TEXT: DUNGEON SQUAD II: GAME MASTER’S GUIDE
  www.bullypulpitgames.com
  Dungeon Squad II is a fantasy roleplaying 
  game designed for quick play and no fuss. 
  If you are ten years old this is the game for 
  you!
  Things You Will Need
  Print outs of these rules and lots of record 
  sheets for people’s guys.
  Pencils and at least one regular old six-
  sided die. You’ll probably want one per 
  player.
  Yourself and at least one friend. Two or 
  three friends are better! 
  One person (probably you) who volunteers 
  to be the Game Master for the session.
  Making a Dude
  If you are the Game Master, you don’t 
  make a dude. Spend the time making an 
  adventure instead (See “Making an Ad-
  venture” below). But here are the rules, so 
  you understand them.
  Heroes like to fight and they are good at it. 
  Rascals are not quite as good at fighting, 
  but they have many cool tricks up their 
  sleeves. Both are fun. Choose one.
  Give your guy a name! Pick something 
  that sounds old-fashioned and cool, like 
  “Quimpus” or “Kordak”. Your dude’s 
  name should be followed by a title, like 
  “the Magnificent” or “the Insane”. Feel 
  free to change this as you get to know your 
  person a little better. Maybe she is not so 
  insane after all.
  Give your guy six Hit Points. This is a 
  measure of health - if you run out of Hit 
  Points, your person is dead. If this hap-
  pens (and it probably will) you’ll need to 
  make up another - maybe your guy had a 
  brother!
  Choose six Specials. Specials are bonus 
  things your guy can do when you roll the 
  die just right. If you are playing a Hero, 
  choose four good and two bad Specials. If 
  you are playing a Rascal, choose two good 
  and four bad Specials.
  If you are playing a Rascal, choose a Ras-
  cal ability to start with. This is something 
  cool your guy gets to do one time per ses-
  sion, like cast a spell of be a freakin’ ninja 
  for a little while. Heroes can only watch in 
  amazement when you pull out your Rascal 
  moves.
  That’s it! You are ready to play.
  Making an Adventure
  If you are the Game Master for a session, 
  you’ll need to make an adventure and then 
  play it with your friends. This is super fun!
  One you have made a few adventures 
  you’ll get the hang of it, and can do what-
  ever seems interesting and fun for you and 
  your friends. At first, though, you will 
  probably want to stick to a tried-and-true 
  formula for creating epic adventures!
  First, roll a six-sided die three times to 
  build your adventure’s title and theme.
  First roll: The Tone
  1. The Secret...
  2. The Flaming...
  3. The Forbidden...
  4. The Deadly...
  5. The Icy...
  6. The Ancient...
  Second Roll: The Location
  1. ...Cavern of...
  2. ...Temple of...
  3. ...Dungeon of...
  4. ...Cave of...
  5. ...Fortress of...
  6. ...Tomb of...
  Third Roll: The Bad Guys
  1. ...the Scorpion God!
  2. ...the Goblin Tyrant!
  3. ...Kormakur the Corrupted!
  4. ...the Frog!
  5. ...the Dwarven Martyrs!
  6. ...the Rat-Things!
  Now sketch a map! Start with an entrance 
  and a big room of some sort, and add one 
  room per player. Connect them with tun-
  nels and corridors however you like. Make 
  it cool looking! Roll three more dice and 
  add some interesting stuff to the rooms on 
  your map, wherever you like:
  First Roll: Mysterious Stuff
  1. An idol to a long-forgotten god
  2. A strange, dusty machine
  3. A pool of greenish water
  4. Rows of crumbling old statues
  5. The tomb of an ancient queen
  6. A wizard’s laboratory
  Second roll: Junk
  1. Beds, a cook-pot, and dirty clothes
  2. Cages filled with farm animals
  3. Weird robes and holy symbols
  4. Musty old books and maps
  5. Rusted and broken weapons and armor
  6. A dirty hole in the floor used as a toilet
  Third Roll: Treasure
  1. A +1 to hit sword named Trollcap
  2. A suit of -1 damage magic armor
  3. A treasure chest full of gold
  4. A magnificent silver chalice
  5. A leather sack filled with gems
  6. A magical scroll any Rascal can read
  Finally, it is time to add some monsters! 
  Look at how many Hit Points your players 
  have. If they have beginning dudes, it will 
  be six each. So if you have three players 
  with brand new guys, they will have a total 
  of 18 Hit Points. More experienced guys 
  will have more Hit Points, obviously. Just 
  add them all up. This is how many Danger 
  Points you have to work with. Grab some 
  monsters and traps (there is a list at the 
  end of this guide) and put them on your 
  map until you’ve used up all your Danger 
  Points. Five and six Monster Point mon-
  sters are very tough - you should only have 
  one of them in your adventure, if any! 
  They are truly boss monsters.
  Playing the Game
  Here’s how the game is played. The Game 
  Master describes what the player’s guys 
  see, hear, and smell and asks what they 
  want to do. Start with “You are standing 
  at the entrance to…” The players say what 
  their guys do, and when there are chal-
  lenges, they roll a die to see what happens.
  The basic rule is roll a die and try to beat a 
  challenge number between one and six. If 
  you beat it, good things happen. If you roll 
  under it, bad things happen. If you match 
  it exactly, something special happens.
  
  DUNGEON SQUAD II: GAME MASTER’S GUIDE
  www.bullypulpitgames.com
  Fighting
  When you fight a monster, each point 
  over the monster’s challenge number 
  is equal to one Hit Point of damage 
  against that monster. When all the Hit 
  Points are gone, the monster dies.
  Each point under the monster’s chal-
  lenge number is a point of damage for 
  your guy - mark down your Hit Points 
  by that amount. When your guy’s Hit 
  Points reach zero, that’s the end. If you 
  shoot a bow, rolling under the mon-
  ster’s challenge number does not hurt 
  you unless that makes sense. Bows are 
  hard to come by (only Rascals would 
  use them) and have limited ammo!
  If you roll the challenge number exact-
  ly, choose one of your guy’s Specials and 
  mark it as ready. You don’t need to use 
  it right away, but it becomes available to 
  you. Once you do use it, mark it as used. 
  Announce that you are using one before 
  you roll the die!
  Traps & Tricks
  When you encounter a trap, any num-
  ber over the challenge number success-
  fully avoids it.
  Each point under the trap’s challenge 
  number is a point of damage for your 
  guy, just like getting mauled by a mon-
  ster. Traps may have other bad effects as 
  well.
  If you roll the challenge number exact-
  ly, choose one of your guy’s Specials and 
  mark it as ready. The trap is sprung on 
  you but you take no damage from it. If 
  it has other effects, you must deal with 
  them.
  If you want your guy to perform some 
  feat of strength or a cool maneuver, go 
  for it! The Game Master should reward 
  you, because you are being creative and 
  making the game more fun. Sometimes 
  you will automatically succeed.
  Other times it may be more difficult. 
  Ask everybody who is playing what 
  the challenge number should be for the 
  thing you want to do. Anywhere from 2 
  to 4 is good; 5 if it is really tough.
  Each point under the challenge num-
  ber you decided on is a point of damage 
  for your guy, just like getting mauled by 
  a monster. There may be other bad ef-
  fects as well.
  Unlike with traps, if you roll the chal-
  lenge number exactly your cool trick 
  works. And over equals success.
  Becoming Awesomer
  When you have used all six of your Spe-
  cials, your guy becomes more awesome. 
  This is called “refreshing”. When you 
  refresh, choose six new Specials, and 
  choose one more good Special than 
  you had before. If you had two good 
  and four bad, when you refresh you will 
  have three good and three bad. If you 
  have six good, you just choose six good 
  ones you like.
  If you want to keep a Special your guy 
  already has, it becomes better (if good) 
  or less terrible (if bad). So you could 
  choose to keep “Bonus to damage” and 
  make it +2 instead of +1, or “Damage an 
  Ally” and reduce it from 2 to 1 damage.
  You can also make up your own! The fi-
  nal step to refreshing is rolling a die and 
  adding that to your guy’s Hit Points. 
  Your guy is tougher now, but the mon-
  sters will be tougher, too...
  One DANGER Point
  Giant Rat Swarm
  Challenge 2 (1 HP)
  Slime Mold
  Challenge 1 (6 HP)
  Pit Trap
  Challenge 3, one success avoids trap for the 
  entire group
  Two DANGER Points
  Goblin Mob
  Challenge 2 (2 HP)
  Creeping Lurker
  Challenge 4 (1 HP)
  Boulder Trap
  Challenge 3, success avoids it
  Three DANGER Points
  Bandit Gang
  Challenge 3 (3 HP)
  Fire Demon
  Challenge 6 (1 HP)
  Magic Lightning Jar Trap
  Challenge 5, success avoids it
  Four DANGER Points
  Troll
  Challenge 4 (4 HP)
  Orc Raiding Party
  Challenge 3 (6 HP)
  Death Worm
  Challenge 2 (12 HP)
  Poison dart trap
  Challenge 3, any damage is doubled
  Five DANGER Points
  Stone Giant
  Challenge 5 (5 HP)
  Skeleton Army
  Challenge 3 (8 HP)
  Vampire Lord
  Challenge 4 (4 HP), Anyone bitten and not 
  healed will become a vampire in 24 hours!
  Six DANGER Points
  Dragon of Legend
  Challenge 6 (6 HP)
  These are just examples. make your own 
  monsters, or change the names of these to 
  suit your adventure. If it takes place in an 
  icy cavern, make the bandit gang a family of 
  Yeti! Tie it all together and make a story to 
  challenge, and delight your friends.
  About this game
  Dungeon Squad II is copyright 2012 by 
  Jason Morningstar. This version of the 
  text is known as “Dungeon Squad II 1.0”. 
  This work is licensed under a Creative 
  Commons Attribution 3.0 License.
  This means you can modify and share 
  these rules however you want, with my 
  blessing. Just remember to give me credit, 
  and let me know about your version! I’m 
  jason@bullypulpitgames.com.
  To view a copy of the license, visit: http://
  creativecommons.org/licenses/by/3.0/.
  
  DUNGEON SQUAD II
  www.bullypulpitgames.com
  Name
  CALLING
  SPECIALS
  Bad specials
  Penalty to roll of an ally 2/1
  Penalty to damage 2/1
  Penalty to a roll 2/1
  Suffer random damage 2/1
  Take extra damage 2/1
  Damage to an ally 2/1
  Be in the wrong place
  Be hilariously pathetic
  Attract evil attention
  Break vital equipment
  Good specials
  Bonus to an ally 1/2/3
  Bonus to damage 1/2/3
  Bonus to a roll 1/2/3
  Inflict damage 1/2/3
  Shrug off damage 1/2/3
  Heal ally damage 1/2/3
  Be somewhere else
  Be staggeringly righteous
  Be utterly terrifying
  Be impossibly clever
  Rascal Abilities
  Cast a useful spell
  Cast a damaging spell 2/4
  Restore all an ally’s hit points
  Get a bow and 6/18 arrows
  Set a deadly trap
  Make a magic potion
  Hit Points
  Hero or Rascal
  Start with 6, add 
  one die when you 
  refresh.
  RASCAL STUFF
  Can be used once per session. Start with one and 
  add one every time you refresh.
  DUNGEON SQUAD II
  www.bullypulpitgames.com
  Name
  CALLING
  SPECIALS
  Bad specials
  Penalty to roll of an ally 2/1
  Penalty to damage 2/1
  Penalty to a roll 2/1
  Suffer random damage 2/1
  Take extra damage 2/1
  Damage to an ally 2/1
  Be in the wrong place
  Be hilariously pathetic
  Attract evil attention
  Break vital equipment
  Good specials
  Bonus to an ally 1/2/3
  Bonus to damage 1/2/3
  Bonus to a roll 1/2/3
  Inflict damage 1/2/3
  Shrug off damage 1/2/3
  Heal ally damage 1/2/3
  Be somewhere else
  Be staggeringly righteous
  Be utterly terrifying
  Be impossibly clever
  Rascal Abilities
  Cast a useful spell
  Cast a damaging spell 2/4
  Restore all an ally’s hit points
  Get a bow and 6/18 arrows
  Set a deadly trap
  Make a magic potion
  Start with 4 bad/2 good (Rascal) or 4 good/2 bad (Hero). Mark when 
  used.  When all six are used refresh, choosing an additional good Spe-
  cial each time. If you take a Special multiple times, effect goes up/down.
  Hit Points
  Hero or Rascal
  Start with 6, add 
  one die when you 
  refresh.
  RASCAL STUFF
  Can be used once per session. Start with one and 
  add one every time you refresh.
  ☐ Ready
  ☐ Used
  ☐ Ready
  ☐ Used
  ☐ Ready
  ☐ Used
  ☐ Ready
  ☐ Used
  ☐ Ready
  ☐ Used
  ☐ Ready
  ☐ Used
  ☐ Ready
  ☐ Used
  ☐ Ready
  ☐ Used
  ☐ Ready
  ☐ Used
  ☐ Ready
  ☐ Used
  ☐ Ready
  ☐ Used
  ☐ Ready
  ☐ Used
  Start with 4 bad/2 good (Rascal) or 4 good/2 bad (Hero). Mark when 
  used.  When all six are used refresh, choosing an additional good Spe-
  cial each time. If you take a Special multiple times, effect goes up/down.
  
  DUNGEON SQUAD II
  www.bullypulpitgames.com
  Making a Dude
  Create some awesome person who has 
  adventures! This person has a true 
  calling, and will either be a Hero or a 
  Rascal.
  Heroes like to fight and they are good 
  at it. Rascals are not quite as good at 
  fighting, but they have many cool 
  tricks up their sleeves. Both are fun. 
  Choose Hero or Rascal.
  Give your guy a name! Pick something 
  that sounds old-fashioned and cool, 
  like “Quimpus” or “Kordak”. Your 
  dude’s name should be followed by a 
  title, like “the Magnificent” or “the In-
  sane”. Feel free to change this as you 
  get to know your person a little better. 
  Maybe she is not so insane after all.
  Give your guy six Hit Points. This is 
  a measure of health - if you run out of 
  Hit Points, your person is dead. If this 
  happens (and it probably will) you’ll 
  need to make up another - maybe your 
  guy had a brother!
  Choose six Specials. Specials are bo-
  nus things your guy can do when you 
  roll the die just right. If you are play-
  ing a Hero, choose four good and two 
  bad Specials. If you are playing a Ras-
  cal, choose two good and four bad 
  Specials.
  If you are playing a Rascal, choose 
  a Rascal ability to start with. This is 
  something cool your guy gets to do 
  one time per session, like cast a spell 
  of be a freakin’ ninja for a little while. 
  Heroes can only watch in amazement 
  when you pull out your Rascal moves.
  That’s it! You are ready to play.
  The Basic Rule
  The basic rule is roll a die and try to 
  beat a challenge number between one 
  and six. If you beat it, good things 
  happen. If you roll under it, bad things 
  happen. If you match it exactly, some-
  thing special happens.
  Becoming Awesomer
  When you have used all six of your 
  Specials, your guy becomes more 
  awesome. This is called “refreshing”. 
  When you refresh, choose six new 
  Specials, and choose one more good 
  Special than you had before. If you 
  had two good and four bad, when you 
  refresh you will have three good and 
  three bad. If you have six good, you 
  just choose six good ones you like.
  If you want to keep a Special your guy 
  already has, it becomes better (if good) 
  or less terrible (if bad). So you could 
  choose to keep “Bonus to damage” 
  and make it +2 instead of +1, or “Dam-
  age an Ally” and reduce it from 2 to 1 
  damage.
  You can also make up your own!
  The final step to refreshing is rolling a 
  die and adding that to your guy’s Hit 
  Points. Your guy is tougher now, but 
  the monsters will be tougher, too...
  DUNGEON SQUAD II
  www.bullypulpitgames.com
  Making a Dude
  Create some awesome person who has 
  adventures! This person has a true 
  calling, and will either be a Hero or a 
  Rascal.
  Heroes like to fight and they are good 
  at it. Rascals are not quite as good at 
  fighting, but they have many cool 
  tricks up their sleeves. Both are fun. 
  Choose Hero or Rascal.
  Give your guy a name! Pick something 
  that sounds old-fashioned and cool, 
  like “Quimpus” or “Kordak”. Your 
  dude’s name should be followed by a 
  title, like “the Magnificent” or “the In-
  sane”. Feel free to change this as you 
  get to know your person a little better. 
  Maybe she is not so insane after all.
  Give your guy six Hit Points. This is 
  a measure of health - if you run out of 
  Hit Points, your person is dead. If this 
  happens (and it probably will) you’ll 
  need to make up another - maybe your 
  guy had a brother!
  Choose six Specials. Specials are bo-
  nus things your guy can do when you 
  roll the die just right. If you are play-
  ing a Hero, choose four good and two 
  bad Specials. If you are playing a Ras-
  cal, choose two good and four bad 
  Specials.
  If you are playing a Rascal, choose 
  a Rascal ability to start with. This is 
  something cool your guy gets to do 
  one time per session, like cast a spell 
  of be a freakin’ ninja for a little while. 
  Heroes can only watch in amazement 
  when you pull out your Rascal moves.
  That’s it! You are ready to play.
  The Basic Rule
  The basic rule is roll a die and try to 
  beat a challenge number between one 
  and six. If you beat it, good things 
  happen. If you roll under it, bad things 
  happen. If you match it exactly, some-
  thing special happens.
  Becoming Awesomer
  When you have used all six of your 
  Specials, your guy becomes more 
  awesome. This is called “refreshing”. 
  When you refresh, choose six new 
  Specials, and choose one more good 
  Special than you had before. If you 
  had two good and four bad, when you 
  refresh you will have three good and 
  three bad. If you have six good, you 
  just choose six good ones you like.
  If you want to keep a Special your guy 
  already has, it becomes better (if good) 
  or less terrible (if bad). So you could 
  choose to keep “Bonus to damage” 
  and make it +2 instead of +1, or “Dam-
  age an Ally” and reduce it from 2 to 1 
  damage.
  You can also make up your own!
  The final step to refreshing is rolling a 
  die and adding that to your guy’s Hit 
  Points. Your guy is tougher now, but 
  the monsters will be tougher, too...
  
  Thanks!
  www.bullypulpitgames.com
  I hope you enjoyed Dungeon Squad 2. I certainly enjoyed bringing it 
  to you and if you have comments—particularly if you play it—I would 
  like to talk to you. I can be reached at jason@bullypulpitgames.com or 
  @jmstar on Twitter.
  None of this was done in a vacuum—there’s a whole community of 
  talented, generous, creative people out there making and sharing their 
  work. I borrowed from a few and stole from many, who in turn eagerly 
  did the same.
  Creative Commons License
  Dungeon Squad 2 by Jason Morningstar is licensed under a Creative 
  Commons Attribution-NonCommercial-ShareAlike 3.0 United States 
  License.
  
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