Dungeons Solo 1 The Goblins' Den

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THE

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

COPYRIGHTS : Doppleganger Publishing ©2021

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.

Unable to stand still, you have decided to go on an


adventure, in search of treasures that would allow you to
buy food to save your village. Like everyone else, you know
the rumor about the old ruin to the east of the Saberleafs
forest. It is rumored that priceless relics remain there. But
the adventure is not without danger. Rumor also has it that
a band of goblins have taken over the place...

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.

Have fun with this Hack&Slash, destroying hordes of


monsters. But don't stop there! As you explore, you'll be
given narrative leads to expand the adventure. When you
feel you have enough elements, don't hesitate to take control
of the scenario to conclude YOUR adventure. The rules
described here are only indicative. So feel free to adapt them
as you wish.

GO ON AN ADVENTURE RIGHT NOW!


No preparation required. Once you've read the rules, you
can head straight to the dungeon. The rooms are fully
scripted and you'll be given the instructions you need to
progress. So you can start playing right away!

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")

TAGS & ALLIES


Your character has no particular skill. If you find items
during your adventure, you can only use those that do not
have a "tag".
Example: If your character finds the item « Longbow
[Archery] », you can't use it, unless you are followed by an
ally who has the tag [Archery].

To use items with a tag, you will need to recruit the


corresponding ally by respecting the conditions below:
• You can have a maximum of 4 allies with you at the
same time.
• Each ally costs Lead points (LD). Powerful allies will
cost more than basic allies. The total cost of your allies must
not exceed your total LD.
5
Example: If your character has 2LD, you can recruit either
two peasants (cost:1LD) or an archer (cost:2LD). But you
can't recruit 1 peasant and 1 archer.
Please note LD are not lost. This pool represents your ability
to manage a team and attract powerful allies. In the example
above, if one of your peasants leaves the group, you get 1 LD
back.

HOW TO MOVE IN THE DUNGEON?


As long as the alarm is not sounded, your character is in
"stealth" mode:
• Roll 1d6. The result indicates the number of squares
your character can move.
• Monsters don’t move

The alarm is raised if:


• You end your move in the line of sight of an enemy
• The result of your move roll is 1. This means that you
have not been discreet enough.
When the alarm is triggered, both character and monsters
move 1d6 squares. Unless you decide otherwise, monsters
always move closer to your character to attack.

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.

HOW TO FIGHT MONSTERS?


A character or enemy who ends his move on a square
adjacent to an opponent's square can make an attack. In
Rogue Solo, only the player rolls the dice.

When attacking, roll 2d6. If the result is equal to or greater


than the enemy's SKILL, you inflict a wound to the enemy.
When the result goes multiple times over the monster's
skill, the attack delivers more than one wound. When
several enemies are in contact with the character, you can
divide your attack score as you wish.
Example: A Goblin (SKILL: 4 – HP:1) and a Troll (SKILL:6 –
HP:2) are in contact with the character. The character rolls
2d6 of attack and gets 12. The player can choose either to
kill the Troll by dealing 2 damage points (6+6), or to inflict
1 damage point to the Troll and 1 damage point to the
Goblin (6+4 and 2 points lost).

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.

BAT - SKILL:3 HP:1

GIANT RAT - SKILL:3 HP:1

GOBLIN- SKILL:5 HP:1

OGRE- SKILL:7 HP:2

BANDIT- SKILL:6 HP:1

WOLF- SKILL:7 HP:1

And now start your adventure and go read §1 on page 21.

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 ▼

SLIME SPECTRUM - SKILL:8 HP:1 – You must have a


magic or enchanted weapon to hit this enemy. If the
Slime Spectrum hits you, reduce your attack rolls by -1. The
effect of the curse lasts until you return to the inn.
15
A secret passage!
page 17 ▲
-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 ▼

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'll only get the gold when you've poisoned the


Lake of Chapelrock", the Orc growls.

Suddenly, one of the bandits turns to you: "Someone is


spying on us!"

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

1. After a day of walking, you stopped in the small walled


town of Chapelrock. At the inn, soldiers laughed at you
when you explained why you were in town. But the captain
of the guard, a man of faith, took pity on you and gave you
a sword to help you in your quest. Note that if you exit the
dungeon, you can always come back to the inn to get all your
HP back for 3 gold coins. In the morning, you have resumed
your walk through the woods and you have finally arrived
at the entrance of the ruin. Now go to the entrance of the
dungeon on page 10.

2. Finely ornamented two-handed sword [Weaponry]


(value:100GP, roll an extra 1d6 in your attack rolls).
Red colored potion (you can have it appraised in town for
5GP). If you use it go to §12
83GP

3. Shortbow [Archery] (value:12GP) - This bow allows you


to attack your enemies from 4 squares away when the line
of sight is clear

4. Enchanted sword (value: 80GP). Add +1 to your attack


rolls
5. Grey colored potion. If you drink it, go to §11. You could
have it identified in town for 5GP

6. This chest is trapped! Make a defense roll (7) or lose 1HP.


Inside, you will find 27GP and an old leather armor
(protection: 2 - this armor will be able to absorb 2 points
of damage before being destroyed – value: 12GP)

7. You found 22 GP (gold pieces)

8. Nastasia [Archery] LD:2 (You may recruit Nastasia to


your team if you deliver her. It requires your 2 lead points.
You get these points back if Nastasia leaves the group, or if
you fire her to recruit someone else for example).

This archer was accompanying a group of merchants on


their way to Chapelrock. But the group was attacked by
brigands. She warns you that the floor below is a meeting
place for the brigands.

9. If this is your first time down this staircase go to page 18.


Otherwise go to page 19

10. Did you pull the lever? If so go to page 16, if not go to


page 13

11. This is a health potion. Recover 4PV


12. It is an incendiary potion! If you throw it on the ground,
you can create a 4 square band of flames that will go out after
4 turns. The monsters will try to go around it. Those who
are caught in it will lose 1HP per turn. If you drank it... do
we really need to tell you what happened to you?

13. 33GP and a blue potion. A label indicates "teleportation".


You can have it tested in town for 5GP. If you use it, go to
the §15.

14. 50GP, studded leather armor [Armor] (protection:3,


value : 10GP), blue color potion (that you can expertise in
town for 5GP). If you use it, go to §16.

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)

17. You found 125GP and 6 magic arrows +1 (add +1 to your


attack rolls)

18. Breathless, you manage to reach the exit of this cursed


place. There, you spot several horses tied up. You get on one
of them and put the others to flight. You are still shocked by
what you have seen: It must be hundreds of years since Orcs
were banished from the Kingdom.

Now you have several options:

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?

It's up to you to write the rest of the story!


HALL OF FAME
GOLD GIVEN TO
DESCRIPTION
THE VILLAGE
You haven't even brought back enough money to buy a
30 GP
chicken!

Your village can survive for a few more weeks, but


80 GP
your efforts are not enough

The village can survive for a few more months. The


200 GP villagers thank you, but if the weather does not
improve quickly, the situation will quickly turn bad.

You are welcomed as a hero! You have saved the


500 GP village. The inhabitants will be able to replace the
losses.

Seeing all this gold, the inhabitants can't believe their


1000 GP eyes! Lost crops will be replaced, houses repaired, food
reserves built up.

Unbelievable! All this gold will allow your village to


become a rich burg and prosper for a long time. You
2000 GP
are offered the keys of the town and your legend is
starting to spread...

THE RESULT IS NOT WHAT YOU EXPECTED?


DON'T PANIC! OTHER ADVENTURES WILL COME SOON...

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