You are on page 1of 3

arper’s

uest
A pocket dungeon crawler

Name
AC
HP
Dex
Str
Int room 1 2 3 4 5 6 7 8 9 10 11 12
gold encounter
feature
Monster Item Qty. Item Qty.
heirlooms Potion of Healing
AC Gold Key Silver Key
Bread
Spell Book Potion of Strength
HP +500 gold next
generation
+2 to dex next
generation
AC + 3 dmg + 3
Fire Bomb
Ale
Red Potion Blue Potion Torch Ice Bomb
AC +1d6 hp next +2 ac next Poison Bomb
generation generation Grappling hook
HP Ice spell
Ladder

Fire spell
© 2021, JOYPEDDLER GAMES • ARTWORK Used with Permission from HODAG RPG and Billiam Babble
Booklet folding instructions found at: https://pocketmod.com/howto
arper’s uest A pocket dungeon crawler Name

HP Gold room 1 2 3 4 5 6 7 8 9 10 11 12
AC
encounter
feature
Dex
for each room encounters
Str Action level: Casual, roll 1d10; Intense roll 2d6
1 Underling
AC
10
HP
4
Dmg
1
If 8 or higher, roll on 1d12 on 2 Warrior 11 8 1D3
Encounter
Encounter Table 3 Underling 10 5 2
Int Feature
If 7 or higher, roll 1d12 on Feature
Table
4
5
Warrior
2x Underling
12
10
10
4
1D6
1D3
Doors Door table
6 Underling 9 6 2
7 Warrior 11 6 1D6

encounter tracker item shop 8


9
Underling
Warrior
10
12
2
5
1D3
1D6
Item Qty. Cost Effect
10 Underling 10 3 1D3
Bread AC Healing Potion 100 1d10 healing 11 Underling 10 3 3
12 NPC Traveling Item Shop
Spell Book AC + 3 dmg + 3

Ale
HP Strength Potion 100
+1d6 dmg for
encounter doors Roll under ability score for checks
Fire Bomb 150 1d10 dmg
Torch 1 Open
Ice Bomb 150
1d10 dmg 2 Trapped Dex Fail; 1D3 dmg
Grappling hook One use, dex 3 Open
4 Open
Ice spell Grappling Hook 200
check, enemy ½
Fail; Str Check; +2 to
AC, 1d6 rounds, 5 Locked Dex
Enc Roll in next room
Fire spell fail; lose item
6 Open
Potion of Healing Ladder 300 Skip Room Fail; Str Check; Fail

Potion of Strength heirlooms 7 Locked Dex


Auto Enc.

Gold Key +500 gold next generation


treasure Roll after defeating an enemy 8
9
Trapped
Open
Dex Fail; 1D3 dmg
Fire Bomb
1 Looted 0 Fail; Str Check; Fail
Ice Bomb Red Potion +1d6 hp next generation 2 Pitiful 1D6 x10 10 Locked Dex +1 to Enc Roll in next
3 Normal 2D6 x10 room
Poison Bomb Silver Key +2 to dex next generation 4 Normal 2D6 x10 11 Open
5 Great 3D6 x10 Fail; Str Check; Fail
Ladder Blue Potion +2 ac next generation 12 Locked Dex +2 to Enc Roll in next
6 Vast 4D6 x10
room
© 2021, JOYPEDDLER GAMES • ARTWORK Used with Permission from HODAG RPG Booklet folding instructions found at: https://pocketmod.com/howto
Some more details Combat and Encounters
Harper’s Quest is designed to be extremely light on rules. So feel Combat is resolved by rolling a d20. If the roll is greater than
free to modify or add your own. This game should be relatively the monster’s AC, it is a hit. Roll your damage die and subtract
fast and fun so don’t get hung up if something doesn’t make that from the monster’s HP. Under easy and normal difficulty
sense, just decide and keep it going. you always attack first. On hard difficulty roll 1D6 for each side
for initiative with the higher number going first.
Encounter modifiers
Optional rule: Blade Locking
If you are unlucky enough to fail the dexterity check and strength
check on a door you might be subject to +1 or +2 on your next During combat, roll 1d20 for each combatant at the same time.
encounter roll. This effect only lasts one room. Attacks at or above AC hit but if rolls match or are within 1 (ex. 2 &
3) you’re “blade locked.” Roll 1d6 for each combatant, highest wins
the standoff, and rolls for damage; no dodging. Attacks occur at the
Item and spell Use same time. If you kill an opponent in a round, they can attack during
Spells and items are acquired in the dungeon. Using items or that round
spells during battle takes up one turn. Items can be used outside
battle at any time. Casting a spell requires a successful
Intelligence check, rolling higher than your intelligence means the
Optional rule: Equally Matched Encounters
spell failed and your turn ends. If both you and the opposing monster miss you attack 3 times,
you’re considered equally matched. At this point, roll against your
intelligence, if you roll lower than your intelligence, you’ve
Treasure outwitted your opponent and convinced them to take a bribe. Give
When you successfully find treasure, roll 1D6 to determine the size them one item or 50 gold and the battle is over.
then roll the associated number of D6 to determine the quantity.

© 2021, JOYPEDDLER GAMES • ARTWORK Used with Permission from HODAG RPG and Billiam Babble

You might also like