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Dungeons of Doom 2.4

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0% found this document useful (0 votes)
177 views44 pages

Dungeons of Doom 2.4

Uploaded by

gggamerdosgames
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

DUNGEONS OF DOOM is a rules light, low fantasy, high risk adventure game where you take on the
role of either The Bold, The Faithful, The Nimble or The Wyrd in the endless quest for fame and glory.
Three major abilities make out your character. They are the foundation of the rules to play the game.
All you need is three six-sided dice, pen, paper, an eraser and all of your imagination.

--------------------------------------------------------------------------------------------------------------

Written, Edited and Illustrated By Kasper Clemmensen

Dungeons of Doom is meant to be hacked, pulled apart and built upon. It is licensed under Creative
Commons (CC-BY 4.0) so you can share and adapt this material for any purpose, as long as you give
attribution.

Attribution: I use a D6 Doom Die System inspired by Necropraxis Hazard System v0.3

Fonts
Headers Magical World
Body League Spartan
Version 2.4

Links - Watch me fail miserably here:


https://youtu.be/-WpJKHHz50U

2
+ INDEX +

3
+ ATTRIBUTE PIPS +

Roll d3 x 3 in one roll - apply the result as you would see fit. If no 3 is rolled, reroll the result. If two 1’s
are rolled, reroll the result.
Add Background modifiers.
STR: Strength, melee, bending bars, forcing up stuck doors, etc.
DEX: Dexterity, missile weapons, stealth, balance, etc.
WIL: Willpower, spellcasting, mental tests, etc.

Attribute Pips varies between 0 - 4

+ BACKGROUNDS +

Choose or roll 2d6 to determine the background of your character.

2: THE POOKA
3: THE SHROOM
4-5: THE DUNMURIN
6-8: HUMAN
9-10: THE GNOME
11: THE GOBLIN
12: THE YLF

+ CHARACTER ROLES +

Choose the role of your character.

+ THE ARCHETYPAL +

1. The Bold
2. The Faithful
3. The Nimble
4. The Wyrd

+ THE ADVANCED +

5. The Tattered Troubadour


6. The Corroded Knight
7. The Loot Snatcher
8. The Cursed Lordling
9. The Truffle Sniffer
10. The Mailman (Shrooms only)
11. The Dragon Dancer
12. The Doom-Ringer
4
+ BACKGROUNDS +

+ THE DUNMURIN +

Dunmurins are wee humanoid creatures that usually live


inside the mountains. With their stocky build and stern eyes,
they look as if they are hewn from the mountain itself -
strong, fierce and rigid as rock.

+ 1 STR and -1 to DEX.


Darkvision 90 feet.
Constructor
The Dunmurin gets Adv.+ 1 Pip when looking for secret doors
and traps.

+ THE GNOME +

Gnomes are demi-fey that live in or near Human, Dunmurian


and Ylf settlements. It is said that they were kicked out of
Arcadia, the realm of fairies, along with the Goblins and the
Ylfs, thousands of years ago… no one seems to remember why?
Gnomes are masters of tricks and illusion, and they often pull
mischievous pranks - perhaps they pulled one too many on the
queen of Fairies.
Gnomes by the way, wear caps of reddish colour.

+1 to WIL and -1 to STR.


Hattrick
Once per day, Gnomes can pull a mundane item out from
underneath their cap (not greater than the cap itself).
Spell
Choose a spell from one of the grimoires on page 21-22.
Darkvision 90 feet.

5
+ THE YLF +

The “prettier” cousin of the Goblin, but that's just on the


outside. Ylfs are wild-natured demi-fey, once ascendants to
the Queen of Fairies and her Court.
An Ylfs heart beats wild and free and traits of the Ylfs are
often very outspoken:
Sorrowful, sinister, sadistic, gleeful, dramatic, mysterious,
vengeful, jealous, wild, anarchistic, free-spirited and childish.

+1 to DEX and -1 to STR.


Spell: Choose a spell from one of the Grimoires in the Magic
section.
Darkvision 90 feet.

+ THE SHROOM +

Shrooms are intelligent,


cheerful Myconids. They
are spread far and
wide. Some live in human settlements or in mushroom
settlements. Others prefer the deep dank places of the
underdark.

Mushroom Messages
Shrooms can send messages via mushrooms
Sporemagic
Shrooms can cast Spore Magic.
Darkvision 90 feet.
+ 1 to WIL and -1 to STR.

+ HUMAN +
Humans are just humans I guess…

+1 Pip to any chosen attribute.

6
+ THE GOBLIN +

Goblins hardly need an introduction. Cast out of Arcadia like


their distant cousins the Ylfs and Gnomes, they now reside in
the human dominated parts of the land.

+1 DEX and -1 STR.


Darkvision 90 feet.
Snitch-Snatch
Goblins can within the blink of an eye snatch the carried
belongings of an unwary victim. On a weak success of a
DEX-test, they snatch 1 slot item. On a strong success they can
snatch 2, or a 2-slot item!

+ THE POOKA +

Pookas (commonly known as Puks) can vary in looks and appearance. Some have butterfly wings, some
dragonfly, even moths. The natural size of a Puk is about 2 inches, however, Puks can in a magic blitz
take on a form called Nimfeach.
Nimfeach (Ylf or Human-like form)
Although forbidden by the Ylf-King, Puks can change into both Ylf and Human form.
Changing form makes their wings disappear, but other physical traits might remain, such as ears, and
skin or their magical sheen.

+1 to Dex and -1 to STR


While in Pooka or animal form, all rolls are made with disadvantage.
Flutter (While in Pooka form)
The Pooka can flutter about
Shape Shift
Puk’s can freely shift into any animal form, horse being the largest, at the cost of ½ a ♥ ️

♥️ .
Glow
The Pooka can intensify its magic sheen and glow brighter than a torch, at the cost of ½ a

Wild Heart
When SHIFT is rolled on the D6 Doom Die, there is a chance that the Puk’s heart runs Wild. The Puk’s
player rolls a d6. On a 1-2: roll further on the Happy Heart Table, on a 3-4: The puk controls their
emotions. On a 5-6: roll further on the Dark Heart Table.

7
+ The Pooka Emotion Table +

Happy Heart

1. Frolic: +1 to WIL for d6 turns.


2. Crush: The Pooka gets an instant crush on a fellow adventurer (roll or choose randomly). The
Pooka blows a wind kiss, and fellow adventurer receives +1 to WIL for d6 turns.
3. Rainbow Dash: A rainbow trail flows from your wings. + 1 to DEX. The Pooka can move 2 zones
in combat lasting d6 turns.
4. Exalted: Nothing can harm the Puk and a bright protective light radiates from the Puk, granting
fellow granting fellow adventurers +2 to AP (cannot go beyond +4 AP)

Dark Heart

1. Sad: -1 to WIL for d6 turns


2. Heartbroken: The Puk feels heartbroken, so much it catches on to fellow adventurers. All party
members, including the puk gets -1 to WIL for d6 turns.
3. Mischievous: The Puk does mischievous actions to all party members. Ruin a ration, blow out a
torch, etc.
4. Sadistic: The Puk pulls harmful pranks on fellow PC’s. All party members lose 1 HP.

8
9
- The Bold -

Extra Attack
On a melee crit, The Bold gets another attack.
HP
d3 + 4
Armor
Can wear any armour, incl. helm & shield
Rucksack
Bedroll, torch, rations x 2, waterskin, chainmail (+2 AP), a crude sword, shield (+1 AP), helm, 2d6 X 10
coins.

- The Nimble -

Extra Shot
On a ranged crit, The Nimble may shoot again.
Lockpick
The Nimble can try and Lockpick locked doors with a DEX-test.
HP
d3 + 2
Armor
Can only wear light armour, cannot wear helms.
Rucksack
Bedroll, leather armour (+1 AP), bow, quiver of arrows (x 10), dagger, torch x 1, rations x 2, waterskin,
thieves tools, 2d6 X 10 coins.

- The Faithful -

Miracles
When the Faithful performs a miracle, they are tested in their faith. If they get a SS the miracle is
granted by their deity, however, if the miracle is cast as a WS, the Faithful must pay 1 WIL pip for the
miracle to be cast. If the Faithful fumbles while performing the miracle, he loses 1 WIL pip and the
miracle can’t be cast again until the next day.
HP
d3 + 3
Armor
Can wear any armour, incl. helm & shield
Rucksack
Bedroll, holy weapon (does 1 ♥ ️of extra damage to the undead - on a strong success: the undead will
be paralysed), shield (+1 AP), chainmail (+2 AP), helm, torch x 1, rations x 2, vials of holy water x 2,
waterskin, 2d6 X 10 coins.

10
- The Wyrd -

Incantations
The Wyrd chooses two Grimoires. See pg. XX in the Magic section.
Sacrifice
The Wyrd sacrifices his body to cast a spell. Each spell cast costs 1 HP. If the Wyrd casts it as a 2 slot
spell it costs 2 HP to cast the spell and finally it costs him 3 HP to cast a 3 slot spell - the cost is applied
whether the spell was successfully cast or not.
HP
d3 + 2
Armor
Cannot wear any armour, incl. Shields and helm
Rucksack
Bedroll, staff/dagger/sling, grimoire of spells, torch x 1, rations x 2, waterskin, quill & ink and 3 pieces
of parchment, 2d6 X 10 coins.

11
12
- The Tattered Troubadour -

Sheet Magick
The Tattered Troubadour casts Sheet Magick.
The Tattered Troubadour must get Strong Success to cast the spell. A Weak success counts as failure,
and a miss counts as a fumble.
HP
d3 + 2
Armor
Can only wear leather armour, helm and shield
Rucksack
Bedroll, waterskin, sling, tattered clothes, Songbook, detuned lute, 2 x rations, torch , 2d6 x 10 coins.

- The Corroded Knight -

Who are you? Who were you? What are you and what is underneath that corroded helm of yours?
Background Restrictions
Pookas cannot be Corroded Knights.
Curse of The Corroded Blade
On crits opponents are tossed backwards 1 zone and get -1 amour Pip. If the target is unarmoured, it
loses 1 point of DEX d6 turns per hit…
Corroded Armour
+ 4 AP (-1 DEX) - 1 to magic damage (3 inv slots)
HP
d3 + 4
Rucksack
Bedroll, waterskin, claymore (2-H), corroded plate armour, rations x 2, torch, 2d6 x 10 coins.

13
- The Loot Snatcher -

Loot snatchers are highwaymen or dungeon robbers, snatching your loot as you go carelessly around
the corner.

Magical loot sack


Holds 14 slots regardless of STR
Pick Pockets
On a strong success, you pick the pockets of an unsuspecting victim.
Stealth
On a strong success of a DEX-test The Loot Snatchers slides silently into the shadows…
Weak success: Opponent makes a WIL-test to see if the Snatcher gets away with it…
HP
d3 + 2
Armor
Can wear light armour, incl. helm & shield.
Rucksack
Bedroll, waterskin, Magical loot sack, weapon of choice, leather armour, 2 x rations, 2d6x10 coins.

14
- The Cursed Lordling -

Cursed
Iron burns your skin (+1 damage received), and so you cannot wield regular weapons or wear regular
armour, other than leather
Ylfmade Family Signet Ring
Can open any lock/door (even from a distance). A beam of light shoots from the ring and onto the
locking mechanism or door.
Hooded Cloak of Invisibility
Raising the hood makes the wearer invisible for d6 turns. 3 uses per day.
Ylfmade Family Rapier
Magical rapier + 1 to damage.
HP
d3 + 3
Armor
Can wear any light and magical armour, as well as shields
Rucksack
Bedroll, waterskin, 2 x rations, torch, 3d6x10 coins.

- The Truffle Sniffer -

Hunting and Foraging


Hunting and foraging finds are doubled. See page XX.
Trufflepig
You have a trufflepig companion. The trufflepig can attack and defend. Give it a name.
Truffle Pig
STR: +2 DEX: +1 WIL: +1 AP: +2, HP: d3 + 2
Armor
Can only wear leather armour, including helm and shield.
HP
d3 + 3
Rucksack
Bedroll, waterskin, bow & quiver of 10 arrows, leather armour, 2 x rations, torch, d3 poisonous
mushrooms (3 uses each, +2 to dmg), d3 healing mushrooms (1 use each, + 2 HP), 2d6x10 coins.

15
- The Mailman (Shrooms only) -

Better late than never…


In combat, you are always last, and can only perform 1 action, however, your snail will assist you! - it is,
however, even slower than you, and can, like you, only attack targets within the same zone.
Mail Snail
You ride and command a rather large Snail Mail.
STR: +1 DEX +1 WIL
+2 AP: + 3 HP: d3 + 2
Spore Magic
See the Magic section page XX.
Armour
Can only wear leather armour, but can use shields
HP
d3 + 2
Mailbag
Bedroll, waterskin, envelopes, postal stamp, weapon of choice, 2 x rations, torch, 2d6x10 c.

- The Dragon Dancer -

You have been an attendee at the Academy of Dragon Dancers - an extravagant school, renowned far
and wide throughout the entire kingdom, for educating the finest dragon slayers.

Background restrictions
Pookas and Gnomes cannot be Dragon Dancers.
Decapitator / Impaler
Rolling doubles: you decapitate (pole-arm) or Impale (lance) your opponent…
Unarmored Dancer
It is simply beyond you to wear any form of armour. Due to your acrobatic dancing skills, you use your
DEX pips as AP, and get adv. on acrobatic moves.
HP
d3+4
Rucksack
Bedroll, waterskin, lance/pole arm, 2 x rations, torch, 3d6x10 coins

16
- The Doom Ringer -

Only now and then you come down from your decrepit tower of doom to toll the bell of doom upon your
victims…

Background Restrictions
Pookas, Gnomes and Shrooms cannot be Doom-Ringers.
Bell of Doom
The number of HP invested, when wielding the bell, equals the number of Pip’s added to your roll. This
damage added on top of the usual damage of a 2-handed melee weapon. The Bell is a powerful
weapon, but it is also very noisy, and so each time used, there is a 3-6 chance that it attracts an
encounter. The bell is so grandiose that it takes up 3 inventory slots.
Curses
The Doom-Ringer casts curses. See page xx. He keeps them in his dark almanack.
Armour
Cannot wear any armour, except for the heavy cultist robe*, which protects + 1 AP.
Cannot use shield or helm.
HP
d3 + 3
Rucksack
Bedroll, waterskin, Bell of Doom, heavy cultist robe*, 2 x rations, torch, 2d6 x 10 coins

17
+ TEST-ROLLS +

Whenever you are doing something risky you must face a test of attributes. Use the attribute that suits
the test best. Your aim is to get one, or best, two six’s.
Double six is a strong success with a boon.
A single six is a weak success that comes with a cost.
To pass a test, you add your attribute Pips to the dice, the highest first. If doubles are rolled, you add
your Pips to both the dice.

+ SECONDARY STATS +

Heart Points - HP
Hearts are an abstract measure of your character's mental and physical well-being.
When a player runs out of hearts, they must take one of the three below conditions and reset their HP
(back to max). When a player is on their 3’rd and last condition, and runs out of hearts, they die.

Conditions
Hurt: - 1 Pip to STR
Tired: -1 Pip to DEX
Stressed: - 1 Pip to WIL

Armour Pip - AP
Light armour +1 AP
Medium armour +2 AP
Heavy armour +3 AP
Shield +1 AP
Helm 0 AP, but can negate a crit. There is a 1-6 chance that the helm “survives” the crit. Else the helm
is completely destroyed, and beyond repair.

Movementrate (doubled when previously explored of paced tempo. Tripled when running)
Armour Worn Dungeon exploration Encumbered Dungeon exploration

Unarmored 120 ft. per turn (full rucksack) 60 ft. per turn

Light armour 100 ft. per turn (full rucksack) 50 ft. per turn

Med. armour 80 ft. per turn (full rucksack) 40 ft. per turn

Heavy armour 60 ft. per turn (full rucksack) 30 ft. per turn

18
+ CRITS & FUMBLES +

Rolling double six before applying Pips is a critical success, and you pass the test with a significant
boon. Rolling two 1’s is a critical failure, with a significant cost.

+ VANTAGES +

Advantage: Roll 3d6 and remove the lowest.


Disadvantage: Roll 3d6 and remove the highest

+ COMBAT +

Combat in DOD is not soft on the Players and they will die if they run head on into every encounter.
Instead, try and think of clever ways to “go around” the fight.
That said, combat can be very fun gamewise, but be wise and best avoid it. Combat should always be
the last resort.

- Combat Test-rolls -

Missile: DEX-test
Melee: STR-test
Magic: WIL-test

- Zones -

The combat scene is abstracted into three zones. It's likely for more to occur during the fight.
The Zones are: The PC’s starting zone, the opponents starting zone, and the zone between them.
When both sides engage in melee combat, the “middle zone” becomes the melee zone, and the other
zones become the ranged zones, respectively. Flying combatants have a zone above.
Various actions can be executed in the respective zones.
These actions are described below.

- The Melee Zone -

Melee attacks, disengage to one of the ranged zones or to a new adjacent zone, cast a spell, do a dirty
trick, trade items.

- The PC’s Ranged Zone -

Disengage to a “new” zone or enter the melee zone, aim, ranged attacks (fire at enemies in other
zones), cast a spell, pull an item from your backpack, trade an item.

- Opponents Ranged Zone -

19
The same rules apply for the opponents ranged zone.

- Rounds -

Combat is divided into rounds. A round is over when all combatants have had their turn. At the start of
each round the GM rolls the Combat Doom Die

- Other Actions -

Movement
See zone description.

Aiming
Before a shot is fired, you can choose to aim, using one of the following: -1 to your DEX-test, but +1 to
damage, or +1 to your DEX-test and -1 to your damage done.

Reaching for your rucksack


It takes 1 action to pull something from your rucksack. Must be declared in the spell declaration phase.
You cannot reach for your rucksack in the melee zone.

Passing an item
You can pass an item to another PC/NPC. This Must be done in the movement phase.
Dirty Tricks
Counts as an attack. You can either grab an opponent - make a STR-test vs STR-test. To uphold the
grabble, you must do further STR-test each round.
Pushing an opponent into another zone - STR-test vs STR-test.
Throwing dirt in the opponents eyes - DEX-test vs. DEX-test. Winner loses their following action.

Opponents Actions
Opponents actions are controlled by the DM and the same rules apply.

+ COMBAT ORDER +

1. Roll for Surprise


2. Declare spells
3. The DM rolls The Combat Doom Die and refers to the Doom Die Table for specifics.
4. Missile & Movement
5. Melee & Magic (spell is cast)

1. If uncertain, both sides roll for surprise with a d6. A side is surprised on a roll of 2-6.
The surprised side…
2. Declare spell (and target, if any). The caster loses the spell on movement.
20
3. Roll the Combat Doom Die. The enemy wins initiative on a 1.
4. Missile and Movement phase - the winning side acts first.
5. Melee and Magic (spells are cast) phase - the winning side acts first.

Missile Attacks
Make a DEX-test

♥️
Missile attack damage

♥️
Weak success: 1

♥️
Strong success: 2
Ranged crit: 3
Ranged Fumble: shooter loses 1 ♥ ️and the arrow is forever lost (deplete use).

Opponents Missile Defence-test

♥️
DEX-test or AP-test, whichever is the highest.

♥️
Weak success: Neglect 1 of damage

♥️
Strong success: Neglect 2 ’s of damage
Missile Def crit: Neglect 3 ’s of damage
Missile Defense Fumble: defender gains another 1 ♥ of damage

Magic
Make a WIL-test

♥️
Spell attack damage

♥️
Weak success: 3

♥️
Strong success: 4

♥️
Spell crit: 5
Spell Fumble: caster loses 1

Opponents Magic Defence-test

♥️
Makes a WIL-test

♥️
Weak success: Neglect 1 of damage

♥️
Strong success: Neglect 2 ’s of damage
Magic Def crit: Neglect 3 ’s of damage
Magic Def Fumble: defender gains another 1 ♥ of damage

Melee (Attacking an unaware opponent the attacker gets advantage +1 bonus pip , eg. if stealth is
used)
Make a STR-test

Melee attack damage:

♥️
Unarmed attack damage

♥️
Weak success: 0,5
Strong success: 1
21
♥️
♥️
Melee crit: 2
Melee Fumble: attacker loses 0,5

Opponents Melee Defence-test (unarmed)

♥️
Add your AP to the test-roll

♥️
Weak success: Neglect 0,5 of damage

♥️
Strong success: Neglect 1 ’s of damage
Melee Def crit: Neglect 2 ’s of damage
Melee defence fumble : defender gains another 0,5 ♥ of damage

♥️
Daggers (2 attacks)

♥️
Weak success: 0,5

♥️
Strong success: 1

♥️
Melee crit: 2
Melee Fumble: attacker loses 0,5

♥️
Opponents Melee Defence-test (against daggers)

♥️
Weak success: Neglect 0,5 of damage

♥️
Strong success: Neglect 1 ’s of damage
Melee Def crit: Neglect 2 ’s of damage
Melee defence fumble : defender gains another 0,5 ♥ of damage

♥️
One-handed weapons

♥️
Weak success: 1

♥️
Strong success: 2

♥️
Melee crit: 3
Melee Fumble: attacker loses 1

♥️
Opponents Melee Defence-test (against 1-handed weapons)

♥️
Weak success: Neglect 1 of damage

♥️
Strong success: Neglect 2 ’s of damage
Melee Def crit: Neglect 3 ’s of damage
Melee defence fumble : defender gains another 1 ♥ of damage

♥️
Two-handed weapons

♥️
Weak success: 2

♥️
Strong success: 3

♥️
Melee crit: 4
Melee Fumble: attacker loses 1

♥️
Opponents Melee Defence-test (against 2-handed weapons)

♥️
Weak success: Neglect 2 of damage

♥️
Strong success: Neglect 3 ’s of damage
Melee Def crit: Neglect 4 ’s of damage
22
Melee defence fumble : defender gains another 1 ♥ of damage

NEW ROUND

-- New round - -

+ ARMOUR + MAGIC WEAPON DAMAGE +

Armour Pip - AP
Light Armour +1 AP
Medium Armour +2 AP
Heavy Armour + 3 AP
Shield +1
Helm 0 AP, but can negate a crit.

Magic Weapons
Minor + 1 damage/minor spell effect
Medium + 2 damage/effect
Major +3 damage/effect

23
+ SPELLS +

All types of spells are cast by making a WIL-test.


In most cases, the power of the spell is determined by the success of your WIL-test - this goes
especially for incantations.
A weak success: The spell is cast as described.
A strong success: The spell is cast as a two slot spell (if the caster so wishes).
A crit: The Spell is cast as a three slot spell, with a tripled effect (if the caster so wishes).
For these types of spells, it also goes that the spellcaster can increase the power of the spell, either as
a two or a three slot spell, however the price will be doubled and tripled accordingly.
These rules only apply to most Incantations and Miracles & Curses, but refer to individual classes for
specific details.
Rolling a strong success or a crit counts as a boon, and therefore only cost 1 spell slot to cast.

The Wyrd casts Incantations.


The Faithful casts Miracles.
The Doom-Ringer casts Curses.
The Tattered Troubadour casts Sheet Magick.
The Shroom Mailman casts Spore Magic - Spore Magic has a 1 slot use per spell only.

24
- MIRACLES & CURSES -

Beacon of Hope
(Can only be cast on a holy weapon). Your holy weapon emanates a slow pulsating light, pulsating
faster if undead are near. The light shines as bright as a torch and lasts up to 6 hours.
2 slots: 12 hours
3 slots: 18 hours
Curse (Falter Hope): You curse the wearers weapon, giving it a -1 to hit and damage. Can be cast on
any weapon.

Healing Prayer
The Faithful whispers a solemn prayer for the wounded and the target receives half their HP back - can
be cast on a target in advance as a HP buffer.
2 slots: ⅔ HP
3 slots: Full HP
Curse (Vampire's Kiss): You drain your victim's life who instantly loses d3 (+ casters WIL) HP, referring it
to your own HP.

Holy Shield
The Faithfull can on touch inspire a mundane shield and bolster it against magic attacks,
absorbing 1 magic dmg. Can absorb up to 6 damage total before the effect expires.
2 slots: 2 magic damage, absorbs 12 magic damage
3 slots: 3 magic damage, absorb 18s magic damage
Curse (Disintegrate): You disintegrate the target's shield.

Purify Water
You purify water, also making it holy.
Curse (Poison Water): You Poison water. Anyone who drinks must make a WIL-test or get poisoned.
Poisoned victims lose 1 HP each watch until cured.

Cure Ailment
You purify your target from any ailment, disease or poison.
Curse (Inflict Ailment): You curse your target with an ailment, disease or poison. Your victim loses 1 HP
per watch until cured.

Coins To Beans
You turn coins into beans. 6 coins turn into 1 ration.
Curse (Beans To Coins): Turns 1 ration into 6 coins

Prayer of Fortitude
Shift one chosen Attribute Pip one step up. Lasts d6 turns.
Curse of Disgrace: You denote an opponent's chosen attribute Pip one step down d6 turns.

25
Turn The Undead
1d6 undead are turned.
Curse (Raise The Dead): You raise 1d6 Skeletons. The Skeletons will fight at your side until dawn.
Raised Skeleton: STR +1 DEX +1 WIL +1 AP +2 HP: d3 + 3

- INCANTATIONS -

The Wyrd casts Incantations.


Incantations are kept within Grimoires. There are always three incantations inscribed in a Grimoire.

+ Grimoire of The Trixter +

Magic Arrow
The Wyrd fires a magic arrow from his sleeve.
2 slots: +1 dmg
3 slots: +2 dmg

Boots of Silence
Can be cast on any footwear. Lasts for 6 turns.
2 slots: 12 turns
3 slots: 18 turns

The Skeletal Key


This spell will unlock ANY lock.
1 slot/3 use

+ Grimoire of The Necromancer +

Toxic Cloud
The Wyrd enthrals an enemy in a toxic green cloud that lowers opponent's WIL -1 Pip.
2 slot uses: -2 to WIL
3 slot uses: -3 to WIL
Raise Skeletal Warriors
You raise d3 skeletons from the ground. They are yours to command until defeated.
2 slot uses: 2d3 skeletons
3 slot uses: 3d3 skeletons

26
Flaming Skull
A cackling flaming skull (sometimes with a hideous laughter) shoots from the palm of your hand
towards your enemy target.
2 slot uses: +1 dmg
3 slot uses: +2 dmg

+ Grimoire of Illusory Wonders +

Invisibility
You become invisible for d6 turns
2 slot uses: 2d6 turns
3 slot uses: 3d6 turns

Mind Boggle
On a strong success you gaze at your target, trapping their mind in an impossible maze, rendering
them helpless for as long as you keep the eye contact.
1 use only.

Blink of An Eye
You cast an illusion on an object, making it appear as if it really isn’t there. The effect lasts 1 hour.
2 slot uses: 2 hours
3 slot uses: 3 hours

+ Grimoire of The Doppelgänger +

Familiar Form
You turn yourself into a lesser creature like a cat, mouse, owl, frog etc.
1 use only.

Doppelgänger
You turn yourself into another creature or humanoid. This is a very difficult spell to cast, and so it
requires all 3 uses for the spell to be cast.

Duplicate animal
You can make a duplicate of a lesser creature, such as cats, mice, owls, frogs etc.
2 use: Animal
3 use: Animal

27
+ Grimoire of Alteration +

Ogres Strength
You can increase your own or someone else's STR by +1. Cannot exceed +4.
2 slot uses: + 2 STR Pips
3 slot uses: + 3 STR Pips
Float-Like-Feather
You become light as a feather (careful now).
1 use spell only.

Flicker
You flicker, making you hard to hit. + 1 AP for 1 turn.
2 slot uses: + 2 AP for 2 turns.
3 uses: +3 AP for 3 turns.

+ Grimoire of Utilisation +

Helping Hand
You command an invisible hand that can reach up to 30 feet.
2 use: 60 feet.
3 uses 90 feet.

Light
You create a magical orb of shimmering light that illuminates like a torch.
1 use only.

Teleport
You can teleport up to 30 feet.
2 slot uses: 60 feet.
3 slot uses: 90 feet.

+ Memorising Incantations +
--------------------------------------------------------------------------------------------------------------
The Wyrd studies his Grimoire each morning (or evening, before he goes to bed) to memorise the
incantations of his grimoire.
The Wyrd decides which incantations are memorised. The same incantation can be memorised for
several uses (up to three).
The wyrd can collect several Grimoires, but only up to three incantations can only be memorised.
--------------------------------------------------------------------------------------------------------------

28
- SHEET MAGICK -

All Sheet Magick are 1 use spells

The Tattered Troubadour casts Sheet Magic. Sheet Magick is stored in a Song Book. Sheet Magick, can
be cast over and over again… who gets tired of music? Troubadours must get a strong success in order
for their spell to work

Ode To The Nimble Thief


When sung upon, the listener's DEX is increased by +1 (cannot exceed a DEX of +4)

Lullaby
d3 targets fall asleep.

The Baby Ghouls Grin


The Troubadour plays a detuned and horrid lullaby that sends the shivers down the spine of their
opponent - does not work on the undead.
If the target fails, they flee in terror.

The Tale Of Great Sir Gavyn


Anyone who carries a melee weapon, cannot take dmg on a fumble. Lasts 1 turn.

Slanted & Enchanted


When the troubadour performs this song, a sickly purple haze seems to stream from the hole of the lute
and onto the ground. All enemies in the same zone as the Troubadour must succeed a WIL-test or have
their WIL is reduced by d3 Pips.

The Well of The Three Moons


This song adds 3 hearts to the listener, momentarily - they disappear 1 turn after a fight ends.

The Pied Pipers Preludium


The Troubadour lures small wildlife after her with this enchanting tune.

Disonatic Ddim
The Troubadour targets an enemy, and sends hurtful soundwaves through the air, aimed at the
enemies ears - this is a harmful spell.

29
- SPORE MAGIC -

The Shroom Mailman casts Spore Magic. Spore Magic is not magic per se, but rather spore growth with
a magical effect. Three types of spores are known thus far.

Fungilus Flatilus
The Mailman blows a fart into the wind. The gaseous spore is filled with harmful foul smelling spores.
The gas cloud fills an entire zone (the gas doesn't work, until it's outside the zone it was farted in), so
fellow adventurers must take cover, before the fart is loosened…

Fungilus Fragor
The Mailman tosses a heavy spore that explodes on impact.
These Spores are also used by the mailman to uncover cluttered paths and debris, or stuck doors, as
well as to scare off Giant Beetles and such.
Velox Hirundo
When the Mailman has a special delivery of urgency, he can resort to the spell of Velox Hirundo.
He does so by granting his Mail Snail a special edible spore treat which greatly improves the speed of
the snail.
If the Mail Snail accepts the threat, as they usually do, its speed is increased for one turn. As a side
effect, the snail leaves a burning hot trail of slime - should anyone accidentally cross it, they will get
burned for d3 dmg. The slime consists in zone the snail has crossed/occupies. There is a 2-6 chance of
anyone stepping in the trail, when they move to a new zone.
Additionally, when used in combat, the snail always acts before anyone else, and can move 2 zones
AND may ignore the combat rule of unique actions, eg. The snail can attack twice…

+ Spore Regrowth +
Spores grow back overnight

30
2. You turn into a squirrel
3. Lightning strikes you! You lose d4 ♥ points
4. You get teleported to a random location
5. You become weightless
6. You grow a troll’s tail
7. Your hair turns pink and you burp bubbles
8. You grow a big red, bushy moustache.
9. You can’t cast spells for the rest of the day
10. A dark cloud gathers above your head, and it starts pouring down heavily! (even
inside/underground)
11. Day turns into night / night turns into day!
12. You become ethereal and unable to grasp hold of anything

The Miscast effect is gone after a night's rest.


It is likely to be under several magical side effects.

31
The time has come to shop and pack your rucksack. The total number of slots available in your rucksack
is 10, +1 additional slot per STR Pip, up to a total of 14 slots.

The Wyrds Grimoire


takes up 1 slot.

The The Faithfuls Prayerbook


takes up 1 slot.
Bell-Ringers Almanack
takes up 1 slot.

The Tattered Troubadour Songbook


takes up 1 slot.

Currency
There is only one currency, and that's Coins

32
+ ADVENTURING GEAR +

Backpack (empty) 15 c Manacles 15 c


Barrel, wooden 2 c Mirror, large metal 15 c
Bedroll 3 c Mirror, small silver 25 c
Blanket, winter 2 c Mirror, small steel 10 c
Block and tackle 20 Oil (1-pint flask) 1 c
Bottle, wine, glass 2 c Paper (sheet 4) 2
Box, large iron 30 c Parchment (sheet) 2 c
Box, small iron 10 c Pick, miner’s 3 c
Candles (10) 10 c Pole, 10-foot wooden 2 c
Case, map or scroll 12 c Pouch, large belt 4 c
Cask, wooden 5 c Pouch, small belt 2 sc
Chest, large wooden 7 c Rations x 6, 12 c
Chest, small wooden 5 c Rope, hemp (50 ft.) 5 c
Chain (10 ft.) 30 c Sack, large (empty) 2 c
Crowbar 2 c Sack, small (empty) 1 cc
Flask (empty) 1 c Saddle 25 c
Garlic (3 cloves) 5 c Saddlebag 15 c
Grappling hook 10 c Spade or shovel 4 c
Grimoire, blank 15 c Prayer book (blank) 15 c
Hammer 5 c Spikes, iron (12) 12 c
Holy symbol, wooden 1 c Spyglass 1,000 c
Holy symbol, silver 25 c Stakes, wooden (3) 3 c
Holy water (flask) 25 c Thieves’ tools 30 c
Ink (1 oz. Vial) 8 c Torches (6 hours) 6 c
Quill pen 1 c Vial, 1 c
Ladder, 10-foot 5 c Waterskin/Wineskin 1 c
Lantern (6 hours) 9 c Wine (2 pints) 1 c
Lock 20 c

33
+ WEAPONS +

Axe, battle* 8 c Quiver and arrows (10) 10 c


Axe, hand 4 c Mace 5 c
Club 2 c Pick, heavy* 8 c
Crossbow 15 c Pick, light 5 c
Bolts (10) and case 10 c Pole Arm (3 slots) *⧫ 7 c
Dagger 3 c Quarterstaff* 2 c
Dagger, silver 30 c Scimitar 7 c
Dart 3 c Short bow 15 c
Flail 3 c Sling 1 c
Flail, heavy* 8 c Bullets, sling (10) 2 c
Hammer, light 2 c Spear 3 c
Hammer, war* 7 c Sword, long 10 c
Javelin 2 c Sword, bastard** 20 c
Katana* 15 c Sword, short 5 c
Lance (3 slots) ⧫ 7 c Sword, two-handed* 15 c
Longbow 20 c Trident* 4 c

*Two-handed weapons.
⧫ Does double damage against dragons.

+ ARMOUR +

Leather Armour +1 AP, 1 slot, 50 c


Chainmail +2 AP, 2 slots, 150 c
Platemail +3 AP, 3 slots, 450 c
Shield + 1 AV, 1 slot, 50 c
Helm, no AV, 1 slot, negates a crit (requires repair), 50

34
35
+ THE D6 DOOM DIE +

Travel DOOM Dungeon DOOM Combat DOOM

1. Encounter 1. Encounter 1. Opponents act first


Roll d6 again: Roll d6 again:
1. Monster 1. Monster
2. NPC 2. NPC
3. Environmental Hazard 3. Trap
4. Landmark 4. Puzzle
5. Object/Dead adventurer 5. Object/Dead adventurer
6. A Safe Haven +1 HP if resting 6. A Safe Haven + 1 HP if
resting

♥️ ♥️
♥️
2. Fatigued, rest or lose 1 2. Fatigued, rest or lose 1 2. Suffer minor harm, loose 1
if in combat

3. Expiration, magic effect 3. Expiration, light source goes 3. Expiration, a torch depletes,
wears off, a ration turns bad, out, a torch depletes, magic a magic effect expires
etc. effect expires, a ration turns prematurely, etc.
bad, etc.

4. Change in weather 4. Shift the dungeon state, 4. Shift locality, the fight
Pooka mood change winds, sounds, doors close, moves, Pooka mood change
Pooka mood change etc.

5. Sign or spoor of next 5. Sign or spoor of next 5. Sign, the pc’s observe
encounter encounter opponents weakness and gain
advantage on melee rolls.

6. Free turn 6. Free turn 6. Free turn

36
+ HUNTING & FORAGING +

Prey Rations Mushrooms Type

Small prey 1 Edible Mushrooms Ration x 1

Large prey 2 Special Mushrooms Poisonous: +2 dmg


/Antidote/ Healing +2

To hunt prey or forage make a WIL-test.


Weak success: Small Prey and Edible Mushrooms
Strong Success: Large prey and Special mushrooms.

+ THE CRAWL +

When exploring the doomed dungeon, the game offers a set of rules and procedures that helps the DM
and the players to a better experience of the crawl.

Time
Time is tracked using three different in-game time scales.
A Round
10 seconds, roughly.
Used in combat. A round is over when both sides have had their turn. At the start of each round the
DM rolls the Combat Doom Die.
A Turn
10 minutes, roughly.
Turns are used during dungeon exploration. It takes 1 turn for the party to search a room. Pick a lock,
disarm a trap, listen at doors, etc.
At the start of each turn, the DM rolls the D6 Dungeon Doom Die.
A watch
4 hours, roughly.
There are three watches during the day and three during the night. Each watch the party must rest for
at least a turn - see resting.

Torches
Player starts with a torch each. Torches have 6 “uses”. Each time the DM rolls Expiration on the Doom
Die, a torch depletes one use.

37
Doors
In Dungeons of Doom, a door isn't just a door - it's a challenge, an obstacle or even an enemy… see the
table: Doom Die of Doors.

Traps
Besides the planned traps, placed ahead by the DM, further traps can occur both on the Dungeon Doom
Die and Doom Die of Doors. Roll on the Doom Die of Traps.

Resting
Each watch the party must rest and eat - deplete 1 use of a ration. A ration holds three meals (uses).
The players must keep track of their rations. If the players choose not to rest, they must each pick a
condition.
Resting for the night: if the PC’s get a full night's rest, all conditions are removed.
PC’s can take a short rest of a turn where they eat and drink and regain ½ a ♥ . This, however, can
only be done once per watch.

Searching
It takes a turn to search a room or corridor. PC's usually search for clues, hidden traps, secret doors or
other things of interest.
While searching there is a 1-6 chance that they find either: a torch, food (1 ration), or arrows (d6+6).
The roll is made by the player and the player decides which of the three. If they choose the torch, they
roll another d6 to see how many uses the torch has left.

38
+ YES/NO ORACLES +

+ The d6 Yes/No Oracle +


d6 Outcome

1 No, and…

2 No

3 No, but…

4 Yes, but

5 Yes

6 Yes, and…

+ The Intervention Table +


d6 Type

1 New NPC/Faction

2 NPC/Faction, positive

3 NPC/Faction, negative

4 Advance Plot

5 Regress Plot

6 Plot Twist!
Likelihood
Uncertain outcome: roll a d6.
Likely outcome: roll 2d6 and read the die with the highest result.
Unlikely outcome: roll 2d6 and read the die with the lowest result.
Intervention
When a six comes up a third time (doubles included), roll on the Intervention Table

39
+ THE PROCEDURAL DUNGEON GENERATOR +

The Dungeon’s rooms, chambers and corridors are randomly rolled with 2d6, with a die of each colour.
For the sake of the examples below, let's call one red and the other blue. As a rule of thumb, all
doors/doorways are, if possible, incremented half a square on either side.

+ The Key +

The Red Die: Vertical. 1 red + 2-6 blue is a vertical corridor.


The Blue Die: Horizontal. 1 blue + 2-6 red is a vertical corridor.
Doubles, from 2-5: multiply the roll by 2.
Double 1’s: is a chamber roll - roll the dice again to find the size of the chamber (reroll doubles 1’s).
From chambers all exits are passages, aka doorways leading into corridors.
Double 6’s: unique room. Unique rooms have an odd shape. Roll again: 1. Oval/circular, 2. Pyramidic,
3. Hexagonal, 4. Octagonal, 5. Half an oval/circular, 6. Trapezoid.

Example 1: We roll and get red 4 and 3 blue which give us a 40x30 ft sized room.
Example 2: We roll and get red 5 and blue 1 -> This is a corridor that goes from east to west, or west to
east 30 ft. (the length is halved and rounded up). If the corridor goes into an already drawn area,
consider this to be a one-way secret door.

The starting area:


1. Roll 2d6 for the size of the room. Starting area always has between 2-3 doors.
2. Number of Doors
3. Roll for Door Placement
4. Roll for 2d6 Room Content
5. Roll on the Doors of Doom Table

1d6 Number of Doors (doorway if chamber)


1: no doors (check room for secret doors)
2: 1 door
3-4: 2 doors
5: 3 doors
6: 4 doors

1d6 Door Placement:


1: Same Wall
2: Opposite Wall
3: Left Wall
4: Right Wall
5: Floor - Trap Door (hidden stash of either food/torches/weapon/ a key*)
6: Secret Door (Roll to check)
*This key will open any locked door, but will only function on the first locked door it's used on).

40
2d6 What’s behind the door?
Double 1’s: Chamber (roll chamber size, roll number of doorways, placement of doorways and room
content)
Double 6’s: unique room (roll the unique room, roll number of doors, roll placement of doors)
Doubles 2 - 5: Multiply roll by 2
Red 1’s - ?: (blue evens goes left, blue odds goes right)
Blue 1’s -?: ( red evens goes up, red odds goes down)
On both occasions roll: what's at the end of the corridor?)
All other rolls: A room -> roll 2d6 Room Content

1d6 What's at the end of the corridor?


1. There is a door on the left wall -> corridor continues 30 ft.
2. There is a door on the right wall -> corridor continues 30 ft.
3. The corridor ends at a door. Roll What's Behind The Door?
4. The corridor turns left 30 ft. roll on the table again*
5. The corridor turns right 30 ft. roll on the table again*
6. Is an x-intersection. New corridors branch off from the exciting 30 ft. in each direction
* If the same roll comes up again, go to the paragraph below it.

2d6 Room Content (The blue die is content. The red die is the chance of treasure
1-2: Encounter / 3-6 chance
3-4: Empty / 1-6 chance
5: Puzzle Room / None
6: Lair: 3-6 chance of monster being here (check biome/theme/Factions)/
Double 1’s: Encounter + Stairs Down / 2-6 chance
Double 6’s: Encounter + Stairs Up /2-6 chance

41
+ THE DOOM DIE OF DOORS & TRAPS +

Doors of Doom Traps of Doom

1. Trapped & locked - roll on Traps 1. Alarm


of Doom 3-6 chance of a monster
(The Nimble may try and lockpick) encounter

2. Locked (The Nimble may try 2. Trapdoor Pit, roll d6: 1-2:
and lockpick) Spiked Pit, lose d3 ♥ ️'s.
3-4: Empty Pit, lose 1 ♥ ️.
5-6: Pit with a small random
treasure or curio, lose 1 ♥ ️.

3. Open - the door is open 3. Crushing, loose d3 ♥ ️'s.

4. Puzzled - Door opens if the 4. Slicing, loose d3 ♥ ️'s.


puzzle is solved. Requires a SS of
WIL-test

5. Stuck (requires STR test to force 5. Poison/Magic


open). 50 % chance that the door Make a WILL test or take d6
slams shut after the last PC enters damage
through (opens for monsters) Crit: Dmg is avoided
On a SS: dmg is halved
On a WS: dmg is reduced by 1
Fail: Dmg is doubled

6. Blocked (by something or 6. Malfunctions


someone on the other side)
WS: The door goes up but makes a
noise
SS: Door goes up silently.

42
Razzatak The Wyrd, finds himself in a guarded hallway…

Rzzataks player asks the oracle: Is the guard sleeping?

Razzataks players think about the context… he knows it's in


the middle of the night, so maybe there is a chance - on the
other hand, the guard should be rested for his patrol, but
then again, guards tend to fall asleep, don’t they?
Razzataks player judges that there is a Likely possibility that
the guard is sleeping, so he rolls 2d6 and he gets a 2 and a
3. 3 wins and that's a YES, but… the guard is sleeping isn’t
sleeping?...

Razzataks player wonders for a second… Then he has it! The


guard is not sleeping, but he is drunk…

43
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