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- DUNGEON SQUAD!
- 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.
- WHAT YOU NEED
- 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.
- CHARACTER GENERATION
- Each character has one each of D4, D8, and D12 to represent aspects of themselves - Wizard, Warrior, and Explorer.
- (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!)
- Each character has a D6 and a D10 to describe stuff - a weapon, armor, or magic spell.
- (Example: For my wizardly thief, I choose the spell Sleep at D10 and Lightning at D6.)
- Everyone has fifteen Hit Points. Damage reduces these directly.
- RESOLUTION MECHANIC
- 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.
- 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.
- 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.
- 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.
- EQUIPMENT THAT NEEDS TO BE ASSIGNED A "STUFF" DIE
- 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!
- 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.
- 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
- to zero. D10 armor is powerful stuff! Other armor rated at D4, D8, or even D12 might be found
- as treasure!
- Some expensive gear affords a +1 bonus to a specific activity, effectively bumping the die up one
- rank. Your D4 Explorer becomes D6, for example, when sneaking in Elven boots. A character
- can carry a total of four pieces of "stuff" with dice assigned to it - spells, armor, weapons, and the
- like. If a character acquires a cool bit of treasure with a die assigned to it (D6 Fireball scroll, for
- example), it counts toward this total, as do the two items each character starts with. A player can
- mix and match as needed, but no character can ever carry more than four.
- OTHER EQUIPMENT
- Anyone can do D4 damage with their fists or a dagger, if they have no better weapon. Ropes,
- picks and shovels, and other equipment can be purchased, but has no "stuff" die associated with
- it. There is no limit to the amount of regular stuff you can carry.
- MAGIC
- There are six spells. Any character can choose to assign a "Stuff" die to gain a spell, and a
- sorcerer can use both the D6 and D10 for different spells.
- 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
- dangerous situation.
- SPELL LIST
- DAZZLE causes one man-sized enemy to hesitate for every 2 points rolled. Bigger creatures
- require 4 points; smaller ones, 1! Victims cannot take any action for a turn when they are
- dazzled. Can be cast once per battle.
- FIREBALL does triple its die in damage but can only be used once per adventure! Roll the
- Fireball's die, then multiply the result by three. Anyone near the target takes the straight, premultiplication
- Fireball die in damage as well - a powerful spell!
- HEALING restores its die in hit points to the person the wizard chooses. This spell can be cast
- once per battle, and can only assist one person.
- LIGHTNING does its die in damage divided as the wizard chooses among targets. Can be cast
- every turn.
- LUCK allows you to add your die to another person's roll, before they make it! Or reduce an
- opponents roll by the same amount, before they make it. Can be cast every turn.
- MAGIC SHIELD protects a single person the wizard chooses (including the wizard if she desires)
- from its die in damage, which is chipped away until it is gone. Can be cast once per battle.
- TREASURE AND ADVANCEMENT
- In the dungeon there may be treasures, such as magic swords (+1, which makes a D6 sword a
- D8 sword), magic wands (+1 die size for wizards casting spells), Elven boots (+1 die size for
- moving silently), and potions (containing spells with a one-time use). Gold pieces can also be
- found! Gold can be used to buy equipment, like ropes, lock-picks, lanterns, and ten-foot poles.
- Gold can also be used to increase any die one size after each adventure, up to D12. 100 gold
- pieces equals a one die increase. Gold can also be used to buy increased hit points. 20 gold
- increases permanent hit point total by one.
- EQUIPMENT LIST
- 1 Gold Piece:
- • Bedroll
- • Candle
- • Waterskin
- • Whistle
- • Torch (requires tinder box; can be used as a D4 weapon)
- • Loot sack
- 5 Gold Pieces:
- • Food for a week
- • Flask of oil
- • Ten foot pole (+1 die size to disarm most traps; discard after used)
- • Tinder box
- • Backpack
- • Shovel
- • Bandage (heals D4 one time)
- 10 Gold Pieces:
- • Adventurer's Kit (contains a backpack, tinder box, bedroll, waterskin, and a loot sack)
- • Ammunition for Bow (arrows, bolts, knives etc.; enough for one adventure)
- • Lantern (requires flask of oil, tinder box)
- • Local map
- • Rope
- • Hammer and spikes
- • Parchment, ink and quill
- • Musical instrument
- • Healing salve (heals D6 one time)
- 20 Gold Pieces:
- • Increase hit point total by one! (up to total of 30 hit points)
- • Silver Dagger (D4 damage; D20 against creatures vulnerable to silver!)
- • One weeks stay at local tavern (enough time to fully heal wounds, remove ailments)
- • Four-person tent
- • Fancy clothes
- • Flask of holy water
- • Pet cat, weasel, owl, or hawk
- • Mule
- • Cloak for hiding (+1 die size)
- • Gloves for climbing (+1 die size)
- • Elven boots for sneaking (+1 die size)
- • Healing potion (heals D12 one time)
- 50 Gold Pieces:
- • Increase hit point total by one! (31 hit points or higher)
- • A Sword, Bow, Armor or Shield (D6)
- • Spell scroll (contains a spell with a one-time use of D12 or that can be memorized at D6)
- • Riding horse
- • Bear trap
- • Spyglass
- • Holy symbol
- • Mirror
- • Lock-pick set (+1 die size)
- • Healing scroll (heals D20 one time)
- 100 Gold Pieces:
- • Increase Warrior, Wizard, or Explorer by one die size!
- • Increase a Sword, Bow, Armor, or Shield, or any single Spell by one die size!
- • Warrior's steed (D6 trample attack, 12 Hit Points, ferocious)
- • Guard Dog (D8 attack, Bite D6, 6 Hit points, loyal)
- • Wizard's portable laboratory (for inventing new spells)
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