Dungeonfloor Individuals B
Dungeonfloor Individuals B
Dungeonfloor Individuals B
DUNGEON
FLOOR!
A LUNCH’N’CRAWL ADVENTURE FROM HODAG RPG
How to Play
HP & Death
Characters with 0 HP are
dead. A character at 1 HP may
r etreat, b ut canno t attack
without sacrificing themselves.
HOW TO ADVANCE
A non-heroic adventurer who
earns 1,000 g or who survives a
dangerous action feature (p. 7)
attains the status of hero.
If a hero survives or gains
10k g, they become legendary.
2
Far to the east of the vast Plains, south from the Towers of
Ben Theben, west from Great Coast and north of the
Great Dragon Lake lies a small village called Poole, where the
King's Highway meets the Western County Lowroad.
3
Generating Characters
1. Knight (Warrior) 5 14 d6 + 1 -
2. Mercenary (Warrior) 5 12 d6 + 1 -
3. Nomad (Warrior) 5 10 d6 + 1 -
4. Knave (Thief) 4 10 d3 + 1 -
5. Mage, Order of Emerald 3 6 d3 + 1 5
6. Cleric of Parrish, Sun God 4 8 d6 -
1. Invader (Warrior) 5 18 d6 + 1 -
2. Soldier (Warrior) 5 17 d6 + 1 -
3. Militia (Warrior) 5 16 d6 + 1 -
4. Guard (Warrior) 5 15 d6 + 1 -
5. Caravanner (Warrior) 5 14 d6 + 1 -
6. Cleric of Markesan, Stone God 4 13 d6 + 1 -
4
ROLLING ATTRIBUTES the rest have d6 + 6 HP. Listed
Instead of using listed values values are derived from these.
for HP, you can roll for them. You can also roll for how
Heroic warriors and dwarves many spells a character has.
both have d6 + 12 HP, regular Elves and mages can each cast
warriors have 2d6 + 6 HP, and d3 + 3 spells per delve.
5
Generating Dungeons
C
B D
E
F
6
ROOM FEATURES ROOM A
Room types from A-C have 1 Monster Difficulty: Easy (p. 8)
feature, and types D-F have 2. Treasure A (d3):
There are two feature types 1. d6 g, rotten tapestry (0 g)
(roll d6): regular (on 1-4), and 2. d6 g, moldy wood (0 g)
action (5-6). Regular ones are: 3. d6 g × 2, wooden idol (30 g)
1. Shelves, chairs, crates ROOM B
2. Ropes, baskets, tools Monster Difficulty: Easy (p. 8)
3. Hides, blankets, coats Treasure B (d3):
4. Boxes, barrels, bunks 1. d6 g, worn rucksack (1 g)
5. Shackles, fetters, chains 2. d6 g × 2, candelabra (10 g)
6. Tables, racks, ladders 3. d6 g × 3, tin idol (60 g)
Action Features (on 5-6) ROOM C
After the adventurers and the Monster Difficulty: Easy (p. 8)
monsters have both attacked Treasure C (d3):
twice, the party that has dealt 1. d6 g × 2, exotic purse (10 g)
the most damage can attempt to 2. d6 g × 3, ornate mug (20 g)
subject a target to an insta-kill, 3. d6 g × 6, iron idol (70 g)
surviving only on a roll of 5-6.
ROOM D
1. Wall Spikes (1 Use) Monster Difficulty: Hard (p. 9)
2. Hot Oil Grate (1 Use) Treasure D (d6):
3. Wretch Cauldron (1 Use) 1. d6 g × 5
4. Trapdoor Pit w/ Lever 2. d6 g × 5
5. Still Acid Pool 3. Marble guard dog (20 g)
6. Swirling Acid Pool 4. Jade sleeping dog (40 g)
5. Pearl dancing pug (80 g)
On subsequent rounds, the two
6. d6 g × 20, copper idol (80 g)
parties can roll off to try to gain
access to the feature provided ROOM E
that it is not single use (1-3). Monster Difficulty: Hard (p. 9)
Treasure E (d3):
ROOM TREASURE* 1. d6 g × 10,
Roll for a room’s treasure on knight’s helm (70 g)
the tables to the right, based on 2. d6 g × 20,
the room’s size A-F. Most only hero’s shield (80 g)
put guilders in your pockets, 3. d6 g × 20,
but rare weapons are special. silver idol (90 g)
The hero’s sword gives warriors
ROOM F
+1 to attack, and the ancient
Monster Difficulty: Hard (p. 9)
bow gives the same to thieves.
Treasure F (d3):
1. d6 g × 40,
hero’s sword (80 g)*
2. d6 g × 50,
ancient bow (90 g)*
3. d6 g × 60,
golden idol (100 g)
7
d6 Easy Monsters (A-C)
8
d6 Hard Monsters (D-F)
4. BANDITS
No. d3, TN 3, HP 4, Tr. x2,
DMG d6 → { 1, 2, 2, 3, 3, 4 }
Bandits roam the dungeon for
the same reason you do: the
promise of gold! Treasure d6:
1. Leisure items (d3):
i. Playing cards (1 g)
ii. Bone dice (2 g)
iii.Tarot deck (3 g)
2. Green cloak (2 g)
3. Black cloak (3 g)
4. Spoiled leather vest (4 g)
5. Leather vest (6 g)
1. SINISTER GOO
6. Thief’s chainmail (8 g)
No. 1, TN 6, HP 12, Tr. x3,
DMG d6 → { 3, 3, 4, 5, 6, 6 }
A gloopy, gloppy glob that is a 5. SKELETONS
mixture of an oil slick, pudding, No. d6+3, TN 3, HP 2, Tr. x1,
and raw hamburger. It leaves DMG d6 → { 1, 1, 1, 2, 2, 2 }
icky trails and bones sticky with Laid to rest or left where they
tar in its path. Treasure d6: fell, these skeletons have been
reanimated and now guard the
1. Bones (0 g)
dungeon’s treasure. They will
2. Metal shield (30 g)
not attack clerics and will climb
3. Crooked sword (40 g)
back into their crypts, coffins,
4. Golden necklace (80 g)
and alcoves if 3 or more are
5. Dark helm (80 g)
present. Treasure d6:
6. Golden chalice (100 g)
1. Rusty chainmail (1 g)
2. MINOTAUR 2. Rusty shield (1 g)
No. 1, TN 6, HP 10, Tr. x2, 3. Broken sword (1 g)
DMG d6 → { 2, 3, 4, 5, 6, 7 } 4. Intact sword (4 g)
A nine-foot tall monster that 5. Intact spear (5 g)
resembles a man-bull hybrid, 6. Ornate sword (6 g)
but with razor-sharp claws and
teeth! Treasure d6:
6. LIL’ GREMLINS
1. Human femur club (0 g) No. d6, TN 4, HP 3, Tr. x1,
2. Skull bowl (0 g)* DMG d6 → { 0, 0, 0, 1, 1, 1 }
3. Coin purse (70 g) These juvenile gremlins are as
4. Golden necklace (80 g) nasty as you would believe,
5. Ancient axe (90 g)** although they are unexpectedly
6. Golden chalice (100 g) hardier than crudlings or their
elders are. Treasure d6:
3. BLACK KNIGHTS 1. Sack of chicken bones (0 g)
No. d3, TN 5, HP 8, Tr. x2, 2. Dry leather scraps (0 g)
DMG d6 → { 2, 3, 3, 4, 4, 5 } 3. Oily leather scraps (0 g)
Searching for secret talismans 4. Goblinoid Knife (1 g)
to increase their power, these 5. Burlap sack (with 1 g)
warlords traverse the darkest of 6. Burlap sack (with 3 g)
dungeons to find rarer treasure.
Treasure d6:
* Priests may consecrate the
1. Crooked dagger (10 g) skull to restore all HP.
2. Jeweled dagger (20 g) ** +1 to dwarves’ attacks.
3. Crooked sword (40 g)
4. Obsidian blade (60 g)
5. Dark helm (80 g)
6. Blood-red cloak (100 g)
9
Character Flavor
10
DWARVES BURROWERS
Names Names
1. Orem(o). 1. Mondo(l).
2. Kard(u). 2. Bali(m).
3. Greb(a). 3. Raro(n).
4. Losh(i). 4. Ereg(o).
5. Vess(e). 5. Thuro(p).
6. Ashir(y). 6. Esra(q).
Surnames Surnames
1. Stonecutter. 1. Doublefoot.
2. Lowdelver. 2. Twoshoes.
3. Sheerstone. 3. Overhill.
4. Gemwish. 4. Highfence.
5. Elderbeard. 5. Overland.
6. Gravelheart. 6. Sweetwater.
Places Places
1. Hestemar Hill. 1. Little River Burrow.
2. Arndelve. 2. Hometree Hill.
3. Bugtarnican Mines. 3. Oakwood Hills.
4. Maggar Valley. 4. Riverbank City.
5. Harlshearth. 5. Maple Glen.
6. Mount Fairsword. 6. Twinshire Glens.
11
World Flavor
DUNGEONS
Settings
1. Castle ruin, dungeon
2. Cave, mine
3. Crypt, catacomb, tomb