
Every two circles in the Speed and Attack rows add one to those Stats.
MOVING DOWN --------------------------------------------------------Once you have a number of keys equal to your current Level, you may use any room
with a door to move on to the next level. You may explore a new room anywhere o
n the board.
Draw an outline around the level you just left, to show that you cant use those s
quares anymore.
TAVERNS ------------------------------------------------------------Before every third level, you have a chance to spend your gold on items and serv
ices at a Tavern. You may not return to the Tavern once you begin playing the ne
xt level, so choose wisely.
Each Tavern also has a game in it that you can play to win Gold and other prizes
.
All information about each Tavern is on the Tavern Reference Sheet.
WINNING ------------------------------------------------------------When you leave Level 10, roll 1D6 and find that row on the Big Bad Table. Fight
the Big Bad following normal combat rules, in addition to any special rules in t
he Table.
If you defeat the Big Bad, get 100 extra Gold. You have officially won paperRogu
e.
LOSING -------------------------------------------------------------If at any point in the game your health is reduced to 0, or you are unable to co
ntinue, you have lost. Sorry.
VARIATIONS (Use in any combination) --------------------------------*Hard Mode: You dont get ones back after combat.
*Elite Mode: Add level number to monsters AT
*Quick Run: Each door only needs one key to open.
*Survival Mode: Fight one of each monster, then each boss in turn. Regain one he
alth between each fight.
SPECIAL EQUIPMENT -------------------------------------------------You can use the equipment below to help you on your journey. Each has a debt in
Gold that you need to repay with your earnings at the end of the game.
*Bullwhip:
*Smoke Bombs (3):
*Dynamite (2):
*Revolver (6):
*Medical Kit (3):
*Grimore:
-60G
-30G
-40G
-120G
-90G
-140G
________________
ENCOUNTER TABLE - Roll 1D6+Level -----------------------------------| NO | NAME
| SP | AT | HP | SPECIAL
|
| 02 | Mushroom Man | 02 | 05 | 01 | When you take a hit, Get CRAZY |
| 03 | Wolf
| 03 | 09 | 01 | Take +1 damage
|
| 04 | Snake
| 05 | 11 | 01 | When you take a hit, Get POISON|
| 05 | Gnome
| 05 | 07 | 01 | When you take a hit, Lose Key |
| 06 | Cat Warrior | 04 | 15 | 01 | When you lose SP Roll -1 Health|
| 07 | Treasure Chest - Spend 1 Key to Roll x2 Treasure
|
| 08 | Bat Swarm
| 08 | 13 | 03 | Respawns when you enter room |
| 09 | Moleman
| 05 | 18 | 01 | When you win combat -2 Health |
| 10 | Pirate
| 05 | 20 | 01 | When you take a hit, lose 3 Gold
| 11 | Lizardman
| 14 | 20 | 01 | Add one to Monster AT each turn|
| 12 | Killer Bees | 20 | 18 | 03 | Respawns when you enter room |
| 13 | Treasure Vault - Spend 1 Key to Roll x3 Treasure
|
| 14 | Devilbear
| 18 | 25 | 03 | When you win combat -3 Health |
| 15 | Troll
| 08 | 30 | 05 | Take +2 damage
|
| 16 | Medeusa
| 25 | 25 | 02 | When you take a hit, Get SLOW |
STATUS EFFECTS -----------------------------------------------------| CRAZY: Each round of combat, roll a new Monster. (Monster Hit
|
|
Points Remain the same)
|
| POISON: Every turn, roll all of your dice. Discard any ones.
|
| SLOW: Lose every SP roll.
|
| DRUNK: Roll all of your remaining dice during each round of
|
|
combat.
|
| Losing Effects: at the start of each turn, roll 1D6. on a 6, lose |
| the oldest effect you have.
|
TREASURE
| NO | S
| 02 | )
| 03 | )
| 04 | !
| 05 | !
POTION
| NO |
| 03 |
| 04 |
| 05 |
| 06 |
| 07 |
| 08 |
on
|
|
|
|
|
a +
| NO
| 10
| 11
| 12
---------------| S | TREASURE |
| % | Door + |
| ) | Arrow
|
| ) | Arrow
|
POTION
| NO |
| 03 |
| 04 |
| 05 |
| 06 |
| 07 |
| 08 |
| 09 |
| 10 |
| 11 |
| 12 |
| 13 |
| 14 |
| 15 |
| 16 |
| 17 |
| 18 |
| ?? | 10 |
four times your Attack Skill, and
your Speed Skill. Any time
one HP
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| | | | | | | | | | | | | | | | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| | | | | | | | | | | | | | | | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| | | | | | | | | | | | | | | | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| | | | | | | | | | | | | | | | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| | | | | | | | | | | | | | | | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| | | | | | | | | | | | | | | | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| | | | | | | | | | | | | | | | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| | | | | | | | | | | | | | | | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
== ==
___
___
_________
______|| ||
| \
/ |
|
_____|
/ ___ ||\ \
|
\
/
|
| |____
| / _ || | |
|
\ /
|
|
\
| | | | | |_|
|
\/
|
\_____
|
| \__/ |/O O\ | |\
/| |
_____| |
\______/( |-| ) | | \__/ | |
|
|
(________(____) |___|
|___|ETAL |_________/NAIL
Game created by Robin Gibson - another fine MetalSnail game
~))) www.MetalSnail.net (((~
Vital Feedback and Testing by Aaron Yoder (nomoredroids)
[Changelog:
0.9.2 - 21:24.04.30.2013
*adjusted Treasure Table, Increased frequency of Keys and Arrows
*adjusted monster strength
*added instructions to rules about treasure chests/vaults
*decreased payout of Level 3 s slot machine
*gave player 5 arrows to start
*revamped upgrade system
*added variants and special equiptment
0.9.1 - 13:24.04.27.2013
*Completely revamped rules. Includes wagering-style combat system, dice-as healt
h, simpler movement rules, etc.
*Added games in the taverns
*Completely changed the Big Bads (Except the Wizard) Added more explanation.
*Added more Potion Colours and effects
*Added games in the taverns.
*Added Arrows and Ranged Combat
*Added combined Character Cards and boards
*Completely changed Encounter and Treasure Tables
*Probably other things
0.8.1 - 21:17.04.23.2013
*Clarified that rolling a one during combat makes you ignore your Skill Bonuses
in Fighting Monsters