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NoteQuest Eng

This document provides the rules for the solo dungeon crawl game NoteQuest. The game involves creating an adventurer by rolling for race and class, which determine starting stats and equipment. Players then build a dungeon by rolling for its type and boss. Exploration involves opening doors by rolling on tables to determine what lies beyond - corridors, rooms, traps, treasures or monsters. The goal is to complete the dungeon before one's adventurer dies.

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100% found this document useful (6 votes)
4K views11 pages

NoteQuest Eng

This document provides the rules for the solo dungeon crawl game NoteQuest. The game involves creating an adventurer by rolling for race and class, which determine starting stats and equipment. Players then build a dungeon by rolling for its type and boss. Exploration involves opening doors by rolling on tables to determine what lies beyond - corridors, rooms, traps, treasures or monsters. The goal is to complete the dungeon before one's adventurer dies.

Uploaded by

aditya_ta
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Solo Dungeon Crawl Game

Created by Tiago Junges

www.coisinhaverde.com.br

Version 1.1
Version 1.1

Created by Tiago Junges

Introduction
NoteQuest is a small dungeon crawl solo game. The rules are extremely simple and fast, giving you
more time for the best part: Exploration! You will play with a weak adventurer after money and fame. Good
luck! (You’re gonna need it).

How to Play
To play NoteQuest you will need this book, a notebook or grid paper, a pencil and some dice (d6). Now
just find a quiet place and start your adventure!
First you will create an adventurer and a dungeon. If you manage to complete the dungeon, you can
move on to another dungeon and so on. If you die before that (which is very likely), create a new character and
try to explore the dungeon again (and find your old character's corpse with all the items in the backpack) or
explore a new dungeon. This is the flow of the game.

Creating Your Adventurer


To create your adventurer you will need to roll a Race and Class in the tables below. Each of these will
indicate Hit Points (HP), an Ability and your Starting Weapon. You start with 10 Torches and no coins. If you
have spells, roll to the Basic Spells table.
Table 1: Races
2d6 Race HP Ability

2 Slimemen 10 If you engulf the body of an enemy, you regain all HP.

3 Lightbugster 16 You can create your own light instead of a torch, but you use 2 HP for every use.

4 Pixie 8 You start the game with 4 Basic Spells and 2 Treasures (all random).

5 Gnome 14 You start the game with 3 Basic Spells.

6 Elf 17 You start the game with 1 Basic Spell.

7 Human 20 None.

8 Dwarf 18 When you roll to Find Secret Passages, roll two dice and discard the lowest.

9 Halfling 14 When you roll to Move Silently, roll two dice and discard the lowest. (except in the Boss!).

10 Cat-Person 19 You can sell equipment in the town for twice the price.

11 Rinoceroid 24 You can attack with your horn (Damage 1d6).

12 Dragonkin 30 You start with 3 Fireballs.

Table 2: Classes
2d6 Class HP Ability Starting Weapon

2 Hobo +4 None. Wood Stick (1d6-2 damage)

3 Grave Digger +2 Deal +2 damage to Undead. Shovel (1d6-1 damage)

4 Noble +0 You start the game with 1 Basic Spell. Rapier (1d6+1 damage)

5 Scholar +0 You start the game with 3 Basic Spells. Dagger (1d6-1 damage)

6 Blacksmith +4 You can repair an armor by spending 1 Torch. Hammer (1d6 damage)

7 Guard +4 None. Short Sword (1d6 damage)

8 Cook +2 Gain 1 coin for every monster killed (except Undead) Cleaver (1d6 damage)

9 Locksmith +2 You can open any door without consuming torches. Dagger (1d6-1 damage)

10 Lumberjack +4 None. Lumberjack Ax (1d6 damage)

11 Miner +4 If you run out of torches, you can move up to 3 rooms. Pickaxe (1d6-1 damage)

12 Gladiator +6 None. Short Sword (1d6 damage)

Table 3: Basic Spells


1d6 Basic Spell Effect

1 Heal Heals 6 HP.

2 Magic Lock You can lock and unlock any door.

3 Teleport You teleport to any empty room. You can use it to escape from combat.

4 Cold Ray Deals 4 damage to one monster and it cannot attack next turn.

5 Lightning Deals 6 damage to one monster.

6 Fireball Deals 5 damage to all monsters.


Dungeons

Building a Dungeon
The dungeon will be built as you explore, opening door by door. At first you only know its name, which
was whispered in the tavern. To define the Dungeon Type and Dungeon Boss, roll in the tables below.

Table 4: Dungeon Type


1d6 Name and Description

1 The Crypt of the [Dungeon Boss]


Inside a small mausoleum, there is a staircase that leads down. At the end of the stairs there is a door.

2 The Sanctuary of the [Dungeon Boss]


A small chapel has a staircase behind the altar. At the end of the stairs there is a door.

3 The Refuge of the [Dungeon Boss]


In a small lost house there is a trapdoor that hides a staircase. At the end of the stairs there is a door.

4 The Tomb of the [Dungeon Boss]


A large building with a stone door. Behind it, a long corridor with a door at the end and two on the sides.

5 The Temple of the [Dungeon Boss]


Beautiful building with a large double door. Behind it, a corridor with 4 doors (two on each side).

6 The Palace of the [Dungeon Boss]


A large building with a beautiful entrance door. Behind it, a giant hall with two doors on each side and a staircase in the
center leading down. At the end of the stairs there is a door.

Table 5: Dungeon Boss


Dungeon Type
1d6
Crypt or Tomb Sanctuary or Temple Refuge or Palace

1 Spider Queen (20 HP; 3 Dmg; Web) Aberration (20 HP; 4 Dmg; Weakness) Mad Queen (22 HP; 2 Dmg; Loot; Explosion)

2 Skeleton King (10 HP; 7 Dmg; Undead) Old Tentacle God (20 HP; 6 Dmg; Regen) Ghost Lady (13 HP; 3 Dmg; Intangible)

3 Ghost King (10 HP; 4 Dmg; Intangible) Ethereal Guardian (28 HP; 1 Dmg; Death) Cursed Ogre (20 HP; 7 Dmg; Loot)

4 Vampire (20 HP; 5 Dmg; Loot; Regen.) Serpent God (30 HP; 3 Dmg; Poison) Orc King (12 HP; 5 Dmg; Loot; Horde)

5 Lich (20 HP; 6 Dmg; Loot; Necro.) Demon Lord (30 HP; 8 Dmg) Necromancer (16 HP; 7 Dmg; Loot; Necro.)

6 The Death (30 HP; 3 Dmg; Death) Goddess without Face (40 HP; 7 Dmg) Dragon (30 HP; 7 Dmg; Fire Breath)

Opening Doors
To start exploring the dungeon, you must first understand the process of opening a Door. Each time
you find a door, you must roll on [Table 9: Door] to see if you can open it.
The dungeon will be separated by “Segments”, where a Segment can be a Corridor, Staircase or
Room. Whenever you open a door, you will roll on [Table 6: Segments] and check the column corresponding
to where you are opening the door (current segment).
If you are on a Staircase, every door you open you will check in the first column of table 6. If you are in
a Corridor, every door you open you will check in the second column. If you're in a Room, every door you open
you check in the third column.
If the segment is a Room, roll on [Table 7: Content] and [Table 8: Monsters] as well.
Table 6: Segments
1d6 Open from a Staircase Open from a Corridor Open from a Room

1 Corridor with one door. * Small room (3x3) with one door. Small Room (3x3). May have Trap.

2 Corridor with two doors. * Room (4x4) with one door. Room (4x4). May have Trap.

3 Corridor with two doors. Room (4x4) with one door. * Room (4x4).

4 Corridor with two doors. Long Room (4x6) with two doors. Long Room (4x6). *

5 Corridor with three doors. Big Room (6x6) with two doors. Big Room (7x9) with pillars. *

6 Large Corridor with three doors. Staircase with a door in the end. Staircase with a door in the end.

* May have Secret Passage


Table 7: Content
2d6 Dungeon Type

Crypt or Tomb Sanctuary or Temple Refuge or Palace

2 Empty coffin with your name on it Magic Portal (one way to the Town) Large dusty library

3 2d6 pots with dead plants 2d6 rowed chairs Destroyed kitchen and 1d6 coins

4 Texts carved on the floor Torture Room with 1d6 Weapons Large table with a few chairs

5 Human bones everywhere Creature or deity statue Bookcase and 1d6 Scrolls

6 Pile of bones and 1d6 coins. Corpse with 1 Treasure Desk and 1 Chest

7 Sarcophagus with a Chest inside. Large Chest on an altar. Bed with a Chest next to it.

8 1d6 wooden coffins and 2d6 coins Small altar with 1d6 coins Garden covered by plants.

9 Skulls walls(Trap) 2d6 paintings of gods (1 coin each) Garbage room with a Trap

10 Dozens of candles everywhere Dozens of candles everywhere Large table with papers and maps

11-12 Treasure Room 2d6 Treasures Warehouse with 1d6 Treasures Arsenal. 2d6 Magic Items

Table 8: Monsters
2d6 Dungeon Type

Crypt or Tomb Sanctuary or Temple Refuge or Palace

2 Ghost (5 HP; 4 Dmg; Intangible) 2d6 Imps (2 HP; 1 Dmg) Minotaur (14 HP; 7 Dmg)

3 Bone Golem (12 HP; 5 Dmg; Undead) 3 Fungi-folk (4 HP; 2 Dmg; Loot; Regen) 2 Orcs (6 HP; 3 Dmg; Loot)

4 1d6 Skeletons (4 HP; 1 Dmg; Undead) 1d6 Skeletons (4 HP; 1 Dmg; Undead) 1 Orc (6 HP; 3 Dmg; Loot)

5 1 Living Armor (8 HP; 3 Dmg) 1d6 Serpents (2 HP; 1 Dmg; Poison) 1d6 Giant Rats (2 HP; 1 Dmg)

6 1d6 Goblins (3 HP; 1 Dmg; Explosive) 1d6 Goblins (3 HP; 1 Dmg; Explosive) 1d6 Goblins (3 HP; 1 Dmg; Explosive)

7 No monster No monster No monster

8 No monster No monster No monster

9 1d6 Scorpion (2 HP; 1 Dmg; Poison) 2 Orcs (6 HP; 3 Dmg; Loot) 2 Living Armor (8 HP; 3 Dmg)

10 2 Living Armor (8 HP; 3 Dmg) Serpent Golem (10 HP; 5 Dmg; Poison) 3 Fungi-folk (4 HP; 2 Dmg; Loot; Regen.)

11 3 Fungi-folk (4 HP; 2 Dmg; Loot; Regen) Giant Spider (10 HP; 4 Dmg; Web) Bone Golem (12 HP; 5 Dmg; Undead)

12 Giant Spider (10 HP; 4 Dmg; Web) Gargoyle (12 HP; 3 Dmg; Stoneskin) Crawling Oose (10 HP; 1 Dmg; Loot; Regen)
Table 9: Door
Table 12: Secret Passage
1d6 The door is...
1d6 Secret Passage
1 Locked. *
1 You may have triggered a Trap (tab 10).
2 Locked. *
2 There is no secret passage here.
3 Unlocked, but may have a Trap (tab 10).
3 There is no secret passage here.
4 Unlocked.
4 There is no secret passage here.
5 Unlocked.
5 You find a loose stone on the floor hiding a Chest.
6 Unlocked.
6 A wall opens and reveal a Staircase with a door at
the end.
* Need the dungeon key, Pick the Lock or Break the Door.

Table 10: Traps Table 13: Treasure


1d6 Trap 1d6 Treasure

1 Nothing happens. 1 Valuable Gem (2d6 x 10 Moedas)

2 Nothing happens. 2 Health Potion (Heals all HP)

3 Nothing happens. 3 [Wondrous Items] (table 15)

4 An arrow comes out of a hole and deals 1 damage. 4 [Armor] (table 15)

5 The floor breaks and you fall into a pit, taking 1d6 5 [Weapon] (table 15)
damage and losing a torch.
6 [Magic Item] (table 14)
6 A blade falls from the ceiling. Roll the dice. On a ‘2’,
you lose one of your arms and in a ‘1’ you die.
Table 14: Magic Item
Table 11: Chest 1d6 Magic Item

1d6 Chest 1 Magic Scroll (Random Basic Spell; This item is


destroyed after use)
1 May have a Trap (tab 10). Roll again.
2 [Armor] of Strength (you deals +1 damage)
2 This chest is empty.
3 Elven [Armor] (+2 HP)
3 1d6 Coins and 1 Treasure (table 13).
4 [Weapon] of Destruction (Deals +2 damage)
4 2d6 Coins and 1 Treasure (table 13).
5 Vampiric [Weapon] (Heals 1 HP every attack)
5 3d6 Coins and 1d6 Treasure (table 13).
6 Vorpal [Weapon] (On a ‘6’ in the damage die, the
6 4d6 Coins and 1d6 Treasure (table 13). target dies)

Table 15: Other Items


1d6 Weapon Armor Wondrous Items

1 Pan (1d6-1 damage) Ring (0 HP) Goblin Whistle (Goblins flee on hearing)

2 Sword (1d6 damage) Pair of Bracelets (2 HP) Potion of Luck (Ignores the next activated Trap)

3 Battle Axe (1d6+1 damage) Pair of Boots (3 HP) Potion of Fury (+2 damage until end of combat)

4 Flail (1d6+1 damage) Pair of Shoulderpads (3 HP) Salamander Potion (Recovers lost arm)

5 Mace (1d6+1 damage) Helm (4 HP) Master Key (Opens any door)

6 Warhammer (1d6+1 damage) Breastplate (10 HP) Lamp (Equivalent to 6 torches)


Pick the Lock: You can open locked doors. To do
The Last Room this, spend 1 torch and the door will open normally
as if you had the key.
Each staircase you descend will be leading Break the Door: A locked door can be opened by
to a new level of the dungeon. As soon as you are breaking. It is a simple action and does not require
entering the third level (that is, there are 2 time or torch, however, if you do this, in addition to
staircases between you and the entrance to the the door can no longer be closed, you alert all
dungeon), you will have found the Final Room. This monsters of that segment. They will attack you first.
is a large room without doors where the Dungeon Move in Silence: If you opened a door without
Boss will be in the center. Roll normally for Room drawing the attention of the monsters inside the
Content but not for Monsters. Behind the Boss will room, you can choose to move in silence. Roll a
also be 1d6 Chests. dice for each monster inside the room, and if one
If the dungeon is left with no stairs to the results is ‘1’, the monsters will see you and will
third level, the Boss appears in the last open room. attack you first. But if not, you can go through the
room undetected, picking up treasures and opening
The Darkness doors. If hidden you trigger a trap or make a noise,
the monsters in the room attack you. You cannot
The most important thing to understand move silently in the Dungeon Boss' room.
when playing NoteQuest is the Darkness. This is Disarm Traps: Before you roll on the Trap table,
your adventurer's greatest enemy. If at any time you can choose to Disarm Trap. Spend 1 torch and
you are in the middle of the dungeon without a prevent any trap from taking effect.
torch, the darkness will devour you. You lose your Find Secret Passage: If you are on a segment that
character and must make a new one. When the may have Secret Passage, spend 1 torch and roll
new character arrives where his old one was, he on the Secret Passage table.
will find only his backpack and clothes on the floor.
Monsters are unaffected by darkness.
Each torch spend reflects an action that Actions in the Town
took time. If you're running out of torches, you can When you need to leave the dungeon,
go to town to buy more. Each Torch costs 1 coin, either because your torches are running low or
but you can only carry a maximum of 10 torches at because you are low on health, just make sure the
a time. segments up to the entrance to the dungeon are
Spending Torches empty. In the town you can do any of these actions:
The most important resource for dungeon Merchant: Spend 1 coin and add 1 torch. You can
exploration is the Torches. Every character starts only carry a maximum of 10 torches at a time.
with 10 torches. When entering a dungeon you will Priest: Spend 1 coin and recover all your Health
consume 1 torch. Whenever a Combat ends, it will Points (HP) and spells consumed.
consume a torch. Some actions, such as Pick the Blacksmith: Spend 1 coin to recover all HP of an
Lock and Find Secret Passages, may consume armor.
torches. See ahead.

Actions inside the Dungeon


Inside the dungeon, you will be walking
from segment to segment. If you enter a segment
with monsters, you need to face them first. If there
are no monsters (or if they have been defeated)
you can open any doors or chests that exist there.
In addition to these simple actions, we have special
actions that the player can choose to do:
Combat Special Conditions
The combat is quite simple. First you need Spells: Each spell has a different effect and can be
to know who starts attacking. If you opened the used outside or inside combat. In combat they
door without making a noise (that is, without consume an attack. Once you use it, this spell is
destroying it or activating a trap) you are the one spent and you can only use it again if you recover
who starts attacking. If not, it's the monsters in the in the town. Note that you can have the same spell
room. The combat then continues to rotate the more than once. This means that you have more
attacks between you and the monsters. uses of this spell.
When monsters attack, add everyone's Load Limit: You can only carry up to 10 torches,
damage and reduce this value from your HP (or and up to 10 items in your backpack.
armor's HP, if you're using one, you can choose). In Armor: The armor is separated into 5 pieces:
your turn, roll the damage of the Weapon you are Shoulderpads, Bracelets, Boots, Helm and
using, choose an enemy and reduce this HP value. Breastplate. You can use any pieces as you like,
If you lose all HP, your character is dead you just can't use more than one identical piece.
and all your equipment is now on the floor of that Each has a HP value and if a piece of armor loses
room to be recovered by your next character. all HP, it is destroyed. Rings is a kind of armor but
Some monsters have unique abilities, see you can have up to 10 of them.
the list below: Selling Items: You can sell any item in any town
for 1 coin. Magic items can be sold for 1d6-1 coins.
Stoneskin: This monster ignores any damage
Broken Doors: Whenever you have a broken door
taken that is 3 or less.
in a segment, you will have communication from
Explosive: When the damage die result is the
the monsters between the segments. This means
number ‘1’, this monster will destroy itself for
that if monsters in one segment are alerted, those
damage equal to its current HP.
in the other segment will also be and will attack the
Horde: Accompanied by 1d6 Orcs (6 HP; 3 dmg).
adventurer.
Intangible: Takes no damage if the damage is an
Keys and Doors: If you find a key, you can open
even number.
any door in the dungeon. Keys found in one
Loot: After the fight, roll 1d6. On the ‘6’ you find 1
dungeon do not open doors in another. The master
Treasure. On the ‘5’ you found 1 Key. And on the
key opens any door in any dungeon.
‘4’ or less you found 1 coin.
Returning to a Dungeon: If you left the dungeon
Death: When the damage die result is the number
to rest in the city, when you return you will have to
‘1’, this monster's next attack will kill you.
roll on the Monster table [table 7] for each room
Undead: After this monster is defeated, roll a dice.
you enter. This is also true if you die and go on an
On the ‘1’, it comes back to life with 1 HP.
adventure with another character in the same
Necromancy: When the damage die result is the
dungeon.
number ‘1’, a Skeleton (4 HP; 1 Damage; Undead)
appears.
Weakness: When the damage die result is the
number ‘6’, this monster takes twice as much
damage.
Regeneration: When the damage die result is the
number ‘1’, this monster recovers 6 HP.
Fire Breath: When the damage die result is the
number ‘1’, its next attack will deal +10 damage.
Web: When the damage die result is the number
‘1’, you are immobilized for 1d6 turns.
Poison: If this monster does damage to you, you
will be taking 1 point of damage each turn until the
end of the fight. It is not cumulative.
Monster HP Dmg Special
Name:

Race:

Class:

HP

Torches

Coins

Equipments

Spell Quant. Used

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