Dungeon Quest Basic Rules Basic Moves ● Hack and Slash When you attack an enemy in melee, roll+Str. *On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to expose yourself to the enemy’s attack and pick an extra effect: - you gain the advantage, take +1 forward, or give +1 forward to another party member - You inflict terrible harm (+1 damage) - You force them where you want them *On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you. ● Volley When you take aim and shoot at an enemy at range, roll+Dex. *On a 10+, you have a clear shot—deal your damage. *On a 7–9, choose one (whichever you choose you deal your damage): - You have to move to get the shot placing you in danger as described by the Guide - You have to take what you can get: -1 damage - You have to take several shots, reducing your ammo by one ● Defy Danger When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it: - by powering through, +Str - by getting out of the way or acting fast, +Dex - by enduring, +Con - with quick thinking, +Int - through mental fortitude, +Wis - using charm and social grace, +Cha *On a 10+, you do what you set out to, the threat doesn’t come to bear. *On a 7–9, you stumble, hesitate, or flinch: the Guide will offer you a worse outcome, hard bargain, or ugly choice. ● Defend When you stand in defense of a person, item, or location under attack, roll+Con. *On a 7-9, you protect them okay, but suffer some or all of the damage they were going to take *On a 10+, as on a 7-9, but choose an extra: - you suffer less harm (-1 damage) - all impending danger is now focused on you - you inflict harm on the enemy - you hold the enemy back ● Spout Lore When you consult your accumulated knowledge about something, roll+Int. *On a 10+, the Guide will tell you something interesting and useful about the subject relevant to your situation. *On a 7–9, the Guide will only tell you something interesting—it’s on you to make it useful. The Guide might ask you “How do you know this?” Tell them the truth, now. ● Discern Realities When you closely study a situation or person, roll+Wis. *On a 10+, ask the Guide 3 questions from the list below. *On a 7–9, ask 1. Either way, take +1 forward when acting on the answers. - What happened here recently? - What is about to happen? - What should I be on the lookout for? - What here is useful or valuable to me? - Who’s really in control here? - What here is not what it appears to be? ● Parley When you have leverage on one of the Guide’s Characters and manipulate them, roll+Cha. Leverage is something they need or want. *On a 10+, they do what you ask if you first promise what they ask of you. *On a 7–9, they will do what you ask, but need some concrete assurance of your promise, right now. ● Aid When you help an ally who is about to roll, describe how. You grant them +1 to their roll but you are exposed to any risks, costs, or consequences. Special Moves ● Last Breath When you’re dying you catch a glimpse of what lies beyond the Black Gates of Death’s Kingdom (the Guide will describe it). Then roll (just roll, +nothing. Death doesn’t care how tough or cool you are). *On a 10+, you’ve cheated Death—you’re in a bad spot but you’re still alive. *On a 7–9, Death himself will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you. *On 6-, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The Guide will tell you when. ● Invoke Fate When you pull at the threads of fate, mark Fate and pick one: - Decrease a wound you have suffered to 0 damage. - After you roll, retroactively change the result to a 12. When your Fate runs out, bad things will happen to you. ● I Know a Guy When you know someone who can help, name them and roll +CHA: *On a 10+, yeah, sure, they can help, though you might need to make it worth their while *On a 7-9, pick 1 - You owe them, you’re going to have to help them first - They're going to ask for a lot - They're not quite cut out for this - They’re already caught up in some sort of trouble - They still have a grudge against you or aren’t entirely willing to trust you. - It’s going to take them some time - They’re far away, in hiding, or similar *On a 6-, the Guide picks 1 and then some. ● Encumbrance When you carry weight up to or equal to your Carry Capacity, you can shoulder the burden. When you carry weight more than you Carry Capacity, you are slow and clumsy. ● Level Up When you have downtime (hours or days) and XP equal to (or greater than) your current level +7, subtract your current level +7 from your XP, increase your level by 1, and choose a new advanced move from your class. ● Milestone When you reach a milestone (the Guide will tell you when) you may choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish. Once bonds have been updated, answer these questions as a group: - Did we learn something new and important about the world? - Did we overcome a notable monster or enemy? - Did we loot a memorable treasure? For each “yes” answer everyone marks XP. Adventure Moves ● Journey When you travel by a safe route, through safe or dangerous lands, indicate your destination on the map. The Guide will tell you how long the trip takes, and what -if anything- happens along the way. ● Undertake a Perilous Journey When you travel through dangerous lands, and not on a safe route, indicate the course you want to take on the map and ask the Guide how far you should be able to get before needing to Make Camp. If you’re exploring with no set destination, indicate which way you go. Then, choose one party member to Scout Ahead, and one to Navigate, resolving those moves in that order. ● Make Camp When you settle in to rest, if you eat and drink, and have enough XP, you may level up. When you wake from at least a few hours of uninterrupted sleep, and you ate and drank the night before, heal damage equal to half of your max HP. If you’re bedding down in dangerous lands, decide on a watch order. Then, the Guide chooses one person on watch during the night to roll +nothing: *On a 10+ The night passes without incident. *On a 7-9 Guide chooses 1 from the list below. *On a 6- Everyone marks XP, and a Danger manifests. You’d better Stay Sharp! - The person on watch notices a nearby Discovery - One party member of the Guide’s choice suffers a restless night - One or more followers causes trouble - A Danger approaches—it’s not immediately hostile, but whoever’s on watch had better Stay Sharp anyway ● Stay Sharp When you are on watch and something approaches, roll +WIS: *On a 10+ You notice in time to alert everyone and prepare a response; all party members take +1 forward. *On a 7-9 You manage to sound the alarm, but no one has time to prepare. *On a 6- Mark XP, and whatever approaches has the drop on you. ● Scout Ahead When you take point and look for anything out of the ordinary, roll +WIS: *On a 10+ Choose 2 from the list below. *On a 7-9 Choose 1 from the list below. *On a 6- Mark XP, and Guide makes a move. - You get the drop on whatever lies ahead - You discern a beneficial aspect of the terrain—shortcut, shelter, or tactical advantage (describe it) - You make a Discovery (ask the Guide) - You notice sign of a nearby Danger —ask the Guide what it is, and what it might signify ● Navigate When you plot the best course through dangerous or unfamiliar lands, roll +INT: *On a 10+ You avoid dangers and distractions and make good time, reaching a point of the Guide ’s choosing before you need to Make Camp. *On a 7-9 Guide chooses 1 from the list below. *On a 6- Mark XP, and Guide makes a move. - You happen upon a Discovery missed by the scout - The going is slow, or you wander off course. The Guide says which, and where you end up on the map - You encounter a Danger; whether or not you’re surprised depends on whether the scout has the drop on it Downtime Moves ● I’m Back! When you explain your absence from the last session, say what happened and roll... - if you fought a monster or escaped imprisonment, +Str - if you did something secret, stole something, or evaded something, +Dex - if you trained under a mentor or acquired help or resources, +Con - if you learned ancient knowledge or invented something, +Int - if you discovered a secret or had a divine encounter, +Wis - if you made an ally, learned about a culture, or purchased something of interest or value, +Cha *On a 10+, you had a prosperous leave; take +1 Forward and mark XP. *On a 7-9, you attracted trouble during your absence or your actions had some unintended consequences, the Guide will say. ● Pursue a Goal When you wish to accomplish a project of lasting value, tell the Guide what you hope to achieve. They’ll tell you 1-4 of the following: - It’ll take days/weeks/months of work. - It’ll cost you ________ coin. - First you’ll need to get/build/fix ________. - You’ll have to deal with resistance from ________. - You’ll need the help/support/approval of ________. - You’ll need to find/learn/obtain ________ first. - The best you can do is something substandard. - You’ll expose yourself and your allies to risk or danger. The Guide will connect any requirements with “ANDs” or “ORs” as they see fit. If you aren’t sure how to accomplish one of the requirements, ask the Guide; they’ll break it down into another 1-4 requirements for you. ● Carouse When you spend your time and money frivolously, tell us how you’re spending it and roll add... +1 if you’re returning triumphant or well-liked around these parts. +1 for every 100 coins you end up spending. *On a 7+, choose one: - You befriend some useful NPC(s). The Guide will tell you who. - You learn something interesting or useful. Tell the Guide what you’d like to learn about and they will tell you what you learn. - You happen upon an opportunity. The Guide will tell you what it is. Additionally, on a 7-9, the Guide picks one: - You’ve been entangled, ensorcelled, or tricked. - You’ve pissed someone off; the Guide will tell you who, but you get to tell us how. - Someone needs your help; tell us who they are, and why ● Recover When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead. ● Bolster When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or more, take 1 preparation. If you prepare for a month or longer, take 3 instead. When your preparation pays off, spend 1 preparation for +1 to any roll. You can only spend one preparation per roll. ● Outstanding Warrants When you return to a civilized place in which you’ve caused trouble before, roll + CHA *On a 10+ word has spread of your deeds and everyone recognizes you. *On a 7-6 as on a 10+ but the Guide chooses a complication: - the local authority has a warrant out for your arrest - someone has put a price on your head - someone important to you has been put in a bad spot as a result of your actions Reference Tags Glossary Ammo - An abstract representation of how much ammunition is left, when it’s gone you're out Applied - Needs to be consumed to take effect, or otherwise carefully applied Armored - Subtract 1 from damage you take +n Armor - but can stack with Armored Clumsy - It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative Dangerous - Unsafe: take the proper precautions or the Guide may invoke consequences Deflecting - When you use it to Defend, take +1 to your Defend roll and suffer 1 less harm on a hit Forceful - It can knock someone back a pace, maybe even off their feet Ignores Armor - Armor won’t reduce the damage Messy - It does damage in a particularly destructive way, ripping people and things apart Piercing - Treat target as if it had 1 less armor Precise - You can Hack & Slash with +DEX Ration - It’s food. Reload - After you attack with it, it takes more than a moment to reset for another attack Slow - It takes a minute or more to use Stun - It dazes the target instead of reducing HP Thrown - You can Volley with it, but it has no ammo so it’s gone until you recover it Touch - It’s used by touching it to the target’s skin Two-Handed - You need both hands to use it well Worn - To use it, you have to be wearing it n Uses - Can be used n times before it runs out Weapon Ranges Hand: It’s useful for attacking something within your reach, no further. Close: It’s useful for attacking something at arm’s reach plus a foot or two. Reach: It’s useful for attacking something that’s several feet away — maybe as far as ten. Near: It’s useful for attacking if you can see the whites of their eyes. Far: It’s useful for attacking something in shouting distance. Damage You are never unarmed. Unarmed attacks (like punches and kicks) deal 1 damage. You can also make unarmed attacks with extra style. For instance hitting someone with an object, or throwing it at them. Most common weapons deal 2 damage. Some larger weapons deal +1 damage, but are clumsy in most people’s hands. Additional moves or effects may grant +1 damage on top of the normal damage. Fate Everyone begins with 7 points of Fate. You can Invoke Fate to avoid damage or turn a key roll into a success. Whenever you Invoke Fate the Guide will make a move as you bring your fate into play. When you Invoke Fate: - until the next time you Make Camp or Recover, backlash on your spells will be unpredictable and/or extra nasty. - your first encounter comes up in play. It could be a flashback, new occurrence, or related event. - someone from your past will reappear in your life. Soon. - you get word that your Order/Patron/Deity/Boss requires something difficult that must be done. By you. Urgently. - you discover something happening now is related to something you were involved in years ago. - you’ll find something weird – maybe even useful - an official/organization is going to poke their nose into your business. - you find a dangerous lead on your objective/goal. But beware, those who pull too hard or too often at the threads of fate may find their strand cut short. When your Fate runs out, bad things will happen to you. Using Cover Characters can gain temporary armor by using their surroundings to block damage: Partial Cover grants +1 Armor Debilities Weak (STR): You can’t exert much force. Maybe it’s just fatigue and injury, or maybe your strength was drained by magic. Shaky (DEX): You’re unsteady on your feet and you’ve got a shake in your hands. Sick (CON): Something just isn’t right inside. Maybe you’ve got a disease or a wasting illness. Maybe you just drank too much ale last night and it’s coming back to haunt you. Stunned (INT): That last knock to the head shook something loose. Brain not work so good. Confused (WIS): Ears ringing. Vision blurred. You’re more than a little out of it. Scarred (CHA): It may not be permanent, but for now you don’t look so good. Equipment Dungeon Gear Adventuring Gear .................................................... 5 uses, 5 weight, 20 coins Adventuring gear is a collection of useful Mundane Items such as chalk, poles, spikes, ropes, etc. When you rummage through your adventuring gear for some useful mundane item, you find what you need and mark off a use. Consult the Mundane Items section for examples. Healer’s Kit ............................................................ 3 uses, slow, 1 weight, 5 coins When you have a few minutes to carefully treat someone else’s wounds (with bandages and medicine or poultices and herbs), heal them of 1 damage and expend a use. Antitoxin .................................................................. 0 weight, 10 coins When you drink antitoxin, you’re cured of one poison affecting you. Healing Potion ......................................................... 0 weight, 50 coins When you drink an entire healing potion, heal yourself of 6 damage or remove one debility, your choice. If you drink more than 1 Healing Potion in a single day, Defy Danger with CON, on a miss you become permanently resistant to its effects and drinking healing potions in the future will only restore 3 HP. Bag of Books ............................................................ 5 uses, 2 weight, 10 coins When your bag of books contains just the right book for the subject you’re spouting lore on, consult the book, mark off a use, and take +1 to your roll. Pipeleaf ................................................................... 6 uses, 0 weight, 5 coins When you share pipeleaf with someone, expend two uses and take +1 forward to parley with them. Keg of Fine Ale ............................................... 4 weight, 10 coins When you open a keg of fine ale and let everyone drink freely, take +1 to your Carouse roll. If you drink a whole keg yourself, you are very, very drunk. Flask of Whiskey ............................................. 2 uses, 0 weight, 5 coins When you down a draught, expend a use and take +1 Forward to act boldly or face down a terror, Weapons Weapons vary: e.g. ‘dull sword’ -1 damage, ‘masterwork knife’ +1 damage Bow ....................................................................... near, far, 1 weight, 20 coins Crossbow ............................................................... near, reload, piercing 2 weight, 30 coins Bundle of Arrows .................................................... 3 ammo, 1 weight, 1 coin Club, Shillelagh ...................................................... close, 1 weight, 1 coin Staff ....................................................................... close, two-handed, 1 weight, 1 coin Dagger, Shiv, Knife ................................................ hand, precise, 1 weight, 1 coin Throwing Daggers ................................................. 3 ammo, near, 1 weight, 1 coin Short Sword, Axe, Warhammer, Mace .................. close, 1 weight, 10 coins Long Sword, Battle Axe, Flail ................................ close, 1 weight, 15 coins Great Sword, Maul ......................................... close, two-handed, +1 damage, clumsy, 2 weight, 20 coins Spear ..................................................................... reach, thrown, near, 1 weight, 5 coins Halberd .................................................................. reach, two-handed, 2 weight, 10 coins Rapier .................................................................... close, precise, 1 weight, 25 coins Shield ......................................................... Deflecting, 1 weight, 5 coins Poisons Oil of Tagit ................................................... Dangerous, applied, 0 weight, 15 coins The target falls into a light sleep. Bloodweed .................................................. Dangerous, touch, 0 weight, 12 coins Until cured, whenever the afflicted deals damage, they deal -1 from their normal damage. Elder’s Lament ..................................... Dangerous, applied, 0 weight, 15 coins The target will forget the last hour or so. Goldenroot ................................................... Dangerous, applied, 0 weight, 15 coins The target treats the next creature they see as a trusted ally, until proved otherwise. Moonkiss ............................................. Dangerous, applied, 0 weight, 15 coins The target becomes confused and hallucinates for awhile. Serpent’s Tears ............................................ Dangerous, touch, 0 weight, 10 coins Anyone dealing damage against the target deals +1 damage. Widow’s Milk ........................................ Dangerous applied, 0 weight, 20 coins The target grows ill over the next hour, will become incapacited in a few hours. Transport Cart and Donkey .......................................... load 20, 50 coins Horse ........................................................... load 10, 75 coins River boat .................................................... load 20, 150 coins Merchant ship .............................................. load 200, 5,000 coins War ship ...................................................... load 100, 20,000 coins Passage on a safe route .............................. 1 coin per day Passage on a tough route ............................ 10 coins per day Passage on a dangerous route .................... 100 coins per day Services Treatment from a healer ...................................................... 5 coins Repairs to a mundane item ................................................ 25% of the item’s cost A custom item from a blacksmith ....................................... Base Item + 50 coins An evening of song and dance ........................................... 18-Cha coins A night’s “companionship” .................................................. 20-Cha coins A week’s stay at a peasant inn ........................................... 10-Cha coins A week’s stay at a civilized inn ........................................... 20-Cha coins A week’s stay at the fanciest inn in town ........................... 40-Cha coins A week’s unskilled mundane labor ...................................... 10 coins A month’s pay for enlistment in an army ............................. 30 coins Escort for a day along a bandit-infested road ..................... 20 coins Escort for a day along a monster-infested road ...................50 coins A run-of-the-mill killing ......................................................... 5 coins An assassination ................................................................. 120 coins A month’s prayers for the departed ..................................... 1 coin Meals A hearty meal for one .......................................................... 1 coin A poor meal for a family ...................................................... 1 coin A feast ................................................................................. 5 coins per person Mundane Items Examples of stuff you can produce when you have Adventuring Gear. What constitutes common and mundane will vary. A mirror might be common and mundane in some games, but might be the height of luxury in others. Small items (cost 0 uses): tinderbox, candle, vial of oil, chalk, ball of yarn, whistle, bandages, water skin, flask of whiskey, hardtack, spoon, small bowl, drinking jack, strip of jerky, tin of lard, bar of soap, needle & thread, snow goggles (with the slits), extra pair of wool socks, thick leather gloves, grappling hook, empty sack, medicinal herbs, ball of wax, climbing piton, teapot, parchment, ink pot & quill, metal file, etc. Medium items (cost 1 use): coil of rope (~50 ft), length of chain, torch, lantern, pick, shovel, mattock, prybar, mallet, hacksaw, block & tackle, blacksmith's tongs, belows, bee smoker, walking stick, fishing pole, snowshoes, bedroll, change of clothes, cloak, blanket, book, harp, drum, keepsake box, pouch of flour, etc. Large items (cost 2 uses): firewood, fishing net, roll-out sledge, quern stone, birdcage, pop-tent, full set of manacles, maul, ten-foot pole, 100-ft coil of sailing rope, quarter-keg of ale, bear trap, saddlebags, oilcloth tarp, etc. Valuable Items A valuable item (like a pouch of coins or a gemstone) is worth enough for: - A decent horse, with saddle or a cart - A sturdy, covered wagon - A few weeks in a decent inn - A night of high living and decadence - A bribe for a merchant or minor official - A skilled laborer's wages for a week - A group of unskilled laborers' wages for a week, or a single laborer's wages for a month Precious and Priceless Items A precious item (like a gold idol, a jeweled scepter, a chest of coins, etc.) is worth enough for: - A few months of high living - A small cottage and land to farm - A modest shop in town - A small ship, singled-masted and seaworthy - A trained warhorse, barding and all A priceless item is worth enough to set you up for life, if you can sell it. Good luck with that.