Playing
Into the Dungeon
                                 A One-Page RPG                                                         Skill Checks
                                                                                                        Whenever a character wants to make a skill check, like to tie someone up or
                                                                                                        spot a trap, they roll a die. If it's 4 or higher, they succeed. If it's a more
                                                                                                        difficult task, they might need a 6. If they have the skill for it, they get to roll
                                          Setting Up                                                    twice and take the best roll.
Dice                                                                                                    Saves
You will need just regular, six-sided dice for this game. Expressions such as                           Whenever a character has to make a save, they roll one die and try to roll
“1d6+1” means roll 1 die (six-sided) and add 1. An expressions like “3d6+2”                             lower than their save number.
means roll 3 dice, add them up, then add 2. An expression such as “2d6 take
best” means roll 2 dice and take the best result (and the reverse is also true                          Combat
with “2d6 take worst”). The minimum roll is 1 (even 1d6-1 is at least 1).                               At the start of combat, everyone rolls a die. Whoever rolled highest goes first,
                                                                                                        and then play continues in clockwise order. Each character gets one move and
Players                                                                                                 one attack per turn.
One player is the Gamemaster, who narrates the story. The other players each
make one character to play as.                                                                          Attacking
                                                                                                        When you attack in combat, you roll your class' attack depending if it is a
Class                                                                                                   melee (sword or battleaxe) or ranged (bow or spell) attack. You roll based on
Each character has a class. Choose one from those below. Characters each                                your class, and try to equal or exceed your opponent's armor. If you hit, you
have a few stats. Roll for hit points, and pick skills. Record the rest of the                          deal your damage to your opponent's hit points.
information on your character sheet (something like an index card is best).
                                                                                                        Dying
 Warrior                                          Ranger                                                When you reach 0 hit points, make a save. If you fail, you die. If you pass,
 Hit Points: 2d6+1                                Hit Points: 1d6+2                                     you are unconscious, but dying, and die after 1d6 rounds, unless healed. You
 Melee Attack: 2d6 take best                      Melee Attack: 1d6                                     can be healed either with the Healing skill, or healing magic.
 Ranged Attack: 2d6 take best                     Ranged Attack: 2d6 take best
 Save: 4                                          Save: 5                                                                                    Monsters
 Armor: Any (including shields)                   Armor: Leather and chain-mail
 Skills: Pick one                                 Skills: Tracking and two others.                      Goblin                                                          Worth 5 XP
 Special: none                                    Special: Can wield two melee                          Hit Points 1d6   Armor 3            Save 3
                                                  weapons, and attack once with each                    Melee 2d6 take worst (damage 1d6-1 with small axe)
                                                                                                        Ranged 1d6 (damage 1d6-1 with javelin)
 Priest                                           Thief                                                 Bandit                                                          Worth 10 XP
 Hit Points: 1d6+3                                Hit Points: 1d6+1                                     Hit Points 1d6+1 Armor 3           Save 4
 Melee Attack: 1d6                                Melee Attack: 1d6                                     Melee 1d6 (damage 1d6 with longsword)
 Ranged Attack: 2d6 take worst                    Ranged Attack: 1d6                                    Ranged 1d6 (damage 1d6 with crossbow)
 Save: 4                                          Save: 6
 Armor: Any (including shields)                   Armor: leather                                        Ogre                                                            Worth 15 XP
 Skills: Healing and three others                 Skills: Stealth and three others                      Hit Points 3d6+1 Armor 2            Save 5
 Special: Can heal up to 20 lost hit              Special: Sneak attack deals +1d6                      Melee 1d6 (damage 1d6+1 with giant club)
 points per day.                                  damage against unaware enemy                          Ranged 2d6 take worst (damage 2d6-1 with giant rock)
 Mage                                             Bard                                                  Will-o'-wisp                                                 Worth 15 XP
 Hit Points: 1d6                                  Hit Points: 1d6+1                                     Hit Points 1d6+1 Armor 6                Save 6
 Melee Attack: 2d6 take worst                     Melee Attack: 1d6                                     Melee 2d6 take best (damage 1d6 with electric shock)
 Ranged Attack: 1d6                               Ranged Attack: 1d6                                    Special: Whenever a will-o'-wisp is hit in melee, its attacker must make a
 Save: 4                                          Save: 5                                               save or take 1 point of electricity damage.
 Armor: none                                      Armor: leather or chain-mail
 Skills: Lore and one other                       Skills: Sing and two others                           Troll                                                           Worth 15 XP
 Special: Spell attack: target must               Special: While singing, allies deal +1                Hit Points 3d6+4 Armor 3          Save 4
 make save or take 1d6+1 damage.                  damage in combat.                                     Melee 1d6 (damage 1d6+1 with spear)
                                                                                                        Giant Spider                                           Worth 10 XP
Skills                                                                                                  Hit Points 2d6   Armor 4            Save 4
Skills are whatever you want them to be. Trapfinding, Lockpicking, Alchemy,                             Melee 1d6 (damage 1d6 with poison bite, character must make a save or
Vision, Blacksmithing, Lore, etc.                                                                       take 1d6 more damage from the poison)
Weapons                                                                                                 Red Dragon                                                   Worth 40 XP
A punch or kick deals 1d6-2. A small weapon (like a dagger) deals 1d6-1. A                              Hit Points 4d6+8 Armor 6                 Save 6
medium weapon (like a sword) deals 1d6, and a large weapon (like a                                      Melee 2d6 take best (damage 1d6+3 with bite or tail slap)
broadsword) deals 1d6+1 (but with a big weapon you can't use a shield). As                              Special Fire-breathing (all creatures caught in fire-breath must save or take
for ranged weapons, a longbow deals 1d6+1 damage. Make up your own                                      2d6 points of fire damage)
weapons, too. Your character can have up to three weapons.
                                                                                                                                           Leveling Up
Armor
Armor comes in three types: leather (3), chain-mail (4), and plate (5). There                           Each monster the players kill gives each of them Experience Points (XP)
are also shields (1). You can wear one piece of armor and one shield. You                               equal to its XP value. Each time a character gets to 100 XP (or 200, 300, and
can only wear the armor that your class allows you to wear. Write down your                             so on), they level up. They roll 1d6 and add it to their hit points, and can
total Armor on your character sheet. If you are unarmored, your Armor is 2.                             improve a single stat by 1: either Armor (up to 6) or Save (up to 6) .
You may also have up to fifteen other, non-combat-related possessions.
Written by Lee Mohnkern. Feel free to redistribute... as long as it's for free! For more information email tenduril@gmail.com