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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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Evandro Machado
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0% found this document useful (0 votes)
197 views

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.

Uploaded by

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

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DUNGEON GOONS
R
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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

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