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Pocket Dungeon Solitaire medieval fantasy Crypt of Veritas After three decades, Veritas the lich has returned to his family crypts. You, bold hero, have been sent to dispatch him before he can build to full strength – and secure his spellbook to prevent any chance of the evil's resurrection. How to Play a Pocket Dungeon Game You will need 1 or 2 dice, a pen or pencil, and ~45 minutes. CHARACTER CREATION: On the Character Record, fill in a valiant name and decide your hero’s race: Human, Elf, Dwarf, or Halfling. Body & Mind: A character has two scores, Body and Mind. Body represents combat ability, as well as how much damage can be taken before dying. Mind determines magic aptitude, as well as skill in avoiding traps. Divide 10 points between Body and Mind. Use the long boxes to keep track of any changes to these scores during the game. If either reaches zero, your hero falls in defeat. Magic: Spells require runes, which are limited by Mind. Cross out columns of runes higher than the hero’s Mind. For example, if Mind is 4 cross out columns 5 and up. Changes to Mind during the game have no effect on runes. The spells are listed in the Character Record. While most magic will be used in combat, other options may occur. To cast a spell you must cross out all required runes. Equipment: Choose a weapon and write it in the Inventory. This can be a melee weapon (sword, axe, mace, etc.), or ranged (bow, crossbow, sling, etc.) with unlimited ammo. You may find additional items during the game, and can carry any number of them. However you can only use one of each kind of item at a time; one weapon at a time, one suit of armor, one magic ring, one pair of boots, etc. EXPLORATION: The Adventure Map shows the starting chamber. As you explore the dungeon, your hero moves through the grid as you would a game board. Diagonal moves are allowed, but not through doors or across corners. The stairs icon represents an entrance or exit to the dungeon. One is usually in the starting chamber, but they may be found elsewhere. You will need to pass through a door to move between chambers. Doors can be wood or iron, shown as open or filled rectangles, respectively. To pass through a door, look up the grid coordinates of the space on the other side. For instance, in this adventure the space beyond the starting chamber’s iron door is E-U. Find the chamber with this space in the Chambers section and copy it to your map. Include walls, doors, and any numbers. There is no need to copy the coordinate letters. ENCOUNTERS: Monsters, items, traps, and anything else of interest are “encounters”. Each is numbered on the map within a specific space. For example, in this adventure’s starting room encounter “1” is in the space next to the door. When you move into a space with a number, look it up in the Encounters section and follow the instructions. Don’t read ahead! Reading an encounter commits you to it. When you enter a new chamber, any encounter which is in the space beyond the door immediately occurs. For most other encounters, if there is room you can simply walk around the space if you wish to play it safe. However, using a door obviously requires entering the space in front of it. And many hallways are only one square wide, so each space would need to be entered if you travel that way. Monsters: Circled encounters are hostile enemies that attack on sight, right after any encounter on the entry space. Hostile encounters occur right away, regardless of the distance from your hero or whether other encounters lay between. However, just before combat begins you have the option of straightaway leaving the way you came. Unless the encounter says otherwise, enemies do not give chase. Items: Unless the encounter description says otherwise, picking up and/or using an item is optional. Tests: If the game tells you to “test Body” or “test Mind”, roll a die. If the result is lower than the score being tested, your hero succeeds. Otherwise, they fail. Traps: If a trap goes off, test Mind. If successful, the hero has anticipated the danger and avoids the trap’s effects. Damage Type: Sometimes damage is a specific type, such as fire, acid, cold, or poison. This is only relevant if someone has an immunity or weakness to that type. Otherwise, just treat the damage normally. Resolution: If you defeat a monster, set off a trap, pick up an item, or otherwise complete an encounter, cross it off the map. Unbeaten foes, items left behind, permanent features, etc. should not be crossed off, and may be faced again. COMBAT: When a fight begins the encounter description will give the enemy’s Body score, and also describe any special abilities or tactics they may have. Combat is resolved as a series of rounds. Each round, roll a die and add your current Body score, then do the same for the enemy and their Body. The one with the higher total scores a hit, causing their opponent to lose 1 Body. Ties are uneventful. A new round of rolls then begins. Combat continues until one side falls or flees. Weapon Swap: You can only use one weapon at a time. If you have several weapons, at the start of each round choose which one you are using. This decision must be made before any rolls are made or spells are cast. Spells: In addition to the attack roll, you have the option of casting one spell each round (assuming you have the runes). This can be done before or after the combat roll. Retreat: When first entering a chamber you may leave immediately before any hostile encounters occur. Once combat begins however, fleeing gives the enemy a free hit (you lose 1 Body). Enemies rarely give chase, and unless they have a special regenerative or healing ability will still be wounded should you re-encounter them. VICTORY CONDITIONS You must destroy Veritas, find his spellbook, and escape the crypt with the tome in your possession. Tips: Character Record Name: Race: Body: + Mind: =10 Runes & Spells: 2 3 4 5 6 7 8 Җ Щ Ф Њ Ξ Ю Д Җ Њ Ф Җ Щ Ю Ξ Щ Ф Ф Щ Ю Җ Њ Ξ Щ Д Җ Ф Ю Ξ Arcane Luck Ф or Ю Redo the roll you just made. Don’t forget your spells! They can sometimes be used outside of combat, even if the encounter doesn’t specifically mention the option. Who needs a key for a locked (but not magically sealed) wooden door if you can cast shatter? If you set off a trap and fail the Mind test, the +5 from magic shield can save you. Etc. Cure 1 Mind or Any 4 runes Either heals up to 2 Body or removes a curse.  Check your spell list before beginning. Even if you have played a Pocket Dungeon game before, some of the spells change between adventures.  You are not obligated to choose any options in a nonhostile encounter unless specifically told you must. If you don’t like any of the options listed, simply walk away. Sometimes this is the wisest course of action! Purify ЊҖ Removes any poison in your system, restores any Body points lost due to poison, and makes you immune to further poison until you leave the current room.  Notes: Magic Shield ЩҖ Add +5 to the roll you just made. If you still fail or lose the roll, you do not take any damage. Shatter ΞДЊҖ Destroys one object or creature made of wood, glass, stone, or similar firm substance. Does not work on flesh, nor things harder than stone (metal, diamond, etc.). Unlock Њ Ξ or Д Ξ Unlocks, unbars, and frees one door or container. Does not work on items made of metal – chains, gates, iron doors or chests, etc. – nor can it undo magical seals. Inventory: Adventure Map 9 – Two suits of armor flank the southern door, holding halberds. They are in extremely poor condition. However, one of the suits wears a silver amulet with a large sapphire!  If you take the amulet  2 10 – With the dagger removed, the ghost’s expression relaxes in release. The spirit then fades into nothingness.  ITEM: Cursed Dagger (You must take this item. It is the only weapon you may use as long as you are cursed. It behaves as a standard melee weapon.) 11 – An elaborate series of tapestries depict the life of Veritas. The undead lich himself stands next to his grand sarcophagus expectantly, his ancient skeletonized body swathed in rune-stitched robes. Time to rumble.  VERITAS THE DEATHLESS: Body 4  TACTICS: Combat begins normally. If he takes damage however, Veritas will use Arcane Luck the next time he would lose a roll. If he takes damage a second time, he uses Magic Shield the next round.  If you are killed by Veritas  21  If you destroy the lich  8 12 – The armor collapses to the floor, defeated. You pick through the pieces until you find the amulet. Score!  ITEM: Amulet of Retreat (If you flee combat, test Body or Mind, your choice. If successful, you do not take damage as you flee.) Encounters 1 – The door is iron – solid and sturdy – but opens easily. 2 – Just as you touch the amulet, the suit of armor shudders to life! It throws you aside, then lunges forward with its rusty halberd.  HAUNTED ARMOR: Body 4  If you destroy the haunted armor  12 3 – Click! The key works perfectly; the door is unlocked. Zzzzzap! Oops. The electrocution trap also works perfectly.  TRAP: Test Mind. If failed take 1 electric damage. 4 – This appears to be sleeping quarters, perhaps for whoever tended the crypts and prepared the bodies. They actually slept down here? …*shudder*  ITEM: Throwing Dagger (Test Body as a fight begins to cause 1 damage. You cannot retrieve and reuse the dagger until you’ve defeated the enemy.) 5 – As you enter the chamber a body raises from its resting place, looking grateful for something to do.  ZOMBIE: Body 2  If you defeat the zombie  16 6 – The ghost screams, phases through the coffin lid and vanishes. You have a bad feeling about this.  Open the coffin?  17  Just search the room, avoiding the coffin  16 7 – The door is iron, and displays a regal family crest. This could be lucrative! Unfortunately, it’s also locked.  If you have the Horus Family Key and use it  3 8 – There is no flash of light or thunderclap to rub your ego for a job well done. The body of Veritas merely collapses softly like a dropped rag doll as the room falls silent. Well, that’s that. You rummage around in his sarcophagus.  Score! You find the spell book of Veritas. Now you just need to get out of here alive… 13 – While you manage to stay relatively clean, the foul material threatens to overwhelm your senses.  Test Body. If failed, take 1 poison damage.  ITEM: Crypt Steward’s Key 14 – A crack in the ceiling lets in sunlight from above, giving life to a small plant growing out of the floor.  Step into the light?  22  Try to avoid the light, and eat the plant?  32 15 – This appears to be a one-way door, unless you have the proper key. Entering the door from this side requires the Crypt Steward’s Key. 16 – You give the area a broad search, but find nothing of interest. On the plus side, nothing jumped out at you either. 17 – The heavy lid explodes into shards, throwing you back. The child’s body levitates out. His face is no longer innocent, and certainly not afraid. You have just enough time to get to your feet before the assault begins.  TRAP: Test Mind. If failed, take 1 damage.  CHILD SPECTER: Body 2 18 – You see an orc. It doesn’t appreciate your intrusion.  ORC: Body 3 19 – The ghostly figure looks wary, but does not flee. The coffin is carved with images of carefree childhood.  Speak to the child ghost?  35  Or, attack the ghost?  6  Or, open the coffin?  29 20 – After crushing the undead, you ransack the room. It’s mostly bolts of rotted cloth, empty urns, and other body preservation equipment. But you do find a key.  ITEM: Horus Family Key 21 – Darkness takes you. Veritas reanimates your corpse into an undead abomination, leaving you to mindlessly wander the crypts for centuries.  You’ve failed! Hopefully you used pencil… 22 – As the light washes over you, aching muscles loosen, pain vanishes, and your mind clears.  Restore up to 3 lost Body points, and any lost Mind. 23 – You’ve found the toilet. It seems the orc has been using it. You begin turn away, but notice a shiny glint of metal down in the muck. A key? It’d be nasty to retrieve it.  Dig it out?  13 24 – You suddenly become violently ill and vomit. After a few minutes, you’re pale and shaky but able to continue.  Take 1 poison damage. 25 – As you enter the chamber, you see the translucent figure of a human child. It sits on a small stone coffin and appears afraid. This distracts you from the trap; a spear shoots out and tries to gash your leg.  TRAP: Test Mind. If failed, take 1 damage. 26 – It appears the orc was guarding a pie, which rests on a small table here. It is room temperature, and smells rancid.  Eat the pie?  33 37 – A giant statue of King Horus commands the room, hefting a massive warhammer. You only get a moment to admire before it starts to move, lumbering towards you.  If you cast shatter  30  Otherwise: STONE GOLEM: Body 4 38 – You gobble down the pie. It doesn’t taste pleasant, but at least it’s nourishment.  Recover up to 4 lost Body points. 39 – This is a storeroom filled with broken crates. Oh, and an animated skeleton, happy to see you.  SKELETON: Body 2 40 – As you open the door and pass through, a jet of flame shoots out of the doorframe towards your face!  TRAP: Test Mind. If failed, take 1 fire damage. Chambers 27 – As you heft the axe in your hands, it begins to faintly glow and hums in a comforting soft baritone.  ITEM: Battle-Axe of Defense (If you would take damage in combat, roll a die. On a result of “6”, you avoid the damage.) 28 – Judging by the decorations, this is a chapel. At the east end is a dais to display the recently deceased. Wouldn’t you know it, someone left a body on the dais. And of course, the body is now getting up and shambling towards you.  CONCECRATED ZOMBIE: Body 3 29 – As you heave the lid off the coffin, the ghost stands aside and watches silently. Within, you discover the poor thing’s wilted body. Its rich clothes are marred by dried blood, a crude dagger embedded in the chest.  Remove the dagger?  10  Or, leave it be?  36 30 – Your spell goes off beautifully, and fragments of stone fly all about. Well, that was easy. You explore the rest of the room and find nothing of interest. 31 – A skeletonized body – likely a failed explorer – lies in the corner. Most of the equipment has disintegrated, but the battle-axe gleams as if new.  Take the battle-axe?  27 32 – Ingesting the plant gives you a pleasant tingling feeling, but also seems to have ruined your low-light vision. For the rest of the adventure, the first successful attack roll you make in each combat does no damage. 33 – The pie is stale and contains clumps of meat you can’t identify. Still, you need to keep your strength up.  Test Body: o If successful  38 o If failed  24 34 – At first you thought it was just a puddle of water, but now you realize it’s something far more…erosive.  TRAP: Test Mind. If failed, take 1 acid damage. 35 – No response. The ghost simply stares, wary.  Return to 19. 36 – The child howls and throws a tantrum. A stern, ghostly father figure sweeps into the room and ejects you into the hall, then magically seals the door. Well then. Pocket Dungeon: Crypt of Veritas © 2014 Golden Griffon Games Written and developed by Travis Parker. From design elements by James Kyle and Chris Young. Character art by V Shane of Arcane Publishers. All rights reserved.