TEXT:  
   
  
  All Hallows Eve 
   
  A Micro Chapbook RPG 
  Mini Core Rulebook 
   
   
  Designed by 
  Noah Patterson 
   
  1 
  
   
   
  2 
  
  All Hallows Eve 
  A Micro Chapbook RPG 
  Mini Core Rulebook 
  Copyright © 2020 Noah Patterson 
  ISBN: ​9798553900649 
   
   
   
  3 
  
   
  Find us on DriveThru RPG! 
  4 
  
  PLAYER BEWARE! 
  THIS BOOK IS SPOOKY! 
   
  Hello, Kiddies! My name is Dr. Darkness, 
  and I will be your guide on this 
  Halloween night. You are about to enter a 
  chilling world of Halloween Horror and 
  Spooks! This is a game of tricks and 
  treats where YOU are the hero. However, 
  just because you’re a hero doesn’t mean 
  the ghosties, monsters, and ghoulies will 
  go easy on you! Prepare for a​ SCARE​!  
  5 
  
  Contents 
   
  1.0: ​Introduction 
  2.0: ​Character Creation 
  3.0: ​Equipment 
  4.0: ​Playing the Game 
  5.0: ​Combat 
  6.0: ​Ending the Game 
   
   
  6 
  
  Section 1.0 
  INTRODUCTION 
   
  All Hallows Eve is a spooky fun game 
  of Halloween storytelling. It uses 
  The Micro Chapbook RPG system--an 
  ultra simple solo roleplaying game 
  (but can also be played cooperatively 
  with friends!). 
  7 
  
  The main game stars a single brave 
  and stalwart kid on Halloween, 
  entering a Mortuary Home all alone 
  on a dare from friends. It uses a 
  randomly generated game map to make 
  each game session a little different. 
   
  Players wishing to play 
  with friends will play a 
  group of trick-or-treaters 
  entering the mortuary 
  together! I, Dr. Darkness, 
  will wait for you there with more 
  than a few treats and scares in store!  
   
  1.1 What Do I Need to Play? 
  In order to play All Hallows Eve you 
  will need the following items: 
  ●
  2 six-sided dice 
  ●
  A sheet or notepad of graph 
  paper (or a game mat with a 
  grid) 
  8 
  
  ●
  A Character Sheet (or note 
  paper) for each player. 
  ●
  A pencil with a good eraser  
  ●
  These rules. 
   
  1.2 Gameplay Basics 
  During gameplay, you almost always 
  roll 1D6, trying to score equal to or 
  LOWER than your stat score. If your 
  character is proficient in the stat 
  being tested, roll 2 dice and take the 
  better result of the 2. 1 always 
  succeeds. 6 always fails. This 
  mechanic is used for all tasks 
  including attacking, avoiding traps, 
  unlocking doors, and most everything 
  else.  
   
  The only time this is different is 
  when you roll for damage (either when 
  dealing weapon damage or taking 
  damage from a monster or trap). Some 
  damage scores may ask you to roll 1D3 
  9 
  
  or 1D2. When you see 1D3 it means you 
  roll a single D6 (six-sided die) and 
  half the result rounding up. When you 
  see 1D2 it means roll a single D6. Odd 
  results count as a 1 and even results 
  count as a 2. 
   
  10 
  
  Section 4.0 
  CHARACTER CREATION 
   
  Character creation is completed in 5 
  very simple steps as outlined on the 
  following page: 
  11 
  
   
  1. Determine The 4 Stat Scores. 
  2. Choose a Character Clique. 
  3. Choose a Character Costume.  
  4. Determine Your Starting 
  Health and Halloween Spirit. 
  5. Roll for Candy and Purchase 
  Items. 
   
  Each step is explained in further 
  detail on the following pages. 
   
  12 
  
  2.1 Character Stats 
  Your character has 4 main statistics: 
   
  Strength 
  (ST) 
  Used for melee attacks 
  and breaking down 
  doors. 
  Dexterity 
  (DE) 
  Used for ranged attacks 
  and running from 
  monsters. 
   
  Wits  
  (WI) 
  Used for avoiding 
  tricks and picking 
  locks. 
   
  Charisma 
  (CH) 
  Used for increasing 
  your Halloween Spirit 
  and showing your 
  bravery. 
   
   
  13 
  
  During character creation you are 
  granted 9 points to assign between 
  the 4 stats as you see fit. No stat can 
  have a score lower than 1 or higher 
  than 4 during this step, but these may 
  be altered later on. 
   
   
   
   
   
  14 
  
  2.2 Character Cliques 
  There are 4 Character Cliques to 
  Choose From. Cliques are a base of 
  your character in regular life. Each 
  one will make you proficient in one 
  stat. Choose one from the table below: 
   
  JOCK 
  Proficient in ST 
  THESPIAN 
  Proficient in DE 
  NERD 
  Proficient in WI 
  CLASS PRESIDENT  Proficient in CH 
   
  2.3 Character Costumes 
  There are 4 Character Costumes to 
  Choose From. Your costume is what you 
  dress as for Halloween. The spirit 
  and creativity of that costume gives 
  you bonuses. Each costume will grant 
  15 
  
  you a +1 bonus in one stat. Choose one 
  from the table or make your own! 
   
  COSTUMES 
   
  Frankenstein’s 
  Monster 
  +1 ST 
   
  Pumpkin Head 
  +1 DE 
   
  Death 
  +1 WI 
   
  Dracula 
  +1 CH 
  16 
  
  2.4 Health, Halloween Spirit,  
  and Candy 
  Your Health and Halloween Spirit are 
  determined by your current stats. 
   
  Health: ​Your health is a measure of 
  how healthy you feel. The more you 
  are wounded, the more health you 
  lose. It is the total sum of your 
  Strength + Dexterity + 30. 
   
  Halloween Spirit: ​Your Halloween 
  Spirit is a measure of your faith, 
  love, and devotion to the Halloween 
  Holiday. The more Halloween Spirit 
  you feel, the braver you are and the 
  more you trust the spooks of the 
  night to help you. It is the total sum 
  of your Wits + Charisma + 30. 
   
  Candy: ​Your candy is used to buy 
  items and weapons. Roll 2D6 to see 
  how much candy you start with. 
  17 
  
  Section 3.0 
  EQUIPMENT 
   
  You’re now getting close to finishing 
  your character. All that is left is to 
  spend your candy on weapons, costume 
  accessories, and other items.  
  18 
  
  Melee Weapons 
  Name 
  Damage 
  Candy 
  Wrench 
  1 
  1c 
  Lightning Rod 
  1D2 
  2c 
  Kitchen Knife 
  1D3 
  3c 
  Sickle 
  1D3+1 
  4c 
  Sword 
  1D6 
  6c 
  Axe 
  1D6+1 
  7c 
  Scythe 
  2D6 
  12c 
   
  Melee Weapons have a NAME, and 
  DAMAGE RATING (how much damage is 
  inflicted when you succeed at an 
  attack), and a COST in candy. 
   
  19 
  
   
  Ranged Weapons 
  Name 
  Damage 
  Candy 
  Year Old Candy 
  1 
  2c 
  Throwing Dart 
  1D2 
  3c 
  Slingshot 
  1D3 
  4c 
  Ninja Star 
  1D3+1 
  5c 
  BB Gun 
  1D6 
  7c 
  Bow and Arrow 
  1D6+1 
  8c 
  Crossbow 
  2D6 
  13c 
   
  Ranged Weapons (just like melee 
  weapons) have a NAME, and DAMAGE 
  RATING (how much damage is inflicted 
  when you succeed at an attack), and  a 
  COST in candy. They do cost a little 
  more than melee weapons. 
  20 
  
  Costume Accessories 
  Name 
  Bonus 
  Candy 
  Half-Mask 
  +3H 
  1c 
  Light Up Wand 
  +3S 
  1c 
  Silly Mask 
  +6H 
  2c 
  Light Up Necklace  +6S 
  2c 
  Scary Mask 
  +9H 
  3c 
  Reflective Tape 
  +9S 
  3c 
  Glowing Mask 
  +9H+S 
  6c 
   
  Costume Accessories when worn grant 
  the wearer a boost to their Health (H), 
  Halloween Spirit (S), or both.  
   
   
   
  21 
  
  Items 
  # 
  Name 
  Bonus 
  C 
  1  Peanut Butter Cup 
  1D3 H 
  1c 
  2  Apple Cider 
  1D3 S 
  1c 
  3  Pumpkin Donut 
  1D6 H 
  2c 
  4  Pumpkin Soda 
  1D6 S 
  2c 
  5 
  Full Sized Candy Bar! 
  FULL HS 
  6c 
  6  Flashlight Batteries 
  Negates 
  Dark 
  3c 
   
  Other items can restore lost health 
  and Halloween Spirit. All items are 
  usable only once. They can be used at 
  any point in the game, even during 
  combat. (The number to the left of the 
  item name is used for trick-or-treat 
  rolls.) 
   
  22 
  
  Section 4.0 
  PLAYING THE GAME 
   
  Begin the game by choosing a random 
  square on the graph paper and 
  generating the first room in the 
  mortuary (the Mortuary Entrance).  
  23 
  
   
  To generate a room, roll 2D6. The 
  number rolled in the number of 
  squares in the room. These can be 
  drawn in any way, shape, or form so 
  long as they are orthogonally 
  connected.  
   
  Next, roll 1D3. This is the number of 
  new doors added in the room (in 
  addition to any door you just used). 
  Draw small rectangles to represent 
  the doors along any single square’s 
  edge to designate an exit.  
   
  Each time you move through a door 
  you will generate a new room in this 
  manner. The Mortuary Entrance 
  doesn’t contain monsters. 
   
   
   
   
  24 
  
  In the example, 
  the player 
  rolled 2 dice. 
  One came up 6 
  and the other 4 
  for a total of 
  10. They then 
  built a room of 
  ten squares as 
  so. Next, they rolled 1 die. The result 
  was 6. Divided in half that is 3. 3 
  doors. The player then drew in three 
  smaller rectangles to designate 
  where the doors in the room are 
  located. Finally, the player marks 
  the first room with an E to show it is 
  the Entrance/Exit of the Mortuary. A 
  player may backtrack any time to the 
  Entrance if the game gets too hard. 
  However, they don’t earn the extra 
  candy bonus for beating the Boss! 
   
   
  25 
  
  4.1 Doorways 
  When you leave a room, you will 
  choose 1 door in the room to move 
  through. Before moving through, 
  however, you will need to make a 
  Door Roll. Roll 1D6 on the door 
  chart on the next page. 
   
  26 
  
  Door Chart 
  1 
  Unlocked  The door is unlocked 
  and you may move 
  through freely without 
  stopping. 
  2 
  Stuck 
  The door appears to be 
  stuck. Make a ST check to 
  get through. If you fail 
  you may lose 1 SPIRIT to 
  reroll and try again. 
  3 
  Locked 
  The door is locked. Make 
  a WI check to pick the 
  lock. If you fail you may 
  lose 1 SPIRIT to reroll 
  and try again. 
  4 
  Trick! 
  The door has a spooky 
  trick attached to it. You 
  must make a WI check to 
  not be scared. If you 
  fail, lose 1D3 SPIRIT but 
  still move through. 
  27 
  
  Once a door has been moved through, 
  shade the doorway in black to show 
  that you no longer have to roll when 
  using that door. (This just makes 
  tracking easier) 
   
  If there are multiple doors in a room, 
  you can choose to attempt one door. If 
  you fail, you can choose a different 
  one. Retrying any stuck or locked 
  door always requires a Halloween 
  Spirit loss of 1. You MUST always 
  make an attempt on a trick door once 
  you’ve rolled it up--as the trick 
  catches you unawares as you are 
  attempting to go through. 
   
  4.2 Room Types 
  Each newly generated room you enter 
  also has a Room Type that will make it 
  slightly different from other rooms.  
   
  28 
  
  Upon entering a room, roll 1D6 on the 
  Room Chart on the following page. 
  Each type will have a lettered code 
  for you to write inside the room to 
  remind you. 
   
  Some rooms types only add flavor to 
  the story, but most will either 
  include a trick, an obstacle, or a die 
  roll modifier (usually +1) for one 
  stat that makes things harder for 
  you. 
   
  29 
  
  Room Chart 
  1 
  Dark Hall 
  H 
  A Dark Hallway. +1 to 
  all rolls unless you 
  have flashlight 
  batteries. 
  2 
  Chapel 
  Ch 
  A quiet chapel. +1 
  Health when you 
  complete the room. 
  3 
  Flower 
  Room 
  F 
  All the flowers are 
  dead here, reminding 
  you of death. +1 on CH 
  rolls. 
  4 
  Embalming 
  Room 
  E 
  This room smells 
  horrific. +1 WI rolls.  
  5 
  Morgue 
  M 
  This room is full of 
  dead bodies. +1 to the 
  monster roll. 
  6 
  Crypt 
  Cr 
  The crypt is old with 
  a low ceiling and full 
  of cobwebs. +1 on DE 
  and ST rolls.   
   
  30 
  
  4.3 Monsters 
  Every room 
  has 
  monsters. 
  After 
  Entering 
  any room 
  and 
  rolling 
  its type, 
  roll 1D6 on 
  the 
  monster 
  chart to 
  generate 
  the 
  monsters 
  in the 
  room. Roll 
  once to determine the monster type. 
  Roll a second time to determine the 
  number of that monster that appears 
  in the room. Each monster has a MAX 
  31 
  
  number that can appear in a room. 
  Even if you roll higher, only the Max 
  number will appear. Monsters also 
  have a Health Damage (H-DMG), 
  Halloween Spirit Damage (S-DMG), and 
  Life Force (LF). 
   
  Monsters 
  # 
  Monster 
  Max 
  H-DMG 
  S-DMG 
  LF 
  1 
  Spider 
  6 
  1 
  1 
  1 
  2 
  Bat 
  5 
  1D2 
  1D2 
  3 
  3 
  Zombie 
  4 
  1D3 
  1D3 
  6 
  4 
  Mummy 
  3 
  1D3+1 
  1D3+1 
  9 
  5 
  Vampire 
  2 
  1D6 
  1D6 
  12 
  6 
  Werewolf 
  1 
  1D6+1 
  1D6+1 
  15 
   
   
  32 
  
  Section 5.0 
  Combat 
   
  The instant you run into any 
  monsters, combat begins.  
   
  Combat in All Hallows Eve is 
  extremely simple and is completed in 
  3 easy steps each round. 
   
  33 
  
  1. Bravery:​ Check to see how brave 
  you are. 
  2. Ranged Combat:​ If able, make a 
  ranged attack against the 
  monsters now. 
  3. Melee Combat: ​You MUST make a 
  melee attack. Make a melee 
  attack now.  
   
  Once all three steps are complete, 
  start over from the top and repeat 
  them all. Do this until all the 
  monsters are defeated, you are 
  defeated, or you have elected to run 
  away.  
   
  5.1 Bravery 
  During the Bravery Step make a CH 
  check. If you pass, gain 1 Halloween 
  Spirit. If you fail, you lose Spirit 
  according to the monster’s S-DMG 
  (Usually you have to roll a die to see 
  how much). If your Spirit ever 
  34 
  
  reaches 0, all rolls take a +1 
  modifier to the die result as your 
  character is losing faith in the 
  Halloween Holiday.  
   
  5.2 ​Ranged Combat 
  IF (and only if) the current room is 4 
  squares or larger you may make a 
  ranged attack. To make a ranged 
  attack you must have a ranged weapon. 
  Roll a DE stat check. If you succeed at 
  the check, apply weapon damage to the 
  monster’s Life Force. (usually by 
  rolling). Extra damage after a 
  monster is defeated CAN’T roll over to 
  other monsters in the room. You 
  targeted a single monster with the 
  attack. 
   
  5,3 Melee Combat 
  During Melee Combat you MUST make a 
  melee attack using a ST check. If you 
  succeed, apply the weapon’s damage to 
  35 
  
  the monster’s LF. (usually by rolling). 
  However, in melee combat damage CAN 
  roll over to multiple enemies. It is 
  assumed you’ve sliced, stabbed, or 
  bludgeoned through one enemy and 
  into the next. However, if you FAIL, 
  one monster in the room deals damage 
  to you. Roll the monster’s H-DMG and 
  apply it to your health rating.  
   
  5,4 Defeated 
  If BOTH your Halloween Spirit and 
  Health reach 0, you are defeated. You 
  are forced to flee the mortuary in 
  screaming fright. You lose ALL your 
  current candy you are holding and 
  ALL weapons/accessories/items but 2. 
  However, you may regroup, gaining 
  back your Health and Halloween 
  Spirit. When you enter the mortuary 
  again, you must start over. It seems 
  the layout of this mysterious place 
  has changed since your last visit. 
  36 
  
  5.5 Running Away 
  After ALL steps of combat you can 
  elect to run away by making a DE 
  check. If you fail, one monster in the 
  room deals damage and another round 
  of combat begins. If you pass, choose 
  any door in the room to escape 
  through. If it is a door you haven’t 
  explored yet roll on the Doorway 
  chart. If it is stuck or locked and 
  you fail the roll, one monster in the 
  room deals damage and combat 
  resumes. If you escape, add a number 
  to the room and record what monsters 
  were left behind on a sheet of paper. 
  They will be there if you return. 
   
  5.6 Trick-or-Treat Rolls 
  After you have cleared a room of all 
  monsters roll 1D6. If you get a one 
  through five you earn that much 
  candy. If you roll a six, roll on the 
  Items chart in the section on 
  37 
  
  Equipment. Each item is assigned a 
  number. If you roll that number you 
  find that item. 
   
  5.7 The Boss Monster 
  The boss of the 
  mortuary is ME! Dr. 
  Darkness! I will not 
  appear until you’ve 
  encountered all the 
  other monsters on the 
  chart at least once. 
  Once you’ve 
  encountered all the monsters once, 
  the very next room will contain ME! 
  Dr. Darkness! 
   
  BOSS Monster 
  Boss Monster 
  Max 
  H-DMG 
  S-DMG 
  LF 
  Dr. Darkness 
  1 
  2D6 
  2D6 
  20 
   
   
  38 
  
  Section 6.0 
  FINISHING THE GAME 
   
  After defeating, ME, Dr. Darkness, 
  count up the number of rooms you 
  explored. Earn 2 candy for each room. 
  You then may automatically leave the 
  mortuary through the “back door.” If 
  you do not defeat Dr. Darkness, you 
  don’t get the bonus candy.  
  39 
  
  6.1 Backtracking 
  At any point in the game, if things 
  get too difficult, you may work your 
  way backwards and return to rooms 
  you already visited. If you ran away 
  from a room, the monsters you left 
  will still be there. If you left the 
  room empty, roll 1D6. On a roll of 6, 
  new monsters appear. Roll for 
  monsters as normal. You may 
  backtrack out of the mortuary 
  through the Entrance/Exit, but don’t 
  earn a reward for completing the 
  game. You can spend whatever candy 
  you have on new items, weapons, 
  accessories, or even eating it to 
  level up before entering again. 
   
  6.2 Leveling Up 
  In between games you may eat 50 
  candies to add +1 to one stat. No stat 
  can be higher than 5​.  
   
   
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SOURCE: textdata/thevault/Collections/Solo/All Hallows Eve (Solo RPG Mini Book).pdf