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Dungeon Solo 3 The Tomb of The Forgotten Priest
Dungeon Solo 3 The Tomb of The Forgotten Priest
Dungeon Solo 3 The Tomb of The Forgotten Priest
WANDERING
KNIGHT
A SOLO RPG BY GIN LUNAR
CREDITS
DIRECTOR Gordon Garyx
WRITER: Gin Lunar, Rob Saltman
DESIGN: Jessica Jaspers
ART: Tim Andrews
PUBLISHER:
Doppleganger publishing
ONLINE BOOKSTORE
2
At the beginning of time, the Pantheon was not the one we
know today. The Old Ones, monstrosities as ugly as they
were powerful, ruled the world of men. Greedy for power
and full of themselves, they reigned by terror over men,
requiring offerings and sacrifices.
With the coming of the heroic times, some mortals
managed to rise to divine ranks. Offering gifts and
protection to those who prayed to them, these new gods
attracted many followers and became more powerful than
the ancients. As a result, the Old Ones were finally expelled
from the Pantheon.
"Rumor has it that in the Hills lies the tomb of Urghald, the
first priest of Kâ the Great Reptile. At the time of the fall of
Kâ, it is said that Urghald was buried alive while waiting for
the return of his master. The treasures that would shelter
the tomb would be fabulous... And I just discovered the
location of this tomb!"
3
SPIRIT OF THE GAME
Rogue Solo is a series of dungeon crawler gamebooks. This
book offers a unique experience at the borderline between a
board game with simple but structured rules and a solo role-
playing game with inspirations provided to pursue the
adventure yourself.
4
CHARACTERISTICS
Your character has 2 characteristics:
HEALTH POINTS (HP) that reflect your character's health
status. You start with 6 HP. If you run out of HP, you die.
LEAD POINTS (LD) which represent the charisma of your
character. You start with 4 LD. These points will tell you
how many allies you can recruit up to a maximum of 4 (see
section "Tags & Allies")
6
The dungeon is divided into several rooms. Each room is
described on a single page. When you leave a room, the text
tells you which page to go to. Monsters don't follow you into
other rooms. Monsters are unable to open doors. The alarm
does not ring behind the doors.
7
In defense, roll 2d6 for each enemy in contact with the
character: If the result is greater than or equal to the enemy's
SKILL, the character suffers no damage. If not, your character
lose 1HP.
SPECIAL CELLS
Some cells are tagged with the § symbol followed by a
number. Go to the paragraph section at the end of the book
to read the relevant paragraph. Special scripted rules may
contradict the rules presented above. In this case, special
rules take priority over general rules.
8
MONSTERS
The following is a list of the monsters you may encounter in
the dungeon. In order not to spoil the surprise effect, some
special monsters are described in the appropriate sections.
9
-1 -1 -1 -1 -1
-1 -1 -1 -1 -1 z z z -1
-1 z z z z z z z -1
-1 z -2 -2 z stairs -2 z -1
▲Go to page
-1 z -2 -2 -2 -2 -2 z -1
20
-1 z z z z z z -1
-1 -1 z z -2 -2 z z -1 -1 -1 -1
-1 z z z z z k z z z z -1
-1 z -2 -2 -2 -2 z z z z z -1
-1 z -2 -2 -2 z z -1 z z z -1
-1 z z -2 -2 z z -1 z z z -1
-1 z z z z z z z z z -1
-1 z z z z z z z -1 -1 -1 -1
-1 -1 -1 -1 -1 -1 -1 -1
Entrance▲
Town▼
Inwardly you are very angry with yourself. "But how could
you let yourself get involved in this story! Looting a tomb,
robbing a church! You knew that this Merdosk was shady!".
At least you could get Merdosk's word that no violence
would be done to the inhabitants of the Chapel.
10
11
LICH PRIEST: SKILL:9 HP:3. The Lich Priest shoots
cursed rays from 4 squares away. Each time you are
wounded by a cursed ray, lose 1HP and deduct -1
from your next attack rolls (the curse disappears after one
night at the inn).
If you escape through the secret exit, the Lich Priest will not
follow you. If you are able to escape the dungeon alive, go to
§35
12
-1 -1 -1 -1 -1 -1 -1 Go to §6
-1 m1 z z m1 z -1 -1 -1 -1 -1 -1 -1
-1 z -2 -2 -2 m1 z m1 z z -1
-1 z -2 -2 -2 z c -2 z z page 16►
-1 z m1 z -2 c -2 -2 z z -1
-1 m1 z m1 z z z -1 -1
-1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
Go to §31
13
14
The door is locked!
Go to §8
page 18▲ page 17▲
-1 -1 -1 cd -1 -1 -1 -1 -1 -1 -1
-1 z z z z z k -1 z z z -1
-1 z -2 -2 -2 -2 -2 -2 z z z -1
-1 m1 -2 -2 z z z z m1 z -1
-1 m1 -2 -2 z -1 -1 -1 -1 -1 -1
-1 z z z z z m1 -1
Go to §28-1 -1 -1 z m1 z z -1
-1 -2 -2 -2 z z m1 -1
-1 z -2 -2 -2 -2 -2 z m1 z -1
-1 z z z c c z z z z Go
-1 to §27
-1 -1 -1 z -2 z m1 z z z -1
-1 m1 z m1 z z z c -1
-1 -1 -1 -1 -1 -1 -1 -1 -1
These cells are flooded. Neither the monsters nor you
can cross them. If you have the code LEVEL, the water
level has decreased and these squares are accessible.
15
If you have the code UNDEAD, these doors
are open. Otherwise, they are closed. Go to §33
-1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
-1 z z z m1 z z -1 m1 m1 z z z -1
-1 z -2 -2 -2 -2 m1 -1 m1 -2 m1 z m1 -1
-1 m1 -2 -2 -2 -2 z cd z m1 m1 z z -1
◄page 13 cd z -2 -2 -2 -2 z -1 m1 -1 z tc z -1
-1 z z -2 leverz z -1 z m1 m1 z z -1
-1 -1 z -2 -2 -2 z -1 z z z z z -1
-1 z -2 -2 -2 z -1 -1 -1 -1 -1 -1 -1
-1 z z z z z -1
If you have the code
If you push this
-1 -1 -1 -1 -1 -1 UNDEAD, these doors are
lever
page 17▼ open. Otherwise, they are
go to §14
closed.
16
If you push this lever
page 16▲
go to §20
-1 -1 -1 -1 -1 -1
-1 z z z z z -1
Go to §2 -1 z -2 -2 leverz -1
-1 -1 z -2 -2 -2 z -1
-1 -1 -1 -1 -1 z z -2 -2 -2 z -1
-1 z z z -1 z -2 c -2 -2 z -1
-1 m1 -2 z -1 z -2 z z z z -1
◄page 14 z -2 m1 -1 m3 -2 z -1 -1 -1 -1
-1 m1 m1 z -1 z -2 z -1 -1 -1 -1 -1
-1 z -2 z d z -2 z z z z z -1
-1 z -2 z -1 z z z -2 -2 z z -1
-1 z z z -1 -1 z m1 z z m3 z -1
-1 -1 z -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
-1 z -1
-1 -1
page 15▼
17
Unlock
Unlock thisthis
doordoor by
by pushing
pushing
thisthis lever
lever
Go to §17 -1 -1 -1 -1 -1 -1 -1 -1 -1
-1 z z z z z z z -1
-1 -1 -1 -1 -1 z t4 z z z m1 z -1
-1 m3 -2 -2 -2 z t4 t4 t4 z z c -1
-1 z m1 z m3 z z m1 z m3 z -1
-1 -1 -1 -1 z -2 z -1 -1 -1 -1 -1 -1
-1 z -2 z -1
Go to §15
-1 z -2 z -1
-1 z -2 z -1
-1 z z z -1
-1 -1 -1 -1
-1 -1
-1 -1
page 15▼
18
Go to §13
-1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
-1 z z z z z z z z z z -1
-2 z -1 t3 -1 t3 -1 t3 -1 z z -2
-1 z -1 -1 -1 -1 -1 -1 -1 z z -1
◄page 18 z tc z z page 12►
-1 z -2 -2 -2 -2 -2 -2 z z -1
-1 z -2 t3 -1 t3 -1 t3 -1 z z -1
-1 z z z z z z z z z z -1
-1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1
Small pool of water. Divide your movement roll
by 2 while you are on these cells.
19
Go to §11
-1 -1 -1 -1 -1 -1 -1 ▲Go to page 21
-1 -1
-1 z z z z z z z -1 -1 -1
-1 -1 z c -2 -2 -2 z z z z -1
-1 z z -2 -2 -2 z z z -2 z -1
-1 z z -2 -2 z z stairsz -2 z -1 -1
-1 z -2 -2 -2 z z z z z z z -1
-1 z z -2 z z -1 -1 z z -1 z -1
-1 z z z z z z z z -1 -1 z -1
-1 -1 z -1 -1 -1 z z z -1 z z -1
-1 z z z z z z z z z -1
-1 z z z z stairs -1 -1 -1 -1 -1 -1
-1 -1 -1 -1 -1 -1 -1
▼Go to page 10
20
SCRIPTS & PARAGRAPHS
At the end of the adventure, you will have to share the loot
found. Each of the survivors will claim the equivalent in
gold coins of 10% of the total loot.
• KOKHAM, an old human soldier [Weaponry]
LD=2
• OTAERHYN, an elven knife thrower. LD=1
[Archery]. When attacking from a distance, subtract
-2 from your attack roll
• AMALDA TRAVELINGOLD, a hobbit
enchantress. LD=2 [Magic (minor)]: Amalda can
equip 1 spell scroll. As long as Amalda is on your
team, all your attacks are considered as magic
attacks.
Note that if you exit the dungeon, you can always come back
to the inn to get all your HP back for 3 gold coins.
6. 52gp
10. As you are about to leave the chapel, a shrill cry stuns
you. The stone gargoyle has just come to life! No more cold
stone, the monster standing before you is made of flesh and
blood. And it seems very angry with you.
The gargoyle finally flaps its wings and attacks you with its
hind legs.
11. 149gp
13. This chest is empty! When you open this chest, coffins
open! Place 6 mummies on each of these coffins.
16. A jelly white potion. You can have this potion examined
in town for 5gp. If you drink it, go to §22
23. 219gp
24. 185gp
27. 61gp
30. As you are about to leave the chapel, a shrill cry stuns
you. The stone gargoyle has just come to life! No more cold
stone, the monster standing before you is made of flesh and
blood. And it seems very angry with you.
STONE GARGOYLE SKILL:8 HP:2. The gargoyle is weak to
cold-based attacks (damage *2)
31. Scroll of ice wall [Magic]. You can turn 4 empty cells
into a wall of ice. It takes 2 rounds to break these walls.
34. A dense tan potion. You can have this potion examined
in town for 5gp. If you drink it, go to §7
35. As soon as you walk out the door, Merdosk bursts out
laughing "We're rich!". As you congratulate each other,
Sadoc Gamwich stays away from the group. The daylight
seems to assault him.
This tomb was my prison. What you mistook for the lich
priest was actually my jailer. And that body... a loan. Against
all odds, you managed to discover this improbable secret exit
to allow me to see the light of day again."
"I can already feel the sun giving me back my strength. The
world will soon be mine! Farewell, insects."
A cloud of smoke suddenly surrounds Urghald. When it
dissipates, the priest has vanished.