Dungeons Solo 1 The Goblins' Den
Dungeons Solo 1 The Goblins' Den
Dungeons Solo 1 The Goblins' Den
WANDERING
KNIGHT
A SOLO RPG BY GIN LUNAR
CREDITS
DIRECTOR Gordon Garyx
WRITER: Gin Lunar, Rob Saltman
DESIGN: Jessica Jaspers
ART: Tim Andrews
PUBLISHER:
Doppleganger publishing
ONLINE BOOKSTORE
2
Your village is in agony. You have never seen such a harsh
winter in your memory. Storms from the north swept across
the plains for weeks on end. Few animals survived and your
village's crops were devastated by this supernatural cold.
The villagers are rationing their food, but soon the few
supplies left will not be enough to feed everyone.
3
SPIRIT OF THE GAME
Rogue Solo is a series of dungeon crawler gamebooks. This
book offers a unique experience at the borderline between a
board game with simple but structured rules and a solo role-
playing game with inspirations provided to pursue the
adventure yourself.
4
CHARACTERISTICS
Your character has 2 characteristics:
HEALTH POINTS (HP) that reflect your character's health
status. You start with 6 HP. If you run out of HP, you die.
LEAD POINTS (LD) which represent the charisma of your
character. You start with 2 LD. These points will tell you
how many allies you can recruit up to a maximum of 4 (see
section "Tags & Allies")
6
The dungeon is divided into several rooms. Each room is
described on a single page. When you leave a room, the text
tells you which page to go to. Monsters don't follow you into
other rooms. Monsters are unable to open doors. The alarm
does not ring behind the doors.
7
In defense, roll 2d6 for each enemy in contact with the
character: If the result is greater than or equal to the enemy's
strength, the character suffers no damage. If not, your
character lose 1HP.
SPECIAL CELLS
Some cells are tagged with the § symbol followed by a
number. Go to the paragraph section at the end of the book
to read the relevant paragraph. Special scripted rules may
contradict the rules presented above. In this case, special
rules take priority over general rules.
8
MONSTERS
The following is a list of the monsters you may encounter in
the dungeon. In order not to spoil the surprise effect, some
special monsters are described in the appropriate sections.
9
A big treasure
awaits here
Go to §4
-1 -1 -1 -1 -1 -1 -1
Go to §7 -1 z z m2 tc z -1
-1 -1 -1 -1 -1 -1 z z z z z -1
-1 z z z c -1 z m2 z m2 z -1
-1 m4 z z z -1 z z z z -1
◄ page 12 z z z z -1 -1 -1 l -1 -1You-1need a key
-1 z z z z z z z z z z -1
-1 z z z z -1 -1 m4 z z z -1
-1 -1 -1 -1 z -1 -1 z z m4 z page 11 ►
-1 m4 z z z z z z -1
-1 z z z z z z -1
-1 z z z z z z m4 -1
-1 -1 -1 -1 -1 -1 -1 -1
▲Entrance
▼Town
10
page 15 ▲
-1 -1 -1 -1 d -1 -1 -1 -1
-1 z z z z z z z -1 Do you really want
-1 z z z z z z z -1 to try to open this
metal chest?
-1 z z z m1 z z z -1 Go to §3
-1 w2 z z z z z z -1
-1 z -1 -1 -1 z z z -1 -1 -1 -1 -1
-1 m1 -1 z z z z -1 z z z c -1
-1 z -1 z z z -1 z z z z -1
-1 -1 -1 -1 -1 z z -1 z z w2 z -1
-1 z z z z z z -1
◄ page 10 z z -1 z z z z -1
-1 z -1 z w2 z z -1
-1 z c -1 z z z z -1
-1 -1 -1 -1 -1 -1 -1 -1 -1
Go to §6
11
Go to §10 ▲
-1 -1 -1 -1 -1 -1 -1 -1
Go to §5
-1 z z z -1 z z -1
-1 z z z z z z -1
-1 m2 z -1 z z z z -1 -1 -1 -1 -1
-1 m2 z -1 z z z m4 z m4 z z -1
-1 -1 -1 -1 -1 -1 -1 z z z z z -1
-1 m1 z z m1 z -1 z z z z z page 10 ►
-1 c z z z z -1 z m4 z z z -1
-1 -1 -1 -1 -1 z z z z z z z -1
-1 m3 -1 z -1 -1 -1 -1 -1
You can pull this
-1 -1 -1 -1 -1
lever.
12
-1 -1 -1 -1 -1 -1 -1 -1 -1 -1
-1 z z m3 z z z z k -1
-1 z z z z z m3 z z -1
-1 z z z z z z z z -1
-1 m4 m3 -1 -1 z z z page 14 ►
-1 z z -1 -1 -1 z z z -1
-1 z -1 -1 z z z z z -1
-1 z z z z z z m3 z -1
-1 z z z -1 -1 -1 -1 -1 -1
-1 z z z -1
-1 -1 -1 -1
page 12 ▼
13
A pile of gold is A spiral staircase goes
stacked here! down into the depths
Go to §2 ▼Go to §9
-1 -1 -1 -1 -1 -1 -1
-1 tc z z s z -1 -1 -1 -1 -1
-1 z z z z z z z z z -1
-1 z z z -1 -1 -1 -1 -1 z page 15 ►
-1 z z z z b2 z w1 -1 z -1
◄ Go to §10 d z z z z z z z z z -1
-1 z z z w1 z w1 w1 -1 z -1 -1
-1 z z z z w3 z z -1 z z -1
-1 z z z z z z z z z z -1
-1 z z z z z z z z z z -1
-1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
BOSS ENCOUNTER !
GOBLIN SHAMAN: SKILL:6 HP:2. The shaman attacks
you from a distance with magic arrows. If the
Goblin Shaman is defeated, the ogres are released from the
mind control spell and flee the dungeon
14
Watch out for falling rocks! If
you end your move on this
square, roll for defense (6) or
Go to §13
lose 1HP. Enemies do not -1 -1 -1 -1
follow you on these squares
-1 z tc -1
-1 z z -1
-1 -1 -1 -1 -1 -1 z z -1
◄ page 14 z z z b1 z z z -1
-1 z z z -1 z z z -1 -1
-1 -1 -1 -1 -1 z -1 -1 -1 z z -1
-1 z z m3 z z z -1 z z z Exit to town ►
-1 z z z z -1 -1 -1 z z z -1
-1 z z z z z z -1 z z z -1
-1 z z z m3 z z z z z z -1
-1 z z z z z -1 -1 -1 -1 -1 -1
-1 -1 -1 -1 -1 -1
page 11 ▼
16
-1 -1 -1 -1 -1
-1 z z z -1 -1 -1
-1 z z p z A-1woman is held
prisoner here!
-1 z z z z z -1
Go to §8
-1 z z z w2 z -1
-1 z z w2 z w2 -1
-1 -1 -1 z z z -1
-1 z -1 z -1
-1 z z z -1
-1 z -1 z -1
-1 z z z -1
-1 z -1 z -1
-1 z z z -1
-1 -1 sd -1 -1
page 13 ▼
17
page 14 ▲
-1 -1 -1 -1 -1 -1 -1
-1 s z z z -1
-1 z z z z z -1
-1 -1 -1 -1 z z -1
-1 z z z z -1 page 20 ▲
-1 z z z z -1 -1 d -1 -1 -1
-1 -1 z m1 z z z m1 m1 z z -1
-1 z z z z m2 m2 z z m1 -1
-1 z z z z m1 z z z z z m1 -1
-1 z z z z z m2 z b2 m4 z z
-1 -1 -1 -1 -1 z z z z z z z -1
-1 -1 -1 -1 -1 -1 -1 -1 -1
You overhear a secret meeting! Many bandits surround a
masked man and an orc warrior.
You have to run away! Try to reach the exit of the dungeon
before the 9 bandits catch up with you. Go back to the stairs
on page 14 and make your way to the exit. You have a 2 turn
lead before the bandits reach this point too. If you manage
to escape, go to §18.
18
page 14 ▲
-1 -1 -1 -1 -1 -1 -1
-1 s z z z -1
-1 z z z z z -1
-1 -1 -1 -1 z z -1
-1 z z z z -1 page 20 ▲
-1 z z z z z -1 -1 d -1 -1 -1
-1 -1 z z z z z z z z z z -1
-1 z z z z m2 m2 m2 z z z z -1
-1 z z z z z z z z z z z -1
-1 z z z z z m2 z z z z z
-1 -1 -1 -1 -1 z z z z c z z -1
-1 -1 -1 -1 -1 -1 -1 -1 -1
Go to §14
19
-1 -1 -1 -1 -1 -1 -1
-1 w1 w1 z z k -1
Go to §17 -1 z w1 z z z -1
-1 -1 -1 z z z -1
-1 -1 -1 -1 -1 -1 -1 z z z z z -1
-1 z z z z -1 -1 -1 d -1 -1 -1 -1
-1 z tc z z -1 z z z z -1 -1 -1
-1 z z z z l w1 m1 z z -1
-1 z z z z -1 z z z -1 -1
-1 -1 -1 -1 -1 -1 z z z -1
-1 -1 -1 -1
20
SCRIPTS & PARAGRAPHS
15. This potion allows you to teleport to any place you have
ever visited (single use)
16. Elixir of Vision: you can see the content of the next room
and read all its paragraphs (single use)
You can decide to alert the Chapelrock guard. You can also
decide to forget everything you've seen. You can also sell the
treasures you have recovered.
How will the captain of the guard react? What will happen
if the bandits poison the water supply? Will you return to
the dungeon afterwards?