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