Professional Documents
Culture Documents
realize how much you hate the feel of your wet feet under the weary boots.
As you turn west towards the sun temple, you take a moment to wonder
whether you could be nicely resting at home, by the fire, holding a bowl of
steamy hot onion soup, with children playing and laughing all around.
But that is not the life you chose. you took the path of the raider, and
probably would not be able to rest knowing there are tons of treasures to be
rescued, and secrets to be discovered in the depths of the caves beneath the
town.
Character creation
First, choose whether your character
should be dwarf, elf, or human,
different races have different base
traits.
write down the corresponding values
for those traits on your character sheet.
[see races]
Rulebook 3
Races
Elves
-1 0 +1
Tall, beautiful and nimble, elves are
considered the wisest race of our
world.
Once calm and peaceful, They
mastered the most impressive magic
and the ability to extract the essence
of nature itself, without meaning any
harm to it, but those knowledges were
lost when other races were born and
they were forced to battle for their
lands against humans and monsters
alike.
Lvl 4: Eagle-eyed
Elves no longer need to subtract
ammo when attacking with their
bows and crossbows, as they always
remember where their arrows hit
so they can retrieve them after the
battle. They still need to have a carcaj,
though.
+1 0 -1
Short, resilient and hard headed,
dwarves often seem to acquire the
properties of the mountains where
they live.
Dwarven craftmasters are respected
all over the land, and whether they
are blacksmiths, jewelers or any other
hand craft job, they always produce
top quality, reliable items.
Lvl 2: Resilience
Dwarves add twice their Constitution
when calculating health points.
Rulebook 5
Lvl 2: Fast Learner
Humans When another party member receives
an experience point, a human character
rolls a die, on a 10+ they also receive
0 +1 -1 one experience point, too.
Humans add their level to that roll.
Rulebook 7
Lvl 5: Weak Spots Lvl 1: Grimoire
After attacking a monster, an explorer At the beginning of a run, a mage
can subtract one point from his or her picks 2+lvl spells. These spells can
Dexterity trait to reroll come from the list provided in this
New results must be kept. ruleset, or any other spells retrieved in
previous runs.
Lvl 5: Retaliate (we highly encourage you to pick
After being successfully damaged by a paper and elaborate your own Library
monster, an unexhausted explorer can of spells with the ones discovered
perform an attack. Doing so does not using the app!).
exhaust the character.
An exhausted explorer can subtract Grimoire takes one space in the
one point from his or her dexterity trait inventory.
to Retaliate. If by any means the grimoire is
destroyed or rendered useless, a mage
can only cast spells from scrolls until
Mage he can replace it.
Lvl 5: Dealer
Damage spells add ½ wisdom trait
(round down, to a minimum of +1) to
the amount of wounds dealt.
Rulebook 9
Spells & Magic
Magic is the strongest force in this
world, as it can shape the very essence
of concept themselves. If used by a
good trained individual, magic can
create forests where there was nothing
but desert before, heal the nastiest
wounds or even revive lost ones. It can
be used for destruction and spreading
evil though, if wielded by the wrong
hands.
·(just
If any, or all modified values equals or exceeds the spell rank, the spell takes effect
follow the instructions under the Effect paragraph in the spells description)
Then exhaust the character (if in battle) and add 1 to that spell botch in your
grimoire.
·work.
If none of the values equals or exceeds the spell rank, the spell just does not
Nothing happens. Exhaust the character and add 1 to that spell botch in
your grimoire.
·instructions
If any of the dice rolled is a natural 10, the cast is a critical success, follow the
under the effect paragraph and exhaust your character as usual, but
subtract 1 from the spell botch in the grimoire. To a minimum of 1
·ofIfthat
any of the dies naturally rolls a number equal or below the actual botch number
spell in your grimoire, the spell botches. (just follow the instructions under
the botch paragraph in the spells description), then exhaust the character and
reset the spell botch at its initial value.
Note that, as your character progresses, you will roll multiple dies, so there can be
multiple results in a single roll; In that situation: Natural 10s rolled are cancelled
by natural botches, and vice versa. After that apply the effects of the remaining
dice.
Rulebook 11
Spell List
Below, you will find a list where you can choose the spells for your character. This
list is just the tip of the iceberg, as there are many other spells available to be
found in the depths of Komloburg.
Rulebook 13
Equipment
This is a list of the regular objects players can buy as their initial equipment.
•20 Mace
•10 Grimoire 1 +1
A book where Mages write their
spells. Shieldbreaker: Enemy is consi-
dered when attacked with this
•10 Sword weapon.
2
•+30 Silver Weapon
•10 Axe Pay extra 30 gold when purchasing a
1
weapon to get a silver version of it.
Shieldbreaker: Enemy is consi-
dered when attacked with this •5 Arrows
weapon. A carcaj containing 5 arrows.
•5 Thief tools
against trap checks
Single Use: Destroy this item after
use.
Rulebook 15
16 Pen und Paper Adventures
How to Play
So, by now, you should have a rooster of two characters ready to be thrown at the
dangers of the dungeon, and you are probably wondering, now what?
Easy! Grab a piece of paper (graph will help, but any paper will do), and start
PuPa companion app in your selected device.
Press and an entrance room will show up. Draw that room in
the middle bottom of your paper.
Now decide which way or door will your party choose and, on the app press
The app will show the room you’ve just entered and its
contents.
Draw the new room in your map, making any adjustments necessary so it fits in
your map. App´s arrow buttons will rotate the room to help you with the
drawing process if needed.
Below the room, you will find what is inside the room, there are the following
chances:
Event
This can be a background description,
or any other place of interest, read
the text and follow the instructions
provided by the app.
Rulebook 17
if the result is below the challenge
Empty value, you failed the challenge. just
follow the instructions on the red
It looks like there’s nothing of interest paragraph.
here. If the button
appears, you can try to investigate the Trap name Ambient text
room further...at your very own risk.
Treasure
Whether its gold, gems, a fancy
weapon or any other piece of gear,
This is what you came here for!! Grab
it if you want, and equip it, always
respecting equip limits. (See equip Trait & succeed text
limits).
You will also receive treasure when Value
defeating some monsters. challenge Failure text
Trap
You accidentally activated a trap! or
maybe your way is blocked by one.
in any case, PuPA app will propose
a challenge for one (or all) your
characters, a trait associated to it, and Monster
a value.
To face the challenge, the character (or You found a lurking monster!
characters) must roll one dice, and add start combat immediately.
the corresponding trait. (See Combat)
Party Phase
During party phase, a character can perform one of the following actions:
Attack
Roll as many dies as specified in Natural 10 values rolled are critical
your weapon description, + any other successes!. For each of those, roll
modifiers. (usually from the weapon, another die and modify it just as you
but they can come from spells, illness, do with any regular attack. These rolls
monster skills or other sources). can “explode” too, opening a chance
for huge amounts of damage.
Any modified result which matches or
is higher than the monster’s defense After attacking, exhaust your
becomes a wound. When a monster character: we recommend rotating
receives wounds equal to its health the character sheet 90°, but any
points, it’s defeated. other method is okay as long as you
remember that character is exhausted.
Any natural 1 rolled means you hit a
hard surface, Thus blunting your blade number of modifier Wear levels
or damaging it. mark one wear level dice
on your weapon. Once all wear levels
on your weapon are marked this way, 2 +1
your weapon is rendered useless.
Rulebook 19
Cast a Spell Use an object from inventory
Whether you want to consume a
potion, cast a spell from a scroll or
Lvl + + modifiers draw a sword because your old one
blunted, you have to exhaust your
A character can try to cast a spell. character.
For more detailed info on this action,
please refer to Spells & Magic (P. 10)
Just follow the instructions provided in the monster’s IA Dialog to proceed with
monsters activation. From top to bottom, until you find an action the monster
can perform.
Typically, the monster will attack one or several characters, to do this just roll as
many dies as the attack value on the monster card. Any values that match or are
higher than the character´s defense becomes a wound.
Once a character has received as many wounds as his or her health points, it is
dead.
After monster Phase, go back to party phase, and keep going until one of the band
defeats the other, or retreats.
Rulebook 21
Defeating a monster & Leveling up
killing some monsters will grant you experience points (xp) decide which
character on your party gets the XP, and proceed pressing in
the app. It will show the treasure you can loot from the monster.
A Character is considered to level up when his or her current XP are three times
their Level.
Once you level up, erase all XP, mark your new level in your character sheet, and
have a look at both your race and class. You will receive race skills on levels 2 and
4, and will have to choose class skills on levels 3 and 5.
When you have chosen your new skills and wrote them on your character sheet,
be sure to recalculate things like HP, attack, defense, and magic casting.
Leveling up chart:
·Level 2 (3 xp needed)
Race skill, add +1 to one of your traits
·Level 3 (6 xp needed)
Choose one class skill
·Level 4 (9 xp needed)
Race skill, add +1 to one of your traits
•Heal 4 .
•Choose one of your traits and restore all points lost
•Unmark all wear levels in one of your weapons.
•One of your spells’ botch is reset to its initial value.
Equip limits
A character can carry up to 7 objects in his or her inventory.
Any given object can be sold for its value in the shop at the beggining of a run,
or between games, but not while in the dungeon. Items that only provide like
jewels or purses do not ocupy a space in the inventory (you can just write down
how much you earned)
Rulebook 23
End of the Game
Eventually, you´ll find a situation where you will not be able to draw any new
rooms, due to no more doors nor corridors to explore, or because you have reached
the boundaries of the paper. You can consider that the whole dungeon has been
explored. Trace your steps back to the entrance room and go back to Komloburg.
Fully heal your characters, buy them new equipment and consider having a new
run...
Lvl + + modifiers
n School · Name
Effect: Description of the spell effect