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I: What You Need by rolling your classes Dice

One Page Code for each one. Reroll


rolls of 6 on D6 codes.
Whichever number you roll
Dungeon for each is your Stat in that
score. The Stats are:
2nd Edition ● M-ATK​: Melee Attack
● R-ATK​: Range Attack
Designed By DICE: ​You’ll need FIVE ● DEF​: Defense Value
Noah Patterson Six-Sided Dice. 4 should be ● MGK​: Magical Power
in one uniform color and THREE: ​Roll 2 Six-Sided
Back to Basics! the last one a different Dice and add your Magic
You are an adventurer! You color (The Magic Die). score. The result is how
seek riches, gold, and glory! PENCIL:​ A good pencil with much gold you have. You
One Page Dungeon​ 2nd a usable eraser. may now spend gold on
GAME SHEET: ​A copy of weapons and armor from
Edition is a back to basics the game sheet from these the weapons and armor
RPG/Roll+Write mash up rules. tables.
game that focuses on IMAGINATION: ​Your own FOUR: ​Name your character
simplicity and quick play. imagination to help tell and add a picture. You can
your character’s story! draw one OR cut and glue
one of the provided
Lair of the Skull character portraits included
II: Character in these rules.
Creation
III: Classes

King Briarbun has long been


dead. Known as a tyrant
and a bigot, the peasants
were happy to see him go to
his grave. However, it seems ONE: ​Start by Choosing a
he didn’t stay dead. A Class from the table below. ELF
bizarre and out of season Each class assigns a dice
lightning storm lit up the long code to each of the 4 Main M-AK R-AK DEF MGK
abandoned castle. Locals Stats. Dice codes include:
reported seeing lightning ● D2:​ Six-Sided Die. D2 D6 D3 D3
strike the building’s highest Odds =1 Evens = 2
tower. The next morning,the ● D3:​ Six-Sided Die DWARF
castle seemed alive with Divided by 2
commotion. The skeletons of Rounded up. M-AK R-AK DEF MGK
the King’s Court are BACK ● D6:​ Six-Sided Die.
and looking to rule again! TWO: ​Determine your Stats D6 D2 D3 D3
GNOME IV: Weapons RANGED WEAPONS
M-AK R-AK DEF MGK WEAPON CR G
D2 D3 D6 D3 Dart Gun 1 2
MAGICIAN Rock Sling 1 2
M-AK R-AK DEF MGK Throwing Star 2 3
All weapons have a cost (in
D2 D3 D3 D3 gold) and a Combat Rating. Iron Ball Sling 2 3
Write any weapons
purchased in their Shortbow 3 4
WIZARD respective slots on the game
M-AK R-AK DEF MGK sheet. (​In the box next to the Hand Cannon 3 4
symbol of the bow for ranged Longbow 4 5
D2 D3 D2 D6 weapons and the symbol of
crossed swords for melee Crossbow 4 5
ROGUE weapons​). Additionally, each
M-AK R-AK DEF MGK weapon box has a series of Hvy. Crossbow 5 6
small dots. Lightly mark or
D2 D6 D6 D2 fill in dots next to the Musket 6 7
weapon according to the
weapon’s Combat Rating (or
RANGER CR​ for short).
M-AK R-AK DEF MGK V: Armor
MELEE WEAPONS
D3 D6 D3 D2 WEAPON CR G
WARRIOR Dagger 1 1
M-AK R-AK DEF MGK Club 1 1
D6 D2 D6 D2 Brass Knuckles 1 1
Hand Mace 2 2
ASSASSIN
M-AK R-AK DEF MGK Shortsword 2 2
D6 D6 D2 D2 Hand Axe 2 2
Hammer 3 3
NOBLE
M-AK R-AK DEF MGK Rapier 3 3 All Armor has a cost (in
gold) and a Defense Rating.
D2 D2 D6 D3 Longsword 4 4 Write any armor purchased
in the armor slots on the
Spiked Mace 4 4 game sheet. (​In the box next
BARBARIAN to the symbol of the shield​).
M-AK R-AK DEF MGK Bastard Sword 5 5 Additionally, the armor box
Master Axe 5 5 has a series of small dots.
D6 D6 D6 - Lightly mark or fill in dots
Dragon Axe 6 6 next to the armor according
*Barbarians may never use to the armor’s Defense
the MGK stat. Rating (or ​DR​ for short).
Dragon Sword 6 6
ARMOR ONE: ​Choose Exit​: Choose a on the chart has two stats.
WEAPON DR G door or hallway (an exit) These are:
leading off your current RANGE: ​Each monster will
Pot Lid Shield 1 1 room. have either a bow symbol or
TWO: ​Generate Room​: Roll a crossed swords symbol.
Leather Cap 1 1 D6 on the ​Rooms ​chart The bow means they attack
pictured on the game sheet in ranged combat. The
Wooden Shield 2 2 to determine what the next crossed swords means they
room will be. Draw that attack in melee combat.
Gauntlets 2 2 room onto the map. The DIFFICULTY LEVEL:​ This
room layout you rolled may is the Monster’s Level and
Iron Shield 3 3 be rotated in any direction the number appears
so long as as many beneath the range symbol.
Iron Helmet 3 3 halls/doors as possible line This number changes the
Tower Shield 4 4 up with preexisting number of dice you roll in
halls/doors. Any combat. For instance, if you
Leather Armor 4 4 halls/doors that run into a have 4 combat dice to roll
wall are considered dead and the monster DL is 1,
Dragon Shield 5 5 ends. you remove 1 combat die.
THREE: ​Roll for Monsters: You now only have 3 combat
Chainmail 5 5 Roll D6 on the ​Monsters dice to roll.
chart to see which monster
Dragonscale 6 6 is in the room. Roll D3 to
see how many of the VIII: Combat
monster rolled there are.
FOUR: ​Fight Monsters:
VI: Gameplay Enter into combat and kill
the monsters in your room.
FIVE: ​Roll for Room Feature
Each room will have its own
special feature you’ll have to
investigate prior to getting
any treasure. Roll D6 on the
Features​ chart and
encounter the feature.
SIX: ​Treasure:​ Finally, once
the room is cleared of
monsters and traps, roll D6
on the ​Treasure​ chart and
gain the treasure.
The instant monsters
VII: Monsters appear, combat begins.
Combat takes place over
Your hero begins the game FOUR steps:
in the bottom right corner ONE: ​Initiative:​ You will
room of the Dungeon Map. make a roll using your MGK
This is the Dungeon stat to see who acts first in
Entrance. From there, you each round of combat.
will move from room to room TWO: ​Ranged Combat:​ All
fighting monsters and monsters and heroes with
getting gold. A single turn of All monsters in a room must ranged weapons get a
the game is played as be killed before you can roll chance to attack (in
follows: for treasure. Each monster initiative order).
THREE: ​Melee Combat:​ All roll ​equal ​or l​ ower ​ than FOUR: ​Every die in your
monsters and heroes with your MGK stat on ONE of pool that shows the desired
melee weapons get a chance the dice in your pool. If one result inflicts ONE damage
to attack (in initiative order). dice shows the desired on the monsters. All
FOUR: ​Victory: ​Check to see
if anyone has won the result, you get to act first in non-boss monsters always
battle. If there are still both ranged and melee have 1 Life Point. So each
monsters, and you’re still steps. If not, you must act dice showing the proper
alive, move back to step one second. result kills 1 monster. If NO
again and roll for initiative dice show the desired result,
for a new round. you miss your attack.
X: Attacking
IX: Initiative XI: Using Weapons

When it is your turn to


attack (on either ranged or
melee steps) you will do the
Initiative is determined by following.
your attunement with the ONE: ​Count up the number When you fail an attack roll,
magical realm. The more in of UNMARKED HEARTS or are unsatisfied with the
tune you are, the more underneath your R-ATK stat die results, you may use a
chance you have of (during the ranged step) or weapon to reroll some or all
foreseeing your enemy’s the M-ATK stat (during the of your dice. Spend one
movements. To do this: melee step). Take that many Combat Rating point from
ONE: ​Count up the number dice for your starting dice your weapon (ranged
of STARS underneath your pool. weapons in ranged combat
MGK stat that are NOT TWO: ​Check the monster’s and melee weapons in melee
MARKED. Take that many DL (for ONLY the monster combat) by erasing one dot
dice for your starting dice TYPE in the room. Not for from the weapon. Reroll as
pool. every monster in the room) many dice in the pool as you
TWO: ​Check the monster’s and subtract that many dice wish. If you still aren’t
DL (for ONLY the monster from your dice pool. happy with the results, you
TYPE in the room. Not for THREE: ​Roll all the dice in may spend again to reroll.
every monster in the room) your pool. You are trying to However, once a weapon is
and subtract that many dice roll ​equal ​or l​ ower ​ than the depleted of all CR points, it
from your dice pool. necessary attack stat on AS breaks until you can find
THREE: ​Roll all the dice in MANY DICE in your pool as time/tools to “sharpen” or
your pool. You are trying to possible. “fix” it.
XII: Defending pools for that stat. If ALL of can choose to call upon
your hearts are shaded in, magical power to assist you
you are dead. GAME OVER. in the roll. (For example: In
attacks, this might mean
igniting your arrow with
XIII: Using Armor holy flame or shooting a
fireball from a sword. In
defense, this could signify a
magical shield or
clairvoyance to see where
the attack is coming from).
To do this, spend 1 magic
by marking off one of the
stars on your sheet. Take
out the one dice that is a
When it is the monster’s different color and roll it
turn to attack (on either When you fail a defense roll, with the rest. With the
ranged or melee steps) you you may use armor to reroll magic dice, you are trying to
MUST make a defense roll. some or all of your dice. roll ​equal​ or ​lower​ than your
ONE: ​Count up the number This works in the same MGK stat to pass the test.
of UNMARKED HEARTS manner as weapons, In attack rolls, a success on
underneath your DEF stat. spending DR points to a magic dice inflicts 2 dmg.
Take that many dice for reroll. However, once an You can also choose to use
your starting dice pool. armor is depleted of all DR, magic if you have NO
TWO: ​Check the monster’s it becomes unusable until weapon or your weapon is
DL (for ONLY the monster you can “fix” it. broken. The magic allows
TYPE in the room. Not for you to still cast an attack
every monster in the room) spell without the use of a
XIV: Using Magic weapon
and subtract that many dice
from your dice pool.
THREE: ​Roll all the dice in
your pool. You are trying to XV: Zero Dice
roll ​equal ​or ​lower ​ than the
DEF stat on ONE DICE in
your pool.
FOUR: ​If ONE dice shows
the desired results, you
block or dodge the attack. If
NO dice show the desired
result you take one damage
for EACH MONSTER in the
room. You MUST shade in a
heart beneath one of your
physical stats (M-ATK,
R-ATK, or DEF--player’s
choice) per damage, thus BEFORE any attack or
decreasing your future dice defense roll is made, you
If for any reason you are as are star symbols you may roll on the treasure
reduced to 0 dice on a die pictured. chart.
roll (either through loss of ● Circle:​ ​Repair or GOLD: ​In some cases, you
health, magic, monster DL, Sharpen one or more will be asked to roll a dice
or some combination) you weapons or armor (fill code and earn that much
will still roll 1 die. This is in circles next to said gold. Record your current
called the LUCK ROLL. To weapon or armor) as gold in the spot on your
succeed on such a roll you there are circles character sheet for gold.
MUST roll a 1 on the dice. pictured. ELIXIRS: ​You may also find
You can’t gain more of these elixirs that work similar to
boons than are listed on boons. You may use Elixirs
XVI: Room your character sheet. So, for immediately or keep it by
Features example, if you have all your writing it in on the empty
hearts and enter a heart space next to the elixir
room, you can’t gain an bottle on your sheet. You
additional one. The same may only carry ONE Elixir
goes for magic. You only at a time. If you find a new
have 4 magical charges one, you must decide
possible at a time. Weapons, whether to keep the one you
however, even ones that have or take the new one.
started with lower CR than You can use elixirs at any
After a battle is won, and all the number of circles point in the dungeon.
monsters are killed, you will pictured may be hewn to TREASURE ROOMS:​Rooms
then encounter the Room’s have higher amounts of CR 5 and 6 on the Room chart
Feature. This will either be a by filling up the circles next are considered “Large”
trap or a boon. to a weapon to the max rooms. When you clear
TRAP:​ Traps are indicated value (6 circles per weapon these rooms, roll TWICE on
with a Shield symbol and a and/or armor). the Treasure chart.
number below said shield.
Dodging a trap is a defense
roll. Each trap has a DL of XVII: Treasure XVIII: Secret Doors
its own and ALL traps inflict
1 damage. Whether you
dodge or not, the trap is
triggered and you no longer
need to worry about it.
BOON: ​Rooms with a boon
in them will grant you some
helpful boost as indicated
by the symbols listed.
● Heart:​ Heal as many
health (erase shaded
hearts) as are heart
symbols pictured.
● Star:​ Recover as
much magical power
(erase shaded stars) Finally, once a room is Sometimes, you might hit a
cleared and encountered dead end or wall yourself in.
When you do this, you can don’t roll for Room Features. When you have filled out
take a chance at finding a Do this for each room you ALL the spaces on the grid
secret door after a room is revisit except the Dungeon in the dungeon (16 rooms in
complete. You will use your Entrance.. all including the Entrance)
magic to clairvoyantly see LEAVING: ​If you get to the the final and 16th room will
where a secret door might Dungeon Entrance room, house the BOSS. You must
be. Make a magic roll (see you can choose to leave the defeat the boss to win the
the section on Initiative for Dungeon and spend the game. Unlike his/her
an example. Since there are gold you currently have on minions, the boss has
no monsters, you lose no new weapons. You can also multiple life force points
dice to Monster DL). If you spend gold on healing both (indicated by a number of
pass, you find a secret door health and magic on a 1 for empty heart icons on the
and may move into any 1 basis. You may then right of the boss table).
adjacent room. If it is a new return to the dungeon. It BOSS COMBAT: ​Combat
room, generate it as normal. will have the same layout as with the boss works in a
If you fail to find a secret before, but all rooms will be similar manner to the
door, you lose 1 magical repopulated with monsters. normal monsters. However,
energy (shade in one of your However, you still don’t roll before each round of combat
stars to show this). for new treasure or features begins you will roll D6 to
as you’ve already searched see which attack the boss
these rooms before. will use for the round. Every
XIX: Backtracking TRAPPED: ​If you get walled boss has 3 possible attacks.
into the dungeon with no The attack roll will tell you
way out and you have no in what step of combat the
magic to search for secret boss will attack (ranged or
doors, you are trapped melee), how much damage
forever and starve to death the attack deals, and the DL
in the depths. GAME OVER. for the boss for the round.
Use that DL for initiative
and all attack/defense rolls
XX: The Boss for the current round.
BOSS LIFE FORCE: ​When
you make attack rolls
against a boss, each dice
showing a success inflicts
one damage on the boss LF
track (shade in hearts on
If you need to backtrack, his track to indicate).
you may turn around and BOSS ATTACK: ​When the
move through rooms you boss attacks they deal the
previously visited. When you full damage for the attack
do this, roll a D6. On a roll (indicated by the number of
of 5-6, new monsters heart icons in the attack
appear. Roll on the monster box) if you fail your defense.
chart as normal and enter DEFEATING the BOSS:
combat. You don’t earn When you shade in the last
treasure for this battle. You heart on the Boss LF track,
you win. You immediately new equipment. You may Credits
level up (gain +1 to one stat also spend 1 gold per item
of your choosing) and roll 3 to have it “fixed” back to its Game Design
times on the Treasure Chart normal CR. You may also Noah Patterson
(4 times if you’re in a Large spend gold to heal yourself
room). and your magic on a 1 for 1 Game Sheet Art and
LEAVING: ​You must then basis. Layout
backtrack to leave the HIGHER LEVELS:​ If a stat Noah Patterson
dungeon. However, now that ever reaches 6, you can
the boss is dead, many of move up to a higher level by Rules Layout
the minions have fled the making all your Stat rolls Noah Patterson
building. When you re-enter for that stat with the next
a room, new monsters only larger gaming dice. (So, after Rules Artwork
appear on a roll of 6. D6, you would be rolling D8. Patrick E. Pullen
Additionally, only ONE of Then once you hit 8 in a
that monster will appear stat, you will begin rolling Character Portraits
instead of the usual D3. D10s, and so on). Patrick E. Pullen
MORE DUNGEONS: ​With And
an improved character, you Public Domain Sources
XXI: Further can get out a clean game
Adventures sheet and play a new Cover Design
version of the same Background Art by Sade
dungeon. The goal should Layout by Noah Patterson
be to beat your best “gold
earned” from the dungeon. One Page Dungeon
You can also look for new Lair of the Skull
and different dungeons in Copyright 2021 ©
the system, (coming soon). Noah Patterson
A Micro RPG Game
Easier Game Find us at DriveThruRPG
And at
MicroRPG.weebly.com

To make the game easier


add in these rule mods:
HIGHER STATS: ​Add +1 to
stat rolls during character
creation.
MONSTERS: ​Only ONE
Once you’ve defeated a boss monster appears PER
and escaped the dungeon, ROOM instead of D3.
you may spend your gold on

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