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Explosive 6; if you roll a 6, keep rolling until you do not.

Add up each number including the number that was not a 6. Use that number for damage/success
Critical fail; If you roll a 1, you fail even if it would have succeeded.
Each character can carry 200 gp; 2 shields (only if one is being used), 3 weapons (magic staff counts), 2h weapons count x2 or get a -1 to defense rolls
LA = Light Armor; HA = Heavy Armor; Lvl = Level of character; wpn = weapon
Attack Weapons Def Armor Wealth Life skills spells Bonus to attack/Defend
Warrior Lvl+roll+wpn any roll + armor + shield Any 2D6 7 N/A scrolls at level 1 2H weapon 1 can't have shield

Blessing x3
Normal: 1/2 lvl + roll + wpn 1H,2H,slin Healing x3 scrolls at level 1
Cleric Undead: lvl + roll + wpn g (no bow) roll + armor + shield Any d6 5 d6 + lvl (non blessing) 1H weapon 0

If minion/vermin < party:


lvl + roll+ wpn Light wpn, you read that correctly, you
Rogue otherwise: roll+wpn sling roll + armor + lvl LA 3d6 4 Disarm traps: +lvl scrolls at level 1 Light weapon -1 get a penalty

any spell (x3+lvl)


spell attack: Roll + lvl light or scroll at full
Wizard normal attack: roll + wpn wpn,sling roll None 4d6 3 Puzzles/Riddles: +lvl level shield 1 not if fleeing or surprised

Rage:
Roll x3, take best None; won't even
Shield, one; 2 wounds if vs carry potions or
barbarian Lvl+roll+wpn Any roll + armor + shield LA d6 8 boss scrolls LA 1

With 2h weapon: roll + wpn any spell (x1+lvl)


any other attack (including but must wear
spells): lvl + roll+ wpn light armor to cast
always +1 vs anything with plus any scroll at
elf "orc" in name any roll+armor+shield Any 2d6 5 full level HA 2

Ranged attack: roll + wpn


Non range attack: lvl + paid 20% more for
roll+wpn roll + armor + shield gems; can smell
dwarf always +1 vs goblin any +1 vs troll,ogre,giant any 3d6 6 treasure d6+lvl scrolls at level 1 slashing 0 or 1 check monster table

Luck points (lvl +1)


May re-roll dice
attack,defense,
search,treasure,
roll + armor magic treasure tables
Light wpn, + lvl if vs giant, troll, (may not reroll a
halfling roll + weapon sling ogre LA only 2d6 4 reroll) scrolls at level 1 crushing 0 or 1 check monster table

Attack
Chart Resolution Xp Morale check Monster Reactions; See Monster description for d6 roll

no xp Treasures drop whether monsters flee


attack roll / level = number awarded If 1/2 killed, roll d6; If < 3 = flee (cowardly -1; or fight and it drops during magic Offer food and
Vermin killed (round down) ever
1 xp roll courageous +1) challenge rest every character heals 1 wound
per 10
encounter Don't forget, the boss level drops by 1
s (not 10 If 1/2 killed, roll d6; If < 3 = flee (cowardly -1; immediately, so you may have to do Monster will not attack; May move through
Minions same as vermin minions) courageous +1) your damage formula twice Peaceful room; Monster will not help; No treasure
1 xp roll
per boss; 2 If 1/2 hps gone; morale check roll d6; if < 3 = Ex: I roll 11 vs lvl 4 boss. after losing 2
Boss or attack roll / level = # life points xp roll if flee. Level of boss drops by 1 (becomes easier hps, it immediately drops to level 3 so it
weird hit final boss to hit) immediately actually takes 3 damage Flee Monster disappears; No treasure
Flee if
Outnumbered Same as #3 if < party; otherwise fight
Starting Room is empty, do not Monsters for fee . If you don't pay, fight; 2
room D6 - see chart in book Note: roll or search Bribe. dwarves in party always refuse to pay.
Next can orient any way you choose; If at edge of
room D66 - see chart in book Note: paper, cut room off

Entering previously visited room Note: Roll d6, if a 1, wandering monster attacks; if corridor, it is from rear
Sequence Steps Fight; Monsters go first (before bow attack)

Fight to the
Room Contents table (2d6) Death: No morale test; never flees
Roll d6, if > monster level, monster lets you go;
2 Treasure Found: Roll on Treasure table Puzzle: Otherwise it attacks going first.

Monster asks you for a quest (See quest chart);


If you accept, use epic rewards if you complete
3 Treasure protected by Trap: Roll on Traps and Treasure table Quest and return. If you reject, monster leaves

Wizard may duel monster. If accept and


succeed, get treasure, counts toward xp. If
Step 1: Roll for Room Contents (May set Magic accept and fail, wizard loses a level. If reject,
marching order prior to roll) 4 If corridor - Empty; Otherwise Roll Special Events table Challenge monster attacks first
5 Roll Special Features table Special See monster description for details
6 Roll Vermin table
7 Roll Minion table Special Feature Table (d6) - Pg 32
Fountain - all heroes heal 1 life point (only once
8 If corridor - Empty; Otherwise roll the minion table 1 per dungeon)
Temple - one hero gets +1 attack on next
9 Empty 2 undead monster
10 If Corridor - Empty; Otherwise roll weird monster table 3 Armory - may buy/change weapons
Roll Boss table; Roll d6 add +1 for every boss or weird monster encountered so far. If Altar - random hero cursed; -1 to defense roll
11 total is 6+, this is final boss 4 until blessed or boss defeated
Statue - (may leave alone or touch) roll d6; 1-3
If corridor - Empty; Othwerise room is small dragon's lair (follow same check for final level 4 boss with 6 life, immune to spells
12 boss) 5 attacks; 4-6 3d6x10 gold drops
Puzzle box - d6 level; if fail, lose 1 life; if pass
Choice 1: Party can attack. Party goes first before Monsters (Dwarf may sniff for treasure) 6 treasure roll
Choice 2: Monster reaction. Check Monster table and roll for reaction. Resolve per reaction
chart
Step 2 (If vermin, minion, weird, or boss; Corridor First 2 characters only vs. up to two monsters; Bow/sling/spells can attack from rear Treasure table d6 - pg 34
otherwise skip this step): fight every round 0 or less no treasure
<Don't forget to loot treasure from
monsters if you fight> Room Bow attack first and only once; must spend a whole round switching weapons; all 1 d6
Fight characters fight melee vs all monsters 2 2d6

Withdraw must retreat through a door; enemies strike once; all heroes get +1 to defense 3 scroll with random spell
Flight Run away; all characters are attacked once; most wounded first, hated 2nd 4 gem : 2d6x5

Step 3 (Optional): Heroes, may search the May search area once per game; May change marching order prior to searching 5 jewelry: 3d6x10
room or corridor for treasure Use the search table to see results 6 magic item from magic treasure chart

Special Event Table d6 - pg 33 Search room table d6 - pg 56


1 Ghost: make save lvl 4 to pass or lose 1 life; cleric adds lvl to roll 1 Wandering monster; see chart
2 Wandering Monsters d6: 1-3 vermin; 4 minion; 5 weird; 6 boss - reroll dragons - can't be final boss 2-4 Empty room
3 Lady in white: can only appear once per game (ignore if this is rolled again); She gives quest per quest table 5-6 Choose: Clue, secret door, treasure
4 Trap!: Roll trap table
5 Wandering Healer: will heal party for 10gp per life healed; only once per game; reroll this result if healer already visited Wandering Monster table d6 - pg 57
Wandering alchemist: Will sell one potion of healing (50gp each) to each party member or a single dose of blade poison (30gp
6 each) See pg 33 for potion descriptions; only once per game. If rolled again, it is a trap per trap table 1-2 roll Vermin table
3-4 roll minion table
Magic Treasure Table d6 5 roll weird monster table
roll boss table; reroll any dragon; never final
1 Wand of Sleep: May cast sleep spell 3 times; Only wizard or elf can use 6 boss
2 Ring of Teleportation: Automatically pass a defense roll when leaving room; one use; worth 1d6+1
3 Fool's gold: One time bribe that fools monsters Final Boss Check
Magic Weapon: +1 to attack rolls; permanent weapon. Roll d6 for type. 1 crushing LH;2 slashing LH; 3 crushing Hand;4-5 slashing When rolling for a boss, roll a d6 and add +1 for every
4 hand; 6 bow; LH = "light hand" previously defeated boss. If you get a 6 or better, this is the
5 Potion of healing. Heals all life lost; cannot be used by barbarians dungeon FINAL boss. The final boss is always a dragon.
Final boss has 1 extra life; 1 extra attack; fights to death, and
6 Fireball Staff. 2 charges; only wizard can use. drops triple gold or 100 (whichever is better) or 2 magic items
instead of 1
Vermin Table
Name and quantity Level Note Reaction
If wounded; roll d6 and take another wound if rolled a 1; No
1 3d6 rats 1 treasure d6; 1-3 flee; 4-6 fight
2 3d6 Vampire bats 1 Spells cast at -1; No treasure d6; 1-3 flee; 4-6 fight
3 2d6 goblin swarmlings 3 treasure -1; morale -1; dwarf +1 attack d6; 1 flee; 2-3 flee if outnumbered; 4 bribe 5gpxgoblin;5-6 fight
4 d6 Giant Centipedes 3 no treasure; if wounded save vs lvl 2 or take another wound d6; 1 flee; 2-3 flee if outnumbered; 4-6 fight
5 d6 Vampire Frogs 4 treasure -1; d6; 1 flee; 2-4 fight;5-6 fight to death
6 2d6 skeletal rats 3 Undead; no treasure; crushing +1; no bows or slings d6; 1-2 flee; 3-6 fight
Minions Table
Name and quantity Level Note Reaction
d6+2 skeletons or d6 zombies
1 (50%) 3 undead; no treasure; crushing +1; arrows -1; no morale Fight to death
2 d6+3 goblins 3 treasure -1; 1/6 chance for surprise; dwarves +1 d6; 1 flee if outnumbered;2-3 bribe 5gp per goblin; 4-6 fight
3 d6 hobgoblins 4 treasure +1 d6; 1 flee if outnumbered; 2-3 bribe 10gp per hobgoblin; 4-6 fight
test morale every time one is killed by magic; morale -1 if below
50% due to magic; have d6xd6 gold instead of magic items in
4 d6+1 orcs 4 treasure; elves +1 attack d6; 1-2 bribe 10gp per orc; 3-5 fight; 6 fight to death
5 d3 trolls 5 Regenerate unless killed by spell or chop; revive on 5-6 d6; 1-2 fight; 3-6 fight to death; if dwarf, automatic fight to death
if wounded; save vs lvl 3 or take another wound; halfling add level
6 2d6 fungi folk 3 to save d6; 1-2 bribe d6 gp per fungus; 3-6 fight
Weird Monster Table
Name and quantity Level Note Reaction
1 Minotaur 5 4 life; 2 attacks; first defense roll -1; no luck for halflings d6; 1-2 bribe (60gp); 3-4 fight; 6 fight to death
4 life; 3 attacks; no treasure; heavy armor negated; no wounds,
2 Iron eater 3 instead lose armor, shield, main weapon, 3d6 gp d6; 1 flee; 2-3 bribe d6gp - no fools gold; 4-6 fight

6 life; 3 attacks; on every turn d6, 1-2 all chars save vs lvl 4 or lose 1
3 Chimera 5 life d6; 1 bribe (50gp); 2-6 fight
4 Catoblepas 4 4 life; treasure +1; save vs lvl 4 gaze orlose 1 life d6; 1 flee; 2-6 fight

3 life; 2 attacks; 2 treasure; if wounded, save lvl 3 or take another;


5 Giant Spider 5 no withdraw (webs) but fireball destroys webs always fights
steal d6+3 objects from party in this order; magic items, scrolls,
potions, weapons, gems, coins (10gp at a time); if they steal
6 invisible gremlins n/a everything, gain 1 clue. No xp awarded N/A
Boss Table
Name and quantity Level Note Reaction
Undead; 4 life; 2 attacks; treasure +2; any character killed becomes
1 Mummy 5 a mummy; fireball +2; no morale always fights

2 Orc Brute 5 5 life; 2 attacks; treasure +1; 2d6xd6 gold instead of magic items d6; 1 bribe 50gp;2-5 fight; 4-6 fight to death
3 Ogre 5 6 life; each hit does 2 wounds to hero d6; 1 bribe 30gp; 2-3 fight; 4-6 fight to death
4 life; treasure +1; save vs lvl 4 gaze or turn to stone; rogues 1/2 lvl
4 Medusa 4 to save d6; 1 bribe 6d6 gp; 2 quest; 3-5 fight; 6 fight to death

4 life; 3 attacks; 2 treasure rolls at +1; d6 for special powers; 1-3


none; 4 chars must save lvl 4 or -1 to defense; 5 if wounded save lvl
4 or lose a level; 6 all chars must roll a 6+ or lose 2 life (cleric 1/2 lvl
5 Chaos Lord 6 to this roll). When chaos lord is killed, 5-6 finds a clue d6; 1 flee if outnumbered; 2 fight; 3-6 fight to death
5 life; 2 attacks; 3 treasure rolls at +1; on each turn, d6 1-2 1dmg to
all characters who fail a lvl 6 save (every char adds 1/2 level 1 sleeping (+2 to all characters if they attack for first round); 2-3 bribe (all gold-100
6 Small Dragon 6 rounded down); 3-6 bite 2 characters minimum or 1 magic item); 4-5 fight; 6 quest
Quest Table; If you complete a quest, you get an Epic reward!! Level up!
Roll d6, if greater than current level, level up! One additional
1 Bring me his head Kill a boss; roll boss table, may use this roll when discovering a boss. Return with head life
2 Bring me gold Bring d6x50 treasure to room; if party already has it, double it
Same as bring me head but must use rope to subdue boss; fight with -1 attack entire battle or use Character can make unlimited attempts but cannot level up
3 I want him alive sleep to subdue twice in a row unless all other characters are level 5
Roll on magic item table to determine object, when party kills boss, roll additional to treasure to
4 Bring me that see if you find item. Spell Table

5 Let peace be your way Resolve 3 encounters without violence (quest, bribe, or get help from monsters, or tie with rope) 1 blessing; removes curse or petrified
6 Slay all the monsters Explore whole dungeon and kill everything but the creature assigning quest
Epic Rewards pg 40; You get one of these for completing quests fireball; (dragons immune) slays multiple minions
(roll + lvl of wizard/elf - lvl of minion = number
1 Book of Skalitos One scroll of all six spells; can be sold for 650 if no scrolls used; destroyed by dragon breath 2 killed). If used vs boss, auto 1 wound
2 Gold of Kerrak Dar Given location of treasure. If party discovers a clue, they may use it to gain 500gp Lightning Bolt: kills just one minion but 2
3 Enchanted Weapon for rest of dungeon, roll 2 dice choose best; can be used for monsters who require magic 3 wounds vs boss (if it hits)
enchant shield to be used even when fleeing or surprised. If no shield, party gets one. Permanent; Sleep; perform attack roll, if it hits, defeats
4 Shield of warning worth 200gp boss or d6+L minions. Dragons and undead are
5 Arrow of Slaying a one use arrow that inflicts 3 wounds; can be sold for 3d6x15; requires bow 4 immune
only usable by cleric; healing rolls get +2 until he dies; if he dies, he can be resurrected for free if
6 Holy symbol of healing he and symbol are returned to church; sells for 700 5 Escape: disappear without defense roll
Protect: Defense roll +1 for a single hero during
Secret Door - Pg 57; One of three possible items when rolling a 6 on treasure table 6 battle
Hidden Treasure - pg 58 (3d6x3d6 gold)
Must be able to draw a door on the room or corridor; Can spy into the next room to see what is there and has option to enter. If entered, 1 or 2 Alarm - wandering monsters attack
heroes get surprise and all monsters get -1 to level and treasure is double. Prior to checking content of room, if a roll of 6 is made, it is not a Trap at same level of this roll; 2 wounds if save
room but instead an exit to the dungeon 3-5 rolls a 1
Clues: Pg 58; If a character discovers 3 clues, immediately get an xp roll plus choose an effect
A ghost lvl d3+1 protects the gold; cleric can
Weakness of Monster: Get +2 attack to a specific monster (all characters get this bonus) for one combat ban d6 + lvl; if cleric fails or no cleric, all party
Deal with a monster: Can declare you have a deal with a monster to ignore it; No treasure, can't be used on final boss or vermin 6 members suffer 1 dmg
Location of secret treasure: When entering an empty room, can identify secret treasure: 3d6x10 gp
Location of magic item: when entering a room, can immediately get any item from magic item table
True name of spirit: may heal 1 character to full health or inflict 4 life points of damage to a single creature or up to 6 minions. Party chooses when received and may use later
New Spell: Only elf or wizard can take this to add a spell (Not useful in base game as they both know all 6 spells already)
Increase magical or spiritual power: For this dungeon only Increase number of times cleric can cast blessing or healing by 1 or add one spell to elf/wizard
Location of scroll: Find any scroll and give to any character except for barbarian
Potion recipe: Kill 2 bosses and spend 50gp to purchase a potion of healing before every adventure at 50gp; alchemist is hired at home for every mission from this point forward
Terrifying secret: Can cause a monster/boss to automatically fail morale check
Someone will pay big: Can sell a jewel for 3x its value (Cumulative with dwarf skill)
Your enemy is the dungeon; may change a boss to chaos Lord and get +1 attack for that entire combat
Someone imprisoned: Pick any room guarded by minions or boss, during combat, a hero must attack chains on prisoner at lvl 4; Rogue and barbarian add level; this attack consumes entire attack action for
that round; Receive one magic item from table and random treasure OR double your current gold
Bloodline of Dragon Slayers: Only barbarian or dwarf can take this; +1 to attack and defense vs dragons permanently
Secret Diet: Spend 100 gp in food prior to every adventure, you will get 1 extra life point (this is for just one character); Halflings only spend 50gp
Traps pg 62; If a rogue is leading marching order, it can disarm trap with a roll + lvl; This table applies if rogue fails or no disarm attempt made
1 Dart lvl 2 Random character makes a defense roll or take a wound
2 poison lvl 3 All characters makea defense roll ignoring armor and shields or take a wound

3 trapdoor lvl 4 Marching leader save roll with -1 from light armor or -2 for heavy; +1 if halfling or elf; rogues add level; lose 1 life, cannot escape unless another character is alive
Marching leader save roll; halflings and elves +1; rogues add level; lose 1 life and -1 to attack and defense until that wound is healed. -2 against other bear traps or
4 bear lvl 4 trap doors until healed
5 spear lvl 5 2 random characters; defense roll; lose 1 life
6 stone block lvl 5 last character in marching order; defense roll or lose 2 life; armor bonus counts; shield does not

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