Its origin and purpose lost to time, the Dungeon is a mythic underworld that gnaws at reality like a cancer. Within this delve’s walls sanity and logic shrink away from the looming eternity of the vast darkness it contains.
Lit torches tease and draw brave fools deeper. The air grows closer, the tunnels narrower, the darkness colder. But o, the glint of golden treasure!
Greed and hubris will doom you.
Create a symmetrical or random selection of square or irregularly shaped rooms. Connect them with passageways of various widths. Try to ensure that many rooms connect in multiple ways and that there is more than one path through the dungeon.
Unless otherwise noted, assume that rooms in dungeons are separated by doors.
1 Wide Open: enemies within will easily hear and see PCs
2 Ajar: can be opened quietly or peeked inside stealthily
3 Closed: can be opened quietly and peeked inside as an action
4 Locked: TN13 DEX with lockpick or TN13 STR [noisy] to kick
5 Stuck: TN15 STR [noisy] to force open noisily
6 Barred: TN18 STR [noisy] to force open noisily
A player may spend their action looking for traps within their range of vision:
Roll WIS vs TN13
On a failure the trap goes unnoticed. If triggered, player may make an Ability roll determined by the GM to avoid damage
On success GM should inform PC of any traps nearby
To disarm, Roll INT vs TN15
On success, trap is disarmed safely
On failure, nearby PCs take damage
1 Spear trap [DAM3]: sharp spears stab out of the floor or walls
2 Fire trap [DAM3]: a gout of flame burns all adjacent PCs
3 Poison dart [DAM3]; roll CON vs DAM3 each turn until successful
4 Alarm [noisy]: warns near enemies of PCs location
5 Ceiling [noisy] [DAM6]: heavy block crashes down loudly
6 Magic Rune [noisy][DAM6]: adjacent PCs damaged by magic blast
Tricks are strange puzzles, magical effects, or weird artifacts found in the dungeon. Tricks may be attached to treasures, traps, statues, doors, or simply exist in isolation.
1 Magic voice: A voice jeers, cheers, or provides clues to PCs
2 Colorful toadstools: when eaten result in a random magical effect
3 Secret doorway: to a hidden closet or adjacent tunnel or room
4 Magic mirror: teleports PC to a random room in the dungeon
5 Puzzle lock: the way is barred by a puzzle or riddle to solve
6 Weird room: gravity is reversed or time speeds up or slows here
Roll 1d6 at the start of each round.
On a roll of 1 or 2 the players encounter a monster or event
Roll again if players make noise or do something that would draw attention
The GM should create a list of monsters or interesting encounters appropriate to the dungeon before starting play and roll or select from it appropriately.
Roll below or choose where the Dungeon is located in the world
1 Beneath the twisted roots of the Heart of the Forest.
2 In a dimension accessed by incantations chanted at Black Rock.
3 Among the crypts at the Fell Barrow.
4 Behind a waterfall in the Fairy Grove.
5 In a cavern in a unique location in the Forest.
6 Somewhere beneath the town, accessed through a basement.
Treasure is an important part of the game. PCs should each earn coins equal to an enemy’s level squared for each enemy subdued or defeated and the PCs level in coins for each new area explored. PCs may earn rare treasures after a significant successful adventure.
Roll on the following tables as needed. Consider items to be worth 1d6 x 100 coins and require a single gear slot to carry.
The brigand’s body lies steaming in the snow. Was it greed, hunger, or rage that compelled them? It doesn’t matter now. Might as well see what’s in their pockets . . .
Roll on the table below to determine a random item of treasure in addition to any coins found on a defeated enemy.