Dungeon Bash
Dungeon Bash
Dungeon Bash
T h i r d E d i t i o n , p u b l i s h e d b y Wi z a r d s o f t h e C o a s t
http://www.theothergamecompany.com
V1.1
Thanks to:
Our international group of playtesters, who had to make head and
tails of the game all by themselves during pretty much the whole
playtesting process, and who had to print out an insane number of
pages while doing it. Thanks for your praise and criticism. This
game would be very different without you, and your commitment
was amazing!
Table of Content
1. Introduction
What you'll need
Why d20?
The Chapters
Expanding the Game
Abbreviations & Glossary
Dungeon Bash in a Nutshell
2. Player Characters
The Adventuring Party
Races
Classes
Average Party Level
Character Sheets
Player Character Death
Animal companions, familiars and mounts
Skills
Feats
Spells
3. The Dungeon
The Quests
Quest Descriptions
Dungeon Generating
Dimensions
Terrain Placement
Exploration
Rule of the Last Door
4. The Adventure
Average Party Level and Encounter Level
Initiative Count Number
Turn Sequence
Random Encounter Rolls
Room Encounters
Combat
Surprise and Awareness
3
3
3
3
4
4
4
5
5
5
5
6
6
6
7
7
7
8
9
9
9
11
12
12
12
12
13
13
13
13
13
14
14
14
Placement of Opponents
Treasure
Non-Player Characters
Traps
Non-Combat Actions
Resting
The Final Battle
Between Adventures
The High Costs of Living
5. Advanced Game
Advanced Dungeon Generator
Room Features
Customizing the Dungeon Generator
Customizing Encounters
Special Quests
Side Quests
Speeding up the Game
High-Level Play
The Dungeon Bash Campaign
6. Solo Play
Starting Equipment
Opponent Behavior
Armor Factor
Types of Opponents
Reaction Flow-Chart
The Unknown Opponent
7. High Levels
Spells and Abilities
Main Quests
High Level Quests
Advanced Reaction Flow-Charts
Creature (Re-) Sizes
High Levels without a GM
Appendix: NPCs
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15
15
17
18
18
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18
19
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20
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2005/2006 The Other Game Company and Stefan Pietraszak. All rights reserved unless otherwise noted. Requires the use of the Dungeons & Dragons
Players Handbook, Third Edition, published by Wizards of the Coast. D20 System and the D20 System logo are Trademarks owned by Wizards of the
Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of the D20 System License version 5.0.
The Other Game Company, TOGC, the TOGC logo, and Dungeon Bash are trademarks of The Other Game Company. All rights reserved.
Dungeon Bash
Chapter 1: Introduction
Introduction
his game, Dungeon Bash (DB), is mainly aimed at players. In fact, using all its rules, you won't need a Game Master! That's right:
hack'n'slay entertainment, and nobody needs to play the victims. Nonetheless, Game Masters might find this book useful too, if they'd like to randomly generate a dungeon, or if they want to spice up their campaign with some free-floating dungeon crawl.
If it's action you crave for, this is the book for you. If, on the other hand, you're deeply into ROLEplaying, then stay away from this
book and find yourself a willing and able Game Master. Good luck with this endeavor ;)
Most of the player characters (PCs) from DB can be used just as is in your regular roleplaying campaign - at the GM's approval, of
course. One of the best ways to use DB in that regard is for kick-starting the campaign (if you want to start at a higher level, and don't just
want to say "Ok, you're all 8th level"), or granting characters the means to catch up of the others if they're behind on levels. In addition,
Dungeon Bash is great as an introduction to roleplaying, as you've got to deal with most of the rules, but not with the more "esoteric" issues
of role-playing.
We assume that you know the core d20 rules. This is not a stand-alone game. You have been warned. Now step into the dungeon and
proof yourself.
Why d20?
First, it's complex. While DB is, at its heart, a pretty simple game,
the d20 system offers plenty of ways to generate and improve
your player character, something that's not the case with other
games similar to DB. Second, there's a multitude of combat options
- flanking and sneak attack, more spells than you could throw a
stick at, special attacks like trip and corresponding feats, and so
on - so it's more than just hacking the monsters with your sword.
Third, balance is the key. Character levels and challenge ratings,
while not perfect, offer the basic means to evaluate the power of
an encounter.
But note that CRs sometimes are off. Most of the time, a single
opponents of CR 5 is easier to defeat than a group of opponents of
EL 5. True dragons are more powerful than other creatures of the
same CR. But that shouldn't stop us use the d20 rules, right?
Because not every challenge should be equally hard - as long as the
party has a fair chance to survive, it's fine.
The Chapters
At first glance, Dungeon Bash's structure might seem confusing , so
let's take a look at the chapters. After this introduction, we'll first deal
with the classes, races and
party composition in Chapter
2, because the adventurers
With Dungeon Bash, you can...
play the most important part
in DB. Thereafter, we need to
- Play the lower levels to start a
know why the adventurers
"real" roleplaying campaign
enter the dungeon, and what
- Play in a pub or similar estabthe dungeon looks like - both
lishment
of which is detailed in
- Run an entire "random campaign"
Chapter 3. After the stage is
- Inspire your next dungeon crawl
thus set, we delve into the
action in Chapter 4, the core
of the DB rules, where you learn how encounters work, how to start
and resolve combat, how the PCs can interact with NPCs, and so on.
For those so inclined, Chapter 5 explains how to customize your
game, and how to make the gameplay more complex.
All the rules you need to play are in Chapters 2, 3 and 4 Chapter 5 is entirely optional, so don't bother with it if you don't
want to. Speaking of optional, there's Chapter 6 - in this last chapter you'll learn how to run a game of DB without a GM. If you don't
plan to ever do that, you could ignore that chapter as well. But
frankly, the solo play rules were one of the main concerns in designing this game, and chances are they are one of the reasons that
lured you into purchasing DB. Lastly, Chapter 7 will help you run
the high levels, as youll need additional rules above 8th level.
Chapter 1: Introduction
Dungeon Bash
Armor Factor
Average Party
Level
Dungeon Bash
Player Characters
his chapter briefly describes how to build characters for DUNGEON BASH games. Although the standard d20 rules for character
creation are used, some word of advice is needed for this specific game, as it will be quite different to your usual roleplaying experience. For instance, as the main focus of DB is on combat - this need not be true for your normal roleplaying games - and the action
takes place underground, not in a city nor in the wilderness - some characters are more useful than others.
You should try to build groups of four characters, because the basic d20 system - and therefore DUNGEON BASH too - was balanced
with four characters in mind. Otherwise, the challenges provided by the encounter tables might prove too tough or too easy.
You'll find advice on all these questions in this chapter.
Races
Every player race is suitable for DB. Other races like orcs or bugbears may also be suitable. The DMG gives more information on
this subject.
Our advice is that you start playing at character level 1; therefore it won't be possible to play most non-standard races because of
HD and level adjustment. But if you ever need to substitute a character (because of untimely death, for example), such races might be
playable. See this chapter under "Player Character Death".
Classes
Remember, this game is mainly about combat. Make sure that your
character can hold her own in a fight. Furthermore, the game is set
in dungeons, caverns and the like, so some skills and abilities will
be of little use. That said, future expansions (or your own house
rules, for that matter) may change this to some degree, and virtuallly every skill and ability already has SOME use in DB.
Conclusion: each party should consist of (exactly) one rogue
and a cleric as well as a fighter-type and another spellcaster (another divine or preferably an arcane spellcaster). That would make up
a standard party - any changes, and you're on your own. Don't blame
us if you don't get very far.
Let's take a quick look at the different basic classes:
Barbarian: Perfectly suited. Since he's not normally wearing heavy
armor, opponents might focus attacks on the barbarian (especially if you're using the rules from CHAPTER 6), and that's a
good thing as it keeps the opponents away from the weaker
party members.
Character Sheets
Special single-page and half-page character sheets are included (see
the Character Sheet PDF). For your convenience, we've made some
archetypical characters - half-orc fighter, dwarf cleric, human sorcerer and halfling rogue - of levels 1, 3, 5 and 10, so you can start
playing right away without the need to make your own characters
(which, as we all know, might take a while), and you can even start
at higher levels if you're so inclined (but take note of the sidebar
about maximum character levels).
You could of course use your own character sheets if that's
more to your liking. But, whatever the sheet you're using, make sure
to add the Initiative Count Number (ICN) and the Armor Factor
(AF) to the character sheet, if you're using these rules. Chapter 4:
The Adventure tells you why you'll need the ICN, and Chapter 6:
Solo Play explains the AF and its application.
Dungeon Bash
Dungeon Bash
Skills
No skill is entirely useless in DB, but some skills will give you more
mileage per rank, and a few are only used under very specific circumstances.
Essential skills for any adventuring party: Disable device, open
lock, search.
Useful skills for any player character: Heal, listen, knowledge,
spot, survival.
Beneficial skills during or prior to combat: Balance, bluff, concentration, escape artist, hide, move silently, tumble, use magic
device.
Don't forget about social skills (diplomacy and intimidation),
because sooner or later you will encounter non-hostile NPCs. No
single skill is entirely useless, but some skills will only be of help in
some quests or sub-quest (see Chapter 4).
The following skills have additional rules or uses in DB, and
are presented here for your convenience. You can also find these
rules in the relevant chapters.
Appraise: Used to obtain some special quests (see Chapter 5).
Decipher Script: Used to obtain some special quests (see Chapter 5).
Diplomacy: If you meet an NPC (either unfriendly, indifferent, or
friendly; note: hostile creatures are never considered NPCs in
DB), you may try to influence the NPCs attitude with a succcessful diplomacy check using the usual rules: only one try per
NPC, and it either takes 10 consecutive full round actions or 1
full round action with a -10 penalty. Depending on the NPC in
question, a different attitude has different ramifications - see
Chapter 4 for details. Note: while there's a chance in every
round that a random encounter occurs, this might not be the
case in some rooms containing NPCs, as those room are considered a 'save haven'.
Disguise: Used to obtain some special quests (see Chapter 5).
Escape Artist: Used to obtain some special quests (see Chapter 5).
Forgery: Used to obtain some special quests (see Chapter 5).
Gather Information: Prior to an adventure you may try to Gather
Information on the dungeon you're about to visit. The DC is 15
plus APL. If you succeed, you've got a pretty good idea of
where the Main Quest Room is located - you start the game
Feats
As with skills, most feats are usable, but some will prove better than
others.
Not so useful feats: any skill-buff feats (unless all the bonus
applies to one or more of the essential skills), far shot (as you
Expert Watchperson
When it's your shift to watch at night, this feat will make it very hard
for enemies to surprise you and your party.
Benefit: You receive a +5 circumstance bonus on spot and listen
checks during your guard shift while the party is resting.
Additionally, if you aren't surprised on a random encounter
when it's your guard shift, you can immediately wake all other
party members.
Light Sleep
You are aware of dangers even when sleeping.
Benefit: When the party gets ambushed while resting, your character is considered awake no matter whose turn to watch it is. See
Chapter 4 for the rules on resting. Note that you still need to be
awake on your own shift.
Normal: Only the guard on shift while the random encounter occurs
is considered awake.
Track
You are able to check your environment for tracks, and that helps
you to prepare against ambushes.
Benefit: As a standard action, you can make a survival check to find
clues on any creatures in the vicinity. If you succeed on a DC
25 survival check, you are aware of every creature nearby.
Additionally, when resting in the dungeon, you may add +2 to
your survival check.
Note: This isn't a new
Alignment
feat, but rather additioMost of the time alignment won't matter
nal rules for the existat all. All player characters are free to
ing core feat and ranger
choose any alignment they want - but the
class ability.
quests and opponents aren't geared
toward evil characters, so stay away from
those alignments. Furthermore, purely
Spells
neutral (in regards to good and evil) parties aren't fun - especially if these alignSome
higher-level
ments are only chosen because they don't
spells could cause
suffer from Protection from Good spells
problems when using
and the like - so as a rule of thumb at least
them in a standard dunhalf the party should be of good aligngeon crawl (see sidebar
ment.
on maximum character
Alignment may change only under
levels), and some divithe most extreme circumstances (if the
nation spells just don't
party starts killing NPCs, for instance).
make sense when the
whole adventure is
Dungeon Bash
randomly generated. The following spells of levels 1 to 5 are forbidden: Augury, Commune, Commune with Nature, Contact Other
Plane, Divination, Plane Shift, Scrying.
Some other spells may not have any beneficial effect, but they're not forbidden. For following spells of levels 1 to 5 special rules
apply in the context of DB:
Alarm (Brd 1, Rgr 1, Sor/Wiz 1): The audible alarm is so loud that
you need to roll for random encounters after your rest was disturbed (that's not normally the case - see Chapter 4). Still, this
spell might be worthwhile as all party members are at least sure
to wake up.
Arcane Eye (Sor/Wiz 4): You can use the arcane eye for scouting.
Treat the eye as a character for that purpose. Since the arcane
eye can't open doors, it needs enough space to enter - chances
are 50/50 (11-20 on a d20) that the eye can enter and therefore
is able to spy out a room.
Arcane Lock (Sor/Wiz 2): With this spell, you can secure a room for
resting, but keep in mind that it's still possible to break the door.
Therefore you'll still need to roll whether the rest is disturbed.
If the opponents don't get into your room, they'll wait for you
outside, enforced by another random encounter.
Blink (Brd 3, Sor/Wiz 3): While blinking, you could step through
walls, but only if there's a door in the same wall no more than
10 feet away. If you succeed, you enter the room beyond. If you
don't succeed, you always end up where you started.
Detect [Alignment] (Clr1): All walls and doors are thick enough to
block these spells. Note: these spells are particularly useful
when using the solo play rules (see Chapter 6).
Detect Magic (Brd 0, Clr 0, Drd 0, Sor/Wiz 0): All walls and doors
are thick enough to block this spell.
Detect Secret Doors (Brd 1, Knowledge 1, Sor/Wiz 1): Casting this
spells grants you a +5 circumstance bonus on search checks to
find secret doors (see Chapter 4).
Detect Undead (Clr 1, Pal 1, Sor/Wiz 1): All walls and doors are
thick enough to block this spell.
Dimension Door (Brd 4, Sor/Wiz 4, Travel 4): You may only use
this spell to transfer to a part of the dungeon that's already
explored, or around not yet explored corners, or behind not yet
opened doors.
Fire Trap (Drd 2, Sor/Wiz 4): A good way to protect the entrance of the room you're resting in. If your rest is disturbed, that
random encounters suffers the full effect of this spell first determine at random which creature opens the door and therefore is the target of this spell's effect. If a rogue is part of
the random encounter, she can try to find and disarm the fire
trap first.
Fly (Sor/Wiz 3, Travel 3): Chapter 5 describes optional rules on
how to determine the heights of the rooms and corridors. If you
don't use these rules, simply assume that all rooms and corridors have a height of 20 feet - or higher if any encounter tables
used for this adventure features creatures larger than this.
Glyph of Warding (Clr 3): See notes on the fire trap spell, above.
Locate Creature (Brd 4, Sor/Wiz 4): If one of your quests involves
finding a particular creature or NPC, you receive a +1 bonus on
finding the quest room. You may only cast this spell once per
quest.
Locate Object (Brd 2, Clr 3, Sor/Wiz 2, Travel 2): If one of your
Dungeon Bash
The Dungeon
hile the Game Master is free to design her own dungeons anyway she chooses, this chapter describes the means to randomly generate the dungeon environment. It depends on whether you've got your own dungeon building material (for instance: a battlemap
or similar) or if you're are using the dungeon tiles coming with Dungeon Bash. The main rules in this chapter assume that you're using the basic Dungeon Bash floor plans. If not, Chapter 5 gives advice on how to design your own Dungeon Generator based on the
material you own, and offers a more complex generator too (named Advanced Dungeon Generator).
What you'll need first is the quest for the party. This sets the stage for the adventure, and may influence dungeon generating, as noted
under the quest description where appropriate. In this chapter you'll learn two things: first and foremost how to generate the dungeon, and
second why the characters venture into the dungeon in the first place. So let's start with the latter.
The Quests
The Main Quest is resolved in the "Main Quest Room". See
"Dungeon Generating" below for more details. Note: Chapter 5
expands this topic by introducing side-quests and special quest that
must be discovered by the PCs first.
Roll 1d100 on table 3.1 to determine your Main Quest.
Quest Descriptions
Fight the Warlord
Description: A new warlord has arisen in a nearby dungeon. The
mayor has hired the party to descend into the dungeon and smash
the evil warlord. Roll on the Quest Room Encounter Table to
find out who the warlord is (he's the most powerful (highest CR)
of all creatures in the Quest Room - if two or more creatures
have the same highest CR, determine the warlord among these
at random).
Rules: Use the appropriate encounter tables (either use the standard
tables or adjust them to fit the warlord). No need to back out of the
dungeon once the warlord has been defeated - the dungeon counts
as cleared out.
Reward: APL x 500 gp
Dungeon Bash
Monster Infection
Rescue Mission
Description: The daughter or son of the local king (roll 1d6: 1-3
princess, 4-6 prince) has been kidnapped and is held for ransom.
The party's job, of course, is to rescue the princess or prince.
Rules: The princess or prince is a noble (level = APL -3) and avoids
fights at all costs: never attacks, always makes a full move away
from an enemy if threatened - unless this would draw attacks of
opportunity, in which case she or he takes only a 5 ft. step. Only
HP (level * 4) and AC (10 + APL) are needed. All creatures in this
dungeon try their best to attack the prince or princess, but will only
deal nonlethal damage (-4 on attacks), as they're trying to capture
her or him back.
Reward: APL x 600 gp
Monster Hunt
Description: A terrible monster (or group of monsters) is roaming
the countryside by night. By day it retreats to its lair, and that's
where the party comes in: they venture to the creature's lair by day
and kill it. Choose any kind of creature with a CR at least 2 points
higher than the APL (exception: with APL 1, the creature's CR
should be 2), or roll on the Monster Hunt table.
Rules: There are no other creatures except for the monster(s) hunted
by the PCs in the quest room.
Reward: APL x 500 gp
Treasure Hunt
Description: Rumors of a great treasure in a nearby dungeon
abound, and the party goes after it.
Rules: Once the Quest Room is cleared of all opponents, the PCs
can open the four chests in it. Generate four treasures of a level
equal to the APL.
Reward: No additional reward besides the extra treasure.
The Wager
Description: A guy in a tavern is betting that the PCs won't survive
a nearby dungeon which he claims is far too tough for them. The
PCs can either bet up to APL x 500 gp or decline. If they decline,
generate another quest immediately.
Rules: This quest uses the same rules as "Monster Infection" (total
of 10 encounters, and so on), with the following additions: All
opponents in this dungeon are all naturally tough. Increase the natural armor bonus by 1 for each creature. If for any reason the party
should back out of the dungeon before they've cleared it, they've
lost their wager.
Reward: Twice the PCs wager.
Exploration
Description: The party is hired to map a cavern. Their job is done
once there aren't any unopened doors and unexplored corridors left.
Rules: Never place more than 1 door per roll. The "rule of the last
door" (see below) doesn't apply, but rather the party has mapped
the whole dungeon in that case. There is no Main Quest Room.
The party needs to back out once they accomplished their mission.
Reward: APL x 400 gp
Monster Hunt
APL / d6
1 Boar
1 Dire Badger
1 Worg
2 Wolves
1 Dire Ape
1 Dire Wolf
1 Monstrous
Spider (large)
1 Hell Hound
1 Dire Boar
1 Dire Boar
1 Owlbear
1 Otyugh
1 Dire Lion
1 Manticore
4
5
1 Dire Lion
1 Megaraptor
1 Basilisk
1 Wyvern
1 Megaraptor
1 Dire Bear
6
7
1 Bulette
1 Behir
1 Manticore
1 Shambling
Mound
1 Chimera
1 Dire Tiger
1 Blue Dragon
Wyrmling
1 Red Dragon
Wyrmling
2 Dire Wolves
2 Otyughs
1 White Dragon
Wyrmling
1 Owlbear
1 Dire Bear
1 Gorgon
1 Behir
1 Bone Devil
1 Wyvern
1 Black Dragon
(Juvenile)
1 Tyrannosaurus
1 Vrock
1 Bone Devil
1 Vrock
2 Chimeras
2 Dire Tigers
2 Behirs
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Dungeon Bash
Scattered Symbols
Description: The three royal symbols were stolen from the king and
queen by a bunch of thieves hiding in a nearby dungeon. The party's mission is to retrieve the symbols.
Rules: Every large room is a Quest Room (no need to roll) and holds
one symbol. Once they've found and retrieved all three symbols,
they need to back out of the dungeon. Quest rooms can have doors
(this is an exception to the usual rule).
Reward: APL x 700 gp
Dungeon Generating
Each time one of the PCs moves around a corner to a section of the
dungeon not yet explored or opens a door, instantly generate the
new terrain on table 3.2: Main Exploration Table. Each time one of
the PCs opens a door that hasn't been opened before, roll on table
3.3: Door Opened From Corridor or table 3.4: Door Opened From
Room, whatever is appropriate.
11
Tile
1-3
4-6
7-9
10-11
12
Dungeon Bash
See Chapter 5 for a
more detailed and complex
method.
Main Quest Room:
For each Large Room, roll
1d6, and add 2 for each previous large room already
explored - with a result of 6
or more it's the quest room.
A quest room has no additional doors, unless noted
otherwise in the quest's
description.
Notes: All doors are
exits (not counting any
doors - usually just one leading to this room).
Dimensions
Placement of Terrain
Place any tiles in such a way that they don't overlap. Should you
ever be unable to place a tile, choose a different one that fits (a dead
end, for example). Each roll on the exploration tables generates as
many tiles as the party can
see, so you need to place
Table 3.3: Door Opened from
them accordingly. For
Corridor
instance, on a roll of 10 or
d20
Tile
11 on the Main Exploration
Table, the t-junction must
1-6
Small Room
be placed so that there are
7-10
Small Room, 1 Door
11-12
Small Room, 2 Doors
two ways, one to the left
13-16
Large Room
and one to the right.
17-19
Large Room, 1 Door
Corridors: All tiles
20
Large Room, 2 Doors
form a straight line. For
instance: a result of 14 on
the Main Exploration Table
Table 3.4: Door Opened from Room means that you place a single section, followed by a td20
Tile
junction, followed by a cor1-6
Corridor (roll again on the
ner (example: illustration
corridor table)
3.1).
7-11
Small Room
Rooms: If in any
12-15
Small Room, 1 Door
doubt, place the shorter
16-17
Large Room
wall towards the entrance
18-20
Large Room, 1 Door
door. You should only place
the larger wall at the
12
Exploration
Dungeon Bash
The Adventure
ow that you know what quest your characters are trying to accomplish, and how to generate the environment, it's time for some
action! As described in Chapter 3, the party of adventurers starts on a single corridor section functioning as entrance to the dungeon, the first tiles should have been generated before the actual adventure commences. Now all the PCs've got to do is make their
first steps, and start and finish their adventure. This chapter tells you how.
Turn Sequence
1. Random Encounter Roll and adjustment of the Random
Encounter Number
2. Actions (in order of initiative)
13
Room Encounters
While random encounters may or may not happen - in corridors or
rooms, while in combat or not - one thing is certain: every single
room holds some kind of encounter - be it opponents, traps, or NPC,
or several of the above.
As soon as you've placed the room and after you've checked
whether it's a quest room, roll on the Room Encounter Table or on
the Quest Room Encounter Table, if it's a quest room. See the included document encounter tables for the standard tables.
The Random Encounter Number is modified again if a combat
occurs. This modification is the same as after random encounters.
See Random Encounter Roll, above.
Combat
If, for any reason - be it a room or a random encounter, or an NPC
encounter gone wrong - a fight breaks out, the current turn (where
the PCs have been acting in
order of ICN) immediately
ends and initiative is rolled. If
A word on items
any of the PCs has not yet acted
Assume that each creature and
in that turn, her action is lost character, PCs and everybody
she can't postpone the action,
else, has the weapon with the best
but she may of course act as
attack bonus ready, and if that
normal during the fight.
weapon is a crossbow, at the
Actions are taken by the
beginning of the combat it's loacharacters and their opponents
ded by default.
(if any) in order of initiative.
PCs could state otherwise, of
Initiative is only rolled again
course, but if they don't, the
when are new opponents appeabove is assumed.
ar on the board where previously there were none. In every
other case (for example, if creatures generated by a random encounter enter the fray while the characters are already in combat), all participants are stuck with their
initial initiative roll.
14
Dungeon Bash
the hide skill listed in their stats block may try to hide themselves
(or, more precisely, actually already did so before the PCs opened
the door) by making a hide check opposed by the PC's spot checks.
There's enough furniture in every room for all creatures to hide
behind (but see Chapter 5 for alternative rules). Any creature that
wasn't spotted by at least one PC may act in the surprise round.
- The PCs might be surprised by random encounters. The opponents make a Move Silently check opposed by the PCs' Listen check.
Only those opponents with ranks in the Move Silently skill try to
sneak up to the PCs, and only those can get a surprise round that way.
If some opponents have ranks in the Move Silently skill, they'll lead
ahead and may act in the surprise round, and the other opponents
won't enter the board until the surprise round (if any) is over.
- If the PCs succeed on their listen check and there's a place to
hide (assume that there's room for only one PC to hide behind in an
average corridor section, and again: see CHAPTER 5 for alternative rules) they may try to do so by making a Hide check opposed by
their opponents Spot check. If successful, these PCs may act in the
surprise round.
Some opponents have special abilities that offer them a somewhat different approach to surprising the party. For instance, a gargoyle could use it's freeze ability if aware of the party, or a mimic
could appear to be an object like a chest. If an opponent has such an
ability, and if that opponent is aware of the party, that ability will
take effect, and if they succeed, the PCs are surprised.
Placement of Opponents
Opponents fall into different behavior categories: melee, ranged and
caster. The included document titled opponents lists the type of each
creature in their stats blocks. If you want to add different creatures
to the list of opponents, see Chapter 5. Note that some creatures
have behavior subtypes - these are only used in solo play (see
Chapter 6).
How to place opponents depends on whether it's a room
encounter or a random encounter, and whether the opponents are
aware of the party:
- If the opponents in a room are aware (no matter if they surprise the
party or not): place melee opponents within two squares of the entrance, ranged combatants two or more squares behind them, and
casters at the other end of the room (Illustration 4.1).
Dungeon Bash
Treasure
Generating treasure in DB is pretty straightforward: roll once on the
treasure table for a level equal to the EL for every successful enemy
encounter. These tables tell you whether you need to roll again on
other tables (the Mundane Item table, for instance). See the companion document entitled treasure tables.
There's one exception: opponents with class levels should already be equipped with the proper items, so the treasure for such
encounters consists of all item that these opponents haven't used
up or depleted, plus any permanent item that has not been destroyed.
In addition to treasure gained from opponents, the party might
find treasure chests. There's one treasure chest in every trapped
room. Determine the contents of the chest as if rolling treasures for
a creature of a CR equal to the trap's CR. Note that the rules for
chests change if you're using the Advanced Dungeon Generator (see
Chapter 5).
Non-Player Characters
In DB, only creatures that aren't initially hostile to the PCs are considered Non-Player Characters (NPCs). When the party enters a
room, there's a certain chance that they'll meet NPCs. When they do,
the turn-based game immediately stops, and the party as a whole
decides how to interact with the NPC(s) - ignore, attack, intimidate
or, and that's the most likely and promising tactic, use diplomacy.
NPCs always start out as friendly, indifferent or unfriendly, as
indicated in the NPC's description. All NPC rules are also included
in the opponent document for your convenience. Note: the party
never gains experience points for interacting with NPCs, even if
they (have to) fight them.
Adventurers
Initial attitude: indifferent.
The party meets another group of adventurers (human cleric,
human fighter, human rogue, human wizard of a level equal to the
APL-1 (if less than 1, they're all human warriors 1) who've set up
camp here. Depending on the adventurers' attitude, the outcome of
this encounter may vary:
Hostile: The adventurers attack because they regard the party as a
threat.
Unfriendly: The adventurers leave the party, but secretly lure some
wandering monsters to the party. Increase the Random
Encounter Number by 3 units.
15
Eremite
Initial attitude: indifferent.
An eremite (Human wizard of a level equal to APL+2) has chosen to live in this dungeon. For some unknown reason, the creatures
wandering the dungeon don't attack the eremite. He can help the
party in various ways, depending on his attitude:
Hostile: The eremite attacks.
Unfriendly: The eremite points the party to the wrong direction.
Subtract 1 from all further rolls to find the Main Quest Room.
Indifferent: The eremite will identify one magic item for the party,
for a price of 160 gp.
Friendly: The eremite will identify one magic item for the party, for
a price of 120 gp.
Helpful: The eremite will identify one magic item for the party, for a
price of 110 gp. Furthermore, he gives some valuable hints to
the party: Add 1 to all further rolls to find the Main Quest Room.
Dungeon Bash
Ghost
Initial attitude: indifferent.
In the middle of the room, a ghost (hit dice equal to APL+1)
appears out of nowhere. It doesn't seem to notice the party at all, so
it's up to the PCs to either leave the ghost or try to interact with it.
Attempts to interact with the ghost suffer a -5 penalty on all diplomacy or intimidate checks.
Hostile: The ghost haunts the party. They can banish or turn the
ghost, or their Random Encounter Number is increased by 2
units and the minimum number is increased by 3 units for as
long as the ghost remains with them. It will not leave the PCs
until they exit the dungeon.
Unfriendly: The ghost haunts the party. They can banish or turn the
ghost, or their Random Encounter Number is increased by 2
units and the minimum number is increased by 3 units for as
long as the ghost remains with them. It will leave the PCs after
two random encounters.
Indifferent: The ghost continues to ignore the party.
Friendly: The ghost gives the party valuable information. Add 1 to
all further rolls to find the Main Quest Room.
Helpful: The ghost gives the party valuable information. Add 1 to all
further rolls to find the Main Quest Room. Furthermore, the
ghost will identify one magic item for free (the ghost actually
owned that item when he was still alive).
Injured Adventurer
Initial attitude: indifferent.
A single adventurer (human rogue of a level equal to APL) has
survived this dungeon, but the rest of his party has died. She's not
sure if she can trust the PCs, but it's in their best interest that she
does - she can provide them with valuable information. The adventurer is at -1 hp, slowly dying.
Diplomacy checks to influence the adventurer's attitude receive
a +10 circumstance modifier if the party heals the adventurer so that
her hit points are positive - if they don't, they can't interact with her.
Hostile: The adventurer sends the party away, but later lures the
dungeon's inhabitants their way. Increase the Random
Encounter Number by 4 units.
Unfriendly: The adventurer sends the party away.
Indifferent: The adventurer gives some valuable hints to the party,
but demands to be paid (APLx25 gp). Add 1 to all further rolls
to find the Main Quest Room.
Friendly: The adventurer gives some valuable hints to the party, but
demands to be paid (APLx5 gp). Add 1 to all further rolls to
find the Main Quest Room.
Helpful: The adventurer gives some very valuable hints to the party.
Add 2 to all further rolls to find the Main Quest Room.
Injured Inhabitant
Illustration: Melissa Cox
16
Dungeon Bash
Mercenaries
Initial attitude: unfriendly.
These two mercenaries (Human Fighters of a level equal to the
APL) are exploring the dungeon for their own reasons, but nevertheless, they can be hired by the party . Their price is listed on the
table below, and each fighter has to be paid individually. They fight
a maximum number of battles for the party, depending on their attitude (Helpful: as often as they are paid. Friendly: 5 times.
Indifferent: 3 times. Unfriendly: Once). If they were intimidated,
they will always only fight once for the party.
APL
Unfriendly
Indifferent
Friendly
Helpful
1
2
3
4
5
6
7
8
4 gp
2 gp
1 gp
1 gp
8 gp
4 gp
3 gp
2 gp
16 gp
8 gp
7 gp
5 gp
30 gp
15 gp
14 gp
10 gp
60 gp
30 gp
28 gp
20 gp
100 gp
50 gp
47 gp
36 gp
220 gp
110 gp
106 gp
90 gp
400 gp
200 gp
195 gp
160 gp
Note that these prices deviate from the prices given in the
DMG, because the party hires these mercenaries under very special
circumstances.
Prisoner
Initial attitude: friendly
A human fighter of a level equal to APL -2 (if less than 1, he's
a 1st-level warrior, not a fighter) is chained to a wall. If the party
successfully frees him from his bounds (see the table below for the
DCs), his attitude changes to helpful. This attitude may be further
influenced (if intimidated, he provides the benefit listed below, but
the prisoner will leave the party afterwards, and they won't be able
to collect the reward).
APL
Open Lock DC
Break DC
1
20
18
2
20
19
3
20
20
4
22
20
5
22
21
6
22
22
7
25
23
8
25
24
Hostile: The prisoner refuses any help by the party and leaves.
Traveling Merchant
Initial attitude: indifferent.
A Human Rogue of a level equal to APL+1, guarded by two
Human Fighters of a level equal to APL is dealing with anyone she
meets.
Prices for wares : 150% (unfriendly), 100% (indifferent), 95%
(friendly), 85% (helpful). Diplomacy changes attitude. Intimidate
changes attitude for a single item, thereafter the attitude changes
to unfriendly. If the merchant turns hostile, she'll attack the party
(note that her wares are magically secured - should the merchant
die, her wares disappear to an unknown location outside of the
dungeon).
Generate treasures according to the following table. The merchant has these items on stock (if you're not interested in, for example, mundane items, you can skip those rolls).
APL
1
2
3
4
5
6
7
8
Mundane
Minor
Medium
6
6
6
5
5
4
3
2
1
1
1
2
2
2
3
3
1
1
2
Traps
If a trap is rolled on a Room Encounter Table, the character who
opened the door can search for the trap and disable it (if she's able
to, of course). If the trap isn't disabled - either because it wasn't
found or because the Disable Device check failed - randomly determine which character takes the trap's effect (as always: d4 and ICN).
Only characters on the same or an adjacent board section are viable
targets. If the trap has an area of effect, that character is at the centre of the area, with the maximum number of other characters affected (Illustration 4.4).
Note: For the trap, the party receives experience points as
usual, but only if the trap is disarmed successfully.
17
Non-Combat
Actions
Even when not engaged in
combat, PCs still act in a way
similar to combat; meaning you
can either take a standard
action and a move action, or
two move actions, or one fullround action.
Standard actions: search for
secret doors (see Secret Doors,
below), use the survival skill to
find a suitable resting place
(see resting, below).
Full-round actions: All standard actions as above, but with
a +2 circumstance bonus to the
skill check.
Resting
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Dungeon Bash
Illustration 4.4: Traps
Between Adventures
Shortly after the adventure is over and the party has safely exited the
dungeon, they arrive in the nearest city. Here they can look for new
adventures (roll on the quest table) and go shopping. Not all items
might be on sale, as indicated on the table below. Roll for each item
individually, and only once - either it's for sale, or it ain't. If it is for
sale and you want to buy the item more than once, you must roll
again for every purchase until
supplies have run dry.
Dungeon Bash
Item
d20
Mundane item
Masterwork item
Potion or scroll
Magic weapon (12,000 gp or less)
Magic weapon (12,001 gp or more)
Magic armor (8,000 gp or less)
Magic armor (8,001 gp or more)
Wand or ring
Staff or rod
Wondrous item
2+
4+
3+
7+
16+
6+
15+
10+
17+
11+
Encumbrance
If using the DB Treasure Tables (and
not the standard ones found in the
DMG), don't count the weight of gold
coins. Normally, 50 coins weigh 1
pound. As some of the gold coins you
find would normally be platinum pieces or other types, or even gems or pieces of art, it wouldn't be fair to assume that all the character's wealth is kept
in gold pieces. You still need to track
the weight of the characters' equipment
though, as usual.
Advanced Game
he basic game as layed out in the previous chapters, while in itself complete, can be further enhanced in various ways. This chapter
expands the basic rules by adding more options (Side Quests and Special Quests, for instance), expands some game mechanics (the
Advanced Dungeon Generator), and gives advice on how to customize your game. All rules in this chapter are optional.
Room Features
The Basic Dungeon Generator is pretty quick but not very versatile.
If you are so inclined, you could use the Advanced Dungeon
Generator - game play will be slowed down to some degree as you'll need to place additional objects like torches, pillars, barrels, and
so on.
Advanced dungeons are generated by rolling one d20 and one
d12 simultaneously. The d20 roll determines the room or corridor
shape and size as before, and the d12 roll determines room or corrridor features. Corridors may now be broad (standard: 2 squares
wide) or narrow (standard: 1 square wide). All corridors are broad,
unless noted otherwise. There's a new passageway: the conversion
piece. This changes all passageways behind the conversion piece
from broad to narrow or vice versa.
A new room type (tiny room - 10x10 feet) is possible, and a few
rooms now have non-standard shapes. The Advanced Dungeon
Generator gives reference numbers for every non-standard room
type (example: "Shape (1)") . It's a good idea to write the number of
the special shape room on the back of the floor tile for easy reference.
See the included Treasure & Dungeon document for the
Advanced Dungeon Generator tables, and see the floor tiles document for the non-standard room shapes.
All items with known measurements (for example: pillars, but not
torches) can be used to hide behind.
Place each item in a manner that makes sense - beds won't
stand in the middle of the room, but tables and chairs might, for
example. Torches are placed in a way that the illumination provided by them is maximized (where possible, lit areas won't overlap).
If only the length is
Illumination
given (for example: 10
The standard rules assume that each
long), the object reaches
room is illuminated well enough for
from one wall to the other in
all characters to act normally. If youa way that this object must
're using the Advanced Dungeon
be crossed by the PCs after
Generator, you'll have a means to
entering the room.
determine how many sources of light
Candle: Illuminates the
there are in a given room - if any. The
room (5 ft. shadowy).
PCs can carry their own light sources
Always stands on a
of course, and are indeed encouraged
table unless noted
to do so.
otherwise. If there are
Remember that shadowy illumionly prepared creatures
nation offers a means to hide.
with darkvision in this
room, the candles are
19
20
Dungeon Bash
shadowy). Always attached to the wall, unless noted otherwise.
If there are only prepared creatures with darkvision in this
room, the torches are not lit. If you're not using the rules for
illumination, ignore this item.
Trash pile: Each trash pile covers one square (5x5). It costs 10 ft. (2
squares) of movement to move 5 ft. (1 square) through a trash
pile.
Uneven Flagstone: The floor of this room is so uneven that a DC 10
Balance check is required to run or charge across the surface.
Failure means the character can't move in this round. Floors as
treacherous as this should be the exception, not the rule.
Weapon rack: Generate 1d3+2 mundane weapons.
Customizing Encounters
You can design your own encounter, treasure and room tables, using
the blank tables provided in their own document.
Use high CR opponents sparingly (if at all) at low levels. For
example, while an ogre (CR 3) would theoretically be a challenging
encounter for 1st level characters, one hit of an ogre could easily kill
off one of the PCs. At higher levels, this shouldn't be of much concern, as a single opponent arguably hasn't got the same staying
power as two or more opponets at the same EL, as the PCs can gang
up on a single opponent. All in all, the ratio for enemy groups and
single opponents should be 50/50.
See the DMG on how to translate CRs of more than one opponent into EL. Also, the blank encounter tables offer advice on the EL
for each level, and have special notes for the lower levels. Bear in
mind that some CRs are slightly off. For instance, dragons are very
powerful for their CR.
If you're adding opponents with class levels to the tables,
assign equipment right away (either randomly generate or buy).
Dungeon Bash
Special Quests
While side quests (see below) are accomplished during the same
missions as the main quest, special quests are alternative main
quests. You've got to earn access to these quests first. The basic DC
for all skill checks is APL+10. The DC is further modified as noted
in the table below.
Each character may try to acquire a single special quest between adventures. A failed roll means that the character hasn't found
a special quest. After all rolls for special quests are made and the
party has rolled once on the standard quest table, the party must
choose their quest from the options available.
Note that if the "Curse that Item!" quest is rolled, this quest
should be taken, or otherwise the PC is stuck with the cursed item.
If the party still chooses a different quest, they can always do the
"Curse that Item!"-quest later - and suffer from the consequences of
the curse in the meantime.
Any single special quest may only be undertaken once by the
same party. Only "Oh So Many Options" and "We are the Best" may
be chosen more than once, as these aren't quests themselves to begin
with.
Special Quest
A Pirate's Treasure
Ancient Treasure
Be Quick Or Be Dead
Bounty Hunt
Covert Ops
Demon Incursion
Infiltration
Oh So Many Options
Sabotage
Save the Woods
Unexpected Treasure
We are the Best
A Pirate's Treasure: A bloke in a bar introduces himself as an infamous pirate. After you've intimidated him into talking, he tells
you about his treasure - hidden in a nearby dungeon - and you're pretty sure that he's telling the truth. The main quest room of
that dungeon holds the pirate's treasure; generate four additional treasures at the APL. There's no further reward.
Ancient Treasure: On one of your recent adventures you've found a
very old book. After you've successfully deciphered most of it's
content, you finally learn of a fabled treasure in a nearby dungeon. The main quest room of that dungeon holds that treasure
- generate five additional treasures at APL+1. There's no further reward.
Be Quick or Be Dead: The heir to the throne has been kidnapped, and
your party is hired not only because they're capable of rescuing
him or her, but also because of your exceptional riding skills and therefore your ability to solve this quest within two days.
This special quest uses the same rules as the Rescue Mission
quest. The reward is APLx1,000 gp, but if you rest more than
once during this mission, the reward will drop to APLx600 gp.
Bounty Hunt: Hunt down a criminal and bring him back alive.
The criminal, hiding in the main quest room, is a human
rogue (level=APL), but he's not alone - roll twice on the random encounter table. If the party succesfully captures the criminal and brings him to town, they will be awarded with
APLx700 gp. If they kill the rogue, they'll be rewarded only
APLx100 gp.
Covert Ops: The party needs to infiltrate a stronghold and retrieve
crucial documents. The quest room is guarded by a single
human fighter (level=APL+3). If a single PC successfully sneaks into the room (two Move Silently checks opposed by the
fighters' Listen checks), steals the documents and substitutes
them with false ones, the
party can
leave the
Favorite Enemies
stronghold. Otherwise,
the fighter sounds the
Between 5 and 10% (1, or 2 entalarm: roll once on the
ries) of the opponents on a
quest room encounter
Random Encounter Table and 5%
table - these creatures
(1 entry) on the Room Encounter
arrive at the beginning of
Table should be favorite enemies
the second round of comfor each PCs with this class ability.
bat. If the party has to
fight the opponents in the
quest room, they'll be awarded APLx100 gp. If they successfully substitute the documents, they'll receive APLx1,000gp
instead.
Demon Incursion: A vile cult of demon worshippers has set up camp
in a local dungeon (special rule: all opponents are immune to
fear). If the party can beat their opponents in the quest room,
they can banish the demonic influence on the cult members,
some of which where unwillingly possessed. These members
will give the party APLx2d6x100 gp.
Infiltration: A local criminal organization is getting too powerful,
but nearly everything about this organization is a mystery. The
mayor who hires your
party wants them to pose
Too large to live?
as local nobles and get
kidnapped by the crimiCreatures larger than huge won't
nals. As the PCs awake
fit through the 5 ft. wide doors,
they find themselves in a
even when they squeeze. For that
small room, bound and
reason, if any opponent on any of
without their equipment.
the encounter tables used in this
They first need to free
adventure is huge or gargantuan,
themselves (one of the
only use doors that are 10 ft. wide
characters must succeed
(enough room for even a gargantuon an Escape Artist check,
an creature to squeeze through).
DC 18+APL), and open
The ceiling of a dungeon is always
the locked door (Open
high enough to allow all its inhabLock DC 15+APL, or
itants to at least stand up straight.
Break DC 15). Their
mission: escape from the
dungeon. The exit is in one of the corridors (sections only) roll a d6, and add 1 for each previous section; on a result of 8
or more, they've found the exit and escape. They'll receive
APLx800gp as a reward; their equipment was safely stored and
is returned to them.
21
Side Quests
You'll need to find not one, but two quest rooms. The rules for finding the main quest room don't change. The side-quest room is
22
Dungeon Bash
Side Quests
4
Petty Warlord
Petty Warlord
Minor Monster
Family Heirloom
Family Heirloom
Free the Prisoner
Petty Warlord
Petty Warlord
Minor Monster
Family Heirloom
Free the Prisoner
Family Heirloom
Petty Warlord
Minor Monster
Petty Warlord
Petty Warlord
Petty Warlord
Minor Monster
Family Heirloom
Minor Monster
Free the Prisoner
Family Heirloom
Petty Warlord
Petty Warlord
Family Heirloom
Family Heirloom
Petty Warlord
Petty Warlord
Family Heirloom
Minor Monster
Minor Monster
Free the Merchant
Free the Prisoner
Rumor of Treasure
Rumor of Treasure
Minor Monster
Minor Monster
always a small room, so you need to roll a d6 for each small room;
add 1 for each previous small room - on a result of 6 it's the sidequest room.
You don't roll on the Standard Room Encounter Table in the
side-quest room, rather use the Quest Room Table. As the side quest
is likely not as tough as the main quest, subtract one from the result
(minimum 1). As for the main quest room, you don't roll for random
encounters while engaging the opponents in the side-quest room.
Depending on your main quest, roll a side-quest randomly on
the Side Quests table. A roll of 1-3 always indicates that there's no
side quest available.
Family Heirloom: An heirloom was stolen from a wealthy family. If
the party can retrieve it from the side-quest room, the family
will award them APLx100 gp.
Free the Prisoner: A noble is held for ransom in the side-quest
room. Use the rules for the Prisoner NPC, but increase the
award the party gets for freeing him to APLx250 gp. The noble
will behave like the prince or princess from the "Rescue
Mission" quest.
Minor Monster: A terrible monster is roaming the countryside by
night. By day it retreats to its lair, and that's where the party
comes in: they're supposed to venture to the creature's lair by
day and kill it. Choose any kind of creature with a CR of at least
2 points more than the APL, or roll on an appropriate quest
room encounter table until you generate a single creature.
Defeating this creature increases the reward by APLx200 gp.
Dungeon Bash
High-Level Play
The d20 system gets complex pretty pretty soon, and the PCs and
their adversaries can do some very amazing things starting at midlevel, which might break the normal dungeon environment.
Therefore Dungeon Bash is best suited for levels 1 to 8, as already
stated. Chapter 7 has been added to the rules to help.
That said, you could play higher levels. First, you'll need to
design your own encounter tables (see above) for the levels you
need. Then, take a look at all new spells and abilities available to the
PCs at these levels: could any of these cause gameplay problems in
23
Dungeon Bash
Solo Play
ur definition of solo play: a game of DB without a GM. Note that there still need to be four characters, and it doesn't matter (for the
rules, at least) whether there are four players, two players with two characters each, or just one who plays all four PCs. Most of the
rules for DB will work for both GM-controlled or solo play, so there's no need to change any existing rules. The rules in this chapter clarify the application of rules for solo play where necessary, but the basic game was designed with solo play in mind - everything you
learned in the previous chapters still holds true. For instance, opponents are still placed on the board the same way. The few exceptions are
noted below, as well as anything else you'll need to know about solo play.
Starting Equipment
Life without a GM is very harsh. To stand a chance of survival, a
party using the solo play rules receives one potion of cure light
wounds for free at first
How to determine opponent types level. If you start above
character level 1 you
don't receive that potion
Melee opponents are best at close quar- the treasure you receiters. If in any doubt, it's a melee
ve at game start is
opponent, as that is the most
enough to buy healing
straight-forward type. Class exampotions.
ples: most fighters, paladins/blackguards, barbarians, some rogues
(always with the sneak subtype). If
they've got any fancy abilities like
Opponent
the whirlwind attack feat or the abiliBehavior
ty to cast spells, they may be of the
special subtype.
When playing with a
Ranged opponents favor their ranged
GM, opponents react in
attack. In most cases that's because
what the GM believes
their ranged attacks are better than
to be a sensible manner.
their melee attacks. In some rare
But how do opponents
cases, it's because that opponent is
behave and act if there
specialized on ranged combat, altis no GM? Ideally, there
hough its melee attack(s) aren't too
shouldn't be much - if
shabby either. Spellcasting abilities
any - doubt about an
are marginal at best. Class examples:
opponent's next action,
rangers (many of the melee subtydepending on circumpe), some fighters (again, many of
stances. To help with
the melee subtype), some rogues
this, DB introduces a
(always of the sneak subtype, somenew characteristic calltimes of the melee subtype). If theyled Armor Factor.
've got any fancy abilities like the
Furthermore, all oppomanyshot feat or the ability to cast
nents are assigned to
spells, they may be of the special
different
archetypes
subtype.
which determine that
A caster has weak attacks compared to its
opponent's preferred
number of hit dice, and the ability to
action.
cast spells. Examples: clerics (nearly
Armor Factor
always with the defensive subtype),
druids (some with the melee subtyIf in any doubt, oppope), sorcerers/wizards (defensive,
nents will attack the
offensive or no subtype).
character wearing the
lightest armor. To help
24
you evaluate the amount of armor a PC is wearing - from the opponent's point of view - DB uses the Armor Factor (AF). It's best if you
note the AF on your character sheets for ease of reference. See
below for how AF affects an opponent's offensive decisions.
Calculate AF as follows: No armor (0), light (2), medium (4),
heavy (6), buckler (1), small shield (1), large shield (2). Don't count
dexterity modifier, rings of protection, bracers of armor or similar
items, spell effects or modifiers that grant a bonus to AC, unless it's
a clearly visible effect. In that case, add 3 to the AF.
Example 1: A fighter (Dex 13) in full plate (AC 8, AF 6) wearing a large shield (AC 2, AF 2) has AC 21 and AF 8.
Example 2: A sorcerer (Dex 14) wearing bracers of armor +4
(AC 4, AF 0 (effect not visible)), a ring of protection +2 (AC 2, AF
0 (effect not visible)) and an amulet of natural armor +1 (AC 1, AF
0 (effect not visible)) has AC 19 and AF 0.
Example 3: A rogue (Dex 18) wearing a +2 studded leather
armor (AC 5, AF 2) and a ring of force shield (AC 2, AF 3 (visible
magical effect)) has AC 21 and AF 5.
Types of Opponents
As already described in Chapter 4, opponents are categorized
as either melee, ranged, or caster. These distinctions are important,
as they determine how an opponent will react, as described under
Reaction Flow-Chart, below.
In addition to these three basic types, some opponents may
have been assigned a subtype (don't confuse that with a creature's
subtype - in this context it's only used to help determine an opponent's actions and not a game mechanic) that further defines their
behavior. A single opponent may fall into more than one subtype,
although that's unlikely for the low CRs. The possible subtypes are:
Offensive - A caster subtype. This creature is more inclined to
use its spell and spell-like abilities in an offensive (damaging, etc.)
way.
Defensive - A caster subtype. This creature is more inclined to
use its spells and spell-like abilities in a defensive (healing, buffing,
etc.) way.
Melee - A ranged or caster subtype. If such an opponent is attacked in melee, it becomes a melee opponent from then on.
Sneak - This opponent will move even when drawing attacks of
opportunity to make sneak attacks.
Special - This opponent has one or more special attacks which
it'll try to use. The names of these special attacks are given in
braclets for ease of reference.
Dungeon Bash
Reaction Flow-Chart
There's a different flowchart for each basic type of
opponent, as melee combatants
will behave quite differently
from spellcasters. When it's an
opponent's turn to act, simply
consult the relevant flow-chart,
starting at the top and work your
way down by answering some
simple yes/no questions, until
you reach an action. Subtypes
are important for some options
on the flow-chart, and are asked for where appropriate.
To understand the flow-charts, some definitions may be in
order:
In range: Can the intended target be reached (spell or missile range,
or basic move distance), and can line of sight be established (if
necessary)?
In reach: Is there a player character adjacent to the creature or within melee reach?
Notes on feats
The following feats need
extra rules, or otherwise they'd
bog down the flow-charts considerably.
Combat expertise: A creature
will use this feat to its fullest
if it'd fight defensively
without it.
Manyshot: if attacking the
character with the lowest or
second-lowest AF, the opponent will use the manyshot
feat (and not the rapid shot
feat); otherwise she won't.
Power attack: if attacking the
character with the lowest or
second-lowest AF, the opponent will use the power
attack feat to its fullest.
Otherwise, she won't use the
feat at all.
Rapid shot: if attacking the
character with the lowest or
second-lowest AF, the opponent will use the rapid shot
feat; otherwise she won't.
Spring attack: If possible, a
creature with the spring
attack feat will move away
from the character they attacked if they don't draw
attacks
of
opportunity
(which they never do from
their target, but possibly
from other characters).
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Dungeon Bash
Unintelligent Creatures
Some opponents, notably many undead
and oozes, don't have an intelligence
score. These opponents just hack away
at the nearest PC (determine randomly), and keep attacking that character
until they kill her, or until they are killled themselves. If that PC moves away
from them, they'll choose a different
target (as before).
All opponents with an intelligence
score of less than 4 will act exactly the
same as unintelligent creatures.
Critical hits
Normally, opponents attack those characters with the lightest armor. That
still holds true, but there's one exception: if one of the PCs scores a critical
hit, that PC will for the rest of the fight
be the preferred target for that opponent
(until another PC scores a critical hit on
him).
Treat successful sneak attacks as critical hits for this regard.
While you as a player know about the opponent's stats and abilities
because they're lying right in front of you, that
doesn't mean your character knows too. You've
got to make knowledge checks (of the approExamples: Preferred targets
priate type, see below) to change your tactic,
M1: Melee opponent. PC1: wearing full plate and a shield (AF 8). PC2: wearing a chain
and you - as a player - know when to make
shirt (AF 2).
these checks and when there's no point to them.
1: Pretty straight example. PC1 is unharmed,
The most common examples where this is
while PC2 is slightly hurt. Because PC2's
necessary are damage reduction, resistance and
armor is clearly lighter than PC1's, M1 will
vulnerabilities. To switch a weapon or use the
attack PC2. The grade of wounding is relemost appropriate spell for the occasion you
vant only for characters with near-equal
need to succeed on the knowledge roll as a free
armor.
action.
2: PC2 is a 5 foot step away from M1, and,
Once you've made an attack which dealt an
simply put, as a 5 foot step doesn't involve
amount of damage that was reduced or even
any danger for M1, he'll make that step to
reduced to zero by damage reduction, you're
attack PC2. If PC2 would be more than 5
free to try a different weapon or spell - but not
feet away and M1 would risk an attack of
the best possible; you still need to beat the
opportunity from PC1 he wouldn't follow
knowledge check DC for that. There's no way
up on PC2 - unless he's got the sneak subto switch to a certain weapon or spell to take a
type.
vulnerability into account, unless the check is
successfully made.
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Dungeon Bash
Knowledge skill
Creatures
Arcana
Dungeoneering
Local
Nature
Opposing Factions
Some of the creatures in the dungeon may not get along very
well with the other inhabitants. This could be a group of rivals,
or unintelligent creatures attacking anything in their sight. That
way, there's a chance that a random encounter will be directed
not only against the PCs but also against any other encounters.
To spice up potential random encounters , consider this
optional rule:
Mark these random encounters accordingly (an "H" for
hostile, for example), but no more than 20% (4 entries), on the
random encounter tables. Creatures marked that way will attack
every other creature that's not part of its own encounter roll, and
chooses its targets by the rules given above.
You may only raise encounters of an EL equal to the APL
that way. A maximum of six different encounters may be
declared hostile.
Morale
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Dungeon Bash
High Levels
s we've already detailed in the basic rules, playing DB into the high levels is possible, but not without certain difficulties, for three
reasons: First, the dungeon environment tends to fall apart the more power the PCs possess. Second, you'll need much more material (encounter tables, opponents, treasure tables) to run adventures from 1st to 20th level than from 1st to 8th. And third, opponents
of high CRs likely possess a multitude of abilities that make them harder to run in a quick dungeon bash - let alone a game without a Game
Master!
Nevertheless, DB includes tables and opponents suitable for all
levels from 1 to 20. This chapter was designed to help you with the
task of running high-level DB games. This whole chapter is optional - but if you're using it, you should use ALL of it, not just some
rules.
Note: High levels in DB means levels between 9th and 20th,
not epic levels. An epic level party on a normal dungeon romp
would be utterly ridiculous. Level 20 is the maximum level for any
DB character. Then again, if you absolutely need to have epic level
characters, theres always house rules.
28
A note on planar travel: you can't actually reach other planes DB was made with the dungeon environment in mind, not other planes. That said, there may someday be an expansion for DB dealing
with planes. Until that day, only use planar travel spells to escape
from the dungeon, if at all.
The following spells of levels 6 or higher are forbidden:
Greater Scrying, Gate. These spells of levels 6 or higher have
special rules related to DB:
Discern Location (Clr 8, Knowledge 8, Sor/Wiz 8): While it's highly unlikely that you know the main villain or have access to
some of her items, you could use this spell in these instances to
give you a +2 bonus to find the main quest room if one of these
circumstances does apply (for instance, if you're playing a campaign you might've fought the same villain before). If your
quest involves an item to be recovered, you can always use this
spell. Multiple castings of this spell have no further effect.
Earthquake (Clr 8, Destruction 8, Drd 8, Earth 7): Treat the dungeon
as a "Cave, Cavern, or Tunnel" environment in regards to this
spell. This spell will block the corridor it is used in, so make
sure you can still reach the quest room(s) and the dungeon exit.
Ethereal Jaunt (Clr 7, Sor/Wiz 7): You may not use this spell to pass
through walls, unless there's a room directly behind the wall.
Additionally, you can't move through the floor or roof.
Etherealness (Clr 9, Sor/Wiz 9): see ethereal jaunt, above.
Find the Path (Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6): This
spell can be used to find the main quest room. After casting this
spell, add +2 to all rolls to find the main quest room. Note that
multiple castings of this spell won't increase the bonus.
Furthermore, the caster can bypass any pit traps for as long as
the spell's in effect: as long as she's the first character traveling
a room or corridor, the party is immune to all kinds of pit traps.
Greater Teleport (Sor/Wiz 7, Travel 7): This is the quickest way to
leave a dungeon, like teleport. Apart from that, you may only
use this spell to transfer to a part of the dungeon that's already
explored, or around not yet explored corners, or behind not yet
opened doors.
Guards and Wards (Sor/Wiz 6). If cast prior to resting, your party is
never surprised by an encounter that night.
Miracle (Clr 9, Luck 9): You may not spend XP when casting this
spell - therefore you're limited to one of the standard effects of
this spell.
Stone Tell (Drd 6): Using this spell in a dungeon reduces the
Random Encounter Number by 1, as the stone tells you of any
creatures nearby.
Transport via Plant (Drd 6): You may use this spell to escape the
dungeon - if you can find a plant: a successful Search Check
Dungeon Bash
Main Quests
The following table adds the necessary information to run the standard main quest titled "Monster
Hunt" (see Chapter 3) at higher levels. All other main
quests use the same rules as before.
Monster Hunt
APL / d6
2 Chimeras
2 Bone Devils
3 Vrocks (Demon)
Ice Devil (Gelugon)
Iron Golem
Marut (Inevitable)
Nightwalker
Marilith (Demon)
17
2 Horned Devils
(Cornugon)
2 Mariliths (Demon)
Balor (Demon)
4 Mariliths (Demon)
18
19
20
1-2
9
10
11
12
13
14
15
16
To Kill A Dragon
Draconic Negotiations
Source of Evil
Relic Hunter
3-4
5-6
3 Gorgons
2 Vrocks (Demon)
2 Vrocks (Demon)
Roper
Ice Devil (Gelugon)
Glabrezu (Demon)
Iron Golem
Nalfeshnee (Demon)
2 Glabrezu (Demon)
Marut (Inevitable)
Nightwalker
Horned Devil (Cornugon)
2 Maruts (Inevitable)
Marilith (Demon)
2 Horned Devils
2 Nightwalker
(Cornugon)
2 Mariliths
3 Horned Devils
(Demon)
(Cornugon)
3 Mariliths (Demon)
Balor (Demon)
Pit Fiend (Devil)
4 Mariliths (Demon)
2 Pit Fiend (Devil)
2 Balors (Demon)
Relic Hunter
Description: On one of your recent adventures you've found a very
old book. After you successfully decipher most of it's content you
finally learn of a fabled treasure in a nearby dungeon. The main
quest room of that dungeon holds that treasure - it's an artifact!
There's no further reward.
Level Check DC
28
30
34
36
Draconic Negotiations
29
Dungeon Bash
Artifact
1
Book of Infinite Spells
2
Deck of Many Things
3
Hammer of Thunderbolts
4
Philosopher's Stone
5
Talisman of Pure Good*
6
Silver Dragon Orb*
* Notes: Talisman of Pure Good - The target always gains a DC 19
Reflex save. Silver Dragon Orb - The party can't be surprised by
dragons. All dragons are hostile to the party (no more Draconic
Negotiations!).
Source of Evil
Description: A breach in the planar fabric has caused a major demonic incursion, and the world's last hope is the party of adventurers.
If they can't seal the breach, the whole world will be sucked into
the nether worlds. Time is of the essence, and you'd better hurry.
You better don't decline this quest, or else all is lost - your player
characters included!
Rules: To solve this quest, the party must first find the side quest
room, where the eldritch scroll that'll seal the breach is hidden.
Once they found the scroll, they need to proceed to the quest room
and seal the breach. One spellcasting character needs to spend two
rounds sealing the gate without distraction - whenever she is dealt
damage she must make a concentration check as if casting a 6th
level spell. If that check fails, she must start anew.
Special rule: You may not rest more
than once, or else the quest is a failure
(with the above mentioned consequences). Random encounters occur normally and without limit while in the
Main Quest Room for as long as the gate
remains opened. This quest always has
the same side quest as mentioned above,
so you don't get to roll on the side quest
table. A single party may only acquire
this quest once.
Reward: APL x 2 pp, plus one randomly
generated major magic item.
To Kill A Dragon
Description: A vicious dragon
(or a group of dragons) is on
the prowl, and the king wants
your party to get rid of it once and for all. Use the
Dragon Table below to find
out what kind of dragon(s) the
party is up against.
Rules: Only the dragon(s) the
PCs are hunting is in the Quest
Room.
Reward: APLx600 gp (as if
the dragon's hoard wasn't
enough)
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Dungeon Bash
Draconic Negotiations
Relic Hunter
To Kill A Dragon
15
16
17
18
19
20
21
Minor Monster
Minor Monster
Rumor of Treasure
Family Heirloom
Rumor of Treasure
Dragon Table
1-2
3-4
5-6
Mature Adult
Green Dragon
2 Mature Adult
Blue Dragons
Very Old Black Dragon
2 Very Old White
Dragons
2 Mature Adult Red
Dragons
Ancient Green Dragon
4 Very Old
Black Dragons
2 Mature Adult
Black Dragons
Very Old Black Dragon
Very Old
White Dragon
Mature Adult
Red Dragon
Very Old Blue Dragon
2 Mature Adult Red
Dragons
White Dragon
Great Wyrm
3 Very Old Blue Dragons
2 Ancient
Green Dragons
31
Appendix:
NPCs
Adventurers
Initial attitude: indifferent.
The party meets another group of adventurers (human cleric, human
fighter, human rogue, human wizard of a level equal to the APL-1
(if less than 1, they're all human warriors 1) who've set up camp
here. Depending on the adventurers' attitude, the outcome of this
encounter may vary:
Hostile: The adventurers attack because they regard the party as a
threat.
Unfriendly: The adventurers leave the party, but secretly lure some
wandering monsters to the party. Increase the Random
Encounter Number by 3 units.
Indifferent: The adventurers give some valuable hints to the party,
but demand to be paid (APLx25 gp): Add 1 to all further rolls
to find the Main Quest Room.
Friendly: The adventurers give some valuable hints to the party, but
demand to be paid (APLx5 gp): Add 1 to all further rolls to find
the Main Quest Room.
Helpful: The adventurers give some valuable hints to the party. Add
1 to all further rolls to find the Main Quest Room. If paid
(APLx10 gp), they'll distract the monsters in the area away
from the party: Decrease the Random Encounter Number by 3
units.
Eremite
Initial attitude: indifferent.
An eremite (Human wizard of a level equal to APL+2) has chosen
to live in this dungeon. For some unknown reason, the creatures
wandering the dungeon don't attack the eremite. He can help the
party in various ways, depending on his attitude:
Hostile: The eremite attacks.
Unfriendly: The eremite points the party to the wrong direction.
Subtract 1 from all further rolls to find the Main Quest Room.
Indifferent: The eremite will identify one magic item for the party,
for a price of 160 gp.
Friendly: The eremite will identify one magic item for the party, for
a price of 120 gp.
Helpful: The eremite will identify one magic item for the party, for
a price of 110 gp. Furthermore, he gives some valuable hints to
the party: Add 1 to all further rolls to find the Main Quest
Room.
Ghost
Initial attitude: indifferent.
In the middle of the room, a ghost (hit dice equal to APL+1) appears out of nowhere. It doesn't seem to notice the party at all, so it's
up to the PCs to either leave the ghost or try to interact with it.
Attempts to interact with the ghost suffer a -5 penalty on all diplomacy or intimidate checks.
Hostile: The ghost haunts the party. They can banish or turn the
ghost, or their Random Encounter Number is increased by 2
units and the minimum number is increased by 3 units for as
32
Dungeon Bash
long as the ghost remains with them. It will not leave the PCs
until they exit the dungeon.
Unfriendly: The ghost haunts the party. They can banish or turn the
ghost, or their Random Encounter Number is increased by 2
units and the minimum number is increased by 3 units for as
long as the ghost remains with them. It will leave the PCs after
two random encounters.
Indifferent: The ghost continues to ignore the party.
Friendly: The ghost gives the party valuable information. Add 1 to
all further rolls to find the Main Quest Room.
Helpful: The ghost gives the party valuable information. Add 1 to all
further rolls to find the Main Quest Room. Furthermore, the
ghost will identify one magic item for free (the ghost actually
owned that item when he was still alive).
Injured Adventurer
Initial attitude: indifferent.
A single adventurer (human rogue of a level equal to APL) has survived this dungeon, but the rest of his party has died. She's not sure
if she can trust the PCs, but it's in their best interest that she does she can provide them with valuable information. The adventurer is
at -1 hp, slowly dying.
Diplomacy checks to influence the adventurer's attitude receive
a +10 circumstance modifier if the party heals the adventurer so that
her hit points are positive - if they don't, they can't interact with her.
Hostile: The adventurer sends the party away, but later lures the
dungeon's inhabitants their way. Increase the Random
Encounter Number by 4 units.
Unfriendly: The adventurer sends the party away.
Indifferent: The adventurer gives some valuable hints to the party,
but demands to be paid (APLx25 gp). Add 1 to all further rolls
to find the Main Quest Room.
Friendly: The adventurer gives some valuable hints to the party, but
demands to be paid (APLx5 gp). Add 1 to all further rolls to
find the Main Quest Room.
Helpful: The adventurer gives some very valuable hints to the party.
Add 2 to all further rolls to find the Main Quest Room.
Injured Inhabitant
Initial attitude: unfriendly.
A lone goblin (rogue of a level equal to APL-2; if less then one, he's
a lv1 warrior) lies in a corner, barely conscious (0 hp). Diplomacy
checks to influence the goblin's attitude receive a +5 circumstance
modifier if the party uses healing magic on behalf of the goblin.
Hostile: The goblin attacks if he's got more than 0 hp. Otherwise he
screams for help - a random encounter occurs.
Unfriendly: The goblin sends the party away.
Indifferent: The goblin gives some valuable hints to the party, if he's
first payed (APLx10gp). Add 1 to all further rolls to find the
Main Quest Room.
Friendly: The goblin gives some valuable hints to the party. Add 1
to all further rolls to find the Main Quest Room.
Helpful: The goblin gives some valuable hints to the party. Add 1 to
all further rolls to find the Main Quest Room. If paid (APLx10
gp) he'll scout ahead of the party but won't enter any rooms.
The next random encounter is prevented by the goblin, as he
leads that creature to a different part of the dungeon.
Dungeon Bash
Mercenaries
Initial attitude: unfriendly.
These two mercenaries (Human Fighters of a level equal to the
APL) are exploring the dungeon for their own reasons, but nevertheless, they can be hired by the party . Their price is listed on the
table below, and each fighter has to be paid individually. They fight
a maximum number of battles for the party, depending on their attitude (Helpful: as often as they are paid. Friendly: 5 times.
Indifferent: 3 times. Unfriendly: Once). If they were intimidated,
they will always only fight once for the party.
APL
Unfriendly
Indifferent
Friendly
Helpful
1
4 gp
2 gp
1 gp
1 gp
2
8 gp
4 gp
3 gp
2 gp
3
16 gp
8 gp
7 gp
5 gp
4
30 gp
15 gp
14 gp
10 gp
5
60 gp
30 gp
28 gp
20 gp
6
100 gp
50 gp
47 gp
36 gp
7
220 gp
110 gp
106 gp
90 gp
8
400 gp
200 gp
195 gp
160 gp
9
740 gp
370 gp
360 gp
320 gp
10
150 pp
750 gp
735 gp
690 gp
11
280 pp
140 pp
137 pp
132 pp
12
540 pp
270 pp
264 pp
260 pp
13
1000 pp
500 pp
490 pp
470 pp
14
1920 pp
960 pp
950 pp
920 pp
15
3860 pp
1930 pp
1910 pp
1870 pp
16
7640 pp
3820 pp
3800 pp
3750 pp
17
15300 pp
7650 pp
7620 pp
7500 pp
18
28200 pp
14100 pp
14060 pp
13900 pp
19
53700 pp
26850 pp
26800 pp
26500 pp
20
99900 pp
49950 pp
49850 pp
49100 pp
Note that these prices deviate from the prices given in the DMG,
because the party hires these mercenaries under very special circumstances.
1
2
3
4
5
6
7
8
9
Traveling Merchant
Initial attitude: indifferent.
A Human Rogue of a level equal to APL+1, guarded by two Human
Fighters of a level equal to APL is dealing with anyone she meets.
Prices for wares : 150% (unfriendly), 100% (indifferent), 95%
(friendly), 85% (helpful). Diplomacy changes attitude. Intimidate
changes attitude for a single item, thereafter the attitude changes
to unfriendly. If the merchant turns hostile, she'll attack the party
(note that her wares are magically secured - should the merchant
die, her wares disappear to an unknown location outside of the
dungeon).
Generate treasures according to the following table. The merchant has these items on stock (if you're not interested in, for example, mundane items, you can skip those rolls).
APL
Prisoner
APL
10
25
25
11
28
26
12
28
26
13
28
27
14
28
27
15
30
27
16
30
28
17
30
29
18
30
30
19
32
30
20
32
31
Hostile: The prisoner refuses any help by the party and leaves.
Unfriendly: The prisoner refuses any help by the party and leaves.
Indifferent: The prisoner refuses any help by the party and leaves.
Friendly: Add 1 to all further rolls to find the Main Quest Room.
Helpful: Add 1 to all further rolls to find the Main Quest Room.
The prisoner is at half his maximum hit points. If the characters
successfully guard the prisoner and bring him outside, he'll award
them APLx10 gp (if friendly) or APLx50 gp (if helpful).
Open Lock DC
Break DC
20
20
20
22
22
22
25
25
25
18
19
20
20
21
22
23
24
24
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Mundane
Minor
Medium
Major
6
6
6
5
5
4
3
2
2
2
2
2
2
2
2
2
2
2
2
2
1
1
1
2
2
2
3
3
3
3
2
2
2
2
2
2
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
2
1
1
1
1
1
1
1
2
2
3
3
33
Legal Information
Dungeon Bash
Designation of Product Identity: The term Dungeon Bash (and other products published by TOGC), the name The Other Game Company, company logos
and layout are designated Product Identity.
Designation of Open Game Content: Unless noted otherwise (under Designation of Product Identity, for example), all chapters (1-7) are designated as Open
Game Content.
34