Below is a list of new Spells I have added to Dungeon! Details for these Spells may be found on the Core Spell List.
- Hemorrhage
- Jump
- Magic Lock
- Push
- Stun
Below is a list of new Spells I have added to Dungeon! Details for these Spells may be found on the Core Spell List.
The Pact-Keeper
HP: +1d6 each Level, minimum of +3
AC: +1 each 2nd Level
AB: +1 each Level
Save: -1 each Level
Skills: +1 Skill Pip each Level
At 1st Level, you make a pact with an occult patron, eldritch being, or some otherworldly creature. This pact grants you 1 Spell Point (SP). You may use 1 Spell Point to petition your patron, allowing you to Cast any Spell. Finally, you regain used Spell Points after a Long Rest.
At 2nd Level, you gain 1 additional Spell Point.
At 3rd Level, your patron grants you further magical power. Choose the option below that best fits your chosen patron.
At 4th Level, you gain 1 additional Spell Point.
At 5th Level, your patron grants you power in combat. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 6th Level, you gain 1 additional Spell Point.
At 7th Level, your patron empowers you even further. You gain the option below that matches the option you chose at 3rd Level.
At 8th Level, you gain 1 additional Spell Point.
At 9th Level, your patron aids your combat further. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 10th Level, you have become a devout follower of your patron. Your patron offers you a choice; you may either construct an Altar to be used by yourself and other Pact-Keepers or become a Vessel of your patron. Details for both options are below.
Henchmen & Hirelings
Also, Henchmen and Hirelings must roll Morale. Unlike Monsters, Henchmen and Hirelings roll Morale in more specific situations. Whenever a Henchman, Hireling, or Player Character is killed, every nearby Henchmen and Hireling must roll Morale. Additionally, they will roll Morale each day they go without pay. For each consecutive day without pay, they gain a cumulative -1 to their Morale Save. These cumulative -1's are reset once they are paid in full for their unpaid days of work. Finally, Henchmen and Hirelings may roll Morale at the GM's discretion each time a Player Character attempts to mistreat them. For example, a Guard who is forced by his employer to walk into a Trap will most certainly roll Morale before deciding if they will actually obey. Whenever a Henchman or Hireling fails a Morale Save, they instantly quit employment and, if in danger, do everything they can to flee and defend themselves.
Many Henchmen and Hirelings also have Ranks. Ranks are effectively Levels for Henchmen and Hirelings. Rank often impacts the Stats of Henchmen and Hirelings, including their Pay. Any Henchmen or Hireling that has a Rank starts at a minimum of Rank 1 and can reach a maximum of Rank 5. To reach their next Rank, a Henchman or Hireling must be paid a Bonus. This Bonus should be a single large sum equal to 10 times their current Pay. At the GM's discretion, however, Henchmen and Hirelings may already be higher than Rank 1 when first employed by the Player Characters.
Henchmen
Henchmen are combat-oriented. They can be hired as muscle for clearing out a dungeon, but some types of Henchmen have preferred jobs listed as Special mechanics. Also, Henchman can wield any Weapon and can wear Armor based on what type of Henchman they are. All Henchman may use Shields. Henchman will start out with the standard equipment listed in their Stat Block unless the GM alters their Stat Block. For example, this means a Guard you hire would start out with Heavy Armor and a Spear, but no Shield. The GM may alter this and/or you may give better equipment to that Guard, improving their Stats.
Basic Henchmen
Specialized Henchmen
Hirelings
Hirelings are not combat-oriented. In fact, they will do everything in their power to avoid combat, fleeing completely if they must. They can be hired for specific tasks and as skilled laborers. Hirelings tend to have specific preferences, listed as Special mechanics. Finally, most Hirelings lack HP, AC, AB, and Saves. This is because these values are not relevant. If a Hireling who lacks one of these Stats takes 1 or more Damage, they die instantly.
Below is a list of new Spells I have added to Dungeon! Details for these Spells may be found on the Core Spell List.
Beasts of Burden, Mounts, and Vehicles
This post is a bit of a hodgepodge of mechanics that go hand-in-hand with both Wilderness Travel and Encumbrance. If you aren't using either of those mechanics, this post probably won't be of much use to you.
The most important thing to note with this post is that the mechanics listed below are pretty simple and rely on common sense. Yes, Mules have HP and a CR, but they aren't intended for warfare. Yes, Vehicles have HP, but obviously they would not be Healed by a potion. Try to keep these things in mind when using the mechanics below and when creating new Beasts of Burden, Mounts, and Vehicles.
Beasts of Burden
Mount Equipment
Over the course of 10 minutes, you may equip a willing Mount with 1 piece Mount Equipment you own. A Mount may only have 1 piece of Mount Equipment active at any given time. All Mount Equipment may only be placed on creatures with the Mount Ability.
All Vehicles are considered objects. Land Vehicles must be pulled by at least 1 Beast of Burden or Mount and all Vehicles must be steered/driven by at least 1 Character or NPC.
All Vehicles have an AC of 15 and a number of Hit Points equal to their Encumbrance. Vehicles automatically succeed on all Saving Throws against Spells, Maneuvers, etc. When a Vehicle reaches 0 HP, it is destroyed, and all of its contents are dropped to the ground.
Finally, Vehicles may be repaired at a rate of 1 HP per 1 hour of time spent repairing, but they cannot be Healed by magic, potions, etc. At the end of each hour, the worker may roll a Strength Skill Check to attempt to increase the HP repaired. On a success, the Vehicle regains 5 HP instead of only 1 HP.
Additionally, Vehicles grant Riders extra Movement Points, similar to Mounts. However, Vehicles are more limited as to where they can travel. For example, a Pull-Cart is meant for land travel, not sea travel. By the same token, Ships are meant for sea travel, not land travel. Simply use common sense. Obviously, a Ship cannot be used to travel through a grassland hex that lacks a deep, wide river.
Land Vehicles
The Bard
HP: +1d6 each Level, minimum of +3
AC: +1 each 2nd Level
AB: +1 each 2nd Level
Save: -1 each Level
Skills: +2 Skill Pips each Level
At 1st Level, you are able to inspire those around you through sheer willpower, usually by performing. As an Action, you may begin such a performance. For up to 10 minutes, you and allies that can see or hear you gain a +1 bonus on Attack rolls, Damage rolls, and Saves. Once you have used this Ability, you must finish a Long Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again even if you haven't finished a Long Rest yet.
At 2nd Level, your willpower has granted you the ability to Cast Spells. You learn a number of Spells equal to your Bard Level and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.
At 3rd Level, you begin to specialize your performance. You may choose one of the options below.
At 4th Level, you may gain one of the options below.
At 6th Level, you may gain one of the options below.
At 8th Level, you may gain one of the options below.
Encumbrance is an oddly hot topic of debate in TTRPGs. Inventory management is clearly a core part of TTRPG design, but many players, especially in modern TTRPGs, simply ignore it completely. Why? Well, the most popular TTRPG system has a horribly designed afterthought of an Encumbrance System.
Many OSR systems have their own, simple, and easy to use Encumbrance Systems. Even in those systems, however, there is sometimes a stigma to actually tracking Encumbrance. In all honesty, I believe this comes from a place of ignorance, not laziness.
Regardless of what system you play, you should try to track Encumbrance one way or another. It adds a fun challenge to the game, and it allows for more realism. Hopefully, one or both of those reasons is enough for you.
Encumbrance in Dungeon!
Encumbrance is an additional mechanic in Dungeon! For the reasons mentioned above, including Encumbrance as a required mechanic tends to scare people off. However, adding Encumbrance is as simple as grabbing a blank sheet of lined paper.
On this sheet of lined paper, make a numbered list. The length of this list should equal (10 + the Max roll of your Class's HP die). For example, a Mage's Encumbrance List would be 16 lines long while a Fighter's would be 20 lines long. Finally, place each of your Items into the list. Each individual Item takes up 1 line. The only exceptions to this are Items that are used up when used, such as Ammo, Potions, Torches, Rations, etc. Single-use Items like this may be placed together in “stacks” of 20 onto a single line. Finally, Coins may be placed together in "stacks" of 1000.
And that's it!
At the end of the day, the mechanic of Encumbrance is only as complicated as you let yourself think it is. With the right system and the right mindset, Encumbrance is incredibly easy to use and enjoy.
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