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TABLE OF CONTENTS
Introduction 4
Building characters 46
So how do you play this thing? 6
The campaign 53
Your figures on the table 9
The delve 58
Initiative 11
Monsters 63
Movement 13
Setting up the encounter 68
Missile fire 16
The loot 70
Melee 19
Magical items 72
Non lethal attacks 22
The quest 80
Morale 23
Running the game 82
The saving throw 24
Casual encounters 84
Combat without miniatures 25
Suitable miniatures 85
Weapons and gear 27
You made it this far 87
Magic spells 30
Designer notes 88
Odds and ends 39
The least you have to know 89
Character traits 43

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SHOULD HAVE STAYED ON THE FARM

“Okay yeah, I suppose that was a bad idea”. He shook his head, looking back up at the gaping
chasm above them.

The elf scoffed indignantly “Bad idea? We’re in the heart of an evil temple to some deity-time-
forgot, food is low and now we’re fallen through 3 floors of this decrepit structure?”

“Yeah, like I said.. it might have been bad”. He waved his hand in the air, to underscore that it was
only a possibility.

A few paces away, the warrior was getting back up, groaning and grimacing as he ascertained
whether he had any broken bones.
“When you two are done bickering, maybe we can work on finding a way out?”

They both glared at him in unison. “Fine.. fine.. don’t mind me”.
He leaned down to retrieve his sword when he froze, the sounds of clattering mandibles coming
from the shadows around them.

“Ladies and gentlemen, we’re not alone!” he shouted as the horrors charged them from the
murky gloom.

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INTRODUCTION
Dungeon Scum is a set of adventure game rules, allowing fun, quick games with miniature
figures (or even without them, should you so desire).

Where a lot of “dungeon” games try to be either straight role playing games or purely tactical
experiences, Dungeon Scum aims to sit in the middle ground.
The core game experience is tactical combat using miniatures but those encounters are
surrounded with a narrative structure that is both suited to a traditional game mastered
experience as well as cooperative or solo adventuring.

WHAT IS DUNGEON CRAWLING?


It helps to define exactly what a “dungeon crawl” is.

We define it as:

*A geographically distinct region that is relatively isolated from its surroundings.


*It involves at least one combat encounter.
*The goal of a dungeon crawl is to overcome the challenges of the dungeon.

In game terms, this means a short series of encounters that can be played for their own sake
or folded into a larger story.

It’s important to note that you can play non-dungeon adventurers with the rules as well, but if
you bought a game called Dungeon Scum, odds are you’re expecting at least a little bit of cave-
crawling.

FUNDAMENTALS
All dice used during gameplay are plain six-sided dice (“D6”).
If multiple dice are rolled, read each die individually.
Only add them together if the rules specifically tell you to do so.

Campaign gaming and most random generation will require percentile dice and a set of
standard polyhedral “roleplaying” dice will be handy.

All miniature figures should be based individually (figures intended for roleplaying games
almost always are).
The exact scale and size of bases aren’t terribly important.

QUESTIONS OF SCALE
On the gaming table, each figure represents exactly one creature except in the case of very
small critters, where a figure or marker might indicate a swarm of them.

Each inch of tabletop space represents a few yards of ground.


It’s customary for the ground scale and miniatures scale not to match up, don’t sweat it too
much.

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GAMING STYLE
A variety of gaming styles are possible in Dungeon Scum.
The rules assume that establishing and building a narrative is important and that you will
have at least some attachment to your characters, making them meaningful.

The game does assume a campaign is being played, but don’t let that discourage you from just
setting up a quick battle.

Competitive “tournament” play is not supported and is unlikely to work well with these rules.

FEEDBACK
If you wish to reach the author, you can do so at runequester@gmail.com
All feedback, questions and suggestions are welcome.
I try to respond to everything but if you don’t hear back in 2-3 days, don’t be afraid to email
me again, my inbox does get pretty sprawling.

THANK YOU’S
Mathew Sparkes for inspiration.
David Platt because this is the sort of game I think you would write.
Luigi Castellani because of your killer art.
Richard Garriott, Gary Gygax and Steve Perrin for being inspirations for us mere mortals.

INSPIRATION
A game is always a culmination of a thousand influences, some sublte and some overt.
If I had to pick a few, here’s mine:

Tabletop games:
Of course Dungeons & Dragons, particularly the TSR era.
The “OSR” (Old School Renaisance/Revolution/Revival/Refried Beans) community.
“Torchbearer” and “Four Against Darkness”.
Heroquest (The RPG by Stafford and Laws)
The “Mythic” GM Emulator.
Fighting Fantasy, Lone Wolf and Blood Sword gamebooks.
Board games like Descent and Warhammer Quest.

Video games:
Rogue/Angband/Dungeon Crawl.
Ultima/Bards Tale/Eye of the Beholder.
A little bit of Dark Souls.

Music:
Falconer Rhapsody of Fire
Stormwarrior Amon Amarth
GLORYHAMMER. ALL OF IT.

THE DISCLAIMER
This is a game of silly fantasy heroics. It’s not a political statement on..well..anything.
Heroes can be of any gender, belief, species, colour, orientation and configuration you can
think of.

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SO HOW DO YOU PLAY THIS THING?


Dungeon Scum is a story-driven game, focusing on our characters and the adventures they get
up to.
This opens up a few different ways to play, which we’ll discuss in detail:

GAME MASTERED PLAY


This mode resembles a conventional role playing game the most:
One player acts as the Game Master, creating the adventure and running the bad guys while
the remaining players are on the same side, trying to overcome the obstacles.

The role of GM may alternate or one player may be in the role in every gaming session.
Players may have a single hero or they may have a few each.

PICK UP PLAY
Some players may not care for campaign play or you may simply wish to put a few monsters
on the table and see what happens.

You will have to balance this yourself, but a quick, fun game can be had by just grabbing a few
figures off your shelf and putting together an excuse for them to battle.

COOPERATIVE PLAY
In a cooperative game, there is either no GM, players help each other come up with things, or
any player may temporarily step into the role of a GM for a single scene or encounter.

This is common when playing with a small group where you adventure together.

SOLO PLAY
You may opt to play on your own.
We have included as much help as possible to help run a campaign without requiring a Game
Master, though you will have to exercise your own creativity to get the most out of it.

This is well suited for players with limited time or scheduling difficulties as well as players
who enjoy blogging and creating little stories about their gaming sessions.

THE FOCUS
“Classic” fantasy gaming tend to be dungeon focused and for good reason: You don’t have to
create a complicated plotline and from a miniatures gaming perspective you can set up a big,
interesting set piece battle and just have at it. Perfect!

That doesn’t mean you have to do dungeons at all.


If you’d prefer to run a sprawling wilderness adventure or a cutthroat political campaign, go
for it.

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THE GAMING SESSION – THE TALKING BIT


The game session will tend to have a fair bit of talking going on.
If the session doesn’t open up with a sword-battle immediately, the talking typically leads up
to the fighting.

This can vary greatly from group to group: Some groups may play out the dungeon crawling,
as the heroes traverse corridors and empty caves, others may limit it to pre-delve activities
such as information gathering and planning.

Some groups will have a lot of roleplaying and banter between the characters, while others
will keep things strictly to “business”.

During this part of the game, the players will also be asking questions of the Game Master and
carrying out any preparations needed.

If you prefer a more conventional war gaming approach, the talking will be mostly the Game
Master establishing the sessions scenario.

THE GAMING SESSION – THE FIGHTING BIT


When actual combat is going on, it will play out much like a typical miniatures war game:
Miniatures are moved around the table, initiative rolls are made and heroes are eaten by
terrible cave monsters.

Note that scenarios will often involve unexpected circumstances or events: Players may come
up with schemes and plans, they may stop to argue over a plan or to interact with an NPC they
meet.

Some groups will want to play out part of the exploration process with miniatures, while
others prefer to stick to the pure combat.

THE GAMING SESSION – THE CAMPAIGN BIT


A campaign game doesn’t have to much more complicated than re-using the same characters,
with a narrative thread tying them together.

Typically, people associate a fantasy campaign with characters gaining new items and abilities:
We’ve provided these things in the game rules.

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A TYPICAL SESSION
From the above, it should be clear that a “typical” session can take many forms.

In a low-narrative game, the Game master or scenario organizer may simply outline the
circumstances of the encounter, then set up the table.

“You’ve delved further into the pits of Carkaz, in search of the Black Sword.

As you search a ruined temple, you find yourself surrounded by lizardmen”.

In a more roleplay oriented game, you might play out the exploration process, letting the
players navigate through the tunnels and caverns, only setting up the miniatures when a battle
breaks out.

Likewise, players may take on projects of their own. A more politically oriented campaign may
involve extensive roleplaying sessions as characters talk to potential supporters or rivals.

The game rules generally assume that the focus is on the battle encounters, since that is where
the rules are most needed, but don’t let that dictate what you can do.

A longer or busier gaming session may feature a couple of battles, though typically a single
large encounter is good for one session.

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YOUR FIGURES ON THE TABLE


YOUR PARTY
Each figure represents a single character.

To make more sense of the game world, humanoids are typically divided into one of four
character levels:

Minions – Any regular grunts and hopefulls. They tend to lack significant motivation and
fighting skill. Run of the mill soldiers, militia, hired hands or bandits.

They have no character traits and no special rules or abiltiies.

Elites – A bigger, meaner grunt.

Elites have no character traits but unlike minions, they can benefit from situational bonuses.

Retainer – Individuals with attitude, experience, luck or willpower.


They are a marked cut above the rank and file.

All retainers will have character traits that give them advantages in certain situations.

Heroes – The notable few that bards sing about.


Note that “hero” is awfully relative: A barbarian warlord laying waste to the land is still a
“hero’ by virtue of their toughness and determination, regardless of the gruesom nature of his
or her deeds.

Heroes receive significant benefits in the game system and will have multiple character traits.

CHARACTER TRAITS
“Traits” is a catchall system for how we distinguish our characters beyond their character
level.
A trait is essentially a short descriptor such as STRONG WILL, SWORDSMAN or MASTER
THIEF.

Traits will be described in detail later but for now, simply think of a few ways to describe a
given character.

Bonus:
The most common use for a trait is to grant bonus dice to actions.
Some players will wish to define their traits rather specifically while others, particularly in a
Game Mastered game may evaluate traits on a case-by-case basis.

Keys:
A situation on the gaming table may require a “key”. This means a character must posses a
relevant trait to proceed.
An example might be an arrow trap. The MASTER THIEF may be able to disable the mechanic
while an ACROBAT could vault over it.
Be creative.

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We’re stuck!
If the party finds themselves without a way to proceed, a desperation roll might take place.
Roll a D6 with a 5+ allowing the group to proceed.

This roll cannot be modified, rolled again, enhanced or otherwise manipuated and if it fails,
the party must find another way to progress entirely.

Enabler:
A trait may be an Enabler, permitting the character to do something at will.
For example, a conjurer may be able to SUMMON MICE at will while a lizardman might be able
to BREATHE WATER.

Typically, no dice rolls are ever required for enabling traits.

THE LEADER
For combat purposes, a group should have a figure designated as the Leader.

They don’t have to be a Retainer or Hero but it would often be the most logical.

EQUIPMENT
Characters can be assumed to have basic adventuring items available, such as torches, a bit of
rope and so forth.

Basic armour and hand to hand weapons are assumed as part of the combat rules and do not
require explicit mention.

Exceptional or magical item will have Traits of its own.

ORGANIZING YOUR FIGURES ON THE TABLE


On the gaming table, figures move and fight individually.

Minions that have trained together can function as a warband.


This allows them to perform combined moves, though they are never required to do so.

Even if organized into a warband, individual members may peel off to operate individually, for
example to station a sentry or spread out over a wider area.

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INITIATIVE
YOUR TURN
The game is played in a series of turns, during which both players will act with their figures.
Turns represent a variable amount of time.

All characters will generally have a chance to do something each turn.

THE GM’S CALL


A situation may require certain actions to happen in a particular order or a logical order may
present itself.
If so, modify or ignore intiative completely and simply dictate the order of affairs.

For example, if an archer ambushes from a concealed position, it’d stand to reason they’d act
first.

THE FIRST TURN


The side with the most figures on the table will go first, selecting any character and carrying
out their actions.

After that, they may opt to Push or Hold.

If they hold, initiative passes to the opposing side instead.

PUSH OR HOLD
If the player ops to Push, an initiative roll must be made with the higher score activating next.

On a draw, play switches to the opposing side.

THE INITIATIVE ROLL


Roll a D6 for each player with any appropriate modifiers applied:

Each enemy Down so far this turn +1 Leader with leadership traits +1 per trait
Each enemy Horrible death so far this turn +2 Enemy Leader Down (not +2
cumulative)

Bulk:
If the figure just activated wore Heavy armour, reduce the subsequent initiative roll by -1.

Tracking:
It can be helpful to track temporary initiative bonuses each turn, using either markers, chits or
a distinctly coloured or shaped die placed somewhere prominent.

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ACTIVATING YOUR FIGURES


When a character is active, they may move and attempt one action, such as using an item,
attacking in hand to hand combat or use a missile weapon.

The action can be done before or after the move but characters cannot perform an action mid-
move.

Tracking activations:
In larger games, it can be helpful to place a small marker next to characters that already
activated.

WARBANDS
If minions with suitable training are within 1” of each other, they can activate as one entity.

This allows them to use the Warband Move rule described later.
They may include up to one Elite when doing so.

PASS
A character may opt to Pass, remaining in place and taking no action.
They cannot change their mind later in the turn.

TIME PASSAGE
In the event that exact time passage is important, for example if waiting for aid or for a
contraption to charge up, apply this rule:

In any turn where a character went Down or died Horribly, a single minute passes at the end
of the turn.
If neither happened, 1D6 minutes will have passed.

All time-related events, whether keyed to game turns or minutes will take place at the END of
a turn, when all characters have gone.

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MOVEMENT
MOVEMENT BASICS
A character may move in any direction during their turn.
They may move less than the allowed movement distance.
Characters can turn as often as desired and facing is generally not a factor in game-play.

A character may not willingly move within 1” of an enemy figure, unless they intend to enter
melee.

MOVEMENT DISTANCE
Movement depends primarily on character level.
Consult the table below and roll the indicated number of dice.
The highest score is the number of inches that can be moved this turn.

On a double, add 1 to the score. On a triple, add 2 to the score.

Example:
Rolling a 2 and a 5 allows you to move 5”, rolling a 5 and a 5 would let you move 6”.

Minion or Elite Roll 1D6 to determine the movement rate


available.
Retainer Roll 2D6, pick the higher score.
Hero Roll 3D6, pick the highest score.

No armour:
Figures not wearing any armour treat all 1’s on the dice as a 2, for all intents and purposes
including bonus movement.

Monsters:
Monsters do not use character levels but will have their own pool of movement dice indicated
in the rules.
If the dice code indicates a +, add it to the final movement score.
For example, a move of 2D+2 would mean roll 2 dice, pick the highest then add +2 to the total.

Stunned:
If a character has been Stunned, they must ignore all movement dice scoring a 5 or 6.
This can cause all movement dice to be dropped, preventing the character from moving but
not taking other actions.

Sometimes you just want to take it easy:


A character may very well have a movement speed of a single inch due to a bad roll.
Assume such characters are surprised, confused, trying to get an overview of the battle or
have stumbled over a battlefield obstacle.

Remember, your figures don’t have a perfect view of the battle and don’t know if a goblin is
trying to sneak up on them or if the field is littered with invisible turtles.

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WARBAND MOVEMENT
To use warband movement, any number of minions and up to one elite must be within 1” of
each other, forming a “chain”, “blob” or other formation.

Roll 3D6, dropping the highest and lowest die completely.


The middle die is the movement speed permitted for the warband.

They must end their movement within 1” of each other, though the formation does not have to
be exact.

MOVEMENT TRAITS
Any character trait related to movement will add +1” to the final movement score.

For example, a Hero that is FLEET OF FOOT would roll 3 dice then add +1 to the final score.

A character could potentially have multiple movement related traits.

TERRAIN
To cross through most terrain features on the table, such as water, muddy ground, rubble or
bushes requires a character to be in “terrain mode”.
Reduce your available movement allowance by 1”.
For the rest of this turn, the character can move freely through any terrain features that are
not obviously impassable.

Obstacles that require climbing or scaling require 3” to be paid.


In a typical game, only obstacles up to the height of a figure can be scaled.

Movement points cannot be saved up which may cause a figure to be unable to cross if the dice
are bad.

When climbing, if you have help from an adjacent character, suitable traits or climbing gear,
reduce the cost to 2”.

MOVEMENT ACTIONS
Many minor actions can be performed while moving, such as retriving weapons, grabbing a
sword off the ground, handing an item off to another character and so forth.

Each such action consumes 1” of available movement.

HAULING
A Stunned character could be grabbed and hauled by any friend in contact with them.
This prevents the Stunned character from moving on their own.

A given figure can only be hauled once per turn.

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BARGING THROUGH
A figure can attempt to knock an equal-sized or smaller figure out of the way while moving.

Roll a D6 and modify as appropriate, attempting to score a 5+.


If the roll succeeds, the target must move 2” in any direction, allowing the active figure to
continue moving.

If the roll fails, the character bounces off and must stop their movement (and turn) 1”away
from the target.

Moving figure is larger +1


Moving figure is Stunned -1
Target is Stunned +1
Trait related to strength or bulk +/- 1

MELEE
A moving character contacting an enemy figure will engage in Melee combat.

Move to the Melee section of the rules and resolve it immediately.

SMASH AND BREAK


Doors, barricades and other light obstacles may require breaking to secure passage.

A character must be in contact to do so.


Roll your movement dice, adding bonus dice for any relevant traits or equipment.

If any die scores a 5+, the barricade is damaged. Any successes on a subsequent attempt (or
two successes on one attempt) will shatter it.

RUN YOU FOOLS


Occasionally, a giant flame-breathing monster threatens the party and a hasty retreat seems in
order.

Any character may declare they are running like a fool.


Roll two additional dice for movement and add +3 to the highest die scored.

Such movement should be in a relatively straight line.

The character cannot take any actions while doing so, other than attempting to Barge through.
At the end of the move, they are Stunned (from exhaustion and from trying to gather up all the
equipment they dropped)

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MISSILE FIRE
MISSILE BASICS
An active character armed with a missile weapon (or innate ability that allows ranged attack)
may conduct missile fire as their action.

Characters cannot make ranged attacks if they are Stunned.

A character may pick any target in sight but the line of fire may not cross through any
intervening figures, friend or foe.

Large monsters may shoot over the heads of smaller ones however.
Generally, a figure cannot be targeted if a single limb or similar happens to stick out of cover.
A substantial part of the figure must be visible.

Bad sight:
In scenarios where visibility is limited or the two forces are uncertain about what they are up
against, the Game Master may require a D6 roll to identify a target before it may be fired upon.

The required roll is a 5+ if the two figures did not have a line of sight to each at the beginning
of the turn, it will be a 3+ if they did.

A failed roll means the figure may not be targeted.

No roll is required to identify an enemy attacking you. The hail of arrows makes it fairly
obvious that something is going on.

ATTACK DICE
To make an attack, you must determine how many attack dice will be rolled.

The base number depends on your character level.

CLASS BASE DICE MAXIMUM DICE


Minion 2D6 2D6
Elite 2D6 3D6
Retainer 2D6 3D6
Hero 3D6 5D6

Additional dice may be added as follows, however the number of dice cannot exceed the
“maximum dice” cap on the chart above, unless explicitly permitted in the rules.
Hence, Minions are nearly always restricted to 2 dice.

Each applicable trait +1D6


Each applicable magical bonus +1D6
Situational advantage (such as surprise, stealth kill or ambush) +1D6 (maximum of +1 die)

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Non-dice bonuses:
Some weapons may provide a bonus that is unrelated to extra dice.
For example, a magical crossbow may negate defensive dice or permit multiple shots.

Such bonuses do apply to Minions and are not affected by the dice cap.

VOLLEY FIRE
Minions in warband formation may attack as one.

Select one figure in the warband to “lead” the attack. Range and dice are based on this figure.
If the warband has at least 3 members, add an additional D6 to the attack roll.

This is the only way for minions to receive 3D6.

ROLLING TO HIT
Roll the pool of dice and count any 5’s and 6’s.

If no die scored a 5 or 6, the attack was a FAILURE.


If no die scored a 5 or 6, but a 1 was scored on at least one of the dice, the attack was a
FUMBLE.

DEFENCES
The target may roll for any defensive benefits they have.
Tally up any dice allowed below and roll that number of D6.
Every 5-6 negates one successful firing die.

If all attack dice are negated, the attack is a FAILURE.


Defensive dice cannot turn an attack into a FUMBLE.

Over 12” away 1


Concealment, bad vision or soft cover 1
Hard cover 3
Light armour 1
Heavy armour 3

RESOLVING THE ATTACK


The effect of an attack will depend on the number of success dice.

FUMBLE Roll on the fumble table below


FAILURE No effect.
1 The target is Stunned.
2+ See the damage rules below.

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FUMBLE TABLE
For a faster game, simply use entry 4 for all non-Retainer, non-Hero fumbles.

1 Attackers weapon is damaged. 4 Attacker is Stunned.


It will take one action to repair.
2 Target may opt to move D6” directly towards 5 Target may move 2” in any direction for free.
firer.
3 If target has a missile weapon, they may 6 Attackers weapon unable to be used for
return fire as a free action. remainder of encounter.

DOWN
If 2 hit dice remain after rolling defensive dice, the target goes DOWN.

Place the figure lying down. They will take no further part in the scenario but may be
important if one side is trying to take prisoners.

Heroes are a bit tougher and will become Wounded.


A wounded Hero is also Stunned but suffers no other ill effects from the Wound.
If a Hero is Wounded again later in the same encounter, they go Down.

STUNNED
If a character is Stunned, they must discard any movement die scoring a 5 or 6 and will suffer
a 1 die penalty to any actions attempted.

They cannot conduct any missile attacks.

Mark the figure in some suitable fashion. After their following activation, they recover
automatically.

Multiple stuns:
If a Minion is Stunned while already Stunned, they have been knocked senseless and go Down.
Elites, Retainers and Heroes ignore additional Stun results. They wouldn’t have made it this
far if they gave up after being knocked over the head a bit.

AREA OF EFFECT
Some attacks may inflict an area of effect.
Select a target point within range and roll a D6 on the table below.
A Hero may roll twice, picking either result.

1 Fumble. Roll below.


2-4 Move the impact point in a random direction. The dice roll is the distance in inches.
5-6 On target.

Once the location has been determined, apply the effects to any target in the effect radius,
typically 2”.

Fumbling an area attack causes the attacker to be Stunned.

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MELEE
MELEE BASICS
Any character moving into contact with an enemy will enter Melee.
Resolve the combat immediately upon making contact, before activating any other characters.

A charater entering Melee cannot perform any other action this turn.
Being attacked in Melee does not prevent you from performing any actions of your own this
turn (unless you die, that will typically prevent many activities).

MELEE DICE
To attack, tally up any attack dice available.

Minion 2D6. No bonuses.


Elite 2D6
Retainer 2D6
Hero 3D6
Per applicable trait +1D6 each
Per applicable weapon or magical bonus +1D6 each
Situational advantage +1D6 total
Target is Stunned +1D6

Unlike missile fire, no dice caps apply, except to Minions.


Only one Situational Advantage bonus can apply, even if the attack is a sneak attack in the
dark, while the target is drunk, missing one boot and distracted by a dancing troll.

Stunned characters CAN enter a melee but must roll one less die.

ROLLING THE DICE


Roll the pool of dice, counting out any 5’s and 6s.

DEFENSIVE DICE
The target may receive defensive dice.
Tally up any dice permitted below, roll them and remove one attacking success die for every 5
or 6.
If this removes all attacking success dice, the attack is a FAILURE.
Defensive dice cannot turn an attack into a FUMBLE under any circumstances.

Attacker is smaller race 1


Light armour 1
Heavy armour 2

Note that heavy armour provides only 2 Defensive dice against melee attacks, whereas it
provides 3 dice against missile fire.

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APPLYING THE RESULT


If the attacker failed to score any 5-6 dice but rolled a 1 on any of the dice, the attack is a
FUMBLE.
If no 1’s, 5’s or 6’s were rolled OR any success dice were negated by defenses, the attack is a
FAILURE.

Review the result below:

FUMBLE Roll on the Fumble table.


FAILURE The defender retreats 3”.
1 The defender is Stunned and must retreat 3”.
2+ The defender is Injured as indicated below.

The Fumble table:


To speed up play, for Minions and Elites, optionally use the 4 result instead of rolling.

1 Attacker must retreat 3”. 4 Attacker is Stunned and must retreat 3”..
2 Defender receives a free attack with full dice. 5 Both combatants are Stunned and knocked
back1” each.
3 Attacker goes Down (Hero is Wounded) 6 Attackers weapon unable to be used for
remainder of encounter.

INJURIES
2 attack dice not negated by defensive dice will cause the defender to go Down.
If they are a Hero they are Wounded instead, as discussed in the Missile combat rules.

3 or more attack dice will inflict a Gruesome Death on the target.

They keel over, dismembered and brutalized in an awful fashion making it very clear that they
are indeed dead.
Such a death will impact morale and in a campaign game, the character is permanently dead.

Heroes tend to luckier but such a blow will cause them to go Down.

BACKING OFF
A defender will often have to retreat.
A retreat move cannot make contact with another enemy.
Stunned defenders will become Stunned after finishing their retreat move.

FOLLOWING UP
If the defender goes Down or suffers a Gruesome Death, the attacker may take a free 3” move
in any direction and may enter a new Melee combat.
Any such subsequent Melee’s allow the defender one additional Defensive die.

A character could potentially fight any number of melees if they keep dispatching opponents
in convenient proximity to each other.
Continue adding additional Defensive dice with each subsequent fight in the same activation.

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ATTACK EXAMPLE
My Hero has a base of 3 dice and is a SWORDSMAN according to his traits, giving me an extra
die.

I roll my four dice, scoring a 2, 3, 5, 5.


My opponent is wearing light armour and gets a single Defensive Die scoring a 3.

Two successes not negated means my hapless opponent goes Down and I may follow up 3” in
any direction.

Had they managed to negate one of my dice, they wouldhave been Stunned instead.

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NON LETHAL ATTACKS


KNOCKING THEM OUT
An attacker may attempt to knock out the target in Melee rather than killing them.

To do this, drop one of the attack dice and give the target an extra Defensive die IF they are
wearing armour.

If the target goes Down, they’ve been knocked out and can be captured, sat on, hauled around
and generally made fun of.

Characters with traits related to toughness or recovery receive one chance to wake up at the
end of the FOLLOWING turn.
Roll a D6 per relevant trait. If any of the dice score a 6, the character comes to but is Stunned.

If the knock-out blow scores a Gruesome Death result, you’ve hit them too hard and they go
Down as normal (Heroes are Wounded). Oops!

ENTANGLING ATTACK
A character with a chain, net or similar tool may attempt to Entangle an opponent.

Roll a single die, with a 5-6 causing the target to be Stunned.


This only works if the target is not already Stunned, hence it cannot be used to knock out
Minions.

Typically the range of such tools is 2” though a special character may be able to do so at range,
for example by throwing a set of bola.

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MORALE
WHEN TO TEST MORALE
At the beginning of the game turn, each side tests morale if they took any casualties last turn.

There are three morale stages: Okay, Rattled and Scramble.

FEAR SCORE
When prompted to test morale, tally up your Fear score below:

Per character Down +1


Per Horrible death +2
Leader is Down +1 (extra)
Leader is alive -1
Leader is alive and has leadership oriented trait -2
Facing large monster or undead +1

HOW TO TEST
Roll 1D6.
If the roll does not score ABOVE the fear score, the morale of the group drops by one.
Groups begin the game Okay and become Rattled.
If they were already Rattled, they will Scramble.

Okay:
The default state.

Rattled:
The group is starting to feel uncertain. A demoralized force might begin the game in this state.
No in-game penalties.

Scramble:
The group abandons the field.
Figures within 3” of a friend will recover them to prevent their capture.
Those completely surrounded must surrender.

TERROR
If an enemy inflicts Terror, you must test morale every turn regardless of losses.
This does not apply if no figure has a line of sight to the Terror causing creature or if it is
currently over 12” away.

NO MIND NO FEAR
Undead horrors and magical constructs are typically mindless and do not test morale.
They may be programmed to end the fight when a certain number of losses have been taken.

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THE SAVING THROW


INTRODUCTION
Adventuring can often land a character in a situation where they have no escape, whether a
devious trap, a catastrophic accident or the ability of a monster.

In such situations, if all else fails, the character can fall back on the Saving Throw.

If a character ended up in the disastrous situation by their own choice, for example opting to
dive into a pool of acid, or was already given another dice roll to avoid a situation, for example
a roll to disarm a trap, a Saving Throw does NOT apply.

DICE POOL
The number of dice given depends on the level of the character.

Minion 1
Elite 2
Retainer 3
Hero 4

Unlike other rolls, Traits do not typically add dice though a Game Master may award a single
bonus die at their discretion.

HOW TO TEST
Roll the pool of D6’s.
If at least one die scores a 6, the character escapes relatively unscathed.
On any other result, they must suffer their fate.

WHEN TO TEST
As discussed, saving throws should be used when misfortune strikes in a significant and
detrimental way, without the players having a chance to avoid it.

Let’s take the example of a trap that causes the victim to go Down.

If the player had the character set off the trap on purpose, no saving throw applies, as it is a
direct result of a player choice.
If a character rolls to disarm the trap, fails and sets it off, they’ve already had a chance to avoid
the trap and a saving throw does not apply.

If the GM announces that the front character has stepped on a trap and goes Down, a saving
throw applies as the characters had no way to avoid this.

With regards to monster abilities, abilities that involve an attack roll, spell casting roll or
similar do not require a saving throw to be issued, though for particularly serious effects, it
could be considered.
Attack forms that take effect through, for example, a gaze or mere presence should offer a
saving throw.

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COMBAT WITHOUT MINIATURES


THE NARRATIVE WAY
Roleplayers are often used to playing without the use of miniature figures but even die-hard
miniatures gamers may occasionally wish to resolve an encounter “on the fly”.

This chapter gives some guidelines for how to play without miniature figures.

THE COMBAT SPACE


If you wish to resolve combat narratively, you will need to establish a rough impression of the
combat space either verbally or, in a solo game, mentally.

You can utilize real-life measurements to do so, particularly if using a dungeon map.
1” of tabletop distance can be equated to about 3 yards of real space as needed.

A simpler option is typically to give all distances in “Moves”, a move being the distance a
human can move in a single round.

Example:
“As you enter the room, you see a band of orcs huddling around a fire. They leap up and grab
their weapons when they see you.
They’re about one move away and they are led by a shaman two moves away.

As many fantasy battles takes place at relatively close quarters, exact distances rarely become
important.

When using narrative movement, it’s typically to reduce the time span of a turn from 1 minute
to 30 seconds or so.

SKETCHING THINGS OUT


Even if you do not intend to use measurements and figures, it can still help to sketch out a
battle area on paper, especially in a complex situation with multiple participants.

Some groups will combine this with miniature figures, moving the figures around a scaled-
down sketch map or a floor plan drawn on a white board.

This can help visualize who is in sight of who, who is in front and so forth, even if you do not
exact measurements or use the miniature figures for resolving the battles.

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MOVEMENT AND MISSILE FIRE


As discussed above, movement distances are given in “moves” with each move being
approximately 10 yards.

This is considerably less than we might expect to move in 30 seconds, let alone a minute, but
effective, practical movement rates in a dank dungeon where monsters can lurk behind every
corner are likely to be low.

Characters that only receive 1D for movement will roll a D6. A 1 means they don’t move this
turn (due to hesitation or confusion).
Characters that would roll 3D for movement may roll a D6 with a 1 indicating they move an
additional move this turn.

Missile weapons are “close range” (meaning the enemy does not get bonus Defensive Dice)
within 2 moves.

THE TRULY RADICAL


You may even disregard all that and just let characters take their desired actions as the game
goes on.

If the party is ambushed by a cave beast, let it attack the lead character in Melee.
If the heroes wish to disengage and pelt it with arrows, let them do so.

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WEAPONS AND GEAR


INTRODUCTION
While many traditional fantasy games have emphasized equipment and resource
management, Dungeon Scum omits much of this, relegating equipment to a few very broad
categories.

BASIC WEAPONRY
Most melee weapons can be summarized as “Basic weapons”.
This encompasses the vast majority of swords, axes, maces and other implements of death and
dismemberment.

A character armed with such a weapon will engage in combat using the normal rules offered
in the combat chapters of the game.

Specific weapons may have notes as indicated below:

Lackluster weapons:
A weapon that is particularly lacking, damaged, rusty or plain ineffective is considered
Lackluster.

This has no effect against enemies not wearing armour, but against an enemy with any
Defensive dice derived from armour, they will be entitled to one additional Defensive die.

Master crafted weapons:


A weapon forged by a true master will be better balanced, allowing for swift, accurate blows.
In the hands of a trained warrior, such a weapon becomes an extension of their body.

When fighting with a Master Crafted weapon, a single 1 result on the attack dice can be rolled
again.

ARMOUR
Body armour can be divided into three broad categories for gaming purposes:

Unarmoured:
A character wearing only ordinary clothes or a few, scattered scraps of leather or metal is
Unarmoured.

They receive no Defensive dice due to armour (though they may receive them from other
sources as normal) and Lackluster weapons are at no particular disadvantage against them.

On the upside, when rolling for movement, any roll of a 1 is treated as a 2.

Light:
Anything from leather armour to a simple mail shirt to a small shield will qualify as Light
armour.

This gives characters 1 Defensive die, increased to 2 if facing Lackluster weapons.

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Heavy:
Extensive mail hauberks, rigid plated armour or large shields all qualify as Heavy armour.

Such a character receives 2 Defensive dice in combat, raised to 3 if facing Lackluster weapons
or any missile fire.

However, when a Heavy armour figure takes a turn, the subsequent initiative roll is taken at a
-1 penalty.

Shields:
Shields are considered part of the overall armour worn by the character and not contribute
Defensive dice on their own.
Magical shields are a common treasure however and may provide all manner of benefits.
Some magical shields DO provide Defensive dice and will add to those of any armour worn.

ARMOUR AND WEAPON MATERIALS


In a fantastic world, armour and weapons can be made from all manner of materials.

The Loot chapter of the rules will cover this in detail.

ADVENTURING GEAR
A wise adventuring party may bring all manner of equipment with them.
Typically this is relegated to the roleplaying parts of the adventure but a well prepared party
may have additional options open to them during a battle as well, for example using a rope to
scale a wall.

Rather than keep meticulous lists of item costs, players can feel free to write down typical
adventuring gear they would like their character to carry.
A Game Master has veto power of course.

Typical items include:

Torches or lantern
Flasks of oil
Travel rations
Wooden pole
Rusty “master key” (5+ roll to open any plain lock)
Holy symbol
Bag of small pebbles
Rope
Tool bag
Thief tools

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HEALING SALVE
A dose of healing salve can be used to aid a character in difficulties.
A character must spend an action and can either heal themselves (if they are not Down) or a
comrade they have moved into contact with).

The effects are as follows:

Stunned Recover automatically.


Wounded Recover on D6 roll of 2+
Down Recover on D6 roll of 4+

CARRYING ALL THE THINGS


A character may typically carry 4 adventuring items in addition to their weapons and armour.

Very small, identical items count as one item, for example a bundle of torches or a bag of
pebbles.

A character that has a trait related to strength, or endurance may carry a single additional
item if they are not wearing Heavy armour.

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MAGIC SPELLS
FUNDAMENTALS OF MAGIC
Spell casting provides an entirely new aspect to combat encounters, allowing highly unusual
and irregular tactics.

This chapter provides rules and spells for a few different “schools” of magical thought.

A WORLD OF SWORDS OR A WORLD OF SORCERY


When creating a campaign, you must give some thought to the prevalence of magic.

If you opt for a “Sword” focus, then player characters will be unable to learn or obtain magical
spells, though they may be able to use magical items they find.

Spellcasting will be strictly the domain of the enemies you face down in ancient ruins and
forgotten dungeons.

In a “Sorcery” focus, magic is assumed to be available to everyone and player characters can
utilize it, using the rules found below.

CASTING A SPELL
Spell casting is an Action and doing so will prohibit the caster from taking other actions,
including Melee combat or Missile fire.

Stunned characters CANNOT cast spells, except for Miracles and Cantrips.
A clear head is required.

Characters wearing heavy armour cannot cast spells.

Specific schools of magic will have their own casting rules and requirements listed below.
A character must obey all limitations for the school in question.

A specific school may deviate from the rules stated above.

MAGICAL ATTACKS
Spells relying on attack dice cannot be fumbled.
3 or more success dice not negated by defensive dice will cause a Gruesome Death.

OBTAINING SPELLS
Character creation may provide for spells and players can obtain magical scrolls and
spellbooks allowing magic to be learned.

In a campaign game, a character may attempt to learn from any written source of magic.
Roll a D6 and consult the table below.
Rolling the indicated score or higher allows the spell to be learned. The spell is erased from
the scroll or book.

A failed roll means no progress but the character may try again after a future adventure.

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A 1 means a mishap occurred and the spell is permanently erased from the scroll or book.

Scroll Spellbook
Minion Not possible 6+
Elite 6+ 6+
Retainer 6+ 5+
Hero 5+ 4+

There is no theoretical limit to how many spells a character might know.

TEACHERS
A campaign may give an opportunity to study under a great teacher, for example as a reward
for a quest completed.

This follows the mechanics of learning from a spellbook given above.


A roll of a 1 has no ill effects but if a character fails to learn a spell 3 consecutive times, the
teacher simply cannot teach them that spell.

SCHOOLS OF MAGIC
Each school of magic has its own rules governing how it is cast and how often it may be used.

If a character has learned any spells from a school they are ATTUNED to it.
Characters could learn from another school but the learning roll will only succeed on a 6.

Once ATTUNED, a character can never change the school they are ATTUNED to.

THE CANTRIP SCHOOL


Cantrips are a unique school in that no character can be ATTUNED to them and they can be
learnt by any character with the basic learning roll given above.

MANAGING ACCESS TO SPELLS IN THE CAMPAIGN


The random loot tables will occasionally provide new spells for the group, completely at
random.

A Game Mastered campaign may provide more, or specific, spells to the party as rewards for
all manner of missions and quests.
Each gaming group will have to determine what is an appropriate amount of spell casting for a
given game and if particular spells will be too powerful.

You may always opt to introduce a version of a powerful spell that has a significant drawback
or penalty associated with it, as a “corrupted” or partially forgotten spell.

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SORCERY
This school uses magical energy to produce direct, physical effects on the world.
It’s a very popular school for battlefield sorcerers.

Casting requirements:
Sorcery spells require significant concentration.
If intending to cast a Sorcery spell, the caster may reposition themselves 1” but cannot
otherwise move in the same turn.

A Wounded Hero must roll a D6, with a 3+ being requried to concentrate. Failure to do so
prevents spell casting this turn but the Hero may attempt a non-casting action as normal.

Casting limitations:
Sorcery spells are limited use.
Each spell available to the character may be cast once per encounter.

If the character is Retainer or Hero level, roll a D6 upon casting with a 6 allowing the spell to
remain available.

A character could learn multiple “copies” of the same spell, permitting multiple uses per
encounter.

Spells:

ROLL SPELL RANGE EFFECT


1 Sorcerous Bolt 12” Roll 4 attack dice. Enemy may defend only with armour.
2 Force bubble 12” Anyone within 2” of target point is pushed 2” directly
away and will be Stunned on a D6 roll of 4+.
3 Force wind 9” Enemy figures within range may not use missile attacks
on their next activation.
4 Sorcerous storm 6” All figures within range, including caster, become
Stunned.
5 Psychic wall 8” Place two markers within range and draw a line between
them.
Nothing may pass line. At the end of each turn, line
vanishes on a D6 roll of 1-2.
6 Incandescant 1” Roll 3 attack dice against every enemy within 1”.
blade Enemy may defend only with armour.
7 Sorcerous lift Self Move to any visible location within 9”.
8 Shatter touch Touch Destroy door, barricade, break hole in wall or similar.
9 Energy beam 12” Draw straight 12” line, blocked by terrain.
Any figure touched goes Down on a 5+.
10 Tangling web 8” Every figure within 2” is unable to move on their next
activation.

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CONJURATION
This school specializes in calling things to the casters aid, allowing them to garner allies and
resources at the wave of a hand.

Casting requirements:
Conjurations require the caster to remain still without moving.

If a character has been Wounded, they may attempt a Conjuration but the attempt is
dangerous.
Roll a D6 with a 1 causing the character to go Down.

Casting limitations:
Conjuring takes significant energy reserves.
The character receives a Fatigue counter every time they cast a spell from this school.

If attempting to cast a spell while having any Fatigue counters, roll a D6. If the roll is equal or
under the fatigue counters, the character is incapable of casting ANY spells (from any school)
for the remainder the battle and becomes Stunned for their next activation.

Spells:
All conjuration spells must be targeted within 6” and line of sight.
If the conjurer goes Down or leaves the battle, at the end of each turn, the player may select
one of their conjurations that will vanish into thin air.

All conjurations vanish at the end of the encounter.

Conjured creatures may be activated this turn. See the Monster section for details on
particular creatures.

ROLL SPELL EFFECT


1 Summon warrior A Minion soldier appears.
2 Conjure wasp Target loses their actions this turn.
3 Summon swarm A Swarm of Pests appears. Remains in place and prevents
characters moving within 2” of summon point.
4 Summon Monster A Monster appears. Use “Lone Monster” table in the monster
chapter. At the end of each turn including this one, the Monster
disappears on a D6 roll of a 1.
5 Emerge fire Target point begins burning. No direct damage but at the end of
the turn, will cover an area 2”x2” and block movement.
6 Emerge water Extinquish a fire.
7 Conjure weapon Conjure a basic melee or missile weapon.
8 Conjure key Open any locked door.
9 Conjure aid Restore one figure in range from being Stunned or heal a
Wound on a D6 roll of 5+.
10 Conjure potion Conjure a random magical potion. Must be used immediately.

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MIRACLES
This school is less magical practice and more training in requesting aid from divine beings.
With suitable fervour and willpower, the gods themselves may interfere on behalf of a
character.

Casting requirements:
The caster may move normally while casting a mirale.

They are unaffected by Wounds or other status effects.


Unlike other spell types, a Stunned character CAN call a miracle.

To cast a miracle, roll a D6. A roll of 1 indicates the characters request was not heard and
nothing happens.
A failed casting does not permit another action to be taken instead.

Casting limitations:
A character can attempt to request up to 3 miracles during any one encounter.
Failed attempts do not count against this limit.

Spells:
Miracles can never target the caster.

ROLL SPELL RANGE EFFECT


1 Heal 6” One character may heal a wound or recover from being
Down.
2 Unbroken NA Reduce group Fear score by 1.
will
3 Saving light NA Group does not test morale this turn.
4 Eye of god 6” Target becomes unable to activate this turn.
5 Divine spear 9” Roll 5 attack dice against target. No defensive dice are
possible.
6 Punishment 6” Target may perform a free attack (melee or missile)
immediately.
7 Refutation 6” One ongoing magical effect may be cancelled or a conjured
creature banished.
8 Proclaim 6” Two characters may recover from being Stunned.
9 Ward 6” Target receives 2 extra armour Defensive dice for the
remainder of the encounter.
10 Retribution 6” All attacks against target this turn gain +2 dice which may
exceed dice caps.

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WITCHERY
Frequently forbidden, witchery draws energy from the world around the caster, forming it into
personal magic.

Casting requirements:
A character may move but must drop any movement die scoring a 4-6 while performing
witchery.
This can cause the character to be unable to move if all movement dice are dropped.

Wounds have no effect on witchery.

A character that has no visible characters within 8” cannot perform any witchery spells,
regardless of the intended target.

Casting limitations:
The first time a witchery spell is used, roll a D6 to determine how much energy has been
absorbed.
If a Hero is within 8” upon casting, add +1 to the total.
The roll is the number of additional witchery spell uses that may be performed during this
encounter.

Spells:

ROLL SPELL RANGE EFFECT


1 Witch lock 12” A door, barricade or obstacle cannot be unlocked,
crossed or broken during this or the following turn.
2 Dark energy Self Caster heals from any Wound suffered and cannot be
Stunned until end of next activation.
3 Soul drain 12” Target minion goes Down. Any other target is Stunned.
A Hero is also Wounded on a D6 roll of 5-6.
4 Witch flight Self Fly to any location within 12”.
5 Shadow walk Self Caster cannot be the target of spells or attacks and is
unaffected by area of effects until end of the casters next
activation.
6 Finger of Doom 3” Target is hit with 3 attack dice. Cannot be defended
against.
7 Walk the chasm Self For next 2 activations, caster can walk through any
terrain features.
8 Visage of the end 9” Target must flee 6” directly away from caster.
If target is a minion and was Stunned, they go Down on
a D6 roll of 5+.
9 Cast the bones NA The next active character from the group may roll all 1’s
again on all rolls.
10 Harrowing wind NA Enemy Fear score increases by +1.

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ENCHANTMENTS
This school uses magical energies to enhance, bolster and empower characters.

Casting requirements:
The caster must remain stationary.

If the caster is Wounded, a 3+ roll is required. On a failure, no other actions are possible this
turn.

Casting limitations:
Upon casting an Enchantment, the caster becomes Stunned for their following activation.

Spells:
Once cast, an enchantment expires on a D6 roll of a 1 at the end of each turn, including the
turn it was cast.

All enchantments have a range of 12” and may affect the caster or one target in range and
sight.

ROLL SPELL EFFECT


1 Heroic strength Roll 1’s again in melee attacks.
2 Skin of iron +3 defensive dice.
3 Withering Melee attacks reduce enemy defensive dice by 1.
strikes
4 Deft movement Suffers no movement penalties for terrain and obstacles but is still
blocked by impassable terrain.
5 Immediate Target may immediately move 4” in any direction.
reaction Cannot enter melee. This effect does not last.
6 Eagle eyes Targets of missile fire receive no defensive dice due to range or
cover.
7 Stout heart Group Fear score is reduced by 1.
8 Rapid run 1’s and 2’s on Movement dice are treated as a 3.
9 Pain tolerance May shake off Stuns on a D6 roll of 5+.
10 Soothing calm If target goes Down, they do not suffer any lasting injuries in the
campaign.

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CANTRIPS
Less a school and more a collection of simple incantations and practical folklore, cantrips can
be found almost anywhere.

Casting requirements:
A cantrip can be cast as part of a movement action, by expending 1” of movement.

It does NOT require an action and does not prevent the character from performing another
action, though a character may not use two spells in the same turn.

Casting limitations:
Roll a D6 for each use with a 1 preventing any more cantrips from being used this encounter.

Spells:

ROLL SPELL EFFECT


1 Coin trick May pilfer a ring, coin or other small item from a non-hostile
character in contact.
2 Quick jump Leap 3” in a straight line.
3 Embolden Group adds +1 to Morale test this turn.
4 Attract Add 1 die to a social dice roll.
5 Try your luck Roll a 6 on a D6 to bypass any lock, barrier or to guess a password.
6 Spook Enemy applies -1 to Morale test this turn.
7 Dodge If attacked before next activation, reroll a single 1 on defensive dice.
8 Shrug it off If caster becomes Stunned or Wounded before their next activation,
negate the effect on a D6 roll of a 6.
9 Strong blow Reroll a single 1 on a melee attack this turn.
10 Good shot Reroll a single 1 on a missile attack this turn.

UTILITY MAGIC
This is not a school of magic, but rather the simple tricks that any practicioner of magic could
expect to perform.

If a player can think of a minor, personal and insignificant trick or effect that fits their school
of magic, let them do it at no cost or dice roll.
Examples include a sorcerer lighting his pipe with a touch or a conjurer summoning a coin to
give to a beggar.

Clever players can no doubt find all manner of uses for such tricks. As a Game Master, allow
this as long as it is reasonable, fun and does not permit entire encounters to be bypassed.

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QUEST SPELLS
Many magical incantations are only useful on a relatively large time scale, typically outside the
confines of a pitched battle.

We call these “Quest Spells”. Every magical school has access to these and while the details of
how they work can differ, the effects are the same.

A sorcerer may assemble a key from magical energy given solid form while a conjurer may
summon a copy of the actual key. Either way, the result is an open door.

Quest Spells require several ingredients to cast and thus may only be used once per gaming
session.

The effects are described in a minimal fashion, so interpretation and creativity is encouraged.

ROLL SPELL EFFECT


1 Evacuate Escape to the entrance of a dungeon, castle or cave complex.
2-3 Unlock Open a locked door, window or gate.
4 Scry See or hear (but not both) at a well known location.
5-6 Message Send a message of 10 words to a character.
Will travel 100 miles per day.
7 Swift travels Travel 50 miles in one day.
8-9 Safe travels Avoid encounters for one day of travel.
10 Inquiry Get an answer to a single Yes/No question.
11 Build Build or construct something if suitable raw materials are
available. Equivalent to 30 man hours.
12- Haven Rest overnight without any encounters.
13
14 Trap zap Disable or disarm a trap.
15 Shatter curse Remove a magical curse or spell effect.
16 Tame animal Tame a non-magical animal to serve for one day.
17 Minor summons Summon a small, mundane and non-valuable item.
18 Growth Large plant or small garden experiences 30 days spring
growth in one day.
19 Change outlook Change clothing to anything desired.
20 Weather Change the weather within a mile.
manipulation

Creative players and GM’s could think of a trillion new spells to add to this list.

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ODDS AND ENDS


INTRODUCTION
A multitude of situations can crop up during an adventure and it helps to have a set of
consistent mechanics to handle these things.

Of course, a specific challenge or problem may warrant a special or custom mechanic of your
own design.
Think of these as a set of standard tools.

Unless the Game Master decides otherwise, attempting anything in this chapter takes a
normal action, allowing the character to move normally but not make an attack or cast a spell.

Magic-wielding characters can often bypass the need for a test by suitable use of spells.

That's a lot of text!


You're in a hurry? Just want the game to move on?
Look right below in the “Getting Things Done” section, find the part in bold.
Do what it says. You're done.

GETTING THINGS DONE


A scenario can involve all manner of tasks to be accomplished:
Pits to be jumped, traps to be disarmed, pockets to be pilfered.

To get something done, the player should articulate exactly what they are trying to achieve.
In a friendly game, you will have to agree on what the results of failure are, typically that the
action fails.
If you have a Game Master, they should explain the consequence of failure before any dice are
rolled.

Failed actions can usually be attempted again next turn but exceptions may apply, such as rolls
to avoid a trap or hazard.

Roll 2D6, add +1D6 for a Hero and +1D6 for each applicable trait or piece of equipment.

If at least one die scores a 5 or 6, the action is achieved.

Actions can have the following conditions applied.

SLOW Cannot move and attempt the action COMPLICATED Two dice must score a 5-6 to succeed.
DANGEROUS If the action fails, the character goes SPECIALIZED The action can only be attempted if
Down on a D6 roll of 5-6. the character has a relevant trait or
piece of equipment.
This trait or gear cannot provide a
bonus.

LOCK PICKING

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Picking locks is dependent on the difficulty of the lock.


A Simple lock can be attempted unlocked by anyone, using the system given above.
A Good lock requires either Thief tools or a relevant Trait to make the attempt.
A Complex lock will require both a relevant Trait AND a set of Thief tools.

Fumbling a lock picking attempt typically means the lock is jammed.

FIGURING IT OUT
Problem solving can be handled in the same manner.
It may involve investigating a murder scene, translating an ancient text or solving a puzzling
contraption.

If the scenario involves a Game Master, the GM will prepare a number of clues to be given to
the players.

Roll 2D6, add +1D6 for a Hero and +1D6 for each applicable trait.
Particularly good equipment, resources or aid can add another 1D6.

Every 5-6 provides one clue or piece of information.


If time is important in a scenario or campaign, set a time-frame per roll, which can range from
10 minutes to a day or more.

The following conditions can apply:

URGENT For each attempt, one clue or piece SPECIALIZED Can only be attempted with access
of information that has not yet to specialized equipment, relevant
been discovered will become character traits or suitable
permanently unavailable. research resources.
COLLABORATIVE Multiple characters can assist each BREAKTHROUGH Every success allows an additional
other. D6 to be rolled.

TALKING IT OUT
The need for social skills can take many forms:
Bluffing, brow-beating, intimidation, persuasion and smooth talking.
On a gaming table, this is typically used to escape trouble or gain access to restricted areas.

Persuasion has obvious limits. If a battle has broken out,, it generally won't be possible any
longer (if you could even hear something talking over the screams of the dying).

Roll 2D6, add +1D6 for a Hero and +1D6 for each applicable trait.
At least one die of 5-6 will get agreement or compliance on something that has low import or
limited risk.
Two or more dice will be needed for more extensive persuasion.

As long as a character continues to roll at least one 5-6, they may continue rolling each turn,
until the required number of dice have been achieved.

The following conditions can apply:

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AGGRESSIVE Failure to get any 5-6 dice will result ONE Only one attempt can be made.
in the recipient attacking, sounding CHANCE
the alarm or otherwise making a
ruckus.
A TOKEN OF OUR Attempt requires some type of gift or SHORT The effects will only last for 10
APPRECIATION bribe. LIVED minutes.
RECEPTIVE TO Characters fitting specific group gain DISLIKES Characters fitting specific group must
+1 die. roll 6’s to count.

UNDOING SOMETHING
A task may be trying to undo, breach or solve an obstacle set by another character at an earlier
time.
This can come up if two player characters are rivals or if the campaign features a recurring
villain with defined traits.

Examples may include following the trails of a character, disarming a trap they set or figuring
out a puzzle they have left behind.

If this is the case, follow the steps below.


The character that went first is the Defender, while the person following is the Attacker.

Defender rolls their dice pool, counting 5-6’s as explained above:

DEFENDERS ROLL ATTACKER WILL


Fail Succeed as long as they make an effort
1 Need to roll a single 5-6 on an appropriate roll.
2+ Need to roll two 5-6’s on an appropriate roll.

If the defender uses an appropriate trait to defend, for example a STEALTHY ranger using his
woodland skills to obscure his tracks, the “attacker” must have a relevant and suitable trait to
be permitted a roll at all.

DIRECT COMPETITION
By default tasks take place one at a time but some dramatic scenes may involve direct
competition.

A competition occurs when two (or more) characters are all attempting to do the same thing,
at the same time, and only one could win.

Direct Competitions are very easy to do:

Each character rolls their dice as described above, adding one additional die if they have an
advantage that none of their competition do.

Count the 5-6 results and allow an additional die to be thrown for every 6.

If one character has more 5-6 rolls than the rest, they win the competition.
If there is a draw, every character must drop out except those tied for the most successful dice.
They will roll again, continuing to drop characters until only one remains.

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SEARCHING
Typically, if the players opt to search an area, theywill find whatever is hidden.

If you prefer rolling, simply roll a D6 per Retainer or Hero, add +1D6 if at least one of them has
a relevant Trait and add +1D6 if at least one Grunt or Elite is in the party.

Every 5-6 will find one hidden item.


If not every hidden item is found, the Game Master may pick at will, giving preference to items
relevant to the story or advancement of the game.

FUMBLES (OPTION)
If you want a more dramatic game, if an action rolls no 5-6's and at least a single 1, a Fumble
takes place.

Roll 1D6 below for the result and apply as it may fit.

ROLL FUMBLE ROLL FUMBLE


1 An accident or mishap leaves the character 4 An item from somewhere else is needed to
Stunned. succeed.
2 Physical injury or accident. Typically leaves a 5 The action fails dramatically.
character Down.
3 The situation escalates or becomes more 6 The action fails in the worst possible way.
complicated.

An action involving no physical risk would replace Down with the character making an enemy,
panicking or otherwise screwing the situation up bad.

NON PLAYER CHARACTERS


If you want a more generic resolution method for non player characters, use this sub system.

This is particularly suitable for situations happening behind the scenes or being directed by
groups of characters, organizations or similar.

Roll a D6, reading the result from the table below:

ROLL OUTCOME
1 Action fails
2-3 Players are alerted. Action will succeed unless they interfere
4-5 Action succeeds but alerts players
6 Action succeeds

An “alert” can take multiple forms: A rumour, anonymous tip, message from an old friend and
so forth.

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CHARACTER TRAITS
INTRODUCTION
Character traits in many ways are the currency of gameplay: Without traits, one character is
mechanically identical to another.

Many of the character inhabiting our worlds will be simple Minions or Elites: They can do
their jobs with reasonable gusto but are unlikely to change the world much, if at all.

Our Retainers and Heroes are the potential movers and shakers of our game world, as such
they warrant a bit more detail.

WHAT IS A TRAIT
A trait is a short descriptor, focused on a characteristic, notable feature or advantage of a given
character.

It allows the character to influence the game world in a tangible, mechanical way.

Think of them as keywords or a short-hand way of describing a character.


In the game rules, we typically write traits out in all capital letters.

Examples:
The barbarian warrior is STRONG, VENGEFULL and STOIC.
The merchant is GREEDY, CUNNING and FLEET OF FOOT.
The captain of the guard has WILL OF IRON and is an EXPERT FENCER.

THE NARRATIVE METHOD


Traits can be handled in a number of ways with the character creation rules later giving you
some solid guidelines to work with.

That being said, you don’t have to make it any more complicated than it needs to be:
Conjure up a mental image of the character you have in mind and then simply note down their
most significant qualities.

If you are working from an established source, find a descriptive text and underline the key
words.

WHAT DO TRAITS DO?


Traits will have a mechanical impact on the game-world, typically in one of three ways:

It may grant a bonus die to a roll.


It may allow you to roll for something that normally isn’t doable.
It may allow you to perform an action you couldn’t do otherwise.
It may allow you to break the rules in some fashion.

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Some aspects of the game rules will have explanations given already: In combat, a trait
typically adds a die to your attack or defensive dice while movement traits let you move one
additional inch.

Traits are often restricted in some fashion, for example they may only apply in particular
circumstances.
A thief that is COWARDLY might get a movement bonus but only while running away, for
example.

PERSONALITY TRAITS
Characters will typically have one Personality Trait.
This is not typically used in game-mechanics but acts as a guide to roleplaying and decision
making.

A hero that is LOYAL would likely not go back on a promise to a friend while a COWARDLY
villain isn’t going to risk their neck to save another party member.

TRAIT BUILDING AND LIMITATIONS


When creating Traits, it’s helpful to write down the intention of the trait mechanically.

That doesn’t limit you to only employing the trait in that specific situation but it helps avoid
overly broad “universal” traits.

Typically, a conditional or limited trait is built by stating the effect (bonus dice or feature) and
a condition or limitation that applies to it.

Conditions might include:

*Applies when moving towards/away from enemy.


*Applies when not in sight of enemies.
*Applies within 8”.
*Applies when stationary.
*Applies to specific target.

BREAKING THE RULES


Particularly unique or exceptional characters may be able to flat-out break the rules in some
manner.

Examples might include a ghost that can walk through solid walls, a character that can fly or a
vampire that reforms in their coffin when they have been slain.

Many such rules-breakers are constant effects that always apply.

TRAITS AREN’T EVERYTHING


While they drive the game mechanically, there’s more to an adventure than mechanics.

Background, personality, appearance and demeanour are all up to the storytelling and
roleplaying and can make two different characters seem unique and distinct without ever
touching a single game mechanic.

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IF YOU JUST WANT TO GET STARTED


Below are some sample traits you can use to quickly whip up a few combatants for a pick-up
game.

TRAIT EFFECT
STRONG +1 Die in melee
FLEET FOOTED +1” Movement.
MASTER SWORDSMAN +1 Die when fighting with a sword.
THICK SKULL If Stunned, roll 5+ on 1D6 to shake off.
DODGE +1 Defensive Die.
SERGEANT +1 to Morale tests.
BACKSTAB Negate enemy Defensive dice
STRONG VOICE +1 Die to persuasion attempts.
EAGLE EYES +1 Die to missile attacks when stationary.
QUICK THINKER +1 Die to solving puzzles.

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BUILDING CHARACTERS
INTRODUCTION
This chapter provides the rules needed to set up characters using the “official” method.
Generated characters will be largely random, in keeping with the tradition of classic fantasy
role playing games.

If you prefer a simpler and faster option or already have characters in mind, see the “quick
method” instead.

You’ll have to decide how many characters you want in your adventuring party.
A typical party may have 4 or 5 “main characters” split between Heroes and Retainers with
about the same number of Grunts or Elites to support them, but you may intend to go bigger
or smaller.

If you are creating your first party, 2 Heroes, 2 Retainers and 4 Minions is a good start.

THE QUICK METHOD


If you have a good vision of your character in advance, you can ignore the process outlined
below and simply assign a few suitable traits.

Retainers will have a trait and might have a second one.


Heroes should have at least two traits and could have up to 5 potentially. 3 is a good number in
most cases.

GROUP COMPOSITION
If you want to roll up a group completely randomly, for example to generate an opposing
adventuring party, use the table below for each member.

ROLL CHARACTER
1-3 Grunt
4-5 Retainer
6 Hero

For every 3 grunts, one will be Elite instead.

If creating a player character party, there should be at least one Hero, if none were generated,
replace a single Grunt with a Hero instead.

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QUICK GRUNTS
If you need to know the identity of a particular Grunt or Elite, roll below.
This is purely for flavour.

ROLL BACKGROUND ROLL BACKGROUND


1-10 Village militia 51-60 Mercenary soldier
11-20 Deserter 61-70 Wandering monk
21-30 Peasant with a spear 71-80 Zealot
31-40 Bandit 81-90 Hopefully youth
41-50 Traveller 91-100 Petty thief

For Elites, use this alternate table.

ROLL BACKGROUND ROLL BACKGROUND


1-12 Disgraced knight 51-63 Promising youth
13-25 Hardened brigand 64-76 Knights errant
26-38 Mercenary veteran 77-88 True believer
39-50 Militia sergeant 89-100 Scout

Grunts and Elites may be of any race you want, it won’t affect their combat abilities.

CHARACTER GENERATION
To roll up a Retainer or Hero, roll on each table below.
Feel free to tweak the results a little bit, especially if you are creating characters for an
established setting.

Background
Everyone is shaped by where they came from.

ROLL BACKGROUND ROLL BACKGROUND


1-13 Farming community 51-63 Small village
14-26 Primitive or struggling 64-75 Outcast or drifter
27-38 Secluded or isolated 76-87 Big city
39-50 Noble family 88-100 Nomad or wanderer

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Notable event
A defining event that pushed the character from a peaceful existence into the larger world.

ROLL EVENT ROLL EVENT


1-5 Death of a loved one 51-55 Betrayal
6-10 Accused of a crime 56-60 Natural disaster
11-15 Travelled far 61-65 Gained a rival
16-20 Discovered a dark secret 66-70 Found a strange amulet
21-25 Monster attack 71-75 Suffered a curse
26-30 A dull life 76-80 Plague or contagion
31-35 Had a vision 81-85 Rebellion
36-40 Became an apprentice 86-90 Made a vow
41-45 War 91-95 Wanderlust
46-50 Became an outlaw 96-100 Visited by divine being

Calling
Every adventurer travels for their own reasons, but most will have talents or inclinations that
put them in one of a few recognizable categories.

The Calling is rarely used in gameplay, though it should factor heavily in determining starting
traits.

ROLL CALLING ROLL CALLING


1-15 Warrior 49-61 Rogue
16-22 Tinkerer 62-69 Mystic
23-29 Bard 70-81 Wanderer
30-37 Scholar 82-89 Squire
38-48 Ranger 90-100 Treasure hunter

Passion
Fantastic adventure lends itself to characters that are archetypes of a worldview.
Choose one of the below tables and roll to find the characters Passion, the core aspect of their
personality.

ROLL PASSION ROLL PASSION


1-13 Honesty 52-63 Sacrifice
14-25 Compassion 64-76 Honour
26-38 Valor 77-88 Spirituality
39-51 Justice 89-100 Humility

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Vices

ROLL PASSION ROLL PASSION


1-13 Deceit 51-63 Greed
14-25 Cruelty 64-75 Impulse
26-38 Selfishness 76-87 Disdain
39-50 Lawlessness 88-100 Pride

ASSIGNING TRAITS
Retainers and Heroes must have a number of traits to distinguish them.
These can be assigned freeform or through random dice roll.

Roll to find the number of traits the character will have.


Use the “Player Character” column for campaigns where each player only controls a single
Hero.

If you don’t like rolling, give each Retainer 1 trait and each Hero 3.

ROLL RETAINER HERO PLAYER CHARACTER


1 1 1 2
2 1 2 2
3 1 2 3
4 2 3 3
5 2 3 4
6 3 4 5
You may assign traits completely at will, inventing your own to fit the characters.

Alternatively, use the tables below to generate generic traits.

Characters with 3 or more traits may opt to take WEAPON TRAINING as their first trait to
ensure some combat potential.

When using the random trait table, no more than 2 rolls should be made on any one column.

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ROLL BATTLE WIT CHARM WORLDLY PERSONALITY


1 WEAPON PROBLEM SOLVER CHARMER BARTER BRAVE
TRAINING +1D to solve +1D to friendly After every session, +1 to group Morale
+1D with specific puzzles. social interactions. roll 5+ to get a sack tests.
weapon type of gold.
(sword, axe etc.)
2 PARRY QUICK THINKER SMOOTH TALKER HENCHMAN PATIENT
+1 Defensive Die in +1D to snap Will never suffer Pick one Grunt. If +1D to non combat
Melee. reactions. negative penalty they are within 2”, actions with a time
from failed mark as activated constraints.
persuasion to give character
attempts. +1D to any action.
3 ARCHER SIXTH SENSE EMPATHY LUCKY INTROSPECTIVE
+1D when shooting +1 Defense die if Roll 5+ to tell if +1 Defensive die to After each game
at target visible at enemy moved into character is hiding all attacks. roll 6+ to Ascend
beginning of action. sight this turn. or withholding from Retainer to
information. Hero or to learn a
new Trait as a
Hero.
4 BATTLE SENSE STEALTHY CONVINCING SURVIVOR SENSE OF TIMING
May add +1 to +1D to sneaking. +1D when trying to When recovering When rolling for
initiative roll but talk character into from injuries, add time passed, player
must activate next course of action. +1 to roll. may add or deduct
if initiative is won. 1 minute per roll.
Minimum is 1.
5 TACTICAL ATHLETIC LEADERSHIP TRAVELLER PASSIONATE
MOVEMENT +1D to running, +1 to group Morale +1D to outdoors +1D when
+1” Movement. jumping and tests. activities. attempting to help
climbing. character directly.
6 CHARGE NIMBLE FEET INTIMIDATING TRACKER STALWART
+1D in Melee if +1” Movement. +1D when trying to +1D to tracking and Negate 1 point of
character moves scare characters. shadowing. monster Fear.
4+” in a straight
line.

PERSONALITY TRAITS
Every character should be given a single additional Trait based on their Passion or at least
taking it into account.
This has no inherent game effect but may be used as an aid in roleplaying or to help
decisionmaking.

Example: My characters Passion is Sacrifice, so I give him a personality trait of Repentant.


He feels guilty for a past misdeed and will try to make up for it whenever given a chance.

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STARTING GEAR
All characters begin the game with a basic melee weapon and protective gear adding up to
Light armour.
Optionally, you may trade the light armour for a missile weapon.

Roll 1D6 to obtain an additional item:

ROLL ITEM ROLL ITEM


1 Sack of gold 4 Healing Salve
2 Heavy armour 5 One item of adventuring gear
3 Missile weapon 6 Sack of gold + one item of adventuring gear.

For every 4 characters, you may roll one additional time on the Starting Gear table and issue
the item to a character of your choice.

STARTING MAGIC
For every four Retainers or Heroes, one may be declared a spell caster.
Instead, you may opt to roll randomly, in which case any character will be a caster on a D6 roll
of a 6.

For each caster, roll to find their school of magic, then give them 2 random spells and a
random Quest spell.

ROLL SCHOOL
1 Sorcery
2 Conjuration
3 Miracles
4 Witchery
5 Enchantments
6 Cantrips

THE COST OF MAGIC (OPTION)


If you want to limit magic users a bit more, designate which characters will be spell casters
before rolling for the number of traits.

Magic users are limited to beginning with no more than 2 traits though they may learn more
later on.

HEIRLOOMS
When your characters have been created, roll once on the Magic Item tables given in the Loot
chapter and give the item to any one of your characters.

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BIG FEET AND POINTY EARS


“Demi-human” characters such as elves, dwarves and halflings can typically be represented by
the normal rules.
If their racial makeup would grant them a unique ability or outlook on life, reflect that in the
Traits selected.

A highly unique creature in your campaign world may have a unique racial Trait. If so, this
replaces one of the normal Trait choices for a character.

For example, if your Lizardmen all get SCALY (+1 Defensive Die), a lizardman Hero normally
entitled to 3 Traits would pick SCALY and 2 additional choices.

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THE CAMPAIGN
INTRODUCTION
The game assumes that you will be playing in a campaign, retaining the same group of
characters as you go along.

A campaign does not have to be a large, complicated affair with world-defining story lines.
In fact, it can be as simple as linking a few battles together and using the same group of
heroes.

Most campaigns fail due to spending too much time on planning and too little time actually
playing, so don’t be afraid to get stuck in and then worry about the details down the road.

CAMPAIGN SETUP
For a more story-driven campaign, you’ll benefit from establishing a basic premise.
An ambitious Game Master may wish to create an entire world, but in most cases, a few lines is
plenty to get things started and, more importantly, get everyone on the same page.

“An epic quest across strange lands to obtain a relic”.


“The wand of make-everything-better has been broken into three pieces that are hidden at the
bottom of dungeons”.
“The orc warlord Durlag has kidnapped the kings daughter and we must get her back”.

The premise should give a basic idea of what the characters are going to be getting up to and
what sort of adventure it is going to be.

If you are pitching the campaign to a gaming group, you’ll want to also outline how combat or
roleplay focused it’s going to be and if there is going to be a theme for the characters.

SKETCHING OUT THE WORLD


We don’t provide a canned setting for DungeonScum but the rules are open-ended enough that
you could base it in almost any setting you’d like or create your own.

For a campaign with significant travelling, you’ll want a map, whether its just a quick sketch, a
ready-to-use map from another roleplaying game, one you find on the internet or even a real-
life map with the names changed.

The “World” section of these rules will provide an option for a “hex-crawl” where you can roll
up random terrain one hex at a time on a hex-map.

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THE STORY
A dungeon-crawling game doesn’t have to involve a story more complicated than “we’re poor
and unknown, we’d like to be rich and famous” but a good campaign will benefit from a story
supporting it.

This can be an over-arching plot, such as a big bad the players are trying to bring down, an
artefact they are questing for or a rivalry between two groups of adventurers.
Alternatively, it can simply emerge from the adventures played with each game suggesting the
next one:
Take down an Orc warlord early in your adventuring career and you may have made enemies
of his infernal master.

If we boil it down in a miniatures game, “story” is “why we fight”. Its the gravy that turns
potatoes into a meal (if you’ll forgive the awkward metaphor).

Even a tiny bit of narrative connection can work wonders to light up an otherwise
conventional campaign.

If you need a bit of help, roll below:

ROLL STORY HOOK ROLL STORY HOOK


1 Hired to clear out dungeons 6 Treasure map
2 An enemy threatens civilization 7 Revenge
3 Retake region fallen to evil 8 Quest for an artefact
4 Defeat great evil 9 Rescue a kidnap victim
5 Dungeon explorers 10 Exploring an uncharted region

After each session, you can roll for a plot direction if you like.
If you use this table, roll on it after you have finished the gaming session.
Establish or discuss what is the most obvious next scene.

For example, if you just rescued the princess, the minions of the evil overlord may attack to get
her back.
The table can also be used after the group has decided what the next action will be.

ROLL ACTION ROLL ACTION


1 Proceed with the most obvious or intended 4 Proceed with the obvious or intended scene but
next scene. with a negative twist.
2 Characters learn a new fact from the last 5 Unexpected meeting, encounter or message.
encounter. Then decide on a course action.
3 Proceed with the most obvious or intended 6 Enemy or rival makes a move.
next scene.

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THE CAMPAIGN SESSION


Many things can go on in a gaming session and in some campaigns, each session may be
completely different.

Typically though, a session will include the following five steps:

*Establish a narrative link from the last encounter to the next one.
*Determine what today’s session is going to involve.
*Set up and play out the table top battle.
*Determine any injuries sustained, experience gained, recruiting, looting and bartering
needed.
*Establish the next story step.

The chapter titled “The Delve” will provide tools to set up a random dungeon expedition,
focused around miniatures combat.

INJURIES
If a character sustained injuries in a battle, roll on the table below to find their recovery
prospects.
Minions and Elites are treated the same on the table.

CLASS INJURY EFFECTS


Minion Down Roll 4+ on 1D6 to recover. Otherwise, they’re gone..
Minion Gruesome Bury any pieces you can find.
Retainer Down Roll 3+ or they’re history.
Retainer Gruesome Bury them and notify the family.
Hero Wounded Roll 2+ to recover in time for next encounter.
Hero Down Roll 4+ to recover in time for next encounter.
If failing to recover, may opt to enter the next encounter wounded or stay in bed.

LEARNING FROM YOUR EXPERIENCES


Characters can learn from their experience in a few different ways, described below.

Improving a character is known as “Ascending”. Up to three characters may Ascend after a


gaming session, if you would have more opportunities, pick three.

When a character Ascends, they gain one “level”: A Minion becomes an Elite.
Elite’s become Retainers and gain a single character Trait and a Personality Trait.
Retainers become Heroes and gain an additional character Trait.

Defeating a superior foe:


If a Minion defeats an Elite, Retainer or Hero during a battle, they may be Ascended.
Elites may Ascend if they defeat a Retainer or Hero.
Retainers must defeat a Hero.

Defeating a monster with more Combat Dice than your own Dice cap qualifies as a Superior
Foe.

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Defeating an equal foe:


If a Retainer or Hero defeats an enemy of their own level, they may be Ascended to earn an
additional character trait but cannot gain a level.
A monster with 3-4 Combat Dice is equal to a Retainer while a monster with 5 Combat Dice is
equal to a Hero.

Saving the day:


If the gaming session did not suggest three chances for Ascension, you may pick a single
character that did something impressive to help the party, save the day or bother the enemy.

This will upgrade a Minion to an Elite or an Elite to a Retainer.


Retainers will earn a Trait if Ascended in this fashion.

Heroes can only benefit from this if it happens at the conclusion of an epic story line or the last
battle of a campaign.
If so, they will be awarded one Trait.

RECRUITING
If the party is short of 8 individuals, you can always go to the local bar and scare up 1 or 2
Minions to join you.
A third empty spot can be filled with a recruiting roll.

ROLL RESULT ROLL RESULT


1 Noone crazy enough. 4 Add a Retainer
2 Add a Minion 5 Add an Retainer.
If they get any kills in their first outing, roll 1D6.
On a 5-6 they become a Hero.
3 Add an Elite 6 Add a Retainer for one battle only.

LIVING EXPENSES
If the party has any gold available, they must give up one Sack of Gold per gaming session to
cover lodging, food, medical supplies and booze.
If the party has no gold at all, they can scrape by on donations and by relying on friends.

ECONOMY
If the group has gained Gold, they may spend it on equipment provided they are not stuck in a
jungle far from civilization.

Generally, a Sack of Gold will buy an Adventuring Gear item, a plain weapon or a suit of light
armour.
Two Sacks will buy a suit of heavy armour or a dose of healing salve.

Unwanted items are generally unlikely to fetch significant monetary rewards, as the gear is
often in pretty bad condition after hauling it out of a dank, monster-infested hellhole.
Tally up the purchase price for the items sold and roll that many D6.

Every 6 gives you a Sack of Gold.

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Magic items:
Magic items cannot be purchased or sold in the market place, however, players may donate
them to temples, the kings guard, knightly orders or similar .
This will award 1 Sack of gold for a potion or scroll, 3 Sacks for any other item.

WORN OUT EQUIPMENT


Every character must roll a D6 with a 6 indicating that a random piece of equipment has been
worn out and must be discarded or replaced.

Magical and master-work items are not subject to this rule.

DISENCHANTMENT
If a character is slain, any magical item they carried at the time of death becomes
Disenchanted on a D6 roll of 5+, turning it into a completely mundane item with no trace of
magic remaining in it.

To avoid this, try to spread your magical goodies around a bit.

THE WORLD GOES ON


It’s a big world and the adventurers are unlikely to see more than a tiny slice of it.

The Game Master may wish to provide rumours, inn tales or stories of what is going on around
the party, bearing in mind the challenges in communication in a pre-industrial society.

The table below can be used to provide a bit of spice and potential story hooks.

ROLL EVENT ROLL EVENT


1 Rebellion or uprising 11 Monster threat
2 Threat of invasion 12 Trade caravan
3 Local nobility warring 13 Natural disaster
4 Banditry 14 Resource shortage
5 Nobles crack down on population 15 Festival
6 Epidemic 16 Noble passes away
7 New trade route established 17 Tournament
8 Religious zealots 18 Famous outlaw sighted
9 Magical disaster 19 Noble assassinated
10 Border tensions 20 New power group emerges

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THE DELVE
WHAT IS A DELVE?
In gaming terms, an expedition into a dungeon, cave, ruin or other unpleasant place is a
“Delve”.

In a typical gaming session, the Delve acts as the central experience on the gaming table,
though not every session may involve a Delve and not every campaign must revolve around
dungeoneering.

THE DELVE SEQUENCE


In Dungeon Scum, we do not require mapping out each individual corridor and room, though a
gaming group may enjoy doing this as a “classic” dungeon crawling experience.

There’s a number of online tools that will generate a random dungeon map for you at the click
of a button, but if you desire a dice-based process, this simple table can be used to determine
what lies behind a door.

ROLL FEATURE ROLL FEATURE


1 Corridor with 1 exit 4 Room with no exits
2 Corridor with 2 exits 5 Room with 1 exit
3 Dead end corridor 6 Room with 2 exits

Any area may have a secret door on a D6 roll of a 6.


If a secret door is present, roll again to see if a second secret door is present.

KEY MOMENTS
We break the Delve into a number of Key Moments that take place before the Final Encounter.
You can vary the number of moments but if you have too many, the party may be unable to
finish the Delve.
Three is a good number for a typical Delve.

The players may opt to break off the Delve and retreat to the surface after any encounter.

Characters that are injured during an encounter will not be available for the remainder of the
Delve but their equipment may be claimed by other characters.
The outcome of injuries cannot be checked until the party has retreated to the surface.

If you wish to randomize the number of Key Moments, play out 2, then roll a D6 with a 4+
indicating that the Final Encounter takes place now.
If it does not, roll a new Encounter and check again after each has been resolved.

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ENCOUNTERS
You may use a prepared encounter, create something on the fly or roll on the table below:

ROLL ENCOUNTER ROLL ENCOUNTER


1 Minions 11 Monster
2 Puzzle 12 Supplies
3 Supplies 13 Minions
4 Minions 14 Puzzle
5 Trap 15 Delay
6 Safe spot 16 Treasure
7 Minion squad 17 Minions
8 Shortcut 18 Minion squad
9 Monster 19 Help
10 Merchant 20 Trap

Minions:
The party encounters a group of enemies that qualify as Minions on the table top.
Exact descriptions aren’t needed but you may roll to find the specific identity.

ROLL ENEMY ROLL ENEMY


1 Bandits 4 Skeletons
2 Orcs and goblins 5 Cave vermin
3 Cultists 6 Lizardmen

Roll 1D6+2 to determine how many Minions you will be facing.


Add 1 for every Hero in the party.

If the Minions are defeated or driven off, roll a D6 per Minion faced with every 6 offering a
Loot roll.

Armed for bear:


Roll 4D6, with every 5-6 giving one minion a missile weapon. Not applicable to cave vermin or
skeletons.

Bandits, orcs/goblins and cultists roll a second pair of D6. Each 6 gives a magical item
(determined at random) to a random member of the group.
They will use these items whenever possible.
If the wielder is slain, a D6 roll of 5-6 causes the item to be disenchanted and lost.
On any other roll, the item is added to any other loot acquired.

Avoiding conflict:
Sacks of Gold or Rations of Food may be offered as a bribe.
Roll a D6, if the roll is equal or lower than the amount of items offered, the encounter can be
avoided.

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Puzzle:
The party finds something inexplicable.
Use the Figuring It Out rules in the “Odds and Ends” chapter.
On a D6 roll of 4+, the puzzle will require two successful dice to solve. Otherwise it will require
one.

If a character has a bag of pebbles, they may sacrifice it to reroll all 1’s on the dice.

Only a single character gets a chance to roll.

If the puzzle is solved, get a roll on the Loot table.

A Game Master may substitute a puzzle, riddle or trick of their own.

Supplies:
The remains of a previous adventuring party.
Roll twice below:

ROLL ITEM ROLL ITEM


1 Rope 4 Rations
2 Melee weapon 5 Healing salve
3 Sack of Gold 6 Thief tools

Trap:
A devious trap has been encountered.
If the party wishes to push through, one Minion goes Down from the injuries.

Alternatively, they may attempt to disarm the trap.

This is done using the Figuring It Out rules from the “Odds and Ends” chapter.
On a roll of 4+, the trap will require two successful dice to solve. Otherwise, it will require one.

If the character has Thief tools, a Tool bag or a Wooden Pole, they may sacrifice the item to
reroll 1’s.

Failure to disarm the trap causes the character attempting it to go Down on a D6 roll of a 5+.
This does NOT disarm the trap.
Each character may attempt to disarm the trap only once, but any character may “sacrifice”
themselves to bypass it by going Down.

Safe spot:
The party finds a place to rest up without risk of ambush.
If characters in the party have been Wounded or gone Down, they can recover on a D6 roll of a
6.
The party must have torches/lanterns and must consume at least one ration of food to get this
chance.

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Minion squad:
Encounter a group of Minions led by Elites.
Roll 1D6+2 to find the size of the group, adding +1 for every Hero in the players party.
Every third enemy will be an Elite.

Roll for rewards, additional weapons and bribes as per a regular Minion encounter above.
If rolling for potential Loot rolls, add an additional die for every Elite in the group.

Shortcut:
The party finds a shortcut through the dungeon.
Roll a D6. On a 5-6 it will require the group to sacrifice either a Rope or a set of Thief tools to
bypass it.

If the shortcut is used, the party may skip one encounter or, if the next encounter would be the
Final Encounter, reduce the number of Minions faced by 2.

Monster:
Go to the Monster section of the rules and roll randomly to see what you are facing.

If you win, gain a Sack of Gold, then roll 3D6 and gain a Loot roll for every 5-6.

Merchant:
You find a travelling merchant.
You may buy and sell items, just as you would in town.
Evil parties may rob the merchant, gaining 2 Sacks of Gold but adding 2 additional Minions to
the Final Encounter.

Delay:
The party finds themselves with an obstacle.
Roll for the nature of it:

ROLL OBSTACLE ROLL OBSTACLE


1 Chasm. 4 Statue with collection pan. Sacrifice sack of
Sacrifice rope to pass. gold to pass.
2 Locked door. Sacrifice Thief tools to pass 5 Statue of virtue. Roll a random “good”
or roll 5+ to sacrifice a Master key. Passion. If a character in the party follows
it, pass.
3 Strange contraption. 6 Statue of vice. Roll a random “evil” Passion.
Sacrifice wooden pole or bag of pebbles to If a character in the party follows it, pass.
pass.

If the delay cannot be passed, the party must endure another encounter and the Final
Encounter will add 2 additional Minions.

Treasure:
The party finds unguarded treasure!
Gain a Sack of Gold and roll 3D6 with each 5+ permitting one roll on the Loot table.

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Help:
A random Minion offers to help the group.
They will stick with you for the rest of the Delve.

If this would bring you above 8 characters, they will leave after the Delve is finished, otherwise
they may be kept at your discretion.

INTERMISSIONS
Between each Key Moment, you may opt to roll for an Intermission.
These are minor events that can be taken as flavour, used to spawn a roleplaying scene or even
as inspiration for future events.

If you are purely interested in the mechanical aspects of the game, you can ignore this at your
discretion.

ROLL INTERMISSION ROLL INTERMISSION


1 A meeting with a traveller. 11 Signs of a battle.
2 Partially collapsed corridors. 12 Disembodied voices.
3 A few handfulls of worthless copper coins. 13 Partially flooded corridors.
4 Strange mushrooms. 14 Rusted and discarded weapons.
5 Mouldy walls. 15 A strange statue.
6 Broken statues. 16 Bridge over a chasm.
7 Inscriptions on the wall. 17 Remains of a former adventurer.
8 A tomb stone. 18 Maze-like tunnels.
9 Partially collapsed room. 19 A pile of bones.
10 Blood stains. 20 Remains of furniture.

THE FINAL ENCOUNTER


The final encounter will put the heroes against a monster, rolled on the tables in the following
section, 1D6 Elites and 1D6 Minions, plus any additional Minions that must be added due to
delays experienced in the Delve so far.

After defeating the encounter, the heroes will obtain 3 rolls on the Loot table.
If they faced off against 8+ Minions/Elites, add an additional Loot roll and add a second
additional roll (for a total of 5) if they faced off against 12 or more.

ESCAPING
We assume that a responsible adventuring party is mapping their path into the complex and
can escape if need be.
If a Delve is abandoned after an encounter or the party opts to flee from a battle, they will
return to the surface with anything they have obtained so far.

Note that Downed or slain characters must be physically retrieved to reclaim their items,
otherwise they are lost to the horrors of the deep!
A sadistic Game Master may enjoy the idea of outfitting the goblins and cave critters with
abandoned magical items for a later encounter.

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MONSTERS
INTRODUCTION
No adventure game is complete without a selection of horrors to face off against.
The critters provided in this section should be viewed as a starting point. A creative Game
Master may cook up any number of terrors to bother the adventurers.

MONSTER STATISTICS
Monsters are given simple statistics to control them in the game.

Fundamentally, each creature is rated in the following manner:

Speed The number of dice rolled when moving. Pick the highest as normal.
A + after the dice total is added to the final score.
Attack The number of attack dice rolled.
If X2 is listed, the monster attacks twice per turn. X3 three times per turn and so forth.
Defence The number of defensive dice rolled.
Life How hard the monster is to kill. See below.

LIFE POINTS
Rolling 2 “successes” on an attack roll (after factoring in defensive dice) inflicts a single point
of life damage to a monster.
Every success above and beyond the first two will cause an additional point of damage.

Monsters remain in the fight, with no penalties, until they are out of Life.
If reduced to a single Life point, a monster will try to make its escape from the battle.

MONSTERS BE MONSTERS
A monster suffering a Stun result is Enraged instead. It must move towards and try to attack
the character inflicting the Stun.
If multiple characters did, choose at random. All attacks must be directed against the offender.

Monsters are generally motivated by things completely alien to us and are not subject to
morale rules or any items, spells or abilities that influence morale checks.

MONSTER TYPES
We broadly divide monsters into three groups:

Monster Packs are smaller creatures that are often encountered in a group.

Lone monsters are encountered on their own and present a serious threat. A lone hero is
unlikely to succeed.

Ancient horrors are terrifying monstrosities that will take an entire, well-prepared
adventuring party to contend with.
When encountering monsters pick or choose at random whether you meet a pack or a lone
monster.

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Ancient horrors should only be encountered as part of a designed and prepared scenario.
They are not intended to be remotely “fair”.

MONSTER PACKS
To find the number encountered in the pack roll 3D6, dropping the highest and lowest die.
This can potentially result in a pack of only 1 monster but typically, you should encounter a
few.

If you feel the adventuring party is significantly stronger, add 1-2 additional enemies or give
them 1D6 Minions to assist.

ROLL MONSTER SPEED ATTACK DEFENSES LIFE ABILITIES


1 Slithering crawlers 2 3 1 1 Ignore armour when attacking.
2 Shapeshifters 3 2 2 1 +2 defense unless using magical
weapons.
3 Minor undead 1 2 3 1 Every turn, roll 5+ for one
additional undead to appear 8”
from the party.
4 Ghouls 2 2 1 1 If target is stunned, roll D6. On a 5+
paralyzed for remainder of battle.
5 Gnolls 2 3 2 1 -
6 Troglodytes 2 3 3 2 -
7 Lizard men 1 2 3 1 -
8 Dark elves 3 3 2 1 May shoot up to 6”.
9 Hell wolves 3 3 2 2 -
10 Cave vermin 2 2 2 1 Character that goes down is
poisoned on a D6 roll of 6, dying
instantly.

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LONE MONSTERS
As the name implies, these creatures are encountered on their own, though a particularly
tough party may demand adding 1-3 minions to aid the creature.

ROLL MONSTER SPEED ATTACK DEFENSES LIFE ABILITIES


1 Troll 2 4 4 4 At the end of each turn, each
missing Life point heals on a 5+.
2 Basilisk 3 3 4 4 When active, on a 5+ will stand
still and gaze at nearest character
within 8”. Make saving throw or
turn to stone.
3 Ogre 2 4 5 3 May throw boulders. 3 attack
dice, 8” range.
4 Clawed horror 2 4 X2 4 4 -
5 Wight 2 4 4 3 +5 Defense vs non magical
attacks.
+1 to party Fear.
6 Giant lizard 3 4 X2 5 3 -
7 Drake 3 5 6 6 Each activation may spew fire on
a 5+. 4 attack dice vs every enemy
within 6”.
8 Cursed knight 2 5 5 4 Has random magical weapon. May
be picked up when defeated.
9 Monstrous cave 2 4 4 5 If target goes Down, poisoned and
vermin slain on a roll of 5+.
10 Golem 1 5 7 3 -

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ANCIENT HORRORS
Once again, these monsters are not remotely fair.

MONSTER SPEED ATTACK DEFENSES LIFE ABILITIES


Vampire lord 4 5 X2 8 8 At start of encounter select one target.
Unless a saving throw succeeds, target
will serve vampire until it is slain.
Death knight 3 7 X2 10 8 Armed with magical sword and may cast
a random miracle spell each turn at no
cost or penalty.
True dragon 4 6 X3 12 10 Fire breath inflicts 5D at 10” range. Hits
every target within 4” of target point.
Arachnid horror 4 6 8 6 Webs Stun one target within 8”
automatically.
Any figure going Down is slain instantly
from poison.
True demon 3 4 8 6 May only be harmed if true name is
known.
May throw fire. 4D 12” range.
Cosmic terror 4” (no roll) 4 X4 7 10 Can only be harmed by magical attacks.
Can move through solid obstacles.
Dark elf queen 4 5 X2 6 6 May cast a random sorcery spell each
turn for free, without any penalty or
limitation.
Undead giant 2 8 10 8 Attacks negate armour.

A suitably large and imposing miniature should be select for these creatures.
Exact size is best left to your individual miniatures collection but a base about four times the
size of a normal character is often appropriate.

Defeating one of these creatures should avoid 5-6 Loot rolls and possibly even a few
guaranteed magical items.

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MONSTER BUILDER
If you need to create your own beasts, use the following as a guideline:

Begin with Speed, Attack and Defense of 2.

*Is the monster fast? +1 Speed.


*Does it have an unusual movement trait? +1 Speed.
*Is the monster strong? +1 Attack.
*Does the monster penetrate armour easily? +1Attack
*Is the monster much larger than a human? +1 Attack.
*Does the monster have thick armour? +1 Defense
*Does the monster have unnatural reflexes? +1 Defense.
*Is the monster difficult to see OR has a rigid metal shell? +1 Defense

Assign Life points based on general level of danger.

Special abilities can be picked from the list below or created out of whole cloth.

Ranged attack Typically 8” range.


Poison bite Downed target is slain on a 6+.
Ethereal +2 Defense unless attacked with magical weapons.
Terror Increase party Fear score by +1.
Throw May throw a character within 3”.
Target is hurled 1D6” away.
Flight Ignore terrain when moving.
Penetration Ignore armour dice.
Inhibit Target within 8” may be Stunned on 5+.
Spell casting Can cast a random or selected spell.
Monsters cast spells automatically with no rolls or limitations.

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SETTING UP THE ENCOUNTER


INTRODUCTION
In a standard Delve, we assume that encounters are taking place in large rooms, caves or
clearings: Essentially a place where we can fit a decent sized battle.

While “realistically”, many battles would likely take place in a tunnel or corridor, this typically
makes for very poor gaming due to limited ability to move around.

An alternative is to have the battle take place over a stretch of dungeon, containing rooms and
corridors.
This requires you to map out the battle area, either using dungeon tiles, a sketched out map or
similar.

THE BATTLE AREA


If in doubt, roll below:

1-3 Single large space 4-6 Dungeon sprawl

A Sprawl will consist of 2-4 (1D3+1) rooms with corridors connecting them.

As you place each room, connect it to the previous room with a corridor.
On a D6 roll of 5+, place an additional corridor connecting to anywhere you would like.

CLUTTER
If battling in a large space, place 1D6 obstacles in the room that must be moved around.
If you want to make the process more random, roll below:

ROLL OBSTACLE ROLL OBSTACLE


1 Impassable. Blocks sight. 4 Blocks sight. Can be climbed.
2 Rough terrain. Can see across. 5 Rough terrain. Can see across. Large.
3 Impassable. Can see across. 6 Impassable. Blocks Sight. Large

Use whatever you have in your terrain collection.


Pieces of furniture works great but simple rocks and boulders are fine as well.

DEPLOYMENT
If fighting in a single large space, the two sides will set up at least 1D6+6” apart.

If fighting over a sprawl, place the party in one room.


The enemies will be concentrated in one random room on a roll of 1-3. Otherwise spread them
out evenly.

In a sprawl, no characters should begin in sight of the enemy.

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COMPLICATIONS
Optionally, roll for a complication.
Monsters are unaffected by Darkness and Surprise but are subject to other penalties.

ROLL COMPLICATION ROLL COMPLICATION


1 Partially flooded. Reduce movement dice 4 Surprised. In turn 1, party may not move
by 1. but may take other actions.
2 Vermin. When a character is Stunned, roll 5 Bad going. Discard 5’s and 6’s on
a D6. On a 6, they go Down. (Heroes are movement dice.
Wounded)
3 Dark. Unless party sacrifices a torch or 6 Cluttered. No missile fire possible beyond
lantern, all movement is -1” and no ranged 4”.
fire is possible.

GOING FIRST
On a D6 roll of a 1, the monsters move first, otherwise the heroes get the first go.

If the Surprise or Dark complications were rolled the monsters go first.

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THE LOOT
INTRODUCTION
The reason our characters adventure is typically for fame and eternal glory.
The reason our players adventure is typically for LOOT.

Winning an encounter will typically award Loot rolls, as may rewards for finishing quests or
aiding non player characters.

If playing on your own, all loot is typically random but a Game Master may always opt to
award specific items.

LOOT TABLE
For each Loot roll, simply roll on the table below.
Use the dice column that fits the style of game you are playing.

REGULAR CAMPAIGN LOW MAGIC CAMPAIGN MONTY HAUL ITEM


CAMPAIGN
1-10 1-16 1-5 Adventuring item
11-15 17-24 6-10 Healing salve
16-30 25-36 11-20 Adventuring item+Gold
31-45 37-54 21-35 Gold
46-60 55-81 36-50 Martial item
61-85 82-96 51-80 Magic item
86-95 97-99 81-90 Magic item+Gold
96-100 100 91-100 2 Magic items

GOLD
Gold is measured in “Sacks of Gold”, each representing anywhere from 15-30 coins.
In a realistic setting, common currency would be silver, however we use “Gold” as a generic
term for all easily convertible treasure.

If Gold is generated on the Loot table, roll 2D6.


You receive gold equal to the lowest of the two dice.
If a double is rolled, you find gold equal to the dice added together.

Example: A roll of 2 and 3 gives you 2 sacks of gold.


A roll of 3 and 3 gives you 6 sacks of gold.

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MARTIAL ITEMS
Roll again to determine what you found or simply make something up.
Weapon types mainly matter for characters trained in the use of specific weapon classes.

If it would make no difference to your particular party, don’t worry about it, just take any roll
of 1-50 as a melee weapon and a 51-70 as a missile weapon.

Any weapon found may be Master Crafted on a D6 roll of a 6.

ROLL ITEM
1-5 Dagger
6-15 Mace
16-30 Sword
31-40 Axe
41-50 Spear
51-60 Bow
61-70 Crossbow
71-90 Light armour
91-100 Heavy armour

HEALING SALVE
If healing salve is found, roll 2D6.
Each die rolling a 1-5 finds 1 dose while a 6 gives 2 doses.

ADVENTURING ITEMS
Roll below or simply pick something that makes sense.

ROLL ITEM
1-10 Torches or lantern
11-20 Flasks of oil
21-30 Travel rations
31-40 Wooden pole
41-50 Rusty “master key” (5+ roll to open any plain lock)
51-60 Holy symbol
61-70 Bag of small pebbles
71-80 Rope
81-90 Tool bag
91-100 Thief tools

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MAGICAL ITEMS
INTRODUCTION
Use this chapter to roll up random magical treasure.

These items are not intended to be strictly balanced against each other.

The focus is on items that are relevant on the tabletop battle field.
Future expansions may add “Quest” items that have applications outside of combat.

ITEM TABLE

ROLL CATEGORY
1-20 Weapon
21-35 Armour
36-45 Shield
46-60 Jewelry
61-70 Clothing
71-85 Potion
86-100 Writings

GENERAL MAGICAL LIMITATIONS


A character may wield one magical item of each category at the same time.
This applies even in cases where two items are not technically identical.
For example a magical ring and an amulet are both Jewelry and cannot be combined.

It takes a combat action to retrieve any magical item from the backpack, except for potions
which can be kept at the ready in a belt or shoulder pack.

Bonus dice and dice modifiers are cumulative from items, but two items that produce the
same effect are not otherwise cumulative.

For example, two items that both increase Movement Speed by +1” would both work together
for a +2” bonus but carrying a Storm sword and wearing Storm mail would have no extra
effect.
If in doubt, apply common sense and go with the option that doesn’t break the game.

WEAPONS
If desired, roll a D6 for the weapon type:

1 Dagger 4 Axe
2 Sword 5 Spear
3 Mace 6 Bow

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Roll below for the exact item. When writing weapons down, write the name as whatever
sounds best: For example a “sword” with the “corrosion” effect could be a “Sword of
Corrosion” or a “Corrosive Sword”.

ROLL ITEM EFFECT


1-8 Sharpness +1D to all attacks.
9-13 Corrosion If an enemy is Stunned, they must roll 5+ each turn to recover.
14-19 Flame For every 6 on attack dice, roll an additional die.
20-23 Vengeance If attacking an enemy that Stunned or Wounded the wielder before,
add +2D and reroll 1’s.
24-28 Doom Enemy Heroes go Down instead of being Wounded. Monster take +1
Damage.
29-33 Fury Character has 6” follow up move. If a missile weapon, may move 3”
after attack knocks an enemy Down.
34-39 Reach May attack enemies within 2”. No retreats forced.
40-44 Howling Enemy Fear score is +1 during entire battle.
45-49 Hatred Increase enemy Fear score by an additional +1 per enemy defeated
with this weapon.
50-54 Blinding light When an enemy goes Down, all enemies within 4” are Stunned on a 5+.
55-58 Smiting If 2 or more dice are scored on attack roll, enemy loses all Defensive
dice.
59-63 Unerring accuracy Negate 2 Defensive dice.
64-69 Glow Illumination removes the need for torches or lanterns.
70-74 Life stealing If an enemy is Stunned, roll 5+ to knock them Down.
75-80 Swiftness If attacker fails to score any successes (before defensive dice), wielder
may counter-attack with 2 dice.
81-85 Storm If stationary and taking no other actions, may Stun every figure within
6” on a 4+ roll.
86-90 Glory Wielders group reduces Fear by 1.
91-95 Power Enemy is knocked back 2” per attack die they cancel through defenses.
96-100 Holy +2D when attacking undead or demons.

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ARMOUR
Magical armours are not distinguished as light or heavy.
Instead, all Magical armour provides 2 Defensive Dice and has no initiative or movement
penalties.
Spell casters can cast spells while wearing magical armour.

Bonus Defensive Dice are listed below as “+ x DD”.


For example, “+2 DD” is 2 additional Defensive Dice for a total of 4.

Each will have an additional property found below.

ROLL ITEM EFFECT


1-9 Deflection +1 DD.
10-14 Negation Enemies in contact cannot gain any bonus or benefit from spells or magical
items.
15-19 Speed +1” to Movement rates.
20-24 Rage When Stunned, roll 4+ to shake off immediately.
25-31 Shimmering +3DD versus missile attacks.
32-35 Annihilation If character goes Down, they are slain permanently.
Upon death, every character within 3” must make a saving throw or be
slain permanently.
36-42 Glow Illuminates the area, removing need for torches or lanterns.
43-47 Retribution If any 1’s are rolled on Defensive Dice, attacker is Stunned.
48-53 Fey For every successful Defensive Die, character may teleport 1” in a straight
line in any direction after attack is fully resolved.
54-58 Storm If stationary and taking no other actions, may Stun every figure within 6”
on a 4+ roll.
59-65 Stalwart +2DD
66-73 Mithril Reroll 1’s on all Defensive Dice.
74-79 Holy +3DD versus undead and demon attacks.
80-84 Repulsion For every attack die deflected, all enemies within 3” are pushed back 1”.
85-91 Second chance If character would go Down or worse, armour loses enchantment and
character avoids injury completely.
92-96 Chanting Group reduces Fear total by 1.
97-100 Void Character can move through walls and obstacles but cannot end move
inside them.

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SHIELD
Shields are considered part of a characters armour and do not have a specific game effect on
their own.
A magical shield does not grant additional Defensive Dice on its own but will add its magical
effect (which may be Defensive Dice)

ROLL ITEM EFFECT


1-14 Parrying +1 DD
15-20 Negation Enemies in contact cannot gain any bonus or benefit from
spells or magical items.
21-26 Reflection Enemy spells are reflected on attacker on a D6 roll of 5+
27-34 Repulsion For every attack die deflected, all enemies within 3” are
pushed back 1”.
35-43 Warding Wielder and all friends within 2” get +1DD versus missile
attacks.
44-57 Silver If no Defensive Dice score a success, roll a single
additional die.
58-64 Stamina If Stunned, roll 5+ to recover at start of activation.
65-77 Life saving +2 dice to all Saving Throws.
78-87 Stoic +2 DD but cannot wear magical armour.
89-94 Shade +2DD versus missile fire.
95-100 Glow Illumination removes need for torchers or lanterns.

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JEWELRY
Jewelry typically take the form of rings or amulets.
Regardless of form, only one item of magical jewelry can be in effect at the same time.

Trying to use two will simply negate the effects of both until one has been removed.

If form is important, roll below:

ROLL FORM ROLL FORM


1 Ring 4 Ring
2 Amulet 5 Crown
3 Armband 6 Circlet

ROLL ITEM EFFECT


1-8 Evasion +1 DD. Cumulative with all other sources.
9-18 Strength +1 die to melee attacks.
19-23 Stamina May forego attacking to run an additional 3” in a straight line.
24-27 Life Ring may be sacrificed to avoid any injury.
28-31 Recovery If worn when character sustains an injury, roll twice for recovery and
pick the higher result.
32-38 Glow Illuminates. Removes need for torchers or lanterns.
39-43 Influence +1 die to social dice rolls.
44-51 Fortune When finding gold, roll a D6 per Sack of Gold found. Every 6 finds
another.
52-57 Charm Once per encounter, roll 5+to charm an enemy Minion to join you for the
remainder of the battle.
58-62 Assassination If enemy has no allies within 4”, +1 attack die in melee.
63-69 Preservation +2 dice to all Saving Throws.
70-76 Free movement Movement is never reduced and movement dice are never dropped.
77-80 Clear sight Can see through fog, darkness, gas and invisiblity.
81-87 Treasure finding For every Loot roll received, roll a D6 with a 6 granting an additional roll.
88-92 Shadows Cannot be targeted at distances over 6”.
93-100 Fleet foot +1” to Movement Speed.

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CLOTHING
Items of enchanted clothing can take various forms.
As with jewelry, a character can only gain the effect of a single item of enchanted clothing at
any given time.
Attempting to wear two will result in neither having an effect until one is removed.
For specifics, roll below:

ROLL ITEM ROLL ITEM


1 Cloak 4 Cloak
2 Belt 5 Gloves
3 Boots 6 Belt

ROLL ITEM EFFECT


1-12 Shadows Cannot be targeted at distances over 6”.
13-16 Strength +1 die to melee attacks.
17-27 Majesty Reroll 1’s for all social interactions.
28-37 Preservation +2 dice to all Saving Throws.
38-49 Fleet foot +1” to Movement Speed.
50-59 Uncertainty May not be targeted by missiles or spells unless character is the
closest target.
60-67 Light step Not slowed down by rough terrain, soft ground, water or unstable
footing.
67-70 Evasion +1 DD. Cumulative with all other sources.
71-81 Steady movements Reroll 1’s on Movement dice.
82-90 Blink Instead of moving and attacking, character may disappear and
reappear within 6”
91-96 Elven Enemy missile attacks are capped at 2D.
97-100 Dwarven Discard 6’s on Movement dice but reroll 1’s on Defensive dice.

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POTION
Quaffing a potion is a Movement Action, taking 1” of movement.
Attempting to drink a second potion while one is already active will make the character
violently ill and unable to function for the remainder of the encounter.

Potions with a duration will wear off on a D6 roll of a 1. Check at the end of each turn AFTER
the one in which the potion was consumed.
At the end of an encounter, all potion effects wear off.

Potions marked with * apply their effect and then dissipate immediately.

ROLL ITEM EFFECT


1-16 Strength +2D to all melee attacks.
17-32 Speed +3” to Movement Speed.
33-45 Iron skin +3 Defensive Dice.
46-53 Terror Enemy Fear score increased by +2.
54-59 Dissipation Negate all spell attacks on 2+ roll.
60-65 Talent +2D to all non-combat actions.
66-70 Ethereal form Character may pass through walls. Cannot attack or be attacked but can cast
spells and be targeted by spells.
71-76 Fireburst Instead of attacking, spew fire. Hits a target within 6” with 5D.
77-79 Ascension* Character Ascends once immediately.
80-88 Cancellation* Negate all spell effects and curses on character.
89-100 Healing* Heal any injury short of death.

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WRITINGS
Magical writings can take the role of scrolls or books.

Scrolls contain a single spell and can be used as a teaching tool, as described in the Magic
chapter, or as a “single-use” spell usable by any character.

Casting a spell from a scroll always takes an action and succeeds with no dice roll, regardless
of the conditions that would apply if the spell was cast by a regular magician.

Once cast, the spell disappears from the scroll, making them single-use items.

Books cannot be used for casting but are much-valued as a way for spell-casters to learn
additional spells or for a character to begin magical studies.

When a magical writing is found, determine the magic type below:

ROLL SCHOOL ROLL SCHOOL


1-15 Sorcery 66-75 Witchery
16-30 Miracles 76-90 Enchantment
31-45 Conjuration 91-100 Cantrip
46-65 Quest spell

A scroll contains a single spell, selected at random from the relevant magic school.

A book will contain 1D3 spells from the relevant school, selected at random.

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THE QUEST
THE QUEST IN GAME MECHANICS
A Quest is a series of individual adventures that lead to a final conclusion.
In some ways, it could be viewed as a larger-scaled version of a Delve.

In a dungeon-focused Quest, each chapter is an individual Delve but a Quest might also involve
other sequences.

Quests are often planned and run by a Game Master but we provide some tools to piece it
together for yourself.

STARTING A QUEST
You can opt to start a Quest at any time it seems appropriate, triggered by a meeting,
encounter or battle.

If you prefer to do it randomly, roll 2D6 after a Delve or at any suitable moment (such as when
meeting someone new). If both dice score a 5 or 6, then you have found a Quest.

Optionally, you may choose to simply start the game on a Quest.

QUEST GOALS

ROLL QUEST GIVER GOAL


1 Noble Retrieve an item
2 Dying man on a rain-soaked night in an inn. Destroy an item
3 Mighty wizard Rescue a person
4 City government Defeat a monster
5 Religious order Perform a ritual
6 The king of the realm Deliver an item

You should also select the length of the quest. It may be Minor, Major or Epic.
This will roughly determine how many steps are involved.

QUEST STEPS
For each step of the quest, you can insert any adventure of your own design or roll below for
the type of action you will have.

ROLL STEP
1 Roleplay segment
2 Wilderness encounter
3 Travel
4-6 Delve

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Roleplay segments may involve investigation or may be down-time while travelling, used to
flesh out characters.
If you prefer your game to be action-heavy and focused purely on tabletop battles, ignore such
segments.

A wilderness encounter is essentially a single battle taking place in the fresh air.
It may put you against a monster, a group of enemy Minions or even an enemy adventuring
party. Be creative.

After each segment, roll for the next Quest Desination.

ROLL DESTINATION
1-15 Nearby location
16-30 Dungeons under nearby city
31-40 Faraway location
41-50 Old ruin
51-60 Remote island
61-65 Enemy stronghold
66-70 Foreign land
71-85 Underground dungeon complex
86-95 Forgotten land
96-98 Alternate dimension
99-100 Alternate plane of existence

In some instances, finding the means to reach the next location may be an adventure in its
own right.

QUEST STEPS
If the quest is Minor, after each segment, roll a D6. A roll equal or below the number of
segments played means the next step must be the conclusion.

For a Major quest, roll 2D6, adding the scores together.

For an Epic quest, roll 3D6, adding the scores together. By the end, you may no longer have any
of the same characters left!

THE CONCLUSION
The conclusion to a Quest should always be custom designed.

A typical end might feature multiple monsters, a particularly tough Delve or facing down an
army of enemy Minions.

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RUNNING THE GAME


NON PLAYER CHARACTERS
A good adventure campaign will involve at least some non player characters.
These may range from simple quest-givers and innkeepers to elaborate personalities with
their agenda and designs upon the world.

If you are setting up a new campaign, it’s a good idea to establish a few NPC’s in advance and
make them known to the players.
This gives them something to interact with and a way for you to feed information into the
campaign.

There’s often no need to design NPC’s as fully fledged characters as they will often not be
rolling dice for any activities.
If you do, using index cards tends to work fine.

REACTIONS
If you are not sure how a particular NPC would react, roll below.
Use the Reaction column in most cases and the Compliance column if the character is being
asked to do something.

ROLL REACTION COMPLIANCE


1 Hostile Refuse and reaction drops one level
2-3 Negative Disagree
4-5 Positive Agree
6 Friendly Help and reaction increases one level

A hostile NPC will refuse to help with anything and may try to make life harder, while a
negative NPC will require payment to even consider helping (and may still turn you down in
any event).
Friendly NPC’s will automatically agree to help provided if something that is not dangerous or
risky.

In a more well-developed campaign, your characters may begin the game with a friendly NPC
already known, for example, an old travelling companion or mentor.

MOVES AND COUNTERMOVES


Some campaigns will be completely driven by the actions of the players, while others will have
groups with their own agenda.

An ambitious Game Master may want to have a lot of things going on behind the scenes, as it
makes for great story hooks.
If you know that a secret society is trying to find an artefact in the ruined temple the heroes
are exploring, then a sprawling three-way battle can become an exciting set-piece for that
gaming session.

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Try to avoid overwhelming the players with things going on and especially try to avoid forcing
events on the players at every turn.

In a typical campaign, making roughly one in three encounters be a reactive one can work very
well.
That gives the players a chance to pursue their own agendas and side objectives, while letting
you add some direction to the campaign as well.

If you prefer chance, a D6 roll of 5-6 after an encounter will let the “enemy” make a move next
gaming session.
Consider letting the players know in advance.
They’ll be frustrated if they cook up a plan and aren’t allowed to execute it.

WHEN TO STICK TO THE RULES


Dungeon Scum isn’t a terribly complex game but no matter how light or heavy a system is,
you’ll bump up against something you forgot how to do.

Conventional wisdom is that if you are in the middle of a game, don’t stop to look things up.
Go with what seems right at the time and keep the game flowing.
The rules use fairly consistent mechanics, making it easy to improvise a “proper” solution on
the fly.

After the encounter is over, you can go look up the “proper” way to handle the situation.
If it turns out a character got cheated out of something, give them a small consolation gift, but
in general, rulings made during a game should stand for the duration of the game.

Its expected that groups will establish their own house rules and solutions as they play and
get more familiar.
If the group involves multiple players, make sure to write things down and keep them in a
central place where they can be reviewed easily.

WRITING SCENARIOS
At its core, a scenario doesn’t have to be more complex than “who is fighting and why?”.

If you write your scenarios down, try to keep it concise, maybe half a page to a page, including
applicable background information.

It helps to have a check list of things to consider when setting up the scenario.

*What are the sides in the encounter?


*Are they reasonably comparable in power?
*If they are not, does the weaker side have any benefits to help them out?
*What is each side trying to achieve?
*How does the encounter end? Last man standing? Time limit? Sudden death upon achieving
an objective?
*Will the players know every piece of information?
*If not, how do they find out?

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CASUAL ENCOUNTERS
INTRODUCTION
If the characters are simply exploring town, hanging out at the tavern or visiting the town
square, you can use the Casual Encounter table to drum up a bit of action.

THE TABLE

ROLL ENCOUNTER ROLL ENCOUNTER


1 Overhear a rumour. 11 Someone needs a job done.
2 Make a new friend. 12 Confrontation with a rival.
3 Meeting with noble or guild master. 13 See the sights.
4 Encounter with a gang. 14 Encounter with the law.
5 Personal interaction between party 15 Make a deal. Gain an adventuring item of
members. choice for free.
6 Locals need help with something. 16 Pick up the trail of a notorious outlaw.
7 Accident leaves a random character 17 Bad weather prevents travel. You’ll be here
injured and unable to join the next for a while.
adventure.
8 Bar fight. A random character spends the 18 Gainful employment. Earn a Sack of Gold.
next adventure in jail.
9 Relax with a lot of ale. Spend 1 Sack of 19 Teachable moment. One character may
Gold. gain a new Trait.
10 Make an enemy. 20 Relax with a mug of ale.

PEOPLE MET
If you need completely random people hanging around a location, roll any number of dice on
the table below to populate it.

ROLL PEOPLE ROLL PEOPLE


1 Doing their job. 6 Artist or performer.
2 Group of youth. 7 Petty crook.
3 Peddler or merchant. 8 Guard.
4 Traveller. 9 Passer by.
5 Labourers or peasants. 10 Random drunkard.

After populating a location, free free to roll a couple of D10’s with a 10 indicating that a
random character is up to something.

ROLL UP TO ROLL UP TO
1 Looking to attack someone 4 Delivering a message
2 Planning a crime 5 Public disturbance
3 On the run 6 Problem with the law

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SUITABLE MINIATURES
FINDING MINIATURES
While we do include options to play without miniature figures, the game assumes you will use
them to resolve your combat encounters.

There’s a wealth of figures available on the market, along with a huge back catalogue of figures
no longer commercially available but sold second-hand online.

We will avoid listing specific miniatures ranges here, as it is hard to predict what will be
available in the future.

When searching for figures, look for both miniatures intended for roleplaying games, fantasy
wargames and historical wargames.
Officer and leader figures from the latter can often make excellent character figures.

SMALL SCALES
We consider 6mm and 10mm figures to be “Small Scales”.
The options for 10mm fantasy figures are somewhat limited but 6mm has a decent selection.
The biggest challenge in these scales will be finding hero type of figures.

One advantage is that figures from larger scales can be used as big monsters. A 10mm wolf
would be a good “dire wolf” in 6mm for example, while a normal sized lizard in 25mm scale
would be a towering terror in 10mm.

These tiny figures are often very cheap, making them ideal for building up a large collection
quickly.
They also allow you to play on a very modest gaming surface.
Do exercise caution when purchasing: Many 6mm figures are sold in “strips” and must be
separated before they can be used individually.

It’s often recommended to use bright paint jobs when using 6mm figures, to make them stand
out more.

One additional advantage is that wargames terrain is very cheap in this scale, allowing entire
villages and forests to be portrayed realistically.

MEDIUM SCALES
15mm and 20mm scale figures are extremely popular for historical gaming but fantasy
counter-parts have been a bit slower to materialize.

In many ways, 15mm is a good “middle” scale, the figures are large enough to identify easily
on the table but are still inexpensive and do not require a huge gaming table.

As with the smaller scales, some large-scale figures can make good monsters and giant
animals.

If gaming in these scales, make sure to look at the various medieval, renaisance and ancient-
era wargaming ranges for a huge selection of all manner of troop types.

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LARGE SCALES
25mm and 28mm (what is often called 32mm or “heroic”) scale has been the standard for
fantasy roleplay figures for a long time.
Several prominent manufacturers are available and you’ll have the easiest time finding
character and “hero’ type of figures.

The main downside in this scale is that they can take up a lot of space, if you wish to play out a
large battle and monster figures can get prohibitively expensive.
This can limit the ability to simply add a random monster for a one-off scenario, as painting up
a huge 20 dollar figure of a dragon just for one battle may not be appealing.

GOING 2D
An alternative to miniatures of plastic or metal is to go paper.
“Print and play” paper figures have become very popular in recent years and a huge variety is
available.

You will require a decent quality printer for them to look good, but the ability to print out
replacement troops on demand cannot be under-estimated and many of the designs are very
visually appealing.

Rather than paper “stands”, another option is to make card board squares or circles with
names or portraits on them and simply move them around.
This will miss the appeal of nicely painted figures but will get the job done at nearly no cost.
If you make visually pleasing counters, you could laminate them as a durable gaming set.

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YOU MADE IT THIS FAR


It’s not the darkness. It’s not even the monsters or the creeping undead horrors.
It’s the wetness. Everything down there is damp and wet to the touch.

Yet, in spite of all that, you never find any drinking water.

She shrugged.
It probably wouldn’t be drinkable in any event, but even so, it’d be nice to at least see some,
right?

What do the creatures down there drink anyway? The blood of adventurers?

Well, poor Garriott would keep them well fed for tonight.

“Barkeep, another ale if you would”

On the upside, one man down, one less share of the loot.
In the morning, she’d have to pen a letter to his family.

In the morning.

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DESIGNER NOTES
Dungeon crawling as a game concept is almost as old as gaming itself and while it has grown
and faded in popularity, it has endured for very good reasons:

It is a self-contained experience that can fit into a larger storyline or be taken at face value.
It requires very little information to participate in.
It allows a series of challenges and obstacles to be faced in relative isolation.

Typically, dungeon crawling was only one aspect of a larger campaign, though in recent years,
there’s been a push towards a “purer” style focusing exclusively on the underground
environment, for example in board games like Descent or tabletop games like Torchbearer or
Four Against Darkness.

Such games tend to be focused primarily on the tactical aspects of the experience with the
character being expressed mainly in the context of the dungeon and their abilities to overcome it.

I think in some cases, that’s a bit of a pity though: Our characters do not cease to exist when they
enter the dungeon, nor should they be defined purely by that environment.

The Trait system of Starport Scum allows us to express a character in plain words, bringing a
complex personality alive in the game world, with in-game effects to match.
As such, it felt like an obvious bridge between character-focused roleplaying and tactical
dungeon-exploring.

With that in mind, everything else fell into place around it, allowing us to switch from a cave
battle to a forest encounter to simply hanging out at the tavern with relative ease.
The game is still ultimately rooted in wargaming, with the focus being on tactical battles and
consequently spells and magical items are geared towards that, but with fully featured task
systems attached to set up roleplaying challenges.

Starport Scum had succeeded by both providing a relatively structured “get a job,fight a battle,
level up and get loot” sequence as well as letting players piece together their own stories, and I
think Dungeon Scum provides the same, maybe even to a bigger extent.

Every effort has been made to satisfy solo gamers.


If you view the game as a strictly mechanical exercise of “fight encounter, get loot”, it will take on
a quality of “dungeon-yahtzee” but as you play, you will no doubt find yourself building out your
own storyline in your head.

Who knows? A campaign that begins in a simple goblin cave may end on the Elemental Plane of
Fire defeating the Demon King threatening all of reality.

Peace and Love


Ivan Sorensen
runequester@gmail.com

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THE LEAST YOU HAVE TO KNOW


INITIATIVE DEFENCE DICE
Roll 1D6. Each defence die negates one hit on a 5+.
+1 per enemy down this turn
+1 per enemy horrible death this turn Gain 1 defence for:
+1 per leadership trait Over 12” range.
+2 if enemy leader is down Bad vision.
Light armour
MOVING
Move 1D6 for Minions and Elites. Gain 3 defence for:
Minion bands roll 3D6, pick middle die. Hard cover.
Retainers roll 2D6, pick best. Heavy armour.
Heroes roll 3D6, pick best.
MORALE
Add +1” per movement trait. Add up following factors:
Light armour treats 1’s as 2’s.
Doubles give you +1” +1 per character down in game
+1 extra if leader is down
ATTACKING +1 extra per horrible death in game
Roll 2D6. -1 if leader is alive
Elites, Retainers and heroes add +1D6 per -1 extra if boss is alive and has leadership
trait or magic bonus. trait
Heroes roll 3D6. +1 if facing large monster or undead.
Max dice is 3D6 (5D6 for heroes)
Roll over on 1D6 or become Rattled.
Hit on 5+. Rattled twice means bottling it.
1 hit stuns, 2+ does damage.

DAMAGE
Stunned combatant loses 1 die from actions
and discards 5-6’s on movement dice.
2 hits goes DOWN or Wounds a hero.
3+ hits is a gruesome death. Heroes go
DOWN.

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