2D6 Dungeon: A Dungeon Crawler
2D6 Dungeon: A Dungeon Crawler Rulebook
Table of Contents
Table of Contents
- Setting
- What You Need to Play
- Coins and Gemstones
- Quest Items
- Ten Levels
- Becoming a Legend
- Dice
- Creating an Adventurer
- Levelling Up
- Capacity
- Health Points
- Death
- In the Dungeon
- Generating Dungeon Rooms
- Meeting a New Room
- Locks and Lockpicks
- Portcullises
- Stone Slabs
- Magic Barriers
- Going Back
- Secret Doors
- The Next Level
- Entering the Next Level
- Ingenious Use
- Fire
- Offerings to the Gods
- Medicinal Herbs
- Accuracy Checks
- Repairing Things
- Assembling Rations
- Meat
- Narrative Moments
- Combat
- Combat Sequence
- Miss
- The Fatigue Die
- Miss and Primary Attack Rolls
- Damage Reflection by Armour
- Armour Dice Sets
- From the 7th Combat Round Onward
- Multiple Creatures
- Thrown/Recovered Weapons
- Fear Momentum
- Winning Combat
- Too Powerful
- Potion Bombs
- Treasure and Experience
- Creature Cards
- Single-Level Lairs
- Magic
- The Power of the Gods
- Additional Rules
- Lower Levels
- Modifiers
- Increasing Difficulty
- Leaving the Dungeon
- Freeing Prisoners
- Places to Visit in Town
- In the Evening
- Legendary Rewards
- New Rules for Level 6
- New Rules for Level 8
- New Rules for Level 10
Setting
2D6 Dungeon takes place in its own fantasy world, called Coradin. It is a land where people live in long peace; wars seem forgotten, and regions and kingdoms respect a single sovereignty. But beneath this veil of peace hides a turbulent underworld: a dark realm riddled with dungeons and underground chambers, where monsters lurk guarding their treasures, and organised bands of bandits and raiders plot to attack the settlements above. Although Coradin includes some classic fantasy elements, it also has new, unique ones — some warped by the time spent in the dark, others by a desire to disrupt the harmony above. Bands and adventurers play their part in ridding the world of these horrors by venturing into the dungeons that riddle this land. Those who dwell in the dungeon are evil, and will try to destroy those who dare to enter.
The Underworld Gods
The gods of the underworld are indifferent to the gods above, but as an adventurer descending into these depths, you should know what they offer, for the favour of these needy deities can be earned. As you progress through the dungeon you will encounter shrines, fountains and monuments dedicated to these underworld gods, where you may make offerings. Learn more about this process in the "Ingenious Use" section later, and more about these deities on the god cards.
What You Need to Play
You will need the core rules, the Tables Codex book (for reference), 2 differently coloured six-sided dice, 2 more six-sided dice, a pencil, and a sheet with a dotted grid for drawing your map (see the end of the book). Print the reference combat cards for use in combat. For convenience you can also print the god, herb and creature cards.
Coins and Gemstones
In the world of Coradin there are three types of coin: gold, silver and copper. 10 copper coins equal 1 silver, and 10 silver coins equal 1 gold. Copper coins are very light, and 100 of them are worth 1 gold coin. Gemstones (including pearls) are also used as a means of payment, since many merchants accept them instead of coin. The gemstone value table above shows the types and their values.
Low Quality (LQ) gemstones may have flaws and are often oddly shaped or roughly cut. Medium Quality (MQ) gemstones may be worn or removed from their mounts. High Quality (HQ) gemstones are larger, rarer, and finely cut.
Gemstone Value Table
| Gem Type | Colour | Low Quality | Medium Quality | High Quality |
|---|---|---|---|---|
| Pearl | Opaque | 2 gold | 4 gold | 10 gold |
| Sapphire | Blue | 4 gold | 8 gold | 20 gold |
| Garnet | Orange | 8 gold | 16 gold | 40 gold |
| Ruby | Red | 10 gold | 24 gold | 60 gold |
| Emerald | Green | 12 gold | 32 gold | 80 gold |
| Diamond | White | 16 gold | 40 gold | 100 gold |
Quest Items
Although the main goal of the game is collecting treasure, experience points, and achieving legendary status, small story quests can be undertaken while exploring. Sometimes these are items or information that can be noted in the "Quest Items" section on the character sheet. Their function is described in the text, and once completed they can be crossed off. You may have several quests at once, or none. Each quest will have very specific requirements that you will need to fulfil as you venture into the dungeon. Earn 50 XP for every level for each completed side quest.
Ten Levels
The goal of 2D6 Dungeon is to complete ten levels of the dungeon (completing the first level ten times does not count). When a level is completed, mark it on the legend-status level tracker on the character sheet. Completing a dungeon level may take several attempts. You will probably have to leave the dungeon and return with better equipment to deal with stronger creatures on deeper levels. Rarely does an adventurer complete all ten levels in a single run.
Becoming a Legend
You can become a legend if you complete every level of the dungeon as described above, and receive the legendary reward in the town in recognition of your achievements. Having become a legend, you will be able to move on to the Legendary Dungeons, a future expansion to the game called "2D6 Legendary Dungeons".
Dice
It is important to understand that 2D6 Dungeon is built on narrative, and the driving force of the game is a set of tables presented in the Tables Codex book. It's fair to say that this game uses tables on many levels (and to make this easier we have included a table index). You will need to roll six-sided dice in various ways for these tables.
Types of Rolls
During the game you will be asked to make four types of rolls.
- D3: Roll a six-sided die and count a result of 1–2 as 1, 3–4 as 2, and 5–6 as 3.
- D6: Roll a six-sided die. On some tables, D6 may show a wider range of numbers than can appear on a single die, since modifiers may apply.
- 2D6: Roll two six-sided dice and add the results together. This is the most common roll, and it's where the game gets its name.
- D66: A combination of two six-sided dice that differ in colour. The primary die represents the tens, and the secondary die the units.
Primary and Secondary Dice
In 2D6 Dungeon, when rolling D66, the primary die must be a different colour from the secondary die so that they can be distinguished. You always read the primary die first, unless a combat description or characteristic states otherwise. Combat actions and room generation particularly depend on the use of the primary and secondary dice.
The Modified Ranges Rule
Some rolls, after modifiers are applied, will be higher or lower than the results on a table. In such cases the Modified Ranges Rule applies. This means, for example, that if you roll a 0 and the lowest number on the table is 1, you count the roll as 1; or if you roll a 7 on a table that only allows up to 6, you count that roll as 6. No bonuses or penalties apply for going outside the range of the table. On the other hand, some tables have a wider range of results than a single die produces. Applying modifiers to the roll allows more extreme rolls to have more specific consequences.
Creating an Adventurer
As an adventurer you will have a number of characteristics and abilities. These are recorded on your character sheet, which consists of four separate pages. Print a blank version from the end of the book. First add your character's name, then write "+2" in the "Shift" box and "+1" in the "Discipline" box. Write "0" for Accuracy. You also start with 10 health points.
Now you need to choose a weapon. Choose either a longsword, a great axe, or a heavy mace, and write it in the "Weapon" box. See "Weapon Manoeuvres Table 1" in the Tables Codex for more detail. Every weapon is also blessed by the priests of Zigor to deal damage to the undead. Choose two starting manoeuvres to use in combat from the Level 1 manoeuvre set.
Select your chosen weapon's entry and add it to the "Manoeuvres" section on the character sheet. You'll see that for every manoeuvre you must also choose a combination of two dice in the "Dice Set" column.
You cannot simply pick up any weapon in the dungeon and expect to know its finer points, so stick with what you know best and use the same weapon throughout the adventure. Years of training have taught you to use it with a decent level of skill. At higher levels you may have a maximum of three manoeuvres at once, which you may swap for more powerful options when you level up (see the adventurer level table on the next page).
Next you may choose one armour item from the starting armour table. Record it in the "Armour" section, along with its dice set and modifier. The modifier is a number you may subtract from any damage you take during a round of combat. You may wear any combination of armour, to a maximum of 3 items, but not duplicate items or items that cover the same body part, such as two shields, pairs of gauntlets, jackets, or plates.
Starting Armour Table
| Armour | Dice | Modifier |
|---|---|---|
| Jerkin | — | -1 damage |
| Padded Tunic | — | -1 damage |
| Quilted Overcoat | — | -1 damage |
| Leather Doublet | — | -1 damage |
You are trained in magic runes and can therefore read magic scrolls. Choose one scroll from the "Starting Scrolls Table" and record it in the "Magic Scrolls" section on the character sheet (for more detail, see "Magic Scroll Table" in the Tables Codex).
Starting Scrolls
| Scroll | Description |
|---|---|
| Scroll of Balance | Increases discipline and magical focus for a time. |
| Scroll of Mental Whip | A destructive psychic attack. |
| Scroll of Reflexes | Increases combat capability for a time. |
| Scroll of Metal Melting | Destroys one block or interrupt tied to the opponent's armour. |
In addition, the village healer has given you a healing potion that can restore 10 HP. Record it in the "Magic Potions" box on the character sheet. You may carry up to 5 potions at a time.
In the "Level" box at the top of the sheet write "1", and in the "Experience" box write "0". You are an inexperienced Level 1 adventurer, and will gain experience by killing creatures and performing difficult actions.
You also begin the game with flint and steel for making fire, a lantern, 3 rations, a pouch, a sealing-wax kit (for potion bombs), and a large backpack to carry all your loot and belongings.
Adventurer Level Table
| Level | Title | Manoeuvres (count – max level) | XP to Level Up | Total Shift | Total Discipline | Total Accuracy | Base HP |
|---|---|---|---|---|---|---|---|
| 1 | Raw | 2 – Level 1 | 100 | +2 | +1 | 0 | 10 |
| 2 | Novice | 2 – Level 1 | 500 | +2 | +1 | +1 | 20 |
| 3 | Apprentice | 2 – Level 1 | 1000 | +2 | +2 | +1 | 30 |
| 4 | Skilled | 2 – Level 2 | 2000 | +2 | +2 | +2 | 40 |
| 5 | Experienced | 2 – Level 2 | 3000 | +3 | +3 | +2 | 50 |
| 6 | Adept | 3 – Level 2 | 5000 | +3 | +3 | +3 | 60 |
| 7 | Accomplished | 3 – Level 2 | 10000 | +3 | +3 | +4 | 70 |
| 8 | Expert | 3 – Level 3 | 15000 | +3 | +4 | +4 | 80 |
| 9 | Professional | 3 – Level 3 | 25000 | +4 | +4 | +4 | 90 |
| 10 | Master | 3 – Level 3 | – | +4 | +5 | +5 | 100 |
For example, if you are a Level 7 Experienced adventurer, you will have 3 "Manoeuvre" skills, +3 to "Shift", +3 to "Discipline", +4 to "Accuracy", and more than 5000 experience points.
Levelling Up
You will level up while exploring the game world, reflecting the fact that your experience is honing your skills. When this happens, you immediately gain 10 HP, and your base HP pool increases by 10. Your other characteristics may also increase according to the adventurer level table above, and you may gain a manoeuvre. If you level up during combat with two or more enemies, your characteristics adjust instantly during the fight, as though a surge of energy has passed through you.
Every time you gain a new level, you may, if you wish, swap one of your manoeuvres for another from the weapon list. Every manoeuvre has a level — if your character's maximum manoeuvre level does not meet that level, they cannot choose that manoeuvre and must make do with a lower-level manoeuvre.
Capacity
There is no limit to the amount of treasure or small items you can carry, but you can carry no more than 10 large or heavy items. These are stored in or on your backpack, attached to straps, or wherever possible. Large items include all unworn armour, stones, heavy metal items, large tools, and volumes of liquid (which require some kind of container). Your backpack itself does not count, since it is a container.
Apply common sense to this rule. If you think that in real life it would be awkward or would burden you, then it's a heavy item. You may also carry only 5 potions and 3 magic scrolls, each of which has a separate space on the character sheet. If you find a new scroll or potion when you're at full capacity, you may either discard one or use one to make room for the new scroll or potion. If you choose to discard it, you can come back for it later, but only if you are still on the same level where you discarded it.
Health Points
You have a base health point total of 10. For every level gained, 10 health points are added to this base value. This happens as soon as you have gained enough experience, i.e. while you are in the dungeon. In addition, you immediately gain 10 health points as a result of levelling up, even if this exceeds your current base value. This means, for example, that if you are Level 7, your base health value is 70. But this is not a limit on the number of points you can have, since you can exceed the base value. Health-restoring potions, scrolls of empowerment, and some magic items can increase your health beyond this base value, while healing potions, on the other hand, can only restore your health up to the base value.
Death
If your health points drop to zero, you fall unconscious. If you are fighting an enemy and it finishes you off, that is the end of your adventure. If your health drops to zero or below by any other means, such as poison or starvation, you must roll on "RFUT1" in the Tables Codex and follow the instructions.
In the Dungeon
In the Tables Codex, at the start of every level there is a short text describing what you may expect. Be sure to read it before entering the level. This text sometimes also includes new rules, which may be specific to that level or may become standard rules for that level and beyond. An example of this is the room sequences that begin at Level 6.
2D6 Dungeon naturally revolves around your adventures in the dungeon, which run from Level 1 to Level 10, and specific level-dependent tasks (more on this later).
Dungeon Ancestry
The dungeon's ancestry indicates the main species that inhabits it. Often these are the builders of the dungeon, but sometimes they have simply taken over an abandoned dungeon and are the most common kind found within it. This edition of 2D6 Dungeon covers a dungeon of human ancestry. Human dungeons tend to be more functional than, say, monster or orc dungeons. Like all dungeon dwellers, these humans are aggressive and plot to overthrow Coradin, the world above, so they will attack any intruders. Although this dungeon has human ancestry, other creatures can also be found below, such as pets or captured beasts, and possibly more powerful creatures that the humans worship. Other additions to 2D6 Dungeon will contain different dungeon ancestry variants. Every dungeon level is represented by a specific set of rooms, from which you randomly select as you explore. The deeper the level, the harder they become, although they may share a number of common room types.
Lighting
In dungeons of human ancestry there is enough light, so no penalties apply here. Other dungeon ancestry types will have additional lighting rules.
Generating Dungeon Rooms
You stand at the entrance to the dungeon. Let's go in, and bear in mind that you create the dungeon's rooms as you discover them. Before you begin creating the dungeon, read through all the following rules.
-
Using a dotted sheet of paper (provided at the end of this book as two separate sheets that can be joined together), draw a border that will mark the outer edge of the dungeon, known as the Outer Boundary. It should be at least 20 × 20 squares, but it is recommended to make it as large as possible — the smaller the dungeon, the fewer rooms it has. Every dungeon level can be the same size or a different size; that's up to you (you may even use a larger sheet if you want to create a "mega-dungeon"). Write the current level at the top, for this and every following level, counting up from 1 — even though you are descending into the depths.
-
Choose a square at the base of the grid and draw a vertical opening at the top, joining four points. This is the entrance to the dungeon, known as the Entry Square.
-
Roll a D6 to determine the room's dimensions. Use the primary die for the X axis (horizontal) and the secondary die for the Y axis (vertical), so that the two numbers form a rectangle representing the room, as shown below. Attach the room to the starting square at whatever point you see fit; it doesn't have to be centred. This is the Entrance Room, and it is the only room that has nothing in it, by design. The Entrance Room is never too small or too large, but is always an area of at least 6 squares and no more than 12 (if you roll less or more than this, use 6). It also has 3 exits, all archways. When reading the rules for generating all other rooms on a dungeon level, keep the following important points in mind:
-
If, when rolling the dice to determine room dimensions, you roll a double — except a double 6 — roll both dice again. Add the primary roll to X, and the secondary roll to Y, increasing the size of the room. Do not do this for the Entrance Room. This generation element allows for the creation of larger rooms. If a second double is rolled, this does not mean you roll again — simply add the second roll to the first, as described.
Small rooms: If you roll 2-3, 3-2, or any combination resulting in a room of 6 squares or less, the room counts as small. This can also happen if the room ends up being 6 squares or less due to its placement between rooms or flush against the Outer Boundary. In this situation, instead of rolling on the "Level Rooms" table, roll on the "Small Rooms" table for that level, e.g. "L1SR". These transitional spaces may have some features of large rooms but are most often simply junctions. All exits from small rooms are archways.
Large rooms: If a double roll results in a room of 32 squares or more, the space counts as a large room. Instead of rolling on the "Level Rooms" table, roll on the "Large Rooms" table for that level, e.g. "L1LR". These large rooms have varying features, encounters, and exits.
- Corridors. If, when rolling the dice for room dimensions, you roll a 1 (not counting double 1s), you have rolled a corridor instead of a room. Apply the same process to X and Y, and you'll see you have a narrow space. Place the corridor wherever you think it fits into the dungeon layout, but keep the X and Y orientation. Sometimes placing the room may mean it is flush against another room or the Outer Boundary, making it 1 square wide. This also counts as a corridor. Roll to determine the number of exits, as with a room. All exits from corridors are archways. Corridors have no random roll and do not count as small rooms.
Place exit squares on corridors the same way as for rooms. The open end of a corridor may either be closed off or used as an exit.
-
Room placement is up to you, but there are some basic constraints. Rooms cannot overlap. When you reach the Outer Boundary of the dungeon level, the room ends, and the boundary becomes its edge. You may abut other rooms. Corridors may end at the Outer Boundary, but exits cannot be placed on the Outer Boundary.
-
Now that you have a room, the next step is to determine the number of exits. You entered through an entrance, now you need an exit. Roll D6: on a 1, there are no exits; on a 2–3, add 1 exit; on a 4–5, add 2 exits; on a 6, add 3 exits. Various exit types can appear in the dungeon. The table you roll on will also indicate the exit type in the "Exits" column. Sometimes it will say "Random", in which case you roll on the "Exit Type Table" for the current level and apply the result to all exits in the room.
In the meantime, simply draw two short parallel lines along the edges of the square to indicate the presence of an exit.
- As long as you have one exit per wall, you can place them wherever you like. For additional randomisation of placement you can roll a D6: on a 1–2, place the first exit on the first wall clockwise from the entrance; on a 3–4, place the first exit on the second wall clockwise from the entrance; on a 5–6, place the first exit on the third wall clockwise from the entrance.
Then continue clockwise, placing all rolled exits. There are a number of important restrictions on exit placement:
- Each exit type uses a specific icon (see page 16).
- There isn't always an exit; sometimes you roll a dead end.
- You cannot place an exit on the wall you entered through; instead skip it and move to the next available wall.
- You cannot place an exit on the dungeon's Outer Boundary; instead skip it and move to the next available wall.
- If an exit would lead into a space 1 square from the wall, do not add it.
- You cannot place an exit on a wall that already has an exit.
- You may add a maximum of 3 exits (plus the exit you entered through), i.e. a maximum of four entry and exit paths from a room.
- If you have surplus exits you cannot place, ignore them.
Clarification: the first room you encounter on any level is the Entrance Room, and only for this first room do you automatically place three exits.
-
At every exit, place one square consisting of two parallel lines forming a short corridor leading out of the room. This one square at the exit is the Exit Square.
-
If there isn't enough room on the map to show the room's full dimensions, draw the room so that it fills the available space within the dimensions rolled.
-
Dungeon rooms may be square or rectangular.
-
Sometimes you will create a room that projects in front of the exit of another room where the room hasn't been created yet. You may freely connect these two rooms. This will mean that the new room's exit has already been added when you roll to determine the number of exits.
-
Under no circumstances should you erase a drawn dungeon map. Once you have marked the room and exit squares, they become permanent.
-
If you have leftover pinched spaces between corridors and rooms, and there is clearly no room, you may draw a corridor and connect these spaces. No die roll is required. This reflects the fact that the dungeon has revealed its nature over the course of your exploration, as common sense suggests.
-
When you reach the last room on a level — the last room that can be placed in the available space — place a staircase icon in the room with an arrow pointing down.
Knowing that this is the last room is tied to understanding your forward movement. Your path has led you to this final space. You may have left random rooms unexplored, doors you didn't open but which would have led to dead ends and are therefore blocked on all sides.
Most often the last room is the final room along the path through the level. It's potentially located at the top of the page, with usually at least 75% of the dungeon area covered by your Outer Boundary, rooms, and corridors. The last room you enter will have steps leading to the next level. Spaces that are clearly dead ends do not need to be explored to complete the level, but the last room may be a dead end, so add the staircase there.
The last room is where you descend to the level below — see "Entering the Next Level" on page 18.
While exploring, you may, for greater clarity, shade in on the map spaces that have no rooms or corridors — the squares between them — to make the dungeon layout more obvious.
Meeting a New Room
Now that you have a shape and exit locations, you need to know what's in the room. You don't actually move a token across the map, so to speak. Instead, you encounter what's in the space after the room and its contents are determined by rolling on the "Level Rooms" table. Looking into the room, you'll see what kind of room it is and what's in it. You'll also see whether a creature is hiding inside that you must first face.
Identifying the Room and Its Contents
Roll a D6 on the "Level 1 Rooms — Human Ancestry" table. Every level has its own room table, and this is the table for Level 1. (If you rolled a small or large room, you use the room table matching that size.) This will show the room type.
To keep track of the various rooms you encounter, write the room type as close as possible to the entrance you came in through, circling it as shown in the example here.
After the room type you will see the "Description", "Encounter", "Exits", and "Unique" columns, which contain further details about the room.
The room's Description contains a brief descriptive text and may contain references to objects or features you can interact with using "Ingenious Use" (see page 19).
Next is the "Encounter" column. Follow the instructions in the order given. If "Creature Encounter" tables are indicated, roll and enter combat. Sometimes the "Encounter" column will name a specific creature to fight, tied to the room type. After this there may be other tables to roll on to learn about objects, treasure, events, or quests.
Next is the "Exits" column. If an exit type is given here, all exits from the room are of that type. If they are doors, they may be locked (you'll find out when you leave). If "Random" is given, roll on the "Exit Type Table" for your current dungeon level and apply it to all exits. Draw the exit symbols shown below.
The last column is "Unique". If a room is marked "Unique", it means no other room of the same type can appear on this level. If you roll this room type again, reroll.
Special Unique Rooms
Some rooms only appear once the dungeon level has revealed a certain percentage of its rooms. These are rooms that are features of the level, in which the level's boss will be encountered. For example, in the "Level 2 Rooms" table, the "Throne" room's "Unique" column shows "60% Yes". This means at least 60% (approximately) of the level must be explored before this room can appear. If you roll it before 60%, reroll.
If a level has a boss room and it does not come up while completing the level, add it as the final room. If more than one special unique room is available on a level, you must encounter at least one of them (but not all). If you leave the choice until the last room, randomly determine which one is chosen. The last room may be a large room.
Checking Doors
When you are ready to leave a room through a door you haven't used before, you must first check whether it is locked. Ordinary wooden doors are rarely locked, but metal and reinforced doors are locked more often, since they are reinforced for a reason. Roll a six-sided die (D6):
| Die | Lock Result |
|---|---|
| 6 | All door types are locked. |
| 5-6 | Reinforced doors are locked. |
| 4-6 | Metal doors are locked. |
If the door is locked, write the letter "L" next to the door icon. Once it is opened, cross out or erase the "L". This check applies only to the door you are trying to open.
Locks and Lockpicks
If you encounter a locked door or chest and you have a set of lockpicks, you may try to pick the lock. Roll 2D6 to determine the lock's quality, and write this number on the map next to the door or chest.
Some locks on chests or vaults have a modifier, e.g. "Lock -2". This number applies to the lock-quality roll. To pick such a lock, you will need to roll 2D6 equal to or greater than this value, applying your accuracy modifier. You only get one roll per lock.
You do not start the game with a set of lockpicks, but they can be found in the dungeon, where the modifier indicates quality and the number in brackets indicates quantity. For example, if you find "lockpicks +2 (3)", you may add +2 to three lock-picking rolls. Track your rolls, reducing the number after each use.
If you fail to pick the lock, it is jammed, and you will have to wait for an enemy to come through the door before you can move in that direction. You may, of course, choose a different route. If you wait, you will have to face the enemy in combat. To determine who you will fight, roll on the "Patrol Table" for that level. If it is a mindless creature, it broke down the door. Once it is dealt with, the door opens, or you may take a key and open it (keys found in the dungeon are not universal and only work for that one door).
Every time you wait for someone to open a door, you must use a ration, but you gain 2 HP per adventurer level. If you have no ration or choose not to use one, you lose 2 HP per adventurer level.
Portcullises
Portcullises are always lowered when encountered, unless the text states otherwise. To open them, you must find a lever. Sometimes these are hidden or on the other side of the portcullis. Roll on "Portcullis Lever Table 1". If you must fight an enemy, roll on the "Patrol Table" for that dungeon level. Once they are dealt with, you'll see that the portcullis has remained raised. All portcullises in the room open when the lever is pulled.
Stone Slabs
Starting from Level 3, you may encounter stone slabs intended to block doorways, rather than being used as doors. Stone slabs have no locks, so they cannot be picked. In fact, they don't open like doors at all, but may be precariously balanced. Roll D6 and add your Discipline: on a 6 or higher you can topple the slab and clear the way forward. These stones can also be destroyed by a single hit from a powerful magic scroll dealing 20 damage or more. These include: Fireball, Lightning Bolt, and Disintegration. A Phasing Potion also works against stone slabs, but Gloves of Knocking do not. You cannot wait for patrols to open stone slabs.
Magic Barriers
On deeper dungeon levels you will encounter magic barriers blocking doorways. They have very specific properties, and the relevant tables will explain how to deal with them.
Going Back
You may have to, or may choose to, go back the way you came. You may return to any old rooms, where the corpses of enemies you've already killed will undoubtedly be lying. In these rooms you will no longer encounter creatures and can move freely along the route, but only on the same level. You cannot go up to higher levels or use backtracking to leave the dungeon. Any new rooms you enter must be handled as normal. You cannot go back once you have entered a level; you must move forward.
Secret Doors
If you reach a point where you can go no further, and less than 50% of the level has been generated, do not add a staircase down. Instead, choose the room with the most free space around it, add an exit through a wooden door, mark it with the letter "s", and generate a new room as normal. You cannot use a secret door to return to previous rooms — the door itself is one-way.
The Next Level
When descending to the next dungeon level, e.g. from Level 1 to Level 2, there are a number of points to consider.
Using Rations
Between levels you need to stop on the stairs to eat a ration and recover your strength before the fight ahead. If you have no rations or choose not to eat, you will feel exhausted and lose half your current health, down to 20 HP. Rations do not count as large items and have their own section on the character sheet.
Resting on the Stairs
While resting on the stairs, and only if you have eaten a ration, you recover a number of health points, since you are able to recuperate. You gain 2 HP per adventurer level. If you have cloth or bandages, you gain an additional 2 HP. You cannot gain HP above your base level by resting on the stairs.
Entering the Next Level
You naturally arrive at the next level via the staircase you descended. Draw the staircase in the middle of the Outer Boundary, then an exit square. Then roll to determine the size of the entrance room, as with Level 1 (double rolls do not apply to the size of this room). This first room has no encounters, and has three archway exits.
Now explore the level, using the tables for that level.
Quick reference for room creation:
- Roll D66 to determine room size (X, Y).
- Roll a die to determine the number of doors.
- (Optional) Roll a die to determine door placement.
- Roll a die to determine room type on the appropriate level room table.
- Set up the room's exits according to the table.
- Meet the creature first (if present).
- Enter the encounter with the creature in the room.
Ingenious Use
While exploring the dungeon, you will read text describing rooms and encounters. Sometimes this will include objects or features that can theoretically be interacted with — such as a plate on a table or a fireplace. Even if the text doesn't suggest an interaction, you may act if you wish. This is called Ingenious Use, and represents an imaginative form of roleplay that lets you improvise freely. However, there are some rules to follow, as given below.
Imagination Combined with Common Sense
The first step is having an idea, but it must also be balanced with common sense. For example, you find a pillow and decide, using Ingenious Use, to strip the material from it to use as a bandage. That's fine, but you won't have an unlimited supply, and you won't even get ten bandages out of it. In reality you might only get two bandages, especially if you have to tear it apart haphazardly.
Enemy Corpses
When you defeat an enemy, you cannot take their armour or weapon, because combat has either damaged it, or the armour is poor quality, or it doesn't fit you. You are also devoted to your own weapon, with which you have trained for years. If you wish, you may remove organs or drain blood, if you have a container, and if you want to make an offering to Muratayni. If you do this, you gain the "Bloodied" status and mark the first point on the "Bloodied" track (see page 31).
Making Noise
If your chosen "Ingenious Use" action might cause noise — such as breaking chains or chopping wood — you must make an alarm check to find out whether you attract a patrol. Roll 2D6 and add your Discipline value. If the total is 8 or more, you are not detected; if the total is less than 8, you must face an enemy who bursts into the space and attacks. Roll on the "Level Patrol Table". Since you were distracted, you do not get the initiative, so they attack first. This same rule applies to carrying items out of other rooms, such as off tables.
Containers
There are a number of reasons why collecting items during your adventure can be beneficial. They can help you solve puzzles, repair things, make remedies and bandages, or serve as offerings to the gods. If you pick up a fragile, loose, or small item, you will need a container, or it will scatter, spill, or be damaged in your backpack. For example, a liquid needs a bottle, flask, or vial, and a powder needs a pouch or box.
You will also need separate containers for different types of items. For example, you cannot mix ash and Malako leaves, or coal and twine. This is especially important for items that might contaminate each other, or that are sharp and soft. If you have no container, you may hold an item in your hands while in the room where you found it, but you cannot carry it out of the room, because you need to stay alert in case of attack.
Half an Ornate Item
If you find two matching halves of an ornate item, their combined value is tripled.
Herbal Remedies Table
| Remedy | Required Herbs/Items and Effect |
|---|---|
| Chewed Malako | Malako leaves — chew. Restores 1 HP. |
| Healing Balm | Crushed Ilios petals and Malako leaves — apply to the wound. Restores 10 HP. Usable once per room. |
| Healing Bandage | Cut Dankoma stems and scarlet Orievatus — add to a bandage and apply to the wound. Requires cloth. Restores 20 HP. Usable once per room. |
| Health Paste | Crushed scarlet Orievatus, Ilios petals, and Zoumerus leaves. Requires a sturdy container. Yields 3 doses, no roll needed. Each dose restores 10 HP. Usable once per room. |
| Soothing Oil | Squeezed Katoto thorns and crushed Zoumerus leaves. Requires a container that can hold liquid. Restores all fresh damage caused by fire in the last two rooms you were in. |
| Drying Powder | Crushed Dankoma stems and Ilios petals — form a light powder that quickly absorbs water. Requires a container. Removes the "Soaked" status. |
| Sterilising Powder | Crushed Dankoma stems and scarlet Orievatus — form a fine powder that washes away blood. Requires a container. Removes the "Bloodied" status. |
Fire
You cannot simply light a fire anywhere in the dungeon. There must be a fire pit, campfire, stove, fireplace, or something that can contain a fire. You start with flint and steel, so you can light fires in these locations, unless the text states they are empty. You can also use fire to dry off and remove the "Soaked" status.
Offerings to the Gods
During your adventure you may find a particular object, such as a shrine, fountain, or monument dedicated to a god. Here you can gain a Favour Point (FP). Generally the text tells you when you may offer an item (see the god's information card for the specific items that can earn you favour). You may do this once for each highlighted object. For example, you might place an item on a ledge or in a fountain's water. When you do so, you gain a Favour Point for that god; add this to your character sheet, marking the corresponding box next to that particular god. In each such case, cross the item off your inventory. Some items grant you 2 or 3 favour points.
Medicinal Herbs
Part of your training included the basics of herbalism, and so you know some useful remedies. In the dungeon you may find a number of herbs used by local medics. These are: Katoto thorns, Dankoma stems, Ilios petals, Malako leaves, scarlet Orievatus, and Zoumerus leaves. You can also refer to the herb cards at the end of the rules.
From these six herbs, seven kinds of herbal remedy can be made, which you learned as part of your preparation for the adventure. This is done using the "Ingenious Use" skill. If you have a suitable combination of herbs, you may immediately prepare D3 doses of that herbal remedy and add it to your item list. All herbs are consumed in the preparation process.
Every time you prepare an herbal remedy, other than Chewed Malako, you gain 5 XP per Adventurer level (for example, if you are Level 3, you gain 15 XP).
Accuracy Checks
Sometimes the text will ask you to make an accuracy check, to which you add your accuracy modifier. Every individual accuracy check has a number you must beat on 2D6, and a number in brackets showing how many rolls you have before the task becomes impossible. For example, the text might read: "replace the idol PC8(1)". You roll 8 on 2D6, and your adventurer's +1 accuracy is added, giving a total of 9. It passes the check and replaces the valuable idol with a bag of grain without triggering the trap. Failing a check can sometimes have consequences, as described in the text.
Repairing Things
Sometimes the situation you find yourself in may mean you can repair something using "Ingenious Use". This could be a piece of armour, a lever, or some other damaged item. If you have the necessary resources to repair the item, no check is required, and you gain 10 XP per adventurer level. This can be in addition to any XP rewards given in the relevant table.
Assembling Rations
While exploring the dungeon you will find individual food items that are not, by themselves, enough to make a full ration. If you find three kinds of food, you may combine them to make one ration using "Ingenious Use". For example, if you find a mushroom, pumpkin seeds, and potatoes or turnips, or sunflower seeds and dried meat, they can be combined to make 1 ration.
Meat
Some of the animals you kill, such as dogs, insects, and snakes, can be butchered for meat. This does not apply to humans or fungal creatures — cannibalism reduces your Shift score to zero, so it is not recommended. If you choose to butcher an animal, you gain the "Bloodied" status and enough meat for one meal, though this meat must first be cooked. While carrying raw meat, the "Bloodied" status cannot be removed. Meat can be discarded at any time. Cooking meat requires a burner or campfire. While cooking, there's a chance a patrol will appear. Roll D6: on a 1–2, the patrol smells the food and appears; roll on the "Level Patrol" table. Once cooked, warm meat can be eaten immediately, granting 3 HP, or saved for later as 1 standard ration.
Narrative Moments
The character sheet has a section for recording narrative moments. This is everything that brings your adventure to life — stories that enrich your experience and fuel your adventurer's drive to become a legend. You can record thrilling battles, completed quests, or witty, ingenious uses. This section can be proudly reread, recalling the history of your adventurer's deeds in the dungeon.
Combat
While in the dungeon, you must fight any creatures you encounter, whether you like it or not. You cannot flee from combat. All dungeon dwellers are your enemies, and all of them, including animals, treat you the same way. There are exceptions, but they are clearly described in the text when you encounter them.
2D6 Dungeon uses three core combat mechanisms: manoeuvres, shift points, and characteristic interrupts. Below is a brief overview. At the end of the book is a handy combat reference sheet for quick reference. There are also reference combat cards you can print and use during combat.
Manoeuvres
You, and every other creature, have your own unique manoeuvres. Every manoeuvre has its own unique combination of two dice, e.g. 3 and 4. If this combination comes up during combat, the manoeuvre succeeds.
Shift Points
You, like every other creature, have a limited number of Shift Points, which can be used to change the result of a die roll. Using 1 Shift Point lets you change a roll's result by 1, up or down; for example, changing a 3 to a 2 or a 4. You may use all your Shift Points on each attack, distributing them between both dice in that round. You don't have to use all your Shift Points, but you cannot carry them over if you don't use them all in the round.
The Interrupt Characteristic
Most enemies have an Interrupt characteristic. It represents some aspect of their physical build or magical energy that can be used to interrupt your attack. It might be some defensive feature, an unusual trait, or a magical ability. The "Interrupt" box on a creature's card shows the interrupt type — one or more primary or secondary die-roll results — and the damage modifier subtracted from the damage dealt to the enemy.
If, after any necessary die adjustments, the primary or secondary die of your successful attack matches the creature's interrupt value, then the creature has successfully interrupted your attack, as described on its creature card. If you deal any damage that round, you must reduce the total damage by the stated amount. A creature can only use one interrupt per round, even if both values match.
The interrupt effect can have a number of special effects, so watch the text, but generally it reduces any damage in that attack round. For example: "Enters a grapple on a primary 1, -2 damage" means the creature enters a grapple whenever the primary die of your successful attack roll is a 1, thereby reducing the damage it takes by 2 points. Attacks using a primary 1 are often more powerful, so this interrupt means the creature saw the powerful blow coming and interrupted it by throwing itself into a grapple.
Combat Sequence
When a creature appears in your current room, you must resolve the combat encounter. The nature of these dungeons makes any creature you meet hostile toward you. As an adventurer, you are invading their territory, but by entering their space unexpectedly, you gain initiative for the first roll (alarm checks are an exception).
Roll D66 and compare the numbers with your manoeuvres. If both dice match a manoeuvre, you have performed it and hit. In other words, the primary and secondary rolls need to match the primary and secondary manoeuvre dice set. Achieving this without shifting dice is called a precise hit. As a demonstration of your skill and mastery, it deals more damage; you may add your Shift points to the total damage, including fatigue-die shift adjustments if they are in play (see the next page). Creatures cannot do this; a precise hit reflects the adventurer's mastery of their weapon.
Roll a die to determine damage, using the damage sum given after the specific manoeuvre.
Sometimes you will deal no damage, meaning you grazed the enemy's armour, or perhaps luck wasn't on your side. However, rolling a 6 on the damage die always deals at least 1 point of damage, regardless of the damage total result. Subtract any damage from the creature's health. If its health reaches zero, it is dead. Otherwise, the creature now has an attack round. Follow the same procedure for the creature. Continue until either you or the creature dies.
Shifting Dice
If you roll a combination that doesn't match one of your manoeuvres, you may use your Shift points to move a die up or down to create a match. For example, if you rolled 3 and 2, but the "Strike" manoeuvre needs 4 and 2, you may use one Shift Point to change the primary die to 4. Imagine that at the last moment, as you swung your weapon, you turned your wrist or shifted your weight to improve the attack. You have a limited number of Shift Points that can be used in every combat round. The Fatigue die can affect the total number of Shift Points available (see the next page).
Shift Restrictions
You cannot shift a die from 1 to 6 or from 6 to 1. The order must stay sequential, so you cannot skip numbers. This means manoeuvres with a 1 or 6 in their two-dice combination are harder to shift into, whereas manoeuvres with a 3 or 4 are easier to shift into.
Shifting Dice for Monsters
When rolling dice for a creature's attack, you must use its shift points as effectively as possible. If shifting the creature's dice would let it perform a manoeuvre, you must go ahead and perform it, then roll dice to determine the damage dealt. If there are two options, choose the more powerful one.
Miss
If you or the creature cannot perform a manoeuvre, exactly or by using Shift points, the attack counts as a miss. Perhaps you swung the sword too clumsily, or stumbled during the strike. Move on to the opponent's attack.
The Fatigue Die
At the start of a combat round, place a die on its side, or on the "Combat Fatigue and Shift Adjustment Platform" card, with 1 face up. This is the fatigue die, and it acts as a kind of timer. Every time you finish a round, turn the fatigue die up by one number (from 1 to 2, then 2 to 3, and so on). When the fatigue die reaches 4, you and your opponent gain +1 to your current Shift points. When it reaches 5, you and your opponent gain +2 Shift. When it reaches 6, you and your opponent gain +3 Shift, after which all combat participants remain at +3 Shift until the end of the fight. The Fatigue die shows that your adventurer and your enemies grow tired during combat, becoming more vulnerable to attacks and easier to hit.
Miss and Primary Attack Rolls
When a creature rolls double 1s on an attack roll, this is called a Failed Attack. When a creature rolls double 6s on an attack roll, this is called a Primary Attack. In either case, follow the instructions at the bottom of the creature's card. This is the only attack it makes that turn.
If you roll double 1s on an attack roll, you always miss. If you roll double 6s on an attack roll, you have scored a Primary Attack. Choose any one of your Manoeuvres to perform precisely; add your total Shift (including Shift from the Fatigue die) to the damage, and it cannot be affected by Interrupts. You cannot shift into a Primary Attack — it must always be a natural roll.
Damage Reflection by Armour
If you are hit in combat as a result of the opponent successfully performing a manoeuvre, there's a chance your armour can reflect part of the damage. If your armour's dice set matches the creature's successful attack manoeuvre (after dice shifting), then you have successfully deflected part of the force of that attack. (For more on matching, see "Armour Dice Sets" on the next page.) If you take any damage that round, reduce the total damage by the amount you copied onto your character sheet from the "Armour Table".
For example, if a Veteran successfully performs its "Crushing Blow" manoeuvre, the attack dice show 6 and 3.
You are wearing a Quilted Tunic, whose dice set is 5, so it does not reflect damage, but you are also carrying a Banded Shield, whose dice set is 6 and 5.
Since the Banded Shield's primary 6 matches the primary 6 of "Crushing Blow", the shield reflects part of the damage. Say the Veteran rolled 6 for damage. "Crushing Blow" deals D6 -1 damage, meaning you would normally take 5 points of damage, but thanks to the Banded Shield's 2-point damage penalty, you only take 3 points of damage.
You can reflect damage with one piece of armour only once per attack. So if two pieces of armour match the successful attack manoeuvre, choose the piece of armour you prefer to use. This will most likely be the one that reflects the most damage. This system is very similar to a creature's interrupt characteristic.
Armour Dice Sets
Every piece of armour has an associated dice set, found in the "Armour Table". Dice sets consist of one to four dice and correspond to the primary and secondary dice of an opponent's manoeuvres. A single die corresponds to an attack's primary die, while a set of two dice corresponds to the primary and secondary die.
Examples of what armour blocks
| Armour Dice Set | What It Blocks |
|---|---|
| Jerkin | Primary 4 |
| Steel Shield | Primary 4, Secondary 1 |
| Scale Armour | Primary 5 and 2, and Secondary 4 |
| Full Plate | Primary 5 and 3, and Secondary 4 and 2 |
By choosing the right combinations of armour, you can effectively defend yourself against many types of attack. Armour cannot reflect damage from Primary Attacks, even if the armour's primary or secondary die is a 6.
From the 7th Combat Round Onward
Starting from the 7th round of combat, a creature's interrupt actions related to movement or moving an object no longer apply. The creature has become exhausted and cannot perform these interrupt actions; ignore the relevant characteristic on the creature's card. Armour-based interrupts are not affected.
Multiple Creatures
Sometimes there may be more than one opponent in a room. In this situation, you attack first, then the creatures take their attacks in turn. Naturally, the chance of being hit is higher and rounds last longer, so you determine the order of the enemies' attacks yourself. Your armour can reflect damage from all attacks, and the fatigue-die adjustment applies to all combat participants.
Keep track of enemies' HP by making notes on the map or on a sheet of paper, although notes on the map can also help track the course of events.
Thrown/Recovered Weapons
You may throw one throwing weapon at the start of combat. This does not replace your attack. You still attack first. Thrown weapons always hit their target, but do not always deal damage. Roll D66. If the primary die matches the creature's primary interrupt value, or the secondary die matches the creature's secondary interrupt value, subtract that interrupt modifier from the damage dealt. If both the primary and secondary dice match, subtract both interrupt modifiers from the damage dealt.
Throwing axes deal 6 damage, throwing knives deal 4 damage, and throwing darts deal 2 damage (before modifiers apply). Only weapons designated as "throwing weapons" can be thrown, since they have a special design and weight. Some throwing weapons have a modifier (e.g. +1) that adjusts the damage dealt and reflects the weapon's quality.
Recovering Thrown Weapons
You may try to find your thrown weapon after combat, but it may break or be lost. If the thrown weapon was blocked by an interrupt, it is automatically lost. If you threw the weapon without it being blocked, and survived the fight, roll D6: on a 1–3 it is lost; on a 4–6 you found it and put it back in your backpack. Throwing axes count as heavy items. Throwing axes and knives may bear runes.
Fear Momentum
If you are fighting several creatures and kill one in the first round of combat, you gain a momentum that instils fear in your next opponent. Only in the second round of combat, you gain +2 Shift, as your sudden, savage fury makes the surviving enemy flinch or hesitate.
Winning Combat
If you have defeated an enemy, check its creature card to see if it has any loot, then roll on any listed tables. Enemies are always cleared out first upon entering a room, so once combat ends, you may examine the area. Make a note on the map of the enemy you fought, and add its experience to the total experience points on your character sheet.
Too Powerful
If your armour fully negates the damage from an enemy's attack, so that your enemy cannot harm you, there is no need to roll for combat. You are too strong for them, and you instantly kill them.
Potion Bombs
During your travels you will collect items, many of which can be used to make potion bombs — projectiles you can throw during your turn in combat, before the opponent attacks. There is no penalty for throwing a potion bomb, so you may still attack or drink a regular potion in the same round. Potion bombs deploy quickly in close combat, having been prepared beforehand and stored somewhere accessible.
Potion bombs can only be prepared outside of combat. Preparing one requires an empty potion bottle or vial. These have a cork or lid, can hold liquid, and can be found in the dungeon or kept after using a potion. Using the "Ingenious Use" skill, you add the necessary ingredients to the container, then use your wax kit to seal the mixture. You carve a magic rune into the wax to activate the magic that builds pressure in the potion bomb, so that it is ready to burst on impact.
Below are listed the ingredients for the various potion-bomb formulas that you were taught by the priests of Zigor as part of your preparation to cleanse the region of the dungeon plague. Once prepared, a potion bomb is placed in a potion slot in your backpack; it counts toward your 5-potion limit.
Empty vials, ampoules, and potion bottles can be stored in your backpack, and do not take up slots in your potion limit, since they are less fragile and lighter.
You cannot dismantle or sell potion bombs, since they are too explosive once assembled.
Potion Bombs
| Type | Ingredients | Effect |
|---|---|---|
| Smokescreen | 1) water 2) spores, fungus, or mushrooms 3) ash 4) Ilios petals | Smoke appears on impact! The opponent cannot use movement-based effects. Interrupts occur in the same round the smokescreen is used. |
| Vial of Light | 1) water 2) coal or charcoal 3) feather 4) Dankoma stems | A bright flash of light! The opponent is blinded and cannot attack in the same round the flash is used. |
| Dark Husk | 1) water 2) charcoal 3) ink or parchment writing 4) crushed insect 5) scarlet Orievatus | On impact a black void forms, which, as it contracts, drains life force. The target loses 5 HP per dungeon level. |
| Shrapnel Blast | 1) water 2) teeth or fangs 3) wood splinters 4) thread 5) Zoumerus leaves | On impact, shards explode toward the opponent, dealing 2D6 + 4 damage. |
| Flame Jar | 1) water 2) coal or charcoal 3) hemp fibre 4) crushed bone 5) Katoto thorns | On impact flames flare up and engulf the enemy, dealing 3D6 + 5 damage. |
Treasure and Experience
After killing a creature, whether by magic or in combat, you gain the experience points (XP) shown on the creature's card. If the creature was carrying treasure, roll on the indicated treasure table and add the result to your loot. After this you may face the remaining creatures in the room. Note that not every creature carries treasure.
Creature Cards
Every creature has a creature card. At the top are its name, level, and creature-type symbol (see below).
Next are its health points (HP), which must be reduced to zero to kill the creature, then the amount of XP gained after killing the creature, and its Shift (SH) points, used to adjust its attack roll. The "Treasure" section lists the tables you roll on to get loot after defeating the creature.
The "Interrupt" box describes in detail how the creature can interrupt your attacks if you roll a match on the relevant primary or secondary die.
The "Manoeuvres" section describes the attacks the creature can perform, followed by a brief description of the creature.
Creature Type Symbols
| Symbol | Meaning | Symbol | Meaning |
|---|---|---|---|
| A | Animal | M | Monster |
| F | Fungus | P | Plant |
| H | Humanoid | U | Undead |
| I | Insect/Arachnid |
Finally, consider "Failed Rolls" and "Primary Attack Rolls", which trigger when double 1s or double 6s are rolled, respectively. This section gives a brief description of what happens for each of these results. Some creatures also have special attacks whose effects can stack on consecutive rolls. These attacks are unique to each creature and are described on its card.
Single-Level Lairs
The main goal of 2D6 Dungeon is to complete the 10 levels of the main dungeon and become a legend, but there are also additional single-level lairs that can also be completed. Each has an associated level, but does not grant the adventurer a mark on the legendary-status tracker. These single-level lairs have their own room tables and ancestry, and are available in the "Lairs" expansion.
Magic
2D6 Dungeon has three clearly defined magical actions: using magic scrolls, using magic potions, and invoking the favour of the gods.
Using Magic Scrolls
Scrolls can be used at the very start of combat or outside of combat, but never during combat. In 2D6 Dungeon you almost always have the initiative in combat to act first and use a scroll's spell, but this means the creature attacks first, whereas if you don't use a scroll's spell, you attack first.
After reading a scroll, even if the spell fails, it crumbles to dust and its energy is spent; cross the scroll off your character sheet. Reading the magic language on a scroll summons a certain energy to cast the spell, but controlling it is quite another matter.
To cast the spell, roll D66. If you roll a double, you have captured the power and successfully triggered the scroll's effect; otherwise the spell fails. You may use your Discipline modifier to shift the die roll toward a double, following the same process as when using attack manoeuvres.
Some more complex scrolls have one or more "dispersal doubles". The spell also fails if a dispersal double is rolled, meaning the power radiating from that scroll is harder to control. If you fail to cast the spell, complications may arise: roll on the "Failed Casting" table. Some scrolls have a failure modifier that is subtracted from or added to the "Failed Casting" roll result.
If you roll double 6s and the spell deals damage, double the damage. If you roll double 1s and the spell deals damage, halve it, rounding up.
Every time you cast or attempt to cast a spell from a magic scroll, you gain 5 XP per adventurer level.
Using Magic Potions
Your knowledge of potions is well developed, since you trained under the priests of Zeegor, allowing you to identify found potions by sight and smell. Potions do not radiate magical energy; their magical properties come from the liquid's chemical composition. They can be used at any point in the adventure, even during combat. When used in combat, you skip the attack needed to drink the potion, after which the opponent may attack again, but you can still use your armour for both attacks. Only 1 potion can be drunk per combat round.
The Power of the Gods
The underworld gods are neither good nor evil, but loyal to their element, which means the favour they grant their followers can be used for a wide range of purposes. You may invoke a god's power at any time, as long as you hold their favour. Having favour means you have at least 1 Favour Point (FP) checked next to that god's name in the "Gods' Favour" section of your character sheet. You can earn favour points at certain moments in the game; when this happens, check the corresponding god's name.
Invoking Favour
You may invoke the gods for favour at any time. You might raise your hands, or whisper a plea for help under your breath, often driven by danger or desperation, to call upon the gods' favour at a particular moment in your adventure.
As mentioned earlier, as long as you have at least one favour point with a god, you may invoke their favour by rolling D6. If you roll a number equal to or lower than your total favour points with that god, you earn their favour and receive one reward. This reward will help your adventurer in a difficult situation.
Some items give you a -1 to the favour roll, meaning it's possible to roll below 1. When you roll below 1, the god appears and grants a gift in addition to the favour, detailed on that particular god's card.
The favour granted can be one of the following:
- Restore all health points to your base level.
- Blow up an enemy of a level equal to or lower than yours.
- Gain 1 point of Discipline or Accuracy per 1 dungeon level.
- Obtain an item needed to complete a quest.
- Find a working lever to open all portcullises in the room.
- Repair an item, even without the necessary parts.
- Remove the "Bloodied" and/or "Soaked" status.
- +3 to your next loot roll.
- +3 to your next attack roll.
Invoking favour happens instantly and, if used in combat, does not take up your turn. Some rare items grant permanent favour. In this case, as long as you keep the item, you may permanently fill in one of the favour boxes next to that particular god, rather than checking it, to indicate permanent favour.
You may only ask a god for favour once per level, unless your item allows otherwise. Items that allow this are rare. You may also use a god's designated location on the map only once, and only to gain 1 favour point. If you unsuccessfully invoke a god's favour, you keep your favour points, but if you successfully invoke a god's favour, clear all the checkmarks next to that particular god on your character sheet.
Special Favour Items
Every god has special favour items. If one of these special items is offered to a god, you gain extra favour points, shown on the god's card next to the item. For example, Grakada favours worked metal and diamonds. If you offer her a diamond (quality doesn't matter), you gain 3 favour points: 1 point for the offering plus 2 extra points for the special favour item.
Additional Rules
"Bloodied" or "Soaked"
During the game you may experience two conditions: "Bloodied" and "Soaked". There are several ways to gain the "Bloodied" or "Soaked" condition. You will be warned in the game text or via the "Ingenious Use" skill. When you leave the dungeon, the "Bloodied" and "Soaked" conditions disappear, since you rest and clean up before returning.
Bloodied
You may gain the "Bloodied" condition for several reasons, as explained in the game text when it happens. You can also gain the "Bloodied" condition through "Ingenious Use" by removing organs or blood, or becoming covered in blood to the point that it can't simply be wiped off and must be washed away with water. You may do this automatically if there is water in the room. Until then, you must check off boxes on the "Bloodied" track on your character sheet, one for every subsequent room you enter before cleaning up. While "Bloodied", you risk infection and fever. After visiting 8 rooms while "Bloodied", you develop a fever and lose 1 HP for every additional room, until you clean up. After washing, clear all checkmarks on the "Bloodied" track and continue.
Soaked
The "Soaked" condition works the same way as "Bloodied", except that removing this condition requires drying off by a fire or heat source. After 8 rooms, instead of a fever you develop pneumonia and lose 1 HP per room until you dry off. After drying off, clear all marks on the "Soaked" track and continue.
Lower Levels
The deeper you go into the dungeon, the stronger the creatures become. They will have additional manoeuvres and more shift points depending on their level (in the top right corner of their creature card). The good news is that you will also be levelling up and, hopefully, will be able to match, if not surpass, the enemies you encounter as you accumulate experience.
Modifiers
Sometimes you will see a modifier, such as +1 or -1, after a given table reference or a damage total. Simply apply it to your roll for that table.
Increasing Difficulty
The following two rules, "Armour Checks" and "Outnumbered", are optional and intended to increase the game's difficulty. You don't have to use them.
Armour Checks
Every time you reflect damage in combat, roll D6. If you roll a 5, that piece of armour is damaged and stays damaged until it can be repaired. Subtract 1 from its damage modifier, if it isn't already -1. For example, a wooden shield has a -2 modifier, and when damaged will have a -1 modifier. If you roll a 6, that piece of armour is destroyed by the attack; remove it from your character sheet. Reinforced mail and full plate armour cannot be destroyed, but can be damaged on a roll of 6 instead of 5. Damaged armour can be repaired using "Ingenious Use". For example, leather straps can fasten a leather breastplate, and an anvil and hammer can be used to repair metal armour. You gain double experience for this action.
Outnumbered
When facing multiple opponents, every additional enemy gets +1 to its Shift power. So if you're fighting three bandits, the first gets +1 Shift, while the second and third get +2, since they have more time, while you're more focused on the first enemy.
Leaving the Dungeon
You may leave the dungeon at any time and on any level. You cannot return via the dungeon's main entrance, since this could alert the dwellers to your presence. Therefore you must find a ventilation shaft hidden in the dungeon, which will serve as a path of escape to the surface.
To leave, you must be in a room adjacent to the level's outer boundary, and you must find this room before you can begin searching. Roll D6 for every square adjacent to the edge of the dungeon. If you roll a 6, you have found the exit; mark it on the map with the letter "E". This is where you will continue your adventure, returning to explore locations, as before.
The exit is practically invisible on the surface, but be sure to mark it before heading to town.
You may exit only once per level. There is only one exit on each level. After you return to the dungeon, the shaft collapses, and there will be no other exit. You will have to fight your way to the next level.
If you leave town and return to it, you can restore your health to full, sell loot, and buy items to help you in your next adventure. You can also remove any "Soaked" and "Bloodied" status.
Once you finish your business in town, you may leave the rest of your loot somewhere safe and return, stronger and more experienced. You decide what to bring with you into the dungeon, but you cannot acquire anything except items available at the market.
Freeing Prisoners
At certain points in your adventure you will encounter prisoners, and you may have the opportunity to free some of them. These opportunities will be indicated via the "Encounter Prisoner Table" (ENP). Freed prisoners escape the dungeon and head for freedom on the surface. Mark this in the "Freed Prisoners" table on the character sheet. Every time you return to town, roll on the "Freed Prisoners Table" for every freed prisoner, then erase the mark from the table.
Freed Prisoners Table
| Roll | Result |
|---|---|
| 1 | Nothing more is heard about the prisoner. |
| 2 | The prisoner's father approaches you at the tavern entrance. He hands you a pouch of 6D6 SC (silver coins) and thanks you. |
| 3-4 | You hear that the prisoner was a devout follower of some random god. Roll "GOT1", and you gain a favour point with that god. |
| 5 | The prisoner finds you and gives you herbs. Roll "HST1". |
| 6 | The prisoner was from a wealthy family. A representative approaches you and, as thanks, hands you a pouch of 4D6 GC (gold coins). |
Places to Visit in Town
There are several places you can visit in town. Due to limited time, you may visit each place only once, then in the evening either the tavern or the temple.
Market
After leaving the dungeon, you may visit the market to buy and sell various items.
Selling Items
To sell all of your loot that isn't coins, first determine what you want to sell and how much it's worth. For armour, note the total value of the items you plan to sell. For other items, calculate the total value based on the "Miscellaneous Items Value Table", and divide it in half. Gemstones retain their full value, but armour, scrolls, potions, and magic items are only worth half their purchase price (before market haggling). Runes sell for 50 GC each, and armour with a magical effect gains 50 GC in value. Merchants at the stalls can be strict or generous by turns. To assess how well your trading skills fared, roll 2D6, add your adventurer level, subtract your accuracy, then consult the "Market Barter Table" on the next page.
Buying Items
You can also buy items at the market. All kinds of armour, magic potions, and magic scrolls are available (but not other magic items). See the Tables Codex for a list of available items. You must pay the full listed price for any item you buy. Miscellaneous items are also available for purchase at the prices given in the "Miscellaneous Items Value Table".
Market Barter Table
| Roll | Result |
|---|---|
| 2-4 | You've been cheated. You lose 50% of your loot's sale price (rounded up). |
| 5-6 | At first it seems to have gone well, but tallying it up, you find you lost 10% of the sale price (rounded up). |
| 7-8 | You manage to get the sale price of your loot. |
| 9-14 | You did well and held firm on several deals. You add 10% to the sale price of your loot (rounded up). |
| 15+ | You manage to convince the traders of extra value in the deal. 20% profit on the sale price (rounded up). |
Engraver
You may visit the Engraver, who will engrave magic runes you found in the dungeon onto your primary weapon or throwing weapon for 10 GC per rune. Only two runes can be added per visit, since it takes time. A throwing weapon can only hold one rune, while your primary weapon can hold up to five. Runes cannot be removed once engraved, since they are magically etched into the metal. Runes are found in the dungeon starting from Level 3, and take the form of small stone tokens or tablets, which the engraver copies and then destroys over the weapon in a magical sacrifice ritual. This process imbues the weapon with the rune's power. Descriptions of runes and knowledge of their power can only be discovered in the depths of the dungeon.
Historically, runes are named after their creators, who were either smiths, mages, or, most likely, both. They discovered the secret magic tied to the shape of runes, and imprinted it in stone, becoming an effective conduit in the world of Coradin, or engraved it onto weapons to aid in the war against the dungeon plague.
Some rune effects can stack, multiplying their effect if you have more than one rune engraved. The rune tables will indicate which ones stack, with the word "stacking".
Herbalist
You may visit the Herbalist to buy and sell herbs. The "Herbalist Table" shows prices for one dose of each herb. Due to limited availability, you may buy no more than three doses of each herb per visit, even if you sold to the Herbalist during your last visit. Some herbs have a higher value to the Herbalist despite their purchase price. Remedies are not available from the Herbalist.
Herbalist Table
| Herb | Buy (1 unit) | Sell (1 unit) |
|---|---|---|
| Dankoma Stems | 7 gold | 1 gold |
| Ilios Petals | 12 gold | 2 gold |
| Katoto Thorns | 3 gold | 2 gold |
| Malako Leaves | 10 gold | 4 gold |
| Scarlet Orievatus | 15 gold | 5 gold |
| Succulent Leaves | 5 gold | 2 gold |
Buying Rations
You may buy a maximum of three adventuring rations at the tavern for 10 SC each. They are specially packed for the dungeon and made of hardy, energy-rich ingredients, and turnips.
In the Evening
Before returning to the dungeon, you may spend the evening either at the tavern, listening to gossip, or in quiet meditation at the temple.
Tavern Tales
At the local tavern you can swap stories over a mug of beer. If you like, roll on the "Tavern Tales Table". Perhaps what you learn will reveal something useful for your return to the dungeon.
Tavern Tales Table
| 2D6 | Description |
|---|---|
| 2 | Rumour has it the dungeon is swarming with monsters. When you enter any small room (six squares or less) on the same level where you re-enter the dungeon, you also encounter a patrol. |
| 3-4 | The beer flows freely and you overindulge a bit. You wake up with a hangover. Lose all your SC and 2 HP before entering the dungeon again. |
| 5-6 | The tavern is very quiet tonight, but it lets you talk to Freda, who works behind the bar. She tells you about some characters who passed through recently, including a group discussing the search for another entrance to the dungeon and a distinctive stone marking that spot. When you re-enter the dungeon, you may exit that level one additional time (instead of having to go to the next level before you find another exit). |
| 7-9 | The evening passes pleasantly, but nothing useful was discussed, and no wisdom was revealed. |
| 10 | You meet old Glen. He laughs as he tells of his exploits in the underworld. You listen closely to some of his old stories. He tells of one particular route that seems familiar to you. You may choose the room type for the first new room you encounter upon re-entering the dungeon. |
| 11 | You're in luck, Freda made a nourishing broth. You eat a large bowl and feel wonderful when you wake the next day. Gain 2 temporary health points above your base level. |
| 12 | You listen to the talk in the tavern, and spirits are high. People say there haven't been any raids for a couple of weeks, and that enemies are scarce. On the level where you re-enter the dungeon, there are no patrols. If you are asked to roll a die for one, ignore it. |
Loot Vault
Before re-entering the dungeon, you may unload items you want to keep for later use. Your character sheet has a box labelled "Loot Vault". This is a safe place outside the dungeon where you can store items. This is especially useful for large items that might be damaged or destroyed during adventures, and for spare pieces of armour you may want to swap in or use later. There is no limit on the number or type of items you can store here.
Temple
On a hill above the town stands the Universal Temple. This is a place where all gods are welcomed, and you may meditate on their message, turning your attention to the underworld gods and invoking their favour. Choose one of them: Grakada, Intunerik, Maduva, Muratayni, Nevazator, or Radatsina, and gain a favour point. Mark this on your character sheet.
Minor Religious Artefacts
Having visited the temple, you may donate any Minor Religious Artefacts to the priests. In return you will receive 2 favour points for each artefact. You choose which god you favour.
Arm-Wrestling Table
| 2D6 | Description |
|---|---|
| 2-4 | The crowd around your table laughs at your defeat as a huge, muscle-bound brute forcefully slams your arm to the table. It seems he's hurt your shoulder. Lose 2 HP and 5 GC (or the equivalent), if you have it. |
| 5-6 | You're so absorbed trying to beat a lean, toned woman that you don't notice a thief cut your pocket and steal 10 GC (or the equivalent in coin), if you have it. You lose the round when you suddenly realise your purse has gotten lighter. |
| 7-8 | You manage to win a few rounds before an experienced player shows up and quickly beats you. He smiles, hands you 1 point for the overall standings, and says, "Next time, kid." |
| 9-10 | A great evening. You beat three tough-looking sailors and decide to call it quits rather than push your luck. You feel strong and confident that your dungeon adventure tomorrow will go well. Gain 4 temporary health points above your base level. |
| 11-12 | You're doing well and the crowd is behind you, but you pull a muscle. During a break a man approaches you and gives you a healing salve to rub into your forearm. He bet on your victory and wants a return on his investment. Alas, you lose in the final, but you still feel the salve's effect. Increase your base health by 8 points. |
| 13+ | You advance far in the arm-wrestling tournament and win a decisive victory in the final. You stand on the table, triumphant, as your drunken party companions cheer your name. You've proven to yourself that you possess incredible focus. Gain 1 point of Discipline permanently. This can only be done once at the arm-wrestling competition. If it happens again, gain 20 points of Discipline instead. |
Town Hall
While in town, you may also take part in a friendly arm-wrestling competition held at the Town Hall. This can boost your confidence and physical health before returning to the dungeon. Of course, if you lose, it may have the opposite effect. Roll 2D6 on the "Arm-Wrestling Table" and add your Discipline modifier, trying to keep your focus (scrolls cannot be used). Any modifiers gained are noted on your character sheet and apply to your next adventure. You may only arm-wrestle once per town visit.
Legendary Rewards
If you manage to complete all 10 levels of the dungeon, you become a legend — CONGRATULATIONS! You present the Lord's Pendants as proof of your success in the town. Your name is spoken of in taverns, your deeds are sung by bards. You have rid the land of the immediate evil that threatened its very existence. This means that when you return to town after completing dungeon Level 10, celebrations await you, during which you will be presented with a legendary reward and 500 GC. Roll a die on the table below.
Your Legendary Reward
| Roll | Description |
|---|---|
| 1 | Crown of Verifica |
| 2 | Spellbook of Detinere |
| 3 | Spectral Armour of Puternica |
| 4 | Helm of Zebor |
| 5 | Golden Idol of Dumnezeu |
| 6 | Rod of Dretas |
You're not entirely sure what this item does, but a wise person tells you its power will manifest when you venture into the Legendary Dungeon. Add the legendary reward to your character sheet and take a look at your hero, for they are... a legend. Now bards sing of your deeds, landowners tell of your adventures, and townsfolk nod to you as you pass. You have saved this land from the dungeon's dwellers; your home is safe, for now. Of course, you may choose to retire, but rumour has it an even more terrible dungeon awaits. Perhaps one day you'll find it.
Although this section concludes the rules, a number of useful pages follow, including:
- Character sheet
- Combat cards
- God cards
- Herb cards
- Dotted grid for maps
- Combat and magic vault sheet
- Quick reference sheet
Tables and creature cards can be found in the "Tables Codex" book.
Author's note: I hope you enjoyed your adventure. This game was inspired by many things, including: "The Warlock of Firetop Mountain", "Dungeons & Dragons", "Dungeon Master", Nethack, "Eye of the Beholder", Doom, HeroQuest, Talisman, the list goes on... I personally immersed myself in all of it, wandering in the dark, lost, until I emerged victorious and became a hero! We can be heroes... yes, Bowie has always been a huge creative influence too.
I also wanted to create a game that offered lots of random but controlled events, so that you could come back and experience a completely new adventure every time, return again and again and never get bored. The narrative grows and expands, so afterward you can relive that story and the enjoyment you had creating it.
Finally, this project would not have been possible without all the wonderful backers and supporters, many of whom contributed to its creation. Thank you!
New Rules for Level 6
Room Sequences
Starting at Level 6, the EXIT column is expanded to EXIT/NEXT ("Exit / Next Room"). It may now show not only the exit type, but also the name of the next room, marking the start of a Room Sequence.
As you move deeper into the dungeon, individual areas fall under the sway of powerful forces that transform several neighbouring rooms into themed complexes. Some rooms are therefore grouped into sequences sharing a common theme.
If a room name is given under the exit type, that room becomes the next room if you continue moving forward. This rule does not apply when backtracking into already-explored rooms.
For example, if you rolled the Dark Pool room, then when moving forward into the next unexplored connected room, you would arrive at Piranha Nets, and then at Seaweed Statue.
If you return to a room whose NEXT ROOM column names a following room, and you have not yet moved forward from that room, then when you choose to move forward you must encounter that named room. It is at this moment that the room sequence begins.
These rooms are unique. You may roll one of the sequence's rooms out of order. In that case, replace the rolled room with the first room of the corresponding sequence.
For example, if Piranha Nets comes up, you encounter Dark Pool instead.
Sometimes a sequence may be left unfinished. For example, you encountered Dark Pool but did not go on to Piranha Nets.
If, later, while determining the type of a new unconnected room, you roll any room from that same sequence, ignore the result and reroll. Once a sequence has begun, it can only be completed in the area of the dungeon where it was started.
The last room of every sequence is marked FINAL in the NEXT ROOM column, allowing you to identify the end of the sequence.
Quick Summary
Starting at Level 6, room sequences appear and must be traversed as a single chain.
If any room from a sequence is rolled, start with the first room of that sequence.
A sequence is completed in the area of the dungeon where it was begun.
All rooms in a sequence are unique and share a common theme.
Once you begin a sequence, you are not obligated to complete it right away — you may retreat and return later.
If the next room in the sequence would need to be a small room, ignore the sequence and continue it the next time a normal or large room is rolled.
If a normal or large room is rolled, it becomes part of the corresponding room sequence.
If there isn't enough room left on your map, place as many rooms of the sequence as you can, even if you can only fit one. After the last room of the sequence, you will find a staircase down, and possibly meet the level's boss.
New Rules for Level 8
Fewer Rooms, More Corridors
While exploring Level 8, subtract 2 from the result of each die.
For example: if you roll 4 and 4, after modification you get 2 and 2; the minimum value after modification is 1. If you roll 3 and 2, the final result is 1 and 1.
This will lead to more corridors and small rooms appearing.
Do not subtract 2 from the dice on a reroll performed after rolling a double on the first roll.
Large Rooms
At Level 8, large rooms are handled completely differently.
Do not roll on the large-rooms table.
Instead:
Determine the number and placement of exits.
Inside the large room's area, draw several internal walls so that the space becomes a small maze.
Then roll on the L8MO table to determine what object is inside the maze.
Escaping Level 8 Monsters
Only at Level 8 can characters escape from Level 8 monsters, since these monsters are tied to their own room sequence.
In addition, such monsters do not raise the alarm among the dungeon's dwellers, since they themselves are trapped in the deepest areas of it.
To escape a monster: on your turn, leave the fight and the room without dealing the monster any blows that round; upon your escape, the monster immediately makes one free attack against your character.
After this you must remain within the monster's room sequence, i.e. within the three previous rooms of that sequence.
While in these rooms, you may perform any actions, such as:
- healing;
- making potion bombs;
- performing other permitted actions.
Once these actions are complete, the monster reappears and combat resumes. The monster retains the same remaining HP it had at the moment you escaped.
You cannot leave the bounds of the monster's room sequence. If you try to leave its boundaries, the creature will catch up to you and immediately attack.
Thus, escaping is only a temporary reprieve, allowing you to buy time and prepare for the inevitable continuation of the fight.
Desperate Search
While escaping, once per room you return to within the monster's room sequence, you may perform a Desperate Search.
To do this, roll on the L8DS table.
New Rules for Level 10
New Minimum Level Size
The minimum map size for Level 10 is 25×25 squares.
This is larger than on previous levels, where the minimum map size was 20×20 squares.
Room Sizes
There is no large-rooms table for Level 10.
Although while exploring you may still get a result corresponding to a large room, it is handled differently.
If a large room comes up, it triggers the Dungeon Lord room sequence. If this sequence has already begun, the rolled large room simply opens the next room in it.
The first room of the Dungeon Lord sequence is the Blood Pool.
While exploring Level 10, add +2 to each die.
For example: if you roll 4 and 4, the final result is 6 and 6; if either die shows a 1, +2 is not added to that die.
This means that while exploring the dungeon, corridors will still be encountered, but the likelihood of large rooms will be higher.
For example: if you roll 3 and 1, the final result is 5 and 1, which will lead to more corridors.
If the first roll is a double and a second roll is needed, +2 is not added to the second roll.
Dungeon Lord Rooms
When a large room is rolled, the Dungeon Lord room sequence begins.
It consists of the following rooms:
- Blood Pool
- Metal Chamber
- Swamp Room
- High Throne
The last room of this sequence — the High Throne — is the final room of the entire dungeon.
If you defeat the Nether Lord and search his body, you become a Legend.
After the Nether Lord's death, a portal opens through which you can return to the village.
Lord's Pendants
One of the treasures found on the Nether Lord's body is the Lord's Pendants.
These are massive gold ornaments worth 200 gc, but their true value lies in the fact that they serve as proof of your victory.
When you show them in town, the townsfolk greet you with thunderous applause.