DINKY DUNGEONS PDF

Hey Jimmy, Have you heard of Multiverser? Action Table table determines action outcomes. Please select a support frequency. It is available from the We Love Dinky Dungeons fan site see weblinks section.

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Roll 2D6 and take low die. Medium weapon Heavy weapon Roll 2D6 and take high die. Damage is usually subtracted from Physical. At 0 MEN, he is brain dead. At 0 PHY, the character is dead. At PHY, his body was never found. Saving Throws Only players get saving throws. Inanimate objects do not. Saving throws can be made versus spells, wands, poison, area attacks, and so forth. Attribute Checks To attempt a difficult or contested non-combat action, a character makes an attribute check.

Idea rolls are used for activities such as searching, finding traps, and solving riddles. Muscle rolls are used for actions such as knocking down doors, climbing, and swimming. Only 1 Idea or Muscle point can be spent to attempt a specific action.

Healing All Mental and Physical attribute points recover between adventures. Magic System A wizard or bard character begins with a number of spells equal to his Mental attribute divided by two, rounded up. Spell points SP are used to cast spells.

Each day, a wizard or bard has SP equal to his Mental attribute. Wizard Magic Wizard spell range is limited by line of sight rather than distance. Cost: 1 SP per use, per day. Can use to light a staff for a safe torch for 24 hours, but must be recast, and pay another SP, if turned off.

The wattage is constant. Cost: 1 SP per round. Save allowed. Cost: 2 SP per use. If SP falls below 0, caster dies. Can save doubles cause target to go bezerk. Bard Magic The target must be within earshot of the caster for the spell to be in range. A Illusion - same as the wizard version in effect and cost.

B Charm - spell causes target to cooperate with caster. Victim save throw allowed doubles cause target to go bezerk. Cost: 1 SP per 1D6 rounds. D Confusion - spell will cause target s in a certain radius around the caster to be confused and unable to do anything, friend or foe, all are affected.

Cost: 2 SP per hex radius from the caster per round. Cost: 2 SP per round, per target. F Shadowalk - this spell 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 this time otherwise the caster cannot do anything physical. Spell lasts as long as caster wants otherwise. Cost: 3 SP per shadowalk. Experience One point is added to Mental or Physical for each adventure or dungeon survived. An optional rule allows XP to be saved and later spent on improving dice rolls. Armor Chart Armor adds to Physical defense. Armor Type.

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DINKY DUNGEONS PDF

Samurisar Please select a support frequency. It was produced by an anonymous fan dinly circulated electronically. Dinky Dungeons! More Information Edit History.

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Dinky Dungeons

Discovering The Magic The year was In those days, I was the classical young gamer - broke, living at home and playing with friends after school. I had to save money to go to the Con every year. I noticed the Dinky Dungeons book sitting on a table and thumbed through it. A small rulebook, two mice dice and a protective baggy for one dollar?

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Interviews Some of the great minds and artistic talents behind Dinky Dungeons have been kind enough to talk about themselves and the game. Phil Morrissey is a professional artist and creator of the Stellar Babe webcomic. Jeff Perryman is a level designer, animator, modeler, and illustrator who contributed some of the amazing second edition artwork. Phil Morrissey How did you become interested in roleplaying games? I was in high school and the boxed edition of Dungeons and Dragons had just been released, a few of my friends wanted to try it so we made up an impromptu gaming group.

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The game is a wonder of conciseness. The rulebook includes character creation, character classes and races, weapons, armor, and items to buy, two different systems of magic spells, action resolution, saving throws, combat, "skill rolls", experience rules, and a monster list containing 37 creatures with stats, over half of them also having some note or other. The errata sheet includes the missing notes for some of the monsters, some detail about combat that was overlooked, rules for healing, alternate experience rules, and a picture of a Fuzzy Winker whining. There are only two attributes, Physical and Mental. There are three character classes: Fighters high Physical stat , Wizards high Mental stat , and Bards roughly equal stats.

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