TEXT: 1
  
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  Share away!
  Andhegames.com is where this book came from. It all belongs 
  to Andrew Miller; feel free to copy and distribute. Don’t sell it, 
  though - make your own cool book, and sell that. It’s more fun.
  Print away!
  The purchase of this book includes the rights to print out 
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  here: andhegames.com/diypdf
  More stuff:
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  make more awesome handmade games that inspire creativity.
  EXTRAS:
  In the back of the book, you’ll find additional characters, weapon 
  sets, and more goodies, thanks to backers!
  Make your own DIY Story!
  I’ve made The Cloud Dungeon a great game experience, but I’m 
  also building a new format for producing games. I’ve assembled 
  template files, fonts, free images, style and formatting guide-
  lines so you can create your own DIY game experience, which 
  you are free to give away to anyone and everyone. E-mail it 
  to me, and I’ll help show it off. 
  Find it all at: www.andhegames.com/diy-adventure-tools
  
  5
  CUT OFF THE BACK COVER 
  BEFORE YOU PROCEED.
  Don’t turn the page 
  until you’re ready to play!
  HALT!
  Supplies Needed:
  
  6
  A few things to remember when playing: 
  1. Feel free to bend the rules. Don’t 
  worry about getting everything exactly 
  right. Just have fun.
  2. Don’t save any unpurchased items. Only 
  save gold.
  3. If you need to take a break from 
  the game, place everyone’s characters 
  and items in separate envelopes. Save 
  the gold and your decision card, and pack 
  everything else up in the book. Discard 
  any loose pieces.
  4. With a team decision, if you can’t 
  agree, assign a number to each choice 
  and roll a die to determine the course 
  of action. Or just compromise. :-)
  
  7
  Lay out all character pages, 
  everyone may choose one 
  character. You may reduce 
  your health by 2 to pick a 
  pet! The pet may take dam-
  age for you, and is mostly 
  for fun. :-)
  Quirk:
  
  8
  
  9
  Quirk:
  
  10
  
  11
  Quirk:
  
  12
  
  13
  Quirk:
  
  14
  
  15
  Quirk:
  
  16
  
  17
  Quirk:
  
  18
  
  19
  Quirk:
  
  20
  
  21
  Cut that out!
  Cut out your character card and the matching standee 
  from the back cover. Cut your standees out at the dotted 
  lines, and fold at the solid lines.
  Name names
  Be sure to add a name. If you can’t think of anything, 
  simply take the first syllable of your favorite food, and 
  add it to the last syllable of your hometown’s name.
  Abilities
  You have starting numbers for your abilities. Roll a die for each ability, 
  and add that number to the starting number. Write the new number in 
  the next empty box. 
  Smarts: 1+5 =6
  Strength: 3+3=6
  Sanity: 3 +4=7
  Health Tabs
  See those dotted lines on the side of your card? 
  Cut each line to create tabs. These are your 
  health tabs. Each time you lose any health, tear that 
  many tabs off of your card.
  
  22
  Who are you?
  Roll dice to determine your quirks. One quirk from each table.
  If you have two different numbers, you can pick which number is the column, 
  and which is the row.
  Example: If you roll a 1 and a 5 for the first table, you may select 
  either Father was a shape shifter or Has an extra nose.
  You can draw your quirks 
  on the card and standee! 
  You can write them on your 
  card, but you don’t have to. 
  Quirks are for creating 
  your unique character: they 
  have no affect on game 
  play. Probably.
  When you get weapons and armor, 
  cut out weapons and armor and 
  glue/tape them to your character.
  
  23
  -
  1
  2
  3
  4
  5
  6
  1
  On fire
  Being slowly eaten 
  by tiny cows
  Has an imaginary 
  tiger friend
  Is a pirate
  Has an extra nose
  Is afraid of every-
  thing
  2
  Has a mole on face 
  in strange shape
  Is half orc
  Has musical instru-
  ment stuck in head.
  Has a funny talking 
  hat
  Has a third eyeball
  Loves bunnies, 
  spikes, or spiky 
  bunnies
  3
  Has many body 
  piercings
  Out of control body 
  hair
  Is transforming into 
  a bush
  Not human
  Has tentacles
  Has a animal that 
  rides on shoulder. 
  Best friend.
  4
  Broken nose
  Is a cyborg
  Has lizard skin
  Has unibrow
  Has talking cater-
  pillars for eyebrows. May be a witch
  5
  Father was a shape 
  shifter
  Has googlidipip
  Afraid of the dark, 
  wears candle on 
  head
  Being slowly eaten 
  by tiny camels
  Has a friendly talk-
  ing ant friend
  Has giant earlobes
  6
  Wears an eye patch, 
  not on an eye
  Has a fake fore-
  head on head
  It’s a wig
  A zombie
  Infected by alien 
  virus
  Stomach growls
  -
  1
  2
  3
  4
  5
  6
  1
  Carries a banana 
  peel
  DNA crossed with a 
  porcupine
  Twitchy
  Drinks too much 
  espresso out of 
  tiny little cups
  Very, very insane
  Fell in love with a 
  rock
  2
  Being attacked by 
  tiny snakes
  Acne problem
  Skin is made of 
  sandpaper
  Caught head in 
  chandelier
  Has spikes
  Allergic to himself
  3
  Allergic to all 
  clothing
  Has one really long 
  side burn
  Disco fever
  Actual fever
  Sweats gravy
  Has an evil glint 
  in eye
  4
  Has a wonky glass 
  eye
  Has an extra finger
  One of their organs 
  actually functions 
  on outside of body
  Pointy ears
  Normal ears
  Constant hallucinating 
  5
  Elbow is hurting 
  a bit
  Body part pierced 
  against parents 
  wishes
  Tribal tattoos on 
  face
  Really big nostrils
  Knows Greek
  Obsessed with fin-
  gernails
  6
  Striped skin
  Spiky teeth
  Talking knees
  Being slowly eaten 
  by tiny sharks
  So sad right now
  Really needs to 
  shower
  Pick 
  one 
  from 
  here
  ...and 
  here
  
  24
  Decision Cards
  Cut out one decision card for the whole table. Simply 
  circle the letter/number pairs when indicated by the story.
  When the game calls for a smarts/strength/
  sanity roll, refer to the instructions on your 
  decision card.
  Pick a starting item:
  1. Live chicken
  2. Rusty nail
  3. Action figure
  Cut your starting item out, and place it next to your 
  character card, or attach to character.
  Gold
  Each player should add up 
  their three stats, and com-
  pare the number to the 
  chart to the right, col-
  lecting the amount of gold 
  indicated.
  Total of 
  all stats:
  Starting 
  gold:
  0-14
  7
  15-19
  5
  20+
  3
  
  25
  Decision Card
  HOW TO MAKE A STRENGTH/
  SMARTS/SANITY ROLL:
  Roll two dice and compare 
  the number to whatever stat 
  you’re rolling for. If the rolled 
  number is equal or lower, the 
  roll is a success. If the rolled 
  number is higher, the roll is a 
  failure. 
  A1
  Gave him 
  money
  A2
  Didn’t give 
  him money A3
  Bought him 
  food
  A4
  You all 
  obeyed the 
  sign
  A5
  Some didn’t 
  obey the 
  sign
  B1
  PANIC!
  B2
  Secret
  B3
  DON’T 
  PANIC!
  B4
  You’re 
  sorry.
  B5
  You aren’t 
  sorry.
  Select one:
  
  26
  
  27
  Into the clouds
   You and your fellow greedy friends are about the set out on an ad-
  venture in a cloud dungeon. The long-dead queen of the cloud kingdom, 
  Tyrannie, stored all of her wealth and riches in the cloud dungeon.
  She devised a chemical process for thickening and stabilizing the clouds, 
  leading to the ability to build a country in the sky.
  That country is now called The Yonder, and you’re headed there to seek 
  your fortune. Good for you.
  
  28
  As you step onto the thick clouds, you immediately begin 
  to slowly sink. Once you’re into your ankles, the down-
  ward motion seems to slow and stop.
  
  29
  There’s a vendor nearby, who is selling cloud boots. Needed, or fancy 
  waste of money? You decide!
  ? TEAM DECISION:
  Option 1. Pay up! Pay two gold each to get your cloud boots. Seems pric-
  ey, but it may be worth it.
  Option 2. Haggle. It’ll take time, though. You might sink more.
  Option 3. Ask if he has cheaper cloud boots available.
  (Make your decision before turning the page)
  
  30
  R Results!
  IF YOU PAID UP (option 1):
  Each pay two gold into the pot, and cut out some cloud 
  boots! You have a bounce in your step.
  IF YOU HAGGLED (option 2):
  You’re not in a very strong position to bargain. You slowly 
  sink to your waist in the cloud. You try to appear calm.
  Each make a smarts roll (refer to HOW TO MAKE A 
  ROLL on your decision card), to determine how well 
  you haggle.
  No failed rolls (for the entire party): You all give the 
  vendor puppy eyes, and he melts into a puddle of pity. 
  He gives you the boots for free.
  1 + failed rolls: pay one gold each, per failed roll, 
  maximum four gold. You each must cut out a pair of 
  cloud boots! 
  Example: if three of you failed your rolls, 
  you each pay three gold.
  IF YOU ASKED FOR CHEAPER BOOTS (option 3):
  He goes to search in the back, but while you’re waiting, you  
  fall out of the sky, breaking your legs pretty badly. Cut 
  out some leg casts, and place them on your character. Re-
  duce your sanity by 1, and your health by 1.
  Perk: leg casts are fair replacements for cloud boots. You 
  smugly hobble past the vendor with all of your gold jingling 
  in your pocket.
  
  31
  leg casts
  
  32
  
  33
  CLOUD NINE
  The evil Queen built the cloud dungeon primarily as a 
  revenue-generating operation. 
  Basically, the cloud dungeon was a massive, massive tourist trap.
  The town that grew around the dungeon was named, optimistically, 
  Cloud 9. Sadly, as the Cloud 9 dungeon lost hordes of tourists to a 
  new line of fancy digital dungeons, Cloud 9 was ruined, leaving the 
  townspeople poor.
  It’s a cheerful place.
  
  34
  As you pass through the city gates, 
  a hobo shambles up to your group 
  and coughs, holding out his hand. He 
  wants some money. 
  
  35
  ? TEAM DECISION:
  Should we help the man out and give him some 
  cash? 
  Option 1: Each give him cash.
  Option 2: Don’t give him cash. 
  Option 3: Buy him food. He might be hungry.
  (Make your decision before turning the page)
  
  36
   R Results!
  IF YOU GAVE HIM CASH (option 1): 
  Each player with gold chips in one coin. The old fel-
  low chuckles to himself, then turns and walks off 
  towards the dungeon. 
  (Circle A1 on your decision card!)
  IF YOU DIDN’T GIVE HIM CASH (option 2): 
  When you ignore him, he mutters to himself and 
  ducks down an alley. 
  (Circle A2 on your decision card)
  IF YOU BOUGHT HIM FOOD (option 3): 
  Pay one coin (everyone roll one die, lowest number 
  has to pay). You walk over to a vendor, and buy 
  a fish sandwich for the fellow. 
  He doesn’t look too happy.
  (Circle A3 on your decision card)
  
  37
  The Dungeon
  As you walk the layer 
  of garbage that covers 
  the street in Cloud 9, 
  you see many hopelessly 
  poor people. 
  You glance up at the 
  towering Cloud 9 dun-
  geon. The dark cloudy 
  top briefly glows purple 
  and yellow with flashing 
  lightning.
  WORK=$
  There are a few odd jobs to be had, pretty much they 
  all amount to killing slime rats. They’re a terrible pest. 
  You get paid by the pound!
  
  The person with the highest sanity goes 
  first. Play proceeds clockwise.
  sanity
  Cut out a number of rats 2 times the 
  number of players, and place them face-
  down on the table, within reach of all 
  players. (select whichever rats you want)
  On your turn:
  Flip one rat face-up, if any are still face-down. IF NONE 
  ARE FACE-DOWN, THE GAME ENDS.
  Then pick ONE of the following:
  Flip a second rat face-up, if any are still 
  face-down. You MUST fight only this rat.
  Select any face-up rat to fight.
  Do a roll according to the rat you’re fighting (strength or smarts, as listed on the rat’s card)
  success
  failure
  You killed the rat! Tear up  the card 
  and collect the bounty!
  The rat’s slightly smarter or stronger 
  than you. Leave the rat face-up on the 
  table.
  JUST FOR FUN: you may pay one gold to save a rat you’ve defeated from death, and he will 
  become your devoted pet!
  
  39
  Refer to HOW TO MAKE A 
  ROLL on your decision card
  
  40
  
  41
  THE MARKET
  You come to the marketplace, and there’s a lot of armor 
  to buy! Select and pay for what you want.
  Each piece of armor provides 1 or 2 points of protection. 
  Fill in the matching number of armor tabs on your charac-
  ter card, and cut the dotted lines on the tabs. They count 
  as 1 extra health each.
  Helmets: 2 gold. 
  +1  +1 stat of 
  choice.
  Chest plates: 
  2 gold. +2 
  Leggings: 
  2 gold. +2
  Giant hamster ball. 
  1 gold. -2 sanity, +3
  
  42
  
  43
  Dungeon ho!
  You approach a small gateway, better maintained than the gates 
  that provide entry into Cloud 9. 
  It’s the entrance to Cloud 9 Dungeon.
  End of chapter 1: If you wish, place everyone’s characters and items in 
  separate envelopes. Save the gold and your decision card, and pack everything 
  else up in the book. Discard any loose pieces. Otherwise, continue! 
  
  44
  Clown Weapons
  You walk up to a sad looking clown sitting in a dilapidated 
  carnival booth.
  “Welcome to the Cloud 9 dungeon,’’ he says. “buy 
  your weapons, destroy the monsters, and win your fortune.’’
  You forgot weapons. Great.
  
  45
  When you select and pay for a weapon, add to your stats, writing the 
  new total in the next open box. You may carry as many weapons as 
  you want, but you must find a way to glue/tape them to your card.
  SQUID (2 GOLD)
  +2 SANITY
  SQUID (2 GOLD)
  +2 SANITY
  TRUMPET (1 GOLD)
  +1 STRENGTH
  TRUMPET (1 GOLD)
  +1 STRENGTH
  POISON SPITTING 
  FLOWER (1 GOLD)
  + 1 SANITY
  RABID BALLOON ANIMAL
  (1 GOLD)
  EACH ENEMY YOU 
  FIGHT IS DAMAGED 2 
  AT THE BEGINNING OF 
  YOUR BATTLE.
  POISON SPITTING 
  FLOWER (1 GOLD)
  + 1 SANITY
  CANDY APPLE MACE 
  (2 GOLD)
  +2 STRENGTH
  CANDY APPLE MACE 
  (2 GOLD)
  +2 STRENGTH
  JUGGLING PINS 
  (1 GOLD)
  +1 STRENGTH
  +1 SANITY
  -1 HEALTH
  JUGGLING PINS 
  (1 GOLD)
  +1 STRENGTH
  +1 SANITY
  -1 HEALTH
  RABID BALLOON ANIMAL
  (1 GOLD)
  EACH ENEMY YOU 
  FIGHT IS DAMAGED 2 
  AT THE BEGINNING OF 
  YOUR BATTLE.
  BOXING GLOVE (1 
  GOLD)
  + 3 STRENGTH
  -2 HEALTH
  BOXING GLOVE (1 
  GOLD)
  + 3 STRENGTH
  -2 HEALTH
  
  46
  
  47
  INTO THE CLOUDS
  At the entrance of the dungeon, you spy a 
  sign with a magic wand hanging from it.
  T! SOLO DECISION:
  If you would like a mustache or unibrow, you may choose to 
  draw one on your character now, using magic.
  IF you all have mustaches or unibrows, circle A4 on your 
  decision card.
  IF one or more of you chose to not obey the sign, circle A5 
  on your decision card.
  
  48
  Entering the entrance
  You approach the entrance to the dungeon.
  As you open the door that is hinged on pure cloud, a wet, moldy 
  smell hits you in the face.
  A1 ONLY
  Inside the door the old bum lies. He seems to have fainted.
  ? TEAM DECISION:
  Do you want to check his pockets for gold?
  YES? You got five gold to spend among you!!!
  NO? Stealing from a homeless man? No way.
  A2 or A3:
  You enter the dungeon, and feel slightly overwhelmed by the smell.
  The entryway is dark, and you grope your way forward. Weapons aren’t 
  the only thing you forgot - torches would’ve been nice. You reach a 
  boarded-off door. 
  ! SOLO DECISION:
  Each make a strength roll (refer to HOW TO MAKE A ROLL on your deci-
  sion card) to pry boards away. The boards can be used as weapons.
  SUCCESS: You get a board!
  FAILURE: You are weak. No board for you.
  If you have a nail, you may add +1 strength to your character, and draw 
  a nail through the board. If you have a chicken, you may reduce your sanity 
  by 1 to add +2 strength to your character, and attach your (now dead) 
  chicken on the end of your board.
  
  49
  
  50
  
  51
  Peaceful feeling
  You step into blinding golden sunshine.
  It’s a giant atrium made of stone and cloud, 
  shot through with the last light of day.
  As you progress through the beautiful room, 
  you’re feeling so peaceful that it really is a 
  surprise when two-headed bunnies attempt 
  to latch themselves to your face.
  A4 only:
  Your mustaches frighten the bunnies. Two-headed bunnies are 
  hunted by packs of hairy bats, which look like giant mustaches 
  flapping around in the air. 
  During the next bunny attack, all adventurers are strength +2.
  The bunnies attack!
  A5 only:
  The bunnies attack! (Turn to the next page)
  
  52
  BUNNY ATTACK!
  Deal one bunny card to each adventurer. Each adventurer 
  must attempt to attack the bunny they are facing three 
  times, and only three times.
  Everyone plays at once. Play is finished 
  when everyone has attempted 3 attacks.
  When you attack:
  strength
  Do a strength roll
  success
  Do one damage to 
  the bunny for each 
  point below your 
  strength you rolled. 
  failure
  Lose 1 health.
  smarts
  Do a smarts roll
  success
  Do one damage to 
  the bunny for each 
  point below your 
  smarts you rolled. 
  failure
  Lose 1 health.
  
  53
  
  54
  
  55
  R Battle Results!
  IF YOU KILLED YOUR BUNNY: Great! You 
  beat the critter into a bloody pulp. 
  Lots of pitiful squeaking...from you, that is. 
  You’re not used to killing cute animals.
  You chop off a piece of the rabbit for 
  luck. Increase your sanity 2, and attach a 
  rabbit’s foot tied to your belt, rabbit ears 
  on your head, or some other piece of the 
  furry rodent tied to you somewhere.
  Cut up the big picture of the rabbit for 
  these pieces.
  IF YOU DIDN’T KILL YOUR BUNNY: You miss 
  the bunny and hit a fellow adventurer in the 
  stomach. The person to your left loses 1 
  health.
  With razor-sharp buckteeth, the bunny tears 
  into your face. 
  Lose 1 health. Draw bunny attack scars on 
  your face.
  
  56
  You shall not pass!
  You ascend higher into the cloud dungeon, and you come 
  upon a most peculiar sight.
  A wall.
  A giant, spike-covered, grumpy-looking wall.
  It’s got thick, sticky web covering it, which looks climbable.
  As you start to climb, big ol’ spiders the size of Queen 
  Tyrannie’s golden dinner plates pop out of every crack in 
  the wall.
  
  57
  
  58
  WALL CONTEST!
  Just because you’re in a dungeon, doesn’t mean it can’t be fun! First 
  person to the top of the wall gets 4 gold, so get climbing! 
  Remember which person goes first. If multiple players reach the top 
  on the same turn, split the gold evenly.
  Cut out and fold the 
  spider standees from the 
  back cover.
  Place your standee on any of 
  the spaces on the bottom 
  row of the wall. 
  Place the spider standees on the 
  spaces with web icon.
  On your turn, you may:
  Move into an adjacent space OF 
  YOUR CHOICE. You MAY NOT move 
  into the same space as a spider or 
  another player.
  Attack an 
  adjacent spider
  sanity
  Do a sanity roll
  success
  failure
  Remove the 
  spider from 
  the board.
  You are knocked 
  back. Move 
  twice according 
  to the spider 
  move rules.
  After everyone has 
  taken a turn, once 
  per round, the spiders 
  move!
   
  Spider Movement:
  Roll one die 
  per round for 
  spider move-
  ment, and 
  move all of 
  the spiders 
  according to 
  this chart:
    1 2
  3     4
    5 6
  Spiders may ONLY 
  move on grey spaces
  If a spider lands on 
  the same space as 
  you, roll a die and 
  move your standee 
  one space according 
  to the spider 
  movement.
  The person with the 
  lowest sanity goes first. 
  Play proceeds clockwise.
  Sanity
  Spiders may not land 
  on the same space.
  
  59
    1 2
  3     4
    5 6
  spider movement
  Select this board, or the one on the back of the page
  
  60
    1 2
  3     4
    5 6
  Alternate 
  board!
  Spider Movement
  
  61
  ! Solo Battle  
  Each player follow the instructions below separately
  If you didn’t make it to the 
  top, the spiders attack you. 
  Skip if everyone made it to 
  the top on the same turn.
  You have spiders all 
  over your face. 
  Make a sanity roll to climb 
  to the top.
  The spiders attack the losers.
  R Battle Battle results!
  IF YOU FAIL: You FREAK OUT and let go of 
  the web to swat at your face wildly. You re-
  alize that letting go of the web that was 
  keeping gravity at bay was a bad idea. You 
  hit the ground. -2 health. Draw pieces of rock 
  that got stuck in your head.
  Painfully, you crawl your way back to the top 
  of the wall.
  IF YOU SUCCEED: You keep climbing. You also 
  come to the realization that raw spider doesn’t 
  taste half bad. Crunch crunch! Draw spider legs 
  sticking out of your mouth!
  You’re at the top!
  
  62
  Top of the Wall
  As you stand on the top of the wall, brushing spi-
  ders off of your clothing, you spy what looks to be 
  a quick way down. It’s a steep stone chute carved 
  into the side wall, leading from the top of the wall 
  to the floor below. 
  There are some wooden planks to lie down on, and it 
  looks a lot more fun than climbing, so you each grab 
  a plank and prepare to take the leap!
  T! SOLO DECISION:
  Each make a smarts roll.
  IF YOU FAIL: You jump on your plank face-down. 
  About 1/25th of the way down, you realize that this 
  was a bad idea. 
  Take a piece of clear tape and attach the end to 
  your character’s face, then rip it off to show how 
  the stone affected your face.
  IF YOU SUCCEED: You go down on your back. You’re 
  safe, but boring. Because you’re boring, the god of 
  boredom, Yaawn’ag, blesses you with a third eye 
  somewhere on your body. Draw the eye on your 
  character.
  
  63
  Trapped
  You look back at the stone chute, and real-
  ize that it’s constructed to be unclimbable. It’s 
  smooth, with no edges or hand holds, and no 
  railing. 
  Maybe that’s why no one ever leaves the dun-
  geon after they enter.
  ? TEAM DECISION:
  PANIC
  DON’T PANIC
  
  64
  R Results!
  IF YOU PANIC: 12 solid minutes of 
  screaming. Lower everyone’s sanity 1 
  and circle B1 on your decision card.
  YOU DON’T PANIC: After a short 
  break and some guided meditation, you 
  continue. Circle B3 on your decision 
  card.
  Suddenly, you hear a 
  sound.
  End of chapter 2: If you wish, place everyone’s characters and 
  items in separate envelopes. Save the gold and your decision card, 
  and pack everything else up in the book. Discard any loose pieces. 
  Otherwise, continue!
  
  65
   Hardened Criminal
  There are still criminals in this dungeon!
  ? TEAM DECISION:
  BRIBE: Give him an action figure and 3 gold to 
  make him go away. You may only do this if one of 
  you has an action figure.
  FIGHT: Choose your best fighter and attack!
  REASON WITH HIM: Who knows what will happen? 
  He’s a hardened criminal. Hardened criminals aren’t 
  the most reasonable people in the world.
  
  66
  R BBattle results!
  IF YOU BRIBED HIM: He chucks the action figure at the 
  face of the person who owned it, but he takes the gold. 
  The owner of the action figure must attach it to their 
  head in some way.
  IF YOU FOUGHT HIM: Choose one person to be a fighter. 
  They make a strength roll.
  IF YOU FAIL: He beats your fighter, then he beats on 
  the rest of you, just for fun. Hardened criminals do 
  that sort of thing. Fighter loses three health, every-
  one else loses one.
  IF YOU SUCCEED: You beat him! You pick his pockets. 
  The fighter gets three gold (for beating him), and ev-
  eryone else gets one.
  IF YOU TRIED REASON:  
  A5, no A3:
  He really likes all y’alls hair. He fines you one gold 
  each, but lets you pass, and tells you about a short-
  cut. Circle B2 on your decision card.
  A4, no A3: 
  Choose one player to make a smarts roll
  Success: You make sense. You all may pass.
  Failure: He whomps you and takes your money. Ev-
  eryone loses 2 health, 1 gold.
  IF YOU HAVE A3:
  You notice the hardened criminal eating a fish sandwich. 
  Strange. He’s so distracted, that you just mosey on by.
  
  67
  Moatly harmless
  Now there’s a moat blocking your way. It really isn’t that 
  deep, and it’s about half water, half melting cloud, but there’s 
  a cracking of purple electricity on the surface of the water, 
  and you don’t like the look of that.
  T! SOLO DECISION:
       HOP, SKIP, and JUMP: the floating chunks of cloud are 
  solid, right? We should be able to jump across to the other 
  side!
       BOARD WITH THIS RIVER: If you have a board, you may 
  use it as a makeshift bridge. 
       WADE: I’m not made of sugar. I’ll take off my shoes and 
  dive in!
  
  68
  R Results!
  IF YOU HOPPED, SKIPPED, and JUMPED: 
  Make a smarts roll.
  FAILURE: You slip, and end up waist-deep in electrified 
  water. Take your pen, and blacken + char your character 
  from the waist down. Ouch. Also, lose 2 health.
  SUCCESS: You lightly skip across the clouds, do a double 
  spin and land lightly on the far bank. Everyone else stares 
  at you. +1 sanity!
  IF YOU BOARDED THE RIVER on a board with no nail: The 
  board falls into the river when you’re nearly across, and you 
  make it to the other side. Dunk your board in water and 
  throw it away.
  IF YOU BOARDED THE RIVER on a board with a nail: You 
  step on the board funny, and it flies up and embeds the nail in 
  your shoulder. OUCH. -1 health. 
  Draw your new, unique injury on your character’s shoulder.
  IF YOU WADED: Reduce sanity by 1. You make it to the other 
  side, but something’s changed about you. Your eyes are scary. 
  There’s a constant crackling of electricity in your ears. You’ve 
  got a terrible nervous twitch. 
  Draw on your character card to reflect these changes.
  
  69
  Beasties
  You continue down the dark corridors of clouds, 
  when you come upon a room with five doors, 
  and a plaque. Since you always read the plaque, 
  you learn that that the doors ahead are magical 
  doors: only one person may enter each per day. 
  The doors themselves have signs, with a vague 
  description of what lies within:
  ! SOLO DECISION:
  CHOOSE YOUR BEAST (one per person. If more 
  than 5 players: two of you can squeeze through 
  each door.)
   
  The old one.
   
  The hungry one. 
   
  The one with good ears.
   
  The inflatable one. 
   
  The sneaky one. 
  Everyone must make a decision before turning the 
  page. The person with the lowest smarts makes 
  the first choice (because everyone else is too 
  smart to go first), continue around the table 
  clockwise.
  
  70
  R Results!
  The Old One:
  The old one is a crocodile-like fellow, with magic crackling in his 
  palms. He looks very happy to see you, indeed.
  Make a sanity roll. 
  Success: the old one is defeated. As a prize, he magicks your butt, 
  and you grow a crocodile tail. Draw this on your character.
  Failure: he punishes you by magicking your head. You grow a pair 
  of horns. Draw this on your character.
  
  71
  The hungry one
  A green, fishy looking bloke, with sharp teeth and chapped lips from the 
  constant licking. You’re about to offer him some lip balm when he jumps 
  on you.
  IF YOU HAVE a chicken, or a chicken on a board, you may sacrifice that 
  item to feed the fellow, and he’ll leave you alone.
  IF YOU DON’T HAVE a chicken or a chicken on a board, make a Strength 
  roll.
  Success: You beat his face, and the rest of him looks pretty pathetic, 
  too.
  Failure: He beats your face, and eats your ears off. Eww. Tape 
  scraps of paper over your ears, either on your character card, or on 
  your actual ears (or both!). -1 health.
  
  72
  The inflatable one.
  A puffy creature, filled with what looks like glowing gas, confronts you.
  IF YOU HAVE a nail, or a nail in a board: Pop him! You proceed. You may 
  NOT do this is the nail is in your shoulder. 
  IF YOU DON’T HAVE a nail or a nail in a board: Make a sanity roll, and 
  a smarts roll.
  IF YOU SUCCEED AT BOTH: You realize that the creature can’t be too 
  fast, so you simply run out the door.
  IF YOU FAIL ONLY the smarts roll: You realize that the creature can’t 
  be too fast, so you simply run into the door and fall flat on your 
  back. Ouch. -1 health before you escape.
  IF YOU FAIL ONLY the sanity roll: You realize that the crittchrr corn 
  brr tow frrinsswitch. Sandwich is a funnnny worss wording word. The 
  gas is getting to you. -1 health, -1 sanity.
  IF YOU FAIL BOTH: You’re scarred for life. -2 health, and draw curli-
  cues around your head, to indicate your looniness from this point for-
  ward.
  
  73
  The sneaky one. 
  You walk into the room, and a goblin confronts you. “2 gold to pass 
  through.’’ He says.
  IF YOU PAY UP: Place two gold in the pot. Proceed.
  HECK NO: Wrestle for your freedom! Make a Strength roll.
  Success: You pick his pocket and get FIVE GOLD! Looks like you’re the 
  sneaky one now.
  Failure: Lose all of your gold..
  The one with good ears. 
  You step into a dark room, and every sound seems to be louder.
  B1 only:
  Your panicked screaming was loud. You find him in the middle of the dark 
  room, whimpering. You ask him loudly if he’s OK, but he just squeaks and 
  faints. You’re a monster.
  B3 only
  You blunder around the room, as the beast tracks your every footstep 
  with its amazing ears. Make a sanity roll.
  Success: You hold onto your wits, and only lose a chunk of your leg 
  before you got out. -1 health and remove a chunk of leg.
  Failure: You lose it, and start screaming! The creature also screams, 
  apparently because your shrieks hurt its ears so much. It picks you up 
  and throws you through the far door, and you only break your nose 
  on the way through.
  
  74
  This is the pits
  Tired, you all exit from different doors. 
  You see a fighting pit. One man stabs the other man’s eye with his fin-
  gers. He casually breaks a few ribs, and throws the man out of the pit.
  Yikes.
  
  75
  Suddenly, the bum in the pit recognizes you.
  A1 only:
  “Oy!” he yells, “You’re the folks what gave me the money to 
  get back in here.” He climbs out of the pit. “Thanks.”
   
  A2 only:
  “Oy!” he yells “You’re the folks what wouldn’t give me no mon-
  ey!” He shrugs. “Greedy two-faced good-fer-nuffins. You’ll fit 
  in here.” He doesn’t seem very happy.
  A3 only:
  “Oy!’’ he says, “These are the folks what I asks for money, and 
  they give me a stinkin’ fish sandwich! ARGG! They throw you in 
  the pit. He thrashes you terribly. Everyone loses 1 health.
  “Now’’, he says, “Do you apologize for the terrible mistake you 
  made?’’ 
  ? TEAM DECISION:
     
    Yes.
   Circle B4 on your decision chart
    
    No.
   Circle B5 on your decision chart.
  
  76
  To Market
  You see an old lady scamper away from the fighting pit, and 
  you follow her towards a collection of buildings that the crimi-
  nals have built in the dungeon. Apparently a lot of criminals 
  never left the Cloud Dungeon, just setting up a small town.
  It’s surprisingly large, with a bustling marketplace selling ev-
  erything from old ladies’ purses (pre-owned), to slightly broken 
  safes. There are a few useful things, too.
  
  77
  Nacho Hat - free!
  Wear nachos on 
  your head. Because.
  
  78
  
  79
  B2 Only:
  You may take a shortcut, to skip to The Block 
  of Bones. (Page 80). If you want to. If you 
  don’t, proceed!
  No B2:
  You walk right by the obvious shortcut, and into 
  danger. You probably should get your eyesight 
  checked. Turn the page.
  
  80
  PIT REVISIT
  You leave the criminal village, and continue on. The walls of the dungeon 
  slowly begin to glow as the sun rises. You’ve been in here all night.
  You get to the top of the stairway, and enter a dark stone passageway. 
  It’s really dark.
  ...
  You just fell down a pit!
  
  81
  IF YOU HAVE ROPES: Way to plan ahead! Too bad you didn’t 
  tie them to something at the top before you fell down the 
  pit. However, anyone with Strength 7 and above is strong 
  enough to climb out, using the ropes to help. You then help 
  your teammates out.
  IF YOU DON’T HAVE ROPES: Everyone makes a sanity roll.
  IF YOU FAIL: lose 1 sanity. You break out into insane 
  giggles, and the person next to you looks like a monster. 
  You kick them. The person to your left is damaged 1.
  IF YOU SUCCEED: You manage to keep it together.
  You notice there’s a rope already hanging into the pit. 
  You climb out.
  Continue making sanity rolls until everyone has succeeded, or 
  is dead.
  
  82
  The Block of Bones
  You go through a block of cells, filled with bones. The 
  bones of criminals who have been left in the dungeon to 
  rot start coming alive. 
  They seem menacing and eerie, but they seem more inter-
  ested in comically sticking their hands through the oth-
  er skeleton’s rib cages and laughing uproariously...some-
  how, with no lungs. 
  SKULL GAME
  Unfortunately, The player with the lowest smarts bumps 
  into one of the skeletons, knocking the skull off.
  The headless skeleton instantly starts breaking his ribs 
  off and jabbing them into the offending party (feel free 
  to draw this on your card).
  You really should give the skull back, but instead you try 
  to attempt a ridiculous, eerie game of keep-away.
  
  83
  Cut out the skull, and give it to the adven-
  turer with the lowest smarts.
  Any roll
  Do a smarts, strength, or sanity  roll
  success
  failure
  Smarts
  When you have the skull:
  Raise the skeleton meter 1 
  (cross off the left-most 
  empty box) and roll a single 
  die. If that number is higher 
  than the skeleton meter, 
  take one damage.
  Pass the skull to a 
  player of your choice.
  Advance the time 
  meter. 
  (cross off the 
  left-most empty box)
  Once the time meter cannot advance any more, 
  you’ve successfully escaped the block of bones.
  Crumple up the bottom third of this page. This is 
  the skull which you will throw from person to 
  person. IF A PLAYER DROPS THE SKULL their 
  character is damaged one point. The longer the 
  throws, the greater the glory.
  Skull (crumple up 
  this section of the 
  page to make the 
  skull) 
  
  84
  
  85
  You emerge into a gigantic room, filled with the clear, 
  golden light of morning. There’s a long staircase hewn 
  out of the clouds, and at the top there is a throne, 
  apparently for Queen Tyrannie when she held court. 
  You’re on the lookout for an airship to escape with.
  You are also keeping a sharp eye out for those piles 
  of gold you were promised. So far, you haven’t found a 
  golden button. The promises of piles of gold and rubies 
  as big as your fists seemed a bit too good to be true 
  when you saw the Cloud Dungeon infomercials, but they 
  can’t lie on television without being caught, right? 
  
  86
  You squint your eyes to make out the throne, and with 
  a shock you realize there’s a figure sitting in the giant 
  golden recliner. 
  You can’t see who it is, but you feel that someone’s 
  beaten you to the piles of treasure, as seen on TV.
  At the base of the steps, there’s an amazing weapon.
  
  87
  CONGRATS! You’ve found 
  the LIGHTNING SWORD!
  Cut this entire page out 
  of the book, roll it up, 
  and tape it to make a 
  sword. You’ll need it.
  (You may choose either 
  the lightning sword, or 
  the cloud club on the 
  other side of the page)
  
  88
  CONGRATS! You’ve found 
  the CLOUD CLUB!
  Cut this entire page out 
  of the book, roll it up, 
  and tape it to make a 
  club. You’ll need it.
  
  89
  Dragon it out
  You grab the weapon and look up the staircase at the 
  person sitting on the throne. She’s soooper old, and she 
  looks like a queen, or something. 
  She shrieks. The bum you keep running into steps out 
  from behind the throne. 
  
  90
  B4 only:
  The bum stares at you for a moment.
  He picks up a sapphire the size of his head. 
  He chucks it straight back into the cloudy 
  wall behind him.
  The sapphire sticks in the wall.
  There’s a pause, and then the sapphire...
  blinks.
  He’s just created a cloud dragon.
  Tired as you are, if you want to live 
  you’re going to have to team up and take 
  the dragon out.
  For some reason, the bum didn’t choose to 
  use a (stronger) ruby for the dragon. The 
  sapphire dragon is weaker, remove 4 health 
  from the dragon.
  
  91
  No B4:
  The bum snarls at you. He picks up a ruby 
  the size of his head. He chucks it straight 
  back into the cloudy wall behind him.
  The ruby sticks in the wall.
  There’s a pause, and then the ruby...blinks.
  He’s just created a cloud dragon.
  Tired as you are, if you want to live you’re 
  going to have to team up and take the 
  dragon out.
  
  92
  The person with the highest strength 
  goes first. Play proceeds clockwise.
  strength
  sanity
  smarts
  strength
  On your turn, you may:
  Attack
  Assist
  Distract
  Do a strength roll
  Do a smarts roll
  Do a sanity roll
  success
  failure
  success
  failure
  success
  failure
  Damage 
  dragon 1  for 
  each point 
  under your 
  strength you 
  roll. 
  Minimum: 1 
  Damage 
  yourself 1.
  You may add 1 
  to any player’s 
  strength, if 
  their strength 
  is 9 or below.
  Reduce your 
  sanity by 1.
  The Dragon’s 
  next attack 
  roll is -1.
  The Dragon 
  ignores you, 
  which is kind 
  of a relief.
  Dragon Attack:
  After everyone has taken a turn, once 
  per round, the Dragon attacks!
   Roll one die.
  Determine the attack according to the 
  die roll:
  Wound one non-ghost player of 
  your choice twice. 
  Everyone rolls one die. Anyone 
  who rolls 3 or lower recieves 
  one wound.
  Everyone must lose three 
  health, or reduce strength by 
  2, permanently.
  
  93
  Tear/cut the page out 
  of the book, fold at the 
  dotted line, and tape the 
  edges of the page to-
  gether. Stand the dragon 
  up on the table.
  
  94
  
  95
  Five and six player 
  games, add this health:
  Dragon Health
  
  96
  
  97
  If all died:
  Now you’re all ghosts, so you have all of eternity to 
  torment the dragon who killed you. You follow him 
  around, keep him up at night, and scream at him ev-
  ery few minutes. You don’t drive him insane, as you 
  intend, though: he simply starts a cable television show, 
  documenting your appearances, and grows very famous 
  and successful. You and your friends are - kind of - 
  movie stars.
  If one or more lived:
  The person who struck the killing blow (or the young-
  est player) may take up the lightning sword, and HIT 
  THE DRAGON AS HARD AS THEY CAN! 
  Send the sizzling sucker flying.
  The dragon is SLAIN! The queen and her former court 
  jester - the bum - escape on the cloud ship, leaving 
  you with all of the treasure. YOU’VE DEFEATED THE 
  CLOUD DUNGEON! Now spend some time rolling around 
  in all of your gold.
  the
  end
  
  98
  Extras
  THANK YOU TO: my lovely wife Sonia, for 
  proofreading, support and encouragement (I could 
  not have done this without you), Gerald King 
  and Ultimate Team-up attendees for play test-
  ing, advice, and generalized awesomeness (Thank 
  you for giving my game a shot when it was 
  pretty rough!), Josh Fosberry for game de-
  sign advice, Chip Beauvais for proofreading my 
  Kickstarter page and helpful advice, Jared Von 
  Hindman for drawing so many things, Timothy 
  Miller for beautiful, beautiful music and last-
  minute pricing advice, Aaron Kessler for the 
  amazing Kickstarter video, both our families for 
  play testing, advice, and encouragement, Nausicaa, 
  Orion, Eliza, and Thea for drawing me so many 
  amazing monsters, for every Kickstarter backer 
  who put their money up to help make this book 
  become real! THANK YOU!
  -AndHeDrew
  
  99
  
  100
  
  101
  RAIN BOW (2 GOLD)
  +2 SANITY
  FLOPPY DISC 
  SHURIKEN (1 GOLD)
  +1 STRENGTH
  PIRANHA ON A 
  STICK (1 GOLD)
  + 3 STRENGTH
  + 2 SANITY
  -3 HEALTH
  SPORK (2 GOLD)
  +2 STRENGTH
  SPORK (2 GOLD)
  +2 STRENGTH
  FLOPPY DISC 
  SHURIKEN (1 GOLD)
  +1 STRENGTH
  RAIN BOW (2 GOLD)
  +2 SANITY
  PIRANHA ON A 
  STICK (1 GOLD)
  + 3 STRENGTH
  + 2 SANITY
  -3 HEALTH
  GLITTER BOMB
  (1 GOLD)
  EACH ENEMY YOU 
  FIGHT IS DAMAGED 2 
  AT THE BEGINNING OF 
  YOUR BATTLE.
  GLITTER BOMB
  (1 GOLD)
  EACH ENEMY YOU 
  FIGHT IS DAMAGED 2 
  AT THE BEGINNING OF 
  YOUR BATTLE.
  (Replace page 43 from The Cloud Dungeon, or any weapon shop)
  
  102
  
  103
  
  104
  
  105
  Mask set & facial hair set. For character customizing!
  
  106
  
  107
  
  108
  
  109
  
  110
  
  111
  
  112
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/The Cloud Dungeon/The Cloud Dungeon.pdf