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Into the Dungeon: Revived

Rules for fanta ic adventure games


playable with paper and pencil and polyhedral dice

“Into the Dungeon: Revived” by Vladimir Arabadzhi is based on “Into the Dungeon: Playtest Edition” by Chris McDowall
and licensed under the Creative Commons Attribution - NonCommercial - ShareAlike 3.0 Unported License.

v2.0
2020
I NTO THE D UNGEON : R EVIVED

C ONTENTS
Introduction 3 Appendix A: Additional and Alternative Rules 28
Characters . . . . . . . . . . . . . . . . . . 28
1 Characters 4 Epic Characters . . . . . . . . . . 28
Rolling a Character . . . . . . . . . . . . . 4 Mundane Characters . . . . . . . 28
Features . . . . . . . . . . . . . . . . . . . . 4
Contest . . . . . . . . . . . . . . . . . . . . 28
Backgrounds . . . . . . . . . . . . . . . . . 6
Hardcore Mode . . . . . . . . . . . . . . . 28
Equipment . . . . . . . . . . . . . . . . . . 7
Injuries . . . . . . . . . . . . . . . . . . . . 28
2 Playing the Game 8 Light . . . . . . . . . . . . . . . . . . . . . . 28
Rules . . . . . . . . . . . . . . . . . . . . . 8 Living Expenses . . . . . . . . . . . . . . 28
After the Adventure . . . . . . . . . . . . 9 Load Capacity . . . . . . . . . . . . . . . . 29
Experience Levels . . . . . . . . . 9 Encumbrance . . . . . . . . . . . . 29
Madness . . . . . . . . . . . . . . . . . . . 29
3 Ruling a Domain 10 Magic Mishaps . . . . . . . . . . . . . . . 30
Size Scores and Population . . . . . . . . 10 Manufacture of Magic Equipment . . . 30
Armies and War . . . . . . . . . . . . . . 10
Pets’ Experience . . . . . . . . . . . . . . . 30
Example Domains . . . . . . . . . . . . . 10
Rations . . . . . . . . . . . . . . . . . . . . 31
4 Magic 11 Resources . . . . . . . . . . . . . . . . . . . 31
Cantrips . . . . . . . . . . . . . . . . . . . 12 Selling . . . . . . . . . . . . . . . . . . . . . 31
1st Circle . . . . . . . . . . . . . . . . . . . 13 Structures and Sieges . . . . . . . . . . . 31
2nd Circle . . . . . . . . . . . . . . . . . . . 14 Construction . . . . . . . . . . . . 31
3rd Circle . . . . . . . . . . . . . . . . . . . 15 Siege Engines . . . . . . . . . . . . 31
4th Circle . . . . . . . . . . . . . . . . . . . 16 Structural Damage . . . . . . . . 31
5th Circle . . . . . . . . . . . . . . . . . . . 17 Travel . . . . . . . . . . . . . . . . . . . . . 32
Waterborne Travel . . . . . . . . . 32
5 Running the Game 19 Weather . . . . . . . . . . . . . . . 33
6 Treasure and Magic 20 Aerial Travel . . . . . . . . . . . . 33
Example Magic Items . . . . . . . . . . . 21 Random Tables and Inspiration . . . . . 34
Random Characters . . . . . . . . 34
7 Hazards and Obstacles 22 Random Magic Items . . . . . . . 36
Example Random Encounters . . . . . . 22 Random Monsters . . . . . . . . . 38
Example Traps . . . . . . . . . . . . . . . 23 Random Non-Player Characters 39
Example Obstacles . . . . . . . . . . . . . 23
Appendix B: Bestiary 40
8 Monsters 24
Mundane Beasts . . . . . . . . . . . . . . 43
Monster Conversion . . . . . . . . . . . . 24
Ideas for Monster Creation . . . . . . . . 25
Example Monster Abilities . . . . . . . . 25 Spell List 44

9 Example of Play 26 Index 46

Writing and illustrations by Vladimir Arabadzhi. Based on “Into the Dungeon: Playtest Edition” by Chris McDowall.
Proofreading by Galina Arabadzhi. Playtesters: Elthari, Kailes, LordOfMemes, Shadko, Thalia, Veyalitsa, WolfyTechnoChan, et al.

2
I NTO THE D UNGEON : R EVIVED I NTRODUCTION

I NTRODUCTION
T HE W ORLD S URVIVING THE W ORLD
The world is too large for anyone to map and too Adventurers may have impressive skills or access to
old for scriptures to fully record. Cities grow from magic of great power, but no one survives getting
the ruins of fallen civilizations before them and their throat cut or falling down a hundred-foot pit.
new technology thrives alongside ancient devices. Run, sneak, surrender, or bribe. Whatever it takes to
Adventurers return from every direction with tales get what you need and escape with your life is just
of bizarre places, both wondrous and horrific. as good as fighting.
You are an Adventurer, braving the unknown in
search of riches, fame, knowledge, or power. G OING B EYOND E XPEDITIONS
There is a long list of brave, dead adventurers. The
T HE G ODS
few live long enough to go onto much greater things
Tribesmen paint cave walls with their image and as generals, cult leaders, or emperors. There are even
each corner of the world has its own folklore. The stories of those that have uncovered the true power
belligerent men of Baru, the stolen city, worship the of the Gods and ascended to Godhood themselves.
four brothers, while the pale pilgrims seek the re-
turn of their lost father from the deep void. Some
claim that they gifted us with knowledge and magic,
others are claiming that Mystics anger the gods with
their dark studies.

M ONSTERS
Sage Baizin spent her short life compiling a bes-
tiary of the known fauna but knew that searching
in places too dark, deep, or distant would show her
things too foul to be recorded on page. Fools that
seek out monsters to slay usually find their own
death before too long. N EW TO RPG S ?
RUNES AND M AGIC H OW DO YOU PLAY ?
Those that can decode arcane Runes have access to One player is the Referee, who describes the situ-
lost knowledge of the history of men and secret rites ation the other players’ characters are currently in.
that release spells of great power. Mystics believe The players may then ask questions and have their
that this power was left by dead gods and study character interact with the environment. The Referee
their tomes jealously, seeking scrolls to further their will tell the players what happens or if they need to
knowledge and increase their power. A single, in- roll dice to determine the outcomes of their actions.
tricate Rune can contain as much information as a W HAT DO YOU NEED ?
whole page of common script. A set of polyhedral dice, pencils and paper. The Ref-
eree prepares a location for the characters to explore
or may use an existing adventure module.

3
C HAPTER 1: C HARACTERS I NTO THE D UNGEON : R EVIVED

1. C HARACTERS
R OLLING A C HARACTER = D UELLIST =
Roll twice for HP and take the better result.
Roll a 3d6 for each Ability Score. Once per combat, until it ends, you can concentrate
STRENGTH — fortitude and physical prowess. on fighting a single adjacent opponent, Enhancing
DEXTERITY — sneaking, athletics, and reflexes. your melee attacks against them and Impairing their
WILLPOWER — calling on divine power, har- melee attacks against anyone but you. All other
nessing magic, and self-discipline. enemies’ attacks against you are Enhanced.
In addition, roll 3d6 as your Extra Roll. You may
= H EALER =
then swap any two of your rolls. After this, the Extra
Roll is your starting money in Shillings. Gain 5s worth of healing supplies. While resting,
An Ability Score of 10 is the human average. spend 5s worth of healing supplies to restore d6
Ability Score Loss to an ally or yourself, or take a
Roll d6 for your Hit Points, a measure of how
4-in-6 chance to subdue some other ailment.
safe they are from taking life-threatening Critical
Damage. More HP means the character is safer. Healing supplies are available for purchase in
most settlements and can be used by Healers only.
Finally, choose one Feature, a Background, and
buy some Equipment. = I RONCLAD =
F EATURES Roll twice for HP and take the better result.
Full Armour does not impose its Disadvantages on
Choose one Feature now, and each time you gain a you and you can employ the shield while wearing it.
new Experience Level.
= M YSTIC =
= A SSASSIN =
Can be taken multiple times.
Your Enhanced attacks against unaware or helpless
You can read Runic and cast Spells.
opponents bypass HP.
Gain Mystic’s Focus and Tome containing instruc-
= B EASTMASTER = tions for two Cantrips and six 1st Circle Spells.
Can be taken multiple times. Choose a Signature Spell (see Chapter 4: Magic).
You can control one additional Pet. Your Pets act as Advancement: add a new Cantrip and three Spells
a single pack following your command. (of a Circle equal or lower to your Mystic Level) to
your Tome. Choose an additional Signature Spell.
= B ERSERKER =
Roll twice for HP and take the better result. Random Spell Selection (optional)
After taking first Damage in combat, increase your Roll to select your Cantrips and Spells randomly
melee weapon Damage dice by one and gain Advan- instead of choosing them manually (see page 12).
tage on subsequent Saves against Critical Damage
till the combat ends. = S HARPSHOOTER =
= B RAWLER = After a ranged attack, gain bonus weapon Damage
die with this weapon on the same target until you
Can be taken multiple times.
attack another target or the combat ends.
Roll twice for HP and take the better result.
While not wearing any armour, your Armour score
= S KILLED =
is 1. Gain bonus d4 unarmed Damage die.
Advancement: The bonus die is increased by one. Can be taken multiple times.
Gain Advantage on Saves related to a pair of cer-
= C OMMANDER = tain fields of expertise: animal handling, athletics,
Once per combat, issue a command to one ally to burgling, cheating, drinking, negotiation, quickness,
Enhance their attack this round or to restore d6hp to stealth, etc. While you are not under pressure, you
them. The command does not count as your action. do not need to make such Save at all.

4
I NTO THE D UNGEON : R EVIVED C HAPTER 1: C HARACTERS

= S WASHBUCKLER = = WARRIOR =
Roll twice for HP and take the better result. Can be taken multiple times.
While attacking, you can hit a second target, rolling Roll twice for HP and take the better result.
your weapon Damage dice without any bonus dice. Gain bonus d4 weapon Damage die.
Advancement: The bonus die is increased by one.
= TACTICIAN =
Roll twice for HP and take the better result.
When performing an attack, you may add a Ma-
noeuvre to it (push, trip, disarm, grapple for their
next turn, etc.) The attack is carried out as usual,
and the opponent must make a Save to avoid an ad-
ditional effect described by you.

= T HAUMATURGE =
Can be taken multiple times.
You can spend your action manifesting wondrous C REATING YOUR OWN F EATURES
power. Choose a Gift. Your Gift Die is d4. You can design your own Feature and have it ap-
Before you manifest a Gift, roll two Gift Dice and proved by your Referee.
subtract a lower result from a higher one to deter- Combat-related Features usually roll twice for HP
mine your Power (P). On 0, you fail and cannot man- taking the better result.
ifest any of your Gifts before Rest. Otherwise you The usual Feature benefit could be:
need to Rest before manifesting the same Gift again. D bonus Damage die for some condition (for
1. Aegis: Immediately reduce the Damage you Advancement start with d4 and increase by
took by P. This counts as your next turn action. one)
2. Awakening: Touch someone who suffered D additional effect for character’s attacks
Critical Damage but has not died yet, restoring D Advantage on some specific set of Saves
P HP. They can act on the next turn. D special trick.
3. Bond: One animal serves you unquestioningly Try to balance new Features with the existing ones.
for P days. Repeating will end current Bond.
4. Command: Utter a single word (approach, halt,
flee, etc.) which P creatures that fail their WIL A NCESTRY F EATURES ( OPTIONAL )
Save must obey on their next turn. If the Referee allows non-human characters (and
5. Control: Control but not create fire, lightning, only during the new character creation), you can
or water for a minute. If thrown, deals P Dam- choose one of these Features instead.
age (Fire, Electricity, or Cold) to a single target.
6. Credence: Get truthful answers for P/2 (round = DWARF =
up) questions from one respondent. You cannot You are immune to poison and can see in the dark as
repeat it on the same target for a day. if it were dim light. You are experienced and com-
7. Harmony: Until your next Rest, P animals cho- fortable in an underground setting.
sen by you would not attack you unprovoked
and you can understand them. = E LF =
8. Omen: Foresee the immediate outcome of P/2 You have advantage on Saves against mind-altering
(round up) actions (good, bad, both, or unclear). magic (hypnosis, sleep, stun, etc.). You are experi-
9. Smite: Strike with P bonus Damage ignoring enced and comfortable in a wilderness setting.
Armour and supernatural resistances.
10. Turn: P unnatural creatures that fail their WIL = H ALFLING =
Save are repelled unless attacked. Thanks to your small size you can hide well, squeeze
Advancement: Choose an additional Gift. through small passages, and fit in tight spaces. You
Your Gift die is increased by one. can also reroll 20 on any Save and use the new result.

5
C HAPTER 1: C HARACTERS I NTO THE D UNGEON : R EVIVED

B ACKGROUNDS C REATING YOUR OWN B ACKGROUNDS


Choose your character’s previous career and think You can design your own Background and have it
of a reason why they abandoned it to become an approved by your Referee.
adventurer. Usually the Background should provide items
from character’s past life (with a rough value of
= C RIMINAL = 10–12 Shillings) and some role-playing benefit.
Gain your criminal tool of choice (blackjack (sap),
crowbar, grappling hook, lockpicks, marked cards
or loaded dice, etc.), a dagger, and a contact in the
criminal world.

= H UNTER =
Gain a martial ranged weapon suitable for hunting
(longbow, simple musket, etc.) and an animal trap.
You are good at hunting and tracking.

= L ABOURER =
Gain experience in one type of labour (farming, gar-
dening, herding, logging, masonry, mining, etc.),
an appropriate simple melee weapon, pair of tools,
20-ft rope, and 2d4s of payment from your last job.
Common folk treat you as one of them.

= M INSTREL =
Gain a musical instrument. Thanks to your vast
repertoire, you know a lot of legends and tales and
have a 4-in-6 chance to recall something relevant
from them.

= N OBLE =
Double your starting money. Your name still carries
some weight.

= S AILOR =
Gain a pet: a talking parrot (STR 6, WIL 6, 2hp, d4
Claws), a small monkey (STR 7, WIL 7, 3hp, d4 Bite),
etc. You are knowledgeable in seafaring.

= S CHOLAR =
Gain a writing set, a journal with your notes, and a
book about the subject of your specialization.
You have a 4-in-6 chance to know a fact within
your area of study and everything related to your
specialization (e.g. History (Archaeology)).

= S OLDIER =
Gain one martial weapon and a military rank.

6
I NTO THE D UNGEON : R EVIVED C HAPTER 1: C HARACTERS

E QUIPMENT OTHER I TEMS :


Acid (10s per vial) : d4 Acid Damage to one target
Ten Pennies (p) make a Shilling (s), and one- now and a d4 STR Loss (affected by Armour) at the
hundred Shillings make a Guilder (g). end of the next round unless washed off.
All characters carry standard equipment, includ- Fire Oil (10s per flask) : Sets an area alight. Every-
ing simple clothes, a backpack, basic camping equip- one inside takes d6 Damage now and d6 at the end
ment, torches, and a few days’ rations. of their next turn unless extinguished.
Unarmed attacks deal d4 Damage. Black Powder (20s per pot) : Ignited with fuse or
direct flame. Everyone in the area takes d10 Blast
If two dice are listed, the first one is for one- Damage.
handed weapons, the second one — two-handed. Adventuring Gear (5p each) : 10-ft Rope, Caltrops
Firearms make a lot of noise and ignore Armour. (slows pursuers), Chalk, Dice, Flint and Steel, Food
Reloading firearms in combat requires a full turn Ration, Lamp Oil, Parchment, Spike, Tent, 6 Torches.
while standing still. Tools (1s each) : Animal Trap, Collapsible Pole,
Crowbar, Drill, Fishing Pole, Grappling Hook,
You could try to sell an item at half its price.
Hatchet, Lockpicks, Pickaxe, Shovel, Writing Set.
M ELEE W EAPONS : Fancy Items (10s each) : Board Game, Book, Elabo-
Simple Melee Weapon (1s): d6 Damage. rate Clothes, Lantern, Mirror, Sand Timer, Spyglass.
Two-handed only. Tools or weapons not built for fre-
quent use in battle. Pitchfork, Quarterstaff, Sledge- M ISCELLANEOUS :
hammer, Splitting Maul, etc. Boats : Rowboat (50s) to Galley (200g).
Martial Melee Weapon (10s): d6/d8 Damage. Ba- Carts : Cart (30s) to Wagon (1g).
sic, purpose-made weapons. Axe, Dagger, Halberd,
Mace, Spear, Sword, etc. Taverns : Meal, Drink, and Bed in an Awful Place
(1p), Okay Place (1s), or Fancy Place (20s).
Superior Melee Weapon (1g): d8/d10 Damage.
Elaborate or masterwork weapons. Healing Service (10s) : Restore one Ability Score
Loss or other ailment overnight.
Lance (10s): d8 Damage. When mounted — can
be used with a shield; on foot — two-handed only. Property : Cottage (1g), Workshop (10g), Manor
(100g).
R ANGED W EAPONS : Horses : Mule (20s) (STR 14, WIL 5, 3hp) to
Simple Ranged Weapon (1s): d4 Damage. Tools or Horse (1g) (STR 16, DEX 12, WIL 5, 3hp).
weapons not built for frequent use in battle. Darts, Dogs : Mutt (5s) (STR 8, WIL 6, 2hp, d4 Bite) to
Hunting Bow, Sling, Throwing Daggers, etc. Hound (50s) (5hp, d6 Bite).
Martial Ranged Weapon (10s): d6 Damage. Basic, Birds : Parrot (5s) (STR 6, WIL 6, 2hp, d4 Claws) to
purpose-made weapons. Crossbow, Longbow, Sim- Hawk (50s) (STR 8, WIL 8, 5hp, d6 Claws).
ple Musket or Pistol, etc.
Superior Ranged Weapon (1g): d8 Damage. Elab-
H IRELINGS :
orate or heavy bows, crossbows, and guns.
(cost per day; d6hp, Ability Scores 10 unless noted)
A RMOUR : D Torch Bearer (1s): WIL 8.
D Guide (2s): STR 8, staff (d6, 2h), lantern, rope.
Light Armour (10s): Armour 1.
D Armsman (5s): STR 12, Armour 2 (light armour
Full Armour (1g): Armour 2. Makes running, and shield), spear (d6).
swimming, hiding, etc. very difficult, imposing Dis- D Specialist (10s): dagger (d6), bow (d6), area of
advantage on appropriate Saves. expertise.
Shield (5s) : +1 Armour, requires one hand to use, D Champion (50s): STR 14, 6+d6hp, Armour 2
has no effect when used with Full Armour. (full), halberd (d8+d6, 2h), Proven Warrior.

7
C HAPTER 2: P LAYING THE G AME I NTO THE D UNGEON : R EVIVED

2. P LAYING THE G AME


RULES Impaired and Enhanced Attacks
Attacks that are Impaired, such as firing through
Saves cover or a resistant target, roll d4 Damage regardless
Roll d20 equal or under the appropriate Ability of weapon, no bonus Damage dice allowed.
Score to succeed. 1 is always a success and 20 is Attacks that are Enhanced by a risky stunt or a
always a failure. vulnerable target gain bonus d12 Damage die.
Advantage and Disadvantage Enhancement and Impairment negate each other.
Whenever someone has increased or decreased odds Manoeuvres
of succeeding on a Save, the Referee may give them Instead of making a normal attack, you may spend
Advantage or Disadvantage. Roll twice and take the your turn trying to carry out another manoeuvre,
better or worse of the two rolls respectively. Advan- such as knocking an opponent down, snatching an
tage and Disadvantage cancel each other out. item or fleeing. In these cases, the side most at risk
Taking your Turn
makes a Save to avoid consequences.
In a combat situation, the Referee decides which side Armour
acts first. When this is unclear, player characters Armour subtracts its score from the result of any
must pass DEX Saves to be able to act before their Damage rolls against the wearer.
opponents. After such initial turn, all player charac- If the Damage bypasses HP, it is still affected by
ters act together as usual. target’s Armour unless stated otherwise.
On their turn, characters can generally move Total Armour score for a creature cannot exceed 3.
(or change items they are holding instead) and
carry out one action. All characters declare their Mounted Combat
intentions and after that the dice are rolled. Mounted troops in melee gain +1 Armour and bonus
weapon Damage die against unmounted opponents.
Attacking
Roll your weapon’s Damage die, or for both Damage
weapons if wielding two, along with any bonus When taking damage, you lose that many Hit Points.
Damage dice you have. The highest single roll is If you have any HP left, then the attack was mostly
identified, and the attack causes this much damage. avoided or only a minor wound was inflicted.
Ranged weapons cannot be used while engaged When you run out of HP, any remaining Damage
in melee combat. is removed from your STR score. Now you must
pass a STR Save to avoid Critical Damage.
Ganging Up
Blast Damage
When multiple attackers target an individual, they
roll together and keep the highest result, plus 1 point Blast attacks affect all targets in the appropriate area,
of Damage for each additional attacker, up to +5. rolling once for each target. If unsure how many tar-
Once the attack has been resolved, the target cannot gets are affected, roll Damage die.
be attacked again until their next turn. Critical Damage
When some of these attacks directly target Ability Characters that take Critical Damage are unable to
Scores, they are grouped together by Ability Score take further action until they are tended to by an ally
targeted and resolved by the same Ganging Up rule, and have a Rest. If they are left untended to for an
separately from normal attacks. hour, they die.
Ganging Up: Easy Mode (optional) Ability Score Loss
For a more “cinematic” combat feel, you may The character dies at STR 0. At DEX 0 or WIL 0 the
forgo bonus damage from additional attackers. character is paralysed or catatonic respectively, can-
not act until Healing and must be carried to safety.

8
I NTO THE D UNGEON : R EVIVED C HAPTER 2: P LAYING THE G AME

Death A FTER THE A DVENTURE


When a character dies, the player creates a new char-
acter and the Referee finds a way to have them join Generally, the goal of an Adventure is to find out
the group as soon as possible. Alternatively, the about a mysterious environment, destroy a powerful
player may take control of a Hireling or Apprentice. threat, or seek out mysterious treasures.
Morale E XPERIENCE L EVELS
The leader of a group must pass a WIL Save to avoid After completing the requirements for the next Ex-
their group being routed when they lose half of their perience Level, you may take a break from adven-
total numbers. Lone combatants must pass this Save turing to reflect upon your experience. Describe
when they are reduced to 0hp. This applies to oppo- what the character has been doing during this time,
nents and allies but not player characters. Mindless whether humble or grand. After that, you move to
or fearless opponents are exempt as well. the next Experience Level. You cannot advance more
than one Experience Level in a single session of play.
Retreat
When advancing to a new Experience Level, you
Fleeing to safety under pursuit requires a DEX Save
choose a new Feature, gain d6hp and roll d20 for
and somewhere to run to.
each Ability Score. If the roll is higher than the Abil-
Rest ity Score, it increases by one to a maximum of 20.
A few minutes of rest and a swig of water recovers If neither Ability Score has changed, increase your
all of character’s lost Hit Points. Resting may waste lowest Ability Score by one to a maximum of 20.
time or attract danger.
1. Novice
Resting might be prohibited due to harsh weather,
You are ready for your first Adventure.
hostile environment, lack of rations, etc.
2. Proven
Healing
You have survived at least one Adventure to a dan-
Ability Score Loss and other serious ailments require
gerous place, returning to civilisation.
the aid of an Expert service or magic to recover.
3. Expert
Assumed Ability Scores
You have survived at least three Adventures since
Any Ability Score not listed is treated as 10. reaching Proven Level.
Reaction You can now take on an Apprentice created as a
When a reaction to a character is uncertain, pass a new character.
WIL Save to avoid a negative reaction. 4. Veteran
Pets You have survived at least five Adventures since
One per character, obeys simple commands. reaching Expert Level. You have an Apprentice that
has reached Expert Level.
C ONDITIONS :
Blinded creatures may require a DEX Save to carry 5. Master
out actions that rely on sight, their attacks are Im- You have established or seized control of a Domain
paired, and DEX Saves from external threats are of at least one hundred people. You are granted
rolled at Disadvantage. a noble title or create your own. Other characters
may assist you in achieving this goal, though you
Hidden creature’s attacks are Enhanced, but any
are the only one becoming a Master while doing so.
attack or other similar action unveils the attacker.
Invisible creature’s attacks are Enhanced, attacks Alternative Experience Progressions (optional)
targeted at invisible creatures are Impaired. If the adventure progression of 1–3–5 feels too
quick, use the progression of 3–5–7 instead.
Stunned creatures cannot perform actions on their If you run a big non-quantifiable module, levelling
turn and have disadvantage on DEX Saves; attacks up will cost gold and treasure gained from adven-
targeted at them are Enhanced. turing and spent on training: 1g–5g–25g–125g.
Unconscious creatures are reduced to 0hp.

9
C HAPTER 3: RULING A D OMAIN I NTO THE D UNGEON : R EVIVED

3. RULING A D OMAIN
Any community of 100 or more people is a Do- Large Battles: When handling large numbers of
main. One or more characters may have rulership combatants (usually 10 or more), they should be
of a Domain, with the potential to establish a part of massed together as a unit. Units have the same Hit
the world as their own. Points as a single combatant, but add 1 Damage for
as many times to one they outnumber their oppo-
S IZE S CORES AND P OPULATION nents (or subtract if outnumbered), from –5 to +5.
E.g., a unit of 200 cavemen fighting 50 spearmen out-
Size Score, or SIZ, is a measure of the populace of
number them 4-to-1, gaining 4 bonus damage.
your Domain and may reach a maximum of 20.
When units take Critical Damage, their numbers
SIZ Populace SIZ Populace SIZ Populace
are halved and they must pass a WIL Save or break
0 <100 7 7,500 14 100,000
and disband. At STR 0 they are wiped out.
1 100 8 10,000 15 150,000
2 300 9 15,000 16 200,000 Individual attacks against units are Impaired.
3 600 10 20,000 17 300,000 Unit attacks against individuals are Enhanced,
4 1,000 11 30,000 18 500,000 have +5 Damage bonus, and cause Blast Damage.
5 3,000 12 50,000 19 750,000 Unit attacks that cause Blast Damage against units
6 5,000 13 75,000 20 1,000,000 have bonus weapon Damage die.
At the start of each month, choose Domain Focus Sieges: Wooden walls have 6hp, Armour 6, and
— this goal is achieved at the end of the month: stone walls have 8hp, Armour 8. Reducing a wall
D Taxation: You gather extra money this month, to 0hp allows passage over it. Walls and other de-
gaining 1s for each of your populace. fensive structures usually ignore damage from any-
D Growth: Roll d20. If this is higher than your thing but siege engines and such.
SIZ, then your SIZ is increased by 1. Siege Engines: Cannons and the like cause d12
D Conscription: Recruit an army (see Training Blast Damage.
Soldiers below). You cannot repeat Conscrip-
tion until your SIZ increases. Your next Growth See Structures and Sieges in Appendix A for more
roll will have Disadvantage. details and additional information.
D Prosperity: You do not need to roll to see if there
is Unrest in your Domain this month.
Unrest: At the end of the month, roll d20. If this E XAMPLE D OMAINS
is equal or lower than your SIZ, there is Unrest in
Red Hill — Home of the Man-Beasts
your Domain. 10% of population revolts and must
be quashed or they seize control of your Domain. Ruler: Black Yur Og, Veteran Shaman.
SIZ 5 (Population 3,000).
A RMIES AND WAR Stone walls (8hp, Armour 8), 4 Rock Throwers. 30
Tribal Champions (2-handed axe), 300 Wild Men
Training Soldiers: 20% of populace are fit for call- (axe, shield), 300 Wild Men (bow).
ing into service as poorly skilled conscripts (3hp). A Unktar — The Clay City of Flies
further 1% of your population are professional sol-
Ruler: Primarch Elm Vroach, Master Priest.
diers (STR 12, 5hp, Novice Warrior). All troops must
SIZ 14 (Population 100,000).
be equipped as required.
Clay walls (7hp, Armour 7), 10 Burning Oil Pourers,
An army that won a battle against an equal or 10 Cannons. 5,000 Spearmen (spear, shield), 6,000
stronger opponent can be trained further at the rate Bowmen (bow), 2,000 Halberdiers (halberd, light
of 1% of your population per month. armour), 2,000 Light Cavalry (horse, spear, bow),
Conscripts become soldiers (1s/person), and 2,000 Nomad Bowmen (light armour, longbow), 800
soldiers become champions (10s/person) (STR 14, Greathall Guard (horse, full armour, greatsword).
10hp, Proven Warrior).

10
I NTO THE D UNGEON : R EVIVED C HAPTER 4: M AGIC

4. M AGIC
Spells Scrolls of new Spells found by Mystics are usually
Written in Runic and found in Tomes and Scrolls. attached to the Tome for the convenience of usage.
Spells require a few minutes of uninterrupted calm See Manufacture of Magic Equipment in
and attention to cast, as well as requiring a set of Appendix A for the additional information on
detailed gestures and incantations. Consequently, creation of Focuses and Scrolls.
Spells are generally impossible to cast in combat.
Mystics can cast any Spell of a Circle equal or
lower to their Mystic Level.
Ongoing effects last until you cast another Spell,
though summoned extraplanar beings remain.
Persistent Spells have their effects last as long as
you wish or until you cast the same Spell again.
Cantrips
These minor tricks are not true Spells, do not inter-
rupt ongoing effects of the previous Spell, and re-
quire you to use your Focus to cast them.

Focus
Every Mystic carries a Focus, typically an orb, wand,
or staff that allows to instantly cast a Prepared Spell
or any Cantrip you know as an action, while per-
forming the proper gestures and incantations.
It can also be used to dispel the ongoing effect of
another Mystic’s Spell unless they pass a WIL Save.
A Focus does not work when wearing armour.

Prepared Spells
During the Rest you can use your Tome to prepare a
number of Spells equal to your Experience Level to
cast using your Focus as an action.
Casting a Prepared Spell causes Damage equal to
its Spell Circle × 2 to the caster ignoring Armour. At
0hp, this Damage targets WIL instead of STR: pass
a WIL Save or fall unconscious for a few minutes.
Optionally, this will result in a Magic Mishap as
well (see Magic Mishaps in Appendix A).

Signature Spells Scroll Activation (optional)


Each time you take Mystic Feature, choose a new Any character can activate a Scroll as an action.
Signature Spell to cast without preparation and at The Spell is cast as Signature, destroying the Scroll.
half its cost (1hp per Spell Circle). Succeed on a WIL Save or suffer a Magic Mishap
(see Magic Mishaps in Appendix A).

11
C HAPTER 4: M AGIC I NTO THE D UNGEON : R EVIVED

The Referee may provide Mystics with a list of


D ISTANCES /A REAS Spells for their Tome or use the examples below. This
D Short or Close/Small — a couple of steps
is far from all Spells that exist in the world, the vast
D Medium — about 30 ft
majority of which are unknown to any single person.
D Far/Large or Your Vicinity — about 60 ft

C ANTRIPS
R ANDOM S PELLS
1. Acid Splash: An orb deals d4 Acid Damage
Random 36 Spells and lightly corrodes wood.
d6,d6 Spell d6,d6 Spell d6,d6 Spell 2. Arcane Mark: Inscribes a personal rune (visi-
1,1 1 3,1 13 5,1 25 ble or invisible). Persistent.
1,2 2 3,2 14 5,2 26 3. Daze: A humanoid must pass a WIL Save or be
1,3 3 3,3 15 5,3 27 Stunned on the next turn.
1,4 4 3,4 16 5,4 28 4. Detect Magic: Detects Spell effects and magic
1,5 5 3,5 17 5,5 29 items in your vicinity (detection is blocked by
1,6 6 3,6 18 5,6 30 walls, doors, etc.).
2,1 7 4,1 19 6,1 31 5. Detect Poison: Detects poison in one creature
2,2 8 4,2 20 6,2 32 or small object.
2,3 9 4,3 21 6,3 33 6. Disrupt Undead: Deals d4 Damage to one
2,4 10 4,4 22 6,4 34 undead, ignoring Armour and resistances.
2,5 11 4,5 23 6,5 35 7. Flare: Sends up a flare that can be seen for some
2,6 12 4,6 24 6,6 36 distance. If shot at target, deals d4 Fire Damage.
8. Ghost Sound: Throws voice, figment sounds,
or whispers a message to someone you can see.
Random 40 Spells 9. Guided Strike: The target gains bonus weapon
d4 ×10 + d10 (treat 10 as 0) Damage die on their next attack.
10. Jinx: A humanoid’s next attack is Impaired.
Random 48 Spells 11. Hide: One small item that could fit in the palm
d6,d8 Spell d6,d8 Spell d6,d8 Spell of your hand becomes invisible. Persistent.
1,1 1 3,1 17 5,1 33 12. Light/Douse: A small object that you are hold-
1,2 2 3,2 18 5,2 34 ing sheds light as a torch, or one light source no
1,3 3 3,3 19 5,3 35 bigger than a torch is extinguished.
1,4 4 3,4 20 5,4 36 13. Magic Hand: 5-pound telekinesis.
1,5 5 3,5 21 5,5 37 14. Mending: Makes minor repairs to an object.
1,6 6 3,6 22 5,6 38 15. Mute: A humanoid that you touch is muted for
1,7 7 3,7 23 5,7 39 the next turn.
1,8 8 3,8 24 5,8 40 16. Prestidigitation: Performs minor tricks, creates
2,1 9 4,1 25 6,1 41 or conceals one minor sensory effect.
2,2 10 4,2 26 6,2 42 17. Provocation: A creature must pass a WIL Save
2,3 11 4,3 27 6,3 43 or be provoked to attack you.
2,4 12 4,4 28 6,4 44 18. Ray of Frost: A ray deals d4 Cold Damage.
2,5 13 4,5 29 6,5 45 19. Resistance: A creature ignores normally an-
2,6 14 4,6 30 6,6 46 noying effects such as sweltering heat, itchy
2,7 15 4,7 31 6,7 47 skin diseases, or a sandstorm. Persistent.
2,8 16 4,8 32 6,8 48 20. Spark: Touch for d4 Electricity Damage ignor-
ing Armour.

12
I NTO THE D UNGEON : R EVIVED C HAPTER 4: M AGIC

1 ST C IRCLE 24. Hold Portal: Holds a door shut.


25. Hypnotism: Fascinate d6 creatures that fail a
1. Alarm: Intruders set off an alarm audible only WIL Save. In combat, their attacks on the next
to you. Persistent. turn are Impaired.
2. Animate Rope: Makes a rope move at your 26. Identify: Unveils properties of a magical item.
command. Hidden properties, curses, etc. are not revealed.
3. Burning Hands: d6 Fire Damage in a small 27. Jump: A creature can jump twice as far and
cone. high.
4. Cause Fear: WIL Save or the target flees. 28. Magic Missile: d4 Damage, goes around cor-
5. Charm Person: WIL Save or one humanoid be- ners, ignores Armour.
comes friendly until their next Rest. 29. Mount: Summons a riding horse. It disappears
6. Chill Touch: STR Save or the target suffers after taking any Damage.
d4 STR Loss. 30. Obscuring Mist: Fog surrounds you. Ranged
7. Colour Spray: STR Save or the target is Blinded attacks through it are Impaired.
on the next turn. 31. Protection: Ignore the next instance of harm
8. Comprehend Languages: You understand all from a specific source.
spoken and written languages. 32. Pyrotechnics: Spread or extinguish fire, turn it
9. Camouflage: Everyone in a small area around into blinding light or choking smoke.
you is difficult to notice and track. 33. Shield: An invisible disc grants +1 Armour
10. Courage: Until Rest, a willing creature is im- and blocks Magic Missiles.
mune to fear but unable to retreat from battle. 34. Shocking Grasp: d6 Electricity Damage in
11. Detect Secret Doors: Reveals hidden doors in melee, ignoring Armour.
your vicinity. 35. Silent Image: Creates a minor motionless
12. Detect Dead: Reveals corpses and undead be- illusion of your design.
ings in your vicinity. 36. Sleep: Puts d6 relaxed targets into a slum-
13. Disguise Self: Change your facial appearance. ber and others feel lethargic, decreasing Dam-
14. Endure Elements: Everyone adjacent to you age die by one, down to d4.
can exist comfortably in hot or cold environ- 37. Summon Creature: Calls an unintelligent ex-
ments. traplanar creature up to the size of a small dog.
15. Enlarge/Reduce: A humanoid creature It holds no loyalty to you.
doubles or halves in size gaining Advan- 38. Swarm: Summons a swarm of bats, rats, or spi-
tage/Disadvantage on STR Saves and increas- ders. Harmless, but distracting.
ing/decreasing their weapon Damage dice re- 39. True Strike: The target of your next attack must
spectively (d4–d12 range). The target could succeed on a DEX Save, or the attack ignores HP
choose to avoid effects with a STR Save. going directly for the STR Score.
16. Erase: Mundane or magical writing vanishes. 40. Unseen Servant: An invisible force (STR 5,
17. Expeditious Retreat: Run twice as fast. 1hp, cannot attack) obeys your commands.
18. Feather Fall: Objects or creatures fall slowly.
19. Floating Disk: Creates 3-ft-diameter horizon-
tal disk that holds 100 lb.
20. Glue: One object gets stuck to another one.
When cast on a creature, they need to succeed
on a STR Save or cannot move.
21. Grease: Makes a small area or one object slip-
pery. DEX Save to avoid slipping.
22. Gust of Wind: Blows away or knocks down
stuff in a medium cone. A STR Save to resist.
23. Hideous Laughter: WIL Save or the target
laughs and Impairs their attacks until passing
the Save at the end of their turn.

13
C HAPTER 4: M AGIC I NTO THE D UNGEON : R EVIVED

2 ND C IRCLE 24. Invisibility: A creature is unseen until it attacks.


25. Knock: A loud knock opens locks and doors.
1. Acid Arrow: d6 Acid Damage now and a 26. Levitate: The target moves up and down
d4 STR Loss (affected by Armour) at the end of at your will, floating down safely afterwards.
the next round unless washed off. A WIL Save to levitate targets heavier than you.
2. Alter Self: Take on a form of a similar creature. 27. Locate Object: Directs toward the object.
3. Arcane Lock: Magically locks a portal or chest. 28. Magic Mouth: Speaks once or each time when
Persistent. triggered. Persistent.
4. Arcane Sight: Magical auras in a medium 29. Magic Weapon: Make a weapon Magical (in-
sphere become visible to you, even through crease Damage die by one (up to d10), ignore
walls and other obstacles, revealing the most all supernatural resistances).
general information of their nature. 30. Minor Illusion: Conjure an image with sound.
5. Bear’s Endurance: A creature gains Armour 2. 31. Mirror Image: Creates d4 decoy duplicates of
6. Blindness: STR Save or Blinded until Rest. you. The duplicate disappears when hit.
7. Blur: Your details cannot be seen. Attacks 32. Owl’s Wisdom: Grant heightened senses of
against you are Impaired. perception and Advantage on WIL Saves.
8. Bull’s Strength: Grant Unarmed melee d8 33. Phantom Trap: Makes an item seem trapped.
Damage and Advantage on STR Saves. Persistent.
9. Cat’s Grace: Grant Advantage on DEX Saves, 34. Protection from Arrows: A creature is immune
Ranged weapon Damage dice increase by one. to mundane ranged attacks.
10. Command Undead: An undead creature must 35. Rage: Creature’s attacks are Enhanced, but so
pass a WIL Save or obeys your command. are attacks against them.
11. Continual Flame: Makes a permanent, heatless 36. Ray of Enfeeblement: DEX Save or all attacks
torch. Can be cast on objects. Persistent. Impaired until Rest.
12. Darkness: Creates a medium area of supernat- 37. Resist Element: A specific type of elemental
ural shadow. Damage that one creature takes is Impaired.
13. Darkvision: See in natural darkness in your 38. Rope Trick: A rope leads to extradimensional
vicinity. space accommodating up to six creatures.
14. Deafness: Everyone in a medium area is deaf- 39. Scorching Ray: Deals d8 Fire Damage.
ened. 40. Shatter: Sonic vibration causes d6 Blast Dam-
15. Detect Thoughts: WIL Save or else allows age ignoring Armour to anything adjacent to
“listening” to surface thoughts of the target. you. Objects or crystalline creatures take d12
16. False Life: Regain any lost STR, but it vanishes Blast Damage ignoring Armour instead.
again after a minute or if you cast another Spell. 41. Silence: No sounds could be produced in a
17. Flaming Sphere: Creates a rolling ball of fire, medium area, including Spell casting.
d8 Fire Damage on a failed DEX Save. Each turn 42. Speak with Dead: A corpse answers three
you can choose the direction of its movement. questions before crumbling to dust. Answers
After dealing its Damage, it stops for this turn. must be truthful, might be cryptic, and will be
18. Fog Cloud: Fog obscures vision over a large based on target’s lifetime knowledge.
area. Ranged attacks through it are Impaired. 43. Spectral Hand: Creates a disembodied glow-
19. Ghoul Touch: STR Save or Stunned until pass- ing hand to deliver one of your touch Spells as
ing a STR Save at the end of their turn, exuding an action on one of your next turns.
stench that makes those nearby sickened. 44. Spider Climb: You walk on walls and ceilings.
20. Glitterdust: DEX Save or Enhance attacks at 45. Summon Beast: Calls an intelligent extrapla-
targeted creature. Reveals invisible target. nar beast. It holds no loyalty to you.
21. Heat Metal: Heat one metal object red-hot. 46. Touch of Idiocy: STR Save or lose d4 WIL.
Each turn it causes d6 Fire Damage on touch. 47. Web: Fills a medium area with sticky spider-
22. Heroism: The target can reroll one Damage die webs. STR Save or cannot move on this turn.
or 20 on a Save once before Rest. Persistent. 48. Whispering Wind: Sends a short message
23. Hex: Bestows a Disadvantage on the next Save. within a mile.

14
I NTO THE D UNGEON : R EVIVED C HAPTER 4: M AGIC

3 RD C IRCLE 21. Magic Circle: Prevents a certain type of un-


natural beings (extraplanar, undead, etc.) from
1. Absorb Element: A creature is immune to a entering or leaving unless they pass a WIL Save.
specific type of elemental Damage. Fits one creature. Persistent.
2. Black Tentacles: Tentacles grapple those who 22. Major Illusion: Conjure an image with sound,
fail a STR or DEX Save within a medium smell, and thermal effects. This also could be
area, Impairing their attacks until they pass a used to disguise appearance of one creature.
STR Save at the end of one of their turns. 23. Obfuscate: Hides one target from divination
3. Blink: Each turn you have a 50% chance to van- and scrying or misleads such attempts.
ish and reappear on your next turn, avoiding Persistent.
the next attack against you. 24. See Invisibility: Reveals invisible creatures
4. Clairaudience/Clairvoyance: Hear or see at a and objects in your vicinity.
distance or through a wall as if you were there. 25. Sepia Snake Sigil: Creates a small text symbol
5. Daylight: A large area of bright light strong that Stuns reader until a WIL Save at the end of
enough to overwhelm even magical darkness. their turn. Persistent.
6. Deep Slumber: Puts d6 creatures that fail their 26. Shout: Everyone within a medium cone is
WIL Save to sleep until the Spell is broken or deafened for one round and takes d8 Damage.
creatures take Damage. 27. Shrink Item: A non-magical object shrinks to
7. Displacement: Gain Advantage on Critical one-sixteenth its size and weight.
Damage Saves. Persistent. 28. Sleet Storm: Flames are doused, ranged at-
8. Dream: Sends a message to anyone sleeping. tacks are Impaired in a large area. A DEX Save
9. Explosive Runes: Deal d10 Blast Damage to avoid slipping.
when read, disappearing afterwards. Persis- 29. Stinking Cloud: Nauseating vapours fill a
tent. medium area. Anyone inside the cloud must
10. Fireball: Deal d10 Fire Damage within a pass a STR Save or vomit, gaining Disadvantage
medium sphere. on the next Save. The Save is repeated at the
11. Flame Arrows: Ally’s missiles deal bonus d6 start of each turn for those staying in the area.
Fire Damage. 30. Suggestion: WIL Save or the target is
12. Fly: A creature flies. compelled to follow the uttered course of ac-
13. Gaseous Form: A willing creature becomes tion. Saves against suggestions that are harmful
insubstantial and can fly slowly. The target or to the target are rolled with Advantage.
caster can end the effect at will. Persistent. 31. Summon Gate: Calls out to any extraplanar
14. Halt Undead: Immobilizes all undead in your being that wishes to enter our plane. You have
vicinity who failed their WIL Save. no choice which being answers, and it holds no
15. Haste/Slow: One creature moves at double or loyalty to you.
half speed, gains +1 or –1 Armour, and Advan- 32. Tiny Hut: Creates a shelter for ten creatures.
tage/Disadvantage on DEX Saves respectively. 33. Tongues: You can speak any language.
16. Hold Person: Stuns one humanoid until pass- 34. Vampiric Touch: On a failed STR Save, the tar-
ing a STR Save at the end of their turn. get loses d6 STR, and you restore all lost HP.
17. Illusory Script: Changes one page to hide its 35. Water Breathing: Creatures chosen by you can
real content that only an intended reader can breathe underwater.
decipher. Persistent. 36. Wind Wall: A line of strong wind deflects ar-
18. Invisibility Sphere: Makes everyone within a rows, smaller creatures, and gases.
small sphere invisible until they attack.
19. Keen Edge: The next attack with this melee
weapon ignores HP and goes directly for the
STR Score.
20. Lightning Bolt: d8 Electricity Damage to all in
a line ignoring Armour.

15
C HAPTER 4: M AGIC I NTO THE D UNGEON : R EVIVED

4 TH C IRCLE 21. Phantasmal Killer: A fearsome, invincible illu-


sion that only the target can see. Attacks for d10
1. Animate Dead: Creates up to d4 undead Damage before disappearing. On Critical Dam-
skeletons and zombies from corpses. You have age the target must succeed on a WIL Save or
control over them while the Spell lasts. die from terror.
2. Arcane Eye: Creates an invisible floating eye 22. Polymorph: Gives one willing creature a new
you can see through and control. You can also permanent form. The target keeps their Ability
cast your Cantrips through it. Scores and HP while gaining abilities and lim-
3. Bestow Curse: The target gains Disadvantage itations of the new form, except for supernatu-
on all Saves until Healed. ral powers, resistances, etc. and cannot be poly-
4. Cause Panic: Creatures within a large cone morphed again for a day. Pass a WIL Save to
must pass a WIL Save or flee. achieve the exact desired appearance, otherwise
5. Chain Lightning: Strikes d10 targets for d10 it will deviate in a random manner.
Electricity Damage each ignoring Armour. 23. Rainbow Pattern: Lights fascinate creatures
6. Charm Creature: WIL Save or a creature treats that can see you. In combat, they are Stunned
you as an ally. until passing a WIL Save at the end of their turn.
7. Confusion: Creatures in a medium area who After passing the Save, they are immune to the
failed a WIL Save behave oddly. In combat, roll effect until the Spell is cast again.
a d4 on their turn, 1: attack their allies, 2–3: do 24. Remove Curse: Frees a creature from any mag-
nothing, 4: attack their enemies. ical Disadvantages or Impairments.
8. Contagion: Infects a creature with a horrible 25. Resilient Sphere: A force globe protects but
disease, reducing one Ability Score by d6 imme- traps one creature. Pass a DEX Save to avoid it.
diately and each subsequent day until Healed. 26. Scrying: Spies on the target from a distance.
9. Create Water: A spring starts spilling water 27. Secure Shelter: Creates a sturdy cottage.
from the ground or wall. 28. Sending: Instantly delivers a short message
10. Crushing Despair: Everyone in a large area anywhere. A recipient can send back a short
makes a WIL Save or their attacks are Impaired. answer.
11. Detect Scrying: Alerts you of the magical 29. Solid Fog: Blocks vision and slows movement
eavesdropping. in a large area.
12. Dimension Door: Teleports you within a 30. Stone Shape: Sculpts a small cube of stone into
medium distance. any shape.
13. Dimensional Anchor: Bars extradimensional 31. Stoneskin: A creature gains Armour 3 but run-
movement in your vicinity. ning and swimming are impossible.
14. Fire Shield: Creatures attacking you in melee 32. Symbol of Pain: Reading this small rune
take d6 Fire Damage; you are immune to Fire causes pain. The reader loses d4 STR immedi-
and Cold Damage. ately and must pass a WIL Save or be Stunned
15. Fire Trap: An opened object deals d12 Fire and scream until passing a WIL Save at the end
Damage. Persistent. of their next turn. Persistent.
16. Globe of Invulnerability: Stops Spells up to 33. Summon Being: Calls any chosen extraplanar
the 3rd Circle inside a small sphere. being to our plane. It holds no loyalty to you.
17. Illusory Terrain: Change the visual appear- 34. True Invisibility: A creature can attack and
ance of one terrain type, wall, floor, ceiling, etc. stay invisible.
18. Locate Creature: Indicates the direction to a 35. Wall of Fire: Passing through this large wall
familiar creature. causes d10 Fire Damage.
19. Minor Creation: Creates one small cloth or a 36. Wall of Ice: Creates a large ice wall (12hp, Ar-
wooden object. Persistent. mour 3) or hemisphere. Can trap creatures in-
20. Nightmare: WIL Save each night or the tar- side, unless they pass a DEX Save.
get wakes with half its HP and will not recover
them until they have a full night’s sleep without
Nightmares. Persistent.

16
I NTO THE D UNGEON : R EVIVED C HAPTER 4: M AGIC

5 TH C IRCLE 18. Mass Suggestion: WIL Save or creatures are


compelled to follow the proclaimed course of
1. Alter Fate: Target’s next roll is changed by d12 action. Saves against suggestions that are harm-
but cannot exceed the original die roll range. ful to the targets are rolled with Advantage.
2. Baleful Polymorph: STR Save or transforms a 19. Mystic’s Faithful Hound: A phantom dog can
creature into a harmless animal permanently. guard or attack and will never leave caster’s
3. Banish: WIL Save or a creature returns to its vicinity. WIL 15, 3d6hp, d8 Bite. Persistent.
native plane. If a creature is native to the cur- 20. Mystic’s Private Sanctum: Creates an illusion
rent plane, it disappears for a minute and then that prevents anyone from viewing or scrying
returns safely. an area. Persistent.
4. Blight: Drains life from d12 living targets for 21. Mystic’s Saving Grace: When the target takes
d12 Damage each. When targeting plants, roll Damage, you can choose to take it instead, end-
d12 Damage twice and pick the biggest result. ing this Spell. At 0hp it acts like a Spell casting
5. Bloody Gossamer: Fill a large area shaped Damage, targeting your WIL. Persistent.
at your design with a dense web of invisible 22. Passwall: Creates a passage through a wooden
razor-sharp strings. Anyone trying to move or or stone wall while the Spell lasts.
act within it must pass a DEX Save or take d10 23. Perfect Weapon: Summon a melee (d10/d12)
Damage and end their turn immediately. or ranged (d10) weapon that ignores all super-
6. Break Enchantment: Frees a single target natural resistances. It disappears after dealing
from enchantments, alterations, curses, and maximal Damage or you casting any spell.
petrification. 24. Permutation: A willing target suffers d4 to d12
7. Cloudkill: You can slowly move this small Ability Score Loss, and another one restores
cloud on the ground, causing d6 STR Loss to all as much of any Ability Score Loss. The die,
living creatures within it. Abilities, and targets are chosen by you.
8. Cone of Cold: d12 Cold Damage to everyone 25. Petrify: STR Save or the target is permanently
within a large cone. transformed into a statue.
9. Contact Other Plane: Lets you ask a question 26. Planar Binding: Traps extraplanar creatures
of an extraplanar entity. that fail a WIL Save until they perform a task.
10. Control Water: Raise, lower, or part water. 27. Planar Gate: Open a gate to another reality that
11. Disintegrate: d12 Damage ignoring Armour. works in both directions.
On a failed Critical Damage Save, a creature is 28. Prying Eyes: d6 floating eyes scout for you.
turned to dust. Objects up to the size of an ele- 29. Secret Chest: Hides an expensive chest in the
phant are destroyed completely at 0hp. extraplanar space; you retrieve it at will.
12. Dominate Person: WIL Save or a humanoid is 30. Symbol of Sleep: Reading this small rune puts
controlled telepathically. The Save is repeated the reader who failed a WIL Save into magical
each time the target is harmed. sleep that lasts as long as this Spell. Persistent.
13. Feeblemind: WIL Save or drop to WIL 0. 31. Telekinesis: Moves an object, attacks a crea-
14. Hermit’s Company: Summon your double. ture, or hurls an object or creature. Damage
It is incapable of magic, cannot harm or dis- depends on the object’s size; thrown creatures
obey you, and is always in a great mood. Any take appropriate falling damage.
damage done to one of you is suffered by both. 32. Telepathic Bond: Creates a link that lets allies
Persistent. communicate. All targets must be in your vicin-
15. Incinerate: Set one target on fire. Deals d12 ity at the moment of casting. Persistent.
Fire Damage immediately and at the end of each 33. Teleport: Instantly transports you to a known
next turn until a DEX Save is passed or any location up to 100 miles away.
other way to put out the flames is found. 34. Transmute Earth: Mud to rock or rock to mud.
16. Interposing Hand: A hand blocks 5d6hp of 35. Wall of Force: A large invisible wall is immune
Damage from one opponent. to damage. Lasts for d6 minutes.
17. Major Creation: Create an item of stone and 36. Wall of Stone: Creates a large stone wall (16hp,
metal. Persistent. Armour 8) that can be shaped.

17
I NTO THE D UNGEON : R EVIVED C HAPTER 5: RUNNING THE G AME

5. RUNNING THE G AME


The Core of Good Refereeing Combat Turn Sequence
A good Referee gives the players interesting choices To avoid combat disarray, the Referee can ask play-
to make and ensures that these choices have a ers one by one about their character’s actions. Then
meaningful impact on the current situation and the attacks are grouped and rolls are made accordingly.
progress of the game.
Understanding Damage
Knowing when to Roll Increasing/Decreasing specific Damage dice: The
die size changes by one; e.g. instead of d6 Damage,
When a player describes what they want their char-
you roll d8.
acter to do, you generally have three options:
1. It’s something the character can do safely. Bonus weapon Damage dice: Roll these along with
2. It’s not possible. Ask for another approach, your weapon Damage die. If the die size is not
perhaps giving suggestions. specified, it is equal to your weapon Damage die.
3. It might be possible, but there’s a risk. Roll dice. Attack notation: NdX means rolling N dice and
taking the best single one. If the monster can target
A Note on Risk multiple opponents, Damage dice can be separated
Generally, the Referee should make the players accordingly and rolled as distinct attacks.
aware if they are taking a risk. A game should have Ability Score Loss rolls are not Damage rolls, hence
surprises, but players should feel that their decisions they are neither affected by Armour, nor require a
in the game have led to the risk that result in nasty Critical Damage Save unless stated otherwise.
surprises.
How Much Damage?
For example, when the characters encounter a
Damage from falling rocks, explosions, and other
monster or hazard that is very likely to be able to
sources outside of normal combat is typically be-
kill them outright, the Referee should ensure that
tween d4 and d12 and counts independently, unlike
the players know this is a possibility. If they want
damage from usual attacks in combat.
to hack down a door with axes, they should know
the noise is likely to alert anyone nearby. Assessing Consider how it would affect an average person.
the risk against the possible reward is an important A fall that is quite likely to injure an inexperienced
part of the game, so the players should always have character might cause d6 Damage, but a huge rock
what they need to make an informed choice. that would crush most might do d12.
Poison might Impair attacks, cause Ability Score
Understanding Ability Scores Loss, effects like Blindness, Disadvantage to certain
3: Human minimum, severely limited in this area. Saves, etc., but usually only alive targets are affected.
10: An average human. Luck Rolls
15: Excellent human ability. Sometimes you’ll want an element of randomness
20: The human peak, most exceptional geniuses etc. without rolling a Save, particularly in situations dic-
tated by luck or those that fall outside of the three
Understanding Saves Ability Scores. For these situations, roll a d6. A low
A save is made when a character has put themselves roll favours the players, and a high roll means bad
at risk. luck for them. The Referee decides what a specific
STR Save: Avoiding harm through exerting physi- result means for the situation at hand.
cal force or withstanding strain on your body. Knowledge Rolls
DEX Save: Avoiding harm through quick reactions, Characters have a 2-in-6 chance to know something
whole-body control, and grace. outside their area of knowledge and past experi-
WIL Save: Avoiding harm through focus and con- ences; Specialists have a 4-in-6 chance for their wide
trol over magic and yourself. area of expertise, and know everything about their
narrow specialization (e.g. History (Archaeology)).

19
C HAPTER 6: T REASURE AND M AGIC I NTO THE D UNGEON : R EVIVED

6. T REASURE AND M AGIC


Riches Magic Weapons and Armour
Different types of treasure, from gems to artwork to Weapons created with magical power often have
functional items, have a certain value. Traders of- Runic symbols engraved on them, telling their
ten want to haggle this price or, in the case of items name, history, and purpose. As well as having a
worth thousands of Shillings, they may not be able Damage die increased by one (up to d10) and ignor-
to afford it at all. ing supernatural resistances, magical weapons will
Coins have an extra feature, such as bursting into flames
when it draws blood or guiding the wielder towards
All coins are valued against the Silver-Standard
gold. This will never be a matter of simply doing
Shilling (s). One Shilling gets you a decent bed,
more damage, though some weapons may cause
meal and drink for the night and is the amount a
additional effects when they cause Critical Damage,
typical labourer earns in a week.
such as turning the victim to stone.
There is a huge variety of coins that are valued
Similarly, magic armour and shields will have an
against the Shilling, with two being especially com-
extra feature or offer greater protection against a
mon.
specific source of damage.
Copper Pennies (p) are worth a tenth of a Shilling.
One penny buys you a cheap drink in a bad tavern Magic Items
or a passage on a ferry. Other magic items could include rings, cloaks,
Gold Guilders (g) are worth one hundred Shillings. gloves, and pendants. These may grant a continual
One Guilder gets you a good horse, full set of ar- effect on the wearer or require activation. The effect
mour or a valuable piece of jewellery. will usually not be exactly the same as a spell but
may be similar.
Creating New Magic Spells
Use Chapter 4: Magic as a reference of power levels Consumable Magic Items such as potions will
and possible effects when creating new spells. grant a one-off benefit to the consumer.
Rough damage estimate:
Wands and Rods have a limited and unknown
D Cantrips: d4
number of charges. After the first use, roll a d4 and
D 1st Circle: d4 to d6
write it down. Every time you use the item, roll a d6.
D 2nd Circle: d6 to d8
If you roll over this number, decrease it by one. On
D 3rd Circle: d8 to d10
zero, the item is drained and becomes useless.
D 4th Circle: d10 to d12
D 5th Circle: d12
Drawbacks
Continuous and area-of-effect spells usually deal
Most powerful magic items usually have some kind
less damage than instant ones of the same Circle.
of a drawback or a detriment to its user, either
Some spells might deal elemental damage. Most permanent or occurring each time the item is used.
common are Acid, Cold, Electricity, and Fire.
Appropriate saves against certain effects:
D STR: physical obstacles, touch spells, metamor-
phosis and other bodily influences
D DEX: evasion, balance, extinguishing the flames
D WIL: fear, illusions, and mind control.

Breaking the Rules


Not all magic functions as that of Mystics. Magic can
do anything and is not subject to limitations.

20
I NTO THE D UNGEON : R EVIVED C HAPTER 6: T REASURE AND M AGIC

E XAMPLE M AGIC I TEMS C ONSUMABLES


Four-Leaf Clover
Amulet of Health Protection
Reroll one failed Save, then the clover withers away.
When found, this ruby amulet has Power of 2d6+6.
Health Potion
Any Damage to STR Score is subtracted from the
The vial of sparkling red liquid restores d6 STR Loss.
amulet’s Power instead, then roll a d20: if the roll ex-
ceeds amulet’s power, it cannot be used again today. Needle of Negation
Once Power reaches 0, the amulet shatters to pieces. When this thin silver needle is broken, it disrupts
ongoing spell effects in a small area for a minute.
Cloak of Descent
Deadly Poison
This leather cloak slows down the falling speed and
This dark oily liquid deals d6 STR Loss prompting
even allows its user to stir and glide a small distance.
a Critical Damage Save if consumed. On a failed
Diadem of Empathy
Save, the consumer dies. When applied to a suitable
weapon or a set of projectiles, Critical Damage rolls
A thin glass diadem allows its wearer to sense true
from it are made at Disadvantage until the next Rest.
feelings and emotions of others.

Flying Broom WANDS AND R ODS


When mounted, this broom can carry up to two Rod of Reveal
humans. It can be used as a Mystic’s Focus as well.
This obsidian rod reveals illusions, invisible entities,
Flying Carpet secret doors, traps, etc. in the direction it is pointing.
This peculiarly patterned carpet is feather-light and Wand of Shock
can carry up to 8 humans into the air (but only half This amber wand deals d6 Electricity Damage
as fast as a flying broom). ignoring Armour.

Helm of Breathing
If needed, this crystal helm provides its wearer with
W EAPONS AND A RMOUR
a clean air supply for up to one hour. Cobra Staff
This carved staff (d8, two-handed only) ends with a
Spider Silk Gloves stylized cobra head. Along with the damage, it deals
Made of enchanted spider silk, these elegant gloves d4 DEX Score Loss (affected by Armour) as well.
allow the wearer to climb any surface. The same ad- Ironwood Armour
hesive property might impose Advantage or Disad-
Any Electricity Damage cannot ignore this full
vantage on appropriate Saves as well.
armour made of unnaturally strong dark wood.
Turnskin Lucky Boomerang
This animal skin turns its wearer into a correspond- This exotic ivory boomerang always finds its target
ing creature. Each time the character wears it, roll thus negating Impairments from cover and such.
a d100. On 1, the turnskin cannot be taken off until Mirror Shield
the curse is removed. The chance increases by 1% This mirror-polished steel shield has a chance
for each subsequent use by the same character. to block an incoming spell based on its circle:
0–1: 3-in-6, 2–3: 2-in-6, 4–5: 1-in-6. A blocked spell
Mask of Disguise
has a 2-in-6 chance of reflecting back to the caster.
This sleek silver mask allows its user to assume
facial appearance of others once per day.
See Random Magic Items in Appendix A for
Ring of Regeneration additional inspiration.
This willow ring restores 1 STR Loss per day.

21
C HAPTER 7: H AZARDS AND O BSTACLES I NTO THE D UNGEON : R EVIVED

7. H AZARDS AND O BSTACLES


Spotting Hazards E XAMPLE R ANDOM E NCOUNTERS
As a general rule, the presence of a trap or other haz-
ard is always noticed by characters unless they are Dungeon Encounters
running, visually impaired, or distracted. After this, 2d4 Encounter
the characters may be harmed through further inac- 2 gelatinous cube
tion or lack of caution. The players should consider 3 d4 rust monsters
creative ways of getting around a hazard or disarm- 4 d8 skeletons
ing it completely. Risky methods may call for a Save 5 2d6 goblins
or Luck Roll. 6 d6 orcs
7 filth eater
8 hook horror
Locked Doors
Typically, a locked door can be picked by someone Wilderness Encounters
with a lockpick, given some time. No Save is re- d4+d6 Encounter
quired unless there is a risk of triggering a trap, alert- 2 ogre
ing foes, or running out of time. 3 runaway horse
Attempts to use lockpicks and other equipment 4 2d6 goblins, a 2-in-6 chance of ambush
quickly under pressure generally require a DEX Save 5 d6 huntsmen
and may include having to light a torch while under 6 pack of 3d4 wolves
attack or tying a rope before a friend plummets to 7 wild boar
their death. 8 pack of 3d6 wolves
9 d4 deer
Breaking down a door can similarly be completed
10 bear
without a Save unless there are risks or pressure,
which may require a STR Save. However, breaking
down a door always causes lots of noise and can take Random encounter tables can be used in a friendly
a long time. environments as well.
Urban Encounters
2d8 Encounter
Random Encounters 2 street brawl; a 2-in-6 chance that watchmen
Anything mobile in an expedition site is unlikely to are already present
remain in one place all the time. As such, the Ref- 3 brash urchin tries to steal a purse or some
eree should consider having a chance of the party random item from a character
encountering someone or something. Making loud 4 group of servants carrying a palanquin
noises increases or decreases the chance of this hap- 5 travelling merchant selling exotic goods
pening, depending on the nature of the encounter. 6 drunkard looking for trouble
When characters explore, rest, cast unprepared 7 loud advertiser for a nearby establishment
spells, or hesitate in a dangerous place, roll a d6. 8 crippled beggar at the street corner
9 street food merchant
d6 Outcome
10 broken cart blocking the road
1 Roll for a Random Encounter.
11 city watch patrol of 2d4 watchmen
2 Roll for a Random Encounter. Give a sign
12 band of street performers
that it is nearby or has passed through.
13 priest collecting charity for a local temple
3–6 Clear.
14 watchmen escorting a caught thief
Delaying for long enough to have a meal or sleep 15 local holiday parade
provokes a d4 roll instead. 16 ambush (2d4 criminals) in the dark alley

22
I NTO THE D UNGEON : R EVIVED C HAPTER 7: H AZARDS AND O BSTACLES

E XAMPLE T RAPS E XAMPLE O BSTACLES


Stupefying Dart Trap Control Room
A dart pipe is visible at the base of the chest. Trig- A room full of levers and buttons that switch corri-
gered by opening the chest without taking appropri- dors, gates, and hidden devices throughout the dun-
ate precautions. Broken darts litter the floor of this geon. No markings or instructions present.
room. d8 Damage. d8 DEX Loss on Critical Damage.
Crystal Floor
Balancing Ledge A floor is made of a crystal material smoother than
ice. Movement is highly difficult, and a risk of falling
Must be crossed to reach whatever lies on the other
and sliding down a slope is everpresent.
side. Can be done quite safely without pressure,
but when having to run or under attack, make a
Distorted Dimensions
DEX Save or fall to the lower level, requiring a rope
to climb back up. The dungeon does not follow the common laws of
geometry as it exists in a different set of dimensions.
The lower level contains crocodiles (STR 13,
DEX 5, WIL 5, 9hp, Armour 1, d8 Bite).
Flying Fortress
An ancient structure that floats at an unreachable
Swinging Blade Trap height, following a daily route, sometimes passing
Eternally swinging over a corridor in a sequence. pretty close to the local mountain range.
Can be blocked only by a very strong metal pole or
other suitable objects. Gravitational Anomaly
DEX Save to pass through without harm, other- A zone of altered gravity (direction or strength).
wise taking d10 Damage while passing through.
Magic Negation Sphere
Grasping Vines A mysterious device on top of the colossal stone
Triggered on nearing strange-looking vines. Take d6 spire sucks out magic energy thus disabling spells
Damage each turn until you break free. STR Save and magic objects the closer you get to it, starting
th Circle spells and leaving Mystics with just
to break free each turn, otherwise you are immobile. with 5
Highly flammable. their Cantrips in the nearest proximity to it. Magic
items have a reduced chance of successful operation
as well (from 5-in-6 to 1-in-6 chance accordingly).
Cage Pit
A trapdoor is visible unless the character is dis- Mind Barrier
tracted, sprinting, or the vision is impaired. Trig- A wall of force that exclusively blocks conscious sen-
gered by stepping onto the trapdoor. tient beings.
Triggering the trap causes d8 Damage, a metal
cage traps the victim until released with a key, and Remote Activation
an alarm mobilizes someone unpleasant. A portcullis that opens by turning the wheel in the
nearby chamber.
Traitor’s Circle
Underwater Passage
Triggered by entering the circle marked with a sym-
bol depicting a dagger being thrust into a heart. A flooded room with a tunnel at the bottom.
WIL Save or immediately attack your closest ally,
Unfinished Tunnel
continuing until knocked unconscious. If you pass
this Save, you are thrown out of the circle and take There is an undiscovered cave behind just a couple
d6 Damage. feet of rock. Sounds or some other signs might sug-
gest its presence.

23
C HAPTER 8: M ONSTERS I NTO THE D UNGEON : R EVIVED

8. M ONSTERS
Monsters are, by their very nature, different to M ONSTER C ONVERSION
people and animals. Thus they often have special
abilities outside of their Ability Scores. An expedi- D&D 5 E
tion site should contain mostly unique monsters but HP: 1hp per HD. Maximum of 30.
some examples are given in this section.
Armour: Increase by 1 for noted armour, extreme
resilience, and each size category above medium.
Hit Points
Most creatures have between 1d6 and 5d6 HP. Re- Ability Scores: Directly transferable, use CHA for
member that Hit Points are not purely the ability to WIL. Maximum of 20.
absorb physical damage but also the monster’s cun- Attacks: Start at d6. Increase by one die for each
ning and skill in avoiding harm. size category above medium and once more if they
wield a heavy weapon. No multi-attacks.
Killing Monsters Vulnerability / Resistance: Replace with Enhance /
Monsters are treated exactly the same as characters Impair respectively.
other than noted exceptions.

Magic Other editions: Same as 5e except:


While some monsters may use Spells in the same D&D 4 E
way as Mystics, some are able to use spells without HP: 1hp per Level. ×3 for Solo creatures, +1hp for
a Tome or Focus. Monsters do not need to follow the Small or bigger creatures.
rules.
Ability Scores: Same as 5e, except:
Armour D –4 STR for Humanoids and Monstrosities
D –2 STR for Undead
Use character armour as a guide for how to represent
D –4 DEX for Large or bigger creatures
monsters with tough hides or those large enough to
D –2 DEX for Medium or smaller Humanoids and
be able to shrug off most weapons.
Undead
D –2 CHA for Monstrosities
Damage
Most monsters cause d6 Damage if nothing is men-
tioned. Some have a bigger Damage die or even D&D 3 E AND 3.5 E , PATHFINDER
bonus Damage dice. HP: 1hp per HD. +1hp for Small or Medium crea-
tures and +2hp for Large or bigger creatures, except
Ability Score Loss and Death Attacks Oozes.
Particularly deadly creatures may reduce the target’s
Ability Scores: If STR is not specified — below 10.
Ability Score if they cannot make a Save, often re-
sulting in a horrible fate if the score is reduced to
zero. OD&D, B ASIC D&D, AD&D
HP: 1hp per HD. +1hp for Small and Medium
A Note on Ability Scores
creatures and Large or bigger Oozes; +2hp for Large
When assigning Ability Scores, 20 should generally or bigger creatures.
be considered the maximum. A huge monster may If no HD specified, HD=HP/8 (round down).
look like it should have a STR of 30 or more, but con-
sider that large creatures may not fight all that well. Morale: keep using 2d6, or convert it to d20:
They should instead have their size represented by 2d6 2 3 4 5 6 7 8 9 10 11 12
dealing more Damage and having higher Armour d20 1 2 3 5 7 9 13 16 18 19 20
score.

24
I NTO THE D UNGEON : R EVIVED C HAPTER 8: M ONSTERS

I DEAS FOR M ONSTER C REATION E XAMPLE M ONSTER A BILITIES


Appearance and Behaviour Absorption
Change the visual appearance and behaviour of the When a monster takes damage from a certain source
existing monster. Changing the size or combining a (usually, an elemental one), it restores monster’s HP
couple of monsters into one is also a possibility. (or even STR) for the value of this damage instead.

Characters’ Features Charge


Apply Features from Chapter 1: Characters to non- A monster rapidly closes distance to its target. The
player-characters and monsters, especially “bosses”. target must succeed on a DEX Save or suffer in-
creased damage and/or other effects.
Effect on Critical Damage
Extra Limbs
On a failed Critical Damage Save, a monster’s target
A monster has multiple Damage dice (still taking the
suffers some additional detrimental effect: illness,
highest one for a single target). Some monsters can
poison, ability score loss, or even death. Decide if
even attack multiple opponents, dividing Damage
the target could Save against this.
dice between these attacks.

Pairing Grapple
One type of monsters enhances other type’s attacks, If a target fails a DEX Save, it is immobilized until a
provides protection or some other advantage. successful STR or DEX Save on the following turns.
Monsters cannot attack with limbs they are currently
Power-ups using for grapple, but strong ones might damage the
A monster receives a power-up, a new attack, or grappled target instead.
changes tactics when it runs out of HP, saves against
Critical Damage for the first time, takes Damage Indomitable
from a specific source, etc. Once per Rest, when taking Critical Damage, a mon-
ster continues to fight as if it succeeded on this Save.
Special Abilities and Attacks Some artificial or undead monsters might ignore
Instead of its default attack, a monster can use a spe- Critical Damage effects altogether.
cial one, be it a spell-like ability or some other un-
usual effect. Some of these abilities might be “pas- Swallow
sive” (always enabled). The target must succeed on a DEX Save or be swal-
lowed whole, suffering Ability Score Loss (STR,
DEX, or both) each following round. If the monster
Tactics and Weapons
suffers Critical Damage, it must pass an additional
Monsters might use unexpected combat tactic, es- STR Save or regurgitate all swallowed creatures.
pecially when they fight in groups. If a monster is
armed, change its weapon to something unusual or
Volatile
switch weapon’s melee/ranged type.
When a monster suffers Critical Damage, it ex-
plodes, dealing Blast damage to everyone nearby.
Vulnerabilities, Resistances, and Immunities
Specific attacks against the monster are Enhanced, Weakness
Impaired, or do not work at all. When a monster takes damage from a source of its
weakness (even if this damage is not the highest one
See Appendix B: Bestiary for example monsters this round), the monster loses some of its powers,
and additional inspiration. becomes stunned, etc. Usually, such effect lasts until
the monster’s next turn.

25
C HAPTER 9: E XAMPLE OF P LAY I NTO THE D UNGEON : R EVIVED

9. E XAMPLE OF P LAY
Three player-characters and their hireling torch bearer Referee: As soon as you remove your hand from
have been delving deep into a strange underground com- the wall, it starts to shift colours again and you now
plex they stumbled on in an inhospitable desert. see the tiled shape of a person, looking almost like
your own reflection. Barely a second later, the room
is filled with crackling noise and the tiled visage of
Referee: The base of the long staircase leads into a Uthred somehow steps out of the wall, hefting the
spectacular room, some 30 ft high and equally wide. axe from its back and taking up a combat stance.
Its walls look like an intricate mosaic but the tiles Toku: Right, I’m not giving this thing a chance to
are constantly shifting in colour. Waves of differing pull us into the wall or whatever it’s going to try. I
hues wash across the walls and the centre of the floor leap at it with my daggers.
is dominated by a six-foot-wide circular shaft.
Referee: What everyone else is doing?
Ezekiel (Mystic): (Sketching down the room on his
rough map) Are there any exits other than the way Uthred: I’ll have at it with my axe, trying to drive
we came? it away from Ezekiel and the torch-bearer.
Referee: Just the shaft in the middle of the room. Ezekiel: I’ll enhance Toku’s attack with my Guided
Strike cantrip.
Toku (Warrior): Well, this is a dead end. My
hunter’s instincts were right! Referee: Okay, roll for damage.

Ezekiel: The walls look strange. . . I’m being very Toku: (Rolls 2d6 (two daggers) + d12 (enhanced at-
careful not to touch them and tell my torch bearer to tack), taking the highest result) That’s a 5!
do the same. Uthred: (Rolls d8 (weapon damage) + d4 (bonus die),
Toku: Oh come on, we hired him because he’s dis- taking the highest result) That’s 6 damage!
posable! Maybe Uthred should try touching them. Referee: (Subtracts 7 (6 + 1 for the additional attacker)
Uthred (Warrior): I’m not scared of the wall, but damage and notices that the opponent is now at 0hp, with
I’m not stupid. I’ll try tapping the wall with the han- 3 damage left over) You kick the thing back, knock-
dle of my axe. ing it off balance and cutting through its side. (Rolls
a STR Save vs Critical Damage, succeeding) The copy
Referee: The pattern of the tiles doesn’t seem to roars out in static fuzz but it’s still standing.
respond, but as you’re inspecting them more closely,
you can feel that they’re giving off slight heat. Uthred: There’s only room for one Uthred here!

Uthred: Enough to burn me? Referee: The copy of Uthred drops its axe on the
ground and reaches forward to try and grab Toku.
Referee: Doesn’t look like it, only slight heat. Give me a DEX Save.
Uthred: I place my hand boldly against the tiles. Toku: (Rolls a DEX Save) Erm. . . that’s a 20.
Referee: As soon as Uthred’s hand touches the Referee: (Over the groans of the table) The creature
wall, the shifting colours stop, and a pulsing blue grabs Toku and tries to push him against one of the
pattern starts to radiate from around Uthred’s hand. walls. A blue pulsing pattern forms on its surface. A
Ezekiel: Stand by for his head exploding. . . moment later the colours shift into Toku’s shape and
Uthred: You worry too much! How do the tiles the copy steps forward from the wall. Over to you
feel? guys.
Referee: They feel much like you’d expect a Ezekiel: I never thought I’d have to choose be-
smooth mosaic too, but they are giving off a faint tween killing Toku and Uthred. I’m going to use the
warmth. Chill Touch spell I have held to destroy the copy of
Uthred.
Uthred: Huh, weird. Well, I’ll take my hand off the
wall and go check out the shaft. Uthred: And if he’s still standing after that, I’ll try
to chop his head off!

26
I NTO THE D UNGEON : R EVIVED C HAPTER 9: E XAMPLE OF P LAY

Referee: It gets a STR Save to resist the effect (Rolls Referee: He looks pretty hesitant. . . he’d need to
a STR Save), but it fails! Roll to see how much STR pass a WIL Save to follow such a suicidal order. You
Uthred’s copy loses. never know, though, it could work!
Ezekiel: (Rolls d4 for STR Loss, as dictated by the spell) Toku: Running past it and trying to scare it seem
Four! needlessly risky when we have a perfectly good exit
Referee: (Checks his notes to see that this reduces the right here!
creature’s STR to zero) It’s enough to drain the energy Uthred: The shaft? Does it look like the creature
from this thing. The touch causes the colour to fade could fit down there?
from the being as it falls motionless to the ground Referee: Unlikely, it’s certainly too big to be able to
and snaps out of existence, completely destroyed. do so easily.
Uthred: Yes! Ezekiel: As suicidal as it sounds, it might be our
Referee: Ezekiel, don’t forget to take 2 damage best hope. Can I throw a coin or something into the
from casting the spell. Also, you should be aware shaft?
that you’ve been making quite a lot of noise in this Referee: As you flick a half-shilling down the
room. shaft, you hear a distant splash a few seconds later.
(Secretly makes a Random Encounter Roll to see if any
Toku: Water!
nearby monsters have noticed the noise. A roll of 1 in-
dicates that encounter should happen, so he rolls on the Ezekiel: That’s optimistic. . . how do we know it
hostile encounter table he has prepared for this area). isn’t acid or something? I figure we can find a way
to distract it long enough for us to escape back up
Ezekiel: I don’t like the sound of this.
the staircase.
Referee: You notice the sound of something de-
Referee: While you’re formulating this plan, the
scending the staircase. Remember that weird horse-
creature has managed to force itself into the room,
like creature with skin like a super-hard tree bark
brushing against the tiled wall, which sends out blue
you were ambushed by last session?
ripples.
Uthred: Sure, we knocked it down that pit and fled
Uthred: Oh crap, this isn’t going to end well.
like heroes.
Ezekiel: Fine! Into the hole!
Referee: Well, this thing looks almost identical, but
rather than being horse-sized, it’s large enough to be Toku: Trust me! I’ll even leap it first.
barely able to squeeze into the staircase. Its jaws look Referee: You’re all leaping down now?
large enough to be able to swallow you whole and (The group all nod reluctantly)
its forelegs end in grasping claws spanning some
Referee: You plunge into the darkness of the shaft,
six feet. Needless to say, it’s squeezing down the
falling for a few seconds before splashing into what
staircase with you in its sights and it doesn’t seem
feels like ice cold water, deep enough for you to fall
friendly. (Fails a WIL Save for the copy of Toku, as the
into safely. The bearer’s torch is extinguished and
sight of this thing is enough to scare it) The copy of Toku
you’re barely able to get your bearings in the pitch-
sees this thing and immediately crawls back into the
black pit before you feel a tingling sensation over
wall, fading into the tiles.
your bodies. WIL Saves all round!
Ezekiel: I don’t really like the idea of being swal- (Groans fill the table)
lowed whole. What are our chances of running
through its legs?
Referee: It’s pretty tightly packed into the stair-
way. If you want to try, it would certainly require
a tough DEX Save.
Uthred: The smaller monster was afraid of fire,
wasn’t it? Perhaps we should send the torch bearer
over to try and keep it at bay.

27
A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES I NTO THE D UNGEON : R EVIVED

A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES


“Into the Dungeon: Revived” is intended as a I NJURIES
rules-light game. Keep this in mind when deciding
to use any of the rules presented in this appendix. On a failed Critical Damage Save, roll for an injury.
Effects of an injury could be fixed by Healing.
d20 Injury
1–4 Bruise. Nothing serious.
C HARACTERS
5–7 Scar. This will leave a mark.
E PIC C HARACTERS 8–9 Concussion. Disadv. on WIL Saves.
10–11 Cracked rib. Disadv. on DEX Saves.
If you want player characters to be more powerful,
12–13 Torn muscle. Disadv. on STR Saves.
roll 2d6 + 6 for Ability Scores, and d4 + 2 for HP.
14–15 Broken gear. Order: shield → armour →
M UNDANE C HARACTERS weapon. Fixing gear costs half its price.
If you want player characters to be ordinary peo- 16 Fractured skull. d6 WIL Loss.
ple, roll 2d8 + 1 for Ability Scores, and d6 for HP. 17 Broken ribs. d6 DEX Loss.
Take no Features but choose a Background as usual. 18 Internal bleeding. d6 STR Loss.
To advance such character to Novice, choose a 19 Broken limb. Roll for a limb. Second hit
Feature, reroll HP (or keep the old one), and roll d20 to the same limb will result in its loss.
for each Ability Score. If the roll is higher than the (d4) 1–2: left/right arm (cannot use it),
Ability Score, it increases by 1 (up to 18). 3–4: left/right leg (cannot run, jump, etc.)
20 Gravely injured. Next failed Critical
Damage Save will result in death.

C ONTEST
L IGHT
In an opposed contest when a simple Save would
not suffice, both sides roll a Save. If one of the sides Torches, lanterns, and campfires illuminate in a 30-ft
succeeds, it wins. If both sides succeed, the lower radius. Big bonfires might cast light twice as far.
roll wins. On a tie, the higher Ability Score wins. Candles and such illuminate only in a 10-ft radius
If weapons are involved, the attack might be sub- and thus are not commonly used by adventurers.
tracted from the Save or added to opponent’s one. Mist, smoke, and such reduce the radius in half.
Torch lasts for about an hour. When used as a
weapon, it deals d4 Fire Damage but might go out.
Lantern lasts for about four hours, can be dimmed
at any moment, and refilled with lamp oil.
H ARDCORE M ODE
To increase the difficulty, use the following rules: L IVING E XPENSES
D Mystics use the Random Spell Selection rule.
D When mystic fail their WIL Save from casting a Squalid (d4s/month) : Suffer d4 Ability Score Loss
spell at 0hp, they suffer a Magic Mishap. for each Ability Score, your reputation suffers.
D Characters that take Critical Damage need an Adequate (10×d4s/month) : Restore d4 Ability
ally to spend their action to treat the wound or Score Loss for each Ability Score.
will lose d6 STR on each subsequent turn. Luxury (d4g/month) : Heal any Ability Score Loss
D Use the Injuries rule. Broken limb roll results and non-magical ailments, your reputation rises.
in a lost limb instead. Gravely injured roll
If you own pets, add half as much for each one.
results in instant death.
Halve the expense if you live in your own house.

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I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES

L OAD C APACITY M ADNESS


Characters can lift a maximum amount of load equal If your game is heavily focused on a horror aspect,
to their STR squared (in pounds). Half of this load you might want to track characters’ sanity.
can be carried without any impediment in speed. Each time the character suffers an exposure to a
Twice as much can be dragged on the ground. source of supernatural dread, succeed on a WIL Save
STR Carry (1⁄2), lb Lift, lb Drag (×2), lb or gain a Madness Level.
1 1
⁄2 1 2 A good night’s sleep lowers Madness Level by 1.
2 2 4 8 When Madness Level exceeds character’s Experi-
3 41⁄2 9 18 ence Level, the character goes insane. Roll for imme-
4 8 16 32 diate and prolonged effect. Prolonged effects require
5 121⁄2 25 50 a Healing Service to get rid of.
6 18 36 72
d20 Immediate Effect
7 241⁄2 49 98
1–4 Shudder.
8 32 64 128
5–7 Scream loudly, making a lot of noise.
9 401⁄2 81 162
8–10 Flail around, attacking a random nearby
10 50 100 200
target on your next turn.
11 601⁄2 121 242
11–13 Panic and run away. 2-in-6 chance to
12 72 144 288
drop your weapon while doing so.
13 841⁄2 169 338
14–15 Frenzy. Spend your turns attacking a
14 98 196 392
random nearby target. After attacking an
15 1121⁄2 225 450
ally, succeed on a WIL Save to recover.
16 128 256 512
16–17 Blindness until Rest.
17 1441⁄2 289 578
18–19 Paralysis until any incoming Damage, or
18 162 324 648
someone takes an action to shake it off.
19 1801⁄2 361 722
20 Faint. Need to be tended to by an ally
20 200 400 800
and have a Rest to regain consciousness.
1 lb equals 100 gold guilders, 1000 silver shillings,
d20 Prolonged Effect
or 1000 copper pennies in weight.
1–4 Nightmares.
E NCUMBRANCE 5–7 Hallucinations. By Referee’s discretion.
Aside from speed penalty, a heavy load reduces HP 8–10 Muteness. Lose the ability to speak.
to 0. The same HP reduction happens when carrying 11–13 Phobia. Attacks against the cause of the
more than three bulky items. Items are considered phobia are Impaired.
bulky if they require both hands to carry or other- 14–15 Paranoia. Disadvantage on WIL Saves.
wise unwieldy, for example, two-handed weapons, 16–17 Dizziness. Disadvantage on DEX Saves.
armour, a Mystic’s Tome, a pot of black powder, etc. 18–19 Weakness. Disadvantage on STR Saves.
20 Stupor. Cannot take any actions.
Vestigial Effects
Some especially shocking experiences might leave a
permanent mark on the character’s psyche, usually
in a light form of some Prolonged Effect, obsession,
compulsive behaviour, etc.

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A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES I NTO THE D UNGEON : R EVIVED

M AGIC M ISHAPS d100 Mishap


87–88 You grow a tail.
When Mystics fail their WIL Save from casting a 89–90 You grow horns.
spell, they suffer a Mishap. Other dangerous interac- 91 You grow gills.
tions with magic (improper use of a magical device, 92 Your feet turn into hooves.
spellcasting inside an anti-magic zone, destruction 93 Your nails grow into sharp talons (bonus
of a magic item, etc.) might lead to a Mishap as well. d6 unarmed Damage die).
d100 Mishap 94 Your skin becomes very tough. Gain Ar-
1–4 You exude a strong smell for a day. (d4) mour 1 when not wearing any armour.
1: mint, 2: garlic, 3: vinegar, 4: sulphur. 95 One of your Ability Scores increases by
5–8 Your clothes’ colour changes randomly. one (up to 20). (d6) 1–2: STR, 3–4: DEX,
9–12 Your clothes grow one size. Gain Disad- 5–6: WIL.
vantage on DEX Saves until amended. 96 One of your Ability Scores decreases by
13–16 Your eye colour changes randomly. one (down to 3). (d6) 1–2: STR, 3–4: DEX,
17–20 Your eyes shed bright light for a day. 5–6: WIL.
21–24 Your hair colour changes to a random 97 You grow a random body part.
one (new hair grows normal). 98 You lose a random body part.
25–28 Your hair falls out. 99 Your clothes burst in flames. Take d6
29–32 Your hair grows to a yearly amount. damage now and d6 at the end of your
33–36 Your skin acquires a saturated shade of a next turn, unless extinguished.
random colour for d12 months. 100 You are petrified.
37–40 Your skin is covered in a random growth
d12 Colour d12 Colour
for d12 months. (d4) 1: fur, 2: scales,
1 snow white 7 lemon yellow
3: feathers, 4: spines.
2 ash grey 8 malachite green
41–43 You disappear for a minute.
3 jet black 9 sky blue
44–46 You are stunned until Rest.
4 crimson red 10 ultramarine blue
47–49 You fall unconscious until Rest.
5 chestnut brown 11 lavender violet
50–52 You are invisible for an hour or until you
6 pumpkin orange 12 orchid magenta
attack or cast a spell.
53–55 Your ears become pointed and hairy. d12 Body Part d12 Body Part
56–58 You are deafened until Rest. 1 tooth 7–9 toe
59–61 Your voice is very loud until Rest. 2–4 finger 10–11 foot
62–64 You are mute until Rest. 5–6 arm 12 eye
65–67 You see invisible things for an hour.
68–70 You are blinded until Rest. M ANUFACTURE OF M AGIC E QUIPMENT
71–72 You are obscured by a cloud of smoke.
73–74 Your HP drop to 0. Basic magic equipment can be created by a Mystic by
75–76 Your HP are restored. spending the required amount of funding and time.
77–78 You double in size for an hour. Gain Ad- Focus : 10s in consumables, 1 day, a suitable item.
vantage on STR Saves and increase your Scroll : 20s × Circle in consumables, 1 day × Circle.
weapon Damage dice by one (up to d12). Successful on X-in-6, X = 1 + Mystic Level – Circle,
79–80 You halve in size for an hour. Gain Dis- consumables are lost either way. (Designing a new
advantage on STR Saves and lower your spell, if the Referee allows it, costs and takes at least
weapon Damage dice by one (down to ×10 as much and requires some rare ingredients.)
d4).
81–82 Your main weapon shrinks to one- P ETS ’ E XPERIENCE
sixteenth its size for an hour.
83–84 Your tongue becomes forked. If you want to allow experience for pets, do it once,
85–86 Your canines grow long and sharp. when a pet survives three Adventures. Use the same
Ability Score and HP increase rules as characters do.

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I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES

R ATIONS S TRUCTURES AND S IEGES


While seafaring or travelling through inhospitable C ONSTRUCTION
land it might be important to know the amount and
Structure Wood Stone
weight of the rations required in your journey.
Bridge 1g 5g
Daily ration Cost Food Water Building, 1 floor, P=120 ft 1g 5g
Human 5p 2 lb 1
⁄2 gal (4 lb) Gatehouse, P=120 ft 10g 50g
Horse 1p 20 lb 5 gal (40 lb) Keep, small, P=160 ft 20g 100g
Elephant 1s 200 lb 50 gal (400 lb) Keep, big, P=240 ft — 300g
A day without enough water or a week without Tower, small, P=80 ft 5g 25g
enough food results in d4 STR Loss. Tower, big, P=120 ft 10g 50g
Wall, 100 ft 5g 25g
Dungeon, 10 ft cube 1g (earth), 5g (rock)
R ESOURCES
Moat, 100 ft 1g (earth), 5g (rock)
Amount Description Average Price Road, 1 mile 5g, ×2 on Rugged terrain
1 running out 1 ×1 (P — external perimeter of the building.)
2 low 2 × d6 Construction Crew (four dozen people lead by a
3 enough 4 × 2d6 master, paid 50s per week) build 5g of structure cost
4 plenty 7 × 3d6 weekly, 1g for stone construction. Up to 5 crews can
5 excess 13 × 4d6 work on a single structure simultaneously. Speed
Each time you spend a resource (or after combat and cost might be impacted by external factors.
for ammo), roll a d6. If you roll over the Amount, Siege Engines could be installed on gatehouses (1),
decrease it by one. On zero the resource is depleted. big towers (1), small keeps (2), and big keeps (4).
If you scavenge for the resource, roll a d6. If you
roll over the Amount, increase it by 1 (up to 5). S IEGE E NGINES
When buying resources to increase the Amount by Require a crew of three and a whole turn to reload.
1 (up to 5), pay its price multiplied by your current A reduced crew will reload in two or three turns.
Amount × d6. Engine Cost Damage Ammo
Ballista 1g d12 10s bolt
S ELLING Catapult 1g
d10 5s ball
d10 Blast 20s bomb
A chance to find a buyer for a pricey object is X-in-6 Cannon 2g d12 Blast 25s shot
based on a settlement and item’s cost. You can repeat
The weight of a siege engine is about 1 ton and it
the search in the same settlement after d6 months.
requires a draft animal to transport overland.
gold: 1+ 10+ 100+ 1k+ 10k+ 100k+
Village 2 1 — — — —
Town 4 3 2 1 — — S TRUCTURAL D AMAGE
City 6 5 4 3 2 1 Armour range represents thickness of the material.
After finding a buyer, make a WIL Save. On a Large and bigger objects usually ignore damage
failed save, you sell for a ⁄4 price. If you roll un-
1 from anything but siege engines and such.
der your WIL Score by 10 or more, you sell for a full Size HP Example Material Armour
price, otherwise you sell for a ⁄2 price.
1 small 2–4 chest ice 2–4
Selling Magic Items will have a high possibility of
medium 4–8 wagon wood 4–6
barter, while search roll and WIL Save are rolled large 6–12 wall stone 6–8
at Disadvantage. Price for scrolls is d10s × Circle, huge 8–16 ship metal 8–10
consumables: d10×10s × Circle, wands and rods: For example, a small wooden ship will have 8hp
d10g × Circle, other items — on a case-by-case basis. and Armour 5 (wood of medium thickness).

31
A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES I NTO THE D UNGEON : R EVIVED

T RAVEL Going Astray is a possibility when traversing unfa-


miliar or heavily obscured terrain, in a dense fog or
Travel for 8 hours/day before resting for the night. heavy rain, etc. If you have some additional advan-
Grid of 5-mile tiles simplifies distance calculations. tage in navigation, roll a d6; otherwise, roll a d4:
Terrain Example Miles Grid d6 Outcome
Clear grassland, road, trail 25 5 1 Lost! You wander off to an unknown place.
Rugged desert, forest, hills, 20 4 2 Going in circles. No travel progress today.
mud, snow, river ford, 3 Meandering. Halved travelled distance.
mountain pass 4–6 On course.
Difficult jungle, mountains, 15 3 Horizon is 3 miles away on a flat surface (for an
river, swamp Earth-sized planet), 12 miles at 100 ft height (ship’s
p
To speed up calculations, choose a dominant mast, tower), etc.: d i st ance ≈ 1.5 × el ev at i on .
terrain for each day of travel and apply it to the
whole day.
Rest for a day for every 6 days travelled. Not rest-
ing, or marching more than 8 hours per day results
in d4 STR Loss (if mounted — for your mounts).
Speed Modifier Miles Grid
Concurrent activities (exploring, –10 –2
sneaking, foraging, etc.) WATERBORNE T RAVEL
Large groups –5 –1 Travel for 12 hours/day. With a double crew, you
Harsh weather –5 –1 can switch shifts to continue travelling at night.
Extreme weather –10 –2
Vehicle Miles Grid Crew Cargo Cost
Mounts (except mules, donkeys, etc.):
Raft (100 ft2 ) 10 2 1 1
⁄4 t —
D Clear terrain +5 +1
Rowboat 15 3 1 1t 50s
D Camels in a desert +5 +1
Sailboat 60 12 1 5t 15g
D Difficult terrain
–5 –1 Keelboat 30 6 10 20 t 25g
(except for elephants in a jungle)
Vehicles: Longship 90 18 50 10 t 100g
D Clear terrain except roads –5 –1 Sailing ship 90 18 10 100 t 150g
D Rugged terrain –10 –2 Galley 90 18 100 150 t 200g
D Difficult terrain impassable Keelboats, longships and galleys have both sails
Multipliers (applied last rounding up) and oars but cannot go against the wind under sail.
Encumbrance over 50 lb on foot ×1⁄2 Covered Distance depends on weather and other
or vehicle overload conditions. Going upstream reduces covered dis-
Forced march ×2 tance by 10 miles/day, and going downstream in-
creases it by the same amount. Makeshift rafts move
Mount Cargo Riders Cost downstream only, with a speed of the stream.
Mule, Donkey ⁄5 t (400 lb)
1
1 20s
Fare might vary from 1p per person to cross a river
Horse, Camel 1
⁄4 t (500 lb) 2 1g
or lake to 1s per person for each 5 miles travelled in
Elephant 2 t (4000 lb) 8 5g
a long-distance voyage.
Vehicle Horses Cargo Passengers Cost Passengers occupy 1 t of cargo space or half as
Cart 1 1
⁄2 t 4 30s much for short-distance travel.
Carriage 2 1t 8 60s Rations of food and water for one person take up
Wagon 4 2t 16 1g ⁄10 t (200 lb) of cargo space per month of travel.
1

Passengers occupy 1⁄8 t of cargo space. Cargo and Siege Engines could be mounted on keelboats (1),
Riders/Passengers values are mutually exclusive. sailing ships (2), and galleys (3).

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I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES

W EATHER A ERIAL T RAVEL


Keep in mind that different climates might require Flying creatures travel for 8 hours/day before rest-
adjusting the tables. For example, you might want ing for the night. Flying magic items have energy to
to use the Sky table with a d8 or d12 roll for dry cli- function for the same daily amount of time.
mates or d12 + 8 for rainy ones. Mount Example Miles Grid Riders
Small pixie 40 8 —
d6 Temperature Medium harpy 40 8 1
1 colder than usual Large griffon 80 16 2
2–5 normal Large, fast pegasus 120 24 2
6 warmer than usual Huge dragon 80 16 8
Magic broom 80 16 2
d20 Sky d20 Sky device
1–4 clear 13–14 drizzle or fog Magic carpet 40 8 8
5–8 cloudy 15–18 rain or snow vehicle
9–12 overcast 19–20 storm or snowstorm Full speed is only possible with 1⁄2 of riders or less.
Otherwise, the speed is halved.
d8 Wind Direction Aerial Vehicles travel for 12 hours/day. Double
1–3 adverse crew allows to continue travelling at night.
4–5 side Vehicle Miles Grid Crew Cargo Cost
6–8 favourable Balloon 40 8 1 1t 25g
When following prevailing wind’s direction, roll 2d8 Airship 40 8 10 10 t 200g
and take the higher result; when going against it —
Balloons and airships are affected by winds in the
take the lower one.
same manner as sailing ships.
Wind Force might affect your sailing speed. Balloons always follow the wind direction. Each
3 hours of travel you may change altitude to catch a
Wind Sailing Multiplier
preferable wind (roll for a new wind direction).
d20 Force Adverse or Side Favourable
1–2 calm ×0 ×0
3–6 breeze ×1⁄3 ×1⁄2
7–14 average ×1⁄2 ×1
15–18 strong ×2⁄3 ×11⁄2
19–20 gale ×0 ×2

Ships exposed to gale in open sea roll for a gale U NITS OF M EASURE
damage each 6 hours. Distance
d8 Gale Damage D 1 mile is 1760 yards or 5280 feet
1 Wrecked. Ship, cargo, and 1⁄2 crew is lost. D 1 yard is 3 feet or 36 inches
2 Broken mast. No sailing speed. D 1 foot is 12 inches
3 Broken half of oars. 1⁄2 rowing speed. Volume
4 Torn sail. 1⁄2 sailing speed. D 1 gallon is 4 quarts or 8 pints
5–6 Overboard. Lost d6 crew members. D 1 quart is 2 pints or 32 ounces
7–8 All is fine. D 1 pint is 16 ounces
Weight
D 1 ton is 2000 pounds
Harsh weather might impede vision, ranged com- D 1 pound is 16 ounces
bat and prohibit Resting before a shelter is found. D 1 pound is 100 gold guilders
Extreme weather (blizzard, hail, etc.) might even D 1 pound is 1000 silver shillings
inflict continuous Damage (usually d4/hour). D 1 pound is 1000 copper pennies

33
A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES I NTO THE D UNGEON : R EVIVED

R ANDOM TABLES AND I NSPIRATION B ACKGROUND


Choose or roll for a background and on any addi-
R ANDOM C HARACTERS tional random table required.
A BILITIES d8 Background d8 Background
d20 STR DEX WIL Money 1 Artisan 5 Noble
1 16 12 10 8s 2 Criminal 6 Sailor
2 10 12 16 8s 3 Hunter 7 Scholar
3 12 10 15 8s 4 Minstrel 8 Soldier
4 15 12 10 8s Criminal
5 10 14 12 8s d6 Criminal Tool d6 Criminal Tool
6 12 10 14 8s 1 blackjack (sap) 4 loaded dice
7 14 10 12 7s 2 crowbar 5 lockpicks
8 12 15 10 6s 3 grappling hook 6 marked cards
9 10 11 13 8s
10 14 12 9 7s Labourer
d6 Labour Weapon and a pair of Tools
11 11 14 10 7s
1 farming pitchfork, sickle and sieve
12 8 16 13 5s
2 gardening scythe, hatchet and shovel
13 11 13 9 8s
3 herding quarterstaff, scissors and whip
14 9 11 14 7s
4 logging splitting maul, saw and wedge
15 13 11 9 7s
5 masonry sledgehammer,
16 11 9 13 7s
bucket and trowel
17 13 9 11 6s
6 mining mattock, drill and mallet
18 9 13 11 6s
19 13 9 11 5s Minstrel
20 9 11 13 5s d10 Musical Instrument
1 bagpipe, bladder pipe
F EATURES
2 drum, tambourine
Choose or roll for a Feature, roll for HP accordingly.
3 flute, ocarina
d3,d5 Feature d3,d5 Feature 4 jaw harp
1,1 Assassin 2,4 Mystic 5 harp, lyre
1,2 Beastmaster 2,5 Sharpshooter 6 crumhorn, shawm
1,3 Berserker 3,1 Skilled 7 hurdy-gurdy
1,4 Brawler 3,2 Swashbuckler 8 lute, mandolin
1,5 Commander 3,3 Tactician 9 viol, fiddle, rebec
2,1 Duellist 3,4 Thaumaturge 10 zither, dulcimer
2,2 Healer 3,5 Warrior
2,3 Ironclad Scholar
d12 Study
Skilled rolls for a pair of expertises. 1 History (archaeology)
d8 Expertise d8 Expertise 2 History (culture and religion)
1 animal handling 5 drinking 3 History (geography and politics)
2 athletics 6 quickness 4 Life Science (herbalism)
3 burgling 7 stealth 5 Life Science (medicine)
4 cheating 8 negotiation 6 Life Science (zoology)
7 Philology (dead languages)
Mystic rolls for random Cantrips (d20) and 1st Cir-
8 Philology (folklore and literature)
cle Spells (Random 36 Spells table from Chapter 4:
9 Philology (foreign languages)
Magic, page 12). Choose one of these spells as a Sig-
10 Physical Science (astronomy and physics)
nature Spell or roll a d6 for a random one.
11 Physical Science (chemistry)
Thaumaturge rolls for a random Gift. 12 Physical Science (geoscience)

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I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES

Soldier Simple Melee Weapons


d6 Rank Weapon d4 Weapon d4 Weapon
1 archer longbow 1 pitchfork 3 sledgehammer
2 cavalry lance 2 quarterstaff 4 splitting maul
3 musketeer musket
4 officer pistol Martial Melee Weapons
5 pikeman pike d8 Weapon d8 Weapon
6 swordsman claymore 1 axe 5 mace
2 dagger 6 spear
E QUIPMENT 3 halberd 7 sword
Exchange your money for rolls on random equip- 4 lance 8 war hammer
ment tables. Reroll duplicates. Mystics replace light
armour with martial melee weapon. Simple Ranged Weapons
Money Equipment d6 Weapon d6 Weapon
5s simple M, 2×gear, tool, 2s 1 boomerang 4 sling
6s simple M, simple R, 2×gear, tool, 2s 2 darts 5 throwing daggers
7s simple M, shield, 1s 3 hunting bow 6 throwing stars
8s simple M, simple R, pet, 1s
10s simple M, shield, 2×gear, tool, 2s Martial Ranged Weapons
12s simple M, military R, 1s d4 Weapon d4 Weapon
14s simple M, light armour, 2×gear, tool, 1s 1 crossbow 3 musket
16s simple R, light armour, pet 2 longbow 4 pistol
Additionally you have simple clothes, a backpack,
basic camping equipment, torches, and a few days’ Adventuring Gear
rations. d12 Gear d12 Gear
1 10-ft rope 7 dice or cards
2 bottle 8 flint and steel
3 caltrops 9 parchment
4 candle 10 sack
5 chain 11 spike
6 chalk 12 tent

Tools
d20 Tool d20 Tool
1 animal trap 11 hatchet
2 collapsible pole 12 lockpicks
3 chisel and mallet 13 padlock
4 clamp 14 pickaxe
5 crowbar 15 pliers
6 drill 16 saw
7 file or rasp 17 scissors
8 fishing pole 18 shovel
9 grappling hook 19 wrench
10 hammer 20 writing set

Pet
d4 Pet d4 Pet
1 cat 3 owl
2 mutt 4 parrot

35
A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES I NTO THE D UNGEON : R EVIVED

R ANDOM M AGIC I TEMS


Roll for a random magic item and its appearance. Jewellery
Think of its properties based on what it looks like. d20 Jewellery d20 Jewellery
Type 1 anklet 11 gorget
d100 Type d100 Type 2 belt buckle 12 hairpin
1–10 container 71–73 music. instrument 3 bracelet 13 headband
11–30 consumable 74–80 light armour 4 brooch 14 locket
31–40 garment 81–83 full armour 5 chain 15 mask
41–50 jewellery 84–90 shield 6 cloak pin 16 medallion
51–70 misc. 91–100 weapon 7 crown or coronet 17 necklace
8 diadem or tiara 18 pectoral
9 earring 19 pendant
10 eyepatch 20 ring

Miscellaneous
d100 Item d100 Item
Container 1–2 amulet or 51–52 monocle or lens
d12 Container d12 Container
talisman
1 backpack or haversack 7 jug
3–4 book 53–54 needle
2 bottle 8 pouch
5–6 bowl or 55–56 orb or crystal
3 box or casket 9 quiver
bucket
4 decanter 10 sack or bag
7–8 brazier 57–58 pickaxe
5 drinking horn 11 vial
9–10 broom 59–60 pipe
6 flask or canteen 12 waterskin
11–12 brush 61–62 plate or tray
13–14 candelabrum 63–64 prosthesis
Consumable 15–16 cards or dice 65–66 quill
d10 Consumable d10 Consumable 17–18 carpet 67–68 rod or sceptre
1 bean or seed 6 herb 19–20 censer 69–70 rope
2 candle or torch 7 ink 21–22 coin 71–72 saddle
3 chalk 8 oil 23–24 comb 73–74 sand timer
4 dust 9 ointment 25–26 corkscrew 75–76 scissors
5 food (fruit, pastry, etc.) 10 potion 27–28 cup, chalice, 77–78 shovel
or goblet
Garment 29–30 fan 79–80 sickle
d20 Garment d20 Garment 31–32 figurine or 81–82 skull
1 belt 11 jerkin idol
2 boots 12 mantle 33–34 gem or pearl 83–84 spectacles
3 cloak 13 robe 35–36 hammer 85–86 spike
4 coat 14 sandals 37–38 handkerchief 87–88 spyglass
5 doublet 15 shirt 39–40 hook 89–90 staff
6 dress 16 shoes 41–42 horseshoe 91–92 tablecloth
7 gloves 17 skirt 43–44 lantern 93–94 tablet
8 hat 18 trousers 45–46 lockpick 95–96 umbrella
9 hood 19 tunic 47–48 manacles 97–98 wand
10 hose 20 vestments 49–50 mirror 99–100 whistle

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I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES

Musical Instrument R ANDOM A PPEARANCE


d20 Instrument d20 Instrument Attribute
1 bagpipe 11 jaw harp d20 Attribute d20 Attribute
2 bell 12 lute 1 ancient 11 menacing
3 bladder pipe 13 lyre 2 bejewelled 12 ornate
4 crumhorn 14 mandolin 3 colourful 13 otherworldly
5 drum 15 ocarina 4 crude 14 patterned
6 dulcimer 16 rebec 5 dingy 15 peculiar
7 fiddle 17 shawm 6 exotic 16 refined
8 flute 18 tambourine 7 grotesque 17 rugged
9 harp 19 viol 8 heavy 18 shiny
10 hurdy-gurdy 20 zither 9 intricate 19 sleek
10 light or thin 20 sophisticated

Light Armour and Accessoires


Fabric (when appropriate)
d6 Armour d6 Armour d8 Fabric d8 Fabric
1 bracers 4 greaves 1 cotton 5 leather
2 gambeson 5 helmet 2 felt 6 linen
3 gloves 6 leather armour 3 fur 7 silk
4 hair 8 wool

Full Armour and Accessoires


d10 Armour d10 Armour Material (when appropriate)
1 bracers 6 mail armour d20 Material d20 Material
2 cuirass 7 plate armour 1 amber 11 iron
3 gauntlets 8 sabatons 2 bone or chitin 12 ivory or horn
4 greaves 9 scale armour 3 brass 13 jade
5 helmet 10 segmented armour 4 bronze 14 jet
5 ceramic 15 obsidian
6 copper 16 pewter
7 coral 17 silver
Shield
d6 Shield d6 Shield 8 crystal 18 steel
1 buckler 4 pavise 9 glass 19 stone
2 heater shield 5 round shield 10 gold 20 wood
3 kite shield 6 square shield
Peculiarity (1-in-6 chance to be present)
d12 Peculiarity
Weapon and Ammunition 1 changes colour when no one is looking
d20 Weapon d20 Weapon 2 cold to the touch
1 arrow 11 lance 3 emits barely audible buzzing
2 axe 12 longbow 4 faintly glows in the dark
3 bolt 13 pistol 5 heavier than it looks
4 boomerang 14 mace 6 lighter than it looks
5 bullet 15 musket 7 oily or slimy to the touch
6 crossbow 16 sling 8 semi-transparent
7 dagger 17 spear 9 smells weirdly but not unpleasantly
8 dart 18 sword 10 sometimes appears to be slightly moving
9 halberd 19 throwing star 11 vibrates just a little bit from time to time
10 hunting bow 20 war hammer 12 warm to the touch

37
A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES I NTO THE D UNGEON : R EVIVED

R ANDOM M ONSTERS
d12 Nature d12 Nature d20 Locomotion d20 Locomotion
1 artificial 7 magical 1 aquatic 11 jumping
2 colonial 8 mutated 2 burrowing 12 rolling
3 divine 9 natural 3 climbing 13 running
4 eldritch 10 primitive 4 crawling 14 shambling
5 ethereal 11 relict 5 fast 15 slithering
6 fiendish 12 undead 6 floating 16 slow
7 flowing 17 soaring
8 flying 18 subterranean
d20 Appearance d20 Appearance 9 gliding 19 teleporting
1 bald 11 multicoloured 10 immobile 20 walking
2 barbed 12 muscular
3 bloated 13 rotting
4 camouflaged 14 rusty d20 Body d20 Body
5 diseased 15 shadowy 1 armless 11 one-armed
6 furry 16 shimmering 2 bodiless 12 one-legged
7 gaunt 17 slimy 3 four-armed 13 stone
8 graceful 18 spotted 4 four-legged 14 tailed
9 invisible 19 stinking 5 legless 15 tentacled
10 luminous 20 striped 6 limbless 16 two-armed
7 metal 17 two-headed
8 multi-armed 18 two-legged
d20 Trait d20 Trait 9 multi-legged 19 winged
1 acidic 11 multiplying 10 multi-limbed 20 wooden
2 acoustic 12 parasite
3 adhesive 13 poisonous
4 armed 14 psychic d12 Head d12 Head
5 armoured 15 shelled 1 blind 7 multi-eyed
6 electric 16 shooting 2 brainless 8 multi-headed
7 fire 17 spewing 3 deaf 9 mute
8 giant 18 swallowing 4 eyeless 10 one-eyed
9 hypnotic 19 tiny 5 headless 11 two-headed
10 ice 20 vampiric 6 horned 12 with trunk or tentacles

d20 Behaviour d20 Behaviour d20 Form d20 Form


1 ambushing 11 musical 1 amorphous 11 fungi
2 cunning 12 nocturnal 2 amphibian 12 hoofed
3 devouring 13 peaceful 3 animated 13 humanoid
4 elusive 14 raging 4 bat 14 insect, arachnid
5 friendly 15 scavenging 5 bird 15 mollusc, worm
6 gibbering 16 screaming 6 bear-like 16 plant
7 grappling 17 silent 7 cat-like 17 reptile, serpent
8 greedy 18 skittish 8 crustacean, 18 rodent, rabbit, hedge-
9 insane 19 swarming myriapod hog, mole, shrew, etc.
10 intelligent 20 whispering 9 dog-like 19 chimeric*
10 fish 20 shape-shifting*
* Roll two more times.

38
I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES

R ANDOM N ON -P LAYER C HARACTERS

Age and Wealth


d8 Age d6 Wealth
1–2 young 1–2 poor
3–6 middle-aged 3–5 average
7–8 old 6 wealthy

Occupation
3d6 Occupation 3d6 Occupation
3 scholar 11 craftsman
4 healer 12 servant
5 artist 13 merchant
6 entertainer 14 soldier, guard
7 criminal 15 sailor
8 vagabond, beggar 16 scribe, clerk
9 hunter, fisherman 17 priest
10 farmer, peasant 18 noble

Personality
d20 Personality d20 Personality
1 arrogant 11 humble
2 curious 12 inattentive
3 dimwitted 13 joyful
4 dishonest 14 melancholic
5 friendly 15 polite
6 generous 16 rude
7 greedy 17 smart
8 gullible 18 tranquil
9 honest 19 unfriendly
10 hot-tempered 20 wary

Roll twice for notable details, reroll unsuitable.


Notable Detail
3d8 Detail 3d8 Detail
3 hunchback 14 tall
4 one eye 15 overweight
5 scar 16 moustache
6 stutter 17 long hair
7 drunkard 18 sideburns
8 grey hair 19 red hair
9 bald 20 accent
10 short hair 21 birthmark
11 bushy beard 22 lazy eye
12 thin 23 prosthetic leg
13 short 24 prosthetic arm

39
A PPENDIX B: B ESTIARY I NTO THE D UNGEON : R EVIVED

A PPENDIX B: B ESTIARY
The Referee should use these examples as guid- Telekinesis Beam: up to an elephant-sized target is
ance and inspiration for creating their monsters. lifted, moved, or thrown. Living targets thrown this
way take d6 Damage, but thrown objects may cause
up to d12, depending on the size.
B RAIN L ORD
STR 14, DEX 14, WIL 20, 18hp, immunity to mind- Terror Beam: WIL Save or be terrified. If you do
altering spells. anything on your next turn other than freeze or flee,
you lose d6 WIL.
Its psychic ability allows it to levitate, project itself
to other realities, and telepathically issue any com- Disintegration Beam: d6 Damage ignoring
mand. If the target refuses to obey the command, Armour. Anyone taking Critical Damage is turned
they must succeed on a WIL Save or lose d8 WIL. to dust. Will completely destroy static objects up to
the size of an elephant.
Mind Blast: attacks the target’s mind with psychic
energy for d8 Damage. Critical Damage from this
attack affects WIL instead of STR and is avoided by G ELATINOUS C UBE
a WIL Save. STR 14, DEX 3, WIL 3, 16hp, Armour 2.
Critical Damage in melee: a target has its brain ex- Appears as hazy, wet air until the observer is dan-
tracted and eaten. The Brain Lord absorbs its recent gerously close to the Cube. A chemical smell may
memories. betray its nature from further away. The Cube is at-
tracted to noise and heat.
Does not perform normal attacks. Anyone that
the Cube moves over is engulfed unless they pass a
DEX Save to jump aside, assuming there is room to.
Those engulfed lose d8 DEX each turn and d6 STR
every hour as they are digested. They cannot free
themselves but must be pulled from the Cube by
other means. When the Cube takes Critical Damage,
it collapses into a puddle of sticky ooze.

G HOUL
F ILTH E ATER STR 13, DEX 15, WIL 6, 5hp, 2d6 Claws, d8 Bite,
STR 16, DEX 6, WIL 5, 16hp, Armour 1, d6 Bite. immunity to mind-altering spells.
Big, stupid beasts that eat nearly anything they Monstrous denizens of forlorn cemeteries feed on
find. Much prefer dead food to alive. Can bark out a human flesh, be it dead or alive.
very limited vocabulary of common tongue but have Ghoul Touch: if the claws reduce STR score,
little comprehension. a target is Stunned until passing a STR Save at the
Critical Damage: a target contracts filth fever un- end of their turn, exuding stench that makes those
less they pass a STR Save. If they fail, then for the nearby sickened.
next day they are violently ill and do not benefit
from resting. G NOLL
STR 12, DEX 12, WIL 7, 9hp, Armour 2 (light armour
G AZER
and shield), axe (d6/d8), 3d6s in stolen coins and
trinkets.
STR 16, DEX 16, WIL 17, 20hp, Armour 1.
Their stink is highly recognisable and spreads
Actively seeks to destroy any other lifeforms.
throughout their surroundings. 1-in-6 chance of be-
Magic does not work within the Gazer’s sight. May
ing non-hostile. Can be bargained with but are only
fire two of the following beams at different targets
really interested in meat, preferably alive.
each turn.

40
I NTO THE D UNGEON : R EVIVED A PPENDIX B: B ESTIARY

G OBLIN L ANDSHARK
STR 8, DEX 14, WIL 8, 4hp, spear (d6), bow (d4). STR 17, DEX 8, WIL 8, 18hp, Armour 3, d8 Bite.
Mischievous creatures that can easily be bribed Carves through earth as if it were water, using this
with items that they consider pretty. Some of them to lay in ambush for prey. If it fears for its life, a
can cast Cantrips. Landshark may cause a cave-in. Falling rocks will
cause d6 Damage but anyone that stays long enough
to be buried takes d10 Damage. The Landshark will
H ELLHOUND have burrowed away before this point.
DEX 12, 5hp, Armour 1, d6 Bite, immunity to Fire.
Black fiery demonic dogs that hunt in packs.
M ANTICORE
Fire Breath: d4 Fire Damage in a small cone.
STR 17, DEX 15, 8hp, Armour 1, 2d6 Claws, d8 Bite.
A horrible abomination with a body of a lion, a
H OOK H ORROR toothy human-like head, and a tail full of spikes.
STR 15, DEX 8, WIL 6, 7hp, Armour 3, 2d8 Hooks. Tail Spikes: venomous spikes could be shoot quite
A ten-foot tall Horror stalks tunnels and caves, us- far, dealing d6 Damage. If the spike reduces STR
ing its audible clicking as a form of echolocation. Its score, a target suffers d4 DEX Loss as well.
vision is very poor, and it is easily disoriented by
loud noises.
M UMMY
Anything dog-sized or smaller is potential food to
STR 16, DEX 8, 9hp, Armour 1, d8 Fist, immune to
be swallowed whole when dealt Critical Damage,
non-magical attacks, Fire attacks are Enhanced.
causing d6 STR Loss each round after swallowing.
It will treat anything larger than this as a threat to its All who are surprised by a Mummy must succeed
territory and fight fiercely but will avoid anything on a WIL Save or be stunned on the next turn.
larger than itself. Critical Damage: infects a target with mummy rot.
The target loses d4 STR and maximum HP right
away and each following day until cured by remov-
H OOTBEAR ing the curse or a week of conventional healing.
STR 15, DEX 6, WIL 5, 10hp, Armour 1, 2d8 Claws.
Constantly gives out subsonic hooting, used to
sense its surroundings. Thus you can never sneak O GRE
up on one unless its hearing is somehow impaired. STR 18, DEX 8, WIL 7, 6hp, Armour 1, club (d8).
It can give out a single, boneshaking hoot that Big and ill-tempered man-eating brutes.
causes d6 Damage to everyone nearby. Anyone re-
duced to 0hp by this hoot is not at risk of a Critical
O RC
Damage but must pass a STR Save or be stunned.
STR 11, DEX 9, WIL 8, 5hp, Armour 2 (piecemeal
armour and a shield), martial weapon (d6/d8).
I MP Amoral minions that are rarely seen outside of the
STR 6, DEX 16, WIL 14, 3hp, d6 Venomous Bite, service of some foul leader and vary hugely in ap-
all attacks (except magical weapons) are Impaired. pearance from one master to another.
A small winged demon-trickster. Can use its ac-
tion to cast Detect Magic and Invisibility at will, and P HASE PANTHER
Suggestion once per Rest.
STR 16, DEX 18, WIL 6, 13hp, 2d8 Clawed Tentacles.
Venomous Bite: if the bite reduces STR score, The beast’s displaced image grants it Advantage
a target suffers 1 DEX Loss as well. on Critical Damage Saves. Will attack any other liv-
Shape-shift: changes appearance to a small beast. ing things for fun without provocation.

41
A PPENDIX B: B ESTIARY I NTO THE D UNGEON : R EVIVED

RUST M ONSTER
DEX 12, WIL 5, 6hp, d6 Bite.
Does not normally attack. Able to turn metal into
rust-like dust, which it then consumes. If a melee
opponent is carrying a metal weapon, shield, or ar-
mour, the Rust Monster will turn one of these to rust
as an action, unless they pass a DEX Save.

S KELETON
DEX 13, WIL 12, 5hp, Armour 2 (only against pierc-
ing attacks such as arrows and spears), blunt sword
(d6).
When a skeleton would be killed by physical at-
tacks, it is smashed into at least two separate pieces.
Unless they are kept apart, these will reform on the
skeleton’s next turn, remaining at 0hp. Each half
will continue to fight, but the half without a sword
causes only d4 Damage.

P URPLE W ORM
STR 20, DEX 3, WIL 5, 30hp, Armour 3, d10 Sting.
Critical Damage: a target is stung, losing 3d6 STR.
Could try to swallow a medium or smaller crea-
ture. The target must pass a DEX Save or be swal-
lowed whole, losing d10 DEX each turn and d8 STR
every hour as they are digested. When rolling
against Critical Damage, the Worm must succeed on
an additional STR Save or regurgitate all swallowed
creatures.

R ED D RAGON
STR 20, WIL 12, 25hp, Armour 3, 2d10 Claws, Ad-
vantage on Saves from magic.
Can speak but generally chooses not to unless
properly motivated.
Fire Breath: d6 Fire Damage to everyone within
the blast. Also causes d6 Fire Damage at the end
of their next turn until a DEX Save is passed or any S NAKE D EMON
other way to put out the flames is found. STR 17, DEX 17, WIL 16, 18hp, Armour 1, six swords
Red Dragons instinctively hoard treasure, partic- (6d6, can target multiple melee opponents).
ularly gold items. A dragon’s hoard will be worth Snake Demons are charged with overseeing
5d20g. If properly harvested, dead dragon’s parts hellish operations and leading lesser minions. They
will be worth 100g to specialist buyers. love single combat and will never turn down a duel.
They can cast the following spells as an action.

42
I NTO THE D UNGEON : R EVIVED A PPENDIX B: B ESTIARY

Soaring Flight: the caster can fly quite swiftly until M UNDANE B EASTS
they touch the ground or take damage.
Soul Barrier: ghostly visions of tortured souls form B EAR
a barrier, screaming and lashing out. Anyone pass- STR 15, WIL 7, 6hp, Armour 1, 2d6 Claws, d8 Bite.
ing through this barrier takes d8 Damage and loses
d6 WIL if they take Critical Damage.
C ROCODILE
STR 15, WIL 5, 3hp, Armour 1, d8 Bite.
S TINKFROG
DEX 13, WIL 7, 6hp, Armour 1, spear (d8). D EER
Attacks unprovoked and generally tries to lay an DEX 16, WIL 5, 2hp, d6 Hooves.
ambush for their targets. Amphibious and able to
hop several times their own height. Natural animals E LEPHANT
show a strong animosity towards Stinkfrogs and will STR 20, WIL 8, 12hp, Armour 1, d10 Tusks.
attack them in an attempt to drive them away.
Charge: a target must pass a DEX Save or take
Tusks Damage and be knocked prone.
T ROLL Trample: a prone target takes d12 Damage.
STR 18, DEX 13, WIL 7, 9hp, 3d8 Claws and Bite (can
target multiple melee opponents). E LK
Giant fearless humanoids with a taste for flesh. STR 16, WIL 5, 6hp, d8 Horns.
Mutations: due to their unnatural regeneration,
some Trolls grow extra limbs, heads or develop even L ION
weirder deformities. STR 17, DEX 15, 6hp, Armour 1, 2d6 Claws, d8 Bite.
Regeneration: restores d6hp, d6 STR Loss and re- Pounce: pass a DEX Save or be knocked prone and
covers from Critical Damage at the start of each turn. take Claws and Bite attacks combined.
The regeneration does not work if the Troll has taken
Acid or Fire damage on the previous turn.
S NAKE , C ONSTRICTOR
STR 16, WIL 3, 5hp, d4 Bite.
Y ETI Constrict: pass a DEX Save or be grappled, immo-
STR 18, DEX 14, 6hp, Armour 1, 2d6 Claws. bilized, and take d8 Damage now and on each sub-
Giant abominable apes that usually dwell in far sequent turn until a successful STR or DEX Save.
mountain forests and prefer to hunt from ambush.
Grapple: pass a DEX Save or be grappled, immo- S NAKE , V ENOMOUS
bilized, and take d8 Damage now and on each sub- DEX 16, WIL 3, 3hp, d6 Venomous Bite.
sequent turn until a successful STR or DEX Save. Venomous Bite: if the bite reduces STR score, a tar-
Frightening Gaze: when Yeti presents itself and get suffers d4 DEX Loss as well.
gazes upon its opponents, everyone must succeed
on a WIL Save or be stunned on the next turn. W ILD B OAR
STR 13, DEX 11, WIL 5, 4hp, d6 Tusks.
Z OMBIE Charge: pass a DEX Save or take d8 Damage.
STR 14, DEX 6, 3hp, d6 Fist, slow, once per rest
ignores first instance of taken Critical Damage. W OLF
A walking corpse animated by magic. STR 12, DEX 15, WIL 6, 3hp, d6 Bite.

43
S PELL L IST I NTO THE D UNGEON : R EVIVED

S PELL L IST
A Contagion (4) . . . . . . . . . . . . . . . . . . 16 Floating Disk (1) . . . . . . . . . . . . . . . 13
Absorb Element (3) . . . . . . . . . . . . 15 Continual Flame (2) . . . . . . . . . . . 14 Fly (3) . . . . . . . . . . . . . . . . . . . . . . . . . 15
Acid Arrow (2) . . . . . . . . . . . . . . . . 14 Control Water (5) . . . . . . . . . . . . . . 17 Fog Cloud (2) . . . . . . . . . . . . . . . . . 14
Acid Splash (C) . . . . . . . . . . . . . . . . 12 Courage (1) . . . . . . . . . . . . . . . . . . . 13
Alarm (1) . . . . . . . . . . . . . . . . . . . . . . 13 Create Water (4) . . . . . . . . . . . . . . . 16 G
Alter Fate (5) . . . . . . . . . . . . . . . . . . 17 Crushing Despair (4) . . . . . . . . . . 16 Gaseous Form (3) . . . . . . . . . . . . . . 15
Alter Self (2) . . . . . . . . . . . . . . . . . . . 14 Ghost Sound (C). . . . . . . . . . . . . . . 12
Animate Dead (4) . . . . . . . . . . . . . 16 D Ghoul Touch (2) . . . . . . . . . . . . . . . 14
Animate Rope (1) . . . . . . . . . . . . . . 13 Darkness (2) . . . . . . . . . . . . . . . . . . . 14 Glitterdust (2) . . . . . . . . . . . . . . . . . 14
Arcane Eye (4) . . . . . . . . . . . . . . . . . 16 Darkvision (2) . . . . . . . . . . . . . . . . . 14 Globe of Invulnerability (4) . . . . 16
Arcane Lock (2) . . . . . . . . . . . . . . . 14 Daylight (3) . . . . . . . . . . . . . . . . . . . 15 Glue (1) . . . . . . . . . . . . . . . . . . . . . . . 13
Arcane Mark (C) . . . . . . . . . . . . . . 12 Daze (C) . . . . . . . . . . . . . . . . . . . . . . 12 Grease (1) . . . . . . . . . . . . . . . . . . . . . 13
Arcane Sight (2) . . . . . . . . . . . . . . . 14 Deafness (2) . . . . . . . . . . . . . . . . . . . 14 Guided Strike (C) . . . . . . . . . . . . . . 12
Deep Slumber (3) . . . . . . . . . . . . . . 15 Gust of Wind (1) . . . . . . . . . . . . . . . 13
B Detect Dead (1) . . . . . . . . . . . . . . . . 13
Baleful Polymorph (5) . . . . . . . . . 17 Detect Magic (C) . . . . . . . . . . . . . . 12 H
Banish (5) . . . . . . . . . . . . . . . . . . . . . 17 Detect Poison (C) . . . . . . . . . . . . . . 12 Halt Undead (3) . . . . . . . . . . . . . . . 15
Bear’s Endurance (2) . . . . . . . . . . 14 Detect Scrying (4) . . . . . . . . . . . . . 16 Haste/Slow (3) . . . . . . . . . . . . . . . . 15
Bestow Curse (4) . . . . . . . . . . . . . . 16 Detect Secret Doors (1) . . . . . . . . 13 Heat Metal (2) . . . . . . . . . . . . . . . . . 14
Black Tentacles (3) . . . . . . . . . . . . . 15 Detect Thoughts (2) . . . . . . . . . . . 14 Hermit’s Company (5) . . . . . . . . . 17
Blight (5) . . . . . . . . . . . . . . . . . . . . . . 17 Dimension Door (4) . . . . . . . . . . . 16 Heroism (2) . . . . . . . . . . . . . . . . . . . 14
Blindness (2) . . . . . . . . . . . . . . . . . . 14 Dimensional Anchor (4) . . . . . . . 16 Hex (2) . . . . . . . . . . . . . . . . . . . . . . . . 14
Blink (3) . . . . . . . . . . . . . . . . . . . . . . . 15 Disguise Self (1) . . . . . . . . . . . . . . . 13 Hide (C) . . . . . . . . . . . . . . . . . . . . . . . 12
Bloody Gossamer (5) . . . . . . . . . . 17 Disintegrate (5) . . . . . . . . . . . . . . . . 17 Hideous Laughter (1) . . . . . . . . . . 13
Blur (2) . . . . . . . . . . . . . . . . . . . . . . . . 14 Displacement (3) . . . . . . . . . . . . . . 15 Hold Person (3) . . . . . . . . . . . . . . . 15
Break Enchantment (5) . . . . . . . . 17 Disrupt Undead (C) . . . . . . . . . . . 12 Hold Portal (1) . . . . . . . . . . . . . . . . 13
Bull’s Strength (2) . . . . . . . . . . . . . 14 Dominate Person (5) . . . . . . . . . . . 17 Hypnotism (1) . . . . . . . . . . . . . . . . . 13
Burning Hands (1) . . . . . . . . . . . . . 13 Douse . . . . . . . . . . . see Light/Douse
I
Dream (3) . . . . . . . . . . . . . . . . . . . . . 15
C Identify (1) . . . . . . . . . . . . . . . . . . . . 13
Camouflage (1) . . . . . . . . . . . . . . . . 13 Illusory Script (3) . . . . . . . . . . . . . . 15
E
Cat’s Grace (2) . . . . . . . . . . . . . . . . . 14 Illusory Terrain (4) . . . . . . . . . . . . 16
Endure Elements (1) . . . . . . . . . . . 13
Cause Fear (1) . . . . . . . . . . . . . . . . . 13 Incinerate (5) . . . . . . . . . . . . . . . . . . 17
Enlarge/Reduce (1) . . . . . . . . . . . . 13
Cause Panic (4) . . . . . . . . . . . . . . . . 16 Interposing Hand (5) . . . . . . . . . . 17
Erase (1) . . . . . . . . . . . . . . . . . . . . . . . 13
Chain Lightning (4). . . . . . . . . . . .16 Invisibility (2) . . . . . . . . . . . . . . . . . 14
Expeditious Retreat (1) . . . . . . . . 13
Charm Creature (4) . . . . . . . . . . . . 16 Invisibility Sphere (3) . . . . . . . . . . 15
Explosive Runes (3) . . . . . . . . . . . 15
Charm Person (1) . . . . . . . . . . . . . . 13
J
Chill Touch (1) . . . . . . . . . . . . . . . . 13 F
Jinx (C) . . . . . . . . . . . . . . . . . . . . . . . . 12
Clairaudience/Clairvoyance (3) False Life (2). . . . . . . . . . . . . . . . . . .14
Jump (1) . . . . . . . . . . . . . . . . . . . . . . . 13
15 Feather Fall (1) . . . . . . . . . . . . . . . . 13
Cloudkill (5) . . . . . . . . . . . . . . . . . . . 17 Feeblemind (5) . . . . . . . . . . . . . . . . 17 K
Colour Spray (1) . . . . . . . . . . . . . . . 13 Fire Shield (4) . . . . . . . . . . . . . . . . . 16 Keen Edge (3) . . . . . . . . . . . . . . . . . 15
Command Undead (2) . . . . . . . . . 14 Fire Trap (4) . . . . . . . . . . . . . . . . . . . 16 Knock (2) . . . . . . . . . . . . . . . . . . . . . . 14
Comprehend Languages (1) . . . 13 Fireball (3) . . . . . . . . . . . . . . . . . . . . 15
Cone of Cold (5) . . . . . . . . . . . . . . . 17 Flame Arrows (3) . . . . . . . . . . . . . . 15 L
Confusion (4) . . . . . . . . . . . . . . . . . . 16 Flaming Sphere (2) . . . . . . . . . . . . 14 Levitate (2) . . . . . . . . . . . . . . . . . . . . 14
Contact Other Plane (5) . . . . . . . . 17 Flare (C) . . . . . . . . . . . . . . . . . . . . . . . 12 Light/Douse (C) . . . . . . . . . . . . . . 12

44
I NTO THE D UNGEON : R EVIVED S PELL L IST

Lightning Bolt (3) . . . . . . . . . . . . . . 15 Prestidigitation (C) . . . . . . . . . . . . 12 Spectral Hand (2) . . . . . . . . . . . . . . 14


Locate Creature (4) . . . . . . . . . . . . 16 Protection (1) . . . . . . . . . . . . . . . . . . 13 Spider Climb (2) . . . . . . . . . . . . . . . 14
Locate Object (2) . . . . . . . . . . . . . . 14 Protection from Arrows (2) . . . . 14 Stinking Cloud (3) . . . . . . . . . . . . . 15
Provocation (C) . . . . . . . . . . . . . . . 12 Stone Shape (4) . . . . . . . . . . . . . . . . 16
M Prying Eyes (5) . . . . . . . . . . . . . . . . 17 Stoneskin (4) . . . . . . . . . . . . . . . . . . 16
Magic Circle (3) . . . . . . . . . . . . . . . 15 Pyrotechnics (1) . . . . . . . . . . . . . . . 13 Suggestion (3) . . . . . . . . . . . . . . . . . 15
Magic Hand (C) . . . . . . . . . . . . . . . 12 Summon Beast (2) . . . . . . . . . . . . . 14
Magic Missile (1) . . . . . . . . . . . . . . 13 R Summon Being (4) . . . . . . . . . . . . . 16
Magic Mouth (2) . . . . . . . . . . . . . . 14 Rage (2) . . . . . . . . . . . . . . . . . . . . . . . 14 Summon Creature (1) . . . . . . . . . . 13
Magic Weapon (2) . . . . . . . . . . . . . 14 Rainbow Pattern (4) . . . . . . . . . . . 16 Summon Gate (3) . . . . . . . . . . . . . . 15
Major Creation (5) . . . . . . . . . . . . . 17 Ray of Enfeeblement (2) . . . . . . . 14 Swarm (1) . . . . . . . . . . . . . . . . . . . . . 13
Major Illusion (3) . . . . . . . . . . . . . . 15 Ray of Frost (C) . . . . . . . . . . . . . . . 12 Symbol of Pain (4) . . . . . . . . . . . . . 16
Mass Suggestion (5) . . . . . . . . . . . 17 Reduce . . . . . . see Enlarge/Reduce Symbol of Sleep (5) . . . . . . . . . . . . 17
Mending (C) . . . . . . . . . . . . . . . . . . 12 Remove Curse (4) . . . . . . . . . . . . . 16
Minor Creation (4) . . . . . . . . . . . . . 16 Resilient Sphere (4) . . . . . . . . . . . . 16 T
Minor Illusion (2) . . . . . . . . . . . . . . 14 Resist Element (2) . . . . . . . . . . . . . 14 Telekinesis (5) . . . . . . . . . . . . . . . . . 17
Mirror Image (2) . . . . . . . . . . . . . . . 14 Resistance (C) . . . . . . . . . . . . . . . . . 12 Telepathic Bond (5) . . . . . . . . . . . . 17
Mount (1) . . . . . . . . . . . . . . . . . . . . . 13 Rope Trick (2) . . . . . . . . . . . . . . . . . 14 Teleport (5) . . . . . . . . . . . . . . . . . . . . 17
Mute (C) . . . . . . . . . . . . . . . . . . . . . . 12 Tiny Hut (3) . . . . . . . . . . . . . . . . . . . 15
Mystic’s Faithful Hound (5) . . . 17 S Tongues (3) . . . . . . . . . . . . . . . . . . . . 15
Mystic’s Private Sanctum (5) . . . 17 Scorching Ray (2) . . . . . . . . . . . . . . 14 Touch of Idiocy (2) . . . . . . . . . . . . 14
Mystic’s Saving Grace (5) . . . . . . 17 Scrying (4) . . . . . . . . . . . . . . . . . . . . 16 Transmute Earth (5) . . . . . . . . . . . 17
Secret Chest (5) . . . . . . . . . . . . . . . . 17 True Invisibility (4) . . . . . . . . . . . . 16
N
Secure Shelter (4) . . . . . . . . . . . . . . 16 True Strike (1) . . . . . . . . . . . . . . . . . 13
Nightmare (4) . . . . . . . . . . . . . . . . . 16
See Invisibility (3) . . . . . . . . . . . . . 15
O Sending (4) . . . . . . . . . . . . . . . . . . . . 16 U
Obfuscate (3) . . . . . . . . . . . . . . . . . . 15 Sepia Snake Sigil (3) . . . . . . . . . . . 15 Unseen Servant (1) . . . . . . . . . . . . 13
Obscuring Mist (1) . . . . . . . . . . . . 13 Shatter (2) . . . . . . . . . . . . . . . . . . . . . 14
Owl’s Wisdom (2) . . . . . . . . . . . . . 14 Shield (1) . . . . . . . . . . . . . . . . . . . . . . 13 V
Shocking Grasp (1) . . . . . . . . . . . . 13 Vampiric Touch (3) . . . . . . . . . . . . 15
P Shout (3) . . . . . . . . . . . . . . . . . . . . . . 15
Passwall (5) . . . . . . . . . . . . . . . . . . . 17 Shrink Item (3) . . . . . . . . . . . . . . . . 15 W
Perfect Weapon (5) . . . . . . . . . . . . 17 Silence (2) . . . . . . . . . . . . . . . . . . . . . 14 Wall of Fire (4) . . . . . . . . . . . . . . . . . 16
Permutation (5). . . . . . . . . . . . . . . .17 Silent Image (1) . . . . . . . . . . . . . . . . 13 Wall of Force (5) . . . . . . . . . . . . . . . 17
Petrify (5) . . . . . . . . . . . . . . . . . . . . . 17 Sleep (1) . . . . . . . . . . . . . . . . . . . . . . . 13 Wall of Ice (4) . . . . . . . . . . . . . . . . . . 16
Phantasmal Killer (4) . . . . . . . . . . 16 Sleet Storm (3) . . . . . . . . . . . . . . . . . 15 Wall of Stone (5) . . . . . . . . . . . . . . . 17
Phantom Trap (2) . . . . . . . . . . . . . . 14 Slow . . . . . . . . . . . . . see Haste/Slow Water Breathing (3) . . . . . . . . . . . . 15
Planar Binding (5) . . . . . . . . . . . . . 17 Solid Fog (4) . . . . . . . . . . . . . . . . . . . 16 Web (2) . . . . . . . . . . . . . . . . . . . . . . . . 14
Planar Gate (5) . . . . . . . . . . . . . . . . 17 Spark (C) . . . . . . . . . . . . . . . . . . . . . . 12 Whispering Wind (2) . . . . . . . . . . 14
Polymorph (4) . . . . . . . . . . . . . . . . . 16 Speak with Dead (2) . . . . . . . . . . . 14 Wind Wall (3) . . . . . . . . . . . . . . . . . 15

45
I NDEX I NTO THE D UNGEON : R EVIVED

I NDEX
A Commander (Feature) . . . . . . . . . . . . . . 4 G
Ability Score Loss . . . . . . . . . . . . 7, 8, 24 Conditions . . . . . . . . . . . . . . . . . . . . . . . . . 9 Galley . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 32
Ability Scores . . . . . . . . . . . . . . . 4, 19, 24 Construction . . . . . . . . . . . . . . . . . . . . . . 31 Ganging Up . . . . . . . . . . . . . . . . . . . . . . . . 8
assumed . . . . . . . . . . . . . . . . . . . . . . . . . 9 Consumables . . . . . . . . see Magic Items Gifts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
average . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Cottage . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Acid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Criminal (Background) . . . . . . . . . . . . . 6 Guide. . . . . . . . . . . . . . . . . . . see Hirelings
Advancement . . . . . . . . . . . . . . . . . . . . . . 9 Critical Damage . see Damage, critical Guilder . . . . . . . . . . . . . . . . . . . see Money
Advantage . . . . . . . . . . . . . . . . . . . . . . . . . 8
Adventure . . . . . . . . . . . . . . . . . . . . . . . . . 9 D H
Adventuring Gear . . . . . . . . . . . . . . . . . . 7 Damage . . . . . . . . . . . . . . . 7, 8, 19, 24, 31 Halfling (Feature, ancestry) . . . . . . . . . 5
Aerial Travel . . . . . . . . see Travel, aerial blast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Hawk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
After the Adventure . . . . . . . . . . . . . . . . 9 bonus . . . . . . . . . . . . . . . . . . . . . . . . 8, 19 Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Airship . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 critical . . . . . . . . . . . . . . . . . . . . 8, 25, 28 Healer (Feature) . . . . . . . . . . . . . . . . . . . . 4
Ancestry . . . . . . . see Features, ancestry elemental . . . . . . . . . . . . . . . . . . . . . . . 20 Healing . . . . . . . . . . . . . . . . . . . . . . . . 4, 7–9
Apprentice . . . . . . . . . . . . . . . . . . . . . . . . . 9 structural . . . . . . . . . . . . . . . . . . . . . . . 31 Healing Service . . . . . . . . . . . . . . . . . . . . 7
Armies . . . . . see Combat, mass combat Death . . . . . . . . . . . . . . . . . . . . . . . . . . . 9, 24 Hidden . . . . . . . . . . . . . . . see Conditions
Armour . . . . . . . . . . . . . . . . . . . . 4, 7, 8, 24 DEX . . . . . . . . . . . . . . . . . . . . see Dexterity Hirelings . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
magic . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Dexterity . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Hit Points . . . . . . . . . . . . . . . . . . . . 4, 8, 24
Armsman . . . . . . . . . . . . . . . see Hirelings Disadvantage . . . . . . . . . . . . . . . . . . . . . . 8 Horse . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 32
Assassin (Feature) . . . . . . . . . . . . . . . . . . 4 Dispel . . . . . . . . . . . . . . see Spells, dispel Hound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Attacks . . . . . . . . . . . . . . . . . . . . . . . . . 8, 19 Distance . . . . . . . . see Units of Measure HP . . . . . . . . . . . . . . . . . . . . . see Hit Points
enhanced . . . . . . . . . . . . . . . . . . . . . 8, 25 Dogs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Hunter (Background) . . . . . . . . . . . . . . . 6
impaired . . . . . . . . . . . . . . . . . . . . . 8, 25 Domain Focus . . . . . . . . . . . . . . . . . . . . . 10
unarmed . . . . . . . . . . . . . . . . . . . . . . . . 7 Domains . . . . . . . . . . . . . . . . . . . . . . . . . . 10
I
Donkey . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Impaired Attacks . . . . . . . . see Attacks,
B Doors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
impaired
Backgrounds . . . . . . . . . . . . . . . . . . . . . . . 6 Duellist (Feature) . . . . . . . . . . . . . . . . . . . 4
Impairment . . . . see Attacks, impaired
Balloon . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Dwarf (Feature, ancestry) . . . . . . . . . . . 5
Injuries . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Battles . . . . . see Combat, mass combat
Insanity . . . . . . . . . . . . . . . . . see Madness
Beastmaster (Feature) . . . . . . . . . . . . . . 4 E
Invisible . . . . . . . . . . . . . . see Conditions
Berserker (Feature) . . . . . . . . . . . . . . . . . 4 Elemental Damage . . . . . . see Damage,
Ironclad (Feature) . . . . . . . . . . . . . . . . . . 4
Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 elemental
Elephant . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Birds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Black Powder . . . . . . . . . . . . . . . . . . . . . . 7 Elf (Feature, ancestry) . . . . . . . . . . . . . . 5
Blast Damage . . . . . . see Damage, blast Encounters . . . . . . . . . . . . . . . . . . . . . . . . 22 K
Blinded . . . . . . . . . . . . . . . see Conditions Encumbrance . . . . . . . . . . . . . . . . . . . . . 29 Keelboat . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Boats . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 32 Enhanced Attacks . . . . . . . . see Attacks, Knowledge Rolls . . . . . . . . . . . . . . . . . . 19
Bonus Damage . . . see Damage, bonus enhanced
Brawler (Feature) . . . . . . . . . . . . . . . . . . . 4 Enhancement . . see Attacks, enhanced L
Bypassing HP . . . . . . . . . . . . . . . . . . . . . . 8 Equipment . . . . . . . . . . . . . . . . . . . . . . . . . 7 Labourer (Background) . . . . . . . . . . . . . 6
Experience Levels . . . . . . . . . . . . . . . 9, 30 Large Battles . . . . . . . see Combat, mass
C Expert . . . . . . . . . see Experience Levels combat
Camel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Large Groups . . . . . . . . . . . . . . . . . . 10, 32
Cantrips . . . . . . . . . . see Spells, cantrips F Levelling Up . . . . . . . . . . . . . . . . . . . . . . . 9
Carriage . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Fare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Levels . . . . . . . . . . see Experience Levels
Cart . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 32 Features . . . . . . . . . . . . . . . . . . . . . . . . . 4, 9 Lifestyle . . . . . . . . . see Living Expenses
Champion . . . . . . . . . . . . . . see Hirelings ancestry . . . . . . . . . . . . . . . . . . . . . . . . . 5 Light . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 28
Characters . . . . . . . . . . . . . . . . . . . 4, 28, 34 Fire Oil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Living Expenses . . . . . . . . . . . . . . . . . . . 28
Combat . . . . . . . . . . . . . . . . . . . . . . . . . 8, 19 Firearms . . . . . . . see Weapons, firearms Load Capacity . . . . . . . . . . . . . . . . . . . . 29
mass combat . . . . . . . . . . . . . . . . . . . . 10 Focus . . . . . . . . . . . . . . . . . . . . . . . . . . 11, 30 Longship . . . . . . . . . . . . . . . . . . . . . . . . . . 32
mounted . . . . . . . . . . . . . . . . . . . . . . . . . 8 Food . . . . . . . . . . . . . . . . . . . . . see Rations Luck Rolls . . . . . . . . . . . . . . . . . . . . . . . . 19

46
I NTO THE D UNGEON : R EVIVED I NDEX

M Rest. . . . . . . . . . . . . . . . . . . . . . . . . . . . .9, 32 Structures . . . . . . . . . . . . . . . . . . . 7, 10, 31


Madness . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Retreat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Stunned . . . . . . . . . . . . . . . see Conditions
Magic . . . . . . . . . . . . . . 3, 4, 11, 20, 24, 30 Risk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Swashbuckler (Feature) . . . . . . . . . . . . . 5
Magic Armour . . . . see Armour, magic Rods . . . . . . . . . . . . . . . . . see Magic Items
Magic Items . . . . . . . . . . . . . . . . 20, 21, 36 Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 T
Magic Mishaps . . . . . . . . . . . . . . . . . . . . 30 Rowboat . . . . . . . . . . . . . . . . . . . . . . . . 7, 32 Tactician (Feature) . . . . . . . . . . . . . . . . . . 5
Magic Weapons . . see Weapons, magic Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Taverns . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Manoeuvres . . . . . . . . . . . . . . . . . . . . . 5, 8 Runic . . . . . . . . . . . . . . . . . . . . . 3, 4, 11, 20 Thaumaturge (Feature) . . . . . . . . . . . . . 5
Manor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Tome . . . . . . . . . . . . . . . . . . . . . . . . 4, 11, 30
Mass Combat . . . . . . see Combat, mass S Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
combat Sailboat . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Torch Bearer . . . . . . . . . . . . see Hirelings
Master . . . . . . . . . see Experience Levels Sailing Ship . . . . . . . . . . . . . . . . . . . . . . . 32 Traps . . . . . . . . . . . . . . . . . . . . . . . . . . 22, 23
Minstrel (Background) . . . . . . . . . . . . . 6 Sailor (Background) . . . . . . . . . . . . . . . . 6 Travel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Money . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 20 Sanity . . . . . . . . . . . . . . . . . . . see Madness aerial . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
starting . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Saves . . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 19 waterborne . . . . . . . . . . . . . . . . . . . . . 32
Monster Conversion . . . . . . . . . . . . . . 24 Scholar (Background) . . . . . . . . . . . . . . 6 Treasure . . . . . . . . . . . . . . . . . . . . . . . 20, 36
Monsters . . . . . . . . . . . . . . . . . 3, 24, 38, 40 Scroll Activation . . . . . . . . . . . . . . . . . . 11 Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 19
Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . 11, 30
Mounted Combat . . . . . . . . see Combat, U
Selling . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 31
mounted Unconscious . . . . . . . . . . see Conditions
Sharpshooter (Feature) . . . . . . . . . . . . . 4
Mounts . . . . . . . . . . . . . . . . . . . . . . 7, 32, 33 Units. . . . . . .see Combat, mass combat
Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Mule . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 32 Units of Measure . . . . . . . . . . . . . . . . . . 33
Shilling . . . . . . . . . . . . . . . . . . . see Money
Mutt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Unrest . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Mystic (Feature) . . . . . . . . . . . . . . . . . . . . 4 Siege Engines . . . . . . . . . . . . . . 10, 31, 32 V
Sieges . . . . . . . . . . . . . . . . . . . . . . . . . 10, 31 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . 7, 32
N
Signature Spells . . see Spells, signature aerial . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Noble (Background) . . . . . . . . . . . . . . . . 6
SIZ . . . . . . . . . . . . . . . . . . . . . see Size Score waterborne . . . . . . . . . . . . . . . . . . . 7, 32
Non-Player Characters . . . . . . . . . . . . 39
Size Score . . . . . . . . . . . . . . . . . . . . . . . . . 10 Veteran . . . . . . . . see Experience Levels
Novice . . . . . . . . . see Experience Levels
Skilled (Feature) . . . . . . . . . . . . . . . . . . . . 4 Volume . . . . . . . . . see Units of Measure
O Soldier (Background) . . . . . . . . . . . . . . . 6
Obstacles . . . . . . . . . . . . . . . . . . . . . . 22, 23 Soldiers . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 W
Specialist . . . . . . . . . . . . . . . see Hirelings Wagon . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 32
P Spells . . . . . . . . . . . . . . . . . . . . . . . 4, 11, 20 Walls . . . . . . . . . . . . . . . . . . . . . . . . . . 10, 31
Parrot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1st Circle . . . . . . . . . . . . . . . . . . . . . . . 13 Wands . . . . . . . . . . . . . . . see Magic Items
Penny . . . . . . . . . . . . . . . . . . . . . see Money 2nd Circle . . . . . . . . . . . . . . . . . . . . . . . 14 War . . . . . . . . see Combat, mass combat
Persistent Spells . see Spells, persistent 3rd Circle . . . . . . . . . . . . . . . . . . . . . . . 15 Warrior (Feature) . . . . . . . . . . . . . . . . . . . 5
Pets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 30 4th Circle . . . . . . . . . . . . . . . . . . . . . . . 16 Waterborne Travel . . . . . . . . . see Travel,
Poison . . . . . . . . . . . . . . . . . . . . . . . . . 19, 21 5th Circle . . . . . . . . . . . . . . . . . . . . . . . 17 waterborne
Population . . . . . . . . . . . . . . . . . . . . . . . . 10 area . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Weapons
Prepared Spells . . see Spells, prepared cantrips . . . . . . . . . . . . . . . . . . . . . 11, 12 firearms . . . . . . . . . . . . . . . . . . . . . . . . . 7
Property . . . . . . . . . . . . . . . . . . . . . . . . 7, 31 damage . . . . . . . . . . . . . . . . . . . . . . . . . 20 magic . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Proven . . . . . . . . . see Experience Levels dispel . . . . . . . . . . . . . . . . . . . . . . . . . . 11 melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
distance . . . . . . . . . . . . . . . . . . . . . . . . 12 one-handed . . . . . . . . . . . . . . . . . . . . . . 7
R ongoing effects . . . . . . . . . . . . . . . . . 11 ranged . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Random Encounters . . see Encounters persistent . . . . . . . . . . . . . . . . . . . . . . . 11 two-handed . . . . . . . . . . . . . . . . . . . . . 7
Random Spells . . . . see Spells, random prepared . . . . . . . . . . . . . . . . . . . . . . . 11 Weather . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Rations . . . . . . . . . . . . . . . . . . . . . . . . . 7, 31 random . . . . . . . . . . . . . . . . . . . . . . . . . 12 Weight . . . . . . . . . . see Units of Measure
Reaction. . . . . . . . . . . . . . . . . . . . . . . . . . . .9 signature . . . . . . . . . . . . . . . . . . . . . 4, 11 WIL . . . . . . . . . . . . . . . . . . . see Willpower
Referee . . . . . . . . . . . . . . . . . . . . . . . 3, 8, 19 STR. . . . . . . . . . . . . . . . . . . . . .see Strength Willpower . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Resources . . . . . . . . . . . . . . . . . . . . . . . . . 31 Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Workshop . . . . . . . . . . . . . . . . . . . . . . . . . . 7

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