Professional Documents
Culture Documents
By Nate Whittington
Cover and Illustrations by DC Stow
Endpapers by FLY:D on Unsplash
Editing by Stephanie Guerreiro Lourenço
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).
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)
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.
Equipment
• 1 x staff
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 trap
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.
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
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.
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
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.
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.
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.
Corridors Doors
D6 Layout D6 Layout
1 Straight, 40 ft 1 Wooden door, unlocked
Stairs Inhabitants
D6 Layout D6 Layout
1 Leads down 1 level 1 Empty
• 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).
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.
Orok's Opulent Requires: Thief. Embroidered with fine gems and gold twine.
Overcoat Increases coin and gem findings by D6.
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
46 ∙ Mazar's Tower
The First Floor a smoking idol of a demon.
Mazar's Tower ∙ 47
1
6
5 7
4
8
9
: Unlocked Door
: Locked / Stuck Door
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
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.
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.
• 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.
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.
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.
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.
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.
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.
Kickstarter Backers
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