Castle of Memories
Castle of Memories
CASTLE OF MEMORIES
A Single-Player TTRPG by Adrian Lumm
Video Games
– The Castlevania series
– Dark Souls
– Kingdom Hearts: Chain of Memories
Tabletop Games
– Errant RPG by Ava
– Mörk Borg by Pelle Nilsson
– Ironsworn by Shawn Tomkin
2
INTRODUCTION
Materials Needed:
– A Deck of Tarot Cards
– A Journal
– A Character Sheet
– Grid Paper (Optional)
– Gaming Dice (d4s, d6s, d8s, d10s, d12s, and d20s)
Before you begin play, shuffle your Tarot deck and keep it close
by. Keeping all cards upright (no “reversed” cards) is
recommended and assumed.
3
CHAPTER I: AWAKENING
Wherein you begin your journey and learn the rules
of the game
You wake up in a dark, cold room. The walls and floors are
made of stone. You're in... A castle? You don't know how you
got here.
Better yet, you're not sure who you are, either. This room
seems to be empty, aside from some furniture that is covered
in white bedsheets. One thing, however, sticks out from the
rest in this dimly lit room, and that's a large, silver mirror that
hangs on the wall. It intrigues you. You decide to look into the
mirror, and, seeing yourself, you remember a few things:
Not too far away from the mirror, you discover a weapon lying
around. You aren't sure if it's yours or if it's someone else's,
but given that you're in a dark castle with no memory of who
you are, it's best to stay protected.
Weapons - d12
1. Sword 5. Morningstar 9. Staff
2. Spear 6. Axe 10. 2-handed sword
3. Mace 7. Whip 11. Dagger
4. Crossbow 8. Bow 12. Pistol
4
Fighting unarmed deals 1 damage. Weapons deal 2 damage.
Roll a d4:
1. No armor of any kind. You're on your own.
2. You find a wooden shield. It adds +1 to your Agility, but
you can sacrifice it to stop all damage from a single attack
and break it.
3. You find some pieces of armor you can fashion into a
makeshift suit for some protection. It reduces damage
taken by 1.
4. Nothing protective, but you find another weapon. Roll a
d12.
You try to remember more about yourself. Try to get a feel for
your personal abilities and what you can do...
5
Note: Strength is typically used to fight, but if you have a
ranged weapon, a whip, or a dagger, Presence is used instead.
Keep your starting weapon in mind when swapping attributes.
This creature, this monster, it's clearly malicious, but you get
the opportunity to strike first.
If you roll a 20, your weapon breaks and you must fight
barehanded. Otherwise, weapons deal 2 damage.
If you roll a 1, you deal double damage. The monster has 6HP.
6
If you roll a 20, any armor you're wearing breaks.
If you roll a 1, you get a free counterattack.
7
You've recovered a memory. How does it make you feel? Is
this a fond memory, or a regretful one? Ponder and record this
answer. You'll need it later.
Why did a monster like that have your memory inside it? It
seems the only way to get the answers you seek is to explore
the castle...
8
MEMORY REFERENCE GUIDE
Suits
– Swords: Ideas, conflict, logic
– Wands: Passion, purpose, energy
– Pentacles: Money, work, material possessions
– Cups: Intuition, emotion, creativity
9
The memory you recovered stirs within you. In this castle,
memories have powers that you can harness. Your memories
and the emotions you associate with them allow you to cast
magic spells to aid you on your journey.
With your verb and noun joined together, invent a spell that
embodies these two concepts. It can be as vague or as specific
as you like.
Sample Spells:
– “I conjure a small mote of fire in my hand.” (Create Fire)
– “I can move weapons with my mind.” (Command Weapon)
– “Water cannot touch me, I can walk on its surface.” (Reflect
Water)
– “I can inflict grave injuries on my enemies.” (Harm Other)
10
Major Arcana spells are specially tied to the memories they
represent. Instead of looking at the suit, instead refer directly
to the memory and how you might craft a spell from the scene
it represents. You still must choose a verb based on your
feelings for the memory, but the object of the spell can be
whatever fits the memory itself.
11
Using magic requires a Mind check. The spell is always
successful, but failing your Mind check means an unintended
side-effect happens as a result of your unstable magic. When
this occurs, one of three things will happen, depending on what
is most appropriate:
• You hurt yourself. Take 1d4 damage, ignoring armor
• You lose control, and the spell causes problems
• You are knocked off your feet. If in combat, lose a turn.
12
CHAPTER II: PRESSING ON
Wherein you learn how to explore the castle and
complete your first zone.
You have to press on, weapon at the ready. It would
probably be best to start mapping out the castle, if only to
make things easier. It doesn't have to be precise, just to help
you remember where certain rooms are, in case you need to
backtrack. Alternatively, if you want to break out grid paper
and do a full draw-up of your castle, that can be fun, too!
When you traverse the castle, roll a d6, and refer to the
following chart. Be sure to take your time and describe
each room you visit, painting a picture of its finer details
in your mind...
Traversal - d6
1. Safe Harbor
2. Friendly NPC
3. Long Hallway
4. Treasure
5. Challenge Room
6. Enemy ambush!
(If you get the same result twice in a row, roll until you get
something different)
1. Safe Harbor
You find a place that is safe. It is adequately stocked with
potions, food, or medical supplies, and you can restore your HP
to full. All used memories are restored to you, and you can
swap out cards in your Memory Spread and Reserve Pile. You
can rest here, but not forever...
13
2. Friendly NPC
A non-player character (NPC) is taking refuge in this room.
They are friendly to you. To find out who this person is, draw
from the deck until you draw a Court Card, and use it to
describe who that person is. Make note of it, and shuffle all
cards you drew back into the deck, Court Card included. The
suit of the card determines their profession:
– Swords: Hunter. They will give you 1 Treasure in exchange
for killing a beast or monster. Earn 1 XP when you do this.
– Wands: Magician. For 1 Treasure, they will grant you a
scroll, which lets you cast a spell once as if you had a
memory for it. Draw from the deck, use the suit to
reference the effect, and roll a d4 to randomly determine
the spell's emotion. If you get a Major Arcana, shuffle, and
redraw.
– Pentacles: Merchant. For 1 Treasure, they will sell you
any item you desire, be it a weapon, armor, shield, or
some other object to help you.
– Cups: Priest. They will give you 1 Treasure in exchange for
killing an undead or demon. Earn 1 XP when you do this.
When asked, this person knows very little about the castle, but
knows for certainty that they cannot leave this room.
3. Long Hallway
Nothing remarkable here, but there are several doors. If you
run out of space, run into a challenging enemy, or hit a dead
end, it might be useful to come back to one of these in order to
find a new area to explore.
14
4. Treasure
You find 1 Treasure in this room. Typically, treasure takes the
form of valuables such as gemstones, jewelry, gold coins, or
something else. You can also choose to find a weapon or a
shield instead (roll d12 on the weapons table on page 4).
Valuables can be traded to merchants and magicians for
equipment and scrolls, respectively.
Note: You can carry a number of items equal to your Strength.
5: Challenge Room
This room offers some kind of challenge, a test of your
character's abilities. Pass, and you gain 1 Treasure. Fail, and
the treasure is lost or otherwise inaccessible. Each challenge is
met with 1 check using an attribute of your choice, whichever
is appropriate:
– For tests of physical might or endurance, use Strength
– For tests of speed or acrobatics, use Agility
– For tests of balance or concentration, use Presence
– For tests of will and logic, use Mind
Magic can also help you here! If used appropriately, it can solve
your challenge for you altogether or give you a +2 to your stat
when making a check. Be sure to mark your memory as used
when you cast its spell.
15
6: Enemy Ambush!
In this room, you are attacked by enemies. Roll a d6 to find out
what level and how many monsters you find, and then roll a d4
to determine the nature of these creatures.
Enemies - d6
1. 1 Weak Enemy Type - d4
2. 2 Weak 1. Beast
3. 1 Average 2. Monster
4. 1 Average 3. Undead
5. 2 Average 4. Demon
6. 1 Strong
Enemy Types:
Type HP Damage Dealt /turn XP
Weak 4 1 1
Average 6 2 2
Strong 10 3 3
Powerful 15 5 5
Running Away: If a battle proves too tough for you, you can
always run away. Doing so requires that you turn a card in
your Memory Spread sideways. If all cards are used, then you
can just run away. Any enemies you vanquished stay dead, but
the ones that are still living heal to full health. You will need to
face them again before you can continue exploring down that
path. A Long Hallway might lead you to another route, and you
can always run back to a Safe Harbor room if you need healing.
16
When the enemy has been defeated, this room is now just
an empty room. Earn XP equal to the amount indicated on
the above chart based on which enemies you've slain.
Resting: You may rest for 1 hour to recover half your max HP.
You must win a battle before you can do this again.
17
Continue play this way until you have explored 5 rooms
within the castle. This makes up your first zone!
When you begin your next zone, you will decide the theme at
the beginning, and you can let your imagination go wild!
18
Escaping the Castle
Generally, after the first zone is completed, you can find your
way out of the castle and escape. The entrance is not hidden to
you, though you may want to recover as much of your memory
as you can. Escaping the castle ends the game, and leads into
Chapter III of this book: the ending.
Castle Secrets
When you've completed a zone's requirements, you will be able
to unlock a secret of the castle. Draw a new memory from the
deck, record your spell, and roleplay your memory scene.
Include the castle in this memory, whether someone spoke of
it, it appeared in a dream, you remember seeing it somewhere,
or something else. You remember this castle from your
previous life before finding yourself in here. Add this card to
your Memory Spread and press onward to the next zone!
19
Zone Requirements (for each zone past the first, write
down one of these goals. You can use any of these goals as
often as you like):
– Clear 7 rooms
– Fight and defeat a Strong enemy
– Clear 12 rooms
– Fight and defeat a Powerful enemy
– Clear 10 rooms
– Speak with 2 NPCs
– Acquire 3 Treasures
Alternatively, you can come up with your own goals! There are
as many zones as you wish to explore in this game.
Each time you clear a zone, you get a new memory for free.
Draw from the deck, create your spell, roleplay the scene,
and add the card to your Memory Spread or Reserve Pile.
The memory you make should include a secret of the
castle.
20
CHAPTER III: ESCAPING THE CASTLE
Wherein you will leave the castle, never look back,
and try to piece your life back together.
When you leave the castle, you can never return. Make sure
you're ready and have the memories you want to keep and
reclaim.
When you leave the castle, count how many cards you
possess in your Memory Spread and Reserve Pile. They will be
returned to you, and cannot be taken away again. Think about
the memories you've recovered, and where you can go from
here.
Possible Endings
Generally, there are 4 endings to the game depending on how
many memories you've recovered before fleeing the castle.
Follow the corresponding ending to your Memory Spread:
• 5 or less: Bad Ending
• 6-9: Neutral Ending
• 10-14: Good Ending
• 15+: Great Ending
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5 or less : The Bad Ending
You escape with hardly any memories at all to latch onto. How
do you try to piece together what no longer exists? Try to string
a narrative together about how your character came to this
castle. It will be incomplete, and it will only be your best guess.
You wander the land, seeking answers, knowing deep down
that you will never truly have unraveled the mystery of the
castle of memories...
22
Your story is finished. Think about everything you learned
about your character. Do they have any regrets? Would they go
in the castle a second time if they could? Now is the time to
reflect on how your character's journey went, and how you
imagine they feel about their adventure.
And hey, maybe play the game again, to see what new
characters you can create, what new incarnations the castle of
memories takes?
23
Name
Pronouns / Age
Rolling a check:
Choose an attribute and roll a d20.
________________
Strength Physical might,
________________
________________
melee weapons
________________
Agility Quick movement,
________________
________________
dodging attacks
________________
PresenceGrace and focus,
________________
________________
ranged weapons
________________
Mind Mental faculties,
________________
________________
casting spells
________________
________________
HP XP ________________
________________
Current Total
Weapons
Max Spent
____________ & ____________
I have: ❑ Armor ❑ Shield
Reduce damage +1 Agility; break to block
taken by 1 all damage from 1 attack
TABLES AND REFERENCES
Weapons - d12
1. Sword 5. Morningstar 9. Staff
2. Spear 6. Axe 10. 2-handed sword
3. Mace 7. Whip 11. Dagger
4. Crossbow 8. Bow 12. Pistol
Traversal - d6
1. Safe Harbor XP Purchases NPC Types - Tarot
2. Friendly NPC +2 Max HP – 2 XP Swords : Hunter
3. Long Hallway +1 Attribute – 2 XP Wands : Magician
4. Treasure New Memory – 3 XP Pentacles: Merchant
5. Challenge Room Cups: Priest
6. Enemy ambush!
Enemies - d6
1. 1 Weak Enemy Type - d4
2. 2 Weak 1. Beast
3. 1 Average 2. Monster
4. 1 Average 3. Undead
5. 2 Average 4. Demon
6. 1 Strong
Backtracking: For each room tracking back through (excluding NPCs and Safe
Harbor rooms), roll a d6. If any of the dice come up as 6, you are ambushed and
must roll a combat encounter.
MEMORY REFERENCE GUIDE
Suits
– Swords: Ideas, conflict, logic
– Wands: Passion, purpose, energy
– Pentacles: Money, work, material possessions
– Cups: Intuition, emotion, creativity
Then, look at the suit of the card. If your memory is a Major Arcana, skip this
step. Choose one of three keywords associated with the card's suit.
– Swords : Air, Weapon, Law
– Wands : Fire, Magic, Chaos
– Pentacles : Earth, Other, Death
– Cups : Water, Self, Life
With your verb and noun joined together, invent a spell that embodies these
two concepts. It can be as vague or as specific as you like.
Using magic requires a Mind check. The spell is always successful, but
failing your Mind check means an unintended side-effect happens as a result
of your unstable magic. When this occurs, one of three things will happen,
depending on what is most appropriate:
• You hurt yourself. Take 1d4 damage, ignoring armor
• You lose control, and the spell causes problems
• You are knocked off your feet. If in combat, lose a turn.
Combat Magic – When you use magic to affect your combat abilities, take the
following effects into consideration. If not in battle, all magic effects last up to
one hour. Effects can be stacked as long as the magic comes from different
memories. In general, magic can cause...
– 1d6 damage
– Heal 1d6 HP
– Increase a stat by +1 for the remainder of a battle
– Block all damage for 1 round or block 1 damage for the remainder of a
battle
– Recover the use of one used spell
– Deal +1 damage with weapons for the remainder of a battle
– Cause an enemy to deal -1 damage for the remainder of a battle
COMBAT
You always strike first in combat. Take turns between you and your foes.
Attacking:
– If attacking with a ranged weapon, or a dagger or whip, make a Presence
check.
– If attacking with a melee weapon or fists, make a Strength check.
Defending:
Make an Agility check.
Magic:
You may cast a spell instead of attacking. Choose a spell to cast from your Memory
Spread, turn it sideways to mark it as used, and make a Mind check. The spell is
always successful, but failing your Mind check means an unintended side-effect
happens as a result of your unstable magic. When this occurs, one of three things
will happen, depending on what is most appropriate:
• You hurt yourself. Take 1d4 damage, ignoring armor
• You lose control, and the spell causes problems
• You are knocked off your feet, and lose your next turn.
Running Away:
To run away, turn a card in your Memory Spread sideways to escape. If you have
none left, simply run away. Any vanquished foes stay dead, but others heal back to
full.
Death:
If you fall to 0 HP, choose one of your cards in your Memory Spread to sacrifice.
Return that card to the deck and shuffle it. You awaken at full health in the
Entrance Hall, or at the last Safe Harbor room you visited. If you have no memories
left and die, you must roll up a new character.
Sample Challenge Rooms (With Recommended Check) - d20
1. A stone chessboard with two empty chairs. A white piece has been
moved to signify the first move. If you play using the black pieces, you
will face off against an invisible opponent. Captured pieces crumble to
dust. Win, and the board will reveal a secret compartment holding
treasure. (Mind)
2. A chest sits at the bottom of a deep pool of water, filled to the brink
by water fountains that spout unusually clean water. (Strength)
3. The treasure sits atop a large pillar, with various platforms, nooks,
and crannies built into its surface. Jumping and navigating this tower
within a certain timeframe is key to getting the treasure. (Agility)
4. A large tome sits upon a pedestal. It is intricately bound and
decorated with silver and jewels. This is the treasure. Opening the book
reveals a handwritten message from a ghost. Using a quill and ink that
materialize in front of you, convince the ghost to let you have the book.
(Presence)
5. There is a treasure behind a damaged wall. Break through the wall
without causing it to collapse on and damage the treasure. (Strength)
6. The treasure sits inside of a magical container that will only open
when a certain chemical compound is poured into a receptacle. There
are flasks of different chemicals sitting on an alchemy lab. Use the
recipe books and create the correct compound, or risk wasting the
materials. (Mind)
7. Two magically animated suits of armor guard a chest with big
spears. Convince them to let you have the treasure. (Presence, or fight
2 Average enemies)
8. A chest sits in an empty room, but each tile is a pressure plate that
spouts flames. Quickly grab the chest and leave without getting singed,
or the chest will vanish. (Agility)
9. The walls of this room have chunks of stone sticking out, as if to be
climbed. There is a chest sitting upside down on the ceiling. Can you
make it to the top and open the chest? (Strength)
10. A chest sits atop a pillar that stands alone in a seemingly
bottomless pit. The only thing between you and the treasure is a simple
balance beam. Can you make it across without faltering? (Presence)
Sample Challenge Rooms (With Recommended Check) - d20
11. A wall covered in strange runes and symbols can be found here.
The panels can be moved and turned. Solve the puzzle here, and the
wall will move to reveal treasure. (Mind)
12. All sorts of booby traps and other contraptions here block access to
the treasure. Quickly get in and out without touching any of the traps.
(Agility)
13. A ewer of water sits among pots of soil. Water them, and plants will
rapidly grow. The treasure is above you. It seems you need to find a
way up by using the plants. (Mind)
14. A statue of an unknown deity or person stands before you in an
intricate pose. There is a smaller pedestal nearby. If you stand on it
and hold the statue's pose for some time, the treasure will appear
(Presence).
15. The treasure sits upon a stone block surrounded by smaller stone
blocks. Push them around and see if you can create a staircase.
(Strength)
16. There is a button to push. When you push it, the treasure reveals
itself, but the door quickly begins to close. Reach the treasure before
the door shuts forever. (Agility)
17. A ghost asks for the answer to a specific factoid of information. You
only have one chance to answer. Next to the ghost is a collection of
bookshelves stocked with books that might be useful. (Mind)
18. Various platforms of differing heights and distances lead the way to
the chest. Make it up within a certain time frame to claim the treasure.
(Agility)
19. The treasure is being guarded by a handful of animated skeletons
that, while not hostile, don't recognize you as a being of the castle and
thus won't share with you. Convince them otherwise. (Presence)
20. The treasure is in a tight, claustrophobic crawl space. You'll have
to maneuver yourself around carefully if you want it. (Strength)