Dungeoneer! Introduction. The Setting. Dungeon-bashing Rules.

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Introduction. These are a set of very simple dungeon-bashing rules for youngsters and the young at heart. This is classic kick-in-the-door, kill the monsters and steal their treasure stuff. One player is the Overfiend. He creates the layout of his dungeon, populates it with monsters and treasure and then runs the game. The other players, best between three and five, must guide their Dungeoneers through the dungeon hopefully to emerge victorious, alive and laden down with treasure at the end. Obviously it would be easy for the Overfiend to kill the Dungeoneers very quickly, just by placing a dragon behind every door. This is not his objective however. His job is to provide a fun evening that challenges the Dungeoneers, but may yet kill the occasional foolish or unlucky one. Dungeoneer is about having a good laugh with your friends. If you play often then each player who wants to can have a turn as the Overfiend. This keeps things fresh and allows the regular Overfiend the chance to kick some monster ass. The rules in the few pages below follow three simple laws: 1. Having Fun is more important than any rule. 2. KISS (Keep It Simple Stupid). 3. Rules are for the guidance of wise men and the obedience of fools. This means that they are deliberately simple. If you want complexity go play D&D. Also the rules should not get in the way of having fun and the Overfiend can change them as he see s fit. The Setting. The Dungeoneers meet up before each adventure in The Duck n Cover, a frontier inn and trading post. Here they plan their assault on the dungeons of the Overfiend. It is also where the survivors will gather to toast their lost companions and divide their spoils. The Innkeeper can sell them dungeoneering supplies. Not far from the Inn is an ancient and ruined monastery. Amongst its broken walls and roofless halls are many entrances to the dungeons, crypts, catacombs, treasure vaults and tombs below. The adventure truly begins as the Dungeoneers descend a crumbling stairway or slide down a rope through a hole in the monastery floor. Craig Cartmell Page 1 of 9 August 2008

Dungeoneers Each player will play a single figure called a Dungeoneer. During the game he will use his Dungeoneer s skills and abilities to help the rest of his team kill monsters and take their treasure. A good team will have a range of Dungeoneer types so they can meet any challenge. Each Dungeoneer has the following attributes: Attack Bonus Defence Bonus Magic Bonus Move Bonus Toughness This shows how skilled and how well armed they are for combat This shows how nimble and well armoured they are for combat This shows how good they are at using magic, or resisting its effects This shows how fast they are How many hits a Dungeoneer can take before getting killed In the game each of these bonuses (except Toughness) is added to a roll of one six-sided die in relevant situations. Dungeoneer Attack Defence Magic Move Tough Weapon Armour Abilities Fighter +3 +3 +1 +1 6 Sword Chainmail Kick down doors Wizard +1 +1 +3 +3 4 Staff None Cast Spells Thief +2 +2 +1 +3 4 Dagger Leather Open locks, Disarm Traps Priest +2 +3 +2 +1 4 Mace Studded Leather Elf +2 +2 +2 +2 3 Bow & 12 Arrows None Holy Light, Heal Toughness Spot, Find Secret Doors Dwarf +3 +4 +1-1 6 Axe Platemail Disarm Traps Halfling +1 +3 +2 +2 3 Club None Sneak, Open Locks All Dungeoneers begin play with the armour and weapon listed, a knapsack and three torches. Dungeoneer Skills & Special Abilities Cast Spells Disarm Traps Find Secret Doors Heal Toughness Holy Light See section on spells. Thieves and Dwarves can try and make traps safe [see Use Skills] An Elf can search three squares of walls for secret doors. She finds one on a roll of 5 or 6 on a six-sided dice (if there is a door to find that is). Instead of attacking, a Priest can heal three hits off his friends. They must be a square next to him. He can do this all to one friend or to up to three, dividing out the three points of healing as he see s fit. Priests can create a light that stops Undead coming closer than one square. But the Priest cannot come closer to the Undead than one square either or the light goes out. While using the light he cannot do anything else but move. Kick down doors Fighters can attack locked doors to open them [see Movement] Open Locks Sneak Spot Thieves and Halflings can try and pick the lock on locked doors and chests The figure can sneak past enemies and they will not see or hear him (unless he then attacks). An Elf can see a person or monster sneaking. Craig Cartmell Page 2 of 9 August 2008

Once you have chosen what sort of Dungeoneer you want to play you must give him or her a name. This is because if the Dungeoneer survives their first dungeon they may be used again and again, each time getting stronger and better equipped. Dungeoneers can be male or female as their gender does not affect any of the rules. Game Sequence The game is played in Turns during which: 1. The Dungeoneers move 2. The Monsters move 3. Wizard s and Priests can cast their spells 4. Bloody Combat 5. Use skills 1 & 2. Movement The dungeon environment is divided into squares that are about a yard (three feet or a metre) across. Any figure can move across these squares in any direction, including diagonally, until prevented by a wall, another figure or an object at least three feet high. Until the action kicks off (i.e. the Dungeoneers run into trouble) the Dungeoneers can be moved as far as seems reasonable to the Overfiend. Once it kicks off the following movement rules apply: Dungeoneers move up to 1D6 + Move Bonus in squares. Monsters move up to 3 + Move Bonus in squares. You cannot move through a solid object over waist high or another figure. Unlocked doors can be opened as part of movement. A Fighter that wants to move through a locked door can use his skill of Kick Down Doors. He rolls 1D6 + Attack Bonus and if he rolls over the Door's Strength he can move through that doorway [Wooden Doors have a Strength of 6, Reinforced Doors 7 and Iron Doors 8]. If you move into a square next to an unengaged enemy you must stop, unless you have the Sneak skill. 3. Cast Spells A Wizard can cast one spell from his Spell-book in a turn [see section on spells below]. To cast a spell on an enemy figure you must be able to see it, but it doesn't matter if other figures are in the way. A Priest can use Holy Light or Heal Toughness once in a turn, but not both. To Heal Toughness he must be in a square next to the friends he wants to heal. 4. Bloody Combat Dungeoneers and monsters can attack once each in a turn. Generally a figure can only attack another figure in a square next to his own. The Dungeoneers attack first, then the monsters. The attacker rolls 1D6 + Attack Bonus. The defender rolls 1D6 + Defence Bonus. If the attacker's score is higher than the defender s he has hit, and the defender loses a point of Toughness. If the attacker's score is double the defender's score he causes two hits, and the defender loses two points of Toughness. If it is treble then that is three hits, and so on Figures that are reduced to just one point of Toughness can Run Away. This is an immediate move of up to three squares directly away from the figure that hit them. Craig Cartmell Page 3 of 9 August 2008

As usual, if they move into a square next to an unengaged enemy they must stop. An Elf has a bow and does not have to be in a square next to a monster to attack it. He must be able to draw a straight line to the monster that does not go through a square in which there is another figure or a solid object over waist high. An Elf starts the game with just twelve arrows. 5. Use Skills. Figures that have the skills Open Locks or Disarm Traps can now use these on any door, trap or chest that is in a square next to them. Disarm Traps Open Locks Traps. Roll 1D6 and add the figure's Attack Bonus. If they score higher than the trap they open it. Simple Trap: 4, Tough Trap:5, and Magical Trap: 6. If the figure fails to disarm the trap he takes one hit and the trap is still there. Roll 1D6 and add the figure's Attack Bonus. If they score higher than the lock they open it. Ordinary Lock: 5, Difficult Lock:6, and Magical Lock: 7. Some chests, doors and floors have traps on them. Thieves and Dwarves can see traps. Other Dungeoneers cannot and find them by triggering them. Some traps are poisoned [see Monster Skills & Special Abilities]. Opening a chest or door that has a trap on it, or moving over a floor square with a trap on it attacks the figure. The trap rolls to attack and the victims roll for defence as if it was a combat. The Attack bonus of various traps is as follows: Simple +2 Tough +4 Magical +6 If the Trap wins it does damage as usual in combat. The trap remains active until disarmed by a Thief or a Dwarf. Craig Cartmell Page 4 of 9 August 2008

Casting Spells. At the beginning of the game the Wizard chooses three spell cards from the spell deck. These are the spells he can use in this game. He can cast a spell more than once if he wishes, but can only cast one spell per turn. When casting a spell the Wizard rolls 1D6 + Magic Bonus. If the spell directly affects the monsters they can resist the spell by rolling 1D6 + Magic Bonus. They must score more than the Wizard to resist the spell. Spell Card Effect Resist? Blind Blinded monster counts all Dungeoneers as sneaking. Yes Create Zombie Daze Monster Dragonscale A Wizard can raise a dead body as a Zombie. This is done during the Cast Spells phase and the Wizard must be in a square next to the body. The Zombie cannot take any actions until the next turn. A Wizard cannot raise a dead Undead as a Zombie. A Wizard can only control a single Zombie at a time. Monster becomes dazed and cannot attack for 1D6 turns. It can defend itself though. Wizard is immune to combat attacks, except those of magical weapons, until next turn Invisibility Wizard becomes invisible and can sneak during his next movement No Sleep Take That You Fiend Monster falls asleep for one turn. Will wake if Dungeoneer attacks it. If there is no-one in the monster s room then it will remain asleep for 1D6 turns. The Wizard fires a bolt of magical energy at a single monster that he can see and causes it to lose three toughness. Teleport Wizard can disappear and reappear in any square he can see. No Terrifying To attack a Wizard or Monster that is terrifying you must beat them in a Magic Attack first. If you fail you Run Away. No Yes No Yes Yes Yes A Hobgoblin is a poor Wizard and only gets two spell cards in a game. Improving Dungeoneers. After an adventure the Dungeoneer divide the Gold between them equally. They can then spend this gold on improvement training as follows: Cost Improvement 100 Improve Bonus: +1 to Attack or Defence or Magic or Movement 100 Improve Skill or Special Ability: +1 to dice rolls using that skill or special ability 200 Improve Toughness by one point Craig Cartmell Page 5 of 9 August 2008

Equipment During an adventure Dungeoneers may find various items other than magical or golden treasure. At the beginning of an adventure they may wish to buy equipment with money they have left over from a previous adventure. Below is a very short and simple list of such equipment, its cost and effects on the game. All costs are in gold pieces Items Cost Effects Flaming Torch 1 Will light up a single corridor or small to medium chamber. Lasts one hour. Can be used to set fire to flammable materials. Knapsack 5 Can be used to carry 200 gold pieces or five small items. Ladder 10 Can be used to climb up and down safely or as a bridge across chasms and pits. It is 10 feet long and can be carried in one hand. Lamp Oil 1 This will power a Lantern for three hours. Lantern 5 Will light up a single corridor or small to medium chamber. Runs on lamp oil. Lockpicks 50 Adds +2 to attempts to open locks. Pit Pony 100 These hardy miner s horses can carry equipment equal to ten knapsacks, or a single dead Dungeoneer. Potion of Healing 50 This cures 1D6 points of Toughness. Once it s drunk it s gone. Rope 10 Can be used to climb up and down safely. It is 50 feet long. Craig Cartmell Page 6 of 9 August 2008

Appendix 1: Basic Monsters Below is a list of typical dungeon monsters. This listing is for guidance only and the Overfiend can modify these as he see s fit and invent monsters of his own. Monster Attack Defence Magic Move Tough Weapon Abilities Goblin +1 +2 +1 +1 2 Spear Sneak Hobgoblin +2 +2 +2 +2 4 Spear Cast spells, Poisonous Ogre +4 +2 +1 +2 10 Club None Troll +4 +2 +1 +2 8 Claws Regenerate Zombie +2 +1 +1 +0 4 Hands Undead Skeleton +2 +2 +1 +1 3 Sword Undead Mummy +3 +2 +3 +0 6 Hands Undead, Poisonous Vampire +3 +3 +3 +2 8 Hands Undead, Terrifying, Sucker Necromancer +2 +2 +4 +2 4 Staff Create Zombies Dragon +6 +6 +4 +3 12 Talons Dragonscale, Dragonbreath Devil +5 +4 +4-9 Trident Teleport Most Monster Figures fit onto one square. Ogres and Trolls cover an area of 2x2 squares, and a Dragon an area of 3x2 squares. Monsters that have magic items in their treasure can use them if they are appropriate. Thus a Hobgoblin with a Weapon Crystal will have it on his weapon, not stuck in his pocket. Monster Skills and Special Abilities Cast Spells Create Zombie Dragon breath Dragonscale Poisonous Regenerate Sneak Sucker Teleport Terrifying Undead See section on spells. A Necromancer can raise a dead body as a Zombie. This is done during the Cast Spells phase and the Necromancer must be in a square next to the body. The Zombie cannot take any actions until the next turn. A Necromancer cannot raise a dead Undead as a Zombie. A Necromancer can control up to four Zombies at a time. This affects every figure in a single room or corridor section. They each take a single hit. Only Magic Weapons can hurt a dragon in combat A hit by a monster that is poisonous, or by a poisoned trap does one hit every following turn (in the combat phase) until the Dungeoneer is healed by a Priest or a Potion. Instead of attacking a Troll can heal up to three hits off himself. A Goblin can sneak past enemies and they will not see or hear him (unless he then attacks). Any damage that Vampires do they can use to heal any hits on themselves. When moving a Devil can pop from one square to any other he can see without going through the squares in between. To attack a Monster that is terrifying you must beat them in a Magic Attack first. If you fail you Run Away. Undead creatures ignore the first hit done to them in any round. Craig Cartmell Page 7 of 9 August 2008

Appendix 2: Treasure. Monsters have treasure on them which the Dungeoneers can take if they kill them. Chests also contain treasure, but may be locked and trapped. A Monster will have the following: - Monster s Toughness x 5 Gold Pieces - A chance of a magic item: Roll 1D6, on a 6 there is a magic item [see table below]. A Monster that has a magic item will use it if he can. A Chest will have the following: - 2D6 x 10 Gold Pieces - A chance of a magic item: Roll 1D6, on a 5 or 6 there is a magic item [see table below]. 1D6 Magic Item 1 or 2 Potion of Healing that heals 1D6 points of Toughness. Once it s drunk it s gone. 3 Wonder [see Wonder table below] 4 Magic Shield, +2 to defence bonus 5 Armour Crystal, +1 to defence bonus 6 Weapon Crystal, +1 to attack bonus A figure can have only three crystals on his armour and three crystals on his weapon. He can only carry one Magic Shield. 1D6 Wonder Effect 1 Amulet of Healing Heals one Toughness at the end of each turn to the figure wearing it [if you are not dead]. 2 Ring of Invisibility The figure now has the Sneak ability. 3 Ring of Searching The figure now has the Find Secret Doors ability. 4 Goggles of X-ray Vision The figure can see through a door that he is standing next to. 5 Boots of Speed +3 Move Bonus. 6 Aqua Vitae Potion This potion restores a dead figure to life. It does not work on dead Undead. A figure can only wear one ring, one amulet, one pair of goggles and one pair of boots. He can carry things he is not using in his pack. Craig Cartmell Page 8 of 9 August 2008

Appendix 3: Advanced Bits and Bobs. Henchmen. As the character s advance they may be able to afford to hire the services of other people to aid them in their missions against the Overfiend. It costs 50 Gold Pieces up front to hire a henchman for a single mission. Whilst in your service they follow the rules below: 1. They will not attack an enemy, but will defend themselves if attacked. 2. They will not move into a square next to an unengaged enemy. Dungeoneer Attack Defence Magic Move Tough Weapon Armour Abilities Guard +1 +1 +0 +0 4 Spear Shield Porter +0 +0 +0 +1 3 Club None Carry Stuff Physician +0 +0 +3 +1 3 None None Heal Toughness Craig Cartmell Page 9 of 9 August 2008