Dungeon81 SRD
Dungeon81 SRD
Character Creation
Roll 3d6 for each of their Core Attributes, in order. Add 10 to the lowest of the
three dice on each roll to find each Attribute's starting value. After you�fve
finished rolling, you may adjust them by decreasing one Attribute to increase
another.
Once you have your Character�fs Core Attributes, calculate your Secondary
Attributes and HP. Choose a Class: Wizard, Thief, or Fighter. PCs begin with their
Class�fs Starting Gear, 5 Gear Bubbles and Debt.
Core Attributes
Body: a measure of the character's physical body and health.
Mind: a measure of the character's mental capacity and intelligence.
Soul: a measure of the character's spirit and willpower.
Secondary Attributes
Secondary Values are determined by mathematical formulas based on the values of the
character's Core Attributes.
Attack Value (AV): [(Body + Mind + Soul) / 3] which is the focus of all the
character's Stats to determine their ability to Hit an opponent during combat
scenes.
Defense Value (DV): [(Body + Mind + Soul) / 3 - 2] which is the character's ability
to react against incoming attacks.
Hit Points (HP): [(Body + Soul) - 5] which is the amount of damage a character can
withstand before they are knocked unconscious or killed.
Debt
All PCs begin the game with a debt equal to 10x the sum of their Body, Mind, and
Soul scores. The GM will ask you to explain why you are in this debt and who your
creditor is. That you�fre in this position is half of the reason why you are
willing to leave the relative safety of town and city and risk life and limb in the
mysterious wilderness and perilous dungeons.
Character Classes
Wizard
Wizards study arcane secrets and cast spells. While early in their career wizards
have only limited power, experienced wizards are able to cast quite powerful
spells.
Weapons and Armor: Wizards wear no armor and can only use daggers, slings, or
staves as weapons.
Class Abilities: Wizards can cast spells from scrolls and spellbooks. At Level 3
and above, they also may choose to memorize a spell each time they gain a Level.
They must have access to the spell to memorize it, but after memorizing they can
cast it without the need to carry it in a scroll or book.
Starting Gear: Fizzled Staff (Medium 2 slots, 1 hand), Dagger (Small, 1 slot, 1
hand), Spellbook (2 random spells), Ragged Clothing (hidden pockets), Hagstone (can
Detect Magic)
Thief
Thieves are sneaks and trouble-shooters who specialize at infiltration and
obtaining items from others through nefarious means.
Weapons and Armor: Thieves can wear light armor, use shields, and use any light or
medium weapon.
Class Abilities: Thieves are specialists at urban survival as well as at picking
pockets, hiding in cover, sneaking silently, opening locks, removing traps,
climbing walls, and other tasks associated with theft. Thieves may also attempt to
climb sheer surfaces and hide in shadows with a successful skill roll. Thieves also
have special training in listening at doors and detecting traps and secret/hidden
doors.
Backstab: If a thief successfully sneaks up on a foe, they can Backstab which adds
+4 to their Attack Value for that roll and does damage with advantage if
successful.
Starting Gear: Dagger x2 (Small, 1 slot each, 1 hand), Hooded Jerkin (1 AP 1 slot),
Lockpicks, Caltrops, Grappling Hook, Metal File
Fighter
Fighters are soldiers, champions, and other warriors who are exclusively trained in
the arts of combat and war. They are specialists in dealing damage with weapons and
in the other arts of physical combat. They are trained to lead others in battle.
Weapons and Armor: Fighters may use any kind of armor or weapon and may use
shields.
Class Abilities: A fighter inspires those under their command. Any hirelings or
mercenaries hired by the fighter have a +1 bonus to their morale when personally
led by the fighter.
Starting Gear:) Glaive (Medium 2 slots, 1 hand), Shortsword x2 (Small, 1 slot, 1
hand), Leather Armor (2 AP 1 slot), Tobacco Pouch & Pipe, Dice Set
How to Play
Core Mechanic
The referee narrates the world. The players interact with it. The referee narrates
the reaction of the world.
If an uncertain situation arises, the referee may adjudicate results by their best
judgment or ask the player for a 1d20 roll referring to one of the stats of their
character.
If the result is lower than the Attribute, the player must state the result is a
success so the referee may narrate.
If the result is equal to the Attribute, the player must state the result is a
success with consequence so the referee may narrate.
If the result is higher than the Attribute, the player must state the result is a
failure so the referee may narrate.
If the roll lands on 1, a critical success occurs. If the roll lands on a 20, a
critical failure occurs.
Combat
Combat is broken into Rounds. At the start of each Round, the GM rolls 1d6. On 1-3,
enemies go first. On 4-6, PCs go first.
During their turn in a Round, a character may move up to 40ft and take up to one
action. This may be casting a spell, attacking, making a second move, or some other
reasonable action.
Each round, the PCs declare what they are doing before dice are rolled. If a
character attempts something risky, the GM calls for a save for appropriate players
or NPCs.
Melee weapons can strike adjacent foes, but ranged weapons cannot be used if the
shooting character is engaged in melee combat.
Combat can be seen as a bunch of contested actions made against particular
adversaries, however the character uses their Attack Value as the number they must
roll equal to or less than, to score successful attacks against the opposition.
Defenders of attacks roll their Defense Value to see if they defend against an
incoming attack. If they roll less than or equal to their DV, they successfully
defend against the attack whether or not the attacker succeeded his AV or not. A
failed Defense roll means the attack got through and the target takes damage.
Stunts
Stunts are combat maneuvers such as stunning, shoving, disarming, tripping,
sundering armor, and so on. They are resolved with a versus save. They may not
cause damage directly, but may do so indirectly (for example, pushing an enemy off
of a ledge). The GM is the final arbiter as to what stunts can be attempted in a
given situation.
Advantage in Combat
Characters can gain advantage in combat by attacking a target that is unaware, on
lower ground, off balance, disarmed, distracted, or tactically disadvantaged in any
significant way. The GM, as usual, has the final say.
When a character has advantage against an opponent on their combat turn, they may
either A.) Apply advantage to their attack roll or stunt against that opponent or
B.) Make an attack and a stunt attempt in the same round against that opponent,
without advantage
Damage
If an Attack was successful, roll damage, reducing Armor and applying the result to
HP.
Critical Hits
Critical Hits are inflicted whenever an attack die roll comes up as a 1. The
attacker automatically hits the target (who cannot defend against it). The target
then suffers double the max damage of the weapon.
Worn Weapons
If a PC rolls a 20 during their attack, their weapon becomes worn. A worn weapon
has its damage reduced to 1 until it is repaired. A worn weapon is repaired after a
day of rest, or by spending a Gear Bubble (see Equipment).
Health Points & Death
If a character loses all their Hit Points, they fall unconscious and are dying. If
their HP drops into the negative they die.
Weapons
A weapon�fs size determines its damage. There are three sizes of weapons:
Small: 1d6
Medium: 1d6+3
Large: 2d6. Two hands.
You may wield a Small or Medium weapon in both hands, or two Small or Medium
weapons simultaneously. In either case, roll damage with advantage.
A ranged weapon is designed specifically to hit far-away enemies and can�ft be used
while an enemy is Close. On a 1, you have depleted your ammunition and must fill a
Gear Bubble to use this weapon again.
Ranges
An enemy must be within range to be attacked. It is possible to move one step along
the range track and perform one action in a round.
Close: Melee weapons.
Near: Medium ranged weapons.
Far: Large ranged weapons.
Armor & Degradation
Armor and shields reduce incoming damage by its Armor Points (AP). When an attack
is reduced, lower the armor or shield�fs AP by 1. There are four kinds of armor:
Light Armor: 2 AP.
Medium Armor: 4 AP.
Heavy Armor: 6 AP.
Shields: +1 AP.
While in a settlement, armor can be repaired by a blacksmith. It takes 5 GP and 1
Watch�fs worth of work for each point of AP repaired (up to the armor�fs starting
AP). If your armor ever reaches 0 AP, it is broken and must be replaced.
Spellcasting
Wizards may only cast spells of their level or less, so a level 3 Wizard could only
cast spells of level 0 to 3. Spells are cast out of spell books, which must be held
in both hands and read aloud. Each spell in a spellbook can only be used once per
day.
To cast a spell that you carry with you in a spellbook or on a scroll, the caster
must have at least one empty inventory slot to receive Stress, one hand free (for a
Scroll, both for a spellbook), and must be able to speak.
When a Wizard attempts to cast a spell, they must make a?Soul roll. A successful
roll means the spell is cast and they take?one Stress. If the PC fails the roll,
the spell is not cast and the PC gains?no Stress.
If the d20 rolled a?result of 20, roll on the Blunders table to determine an
unforeseen effect.
X, the Magic Number
Some spells contain an �gX�h in their description, swap this out for the caster�fs
Soul-10. You can only attempt to cast a spell if your X value is at least equal to
the spell�fs level (noted as L# behind each spell).
Cantrips
Cantrips (level 0 spells), can be cast by anyone and succeed automatically. They
still cause the caster to gain Stress.
NPC Spellcasters
Whenever an NPC attempts to cast a spell the GM makes a roll just like a PC would
NPCs don�ft receive Stress and do not roll on the Blunders table.
Unless otherwise stated, NPC spellcasters can only cast each of their spells?once
each day.
Scrolls
A scroll is a spell infused in a piece of parchment. It allows a creature to cast
the infused spell without having to make a Soul roll and take Stress, and without
being restricted by the spell�fs level. Casting the spell destroys the scroll
Spellbooks
Spellbooks are tomes containing multiple spells. Most can contain up to three
spells. As opposed to scrolls, spellbooks are not destroyed after a spell from it
is cast.
Writing Down Spells
For an amount of gold equal to 100 x the spell�fs level, a character can copy a
spell from any source, onto a blank scroll or into a spellbook that has two or less
spells. A PC can only copy spells they would be able to cast. This process takes a
full week. Any book of blank papers can be turned into a spellbook by copying
spells into it. Level 0 spells cost no gold to copy but still take up a spellbook
space and a day to copy.
Magical Blunders
Entries marked with an asterisk (*) have a 1-in-10 chance to be permanent. (Roll a
d20, on a 1 or 20 the effect is permanent)
1. All light sources near the caster burn out in a violent flash, dealing 4 dmg
(Mind save for half) to each creature close to it.
2. Caster's face moves to their belly for 1d6 days. *
3. Roll a d4 (1 - right arm, 2, ? left arm, 3 - right leg, 4 - left leg), that
part of the caster turns to ash and slowly grows back in 1d6 days. *
4. All metal weapons near the caster rust and become worn.
5. Creatures near the caster wither and take dmg equal to half the caster's Soul
(rounded down).
6. Caster's body becomes overgrown with crystals that rip apart any clothes or
armor the caster might be wearing. Remains for 1d6 turns. *
7. Caster's brain escapes from their skull and runs away. Caster has 0 Mind
until it is put back in.
8. Caster's skin becomes thin and cracked for 2d6 turns. Any Damage they take is
doubled.
9. Caster becomes weightless for 1d6 turns. *
10. The spell is still cast, but it deals 2d6 direct damage to the caster.
11. Caster becomes made of slime for 1d6 days. Everything they hold becomes
slightly wet and they can squeeze through tight gaps. *
12. Caster's skin turns blue and smells like blue cheese for 1d6 days. *
13. Caster's eyes merge into one for 1d6 days. When they kill a creature, they
heal 1d6 HP.*
14. For 1d6 days, while underground, the caster's eyes project beams of light. *
15. Caster physically disappears for 1d6 turns.
16. A heavy rainstorm is summoned in the immediate area around the caster that
blows for 1d6 watches. Blows out unprotected fires. It does not follow the caster
if they move
17. Caster gains +1 Soul while their genitals disappear for 1d6 days. *
18. Caster grows a long white beard
19. Caster grows fur and can talk with animals for 1d6 weeks. Each morning a
woodland critter brings them one ration. *
20. Caster's body conjoins with that of a nearby creature. They naturally peel
apart after 1d6 days. *
Leve 0 (Cantrips)
1. Animate Armor - Animates a set of armor for one turn. It becomes a loyal NPC (1
HP, all Attributes 10) with an Armor score equal to that of the animated set.
2. Bee - A single bee is summoned at a location near the caster. It disappears
after 1 turn.
3. Footfall - The sounds of footsteps sound from a nearby lo�] cation that is
determined by the caster.
4. Grease - An area near the caster becomes slick and slippery.
5. Liquid Liar - A liquid targeted by the caster gains, for a turn, the appearance
of another type of liquid.
6. Magelight - Summons a floating orb of light that follows the caster for 3 turns.
It illuminates the area and reveals sub�] jects of invisibility magic.
7. Magic Weapon - A weapon touched by the caster becomes magical for 1 turn, making
it able to damage creatures normally resistant to mundane weapons.
8. Mend - Restores a worn weapon or a small crack or tear in an object.
9. Night Eye - Grants one of the caster�fs eyes night vision. Cast twice to see
with depth perception.
10. Talk with Spirit - Summons the spirit of a corpse touched by the caster to
answer one �gyes�h or �gno�h question. The spirit only knows what they knew while
they were alive.
Level 1 Spells
1. Animal Friendship - Targeted wild animal must make a Soul save or else become
friendly towards the caster.
2. Bark Skin - Target�fs skin grows a layer of bark for a turn, providing a buffer
of X additional Armor points that regenerates every round.
3. Bolt - Throw X bolts of magical lightning; each bolt deals d6 dmg.
4. Healing Hand - Heals Xd6 HP of a creature touched by the caster.
5. Lock - Magically locks a door or container touched by the caster.
6. Push - Pushes up to X creatures and/or objects with an invisible force.
7. Shadow Blade - Summons a blade made of shadowy smoke. It exists for 1 turn and
deals 3+d6 dmg. When attacking with it, the caster may use their Soul instead of
AV. If cast during combat, the caster may immediately make an attack.
8. Summon Flock - Summons X sheep (1 HP); the sheep disappear in a cloud of bubbles
after they die.
9. Swarm Form - Transform self into a swarm of bugs, rats or bats for up to X
turns.
10. Weave Light - A visual illusion manifests nearby or around an object or
creature. It lasts for X turns.
Level 2 Spells
1. Acid Rain - Start raining acid for X turns in a nearby area designated by the
caster. The rain deals 2 dmg each round to each creature in the area.
2. Demonic Servant - Summons a demon to complete a simple task. Disappears after 1
turn or when it has finished its task.
3. Fireball - Throw a ball of fire that explodes at a location nearby, dealing 6
dmg to each creature in the area of the ex�] plosion, or 3 dmg on a successful DEX
save.
4. Gills - Up to X creatures grow gills to breathe underwater for an hour.
5. Grasp of Yahzahar - Up to X creatures must make a Body save or else are grabbed
by a shadowy hand and held in place for 1d6 rounds.
6. Lighteater - Summons a little homunculus that eats the light in the surrounding
area. On command it explodes, creating a bright blinding flash that deals no dmg.
Explodes on its own after X turns.
7. Mask - The caster�fs face morphs into another face of their choice for X turns.
8. Protection from Heat - Target becomes immune to extreme heat for X turns.
9. Raise Bones - X skeletons (1 HP, all Attributes 13) rise from the ground to do
the caster�fs bidding.
10. Silence - An area designated by the caster becomes devoid of sound.
Level 3 Spells
1. Alter Size - Grow or shrink target creature. Unwilling targets may make a Soul
save to resist the effect.
2. Charm - Target must make a Soul save or else become friendly towards the caster
for X turns.
3. Levitate - Up to X targets can levitate themselves for a turn.
4. Pippi�fs Slumber - Nearby targets with HP of no more than X+2, fall asleep.
5. Shroud - A creature or object touched by the caster turns invisible for X turns,
or until they attack another creature.
6. Telepathic Bond - Up to X creatures can talk to each other telepathically for X
turns.
7. Touch of the Grave - Target touched by the caster takes 2d6 direct Wounds. If
this kills them, they rise as a zombie (1d6 HP, Stats as when alive) under the
control of the caster.
8. Unravel - Targeted spell or other magical effect unravels and its magical energy
is released back into the world. This cancels the spell, but the caster has to roll
on the Blunder table to see how the released energy affects them. If this spell is
cast as a reaction to another spellcaster, the casting roll is an opposed WIL roll
vs. the other other spellcaster. Permanent enchantments are only unraveled for X
turns.
9. Wall of Ice - A wall of ice springs up at a location near the caster. The wall
can take 12 dmg before it is broken. Fire deals double damage. Creatures at the
target location must make a Mind save or else become stuck in the wall.
10. Worm Ray - Target must make a Soul save or is turned into an arm-sized worm for
X turns
Level 4 Spells
1. Banish - Target creature is banished to another plane; the target may make a
Soul save to resist banishment. The creature returns after X turns. However, if the
creature is from a different plane than where the spell was cast, it will return to
its plane of origin rather than to the plane where the spell was cast.
2. Command - Target must make a Soul save or else follow a one-word command. The
command cannot cause the tar�] get to harm itself directly.
3. Gateway - Opens a person-sized portal to a location visited before by the
caster. It stays open for 1 turn or until the caster dismisses it.
4. Head Lopper - Summons a colossal spectral blade of an ancient warrior hero.
While the sword is summoned anyone can challenge another creature to a duel.
Refusal means in�] stant death. The duel is fought with a single opposed Body roll.
After the duel the blade swings down, decapitating the loser, after which it fades
away.
5. Petrify - Target creature must make a Body save or else is turned to stone.
Creatures with 8 or more HD can only be partially turned to stone using this spell.
Equipment
Most items take one slot to carry but some items, like weapons or armor, may take
additional slots to carry.
Gold
When treasure is sold, it is converted into gold pounds (GP). These do not take up
inventory slots. PC�fs are assumed to carry a small amount on their person to spend
on small purchases and have the rest of their wealth stored somewhere else.
Gear Bubbles
You have five Gear Bubbles. At any time, you may fill a Gear Bubble to add a piece
of common gear to your inventory, as if it had always been there. In combat, this
consumes your Turn.
When you deplete your ammunition on a ranged weapon, fill a Gear Bubble.
When in a settlement, you may pay 5 GP per Gear Bubble to empty your Gear Bubbles.
Gear Bubbles can also be used to repair Armor and restore worn weapons during an
expedition. One Gear Bubble can be used to restore 2 Armor points or one worn
weapon; this process takes one turn.
Examples of Common Gear
* 10' pole
* 3 days of rations
* Bedroll
* Bag of caltrops
* Some chalk pieces
* Crowbar or sledgehammer
* Face paint
* Flask of oil
* Lantern or Torch
* Bandages
* Rope
* Waterskin
Examples of Uncommon Gear
* Weapons and armor
* Tent
* Spyglass
* Livestock
* Vehicles
* Specialized equipment, e.g. an alchemy kit.
* Musical instruments
* Fancy clothing
* Books and maps
* Anything that is not widely available and cheap
Ammo
Ammo is an abstract item representing the ammunition a PC brought with them for
their weapon. Players do not keep track of individual arrows or bullets, but must
roll a d6 at the end of combat in which their PC used a ranged weapon. On a result
of 1, they only have enough ammunition left for one shot after which the Ammo is
removed from their inventory.
Light
To light the way during the night or in dark places below the earth PCs need a
light source.
* Torch?- Burns for?6 turns?(1 hour).
* Lantern?- Burns for?18 turns?(3 hours) but requires a separate flask of oil.
Item Costs
All prices are given in gold pieces (GP). Payment for things like ships, real
estate, and so on usually takes the form of trade goods, favors, or oaths of fealty
rather than coins.
Common Items
Common items are anything of up to 5 GP or less. Common items can be found, bought,
or added to your inventory through Gear Bubbles.
Ammo (Arrows or bolts), Backpack or belt pouch, Bedroll, Bell, Block and tackle,
Caltrops (bag), Candle (12), Canvas (sq. ft), Chain (10ft), Chalk, Clothes,
Crowbar, Fishing net (25ft), Flask, Flink & steel, Garlic, Grappling hook, Hammer,
Holy Water , Ink (1oz), Ladder (10ft), Lantern, Mirror, Oil (20oz), Parchment,
Pickaxe, Pole (10ft), Pot, Rations (1 week), Rope (50ft), Sealing wax, Shovel,
Small weapon (Dagger, Cudgel, Sickle, Staff, etc. (1 slot, 1 hand)), Spike (12),
Tent, Tool, Torch (3), Waterskin.
Uncommon Items
Uncommon items are anything valued at up to 100 GP. Uncommon items includes useful
and relatively accessible adventuring gear, weapons, armor, and trade goods.
Medium Weapon: Spear, Sword, Mace, Axe, Flail, etc. ( 2 slots, 1 hand), Bow (2
slots, 2 hands) 10 GP
Large Weapon: Halberd, War Hammer, Long Sword, Battle Axe, Crossbow etc. (3 slots,
2 hands) 25 GP
Light Armor (Leather, etc.): (2 AP 1 slot) 20 GP
Medium Armor (Chain, etc.) (4 AP 2 slots) 50 GP
Shields & Helmets: (AP +1, 1 slot,) 10 GP
Uncommon items also include nonmagical trinkets and curios that are mysterious and
valuable in a specific circumstance.
Rare Items
Rare items are anything valued at more than 100 GP. This includes master worked or
master-crafted gear, magical items, ancient relics, and the like.
Heavy Armor (Plate, etc.) (6 AP 3 slots) 200 GP
Lodging
Bed, per night 1
Private room, per night 2
Meal 2
Hot bath 2
Stabling and fodder 2
NPCs
Reactions
When the PCs encounter an NPC whose reaction to the party is not obvious, the
Warden may roll 2d6 and consult the following table:
23-56-89-1112HostileWaryCuriousKindHelpfulMorale
Monsters and NPCs all have a morale rating, usually between 5 and 9. When they face
more danger than they were expecting, the referee will make a morale roll by
rolling 2d6 and comparing the result to the NPC�fs morale rating. If the roll is
higher than the rating, the NPC will attempt to flee, retreat, or parley. Morale
rolls can be triggered by defeating half of an enemy group, defeating a group�fs
leader, or reducing a lone enemy to half HP. Other effects may trigger a morale
roll at the referee�fs discretion.
Hirelings also make morale rolls when they aren�ft paid, their employer dies, or
they face extraordinary danger. Morale may also be improved by paying hirelings
more and treating them well
Hirelings
You can spend a day (four watches) looking for hired help throughout a settlement.
The size of a settlement determines what, if any, types of hirelings are available.
Hirelings can become new characters if and when something unfortunate (or
incredibly fortunate) happens to existing ones.
Typical hirelings have 1d6+HD Stamina and HDd6 Will. In the event a hireling needs
to make a Save, they make it at HD + 5. A hireling has 10 inventory slots. A
hireling�fs vocation determines their equipment.
Hirelings are paid per week, which (hopefully) covers their food and lodgings.
There are four kinds of hirelings; mercenaries, specialists, pack animals, and
mounts.
Mercenaries
Mercenaries are guards, soldiers, and warriors who will accompany players on
wilderness and dungeon adventures. A mercenary�fs pay covers their food and basic
gear, and most mercenaries will have weapons and armor when hired. Much the same as
characters, mercenaries will need their gear repaired by armorers.
Specialists
Specialists are hirelings that may be hired for non-combat or non-adventuring
purposes. As specialists typically do not accompany players into dungeons or the
wilderness, they are paid per month instead of per week.
Burdenbeasts
Like hirelings, you can retain the services of pack animals and mounts - donkeys,
horses, and stranger things. Burdenbeasts must be fed once per day. Some
burdenbeasts also demand compensation. War-trained mounts attack on the rider�fs
initiative.
Magical Items
Items with magical properties are rarely found in shops. The most common way of
acquiring magical items is through adventuring and searching for them in places few
others dare to go.
Identifying Magical Items
A PC can feel when an item is magical but the properties of the item can only be
discovered by using it or through careful experimentation.
Magical Weapons And Armor
Enchanted weapons and armor grant the wearer a bonus ranging from +1 to +3 or some
other magical effect.
* When wielding a?magic weapon?the bonus is applied to both the?PC�fs Attack Value?
and the?damage?of the weapon.
* When wearing?magic armor?the bonus is applied to the PC�fs total?Armor Points and
the PC�fs Defense Value.
Scrolls
A scroll is a spell infused in a piece of parchment. It allows a creature to cast
the infused spell without having to make a Soul roll and take Stress. Casting the
spell destroys the scroll.
A PC can create a scroll of a spell they know by spending?200 SP?and taking a?full
day?to create it.
Credits
The text of this work is licensed under a Creative Commons Attribution- 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/
This work uses The TTRPG Maker�fs Cheat Kit by Therapeutic Blasphemy Games which is
licensed under the Creative Commons Attribution 4.0 International License.
This work incorporates text from Knave and Maze Rats by Ben Milton which are
licensed under the Creative Commons Attribution 4.0 International License.
This work incorporates text from DURF and Wizardry! by Emiel Boven which are
licensed under the Creative Commons Attribution 4.0 International License.
This work incorporates text from Pink Hack by Noora Rose. Dungeon81 is an
independent production by Cosmic Sorcery and is not affiliated with Monkey�fs Paw
Games.
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