Runes and Ruins Dark Realm Games v2.0 The Ruins Beneath the bustling city lie The Ruins; the labyrinthine remains of the Old Town. Once a tomb, treasury and now prison to the exiled Grand Sorcerer who fled into its murky depths to escape trial for their eldritch experiments. In desperation, they broke their magical amulet into three pieces, hiding them in chests throughout the ruins to prevent its power from falling into enemy hands. Though sealed for years, rumours speak of a secret entrance, and with baleful creatures seen stalking the City at night, there can be no doubt as to their origin. Those foolish enough to uncover the secrets of The Ruins now seek entrance; to descend into the darkness, face whatever lurks within and lay claim to its forgotten treasures … Overview Runes and Ruins is a solo, dice-driven adventure. All you need to play are 5D6 and a pen and paper to record your Gold and Health which starts at 6 (the maximum). Alternatively you can use an additional 1D6 to track your health. Your aim is to traverse the Ruins in search of wealth and make it back to the Overworld alive. For a greater challenge, you can attempt to seek out all three pieces of the Sorcerer’s Amulet and gain the title of Grand Sorcerer for yourself! When you have achieved your goal, you’ll need to summon a Portal to make it back to the Overworld with whatever treasures you have obtained. Consider your Gold haul your ‘score’. Should your health reach 0, you perish and your adventure ends. The rules are designed to be flexible enough to be incorporated as a quick dungeon-delving interlude to a large campaign, with the Amulet Pieces representing a quest objective. Gameplay Gameplay consists of a series of turns: On a turn, roll 5D6 to enter a new room in the Ruins and see what you discover. Each roll corresponds to a particular item or encounter according to the Dungeon Table. Traps must be resolved first, followed by any Monsters. Undefeated Monsters will pursue you to the next turn, limiting your available dice pool. You can’t open any Chests until all current threats are eliminated. The fabric of reality is thin within the Ruins, warped by the magics of the Sorcerer: Upon entering a new room, you can perform a Twist of Fate by re-rolling any or all eligible dice. Eligible dice include any rolls that aren’t Monsters or Traps, or any Monsters or Traps that are surplus to the maximum permitted (2 and 1 respectively). A Twist of Fate must occur before resolving any other rolls. You can set aside an unused Skeleton Key or Spell Rune to carry to subsequent turns in your Inventory. This carried die can be spent at any time, or utilised in a Twist of Fate. Runes and Ruins Dark Realm Games v2.0 Dungeon Table Roll Encounter ⚀ Rune Powerful spell runes are scattered throughout the Ruins, discarded by the Sorcerer in their flight. You may use them to your advantage to cast powerful spells. Refer to the Spell Chart to see what you can cast. ⚁ Monster A deadly denizen of the Ruins, summoned by the Sorcerer. Each Monster deals 1 damage and will pursue you to subsequent rooms until slain. Should more than 2 Monsters be rolled on a turn, the surplus are discarded or can be used in a Twist of Fate. Each slain Monster awards 1 Gold. ⚂ ⚃ ⚄ ⚅ Description Skeleton Key Spend to unlock a single Chest. Destroyed on use. Skill You find yourself in an advantageous position or an opportunity presents itself. Spend a Skill die to perform an action from the Skill Chart. Chest A locked receptacle containing hidden riches … or worse. Requires a Skeleton Key or Pick Lock action to unlock. Once opened, roll on the Chest Table to see what it contains. Trap A deadly trap is sprung! You take 1 damage unless you’re able to avoid it (See Evade and Shimmer). If more than 1 Trap is rolled, the surplus are discarded and eligible for Twist of Fate. Skill Chart Spend a Skill die to perform an action from the list below. Action Attack Effect Defeat a Monster. Spell Chart Spend Spell Runes to cast powerful spells. The Rune cost for each spell is shown in brackets. Spell Fireball (1) Effect Destroy a Monster or blow open a chest. Incinerated Monsters yield no gold. Phase from the material plane, avoiding all damage and escaping any Monsters but you’re unable to interact with Chests. The effect ends upon entering the next room. Rest Rest and tend your wounds, restoring 1 Health if no Monsters are present. Shimmer (1) Hide Avoid detection by Monsters, allowing escape to the next room. Interacting with Chests reveals your whereabouts. Heal (2) Your wounds are healed, restoring 3 Health. Pick Lock You’re able to open a chest by picking the lock or forcing it open if no Monsters are present. Portal (3) Conjur a magical portal to the Overworld and freedom! Evade Your quick reflexes allow you to dodge damage from Traps. Chest Table Roll ⚀ ⚁ ⚂ ⚃ ⚄ ⚅ Loot A Trap is triggered dealing 1 Damage. 2 Gold 3 Gold 4 Gold A potion that restores your health to full. A piece of the Sorcerer’s Amulet.