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  • 7/21/2019 Dungeon Delvers

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    ungeon elvers

    Player's Guide

    Roll 1d6 for each ability: strength (STR),constitution (CON), dexterity (DEX),intelligence (INT), wisdom (WIS), andcharisma (CHA).

    Levelstarts at 1.

    To attack, roll 1d6. If you roll 5 or more,you deal 1 hit. If you roll 6 twice in a row,deal 1 extra hit.

    For all otherrolls, roll 1d6. Succeed if youroll less than or equal to the relevantability. This is called an ability roll. Anability roll of 1 always fails.

    In combat, attack once per turn.

    If hits or an ability drop below 1, you areknocked out for the day (or killed, if yourGM says so).

    Classes

    Fighter:Takes 4 hits. Deals [level]hits onattack rolls.

    Rogue:Takes 3 hits. Subtract [level]fromroll on all ability rolls.

    Wizard:Takes 2 hits. Choose 1 spellpermanently at each level to cast at-will:Decipher Runes, Fire Bolt, Light, Read

    Unknown Language, Sense Evil, SenseMagic, Shield, Sleep

    Cleric:Takes 3 hits. Cast [level]spells perday, chosen when cast: Charm, Heal,Light, Purify Food and Drink, Resist Cold,Resist Fear, Seal Door, Sense Magic

    Races

    Dwarf:Increase constitution by 1.

    Elf:Increase dexterity by 1.

    Halfling:Increase charisma by 1.

    Advantage

    While a character has advantage, add 1to attackrolls and add 1 to all abilities.A character has advantage when...

    ...his applicable ability is 5-6 andopponent's is 1-2.

    ...his opponent has a condition.

    ...his opponent is distracted or doesn't

    expect an attack....he is much bigger than his opponent....he has higher ground than hisopponent.

    You cannot have multiple advantagesat once.

    Leveling Up

    When you complete an adventure, youget 1 experience. Spend 1 experience totake 1 more hit permanently, or spend 2experience to increase an ability by 1

    permanently.

    Rolling Without a ie

    0 1 2 3 4 5

    0 5 5 1 4 5 2

    1 5 1 6 2 1 2

    2 3 3 2 4 6 3

    3 1 4 1 2 2 5

    4 6 1 4 1 5 1

    5 6 1 3 6 3 4

    Player and GM hold up 0-5 fingers.Consult column for GM and row forplayer to find the result rolled.

    Credits

    Written by Brent P. Newhall.

    Adventures, play sample, and more at

    theDungeon Delvers web page.

    Conditions

    Creatures (including PCs) can be...

    ...drained one ability decreased by 2points.

    ...immobilized cannot move. (DEX)

    ...stunned cannot make ability rolls. (WIS)

    ...weakened cannot attack. (STR)

    If a creature or item can create acondition, the target makes theappropriate ability roll and takes thecondition only if the roll fails.

    A creature may take its entire turn tomake an ability roll to cancel acondition on itself.

    Healing

    A full night's rest heals all hits andrecovers all drains.

    The healspell heals all hits.

    Character Sheet

    Name ____________________

    Class ____________________

    Race ____________________

    STR ______ CON ______

    DEX ______ INT ______

    WIS ______ CHA ______

    Hits ______ Level ______

    Drained Immobilized

    Stunned Weakened

    Spells / Items:

    Zones !ptional"

    During a battle, divide the field intozones in which melee combat occurs.Zones are usually about 5-20 feet wideand contain 2-5 opponents. A scrum withmany opponents should be sub-divided.

    Mediumweapons (like swords) grantadvantage when attacking in the samezone.

    Smallweapons (like daggers) grantadvantage when grappling with anenemy in the same zone.

    Reachweapons (like spears) grantadvantage when attacking an adjacentzone.

    Rangedweapons (like bows) grantadvantage when attacking at least 2zones (or 25 feet) away.

    Ga#es $astering

    You decide turn order during combat. Aturn lasts ~5 seconds of game time. Basiccreatures have 1 hit and abilities at 2.

    Creatures

    Guardian:Takes 3 hits. A hit enemy isstunned.

    Howler:Takes 2 hits. After enemy attacks,it is weakened.

    Imp:Takes 4 hits. During turn, in additionto attack, may drainone ability on oneenemy (save required).

    Lizardling:Takes 1 hit.

    Snake-Man:Takes 2 hits. A hit enemy isimmobilized. WIS 4, CHA 4

    Sorcerer:Takes 5 hits. Instead ofattacking, can cast fire bolt, ray of frost,

    or immobilizing cage of light. INT 4, WIS 3

    http://brentnewhall.com/http://brentnewhall.com/http://brentnewhall.com/games/doku.php?id=dungeon_delvershttp://brentnewhall.com/games/doku.php?id=dungeon_delvershttp://brentnewhall.com/games/doku.php?id=dungeon_delvershttp://brentnewhall.com/games/doku.php?id=dungeon_delvershttp://brentnewhall.com/
  • 7/21/2019 Dungeon Delvers

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    Spells

    Here is an expanded list of spells. Aspellcaster can use spells of the caster'slevel or lower.

    Wi%ard Spells& Level

    Decipher Runes:For the next 10 minutes,read and understand magical runes. Ifcast on an item, you can permanentlyread that item's runes.

    Fire Bolt:Succeed on attack roll to fire abolt of flame in a straight line up to 150feet, dealing 1 hit.

    Light: Creates a bright light 30 feet indiameter, which lasts for 1 hour, plus 10minutes times [level]. If a creature isinside the ball of light when the light iscreated, it is immobilized.

    Read Unknown Language:For the next 20minutes, read any non-magical languageor code, including maps and secretsymbols.

    Sense Evil: Any person with evil intentionsand any object enchanted with evilmagic within 50 feet glows. Does not workon poison or physical traps.

    Sense Magic: Any enchanted item within50 feet glows for the next 20 minutes. If youstand within 10 feet of any enchanteditem within that 20 minutes, deduce theenchantment's basic properties (duration,danger, general effects, etc.).

    Shield:You are encircled by a magicalbarrier for 5 minutes. Enemies hit only on a6 or more.

    Sleep:Target creature falls asleep for 1hour.

    Ward Against Evil:You are encased in a

    magical barrier for 5 minutes, providingadvantage.

    Wi%ard Spells& Level (

    Detect Invisibility: Any invisible item orcreature within 5 feet of the caster glowsfor the next hour.

    ESP:For the next hour, the caster canlisten to surface thoughts of any

    intelligent creature up to 10 feet times[level]away, through up to 2 feet of anyphysical material except lead.

    Glowglobe:A 3-candle light appears,staying within 15 feet of the caster,casting a light 25 feet wide. The lightfollows the caster forever, or until thecaster dismisses it or commands it to stay.

    Find Object:Concentrate on a specificitem known to you. If it is within 5 feettimes [level], you know exactly where it is.

    Make Invisible:One item or personwithin 25 feet is now invisible, until itattacks or is attacked.

    Open Sesame:Open any secret doors,held portals, etc. within 5 feet.

    Wi%ard Spells& Level )

    Clairvoyance:Like ESP, but you willunderstand context as though you werethe creature to which you're listening.

    Darkvision: For the next day, you cansee in total darkness as though it were litby normal sunlight.

    Fireball:Fire a 10-foot ball of flame in a

    straight line. Deal [level]hits.Levitate:Fly up to 15 feet per turn in anydirection. This effect lasts for [level]+ d6turns.

    Make Group Invisible:All creatures anditems of your choice within 10 feet of youare now invisible per make invisible.

    Missile Shield:For the next 1 hour, anynon-magical missiles fired at you willbounce harmlessly off.

    Cleric Spells& Level

    Charm:One humanoid (not undead)that fails an INT roll treats the cleric as itsbest friend.

    Heal:The cleric touches a creature, andrestores all its hits.

    Light:Creates a bright light 30 feet indiameter, which lasts for 1 hour, plus 10minutes times [level]. If a monster is insidethe ball of light when the light is created,it is immobilized.

    Purify Food and Drink: Ten meals' worthof food and water, no matter howspoiled or poisoned, become fresh andclean.

    Resist Cold:Choose one creature within30 feet (including yourself). For the nexthour, that creature subtracts 2 on allCON rolls against cold. Cold attacksdeal no damage.

    Resist Fear:Touch a creature, which isinstantly calmed and loses all fear. If thefear was caused by a spell, the creaturemakes a WIS roll.

    Seal Door:Magically fastens a door,gate, or portal for the next 10 minutestimes [level]. Requires STR roll to break.

    Sense Magic:Any enchanted itemwithin 50 feet will glow for the next 20minutes. If you stand within 10 feet of anyenchanted item within that 20 minutes,deduce the enchantment's basicproperties (duration, danger, generaleffects, etc.).

    Ward Against Evil:You are encased in amagical barrier for 5 minutes, providingadvantage.

    Cleric Spells& Level (

    Decipher Runes:As wizard level 1 spell.

    Fortify:One ally within 10 feet getsadvantage for the next hour.

    Greater Seal:Like seal, but permanent.

    Phantasms:Create an illusion of anycreature or item you imagine. Creatures

    with INT 4 or higher must make an INT rollto believe; others believe automatically.Creatures who believe take damage asif it was real. Illusion remains as long asyou concentrate and do not move, andillusion is not touched.

    Speak With Animals:For the next hour,converse with any creature within 10feet. This creature will never again attackthe caster or his allies.

    Cleric Spells& Level )

    Breathe Water:Breathe underwater for 1hour.

    Charm Group:Charm 1d6 creatures.

    Cure Disease:One creature within 10feet is immediately healed of onedisease.

    Darkvision:As wizard level 3 spell.

    Dispel Magic:Any enchantments on 1item or creature are dispelled.

    Find Object:As wizard level 2 spell.

    Remove Curse:Any curses on oneobject within 3 feet are immediatelylifted.