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  1. THE PLAYER
  2.  
  3. The Player is the person who is in control of the lone adventurer. At the start of each game, they spawn on a green tile placed within the level and immediately have full AP, HP and no weapons, armor, or any other inventory items. The player's goal is to reach the white tile and exit the level.
  4.  
  5. THE INVENTORY
  6.  
  7. It is up to the Dungeon Master to keep track of the player's items and health through the inventory system. At the start of the game, open a notepad and write down the following:
  8.  
  9. Character's Name
  10.  
  11. HP: 10
  12.  
  13. Inventory:
  14.  
  15. Equipped:
  16.  
  17. As the player progresses through the level they will find loot and equip it at the cost of action points. They will also take damage and heal. It is important to keep track of all of this so that the player and DM knows what they are carrying and currently using, as well as how close to death they may be.
  18.  
  19.  
  20.  
  21. THE DUNGEON MASTER
  22.  
  23. The Dungeon Master is the person who is in control of the monsters and building the dungeon. Before the game starts, the dungeon master will create a level as they see fit for the player to fight their way through. There are no restrictions to how many tiles, interactive elements, or monsters they may use. However, it is up to the DM to be responsible for creating a level that is challenging but fair to the player.
  24.  
  25.  
  26.  
  27. THE ENVIRONMENT
  28.  
  29. There are various different colored tiles in the game that represent certain properties.
  30.  
  31. Uncolored Tile = No special properties
  32. Green Tile: Starting area
  33. White Tile: Exit
  34. Blue Tile: Water ( Shallow, can walk through at the cost of -50% AP on movement. Can be fired over. )
  35. Orange Tile: Lava ( Impassable to non-flying monsters and the player, can be fired over, instantaneous death if pushed into unless immune. )
  36. Red Tile: Teleporter ( Only 2 tiles per map, allows the player to travel back and forth between them in one movement. )
  37. Black Tile: Monster Spawn Point
  38. Crates, Barrels, Chests, and Magic Chests: Interactive items that can be looted once you are adjacent to the tile they are on.
  39. Shrines: Interactive item that can give the player a blessing or a curse once you are adjacent to the tile they are on.
  40. Keys: A unique item that can be interacted with and is required to unlock a locked door.
  41. Colored Doors: Doors that have been locked and require a colored key to open.
  42.  
  43.  
  44. ACTIONS
  45.  
  46. Action points are what the player uses to move, attack, and interact with the world.
  47.  
  48. At the start of each turn the player gets 8 action points ( AP ) to spend as they see fit. Their turn is over once their AP is exhausted or they forfeit and let the Dungeon Master take their turn.
  49.  
  50. It is very important to keep track of the amount of AP being spent by the player and the DM. Usually you'll want to take notes or speak out loud how many points you are spending for each action you are performing.
  51.  
  52. Moving: 1 AP
  53. Moving away from/during combat: 2 AP
  54. Attacking: 1 AP
  55. Interacting: 1 AP
  56. ( Chest Opening, Door Unlocking, Item Grabbing, Barrel/Crate Smashing etc )
  57. Consuming/Equipping items: 1 AP
  58. Turning: Free
  59.  
  60. The dungeon master also has 8 action points to spend on controlling their monsters. They may only control
  61. monsters once they have gained line of sight to the player.
  62.  
  63. Players and monsters can move in any direction ( except diagonal ) at the cost of AP. Modifiers will occasionally be applied.
  64.  
  65. Players can interact with doors, loot crates, and perform various other tasks throughout the level that will usually cost them an action point.
  66.  
  67.  
  68.  
  69. RESTING
  70.  
  71. At any given time if the circumstances are right, the player may forfeit their turn to rest and restore their action points to their full value. However, if there are monsters currently in the players line of sight or actively advancing towards the player, they may not rest to restore their AP. They can still forfeit their turn, but the DM will get to play their turn afterwards.
  72.  
  73.  
  74.  
  75. COMBAT
  76.  
  77. Combat is fighting dumdum. When a player engages a monster they are given the option to attack the monster at the cost of 1 AP. When in combat, the player and the monster have a roll-off with dice to see who wins, whoever has the highest roll ( after modifiers are applied ) wins the fight and removes 1 HP from their opponent. This goes on until either participant has exhausted their AP for the turn, or until they die.
  78.  
  79. The player rolls 2D6 to attack.
  80.  
  81. The monsters will have various amounts of HP and roll varying amounts of D6, usually between 1-3, depending on their strength.
  82.  
  83. Ranged combat works the same as melee combat, with some slight differences. When a player fires at an enemy that is not currently adjacent to the player, they roll off to see who wins the combat. If the player wins, the monster takes damage and advances one tile towards the player after the attack is over. If the player does not win, the monster takes no damage and still advances one tile towards the player after the attack is over. This goes on until the monster has reached the player or has died. If the monster reaches the player, it then resumes melee combat and is able to retaliate.
  84.  
  85.  
  86.  
  87. HIT POINTS
  88.  
  89. Hit Points represent the health of the player and the monsters in the game. The player always starts the game with 10 hit points ( HP. ) The maximum HP cap can be increased or decreased from certain buffs/curses in the game. They can restore HP from eating food, drinking health potions, or other means. Sometimes health can also be overhealed past the the cap, but this is only temporary. Once the player loses that health, they may only heal back to their original HP cap.
  90.  
  91. It is very important to keep track of the player's health and the health of monsters he is currently fighting. To do this, you can write notes or use dice placed next to the monsters to represent how much HP they currently have.
  92.  
  93. MONSTERS
  94.  
  95. Monsters are the enemies that inhabit the world whose soul purpose is to stop the player from reaching the end of the level. They are typically slow and dimwitted, incapable of strategizing and will only awaken to attack the player once the player has entered their line of sight. Once they are alerted of the player's presence they will make a bee-line towards them and stop at nothing until the player or the monster is dead.
  96.  
  97. The DM controls the monsters at the cost of their AP.
  98.  
  99. Monsters will have varying amounts of HP, attacks, and unique abilities that give them an edge against the player. Monsters cannot heal unless a special ability allows them to.
  100.  
  101. A boss monster is not necessarily a boss, but instead a monster that is a unique or rare occurrence with a higher chance of dropping loot, as well as a small chance of dropping magic loot.
  102.  
  103. MONSTER SPAWNING
  104.  
  105. At the start of the dungeon master's turn, they must roll a 1D6 and consult the monster spawn chart. Once the result is determined, the dungeon master may spawn one monster from the designated category. Monster spawning will occur throughout the dungeon at special designated spawn points.
  106.  
  107. MONSTER SPAWN CHART
  108.  
  109. 1, 2, or 3: Undead monster of your choosing.
  110. 4: Golem of your choosing.
  111. 5: Demon of your choosing. - Need more demon enemies --
  112.  
  113. Boss monsters cannot be chosen to spawn.
  114.  
  115. UNDEAD
  116.  
  117. Skeleton:
  118. 2 HP
  119. 2D6 Attacks
  120. 1 AP to Move
  121. 1 AP to Attack
  122. Special Abilities:
  123. Undead Monster
  124. Small Monster
  125.  
  126. Skeleton Necromancer ( Purple Base: )
  127. 3 HP
  128. 2D6 Attacks
  129. 1 AP to Move
  130. 1 AP to Attack
  131. Special Abilities:
  132. Can revive defeated skeletons in his line of sight at the cost of 4 AP.
  133. Undead Monster
  134. Small Monster
  135. Boss Monster
  136.  
  137. Ghoul:
  138. 3 HP
  139. 2D6 Attacks
  140. 1 AP to Move
  141. 1 AP to Attack
  142. Special Abilities:
  143. Undead Monster
  144. Small Monster
  145.  
  146. Mummy:
  147. 4 HP
  148. 2D6 Attacks
  149. 1 AP to Move
  150. 1 AP to Attack
  151. Special Abilities:
  152. Undead Monster
  153. Small Monster
  154.  
  155. DEMONS
  156.  
  157. Cacodemon:
  158. 5 HP
  159. 3D6 Attacks
  160. 2 AP to Move
  161. 1 AP to Attack
  162. Special Abilities:
  163. Can fly over Lava and Water with no negative effects.
  164. Can shoot balls of lightning at the player up to 3 tiles away.
  165. Demon
  166. Small Monster
  167.  
  168. HUMANOIDS
  169.  
  170. Ogre:
  171. 10 HP
  172. 3D6 Attacks
  173. 4 AP to Move
  174. 2 AP to Attack
  175. Special Abilities:
  176. If three sixes are rolled, the ogre deals a massive blow to the player dealing -3 HP damage.
  177. Large Monster
  178. Boss Monster
  179.  
  180. GOLEMS
  181.  
  182. Stone Golem:
  183. 8 HP
  184. 2D6 Attacks
  185. 2 AP to Move
  186. 1 AP to Attack
  187. Special Abilities:
  188. Golem
  189. Small Monster
  190.  
  191. Storm Golem ( Blue Base: )
  192. 8 HP
  193. 2D6 Attacks
  194. 2 AP to Move
  195. 1 AP to Attack
  196. Special Abilities:
  197. If the player fails their combat against the Storm Golem during the players turn, they lose 1 AP in addition to the lost HP.
  198. If a Storm Golem moves into a water tile, all adjacent water tiles and subsequent adjacent water tiles deal damage to the player and monsters alike in the form of -1 HP once the Storm Golem has moved into the water, and at the start of each turn the Storm Golem is in the water.
  199. Golem
  200. Small Monster
  201.  
  202. Fire Golem ( Orange Base: )
  203. 8 HP
  204. 2D6 Attacks
  205. 2 AP to Move
  206. 1 AP to Attack
  207. Special Abilities:
  208. Can hurl fireballs up to 3 tiles away.
  209. Resistant to Lava
  210. Golem
  211. Small Monster
  212.  
  213.  
  214.  
  215. LOOTING
  216.  
  217. When the player encounters a barrel, chest, sarcophagi, or kills an enemy, they are given the chance to acquire some loot. Loot can be equipped or consumed by the player to aid them in reaching the end of the level. When prompted to, the player will roll a 1D6 and consult the loot chart to see what they get. Normal Loot will drop from monsters, boss monsters, barrels, chests, and sarcophagi.
  218.  
  219. Magic Loot will drop from boss monsters, and magic chests.
  220.  
  221. LOOT CHANCE
  222.  
  223. Monsters: Rolling a 1 will give you normal loot.
  224.  
  225. Boss Monsters: Rolling a 1 or 2 will give you normal loot. Rolling a 6 will give you magic loot.
  226.  
  227. Barrels and Crates: Rolling a 1 or 2 will give you normal loot.
  228.  
  229. Chests: Rolling a 1, 2, 3, 4 or 5 will give you normal loot. Rolling a 6 springs a trap that damages the player for -1 HP.
  230.  
  231. Magic Chests: Will always gives you magic loot no matter what.
  232.  
  233. Sarcophagi: Rolling a 1 or 2 will give you normal loot. Rolling a 3 or 4 does nothing. Rolling a 5 spawns a Mummy, and rolling a 6 spawns a Skeleton.
  234.  
  235. Resurrection: Undead monsters ( Ghouls, Skeletons, and Mummies ) have a small chance to come back to life when the player is looting them. If the player rolls a 6 the monster comes back to life with 1 less HP than they normally have at full health. Once the monster is slain again, it can no longer be looted or come back to life. Boss Monsters will never come back to life.
  236.  
  237. NORMAL LOOT CHART
  238.  
  239. Rolling a 1 gives you a Weapon. Consult the Weapon Chart.
  240. Rolling a 2 gives you Armor. Consult the Armor Chart.
  241. Rolling a 3 gives you a Potion. Consult the Potion Chart.
  242. Rolling a 4, 5 and 6 gives you food. Consult the Food Chart.
  243.  
  244. WEAPON CHART
  245.  
  246. 1 Mace +1 to player's attack damage, additional +1 to player's attack damage against undead enemies
  247. 2 Axe +1 to player's attack damage, additional +1 to player's attack damage against humanoid enemies
  248. 3 Sword +1 to player's attack damage, additional +1 to player's attack damage against demon enemies
  249. 4 Spear +1 to player's attack damage, able to attack from up to 1 tile away
  250. 5 Bow +1 to player's attack damage, able to attack from up to 3 tiles away
  251. 6 Mage Staff +2 to player's attack damage, able to attack from up to 2 tiles away ( If double sixes are rolled, the enemy turns into a chicken - The chicken has 1 HP and -2 to its attack damage. )
  252.  
  253. Duplicate weapons will be discarded.
  254.  
  255. ARMOR CHART
  256.  
  257. 1 Tattered Robes +2 to player's maximum AP
  258. 2 Quilted Leather Armor -1 to enemy's attack damage, +1 to player's maximum AP
  259. 3 Chain Mail -2 to enemy's attack damage
  260. 4 Plate Mail -4 to enemy's attack damage, +50% AP movement cost ( 2 AP to move, 4 AP to move away from combat, 8 AP to move when in water )
  261. 5 Wooden Buckler -1 to enemy's attack damage
  262. 6 Kite Shield -2 to enemy's attack damage
  263.  
  264. Duplicate armor will be discarded.
  265.  
  266. POTION CHART
  267.  
  268. 1-2 Health Potion +2 HP on consumption
  269. 3-4 Stamina Potion +4 AP on consumption
  270. 5-6 ???
  271.  
  272. Potions can be stacked to a maximum of 3 per potion type. Additional potions will be discarded after their respective category is full.
  273.  
  274. FOOD CHART
  275.  
  276. If Food is rolled when determining loot, the player finds some nasty old food on the floor and it will always heal +1 HP on consumption. The Dungeon Master determines the name of the food, but this does not affect its health restoration value.
  277.  
  278. Food can be stacked to a maximum of 10 food items. Additional food items will be discarded.
  279.  
  280. MAGIC LOOT CHART
  281.  
  282. 1 Berserk Potion - The player rolls 3D6 instead of 2D6 during all of their attacks for one turn. ( One time use. )
  283.  
  284. 2 Amulet of Resurrection - If the player dies before finishing the level, they will automatically be resurrected at the start of the level. ( One time use, this requires no AP, useable in either players turns and consumes item on use. )
  285.  
  286. 3 Rune of Repulsion - Upon activation, all monsters adjacent to the player are knocked back 2 tiles if they are a small enemy, and 1 tile if they are a large enemy. If the enemy is in front of lava, it is pushed into it and dies instantly.
  287.  
  288. 4 Scroll of Holy Bolt - Launches a holy bolt of lightning that travels until hitting a wall or enemy. Always deals 4 damage without having to roll. Only affective on Undead enemies.
  289.  
  290. 5 Gambler's Die - A magical die that lets you re-roll your chances at getting loot. The item many only be used once on any of the three categories.
  291. - Failed to acquire any loot, re-roll ( Consumes item )
  292. - Did not like loot category, re-roll ( Consumes item )
  293. - Did not like loot item, re-roll ( Consumes item )
  294.  
  295. 6 Scroll of Teleportation - Allows the player to teleport anywhere on the map up to 8 tiles away in any straight direction. If the player teleports past a locked door, the door unlocks and opens automatically.
  296.  
  297. All items in the magic items chart are unique and cannot be stacked or found more than once. If you are rolling for magic items and happen to roll an item you already have, you will instead be given food and the duplicate magic item will be discarded.
  298.  
  299.  
  300.  
  301. SHRINES
  302.  
  303. Shrines are a rare occurrence in the world that can be interacted with. They come in many forms and may grant the player great blessings or a terrible curse.
  304.  
  305. Roll when interacting with the shrine to see what you get.
  306.  
  307. 1 Shrine of Healing - Plus 2+ HP to the player. ( Can overheal, does not increase maximum HP cap. )
  308.  
  309. 2 Shrine of Might - +1 to all of the player's attacks for the entire duration of the level.
  310.  
  311. 3 Shrine of Arms - Roll on the Weapon Loot Chart for a Weapon.
  312.  
  313. 4 Shrine of Freedom - Unlocks one Key Door of your choosing.
  314.  
  315. 5 Shrine of Weakness - -2 to the player's maximum AP for entire duration of the level.
  316.  
  317. 6 Shrine of Doom - Mummies appear in every unoccupied tile adjacent to you.
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