DotDungeon Remastered Screen (Pages)

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//REMASTERED

/REMASTERED 1
...
WRITING: Snow
EDITING: Vi Huntsman
LAYOUT: Micah Anderson
ART: Charlotte Laskowski, Micah Anderson,
Chase Harlan, Public Domain

Compiled, with love, from scans, forum posts,


and zines made by the .Dungeon Community. <3
//REMASTERED
I
LZSNNXWVUETcOMLXXWVUEKIQPYEJbaZSEWVUJORORN

LZSNNXWVUETcOMLXXWVUIQPYEJbaZSEWVUJORNGORN
NROGNROJESZabJEYPQIKLMOcTVWXNNSZL

Originally published in GameLords, August 1998


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4 .DUNGEON/
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Introduction
OZARK’S
FORUM RULES
1. No bigots. No tolerance for the intolerant.
2. Racism is an auto-ban. No one cares if
THESE RULES WERE
you’re “just joking.”
ORIGINALLY
3. Trans rights are human rights. WRITTEN BY
CLARENCE OZARK
4. We are strictly anti-facist.
FOR THE .DUNGEON
5. No bootlickers. DISCUSSION
BOARDS, AND HAVE
6. Auto-ban for anyone who willingly invades BEEN EDITED
the safe spaces we have set up for a variety SLIGHTLY OVER
of marginalized identities. THE YEARS.
7. If you’re questioning whether or not to spoiler- �
warning something, just do it. This includes
images and possibly triggering material.
8. Forum moderators are not special or given
unique privileges. They are the garbage
collectors of the site. They clean up messes
and help enforce bans. We cycle through
moderators every few months.
9. Similarly, devs are not given special
privileges within the community. This is
your space. We have our own spaces just A
for us elsewhere.
10. We are liberal with the ban button. No one’s
got time for that.

/REMASTERED 5
RPG
GLOSSARY
Roleplaying Game. What you’re reading now
and will be playing soon.
ANNWN The world of .dungeon. Also the name of the
“sad god” in the game’s lore.
MMO Massively Multiplayer Online game. World of
Warcraft is probably still the cultural touchstone.
VIRTUAL WORLD Everything inside the game of .dungeon. The
world of the game itself.
IRL “In Real Life.” Everything outside the game. The
world we live in right now. The world where
we sit to play the game.
SET OF DICE The standard set of dice includes a d20, a d12,
two d10’s, a d8, a d6, and a d4.
DICE CHAIN “The Chain.” The set of dice in ascending order,
from d4 to d20. Going up the chain means
using the next largest dice (you can’t go past a
d20). Going down the chain means using the
next smallest dice (below a d4 is 0, meaning
instant failure).
PLAYER The people you are playing the game with,
CHARACTERS either at the table, over voice chat, or through
text. Often called “Players,” or “PCs.”
AVATAR The virtual character you create to explore the
virtual world. Exists only in the virtual world.
PUGS “Players Unknown.” GM-controlled players.
Fictional people who exist IRL and create
Avatars to explore the virtual world.
ENTITY Every object, NPC, and mob in the game. If it’s
inside the game, it’s an entity.
NPC Non-Player Characters. Pieces of code within
the game with predetermined dialog and
interactions. Not real people.
MOB Hostile entities. Monsters. Creatures.

6 .DUNGEON/
Random Number Generator. A short hand for RNG
“random chance” or luck.
Traditionally called a “Class” in RPGs. Grants ROLE
your avatar bonuses while playing.
An ability that references the real world. The ASPECT
fictional VR headset used to play the game
scans you and your environment to allow
cross contamination.
The currency of .dungeon. BYTES
An expendable resource for travel and upkeep. SUPPLIES
An expendable crafting resource. MATERIALS
The cost to use and maintain certain entities UPKEEP
like pets, vehicles, and structures.
An entity being attacked by a weapon or spell is TARGET
that ability’s “target.”
Everything targetable by melee, spell, or FIELD OF BATTLE
ranged attacks.
All entities and spaces that are within melee AREA
range of the target.

Dream jellies can learn spells!

/REMASTERED 7
HELP MENU
? At any time, you can pause your game to take a
step back and collect yourself. When the game
is paused, nothing can harm your character
and your avatar is temporarily removed from
the situation until you unpause.

! In the Help Menu you can adjust things like


difficulty, graphics, and audio, setting the game
to better fit your needs. Lowering the
graphical fidelity removes the aesthetic gore.
Changing the difficulty will help guide your
character to content you will enjoy. And audio
settings can be altered to enable in-game hints
or remove the sometimes-overwhelming

? original soundtrack.
You can also save your game state and return
at a different time, or just exit the game and
return to your last checkpoint. This is helpful if
the situation you find yourself in is too
overwhelming. Remember! If you do not have a
previous checkpoint, you can always return to
Tutorial Town through the main menu.

8 .DUNGEON/
HELP MENU.EXE
Special thanks to Monte Cook Games and their
"Consent-In-Gaming" checklist.
DIFFICULTY
Select the one that matches your intended experience:
● EASY: Decrease all dice once down the chain.
● MEDIUM: The typical play experience as described in
this book.
● HARD: Increase all dice once up the chain.
DEFINITIONS
What does all this mean?
ON: Enthusiastic consent. You want and enjoy
having these things shown/discussed in your
games.
OFF: A strong no. A hard line. Do not include
these in your game.
ONLY It's okay if these things are mentioned,
SOME- veiled, or offstage. And may even be okay
TIMES: onstage but requires discussion ahead of
time. Uncertain.
GRAPHICS
Toggle on/off the graphical fidelity.
ON OFF ONLY SOMETIMES
GORE: ● ● ●
BLOOD: ● ● ●
BUGS: ● ● ●
HARM TO
ANIMALS: ● ● ●
RATS: ● ● ●
SPIDERS: ● ● ●
NUDITY: ● ● ●
SEX: ● ● ●
AUDIO
Toggle on/off the audio descriptions.
ON OFF ONLY SOMETIMES
ROMANCE BETWEEN
PCS AND/OR NPCS: ●
SEX BETWEEN PCS
AND/OR NPCS:
HOMOPHOBIA:








!
RACISM: ● ● ●
REAL-WORLD
RELIGION: ● ● ●
SEXISM: ● ● ●
SELF-HARM: ● ● ●
SUICIDE: ● ● ● A
TOOLS
Keep these tools in mind while you play. You can
always use them.
LOADING
SCREEN: The current scene fades to black like in a
film, letting it all happen off-screen.
SAVES: You can revert back to a previous point in
the game if everyone at the table agrees it's
for the best.
TAB OUT:Step away from the game and take a break.
Return at your own leisure.
LOG OUT:Leave the game and decide if you'd like to
return at another time.

/REMASTERED
9 .DUNGEON/9
THE SERVER HOSTTo create a server in .dungeon, one player takes
on the role of Server Host (sometimes called a
Game Master in other games). Their job is to
run the world’s Entities—its mobs, NPCs, and
objects, hostile or otherwise—making sure they
react appropriately to the PCs’ actions. The
Host will run dungeons, give rewards for
quests, and roleplay as the PUGS gaming in
Annwn. Later chapters in this book will have all
the tips you need to be a Server Host! For now,
gather your friends and just start playing.
Tutorial Town will walk you through
everything you need and teach you how to run
the game while your friends learn to play.

10 .DUNGEON/
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NROGNROJESZabJEYPQIKLMOcTVWXNNSZL

Originally published in Tech Informer Quarterly, September 2001

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/REMASTERED 11
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Tutorial To
WELCOME TO THE
START OF YOUR
The following pages will walk you through not
only character creation, but all the basic rules
JOURNEY INTO of the game. This adventure is newb-friendly
.DUNGEON! and will instill you with the confidence to carry
TUTORIAL TOWN IS on any campaign you wish within Annwn. As
THE SAFEST, MOST with many great stories, yours starts when…
BEAUTIFUL ISLAND
IN ANNWN, WHERE
NEW PLAYERS
CREATE THEIR
YOU AWAKEN I
CHARACTERS,
LEARN THE ROPES,
AND TAKE THE STATS (15.)
FERRY TO BEGIN
THEIR ADVENTURE
(KEEP AN EYE OUT
FOR NIX, THE
CUDDLY
2. R
FERRYMAN).
EXPLORE THE
SHOPS AND PARTY
1.
UP WITH FELLOW
NEWBIES TO TAKE GIFTS (14.)
3.
ON THE WOLF CAVE
ON THE COAST. SKILLS (17.)
ASK THE NPCS
AROUND TOWN IF
THEY NEED HELP COMBAT (18.)
WITH ANYTHING.
AND WATCH OUT
CONTINUE? (30.)
FOR THE SLIMES
IN THE BASEMENT
(WINK WINK)!

ENVIRONME

12 .DUNGEON/
own
The tutorial dungeon exists in the ruins beneath
the church at the center of the island. The sad
voice of Annwn herself guides and watches over
new players who have fallen into this world.

IN A DUNGEON.
AVATAR (22.)

8. 7.
ADV. COMBAT (21.)

ROLES (20.)
6.
5.
9. BUILD (23.)

4.
TRAPS (25.)

10.
11. 14.
MENT (25.) 12.
BOSSES (28.)
13.
ASPECTS (26.)

/REMASTERED 13
ROOM ONE
You awake in an open cage. A broken key in the
lock. Annwn’s voice echoes from above,
“Welcome to our world. Take your time. Don’t
be afraid.”
The cage sits in a cupped palm beneath an
orrery of 12 hand signs, all rotating around a
giant, glowing eye.

THE HAND After being severed, the left hand of Annwn


joined the Sun in the sky as a celestial body. The
largest of .dungeon’s natural satellites, it rotates
on a constantly shifting axis which puts it in
varying degrees of eclipse with the Sun.

STARTING GIFTS At your feet is your gift, determined by your


birth month and its corresponding hand sign.
This is all you were left with.
JANUARY HORSE. Emerald Pendant. Restore 1 Sync every
time you log in.
FEBRUARY BULL. Healing Foil (3). Each card heals d6 Sync,
but tears after use.
MARCH CROW. Skeleton Foil. Unlocks any one lock.
Tears after use.
APRIL HOUND. Death Foil. Stops your first respawn.
Tears after use.
MAY FROG. Fire Foil. Insert into a weapon to deal +3
fire damage for the encounter.
JUNE ELEPHANT. Light Foil. Gain a guiding light to
safety. Tears after use.
JULY WOLF. Dungeon Foil. Removes you and one ally
from a dungeon or encounter. Tears after use.
AUGUST CUB. Hafgan’s Foil. Heals all statuses for you and
all allies. Tears after use.
SEPTEMBER BUTTERFLY. Lon. A floating orb creature that
can hold one item for you.
OCTOBER GOOSE. Firebombs (3). Each bomb destroys 3
d4’s from an encounter when used.
NOVEMBER FOX. Lucky Foil. Reroll one RNG roll. Tears after use.
DECEMBER SNAKE. Bag of Wealth. Start with 3 extra Bytes.

14 .DUNGEON/
ROOM TWO
Painted statues of .dungeon’s polyhedral
pantheon: The d20, d12, d10, d8, d6, and d4. These
are the organs of Annwn, left behind as she tore
herself apart. Assign them to your stats.

You bring four stats with you into the virtual STATS
world. These are your real-world traits. Assign
four of your dice to them.
BUILD: System mastery, character
optimization, the crunch of the game.
META: Knowledge of the game, its setting, and
its development.
PRESENCE: Your senses, charisma, and
immersion in the virtual world.
HANDS: Your reaction time, hand-eye
coordination, and precision.

Assign one of the two remaining dice to Tilt. How TILT


you keep your cool when the virtual world is
unfair. Other RPGs call this a “save” or a “saving
throw.” Whenever your character would take on
a status effect, roll your Tilt dice. Getting a 4 or
over is a success, avoiding the status.

Place your remaining dice in RNG. Also known as RNG


“luck” in other RPGs, RNG rolls are done for
random events, loot drops, and other acts of
chance the Server needs to account for. You can
also roll RNG against an NPC to see if they are
nearby, or to determine who gets targeted by the
Dragon’s fire attack.

LAY THE POLYHEDRAL SET OF DICE OUT


IN FRONT OF THE PLAYERS AND HAVE
THEM PHYSICALLY ASSIGN THEM TO THE A
STATS ON THEIR CHARACTER SHEETS.�

/REMASTERED 15
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NROGNROJESZabJEYPQIKLMOcTVWXNNSZL

organs of annwn
THE BODY
The icosahedron (d20).
Annwn’s body. Where your
adventures take place. Her
body tumbles through
space, each face casting
itself into the aether.

DYLAXIS MIGHT
The dodecahedron (d12).
The spirit of the sad god.
Creator of the twelve
archbugs, which could
never be patched.

ARAWN & HAFGAN


The decahedrons (d10s). The twin
kings of Annwn. Arawn became the
Drowned King, his castle flooded for
eternity. Hafgan was hunted and
slain by the Three Fingers.

ORION
The octahedron (d8).
The eight eyes of the
IMMUNO sad god. Protector
The hexahedron of the realm and
(d6). The mind of creator of the eight
the sad god. Coded construct mobs
the Ideas, the six that still spawn
most powerful spells today.
and items of .dungeon.

GORO
The Tetrahedron (d4). The heart
of the sad god. Her four sides
are pained, angry, violent,
and hungry.

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16 .DUNGEON/
ROOM THREE
Stone bricks erode into ruins. A tree clips
through the floor and bends into the wall. The
beautiful voice returns…
“Our world is more dangerous than yours.
You’ll need to use your knowledge and skills
from your world to make it through.”
Sit beneath the tree and look into its branches
to see a 3rd person view of your IRL self
wearing the VR headset. Fill in your “Job” on
your character sheet and select a skill that goes FOR DETAILED
with it or is adjacent to it. INFORMATION ON
THE SKILLS, TURN
TO (126.). ASK
DEFENSE • MAGIC • MELEE •
YOUR PLAYERS TO
PLATFORMING • STRENGTH •
LOOK AT THE
ALCHEMY • ARCANUM • DREAMS •
SKILLS ON THEIR
LORE • NAVIGATION • ANIMAL
CHARACTER SHEET
HANDLING • PERCEPTION •
AND CHOOSE THE
SNEAK • SPEECH • VIBES •
ONE THAT SOUNDS
ACCURACY • CRAFTING
MOST RELATED TO
• ENGINEERING •
THEIR REAL-WORLD
EXPLOSIVES •
JOB, CAREER, OR
PILOTING
HOBBY. GIVE THEM
THE DETAILED
INFORMATION IF
THEY ASK.

/REMASTERED 17
ROOM FOUR
A Goblin fumbles with spears on the
barracks wall. They clang and clash onto the
floor. A garden grows from the walls. When
the door opens from Room 3, the Goblin is
|--------------| startled and attacks!
| GOBLIN |
|--------------| DICE. Monsters are dice! In a contest, roll its
|DICE |D4 | dice. If it loses, the dice is removed. When a
|-------|------| monster has no dice, it’s dead.
|BONUS |-- | BONUS. If a monster has bonuses to contests,
|-------|------| they’re listed here.
|INIT |4 | INIT. Initiative. PCs have to roll over this to go
|-------|------| before the monster in combat!
|MORALE |6 | MORALE. PCs have to roll over this to
|-------|------| communicate with the mob(s). Mobs have to
|DROPS |-- | roll over it when making a morale check.
|--------------| DROPS. Unique drops are listed here!

TURN-BASED When the Goblin attacks, determine turn order


COMBAT BASICS by rolling initiative. Each player rolls their
HANDS dice and compares their number to the
Goblin’s Initiative: Rolling over means you go
first, tying or going under means you go after
the Goblin.

CHOOSE YOUR Most weapon differences are purely cosmetic.


WEAPON! Each PC can find any weapon they can imagine
here (and one quiver), but all the weapons from
this room are made of wood. (See 54. for more
info on weapons.)

MELEE WEAPONS Simple weapons are one-handed swords,


folding knives, gauntlets, brass knuckles,
walking sticks and other such weapons.
Greater weapons are buster swords, katanas,
scythes, big pairs of scissors, double sided
blades, and other such weapons.
To attack with melee, roll BUILD + Melee against
the Goblin’s d4 (this is called a Contest). Win
and the Goblin is destroyed. If you lose,
subtract the difference from your Sync (this is
called taking damage).

18 .DUNGEON/
Ranged weapons are crossbows, longbows, RANGED WEAPONS
blow darts, throwing stars, and other such
ranged weaponry. You cannot use a ranged
weapon while in melee with another
combatant. All ranged weapons need quivers.
Quivers are depleted by the end of each session
and must be replaced/replenished with Bytes.
To attack with ranged, roll HANDS + Accuracy
against the Goblin’s d4. Win and the Goblin is
destroyed. If you lose, subtract the difference
from your Sync.

Your damage type is determined by the DAMAGE TYPE


aesthetic of your weapon. (See 54. for details.)

Everyone shares one pool of Sync that starts at SYNC


100. It’s reduced every time a player takes
damage. See (49.) for the Sync Chart.

Mobs are made out of dice. When it's their turn DAMAGE
in initiative, roll a mob’s dice to deal that
damage directly to the party’s Sync.

When you defeat a mob, roll RNG to see what LOOT


loot it drops!
1-4. 1 Byte
5-6. D4 Bytes
7-8. 1 Resource
9-10. 1 Material
11-12. D6 Bytes
13-15. D4 Resources
16-19. D4 Materials
20+. A Foils pack

REACTIONS
AFTER YOU LEAVE THIS DUNGEON, WHEN 1-2. ANGRY
THE PCS ENCOUNTER MOBS AND NPCS, 3-8. AVOIDANT
ROLL ON THE REACTION TABLE TO SEE 9-14. ALOOF
HOW THEY RESPOND TO THE PLAYERS.� 15-19. ATTENTIVE
20+. AMIABLE

/REMASTERED 19
ROOM FIVE
A cylindrical room carved with glorious
champions sporting various y2k aesthetics.
Three pillars sit in the center of the room,
illuminated by light cutting in from the
ruined roof. The pillars hold a shield, a
sword, and a staff respectively.
The beautiful voice floats down once again.
“Power sleeps within you. If you give it form,
it will give you strength.”
When a pillar is approached, the voice
speaks about its Role.
SWORD: “The power of the fighter. Brute
strength. Is this the power you seek?”
SHIELD: “The protection of the companion.
Calming presence. Is this the power you seek?”
STAFF: “The majesty of the spirit. Blessed healer.
Is this the power you seek?”

ROLES Roles grant you in-game abilities or bonuses.


SWORD DPS.
All combat rolls count as +1.
SHIELD Tank.
Once per encounter you can reduce incoming
Sync damage to you or a party member by d6.
STAFF Support.
All healing you do or take counts as +2. This
counts for items, magical effects, and Rest Dice.
When a role is selected, the voice says “Your
path is set,” and opens the door to the next room.

NOT EVERY MOB IS DEFEATED IN ONE


HIT! WHEN A STAT BLOCK LISTS
SEVERAL DICE (D8, D6, D6), THAT
MEANS THE MOB ROLLS THE FIRST DICE
A UNTIL DEFEATED, THEN IT ROLLS THE
SECOND UNTIL DEFEATED, AND FINALLY
THE THIRD. ALWAYS ROLL IN THE
LISTED ORDER!�

20 .DUNGEON/
ROOM SIX
A circular dining room, dominated by a large
table carved from a mighty stone. Foods and
drinks mold into beautiful arrangements. 8
Goblins pick their teeth with the bones of
previous adventurers, lit by a wax-crusted
chandelier hanging from a rusted chain.
Roll initiative!
[GOBLIN;D:D4,B:-,I:4,M:6,DR:-]

Contests are what dice rolls are called in CONTESTS


.dungeon. You might see or hear “roll a Melee
Contest” or “Contest the Goblin’s initiative.” That
just means to roll your Stat dice + a relevant
skill against either an opponent's dice or a static
number decided by the Server.

Two or more players can work together on a TEAMWORK


contest, rolling their dice and choosing the
higher one to compare against the Server.
Remember! Mobs can do the same to you.

When you succeed in a contest against a hostile STUNTS


mob, you can choose to do a stunt to it instead of
destroying one of their dice. Stunts allow you to
disarm, trip, or grapple your opponent.
Remember! They can do the same to you.

Monsters deal damage directly to the party’s HOW DO MONSTERS


Sync. When initiative reaches the monster, roll ATTACK?
one die per type of monster (so even if there are
10 Goblins, just roll one die to represent them all)
and deal that much Sync damage. This damage
can be mitigated by Defense and shields.

Whenever you fail a Contest, you can mark a RESPAWNS


respawn to let it kill your avatar. This avoids any
Sync damage, removes any statuses your avatar
has, and respawns you back at the nearest
checkpoint. You’ll return to your Party at the
end of the encounter.

When the Goblins are defeated, two doors are


revealed. One to Room 7, and one to Room 9.

/REMASTERED 21
ROOM SEVEN A regal bedroom filled with wilting, wooden
furniture. Across from the king bed is a floor-to-
ceiling mirror. Standing in front of the mirror
allows you to customize your avatar and select
one of the starting origins if you so desire.
There’s an illusory wall here hiding a door to
Room 8.

AVATAR Use the variety of sliders to adjust aspects of


your avatar’s appearance, including color, hair,
eyes, limbs, and body type. Since .dungeon was
created in the late 90’s, its aesthetics have
stayed there and in the early-2000’s.

ROOM EIGHT An altar for the Three Fingers. A spit of sunlight


falls in through a crack in the roof, falling across
the polygonal flower textures that cover the
floor around the altar. Between the three fingers
is a tome holding the spell “Heal.” Only one
person can take and hold the spell.

THE THREE Annwn bit off and spat out three, rebellious
FINGERS fingers that refused to listen. Each is named for
an original Alpha Playtester who found and
defeated Hafgan.
HAWTHORNE. The Skeleton Queen, ruler of the
icy wasteland. The Skeletons and Werewolves
are hers and hers alone.
ALYX. Holder of the Horn of Dragoons, one of
the Ideas. Without her, Dragons would have
stayed in their slumber.
MEGALONIA. The mother of all gLiches.
Considered by the lore to be the most
powerful magic user in .dungeon, holding the
record for Most Spells Known by a single user.

22 .DUNGEON/
ROOM NINE
A domed planetarium. Stars carved and
painted into the ceiling twinkle in and out with
holographic light. The beautiful voice chimes in,
“Stand amid the stars and select the ones that
grant you their skill.”

SELECT TWO SKILLS YOUR CHARACTER IS


TRAINED IN. REMEMBER, SKILLS ARE
FLEXIBLE! THEY CAN ALL SERVE YOUR A
PURPOSE IF YOU’RE CREATIVE AND
CURIOUS. PLUS, SKILLS DON’T KEEP
YOU FROM INTERACTING WITH THE GAME
HOW YOU WANT. THEY ONLY GRANT SMALL
BONUSES TO CONTESTS. THESE
SHORTENED DESCRIPTIONS ARE ONLY FOR
USE DURING CHARACTER CREATION. SEE
126. FOR FULL SKILL INFO.�

DEFENSE. A character’s base damage reduction BUILD


(DR). Choosing this constellation grants 1dr (-1
damage from each attack).
MAGIC. This constellation grants the ability to
read magic and cast spells.
MELEE. Characters trained in this skill can use
Greater melee weapons, and add +2 to attack
and damage with melee weapons.
PLATFORMING. Training in this skill gives
tighter control over your Avatar’s movements.
STRENGTH. Lowers the weight of objects so you
can smash and throw things easily.

ALCHEMY. This constellation grants the ability META


to create lesser foils out of Materials.
ARCANUM. Training in this skill allows
characters to use neon weapons and adds +2
damage to attacks with them.
DREAMS. Considered a hidden skill because of
its inconsistent effect on gameplay. Choose if
you’re curious and can’t stop yourself.
LORE. Training in lore expands the game's
descriptive text.
NAVIGATION. Training in navigation improves
your HUD radar and quest markers.

/REMASTERED 23
PRESENCE ANIMAL HANDLING. This constellation allows you
to take on animals as pets.
PERCEPTION. Training in perception improves
colors, sounds, and smells.
SNEAK. Training in sneak reduces the ambient
and active sounds caused by your Avatar.
SPEECH. Training in speech improves NPC
reactions to you.
VIBES. Training in vibes improves the haptic
feedback of your VR rig, giving you subtle
signals when things are off.

HANDS ACCURACY. Training in accuracy reduces


arrow and bullet drop and adds +2 to attack
and damage with ranged weapons.
CRAFTING. Training in crafting allows you to
create lesser versions of items as long as you
have the supplies.
ENGINEERING. Training in engineering gives you
+2 to repair vehicles and other machinery in
the world.
EXPLOSIVES. Training in explosives allows you
more wiggle room for failure while using
them in combat, and helps you build and
disarm explosives.
PILOTING. Training in piloting improves vehicle
responsiveness and gives you +2 when driving.

24 .DUNGEON/
ROOM TEN
A long hallway of black brick and tattered
banners depicting a mighty Dragon with an
exposed heart, cracked and bleeding. A large ax
swings at regular intervals, slashing through
the air. To bypass it, make a skill check against
the trap’s d12. NOTE: Roll the d12 against each
player separately.

ENCOURAGE CREATIVITY WITH SKILL


ROLLS. BUILD + PLATFORMING IS THE
DEFAULT FOR TRAP-BASED CHALLENGES,
BUT NOT EVERY CHARACTER WILL BE
BUILT THE SAME AND NOT EVERY PLAYER
THINKS THE SAME. IF SOMEONE HAS A
DIFFERENT SKILL AND CAN EXPLAIN HOW
THEY USE IT IN A CONVINCING WAY,
ALLOW IT TO BE USED INSTEAD.� A

ROOM ELEVEN
A square room of gray and red bricks,
overgrown with kudzu and splayed hands of
moss that wriggle at the sound of each footstep
scoffing the stone floor. The door on the other
side is reinforced with steel and has a large,
steel lock. The UI prompts the players to use a
lockpick or a key to open it and exit the dungeon.
ENVIRONMENTS CAN
The left wall has a large crack in it. It can be BE INTERACTED
broken with a successful skill check or the use WITH AND
of a piece of gear. Beyond it is Room 12. DESTROYED. GET
CREATIVE TO
UNCOVER THE
SECRETS OF AN
AREA!

/REMASTERED 25
ROOM TWELVE An identical square room of gray and red bricks,
overgrown with kudzu and splayed hands of
moss that wriggle at the sound of each footstep
scoffing the stone floor. The wall which held the
reinforced door in Room 11 is instead filled with
the room’s normal brick texture. It’s an illusory
wall that is dispelled when passed through.
The beautiful voice echoes from beyond the
wall, “There may yet be secrets hidden in these
ruins. Search carefully.”

ROOM THIRTEEN A religious altar to Annwn, a beautiful mother-


figure with sunflower hair and blooms of
moss for eyes. In her outstretched hands lay
five elaborate tarot cards. A large painting of
her horrible death (she bites her fingers off as
she tears the polyhedral organs from her
body) towers behind her, stretching from floor
to ceiling.
The beautiful voice chimes in, “Approach me,
heroes from another world. Choose the aspect
of your world you wish to bring with you into
this one. It is your advantage against the dangers
of this place.”

ASPECTS The Blink Entertainment system reads you and


your IRL surroundings while playing the game,
allowing interactions between them. Choose
the Aspect tarot card that matches you for a
unique interaction between you and the game.
Each card has an upright and reversed side.
The effects relate to you, the person playing
the game.

26 .DUNGEON/
ALCHEMIST. Turn this card upright at the
beginning of each day. While this card is
upright, you can change a single word of a held
item, warping its entire construction. Sword
can become shield, for instance. Staff of
Lightning can become Staff of Flying. After ten
minutes, reverse this card. While reversed, the
held item reverts to its original form.
BEAST. Turn this card upright at the beginning
of each day. While this card is upright you can
take the shape of your pet, giving you an animal
form. After ten minutes, reverse this card. While
reversed, you cannot take animal form.
BERSERKER. Turn this card upright at the
beginning of each day. While this card is
upright, you can enter a berserk mode on your
turn and make an additional attack for each
piercing you have. Then reverse this card. While
reversed, you cannot use this ability.
KNIGHT. When you make a promise to an NPC,
turn this upright. While upright you gain +2 to
all rolls while acting for that promise. If the
promise is broken, reverse this card. While
reversed, you gain -2 to all rolls until the next
session.
MAGUS. Turn this card upright at the beginning
of each day. While this card is upright, you can
take on a physical trait from any tattoo on your
body. After ten minutes, reverse this card. While
reversed you cannot use this ability.
MERCHANT. Turn this card upright at the
beginning of each day. While this card is upright,
you can take a single item within reach into the
virtual world. After doing so, reverse this card.
While reversed, the item disappears after a
single use or at the end of the session.

/REMASTERED 27
ROOM FOURTEEN Definitely a boss room, cylindrical and fitted
with magnificent curtains torn by countless
battles. Piles of half-formed avatars adorn the
outer edges, many blades and arrows sticking
out in decorative patterns. A chandelier swings
unsteadily on a rusted chain up above,
constantly dripping wax into misshapen lumps
on the carpet. The boss is a plump Goblin with
the key to the door in Room 11. He commands his
four Goblin lackeys with barks and roars.

|--------------| |---------------------------------|
| GOBLIN (4) | | COMMANDER |
|--------------| |---------------------------------|
|DICE |D4 | |DICE |D8, D6, D6 |
|-------|------| |----------------|----------------|
|BONUS |-- | |BONUS |-- |
|-------|------| |----------------|----------------|
|INIT |4 | |INITIATIVE |10 |
|-------|------| |----------------|----------------|
|MORALE |6 | |MORALE |2 |
|-------|------| |----------------|----------------|
|DROPS |-- | |DROPS |KEY TO 11. |
|--------------| |---------------------------------|

REST DICE Every time your Sync is reduced by 20, gain a


Rest Dice. Rest Dice can only be spent at the end
of a session, when you log out of the game. For
each Rest Dice spent, roll d20 and regain that
much Sync.

NOT EVERY MOB IS DEFEATED IN ONE


HIT! WHEN A STAT BLOCK LISTS
SEVERAL DICE (D8, D6, D6), THAT
MEANS THE MOB ROLLS THE FIRST DICE
A UNTIL DEFEATED, THEN IT ROLLS THE
SECOND UNTIL DEFEATED, AND FINALLY
THE THIRD. ALWAYS ROLL IN THE
LISTED ORDER!�

28 .DUNGEON/
illustration of the zombie takeover of Snowblind
in the early days of the server.

/REMASTERED 29
TUTORIAL ISLAND
The first thing you see is the glow of the sun
through the ruined church roof. Roll 2d6 to see
what the sun looks like today.
2. FURIOUS CRIMSON. Open wide, pupil
miosis, harsh and sharp shadows.
3-5. CONFUSED ORANGE. Open wide, pupil
dilated, long and blotchy shadows.
6-8. TIRED PURPLE. Three-quarters shut,
wavering pupil, foggy and blurry shadows.
9-11. MELANCHOLIC BLUE. Half shut, watery
pupil, no shadows.
12. ASLEEP NAVY. Fully shut, humming
pupil, faint and dying shadows.

THE SUN If you open up .dungeon’s files, the texture used


for the sun is called “the_eye.png.” It’s always
visible in the sky, rotating on its axis. Pixelated
and glowering. It waxes and wanes, opening
and shutting depending on how the eye is
feeling. This changes the virtual world’s global
lighting, shifting it in density, brightness, and
even hue.

ROLL 2D6 FOR THE EYE AT THE


A BEGINNING OF EACH SESSION! THEN
ROLL A D10. ON A 1 THERE’S AN
ECLIPSE! SEE (82.) FOR MORE INFO. �

30 .DUNGEON/
HEXES
Annwn is broken up into hexes. To
travel through a hex, a player must
expend a resource or lose a Sync as
their avatar becomes exhausted.
Traveling through a hex forces a
random encounter check and may
grant 1 Byte (see below).

RESOURCES
Traveling into another hex costs 1
Resource per player. Characters who
travel with no Resources lose 1 Sync.

BYTES
Entering a hex for the first time that
session gives each player 1 Byte. Bytes are
the currency .dungeon is built around,
allowing players to buy cool stuff.

RANDOM ENCOUNTERS
Upon entering a hex, the Server checks
for a random encounter by rolling 2d12. If
the first dice is a 10-12 there’s a random
encounter. The second dice determines
what the random encounter is.

|--------------|
REACTION ROLLS | ENCOUNTERS |
When running into an entity whose |--------------|
reaction is uncertain, roll their dice to |1-6|ZOMBIES |
determine their reaction. |--------------|
1-2. Angry |7-10|SKELETONS|
3-8. Avoidant |--------------|
9-14. Aloof |12|HAPPY GUILD|
15-19. Attentive |--------------|
20+. Amiable

/REMASTERED 31
ASSIGNING DIFFICULTY
At times the Server may need to
assign a difficulty to something.
D4: Simple.
D6: Easy.
D8:
D10:
D12:
Normal.
Hard.
Difficult.
EXPLORATIO
D20: Impossible.

CLIMBING
Characters can only climb surfaces
which are climbable. If the surface is
deemed climbable by the Server, roll
BUILD + Platforming against a difficulty
they set.

CRAFTING
If you have the Materials and skill
training necessary to craft an item,
roll HANDS + Crafting against a
difficulty set by the Server. Lesser
items are normal difficulty and
greater items are hard difficulty.
Failure means you waste the time
and Materials and end up with a
“mysterious item,” which takes up
an inventory slot.

DESTRUCTIBLE ENVIRONMENTS
Dealing damage to a non-hostile entity
(like a door, an NPC, or a tree) means it’s
destroyed. Some NPCs may be more
sturdy, thanks to armor or magic, but
that will be noted along with their
information. Destroying a non-hostile
entity means it's removed from the game
and drops any loot it may have. For
instance, when a tree is destroyed, it
leaves behind Materials for crafting. If an
entity is sufficiently large or resilient (like
a wall), the Server can call for a contest
and assign a difficulty.

32 .DUNGEON/
RESEARCHING
What information are you
searching for, and where are you
searching for it? Roll META + Lore
against a difficulty selected by the

ON RULES Server. The wiki is filled with fan-


sourced articles about locations
and entities in .dungeon. Some
information can only be learned by
saying the right thing to NPCs or
talking with PUGS. If you succeed in
your Research contest, gain a d4 to
add to your next roll dealing the
researched subject.

STEALTH
To be sneaky, roll PRESENCE + Sneak.
The Server will either assign a
difficulty, use a PUG’s stats or skills, or
roll a monster’s dice as opposition.

SWIMMING & DROWNING


Swimming is difficult in Annwn. Roll
BUILD + Strength against the Server’s
d12. Failure means you are drowning.
Mark a respawn each turn.

TALKING
Negotiating with NPCs is handled with a
contest. Roll PRESENCE + Speech against a
difficulty selected by the Server. Not
every discussion with an NPC should
require a dice roll. Only roll when
convincing the NPC of something,
negotiating with them, or asking them to
do something beyond their purview.
PUGs are not affected by the game’s dice
roll mechanics.

/REMASTERED 33
TURN-BASED
INITIATIVE
COMBAT
Roll HANDS against the mob’s Initiative. You
can always choose to delay your turn till the
end of initiative.

ROUNDS Combat in .dungeon is turn-based. Each round


lasts as long as it takes each player and mob to
take their turn. A turn allows them to take an
action and move.

MOVEMENT If you’re not in melee with a mob, you’re a


Movement away from them. Ranged weapons
can only be used a Movement away. Moving
further means you’re fleeing.

FLEEING After moving, roll PRESENCE against the mob.


Fleeing from a PUG means evading them and
hiding, but they might be persistent.

MELEE Roll BUILD + Melee against the mob’s dice.

RANGED Roll HANDS + Accuracy against the mob’s dice.

AIMING If you use your action to aim, add d4 to your


next ranged contest.

AKIMBO To dual wield weapons you will need to explore


Annwn for a Role that allows you to. When
using two weapons, you can make two Contests
per turn against the same or separate targets.

DEFENSE If you use your action to go on the defense, gain


1dr until your next turn.

34 .DUNGEON/
If there is some form of cover, you can use your COVER
movement to take cover and gain 1dr from
ranged attacks.

When two sides roll the same number in a CRIT/FUMBLE


contest, they roll again to break the tie. If the
player wins, it’s a critical hit and they can take a
second action. If the player loses, it’s a fumble
and they lose twice as much Sync.

If you are knocked prone or are lying prone, PRONE


monsters in melee with you deal +2 Sync damage
and monsters at range do -2 Sync damage.

You can retrieve items from your bag on USING ITEMS


your turn and use them on that same turn.
Retrieving and using the item is counted as
an action.

Monsters have to check their morale after half MORALE


of their numbers are defeated. To do this, the
Server rolls the Monster’s dice and adds them
together. If it’s higher than the monsters’
morale stat, they stay and fight. Lower and they
scatter or retreat. Retreating foes will return
with a +1 Bonus next time they are encountered.

/REMASTERED 35
LOCATIONS
6
5 3
4 2
1
7 8
9
11 10
12

36 .DUNGEON/
The stone walls no longer support the THE CHURCH OF

1 steepled roof. Sunlight glances in through


great holes and busted windows. The
church bell, which lies amid shattered pews, is
ANNWN

etched with old screen names. This is the


respawn checkpoint for Tutorial Town.
.dungeon supports a party system where at PARTY UP
least 2 PCs can enter into a party, linking them.
While in a party, you can communicate through
comms, see markers over each other’s heads,
and see each other’s status.

Hafgan’s banners burn. Brick walls crack HAFGAN’S

2 and lean. A Dragon rests on the crumpled


roof, licking its fingers of the most recent
newb-filled meal. Roll a d12 every thirty minutes.
GUILDHALL

The Dragon swoops from the guildhall to that


numbered hex, breathing fire on everything
below. To avoid being crisped, contest the
Dragon’s 3d6 (roll and add them together). The
same contest must be made if approaching the
guildhall while the Dragon is present.
|---------------------------------|
| DRAGON (1) |
|---------------------------------|
|DICE |3D6X4, 2D6X2, D20|
|---------------|-----------------|
|BONUS |6 |
|---------------|-----------------|
|IMMUNE |PIERCING |
|---------------|-----------------|
|WEAK |GUN, NEON |
|---------------|-----------------|
|INITIATIVE |20 |
|---------------|-----------------|
|MORALE |2 | AFTER EXITING
|---------------|-----------------| THE DUNGEON, ALL
|DROPS |DRAGON MATERIALS | NEW PLAYERS ARE
|---------------------------------| GIVEN THEIR
STARTING GEAR: 3
BYTES, 3
RESOURCES, AND
BASIC TRAVELER’S
CLOTHES.�

/REMASTERED 37
READING STAT NUMBER APPEARING. The number next to a
BLOCKS, EXPANDED monster’s name is how many appear during
each encounter.
DICE NOTATION. Bigger mobs are made up of
multiple dice. 3d6 means rolling 3d6 and adding
THE SERVER GETS
them together for a single contest. 3d6x4 means
TO DECIDE ON A
it rolls 3d6 until defeated in four contests before
CASE-BY-CASE
moving on to the other dice.
BASIS IF
CONTESTS ARE IMMUNE. Mobs that are immune to a certain
ROLLED ONCE FOR damage type roll an extra d10 when contesting
EACH PLAYER, OR that damage type.
ONLY ONCE FOR
WEAK. If attacking a mob with something it's
THE ENTIRE
weak to, add d10 to your contest.
PARTY.�
DROPS. Some Materials are unique and are used
to create unique gear or trade with rare NPCs.
Hold onto them until you find a use.

Inside: CrustWarrior cowers, waiting for a


chance to escape the Dragon. She started
playing today and has been stuck here for
A fifteen minutes. The Happy Guild in Hex 6 sent
her here as a prank. She’s embarrassed and
doesn’t want you to know that she was duped
so easily. There is nothing of value here.

CRUSTWARRIOR: Amanda Neals (she/her), 23, Grad Student. Her


PUG only goal at this moment is to get back at the
Happy Guild and escape the island. If she can’t
do it today she’ll probably stop playing
altogether. If she parties up with you, she can
add a d4 to a single roll per skill contest or
combat round.

NEWB PLAZA A large slab of stone, hastily chipped into a

3 circle, aged and sunken into the mud and


moss. Market stalls surround it, shattered
into splinters. Fruit rots in the hands of dead NPCs.
The only living NPC is Don McBon, and he’s
trapped beneath his collapsed shop. He offers
discounts to new players, but has nothing in his
inventory to sell. He also touts the Gelatinous 6
(hex 4) as a great place to meet new players.

38 .DUNGEON/
A blinking neon sign hangs catawampus GELATINOUS 6

4 from weathered chains on the side of a


narrow townhouse. The sign reads “The
Gelatinous 6, a place for new beginnings.”
Inside: the second floor has fallen into the first.
Entities clip into each other and the
environment. 2d6 glitchy Goblins with makeshift
weapons are prepared for an ambush.
[GOBLINS (2D6); D:D4, B:-, IM:
SLASHING, W: NEON, I:4, M:6, DR:
NOCLIP]
If the Goblins are defeated, the last one drops
a new role. Roles can only be picked up by
one player.
NOCLIP. Once per session, you can no-clip through
an entity, like a wall, a door, or some rubble. If the
entity is significantly large, like a piece of the
environment, the no-clip is unsuccessful.

/REMASTERED 39
ROSE’S SIX A wild-west tavern topped with a busty
SHOOTER
5 cutout of a goth avatar with eight
different guns strapped across their hips
and torso.
• Ground floor. 4 Solar Jellies playing catch
with explosive barrels. They throw them to
deal d6 extra damage. Hitting an explosive
barrel chains your contest to all adjacent
targets.
[SOLAR JELLIES (D6); D:D6/, B:-,
IM: SOLAR, W: SHADOW, I:8, M:-,
DR: SOLAR FOIL]

READING STAT DICE NOTATION. D6/ means that the dice splits
BLOCK, EXPANDED into two, smaller dice when defeated, always
following the dice chain: D20›D12›D10›D8›D6›D4.
• Basement. 3 Shadow Jellies digest the
corpses of NPCs. When killed, the Jellies
release the Skeletons inside, which allows
them to join the fight.
[SHADOW JELLIES (D6); D:D8/,
B:-, IM: SHADOW, W: SOLAR, I:10,
M:-, DR: FASHION MATERIALS]
[SKELETONS (D6); D:D6, B:1, IM:
SLASHING, PIERCING, W: SMASHING,
SP: REASSEMBLE, I:4, M:2, DR:
STANDARD]
• Storage. A Dreamer sleeps amongst all the
whiskey kegs, spawning Jellies.
DREAMER A sleeping giant, curled or sprawled on the
battlefield. Its cracked and collapsed head leaks
Dream Jellies more and more each turn. First
one, then two, then three, and so on.
[DREAMER (1); D:D20X2, B:2, I:12,
M:4, DR:-]
[DREAM JELLY (D4); D:D6/, B:-, I:8,
M:-, DR: DREAM MATERIALS]

40 .DUNGEON/
• Secret room. Beyond an illusory door lies
the hidden backroom of Rosie’s Six
Shooters. Inside are three random Foils.
Holographic cards found within .dungeon as FOILS
part of its collectible card game. The holos have
magical properties that are activated when
inserted into items, avatars, or another entity.
1. Shadow Foil. Imbues a weapon with D6 RANDOM FOILS
shadow damage or protects an avatar from
a single source of shadow damage.
2. Solar Foil. Imbues a weapon with solar
damage or protects an avatar from a single
source of solar damage.
3. Healing Foil. Heals d6 Sync for an avatar or entity.
4. Lucky Foil. Lets an avatar reroll one RNG roll.
5. Arya’s Foil. Heals the statuses of an avatar
or entity.
6. Tiger Foil. Gives an avatar or entity an extra
d4 for their next contest.

/REMASTERED 41
THE FERRY TomisGotAGun and BigJohnX07 are having

6 a contest. They take turns rolling over the


Ferryman’s body, causing it to ragdoll
through the air, trying to get it the furthest.
Whoever gets it in the water is a huge loser.
The ferry flies the banner of the Happy Guild
and is under their control. They demand a price
of 100 Bytes to use it. They will also trade
passage for a party member’s life, or the neon
sword in Grey Beards Cave (Hex 11).

THE HAPPY GUILD Branded with the emoji smile, this guild is full
of trolls and grifters. Organized only because it
makes their trolling more efficient. Four
members are stationed on Tutorial Island and
they share 100 Sync between them. If their Sync
reaches 0, they leave the island for good. If they
are forced to respawn (due to taking a ton of
damage, for instance), they respawn at their
guildhouse, far away from Tutorial Island.
TomisGotAGun
Tomi (they/she), 19, film major. She loves lying
about a powerful spell in Hafgan’s Hall (hex 2).
She’s always high while logged on and likes to
talk about obscure Korean horror films, to the
dismay of her guildies.
[D:3D6, B:3, I:8, M:4]
Fights with a greater gun (sniper) and a
switchblade. Knows a buffing spell that
grants each of her party members a d8 to
their next contest.
BigJohnX07
Elle (she/her), 23, gas station attendant (3rd shift).
She lives on zero-calorie energy drinks and
Newport cigarettes. Doesn’t sleep. Always
gaming. Simps after Falsify but is very
embarrassed by it.
[D:2D8, B:4, I:10, M:8]
Fights with a katana and a bow. Can summon a
large rat (d6) to aid her once per session.

42 .DUNGEON/
Falsify
False (they/them), 28, sells nudes online. Lives in a
high rise apartment in an undisclosed city. Doesn’t
speak much. Plays this game way too much.
Knows way too much. The only time they laugh is
when newbs quit because of their trolling.
[D:4D6, B:6, I:10, M:6]
Fights with a neon sword. Can go berserk,
letting them attack 12 times (guess their
piercings <3).
SerialExperimentsJane
Janet (she/her), 19, nursing school dropout.
Lives with her grandma and is in the process of
transitioning. Looks up to Tomi and Elle. Fears
False. Lies and says she’s only playing this game
till she goes back to school.
[D:2D10, B:3, I:8, M:4]
Fights with a hand-canon and short sword.
Can turn into a black cat for quick escapes and
easy hiding.

PUGS ARE NOT MOBS. THEY ARE OTHER


LIVING PEOPLE PLAYING .DUNGEON,
JUST LIKE YOU. THIS MEANS THEY HAVE
SYNC, RESPAWNS, AND LIVED
EXPERIENCE. MOST OF THEM ARE KIND,
LIKE YOU ARE, BUT SOME OF THEM,
LIKE THE HAPPY GUILD, ARE TROLLS
WHO LIKE TO MAKE EVERYONE ELSE’S
EXPERIENCE A PAIN.� A

/REMASTERED 43
MAUSOLEUM OF A graveyard shaded by massive swords
ABANDONED
ACCOUNTS 7 stabbing down into the ground. Moss
creeps on every surface and the
weathered tombstones no longer remember
the names of those buried below.
In the center is a statue of Annwn as she tears
fingers from her hand. An engraving lists the
number of abandoned accounts (12,340), active
accounts (174), and total deaths on the server
(876,456).

GHOST WATCH A clocktower, partially collapsed. Bricks

8 spill in from the roof onto the remains of


the hour hand, stabbed into the floor.
Books that were once filled with spells are
scorched, ransacked, and torn to shreds.
Pinned to the ground by the minute hand is the
Loremaster, an NPC who dishes out beginner
quests to those not ready to leave the island. He
has information on every hex and doesn’t notice
that he’s trapped.
If freed, he will travel with the players until
they find another settlement. As long as he is in
the party, all Lore rolls get +1.

MUSHROOM VILLAGE Tiny cottages dug into the hills. Barrows

9 drilled into the stems of mighty


mushrooms. The wreckage of many
draconic strafes. The friendly fungalfolk still
reside here, though their numbers are thinner.
Some are glitched in the ruins of homes. Others
cower permanently in fear of the Dragon.
TINNITUS. A buff red-topped mushroom with a
mighty blade and dreams of slaying the Dragon.
Will ride on a player’s back for 5 Bytes. While
traveling with a player, they add +2 to Melee
rolls. Refuses to leave Tutorial Island unless the
Dragon is taken care of.

44 .DUNGEON/
A garden overgrown with wildflowers. ANCIENT WELL

10 They sing a different solemn tune


depending on the shade of the sun. The
ruins of gargoyle warriors lie scattered across
the topiary. At the center, a large overturned
stone slab reveals a rusted ladder down into a
forgotten well.
• The bottom of the well drips with old water
that etches small streams in the rocky
floor. A discarded shield barricades the
door on the left.
• 2 Shadow Skeletons spit glitched curses at
all who enter their domain.
[SHADOW SKELETONS (D6); D:D12,
B:2, I:8, M:-, DR: SHADOW FOIL]
• A deep pit carved with an elaborate form of
artistic worship: Several gargoyles struggle
to put Annwn’s disparate parts together.
Climbing the enormous sculpture is the
only way down. To traverse it, roll a contest
against its 2d8’s.
• At the bottom, two gargoyle statues are
staged in a game of tug-of-war. Their prize?
A locked chest. Inside is a scroll with the
spell “Black Pool.”
You cast unholy light onto the bottom of the BLACK POOL
dungeon steps, flooding it with magical, black
ichor. From its murky depths, Darkroot the
Skeleton Prince crawls forth to answer a single
question about the dungeon you’re in.
Skill: Dream
Cost: 7
• 10 varmints feast on Rosie, from Rosie’s Six
Shooter. She has two simple guns on her
hips, three mags on her chest, and a Pocket
Lovebook over her heart.
[VARMINTS (10); D:D4,D20, B:2,
I:6, M:12, DR:-]

DID YOU KNOW? YOU CAN FIND SPELLS


SCATTERED AROUND ANNWN. DID YOU
FIND THE ONE IN THE TUTORIAL
DUNGEON?� A

/REMASTERED 45
MAGS Includes every type of clip, magazine, and
firearm ammunition. They are depleted at the
end of every encounter and must be replaced.
POCKET LOVEBOOK Annwn had many lovers, as she was a very
loving (if sad) god. This little book is held right
over one’s heart in a chest pocket. It can be
sacrificed to negate the Sync damage from one
Gun attack.

ADDITIONAL EQUIPMENT BOLSTERS YOUR


A CHARACTER AND ALLOWS YOU TO
CUSTOMIZE YOUR STYLE OF PLAY.
SHIELDS, FOR INSTANCE, CAN ONLY BE
WIELDED WITH SIMPLE WEAPONS AND
INCREASE YOUR DEFENSE BY 1. FIND
MORE INFORMATION ON (56.) �

THE WOLF CAVES Under a blue sun, the Wolves howl a

11 mournful song for Annwn, their loving


and sad mother. The mouth of the cave
breathes slow and lumbered, its breath moist
and sour.
• Three dead NPCs. Left as a warning. A bow
with a quiver lays on one of their corpses.
RANGED WEAPONS Firing a ranged weapon requires a quiver. You
cannot use a ranged weapon while in melee
combat with a mob or PUG.
QUIVER Includes anything that can carry ranged
ammunition. If used, they are depleted at the
end of the session and must be replenished.
• A small pond where 300 bats sleep, clinging
to the ceiling. A poisonous snake trap
swims in the pond. The first to enter the
pond rolls a skill contest against its d6 to
avoid the poison bite.
POISONED You make all rolls using your Tilt dice.
Respawning removes this status.

46 .DUNGEON/
• A family of 6 Wolves protect their den,
feasting on the newbs who have failed
before you.
[WOLVES (6); D:D10, B:1*, I:12,
M:10, DR: FASHION MATERIAL]
*Wolves gain a bonus equal to the number
of Wolves present.
• The sun shines in through a crack in the
roof, bathing a statue of Hafgan in light.
Kneeling at the statue or leaving an offering
grants your party a rest dice.
• The mother Wolf sleeps upon a pile of
bones. She speaks to you in the human
tongue. If you wish to kill her and take her
legendary gun, she’ll oblige you in a fight.
Otherwise, she will accept one party
member as her knight, granting them the
role of Wolf Knight.
[WOLF MOTHER (1); D:2D6X5, B:1*,
I:12, M:2, DR: LUNACID]
*Wolf Mother summons a Wolf at the
beginning of each round, and gains a bonus
equal to the number of Wolves present.

WOLF KNIGHT. Once per session, howl up at the ROLES


sun to summon a d6 Wolf to aid you.

Legendary Handgun. Doesn’t require clips if LUNACID


you’re playing at night (IRL). If used during an IRL
full moon, insta-kills any undead d10 or lower.

/REMASTERED 47
THE CRYSTAL WODE Sapphires grow from the bark of the

12 trees. Crystal-scaled lizards crawl


among the roots and limbs. Each lizard
is worth 2 supplies.
A mirror-surfaced pond awaits players. The
fishing-tutorial NPC is pinned to a tree by a
thousand arrows. A fishing rod lays at his feet.

FISHING A fishing rod and a body of water are required


to fish. After casting your line, roll RNG +
Navigation, Animal Handling, or Vibes and
compare with the chart below.
1-4. Useless junk. Gain 1 Material.
5-8. Common fish. Gain 1 Resource.
9-12. Small chest. Gain d4 Bytes.
13-19. Rare fish! Gain 1 Fashion Material.
20+. Giant Crab! Roll initiative.
[GIANT CRAB (1); D:D20,
D12X5, B:5, I:12, M:2, DR:
SUPER ROD]

SUPER ROD A rare fishing rod held by only the highest


caliber of fishers. When fishing with it, increase
your RNG dice by 1 size type (d4 becomes d6, d8
becomes d10, etc.).

48 .DUNGEON/
THE END*
The tutorial ends when you leave the island.
The rest of the book offers rules summaries for
you to reference during play, the collected and IF CRUSTWARRIOR
expanded lore, and information for the Server ESCAPES WITH
to continue play beyond the island. YOU, TURN TO
(107.) AND
FIGURE OUT WHO
SHE IS BY USING
THE PUG ROLL
TABLES!�

*You’ve probably been taking a lot of damage.


The first time you hit any threshold on the Sync
chart below, you gain a rest dice. If the
threshold indicates “Rest and Return,” you gain
a rest dice every time you fall below that
threshold, otherwise you only gain it when you
first pass it. Sync cannot go above 100.

100. Rest and Return


80. Rest.
60. Rest and Return.
40. Rest.
20. Rest and Return.
0. Game Over.

/REMASTERED 49
LZSNNXWVUETcOMLXXWVUEKIQPYEJbaZSEWVUJORORN

LZSNNXWVUETcOMLXXWVUIQPYEJbaZSEWVUJORNGORN
NROGNROJESZabJEYPQIKLMOcTVWXNNSZL

LZSNNXWVUETcOMLKIQPYEaZSEJORNGORN
Originally published in GameInformer, December 2003

50 .DUNGEON/
RNSZabcTEUVWXYPQIJNGNROJEFHIJEKLMOP

Gear
There are four tiers of gear: simple, greater,
rare, and legendary. Most of the gear you can
buy in .dungeon is greater or simple. These two
tiers are also craftable by players and NPCs
using the in-game crafting system. Most gear
aids players in contests, giving them bonuses to
certain rolls or allowing them to forgo rolling at
all (no need to roll to climb a mountain if you
have climbing gear).
Rare items include magical items, most foils,
and unique pieces of gear. These items can only
be crafted by specialized NPCs found
sporadically throughout Annwn. Legendary
gear are the most powerful items in the game,
often using the haptic feedback of VR to create
bleed between reality and the virtual world.
These items were created by the developers of
the game and are typically hidden behind
dangerous dungeons, multi-faceted quests, or
difficult challenges.

The NPCs who create rare items are coveted by RARE NPCS
.dungeon’s players. In particular, the Diamond
Dogs guild have made it their duty to protect
certain NPCs because if an NPC dies, whether by
troll or freak accident, them and their unique
items are gone forever.

/REMASTERED 51
RAM
Each character starts with a backpack that
has ten inventory slots. Anything more needs
to be put into storage or it sits on the ground
as a little rotating sprite of a bag. Anyone can
pick up items that have dropped like this.
Each storage slot costs 1 Byte per week and
can be accessed at any storage chest (found
within settlements).

NAKED Speedrunners and PUGs know that stripping all


armor and clothes off a character so they’re a
naked mass of polygons gives +2 to platforming
and initiative rolls. But they also know all
incoming damage is increased by +2 as well.

STARTING GEAR Every new avatar starts with 3 Bytes, a knife,


and basic traveler clothes.

52 .DUNGEON/
BYTES
Bytes are the currency of .dungeon. They can only
be gained by interacting with the game: traveling to
far away places, fighting mobs, exploring randomly
generated structures, and taking on quests. They
are used for everything from buying gear, to
casting spells, and uncovering secrets in the world.

A character gains 1 Byte (1b) per day as long as they GAINING BYTES
log in and play. Traveling into a new hex for the
first time also nets 1b. Defeating an encounter
without taking Sync damage will gain the party an
additional 1b each.

Last year, players discovered that an entire region THE HIDDEN WORLD
of the map was unlocked once they accumulated OF BYTES
enough Bytes, leading to speculation that the
developers have hidden other things behind the
Bytes Currency. Secret doors have been found in
the tutorial dungeon. Some mobs are hidden until a
certain number of Bytes are acquired. There are
many secrets we’ve yet to uncover!

/REMASTERED 53
WEAPONS
|----------------------------------------------------|
|WEAPONS |COST |DAMAGE TYPE |
|--------------|----------|--------------------------|
|SIMPLE |2 |SLASH/PIERCE/SMASH |
|--------------|----------|--------------------------|
|GREATER |4 |SLASH/PIERCE/SMASH |
|--------------|----------|--------------------------|
|RANGED |4 |PIERCE |
|--------------|----------|--------------------------|
|QUIVER |1 |-- |
|--------------|----------|--------------------------|
|SIMPLE GUNS |5 |GUN |
|--------------|----------|--------------------------|
|GREATER GUNS |7 |GUN |
|--------------|----------|--------------------------|
|MAGS |1 |-- |
|--------------|----------|--------------------------|
|NEON WEAPONS |10 |NEON |
|--------------|----------|--------------------------|
|CELL |1 (FOR 3) |-- |
|----------------------------------------------------|
SIMPLE WEAPONS One-handed swords, folding knives, gauntlets,
brass knuckles, walking sticks, and other such
weapons. You can use anything as your weapon
since damage is determined by your skills.

GREATER WEAPONS Buster swords, katanas, scythes, big pairs of


scissors, double sided blades, and other
such weapons. You can use any large item as
your weapon since damage is determined by
your skills.

RANGED WEAPONS Crossbows, longbows, blow darts, throwing


stars, and other such ranged weaponry. Uses
quivers. You can use anything shootable or
throwable as your ranged weapon since
damage is determined by your skills. You
cannot use a ranged weapon while in melee
with another combatant.

54 .DUNGEON/
Anything that can carry ranged ammunition. If QUIVER
used, they are depleted at the end of every
session and must be replenished.

Mostly hand-cannons, but includes any one- SIMPLE GUNS


handed ranged weapon. Your gun can have any
aesthetic since damage is determined by your
skills. Uses mags.

Assault weapons, long-barrel weapons, and GREATER GUNS


other such guns. Your gun can have any
aesthetic since damage is determined by your
skills. Uses mags.

Every type of clip, magazine, and firearm MAGS


ammunition. If used, they are depleted at the
end of the encounter and must be replaced.

Laser swords, blaster rifles, and any other sci-fi NEON WEAPONS
weaponry. You can use any neon weapon
aesthetically since damage is determined by
your skills. Uses cells. Requires Arcanum skill.

All types of plasma, energy, and sci-fi CELLS


ammunition. If used, they are depleted at the
end of the round and must be replaced.

Can be affixed to any ranged weapon, allowing SCOPE


it to be fired from two movements away.

Every weapon, spell, or magic item uses one of DAMAGE TYPES


the following damage types. Certain mobs and
entities are weak or immune to different
damage types.
• Slashing
• Piercing
• Smashing
• Gun
• Neon
• Shadow
• Solar

/REMASTERED 55
ARMOR
|----------------------------------------------------|
|ARMOR |COST |DESCRIPTION |
|---------------|----------|-------------------------|
|HELMET/HAIRDO |1 F. MAT. |SACRIFICE TO NEGATE SYNC |
| | |DAMAGE |
|---------------|----------|-------------------------|
|POCKET LOVEBOOK|4 |ABSORBS 1 GUN ATTACK |
|---------------|----------|-------------------------|
|SHIELD |3 |-1 TO SYNC DAMAGE |
|----------------------------------------------------|
HELMET/HAIRDO A stylish hat, helmet, or hairdo is more than just
an aesthetic—it might save your life. Sacrifice it
to negate the Sync damage of a single attack
against you.

POCKET ANNWN Annwn had many lovers, as she was a very


LOVEBOOK loving (if sad) god. This little book is held right
over one’s heart in a chest pocket. It can be
sacrificed to negate the Sync damage from one
Gun attack.

SHIELD Shields can only be wielded alongside simple


weapons and increase your Defense by 1.

56 .DUNGEON/
EQUIPMENT
|----------------------------------------------------|
|GEAR |COST |DESCRIPTION |
|-------------|----------|---------------------------|
|BINOCULARS |2 |SEE INTO NEXT HEX |
|-------------|----------|---------------------------|
|CHALK |1 F. MAT. |FOR DRAWING |
|-------------|----------|---------------------------|
|CLIMBING GEAR|1 |BONUS TO PLATFORMING |
|-------------|----------|---------------------------|
|CLOTHES |1 |ANY YOU'D LIKE |
|-------------|----------|---------------------------|
|COMPASS |2 |POINTS NORTH OR TO NEXT |
| | |SETTLEMENT |
|-------------|----------|---------------------------|
|CROWBAR |2 |BONUS TO STRENGTH |
|-------------|----------|---------------------------|
|DREAM JARS |10 |USED TO CATCH DREAM SLIMES |
|-------------|----------|---------------------------|
|FISHING ROD |4 |USED TO CATCH FOOD |
|-------------|----------|---------------------------|
|INSTRUMENT |2 F. MAT. |PLAY HIDDEN OST |
|-------------|----------|---------------------------|
|LADDER |2 |FOR CLIMBING/CROSSING |
|-------------|----------|---------------------------|
|LIGHTSOURCE |2 |LASTS 1 HOUR |
|-------------|----------|---------------------------|
|LOCKPICKS |1 |ROLL RNG TO OPEN A LOCK |
|-------------|----------|---------------------------|
|MATERIALS |5 |-- |
|-------------|----------|---------------------------|
|MOMENTO |1 |TAKES A PHOTO OF YOUR LAST |
| | |ADVENTURE |
|-------------|----------|---------------------------|
|NOISEMAKER |2 |CALLS A RANDOM ENCOUNTER |
|-------------|----------|---------------------------|
|SATCHEL |5 |3 EXTRA STORAGE SLOTS |
|-------------|----------|---------------------------|
|SPRAY CAN |1 F. MAT. |USED TO LEAVE YOUR TAG |
|-------------|----------|---------------------------|
|SUPPLIES |1(FOR 3) |-- |
|----------------------------------------------------|

/REMASTERED 57
BINOCULARS Three-level zoom in to scout the surrounding
area. +2 to navigation.

CHALK Stick of white chalk for drawing. Dye is


required for other colors.

CLIMBING GEAR Can be used for stunts (includes rope & pitons)
and allows you to climb all climbable surfaces
without a roll.

CLOTHES Any clothes you’d like to buy can be bought


after character creation.

COMPASS Small, silver compass. Points due north or to


the nearest settlement, depending on how you
set it.

CROWBAR A simple weapon that allows you to open chests


or jammed doors without a roll.

DREAM JAR A black and purple orb used to capture Dream


Jellies. Use your action to throw it during an
encounter. Roll RNG + Dreams over the Jelly’s
Morale to capture. Once captured they can be
named, played with, and cared for. The process
of raising a Dream Jelly into a unique pet will be
detailed in a future supplement.

FASHION A resource used to craft dyes and buy


MATERIALS decorations. Fashion Materials can be acquired
(F. MAT.) through rare mob drops, found in dungeon
chests, or traded for at the Auction House.

FISHING ROD Allows players and NPCs to spend time fishing.

INSTRUMENT Guitars, keyboards, synths, drums, and all other


instruments. Each avatar starts with the ability
to play one of the OST’s twelve hidden songs, and
everyone can learn them by watching another
player perform them. Some dungeon doors are
locked behind the songs, and a dungeon in
Hawthorne’s wastes will only reveal itself if you
play all twelve songs on the same instrument.

58 .DUNGEON/
A 20’ ladder that can be used to climb, bridge LADDER
gaps, or platform without a dice roll.

Flashlights, lanterns, floating orbs. Each lasts LIGHTSOURCE


for one hour of in-game time after being lit.
Sheds bright light, allowing you to see in the
dark. If used in dungeons, random encounter
ranges are increased by 1.

Allows you to unlock doors, chests, or other LOCKPICKS


locks without a roll.

A resource used to craft items, vehicles, and MATERIALS


buildings. Materials are dropped from mobs,
collected from the world (by destroying trees,
rocks, etc.), and found in chests. To build an item
from scratch requires the same number of
Materials as it costs to buy.

Creates a photograph of you and your party MOMENTO


members on the last adventure you went on.
The game’s scrapbook does not take up an
inventory slot.

A strange crank horn that makes the most NOISEMAKER


annoying sound imaginable (a sharp note
sampled from a kid’s cat keyboard).
Automatically calls a random encounter based
on your location.

A cute tote or sling bag. Has 3 extra storage slots. SATCHEL

Three uses per can. Spray your unique tag on SPRAY CAN
dungeon walls to show how far you made it.

A resource used to travel between hexes and SUPPLIES


upkeep different pieces of gear. If something
says you need “X supplies,” it means it costs that
many supplies each time you use it. Supplies
are expensive to buy, but are commonly
dropped by most mobs.

/REMASTERED 59
FOILS
|----------------------------------------------------|
|FOIL |COST |DESCRIPTION |
|---------------|----------|-------------------------|
|ARYA’S FOIL |4 |HEALS YOUR STATUSES |
|---------------|----------|-------------------------|
|CARD PACK |1 |RNG CHANCE TO GET A |
| | |RANDOM FOIL |
|---------------|----------|-------------------------|
|DRURY’S FOIL |10 |REVIVES 1 ALLY BEFORE |
| | |THEY RESPAWN |
|---------------|----------|-------------------------|
|DUNGEON FOIL |3 |REMOVES YOU & 1 ALLY FROM|
| | |A DUNGEON OR ENCOUNTER |
|---------------|----------|-------------------------|
|HAFGAN'S FOIL |10 |HEALS ALL STATUSES FOR |
| | |YOU & ALLIES |
|---------------|----------|-------------------------|
|HEALING FOIL |5 |HEALS D6 SYNC |
|---------------|----------|-------------------------|
|LUCKY FOIL |4 |REROLL 1 RNG ROLL |
|---------------|----------|-------------------------|
|SHADOW FOIL |4 |IMBUE WEAPON WITH SHADOW |
|---------------|----------|-------------------------|
|SOLAR FOIL |4 |IMBUE WEAPON WITH SOLAR |
|----------------------------------------------------|
There’s a sect of players obsessed with
.dungeon’s pseudo-collectible card game. Card
packs have a small chance of containing Foils,
holographic cards that act as one-use magic
items in place of potions and other
consumables. The game’s true card-heads
believe there’s a connection between Aspect
cards and the collectible card game.

60 .DUNGEON/
Insert into yourself or any other target to heal ARYA’S FOIL
all statuses.

Pack of 5 random cards. Roll RNG 4+ to pull a CARD PACK


Foil, and roll for type.

Insert into a freshly tilted ally to revive them DRURY’S FOIL


before they respawn elsewhere.

Insert into the ground to remove yourself and DUNGEON FOIL


one ally from a dungeon or encounter, taking
you back to the nearest settlement.

Insert into yourself to heal all statuses afflicting HAFGAN’S FOIL


you and your allies.

Insert into yourself or any other target to HEALING FOIL


automatically heal d6 Sync.

Insert into yourself to reroll one RNG roll. LUCKY FOIL

Insert into your weapon to imbue it with SHADOW FOIL


shadow damage. Insert it into your armor to
negate the next shadow damage you take.

Insert into your weapon to imbue it with solar SOLAR FOIL


damage. Insert it into your armor to negate the
next solar damage you take.

/REMASTERED 61
PETS
|----------------------------------------------------|
|PET |COST |UPKEEP|DESCRIPTION |
|---------------|------|------|----------------------|
|DUNGEON CAT |5 |1 |SITS ON CURSED |
| | | |OBJECTS, PEES ON TRAPS|
|---------------|------|------|----------------------|
|LIZARD |3 |1 |LOVE MAGIC AND BYTES |
|---------------|------|------|----------------------|
|PUP |3 |1 |BARKS WHEN HOSTILE |
| | | |MOBS ARE NEAR |
|---------------|------|------|----------------------|
|SNAKE |4 |1 |CAN BE FED ANY ITEM, |
| | | |1/MONTH |
|---------------|------|------|----------------------|
|SONGBIRD |3 |1 |HAS A UNIQUE SONG |
|---------------|------|------|----------------------|
|TURTLE PRIEST |4 |2 |EATS SPELL TEXTS TO |
| | | |GAIN THEIR POWER |
|---------------|------|------|----------------------|
|WAR DOG |5 |2 |CAN SMELL PVPERS |
|----------------------------------------------------|
Some friendly mobs can be purchased or taken
on as pets, but they will require your care and
attention. Each one is stored in a glassy,
softball-sized Pet Jar, and only one can be
released at a time. While released they will
follow you and perform their tasks to the best
of their abilities.

UPKEEP The upkeep cost listed next to each pet is the


number of supplies it costs each day to keep
them fed and watered.

62 .DUNGEON/
Talk to your turtle during
an eclipse to discover the
location of the nearest
spell.

Pretty kitty of a random breed. Loves scratching DUNGEON CAT


things, sleeping in rays of sun, and eating fish.
Sits on cursed objects and pees on traps.

A palm-sized lizard of a random breed. Loves LIZARD


eating bugs and laying on hot rocks. Easily
distracted by any source of magic and any
number of Bytes.

Cute dog of a random breed. Loves meat, pets, PUP


and playing fetch. Barks when hostile mobs are
nearby. If left to roam all night, has a 5% chance
of digging up d4 Bytes.

Several feet of reptilian length. Loves cuddling. SNAKE


Can eat and digest any item you give it, over the
course of a week. Eats once a month.

Tiny, beautiful birds with expressive faces. SONGBIRD


Each is generated with their own unique,
single-bar melody.

Shin-high turtles, each generated with their TURTLE PRIEST


own unique hat. Can eat any scroll or spell tome
to gain its power. If they eat 20 spells they
become a Fortle.

Big dog of a random breed. Loves big plates of WAR DOG


pasta and ridiculously-sized bones. Growls
when PvPers are nearby and can track their
scent. Grants +1 to Melee.

/REMASTERED 63
TRANSPORTATION
|----------------------------------------------------|
|TRANSPORT |1 TRIP |OWN |UPKEEP |
|-----------------------------|-------|------|-------|
|SKATEBOARD |-- |2 |-- |
|-----------------------------|-------|------|-------|
|ROLLERBLADES |-- |2 |-- |
|-----------------------------|-------|------|-------|
|GLIDER |-- |4 |-- |
|-----------------------------|-------|------|-------|
|WINGSUIT |-- |7 |1 |
|-----------------------------|-------|------|-------|
|HORSE |5 |10 |3 |
|-----------------------------|-------|------|-------|
|GIANT LIZARD |5 |12 |3 |
|-----------------------------|-------|------|-------|
|SPIDER ENVOY |5 |12 |3 |
|-----------------------------|-------|------|-------|
|TAMED DREG |7 |15 |5 |
|-----------------------------|-------|------|-------|
|87 CHEVALIER ANTELOPE |-- |30 |10 |
|-----------------------------|-------|------|-------|
|TOY TROLL AE86 |-- |30 |10 |
|-----------------------------|-------|------|-------|
|PYTHON SR1 |-- |45 |12 |
|-----------------------------|-------|------|-------|
|LAMB MARTINI MIURA |-- |50 |12 |
|-----------------------------|-------|------|-------|
|91 FJORD ADVENTURER |-- |30 |10 |
|-----------------------------|-------|------|-------|
|SUBLUE SANDBAR |-- |25 |5 |
|-----------------------------|-------|------|-------|
|UW SCARAB |-- |35 |12 |
|-----------------------------|-------|------|-------|
|TRAIN |5 |250 |25 |
|-----------------------------|-------|------|-------|
|TELEPORTATION CIRCLE |15 |300 |1 |
|-----------------------------|-------|------|-------|
|SIMPLE AIRSHIP |15 |500 |25 |
|-----------------------------|-------|------|-------|
|GREATER AIRSHIP |25 |1,000 |30 |
|----------------------------------------------------|

64 .DUNGEON/
Players who purchase a vehicle need to pay its UPKEEP
upkeep cost once each session it is used. This
covers fuel and general maintenance.

Besides doing sick tricks and stunts, these SKATEBOARD/


vehicles allow you to move twice as far during ROLLERBLADES
combat encounters.

The glider is the biggest transport that can be GLIDER


kept in your inventory. It allows you to fall from
great heights and cross into an adjacent hex
without taking a random encounter.

When purchased, your clothes and armor are WINGSUIT


altered to fit the wingsuit. It grants the same
benefits as a glider while also letting you
perform airborne stunts in combat.

A beautiful horse of a random breed. Enjoys HORSE


carrots and horseplay. Can carry 5 additional
inventory slots.

A big, colorful lizard of a random breed. Enjoys GIANT LIZARD


eating big bugs and prefers desert terrain. Allows
you to climb even unclimbable mountains.

Eight-legged princesses of Luna, the spider queen. SPIDER ENVOY


These envoys are found in forest terrain and
enjoy scritches. Can carry two players at once.

Raptor-like creatures covered in multicolored TAMED DREG


feathers, which use their large beaks to break
their prey. They are the fastest creatures in
.dungeon, reducing random encounter checks
to every 2nd hex.

Two-door, matte colors. 10 extra storage slots. 87 CHEVALIER


Travel freely across Annwn as long as you can ANTELOPE
afford the upkeep.

Two-door, silver and black, speedster. Travel TOY TROLL AE86


freely across Annwn as long as you can afford
the upkeep.

Two-door sports car, gloss colors. Travel PYTHON SR1


freely across Annwn as long as you can afford
the upkeep.

/REMASTERED 65
LAMB MARTINI Two-door sports car, gloss colors. Travel
MIURA freely across Annwn as long as you can afford
the upkeep.

91 FJORD Four-door SUV, bland colors. 15 extra storage


ADVENTURER slots. Travel freely across Annwn as long as you
can afford the upkeep.

SUBLUE SANDBAR Two-door flatbed pickup, white. 25 extra storage


slots. Travel freely across Annwn as long as you
can afford the upkeep.

UW SCARAB Two-door round car, yellow. 5 extra storage


slots. Travel freely across Annwn as long as you
can afford the upkeep.

TRAIN Various train tracks criss-cross Annwn’s


surface and underground. One ticket buys you
near-instant transport between any two
connected settlements. Buying a train means
building your own track between two
settlements. After construction, you receive an
extra 2 Bytes every time you log on,
from people using
the track.

Artist rendition of when they


accidentally fused an NPC
with their car.

66 .DUNGEON/
Large circle of marble and granite, carved with TELEPORTATION
intricate hand signs which facilitate magical CIRCLE
transportation. Unlike trains, all teleportation
circles are linked to each other. As long as they
are both powered, you can use one to travel any
distance to any other teleportation circle.
Buying a circle means buying an unused or
unpowered one, or building a new one within a
new settlement or guildhall. These do not get
you any extra Bytes, but they help to
interconnect Annwn.

Two to four seats. 10 storage slots. Can travel SIMPLE AIRSHIP


freely over the server with no risk of random
encounters. Buying one trip means paying an
NPC or Player Character to pick you up and take
you to a destination. The price does not include
a ride back. Buying your own simple airship
means you get to design it. Upkeep includes
storing it in a settlement.

Larger, commercial vessels. 50 storage slots. GREATER AIRSHIP


Buying one trip means getting a ticket between
two settlements. The flight lasts ten minutes of
game time and allows for the guests to mingle.
Certain NPCs only spawn on airships, including
unique merchants.
Buying your own greater airship means you
get to design it. Upkeep includes storing it in
a settlement.

/REMASTERED 67
STRUCTURES
|----------------------------------------------------|
|STRUCTURE |1 NIGHT|OWN |UPKEEP |CONSTRUCTION|
|----------------|-------|------|-------|------------|
|PERSONAL ROOM |1 |25 |-- |1 DAY |
|----------------|-------|------|-------|------------|
|JOB BOARD |-- |25 |-- |1 DAY |
|----------------|-------|------|-------|------------|
|DEFENSE TOWER |-- |100 |1 |3 DAYS |
|----------------|-------|------|-------|------------|
|LESSER HOUSE |-- |125 |5 |1 WEEK |
|----------------|-------|------|-------|------------|
|ARENA |1 |150 |5 |1 WEEK |
|----------------|-------|------|-------|------------|
|GUILDHALL |-- |150 |5 |3 DAYS |
|----------------|-------|------|-------|------------|
|MARKET |-- |150 |5 |3 DAYS |
|----------------|-------|------|-------|------------|
|GREATER HOUSE |-- |200 |10 |1 WEEK |
|----------------|-------|------|-------|------------|
|INN |1 |225 |7 |1 WEEK |
|----------------|-------|------|-------|------------|
|TAVERN |1(3 |225 |7 |1 WEEK |
| |DRINKS)| | | |
|----------------------------------------------------|
UPKEEP A building’s upkeep cost is only required if you
built or own the structure. It measures the
number of resources needed to keep the
building up and running every IRL month.

PERSONAL ROOM A room with a single bed in another existing


structure. Buying one gives you a place to
decorate, and on your birthday all the NPCs
you’re friendly with will show up for a
birthday party.

JOB BOARD A small structure that sits in the center of town.


Players and NPCs can post jobs which draw
even more NPCs and players to the town.

68 .DUNGEON/
A small structure that sits on the outer edge of DEFENSE TOWER
a settlement, granting all its NPCs +1 defense.
Building one spawns a ranger NPC who
collects supplies and resources for the
settlement. No settlement can have more
than four defense towers.
If all four are built, construction on a
ranger guildhall begins immediately,
and finishes after three days. This
grants a low percentage chance
for ranger allies to arrive
and assist
the settlement.

A modest house with 1-2 rooms. LESSER HOUSE


Buying one gives you a place to
decorate. Building one will spawn
a random NPC to live in it.

A large structure with a ARENA


performance area and seating for
50. Building one spawns three
soldier NPCs who have an intense
rivalry and will fight every
Friday night.

The Solemn Tower only reveals itself during IRL rainfall.

/REMASTERED 69
GUILDHALL A small structure for a guild to decorate and call
their own. Includes 20 slots of shared storage, a
shared bank where members can store their
Bytes, and a Respawn Anchor which, when
active, allows all members to respawn at it
instead of the nearest settlement. The Respawn
Anchor can be moved by the Guild Leader.
GUILD BANNER. Costs 3 Fashion Materials, lasts
for a single encounter.

MARKET A large structure that connects the settlement


to the server Auction House, allowing trades to
be made over long distances.

GREATER HOUSE Larger house with 2-4 rooms. Buying one gives
you a place to decorate and a place for your
party members to live. Building one will spawn
two random NPCs to live in it, with a chance of
them falling in love and making more NPCs.

INN Larger house with 4 small rooms upstairs and a


serving area downstairs. Buying one gives you
an additional 3 Bytes each day you log on.
Building one spawns an Innkeeper NPC and
allows traveling NPCs to stop by.

TAVERN Smaller house with one large serving area.


Buying one gives you an additional 3 Bytes each
day you log on. Building one spawns a
bartender and a chef NPC and allows traveling
NPCs to arrive. This also creates a space for
NPCs to mingle and possibly start relationships,
which can grow the settlement.

70 .DUNGEON/
SERVICES
|---------------------------------|
|SERVICES |COST |
|----------------------|----------|
|ADVENTURE COMPANION |1 BYTE/DAY|
|----------------------|----------|
|TEXT MESSAGE PARTNER |1 BYTE/DAY|
|----------------------|----------|
|KINKY DUNGEON FRIEND |2 BYTES/ |
| |DUNGEON |
| |FLOOR |
|---------------------------------|
These PUGs hire themselves out to go on ADVENTURE
adventures with other online players. They COMPANION
grant a +2 to dice rolls they can help with.

These PUGs offer company to folks who want TEXT MESSAGE


someone to talk to. Texting with them grants PARTNER
you a +1 to all Presence rolls for the day.

These sex workers are PUGs with high-level KINKY DUNGEON


avatars who offer a unique experience. It’s part FRIEND
dungeon crawl assistance and part kinky fun.
It’s not for everyone, but .dungeon devs haven’t
shied away from creating a safe space for sex
workers to offer their brand of entertainment.
They grant a +2 to all rolls.

/REMASTERED 71
LEGENDARY ITEMS
These are unique and powerful items that often
bleed IRL into the virtual world. They are found
in the most dangerous dungeons, at the end of
long and complicated quest chains, or as
rewards for hidden world events.

ARAWN’S MIRROR.
A glass hand-mirror with thin veins of blood
pumping around the frame in off-beat
rhythms. The holder can gaze into the mirror
to create a duplicate of themself. The holder
can control the duplicate while staring into
the mirror, which shows what the duplicate
can see. When not looking into the mirror, the
duplicate acts of its own volition as any other
NPC might.
BLACK ROSE.
A handcannon of black metal and gold that
shoots blooming, ruby bullets. Every attack
with a rose bullet adds +d6 to the contest. The
Black Rose starts with a rose bullet for every
flower/plant in the player’s IRL playing area.
DOG WHISTLE.
A bone whistle carved with a hundred,
snarling, hound fangs. When blown, a war
dog is summoned in-game for every dog in
your IRL house.
NIRVANA.
A glorious staff topped with a golden phoenix,
once held by Hafgan himself. Once per session
you can spread the phoenix’s wings, causing
all party members’ attacks to do +3 solar
damage for the encounter.
SCAPEGOAT.
A cute, fluffy sheep doll that rests neatly on
any backpack. Always smiling. You can put any
number of Bytes into it each day. The
scapegoat can negate an amount of damage
equal to the Bytes put into it. Each point of
damage removes a Byte. When it runs out of
Bytes, it frowns.

72 .DUNGEON/
TEAM SPECIAL.
A baseball bat of twisted wood, branded as an
“Annwn Slugger.” Functions as a simple
weapon. Once per encounter, you can perform
a combo attack with another party member,

S adding both of your attack rolls together to


make one, combined Contest.
THE HORN OF DRAGOON.
Carved from the tooth of Annwn. This spiral
horn, with its three separate openings,
charms all Dragons who hear it. While
charmed they will do as commanded, but
they do not do it kindly.
THE RING OF MELANCHOLY.
A one of a kind ring, carved from
the sadness of Annwn. Once per
day, the wearer can tell a sad
story which inflicts a special
condition called “Sadness” to all
within earshot. Sadness makes
their avatar cry uncontrollably
for 10 minutes, leaving them
motionless.
TOME OF DREAMS. |--------------|
The obsidian-bound text that acted as the | INNER DEMON |
foundation of the Abrellian Academy. When |--------------|
opened, all entities in the vicinity, excluding the |DICE |2D6X2 |
opener, fall asleep and must fight their “inner |-------|------|
demon” in a liminal dream space to wake up. |BONUS |4 |
WINTER CLOAK. |-------|------|
A cloak of white fog and ice that blows with its |INIT |8 |
own wind. During the winter months, the |-------|------|
wearer can cross any source of water, as their |MORALE |-- |
footsteps freeze and leave behind small |-------|------|
lilypads of ice. |DROPS |2X |
| |DREAM |
| |MAT. |
|--------------|

/REMASTERED 73
LZSNNXWVUETcOMLXXWVUEKIQPYEJbaZSEWVUJORORN

LZSNNXWVUETcOMLXXWVUIQPYEJbaZSEWVUJORNGORN
NROGNROJESZabJEYPQIKLMOcTVWXNNSZL

Originally published in PC Gamer, December 2000

LZSNNXWVUETcOMLKIQPYEaZSEJORNGORN

74 .DUNGEON/
RNSZabcTEUVWXYPQIJNGNROJEFHIJEKLMOP

Magic
The game’s current patch uses shadow magic, a
magical art created by Annwn herself. By
combining Bytes with hand signs that either do
or don’t cast a shadow, you can create strange
and sometimes helpful effects. Spells are
discovered on scrolls, inside of tomes, and
carved on dungeon walls. There is no
centralized school of magic or a way to begin
the game as a spellcaster anymore.

LEARNING SPELLS
To learn these spells you must find a scroll,
book, or carving that demonstrates the hand
signs. Some PUGs are kind enough to pass on
spells they’ve learned to others, but they have
to be demonstrated in-game. Following a
diagram on the wiki can teach you the hand
signs, but your character won’t know the spell
until they study it or are taught it. PUGs usually
charge upwards of 50 Bytes to teach you one of
their spells.

ACCESSIBILITY
.dungeon’s options menu lets players toggle off
spellcasting’s extensive hand movements. Some
players prefer voice commands or the
spellcasting menu where you simply use
buttons to input the proper hand signs in the
correct order.

/REMASTERED 75
TARGET
TERMS
Any single entity, player character, or PUG that
is on the field of battle, including the caster.

CASTER The entity casting the spell.

FIELD OF BATTLE Everything considered to be in combat at the


time, in melee and range. If something is nearby
but not present in the combat, it is not
considered to be “in the field of battle.”

AUTO-DESTROY Removes the target’s current dice without a


contest roll. If a mob is made of more than one
dice, only the current dice is destroyed.

AREA All entities and space that is within melee range


of the target.

INTERRUPT Magic that can be cast out of turn order. Using


a spell to interrupt costs 3 extra Bytes and
counts as your next up-coming turn. If the
spell cancels an action that is being
performed, or changes the conditions for
whoever’s turn it is, that person gains another
movement to use immediately.

SKILL If a spell calls for a dice roll, use the listed Skill.

76 .DUNGEON/
SPELLS
You enshrine a party member’s head with a ANGEL’S FURY
fiery crown, allowing them to auto-destroy a
single mob up to a d10.
Skill: Magic
Cost: 5

You cast unholy light onto the bottom of the BLACK POOL
dungeon steps, flooding it with magical, black
ichor. From its murky depths, Darkroot, the
Skeleton Prince, crawls forth to answer a single
question about the dungeon you’re in.
Skill: Dream
Cost: 7

Create a circle with your hand to encase one BUBBLE


target in a bubble that floats above the
battlefield. The target may roll Tilt to end this
effect. Any damage to the bubble pops it. A
falling target is stunned until their next turn.
Skill: Magic
Cost: 5

The magic of the elk hand sign grants each BUFF


party member a d8 to add to their next roll.
Skill: Dream
Cost: 4

A surface becomes an entrance into a liminal CELLAR DOOR


cellar big enough to hold five party members. If
the door is shut from the inside, the space is
impenetrable. It lasts for up to thirty minutes.
Skill: Magic
Cost: 7

/REMASTERED 77
CIRCLE OF Draw a space around two targets. For one
PROTECTION encounter, all damage inside or from outside
the circle is voided. Entities inside can’t attack
anyone outside without breaking the circle.
Skill: Magic
Cost: 7

DARK TENDRIL Shadow tentacles rise from the surrounding


surfaces, grappling up to four entities of d6 dice
or lower.
Skill: Magic
Cost: 5

DISGUISE SELF Transform your avatar into an entity matching


the environment, like a vase, chest, or plant.
This illusion stays until you are attacked or
make an attack.
Skill: Magic
Cost: 4

HEAL Heal wounds, young and old, by soothing the


energy around you. Regain d10 Sync.
Skill: Magic
Cost: 7

LIMINALIS Draw the essence of another door upon the


door in front of you. They are now linked
forever for you and your party members.
Skill: Dream
Cost: 25

METEOR Reach into Detritus and pull something free.


Choose two entities in addition to yourself to
survive. Destroy all other entities in the area.
Skill: Magic
Cost: 25

MIMICRY Split a copy off of yourself. You can puppet


them through hand signs, but they still move
and act when you aren’t controlling them.
Skill: Magic
Cost: 10

78 .DUNGEON/
Encase a hostile entity in your hand and OBLITERATE
permanently remove it from the field of battle.
Skill: Magic
Cost: 25

Can only be cast when you reach 0 Sync. OMEGA


Sacrifice your avatar and your influence over
Annwn to give the party 20 Sync.
Skill: Magic
Cost: 15

With a few quick motions, turn one hostile entity POLYMORPH


into a chicken. This lasts until they are attacked.
Skill: Magic
Cost: 10

Eclipse the sun with your hand. The halo of light SOLAR FLARE
auto-destroys d4 entities in the field of battle.
Skill: Magic
Cost: 8

Create an area for Fallminx to land. Fallminx SUMMON FALLMINX


counts as a d20x2, looks like a gargantuan
gargoyle, and wields a mighty scythe.
Skill: Dream
Cost: 10

Escape through velvet curtains, returning to TELEPORT


the last settlement you visited.
Skill: Magic
Cost: 8

Hide a single entity from all eyes. VANISHMENT


Skill: Magic
Cost: 7

Add to the dungeon, change the architecture. A WALL


new wall is created from surrounding material,
connecting two nearby walls of your choice.
Skill: Dream
Cost: 10

/REMASTERED 79
XYPQIJNGRNSZabcTEUVEKLMOWNROJEFHIJP

Continuing .dungeon doesn’t stop when you log out.


Between sessions, time for the PCs in the game
world passes at the same rate as IRL time. This
means that you are always playing .dungeon,
even when you’re not logged on. Annwn is a
world parallel to our own, that persists
alongside our own.
A typical .dungeon campaign will involve a
session of adventure followed by a gap of
downtime until the next session. The Server
might talk to the players over discord or text
message, asking them what their character is
up to during these gaps. A player might want to
log on and do some shopping in town. Or a
player might have a friend they want to check
in on. These things can happen (personal time
permitting) while not having a full session,
through talking and maybe rolling some dice
when necessary.

TIME If you are always playing, and if time passes at


roughly the same pace as reality, what about
things that take more time than you have during
a given night? Firstly, there aren’t many things
like that in .dungeon except maybe grinding for
drops or traveling over very long distances.
Secondly, .dungeon has a golden rule: Whenever
you sit down to play, if you want to take an
action that requires more time than you have
to play, it can be done retroactively. In other
words, it happened during downtime. As long
as you have the Materials and the means, any
long-term goal (shopping, talking to friends,
grinding mobs, normal MMO tasks) can be
accomplished retroactively.

80 .DUNGEON/
g theTHEGame
SUN
The eye of the sad god, pixelated and glowering.
Like our moon here on Earth, the sun waxes and
wanes, opening and shutting different amounts
depending on how the eye is feeling. This activity
changes the virtual world’s global lighting,
shifting it in density, brightness, and even hue.
Roll 2d6 to see what the sun looks like today.
2. FURIOUS CRIMSON. Open wide, pupil
miosis, harsh and sharp shadows.
3-5. CONFUSED ORANGE. Open wide, pupil
dilated, long and blotchy shadows.
6-8. TIRED PURPLE. Three-quarters shut,
wavering pupil, foggy and blurry shadows.
9-11. MELANCHOLIC BLUE. Half shut, watery
pupil, no shadows.
12. ASLEEP NAVY. Fully shut, humming
pupil, faint and dying shadows.

/REMASTERED 81
ECLIPSES After being severed, the left hand of Annwn
joined the Sun in the sky as a celestial body. It
rotates on a constantly shifting axis which puts
it in varying degrees of eclipse with the Sun.
When the correct eye and its proper hand sign
coincide, Annwn casts her magic on the world.
Every session, roll a d10. On a 1, there’s an
eclipse. There can only be one eclipse each
calendar month.
|----------------------------------------------------|
|MONTH |FURIOUS |CONFUSED |TIRED |
|----------|-------------|-------------|-------------|
|JANUARY |REROLL ALL |-- |-- |
| |REST DICE | | |
|----------|-------------|-------------|-------------|
|FEBRUARY |-- |-- |MAX HEALING |
|----------|-------------|-------------|-------------|
|MARCH |-- |-- |SECRET DOORS |
| | | |REVEALED |
|----------|-------------|-------------|-------------|
|APRIL |THE WYLD HUNT|-- |-- |
|----------|-------------|-------------|-------------|
|MAY |SCROLL TOAD |-- |-- |
|----------|-------------|-------------|-------------|
|JUNE |-- |NEW PLAYER |-- |
| | |CURSE | |
|----------|-------------|-------------|-------------|
|JULY |-- |DRAGON SPAWN |-- |
|----------|-------------|-------------|-------------|
|AUGUST |-- |-- |WEREWOLVES |
|----------|-------------|-------------|-------------|
|SEPTEMBER |-- |GLICH RITUAL |-- |
|----------|-------------|-------------|-------------|
|OCTOBER |-- |-- |DOUBLE ALL B |
| | | |GAINED |
|----------|-------------|-------------|-------------|
|NOVEMBER |FOX TOKENS |-- |-- |
|----------|-------------|-------------|-------------|
|DECEMBER |-- |HAFGAN’S |TIRED |
| | |SNAKE UNTHAWS| |
|----------------------------------------------------|

82 .DUNGEON/
No shadows are cast when the sun is MELANCHOLIC
melancholic, so there are no eclipses.

When the sun sleeps and the hand passes in ASLEEP


front of it, it creates a null magic aura for the
entire server. Casting magic has no effect.
Creatures who cast magic are vulnerable, and
magical enchantments, auras, and protections
(such as illusions) are dispelled.

FURIOUS HORSE. JANUARY


If a Rest Dice is rolled during this eclipse, it
must be rerolled and the second number must
be used. For better or worse.

TIRED BULL. FEBRUARY


All healing from Rest Dice, spells, and foils is
maximized during this eclipse.

TIRED CROW. MARCH


The illusion magic which hides secret doors
within Annwn’s dungeons is broken, revealing
them. During this eclipse, secret doors are
marked with the symbol of the tired Eye.

FURIOUS HOUND. APRIL


The Wyld Hunt event begins. This is known as
Arawn’s Revenge, as the Drowned King’s
influence spreads and his Black Hounds begin
their hunt. All servers are bathed in a full and
total red. Those lucky enough to defeat a Black
Hound get an invite to Arawn’s castle.

FURIOUS FROG. MAY


All Legendary catches while fishing are the
Scroll Toad. If given a proper gift, the Scroll
Toad will give you a single-use scroll that can
summon him. When summoned, the Scroll Toad
will devour one entity for you before vanishing.

CONFUSED ELEPHANT. JUNE


Users who join and create their first character
during this eclipse are “cursed.” They grow a set
of unique horns on their head and begin with
an invitation to Mazmorra, the cursed dungeon.

/REMASTERED 83
JULY CONFUSED CUB.
Users who join and create their first character
during this eclipse are born from the mouth of
the Dragon on Tutorial Island. They gain a patch
of scales that they can customize to their liking
and are able to understand the Ancient Tongue
of Dragons.

AUGUST TIRED WOLF.


Players and NPCs inflicted with lycanthropy
take on their Werewolf forms during this
eclipse. If they don’t find a cure by the end of
the eclipse, they are stuck in Werewolf form
until the end of the next Tired Wolf eclipse.

SEPTEMBER CONFUSED BUTTERFLY.


Only during this eclipse can a powerful
spellcaster attempt to become a gLich.

OCTOBER TIRED GOOSE.


All Bytes gained or found during this eclipse are
doubled. Each shop has a 50% chance to double
their prices for the rest of the week.

NOVEMBER FURIOUS FOX.


Mobs have a chance of dropping Fox Tokens,
which can be offered to foxes in-game. If a fox
accepts your token, they are bound to you and
will follow you as any other pet would. Foxes
grant +2 to Vibes and Navigation.

DECEMBER CONFUSED SNAKE.


Inside Hafgan’s grave, his snake mount rests.
Only during this eclipse does he awaken. See his
stat block later on (124.) for more information.

84 .DUNGEON/
Abandoned accounts bec
ome
NPCs in the fungal forest
north of Tutorial Island.

/REMASTERED 85
THE WOLRD: SIMPLE HTo fill a hex map, roll d6 for the starting hex’s
terrain. Each adjacent hex remains the same
terrain unless you roll 13+ on a d20. Repeat the
process until all hexes are filled.

|------------------------------------------------------------
|TERRAIN |1 |2 |3
|----------|-----------------|-----------------|-------------
|D20 |AMPLIFIED |ASTRAL |JADED
|----------|-----------------|-----------------|-------------
|1 |MOUNTAIN |WEEPING FIELDS |SETTLEMENT RU
|----------| | |
|2 | | |
|----------| | |
|3 | | |
|----------| | |
|4 | | |
|----------| | |
|5 | | |
|----------|-----------------| |-------------
|6 |CANY0N | |ROAMING FOG
|----------| |-----------------|
|7 | |FLOATING |
|----------| |ISLAND |
|8 | | |
|----------|-----------------| |
|9 |MOUNTAIN | |
|----------|(UNCLIMABLE) |-----------------|-------------
|10 | |AURORAS |MOVING HILLS
|----------| | |
|11 | | |
|----------|-----------------|-----------------|-------------
|12 |LIVING MOUNTAIN |FLYING CASTLE |GIANT CORPSES
|------------------------------------------------------------

86 .DUNGEON/
HEXFILLS
-----------------------------------------------------------|
|4 |5 |6 |
-----|-----------------|-----------------|-----------------|
|REDLANDS |UNDERWORLD |WODES |
-----|-----------------|-----------------|-----------------|
UINS |DEBRIS FIELDS |FLESHY TUNNEL |MELANCHOLY |
| | |FORESTS |
| | | |
| | | |
| | | |
| | |-----------------|
| | |SPIDER FORESTS |
| | | |
| | | |
-----| | | |
| | | |
| |-----------------|-----------------|
| |ABYSSAL PIT |LIZARD FORESTS |
|-----------------| | |
|GIANT’S TEETH | | |
| | | |
| | | |
-----| | |-----------------|
| | |BLACK SWAMP |
|-----------------| | |
|BLEEDING WOUNDS | | |
-----| |-----------------| |
S | |DRAGON GRAVEYARD | |
-----------------------------------------------------------|

/REMASTERED 87
Amplified
Mountains stretch strange into the clouds.
Crags and cliffs shear, ebb, and collapse.
Impossible structures of stone and rock. Nearly
unclimbable faces of marble. Endless
avalanches and earth that breathes deep
through ravines and canyons filled with the
most sought-after of treasures.

MOUNTAIN Unlike other terrain, mountains require 2


supplies to travel. With a successful contest
against the mountain’s 2d20, you can climb to the
peak where a rare gem rests, worth 100 Bytes.
CANYON Plunging into the canyon requires one
additional supply, but all encounters inside
have double the drops.
MOUNTAIN A procedurally generated horror of sharp
(UNCLIMBABLE) edges and flat cliff faces.
LIVING MOUNTAIN It has stats and will try to hurt you. Defeating it
turns it into a normal mountain until the next day.
|---------------------------------|
| LIVING MOUNTAIN (1) |
|---------------------------------|
|DICE |D100 |
|---------------|-----------------|
|BONUS |-- |
|---------------|-----------------|
|IMMUNE |ALL BUT: |
|---------------|-----------------|
|WEAK |SMASHING |
|---------------|-----------------|
|INITIATIVE |10 |
|---------------|-----------------|
|MORALE |1 |
|---------------|-----------------|
|DROPS |D100 MATERIALS |
|---------------------------------|
*Advantage: Living mountains roll their dice
twice and take the higher of the two.

88 .DUNGEON/
Astral
Dreamlike waves of solar lights dance amongst
tree-tall flowers with faces, while blue blood
floats through the air as a spray of mist. Cracks
in the ground that exit into the clouds. Floating
islands that hold entire settlements and
dungeons. A mystery and wonder of solitude.

The flowers spit out bits of dialog picked up WEEPING FIELDS


from PUGs that travel through them. Hear the
cursing and anger of a random encounter, the
whispers of treasure in nearby dungeons and
hexes. But only if you listen closely.
Reaching them is the hardest part. They are FLOATING ISLANDS
mostly filled with dungeons, but on occasion
there are untouched settlements with
teleportation circles.
Occurs when Annwn’s debris falls and explodes AURORAS
into stardust. Multi-colored waves dance
through the air, while sprinkles and sparkles of
Annwn’s soul mingle.
Massive dungeons that spawn on floating FLYING CASTLES
islands, creating miniature ecosystems of
factionalized NPCs and mob horrors.

/REMASTERED 89
Jaded
Silent hills rolling with fog. The midwest of
America stretched thin. Telephone poles with
nowhere to go, and the sounds of cicadas thick
with the glow of the sad god’s eye. Ruins filled
with Zombies where your house sits,
untouched and waiting for you. A hell of google-
map textures.

SETTLEMENT RUINS A few NPCs survive while others have long since
become Zombies. It’s common for hordes of
Zombies to assault ruins while NPCs cower inside.
ROAMING FOG A haze, tinted by the eye of the sad god. It rolls
and breathes with its own life, covering entire
fields with its mass.
MOVING HILLS Lumps of green, gray, and blue. Sidle past each
other in the sunlight. Moaning and groaning.
Sighing and crying. Alive. The most docile
denizens of Annwn.
GIANT CORPSES The corpses of Annwn’s largest creations, fallen
from the debris belt, or slain by players long
logged-out. If 100 Dream Materials are gathered,
you can enter the corpse’s memories and fight
the beast yourself. Or talk to it. It’s lonely.
*Resurrection: If a |---------------------------------|
player respawns, the | GIANT CORPSE (1) |
Giant Corpse |---------------------------------|
resurrects their |DICE |3D10X8 |
shadow to fight on the |---------------|-----------------|
giant’s side. The |BONUS |5 |
shadow is linked to the |---------------|-----------------|
party’s Sync and uses |IMMUNE |-- |
the same stats as the |---------------|-----------------|
player. When the Giant |WEAK |-- |
is defeated, all |---------------|-----------------|
shadows vanish. |INITIATIVE |6 |
|---------------|-----------------|
*Summoning Foil: |MORALE |1 |
Allows you to summon |---------------|-----------------|
the Giant Corpse once. |DROPS |SUMMONING FOIL |
|---------------------------------|

90 .DUNGEON/
Redlands
Bloody fields. Red and purple sands twisting
around teeth that rupture from the ground to
eat or just sit, monolithic. Tremors pulse
through the fibers and code as deep machines
pound away at unseen toils. The debris belt has
never been so visible on a clear day.

Blood red meteors fall from the sky. The rain is DEBRIS FIELD
tinted with the blood of Annwn. Craters dot the
fields. Monoliths of living rock and pulsating
stone wriggle free from the dirt.
Bone white spires erupting from the ground. GIANT’S TEETH
The Materials they produce are worth double,
but harming the teeth immediately calls an
encounter, as the ground groans in pain.
A cut, a gash, a slash. Cracks and craters that BLEEDING WOUND
bleed blood from Annwn’s spinning body. NPCs
can be resurrected if left to float in the pools
for a day. Even a Skeleton will reform its body
and return to its routines.

Underworld
The sad god’s veins, still breathing and beating
and filling with her juice. Darkened. She cannot
see inside of herself. Only the horrors of the
blackness and the ever churning blood. Caves
and labyrinths that etch themselves through
territories un-wiki’d, and never conquered.

The veins of Annwn that stretch inside and FLESHY TUNNEL


outside of the ground. When they flood (during
the rain) they are impassable.

A hole that goes down. Forever. Many NPCs are left ABYSSAL PIT
falling for eternity. Traverse it carefully, if at all.

The bodies of ancient Dragons form caverns DRAGON GRAVEYARD


beneath the earth. They once erupted from
Annwn’s body as her children. When tired and
old, they return for their rest. Dragon Materials
can be found here.

/REMASTERED 91
Wodes
Crying trees. A green and dead sea. Ancient and
corrupt with broken lines of code. Ruled by
families of Wolves that have swallowed Her
debris. Swamps filled with oil, constantly aflame.
Crystal growths that rival the mountains. Time
and space bend to the forests here.

MELANCHOLY Hazy groves, angry willow trees, vines that


FOREST yearn for your neck. NPCs can’t help but cry.
Mobs may fight, but they do so with sadness in
their digital hearts.
SPIDER FOREST Webbed and impossibly claustrophobic. The
spider priests wander these woods, looking for
their lost god. Spiders furtively guide lost
travelers to safety, knowing what the spider
priests will do if they find you.
LIZARD FOREST Crystalline and gleaming. Butterflies of blue
glass beat their wings with water-like
movements. Crystals found here can be sold for
20 Bytes per inventory slot. Catching a
crystalized lizard means nearly 100 Bytes, but
they also make for good pets (like normal
lizard, but they reduce spell costs by 1).
BLACK SWAMP Pools of oil and tar, bubbling and swallowing all
entities that wind up in their liquid grasps.
Fires set here will never go out. Pillars of flame
from the earliest players still stretch up
through tangled canopies.

92 .DUNGEON/
WEATHER
Roll on the chart below to determine the
weather whenever you feel like it.
2d6
2. Lightning Storm
3-5. Rain
6-8. Clear
9-11. Fog
12. Snow

Heavy thunder rumbles through the clouds, LIGHTNING STORM


blocking the sun from gazing upon Annwn’s
body. In combat, there’s a 10% chance of a
lightning bolt striking someone at random each
round. When rolling random encounters, a 12
means that a lightning strike brings a Saga
Prince. This is the only way to encounter a Saga
Prince and get their unique drops.

Flat, static-gray clouds with the dull sizzle of RAIN


rain on every surface. Pets hide under their
owners and NPCs gather in taverns. The world
sleeps for the storm.

The eye of the sad god watches. CLEAR

The thick liminality of static-fog. A pleasing film FOG


grain tinted by the glare of the sad god.

Flakes fall from the atmosphere, freezing bodies SNOW


of water into slick surfaces and coating the
world in a blanket of soft crunch. Dragons sing
their sacred song. If you’re close enough, you
can give up 10 Bytes to learn the song.
Dragon SONG.
Sing the Dragon’s song and create an opening
with your hands. A gust of astral air escapes it,
freezing every mob in combat until the end of
your next turn.
Skill: Dream
Cost: 10
/REMASTERED 93
SHROEDINGER’S
DUNGEON
Graph made by a grinder who wanted to maxim

The silver rule of .dungeon’s world is that if you


look for a dungeon, there will be one. In
alleyways, in abandoned settlements, beneath
taverns, in the middle of the wilderness. If you
need a dungeon, there will be one there. And
ize their dungeon delving.

there’s one here. It’s a flowchart that can be


followed using a d10 dice roll.

RANDOM ENCOUNTER 1. Skeletons 7. Brutalizers


(R) 2. Zombies 8. Beam Lords
3. Constructs 9. Princess
4. Sagas 10. Manticore
5. Giant Bats 11. PUGs
6. Vorths 12. Dragon

94 .DUNGEON/
Roll to insert a standard trap into the room or TRAP (T)
surrounding area.
1. ROLLING BOULDER. Roll Stat + Skill against
d20 to avoid, stop, or otherwise save yourself.
2. PIT TRAP. Roll Build + Platforming against d6
to avoid.
3. SWINGING AXES. Roll Stat + Skill against d8
to avoid, stop, or otherwise save yourself.
4. MOVING PLATFORMS. Roll Build +
Platforming against d10 to traverse.
5. FALLING PLATFORMS. Roll Build +
Platforming against d12 to traverse.
6. CLOSING WALLS TRAP. Walls close together
at the end of three rounds.
7. FLOODING TRAP. Room becomes flooded at
the end of two rounds.
8. ARROW TRAP. Roll Stat + Skill against d10 to
avoid, stop, or otherwise save yourself.
9. POISON ARROW TRAP. Roll Stat + Skill against
d20 to avoid, stop, or otherwise save yourself.

/REMASTERED 95
SETTLEMENTS
Any collection of structures (or a singular
structure of considerable size) can be
considered a settlement as long as it contains
an NPC. Settlements that lose their NPCs
become ruins and spawn Zombies, Skeletons,
and other undead.
Settlements are important because they are
one of the few places that can be teleported to,
and one of the few places players can respawn.
They are also the only locations that can
support a guildhall, allowing you to start a
guild. And lastly, most equipment can only be
bought or sold in settlements, because that’s
where NPCs reside.

REBUILDING AND .dungeon was considered a “dead MMO” when


SUPPORTING the total number of players dropped below
1,000 and Annwn contained more ruins than it
did settlements. But ruins can be reclaimed and
turned back into settlements with enough Bytes
and Materials. See the Gear section for
construction prices and times.

RANDOM NPCS When a construction says it spawns a random


NPC, roll d100 below and give them a name.
1-40. Unemployed 91. Mason
41-60. Butcher 92. Shepherd
61-75. Farmer 93. Toolsmith
76-85. Fisherman 94. Weaponsmith
86. Cartographer 95. Soldier
87. Cleric 96. Bartender
88. Armorer 97. Innkeeper
89. Leather- 98. Adventurer
worker 99. Loremaster
90. Librarian 00. Dragonrider

96 .DUNGEON/
When a construction says there’s a chance for TRAVELING NPCS
a traveling NPC, roll d100 below and give them
a name.
1-50. None
51-80. Roll on Random NPC Chart
81. Town Guard
82. Necromancer
83. Artist
84. Diabolist
85. Ranger
86. Miner
87. Sage
88. Healer
89. Enchanter
90. Chaos Mage
91. Justicar
92. Warlord
93. Spirit Warden
94. Reaver
95. Stormlord
96. Knight
97. Beastlord
98. Mindmelder
99. Elementalist
00. Shadow Priest

/REMASTERED 97
RANDOM NPC NAMES 47. Milton 81. Wayne
48. Neil 82. Wesley
1. Alden 49. Nixon 83. Weston
2. Alf 50. Oakley 84. Willbroad
3. Ashlee 51. Oswin 85. Willis
4. Bailee 52. Paxton 86. Wilson
5. Batilda 53. Peyton 87. Winston
6. Benton 54. Princeton 88. Wynton
7. Byron 55. Ramsey 89. Yvonne
8. Camdyn 56. Raylee 90. Yvette
9. Carlton 57. Reid 91. Yolanda
10. Chelsea 58. Remy 92. Yesenia
11. Coleen 59. Rowena 93. Yasmin
12. Dayna 60. Rovena 94. Yara
13. Dwight 61. Rohesia 95. Ysabel
14. Denver 62. Ryder 96. Yoana
15. Drake 63. Rylee 97. Zoey
16. Earline 64. Sawyer 98. Zachary
17. Easton 65. Scarlet 99. Zander
18. Edgardo 66. Sheldon 100. Zelda
19. Edith 67. Shelly
20. Fay 68. Sterling
21. Ford 69. Sunniva
22. Freda 70. Tatum
23. Frank 71. Tanner
24. Gage 72. Thatcher
25. Gibson 73. Tucker
26. Graysen 74. Tyson
27. Graham 75. Uesli
28. Hadlee 76. Van
29. Haley 77. Vance
30. Harlan 78. Villads
31. Huxley 79. Wade
32. Jagger 80. Walker
33. Justice
34. Karter
35. Keaton
36. Kelsea
37. Kimberlee
38. Kole
39. Landon
40. Lawley
41. Leigh
42. Lilla
43. Lindsee
44. Macee
45. Meadow
46. Millard

98 .DUNGEON/
1. Charming 48. Heroic RANDOM NPC
2. Stoic 49. Leisurely PERSONALITIES
3. Innocent 50. Mature (ROLL TWICE)
4. Attentive 51. Grumpy
5. Loyal 52. Tired 95. Dependent
6. Romantic 53. Jaded 96. Delicate
7. Meticulous 54. Memer 97. Demanding
8. Calm 55. Condescend- 98. Compulsive
9. Cheery ing 99. Asocial
10. Affectionate 56. Liar 100. Roll 2x more
11. Sly 57. Gluttonous
12. Cute 58. Lustful
13. Crafty 59. Agitated
14. Compassion- 60. Harmful
ate 61. Depressive
15. Honest 62. Obsessive
16. Respectful 63. Overwhelmed
17. Humble 64. Anxious
18. Forgiving 65. Explosive
19. Courageous 66. Lazy
20. Persevering 67. Destructive
21. Generous 68. Rude
22. Polite 69. Unreliable
23. Loving 70. Clueless
24. Optimistic 71. Forgetful
25. Disciplined 72. Absentminded
26. Observant 73. Abrupt
27. Independent 74. Agonizing
28. Forceful 75. Aloof
29. Flexible 76. Apathetic
30. Firm 77. Bizarre
31. Humorous 78. Bland
32. Idealistic 79. Blunt
33. Modest 80. Cantankerous
34. Objective 81. Careless
35. Patriotic 82. Childish
36. Reflective 83. Clumsy
37. Scholarly 84. Shy
38. Sentimental 85. Regretful
39. Sweet 86. Passive
40. Suave 87. Melancholic
41. Venturesome 88. Irrational
42. Wise 89. Grim
43. Sociable 90. Foolish
44. Creative 91. Fearful
45. Alert 92. Extreme
46. Active 93. Envious
47. Gallant 94. Egocentric

/REMASTERED 99
RELATIONSHIPS As long as there are two NPCs living together in
a settlement, or who have a place to spend time
together in a settlement, there’s a 10% chance
for a child to be born every year. Write down
their birthday. Children grow into adults after
a year, at which point they can take a job or be
apprenticed into a job.

TYPES OF NPCS Each NPC has benefits for a settlement.


ADVENTURER.
Sleeps outside of the settlement. Protects the
yearly settlement caravan, raising the return
chance to 35%.
ARMORER.
Creates a workshop in the settlement. Allows
the settlement to sell and repair armor.
ARTIST.
Will only stay in the settlement if there’s an Inn.
Has a 3% chance of creating their magnum opus
each week, which sells for d100x2d10 Bytes.
BARTENDER.
Creates a tavern in the settlement. Gives the
settlement’s NPCs a place to unwind and get to
know each other.
BEASTLORD.
Will only stay in the settlement if it’s in a forest.
Sleeps outside of the settlement in the woods.
Allows mounts to be sold within the settlement.
BUTCHER.
Creates a butchershop in the settlement. Every
year it generates enough resources to bring in
another random NPC.
CARTOGRAPHER.
Creates an observatory in the settlement.
Cartographers sell information on surrounding
hexes for 5 Bytes. Cartographers have a 5%
chance of creating a map to a legendary item
every month.

100 .DUNGEON/
CHAOS MAGE.
Will only stay in town if there’s a wizard tower
but not a sage or a stormlord. Generates a
lightning rod on the wizard tower that has a 5%
chance of capturing a lightning bolt every
month. A chaos mage will sell Bottled Lightning
for 25 Bytes. When used, Bottled Lightning adds
+20 to one Contest of your choice.
CLERIC.
Creates a temple in the settlement. Temples
celebrate the calendar’s holidays, bringing their
benefits to the settlement.
DIABOLIST.
Will not stay in the settlement if there’s a
temple. Serves a random Archbug. Has a 10%
chance of converting another NPC into a
diabolist every week. If three diabolists live in a
settlement, they create a temple to their
Archbug, increasing the weekly conversion
chance to 25%. If ten diabolists live in a
settlement, their Archbug will arrive to convert
the rest and corrupt the town, turning it into
Glitch terrain.
DRAGONRIDER.
Will only stay in the settlement if there’s a
library. Grants +3 to all rolls against Dragons
while in the settlement. Has a 1% chance of
having a Dragon egg.
ELEMENTALIST.
Will only stay in the settlement if there’s a
wizard tower with a lightning rod. Increases
the chance of catching a lightning bolt to 7%.
Elementalists can convert captured lightning
into a solar orb, which can cause an eclipse that
day, even if there’s already been one this month.
ENCHANTER.
Creates a card shop in the settlement. Allows
the settlement to sell foils.
FARMER.
Creates a farm and a farmhouse in the
settlement. Gives the settlement something to
trade with nearby settlements. Every year
there will be a caravan that goes out. There’s a
25% chance it returns. If paired with a mine,
increase the chance to 35%.

/REMASTERED 101
FISHERMAN.
Creates a fishing hole and a shack on the
outskirts of the settlement.
HEALER.
Will only stay in town if there’s a temple. Heals
status effects for 4 Bytes each. Heals injured
NPCs over the course of a week.
INNKEEPER.
Creates an Inn in the settlement. Roll on the
traveling NPC table once each month.
JUSTICAR.
Will only stay in town if there’s a temple and a
healer. They will kill any diabolist in town.
Justicars upgrade the temple to a Holy
Monument which converts every NPC in the
settlement to the same religion. Justicars
defend towns from undead, making them
immune to Zombie raids.
KNIGHT.
Creates a fort in the settlement and generates a
knight NPC every month until there are six.
When there are six knights, they generate a
unique rare sword every month and offer it as
a reward in the colosseum.
LEATHERWORKER.
Creates a tannery in the settlement. Every year
it generates enough resources to bring in
another random NPC.
LIBRARIAN.
Creates a library in the settlement. Allows
research to be done. If paired with a wizard
tower, the research dice is increased to a d6.
LOREMASTER.
Creates a wizard tower in the settlement.
Allows research to be done. If paired with a
library, the research dice is increased to a d6.
MASON.
Creates a stonecutter’s shop in the settlement.
Cuts future construction times in half.

102 .DUNGEON/
MINDMELDER.
Creates a reliquary unique to the settlement.
Leaves after a month. If the reliquary is taken
into a mine within the same settlement, it will
reveal a dungeon entrance that holds a
legendary item.
MINER.
Creates a mine in the settlement. Gives the
settlement something to trade with nearby
settlements. Every year there will be a caravan
that goes out. There’s a 25% chance it returns. If
paired with a farm, increase the chance to 35%.
NECROMANCER.
Will only stay in the settlement if there’s a
temple. Grants +3 to all rolls against undead
while in the settlement. Has a 1% chance of
resurrecting any NPC that dies in the
settlement.
RANGER.
Will not stay in the settlement unless there’s a
defense tower. Increase all fishing rolls by +1.
For every Ranger in a settlement, there’s a 10%
chance a legendary animal spawns in an
adjacent hex.
REAVER.
Will only stay in the settlement if it’s on a coast,
or adjacent to a river. Adds a dock and a pirate
ship to the settlement. Pirate ships allow pets to
be sold at settlements.
SAGE.
Will only stay in town if there’s a wizard tower
but not a Chaos Mage or a Storm Lord. Can
identify magic items and will buy magic items
if negotiated with. Can also recharge
teleportation circles.
SHADOW PRIEST.
Will only stay in the settlement if it’s adjacent to
a forest hex. All adjacent forest hexes are turned
into Black Forest. Only one Black Forest can
exist on Annwn at a time. Black Forests spawn
Shadow Skeletons and hold a legendary item.

/REMASTERED 103
SHEPHERD.
Creates a farmhouse in the settlement. Every
year it generates enough resources to bring in
another random NPC.
SOLDIER.
Grants +1 to all combat rolls against hostile
mobs inside of a settlement.
SPIRIT WARDEN.
Will only stay in town if there’s a card shop in
the settlement. Offers tarot readings once a
week. Roll d6 to see your fortune:
1-2. Castle - “You will defend yourself
against all odds.” +1 to your Defense for
the week.
3-4. Spider - “You will go where you please,
even where you aren’t wanted.” +2 to
Stealth for the week.
5-6. Joker - “There is great fortune in your
near future.” Gain twice as many Bytes
for the rest of the day.
STORMLORD.
Will only stay in the settlement if there is a
wizard tower but there isn’t a Chaos Mage.
Generates a lightning rod on the wizard tower
that has a 5% chance of capturing a lightning
bolt each month. The stormlord crafts them
into arrows of slaying, which they sell for 50
Bytes each. Arrows of Slaying auto-destroy the
rest of their target’s dice if they lose the
Contest.

TOOLSMITH.
Creates a hardware store in the settlement.
Allows the settlement to sell equipment.

TOWN GUARD.
Creates a warden’s office in the settlement. Has
a 10% chance of having a traveling NPC in the
barracks every month.

104 .DUNGEON/
UNEMPLOYED.
Can be trained and taken as apprentices to
other jobs. Unemployed NPCs will also
adventure with Player Characters for 2 Bytes
per day. NPCs who go on adventures have a 10%
chance at becoming adventurers themselves,
though that means they’ll leave the settlement.

WARLORD.
Will only stay in town if there are four defense
towers. Generates a soldier NPC every month.

WEAPONSMITH.
Creates a blacksmith in the settlement. Allows
the settlement to sell weapons.

A member of the Diamond Dogs guild who protects NPCs and seeks to
rebuild abandoned settlements.

/REMASTERED 105
Players
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NROGNROJESZabJEYPQIKLMOcTVWXNNSZL

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106 .DUNGEON/
EUVEKLMOWNROJEFHIJPXYPQIJNGRNSZabcT

s Unknown
Players Unknown (PUGs) are real people in the
server who are also playing .dungeon.
Interacting with them is different than
interacting with anything else in the game. They
don’t have to listen to the party, give them
information, or do as the party asks (like NPCs
do). Stats and dice do not work on them unless
you are engaged in combat. Each PC has their
own internal and external wants and needs that
they are in this game to accomplish.
They have Sync, roles, aspects, and memories of
the game. They are just as complicated and
multi-faceted as you or I. Their only limitations
are the internal mechanisms of the game. PUGs
can be cruel and helpful. They can be
streamers or roleplayers. They can have
abilities from a previous patch, and gear
that you can't even get in the game
anymore. They are trolls, friends, rivals,
and your companions in this dead
MMO.
Below are a few tables to help you
flesh out a PUG, but there is no shortcut
to this. This is roleplay. It’s up to you to take
these disparate results and find the
complexity of a real person.

/REMASTERED 107
SCREEN NAMES 1. XxImportantFoxxX
2. Zirconium Zucchini
3. wreckyoung
4. Absolutism
5. 420InjiBlissfully
6. andyBrooding
7. ScareMulberry69
8. cloudcool
9. ZuluH0rs3
10. Elephant load
11. Day Dr3am
12. XxLoyalAntixX
13. Sl33pyW34ry
14. allyArtistic
15. R0y4lB1tt3r
16. e
17. Brandman1Tuille
18. Boxes Scare Me
19. Ragefulbill
20. H1z1Hyoid
21. this empire
22. GRAB H3R BOOTY
23. I Need A McFlurry
24. Glocktapus
25. inborn relay
26. RawHealer
27. Triumphloose
28. Cloakwinged
29. imGamer_2003
30. SodaGod
31. Deadredempt10n
32. n0tSoB3r
33. WTFWTH
34. Marbles
35. Shr3k4lyfe
36. dolphins137418
37. ChillingSpr33
38. MaxMan1313
39. HOLD ME BRO
40. DrowningJenny
41. OptimalDu3ce
42. FINNessed
43. Mynamedoesntfit
44. STARRR SCREAMMMM
45. Turtle Baron
46. Zombie Hump
47. ObservePolarity
48. TinyDud3
49. Legendary588
50. I Hit Headshots
108 .DUNGEON/
Roll for their avatar’s aesthetic, gear, and vibes. AESTHETICS
1. Trancewave
2. Solarpunk
3. Apocalypse World
4. Acid Funk
5. Psychedelia
6. Jazz Fusion
7. Hardcore
8. Occult Fae
9. Hard Sci-Fi
10. Sword & Sorcery
11. Urban Fantasy
12. Sword & Planet
13. Dying Earth Fantasy
14. Pulp Fantasy
15. Heavy Metal
16. Emo Chique
17. Steampunk
18. Cthulhu Detective
19. Nano-Tech
20. Surrealism

This is what they wear on their sleeve, the most WHAT THEY SAY
obvious things about them and how they act,
how they present themself. It’s all the things
they want you to think about them.
Roll for two or three traits to roleplay (you can
also use the NPC tables on 98.).
1. Lucky
2. Charming
3. Stoic
4. Romantic
5. Grumpy
6. Overwhelmed
7. Conformist
8. Observant
9. Imaginative
10. Alert
11. Destructive
12. Clueless
13. Inoffensive
14. Benevolent
15. Brilliant
16. Mannerless
17. Impulsive
18. Melancholic
19. Scholarly
20. Sentimental
/REMASTERED 109
WHAT THEY This is the subtext of the person’s actions. What
DON’T SAY they believe, what they desire, fear, or more
often what they want. It’s all the things that
influence them but are, more often than not,
left unsaid.
Roll for an ideal that they live by or are trying
to live by. Use your own definitions of these
words to expand on how this person feels
about it.
1. Tradition
2. Faith
3. Power
4. Fairness
5. Hatred
6. Lust
7. Aimlessness
8. Desire
9. Mastery
10. Success
11. Integrity
12. Patience
13. Forgiveness
14. Exploration
15. Obligation
16. Beauty
17. Logic
18. Community
19. Love
20. Change

110 .DUNGEON/
This is their secret, the one they keep close to the WHAT THEY
chest. Sometimes they don’t even know that ACTIVELY HIDE
they’re hiding it. This is their past, their regrets.
It’s all the things they don’t realize about themself.
Roll for a deep insecurity or subconscious
thought that they have that affects their life.
This could be something they hope to change or
something that they will learn to live with.
There are no wrong answers.
1. I can’t believe that anyone could even
think they’re better than me.
2. There’s not a law in the world that
could stop me from doing what I want.
3. There’s not much that gets me excited.
Or sad. Or anything really.
4. You’re not worth my time. No one is.
5. Everyone’s better than me. I can list all
the ways if you give me a minute.
6. I’m so jealous of them. How do they do it?
7. I rely on people for just about everything.
8. Sometimes I forget to take care of myself.
9. I thirst for excitement at all times.
10. I see the best in everyone! I even give
my bullies tips!
11. No one invites me to parties. They call
me a killjoy.
12. I can’t stand it when things don’t go my way.
13. I don’t believe there’s anything Up
There. Life is meaningless.
14. I can’t stand up for myself.
15. I am obsessed with all the ways I could fail.
16. There’s nothing I can’t do.
17. I have no regrets. Especially not for
those who have wronged me.
18. I doubt everything.
19. I live in the limelight. I require it.
20. I can’t help but lie. It’s just so easy.

/REMASTERED 111
REASON Everyone in the game has a reason to escape
into a fantasy world. These are not inherently
tragic, but they are part of their personhood.
This reason is part of their life at this moment
and gives them Sync, just like you. Each PUG
starts with d100 Sync and a reason to be online.
1. Summer vacation. They’re in junior
high and just got the game.
2. Boring office job that drains their soul
every day.
3. Social anxiety has them retreating to a
safe place within the game.
4. First year at college, no IRL friends yet.
5. They are a rather popular author and
need to maintain an online presence.
6. Mother of two, trying to socialize
beyond her children.
7. Dad’s time after the kids go to bed. He
streams sometimes.
8. Hold-over from childhood. Been playing
for 13 years.
9. They’re dating another PC, but they still
play alone sometimes.
10. Professional esports gamer and this is
their hobby game.
11. YouTuber mining the game for content.
12. Confused about their gender and
trying out a new name and body online.
13. Disability has them restricted to their
home for most of the day.
14. Quarantined at home due to an illness.
15. Broke their leg while doing a keg flip
and now they’re stuck in bed.
16. Pregnant and trying to find new
hobbies while at home.
17. Mom trying out the game because they
know their daughter plays a lot.
18. Recent bout of insomnia has them
clinging to old hobbies.
19. Using the game to hold onto their
waning youth.
20. They’ve found a way to turn it into a job
that barely pays the bills.

112 .DUNGEON/
When you’re running a PUG and you’re unsure A PRACTICAL WAY
of how to expand on them, roll a d6. The PUG TO RUN PUGS
can either share a piece of information about
themself or, to take the pressure off the Server
for a moment, they can ask a player one of
these questions.
1. Truth
2. Dare
3. Ghost
4. Secret
5. Funny
6. Family

1. How old are they? TRUTH


2. What’s their favorite color?
3. Do they wear glasses?
4. What do they study or do for work
(if anything)?
5. When did they start playing .dungeon?
6. What’s something they’re very proud of?
7. Do they look like their avatar?
8. Any tattoos?
9. Did they join/almost join the military?
10. Favorite pair of shoes?
11. What words do they overuse?
12. What’s something they wish were true?
13. Do they have any pets?
14. Where do they live?
15. Do they drive?
16. Do they have a gaming rig or a laptop?
17. What’s their fondest memory of
playing .dungeon?
18. What’s their favorite video game?
19. Favorite album or musical artist?
20. What book do they think closely
resembles their life?

/REMASTERED 113
DARE 1. I dare you to fight the next
encounter naked.
2. I dare you to climb to the highest
point nearby.
3. I dare you to switch weapons with me
for the next encounter.
4. I dare you to not kill any mobs for the
next encounter.
5. I dare you to make your avatar Shrek.
6. I dare you to buy and wear the silliest
gear we can find.
7. I dare you to take care of yourself today.
8. I dare you to go outside today and tell
me about something pretty you see.
9. I dare you to go hang out with a friend.
In person. For just a little bit.
10. I dare you to call that person you’re
always talking about.
11. I dare you to invite a friend to play
.dungeon with us.
12. I dare you to take me to your favorite
spot in the game.
13. I dare you to use all the foils in your bag
and see what happens.
14. I dare you to find and slay a Dragon
with me.
15. I dare you to save up all your Bytes for
the next month.
16. I dare you to walk across the entire
map. No fast travel.
17. I dare you to fold your laundry today.
18. I dare you to cook and eat a meal that’s
not microwaveable.
19. I dare you to enter the PvP arena.
20. I dare you to get high with me.

114 .DUNGEON/
1. What was it like growing up? GHOST
2. What is their fondest childhood memory?
3. What is their worst childhood memory?
4. What smell takes them back into the past?
5. What advice would they give their
younger self?
6. What’s the last thing that made them
feel ashamed?
7. When’s the last time they felt
disappointment?
8. When’s the last time they felt really proud?
9. Has anyone ever saved their life?
10. Have they saved anyone’s life?

Secrets are pretty self explanatory, but they SECRET


can be big or small. Anything hidden or kept
close to the chest. Sharing something personal
like this with another player can start a
conversation and lead to a more intimate form
of roleplaying. It might even be their “what they
actively hide.”

A great way to break up a silence or spice up FUNNY


travel is to have a character tell a funny story
about a past adventure. Have them tell of a time
when something went so wrong that they
couldn’t help but laugh. Or a time when their
party screwed something up and turned it into
a farce.

Player Characters have parents, siblings, and FAMILY


kids as well. Talking about their family is an
easy way to add depth to them while also
finding inspiration for the rest of their
character. Things like troubled relationships,
fond memories, and strange living situations
are relatable things to add to a three-
dimensional character.
1. Lives with extended family.
2. Hasn’t spoken to them in years.
3. Has a brother they’ve never met.
4. Their father wasn’t around.
5. They grew up at their grandma’s house.
6. They moved around a lot.
7. Their parents worked all the time.
8. Their stepmom was cruel.
9. They’re really close with their siblings.
10. They have an adoptive family.

/REMASTERED 115
ROIJPXYPQIJEUVEKLMOWNNGJEFHRNSZabcT

BestiaryA collection of the mobs and PUG templates found


in this book, and random encounter procedures.

RANDOM ENCOUNTER When the players travel from one hex to


another, the Host checks for random
encounters by rolling a d12. If it’s an 11-12,
there’s a random encounter. Roll d12 to
determine the encounter.

|---------------------------------------------------|
|D12|AMPLIFIED |ASTRAL |JADED |
|---|---------------|---------------|---------------|
|1 |GIANT BATS |SOLAR JELLIES |SKELETONS |
|---| | | |
|2 | | | |
|---| | | |
|3 | | | |
|---| |---------------|---------------|
|4 | |NEON JELLIES |ZOMBIES |
|---|---------------| | |
|5 |WALL OF FLESH | | |
|---|---------------|---------------| |
|6 |BRUTALIZERS |DREAM JELLIES | |
|---|---------------| |---------------|
|7 |BEAM LORDS | |DREGS |
|---|---------------|---------------| |
|8 |PRINCESS |WALL OF FLESH | |
|---|---------------|---------------|---------------|
|9 |MANTICORE |SAGAS |PRINCESS |
|---|---------------|---------------|---------------|
|10 |PUG |PRINCESS |DREAMER |
|---|---------------|---------------|---------------|
|11 |PVP PUG |DREAMER |SAGAS |
|---|---------------|---------------|---------------|
|12 |DRAGON |PUG |PUG |
|---------------------------------------------------|

116 .DUNGEON/
RS
|-------------------------------------------------|
|REDLANDS |UNDERWORLD |WODES |
|---------------|----------------|----------------|
|GOBLINS |SKELETONS |GOBLINS |
|---------------|----------------|----------------|
|DREAMER |ZOMBIES |SKELETONS |
|---------------|----------------|----------------|
|CONSTRUCTS |GOBLINS |ZOMBIES |
|---------------|----------------|----------------|
|DREGS |WALL OF FLESH |DREGS |
|---------------|----------------|----------------|
|GIANT BATS |BRAINWURM |BEAM LORDS |
|---------------|----------------|----------------|
|BRUTALIZERS |PUG |MANTICORE |
|---------------|----------------|----------------|
|VORTHS |CONSTRUCTS |SPIDERS |
|---------------|----------------|----------------|
|DREAMER |SAGAS |WOLVES |
|---------------|----------------|----------------|
|WALL OF FLESH |GIANT BATS |SNAKES |
|---------------|----------------|----------------|
|PUG |VORTHS |PUG |
|---------------|----------------|----------------|
|BRAINWURM |DREAMER |PALIMS |
|---------------|----------------|----------------|
|PVP PUG |SHADOW JELLIES |DRAGON |
|-------------------------------------------------|

/REMASTERED 117
NUMBER APPEARING
READING STATS
The number next to a monster’s name is how
many of them appear when encountered.
DICE Monsters are their dice. Some are made up of
just one dice, others are made of multiple.
When the first dice is beaten in a contest, it is
removed. When a monster is out of dice, it’s
dead. Notation is important: If a monster says
2d10, that means that two d10’s are rolled
together and added for each contest.
Conversely, d10x2 means that the monster has
two separate d10’s that must be defeated.
DICE NOTATION This example uses d6’s to explain dice notation
for stat blocks.
• 2d6 means the mob rolls two d6’s and
adds them together for each attack.
• d6x2 means the mob rolls one d6 for each
contest, but when the first dice is defeated
they have a second to take its place.
• d6, d8 means the mob rolls a d6 until
that dice is defeated and then rolls a d8.
• d6/ means that the dice splits and gets
smaller when defeated. The size of the
dice will always follow the dice chain:
D20›D12›D10›D8›D6›D4. Whichever dice
is listed before the “/” is where you
start, and dice only ever gets smaller.
These can be mixed and matched to make a stat
block like the Manticore:
[MANTICORE (2); D:2D10, 2D8, 2D6,
B:4, I:12, M:6, BY:--]
To defeat a Manticore, you have to beat 2d10
added together, then 2d8 added together, and
then 2d6 added together. Once all three sets
have been defeated, the Manticore is dead.
BONUS This is the number the monster adds to all of its
dice rolls.

118 .DUNGEON/
This is the number that the PCs need to beat at INIT
the beginning of an encounter in order to go
before the monster.
This is the number the monster is trying to beat MORALE

S when making a morale check.


This is the number of Bytes PCs need to see this
monster or NPC. “--” means that it’s always visible.
BYTES

Any unique drops are listed here. If none are DROPS


present, roll RNG on the universal drops table.
1-4. 1 Byte
5-6. D4 Bytes
7-8. 1 Resource
9-10. 1 Material
11-12. D6 Bytes
13-15. D4 Resources
16-19. D4 Materials
20+. A Foils Pack
When monsters win Contests, they deal damage HOW DO MONSTERS
directly to the party’s Sync. When initiative ATTACK?
reaches the monster, roll one die per type of
monster (so even if there are 10 Goblins, just
roll one die to represent them all) and deal that
much Sync damage. This damage can be
mitigated by Defense and shields.
When monsters win Contests, they can choose STUNTS
to perform a stunt instead, such as grappling or
disarming a player. Any unique stunts are
detailed here.

|---------------------------------|
| MANTICORE (2) |
|---------------------------------|
|DICE |2D10, 2D8, 2D6 |
|---------------|-----------------|
|BONUS |4 |
|---------------|-----------------|
|INITIATIVE |12 |
|---------------|-----------------|
|BYTES |-- |
|---------------|-----------------|
|MORALE |8 |
|---------------|-----------------|
|DROPS |-- |
|---------------------------------|

/REMASTERED 119
MOBS
Arya
The Queen of the Wode. A
Black Hounds
The Drowned King’s spectral
gargantuan fox who converses with hounds. Designed like polygonal
her all-seeing children (the Palims) anubis hounds, each with an array
through hidden strings of code. If of floating orbs around their neck
you find her, perform a /bow and denoting the number of avatars
offer anything of value. She can they’ve eaten.
guide you where you need to go.
[BLACK HOUNDS (D6); D:4D6,
[ARYA (1); D:3D6X5, B:4, B:4, I:20, IM:MAGIC,
I:20, IM:SOLAR, SHADOW, SHADOW, SP:DROWN, M:1,
NEON, W:GUN, SP:ARYA’S DR:CASTLE INVITE]
SHROUD, M:20, DR:ARYA’S
Drown. Target player is grappled by
CLOAK]
the Black Hound and is treated as if
Arya’s Shroud. On her initiative, Arya they are drowning.
drags a single player into her
shroud, a foggy one-on-one arena.
They leave at the beginning of Arya’s Brainwurms
next turn if she chooses a new victim. Tangled cords of brain fold,
writhing around their prey to
Arya’s Cloak. Legendary Item. The swallow them whole.
wearer gains a +5 bonus to Lore
roles if they are wearing green IRL. [BRAINWURM (1); D:2D10,
D10X5, B:4, I:6, SP:BLEED,

Beam Lords
The floating eyes of Annwn, grown
M:8, DR:STANDARD]
Bleed. Target player is given the
bleed status effect at the start of the
agitated in their disconnected life.
Brainwurm’s turn.
[BEAM LORDS (D4); D:D12,
B:2, I:6, IM:NEON,
W:SHADOW, SOLAR, SP:STATUS
BEAM, M:6, DR:STANDARD]
Brutalizers
Disembodied hands, each with eight
fingers. They come in pairs, using
Status Beam. Target player is hit teamwork to grab avatars and pull
with a random status at the start of them apart, limb from limb.
the Beam Lord’s turn. These can
stack if hit more than once. [BRUTALIZERS (2); D:D12X5,
B:2, I:5, W:PIERCING,
SP:COPYCAT, M:4,
DR:STANDARD]
Copycat. The Brutalizer’s next attack
deals the same damage type as was
last done to them.

120 .DUNGEON/
Constructs
Polyhedral bits and bobbles that
Dreamers
Sleeping giants with egg-like heads,
have collided, clipped, and meshed cracked and open to reveal a
together. They constantly destroy hollowness inside.
and build off one another.
[DREAMER (1); D:D20X2,
[CONSTRUCTS (D6); D:2D8, B:2, I:12, IM:NEON,
B:2, I:6, IM:GUN, SP:DREAM, M:4, DR:DREAM
SP:REBUILD, M:4, DR:D10 JAR]
MATERIALS]
Dream. At the end of each round,
Rebuild. At the beginning of their more and more Dream Jellies crawl
turn, a Construct can build onto itself from the Dreamer’s head to join
using the remains of its companions. combat. First one, then two, then
The dice that are defeated can be three, and so on.
reclaimed at a rate of one per turn.

Dragons Dregs
Feathered velociraptor creatures
Children of Annwn that explode from that travel quickly across all terrains
her body and conquer the hex of their and hunt solo players in packs.
birth. Stylized after the lung Dragons.
[DREGS (D6); D:D10, B:1,
[DRAGONS (1); D:3D6X4, I:12, W:GUN, SP:OVERWHELM,
2D6X2, D20, B:6, I:20, M:12, DR:STANDARD]
IM:PIERCING, SLASHING,
Overwhelm. Each individual dreg
SMASHING, W:GUN, NEON,
rolls a dice during their turn and
SP:BREATH WEAPON, M:2,
deals that damage directly to Sync.
DR:DRAGON MATERIALS]
Breath Weapon. At the end of the
round, the Dragon breathes its fire Giant Bats
Big furry beasts with bat wings and
onto the battlefield, forcing
everyone to make a contest against human-like appendages. They carry
its current dice. machine guns.
[GIANT BATS (D8); D:D8,
B:4, I:10, SP:FLIGHT, M:6,
DR:STANDARD]
Flight. Giant Bats hover above the
battlefield, always keeping
themselves at range from
groundborn opponents.

/REMASTERED 121
Goblins
Little critters. Mischievous folks.
Manticores
Wizard hunters, spell learners, and
Dastardly pals. chimeric beasts. Tiger claws and
body, snake for a tail, and a crow’s
[GOBLINS (2D6); D:D4, I:4,
beaked head.
SP:SNATCH, M:6,
DR:STANDARD] [MANTICORE (2); D:2D10,
2D8, 2D6, B:4, I:12,
Snatch. Goblins will forgo doing
IM:SOLAR, SHADOW,
damage to grapple, hog-tie, and
SP:OVERWHELM, M:8,
haul players away toward the
DR:STANDARD]
nearest Dragon.
Overwhelm. On its turn, the

Jellies
Gelatinous lumps. Oozes and the
Manticore rolls all of its remaining
dice and deals that damage to Sync.

sort. Each with their own elemental


affinity. They split down the dice
chain as they are attacked.
Palims
Little forest critters. The children
of the forest. They look dopey in
[DREAM JELLY (D4); D:D8/,
the cutest way possible, fumbling
B:4, I:10, IM:MAGIC, GUN,
and tumbling around with their
W:NEON, M:2, DR:DREAM
clumsy movements.
MATERIALS]
[PALIM (1); D:D4, I:2,
[NEON JELLY (D4); D:D12/,
SP:BLESSING, M:20,
B:2, I:8, IM:NEON, GUN,
DR:SPIRIT TOKEN]
SP:CITY, M:4, DR:D4 CELLS]
Blessing. If you’re nice to them, they’ll
[SHADOW JELLY (D4); D:D8/,
give you a d10 you can add to any
B:2, I:5, IM:SHADOW, GUN,
contest you want.
W:SOLAR, SP:DARKNESS, M:4,
DR:SHADOW FOIL]
[SOLAR JELLY (D4); D:D6/, Princesses
Weird, floating, Alice-in-Wonderland
B:1, I:4, IM:SOLAR, GUN,
W:SHADOW, SP:SUNLIGHT, person. Always spins a parasol and
M:4, DR:SOLAR FOIL] giggles incessantly.

City. Neon Jellies get an extra +1 [PRINCESS (1); D:2D12X3,


against people who live in big cities. B:2, I:6, W:GUN,
SP:KNIGHTY KNIGHT, M:12,
Darkness. Shadow Jellies get an extra DR:6D10 BYTES]
+1 when the sun is down.
Knighty Knight. At the beginning of
Sunlight. Solar Jellies get an extra +1 her turn, summons a d12 Knight to
while the sun is out. protect her.

122 .DUNGEON/
PUGs
Players Unknown. The other people
Scarecrows
Little puffy crows that explode
playing this game with you. Roll on when attacked.
the PUG tables to figure out who
[SCARECROW (2D10); D:D4,
they are. Give them an aspect too!
I:2, SP:POP, M:10,
[PUG TEMPLATE (1); D:3D6, DR:STANDARD]
B:2, I:8, IM:RANDOM DAMAGE
Pop. If destroyed in melee, roll their
TYPE, W:RANDOM DAMAGE
dice as damage as they explode.
TYPE, SP:ASPECT, M:8,
DR:STANDARD]
[PUG (MODERATOR) (2);
D:4D6, B:6, I:20, IM:ALL,
Skeletons
Those boney boys. The remnants of
SP:MODERATOR, M:2, DR:BAN] old NPCs and abandoned accounts.
[PUG (PVP) (1); D:3D6, [SKELETONS (D6); D:D6,
B:2, I:10, SP:ASPECT, M:2, B:1, I:4, IM:SLASHING,
DR:SUMMON SIGN] PIERCING, W:SMASHING,
SP:REASSEMBLE, M:2,

Sagas
Imagine a cat standing on its hind
DR:STANDARD]
Reassemble. A Skeleton will
reassemble itself in a day if not
legs with its torso stretched all the
destroyed with a solar weapon.
way out. They wear capes and their
eyes glow.
[SAGA (D10); D:2D6, I:5, Shadow
SP:HYPNOSIS, M:8,
DR:STANDARD] Skeletons
Only the oldest accounts create Shadow
Hypnosis. Target player is charmed Skeletons when they’re abandoned.
by the Saga.
[SHADOW SKELETONS (D6);

Saga Princes
They come from storm clouds. The
D:3D6, B:3, I:10,
IM:SLASHING, PIERCING,
SHADOW, W:SMASHING, SOLAR,
envoys of the Cat Queen herself. SP:THORNS, M:1, DR:SHADOW
FOIL]
[SAGA PRINCE (1);
D:2D10X5, B:4, I:12, Thorns. You take 1 Sync damage
IM:GUN, SP:THERON, M:8, when rolling a contest against a
DR:REST DICE] Shadow Skeleton, on account of
them being full of thorny roses.
Theron. Can summon the Theron (a
big liger) to help them in combat.
Fights with 3d6.

/REMASTERED 123
Snakes
Big snakes. You’ve heard of them.
Vorths
Disembodied mouths, each with
their own uniquely generated lips
[SNAKES (D6); D:D10, B:2,
and teeth.
I:10, IM:MAGIC, SP:ABSORB,
M:5, DR:DRAGON MATERIALS] [VORTHS (D4); D:4D6, B:4,
I:8, IM:SOLAR,
Absorb. Snakes absorb spells that
SP:SWALLOW, M:5,
are cast in combat, giving them an
DR:STANDARD]
extra d10 to their next contest or
damage roll. Swallow. Target is swallowed and
given the grappled status.
Hafgan’s Snake. Starts with 5d10.

Spiders Walls of Flesh


A red and pink mass of flesh
They’re friendly if you don’t attack
covered in eyes, arms, and mouths.
them. Toggling arachnophobia in the
Help Menu replaces them with dogs. [WALL OF FLESH (1); D:D20,
B:5, I:12, W:PIERCING,
[SPIDERS (D20); D:D4,
SLASHING, SP:EVERYWHERE,
I:20, SP:WEB, M:12,
M:2, DR:STANDARD]
DR:STANDARD]
Everywhere. While in combat, a Wall
Web. Target player is webbed and
of Flesh counts as being within range
given the paralyzed status.
of everything.

Spider Priests Wolves


Brutalizers that walk on two fingers,
Ancient beings who know the
dressed in horrifying robes. They
human tongue.
are forever searching for their god.
[WOLVES (D6); D:D8, B:1*,
[SPIDER PRIEST (D4);
I:8, W:GUN, SP:PACK
D:D10, B:5, I:6, W:GUN
TACTICS, M:8, DR:FASHION
SP:SUMMON, M:12,
MATERIALS]
DR:STANDARD]
Pack Tactics. A Wolf’s bonus is equal
Summon. At the end of the round,
to the number of Wolves present.
each spider priest summons a Spider.

Zombies
Decaying undead. Generated whenever
a player is forced to respawn.
[ZOMBIES (D20); D:D6, I:2,
W:GUN, SP:ATTRACTION, M:1,
DR:STANDARD]
Attraction. At the end of each round,
d4 more Zombies enter combat.

124 .DUNGEON/
ROIJPXYPQIJEUVEKLMOWNNGJEFHRNSZabcT

Appendices
ROIJPXYPQVEKLMOWNIHRNSZabcTJEUNGJEF

/REMASTERED 125
EXPANDED SKILLS Skills are in-game abilities that dictate how
good your Avatar is at accomplishing tasks.
Choose three skills to gain training in, alongside
the one skill gifted by your Job. Training in a
skill means you get +2 to rolls when using it.
Expertise in a skill means you get +4 to rolls
when using it.
Skills are categorized by which Stat they fall
under. Add your bonus to Contests where the
Skill is applicable, rolling your Stat Dice and
adding the Skill to the result.

SKILL TRAINING To learn a new skill, PCs must find someone


who can teach it to them. This requires a
payment of 20 Bytes and a week of downtime.
To gain Expertise in a skill, the player and the
Server Host must agree to a challenge. Failure
to accomplish the challenge locks you out of the
skill until another challenge is agreed upon. If
the challenge is accomplished, the player gains
Expertise in the skill.

126 .DUNGEON/
BUILD.
Instead of armor, characters have a base DEFENSE
defense that acts as damage reduction. Training
in defense gives you 1dr, and Expertise gives you
2dr. Some clothes and armor may offer more
damage reduction.
Training in magic lets you cast spells. Without MAGIC
training, you might be able to read the spells
but their magic is lost on you. Expertise allows
you to identify who cast a particular spell and
detect magic in the area.
Training in melee allows you to use big melee MELEE
weapons. Expertise allows you a unique “stance”
with your weapon of choice. Whether you’re
swinging a sword or punch, add your training
when making attacks against opponents.
Acrobatic leaps, climbing, and navigating PLATFORMING
dangerous terrain. Training in platforming
gives you tighter control over your Avatar’s
movements. Expertise gives you a double jump.
Knocking things over, pushing things out of the STRENGTH
way, and general, hand-made destruction.
Training in strength makes objects weigh less
to your character. Expertise lets you throw
large objects.

META.
Creating and identifying foils. Training in ALCHEMY
alchemy allows your character to craft lesser
foils out of Materials. Expertise lets you craft
greater foils.
The knowledge of and training to use magic ARCANUM
items and sci-fi tech. Training in arcanum
allows you to use neon weapons. Expertise
gives you basic information about magic items
that are within your line of sight.
Considered a hidden skill of the game, because DREAMS
it is not clearly defined on the wiki. Training in
dreams allows you to make pacts with the
pantheon of .dungeon. Expertise in it allows you
to open yourself to the world of Annwn and
receive messages from it. Often cryptic or
prophetic. [Call to action! The .dungeon wiki is
open for new contributors who know more
about this skill.]

/REMASTERED 127
META (CONTINUED).
LORE Training in lore means the game expands
descriptive text. Expertise means the game
might butt in to give you information, even
when you didn’t ask for it.
NAVIGATION Training in navigation improves your HUD
radar and quest markers. Expertise gives you
active hints to help you search and travel.

PRESENCE.
ANIMAL HANDLING Training in animal handling allows you to take
on animals (and some monsters) as pets.
Expertise in animal handling lets you reroll
animal reactions to you, and take on a mount.
PERCEPTION Training in perception improves colors, sounds,
and smells to enhance your senses. Expertise in
perception does this even more and also adds
faint outlines to things of interest. The invisible
hands of the game like you.
SNEAK Training in sneak reduces the ambient and
active sounds of your Avatar. Expertise makes
you completely silent while crouched.
SPEECH Training in speech improves NPC reactions to
you. Expertise in speech rerolls reaction rolls,
even in dangerous situations.
VIBES Training in vibes improves the haptic feedback
of your VR rig, giving you subtle signals when
things are off. Expertise improves this even
more and makes NPCs more readable.

128 .DUNGEON/
HANDS.
Training in accuracy reduces arrow and bullet ACCURACY
drop and other things that affect the trajectory
of ranged attacks. Expertise subtly slows
aiming down to give you greater control.
Training in crafting allows you to create lesser CRAFTING
versions of items as long as you have the
supplies. Expertise allows you to create
greater versions.
Training in engineering aids you in repairing ENGINEERING
vehicles and other machinery in the world.
Expertise aids you further by reducing
repair costs.
Training in explosives allows you more wiggle EXPLOSIVES
room for failure while using them in combat,
and aids you in building and disarming
explosives. Expertise allows you to disarm
explosives without destroying them.
Training in piloting improves vehicle PILOTING
responsiveness and makes them easier to
control. Expertise allows for a semi-auto-pilot so
you can take on simple tasks while also piloting.

/REMASTERED 129
STATUSES Statuses are applied when traps are triggered,
mobs land unique attacks, or by fumbling
certain actions. When a status is applied, its
effects are immediate. A player can use their
action to make a Tilt roll to end the status.
Otherwise they’ll need foils or magic to cure
the status.

BLEEDING Take 1 Sync damage at the start of each of your


turns until the bleeding is stopped.

BLINDED All navigation or targeting requires a successful


Luck roll.

BURNING Take d6 Sync damage at the start of your turn.

CHARMED Act on the charmer’s turn and add your dice to


their damage.

CONFUSED All failed rolls are considered fumbles.

DEAFENED You can’t hear any voice communications or


game sounds. You may need to cover your ears,
leave the room, or deafen your headset.

DROWNING You’ve failed your swimming roll and are


now drowning. Roll Tilt at the start of your
turn until someone saves you or you are
forced to respawn.

FRIGHTENED You must move as far as possible from the thing


that frightened you. You can’t take actions that
harm the thing that frightened you.

GRAPPLED You can’t move but can still take your action.

INVISIBLE Make an RNG roll to be able to spot an invisible


target. All combat rolls must be made using
RNG as well. Hitting an invisible target makes
them visible.

130 .DUNGEON/
If you are afflicted with this status, all LOST
navigation requires a successful Luck roll.
Failure means the Server Host chooses where
you go.

You can’t move or take an action on your turn. PARALYZED


All damage you take is doubled.

You make all rolls using your Tilt dice. POISONED


Failure marks a respawn. Respawning
removes this status.

You must attack the person or creature nearest RAGE


to you.

You make all rolls with -1. SICKENED

Cannot cast songs and voice communication SILENCED


doesn’t work. Cover your mouth or mute
your microphone.

All attacks auto-hit and deal twice as much SLEEPING


damage. If attacking a sleeping mob, the attack
removes two dice.

You go at the end of initiative and can only move SLOWED


or only take an action on your turn. Not both.

Your turn is skipped this round of initiative. STUNNED

Melee attacks against you count as crits if they TRIPPED


hit. Ranged attacks treat you as behind partial
cover. You can end this status at the end of your
turn. No roll needed.

/REMASTERED 131
MODERATORS Individuals who have made a pact with Orion,
the eight eyes of the sad god, become
moderators. To do this, earn a moderator’s
trust, get assigned a job, and if you complete it
without hiccups they will take you to one of the
eight eyes to make your pact. Tasks assigned by
moderators include basic moderator duties,
such as patrolling dangerous areas at night,
protecting a settlement’s walls, maintaining
goodwill with local guilds, and engaging in PvP
against trolls and griefers.

PRIVILEGES Moderators are given three special privileges.


Mods found abusing their privileges will have
them revoked and their moderator role stripped.
Silence. Target’s mic is muted for 30 minutes.
Freeze. Target is frozen in place for 10 minutes.
Kick. Target is forcefully removed from the
server and placed on a temporary (1 hour) ban.
After a user has been kicked, all subsequent
kicks will double the temporary ban.

Moderators can use their abilities throughout


Annwn, but their domain is the settlements.
They uphold the “no PvP in settlements” rule
and seek to protect players from griefers and
trolls. As a moderator you might be called on to
assist others in their duties at any time while
you’re logged on.
Moderators are denoted by the purple halo that
floats above their head. It sheds dim light, but
other than that is purely cosmetic. Moderators
who are stripped of their privileges lose the
halo and are given a Jinx instead. Jinxes are
small purple imps that hide in your shadow
whenever they aren’t floating around your
head. They offer no mechanical benefit and can
only speak their name, “Jinx!”

132 .DUNGEON/
ADMINS
Administrators have the same privileges as
moderators, but they also carry a Sword of
Banishment. If a player or PUG is killed by a
Sword of Banishment, they are permanently
banned from playing the game, .dungeon, the
book you’re currently reading, ever again. They
can no longer make characters or participate
in sessions of .dungeon ever, ever, never.

Artist's rendition of Hafgan before his demise.

/REMASTERED 133
LEAVE YOUR WORLD BEHIND.

136 .DUNGEON/

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