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Dungeoneering

A quick and dirty RPG by Grinning Rat Publications


Dungeoneering

By Nate Whittington
Cover and Illustrations by DC Stow
Endpapers by FLY:D on Unsplash
Editing by Stephanie Guerreiro Lourenço

©2021 Grinning Rat Publications


Table of Contents
Introduction........................................................7
Introduction. Atmosphere and Pacing................................... 22
How to Play.........................................................8
Play Secrets and Clues.............................................. 23
Statistics...............................................................8 Adding Complexity.......................................... 23
Modifiers..............................................................8 Dungeon Types................................................24
Types
Hit Points............................................................8 The Forest.........................................................24
Rolling Dice.........................................................8 The Desert........................................................ 26
Party Positions.....................................................8 Underwater...................................................... 27
Exploring the Dungeon.......................................9 The Volcano...................................................... 29
Combat................................................................9 Ice.......................................................................30
Encumbrance.......................................................9 Sky......................................................................31
Character Roles................................................
Roles 10 Assembling the Dungeon. Dungeon .............................32
The Warrior...................................................... 10 Stocking the Dungeon...................................35
Dungeon
The Magician....................................................12 Non-Combat Encounters..................................36
The Thief............................................................14 Combat Encounters...........................................37
The Prophet....................................................... 16 Dungeon Descriptions.......................................38
Additional Rules..............................................
Rules 18 Rewards............................................................ 40
Deity's Minion................................................... 18 Riches and Treasure......................................... 40
Increasing and Decreasing Stat Scores............. 18 Magical Rewards (Items)................................ 40
Sacrifices............................................................. 18 Magical Rewards (Weapons)..........................42
Magic and Scrolls.............................................. 18 Starter Dungeon: Mazar's Tower.............44 Tower
Spell Preparation............................................... 19 Appendices.........................................................53
Appendices
Solo Play............................................................ 19 Deities............................................................... 54
Damage and Weapons......................................20 Monsters........................................................... 54
Progression and Objective.................................20 Spells................................................................. 56
Building the Dungeon.
Dungeon ...................................21 Prayers...............................................................61
What is a Dungeon?.........................................22 Traps..................................................................63
Considerations When Last Thoughts..................................................64
Thoughts
Building a Dungeon..........................................22 Kickstarter Backers.Backers.......................................64
6 ∙ Introduction
Design for a Stage Set Showing the Interior of a Fortress or Dungeon. Pietro di Gottardo Gonzaga. n.d.
Introduction
There are few encounters in the tabletop role-playing game space so maligned by modern
game design as the dungeon crawl. Conflated with glacial pacing, tedious sense checks with
arbitrary results, and senseless bookkeeping that does nothing to progress gameplay, dungeon
crawls have become a dreaded encounter for Game Masters and players alike.

This zine seeks to remedy that.

DUNGEONEERING was developed to be played as a semi-casual game between larger games in


other systems. The objective of the game is to earn as much loot as possible while traversing a
dungeon, with the accumulated gold value of said loot acting as a sort of "score". Alternatively,
players can simply roleplay their characters and 'win' by reaching the end of the dungeon.

One player takes on the role of Game Master (GM) and other players take on the roles of
characters. The GM is responsible for crafting and stocking the dungeon with treasures, traps,
monsters, and more, while the characters are responsible for traveling through said dungeon
in the hopes of gaining rewards.

The game presumes that there are 4 characters in play and has been balanced accordingly.
That being said, the game can be played with as few or as many players as the GM is willing
to run for. The game may require some revisions to the numbers when playing with more or
less than the recommended players, but the system has been built simply to allow for those
adjustments on the fly.

Introduction ∙ 7
How To Play
The core mechanic of the game is the Modifiers
D6 roll: the lower the roll, the higher
Stats can range from 1-12, but what matters
chance of success. All rolls in the game
is their modifiers (mod). To determine the
are completed with six-sided dice, from
mod for a stat, divide it by two (rounding
character creation for the players to dungeon
down). For example, a Warrior with an 11
generation for the GM.
Might has a Might mod of 5. A character can
There are four character roles a player never have a mod lower than 1.
can choose from. They are listed below
with their primary statistic and their Hit Points
starting equipment:
A character's hit points are determined by
• Warrior (Might) : A longsword, a shield, rolling 1d6 + Might mod. A character regains
light armor, and a starting pack. d6 hit points when they rest.

• Magician (Intellect
Intellect) : A grimoire,
Rolling Dice
a staff, scribing tools, and a starting pack.
When the GM asks for a check, attack, or
• Thief (Agility
Agility) : A set of thieves tools,
other roll, the player makes the roll using
two daggers, a trap, and a starting pack.
a D6. The chance of success of the roll is
• Prophet (Favor
Favor) : A book of prayers, a determined by the mod of the stat used.
staff, and a starting pack. For example, a Thief with 9 Agility (mod
4) attempting to unlock a locked door
Statistics must roll a 4 or lower (4-in-6 chance) on
a d6 to succeed.
Every character and creature in
Dungeoneering has a combination of the When you roll a 6, this is considered a
following statistics (stats): critical failure.

• Might (how strong you are) When rolling dice results in a number
lower than 1 or higher than 6, that number
• Intellect (how smart you are)
becomes 1 or 6 instead (unless you are rolling for
• Agility (how quick you are) your primary statistic).

• Favor (how blessed you are)


Party Positions
Stats are determined one of two ways: the
The players can decide what position their
first is by rolling a D6 (or by taking 4 as a default
character takes within the party: the melee
score); or by rolling 2D6 for your primary
line or the ranged line.
line The melee line can
statistic (or by taking 7 as a default score).
make melee and ranged attacks, whereas the
You may roll for some stats and take the ranged line can only make ranged attacks.
default number for others.
Swapping placement in a line, such as a
ranged line character moving to the melee
line, costs an action.

8 ∙ How To Play
traversing requires a check, which is considered their
Exploring the Dungeon action for the turn). Free actions do not count
Passage of time in the dungeon is what against their action for the turn.
allows the adventurers to keep track of their
To determine initiative, characters roll a d6
food, their need for rest, and more. This
and add their Agility mod, with ties going
passage of time is represented in the form of
to the character with the highest Agility
dungeon turns.
turns
modifier. Initiative scores (and other info) are
Each dungeon turn represents 10 minutes predetermined for monsters and are listed in
in the game world. A character can traverse their stat blocks (see page 54).
through a room at a rate of one dungeon
During combat, players take turns attacking,
turn per room. Further actions within the
making an action, or evading attacks. When
room, such as picking a lock or making a
attacking, a character rolls a D6, subtracting
sacrifice, take additional dungeon turns.
their attack rating (AR) when applicable, for
• Every 6 turns torches must be what they're attempting to do. When getting
replenished, otherwise they go out and
replenished attacked, characters roll a D6 subtracting
the characters are considered blind. Any their defense rating (DR). Both AR and
action that requires sight has a 1-in-6 DR can accumulate. The chance at success
chance at success until no longer blinded. for either are determined by the monsters
Attack or Evasion scores.
• Every 12 turns characters must eat
drink otherwise the characters are
and drink, If a character falls to 0 HP, they are dead.
considered malnourished. Any action
Lastly, a character in the ranged line or with
takes two additional dungeon turns to
no one behind them can attempt to run away
perform while malnourished. Eating and
from combat by performing an Agility check
drinking takes 1 dungeon turn.
on their turn. If they succeed, they move out
• Every 24 turns characters must rest,
rest of danger and into an adjacent room. If they
otherwise the characters are sleep- fail, nothing happens.
deprived. Characters must roll 2d6 for
their checks while they are sleep deprived. Encumbrance
Resting takes 6 dungeon turns.
All items in the game have an encumbrance
load. Characters can carry an encumbrance
load
Combat load equal to their Might mod + 4. Role-
During combat, the time-tracking changes specific starting equipment items (such as the
from dungeon turns to combat turns.
turns wizard's grimoire or the warrior's longsword) have
no encumbrance load. Gold pieces (GP) have
Each combat turn represents 10 seconds in
an encumbrance load of 1 per 200 gp.
the game world. Every character can move
and make 1 action during their turn. If a character goes over their encumbrance
load, they cannot move (but may take actions).
A character can freely move anywhere within
the room they are in during their turn (unless

How To Play ∙ 9
Wielding a blade, a shield, and a penchant for violence, the Warrior is the mightest of
the character roles in DUNGEONEERING. Unyielding and administering quick death, the
warrior has two special features that assist them in their grim work: Combat Prowess
and Heavy Lifting.

Combat Prowess
You may attack a number of times per turn equal to your Might mod. Each attack requires
its own d6 roll. If you have attacked at least twice and a subsequent attack fails, you cannot
attack again this turn.

Heavy Lifting
You may designate a number of items equal to your Might mod that do not count against
your encumbrance load. After the first dungeon level, the warrior can designate new items
once per dungeon level. This process takes 1 dungeon turn, and must be performed at the
beginning of a new dungeon level.

Starting Equipment
• 1 x sword

• 1 x shield (DR 1)

• 1 x light armor (DR 1)

• 1 x starting pack (5 x torches, 5 x rations, 1 x filled waterskin)

10 ∙ Character Roles
An accomplished warrior looks to the next challenge

Character Roles ∙ 11
Full of knowledge, secrets, and dark power, the Magician is the most intelligent of
the character roles in dungeoneering. Harnessing magic from beyond the veil,
the magician has two special features that allow them their powers: Spellcasting
and Stitching into Grimoire.

Spellcasting
You can cast spells either from your grimoire or from scrolls found in the dungeon. You
can choose a number of spells to start with equal to your Intellect mod. New spells can be
prepared from your grimoire once per dungeon level.

Spells are located on page 55. Your starting spells are chosen from the spell tables found there.

To cast a spell, make an Intellect check. If you succeed, the spell is cast as normal. If you fail,
but do not critically fail, the spell results in a Magical Misfire. If you critically fail, it results in
a Magical Anomaly.

Magical Misfires & Anomalies


Magical Misfires generally perform a weaker version of the spell being cast, along with an
unexpected side-effect. Magical Anomalies, on the other hand, do not cast the spell that
was attempted. Rather, the spell manifests as a strange environmental effect that lasts D6
rounds or 2 dungeon turns (whichever ends first). Each spell has its own unique list of magical
misfires and anomalies.

Stitching into Grimoire


You can stitch found scrolls into your grimoire, permanently adding them to your spell
selection. This process takes 12 dungeon turns.

Equipment
• 1 x staff

• 1 x grimoire (contains a number of spells equal to your Intellect mod).

• 1 x scribing tools (allows for Stitching into Grimoire)

• 1 x starting pack (5 x torches, 5 x rations, 1 x filled waterskin)

12 ∙ Character Roles
A wizened magician begins to channel a spell

Character Roles ∙ 13
Strapped with two daggers, a set of thieves tools, and a nasty trap, the Thief is the most agile
of the character roles in Dungeoneering. Keen-eyed, fleet-footed, and drawn to treasure,
the thief has two special features that help pinpoint the secrets of a dungeon: Lockpicking
and Utilize Traps.

Lockpicking
You can lock or unlock doors in the dungeon that are locked non-magically. To lock or
unlock a door, make an Agility check. The door remains unchanged if the Agility check
results in a failure.

Utilize Traps
You can attempt to enable or disable a trap. To enable a trap, you must have one in your
inventory and follow its instructions or find a disabled trap already placed. To disable a
trap, you must make a successful Agility check. On a failure, the trap remains enabled. On a
critical failure, the trap activates immediately.

Traps are located on page 63. Your starting trap is chosen from the trap table found there.

Trap Instructions
Due to the complex nature of traps, each trap has a specific set of instructions that must be
followed to allow the trap to become enabled. Once the trap is set, if the instructions have
been followed, the trap is considered enabled. Characters must be careful not to set off their
own traps - either through critically failing to disable them or by inadvertently putting them
in the path of their fellow party members.

Starting Equipment
• 2 x dagger (can be thrown)

• 1 x thieves tools (allows for Lockpicking and Utilize Traps)

• 1 x trap

• 1 x starting pack (5 x torches, 5 x rations, 1 x filled waterskin)

14 ∙ Character Roles
A scrupulous thief inspects a large, faceted gem

Character Roles ∙ 15
Chosen by their god and uttering long-lost prayers, the Prophet is the most
favored of the character roles in Dungeoneering. Bound by the divine arts, the
prophet has two special features that help enact the tenets of their deity: Prayers
and Perform Sacrifice.

Prayers
You can invoke your diety using your prayer book or from scrolls found in the dungeon. You
can choose a number of prayers to start out with equal to your Favor mod. New prayers can
be cast without preparing them.

Prayers are located on page 61. Your starting prayers are chosen from the prayer tables found there.

To speak a prayer, make a Favor check. On a success, the prayer is answered. If you fail,
but do not critically fail, the prayer goes unanswered. On a critical failure, the character
becomes Forsaken.

Prophets can stitch new prayers into their prayer books (see Additional Rules on page 19).

Perform Sacrifice
You can attempt to bolster your prayers or save yourself from remaining forsaken through
sacrifice, of which there are three types: minor major, and extravagant
minor, major extravagant.

More information on sacrifices can be found in Additional Rules on page 18.

Forsaken
When you become forsaken, your prayers go unanswered by your deity until they have
been appeased. Additionally, when becoming forsaken, the deity in question challenges the
prophet by summoning a minion for the prophet to fight or evade. Alternatively, the prophet
can make an extravagant sacrifice to appease their deity. Once the sacrifice is performed, they
are no longer forsaken and the deity's minion is unsummoned.

Starting Equipment
• 1 x staff

• 1 x prayer book (contains a number of prayers equal to your Favor mod)

• 1 x starting pack (5 x torches, 5 x rations, 1 x filled waterskin)

16 ∙ Character Roles
An adorned prophet reaches for her prayer book

Character Roles ∙ 17
Additional Rules
There are some additional rules to keep in good graces, they must perform a sacrifice
sacrifice.
mind while playing Dungeoneering.
There are three types of sacrifices that
can be performed:
Deity's Minion
• Minor sacrifices are made by destroying
When becoming Forsaken (see The Prophet
(through burning or some other method) objects
on page 16), a powerful creature is summoned
worth less than 10 GP. Minor sacrifices
3D6 rooms away and begins wandering the
subtract 1 from your next Favor check
dungeon at a rate of 1 dungeon turn per
roll result. Minor sacrifices take 1 combat
room. This creature is out for the blood of
turn to perform.
the Prophet and can only be escaped by
fighting and winning against it or descending • Major sacrifices are made by destroying
deeper to the next dungeon level. (through burning or some other method) objects
/ animals worth less than 100 GP. Major
In either case, the monster disappears
sacrifices subtract 2 from your next Favor
and the Prophet is considered quick-
check roll result. Major sacrifices take 1
witted enough to get back into the
dungeon turn to perform.
deity's good graces.
• Extravagant sacrifices are made by
Increasing and destroying (through burning or some other
Decreasing Stat Scores method) objects / animals worth 100+
GP or by sacrificing people. Extravagant
In some cases, a character's statistics may be
sacrifices subtract 6 from your next Favor
increased or decreased due to some effect
check roll result. Extravagant sacrifices
in the dungeon. There are key factors to
take 3 dungeon turns to perform.
remember when this occurs:
Only minor sacrifices can be performed
• A stat score can never increase past 12
during combat and doing so costs an
or decrease below 1, unless otherwise
action. Additionally, if the Prophet suffers
specified in the description of an effect.
damage before they can finish the sacrifice,
• Stat score changes are never permanent, it is interrupted and the Prophet must
unless otherwise specified in the attempt it again.
description of an effect.
Magic and Scrolls
• No effect in the game changes a
character's primary statistic to Unless otherwise stated in the effect, the
another statistic. casting of a spell or speaking of a prayer
costs an action.
Sacrifices In addition to the spells found in grimoires
When a Prophet wants to ensure a prayer is or the prayers found in prayer books, scrolls
answered or that they return to their deity's can be found in the dungeon. Any character

18 ∙ Additional Rules
role can attempt to cast a scroll. prepare new spells once per dungeon level.
This process takes 2 dungeon turns and
A scroll can either be a prayer or a spell.
must be performed at the beginning of a new
The type of scroll (whether prayer or spell) is
dungeon level.
immediately noticeable by whomever looks
at the scroll and does not require a check. While spells in scrolls can immediately be
The scroll is cast or spoken using Intellect or cast by any character role, if a Magician finds
Favor, depending on the type of scroll. This a scroll and stitches it into their grimoire,
is considered an action during combat. they cannot cast the spell until it is prepared.
This replicates how the Magician must
Both Magicians and Prophets can stitch
dedicate more time to fully understand
scrolls (of the appropriate type) into their
the spell, rather than simply casting it at a
grimoires and prayer books respectively
much higher risk.
(note that the Prophet does not start the game with
scribing tools). This process takes 12 dungeon A Prophet, on the other hand, does not
turns, as the process is very delicate and prepare prayers and can speak as many
prone to failure if rushed. prayers as they wish - even new ones found
in the dungeon. This replicates how the
Once the scroll is stitched in, it is no
Prophet does not dedicate understanding to
longer considered a scroll and is part of the
cast their magic, but rather their faith.
character's spell or prayer repertoire.

Once cast, if the scroll has not been stitched Solo Play
in a grimoire or prayer book, the scroll
While dungeoneering is intended to be
burns away in the character's hands—
played in the traditional tabletop roleplaying
disappearing forever.
game style, with a GM and players, the game
On a success, the scroll's casting is successful allows for solo play as well.
as a normal spell or prayer would be. On a
• Balancing:
Balancing If you are to play
failure (not just a critical failure), the spell or
Dungeoneering by yourself, you will have
prayer is not cast and the scroll burns away
to perform some balancing to keep things
in the character's hands.
from being too deadly for your character
For a spell failure, a magical anomaly (no changes are necessary if you intend to play
immediately happens. For a prayer failure, as multiple characters).
the caster is immediately forsaken by a deity
It is recommended that if you decide to
of the GM's choosing.
play as a single character, reduce monster
HP by 1/2 (rounding down). This means if a
Spell Preparation creature's HP is 6, it should be 3 instead.
As a Magician or Prophet, you begin the
• Companions:
Companions If you are playing as a single
game with a set number of spells or prayers
character, it is recommended that you
equal to your primary statistic mod.
include a non-player character companion
A Magician can only prepare a number of in the party using the Warrior, Magician,
spells equal to their Intellect mod. After Thief, or Prophet statistics listed in the
the first dungeon level, the Magician can Monster section (see page 55).

Additional Rules ∙ 19
• Dungeon Generation:
Generation With one player, which are listed below along with their
secrets and encounters should be purely and their damage:
generated from the rules in Building the
• Unarmed (melee): 1 damage
Dungeon (see next page) and Stocking the
Dungeon (page 35), or from an external • Staff (melee): 1 damage
dungeon generation tool. It is unlikely
• Dagger (melee or ranged): 2 damage
that you will be able to prevent all
secrets from being discovered early or • Sword (melee): 3 damage
inadvertently while preparing your solo
• Axe (melee): 3 damage
game, so it is recommended to enjoy the
challenge of the dungeon rather than • Hammer (melee): 3 damage
trying to discover its secrets.
• Spear (melee or ranged): 4 damage
• Impartial Judgments:
Judgments There are
• Sling (ranged): 1 damage
adjudications within the book that are
left to the GM's discretion. It is best to • Bow (ranged): 3 damage
roll a die in these cases rather than choose
All weapons, including magical weapons,
for yourself to preserve the spontaneous
deal their standard damage + Might mod (if
nature of the game and your character's
melee) or Agility mod (if ranged) upon a hit
choices. Use a single D6 for truly random
before any other effects.
cases, with 1-2 representing good results,
3-4 representing neutral results, and 5-6
Progression and Objective
representing bad results. Use multiple
D6 when you want to have certain results There is no leveling, XP, or similar
to be more highly represented over progression system in Dungeoneering.
an average range.
The objective of the game is to find as much
loot as possible, with the gold value of such
Damage and Weapons loot acting as a score across games.
There are no specific damage types in
Dungeoneering. However, damage can come
from certain sources which come into play
when determining resistances.

For example, damage from an explosion


of fire would be considered 'damage from
a fire source'. Similarly, damage from a
magical weapon is considered 'damage from
a magical source'. Some monsters have
resistances to certain sources of damage, so
characters should be mindful of where their
damage comes from.

There are nine weapon types in the game,

20 ∙ Additional Rules
Building the Dungeon
This section outlines important factors to consider when creating a dungeon, from describing
what a dungeon is to what considerations a GM should have when building a dungeon.

The chapter continues by detailing six different locales to use as a backdrop when
creating dungeons:
• Deep within a dark and twisting Forest

• Buried beneath the dunes of a sweltering Desert

• Submerged Underwater in the inky depths of a body of water

• Smoldering from the heat and fire of an active Volcano

• Frozen in time within the frigid Ice of the far north

• Piercing the clouds in the Sky


Sky, high above the mortal plane

Finally, the chapter includes sample rooms for chambers, intersections, hallways, and more
to use when generating a dungeon. Each of these have their own associated tables for
more specificity.

Building the Dungeon ∙ 21


What is a Dungeon?
A dungeon is a locationally self-contained it would take for the players to complete it.
area that is populated with encounters If the dungeon is intended to be completed
guaranteed to provide choices and adventure, in 1-2 sessions, how many actions may be
the paths to which are geographically limited performed per room and how many dungeon
by the area in question. turns do those actions take?

For the purposes of Dungeoneering, Additionally, what is found in the dungeon


there are three types of dungeons that a is equally important. If each room has
GM can prepare: monsters and adversaries for the characters
to fight against, expect exploration through
• Burrow:
Burrow The smallest dungeon, always
the dungeon to take a significantly longer
less than ten rooms. A burrow is thematic
amount of time.
in the sense that it is usually home to a
monster or faction of monsters. A burrow Similarly, if there is very little combat in
is a great size to start with as it can usually a given dungeon level, ensure challenges
be completed in 1 session. and encounters aren’t too sparse so the
characters don’t run from room to room
• Dungeon:
Dungeon The namesake for a traditional
with little interaction.
dungeon, generally between 11-20 rooms
over a couple levels. A dungeon usually
Atmosphere and Pacing
can offer 1-3 sessions of play, depending
on size, and may have multiple factions It's easy to build a dungeon, throw the
of monsters or slightly more elaborate characters in, and just start running.
objectives to complete within. However, tabletop roleplaying games
are unique in that they rely on a shared
• Megadungeon:
Megadungeon The dreaded
imaginative space for storytelling.
megadungeon is a colossal endeavor,
usually upwards of 10 or more levels. A That means that the group playing not only
megadungeon may contain its own unique must understand what they're doing, but the
ecosystems across the levels, multiple space they're doing it in.
factions of monsters, entire burrows and
Make an effort to give a little color to
dungeons, and are almost never fully
the rooms the characters travel through.
conquered by the players.
Explain the sights, sounds, and smells of the
corridors and chambers.
Considerations When
Building a Dungeon Remember though that the words of the
GM are often taken as gospel; make sure
When building a dungeon for
to balance interesting, yet non-actionable
dungeoneering, a GM should keep a few
details about the room with actionable ones.
things in mind.
Make sure to not give too much of one at the
Chiefly, think about the layout of the expense of the other.
dungeon and the amount of dungeon turns

22 ∙ Building the Dungeon


One area where a GM can skirt around
Secrets and Clues this advice is in the dungeon complexity,
One of the most interesting parts of a specifically in regards to the layout. Below
dungeon for the players is how different are a number of ways to make dungeons
elements connect to each other. Secrets and more than a simple collection of rooms:
clues in the dungeon may lead to powerful
• Combine Dungeon Types:
Types Rather than
revelations and substantial rewards.
simply choosing a Dungeon and building
However, a GM should remember that while out 15 rooms across two levels, consider
they have all the answers to the dungeon, making the first few rooms a Burrow that
the players are likely facing it for the first leads further into the main Dungeon.
time. Something that makes perfect sense Similarly, multiple connected Dungeons
to the GM may be difficult to grasp from the may make up a Megadungeon. Or perhaps
players' perspectives. Worse, if that difficulty one floor of a Megadungeon is composed
is around a clue that is necessary to complete of two competing burrows of monsters.
the dungeon, the players may end up
• Loops, Backtracking, and Returns:
Returns A
confused, lost, and unable to progress.
dungeon doesn't need to be only about
When placing secrets and clues, an excellent forward movement. A great way to give
way to ensure the players are able to players a sense of depth and complexity
find them and progress is to make sure is to have rooms connect to others in
there are multiple ways to locate them. surprising ways. These may appear as
Common advice recommends to give three holes in floors that drop characters down
methods of discovery; that way the players a level or two, hallways and stairs that
can miss one, misinterpret another, and connect back to useful rooms, multiple
understand the third. exit points for the current level, etc.

Finally, since Dungeoneering is built to be • Empty Rooms:


Rooms It may seem
a casual game, it's recommended you keep counterintuitive, but empty rooms can
the secrets and clues localized within the add a level of complexity that provides
dungeon. It may be tempting to give lore the players with powerful choices.
about the greater outside world, such as These rooms can be fortified and used
forgotten kingdoms or family heirlooms to by the players for a place of rest and
be given back to townsfolk, but the game recuperation. Similarly, these rooms may
operates best when everything discovered provide a moment of respite from a brutal
within the dungeon relates to something else combat. Or, the room may just serve as an
in the dungeon. atmospheric setting-piece to bring further
life to the dungeon.
Adding Complexity Remember that the dungeon doesn't need
So far, the advice given for how to create to be a simple sequence of rooms meant to
a dungeon has leaned in the direction be single-mindedly conquered and passed
of keeping things straightforward, through. It can, and should, provide choices
simple, and not going too far beyond the that lend to moments of great adventure.
objectives of the game.

Building the Dungeon ∙ 23


Dungeon Types: The Forest
Deep in the timberland, hidden away from the civilized world, are forgotten ruins and lost
places beckoning exploration.

The following tables can help a GM in the creation of such dungeons:

D6 What is it? D6 Who occupies it?


A forgotten ruin of a The Elk Lord and his menagerie
1 1
bygone civilization of woodland beasts
A deep cavern system, Garbulda the Ironblooded
2 2
sprawling underground and her goblin brood
A colossal, ancient, Thieves, bandits, and
3 3
hollowed-out tree other ne'er-do-wells
A magical forested maze, Inorganic and
4 4
with trees as tough as stone forgotten guardians
A sprawling settlement, No one, but it's filled
5 5
overcrowded and dangerous to the gills with traps
Carved-out tunnels from A rival dungeoneering party,
6 6
some massive creature complete with hirelings

D6 What rewards are there? D6 What plant is this?


A lost treasure trove, Hammerhook; can serve as a
1 1
rumored to be a fortune makeshift grappling hook
A powerful relic of an Direbloom; induces terrible luck
2 2
extant priesthood and sense of doom
Equipment and tools Greenroot; can be mashed and
3 3
from pilfered caravans mixed to make a healing paste
Priceless art objects, intended Bloodleaf; changes colors
4 4
to be moved elsewhere when touching blood
The destruction of Pinkyellow; produces
5 5
a powerful enemy scintillating colors near fire

6 Glory! Rotvine; consumes


6
corpses-bones and all

24 ∙ Building the Dungeon


Building the Dungeon ∙ 25

Study of Oak Trees (recto). Carl Wilhelm Kolbe. 1800


Dungeon Types: The Desert
Buried beneath the dunes of the shifting sands, lost temples and ancient sandstone dungeons
threaten to swallow the party just as they have been.

The following tables can help a GM in the creation of such dungeons:

D6 What is it? D6 Who occupies it?


An ancient temple A cult attempting to resurrect a
1 1
dedicated to a long-dead god demon of fearsome repute
A sandstone ruin, sprawling Kobolds worshipping the sun-
2 2
beneath the scorched surface bleached skeleton of a dragon
A large cavern system, The Bandit King and their band
3 3
culminating in a hidden lake of ninety-nine disciples
A pyramid of obsidian, jutting A Great Worm, set on eating the
4 4
from the sand like a thorn desert in its entirety
A cracked, leaning tower An undead king and his retinue
5 5
descending deep into the sands of mummified courtiers
A partially submerged castle, Newly sentient rocks and
6 6
hidden within an oasis stones, eager to awaken others

D6 What rewards are there? D6 What's that noise?


A uniquely powerful genie's The cracking of sandstone; this
1 1
vessel, purported to be a lamp place is collapsing!

2 The Book of the Dead The soft grinding hum of


2
something burrowing closer
A stolen, priceless ring of one The delicate sound
3 3
of the party members of falling sand
Secrets of a long- Impossible... the trickling
4 4
lost civilization babble of running water?
The spoils of a forgotten army's
5 5 The clang of metal on metal
war chest, lost to the sands
Freedom; the party has been A droning, alien noise
6 6
imprisoned here emanating from further below

26 ∙ Building the Dungeon


Dungeon Types: Underwater
Hidden at the bottom of the ocean or half-submerged in an eerily still lake, the party will
need to keep their wits about them in the darkened waters.

The following tables can help a GM in the creation of such dungeons:

D6 What is it? D6 Who occupies it?


A single tower, piercing Crabfolk and their chittering,
1 1
through the surface of a lake maddening sea speech
Colossal bubbles at the Merfolk nobility, xenophobic
2 2
bottom of the sea and hostile to land-walkers
The razor-sharp maze of a Dangerous sea creatures,
3 3
miles-long coral reef including a school of Maneaters
A mirror image of a castle on A Sea Lich, bound by the word
4 4
the surface, covered in sea life of the God of the Sea
A cracked, leaning tower Skeletal pirates, eager to find
5 5
descending deep into the sands their lost treasure from life
A partially submerged castle, Seemingly no one, but the
6 6
hidden within an oasis water moves unnaturally...

D6 What rewards are there? D6 What type of fish is that?


The vast, plundered riches A Dolbin; drab, gray, and
1 1
of a sunken ship utterly unremarkable
A priceless, fist-sized gem A Dragon Fish; large, metallic,
2 2
affixed to a gleaming trident lightning-quick, and a biter
A golden idol of Gbabagb, A Face Eel; has the horrifying
3 3
Emperor of Bubbles visage of a screaming person
A Salt Sieve, a magic item that A Legger; oddly gallops with
4 4
can desalinate saltwater four legs attached to a fish head
A fortune of gold and gems, A Lyrel; emits plinking notes
5 5
swallowed by a great whale while swimming quickly

6 The mantle of Ruler of the Sea A Ghostfin; small, disappears


6
completely when frightened

Dungeon of the Polignac Castle. Eugène Isabey. 1830 Building the Dungeon ∙ 27
28 ∙ Building the Dungeon
The Palazzo Reale at Pórtici with Vesuvius in the Background. Louis Chaix. n.d.
Dungeon Types: Volcano
Tucked deep in the mountains at the base of an active volcano or sweltering within a boiling
fissure tunnel, the heat of these dungeons are as big of a threat as their inhabitants.

The following tables can help a GM in the creation of such dungeons:

D6 What is it? D6 Who occupies it?


A circular complex dedicated to A warband of dragonkin,
1 1
ritual sacrifice for the Fire God searching for their commander
A miles-deep pit, slowly but No one, for the Great Roc
2 2
dangerously filling with magma roosting above eats them all
A cratered palace belonging A pod of Magma Oozes,
3 3
to the fire giants scorching the place clean
Tunnels of mirror-sheen Tyraxil, the Red Dragon and her
4 4
obsidian and gemstones humanoid worshipers
An ancient mining facility, Andalar, Prince of the Everflame, to
5 5
abandoned long ago reclaim his crown
The volcano itself, with bridges A maddened magician, intent
6 6
and caverns dotting its surface on blowing up the volcano

D6 What rewards are there? D6 Will the volcano erupt?


Gem-encrusted bones from the Never—the fire god prohibits
1 1
body of a fire priest it due to an ancient pact
The petrified obsidian eggs Not for at least a 1000 years,
2 2
of a fire hydra when the beast in its belly dies
A crystalline fire elemental, Yes, but hopefully after the
3 3
frozen from primal magic dungeoneers leave this place
One of the lost Heatblades, a Yes, it is currently erupting—
4 4
sword of pure white flame the dungeon will soon be lost
An abandoned lake of molten Possibly, though there isn't
5 5
gold, smelted but never forged anyone alive who can predict it
An ancient, dwarven anvil, It never stopped—the lava
6 6
indestrucible and rustless flows in well-worn rivers of fire

Building the Dungeon ∙ 29


Dungeon Types: Ice
Frozen beneath the clear, blue ice or lost within a groaning, slow-moving glacier, the snow
and rime threatens to capture the dungeoneers in these frigid places.

The following tables can help a GM in the creation of such dungeons:

D6 What is it? D6 Who occupies it?


A magician's tower, flash-frozen Ghosts unable to pass through
1 1
from a miscast spell the magical ice of this place
The preserved carcass of a The White Wolf, ancient and
2 2
leviathan beneath the ice emaciated lord of the dungeon
A cave of ice hidden An aberrant 'god', paranoid and
3 3
behind a sub-zero waterfall bloodthirsty against its enemies
An abandoned fortress bridging Auntie Jev and her demonic
4 4
two snowy mountains 'children' of fear and sorrow
Frigid, flooded tunnels at the An ancient order of half-
5 5
base of a large glacier mad death knights
The ice palace of Gelderael, Elf A manic fugitive, hiding
6 6
Queen of Winter in the ice to avoid capture

D6 What rewards are there? D6 What else is frozen here?

1 The Staff of Blizzards An oddly comedic chase scene,


1
the actors all frozen stiff
A large, carved map that shows Two skeletal figures, locked in
2 2
the true nature of this place an intense game of chess
A lich's phylactery, in the shape An iron ring-bound grimoire,
3 3
of an opalescent prism-jar trapped in solid, clear ice
A sword of Living Ice, which can An entire school of fish above,
4 4
reshape to any weapon below, and around this tunnel
A crystal globe with D6 ice The heart of a frost giant, from
5 5
elementals trapped inside which more snow and ice form
An accomplished dungeoneer's A detailed ice sculpture of two
6 6
flask of ever-chilling liquid magicians in a spell duel

30 ∙ Building the Dungeon


Dungeon Types: Sky
High above the clouds at the peaks of mountains—or perhaps miraculously atop the clouds
themselves—these dungeons hide things the likes of which most mortals have never seen.

The following tables can help a GM in the creation of such dungeons:

D6 What is it? D6 Who occupies it?


A floating castle, hidden high A court of territorial solar,
1 1
above the clouds eager for revenge on mortals
The World's Spindle, a tower at A cloud giant and their stable
2 2
the top of the tallest mountain of celestial mounts
The Kingdom of Storms, home to An infestation of harpies and
3 3
the wind drakes their birdfolk servants
A temple dedicated to the A massive air elemental,
4 4
defeated God of the Wind blustering over the entire place
An inverse citadel hanging Archons atop winged horses,
5 5
from the clouds looking for a priceless relic
Solid clouds, frozen by magic A sentient Grimoire that took
6 6
and carved by Cloud Masons to the sky after they awakened

D6 What rewards are there? D6 How did that get up here?


Edial's Bow, a weapon Someone with astounding
1 1
strung with sunlight strength actually threw it
Gemstones that form A bird unwittingly picked it up
2 2
from frozen clouds and left it in its nest
Ancient coinage of the cloud Someone left it here from
3 3
giants and their ilk before, but for what reason?
The golden horseshoes It was stolen and brought
4 4
of a zephyr here as a trophy
Great Roc eggs, all of which are It's always been up here—it has
5 5
the size of human adults never felt the embrace of land
A stone giant's thanks for It dropped from
6 6
helping him get down somewhere even higher

Dungeon of the Polignac Castle. Eugène Isabey. 1830 Building the Dungeon ∙ 31
Assembling the Dungeon
The following tables are organized by room type for the GM to quickly assemble a dungeon,
simply by rolling. Note that not every combination may make geographical sense; a GM
should be cognizant of how the rooms connect and how that gets relayed to the players.

The Starting Room Side Passages


D6 Layout D6 Layout
Square, 40 x 40 ft; three 1 Straight, 20 ft; dead end
1
corridors (entrance was one)
Corridor, 20 ft long; four- 2 Straight, 40 ft; secret door
2
way intersection
Circle, 100 ft diameter; four Winding, 80 ft; ends with
3 3 door; hidden pit trap that
corridors; hole to lower level
falls to lower level
Rectangle, 100 x 40 ft; four
4 Straight, 100 ft; lined with
corridors (entrance was one) 4
traps (see Traps on page 63)
Square, 50 x 50 ft; stairs in
5 Winding, 40 ft; two doors; one
center (up was entrance) 5
leads to stairs
Rectangle, 100 x 60 ft; four
6
doors (entrance was one) 6 Winding, 100 ft; dead end

Corridors Doors
D6 Layout D6 Layout
1 Straight, 40 ft 1 Wooden door, unlocked

2 Winding, 80 ft 2 Wooden door, locked

3 Straight, 40 ft; ends with stairs 3 Stone door, unlocked


Winding, 80 ft; two side
4 4 Stone door, locked
corridors and secret door
Straight, 10 ft; ends Trapped door (see
5 5
with locked door Traps on page 63)
Winding, 40 ft; dead
6 end; hidden pit trap that 6 Secret door
falls to lower level

32 ∙ Building the Dungeon


Rooms Room's Purpose
D6 Layout D6 Layout

1 Square, 50 x 50 ft; 0 exits 1 Altar or sacrificial

2 Square, 100 x 100 ft; 2 exits 2 Library or study

3 Rectangle, 100 x 20 ft; 4 exits 3 Armory or barracks

4 Rectangle, 60 x 20 ft; 1 exit 4 Bath or toilets

5 Circle, 60 ft diameter; 4 exits 5 Prison or torture chamber

6 Circle, 100 ft diameter; 6 exits 6 Workshop or forge

Stairs Inhabitants
D6 Layout D6 Layout
1 Leads down 1 level 1 Empty

2 Leads down 2 levels 2 Environmental obstacle or trap

3 Leads up 1 level 3 Reward

4 Leads up 2 level 4 Monster

5 Hole drops 1 level 5 Multiple Monsters

6 Hole climbs 1 level 6 A non-player character

Building the Dungeon ∙ 33


34 ∙ Stocking the Dungeon
The Devil's Kitchen Visited by an Angel. Conrad Meyer. mid-17th–late 17th century
Stocking the Dungeon
This section discusses how to dress a dungeon and the procedures to keep in mind while
doing so. On the next few pages, you can find tables for the following:

• Non-combat encounters

• Combat encounters

• Dungeon descriptions

• Rewards

That last section, Rewards, includes tables for mundane treasure (such as gems, coin, art objects,
etc) and magical treasures (utility items, armor, weapons, etc).

Stocking the Dungeon ∙ 35


Non-Combat Encounters
Not everything needs to devolve into swords and fists. The following tables provide some
examples for a GM to create non-combat encounters for their dungeons:

D6 What is here? D6 What else is here?


A complex trap set by a dead A mural depicting an
1 1
thief, who is also in the room elaborate death ceremony
A wide, jagged crevasse too Feral, but non-hostile animals
2 2
wide to jump across (cats, goats, dogs, etc)
A non-player character A fountain of
3 3
imprisoned in a hanging cage clear, healing water
A sentient, locked door fond of An altar to some forgotten god,
4 4
riddles and tests of logic crumbling and dilapidated
A pile of gems in a glowing The remains of a magician's
5 5
brazier atop a pedestal study, mostly intact
Two non-hostile monsters The scorch marks of a recently
6 6
having an argument performed sacrifice

D6 Who is here? D6 How do we get past it?

1 Just the party Rather simply, just


1
follow the path
A few vermin, scrounging By speaking the magic words to
2 2
around for scraps a receptacle on the wall
Just the party, but it looks like A black key and a white key,
3 3
others were here recently found elsewhere in the dungeon
A non-player character sitting Asking nicely and
4 4
near a campfire hoping for kindness
Another dungeoneering party,
5 5 Breaking the blasted thing
resting from their hard work
Sleeping monsters, unaware of 6 You don't—just turn back now
6
the party's intrusion

36 ∙ Stocking the Dungeon


Combat Encounters
Sometimes, words fail and the only things that talk are blades. The following tables provide
some examples for a GM to create combat encounters for their dungeons:

D6 What is here? D6 What else is here?


2D6 goblins who've just A dragon, who is commanding
1 1
run out of food minions to find food for them
1d6 kobolds, preparing to A giant, preparing a meal that's
2 2
sacrifice someone missing an ingredient: the party
3D6 fairies who won't kill, but A lich, who has hidden their
3 3
will certainly injure and annoy phylactery here
2D6 undead, famished and A demon, cursed and exiled to
4 4
eager for living flesh remain here till the end of time
1d6 oozes, the remains of their An angel, who has sworn an
5 5
victims suspended within them oath to protect this place
1d6 humanoids, hungrily eying A manticore, flying around
6 6
the dungeoneers' equipment the room in a rage

D6 Can we talk about this? D6 There! We can use ...


Yes—it seems the enemies ... the chandelier to perform a
1 1
want nothing to do with this mighty act of heroism
Likely—the enemies have ... the body of water as a
2 2
suffered a setback just prior getaway in case things go south
Maybe—though everyone has ... the pots of oil to set a
3 3
their hands on their hilts choking fire in the room
Maybe not—there's a ... the crumbling wall to
4 4
bloodlust in the air collapse on the enemy
Unlikely—the party has ... the secret door to escape
5 5
something the enemy wants from here before we die

6 No—there's nothing left to say ... the magic item here,


6 though it may do just as
much harm to us

Stocking the Dungeon ∙ 37


Dungeon Descriptions
Sometimes a dungeon needs a bit of atmosphere to help convey the things that are found
there. The tables below provide some examples of ways to describe a dungeon:

D6 What's that smell? D6 What's that sound?

1 Clean, somehow 1 Nothing; it's completely silent

Acrid, like something acidic or Footsteps, coming


2 2
sour has just passed through from a room nearby
Sulfurous; the odor of Banging, coming from much
3 3
brimstone is pervasive here further into the dungeon
Metallic; the smell of Rattling, like old
4 4
iron and forges bones in the wind
Decay and rot; something dead Whispering, like someone or
5 5
is—or has been—here something watching the party
Smoke, as though a fire was Cracking, like something very
6 6
smothered moments prior large straining against the walls

D6 Look there! It's ...


... a circle of green mushrooms,
1
the middle of which is grass
... scraps of gore and viscera,
2
the remains of something eaten
... broken swords and shields; a
3
battle must have happened here
... deep gashes into the
4 walls, as though something
large passed through
... collected leaves and twigs, as
5
though to make a bird's nest

6 ... large sprays of dried blood

38 ∙ Stocking the Dungeon


Stocking the Dungeon ∙ 39
Design for a Stage Set Showing the Interior of a Fortress or Dungeon. Pietro di Gottardo Gonzaga. n.d.
Rewards
The rewards on the next few pages are an example of what can be found in the dungeon.
The GM is encouraged to create more based on this selection and, based on their effects,
determine how rare these items are:

Riches and Treasure


D6 Container Gems Coins Art Objects
1 None Garnet D6 Painting

2 Small Pouch Moonstone 2D6 Silver goblet

3 Large Pouch Jade 3D6 Gold necklace

4 Brazier Tanzanite 4D6 Jeweled dagger

5 Crate Diamond 5D6 Gold music box

6 Large Urn Alexandrite 6D6 Emerald crown

Magical Rewards (Items)


Name Description
Crown of the The crown is illusory. ‒1 to Favor checks. Load 0.
Pretender The Pretender God's crown weighs both very little and too much.

Everglowing Cannot be extinguished aside from magical means. Load 1.


Torch "The torch is bloody useful up until you need to put it away!"-Darl the Miner

Requires: Magician. ‒2 to Intellect checks. Has a 1-in-6 chance of the


Gnarled
gem embedded in the staff breaking, rendering it useless. Load 2.
Gemstaff
'Bright and uncracked', a magician's term for newly-minted mages.
A large sack that can hold an encumbrance load of 20, yet never
Hoin's Handed
weighs more than its own encumbrance load. Load 2.
Heavysack
"Don't ya ever say that name in front of me!"—Hoin, regarding his cousin
1 DR against damage from fire, ice, and lightning. Load 1.
Elemental Ward
An excellently prismatic pin in the shape of a disk.
Requires: Prophet. The mace is illusory and deals no damage. When
Mace of the
speaking a prayer, has a 1-in-6 chance at duplicating the prayer effects
Pretender
on a different target. Load 0.
Companion (has 1 in all stats except Intellect, which matches its owner). A
floating bauble made from metal not found on this plane. Can be
Master's Bauble
affixed with a scroll that it can cast at it's owner's command as a free
action. Load 1 (when in inventory); Load 0 (when active).

40 ∙ Stocking the Dungeon


Magical Rewards (Items, cont.)
Name Description
Allows the wearer to sink in water. Movement in combat takes an
Metal Shoes
action unless Might mod 5+. Load 3.

Membrane of Allows the wearer the effects of the spell Turn to Slime.
Slime When hit,
Slime roll on the Magical Misfire table for the spell. Load 1.

These masks are marked with the visage of a monster. Monsters of


Monster Masks
the same type are not hostile with the wearer of the mask. Load 1.

Allows the wearer to see in shades of gray when blinded. Load 0.


Night Glasses
Incredibly stylish and intended to be worn at night.

Requires: Magician. Allows the wearer a ‒d6 bonus to spell cast


Occultist's
checks. If the bonus is used, the next cast has a +d6 penalty, after
Cloak
which the cloak resets. Load 1.

Orok's Opulent Requires: Thief. Embroidered with fine gems and gold twine.
Overcoat Increases coin and gem findings by D6.

Companion (has 1 in all stats and 1 HP). A flying, awakened folded


Paper Bird
paper bird. Load 0.

Pointed ‒1 to Intellect check chance. Load 1.


Magician's Cap The stars on the cap make you smarter.

Saint Gerlak's Requires: Prophet. Has the prayer "Resurrection


Resurrection" sewn onto its
Vestments sleeves. Load 2. Smells of juniper, wyrmwood, and rot. Mostly rot.

A scroll of magic or prayer. The GM rolls 3D6 on either the spells or


Scroll
prayers tables to determine which spell or prayer it is. Load 1.

Cursed. 1 DR. The mask can't come off. Load 1.


Smiling Mask
Generally found affixed to a mummified body; fingernails shredded, mask bloody.

Requires: Thief. Explodes in a cloud of smoke that fills a room for


Smoking
d6 rounds or dungeon turns. All checks that require sight have 1-in-6
Powder
chance of success. Load 1.
Requires: Warrior. 3 DR. Can only attack twice in a turn, regardless
Unusually Large
of other bonuses. Load 3.
Pauldrons
Extremely unwieldy, yet somehow effective.
Requires: Magician or Prophet. Must be stitched into a grimoire or
Zigl's Book of prayer book. You must make everyone at the table laugh in order to
Zingers cast your spells or speak your prayers instead of making a stat check.
If one doesn't laugh, the spell or prayer fails. Load 1.

Stocking the Dungeon ∙ 41


Magical Rewards (Weapons)
Name Description
Hammer. 2 AR. Cannot be broken. Deals double damage against stone
Dwarven
or metal targets. Load 1.
Hammer
The dwarves held mastery over the land and its subterranean bounty.
Bow. 3 AR. Emits light that fills all but the largest rooms. Double
Edial's Bow damage to undead. Load 2.
Edial was the sun's messenger; arrows of radiance were her words.
Cursed. Dagger. 2 AR. Has a 1-in-6 chance at turning the wielder into
a ghost for d6 combat turns on a hit, preventing them from attacking
Ghostblade
or being attacked. Load 0.
Ghostblades are meant to be carried by ghosts. You are not a ghost.
Spear. 2 AR. On a hit, has a 1-in-6 chance at casting the spell Bolt of
Glaive of the
Lightning on the target in addition to normal damage. No Magical
Storm Herald
Misfires or Magical Anomalies can occur on this spell casting. Load 2.

Masterwork Varies. +1 damage. Cannot be rusted and is always clean when


Weapon unsheathed. Load Varies.

Requires: Thief. Dagger. 1 AR. Has a 3-in-6 chance at poisoning the


target on a hit, which subtracts 1 from all their stats (poison effects
stack). If a stat would go to 0, the target dies. Has a 1-in-6 chance that
Rat Daggers
the daggers have been reclaimed by the rats when going to retrieve
them from dead bodies. Load 1.
Size of darts, tipped in poison.
Sling. 1 AR. Deals no damage. Illuminates the target on a hit,
Sling of
which grants 1 AR to weapons wielded by allies who can see the
Lightmarks
target. Load 1.
Spear. 1 AR. The AR of this weapon becomes 2 when
Spear of the
underwater. Load 2.
Deepwaters
Favored by Knifewhale fishers to prevent the fisher from becoming the fished.
Sword. 1 AR. Has a 1-in-6 chance at awakening (1 to all stats) all glass
Sword of
found in the room (empty vials, potion containers, etc). Each awakened
Crystalline
glass item is oblivious to enemies or allies. Load 1.
Stirrings
"Beware it, Killian. It wants to wake it's kin." - Melec Kesivo

Axe. 3 AR against plants. If the result of a melee attack chance against


Treebane Axe
a plant would be 6 or higher, the plant dies. Load 2.

Requires: Warrior. Sword. 3 AR. Roll a d3 when making an attack;


Triple-Edged
the result is how much damage the wielder takes on a hit. Load 3.
Hatesword
Wielded by the Knights of Hatred, a cursed order ushering in the death of Life.
Sword. 1 AR. Has a 2-in-6 chance at disarming an enemy. Has a 1-in-6
Wicked
chance at dismembering an enemy's hand. Load 1.
Khopesh
Undead weapons are often helpful in providing a light snack for their wielders.

42 ∙ Stocking the Dungeon


Stocking the Dungeon ∙ 43
Starter Dungeon: Mazar's Tower
Long ago, the magician Mazar gathered roams and whirls through the halls, its
ancient relics from across the land to his only desire to pick up more stuff. The GM
tower overlooking the sea. In an effort to try should track the Amalgamation through the
and move the power from the artifacts to following methods:
himself, Mazar made a grave miscalculation.
• Every 2 dungeon turns, the Amalgamation
In this, he brought ruin upon himself and
moves to a new room.
the land around his tower.
• In each room, the Amalgamation
Years have passed and the tower remains a
has a 1-in-6 chance at increasing
force of magical curiosity and danger. Can
it's damage by 1.
you brave the oddities within and find the
treasured relics from the ancient past? • Effects that dispel magic stun the
Amalgamation for d6 dungeon turns,
Dungeon Summary but do not disenchant it until the
relics are taken.
The dungeon takes place over three floors
in Mazar's Tower. In each of the floors,
The Ancient Relics
awakened objects and other magical
phenomena threaten the party. Additionally, Powerful, dangerous, and valuable, the
a raging, deadly Amalgamation roams the ancient relics collected by Mazar are in his
halls attempting to collect as much furniture, saferoom on the 3rd floor. Unbeknown to
decoration, and equipment as it can to grow the party, the relics serve as the brain of the
large enough to swallow the tower itself. tower itself; removing any of the artifacts
will cause great distress to the tower, causing
What the party doesn't realize is that the
it to violently expel its inhabitants.
Tower itself has become awakened and is
simply in a state of hibernation. Disturbing These artifacts are not true magic items in
the relics jolts the tower out of its slumber, that they can be harnessed by the party for
during which it thrashes about violently. If magical gain. Unless the party is placing
the characters can make it out of the tower the artifacts into containers to later sell, the
alive they find the tower thrashing about like GM is encouraged to reinforce their danger
a living thing. It then tumbles into the sea by having them produce potent and deadly
far below, taking the curse of Mazar with it. magical effects, such as:

• The artifacts are extremely cold to the


The Amalgamation touch, so much so to actually cause ice
• Amalgamation,
Amalgamation Object • 2 | 3 • 3, 2, 2, 2 • burns every combat turn while held.
Awakened: Creature is not normally
Awakened
sentient; Powerful
Powerful: Deals double damage • The artifacts emit blinding lights, making
when unarmed; • 45
it impossible to see while holding.
The Amalgamation is a collection of objects
• Random anomalies occur every dungeon
that have, through magical means, fused
turn the artifacts are in hand (see Spells in
together to form a massive construct. It
the Appendices).

44 ∙ Mazar's Tower
• The artifacts jerk in erratic patterns,
Running the Dungeon
making it impossible to attack or attempt
actions while they are being held. The GM should note several icons of note on
the maps provided:
The artifacts themselves are extremely rare
and worth a fortune, each of them worth at • Trapped doors can either be traps
least 1000 x 10d6 GP. that make sense for doors (ex, Falling
Mace Trap) or traps that reveal
The Tower, Awakened extradimensional spaces (ex, Pit Spike
Traps). Lean into the magical nature of the
At the end of the dungeon, if the party
tower; don't let the physical dimensions of
collects the relics, the tower itself will
the tower constrain challenges.
awaken and thrash about. The GM is
encouraged to throw challenges at the party • Locked doors can be demolished, but
as they attempt to escape, such as falling this effort takes 2 dungeon turns and
ceilings, magical anomalies, and other effects creates a lot of noise (drawing the attention of
that hamper escape (use the Spells and Traps the Amalgamation
Amalgamation).
sections of the Appendices as inspiration).
• Secret doors are generally able to be
seen easily from one side. The other side
Suggested Monsters List should require active investigation unless
These are some of the monsters that could it is easily spotted due to other factors.
be expected to be found in Mazar's Tower:
• Awakened Objects are not naturally
• Awakened Objects,
Objects Object • 4 | 1 • hostile unless otherwise noted or their
1, 1, 1, 1 • Awakened
Awakened: Creature is not
normally sentient • d6 non-sentient purpose is for battle (ex,
• Awakened Weapon,
Weapon, Object • 3 | 2 • 2, 1, weapons, offensive magic, etc).
1, 1 • Awakened
Awakened: Creature is not normally
sentient • Varies • 5 Escaping the Dungeon
• Flying Key,
Key Object • 5 | 1 • 1, 1, 1, 1 • Awakened
Awakened:
Creature is not normally sentient • 2 Once the relics are taken, the party has a
• Living Spells (Fireball,
( Noxious Cloud, limited amount of time to escape the tower
Magic Missile)), Elemental • 3 | 3 • 1, 3, 1, 1 • before it hurls itself over the cliffs and into
Anomalous: Creature has 3-in-6 chance at
Anomalous the sea below.
becoming a magical anomaly • 7
• Magician
Magician, Humanoid • 3 | 3 • 1,4,2,2 If the party is singularly focused on
• Spellcaster
Spellcaster: Can cast D6 random escaping, the GM should track travel time in
spells • Staff • 7
combat turns rather than dungeon turns. A
• Thief
Thief, Humanoid • 2 | 4 • 2,1,4,2 • Lockdown
Lockdown:
Can lock and unlock doors • Dagger • 8 character can travel through rooms during
this phase at a rate of 1 dungeon room
Of course, a GM is encouraged to
per combat turn.
introduce any monsters they feel would be
appropriate both for the location and as a From the moment they pick up the relics,
threat to the party. the party has 15 combat turns (21/2 minutes) to
escape, during which Awakened Objects are
hostile and attack on sight.

Mazar's Tower ∙ 45
1

3 4

9
7
8 10

11
12

13

14

15

: Unlocked Door
: Locked / Stuck Door

e 1st Floor : Trapped Door


: Portcullis
: Archway
: Secret Door
: Teleporter

Note #1: The Amalgamation Note #2: Teleporters


The Amalgamation arrives in the Teleporter Teleporters are instantaneous once stepped
Room 3 dungeon turns after the party through. Red teleporters travel to a location
begins exploring. It avoids trapped, locked, on the current floor, blue teleporters
and secret doors whenever possible, but will travel to a location on another floor. The
force its way through stuck doors. Doing so Amalgamation can use the teleporters, as
creates a loud noise that can be heard from can Living Spells and other humanoids.
any room. Traps damage the Amalgamation Other awakened objects, such as Flying
as they would any other creature. Keys, cannot use the teleporters.

46 ∙ Mazar's Tower
The First Floor a smoking idol of a demon.

9. Teleporter to Graffiti Room:


Room Wet, smell
Room Key: of mildew. Tarp covering red, circular
tiles marking a teleporter. Inch of water
1. Entrance:
Entrance Debris, smashed furniture,
covers the floor. An Occultist's Cloak is
doors fallen in. The portcullis here
pinned to the ground with a piton.
is open. A rattling, Awakened Sword
gesticulates and attacks intruders. Empty. 10. Experimentation Chamber Scorched,
Experimentation Chamber:
burnt furniture, small embers on
2. Teleporter to 2nd Floor:
Floor Blue stone
everything. 2 x Living Spells (Fireball)
marks the teleporter; desks, tools for
are chasing each other around the room.
diagnosing magic, debris. A pack lies on
the ground that contains a prayer book 11. Disposal Room:
Room Strong smell of decay,
with 2 random prayers stitched inside. bones scattered around, barrels of foul-
smelling liquid. Inspection reveals from
3. Kitchen:
Kitchen Rotted food, smell of decay.
the remains that they are highly mutated
Utensils including a
Awakened Kitchen Utensils,
by magic, likely the cause of their
butcher's knife, perform their tasks and
owner's deaths.
attack if disturbed.
12. Dark Room Pitch black, dry, cold. Room
Dark Room:
4. Bludgeoned Remains:
Remains Smashed bones,
cannot be lit regardless of mundane or
dented armor. Inspecting the scene
magical means. An Awakened Wardrobe
reveals remains of a dungeoneering party
skids on metal feet, slamming into
that were bludgeoned by something large.
walls and creatures (it has no penalty from
A pack near what must have been a thief
blindness). Inside it are 4 rather expensive
contains 20 gp, 2 daggers, a crossbow
outfits (25gp each).
(bow), and 3 unrefined pearls.
13. Storage
Storage: Drooping ceiling, crates
5. Sitting Area:
Area Dusty, broken couches,
everywhere. One is open and holds
missing cushions. Empty.
material components for rituals. Others
6. Partially-Collapsed Room:
Room Fallen contain calcified food, stacks of wood,
timbers, rubble, broken furniture. Empty. sheets of metal, and other miscellaneous
building materials. Ledger on a crate has
7. Study:
Study Piles of notes, deep scratches in
the spell Repair stitched into it.
the floor, smells of books. Bookcases
on every wall. One contains 2 x scrolls 14. Teleporter
Teleporter to Water Room: Room Wet, smell
(random spell or prayer on each). An of mildew. Puddles along sides of room,
Awakened Pen is repeatedly scrawling one containing a humanoid skeleton in
"ALIVE" on the ceiling. robes. Large graffiti lines a wall and reads:
"It Stalks! These Halls! And Collects!"
8. Library:
Library Bookcases, sooty and cold
hearth, two benches and a desk are 15. Balcony
Balcony: Broken glass, smells and tastes
Awakened Furniture skidding around the of salt. Large window overlooking the sea
floor excitedly. Desk jingles with treasure has been shattered; broken furniture can
as it slams into the walls, of which can be be seen far below on the shoreline.
found 53 GP, 2 emeralds (100 GP each), and

Mazar's Tower ∙ 47
1

6
5 7
4

8
9

: Unlocked Door
: Locked / Stuck Door

e 2nd Floor : Trapped Door


: Portcullis
: Archway
: Secret Door
: Teleporter

Note #1: Race for the Relics Note #2: Staff of Anomalies
Once the party arrives on the 2nd floor, This magical staff (found in the staff room)
the Amalgamation senses them and heads is used to cast spells from the wielder's
to their location at a pace of 2 rooms grimoire. The wielder can not cast spells
per dungeon turn. Alternatively, if the except through this method. When spells
Amalgamation has been killed, it resurrects are cast using the Staff of Anomalies, their
in its chambers once the party reaches this Magical Anomalies are cast instead (the caster
floor. The Amalgamation ignores all other rolls a d6; 1-2 results in the first anomaly option,
creatures until the party leaves or is dead. 3-4 results in the second, 5-6 results in the third.).

48 ∙ Mazar's Tower
The Second Floor 6. Treasure Room:
Room Narrow, difficult to
navigate, claustrophobic. An immense
hoard lines the walls and floor: a 10
Room Key: ft statue of solid white marble with
1. Teleporter to 1st Floor:
Floor Swirling gusts of diamonds for eyes (1000 gp), 4 x trays of
air, despite no windows. The portcullis is silverware (100 gp each), 2 x prayer scrolls,
closed, but Awakened
Awakened. It is obstinate, but 1 x spell scroll, 10d6 pieces of jewelry (each
will open if good intentions are displayed. 30 gp), a painting of a king, a painting of
a princess, and coins numbering 1,232 GP
2. Reverse Room:
Room Piles of furniture, books,
along with miscellaneous gems and jewels
broken objects; all on the ceiling. The
valuing 2,103 GP. Buried beneath the
room contains a powerful enchantment
treasure is a summoning circle that the
that reverses gravity for non-organic
Amalgamation uses to revive itself (if ther
creatures and objects. 2-in-6 chance the
party kills the Amalgamation on the 2nd Floor,
gravity reverses when the room enters,
it revives here instantly).
causing everything in the room to fall.
7. Tool Room:
Room Has a metallic and earthy
3. Coat Room:
Room Dark, dusty. Cloaks of all
smell; dirt, sand, and soil are in piles.
colors and lengths swing ominously
This stone room holds at least 20 shovels,
from hooks on the walls. If the party
axes, and picks. Half are finely crafted
lingers, the capes reveal themselves to be
and clearly masterworks, the others are
Animated Cloaks that attempt to throttle
rusted and mundane. The nicer of the
the characters and suffocate them. A few
two groups are Awakened and if moved
chests lie are here but looted, only one of
or disturbed will relentlessly attack
them containing anything worthwhile (33
anything nearby, including each other.
GP, 2 x torches, and a ration).
8. Master Bedroom:
Bedroom Candles everywhere,
4. Map Room:
Room Smells of old books, firelight
piles of books, scraps of parchment on
is immediately extinguished upon
every writable surface. A large bed sits
entering. The walls are lined with maps of
in the corner of the room, seemingly
distant locales, with scribbled notations.
untouched. Under one of the pillows
Pins and thread connect different places
is a forgotten spellbook containing
to one another. An inert portal is inset in
the spells Repair, Alter Stone, Portal, and
one of the walls; casting the Portal spell
Water Breathing.
on it opens a gateway to a different world
of sand and immense heat that goes on 9. Teleporter to 3rd Floor:
Floor Bloody mess,
for, seemingly, forever. dark black streaks mar the floor and
walls. An Awakened Skeletal Arm sits in
5. Staff Room:
Room Dark, sputtering torchlight,
the middle of the teleporter, raising when
stone walls and floor. A pedestal is in the
approached and flying about the room.
middle of the room holding a gnarled
It will travel through any open doors,
Staff of Anomalies. Removing the staff
looking for the Staff of Anomalies, which it
awakens the cobblestones, 10 of which
wields to terrifying effect.
hurl themselves towards the remover
(2 AR, 3 damage).

Mazar's Tower ∙ 49
3

: Unlocked Door

e 3rd Floor : Teleporter


: Archway

Note #1: The Ancient Relics Note #2: Escape!


Access to the relic room is blocked by The tower begins to rumble as the relics are
mortared stone and brick. The party will gathered. Once the party leaves the relic
require picks, shovels, or other tools to room, the tower Awakens. The party must
break into the room and gather the relics. quickly escape despite treacherous footing,
If the spell Alter Stone is used, any Intellect enemy objects, and the Amalgamation. If
check failure used to cast it causes a Magical the party cannot escape the tower before
Anomaly due to the instability of the time runs out, they are trapped inside as the
magic on this floor. tower falls and hurtles towards the sea.

50 ∙ Mazar's Tower
The Third Floor • The tunnels terminate at walls clearly
built after the tower. The bricks and
stone are held by black mortar hastily
Room Key: applied; pieces of the mortar solidified
1. Teleporter to 2nd Floor:
Floor Cold room, in large drops weeping from the cracks
strong feeling of being watched, between the stones.
oppressive atmosphere. The room itself
• Breaking down the stone walls takes
is filled with bones, broken objects, and
1 dungeon turn, during which time
detritus. Globs of black mortar lead
any character has a 1-in-6 chance at
out of the room and down the hall.
becoming Forsaken by the alien being,
Investigating the room reveals sweeping
which immediately awakens the tower.
splatters of dried blood on the ceiling
and upper walls. 3. Relic Room:
Room Dark, illuminated by cosmic
starlight on the walls, ceiling, and floor.
2. Campsite / Shrine Room:
Room Spartan
The center of the room holds a pedestal,
furnishings, tables, chairs, a makeshift
atop of which are seven hand-sized
campfire that has long since been
objects. Each of the objects is solid and
burned out. A crumpled tent sits in one
appears as though they were made of
corner of the room, opposite of a dias
white marble, their veins glowing with
holding a large statue of an alien being.
the same opalescence of the statue in
Oddly angular and black as night, the
the campsite / shrine room. Grabbing
Statue shimmers with an otherworldly
any of the relics begins the awakening
opalescence. Looking at the object for
of the tower. The relics hum and vibrate
any length of time upsets the stomach
telepathically, as if they were speaking.
and instigates a feeling of vertigo. The
The objects can safely be deposited into
object is of a different plane, the same
packs, bags, or pouches, but if held for
from which the relics were retrieved. An
any longer than a combat turn, they harm
armless skeleton is prostrate in front of
the holder in odd ways with their magic.
the statue, its skull smashed.
If any of the objects are removed from
• The tunnels leading to the relic room the pedestal and taken out of the room,
hold multiple skeletons, some more the tower awakens in a rumbling fury.
fresh than others. Bones are smashed
The escape begins!
and pulverized, as if something very
heavy crushed them.

Mazar's Tower ∙ 51
52 ∙ Appendices
Designs for Book Illustrations. Anonymous. 16th century
Appendices
Monsters, magic, and more to fill your dungeon
and empower your dungeoneers.

Appendices ∙ 53
Deities
When a Prophet goes to pray, who are they speaking to? The following is a sample list of the
deities a GM can add to your game. Try swapping these around, replacing the Likes list with
the Hates list, or the Hates list with the Domain list, or coming up with new options.

D6 Domain Sub-Domain Likes Hates


1 Underworld Death Strength Deception

2 Earth Life Cunning Dishonor

3 Water Time Wit Honor

4 Fire Knowledge Ingenuity Mediocrity

5 Ice Memory Creativity Abandoned Art

6 Celestial Realm Curse Violence Charity

Monsters
Monster stats are given in the following shorthand:
Name Monster Type • Attack | Evasion
Monster Name,
Might, Intellect, Agility, Favor (mods) • Special Features • Weapon • HP.

Each of the above are explained below:

• Monster Name: This is what the monster is known by.

• Monster Type: This is the family of creatures the monster belongs to.

• Attack: This is the monsters attack score, which is the chance of success of a character's
ability to evade an attack. For example, if a goblin has a 3 attack, the character has a 3-in-6
chance at evading it. If the character fails to evade the attack, they take damage.

• Evasion: This is the monsters evasion score, which is the lowest number a character can
roll to hit. For example, a goblin has 2 evasion and is being attacked by a Warrior with
Might mod 5. If the Warrior succeeds on the attack (5-in-6 chance) and rolls a 2 or higher,
the attack is successful. If an attack roll matches the evasion of a monster, it's a critical hit
(deals an extra d6 damage).

• Might • Intellect • Agility • Favor (mods): The modifiers for the monster's statistics.

• Special Features: If the monster has a special feature, it is listed here with its effect.

• Weapon
Weapon: If the monster has a weapon, it is listed here. Otherwise they are unarmed.

• HP: The monster's hit points.

54 ∙ Deities and Monsters


Monster List
A GM can use the following sample of monsters to add to their dungeons. With these as an
example, as well as the format on the previous page, the GM is encouraged to come up with
their own monsters as well.

Goblin, Goblinoid • 3 | 1 • 1,1,3,1 • Dagger • 4


Goblin

Kobold Dragonkin • 3 | 1 • 1,2,2,2 • Fire-Resistant


Kobold, Fire-Resistant: Takes half damage from fire •
Dagger • 4

Skeleton, Undead • 4 | 1 • 2,1,1,1 • Sword • 4


Skeleton

Zombie, Undead • 5 | 1 • 1,1,1,1 • 3


Zombie

Ooze, Inorganic • 2 | 2 • 3,1,1,1 • Squeeze


Ooze Squeeze: Can squeeze between cracks of any size • 10

Bandit, Humanoid • 2 | 3 • 3,2,3,1 • Rob


Bandit Rob: Steals D6 coins on a hit • Sword • 5

Fairy, Fey • 3 | 4 • 1,3,4,2 • Fly


Fairy Fly: Can fly anywhere in a given room • 5

Dragon Dragonkin • 2 | 5 • 4,5,3,3 • Fly


Dragon, Fly: Can fly anywhere in a given room,
Fire-Resistant: Takes half damage from fire, Polymorph
Fire-Resistant Polymorph: Can change its shape at will, Fire
Breath: Has a fire breath weapon, Powerful
Breath Powerful: Deals double damage while unarmed• 35
Giant Giant • 2 | 4 • 5,3,2,2 • Powerful
Frost Giant, Powerful: Deals double damage while unarmed,
Frost-Resistant: Takes half damage from cold • 20
Frost-Resistant

Wolf, Beast • 3 | 2 • 2,2,2,1 • Pack


Wolf Pack: -1 to evasion with >3 wolves present • 3

Ghost, Undead • 3 | 3 • 1,1,3,1 • Ethereal


Ghost Ethereal: Can only be hit with magic weapons • 6

Warrior Humanoid • 2 | 3 • 4,2,2,1 • Mighty


Warrior, Mighty: Can attack twice during its
turn • Sword • 10

Magician, Humanoid • 3 | 2 • 1,4,2,2 • Spellcaster


Magician Spellcaster: Can cast D6 random spells • Staff • 7

Thief, Humanoid • 2 | 2 • 2,1,4,2 • Lockdown


Thief Lockdown: Can lock and unlock doors • Dagger • 8

Prophet, Humanoid • 3 | 3 • 1,2,2,4 • Speaker


Prophet Speaker: Can speak D6 random prayers • Staff • 7

Monster List ∙ 55
Spells
Below are 3d6 spells a GM can add to their Dungeoneering game. Note that any of these
spells can also be found on scrolls in the dungeon.

3d6 Description
Jellies Changes an object that can fit in the hand to jelly; or small
Jerry's Jolly Jellies:
jelly objects that can fit in the hand back to their original shapes.
Magical Misfires (D3 (D3)): (1) A different object of similar size on the caster turns
to jelly. The jelly becomes awakened (1 to all stats) and aggressive to everyone.
(2) The casters hand turns to jelly. It can squeeze between cracks of any
size. (3) Two different objects of similar size on the caster turn to jelly and
combine. The items remain combined when the spell ends.
3
Magical Anomalies (D3(D3)): (1) The walls of the room become jelly; the ceiling
slowly descends and will crush all things in the room in 1 dungeon turn.
(2) The floor becomes jelly for 1 dungeon turn; all movement and actions
take double the amount of time. (3) The caster becomes jelly for 1 dungeon
turn; their stats become 3 Might, 1 Intellect, 1 Agility, 1 Favor, they cannot
cast spells, and they can squeeze between cracks of any size. Their HP
remains the same.
Fireball Blasts all creatures in a 10 ft area in the same room as the caster with
Fireball:
2d6 damage. Objects worn or in the vicinity of the area have a 2-in-6 chance
at catching fire for 1 dungeon turn.
(D3)): (1) d6 damage to all creatures in a 5 ft area in the same
Magical Misfires (D3
room as the caster. (2) A gout of flame erupts from the caster's hands, dealing
4 d4 damage. (3) All non-worn objects in a 10 ft area in the same room as
the caster ignite.
Magical Anomalies (D3 (D3)): (1) Everything within a 10 ft area of the caster
(including the caster) flash-combusts, taking D6 damage. (2) The fireball
explodes in the casters hand, dealing normal damage centered on the caster.
(3) All fires within a 10 ft area of the caster immediately are snuffed out.
Charm Target becomes a friend of the caster for 1 dungeon turn. This effect
Charm:
ends if the caster or a companion of the caster attacks the target. The target
will not take actions that would directly contradict its nature.
(D3)): (1) Another target becomes a friend of the caster.
Magical Misfires (D3
Target must be within the same room. (2) The target falls into a deep love
5 with the caster. (3) The target develops a deep regret or nostalgia for the
caster, as though they were good friends and no longer are.
Magical Anomalies (D3 (D3)): (1) All targets in the room become hostile towards
the caster (this doesn't affect companions or party members). (2) The caster falls
deeply in love with the target. (3) Target develops a deep hatred towards the
caster that can only end with death of either the target or the caster.

56 ∙ Spells
Spells (cont.)
3d6 Description
Cloud A 5 ft cloud of poison mist descends on a point the caster
Noxious Cloud:
can see, dealing D6 damage. Affected creatures have a 1-in-6 damage of
becoming poisoned.
(D3)): (1) Cloud becomes a single dart, dealing damage only
Magical Misfires (D3
to one target the caster can see. (2) Cloud is inert, causing mild irritation only.
6
(3) Cloud explodes, dealing 2D6 damage in a 10 foot radius.
Magical Anomalies (D3 (D3)): (1) The cloud descends on the caster themselves.
(2) Poison mist fills the entire room. Creatures take D6 damage per combat
turn while within it. (3) The caster becomes immune to being poisoned, but
permanently emanates a 5 ft aura of poison around them.
Disenchant The caster immediately ends an ongoing spell effect on a creature
Disenchant:
or object. The magic effect must be within the same room as the caster and
must be accessible by touch.
(D3)): (1) The effect on the target is redirected to the caster.
Magical Misfires (D3
(2) The effect on the target erupts as a magical explosion, dealing d6 damage
to the caster and the target before ending. (3) The effect on the target is
7
redirected to an object in the caster's inventory.
Magical Anomalies (D3 (D3)): (1) The spell does not end and the original caster
of it is alerted to the attempted disenchant. (2) The spell ends, but not
before rendering one of the caster's hands limp and unusable permanently.
(3) All magic within the room is immediately disenchanted (including
magical items).
Comprehend The caster can read and comprehend written or
Read / Comprehend:
spoken languages that would otherwise not be understood. This effect lasts
1 dungeon turn.
(D3)): (1) The target cannot speak in the common tongue
Magical Misfires (D3
for 1 dungeon turn, but can still read and comprehend other languages. (2)
The caster is made mute and cannot speak for 1 dungeon turn. (3) The caster
8
cannot read or write for 1 dungeon turn.
Magical Anomalies (D3(D3)): (1) All creatures in the same room as the caster
speak in tongues, effectively becoming unintelligible, for 1 dungeon turn (2)
Whatever the caster reads for 1 dungeon turn becomes magically tattooed to
their body. (3) The caster is permanently afflicted and can no longer read or
write for more than 1 dungeon turn per dungeon level.
Enlarge The caster can increase or decrease the size of a target
Shrink / Enlarge:
for 1 dungeon turn. This has no effect on magic items, which remain
their standard size.
9
(D3)): (1) The opposite of the caster's intended effect occurs
Magical Misfires (D3
on the target. (2) The caster shrinks or enlarges instead of the target. (3) The
targets nails and hair grow at a highly accelerated rate for 1 dungeon turn.

Spells ∙ 57
Spells (cont.)
3d6 Description
Shrink / Enlarge (cont.)
Magical Anomalies (D3 (D3)): (1) All objects in the room shrink or expand (GM
9 choice) to half or double their normal size. (2) All creatures in the room
shrink to 10% their normal size. (3) The last room the caster was in before
this one is shrunk to microscopic size; the door leading back that way is now
blocked by earth.
Missile The caster fires a beam of energy towards a target, dealing D6
Magic Missile:
damage and pushing the target backwards 10 ft.
(D3)): (1) An array of beams fire in each cardinal direction
Magical Misfires (D3
from the caster, dealing D6 damage to anyone hit by them. (2) The beam
fires into the floor beneath the caster, causing a D6 ft hole to form. (3)
10 D6 beams fire from the caster, each dealing 1 damage; new targets can be
selected for each beam.
Magical Anomalies (D3(D3)): (1) A beam of energy permanently spins atop the
head of the caster like a halo, dealing D6 damage to anyone who touches it. (2)
The caster is instead pushed backwards 10 ft. (3) A wave of force emits from
the caster, dealing D6 damage to anyone within 10 ft (including the caster).
Repair The caster permanently repairs a small rip, tear, or break in an object
Repair:
that can fit in the hand.
(D3)): (1) The repair only holds for 1 dungeon turn. (2) The
Magical Misfires (D3
repaired item is permanently attached to anything it was touching. (3) The
11 object disappears for 1 dungeon turn, then returns repaired.
Magical Anomalies (D3(D3)): (1) An item on the caster is damaged in a way that
requires a repair before use. (2) The object disappears and does not reappear
for 24 dungeon turns. (3) The object becomes awakened (1 to all stats) and is
neutral to the caster; it is still broken.
Sleep The caster puts a target to sleep. The target awakens if attacked
Put to Sleep:
or after 24 dungeon turns.
(D3)): (1) The target falls into a very light sleep for 1 dungeon
Magical Misfires (D3
turns. (2) A different random target (it can be a companion) is put to sleep
12 instead. (3) The target is put into deep unconsciousness and can only be
woken up by magical means.
(D3)): (1) The caster is put to sleep instead. (2) All
Magical Anomalies (D3
creatures in the room are put to sleep for 3 dungeon turns instead. (3) The
caster can no longer sleep and must be magically put to sleep to rest.

Invisibility: The caster makes a target invisible for 1 dungeon turn.


Invisibility
(D3)): (1) A different random target (it can be a companion) is
Magical Misfires (D3
13 made invisible for 1 dungeon turn. (2) All creatures in the same room as the
caster are made invisible for 1 dungeon turn. (3) A creature that was invisible
in the room is suddenly made visible.

58 ∙ Spells
Spells (cont.)
3d6 Description
Invisibility (cont.)
Magical Anomalies (D3(D3)): (1) The caster is made invisible permanently, along
13 with all non-magical items. (2) The caster is permanently partially blinded,
only able to see invisible creatures or objects (3) The room and all objects
within it become invisible, plunging the creatures within into total darkness.
Locate The caster determines the direction and distance away an object or
Locate:
creature is on the current dungeon level.
(D3)): (1) The direction of the target is given, but not the
Magical Misfires (D3
distance away. (2) The distance of the target is given, but not the direction.
(3) The direction and distance of something that rhymes with the target
14
is given instead.
Magical Anomalies (D3(D3)): (1) The target and an item on the caster's person
are swapped. (2) The target disappears from the current dungeon level. (3)
A random item from the caster or a companion disappears, only to reappear
where the target is.
Slowfall The caster and up to 3 other targets immediately stop falling and
Slowfall:
gently float to the ground.
(D3)): (1) The caster and their targets gently float to the
Magical Misfires (D3
ceiling instead of the floor. (2) The last 10 ft of the fall is unaffected by the
caster, resulting in a drop that deals d2 damage to all affected by the spell.
(3) The actions and movement of the caster and their targets take double
the amount of time for 6 dungeon turns; only an action or movement can be
15
performed on a combat turn, actions performed take twice as many dungeon
turns as normal.
Magical Anomalies (D3(D3)): (1) A permanent gust fills the room, as though
everything within it were falling. (2) A strong sense of vertigo affects the
caster and their targets on this dungeon level, increasing checks by 1 while on
solid ground. (3) Only the caster's other targets are affected by the spell, the
caster falls at normal speed.
Portal The caster opens a portal to any previously visited room in the
Portal:
dungeon. This room may be on a different dungeon level. The portal remains
open for 6 dungeon turns.
(D3)): (1) The portal is one-way. (2) The portal opens to a
Magical Misfires (D3
random room (GM choice) on the intended dungeon level. (3) Upon exiting
16 the portal, the party's positions are completely rearranged.
Magical Anomalies (D3(D3)): (1) The portal opens to an extradimensional space,
within which is an entirely different and separate dungeon. (2) The portal
ages all who travel through it by D6 x 10 years. (3) Magicians and Prophets
that travel through the portal are tainted permanently; all check failures are
considered critical failures (resulting in Magical Anomalies and becoming Forsaken).

Spells ∙ 59
Spells (cont.)
3d6 Description
Breathing The caster can breathe underwater as though it were air for
Water Breathing:
1 dungeon turn.
(D3)): (1) The caster sprouts gills and fins, appearing like
Magical Misfires (D3
a merfolk for 1 dungeon turn; they cannot breathe air, only water. (2) A
random other target (can be a companion) can breathe underwater for 1
17 dungeon turn. (3) Water burns the lungs, causing 1 damage per combat turn
while breathing it.
Magical Anomalies (D3 (D3)): (1) The room fills completely with water if dry;
empties of water if submerged. (2) The floor of the room becomes neck-
deep water permanently. (3) All water-borne creatures are permanently
hostile to the caster.
Stone The caster can change a 10 ft span of stone (any shape) into any
Alter Stone:
other material (such as dirt, sand, glass, etc). The new material cannot be a
material that would cause damage on touch, such as fire or acid.
(D3)): (1) The stone reappears after 1 dungeon turn. (2)
Magical Misfires (D3
The spell partially reflects, turning the caster into the chosen material for 3
dungeon turns (they do not need to breathe, eat, drink, or rest). (3) The displaced
stone manifests as a Stone Elemental (see below).
18 Elemental Elemental • 3 | 2 • 5,1,1,1 • Powerful
Stone Elemental, Powerful: Deals double
damage while unarmed, Magical Protection:
Protection Takes half damage from
non-magical weapons • 20
Magical Anomalies (D3 (D3)): (1) The caster must now eat stones and dirt instead
of eating and drinking normal food and water. (2) The stones explode
outward, dealing 2D6 damage to anyone within 10 ft of the area. (3) A massive
earthquake rocks the dungeon, prompting a cave-in of this room 1 dungeon
turn after the spell is cast.

60 ∙ Spells
Prayers
Below are 3d6 prayers a GM can add to their Dungeoneering game. Note that any of these
prayers can also be found on scrolls in the dungeon.

3d6 Description
Blessings The speaker grants the target ‒1 to stat checks for
The Word of Blessings:
3
1 dungeon turn.

Wounds The speaker grants a target they can touch 2d6


The Word of Sewn Wounds:
4 HP. If this would exceed their maximum, they restore up to their maximum.
"... and the body may become emboldened by the Word; repaired of all ailments ..."

Shadows The speaker plunges the room into darkness,


The Word of Shadows:
5
extinguishing all light.

Nourishment The speaker immediately ends the malnourished


The Word of Nourishment:
condition on themselves and up to three targets.
6
"... the favored cried the Word and, upon tossing the herbs to the fire, all felt fulfilled as if
they'd eaten a meal fit for kings... "
Wrath The speaker causes a target to become hostile to all
The Word of Wrath:
7 creatures it can see, including its allies, for 1 dungeon turn.
"... the Word embellished in the mind an unadulterated rage; as pure as Everfire... "
Detection The speaker learns if an object or creature
The Word of Magical Detection:
8 has an ongoing magical effect.
"... and in regards to magic the Word is clear: 'show me your True Self!'... "
Bindings The speaker causes a target to become paralyzed for 1
The Word of Bindings:
9 combat turn. During, the target cannot take actions or move.
"... the deeds of the dreadful are as bound by the Word as the most penitent... "
Frost The speaker grants a target resistance from
The Word of Flame and Frost:
10 damage that would come from fire or cold for 1 dungeon turn. During that
time, the target takes half damage from those sources.
Command The speaker causes a target to follow a simple
The Word of Command:
command, such as sit, leave, silence, etc. The command can only be a single
11
word and cannot cause the target to take an action that would directly
contradict its nature, such as flinging itself from a large cliff if it can't fly.
Banishment The speaker causes a target to be banished from
The Word of Banishment:
the dungeon for 1 dungeon turn. The target is moved to an extradimensional
12 space where it cannot be harmed.
"... and here also the Word is clear: 'fly, if I deign you enemy. Begone!'... "

Extraction The speaker immediately ends the poisoned


The Word of Venom Extraction:
13
condition on a target.

Prayers ∙ 61
Prayers (cont.)
3d6 Description
Awakening The speaker causes an object to awaken, in
The Word of Awakening:
which it becomes a sentient being with 1 to all stats. Its HP is determined
by the GM. The difficulty of the task is determined by the relative
complexity of the object:
14
• Simple construction: 1 x Favor check.
• Advanced construction: 2 x Favor checks.
• Intricate construction: 3 x Favor checks.

Warding The speaker turns an undead target away from


The Word of Dead Warding:
the party for 1 dungeon turn. Alternatively, the speaker permanently prevents
15 a dead creature from becoming undead.
"... and the body shall be protected by the Word against all the evils of the world... "
Smiting The speaker calls down a divine lightning bolt, dealing
The Word of Smiting:
16 D6 damage to a target they can see. If the target is of mechanical make or is in
water, the effect deals 2D6 damage instead.
Discourse The speaker can communicate with a target object
The Word of Discourse:
or creature, asking them one question and getting one answer in response.
17
The target's answer depends upon their nature; for example, a wooden table
has little to say on the matters of treasure or magic.
Consecration The speaker makes an area, no larger than 40 x
The Word of Consecration:
40 ft, permanently sacred in the name of their deity. Enemies of the speaker
and their companions cannot willingly enter the area so long as the area is
considered sacred.
If the speaker or their allies were to die in the area, they are protected from
becoming undead or desecrated in other ways.
Sacrifices performed in the area have -1 to Favor check chance.
18 If the area is already sacred to another deity, the maligned deity has a 3-in-6
chance at forsaking the speaker and sending the deity's minion after them (see
Deity's Minion in the Additional Rules on page 18).
Alternatively, the speaker can desecrate an area no larger than 40 x 40 ft,
causing the area to be rife with darkness and undeath. Any creature that dies
in the area will become undead in 1d6 hours, sacrifices performed in the area
have +1 to Favor check chance, and any Prophet that stays within the area for
longer than 3 dungeon turns becomes Forsaken by their deity.
"... and the Word shall sanctify the unholy, forgotten places of the world... "

62 ∙ Prayers
Traps
Below are d6 traps a GM can add to their Dungeoneering game. Remember that any of these
traps may linger around in the dungeon, already enabled.

D6 Description
Trap Comes with 24 spikes tied in a grid with rope. This trap must
Pit Spike Trap:
be placed at the bottom of a large fall, such as the base of a pit or a cliff-side.
1 Deals 2d6 damage to a creature who falls on the spikes in addition to any
damage from falling.
"Notes: Do not place on ceilings."
Trap Comes with a simple mace, rope, and a spool of tripwire.
Falling Mace Trap:
This trap must be placed on the ceiling of a room, while the tripwire attached
to it must be set on the floor at foot level. A creature or object that trips the
2 trap must make an Agility check, the difficulty of which is based on the trap
setter's Agility mod, taking d6 damage on a failure.
"#2: Tie the rope to the handle of the mace. Mace may be stolen if not retrieved after
trap is tripped."
Trap Comes with a jar filled with explosive powder, flint, and a stone
Bomb Trap:
tile. This trap must be placed in the ground, with the activation tile placed on
top of it. A creature that walks on the tile must make an Agility check, the
3 difficulty of which is based on the trap setter's Agility mod, setting off the
bomb on a failure. Creatures in a 20 ft area around the bomb take 3d6 damage
when it goes off.
"#6: Carefully walk backwards from set bomb. Write down location once at safe distance."
Trap Comes with a 24-inch blade, a spool of tripwire, blade
Door Blade Trap:
housing, and pitons. This trap must be affixed to the side of a door, with the
blade and blade housing affixed via pitons to the wall nearest the door and
the tripwire tied to the door. A creature that opens the door activates the trap
4 and must make an Agility check, the difficulty of which is based on the trap
setter's Agility mod, taking d6 damage on a failure.
"Notes: Trap is easiest to set with door already closed and not intended to cross through
again by setter."
Trap Comes with a thin, camouflaged sheet and pitons.
Hidden Floor Trap:
This trap must be affixed to a hole no larger than 5 x 5 ft. A creature that
5 steps on the sheet falls through due to the weight, taking damage from
falling if applicable.
"#2: Hammer pitons into corners of sheet, ensuring sheet is taut to provide visual illusion."
Smoke Bomb Trap:Trap Comes with a jar filled with smoking powder, flint, and
a stone tile. This trap must be placed on the ground, with the activation tile
6 placed on top of it. A creature that walks on the tile activates the trap, which
fills the room with smoke as per the Smoking Powder item (see page 41).
"Notes: Do not eat smoking powder."

Traps ∙ 63
Last Thoughts
This zine was created to fill what I perceived as a narrow gap in the tabletop roleplaying game
space: a game that was simple, straightforward, and easy to play revolving around getting into
trouble in dungeons.

It has very little frills in its mechanics. It is not intended to win awards. It's not intended to
replace your regular campaign-spanning game.

It's more akin to a party game; a game you can pull out when you want to run something fun
for a group and you want it to be quick.

The game is certainly not perfect. It's my first full-fledged game I've released and, as you can
likely attest, it's a little rough around more than a few edges.

But it's mine. And I'm proud of it.

Not to say I didn't have a lot of help along the way. The whole thing is possible thanks to the
backers listed below and on the following pages. Not to mention a phenomenal artist in DC
and a very patient editor in Stephanie.

And, of course, words of encouragement and love from my family and friends.

To all of you: Thank you. Sincerely.

Kickstarter Backers
• /amqueue • Alex Whitehurst • Anthony Hauck
• 9thLevel • Alexander Ingram • Anthony Watts
• Aaron Corbitt • Alistair • Antoñete Toñas
• Abbey-Taylor Weber • Alistair C • Ariane
• Adam • Alvin Helms • Armisael
• Adam Alexander • Amanda Brown • Arrietty205
• Adam Ansari • Anders Michael Jensen • Attila
• Adam C • Andres Cano • Australovenator
• Adrià Prat • Andrew Bahls • Ava Gates
• Adrian Donaghey • Andrew Barnes • Ava Islam
• Adrian Hermann • Andrew G. Smith • Avery Black
• Adrian L. Sanjuan • andrew giffin • Avon
• Aedryc • Andrew Gordon • Avri
• agrayday • Andrew Johannes • Ayleron
• Alain Deschenes • Andrew Mauney • Ayube Amiruddin
• Alaric Shapli • Andrew Umbrich • Azaah
• Alex Coates • AndrewWestphal • Balmonec
• Alex Neilson • Angelo Pileggi • Bart

64 ∙ Credits & Thanks


• Benjamin • Crimson Johnson • Eddie Horn
• Benjamin Tompkins • Crom_Laughs98 • Edgar Marko Trono
• Big Rob • D. Koch • Eliot Brian Chenowith
• Bill Gibson • Damien Villa • elizabeth fisher
• bmarkslash7 • Dan Hindmand • Elizabeth Ward
• Bobby Lively • Dan Moraska • Enrico
• Bochispazo • Dan Owsen • Enzo Cruz
• Boris • dan smith • Eric Brunsell
• Boson Au (Dragon Peak • Dan Souliere • Eric Jeppesen
Publishing) • Dan Spencer • Eric Nieudan
• Brad Entwisle • Dan Suptic • Eric Rumfelt
• Bradley Swartout • Dan Sutton • Eric Stuyvesant
• Brandy Swan • Dan Tauber • Erik
• Brennen Milovich • Dan VK • Eugene Yunak
• Brian Cunnane • Daniel Finnamore • Eugenio Gandini
• Brian McBarron • Daniel Gaston • EurghSireAwe
• Bruce • Daniel Lane • Fabian Way
• Bryan • Daniel Sánchez Carlos • Fernando
• Calvin Dalais • Dante Ramirez • Fish in the Pot
• Candice Bailey • Darwin Pierce • FlacoAlto
• Carl Russell • David B • Flint Burns
• Chad • David Chrisner • Forrest G. Emerson
• Charles • David Diaz • Forrest Stephan
• Cheralyn • David Dorward • Francis Guimond
• chris • David Esarey • Frankie Gee
• Chris • David Gregg • Fred Schiff
• Chris • David McGuire • Froggy
• Chris Bissette • David Mckenzie • Funkaoshi
• Chris Fast • David Paul Guzmán • Gabor Lux
• Chris G. Williams • David Poe • Galactus
• Chris Hearne • David Policar • Garrett N
• Chris Johnson • David Ross • Garth Dighton
• Chris Smallwood • David Tavakoli • Geoff Dash
• Christian Leonhard • Dawson • Geoff Oki
• Christian Lindke • Dennis Ng • ghost_warlock, whisperer in
• Christopher & Tristan • Derek darkness
• Christopher Brandon • Desiree Nixon • Gilbert Sanchez
• Christopher Gallivan • desrtfx • Glenn McMath
• Christopher Green • Dictus Miedema • GogglesDown
• Christopher Paul • Diederik van Arkel • Gothridge Manor
• Chuffed Chuffer • Dietmar H. • Greg Smith
• Cierra Sparks • Digital Barn • Greg Woodhouse
• CJ Harries • discuit • Guestalt
• Claudio Tanci • GM Bluddworth • Guillaume Launois
• Cody Frost • Doug Atkinson • Halenar Frosthelm
• Colin Pattinson • Drew Parker • Hayderino
• Colin Whitehurst • Drifter's Atlas • Hector Geovannie Robles
• Contesse • Dustin Headen • Henry Cheung
• Corbett Kirkley • Dustin Niehoff • Holly Koponen
• Craig Cicero • Dylan LaShure • Ian
• Crawler • E. Pereira • Ian Engleback

Credits & Thanks ∙ 65


• Ian McFarlin • Johnathan L Bingham • Loran Michael Murphy
• imredave • Johnny Chiodini & Joseph • Lord Soth
• Isaac VanDuyn Ewens • Lukas Scheerer
• Isaac(Skeleton Head Toys) • Jon Bird • Luke Harris
• ItemCrafting • Jon Terry • Maelius
• Ivan Hegedus • Jonathan Climas • Majnun
• J & J Lyons • Jonathan Finnegan • Manuel Covarrubias Jr.
• J. Brandon Massengill • Jonathan Ly Davis • Marcel
• Jaan Eerik Sõmermaa • Jonathan Stone • Marco
• Jack Alexander • Jonathas • Marco Pohl
• Jack Purcell • Jordan Richer • marcus lövelius
• Jacob Peck • Jose soto • Mario Bañales
• Jacob Wood • Joseph Peat • Mark Blaise Pankhurst
• James • Josh Carlton • Mark J
• James E. • Josh Kanto • Mark James Featherston
• James Gabrielsen • jproisy • Mark Schumann
• James Miscavish • JReynolds • Mark Steele
• James Owens • JTDimino • Mark Thistle
• James Reavis • Juha Rankinen • Marsh
• Jan Postolka • Julien Mondoloni • Marshall Lemon
• Janelle Smith • Justen Hunter • Marvin Langenberg
• Jason • Justin Bost • Matt Downer
• Jason Abdin • Justin Saber • Matt Fennell
• Jason DeForest • Justin Spath, Space Daddy • Matt Maranda
• Jason Gabel Games • Matt Ross
• Jason Scranton • Kaervack • Matt W
• Jay-Eee • Karl J. Smith • mattchkn
• Jean McGuire • Katherine Paisley • Matteo Bisanti
• Jef Vereycken • Kennan McArtor • Matteo Lucchini
• Jeff Black • Kevin • Matthew Kirkhart
• Jeff Eppenbach • Kevin Eaton • Matthew L. Schwartz
• Jeff Jessee • Kevin Pratt • Matthew Lynn
• Jeff Vandine • Kevin Wales • Matthew Mitchell
• Jeff Williams • Khoo Kean Fai • Matthew Newman
• Jennifer Moore • Kieran • Matthew Roberts
• Jeramie • Kiko Villasenor • Matthew Vines
• Jeremy Patrick • Kirk Moore • mattrixk
• Jerrod Stead • Klil H. Neori • Mauro Longo
• Jesse g-l • Kozelek • May Contain Geeks
• Jezebel Micino • Krieg Knight • Medric Riley
• Jim Burgess • Kurgan Oswald • Michael
• Jim Schmitz • Kwin • Michael Blanckaert
• Jim Wells • Kyle Fegley • Michael De Rosa
• Jodi K D Porteous • Kyle Mack • Michael McVeigh
• Joe • Lachlan Fergusson • Michael Pace
• Joel Clapp • Lars Albrecht • Michael Phillips
• Joey Huizar • Lasse Borly • Michael Q Anderson
• John • Laura Hall • Michael Ramage
• John Eternal • lawrence gong • Michael Spredemann - 2 Old
• John Fiala • LB Guys Games
• John Harris • Lionel • Miguel Valdivia

66 ∙ Credits & Thanks


• Miguel Warlock Patreon • Randy Angle • Stephane Bouchard
• Mike Arsenault • Raphael Diaz • Stephen Faure
• Mike Cherre • Reese Lloyd • Stephen Golubieski
• Mike W • Renaak Garnith • Steve
• Mirko Froehlich • Ria Labbe • Steve Riese
• Miyon Nguyen • Ricardo Sedan • Steven Danielson
• Momo • Richard Moss • Steven Landry
• Moody • richard peppers • Steven Warble
• Moonbound Games • Richard Sorden • Stuart Watkinson
• Mori Musashi Roberts • ricky biddle • Tasman
• MrShish101 • Robert Carnel • Taylor Fisher
• Mudd • Robert Lambert • Teri Burton
• nate • Robert Mullen • Terry McKelvey
• Nathan D. Clark • Robert Tyler • Thaco Tanar'ri
• Nathan Harrison • Roger C. Jones • Thalji
• Neal Tanner • Roman Schlotz • The Creative Fund by BackerKit
• Neil Marchant • Ross Emery • thegodofchuck
• Nery Mejicano III • rrross2 • TheThingFromOuterSpace
• Nic • RT Kimz • Thomas
• Nicholas Baughman • Russell Cardullo • Thomas R.
• Nicholas Robinson • Russell Hoyle • Thorin Thompson
• Nick • Ryan Burbridge • Thouis R. Jones
• Nick Agan • Ryan Castilla • tiikerikani
• Nick Thornton • Ryan D. Romero • Tim Baker
• Nico • Ryan Poling • Tim Burnett
• Nicolas Duchesne • S. John Bateman • tim peele
• Nicolas Francart • Sage • Todd West
• Nicolas Van Hees • Sam Dalton • Toni Espadas
• Nigel Thornton Clark • Samantha McKay • Tony Ripley
• Noobsteak • Samuel Larsén • Torsten Christensen
• oAskew • Saqib • tpn85
• Ouasu • Sarah Berger • Trevor Bramble
• Owen Moore • Scott • Trevor Scurr
• Pabtrack • Scott DeRuby • triex
• Patrick Farrell • Scott Hastings Mitchell • Trip Space-Parasite
• Patrick Maughan • Scott Leierer • Troy Ellis
• Patrick P. • Sean Jack • trublunite
• Patrick Trapp • Sebasti Aan • Turelus
• Patrick Willoughby • Seth Johnson • Tyler Farrington
• Paul McInally • Shade Y • Typhos Games
• Paweł Kostka • Shadowsmage • Unnecessary_Pixels
• PerplexingRuins • Shannon Duncan • Vanessa
• Peter DiMauro • Shari Hemsworth • VaultAge
• Peter Sklenar • Shaun Beckett • Vesala
• Petr Koky Stöckl • Shawn • vickyradcliffe
• Philip Reed • Shelby • W. Bin
• Phillip Hartzog • Shy Lev-Ari • Waffles are the Best
• Phillip Lewis • Simon Dale • Wes Fournier
• Pierpaolo Pascucci • Sinisa Radovanovich • Wilfredo Salazar Villarreal
• polyot • Sivad Nahtanoj • Will Boyko
• Prime Minister Sinister • Spencer Game • Winterstow

Credits & Thanks ∙ 67


• Wylie Button
• Yasaf Volinsky
• YobSolo
• Zachery Bir
• Zlatko Z Savić
• Zohair

68 ∙ Credits & Thanks


Dungeon of the Polignac Castle. Eugène Isabey. 1830
There are few encounters in the tabletop role-playing game
space so maligned by
modern game design as the dungeon crawl.
Conflated with glacial pacing, tedious sense checks with
arbitrary results, and
senseless bookkeeping that does nothing to progress gamep
lay, dungeon crawls
have become a dreaded encounter for Game Masters and
players alike.
This zine seeks to remedy that.
DUNGEONEERING is a quick-and-dirty tableto
p role-playing game in
which players explore dungeons, gather treasure, and fight
monsters. Game
Masters are encouraged to use the sample dungeon within
, or generate their
own with the creation tools, to facilitate these dangerous
delves.

©2021 Grinning Rat Publications

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