D6 Dungeons: Nathan Knaack
D6 Dungeons: Nathan Knaack
Nathan Knaack
Contents
What is D6 Dungeons? ................................................................................................................................................. 3
What You Need to Play................................................................................................................................................. 3
The Basics ........................................................................................................................................................................... 4
How to Play a Character ............................................................................................................................................... 5
How to Narrate a Story ................................................................................................................................................. 6
Rolling Dice ....................................................................................................................................................................... 6
Sample Gameplay ........................................................................................................................................................... 8
Character Creation ........................................................................................................................................................13
Classes ...............................................................................................................................................................................14
Skills....................................................................................................................................................................................16
Sample Characters ........................................................................................................................................................19
Equipment and Wealth ...............................................................................................................................................21
Combat .............................................................................................................................................................................24
Magic .................................................................................................................................................................................27
Enemies .............................................................................................................................................................................30
Rewards.............................................................................................................................................................................33
The D6 Dungeon ...........................................................................................................................................................34
Tutorial Adventure ........................................................................................................................................................38
Optional Rules ................................................................................................................................................................44
What is D6 Dungeons?
D6 Dungeons is intended to introduce new or younger players to fantasy role-playing games,
though it can be used by gamers of all ages and experience levels. Fundamentally, it is a shared
storytelling experience. By using a very simple system and verbal concepts, it avoids relying on
math and charts, freeing the players up to focus on the action, story, and character
development.
The Basics
The following terms and concepts are used in D6 Dungeons.
Action
An action is a single thing a character does. It could be something they do in battle, like
attacking a goblin with a sword or outside of combat, like gathering information from a lively
tavern. In D6 Dungeons, the players roll dice determined by their skills to see if their characters
succeed on challenges.
Challenge
A challenge could be anything the characters face during a story, from a pack of snarling wolves
to a raging river in their path. What they choose to do is up to the players, but whether or not
their actions are successful is up to the dice.
Character
The players take the role of heroes, powerful and dynamic people at the center of every story.
Class
A class is a character's role or adventuring profession. It determines what the character is good
at with a selection of four class skills. It also sets the character's starting equipment.
Dice
D6 Dungeons requires a handful of six-sided dice to play. A single die is sometimes called a d6,
while rolling three dice would be noted as 3d6. The dice are used to determine the success or
failure of most actions, or challenges, the characters take.
Narrator
The narrator is the storyteller and referee, responsible for not only telling the story but making
sure the rules are followed wherever appropriate. It is the narrator's job to make the game
interesting and challenging.
Scene
D6 Dungeons is broken up into scenes, which work a lot like they do in movies and television.
There's no set size or duration of a scene; they are as large and take as long as they need to
move the story along. A scene might be a thirty second barroom brawl, an hour-long audience
with the king, or even a two-week hike through a snowy mountain pass. Some of the actions a
player can take affect them or their surroundings for an entire scene. Casting a protection spell
could last for the entire barroom brawl, using diplomacy could get the king to look favorably on
them during their interaction, and one roll to see how effectively they navigate the mountains is
good enough for that entire scene. The narrator decides what goes into a scene, where it takes
place, how long it lasts, and what the specific challenges and potential rewards are, then it's up
to the players to figure out how they approach it.
Skill
Skills are usually very broad, covering a wide range of situations that are all somewhat related. A
class skill is one of the four standard skills provided by a character's class.
That last part, knowing who your character is, is both the hardest and funnest part of D6
Dungeons and role-playing in general. How your character looks, sounds, and acts is entirely up
to you, and can easily change as the game goes on. There are no rules for this part, so go nuts.
Does he speak with a specific voice? Does she always attack goblins on sight? Is he terrified of
heights? Does she have a family back home she's constantly talking about? What about a
nervous tic? A catchy laugh? An iconic battle cry? The more effort you put into defining your
character, the better the story around him or her will be.
One of the most important things you can do as a player in an RPG is to help make the game
fun. Don't just show up and expect to be entertained; get in there and advance the story. Do
dramatic things, make epic speeches, and really engage with what's going on. Also, be sure to
give the other players an opportunity to shine, and when the scene calls for a bit of teamwork,
step up and do your part!
Most importantly, allow room for input from the players. When they take the story in an
unexpected direction, you should do your best to see it as an opportunity, not a deviation. Roll
with what happens and think on your toes and you might just be surprised by where the story
goes.
Though your players might be tempted to oppose or even fight one another, player-versus-
player conflict really isn't supported by D6 Dungeons. To help keep them all on the same side of
the story, you might want to begin the game by explaining that they're all part of the same
organization, a peacekeeping force, adventurer's guild, or explorer's league.
D6 Dungeons has been designed in such a way as to make narrating as easy as possible so you
can focus more on the plot and arranging challenges instead of memorizing charts, looking up
complicated rules, and keeping track of every arrow and day of rations. Go ahead and dream up
a great story, throw your players into the middle of it, and let the dice do the rest!
To get a better idea of the pacing and kinds of actions that take place in D6 Dungeons, read the
sample of gameplay in the next section.
Rolling Dice
Whenever you need to determine success or failure for a task, you roll one or more six-sided
dice. 1d6 means you roll one die, while 3d6 means you roll three. Whenever you roll multiple
dice, you compare the highest number rolled to the difficulty of the task. You succeed if your
result meets or exceeds the difficulty. Easy tasks are 3, moderate are 5, and hard are 7, though
they can go as high as 10.
Note that only "natural" 1s are special, which means that the number 1 must appear on the die.
Rolling 1d6 with disadvantage (-1) and getting a 2 doesn't count as a 1 for the purpose of
adding, saving, or giving a +1 bonus. Any 1s that you saved from earlier in the scene may only
be added to one of your rolls during the scene, not given to allies.
Re-rolls
Most non-combat rolls determine your effectiveness for an entire scene, like rolling deception
for disguise or willpower to stay awake all night, others are rolled just once for each specific
application, like dexterity to walk along a narrow ledge or spellcraft for identifying an arcane
artifact. The narrator might allow you to re-roll on a task, but it might come with a consequence.
For example, you might be able to try to roll strength again on a door you'd previously failed to
break, but failing again would automatically cause a wound.
Teamwork Rolls
Sometimes your entire team needs to approach a task together. In situations like this, everyone
makes the same roll and adds any 1s on to whatever the highest number rolled was. Note that
teamwork rolls usually have a difficulty much higher than normal rolls.
Social Skills
The four social skills are deception, empathy, intimidation, and persuasion. Though they might
occasionally have applications in combat, they're most useful in social situations when the
heroes must interact with other people. The difficulty to succeed with some social skills could
rise and fall at any time. For example, winning over a few guards with persuasion might be much
easier before starting a fight with them, while intimidation could work the other way around.
The narrator determines the application and effectiveness in each scene, and depending on how
the heroes use their social skills, their favor with others might improve or get worse.
Sample Gameplay
In this example of play, a group of four heroes attacks an orc stronghold.
Narrator Nate: "After a few hours of walking in the forest, you come across a clearing where all
the trees have been cut down and used to build a walled fort. Even from a distance, you can
smell the orcs living inside. As night falls across the clearing, you see a bonfire come to life
within. What do you do?"
Wade Warrior: "What are we waiting for? Let's bash down the gate and charge right in!"
Mary Mage: "We don't know how many orcs are in there! There has to be a better way to do
this."
Rachel Rogue: "The darkness is our ally here; they won't be able to see us approach the outer
wall at night unless they've got lookouts."
Chad Cleric: "Good point, Mary. Nate, do they have a watch set? Are there any orcs up on the
walls?"
Narrator Nate: "You peer through the darkness, searching for shapes moving along the wall.
Roll awareness."
Chad Cleric: "Hmm, I don't have any ranks in that skill. Mary?"
Mary Mage: "I have two points, but I could use some help."
Narrator Nate: "Yes, this can be a teamwork roll. Mary, you roll awareness and everyone else
roll 1d6 with disadvantage, which is a -1 on your roll. Let's see who gets the highest number
and, remember, as always: any extra ones get added to that. Roll!"
[Everyone rolls: Mary gets a 2 and a 5, Chad gets a 3, Wade gets a 1, and Rachel gets a 6.]
Rachel Rogue: "I got a six! But, with disadvantage, that's only a five, so Mary and I tied. I guess
that's what we get."
Wade Warrior: "Hang on, you can add my one, so that brings us up to 6. Narrator, is that
enough? What do we see?"
Narrator Nate: "The orcs don't appear to have any sentries posted. You could easily get to the
wall without them seeing you."
Chad Cleric: "I'll bet a bunch of dumb orcs in a makeshift fortress left enough cracks for us to
look through. Let's get close and see if we can determine how many are in there."
Narrator Nate: "You pick your way across the field of tree stumps and get to the outer wall of
the stronghold. Sure enough, it's shoddy construction and there are places you could actually fit
your arm through if you wanted. Peering inside, you count about eight orcs."
Wade Warrior: "No sweat! I'll break down the front door and you all follow me in!"
Mary Mage: "Slow down there, Wade. Eight orcs is a lot! Let's do this the right way. I promise
you there'll be a battle, we just need to stack the odds in our favor."
Rachel Rogue: "She's right. How about I climb the wall and get some high ground with my
crossbow?"
Mary Mage: "Sounds good. I'll cast a spell on their bonfire to make it blaze bright enough to
blind them for a while. That'll be our queue to attack!"
Chad Cleric: "I'm going to try to cast a defensive spell on Wade, then I'll follow him in the front
gate."
Narrator Nate: "Let's see how well you execute your plan. Everyone roll!"
Mary Mage: "Well, there's no rush, so I'll skip the intelligence roll to lower the casting time. My
spellcraft is 3; here goes!"
Rachel Rogue: "While she's doing that, I'm climbing the wall using my climbing kit. I don't have
any points in strength, but the kit cancels out the disadvantage."
Chad Cleric: "I'll do what Mary did and skip my wisdom roll to shorten the casting time. Here
comes my religion roll."
Narrator Nate: "Nope, roll willpower to avoid losing your next action and getting disfavor."
Narrator Nate: "Yes, a six is high enough to avoid the negative effects of failing your spell
casting roll."
Wade Warrior: "Since we've got all the time in the world, can I get a running start at the gate
for an advantage?"
Narrator Nate: "Yeah, with all the trees cut down, there's more than enough room."
Narrator Nate: "Okay, here's what happens: There's a brilliant flash of light as the bonfire in the
middle of the orc fort flares, temporarily blinding the orcs. A second later, the gate busts open
as Wade barrels in, followed closely by Chad. Seeing as you've caught them by surprise, we'll
skip initiative and just let you go first."
Chad Cleric: "I'm going to take the opportunity to smash a surprised, blinded orc while I've got
it. My weaponry skill isn't that high!"
Narrator Nate: "With disadvantage, that's a 3, which would normally miss an orc, but since you
surprised them, you have advantage, so it's back up to a 4. You nail one of the orcs in the head
with your mace and he drops."
Wade Warrior: "Let's have some fun here. Can I use my strength to kick an orc into the
bonfire?"
Rachel Rogue: "Hey Wade, I doubt you need a roll that high. How about sharing some of those
extra ones?"
Wade Warrior: "Yeah, good idea! I'll just take my six and give my ones to Rachel and Mary."
Narrator Nate: "A six is more than enough. You boot a hapless orc backwards into the fire and
he bursts into flames. You can forget about that one."
Rachel Rogue: "Do any of the orcs look like they're in charge? Bigger? Stronger? Maybe a fancy
hat?"
Narrator Nate: "Now that you mention it, yeah. There's an orc near the back of the fort wearing
a suit of armor with a helmet shaped like a skull."
Rachel Rogue: "I'm going to nail that one with my crossbow! Here's my dexterity roll."
Rachel Rogue: "Could have been better. Let's add in that plus one Wade gave me. That gives
me a five."
Narrator Nate: "You sink a crossbow bolt into his shoulder, but he doesn't go down."
Mary Mage: "Ooh, an elite! That must be their leader. I'm going to try to cast a spell to set him
on fire."
Narrator Nate: "It's hard to see him through the wall. You'll have to climb up or move over to
the doorway."
Mary Mage: "Okay, I'll go around to the doorway, but not inside. I don't want to get close
enough for the orcs to attack me."
Narrator Nate: "That's everyone, right? Now it's their turn. Two are down, so there are six left.
Only one of them sees Rachel up on the wall. The orc chieftain draws a spear and hurls it at
you."
Rachel Rogue: "Oh no, let's see if my leather armor is thick enough to stop it."
Rachel Rogue: "That's a failure, too. I guess I take a wound. I'll cross off deception because I
doubt I'll need to use that this scene."
Narrator Nate: "Okay. Meanwhile, the rest of the orcs rush around the bonfire to engage Wade
and Chad. Three of them attack Wade and the other two head for Chad."
Chad Cleric: "Here goes nothing! I raise my shield and hope for the best. Two reflexes rolls
coming up."
Chad Cleric: "Not bad! The advantage from my shield cancels out the disadvantage from not
having any points in reflexes, so five and four it is!"
Narrator Nate: "You fend off both attacks, their spiked clubs clanging uselessly against your
sturdy shield."
Wade Warrior: "Shields are for weaklings who can't lift real, two-handed weapons! Here are my
reflexes rolls."
[Wade rolls a 1 one the first roll, a 5 on the second, and a 4 on the third.]
Wade Warrior: "That one is a failure, so I'll just apply it to the four I rolled. With disadvantage
from not having reflexes, that's two fours."
Narrator Nate: "You sidestep two of the attacks, but the last one connects."
Wade Warrior: "Come on, plate armor, don't let me down! Here's my fortitude roll with
advantage."
Narrator Nate: "The orc's club bounces harmlessly off of your breastplate. That's all the orcs. It's
your team's turn again."
And the battle continues back and forth until the heroes either win or lose. If they win, they can
search the fort for treasure and clues about what to do next on their adventure. If they lose,
they'll wake up in cages in the fort, waiting to be eaten for dinner the next night. Can they figure
out how to escape, get their gear back, and defeat the orcs? The adventure continues...
Character Creation
Creating a character is mechanically quick and easy. Your class is the most important choice you
will make, followed by which skill you raise from 2 to 3. This will represent what your character is
best at doing, though you can eventually raise all of your skills, even those belonging to other
classes.
2. Choose equipment
• Your class will list your starting equipment
• You also begin with a wealth value of 2, which you can use to purchase any additional
equipment
Classes
Class is the role your character fills on an adventuring team, as represented by training in four
skills, called “class skills.” Skills are very broad and cover a lot of different situations, some even
overlap.
Cleric
Mixing divine rituals with arms and armor, clerics stand
firm against the forces of evil. Their class skills are
empathy, religion, willpower, and wisdom. They begin
with one weapon, a suit of light or heavy armor, a
shield, a divine implement, a religious book, and a
healing kit. Wearing heavy armor doesn't interfere with
their spellcasting, so they can fill a lot of different roles
depending on the situation. They're also great at
healing, with and without magic, so they can help keep
their team healthy in and out of combat. Clerics are also
sometimes called priests, paladins, druids, inquisitors,
templars, oracles, shamans, witchdoctors, or warpriests.
Mage
Mages are masters of the arcane arts and a wide variety
of academic pursuits. Their class skills are awareness,
intelligence, persuasion, and spellcraft. They begin with
a weapon, an arcane implement, a lore book, an
academic book, and a linguistics book. The versatility of
arcane magic allows them to do almost anything the
want, as long as they have the skills to pull it off. A
mage could throw fireballs one minute, fly the next, and
turn all of his allies into fish to swim across a river after
that. Mages are also sometimes called wizards,
sorcerers, witches, warlocks, enchanters, necromancers,
or magi.
Rogue
Quick and clever, rogues rely on their wits and coordination
to overcome obstacles. Their class skills are deception,
dexterity, reflexes, and stealth. They begin with two
weapons, a suit of light armor, a lockpicking kit, and a
trapping kit. They have a lot to offer on and off the
battlefield, causing massive amounts of damage with sneaky
ambushes and a variety of larcenous skills to help their team
overcome obstacles. These crafty combatants are great with
ranged or thrown weapons and dual-wielding one-handed
melee weapons, while light armor gives them the ability to
stand toe-to-toe with most enemies. Rogues are also
sometimes called thieves, scouts, rangers, assassins, bards,
burglars, ninjas, swashbucklers, or scoundrels.
Warrior
Trained in the use of martial weapons and heavy armor,
warriors are fearsome combatants. Their class skills are
fortitude, intimidation, strength, and weaponry. They
begin with three weapons, a suit of light or heavy
armor, a shield, and a climbing kit. Since they excel with
any kind of weapon, most warriors prefer to keep an
assortment of them available, using whatever the
situation calls for. With a suit of heavy armor and a
shield, a warrior can shrug off or completely avoid even
the deadliest attacks. Warriors are also sometimes
called knights, barbarians, samurai, fighters, soldiers,
brawlers, berserkers, or cavaliers.
Skills
Awareness covers not only perception, but also magical senses, allowing characters to pierce
illusions, tricks, deception, confusion, and stealth. It's also useful for searching areas, discovering
hidden items, and finding secret doors. Lastly, it's used to resist the effects of failed arcane
spellcasting.
Deception is all about lying and misdirection. In social situations, it's used to get information or
favors from people who would normally not want to help, therefor it always lowers standing
with targets on failure. In combat, it can be used to trick opponents, giving the attacker an
advantage. Deception can also be used for disguise and impersonation.
Dexterity involves both agility and coordination. It's used for acrobatics, ranged weapons,
thrown weapons, picking locks, disarming traps, and combat maneuvers. Attacking with two
one-handed melee weapons allows you to re-roll one die per point of dexterity.
Empathy allows a character to determine how any two individuals or groups regard each other
in a social situation. When successful, it gives advantage when using other social skills against
the same targets, even in battle. It's also used to determine when others are lying or disguised.
Fortitude is the measure of a character's stamina, durability, and resistance to negative effects.
It's used to avoid nonlethal damage and, while wearing armor, lethal damage as well. It also
protects against poison, sickness, and fatigue, as well as the negative effects of hunger, thirst,
and hostile weather. Finally, it also determines how long a character can hold their breath.
Intelligence governs a wide variety of fields, including academics, alchemy, linguistics, and
monster lore, but also more focused topics like deduction, riddles, and memory. It's also used to
identify arcane artifacts and reduce the casting time of arcane spellcasting.
Intimidation involves getting someone to do what you want through browbeating and the
threat of force. In combat, it can be used to scare or taunt enemies. In social situations, it always
lowers a character's standing with the target.
Persuasion is the delicate art of convincing people to do what you want them to do. It's useful
in negotiation, diplomacy, haggling, and getting information out of people or getting them to
help you. In social situations, it can improve a character's standing with another individual or
group.
Reflexes determines how good a character is at avoiding traps, falling damage, and, most
importantly, physical attacks of all sorts.
Religion is the primary skill for casting divine spells, though it's also useful for divine
implements and artifacts. It can also be used for identifying deities, demigods, demons, undead,
and other such creatures. Attempting to cast a divine spell without a divine implement causes
disadvantage on the roll.
Spellcraft, above all, is used for casting arcane spells, through it's also useful for using arcane
implements and artifacts. Attempting to cast an arcane spell without an arcane implement
causes disadvantage on the roll.
Stealth allows a character to move and act without being seen, such as when hiding, sneaking,
or camouflaged in the wilderness. It's also used for picking pockets and springing ambushes on
unsuspecting targets, causing significantly more damage. Once engaged in combat, it's usually
not possible to use stealth to hide again. Making an attack with a one-handed weapon while
you have advantage causes a number of wounds equal to your stealth.
Strength is the measure of a character's physical might and athleticism. It covers running,
climbing, jumping, lifting, and swimming. It's also used for combat maneuvers and unarmed
attacks like punching and wrestling. Attacking with a two-handed weapon causes a number of
wounds equal to your strength.
Weaponry determines how skilled a character is with all weapons, including one-handed, two-
handed, ranged, thrown, and improvised weapons. It's also used to identify, appraise, and
maintain weapons. It can also be used to operate siege and shipboard weapons.
Willpower is the measure of a character's mental toughness, allowing them to resist fear,
domination, intimidation, seduction, temptation, and sleep effects. It's also used to resist the
effects of failed divine spellcasting.
Wisdom is a character's deeper understanding of the world around them. Beyond its
importance for intuition, sixth sense, and good judgment, it's used to reduce the casting time of
divine spells and identifying divine artifacts. Finally, it can be used to heal wounds once per
scene.
Sample Characters
Here are some sample characters to get you started if you're having trouble deciding on what to
play or just want to get the adventure going as fast as possible. The suggestions on how to play
and advance each character are just that: suggestions. Feel free to take them in any direction
you like!
Damilo
Class: Cleric
Equipment: mace, chainmail armor, kite shield, holy symbol, Book of Souls, and a satchel of
bandages.
Wealth: 2
How to Play Damilo: With spellcasting capabilities that are quite good for a young man, others
are often surprised when Damilo prefers to get into melee combat with the other front-line
fighters. Once the battle is over, he has enough time to heal everyone's wounds with his magic
or healing kit.
How to Advance Damilo: There are a few different directions you could take Damilo. The first is
to improve his religion, willpower, and wisdom skills to make him a better spellcaster. You could
also invest in weaponry, fortitude, and reflexes to increase his combat ability.
Effara
Class: Mage
Equipment: walking staff, magic wand, Almanac of Automatons, Alchemy for Apprentices, and
Literally Linguistics.
Wealth: 2
How to Play Effara: Though her spellcasting is still very basic, Effara is very perceptive and can
often avoid the negative effects of botched spells. Anything she doesn't immediately notice
about her surroundings, she's able to figure out by spending a few minutes with her nose
pressed into one of the many books she carries with her.
How to Advance Effara: The most effective way to advance Effara is to focus on her
spellcasting skills: awareness, intelligence, and spellcraft. However, it wouldn't hurt for her to
explore other options that increase her versatility, like reflexes, stealth, or weaponry.
Ora
Class: Rogue
Equipment: curved dagger, crossbow, leather armor, roll of lockpicks, and a snare trap kit.
Wealth: 2
How to Play Ora: Unlike other rogues, who prefer to sneak up and ambush their enemies, Ora is
a talker. Nothing pleases her more than chatting circles around her befuddled adversaries,
ending up with all their gold without having to spill any blood at all. She can fight when she
needs to, but would much rather do so with her crossbow from far away than up close with her
dagger.
How to Advance Ora: If she's allowed to be the face of the group, doing all the talking while
they handle the dirty work, Ora is going to need empathy, persuasion, and intimidation. On the
other hand, a dash of arcane magic could really give her an edge, which would require
awareness, intelligence, and spellcraft.
Umlau
Class: Warrior
Equipment: broadsword, longbow, throwing axe, half plate armor, tower shield, and a knotted
rope.
Wealth: 2
How to Play Umlau: Tougher than nails and strong as an ox, Umlau is most comfortable in his
heavy armor, wading through enemy ranks with his sword and shield at the ready. Though he's
still got a lot to learn about being a warrior, his natural talent for survival is impressive. Outside
of combat, he's a bit rough around the edges, but when he raises his voice, people tend to
either listen or get out of his way.
How to Advance Umlau: To become the legendary warrior he thinks he was meant to be,
Umlau should improve his fortitude, strength, and weaponry, though it wouldn't hurt to raise his
other defenses, like awareness, reflexes, and willpower.
In order to pool wealth between characters, every character involved rolls a number of dice
equal to their wealth, adding a single 1 to the buyer’s total wealth if they roll one. This can be
done once per scene, usually in a town.
Every character starts with a wealth of 2, but also with the starting class equipment at no cost.
The narrator is always free to decide if something will increase or decrease your wealth,
depending on the situation.
Encumbrance
For the most part, don’t worry about how much each character is carrying, as long as it’s a
normal amount of gear: a suit of armor, a few weapons, personal belongings, and some
treasure. Characters can carry larger things, but doing so prevents them from taking most other
actions, including combat. For example, a character could carry another unconscious character,
but they couldn’t do so while fighting, jumping over a pit, or climbing a wall.
Weapons
Most weapons cost 2, but two-handed and ranged weapons cost 3. Normal ammunition for
ranged or thrown weapons is not tracked; if a character has a throwing knife, they are
considered to have as many as they need for most battles.
One-handed weapons cause 1 wound for every point of stealth when attacking with advantage.
This is a very effective tactic for sneaky rogues.
Two-handed melee weapons inflict 1 wound for every point of strength. This means that a
character with no points in that skill deals no damage; the weapon is too heavy or large for them
to wield properly! Two-handed weapons are great for warriors who favor damage over defense.
Attacking with two one-handed weapons allows you to re-roll one die per point of dexterity.
Combat-oriented rogues get the most out of this.
Ranged weapons can be used against targets near and far away, but require two hands (though
they gain no benefit from strength), and suffer disadvantage against close targets. Warriors and
rogues excel with ranged weapons, as they can be used with either weaponry or dexterity.
Thrown weapons can be used against nearby targets and only require one hand to use, though
they suffer disadvantage against close targets. Warriors and rogues excel with thrown weapons,
as they can be used with either weaponry or dexterity.
Unarmed attacks or those with improvised weapons have disadvantage. Though they prefer to
use weapons, warriors can hold their own even when unarmed using strength. Unarmed attacks
cause nonlethal damage, which can be resisted by fortitude, even while unarmored.
Drawing or sheathing a weapon doesn't require an action, though only one of each of those
actions may be completed per turn. Dropping anything in your hands doesn't cost an action,
either. For example, you could drop both your swords, draw a crossbow, and fire it all in one
turn. Picking something up off the ground does cost an action, though.
Armor
Light armor allows you to roll fortitude against lethal physical damage. Heavy armor allows you
to roll fortitude with advantage. Characters in heavy armor move slower than those in light or no
armor. Anyone can roll fortitude against nonlethal damage.
Wearing light armor casues disadvantage on spellcraft rolls, while wearing heavy armor causes
disadvantage on awareness, dexterity, reflexes, spellcraft, and stealth rolls. If you want to focus
on rogue skills, you should avoid wearing heavy armor and, if you prefer mage skills, not use any
armor at all. Light armor costs 2 and heavy armor costs 4.
Shields
A shield gives advantage when rolling reflexes to avoid an attack, however, using one causes
disadvantage on dexterity, stealth, and spellcraft rolls. You can use a shield as though it were a
weapon (or second weapon if you're using a weapon in your primary hand) to bash an enemy,
but doing so means you lose advantage on your reflexes rolls that turn. Shields cost 2.
Implements
Items meant to aid in magical spellcasting are called implements, either arcane or divine.
Without using one, all spellcraft and religion rolls to cast spells are made at a disadvantage.
Implements require at least one hand. Classic examples of implements are wands, holy symbols,
totems, and crystal balls. Weapons and shields are not normally implements, though some
artifacts may count as both. Implements cost 4.
Artifacts
Magical items are called artifacts and can provide an array of benefits. To identify an artifact, you
must succeed on an intelligence or wisdom roll, depending whether it’s arcane or divine. Some
artifacts are always on, such as magical weapons and armor, while others must be activated
using spellcraft or religion, such as wands and holy symbols. Very simple artifacts be consumed
by anyone, like potions or enchanted food. Very rare and intelligent artifacts might try to control
whoever uses them, resisted by awareness or willpower.
Sample Artifacts
Potion of Invisibility: spellcraft 3, become invisible for one scene
Combat
Combat in D6 Dungeons is quick and cinematic, not tactical or mathematical. Actions are simple
and straightforward. Movement and ranges are symbolic. All the rolling is done by the players
and most enemies are represented by a single number. The goal is to keep it moving along
quickly, making it feel more like a free-for-all than a slow exchange of strategic moves.
Actions
Each participant in combat gets one action per round, which could be an attack, a spell, or
movement. The one exception is that a character can move and make a melee attack with one
action.
Initiative
To determine who goes first in combat, make a teamwork roll against the highest difficulty
enemy, plus any bonus for surprise. Highest roll’s side goes first, then alternate each round for
the rest of the battle.
Any skill could function as the initiative roll, depending on the situation. If the heroes are
ambushed, it could be reflexes. If they’re waiting to ambush someone, it could be stealth. If
they’re watching for something to happen, it might be awareness. If they’re staring down
enemies from across the tavern, it might be intimidation.
During the first round of combat, all offensive rolls are made with advantage. If the enemies
won, all defensive rolls are made with disadvantage.
There are only three categories: close, near, and far. It is helpful to think of these as ranges
between meaningful locations in the battle, not between individual characters. Melee attacks
can only be made against close enemies, short range attacks hit anyone nearby, and long range
attacks can hit someone far away. It takes one action to change your range to a target, such as
moving from near to close to make a melee attack.
Attacks
You must roll equal to or greater than an enemy's difficulty number to hit it with an attack, spell,
or maneuver. When an enemy attacks, you defend against it with reflexes; if you fail, you get hit.
Maneuvers
You can also use strength or dexterity to perform a maneuver. A maneuver foregoes direct
damage to otherwise affect the target in some way. This could mean disarming them or
knocking them down. Regardless of what the maneuver actually is, it should be handled by
granting advantage to your or one of your allies or disadvantage the enemy.
Maneuvers that affect enemies remain in effect until the target takes an action to cancel them,
such as getting back up if tripped or retrieving their weapon if disarmed. Maneuvers that give
allies advantage last for one round.
Wounds
Minor monsters only require one wound to defeat, while more challenging monsters require a
number of wounds equal to their difficulty. A goblin only takes 1 wound to defeat, but a goblin
king would require 3. Players may decide if enemies are killed or simply knocked out when
defeated.
If you are hit by an enemy, roll fortitude to avoid being wounded. If you take lethal damage and
you're not wearing armor, you automatically suffer a wound. If you suffer nonlethal damage, you
may roll fortitude even if you're not wearing armor.
Each wound temporarily cancels out one skill of your choice until you get healed. You roll that
skill with only one die and cannot benefit from having advantage. When three of your skills are
damaged, you are unconscious. If your entire party is unconscious, you are at the mercy of the
enemies or elements, though this should always end up in some situation that furthers the
adventure (put into goblin cages, tied up and ransomed by bandits, washed down the river a
few miles, etc.) that has some other consequence (loss of wealth or equipment, more challenges,
etc.).
Healing
Once per scene, while not in combat, you or another player may attempt a wisdom 5 roll
(healing kits provide advantage) to heal one wound. Any players that were knocked unconscious
automatically heal one wound and become conscious again. Divine magic and artifacts can also
be used to heal wounds.
Magic
Free-form Spellcasting
Magic in D6 Dungeons is entirely free-form; there are no spell lists. You
simply declare what you want to do and the narrator sets a difficulty for it.
Certain situations and conditions might increase or decrease the difficulty,
though. There are other things to consider when casting spells, too. Casting
spells quickly and safely requires three different skills, so it's a heavy
investment for those wishing to diversify.
Types of Magic
There are two types of magic: arcane and divine. Arcane magic is the volatile
and unpredictable energy flowing through the universe, which talented
mages are able to use it to produce wondrous and devastating effects. Divine
magic comes either directly from a deity or emerges spontaneously out of
mortals who exemplify certain ideals. Arcane magic can produce a wide
variety of useful effects, though it can never be used to heal. Divine magic, on
the other hand, can never be used to cause damage unless the target is
undead.
Casting a Spell
To cast a spell, you must attempt at least one roll, either spellcraft (for arcane) or religion (for
divine). To cast a spell as one action, you must succeed on intelligence (for arcane) or wisdom
(for divine), otherwise your must spend an entire round casting, finishing with your next action.
If you suffer a wound while casting, the spell is disrupted and doesn't work.
If you fail the roll to cast the spell or are disrupted by taking damage, you must roll awareness
(for arcane) or willpower (for divine); failure means you lose your next action and suffer backlash
(for arcane) or disfavor (for divine) for the rest of the scene. Failing a spellcraft roll to cast a spell
while suffering from backlash results in an automatic wound, which cannot be resisted with
fortitude. Failing a religion roll to cast a spell while suffering from disfavor gives you
disadvantage on all rolls and prevents any divine
casting for the rest of the scene.
In general, a spell with a difficulty of 3 (the lowest difficulty of spell) doesn’t really do anything
special, just a very minor effect like lifting a tiny object, creating just enough light to see what's
nearby, or making food taste better. Spells that deal damage must meet the difficulty of the
target enemy, while those that increase the duration, area of effect, or other factors must
achieve an even greater result. Spells that deal mental damage or get around normal defenses
(poison gas, etc) should always be higher difficulty. Spells that benefit from environmental
situations have lower difficulties, such as calling down lightning bolts out of thunderstorm or
summoning a swarm of bats while exploring an underground cavern.
Arcane
Roll intelligence to cast with one action (otherwise next
round), then spellcraft to cast the spell, then awareness on
failure to avoid losing your next action and suffering
backlash. Can never be used to heal.
Divine
Roll wisdom to cast with one action (otherwise next round),
then religion to cast the spell, then willpower on failure to
avoid losing your next action and suffering disfavor. Can only
cause damage to undead.
Divine Judgment (divine) Enemy Difficulty, gives one nearby undead target disadvantage for
the scene
Smite Evil (divine) Enemy Difficulty+1, causes 3 wounds to a nearby undead enemy
Turn Undead (divine) Enemy Difficulty+2, causes 1 wound to all undead nearby of equal or
lesser difficulty
Destroy Undead (divine) Enemy Difficulty+3, instantly destroys one close undead enemy
Icy Ray (arcane) Enemy Difficulty+1, causes 1 wound to a nearby enemy and gives them
disadvantage
Blinding Beam (arcane) Enemy Difficulty+2, causes 1 wound and disadvantage to an enemy far
away
Fire Ball (arcane) Enemy Difficulty+3, causes 1 wound to a target far away and all nearby it of
equal or lesser difficulty
Arcane Shield (arcane) 4, negates the next wound the caster suffers during the scene
Divine Protection (divine) 5, allows one touched target to roll fortitude to avoid damage
Force Blast (arcane) 6, moves all close targets away and gives them disadvantage
Feather Flight (arcane) 7, the caster can fly for one scene
Battle Prayer (divine) 7, all nearby allies gain advantage on attacks during the scene until
wounded
Greater Teleport (arcane) 8, transports the caster and all close allies anywhere previously visited
Restore Health (divine) 8, heals all wounds to a touched ally and restores consciousness
Enemies
Enemies are represented by a single number that determines
how challenging it is to defeat. Some enemies have other
abilities, too, such as a dragon’s breath weapon that affects
numerous targets. Elite enemies have one wound per point of
difficulty, meaning that a normal goblin only requires one wound
to defeat, but an elite goblin king requires three.
Challenge Rating
It's important to keep challenge rating in mind when designing
or generating encounters. A starting player (with starting class
skills and equipment) will find a single difficulty 3 enemy minion
easy to defeat. That means they only have to roll a 3 or higher on
one attack to defeat it. However, against several enemies of that
difficulty, they might suffer a wound or two. Here are some
general guidelines:
Simple: fewer enemies than heroes, with a difficulty below their average maximum skill
Easy: equal enemies to heroes, with a difficulty equal their average maximum skill, or a single
enemy of a higher difficulty
Moderate: more enemies than heroes, with a difficulty equal to their average maximum skill,
plus one of a higher difficulty
Hard: more enemies than heroes, with a difficulty higher than their average maximum skill, plus
one of a much higher difficulty
Challenging: many more enemies than heroes, with a difficulty above average maximum skill,
plus a few of a much higher difficulty
Here are some examples for each list; feel free to invent your own!
Animals
Dog: 3, 2 against empathy and intimidation, 5 against stealth
Dinosaur: 7, causes two wounds, can move and attack in one action
Brutes
Goblin: 3, 2 against all social skills, 4 against awareness
Troll: 5, heals one wound per round and gets back up unless burned
Constructs
Clockworker: 3, not affected by social skills, can repair other clockworkers
Juggernaut: 6, not affected by social skills, can move and attack in one action
Colossus: 7, not affected by social skills, can attack any target nearby
Monsters
Gremlin: 3, 5 against magic
Kraken: 7, attacks two targets each round, can attack any target nearby
People
Thug: 3, 4 during first round
Assassin: 6, 7 against awareness, poison causes wounds to wound against next round
Necromancer: 7, can summon skeletons, fights on for three rounds after defeated
Undead
Skeleton: 3, not affected by social skills or ranged weapons
Lich: 7, can cast spells, only affected by divine spells and artifacts, heals one wound after causing
a wound with normal attack
Dragons
These vicious creatures are special enemies that don't fit into any category. They are always elite
monsters with 8 wounds.
Dragon: 8, breath weapon hits all nearby targets, can move and attack in one action, immune to
normal weapons, causes two wounds with normal attacks
Traps
Traps are handled just like enemies, though only certain skills are effective at detecting,
disarming, or bypassing them. For example, awareness might allow a character to spot a pit trap,
dexterity could be used to disarm its trigger, and strength could be used to leap over and avoid
it altogether.
Gas: 5, causes one wound to all nearby, fortitude to resist (no benefit from armor)
Dart: 6, fortitude each round for three rounds, causing a wound for each failure
Shock: 7, causes one wound to all nearby and stuns for one round
Rewards
Though just about anything can function as a reward in D6
Dungeons, the three things most characters will enjoy receiving most
are advancement for improving their skills, wealth for buying new
equipment, and artifacts for a variety of magical powers and effects.
Of course, these are only tangible rewards; players should also be
able to make friends, become famous, or even be granted titles.
Advancement
Characters advance when the narrator calls for it, usually at some
milestone in the adventure. When you advance, you may add 1 to
any skill (up to a maximum of 5), even those from other classes.
Wealth
Wealth is increased in one of two ways: Either the narrator will simply decide to add to a
character's wealth, or they will declare that a treasure has been found. Treasures allow a player
to roll a die; if the roll is higher than the character's current wealth, it increases by 1. Rolling a 6
always increases a character's wealth.
Artifacts
An artifact could be literally anything, from a healing potion to a tree that grows helmets. The
narrator should design artifacts to fit the story, but also be careful so as to not introduce
anything that upsets the balance of the game.
The D6 Dungeon
Using the following tables, it's easy to randomly generate a dungeon adventure. The narrator
can assemble the adventure beforehand, or, for an even greater challenge, have the players roll
during the game every time a feature of the adventure needs to be decided. Whenever 'X' is
shown, use the number of players; for example, Xd6 means you should roll 1d6 for each player.
Story
What’s the story? What’s the motivation to go into the dungeon?
Size
How big is the dungeon? How many rooms? How long should the adventure take?
Theme
What’s the overall theme of the dungeon? What’s it look like?
Terrain
1. Arctic - cold temperatures, snowy weather, frozen lakes and rivers, permafrost
2. Desert - hot temperatures, sandy terrain, very little water, exposed bedrock
3. Forest - temperate or jungle with lots of trees, underbrush, and wildlife
4. Mountains - steep terrain with cliffs, ledges, and caves, cold temperatures at high
elevations
5. Plains - vast, wide-open areas with herd animals, stormy weather
6. Swamp - wet and rotting terrain with bogged down travel conditions
Enemies
What is the predominate enemy type in the dungeon?
1. Animals
2. Brutes
3. Constructs
4. Monsters
5. People
6. Undead
Hazards
1. None - just the usual challenges
2. Darkness - nighttime or underground, light source required
3. Innocents - noncombatants in the area
4. Instability - the area is in danger of collapsing or otherwise falling apart
5. Traps - abundance of natural hazards or triggered dangers
6. Weather - bad weather reduces visibility, mobility, or otherwise increases danger
Conclusion
After a number of scenes equal to the size of the dungeon, and after every room thereafter, roll
1d6. On a 3+, the dungeon reaches its conclusion. A conclusion might be:
1. Escape hazard
2. Escape hazard, bonus treasure room
3. Boss fight
4. Boss fight, escape hazard
5. Boss fight, bonus treasure room, escape hazard
6. Boss fight, reinforcements, bonus treasure room, escape hazard
Mini Bosses
1. Group of predominate enemies
2. Group of predominate enemies, plus one elite
3. Group of predominate enemies, plus one elite from another list
4. A group from another list
5. One elite plus a group from another list
6. A small group of elites
Bosses
1. One elite of higher difficulty
2. One elite of higher difficulty, plus a small group of lesser enemies
3. One elite of higher difficulty, plus a small group from another list
4. Two elites
5. Two elites, plus a small group of lesser enemies
6. Two elites, plus a small group from another list
Boss Complications
1. Double wound threshold
2. Heals 1 wound every round
3. Has Xd6 (highest) minions
4. One extra action each round
5. Magic resistant (+2 difficulty to resist spells)
6. Difficulty increased by +1
Room Layout
1. Small (all close)
2. Medium (all nearby)
3. Large (far to cross)
4. Maze (easy to hide, far to cross)
5. Multilevel (elevation changes, all nearby in different sections)
6. Split (divider of some sort, far to cross)
Room Enemies
1. None
2. Small group
3. Small group, one of another type
4. Large group
5. Large group, one of another type
6. Large group, small group of another type
Room Events
1. No event
2. No event
3. Event before scene
4. Event during scene
5. Event after scene
6. Roll twice
Rewards
Advancement (one rank in any skill) for size 1-2, two advancements for 3-4, and three
advancements for 5-6. Xd6 (take highest result) wealth and artifacts. Roll to increase wealth
against result.
Tutorial Adventure
Monster Castle
A Tutorial Adventure for D6 Dungeons
Overview
In this adventure, the heroes are hired to travel to a castle and help round up a bunch of
monsters that have broken free. Most of what’s written here is intended for the narrator, but
sections highlighted in gray can be read aloud to the players. Any time a skill roll is called for, it
will appear in bold text, sometimes along with the difficulty number, like this: dexterity 4. The
exact layout and obstacles in each scene are up to the narrator.
Introduction
One day, while stopping to have dinner in a small town in the countryside, the heroes are
approached by a young woman. She tells them that her father, the lord of a nearby castle, is in
trouble. He’s been locking up monsters to keep the town safe, but they’ve broken loose. She
needs the heroes to follow her back there and deal with the situation before the monsters attack
the town.
As you sit around the table enjoying your dinner, a young woman enters the tavern and looks
around nervously. She’s obviously in a hurry, but her eyes light up when she sees all of you.
“Hello,” she says, stepping closer, “you look like good people. I wonder if you’d be willing to
help me. My name is Mara and my father, Rodvick, is the lord of a nearby castle. Over the years,
he’s protected these lands my locking up any monsters so they don’t hurt anyone.”
She looks like she’s about to break down crying before continuing, “but something terrible
happened today: The monsters have gotten out! They’re running around and smashing
everything in the castle and it won’t be long until they get out and start causing trouble here in
town. Would you come back to the castle with me? Maybe together we can stop them before
it’s too late!
If the heroes need further convincing, she tells them that her father also keeps a lot of treasure
in the castle and, if they help her, they’ll get a huge reward. The heroes can try to get more
information out of Mara using their social skills. The difficulty to succeed is 5, but failing while
attempting to use deception or intimidation causes her to become angry and impatient with
them, refusing to answer any more questions. Success causes Mara to remember that she
narrowly avoided getting ambushed by bandits on her way to the village.
Though she insists on leaving right away, Mara will wait for the heroes to do any shopping they
need. Just about anything they want is available in the town, from weapons and armor to kits for
various skills.
Act 1
On their way to the castle, which is only a day’s walk away, the heroes are ambushed by bandits.
They spring from forest on both sides of the path and demand the heroes give them everything
they have. There are a number of bandits equal to the heroes. Mara hides during the battle, but
afterward offers to help any wounded heroes (gives them advantage on their wisdom roll to
heal wounds). If the heroes talked Mara into mentioning the bandits while they were back in
town, they are prepared for the ambush and automatically win initiative.
Just a few hours into your journey to the castle, while walking along a path through the forest, a
bunch of filthy bandits leap out of the bushes, weapons drawn. “Your gold or your life,” one of
them snarls, but when the other bandits start shouting at him, he says, “never mind, these guys
haven’t had a good fight in a while. On second thought, we’ll just take your gold and your lives!”
The first thing that should happen when the battle begins is initiative. This is a teamwork roll,
which means all the heroes roll the same skill, in this case, empathy 3. This means that every
player rolls the empathy skill; take the highest number rolled, add any additional 1s, and if the
total is greater than 3, the heroes win. If the bandits win, they are all +1 difficulty during the first
round of battle.
From there, each combat round alternates between the heroes and bandits taking turns. When
the bandits attack, they’ll try to attack each hero one-on-one, with the initial range being
“nearby.” This means participants must spend their actions moving to get close to their targets.
The heroes have two options after the battle: continue on their way to the castle or track the
bandits to their camp. If the bandits defeat them, they wake up at the bandit camp anyway, as
prisoners locked in iron cages. All of their belongings will have been removed, but Mara turns
out to be a skilled locksmith and opens the doors once they're all awake.
Bandit Leader: (elite) 4, makes all nearby bandits 4 against all social skills
Once the bandits are defeated, the heroes find a few imprisoned townsfolk they can release.
Also, in the bandit leader’s tent, they find a treasure chest (roll to increase wealth). There’s also a
wide variety of one-handed weapons if any of the heroes need them.
Act 2
Even from a distance, the heroes can tell the castle is in distress. Some of the walls have been
knocked down and there are at least a few fires burning inside. Only now does Mara admit that
there might be additional complications.
As you emerge from the forest, you see the castle atop a grassy hill. Thick plumes of black
smoke rise up from several places, indicating fires still burning, while a few parts of the outer
wall have collapsed, leaving big chunks of carved white blocks on the ground.
Upon seeing the castle, Mara stops and takes a deep breath. She turns to you and says, “Well, I
guess it’s time to come clean. Things are even worse than I told you they were back in town.
Sorry, but I needed you to come with me!”
“It’s been more than a few days since the monsters broke out, actually. At first, we thought our
guards could get them back in their cages, but the guards stopped working!” When she sees the
confusion on your faces, she goes on. “They’re constructs, mechanical men made of metal and
clockwork gears, built to watch over the monsters. About a week ago, they all shut down and no
one could figure out why. Then the monsters started getting out. That’s when my father sent me
to look for help; we’re desperate!”
“We’re going to have to split up. I’ll go find my father and see if we can fix the clockwork guards
with some parts I bought in town. I need you to go through the castle and take care of any
monsters you find. You might be able to get some of them back into their cages, but if you have
to fight them, be careful!
“You’ll have to clear out the courtyard to get to the tower, then go all the way up to get the keys
to the dungeon. Most of the monsters are down there, but if you down the back hallway, you
might be able to surprise them. Good luck!” With that, she dashes off through one of the holes
in the wall toward the keep.
Scene: Courtyard
Just inside one of the ruined walls of the castle, the courtyard is wide and full of debris like fallen
stone, overturned carts, and small fires. There are a few orcs wandering around, tossing things
into the fire. When they see the heroes, they begin shouting and goblins come running out to
join in the attack.
There’s one goblin for each hero, plus a few orcs who acts as taskmasters, shouting orders to the
goblins in their crude language.
When the brutes are defeated, the players will notice a large treasure chest off to the side of the
courtyard, under an arch of crumbling stone. While they might think it’s full of treasure, it’s easy
to figure out that it’s a trap; brutes aren’t very smart. The chest is tied to the arch in such a way
that if it’s moved or if the lid is opened, the rocks above will fall. A dexterity 4 roll allows a hero
to get whatever’s inside out of it without triggering the trap. If the trap is triggered, whoever did
it has to roll reflexes 4 or suffer a wound (fortitude 4 can also be rolled if the hero is wearing
armor). Inside the chest is a single healing potion.
If the heroes lose this fight, they wake up without their weapons (but with their armor) in a pile
of dead animals waiting to be cooked in a bonfire later that night. From there, they can either
flee the castle to find new equipment or ambush the orcs, who think they're all dead, and find
their gear in another pile nearby.
Scene: Tower
The tower is round on the outside and has a spiral staircase leading all the way to the top. Along
the way, they’re harassed by little flying monsters, vicious vampire bats, that try to bite them.
There are three of them.
At the top of the tower, the heroes see two basilisks crawling around, chewing on the drapes
and generally making a mess of what would otherwise be a very nice girl’s bedroom. Any hero
who rolls awareness 5 spots a locket hanging on the dresser that looks very special. It’s got a
small picture of a bearded old man inside.
Once the battle is over, the heroes will easily notice a large iron key hanging from a hook on the
wall. Other than that and the locket, everything else in the room has been ruined by the
basilisks.
Losing either of these fights results in the heroes waking up in the room at the top of the tower,
in a pile of basilisk eggs. The intent is for their young to devour the hapless humans when they
hatch, but the heroes wake up first. They can either resume the fight against the basilisks or,
through clever use of social skills, threaten the eggs and be allowed to leave peacefully.
Scene: Dungeon
With the key in hand, the heroes can head back down the stairs and unlock the door to the
dungeon, which is located back out in the courtyard. Down a musty old stone staircase, the
dungeon is creepy and dark, with skeletons lying around on the ground. Before long, they begin
to move, stand up, and attack the heroes! There are twice as many of them as there are heroes
and they surround them in a small underground chamber.
After the last skeleton is defeated, the heroes must succeed on awareness 6 or be surprised by a
tiger. They notice that it’s already wounded (only has 2 of its 5 wounds remaining), probably by
the skeletons. If they give it a chance to escape, or use any social skill against it, it will take the
opportunity and disappear up the main stairs out into the wilderness. Otherwise, if cornered and
engaged, it will fight to the death.
Tiger: (elite, only 2/5 wounds left) 5, can move and attack in one action, 6 against awareness
Now that the dungeons have been cleared, the castle seems safe, but Mara runs into the room,
out of breath and wounded. However, if the heroes lost either of the battles in the dungeon,
they wake up in one of the cells. Fortunately, Mara arrives and releases them, though they might
still have to deal with the tiger or any remaining skeletons first.
Mara appears at the entrance of the dungeon and shouts, “I’m glad you’re all still alive! I’ve got
some bad news. My father and I managed to get the clockwork guardians working again, but
something’s wrong with them. They’ve gone crazy! They’ve got my father trapped in his
chambers there. Please, come quick!”
She has a few healing potions, one for each hero, to help them recover before the final battle.
There’s nothing of value left in the dungeons, so the heroes are free to proceed to the throne
room.
Act 3
The throne room is huge, lined with thick stone columns and alcoves where it looks like statues
are supposed to stand. However, the statues are all walking around, sounding like huge clocks
as they stomp around, searching for enemies. When the heroes enter, they turn to face them.
Just before the battle begins, with the mechanical guards approaching, Mara ducks behind a
column and warns you, “that big one, the warden, you won’t be able to hurt it with your
weapons. You need to use something magical, like an artifact.” She thinks for a second, then her
eyes light up as she points to a crest hanging on the back wall over the throne. “My father’s
sword! It just might work!”
Getting the sword down off the crest requires a bit of climbing using strength 4 or some other
clever way of getting the weapon down. The sword offers no other benefit other than being a
magical artifact, capable of harming certain monsters immune to normal weapons.
Clockwork Warden: (elite) 5, not affected by social skills, immune to normal weapons
Once the guardians are defeated, King Rodvick emerges from his chambers behind the throne,
relieved and unharmed. “You have my eternal thanks, heroes,” King Rodvick says, shaking each
of your hands. “I don’t know what we would have done without you!” Smiling at his daughter,
Mara, he adds, “you’ve more than earned your reward.” He waves his hand to two servants, who
run back into the royal chambers and emerge a moment later with a small chest full of gold!
“You can also keep that magical sword if you want. Know that you are always welcome here in
my castle, and furthermore, I’ll pay you for any dangerous monsters you capture during your
adventures.”
If the players lose this final battle, they're woken up by King Rodvick and Mara some time later
and are informed that the rebuilt clockwork guards wandered out of the castle after the battle.
With all the monsters defeated, they've gone out into the wilderness in search of more, though
their programming is obviously flawed and they now pose a threat to the local town. They
should expect to encounter them in their future adventures.
Conclusion
And with that, the adventure is over. The heroes can stay in the castle as long as they like and
the king holds true to his word: He locks up any dangerous enemies they manage to capture
and pays the heroes a bounty for them.
Each player’s wealth increase by 1. They should also advance, adding 1 to any skill they want,
including those from other classes.
Optional Rules
Alternate Wealth
In addition to or instead of using the basic wealth system, which assumes each character has a
worth or real amount of gold pieces, it's also possible to use other forms of currency. This could
be anything from regional coins, gemstones, works of art, or even more basic commodities like
livestock or food. Simply replace or supplement the wealth value with other values to represent
the other forms of currency. Here are some examples: artwork, blessings, boons, capital, cattle,
cheese, credits, land, lifedebt, gems, scrip, and souls.
Backgrounds
Choose one of the following backgrounds during character creation:
Traveler: Add 1 point to a skill from a class other than your own.
Classic Races
Choose one of the following races during character creation:
Dwarf: Can suffer one extra wound before getting knocked out
Orc: Wounds do not affect skills (but still get knocked out after 3)
Critical Success
If you roll 2 or more higher than the difficulty of a task, you achieve critical success. When this
happens, you may immediately take another action. This can only occur once per round.
1. Chest
2. Left Arm
3. Right Arm
4. Left Leg
5. Right Leg
6. Head
When a character takes a wound to a limb, they suffer disadvantage on all actions that require
its use. For example, having a wounded arm would cause disadvantage on weapon attacks using
that arm, while a wounded leg would cause disadvantage on anything related to movement. A
wounded chest causes disadvantage on all physical actions and a wounded head causes
disadvantage on all mental actions, including spellcasting. Suffering a second wound to a limb
disables it, preventing any use of that limb. A disabled head or chest knocks the character
unconscious.
Healing
Once per scene, the character or one of their allies may attempt a wisdom 5 roll to heal one
wounded limb or reduce one disabled limb to being only wounded. Minor divine healing spells
can achieve the same result, downgrading a wounded limb, while higher difficulty divine spells
can fully restore one or more limbs to perfect health.
New Classes
Using the simple concept of four skills to a class, it's easy to make custom classes. Here are a
few to use as examples.
New Races
When using these new, original races in D6 Dungeons, it is highly recommended to allow
players to be humans as well.
Arbori: (humanoid tree people) Advantage on attacks when not moving, heals one extra wound
per scene in sunlight, disadvantage against fire
Geodite: (rock people) Advantage when resisting damage, disadvantage on all movement rolls
Kanis: (dog/wolf people) Advantage on all perception rolls, no disadvantage with unarmed
attacks
Mnemon: (snake people) Advantage on all knowledge rolls and when avoiding ranged attacks
Sectid: (insect people) Advantage when avoiding attacks, can see in darkness
Tigron: (cat people) No disadvantage with unarmed attacks, advantage on attacks when moving
and attacking with one action
New Skills
Choose one of the following skills, which are not tied to any particular class, during character
creation. It begins at 1.
Perform: singing, dancing, instruments, oration (disadvantage with heavy armor or shields)
Firearms: firing, unjamming, cleaning, reloading firearms (disadvantage with heavy armor or
shields)
Psionics: esp, precognition, telekinesis, mind reading (wisdom to cast in one action, willpower to
avoid consequences for failure, disadvantage with heavy armor or shields)
Talent Trees
Whenever a character advances, they may increase a skill or choose a talent from one of the
trees below. Each branch is three talents long and higher talents require all the lower talents in a
tree before they may be selected.
Defense
Hustle: move at normal speed in armor
Succor: shared 1s give +2 when given to close allies for reflex or fortitude rolls
against attacks
Cover: use shield to benefit close ally; if failed, you are hit
Intervene: use armor to benefit close ally; if failed, you are wounded
Mastery
Apprentice: re-roll one die with chosen skill
Expert: re-roll two dice with chosen skill (same skill as apprentice)
Master: re-roll three dice with chosen skill (same skill as expert)
Study: gain advantage when defending against enemy type (same enemy type as track)
Kill: gain advantage when attacking enemy type (same enemy type as study)
Distribute: your allies benefit from any kits you use with a chosen skill on
teamwork rolls
Persevere: when using a kit for with chosen skill, you ignore all disadvantages
(same skill as distribute)
Achieve: when using chosen skill with a kit and no threat or time limit, treat one
of your dice as a 6 (same skill as persevere)
Offense
Snap: no disadvantage for ranged/thrown weapon attacks against close enemies
Split: split ranged attacks between two close enemies (choose two highest dice and use each
one against a different enemy)
Snipe: when making a ranged/thrown attack with advantage, deal damage equal to stealth
Charge: gain advantage when moving and making a melee attack as one action
Cleave: split melee attacks between two enemies close to you (choose two highest dice
and use each one against a different enemy)
Social
Execute: roll intimidation against a nearby target after defeating enemy
Charm: re-roll one die on all persuasion checks against people and brutes
Haggle: persuasion raises wealth by 1 for scene (wealth value is the difficulty)
Versatility
Brawl: no disadvantage when using improvised weapons or unarmed attacks
Adapt: every morning, assign 1 floating bonus skill point (maximum of 5 in any one skill)
Assist: if your teamwork roll isn’t the highest, it’s an automatic natural 1
Facilitate: all your shared 1s give +2 when applied to an ally’s teamwork roll
Forbear: may use awareness for divine and willpower for arcane when resisting
spell failure
Ascend: may use intelligence for divine and wisdom for arcane when shorting
casting time
D6 Dungeons was created by Nathan Knaack as an easy to learn, simple to use RPG system for
newer and younger gamers. Come visit us on Facebook and please feel free to share any
thoughts or feedback on the subreddit at /r/d6dungeons. Thanks!