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That’s it. If you play 3 Dice Dungeon, please let me know in the comments!

Roll a die to �nd an artifact:


on a 6. Artifacts
The Undead Are Weak Against Magic: A SPIRIT attack against undead does not automatically fail
Hall, and only after you have collected one artifact on this level.
Crypts? A crypt acts just like a vault. Descending To The Next Level: You may only descend to the next level of the dungeon from a Great
None None Great Hall (1d3+1 exits) 6 room.
Spell scroll Lich Temple (1d3 exits) 5 When you do, roll for a roving monster. You may only teleport after defeating any monsters in the
Temple Teleportation: From a temple, you can teleport to any other temple already on the map.
Tome of Enlightenment Vampire Crypt (1d3 exits) 4
Magic sword Mummy Large room (1d3 exits) 3 you roll 3–6, there’s no monster.
encountering a low-level monster who’s sneaked into the room. Roll a die for a roving monster. If
Healing potion Zombies Small room (1d2 exits) 2
Returning to Danger: When you return to a room you’ve already visited, you run the risk of
Map fragment Skeletons Corridor (straight or curved) 1 Moving Around the Map
Treasure Monster Result Location
attributes to their maximum values.

DUNGEON
Finally, just for the fun of it, here’s an undead-themed level: Leveling Up: For every 50 XP you earn, increase the maximum of one attribute, and return all your
The Undead Level
MonogramsToolbox rolled for the location (room, monster, and treasure). Add this to your XP total.
Liberation Serif When you defeat a monster (or if there is no monster in the room), total the value of all three dice
Note that playing with multiple players is harder, because you’ll have to share the rewards.
Amaranthe XP
Fonts used: 10 XP).
Each player earns the XP total for each location (so, if a location provides 10 XP, each player gets •Spell Scroll — Use this scroll for a +3 on one SPIRIT roll. The scroll disappears once used.

3 DICE
•Tome of Enlightenment— +1 on all MIND rolls. This is also cumulative.
at https://www.2minutetabletop.com/ monster dice rolled for the monster’s hit points. Swords, you add +2 on all BODY rolls.
by Ross McConnell player. The highest monster die determines the type of the monsters in the room; sum all the •Magic Sword — +1 on all BODY rolls. This is cumulative,so if you have two Magic
To play with others, each player rolls their own stats. In each location, roll one monster die per their respective maximums.
Cover Art: Fire Temple •Healing Potion — Increase one attribute by 2 points, or two attributes by 1 point each, up to
RPG Solitaire
Multiple Players
powerful ancient artifact (see below).
at http://rpg.brentnewhall.com/2011/12/3-dice-dungeon-a-solitaire-dungeon-crawl-game/ •Map fragment — When you’re in a vault, you may use up a map fragment to unearth a
by Brent P. Newhall in December 29, 2011 Shielding Charm (ignore one hit against you) 6
3 Dice Dungeon: A Solitaire Dungeon Crawl Game next visited, it is awake again) Once a location’s monster is defeated, you get the location’s treasure.
Sleeping Salts (cause one monster to sleep; no XP for the monster, and when this room is 5 Treasure
3-dice/ once)
at https://web.archive.org/web/20111012030059/http://greywulf.net/2011/01/rpg-solitaire-challenge- Scroll of Teleportation (after clearing a room, teleport to any other explored room; use 4 necessary). In your second location, re-roll any 5’s for the monster.
by Robin V. Stacey (a.k.a. Greywulf) in January 2, 2011 Training Wheels: In your �rst location, if you roll 4 or 5 for the monster, re-roll (multiple times if
no penalty)
RPG Solitaire Challenge: 3 Dice Boots of Swiftness (run from one �ght per player level into a random adjacent room, with 3 Crits: When attacking, a 1 always hits and a 6 always misses.
Crystal Pendant (+3 on one MIND roll) 2
Jade Idol (+2 on an attack roll) 1 reduced to 0, you’re dead.
Bleeding Out: If an attribute is reduced to 0, you take -1 on all attack rolls. If all three attributes are
Credits:
Result Artifact
If the location contains monsters, select one of your attributes to roll against. If you roll LESS to a theme or plotline. You could also cross into other genres or draw from classical Mythology.
RPG Solitaire Challenge: 3 Dice THAN your attribute you have scored a hit. Turn the Monster die to show the next lower number. Here’s a handful of examples:
3 Dice Dungeon: A Solitaire Dungeon Crawl Game
by Robin V. Stacey (a.k.a. Greywulf) in January 2, 2011 When the die reaches zero, the monsters are dead and you can claim the Reward! If you rolled by Brent P. Newhall in December 29, 2011
at https://web.archive.org/web/20111012030059/http://greywulf.net/2011/01/rpg-solitaire-challenge-3-dice/ HIGHER OR EQUAL TO the attribute die they hit you – reduce the attribute you selected by one. Science Fiction at http://rpg.brentnewhall.com/2011/12/3-dice-dungeon-a-solitaire-dungeon-crawl-game/
A roll of 6 is always a failure. Locations = Planets, Gas Giants, Asteroid Belts etc.
Here is my entry for the RPG Solitaire Challenge. I chose the Build a Better Choose-Your- Monsters = Aliens, Smugglers, Borg… Nearly a year ago, Greywulf posted RPG Solitaire Challenge: 3 Dice, a simple solitaire game of
Adventure theme. Hope y’all like it! If one of your attributes reaches 0 you are at -1 to all attacks using the other two stats due to Rewards = Ship Upgrades: Shields, Beam Lasers, Hyperdrive… dungeon exploration. In his game, you roll 3 dice for your adventurer’s stats, then for each room in
injury/panic/loss of faith. If two reach 0 you’re at -2 with your one remaining attribute. When all the dungeon, roll 1 die to determine the room’s type, 1 die for a monster, and 1 die for a treasure.
Choose Your Own Adventure gamebooks are wonderful things. They contain little paragraphs three attributes reach 0, you’re dead. Sorry about that. Pirates
scattered across the pages in a seemingly chaotic order, each one ending with a set of choices and Locations = Island chains, whirlpools, swamps etc. I played the game a couple of times, and while I had fun, I found two major issues:
numbers which take you �icking through the book to the next paragraph in your personal journey All Rewards are cumulative. For example, if your hero already has a Magic Sword (granting +1 to Monsters = Pirates, Zombies, Kraken… 1. The game is very swingy. I played several games where I died within two encounters, and
through the book. BODY attacks) and �nds another, it is a better Magic Sword, granting +2 to BODY attacks. Rewards = New ship, provisions, better crew… others where I could’ve continued playing forever.
2. There’s nothing to do except trade blows with monsters.
Which got me thinking. What happens if you make those numbers actually mean something? What Your character can �ee any Encounter, but this reduces all three attributes by 1. Running away is for Zombie Horror
if they replaced the paragraphs themselves? And what if you made them random? What would a cowards, not heroes! Locations = Mall, Park, Houses, Warehouse etc. There’s a tantalizing possibility resting in the rooms, though. So, let’s add some design and map the
solitaire game like that be like? Monsters = Zombies, Big Zombies, Zombie Dogs, Zombie Mallrats… dungeon as you go!
If you won the Encounter (or the location was empty) total the 3 room dice. This is your Experience Rewards = Shotgun, Double-barrelled Shotgun, Tinned food…
This. Reward. Your hero moves deeper into the Dungeon. Roll 3 Dice for the next location, and move on. 3 Dice Dungeon
If you want to extend the in-game variety, use dice other than d6. A d12-based set of tables would
3 Dice When your Experience Reward reaches 50 you have reached the end of the adventure. Restore your keep you busy for hours! 3 Dice Dungeon is an expansion of the rules in RPG Solitaire Challenge: 3 Dice
attributes back to their starting values and gain +1 to one attribute of your choosing. <https://web.archive.org/web/20111012030059/http://greywulf.net/2011/01/rpg-solitaire-challenge-3-dice/ >.
A CYOA solitaire game using just 3 dice and no gamebook. Now’s it’s over to you. This is a �rst rough draft, nothing more. I welcome your thoughts, ideas,
You’re ready for your next Adventure. criticism, improvements and input! You create a character by rolling three six-sided dice (re-rolling if your total is 10 or lower). One die
Requirements roll represents your BODY, another your MIND, and a third your SPIRIT (or magic). These
3 six-sided dice (preferably of different colours) and an imagination. If you don’t have 3 six-sided Congratulations! represent both your current and maximum points in these attributes. You’re now ready to adventure!
dice roll one three times. If you don’t have an imagination borrow one from a passing imaginary
stranger. Example of Play Create each location by rolling 3 dice (one for each column) and consulting the table below.
Sir Borys is a Noble Knight with BODY 4, MIND 3, SPIRIT 3. He is strong in arm, sure of himself
Basic rules and in the Holy Relic he wears on a chain around his neck. He carefully walks down the Dungeon
Result Location Monster Treasure
Roll each dice in turn to generate your BODY, MIND and SPIRIT attributes. steps into…
1 Corridor (straight or curved) Goblins None
• BODY reflects your physical prowess and ranges from BODY 1 (a child or weakling) or 6 A Natural Cavern containing a small group of Orcs arguing over a Healing Potion (result: 4,3,2). Sir 2 Small room (1d2 exits) Orcs Healing potion
(Muscle-bound!). Borys charges in, his sword held high and rolls against his BODY, hitting with a 2! The Monster die
turns from a 3 to a 2 as one of them gurgles and falls to the �oor. On the next round he isn’t so 3 Large room (1d3 exits) Ogres Magic sword
• MIND is your intelligence and raw cunning. Ranges from MIND 1 (a fool) to MIND 6 (Genius or
particularly cunning Rogue). lucky, rolling a 5 and one of the Orcs lands a decent hit with his Club. Sir Borys is down to BODY 4 Vault (1d3 exits) Giants Tome of Enlightenment
• SPIRIT is your talent with magic. SPIRIT 1 shows little or no talent while SPIRIT 6 re�ects your 3. Switching tactics, Sir Borys spies a pit trap in the corner and lures one of the Orcs right into it
5 Temple (1d3 exits) Dragon Spell scroll
years of magical training and awesome natural awareness of the arcane world. (rolls against MIND 3 and gets a 1). That Orc is trapped and out of the game, leaving one remaining
Orc. Our hero swings his sword, and the Orc’s head bounces into the pit trap to join his friend 6 Great Hall (1d3+1 exits) None Map fragment
Create your �rst location by rolling the 3 dice (one for each column) and consulting the table below. (BODY 3, rolls a 2).
Mapping: Draw this location on a piece of paper. Each location takes up about the same space on
Sir Borys gladly swigs the Healing Potion (restoring his BODY back to 4), we jot down his the overall map, and can have exits to the north, east, south, and west. You must mark the exits
Result Location Monster Reward
Experience Reward (4+3+2 = 9) and he presses onward. logically (an exit cannot lead to a room with no entrance on that side), but otherwise exits can be
1 Long corridor None None wherever you want.
2 Small room Goblins Healing potion (+2 to one reduced attribute, or +1 to two) The rough passageway twists, leading him to a Small Room where a brace of Goblins are sleeping.
Hanging on the wall is a Magic Sword emitting a faint blue glow (result: 2,2,3). Sir Borys shouts How Many Exits Is That? The number of exits in each room includes the one that you entered from,
3 Large room Orcs Magic Sword (+1 to all BODY attacks) out “Praise the High Father!” and the glow brightens, instantly incinerating one of the Goblins so each room may be a dead end.
4 Natural cavern Ogres Tome of Enlightenment (+1 to all MIND attacks) before he can even awake (SPIRIT 3, rolls 2). The Goblins are down to 1 on their Monster die
already, and most likely not long for this world… Combat
5 Temple Giants Spell Scroll (+3 to one single SPIRIT attack)
Attacking: If the room contains a monster, you must attack it! Pick an attribute and roll a die. If you
6 Large Hall Dragon! Map Fragment (make two rolls and select one) Options and Variations
roll less than the attribute, you hit! Turn the monster’s die so that it shows one point lower. When
Creating new adventures is as simple as making a fresh table with new Locations, Monsters and
you hit a monster that’s at 1, it is defeated. If you roll equal to or greater than the attribute, the
Rewards. For this example I chose pretty generic D&D style monsters but you could easily tie them
monster hits you; decrease the attribute chosen for this attack by 1.

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