Spelunk
Spelunk
By Scot t Malthouse
SPELUNK! Actions
To do anything where there’s an
SPELUNK! Is a fantasy roleplaying interesting risk of failure roll a die. On
game where the worst thing you can do any number except 1 the action
is roll a 1. succeeds, with a higher number
denoting a more convincing success.
Stuff needed
If a 1 is rolled - hoo boy. Things go
To play you need a bunch of friends or badly. Real badly. Like, over-the-top
frenemies, each with a six-sided die, a bad, decided by the Referee.
space to play (virtual or meat-space)
and some time to get into some
dungeon action.
Referee
One player will be the referee. They
won’t have their own character but
instead play the people and monsters
the spelunkers come across, as well as
making and running adventures.
Fights MAGIC
In a fight don’t worry too much about Magic is freeform, meaning anyone
who goes first - the situation should playing a Wizard can dream up a spell
inform that. Generally everyone can and attempt it. Roll a die. The higher the
take an action on their turn (like roll, the better the effect. The referee
smacking a skeleton, kicking open a describes what happens based on the
door, or chucking a spell). Wizard’s description of the spell. If the
spell deals damage, use the die roll as
When attacking, roll a die. Any number the damage inflicted.
aside from 1 is how much damage you
do to the opponent’s hit point total. If the spell rolls a 1 it backfires horribly.
Any damage and effects are targeted at
If you roll a 1, the opponent deals the caster.
damage to you. The referee should
describe what happens.
Spelunkers 1.
2.
3.
To show off my guns
To punch the biggest monster
To have songs written about me
4. To find the hidden city of Klah
Players who aren’t the Referee are
5. To discover a cure for boredom
Spelunkers - daring (read: foolhardy)
6. To inspire my music career
adventurers looking for loot and glory.
Equipment Catchphrase
1. Cursed object
Adventures are full of merry japes, silly
2. Art piece
monsters, and spike-coated pits.
3. Gold
4. Jewels
Resting 5. Equipment
Everyone needs a breather. A short 6. Magic item
rest every hour replenishes 2 lost Hit
Points. After a sleep regain all lost Hit
Points. Cursed objects
SPELUNK!
TABLETOP ROLEPLAYING GAME