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Dungeon Solo 5 A Bridge For A Rampage
Dungeon Solo 5 A Bridge For A Rampage
Dungeon Solo 5 A Bridge For A Rampage
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
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”
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 6 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
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.
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
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
10
Go to §29
◄page 13
page 10►
◄page 13
11
≈ ≈ ≈ ≈ ≈ ≈ ≈ ≈ ≈
≈ ≈ ≈ ≈ ≈ ≈ ≈ ≈ ≈
The Troll has the
≈ ≈keys!≈ ≈ ≈ ≈ ≈ ≈ ≈
Go to §24 Go to §6
12
Go to §13
page 11►
HELPHEL!
Go to §30
page 11►
◄page 19
Go to §14
13
Go to §9
◄page 22
14
Exit page 14 ▲
15
page 10▲ page 10▲
Go to §20
Go to §15
Entrance▲
16
▲Go
▲Go to 15
to page
page 15
Go to §25
17
page 20▲
▲Do you have the code
REST?Go to page 20
otherwise page 17
Go to §22
18
Go to §12
1-2
3-4
page 13►
◄Secret
exit to Town
Go to §19
5-6
19
▲Go
▲Go to to
page 15
page 15
Go to §25
z
Go to §2►
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!”
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.
21
page 12▲
HELP!
Go to §11
page 14►
Go to §23
Go to §28
page 10▼
22
SCRIPTS & PARAGRAPHS
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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
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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)
25
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!
“This boat will take you under the bridge. When you arrive,
throw the vial on the central pillar... and run away!”
Wishing each of you good luck, you set out on the river.
26
3. Potion of healing: heal 3 damage points
14. 239gp
15. 139gp
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16. Potion of healing: heal 3 damage points
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.
21. 74gp
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22. ”Othollon! We are coming to rescue you” screams Sir
Coelbert!
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.
30
23. Studded leather armor : [Armor] protection:3 (absorbs
3 points of damage before being destroyed). (Resale cost:
36gp)
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.”
31
26. After a terrible fight, the carcass of the monster collapses
on the ground. The gnomes thank you!
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....
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.
...
But you know that the fighting has only just begun. You
have wounded the honor of the orc chief, Urug Bloodhorn,
34
and you know that soon someone will come to seek
revenge...
35