Ascii Delve - Pages
Ascii Delve - Pages
Ascii Delve - Pages
analog game by mv
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YOU ARE DELVER
This is a solo role playing game where you take on the role of an explorer in a
post apocalyptic fantasy setting inspired by Caves of Qud and Rogue.
You come from the village Doskii. Recently you uncovered an ancient description
of the lost mystical Nine Orbs. Here is what the prophecy says:
“Whispered wish to all the Nine Orbs shall come true the moment it is spoken“
Will you risk your life for such a promise?
QUEST 1: Find all 9 Orbs. Outcome uncertain, but worth the try.
QUEST 2: Collect 100 gold. Perhaps this will bring prosperity to Doskii.
QUEST 3: Defeat all monster types. Maybe then they will stop their attacks.
GETTING STARTED
To start you will need 4 Ascii Dice and handful (4 or 5) of four-sided dice.
Ascii Dice available at:
https://mvmaxv.itch.io/ascii-delve
d4 Inventory: d4 Mutation:
1. Dagger. sturdy - reroll 1s, 1. Scales. +1 vs spikes.
rusty -1 attack.
2. Second breath. +5 Sta.
2. Woven armour. -1 damage.
3. Quick. reroll one die
3. Potion. heal d4 Sta (once). when fleeing.
Draw---------------------a----------------------path
Whenever you travel from location to location: roll a d4. It is the number of days
your journey will take and the amount of Ascii dice you need to roll. How to
resolve dice is explained on the next page (Rooms). When you resolve all dice,
you reach your destination and can start exploring the dungeon.
When you return to Doskii: you give all your gold to the town and in return, all
your Stamina is healed. Describe how it is you rest in safety.
If you return to Doskii with a completed quest: you may retire in peace. Was your
adventure worth it in the end? How does your village change?
LOCATIONS
1. The Low Valley. A place of calm until the recent monster attacks.
2. Caverns of Marble. Long forgotten mine shaft. Better to use the stairs.
3. Peaks Where the Wind Lives. The highest point in the whole region. What
can you see from up here? Describe this view, the sight and feelings.
4. Chrome Cliffs. The Ancient Factories. Monsters are made of metal.
5. Landscape of Thorns. Obelisks darker than the depths of T’ma
rise from the barren land. When falling on spikes roll mutations.
6. Blue Forest. Deep blue trees stand over the endless fog.
7. Destroyer’s Carcass. The silver shell of a giant
mechanical creature. Ancient lore tells that it was
powered by an ORB.
8. Star’s Shard. Said to have fallen years ago, this
shard emits a strange whispering noise. What is
its message?
9. Ominous Skyscraper. Fallen monument
of the golden era.
EXPLORING ROOMS
Rooms are all spaces in a location separated by walls. It can be a underground
cavern, an abandoned factory etc.
When you enter a room, roll four Ascii Dice. Draw the symbols on the dice in
this room and surround them by walls.
Resolve the dice in any order using the Ascii Reference page. Weave the narrative
as if you were the Delver. Would you go for the gold and sneak past the guards?
Maybe deal with the monsters first and forget about the treasure?
If you rolled monster (A-Z) dice, they will attack. You may choose either to fight
them or to flee. To flee, roll 2d4. Both dice even - you flee. Both odd - you are
held by an enemy, 3 damage. Even and odd - you flee but lose 2 Stamina.
When you want to exit a room, roll a d4-1 for the amount of doors. The
vertices of the d4 will tell which directions those doors may lead. Repeat the
previous steps until you find the Orb in this location. When you do, exit the
dungeon and continue your quest.
----- challenging
COMBAT monster
->
->
standard
Choose a monster type →
monster -----
at the start of combat
4
} 3+ you hit a monster. If Monster Hits
are at 0, “when defeated” effect applies.
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Dungeon Map/Notes