Dungeons of Divination

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weapon you must immediately choose only one of them to keep, then sell

the rest. Sell any extra weapons now.


● If you have a card in the suite of wands, you may equip it by placing it
face-up on the table in front of you. Cards from the suite of wands
represent limited use spells. After the final use has been consumed,
discard the spell. Like weapons, you may only carry one spell and it must
be equipped; when you acquire a spell you must immediately choose one
to keep then sell the rest.
● Keep all cards belonging to the suite of cups; these represent consumable
Dungeons of Divination is a no-DM competitive or solo dungeon crawl for 1-6 items like potions, and you may have as many in your hand as you find.
players utilizing a deck of tarot cards and a set of dice. Players explore a Consumable items are single use, after which the card is placed in the
randomly generated dungeon: rooms containing both dangerous foes and discard pile. Consumable items can not be sold, and no gold is acquired
valuable treasures are represented by the 22 major arcana cards placed when using consumable items.
face-down and arranged to form a grid based board. Character equipment is ● Combine pile A and pile B, then shuffle well. This pile is now the “Pile of
represented by a hand of cards from the 56 minor arcana. Turn-based combat Loot”, where players will draw for treasure acquired by looting rooms.
is powered by familiar dice rolling goodness.
Playing the game:
“Every adventurer has dreamed of gaining the infinite wealth contained within ● Choose who will take the first turn; the turn order then continues
the infamous Dungeons of Divination, but not a single soul who has entered clockwise.
through its many doors has ever returned to the surface. Ye are among the ● A turn begins by using any number of consumable items from your hand.
trifling few with enough bravery to risk horrors beyond death in an attempt to ● Roll 1d4. You may now move your character token this many times
bleed this untouched cache dry.” between adjacent room cards in the dungeon.
● Entering a room that is face-down or one with monster HP dice ends your
“After a very economical rest at a muggy tavern and a half-day’s journey north move and triggers the room’s contents. If it was face down, flip it face-up
through a dense forest, you break into a clearing and come into view of the and consult the table on the back of this page to see what awaits you! If
decrepit, ominous, structures which contain descending staircases into the there are monster dice in the room, you must fight that monster. On your
dungeon proper. The frightful bone-gray stone is bound by mortar darker than first turn, you must enter the dungeon through any “door” marked with a
ink, and old green vines have grown around the base unkempt. The musty smell door token.
of death is thick as you approach the foreboding oaken doors. You stand fast in ● Winning: The first player to accumulate 100 gold and leave the dungeon by
your boots and work against the groaning ancient hinges to gain entry. The exiting through any “door” marked with a door token wins the game!
chilly air shifts as you cross the threshold...”
Combat with Monsters of the Dungeons:
Setting Up the Game, Preparing for the Journey:
● Separate a deck of tarot cards into the following piles: pile A, the ● If there is a monster in the room, you immediately fight it. Players go first
numbered minor arcana (40); pile B, the royal minor arcana (16); pile C, in combat, and then alternate combat turns until either the player or
the major arcana (22). monster dies.
● Shuffle pile C. Place the top card of pile C face-down in the middle of the ● You can do one of the following actions during a turn in combat:
playing area. Place the next card face-down and directly adjacent to the ● Attack with melee weapon. Roll 1d20 to hit. The attack is successful if
previous card: either above, below, to the right, or to the left of it. Repeat the result is 8 or higher. If the result is a 20 (critical hit), double the
until all pile C cards have been placed. damage dealt to the monster. Roll the Damage Dice for your equipped
● Each player now places a door token (cut-out from attachment) on any weapon (see table on back) and deal the resulting damage to the
card edge not directly adjacent to another card, and not on a card that monster. Track monster HP using dice placed on the room card.
already has a door token on it. Through these doors characters will enter ● Attack with spell. Roll 1d20. Spells are successful if the result is 5 or
and exit the dungeon; place your character token (cut-out from higher and get critical hits on 19 or 20. Roll the Damage Dice for
attachment) outside of the dungeon next to any door token. your equipped spell and apply the damage to the monster’s HP.
● Each player will need a piece of paper to keep track of their gold and HP. ● Use a consumable item. Apply effects, then place in the discard pile.
Player characters have a maximum HP of 20, and start at full HP. ● Attempt to flee the room. Roll 1d20. Successfully flee on 11 or higher.
If you successfully flee from a fight, you are returned to the room you
Character Creation, Item Management, and The Four Suites: entered from. Leave the room card face up, and leave the monster’s
● Shuffle pile A. Each player draws 3 cards from pile A. If you did not draw HP dice as it is on the room card to indicate that there is a monster
a card from the suite of swords, shuffle your hand back into pile A and still guarding the room’s loot.
draw 3 cards again. Repeat until each player has at least one card from ● After the player takes an action, the monster attacks the player. Roll 1d20
the suite of swords. to hit. If the monster rolls 11 or higher, it is successful in hitting the player.
● Any cards from the suite of pentacles that come into your possession at Monster attacks crit on a roll of 20. Roll for damage and apply it to the
any time during the game are immediately “sold”, that is, exchanged for player’s HP. Keep track of player HP on a piece of paper.
their value in gold and then placed into the discard pile. At this time, sell all ● If the monster’s HP is reduced to 0, the player who killed the monster then
pentacles by adding the value of each card to your total gold and then loots the room, drawing the indicated number of loot cards from the “Pile
placing it in the discard pile. of Loot”. If a player’s HP is reduced to 0, they return to the room they
● “Equip” a weapon from your hand by placing a card from the suite of entered from. The player’s HP is set to 1 and all of their consumable items
swords face-up on the table in front of you. Cards from the suite of are discarded. All gold, their weapon, and their spell are kept.
swords represent weapons for your adventurer’s protection. You may ● The monster does not recover hit points after the player is killed or flees
carry only one weapon and it must be equipped. Whenever you acquire a the fight; it is left with its current hit points, and can be attacked by another
player who can finish it off and loot the room.
Weapon and Spell Appraisal Guide Rooms and What They May Contain
Card Damage Weapons Spells # Monsters, Events, and Loot (When looting a room, draw from the “Pile of Loot”)
Value Dice (Swords) (Wands) 0 “Wooden framework holds up the earthen walls of this damp room. A faint candle
1 1d4 Ritual Dagger Magic Arrow: 5 uses illuminates a creature sitting on a large rusted chest.” Goblin: 4HP, 1d4, 2 loot
“Arrows of light strike the target.” 1 “Thick gray fog fills this disheveled laboratory. A high shriek shatters glassware as
2 1d4+1 Cursed Stiletto Ray of Fire: 5 uses a translucent foe rushes you from the mist.” Specter: 10HP, 1d4, 2 loot
“Glowing beam of heat hits the target.” 2 “A statue of a woman holding a scepter stands central in an ornate ivory chamber.
In the scepter’s crystal, you see a vision.” Scry any face-down room card, 1 loot
3 1d6 Translucent Sword Frost Spikes: 4 uses
3 “Dense blankets of vine weave across every inch of stone, intruding from cracks in
“Wave of icicles impale the target.” the aged masonry. You sense you are being watched.” Treant: 12HP, 1d4, 2 loot
4 1d6+1 Damascus Blade Vine Crush: 4 uses 4 “A gigantic horned beast sits upon a black throne in a vast dark hall. The creature
“Rapid growth of vines crush the target.” reaches for an axe the size of man and charges.” Minotaur: 20HP, 1d8, 3 loot
5 1d8 Blessed Cudgel Dark Ball: 3 uses 5 “A rattling sound alludes to what awaits you beyond the door. An arrow flits by
“A ghostly sphere of energy engulfs the your ear as you squint to see the warrior in the dark.” Skeleton: 16HP, 1d6, 3 loot
target.” 6 “Mirrors cover every inch of the room. The longer you gaze, the less familiar your
6 2d4 Glowing Saber Flame Burst: 3 uses reflection becomes.” Switch places with another player after you collect 1 loot
“Ball of fire explodes on the target.” 7 “Gigantic mushrooms grow from every corner of the room. The spore-saturated
7 1d8+1 Ornate Longsword Lightning Bolt: 2 uses air leaves you short of breath. While wading through the mass, your boot bumps a
wooden chest half-buried by the billowing fungi. Do you open the chest?” Open
“Bolt of electricity shocks the target.” the Chest? Roll 1d20: if even: 2 loot; if odd: Mimic: 16HP, 1d4+1, 3 loot (If you do
8 2d4+1 Dwarven Battleaxe Corroding Mist: 2 uses not open the chest, it sinks into the sea of mushrooms never to be found again.)
“Cloud of acidic gas burns the target.” 8 “The smell of blood and entrails offends your nostrils as you enter this cavernous
9 1d10 Runic War Energy Blades: 2 uses room. Feathers strewn about hint at the creature devouring a man at the other end
Hammer “Sword-like beams impale the target.” of the cave. It senses you before you can blink.” Owlbear: 24HP, 2d4, 3 loot
10 1d8+2 Banished Claymore Blood Spike: 2 uses 9 “The room is quiet and dark. A mysterious shop keeper emerges from the shadows
“Spines of dried blood puncture the target.” and seeks to engage in trade.” Draw 4 loot to stock the store’s inventory: these
items can be purchased for gold equal to each card’s value.
Paige 2d8 Enchanted Athame Phantom Fire: 2 uses
10 “A room with six bloodstained man-sized cages. In one of the cages there is a
“Black flame cuts through the target.” black metal chest with a golden key lodged in the lock. Do you enter the cage to
Knight 3d6 Lich King Sword Dragon’s Breath: 2 uses open the chest?” Open the Chest? Roll 1d20: if even: 2 loot; if odd: Mind Flayer:
“Stream of flame scorches target.” 8HP, 1d6, 3 loot (If you do not open the chest, the golden key fades away to dust.)
Queen 1d20 Faerie Saber Goddess’s Light: 2 uses 11 “A statue of a king with outstretched arms seems to look into your soul. As you
“White beam pierces the target.” approach the statue, you feel as though a judgement has been passed upon on your
King 2d10 Corrupted Axe Coffin of Stone: 2 uses shoulders.” If you have the most gold: Envious King: 22HP, 1d6, 1 loot.
If you have the least gold: 3 loot. Else: 1 loot
“Stone surrounds and crushes the target.”
12 “An old knurled tree grows in the center of this room. Something darts towards
Identification of Consumable and Sundry Goods you from its boughs.” Pixie: 12HP, 1d4 (steals gold equal to damage dealt), 2 loot
Card Consumable Items 13 “You hear a very faint click and the straining of a spring, then are engulfed in a
noxious gas.” Poison Trap: Roll 1d20, if result is 14 or above, you dodge the trap.
Value (Cups) Else, take 2d4 damage. 1 loot
1 Crimson Potion: “A red drink that tastes of herbs.” Heal 1d6 HP 14 “A cloud engulfs you as you enter the room. You notice that all of your
2 Violet Spirits: “Fermented fae-weed tea.” Heal 1d6 HP consumables have been corroded. As you cast them into the fog, the fog casts new
items back.” Discard all consumable items, and draw that much loot.
3 Smoke Bomb: “Cloth wrapped reactants with fuse.” Instantly flee a fight. 15 “The gutterral yet shrill laugh of an undead king breaks against your eardrums as
4 Wolf Emblem: “Obsidian relief of a wolf.” Deal 1d4 damage to any player you enter. An armored figure draws its sword.” Lich King: 40HP, 2d8, 4 loot
16 “As you push open the door, the stone walls and ceiling of the dungeon fall around
5 Pixie Bait: “A rotten apple.” Steal 1d6 gold from any player. you as the floor beneath you begins to quake. Suddenly, all is how it was. Or is it?
6 Black Dice: “Two marble dice.” Choose two rooms, they change places. All unoccupied room cards are set face-down.
7 Elven Wine: “A deeply traditional red blend.” Heal 2d6 HP 17 “A granite fountain illuminated only by swarms of fireflies draws you into the
room. After removing your equipment to bathe in its waters, you are attacked by a
8 Blessed Water: “Water in an orange clay bottle.” Heal 2d6 HP small foe.” Faerie: 6HP, 1d4, This room is now a healing well that restores 1d6 hit
9 Fizzy Brew: “Golden effervescent drink, in glass.” Heal 2d6 HP points at the end of each turn if the player ends their turn inside this room.
18 “You see an apparition of yourself. It draws its weapon.” Spirit: 18HP, 1d8,2 loot
10 Vial of Unknown Blood: “Vial of thick black liquid sealed with red wax.”
19 “A stone well is situated in the middle of a the room. The bucket and rope are
Turn any face-up room card where a monster was slain face down. strewn about the floor. As you look down into the well, you see the glint of a
Paige Ring of Spirits: “An ivory ring.” Turn any face-up room card face down. treasure chest at the bottom. Will you retrieve it?” Open the Chest? Roll 1d20: if
even: 2 loot; if odd: discard all consumable items. (If you do not open the chest, the
Knight Gryphon Feather: “A rigid brown feather.” Teleport to any looted room. well is completely gone when you look again. )
Queen Ancient Crown: “A silver circlet” Scry any 3 face-down room cards. 20 “A pile of treasures brightens your eyes until the low heaving of the great
King Gauntlet of Kings: “A golden glove.” (This item activates as soon as it is bellows-like lungs of a sleeping dragon quicken.” Dragon: 30HP, 1d10, 4 loot
21 “Acidic green pools decorate the room before you. The surface of the largest pool
acquired. Discard when the effect occurs.) Your next d20 roll is a 20. breaks, and an abomination emerges to devour you“ Chimera: 24HO, 2d4, 3 loot
Door Tokens (Cut out and give one to each player)

Player Tokens (Cut out and give one to each player, or use your own character tokens)

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