This document provides rules for creating characters and adventuring in Dungeon Goons, an analog fantasy adventure game. It outlines character creation including distributing points between classes like Brute, Skulker, and Erudite. Rules cover starting equipment, magic use if your character is an Erudite, wandering monsters, reactions from NPCs, time and movement, weather, and more. The focus is on abstracting certain mechanics like distance and providing narrative context for the rules.
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Dungeon Goons
This document provides rules for creating characters and adventuring in Dungeon Goons, an analog fantasy adventure game. It outlines character creation including distributing points between classes like Brute, Skulker, and Erudite. Rules cover starting equipment, magic use if your character is an Erudite, wandering monsters, reactions from NPCs, time and movement, weather, and more. The focus is on abstracting certain mechanics like distance and providing narrative context for the rules.
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S
LE U R T
DUNGEON GOONS R E P X E
ANALOG FANTASY ADVENTURE GAME
V 1.1 battle-axes, etc. Adds +2 to Brute Character rolls but counts as two items. Creation Armor Piece (20 silver) - More than 1 1. Name your character. piece is a penalty to Skulker rolls. -1 per extra piece. 2. Health Points are 10 Shield (10 silver) - Held in off hand. 3. Inventory Score is 8 Adventuring Gear (2s each): Rope, 4. Distribute 3 points between Iron Spike, Chalk, Parchment, Flint/ these classes: Steel, Torches (4), Rations (3), Brute: Good at smacking things, Waterskin feats of strength Tools (5s each): Crowbar, Animal Skulker: Good at sneaking, Trap, Lockpicks, Pen aiming, balancing & Pot of Ink, Fishing Erudite: Good at reading, Pole, Shovel, perception, speaking, and possibly Grappling Hook, wielding magic. Pickaxe, 10-foot Pole. 5. Purchase Starting Gear: Horses: Mule (30s), Each character starts with 2 rations, a Riding Horse (100s) cloak of their color choice, and 2d6 x Carts (30s): - Pulled 10 silver pieces. by mules. Have an Melee Weapons (20 silver) - Includes inventory score of 10. swords, hammers, axes, spears, etc. Great Weapon (40 silver) - Uses two hands. Includes two-handed swords, Magic 1HP for a +2 bonus to their die roll. HP lost due to this can only be If a player has an Erudite score of at healed through rest. least 2, they can be a Conjurer. » A really dedicated Conjurer can Players describe what effect their spell spend weeks prior to adventuring to will have. The referee will determine create a focus or totem. If this item two things: is in the mage’s possession when casting the spell, they can add a +1 1. Does this spell require a roll? If bonus to rolls to cast spells. the answer is yes proceed to #2, otherwise the spell effect happens » A Conjurer can only cast a number as player describes spells equal to 1+ their level per day. This number is replenished af‐ 2. Using the normal Difficulty Scores ter a night’s rest. Guidelines, the referee determines the target for the player to roll. The referee can use the target’s DS as a basis if it makes sense to do so. If the situation dictates, the referee may increase this (longer range, trying to change reality, etc). The player will use their Erudite class to test for the spell casting. » Players may sacrifice Wandering Monsters While players explore, rest, travel, or make loud noises, check for wander‐ ing monsters. Encounter occurrence happens 1-in-6. NPC Reactions Sometimes the reaction of the NPC or the result against the monster’s Monster isn’t obvious and a roll ad‐ morale score. If the result is igher than justed by Erudite must be made. morale score, the monster will surrender or attempt to flee. 2d6 Monster Reaction The referee makes a morale check for 2 or less Hostile, attacks monsters when their side suffers a death and when half of their side is 3–5 Unfriendly, may attack incapacitated. 6–8 Neutral, uncertain Time & Turns 9–11 Indifferent, uninterested There are 2 important types of tracked 12 or more Friendly, helpful time—rounds and turns. Morale Rounds are used during combat and fast paced scenes of danger and Monsters have a morale score Turns are used when exploring and between 2 and 12. Higher morale adventuring. A referee may advance scores indicate more fearless the clock as they need substituting monsters. Turns for Hours or Days if the The referee rolls 2d6 and compares adventure requires it. Movement & Distance Overland Distance Rather than track precise numbers, The range bands Close, Near, Far, four range bands for can be used for and Distant can be used to abstract measuring distance relationships in the distance relationships over a mechanical terms—Close, Near, Far, greater area. For example, “the village and Distant. is nearby, just down the road a ways. On their turn, players may move But the ruins are far from here and will somewhere nearby as part of an take us the better part of the day to action, performing that action at any get there.” stage of the move. They can skip the » Near - ~3 miles action and move somewhere far » Far - ~24 miles. A day of travel in instead. Anything beyond far can be optimal conditions. classified as distant and would take three movements to get to. Getting Lost The Referee checks for becoming lost Approximate distance equivalents: each morning the players are not » Close - roughly 5 ft. or 1 square traveling a well marked trail. The » Near - up to 30 ft. or 6 Squares chance of getting lost depends on the terrain: » Far - up to 60 ft. or 12 Squares » Grasslands - 1-in-6 » Distant - beyond 60 ft. or 12 Squares » Moutains, forrest - 2-in-6 » Dessert, jungle - 3-in-6 Wilderness Weather accordingly. Double the duration roll If needed, roll on the weather table at when it hits. the start of the day then adjudicate the results. No roll is needed if a Sudden Storm Storm on the Horizon is in Thunder cracks and rumbles, and countdown. lightning flashes as heavy rain pours down. Strong winds blow. D6 Weather -Or- 1-3 Mild Weather A heavy snow and blustery wind whips at you, chilling your bones. (If 4-5 Storm on the Horizon adventuring in the winter) 6 Sudden Storm (2d6 hours) Effects: Travel speed is slowed by 50%. Mild Weather Chance of losing direction is The weather is typical for the current increased by 2-in-6 season. Storm on the Horizon If there is a storm coming, roll again to determine when it will hit. Begin a timer of 1d3 days. After which, the storm that follows will be more powerful and last longer than a Sudden Storm result. The players are aware of the coming storm and may use that knowledge to plan