Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Download as pdf or txt
Download as pdf or txt
You are on page 1of 46

1

WARNING - PLEASE NOTE


Feb/March 2023
This is not the final version of 2D6 Dungeon.
It is a playtesting version and will be updated when feedback
has been gathered. There are blank areas in this book so that
if any additions are needed there is space to incorporate them.
Consider these things when testing the game:
Were the rules easy to understand?
Was there anything that you did not understand?
Was there anything missing?
There will be errors (such as typos) so please highlight these.
Most importantly did you enjoy playing it?
Please send feedback to:
toby@drgames.co.uk
Those who do test the game will be added to the front of
the book listed under testers in the credits.
This version features the level 1 tables in the Tables
Codex which is a separate file, both being downloaded
from Board Game Geek. But this is more than enough to
demonstrate how the game plays.
Once a short period of testing is complete the project will go on
Kickstarter where physical versions will be available to back and
levels 2-10 will be added to complete the game.
Please also note that the rules will need a final edit when completed.
THANK YOU!

2
2D6 Dungeon
Core Rules
A roll and write, print and play, solo player,
dungeon crawler game

Written and Designed by


Toby Lancaster
Cover Art by
Eric Pommer
Play Testers
Steve Boulter, Victor Haerinck Jr.
Scott Kirby, Paul Baker, Nick Moore,
Tammy Dave, Frederico S. B. Mesquita

Copyright 2023 DR Games (Version 0.92)

3
Contents
Introduction 6
Setting, Subterranean Gods 6
Coinage and Gems, Quest Items 7
Ten Levels, Becoming a Legend 7
The Dice and Types of Rolls 8
Primary and Secondary Dice 8
The Modified Ranges Rule 8
Creating an Adventurer 8
Health Points, Death 10
Into the Dungeon, Dungeon Ancestry 11
Generating Dungeon Rooms 12
Encounter the New Room 15
Identifying the Room and its Contents 15
Checking Door, Locked Doors and Boxes 16
Lock Picks 16
Portcullises, Tracking Back, One Level Lairs 17
Inventive Usage, Imagination and Common Sense 18
Enemy Corpses, Containers, Making Sound 18
Medicine Ingredients, Fires, Gaining Favour 19
Herbal Remedies 19
Fixing Things, Precision Checks, Using Rations 20
Narrative Moments, Liberating Prisoners 20
Combat, Manoeuvres 21

4
Contents
Shift Points, Interrupt Stat 21
Combat Sequence, Shifting Dice 22
Shifting Restrictions, Shifting Dice for Monsters 22
Missing, The Fatigue Die 23
Mishap and Prime Attack Rolls, Armour Deflection 23
Multiple Creatures, Armour Dice Sets 24
Fearful Momentum, Winning the Combat 25
Too Powerful, Creature Cards 25
Magic, Using Magic Scrolls and Potions 26
Calling for the Favour of the Gods 27
Additional Rules, Bloodied and Soaked 28
Lower Levels, Treasure and Experience 28
Increasing the Difficulty Level 29
Armour Checks, Out Numbered 29
Leaving the Dungeon, The Market 30
In the Evening, Tavern Exploits 31
The Temple, Town Hall, Arm Wrestle Table 32
Legendary Rewards 33
Character Sheet 34
Quick Reference Combat Cards 38
God Cards 40
Dot Grid 43
Combat and Magic Crib Sheet and Tables Sheet 45

5
in combat. You can also print out the God
Introduction Cards and Creature Cards for ease of use.
2D6 Dungeon is a classic style dungeon
crawl, print and play, roll and write game Setting
designed for solo play. You explore
randomly generated dungeon rooms, fight 2D6 Dungeon is set in its own fantasy
monsters and collect treasure as you gain world called Coradine. It is a land where
experience and levels and strive to become the people have a longstanding peace, war
a legendary adventurer. Every adventure seemingly forgotten, the regions and
and dungeon is unique. realms respectful of a unified sovereignty.
But beneath this shroud of peace is a
turbulent underworld. A dark realm that is
riddled with dungeons and underground
chambers where monsters hide away
guarding their treasure and organised
groups of bandits and brigands form plans
to raid the settlements above.

Although Coradine features some of the


classic fantasy heritages it also has new
unique ones, some twisted by their time in
the darkness others warped by their desire
to break the harmony above. Parties and
adventurers play their part in ridding the
world of these terrors by venturing forth
into the dungeons that litter the land.
Those found in the dungeon realm are evil
You are an adventurer who has that special and will try to destroy those who dare to
quality which marks you out as enter.
exceptional. You have heard that there is a
dungeon located nearby and after The Subterranean Gods
searching have discovered the entrance.
This is your opportunity to make your The gods of the underworld are
fortune and although you know the ambivalent to those on the surface but as
challenges ahead will be difficult you sense an adventurer who is entering into these
you have what it takes to become a legend. depths you must be aware of what they
offer for it is possible to gain the favour of
What you Need to Play these needy deities. As you progress
through the dungeon you will encounter
You will need the Core Rules book, the shrines, fountains and monuments
Tables Codex book, 2 different colour six dedicated to these subterranean gods
sided die, an additional 2 six side die, a where you can make offerings. Learn more
pencil and a dot grid sheet to draw the about this process in Inventive Usage later
map on (see rear of the book). Print out on and more about these deities on the
the Quick Reference Combat Cards to use God Cards (page 40).
6
Gem Value Table
Gem Type Colour Low Quality Mid Quality High Quality
Pearl Opaque 2gc 4gc 10gc
Sapphire Blue 4gc 8gc 20gc
Garnet Orange 8gc 16gc 40gc
Ruby Red 10gc 24gc 60gc
Emerald Green 12gc 32gc 80gc
Diamond White 16gc 40gc 100gc

Coinage and Gems keep an eye out for as you adventure into
the dungeon.
In the world of Coradine there are three
types of coin. These are gold, silver and Ten Levels
copper. Ten copper equals 1 silver and 10
silver equals 1 gold. Copper coins are very The aim of 2D6 Dungeon is to complete
light weight and one hundred of them are the ten levels of the dungeon (not ten
worth 1 gold coin. Gems (pearls are times through level one). There are ten
included here) are also used as methods of levels to the dungeon and when a level is
payment and many traders will accept complete tick it off the Legend Status
them instead of coins. The Gem Value Level Tracker on the Character Sheet.
Table above shows the types and values.
Low quality gems (LQ) can show
blemishes and are often oddly shaped or
roughly cut. Mid quality gems (MQ) may Completing a dungeon level may take a
be worn or moved from their custom number of tries. You will probably have to
mounts and high quality gems (HQ) are leave the dungeon and return with better
larger, rare and finely cut. equipment, to be able to face the harder
creatures of the deeper levels. Rarely does
an adventurer complete all ten levels in
Quest Items one outing.
Although the core aim of the game is to
gather treasure, experience points and Becoming a Legend
legendary status there are small narrative
quests that can be picked up while You can become a legend if you complete
exploring. These are sometimes objects or each individual level of the dungeon, as
pieces of information which can be noted described above. Once you become a
in the Quest Items section of the legend you will receive a legendary reward
Character Sheet. Their function is in the town as acknowledgement of your
described in the text and once complete achievements. Once you have become a
can be crossed off. You may have a couple legend you can progress onto Legendary
of quests running at the same time, or Dungeons, a future expansion for the
none at all. Each quest will have very game called 2D6 Legendary Dungeons.
specific requirements that you will need to

7
particularly depend on the application of
The Dice the Primary and Secondary die.
It’s important to understand that the core
of 2D6 Dungeon is narrative and the
The Modified Ranges Rule
engine that powers it is the selection of
tables found in the Tables Codex book. It Some tables do not account for higher or
is fair to say that this game embraces lower numbers after modifiers are applied.
tables, on many levels, and to help In these cases, the Modified Ranges Rule
facilitate this we have included a table applies. This means that you roll a zero for
index. You will need to roll the sixed side example on a table and the nearest number
dice in a number of fashions for these is 1 you follow the result for the 1. Or if
tables. you roll a seven and the table only shows a
six then you go with the six. No bonuses
or penalties are applied for being out of
Types of Rolls the range of the table. Some tables, even
though they require just one die to be
There are four types of roll you will be rolled, will have a broader range of results
asked to make at different times during the but this is taking into account the
game. You will also need 4 dice to play. application of modifiers to the roll in this
case. This allows for more extreme rolls to
D3 - Roll a six sided die. 1-2=1, 3-4=2 and have a more specific consequence.
5-6=3.
D6 - Roll a six sided die. There may be
some tables that show a broader range of Creating an Adventurer
numbers even though they require just one
die to be rolled. This is because modifiers As the adventurer you will have a number
can be applied. of stats and abilities. These are recorded
2D6 - Roll two six sided dice. This is the on your Character Sheet, which consists of
most common roll and where the game four separate A5 pages. Print out a blank
derives its name from. Combat relies on a version from the back of the book. First
2D6 system. add a character name and then write +2 in
D66 - The D66 is a combination of two your Shift and +1 in the Discipline box.
six sided dice, made distinguishable from Write zero in Precision. You also start with
each other by colour. The first die 10 Health Points.
represents the tens digit, and the second
die the ones digit.

Primary and Secondary Dice


In 2D6 Dungeon, when rolling a D66 the
Primary die, the tens digit, will need to be a
different colour from the Secondary die, so
that you can distinguish between the two. Now you need to select a weapon. Choose
You always read the Primary die first either a Longsword, Greataxe or Heavy
unless the encounter or ability text states Mace and write this in your Weapon Box,
otherwise. Combat and room generation see Weapon Manoeuvres Table 1 for more
8
detail on what you can do with each You have been taught the arcane runes of
weapon. Pick two starting manoeuvres magic and so can read magic scrolls. Select
from the Level 1 Manoeuvres. Add these a scroll from the Starting Scrolls Table and
into the manoeuvre column on your write it in the Magic Scrolls section on the
Character Sheet. You use these during sheet. See the Magic Scroll Table, in the
combat and will see that there are two dice Tables Codex, for more details.
combinations that also need to be drawn
in. You can’t just pick up any weapon in Starting Scrolls Table
the dungeon and expect to know its Scroll Description
intricacies so you stick to what you know Scroll of Increases discipline
best and use the same weapon throughout Balance and magical focus for
your adventure. Years of training have a time
taught you how to use it with a decent Scroll of A damaging psychic
level of skill. At higher levels you can have Mental Whip attack
up to a maximum of three manoeuvres at Scroll of Increases combat
any one time but may swap them out for Reflexes ability for a time
more damaging examples when you gain a Scroll of Melt Destroys one lock or
level, see Adventurer Levels Table below. Metal piece of armour
Next you can select one piece of armour On top of this the village healer has given
from the Starting Armour Table. Write it you a Potion of Healing, which can restore
in the armour section, along with its dice 10 HP. Write this into the Magic Potions
set. You can wear up to 3 pieces of armour. box on the character sheet. You can carry
up to five potions at any one time.
Starting Armour Table
Write 1 in the Level box at the top of the
Armour Dice Set Modifier sheet and zero in the XP box. You are an
Jerkin -1 Damage inexperienced level one Raw adventurer
and will gain experience as you kill the
Padded -1 Damage creatures you encounter.
Tunic
Quilted -1 Damage
Coat
Hide -1 Damage
Doublet

The modifier is the number taken from


any damage you take during a round of
combat. You can wear any combination of
armour but not duplicate pieces.

You also start with a flint and steel, for


lighting fires, a lantern, 3 rations, a
pouch and a large backpack in which
you can carry all your loot and items.

9
Adventurer Levels Table
Level Title No and Max XP to Shift Discipline Precision
Level of Level Total Total Total
Manoeuvres Up
1 Raw 2 – Level 1 100 +2 +1 0
2 Novice 2 – Level 1 500 +2 +1 +1
3 Apprentice 3 – Level 1 1000 +2 +1 +1
4 Skilful 3 – Level 2 2000 +2 +1 +2
5 Experienced 3 – Level 2 3000 +3 +1 +2
6 Adept 3 – Level 2 5000 +3 +1 +2
7 Accomplished 4 – Level 2 10000 +3 +2 +2
8 Expert 4 – Level 3 15000 +3 +2 +3
9 Professional 4 – Level 3 25000 +4 +2 +3
10 Master 4 – Level 3 - +4 +3 +3

So, for example, if you are a Level 7 match this then they can not use that
Accomplished Adventurer you will have 4, manoeuvre and must settle for a lower
manoeuvres, +3 Shift and +2 in Discipline level one.
and Precision with 10000+ experience
points. Capacity
Every time you pass a level you can, if you There are no restrictions on the amount of
so desire, swap out one of your manoeuvres treasure or small items you can carry. But
for another under your weapons list. Each you can only carry up to ten large or heavy
Manoeuvre has a level rating. If your items. These are stored in or on your
character’s Max Manoeuvre Level does not backpack, attached to straps and wherever
possible. Large items include all armour,
rocks, heavy metal objects, large tools and
volumes of liquid (which would need some
form of container). Apply common sense
to this rule. If you think in real life it would
be awkward or weigh you down then it is a
heavy item. You may also only carry five
potions and three magic scrolls, each
having an individual space on the
Character Sheet. If you find a new scroll or
potion and are at full capacity you can
either drop one or use one up to make
room for the new scroll or potion.

10
Health Points abandoned one and are the most common
species that is found in the majority of the
You have a base Health Points of 10. For dungeon. The dungeon in this edition of
every level you gain add 10 Health Points 2D6 Dungeon deals with a dungeon that
to this baseline and gain 10 HP. You do has human as its ancestry. Human
this the minute you have enough XP, dungeons tend to be more functional than
which will be while you are in the say a monster or an orc dungeon. As with
dungeon. Also gain 10 HP as a result of all dungeon dwelling creatures these
levelling up, even if that takes you above humans are aggressive, and plot to
the baseline. This means that if you are overthrow Coradine, the world above, so
level 7 you have a baseline level of 70. But will attack any intruders. Although this
this is not a cap on how many points you dungeon has a human ancestry other
can have, for you can exceed your baseline. creatures will be found below such as pets
Potions of Gain Health and Scrolls of or captured beasts and potentially more
Surging Strength can boost you beyond powerful beings that the humans worship.
this baseline but Potions of Healing can Other expansion packs for 2D6 Dungeon
only heal you up to your baseline. There will feature different dungeon ancestries.
are also magical objects that can take you Each level of the dungeon is represented
above your baseline. by a specific set of rooms, from which you
randomly generate a selection as you
Death explore. The higher the level the harder
they become, although they may share a
If your Health Points are reduced to zero number of similar types of room.
then you are unconscious. If you are
fighting an enemy, they finish you off and Light
that is the end of your adventure. If you
are reduced to zero, or a minus total, for The Human Ancestry Dungeons have
any other means such as poison or ample lighting so no penalty is applied
starvation you must roll on RFUT1 and here. Other types of dungeon ancestry will
follow what it says there. have additional rules for lighting.

Into the Dungeon


2D6 Dungeon naturally revolves around
your adventures in the dungeon, which
goes from level 1 to level 10, and specific
level based quests (see more on this later).

Dungeon Ancestry
The ancestry of a dungeon indicates the
primary species that occupies it. Often,
they are the builders of this underworld
but sometimes they have taken over an

11
Generating Dungeon Rooms 2. Select a square at the base of the box
and draw in the verticals with an opening
You stand at the dungeon entrance. Let us at the top, connecting the four dots. This
enter and be aware that you generate is the entrance to the dungeon, known as
dungeon spaces as you encounter them. the Entrance Square.
Read all the following points before
beginning to create the dungeon. 3. Roll 2D6 for the room’s dimensions.
The Primary Die is the X axis (horizontal)
1. Using a page of dot grid paper (provided and the Secondary Die is the Y axis
at the back of this book as two separate (vertical), so that the two numbers create a
sheets you can stick together) draw a box which represents the room, as can be
border that will designate the outer edge of seen below. Attach the room to the
the dungeon known as the Outer starting square at any point you see fit, it
Boundary. It needs to be at least 20x20 does not have to be central.
squares but it is recommended to make it
as large as possible. The smaller the This is the entrance room and is the only
dungeon the fewer the rooms. Each level room that has nothing in it by design. It
of the dungeon can be of a different size has an area of at least 6 square (if you roll
or the same. It is up to you. You can even under this make it six). It also has three
use a larger sheet if you want to go ‘mega exits and all the exits are archways. Bear
dungeon’. Write Level 1 at the top and for this in mind when reading the following
every level after counting upwards, even points which give the rules for generating
though you are heading down into the all other rooms on the dungeon level.
depths.

4. If you roll a double when rolling for


room dimensions roll both dice again. Add
the Primary to the X and the Secondary to
the Y, expanding out the size of the room.
This generation element allows for larger
rooms. If you roll a second double it does
not mean you roll again, simply add the
numbers as described.

Side note: The aim is to explore as much


of the level page as possible, excluding
dead ends. Only then will stairs be found.

12
the dungeon level Outer Boundary the
room stops and this border becomes the
edge of the room. You can butt up to
other rooms. Corridors can end at the
Outer Boundary but exits cannot be
placed on the Outer Boundary.

Small rooms. If you roll a room that has


an area of 3-6 squares (other than a double
2 and corridors) then the space is
considered a small space and rather than
rolling on the Level Rooms table roll on
RSSST1. These smaller rooms are
transitional spaces rather than set rooms
and may have some features but more 7. Now you have a room, placing exits is
often than not are merely junctions. All the next step. You have come in through
exits from a small room are archways. the entrance now you need a way out. Roll
a die. On a 1 there are no exits, 2-3 add 1
Large rooms. If you roll a room that is 32 exit, on a 4-5 add 2 exits and on a 6 add 3
squares or larger (6x6 plus rolls that have exits. There are a variety of types of exits
doubled up) then the space is considered that can appear in the dungeon. The
to be a large room and rather than roll on identity of the room will indicate the type
the Level Rooms table roll on the level of exits in the space, see below. This is
Large Rooms table. These larger rooms found out in a minute. In the meantime,
have different functions and encounters. simply draw two short parallel lines, in the
All exits from a large room are wooden square, to indicate the presence of an exit.
doors. If there are any other exits that have,
through positioning the room, connected
5. When rolling for the room dimensions if to the new room include these in your exit
any of the dice turn up as a 1, unless a numbers. So, if you have rolled for 2 exits
double, then you have rolled a corridor and 1 is already connected then only add
instead of a room. Apply the same process an additional 1 exit.
to X and Y and you will see that you have
a narrow space. Place the corridor in
anyway you feel fits into the du ngeon
layout. Sometimes placement of a room
will mean that the room butts up against
another room or the Outer Boundary
making it 1 square wide. This is also
considered to be a corridor. Roll for exits
as you would a room.

6. How rooms are positioned is up to you


but there are some basic restrictions. You
cannot overlap other rooms. When you hit
13
8. As long as you keep one exit per wall • If you have an extra exit(s) you
you can place them where you like. Or to cannot place, ignore it.
further randomize the layout you can roll a
die, this is optional. On a 1-2 place the first For the first room on any level you
exit on the first wall, clockwise from the encounter, and only the first room,
entrance and continue clockwise with the place three exits.
rest of the exits. On a 3-4 start placing the
exits on the second wall clockwise around 9. At each exit place a single square, a
from the entrance. On a 5-6 start placing short corridor leading out from the room.
the exits on the third wall around from the This single square at the exit is called an
entrance. Place all the exits you rolled. Exit Square.

10. If there is not enough space on the


map to draw the room dimensions draw
the room to fill the available space within
the dimensions of the roll.

11. Rooms in the dungeon are either


square or rectangle.

12. Occasionally you generate a room that


extends out in front of a different room
There are a number of important exit where no room has be generated. Feel
restrictions on placing exits. free to connect up these two rooms. It will
mean an exit has already been added to the
• Each type of exit has a specific icon new room for when you roll for exit
to use. number.
• There is not always an exit.
Sometimes you will roll a dead end.
• You cannot place an exit on the
wall you entered in and instead
skip past this one to the next
wall.
• You cannot place an exit on the
outer border of the dungeon, so
skip past it to the next.
• If an exit would lead into a space
1 square from another wall do
not add it.
• You cannot place an exit on a wall
that already has an exit.
• You can have a maximum of three
exits plus the entrance, making four
ways out of the rooms.

14
13. At no point should you erase any of draw an outer border but this time place
your drawn dungeon map. Once you have the entrance square directly below the
established the room and exit squares, they stairs you came down from, to this new
are permanent. level. Behind it draw a stair icon with an
arrow pointing up next to it. On this new
14. If you are left with spaces that are level write the Level and its number in the
squeezed between corridors and rooms top right corner of the map, as before.
and there can clearly be no room there
then you can draw in a corridor and For clarity you can, if you like, colour in
connect up the spaces. No roll is needed. the spaces on the map that have no rooms
This represents that the dungeon has or corridors, the squares in between, which
revealed its nature through your will then make the dungeon layout more
exploration and common sense dictates. obvious.

15. When you reach the last room on the Encounter the New Room
level, the final room going forward that
can be placed in the given space, place a Now you have the shape and exit locations
stair icon, with a downward pointing arrow you need to know what’s in the room. You
next to it. do not actually move a pawn around the
map, so to speak. What’s in the space is
encountered once the room, and its
contents, are defined through rolling on
Knowing it’s the last room is about Level Rooms table. As you peer into the
understanding your forward momentum. room you see its contents and what type of
Your path will have led to this last space. room it is. If there is a creature present you
You might have left random rooms must encounter them first.
unexplored, doors you did not open but
these would have led to dead ends and are Identifying the Room and its
therefore blocked in on all sides. More
often than not the last room is the final Contents
room on the journey through the level,
potentially near the top of the page. So Roll a D66 on the table Level 1 Rooms –
once you have filled the space within your Human Ancestry, for the first level. Each
Outer Boundary with rooms, corridors etc, level has its own rooms table. This will
then the last room you enter will contain reveal the room type. Write this as near to
the steps down to the next level. the entrance you came in by as you can,

Spaces that are clearly dead ends do


not have to be explored to complete the
level. But the last room may be a dead end
so add the stairs here.
putting a box around it as seen in the
The last room is where you go down a example here.
level and when starting the next level This is so you can keep track of the
repeat the same process you did for the different rooms you encounter. Then you
previous level; take a new piece of paper, will see there are a number of other
columns on the table.
15
First is the description of the room. It locked. Ordinary wooden doors are rarely
gives you a short flavour text to read locked but the metal and reinforced doors
which can include objects or features you are more likely to be as they are reinforced
could interact with using Inventive Usage. for a reason. Roll a D6. On a 6 all types of
doors are locked. On 5-6 metal doors are
Next is the Encounter column. Follow the locked. On 4-6 reinforced doors are
instructions here chronologically. Creature locked. If the door is locked write a letter
encounter tables are listed, if there are any ‘L’ next to the door icon. When it is open,
present, and combat ensues first. cross through or rub it out.
Sometimes the encounter column will
mention a specific creature to fight Locked Doors and Boxes and
associated with the type of room. Lock Picks
Following this there could be other tables
to roll on, in the same column, that might If you come up against a locked door or
reveal objects, treasure, events or quests. box you can try and pick the lock if you
have a set of lock picks. Roll 2D6 for the
Next is the Exits column. If this specifies lock and write this number next to the
one type of exit all the exits are this type. If door or box on the map. This represents
they are doors, they may be locked but the quality of the lock.
you’ll find that out when you leave. If it
reads random then roll on the Exit Type
Table, for your current dungeon level, and
apply this to all the doors. Draw in the
exits symbols which can be seen below.

Lastly is the Unique column. If this is


indeed a unique room there cannot be
another of these on this level. If you were
to roll this room again when you To pick this lock you will need to roll
encounter a new room then roll again. higher or equal this number on 2D6. You
only get one roll and you apply your
Checking Doors Precision modifier to the roll. Lock picks
can be found in the dungeon but you do
When you go to leave a room through a not start with a set and they can also be of
door then you will need to check if it is varying in quality, indicated by a modifier.

16
They will have a number of uses on the other side of the portcullis. Roll on
depending on their quality. For example, table Portcullis Lever Table 1. If you have
the Adventurer finds a ‘lock pick +2 (3)’, to face an enemy roll on the Random
the number in the brackets indicating the Patrol Table for that level. Once they have
number of uses. Keep track of these by been dealt with you see that the portcullis
lowering the number when you use it. has been left up. All portcullises are
opened in the room when a lever is pulled.
If you fail to pick the lock then it has been
damaged and you must wait for someone Tracking Back
to come through the door before you can
proceed in that direction. You may of You may find a situation where you have
course follow another path if you so to, or choose to, go back the way you
desire. If you wait you will face an enemy came. You can return to any old rooms,
and have to fight. To establish who you where there will no doubt be the dead
will fight roll on the Random Patrol Table bodies of the enemies you have already
for that level. Once they have been dealt slain. You will encounter no more
with the door is open or you grab the key creatures in these rooms and can travel
and open it. Keys are not universal in the freely along the route, but only on the
dungeon and only work for that one door. same level. You cannot go up levels or
Every time you wait for someone to use this as a means of leaving the
come and open a door you must use up dungeon. Any new rooms you enter must
a ration. If you have no rations or be encountered as normal.
choose not to use them -2 HP.
The Tables Codex
Portcullises
Each Dungeon level has a series of tables
Portcullises are always down when associated with it. These are compiled into
encountered unless the text states one book called the Tables Codex, and is
otherwise. A lever must be found to open separate from the rules, so that they can be
them. Sometimes these are concealed or easily accessed when playing. With this
edition it has Level 1 tables but when the
full edition is published it will have all table
required to explore ten levels of maps.

One Level Lairs


The main aim of 2D6 Dungeon is to
complete the 10 levels of the main
dungeon and become a legend but there
are additional one off lairs that can also be
completed. Each has a level associated
with it but will not award the adventurer a
tick on their legendry status bar. These one
level lairs have their own room tables and
ancestry and will be available soon.
17
the first box on the Bloodied Bar.
Inventive Usage Cannibalism reduces shift to zero so is
not advised.
While you explore the dungeon you will
read text that describes rooms and
encounters. At times this will feature Containers
objects or features which theoretically
could be interacted with, for example a There are a number of reasons why
fireplace or a plate on a table. Even though collecting items during the adventure
the text does not prompt interaction you would be advantageous. They can help you
can act if you wish. This is called Inventivesolve puzzles, fix things, make medicine
Usage and is an imaginative form of and bandages or serve as offerings to the
roleplay that allows you freedom to gods. If you do collect an item, you will
improvise. There are some guidelines need a container if it is fragile, loose or
though that should be followed that are small because it will dissipate, spill or be
listed below. damaged in your pack. If for example it’s a
liquid you will need a bottle, flask or vial or
if it is a powder, you will need a pouch or
Imagination Mixed with box. You will also need separate containers
Common Sense for different types of objects. For example,
you could not mix ash and Malako Leaves
Having the idea in the first place is the or coal and twine. This is especially the
initial step. But this should also be case for items that could contaminate the
tempered by common sense. For example, other or are sharp and soft. If you do not
you find a pillow and you decide through have a container than you can hold it in
Inventive Usage that you want to strip the your hands for the room in which you
material as it could serve as a bandage. found it but cannot take it beyond because
This is fine but it will not make ten you need to keep alert in case you are
bandages, giving you an unlimited supply. attacked.
In reality it could potentially make you two
bandages especially after you have had to Making Sound
rip it apart in a makeshift manner.
If the Inventive Usage action you decide
Enemy Corpses upon will likely make some noise, for
example breaking shackles or hacking off
When you defeat an enemy, you cannot some wood, then you must make an Alarm
take their armour or weapons. This is Check to see if you attract a patrol. Roll
because the fight has either caused 2D6 and add your Discipline. If the total is
damage, the armour is of poor quality or it 8 or higher you have not been found out.
does not fit you. You are also dedicated to Under 8 and you must face an enemy who
your own weapon as this is what you have bursts into the space and attacks, roll on
trained with for years. You can if you wish the dungeon level Random Patrol Table.
remove organs or syphon off blood if you Because you are distracted they also attack
have a container and if you are keen to be first, you have lost the initiative.
able to sacrifice to Murataynie. If you do
so you acquire the Bloodied Status and tick

18
Medicine Ingredients
Medicine Required Herbs, items and Affect
Chewed Malako Malako Leaves chewed. Heals 1 HP
Healing Balm Crushed Ilios Petals and Malako Leaves – applied to wound.
Heals 3 HP. Can be used once per level.
Medicated Cut Dankoma Stems and Scarlet Orievatus – add to bandage and
Bandage applied to wound. Requires cloth. Heals 5 HP. Can be used once
per level.
Health Paste Boiled and crushed Scarlett Orievatus, Ilios Petals and
Zoumerous Leaves. Requires a solid container. Makes 3 doses.
Heals 4 HP. Can be used once per level.
Soothing Oil Squeezed Kathoto Spines and crushed Zoumerous Leaves.
Requires a container that can hold liquid. Heals all fresh damage
caused by fire, within the last two rooms.
Drying Powder Crushed Dankoma Stems and Ilios Petals – creates a light
powder that absorbs water quickly. Requires a container.
Removes Soaked status.
Sterilising Crushed Dankoma Stems and Scarlett Orievatus – creates a
Powder dense powder that cleans off blood. Requires a container.
Removes Bloodied status.
Fires the correct god box. On each occasion you
cross the item off your inventory. Some
You cannot simply light fires in a dungeon. items grant you 2 FP.
There must be a firepit, campfire, hob,
fireplace or something that can contain the Herbal Remedies
fire. You do start with a flint and steel so
you can light fires in these locations unless Part of your training has been basic
the text describes them as being bare. You Herbalism and consequently you know
can also naturally use fires to dry off and some useful remedies. You can find a
remove the Soaked status. range of herbs in the dungeon that are
used by the resident medics. These are:
Gaining Favour with Gods Kathoto Spines, Dankoma Stems, Ilios
Petals, Malako Leaves, Scarlett
During your adventure you might find a Orievatus and Zoumerous Leaves.
shrine, fountain or monument that is
dedicated to a god. Here you can gain a These six herbs can be made into seven
favour point. You may not be prompted to types of medical remedies you have learnt
in the text but you can offer an item, see as part of your preparation for the
the god’s Information Card for the specific adventure. This is done through Inventive
items that can gain you favour. At a shrine Usage. If you find the right combination of
you can place the item or at a fountain you herbs you can go ahead and make D3
put the item in the water. When you do doses of the resulting medicine. All the
this you gain a favour point for that god, herbs are used up through this process.
add this to your Character Sheet, ticking Add the medicine to your item list.
19
Every time you make a Herbal Remedy Narrative Moments
(apart from Chewed Malako) you gain
2 XP per level of character. So, for There is a section on the Character Sheet
example if you are level 3 you would to record Narrative Moments. These are
gain 6 XP. the things that punctuate your adventure,
stories that enrichen your experience and
Fixing Things make up the adventurer’s quest to become
a legend. You might record great fights,
Sometimes the situation you find yourself completing tasks or insightful Inventive
might mean you can fix something through Usage. This can be a section to read back
Inventive Usage. This could be a piece of with pride as you reflect on your
armour or a lever. If you have the correct adventurers exploits, their story through
resources and are able to fix the item, the dungeon.
there is no need for a check, then you
gain 2 XP per level as with making Liberating Prisoners
Herbal Remedies.
At points in the adventure you will
Precision Checks encounter prisoners and some you can
liberate. They escape the dungeon, head to
There will be occasions when you will need the surface and are freed. Mark a tally on
to make a Precision Check, which will be the Liberated Prisoners box on the
prompted by the text, to which you will Character Sheet. Whenever you return to
add your Precision modifier. Each town roll on the Liberating Prisoners
individual Precision Check has a number Table for each individual liberated prisoner
that has to be rolled over on 2D6. For and then erase them from the box.
example, the text may read ‘to replace the
idol PC8(1)’. The Adventurer has a +1 Liberating Prisoners Table
Precision, rolls an 8, adds their +1 1 You hear nothing more about
modifier and so has a total of 9. They pass the prisoner.
the check and replace the valuable idol 2 The father of the prisoner
with the bag of grain, without triggering approaches you outside the
the trap. Failing the check can sometimes tavern. He hands over a pouch of
have consequences as outlined in the text. 6D6 SC and thanks you.
The number in the brackets indicates how
3-4 You hear that the prisoner was a
many attempts you have before the task is
pious worshipper of a random
for some reason impossible.
god. Gain a Favour Point for a
random god. Roll on RRGT1.
Using Rations 5 The prisoner finds you and gifts
you some herbs. Roll on RHST1.
When you go down a level you must eat a 6 The prisoner was from a rich
ration. You have stopped on the stairs to family. A representative
eat and build your strength for the fight approaches you and gives you a
ahead. If you have no rations, or choose pouch of 4D6 GC as thanks.
not to eat, you feel drained and lose
half your current health points.
20
Both dice can be shifted.
Combat
When in the dungeon you will have to Interrupt Stat
fight any creatures you encounter, whether
prompted or not. All who live in the Most enemies have an Interrupt stat. This
dungeon are your enemy and see you in represents some aspect of their physical
the same light, even animals. There are makeup or magical energy that could
interrupt your attack. It may be some
exceptions but these are clearly outlined in
the text when encountered. defensive element, unusual trait or magical
ability. In the Interrupt Box it clearly states
2D6 Dungeon uses three main the type of interrupt, a secondary or
mechanisms in combat. These are; primary number(s) and a damage modifier;
Manoeuvres, Shift Points and the Interrupt the total taken off the damage caused to
Stats. Here is an overview. At the rear of the creature.
the book is a useful combat Crib Sheet for
quick reference. There are also the Combat
Reference Cards to print and use during
combat.
If either the primary or secondary die of
Manoeuvres your successful attack manoeuvre (after
shifting the dice if needed) matches the
You and each creature have specific creature’s Interrupt Stat then that creature
manoeuvres. Each has their own unique has successfully interrupted your attack in
two dice combinations such as a 3 and a 4. the way described on their creature card. If
If this combination is rolled, during you cause any damage that round you will
combat, then that manoeuvre has been have to reduce the total by the indicated
executed successfully. amount on the creature card. A creature
can only use one interrupt per round,
even if two match.

The effect of an Interrupt can have a range


of special effects, observe the text, but will
Shift Points generally reduce damage for that attack
round if there is any. An example of this
Each creature, including you, has a Shift would be Engages Grapple on Primary 1s -
Point total. This is used to turn the die to 2 damage, meaning that the creature
the next number up or down. One shift manages to engage a grapple action when
point means you can turn the die one time primary 1s are rolled against it on a
to the number that is 1 number higher or successful attack roll, and therefore
lower, for example a 3 can be shifted to a 2 reduces the damage done to it by 2 points.
or 4. The number of Shift points you have Often attacks that use a Primary 1 are
can be used for each attack. You cannot more powerful so this represents the fact
accumulate them if you do not use them in the creature sees a big swing coming and
a round but the total Shift points can be disrupts it by lunging in for a grapple.
spread across both dice in that round.
21
Combat Sequence Shifting the Dice
When a creature is generated in your If you roll a combination that does not
current room you will need to resolve a match one of your manoeuvres you can
combat encounter. The nature of these use your Shift points to turn the dice up or
dungeons makes any creature you meet down in the direction you need to match
aggressive towards you for as the one of your manoeuvres. For example, if
adventurer you are intruding in their realm. you need a 4 and 2 to perform specific
But you have entered their space and see manoeuvre but roll a 3 and 2 you can use
them giving you the initiative to roll first,one Shift point to turn the Primary die to
Alarm checks being the exception. 4. This represents the fact that in the last
moment as you swing to hit you adjust and
Roll 2D6 and compare the numbers to perform the perfect attack, either turning
your manoeuvres. If any of them match your arm or shifting your weight. You have
then you have performed that manoeuvre a limited number of Shift points. You can
and hit the creature, this is known as an use your shift points modifier for each
Exact Strike. This demonstrates your combat round. The fatigue die can affect
prowess and skill and as a result does more your total Shift points (see below).
damage. You may add your Shift points to
the damage total, including Fatigue Die Shifting Restrictions
Shift Adjustments if in play. Creatures do
not do this, when they roll an exact strike, You cannot shift the dice from 1 to 6 or
as it represents the adventurer’s weapon from 6 to 1. The order has to remain
expertise. numerically correct; you cannot skip
numbers. This means that manoeuvres that
have 1 or 6 as their Primary or Secondary
number are harder to adjust to, where the
manoeuvres that have 3 or 4 as their
numbers are easier to perform.

Roll for damage using the damage sum


listed after that specific manoeuvre.

Sometimes you will not do any damage


which represents the fact that potentially
you have glanced off their armour or luck
is not on your side. But a roll of 6 on a
damage die will always result in at least
1 point of damage despite what the Shifting Dice for Monsters
damage sum equates. Deduct any
damage from the creature’s health. If their When you roll for a creature’s attack you
health reaches zero they are dead. need to use the creature’s Shift points as
Otherwise, the creature now has an attack effectively as possible. If applying the
round. Follow the same procedure for the creature’s shift points allows for them to
creature. Keep going until you or the execute a manoeuvre then you must
creature dies. proceed with it and then roll for the
22
damage that you take. If there are two and the enemy get +2 Shift. When the dice
options choose the more powerful one. reaches 6 you and the enemy get +3 Shift.
You and the creatures will stay at +3 shift
Missing (adding to the shift stat you and they
already have) until the combat is over. The
If you cannot execute a manoeuvre either Fatigue Die represents your adventurer
exactly or through shifting dice then you and the enemies becoming tired as they
have missed. You may have clumsily fight, therefore leaving themselves open to
swung or stumbled as you thrust your attack and easier to hit.
sword. The enemy then attacks and
combat continues. Mishap and Prime Attack Rolls

The Fatigue Die When a creature attacks and they roll a


double one this is called a Mishap Attack.
When you start the first combat round Follow what it says on their creature card.
place a die to one side, or on the card When a creature attacks and rolls a double
platform provided, with the 1 face up. This six this is called a Prime Attack. Follow
is the Fatigue Die and a kind of timer. You what it says on their creature card. They do
can use the Quick Reference Combat Card not other attack this turn, just the Prime.
1. Every time you finish a round turn the
die up 1 number numerically, 1 to 2 and 2
to 3 and so on. When you reach 4 you and
the enemy get +1 Shift (adding to your
shift stat). When the dice reaches 5 you

If you roll a double 1 for your attack roll


you always miss. If you roll a double 6
for an attack roll you have performed a
Prime attack and can select any one of
your Manoeuvres and perform it
successfully. You cannot shift to a
Prime attack it must be a natural roll.

Armour Deflection
If you are hit in combat, as a result of your
foe performing a successful manoeuvre,
there is a chance your armour may deflect
some of the damage. If either the primary
or secondary die of the creature’s
successful attack manoeuvre (after shifting
the dice) matches your armour dice set
then your armour has successfully
deflected some of the force of that attack.
If any damage is caused that round reduce
the total by the indicated amount listed
23
next to the armour piece (which you will damage. This is a system very similar to the
have written on your character sheet). creature’s Interrupt stat action.

Armour Dice Sets


Every piece of armour has a dice set
associated with it, which can be seen on
the Armour Table. These are represented
by one to four dice. The singular die
represents a primary and the double dice
set represents a primary and a double.
Examples of What Armour Blocks Table
Armour Piece and What these
Dice Set block
Jerkin Primary 4s

Steel Bucker Primary 4s and


Secondary 1s
Scale Jacket Primary 5s and
2s and

For example, if a Veteran successfully


+ Secondary 4s

performs their CRUSHING BLOW Full Plate Primary 5s and


manoeuvre (see above) the attack dice will 3s and
read 6 and 3. You are wearing a padded + Secondary 4s
tunic that has a dice set of 5 so that does and 2s
not deflect any damage but you also hold a By selecting the right combinations of
banded shield with a dice set of 6 and 5. armour you can effectively protect yourself
against many types of attack.
Because the Primary 6 matches the Armour cannot deflect damage from
CRUSHING BLOW attack roll primary Prime Attacks even if the Primary or
six the shield deflects some of the damage Secondary die on the armour is six.
which is -2 damage on this occasion. The
Veteran rolls a 6 with a -1 causing 5 Multiple Creatures
damage. Your banded shield reduces this
by 2 meaning you take 3 damage in total. Sometimes there will be more than one
opponent to fight in a room. When doing
You can only deflect damage once, off one so you attack first and then the creatures
piece of armour. So if both the primary take it in turn to attack. There is naturally a
and secondary match the successful attack higher chance of being hit and the rounds
manoeuvre select the piece of armour you take longer. Your armour can deflect
would prefer to use. This would more than damage from all the attacks. Fatigue Die
likely be the one that deducts the most adjustments apply to all combatants.
24
Followed by the XP (experience points)
you receive when you kill it and then the
Shift stat (SH) that is used to adjust the
creature’s attack roll. Under treasure you
Fearful Momentum will see which table to roll on to establish
what loot you find and in the Interrupt stat
If you kill a creature on the first round of is listed the creature’s way of interrupting
combat you gain momentum that strikes your attack if you roll a particular primary
fear into your opponent. For round 2 only or secondary number(s). Beneath this is
+2 Shift as the enemy cowers and you are the manoeuvres section that shows you
taken by a wild, sudden frenzy. what attacks the creature has and then
there is some descriptive text. Below this
Winning the Combat are the Mishap and Prime attack tables that
are specific to that creature. These activate
If you defeat your enemy check their when either a double 1 or 6 is rolled.
Creature Card to see if they are carrying Follow what it says on the card when this
any loot. You may have to roll on a table. happens. Some creatures also have Special
Now you encounter the space. Foes are Attacks. These are described on the card
always dealt with first when entering a and are unique.
room. Make a note on the map room of
the enemy you fought and add their XP to
your experience points total on your
Character Sheet.

Too Powerful
If your enemy cannot harm you then in
some way you are too powerful for them
and you instantly kill them. This comes
about if your armour completely cancels
out the foes attack damage. There is no
need to roll for combat.

Creature Cards
Each creature has a card, otherwise known
as a Creature Card. At the top of the card
is the creature’s name, level and type
symbol. Next is Health points (HP) which
you must reduce to 0 to kill the creature.
Creature Card Type Symbols
A Animal F Fungi H Humanoid
I Insect
M Monster P Plant U Undead
25
Follow the same process as with combat
Magic manoeuvres. Some more complex scrolls
have a Dispel Doubles stat which means if
There are three clearly defined magical this Dispel Double is rolled, and it may be
actions in 2D6 Dungeon. These are using more than one double, then the spell does
magical scrolls and magical potions and not work.
calling for the favour of the gods.

Using Magic Scrolls


Scrolls can be cast before or after combat
but not during. The way in which you
encounter rooms in 2D6 Dungeon means
you have an opportunity to act first and This reflects that the power brought forth
cast a spell from a scroll. But doing so by this scroll is harder to control.
means the creature, if there is one, will
attack first, whereas if you do not cast a If you fail to cast the spell then there may
scroll, you attack first. Once the scroll is be complications. Roll on the Failed to
read, even if it fails to work, it crumbles to Cast table. Some scrolls have a Fail
the ground and the energy is spent. Cross modifier which is deducted or added to the
the scroll off your sheet. Reading the roll on the Failed to Cast Correctly table.
arcane language on the scroll summons the
specific energy to cast the spell but If you roll double 6s and the spell does
controlling this is an altogether different damage, double it. If you roll double 1s
proposition. and the spell does damage, half it,
rounded up.

Whenever you cast, or attempt to cast,


a magic scroll you gain 5 experience
points per level of adventurer.

Using Magic Potions


Your knowledge of potions is advanced,
having received training from the Zeegor
Priests, and you can identify those that you
find, through sight and smell. Potions do
not bring forth magical energy rather their
magic property is chemically present in the
liquid. They can be used at any point in the
adventure, even during combat. If used in
Roll 2D6. If you roll a double then the combat you miss a turn as you quaff the
spell is cast successfully; you have locked liquid, so in effect the enemy has two
in the power and so carry out the scroll strikes. But you can use the defensive
affect. You can use your Discipline blocking action for both strikes. You can
modifier to shift the dice to a double. only drink one potion per combat.
26
Calling for the Favour of the To call for a favour from a god you must
Gods have at least 1 box ticked next to the said
god, then roll D6. If you roll equal to your
The Subterranean Gods are not evil or favour points or below you have gained
good but are loyal to their elemental the favour of that god and are gifted one
substance and the favours they bestow on reward. This reward will assist your
their followers may be used for all manner adventurer in a difficult situation. There
of purpose. You can call upon the power are some items that minus one to your
of a god at any time as long as you have Favour Roll which means it is possible to
favour with them. To have favour with a roll below 1. When this happens the god
god you must have at least 1 box ticked off appears and grants a gift as well as the
next to the god in your Favour of the favour. This gift is detailed on their God
Gods section on your Character Sheet. In Card. A favour may be one of the
game you will be granted Favour Points following:
(FP) at particular times, and when this
happens tick off a box next to the • Heal all HP to your base line
appropriate god. • Explode an enemy of a level equal
to or lower than yours
You may call for a favour from the gods at • Gain 1 discipline or precision for
any time. You might thrust your arms up one dungeon level
high or whisper under your breath for their • Acquire a needed object for a task
assistance. There are specific reasons, • Find a lever
often driven by peril or desperation, to call • Fix an item
for the favour of the gods at a particular
• Remove the bloodied or soaked
time in your adventure.
status
• +3 on your next search roll
• +3 shift on your next attack roll.

Some rare items offer permanent favour.


When this happens, as long as you have
the object on your person, you can
permanently block in one of the Favour
boxes next to the specific god rather than
tick them, indicating a permanent favour.

You may only call upon the favour of a


god once per level unless an item you
possess allows otherwise. Items that do so
are rare. You may also only use a shrine or
altar once and only to gain 1 favour point.

Special Favoured Items


All gods have a preferred favoured item. If
one of these special items is offered to the
27
god they gain the additional Favour Points until you have none which indicates you
indicated on the God Card next to the are well again.
item. Grakada prefers diamonds. If you
offer a diamond to her, quality does not Soaked
matter, you will gain 3 FP for that action;
the original 1 FP you gain for offering plus Being soaked works the same way as being
2 for the favoured item. bloodied except you must dry yourself by a
fire or heat source. You also do not have a
Additional Rules fever and instead gain pneumonia. Once
dried off remove one tick for every room
Bloodied or Soaked you enter until you have none which
indicates you are well again.
You can experience two in game
conditions called: Bloodied and Soaked.
There are a number of ways to become Lower Levels
bloodied or soaked. You will be alerted in
the text or through Inventive Usage. If you The deeper you go into the dungeon the
leave the dungeon and then return the tougher the creatures become. They will
Bloodied and Soaked conditions are have additional manoeuvres and higher
removed, as you have rested and washed. Shift Points the more powerful they
become. Each creature has a level at the
top right corner of their creature card. But
Bloodied you will also gain levels and hopefully
match, if not better, the enemies you
encounter as you gain experience points.

You can become bloodied for a number of Treasure and Experience


reasons and the in game text will alert you
when you do. You can also become Once a creature has been killed either
bloodied through Inventive Usage by through magic or via combat you gain the
removing organs or blood. When bloodied experience points (XP) listed on the
you have become covered in blood to the creature card. Some creatures carry
point where it is hard to simply rub off and treasure which is listed on the Creature
must be removed with water. You can Card, roll on the referenced table and then
automatically do this if water is present in add this to your loot box. Once the enemy
the room. Until you can do this you must is dealt with you can encounter the rest of
tick one of the boxes of the Bloodied
track, on your Character Sheet, for each
room thereafter that you encounter. By
being bloodied you run the risk of
becoming infected and gaining a fever.
After eight rooms of being bloodied the room.
without cleaning yourself you will gain a
fever and minus 1 HP for every room after Plus One
until you are cleaned. Once washed
remove one tick for every room you enter At times you will see a modifier, such as
+1 or –1 after a listed table reference.
28
metal piece of armour. Double the
Increasing the Difficulty experience gained for this action.
Level
Outnumbered
The following rules are optional and
designed to increase the difficulty of the When facing multiple opponents every
game. You do not have to use them. additional enemy gains +1 shift. So, if you
are facing three thugs the first has +1 Shift
Armour Checks and the second and third have +2 Shift.
This represents that they have more time
Whenever you deflect damage in combat as your attention is more on the first foe.
roll a D6. If you roll a 5 then that piece of
armour has been damaged (which is
permanent until fixed). Minus 1 from the
modifier unless it is a -1 modifier already.
So, for example a wooden shield has a -2
damage modifier and when damaged now
has a -1 damage modifier. If you roll a 6
then that piece of armour is destroyed by
the attack. Remove it from your character
sheet. Reinforced Banded Mail and Full
Plate cannot be destroyed but can be
damaged on a 6.

Damaged armour can be fixed with


Inventive Usage. For example, leather
straps could fix a leather breast plate or the
use of an anvil and hammer could fix a

29
your loot in a secure location and head out,
Leaving the Dungeon stronger and more capable. It is up to you
as to what you bring back to the dungeon
You can leave the dungeon at any time and but you cannot acquire any items other
on any level. To do so you must find a than the ones at the market.
ventilation shaft, that serves as an escape
hatch, that is hidden in the dungeon and You can only leave once per level. There
opens out on the surface. You must be in a is only one exit shaft on each level and so
room that butts up to the Outer Boundary once it has been found there is no other
of the dungeon level and the room must way out of that level. You will have to fight
be encountered before you can proceed on to the next level.
with your search. At the wall adjoining the
edge of the dungeon roll a D6 for each When you return to town if you have the
square until you roll a 6. This indicates the soaked and/or bloodied status they are
presence of the shaft. Mark the exit on the removed and any ticks in these status
map with an ‘E’ and this is where you will boxes rubbed out.
resume your adventure when you return
and carry on exploring as before.
The Market
You can visit the market and buy a range
of items that will help you on your quest.
Firstly, establish what you want to sell and
its value. Gems retain their value but
armour, scrolls and potions are only worth
The exit shafts are virtually invisible on the half the purchase cost, see the relevant
surface but you make sure you mark it tables. You may plan to sell your current
before you head to town. armour and buy new armour. Make a note
of the total value. To sell all your non-coin
If you do leave and head back to town you loot you must proceed to the market, once
can heal up to full Heath Points, sell your free of the dungeon. But do you get your
loot and buy items that can help on your money’s worth? The traders on the stalls
next adventure. You can leave the rest of can be tough at times and generous at

Market Bartering Table


2-4 5-6 7-8 9-14 15+
Taken to the You come out You manage You did well Masterful in
cleaners. You thinking you to achieve the and stood the moment
lose 50% of did well but value of the strong on a you convince
the value of when you add loot couple of the traders of
your loot it up you find deals. You add the additional
(rounded up). you have lost 10% of the worth.
10% of the value of the Gain 20%
value loot (rounded value
(rounded up). up). (rounded up).

30
others. Take your level and minus your or meditate at the temple.
Precision and then roll 2D6 and add them
together. Consult the Market Bartering Tavern Exploits
table above to see how effective your
bartering skills have been. Before you return to the dungeon you may
share a few stories and have a few pints at
At the market you can also buy goods. All the local tavern. What you find out at the
types of armour, potion and magic scroll tavern may reveal something useful for
are available. You must pay full price for when you return to the dungeon. If you
these items. want to do so roll on the Tavern Exploits
Table below.
In the Evening
Before you return to the dungeon you may
either visit the tavern to listen to the gossip

Tavern Exploits Table


Roll Description
2 Word around the tavern is that the dungeons are infested. For the level you
re-enter the dungeon on if you encounter any small rooms (six squares or
less) also encounter a random patrol.
3-4 The ale is flowing and you drink a little too much. You wake up with a
hangover. Lose 3D6 SC and 2 HP before you enter the dungeon.
5-6 The tavern is very quiet this evening but it does allow you to talk to Freda
behind the bar. She talks about some of the characters who have been in
lately, that one group were talking about finding another entrance to the
dungeon, describing a distinctive stone that marks the spot. When you
enter the dungeon again you may exit that level one additional time rather
than having to push on to the next level before you can find an exit shaft.
7-9 You have a pleasant evening but nothing useful is discussed or wisdom
revealed.
10 You catch up with old Glen. He laughs as he talks about his exploits in the
underworld. You listen intently to some of the same old stories. He talks
about one particular route that seems familiar. The you may select the
room type for the first room you encounter when you re-enter the
dungeon.
11 You’re lucky, Freda has made some wholesome broth. You devour a large
bowl of it and feel great when you wake the next day. Gain 2 HP above
your baseline.
12 You listen to the talk in the tavern and the mood is buoyant. People say
there have been no raids in a couple of weeks, that the enemy are low in
numbers. For the level you re-enter the dungeon at there are no random
patrols. If instructed to roll for one ignore it.
31
The Temple The Town Hall
Located on a hill above the town is the You can also take part in a friendly arm
Universal Temple. It is a place where all wrestling competition that is held at the
the gods are welcome and here you can Town Hall. It could bolster your
meditate on their message. You turn your confidence and physical wellbeing before
attention to the subterranean gods and call your return to the dungeon. Of course, if
for their favour. Choose one, either you lose it may have the opposite effect.
Grakada, Intuneric, Maduva, Murataynie, Roll 2D6 on the Arm Wrestle Table below
Nevazator or Radacina and gain a favour and add your Discipline modifier as you
point. Mark it on your Character Sheet. must try and remain focused (Scrolls can
not be used). Any resulting modifiers are
taken into your next adventure and noted
on the Character Sheet.

Arm Wrestle Table


Roll Description
2-4 The crowd around your table laugh as your arm gets slammed down by a
large brute with bulging muscles and defeats you. It seems to have jarred
your shoulder. Lose 2 HP and 5 GC, or equivalent, if you have it.
5-6 You’re so preoccupied with trying to beat a lean woman with tight muscles
that you do not notice a thief cut your pouch free and steel 10 GC, or
equivalent coins, if you have it. You lose the round when you realise your
belt is lighter.
7-8 You manage to win a few rounds before a broad veteran rolls up and beats
you all too quickly. He smiles, flips you a GC and says, “Next time kid”.
9-10 It is a good night. You beat three tough looking sailors and call it a night
deciding you have done well and do not want to push your luck. You feel
strong and confident that your quest in the dungeon will go well tomorrow.
Gain 4 HP above your baseline.
11-12 You are doing well and the crowd cheers you on but you have tugged a
muscle. During the break, a man comes up to you and gives you a healing
salve you rub on to your forearm. He has backed you to win and wants to
see a return on his investment. Alas you fall in the final but still feel the
affects of the salve. Gain 8 HP above your baseline.
13+ You progress deep into the arm wrestling tournament and smash the final
with a fine victory. You stand upon the table, triumphant, fellow drunk
revellers cheering your name. You have proven to yourself that you have a
keen focus. Gain 1 Discipline permanently. You can only do this once in
the Arm Wrestling competition. If it happens again gain 20 GC instead.

32
Legendary Rewards • The God Cards
• The Dot Grid for the Maps
If you manage to complete all ten levels • The Combat and Magic Crib
then you have become a legend Sheet
CONGRATULATIONS! Your name is • A Quick Reference Sheet
talked about in taverns, your feats sung
about by bards. You have cleared the land Tables and Creature Cards are
of the immediate evil that threatened their included in the Tables Codex book.
very existence. This means that when you
return to town, having completed level 10 A note from the author: I hope you
of the dungeon, there are celebrations, enjoyed your adventure. This is a game
during which you are presented with a inspired by many things that include: The
legendary reward and 500 GC. Roll on the Warlock of Firetop Mountain, Dungeon
table below and Dragons, Dungeon Master, Nethack,
Your Legendary Reward Eye of the Beholder, Doom, Heroquest,
Talisman, the list goes on…. all of which I
Roll Description have personally submerged myself in,
1 The Crown of Verifica lingering in the darkness, lost, until
2 The Spell Book of Detinere emerging as a triumphant hero! We can all
3 Puternic’s Spectral Armour be heroes. I also want to create a game that
presented many random but controlled
4 The Helm of Zebor experiences so that you could go back and
5 Dumnezeu’s Golden Idol have a wholly new adventure each time
6 The Wand of Dretas and keep coming back for more and not
become bored. Enjoy.
(Descriptions of these unique items will be
posted in finished ruleset). Add the
legendary reward to your character sheet Toby Lancaster
and look upon your hero, a legendary
dungeon adventurer. Bards sing of your
exploits, landlords talk of your adventures
and the townsfolk nod as you pass. You
are a hero!

Of course you may retire but there is


rumour that an even more terrible
dungeon awaits. Maybe one day you will
find it.

Although this section of the rules is


finished a series of items follow below
including:

• The Character Sheet


• Reference Combat Cards

33
38
39
40
41
42
Medicine Ingredients
Medicine Required Herbs, items and Affect
Chewed Malako Leaves chewed. Heals 1 HP
Malako
Healing Crushed Ilios Petals and Malako Leaves – applied to wound. Heals 3 HP.
Balm Can be used once per level.
Medicated Cut Dankoma Stems and Scarlet Orievatus – add to bandage and applied
Bandage to wound. Requires cloth. Heals 5 HP. Can be used once per level.
Health Boiled and crushed Scarlett Orievatus, Ilios Petals and Zoumerous Leaves.
Paste Requires a solid container. Heals 4 HP. Can be used once per level.
Soothing Squeezed Kathoto Spines and crushed Zoumerous Leaves. Requires a
Oil container that can hold liquid. Heals all fresh damage caused by fire, within
the last two rooms.
Drying Crushed Dankoma Stems and Ilios Petals – creates a light powder that
Powder absorbs water quickly. Requires a container. Removes Soaked status.
Sterilising Crushed Dankoma Stems and Scarlett Orievatus – creates a dense powder
Powder that cleans off blood. Requires a container. Removes Bloodied status.

Adventurer Levels Table


Lev Title No and Max XP to Shift Discipline Precision
el Level of Level Up Total Total Total
Manoeuvres
1 Raw 2 – Level 1 100 +2 +1 0
2 Novice 2 – Level 1 500 +2 +1 +1
3 Apprentice 3 – Level 1 1000 +2 +1 +1
4 Skilful 3 – Level 2 2000 +2 +1 +2
5 Experienced 3 – Level 2 3000 +3 +1 +2
6 Adept 3 – Level 2 5000 +3 +1 +2
7 Accomplished 4 – Level 2 10000 +3 +2 +2
8 Expert 4 – Level 3 15000 +3 +2 +3
9 Professional 4 – Level 3 25000 +4 +2 +3
10 Master 4 – Level 3 - +4 +3 +3

The Gem Value Table


Gem Type Colour Low Quality Mid Quality High Quality
Pearl Opaque 2gc 4gc 10gc
Sapphire Blue 4gc 8gc 20gc
Garnet Orange 8gc 16gc 40gc
Ruby Red 10gc 24gc 60gc
Emerald Green 12gc 32gc 80gc
Diamond White 16gc 40gc 100gc

You might also like