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Dungeon Romp
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A tiny fantasy RPG
by Travis Parker
art by Dawn Donald
Welcome!
Dungeon Romp is a playful medieval fantasy
role-playing game, primarily designed for quick
single sessions.
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Main Sections
Characters
Combat
Magic
Equipment
Game Master
Enemy Stats
Adventures
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What You Need
Friends, paper, pen(cil)s, and at least 3 standard
six-sided dice. Imagination helps, too!
Dungeon Romp
1st Edition, 2nd Printing – June 2013
Printed in the United States of America
Text © 2013 Travis Parker
GoldenGriffonGames.com
All rights reserved.
Artwork © 2012-2013 Dawn Donald
DragoArt.com ([email protected])
All rights reserved.
How to Play
Each player takes on the role of an epic
adventurer of sword and sorcery, out for glory
and treasure! Your hero can be an elf ranger,
dwarven thief, ogre barbarian, human wizard,
pixie bard...practically anything you want!
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At its heart, this game is about cooperative
storytelling. Each player decides what their
character does and says (with a few rules and
dice rolls to keep things dramatic yet fair). The
players’ characters band together to defeat
challenges while on grand quests of adventure.
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One player doesn’t have a hero but instead
guides the action as the Game Master (GM).
The GM sets the stage for the story, describes
new areas encountered, plays the role of
monsters and non-player characters (NPCs),
and acts as referee. The GM either plans the
main points of the adventure ahead of time
and/or improvises on the fly. Players may
negotiate rulings, but the GM’s word is final.
Special Note: The game is NOT “players vs.
the GM.” The GM should create good challenges
without being an unfair jerk. Meanwhile, the
players ideally strive for glory, riches, and the
satisfaction of overcoming obstacles without
obsessing about “winning”.
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~ Characters ~
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Your hero is outlined by three ability scores,
listed below. Choose one score to have a power
of 3 dice (abbreviated 3D), give 2D to another,
and the last 1D. Write these down on an index
card, scrap of paper, or a copy of the Character
Sheet. The higher the power of an ability score,
the better your hero is at related tasks.
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o Body – Strength, constitution, stamina, skill
with weapons, dexterity and coordination,
resistance to poison, etc.
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o Mind – Intelligence, wisdom, senses and
perceptiveness, magical aptitude, intuition or
insight, problem solving, etc.
o Skill – Lock picking, hiding and sneaking,
back-stabbing, dirty fighting tricks, disabling
traps, picking pockets, climbing walls, etc.
Next, choose two special items for your hero to
start with. These can be armor, weapons, or
spells. (However, a hero can only be wearing
one suit of armor at a time.) Assign a power of
2D to one of these items, and a power of 1D to
the other.
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Starting weapons can be whatever you desire;
sword, axe, crossbow, nunchaku, a pair of
daggers, etc. The same goes for armor; boiled
leather, steel plate, chain-mail, or even a loin
cloth if that’s your thing. Magic spells however
must be chosen from the options described in
the Spells section (beginning on page 15).
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Every hero has 20 hit
points (HP). These are
reduced as you take
damage, so keep tally.
If a hero’s HP falls to
zero, he’s dead. Sorry.
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You also begin with 20 gold pieces (gp) to buy
additional equipment from the items listed on
page 21. You don’t have to spend it all now.
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Give your character
any details you feel
like: name, archetype,
race, accent, bias, etc.
You’re set to go!
Example: Joe wants to play a buff human
martial artist with some magic ability, so he
assigns 3D to Body and 2D to Mind. This leaves
1D for Skill. For items, he likes the idea of a
magical gi that acts as 2D armor, and finally
chooses an Arc Lightening spell for his starting
1D power item.
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Dungeon Romp Character Sheet
Name
Race
Mind
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Skills
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Hit Points
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Armor
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Body
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Equipment, Spells, Notes:
Permission granted to photocopy this page for personal use.
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Ability Checks
When you attempt some difficult or risky
actions, the GM may require you roll the dice
for one of your character’s abilities and meet or
beat a target difficulty number to succeed. This
is called an ability check.
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Generally, the target number is 3 for fairly
straightforward tasks, 6 for those of average
difficulty, or 9 to accomplish a tough feat.
Body is for physical actions and challenges
to your constitution, such as hitting a foe in
combat, breaking down a door, hoisting a
friend up over a wall, winning a foot race,
or resisting poison or electrocution.
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Mind is used for intellectual or sensory
challenges, like casting a spell, searching
for valuables, resisting psychic attack,
noticing someone sneaking by, gaining
insight to a riddle, attempting to bluff or
convince, or remembering a factoid.
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Skill is mostly for performing rogue-like
actions. Moving silently or hiding in the
shadows requires a roll of 3 or higher. A
6+ will allow you to pick a lock, climb a
wall, or pick pocket. Disarming a trap is
usually pretty tricky, requiring 9+.
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