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  1. DUNGEON SQUAD!
  2. Dungeon Squad is a role-playing game designed expressly for young players with short attention spans who demand action and fun. There is a lot of die rolling and some amusing shopping and number-crunching. Characters can be generated in 30 seconds.
  3. WHAT YOU NEED
  4. Each participant should have access to a pencil, paper, and a set of polyhedral dice - one of each, from D4 up to D12. Also snacks and beverages.
  5. CHARACTER GENERATION
  6. Each character has one each of D4, D8, and D12 to represent aspects of themselves - Wizard, Warrior, and Explorer.
  7. (Example: I want to make a wizardly thief type character, so I choose Wizard D12, Explorer D8, and Warrior D4. Let's hope I have someone along to keep me out of harm's way in a fight!)
  8. Each character has a D6 and a D10 to describe stuff - a weapon, armor, or magic spell.
  9. (Example: For my wizardly thief, I choose the spell Sleep at D10 and Lightning at D6.)
  10. Everyone has fifteen Hit Points. Damage reduces these directly.
  11. RESOLUTION MECHANIC
  12. All characters can fight, cast spells, and sneak around at varying levels of skill. Difficulty is reflected by a target number, typically 2, 4, or 6. Higher numbers are certainly possible for daring feats.
  13. Roll against Warrior to hit in combat. A 2 or better is needed to hit a weak foe, a 4 or better to hit an average foe, and a 6 or better to hit a tough foe. Obviously, if you assign D4 to Warrior, direct combat will prove a challenge, if not impossible.
  14. Roll against Wizard to cast a spell. A 6 or better is needed to cast a spell successfully, or a 2 or better if the caster is not in a dangerous situation. One peaceful option would be to assign D4 to Wizard and take "Healing" as a spell, casting it only between battles.
  15. Roll against Explorer to sneak around and be a thief. You need a 2 or better to move silently, a 4 or better to pick a lock or climb a wall, and a 6 or better to disarm a trap or jump a chasm.
  16. EQUIPMENT THAT NEEDS TO BE ASSIGNED A "STUFF" DIE
  17. Swords do their die in damage - either D6 or D10. A "sword" could also be an axe or other weapon. Other weapons rated at D4, D8, or even D12 might be found as treasure!
  18. Bows can damage a foe from a distance, doing their die in damage, but only half the time. If the Warrior roll is odd, it does not count! If it is even, it actually hits! A "bow" could also be throwing knives, a crossbow, or other ranged weapon.
  19. Armor reduces damage taken by a roll of its die. Thus, if you are hit for 7 points of damage and have armor, you can roll that die and reduce damage taken by that amount, possibly all the way
  20. to zero. D10 armor is powerful stuff! Other armor rated at D4, D8, or even D12 might be found
  21. as treasure!
  22. Some expensive gear affords a +1 bonus to a specific activity, effectively bumping the die up one
  23. rank. Your D4 Explorer becomes D6, for example, when sneaking in Elven boots. A character
  24. can carry a total of four pieces of "stuff" with dice assigned to it - spells, armor, weapons, and the
  25. like. If a character acquires a cool bit of treasure with a die assigned to it (D6 Fireball scroll, for
  26. example), it counts toward this total, as do the two items each character starts with. A player can
  27. mix and match as needed, but no character can ever carry more than four.
  28. OTHER EQUIPMENT
  29. Anyone can do D4 damage with their fists or a dagger, if they have no better weapon. Ropes,
  30. picks and shovels, and other equipment can be purchased, but has no "stuff" die associated with
  31. it. There is no limit to the amount of regular stuff you can carry.
  32. MAGIC
  33. There are six spells. Any character can choose to assign a "Stuff" die to gain a spell, and a
  34. sorcerer can use both the D6 and D10 for different spells.
  35. A 6 or better is needed to cast a spell successfully in battle, or a 2 or better if the caster is not in a
  36. dangerous situation.
  37. SPELL LIST
  38. DAZZLE causes one man-sized enemy to hesitate for every 2 points rolled. Bigger creatures
  39. require 4 points; smaller ones, 1! Victims cannot take any action for a turn when they are
  40. dazzled. Can be cast once per battle.
  41. FIREBALL does triple its die in damage but can only be used once per adventure! Roll the
  42. Fireball's die, then multiply the result by three. Anyone near the target takes the straight, premultiplication
  43. Fireball die in damage as well - a powerful spell!
  44. HEALING restores its die in hit points to the person the wizard chooses. This spell can be cast
  45. once per battle, and can only assist one person.
  46. LIGHTNING does its die in damage divided as the wizard chooses among targets. Can be cast
  47. every turn.
  48. LUCK allows you to add your die to another person's roll, before they make it! Or reduce an
  49. opponents roll by the same amount, before they make it. Can be cast every turn.
  50. MAGIC SHIELD protects a single person the wizard chooses (including the wizard if she desires)
  51. from its die in damage, which is chipped away until it is gone. Can be cast once per battle.
  52. TREASURE AND ADVANCEMENT
  53. In the dungeon there may be treasures, such as magic swords (+1, which makes a D6 sword a
  54. D8 sword), magic wands (+1 die size for wizards casting spells), Elven boots (+1 die size for
  55. moving silently), and potions (containing spells with a one-time use). Gold pieces can also be
  56. found! Gold can be used to buy equipment, like ropes, lock-picks, lanterns, and ten-foot poles.
  57. Gold can also be used to increase any die one size after each adventure, up to D12. 100 gold
  58. pieces equals a one die increase. Gold can also be used to buy increased hit points. 20 gold
  59. increases permanent hit point total by one.
  60.  
  61. EQUIPMENT LIST
  62. 1 Gold Piece:
  63. • Bedroll
  64. • Candle
  65. • Waterskin
  66. • Whistle
  67. • Torch (requires tinder box; can be used as a D4 weapon)
  68. • Loot sack
  69. 5 Gold Pieces:
  70. • Food for a week
  71. • Flask of oil
  72. • Ten foot pole (+1 die size to disarm most traps; discard after used)
  73. • Tinder box
  74. • Backpack
  75. • Shovel
  76. • Bandage (heals D4 one time)
  77. 10 Gold Pieces:
  78. • Adventurer's Kit (contains a backpack, tinder box, bedroll, waterskin, and a loot sack)
  79. • Ammunition for Bow (arrows, bolts, knives etc.; enough for one adventure)
  80. • Lantern (requires flask of oil, tinder box)
  81. • Local map
  82. • Rope
  83. • Hammer and spikes
  84. • Parchment, ink and quill
  85. • Musical instrument
  86. • Healing salve (heals D6 one time)
  87. 20 Gold Pieces:
  88. • Increase hit point total by one! (up to total of 30 hit points)
  89. • Silver Dagger (D4 damage; D20 against creatures vulnerable to silver!)
  90. • One weeks stay at local tavern (enough time to fully heal wounds, remove ailments)
  91. • Four-person tent
  92. • Fancy clothes
  93. • Flask of holy water
  94. • Pet cat, weasel, owl, or hawk
  95. • Mule
  96. • Cloak for hiding (+1 die size)
  97. • Gloves for climbing (+1 die size)
  98. • Elven boots for sneaking (+1 die size)
  99. • Healing potion (heals D12 one time)
  100. 50 Gold Pieces:
  101. • Increase hit point total by one! (31 hit points or higher)
  102. • A Sword, Bow, Armor or Shield (D6)
  103. • Spell scroll (contains a spell with a one-time use of D12 or that can be memorized at D6)
  104. • Riding horse
  105. • Bear trap
  106. • Spyglass
  107. • Holy symbol
  108. • Mirror
  109. • Lock-pick set (+1 die size)
  110. • Healing scroll (heals D20 one time)
  111. 100 Gold Pieces:
  112. • Increase Warrior, Wizard, or Explorer by one die size!
  113. • Increase a Sword, Bow, Armor, or Shield, or any single Spell by one die size!
  114. • Warrior's steed (D6 trample attack, 12 Hit Points, ferocious)
  115. • Guard Dog (D8 attack, Bite D6, 6 Hit points, loyal)
  116. • Wizard's portable laboratory (for inventing new spells)
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