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Heroes
of the
Dungeon Crawl
Basic Charts Edition Basic Charts Edition
Written by Don Martin II Edited by Don Martin II Basic Old School (BOS) Games Heroes of the Dungeon Crawl is copyright 2007, Don Martin II
Visit the Heroes of the Dungeon Crawl blog site at: http://hotdc.blogspot.com/
Note: These are merely the base mechanics of the game as they were as of the release of Version .91. They will take Game Characters from 0 to 4th Degree. Rules may change between now and the release of the Heroes of the Dungeon Crawl Basic Rule Book.
Table Of Contents
Page 5 5 6 6 6 7 7-8 9 9-10 10 11 11-12 12 13 14 15 15 16 17 18 18 19-20 21-22 23 24 24 24 24 24 24 24 25 25 26 26 27 Contents How To Use This Book What's It All About? The Dice Winning To Hack Or To Roll Play Part 1: Introduction Understanding The Terminology Of The Game Part 2: Game Character Creation Rolling Up A New Game Character Rolling Up Your Game Character Ability Scores Might Cunning Agility Personality (Optional) Brief Race Descriptions, Race Ability Chart, Race Resistance Roll Adjustments Profession Descriptions, Profession Ability Chart Degree Advancement Chart, Character Life Dice Chart Priest Repel Living Dead Ability Chart, Rogue Ability Chart, Rolling For Starting Money Items Cost & Weight List, Movement Charts Part 3: Resistance Rolls & Magic Incantations Resistance Roll Rules, Creature Base Resistance Roll Numbers Mage Incantation Chart, Mage 0, Ist, 2nd and 3rd Degree Incantations Priest Incantation Chart, Priest 0, Ist, 2nd and 3rd Degree Incantations Game Character Sheet Part 4: The Adventure The Order Of Play Keeping Track Of The Game Time First Move & Alertness Rolls Looking For Hidden Doors Rules For Bandaging Resting To Heal Creature Reaction And Hired Help Reaction Resolve Part 5: Encounters & Combat Resolution Attack Strength Description & Chart, Defense Strength Description & Chart, Languages Learned Chart Weapon Damage/AS Adjustment Chart, Armor/DS Adjustment Chart, Game Character ADS Base Numbers, Suggested Creature Strength Base Numbers, Quest Completion AP Bonus Chart, Creature AP Awards & Bonuses, Missile Weapon Range Adjustment Chart Combat Procedure Chart, Combat Procedure Explained Part 6: Creature Charts Explaining The Terms Of The Creature Statistics 0, 1st, 2nd and 3rd Degree Creature Charts Roaming Creatures Check, Playing With Creature Strength And Degree, About Degree Draining, About NGC's, Demeanor (Optional) Part 7: Treasure Charts Treasure Charts Optional Rules (Special Skills, Attack Strength & Defense Strength Training and Armor Absorption) Things A Hero Guide Should Know, Demeanor (Optional) Part 8: The Basic Adventure The Basic Adventure Dungeon Maps (2 levels) Dont Let The Dice Rule You Part 9: HotDC Board Game Style Rules Board Game Style Rules
Inspiration drawn from Tom Moldvay, Frank Mentzer, Dave Cook, John Eric Holmes, Gary Gygax, Dave Arneson, Steve Jackson, Ian Livingstone and the guys at the table back in the day. 4
The Dice
In Heroes of the Dungeon Crawl, the only dice needed are six sided dice. You can play with one dice, but the recommended total is three. You can choose to spice up your game by buying several different colored dice for certain situations, such as three white dice for Combat Attacks and Resistance Rolls, red dice for damage rolls and blue dice for Alertness and First Move Rolls, but that is totally up to you. The Six Sided Dice (SSD) System was chosen to help make it easier for new players to start gaming, and chances are you have six sided dice at home among your other board games. Also, the SSD System is very easy to learn. For example, two six sided dice will be rolled in combat situations. The short hand term for that would be rd2, or roll dice 2. You may have a bonus of 2 based on your attribute or weapon being used. In that case, it would be rd2+2, or roll dice two +2. In other words, your total rolled was a 7, but with your +2 bonus, it's now 9. The terms for weapon damage or an Orbs of Fire Incantation will be similar. For instance, a standard sword would be rd1+2 (One six sided dice, adding 2 to the rolled total), while an Orbs of Fire Incantation might be rd5 (roll five six sided dice).
Winning
The fun of HotDC is that the game never truly ends. While a particular Dungeon Crawl or Adventure may end well or badly for the GC, it is not the end of the game. The real goal of the game is to have fun, while trying to build your GC up to a Heroic Degree. At 10th Degree, a GC has achieved Heroic Legend status and has earned a place of honor in the Hall of Heroes. You may retire the GC at that point, or that GC may go on to become the ruler of his own land. It is recommended that new GC's are created at that point, allowing the old ones to be retired or turned into major NGC's for the next Adventure Campaign. Now, you may look at earning the 10th Degree and retiring as "winning" at HotDC, but it really is only the end of one heroic chapter in an ongoing story. If the Adventure Campaign is run properly, getting to the 10th Degree won't be easy and will take several gaming sessions to achieve.
Part 1: Introduction
Understanding The Terminology Of The Game
We will use several terms to describe certain actions in the game, and some of those may described elsewhere as well. These terms will come up often in this book, so let's have a look at them. Hero Guide (HG): The Hero Guide is responsible for running the Adventure for the Gamers. This means the HG will not only be responsible for running the game on game night, but also stocking the Dungeons and filling out the overall Adventure map that will include the towns, locations of Dungeons and other details. The new HG need not rush into filling out a big map in the beginning. Simply create a Dungeon and let the players purchase their equipment from the list. The town and more Adventure Campaign details can emerge in future sessions as the HG learns and gets more comfortable with HotDC. As HG, you are the referee of the game, and you will need to read the entire rulebook to gain an understanding of what is required of you. Gamer: Gamers are the regular players who create their Gamer Characters to go on Adventures. A game session generally requires an HG and at least one gamer (3-5 recommended). Part 2 will explain what is needed to create your Gamer Character. The Gamer will control the actions of their Gamer Character based on information given to them by the HG. Gamer Character (GC): Game or Gamer Characters are just that. Each gamer has at least one GC created using the rules in Part 2. The Gamer controls the actions of their GC. Non Gamer Character (NGC): During the course of an adventure, Gamer Characters will cross paths with various Non Gamer Characters. All NGC's actions are controlled by the Hero Guide. GC's may hire the services of certain NGC's, but in certain situations the HG may determine that the NGC's will act in manners not in line with Gamer Character's goals. Dungeon: The Dungeon in HotDC is a place generally underground with several rooms, filled with Creatures, treasures and traps. Gamer Characters will spend many nights clearing these places out and returning home with their rewards, if they survive. A Dungeon can have one or many levels. Adventure: Dungeons are included in the Adventure, but in HotDC, an Adventure represents the overall campaign that the Gamer Characters are exploring. The Adventure will include maps representing the realms explored and notes detailing what is there.. In addition to the locations of the Dungeons, maps will show locations of the various towns and villages, forests, deserts and other points of interest. Successful Gamer Characters will enter many Dungeons during the course of an Adventure. Leader: In the interest of keeping a gaming session moving, a Gamer may act as Leader of the group. In this case, the Leader isn't actually leading the group. The Leader will consult with the group on the next course of action and relay that information to the HG. Map Manager (MM): The Gamers will need a map detailing the Dungeons or areas they are in, or they could get lost. One Gamer in the group should act as Map Manager, using the details given by the HG to create a map for the group. Creature: In HotDC, Creature is generally the term used to describe the enemy the GC's encounter in a Dungeon or Adventure. This rule book will offer Charts for some of the various creatures available for GC's to encounter. A resourceful HG will likely add many more to the list. Combat: The GC's will go into battle against the various Creatures quite often, and the term Combat will be used to describe that phase of the encounter. You may also hear the term Ranged or Missile Combat for bow & arrows and those types of weapons, and Hand To Hand Combat for sword fights and weapons of that nature. Adventure Points (AP's): After victory in battle, the successful completion of a Quest, an act of bravery or good Role Playing, the Gamer Character will earn Adventure Points. When you earn enough AP's, you will gain a Degree. Degree: One of the goals in HotDC is to gain Degrees, which enable GC's to become more powerful. Creatures 7
Heroes of The Dungeon Crawl - Basic Charts Edition also have Degrees. The higher the Degree, the more powerful a GC or Creature can be. Incantations: Priest or Mage Game Characters are able to use magic Incantations, such as healing a party member or casting an Orb Of Fire at an enemy. The higher the degree of the GC, the more Incantations available. Some Creatures will also be able to use Incantations as well. Resistance Roll (RR): In certain situations, GC's will come face to face with special attacks, such as fire, poison, magic and other things. GC's will need to roll the dice for a Resistance Roll to lessen damage, keep from dying or whatever. Life Dice (LD): For every Degree a GC has earned, they earn a Life Dice, which determines how many Life Points they have. The various creatures encountered will also have Life Dice and will present a bigger challenge at higher Life Dice totals. Life Points (LP): Life Points determine how healthy a GC or Creature is. If that number drops to 0, the character will most likely die. It's always best to keep your LP total up as high as possible. Attack Strength (AS): In combat, the Attack Strength is one of the most important stat numbers in the game. A GC's AS number is factored against an opponent's DS or CS number in combat, and after the dice are rolled, a hit or miss is determined. Defense Strength (DS): In combat, the Defense Strength is one of the most important stat numbers in the game. When attacked, a GC's DS number is factored against an opponent's AS or CS number. After the dice are rolled, a hit or miss is determined. Creature Strength (CS): In combat, the Creature Strength is one of the most important stat numbers in the game. When attacked, a Creature's CS number is factored against an opponent's AS or DS number. After the dice are rolled, a hit or miss is determined.
Heroes of The Dungeon Crawl - Basic Charts Edition Name: You can't go around adventuring without one of these. Otherwise, what will your fellow adventurers call you? Sex: Male or female. There are no advantages for either one in HotDC. Biography (Optional): Role Players may want to come up with a little background on their GC in order to add a little color to the game. Where is your GC from? What are his goals? Where did he train for his Profession? It's up to you to come up with this information.
Starting A Game Character At 0 Degree or 1st Degree The Chart Step 1: Roll your Ability Scores Step 2: Chose A Race & Class and set Resistance Roll numbers Step 3: Roll Life Points at 1st Degree or use half max LP's at 0 Degree Step 4: Roll for Starter Money, Purchase Equipment and determine movement rate Step 5: Find your Attack Strength and Defense Strength for hand to hand and ranged combat Step 6: List First Incantations, Rogue Abilities or Repel Living Dead Abilities Step 7: Name Your GC
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Might
In battle and other tests of strength, the GC relies on his Might or physical power. Might is the Main Requirement for Warriors. In hand to hand combat, you apply a bonus or a penalty depending on the GC's Might score to all attack and damage rolls. When figuring a GC's Attack Strength in hand to hand combat, might adjustments are factored in (This will be explained further down in the Attack Strength section). In missile combat, Might adjustments are made for damage. In the event of a low Might score penalty on damage, the penalty cannot reduce damage upon successful hit to lower than 1. Below, the Might Chart shows how to find your GC's Might adjustment.
Might Chart
No. 2-3 4-5 6-8 9-10 11-12 13 Description Extremely Weak Weak Average Strong Very Strong Exceptionally strong Adjustments -2 on Attack/Damage -1 on Attack/Damage No adjustment in combat +1 on Attack/Damage +2 on Attack/Damage +3 on Attack/Damage
Cunning
On the adventure, GC's will be called on for their Intellect and to show how wise they are in the ways of the world. This is called Cunning in HotDC, and it is the Main Requirement for the Mage and Priest GC. Cunning effects the Mage's ability to remember Incantations and also effects Resistance Rolls, including those that test will power. A GC's ability to learn the languages of some of the creatures encountered in an Adventure is also effected by their Cunning score. A Mage can start out with additional Incantations for their Book Of Incantations based on a good Cunning score. If they have a real high score and start out at 0 Degree, they will be able to cast an additional 1st Degree Incantation. For all GC's in general, the Cunning score will affect how they interact with others. Lower scores, like a 2 or a 3 mean they have trouble speaking and can't read or write. At 6-8, the GC understands the Regional language (That is the regular language of the Adventure Campaign. If your Adventure Campaign was set in Mexico, it would be Spanish). GC's usually understand other languages as described elsewhere in this book. If your GC's Cunning is higher than 8, the chart below will instruct you on how many additional languages he will know. Your Hero Guide will let you know what languages are available, either by the chart listed elsewhere in this book, or by a chart created by the HG. Some HG's will have their Gamer roll to determine what language the GC will know, while others will simply let the Gamer choose. This is up to the Hero Guide. You must determine what languages the GC knows before he can begin adventuring. As mentioned above, Cunning also effects the GC's Resistance Rolls against Incantations, Elements and other things. A high Cunning score can bring a bonus to the roll, while a low Cunning score brings a penalty.
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+1 additional Incantation* +2 additional Incantations* +2 additional Incantations/ Can Memorize an extra Incantation**
*This 1st Degree Incantation applies only to beginning Game Characters book of Incantations **This 1st Degree Incantation applies only to beginning Game Characters who start at 0 Degree
Agility
During the adventure, GC's will be called upon to test their speed, reflexes and coordination. In HotDC, this is ability is called Agility, and it is the Main Requirement of the Rogue GC. An Agility adjustment is applied to a GC's Defense Strength score as well as all missile combat rolls (This will be explained further down in the Attack Strength and Defense Strength sections). Below, the Agility Chart shows how to find your GC's Agility adjustment.
Agility Chart
No. 2-3 4-5 6-8 9-10 11-12 13 Description Clumsy, Slow & Poor Aim Slow & Poor Aim Average Quick & Good Aim Quick & Excellent Aim Very Fast & Accurate Aim Adjustments -2 on Missile Attack/Defense Strength -1 on Missile Attack/Defense Strength No adjustment +1 on Missile Attack/Defense Strength +2 on Missile Attack/Defense Strength +3 on Missile Attack/Defense Strength
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Personality (Optional)
This is an optional trait that the HG may want to add to the game. Personality is the ability to negotiate and persuade others to your cause. You can say that a GC's looks are a part of the Personality score. A GC with a high score on Personality tends to be liked and respected. In negotiations, the Personality score can come into play, and it might be in the best interest of the group to have GC's with higher scores do the talking for the group in certain situations. At times, GC's may wish to hire help for the adventure. This may happen for a variety of reasons, such as NGC's to give the group a little more fighting power, torch bearers for Dungeon Adventures, pack carriers and so forth. A GC's Personality will help determine how many people he can hire and how loyal they will be. This is an optional trait, and if used, your HG will tell you what sort of help is available to be hired. The higher the GC's Personality, the more hired help he can have and the more loyal they will be. An HG may further adjust loyalty for hired help depending on how well paid they are and how well treated they are. For instance, a hired Warrior who is paid well and isn't sent first into battle all the time is more likely to stay when things get tough. A mistreated torch bearer may turn and run at the worst possible time.
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* Ability to see in the dark for up to 50 feet ** When battling a Creature above humanoid size, Halflings get a bonus of 2 on their DS and a bonus of 1 on AS when using a ranged weapon. Also, if a magical Light Incantation is being used, Halflings are unable to hide. Race Resistance Roll Adjustments Resistance Roll Magic & Incantations Element Special Effect Dwarf 0 -2 -1 14 Elf -2 0 -2 Human Halfling 0 -2 0 0 0 0
* When starting at 0 Degree, GC's get half the maximum of 1st Degree, and they receive the other half upon earning 1st Degree
18 success
R means repelled
K means destroyed
N means no chance
Roll 3 six sided dice (rd3) to see if any are repelled. Equal or higher roll than number listed means Priest has repelled rd1 Creatures. R means rd2 Creatures are repelled. K means rd2 creatures are killed. To use this chart, match up the Creature Degree with the Priest Degree on the chart to determine the roll needed. A 2nd Degree Priest needs an 11 to Repel a 3rd Degree Zombie. Remember a Priest cannot repel any living dead creature without a holy symbol.
Rogue Abilities
The Rogue is trained in the art of thievery and deception. In an adventuring party, the Rogue can use his ability to pick locks and disarm traps. He can also be useful in data gathering by sneaking around undetected or climbing high to get a better view. He can also use his ability to sneak around quietly and gain a sneak attack on a potential enemy. Successful sneak rolls on to an unsuspecting target result in a +4 on the attack and damage. Rogues must have Rogue's tools to accomplish some of these tasks.
* If an 18 is rolled, you fail. C-Craft (stealing, picking locks, finding/removing traps) AM-Athletic Movement (wall climbing, jumping) RM-Rogue Movement (moving silently, hiding in shadows) L-Listening (listening at doors) On all checks, rd3 to check for success. If you roll the number listed or lower, you succeed.
Items List
Item Back Pack Small Sack Large Sack Garlic Grappling Hook Hammer 10 Iron Spikes * 5 units each Holy Symbol Holy Water 10' Pole Lantern Hand Mirror Quality Rations 1 wk. Stan. Rations 2 wks. 50' Rope Mallet/5 Stakes Rogue Tools Tinder Box/Flint Oil Flask 5 Torches * 20 units each Water Skin Wine Wolfs bane Bandage Pack (4 uses) Book of Incantations Optional Potion Healing 0 Degree Scroll Cost 4 1 2 4 20 2 1 22 22 1 8 4 12 5 1 2 22 2 2 1 1 1 10 25 3 Cost 100 100 Weight 15 1 3 1 75 5 50* 1 1 50 25 3 60 150 40 12 10 5 5 100* 5 25 1 60 15 Weight 3* 1* Weapons Cost Battle Axe # 15 Hand Axe 5 Sling/25 Stones 3 Cross Bow 25 Elite Cross Bow 600 25 Bolts 10 * factored in cross bow weight Standard Strong Bow 50 Elite Strong Bow 600 Standard Short Bow 25 Elite Short Bow 600 25 Arrows 10 10 Silver Arrows 15 Standard Dagger 7 Silver Dagger 25 Elite Dagger 400 Standard Short Sword 12 Silver Short Sword 50 Elite Short Sword 500 Standard Sword 20 Silver Sword 75 Elite Sword 600 Standard 2H Sword 25 Silver 2H Sword 90 Elite 2H Sword 700 Standard Mace 10 Elite Mace 500 Club 5 Spear 4 Battle Hammer 7 Elite Battle Hammer 500 Battle Axe 15 Silver Battle Axe 52 Elite Battle Axe 600 Weight Damage 50 rd1+2 5 1-3+1 25 1-3 40 55 * rd1 35 50 20 35 * 5 5 5 12 25 25 35 50 50 65 80 80 95 25 40 40 25 40 55 55 55 70
* HGs may decide what magic is available Movement Charts GC Movement Units Up to 500 501-1000 1001-1400 1401-1800 1801-2600 2601Mule Movement Units Up to 3500 3501-7000 7001-10000 1001 1 Unit = 1 Coin Containers Small Sack Back Pack Large Sack Mule Sack
rd1 rd1 1-3 1-3 rd1 rd1 rd1 rd1+4 rd1+2 rd1+2 rd2 rd3 rd3 rd3+4 rd1 rd1+4 rd1 rd1 rd1 rd1+4 rd1+2 rd1+2 rd2
All Elite Weapons are silver based. Normal 150' 120' 90' 60' 30' 0' Battle 50' 40' 30' 20' 10' 0'
Armor Chain Mail Elven Chain Mail Leather Elite Leather Plate Mail Elite Plate Mail Shield Mage Robes* Arm Braces*
* Can be used together, but CAN NOT be used with any other armor or shield.
2 3 4
The Creatures RR number works for all four RR categories. However, some creatures will have better RR numbers in some categories as mentioned in their descriptions in the Creature section of the rule book. A natural 3 always fails.
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Heroes of The Dungeon Crawl - Basic Charts Edition Mage Incantation Chart Mage Degree and Incantation points per Degree 0-4 1-7 2-13 3-19 4-29 5-38 6-50 7-64 8-77 9-92 10-103 When Incantation Points (IPs) are used after Incantations, they can only be regained after resting for eight hours. The Gamer must choose what Incantations the GC will have based on how many IPs he has and inform the HG what is being memorized. Once enough IPs are available, the GC can use any Incantation. The HG may choose to make Mages earn Incantations above 0 or 1st Degree by research, scroll or paying their mentor for their Book of Incantations. Zero Degree (1 point per Incantation) Distraction Impact Zone: 150 feet Time Of Effect: 1 moment Victim & Symptoms: Causes a noise from opposite direction that may distract foes Fog of Confusion Impact Zone: 150 feet Time Of Effect: 1 turn Victim & Symptoms: Causes a heavy fog to appear in area, generally used to flee battle Stinging Mist Impact Zone: 150 feet Time Of Effect: 1 round Victim & Symptoms: Causes a mist that does 1-3 LP damage to all in the area, no Resistance Roll Short Nap Impact Zone: 150 feet Time Of Effect: 1 turn Victim & Symptoms: Only 0-2 Deg creatures effected, and rd2 creatures are put to sleep with no Resistance Roll Gray Hole Impact Zone: One wall or 10 foot floor area Time Of Effect: 1-3 days Victim & Symptoms: Creates a space in another dimension capable of storing 3000 units of stuff Befriend Animal Impact Zone: 100 feet Time Of Effect: 1 week for the average animal/1 RR per week Victim & Symptoms: 1 living creature is put under an Incantation of friendship by the caster Reveal Magic Impact Zone: Caster Time Of Effect: 3 turns Victim & Symptoms: Allows the caster to see all magic things within a 50 foot radius of him Decipher Magic Runes Impact Zone: Caster Time Of Effect: 1 turn Victim & Symptoms: Mage can read magic runes to decipher Incantations 19 First Degree (2 points per Incantation) Magic Slumber Impact Zone: 200 feet Time Of Effect: rd3 turns Victim & Symptoms: rd2 living creatures put to sleep Sudden Impact Impact Zone: 160 feet Time Of Effect: Instant Victim & Symptoms: One or more missiles of rd1+1 damage. Gain a second missile per Degree starting at 4th Degree Light Impact Zone: 140 feet Time Of Effect: 6 turns + 2 per degree of Mage Victim & Symptoms: A 40 foot in diameter light source around the Mage Seal of Closure Impact Zone: One Object Time Of Effect: Permanent Victim & Symptoms: Door, closet or chest. Creatures of lower Degree than caster cannot open object Persuade Impact Zone: 100 feet Time Of Effect: 24 hours average Cunning/I RR per day Victim & Symptoms: One living humanoid is put under an Incantation of friendship by the caster Protection Aura Impact Zone: 1 person Time Of Effect: 2 turns Victim & Symptoms: +2 DS adjustment for recipient in hand to hand combat/+3 DS adjustment for missile combat Air Square Impact Zone: 0 Time Of Effect: 8 turns Victim & Symptoms: Invisible floating platform can carry up to 6000 units Decipher Languages Impact Zone: Caster Time Of Effect: 3 turns Victim & Symptoms: Allows caster to read any language while effect lasts Identify Enchanted Item Impact Zone: One Object Time Of Effect: Permanent Victim & Symptoms: Identify the magic properties of the item it is cast upon Talk to Object Impact Zone: One Object Time Of Effect: 1 turn Victim & Symptoms: Allows an inanimate object to answer simple questions, but the object will not be very smart
Heroes of The Dungeon Crawl - Basic Charts Edition Second Degree (3 points per Incantation) Deactivate Magic Impact Zone: 100 feet Time Of Effect: 1 turn Victim & Symptoms: Dispels all magic in a 60' radius of the caster. Does not disarm magic effect, just deactivates it for duration of effect Throw Voice Impact Zone: 100 feet Time Of Effect: 1 turn Victim & Symptoms: The victim will hear voices coming from direction of Incantation Open Lock Impact Zone: 50 feet Time Of Effect: Instant Victim & Symptoms: Will open a non magical lock or a lock magically locked by a caster of equal or lesser Degree of Open Lock's caster Levitate Impact Zone: 1 person or object Time Of Effect: 1 turn Victim & Symptoms: Allows recipient to levitate up to 100 feet for duration. Can also be used on certain objects Hold Person Impact Zone: 60 feet Time Of Effect: 1-3 turns Victim & Symptoms: Holds victim in place for the duration Illusion Impact Zone: 100 feet Time Of Effect: Until touched Victim & Symptoms: Creates whatever illusion the caster desires. The illusion cannot harm anybody. Silken Entanglement Impact Zone: 150 feet Time Of Effect: rd2 rounds Victim & Symptoms: Creates a spider like web in which the victim must make a Resistance Roll vs. magic or be trapped in the web, unable to attack. Victim may attempt a Resistance Roll every round for duration of the Incantation ESP Impact Zone: 100 feet Time Of Effect: 1 turn Victim & Symptoms: Caster can read the mind of the victim Illusionary Copy Impact Zone: 50 feet Time Of Effect: 1-3 turns/until touched Victim & Symptoms: Creates 1-3 illusionary copies of the caster. Copies will be attacked in combat until they disappear Third Degree (4 points per Incantation) Frightening Image Impact Zone: 250 feet Time Of Effect: rd2 turns or contact Victim & Symptoms: Creates a frightening image of a Creature. If intended victim misses RR, he will assume it's real. Image will fight as Creature of no higher than 4th Degree, but it will disappear on contact. If a victim is reduced to 0 LP in combat, he will merely think he is dead for no more than 1-3 turns Orbs of Fire Impact Zone: 200 feet Time Of Effect: immediate Victim & Symptoms: Creates an orb of fire for rd1 damage for each Degree of the caster. Orbs will explode in a 10' radius around the target. A successful RR by the victim cuts the damage in half Dark Vision Impact Zone: touch Time Of Effect: 1-3 days Victim & Symptoms: Allows recipient to have Dark Vision as an Elf or Dwarf for the duration Air Travel Impact Zone: touch Time Of Effect: rd2 turns Victim & Symptoms: Recipient is able to fly through the air for the duration Disappearance Impact Zone: touch Time Of Effect: Until recipient engages in combat Victim & Symptoms: Recipient becomes invisible until they engage in combat, or a HG may set a certain amount of turns for the Incantation to last Bewilderment Impact Zone: 150 feet Time Of Effect: 1 turn Victim & Symptoms: All Creatures within the area must make an RR or be confused and unable to attack enemies. A 1 on an rd1 means the victims will attack each other Mage's Invisible Eye Impact Zone: 300 feet Time Of Effect: 5 turns Victim & Symptoms: Creates an invisible eye that enables the Mage to see within 250 feet of him. The eye cannot see through solid objects Bolt of Lightning Impact Zone: 150 feet Time Of Effect: immediate Victim & Symptoms: Creates a five foot long bolt of lightning that does rd1 damage per Degree of the Mage to the victim. A successful RR by the victim cuts the damage in half Create Myte Impact Zone: 100 feet Time Of Effect: rd2 turns Victim & Symptoms: Creates rd1 Mytes (creatures of element) that will obey the caster for the duration 20
Heroes of The Dungeon Crawl - Basic Charts Edition Priest Incantation Chart Priest Degree and Incantation points per Degree 0-2 1-5* 2-8 3-14** 4-20 5-29*** 6-38 7-50^ 8-58 9-77^^ 10-92 First Degree (2 points per Incantation) Healing Touch* Impact Zone: One person Time Of Effect: Instant Victim & Symptoms: Heals rd1+2 Life Points on recipient Detect Evil Intentions Impact Zone: 50 feet Time Of Effect: 1 turn Victim & Symptoms: Reveals if creatures within range have any evil intentions, but not the intentions Light* Impact Zone: 140 feet Time Of Effect: 6 turns + 2 per degree of Priest Victim & Symptoms: A 40 foot in diameter light source around the Priest Create Food Impact Zone: 10 feet Time Of Effect: Permanent Victim & Symptoms: Creates enough food for rd1+6 servings Shield From Evil Impact Zone: One person Time Of Effect: 10 turns Victim & Symptoms: Protects the recipient with a +2 to DS and -2 on Resistance Rolls from attacker Talk With Plants Impact Zone: One plant Time Of Effect: 1 turn Victim & Symptoms: Allows the caster to communicate with the plant, but plant will not be too smart Perceived Injury Impact Zone: One creature Time Of Effect: 1-3 rounds Victim & Symptoms: Causes one creature to believe he sustained an injury of rd1
When Incantation Points (IPs) are used after Incantations, they can only be regained after resting for eight hours. The Gamer must choose what Incantations the GC will have based on how many IPs he has and inform the HG what is being memorized. Once enough IPs are available, the GC can use any Degree of Incantation.
Zero Degree (1 point per Incantation) Life Boost* Impact Zone: One person Time Of Effect: 1 turn Victim & Symptoms: Gives recipient 5 more LP for duration of battle Moment of Truth Impact Zone: 50 feet Time Of Effect: 1 turn Victim & Symptoms: Reveals whether creature or person being spoken to is telling the truth Band Aid* Impact Zone: One person Time Of Effect: Instant Victim & Symptoms: Heals 1-3+2 LP on recipient Deflection Impact Zone: One person Time Of Effect: 1 round Victim & Symptoms: Cast before battle, this Incantation deflects one hit from recipient Temporary Sanctuary Impact Zone: One Person Time Of Effect: 1 Turn Victim & Symptoms: Teleports recipient from battle to random safe place for duration of battle Nourishment Impact Zone: 10 feet Time Of Effect: Permanent Victim & Symptoms: Cannot be done more than two meals in a row, but the entire group instantly feels fed Minor Resistance Roll Assist* Impact Zone: One person Time Of Effect: 1 Turn Victim & Symptoms: Gives recipient a -3 on Resistance Rolls
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Heroes of The Dungeon Crawl - Basic Charts Edition Second Degree (3 points per Incantation) Remove Fright* Impact Zone: Touch Time Of Effect: Instant Victim & Symptoms: Removes the effect of fright from the recipient. When cast as Fright, if victims miss RR, they will flee the battle and suffer the effects for rd2 turns Double Healing Touch* Impact Zone: Touch Time Of Effect: Instant Victim & Symptoms: Heals rd2+4 Life Points of damage from the recipient Remove Poison Impact Zone: Object or person Time Of Effect: Instant Victim & Symptoms: Removes effects of poison on the recipient if cast upon him immediately (1 turn) after being poisoned. It can also be used to remove poison effect from an item, but not a Creature Quickening Impact Zone: Touch Time Of Effect: 1 turn Victim & Symptoms: Allows the recipient to move at 2x normal speed for the duration Rest Impact Zone: 60 feet Time Of Effect: Instant Victim & Symptoms: Allows all recipients to feel rested and recover 1-3 Life Points of damage as if they had eight hours of sleep. Does not allow Mages or Priests to recover Incantations Remove Curse* Impact Zone: 1 person or object Time Of Effect: Instant Victim & Symptoms: Removes curse from the recipient Third Degree (4 points per Incantation) Smiting Impact Zone: 1 weapon Time Of Effect: 3 turns Victim & Symptoms: Adds rd1 more points of damage to a weapon when it scores a hit for the duration Cure Disease Impact Zone: touch Time Of Effect: immediate Victim & Symptoms: Cures the recipient of diseases that generally impede ability to attack or heal through rest Triple Healing Touch* Impact Zone: touch Time Of Effect: immediate Victim & Symptoms: Heals rd4 Life Points of damage for the recipient Restore Degree Impact Zone: touch Time Of Effect: immediate Victim & Symptoms: If cast on the victim of a Degree Drain within 1 week, they will regain that lost Degree Restore Flesh Impact Zone: touch Time Of Effect: immediate Victim & Symptoms: Reverses the effect of magic petrifaction on the target, restoring them to flesh Locate Trap Impact Zone: 100 feet Time Of Effect: 1 turn Victim & Symptoms: All traps in the area will glow and become visible to the caster Silence Impact Zone: 150 feet Time Of Effect: 10 turns Victim & Symptoms: The area effected becomes silent and no noises will be generated there. Any creature within the area must make a RR or be effected by the Incantation for the duration
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Character Name ________________________ Race ___________ Profession _____________ Sex _______ Demeanor __________________ Title _______________ Gold _____________ Degree _____ Adventure Points ____________ Vital Statistics Might ______ Adjust ______ Cunning _____ Adjust ______ Agility______ Adjust ______
Life Points __________ Attack Strength _________ _________ Defense Strength ________ _________ Languages
Resistance Rolls Special Effect _____ Element _____ Incantations & Magic Devices _____ Poison & Instant Death _____ Rogue & Priest Abilities
Equipment Movement Combat _______ Movement Normal _______ Weapon _____________ Dam __________ ASB ____ Weapon _____________ Dam __________ ASB ____ Weapon _____________ Dam __________ ASB ____ Armor ______________ DSB _______ Armor ______________ DSB _______
Incantations
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Resting To Heal
During an adventure in a Dungeon, an 8 hour rest period will heal GC's of 1-3 Life Points as well as allow Priests and Mages to rememorize Incantations. If the party rests at an inn or a suitable location for a 24 hour period, they can regain rd1 Life Points. 24
The Hero Guide may factor in character's negotiating style as bonus or penalty to roll.
Resolve
When the battle is going poorly for certain Creatures, they may loose Resolve and choose to either flee or surrender. Poorly is defined by at least one Creature death or a third of the Creature's group down to less than half Life Points while the GC's Party is barely hurt. In these situations, check the Resolve number of the Creature and rd2. If the roll is higher than the number, the Creatures will either flee or surrender. Some Creatures, such a the Living Dead, will never flee a battle.
Generally human, but Hero Guides can allow other races and adjust cost accordingly. Any fighting Hirelings will receive AP's as a party member and should receive a half share of the treasure.. * Non fighting role. The Medic is mainly there to bandage the badly wounded and deliver any healing potions he is equipped with. Torch Bearers carry the torches to allow the fighting party members to use shields and weapons as needed. Load Bearers are hired to carry whatever is needed.
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Standard Dagger 1-3 Silver Dagger 1-3 Sling & Stone 1-3 Arrow rd1 Silver Arrow rd1+2 Bolt rd1 Silver Bolt rd1+2 Elite Dagger rd1 Short Sword rd1 Silver Short Sword rd1 Elite Short Sword rd1+4 Standard Mace rd1 Elite Mace rd1+4 Standard Battle Hammer rd1 Elite Battle Hammer rd1+4 Standard Sword rd1+2 Silver Sword rd1+2 Elite Sword rd2 Battle Axe* rd1+2 Silver Battle Axe* rd1+2 Elite Battle Axe* rd2 Standard 2H Sword* rd3 Silver 2H Sword* rd3 Elite 2H Sword* rd3+4 Standard Short Bow *** Elite Short Bow *** Standard Strong Bow *** Elite Strong Bow *** Standard Crossbow *** Elite Cross Bow *** Torch Fire Damage 1-3 Oil Flask Fire rd3 Holy Water rd2 #
* For every special attack a Creature has, such as fire and poison, add the bonus AP score along with the regular AP total connected to the Degree of the Creature.
* Requires 2 hands ** AS Depends on the bow or cross bow used *** Damage depends on arrow or bolt used **** Certain cases may allow HG to rule automatic hit # Effects Living Dead Only
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Combat Procedure
So, it's come down to this. Weapons are drawn, and the battle is upon you. Somebody's going down, and it's time to start rolling the dice. The first thing you will need to do is make Alertness Rolls and First Move Rolls to determine who gets the first attack. Then you will determine if the GC's are armed for hand to hand (swords, daggers, maces), or ranged (bow, cross bow, throwing dagger) combat. The Attack Strength and Defense Strength of the GC will likely be a bit different depending on how they are fighting. Of course, circumstances may dictate that they switch from ranged to hand to hand tactics during the battle as well, which is why you keep two separate AS and DS numbers on your HotDC Character Sheet. Once you know your AS and DS numbers for the battle, the Hero Guide will determine the Creature Strength of the opponent faced. This is not a number the gamers should know until they have figured it out for themselves as it adds to the excitement of the battle. They will learn which Creatures are more challenging than others. The HG will take the numbers and determine who has the bonus modifiers in the battle. In this example, the GC's Warrior gets the first strike. He has an AS of 6, compared to the Creature's CS of 3. This gives him a bonus of +3. The gamer will roll 2 six sided dice (rd2), and the HG will do the same. High number after adding the modifier wins. In this case, either the gamer hits or misses. He rolls an 8, which becomes an 11 after the bonus of +3, while the HG rolls a ten for the Creature. This indicates a hit is scored by the gamers GC, and you move on to damage. The gamer will roll whatever the chart indicates for weapon damage. The battle will continue until death, surrender or escape occurs. Two Things to know: 1 2 If the HG had rolled an 11 for the Creature, it would have been a tie. Ties go to the highest natural roll. In this case, the gamer would have missed. If a natural 12 is rolled, it's an automatic hit or miss, depending on who rolled it. If both sides roll natural 12's, the bonus breaks the tie.
Now, the Creature gets to return the attack. Note that all Creatures have Resolve numbers, and if enough damage is inflicted on a Creature or it's group, they may lose resolve and flee or surrender. The HG can assess the situation and determine if a Resolve Check is needed. If so, he will rd2, and if the number is higher than the Creature's Resolve number, it will flee or surrender. Otherwise, the Creature attacks. The CS for the Creature has already been determined as 3, so determine the GC's DS number. In this case, it's 6. The Creature has a -3 penalty. The HG rolls an 11, which becomes an 8 after the penalty. The gamer rolls a 9, which indicates a miss. Creatures may get more than 1 attack as per their description, so more than one roll may be made to determine success. Remember the two things to know as they apply here. Note: If you find that the Creature Strength of certain Creatures is too high or too low and that the GCs are having too easy or too difficult a time, adjust them as needed. Certain Creatures, such as dragons and demi dragons, should be more challenging. Remember that Warriors and Priests will have an easier time in battle than others because of their ability to wear better armor. Rogues are the next strongest as they can still arm themselves well, though they are limited on armor. Mages are NOT designed for hand to hand combat and shouldn't be on the front line if it can be avoided. There always should be a chance that a Warrior will miss or get hit. A +6 or +7 advantage for a Warrior at or near 7th Degree is high, but acceptable. He likely won't get hit often, but he can and will get hit. If you somehow have a Warrior with a +12 advantage on Creatures of his Degree, he is overpowered. You don't have to tell the gamer to reroll another GC, but you should either make him fight Creatures a Degree or two higher or at the very least adjust the CS of the Creature he fight's to make it tougher.
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About NGC's
The NGC, or Non Game Character, will be encountered by the GC's throughout the Adventure Campaign. They can be whatever race or profession the Hero Guide chooses for them. The creature Charts mention 0 through 3rd Degree NGC's, but you can make one of any Degree you desire. The town the GC's are in will have a leader. There will be a king or a ruler in the area. There will be an evil NGC looking to take over. Generally, these NGC's will be of a higher Degree, so you will want to equip them accordingly. They will be more than capable of defending themselves and will have some special items from their time adventuring. Some of these NGC's can be mentors to the GC's, offering advice and rewarding success at times. Be sure you have AS and DS numbers set appropriately for their Degree and equipment worn. Be sure you have calculated their Life Points according to their Degree. Priests and Mages will have ample Incantations, and Rogues of higher Degree will be better trained in their various abilities.
Demeanor (optional)
Demeanor is the personal outlook of the Game Character or Creature. It is their attitude towards others and their view of the world around them. A good character will not go around killing everything he meets and will seek a peaceful resolution to situations whenever possible. A bad character will often let his blade do the talking, but not always. He may bide his time for the right moment. A moderate character will react differently in different situations, sometimes on the side of good and sometimes on the side of bad. If Demeanor is used in your game, the Hero Guide can use it as reputation in some situations and add a bonus or penalties to certain dice rolls when negotiating for hired help or other things. Good: Does the right thing. Heroic. Thinks of others. Obeys the law. Moderate: Considers both sides before choosing what to do. Contemplative. May help himself first or help others. Obeys some laws, disobeys others. Bad: Does what is in his best interest. Selfish. Thinks of himself before others. Disobeys the law. Note: The Hero Guide may also choose the Merit System. This is basically a point system where all GC's start with 10 out of 20 points and the Hero Guide keeps track of their actions. The HG adds or subtracts points based on the GC's actions. A score of 1-5 is bad, 6-15 is moderate and 16-20 is good. 32
The creatures battled will have a Roll 1 (rd1) or whatever for their Treasure statistic. Roll however many times you are instructed to and proceed from there. Jewels/Gems Chart 1 (type) 1 2 3 4 5 6 1-3 Gems rd2 Jewels rd2 Gems rd1 Jewels 1-3 Jewels rd1 Gems
Individual coins are not multiplied. If you roll a 5 on rd1 for gold, it is 5 gold pieces total per creature.
Suggested Gem types (from low to high value) Quartz Pearl Amethyst Emerald Diamond Ruby Suggested Jewel types (from low to high value) Fine China Fine Art Vase Necklace Ring/Broach Crown/Scepter If gem or jewel values are too high or low a reward for the party, do not be afraid to adjust in the interest of game balance.
Never award 2 of same type of coin or jewel/gem from an encounter. Reroll for a different coin or jewel/gem.
Coin Chart 1 (type) 2 3 4 5 6 7 8 9 10 11 12 Gold Copper Silver Copper Silver Gold Silver Gold Silver Copper Gold
1 Gold piece = 10 Silver pieces = 100 Copper pieces Coin Chart 2 (total) 1 2 3 4 5 6 rd1 rd2 rd1 rd3 rd1 rd2
Coin Modifiers Maximum possible Creatures or no less than 2 of maximum, and the modifier to the roll is x1000. Example, there are 10 (of 12 possible) ratlings and you roll a 3 on rd1 for gold. That means there are 3000 gold coins. More than 2 under maximum Creatures, and the modifier is X100. Example, there are 9 (of 12 possible) ratlings and you roll a 3 on rd1 for gold. That means there are 300 gold coins. You may chose to adjust this if you deem the challenge sufficient enough. dragons and demi dragons are exempt from this rule. 33
All wands and staffs have rd3 charges or uses to them and work as per the Incantation descriptions. Incantation scrolls can have any Incantation listed on Incantation lists. * These items can be standard or elite in nature as per the weapons chart, but they will generally offer a bonus of 1 to the GC's AS and damage rolls. ** These items can be standard or elite in nature as per the weapons chart, but they will generally offer a bonus of 2 to the GC's AS and damage rolls. *** Any of the items on the armor list can be made available, standard or elite. Magic armor will offer a bonus of 1 to DS, while strong magic armor will add bonus of 2. Also, a Cloak Of Defense Strength or a ring of the same name adds a 1 to the GC's DS number when worn. ^ The Sack Of Storage is the same size as a large sack, but it can hold up to 12,000 units of weight while weighing what a large sack weighs. GC's should be careful they don't have a Sack Of Destruction, which will destroy contents placed inside in rd2 turns. ^^ The wearer's Might total becomes 13 and all bonuses apply when worn. ^^^ When Rogues wear these gloves, they get a bonus of 1 (gloves with a 2 bonus can be made available) when making a Craft Roll on the Rogue Abilities Chart. ^* A cursed item can be anything that makes the user think he's getting an effect that he really isn't, such as thinking he's invisible (disappearance) when he's not. It can compel them to act a certain way, give them a quirk or change their appearance. Or, it can be any weapon or armor that takes 1 point from AS or DS. Note that some curses will need to be removed by a Priest Incantation. ^** Effect lasts until user engages in combat. You may assign a certain amount of turns (rd3) or engaging in combat, whichever comes first. ^*^* This can be anything you can imagine. A magic (intelligent) sword or weapon that has an AS bonus and ability to heal (3 times per day), armor that has a DS bonus and makes the wearer disappear (no more than three times a day) or whatever creative idea you can come up with. ^^** Heals 1 Life Point per turn when worn. A Few Notes On Magic Item Placement You do not need to roll to consult this chart for everything, and you do not need to use this list. This list is a guideline, and the only limit to what can be available is your imagination. You may find it easier when stocking your dungeon to decide ahead of time what will be available and place it in whatever rooms seem appropriate. You may want the treasure room to have certain items from this list, or you may decide on the fly that a magic sword being wielded by the enemy gives them a bonus of +1 to CS on attacks and damage. The chart is basically here to give you ideas and for when you need to make random choices. Some games offer charts with more specific treasure sections, such as weapons, potions, rings, wands, armor and so on. You can easily create these types of charts using the six sided dice system and add whatever items seem appropriate to you. You may want to use other potions, such as one of growth, shrinking or esp. You may want a ring that controls animals or one that makes the GC disappear. You may want to use a wand that creates fireballs or turns the enemy into a toad if the enemy misses a Resistance Roll. The only limit to what is available is your imagination, but be careful. Magic too powerful can shift the balance too far in your game.
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Optional Rules
Special Skills (optional) At GC creation, you may wish to allow the Gamer to roll for one Special Skill. Have them rd3, and if all three numbers match, you can allow them to roll for one skill on the chart below. You may wish to allow them to roll a check for Special Skills at each Degree, but be advised a lucky roller could become very powerful. 2 3 4 5 6 7 8 9 10 11 12 Bandage To Heal: Bandaging heals rd1+2 Life Points with the recipient starting at 0 LP's, rather t h a n a negative number. Alertness: Never surprised and has a +1 on all First Move rolls. Identification: Can identify any magic item. Dual Weaponry: Can wield two 1 handed weapons at once. Second weapon adds no AS bonus and you must make a second roll to see if you hit, but damage is done as weapon's damage is listed. Meditation: Can meditate for two turns and rememorize all Incantations one time per day. Non Incantation users have a 1 in 6 chance of using any scroll or wand they find, but they can only check once per item found. Graceful Hands: Adds a +1 bonus to AS and a +1 to all Rogue Abilities. Absorption: Absorbs 2 points of damage from a hit in any non magical, element or special attack in combat. Sure Shot: Adds a +1 to AS in any ranged combat attack. Photographic Memory: Can memories all that is read and has a 1 in 6 chance of being able to duplicate any scroll once with only 1 try per scroll. Intimidate: Has a 1 in 6 chance of putting all living and non magical foes at a -1 CS disadvantage in combat. Persuade: Has +1 bonus to all negotiations. Attack Strength Or Defense Strength Training (optional) Train 1 2 3 Temp AS/DS 250 gp 1000 gp 3000 gp Perm AS/DS 750 gp 3000 gp 6000 gp
More than 1 training per Degree is not allowed. Only three training sessions are allowed. More than two of either AS or DS is not allowed. From time to time, there are Game Characters that may be a little lacking in the skill of combat. As a Hero Guide, you may wish to give them the option of training in attack or defense or both. This should be allowed only at the discretion of the Hero Guide. Training is only recommended for GC's that have less than a +4 advantage in AS or DS over Creatures of their Degree. Training can be allowed for GC's with +4 advantages, but is should cost 3x or more than the cost listed above, and only temporary training should be allowed. Temporary gains last only until a new Degree is earned. Example, a 2nd Degree Warrior has a base AS of 6 to start with and trains in AS. The base becomes a 7. When the Warrior goes up in Degree, the base becomes an 8 as listed on the chart. If training were permanent, that Warrior's base AS would become 9 when he became 3rd Degree, 11 at 4th Degree and so on. Generally, however, training should only be allowed for GC's trained in the art of combat who are at a severe disadvantage against Creatures of their Degree. If Mages are allowed to train and get too powerful, game balance can be effected. Armor Absorption (optional) Armor warn can be allowed to absorb some of the damage intended for the victim, but it should not be more than 1 or 2 points per hit. Every time armor absorbs points, it should effect the armor or shield, requiring repair to enable it to take damage again. Armor Leather Chain Plate Shield * not available A Hero Guide may wish to adjust the amount of damage absorbed, but it is recommended that adjustments only be minimal or game balance can be effected. Also, armor wearing Creatures should have the same absorption rates for their armor. 35 Absorb Per Hit 1 1 2 1 Total Hits Stan 10 12 15 10 Total Hits Elite 20 24 30 20 Repair Standard 100 200 300 100 Repair Elite 300 500 700 *
Heroes of The Dungeon Crawl - Basic Charts Edition What Is The Point Of The Adventure In HotDC, Dungeon Crawling or exploring the depths of the dungeon, crypt or labyrinth is a big part of the game. However, mindlessly hacking through Creatures and earning loot can get old and boring for the Gamers at your table if there's not a point to it. Try to have a reason for the Dungeon Crawl, such as retrieving an item for an important citizen in the town, rescuing a prisoner, confronting a certain bad guy who has been causing trouble, mapping and cleaning out an old dungeon or whatever. These are just a few ideas, but there are many more ideas you can come up with. This will give the mission more meaning. In this book, we focus more on the dungeon aspect of the game, but there is a land above the dungeon filled with different types of terrain and all sorts of Creatures. There are also towns. To add another aspect to the game, you can create a starter town with stores and other buildings and NGC's for the GC's to interact with. It can merely be the place to equip the GC's at first and grow from there. The town can quickly grow into a very interesting place if you put just a little effort into it and encourage your Gamers to interact with that environment. HotDC will release a wilderness map with information on some towns in the future. What Is Available In Town The list provided in this book gives you a good idea of what the GC's can purchase in town. As the HG, you have the freedom to limit what the GC's have access to or expand as you see fit. In HotDC, the idea is to give the Gamers something to do with their money. At the start, they can only afford so much, and there will be weapons and armor they want but cannot afford. This is by design as it gives them something to work towards. As the GC's adventure, they will earn more money to buy better stuff. Eventually, all of the basic list items they want will be theirs. As Hero Guide, you have the option to make some magic items available, but it should NOT come cheap. Also, any magic weapon or armor available should only be a step above what the GC has. A Warrior owning an Elite Sword should only be able to purchase a +1 Elite Sword at best, and it should cost at least 5x the price of a regular Elite Sword. If the Warrior cannot afford it, he will make it a goal to earn the money to get it. Basic healing potions and 0 Degree Mage and Priest Incantation scrolls are listed on the item chart and should be made available. For one thing, the GC's will need healing in the dungeon, and this gives them another thing to do with their money. 0 Degree Incantation scrolls give starting Mages something to do with their money and give them a little more power. About Traps The GC's are sure to come across traps during an adventure down in the dungeon, but beware. The right trap can take out an entire party in an instant. Use good judgment when placing traps. If too many deaths occur due to traps, it may discourage Gamers from playing in your game. One of the more popular traps is the old 10 foot pit that is triggered when somebody steps on the mechanism. A 10 foot fall does 1-6 points (rd1) of damage, 20 feet does rd2 and so on. Add some iron spikes to that ten foot fall for another rd1 in damage. Tip the spikes with poison and it becomes even more lethal. Something could fall from the ceiling, a false door can pack a punch, both for rd1 in damage. The only limit to trap ideas is your imagination, but beware. The right trap can take out an entire party. The party Rogue brings along the ability to find and remove traps, but be advised that the Gamer should make it clear that his Rogue GC is doing that. Popular traps are the treasure chest with a poison needle or a mechanism that releases poison or sleeping gas when triggered. There could be wire string near the GC's feet that triggers darts to shoot at the unsuspecting GC. A Rogue can attempt to find and disarm a trap, which is one reason the Rogue is an important part of any party. Start Them Off Slow As the Hero Guide, you set the tempo of the game. That does not mean you have to baby the Gamers through the adventure, but you can give them less difficult Creatures to face in the beginning. This will help the new Gamer ease into the game. It also helps familiarize the Gamer with the combat mechanics of HotDC with a lesser chance of their GC getting killed at the start. It is generally best to have at least two GC's built for hand to hand combat in the party. Three can make it better. Having a Rogue in the party is also important, and a Mage can produce magic in especially difficult situations. You should be careful not to have the party face too many Creatures in one confrontation. If they are outnumbered too many times, bad things can happen, though they will face these situations on occasion. In the beginning, it can be better for the Gamers to have the party outnumber their enemy or at least have as many hand to hand combat trained GC's as there are Creatures. Easing the GC's into the game allows them to get comfortable with things and can make the game play more fun. As the game goes on and the Gamers get more comfortable with the game, it should get more challenging. 37
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Coming Soon
First Edition Rules Heroes of the Dungeon Crawl Basic Edition will have all the tools needed for the Hero Guide to take the Gamers through Degrees 0 to 10. Go from being an Applicant to a Hero Legend after adventuring across the land and through dangerous dungeons and crypts. Full descriptions of all of the rules, Creatures, Incantations and everything will be included, making this a must have for the gamer wanting to play an old school style role playing game. There will also be a map to an Adventure Setting of Three Kings Island, including brief descriptions of several of the key places and a brief history of the land. What you do with the land will be up to you. And the Great thing is that this will be the only rule book needed to play.
Another free game & you can get it and an adventure at the Dungeon Squad Companion http://www.freewebs.com/skathrosds/dsadventures.htm 43
Heroes
of the
Dungeon Crawl
The Adventure Begins
Basic
You heard rumors of an enormous treasure in the caverns on the other side of the mountain. As a dwarven lad, your father told you stories when he'd come home from a long day mining silver for the clan to use for forging swords and chain mail armor for the dwarven army. It is a time of relative peace for your clan, but you crave adventure. You have completed your training, and you want to put it to use. You want to prove what a brave warrior you have become. You want a piece of that treasure. But, you know it will not be easy. You need companions. After riding into town to recruit anybody brave enough to join you in your quest, you have managed to convince a human warrior, a halfling rogue, an elven wizard and a dwarven cleric to join you. After three days, you arrive near the entrance of the cave. The rogue sneaks in for a closer look, and it's a good thing. He hears voices, kobold voices. There could be a half dozen or more in there. Suddenly, one of the kobolds emerges from the cave. The resourceful rogue manages to hide in a shadow and avoids detection. Drawing on his rogue training, he sneaks up behind the unsuspecting kobold and stabs him in the back. Unfortunately, the kobold lets out a loud scream, alerting his friends inside the entrance to the cave. The rogue climbs a tree, sounds a battle cry to alert his comrades and draws his bow, firing a shot that takes out the first kobold grunt that emerges from the cave to check on his fallen comrade. You and the other three party members arrive to find five kobolds ready for battle, short swords drawn and charging your comrade in the tree. There is no time to think. You have waited for this moment all your life, and now it's time to prove you are a great dwarven warrior like the ones sung about back home. You draw your sword and charge in to what you hope will be the first of many victorious battles in your life. You sound a battle cry as your sword slices into the first kobold you see. The adventure has begun.
Charts Edition
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