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Character Creation
Make a normal, med-fan adventurer. You may not have traits related to being a dungeon master, only ones relevant to being a hero. Play a barbarian, wizard, alchemist or anything else you can think of, and make it by the normal fabletop rules. The same character sheet is used for both raiding, and making your dungeon. The note section is used for any loot you find in the dungeons, and to track your shards. Everyone begins with 50 shards Dungeon Rules A dungeon has as many room as the dungeon master has life points. The DM gets a set number of rolls per room to make it. This number is always 1 less than the amount of players who will be raiding. The rooms are made and then raided one at a time, to make more flowing game play. The DM must put a set number of shards into their chest. The amount of shards can be increased to up the likelihood that people will raid your dungeon, and therefore increase your chances to loot a hero. If the heroes reach the end of the dungeon, all survivors get an equal share of the shards in the chest. If a hero hits 0 life in the dungeon, half of their shards are given to the DM. If the DM is a much higher level than the raider, only a quarter of the shards are lost. Making the Dungeon The DM has a set number of rolls (see above) to create their dungeon. Every time they are raided, they must create a new dungeon. The normal character sheet is used when creating the dungeon. Might rolls are used for any creation or buffing of monsters or minions Agility rolls are used to create traps or skill-testing objects (such as a locked door, rubble to break through or a balance beam) Wisdom rolls are used to change the dungeon's terrain or place enchantments on the entire room. Dungeon Masters may use power points to create more difficult challenges – such as monsters with abilities or traps that inflict status effects as well as damage. They can also use power points to spontaneously create more challenges in a room whilst the players are still struggling through it. Dungeon Masters have 1 room per life point, and loose 1 life each time a room of their dungeon is cleared. If a trait is relevant to the challenge being created, it can be added. E.g. the Warrior trait adds to skill in combat, so can be rolled to create skilled combatant enemies. The Gnome trait mentions devices, so can be rolled when making a trap device. Common example actions you may want to perform in your dungeon Create a swarm of monsters: A might roll is made, and 3 enemies per star with 1 life and 1 attack spawn in the dungeon. Create some more powerful enemies: 1 enemy per star can be spawned, with stats that add up to 5. Additional rolls can then buff these monsters, and power points can be used to give them status effects. E.g. the DM wants to fill a room with poisonous spiders. The DM decides that spiders should have 3 attack and 2 life, and rolls might to summon them. They add a PP to give them a poison ability, and spawns in two of these monsters. An extra roll could then be made to add in more of them, or increase their attack or life. Set a trap: An agility roll is made, and 1 trap per star is created. Depending on the type of trap, a different type of roll must be passed by the raiders to avoid taking 1 damage or a status. For a power point, the traps can be upgraded to also inflict a status effect and damage, or increase the difficulty of avoiding the traps to 2 stars. Set a challenge: E.g. A locked door. The difficult of the challenge is the GM's agility roll, minus 1 not dropping to 0 difficult). Power points may have to be used by heroes to break higher GM scores. Change the dungeon layout: A wisdom roll is made, and the DM can change 5 tiles per star to whatever they like; water, lava, spikes, pits and blocking pillars can all be made this way. Curse an entire room: This always costs a power point. A wisdom roll is made, and a spell then effects the room. E.g. Every two rounds, the room releases a foul miasma, and those who fail a magic resistance check take 1 damage. Set a special requirement: E.g. a puzzle must be completed before opening the door. This takes 1 or more wisdom rolls. Per 2 stars you get, you may set one task that must first be completed. PP can be added to get these stars quickly. Playing as a Raider You, and the rest of the party, will need to use your skills (by core fabletop rules) to beat the DM's dungeon, and claim his shards for your own. There may even be a chance of loot! This side of the game is almost entirely core fabletop. Loot The end boss of each dungeon has a 1 in 9 chance of dropping an item, that is given to the player who lands the killing blow. Items can be used by heroes in future dungeons, or given by Dungeon Masters to their minions to make them stronger. If the DM gives an item to an enemy, there is a 1 in 9 chance that the enemy will drop that item on death and give it to another player. When you die in a dungeon, there is a 1 in 9 chance of the DM taking your item. Please log in to add a comment. |
Not too long ago, a deity know as The Dungeon Master reigned supreme over the world, using his enchanted orb to spring new realms into existence. Venturing into these places, the heroes of the land would sometimes find their glory or sometimes... their doom.
One such doom came to Grandulin the Great, eldest of four famous adventuring siblings, who one day fell prey to a cheap trap in a dungeon, and lost his life. For robbing them of their brother, the other adventure's swore revenge on the Dungeon Master. For many years, they honed their strength and gathered treasures, until they reached the Dungeon Master's own realm. They slew him, and his orb dropped and shattered into one thousand pieces.
That should have been the end of that... but it wasn't. Half a century passed, and the siblings died from their age and a god even more powerful than The Dungeon Master awoke. He was known as The Game Master and decreed that the world had become unbalanced, a new Dungeon Master must rise! In their packs, many adventurers found a few pieces of the Dungeon Master's orb; if they can claim one thousand of them, they will be the new Dungeon Master, and rise to god hood to shape the world as they see fit!
To get these shards, they will need to master a new power they have found themselves blessed with; the power of the dungeons. All those who found shards, found themselves the owner of a very small pocket dimension, which they can fill with all sorts of tricks and traps. But placing tempting rewards, like the shards, in their dungeon chests, perhaps they can lure other adventurers in, and loot them for their own shards.