TEXT: DUNGEON NIGHTS
  OLD SCHOOL FANTASY ADVENTURE GAME
  SCOTT MALTHOUSE
  
  DUNGEON NIGHTS
  OLD SCHOOL FANTASY ADVENTURE GAME
  Dungeon Nights is copyright Trollish Delver Games 2019. All rights reserved. No part of this publication 
  may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, 
  recording, or other electronic or mechanical methods, without the prior written permission of the 
  publisher, except in the case of brief quotations embodied in critical reviews and certain other 
  noncommercial uses permitted by copyright law.
  Scott Malthouse
  Interior art by: Joyce Maureira, David Lewis Johnson, Luigi Castellani, Miguel Santos, 
  Nate Furman, Rick Hershey. 
  Cover art by Jeffrey Koch
  2
  
  WELCOME
  Dungeon Nights is a rules-lite adventure roleplaying game in the vein of the original 
  1970s phenomenon (you know the one I’m being coy about). This game mixes 
  old and new school design, providing a foundation for many months or years of 
  incredible adventures for you and your group. 
  It is assumed that whoever is reading this is already familiar with the concept of 
  adventure roleplaying, so I’m not going to go into the ins and outs of what it is. 
  Suffice to say, it’s a game where you create a heroic character to head out on 
  fantastic quests with your mates, telling incredible stories and generally having 
  an amazing time. 
  In this book you will find all the rules you need to create a group of characters 
  and play the game. Enjoy.
  3
  
  Terminology
  The following section details 
  some of the common 
  terminology used in the game. 
  Game Master: Or GM, is the 
  player who runs the game, acts 
  as the NPCs and referees the 
  rules.
  Player Character: Or PC. The 
  character a player becomes in 
  the game.
  Non-Player Character: Or NPC. 
  The characters and creatures 
  controlled by the GM.
  Hit Dice: Or HD. This is the 
  number of dice rolled to 
  determine Hit Points.
  Hit Points: Or HP. Represents a 
  PC or NPC’s health. This is 
  reduced when damage is taken.
  Armour Class: Or AC. This is the 
  number needed to equal or 
  surpass with an attack roll in 
  order to deal damage. 
  Saving Throws: Or Save. This is 
  a rolled to avoid negative 
  effects like damage, spells or 
  something unusual.
  Xdy: This is how the number of 
  dice rolled is phrased.
  X is the number of dice rolled 
  and Y is the type of die. For 
  instance, 2d8 is two eight-sided 
  dice. 
  Gold Pieces: Or gp. This is the 
  currency used in the game. 
  Attribute scores: These are the 
  six key attributes that make a 
  character in the game: strength, 
  dexterity, constitution, wisdom, 
  intelligence and charisma.
  Checks: These are rolls made to 
  take an action that could result 
  in failure. 
  4
  
  Character 
  Creation
  When creating a character in 
  Dungeon Nights, follow these steps:
  - Roll your attributes
  - Choose a culture (gain culture 
  modifiers)
  - Choose a race (gain race 
  bonus)
  - Choose a class
  - Roll your hit die plus your Con 
  bonus to figure your HP
  - Your Armour Class (AC) begins 
  at 10 plus your Dex bonus
  - Begin with 3d6x10 gold pieces 
  (gp)
  Rolling attributes
  The following section describes 
  character attributes and what 
  they are useful for. These lists 
  are not exhaustive, but give you 
  an idea of how these attributes 
  are used.
  Strength: Bashing doors, lifting 
  heavy items, swimming, hitting 
  with swords, climbing walls.
  Dexterity: Sneaking, vaulting 
  walls, disarming traps, dodging 
  fireballs.
  Wisdom: Religious insights, 
  spotting hidden things, 
  willpower, common sense.
  Intelligence: Knowing facts, 
  understanding mechanisms, 
  recognising monsters, keeping 
  lucid, understanding 
  languages..
  Constitution: Staving off 
  damage, taking a beating, 
  surviving without food.
  Charisma: Entertaining, 
  persuading, leading, lying.
  To work out your attribute 
  scores, roll 3d6 for each. The 
  higher, the better. 
  Attribute 
  score
  Modifier
  Less than 7
  -1
  8-10
  +0
  11-14
  +1
  15-17
  +2
  18-20
  +3
  5
  
  Cultures
  Cultures describe a group of 
  people along with their 
  traditions, beliefs and general 
  way of life. Your character’s 
  culture can determine their 
  personality, in addition to 
  granting bonuses and special 
  culture traits.
  Culture tags: Cultures have 
  certain tags to help you get a 
  flavour for the character you're 
  creating. You can use as many 
  or as few of these tags as you 
  like to help inspire your 
  character.
  Common races: Each culture 
  has a set of common races that 
  give you an idea of the races 
  most likely to be associated 
  with that culture. However, this 
  by no means limits you to using 
  these races in your culture.
  Culture modifiers: Certain 
  cultures can affect the mental 
  and physical state of whoever is 
  part of this culture. Cultural 
  modifiers give both a bonus to 
  an attribute and a penalty to an 
  attribute. 
  Culture traits: Members of a 
  certain culture become used to 
  a certain way of living, offering 
  them special abilities, both 
  skilled and physiologically. 
  Cultures list
  Stone Culture (Thorish)
  Culture tags: Proud, Loyal, 
  Traditional
  Common races: Dwarf, Halfling, 
  Orc
  Culture modifiers: +1 to Str or 
  Con/ -1 to Dex or Cha
  Culture traits: 
  The vast mountainous region of 
  Thoria is, for many, an 
  inhospitable terrain where 
  griffins make their great nests 
  and brutish owlbears prowl, but 
  for the Thorish people it is 
  simple home. These peoples are 
  descended from skilled 
  stonemasons who once crafted 
  cities like Thannash and 
  Grimdoor from the mountain 
  side. Much of the architecture 
  was created by orcs and 
  dwarves, who make up the bulk 
  of Thorish clans in the 
  mountains. 
  6
  ●
  You can see in the dark
  ●
  You have a 1 in 3 chance of 
  being able to tell the history 
  of an underground structure.
  
  Sea Culture (Venna)
  Culture tags: Adventurous, 
  Open minded, Talkative
  Common races: Human, Elf, 
  Halfling
  Culture modifiers: +1 to Dex or 
  Cha/ -1 to Con or Int
  Culture traits: 
  ●
  Gain a +2 to Charisma 
  saves
  ●
  Ignore the negative 
  effects of the Complex 
  Journey Tag when at sea
  The Venna have lived on the 
  humid coastal region of Vennan 
  for centuries where they have 
  plied their trade of ship-making 
  and exploration since their 
  forefathers arrived. 
  They are usually dark-skinned 
  and well-built due to a healthy 
  diet of olives grapes, and rich 
  wine. Their buildings are made 
  of the purest white stone, with 
  flat roofs and many windows. 
  The Venna have a love affair 
  with travel, venerating 
  adventurers and sailors. 
  Desert Culture (Al Hadar)
  Culture tags: Curious, 
  Welcoming, Organised
  Common races: Human, Dwarf, 
  Gnome
  Culture modifiers: +1 to Wis or 
  Con/ -1 to Str or Dex
  Culture traits:
  ●
  Ignore the effects of the 
  Barren Journey Tag.
  ●
  Gain a +2 Con save to the 
  effects of poison.
  The great nomadic Al Hadar 
  have been sung about in all four 
  corners of the world. They are 
  garbed in colourful silks, wear 
  jewelled turbans and love to 
  sample rich perfumes. The Al 
  Hadar boast a great many 
  magic users, called Magi, who 
  are among the most powerful 
  leaders in this culture. 
  7
  
  When receiving visitors, the Al 
  Hadar always put on music, 
  entertainment and a selection 
  of desert delicacies for their 
  guests. 
  Night Culture (Gloam)
  Culture tags: Meticulous, 
  Honourable, Quiet
  Common races: Elf, Halfling, 
  Orc
  Culture modifiers: +1 to Dex or 
  Cha/-1 to Wis or Con
  Culture traits:
  ●
  Gain a +2 to Dex when 
  attempting to use stealth
  ●
  You can see in the dark
  Gloam is a region in the centre 
  of the continent of Avanor. 
  Almost every day of the year the 
  area is cloaked in darkness, 
  which has given rise the the 
  Gloam culture. This is a culture 
  that tends to keep to itself, one 
  where honour is the lynchpin of 
  society. Without honour, there 
  is no civilization - so believe the 
  Gloam. They have an eye for 
  detail, as can be seen by their 
  incredible architecture and art.
  Forest Culture (Arboran)
  Culture tags: Cautious, 
  Theatrical, Empathic
  Common races: Elf, Human, 
  Gnome
  Culture modifiers: +1 to Dex or 
  Str/ -1 to Cha or Wis
  Culture traits:
  ●
  Gain +2 to Str checks 
  when attempting to climb.
  ●
  Ignore the negative 
  effects of the Complex 
  Journey Tag when in a 
  forest or wood.
  The Arboran culture is scattered 
  throughout Avanor, mostly 
  thriving in wooded regions like 
  Thornbreach and 
  Bramblewatch. These people 
  live high in the treetops in 
  wooden treehouses, joined by 
  vast walkways constructed of 
  vines and cedar. 
  8
  
  The Arboran culture venerates 
  nature and would never cause it 
  harm unless absolutely 
  necessary. They do not use 
  money and instead work 
  together towards common 
  goals for spiritual fulfilment. 
  Frost Culture (Frigos)
  Culture tags: Solemn, Resilient, 
  Resourceful
  Common races: Human, Dwarf, 
  Orc
  Culture modifiers: +1 to Con or 
  Int/ -1 to Cha or Wis
  Culture traits:
  ●
  Ignore the negative effects 
  of the Hazardous Journey 
  Tag when in cold regions.
  ●
  Gain a +2 to Int checks 
  when identifying creatures 
  that live in cold regions.
  9
  
  The northern icy wastes of 
  Frigonia are replete with snow 
  dunes, ice caves and deadly 
  frost winds. In this near 
  inhospitable region the Frigos 
  have made their home. Living in 
  structures carved of snow and 
  ice, the Frigos are usually pale, 
  bearded and covered in runic 
  tattoos. They follow the way of 
  the warrior, with hunters being 
  the most important members of 
  Frigos society. They worship the 
  Great Bear, who turns with 
  wheel of time and keeps them 
  safe from danger. 
  Races
  Select one race from the 
  following list, noting the 
  attribute bonus associated with 
  that race.
  Human
  Humans are the most 
  widespread of races in Avanor, 
  having colonised the length and 
  breadth of the continent. They 
  generally range from 5-6.5’ in 
  height and have a wide variety 
  of skin tones depending on 
  their home climate. 
  Racial bonus: +1 to Int
  Dwarf
  Dwarves are generally stocky of 
  build, reaching a maximum of 
  4.5’ tall. They originated in the 
  frigid northern mountains but 
  have relatively recently 
  expanded beyond their home 
  borders as far as the Red 
  Desert.
  Racial bonus: +1 to Str
  10
  
  Elf
  Elves are generally lithe, tall 
  folk of usually 6-7’ in height. 
  Their eyes can be every colour 
  of the rainbow, giving them the 
  nickname ‘People of the 
  Rainbow’. While the first elves 
  dwelt in woodlands, many 
  moved into towns and cities to 
  mix with other races and 
  cultures. 
  Racial bonus: +1 to Wis
  Halfling
  Halflings are a diminutive race 
  found in both town and country. 
  Some call them Wee Folk, but 
  most halflings don’t much care 
  for this term. They stand on 
  average 3’ tall and range from 
  skinny to stocky, though few 
  males are able to grow facial 
  hair.
  Racial bonus: +1 to Dex
  Gnome
  The race of gnomes are the 
  newest in Avanor, forged by the 
  gods from pure magical energy.
  They are the smallest race, even 
  shorter than halflings, with 
  adults growing to just 2.8’ on 
  average. 
  Racial bonus: +1 to Cha
  Orc
  Orcs are an often 
  misunderstood race due to their 
  brutish and often frightful 
  demeanour. However, they 
  have integrated into various 
  cultures and proven themselves 
  as valuable members of society.
  Racial bonus: +1 to Con
  11
  
  Classes
  A class defines the kind of 
  adventurer your character is - 
  whether they’re a brutish, 
  muscular barbarian, an 
  undead-smashing cleric or a 
  sneaky thief. You can have lots 
  of different variations of just 
  one class. For instance, a 
  warrior could be a sharpshooter 
  with a crossbow, a sword and 
  shield type or even a rugged 
  scholar. Don’t let a class 
  pigeon-hole your character. 
  Class tags: Every class has a 
  series of tags that can be used 
  to help define the character. 
  Use as many or as few of these 
  as you like, combining then with 
  your culture tags. 
  Hit Dice: This is the type of dice 
  rolled every level to find out 
  how many Hit Points (HP) a 
  class has. 
  Proficiencies: A list of weapons 
  and armour this class is able to 
  use without suffering a -4 
  penalty to attacks, Dex saves 
  and Dex checks.
  Saving Throw: This is the target 
  number for when you need to 
  make a saving throw. You must 
  roll equal to or above this 
  number to succeed a save
  Specials: The class specials 
  shows specific abilities native to 
  that class. 
  Warrior
  Tags: Precise, Brave, Deadly, 
  Grizzled
  Hit Dice: d10 per level
  Proficiencies: All weapons and 
  armour
  Saving Throw: 15 (reduces by 1 
  per level until level 9)
  12
  
  Specials
  Multiple attacks: When a 
  warrior attacks a creature that 
  has 1HD or fewer less than 
  herself, she may may an extra 
  attack. 
  Attack bonus: Gain +1 to Str 
  and Dex attacks for every class 
  level (up to, not including, 8).
  Warrior stronghold: At level 9, 
  a warrior may establish a 
  stronghold for 2000gp, 
  becoming a Warrior Overlord. 
  Over the space of 2d6 weeks 
  they will attract 20 warrior 
  mercenaries, 50 peasants, and 
  25 servants. The stronghold 
  upkeep costs 100gp per month. 
  Warriors are hardy, 
  battle-hardened fighters. They 
  may be tribal soldiers of the 
  desert, grizzled rangers of the 
  woodlands, or grand knights on 
  horseback. They are adept with 
  all manner of armour and 
  weapons, allowing players to 
  fashion the type of warrior that 
  suits them. Some warriors live 
  by a code of honour (the 
  Kastaka of Gloam, for example), 
  while others sign blood pacts 
  with their lords (the Frigos 
  Thunderbreakers). Still, many 
  choose to live as mercenaries, 
  travelling to road to make coin.
  Barbarian
  Tags: Savage, Tough, Traveller, 
  Ostracized
  Hit Dice: d12 per level
  Proficiencies: Cloth armour and 
  all weapons
  Saving Throw: 14 (reduces by 1 
  per level until level 9)
  Specials
  Rage: Once per combat, gain + 
  1d4 to damage rolls for 3 
  rounds.
  Natural armour: A barbarian’s 
  natural armour begins at 12AC. 
  Attack bonus: Gain +1 to Str 
  and Dex attacks for every class 
  level (up to, not including, 7).
  Barbarian fortress: At level 9, a 
  barbarian may establish a 
  fortress for 1500gp, becoming a 
  Barbarian King/Queen. Over 
  the space of 2d6 weeks, they 
  will attract 30 barbarian 
  mercenaries, 15 servants and 25 
  peasants. The fortress upkeep 
  costs 75gp per month.
  Barbarians live outside of 
  civilisation. They are wild 
  people, often fiercely tribal and 
  incredibly hardy. While in 
  combat they can flip into a 
  blood rage, mowing down their 
  opponents in a frenzied 
  bloodlust. The dunes of Al 
  Hadar are home to many 
  barbarian kings and queens.
  13
  
  Cleric
  Tags: Holy, Vengeful, Patient, 
  Courageous
  Hit Dice: d8 per level
  Proficiencies: All non-piercing 
  weapons and all armour
  Saving Throw: 16 (reduces by 1 
  per level until level 8)
  Specials
  Cleric prayers: Clerics can pray 
  to their patron deity for special 
  abilities (see Cleric Prayers). 
  Turn undead: Clerics can cause 
  the undead to flee as an attack 
  action. Roll 1d10. 2d6 undead 
  with HD equal to or lower than 
  the result run away for 2d6 
  rounds. If their HD is 3 lower 
  than the cleric’s, instead the 
  undead are turned to dust. 
  Cleric temple: At level 9, a 
  cleric can establish a temple for 
  1000gp. Over the space of 1d6 
  weeks the temple attracts 20 
  followers and costs 50gp per 
  month upkeep. 
  Lvl
  Number of Cleric Prayers per level
  1
  2
  3
  4
  5
  6
  7
  1
  1
  2
  2
  3
  2
  1
  4
  2
  2
  5
  2
  2
  1
  1
  6
  2
  2
  2
  2
  7
  3
  3
  2
  2
  8
  3
  3
  3
  3
  9
  4
  4
  4
  3
  3
  10
  4
  4
  4
  4
  4
  1
  11
  5
  5
  5
  5
  4
  1
  12+
  5
  5
  5
  5
  5
  2
  1
  14
  
  Attack bonus: Gain +1 to Str 
  and Dex attacks for every class 
  level (up to, not including, 6).
  Clerics are spiritual or religious 
  soldiers who use the powers 
  granted by their patron god or 
  goddess to perform incredible 
  feats akin to magic. Their 
  unwavering commitment to 
  their deity makes them a force 
  to be reckoned with on the 
  battlefield, particularly when it 
  comes to the undead, who often 
  flee from the holy might of the 
  cleric. Clerics come in many 
  different flavours, from the 
  armoured Shining Lantern holy 
  order of Vennan culture, the 
  painted Bone Shamans of the Al 
  Hadar, or the Green Priests of 
  Arboran culture. 
  Thief
  Tags: Shady, Connected, 
  Misunderstood, Careful
  Hit Dice: d8 per level
  Proficiencies: Daggers, 
  shortswords, staves, blowguns, 
  shortbows, cloth armour, 
  leather armour, chain armour
  Saving Throw: 14 (reduces by 1 
  per level until level 9)
  Specials
  Thievery: Gain a +2 bonus to 
  picking locks, listening at doors, 
  hiding in the shadows, moving 
  silently, picking pockets and 
  disarming traps.
  Attack bonus: Gain +1 to Str 
  and Dex attacks for every class 
  level (up to, not including, 5).
  Backstab: Thieves gain a +2 to 
  attacks and +1d6 to damage 
  when attacking an enemy who 
  hasn’t acted in combat yet. At 
  level 6 this increases to +2d6 
  damage and level 13 +3d6 
  damage. 
  Thieves’ Guild: At level 9, a 
  thief can establish a guild for 
  1000gp. Within 2d6 weeks this 
  attracts 30 thieves. The guild 
  upkeep is 25gp per month. 
  Thieves are masters of shadow 
  and subterfuge, darting silently 
  through the streets, slipping 
  coin purses from pockets and 
  striking swiftly with their 
  blades. While there are many 
  common thieves, those who 
  become more experienced may 
  go onto be feared assassins, 
  leaders of a thieves’ guild or 
  simply retire with their wealth. 
  Adventuring thieves tend to be 
  in it for the money, but there are 
  those whose life of thievery is a 
  necessity. The Shadow Seven of 
  Gloam are the most prolific 
  thieves on the continent.
  15
  
  Magic User
  Tags: Esoteric, Curious, 
  Scatterbrained, Surprising
  Hit Dice: d6 per level
  Proficiencies: Cloth armour, 
  daggers, staves, blowguns
  Saving Throw: 17 (reduces by 1 
  per level until level 10)
  Special
  Arcane spells: Can cast Arcane 
  spells (see Arcane Spells).
  Lvl
  Number of Arcane spells  per level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  1
  2
  2
  3
  3
  1
  4
  4
  2
  5
  4
  2
  1
  6
  4
  2
  2
  1
  7
  4
  3
  2
  1
  8
  4
  3
  3
  2
  9
  4
  3
  3
  2
  1
  10
  4
  4
  3
  2
  2
  11
  4
  4
  4
  3
  3
  1
  12
  5
  4
  4
  4
  4
  4
  1
  13
  5
  5
  4
  4
  4
  4
  2
  1
  14
  5
  5
  5
  4
  4
  4
  3
  1
  15+
  6
  5
  5
  5
  4
  4
  4
  2
  1
  16
  
  Attack bonus: Gain +1 to Str 
  and Dex attacks for every class 
  level (up to, not including, 4).
  Magic saves: Magic users gain a 
  +2 to saves against the effects 
  of arcane spells. 
  Mage tower: At level 11, a magic 
  user can establish a mage tower 
  for 1300gp. This includes 
  research rooms, laboratories, 
  libraries and storage locations 
  for wizardly experimentation. 
  Over the space of 2d6 weeks 
  the tower will attract 15 
  warriors, 5 magic users and 10 
  servants. The upkeep of a mage 
  tower is 50gp per month. 
  Magic users, also known as 
  wizards, mages, sorcerers, 
  necromancers and warlocks, 
  depending on where you are in 
  Avanor, are experts in using the 
  innate magic found in the 
  world. While lower level magic 
  users tend to be weaker, those 
  who manage to survive long 
  enough to establish their own 
  tower will become incredibly 
  powerful indeed, bending 
  reality to their will. Some 
  choose to focus on destructive 
  spells, while some summon 
  beings to do their bidding. 
  There are only three Great 
  Mages in the world - Dezzendo 
  the Gold, Tulik Gando, and 
  Selina the Worldweaver - 
  though there are many 
  pretenders out there who would 
  love to take the title of Great 
  Mage.
  17
  
  Example character 
  creation
  June is creating a character and 
  she begins with an outline of 
  the type of character she wants 
  to play. She wants a tough as 
  nails Amazonian-like woman 
  who specialises in using a bow. 
  She rolls her attributes and 
  assigns them thusly: Str 12 (+1), 
  Dex 15 (+2), Int 9 (+0), Wis 6 (-1), 
  Cha 11 (+1), Con 13 (+1). She loves 
  the sound of the Venna culture, 
  which works well with her 
  Amazonian idea, so she gives 
  her character a +1 to Dex and a 
  -1 to Int. She decides that her 
  race will be an Orc, since 
  they’re generally pretty big, 
  giving a +1 to Con. This gives her 
  a final list of attribute scores: 
  Str 12 (+1), Dex 16 (+2), Int 8 (+0), 
  Wis 6 (-1), Cha 11 (+1), Con 14 (+1). 
  Of course, it makes sense for 
  her character to be a warrior. 
  She rolls her hit dice and adds 
  her Con bonus to get 6HP. She 
  looks at her culture and class 
  tags, selecting Adventurous, 
  Precise and Deadly. Without 
  armour, her base AC will be 12 
  (10 + Dex modifier). 
  Levelling up
  As your character gains more 
  experience on their adventures, 
  they will have chance to level 
  up. After your character has 
  completed a key quest, the GM 
  should allow them to gain a 
  new level. When they do this, 
  follow these steps:
  -
  Roll your Hit Die and add 
  the result to your HP.
  -
  Reduce your saving throw 
  target based on your 
  character class
  -
  Roll 1d20 per attribute. If 
  you roll over the attribute, 
  increase the attribute by 1.
  Class levels end at level 20, 
  when the character is 
  considered to be a master. 
  18
  
  *Two-handed weapon.
  Gear
  If you’re going on an adventure, 
  you’ll need the right equipment 
  to take along with you. Dungeon 
  Nights doesn’t have an 
  exhaustive list of items. All gear 
  costs gold pieces (gp). 
  Weapons
  Weapon
  Damage die
  Range
  Cost (gp)
  Dagger
  d4
  20ft
  4
  Blowgun
  d4
  40ft
  5
  Staff
  d4
  -
  3
  Shortsword/Mace
  d6
  -
  15
  Shortbow*
  d6
  50ft
  16
  Longsword*
  d8
  -
  80
  Longbow*
  d8
  100ft
  120
  Polearm*
  d8
  10ft
  210
  Greatsword/Greataxe*
  d10
  -
  300
  Heavy Crossbow*
  d10
  60ft
  410
  Ranged ammo x10
  -
  -
  5
  *Two-handed weapon.
  19
  
  Armour
  Armour is denoted by Armour 
  Class (AC). A character’s natural 
  AC is 10 (unless a barbarian). 
  When armour is worn, the new 
  AC is used. Certain classes are 
  proficient in specific types on 
  armour, meaning they can wear 
  them without receiving a -4 
  penalty to attack rolls and Dex 
  saves and checks. 
  Dex limitations
  Each armour type has a 
  maximum Dex bonus. This is the 
  most benefit a character would 
  get from their Dex bonus to 
  Armour Class.
  Shields
  Shields add an AC bonus to 
  existing armour. When holding 
  a shield, a character can’t hold a 
  two-handed weapon. 
  Armour
  Armour 
  Class (AC)
  Max Dex 
  bonus
  Cost (gp)
  Cloth
  12
  None
  10
  Leather
  13
  +3
  40
  Chain
  14
  +2
  130
  Plate
  15
  +1
  400
  Mithril Chain
  16
  +2
  1000
  Target Shield
  +1
  None
  30
  Tower Shield
  +2
  +2
  120
  20
  
  Combat
  Throughout your adventures 
  you’re going to get into more 
  scraps than you have hot meals. 
  The following rules explain how 
  combat works.
  Combat flow
  Combat is done in 6 second 
  rounds. A round is over when 
  everyone has had a turn. A turn 
  is over when a combat 
  participant has acted.
  Initiative
  All players roll 1d6 for initiative. 
  I they roll 4+, they act before all 
  opponents. If they roll 1-3, the 
  act after.
  Take an Action 
  Characters may move their 
  speed and attack or move and 
  cast a spell on their turn. They 
  can do any other action that 
  takes 3 seconds in place of 
  either moving or attacking.
  Attacking
  To attack roll d20 + Str (melee) 
  or Dex (ranged), plus any 
  special class bonuses. If the 
  result is equal to or higher than 
  opponent's AC, 
  roll weapon damage die and 
  reduce the loser’s HP by the 
  total. If the attack roll is lower, 
  the attacker has missed the 
  attack. Play then continues to 
  the next turn.
  Modifications
  The GM should modify combat 
  as she wishes (i.e. offering +2 
  AC to a character hiding behind 
  a low wall).
  Stunts!
  Players should be encouraged 
  to try out cool stunts in fights to 
  gain the advantage using 
  attribute tests. Want to 
  hamstring a night ogre? Make a 
  Dex test to roll under its legs, 
  followed by an attack. The GM 
  might give a +2 bonus to the 
  attack if their test is successful.
  Combat example
  Eloine the gnome thief is 
  fighting a goblin. Eloine’s player 
  rolls a d6 for initiative, getting a 
  6 - Eloine goes first. She 
  decides to run at the goblin and 
  thrust her rusty dagger at it. She 
  rolls a d20 and adds her 
  Strength (+1) and her class 
  attack bonus of +1, getting a 13. 
  She compares this to the 
  goblin’s AC, which is 12 - it’s a 
  hit! Eloine rolls her damage die 
  for her dagger, d6-1, and gets 3. 
  The GM reduces this from the 
  goblin’s HP of 2, killing the 
  creature. 
  21
  
  Advanced Combat
  While you can easily play 
  games using just the combat 
  rules on the previous page, this 
  section offers further options 
  for more tactical combat. 
  Firing into Melee
  Anyone firing a ranged attack 
  when a friendly creature is 
  engaged in melee combat 
  receives a -2 penalty to the 
  attack. If the attack misses, roll 
  a 1d10. If a 1 is rolled, the 
  friendly member is damaged by 
  the attack instead.
  Critical Hits and Fumbles
  Rolling a natural 20 (an 
  unmodified 20 dice roll on a 
  d20) results in a critical hit. Roll 
  for damage and double the 
  result. Rolling a natural 1 on a 
  d20 results in a fumble - the 
  attack misses regardless of 
  whether it would ordinarily hit.
  AImed Strike
  You may forego a move action 
  to gain a +1 bonus to your attack 
  roll on your current turn. 
  Full Defence
  You may forego an attack 
  action 
  to increase your AC by +1 until 
  the beginning of your next turn.
  Running
  You may use two move actions 
  to run at three times your 
  normal speed.
  Morale Checks
  If you are reduced to 10% of 
  your starting HP, you must 
  make a morale check. Make a 
  medium (10) Wis check. If you 
  fail, you have a -2 penalty  to all 
  attack rolls, checks and saves. 
  You must make a morale check 
  at the beginning of every turn 
  your HP is at 10%. If you fail 
  three times in a row, you must 
  run directly away from any 
  opponents each turn until you 
  pass a morale check. 
  Helpless creatures
  Any creature that is unable to 
  attack or move, whether bound 
  up, unconscious or 
  incapacitated is classed as 
  helpless. Attacks against 
  helpless creatures automatically 
  hit and automatically cause a 
  critical hit. 
  Unarmed combat
  When attacking without a 
  weapon, damage dealt is 1d3.
  22
  
  Playing the
  Game
  Whenever you want to try 
  something that could result in 
  failure, you must make a check. 
  Roll a d20 + the relevant 
  attribute. If you roll equal to or 
  higher than the difficulty target 
  set by the GM,  you succeed.
  Difficulty Table
  The difficulty table gives you an 
  idea of what target should be 
  set for a certain action. Feel free 
  to slightly modify the difficulty 
  by increasing or reducing a 
  given target by 2.
  Contests
  If another creature’s actions 
  directly oppose a character’s, 
  the player must roll a contested 
  check. To do this, each party 
  simply rolls a d20 + the relevant 
  attribute and whoever gets the 
  highest succeeds. 
  Example: Sneaking past a guard 
  will be a contest between the 
  sneaker's Dex and the guard's 
  Wis.
  Difficulty
  Target
  Example
  Simple
  5
  Jumping a 
  low wall
  Medium
  10
  Recalling 
  esoteric 
  information
  Tough
  15
  Swimming 
  against a 
  fast current
  Insane
  20
  Escaping a 
  dragon’s 
  mouth
  23
  
  Saving Throws
  Saving throws, or saves, are 
  used to avoid certain peril, 
  whether it’s dodging a dragon’s 
  flaming breath or staving off the 
  ill effects of frog venom. All 
  saves are tied to a certain 
  attribute, acting just like checks.  
  Each class has a Saving Throw 
  target. Whenever you need to 
  make a save, roll d20 and add 
  the relevant attribute bonus. If 
  you roll equal to or higher than 
  your class saving throw target 
  you have succeeded. If you fail, 
  you must suffer the 
  consequences.
  Death and Dying
  When a character reaches 0HP 
  they are unconscious, meaning 
  they can't take any actions. If 
  they reach minus half their Con 
  attribute, they're dead. When 
  they are below zero, they are 
  considered dying and must 
  make a death save on Con. If 
  they fail, they die. They must 
  make this throw every hour.
  Healing
  Characters heal naturally at 
  their class hit die plus their Con 
  modifier per day after 8 hours 
  of sleep. If they are being given 
  medical attention every day 
  they heal twice as fast. 
  Characters can also heal 
  through magical means, such as 
  spells and healing potions. 
  Save
  Example
  Str
  Avoid being restrained
  Dex
  Dodging physical 
  harm
  Con
  Resisting the effects of 
  poison
  Wis
  Resisting the effects of 
  an illusion
  Int
  Resisting adverse 
  effects on the mind
  Cha
  Resisting being 
  charmed
  24
  
  Journeys
  In a game of Dungeon Nights you 
  will be travelling across hills, 
  plains, mountains, oceans and 
  underground. The game 
  provides rules to help make 
  travelling engaging and 
  exciting, while giving a simple 
  set of rules for the GM to 
  follow.
  Journey Tasks
  In Dungeon Nights, a journey is 
  whenever players are travelling 
  over a distance, whether 
  overground or underground. 
  Each member of the 
  adventuring party should be 
  assigned a journey task, which 
  defines what they are doing at a 
  given moment while on that 
  journey. This includes keeping 
  eyes peeled for enemies in the 
  wilderness, hunting for food, 
  finding water in a desert or 
  simply navigating by the stars. 
  Players should decide between 
  them what tasks they will take 
  on based on their strengths. 
  journey tasks are modified by 
  journey tags, which we’ll come 
  onto later.
  Each journey task is assigned an 
  attribute. When required 
  (usually once per day) the GM 
  will ask players to roll checks 
  based on the tasks they are 
  undertaking. Journey tasks 
  include the following:
  Journey Tags
  Journey Tags determine how 
  travelling in the wild or through 
  a dungeon affects the actions 
  the players take. They provide a 
  simple way of keeping journeys 
  interesting and can be applied 
  to an entire journey, or split up 
  into ‘journey legs’ to vary up the 
  travelling experience. Journey 
  tags include environmental 
  hazards, the presence of hostile 
  creatures, how navigable the 
  environment is and more. 
  Task
  Check
  Failure
  Looking out for 
  enemies
  Wis
  Ambushed
  Finding shelter, 
  food and water
  Int
  Starvation, 
  dehydration or 
  ambush
  Covering tracks
  Int
  Being followed 
  or discovered
  Moving quietly
  Dex
  Being 
  discovered
  Moving quickly 
  over long 
  distance
  Con
  Fatigue
  Navigation
  Int
  Getting lost
  25
  
  Journeys
  In a game of Dungeon Nights you 
  will be travelling across hills, 
  plains, mountains, oceans and 
  underground. The game 
  provides rules to help make 
  travelling engaging and 
  exciting, while giving a simple 
  set of rules for the GM to 
  follow.
  Journey Tasks
  In Dungeon Nights, a journey is 
  whenever players are travelling 
  over a distance, whether 
  overground or underground. 
  Each member of the 
  adventuring party should be 
  assigned a journey task, which 
  defines what they are doing at a 
  given moment while on that 
  journey. This includes keeping 
  eyes peeled for enemies in the 
  wilderness, hunting for food, 
  finding water in a desert or 
  simply navigating by the stars. 
  Players should decide between 
  them what tasks they will take 
  on based on their strengths. 
  journey tasks are modified by 
  journey tags, which we’ll come 
  onto later.
  Each journey task is assigned an 
  attribute. When required 
  (usually once per day) the GM 
  will ask players to roll checks 
  based on the tasks they are 
  undertaking. Journey tasks 
  include the following:
  Journey Tags
  Journey Tags determine how 
  travelling in the wild or through 
  a dungeon affects the actions 
  the players take. They provide a 
  simple way of keeping journeys 
  interesting and can be applied 
  to an entire journey, or split up 
  into ‘journey legs’ to vary up the 
  travelling experience. Journey 
  tags include environmental 
  hazards, the presence of hostile 
  creatures, how navigable the 
  environment is and more. 
  Task
  Check
  Failure
  Looking out for 
  enemies
  Wis
  Ambushed
  Finding shelter, 
  food and water
  Int
  Starvation, 
  dehydration or 
  ambush
  Covering tracks
  Int
  Being followed 
  or discovered
  Moving quietly
  Dex
  Being 
  discovered
  Moving quickly 
  over long 
  distance
  Con
  Fatigue
  Navigation
  Int
  Getting lost
  26
  
  Journey Tag
  Description
  Effect
  Arduous
  Moving over rough terrain, such as 
  mountains or hills
  PCs move at half speed 
  unless they succeed a Con 
  test (10) per day.
  Complex
  The terrain is difficult to navigate, 
  such as a labyrinthine forest or large 
  dungeon
  Checks for navigation 
  suffer a -2 penalty. Checks 
  to cover tracks receive a 
  +2 bonus.
  Threatening
  There are predators or other 
  creatures on the journey who pose a 
  threat to the PCs
  There is a 4 in 6 chance a 
  random encounter will 
  occur.
  Hazardous
  here are environmental hazards, such 
  as falling rocks or extreme weather
  Dex saves to avoid 
  hazards receive a -2 
  penalty
  Serene
  It is a clear day and the path is 
  without obstacle. 
  Gain a +2 bonus to checks 
  to find food, water and 
  shelter
  Cloaked
  The way is dark or covered in some 
  way
  Gain a +2 to stealth 
  checks and checks to 
  cover tracks. Take -2 to 
  checks to spot things.
  Barren
  There is little to no sustenance on this 
  journey, such as in the desert
  Checks to find food, water 
  or shelter take a -4 
  penalty
  Journey example
  The GM is planning a journey crossing rugged icy terrain before 
  delving into a cave. She splits this journey into two legs - the icy 
  terrain being leg 1, and the cave being leg 2. For leg 1, she assigns the 
  tags: Hazardous and Arduous. For leg 2, she assigns the tags 
  Threatening and Complex. 
  27
  
  Adventuring
  Dungeon Nights is all about 
  adventure. Getting into scrapes 
  with ogres, discovering sunken 
  temples, and stealing valuable 
  artefacts from mages is just part 
  of the fun you will have in the 
  game. This section deals with 
  the various rules around 
  adventuring. 
  Climbing and Falling
  Climbing requires a Str check 
  based on the wall surface. A 
  surface with lots of footholds 
  and gripping areas is a medium 
  (10) check, while smoother or 
  steeper surfaces are tough (15). 
  If you are climbing a rope, this is 
  an easy (5) Str check. Using aids 
  like climbing pitons offer a +2 
  bonus to climbing checks. 
  Of course, falling is a risk when 
  climbing. For every 10ft fallen, 
  take 1d4 HP damage. So falling 
  from 50ft is 5d4 damage. A 
  tough (15) Dex save halves 
  damage taken from a fall. The 
  GM should feel free to reduce 
  damage based on how hard or 
  soft the surface is the character 
  lands on.
  Mounts
  When travelling long distances, 
  mounts are a great way to 
  travel. While horses are the 
  most common mounts in the 
  world, some cultures use other 
  native beasts to ride. When 
  using a mount, ignore the 
  Arduous journey tag. 
  Culture
  Mounts
  Move
  Thorish
  Giant mole
  30ft
  Venna
  Griffon
  25ft (50ft 
  fly)
  Al Hadar
  Camel
  20ft
  Gloam
  Horse
  40ft
  Arboran
  Horse
  40ft
  Frigos
  Riding bear 
  30ft
  28
  
  Mercenaries
  Sometimes if a quest feels too 
  risky, it’s a good idea to bring 
  along some hired help. 
  Mercenaries can be found in 
  populated locations across the 
  continent, costing gold per day 
  for hire. However, pay isn’t 
  always sufficient - if things get 
  hairy on an adventure there’s a 
  chance the hired help could flee. 
  Should a mercenary reach 10% 
  of their starting HP (rounded 
  up), they will flee unless a 
  member of the party makes a 
  tough (15) Cha check. 
  The chart below offers a list of 
  typical mercenaries for hire 
  along with their stats and costs.
  Mercenary
  Stats
  Cost per day
  Warrior
  HD1, AC14, ATK weapon (d8), SV15, 
  Special as Warrior 
  2gp
  Magic User
  HD1, AC11, ATK weapon (d4), SV17, Special 
  as Magic User
  4gp
  Cleric
  H1, AC15, ATK weapon (d6), SV15, Special 
  as Cleric
  3gp
  Thief
  H1. AC13, ATK weapon (d6), SV14, Special 
  as Thief
  3gp
  Barbarian
  H1. AC12, ATK weapon (d10), SV16, Special 
  as Barbarian
  2gp
  29
  
  Languages & Dialects
  There are many languages and 
  dialects in Avanor as there are 
  multiple races and cultures. A 
  Vennan orc will speak Vennan 
  Guttural (orc speak), which is 
  similar, but different to Frigos 
  Guttural. 
  For each point of Intelligence a 
  character has above 12 they may 
  learn an additional language or 
  dialect. It is assumed that all 
  characters start by 
  understanding Common, in 
  addition to their racial language 
  and their cultural dialect. 
  Racial languages
  Racial languages can be 
  considered ‘base languages’ - 
  no matter what cultural dialect 
  someone has, if you don’t 
  understand their racial 
  language you can’t effectively 
  communicate with them. There 
  are 13 base languages. 
  ●
  Common (Human tongue 
  - used most places)
  ●
  Dwarrow (Dwarf tongue)
  ●
  Halfish (Halfling tongue)
  ●
  Gnomish (Gnome tongue)
  ●
  Glade (Elf  tongue)
  ●
  Gob (Goblin and Troll 
  tongue)
  ●
  Draconic (Dragon tongue)
  ●
  Infernal (Demonic tongue)
  ●
  Giant (Giant and Ogre 
  tongue)
  ●
  Doom (Undead tongue)
  Cultural dialects
  Cultural dialects are regional 
  differences within languages 
  that belong to a specific culture. 
  You cannot learn a dialect on its 
  own - you must first have learnt 
  a language before 
  understanding how a dialect 
  affects that language. Speaking 
  in both someone’s language 
  and dialect offers a +2 bonus to 
  charisma checks to persuade 
  and entertain.  There are six 
  cultural dialects.
  ●
  Gloam (Gloam)
  ●
  Vennan (Venna)
  ●
  Arbor (Arboran)
  ●
  Dune (Al Hadar)
  ●
  Frigos (Frigos)
  ●
  Thorish (Thorish)
  Therefore, languages with 
  dialects are written with dialect 
  preceding language, such as 
  Thorish Glade or Dune 
  Dwarrow. 
  30
  
  Magic
  Magic is commonplace in 
  Dungeon Nights with magic users 
  studying this ancient art in 
  esteemed colleges across the 
  world. Magic is an innate force 
  in the universe that can be 
  harnessed for good or evil. It 
  can create fire, cause illusions, 
  summon demons and control 
  minds. This is the reason why 
  high level magic users are 
  feared - they are able to warp 
  reality to do their bidding. 
  Magic users use words, 
  illustrations and rituals to 
  power their spells, and never 
  leave home without their trusty 
  spell book. 
  Magic takes up a lot of mental 
  capacity. Lower level mages 
  have trouble recalling the 
  smallest of spells, unlike more 
  powerful wizards who can reel 
  off lower level spells with 
  barely any thought. Magic users 
  must memorise spells in order 
  to cast them, and once a spell is 
  used it’s gone for the rest of the 
  day until it’s studied from the 
  spell book. 
  The more powerful a magic user 
  becomes, the more ‘spell slots’ 
  they have and the higher level 
  spells they can cast. 
  Clerics operate in a similar way 
  to magic users, but their power 
  comes not from dusty old 
  books but from the gods 
  themselves. Clerics spend the 
  morning praying to their patron 
  deity to gain their prayers. 
  However, like with magic users, 
  prayers offer powers that 
  require great mental capacity 
  and once spent they are spent 
  for the rest of the day. 
  Both magic users and clerics 
  have their own spell tables 
  showing the number of spell 
  slots per level they have 
  available to them. 
  Using Magic
  Both arcane spells and cleric 
  prayers are cast in the same 
  way. They each require the use 
  of motions with the hand and 
  the use of speech, even if it’s 
  but a whisper. Casting a spell 
  uses an action. Each spell has a 
  level - this denotes the level of 
  spell rather than the level of the 
  magic user or cleric. They also 
  have a range, duration and 
  effect. 
  31
  
  When a magic user gains a 
  level, they will get a new spell 
  slot. When they do so, they can 
  learn one more spell to add to 
  their spell book. This represents 
  hours of research they do in 
  their downtime to work out new 
  spells. Choose a spell that 
  corresponds with the level of 
  the spell slot from the list of 
  arcane spells. For instance, 
  when a magic user gains her 
  first level 2 spell slot, she 
  decides to learn Detect 
  Invisibility for this slot. A magic 
  user needs 8 hours rest before 
  preparing their spells for the 
  day. 
  For clerics, this process is 
  slightly different. Clerics do not 
  have to learn just one new 
  prayer when they gain a new 
  prayer slot. Instead, when they 
  pray they can choose any from 
  the list of prayers that 
  correspond to the level of the 
  slot. In this way, clerics have 
  fewer prayers than magic users 
  have spells, but they have more 
  choice when it comes to 
  selecting a prayer. A cleric 
  needs 8 hours rest before 
  preparing their prayers for the 
  day. 
  Arcane Spells
  Level 1
  Charm 
  Detect Magic
  Light
  Magic Missile
  Read Languages
  Read Magic
  Shield
  Sleep
  Level 2
  Darkness
  Detect Invisibility
  ESP
  Invisibility
  Knock
  Levitate
  Magic Mouth
  Strength
  Level 3
  Darkvision
  Explosive Runes
  Fireball
  Haste
  Hold Person
  Monster Summoning I
  Slow
  Water Breathing
  Level 4
  Confusion
  Dimension Door
  Fear
  Polymorph
  Wall of Fire/Ice
  Wizard Eye
  32
  
  Level 5
  Animate Dead
  Cloudkill
  Conjure Elemental
  Feeblemind
  Monster Summoning II
  Telekinesis 
  Teleport
  Wall of Iron/Stone
  Level 6
  Control Weather
  Deathspell
  Enchant Item
  Invisible Stalker
  Monster Summoning III
  Project Image
  Stone to Flesh
  Level 7
  Conjure Demon
  Mass Invisibility
  Phase Door
  Simulacrum
  Level 8
  Clone
  Mass Charm
  Mind Blank
  Monster Summoning IV
  Symbol
  Level 9
  Astral Walk
  Gate
  Meteor Swarm
  Shape Change
  Time Stop
  Wish
  Cleric Prayers
  Level 1
  Cure Light Wounds
  Detect Magic
  Light
  Purify Food and Drink
  Level 2
  Bless
  Find Traps
  Silence
  Speak with Animals
  Level 3
  Continuous Illumination
  Cure Disease
  Prayer
  Remove Curse
  Speak with Dead
  Level 4
  Create Water
  Cure Serious Wounds
  Neutralise Poison
  Speak with Plants
  Level 5
  Create Food
  Finger of Death
  Insect Plague
  Raise Dead
  Level 6
  Animate Item
  Blade Wall
  Word of Recall
  33
  
  Level 7
  Aerial Servant
  Earthquake
  Holy Word
  Part Water
  Restoration
  Resurrection
  Spell Descriptions
  Aerial Servant
  Spell level: Cleric 7
  Range: NA
  Duration: Until completed or 
  insane
  Effect: A powerful air elemental 
  is summoned to fetch either an 
  object or creature for the caster. 
  Stats: HD11, AC16, ATK Gale 
  (3d6), MV 200’, SV5. If the 
  elemental is tricked by the 
  caster, it comes back and 
  attacks them.
  Animate Dead
  Spell level: Magic User 5
  Range: 100ft 
  Effect: Corpses animate into 
  zombies and skeletons to do 
  the caster’s bidding. 1d6 per 
  caster level above 8th. 
  Animated dead remain until 
  destroyed.
  Animate item
  Spell level: Cleric 6
  Range: 50ft
  Duration: 1 hour
  One inanimate object becomes 
  magically animated by the 
  cleric. It can move and perform 
  attacks, but cannot speak. The 
  object follows the cleric’s 
  commands. The GM determines 
  the HD and AC of the object. 
  Astral Walk
  Spell level: Magic User 9
  Range: 150 miles
  Duration: 3 hours
  The spellcaster projects her 
  astral self, an intangible 
  intradimensional entity, into a 
  given location, leaving their 
  physical body behind. While in 
  their astral body, their physical 
  body is considered to be 
  helpless. The astral projection is 
  able to travel at 150 miles per 
  hour and cannot manipulate 
  physical objects. It can, however 
  cast spells, though there is a 1 in 
  10 chance the spell will fail. If 
  the astral body goes 20 miles 
  further than maximum distance, 
  it is destroyed. The physical 
  body is still alive, but reduce the 
  caster’s intelligence score by 6.
  34
  
  Blade Wall
  Spell level: Cleric 6
  Range: 60ft
  Duration: 10 turns (or 1 minute)
  Blades conjured from the 
  spiritual plane form a deadly 
  wall around the caster of 
  15ftx15ft. Anyone trying to get 
  through the wall takes 6d10 
  damage. Attacks cannot pass 
  through the wall.  
  Bless
  Spell level: Cleric 2
  Range: 5ft
  Duration: 6 turns (or 1 hour)
  The cleric grants herself or 
  another creature within reach a 
  +1 to attack and morale rolls. 
  Charm
  Spell level: Magic User 1
  Range: 100ft
  Duration: None - until saved
  The caster puts a humanoid 
  creature of human size of 
  smaller under their influence. 
  The recipient of the spell may 
  make a Wis save to negate the 
  effects. They may continue to 
  make saves every hour. 
  Clone
  Spell level: Magic User 8
  Range: Personal
  Duration: Indefinite
  Using a pound of flesh, an inert 
  clone of a living person can be 
  made. It shares all that person’s 
  features, including HD and level 
  but is unable to move or think 
  for itself. The clone will atrophy 
  in 6 months if it does not have a 
  soul. Once the original has died, 
  its soul will enter the clone with 
  all memories of its former life. It 
  is now able to act as normal.
  Cloudkill
  Spell level: Magic User 5
  Range: 100ft + 10ft per level
  Duration: 1 hour
  A 10ftx10ft  yellow poisonous 
  cloud drifts wherever the caster 
  desires at 5ft per turn. Any 
  creature of HD 3 or lower that 
  comes into contact with the 
  cloud automatically dies. Any 
  creature of HD 4 must make a 
  Con save or die. 
  Confusion
  Spell level: Magic User 4
  Range: 50ft
  Duration: 6 rounds (or 1 hour)
  The caster confuses a group of 
  2d6 creatures, causing them to 
  act irrationally. The GM rolls a 
  d6 for each creature affected. 
  35
  
  On a 1-2, the creature attacks 
  itself. On a 3-4, the creature 
  attacks an ally. On a 5-6 the 
  creature attacks as normal. This 
  spell does not work on 
  creatures of HD7 or higher.
  Conjure Demon
  Spell level: Magic User 7
  Range: 15ft
  Duration: Until the demon dies
  The caster summons a demon 
  or devil of HD 6 or lower, but it 
  is not under the caster’s control. 
  The caster may make a blood 
  sacrifice to appease the demon, 
  giving all Charisma checks 
  made against it a +4 bonus.
  Conjure Elemental
  Spell level: Magic User 5
  Range: 100ft
  Duration: Until destroyed
  The caster summons an 
  elemental of HD10 to her plane 
  of existence. The elemental 
  obeys the caster’s commands 
  for up to 6 rounds (or 1 hour 
  outside of combat) until the 
  caster must make a Tough (15) 
  Int check to maintain control. If 
  the check fails, the elemental is 
  unbound and will run rampant, 
  attempting to slay all creatures 
  nearest to it.
  Continuous Illumination
  Spell level: Magic User 2
  Range: 120ft
  Duration: Indefinite
  An object or person is 
  illuminated as if by sunlight, 
  with an illumination radius of 
  100ft.
  Control Weather
  Spell level: Magic User 6Range: 
  Within 1 mile
  Duration: 1 hour
  The caster changes the weather 
  in the local vicinity, creating or 
  preventing winds, rainfall, snow 
  or other weather events. If cast 
  during a journey, the GM may 
  add relevant journey tags based 
  on the weather created.
  Create Food
  Spell level: Cleric 5
  Range: 5ft
  Duration: Immediate
  The cleric creates enough food 
  for 20 humanoids. At 10th level, 
  the spell creates enough for 40, 
  and at 15th it creates enough for 
  80. 
  Create Water
  Spell level: Cleric 4
  Range: 5ft
  Duration: Immediate
  The cleric creates enough 
  36
  
  drinking water for 20 
  humanoids to last a single day. 
  At 10th level, the spell creates 
  enough for 40, and at 15th it 
  creates enough for 80. 
  Cure Disease
  Spell level: Cleric 3
  Range: 5ft
  Duration: Immediate
  The recipient of the spell is 
  cured of all diseases and 
  illnesses, magical or mundane. 
  Cure Light Wounds
  Spell level: Cleric 1
  Range: 5ft
  Duration: Immediate
  The recipient is cured hit points 
  equal to 1d8 plus caster’s Int 
  modifier. If cast on an undead 
  creature, the spell causes 
  damage rather than healing. 
  Cure Serious Wounds
  Spell level: Cleric 4
  Range: 5ft
  Duration: Immediate
  The recipient is cured hit points 
  equal to 2d8 plus caster’s Int 
  modifier. If cast on an undead 
  creature, the spell causes 
  damage rather than healing. 
  Darkness
  Spell level: Magic User 2
  Range: 100ft
  Duration: 1 hour
  The caster creates a 15ft radius 
  of darkness. This can be 
  counteracted with a light spell.
  Deathspell
  Spell level: Magic User 6
  Range: 200ft
  Duration: Immediate
  A number of creatures totalling 
  10HD are destroyed (i.e. one 
  10HD creature, two 5HD 
  creatures, ten 1HD creatures). 
  Affected creatures must be 
  within 50ft of each other. 
  Detect Invisibility
  Spell level: Magic User 2
  Duration: 1 hour
  The caster is able to see 
  invisible creatures or objects as 
  if they were visible.
  Detect Magic
  Spell level: Cleric 1, Magic User 1
  Range: 50ft
  Duration: 10 minutes
  The caster can discern whether 
  an object or creature is imbued 
  with magical properties. At 7th 
  37
  
  level, the caster can tell 
  whether a magical object or 
  creature was in the vicinity in 
  the last 24 hours. 
  Dimension Door
  Spell level: Magic User 4
  Range: 15ft
  Duration: 1 hour
  The caster creates a swirling 
  intradimensional portal that 
  stays open for an hour or until 
  the caster has passed through 
  it. The caster reappears within 
  120ft of the door. 
  Earthquake
  Spell level: Cleric 7
  Range: 200ft
  Duration: Immediate
  The caster creates an 
  earthquake in a 50ft radius. The 
  earthquake destroys 
  architecture and objects. 
  Creatures caught in the area of 
  the earthquake must make a 
  Dex save or take 12d10 damage. 
  Enchant Item
  Spell level: Magic User 6
  Range: 5ft
  Duration: Indefinite
  The caster enchants a weapon 
  or piece of armour. 
  The enchanted weapon gains a 
  +1 to attacks. Enchanted armour 
  gains a +1 to AC. Items cannot 
  be enchanted more than once. 
  ESP
  Spell level: Magic User 2
  Range: 50ft
  Duration: 1 hour
  The caster is able to read the 
  minds of another creature. They 
  see images, rather than hear 
  words. The spell is blocked by 
  at least 1ft of metal or stone. 
  Explosive Runes
  Spell Level: Magic User 3
  Range: Written on a surface
  Duration: Until triggered
  The caster draws or engraves a 
  magical rune onto a surface and 
  imbues it with her magical will. 
  Any creature within 5ft of the 
  rune other than the caster will 
  take 4d6 damage from the 
  explosion. Magic Users of 7th 
  level or higher can remove the 
  rune without consequence.
  Fear
  Spell level: Magic User 4
  Range: 200ft
  Duration: 1 hour
  38
  
  The caster causes 2d6 creatures 
  within 200ft to flee if they fail a 
  Wis save. 
  Feeblemind
  Spell level: Magic User 5
  Range: 200ft
  Duration: Until saved
  The caster may only target 
  other Magic Users with this 
  spell. The recipient must make 
  an Int save or reduce their Int 
  score by 5. They may make a 
  save every hour. 
  Find Traps
  Spell level: Cleric 2
  Range: 20ft
  Duration: 1 hour (or 3 turns)
  The caster can see traps, 
  magical and non-magical, 
  within 20ft. 
  Finger of Death
  Spell level: Cleric 5
  Range: 100ft
  Duration: Immediate
  The caster automatically kills a 
  creature of HD5 or lower. 
  Recipients HD6 or over must 
  make a Dex save to avoid 
  death. 
  Fireball
  Spell level: Magic User 3
  Range: 200ft
  Duration: Immediate
  The caster launches a fireball at 
  a single opponent, causing 
  damage equal to 1d6 per caster 
  level. The fireball creates a 15ft 
  radius burst from the point of 
  impact, doing a further 3d6 
  damage to anyone caught in the 
  radius. Dex save halves 
  damage. 
  Gate
  Spell level: Magic User 9
  Range: 30ft
  Duration: Until being 
  summoned
  The caster creates an 
  interdimensional gateway to 
  multiple planes of existence. 
  The caster must speak the name 
  of an entity (only true names 
  will suffice) in order to summon 
  that entity to the caster’s plane. 
  Entities may include all manner 
  of beings, including gods, 
  demi-gods, demons etc. There 
  is a 1 in 20 chance that the 
  wrong entity will be summoned. 
  The entity may not be friendly 
  towards the summoner. 
  39
  
  Haste
  Spell level: Magic User 3
  Range: 200ft
  Duration: 1 hour (or 6 turns)
  2d6 creatures within 60ft of 
  each other may move at twice 
  their speed and make a second 
  attack on their turn. 
  Hold Person
  Spell level: Cleric 2
  Range: 150ft
  Duration: 8 turns
  The caster may target up to four 
  creatures within 150ft. Affected 
  creatures are unable to move 
  from their spot. They also 
  receive a -2 penalty to Dex 
  checks and saves. Wis save 
  negates the spell.
  Holy Word
  Spell level: Cleric 7
  Range: 30ft radius
  Duration: Immediate
  The cleric bellows a holy word 
  in the tongue of her god. All 
  creatures within the radius of 
  the word are affected. Creatures 
  of HD4 or lower are destroyed 
  instantly, creatures between HD 
  5 and 7 are unable to take 
  actions for 1d6 rounds, 
  creatures between HD 8 and 10 
  are unable to move for 1d6 
  rounds. Wis save negates the 
  spell.
  Invisibility
  Spell level: Magic User 2
  Range: 150ft
  Duration: Until an attack is 
  made or 1 hour
  The caster makes a creature or 
  object invisible. Invisible 
  creatures are attacked with a -5 
  to attack rolls if the 
  approximate location is known. 
  Once the invisible creature 
  makes an attack, it becomes 
  visible again.
  Invisible Stalker
  Spell level: Magic User 6
  Range: 5ft
  Duration: Until objective 
  performed
  The caster summons an 
  invisible stalker. The caster 
  must give it a single task that 
  the stalker will see out until it is 
  killed. 
  Knock
  Spell level: Magic User 2
  Range: 50ft
  Duration: Immediate
  The caster unlocks a locked 
  door, whether locked by 
  mundane or magical means. 
  40
  
  Doors in this instance includes 
  portals, gates and trapdoors. 
  Levitate
  Spell level: Magic User 2
  Range: 10ft per caster level
  Duration: 1 turn per caster level
  The caster can move along a 
  3-dimensional plane, vertically 
  and horizontally in the air. The 
  caster levitates are their 
  walking speed. 
  Light
  Spell level: Cleric 1, Magic User 1
  Range: 50ft
  Duration: 1 hour
  An object or person is 
  illuminated as if by sunlight, 
  with an illumination radius of 
  20ft.
  Magic Missile
  Spell level: Magic User 1
  Range: 100ft
  Duration: Immediate
  The caster fires a glowing 
  missile from her fingertip at an 
  opponent, inflicting damage 
  equal to 1d6 plus the caster’s Int 
  modifier. At level 6, the caster 
  fires 3 missiles, at level 10 the 
  caster fires 5 missiles, and at 
  level 15 the caster fires 7 
  missiles. 
  Magic Mouth
  Spell level: Magic User 2
  Range: 5ft
  Duration: Until triggered
  The caster creates a mouth on 
  an object that may speak a 
  word or phrase as taught by the 
  caster. This message may be no 
  longer than 50 words. At level 
  7, the mouth may speak up to 
  100 words. 
  Mass Charm
  Spell level: Magic User 8
  Range: 100ft
  Duration: Until saved
  The spell operates in the same 
  way as the Charm spell, but 
  instead affects 3d10 creatures. 
  Wis save negates.
  Mass Invisibility
  Spell level: Magic User 7
  Range: 100ft
  Duration: Until one creature 
  attacks, or 1 hour
  The spell operates in the same 
  way as the Invisibility spell, but 
  instead affects 1d4x100 
  humanoids, or 2d6 larger 
  creatures. The spell ends when 
  one creature attacks or an hour 
  is over.
  41
  
  Meteor Swarm
  Spell level: Magic User 9
  Ranger: 150ft
  Duration: Immediate
  The caster creates a cone of 
  small meteors at opponents. 
  Four meteors do 10d6 damage. 
  Dex save halves damage.
  Mind Blank
  Spell level: Magic User 8
  Range: 10ft radius
  Duration: 1 day
  The caster protects herself from 
  spells that would detect magic 
  or read thoughts.
  Monster Summoning I
  Spell level: Magic User 3
  Range: 10ft
  Duration: 6 rounds 
  The caster summons allied 
  monsters to aid them in battle. 
  They appear immediately. 
  Monster Summoning II
  Spell level: Magic User 5
  Range: 10ft
  Duration: 6 rounds 
  The caster summons allied 
  monsters to aid them in battle. 
  They appear on the caster’s 
  next turn.
   
  Monster Summoning III
  Spell level: Magic User 6
  Range: 10ft
  Duration: 6 rounds 
  The caster summons allied 
  monsters to aid them in battle. 
  They appear on the caster’s 
  next turn.
  Roll
  Monster
  1
  1d6 Giant Rats
  2
  1d3 Goblins
  3
  1d3 Hobgoblins
  4
  1d6 Kobolds
  5
  1d3 Orcs
  6
  1d3 Skeletons
  Roll
  Monster
  1
  1d4 Hobgoblins
  2
  1d3 Zombies
  3
  1d3 Giant Spiders
  4
  1d2 Bugbears
  5
  1d6 Orcs
  6
  1d6 Skeletons
  42
  
  Monster Summoning IV
  Spell level: Magic User 8
  Range: 10ft
  Duration: 6 rounds 
  The caster summons allied 
  monsters to aid them in battle. 
  They appear on the caster’s 
  next turn.
  Neutralise Poison
  Spell level: Cleric 4
  Range: 5ft
  Duration: Immediate
  Counteract a poison that has 
  entered a body within the last 3 
  hours.
  Part Water
  Spell level: Cleric 7
  Range: 200ft
  Duration: 2 hours
  A 20ft gap appears in a body of 
  water up to a depth of 30ft. 
  Phase Door
  Spell level: Magic User 7
  Range: 10ft
  Duration: 1 hour
  An 10ft deep invisible portal 
  appears that only the caster 
  may pass through. 
  Polymorph
  Spell level: Magic User 4
  Range: Self
  Duration: 1 hour
  The caster changes themself 
  into any object or creature. They 
  do not gain the stats of this 
  creature, but do gain attributes 
  such as wings or stone skin.
   
  Roll
  Monster
  1
  1d4 Bugbears
  2
  1d2 Gargoyles
  3
  1d2 Wights
  4
  1d4 Giant Spiders
  5
  1d3 Boars
  6
  1d2 Blink Dogs
  Roll
  Monster
  1
  1d2 Gargoyles
  2
  1 Ogre
  3
  1 Wraith
  4
  1 Owlbear
  5
  1 Troll
  6
  1 Minotaur
  43
  
  Prayer
  Spell level: Cleric 3
  Range: 20ft
  Duration: 1 round
  All creatures within a 20x20ft 
  area suffer a -1 to saves. This 
  becomes a -2 at Cleric 10 and -3 
  at Cleric 15.
  Project Image
  Spell level: Magic User 6
  Range: 200ft sphere
  Duration: 1 hour
  A projected image of the caster 
  appears within 200ft. The 
  projection can be used an as 
  origin for spellcasting.
  Purify Food and Drink
  Spell level: Cleric 1
  Range: 5ft
  Duration: Immediate
  Spoiled or poisoned food and 
  drink is purified. This works on 
  enough food and drink for 10 
  people. 
  Raise Dead
  Spell level: Cleric 5
  Range: 5ft
  Duration: NA
  A corpse that is no more than 4 
  days since death is brought 
  back to life. There is a 2 in 6 
  chance that a character with
  Con 8 or lower will die in the 
  process of being raised. The 
  raised character suffers -2 to 
  saves for 7 days.
  Read Languages
  Spell level: Magic User 1
  Range: 10ft
  Duration: Up to 10000 words
  The caster is able to read any 
  language and dialect they 
  would normally be unable to 
  read.
  Read Magic
  Spell level: Magic User 1
  Range: Self
  Duration: Up to 2 scrolls
  The caster can read magical 
  writing.
  Remove Curse
  Spell level: Cleric 3
  Range: 5ft
  Duration: Immediate
  One curse is removed from an 
  object or person.
  Restoration
  Spell level: Cleric 7
  Range: 30ft
  Duration: Immediate
  Restores levels lost by 
  level-draining effects.
   
  44
  
  Resurrection
  Spell level: Cleric 7
  Range: 5ft
  Duration: Immediate
  Acts like Raise Dead, but has no 
  ill effects and there is no chance 
  of a lower Con character dying 
  in the process.
  Shape Change
  Spell level: Magic User 9
  Range: Self
  Duration: 1d6+10 turns
  Acts like Polymorph, but the 
  caster gains all the attributes of 
  the creature they become. They 
  can turn into one creature per 
  turn.
  Shield
  Spell level: Magic User 1
  Range: Self
  Duration: 1d3 turns
  An invisible shield envelopes 
  the caster, improving their AC 
  by 2. 
  Silence
  Spell level: Cleric 2
  Range: 150ft
  Duration: 10 turns
  A 15ft area becomes silent. 
  Creatures inside the area 
  cannot be heard and vice versa.
  Simulacrum
  Spell level: Magic User 7
  Range: 5ft
  Duration: Permanent
  The caster gathers clay, snow, 
  ice or sand in the form of 
  themself or another person 
  before giving them life. This is 
  an imperfect copy of the person 
  and retains some knowledge of 
  that person. They follow the 
  caster’s orders implicitly. The 
  caster may only have one 
  Simulacrum at a time. If another 
  is created, the previous 
  explodes.
  Sleep
  Spell level: Magic User 1
  Range: 200ft
  Duration: 1 hour
  Enemies fall into a magical 
  sleep. This affects 4d4 1HD 
  creatures, 2d6 2HD, 1d6 3HD or 
  one 4HD creature.
  Slow
  Spell level: Magic User 3
  Range: 200ft
  Duration: 3 turns (30 mins)
  3d6 creatures within a 50ft area 
  must make a Wis save. If they 
  fail, they move at half speed.
   
  45
  
  Speak with Animals
  Spell level: Cleric 2
  Range: Self
  Duration: 1 minute
  The caster gains the ability to 
  converse with animals. 
  Speak with the Dead
  Spell level: Cleric 3
  Range: 5ft
  Duration: 3 questions
  The caster is able to ask three 
  questions of a corpse that has 
  been dead for 1d6 weeks. At 
  level 10 this increases to 1d6 
  months and at level 15 it 
  increases to any age.
  Speak with Plants
  Spell level: Cleric 4
  Range: 10ft
  Duration: 1 minute
  The caster gains the ability to 
  converse with all plants.
  Strength
  Spell level: Magic User 2
  Range: 5ft
  Duration: 4 hours
  Another character gains 1d6 
  extra points in Strength for a 
  limited time. 
  Telekinesis
  Spell level: Magic User 5
  Range: 100ft
  Duration: 6 turns (1 hour)
  The caster is able to move 
  objects with their mind. Objects 
  moved may weigh up to 20 
  pounds per caster level.
  Teleport
  Spell level: Magic User 5
  Range: 5ft
  Duration: Immediate
  The caster or someone they 
  touch is teleported to a location 
  that the caster knows. If the 
  caster has only seen an image 
  of the location, there is a 1 in 6 
  chance the teleported will die in 
  the process.
  Time Stop
  Spell level: Magic User 9
  Range: Self
  Duration: 1d6 rounds
  Time stops within a 20ft radius 
  around the caster. Creatures 
  caught within the area are 
  frozen and unable to take 
  actions. The caster may take 
  actions in the area as normal.
  46
  
  Wall of Fire/Ice
  Spell level: Magic User 4
  Range: 50ft
  Duration: 1 minute
  A wall of either fire or ice 
  appears, 50ft wide and 10ft tall 
  in either a straight line or a 
  circle. Anyone attempting to 
  pass through the wall takes 1d6 
  damage. 
  Wall of Iron/Stone
  Spell level: Magic User 5
  Range: 50ft
  Duration: 2 hours or until 
  dispelled
  A wall of either iron or stone 
  appears, 50ft wide and 10ft tall 
  in either a straight line or a 
  circle. It cannot be breached.
  Water Breathing
  Spell level: Magic User 2
  Range: 20ft
  Duration: 1 hour
  The target of the spell can 
  breathe underwater. 
  Wizard Eye
  Spell level: Magic User 4
  Range: 200ft
  Duration: 1 hour
  The caster conjures an eye that 
  they can see through as if it 
  were their own. It moves at the 
  same rate as the caster and can 
  be moved up to 200ft away. 
  Wish
  Spell level: Magic User 9
  Range: Any
  Duration: None
  The caster gains a single wish 
  that can be answered at the 
  GM’s discretion. While this will 
  not grant immortality or 
  unending riches, it will provide 
  great boons and powers. 
  Word of Recall
  Spell level: Cleric 6
  Range: Any
  Duration: Immediate
  The cleric teleports instantly to 
  their temple. 
  47
  
  Monsters
  The world is crawling with all 
  manner of beasts, ghosts, 
  demons and things that few 
  civilians can comprehend. In 
  Dungeon Nights adventurers will be 
  coming up against monsters 
  and evil doers on a fairly 
  regular basis. This section 
  explains the rules for monsters 
  and offers a list of monsters to 
  include in your game. 
  How to read monster 
  descriptions
  Armour Class (AC): The number 
  required to hit the monster.
  Hit Dice (HD): This is the 
  number of d8s rolled to 
  determine the monster’s hit 
  points. It is also the number 
  added to a monster’s attack.
  Attacks (ATK): This includes the 
  number of attacks a monster 
  gets and how much damage it 
  does. 
  Save (SV): This is the saving 
  throw target the monster needs 
  to beat on a d20 to succeed a 
  save. 
  Move (MV): This is how far a 
  monster can move on their turn 
  in feet. Some monsters also 
  have special movement like fly 
  or burrow with their own 
  movement values.
  Special (SP): Any extra abilities 
  a monster has. 
  48
  
  Name
  HD
  AC
  ATK
  SV
  MV
  SP
  Ant, Giant
  2
  15
  Bite (1d6)
  16
  30’
  Poison: 1d6 extra damage (Con save negates)
  Banshee
  7
  18
  Claw (1d8)
  8
  35’ (Fly 
  50’)
  Howl: One target must make a Con save or die.
  Basilisk
  6
  15
  Bite (1d10)
  11
  25’
  Stone Gaze: Target in 40ft must make a Dex 
  save or be turned to stone. 
  Bat, Giant
  4
  12
  Bite (1d10)
  13
  Fly 50’
  Blood Drain: After doing damage, the victim 
  must make a Str save or take an extra 1d6 
  damage.
  Black Pudding
  8
  6
  Slam (3d8)
  5
  10’
  Absorb: There is a 1 in 10 chance a weapon 
  will be absorbed into the pudding after dealing 
  damage.
  Blink Dog
  4
  15
  Bite (1d6)
  13
  35’
  Teleport: May teleport up to 80’ away and 
  attack.
  Boar
  3
  12
  Gore (3d4)
  14
  30’
  None
  Bugbear
  3
  14
  Bite (1d6) 
  or Weapon
  14
  30’
  Wall: Bugbear gains +1 AC for every other 
  Bugbear adjacent to it. 
  Centipede, 
  Giant
  4
  14
  Sting (1d6)
  13
  20’ 
  (Burrow 
  50’)
  Poison: 1d6 extra damage (Con save negates)
  Cockatrice
  7
  15
  Bite (2d6)
  10
  25’
  Stone Gaze: Target in 60ft must make a Dex 
  save or be turned to stone. 
  Demon
  9
  17
  Sword 
  (3d6)
  7
  30’
  Fire Aura: Demon is surrounded by a 5’ wall of 
  flame. Anyone within in takes 1d6 damage per 
  round. 
  Dragon
  10
  17
  Bite (3d6)
  6
  25’ (Fly 
  50’)
  Breath: Breathes fire in a 60’ line, doing 3d8 
  damage. Dex save halves damage.
  Dwarf
  1
  14
  Hammer 
  (1d6)
  17
  20’
  1 in 6 chance of being able to cast 1st level 
  spells. 
  Elemental, Air
  9
  17
  Gale (3d6)
  55
  30’ (Fly 
  50’)
  Tornado: Creatures within 30’ of the Elemental 
  tmust make a Str save of be thrown 30’ 
  backwards and take 2d6 damage.
  49
  
  50
  
  Name
  HD
  AC
  ATK
  SV
  MV
  SP
  Elemental. 
  Earth
  8
  16
  Slam 
  (1d12)
  8
  25’
  Earthquake: All creatures in a 40’ radius must 
  make a Dex save or take 1d6 damage and fall 
  over.
  Elemental, 
  Fire
  13
  18
  Burn (3d8)
  3
  30’
  Inferno: The elemental launches a fireball 20’ in 
  diameter, 100’ in range, doing 3d10 damage. 
  Dex save halves. 
  Elf
  1
  14
  Sword 
  (1d6) or 
  Bow (1d6)
  17
  30’
  1 in 6 chance of being able to cast 1st level 
  spells. 
  Gargoyle
  3
  14
  Bite (1d6) 
  and claw 
  (1d4)
  14
  30’ (Fly  
  50’)
  None
  Gelatinous 
  Cube
  4
  10
  Slam (2d4)
  `3
  10’
  Absorb: If struck by a weapon, there is a 1 in 6 
  chance the weapon will be broken by its acid. 
  Giant
  8
  15
  Club (2d6)
  11
  25’
  Rock Throw: May throw rocks for 2d4 damage. 
  Gnome
  2
  14
  Dagger 
  (1d6)
  16
  30’
  1 in 6 chance of being able to cast 1st level 
  spells. 
  Goblin
  1
  12
  Sword 
  (1d6)
  18
  30’
  None
  Golem
  5
  16
  Slam (3d4)
  12
  25’
  Magic Resistance: There is a 1 in 6 chance that 
  a spell against the Golem will fail.
  Griffon
  7
  16
  Claws 
  (1d4) bite 
  (1d6)
  9
  30’ (Fly 
  60’)
  None
  Hobgoblin
  1
  13
  Sword 
  (1d8)
  15
  30’
  None
  Human
  1
  12
  Sword 
  (1d6)
  17
  30’
  None
  Hydra
  13
  18
  Bite 
  (3d10), 2 
  claws 
  (2d6)
  3
  25’
  Many Heads: The hydra has 13 heads. If a 
  head is removed, its HD is lowered by 1.
  Invisible 
  Stalker
  8
  16
  Bite (3d4)
  8
  30’ (Fly 
  50’)
  Invisibility: There is a 1 in 4 chance an attack 
  against the stalker will miss.
  51
  
  Name
  HD
  AC
  ATK
  SV
  MV
  SP
  Kobold
  1
  11
  Spear 
  (1d6)
  18
  30’
  None
  Lich
  10
  20
  Touch 
  (1d12)
  3
  30’
  Spellcaster: A lich may cast Magic-User spells 
  of the equivalent level.
  Lizardman
  2
  14
  Claw 
  (1d4), bite 
  (1d4)
  17
  30’
  Water Breath: Lizardmen can breathe 
  underwater.
  Manticore
  6
  16
  Claw 
  (1d6), bite 
  (1d6), 
  Sting (2d4)
  14
  30’
  Paralysis: If a creature is damaged by the sting, 
  they must save vs Con or be paralysed for 3 
  turns.
  Minotaur
  6
  13
  Gore (2d8)
  12
  35’
  None
  Ogre
  3
  14
  Claw (1d8)
  14
  30’
  None
  Orc
  1
  14
  Sword 
  (1d6)
  17
  30’
  Darkdweller: Takes a -1 to attacks in direct 
  sunlight.
  Orc, Half
  1
  13
  Sword 
  (1d6)
  18
  30’
  None
  Owlbear
  5
  14
  Claw 
  (1d6), bite 
  (1d6), bite 
  (1d6)
  12
  30’
  Bearhug: If the Owlbear scores a critical hit, it 
  grapples the opponent. They attack with a -4 
  until they save vs Str. 
  Purple Worm
  12
  13
  Bite (2d12)
  3
  40’ 
  (Burrow 
  60’)
  Devour: If the worm hits with a bite attack, the 
  victim must save vs Str or be eaten whole. 
  They take 1d10 damage as long as they are in 
  its belly until they make a save vs Str. 
  Rat, Giant
  1
  11
  Bite (1d6)
  18
  40’
  Disease: There is a 1 in 10 chance that after a 
  bite, the rat will cause a disease that does 1d4 
  damage per turn, lasting for 3 turns. Save vs 
  Con negates.
  Shambling 
  Mound
  6
  14
  2 Slams 
  (2d6)
  9
  20’
  Entangle: If the shambling mound hits with its 
  attack, the victim must save vs Dex to be 
  unable to move for 3 rounds. 
  Skeleton
  1
  12
  Sword 
  (1d6)
  17
  30’
  Immunity: Sharp weapons do half damage.
  52
  
  Name
  HD
  AC
  ATK
  SV
  MV
  SP
  Spider, Giant
  2
  13
  Bite (1d8)
  16
  30’
  Climb: Spiders can climb up walls effortlessly.
  Titan
  15
  20
  Sword 
  (2d10)
  3
  30’
  Spellcaster: May cast four spells as if a 7th 
  level Magic-User
  Troll
  5
  15
  Claw 
  (1d6), bite 
  (1d6)
  11
  30’
  Regenerate: Each turn, the troll heals 1d4 HP.
  Unicorn
  4
  16
  Horn (1d8)
  13
  30’
  Healing: The unicorn may cast cure light 
  wounds up to 6 times per day.
  Vampire
  8
  17
  Bite (1d10)
  8
  30’
  Drain: If a vampire hits with a bite, the victim 
  must save vs Str or lose 1 level. 
  Wolf
  2
  12
  Bite (1d8)
  15
  40’
  Pack Hunt: A wolf has as many attacks as there 
  are other wolves attacking the same creature.
  Wraith
  4
  16
  Touch 
  (1d6)
  13
  30’ (Fly 
  50’)
  Drain: If a wraith hits with a touch, the victim 
  must save vs Str or lose 1 level. 
  Wyvern
  6
  16
  Bite (1d8), 
  claw (1d6)
  10
  30’ (Fly 
  60’)
  Poison: Wyvern does 1d6 extra damage if it hits 
  with bite. (Con save negates)
  Yellow King
  16
  21
  Touch 
  (4d10)
  3
  30’ (Fly 
  50’)
  Madness: If the Yellow King hits with a touch 
  attack, the victim must save vs Wis or go 
  insane. While insane they cannot attack or 
  move. Each turn there is a 1 in 4 chance they 
  will attack an ally. 
  Zombie
  3
  13
  Bite (1d6)
  16
  20’
  Disease: There is a 1 in 6 chance that after a 
  bite, the zombie will cause a disease that does 
  1d6 damage per turn, lasting for 3 turns. Save 
  vs Con negates.
  53
  
  Example of 
  Play
  The party is delving into an 
  ancient temple that has since 
  been taken over by an Ogre 
  King and its goblin minions. 
  GM: You find yourselves in a 
  dingy corridor, moss growing 
  on the walls and luminous 
  mushrooms casting eerie 
  shadows all around you. There 
  is a wooden door to the north 
  and one to the east. 
  Thief: I don’t trust this place. I’m 
  going to get on my hands and 
  knees and start inspecting for 
  tripwires, pressure plates and 
  the like. 
  GM: Make a Wis check (10). 
  Thief: I rolled a 13, plus my 
  thievery ability, which is a +2. A 
  15!
  GM: You notice a silvery thread 
  running across the width of the 
  hall. 
  Thief: Ok, watch your step, this 
  place is booby trapped.
  The party reaches the door to 
  the north safely, but find it’s 
  locked. 
  Thief: I could pick the lock…
  Warrior: Stand back, let me 
  have at it. I run at the door to 
  bash it open.
  GM: Ok, it’s a pretty sturdy 
  locked door, so it’s going to be 
  a 15 on a Str check. 
  Warrior: I rolled a 6, plus my 
  Str, so a 9 in total. Argh!
  GM: You recoil back. Take 1 hit 
  point of damage. Suddenly a 
  strange glyph that was once 
  invisible now glows on the 
  door. The hallway suddenly 
  erupts in flame. I need a Dex 
  save from everyone. Magic user, 
  you can add your +2 since it’s a 
  spell. 
  They all roll on their saving 
  throw targets. The warrior, 
  magic user and thief are fine, 
  but the cleric catches the brunt 
  of the explosion.
  GM: Cleric, you are covered in 
  magic flame, take 8 damage. 
  Cleric: Ugh, that puts me at 3HP. 
  Not good. 
  54
  
  Magic user: Perhaps you should 
  heal yourself before we go on.
  Cleric: Good idea. I cast my cure 
  light wounds spell, giving me 
  4HP back. 
  GM: Beyond the wreckage of 
  the door you see a wide, circular 
  room with a black shrine at the 
  north end, with stone steps 
  leading up to it. An ogre seems 
  to be using the shrine as a table 
  for its lunch. It’s surrounded by 
  five goblins, who have just 
  looked up to see what the noise 
  was.
  Cleric: This is blasphemy! I run 
  inside and begin swiping at the 
  closest goblin with my mace.
  GM: OK, let’s roll initiative. 
  Everyone rolls a d6 to see when 
  they act.
  GM: Thief, you’re up first. 
  Thief: Excellent - I get to use my 
  backstab ability. I rush over to a 
  goblin and attempt to sink my 
  dagger into its stomach before 
  it can act. I rolled a 12, plus my 
  Str of 1, attack bonus of 1 and 
  my backstab of 2: a 15. 
  GM: That beats the goblin’s AC 
  of 12. Roll for damage.
  Thief: 10 damage! 
  GM: A great hit. Your dagger 
  rips into its vitals, ripping its 
  black heart apart. The goblin 
  falls to the ground choking on 
  its own blood. It’s a goblin next. 
  It kicks over a seat and sinks 
  behind it, bow in hand before 
  letting loose an arrow at you, 
  Thief. An 8. That’s a miss vs your 
  AC of 14. Warrior, you’re up.
  Warrior: Are there any torches 
  in the room?
  GM: Yes, there are two burning 
  close to you.
  Warrior: Great. I take one and 
  lob it at the hidden goblin. 
  Hopefully its cover will set 
  alight.!
  GM: Cool idea. Make a Dex 
  check to throw it accurately. Just 
  a 10 to succeed.
  Warrior: 11! 
  GM: Its cover goes up in flames 
  and you can see the goblin take 
  is hurt too. The ogre’s up now. It 
  grabs a spear off its back and 
  throws it at you, Warrior. That’s 
  an 18, which is a hit, doing 7 
  damage. 
  55
  
  Warrior: Ouch, it’s cut me badly, 
  but I’m still standing. 
  GM: Two of the other goblins 
  rush towards you, blades 
  drawn. One tries to shiv you, 
  Cleric. It rolled a 5, which is a 
  miss. It glances off your chain 
  armour. It’s your turn.
  Cleric: The fool! I’m going to 
  make an aimed strike with my 
  mace. That’s a 14 to attack.
  GM: A hit.
  Cleric: And that’s 7 damage.
  GM: Your mace swing crushes 
  the goblin’s skull, sending the 
  ragdoll-like body into the wall. 
  You notice the fear in the eyes 
  of the living goblins. Magic 
  user, it’s your time to shine. 
  Magic user: I stride into the 
  room, my fingers crackling with 
  energy. I fire a magic missile 
  directly at the ogre. It does 3 
  points of damage. 
  GM: The ogre recoiles with a 
  deafening roar. The remaining 
  goblins look terrified. The one 
  behind the burning chair 
   
  leaps from its flaming hiding 
  place and fires an arrow at the 
  magic user. That’s a 13 vs AC, 
  which hits, doing 3 damage. 
  Magic user: That’s me on 1HP 
  remaining. Maybe I shouldn’t 
  have been so confident. 
  Warrior: Magic user, get back 
  behind me. Cleric has a potion 
  to give you. 
  The party continues the fight, 
  slaying the remaining goblins 
  and finally facing down the 
  Ogre King. 
  Thief: I want to launch off 
  warrior’s back and use the 
  momentum to strike the ogre in 
  a vital area.
  GM: This is going to be tough, 
  but the payoff could be great. 
  Make a tough Dex check for 15. 
  Thief: A 20! The dice gods are 
  with me!
  GM: You use warrior’s back as a 
  springboard, flipping through 
  the air and bringing a dagger 
  down on the ogre. Make an 
  attack with +2 .
  Thief: 15 - it’s a hit! 5 damage.
  GM: That’s enough. You get the 
  ogre in its eye, sending it 
  staggering back. It roars before 
  falling to the ground, dead.
  56
  
  DUNGEON NIGHTS
  CHARACTER SHEET
  STR   
  PLAYER NAME……………………..
  CHARACTER NAME………………...
  CULTURE……………..
  RACE………….
  HIT DICE
  MAX HIT POINTS
  CURRENT HIT POINTS
  ARMOUR CLASS
  SAVING THROW
  GEAR
  RACIAL BONUS
  PROFICIENCIES
  SPECIAL
   
  CLASS LEVEL….
  CULTURE TAGS……………………………..
  CLASS TAGS………………………………..
         (        )
         (        )
         (        )
         (        )
         (        )
         (        )
  DEX   
  CON   
  WIS   
  INT   
  CHA   
  CLERIC PRAYERS KNOWN
  ARCANE SPELLS KNOWN
  57
  
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SOURCE: textdata/thevault/Miscellaneous Rules; Add-On Systems; Curios/Dungeon Nights.pdf