dungeon raiders

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7/27/2019 Dungeon Raiders http://slidepdf.com/reader/full/dungeon-raiders 1/10  ungeon Raiders Introduction I wrote Dungeon Raiders to experience the construction of a classic Dungeons & Dragons retroclone. I wanted to mold a simple system out of the earliest editions of D&D. What would it look like? It looks like Dungeon Raiders, and I give it to you. This entire document (except the fantastic artwork by aydot !loane, which is licensed "reative "ommons #ttribution $o %erivatives&, and the system within, is released into the 'ublic %omain. ne note before you begin) I assume you know what an *'+ is, and the denition of terms like +ame -aster. If not, why on arth are you reading a retroclone? +o play /#T0 1 2rent '. $ewhall Barreau (order #5373698)

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Page 1: Dungeon Raiders

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  ungeon Raiders

IntroductionI wrote Dungeon Raiders to experience the construction of a classic Dungeons & Dragons retroclone. I wanted to mold a simple systemout of the earliest editions of D&D. What would it look like?

It looks like Dungeon Raiders, and I give it to you. This entire document (except the fantastic artwork by aydot !loane, which is licensed"reative "ommons #ttribution $o %erivatives&, and the system within, is released into the 'ublic %omain.

ne note before you begin) I assume you know what an *'+ is, and the denition of terms like +ame -aster. If not, why on arth areyou reading a retroclone? +o play /#T0

1 2rent '. $ewhall

Barreau (order #5373698)

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Dungeon Raiders The lements of an #dventurer 3

The Elements of an Adventurer*are is he who dares delve into ancient,monster4infested dungeons0

# hardy adventurer is made up of thefollowing basic elements)

"lass) The adventurer5s focus andprofession.

6') 6it 'oints, an abstract indication of

how much damage an adventurer cantake.

#ttack %ie) # die to roll when attacking avile monster or other villain, to see if theattack hits or misses.

%amage (optional&) #n extra amount ofdamage added when an attack hits anadventurer5s foe.

#bility !cores) The six classic scores, usedwhen attempting any difcult feat of

strength or wits.#lignment) The adventurer5s moral code.

xperience 'oints (7'&) #n abstractrepresentation of an adventurer5sexperience and power.

Adventurer Classes#n adventurer may fall into any of the following four broad classes)

Fighter

6' 8

#ttack 9d8

%amage :9

By far the most powerful combat class, the ghter specializes inforcing his blade through his opponent's armor or ring an arrowright at a weak spot

Rogue

6' ;

#ttack 9d;!peciality :3 on all saving throws. :3 on all rogue4related abilitychecks (including but not limited to pick locks (dexterity&, detecttraps (wisdom&, move silently (dexterity&, climb (strength&, hide(dexterity&, and listen (wisdom&&.

!he rogue e"cels at sneaking around, both on and off thebattleeld, and is unsurpassed at nding traps of both thephysical and the social kind

#izard

6' <

#ttack 9d<

!peciality "ombat and detection spells, each chosen once whenincreasing level.

!he wizard commands mystical powers to launch de$astatingeldritch energies at his foes %is connection with raw magicalforces has honed his senses, allowing him to detect subtle magicalelds and thoughts

&leric

6' =

#ttack 9d;

!peciality 6ealing and utility spells. ach day, the cleric can cast anumber of spells e>ual to the cleric5s level, from all cleric spells ator below the cleric5s level.

#here the wizard brings death, the cleric wields the power of lifeitself !he cleric aids her comrades in battle and steadies themagainst the elements, as well as gaining the ability to wea$emagic itself

Experience Points and Leveling Up#s the adventurers hack their way through monster4lled caves,

they inevitably hone their skills and improve their spells. This istracked through xperience 'oints (7'&.

very hard4won gold piece recovered during an adventure is alsocounted as one 7' for the party. /or each vile monster defeated,its original 6' is multiplied by a full 9 and the result is awardedto the party as 7'. 7' is then divided out amongst the partymembers.

This is important, for every 3, 7' that an adventurer gains, she

increases by one level0#t each new level, the adventurer increases in both vitality andaccuracy in combat. 6er player rolls 9d< (if playing a ghter,9d;& and adds the result to her adventurer5s 6'. In addition, thecharacter deals another 9 point of damage on all non4magicalattacks for ever onwards. Thus, a third4level adventurer deals afearsome :3 damage on all non4magical attacks.

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Dungeon Raiders #bility !cores, #bility "hecks, !kill "hecks, and #lignment @

Ability Scores Ability Chec!s S!ill Chec!s and Alignmentach adventurer is a uni>ue creationA some are brawny andsimple4mindedA others scrawny yet charismatic. This near4innite

variety is represented by six abilies) strength, dexterity,constitution, intelligence, wisdom, and charisma. *oll @d; for eachability.

When an adventurer is faced with a truly difcult action, such asleaping bravely across a chasm as opposed to merely strollingacross a bridge, choose the adventurer5s appropriate ability scoreand roll 9d3. If the roll is less than or e>ual to the chosen abilityscore, or a 3 is rolled, the character succeeds. If not, thecharacter fails.

The preceding roll is called an ability check. If the adventurer mustattempt a particularly challenging action, the +- may add apenalty, typically 43 or 4<.

*ogues, take note0 # rogue attempting a Broguish actionC (egpicking locks (dexterity&, detecting traps (wisdom&, moving silently(dexterity&, climbing (strength&, hiding (dexterity&, and listening(wisdom&, though this is by no means a complete list& rolls asthough her ability score is 3 points higher than it actually is. Thusthe advantage of being a rogue0

2ut alas, adventurers do not move through the world unmolested,and external forces often act upon them. When asked to roll asaving thro , the player rolls a d3. If the roll is e>ual to or lessthan 9, the adventurer successfully saves against the effect.*ogues, however, roll against 93.

ptional) To increase realism (such as it is&, add or subtract thefollowing amounts from the difculty target of 9)

"lass of #dventurer *olling !aving Throw)

/ighters) 49

• "lerics) (no difference&

• WiDards) :9

• *ogues) :3 (their natural rogue ability&

#ttack type)

• *ays) :3

• Wands and staves) :9

• 'aralysis) (no difference&

• %ragon breath) 49

• !pells) 43

%oes this sufce to describe an adventurer? $o0 Eou must alsodetermine your adventurer5s moral code, as represented by thefollowing nine possible alignments)

Fawful +ood +ood "haotic +oodFawful $eutral "haotic

Fawful vil vil "haotic vil

$ote that GgoodG and GevilG are perhaps more accuratelydescribed as GselHessG and Gselsh.G #n evil person doesn5tnecessarily want to slaughter hordes of innocents, any more thana good character necessarily wants to give away all her money tothe poor. *ather, a GgoodG character is motivated primarily byhelping other people, while an GevilG character primarily wants toto get things for themselves. Thus, an evil character will sees anadventuring party as useful for ac>uiring wealth, possessions, etc.and will have no particular reason to turn against her fellow

adventurers.

CombatThe chaos of combat must be made manageable, and so combatis divided into turns,. # turn corresponds to about one minute ofactivity. Turns progress in order by adventurers5 dexterity score(higher goes earlier&, while monsters use their initial 6'.

n your turn, your adventurer may move up to 3 feet, cast aspell, and attack one creature (in that order&. If it is advantageous,you may choose to undertake any, all, or none of these actions.

To attack a foul beast or foe with your weapon, roll your attackdie. If your roll e>uals or exceeds <, you hit your enemy0 *oll 9d;for damage points. /ighters always add 9 to the damage roll, andall characters add one damage per level after their rst level (seethe Gxperience 'ointsG section for a refresher on this&.

%amage points are subtracted from the enemy5s 6', with armorabsorbing its value in damage points on each blow. !o, an attackroll of < will hit a beast with :9 armor, but if the damage roll is 3,the accursedly lucky creature will take only 9 point of damage.

When a creature is battered down to 6' or less, the monsterexpires immediately in a pool of its own blood. #n adventurer,however, is made of sterner stuff, and when reduced to or fewer6', falls unconscious. #ny healing that brings the adventurer backto 9 or more 6' revives the adventurer, ready to re4oin the ght0

2ut do not let your guard down, for if an adventurer is sofoolhardly as to fall unconscious three times in the same day, thatadventurer is well and truly dead0

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Dungeon Raiders "haracter !heets <

Character Sheets

Fighter

"haracter $ame JJJJJJJJJJJJJJJJJ 'layer $ame JJJJJJJJJJJJJJJ #lignment JJJJJJJJ

"lass /ighter 6' 8 JJJJJJJJJJ #ttack 9d8JJJ %amage :9JJJJJJJ#rmor JJJJJJJJJJJ

!trength JJJJJJJ Intelligence JJJJJJJJJ Wisdom JJJJJJJJ

%exterity JJJJJJJ "onstitution JJJJJJJJJ "harisma JJJJJJJJ

7' JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ

Rogue

"haracter $ame JJJJJJJJJJJJJJJJJ 'layer $ame JJJJJJJJJJJJJJJ #lignment JJJJJJJJ

"lass *ogue 6' ; JJJJJJJJJJ #ttack 9d;JJJ %amage JJJJJJJJJ #rmor JJJJJJJJJJJ

!trength JJJJJJJ Intelligence JJJJJJJJJ Wisdom JJJJJJJJ !aving Throw :3

%exterity JJJJJJJ "onstitution JJJJJJJJJ "harisma JJJJJJJJ

7' JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ

&leric

"haracter $ame JJJJJJJJJJJJJJJJJ 'layer $ame JJJJJJJJJJJJJJJ #lignment JJJJJJJJ

"lass "leric 6' = JJJJJJJJJJ #ttack 9d;JJJJ %amage JJJJJJJJ #rmor JJJJJJJJJJJ

!trength JJJJJJJ Intelligence JJJJJJJJJ Wisdom JJJJJJJJ

%exterity JJJJJJJ "onstitution JJJJJJJJJ "harisma JJJJJJJJ7' JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ

#izard

"haracter $ame JJJJJJJJJJJJJJJJJ 'layer $ame JJJJJJJJJJJJJJJ #lignment JJJJJJJJ

"lass WiDard 6' < JJJJJJJJJJ #ttack 9d<JJJJ %amage JJJJJJJJ #rmor JJJJJJJJJJJ

!trength JJJJJJJ Intelligence JJJJJJJJJ Wisdom JJJJJJJJ

%exterity JJJJJJJ "onstitution JJJJJJJJJ "harisma JJJJJJJJ

7' JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ

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Dungeon Raiders WiDard !pells =

"i#ard SpellsWiDards channel magical power to cast spellsfocusing on offense, defense, detection, and

arcane study.#t rst level, a wiDard must choose two differentlevel 9 spells, which he writes carefully in his spellbook. 6e may cast each of these spells at mostonce per day. #t each higher level, the wiDardchooses one spell from that level to add to hisspell book. +uard your spell book well0

'e$el ( )pells

Decipher Runes* /or the next 9 minutes, thewiDard reads and understands the magical runesor words written or carved on one item. Withoutusing this spell, the wiDard may look at magical

words, but cannot understand them. nce awiDard casts this spell on an item, the wiDard ispermanently able to read that item5s runes at anytime without using this spell.

Fire Bolt* /ires a bolt of Hame in a straight line upto 9= feet, dealing 9d;:9 damage to onecreature (no attack roll&.

ight* "reates a very bright light @ feet in diameter, which lastsfor one hour, plus 9 minutes times the wiDard5s level. If a monsteris inside the ball of light when the light is created, the monstermust make a saving throw (versus spells& or be blinded until thelight fades away.

Read +nknown anguage* /or the next 3 minutes, the wiDard

may read any non4magical language or code, including maps andsecret symbols.

)ense $il* #ny person with evil intentions and any obectenchanted with evil magic within = feet will glow. 'oison andphysical traps are not considered evil for the purposes of thisspell.

)ense -agic* #ny enchanted item within = feet will glow for thenext 3 minutes. If the wiDard stands within 9 feet of any item soenchanted before the spell5s effect ends, the wiDard can alsodeduce the enchantment5s basic properties (duration, danger,intention, general effects, etc.&.

)hield* ncircles the wiDard with a magical barrier, providing :3armor and :3 on skill checks against rays, wands, and spells for

3 minutes.

#ard .gainst $il* The wiDard is encased in a magical barrier,providing :9 armor against all attacks from creatures of theopposite goodKevil alignment for one hour.

'e$el / )pells

Detect 0n$isibility* #ny item or creature enchantedwith an in$isibility  spell, that is no more than thecaster5s level times ve feet away from the caster,glows for the next hour. !o, a level4< caster candetect invisible items up to 3 feet from the caster.

)1* /or the next hour, the caster can GlistenG to thesurface4level thoughts of an intelligent creature up to9 feet away, through up to 3 feet of any obstruction(but not through lead of any thickness&.

2lowglobe* # dim lightLust enough to read byLappears, centered within 9= feet of the caster,casting a light 3= feet in diameter. The light remainsforever, or until the caster dismisses it.

Find 3b4ect* If the caster concentrates on aparticular item known to that caster, and it is within =feet plus the caster5s level times = feet, the caster willknow exactly where that item is. This works only ifthe caster knows exactly what the item looks like,weighs, coloration, etc., or if the item is generic (likea set of stairs&.

-ake 0n$isible* ne item or person within 3= feet of the caster44including the caster44becomes invisible, until the invisible item orperson is attacked or attacks another. The caster can voluntarilybreak the spell.

3pen )esame* pen any secret doors, held portals, magicallocks, etc. up to = feet from the caster, provided the original spell

was cast by a magic4user of the same or lower level than thecaster.

'e$el 5 )pells

lair$oyance* Fike !', but the caster will automaticallyunderstand context (if the victim is thinking about a dangerousperson unknown to the caster, the caster will immediately knowthe dangerous person5s identity as far as the victim knows&.

Dark$ision* /or the next day, the caster can see in total darknessas though it were normally lit.

Fireball* /ires a 94foot ball of Hame in a straight line. /ordamage, roll a number of d;s e>ual to the caster5s level.

e$itate* The caster may Hy up to 9= feet per turn in any direction.The spell lasts for a number of turns e>ual to the caster5s level plus9d;.

-ake 2roup 0n$isible* #ll creatures and items of the caster5schoice within 9 feet of the caster are invisible.

-issile )hield* /or the next hour, any non4magical missiles red atthe caster will bounce harmlessly off her.

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Dungeon Raiders "leric !pells ;

Cleric Spells"leric spells focus on healing, charms, and protection from theenvironment.

"lerics are more magically Hexible than their wiDardly brethren)clerics may cast any spell of the cleric5s level or lower, but onlyone spell per cleric level per day. Thus, a third4level cleric maycast any rst4, second4, or third4level cleric spell, but may only castthree spells per day. The same spell can be cast multiple times onthe same day, but each use counts towards the limit imposed bythe cleric5s level.

'e$el ( )pells

harm* ne humanoid creature (not undead& that fails a savingthrow (vs. spells& treats the cleric as its best friend. rders againstits alignment re>uire another saving throwA if the save succeeds,the creature immediately breaks the charm. In addition, any

creature with intelligence 9@498 makes a saving throw to break thecharm every day, intelligence of M493 once a week, and @48 oncea month.

ure ight #ounds* The cleric touches a creature, and heals9d;:9 points of damage (up to the creature5s maximum&.

ight* "reates a very bright light @ feet in diameter, which lastsfor one hour, plus 9 minutes times the wiDard5s level. If a monsteris inside the ball of light when the light is created, the monstermust make a saving throw (versus spells& or be blinded until thelight fades away.

1urify )ustenance* Ten meals5 worth of food and water, no matterhow spoiled or poisoned, becomes fresh and clean.

Resist old* "hoose one creature within @ feet. /or the nexthour, that creature gains a :3 on saving throws against attacksdealing cold damage. If hit for cold damage, reduce damage by9.

Resist Fear* When the cleric touches a creature, the creature isinstantly calmed and loses all fear. If the fear was caused by amagic spell, the creature gets a saving throw, with a penalty e>ualto the cleric5s level.

)eal* -agically fastens a door, gate, or similar portal tight. #creature with at least 9= !trength must succeed on a !trengthcheck at a 4= penalty to break the sealA for a character with 9< orfewer !trength, the seal will hold fast for <d3 minutes.

)ense -agic* #ny enchanted item within = feet will glow for thenext 3 minutes. If the wiDard stands within 9 feet of any item soenchanted before the spell5s effect ends, the wiDard can alsodeduce the enchantment5s basic properties (duration, danger,intention, general effects, etc.&.

#ard .gainst $il* The cleric is encased in a magical barrier,providing :9 armor against all attacks from creatures of a

different alignment for one hour.

'e$el / )pells

Decipher Runes* /or the next 9 minutes, the cleric reads andunderstands the magical runes or words written or carved on oneitem. Without using this spell, the cleric may look at magicalwords, but cannot understand them. nce a cleric casts this spellon an item, the cleric is permanently able to read that item5s runesat any time without using this spell.

Fortify* ne ally within 9 feet of the caster gets :9 on attack rollsfor the next hour.

2reater )eal* Fike seal, but permanent. The caster may dispel herown greater seal at any time.

1hantasms* The caster creates an illusion of any creature or item

that the caster can imagine. %umb creatures will automaticallybelieve the illusion is realA more wily ones must make a savingthrow vs. spells. # creature who believes in the illusion will takedamage from the illusion as if it was real. The illusion will continueto exist as long as the caster concentrates and does not move, andas long as the illusion is not touched (a successful attack againstthe illusion will dispel it&.

)peak #ith .nimals* /or the next hour, the caster can conversewith any creature within = feet. This creature will never againattack the caster or his allies.

'e$el 5 )pells

Breathe #ater* The caster can breathe underwater withoutdifculty for the next hour.

harm 2roup* "harm 9d< creatures, or charm a single creaturewho takes 43 on its saving throw.

ure Disease* ne creature within 9 feet of the caster isimmediately healed of one disease.

Dark$ision* /or the next day, the caster can see in total darknessas though it were normally lit.

Dispel -agic* #ny enchantments (such as charm, seal, orphantasms& on a single item or creature are dispelled, as long asthe caster is of at least the same level as the original enchanter.

Find 3b4ect* If the caster concentrates on a particular item knownto that caster, and it is within = feet plus the caster5s level times =feet, the caster will know exactly where that item is. This worksonly if the caster knows exactly what the item looks like, weighs,coloration, etc., or if the item is generic (like a set of stairs&.

Remo$e urse* #ny curses on one obect within @ feet areimmediately lifted.

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Dungeon Raiders >uipment N

E$uipmentThe long4abandoned cairns and dusty dungeons of the world arelled with lost weapons and armor, and of course many of these

things can be purchased in larger towns and cities.6owever, the only mechanical difference between weapons lies inweapons that deal extra damage, have a particular damage type,or have a range.

/irst, we will address damage types. "ertain weapons will deal aparticular type of damage. The /laming !word of !karrl burstsinto Hame whenever it is drawn from its scabbard.

# weapon with a specic damage type will deal :3 extra damagewhen used in a sympathetic environment. /or example, in an icycave, a white dragon5s freezing breath will deal an extra :3damage to any adventurers caught in its blast, as their defenseswere already lowered by the caves5 frigid temperature.

%uring the course of normal adventuring, a party will nd

weapons dealing no more than :3 damage, and the followingdamage types are occasionally found (sympathetic environmentslisted in parentheses&)

• /ire (heat&

• Ice (cold&

• /orce (mountain4tops&

• Fightning (swamps&

• %eath (graveyards and crypts&

#mong the many instruments of death an adventurer is sure to ndstrewn across the land)

• #xe

• "lub

• "rossbow (range 9 feet&

• 2ow (range 9 feet&

• %agger 

• -ace

• !ling (range = feet&

• !pear (range @ feet if thrown&

• !word

If a weapon has no range, it can only be used against an enemyad4acent  to (a few feet away from& the adventurer wielding thatweapon.

!een through a mechanical lens, armor is only differentiated by itspoint value, which will rarely be above :@ for adventurers createdhere.

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Dungeon Raiders -onsters 8

%onsters

-onster #ttack %amage 6' #rmor !peed!avingThro #lignment O #ppearing Treasure

2eetle (+iant& 9d93 8 :@ 9= 43 $eutral 9d8 2

%ragon (Eoung& 9d9,9d;,9d; :3 < := =, Hy := #ny 9d< %

%ragon (#dult& 9d93,9d8,9d8 :@ ; := =, Hy := #ny 9d< %

+argoyle 9d; :3 8 :@ 3= :3 Fawful 9d8 2

+houl 9d; 9 :9 < :9 "h. vil 3d93 #

+noll 9d8 :3 8 :9 @ :9 $eutral 3d< 2

+oblin 9d< < 3= "h. vil 9d9 P 9 #

+olem 9d< :9 3 :3 @= Fawful 9d8 "

FiDardfolk 9d8 N :3 < 49 vil 3d8 #

-edusa 9d9 98 :< @ :3 "haotic 9d< "

gre 9d; 93 @ 49 vil 9d; #

oDe 9d< :@ 9 :< @= 4@ $eutral 9 #!pider (+iant& 9d8 :@ 3= :3 @=, climb :@ vil 9d8 "

Troll 9d;:3 :9 9= = 43 vil 3d; 2

Wight 9d9 :3 8 :3 < :3 "h. vil 3d; 2

Qombie 9d; 49 @ 9= 49 "h. vil 3d9 #

.n ,"planatory 6ote 3n ragons

ne of the many reasons that dragons inspire fear is theirpowerful attacks) a mighty breath attack (the rst listed& and tworending claw attacks.

# dragon5s breath attack always deals typed damage, inaccordance with the dragon5s preferred environment. White

dragons breathe ice in a sphere @ feet wideA red dragonsbreathe a column of Hame = feet long and 9 wideA bluedragons throw a wall of pure force 3 feet wide that Hies < feetAgrey dragons re a cone of lightning = feet wide at its base, @feet long, and 9= feet wideA and the fearsome black dragonsscream a horrid shriek of necromantic magic that affects allcreatures within 3 feet. $ote that the dragon need not be withinits preferred environment to use its breath.

To add to their fearsome aspect, dragons are typically 3 to @feet wide.

Treasure

Type +old +ems >uipment 'otions

# 949=) 9d9 9;49N) 9d; 9849M) 9d< 3) 9 potion

2 949) 3d9 9949=) 3d; 9;498) 9d; 9M43) 3 potions

" 949) @d9 9949<) @d; 9=498) 9d9 9M43) 3 potions

% 948) <d93 M49<) <d8 9=49M) 3d; 3) 9d< potions

If e>uipment is found, the +- is to choose as desired from the regular e>uipment lists or magical treasure lists.

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Dungeon Raiders Treasure M

-agical !reasure

These items are imbued with strange magic. It is hoped that these examples will merely encourage the +- to invent many morewondrous treasures.

"ands# wand may only be used by a wiDard, and will contain 9d9charges of its effect. #fter its last charge has been expended, thewand becomes an ordinary piece of wood.

• Wand of Fife 1 When a charge is used, all creatureswithin = feet (even those hidden or invisible& glow forthe next = minutes. "reatures 3 or more levels above thecaster may make a saving throw (vs. wands&.

• Wand of -agic 'ower 1 When a charge is used, allenchanted or otherwise magical obects glow for thenext = minutes.

• Wand of 'aralysis 1 When a charge is used, a cone =feet long and 3= feet wide at its end emanates from theend of the wand. ach creature caught in the cone mustmake a saving throw (vs. paralysis& or be paralyDed(unable to move limbs or speak, but able to think, blink,and breathe& for = minutes.

• Wand of the Roid 1 When this wand touches a magicalitem, that item makes a saving throw (vs. wands& toavoid being disenchanted. If the item fails the savingthrow, all magical enchantments on the item immediatelydissipate.

Staffs

!taffs are merely sticks of wood to all but clerics, for whom magicpower pulses at their touch. !taves can also be used as meleeweapons.

• !taff of 6ealing 1 Touch this staff to any creature to heal9d;:9 damage. This will only work its effect once perday per creature, but can be performed on up to tendifferent creatures each day.

• !taff of Fevitation 1 The holder of the staff, or anycreature within 3= feet, levitates up to = feet (the exact

amount being the caster5s choice& in the air. The staffcan only be used in this way once per day. If thecreature does not wish to be levitated, it may make asaving throw (vs. wands&.

• !taff of Telepathy 1 nce per day, the holder of thestaff may send mental messages to any ally within 9feet. #lso, once per day, the holder may attempt toread the surface thoughts of any creature within = feetAthe creature gets a saving throw (vs. wands&.

Scrolls

!crolls are valuable nds indeed0 # scroll allows even those whohave not yet studied a spell a (sadly, brief& opportunity to use it.

# scroll is a piece of parchment with magical runes written on it.The decipher runes spell must be cast on the scroll, at which pointthe spell written on the scroll will activate, and the scroll itself willimmediately burn to a cinder.

The particular runic script used for cleric scrolls are immediatelyrecogniDable as different than those used for wiDard scrolls. #good thing, too, as a cleric attempting to decipher runes on awiDard5s scrollLor $ice $ersa7will destroy the scroll withoutactivating its spell0

%agical "eapons and &ther "onders

-any weapons and other treasure have been ensorcelled instrange and sometimes benecial ways. These weapons typicallydeal extra damage (either a xed amount, or 9d<& againstlycanthropes, undead, magic users, dragons, certain monstrous

races, etc.

It is also a moment5s work for a +- to create a ring or otherconvenient magical item that offers similar, armor4style protectionagainst attacks made by lycanthropes, undead, magic users,dragons, certain monstrous races, etc.

1otions

948 "ure -inor Wounds (9d;:9&

M49 "ure -edium Wounds (3d;:3&

99493 "ure !erious Wounds (@d;:@&

9@ Invisibility

9< /lying

9= !peed (doubled&

9; 'olymorph

9N *esistance to lements

98 Sndead "ontrol

9M +iant "ontrol

3 %ragon "ontrol

Barreau (order #5373698)

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Dungeon Raiders 2uilding a %ungeon 9

'uilding a (ungeon6ere5s the secret to creating an exciting, dangerous dungeon)

# dungeon is a series of scenes.  ach scene is a maor event44a

ght or conHict44which occurs within a limited geographic area thatI call a site. # few common site types are listed below.

# lair is one creature5s base. This creature may, of course, haveminions. xamples of lair4based creatures include dragons, liches,and mad wiDards.

-ost lairs are single rooms. ven complex lairs made up ofseveral areas should point towards an epicenter.

# arren is a set of rooms that make up the home for one clan orband of creatures. +oblins and kobolds, for example, often live ina series of interconnected passages and rooms that make up awarren.

'lus, some clans will be led by a chief who maintains a lairsomewhere within the warren.

Warrens should be absolutely thick  with one type of creature, andnearby sites should contain either a few examples of this creature,or at least evidence of their nearby habitation.

# trap (in these terms& refers to a room or small complexspecically designed to kill or ward off intruders, typically withmechanical or otherwise automatic guardians.

Traps can be maDes of twisty little passages (all alike&, emptyrooms, and switchbacks. They can also be individual rooms riggedwith explosives, swinging blades, trap doors, and the like. Trapscan also include all of these.

-onsters are rarely found in trap sites, which is a clue foradventurers to the site5s type.

# crypt contains a very powerful yet abandoned item (or set ofitems&. They are distinct from lairs in that the central item is not acreature, though the BitemC could be a dormant creature like alich or golem.

"rypts are nearly always a single room. They can sometimes becombined with a lair if a powerful creature is attempting to use thepowerful item abandoned in the room.

While the crypt itself is a single room, it most benets from one ortwo introductory rooms that serve as warnings or clues about theupcoming crypt.

The last maor site is the old kitchen, a room once used for aspecic purpose, but now taken over for another use. -onsterencounters fre>uently occur in once4mundane areas, in which

monster and adventurer ust happen to meet.When designing your dungeon, start with the sites that you wantto feature. %raw those on a piece of paper, simply as circlesconnected by lines. Then, Hesh out each site. 6ow big is it? 6owmany rooms does it include? Where are the exits? What monstersshould be included?

Then merge your sites, connecting them with passages or nestlingthem up against each other. Roila0 Eou have a dungeon.

If the '"s dive into a dungeon that you haven5t fully Heshed out,no worries0 ust think in terms of sites, and make it up as you goalong.