NOTE: Dice Quest is a paper-and-pencil RPG boiled down to the bare essentials and then some. It uses four specialized dice, graph paper for mapping, and some very simple rules. The dice: The Rules (Move your mouse to reveal the content) The Rules (open) The Rules (close) 1. Each character begins at Level 1 with 2 hit points. There are four classes: Fighter - has one extra hit point Wizard - inflicts one extra damage point with a successful attack Thief - can disarm traps and retrieve the treasure left behind by the last victim Cleric - cannot be harmed by undead (e.g., in this game, skeletons and vampires) 2. The players take turns rolling the Dungeon Die until they get a room with a monster(s) or a trap. 3. If it's a trap and the character who rolled it is a Thief, then s/he disarms the trap and rolls one Treasure Die to see what a previous victim has left behind. If the rolling character is not a Thief, then his/her hit points is decreased by one and there is no treasure. 4. If it's a room with a monster(s), the rolling character rolls the Monster Die the appropriate number of times. The monster's hit points are the same as the number on the Monster Die. If there are two monsters, the weaker one is dealt with first. 5. The players take turns rolling the Combat Die until the monster(s) is defeated or the characters are all dead. And yes, a Level 1 non-Fighter can die with one bad roll. It's that kind of game. 6. When a monster is defeated, the character who delivered the final blow gets the same amount of Experience Points as the monster's hit points. When all the monsters are defeated, the killing character gets to roll the Treasure Die as many times as the monster's hit points. 6a. A character goes up a level and gains one hit point when s/he acquires a certain level of Experience Points. This amount needed doubles with each level, and is 10XP for level 2, 30XP (10+20) for level 3, 70XP (30+40) for level 4, and so on. 7. When a character dies, his/her gold coins and items are distributed among the survivors after the battle. However, when the character is killed by a dragon, all his/her belongings are turned to ashes by its flame. 8. A character's hit points can be restored by the following methods: Medicinal herbs - sold in the village for 20GP. Restores 2HP. Only one per character. Can't be used during combat. Potions - heals completely. No carrying limit. Can't be used during combat. Inns - heals completely. 5GP per character's level. Can't be used until the cave is fully explored. Clerics - sorry, clerics in this game don't have that ability. 9. If there are any unexplored tunnels left, go back to Step 2. 10. Good luck. Boy, are you're going to need it . . . Dice Quest They say the ponies in the arctic have hundreds of words for snow. This is not true. Overall, the arctic language has roughly the same number of word roots for frozen water as the rest of Equestria. It is just that their sentence structure allows those roots to be combined with prefixes and suffixes in more numerous ways. It is interesting to note that arctic ponies believe that Equestrians have hundreds of words for rain. At least, that's what they say, usually after somepony asks them about their words for snow. Rainbow Dash stared out the window, her mind filled with at least a dozen words and phrases to describe the downpour she saw. Lame was one of them. Unfair was another. It's not my fault crossed her mind several times, though as the head of Ponyville's weather team, the scheduling of rain was her responsibility. And she had signed the schedule sheet. She'd merely neglected to check it first. "Silver Lining's gonna get it," she promised herself. Turning her back on the foul weather, she returned to where her friends were keeping themselves occupied in Twilight Sparkle's library. Not all of them, though - Rarity was making some last-minute changes for a client, and Applejack was busy plugging holes in the roof at her farm. But Twilight Sparkle was showing Fluttershy her new illustrated guide to Equestrian fauna. Spike was cleaning out the seemingly endless bookcases with a vengeance. And Pinkie Pie was - "Hey, where's Pinkie?" The others looked up and glanced around. Then they cocked their ears for something - singing, perhaps, or spontaneous laughter. But there was nothing, not even the sounds of innocent destruction that heralded Pinkie Pie's merry mayhem. "Do you think she's playing Hide and Seek and forgot to tell us?" Fluttershy asked. "I don't think so," Twilight Sparkle replied. "There aren't many places to hide here. At least, none that aren't filled with books." "Uh, guys?" "What is it, Spike?" "Over here." It was a small alcove hidden behind a bookcase, visible only after removing all the books and a couple of shelves as well. It was just big enough for a pony to get into if she were to contort herself as Pinkie Pie had managed to do. "Pinkie? Are you all right?" "Of course I am! Isn't this neat?" "Er, yes," Twilight said, her voice weak. As a friend, she had to be concerned for Pinkie Pie. As an egghead, she was probably trying to figure out just exactly how a pony could get all fours legs folded like that without dislocating them. "I found this room, see? And there was a box inside so I had to see what was in it, but before I could do that I had to get in myself. At first I thought no way, but then I remembered the yoga exercises Rarity was teaching me and . . . ta da!" "That's nice. But don't you think you should get out, now that you know you can fit in? Um, you can get out, right?" "Sure! Just give me a few minutes and . . ." In those few minutes, Rainbow Dash learned that the equine body was much more flexible than she had thought. Either that, or Pinkie Pie had rubber bones. "Okie dokie, I'm out now! Who wants to go next?" "NO!" the others cried out in chorus. "You said there was a box?" Rainbow Dash asked hurriedly to distract her friend. "Oh yes! Do you think there's treasure inside?" It was a chest, about the size of a small suitcase. Although it was locked, the hinges were practically made of rust and opened without much trouble. Inside were several smaller boxes, all of them bound with string to keep the lids from falling off. "Ju . . . manji," Rainbow Dash read, squinting at the faded print on one of the boxes. "Looks like a board game. Doesn't have any pieces, though." Twilight Sparkle peered into the box. "And there's no dice, either. Pinkie, I don't suppose you have any stashed away?" "Nope, not here. But I have a cache at Rarity's, so I'll -" "Don't bother, Pinkie," Spike said. "I think there's some dice in this one." He held up a red box only slightly bigger than his hand. Inside were a sheet of paper, what looked like two note pads, and four dice. Sort of. But instead of the usual dots, these had pictures instead. Rainbow Dash frowned at the dice. "Okay, I think I get this one with monsters. And maybe the one with the coins. But what's with the other two?" Twilight Sparkle's horn glowed with magic as she translated the unfamiliar script on the sheet of paper. "It says the dice are used in this game. There's no board or game pieces, but . . . hmm." "Hmm what?" Rainbow Dash asked. She looked at the paper, but it wasn't written in a language she could read. "What's this game about, anyway?" "Exploring a dungeon, I think. With monsters and traps and -" "Treasure? Like Daring Do?" "Um, sort of. But -" "Then what are we waiting for? Let's get started!" Without waiting for the others to agree, Rainbow Dash picked up the dice and gave them a roll. PS: Despite the Jumanji reference, this fic is not about a magical game that affects the real world. There's no plot or story or overall theme, just five friends playing a game. Now, let me see if I have the dice rolling thingy on the forums figured out . . .