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“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
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.
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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.
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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.
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C HAPTER 1: C HARACTERS I NTO THE D UNGEON : R EVIVED
= 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.
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I NTO THE D UNGEON : R EVIVED C HAPTER 1: C HARACTERS
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C HAPTER 2: P LAYING THE G AME I NTO THE D UNGEON : R EVIVED
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I NTO THE D UNGEON : R EVIVED C HAPTER 2: P LAYING THE G AME
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).
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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).
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C HAPTER 4: M AGIC I NTO THE D UNGEON : R EVIVED
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.
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I NTO THE D UNGEON : R EVIVED C HAPTER 4: M AGIC
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C HAPTER 4: M AGIC I NTO THE D UNGEON : R EVIVED
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I NTO THE D UNGEON : R EVIVED C HAPTER 4: M AGIC
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C HAPTER 4: M AGIC I NTO THE D UNGEON : R EVIVED
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I NTO THE D UNGEON : R EVIVED C HAPTER 4: M AGIC
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I NTO THE D UNGEON : R EVIVED C HAPTER 5: RUNNING THE G AME
19
C HAPTER 6: T REASURE AND M AGIC I NTO THE D UNGEON : R EVIVED
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I NTO THE D UNGEON : R EVIVED C HAPTER 6: T REASURE AND M AGIC
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.
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C HAPTER 7: H AZARDS AND O BSTACLES I NTO THE D UNGEON : R EVIVED
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I NTO THE D UNGEON : R EVIVED C HAPTER 7: H AZARDS AND O BSTACLES
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.
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I NTO THE D UNGEON : R EVIVED C HAPTER 8: M ONSTERS
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
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.
28
I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES
29
A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES I NTO THE D UNGEON : R EVIVED
30
I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES
31
A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES I NTO THE D UNGEON : R EVIVED
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).
32
I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES
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
34
I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES
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
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
36
I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES
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
38
I NTO THE D UNGEON : R EVIVED A PPENDIX A: A DDITIONAL AND A LTERNATIVE RULES
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
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
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
47