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It’s a cold night in Komloburg, the rain soaks your trenchcoat and you

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.

The dungeon calls, and it’s your duty to answer.

Pen und Paper Adventures Materials


Pen und paper adventures (PuPA) To play PuPA, you will need:
is a solo dungeon crawler inspired
by classics like D&d, and Four ·a copy of the character sheets.
against Darkness (which we highly ·a piece of paper, we recommend using
recommend) focused on randomized ·an A4 graph, but any paper will do
dungeon generation, exploration and ·eraser and pencil
character development. By the end ·some D10 dice
of each game session, you will have ·any Android, Windows or Linux
drawn a daunting set of labyrinthic device where you can install PuPa
connected rooms filled with events, Companion App. There´s also a web
traps and monsters that you can even browser in case you dont wish any
use as a game master for your very installs.
own games.

To avoid flicking through a rulebook


searching amid dozens of tables, we
have created a companion app that
automates all that randomization
process in an easy visual way, so you
can just focus on the good stuff!

2 Pen und Paper Adventures


Game goal Add a name to your character, and buy
some equipment with your initial gold.
Characters start with 30g each.
The ultimate goal of the game is to
[see equipment]
survive the dungeon, and looting as
much treasure as possible during a run.
Finally calculate health and defense,
as this will come handy when battle
You will do this by creating a party of
arises, so you can just worry about
two characters, entering a dungeon
slaying monsters. Don’t forget to add
and raiding it while fighting monsters
any race, or equipment modifiers!
and trying to avoid traps. By the way,
your party will engage in quests that,
little by little, will reveal the secrets of
the dungeon beneath Komloburg.

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]

Then you have to select a class for


your character. Classes often define the
role your character will portray in the
game, and how will she evolve when
leveling up.

All characters begin in level one, so


you have to write the first Class skill
on your character sheet. Also follow
the specific rules given in your class (if
any) for creating first level characters
like choosing spells or modifying
traits.[see classes].

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 2: Children of the forest


When casting a Nature spell, substract
one from both Rank and botch levels,
to a minimum of 1.

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.

4 Pen und Paper Adventures


Dwarves

+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.

A dwarf ’s hair is always a good


measure of individual status, either
in female hairstyles or males beards.
With enough familiarity, you can
know if a dwarf belongs to a given
house or clan, based on the braid
patterns and ornaments they portray
in those haircuts.

Lvl 2: Resilience
Dwarves add twice their Constitution
when calculating health points.

Lvl 4: Sympathy for the Steel


A weapon equipped by a dwarf never
wears off. This is neither applied to
magical nor cursed weapons, which
wear as usual.

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.

Often addressed as childlings by both


dwarves and elves alike, humans are
Lvl 4: Natural trader
Humans receive a discount of 5 x lvl
the most recent race in the world.
gold in all purchases
As they became aware of the fragility
given with their short lifespan,
humans started to take advantage of
their environment, instead of living
in symbiosis with it, resulting in a
revolution that conquered the whole
world in a couple thousand years,
and forcing other races to either live
within their new rules, or remain apart
from the evergoing society.

Greedy when it comes to both power


and knowledge, the newborn started
soon to experiment with dangerous
magic, and some of these experiments
went horribly wrong.

It is said that most dangerous things


in this world are the outcome of
human flaws, but it is also true that,
when evil arises, humans are always
prone to stand a fight against it, for
they are the bravest of races.

6 Pen und Paper Adventures


Classes
Warrior Explorer
Warriors are often thought of as the A must-have in all dungeon-raiding
brute force that comes to mind when guilds, explorers know better than
one thinks about entering a dungeon anyone how to disarm traps, how to
and standing against its challenges, take advantage of monsters’ weak
and that is often true, but they are spots, and ultimately, how to survive
also extremely sturdy and that comes inside the dungeon.
in handy when it comes to protecting
others. Lvl 1: Careful steps
Explorers add ½ their level (round
Lvl 1: Stalwart down, to a minimum of +1) to any
Warriors start with 4 extra health rolls involving traps.
points.
Lvl 3: Ranger
Lvl 3: Provoke When combat begins, if the party is
Before a monster attack is resolved, a not surprised, Explorers can perform
warrior can choose to be the target of a single attack as long as they wield a
this attack. range weapon, such as a bow. They do
not get exhausted by this action, but
still have to spend one ammo from
Lvl 3: Swordsman their carcaj
Warriors add their Dexterity trait to
dice rolls when attacking
Lvl 3: Thievery
Once per combat, an explorer can get
Lvl 5: The Tower
After a monster attack, a warrior exhausted to perform a Dexterity check
can subtract one constitution point against a monster’s Defense. on success,
to force the monster to reroll. New the explorer can roll on regular treasure
results must be kept. table.
On a critical success, the explorer can
Lvl 5: Ready for battle roll on the epic treasure table.
A warrior can perform an attack the
same turn she or he gets unexhausted.

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.

Mages are those scholars whose


Lvl 3: School
Choose a school of magic. Substract
studies have reached such an insight
that allows them to manipulate the one from both Rank and botch levels,
inner patterns within each and every to a minimum of 1.
concept in this world. Elves cannot choose nature as their
Just as anyone can swing a sword but school.
only warriors do it effectively, any
individual can attempt to cast a spell, Lvl 3: Memorizer
but only mages do it trustworthy, At the beginning of a run, a mage can
and more important, safely, as the pick extra spells equal to his, or her
consequences of failing a spell are Wisdom.
disastrous.
Memorizer casters no longer need to
Often enough, mages prefer the carry newly found spell scrolls outside
comfort of a study room than facing the dungeon before using them and
the dangers of a cold dungeon, can attempt to cast those right away,
but those who are greedy for more without wasting them.
magic insight often join dungeon
raids, because it is said that the most
powerful forgotten spells lie hidden
below the catacombs of Komloburg,
waiting for them to be discovered.

8 Pen und Paper Adventures


Lvl 5: Healer
Healing spells add ½ wisdom trait
(round down, to a minimum of +1) to
the amount of wounds healed.

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.

But even those evil uses pale in


mischief if compared with the side
effects caused by magic out of control.

Wizards call those failures “botches”,


and while the wiser ones try to avoid
them as much as possible, there are
mages who risk to botch for the
benefits of quick magic casting.

Any character can attempt to cast any


spell (regardless of rank) if they possess
the appropriate scroll. Once the spell
has been casted, the scroll containing
it disintegrates. Mages begin each
run with a grimoire containing their
chosen spells, so those are not lost
once casted.

A character can retrieve a magic scroll


containing a new spell found in a
dungeon by finishing a run without
using it. Doing this makes this new
spell available for mages during spell
selection in future runs.

10 Pen und Paper Adventures


Casting a Spell
As said beforehand, any character can try to cast a spell, to do so, choose the
intended spell, roll a number of dice equal to the character level, and modify the
result using his or her wisdom.

·(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.

Spell Rank n School · Name


value
Effect: Description of the spell effect
Spell Botch
value
n Description of the botch effect

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.

5 Nature · Fireball 6 Nature · Song of the forest


Effect: Target suffers equal to Effect: Heal wounds equal to your
your Lvl + , divided evenly among all
party members
2 Another member of the party
suffers equal to your
2 Summon an enemy treeling that
fights against you
Treeling Stats: 1 6 3
6 Nature · Animal Whisperer ·Attack a mage
Effect: Target beast becomes your ·Else, attack character with
ally for the next combat (write down higher
its stats and use it as a regular party
member, it fails all trait involving
checks and cannot use any special 4 Arcane · Magic Missile
skills) After the next combat is Effect: Target suffers 1
resolved, the animal leaves the party.

2 Summon an enemy wolf that 2 Caster suffers 1


fights against you.
Wolf Stats: 2 5 3
·Attack a mage
·Else, attack character with
higher
6 Arcane · Counterspell
Effect: Ignore target skills this combat

2 Target activates twice this round

12 Pen und Paper Adventures


6 Arcane · Spirit Blade 6 Necromancy · Healing light
Effect: Choose a weapon, it becomes Effect: A member of your party heals
enchanted, that weapon has a equal to your .
modifier equal to your for the
next combat.
2 Lower target equal to your
during the whole next combat
2 Target weapon loses 1

8 Necromancy · Raise dead


Effect: After a successful combat, you
can raise the dead monster to fight
by your side, use the monster stats.
it is considered an undead, and a
party member, along all other traits.
It fails all trait checks. It cannot use
any special abilities. it lasts until it is
killed again, you cannot revive it again
once killed.

2 Target monster revives and


fights you again.
Add your to its .

6 Necromancy · Expel the undead


Effect: Target undead flees away. you
gain the usual Xp for the fight, but no
treasure.

2 Add your to target attack.

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.

•20 Bastard Sword •10 Silver arrows


A carcaj containing 5 silver arrows.
3
Clumsy: •10 Round Shield

•10 Dagger
1 +1 •20 Tower Shield
•5 Club
1 •10 Leather chest
•10 Bow
2 •20 Plate armor
, ,
Ammo fueled: this weapon needs
ammo to be fired
•40 Dwarven armor
,

14 Pen und Paper Adventures


•5 Magic scroll
Contains a spell of your choice
Single Use: Destroy this item after
use.

•10 Small Health potion


Heals 3
Single Use: Destroy this item after
use.

•5 Thief tools
against trap checks
Single Use: Destroy this item after
use.

•10 Survival kit


Allows resting (see resting)
Single Use: Destroy this item after
use.

•20 Purple shard


Adds to a roll when casting an
arcane spell.
Single Use: Destroy this item after
use.

•20 White shard


Adds to a roll when casting a
Necromancy spell.
Single Use: Destroy this item after
use.

•20 Green shard


Adds to a roll when casting a
nature spell.
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.

This paper will be the map of your dungeon!

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)

If the result is equal or biggerthan


the challenge value, you succeeded!
Follow the instructions on the green
paragraph.

18 Pen und Paper Adventures


Combat
Unless all your characters are exhausted, surprised, or monster skill specifies
otherwise, your party always attacks first. Once in combat you must either defeat
the monster, or retreat to a previous room (see retreat), but you cannot explore any
other doors or corridors from this room until the monster has been defeated, or
otherwise got rid of.

Combat alternates Party and monster phases.

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)

Remember to destroy the scroll if your


character is casting from one. Retreat
Exhaust your character. Sometimes it’s wise to flee away from
battle when things are getting nasty,
and live to see another day.
Defend If you want to retreat, choose another
already-explored door or corridor you
You can choose not to act with a given can access from this room (typically
character, either to avoid exhausting the one you came from), and either
all your party, preventing some have each character in your party
damage to it, or any other strategies suffer one wound, or one of them can
you come up with. subtract 1 point from any of their
traits. This is not allowed if that trait is
A defending character does not zero or below. Then, simply mark your
Exhaust, and more important, ignores characters in the chosen room.
the first wound if he or she is attacked.
Monsters left behind remain in that
Natural 10 Rolled by a monster’s room, so take note of their stats and
attack always hit the character, even any useful information in case you
when they are defending come back later.

20 Pen und Paper Adventures


Monster Phase
After you have resolved your party´s action, any monster´s still alive, will activate
in the order decided by the player.

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.

Natural 10 rolled by a monster attack always hit the character, regardless of


whether they are defending or their defense value.

Once a character has received as many wounds as his or her health points, it is
dead.

Also remember to read monster skills and apply them.

At the end of this phase, unexhaust all characters.

After monster Phase, go back to party phase, and keep going until one of the band
defeats the other, or retreats.

Monster name Skill name


Attack Skill effect
Flavour text
Defense
IA Dialog health points
box

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.

Bosses grant 1 XP to each character

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

·Level 5 (12 xp needed)


Choose one class skill

22 Pen und Paper Adventures


Resting
If you are in an empty room, you can spend one survival kit to camp.
Your characters will eat, bandage wounds, sharpen their blunt weapons and giving
a quick study of their spells.
Resting comes with some benefits:

•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)

Equipped obejects (usually weapons and shields) cannot exceed 2 icons.

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...

24 Pen und Paper Adventures


Rulebook 25
Useful tables
Calculate Hp & Defense Casting a Spell

Lvl + + modifiers

n School · Name
Effect: Description of the spell effect

n Description of the botch effect

Attack Roll as many dice as your character


level and modify the results by adding
number of modifier Wear levels your (or substracting if its a
dice negative value).

2 +1 · If any result is equal or higher than


the n Value, apply the spell effect. Also,
Roll as many dice as your attack value, remember to add 1 to the n Value.
applying any modifiers involved,
and compare the results with the · If any result is equal or below the n
monster´s . Value, apply the botch effect. And reset
the n Value.
·Any Result equal or higher monster´s
, makes the monster lose one . · Natural 10 rolled apply the Spell
Effect, and substract 1 to the n Value.
·Any natural 10 rolled “explodes”,
allowing you to roll an extra die.
· If no result is equal or higher than
the n Value, the spell just does not
·Mark one wear level for each natural
1 you roll. Once all wear level are work. Add 1 to the n Value.
marked, the weapon is rendered
useless.

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