Mini-Rogue-Base-rule-v3.4.7-en
Mini-Rogue-Base-rule-v3.4.7-en
Thank you to all 4925 backers who made this project possible.
Nuts! Publishing
2 rue Castelmeur
29000, Quimper
France
2
OBJECT OF THE GAME
In this solitaire or co-operative game, you play as an adventurer,
delving into a dungeon room after room and floor after floor,
in order to find the Og’s Blood: a fabled and mysterious artifact
rumored to be a ruby gemstone.
A dungeon area is laid out as a grid of room cards. Each time you
face two rooms, you will have to choose and explore one. You will
resolve each encounter by rolling dice and managing resources to
pursue the adventure.
COMPONENTS
This Rulebook 2 Black (Dungeon) dice
5 Boss cards 6 White (Character) dice
4 Character cards 2 Purple (Curse) dice
2 Combat Stance cards 2 Green (Poison) dice
20 Room cards 1 Dungeon mat
1 Rewards/Ghost card 2 Character mats
2 Player Aid sheets 18 Wooden cubes:
2 Character meeples 1 dark gray, 2 blue, 2 yellow,
4 Character tokens 2 brown, 3 red, 4 gray,
4 purple
3
SETUP
1. Choose a Character card and place it faceup to the left of your
Character mat.
2. Set your Character’s starting stats according to the values on the
top right corner of your Character card. If a stat is not shown on
the Character card, set it to 0. You will keep track of each stat by
moving its wooden cube accordingly.
4
7 6
50 37 24 11
49 36 23 10
48 35 22 9
47 34 21 8
1 45 32 19 6
2
42 29 16 3
FLOOR 3: The Catacombs
5 41 28 15 2
6
7
40 27 14 1
1 2 xp feats: -1 xp
3
0 1 2 3 4 5 6 7 8 9 10 11 12 13
lvl 1 lvl 2
14 15 16 17 18 19 20 21 22 23
lvl 3 XP → HP
Armor h hp feats: -2 hp
0 1 2 1 2 3 4 5 6 7 8 9 10
3 4 11 12 13 14 15 16 17 18 19 20
0 1 2 0 1 2 3 4 5 0
-3 hp Fire Frost Poison
3 4 6 7 8 9 10 0
Healing Holy Perception
Welcome to Mini Rogue! This passion project started in early 2016, and
thanks to judicious ideas from Nuts! Publishing, the best partners we
could have hoped for, it became a full-fledged game in 2021. It is a dream
come true to finally have this game in your hands (and ours, too!).
If you want the best possible experience, lower the lights, put on some dark
or eerie music, and turn off your electronics. Playing co-op? Read every
card out loud with your best gravely voice.
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DUNGEON MAT
The Dungeon you explore is unique in every game, but its core
structure will always be as follows:
48 35 22 9
the first floor (Floor 1) and goes down FLOOR 1: The Sewers 46 33 20 7
3 43 30 17 4
4
40 27 14 1
CHARACTER MAT
xp | feats: -1 xp
0 1 2 3 4 5 6 7 8 9 10 11 12 13
lvl 1 lvl 2
14 15 16 17 18 19 20 21 22 23
lvl 3 XP → HP
Armor h hp | feats: -2 hp
0 1 2 1 2 3 4 5 6 7 8 9 10
3 4 11 12 13 14 15 16 17 18 19 20
0 1 2 0 1 2 3 4 5 0
-3 hp Fire Frost Poison
3 4 6 7 8 9 10 0
Healing Holy Perception
(X
P (Experience Points): Gaining XP increases your Character’s
Level, which unlocks additional Character dice.
aA
rmor: Each Armor point reduces by 1 the damage from a
Monster’s attack.
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hH
P (Health Points): These represent your Character’s life. If
your HP value ever reaches zero, you lose the game.
fF
ood rations: Every time your Character delves into another
Area, they will have to eat; otherwise, they starve and lose 3 HP.
gG
old pieces: These are used to purchase various items from
Merchants and make offerings at Shrines.
)P
otions: Your Character may carry a maximum of two Potions
at a time. Potions have several effects you may want to use during
combat or exploration (see Potions).
If you must lose a resource (Armor, Gold, etc.) you do not possess,
then lose 1 HP per missing resource instead.
DICE OVERVIEW
Players can only use 1 Dungeon die, 1 Poison die, 1 Curse die
and a maximum of 3 Character dice. These dice are doubled for
co‑op play.
yC
haracter dice: These white dice represent your Character’s
skills. In combat, they determine the damage your Character
deals. While you start with only one Character die, as you
delve deeper and your Character gains experience, additional
Character dice will be added to your pool.
6D
ungeon die: The black die will be rolled to determine
outcomes when resolving various Room cards. For example, it
may be used to determine the attack of a Monster, a Trap’s effect
or which Potion or Item you’ve found in a room.
PP
oison die: The green die will be added to your pool of dice
when your Character becomes poisoned (see Effects).
CC
urse die: The purple die will be added to your pool of dice
when your Character becomes cursed (see Effects).
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TURN SEQUENCE
Every turn, you will guide your Character through a single Area,
starting from the entrance, going from left to right and from top to
bottom, heading towards the exit. Each Area contains Rooms with
encounters that need to be resolved one at a time before moving
forward. Here is a game turn in detail:
Preparation Phase
(Skip this phase if you have just set up
the game.)
start
1. Shuffle all the Room cards, and
place 8 of them facedown as
indicated. The unused Room cards
are set aside, facedown.
2. Reveal the top-left (Start) Room
card and place your Character
meeple/token on it. This card is the exit
entrance of all Areas.
3. On the Dungeon mat, if the current
Area has a crimson and gold skull icon, reveal the top Boss card
on the bottom-right corner. You will have to face it soon.
Exploration Phase
SKILL CHECKS
While luck may sometimes favor the inexperienced, experts prevail
even in dire situations.
The outcome of the Dungeon die roll will depend on the Room your
character is currently in, and whether your Skill Check
was successful or not.
The Dungeon die’s result will determine the type of trap triggered if
her Skill Check is unsuccessful OR the reward obtained if the Skill
Check is a success.
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COMBAT
Whenever you face a Monster or Boss (see Room cards), you enter a
Combat. Each party takes a turn attacking the other. Your Character
attacks first, then defends themselves against the monster’s attack.
It is a fight to the death, and whoever loses all their HP dies horribly.
Attack Phase
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Monster Attack Phase
For example, you have to face a Monster that can cause 6 damage
points. You have 10 HP and 3 Armor points. During the Attack Phase,
you rolled a 6 on the Dungeon die. This means that all 6 damage
points will be inflicted on you and your Armor points are ignored. You
now have 4 HP.
FEATS
With the energy of despair, your adventurer can change the outcome
of an attack during combat. However, doing so has a cost.
During your Attack Phase, you may perform Feats (x): You may
reroll a Character die once. Each reroll has a cost of either 1 XP or
2 HP. Some Item cards offer Feats without losing XP or HP.
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Once a die has been rerolled, its result is final (unless the new result
is a Critical Hit, as per normal combat rules). You do not have to
execute multiple Feats at once. You may always look at the result of
a single rerolled die before choosing to perform another Feat with
another die.
For example, you roll 2 dice to attack and obtain q and y. You
discard the q and choose to reroll the y. Your rerolled die lands on
a q. This die is then discarded. You would deal no damage, so you
decide to perform a Feat by losing 1 XP to reroll a q. After this new
reroll, you obtain a e. You deal 3 damage points.
EFFECTS
As you will soon discover, there is no shortage of danger
in the dungeon...
Monsters and Traps not only harm your Character with physical
attacks, but also with debilitating Effects. These Effects will hinder
your progress by, for example, bypassing your Armor, cursing you,
or removing your ability to reveal Rooms before entering them. The
Effects of a Monster’s attack only apply if you have lost HP during
the attack.
CC
urse: Add the Curse die to your pool of Character dice.
Note: if a result would cause you to gain a Curse when you are
already cursed, ignore it (i.e. if your dice pool already contains a
Curse die, you do not gain a second Curse die).
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PP
oison: Add the Poison die to your pool of Character dice.
lB
lindness: Only reveal a Room card once you have entered it.
Lay your meeple on its side (or flip your Character token over)
until your Blindness is cured with a Perception Potion (k),
a Holy Potion or a Blessing.
WW
eaken: Immediately lose 1 XP, then update your pool of
Character dice, if necessary.
QR
egeneration: The Monster heals itself and gains as many HP as
indicated inside the icon.
FF
all: Move your Adventurer’s cube on the Dungeon mat from its
current Area to the Area immediately below.
Take the current Room card and set it to the Start (top-left)
position of the grid, and then reshuffle all the other Room cards
to create a new Area to explore. Remove the Boss card of the
previous Floor from the game. When you explore this new
Area, consider the Room card you are on as already resolved.
For example, in the Dungeon, a fall from the 2nd Area ends in
the 4th Area.
Note: if you are on the last Floor of the Dungeon mat or playing
with the Tower mat, ignore the Fall icon and stay in your current
Area. You still need to apply the damage associated with the Fall,
for example, as indicated on the Trap card.
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POTIONS
Old elixirs and witches’ brews thought lost to time. It’s curious to find
them here in this dungeon...
Potions are of great help when you are in danger. Here are the
six different Potions you may carry with you:
8F
rost: The Monster does not attack this turn. Do not resolve the
Dungeon die (D).
pP
oison: Inflict 4 damage on the Monster during each of your
Combat turns, including the present one.
9H
oly: Cure your Character from all Poison (P), Curse (C) and
Blindness (l) Effects.
kP
erception: Automatically succeed a Skill Check (just roll the
Dungeon die and consult the Success result), and/or cure
Blindness (l).
You can only carry a maximum of two Potions at any time. Place a
cube on the appropriate space of the Character mat to keep track of
the Potions you are carrying.
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ITEMS
An experienced adventurer never lets a tool go unused.
Items ( ) are Room cards that you will obtain through successful
Skill Checks, by spending Gold, or by other means. You may carry
only one Item at a time. If you find another Item, you must discard
one of them.
Items can have one or more uses. If an Item has multiple uses,
its uses are tracked with a wooden cube on the Item card itself .
When an Item is spent, it is discarded and put back into the
Room deck.
By acquiring XP, you will gain Levels and additional Character dice.
The more dice you unlock, the better you become at dealing damage
to Monsters, dodging traps, unlocking chests and finding items.
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CHARACTER CLASSES AND SKILLS
Nobles, students, soldiers, scholars: champions come from all
backgrounds and upbringings, but they all converge on the
same dungeon...
Each Character has unique Skills. Once any Skill is used, flip the
Character card facedown to indicate it is used. A Character cannot
use their Skills while their card is facedown (exception: Passive
Skills always apply).
Exploration Skills can only be used after revealing the next Room
cards, but before choosing one to resolve.
Passive Skills modify the game’s rules. They are not used; they
apply at all times.
When you see the K icon, for example, on the Bonfire cards and
on the back of the Boss cards, refresh your Character Skills by
flipping your Character card faceup to indicate that the Skills are
available again.
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ROOM CARDS
Each Room (=) card encounter is resolved differently.
Most cards have icons in their top banner: They are a reminder of
the actions you must (or may) take to resolve them:
-1 f Remove 1 Food ration from your inventory.
s Perform a Skill Check.
s±1 Perform a Skill Check. If successful, you may modify the
result of the Dungeon die by +1 or -1.
D Roll the Dungeon die only.
g Make an offering of 1 Gold piece to add +1 to the
Dungeon die.
gXi You may Buy and Sell items.
K Refresh your Character Skills.
I This is an Item. You may pick it up if you meet the
conditions indicated before the icon, such as paying
Gold, paying Food rations or succeeding a Skill Check.
/ You must choose one of the options.
() Optional.
ITEM CARDS
Broken weapons, rusty armor, split shields... This abandoned
armory offers nothing of value. But upon closer inspection,
you might be able to find something worth retrieving...
To resolve an Item card, look at the icons on its banner. If you
meet the conditions, you can take the Item and put it next to your
Character card. A player may only carry one Item at a time. Once
used, discard the Item card and put it back into the Room deck.
For example, to resolve the Crow card, feed the crow with 1 Food
ration, or ignore it and it will steal 1 Gold from you. If you feed the
Crow, take its card and it will remain by your side until you use one
of its skills or exchange it for another Item.
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MONSTER AND BOSS CARDS
Monstrosities are now the protectors of this derelict place.
Still, you are determined in your quest for the Og’s Blood.
Whenever you face a Monster, you have to fight it. Each party takes
a turn at attacking the other. It is a fight to the death, and whoever
loses all their HP dies horribly.
Note: Og’s Remains has two combat phases. You must complete the
first phase by bringing his HP to 0 before beginning a new combat
phase. Any leftover damage, Poison or Frost Effects are not applied
to phase 2. The two phases are essentially different Combats.
TRAP CARDS
Many adventurers perish not in combat, but due to a lack
of scrutiny.
To resolve a Trap card, perform a Skill Check. If the Skill Check is
successful, earn the reward in the Success column corresponding
to the Dungeon die roll. Otherwise, update your Character stats
according to the Failure column.
TOMB CARDS
You care not about defiling ancient tombs nor taking what
isn’t yours, as you may stumble upon items of great assistance.
To resolve a Tomb card, perform a Skill Check. If successful, you may
modify the result of the Dungeon die roll by +1 or -1. Otherwise, you
must accept the result of the Dungeon die.
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BONFIRE CARDS
Everyone needs respite now and then, for death could come
at any time. Sharpening the blade helps you focus.
When resting at a Bonfire, if your Character card is facedown, flip it
faceup to mark the skills as available again. Then choose only one of
the available actions on the card. Update your stats accordingly.
MERCHANT CARDS
Unsettling beings calling themselves merchants can be seen
wandering in the dungeon. Surely a peculiar place for them
to be doing business.
When you encounter a Merchant, you may buy and sell at will, if
you have enough Gold. Doing business with the Merchant is never
mandatory, you may skip the card if needed.
TREASURE CARDS
On your journey, you may find forgotten stashes of loot in
various quantities. But monsters and judiciously placed
traps still protect the most valuable treasures in the dungeon.
When you resolve a Treasure card, you will find Gold pieces and
also have a chance to find special items.
You will always gain at least 1 Gold piece. If you have encountered
any Monsters or Traps in this Area, gain the highest amount of Gold
pieces instead, as indicated on the card.
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SHRINE CARDS
What profanities the corruptors of this altar did, no one will
ever know. Maybe an offering will steer the Gods in your favor?
To resolve a Shrine card, roll the Dungeon die and consult the table.
Before rolling, you may make an offering of 1 Gold piece to modify
the die roll by adding 1. Once you have made the offering, the +1
modifier is mandatory (except if you rolled 6).
For example, if you see +2 g, you must survive the fight before
collecting the Gold pieces.
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TABLE OF RESOLUTIONS
+1 ( Gain 1 XP.
+1 a Gain 1 Armor point.
+1 h Gain 1 HP.
+1 f Gain 1 Food ration.
+1 g Gain 1 Gold piece.
7 Gain a Fire Potion.
8 Gain a Frost Potion.
p Gain a Poison Potion.
H Gain a Healing Potion.
9 Gain a Holy Potion.
k Gain a Perception Potion.
) Gain a Potion of your choice.
K Refresh your Character Skills.
B Blessing: cure Poison, Curse and Blindness.
@ A player.
Cure Poison.
Cure Curse.
Prevents the usage of Holy Potions.
Prevents the usage of Blessings.
You cannot fall.
↑10 h Set your HP to the indicated value if it was below it.
-1 I Discard an Item you own.
Begin a Combat against the Ghost reference card.
Nothing happens.
-_ f Lose as many Food rations as the current Floor number.
-_ h Lose as many HP as the current Floor number.
If you get a -1 h, you have to lose 1 HP, and the same goes for every
item listed above.
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END OF THE GAME
If your HP falls to 0, your Character has succumbed to their injuries
and you have lost the game.
If you reach the last room of the Dungeon and defeat the final Boss,
the fabled Og’s Blood is yours! Victorious, you may finally pick it up
and leave this cursed dungeon. Congratulations!
Each turn, you will guide your party through a single Area, as in
the standard rules, starting from the entrance to the exit. Both
Character meeples/tokens are placed on the first Room card of the
Area. Starting with the Party Leader, you will both resolve the Room
card you are currently on. Once the first card of the Area is resolved,
both players are free to move to different Rooms (following normal
movement rules restrictions).
When players are in different Rooms, each player resolves the
required action on their own (perform a Skill Check to dodge Traps
22
or unlock a Treasure chest, etc.). Both players must wait for each
other, which means a player cannot enter a new Room until the
other has finished resolving their own Room card. They must move
from their respective Room cards at the same time.
When both players are in the same Room, they resolve the card
one after the other, starting with the Party Leader. The outcome or
choices of action can be different for each player.
The first player might succeed at a Trap Skill Check, whereas the
second player might fail the check. In this case, the first player
obtains the reward associated with the Trap and the second suffers
the consequences of failure. Here is another example: both players
succeed at opening a Treasure chest; in this case, both get the rewards.
After resolving a card and if both players are on the same card, they
may now trade or give to each other any number of Gold pieces,
picked up Items, Food rations, Potions or Armor. Each player must
comply with their Inventory limits at the end of the trade.
When a Room card is resolved and any trade has occurred, you may
now choose between two new Rooms. The players discuss together
the best course of action. When the players reach the Area Exit
and enter a new Area, the Party Leader role is given to the other
player, and both players place their Character tokens on the new
Area Entrance.
If one of the Characters dies, the game is over, and both players
have lost.
Fall: In the case of a Fall (F), if one player falls, then the other
player does too (as in the standard Fall rules) regardless of the
Room that the other player is located in (the other player must still
resolve their Room card beforehand).
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Monster or Boss cards: When resolving a Monster or Boss card
with both players on the same card, always consult the Monster’s
second HP value. Then, starting with the Party Leader, the Combat
sequence will be resolved as follows:
Note: If you are facing a Monster alone, use its first HP value, as if
you were playing a solo game.
Potions: Potions are used the same way as in a solo game. Poison
damage is applied to a poisoned Monster in every Attack phase. A
poisoned Monster cannot be poisoned twice.
Delving Phase Rules: Both players must eat, refresh their Character
cards and change Area together.
When starting Combat, you always start with the Balanced Stance.
During Combat, at the start of the Attack Phase, you may choose
to keep your current Stance, or move the token along the axis to
an adjacent Stance (Aggressive ↔ Balanced ↔ Defensive). The
Balanced Stance is the usual way of playing Mini Rogue. The
Aggressive Stance is riskier. The Defensive Stance removes Misses and
Critical Hits but adds an Armor bonus for the current Combat turn.
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CAMPAIGN MODE
Mini Rogue’s solo Campaign mode involves a series of branching
Chapters shedding light on the Og’s Blood. Each Chapter includes
instructions to set up the game. It is an endless loop of trial and
error: death is not the end.
Skill Tree: The Skill Tree features three main paths: Exploration,
Survival and Combat. Each Skill unlocked by spending Perk Points
will give you a permanent passive bonus throughout each game and
access to more powerful Skills. Always apply these bonuses in each
of your following games.
CAMPAIGN: EPISODE 1
Chapter 1: “BY THE KING’S DECREE, THE ELECTED CHAMPION OF THE CITY
WILL TRAVEL NORTH TO RETRIEVE THE OG’S BLOOD. MAY THIS CHAMPION RETURN
SAFE AND SOUND WITH THE PRIZED POSSESSION OF THE KING.” The King gloomily
stares at you, with sorrow in his eyes while you receive his blessing. Around the
King’s neck, you catch a peek of a captivating amulet reflecting the fire of the
torches. It is masterfully crafted and encrusted with a black obsidian stone. A dim
25
otherworldly shimmer emanates from the King... The time has come, you leave
the City and its comforting walls to start your journey. If you choose to play as a
Rogue or a Crusader, go to Chapter 2.1. If playing as a Mage or a Priestess, go
to Chapter 2.2.
Chapter 2.1: You saddle your horse and head straight to where you believe the
Emerald Tower is located. You should reach it by the end of the night, but the path
ventures into the Murky Forest. You feel lucky as the night sky is clear and the
moon is full. Suddenly, two black robed figures emerge from the groves, scaring
your horse. You abruptly fall to the ground and fail to reach your weapon when
the two shades close in on you! You wake up, weak and shaking. Where are you?
Dimly lit torches give of an otherworldly green-hued light. It looks like you’ve been
mugged and thrown for dead into an old sewer. You must find your way out!
Start: Dungeon mat. Add the Curse and Poison dice to your pool.
If you defeat the Boss at the end of the second Floor → 3.3
If you are killed by the Boss at the end of the second Floor → 3.1
Chapter 2.2: You saddle your horse and gallop through the Ivory Plains. By the
end of the day, a village should be in sight, before a small wooded area. The plains
are foggy and strangely difficult to navigate. The path is unclear and the plains are
slowly turning into a swamp. Through the fog, you can see an old derelict tower.
Vines are growing all over its worn-out walls. Arriving at the gates, you push the
giant doors and step into the old tower. You stop as you are overwhelmed by an
oppressive feeling. A strong gust of wind emerging from all sides shuts the doors,
sealing you inside. You must get out of this place!
Start: Tower mat. Set the Cursed Dragon as the second Boss.
Add the Curse die to your pool.
If you defeat the Cursed Dragon → 3.3
If you are killed by the Cursed Dragon → 3.2
Chapter 3.1: You wake up in a hut, an old man tending to your wounds with
care. “Good thing young Eddar followed you down into the sewers. Cultists had
their way with you and left you for dead after draining your spirit.” You get dressed
and pick up your equipment. It seems your potions were smashed when you were
saved from the sewers, as only shards remain. The old man looks at you for a
minute then sighs and says “Take this relic, it’s the Pilgrim’s Flesh. Eddar found it
where you were lying. If you’re the Champion, let me tell you this: you will not be
able to find the Og’s Blood on your own, you will need the Eye to find it...” The old
man leads you outside the shack and slowly points at a gigantic black tower slicing
the horizon.
Start: Tower mat. Remove the Cursed Dragon boss card from the game.
Gain the Relic Pilgrim’s Flesh.
Rogue: If you defeat the Boss of the third Floor → 4.1
Crusader: If you defeat the Boss of the third Floor → 4.2
26
Chapter 3.2: You wake up in a hut, a man is tending to your wounds. “Well well
well, if it isn’t the Champion?” he says mockingly. “You think a dragon is a joke?
It has protected this village from City fools like you for a long time.” You are tied
up. “You’ll make a splendid sacrifice. To the pyre!” The flames roar and burn your
clothes. At the height of your panic, your eyes glaze over and you start chanting
words you’ve never heard in a language unknown to you. The last words you catch
before feeling the cold hard ground on your face are “Is it the Chosen one?”
Chapter 3.3: You open your eyes and look around the small wooden cabin.
Feathers, wriggling potted plants, rocks and centuries-old bones surround you.
A frail-looking woman greets you, her faded eye-patch and missing fingers
contributing to her mystery. “Strong enough to smite my mighty guardian, yet too
weak to endure the pain”, she croaks. “I’ve brought you to my home.” She stares
at you for a second, then her eye opens up in surprise. She picks up an amulet on
a shelf and hurries back to your side: “They want you to have this. It’s the Bone
of Ernazar.” You fasten it around your neck, too groggy to understand what is
happening. While you are still in bed with your eyes closed, she begins chanting
strange words at an unfamiliar cadence, then stops to answer your unspoken
question: “They want you back, they want you to finish what you’ve started.” As
you are transported through the portal, you notice the woman’s eye-patch is on her
other eye...
Start: Tower mat, second Floor. Remove the Cursed Dragon boss card from the
game. Gain the Relic Bone of Ernazar.
Rogue or Mage: If you defeat the Boss of the third Floor → 4.1
Priestess or Crusader: If you defeat the Boss of the third Floor → 4.2
Chapter 4.1: Upon defeating the horror in front of you, you find a small round
relic, the Eye of Constantine. It supposedly grants clairvoyance to whom would
seek the Og’s Blood. However, weakened by the fight, you cannot resist its lure.
Whispers inside your head grow loud and the temptation to use the Eye in search
of your inner power becomes overwhelming. Abandoning yourself, you feel it
scouring at your deepest vices, merging them into a relentless strength. You hear
godly voices echoing in your body as you gently touch the floor below: “THE OROA
IS PLEASED. FIND THE TRAITOR’S HEART. Take IT. YOU WILL BE REWARDED.”
27
Chapter 4.2: Upon defeating the horror in front of you, your eyes stop upon
a small round relic, the Eye of Constantine. It supposedly grants clairvoyance
to whom would seek the Og’s Blood. Picking it up with reverence, you can feel
malicious energy flowing from it. A voice resonates out of the dead guardian on the
floor: “THE OROA has watched you. You will be spared if you retrieve the
traitor’s heart.” You backtrack across the tower and return to the entrance. The
door is ajar. Your horse is waiting for you, eager to leave this place. Guided by the
Eye, you go to the dungeon where resides the object of your quest: the Og’s Blood.
Start: Dungeon mat. If you have the Bone of Ernazar, gain 1 XP.
Gain the Relic Eye of Constantine.
Defeat Og’s Remains on the last Floor → 5
Chapter 5: Standing tall over Og’s Remains, you can see that it is not dead yet:
defeated, broken down, cut and sliced, but not dead. As you crouch down to take
the Og’s Blood from its neck, you notice its wounds are healing. A shiver courses
through its undead body as you violently pull the Og’s Blood. It seems that the
ruby gave it regenerative powers. Now that your hands surround the ruby, you
realize it is in fact a relic: a small round blood-filled glass vial. Puzzling over the
meaning of all this, you hear a voice from inside your body: “Wear the blood of
the traitor.”
Chapter 6.1: Your wounds start healing, but your skin itches.
“We are Ond’Inor, Rej’kamer, Olb’Eron, Alp’Alachius. You’ve prayed many
times at our shrines and perservered through boons and curses. We are
not gods of pity, altruism or consideration. We favor the wicked, the
dishonest AND the painful reminders of hopelessness. And yet, through
idiocy or wasted bravery, you’ve come to defeat our traitorous brother
in his own domain, risking your useless life in pursuit of someone else’s
dreams of eternity.” You scratch your skin but only find bones under your nails!
What have you become? “His lifeblood is now yours; your life, ours.” Your
mind grinds to a halt as your questions are all answered: you have become Og.
Chapter 6.2: Resisting the powerful temptation, you travel back to the City.
A great carnival is thrown to celebrate the heroic return of the only Champion
who succeeded. Seeing you bring him not only the fabled Og’s Blood, but also the
Eye of Constantine, the King marvels at the wonders you brought back from your
journey. Not in the mood for celebration, you are roaming the streets when the
King’s elite guards ambush you. They beat you and mercilessly send you to prison.
It is rumored that the relics you brought to the King have turned him into a god,
but not the merciful kind. All hope of escaping has left you. Imprisoned in the
deepest cell of the Palace’s dungeon, you did not expect your life to end this way.
Or... will it?
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