Ascii Delve - Pages

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At a glance
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The key takeaways are that the game involves exploring procedurally generated dungeons and encountering monsters in a post-apocalyptic fantasy setting. The player takes on the role of a Delver seeking out mystical orbs with special powers according to an ancient prophecy.

The three main quests in the game are to find all 9 orbs, collect 100 gold, and defeat all monster types.

The player may encounter monsters ranging from bats and claws to demons, ghosts, plants, snakes, robots and more - each with different abilities.

pencil & paper

ASCII ascii dungeon


crawler
DELVE

analog game by mv
| | ||||||||||||||| | | ||
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

Dice-O-Matic 2000 by Michael Klamerus:


https://michael-klamerus.itch.io/dice-o-matic-2000
Print the sheet at the end of this manual, or use your own notebook
(grid or dotted paper works best!)

Note your name and your starting (maximum) Stamina at 10+2d4

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.

4. Shield. remove one d4 when 4. Lasers (4) spend 4


in combat. Stamina to fire lasers -
deal 1 hit to each enemy.
OVERLAND TRAVEL
During you adventure you will have to leave Doskii for quite some time. Luckily
the townsfolk agreed to provide some provisions, so you won’t have to worry
about keeping track of supplies.

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

Roll amount of d4s equal to monsters


add attack bonuses to dice values (max. +1)

2 } Monster deals damage to Stamina,


“when hits” effects apply.

4
} 3+ you hit a monster. If Monster Hits
are at 0, “when defeated” effect applies.

Assign your attacks to enemies. Reduce Hits.


If there are monsters left, roll the d4s again.

If you lose all Stamina, you die.


ASCII REFERENCE
A-Z - monsters (see next page).

% - a quantum entangled trader. buys and sells items. will


offer d4 gold pieces per item. sells at 2d4 per item.

“ - a spike trap. roll a d4: on a 1-2 you fall onto the


trap and which deals 3 damage.

! - a weapon from the golden era. explosive - one dice


hits two targets, slow reload -1 attack.

~ - a mutation. roll a d4. spend (stamina) to use.

1. Phasing (3). Walk through walls.

2. Horns. add one d4 when no weapons used.

3. Clairvoyance. 1/week reroll one Ascii die.

4. Energy (4). Zapped enemy is stunned for one day.

? - a potion. heal d4 Sta. on a 4 gain a random mutation.

* - armour. roll d4. 1-2. woven armour -1 damage,


3. leather armour - 2 damage, 4. chrome armour -3 damage.

@ - coins with faces of the past. 2d4 golden pieces.

+ - a weapon. roll a d4. spend (stamina) to use.

1. sword. crit - on a 4 deal 2 hits.

2. mace. push back (2) - one enemy skips a turn.

3. axe. slash (1) - reroll 4s for extra hits.

4. spear. reach - +1 attack against flying enemies.

& - the ORB. reality is continuously warped twisted around


it on a small scale. Use your special Orbsatchel to
contain such power. roll d4, on a 4 it shines brighter
than the sun. Enemies will be attracted to its light.
MONSTERS
A - Aether. ∞ dmg. 0 hits. You can feel its presence. when
hits, you experience a dream → roll ascii dice and freely
interpret their result. then wake up.

B - Bat. 1 dmg. 2 hits. Flying dweller of the caves.

C - Claws. 4 dmg. 1 hit. *click* *clack* *click* *clack*

D - Demon. 3 dmg. 3 hits. When defeated, you must confront


your past. Who were you before delving? why leave?

E - Echo. 1 dmg. 2 hits. A voice reflected back at you. is


it a figure from the past? the future? yourself?

F - Flytrap. 2 dmg. 3 hits. Archaic name hides the fact


that this plant is a trap for everything bigger than flies.

G - Ghost. 3 dmg. 2 hits. Haunts the infinite halls.

H - Hologram. 2 dmg. 1 hits. A guard of the ancient. when


defeated, reveal a secret of the structure you are in.

I - Ice elemental. 2 dmg. 2 hits. When hits, you are


frozen, do not roll one of the d4s next turn.

J - Jet. 2 dmg. 1 hits. When defeated, you discover a


source of fresh water (heal 1 stamina, refill a potion).

K - Kraken. 6 dmg. 6 hits. When defeated, it opens a


portal to the vast and cold Sea of the North.

L - Lizard. 3 dmg. 3 hits. It is equipped with a weapon


and is charging. when hits, stumble - reroll all d4s.

M - Mannequin. 2 dmg. 3 hits. Animated shell of metal or


wood. when defeated, it is reassembled in d4 days.
MONSTERS
N - Nemesis. 2 dmg. 3 hits. Your oldest rival. who are
they? how did you meet? why did they follow you here?

O - Orbsearcher. 3 dmg. 4 hits. A seeker who will stop at


nothing. If you carry the ORB, their damage doubles. When
defeated, 1 out of d4 they carry an ORB.

P - Python. 3 dmg. 4 hits. giant snake. When hits, you are


in its grip and cannot flee.

Q - Q, the omnipotent. 1 dmg. ∞ hits. When hits, asks you


a metaphysical question. will not let you leave until you
answer it and Q is satisfied with the answer.

R - RoboticArm. 4 dmg. 2 hits. A tool turned weapon of the


AI overlord who rules a fraction of the chrome.

S - Skeleton. 3 dmg. 2 hits. When defeated, you find either


a weapon or 2d4 gold.

T - Timekeeper. 5 dmg. 3 hits. Says they are from the


future to stop you from tearing apart space-time.

U - Undead. 2 dmg. 2 hits. When hits, bite - lose -1


maximum stamina.

V - Vampire. 2 dmg. 2 hits. When vampire hits, lose 1


mutation of your choice.

W - Wizard. 4 dmg. 4 hits. A shadowy figure emanating


pulses of energy.

X - Xterminator. 5 dmg. 5 hits. A machine made of wires


and chrome. Its parts worth many pieces to the tinkerers.
Y - YelloJello. 3 dmg. 4 hits. Corrosive slime from the
factories. When defeated, your weapon is destroyed.

Z - Zlo. 3 dmg. 5 hits. Grey fog of pure evil. When


defeated, your worst memory is manifested for 2d4 min.
ASCII DELVE
_____________________________
Stamina: ___/___
[ ]of Doskii
Gold: _____@
_____________________________
INVENTORY: |MUTATIONS:
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_____________________________
Overland Map
Day: ____
“ 4 /\
5 “ / \/\

6 “ “ /\/ 3 \
o0o / \/\
^^^^^^^^
_________
o0o | o0o Doskii / \
7 | o0o|o0o \/ _________ 2
| o0o| [] ^^^^^^^^ 1
o0o | []
| [] 9
8
Monsters Encountered

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

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