Monday, August 29, 2022

[NEW MANEUVERS] Dungeon! - New Maneuvers 8/29/22

Below is a list of new Maneuvers I have added to Dungeon! Details for these Maneuvers may be found in the Core Rules.
  • Disarm
  • Glory Kill
  • Study Opponent

Thursday, August 18, 2022

[NEW SPELLS] Dungeon! - New Spells 8/18/22

Below is a list of new Spells I have added to Dungeon! Details for these Spells may be found on the Core Spell List.

  • Revitalize
  • Shackle
  • Tongues
  • Zap

Sunday, July 31, 2022

[NEW SPELLS] Dungeon! - New Spells 7/31/22

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

Friday, July 22, 2022

[CLASS] Dungeon! - The Pact-Keeper

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.

  • Angel: You may use this ability to Cast the Spell Bless or Heal without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Demon: You may use this ability to Cast the Spell Bane or Drain without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Dragon: You may use this ability to Cast the Spell Fear or Fire Breath without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Eldritch: You may use this ability to Cast the Spell Dark Tentacle or Phantasm without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Fairy: You may use this ability to Cast the Spell Charm or Hilarity without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Giant: You may use this ability to Cast the Spell Earthquake or Ward without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Nature Spirit: You may use this ability to Cast the Spell Grasping Vine or Thorns without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Spider Queen: You may use this ability to Cast the Spell Sting or Web without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.


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.

  • Angel: You have been chosen by the gods above. When you would die, you may use this ability to remain at 1 HP instead. Once you have used this Ability, you must finish a Long Rest before you may use it again.
  • Demon: Your skin has hellish resilience. When you take Damage, you take -2 Damage. You take at least 1 Damage.
  • Dragon: You may fly short distances, growing draconic wings when you do so. You may fly for up to 10 minutes per Long Rest.
  • Eldritch: Your gaze is unsettling. You have Advantage on Skill Checks to cause the Afraid Affliction or intimidate others. Also, you cause 1 additional stage of the Afraid Affliction each time you cause it.
  • Fairy: Your mind is immune to magical trickery. You are Immune to the Spells Charm, Hilarity, Illusion, Phantasm, and Sleep.
  • Giant: You may occasionally grow in size and strength. For 1 minute, you may double in size, gaining Advantage on Skill Checks relating to physical strength and gaining Advantage on Damage rolls. Once you have used this Ability, you must finish a Short Rest before you may use it again.
  • Nature Spirit: Your body regrows like a plant. Whenever you are Healed, you gain an additional 2d4 Healing.
  • Spider Queen: You are Immune to the Poisoned Affliction, and you may climb walls and ceilings like a spider.


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.

  • Altar: You are sought out by 1d6 + 10 1st Level Pact-Keepers who follow your same patron. They will build the Altar in a valid location over the course of 25 days. Once completed, you will lead rituals at this Altar and these Pact-Keepers will follow your commands, as long as they do not violate your patron. Once up and running, you may perform ritual sacrifices at the Altar, with each ritual being considered a standard Downtime activity. Your patron blesses you with a certain benefit depending on the type of sacrifice performed:
    • Blood Sacrifice: You may decrease your Maximum HP by 10 for 24 hours. For the same amount of time, your Maximum Spell Points are increased by 5.
    • Human Sacrifice: If you ritualistically kill a sentient creature, you gain 6d6 Gold.
    • Sacrificial Tithe: For every 1 Gold of value sacrificed, you may fully Heal yourself or a nearby target.
  • Vessel: You may occasionally become a Vessel for your patron. As an Action, you may begin to channel your patron. For the next minute, you take -5 Damage (you take at least 1 Damage), you deal +5 Damage, and you provide +5 Healing. Additionally, you cannot die during this time. You can still be reduced to 0 HP, but you will remain alive and continue to fight. If you are still at 0 HP when the minute ends, you will then die as normal. Once you have used this ability, you must finish 5 Long Rests before you may use it again.

Wednesday, July 20, 2022

[MECHANICS] Dungeon! - Henchmen & Hirelings

Henchmen & Hirelings

Unlike Player Characters, Henchmen and Hirelings have certain restrictions. For one, they require daily pay. The Pay Stat in their Stat Block lists their rate of daily pay.

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

  • Guard - CR = Rank - - - Encumbrance: 20 - - - Pay: 5 Silver per Rank per Day
    • HP: 6 per Rank
    • AC: 13 (w/ Heavy Armor; can wear any Armor)
    • AB: +1 per Rank
    • Damage: 1d8 (w/ Spear), 1 Free Action Attack each Turn if Rank 5
    • Special: Guards will fight alongside their employers, but they prefer stationary work protecting settlements and strongholds. At the end of each week, any Guard not assigned to stationary work must roll Morale.
    • Save: 15
    • Skills: Listen (2-in-6)
  • Mercenary - CR = Rank + 2 - - - Encumbrance: 20 - - - Pay: 1 Gold per Rank per Day
    • HP: 8 per Rank
    • AC: 14 (w/ Medium Armor + Shield; can wear any Armor)
    • AB: +2 per Rank
    • Damage: 1d8 (w/ Battle Axe), 1 Free Action Attack each Turn if Rank 3 or higher
    • Special: Mercenaries will fight alongside their employers. They have no specific work preferences, but they are not as loyal as Knights. Mercenaries value Gold and self-preservation over all else.
    • Save: 14
    • Skills: Agility (2-in-6), Strength (2-in-6)
  • Knight - CR = Rank + 2 - - - Encumbrance: 20 - - - Pay: 2 Gold per Rank per Day
    • HP: 10 per Rank
    • AC: 15 (w/ Heavy Armor + Shield; can wear any Armor)
    • AB: +2 per Rank
    • Damage: 1d8 (w/ Longsword), 1 Free Action Attack each Turn if Rank 3 or higher
    • Special: Knights seek battle and to fight alongside their employers. They are willing to fight to the death, and they have Advantage on Morale rolls. At the end of each week, any Knight that has not seen combat in the past week must roll Morale.
    • Save: 13
    • Skills: Charisma (2-in-6), Strength (3-in-6)

Specialized Henchmen

  • Magic-User - CR = Rank - - - Encumbrance: 10 - - - Pay: 3 Gold per Rank per Day
    • HP: 4 per Rank
    • AC: 11 (w/ Light Armor; can only wear Light Armor)
    • AB: +1 per Rank
    • Damage: 1d6 (w/ Dagger), 1 Free Action Attack each Turn if Rank 5
    • Spells: 1 Spell Point per Rank. Knows 1 Spell per Rank from the d10 list below:
      1. Bookspeak
      2. Counter Spell
      3. Detect
      4. Fireball
      5. Invisibility
      6. Light
      7. Lorespeak
      8. Magic Missile
      9. Sleep
      10. Ward
    • Special: Magic-Users seek knowledge and to explore alongside their employers. They are willing to fight to the death for this knowledge, and they have Advantage on Morale rolls. At the end of each week, any Magic-User that has not found any sort of arcane knowledge or Item in the past week must roll Morale.
    • Save: 12
    • Skills: Knowledge (3-in-6), Languages (2-in-6)
  • Priest - CR = Rank - - - Encumbrance: 15 - - - Pay: 2 Gold per Rank per Day
    • HP: 6 per Rank
    • AC: 12 (w/ Medium Armor; can wear Light or Medium Armor)
    • AB: +1 per Rank
    • Damage: 1d8 (w/ Mace), 1 Free Action Attack each Turn if Rank 5
    • Spells: 1 Spell Point per Rank. Knows 1 Spell per Rank from the d8 list below:
      1. Bane
      2. Bless
      3. Fear
      4. Heal
      5. Heroism
      6. Holy Weapon
      7. Light
      8. Revive
    • Special: Priests seek holy relics and to explore alongside their employers. They are willing to fight to the death for these holy relics, and they have Advantage on Morale rolls. At the end of each week, any Priest that has not found any sort of holy relic or information in the past week must roll Morale.
    • Save: 13
    • Skills: Languages (2-in-6), Medicine (3-in-6)
  • Specialist - CR = Rank - - - Encumbrance: 10 - - - Pay: 1 Gold per Rank per Day
    • HP: 4 per Rank
    • AC: 11 (w/ Light Armor; can only wear Light Armor)
    • AB: +2 per Rank
    • Damage: 1d6 (w/ Dagger), 1 Free Action Attack each Turn if Rank 5
    • Special: Specialists simply seek treasure and wealth. However, they do value self-preservation. At the end of each week, any Specialist that has not found any sort of treasure in the past week must roll Morale.
    • Save: 12
    • Skills: Agility (3-in-6), Listen (3-in-6), Search (3-in-6), Stealth (3-in-6), Thievery (3-in-6); Specialists also gain +1 Skill Pip to assign for each Rank they gain above 1.


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.

  • Accountant - - - Pay: 1 Gold per Day
    • Special: Accountants will not accompany their employers on adventures, instead investing funds for their employer in the local economy. For every day an Accountant is paid to work, they generate 1d4 - 1 Gold.
    • Skills: Knowledge (2-in-6)
  • Craftsman - - - Pay: 5 Silver per Day
    • Special: Craftsman will not accompany their employers on adventures, instead specializing in 1 specific craft (such as Alchemy, Blacksmithing, etc.). For every day a Craftsman is paid to work, they generate 1 Item related to their craft. The GM may require the Craftsman to be supplied with additional Coin or ingredients to craft certain Items.
    • Skills: Strength (2-in-6)
  • Crewman - - - Pay: 3 Silver per Day
    • Special: Crewman specialize in driving wagons, manning ships, and other Vehicle related jobs. Also, they will care for Beasts of Burden and Mounts. Finally, when attempting to repair a Vehicle, they automatically succeed on the Skill Check.
    • Skills: Survival (2-in-6)
  • Doctor - - - Pay: 1 Gold per Day
    • Special: Doctors are trained in medicine but lack magical ability. While they won't engage in combat, Doctors are willing to travel alongside their employers, offering their services. Below are the services a Doctor may provide.
      • Over 10 minutes... A Doctor may apply a Bandage with no risk of failure.
      • Over 1 hour... A Doctor may increase the Short Rest Healing of up to 5 nearby targets by 1d4.
      • Over 8 hours... A Doctor may increase the Long Rest Healing of up to 5 nearby targets by 5.
      • Over a full day... A Doctor may cure 1 nearby target of a single Sickness of Disease.
      • Over a full day... A Doctor may create and install a prosthetic onto a single target. The prosthetic will allow the target to function as normal, but permanently reduces the target's Maximum HP by 5.
    • Skills: Medicine (3-in-6)
  • Laborer - - - Pay: 1 Silver per Day
    • Special: Laborers will not accompany their employers on adventures, instead performing grunt-work at certain locations. If you want something built, moved, or excavated, Laborers are your best bet.
    • Skills: Strength (2-in-6)
  • Manager - - - Pay: 7 Silver per Day
    • Special: Managers can be put in charge of up to 10 other Henchmen or Hirelings. Each Henchman or Hireling managed by them has their Pay reduced by a value of 1 Silver. Henchmen and Hirelings may not be managed by more than one Manager at a time.
    • Skills: Charisma (2-in-6)
  • Torchbearer - - - Encumbrance: 10 - - - Pay: 3 Silver per Day
    • HP: 5
    • AC: 15
    • AB: +0
    • Damage: N/A, Hirelings will never Attack
    • Special: Torchbearers craft 4 Torches after a Long Rest, or they may instead find 1 Flask of Oil. Also, Torchbearers will avoid fleeing from combat unless ordered otherwise. However, the most a Torchbearer will do in combat is provide the actual fighters with light.
    • Save: 15
    • Skills: Agility (2-in-6)

Tuesday, July 19, 2022

[NEW SPELLS] Dungeon! - New Spells 7/19/22

Below is a list of new Spells I have added to Dungeon! Details for these Spells may be found on the Core Spell List.

  • Bookspeak
  • Color Spray
  • Dark Tentacle
  • Earthquake
  • Heroism
  • Lorespeak

Monday, July 18, 2022

[MECHANICS] Dungeon! - Beasts of Burden, Mounts, and Vehicles

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

  • Donkey - 1 CR - - - Encumbrance: 15 - - - Riders: 1 - - - Cost: Low
    • HP: 10
    • AC: 11
    • AB: +1
    • Damage: 1d6 + 1
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 15
    • Skills: N/A
  • Ox - 3 CR - - - Encumbrance: 25 - - - Riders: 1 - - - Cost: High
    • HP: 20
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 14
    • Skills: N/A
  • Mule - 2 CR - - - Encumbrance: 20 - - - Riders: 1 - - - Cost: Moderate
    • HP: 15
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 14
    • Skills: N/A

Mounts
  • Camel - 3 CR - - - Encumbrance: 15 - - - Riders: 1 or 2 - - - Cost: High
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Mount (This creature grants its rider 3 extra Movement Points per day.); Desert-Dweller (This creature does not have its movement impeded by sand and it cannot become dehydrated or Exhausted due to dry or hot environments.)
    • Save: 14
    • Skills: N/A
  • Riding Horse - 3 CR - - - Encumbrance: 10 - - - Riders: 1 or 2 - - - Cost: Moderate
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Mount (This creature grants its rider 3 extra Movement Points per day.)
    • Save: 14
    • Skills: N/A
  • War Horse - 5 CR - - - Encumbrance: 15 - - - Riders: 1 or 2 - - - Cost: High
    • HP: 30
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, 1 Free Action Attack each Turn
    • Special: Mount (This creature grants its rider 3 extra Movement Points per day.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 13
    • Skills: N/A

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. 

  • Riding Saddle: The wearer provides its rider with a further 2 additional Movement Points per day.
  • Saddlebags: The wearer has an additional +5 Encumbrance. Saddlebags may also be placed on Beasts of Burden, unlike other Mount Equipment.
  • Light Mount Armor: The wearer has +1 AC and +5 Maximum HP, but it provides its rider with 1 less extra Movement Point.
  • Medium Mount Armor: The wearer has +2 AC and +10 Maximum HP, but it provides its rider with 2 less extra Movement Points.
  • Heavy Mount Armor: The wearer has +3 AC and +15 Maximum HP, but it doesn't provide its rider with extra Movement Points.

Vehicles

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

  • Hand-Cart - - - Encumbrance: 10 - - - Riders: None - - - Cost: Low
  • Pull-Cart - - - Encumbrance: 25 - - - Riders: 1 to 4 - - - Cost: Moderate
    • Special: Buggy (If pulled by a Beast of Burden, +1 Movement Points. If pulled by a Mount, +2 Movement Points.)
  • Wagon - - - Encumbrance: 50 - - - Riders: 1 to 6 - - - Cost: High
    • Special: Buggy (If pulled by a Beast of Burden, +1 Movement Points. If pulled by a Mount, +2 Movement Points.)
Sea Vehicles

Note: Ships often list more than 1 Rider as a baseline. This is because most ships require a minimum number of crew members to function. For example, a Medium Ship needs at least 3 Riders, otherwise it will be dead in the water.
  • Raft - - - Encumbrance: 10 - - - Riders: 1 - - - Cost: Low
    • Special: Dinghy (This Vehicle only uses 2 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 4 MP.)
  • Rowboat - - - Encumbrance: 25 - - - Riders: 1 to 3 - - - Cost: Moderate
    • Special: Dinghy (This Vehicle only uses 2 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 4 MP.)
  • Ship (Small) - - - Encumbrance: 100 - - - Riders: 1 to 10 - - - Cost: Extreme, at least 2,500 GP
    • Special: Sailboat (This Vehicle only uses 1 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 3 MP.)
  • Ship (Medium) - - - Encumbrance: 250 - - - Riders: 3 to 30 - - - Cost: Extreme, at least 10,000 GP
    • Special: Sailboat (This Vehicle only uses 1 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 3 MP.)
  • Ship (Large) - - - Encumbrance: 500 - - - Riders: 10 to 100 - - - Cost: Extreme, at least 25,000 GP
    • Special: Sailboat (This Vehicle only uses 1 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 3 MP.)

Dungeon! SRD V4 and More

Hi everyone! I'm happy to announce an updated Version of 4 of the Dungeon! Ruleset . After a lot of time, testing, and a few important c...