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Micro Chapbook RPG Evil Edition 

Copyright © 2020 Noah Patterson 


ISBN: ​9798684565649 
 
Cover Artwork Copyright © Dean Spencer Art 
 
Death Knight Artwork Copyright © Patrick E. 
Pullen 
 
Black Assassin Artwork Copyright © Patrick E. 
Pullen 
 
Warlock Artwork Copyright © Patrick E. 
Pullen 
 
Dark Whisperer ArtworkCopyright © Patrick E. 
Pullen 
 
Orc Artwork Copyright © Patrick E. Pullen 
 
Goblin Artwork Copyright © Dean Spencer Art 
 
Demon Artwork Copyright © Dean Spencer Art 
 
Dire Elf Artwork Copyright © Dean Spencer Art 
  
Section 15 Artwork Copyright © Patrick E. 
Pullen 


Section 17 Artwork Copyright © Patrick E. 
Pullen 
 
Section 18 Artwork Copyright © Patrick E. 
Pullen 
 
Section 19 Artwork Copyright © Patrick E. 
Pullen 
 
Section 21 Artwork Copyright © Patrick E. 
Pullen 
 
Section 22 Artwork Copyright © Patrick E. 
Pullen 
 
Section 24 Artwork Copyright © Patrick E. 
Pullen 
 
Section 25 Artwork Copyright © Patrick E. 
Pullen   


 
Find us on DriveThru RPG! 
 
   


STOP! 
 
DON’T BUY THIS BOOK! 
At least, not yet. 
 
The basic rules for the Micro Chapbook RPG 
system can be downloaded for FREE in any 
Micro Chapbook through DriveThruRPG.com. 
Each stand alone Chapbook includes the 
complete rules for you to play the game. 
 
With that in mind, this Deluxe Edition Core 
Rulebook also contains all the rules you need 
to play the game plus a ​few additions​. You’ll 
notice subtle differences here and 
there--but overall the game is the same one 
you’ve come to know. 
 
Even with the subtle differences, this book is 
completely compatible with ANY and ALL 
Chapbook Scenarios. In fact, this book 
includes an original Chapbook Scenario to 
get you started. After that, you can download 
any number of free products in the Micro 
Chapbook line for further scenarios and 
adventures.   
   


Contents  
1.0: What is Micro Chapbook RPG Evil Edition? 
2.0: What Do I Need To Play? 
3.0: Gameplay Basics 
4.0: Character Creation 
5.0: Character Stats 
6.0: Evil Character Classes 
7.0: Evil Character Races 
8.0: Health, Willpower, DMG, and Corruption 
9.0: Weapons 
10.0: Armor and Items 
11.0: Generating Rooms 
12.0: Doorways 
13.0: Room Types 
14.0: Monsters 
15.0: Combat Procedure 
16.0: Bravery 
17.0: Ranged Combat 
18.0: Melee Combat 
19.0: Running Away 
20.0: Treasure Rolls 
21.0: The Boss Monster 
22.0: Backtracking 
23.0: Leveling Up 
24.0: Corruption 
25.0: Criminal Choices 
26.0: The Jail 
27.0: The Bleak Tower 
28.0: Playing with a Game Master 


Section 1.0 
What is a Micro Chapbook RPG  
Evil Edition? 

 
Brutal, dark, and unforgiving, a villain’s 
life is never an easy one.  
 
The Micro Chapbook RPG system is an 
ultra-simple roleplaying game that can be 
played solo or with a traditional GM if you so 
wish. The EVIL EDITION is the second Deluxe 
Core Rulebook for the dark fantasy version of 
the system. 
 
The main game focuses on solitaire gameplay, 
starring a single power hungry villain. It 
uses randomly generated dungeon scenarios to 
make each game session a little different. 


The universe for this game is brutal, 
unforgiving, and dark. It takes notes from 
such classics as Dungeon Quest and Deathtrap 
Dungeon. Expect to die and die often. 
 
What is the difference between this book and 
the previous Deluxe Core Rulebook? This book 
focuses on playing evil and villainous 
characters. These characters will tend to be 
more powerful than your normal goodhearted 
hero. However, being evil has its drawbacks. 
Personal corruption can make you rot inside 
and out, not to mention make you an outcast of 
society.  
 
This core rulebook features all new EVIL 
classes and races. Special dark powers set 
these characters apart.  
 
Of course, there is nothing saying that any 
other race from other gamebooks in the system 
cannot also be evil. OR that the races 
included here might work for a normal heroic 
character. 
 
This book also includes new rules for 
Corruption, Theft, Intimidation, and more.   


Section 2.0 
What Do I Need to Play? 

 
In order to play Micro Chapbook RPG you will 
need to gather the following easy-to-find 
items: 
 
● 2 six-sided dice 
● A sheet or notepad of graph paper (or a 
game mat with a grid) 
● A Character Sheet (or note paper)  
● A pencil with a good eraser  
● These rules or any stand alone chapbook 
scenario. 
● Extra scenarios and modules (optional). 
● Micro Chapbook RPG game supplements 
(optional).   


Section 3.0 
Gameplay Basics 
 
During gameplay, 
you almost always 
roll 1D6, trying to 
score equal to or 
LOWER than your 
stat score. If your 
character is 
proficient in the 
stat being tested, 
roll 2 dice and 
take the better 
result of the 2. 1 
always succeeds. 6 
always fails. This mechanic is used for all 
tasks including attacking, avoiding traps, 
unlocking doors, and most everything else.  
 
The only time this is different is when you 
roll for damage (either when dealing weapon 
damage or taking damage from a monster or 
trap). Some damage scores may ask you to roll 
1D2 or 1D3. 1D2 means roll a D6. Odds = 1 and 
Evens = 2. 1D3 means you roll a single D6 and 
half the result rounding up.   

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Section 4.0 
Character Creation 

 
Character creation is completed in 5 very 
simple steps: 
 
1. Determine The 4 Stat Scores. 
2. Choose a Character Class. 
3. Choose a Character Race. 
4. Determine Your Starting Health, 
Willpower, DMG, and Corruption. 
5. Roll for Gold and Purchase Items. 
 
Each step is explained in further detail in 
the following sections.   

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Section 5.0 
Character Stats 
 
Your character has 4 
main statistics: 
 
Strength (ST): ​Used 
for melee attacks 
and breaking down 
doors. 
 
Dexterity (DE): ​Used 
for ranged attacks 
and avoiding some 
traps. 
 
Wits (WI): ​Used for 
disarming traps and picking locks. 
 
Charisma (CH): ​Used for increasing your 
Willpower and showing your bravery.  
 
During character creation you are granted 7 
points to assign between the 4 stats as you see 
fit. No stat can have a score lower than 1 or 
higher than 4 during this step, but these may 
be altered later on.   

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Section 6.0 
Evil Character Classes 

 
There are 4 Evil Character Classes to choose 
from. Each one will make you PROFICIENT in 
one stat. Mark the class you’ve chosen and the 
proficiency on your character sheet.  
 
Additionally, each Evil Class offers a Talent 
Tree for you to use. After you choose your 
class, head to section 6.1 on Talents to find 
your Talent Tree and understand the 
abilities that may be available to you as you 
progress.  
 
The Evil Classes are as follows: 
 
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Death Knight 

 
Death Knights are warriors of darkness. They 
use an ancient rite of blood magic to boost 
their attacks and give them ungodly strength. 
They often work as hired killers for whatever 
army or Lord pays the most, but won’t hesitate 
to kill their master or fellow warriors if 
they see fit for one reason or another.   
 
PROFICIENCY: ​Strength   

14 
Black Assassin 

 
Black Assassins work in the shadows, 
bringing death to any they see unfit to live. 
They don’t discriminate between good and 
evil, young or old, male or female, rich or 
poor. They kill anyone for a few coins. 
 
PROFICIENCY: ​Dexterity   

15 
Warlock 

 
Warlock’s are magic users who sold their 
souls to demonic or otherworldly powers to 
gain the might of magical ability. Each one is 
marked by an evil face etched into their hand, 
the source of their magical casting ability, 
and work to keep it hidden from others until 
the right time. 
 
PROFICIENCY: ​Wits 
16 
Dark Whisperer 

 
A Dark Whisperer is someone who speaks to the 
dead. They know what evils lay beyond in the 
next life and use that knowledge to create 
chaos in this one. They can often be found in 
assistance to kings, in courts, among 
military leaders, whispering evils to their 
enemies and driving them mad. 

PROFICIENCY: ​Charisma   
17 
Section 6.1 
Evil Talents 

 
On the next pages you will find the Talent 
Trees for each class along with descriptions 
of each talent available to you.  
 
Each section of the Talent Tree has a Level to 
it (Acolyte, Apprentice, Professional, and 
Master). You always begin at Level 1 (Acolyte) 
and can learn the starting Talent (at the 
bottom of the page) by spending 1 Willpower 
and making a successful “Training” roll. The 
stat required to learn a specific talent is 
18 
whatever your class proficiency stat is. If 
you fail the roll, you may always spend the 
Willpower to try again. Fill in the small 
circle on the Talent Sheet to show you’ve 
learned it.  
 
Learning New Talents:  
 
Evil characters gain access to more talents 
through increasing their corruption. The 
higher the corruption, the more talents you 
can attempt to learn. 
 
When your corruption is high enough, choose 
a new Talent that is orthogonally adjacent to 
one Talent you already learned. This means 
you can learn the Talent directly above, 
below, or to either side of a current Talent 
you know on the Talent Tree. Spend the 
Willpower Cost (written in the shield) for 
that Talent and make the Training Check. 
 
If you pass, learn the new Talent (fill in the 
bubble). If you fail, you don’t learn the 
Talent. You can spend the Willpower to 
immediately try again UNLESS you are in a 
dungeon. When you fail to learn a new talent 
in a dungeon, a monster will randomly appear 

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to attack you. Roll on the monster chart. Only 
after the monster is dead can you try again. 
 
Using Talents:  
 
To use any talent, you must first spend the 
Willpower cost necessary. This is the number 
inside the shield. If you do not have enough 
willpower, you may not use the talent in 
question. If for some reason the ability 
attached to the talent fails to work, you DON’T 
get the willpower back. It was used up. 
 

20 
 
 

21 
 
Bite  Training Check  Will Cost 

Level 1 Talent  STRENGTH  1 

Bite your own hand and lose 1 health. Your 


next melee attack deals +1 damage.  
 
Cut  Training Check  Will Cost 

Level 2 Talent  STRENGTH  2 

Cut your hand, losing 2 health. Your next 


melee attack deals +3 damage. 
 
Slash  Training Check  Will Cost 

Level 3 Talent  STRENGTH  3 

Slash your arm, losing 3 health. Your next 


melee attack deals +5 damage. 
 
Gash  Training Check  Will Cost 

Level 4 Talent  STRENGTH  5 

Cut a bloody gash into your chest, losing 4 


health. Your next melee attack deals +7 
damage. 

22 
 
Blood Shield  Training Check  Will Cost 

Level 2 Talent  STRENGTH  2 

Cut your hand, losing 1 health, to create a 


shield of blood in front of you. You negate 
the next 3 damage coming your way.  
 
Blood Barrier  Training Check  Will Cost 

Level 3 Talent  STRENGTH  3 

Slash your arm, losing 3 health, creating a 


barrier of blood around you. You negate the 
next 6 damage coming your way.  
 
Wall of Blood  Training Check  Will Cost 

Level 4 Talent  STRENGTH  4 

Cut a bloody gash into your chest, losing 4 


health to generate a towering wall of blood. 
You negate the next 10 damage coming your 
way. 
   

23 
 
Sip  Training Check  Will Cost 

Level 2 Talent  STRENGTH  2 

After a battle, you sip the blood of your 


enemy and gain 1D3 health. 
 
Drink  Training Check  Will Cost 

Level 3 Talent  STRENGTH  3 

After a battle, you drink the blood of your 


enemy and gain 1D6 health. 
 
Guzzle  Training Check  Will Cost 

Level 4 Talent  STRENGTH  4 

After a battle, you guzzle the blood of your 


enemy and gain 1D6 health. 
   

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Poison  Training Check  Will Cost 

Level 1 Talent  DEXTERITY  1 

The next time an enemy deals damage to you, 


roll 1D6. On a 1, the enemy is poisoned and 
will take 1 damage every round of combat. 
 
Poison Pin  Training Check  Will Cost 

Level 2 Talent  DEXTERITY  2 

The next time an enemy deals damage to you, 


make a DE check to stick them with a poison 
pin. If you pass, the enemy is poisoned and 
will take 2 damage every round of combat. 
 
Poison Dagger  Training Check  Will Cost 

Level 3 Talent  DEXTERITY  3 

The next time an enemy deals damage to you, 


make a DE check to stab them with a poison 
dagger. If you pass, the enemy is poisoned 
and will take 3 damage every round of 
combat. You may also throw the poisoned 
dagger for your next ranged attack. If it 
hits, roll 1D6. On a 1, the enemy is poisoned. 
 

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Poison Blade  Training Check  Will Cost 

Level 4 Talent  DEXTERITY  5 

The next time an enemy deals damage to you, 


make a DE check to slash them with a poison 
blade. If you pass, the enemy is poisoned and 
will take 4 damage every round of combat. 
Your next melee attack will also possibly 
inflict poison. If it hits, roll 1D6. On a 1, 
the enemy is poisoned. 
 
Sneak  Training Check  Will Cost 

Level 2 Talent  DEXTERITY  2 

Prior to combat, make a DE check. If you pass, 


you get to attack the first round without 
ever taking any damage.   
 
Shadow  Training Check  Will Cost 

Level 3 Talent  DEXTERITY  3 

Before any round of combat, make a DE check. 


If you pass, you melt into the shadows and 
the enemy thinks you are gone. You get to 
attack this round without ever taking any 
damage.  

27 
 
Sneak Attack  Training Check  Will Cost 

Level 4 Talent  DEXTERITY  4 

When you have successfully used sneak or 


shadow, you may use sneak attack. Your 
attacks this turn (both ranged and melee) 
are made at -1. If your attacks this round 
are successful each will deal double damage 
(triple damage if you rolled a natural 1 for 
the attack roll).  
 
Swift  Training Check  Will Cost 

Level 2 Talent  DEXTERITY  2 

Prior to any round of combat make a DE 


check. If you pass, you move around the room 
swiftly. All enemy damage is reduced by 2 
this round. 
   

28 
 
Quick  Training Check  Will Cost 

Level 3 Talent  DEXTERITY  3 

Prior to any round of combat make a DE 


check. If you pass, you move around the room 
quickly. All enemy damage is reduced by 4 
this round. 
 
Invisible  Training Check  Will Cost 

Level 4 Talent  DEXTERITY  4 

Prior to any round of combat make a DE 


check. If you pass, you move so fast you are 
practically invisible. All enemy damage is 
reduced by 6 this round. 

 
   

29 
 
 
30 
Munch  Training Check  Will Cost 

Level 1 Talent  WITS  1 

Make an unarmed melee attack using Wi 


instead of St. If you pass, your hand munches 
the enemy for 1 damage and you gain 1 
health. 
 
Eat  Training Check  Will Cost 

Level 2 Talent  WITS  2 

Make an unarmed melee attack using Wi 


instead of St. If you pass, your hand takes a 
bite out of the enemy for 1D3 damage and you 
gain that much health. 
 
Feast  Training Check  Will Cost 

Level 3 Talent  WITS  3 

Make an unarmed melee attack using Wi 


instead of St. If you pass, your hand feats on 
the enemy for 1D6 damage and you gain that 
much health. 
 
 
 

31 
Gorge  Training Check  Will Cost 

Level 4 Talent  WITS  5 

Make an unarmed melee attack using Wi 


instead of St. If you pass, your hand feats on 
the enemy for 2D6 damage and you gain that 
much health. 
 
Touch  Training Check  Will Cost 

Level 2 Talent  WITS  2 

Make an unarmed melee attack using Wi 


instead of St. If you pass, you touch the 
enemy for 1D2 damage and the enemy base 
H-DMG is reduced by 1 to a minimum of 1 for 
1D2 rounds of combat. 
 
Whither  Training Check  Will Cost 

Level 3 Talent  WITS  3 

Make an unarmed melee attack using Wi 


instead of St. If you pass, you touch the 
enemy for 1D3 damage and the enemy base 
H-DMG is reduced by 2 to a minimum of 1 for 
1D3 rounds of combat. 
 

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Necrosis  Training Check  Will Cost 

Level 4 Talent  WITS  4 

Make an unarmed melee attack. If you pass, 


you touch the enemy for 1D6 damage and the 
enemy base H-DMG is reduced by 3 to a 
minimum of 1 for 1D6 rounds of combat. 
 
Push  Training Check  Will Cost 

Level 2 Talent  WITS  2 

When an enemy goes to damage you make a WI 


check. If you pass, they deal 1D2 damage to 
themselves instead. 
 
Influence   Training Check  Will Cost 

Level 3 Talent  WITS  3 

When an enemy goes to damage you make a WI 


check. If you pass, they deal that damage to 
themselves instead. 
 
 
 
 
 

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Control  Training Check  Will Cost 

Level 4 Talent  WITS  4 

When an enemy goes to damage you make a WI 


check. If you pass, they deal that damage x2 
to themselves instead. 

 
   

34 
 
 
35 
Whisper  Training Check  Will Cost 

Level 1 Talent  CHARISMA  1 

Right after a melee attack, make a CH check 


to whisper in an enemy’s ear. If you pass, the 
enemy freaks out and hits themselves for 1D2 
damage. 
 
Rumor  Training Check  Will Cost 

Level 2 Talent  CHARISMA  2 

Right after a melee attack, make a CH check 


to whisper a rumor in an enemy’s ear. If you 
pass, the enemy freaks out and hits 
themselves for 1D3 damage. 
 
Lie  Training Check  Will Cost 

Level 3 Talent  CHARISMA  3 

Right after a melee attack, make a CH check 


to whisper a lie in an enemy’s ear. If you 
pass, the enemy freaks out and hits 
themselves for 1D6 damage. 
 
 
 

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Defame  Training Check  Will Cost 

Level 4 Talent  CHARISMA  5 

Right after a round of combat, make a CH 


check to whisper in an enemy’s ear 
something defaming to them. If you pass, the 
monster hits themself for 2D6 damage. Then, 
if the enemy is still alive, roll 1D6. On a 
1-3 the enemy screams out and flees. 
 
Horror  Training Check  Will Cost 

Level 2 Talent  CHARISMA  2 

Right after a successful bravery check, make 


a CH roll. If you succeed, you chant unknown 
horrors. The enemy screams out and you gain 
1D3 willpower.   
 
Madness  Training Check  Will Cost 

Level 3 Talent  CHARISMA  3 

Right after a successful bravery check, make 


a CH roll. If you succeed, you chant unknown 
horrors. The enemy screams out and you gain 
1D6 willpower.   
 

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Insanity  Training Check  Will Cost 

Level 4 Talent  CHARISMA  4 

Right after a successful bravery check, make 


a CH roll. If you succeed, you chant unknown 
horrors. The enemy screams out and hits 
themselves for 1D3 damage and you gain 2D6 
willpower.   
 
Request  Training Check  Will Cost 

Level 2 Talent  CHARISMA  2 

You request the spirits to assist you. Make a 


CH roll. If you succeed, 1D6 ghost orbs with 
1 LF each appear swirling around you. These 
orbs will take damage in your place until 
they are gone. 
 
 
 
 
 
 
 
 
 
 

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Call  Training Check  Will Cost 

Level 3 Talent  CHARISMA  3 

You call the spirits to assist you. Make a CH 


roll. If you succeed, a ghostly warrior with 
6 LF appears. This ghost does an extra melee 
attack each round (use your CH score for the 
attack roll) on your turn for 1D3 damage. It 
also takes damage for you until it is gone. 
 
Summon  Training Check  Will Cost 

Level 4 Talent  CHARISMA  4 

You summon the spirits to assist you. Make a 


CH roll. If you succeed, a ghostly dragon 
with 12 LF appears. This ghost does an extra 
ranged AND melee attack each round (use 
your CH score for the attack roll) on your 
turn for 1D6 damage. It also takes damage 
for you until it is gone. 

 
   

39 
Section 7.0 
Evil Character Races 

 
There are 4 Evil Character Races to Choose 
From. As noted in the introduction to this 
book, these races may also be used as normal 
heroic good characters in conjunction with 
other books in the game series. However, no 
good character can use an evil class. Each 
race will grant you a +1 bonus in one stat. 
Each also has an ability.   

40 
Orc 

 
Orcs are hardened people. Outcasts from 
supposedly “normal” society--thanks to their 
gruff appearance--they have been forced to 
survive in harsh wilderness conditions. The 
oppression of their people often makes them 
angry and violent toward non-orcs. 
 
ABILITY: ​Brutal Blow: Whenever you roll a 
natural 1 for a melee combat roll, you deal 
double damage 
 
BONUS: ​+1 Strength 

41 
Goblin 

 
For many years, Goblins were enslaved by other 
humanoid races. Small, and perceived as stupid, they 
were forced into hard labor. However, after the goblin 
uprising, they went from being labeled slaves to 
“vermin” with an extermination order against them. 
Now goblins hideout underground, waiting for the day 
where the great “savior warrior” will come and lead 
them in uprising once again. 
 
ABILITY: ​Scrappy: Goblins always take 1 less damage to 
a minimum of 1. 
 
BONUS: ​+1 Dexterity   

42 
Demon 

 
Demons were once holy creatures in some way. Holy 
warriors, angels, etherials, etc. However, through 
some process or mistake they became fallen and 
now seek “redemption” through whispered lies, 
violence, and anger. 
 
ABILITY: ​Hellfire: After every attack, roll 2D6. If 
it is a 2, the enemy catches fire. They take 1D6 
damage at the start of every new combat round. 
 
BONUS: ​+1 Wits 

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Dire Elf 

 
Dire Elves once fought in a war against men and 
lost. Now banished to a dark kingdom beneath the 
earth, seeped in hate for the race of men, they bide 
their time until vengeance is nigh.  
 
ABILITY: ​Unwavering: Whenever a Dire Elf passes a 
bravery check they gain 3 Willpower instead of 1.  
 
BONUS: ​+1 Charisma 
 
   

44 
Section 8.0 
Health, Willpower, DMG, and 
Corruption 

 
Your Health and Willpower are determined by 
your current stats. 
 
Health: ​Your health is the total sum of your 
Strength + Dexterity + 20 (+10 for a 
challenge). 
 
Willpower: ​Your will is the total sum of your 
Wits + Charisma + 20 (+10 for a challenge). 
 
Corruption: ​Begins at 1. 
 
DMG (Damage) Bonus: ​Begins at +0   

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Section 9.0 
Weapons 
 
You’re now getting 
close to finishing 
your character. All 
that is left is to roll 
up your starting gold 
and purchase weapons, 
armor, and other items.  
 
Roll 3D6 to determine 
your starting gold. 
(This is more gold than 
for normal heroic 
characters as it is 
assumed an evil 
character would have 
extra gold possibly 
from theft). 
 
Weapons have a damage 
rating and a cost (in 
gold coins). You may 
carry 2 melee and 1 
ranged weapon. 

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Melee Weapons  Ranged Weapons 
Name  Dmg  G  Name  Dmg  G 

Dagger  1  1g  Throwing Star  1  2g 

Short Sword  1D3  2g  Rock Sling  1D3  3g 

Hand Axe  1D3+1  3g  Shortbow  1D3+1  5g 

Great Sword  1D6  4g  Longbow  1D6  6g 

Great Axe  1D6+ 5g  Mini Crossbow  1D3+1  4g 


Spike Knuckles  1  1g  Light Crossbow  1D3+2  6g 

Punching  1D3  2g  Regular  1D6+1  7g 


Dagger  Crossbow 

Sickle  1D3+1  3g  Heavy  1D6+2  8g 


Crossbow 

Rapier  1D6  4g  Throwing  1  2g 


Dagger 

Sythe  1D6+ 5g  Spear  1D3+1  4g 


Cudgel   1D3  2g  Bladed  1D3+2  6g 


Boomerang 

Bo Staff  1D3+1  3g  Black Powder  1D6+1  7g 


Pistol 

Hand Mace  1D3+2  4g  Black Powder  1D6+2  8g 


Rifle 

Great Mace  1D6  4g  Blessed Long  1D6  5g 


Whip 

Warhammer  1D6  4g  Rusty Revolver  1D3+1  4g 


   

47 
Section 10.0 
Armor and Items 

 
Armor grants the wearer a boost to their 
health, will, or both. Other items such and 
food and potions can be used to restore lost 
health and will. All items are consumable. 
They can be used at any point in the game, 
even during battle. 
 
Armor  Items 
Name  Bonus  G  (#) Name  Bonus  G 

Shield  +3H  1g  (2) Bread Crust  1D3 H  1g 

Magic Cap  +3W  1g  (3) Ale  1D3 W  1g 

Chainmail  +6H  2g  (4) Potion  1D6 H  2g 

Cloak  +6W  2g  (5) Mead  1D6 W  2g 

Dragon Armor  +6HW  3g  (6) Miracle  FULL HW  6g 

48 
Section 11.0 
Generating Rooms 

 
Begin the game by choosing a random square on 
the graph paper and generating the first room 
in the dungeon (the Dungeon Entrance).  
 
To generate a room, roll 2D6. The number 
rolled in the number of squares in the room. 
These can be drawn in any way, shape, or form 
so long as they are orthogonally connected.  
 

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Next, roll 1D3 (1D6 divided by 2 rounded up). 
This is the number of NEW doors added in the 
room (in addition to any door you just used). 
Draw small rectangles to represent the doors 
along any single square’s edge to designate an 
exit. Each time you move through a door you 
will generate a new room in this manner. The 
Dungeon Entrance​ doesn’t contain monsters. 
 
In the following example, the player rolled 2 
dice. One came up 6 and the other 4 for a total 
of 10. They then built a room of ten squares as 
so. Next, they rolled 1 
die. The result was 6. 
Divided in half that is 3. 
3 doors. The player then 
drew in three smaller 
rectangles to designate 
where the doors in the 
room are located.  
 
Finally, the player marks the first room with 
an E to show it is the Entrance/Exit of the 
dungeon. A player may backtrack any time to 
the Entrance if the dungeon gets too hard. 
However, they don’t earn the extra gold bonus 
for killing the Boss!   

50 
Section 12.0 
Doorways 

 
When you leave the Dungeon Entrance (or any 
room in the dungeon once it has been cleared 
of monsters) you will choose 1 door in the 
room to move through. Before moving through, 
however, you will need to make a Door Roll. 
Roll 1D6 on the door chart provided in the 
scenario. Some scenarios will add new door 

51 
results, but there are 4 absolute basic door 
options that could occur: 
 
Unlocked  The door is unlocked and you may 
move through freely without 
stopping. 

Stuck  The door appears to be stuck. 


Make a ST check to break it down 
and get through. If you fail you 
may lose 1 WILL to reroll and try 
again. 

Locked  The door is locked. Make a WI 


check to pick the lock. If you 
fail you may lose 1 WILL to 
reroll and try again. 

Trapped  The door has a trap attached to 


it. You must make a WI check to 
disarm it and move through. If 
you fail, take 1D3 damage but 
still move through. Some 
dungeons and scenarios may have 
a seperate trap or obstacle table 
for you to roll on whenever you 
roll for a trapped doorway. 
 

52 
Once a door has been moved through, shade the 
doorway in black to show that you no longer 
have to roll when using that door. (This just 
makes tracking easier)  
 
If there are multiple doors in a room, you can 
choose to attempt one door. If you fail, you 
can choose a different one without spending 
the willpower. However, retrying any stuck or 
locked door always requires a Will loss. You 
MUST always make an attempt on a trapped door 
once you’ve rolled it up--as the trap catches 
you unawares as you are attempting to go 
through. 
 

53 
Section 13.0 
Room Types 
 

 
Each newly generated room you enter also has 
a Room Type that will make it slightly 
different from other rooms.  
 
Upon entering a room, roll 1D6 on the 
scenario’s Room Type chart. Each type will 
have a lettered code for you to write inside 
the room to remind you. Types include things 
like dirt or stone floors, water, or even 
crypts and tourture chambers.  
 
Some rooms types only add flavor to the story, 
but most will either include a trap, an 
obstacle, or a die roll modifier (usually +1) 
for one stat that makes things harder for you. 

54 
Section 14.0 
Monsters 
 
Every room has 
monsters. After 
Entering any room 
and determining 
its type roll 1D6 on 
the scenario’s 
monster chart to 
generate the 
monsters in the 
room.  
 
Roll once to 
determine the 
monster type. Roll 
a second time to 
determine the 
number of that 
monster that appears in the room. Each 
monster has a Max number that can appear in a 
room. Even if you roll higher, only the Max 
number will appear and no more can appear 
than the number of squares in a room. 
Monsters also have a Health Damage (H-DMG), 
Willpower Damage (W-DMG), and Life Force (LF). 

55 
Section 15.0 
Combat Procedure 

 
The instant you run into any monsters, combat 
begins.  
 
Combat in the Micro Chapbook RPG system is 
extremely simple and is completed in 3 easy 
steps. 
 
1. Bravery:​ Check to see how brave you are. 
2. Ranged Combat:​ If able, make a ranged 
attack against the monsters now. 
3. Melee Combat: ​You MUST make a melee 
attack. Make a melee attack now.  
56 
 
Once all three steps are complete, start over 
from the top and repeat them ALL (including 
bravery). Do this until all the monsters are 
defeated, you are killed, or you have elected 
to run away.  

57 
Section 16.0 
Bravery 
 
The sight of any 
monster, be it 
large or small, 
can invoke the 
deepest fear in 
even the evilest 
or warriors.  
 
During the 
Bravery Step 
make a CH check. 
If you pass, gain 
1 Willpower. If 
you fail, you 
lose Will 
according to the 
monster’s W DMG 
(Usually you 
have to roll a 
die to see how 
much).  
 
If your Will ever reaches 0, all rolls take a 
+1 modifier to the die result as your 

58 
character is losing hope in their ability to 
succeed in their quest.  
Note that, a natural roll of 1 ALWAYS succeeds 
despite the Willpower modifier or any other 
modifier. Will mods stack with room mods and 
any modifiers that might be presented in the 
game situation.  
 
By that same standard, no matter how powerful 
your character might be, or how many helpful 
modifiers you might have, a natural roll of 6 
ALWAYS fails. 
 
In any case, even if you have 0 Will, always 
make the Bravery Check to see if you earn a 
Willpower back.  
 

   
59 
Section 17.0 
Ranged Combat 

 
IF (and only if) the current room is 4 squares 
or larger you may make a ranged attack. To 
make a ranged attack you must have a ranged 
weapon. Roll a DE stat check. If you succeed at 
the check, apply weapon damage to the 
monster’s Life Force. (usually by rolling + 
your DMG bonus). Extra damage after a monster 
is defeated CAN’T roll over to other monsters 
in the room. You targeted a single monster 
with the attack.   
60 
Section 18.0 
Melee Combat 

 
During Melee Combat you MUST make a melee 
attack using a ST check. If you succeed, apply 
the weapon’s damage to the monster’s LF. 
(usually by rolling + your DMG bonus). 
Similarly, damage can’t roll over to multiple 
enemies. However, if you FAIL, one monster in 
the room deals damage to you. Roll the 
monster’s H DMG and apply it to your health 
rating. If it reaches 0 you die. If you have a 
second melee weapon, attack again.   
61 
Section 19.0 
Running Away 

 
After ALL steps of combat you can elect to run 
away by making a CH check. If you fail, one 
monster in the room deals damage and another 
round of combat begins. If you pass choose any 
door in the room to escape through. If it is a 
door you haven’t explored yet roll on the 
Doorway chart. If it is stuck or locked and 
you fail the roll, one monster in the room 
deals damage and combat resumes. If you 
escape, add a number to the room and record 
what monsters were left behind on a sheet of 
paper. They will be there if you return.   

62 
Section 20.0 
Treasure Rolls 
 

 
 
After you have cleared a room of all monsters 
roll 1D6. If you get a one through five you 
earn that much gold. Add it to your gold 
rating on the character sheet. 
 
If you roll a six, roll on the Items chart in 
the section on armor and items. Each item is 
assigned a number. If you roll that number 
you find that item. If you roll a 1 on the 
items chart you find nothing.   

63 
Section 21.0 
The Boss Monsters 

 
Each dungeon scenario has its own boss 
(marked with a * on the Monster Chart) The boss 
will not appear until you’ve encountered all 
the other monsters on the chart at least once. 
Additionally, the boss will only appear in 
specific rooms, as designated by the scenario. 
If you roll the boss when it can’t appear, 
reroll. Once it is defeated, the game ends. 
 

64 
Alternatively, for a potentially shorter 
game, keep track of each monster you kill 
during the dungeon. After each battle is won, 
roll 2D6. If the roll is LOWER than the number 
of monsters killed during the dungeon, the 
boss can now have a chance of appearing. The 
boss will still only appear in specific areas, 
as designated by the scenario rules. As 
before, if you roll the boss when it can’t 
appear, reroll. 
 

   
65 
Section 22.0 
Backtracking 

 
At any point in the dungeon you may work your 
way backwards and return to rooms you 
already visited. If you ran away from a room, 
the monsters you left will still be there.  
 
If you left the room empty, roll 1D6. On a roll 
of 6, new monsters appear. Roll for monsters 
as normal. Once you’ve defeated the monsters, 
make a Treasure Roll -2 to see if the monsters 
were carrying any. If the result is 0, you get 
no gold. You can’t find items as the room has 
already been searched once.   

66 
Section 23.0 

Leveling Up 

 
After defeating a boss, count up the number of 
rooms you explored. Earn 1 gold for each 
room. If you do not defeat the boss, you don’t 
get the bonus.  
 
In between dungeons you may spend 100 gold to 
Level Up. When you level up, you gain the 
following:  
 
67 
● Add +1 to one stat. No stat can be higher 
than 5.  
● Add +1 to your DMG bonus.  
 
You may also buy new equipment. You may only 
have 2 melee weapons and 1 ranged weapon at a 
time.  
 
You may also spend 1 gold to stay the night at 
an INN to fully heal your wounds and 
willpower. 
 
    

68 
Section 24.0 
Corruption 
 
As an evil 
character, you 
have the chance 
of becoming more 
corrupt as you 
progress in the 
game. 
 
Corruption may 
help you in some 
instances, but 
hinder you in 
others.  
 
You begin the 
game with 1 
corruption. 
However, there 
are choices you 
may make that might increase your 
corruption. Many of the choices might benefit 
you in the immediate future. However, the 
higher the corruption, the more trouble you 
make for yourself. These choices include: 

69 
 
● Intimidation: ​Intimidating a shopkeep 
for cheaper prices. 
● Robbery: ​Threatening the shopkeep with 
violence or death in order to get items. 
● Theft: ​Sneaking under cover of night to 
rob shops. 
● Pickpocketing: ​Stealing money from 
locals. 
● Highway Robbery: ​Robbing travelers on 
the road. 
● Assassination:​ Taking on a job to kill 
someone. 
 
Each of these will be explained further in the 
next section, but each has the chance of 
increasing your corruption. Each criminal 
action will include a “Corruption Modifier.” 
Whenever you partake in one of these actions, 
roll 2D6 and ADD your corruption modifier. If 
the total is higher than your current 
corruption, your corruption goes up by 1. If 
it is equal or lower, your corruption remains 
the same. However, if you roll a natural 12, 
the corruption goes up by 2. If you roll a 
natural 2, your corruption goes DOWN by 1 as 
you begin to feel remorse for some of your 
actions. In any case, your corruption has 
impacts on various in game occurrences.  

70 
Corruption and Evil Talents 
 
The number of corruption points you 
currently have is also the number of talents 
on the talent tree you are allowed to be 
trained in. You can train up to that many 
talents on your talent tree. However, if your 
corruption goes down, and you have too many 
talents, you must “forget” the highest ranked 
one. If two or more are tied, you choose which 
one to forget.  
 
Corruption and Services 
 
As your corruption goes up, your access to 
certain services goes down. Business owners 
won’t serve you and towns won’t host you. 
Corruption Effects 

1-2  No immediate effect 

3-4  You can’t buy items 

5-6  You can’t buy armor 

7-8  You can’t buy weapons 

9-10  You can’t stay at the inn 

11-12  You can’t come into town 

71 
When you can’t buy items, weapons, and/or 
armor, you will have to resort to robbery or 
theft to get what you need.  
 
When you can’t stay at the Inn, you will have 
to successfully intimidate the innkeeper to 
allow you to stay, but risk the Town Guard 
finding you in your sleep. Roll on the Town 
Guard Appearance chart +1 to the roll.  
 
If you choose NOT to stay at the Inn you must 
sleep out in the wilderness. You can still 
gain the health and willpower from sleeping, 
but risk wild animals attacking you. Roll on 
the wild animal chart below to see if you get 
attacked. 
Wild Animals 

#  Monster  Max  H-DMG  W-DMG  LF 

1  No Attack         

2  No Attack         

3  Slime  6  1  1  1 

4  Wild Boar  2  1D3+2  1D3  7 

5  Wolf  2  1D6  1D6  10 

6  Dire Wolf  1  1D6+1  1D6+1  15 

72 
When you commit crimes, you run the risk of 
the town guard finding you and attempting to 
arrest you. Any time you commit a crime, roll 
on the chart below. When you aren’t welcome 
in any town, you make this roll any time you 
finish a dungeon to see if you’ve been tracked 
down. The top bar is your current corruption 
level. The left bar is the die roll. Cross 
reference the die roll with the level. If the 
box has an X, roll on the guard chart on the 
next page and fight the guards who appear to 
arrest you. 
 
Town Guard Appearance Chart 

  1-2  3-4  5-6  7-8  9-10  11-1


1             

2            X 

3          X  X 

4        X  X  X 

5      X  X  X  X 

6  X  X  X  X  X  X 
   

73 
 
Town Guard 

#  Monster  Max  H-DMG  W-DMG  LF 

1  Guard Boy  3  1  1  3 

2  Squire  3  1D2  1D2  4 

3  Wall Guard  2  1D3  1D3  5 

4  Patrol Guard  2  1D6  1D6  7 

5  Captain of the Guard  1  1D6+2  1D6+2  10 

6  King’s Knight   1  2D6  2D6  20 

 
When fighting the town guard, you can always 
try and flee. However, if you choose to stay 
and fight, you must make a Corruption roll +X 
where X is the number of town guards you 
killed.   
 
Corruption and Repentance 
 
If your Corruption ever hits 0, your 
character becomes repentant. They have a 
desire to change their ways. The next time 
you attempt a Criminal Choice, you must make 
a CH roll to convince yourself to do it. If you 
pass, you gain 1 corruption automatically. If 
you fail, you can no longer be evil or gain 
74 
corruption. You may not use any of your class 
talents. You become like any other normal 
heroic character.  
 
Corruption and Pure Evil 
 
Your Corruption can never be higher than 12. 
You must always still make the Corruption 
roll when you commit crimes to see if you roll 
a 2 and lose a corruption. However, if you 
ever roll a 12 while you are at 12 Corruption 
you become Pure Evil. You are permanently at 
12 corruption and never make another 
corruption roll again. You also roll for an 
extra power bonus on the table below: 
 
  Table of Pure Evil 

1  Add +50 to your Health 

2  Add +50 to your Willpower 

3  Become proficient in a second stat 

4  Add +3 to your DMG bonus 

5  Add +1 to all your stats 

6  Take on a second talent tree from 


another evil class. You are free to 
train in any and all of the talents.  
   
75 
Section 25.0 
Criminal Choices 

 
As an evil or desperate character, you have 
the option of NOT paying for things and 
instead stealing and intimidating instead. 
You also have the options of gaining extra 
gold through pickpocketing or highway 
robbery. Each of these is explained in its own 
table. Each also has a different Corruption 
Roll modifier. Each action may only be 
attempted once in between dungeons. NOTE: The 
use of the term “item” below can refer to 
weapons, armor, or items. 

76 
Intimidation  +0 

When attempting to buy an item, you may 


make a CH check to intimidate the 
shopkeeper. If you succeed, the item is half 
the price rounded down. Then make a 
corruption check +0. 
 
Robbery  +1 

When attempting to buy an item, you may 


make a CH check to scare and rob the 
shopkeeper at swordpoint. If you succeed, 
you get the item for free. Then make a 
corruption check +1. 
 
Theft  +1> 

By the dark of night, you must make a DE check to 


sneakily break into the item shop, weapon shop, 
or armor shop. If you succeed, you get to pick 
one item from the shop for free. Then make a 
corruption check +1. ALSO make a roll on the 
Town Guard Appearance Chart. If no guards 
appear you may steal a second item, but the 
corruption check is made at an additional +1. 
(+2 on your second attempt). The guard check is 
also +1. You may continue to steal items, always 
adding +1 more to rolls exponentially.  

77 
 
Pickpocketing  +0 

In between dungeons, you can make a 


Pickpocket roll to steal from locals and 
merchants. Make a DE roll. If you pass, earn 
1D6 gold. Then makes a corruption check +0. 
 
Highway Robbery  +3 

You hide out on a road or highway, waiting 


for unsuspecting victims. Roll to see who 
comes by: 1: No one. 2-3: Roll on the Wild 
Animal Chart. 4-6: Roll on the Town Guard 
Chart. If you roll on the Town Guard, fight 
them. Once the battle is over, you may take 1 
weapon, 1 armor, and 3 items of your 
choosing. You also receive 2D6 gold. Then, 
make a corruption roll +3.  
 
Assassination  +3 

Make a DE check followed by ST check to 


successfully pull off a paid assassination. 
If you fail either roll, roll on the Town 
Guard Chart. If you pass both rolls, you earn 
2D6x5 gold. In either case, make a 
corruption roll +3. 

78 
Section 26.0 
The Jail 

 
Whenever a Town Guard member deals damage to 
you, roll 2D6. If the roll is 2 (snake eyes) you 
are captured and sent to jail. Similarly, if 
you are ever reduced to 0 health by the town 
guard, you aren’t dead but instead thrown in 
jail. Escaping jail is like a dungeon. 

79 
Special Rules 
 
Starting: ​Your health and willpower are reset 
to full as it is assumed you rested in the 
cell. The cell, or first room, is NOT the 
entrance or exit as in other dungeons. It is 
simply the starting spot and your goal is to 
find an exit.  
 
Escaping Your Cell: ​Before you can begin, you 
must pick the lock to get out of the jail cell. 
Make a WI check to pick the lock. If you fail 
you may spend willpower to try again. You may 
also wait for the guard and make a CH check to 
trick them. If your trick is successful, make a 
ST check to knock them out and take the key. If 
you fail either check, the guard leaves. Roll 
a 1D6 to see when he comes back. Lose that 
much willpower as you wait. You may also try 
picking the lock again that many times before 
he comes back without spending extra will. 
 
Fighting:​ You have no weapons or items with 
you at the start. Instead, you may only make 
melee attacks and they only deal ONE damage 
each. Not to mention that it doesn’t kill the 
guard, just knocks them out. When you find the 
armory, you get all your weapons and items 
back. 

80 
 
Finding the Exit: ​Upon entering each new 
room roll 2D6 and add the number of rooms 
you’ve explored so far. IF the final result is 
15 or more, you have found an escape route 
from the dungeon. Fight any guards in the 
room and then leave the jail.  
 
Tower Doorways 

1-2  Unlocked  Move through freely. 

4-5  Locked  Make a WI Check to pick the lock. 


If you fail, spend 1 willpower to 
try again. If you got the key 
from the first guard, you don’t 
need to check doors. 
 
Tower Room Types 
1-3  Cell  C  This is a basic cell. No 
effect. 

4  Guard  G  This room is for guards. Add 


Room  +1 to the number of guards in 
this room. 

5  Torture  T  DE roll or get caught in one 


Chamber  of the devices taking 1D3 DMG 

6  Armory  A  You find your weapons and 


  items. If you previously 
found them, roll on the items 
chart to see what you find. 

81 
 
Jail Guard 

#  Monster  Max  H-DMG  W-DMG  LF 

1  Guard Boy  3  1  1  3 

2  Squire  3  1D2  1D2  4 

3  Wall Guard  2  1D3  1D3  5 

4  Patrol Guard  2  1D6  1D6  7 

5  Captain of the Guard  1  1D6+2  1D6+2  10 

6  King’s Knight*  1  2D6  2D6  20 

 
*The King’s Knight is the boss of the dungeon. 
If you find him before finding a different 
exit, you automatically locate the exit after 
defeating him without needing the usual 
roll.  
 
After escaping jail, make a corruption check 
+X where X is the number of rooms you 
explored and cleared of guards.  

   

82 
Section 27.0 
The Bleak Tower 

 
The Bleak Tower is a multi-level dungeon to 
get you started playing the game. 
83 
The Story Thus Far 
 
The Bleak Tower. A crumbling fortress in the 
mountains of Hellick Water. Wreathed in the 
cold and snow, it sits precariously on the 
edge of a cliff, leaning this way and that in 
the wind. Some say it will fall down one day. 
Others claim it was built by a wicked mage 
and is therefore held up by dark magic.  
 
Most people from nearby towns fear the place. 
Some believe it to be haunted. Others simply 
fear the wild animals or monsters who may 
have taken up residence. Most, however, worry 
that the wicked mage who built the place may 
still be around or that his evil magic still 
holds a place here.  
 
You, however, have heard that all his magic 
was trapped inside a purple seer stone--and 
to the person who finds it goes fantastical 
dark powers like the world has never known. 
Perhaps such a person could wield power over 
an entire town, a city . . . the world? 
 
There is only one way to find out. Enter the 
tower, climb the levels. Discover the crystal 
ball.   

84 
Special Rules 
 
Restricted Playing Area: ​Before beginning 
The Bleak Tower draw a circle on your graph 
paper that is approximately 6 inches or 30 
squares in diameter. This is the playing area 
for the dungeon. Rooms cannot extend outside 
this circle. Rooms near the edge may have 
partial squares. Squares that are half or more 
inside the circle boundaries count toward 
the room size. Squares that are less than half 
inside the boundary don’t. 
 
Multi-Level Dungeon: ​This dungeon has 6 
levels to it. You begin at the ground level. 
You may enter and create the first room along 
any edge portion of the circular map. Each 
level has its own boss. When you beat one boss, 
you move to the next level. Each level is its 
own sheet of graph paper.  
 
Moving Between Levels: ​When you 
move up a level, the “Staircase” is 
in the same spot on the map. So, the 
newly generated room is in 
whatever spot you killed the boss 
on the last map. Keep track of the staircases 
by drawing the logo on the left in rooms with 
stairs. For traps or obstacles that force you 

85 
to fall to a lower level, you will always try 
and fall into the same approximate area on 
the map to the level below. If a room wasn’t 
previously generated here where you’ve 
fallen, generate that room now.  
 
Monsters: ​For each tower level above the 
first, add +1 to all monster rolls. For 
example: Level 1 adds +0, level 2 adds +1, 
Level 3 adds +2, and so on and so forth. This 
means the bosses from previous levels will 
become normal monsters on higher levels. The 
bosses for each level are as follows: 
 
Level 1 Boss  Wild Boar 

Level 2 Boss  Wandering Goblin 

Level 3 Boss  Wolf Pack 

Level 4 Boss  Cursed Dire Wolf 

Level 5 Boss  Frost Troll 

Level 6 Boss  Undead Frost Wizard 


  
Backtracking: ​If the dungeon gets too hard, 
you can backtrack out to town to regroup. 
When you return to the dungeon, it will be the 
same layout, but all previously generated 
rooms have new monsters who have moved in. 
86 
Tower Doorways 

1  Unlocked  Move through freely. 

2-3  Stuck  ST Check 

4-5  Locked  WI Check 

6  Trapped  Roll on the Trap Chart Below. 


All require a WI check to 
recognize and avoid/disarm. 
Otherwise, take the adverse 
effects listed.  
 
Tower Traps 

1  Falling Rock  A burlap bag of rocks tumbles 


down onto you for 1D2 H-DMG. 

2  Darts  A series of tiny darts shoot out 


at you for 1D3 H-DMG. 

3  Spears  The archway has spears that fall 


down to stab you for 1D6 H-DMG. 

4  Poison Darts  Poison darts shoot at you for 


1D3 H-DMG. You are poisoned and 
take 1 H-DMG for each new room 
you enter until you can rest. 

5  Trap Door  A door swings open and you fall 


through to the level below for 
1D3 H-DMG. If on the ground 
floor, ignore this trap. 

6  Swinging  A blade swings down to slice you 


Blade  in half for 2D6 damage. 

87 
 
Tower Room Types 

1  Stone  S  This room has a stone floor. 


No effect. 

2  Crumbling CF  The floor here is falling 


Floor  apart. Make a DE roll. If you 
fail, you fall down to the 
previous level and take 1D3 
H-DMG. (if the room below 
wasn’t generated before, 
generate a new room now) If on 
the first floor, treat this 
result as a Stone floor room. 

3  Crumbling  CC  The ceiling here is falling 


Ceiling  apart. Getting hit by a stone 
could be dangerous. Make a WI 
roll or take 1D3 H-DMG 

4  Cold Air  CA  A cold draft blows on you 


here. Make a ST check or take 
1D3 W-DMG. 

5  Rubble  R  This room is full of rubble 


and old furniture. DE rolls 
are made at +1. 

6  Dead Hero  D  This room contains the 


remains of a dead hero who 
tried to explore the tower. 
After the battle, search their 
body by rolling: 1-2: 
Nothing. 3-4: 1D6 Gold. 5-6: 
Random Item. 
 

88 
 
Monsters 

#  Monster  Max  H-DMG  W-DMG  LF 

1  No Monster  -  -  -  - 

2  Slime  6  1  1  1 

3  Spiderling  5  1  1D2  2 

4  Rat  4  1D2  1  3 

5  Feral Dog  3  1D2  1D2  5 

6  Wild Boar*  2  1D3+2  1D3  7 

7  Wandering Goblin*  1  1D3  1D3  10 

8  Wolf Pack*  3  1D6  1D6  10 

9  Cursed Dire Wolf*  1  1D6+1  1D6+1  15 

10  Frost Troll*  1  2D6  1D6+2  30 

11  Undead Wizard*  1  2D6+2  2D6  50 


 
*Boss Monsters may appear in any room in the 
tower once the prerequisites for the boss 
appearing have been met on each level. If, 
however, you manage to reach the final room 
of a level and can’t build out anymore, the 
boss will automatically appear. You earn the 
gold bonus reward for each boss as you 
complete each level of the tower.  
   
89 
Completing the Tower 
 
With the old undead wizard defeated, the 
crystal ball is yours for the taking. It sits 
on a pedestal at the center of the room, 
glimmering with deviant light. Taking it, 
you smile . . . until you hear a loud crack. The 
floor beneath your feet rumbles. You quickly 
realize that by removing the ball the magic 
keeping the tower upright is failing. You 
will need to backtrack to the entrance before 
it is too late.  
 
As you enter each room, roll 1D6 and apply the 
results: 
 
1-2  Room remains stable. 

3-4  The ceiling collapses. Make a DE 


check or take 1D3 H-DMG.  

5-6  The floor collapses. Make a DE check 


or fall through to the floor below for 
1D6 H-DMG. In either case, cross out 
the room where the floor collapsed 
and then roll 2D6 and add the number 
of rooms that have collapsed so far. If 
the total is 25 or higher, the whole 
tower collapses with you in it. Make a 
DE roll. If you fail, you die. If you 
pass, you escape with 1 Health left.   

90 
If you manage to make it out of the tower 
without dying in the collapse, read the 
following: 
 
You leap out of the nearest window, door, or 
other exit into the snow just as a 
thunderous boom echoes across the 
mountain. You turn just in time to see the 
whole tower sliding down the side of the 
mountain and finally disappearing into a 
cloud of dust, snow, and debris in the valley 
below. You sigh with relief, and look 
greedily at the spoils of your efforts. The 
purple crystal ball. What secrets does it 
hold?  
 
The player may now make WI checks to study 
the ball. If you fail, you may spend willpower 
to try again either right away or in the 
future. However, each time you fail, make a 
corruption check. Also record each time you 
fail and make a 2D6 roll. If the roll is lower 
than the number of tries, the ball cracks and 
breaks into a bunch of pieces. If you pass the 
test, however, you may roll on the Table of 
Pure Evil and gain one of those powers. This 
does not mean you are pure evil. Your 
corruption stands wherever it currently is 
when you succeed at discovering its secrets. 

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Section 28.0 
Playing With a Game Master 

 
Using the following tips, play the game with a 
traditional Game Master. 
 
● The GM can choose to prebuild the 
dungeon beforehand, choosing what is 
in each room, the layout, the doors, the 
traps, where the Boss is hiding, and 
more.  
● The GM can add in treasure chests with 
set gold or items inside. 

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● Adventure Modules such as The Haunting 
of Gilroy Tavern found in the Deluxe 
Core Rulebook can be run like an 
ordinary RPG.   
● The GM may choose to run the game in a 
more “roleplay” style with added story 
elements, non-player characters, quest 
goals, etc. 
● In this way, the GM can use WI for all 
reading, writing, and intelligence 
based rolls. The GM may also use CH for 
all social based rolls with NPCs, 
enemies, and more.  
● Try playing the game on a traditional 
grid based game mat with miniatures. 
● Each miniature can move 1-2 squares at 
a time orthogonally as part of the melee 
attack phase.  
● Ranged attacks may be made at a 
distance. Melee attacks may be made 
while adjacent.  
● Come up with your own house rules!   

93 
 

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Expand Your Adventure With These Stand Alone 
Micro Chapbook RPGs! 

 
 
Find More World Building Options and Create 
Stronger Characters with these Micro 
Chapbook Supplements! 

 
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