NoteQuest Eng
NoteQuest Eng
www.coisinhaverde.com.br
Version 1.1
Version 1.1
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.
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).
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.
Table 2: Classes
2d6 Class HP Ability Starting Weapon
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)
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)
11 Miner +4 If you run out of torches, you can move up to 3 rooms. Pickaxe (1d6-1 damage)
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.
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.
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.
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
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)
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.
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
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)
Race:
Class:
HP
Torches
Coins
Equipments