TEXT: Masterless Dungeon Crawling by Zak Arntson
  Inspired by Caleb Brumfield
  Back to Games | Email Author
  Introduction
  About Fungeon
  Fungeon is roleplaying the ancient art of dungeon crawling, only without a
  gamemaster. During play, each Player creates Traps, Monsters and Treasure for
  your adventurous Fungeoneers to escape, fight and discover.
  Materials
  To play Fungeon, you will need tons of dice, all of which must have the same
  number of sides. Each Player needs one die which is distinguishable from her
  others, most likely one of a different color. This is called the Thwack-O Die and
  is discussed in the Narration section, below.
  Fungeon also requires you to do a lot of scribbling, so everyone needs tons of
  scratch paper. If you are going to map out your adventures, graph paper is
  recommended.
  Game Setup
  Creating Fungeoneers
  Adventurers traipsing through the dungeons are called
  Fungeoneers. They are amazingly simple to create,
  following three simple steps.
  First, invent a name for your Fungeoneer.
  Second, create a class. This can be any career, such as
  Warrior, Shadow Mage or Drazzorian Puddle Thumper.
  Third, calculate your Level, Class Bonus and Hits. In a
  party of Fungeoneers, all should begin at the same
  Level (First, Second or Third Level is recommended).
  Your Class Bonus is half your Fungeoneer's Level
  (dropping fractions), and Hits are five times the Level.
  Brinks is Born
  My Fungeoneer is Brinks
  with the Thrice-Mad
  Barbarian Class. He will
  start at Second Level, so I
  get a Class Bonus of 1 and
  Hits equal to 10.
  1 of 13
  
  If your Fungeoneer ever reaches zero Hits, she dies.
  Party Math
  Fungeon requires some math when creating rooms. To
  make your job easier you should write down three
  values:
  Party Min, this is the lowest Level of Fungeoneer in
  your party.
  Party Max, the highest Level of Fungeoneer.
  Party Total, add up all the Fungeoneer Levels.
  The Numbers
  I am playing with two
  other Players. For the sake
  of example, our
  Fungeoneers are at Levels
  Two, Three and Five.
  Our Party Min is 2, our
  Party Max is 5 and our
  Party Total is 8.
  The Dungeon Entrance
  You know your Fungeoneers are about to enter a
  dungeon, but do you really what the dungeon is? If
  you and the other Players cannot decide on where and
  what this dungeon is, everyone needs to roll a die.
  Whoever rolls highest describes the entrance.
  Remember that dungeons come in all varieties. The
  classic dungeon begins with a door, leading to
  successively deeper floors carved from stone. Other
  dungeon possibilities include:
  A forest, where the thickness and depth into the woods
  replace the floors of a typical dungeon.
  A tower, which is basically a dungeon that leads up
  instead of down.
  An haunted necropolis, in which the danger increases
  the closer you get to the center.
  In any case, the measurement of danger in a particular
  area of the dungeon is called the Dungeon Floor. All
  dungeon entrances should open onto a Floor equal to
  the Party Min.
  Creepy Catacombs
  Our group cordially agrees
  on a traditional catacombs.
  Our dungeon's entrance is
  a pair of huge stone doors.
  When opened, a sepulchral
  miasma issues forth from
  Floor 2 (our Party Min is
  2).
  Playing Fungeon
  Hallway
  Before your party enters a Room, you are considered
  to be in the Hallway. This is not always a literal term: It
  is a time to catch your breath, perform any calculations
  Door Number One
  2 of 13
  
  needed and decide who gets to do what in the next
  Room
  First, anyone whose Fungeoneer died in the last Room
  must make a new one at a Level equal to the current
  Dungeon Floor minus one (minimum First Level).
  Second, you should check to see if your Fungeoneer
  goes up a Level from Experience (see Experience,
  below).
  Third, any Players with Fungeoneers suffering from
  Continuous Damage should make any rolls and apply
  their effects.
  Last, each Player rolls to see what Category she gets to
  populate the Room. The highest-rolling Player gets first
  choice, and so on down to the lowest-rolling Player. A
  Player may receive more than one Category (if there
  are fewer Players than Categories). Conversely, a
  Player may not be able to pick any Category (if there
  are more Players than Categories). The Categories are:
  Traps. This Player gets to describe the room and draw
  it on the map. She also receives points to create Traps
  for this Room. If the Party Min increased during hits
  Hallway, the Player is also required to place a
  Downward Stair (see Traps, below).
  Monsters. Monsters in the Room are created by this
  Player with points.
  Treasure. Points are given to the Player to fill this
  Room with Treasure.
  You must spend all the points you are given.
  We start our game before
  we enter our first Room.
  Since we are in the
  hallway, we check our
  Experience. None of us
  have any.
  Nor are any of our
  Fungeoneers suffering
  from Continuous Damage.
  Now we roll to pick
  Categories. I roll highest
  and I pick Monsters ...
  ... Later
  After a few brutal
  encounters, my
  Fungeoneer has enough
  Experience to go up a
  Level. I refer to Leveling
  Up, below.
  We check for Continuous
  Damage. Rupert the
  Taxonomist is suffering
  from a nasty spider bite,
  so his Player has to make
  a few Rolls. For more
  details see Traps, below.
  Rolling for our Categories,
  I roll second highest. The
  first Player picks Traps, I
  choose Treasure and the
  last Player gets Monsters.
  Traps
  When you create your Traps, your first duty is to
  describe the Room. Before anyone begins creating
  anything, you should grab the map and draw out the
  room. Give any details you find appropriate. You may
  add any features you like, doors, windows, stairs,
  cabinets, tables, etc.
  As the creator of the Traps you must keep track of
  when and how the Traps are triggered, announcing
  sprung Traps and making Rolls as needed.
  Don't Touch the
  Vanity!
  Our Party Max is 6 and we
  are exploring the 5th Floor
  of the dungeon. It is my
  turn to make the Traps, so
  I add the two values up for
  11 points total.
  I decide that the room is
  an old, musty bedroom
  3 of 13
  
  The only time you are required to add a feature is when
  the Party Min increases in the Hallway. When this
  happens, you must place a Downward Stair in the
  Room. This Stair leads to the next Dungeon Floor. The
  Stair does not need to be literal; it may be anything
  that represents progress into a more difficult area of
  the Dungeon.
  Creating Traps is fairly easy. A single Trap has Annoy
  and Pain Dice, and is placed somewhere within the
  room. The Trap needs to be situated so it can
  somehow be triggered with a common action. Example
  actions include opening a door, searching a bed and
  walking across a footplate. There is no limit to the
  number of Traps placed in a room, so long as you have
  the points to spend.
  Each Trap is required to deal one Type of damage. This
  can be anything the Player imagines, from fire to
  poison to arrows.
  Discovering a Trap is simple. Players attempting to find
  a Trap makes an Annoy Roll against a number of dice
  equal to the Trap's point cost. Success means the Trap
  is found, but not triggered. Failure grants the
  Fungeoneer blissful ignorance.
  When a Fungeoneer attempts to get past or
  accidentally stumbles into a Trap, her Player must
  make a successful Annoy Roll. Failure forces the Player
  to make a Pain Roll, with her Fungeoneer suffering the
  damage dealt. Unless a Trap has the Unlimited Use
  feature, it springs once. If more than one Fungeoneer
  triggers a Trap at the same time, the Players roll one
  die and add their Level. Whoever rolls highest has the
  dubious honor of avoiding the Trap.
  Sneaky Fungeoneers may try to disarm a Trap.
  Disarming a Trap is just like triggering it, only Class
  Bonuses may apply (see Annoying Conflicts and Painful
  Conflicts, below).
  Trap Costs
  (Party Max + Floor)
  Cost
  Feature
  with a gigantic vanity.
  My first Trap is a wimpy
  one, triggered by
  searching the bed. Anyone
  who does so faces a
  Fungal Cloud Trap (Trap
  Fungus/Annoy 2/Pain 2).
  This costs me 3 points (1
  point for 2 Annoy Dice, 2
  points for 2 Pain Dice).
  My second Trap is the
  kicker. Anyone searching
  the vanity faces a
  dastardly Poison Needle
  Trap (Trap Poison/Annoy
  4/Pain 2/Continuous),
  costing me 8 points (2
  points for 4 Annoy Dice, 2
  points for 2 Pain Dice, and
  doubling the sum for
  Continuous).
  4 of 13
  
  1
  2 Annoy Dice*
  1
  1 Pain Die
  1
  Guards Treasure
  Double
  Unlimited Use
  Double
  Universal Damage
  Double
  Continuous Damage
  * All Traps require at least 1 point to be spent on
  Annoy Dice.
  You are given points equal to the Party Max plus the
  Dungeon Floor to create Traps for the Room.
  When figuring the cost of a Trap, add up the points
  before any doubling. For example, a 2 Annoy/1 Pain
  Trap costs 2 points. Adding Unlimited Use would
  double that, for 4 points. Giving the Trap Universal
  Damage would double the cost again; the Trap now
  costs 8 points.
  Below is an explanation of the Features you can buy:
  Annoy Dice - The amount of dice for the Trap's Annoy
  Roll.
  Pain Dice - The Trap's allotted dice for its Pain Roll.
  Guards Treasure - Treasure found in the room is
  protected by the Trap. The Trap must be triggered,
  disarmed or sidestepped (i.e., successfully making an
  Annoy Roll) before the Treasure may be had.
  Unlimited Use - This Trap can always be triggered no
  matter how many times it has already sprung.
  Universal Damage - No matter what type of damage
  type the Trap uses, nobody can apply their Class
  Bonus or any magical protection against the Annoy or
  Damage Rolls.
  Continuous Damage - If you trigger this Trap and fail
  your Annoy Roll, your Fungeoneer suffers from
  Continuous Damage. During each Hallway, you must
  reroll the Trap's Annoy Roll (and, if you fail, its Pain
  Roll). This damage only ends with a successful Annoy
  5 of 13
  
  Roll, or a magical Treasure (see Treasures, below).
  Monsters
  Monsters are the angry creatures who live in the
  Dungeon and tend to attack Fungeoneers on sight.
  Creating Monsters may take some doing, but once you
  get used to the rules it should go smoothly. If you
  create the Monsters for the Room, you get to control
  their actions. You are required to have them attack the
  Players, hopefully in an intelligent way. Creating wimpy
  Monsters who pose no threat to the Party would take
  the fun out of Fungeon!
  Monsters often guard the Room's Treasure, and it is
  assumed that the Treasure is automatically found when
  the Monsters are killed unless the Trap has the Guard
  Treasure Feature.
  Monsters receive any number Universal Damage
  attacks, each with Pain Dice equal to their Level. These
  can be things like claws, teeth, swords, clubs,
  telekinetic blasts, fire breath, and so on.
  A Monster has Hits that work like a Fungeoneer's, only
  a Monster has three times its Level in Hits.
  Special Abilities are another matter. You spend points
  to give a Monster a Special Ability with Annoy and Pain
  Dice. A Special Ability requires at least one point to be
  spent on Annoy Dice. In addition, you are required to
  give a Special Ability a Type. This Type can be
  anything, such as fire, psychic or acidic spew.
  Using Special Abilities is described in Painful Conflicts,
  below.
  Monster Costs
  (Party Total + Floor)
  Cost
  Feature
  1
  1 Monster Level
  1
  Ability: +2 Annoy Dice
  1
  Ability: +1 Pain Die
  Wasp's Nest
  Our Party is exploring the
  4th Floor and it is my turn
  to create the Monsters.
  Our Party Total is 14, so I
  get 18 points to spend on
  Monsters (Party Total 14 +
  Floor 4).
  I decide to make three 6
  point Monsters. Each
  Monster is a First Level
  Wasp (1 point) with a
  Sting Special Ability (Type
  Poison): Annoy 2 (1
  point)/Pain 1 (1
  point)/Continuous Damage
  (double).
  I scribble down 3 Wasps
  (Bite), Level 1/Hits 3, SA:
  Sting (Poison Annoy 2/Pain
  1/Continuous Damage).
  Cuddly Pet
  I get to do Monsters again,
  a few Rooms past the
  Wasps. This time I create
  a Fourth Level (4 points)
  Kobold Shaman with a
  Staff (that's his Type) and
  a Magic Bolt Special Ability
  (Type Electricity) Annoy 6
  (3 points)/Pain 3 (3
  points). So far I've spent
  10 points.
  The Kobold also gets a pair
  of pet Fourth Level Beetles
  (Type Bite).
  I've spent my 18 points. I
  jot down Kobold Shaman
  (Staff), Level 4/Hits 12,
  SA: Magic Bolt (Electricity,
  Annoy 6/Pain 3) and 2
  Mung Beetles (Bite) Level
  4/Hits 12
  6 of 13
  
  1
  Ability: +1 Resist Die vs
  Type
  Double Ability: Continuous Hold
  Double Ability: Continuous
  Damage
  Double Ability: Universal Damage
  You receive a number of points equal to the Party Total
  plus the Dungeon Floor to create Monsters in the
  Room.
  You can create as many Monsters as you like, but you
  must spend a minimum of points equal to the Dungeon
  Floor on each Monster. Like Traps, you add up the
  point values before doubling. A Third Level Monster
  with Elemental Fire Breath 4 Annoy/2 Pain would cost
  14 points: 3 points for Levels, 2 points for 4 Annoy
  Dice, 2 points for 2 Pain Dice, and double for Universal
  Damage (the Elemental Fire Breath ignores any
  protection from the fire Type).
  Each Special Ability must be purchased separately. For
  example, a Monster with two Special Abilities, both
  with the Continuous Damage Feature would double the
  cost twice.
  The features are described below:
  Monster Levels - Each point increases the Monster's
  Level by one. This is used to calculate a Monster's Pain
  Dice for combat and its Hits.
  Ability: Annoy Dice - A Special Ability requires at least
  one point spent here. The more Annoy Dice, the more
  likely a Fungeoneer will succumb to the Monster's
  Ability.
  Ability: Pain Dice - If the Special Ability may harm the
  Fungeoneers, you must spend points on Pain Dice.
  Ability: +1 Resist Die vs. Type - This Special Ability will
  grant a Monster resistance against a Type of attack.
  This Type must match at least one Fungeoneer's
  Combat Bonus or Magic attack Type. There is no honor
  in boosting a Monster's cost by giving it cold immunity
  7 of 13
  
  when no Fungeoneers have Frost Blades.
  Ability: Continuous Hold - A Fungeoneer who fails the
  Annoy Roll against this Monster's Special Ability may
  not act during the turn. Every turn after, during the
  Special Ability part of combat, the Fungeoneer must
  make another Annoy Roll or be unable to act. A single
  successful Annoy Roll will break the Continuous Hold.
  Ability: Continuous Damage - This Feature functions
  similarly to the Trap Feature of the same name. At the
  beginning of every turn after failing the Annoy Roll, the
  Fungeoneer must make an successful Annoy Roll or
  make a Pain Roll to avoid damage.
  Ability: Universal Damage - Purchase this Feature to
  grant a Special Ability Universal Damage. This Special
  Ability removes any dice granted from a Class Bonus or
  magic items.
  Treasure
  Creating Treasure is always a gratifying job. These can
  be anything from sacks of gold to rare paintings to
  valuable weapons. Treasure will be guarded by the
  Monsters in the Room unless the Player creating the
  Traps has purchased the Guards Treasure Feature.
  The difference between Mundane and Fancy Items is
  cosmetic except that only Fancy Items may be given
  Magical Features. That is, you must purchase the
  Fancy Item Feature before any Magic Features.
  When creating a Magic Item with Annoy or Pain Dice,
  you must give it a Type. Annoy Dice give the
  Fungeoneer an edge to resist Traps or Special Abilities
  of the Item's Type. Pain Dice protect the Fungeoneer
  from harm that matches her Item's Type.
  Treasure can be traded for other Treasure when the
  Party has left the Dungeon. For more rules on this, see
  In Town, below.
  Treasure Costs
  (Party Min + Floor)
  Cost
  Feature
  A Magical Ring
  I am creating Treasure on
  the Sixth Floor of the
  Dungeon. Our Party Min is
  3 and the Floor is 6, for a
  total of 9 points to spend
  on Treasure.
  Worried about future
  bloodshed, I quickly create
  a 3-point Potion of
  Healing. That leaves me 6
  points to spend on the ring
  I want.
  After some scribbling, I
  come up with the Bronze
  Ring (Fancy Item, 2
  points, Increased Value 1
  point) with a Fire type, +1
  Pain Die (double cost). I
  write this down as Bronze
  Ring of Fire Warding +1
  (Fire, +1 Pain, Value: 6).
  Whoever wears this ring
  gets +1 Pain to their Pain
  Dice when rolling any
  Painful Conflict against
  Fire damage. The Ring can
  8 of 13
  
  1
  Mundane Item
  2
  Fancy Item*
  1+
  Increased Value
  1
  Magic: Heal 1 Hit**
  Double
  Magic: +2 Annoy Dice
  Double
  Magic: +1 Pain Die
  Double
  Magic: Universal Type
  * - Only Fancy Items may be Magic
  ** - This Magic Item only works once
  You receive points equal to the Party Min plus the
  Dungeon Floor to spend on Treasure.
  Like Traps and Monsters, you add up all points spent
  before any doubling. For example, a Ring of Fire
  Protection +3 Pain would cost 16 points: 2 points
  (Fancy Item) doubled three times (a double for each
  +1 Pain Die).
  The Features available for Treasure is described below.
  Mundane Item - The Treasure is fairly simple, perhaps
  a sack of coins or a silver ring.
  Fancy Item - Fancy Items are more ornate Treasures,
  such as a finely wrought golden tiara, or a bejeweled
  dagger. Only Fancy Items may be given Magic
  Features.
  Increased Value - For every point spent on Increased
  Value, the Treasure's point cost goes up by a point.
  This Feature is provided for high quality Treasure that
  can be traded in Town. Solid gold statues, exquisite
  matching jewelry and decorative weapons are often
  given Increased Value.
  Magic: Heal 1 Hit - Potions, salves, stones and other
  things are all Treasures that might heal wounded
  Fungeoneers. For each point spent, the Treasure heals
  a point of Hits. These Treasures can only be used once
  before running out of healing power. There is no
  sipping potions to heal a few Hits here and there!
  Remember that the Treasure must be a Fancy Item
  before receiving this Feature.
  be sold in town (see
  Heading Back to Town,
  below) for 3 points.
  9 of 13
  
  Magic: Annoy Dice - The Fungeoneer receives bonus
  Annoy Dice when facing a Trap or Monster with an
  affect of the same Type as the Treasure.
  Magic: Pain Dice - When making Pain Rolls against
  Traps or Monsters of the same Type as the Treasure,
  the Fungeoneer receives bonus Pain Dice.
  Magic: Universal Type - The Treasure's Magic grants
  bonus dice for and against any Type.
  Narrating
  There are various reasons for rolling the dice, all
  resulting in some in-game effects. Whenever dice are
  rolled, each Player must replace a regular die with her
  Thwack-O Die. This die is read normally with the others
  for purposes of success and failure.
  The magic begins when the results of the Rolls are
  described. Whoever rolled highest on her Thwack-O Die
  gets full narrative control of the situation. For Annoying
  Conflicts, a single description of the event works fine.
  Painful Conflicts, where everyone is dealing damage all
  over the place, can use tons of fun blow-by-blow
  narration.
   
  Combat
  When your Fungeoneers pile into a Room, Combat is a
  guaranteed result. Combat is dealt with in turns,
  consisting of three steps.
  First, anyone suffering from a Continuous Monster
  Feature (such as Continuous Hold) needs to make their
  Rolls and suffer any possible damage.
  Second, each Monster may use its Special Ability. A
  Monster rolls its Level plus the Special Ability's Annoy
  and/or Pain Dice.
  Third, everyone makes a Painful Conflict Roll.
  If, at any time, a Fungeoneer or Monster reaches zero
  Hits, death occurs. If your Fungeoneer dies, you are
  out of the game until the party is next in the Hallway.
  All your Treasure is left behind for the other
  Fungeoneers to plunder.
   
  10 of 13
  
  Annoying Conflicts
  When a Fungeoneer must avoid a Trap's effects or
  dodge a Monster's Special Ability, Annoying Conflicts
  are often made. The Player who created the Trap or
  Monster rolls the Annoy Dice for that obstacle, and
  picks the highest value rolled. Any Players attempting
  to resist roll dice equal to their Level plus a possible
  Class Bonus, and grabs their highest value rolled.
  Whoever's value is lower than the Trap or Monster's
  highest value suffers the consequences. This is often a
  Painful Conflict, described in the next section.
  A Fungeoneer's Class Bonus is granted if their Class is
  tied to the Annoying Conflict. A Fire Mage would receive
  her Class Bonus against a Flaming Column Trap, for
  example.
  Always remember to include your Thwack-O Die in your
  Roll! Replace any regular die with the Thwack-O die. If
  you are rolling for both your Fungeoneer and a Trap or
  Monster (or all three), just stick your Thwack-O Die
  somewhere in one of the Rolls.
   
  Painful Conflicts
  Painful Conflicts work differently from Annoying
  Conflicts. The Player who created the Trap or Monster
  rolls the Pain Dice. Any Player with Fungeoneers
  involved roll a number of dice equal to their Level plus a
  Class Bonus, if applicable. The dice for each Trap,
  Monster or Fungeoneer Roll are lined up, highest to
  lowest.
  The highest dice rolled are compared first. Whoever
  rolled the highest value gets to apply one point of
  damage to one other Fungeoneer's or Monster's Hits
  (Traps can only damage, they cannot be damaged).
  The second-highest dice are then compared, and
  damage is dealt.
  If you run out of dice to compare to another Roll, the
  other Player considers your "empty die" as a roll of
  zero. This continues until no one has dice to compare
  (i.e., everyone has "empty dice").
  Like the Annoy Rolls above, always replace one of your
  regular dice with the Thwack-O Die. Only roll one
   
  11 of 13
  
  Thwack-O Die, even if you are making multiple Rolls
  this turn (for your Fungeoneer and your Trap, for
  example).
  Experience
  For every point of damage dealt to a Monster, your
  Fungeoneer receives a number of experience points
  equal to that Monster's cost. For every successful
  Annoy Roll made against a Trap, your Fungeoneer gets
  experience points equal to the Trap's cost.
  Nobody gets experience points for Treasure. They are
  their own reward.
  When the Party is in the Hallway, you can check to see
  if your Fungeoneer goes up a Level. If your Experience
  is equal to or greater than (2 ^ (Fungeoneer's Current
  Level - 2) * 10), your Fungeoneer's Level increases by
  one (contrary to this equation, First Level Fungeoneers
  need zero experience). In some cases, your
  Fungeoneer may go up several levels at once!
  If your Fungeoneer goes up a Level, you recalculate
  your Class Bonus, maximum Hits (5 times your Level),
  and automatically Heal five hits per Level increase!
  Experience Needed
  (2(Level - 2) x 10)
  Level
  Experience
  1
  0*
  2
  10
  3
  20
  4
  40
  5
  80
  6
  160
  7
  320
  8
  640
  9
  1280
  10
  2560
   
  12 of 13
  
  * - Level One requires zero Experience
  Heading Back to Town
  If you head back to Town, you must retrace your steps
  through the Dungeon back to the Dungeon Entrance.
  Before you reenter every Room each Player makes an
  Annoy Roll against the Dungeon Floor (someone must
  volunteer to roll for the Dungeon). Anyone who fails
  receives points equal to the sum of their Fungeoneer's
  Level and the current Dungeon Floor to create a
  Wandering Monster.
  Once back in Town, you can trade in your Treasure to
  create new Treasure for your Fungeoneer. The
  drawback to this method is that the Treasure you give
  up only gives you half the points to create new
  Treasure (rounding down). Your 11 point magical
  sword will only get you 5 points of Treasure in Town,
  for example.
  During a game session (or one Dungeon), Hits may
  only be healed through purchasing Magical Treasure.
  This means visiting the Healer in town forces you to sell
  off some Treasure (a reason not to put all your
  Treasure in one massive item).
   
  Afterword
  Thanks
  Many thanks to Mike Holmes for his extensive solo playtesting and wonderful
  suggestions!
  Dan Hill gets a big thanks for introducing me to "Thwack-O" way back.
  Kevin Dishman for bringing an arithmetic error to light. The Experience Level
  chart is correct. Thanks to Kevin, the formula is also now correct.
  Copyright Notice
  This entire document and all contents is Copyright © 2001, 2002 by Zak
  Arntson. Permission to duplicate for personal use and captions for review
  purposes is granted. You must receive explicit permission from the author
  (email: zak@mimir.net) to use this game and any portion therein for public use,
  such as publication or convention play.
  Back to Games | Email Author
  13 of 13
  
SOURCE: textdata/thevault/Fungeon/Fungeon Corebook.pdf