TEXT: Solo Dungeon Crawl
  By
  Eli Silver
       The council had called you to a meeting. You went, and they explained that a Dragon had been 
  terrorizing the local villages, raiding their farms, and burning their fields. They need you to stop him. You 
  begin to think about it, when one member rushes you and knocks you out. 
       When you awake, you are on a stone floor, with the only light coming from weak torches on the wall. You 
  stand up dizzy and disoriented. You slowly realize you are in the Dragons dungeon! You turn around, but 
  the door has been sealed shut.
       You look at the ground and see a dagger and some rope lying on the ground. You pick it up and head out, 
  hoping you will be able to survive this ordeal.
  Introduction: Welcome to Solo Dungeon Crawl, a game where you are exploring a dungeon in hopes of 
  finding the boss with: a Dragon. You start with a little equipment, but that is it. You will have to use your 
  wits and determination to get through. I hope...
  Components: These are what you will need to play this game;
  •
  A six-sided die (1d6)
  •
  A pencil
  •
  Some graph paper 
  •
  These rules
  Setup: Before you can crawl through a dungeon, bashing monsters and collecting stuff, you need to make 
  your character. This should be simple (don't know why it wouldn't be), and won't take long. 
  1.
  Choose a race from the following available: 
  •
  Human      HP 4   Strength 4   Dexterity 3   Vision 1 / Can break down doors for nothing
  •
  Elf               HP 4   Strength 3   Dexterity 4   Vision 2 / Can avoid arrow traps for nothing
  •
  Dwarf        HP 5   Strength 5   Dexterity 2   Vision 0 / +1 Damage for the first round of each combat
  •
  Half-ling   HP 4   Strength 3   Dexterity 3   Vision 1 / HP potions restore full health, +1 maximum
  •
  Kimen        HP 3   Strength 2   Dexterity 5   Vision 2 / Can cross pit traps for nothing
  2.
  Next, distribute 2 points among those stats as you see fit. This means adding to them, not 
  subtracting (obviously). For every 1 point added to your strength, lower your Dexterity by 1. For every 
  1 point added to you Dexterity, subtract 1 HP. You can lower any stat by 1 for free (but I don't know 
  why you would want to). No stat except HP can go above 5. Your Speed is half of your Dexterity, 
  (rounded up).
  3.
  Now you can choose what equipment you start with. You have 4 points to spend on equipment. The 
  cost is the number on the left of it. This same number is the number used to determine what you find. 
  Don't worry. Its like the number's multitasking or something. You can start with a spell, but nothing 
  else if you want.
  4.
  Now you need to make your dungeon. Start by drawing a 12x12 grid. Notice that this magically 
  leaves room for 16 9x9 squares (wow). Pick one of these squares that are next to the edge to start in. 
  Box it off, then put walls in each corner of it. You start next to the edge. It should look something 
  
  like this:
      0
     /|\
      /\
  Play: The game is played like this: Move, Explore, Resolve.
  Move: You can move your speed in spaces across the map. You may not enter unexplored areas. You may not 
  move through enemies. You may not move past traps.
  Explore: If your vision extends into unexplored areas, you must explore them. So if your vision is 2, and you 
  are 1 space away from an unexplored area, you explore it.
       To explore, encompass a 9x9 square (like when you started). Roll on all of the following charts to see how 
  many paths there are, how many enemies or traps or treasure there is. These are allways placed in the middle 
  of the new square. If there are no more areas to explore, the last one is the Dragon.
  
  Encounter Chart                       
  1
  2
  3
  4
  5
  6
  Area 2  -  4
  -
  Treasure
  Treasure
  Goblin
  Goblin
  Trap
  Area 5  -  8
  -
  Treasure
  Goblin
  Skeleton
  Trap
  Trap
  Area 9  -12
  -
  Treasure
  Skeleton
  Skeleton
  Trap
  Trap
  Area 13-16
  Treasure
  Goblin
  Skeleton
  Zombie
  Zombie
  Dragon
  Area 17-20
  Treasure
  Goblin
  Skeleton
  Zombie
  Trap
  Trap
  Area 21-24
  Treasure
  Goblin
  Skeleton
  Zombie
  Zombie
  Trap
  Area 25-28
  Treasure
  Skeleton
  Skeleton
  Zombie
  Wyrm
  Dragon
  Area 29-32
  Treasure
  Skeleton
  Zombie
  Wyrm
  Trap
  Trap
  Area 33-36
  Skeleton
  Zombie
  Wyrm
  Wyrm
  Trap
  Dragon
  Trap Chart                                                                                                                      Weapon Chart
  Die Roll
  Result
  Die Roll
  Result
  1 – 2 
  Arrow Trap
  1
  Club
  3 – 4 
  Pit Trap
  2
  Dagger
  5 – 6 
  Locked Door
  3
  Sword
  4
  Bow
  5
  Mace
  6
  Chain Blade
  Treasure Chart                                                                                                               Item Chart
  Die Roll
  Result
  Die Roll
  Result
  1
  Spellbook
  1
  Torch
  2
  Spellbook
  2
  Potion
  3
  Item
  3
  Rope
  4
  Weapon
  4
  Shield
  5
  25g
  5
  Key
  6
  50g
  6
  Platemail
  Paths Chart  
  Die Roll
  Result
  Die Roll
  Result
  1
  No paths
  4 – 5 
  2
  2 – 3 
  1
  6
  3
  
  This is what your map might look like after you have moved and explored once:
     
  Sword
      0
     /|\
      /\
    
  Goblin
  Resolve: If you are on a trap or treasure, or next to an enemy, you must resolve it. If you are on a treasure, 
  you can simply pick it up, provided you have enough space. You can only hold one thing in each hand, and 
  three extra on your belt if it does not require hands to hold. There is a list in the back of these instructions 
  that details each weapon.
       If you are on a trap, you must test a stat. If it is a pit or arrow trap, you must test your Dexterity. If it is a 
  door, you must test your Strength. If you succeed, you can pass the trap. DO NOT ERASE IT! (was that 
  big enough?) If you are on a door in a dead end, it is a secret path! It can lead to all adjacent areas.
       If you are next to an enemy, you must complete combat.
  
  Combat: If you are next to an enemy, you must fight them. To do this: 
  •
  Pick a weapon you are holding to fight with (if you do not have a weapon, you get no bonuses. 
  Instead, see Fighting With no Weapons). 
  •
  Test whatever stat the weapon you are fighting with tells you to. So if you are fighting with a sword, 
  test your strength. If the weapon has a B(onus), subtract it from your roll.
  •
  If you succeed, deal damage to the enemy equal to your weapons D(amage).
  •
  If you fail, you miss. If you rolled a six, it is an automatic miss, and your weapon is broken. Get rid 
  of it.
  •
  Now roll for the enemy. If you roll a hit, deal their damage to you. 
  •
  Repeat until one of you are dead. You can retreat, but the monster will gain full life.
  •
  If you win, you may take loot from his body. If it is a Goblin, he is carrying 1 Club. If it is a Skeleton, 
  he is carrying 1 Sword. If it is a Zombie, it is carrying 1 HP potion. If it is a  Wyrm,, it is carrying 1 
  Key.
        Example: You are fighting a Goblin with a sword. Your strength is 4. You roll the die and get a 5. This 
  means you fail. Now you roll for the Goblin. You roll a 1, which means it hits you. Its damage is 1, so you 
  subtract 1 from your HP. Then you roll again, and you get a 3. Success! Your sword has 2 damage, so you 
  subtract 2 HP from the Goblins HP, which kills it. 
  Fighting With no Weapons: If you have no weapons, you must roll a 6 to successfully kill the enemy. They 
  can still hit you like normal. This does not work on Zombies and Dragons (bummer).
  Testing: If you are told to test a stat, roll 1d6. If the roll is equal to or lower than the trait being tested, you 
  succeed. If it is higher, you fail. Some weapons or items will affect your roll, so be sure to include any 
  modifiers. 1 is an automatic success. 6 is an automatic fail.
  Spells: If you have a spell, you can use it whenever you want to. Each spell has a certain number of uses.
  Upgrading: For every three enemies you kill, you can add one point to any stat you want, but no stat except 
  HP can go above 5. 
  Resting: At the end of your turn, if there are no enemies in your area, you may rest. Regain 2HP. However, 
  resting is dangerous in a dark, monster infestead cave. Roll 1d6: 1-4, 1 random monster appears (same 
  placement). 5-6, nothing happens. 
  Difficulty: If you want a more difficult or longer game, simply make a 15x15 square, or 18x18. Use the same 
  table as before, as it has tables for these size levels as well. If you are playing a game on a 15x15 map, treat 
  the Dragon in areas 13-16 as a Trap. If you are playing on a 18x18 map, treat the Dragons in both areas 13-16 
  and 25-28 as a Trap. 
  Ending the Game: If you die, or if you kill the Dragon, the game ends. Count up your points by adding +10 
  Gold for every 1 point the weapon cost. So the Sword would be worth 30 gold. Then add any other gold you 
  found. Add 10 points for every enemy you killed. Add 5 points for every area explored. Lastly, if you killed the 
  Dragon, add 50 points. This is your total score.
  
  Example after you have been playing for a while:
     
    
  Skeleton
  Door
    
  Rope
  Arrow 
  Trap
     
  Zombie
       0
      /|\
       /\
  Door
  Dwarf    HP 7 / 4                                                 Kills:  | | |                      Gold: 25
  S  5                              Left Hand:  Shield          
  D 3                              Right Hand:  Sword              Spells:
  V 2                              Belt:  Key                              
  As you can see, you are injured, but not to badly. You have explored 13 areas, which means you could run into 
  the Dragon at any time (gulp!).
  
  So lets suppose after you kill the Zombie, you explore the adjacent, rooms, and the Dragon is in one of them! 
  You decide to attack it (cocky, huh?). 
  You roll 1d6 and get a 4. Whoo! You hit him. 
  The Dragon has 6 HP, so you take 2. The Dragon attacks you, and rolls a 2. Ouch! You get hit, but 
  your shield takes some damage first. It has 3 HP, and has already taken 1 hit, so it takes another 2 
  hits, and then shatters into pieces. The Dragons Damage is 3, so if 2 went to the shield, and 1 goes to 
  you.  
  You roll again, getting a 5. Yeah! The Dragon only has 2 HP now.
  The Dragon Gets a 4, and now all 3 Damage points are going to you. NOOOOO!!!!!! You are 
  DEAD!!! DEAD!!! DEAD!!! WHY!?!?!?! Your score would be 250.
  Here is a list of all the Equipment and Items.  Each Weapon has a Damage, Bonus, Hands, Weight, and 
  Stat. 
  •
  Damage is dealt to the enemy if you successfully land a blow. 
  •
  Bonus subtracts from your roll, making it more likely you will hit them. 
  •
  Hands are how many hands are needed to hold the weapon. 
  •
  Weight is how heavy the weapon is. Please note you cannot hold a weapon if its Weight is over your 
  strength. If an item has no 'Hand' value, it goes on your belt, except for armor.
  •
  The Stat is what stat you test when using this weapon in combat.
  Weapon Stuffs
  Weapon Type
  Damage
  Bonus
  Hands 
  Weight
  Stat
  Club
  1
  0
  1
  2
  Strength
  Dagger
  1
  1
  1
  1
  Strength
  Sword
  2
  0
  1
  3
  Strength
  Bow
  2
  1
  2
  2
  Dexterity
  Mace
  3
  0
  1
  5
  Strength
  Chain Blade
  3
  1
  2
  4
  Dexterity
  Item Stuffs
  Item Type
  Hands
  Notes
  Torch 
  1
  +1 Vision
  Potion
  0
  1 use / +4 HP
  Rope
  0
  1 use / Cross Pit Traps
  Shield
  1
  HP 3
  Key
  0
  1 use / Unlocks a Door
  Platemail
  0
  HP 6
  
  Spells from the Spellbook
  Spell Name
  Uses
  Effects
  Search
  1
  When you roll to see what is in a new area, change it to Treasure.
  Fireball
  2
  +2 Damage while in battle / Disarm an Arrow Trap.
  Smoke
  1
  Move through an enemy.
  Vision
  1
  +5 Vision and +2 Dexterity for 1 turn.
  Shadow
  2
  Confuse the enemy. Only take half rounded down of their Damage.
  Monster List
  Monster Name
  Damage
  Hits on a
  HP
  Goblin
  1
  1 – 2 
  2
  Skeleton
  2
  1 – 2 
  3
  Zombie
  2
  1 – 3 
  4
  Wyrm
  2
  1 – 4 
  5
  Dragon
  3
  1 – 5 
  6
  Trap Stuff
  Trap Name
  Details
  Pit Trap
  Test your Dexterity: Success, you get across. Fail, you fall down, -1 HP, lose 1 
  Item or Weapon if you have one.
  Arrow Trap
  Test your Dexterity: Success, you get through. Fail, you are hit. -2 HP
  Door Trap
  Test your Strength: Success, you bash it open. Fail, it is still locked. -1 HP
  2-Players
       As you were walking through the town, a gang of robbers attacked you, and knocked you unconscious. 
  When you awoke, you were in a dungeon, with little light coming from the torches. You heard a booming 
  voice blast through the caverns. “Attention, all people. The two contestants must fight to survive, and the 
  last man standing will be set free. Good luck.” 
       All the rules apply as before, but to win, you must be the last man alive.  If you are next to the other 
  player, you may attack them like normal. Each player starts on opposite sides of the board. If you move out of 
  an area, erase what was inside it. Once you move back in, reroll to see what is in it. If you kill/destroy an 
  obstacle, reroll when you enter again. There is no vision in this game. You draw a new area when you move 
  into it. Last man standing wins.
  
SOURCE: textdata/thevault/Collections/Solo/Solo Dungeon Crawl/Solo Dungeon Crawl.pdf