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Contents
Terms ............................................................................................................................................... 2
Begin Play ........................................................................................................................................ 3
Segment Actions ............................................................................................................................. 3
Inspect Door ................................................................................................................................ 3
Exploring a New Segment – Going through a door ........................................................................ 4
Combat ............................................................................................................................................ 4
Monster Attacks .......................................................................................................................... 4
Player Attacks .............................................................................................................................. 4
Who Attacks First ........................................................................................................................ 5
Damage, Dying, and Monster Respawn ...................................................................................... 5
Torches, Darkness, and Carry limit .................................................................................................. 5
City Actions ..................................................................................................................................... 6
Final Room ...................................................................................................................................... 6
Monsters ......................................................................................................................................... 6

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Terms
I have tried to use the same terms that the original uses in order to make reading this as
streamline as possible. In the case that a term I use here it not clear, I’ve included this section to
clear it up.
Segment – General term used to talk about staircases, corridors and rooms. The catch-all term
for describing a part of the dungeon
Room – A segment where you have to roll for room contents and monsters.
Corridors – A segment that you don’t roll for room contents and monsters.
Staircase – A segment you also don’t roll for contents and monsters.

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Begin Play
To start play after creating character and dungeon, turn to corresponding page and read the
description for what kind of segment you start in. Spend 1 torch entering the dungeon.

Segment Actions
At the beginning of the dungeon or when there are no more monsters, you may do the
following actions:

• Inspect Door – Roll on the Open a Door Table to see if it is locked, trapped, or unlocked
• Disarm Traps – Spend 1 torch to prevent any and all traps in the room from triggering.
• Find Secret passage (if applicable) – Spend 1 torch and roll on the corresponding Secret
Passage Table.
• Open a chest (If applicable) – roll 2d6, the die with the highest value is how many coins
you get and lowest is how many Treasures you get (roll on Reward table under Treasure
column). If you roll both 1s, you activate a trap.
• Use a spell – Use a spell outside of combat. You can only use a spell once until after
recovering in the city.
• Leave the dungeon – Leave the dungeon without spending any torches. Path to the
entrance must have no monsters.

Inspect Door
Roll on the Open a Door Table to see if it is locked, trapped, or unlocked.
Inspect Door Table

1d6 What Happened?


1 Activate Trap!
2 Locked!
3 Locked!
4 Unlocked
5 Unlocked
6 Unlocked

If a door is locked you may spend a torch to unlock it. If you found a key in this dungeon, it
unlocks all doors for only this dungeon. You can’t use it in any other dungeon. Master Keys can
be used in any door and any dungeon.
If a door is trapped roll on the corresponding Trap Table and resolve them. Trapped doors are
considered unlocked after resolving the trap. You cannot Move Silently after tripping a trap. A
tripped door is considered an unlocked door.

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If a door is unlocked, you do not have to spend a torch to go through normally.


After you’ve Inspected the door, you may:

• Open the Lock -Spend 1 torch to open the lock. You can enter normally or move
silently.
• Break the door allowing you to attack any monsters inside first. Do not spend a torch if
you choose this action. You cannot close this door. You will have to fight any monsters
that’s in the room with you and in the next room.
• Move silently through the unlocked door. If you’ve found a room with monsters, spend
1 torch and roll a die for each monster in the room. Results of 1 causes the monsters to
attack you first. A successful roll allows you open doors and chests without the
monsters seeing you. Tripping a trap causes you to be detected, allowing the monsters
to attack you first. You cannot sneak through the Boss room.

Exploring a New Segment – Going through a door


When entering a new segment:
1. Roll on the corresponding Segments table. The kind of segment you are leaving
determines what column of the table you roll on. Example, if you’re leaving a corridor
segment, you roll under the “Open from a corridor” column.
2. If you enter a Room, roll on the corresponding Room Content table and the Monsters
table. Resolve Move Silently if you have taken this action.

Combat
Monster Attacks
Monsters will always do maximum damage every time they attack. If you are up against more
than one monster, you’ll take the sum of each monster’s attack.
For example, if there are two living armor, you take 6 damage total since they do 3 damage
each.

Player Attacks
You will roll the dice indicated on the weapon you’re wielding OR use a spell.
You cannot have a two-handed weapon equipped if you don’t have anyone to hold a torch
(unless you have a Light spell) for you as described in the Expanded World.
You cannot switch weapons while in combat.

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Who Attacks First


Who attacks first is decided based on 4 conditions:
1. If you’ve entered silently, you may open chests or doors on a successful check.
2. When you’ve sprung a trap while moving silently.
3. If you’ve broken the door, you may attack first.
4. If you’ve passed through the door normally, the monsters attack first.
After the first strike, turns alternate between the player and monsters.

Damage, Dying, and Monster Respawn


When receiving damage from an enemy, you subtract the incoming damage from your HP. If you
have armor, you may choose to distribute the damage to different pieces of armor.
When dealing damage, you select one enemy and subtract your damage from their HP.
When all enemies have been defeated in a room you may use a Segment Action. You can freely
walk through the room until you leave the dungeon and come back.
If your HP is reduced to 0, you die and leave your equipment behind for the next adventurer.
The new adventurer must roll on the Monster table for each room, even if the old adventurer
cleared them out previously. This also goes for returning to the dungeon after leaving for the
city. All doors remain in the state you left them in either case.

Torches, Darkness, and Carry limit


If you run out of torches while in the dungeon the darkness will devour you. You must make a
new character. The new character will be able to find the previous character’s clothes and
equipment which you can use. Monsters are unaffected by darkness
Actions that spend torches include:

• Unlocking a door
• Disarming traps
• Searching for secret passage
• Entering silently into a room
You can only have up to 10 torches and carry 10 items in your backpack.

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City Actions
If you choose the Leave Dungeon action, you can only leave if the rooms that lead to the
entrance of the dungeon are clear. Follow regular Segment Actions when it comes to doors to
rooms with enemies on the other side. Once in the city, you can:

• Rest – Spend 1 coin to recover full HP and Spells


• Fix Armor – Spend 1 coin to fully recover Armor HP
• Buy Torches – Spend 1 coin per Torch up to 10 Torches.
• Sell Items – Sell any item for 1 coin. Magic items sell for 1d6-1 coins.

Final Room
You will automatically find the Final Room after you’ve rolled the third staircase down. This does
not count the starting staircase.
The third level can be reached by secret passages. The third secret passage will take you to the
Final room.
The Final room is a Large Room with no doors. Roll on the Boss Dungeon Table only.
Defeating the Boss will give you 2d6 Treasures.

Monsters
Here is a copy-pasted list of the monster abilities:
Stoneskin: This monster ignores any damage taken that is 3 or less.
Loot: After the fight, roll 1d6. On a '6' you found 1 Treasure. On a '5' you found 1 Key. And if it's
4 or less you found 1 coin.
Explosive: When you get a 1 on the damage roll, this monster will destroy itself and deals
damage equal to its current HP.
Firebreath: When you get a 1 on the damage roll, its next attack will deal +10 damage.
Horde: When you get a 1 on the damage roll, an Orc (6 HP; Damage 3) enters the room.
Intangible: Takes no damage if the damage is an even number.
Sorcery: When you get a 1 on the damage roll, this monster will cast a spell. Roll 1 die and add
up the final damage value of the monster's next attack.
Death touch: When you get a 1 on the damage roll, this monster's next attack will kill you.
Undead: After this monster is defeated, roll a dice If it's a 1, this monster comes back to life with
1 HP.

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Necromancy: When you get a 1 on the damage roll, a Skeleton (4 HP; Damage 1; Undead)
appears.
Weakness: When you get a 6 on the damage roll, this monster takes twice as much damage.
Regeneration: When you get a 1 on the damage roll, this monster recovers 6 HP.
Paralyze: When you get a 1 on the damage roll, the next attack paralyzes for 1d6 turns.
Poison: All damage from this creature cannot be absorbed by armor or other means.

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