Dungeon Solo 5 A Bridge For A Rampage

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THE

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

COPYRIGHTS : Doppleganger Publishing ©2021

ONLINE BOOKSTORE

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The orcs have invaded the caves and are preparing to attack
the land of men! In anticipation of an imminent assault,
armies from all over the country are converging on the small
walled town of ChapelRock. As the leader of your village,
you watch the flow of warriors, making sure your crops are
not damaged: the deadly cold that has hit the Kingdom this
year makes food as precious as gold...
So you thought you were retired from adventure, until one
morning you received a letter by courier in ChapelRock's
colors:
"Dear friend, our spies have spotted a detached Orc
squadron heading towards your village. In the interest of
both of us, I suggest in all friendship that you sabotage the
bridge at the edge of the forest. Find the tower of the Shard
Alchemist, he will provide you with the help you need for
your mission (I have already warned him)."
Regards,
Grizmald, Chief of the Chapelrock Garrison”

You crumple up the missive angrily! Grizmald is still using


you as his puppet to do the dirty work! But since you have
no other choice, you go back to war....

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.

Have fun with this Hack&Slash, destroying hordes of


monsters. But don't stop there! As you explore, you'll be
given narrative leads to expand the adventure. When you
feel you have enough elements, don't hesitate to take control
of the scenario to conclude YOUR adventure. The rules
described here are only indicative. So feel free to adapt them
as you wish.

GO ON AN ADVENTURE RIGHT NOW!


No preparation required. Once you've read the rules, you
can head straight to the dungeon. The rooms are fully
scripted and you'll be given the instructions you need to
progress. So you can start playing right away!

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 6 LD. These points will tell you
how many allies you can recruit up to a maximum of 4 (see
section "Tags & Allies")

TAGS & ALLIES


Your character has no particular skill. If you find items
during your adventure, you can only use those that do not
have a "tag".
Example: If your character finds the item “Longbow
[Archery]”, you can't use it, unless you are followed by an
ally who has the tag [Archery].

To use items with a tag, you will need to recruit the


corresponding ally by respecting the conditions below:
• You can have a maximum of 4 allies with you at the
same time.
• Each ally costs Lead points (LD). Powerful allies will
cost more than basic allies. The total cost of your allies must
not exceed your total LD.
5
Example: If your character has 2LD, you can recruit either
two peasants (cost: 1LD) or an archer (cost: 2LD). But you
can't recruit 1 peasant and 1 archer.
Please note LD are not lost. This pool represents your ability
to manage a team and attract powerful allies. In the example
above, if one of your peasants leaves the group, you get 1 LD
back.

HOW TO MOVE IN THE DUNGEON?


As long as the alarm is not sounded, your character is in
"stealth" mode:
• Roll 1d6. The result indicates the number of squares
your character can move.
• Monsters don’t move

The alarm is raised if:


• You end your move in the line of sight of an enemy
• The result of your move roll is 1. This means that you
have not been discreet enough.
When the alarm is triggered, both character and monsters
move 1d6 squares. Unless you decide otherwise, monsters
always move closer to your character to attack.

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.

HOW TO FIGHT MONSTERS?


A character or enemy who ends his move on a square
adjacent to an opponent's square can make an attack. In
Rogue Solo, only the player rolls the dice.

When attacking, roll 2d6. If the result is equal to or greater


than the enemy's SKILL, you inflict a wound to the enemy.
When the result goes multiple times over the monster's
skill, the attack delivers more than one wound. When
several enemies are in contact with the character, you can
divide your attack score as you wish.
Example: A Goblin (SKILL: 4 – HP:1) and a Troll (SKILL:6 –
HP:2) are in contact with the character. The character rolls
2d6 of attack and gets 12. The player can choose either to
kill the Troll by dealing 2 damage points (6+6), or to inflict
1 damage point to the Troll and 1 damage point to the
Goblin (6+4 and 2 points lost).

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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
loses 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.

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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.

ORC WARRIOR - SKILL:8 HP:1

AXE-THROWING ORC - SKILL:8 HP:1 can throw


projectiles 4 squares away. SKILL:7 on contact

GIANT SPIDER - SKILL:7 HP:1

GIANT CENTIPEDE - SKILL:6 HP:1 If the Giant


Centipede inflicts damage on you, roll for defense vs
poison (6+). If you fail, you are poisonned (lose 1HP
every time you go to another page. An antidote or a
night at the inn cures the poison)

YELLOW-BELLIED TROLL - SKILL:8 HP:2 when it


dies, the Troll's belly explodes in an acid spray. Roll
for defense vs trap (7+). If you fail, lose 1HP.

GOME - SKILL:6 HP:1 When you kill the gnome,


roll vs magic (6+). If you fail, subtract -1 from your
defense rolls. The curse stops when you rest at the
inn
And now start your adventure and go read §1 on page 23.

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Shadow Zone. The dense vegetation attacks
intruders! Roll for defense vs traps. If your result
is less than 7, lose 1HP. Monsters do not go on
these cells.

page 22▲
Go to §21

Go to §4

◄page 11

Go to §8

page 16▼ page 16▼

10
Go to §29

◄page 13

page 10►

◄page 13

Shadow Zone. The dense vegetation attacks


intruders! Roll for defense vs traps. If your
result is less than 7, lose 1HP. Monsters do
not go on these cells.

11
≈ ≈ ≈ ≈ ≈ ≈ ≈ ≈ ≈
≈ ≈ ≈ ≈ ≈ ≈ ≈ ≈ ≈
The Troll has the
≈ ≈keys!≈ ≈ ≈ ≈ ≈ ≈ ≈
Go to §24 Go to §6

Go to §10 page 22▼

Read §31 and return to this page

Do you have a way to make yourself invisible ?


• If yes, you can freely visit this place.
• Otherwise, the Orcs capture you. Place your
character on the X square. Your equipment has been
removed.

12
Go to §13

page 11►

HELPHEL!
Go to §30
page 11►

◄page 19

Go to §14

Shadow Zone. The dense vegetation attacks


intruders! Roll for defense vs traps. If your
result is less than 7, lose 1HP. Monsters do
not go on these cells.

13
Go to §9

◄page 22

14
Exit page 14 ▲

Entrance▼ If you activate


Go to §17
this lever
Go to §7

▼ Do you have the code


▼ Do you
REST?Go to page 20
have the code
otherwise page 17
REST? Go to

If you activate this


lever go to §18

15
page 10▲ page 10▲
Go to §20
Go to §15

Entrance▲

16
▲Go
▲Go to 15
to page
page 15

Go to §25

Arrowheads coming out of the


walls! Roll for defense vs traps.
If your result is less than 8, you
lose 1HP. The monsters are not ▼Go to
aware of the trap. If they step on page 18
these squares, they lose 1HP

17
page 20▲
▲Do you have the code
REST?Go to page 20
otherwise page 17
Go to §22

If you have noted the code


MACHINE, this trap is activated
(stakes come out and go into the
ground)! Roll for defense vs traps. If
your result is less than 9 lose 1HP.
Go to §5 Monsters on this square
automatically lose 1HP

18
Go to §12

1-2
3-4
page 13►
◄Secret

exit to Town
Go to §19

5-6

GIANT BURROWING AMONITE SKILL:7 HP:3. Can


attack from two squares away with its tentacles.
When hit, the Giant Burrowing Amonite buries itself
underground. Roll 1d6 to see on which square it emerges.
If you defeat the Giant Burrowing Amonite, go to §26

19
▲Go
▲Go to to
page 15
page 15

Go to §25

z
Go to §2►

Arrowheads coming out of the


walls! Roll for defense vs traps. If
your result is less than 8, you lose ▼Go to
1HP. The monsters are not aware of page 18
the trap. If they step on these page 18▼
squares, they lose 1HP

20
Center Pillar

≈ ≈ ≈ X≈ ≈ ≈
≈ ≈ ≈ z ≈ ≈ ≈ ≈
≈ ≈ ≈ ≈
≈ ≈
URUG BLOODHORN z z z ≈ ≈
SKILL:9 HP:3
≈ ≈ ≈
Immune to magic
"Ah ah! I knew that
≈ ≈ ≈ ≈
men would be afraid
≈ ≈ ≈ ≈
to face my Juggernaut! ≈
Besides, it should ≈
arrive in a few hours. -1 -1
When my war machine crosses Entrance▲
this bridge, we will devastate No retreat!
everything!”

A Juggernaut... You absolutely have no idea what it is. But


you assume that it must be a scary war machine. Now you
understand Grizmald's eagerness to save your village...

Note that if you push one of your enemies into the river, he
won't be able to strike back and it will take him one round
to get back on the bank.

If you reach the central pillar, go to §32

21
page 12▲

HELP!
Go to §11

page 14►

Go to §23

Go to §28

page 10▼

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SCRIPTS & PARAGRAPHS

1. This sabotage mission could be dangerous. You have


enough experience to know that it is wiser to recruit a team
to accompany you. So, you go to ChapelRock.

The city is in effervescence. Tents sheltering men-at-arms


with banners coming from all the country encircle the city.
On the hillside, a gigantic wooden pallisade is being erected.
The streets of the city are crowded with peasants who come
to store livestock and grain reserves.

You can recruit mercenaries at the tavern, in the limit of


your LD total.

• IMFIS SILLONORE, an elf magician. LD:2 [Magic].


Gallus can equip 2 scrolls.
• AMDUR, a dwarf troll hunter. LD:2 [Weaponry].
Add+1 to your attack rolls (+2 against troll, ogre,
orcs, goblins). Automatically attacks all orcs, trolls,
ogres and goblins by the shortest route
• RANDAL HIGHFOREST, the errant knight. LD:3
[Weaponry] [Armory]. You must accept all
requests for assistance. Moreover, Randal does not
accept to team up with thieves/assassins...

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• WEALHBURGW , a hobbit burglar, LD:2. Add +2 to
your defense rolls against traps
• ABARAT, a human warrior, LD:2 add +2 to your
attack rolls

If you have already met other companions in previous


adventures, you may decide to add them to your team.
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.

ChapelRock is a small town and interesting goods are quite


rare...

• HEALING POTION: 30GP, only 1 available. Heal 3


wounds
• MAGIC POTION: 60GP, only 1 available. This
potion allows one of your spellcasters to re-equip up
to 2 used scrolls
• FUR ARMOR: 10GP Protection:1 (this armor will
be able to absorb 2 points of damage before being
destroyed)
• LONGBOW: 50GP [Archery] This bow allows you
to attack your enemies from 5 squares away when
the line of sight is clear

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• MACE 15GP [Weaponry] Add +1 to your attack
rolls
• WOOD BUCKLER 10GP Add +1 to your fighting
defense rolls (Durability: if your defense roll is less
than or equal to 4 before application of the bonuses,
the shield breaks)

Did Bonebelly open a forge in ChapelRock? (see Dungeons


Solo vol.4 Unholy Conspiracy)
If so, you can purchase the following items:
• TWO-HANDED SWORD 150GP: [Weaponry]
roll an extra 1d6 in your attack rolls. (Resale cost:
60gp)
• SPIKED MASS 60GP: add +2 to your attack rolls.
(Resale cost: 24gp)
• STUDDED LEATHER ARMOR 90GP: [Armor]
protection:3 (absorbs 3 points of damage before
being destroyed). (Repair cost/Resale cost: 20gp)

Now go to the entrance of the dungeon on page 16.

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2. You arrive at a secret exit that leads to the river. Have you
delivered Othollon? If so, read the remaining part of the
paragraph. If not, find him!

Othollon had already prepared your arrival! A small boat on


the river bank awaits your arrival.

“This boat will take you under the bridge. When you arrive,
throw the vial on the central pillar... and run away!”

You bid farewell to Othollon and Sir Coelbert. If necessary,


remove Sir Coelbert from your companions.

“What will you do now?” you ask the men of science.

“We must find a new laboratory to finalize the Eye. Because


of the war with the Orcs, it has become too dangerous to
travel behind Devil's Pass to figure out what is going on.
This artifact is our only hope to understand the origin of the
icy blast that is devastating our land.”

Wishing each of you good luck, you set out on the river.

When you are ready, go to page 21.

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3. Potion of healing: heal 3 damage points

4. A thin goldenrod potion. You can have this potion


examined in town for 15gp. If you drink it, go to §16

5. You find two labeled potions!

• Potion of healing: heal 3 damage points


• Potion of Magic: This potion allows one of your
spellcasters to re-equip up to 2 used scrolls. (Resale
cost: 12gp)

6. Demon's Skull Battle Axe: [Weaponry] roll an extra 1d6


in your attack rolls. Two-handed weapon (you can't use a
shield). This magic weapon has a range of
two squares. (Resale cost: 200gp)

7. Get the code REST

8. Scroll of Sesame[Magic]. You can open a non-magical


lock without the key. (Resale cost: 40gp)

9. This is the lair of Othollon, the Shard Alchemist. You are


surprised to see a ruined tower.
Sir Coelbert: “The ruined tower is only a decoy. In fact, his
laboratory is dug under the ground”.

If you enter the Tower, go to page 15


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10. In this chest you will find all your stolen equipment!
However, half of your gold is missing…

11. It is Sir Ceolbert the Scholar!


“Sir Ceolbert! What are you doing here?” you ask.
“I was working with Othollon the Shard Alchemist, when
the Orcs attacked his laboratory. I was able to escape, but
Othollon is still trapped in his tower. We must save him!”

You ask the scholar if he has discovered the causes of the


sudden cooling that is affecting the region.
“I was working on it with Othollon. We are creating a spell
that would allow us to see what is going on behind Devil's
Pass...”

Sir Coelbert follows you. You may temporarily add Sir


Coelbert to your team. LD:3 Wizards on your team can
equip an additional scroll and equip the same scroll multiple
times

12. You find a key

13. You find a key

14. 239gp

15. 139gp

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16. Potion of healing: heal 3 damage points

17. Silver dagger with ochre granite handle: This magical


weapon can hit any creature and can be used without the
[Weaponry] tag. Add +1 to your attack rolls. (Resale cost:
80gp)

18. You hear the sound of machinery. Get the code


"MACHINE".

19. “No, don't open that one! It's our anti-thief chest", a
gnome shouts at you. Too late! As soon as you lift the chest,
a jet of spore is thrown in your face. Make a roll in defense
vs trap. If your result is less than 10, you feel weak and lose
2 SKILL points. An antidote or a night spent at the inn can
give you back the lost points.

20. A clumpy periwinkle potion. You can have this potion


examined in town for 10gp. If you drink it, go to §27

21. 74gp

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22. ”Othollon! We are coming to rescue you” screams Sir
Coelbert!

The halfling breathes a sigh of relief. “I thought I was going


to starve to death here! When I barricaded myself in, I didn't
think that a giant centipede would come and block my secret
exit.”

Othollon continues “Did you find the stone eye in my


tower?”

If you haven't found the stone eye, you must go back to the
tower to find it. The alchemist will not give you anything
without his precious artifact.

If you have the eye, Othollon says “Lord Grizmald told me


about your mission. And I have exactly what you need to
destroy this bridge!”

Othollon hands you a large glass orb. Pinkish smoke is


billowing inside. “You have to break this orb on the
bridge...”

Othollon suddenly interrupts himself. The orcs will soon


break through the barricades of your refuge.

“Hurry! Let's leave through the secret exit to the river!”

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23. Studded leather armor : [Armor] protection:3 (absorbs
3 points of damage before being destroyed). (Resale cost:
36gp)

24. Balda, a human barbarian is held captive here. LD:3


[Weaponry] [Crush] (When you inflict at least 1 point of
damage to a target, you can decide to "push" the target to an
adjacent square. The destination square must be free. If you
choose this option, the target suffers no damage.)

25. You find a horrible giant petrified eye.


Sir Coelbert exclaims with joy, “It is the Floating Eye of
Otholllon!”

You don't understand how this monstrosity could float


through the air, but you are careful enough to not point it
out loudly.

Sir Coelbert puts the stone gently into his bag. “Thanks to
this artifact, we will be able to see everything that happens
behind the Devil's Pass. Perhaps we will understand why
winter does not stop.”

You still don't get it...

31
26. After a terrible fight, the carcass of the monster collapses
on the ground. The gnomes thank you!

“Thanks to you, we can escape this forest now! As a token


of our gratitude, we ask you to accept the Root Necklace. It
will allow you to pass through the shadowy areas of this
forest without being attacked by the dark vegetation.”

“Where do you plan to go? It is war everywhere!” you ask


them.
“We're going to go take refuge with our cousins of the
Saberleaf Forest. They are the best when it comes to hiding.”

Wishing each other good luck, you part ways. Write down
the code GNOME SAVIOR on your adventure sheet, this
code might come in handy one day....

27. Potion of Clairvoyance: You can look at a page of your


choice and read all the related paragraphs. (Resale cost:
24gp)

28. A boiling indigo potion. You can have this potion


examined in town for 15gp. If you drink it, go to §3

29. Ring of Spell Turning: add +2 to your saving rolls against


spells. (Resale cost: 80gp)

32
30. You have entered the territory of the gnomes.
“Please help us! Orcs will soon trample our village, and our
only escape route is blocked by a creature!”

31. You learn that this squadron has split from the rest of
the orc armada. Urug Bloodhorn, their leader, hopes to gain
fame and glory by leading isolated blitzes against the human
kingdom. You also understand that the orc armada is
composed of independent factions led by warlords. There is
no hierarchy between them, except for the one provided by
glory and strength.

32. When you throw the glasse orb on the central pillar, a
cloud of pink smoke spreads over the whole area. The air
becomes unbreathable! You are seized by a violent cough.
Tears flow from your eyes as if to ease the intense burning
you feel. Remembering Othollon's words, you rush towards
the boat before your lungs burst. Painfully, you release the
boat from the shore before collapsing into it.

After a few minutes, you catch your breath and sit down to
contemplate this strange show. As the pink mist slowly rises
above the bridge, you wonder if Othollon has been fooling
you. You were expecting an explosive potion, or some other
pyrotechnic trick. But smoke? To destroy a bridge?!

33
You were at this point of your reflections when suddenly, all
the smoke seems to be sucked by the stone bridge. In a few
seconds, the cloud disappeared! From where you are, it
seems to you that there remains only a pink substance stuck
to the bridge.

From that moment on, you witness the strangest scene you
have ever seen in your life - no need to tell anyone about it,
no one will ever believe you.

The bridge softens! The structure seems unable to support


its own weight and arcs in a circle. As the orcs below flee the
bridge or jump into the river, the bridge sags more and
more...

...

And finally cracked in a foul spray of blood!

The power of the orb was to transform the stone of the


bridge into flesh! Disgusted by the two stumps of flesh
hanging at each end of the bridge, you decide to look away.
At least your mission is accomplished and the Juggernaut
won't come to bulldoze your village!

But you know that the fighting has only just begun. You
have wounded the honor of the orc chief, Urug Bloodhorn,

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and you know that soon someone will come to seek
revenge...

35

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