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DUNGEON ROLL ADVENTURES

The Labyrinth

You and your partner thought robbing the King's treasury was a grand plan at the time. It
was foolproof. Or so you thought. Here you are, with the worst of the worst waiting for
the doors to open. It's entertainment. It's sport. It brings in enough revenue to support
the King's guard plus some year over year. The concept is simple. Be the first team to
cross the treacherous path from here to there. The first team to make it out gets the
pardon. The rest are trapped inside and become victims to...The Labyrinth.

This variant of Dungeon Roll was designed as a single sit-down episode. It can be
played with any number of players in a turn by turn exploration and crossing of the
Labyrinth. The goal is to a) survive, and if you don't survive, b) be the player to make it
the furthest.

Setup: Before the game starts, each player has the option of banning a hero from play.
No player may take that hero. After that, each player alternates selecting two heroes.

Each player starts with 10 XP. XP will be reduced depending on how you perform in
room challenges as you cross the Labyrinth.

Play: Each room will be challenged by a single hero. The backup hero will support the
main hero with their special abilities - both the single use and persistent abilities. Both
heroes start leveled up. Players will have the option prior to confronting the room to
temporarily remove the backup character from play. Some powers will make a room
impossible to defeat, so the backup character can be removed, but that character's powers
may not be used at all during that room.

The room is determined by the rolling of seven dungeon dice. Details explained below.

Each player will play the room, apply the results, and move to the next person in line.
After all players have played the room, the room dice change, and the next person in line
becomes the lead player.

Any number of rooms may be explored as agreed upon among the group. Two players in
a five room dungeon took an hour. The player to survive and reach the exit wins. In case
of a tie, the player with the most remaining XP wins.

Treasures: Treasures will be used in normal fashion with the following exceptions. Up
to five treasures may be carried from room to room. Any more than five must be
discarded prior to rolling for the next room. Dragon scales may be used as a 'wild'
treasure. They can be used as any other treasure and discarded appropriately.

Experience: Experience will be lost during the run by not achieving the goal for that
room. The exact losses will be determined by the room confronted.
The Labyrinth
The Labyrinth is determined by a single roll of seven (7) Dungeon Dice. The room will
be determined by the majority of what is rolled. In cases of a tie, the next player gets to
decide what the room will be based off the options rolled.

Goblins: The number of deaths in the area have attracted a horde of rats. Smelling fresh
meat, they come after you in a swarm. You run.

Objective: Reach Level 5 + 1 / per goblin die


Failure: -1 XP / dragon fought, -1 XP level missed

Dragon may be avoided to avoid xp penalty: Ring of invisibility, different powers that
clear the level, etc.

Treasure: You slide into a room packed with treasure. There's a locked door on the far
wall. It seems to be a stuffy in here. You better find that key before something bad
happens....

Objective: Cash in 4 treasures + 1 treasure / die to escape the room. (May use collected
treasures) You do not get the effect of the treasures.
Failure: -1 XP / Treasure

Potions: You are pricked by a dart and start feeling slightly woozy. That doesn't sound
good. One of these chests should have an antidote in it somewhere...

Objective: Cash in 4 potions + 1 potion / die. May not bring back heroes with cashed in
potions. May use treasure potions.
Failure: -1 XP / potion

Slime: Some parts of the maze are just nasty. Especially these slime pits. They seem to
multiply while you watch making it more and more difficult for you to make your way
across. But that's the only exit so you do what you have to do....

Objective: Kill 10 monsters + 4 / die


Failure: -1 XP / 3 monsters not killed

Skeletons: This is what you seem to think the maze was about. There are sliding blades,
open pit traps, and obvious places for darts to come screaming out. You even think you
hear the blasted beast in there somewhere. All you have to do now is make it across.

Objective: Make it to level 6 + 1 / skeleton


Failure: -1 XP / level
Dragons: Of course, no Labyrinth would be complete without the legendary BEAST
that roams around making for a bad day. This Labyrinth is no different. You hear it
coming - RUN!

Objective: Kill 1 / dragon rolled


Failure: -1 XP / dragon missed

***

Secondary Options: After the primary room is determined, consult for a secondary
option to the room based a minority roll. The secondary must be at least two dice.

1) If Primary was tied. Disregard secondary.


2) If secondary is by itself, that secondary is used.
3) If secondary is tied, next player chooses (player may choose any rolled secondary OR
none at all).

If the power of the secondary is unable to used, the effect is lost (both good and bad).

Treasure: Player has the option on the first treasures rolled (depending on how may
rolled) to change another die to a treasure (player's choice). For example, if the
secondary showed 2 treasures, the first two treasures rolled would have the option to
change another die to a treasure.

Potions: First potions rolled will allow for double effect. Counts for the potion room as
well.

Dragons: First dragons rolled will count as TWO dragon dice instead of one.

Slime: First slimes rolled will change good items into slimes.

Goblins: First Goblins rolled will destroy any 'good' items.

Skeletons: First skeletons rolled will kill a monster - player's choice.

Example Rolls:

4 slime, 1 skeleton, 1 goblin, 1 chest


Goal: 26 monsters to be killed, no secondary option

3 goblins, 3 skeletons, 1 dragon


The other player gets to pick between the primary options, no secondary

3 potions, 2 skeletons, 2 slime


Goal: Must 'drink' 7 potions, other player gets to choose between the following
secondary options:
1) first two skeletons fight for players and will kill another monster. Lost if no other
monsters fought.
2) First two slimes rolled will change any 'good' items into slime (N/A if no good items)
3) None of the options

4 dragons, 3 treasure
Goal: 4 dragons to be killed
First 3 treasures rolled have the option to change another die to a treasure. Lost if unable
to change.

Variants:

Cooperative: Players may share treasures between each other at any time.
Competitive: Players may spend a treasure to force the other player to reroll a dungeon
level (playing a scroll and rolling the entire level over). This may only be done once /
room.
The Tag Along: One of your heroes starts (and remains) a true backup hero and stays at
the novice status (and power).
The Misfits: BOTH of your heroes start at the base level and never level up.
Kicking the habit: For those with the Kickstarter edition, roll all 9 dungeon dice instead
of the 7. (Can get very nasty very quickly)
Death is Inevitable: The danger increases with each room. The first two rooms are
normal, then the challenge level increases by one (consider one extra die) for each
dungeon level thereafter.

Few Quick Legalities

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trademark and copyright holders.

If you do happen to use this elsewhere, please give credit where credit is due.

(c)2014 Trey Van Dyke aka Brackard

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