Pocket Dungeon Solitaire medieval fantasy Out of the dark Trapped! An old adversary has captured you for imagined slights, and as punishment sealed you into a deadly maze of monsters. With only a single weapon and your runes, you must escape with your life! How to Play a Pocket Dungeon Game You will need 1 or 2 dice, a pen or pencil, and ~45 minutes. CHARACTER CREATION: On the Character Record, fill in a valiant name and decide your hero’s race: Human, Elf, Dwarf, or Halfling. Body & Mind: A character has two scores, Body and Mind. Body represents combat ability, as well as how much damage can be taken before dying. Mind determines magic aptitude, as well as skill in avoiding traps. Divide 10 points between Body and Mind. Use the long boxes to keep track of any changes to these scores during the game. If either reaches zero, your hero falls in defeat. Magic: Spells require runes, which are limited by Mind. Cross out columns of runes higher than the hero’s Mind. For example, if Mind is 4 cross out columns 5 and up. Changes to Mind during the game have no effect on runes. The spells are listed in the Character Record. While most magic will be used in combat, other options may occur. To cast a spell you must cross out all required runes. Equipment: Choose a weapon and write it in the Inventory. This can be a melee weapon (sword, axe, mace, etc.), or ranged (bow, crossbow, sling, etc.) with unlimited ammo. You may find additional items during the game, and can carry any number of them. However you can only use one of each kind of item at a time; one weapon at a time, one suit of armor, one magic ring, one pair of boots, etc. EXPLORATION: The Adventure Map shows the starting chamber. As you explore the dungeon, your hero moves through the grid as you would a game board. Diagonal moves are allowed, but not through doors or across corners. The stairs icon represents an entrance or exit to the dungeon. One is usually in the starting chamber, but they may be found elsewhere. You will need to pass through a door to move between chambers. Doors can be wood or iron, shown as open or filled rectangles, respectively. To pass through a door, look up the grid coordinates of the space on the other side. For instance, in this adventure the space beyond the starting chamber’s iron door is E-U. Find the chamber with this space in the Chambers section and copy it to your map. Include walls, doors, and any numbers. There is no need to copy the coordinate letters. ENCOUNTERS: Monsters, items, traps, and anything else of interest are “encounters”. Each is numbered on the map within a specific space. For example, in this adventure’s starting room encounter “1” is in the space next to the door. When you move into a space with a number, look it up in the Encounters section and follow the instructions. Don’t read ahead! Reading an encounter commits you to it. When you enter a new chamber, any encounter which is in the space beyond the door immediately occurs. For most other encounters, if there is room you can simply walk around the space if you wish to play it safe. However, using a door obviously requires entering the space in front of it. And many hallways are only one square wide, so each space would need to be entered if you travel that way. Monsters: Circled encounters are hostile enemies that attack on sight, right after any encounter on the entry space. Hostile encounters occur right away, regardless of the distance from your hero or whether other encounters lay between. However, just before combat begins you have the option of straightaway leaving the way you came. Unless the encounter says otherwise, enemies do not give chase. Items: Unless the encounter description says otherwise, picking up and/or using an item is optional. Tests: If the game tells you to “test Body” or “test Mind”, roll a die. If the result is lower than the score being tested, your hero succeeds. Otherwise, they fail. Traps: If a trap goes off, test Mind. If successful, the hero has anticipated the danger and avoids the trap’s effects. Damage Type: Sometimes damage is a specific type, such as fire, acid, cold, or poison. This is only relevant if someone has an immunity or weakness to that type. Otherwise, just treat the damage normally. Resolution: If you defeat a monster, set off a trap, pick up an item, or otherwise complete an encounter, cross it off the map. Unbeaten foes, items left behind, permanent features, etc. should not be crossed off, and may be faced again. COMBAT: When a fight begins the encounter description will give the enemy’s Body score, and also describe any special abilities or tactics they may have. Combat is resolved as a series of rounds. Each round, roll a die and add your current Body score, then do the same for the enemy and their Body. The one with the higher total scores a hit, causing their opponent to lose 1 Body. Ties are uneventful. A new round of rolls then begins. Combat continues until one side falls or flees. Weapon Swap: You can only use one weapon at a time. If you have several weapons, at the start of each round choose which one you are using. This decision must be made before any rolls are made or spells are cast. Spells: In addition to the attack roll, you have the option of casting one spell each round (assuming you have the runes). This can be done before or after the combat roll. Retreat: When first entering a chamber you may leave immediately before any hostile encounters occur. Once combat begins however, fleeing gives the enemy a free hit (you lose 1 Body). Enemies rarely give chase, and unless they have a special regenerative or healing ability will still be wounded should you re-encounter them. VICTORY CONDITIONS Find the exit and escape with your life. Tips: Character Record Name: Race: Body: + Mind: =10 Runes & Spells: 2 3 4 5 6 7 8 Җ Щ Ф Њ Ξ Ю Д Җ Њ Ф Җ Щ Ю Ξ Щ Ф Ф Щ Ю Җ Њ Ξ Щ Д Җ Ф Ю Ξ Arcane Luck Ф or Ю Redo the roll you just made. Don’t forget your spells! They can sometimes be used outside of combat, even if the encounter doesn’t specifically mention the option. Who needs a key for a locked (but not magically sealed) wooden door if you can cast shatter? If you set off a trap and fail the Mind test, the +5 from magic shield can save you. Etc. Cure 1 Mind or Any 4 runes Either heal up to 2 Body or remove a curse. Check your spell list before beginning. Even if you have played a Pocket Dungeon game before, some of the spells change between adventures. Lightburst ЊҖ Releases a flash of bright light, akin to daylight, which lasts for two seconds before fading away just as quickly. You are not obligated to choose any options in a nonhostile encounter unless specifically told you must. If you don’t like any of the options listed, simply walk away. Sometimes this is the wisest course of action! Firestorm ΞДЊҖ Causes 5 points of fire damage to one enemy. Enemies with fire immunity suffer no damage. Enemies with weakness to fire take double damage. Notes: Magic Shield ЩҖ Add +5 to the roll you just made. If you still fail or lose the roll, you do not take any damage. Unlock Њ Ξ or Д Ξ Unlocks, unbars, and frees one door or container. Does not work on items made of metal – chains, gates, iron doors or chests, etc. – nor can it undo magical seals. Inventory: Adventure Map 9 – Your torchlight reveals a dark, ghostly specter afloat. You have little time to stare however, as it flies to attack! SPECTER: Body 2 INCORPOREAL: Whenever you deal damage to this monster, roll a die. On a result of 1 or 2 the blow passes harmlessly through, causing no damage. 10 – The shadows quickly reach you, and coalesce into an utter void. Your torch is powerless. You feel cold pain, and your vision goes black. You have to get out of here! Flailing your arms blindly, you find the wall and start working your way towards an exit. Take 1 point of negative energy damage. You may go back the way you entered, or pick a wall on either side to feel your way along. You may then enter the next door in that direction. If you continue to a door further along however, take 1 point of negative energy damage for each door passed. Once you enter a door your vision returns and the danger passes. The shadows remain behind. Do not mark off encounter 35 from the map. You will encounter it again should you return to this chamber. 11 – Standing in front of the exit is a 9-foot, iron, animated statue of a martial artist, with a massive iron staff. Lovely. IRON MONK GOLEM: Body 4 Encounters 1 – A door of solid iron has been magically sealed behind you. You won’t be leaving that way. On the plus side, your antagonist left you a light. How sporting. ITEM: Magic Torch (This torch will never die out, blow out, or be extinguished, even if submerged.) 2 – You pocket the Gold Coin. Every little bit helps. 3 – Ha! So much for that lock. Now, time to head through and see what’s on the other… Damn. Once you open the door, you find yourself facing nothing but a brick wall. It appears you are truly not going that way. 4 – You scoop your hands in and gulp down some water. Wow, that’s brisk! Restore any lost Body points! As relief washes through you, you note the bowl suddenly dries up. 5 – With a snap and a twang, darts shoot out of the wall! Test Mind. If success 29 If failed, take 1 damage. 6 – As the shadows draw near they take sinister shapes. Suddenly, a flash of light bursts forth form the Sungem Pendant, banishing the shadows! At the moment, it appears you may exit the chamber by any door. Do not mark off encounter 35 from the map. You will encounter it again should you return to this chamber. 7 – There is no knob, latch, hinge or even keyhole looks like a one-way door. But maybe a spell would open it? You’re not sure… If you want to cast unlock on the iron door 32 8 – You are careful and wary, but nothing seems to happen as you take the box. Slowly opening it, you are astonished by an egg-sized crystal on a gold chain! ITEM: Sungem Pendant (You’re not sure how this mysterious item works. Perhaps time will tell.) 12 – You find yourself in a cramped storage closet. Broken tools and rotted wooden shelves offer nothing of interest. 13 – Tentatively, you cup your hands and take a sip. Wow, refreshing! Restore any lost Body! The bowl then dries up. 14 – The hand closes tight over the coin. Expectantly you wait, but after long moments nothing has happened. Maybe it did something elsewhere in the dungeon? Oh well. Go to 18. 15 – The door is locked. It looks like you’ll have to find another way…unless you have certain runes. If you cast unlock 3 16 – You crouch down to look into the hole, and cast the spell. In the second or two before it fades you see the hole goes about 2 feet deep, then dead-ends. Hm. Empty? That’s weird. You stand back up. 17 – A huge blob of foul, smelly flesh writhes in this room. Moving surprisingly quickly, the horror lashes at you with misshapen, muscular limbs. Ew. If you cast firestorm 25 Else: FLESH HORROR: Body 3 If you kill the monstrosity 37 18 – As you turn away, the statue explodes! Shards of rock with burning embers go flying as the force throws you to the floor. TRAP: Test Mind. If failed, take 1 damage. 19 – The body is that of a Halfling. The coin? Clearly the poor soul’s payment to the Final Escort. Most Halflings kiss a gold piece as they die to ensure safe passage to the hereafter. It would be a serious blunder to take this coin. If you take the box and open it 8 20 – Your spell gives off a brilliant flash that banishes the creepy shadows, hopefully for more than a bit. For now though, it appears you may exit this chamber by any door. Do not mark off encounter 35 from the map. You will encounter it again should you return to this chamber. 21 – Yes, daylight! The stones of the wall have been broken out, and a rocky tunnel heads up to the warmth of the sun. You scramble to freedom. Congratulations! 22 – You crouch to the floor and reach your arm in. AH! What was that?! You draw out and scramble to your feet. Something felt sharp, but you see no marks on your arm. Take 1 point of negative energy damage. If you cast lightburst to see into the hole 16 23 –Slowly opening the box, you are astonished by the item within: An egg-sized crystal on a gold chain. What a find! ITEM: Sungem Pendant (You’re not sure how this mysterious item works. Perhaps time will tell.) If you take the coin as well 2 Or, quit pressing your luck and move on. 24 – A stone bowl full of clear water sits on a pedestal. The water appears clean and fresh. Dare you? If you take a drink 13 If you cast cure upon the water 36 35 – As you enter the vast chamber, shadows seem to leave their corners from all sides. They flow along the floor, ceiling and walls, and appear to be drawing towards you. You have a very bad feeling about this. If you have the Sungem Pendant 6 Or, if you cast lightburst 20 Else 10 36 – The spell seems to have gone off. The water appears unchanged. If you want to drink the water now, go to 4. 37 – No! Just as you thought it was dead, the blob of meat lashes out at you again! If you cast firestorm 25 Else: BLOODY FLESH HORROR: Body 3 38 – This doorway has been bricked up. Looks like there’s no going that way. 39 – Ug. That is one big, ugly rat. Time to clean house. COMBAT: Body 3 25 – Be gone, unclean beast! You unleash a torrent of flames, scorching the lump of flesh to cinders. The smell almost knocks you out, but at least the thing is dead. 40 – What’s this?! You can see daylight up ahead! It looks like you may be nearly free! 26 – As soon as the Sungem Pendant touches the stone, the whole statue dissolves into fine sand. As you retrieve the pendant, you notice something else within the pile! ITEM: Potion of Healing (Single use. Drink at any time to recover up to 2 lost Body points.) Chambers 27 – Sitting in the middle of the hall is a swarm of huge, filthy rats! They notice your light and rush forward. RAT SWARM: Body 2 28 – Surrounded by paper scraps, dirt and rat bones you find an intact potion bottle! You slip it into your pack. ITEM: Potion of Speed (Single use. For the rest of the current combat roll two dice for your hero each round and use the best result.) 29 – You tumble out of the way of the darts at the last second, avoiding all damage! Then…you tumble right into a wall and crack your head. Test Body. If failed, cross out any 2 runes. 30 – A small skeleton lies here, clutching a gold coin pressed up to its face. A box is cradled in its other arm. If you are a Halfling 19 If you take the gold coin 33 If you take the box and open it 23 31 – A small hole has been broken into the northern wall near the floor. The opening is only half a foot wide, and very dark. Hm. That’s weird. Your torch can’t light it up… If you cast lightburst and look inside 16 Or, if you just reach in 22 32 – Nothing happens. Oh, you remember now! The unlock spell doesn’t work on iron. Well, so much for those runes. 33 – You pocket the Gold Coin. Every little bit helps. If you want to also take and open the box 8 34 – A black stone statue depicts a fire with thick smoke billowing up. Red flecks shimmer like embers within. A humanoid arm – part of the statue – extends out of the smoke, hand upturned as if to accept something. If you put the Gold Coin in the hand 14 If you put the Sungem Pendant in the hand 26 Pocket Dungeon: Out of the Dark © 2014 Golden Griffon Games Written and developed by Travis Parker. From design elements by James Kyle and Chris Young. Art by V Shane of Arcane Publishers, and Monty Borror. All rights reserved.
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