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GM: fill the dungeon

Dungeons When the players open a door, roll or choose from this table:
the room is…

licenses/by-nc-sa/3.0/us/
License: http:// creativecommons.org/
This game is licensed under a CC BY-NA-SA 3.0
D w/ D is written by Jacob Randolph.
Lasers & Feelings by John Harper.
Dungeons with Dragons is a hack of
With Dragons 1. A long corridor.
2. A small room.
3. A large room.
4. A tall room.
5. A cavern.
6. Outdoors.
its purpose is…
Players: create characters Rolling the dice 1. Sleeping quarters. 4. Prison

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2. Monster lair. 5. Ritual Sacrifice
Choose a style for your character: Animal, Clockwork, When you do something risky, roll 1d6 to find out 3. Library. 6. Combat Arena
Fairy, Lizardfolk, Human-ish, Ogre, Treefolk, or Undead. how it goes. Roll +1d6 if you are prepared, and +1d6

2 if you are an expert. Your style, attitude, and role will it is defended by…
Choose an attitude for your character: Brave, Cowardly, 1. Nothing. 4. A person.
help you determine if you are prepared or an expert.
Focused, Mysterious, Patient, Tough, Weird, or Wild.

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Roll your dice and compare each die result to 2. A simple trap. 5. A monster.
Choose a role for your character: Bard, Druid, Knight, your number. 3. A complicated trap. 6. A lot of monsters.
Mercenary, Priest, Psychic, Rogue, or Wizard.

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If you're using DUNGEONS (thought, precision), When the players find loot, roll 2d6 or choose from this table:
Choose your number, from 2-5. A high number is better you want to roll under your number. loot table
with DUNGEONS (plans; traps; skill and precision; calm,
If you're using DRAGONS (passion, power), 1. A mysterious… 1. …new friend, describe them.
careful action). A low number is better with DRAGONS (gut
you want to roll over your number. 2. A precious… 2. …pile of coins or jewels.

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feeling; charging in; power and glory; wild, passionate action).

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3. A jeweled… 3. …mechanical device.
If none of your dice succeed, it goes wrong.
Give your character a snappy adventurer's name, like 4. An unusual… 4. …ring, wand, scroll, or amulet.
The GM says how things get worse somehow.

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Bungo Bullroarer or something. 5. A talking… 5. …clue, telling what's ahead.
If one die succeeds, you barely manage it. 6. A bag or box full of… 6. …locked, trapped treasure chest.
Your gear includes: a dungeoneering kit (ropes; maps); some
The GM inflicts a complication, harm, or cost.

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snacks enjoyed by your style; a weapon that suits your
attitude; a tool of your trade, to go with your role; and a
mysterious potion, that only you know what it does. When
If two dice succeed, you do it well. Good job!
The GM has no power here, tell us how you did.
GM: play the dragon

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introducing your character, tell us about your gear. Play to find out how they do. Introduce threats one at a time,
If three dice succeed, you conquer. giving them room to breathe as long as they keep on top of it.
Player goal: Survive the dungeon with as much loot in your The GM will offer you loot or glory, your choice. Build things up. Tear things down. Everything in the dungeon
hands as possible, consequences be damned. is disposable. Before anything happens to a character, show
If you roll your number exactly, you get to ask
Character goal: Choose one or make your own: Get Rich, Seek the GM a question, in addition to getting a signs of what will happen next, then ask "what do you do?"
Glory, Uncover Lost Artifacts, Kill Monsters, Prove Myself, success on your roll. You can ask about anything you
Discover the Truth, Preserve the Balance, or Stop Bad Guys. can see, or about the room ahead, and the GM will Call for a roll when the situation is uncertain. Don't pre-plan
answer honestly, and tell you how you learned this. outcomes - let the chips fall where they may. Use failures to
When you use your mysterious potion, describe what it does push the action forward. Every roll must change the situation,
for us. If it gives you weird powers, add +3d6 to the next roll Helping: If you help someone, tell us how, and for better or for worse.
those powers help with. If it heals or protects you, you take no roll 1d6. If you succeed, add it to their check,
harm from something that would have killed you. and if they get loot or glory, so do you. If you fail, the After 4-6 rooms, end the game with a boss fight, then let the
GM will inflict a complication, harm, or cost on you. survivors bring the loot home and tell us what they do with it.

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