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- You create a character by rolling three six-sided dice (re-rolling if your total is 10 or lower). One die roll represents your STR, another your Dex, and a third your Mind (or magic). These represent both your current and maximum points in these attributes. You?re now ready to adventure!
- {Creating Locations}
- Create each location by rolling 3 dice (one for each column) and consulting the table below.
- Location Monster Treasure
- 1 Corridor (straight or curved) Goblins See Items chart 1
- 2 Small room (1d2 exits) Orcs Healing potion
- 3 Large room (1d3 exits) Ogres Magic sword
- 4 Vault (1d3 exits) Giants Tome of Enlightenment
- 5 Temple (1d3 exits) Dragon Spell scroll
- 6 Great Hall (1d3+1 exits) E. Monster special
- Mapping: Draw this location on a piece of paper. Each location takes up about the same space on the overall map, and can have exits to the north, east, south, and west. You must mark the exits logically (an exit cannot lead to a room with no entrance on that side), but otherwise exits can be wherever you want.
- How Many Exits Is That? The number of exits in each room includes the one that you entered from, so each room may be a dead end.
- {Combat}
- Attacking: If the room contains a monster, you must attack it! Pick an attribute and roll a die. If you roll more than the monster's Dex, you hit! Subtract your Str attribute from their Hp. When you hit a monster that's at 1, it is defeated. If you roll equal to or less than the Dex, the monster hits you; decrease the Hit Points by the Monsters Dex.
- Bleeding Out: If an Dex is reduced to 0, you take -1 on all attack rolls. If all hit points reduced to 0, you're dead.
- Crits: When attacking, a 6 always hits. 1 always misses
- Training Wheels: In your first location, if you roll 4 or 5 for the monster, re-roll (multiple times if necessary). In your second location, re-roll any 5's for the monster.
- Treasure
- {Treasure's Found}
- Once a location's monster is defeated, you get the location's treasure.
- Map fragment -When you're in a vault, you may use up a map fragment to unearth a powerful ancient artifact (see below).
- Healing Potion - Increase Hit Points by 2 points. Hit point's can not pass max hp
- Magic Sword - +1 on all Dex rolls. This is cumulative, so if you have two Magic Swords, you add +2 on all Dex rolls.
- Tome of Enlightenment - +1 to mind attribute. This effect can not exceed the max mind of the character.
- Spell Scroll - Player can use this scroll. To learn a new spell when they level.
- {EXP}
- When you defeat a monster or if there is no monster. In the room, total the value of all three dice rolled for the location (room, monster, and treasure). Add this to your XP total. Elite Monsters will have bonus 1d6 Exp that will be added into the total exp for the room.
- {Leveling Up}
- To level up you must gain the following amounts to achieve the following levels.
- Level 2 50
- level 3 100
- level 4 150
- level 5 200
- Level 6 250
- Level 7 300
- Level 8 350
- Level 9 400
- Level 10 450
- Level 11 500
- {Returning to Danger} When you return to a room you've already visited, you run the risk of encountering a low-level monster who's sneaked into the room. Roll a die for a roaming monster. If you roll 3-6, there's no monster.
- Temple Teleportation: From a temple, you can teleport to any other temple already on the map. When you do, roll for a roaming monster. You may only teleport after defeating any monsters in the room.
- {descending into the Dungeon} You may only descend to the next level of the dungeon from a Great Hall, and only after you have collected one artifact on this level.
- Artifacts
- Roll a die to find an artifact:
- Result Artifact
- 1 Jade Idol (+2 on an attack roll)
- 2 Crystal Pendant (+3 on one MIND roll)
- 3 Boots of Swiftness (run from one fight per player level into a random adjacent room, with no penalty)
- 4 Scroll of Teleportation (after clearing a room, teleport to any other explored room; use once)
- 5 Sleeping Salts (cause one monster to sleep; no XP for the monster, and when this room is next visited, it is awake again)
- 6 Shielding Charm (ignore one hit against you)
- {Multi Players}
- To play with others, each player rolls their own stats. In each location, roll one monster die per player. The highest monster die determines the type of the monsters in the room; sum all the monster dice rolled for the monster's hit points.
- Each player earns the XP total for each location (so, if a location provides 10 XP, each player gets 10 XP).
- Note that playing with multiple players is harder, because you?ll have to share the rewards.
- The Undead Level
- \section{Undead Theme}
- Result Location Monster Reward
- 1 Corridor (straight or curved) Skeletons Map fragment
- 2 Small room (1d2 exits) Zombies Healing potion
- 3 Large room (1d3 exits) Mummy Magic sword
- 4 Crypt (1d3 exits) Vampire Tome of Enlightenment
- 5 Temple (1d3 exits) Lich Spell scroll
- 6 Great Hall (1d3+1 exits) E.Monster special
- Crypts? A crypt acts just like a vault.
- Elite Monsters +1 to all attributes +1D6 Exp
- Monsters In this section please refer to the Monster Manual for all the monster stats and abilities that they can do and use during there phase of the combat.
- {Classes}
- After a character levels his or her first time they are given the chance to take a class, each class has it own unique special powers that the player can use to gain the advantage in the dungeon. All powers and abilities require a cost of your Mind attribute. Don't worry you get it back when you sleep for 8 hours or when your character levels up. You can even get it back if you kill the elite on each floor of the dungeon. The classes are as follows with some of there special powers that will aid your character.
- Fighter
- Hit Points +18
- Strength +2
- Dexterity +1
- Mind +3
- Rage: +2 Strength +2 Dex Cost one MND Point to use
- Rogue
- Hit Points +14
- Strength +1
- Dexterity +2
- Mind +3
- Pick Locks Cost 1 point to pick lock ex treasure chest and locked doors
- Magi
- Hit Points +10
- Strength +1
- Dexterity +1
- Mind +4
- Spell Furry + MND to Damage Cost 1 point MND
- Cleric
- Hit Points +18
- Strength +1
- Dexterity +1
- Mind +4
- Healing Casting cost x MND Heals 1 Hit Point for each MND used to Cast.
- Monk
- Hit Point +15
- Strength +2
- Dexterity +1
- Mind +3
- Fist of Furry Cost 1 MND/Attack +1 Number of Attacks
- Each of the classes have one thing that makes them special to use in the game. This is just an option
- to be used if you think it will enhance the game. If you do not feel that you need this enhancement feel
- free to not use this section of this guide.
- {Items chart 1}
- 1. Elemental Weapon +1 :stackable:
- 2. Divine Rod allows user to find +3 coins in next battle
- 3. Town Portal allows user to teleport out of dungeon back to town
- 4. Strength potion +1 to strength. :permanent:
- 5. See Stone Chart below
- 6. Fountain of longevity +1 to Hit point maximum
- Stones :All stones are Permanent:
- 1. Amber +1 strength
- 2. Malicite +2 Max Hit Points
- 3. Ruby +1 to Mind
- 4. Soul Stone Allows character to stay up fighting till character hits -5 Hit Points. Exp drops by 5 points for every round character stays in the negative hit points. If exp hits zero character soul is lost, to the stone.
- 5. Jade +1 to all attack rolls
- 6. Emerald this stone absorbs +1 damage each fight :Hit Points of 15: Once 15 damage has been absorbed the stone crumbles and brakes.
- Monster manual
- All Monsters on this list can be enter changed at the start of each dungeon. Each monster has loot on them that the player will gain beside room loot. Each Monster has a special that should be used that makes them dangerous and unique
- *Dragons are the only Monsters that can not be changed out. There must be some form of a dragon in each Dungeon.
- *Elite Monsters gain +1 to all stats and a +1d6 to Exp. If you get to fight the elite please add the first roll to room exp as well as the bonus to creature exp.
- * Each creature ability cost 1 mind to use, Some creatures such as the dragon will have several abilities each ability used will cost a separate mnd point.
- Monsters Hit points Str/dmg Dex/armor Mind Loot notes
- Snotlings 13 3 4 9 +3 coins +1 /mind to damage
- Goblins 20 8 6 9 +1 Coin +2 Damage
- Orcs 23 8 7 9 +2 Coin +3 Damage
- Robber 15 2 5 5 +5 Coin Steals from loot # of dmg
- Elf 22 4 7 10 1 malicite cost 2 mind regen 3
- Ogres 20 7 6 4 +3 coins +4 damage/mind
- Giants 25 7 5 5 1 Str Potion +5 Damage/mind
- Knolls 19 8 7 5 +4 Coins +1 Dmg/# of attacks
- Trolls 24 5 6 7 1 Ruby +3 Regen +4Dmg
- Centaur 18 4 6 7 +2 coins/emerald +2 Dmg/shot
- Dragons 24 9 9 13 Special +3 Reg +3Dmg/mnd
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