We Love Dinky Dungeons!
A fan site for gamers who love simple rules and have a good sense of humor.
There's more than one way to skin a rat.
Dinky Dungeons
Home Page
History
The Game
Photos
Are You A Hero?
Dinky Trivia
Guest Book
Hall of Fame
Rings & Awards
General Rules
Monk

Skill checks are made by rolling equal to or less than Attribute + Skill on 3d6. For example; use Body + Athletic to swim, or use Mind + Social to lie convincingly.

Sometimes it is more difficult to use a skill than normal. For example, when the character has to hurry, doesn't have the right tools, is under attack, has little light available, is trying to pick an extremely complex lock, or is terrified that he'll die if he fails. The game master will assign a penalty to the roll based on the severity of the situation, ranging from 1 to 4.

A skill can only be tested once in a particular situation. You can't keep trying the same thing over and over until the dice roll succeeds. You can roll again the next day, or sooner if you come up with a new plan.

Saving throws are used to resist the effects of magic, poison, or other harmful effects. To make a saving throw, roll the appropriate attribute or less on 3d6. Use Body to save versus death, poison, knockout, stun, disease, paralysis and magic with non-damaging physical effects. Use Mind to save versus fear, charm, sleep, pain, illusion, possession and mental magic.

Health points (HP) recover at a rate of 1 per 8 hours of rest. Medical care, such as first aid, received immediately after combat can heal 1d6/2 health points over the first hour (round up). A character at 0 HP is in a coma and will die without immediate medical attention. At -1 HP or less, he's dead.

Movement (MV) is measured in 5' hexes. The number of hexes you can move during one combat round is equal to your Body minus half of your armor's defense value (round down). Every hex you move beyond this decreases your defense value by one. Out of combat, you can move (Body x 5) minus armor defense value in hexes. Heavy encumbrance can also reduce your movement rate.

Gold pieces (GP) are worth 100 silver pieces (SP) each. One silver piece is worth 100 copper pieces (CP).


Magic Rules
Wand Wizard

Magic points (MP) are needed to cast spells or use scrolls. Each spell drains a specific number of points. They recover at a rate of 1 per hour of rest, or 3 per hour of sleep. Armor reduces your base magic points by an amount equal to the armor's defense value.

Spells have a limited range. Incantations can only affect targets within line of sight. The center of an area effect incantation must also be within line of sight. A bard's mystical songs can only affect targets within range of hearing. Songs with an area of effect are always centered around the bard. The caster can choose the radius of an area affect spell when it is cast. The minimum radius is his own hex, while the maximum radius is 5 hexes. A character must be able to speak to cast spells. He must also have one hand free to cast High Magic incantations, or both hands free to play an instrument while casting a High Magic mystical song. It takes one round (10 seconds) to cast a spell.

Each rank you have in the Arcane skill gives you a +1 bonus to saving throws versus magic, and applies a -1 penalty to targets attempting to resist your spells.


Potions & Scrolls
Potion Wizard

Potions are small, wax-stoppered bottles that contain 50ml (1.7 ounces) of enchanted liquid. The bottle fits comfortably in the palm of the hand. The liquid is often flavored and dyed a particular color to make it easy to identify, even in a hurry or without much light. When the majority of the liquid is swallowed, the magical properties of the potion take effect immediately. Potions cannot be sipped for partial effects. A character who is stunned or unconscious will swallow a potion out of reflex if someone pours it into his mouth. Potion bottles must be made of glass or crystal. They can be reused if cleaned carefully. The bottles can also be broken by sharp blows, though crystal vials are much more resilient. The potion's enchantment dissipates one month after it was created, rendering it useless.

Scrolls are single sheets of parchment bearing arcane writing in mystical ink. They are specially prepared by enchanters. Anyone who reads the scroll aloud, without interruption, casts the spell written on the parchment. The reader must be literate and have sufficient magic points available. Using a scroll costs the same number of magic points as the spell that it casts. After the scroll has been used, the ink disappears. Scrolls are susceptible to damage, especially by fire and water. Most travelers keep their scrolls in a case until it is time to use them. The scroll's enchantment dissipates one year after it was created, rendering it blank and useless.


Enchanting Items
Staff Wizard

Enchanting is the art of creating potions, scrolls, and magical items. The Arcane skill is essential, with a minimum rank of 4 required to make potions, 5 to make scrolls, and 6 to create magic items. Potions are used when the spell only needs to affect one person. Scrolls are necessary for spells that affect a target at range or have an area effect. Magic items are highly prized because they can be used repeatedly or have a permanent duration.

The enchanter must know the spell he wishes to bind into a potion, scroll or magical item. He must be rested, possess certain tools, and set aside one or more hours of uninterrupted time to complete his work.

Potions require an alchemist's cauldron to create. The cauldron is a silver plated bowl which has been infused with magical energy. It takes 1 hour to brew a potion with the effects of a low magic spell or 2 hours for a high magic spell. Exposure to strange chemicals and mystical herbs can have strange side effects, so an enchanter can only brew one potion per day. Depending on the type of potion being created, the game master will decide which alchemical substances are required. For example, wolf blood and ground obsidian may be required to brew a Beast Claws potion.

Scrolls require one sheet of heavy parchment and one vial of mystical ink to create. Mystical ink is created from rare herbs and imbued with magical energy. It takes 1 hour to inscribe a scroll that casts a low magic spell or 2 hours for a high magic spell. Due to the intense concentration required, an enchanter can only inscribe one scroll per week.

Magic items require an enchanter's wand to create. The wand is made from ancient oak wood and embedded with small gemstones that channel magical energy. The item to be enchanted must be durable and exceptional in quality. The enchantment is broken if the item is significantly damaged. It costs 5 times the normal Magic Point cost to bind a spell into an item. For example, binding Obscure into an amulet requires 10 MP to create. Depending on which spell will be bound, the game master will decide if the magical item has a continuous effect or how often it can be activated. Due to the mental and physical strain of binding magic, an enchanter can only create one magic item per year.


Experience Points
Cave Family

At the end of each game session, the game master should award experience points (XP) to the players based on their participation. These points can be spent to increase the character's power. This is how a lowly adventurer becomes an epic hero! After an average, four-hour game session, a player will earn about 4 XP. Increasing an attribute also improves secondary attributes, perception, skill checks and saving throws. It does not increase skill points or number of spells known.

One point can be awarded for each of the following:

  • Roleplays his character well, with a distinct and interesting personality.
  • Roleplays in a way that entertains the group more than usual.
  • Enriches the story by improvising elements that don't conflict with the plot.
  • Learns something important about another player's character through roleplay.
  • Uncovers an important secret or clue, and shares it with the other characters.
  • Performs a heroic act or comes up with a brilliant plan that helps the party succeed.
  • Roleplays well with NPCs, whether friend or foe.
  • Resolves a sub-plot or significantly furthers the main plot.

Experience point costs:
  • Increase an Attribute by 1 — 12 XP
  • Improve Perception by 1 — 6 XP
  • Increase base Hit Points by 1 — 3 XP
  • Increase base Magic Points by 1 — 2 XP
  • Improve a Skill by one rank — 5 XP
  • Gain a new Trait — 6 XP
  • Learn a new Low Magic spell — 3 XP
  • Learn a new High Magic spell — 4 XP
  • Gain a windfall of 1 Silver — 1 XP
Modules

Site Map

Vote for us on RPGLife.com Top Sites
Vote for us!