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Blood

Castle

SOLO Dungeon Exploration


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Contents

RULES......................................... 3 EXPERIENCE............................. 21
Your hero.................................................. 4 Levels.......................................................21
Checks....................................................... 6 Further adventures.............................22
Exploring the dungeon....................... 7
Exploration phase................................. 7 CHARACTER SHEET................. 23
Combat phase......................................10 QUICK REFERENCE.................. 24
Search phase........................................11
An example turn..................................12

ADVENTURE............................ 13
Background...........................................13
Blood Castle..........................................14
Exploration table.................................16
Monsters.................................................18
Treasure Table.......................................19
Special Treasure Table.......................19
The final encounter............................20
Ignominious defeat............................20

Blood Castle
© 2020 by Nathan Russell, all rights reserved.
Writing and design by Nathan Russell
Published by Peril Planet © 2020
Cover icon: Lorc from game icons
Interior art: Lorc
Fonts: Six-sided dice font by Vulpinoid Studios,
Bungee font by Google fonts.
Blood Castle, Dungeon Blitz, all original characters,
creatures and locations, the Dungeon Blitz logo and
the Peril Planet logo are © 2020 of Nathan Russell.
Permission is granted for the purchaser of this book
to print one copy for personal use.
This game is a work of fiction. All characters and
events portrayed in this work are fiction. Any
resemblance to real people or organisations is Peril Planet
purely coincidental. www.PerilPlanet.com

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RULES
DUNGEON BLITZ is a fast-playing solo adventure game. In each adventure you
create a character and undertake an exciting and dangerous dungeon crawl with
little more than your trusty weapon and wits. The dungeon is randomly generated
and you will map it as you play. As you discover new locations you might be
attacked by monsters, set off a trap or find wondrous treasure. Eventually, you
will find the terrible monster at the heart of the dungeon and either defeat it or
die trying!

What you need


All you need to play a DUNGEON BLITZ adventure is:
• This book
• 3 six-sided dice
• A pencil & eraser
• A character sheet
• A piece of paper or graph paper

DICE
D6: A single six-sided die.
2D6: Roll two six-sided dice and add the results together.
D66: Roll two D6, reading one as the “tens” and the other as the “units”. For
example a roll of 5 and 3 would be read as “53”.
D3: Roll a D6 and halve the result (rounding up). This gives a value between
one and three. 1 or 2 = 1 | 3 or 4 = 2 | 5 or 6 = 3.

3
YOUR HERO
In DUNGEON BLITZ you portray a bold hero, exploring dangerous dungeons to
earn a little gold or make the world a better place. Create your bold hero by
giving them a cool name and completing the following steps.

Stats
Your hero is defined by three stats, Strength, Wits and Attack. Divide 6 points
between these stats. Each must have a value between 1 and 5.
• Strength: used for lifting, carrying and breaking things.
• Wits: used for thinking, noticing and doing clever things.
• Attack: used for fighting enemies.

Talents
You begin with a single special ability, called a talent. Choose one from the
following options. The special rules may not mean much yet, but will soon.
• Archer: you make ranged attacks with advantage.
• Brave: you ignore the penalty for fighting monsters that cause Terror.
• Dodge: waiting enemy make their free attack at disadvantage.
• Lucky: your Luck value increases by +1.
• Muscles: your carrying capacity is permanently increased by +2.
• Parry: add +1 to your Defense value when using a sword.
• Haggle: each item of gear purchased costs -1 gold coin (to a minimum of 1).
• Thief: roll with advantage when picking a lock.
• Tough: your wounds value is permanently increased by +3.

Luck
Your character begins with a Luck value of 1. You will spend this during adventures.

Wounds
You have a number of wounds equal to 15 + your Strength and Wits stats. If either
of these stats ever changes, adjust your wound value accordingly.

Defense
Your Defense value is equal to 4 + your Wits stat, plus any bonus for armour you
are currently wearing.EXPERIENCED HEROES

If you have a hero that survived other DUNGEON BLITZ adventures you can
use them instead. Rules for experience and levelling up are on page 21.

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Gear
Your hero begins with D3 rations, D3 torches, a sword and D6+10 gold coins (gc).
You can purchase equipment from the lists below, before the adventure begins.
Your carrying capacity is equal to 5+ your Strength stat. This is the maximum
number of items you can lug around the dungeon. Rations, torches and gold do
not count towards this total. You can carry up to 5 torches and 5 rations at any
time, and any amount of gc.
Weapons Cost Notes
A hero can only use one weapon at a time.
Dagger 1 Discard to use for a ranged attack
Sword 3 +1 Damage
Axe 5 +1 Damage, +1 to bash locked doors
Mace 5 +1 Damage, +1 bonus damage vs skeletons
Two-handed weapon 10 +2 Damage, Cannot use shields in same combat
Bow 3 Ranged
Crossbow 5 +1 Damage, Ranged

Armour Cost Notes


A hero can only wear one item of armour at a time. Light armour can be worn
with other armour. Discard a piece of armour after a monster attacks to negate all
damage from that attack.
Shield 3 Light
Leather armour 6 +1 Defense
Chainmail 16 +2 Defense
Platemail 32 +3 Defense

Supplies Cost Notes


Torch 2 Use a torch to negate the effects of darkness
Lantern 6 Darkness has no effect while you have a lantern
Rations 1 Eat at any time to heal 3 lost wounds
Wine skin 2 Drink at the start of a combat phase to ignore the
effects of terror for the duration of the encounter
Healing potion 10 Use at any time to restore half of all lost wounds.
Holy water 5 Use as a non-combat action. A single undead
monster immediately suffers D3 damage

Remove items that are eaten, drunk, used or discarded from your inventory.

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CHECKS
When your hero does something risky or difficult you will be told to make a
check. To make a check, roll 2D6, add a stat and any other modifiers. If the total is
equal to or greater than the action’s Target Number (TN), the check succeeds. If
the total is less than the TN, the action fails.
Checks are noted with the stat being used and the Target Number required.
Example: “Make a TN7 Wits check” means you roll 2D6, add your Wits stat and
see if you can equal or beat a total of 7. Similarly, the note “Attack (TN9)” means
you roll 2D6, add your Attack stat and see if you can equal or beat the TN of 9.

Modifiers
Modifiers affect your chance of success by changing your die roll. They often
come from talents, equipment and tags. Bonuses, indicated with a “+”, are added
to a dice roll and make an action easier. Penalties, denoted with “-”, are subtracted
from a roll and will make an action harder.

Advantage & Disadvantage


Some rules or encounters indicate you have advantage or disadvantage. When
you have advantage, make a check with 3D6 and discard the lowest die. When
you have disadvantage on a check, roll 3D6 and discard the highest die.
Advantage and disadvantage cancel each other out - if both apply to a check
just roll 2D6 as normal. You can have advantage and disadvantage from several
different rules but can only ever roll a maximum of 3D6.
Example: If you have three rules that give advantage and one rule that gives you
disadvantage, the first advantage cancels the disadvantage. The remaining two
advantages simply mean you roll 3D6.

Luck
Spend 1 Luck point before making a check to roll with advantage.

Margin of success / Margin of failure


The difference between the TN and what you roll is called the margin. If the check
succeeded, this difference is the Margin of Success (MoS). If the check fails, then
the difference is the Margin of Failure (MoF).
Example: If you make a TN9 check and score 11, the MoS is 2.
Example: If you make a TN9 check but only score 3, the MoF is 6.
You can have a MoS of zero.

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EXPLORING THE DUNGEON
The exploration of a dungeon happens in three phases:
• Exploration phase: you discover a new location
• Combat phase: you fight any monsters at the new location
• Search phase: you rest or search for treasure
When the search phase is completed, begin a new exploration phase.

EXPLORATION PHASE
Choose an unexplored exit in your current location, roll D66 and consult this
adventure’s Exploration Table to determine what new location you find.

DUNGEON ENTRANCE
Each adventure describes a starting location - draw it on your map. This is
your first location and exploration will proceed from here.

Map the location


Draw the new location on your map. Locations can be any size, though places
described as small or large should be obviously smaller or larger than most of your
other locations. The Exploration Table will also tell you how many exits are in this
location. These might be corridors, doors, tunnels, paths, stairs or other ways to
continue your exploration. Draw exits as either a corridor or a small rectangle on
an edge of the location. Note, exits are in addition to the door or entry you used
to arrive at the location.
If you roll a location that has already been visited, treat the result as the next
highest. If the next highest result has also been encountered before, continue to
move up the results until you reach a new, unexplored location.
Example: If you roll 43 but have already visited this location, proceed to 44.
Example: You roll 14 but have already been to that location. You have also
already been to 15 and 16. The next un-discovered location is 21 so you read that
entry on the Exploration Table.

TRACKING ENCOUNTER LOCATIONS


Each encounter on the Exploration Table has a small box that you should
tick. This will help you track where you have been as you explore.

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Face the encounter
Each location has a brief description and tells you what you find. This is often a
monster, but could be a trap , character or other situation that must be dealt with.
Follow any special instructions and fight whatever monster(s) you encounter.
Once you have rolled for a location you must proceed with the encounter
described - you cannot choose another exit or perform any search phase action
until the encounter is resolved.

Keywords
Many locations use one or more of the following keywords.

Keyword
Entry to this location is locked. You must pick the lock or bash the
door before continuing with the encounter.
Pick the lock: pass a Wits check at the indicated TN to quietly unlock
locked the door. If the check fails, you must bash the door.
Bash the door: pass a Strength check at the indicated TN to beat
the door down. Every attempt (including the first) to bash a door
adds +1 to the awareness roll at this location.
You suffer -1 to Attack checks in this room, unless you use a torch or
dark
have a lantern. Monsters are not affected by darkness.
This location is too small for monsters to effectively gang-up.
small
Monsters do not gain +1 bonus for outnumbering the hero.
This location is big enough for you to get a free attack on ready
large
enemy, if you are armed with a ranged weapon.
Any monster(s) at this location will be indicated in the description.
monster
Monster stats and special rules are provided on the Monster Table.
name
You must fight all monsters at a location before continuing.
Words written in square brackets, like [Assassin] are tags that indicate
some special knowledge, ability or encounter. As you explore a
[Tags]
dungeon you might “collect” tags. Note them on your character
sheet as some encounters will change based on the tags you have.

ORDER OF ACTIONS
There is no hard and fast rule on the order in which you should draw you
map and complete actions, but the following is a clear process;
• Read the location entry & draw the new location (with exits) on your map
• Deal with any lock
• Apply any other special rules for the location
• If monsters are present, check their awareness and fight
• Tick the box to indicate you have completed the location

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Troubleshooting your map
Drawing your map is a lot of fun, but sometimes you might run into a few
problems. The most important thing to remember is you should do what feels
most fun. If that doesn’t solve the problem, the following might.
Location size: the size of encounter locations is purposely vague so you can
use blank paper or any size of graph paper. If using graph paper, however, a
grid about 20 squares by 30 squares looks quite pleasing. Make most rooms 4-5
squares in size, small rooms 2-3 squares and large rooms 6-8 squares.
Location doesn’t fit: if a new location doesn’t fit neatly next to an exit, try
adding a corridor or tunnel to give you the space needed. Also, locations don’t
have to be squares or rectangles and it is okay to have oddly shaped rooms.
No space for exits: Try to avoid drawing locations that are completely “boxed
in”. If you do find it impossible to draw an exit where one is needed increase the
size of the room until there is space for the exits. In the unlikely event that you
draw a room that cannot fit any exit, your hero has hit a dead-end and will need
to backtrack to a different location at the end of the search phase.
Out of space: if you completely run out of space on your page, turn an exit into
a stairwell that descends deeper into the dungeon. Start a new sheet of paper
and mark the location of the stairs. Alternatively, you can decide the adventure
is over; your hero has missed some vital clue or evidence and must return to the
local village or outpost without finishing the dungeon. They can return another
day, starting at the entrance and drawing a new map. If you do this, make sure
you keep note of all the previously discovered locations.
Tracking movement: if you have trouble remembering which location on the
map your hero is currently in, mark it with an asterix (*). Remember to erase it
and draw a new one each time you move. Alternatively, you might like to use a
miniature figure or cardboard standee to represent your hero.

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COMBAT PHASE
Combat happens when you enter a location with a monster. Combat proceeds in
a simple sequence as follows.

Awareness
When an encounter begins determine whether the monster has noticed you by
rolling a D6 and checking the following chart.

Roll Awareness
Unaware monsters have not noticed you (yet). You get a free attack
1-2
before combat begins. This may be made with a melee or ranged weapon.
Ready monsters have noticed you and are prepared to fight. If the
3-4 encounter happens in a large location you may take a free attack with a
ranged weapon before combat begins.
Waiting monsters are expecting you and attack without warning. The
5-6
monster gets a free attack before the combat begins.
Free attacks are made like any other, as described below.

Fight
After any free attack is made, the combat begins in earnest. Your hero and the
monster will take it in turns to strike at each other until one is reduced to zero
wounds and defeated.
After the free attack round, choose which weapon your hero will use and
prepare to fight. All combat is melee, unless noted in the encounter description.
Ranged weapons can only be used for free attacks, before the combat begins.
• The hero attacks: make an Attack check with a TN equal to the monster’s
Defense. The monster loses wounds equal to the MoS, plus any bonus for the
weapon used. If the monster survives, it will attack back.
• The monster attacks: make an Attack check for the monster, using its Attack
value as a modifier and your hero’s Defense as the TN. The hero will lose
wounds equal to the MoS. If the hero is still alive you get to attack again.
Example: you attack a skeleton (Defense 7), rolling 2d6 and scoring 6. You add
your Attack stat of 2 for a total of 8. This is a hit with a MoS of 1. You add your
sword’s damage bonus of +1 and inflict a total of 2 wounds on the monster.
The skeleton survived your attack so gets to strike back. You roll 2D6 add the
monster’s Attack value of +1 and get a total of 10! Your hero’s Defense is only 9 so
you lose one wound (the skeleton’s MoS was 1).
Repeat this process until either the hero or monster’s wound value has been
reduced to zero. If a monster loses all its wounds it has been defeated. If the hero’s
wound value drops to zero they have been killed and their adventure is over.

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Non-combat actions
Your hero can give up their attack action in order to do something else, such as
one of the following:
• Eat a ration or drink a healing potion
• Use another item
• Change the weapon they are using
When you have completed the non-combat action the monster you are fighting
gets to make its attack as normal.

Ganging up
If there are multiple monsters in a location, fight them one at a time. When one is
defeated, another steps up to take its place. On the monster’s turn, only make one
Attack check, but add +1 bonus for each additional monster in the room.
Example: You are fighting 3 zombies. When they attack only make one Attack
check, but add +2 to the roll for the other zombies in the room.
If there are different types of monsters in a location fight them in the order they
are listed (unless the instructions say otherwise).

SEARCH PHASE
When you have dealt with the encounter, move on to the search phase. During
this phase you have three options - flee, rest or search for treasure.
• Flee: You leave the dungeon as quickly as you can. Your adventure is over but
your hero lives to fight another day. If you return to this dungeon begin in any
room with an unexplored exit. Do not clear previously encountered locations.
• Rest: You spend some time recovering from your wounds. Heal half of any lost
wounds (rounding down).
Example: you have suffered 8 wounds during your adventure so far. You use the
search phase to rest and restore 4 of those wounds.
• Search for treasure: You look about the room for valuables. Roll 2D6 and
consult the adventure’s Treasure Table to see what you find.
After you rest or search for treasure you can stay in the current room or move
back to any previously explored location that has at least one unexplored exit.
Return to the start of the exploration phase.

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AN EXAMPLE TURN
Your bold hero has already explored several rooms in the dungeon. A new
exploration phase is about to begin...

Example Exploration phase


Looking at your map you see the current room has two unexplored exits. You pick
the one on the left and roll D66, scoring 54. Looking up the Exploration Table
you find the following description:

5$ & A finely furnished room hung with tapestries. There is 1 exit


and a single skeleton in this room.
You draw a room on your map with one exit. There are no special instructions but
there is a skeleton that you must fight.

Example combat phase


You start by checking the skeleton stat line.

Monster Attack Defense Wounds Special rules


Skeleton +1 7 6 Undead (-1 to awareness rolls)
The combat phase begins by rolling for awareness. Your result is 3, but undead
suffer a -1 penalty, so the result is actually 2 - the skeleton is unaware of your
presence. That means you get a free attack! You make an Attack check, but miss.
With your free attack over, combat begins properly. You always get the first attack,
so make another Attack check. You score 10, which is a hit with a MoS of 3. The
skeleton suffers three wounds, but is not defeated.
It is now the skeleton’s turn to attack, so you roll an Attack check, adding the
monster’s Attack stat of +1. The result is high enough to hit with a MoS of 1, so
your hero suffers one wound. It is now back to your turn and you make another
attack roll. This time you get a total of 11, which is more than enough to defeat
the skeleton. The bones clatter to the floor and the combat phase is over.

Example Search phase


You’re not very hurt, so decide to search for treasure. You roll 2D6, scoring 8, and
consult the Treasure Table. Entry 8 indicates you have found D3 gold coins. You
roll the die again, getting a 4, meaning you have found 2gc.

The adventure continues


With the search phase over you can go back to the exploration phase. Since
there is only one exit from this room, you choose it and make another roll on the
Exploration Table...

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ADVENTURE
BACKGROUND
Few people travel this far up the Vova River, but those that do find a once
prosperous land now fallen on hard times. The farms and hamlets are quiet, the
people hollow cheeked and hungry. The village of Greyhollow has suffered more
than most, its fields barren and livestock starving. Leering over the village like a
hungry vulture is the reason you have journeyed here - the ancient Vardak Castle.
Once a fine palace, it fell into ruin more than a century ago after its last lord, a
brave knight named Casimir Vardak, returned from crusades into the Rottlands.
Legend holds that he brought back an ancient book he had torn from the
clutches of a vile necromancer. That might have been the end of the tale, except
Casimir’s young wife fell deathly ill. Desperate to save the love of his life, he read
the necromancer’s book and brought something truly evil into the world.
Villagers still speak of that terrible night, where the moon turned red and cries
of terror and pain filled the darkness, echoing down the mountain from the castle.
When the sun rose a brave few ventured to the castle and saw that blood ran
from the windows and entry portals, pooling in grim puddles in the courtyard.
No sign of Casimir or his bride have been seen since that night and the castle has
lain abandoned.
Since that time a grim shadow has fallen across the valley. Crops wont grow
and livestock are mysteriously slaughtered in the night. When the moon is at its
fullest, cries of rage can be heard from the castle and the howl of wolves fill the
forest. On these nights the villagers of Greyhollow lock their doors, shutter their
windows and huddle by the fire until morning.

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BLOOD CASTLE
Recently, the cries of pain and rage from the castle have renewed in intensity. As
the full moon approaches the villagers have become increasingly distressed so
sent messages down river. Though they have little to offer in way of reward, they
hope some bold adventurer might enter the castle and put an end to whatever
evil lies within.
You have heard stories of this so-called blood castle from travellers and other
adventurers. Some stories claim that a demon resides in the castle, or that Casimir
became a dark-hearted necromancer. You suspect the once noble knight has
become a vampire, and armed with that knowledge have journeyed up river to
the village of Greyhollow.

Greyhollow
The little village leans on a river bend, a grey and sullen place that is weighed
down by the presence of the tall black castle on a mountain high above. There is
a small boat dock, a tavern and a few houses, but not much else. The people greet
you cautiously and you get the feeling that they don’t want to get their hopes
up. It is mid-morning and you could set out for the castle immediately (read A
below), or spend a few hours talking to the villagers first (read B).

The path to Castle Vardak


You set out immediately for the castle, shouldering your pack and
waving the villagers farewell. The climb up the ruined road is steeper
than expected, though, and further hindered by the thick bushes that
A have grown over the path in many places. Make a TN8 Strength check. If
you fail, you grow tired and decide to make a brief stop to eat and regain
your strength - use one ration. Eventually, you follow the road out of the
forest and to the gates of the castle.
You spend a few hours in the village, hearing stories of a more prosperous
time and heeding the warnings of the elders. They tell you of a well-used
shepherds trail that will get you to the castle much quicker than taking
the old road and even give you a wine skin for your journey. Thanking the
villagers for their hospitality you set out on the trail. A short while into
B
your journey, however, you realise a wolf is stalking you. You can discard
1 ration or 1 wineskin to distract the creature and hide your trail, or you
can stop and fight. If you fight, do not roll for awareness, the wolf is ready.
If you defeat the wolf (or distract it), you continue along the shepherd’s
trail and make the easy walk to the castle gates.

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The entrance
As you approach the castle you see its walls are black from dried blood and many
of its once tall towers are broken and collapsing. The gate is rusted and falling off
its hinges and you easily pass through them into the wide cobblestone courtyard
that lies in the shadow of the castle itself.
You creep across the courtyard, noting many dark stains and a few scattered
bones. Stairs lead to a once grand entrance way, a wide stone arch carved with
roses and hawks. The large oak doors to the keep lie on the ground, broken into
many pieces as if something with immense strength smashed them down from
within. You stand at the entrance to blood keep...

& A once fine entry foyer with now rotting wooden furniture.
Entrance There are two exits from this room, one directly ahead and one
to your left.
Draw the entrance room on your map. Below is an example of what it might
look like.

Now, roll D66 and turn the page to find what new location you discover within
Blood Castle...

15
EXPLORATION TABLE
Roll Encounter
1! & A small room with 2 exits, illuminated by black candles. A spell book
sits on a stone alter. If you choose to read the book make a TN9 Wits
check. If successful, heal all lost wounds and note [Aura]. If the check
fails, lose wounds equal to the MoF.
1@ & A cold and dusty room with 2 exits and D3 zombies.
1# & As you enter this small chamber with 2 exits the floor gives way. Make
a TN9 Strength check or suffer wounds equal to the MoF. You cannot
search for treasure or rest in this room.
1$ & A large, well-lit chamber furnished with rugs, cushions and candelabras.
There are 3 exits. A wolf lies in this room, gnawing on a bone.
1% & A small room with shelves filled with small boxes, strange vials and
dusty pouches. There is 1 exit and 3 zombies. If you search this room you
may roll twice on the treasure table.
1^ & A finely furnished room hung with tapestries. There is a 1 exit. There
are 2 giant rats in this room.
2! & A dark, damp room with 1 exit. The smell of rotting flesh is strong here
as D3 zombies feast on something horrid.
2@ & A cold but well-appointed bed chamber. A corpse in a white gown
lays upon the ornate four-post bed. There are 2 exits. When you enter,
the ghost bride begins to stir. If you have the tag [Blessed], ignore this
monster’s terror special rule. If you search this room, add +2 to the roll.
2# & A small storage room. There are 2 exits and 2 skeletons here.
2$ & A dark room with a fireplace. The ashes are cold. There are 2 exits. There
are D3 zombies hiding in the shadows.
2% & The door to this room is locked (TN10). The chamber is well furnished
and hung with fine tapestries. There are 2 exits. 4 skeletons sit around a
wooden table. They stir when you enter.
2^ & A large, dark chamber with 3 exits. There are 2 skeletons in this room.
3! & Sheets cover the furniture in this room. There are 2 exits and 2 zombies.
3@ & A dark room with ruined furniture and piles of old bones. There is 1 exit.
In the far corner are 2 wolves, chewing on bones.
3# & This large room has many chairs and a roaring fire. There are 2 exits.
A large hairy man is asleep in a chair by the fire. You can kill him easily
(note the tag [Assassin] ) OR you can leave him be. If you leave him
alone, move immediately to the next exploration phase - do not search.
3$ & The door to this curing chamber is locked (TN9). There are 2 exits. A
with cleavers instead of hands has been locked in here. After
zombie troll
the combat you find 1 ration worth of supplies.

16
3% & A stone chamber with rusting shackles hanging from the wall. There
are 2 exits. A large and hungry zombie troll squats here.
3^ & A large wood-panelled room with 2 exits and D3 giant rats.
4! & Every wall in this room is lined with bones. There are 2 exits. When you
enter a bone giant begins to stir.
4@ & A servant’s chamber with 2 exits. A single zombie is here.
4# & A dark and cold office with 2 exits. A single skeleton begins to stir.
4$ & This round room at the top of a tower has an air of tranquility about
it. There is 1 exit and a small window that looks out into the peaceful
evening. There are 2 giant rats here. If you choose to rest in this secluded
tower, heal an additional 2 wounds.
4% & You stumble into an ancient cistern and almost fall in. Make a TN10
Strength check. If you fail, discard 1 item of equipment (not a ration or
torch). There is 1 exit. You cannot search for treasure or rest in this room.
4^ & A small room with a creaking wooden floor and scratches on the wall.
There are 2 exits. 2 skeletons in decaying armour are in this room.
5! & A warm and comfortably furnished parlour with 2 exits. There are 3
zombies reclining on a lounges here.
5@ & A large unfurnished room with 2 exits. There are 2 wolves in this room.
5# & A musty bedroom with 2 exits. 3 giant rats are in the ruins of the bed.
5$ & The door to this small, dark room is locked (TN11). There is 1 exit. When
you enter you hear the sounds of D3 zombies shuffle in the darkness.
5% & A large kitchen with an open fire hung with pots. There is a long table
in the centre of the room and 2 exits. A werewolf is here, devouring a
large piece of meat. If you have the tag [Assassin] the werewolf howls at
you “You killed my husband. I can smell his blood on you!” and will make
all attacks with advantage.
5^ & A room of broken mirrors with 2 exits. A vampire thrall is here. If you
search this room add +2 to the treasure roll.
6! & A small dark room with 1 exit and 1 skeleton.
6@ & This chamber is filled with hundreds of candles that gutter in an
unseen breeze. There are 2 exits. The room is otherwise empty.
6# & This dark stone chamber is locked (TN9). There is 1 exit. D3 zombie trolls
are imprisoned here.
6$ & A fire appears to have destroyed much of this room. There is 1 exit.
6% & This dark room is hung with rotting tapestries and has a large gilt
mirror. There are 2 exits. D3 zombies began to amble towards you.
6^ & You have found Count Vardak’s chamber! Read The Final Encounter on
page 20 and follow the instructions there.

17
MONSTERS
Monster Attack Defense Wounds Special rules
Bone giant +2 8 12 Undead, Strong
Giant rat +0 6 4
Ghost bride +1 8 4 Ethereal, Terror
Skeleton +1 7 6 Undead
Werewolf +2 9 10
Wolf +1 7 6 Vicious
Zombie +0 8 2 Undead, Horde
Zombie troll +2 8 6 Undead
Vampire thrall +2 9 10 Vampire

Alert: this monster is very aware of its surroundings. Add +1 to awareness rolls.
Ethereal: this monster has a ghostly body that is difficult to harm. They can never
suffer more than 1 wound from a successful attack.
Horde: this monster can gain the bonus for outnumbering in small rooms.
Strong: this monster always inflicts at least 1 wound on a successful attack, even
if the MoS is zero or the hero discards a piece of armour.
Terror: this monster is so horrifying to behold that you suffer -1 to attack checks
when fighting it.
Undead: monsters with the Undead special rule are slow to react. Apply -1 to
awareness rolls when first encountering these monsters.
Vampire: this monster counts as Undead but does not suffer the -1 penalty to
awareness rolls.
Vicious: this monster inflicts +1 damage on a successful attack.

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TREASURE TABLE
Roll Treasure
Something dangerous: Roll a D6 to determine what you encounter.
An angry poltergeist appears and begins to throw furniture and
1-2
other objects! Immediately suffer 1 wound.
You knock over a pile of objects, making a terrible noise. The next
2 3-4 monster you encounter is automatically waiting - do not roll for
awareness.
A vampire bat swoops from the rafters. Make a TN9 Strength check
5-6 to swat it away. Failure inflicts wounds equal to the MoF as it feasts
on your blood.
3 A silver dagger. +2 Damage vs werewolves.
4 A vial of holy water
5 1 gold coin and a torch
6 1 gold coin and a ration
7 D3 gold coins
8 2 gold coins and a wineskin
9 A healing potion
10 A skeleton key. Discard this item to automatically open one locked door.
11 A precious gem worth D6+1 gold coins.
12 Special treasure: roll once on the below Special Treasure Table.

SPECIAL TREASURE TABLE


Roll a D6 to determine what you find. Cross the item off when found. If you later
roll a magic item that has already been found, roll again. If all items have been
marked off you instead find 2D6 gold coins.
Roll Special treasure
1-2 & Amber amulet. This is a holy symbol of the god of protection. Discard
this amulet to negate all damage from a single attack. Note [Amber]
while you still possess this amulet.
3-4 & Haunted hand mirror. Make a TN9 Wits check as the mirror tries to
devour your soul. Failure causes wounds equal to the MoF. If you survive,
the mirror is worth D6+6 gold coins.
5-6 & Vardak’s Ancestral Sword: +1 Damage. When using this sword, attacks
against vampires have advantage.

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THE FINAL ENCOUNTER
You have discovered Casimir Vardak! He is in a once finely appointed apartment, now
dilapidated, its furnishings rotting. A large window looks out over the courtyard
and to the valley beyond, where you can see the faint lights of Greyhollow in the
distance.
Casimir is tall and deathly thin with matted dark hair and sunken cheeks. He
looks like a living corpse, except for his bright eyes that have a terrifying animal
savagery about them.
• If you have the tag [Aura], Casimir is waiting for you - do not roll for awareness.
• If you do not have the tag [Assassin], the vampire is also accompanied by a
werewolf. Fight the werewolf before you fight Casimir. Remember to add +1 to
the werewolf’s attacks for having the support of the vampire.

Monster Attack Defense Wounds Special rules


Casimir Vardak +3 9 15 Vampire, Terror

If you defeat the vampire, read the following.

Defeating Casimir Vardak


The vampire lets out an unearthly howl quickly decays before your very eyes. The
cursed magic has left his body, and indeed the entire castle.
• Roll once on the Special Treasure Table.
You make you way back to Greyhollow, the morning sun bringing a fresh breeze
and the promise of better times for the poor villagers. Your adventure is over.

IGNOMINIOUS DEFEAT
Your adventure might also end with flight or death.

Fleeing Dying
If you flee a dungeon you do not get If your wound value is reduced to zero,
to level up (see the next page). You you have been killed. Your adventure
can return to the dungeon at a later is over. You can create a new hero and
time and attempt to complete your make a new attempt at overcoming
quest. All the rooms you previously the dangers of Blood Castle.
explored should remain marked on
the Location Table. Choose a location
with an unexplored exit and begin an
exploration phase.

20
EXPERIENCE
If your bold hero survives the perils of the dungeon they will improve in skill,
becoming a more capable and proficient adventurer.

LEVELS
A new hero begins at Level 1, a capable but inexperienced adventurer. When you
successfully complete an adventure, increase your level by 1. Each level provides
some benefit, such as an increase to a stat or learning a new talent.

Level Benefit Level Benefit


1 Starting level 6 New talent
2 Stat increase 7 +1 Luck
3 New talent 8 Stat increase
4 +1 Luck 9 New talent
5 Stat increase 10 Choose

• Stat increase: improve your hero’s Strength, Wits or Attack stat by one point.
No stat can have a value greater than 5. Remember to adjust defense, wounds
and / or carrying capacity when you improve a stat.
• New talent: choose a new talent from the list on page 4. Your hero now has
this ability.
• +1 Luck: increase your maximum Luck value by one.
• Choose: you may increase a stat by +1, select a new talent or increase your
Luck value by 1 point.

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FURTHER ADVENTURES
When your hero has “levelled up” they can explore other dungeons in the
DUNGEON BLITZ range of games. Play those books just as you have this one.

On the road
Before you can embark on your next adventure, your hero must make a dangerous
journey through the wilderness to the location of the next dungeon. Roll a 2D6
and consult the On The Road Table.

Roll On the road


2 You are waylaid by river pirates as you travel the Vova. Make a TN10
Attack check. If you fail, lose a number of gold coins equal to the MoF.
3-4 You mistakenly camp on a ghost cairn and must spend the night fending
off spirits with fire. Discard D3 torches.
5-6 You become terribly lost in the forests outside Greyhollow and it takes
several extra days of travel. You use D3 rations before arriving at your
destination.
7-9 Your journey is uneventful and you make it to your destination in good
time.
10-11 You help a shepherd retrieve his flock after they are caught on the wrong
side of the river. He gives 1 ration to help with your journey.
12 You aid an old druid being accosted by a pair of thugs. After the would-
be thieves are driven off the druid gives you a reward. Roll a D6;
1-2: A wineskin
3-5: A vial of holy water
6: A healing potion

The next Dungeon


When you reach your destination you can prepare for the coming adventure.
Choose a new DUNGEON BLITZ book to attempt and do the following:
• Heal all lost wounds
• Restore your Luck to its maximum value
• Buy more gear (if you wish). Use the new adventure’s gear list.
• Do not erase the tags you have collected - some of them may be relevant in
future dungeon crawls
With your hero levelled up, health restored and backpack full of gear you can
embark on your next exciting quest. Good luck!

22
Name:_________________________________________ Level:________

Strength Gear
Luck &&&&&
rr y
Rations &&&&& Ca
Torches &&&&&
Defense

Wits 1.
4 + Wits + Armour
2.
3.
Wounds 4.
Attack 5.
6.
15 + Strength + Wits
7.
8.
Talents
9.
10.
11.
12.

Gold:
Notes & Tags

23
Vardak Castle leers over the village of Greyhollow like a hungry
vulture. For decades the villagers have shuttered their windows
after dark and lived in fear of the evil that watches over them.
You have journeyed up the Vova River to the haunted village,
prepared to put a stop to whatever unnatural creature stirs in
the cursed halls of the BLOOD CASTLE!
DUNGEON BLITZ is a series of fast-playing solo adventure games. In each
adventure you create a character and undertake an exciting and dangerous
dungeon crawl with little more than your trusty weapon and wits. All
you need is some paper, a pencil and a few six-sided dice. The dungeon is
randomly generated and you will map it as you play. As you discover new
locations you might be attacked by monsters, set off a trap or find wondrous
treasure. Eventually, you will find the terrible monster at the heart of the
dungeon and either defeat it or die trying!

DUNGEON BLITZ QUICK REFERENCE


Exploring the dungeon
Exploration phase: choose an exit and roll on the Exploration table
Combat phase: fight any monsters at the new location
Search phase: rest or search for treasure
Checks
2D6 + Stat +/- Modifiers VS Target Number (TN)
Keywords
You must pick the lock (Wits check) or bash the door (Strength
locked
check) before continuing with the encounter.
dark -1 to Attack checks unless you use a torch or have a lantern.
small Monsters do not gain bonus for outnumbering the hero.
large Get a free attack on ready enemy, if armed with a ranged weapon.
monster You must fight all monsters at a location before continuing.
[Tags] Note them on your character sheet.

Awareness roll
1-2 Unaware monsters. You get a free attack before combat begins.
Ready monsters have noticed you. If the encounter happens in a large
3-4
location you get a free attack with a ranged weapon.
Waiting monsters are expecting you and attack without warning. The
5-6
monster gets a free attack before the combat begins.

24

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