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One-Page RPG: Into the Dungeon Guide

This one-page RPG introduces the basic rules for playing a roleplaying game called "Into the Dungeon". Players each create a character of one of several classes and engage in skill checks, combat, and saving throws using simple dice rolls. The game is designed to be played with just regular six-sided dice. It provides basic rules for character creation, combat, leveling up, and includes sample monsters to fight.

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Mike Falzone
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100% found this document useful (1 vote)
524 views1 page

One-Page RPG: Into the Dungeon Guide

This one-page RPG introduces the basic rules for playing a roleplaying game called "Into the Dungeon". Players each create a character of one of several classes and engage in skill checks, combat, and saving throws using simple dice rolls. The game is designed to be played with just regular six-sided dice. It provides basic rules for character creation, combat, leveling up, and includes sample monsters to fight.

Uploaded by

Mike Falzone
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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

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