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EXPLORATION: The Adventure Map shows the starting

Pocket 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.
Dungeon The stairs icon represents an entrance or exit to
the dungeon. One is usually in the starting
chamber, but they may be found elsewhere.
Solitaire medieval fantasy 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

Crypt of Veritas
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
After three decades, Veritas the lich has returned to his space would need to be entered if you travel that way.
family crypts. You, bold hero, have been sent to dispatch Monsters: Circled encounters are hostile enemies that
him before he can build to full strength – and secure his attack on sight, right after any encounter on the entry space.
spellbook to prevent any chance of the evil's resurrection. 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
How to Play a Pocket Dungeon Game option of straightaway leaving the way you came. Unless
You will need 1 or 2 dice, a pen or pencil, and ~45 minutes. the encounter says otherwise, enemies do not give chase.
Items: Unless the encounter description says otherwise,
CHARACTER CREATION: On the Character Record, picking up and/or using an item is optional.
fill in a valiant name and decide your hero’s race: Human,
Elf, Dwarf, or Halfling. 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,
Body & Mind: A character has two scores, Body and Mind. your hero succeeds. Otherwise, they fail.
Body represents combat ability, as well as how much
damage can be taken before dying. Mind determines magic Traps: If a trap goes off, test Mind. If successful, the hero
aptitude, as well as skill in avoiding traps. has anticipated the danger and avoids the trap’s effects.
Divide 10 points between Body and Mind. Use the long Damage Type: Sometimes damage is a specific type, such
boxes to keep track of any changes to these scores during as fire, acid, cold, or poison. This is only relevant if
the game. If either reaches zero, your hero falls in defeat. someone has an immunity or weakness to that type.
Magic: Spells require runes, which are limited by Mind. Otherwise, just treat the damage normally.
Cross out columns of runes higher than the hero’s Mind. Resolution: If you defeat a monster, set off a trap, pick up
For example, if Mind is 4 cross out columns 5 and up. an item, or otherwise complete an encounter, cross it off the
Changes to Mind during the game have no effect on runes. map. Unbeaten foes, items left behind, permanent features,
The spells are listed in the Character Record. While most etc. should not be crossed off, and may be faced again.
magic will be used in combat, other options may occur. To
cast a spell you must cross out all required runes. COMBAT: When a fight begins the encounter description
Equipment: Choose a weapon and write it in the Inventory. will give the enemy’s Body score, and also describe any
This can be a melee weapon (sword, axe, mace, etc.), or special abilities or tactics they may have.
ranged (bow, crossbow, sling, etc.) with unlimited ammo. Combat is resolved as a series of rounds. Each round, roll
You may find additional items during the game, and can a die and add your current Body score, then do the same
carry any number of them. However you can only use one for the enemy and their Body. The one with the higher total
of each kind of item at a time; one weapon at a time, one scores a hit, causing their opponent to lose 1 Body. Ties are
suit of armor, one magic ring, one pair of boots, etc. 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 Character Record
you have several weapons, at the start of each round choose
which one you are using. This decision must be made Name: Race:
before any rolls are made or spells are cast.
Spells: In addition to the attack roll, you have the option of
Body:
casting one spell each round (assuming you have the
runes). This can be done before or after the combat roll. +
Mind:
Retreat: When first entering a chamber you may leave
immediately before any hostile encounters occur. Once =10
combat begins however, fleeing gives the enemy a free hit
Runes & Spells:
(you lose 1 Body). Enemies rarely give chase, and unless
they have a special regenerative or healing ability will still 2 3 4 5 6 7 8
be wounded should you re-encounter them. Җ Ξ Њ Ю Ф Њ Җ
Щ Ю Ф Ξ Щ Ξ Ф
VICTORY CONDITIONS Ф Д Җ Щ Ю Щ Ю
You must destroy Veritas, find his spellbook, and Њ Җ Щ Ф Җ Д Ξ
escape the crypt with the tome in your possession.
Arcane Luck Ф or Ю
Tips: Redo the roll you just made.

 Don’t forget your spells! They can sometimes be used Cure 1 Mind or Any 4 runes
outside of combat, even if the encounter doesn’t Either heals up to 2 Body or removes a curse.
specifically mention the option. Who needs a key for a
locked (but not magically sealed) wooden door if you Magic Shield ЩҖ
can cast shatter? If you set off a trap and fail the Mind Add +5 to the roll you just made. If you still fail or lose
test, the +5 from magic shield can save you. Etc. the roll, you do not take any damage.

 Check your spell list before beginning. Even if you Purify ЊҖ


have played a Pocket Dungeon game before, some of Removes any poison in your system, restores any Body
the spells change between adventures. points lost due to poison, and makes you immune to
 You are not obligated to choose any options in a non- further poison until you leave the current room.
hostile encounter unless specifically told you must. If
you don’t like any of the options listed, simply walk
Shatter ΞДЊҖ
away. Sometimes this is the wisest course of action! 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.).
Notes:
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 13 – While you manage to stay relatively clean, the foul
material threatens to overwhelm your senses.
1 – The door is iron – solid and sturdy – but opens easily.  Test Body. If failed, take 1 poison damage.
2 – Just as you touch the amulet, the suit of armor shudders  ITEM: Crypt Steward’s Key
to life! It throws you aside, then lunges forward with its
14 – A crack in the ceiling lets in sunlight from above,
rusty halberd.
giving life to a small plant growing out of the floor.
 HAUNTED ARMOR: Body 4
 Step into the light?  22
 If you destroy the haunted armor  12
 Try to avoid the light, and eat the plant?  32
3 – Click! The key works perfectly; the door is unlocked.
15 – This appears to be a one-way door, unless you have
Zzzzzap! Oops. The electrocution trap also works perfectly.
the proper key. Entering the door from this side requires the
 TRAP: Test Mind. If failed take 1 electric damage. Crypt Steward’s Key.
4 – This appears to be sleeping quarters, perhaps for 16 – You give the area a broad search, but find nothing of
whoever tended the crypts and prepared the bodies. They interest. On the plus side, nothing jumped out at you either.
actually slept down here? …*shudder*
 ITEM: Throwing Dagger (Test Body as a fight 17 – The heavy lid explodes into shards, throwing you
begins to cause 1 damage. You cannot retrieve and back. The child’s body levitates out. His face is no longer
reuse the dagger until you’ve defeated the enemy.) innocent, and certainly not afraid. You have just enough
time to get to your feet before the assault begins.
5 – As you enter the chamber a body raises from its resting  TRAP: Test Mind. If failed, take 1 damage.
place, looking grateful for something to do.  CHILD SPECTER: Body 2
 ZOMBIE: Body 2
 If you defeat the zombie  16 18 – You see an orc. It doesn’t appreciate your intrusion.
 ORC: Body 3
6 – The ghost screams, phases through the coffin lid and
vanishes. You have a bad feeling about this. 19 – The ghostly figure looks wary, but does not flee. The
 Open the coffin?  17 coffin is carved with images of carefree childhood.
 Just search the room, avoiding the coffin  16  Speak to the child ghost?  35
 Or, attack the ghost?  6
7 – The door is iron, and displays a regal family crest. This
 Or, open the coffin?  29
could be lucrative! Unfortunately, it’s also locked.
 If you have the Horus Family Key and use it  3 20 – After crushing the undead, you ransack the room. It’s
mostly bolts of rotted cloth, empty urns, and other body
8 – There is no flash of light or thunderclap to rub your ego preservation equipment. But you do find a key.
for a job well done. The body of Veritas merely collapses  ITEM: Horus Family Key
softly like a dropped rag doll as the room falls silent. Well,
that’s that. You rummage around in his sarcophagus. 21 – Darkness takes you. Veritas reanimates your corpse
 Score! You find the spell book of Veritas. Now you into an undead abomination, leaving you to mindlessly
just need to get out of here alive… wander the crypts for centuries.
 You’ve failed! Hopefully you used pencil…
22 – As the light washes over you, aching muscles loosen, 37 – A giant statue of King Horus commands the room,
pain vanishes, and your mind clears. hefting a massive warhammer. You only get a moment to
 Restore up to 3 lost Body points, and any lost Mind. admire before it starts to move, lumbering towards you.
 If you cast shatter  30
23 – You’ve found the toilet. It seems the orc has been  Otherwise: STONE GOLEM: Body 4
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. 38 – You gobble down the pie. It doesn’t taste pleasant, but
 Dig it out?  13 at least it’s nourishment.
 Recover up to 4 lost Body points.
24 – You suddenly become violently ill and vomit. After a
few minutes, you’re pale and shaky but able to continue. 39 – This is a storeroom filled with broken crates. Oh, and
 Take 1 poison damage. an animated skeleton, happy to see you.
 SKELETON: Body 2
25 – As you enter the chamber, you see the translucent
figure of a human child. It sits on a small stone coffin and 40 – As you open the door and pass through, a jet of flame
appears afraid. This distracts you from the trap; a spear shoots out of the doorframe towards your face!
shoots out and tries to gash your leg.  TRAP: Test Mind. If failed, take 1 fire damage.
 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. Chambers
 Eat the pie?  33
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. Pocket Dungeon: Crypt of Veritas
© 2014 Golden Griffon Games
35 – No response. The ghost simply stares, wary. Written and developed by Travis Parker.
 Return to 19. From design elements by James Kyle and Chris Young.
Character art by V Shane of Arcane Publishers.
36 – The child howls and throws a tantrum. A stern, All rights reserved.
ghostly father figure sweeps into the room and ejects you
into the hall, then magically seals the door. Well then.

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