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EZD6 Dungeons

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EZ

D6
Dungeons


2
EZD6 Dungeons The Infernalist 21
The Plague Doctor 22
Introduction 5 The Witcher Hunter 23
Rules Hack Summary 6 Hero Path Changes 24

Inclinations 25
Combat Initiative 7
Inclination Changes 26
Ambush! 7
Random List of Inclinations 27
Side Initiative (4+) 7
Magick 29
Stress 7
Psion 29
Option: Sanity and Fear 8
Circle of Sorcery Changes 29
Item Slots 9 Randomized Circles 30
Delver Gear 9
Gear 31
Worn/armor slots 9
Items 31
Weapon slots 9
Potions 35
Overload slots 9
Carrying above max 9 Exploring and Threat 39
Old School Encumbrance vs. Speed 9 Exploration Speed 39
Effort (Complex Tasks) 11 Exploration Jobs 40
Danger, Threat, and Encounter Table 41
Leveling Up 13 Threat & Danger 41
Wealth and leveling up 13 The Threat Die 41
Starting at a higher level 14 The Encounter Die 42
Going past 5th level 14 Light and Dark 42

Wealth 15
Lifestyle and Wealth 15
How does wealth increase? 16
Banking coin 16
Debt 17

Downtime Procedure 17

Characters 19
Character Creation 19
Backgrounds 19
Hero Paths 19

New Hero Paths 21

4
Introduction
This is a dungeon survival horror hack of DM Do I have to use all these weird rules?
Scotty’s EZD6 ruleset. It takes inspiration from By downloading this pdf, you have entered into
Darkest Dungeon, Warhammer Fantasy, Warlock!, an agreement with the demon lord, Wahtsee. If
5e Hardcore Mode, Blades in the Dark, The Darkest you do not use every rule listed here as written,
House, Shiver RPG, Dungeon Crawl Classics, Basic chicken to you will taste like spoiled yogurt
(B/X) D&D, and OD&D. It blends all of these teaming with maggots. And need I remind you
influences with house rules from the OSR and that everything tastes like chicken? Vegetarians
EZD6 community and a few ideas of my own. be warned!

What does EZD6 Dungeons do? I don’t like any of that. What else you got?
EZD6 Dungeons assumes that the action fantasy EZD6 Dungeons pulls in a lot of interesting rule
default of EZD6 depicts characters at around addenda from the EZD6 community. If you are
“5th level” in other fantasy roleplaying games. interested in potion mishaps, spell mishaps,
interesting tweaks to karma, or hero paths for
A big part of what EZD6 Dungeons does is
the vampire hunter, plague doctor, or warlock,
deconstruct the characters in EZD6 so they can
there might be something in here for you.
be built up over time, yet still retain their flavor.

Another piece of this is tacking on stress, a


leveling system, a traditional encumbrance
system, and a couple of new hero paths.

Why would I want to do this?


Some folks enjoy the zero-to-hero dynamic of
traditional roleplaying games. This hack might
scratch that itch. Others may like a healthy dose
of horror in their fantasy games. This could also
help out there.

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Rules Hack Summary


Starting in order from most impactful to least.

Karma is now Stress. Karma from EZD6 has been replaced by Stress. As stress accumulates, the
character starts losing strikes of health.

Item Slot Encumbrance. Characters get a set number of item slots.

Exploration and Dungeon Threat. Dungeons are dangerous places. This is indicated by the level of
threat in the dungeon and the procedures in EZD6 Dungeons that abstract exploration in such an
alien environment.

Leveling up. The hero paths in EZD6 are now broken up into “upgrades” that a character can level
into. Leveling is handled by a dice roll at the end of each adventure. Characters can risk levels of
wealth to increase their chances at leveling up.

Effort. Some tasks require “confirmation” to succeed. Effort presents rules for complex tasks. But
don’t overdo it!

Chaos and Disapproval. When a spell fails and the caster rolls a 1, magick casters accumulate chaos
and divine casters accumulate disapproval. This is accompanied by a table of random mishaps, some
very bad.

Combat Initiative Stress


In EZD6, the characters always go first. In EZD6 From DM Scotty, as he described how he runs
Dungeons we have… survival horror in EZD6

Ambush! In EZD6, characters get Karma from failing rolls


In EZD6 Dungeons, the characters go first in the which can then be used to boost future rolls.
first turn of combat unless they are ambushed. At This is a great mechanic that takes away some of
the start of combat, the party’s scout will roll the sting of bad rolls.
against the dungeon’s threat. If the scout fails,
EZD6 Dungeons changes this mechanic such that
the monsters go first.
players can spend as many points as they want
The monsters’ chance to ambush the party to boost any roll that is not magic, a miracle, or a
increases as the dungeon’s threat increases. 1. But these points become stress for the
character.
Side Initiative (4+)
After the first round, players roll side-based Once a character accumulates 5 stress, the
initiative against a set difficulty. This difficulty character loses a strike and stress resets back
to zero. This is their stress threshold.
defaults to 4+. Some creatures may increase or
decrease this difficulty based on how slow, Some effects may force a character to take
disorganized, or unintelligent they are. Night of stress. Beyond these effects, stress is taken
the Living Dead zombies, players need 3+ to get willingly by the player.
initiative. 28 Days Later zombies? 5+ 0 strikes by stress. If any effect forces a
character to 0 strikes through stress, the
character doesn’t die but, instead, becomes a
raving lunatic and runs off into the dark.

Option: Sanity and Fear


As an optional rule have monsters lower a
character’s stress threshold.

This would lower a character’s threshold such


that they incur a strike of damage at 4 stress
instead of 5.
A character should get a miraculous save to
avoid this type of damage.
A stress threshold of zero means a character
cannot use stress to improve dice rolls
anymore.
If the stress threshold goes negative (from
zero to -1, for example), a character would
lose their grip on reality and run off into the
darkness, never to be seen again!
A monster might do this through some sort of
fear effect or sanity-twisting magic.

Item Slots
Based on a post on r/ezd6 by u/LytW8_reddit Weapon slots
Weapons take up 1 or 2 slots, depending on if
Characters have 2 hand slots and 10 more item
they are one or two handed.
slots in which they can put items.
How many slots? Most items take 1 slot. Ranged weapons also take up 1 slot for
Potions and scrolls each take up a slot, even ammo. A slot of ammo can be spent to re-roll
though they are “small”. a “1” on a ranged attack roll.

Small items can be bundled into one slot. Overload slots


Five torches, for example, can be bundled into A character carrying more than the 12 total item
one slot. slots can put items in their 6 overload items
Heavy items. Each slot is, roughly, 13 pounds slots. If carrying overload slots, a character has a
or 5-6 kgs. A heavy item can take up 2 or more bane on all physical tasks – including combat.
item slots.
Bulky items. Items that are hard to carry take Carrying above max
up an extra item slot. A heavy and bulky item If a character is carrying more than the number
like a treasure chest might take up 5 or 8 slots! of allowed items, the character can take no other
Treasure. 100 coins or gems takes up 1 slot. physical actions besides lifting the carried items
and moving slowly.
Delver Gear
The character sheet has a section for the Delver Old School Encumbrance vs. Speed
hero path’s Gear ability. These items do not The following table is inspired by old school
count against encumbrance. fantasy roleplaying games. It is meant to give a
benchmark to compare the speed of an
Worn/armor slots overloaded character in light armor to a
Armor takes up slots based on how heavy it is. character wearing heavy armor.
No armor or light armor. Takes up 1 item It is not meant to introduce a movement system
slot. A completely naked character uses up no beyond that described in the EZD6 core book.
item slots for worn armor but being
completely naked comes with its own Armor Normal Overload Items Overloaded
challenges. Light 40 ft. 30 ft. 15 ft.
Medium armor. Takes up 2 item slots. Medium 30 ft. 20 ft. 10 ft.
Heavy armor. Takes up 4 item slots. Heavy 20 ft. 10 ft. 5 ft.
Shield. Takes 1 item slot. A left or right hand
slot if armed.

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10
Effort (Complex Tasks)
Based on a post by Imre_R, which proposed a port Effort and Approximate Chance of Success
of the effort rules from Runehammer’s Index Card
Effort Normal 1 Boon 1 Bane
RPG to EZD6
6+2 1 in 7 1 in 4 1 in 40
To represent complex tasks, EZD6 Dungeons 6+3 1 in 10 1 in 5 1 in 50
introduces Effort. An effort task requires a 6 and
6+4 1 in 12 1 in 7 1 in 65
a roll on a confirmation die.
6+5 1 in 20 1 in 10 1 in 100
6+?. An effort task is represented by 6 6+6 1 in 33 1 in 20 1 in 200
followed by a plus sign (+) and a number. The
number that follows the plus sign is the When should I use effort?
number that the follow up roll needs to beat Use effort sparingly. Effort will suggest itself. If
in order to be successful.
the players are attempting something that feels
Wearing down effort. If an effort task can be like a multi-step or complex challenge, effort
solved by different members of a team doing will feel like the right rule to bring in.
different things or solved over time by
multiple attempts, then each unsuccessful As a general rule, avoid using effort unless it’s
confirmation lowers the number behind the the first thing that comes to mind when
plus sign by 1. So if you roll a 6 on a 6+4 effort considering the difficulty of a task.
test but roll a 2 on the confirmation, the effort
roll for a follow-on attempt is 6+3. Effort of Also, make effort rewarding. Don’t block critical
6+2 is downgraded to a 6 but cannot be information behind an effort task. Don’t hide
downgraded lower than a 6. clues behind effort. Effort tasks are hard and
Karma or stress. Stress (or karma in EZD6) ultimately burn the player’s resources. A session
can be used to improve the initial roll and the should not grind to a halt because an effort task
confirmation roll just like in combat. did not succeed.
Doesn’t apply to combat. Effort rolls are for Advice for group effort
non-combat tasks/actions like cracking a safe
If giving a party a group effort task, it’s a good
or solving a riddle. Effort rolls do not apply to
idea to let the least likely to succeed go first.
combat.
There’s no penalty to failing and success is
No boons or banes on confirmation. Just
generally going to soften up the effort for the
like confirming a crit in combat, boons and
heavy hitters to follow.
banes do not apply on the follow up
(“confirmation”) roll for effort tasks.

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Example (effort) Example (group effort)
A party’s delver is trying to solve a complex lock A party is doing research to determine if the
without setting off a trap. An unguarded vampire lord has any known weaknesses. Since
treasure horde is on the other side of the door. this is not a requirement to face or defeat the
The RR feels like this is a complex task and vampire lord, the RR decides it should be an
assigns it an effort of 6+3. The delver gets a boon effort task and assigns it a difficult of 6+4. All
thanks to an aspect so the delver’s player rolls four players describe what their characters are
2d6 and gets a “6”. Now the player rolls the 6 doing to help with the research. Two of them roll
again for a “confirmation” – the same as we with boons! The first boon character’s player
would do for a crit in combat. The player rolls a rolls a “2” and a “3”. Another player rolls a “5”.
“2”! Just one short of the “3" she needed. The No luck there. The third player rolls a “6” but
player decides to take 1 stress (or spend 1 gets a “1” on the confirmation die, lowering the
karma) to push the 2 to a 3 and the vault to the difficulty to 6+3. The final player rolls a 5 but
treasure horde opens… takes stress (or spends karma) so the roll is
increased to a 6. The player then rolls a “5” on
confirmation. The characters find out that the
vampire lord needs to be wearing a special
necklace to cast spells and that this necklace
gives him +1d6 magic resistance. If they can
somehow take the necklace, they will be facing a
seriously weakened adversary.

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Leveling Up
Starting characters in EZD6 Dungeons are less Wealth and leveling up
capable than the starting characters in the EZD6 When rolling to level up, roll d6s less than or
core book. Check out the section on changes to equal to your character’s wealth after any
character creation for more information. treasure from adventuring is factored in.

What do you get from leveling up? This represents the character blowing money on
Characters have one unchosen hero path ability training, bribes, bail, fines, carousing, bad
and two inclinations they gain from leveling, as business dealings, questionable research, bogus
well as a tough choice on the hero die. potions, child support, personal vices, and living
way above one’s means.
Level Up
Wealth and Leveling Up
Level Effort Bene t
Wealth d6 limit
Take all but 1 hero path ability, 1
1 –
inclination, a background, and 1 aspect In Debt Cannot level up!
2 6+3 1 inclination Pauper 1d6 + 1 Bane
3 6+4 One hero path ability Cash Poor 1d6
4 6+5 +1 strike OR a hero die Moderate 2d6
5 6+6 1 inclination Wealthy 3d6
* - A character can change one aspect every level! Lordly Wealth 4d6
This does not include “bane” aspects…
Kingly Wealth 5d6

How do I level up? 1s. Lower your wealth level by one step for
After each adventure, make an effort roll (see: every 1 that is rolled. The more dice you roll,
Effort) using as many dice as you want up to the the more likely you are to lose levels of
limit imposed by your character’s wealth. wealth. It really, really sucks to be a pauper.

On success. Level up the character. Congrats! Debt. If your character needs to lower her
wealth below “Pauper”, the character gains
On a 1. If the highest result is a 1, the attempt
the “In Debt” aspect.
fails and the effort remains static.
In Debt. Character with the “In Debt” aspect
On failure of 2+. The attempt fails but the
roll a bane whenever trying to level up. See
effort for the next attempt is downgraded by 1.
“Wealth” for information on clawing one’s
An effort of 6+2 downgrades to a 6.
way out of debt.

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fi

Why don’t rich folks just buy levels? Going past 5th level
Because they prefer living like kings over going Table inspired by “They Might Be Gazebos!” blog
down into a hole to die and cast spells.
What if you love this so much you want to keep
A formerly wealthy individual is unlikely to care it going indefinitely? Well every level past 5th
that he has a new inclination or hero die if has an effort of 6 + 6. Once achieving a new level
they’ve gone from living in an opulent tower to after 5th, roll 2d6 on the following table.
tenement housing over the span of a couple of
months. And think of their spouses… Past 5th Level

2d6 Level bene t

Goodbye family inheritance! 2-3 +1 hero die


Hello, “dual weapons”! 4-5 +1 strike
6-9 Bragging rights. Nothing else!
Characters in your game think this is a great 10-11 Take an inclination
deal. That’s why they are adventurers. 12 Increase wealth level (max “kingly”)

Starting at a higher level


Yes, this does mean you can potentially “level
If your group prefers more capable characters
up” and get nothing. That’s not great but the
but still want to have some advancement, start
character is already a bad*** at 6th level.
them at level 2 or 3.
Secret power up! You can use this table, the
level up system, and the “effort” hack to add
advancement to EZD6 core as is!

Bragging rights?! Really? If you don’t like


players coming up empty handed, give them 2
karma when they roll 6-9 here. This would be the
same karma as described in EZD6, only it gets
used up (in place of stress) and replenishes at
the start of every new adventure. After a
character hits zero karma, the character starts
taking stress.

14
fi

Wealth
In EZD6, wealth is part of the narrative and its Lifestyles of the Foolhardy and Desperate
fluctuations are largely determined by what is Wealth levels affect a character’s lifestyle. Before
happening in the story. EZD6 Dungeons offers a any adventure, a character’s lifestyle determines
slightly tweaked system for groups wanting how many times a player can roll on the gear
wealth and lifestyle to have more crunch. chart and even whether a character can choose a
Coin. In my games, standard coinage is silver. piece of gear before heading out. See the EZD6
We also have gold and platinum coins which Dungeons gear list for an updated list of gear
are worth 10 and 100 silver respectively. We that is laser-focused on old school dungeon
call silver coins “crowns”, gold coins diving.
“dragons”, and platinum coins “imperials”.
You can have this in your games too. Or you
can have a single currency called a “coin” or
“gold piece”. Remember 100 coins or gems is
one item slot, if you are using that.
Gems. An item slot of gems is worth 2d6 x 100
coins.

Lifestyle and Wealth


Wealth Level Before going out on an adventure… Gear roll

Roll a miraculous save against dire poverty. On a fail, either lose one piece
Pauper or In Debt of gear or take a bane aspect along the lines of “diseased”, “sickly”, None
“malnourished”, etc.
Cash Poor Roll once for gear. d4 > d6

Moderate Roll once for gear. Coin may be used to buy items from groups 1-3. d4 > d6

Wealthy Roll twice for gear. Coin may be used to buy items from groups 1-4. d6 > d6

Lordly Wealth Roll twice for gear. Coin may be used to buy items from groups 1-6. d6 > d6

Kingly Wealth Roll three times for gear. Coin may be used to buy items from any group. d8 > d6

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How does wealth increase? Example. We have two characters. One has
It’s much harder to climb that ladder than fall three levels of debt and another is cash poor.
off of it. To increase wealth levels, a character Both come out of a dungeon with packs
needs to spend a certain amount of coin and bursting with coin and gems. They each have
succeed at a 6+ roll. The player rolls a d6 for about 2000 coin worth of treasure.
every multiple of coin spent.
The indebted character spends 1800 coin
On a success, the character’s wealth (3 x 100 for levels of debt; 6 x 300 for dice to
increases by 1 level. Multiple levels of wealth roll) to get 6d6 to roll and pay off his debts.
can be advanced (sequentially) from one Unsurprisingly, this is a success. This advances
haul. So a character would go from “cash
the indebted character to “pauper” status and
poor” to “moderate” before attempting to
leaves the character with 20 coin. Feeling lucky,
advance to “wealthy”.
the character spends 20 coin for 2d6 towards
On a failure, the character loses their money
advancing to “cash poor”. The player rolls a 2
and that is all. Maybe they got ripped off in
and a 4, resulting in a “4” on the roll. Not good
some crazy business deal. Or robbed. Or just
enough! Another season of eating gruel ahead.
blew it all on lotus powder and houris.
On a 1, not only does the attempt fail but the The poor character spends 500 coin for 5d6
character’s wealth level actually decreases by towards advancing from “cash poor” to
one level. Characters who are paupers “moderate”. This roll is, likewise, a success and
become “in debt”. It costs more but it’s a lot leaves the character with 1500 coin for future
harder to fall back in wealth if you spend 2 or use. The player decides not to push her luck
more multiples of the coins needed to
with a 1d6 roll to go from “moderate” to
advance!
“wealthy”, preferring to save up her coin for
better odds after another delve.
Wealth Coin for a d6 to advance

In debt 100 per level of debt Why is it so hard to live large?


Pauper None, everyone can be a pauper! The rich don’t take newcomers lightly. It’s
Cash Poor 10 highly unlikely a character will reach lordly or
Moderate 100 kingly wealth without marrying into it.
Wealthy 1000 Banking coin
Lordly Wealth 10,000 If you have coin leftover, you can spend it on
Kingly Wealth 100,000 gear or bank it. Depending on the level of detail
your RR wants to follow, this may mean writing
it down on your character sheet or finding a
vault to store it in somewhere.

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Debt
Every time a player rolls a 1 on a roll to level up, Downtime Procedure
the player’s character has to lower her wealth Between adventures, go through the following
level by 1. For example, say a player is rolling steps with each player, in order:
3d6 to level up her character and rolls a 1, 1,
Improve wealth. Use treasure brought back
and a 6. The player may confirm that 6 and still
to increase wealth or get out of debt. Noting
level up but the character loses two levels of
any coin leftover.
wealth because of those 1s the player rolled.
Roll to level up. Roll to level up with the
When a character has to drop to levels of character’s new wealth level. Indebted
wealth below “pauper”, the character characters cannot roll to level up.
becomes “in debt”. Buy gear or bank coin. Save remaining
Levels of Debt coins for future downtime activities or use it
to buy gear. Note your level of wealth
Each time a character drops a wealth level while
restricts what gear you can buy! Don’t
in debt, the character takes additional level of
underestimate torches and rations.
debt. Levels of debt increase the coin required
Downtime activities. The RR can insert any
to roll a character out of debt. For one level of
supplementary downtime activities here.
debt, a single d6 costs 100 coin. Two levels of
Whatever seems fun that the group enjoys.
debt, 200 coins. Three levels, 300 coin.

Effect of Debt
Debt has the following effects on a character:

Bane aspect. A character who is “in debt”


has a bane aspect representing who they owe
and how bad it is.
Perpetual pauper. An indebted character is
considered a pauper for all purposes beyond
getting out of debt and leveling up.
Cannot level up. A character cannot roll to
level up until they get themselves out of debt.
Narrative effects. The RR can have lots of
fun outside of the adventure routine as well
as inside it pinging on a character’s debts.
Maybe there is a price on the character’s
head. Or the character is fleeing the jailer to
avoid debtor’s prison. Or the character’s
spouse or child is taken as collateral. Or their
apartment is ransacked to send a message!

17

18
Characters
EZD6 core defaults to action fantasy. EZD6 Backgrounds
Dungeons winds up there but follows a more Backgrounds represent what your character did
traditional path featuring characters growing in before they went into adventuring. In rules
competence through trials of dungeon survival. terms, a background is an aspect.

What changes are there? There are plenty of random tables that can be
found in games like Warhammer Fantasy
Karma is now stress.
Roleplay, Dungeon Crawl Classics, Deathbringer,
Backgrounds instead of species. EZD6 and others. You can use these tables to roll a
Dungeons is humanocentric. If you want to “background” for a character. Or a player could
create an elf character consider using your make up their own during character creation.
starting inclination and aspect to model one.

Starting hero paths have changed to allow for In my games, I have a big d66 table that
borrows heavily from Warlock! by Fire Ruby
characters to grow into their full EZD6 core
Designs. The backgrounds in that chart give
heroes over time. characters the background as an aspect, one
specialized piece of gear, and one trinket.
A few inclinations have been changed to help
with rules for stress, wealth, and item slots. I won’t reprint that table here because, well,
it’s largely not my table to print. But it points
Some hero path abilities needed to change or you in a tried-and-true direction.
have been restricted.

Character Creation Hero Paths


To create a character in EZD6 Dungeons: When taking a hero path, leave off one ability
that can be leveled up later. I recommend
Choose a hero path.
deciding this randomly. Because a conjurer that
Choose a background.
can’t cast spells until 3rd level is completely my
Choose 1 inclination.
jam. YMMV.
Create an aspect.
Choose a sorcery, if applicable.
Choose gear.

This differs from EZD6 in that a background is


chosen instead of a species, starting characters
only get 1 inclination, and only 1 aspect is
chosen at character creation.

19





20
New Hero Paths
EZD6 adds the following hero paths to EZD6:

The Infernalist
The Plague Doctor
The Witcher Hunter

The Infernalist
You have sold your soul for an opportunity to put your name amongst the fables and nightmares of
generations to come.

Health: 3 strikes
Armor – Light: Save against wounds on a 6+; miraculous save on a 6
Boon: Resisting mind-affecting powers

Restrictions
Cannot take the Born Blessed, Devout, Faithful, Inspiring, or Victory in Failure inclinations.
Can only take the Necromancer, Arcane Bands, or Shadoweaver circles of sorcery.

Rule Requirements
Using the infernalist hero path requires no special EZD6 Dungeon rules .

Hero Path Abilities


Blasphemous Inversion: Once per combat when hit by a melee or missile attack, roll a d6. On a
5+, your attacker takes 1 strike of damage. This happens whether you save with your armor or not.
Hex: Once per day as an action, pick a target. If the target does not make a magick resistance at 6
or a miraculous save, the target has a bane on all rolls for the rest of the scene. Hex does not
require the Infernalist to anchor but is dismissed if the Infernalist takes a strike, falls unconscious,
or tries to cast another spell. The target knows it has a bane and it knows the Infernalist is the
reason why.
Mysteries of Malediction: You gain mastery in either the necromancer, arcane bands, or
shadoweaver circle of sorcery.

21

The Plague Doctor


You are a servant of the dark philosophies of alchemy, strange elixirs, and unguents.

Health: 3 strikes
Armor – Light: Save against wounds on a 6+; miraculous save on a 6
Boon: Resisting poisons and knowledge of potions, acids, and oozes.
The Plague Doctor goes into each adventure with 2 healing potions.

Rule Requirements
The plague doctor hero path needs the “potion points” rules in EZD6 Dungeons Gear list.

Hero Path Abilities


Potion Master: Begin each adventure with a random set of potions worth up to 5 total potion
points (see EZD6 Dungeons Gear list). Potions acquired with potion points do not count against
your gear. Place these potions in the Delver’s gear section on the character sheet.
Don’t Hurt Me, I’m a Medic! As a move you can jump into cover and avoid being attacked for a
turn as long as you don’t attack for that turn. Cover or broken ground must be near.

22

The Witcher Hunter


Meet Solomon Geralt Van Helsing-Kane. Or maybe you have met him. Once.

Health: 3 strikes
Armor – Medium: Save against wounds on a 5+; miraculous save on a 6
Boon: Melee attacks and monster lore.
The Witcher Hunter gets a holy symbol as starting gear.

Rule Requirements
The Witcher Hunter hero path needs the stress rules in EZD6 Dungeons. If not using the stress
rules, then have the Witcher Hunter offset 1s on a “Compel the Unholy” roll with 1 strike of
damage instead.

Hero Path Abilities


Quicksilver and Holy Water: The Witcher Hunter starts each adventure with 2 holy waters and a
potion of quicksilver. These do not count against the Witcher Hunter’s item slots. Use the Delver’s
Gear section of the character sheet for these items.
Compel the Unholy: As an action, hold up a holy symbol and speak in a solemn voice against the
undead or demons. Roll up to 3d6 power dice against a difficulty equal to the magic resistance of
up to 6 undead and demons near you. All affected unholy creatures are immobilized. One lesser
undead takes a strike of damage for each “1” that was rolled on magick resistance. The
immobilization effect lasts as long as the Witcher Hunter anchors, remains near, and no ally of the
Witcher Hunter attacks. Any 1s that are rolled on the Witcher Hunter’s power dice must be offset
by the Witcher Hunter taking 3 stress. A 1 that is not offset causes the attempt to fail and causes
the Witcher Hunter’s holy symbol to burst into flames, destroying it completely.

Special Potion
Quicksilver: Witcher Hunters have a unique potion called quicksilver. When a Witcher Hunter
drinks quicksilver, they heal 1 strike, may roll 2 dice on a crit confirmation (but only the first roll!),
and get a 5+ miraculous save for the rest of the scene. After the scene, the Witcher Hunter must
roll a miraculous save or mark off an item slot due to exhaustion.

23

Hero Path Changes Rascal


The following hero path abilities have been The rascal’s boon on armor rolls and miraculous
added or modified to work with the new rules in saves is now considered a hero path ability. The
EZD6 Dungeons. rascal must choose between it, tricks, and gank
as the ability they gain at 3rd level.
If it ain’t listed, it didn’t get changed!
Friar
The friar’s 5+ miraculous save (“Blessed”) is
Warden now considered a hero path ability. The friar
Gains the following ability and must choose must choose between it, empathic healing, and
either it, trailfinder, or forager as the ability they holy light as the ability they gain at 3rd level.
gain at 3rd level.
Skald
Loner. The warden can take two roles during The 5+ miraculous save (“Prognostication”) is
dungeon exploration with no penalty. now considered a hero path ability. The skald
Delver must choose between it, scrollmaster, traveler,
The “Gear” ability takes up no item slots. The and strands of fate as the ability they gain at 3rd
character sheet has a special section for these level.
items. This was u/LytW8_reddit’s idea on r/ezd6
and it rocks!

Brute
The brute gets 4 strikes instead of 5 and it’s
extra +1 strike is now considered a hero path
ability. The brute must choose between it,
enrage, and superstitious as the ability they gain
at 3rd level.

24

Inclinations
The following inclinations are new in EZD6 Sorcerer’s Apprentice
Dungeons. You know a lesser circle of sorcery. You cannot
use more than 2d6 power dice when casting
Unnaturally Calm
magick from this circle and must offset all 1s on
You get 2 karma at the start of each adventure. the power dice with 2 strikes. The Seer and
Increase by +2 karma if taking this inclination Blastmaster circles cannot be taken with this
more than once. This karma works just like inclination. An Elementalist can use this
karma in EZD6, except you don’t gain more of it inclination to add another element to her
during play. It gives you a buffer before you repertoire.
have to dip into stress.
Torchbearer
Dungeoneer
When lighting a new torch, heal up to 3 stress
You can handle two dungeon jobs (Guide, Scout, from the party. But no more than 1 stress from
Skulker, or Quartermaster) with no penalty. A each party member.
warden cannot take this inclination.

Packrat
You can use 3 of the Delver’s gear item slots on
the character sheet. These item slots do not
count against your item slots. The delver and
plague doctor cannot take this inclination.

Silver Spoon
If taken at character creation, start with “lordly
wealth” as the illegitimate child of a prominent
noble family or “wealthy” as a legitimate child
of lesser noble house. After character creation,
this inclination only boosts wealth by one level
as the character benefits from a windfall or
inheritance.

25





Inclination Changes Victory in Failure


The following inclinations have been modified Instead of gaining karma, this ability allows you
to work with the new rules in EZD6 Dungeons. to use stress to improve a roll of a 1. It costs 2
stress to improve a 1 to a 2 and then normal
If it ain’t listed, it didn’t get changed! stress improvements thereafter. Improving a 1
to a 5 would cost 5 stress (2 + 1 + 1 + 1).

Alchemist
Start each adventure with 2 healing potions or 3
potion points worth of potions (see Gear).

Born Blessed
Stress turns into a strike at 7, instead of 5.

Danger Sense
Boon to all ambush and trap checks.

Fate Touched
You have a hero die or gain another hero die.

Inspiring
You can remove stress from others, taking it on
yourself. As a free action, mark off a strike to
lower your allies’ stress by up to 5 points. No
single ally can have their stress lowered by
more than 3 points.

Nimbus of Light
A mote of light can be summoned and will
follow you, as per the listing in EZD6 core. But
this luminous spirit is both mischievous and
curious. It increases a dungeon’s threat
difficulty to avoid ambushes and find places to
rest while active. A threat difficulty of 6 is
increased to a 6+3 effort.

26

Random List of Inclinations 4. Smarty


Use this section to randomly roll a character’s Chirurgeon
inclinations against 6 groupings of 6 Craftsperson
inclinations each (d66). Re-roll any inclination
Alchemist†
that a character cannot have.
Lockpicking
1. Fighty Dungeoneer*
Attuned Packrat*
Checkmate
Fighter
5 Preachy
Marksman Hatred of the Unholy

Sweep or Swift Attack Born Blessed†

Tough Bastard Devout


Faithful
2. Socially Iron Will
Dandy Torchbearer*
Silver Spoon*
Sticky Fingers 6 Witchy
Fate Touched† Familiar
Hedge Wizard
Inspiring†
Thaumaturgy
Unnaturally Calm*
Nimbus of Light†
3. Thiefy Sorcerer’s Apprentice*
Catlike Victory in Failure†
Danger Sense†
* - Indicates inclinations that were added in
Slippery
EZD6 Dungeons.
Sneaky
Trapfinder † - Indicates inclinations that were changed to
work with the rules in EZD6 Dungeons.
Treasure Sense

27

28
Magick
Psion Circle of Sorcery Changes
(New Circle of Sorcery) The following changes to the existing circles of
sorcery in EZD6 help them work better with
You can manipulate the primal forces of the
stress in EZD6 Dungeons.
natural world with the power of your mind
alone. Blastmaster: Spellburn risk
As a psion, you can use remote viewing to go On 4, take 1 stress and 1 strike. On a 5, take 2
into a trance and communicate with friends and strikes. If this kills the caster, they explode and
loved ones across long distances. This also cause 1 strike of damage to everyone near them.
allows you to spy on known targets that are not Miraculous save to avoid.
protected by magic that would prevent scrying Elementalist: Sustaining an effect
or divination. While in a trance, you are
Spend 1 stress to extend the effect an extra
vulnerable in both physical and astral bodies.
round. +1 round per stress taken.
The psion can also use telekinesis to push and
Shadoweaver: Sustaining in lit areas
knock down, cause a strike of damage, pull, or
Spend 1 stress to extend the effect an extra
hold a creature or object. Holding a creature or
round in a lit area. +1 round per stress taken.
pushing/pulling over multiple turns requires
anchoring. The RR sets the resistance to this
effect, basing it on either the size of the target If it ain’t listed, it didn’t get changed!

or the target’s magick resistance – whichever


makes the most sense.

Inspiration. Eleven from Stranger Things.

29







Randomized Circles
Re-roll if a circle is unavailable for some reason.

d10 Circle

1 Arcane Bands

2 Blastmaster

3 Botanicalist

4 Elementalist

5 Illusionist

6 Necromancer

7 Psion*

8 Seer

9 Shadoweaver

10 Shapeshifter

30

Gear
EZD6 core has a good list of items but what the items do is largely left to the RR and group consensus
on what game effects can be accomplished using these items. Additionally, where the utility of items
is unclear (as with “Bellows”), there’s a chance one could have some items that have no use.

In a world where every item slot matters, items with unclear use are just dead weight.

While it is fully possible to use EZD6 Dungeons with the gear in EZD6 core, I recommend using the
list of items below which highlight what they are used for and give guidance on that usage.

Items
The following item lists are broken into 8 groups of 6 items each. Some groups require a minimum
level of wealth. See Wealth for more on that. Items are considered to only take up one item slot
unless indicated otherwise

Ammo
Ammunition costs 20 coins and takes up one item slot. Each slot of ammunition is good for around
10 encounters. A character can substitute any rolled item for ammo.

Items that everyone gets


All characters get a Waterskin, Backpack, and Flint and Steel at character creation. These items cost 5
(waterskin), 20 (backpack), and 10 (flint and steel) coins to replace. A waterskin only carries one
day’s worth of water.

Group 1: Essentials
A character can substitute any rolled item for one of these items.

Item Bene t Cost

Scrawny chicken Can be killed for food, used as bait, or allowed to roam free for traps; Does not need to 5
be carried but cannot be controlled if let loose
Preserved rations Food enough for one person for 3 days 10
Torches Use up one torch for every two party members to prevent dungeon danger level from 1
increasing. 3 torches.
Bedroll and blanket Allows you to recover strikes from resting outdoors or in a dungeon. Without it, you 5
cannot recover strikes while resting outside of a safe haven.
Bandages A healing kit. One use can be spent to recover 1 strike in a turn (10 minutes) of rest. 25
Can also be used to stop bleeding. 6 uses.
Small hammer Required to use nails, stakes, spikes, and chisels. Cannot be used as a weapon 10

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Group 2: Delve Basics


Item Bene t Cost

10 ft. pole Used for triggering traps from a safe distance. Uses 2 hand slots. 5
Thin but strong rope 50 ft. Used to descend or tie people up. Uses 2 item slots. 10
Dungeoneering tool A pickaxe, sledgehammer, or shovel (choose one). The former two can be used to 10
break through thin plaster or stone walls. The latter can help remove debris from a
blocked path. Can be used as a weapon but breaks on a 1 or 2.
Knife Requires a confirmed crit to do 1 strike of damage; Can be used while grappled. 5
Oilskin bag Protects 1 slot of rations from being ruined by water or vermin. 5
Nails Can be spent along with found wooden items to board up a door. 1 use. 5

Group 3: Veteran Gear


Item Bene t Cost

Metal spikes Requires hammer. Prevents a door from closing behind you or forces a door to be 5
stuck. 5 uses.
Used to make something slippery. Apply a bane to physical actions to climb or hold a 10
Pot of grease
coated object. 3 uses.
Sack Carry 2 slots of treasure in one hand or 4 slots of treasure in 2 hands. Cannot be used 1
to carry bulky items.
Bag of chalk sticks Used to mark progress in a dungeon to avoid getting lost. Spend to re-roll a 1 on a 1
guide test. Or spend to set up a ritual.
Strong hooch Spend to roll 2+ to recover up to 3 stress. On a 1, recover stress but also drunk. 5
Pick one. Vampires roll a bane on all actions when near garlic. Werewolves roll a bane
Garlic or wolfsbane 1
on all actions when near wolfsbane. 3 uses.

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Group 4: Comfort Gear


Item Bene t Cost

Holy symbol If wielded, roll 1d6 against up to 6 undead's magic resistance to prevent the undead 15
from advancing. On a fail, take 1 stress and the holy symbol cannot be used this way
again until next adventure. On a 1, the holy symbol bursts into flames and is
destroyed. Take 1 strike and increase dungeon danger by +1!
Flask of oil If you have a lantern, roll 2d6 to avoid increasing dungeon danger. On a 5+, danger 10
does not increase. Flask of oil is spent if either die rolls a 1.

Can also be spent to set a fire or set enemies on fire!

Potion attack against up to 3 near targets. Affected targets take 1 strike of damage and
another strike of damage each round of the duration until taking their full action to put
out the fire.
Bone dice Use for an hour during a rest to play dungeon dice. All players recover 1 stress. 1
Whistle Blow to alert occupants 1 or 2 rooms over. 5
Chisel Requires hammer. Can be used to loosen masonry, take doors off hinges, or can be 5
spent to jam a lock.
Bag of ball Spend to make those entering area roll 3+ or fall. 5
bearings or marbles

Group 5: Marshall’s Gear


Item Bene t Cost

Incense Spend to perform an offering or kick off a ritual to speak with the dead or worse. 10
3 uses.
Manacles Used to restrain a man-sized creature. 10
Crowbar Needed to pry open stuck doors, treasure chests, and coffin lids. 10
Grappling hook Needed to climb up a rope. 10
Horn Blow to alert all creatures on this level of the dungeon. 10
Small bell and twine Spend to set an alarm in a dungeon. Allows a re-roll on an ambush roll. 20

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Group 6: Professional Gear
Item Bene t Cost

Holy water Spend to do 2 strikes of damage against a demon or undead. Can roll magic resistance 25
against a difficulty of 6 to only take 1 strike. Also used in consecration rituals.
Thieves Oil Spend to ignore banes from noxious smells for a scene. 3 uses. 25
Lantern Requires oil. Prevents dungeon danger level from increasing. Roll 2d6. Danger level 50
does not increase if either die is 5+. Oil is spent if either die is a 1.
Profession tools Used to perform tasks related to one's background. 100
Exotic spices Spend to make one meal edible that would otherwise be inedible, such as goblin meat, 15
maggot-infested rat, or likewise.
Handheld mirror Used to look around corners or deflect gaze attacks. 150

Group 7: Specialist Gear


Item Bene t Cost

Padlock and key Used to lock something like a door or chest. 20


Lodestone Magnetic rock. Use to recover 1 more use of arrows/bolts after running out. Takes 10 200
minutes to retrieve ammo. Another use of ammo is found on 4+. Increasing to 5+ and
6 on subsequent attempts.
Smelling salts Spend to break someone out of a mind-affecting magick. 3 uses. 50
Bag of Caltrops Anyone moving through area has to roll 5+ to avoid 1 strike of damage. But can 10
instead move cautiously through area to avoid all damage.
Metal tongs Used to pick up things like hot coals or gems out of an untrusted font of water from a 10
mostly safe distance.
Hidden pocket Sewn into a jacket or armor. Used to make one small item undetectable. 100

Group 8: Luxury Gear


Item Bene t Cost

Silverpoint Used to take notes and save inscriptions for later study. 10
and parchment
Spyglass Used to see up to a half mile away with no obstructions. 1000
Magnifying lens Used to closely examine details. Helps with reading inscriptions/scrolls in dim light. 100
Makeup Spend to create a simple disguise. 3 uses. 20
Antitoxin Spend to eliminate effects of a poison, avoiding either instant death or ongoing 100
damage.
Fake jewels Spend to distract a pursuing monster that's into shiny things. 50

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Potions
EZD6 has a number of colorful potions.

Buying Potions
A character may try to buy a potion if a price is listed. A potion may not always be that easy to find,
however. A difficulty for finding a given potion is listed in parenthesis next to the cost in coin.

Potion Points
The alchemist inclination and plague doctor hero path both give a character “potion points” with
which they can “buy” potions at the start of each adventure. These potions are actually bought,
however. These are the potions the character has concocted back in his lab. Potions can cost 1, 2, or 4
potion points. All of the potions listed in the EZD6 core book are 4 PP (potion point) potions.

Potion Attacks
A potion that explodes into a cloud of gas or flame is considered a potion attack. For a potion attack,
roll 2d6 for the potion, re-rolling 1s unless the roll is snake-eyes (a 1 on each die). Rolling two 1s on a
potion attack means something goes horribly wrong. Otherwise, the targets make a magick resistance
roll against the higher die and the lower die is the how many rounds the effect lasts. If used against
characters, characters would make a dodge roll instead of magick resistance.

Potion Attack Example


A potion says that up to 3 near targets must make a “potion roll” to avoid some effect. Take the
highest magick resistance of the targets (in this example a 2d6) and add 1d6 for each additional
target. So, in this example, 4d6 for one target with 2d6 magick resistance and 1d6 for the other two.

Make a potion roll (2d6). You roll a 1 and a 4 and then re-roll the 1 (because only one die was a 1!)
and get a 5. Now the three targets roll 4d6. If they roll 5+, they avoid the effects of the potion. If they
don’t, they are affected by the potion for 4 rounds.

Option: Individual Resistance


If an RR doesn’t mind keeping track, they can roll for each target individually. This gives more
variance the effect of potions and translates to potions being wilder and more fun in the game!

35

d6 > d6 Potion Bene t PP Cost (DC)

1>1 Acid Potion attack against up to 3 near targets. Affected targets take 1 2 300 (5+)
strike of damage and 1 additional strike every round until potion
wears off. Can also be used to dissolve locks.
1>2 Mending dust Can crudely repair something made of stone or metal. Will not 1 500 (6)
work on intricate machines like a clockwork or padlock.
1>3 Blast powder Potion attack against up to 3 near targets. Affected targets take 1 2 300 (6)
strike of damage. No duration but a duration die of 4+ also knocks
affected targets to the ground. Loud boom may cause enemies to
flee or draw curious creatures.
1>4 Antitoxin Spend to eliminate effects of a poison, avoiding either instant 1 100 (3+)
1>5 death or ongoing damage.

1>6 Essential salts Use to stop ongoing effects of acid. Or to make one waterskin’s 1 200 (5+)
worth of undrinkable water drinkable.
2>1 Contact Poison Can coat a blade with poison and it remains active for a scene or 2 300 (3+)
until an enemy is poisoned. Instead of confirming a crit, can
instead choose to inflict 1 strike of ongoing poison damage until
target makes a miraculous save.
2>2 Wormwood Removes any curse or bewitchment but reveals some inner secret 2 500 (6)
of the universe. This revelation can cause 1d6 stress. Roll
miraculous save to avoid this stress.
2>3 Unguent Adds an extra d6 to magick power rolls for one scene 2

2>4 Flash powder Potion attack against up to 3 near targets. Affected targets take 1 2 300 (5+)
strike of damage and are blinded for duration.
2>5 Fairy repellent Elves, faerie, or fey-native creatures have a bane to all actions 2
near a character coated in fairy repellent. Lasts for 1 scene
2>6 Noxious blast Potion attack against up to 3 near targets who can be affected by 2 300 (6)
magical sleep or mind-altering spells. Affected targets take 1
strike and lose their action for a round. Other creatures take a
strike when entering the affected area for a number of rounds
equal to the duration
3>1 Smoke bomb Gives a double boon to someone attempting to evade a pursuer 2 300 (4+)
who relies on sight or smell. Ranged attacks through the area are
impossible. Smoke fully dissipates after 1 hour.
3>2 Festering vapors Potion attack against up to 3 near targets who are not undead. 2
Affected targets take 1 strike and have a band to all actions for the
duration.
3>3 Butterslime A thick gelatinous grease renders a surface or object impossibly 2 500 (6)
slippery, requiring a miraculous save to just army crawl through
itor both hands and a full body hug just to hold an object. Cannot
be washed off and anything touching this grease likewise becomes
slippery from contact, incurring a bane to future actions. Effect
lasts for an hour.

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d6 > d6 Potion Bene t PP Cost (DC)

3>4 Poppymilk Ignore any banes from physical wounds or conditions for the rest 1 100 (3+)
3>5 of the day. When the potion wears off, make a miraculous save or
lose 1 strike. If rolling a 1, become addicted to poppymilk and
take a bane to all physical actions unless drinking poppymilk at
least once each day.
3>6 Alchemist's fire Potion attack against up to 3 near targets. Affected targets take 1 4
strike and are coated in a greenish jelly that ignites into a fiendish,
green fire when exposed to oxygen. This flame burns hot enough
to scar stone and melt metal! A creature who is on fire takes 1
strike the first round, 2 the second, 3 the third, etc., until the
duration ends. This fire cannot be extinguished.
4>1 Sleeping draught Drinker sleeps for 1d6+4 hours and will not wake up unless 2 200 (4+)
physically damaged or violently shaken. If sleeping through a
whole night, they recover 1 extra strike.
4>2 Sleep bomb Potion attack against up to 3 near targets who can be affected by 2
magical sleep or mind-altering spells. Affected targets fall asleep
for a number of hours equal to the duration.
4>3 Black Ice Coats an area in a thick layer of synthetic black ice. Crossing an 4
area of black requires a 6 action with a bane. A failure means the
creature falls prone. The creature also takes a strike of damage on
a 1.
4>4 Darkness Turns an area completely dark, blocking even supernatural light 2
sources and forms of vision with the exception of Optim’s Potion
of the Perfected Eye which can see clearly into and through this
darkness. Area of darkness dissipates after 1d6+2 hours.
4>5 Ghoulwine Allows the drinker to take on the appearance of another humanoid 4
but requires a hair, fingernail, or other detritus of a living target to
be dissolved in the potion. This is an illusion and does not confer
any abilities of the subject. Also has a tendency to wear off at the
worst possible time.
4>6 Nightmare Bomb Potion attack against up to 3 near targets who can be affected by 4
mind-altering spells. Affected targets take 1 strike and are beset
by unspeakably horrific hallucinations. They flail about in
confusion and either flee, curl up into a ball, or attack the nearest
target for the full duration.
5>1 Nitrous Webs When exposed to air, this liquid drapes a room or clearing in 4
heavy webs across an area. Potion attack against up to 6 near
targets. Affected targets are stuck in the web for a number of turns
(10 minutes each) equal to the duration. They can try to break free
with a 6 strength check. The webs require a 5+ to navigate
through without getting stuck. Additionally, the web can be set
aflame which will cause all stuck in it to roll a miraculous save
take 2 strikes of damage. Actual spiders avoid these webs.

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d6 > d6 Potion Bene t PP Cost (DC)

5>2 Poison Cloud Potion attack against up to 3 near targets as a vaporous, purple 4
mist covers an area. Affected targets 1 strike of damage. Entering
the cloud or ending a turn in it also inflicts 1 strike of damage.
Additionally, those inside the cloud must make a 6 strength roll to
leave it. Creatures stuck in the cloud can take no actions beyond
trying to leave it.
5>3 Shadow Milk Drinker becomes invisible to mortal creatures but appears as a 2
blazing beacon to those with second sight, the undead, or
creatures of the spirit world. While invisible, you exist partially in
both worlds but can only be harmed by spirits. You may not
interact with anything in the physical world including speaking,
attacking, or casting spells against those in either realm. Lasts for
one scene and tends to wear off at an inconvenient time
5>4 Glutton’s Blight Potion attack against up to 3 near targets who can be affected by 4
mind-altering spells. Affected targets take 1 strike and take
another strike each round they do not eat something composed of
meat. This can be a rotting corpse, a rat, or an ally.
5>5 Tears of This potion gives the drinker night sight, allowing them to see 2
the Spider Bride twice as far in dim light. It lasts for a full day.
5>6 Ravenwater This inky black poison dissolves completely clear into any liquid 4 1000 (6)
and has no taste or smell. Any living humanoid creature drinking
it dies immediately unless making a miraculous save or rolling
magick resistance against a 2d6 potion roll.
6>? Consult potions table in EZD6. Each potion is 4PP and cannot be bought.

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Exploring and Threat
EZD6 Dungeons introduces a procedure for Exploration Speed
delving into dungeons. This procedure The table below lists exploration speed as a
abstracts things like light levels, rest, and the number of rooms or significant locations a
physical and emotional impact of exploring party can traverse in a turn. Typically, a party
dark, deep caverns. rolls an encounter die at the end of each turn
exploring the dungeon. Faster parties may get
Navigating a dungeon presents four distinct
past three dungeon areas. An overloaded party
jobs that a party must do. Ideally, a character
may get through 1.
will fill only have to do one of these jobs.
A party’s speed is equal to the slowest person
Hirelings. If an NPC has to do one of these
in the party. This is a guideline, however. Don’t
jobs, the NPC rolls a bane unless the NPC has
some qualification that makes them suited to focus too much on it. Speed is just a general
doing that job. A cartographer, for example, sense of is the group moving faster or slower.
acting as the guide.
Armor Areas per turn …if overloaded?
Multiple Jobs. If a character is performing
Light 4 2
more than one job, any roll the character has
to make related to those jobs has a bane. Medium 3 1

Wardens and dungeoneers. Wardens and Heavy 2 0


characters with the dungeoneer inclination
can do two exploration jobs with no penalty.

39






Sneaking and Skulking Lookout. The lookout keeps the party aware of
A party may sneak and skulk through a danger. When a combat is about to begin, the
dungeon. scout rolls against threat.
Skulking. Gives the skulker a boon on rolls to On a fail, the monsters go first.
avoid traps.
After the first round of combat, roll side
Sneaking. Gives the lookout a boon on rolls initiative each turn.
to avoid being ambushed!
Skulking and sneaking each reduce the party’s Quartermaster. When the party takes a rest,
exploration speed by -1. So a party whose the quartermaster rolls a check against threat
slowest member is only wearing light armor to secure supplies and a safe area to rest in.
would normally explore 4 areas per turn. If they On a success, the party is able to take time
are both sneaking and skulking, they can only to bind wounds, eat, (maybe) sleep, etc.
explore 2. If only skulking, they can explore 3. On a failure, the party cannot and must
press on. Cross out one item slot due to
A party reduced to zero exploration speed
exhaustion.
or below must either drop items or armor,
stop skulking or sneaking, or lay down in the On a 1, a monster encounter occurs in
dungeon to die. addition to losing an item slot to exhaustion.

Exploration Jobs Skulker. The skulker stays alert for traps,


The four jobs for dungeon delving are the guide, alarms, or environmental hazards. When asked
lookout, quartermaster, and skulker. to roll, the skulker rolls against threat.

Guide. Navigates the party through a On a failure, one party member sets off a
dangerous environment using a map, prior trap that may cause damage, attract nearby
experience, or sheer instinct. When asked to monsters, or cause a delay.
roll, the guide rolls against the threat level. On a '1', this is a damaging trap that affects
all the party.
On a failed roll, the guide made a wrong
turn or led the party to a dead end, a stuck or
locked door, or a big debris pile. This costs
the party time to get back on track. A normal
failure costs the party 1 turn.
A result of 1 costs the party 3 turns.

40

Danger, Threat, and Encounter Table


Danger Description Threat Roll Encounter Die Every…

1-2 High Spirits 2+ 3 turns


3-6 Mild 3+ 3 turns

7-11 Dangerous 4+ 2 turns

10-12 Deadly 5+ 2 turns


13+ Nightmare Mode 6+ 1 turn

Threat & Danger The Threat Die


Danger is the degree to which the dungeon is The threat die is a different colored d6 that is
actively trying to kill you. It ranges from 0 to 10. rolled with attack rolls, casting from scrolls,
The higher the danger, the greater the threat. and any other action that involves a roll that
isn’t casting magic.
Threat is the difficulty of rolls to navigate the
dungeon. As danger goes up, activities required The threat die is not used with magick power
to move through the dungeon get harder. rolls, potion rolls, armor rolls, miraculous
saves, or the threat rolls associated with
How Danger Increases exploring a dungeon.
Danger increases when:
What the Threat Die Does
An encounter roll says it increases
1 or 6. When the threat die rolls a 1 or 6,
The threat die rolls a 1 or a 6 increase danger by +1.
A player uses the threat die Substitute. A player can use the threat die in
place of their roll by having their character
What Danger Does
take 1 stress and increasing danger by +1.
Threat (which represents the difficulty of
encounter rolls and the exploration jobs)
increases at each new level of danger.
Encounter rolls also become more frequent as
danger goes up.

Danger Burn (optional)


In place of taking a strike to offset a 1 on a
magick power roll, the RR could allow casters to
increase danger by 3 instead.

41


The Encounter Die Encounter Die (d6)
If a dungeon turn represents around 10 or so
Encounter! Monsters attack. Scout must roll threat
minutes of exploration, an encounter die is 1
or the monsters ambush the party and go first.
rolled at a rate of every 3 or so turns, based on Darkness! Danger increases by +1 unless one
2
the dungeon’s danger level. torch for every two party members is spent or a
successful lantern roll is made
Roll the encounter die at the end of the
3 Traps and alarums! Skulker must roll threat. On a
dungeon turn specified by the dungeon’s success, monster spoor, a spent or disabled trap, or
danger level other evidence of dungeon denizens is found. On a
failure, one party member is affected by a trap.
Light and Dark Roll a miraculous save or take 1 strike of damage.
When the “Darkness!” result comes up on the On a 1, the entire party is affected by a trap or they
trip an alarm that increases the dungeon’s danger
encounter die, a group has the option to use by +5.
torches or lanterns to prevent the dungeons Obstacles! Guide must roll threat or the party is
4
danger level from going up. delayed by a wrong turn, getting lost, or an
obstacle blocking the path. On a failure, the party
Torches is delayed 1 turn. On a 1, the party is delayed 3
turns.
The party can spend one torch for every two
5 Respite or else! The quartermaster must roll a
party members (including NPCs) to keep the
threat roll to see if the party can rest. If not, one
danger level from increasing. Round up in this party member marks off an item slot to exhaustion.
calculation such that a party of three would On a 1, all party members mark off an item slot to
exhaustion.
need to use 2 torches.
6 Nothing? Nothing happens. Alternately, the RR
Lanterns can give the party a helpful clue or have the party
find something useful. If so, increase danger by +1.
Lanterns use oil flasks. To use a lantern and oil,
roll 2d6. If either die rolls a 5+, the danger level
does not increase. If either die rolls a 1, the oil
is used up.

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