Micro RPG is a role-playing game designed for quick games

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.