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Abstract Dungeon

A Fast and Easy RPG


by Matthew J. Hanson

Beta Test
v. 3/30/13

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Contents
Introduction 3

Character Creation 6

Playing the Game 11

Game Master Guidelines 17

Treasure 24

Monsters and Other Challenges 43

Into the Forest Dark: A Sample Adventure 58

Abstract Dungeon
Written by: Matthew J. Hanson

Edited by: Michael Border

Illustrated by: André Castaigne, Canaletto, Edward Theodore Compton,


Caspar David Friedrich, Gerard de Lairesse, Arthur Rackham, Humbert
Robert, George Stubbs

www.sneakattackpress.com/abstractdungeon
www.facebook.com/abstractdungeon

Abstract Dungeon Published by Sneak Attack Press, Copyright 2013.


Sneak Attack Press and the Sneak Attack Press logo trademarked by Sneak
Attack Press.

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Introduction
Welcome to Abstract Dungeon! This is a beta-test version of a new
roleplaying game designed to be super fast and rules-light. Because this
is the beta test version of the game, it is still evolving and your feedback
is welcome. You can learn more about the playtest process at
www.sneakattackpress.com/abstractdungeon.

What Is a Roleplaying Game?


In a roleplaying game (also called RPG), you get together with a bunch of
your friends and create a story together. Most of the players control one To play a roleplaying
character, appropriate called a player character (or PC). Players interact game, you get
with a fictional world through that character’s eyes. One player, called
the Game Master (GM for short) controls the rest of the world, including together with a bunch
friends and foes of the player characters. of your friends and
Most RPGs don’t have a way to “win.” You might have goals for your
character, such as to gain wealth, find a missing loved one, or found a create a story
kingdom, but these are decisions you make, not a game mechanic. The
main goal of an RPG is just to have fun.
Abstract Dungeon is just one of many games out there, and
all of them (including Abstract Dungeon) have their strengths and
weaknesses.

So What is Abstract Dungeon’s Strengths?


Fast and Easy
Abstract Dungeon is one of the fastest playing RPGs out there, in every
respect. You can create a character or run an epic battle in just minutes,
and you can run a whole adventure in just an hour or two. There are
only a few general rules that you can apply to nearly every situation
(spending dice), so the rules are easy to master. Once you’ve played a
few sessions, you should never have to pause the game to look up how
to do something.
Abstract Dungeon also makes things easy for the GM. It’s easy to This document uses sidebars
create monsters and other challenges for your PCs, so you can focus on to help convey additional
crafting a story for them. It’s also super easy to whip things up on the fly information. Large text is used to
when the PCs inevitably make choices you didn’t expect. reinforce important points. Small
text is for examples.
Flexibility and Control
In many roleplaying games, the designers try to create rules that
represent different actions in the fictitious world. Abstract Dungeon
instead has a basic mechanic (spending dice) and asks the players to
describe what the spending of those dice means for each situation in the
fictions world. Because your character’s abilities and actions represent
general abstractions, you can do just about anything.
Most RPGs also have a random mechanic that determines whether
your actions succeed or fail. In Abstract Dungeon, you determine if you
succeed or fail by whether or not you spend your resources (your dice).
If something is important, you can always succeed... until you run out
of dice. With no more dice, you have no more resources, and failure is
inevitable.
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And Because It’s Good at Those It’s Also Good For...
Story and Character
Because you spend less time worrying about rules and because battles
go so quickly, in Abstract Dungeon, there is more time to focus on
roleplaying your characters and developing a shared story. The game
also has a trait mechanic which further encourages players to roleplay
their characters by giving them mechanical benefits for acting in
character. The GMs’ section of the book also gives other suggests on
how to entice your PCs to contribute to the story.

Beer and Pretzels


The speed and simplicity of Abstract Dungeon also makes it great for a
casual style of play where people just want to get together to have fun, A “beer and pretzel”
and nobody worries to much about the rules. (This is often called “beer game technically
and pretzel”, though neither beer nor pretzels are required .) PCs can
use random character generation to make a character in minutes. The requires neither beer
GMs can use the Random Plot-Hook Generator (page 23 to kick off an nor pretzels.
adventure and encounters are easy to build that they come up with the
rest on the fly. (Though my editor begs to differ.)

Wow That’s Amazing! This Game Does Everything!


Well... maybe not everything.
Like everything else there are trade-offs. While Abstract Dungeon
does some things extremely well, it does not work for all play-styles. But
don’t dismay, if you prefer these other play styles there are other great
games out there that might be a better fit for you.

So what are Abstract Dungeon’s Weaknesses?

Grim and Gritty


It’s really hard to die in Abstract Dungeon. Really hard. In fact either
the PC or the GM needs to make a conscious decision to have the PC
die. Some players feel that without this risk, they don’t get as much
of a payoff when they succeed at their goals. Other players feel like
letting the PCs have any kind of “plot protection” breaks their sense of
verisimilitude, or what they think could actually happen. If you feel this
way, Abstract Dungeon might not be for you.

Speaking of Verisimilitude
Abstract Dungeon relies on the players and GMs to impose anything
resembling verisimilitude. Many games try to enforce this sense of
reality with mechanics, like rules that say a two-handed sword deals
more damage than a dagger. To keep Abstract Dungeons quick and
simple, we don’t worry about these with codified rules, though GMs are
free to make such rules if it’s important to them.
PCs in Abstract Dungeons also play by different rules than
everybody else. They are innately more powerful than the vast majority
of NPCs. NPCs don’t even use the same mechanics to accomplish their
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goals. In fact NPC’s mechanics only exist in relation to the PCs. If NPCs
interact with each other, the GMs simply decides what they wants
to happen based on the needs of the story. While we think this helps
Abstract Dungeon focus more on the PCs and their stories, some players
prefer a rule set that helps create an simulated world, where NPCs have
mechanics to reflect their place in that world, not their place in the PC
centered story..

Tactical Wargaming and Power Gaming


There is some strategy in Abstract Dungeon, mostly dealing with
resource management: deciding when to spend your dice and how to
spend them most efficiently. That being said, the strategy in Abstract
Dungeons does not compare to the amount of tactical decisions found
in many RPGs. While tactical combat is fun, it also takes a lot of time
and requires a lot of game knowledge. Abstract Dungeon sacrifices hefty
tactical rules on the altars of speed and simplicity.
Similarly many people who enjoy the tactical element also enjoy
trying to create the most powerful characters they can with the options
and resources they are allowed. Because we keep the rules so simple for
Abstract Dungeon, there’s not much opportunity for this. When it gets
right down to it all characters are basically the same pile of dice. It’s how
you interpret the dice that matters.

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Character Creation
Before you can play the game, you need to have a character. While
many game offer pre-made characters for those who want to get started
right away, character creation in Abstract Dungeon is so quick, we
recommend you create your own.
You can use the character sheet on the final page of this document
to record the result of your character creation.

Step 0: Talk to Your Group


Before you start to make your character, talk to the GM and the other
players about what kind of game you all want to play. Some people Josie, Jim, Simon, and Riley get
enjoy off the wall character concepts, like a talking monkey who rides a together Friday night to play some
giant bee. Others find these characters distracting and take away from Abstract Dungeon. They decide
their experience. When conflict arises between players, do your best to they want a casual game, so
work them out amicably. anything goes.
Additionally, if your GM has a specific type of campaign in mind,
she might stipulate certain conditions for your character, like they might
all have to come from the same town, be the same race, or characters
cannot be wizards.
You will also want to decide if you are making your characters
randomly, choosing ability, or doing a mix of the two.

Step N: Character Concept


At some point you need to create a concept for your character. This
is Step N because it can happen at any time. Your character concept
describes who your character is in the fictitious world of the game. It
might be something as simple as “A dwarf with a big axe,” or it might be Jim doesn’t have a character
something more complex like, “The last scion of a noble line of dwarven concept in mind, so he decides to
kings. Though his kingdom fell long ago, he seeks to reclaim it from roll randomly.
the orcish scum who have defiled his halls. He wields Grief Bringer a
magical axe forged by his grandfather’s grandfather in the heart of a live
volcano.”
If you are choosing your abilities and traits, you probably want to
have at least a general concept in mind when you start, but if you are
creating a character randomly, your concept might not come until the
end. Further, your character concept will probably evolve as you play. Jim rolls on the ability flow
chart, and ends up with four in
Step 1: Abilities Toughness, three in Intellect, two
The first step in creating your character is to assign your ability dice. All in Spirit, and one in Agility.
characters start with the following:

One ability with four dice (this is your primary ability).


One ability with three dice.
One abilities with two dice.
One ability with one die.

You may assign these dice in an order you choose, or roll randomly on
the random ability flowchart on page 9. If you use the flowchart begin in
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the middle (where it says "start here"). You will make a series of three
die rolls. Follow the die roles until the bring you to the final box which
gives you the values for your four abilities. The four in Toughness makes Jim
think his his character is a strong
warrior, maybe a half-orc.
Toughness
Toughness represents your physical strength and endurance. It is the
primary ability for tasks such as climbing, jumping, swimming, and
breaking things.
Attacking with Toughness usually represents melee weapons,
unarmed combat, or throwing heavy items. It might also represent
intimidating somebody with your strength, absorbing the negative
effects of alcohol, or entertaining a crowd with your feats of strength.
Attacks against Toughness represent physical threats such as
weapon attacks, suffocation, or poisons. With a one in Agility, Jim decides
his character is big and slow.
Agility
Agility represents both your speed and your dexterity. It is the primary
ability for tasks such as balancing, tumbling, dodging, as well as delicate
tasks like opening locks and disarming traps.
Attacking with Agility usually represents ranged attacks and
light melee weapons like daggers or rapiers. It might also represent
impressing a crowd with acrobatics, or tripping somebody up with fancy
footwork. Jim’s character has a three in
Attacks made against Agility represent things that the character Intellect, so he’s pretty smart. Jim
must dodge away from, such as most ranged weapons, explosions, and decides his character uses magic
dragon breath. to enhance his fighting skills.

Intellect
Intellect represents how intelligent and well educated you are. It is used
to locate clues, solve puzzles, harness arcane magic and recall important
information.
Attacking with Intellect often represents casting magic spells. It may
also represent attacks made with clever inventions, attempts to confuse
foes with words, or persuade them with a well reasoned argument.
Attacks against Intellect represent psychic attacks, charms, and The two in his character’s Spirit
compulsions. They might also represent verbal assaults. doesn’t inspire Jim to add any
more details to his character, and
Spirit that’s okay.
Spirit represents your sense of empathy, your charisma, and your ability
to connect to the spirit world. You will use it to sense danger, convince
people with a passionate argument, or inspire your friends.
Attacking with Spirit typically represents harnessing holy magic or
tapping into the power of nature. It might also represent commanding
your foes to surrender through your sheer force of personality, or
channeling your emotions into physical attacks.
Attacks against spirit represent things that demoralize, drain your
will, or induce fear. Undead creatures like ghost and vampires frequently
attack spirit.
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Step 2: Traits
At character creation, you assign your character three traits. Traits are
Jim also rolls randomly for
adjectives or short phrases that describe your character. Traits should be
his traits, and comes up with
fairly specific. “Strong” is too generic, but “good at lifting things” might
Forgiving, Animal Handler, and
be appropriate. Traits do not have any description beyond the name,
Pointy Teeth.
you simply bring them into play when you think they might be useful.
You may either chose your traits or roll randomly. If you roll
randomly consult the table on page 10. Roll three different-looking
six-sided dice, and decide beforehand which die result will go in the
hundreds place, the tens place, and the ones place. Alternatively you
can roll on die three time, the first being the hundreds digit, then the
tens, then the ones. (Either way, this is called a hundreds-tens-and-ones
roll.)
We’ve organized traits into several categories so that if you or the
GM wants to ensure that you have a trait in a certain category, you can The Pointy Teeth trait reinforces
pick the category and just roll a tens and ones roll. The table have also the half-orc idea, so he goes with
been organized so that the more “out there” traits have high numbers that, and names the character
for their tens digit. If you are trying to run a serious campaign, you might K’thax. Jim decides that K’thax
reroll any tens digit that comes up a six. is forgiving because he’s used to
If you chose traits, you are not limited to the ones on this list, but being misjudged. As a boy K’thax
consult you GM when assigning other traits. was a sheep herder before a hedge
wizard recognized his potential.
Step 3: Bonus Die The wizard trained K’thax to us
magic, and the boy taught himself
Every character begins play with one bonus die, and may gain more as
sword play. Now K’thax roams the
they level up. At any point during play you may add the bonus die to
land in search of wrongs to right
the die pool of any abilities, traits, or magic items. Typically players save
and gold to line his pocket.
their bonus die until they have exhausted at least one die pool.
Oh, and he fights with a katana,
Step 4: Fleshing your character
because Jim thinks katanas are
The final step is to flesh out your character. Fill in any details about your cool.
character’s appearance or personality that are not covered by traits. You
can decide what species you want your character to be and what kind of
training and attacks the PC uses (does he fight with sword or spell?)
Feel free to give you character any equipment that you and the GM
agree is reasonable, but in most cases this will not count as treasure and
does not have a die attached to it. In order to get treasure that grants
you dice, you have to go adventuring.

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Ability Generation Flow Chart
4 Toughness 4 Toughness 4 Spirit 4 Spirit
3 Agility 1 4 3 Intellect 3 Agility 1 4 3 Intellect
2 Intellect 2 Spirit 2 Intellect 2 Toughness
1 Spirit 1 Agility 1 Toughness 1 Agility
Your primary Your primary
4 Toughness ability is Tough- 4 Toughness 4 Spirit ability is Spirit. 4 Spirit
3 Agility 2 ness. 5 3 Spirit 3 Agility 2 5 3 Toughness
2 Spirit 2 Agility 2 Toughness Roll 1d6 for 2 Agility
1 Intellect Roll 1d6 for 1 Intellect 1 Intellect your final stats. 1 Intellect
your final stats.
4 Toughness 4 Toughness 4 Spirit 4 Spirit
3 Intellect 3 Spirit 3 Intellect 3 6 3 Toughness
3 6
2 Agility 2 Intellect 2 Agility 2 Intellect
1 Spirit 1 Agility 1 Toughness 1 Agility

1-3
1-3

Your primary Your primary


ability is physical.

Roll 1d6
1-3 Start Here!
Roll a six-sided die.
4-6
ability is mental.

Roll 1d6

4-6 4-6

4 Agility 4 Intellect 4 Intellect


1 4 4 Agility 3 Agility 1 4 3 Toughness
3 Toughness 3 Intellect
2 Intellect 2 Spirit 2 Toughness 2 Spirit
1 Spirit 1 Toughness 1 Spirit 1 Agility
Your primary Your primary
4 Agility ability is Agility. 4 Intellect ability is Intel- 4 Intellect
2 5 4 Agility 3 Agility 2 lect. 5 3 Spirit
3 Toughness 3 Spirit
2 Spirit Roll 1d6 for 2 Toughness 2 Spirit 2 Agility
1 Intellect your final stats. 1 Intellect 1 Toughness Roll 1d6 for 1 Toughness
your final stats.
4 Agility 4 Agility 4 Intellect 4 Intellect
3 Intellect 3 Toughness
3 6 3 Spirit 3 6 3 Spirit
2 Toughness 2 Intellect 2 Agility 2 Toughness
1 Spirit 1 Toughness 1 Spirit 1 Agility

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Traits
Social Traits Motives Skills and Hobbies
111 Smooth talker 311 On a mission from god 511 Good with languages
112 Seductive 312 Greedy 512 Student of history
113 Intimidating 313 Vengeful 513 A head for business
114 Good at reading people 314 Prideful 514 Master storyteller
115 Liar 315 Defender of the weak 515 Reads a lot of maps
116 Honest 316 Thrill-Seeker 516 Nature lore
121 Well connected 321 Obsessed 521 Inventor
122 Shunned 322 On the run 522 Has a pet
123 Feared 323 Cursed 523 Heavy drinker
124 Pariahs 324 In love 524 Likes to tell long stories
125 Misunderstood 325 Inferiority complex 525 Burns things
126 Unflappable 326 Owe a debt 526 Reads the stars
131 Trusting 331 Show off 531 Gambler
132 Blends into a crowds 332 Bloodthirsty 532 Ambidextrous
133 Bombastic 333 Want to redeem the wicked 533 Collector
134 Forgiving 334 Looking for conversions 534 Good sense of balance
135 Knows how to party 335 Disgusted 535 Weather sense
136 Creepy 336 Seeking self-perfection 536 Talented rider
141 Loner 341 Want to see the world 541 Eidetic memory
142 Honest 342 In lust 542 Amateur athlete
143 Humble 343 You’re a hero 543 Stage magician
144 Condescending 344 Seeking knowledge 544 Cultured
145 Good with kids 345 Copy cat 545 Alchemist
146 Good at insults 346 Need to regain what’s lost 546 Knowledge of foreign lands
151 Knows how to find people 351 World domination 551 Snake charmer
152 Famous 352 You are the chosen one 552 Psychic
153 Streetwise 353 It is your destiny 553 Sees dead people
154 Orator 354 Terrified 554 Dancer
155 Pitied 355 Loyal 555 Singer
156 Forgettable 356 Adhering to a code 556 Mime
161 Negotiator 361 Making amends for past sins 561 Does complex math in your head
162 Knows everybody’s secrets 362 Quest for immortality 562 Sleeps with your eyes open
163 Divides and conquers 363 Born to rule 563 Good at finding shiny things
164 Looks that can kill 364 They all laughed 564 Whittler
165 Has groupies 365 Trying to win a bet 565 World champion whistler
166 Loves everybody 366 Why not? 566 Metagame knowledge

Mental/Emotional Traits Physical Traits Background Traits


211 Cowardly 411 Cast Iron stomach 611 From a wealthy family
212 Easily offended 412 Keen eyed 612 Of noble birth
213 Hot-headed 413 Foul mouthed 613 Expert Smith
214 Friendly 414 Fleet footed 614 Animal Handler
215 Scheming 415 Sharp eared 615 Farmer
216 Naive 416 Strong armed 616 Street urchin
221 Prudish 421 Strong scented 621 Orphaned
222 Stern 422 Luxurious hair 622 Squire
223 Fickle 423 Always land on your feet 623 Ran away from home
224 Imaginative 424 Wicked scar 624 Imprisoned for a crime you didn’t commit.
224 Practical 425 Acute sense of smell 625 Imprisoned for you crime you did commit.
226 Level-headed 426 Bad breath 626 Cook
231 Forgetful 431 Built like a brick wall 631 Hunter
232 Depressed 432 Tall 632 Lumberjack
233 Over confident 433 Short 633 Pirate
234 Superstitious 434 Sure footed 634 Raised by another race
235 Cautious 435 Soft footed 635 Raised by wild animals
236 Dependable 436 Captivate stare 636 Military Brat
241 Reliable 441 Significant tattoo 641 Preacher’s Kid
242 Well-prepared 442 Exotic hairstyle 642 Escaped Slave
243 Resourceful 443 Dirty 643 Pit fighter
244 Skeptical 444 Albino 644 Artist
245 Patient 445 Double Jointed 645 Wandering minstrel
246 Fearless 446 Slender 646 Rat catcher
251 Optimistic 451 Pointy teeth 651 Tinker
252 Pessimistic 452 Raze-sharp nails 652 Tailor
253 Obsessive compulsive disorder 453 Evil Eye 653 Soldier
254 Phobia 454 Thick Skinned 654 Spy
255 Schizophrenic 455 Fur 655 Last heir to a ruined kingdom
256 Multiple-personality disorder 456 Halfbreed 656 From a land across the sea
261 Unforgiving 461 Element infused 661 The only one of your kind
262 Angsty 462 You are missing one of your body parts 662 Stolen by faeries
263 Compulsive liar 463 You have an extra one of your body parts 663 A formerly inanimate object given life
264 Breaks out spontaneously into song 464 Prehensile tail 664 From another world
265 Paranoid 465 Prehensile tongue 665 From another time
266 Insomniac 466 Part machine 666 You have died

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Playing the Game
Now that you’ve got a character, you are ready to play the game. There
are only a few rules that you need to know to do so.
You don’t roll the dice
Dice Pool your character takes
The central mechanic of the Abstract Dungeon system is the dice pool. action. Instead you
One thing that sets Abstract Dungeon apart from most games is that
you don’t roll the dice your character takes action in the fictional world. roll all the dice at the
Instead you roll all the dice at the start of the game or whenever you start of the game.
refresh (see page 14). When you start play each ability has a number
of dice equal to your score in that ability. You also roll one die for each
trait, and a single bonus die (after you’ve leveled up you might have
more than one die per trait, or multiple bonus dice. See page 15). As you
adventure you will also find permanent treasure that have dice attached
to them. You also roll permanent magic item dice at the start of the Each round, every
adventure, but not single-use treasure like potions.
Make sure to keep them organized according the ability, trait, or player can spend up
treasure that granted you the die, because for most things it matters to one ability die,
what kind of die you use. The easiest way to do this is to place your
character sheet flat on a table, then put your dice on the corresponding one trait die, and one
part of the character sheet. You can also use different color dice treasure die.
to represent the different abilities. If you have the dice for it, we
recommend matching the dice color to the ability ovals on the character
sheet (red dice for Toughness, etc.)

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As you go about the adventure, you will slowly deplete the number
of dice you possess. There are two ways that you reduce your dice pool:
spending them to accomplish goals and taking damage. When you
make attacks you always spend one or more dice. You must spend the
entire die and may not save some of it for later. When you take damage
however, you take a value of damage. This might eliminate entire an
entire die, or reduce the value of one or more dice.

Challenges
Things that require PCs to spend dice are generally known as challenges,
and they come in two main varieties: conflicts and obstacles. The main While Jim created K’thax, Riley
difference is that in a conflict PCs are in danger if they do nothing, but created a drunken dwarf warrior
against an obstacle they are not. A band of hostile goblins is a conflict, named Bob, and Simon made
while a locked door in an obstacle. a wizard named Sargos with a
fondness of cartography. Josie is
Conflicts the GM and will run the rest of
the world.
Conflicts are challenges that the PCs need to overcome that include
danger. Battles are the most common type of conflict in Abstract
Dungeon, but conflicts might also include negotiations, interrogations,
and environmental dangers. Conflicts involve some sort of danger
to heroes, may it be physical, social, or psychological. If there is little K’thax, Sargos, and Bob are
danger, the conflict is either an obstacle or not a really a challenge at all. exploring some ruins, hoping
In the latter case simply allow the PCs to succeed. Climbing a tree is not to find treasure. Instead they
worthy of a conflict. Climbing a tree while its on fire is. Haggling with a stumble upon three goblins and
sword merchant for a lower price is not worthy of a conflict, but trying an ogre. The goblins are each 1
to negotiate the surrender of an opposing army qualifies. die creatures, so Josie rolls three
separate six-sided dice resulting
Setting up a Conflict 3, 4, and 2. Because the ogre is
The first thing that happens in a conflict is that the GM sets up the much stronger Josie rolls three dice
opposing side by rolling dice for each opponent in the fight. Weaker scoring a 4, 5, and 6. This is going
opponents are represented by single dice, while stronger opponents are to be a tough ogre!
represented by more dice (bosses are represented by lots and lots of
dice).

Making Attacks
Each round the players take turns to declare what they want to do and
how to spend their dice. The player character always act before their
opponents. Each player can spend up to one ability die, one trait die, Goblins
and one treasure die per round (a maximum of three dice). Players may
spend fewer dice, and need not spend any dice if they so desire. Among Ogre
the players there is not set order to who goes first, and most usually
players just speak up when they have a good idea.
These dice defeat any number of enemy dice whose total is equal
to or less than the PCs total dice spent. If the hero’s dice are enough to
defeat the enemy’s dice, then any extra value from the dice is lost. It
may not be banked or partially applied to enemies.
If the PC’s die is less than the enemy’s, then they have the option of
working towards a partial defeat. In this case place the PC die next to the

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enemy die. Other PCs can, on their turns, use their dice to work toward Bob’s player has a 5 die in
further defeating the challenges dice. When the total value of the PCs’ Toughness which he decides to
dice is equal to or greater than the enemy;s die, then remove that die apply to defeat both the 3 and 2
from the challenge. value goblin. He also has a 4 in
When all the dice of the challenge are removed, the challenge his Intimidating trait, which he’ll
itself is also defeated. The specifics of “defeated” means depends on the use to finish off the last goblin.
nature of the challenge, and how the PC acted. In combat it often means Bob’s player describes how he
slaying the monsters or knocking them out, but it can also mean forcing cleaves the two goblins in half
them to flee or surrender. If defeated by magic, enemies might be put with a single blow, then lets out a
to sleep, blown up, or turned to stone. In a social conflict defeating the blood curdling scream that causes
challenge means that the PCs convinced their opponent to agree with the final goblin to turn and flee.
them, forced them to back down, or negotiated an arrangement that
works for everybody.

Resist and Vulnerable


Some monsters resist or are vulnerable to certain kinds of damage. If a
monster resists an ability, such as Toughness, attacks made with those
dice are considered to be one value lower for the purposes of defeating
the monster. If it is vulnerable to a specific ability, dice made with those
Sargos’s player decides to spend a
attacks are considered to have a value one higher. Even if attack die
4 from his Intellect pool to defeat
is used against more than one enemy, the resist and vulnerable only
the ogre’s 4 die. He describes
change the die value by one.
shooting a blast of colored lights
into the ogre’s eyes, dazzling the
Taking Damage brute. Because the ogre sill has
After the player characters act, any threats they have not defeated get two dice left however, the it is not
to act and deal damage. The challenges statistics describe the amount defeated.
and type of damage (see Monsters and Other Challenges on page 43).
Damage is always a value rather than a die. When you take damage
subtract the value of the damage from dice in the appropriate dice pool.
If you wish, you can spread this among several dice in the ability pool or
take it all from a single die. So if you take two damage to Agility, you may
lower of your Agility dice by two, or two dice by one. Because damage
is a value, you cannot place it all on a die whose value is less than the K’thax knows that he will not be
damage value (though you can place enough on that die to reduce it to able to take out the ogre this turn,
zero, in which case you discard the die). so he decides to use one of his low
Damage targets one of the four one or more ability scores by dice. He applies a 1 that he rolled
default. If the damage scores are listed with an “or” (Toughness or for Intellect to partially defeat the
Agility) the player may chose to remove the damage from either or both ogre’s 5 die. Later K’thax or an
abilities. If the damage is separated by an “and” (Intellect and Spirit) ally will add more dice to K’thax’s
then both of these dice pools suffer that amount of damage. 1, so they only need a value of 4
Players may attempt to divert damage to a different ability or a more to defeat the ogre’s 5. K’thax
different player may volunteer to have his character take the damage casts a spell to create a gust of
instead, however both these options increase the amount of damage wind, but the wind does little
dealt. more than distract the ogre.
The first step in diverting damage is convincing the GM that it is
possible by describing how you are going to do it. For example a holy
knight hit by an orc’s blade might say that he’s using Spirit to cast a
healing spell to cure the physical damage, and thus takes the damage
from Spirit.

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If the GM accepts your rational, you may deduct the damage from The ogre blinks, shrugs off the
the other die pool. Doing this, however, increases the damage you take. blindness and swings a massive
If you use an ability adjacent to the default ability or use a trait instead club at Sargos.
of the ability, increase that damage by one. If you use the ability across
from the default ability increase the damage by two. The ogre normally deals 3
Taking damage for another character is also possible, but also (Toughness or Agility) damage.
requires you to give the GM a good explanation for what you want to do Unfortunately Sargos’s player
(perhaps you leap between your friend and the dragon). Doing this also rolled poorly for both of these dice
increases the damage by one. Furthermore, if you choose, you may both pools today, with only a value
take the damage for a friend and use a different ability, but the damage of two in his Toughness Pool,
increases both for changing the ability and for changing the target. If and value of three in his Agility
you use Intellect to divert an attack against your friend that normally pool. He could use his Bonus die
deals one damage (Toughness) you would deal four damage to your to survive the roll, but instead
Intellect, one extra for changing the target and two extra for changing K’thax (who rolled very well for
to a non adjacent ability. This might represent cast a spell to summon a his Toughness pool) takes pity on
magic shield to block an spider’s bite. Because you cast the spell so fast, Sargos.
you experience additional mental exhaustion.
Some magic items have dice pools that can be used specifically to Jim decides that K’thax pushes
absorb certain types of damage. Using magic items to absorb damage in Sargos out of the way, but in
the manor that they are intended does not increase the damage taken. doing so takes the brunt of the
If your GM is especially generous she might allow you to use magic items ogre’s attack. Because K’thax is
in unconventional ways to absorb damage. Again, this would increase takes damage for an ally, that
the damage. For example the GM may allow you to use your flaming damage increases by 1, for a total
sword to prevent cold damage. If you are so lucky, the damage increases of 4. K’thax has a 6, two 5s, and
by one. a 3 in Toughness. He could split
the damage among the dice, but
Obstacles decide to apply it all to one of his
Obstacles are similar to conflicts, except they do not have a damage 5 dice, reducing it to a 1.
phase. In general an obstacle should offer the PCs some kind of a
rewards. This might be a concrete reward like extra treasure, or a
story based reward, like giving the PCs clues to solve a murder. If the
PCs action does not offer any kind of reward, just let the PCs do it. For
example a PCs who wants smash a treasure chest to get the gold inside
is facing an obstacle, but a holy zealot who wants to smash some idols of
an evil god should just go ahead and narrate it.
Because obstacles do not deal damage, you do not need to take
turns as with conflicts, nor are you limited to spending a single die from
each category.

Refreshes
In Abstract Dungeon, you may sometimes be able to refresh some or all
of you dice pools mid adventure. These generally fall into two categories
depending on who initiates them. These are either PC refreshes or GM
refreshes.

PC Refreshes
When player characters initiate refreshes, you typically get rid of all dice
you currently have, and re-roll all your dice pools (as though you started
a new adventure). The PCs also need to justify why they are regaining
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their strength and energy. Most often PC refreshes represent spending
some time to rest and heal from their wounds, though their might be
other possible options.
PC refreshes often have consequences, such as decreased
experience or missing time-sensitive opportunities.

GM Refreshes
When the Game Master grants the PCs a refresh, the PCs keep all dice
they have not spent and gain additional dice. The GM might allow you
to regain all of your dice (in which case you wind up with more dice in
many pools than you initially started with), or she might allow you to
only refresh some of you dice, such as gaining back three Ability dice
and one Trait die.
GM refreshes are commonly used to reward the PCs or as tool to
propel the story. What might seem like a generous refresh may actually
signify that you are about to face a terrible battle (have some dice...
you’ll need them).

Each time you take


a PC refresh during
Experience and Leveling Up an adventure, the XP
As you complete adventures your character gains experience points (XP) you receive for that
and levels up.
In the default method of character advancement, each adventure is adventure decrease by
worth a certain amount of XP, and when you successfully complete the one.
adventure, you gain that amount of experience. However, each time you
take a PC refresh during the adventure, the XP you receive decrease by
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one. So if the adventure is initially worth three XP, and you take one PC
refresh before completing it, you instead receive two XP.
As you gain XP, you level according to the level advancement chart
on page 17. (For math geeks out there you increase in level when your
XP = [current level]2).

Variation: GM Fiat
This optional rules replaces the standard rules for leveling and
advancement. Instead of tracking XP, the GM simply tells the PCs to
periodically level up. This method saves time on book keeping, but if
you use this rule also consider modifying when the PCs are allowed
to initiate refreshes. Without the XP sacrifice there are no mechanical
intensives for them not to refresh often.

Benefits of Leveling Up
As you level up you gain additional dice in your dice pools. Every time
you level up, you add one die to one of your dice pools. A default
progression is suggested on the table below, but the GM is free to alter
what pools you add to at which levels.
When you add dice to traits, you may either increase the number of
dice dedicated to a single trait, or add a new trait. Your primary ability is
the one that started at four at level one, and all other abilities are non-
primary.

Level Advancement
Level Total XP Die Pool Increased
1 0 -
2 1 Trait
3 4 Primary Ability
4 9 Trait
5 16 Non-Primary Ability
6 25 Bonus
7 36 Trait
8 49 Primary Ability
9 64 Trait
10 81 Non-Primary Ability
11 100 Bonus

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Game Master Guidelines
The gamer master (GM) is another player in the game, but your role
is different. Instead of controlling a single character, you control
everything else that happens around the characters. You can think of
it being like the narrator of the story, or the director of a film. The PCs
are the protagonists of the story, while you play all the extras and minor
characters. Never forget, this is a
game!
GM Jobs
As a GM, you typically have to wear several different hats, and
frequently need to do more work than the player typically does. It can
sometimes seem a little overwhelming, but it here are a few of the most
important guidelines to keep in mind.

Have Fun
Never forget, this is a game, and people play games to have fun. You and
the rest of the players should have fun or there’s no point. All of the rest
of the guidelines below (and all the rules in this book) are designed to
help you have fun. We think they should help, but if any of them get in [The party is trying to convince
your way, feel free to disregard them. the guards to let them into town
That being said everybody has bad nights, and some game sessions with all their weapons, and Riley’s
are less exciting than others. However if you find that you or another character Bob is the last to act.]
player is not having fun it’s time to have a talk. Maybe you need to take
the campaign in a new direction, or maybe you’d like to step down as Riley: I’ll just spend my six from
GM and become a regular player. In extreme circumstances you might Intellect to defeat the last guard.
even switch to a game other than Abstract Dungeon (yes there are such Josie: Okay, so what does that
things) or even another hobby. look like?
Riley: Umm... I use my dwarven
Make The Players Describe Their Dice debating skills to convince him
Abstract Dungeon is not a game about winning, it’s a game about that they should listen to us.
creativity. The most important part is not that the PCs spend the right Josie: Cool. So what exactly are
dice to defeat their challenge, it’s how they describe spending those you saying?
dice. Sometimes players will see a die value that perfectly matches the Riley: [Thinks for a few seconds.]
threat they face, but they don’t know quite how the source of the die I’ll point out that the mayor’s
matches the challenge. (How can I use my keen sense of smell to slay hired us to deal with the dragon
this orc?) In these circumstances players may be tempted to just push near town. “What if the dragon
out the die and move on. lands in the middle of town. We’ll
Don’t let them! Players always need to describe what their need our weapons to fight the
characters do, and if it’s not clear, they need to explain why the sources beast. Unless ye want to fight the
of the dice can help in the current conflict. dragon, Do ye?
What you can do is give the player some suggestions of how they Josie: Panic flashes in his eyes.
might describe their dice, or better yet, solicit ideas from the other “Well... if you’re working for the
players. Frequently somebody at the table will have a good idea of mayor. Move along then.”
how to describe using the die a productive way, and encouraging other
players to help out keeps them engaged and reminds the players that
they’re a team.
As GM you also get to decide whether the player’s description is
enough to justify the dice the spent. Do you let the PCs use his sense of
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smell to detect the orc sneaking up behind him, and give him a thwack
when the orc is not looking? It is a little far fetched. Maybe if the PCs
are in a lightness environment and the heightened sense of smell really
would be useful.
In general you want err on the side of letting the PCs do their thing,
but sometimes there will just be no good explanation on how that die
can work. That’s okay. The PCs will still survive the fight, and the player
will get another chance to spend that die.

Enforce The Tone


What explanations you accept from your PCs is on of the biggest factors
on the tone of the game.
Initially you should have a conversation with the players to
determine what tone of game everybody wants to play in. Do you want
a more serious game where the PCs actions need to follow real-world
logic? A silly game where you try to come up with the most hilarious
descriptions you can? Or a low-key game where you just let everybody
do their own thing? All of these are fine choices, the important thing is
that everybody knows the expectations and try to follow those.
As the GM, you are the final arbitrator of what the PCs can and
cannot do, therefor you have a lot of responsibility for enforcing the
tone once everybody has agreed on one. This is most important in a
serious game, since silly things in a serious game are more distracting
than serious things in a silly one. If you’re running a game based in
reality, and a player tries to kill an opponent by convincing the foe into
believing he is already dead, you should probably say no. The player
might be disappointed in the short term, but in the long term it will
strengthen the campaign.
If you find that you frequently have to say no to silly requests, it
might be time to have another talk with your group and see if you as a
group want to change the tone.

Come Up With Ideas...


When you come to the game table each play session, you want to have
at least some idea of things that could happen that night. This might be
a fully fleshed out adventure that you wrote or found in another source
(such the sample adventure Into the Forest Dark on page 58). It also
might just be a collection of notes or a few ideas for adventure hooks. In
general, the newer you are to GMing the more you want to be prepared.
If this is your first time playing a game of Abstract Dungeon, we strongly
recommend that you play a pre-written adventure, such as Into the
Forest Dark.
You want to come to the table prepared, because players
(especially beginning players) frequently act more reactively that
proactively. Their character are usually assumed to be hanging out in a
tavern until mysterious old man appears to offer them employment. If
you have an idea for some threat to be stopped, a magic item to recover,
or a dungeons that needs to be explored, that at least gives the PCs are
starting point for what they should do.

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If you’re starting a new campaign, you’ll also want to give the
players a rough idea of what the world is like. You don’t have to have an
entire atlas and history created (in fact we recommend that you don’t).
You do want to have a name for the town that PCs start out in though,
including a few ideas of who important NPCs might be and what some
major threats and mysteries in the region are.
[The adventuring party is
...But Don’t Be Afraid To Improvise... traveling to the tower of the evil
You want to have something to bring to the table, but there’s no way wizard Nosnah, who has been
that you can plan for every possibility. Nearly every session the players threatening the kingdom. Josie
will ask you questions you had not thought of, attempt tactics you had has prepared for a battle at the
not considered, or explore areas you did not think they’d go. When this tower, with no obstacles along the
happens don’t panic, just roll with it. way, but she decided to add some
Fortunately Abstract Dungeon makes it extremely easy to scenic description.]
improvise. All challenges are represented by dice pools, and it does not
matter if the PCs try to stab the kobolds to death, or convince them Josie: You walk along the dried
to abandon their guard post to get some delicious soup. Either way it remains of a river bed. The
comes down to the players spending their dice to defeat the challenge. canyon is pockmarked with caves.
Sometimes it will make sense to change the way that the challenge As you proceed...
respond to the PCs however. Kobolds normally attack by stabbing with Simon: Hold on guys. I think we
their spears (dealing Toughness or Agility damage), but if the PCs use the should check out these caves.
soup tactic, the Kobolds might instead insult the PCs’ cooking (damaging Jim: I don’t know, I rolled poorly
Intellect or Spirit). for today, so I’d like to save my
It’s also quite easy to create challenges on the fly if your PCs end dice.
up exploring an area you had not detailed. You can quickly come up with Riley: Bob likes caves. Caves
an idea of what might be lurking out there, then make some encounters have treasure. Plus Josie wouldn’t
using ideas found in the Challenges on page @@, or create your own mention it if it wasn’t important.
challenges using those challenges as a base. Let’s check them out.
Jim: Fine. But if we’re going in
...Or Ask the Players though I want to be prepared. I
look for tracks and listen at the
Sometimes the players will hit you with a real stumper. Instead of going mouth of the cave.
east (as you expected) they go west. So you throw down some ruins
of an ancient tower populated with goblins, but that’s not enough. [Josie could just say the caves are
One of the players asks who built the tower. You have no idea and your empty, but she decides to go with
Mountain Dew saturate brain cannot come up with a good response. it. She rolls on the random plot-
What should you do? hook table, and after a couple
Turn to the player and ask, “who do you think built the tower?” results she doesn’t like, she gets “A
Involving the PCs in adventure and world creation can be an kobold king want to open a gate to
tremendously rewarding and entertaining part of the game. Some another plane.]
players shy away from it (that’s why they’d rather play PCs instead of
GMing), but others are happy to jump in. There are several advantages Josie: Okay then. You find
to this. For one it takes some of the pressure off of you, and you’ll find some tracks that look like small
that players often come up with interesting ideas you never considered. humanoids, and you hear a faint
It also helps keep the players engaged and makes them feel a part of echoes of what you think is high
the campaign world. Because players know their character better than pitched chanting.
you do, they are also likely to create adventure hooks and story ideas
that have a greater impact on their character than a generic adventure
might.

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As you get comfortable with Abstract Dungeon and your gaming
group, you may even want to create opportunities for the players to
contribute to the story line. For example if there’s an long abandoned
wizard’s tower not far outside of town, the PCs have doubtlessly heard [The party has defeated the
rumors about it. Ask them to each write down a rumor of terrible danger kobolds and stop their plans to
and another rumor of great reward that can be found in the wizard’s open a portal. Now they examine
tower. You can then use these rumors to help shape the adventure, and the aftermath.]
of course, like all rumors they may not all be entirely true.
Riley: I'd like to examine the
Creating Your Game remains of the ritual to see if I can
find where it was going to go.
Preparing to GM Abstract Dungeon means a number of different thing, Josie: Okay, sounds like you're
from coming up with a few specific events to creating a world of warring using Intellect, you can do that
nations and petty gods. Abstract Dungeon breaks down some of the with a [rolls on die] three.
decisions you make into categories of different “sizes.” You can think Riley: {Spends a die.] Yeah,
of these as different units of measurements, like inches, centimeters, I remember reading about
miles, or kilometers. From largest to smallest these are the campaign, something similar.
adventure, and encounter. While we describe them in order from largest Josie: Yes you do. What do you
to smallest, when you are preparing your game, you don’t really create remember?
them in any order. Indeed creating an encounter is part of creating an Riley: From the arcane runes I
adventure, which in turn is creating part of a campaign, so in most cases can tell that the portal would have
you are doing all three at the same time. opened to the afterlife, allowing
spirits of the dead to return.
Campaign Building Jim: Wait, wasn't there something
The campaign is the largest unit of game planning that you’ll deal with. A about Nosnah going crazy after
campaign is an ongoing narrative that last for many gaming sessions. You the death of his wife? Maybe he
can think of it as a television series or an ongoing series of books. was using kobolds to open the
Typically a campaign features a set group of PCs and a world that portal so he could bring her back.
remains constant from game session to game session. Sometimes Simon: But why would he use
campaign have overarching plots and recurring villains that tie the kobolds instead of doing it
various adventures together. Other campaigns are just tied together himself?
by the characters and players who run them, and like many television Josie: It occurs to Sargos that
programs the campaign resets to the status quo at the end of each opening such a portal can be
week. extremely dangerious, and you
might want to test it on somebody
Setting Building expendible.
Creating your campaign often includes information about the world the
[Going into this Josie was not
PCs live in, like the town they are based in, the kingdom they live in, and
planning for Nosnah to try to
the powerful enemies they might face. Don’t feel like you need to create
bring back his wife, but now that
all of this information up front. Start small, and add to the setting as
her player's though of it, it's too
the story demands. Also feel free to enlist your players in this process,
good of an idea to pass up.]
especially when related to their PCs. If one of the PCs comes from a
distant land, ask them to describe it. If a PCs was trained in a special war
academy, ask the hero where it is, and what it taught.

Adventure Building
Adventures are the middle length unit of story in Abstract Dungeon.
It is equivalent to and episode of TV, or a single book in a series. In an
adventure there is a beginning, middle, and end. In most adventures the

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PCs learn about a problem at the beginning of the adventure. Then they
work to solves this problem, and uncover more information about the
problem. At the end of the adventure they solve this problem.
Because Abstract Dungeon is such a quick game, you can complete
most adventures in a single game session lasting between two to four
hours, though some adventures make take two or more sessions.

Experience
When you craft an adventure to try to think about how many dice of
opposition the PCs are likely to encounter. The amount of opposition
determines how much XP the adventure should be worth.
In general an adventure is worth a number of XP equal to the
number of dice people are likely to face, divided by six, and then divided
again by the number of PCs. (So a group of four PCs who face defeat 48
dice worth of challenges would receive 2 XP each) If you have developed
the adventure before hand, you can let the PCs know how much
potential XP the heroes gain. Then if the players decide to take a refresh,
the potential XP decreases by one.
If you make up the adventure as you go along, you can instead
count the number of dice as the PCs defeat them. Then grant them one
XP per six dice per PC.

Treasure
As you create your adventure, you should also think about what kind of
treasure the PCs might find during the adventure. This treasure could
take any form, from gold to magic swords, to a lifetime supply of pies
(see the Treasure Chapter on page @@ for more).
In a default campaign PCs should have a number of permanent
treasure dice roughly equal to their level. Keep track of this, and when PCs should have a
you see some PCs falling behind on the treasure track, try to customize
the treasure to be something that appeals to those characters.
number of permanent
treasure dice roughly
Encounter Building equal to their level.
The encounter is the shortest story unit in the game Abstract Dungeon.
It is the equivalent of a scene in a book or movie. In it, the PCs typically
encounter a single challenge, or possibly a few linked challenges. When
you create an encounter you are focused on the immediate level,
thinking about what the PCs will do in a very short amount of time.

Encounter Difficulty
PCs are likely to overcome nearly any encounter because the odds are
so heavily weighted in their favor, but some encounters take more effort
than others.
Easy: Easy encounters have fewer dice than there are PCs. They are
just about always resolved in one round, and frequently do not require
all the members of the party to participate. You should include a few
easy encounters in an adventure for small problems that the PCs can
easily overcome.

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Standard: A standard encounters has more dice than there are
PCs, up to double the number of PCs. If the PCs want to overcome the
challenge in one round, they must all participate, and must either spend
some of their higher-value dice, or spend dice from multiple sources.
Standard encounters often last more than a single round and thus have
a chance to damage the PCs, but they seldom last a a third round. Most
encounters in your game should be standard encounters.
Difficult: Difficult encounters have dice equal to more than double
the number of PCs. PCs are unlikely to defeat the challenge in one
round, even if they spend multiple dice. The final encounter of an
adventure is typically a difficult encounter, and longer adventures might
have a few more difficult encounters along the way.

Challenge-Free Encounters Not every encounter


Not every encounter needs to contain a challenge. This frequently needs to contain a
occurs in social encounters, where the PCs just want to talk with
some NPCs, or maybe have a drink in the pub. These challenge-free challenge.
encounters are an important part of the game an add a lot flavor.

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Random Plot Hook Generator Random Plot Hook Generator
A... Wants... You can use the random plot hook
11 Goblin king 11 To loot generator to spark ideas whenever
12 Kobold chief 12 To steal you need them. You might use it
whenever the players throw you a
13 Orcish hoard 13 To pillage
curve ball, or when you just want
14 Hobgoblin war leader 14 To conquer to come up with some potential
15 Gnoll pack leader 15 To devour plot hooks that the heroes might
16 Lizardfolk king 16 The bones of a fallen comrade investigate.
21 Necromancer 21 To raise an army of undead To use the random plot hook
22 Enchanter 22 To enslave the masses generator, just make two tens and
ones rolls. The first tells you who
23 Illusionist 23 To pit enemies against each other.
the primary antagonist is, and the
24 Transmuter 24 The philosopher’s stone second tells what that antagonist
25 Diviner 25 To change the future wants.
26 War wizard 26 The greatest war on earth
31 Councilor to the King 31 To assassinate the King
32 Escaped prisoner 32 Revenge
33 Fallen knight 33 Redemption
34 Traveling bard 34 A powerful secret
35 Forgotten princess 35 Attention
36 Misguided zealot 36 To make everybody understand
41 Cult 41 Release an unspeakable terror
42 Thieves’ guild 42 To control the streets
43 Merchants’ guild 43 To control the economy
44 Secret society 44 To control the government
45 Adventuring party 45 What the PCs have
45 Druid’s circle 46 To reclaim the wild
51 Dragon 51 A horde of treasure
52 Demon 52 To corrupt the pious
53 Angel 53 To cleanse the impure
54 Troll 54 Dinner
55 Giant 55 A powerful magic item
56 Golem 56 To live
61 Vampire 61 Blood
62 Lich 62 Immortality
63 Ghost 63 Closure
64 Werewolf 64 A cure
65 Sphinx 65 To solve the ultimate riddle.
66 An elemental 66 To open a gate to another plane.

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Treasure
Treasure is a major tool that you can use to reward your players.
Treasure typically comes in the form of money, magic items, or wealth.
A die worth of gold represents a large some of money that the PCs can
spend to acquire expensive items. Magic items are enchanted items like
flaming swords and boots that let the PCs fly. Wealth represents non-
magical property that still give the PCs power and influence, such as a
tavern or the rights to a silver mine.
Treasure is also separated into permanent treasure and single-use
treasure. As the names imply, PCs can only use single-use treasure once,
but they keep permanent treasure until they are otherwise parted from As the names imply,
it.
Treasure has dice just like abilities and traits do, and PCs can spend
PCs can only use
these dice to overcome challenges when it seems reasonable the single-use treasure
treasure would be useful. In most cases PCs roll their dice for permanent
treasure at the start of their adventure, but don’t roll for single-use
once.
treasure until they actually use it.

Money
Money represents whatever currency is present where the PCs live,
most commonly coins of gold, silver, and copper. In more unusual
settings it might also represent paper notes, coca beans, or living souls.
Money can also represent valuable goods that are easy to find buyers
for, such as precious gems.
Money is by default a single-use item (though the GM’s section
contains ideas for making it a permanent item). PCs can use it directly,
such as by bribing a corrupt official, or they can use it to buy other
treasure.
By default, PCs can only use money to buy wealth, not magic
items (though as always the GM can adjust this). To purchase single-use
treasures, the PC just removes the money die and gains a die for that
item. To purchase permanent wealth, the PCs must spend an amount
of money equal to five times the value (in dice) of the item purchased.
PCs can also upgrade their items by spending five dice worth of money
for each die added to the permanent treasure. See the chart below for
details.

Treasure
Dice Cost New Cost to Upgrade from...
1 2 3 4
1 5 - - - -
2 10 5 - - -
3 15 10 5 - -
4 20 15 10 5 -
5 25 20 15 10 5

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Random Treasure
You can easily generate a random treasure by rolling on the tables
below. For completely random treasure, start with the treasure dice
table, then move on to the kind of treasure table, and proceed from
their. You begin on another table if you already know some of the details
(if you know you have want to give out a two dice weapon, just roll on
the weapon table).
The top of each table tells how many dice you should roll using the
d6 notation. For random treasure tables add dice together.

Treasure Dice Table (2d6) Random Potion Table (2d6)


Roll Treasure Dice 2 Flying
2 5 3 Love
3 4 4 Invisibility
4 3 5 Shrinking
5 2 6 Mana
6 1 7 Healing
7 1 8 Dragon Breath
8 1 9 Growth
9 2 10 Fire Resistance
10 3 11 Shape Stealing
11 4 12 Heroism
12 5
Magic Weapon Table (2d6)
General Treasure Table (1d6) 2 Holy Avenger
1-4 Single-use treasure 3 Talking
5-6 Permanent treasure 4 Phasing
5 Dancing
Single-Use Treasure Table (1d6) 6 Winter
1-3 Gold 7 Flame Tongue
4-6 Potions 8 Slaying
9 Seeking
Permanent Treasure Table (1d6) 10 Disrupting
1 Weapon 11 Venomous
2 Armor 12 Vorpal
3 Ring
4 Rods, staffs, wands
5 Miscellaneous items
6 Wealth

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Magic Armor Table (2d6) Miscellaneous Magic Items Table
2 Breastplate of the Silver Host (3d6)
3 Snake Skin Suit 3 Crystal ball
4 Interposing Shield 4 Glasses of x-ray vision
5 Shadowed 5 Necklace of vermin
6 Dwarven Plate friendship
Jim: So what do we find in the
7 Elven Chain 6 Figurine of wondrous power
kobold hoard?
8 Glamored 7 Portable hole Josie: [Rolls some dice.] Looks like
9 Throwing Shield 8 Chain of binding there’ s a suit of dwarven plate
9 Elven cloak armor.
10 Bone
10 Boots of water Walking Riley: Dibs!
11 Dragon Shield Jim: I don’t know. K’thax could
12 Mail of the Burning Legion 11 Boots of jumping
use some magic armor.
12 Hat of disguise Riley: But I’m a dwarf, and it’s
Magic Ring Table (2d6) 13 Rope of climbing dwarven armor.
2 Spell Turning 14 Spoon of sustenance Riley: Fine, but I get the next cool
3 Regeneration 15 Ever-full stein treasure.
16 Coin of good luck Josie: Bob notices some dwarven
4 Mind Shielding writing and a family crest on
5 Elemental Command 17 Flying carpet
the armor. What does it say and
6 Animal Friendship 18 Helm of telepathy whose crest is it?
7 Ring of Feather Fall Riley: [Thinks for a minute.] It’s
8 The Ram Wealth Table (2d6) the crest of the Ironguard clan.
2 Mine* The entire clan was destroyed by...
9 Invisibility
3 Crafting Shop* something?
10 Shielding Simon: Demon invasion.
11 Wizardry 4 Library
Riley: Yeah, that’s the ticket. And
12 Three Wishes 5 Boat the righting says it once belonged
6 Art Object to the hero Bosrack Ironguard.
Rod, Staffs, and Wands Table 7 Bling Hey I found the armor of a hero!
(2d6) 8 Fancy Clothes Riley: Any other treasure?
9 Mount Josie: Let me see. [Rolls some
2 Death Stick
dice.] Looks like you also found
3 Rod of Lordly Might 10 Hirelings*
an ever-full stein.
4 Fairy Wand 11 Tavern* Riley: Dibs!
5 Staff of Healing 12 Castle*
6 Icicle Wand *These items are unlikely to be
7 Immovable Rod part of an actual treasure hoard.
8 Staff of Fire The result might represent a deed
or contract, or you can simply
9 Staff of Snakes
reroll.
10 Transmuter’s Staff
11 Wand of Wonder
12 Staff of the Arch Magi

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Sample Treasure
The treasures described in the following section are examples of
treasure that player characters might find in your campaign. These are
not the only treasures they might find, so please come up with your own
ideas for new items to discover.

Weapons
Weapons are items that can be used to physically harm somebody, such
as axes, swords, or nunchucks.

Dancing
Weapon
At your command this weapon can animate and fight against your foes.

Disrupting
Weapon
These weapons are particularly effective against undead, by disrupting
the necrotic energies that fuel the creature’s unlife. A single blow from
a disrupting weapon can reduce an undead creature to dust. Disrupting
weapons are frequently bludgeoning weapons like maces and hammers.
Special: When used against undead, treat any dice from the
weapons as though they had a face value of six.

Flame Tongue
Weapon
Upon command this weapon bursts into flame. It sheds light as torch,
and burns anything the blade touches.

Holy Avenger
Weapon
These weapons appear to be fairly ordinary in the hands of most
characters, but in the hands of the most pious warriors, they explode
with radiant power. If you are such a warrior, can use the holy avenger
to create a divine barrier to protect you and your allies from harm, in
addition to using the weapon to attack.
Special: Most characters cannot use more than 1 die from a holy
avenger. Holy warriors who can unlock its full potential can use all of
its dice. If you are such a character, when you use the weapon against
demons, devils, or undead, treat the value of any dice spent as one
higher than face value.

Talking
Weapon
When drawn from its scabbard, this weapon immediately begins
speaking. Each different weapon has its own personality and you may
wish to roll on the Traits Table on page @@ to determine just how the
weapon acts. Talking weapons grant their bonus dice either because
they give you advice, or because they hurt your foes.

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Phasing
Weapon
This weapon is typically a missile weapon such as a bow or crossbow.
Projectiles fired from this weapon pass through solid obstacle until it
strikes a living target.

Venomous Weapon
This weapon secretes a poison that is passed into the bloodstream of
any creature it hits. Though many such poisons are deadly some merely
paralyze their victims, or render them unconscious.

Seeking
Weapon
Seeking weapons are ranged weapons. When the weapon is thrown it
homes in on its target, changing its path to go around corners, or follow
escaping foes. The ammunition from bows and crossbows similarly
follow their targets.
Special: This must be a ranged or thrown weapon

Slaying
Weapon
This weapon is designed to slay a particular kind of creature, chosen at
the moment of its creation. They are often carved with runes to state
their purpose, and glow whenever their designated foe is near.
Special: When used against creatures that the weapon is keyed
against, treat the value of any dice spent as though it were one greater
than face value.
When you discover a slaying weapon, make a tens and one roll to
determine what kind of creature it is keyed against.

Slaying Weapon
11 Angel 31 Ghost 51 Ooze
12 Beast 32 Giant 52 Ogre
13 Bird 33 Gnome 53 Orc
14 Cleric 34 Goblin 54 Plant
15 Construct 35 Halfling 55 Rabbit
16 Demon 36 Hobgoblin 56 Reptile
21 Dinosaur 41 Human 61 Skeleton
22 Dragon 42 Insect 62 Spider
23 Dwarf 43 Kobold 63 Troll
24 Elf 44 Lizardfolk 64 Vampire
25 Elemental 45 Lycanthrope 65 Wizard
26 Fish 46 Mummy 66 Zombie

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Vorpal Blade
Weapon
These legendary blades are impossibly sharp, forged in a process long
since forgotten. They say that these swords can be used to slay even the
most powerful monsters.
Special: The dice in the vorpal blade’s pool are all sixes. They can
only be used to defeat a creature that has a head, and in defeating the
creature you chop off its head.

Winter
This weapon in perpetually covered in a layer of frost. It is cool to the
touch, but that is nothing compared to the devastating cold it delivers to
any foe it strikes.

Armor
All armor and shields have a special use for their dice. When you takes
damage from a source that the armor might protect against, you may
reduce the damage from the armor instead of the ability. This does not
change the value of the damage (unless otherwise noted).

Bone
Armor
This suit of mail is made from the bones of people or animals. In
addition to protecting you, it is a ghastly sight to behold. At least to most
people. Necromancers and the like might find it stylish.

Breastplate of the Silver Host


Armor
This silver plate armor seems to always be polished to a perfect shine.
Upon command, white feathered wings spring from the back of the
armor and carry you aloft.
Special: When damage from demons is applied to the armor,
reduce the value of the damage by one (minimum of zero).

Dragon Shield
Armor
This shield is engraved with the face of a fierce dragon. It is particularly
the effective against attacks made by dragons.
Special: When you apply damage from a dragon to the shield,
reduce the value of the damage by one (minimum of zero).

Dwarven Plate
Armor
This heavy plate armor was forged by ancient dwarves using long lost
techniques. It is nearly indestructible.

Elven Chain
Armor
This fine chain shirt is made from mithral and crafted by the elves. It is

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so light and flexible, it feels like a cloth shirt, yet it is strong enough to
withstand any arrow.

Glamored
Armor
This suit of armor is enchanted with powerful illusionary magic so that it
can take the appearance of any kind of outfit you wish.

Interposing Shield
Armor
This shield is enchanted with magic runes that help it protect not only
you, but also your allies.
Special: If you take damage for an ally that you could reasonably
apply to the shield, you can apply the damage to the shield without
increase the amount. (Normally you increase the damage amount when
taking it for an ally).

Mail of the Burning Legion


Armor
This black iron mail is hot to the touch but does not burn the wearer.
Upon command a dozen chains burst forth from the armor. You can
command these change to attack foes, or use them to carry yourself
along like they were spindly legs.
Special: When damage of an angel is applied to the armor, reduce
the value of the damage by one (minimum of zero).

Shadowed
Armor
Darkness clings to this armor. It not only protects you, but also aids in
attempts to go unseen.

Snake Skin Suit


This armor is made from snake skins and grants you extra protection
from poisonous attacks.
Special: When damage of venomous creature is applied to the
armor, reduce the value of the damage by one (minimum of zero).

Throwing Shield
You can use this circular shield to block attacks or throw it at enemies
like a discus. When thrown it always returns to your arm.

Rings
Rings are small metal bands that you can place on your finger. While the
magical effects might occur whenever you wear the ring, you only get a
benefit from it when you spend the dice.

Animal Friendship
Ring
When you wear this simple loop of leather, animals seem less hostile
and more likely to follow your commands.
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Elemental Command
Ring
These rings come in for different varieties, each allows you to control
one of the four classic elements, air, earth, fire, or water. In addition,
while wearing the ring, elemental creatures of the appropriate type are
more likely to parlay with you or consider you an ally.
To determine the nature of the ring roll on the table below.

Ring of Elemental Control


1 Air
2 Earth
3 Fire
4 Water
5-6 Reroll

Invisibility
Ring
This plain gold ring makes you disappear from sight whenever you place
it on your finger.

Feather Falling
Ring
A feather pattern is engrave along the edge of this ring. If you fall while
wearing it, the ring slows your descent, protecting you from harm.
Special: When you take damage from falling, you may apply the
damage to the ring’s dice without increasing the damage.

Mind Shielding
Ring
Runes of protection adorn this jade ring. It helps keep your mind safe
from psychic intrusion.
Special: The dice from this ring cannot be used to make attacks.
Instead they absorb damage from mental attacks without increasing the
damage value.

The Ram
Ring
This bronze ring has a head of a large ram engraved on the front of it.
Upon command, a battering force erupts from the ram’s head, bursting
down doors or knocking down foes.

Regeneration
Ring
This ring greatly speeds up natural healing allowing you to recover from
mortal wounds in just a few hours.
Special: You can transfer dice from the ring of regeneration to
Toughness or Agility, You may only do so while you are not in a conflict,
and you cannot increase these abilities beyond their normal value.

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Shielding
Ring
This ring creates an invisible shield of force roughly three in diameter. It
floats several inches away from the ring. You can move the force shield
with a wave of your hand.
Special: The dice from this ring cannot be used to make attacks.
They can be used to absorb damage from anything that a shield of
invisible force could block without increasing the damage value.

Spell Turning
When magic spells are cast at you while wearing this ring, you are able
to turn them back at their caster.
Special: When you are damaged by a magic spell, you may apply
the damage to the ring’s dice with no increase in damage. If you do, the
caster suffers an equal amount of damage.

Three Wishes
Ring
This platinum ring has three large rubies clustered together in a triangle.
When you make a wish, one ruby turns to dust, but your wish is granted.
Special: This treasure does not have permanent dice attached to
it. Instead when you make a wish, you may roll six dice to represent the
outcome of that wish. Unlike the standard rules for magic treasure, you
may spend all six of those dice in a single round. When you have used
all three wishes, the ring loses its magical powers (though it’s still a nice
ring).
Alternatively, with GM approval, your wish might grant you a single
permanent die in one ability, trait, or treasure.

Wizardry
Ring
This silver ring is engraved with arcane runes. It allows spell-casters
to draw power from the ring to fuel their spells allowing them to cast
more each day. Despite the name it works for all kinds of magic, not just
wizard magic.
Special: You can transfer dice from the ring of wizardry to Spirit
or Intellect, You may only do so while you are not in a conflict, and you
cannot increase these ability beyond their normal value. You do not roll your
Potions potion dice at the
Unlike most treasure, you do not roll your potion dice at the start of the start of the adventure.
adventure. Instead roll your potion dice only after you decide to use the Instead roll your
potion. Once you have used the potion you may use the dice at any time
until the potion’s duration expires, or you refresh your dice. After you potion dice only after
consume a potion it is gone forever. you decide to use the
Dragon Breath potion.
Potion
The cloudy reddish-brown liquid is so spicy it feels like your mouth is on
fire. As you breath out a gout of flame bellows from your mouth.
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Fire Resistance
Potion
This orange potion is numbs your mouth as you drinking it. Though
there is no immediate effect, but should you stick you hand in a fire, you
feel nothing but a slight tingle. This potion lasts for one day, or until you
spend the dice.
Special: You cannot use these dice to make attacks. Instead when
you drink the bottle, you gain a die pool that you may use to absorb
damage dealt by fire.

Flying
Potion
This cloudy white potion has no flavor and you barely can tell you are
drinking it. Once you have, however, you are able to fly off the ground
though pure force of will. This flight lasts 10 minutes, or until you have
spent all the dice.

Gaseous Form
Potion
This bottled is sealed with wax, but has no liquid within it. However if
you inhale the air inside, your form loses substance, so you resemble
little more than a billowing cloud. In this form you can pass through any
opening that is not air tight, and most attacks pass right through you.
You remain in this form for 10 minutes or until you have spent the dice.

Growth
Potion
As you drink this potion it seems to produce far more liquid than the
beaker indicated. Upon drinking it you grow to double your height and
gain tremendous strength. This growth lasts for one hour, or until you
spend the dice.

Healing
Potion
These crystal blue liquids have a sharp bitter taste. Drinking them causes
cuts, bruises, and burns to repair themselves and after drinking it you
feel refreshed. When you drink the potion, before rolling assign the dice
to either Toughness or Agility. You cannot assign more dice than your
maximum value.

Heroism
Potion
This sparkling golden drink tastes like all the greatest flavors from a
sumptuous feast. When you drink it you become the paragon of battle.
All your attacks, whether sword or spell are tremendously effective.

Invisibility
Potion
Upon drinking this potion you become invisible. Other creatures cannot
see you, though you can still be heard, smelled, and touched. You
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become visible again after expending all the dice of the potion, or after 1
hour, whichever comes first.

Love
Potion
This clear liquid is sweet almost to the point of decadence. After
consuming it, the drinker becomes completely enamored with the next
creature of the species and gender that the imbiber would normally be
attracted to. This infatuation lasts for one day, or until the dice granted
are used up.
Special: Unlike most potions this potion is not intended to be drunk
by a PC, and they gain no dice for drinking it. Instead they gain the dice
benefit if they are the object of the drinker’s affection.

Mana
Potion
These sparkling red liquids bubble and fizz in your mouth. It restores
your mystical power and mental energy. When you drink the potion,
before rolling assign the dice to become either Intellect or Spirit. You
cannot assign more dice than your maximum value.

Shape Stealing
Potion
This liquid appears clear until you add the final ingredient, a hair from
the creature you wish to duplicate, at which point it takes on a flavor
and color distinct to that creature. It allows you to take on the form of
one creature roughly equal in size and shape (a dwarf might imitate and
elf, but not a giant or a wolf). This transformation lasts four hours.

Shrinking
Potion
There is only a tiny drop of flavorless liquid in the vial. After drinking it,
you shrink down to just one tenth your size. You remain that way for one
hour, or until you expend the dice pool.

Wands, Staffs, and Rods


Wands, staffs, and rods are sticks of various lengths. They are frequently
used to channel magic attacks, though some can be used by anybody.

Death Stick
Wand
The elegant wand is made of wood from the elder tree. It radiates
as seems to move on its own in your hand. The death stick enhances
necromancy magic and death spells.

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Icicle Wand
Wand
This wand seems to be a broken icicle that never melts. It is cold to the
touch but does not damage your skin. It magnifies the power of cold-
based magic.

Immovable Rod
Rod
With a click of a button this rod freezes in place, and cannot be moved
by any means.

Fairy Wand
Wand
This wand seems to be a living branch of oak that continues to grow
leaves even though it is not attached to a tree. Fairy wands amplify
the power of enchantments that alter target’s emotions, feelings, or
thoughts.

Rod of Lordly Might


Rod
This metal rod has a large ball at the top and several buttons. Pushing
these buttons can transform the rod into several shapes, including a
sword, axe, spear, ladder, or vaulting pole. Another button can make the
rod point to magnetic north.

Staff of the Arch Magic


Staff
This powerful staffs are prized by spell casters everywhere. They
enhance any kind of magical attack that the you make. In desperate
situations you can even break the staff to unleash its power all at once.
Special: You may break the staff in a retributive strike. If you do you
do, you gain a number of dice equal to ten times the number of dice
that the staff had. You must immediately use these dice to attack your
enemies (this ignores the normal limit for magic item dice).
Unfortunately your allies also take damage equal to five times the
number of dice the staff possessed (applied however they wish). You
must roll on the table below to determine your fate.

Retributive Strike
1 You take damage equal to five times the number of dice the staff
possessed
2 You take damage equal to ten times the number of dice the staff
possessed
3 You teleport to far off location
4 You teleport to another plane
5 You instantly die
6 Roll again twice

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Staff of Healing
Staff
This staff is infused with healing magic. It can close wounds and remove
disease with a gentle touch.
Special: You can use a die from the staff to replenish a die of
Toughness or Agility to one PC (this cannot increase the PC’s die pool
beyond its maximum).

Staff of Fire
Staff
The oaken staff seems to constantly smolder. It is warm to the touch and
emits a thin trail of smoke, but it is never consumed. Upon command,
some or all of the staff bursts into flame. It also enhances any fire spell
cast while wielding it.

Staff of Snakes
Staff
Upon command, this staff transmutes into a venomous snake. The snake
follows your commands to the best of its ability.

Transmuter’s Staff
Staff
This staff can change its shape into anything you desire. It enhances
magic that alters the physical form, such as turning somebody into a
newt.
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Wand of Wonder
Wand
These powerful but dangerous wands directly channel chaos magic.
They produce different results nearly every time that they are used.
Special: Do not roll the die for a wand of wonder until you decided
to use it. In addition to rolling the die you spend, you should also roll
two tens-and-ones rolls and consult the tables below to see what the
wand produces. If the you can find a way to justify why the result of the
tens-and-ones roll is useful, you may spend the die. Otherwise the GM
may attempt to justify why the result backfires, and if she does so, you
take damage equal to the die. If she does not, than no result comes from
the die.

Wand of Wonder Table 1 Wand of Wonder Table 2


11 Explosion of 41 Hallucinogenic 11 Fire 41 Mushrooms
12 Ray of 42 Rapidly growing 12 Shrinking 42 Vines
13 Beautiful 43 Flaming 13 Music 43 Swords
14 Spell of 44 Cloud of 14 Gender Reversal 44 Fog
15 Flying 45 Invincible 15 Piranhas 45 Armor
16 Spray of 46 Rabid 16 Flowers 46 Badgers
21 Venomous 51 Forgotten 21 Snakes 51 Tome
22 Binding 52 Bolt of 22 Chains 52 Lightning
23 Smelly 53 Hail of 23 Cheese 53 Arrows
24 Invisible 54 Rain of 24 Stalkers 54 Stones
25 Golden 55 Mocking 25 Coins 55 Laughter
26 Boiling 56 Screeching 26 Acid 56 Eels
31 Transformed into 61 Cone of 31 Newts 61 Cold
32 Flesh to 62 Ravenous 32 Stone 62 Zombies
33 Shimmering 63 Undead 33 Colors 63 Spiders
34 Sleeping 64 Overwhelming 34 Dragons 64 Darkness
35 Ninja 65 Slimy 35 Monkeys 65 Worms
36 Man-eating 66 Biting 36 Plants 66 Skulls

Miscellaneous Items
Miscellaneous items are magic items that do not fit easily into other
categories.

Boots of Jumping
Miscellaneous Item
The stylish boots have thick rubber soles that put a bounce in your step.
When you wear them you gain the ability to make leaps of astonishing
distances.

Boots of Water Walking


Miscellaneous Item
These fine leather boots are well oiled. They enable you to walk on
water (and other similar liquids) as though it was solid ground.
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Chain of Binding
Miscellaneous Item
Upon command, these thick iron chains wrap themselves around a
target of your choice, and do not release the creature until you issue
another command.

Coin of Good Luck


Miscellaneous Item
This appears to be a simple copper coin, but it is said to bring great
fortune on any who possesses it. In addition, when you flip it, the coin
always lands on the side (heads or tales) that you call out.

Crystal Ball
Miscellaneous Item
Crystal balls are powerful tools of divination. They allow those who stare
into them to view far off places. You can also attempt to use a crystal ball
to peer into the future, however, such visions are often shadowy and
imperfect.

Elven Cloak
Miscellaneous Item
Though it is made from a thing and light material, this cloak keeps you
warm in all but the coldest environments.

Ever-Full Stein
Miscellaneous Item
This large silver beer stein always remains two-third full of ale regardless
of the how much is drunken from it. Despite this it never spills, and the
ale cannot be poured into other containers.

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Figurine of Wondrous Power
Miscellaneous Item
Most of the time these objects seem to be a small replica of a particular
animal made from a range of substances. However when you speak
a command word, the figurine grows to life-size (or giant-size) and
animates. In this form it follows your commands to the letter.
When you first encounter a figurine of wondrous power, make two
tens-and-ones rolls to determine the material it is made out of and the
animal it depicts.

Figuring of Wondrous Power Table 1 Figuring of Wondrous Power Table 2


11 Bone 41 Terracotta 11 Whale 41 Warrior
12 Ivory 42 Oak 12 Goat 42 Bear
13 Jade 43 Tin 13 Serpent 43 Woodcutter
14 Agate 44 Amber 14 Moose 44 Scorpion
15 Bronze 45 Emerald 15 Griffin 45 Crocodile
16 Gold 46 Porcelain 16 Lion 46 Dancer
21 Silver 51 Mithral 21 Raven 51 Dragon
22 Ebony 52 Adamantine 22 Fly 52 Tortoise
23 Marble 53 Pewter 23 Elephant 53 Python
24 Obsidian 54 Sapphire 24 Horse 54 Shark
25 Onyx 55 Quartz 25 Dog 55 Wolf
26 Serpentine 56 Malachite 26 Owl 56 Monkey
31 Granite 61 Amethyst 31 Rhinoceros 61 Hippopotamus
32 Glass 62 Turquoise 32 Spider 62 Kraken
33 Ruby 63 Jet 33 Phoenix 63 Panther
34 Iron 64 Mahogany 34 Dragon 64 Camel
35 Copper 65 Teak 35 Cobra 65 Eagle
36 Paper 66 Plush 36 Crane 66 Tiger

Flying Carpet
Miscellaneous Item
This carpet is a yard wide and twice as long. It is woven in an intricate
patter by what must be a talented artist. Upon command the carpet
rises into the air and bears you aloft.

Glasses of X-Ray Vision


Miscellaneous Item
These anachronistically named glasses allows the wearer to see through
nearly any solid substance. Lead and possibly certain other substances
determined by the GM block the x-ray vision.

Hat of Disguise
Miscellaneous Item
This hat first seems to be a simple gray wool cap, but when worn, it
transforms to match whatever outfit the character wears. The hat has
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the power to cloak you in shroud of illusion. It can make the you look
like any creature of similar size and shape.

Helm of Telepathy
Miscellaneous Item
This ornate helm allows you to both project you thoughts to others, and
read the surface thoughts of nearby creatures.

Necklace of Vermin Friendship


Miscellaneous Item
This necklace is made of fine amber. It is enchanted with powerful
magic that causes insects, arachnids, and similar creatures to perceive
the wearer as a friend. It also enhances magical spells involving such
creatures.

Portable Hole
Miscellaneous Item
This seems to be a simple piece of black cloth, a circle measuring three
feet across. However when you place it on a surface and speak the
command word, a hole appears where none existed before.

Rope of Climbing
Miscellaneous Item
This strong hempen rope can be commanded to animate itself,
stretching upward so that creatures can climb it, even if there is nothing
for the rope to affix itself to. You can also command the rope to tie and
untie itself.

Spoon of Sustenance
Miscellaneous Item
When you place this wooden spoon in a bowl or similar vessel, it fills
that vessel with a bland but nourishing gruel.

Wealth
Wealth includes just about anything that is valuable and useful, but not
magical. In general wealth tends to be more useful outside of fights.

Art Object
This is a beautiful work of art. Most often it is a statue or painting, but
art objects also include fine rugs, illuminated manuscripts, or ornate
versions of mundane items. Most people value art objects for their
aesthetic qualities, but some people appreciate the art based on who
created it or purely for its monetary value.

Bling
Wealth
Bling is valuable jewelry, including necklaces, rings, bracelets and
piercings. It is not a single item, but a collection of several items. Bling is
intended to show off your wealth and impress other people.

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Boat
Wealth
You have a boat. It might be anything from a canoe to a three masted
sailing ship. Boats are most frequently used when crossing bodies of
water, including lakes, rivers, and oceans.

Castle
Wealth
This is a large fortified structure. The main function of a castle is to
protect the land against invading forces, but they can also be used as
leverage in negotiations among nobles.

Crafting Shop
This is a small building that both manufactures and sells a particular type
of goods, such as clothing, shoes, weapons, armor, pottery, or carpentry.
Shops can provide you both with those goods, as well as a steady
income.

Fancy Clothes
Wealth
These clothes are particularly stylish and likely to impress the people
who see them. Their dice are likely to be used in social situations when
it’s important to give off an air of wealth or style. Multiple dice typically
reflect larger wardrobes filled with many fancy outfits.

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Hirelings
Wealth
You have several employees who you pay a decent wage, and in return
they provide you with labor. These includes porters, butlers, stewards,
cooks, and the like. Hirelings are seldom skilled in combat. Note that you
do not actually own the hirelings, this just represents the fact that you
have enough money to regularly pay them. If you mistreat your hirelings
they will go elsewhere, and if you earn a reputation for causing their
deaths, you are unlikely to acquire more.

Library
Wealth
You own a large collection of books. These frequently help you look up a
specific piece of information on a particular topic.

Mine
You own the mining rights to underground minerals. This includes
precious metals like silver and gold, gems like diamonds and emeralds,
and more practical minerals like iron, tin, or salt. Mines are beneficial
both because they can provide you with the mineral in question, and
also because the can produce a stead source of income.

Mount
This is a riding animals, most typically a horse, but it could be a more
exotic animal like an elephant, griffin, or giant bee. You are encouraged
to come up with descriptions and names for your mounts. Mounts are
frequently used when traveling, and possibly during mounted combat.

Tavern
This is a drinking establishment and meeting place. It may also serve
food and offer lodging. You might use the dice of your tavern to gather
rumors or bribe somebody with free alcohol. More dice often represent
a larger or more popular tavern.

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Monsters and Other Challenges
A challenge can be anything that prevents the PCs from obtaining their
goal, such as monsters, environments, or obstacles. Whatever the
challenges represent, their mechanical statistics look pretty much the
same.

Reading a Stat Block


Basic stat blocks follow the same format. If a challenge does not have a
resist, vulnerable, or special entry, those do not apply to that challenge.

[Name]
# Dice [Type]
Attack: [Description], damage
Resist: (Optional)
Vulnerable: (Optional)
Special: (Optional)

Name: The name of the challenge.


Dice: How many dice you roll to represent the challenge.
Type: This says what type of challenge it is, such as a monster,
environment, or obstacle. It also notes if it is a boss or super-boss.
Attack: This is the most common way for the challenge to attack. You
can always change this to better fit the story or situation, but use the
suggested values as a guide.
Resist: Dice that come from sources listed here have their value
decreased by one. Usually this lists abilities, but sometimes includes
other things.
Vulnerable: Dice that come from sources listed here have their value
increased by one. Usually this lists abilities, but sometimes includes
other things.
Special: This lists other rules that apply to the challenge.

Monsters
Monsters are the most likely conflict for PCs to encounter. The represent
animate creatures that may have hostile intentions.

Boss and Super Boss Monsters


Boss monsters and super boss monsters are similar to regular monsters,
with a few exceptions. Boss monsters are meant to represent a major
Boss monsters are
threat, and they typically are found at the end of the adventure. meant to represent a
Super-Boss monsters are even greater threats, and can drain an entire
adventure’s worth of dice from the PCs.
major threat.
Boss and super boss monsters have more dice than the typical
monster, and their total number of dice typically depends on the
number of PCs in the adventure.
Boss monsters also attack slightly differently from most monsters.
They may spend their dice to make more powerful attacks. These
are listed in the attacks section. To make a more powerful attack the
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monster spends a die with a value equal to or greater than the value of
the attack it wants to make. Like PCs spending dice, if the die is greater
than the value of the attack, any extra is lost.

Dragon
Dragons are fearsome magical creatures that look like giant winged
reptiles. They come in several varieties that have different breath
weapons and prefer different environments.
All dragons tend to be greedy and arrogant. They hoard treasure
and consider themselves superior to all those around them.

Frost Dragon
10 Dice per PC Super-Boss Monster
Attacks
6: Breath Weapon, 3 damage (Toughness or Agility) to all enemies.
5: Entomb, 3 damage (Toughness) to one enemy. That enemy is encased
in ice and cannot take other actions until it breaks out of the ice (4 dice).
4: Spawn Icelings, 3 icelings (1 die each) appear to attack the PCs.
Icelings deal 1 Agility or Toughness damage.
3: Aura of Fear: 1 damage (Spirit) to all enemies.
2: Tale Slap: 2 damage (Toughness or Agility) to two enemies.
1: Icy Bite: 3 damage (Toughness) to one enemy.
0: Claw: 2 damage (Toughness or Agility) to two enemies.
Vulnerable: Fire
Special Abilities: Double Attack (A dragon can make two attacks each
round. These attacks must have different values.)

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Forrest Dragon
14 Dice per PC Super-Boss Monster
Attacks
6: Breath Weapon, 4 damage ( Toughness or Agility) to all enemies.
5: Cloud of Poison, 1 damage (Toughness) to all enemies. The cloud
hangs in the air and causes an additional 1 damage (Toughness) to all
enemies until the cloud is dispersed (4 dice).
4: Acid Spittle: 2 Damage (Toughness) to three enemies. Each target
also is taking continuous acid damage represented by one die on each
PC. Until the acid is removed the PC takes an automatic 1 Damage
(Toughness) durring each of the dragon’s turns.
3: Aura of Fear: 2 damage (Spirit) to all enemies.
2: Tale Slap: 3 damage ( Toughness or Agility) to two enemies.
1: Poisonous Bite: 3 damage (Toughness) to one enemy.
0: Claw: 2 damage (Toughness or Agility) to two enemies.
Special Abilities: Double Attack (A dragon can make two attacks each
round. These attacks must have different values.)

Fire Dragon
20 Dice per PC Super-Boss Monster
Attacks
6: Breath Weapon, 5 damage ( Toughness or Agility) to all enemies.
5: Dancing flames, 2 damage (Toughness or Agility) to all enemies. The
landscape is also set on fire. This fire is treated as five dice challenge,
and until it is defeated it deals 1 damage (Toughness or Agility) to each
enemy every round.
4: Ignite: 3 Damage (Toughness or Agility) to three enemies. Each target
also is set on flame represented by one die on each PC. Until the acid
is removed the PC takes an automatic 1 Damage (Toughness or Agility)
during each of the dragon’s turns.
3: Aura of Fear: 3 damage (Spirit) to all enemies.
2: Tale Slap: 4 damage (Toughness or Agility) to two enemies.
1: Fiery Bite: 4 damage (Toughness) to one enemy.
0: Claw: 2 damage (Toughness or Agility) to two enemies.
Special Abilities: Double Attack (A dragon can make two attacks each
round. These attacks must have different values.)

Dwarf
Dwarves are a proud race of fierce warriors and expert craftsman.
They they are shorter than humans but way just as much, and the men
typically grow long beards. Though generally friendly, their stubborn
pride can put them at odds with others.

Dwarf Warrior
1 Dice Monster
Attack: Battle Axe, 1 (Toughness or Agility) to one enemy.
Resist: Toughness
Vulnerable: Agility

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Dwarf Berserker
3 Dice Monster
Attack: Sweeping Axe, 2 (Toughness or Agility) to two enemies.
Resist: Toughness
Vulnerable: Agility

Dwarf King
3 Dice +3 Dice per PC Boss Monster
Attacks
4: Intimidating War Cry, 2 damage (Spirit) to all enemies.
2: Sweeping Hammer, 2 damage (Toughness or Agility) to three enemies.
0: Crashing Hammer, 2 damage (Toughness or Agility) to one enemy.
0: Dwarven Curse, 2 damage (Spirit or Intellect) to one enemy.

Elf
Elves are a people with deep ties to nature and magic. They look like
splendor humans with pointed ears. Elves are generally good but can be
xenophobic and haughty.

Elven Archer
1 Die Monster
Attack: Longbow, 1 damage (Toughness or Agility) to one target
Resist: Agility
Vulnerable: Toughness

Elven Battle Cat


2 Dice Monster
Attack: Claws, 2 damage (Toughness or Agility) to one target
Resist: Agility

Elven Enchanter
3 Dice Monster
Attack: Charm, 1 damage (Intellect) to one target and 1 damage
(Toughness or Agility) to a different target.
Resist: Intellect

Elf King
3 Dice +3 Dice per PC Boss Monster
Attacks
4: Thorny Snare, 2 damage (Agility) to all enemies.
3: Condescending Monologue, 1 damage (Spirit or Intellect) to all
enemies.
1: Twin Arrows, 2 damage (Toughness or Agility) to two enemies.
0: Elven Blade, 2 damage (Toughness or Agility) to one enemy.
0: Snide Remark, 2 damage (Spirit or Intellect) to one enemy.

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Giant
Giants generally appear to be large humans. There are several races of
giants that stand anywhere from nine to twenty feet tall.

Hill Giant
4 Dice Monster
Attack: Club, 3 (Toughness or Agility) to one enemy.
Resist: Toughness
Vulnerable: Intellect, Spirit

Frost Giant
5 Dice Monster
Attack: Sweeping Axe, 2 (Toughness or Agility) to two enemies.
Resist: Toughness, Cold
Vulnerable: Fire

Fire Giant
5 Dice Monster
Attack: Fiery Blade, 4 (Toughness or Agility) to one enemy.
Resist: Toughness, Fire
Vulnerable: Cold

Ghost
Ghost are spirits of the dead who cannot pass through to the next world.
They frequently have some tie to life that keeps them here. Individual
ghosts often have unique powers.

Ghost
4 Dice +4 Dice per PC Boss Monster
Attacks
4: Frightful Presence, 2 damage (Spirit) to all enemies.
3: Paralyzing Touch, 3 Damage (Spirit) to one enemy and that enemy
cannot attack next turn.
1: Ghostly Cleave, 1 damage (Toughness and Spirit) to two enemies.
0: Ghostly Blade, 1 damage (Toughness and Spirit) to one enemy.
0: Dark Stare, 2 damage (Spirit) to one enemy.

Goblins
Goblins are small humanoids with sharp teeth and large bat-like ears.
Their skin comes in a range of color from bright green, to rusty brown.
They often live by stealing from other humanoid communities.

Goblin
1 Die Monster
Attack: Spear, 1 damage (Toughness or Agility) to one enemy.
Vulnerable: Toughness, Intellect

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Chief’s Guard
2 Dice Monster
Attack: Hand axe, 2 damage (Toughness and Agility) to one enemy.
Vulnerable: Toughness, Intellect

Goblin Shaman
3 Dice Monsters
Attack: Dark Curse, 2 damage (Spirit or Intellect) to one enemy.
Vulnerable: Toughness, Intellect

Goblin Chief
3 Dice +3 Dice per PC Boss Monster
Attacks
2: Sweeping Axe, 3 damage (Toughness or Agility) to two enemies.
1: Soul-Crushing Insult, 3 damage (Spirit) to one enemy.
0: Battle Axe, 2 damage (Toughness or Agility) to one enemy.

Hangman Vine
Hangman vine is a carnivorous plant that ensnares it’s food in powerful
vines, than constricts it to death. After the food has died it secretes a
digestive enzyme and absorbs the meal through its flesh.

Hangman Vines
2 Dice Monsters
Attack: Choking Vines, 2 damage (Toughness or Agility)
Resist: Spirit

Hobgoblin
Hobgoblins are a humanoid race with pronounced teeth and gray-
brown skin. They revel in battle and frequently survive by raiding other
communities.

Hobgoblin Warrior
1 Die Monster
Attack: Longsword, 1 damage (Toughness or Agility)
Resist: Spirit

Hobgoblin Warmage
3 Dice Monster
Attack: Elemental Bolt, 1 damage (Toughness AND Agility)
Resist: Spirit

Hobgoblin Warchief
Goblin Chief
6 Dice +3 Dice per PC Boss Monster
Attacks
4: War Cry, 2 damage (Spirit) to all enemies.
2: Flashing Blade, 3 damage (Toughness or Agility) to two enemies.
0: Longsword, 2 damage (Toughness or Agility) to one enemy.

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Human
Humans are a race of people similar to real world humans.

Human Bandit
1 Dice Monsters
Attack: Sword or Crossbow, 1 damage (Toughness or Agility) to one
enemy.

Human Master Illusionist


6 Dice +3 Dice per PC Boss Monster
Attacks
4: Shimmering Blast, 2 damage (Intellect) to all enemies
2: Illusionary Target, 2 damage (Toughness or Agility) to one enemy and
2 damage (Spirit) to another. (An illusion causes on target to attack its
ally, and the attacker feels really bad about it)
0: Shimmering Ray, 2 damage (Intellect) to one enemy

Kobold
Kobolds are a race of small reptilian humanoids. They are weak and
cowardly, but also cunning and have a knack for traps.

Kobold
1 Die Monster
Attack: Spear or sling, 1 damage (Toughness or Agility) to one enemy.
Vulnerable: Toughness and Spirit

Kobold Elite Guard


2 Dice Monster
Attack: Short sword, 2 damage (Toughness or Agility) to one enemy
Vulnerable: Toughness and Spirit

Kobold Dragon Priest


3 Dice Monster
Attack: Flame Blast, 2 damage (Agility) to two enemies
Vulnerable: Toughness and Spirit

Kobold King
3 Dice +3 Dice per PC Boss Monster
Attacks
2: Kobold’s War Cry, 2 damage (Spirit) to all enemies.
1: Acidic Spittle, 3 damage (Agility) to one enemy.
0: Dragon Claws, 2 damage (Toughness or Agility) to one enemy.

Man Eating Plant


Man eating plants are carnivorous plants similar to Venus fly traps, but
much bigger. They wait until prey comes close, then snap their jaws
around their meal.

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Man Eating Plant
3 Dice Monster
Attack: Snapping Jaws, 3 damage (Toughness or Agility)
Resist: Spirit

Mummy
Mummies are corpses that have been preserved and animated with
necrotic magic. They frequently protect tombs.

Mummy
3 Dice Monster
Attack: Rotting Touch, 1 damage (Spirit AND Toughness) to one enemy.
Vulnerable: Spirit, Fire

Ogre
Ogres are large brutish humanoids that stand nearly eight feet tall. They
are often greedy and gluttonous and seldom very bright.

Ogre
3 Dice Monster
Attack 3 damage (Toughness or Agility)
Vulnerable: Intellect

Orc
Orcs are humanoid races with pronounced teeth, large noses, and
green-tinted skin. They are slightly larger and more muscular than
humans, and tend to live in societies where the strongest rules.

Orc Warrior
1 Dice Monster
Attack: Battle Axe, 1 Damage (Toughness or Agility) to one enemy.
Resist: Toughness

Orc Battle Priest


3 Dice Monster
Attack: Necrotic bolt 1 Damage (Toughness AND Spirit)
Resist: Toughness

Orc Chief
6 Dice +3 Dice per PC Boss Monster
Attacks
4: Intimidating Attack, 4 damage (Toughness) to one enemy and 1
damage (Spirit) to all other enemies.
2: Sweeping Axe, 3 damage (Toughness or Agility) to two enemies.
0: Battle Axe, 2 damage (Toughness or Agility) to one enemy.

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Oozes
Oozes are amorphous creatures that appear similar to giant amoeba or
shimmering cubes of gelatin.

Flesh Eating Ooze


2 Dice Monster
Attack: Flesh eating pseudopod, 2 damage (Toughness) to one enemy.

Gelatinous Cube
4 Dice Monster
Attack: Engulf, 2 damage (Toughness) to one enemy, and the target
cannot attack until it escapes (1 die obstacle) or the gelatinous cube is
destroyed.

Rat, Giant
Giant rats are similar to their smaller kin, but larger and more vicious.

Rat, Giant
1 Die Monster
Attack: Bite, 1 damage (Toughness or Ability)
Vulnerable: Toughness, Intellect

Skeleton
Skeletons are the bones of creatures that have been animated through
necromancy. They retain none of what they new in life, and do nothing
but follow the orders of their master.

Humanoid Skeleton
1 Die Monster
Attack: Rusty sword, 1 damage (Toughness or Spirit) to one enemy.
Resist: Agility
Vulnerable: Spirit

Bear Skeleton
3 Dice Monster
Attack: Undead maul 2 damage (Toughness) AND 1 damage (Spirit)
Resist: Toughness
Vulnerable: Spirit

Spider
Spiders are eight-legged creatures with thick exoskeleton. Some spin
webs and some are venomous. They are not intelligent, but hunt or trap
prey.

Spider, Big
2 Dice Monster
Attack: Poisonous Fangs, 2 damage (Toughness) to one enemy
Resist: Agility

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Spider, Really Big
4 Dice Monster
Attack: Poison Fangs, 4 damage (Toughness) to one enemy
Resist: Agility

Thornlings
Thornlings are small plant creatures that can take on a vaguely
humanoid shape. They are covered with thorns, which they can fire at
attackers.

Thornlings
1 Die Monster
Attack: Thorn Toss, 1 damage (Agility)
Resist: Agility

Troll
Trolls are large misshapen humanoids with thick green hides. They can
regenerate damaged body parts, provided they are not killed by fire or
acid.

Troll
4 Dice Monster
Attack: Claw, 2 damage (Toughness or Agility) to one enemy.
Special: If a troll is damage but not defeated at the end of the round, it
regains on die (it cannot have more than its starting dice).

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Tyrannosaurus Rex
The tyrant lizard king was once the greatest predator of its age, with
teeth the size of daggers. Though most have died out, a few exist on
secluded islands and in underground vaults.

Tyrannosaurus Rex
6 Dice Monster
Attack: Bite, 6 damage (Toughness or Agility) to one enemy.

Werewolf
Werewolves are cursed humanoids who turn into a terrible wolf-like
creature on the nights of full moons. When in this form the lose their
normal personality and become dangerous killing machines.

Werewolf
4 Dice Monster
Attack: Tooth and Claws, 2 damage (Toughness or Agility) to two
enemies.
Resist: All attacks that are not made by a silver weapon.
Special: Werewolves cannot be killed except by silver weapons. Anybody
bitten by one risks turning into a werewolf.

Winter Wolf
Winter wolves are giant white wolves that live only in the coldest
climates. In addition to their terrible bites, they can also exhale a blast of
icy cold breath.

Winter Wolve
3 Dice Monster
Attack: Freezing Breath, 1 damage (Toughness) to three enemies.
Icy Bite, 3 damage (Toughness or Agility) to one enemy.

Wyvern
Wyverns are large flying creatures akin to dragons. Unlike dragons, they
have two legs, a poisonous tale, and only animal-level intelligence. They
tend to dwell in mountains and are sometimes used as mounts by those
brave enough to train them.

Wyvern
3 Die Monster
Attack: Tail Stinger, 1 damage (Toughness and Agility) to one enemy.
Resist: Agility, Toughness

Vampire
Vampires are humanoid undead who survive by drinking the blood of
others. As they age they slowly increase in power.

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Vampire
4 Dice Monster
Attacks: Longsword 3 damage (Toughness or Agility) to two enemies.
Enchanting Gaze, 2 damage (Spirit) to one enemy, and that enemy
cannot attack the vampire next turn.
Vampiric Bite (may only use on an enemy previously subjected to
Enchanting Gaze), 1 damage (Toughness AND Spirit) to one enemy.
Special: Vampires can only be killed by a steak through the heart, or
exposing them to daylight. If defeated in other ways, they turn into mist
and escape to their coffins.
Targets bit by a vampire risk turning into vampires after their death.

Zombie
Zombies are corpses that have been reanimated through dark magic.
They are do not retain anything they remembered in life, and exist only
to follow the commands of their master.

Zombie
2 Dice Monster
Attack: Slam, 2 damage (Toughness or Spirit) to one enemy.
Vulnerable: Spirit

Environmental Challenges
Environmental challenges are dangers posed by the world around
the characters. It includes things like wilderness journeys and major
obstacles that take hours or days to bypass. Environmental dangers
almost always have a number of dice based on the number of PCs.

Climbing
The climbing environment is used for long climbs such as a mountain or
a magic beanstalk leading to a cloud kingdom. Climbing a wall or tree is
either an obstacle or not a challenge (PCs can do it automatically).

Climbing the Mountains


3 Die +3 Per PC Environment
Attack: Nasty Fall, 3 damage (Toughness) to one PC.

Navigating Through Terrain As you narrate


Navigating through terrain includes not only the PCs finding their way environmental
through a place, but also avoiding dangers such as landslides, sink
holes, and fallen trees. As you narrate them you might come up with challenges you might
specific dangers that the PCs face like crossing a raging river or climbing come up with specific
a steep slope. If you use specific dangers, feel free to alter the type and
description of the damage PCs take. dangers that the PCs
face.
Navigating the Forest
1 Die +1 Per PC Environment
Attack: Exhaustion, 1 damage (Toughness or Agility) to each PC.

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Navigating the Foothills.
2 Die +2 Per PC Environment
Attack: Exhaustion, 1 damage (Toughness or Agility) to each PC.

Surviving
PCs have to survive a lot of things, from spear wounds to the boring
droll of a government bureaucrat. The surviving environment, however,
applies to situations where the PCs are at risk of dying from starvation
or thirst or in extremely hot or cold environments. Surviving challenges
might apply in the desert or on a small lifeboat adrift at sea.

Surviving the Desert


4 dice +4 Per PC Environment
Attack: Dehydration, 1 damage (Toughness) to each PC.

Social Challenges
Social challenges involve interacting with other people (“people” is used
rather loosely in a fantasy setting). They frequently damage Intellect or
Spirit.
Social challenges
frequently damage
Dealing with Government Bureaucrats Intellect or Spirit.
Dealing with government bureaucrats can happen whenever the PCs
have to talk to somebody at city hall or fill out monotonous paperwork.
It might occur when the king imposes a tax on dragon plunder, or when
the PCs seek at license to open a new tavern.

Deal with Government Bureaucrats


4 Dice Social
Attack: Tedious prattle, 1 damage (Intellect or Spirit) to each PC.

Get Past a Guard


The get past a guard challenge assumes that the PCs want to enter
someplace without a fight. They might want to enter a city without
a contraband search, or get into a private manor to search for clues.
Generally there is one of these challenges for each guard the PCs want
to bypass.

Get Past a Guard


1 Die Social
Attack: Rude remarks, 1 damage (Intellect or Spirit) to one PC.

Find Somebody in Hiding


This challenge is used to track down somebody’s whereabouts in a city,
not to find the goblins hiding under the bed in the room where the PCs
are. It likely involves asking for rumors or talking to information brokers.
As the challenge progresses, you should narrate who the PCs meet and
what information they give.

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Find Somebody in Hiding
2 Dice per PC Social
Attack: Social humiliation 1 damage (Spirit) to each PC.

Negotiate a Surrender
This challenge is designed to represent the PCs talking to generals, kings,
orc chiefs, and others who might be leading an army or a nation to war.
It is not meant to convince two kobolds to give up fighting.

Negotiate a Surrender
3 Dice +3 Dice per PC Boss Social
Attacks
4: Unreasonable demands, 2 damage (Intellect) to all PCs.
2: Going around in circles, 1 damage (Spirit or Intellect) to three PCs.
0: Pointed insult, 2 damage (Spirit or Intellect) to one PC.

Obstacles
Obstacles are things that PCs need to expend energy to overcome, but
that do not really threaten them if left alone. In general there should be
some kind of benefit to overcoming obstacles. If there is no benefit, just
let the PCs succeed.
Obstacles are different from most challenges in that they do not
deal damage.

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Climb
A climb is used when there is a small obstacle to climb such as a rope,
a wall, or a tree. For longer climbs, like scaling a mountain, use the
climbing environmental challenge. As with most other obstacles, there
should be some kind of reward or time pressure for the climb, otherwise
just let the PCs make the climb without spending dice.

Climb a Tree
1 Die Obstacle

Climb a Rope
2 Die Obstacle

Climb a Wall
3 Die Obstacle

Lock
Something is locked shut. It might be a door, treasure chest, or manacle
holding the kidnapped prince. PCs most commonly overcome locks by
picking them or breaking them.

Poor Lock
1 Die Obstacle

Average Lock
2 Dice Obstacle

Good Lock
3 Dice Obstacle

Hidden Item
An object is hidden someplace and the PCs want to find it. It might be
a stash of gold, a magical artifact, or the key they need to escape the
dungeon.

Hidden Under the Bed


1 Die Obstacle

Hidden in a Secret Compartment


3 Dice Obstacle

Looking for a Needle in a Haystack


5 Dice Obstacle

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Into the Forest Dark
A Sample Adventure

Disturbing reports have come from Morvan’s Hollow, and the


merchant’s guild needs adventures to reach the isolated town and
discover the problem. To do so heroes need to pass through a dark and
treacherous forest.
Into the Forest Dark is an Abstract Dungeon Adventure designed to
serve as an introduction to the game and to the isolate community of
Morvan’s Hallow.
Eldin took the
Adventure Background necklace, and in
About a week ago a youth from Morvan’s Hollow named Eldin was
exploring the nearby forest, when he discovered an ancient Cairn. He doing so awoke the
saw many things inside, including a necklace made of polished amber. spirit of an elven
Eldin took the necklace, and in doing so awoke the spirit of an elven
druid named Haithot. druid named Haithot.
Haithot is angry not only because of his stolen necklace, he also is
upset by the deforestation and pollution caused by the nearby human
settlements. He is using his druidic powers to turn nature against
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the any who attempt to pass through the Dark Forrest. So far several
merchants and travelers have perished passing through. One escaped
and lived just long enough to tell the tale.

XP
PCs who complete the adventure without refreshing receive 2 XP. Those
who take one rest receive 1 XP. If they take two or more rests, Eldin tries
to return the necklace. Haithot kills Eldin and reclaims the necklace,
then returns to his slumber. The problem is solved and the PCs gain no
XP.

Player’s Introduction
The adventure begins when a member of the Merchant’s Guild named
Sylvist advertises that she’s looking to hire an armed escort to get
her through the Dark Forrest, and more importantly to discover what
happened to the others who passed through. Yesterday a man
Sylvist is a gregarious woman in her early forties. She is also a
shrewd business woman who looks for any chance to squeeze another limped into town, half
copper out of her clients. She tells the PCs that for almost a week no gnawed to pieces.
travelers have emerged from the Dark Woods, until yesterday. A man
limped into town, half gnawed to pieces. He muttered something about
“teeth and claws” before he passed away.
Sylvist intends to leave for Morvan’s Hallow tomorrow at first light
and hopes to hire the PCs to escort her there safely. She will give them
a small some of coin (no mechanical effect) if they manage that, and a
larger sum (one die) if they get her to Morvan’s Hallow and make the
woods safe again.
Sylvist is happy to answer an PC questions, but she does not know
much about the threat they will face. Normally it takes about eight hours
to reach Morvan’s Hallow, six of which are through the Dark Forrest.

The Dead Man


If PCs wish to examine the body of the man who came from the woods,
they are free to do so. They can tell obviously that he suffered many
bite wounds. Those who take a close look find more. If PCs investigate
physically they have a one die obstacle (resist Toughness and Agility) to
learn more. (Roll a single six-sided die. PCs must spend one or more of
their dice equal to or greater than the obstacle die to overcome it. Treat
PC dice from Toughness and Agility as though they were one lower than
face value). The PCs should narrate how they are using that die, and
it should make sense for both the source of the die and the problem
at hand. (For example a player would need a good rational for using
Toughness to investigate the body, as punching it until it talks would
probably not reveal much).
If the PCs succeed, they discover splinters of wood among bite
wounds. The wood splinters seem to have impaled themselves in the
victim. (These come from plants animated by Haithot.)
If PCs attempt to sense the body for any lingering magic, it is a two
dice obstacle (Resist Toughness and Agility) allows them to notice a
lingering aura of nature magic.
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Into the Forest Dark
True to her word Sylvist sets out at first light the next day. She brings
with a single wagon pulled by two draft horses.
The following encounters in the forest can happen in any order, and
you need not use all of them. Try to gauge the mood of your players and
offer them encounters they are ready for.

Abandoned Caravan
Not far into the forest, the PCs come upon an abandoned caravan.
The horses lie dead and have been gnawed on by animals. There is
not an immediate sign of the humanoids who led the caravan. The
actual contents of the caravan have been largely ignored. The ground is
covered with animal tracks.
The PCs can also find a concealed compartment within one of
the wagons by overcoming a two dice obstacle (vulnerable Spirit and
Intellect). Inside the compartment they find a 1d6 random potions (see
random potion table on page @@).
A one die obstacle (vulnerable Spirit and Intellect) also allows the
PCs to follow the animal tracks to a nearby wolf den where they find the
corpses of two humans.
The bear and wolves
fight together, which
Animal Attack
The heroes have come to the attention of Haithot, and he dispatches a
anybody who knows
pack of wolves and a single grizzly bear to deal with them. The bear and about nature can tell is
wolves fight together, which anybody who knows much about nature
can tell is not normal.
not normal.
There is one wolf per PC, and a single bear.
Roll the dice for each monster present (keep the three dice for
the bear together). The PCs act first and may spend dice to defeat the
monster’s dice (and they should narrate how they do so). If any dice
remain after the PCs act, the monsters respond and automatically deal
the damage listed.

Bear
3 Dice Monster
Attack: Maul 3 damage (Toughness or Agility)
Resist: Toughness
Vulnerable: Spirit

Wolves
1 Die Monster
Attack: Bite, 1 damage (Toughness or Agility)
Resist: Agility
Vulnerable: Spirit

Journey to the Cairn


At some point the PC are likely to figure out some sort of druidic power
is controlling the forest creatures. When they try to track it to its source.
When they do so make sure that they justify how they are trying to find

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it, such as communicating with the wildlife or attempting to sense a
magic source of greater power.
If the PCs found Eldin and convince him to show the way, you
should also run this challenge.
While the challenge lists “fatigue” as the damage source, feel free
to improvise something more specific, such as the PCs falling into a sink
hole or being swept away while crossing a river.

Navigating the Forest


2 Dice per PC Challenge
Attack: Fatigue, 1 damage (Toughness) to every PC.

Stick and Stones


Haithot is not done attempting to destroy the PCs, and this time
animates plants and animals from the forest to slay them. Thorn bushes
twist into humanoid form, while stones sprout legs and try to crush the
PCs.
There is one thronling per PC and one animated stone per two PCs.

Thornlings
1 Die Monster
Attack: Thorn Toss, 1 damage (Agility)
Resist: Agility

Animated Stones
2 Dice Monster
Attack: Slam, 2 damage (Agility or Toughness)
Resist: Toughness

At the Cairn
The entrance to Haithot’s Cairn is a rocky opening in the side of a
small hill. PCs who examine the entrance find that it has been recently
disturbed and they also see traces of ancient writing on a lintel stone
above the door. As a one die obstacle (vulnerable Intellect) PCs can
decode the ancient elven dialect and translate it as “Here Lies Haithot,
protector of the forest. Do not disturb his rest.”
The inside of the cairn is simple. A single hallway leads to Haithot’s
burial chamber.

Eternal Guardians
There are many animal bones scattered through out the passage. As the
PCs pass through, some of them assemble themselves into the forms of
great bears.
There is one bear skeleton for every two PCs.

Bear Skeleton
3 Dice Monster
Attack: Undead maul 2 damage (Toughness) and 1 damage (Spirit)
Resist: Toughness
Vulnerable: Spirit
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Burial Chambers
When PCs reach the burial chamber, they find a large rock pile at the
center (Haithot’s body lies under the rocks). The rocks were recently
moved (by Eldin) so the skeleton is now easily accessible. Haithot’s spirit
rises from the stones. He appears as a spectral elf clad in animal skins
“Defilers, you shall pay
are wielding an oaken staff. “Defilers,” he says to the PCs. “You shall pay for your crimes with
for your crimes with blood.”
Because Haithot is a boss monster, he has much more dice than
blood.”
-Haithot, ghost druid
most monsters, and he attacks slightly differently. He may spend any
of his dice to make an attack listed in his description that has a value
equal to or lower than the die he spends. He may always use his 0 attack
without spending any dice. Also feel free to improvise new attack similar
to those listed if you think a different description would better fit the
battle.

Haithot, Druid Ghost


6 Dice +3 per PC Boss Monster
Attacks
5: Swam of Spectral Fangs, 3 damage (Body) to all enemies
2: Entangling Plants, 1 damage (Agility) to all enemy
1. Fire Toss, 2 damage (Body or agility) to one enemies.
0. Withering Touch, 1 damage (Body or Agility) to one enemy.

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Treasure: If the PCs defeat Haithot and they search his remains, they
find his magical staff.

Staff of Fire
Staff 1 Die
The oaken staff seems to constantly smolder. It is warm to the touch and
emits a thin trail of smoke, but it is never consumed. Upon command,
some or all of the staff bursts into flame. It also enhances any fire spell
cast while wielding it.

Routing Out the Cause


Many PCs might be happy to defeat Haithot and move on, but some
PCs might want to figure out what caused the druid to awaken. To do
this they must first find Eldin, and then convince him to explain what he
knows.
Remember to have the PCs narrate their actions, and as they
succeed you can narrate their findings, such as talking to informants, or
having to navigate the city. Also feel free to alter the description of any
damage they suffer to best fit the circumstances.

Finding Eldin
2 Dice per PC Social
Attack: Social humiliation, 1 damage (Intellect) to each PC.

After the PCs find Eldin, they must convince him to tell what he knows.
He is initially evasive, but through threats or flattery the PCs can
convince him to fess up. After they defeat him, he tells how he took the
necklace from the cairn just before the trouble started. If the PCs ask, he
will also give them the necklace and tell them how to reach the cairn.

Necklace of Vermin Friendship


Miscellaneous Item 1 Die
This necklace is made of fine amber. It is enchanted with powerful
magic that causes insects, arachnids, and similar creatures to perceive
the wearer as a friend. It also enhances magical spells involving such The PCs have gained
creatures.
repute among the
Concluding the Adventure people of Morvan’s
If the PCs successfully quell Haithot’s spirit, trade again resumes Hollow, which will
between Morvan’s Hollow and the rest of the kingdom. Assuming that
they also escorted Sylvist to safety, the Merchant Guild give each of the doubtlessly lead to
PCs one die worth of gold. further adventures.
The PCs have also gained repute among the people of Morvan’s
Hollow, which will doubtlessly lead to further adventures.

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mike chongsit (order #4948539) 8

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