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
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