Tabletop Yendor

Formatting
Size 12 Perpetua | Size 18 Copperplate Gothic

Title Graphic: あさぎり/ ASGR

Paragraph spacing 0, Line Spacing 1.15.

Introduction
The game is intended to be a hand-drawn “side-view” roguelike that is playable with 2-4 players. The game has 10 levels and requires drawing stick figures. It can be played with folks sitting around a table, but was inspired by something I played in the back of a car during a road trip with others.

At its core, it’s a dungeon-delving game. The rogue will walk around a level created by the Dungeon Master, and will learn through death. 

Character Creation
The hero of the story will always be a rogue. However, there is only one hero – every other player is conspiring to kill the hero. Divide your roles as follows:
For a 4-person game:
 •	The Rogue
 •	The Dungeon Master
 •	The Trap Master
 •	The Item Master
For a 3-person game:
 •	The Rogue
 •	The Dungeon Master
 •	Mr. Inventory (Traps & Items)
For a 2-person game:
 •	The Rogue
 •	The Dungeon Master (also handles traps and items)

There are pros and cons no matter what you choose to do. With two players the Dungeon Master is expected to keep track of everything, so there may be a lot of down time while they look things up. The game may be harder and more serious for the player. By adding players, you add speed and chaos, since each individual has less to look up and nobody has the whole picture. If the Dungeon Master doesn’t know where the traps are, the monsters in the dungeon could very well end up falling into a trap before the rogue ever reaches it! It makes for a more light-hearted game with hilarious surprises. However, make sure players are prepared for stretches where they may get bored. The Item Master, for example, won’t narrate much of the game until later levels when items become more important. 

Rotate players if a rogue dies, but after a full rotation and player 1 is the rogue again, they start on the level they died on.

Setting Up
You will need one six-sided die, this document, some blank sheets of paper, and some pencils.

The Dungeon Master should set up each level as follows: take a single sheet of paper, draw a short horizontal platform in the top left corner of the page, a horizontal platform spanning the width of the page across the bottom of the page with an exit to the next level, and a computer terminal on the horizontal platform in the top left corner. Finally, draw a vertical health bar along the right side of the page. This is the basic setup for each level of the dungeon that the rogue will travel through. The Dungeon Master must always draw two such pages, one for the player, one for the Trap Master.

The Game
The goal of the game is to traverse the 10 levels of the subterranean dungeon to find the Amulet of Yendor. This goal should be presented up front to the player, via an intro blurb like:

You’ve nothing to your name but the legacy of a rogue, but at long last you’ve found the Dungeon of Chaos, home to the Amulet of Yendor. Its alluring power calls to you, drawing your very soul into the depths. You tremble with excitement, for you shall be the first rogue to conquer the ten levels of this constantly shifting dungeon, and then Yendor will be yours!

Your objective on every level is simply to descend further, until you find the amulet you seek. Every time you successfully descend a level, you also gain a level! Therefore, if you reached level 3 of the dungeon, you are a level 3 rogue.

When you gain a level, choose to increase one of your three skills:
1.	Warrior – Grant an attack bonus of 1 per skill increase.
2.	Mage – Add a spell to your repertoire. The levels of the spells you cast cannot exceed your level.
3.	Hacking – you are already a rogue, so there is no need to increase your skills in that area. Instead, you gain computer terminal hacking skills. Grant a hacking bonus of 1 per skill increase.

Combat rules are on the relevant Player Sheets. Without weapons, a rogue cannot even engage in combat. You are a rogue after all.

Whenever you enter a level, prepare spells. Your repertoire might be very large, but the total level of your prepared spells cannot exceed the level you are on. If it seems odd to forget your spells after merely climbing down a few ladders, well, you are a rogue. Spells are a harder to hold onto than purses and amulets!

Player Sheet: The Rogue

+CONDITION TABLE+	
+ROGUISH QUALITIES+	
DAMAGE BONUS		
LEVEL (FOR SPELLS)		
HACKING BONUS		
–STATUS AILMENTS–	
POISON (Damage Bonus decreased by Poison Points)		
FEAR (Level decreased by Fear Points)		
FATIGUE (Hacking Bonus decreased by Fatigue Points)		

+LOOT & SPELLS+	
WHAT LOOT YE HAVE, & WHAT GOOD IT DO YE?

ARCANE REPORTOIRE (CIRCLE PREPARED SPELLS)

GOT COIN?

Good luck Authors 2 & 3!

Player Sheet: The Dungeon Master
Earn a point every level, buy more monsters/platforms/NPC merchants from a list.
Dungeon Master starts with five platforms and infinite ladders. Ladders and platforms must join together in such a way that it is possible to get from the top to the bottom.

Fall damage = height of fall, so a top-to-bottom fall kills the player.

Player Sheet: The Trap Master
Earn a point every level, buy more traps from a list. 
Traps can’t make the level impossible. If the player successfully hacks the terminal at the start of each level, they can see the Trap Master’s sheet. Teleport/spike/poison/Cthulhu traps, etc.

Hacking test: roll a d6. Difficulty to beat is Level +2. So a Terminal on Level 4 of the dungeon has a difficulty of 6.

Player Sheet: The Item Master
Earn a point every level, buy more items from a list. 
Potions are main items. Potions are described to the player by color. The effect is known only to the item master, players find out by experimenting. Rules for number of chests per level.

Dagger with backstab, bow for range (needs aiming rules), and a polearm for stabbing Acid Monsters without being splattered, should be guaranteed in the three chests on Level 1.

Player Sheet: Spell List

Hit the word count folks, sorry!