Professional Documents
Culture Documents
You stand at the entrance of the cave, staring into the shadowy abyss. For a mom
ent, you turn back, feel the warmth of the sun and the warm summer breeze. You'r
e tempted to stay, but only for a moment. You pick up your lantern and adjust yo
ur Fedora to a jauntier angle. You never could resist the siren song of adventur
e.
Occasionally you will have the opportunity to regain some Health, but you may ne
ver have more dice in your pool than the number shown in the Max Health row of y
our Character Card.
EXPLORING -----------------------------------------------------------
The first Room you enter in a Level can be any empty square on the board. Write
the level number in it. That first Room will always be empty. On each turn, you
may explore any empty square that borders a Room you’ve explored on the current Le
vel, so long as it isn’t part of another Level.
+---+---+---+---+ When you enter a new room, roll a D6, add your
| | 1 > 1| | current Level, and look for that row on the
+---+---+---+---+ Encounter Table, to see what’s in the room.
| | | | |
ENCOUNTERS ----------------------------------------------------------
If your result on the Encounter Table is a Monster, +---+---+---+---+
write the first letter of its name in the room. | | 1 >W*1| |
Roll 2D6, and find that row on the Treasure Table, +---+---+---+---+
drawing the symbols for each Treasure you roll in | | | | |
the room. +---+---+---+---+
(In the example, the player has entered a room with with a Wolf and some gold)
If your roll is greater than the Monster’s AT, they lose one HP. If a Monster is r
educed to zero HP, it dies. Cross it’s letter off the Board, along with any Treasu
re you wish to pick up. (Add the Treasure to your Character Card). You may now c
ontinue exploring.
LOOTING -------------------------------------------------------------
When you pick up Gold, roll 1D6 to see how much you get.
When you pick up a potion,roll 3D6, and look for that row on the Potion Colour T
able. If you already have that colour listed in the Potions Area on your Charact
er Card, just fill in one of the circles in the row beside that colour. If you h
aven’t picked up one of those colour potions yet, add the colour to the list, and
then fill in one of the circles.
When you use a potion, roll 3D6 against the Potion Effect table. Any potions of
the same colour will have the same effect, so mark the effect number next to the
colour.
When you pick up a Key, Arrow or Gold, fill in one of the circles on your Charac
ter Card in the appropriate area.
Whenever you use something that’s been marked on your character sheet, be sure to
erase it.
UPGRADING -----------------------------------------------------------
Whenever you kill a new type of enemy, you can fill in one of the circles in the
Skills area of your Character Card. Every circle in the Health row adds one to
the total number of dice in your pool.
Every two circles in the Speed and Attack rows add one to those Stats.
TAVERNS -------------------------------------------------------------
Before every third level, you have a chance to spend your gold on items and serv
ices at a Tavern. You may not return to the Tavern once you begin playing the ne
xt level, so choose wisely.
Each Tavern also has a game in it that you can play to win Gold and other prizes
.
All information about each Tavern is on the Tavern Reference Sheet.
WINNING -------------------------------------------------------------
When you leave Level 10, roll 1D6 and find that row on the Big Bad Table. Fight
the Big Bad following normal combat rules, in addition to any special rules in t
he Table.
If you defeat the Big Bad, get 100 extra Gold. You have officially won paperRogu
e.
LOSING --------------------------------------------------------------
If at any point in the game your health is reduced to 0, or you are unable to co
ntinue, you have lost. Sorry.
[Changelog:
0.9.2 - 21:24.04.30.2013
*adjusted Treasure Table, Increased frequency of Keys and Arrows
*adjusted monster strength
*added instructions to rules about treasure chests/vaults
*decreased payout of Level 3 s slot machine
*gave player 5 arrows to start
*revamped upgrade system
*added variants and special equiptment
0.9.1 - 13:24.04.27.2013
*Completely revamped rules. Includes wagering-style combat system, dice-as healt
h, simpler movement rules, etc.
*Added games in the taverns
*Completely changed the Big Bads (Except the Wizard) Added more explanation.
*Added more Potion Colours and effects
*Added games in the taverns.
*Added Arrows and Ranged Combat
*Added combined Character Cards and boards
*Completely changed Encounter and Treasure Tables
*Probably other things
0.8.1 - 21:17.04.23.2013
*Clarified that rolling a one during combat makes you ignore your Skill Bonuses
in “Fighting Monsters”
*Clarified the Push-your-luck option to exploding dice rule in “Fighting Monsters”
*Added ACII graph paper in two sizes (Let me know which you prefer)
0.8 - 11:18.04.23.2013:
*Changed Looting rules to decrease Door frequency, increase treasure frequency,
and add a push-your-luck element to Looting
*Changed Level Up rules, removed Experience Points, now you simply increase one
of your Bonuses by one each time you gain a level.
Increased difficulty of later enemies and Big Bads.
*Added Changelog.
*Removed Herobrine.
0.7 - 9:45.04.23.2013
*Adjusted Treasure Table, reduced frequency of Potions ]