uburoi
4th Level Troll
Rarr 'n' stuff.
Posts: 481
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Post by uburoi on Aug 1, 2016 11:32:22 GMT -5
I don't know how many of you are familiar with Dinky Dungeons, a teeeeey RPG printed back in the 80's, but I obtained a copy a while back and have worked up a version with basically the same rules but a lot more STUFF; more spells, monsters and equipment. Dinky has two whole stats: PHYSICAL and MENTAL, each rolled on 1d6. Classes are Warrior, Wizard and Bard; warriors hit things, the last two have spells. Races are Human, Elf, Dwarf, or 1' tall cowardly rodents called Fuzzy Winkers. Combat's done on a little matrix with a "roll-under" to-hit. Weapons do Light, Medium or Heavy damage depending on whether it's 2d6 keep lower, 1d6 or 2d6 keep higher. Saves are on 2d6; a 7 is a save, doubles for 1/2 effect; the "skill" system for finding traps, climbing trees, etc. is similar. There's about a dozen spells and two dozen or so monsters. That's pretty much it - makes T&T look like Rolemaster! ANYWAY, I've added a couple rules and more STUFF to my version, which I call "Compact Catacombs"; some of it's from D&D, some from a whacked-out 1974 D&D alternate called Rules To The Game of Dungeon. I've added Priests and Delvers as classes, and Hobbits and Duckfolk (from Runequest) as races. Wizards have more spells, the Bard a couple more. More monsters, too. And an expanded equipment list, including delving essentials such as golf clubs, cheese wheels, running shoes, bug spray and the Junior Woodchuck's Guide Book (with answers to everything!). Priests wielding brass knuckles and bicycle chains against Blue Meanies! Do bugbears like dog yummies, or maybe bubble gum? Watch out for the Mad Elephants if you're a dwarf! Should I go on?
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Post by mahrundl on Aug 1, 2016 15:32:44 GMT -5
By all means, do go on! It sounds like lots of fun! 
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uburoi
4th Level Troll
Rarr 'n' stuff.
Posts: 481
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Post by uburoi on Aug 1, 2016 18:17:25 GMT -5
The latest version of the Equipment List; GC = "gold coins", i.e. gold pieces. You may be able to notice the point where I started adding stuff. Clothes 1-20 SC Food per week 4-30 SC Rope per 10' 1 SC Horse 10-20 GC (includes tack & harness) Torch 1 SC Sack 1 SC Iron Spike 1 SC Hammer 1 SC Cheese (wheel) 3 SC Ragu (jar) 1 SC Dog Yummies (box) 2 SC Bubble Gum (5 pieces) 1 SC Matches (box) 1 SC Bug Spray (can) 2 SC Medikit (Priests only, heals 1d6 PHYS) 1 GC Junior Woodchuck's Guidebook 5 GC Lysol Spray (can) 2 SC Sunglasses 1 GC Sugar (25 # bag) 3 SC 10' Pole 5 SC Golf Clubs (set) 10 GC Racy Magazine (18+ only!) 1 GC Herring in Cream Sauce (jar) 1 SC Backpack 2 SC Running Shoes (pair, +1 move) 3 SC El Ropo Cigar 1 SC Tree Frog Beer (6-pack cans) 2 SC Kooba Cola (6-pack bottles) 1 SC Old Overcoat Whiskey (fifth) 2 SC Note further that none of these are described; their utilization is up to the GM's option and the cleverness of the players. Can bug spray affect Giant Spiders? Does Lysol affect green slime? Do sunglasses block the gaze of a medusa? Mmmmmmmmayyyyybe. Why not try it?
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Post by mormonyoyoman on Aug 3, 2016 13:36:26 GMT -5
A game which includes the official Junior Woodchuck's Guidebook? Sign me up and put that thing up for download QUICKLY! DOUBLE TIME!
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uburoi
4th Level Troll
Rarr 'n' stuff.
Posts: 481
|
Post by uburoi on Aug 3, 2016 17:41:09 GMT -5
The DREADED monster list. ANTHROZOONS P: 4 M: 3 D: M - evil crocodile-headed humanoids APATOSAUR P: 25 M: 2 D: H - peaceful plant-eater but can stampede & trample APE, KILLER P: 7 M: 1 D: M BALROG P: 20 M: 6 D: H - immolates for 2d6 damage, +1 sword & whip BAT, GIANT P: 10 M: 1 D: H BEAR, GRIZZLY P: 6 M: 1 D: M BLACK PUDDING P: 5 M: 1 D: H BLINC DOG P: 4 M: 3 D: M - can blink to any hex in 3 hex range at will, can blink & attack in same round BLUE MEANIES P: 4 M: 3 D: M - hate music of any kind BUGBEAR P: 7 M: 2 D: M - stealthy, likely to surprise opponents CARRION SCAMPERER P: 2 M: 1 D: spec. - roll 1D6 for # of attacks that round, then roll each separately (1D6 damage each) then add all damage; if more than victim's PHYS. victim is paralyzed (make save every round to escape) CAT, HOUSE P: 1 M: 2 D: L - may be trained CAVEMAN P: 5 M: 2 D: M CENTAUR P: 7 M: 5 D: H CENTIPEDE, GIANT P: 2 M: 1 D: L - poison bite for 2d6 extra damage CHIMERA P: 15 M: 2 D: spec. - 2 attacks per round. Dragon head: 2D6 breath weapon; Goat head: if double 4's rolled, goat head eats weapon. Lion head does Heavy damage. Snake tail hits on "7"; save vs. poison CLICKCLICK P: 8 M: 1 D: H - ant-men, tough (-2 to be hit), if one shouts "November" they die COCKATRICE P: 3 M: 1 D: L - touch turns to stone CRAB, GIANT P: 8 M: 3 D: H 2 attacks per round, armor(6), delicious with melted butter CRABMAN P: 5 M: 3 D: M CROCODILE P: 4 M: 1 D: M DlSPLACER MONSTER P: 6 M: 1 D: M - constant -2 to be hit DJINNI P: 10 M: 6 D: M - flies, teleports, uses spells (SP 12, uses Wizard and Bard spells at will) DOG, DOMESTICATED P: 3 M: 2 D: L - may be trained DOG, WAR P:4 M: 2 D: M - may be trained DOPPLEGANGER P: 4 M: 5 D: M - shapechange into any humanoid, immune to sleep/charm DRAGON P: 16 M: 6 D: H - 3D6 damage breath weapon, flies DRYAD P: 2 M: 4 D: L - casts CHARM at will EAGLE, GIANT P: 7 M: 3 D: M - flies, can be ridden, friendly to elves and dwarves ELEPHANT, MAD P: 11 M: 2 D: H - hates dwarves for some reason EVIL FLYING GLOVE P:10 M: 2 D: H - flies, attacks with huge fist, laughs evilly FROG, GIANT P: 6 M: 1 D: M - sticky tongue captures opponents up to 2 hexes away GARGOYLE P: 8 M: 1 D: M - flies, stone armor(2), immune to magic GHOUL P: 5 M: 1 D: M - lopes around graves, touch paralyzes for 1d6 turns (Elves immune) GIANT P: 12 M: 2 D: H - can throw large rocks at long range for 3D6 dam GOBLIN P: 2 M: 2 D: L - can wear leather armor & shield GOLEM P: 7 M: 0 D: H - edged weapons do 1 less damage per hit GOLEM, GARLIC BREAD P: 6 M: 3 D: L - breathe poison garlic for 3d6 damage GRIFFIN P: 9 M: 3 D: H HARPY P: 5 M: 4 D: M - flies, singing lures males HOBGOBLIN P: 3 M: 3 D: M - can wear chainmail and shield HORSE P: 6 M: 1 D: L - may be ridden HYDRA P: varies M: varies D: L - 2D6 heads, 1 MENT & 1 PHYS per head, 1 attack per head per round, each head chopped off grows back as 2 next round unless neck burned IMP P:2 M: 4 D: L - flies, SP 8, casts ILLUSION, FIRE and FEAR LICH P: 2 M: 6 D: L - casts spells, 6 SP LION P: 5 M: 1 D: M LIZARD MAN P: 4 M: 2 D: M - swims LIZARD, GIANT P: 7 M: 1 D: H - armor(4) MAMMOTH P: 12 M: 2 D: H MANTICORE P: 8 M: 3 D: M - throws tail spikes (1d6 damage) MINOTAUR P: 8 M: 2 D: M - may use broad axe MUMMY P: 5 M: 0 D: M - attacks only every other round, save vs fear to attack it, vulnerable to fire OGRE P: 9 M: 3 D: H ORC P: 4 M: 3 D: M - may wear chainmail & use sword PEGASUS P: 6 M: 5 D: L PURPLE WORM P: 10 M: 1 D: H - poison sting, swallows opponent on doubles (1 point automatic damage/ round) RAT, GIANT P: 7 M: 1 D: L ROC P: 15 M: 1 D: M - flies, big as a house SABRE TOOTH TIGER P: 7 M: 1 D: M SCORPION, GIANT P: 8 M: 2 D: H - attacks twice per round, poison sting SKELETON P: 3 M: 1 D: M - immune to spears and arrows/bolts, may be armed with bow SNAKE, GIANT P: 13 M: 1 D: H SOLDIER BEAR P: 7 M: 4 D: H - fights with polearm, +1 to hit w/ polearm SPIDER, GIANT P: 11 M: 4 D: L - poison, save or stuck in web, sometimes ridden by skeletons STARDUST POTATO P: 1 M: 1 D: spec. - causes 1 pt. damage per attack, never misses STIRGE P: 3 M: 1 D: M - -2 to be hit, sucks blood for 1 damage per round TERROR BIRD P:6 M: 1 D: M TIGER P: 4 M: 1 D: M TROLL P: 14 M: 2 D: H - regenerates 1 PHYS per round TYRANNOSAUR P: 20 M: 1 D: H - immune to magic except fire UNICORN P: 4 M: 7 D: M - uses TELEPORT spell at will VELOCIRAPTOR P: 9 M: 4 D: M - smart, cooperates in hunting WARG P: 6 M: 4 D: M - BIG wolf, smart, sometimes ridden by goblins WEASEL, GIANT P: 9 M: 4 D: M - quick, gets 2 attacks per combat round WOLF P: 3 M: 2 D: L WYVERN P: 13 M: 3 D: H - flies, poison sting XORN P: 6 M: 3 D: H - phases through rock/stone at 1 hex per turn, armor (4) YETI P: 11 M: 4 D: H - cannot be tracked, likes snow ZOMBIE P: 3 M: 0 D: L - when zombie is hit in combat, roll save; if save is made then you do damage, otherwise no damage is done
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uburoi
4th Level Troll
Rarr 'n' stuff.
Posts: 481
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Post by uburoi on Aug 3, 2016 17:43:33 GMT -5
BTW, suggestions for further STUFF to be added are gladly accepted, hint hint.
Also, there WILL be "Rat On A Stick" franchises in the dungeons. "Nice rat, fried rat, on a stick, sir, only 1 gold coin! Scrumptious! You buy rat, yes?" (Acne-scarred teenage goblin: "Yeah, one rat, here you go. You want fries with that?")
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uburoi
4th Level Troll
Rarr 'n' stuff.
Posts: 481
|
Post by uburoi on Aug 4, 2016 6:49:46 GMT -5
A game which includes the official Junior Woodchuck's Guidebook? Sign me up and put that thing up for download QUICKLY! DOUBLE TIME! Ahr, that remindsk me - I need to put the "whiffle hen" in, and possibly the Jeep as well.
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uburoi
4th Level Troll
Rarr 'n' stuff.
Posts: 481
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Post by uburoi on Aug 4, 2016 7:11:59 GMT -5
Wheee! LOOT LOOT LOOT
MAGIC ITEMS Dancing Sword - if used for 2 consecutive turns, will leave wielder's hand and fight by itself for another 2 turns (wielder may do other things), then return to wielder - can't be bought, must be found in adventure/dungeon Magic Pickaxe - Cuts through 1 hex of stone every other turn, need PHYS 4+ or be a dwarf to use Kris - Lt. damage, user immune to magic unless cast at 2x SP cost Camera Kit - Can take photos or use flash to temp. stun/blind monsters Dynamite - 3d6 damage per stick Slave Ball - useable only by Wizards, traps and enslaves monsters it's used on to fight for user, monster can roll save to resist or escape Wizard's Sword - sword useable by Wizards Magic Arrows - 1d3 worth, automatically hit anything shot at Mirrored Magic Shield - +1 Armor BONUS, perfect reflector Magic Axe - returns to thrower's hand, even after hitting Smoke Bomb - covers 5 x 5 hex area, blocks all sight the "Whiffle Hen" - mystical bird, rubbing the head brings luck (+1 Adventure Point) the "Jeep" - P:2 M:4 infallible tracker, only says "jeep! jeep!", eats orchids
("Slave Balls" are an item from "Rules To The Game Of Dungeon", really I'm not making this up; in my version, of course, they're red & white balls thrown at monsters to catch them...)
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Post by mormonyoyoman on Aug 4, 2016 8:57:59 GMT -5
A game which includes the official Junior Woodchuck's Guidebook? Sign me up and put that thing up for download QUICKLY! DOUBLE TIME! Ahr, that remindsk me - I need to put the "whiffle hen" in, and possibly the Jeep as well. Even besterer!
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uburoi
4th Level Troll
Rarr 'n' stuff.
Posts: 481
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Post by uburoi on Aug 7, 2016 19:40:13 GMT -5
SPELLS SPELLS SPELLS! (It's a little harder to tell my additions here; I was a lot more practical about magery for some reason.)
SPELLS - Spell points (SP) are used to cast spells. A wizard's or bard's SP = MENT. SPs regenerate daily. Wizard Magic Spells: a wizard knows a number of spells equal to MENT divided by 2, odd numbers round up. Wizards choose spells. Each spell costs a certain amount of SP to use. Range: the spells are not limited by distance, but by line of sight. Spell list: LIGHT - lights up any dark area equal to daylight.1 SP per use, per day (can use to light staff for a safe torch for 24 hours, but must be recast, & pay another SP, if turned off. The wattage is constant.) HOLD/RELEASE - can be used to lock/unlock doors or any items touching such as a boot & floor or a sword & scabbard, 1SP per round. A door held (remember 1 SP/rnd) can only be breached by a bigger release spell (higher MENT). Save allowed. FIRE - can ignite or extinguish burnable items, can throw a fireball 2d6 damage, can cause fireworks, or smoke. Can cause a sword to flame, +ld6 damage, 2 SP per use, save allowed. SHIELD - adds +1 to MENT & PHYS defense for 1 round per SP used. DEATHSPELL - kills target if caster has enough SP to do so. SP = target's PHYS (casting roll needed actual roll), if SP=negative numbers caster DIES, save allowed (½ effect). ILLUSION - for each SP caster can fool one sense for one turn. save allowed. If made, roll 2d6 less than MENT to disbelieve. CHARM/FEAR - allows caster to cause a target to cooperate or run away in fear, caster's choice. can save (doubles causes target to go berserk) SP = target's MENT. SHRINK/GROW - halves/doubles PHYS of target; 2 SP/turn LIGHTNING BOLT - MENT x 2 range in hexes, 2d6 damage, 2 SP (save allowed) ICICLE - bolt of cold, 2 SP, 2d6 damage IDIOCY - only works vs. wizards, drops MENT to "1"for d6 turns, 3 SP MENTAL BLAST - does d6 damage to MENT, no effect on non-living, range = MENT hexes, 2 SP TELEPORT - safely delivers caster to any point in line of sight instantly, 3 SP WALL OF FLAME - wall is 4 hexes long by 2' thick, 6' tall, 2d6 damage on contact, 2 SP DISINTEGRATE - disappears a 1-hex volume of anything inorganic (such as stone), 5 SP WIND WALK - allows flight, 2 SP per turn SLEEP - causes any target of less than 3 MENT in 3 hex x 3 hex area to immediately fall asleep, does not work on elves, undead or unliving beings, 2 SP SLOW/HASTE - halves move and only one attack every other turn / doubles move and doubles attacks, caster chooses which, 2 SP per turn CURSE - specify effect, such as "never make save" or "take maximum damage", 8 SP (save allowed for no effect) MAGIC MISSILE - bolt homes in on one target, no save, 1d6 damage, 2 SP
Bardic Magic: Spells: Bards get the same amount of spell points and spells as a wizard. Range: There is no limit but caster must be within earshot. Spell list: ILLUSION - same as the wizard version in effect and cost. CHARM - spell causes target to cooperate with caster. Victim save throw allowed, (doubles causes target to go berserk). SP = ½ targets MENT DETECT MAGIC - allows caster to locate magic items or creatures/beings or magic traps. 1 SP per 1D6 rounds. CONFUSION - causes target(s) in certain radius around the caster to be confused and unable to do anything, friend or foe, all are affected. 2 SP per hex radius from caster per round. SONG OF POWER - allows caster to give any target an extra damage bonus on their attacks. +1D6 per round, casters choice. 2 SP per round per target. SHADOWALK - gives the caster the ability to meld themselves with any one shadow thus becoming invisible and intangible to anything. The caster can fight any other person who shadowalks in the same shadow and only at this time otherwise the caster cannot do anything physically. If the shadow that the caster is in vanishes by accident before the caster leaves it then they must save, if made then caster takes a loss of ½ PHYS points; if missed then caster takes a loss of ½ PHYS and MENT points. Spell lasts as long as caster wants otherwise. 3 SP per shadowalk. SONG OF HEALING - heals 1d6 PHYS worth of damage, up to original score, 2 SP LIFT CURSE - removes any curse on one subject, 4 SP SONG OF FRIENDSHIP - adds +1 to Reaction Roll for every SP used COURAGE - eliminates fear, recovers morale, 2 SP
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